Mercurial > hg > early-roguelike
view rogue4/misc.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 | 9535a08ddc39 |
children | 1b73a8641b37 |
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/* * All sorts of miscellaneous routines * * @(#)misc.c 4.30 (Berkeley) 4/6/82 * * Rogue: Exploring the Dungeons of Doom * Copyright (C) 1980, 1981, 1982 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 <ctype.h> #include <string.h> #include "rogue.h" /* * tr_name: * Print the name of a trap */ char * tr_name(type) char type; { switch (type) { case T_DOOR: return terse ? "a trapdoor" : "you found a trapdoor"; case T_BEAR: return terse ? "a beartrap" : "you found a beartrap"; case T_SLEEP: return terse ? "a sleeping gas trap":"you found a sleeping gas trap"; case T_ARROW: return terse ? "an arrow trap" : "you found an arrow trap"; case T_TELEP: return terse ? "a teleport trap" : "you found a teleport trap"; case T_DART: return terse ? "a dart trap" : "you found a poison dart trap"; } msg("wierd trap: %d", type); return NULL; } /* * look: * A quick glance all around the player */ look(wakeup) bool wakeup; { register int x, y; register unsigned char ch; register int index; register THING *tp; register struct room *rp; register int ey, ex; register int passcount = 0; register char pfl, *fp, pch; register int sy, sx, sumhero = 0, diffhero = 0; register int oldx, oldy; getyx(stdscr, oldy, oldx); rp = proom; if (!ce(oldpos, hero)) { if ((oldrp->r_flags & (ISGONE|ISDARK)) == ISDARK && !on(player,ISBLIND)) { ey = oldpos.y + 1; ex = oldpos.x + 1; sy = oldpos.y - 1; for (x = oldpos.x - 1; x <= ex; x++) for (y = sy; y <= ey; y++) { if (y == hero.y && x == hero.x) continue; move(y, x); if (inch() == FLOOR) addch(' '); } } oldpos = hero; oldrp = rp; } ey = hero.y + 1; ex = hero.x + 1; sx = hero.x - 1; sy = hero.y - 1; if (door_stop && !firstmove && running) { sumhero = hero.y + hero.x; diffhero = hero.y - hero.x; } index = INDEX(hero.y, hero.x); pfl = _flags[index]; pch = _level[index]; for (y = sy; y <= ey; y++) if (y > 0 && y < LINES - 1) for (x = sx; x <= ex; x++) { if (x <= 0 || x >= COLS) continue; if (!on(player, ISBLIND)) { if (y == hero.y && x == hero.x) continue; } else if (y != hero.y || x != hero.x) continue; index = INDEX(y, x); /* * THIS REPLICATES THE moat() MACRO. IF MOAT IS CHANGED, * THIS MUST BE CHANGED ALSO */ fp = &_flags[index]; ch = _level[index]; if (pch != DOOR && ch != DOOR) if ((pfl & F_PASS) != (*fp & F_PASS)) continue; else if ((*fp & F_PASS) && (*fp & F_PNUM) != (pfl & F_PNUM)) continue; if ((tp = _monst[index]) != NULL) if (on(player, SEEMONST) && on(*tp, ISINVIS)) { if (door_stop && !firstmove) running = FALSE; continue; } else { if (wakeup) wake_monster(y, x); if (tp->t_oldch != ' ' || (!(rp->r_flags & ISDARK) && !on(player, ISBLIND))) tp->t_oldch = _level[index]; if (see_monst(tp)) ch = tp->t_disguise; } move(y, x); if (ch != inch()) addch(ch); if (door_stop && !firstmove && running) { switch (runch) { case 'h': if (x == ex) continue; when 'j': if (y == sy) continue; when 'k': if (y == ey) continue; when 'l': if (x == sx) continue; when 'y': if ((y + x) - sumhero >= 1) continue; when 'u': if ((y - x) - diffhero >= 1) continue; when 'n': if ((y + x) - sumhero <= -1) continue; when 'b': if ((y - x) - diffhero <= -1) continue; } switch (ch) { case DOOR: if (x == hero.x || y == hero.y) running = FALSE; break; case PASSAGE: if (x == hero.x || y == hero.y) passcount++; break; case FLOOR: case '|': case '-': case ' ': break; default: running = FALSE; break; } } } if (door_stop && !firstmove && passcount > 1) running = FALSE; move(hero.y, hero.x); addch(PLAYER); } /* * find_obj: * Find the unclaimed object at y, x */ THING * find_obj(y, x) register int y, x; { register THING *op; for (op = lvl_obj; op != NULL; op = next(op)) { if (op->o_pos.y == y && op->o_pos.x == x) return op; } #ifdef WIZARD sprintf(prbuf, "Non-object %d,%d", y, x); debug(prbuf); #endif return NULL; } /* * eat: * She wants to eat something, so let her try */ eat() { register THING *obj; if ((obj = get_item("eat", FOOD)) == NULL) return; if (obj->o_type != FOOD) { if (!terse) msg("ugh, you would get ill if you ate that"); else msg("that's Inedible!"); return; } inpack--; if (food_left < 0) food_left = 0; if ((food_left += HUNGERTIME - 200 + rnd(400)) > STOMACHSIZE) food_left = STOMACHSIZE; hungry_state = 0; if (obj == cur_weapon) cur_weapon = NULL; if (obj->o_which == 1) msg("my, that was a yummy %s", fruit); else if (rnd(100) > 70) { pstats.s_exp++; msg("yuk, this food tastes awful"); check_level(); } else msg("yum, that tasted good"); if (--obj->o_count < 1) { detach(pack, obj); discard(obj); } } /* * chg_str: * Used to modify the playes strength. It keeps track of the * highest it has been, just in case */ chg_str(amt) register int amt; { str_t comp; if (amt == 0) return; add_str(&pstats.s_str, amt); comp = pstats.s_str; if (ISRING(LEFT, R_ADDSTR)) add_str(&comp, -cur_ring[LEFT]->o_ac); if (ISRING(RIGHT, R_ADDSTR)) add_str(&comp, -cur_ring[RIGHT]->o_ac); if (comp > max_stats.s_str) max_stats.s_str = comp; } /* * add_str: * Perform the actual add, checking upper and lower bound limits */ add_str(sp, amt) register str_t *sp; int amt; { if ((*sp += amt) < 3) *sp = 3; else if (*sp > 31) *sp = 31; } /* * add_haste: * Add a haste to the player */ add_haste(potion) bool potion; { if (on(player, ISHASTE)) { no_command += rnd(8); player.t_flags &= ~ISRUN; extinguish(nohaste); player.t_flags &= ~ISHASTE; msg("you faint from exhaustion"); return FALSE; } else { player.t_flags |= ISHASTE; if (potion) fuse(nohaste, 0, rnd(4)+4, AFTER); return TRUE; } } /* * aggravate: * Aggravate all the monsters on this level */ aggravate() { register THING *mi; for (mi = mlist; mi != NULL; mi = next(mi)) runto(&mi->t_pos, &hero); } /* * vowelstr: * For printfs: if string starts with a vowel, return "n" for an * "an". */ char * vowelstr(str) register char *str; { switch (*str) { case 'a': case 'A': case 'e': case 'E': case 'i': case 'I': case 'o': case 'O': case 'u': case 'U': return "n"; default: return ""; } } /* * is_current: * See if the object is one of the currently used items */ is_current(obj) register THING *obj; { if (obj == NULL) return FALSE; if (obj == cur_armor || obj == cur_weapon || obj == cur_ring[LEFT] || obj == cur_ring[RIGHT]) { if (!terse) addmsg("That's already "); msg("in use"); return TRUE; } return FALSE; } /* * get_dir: * Set up the direction co_ordinate for use in varios "prefix" * commands */ get_dir() { register char *prompt; register bool gotit; if (!terse) msg(prompt = "which direction? "); else prompt = "direction: "; do { gotit = TRUE; switch (readchar()) { case 'h': case'H': delta.y = 0; delta.x = -1; when 'j': case'J': delta.y = 1; delta.x = 0; when 'k': case'K': delta.y = -1; delta.x = 0; when 'l': case'L': delta.y = 0; delta.x = 1; when 'y': case'Y': delta.y = -1; delta.x = -1; when 'u': case'U': delta.y = -1; delta.x = 1; when 'b': case'B': delta.y = 1; delta.x = -1; when 'n': case'N': delta.y = 1; delta.x = 1; when ESCAPE: return FALSE; otherwise: mpos = 0; msg(prompt); gotit = FALSE; } } until (gotit); if (on(player, ISHUH) && rnd(5) == 0) do { delta.y = rnd(3) - 1; delta.x = rnd(3) - 1; } while (delta.y == 0 && delta.x == 0); mpos = 0; return TRUE; } /* * sign: * Return the sign of the number */ sign(nm) register int nm; { if (nm < 0) return -1; else return (nm > 0); } /* * spread: * Give a spread around a given number (+/- 10%) */ spread(nm) register int nm; { return nm - nm / 10 + rnd(nm / 5); } /* * call_it: * Call an object something after use. */ call_it(know, guess) register bool know; register char **guess; { if (know && *guess) { free(*guess); *guess = NULL; } else if (!know && askme && *guess == NULL) { msg(terse ? "call it: " : "what do you want to call it? "); if (get_str(prbuf, stdscr) == NORM) { *guess = malloc((unsigned int) strlen(prbuf) + 1); strcpy(*guess, prbuf); } } }