annotate srogue/disply.c @ 87:f871cb0539d3

Don't set the player's ISRUN flag. rogue4 and rogue5 set the player's ISRUN flag upon exit from sleep or holding. This is apparently supposed to indicate that the player can move again. What it actually does is make it harder for monsters to hit the player, until the flag is reset. As this behavior makes little sense and seems like a cheat, it has been deemed a bug and removed.
author John "Elwin" Edwards
date Tue, 13 Aug 2013 09:19:56 -0700
parents 2128c7dc8a40
children 94a0d9dd5ce1
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36
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1 /*
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2 * various display routines and flag checking functions
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3 *
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4 * @(#)disply.c 9.0 (rdk) 7/17/84
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5 *
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6 * Super-Rogue
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7 * Copyright (C) 1984 Robert D. Kindelberger
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8 * All rights reserved.
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9 *
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10 * See the file LICENSE.TXT for full copyright and licensing information.
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11 */
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12
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13 #include "rogue.h"
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14 #include <ctype.h>
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15 #include "rogue.ext"
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16
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17 /*
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18 * displevl:
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19 * Display detailed level for wizard and scroll
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20 */
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21 displevl()
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22 {
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23 reg char ch, mch;
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24 reg int i,j;
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25 reg struct room *rp;
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26
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27 for (rp = rooms; rp < &rooms[MAXROOMS]; rp++)
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28 rp->r_flags &= ~ISDARK;
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29
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30 for (i = 0; i < LINES - 2; i++) {
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31 for (j = 0; j < COLS - 1; j++) {
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32 ch = mvinch(i,j);
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33 if (isatrap(ch)) {
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34 struct trap *what;
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35
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36 what = trap_at(i, j);
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37 if (what != NULL)
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38 what->tr_flags |= ISFOUND;
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39 }
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40 else if (ch == SECRETDOOR) {
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41 ch = DOOR;
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42 mvaddch(i, j, ch);
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43 }
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44 else if (illeg_ch(ch)) {
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45 ch = FLOOR;
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46 mvaddch(i, j, ch);
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47 }
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48 if (mvwinch(mw, i, j) != ' ') {
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49 struct linked_list *what;
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50 struct thing *it;
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51
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52 what = find_mons(i, j);
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53 if (what == NULL) {
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54 ch = FLOOR;
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55 mvaddch(i, j, ch);
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56 }
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57 else {
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58 it = THINGPTR(what);
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59 it->t_oldch = ch;
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60 }
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61 }
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62 mch = mvwinch(cw, i, j);
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63 if (isalpha(mch))
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64 ch = mch;
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65 mvwaddch(cw, i, j, ch);
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66 }
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67 }
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68 nochange = FALSE; /* display status again */
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69 draw(cw);
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70 }
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71
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72 /*
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73 * dispmons:
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74 * Show monsters for wizard and potion
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75 */
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76 dispmons()
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77 {
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78 reg int ch, y, x;
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79 reg struct thing *it;
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80 reg struct linked_list *item;
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81
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82 for (item = mlist; item != NULL; item = next(item)) {
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83 it = THINGPTR(item);
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84 y = it->t_pos.y;
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85 x = it->t_pos.x;
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86 mvwaddch(cw, y, x, it->t_type);
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87 it->t_flags |= ISFOUND;
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88 if (it->t_type == 'M') /* if a mimic */
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89 it->t_disguise = 'M'; /* give it away */
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90 }
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91 draw(cw);
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92 }
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93
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94 /*
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95 * winat:
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96 * Get whatever character is at a location on the screen
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97 */
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98 winat(y, x)
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99 int x, y;
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100 {
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101 reg char ch;
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102
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103 if (mvwinch(mw,y,x) == ' ')
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104 ch = mvinch(y, x); /* non-monsters */
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105 else
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106 ch = winch(mw); /* monsters */
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