Mercurial > hg > early-roguelike
annotate arogue5/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 |
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date | Tue, 13 Aug 2013 09:19:56 -0700 |
parents | ad2cb9a07aaa |
children | f2951c4e28d9 |
rev | line source |
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63
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1 /* |
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2 * routines dealing specifically with miscellaneous magic |
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3 * |
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4 * Advanced Rogue |
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5 * Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka and AT&T |
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6 * All rights reserved. |
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7 * |
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8 * See the file LICENSE.TXT for full copyright and licensing information. |
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9 */ |
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10 |
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11 #include "curses.h" |
67 | 12 #include <stdlib.h> |
63
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13 #include <ctype.h> |
67 | 14 #include <string.h> |
63
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15 #include "rogue.h" |
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16 |
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17 /* |
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18 * See if a monster has some magic it can use. Use it and return TRUE if so. |
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19 */ |
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20 bool |
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21 m_use_item(monster, monst_pos, defend_pos) |
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22 register struct thing *monster; |
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23 register coord *monst_pos, *defend_pos; |
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24 { |
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25 register struct linked_list *pitem; |
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26 register struct object *obj; |
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27 register coord *shoot_dir = can_shoot(monst_pos, defend_pos); |
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28 int dist=DISTANCE(monst_pos->y, monst_pos->x, defend_pos->y, defend_pos->x); |
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29 |
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30 for (pitem=monster->t_pack; pitem; pitem=next(pitem)) { |
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31 obj = OBJPTR(pitem); |
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32 if (obj->o_type != RELIC) continue; /* Only care about relics now */ |
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33 switch (obj->o_which) { |
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34 case MING_STAFF: { |
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35 static struct object missile = { |
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36 MISSILE, {0,0}, "", 0, "", "0d4 " , NULL, 0, WS_MISSILE, 100, 1 |
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37 }; |
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38 |
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39 if (shoot_dir != NULL) { |
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40 sprintf(missile.o_hurldmg, "%dd4", monster->t_stats.s_lvl); |
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41 do_motion(&missile, shoot_dir->y, shoot_dir->x, monster); |
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42 hit_monster(unc(missile.o_pos), &missile, monster); |
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43 return(TRUE); |
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44 } |
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45 } |
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46 when ASMO_ROD: |
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47 /* The bolt must be able to reach the defendant */ |
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48 if (shoot_dir != NULL && dist < BOLT_LENGTH * BOLT_LENGTH) { |
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49 char *name; |
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50 |
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51 switch (rnd(3)) { /* Select a function */ |
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52 case 0: name = "lightning bolt"; |
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53 when 1: name = "flame"; |
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54 otherwise: name = "ice"; |
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55 } |
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56 shoot_bolt( monster, |
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57 *monst_pos, |
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58 *shoot_dir, |
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59 FALSE, |
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60 monster->t_index, |
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61 name, |
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62 roll(monster->t_stats.s_lvl,6)); |
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63 return(TRUE); |
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64 } |
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65 when BRIAN_MANDOLIN: |
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66 /* The defendant must be the player and within 2 spaces */ |
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67 if (ce(*defend_pos, hero) && dist < 9 && no_command == 0 && |
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68 rnd(100) < 33) { |
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69 if (!save(VS_MAGIC, &player, -4) && |
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70 !ISWEARING(R_ALERT)) { |
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71 msg("Some beautiful music enthralls you."); |
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72 no_command += FREEZETIME; |
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73 } |
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74 else msg("You wince at a sour note."); |
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75 return(TRUE); |
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76 } |
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77 when GERYON_HORN: |
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78 /* The defendant must be the player and within 2 spaces */ |
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79 if (ce(*defend_pos, hero) && dist < 9 && |
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80 (off(player, ISFLEE) || player.t_dest != &monster->t_pos) |
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81 && rnd(100) < 33) { |
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82 if (!ISWEARING(R_HEROISM) && |
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83 !save(VS_MAGIC, &player, -4)) { |
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84 turn_on(player, ISFLEE); |
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85 player.t_dest = &monster->t_pos; |
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86 msg("A shrill blast terrifies you."); |
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87 } |
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88 else msg("A shrill blast sends chills up your spine."); |
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89 return(TRUE); |
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90 } |
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91 } |
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92 } |
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93 return(FALSE); |
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94 } |
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95 |
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96 /* |
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97 * add something to the contents of something else |
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98 */ |
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99 put_contents(bag, item) |
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100 register struct object *bag; /* the holder of the items */ |
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101 register struct linked_list *item; /* the item to put inside */ |
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102 { |
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103 register struct linked_list *titem; |
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