Mercurial > hg > early-roguelike
view arogue5/list.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 | 0ed67132cf10 |
children | 56e748983fa8 |
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/* * Functions for dealing with linked lists of goodies * * Advanced Rogue * Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka and AT&T * All rights reserved. * * Based on "Rogue: Exploring the Dungeons of Doom" * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman * All rights reserved. * * See the file LICENSE.TXT for full copyright and licensing information. */ #include <stdlib.h> #include "curses.h" #include "rogue.h" /* * detach: * Takes an item out of whatever linked list it might be in */ _detach(list, item) register struct linked_list **list, *item; { if (*list == item) *list = next(item); if (prev(item) != NULL) item->l_prev->l_next = next(item); if (next(item) != NULL) item->l_next->l_prev = prev(item); item->l_next = NULL; item->l_prev = NULL; } /* * _attach: * add an item to the head of a list */ _attach(list, item) register struct linked_list **list, *item; { if (*list != NULL) { item->l_next = *list; (*list)->l_prev = item; item->l_prev = NULL; } else { item->l_next = NULL; item->l_prev = NULL; } *list = item; } /* * o_free_list: * Throw the whole object list away */ _o_free_list(ptr) register struct linked_list **ptr; { register struct linked_list *item; while (*ptr != NULL) { item = *ptr; *ptr = next(item); o_discard(item); } } /* * o_discard: * free up an item and its object(and maybe contents) */ o_discard(item) register struct linked_list *item; { register struct object *obj; obj = OBJPTR(item); if (obj->contents != NULL) o_free_list(obj->contents); total -= 2; FREE(item->l_data); FREE(item); } /* * t_free_list: * Throw the whole thing list away */ _t_free_list(ptr) register struct linked_list **ptr; { register struct linked_list *item; while (*ptr != NULL) { item = *ptr; *ptr = next(item); t_discard(item); } } /* * t_discard: * free up an item and its thing */ t_discard(item) struct linked_list *item; { total -= 2; FREE(item->l_data); FREE(item); } /* * destroy_item: * get rid of an item structure -- don't worry about contents */ destroy_item(item) register struct linked_list *item; { total--; FREE(item); } /* * new_item * get a new item with a specified size */ struct linked_list * new_item(size) int size; { register struct linked_list *item; if ((item = (struct linked_list *) new(sizeof *item)) == NULL) msg("Ran out of memory for header after %d items", total); if ((item->l_data = new(size)) == NULL) msg("Ran out of memory for data after %d items", total); item->l_next = item->l_prev = NULL; return item; } /* * creat_item: * Create just an item structure -- don't make any contents */ struct linked_list * creat_item() { register struct linked_list *item; if ((item = (struct linked_list *) new(sizeof *item)) == NULL) msg("Ran out of memory for header after %d items", total); item->l_next = item->l_prev = NULL; return item; } char * new(size) int size; { register char *space = ALLOC(size); static char errbuf[LINELEN]; if (space == NULL) { sprintf(errbuf,"Rogue ran out of memory (used = %d, wanted = %d).", md_memused(), size); fatal(errbuf); } total++; return space; }