[net.sources.games] Bug In Robots

wutka@gitpyr.UUCP (Mark Wutka) (08/30/85)

 In case anyone has noticed, there m3a little bug in robots
when you use the control key or the shift key to do a move.
If you tell it to go in the directions of a wall, it will.
It will then plunge through the wall and give you an error such
as Bus error.

To fix it, you need only to insert 1 line in the code. It is in the
routine do_move in the first switch statement:
       VERT:
       HORIZ:
       SCRAP:
         bad_move = TRUE;

(on my copy it is around line 409)
just insert the line
         return;
after the bad_move = TRUE;

-- 
Mark Wutka
Office of Computing Services
Georgia Institute of Technology
Atlanta, Ga.

...!{akgua,allegra,amd,hplabs,ihnp4,masscomp,ut-ngp}!gatech!gitpyr!wutka
...!{rlgvax,sb1,uf-cgrl,unmvax,ut-sally}!gatech!gitpyr!wutka

Official member of NERDS (NERDS Existing in a Recursively Defined System)

jamesp@dadla.UUCP (Jim Perkins) (08/30/85)

>Mark Wutka
>
>Official member of NERDS (NERDS Existing in a Recursively Defined System)

Hmm... left recursion, I see -- a tough definition
-- 

					\   |   /
James T. Perkins			  \ | /		"Roads?  Where we're
=========================================== O - - -	 going we don't NEED
tektronix!dadla!jamesp			  / | \		 Roads..."
					/   |   \

 
The Roman Rule
	The one who says it cannot be done should never interrupt the
	one who is doing it.

mike@erix.UUCP (Mike Williams) (10/25/85)

If you have installed the sonic patch there is an easy way to get as many
points as you wish in Robots. Create your own termcap entry which is identical
with the termcap you already use except for the li entry which you set to
a small number (~10). The easiest way to do this is to use your own termcap
file and let the environment variable TERMCAP point to it. You will now be 
able to play robots with a very small screen.

If you survive to about level 12 you will find out that there are so many 
robots on the screen that you only have to zap about once per round to get
a wall of scrap heaps arround you. Thus you can go on as long as you want.
I got fed up after about 10 minutes when my score was as follows

Top Twenty Robotists of All Time:
Rank   Score    Name
1      204474677 mike: chickened out on level 64.

It should be trivial to fix robots so that it doesn't work for screens where
li * co < 1000 if you can be bothered to do so!

--Mike Williams

dik@zuring.UUCP (10/28/85)

In article <985@erix.UUCP> mike@erix.UUCP (Mike Williams) writes:
>I got fed up after about 10 minutes when my score was as follows
>
>Top Twenty Robotists of All Time:
>Rank   Score    Name
>1      204474677 mike: chickened out on level 64.
>
You should have continued to get a score like:
<1+72> level: 138    score: -2143245923500 robots are now scrap heaps
(My week score was positive, so it didn't make it in the score file.)
(The follwing looks also nice:
Top Twenty Robotists for this Week:
Rank   Score    Name
1      12562445 dik: chickened out on level 218.
2      5514803  mich: eaten on level 20.)

>It should be trivial to fix robots so that it doesn't work for screens where
>li * co < 1000 if you can be bothered to do so!
>
>--Mike Williams
I think the fix should be in the penalty for zapping robots.  As it is now
your teleports per level decrease by one for every robot zapped, but it
will never decrease below 1.  As it will increase again by one when entering
the next level (mostly at least) you will at least receive 2 new teleports.
As surviving a level by zapping on a small screen requires in general 1 to
2 zaps this is sufficient to continue living.  So teleports per level should
be allowed to drop to 0; which must be increased to 1 just before the next
level.
-- 
dik t. winter, cwi, amsterdam, nederland
UUCP: {seismo|decvax|philabs}!mcvax!dik