Mercurial > hg > early-roguelike
annotate arogue5/pack.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 | 0ed67132cf10 |
children | 56e748983fa8 |
rev | line source |
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63
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1 /* |
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2 * Routines to deal with the pack |
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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 * Based on "Rogue: Exploring the Dungeons of Doom" |
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9 * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman |
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10 * All rights reserved. |
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11 * |
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12 * See the file LICENSE.TXT for full copyright and licensing information. |
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13 */ |
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14 |
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15 #include "curses.h" |
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16 #include <ctype.h> |
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17 #include "rogue.h" |
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18 |
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19 char outstring[512]; /* ridiculously long string for use with msg */ |
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20 |
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21 /* |
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22 * add_pack: |
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23 * Pick up an object and add it to the pack. If the argument is non-null |
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24 * use it as the linked_list pointer instead of gettting it off the ground. |
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25 */ |
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26 bool |
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27 add_pack(item, silent, packret) |
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28 register struct linked_list *item, **packret; |
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29 bool silent; |
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30 { |
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31 register struct linked_list *ip, *lp = NULL, *ap; |
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32 register struct object *obj, *op = NULL; |
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33 register bool exact, from_floor; |
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34 |
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35 if (packret != NULL) |
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36 *packret = NULL; |
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37 |
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38 if (item == NULL) |
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39 { |
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40 from_floor = TRUE; |
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41 if ((item = find_obj(hero.y, hero.x)) == NULL) |
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42 return(FALSE); |
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43 } |
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44 else |
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45 from_floor = FALSE; |
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46 obj = OBJPTR(item); |
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47 /* |
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48 * If it is gold, just add its value to rogue's purse and get rid |
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49 * of it. |
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50 */ |
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51 if (obj->o_type == GOLD) { |
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52 register struct linked_list *mitem; |
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53 register struct thing *tp; |
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54 |
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55 if (!silent) { |
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56 if (!terse) addmsg("You found "); |
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57 msg("%d gold pieces.", obj->o_count); |
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58 } |
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59 |
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60 /* First make sure no greedy monster is after this gold. |
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61 * If so, make the monster run after the rogue instead. |
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62 */ |
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63 for (mitem = mlist; mitem != NULL; mitem = next(mitem)) { |
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64 tp = THINGPTR(mitem); |
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65 if (tp->t_dest == &obj->o_pos) tp->t_dest = &hero; |
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66 } |
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67 |
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68 purse += obj->o_count; |
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69 if (from_floor) { |
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70 detach(lvl_obj, item); |
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71 if ((ap = find_obj(hero.y, hero.x)) == NULL) |
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72 mvaddch(hero.y,hero.x,(roomin(&hero)==NULL ? PASSAGE : FLOOR)); |
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73 else |
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74 mvaddch(hero.y,hero.x,(OBJPTR(ap))->o_type); |
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75 } |
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76 o_discard(item); |
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77 return(TRUE); |
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78 } |
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79 |
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80 /* |
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81 * see if he can carry any more weight |
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82 */ |
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83 if (itemweight(obj) + pstats.s_pack > pstats.s_carry) { |
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84 msg("Too much for you to carry."); |
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85 return FALSE; |
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86 } |
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87 /* |
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88 * Link it into the pack. Search the pack for a object of similar type |
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89 * if there isn't one, stuff it at the beginning, if there is, look for one |
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90 * that is exactly the same and just increment the count if there is. |
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91 * it that. Food is always put at the beginning for ease of access, but |
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92 * is not ordered so that you can't tell good food from bad. First check |
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93 * to see if there is something in thr same group and if there is then |
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94 * increment the count. |
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95 */ |
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96 if (obj->o_group) |
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97 { |
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98 for (ip = pack; ip != NULL; ip = next(ip)) |
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99 { |
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100 op = OBJPTR(ip); |
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101 if (op->o_group == obj->o_group) |
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102 { |
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103 /* |
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104 * Put it in the pack and notify the user |
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105 */ |