annotate arogue5/player.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 34a87d84ea31
children beab22b087a1
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63
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1 /*
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2 * This file contains functions for dealing with special player abilities
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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"
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12 #include "rogue.h"
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13
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14
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15 /*
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16 * affect:
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17 * cleric affecting undead
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18 */
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19
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20 affect()
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21 {
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22 register struct linked_list *item;
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23 register struct thing *tp;
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24 register const char *mname;
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25 bool see;
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26 coord new_pos;
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27
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28 if (player.t_ctype != C_CLERIC && cur_relic[HEIL_ANKH] == 0) {
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29 msg("Only clerics can affect undead.");
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30 return;
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31 }
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32
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33 new_pos.y = hero.y + delta.y;
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34 new_pos.x = hero.x + delta.x;
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35
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36 if (cansee(new_pos.y, new_pos.x)) see = TRUE;
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37 else see = FALSE;
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38
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39 /* Anything there? */
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40 if (new_pos.y < 0 || new_pos.y > LINES-3 ||
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41 new_pos.x < 0 || new_pos.x > COLS-1 ||
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42 mvwinch(mw, new_pos.y, new_pos.x) == ' ') {
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43 msg("Nothing to affect.");
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44 return;
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45 }
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46
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47 if ((item = find_mons(new_pos.y, new_pos.x)) == NULL) {
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48 debug("Affect what @ %d,%d?", new_pos.y, new_pos.x);
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49 return;
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50 }
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51 tp = THINGPTR(item);
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52 mname = monsters[tp->t_index].m_name;
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53
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54 if (on(player, ISINVIS) && off(*tp, CANSEE)) {
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55 sprintf(outstring,"%s%s cannot see you", see ? "The " : "It",
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56 see ? mname : "");
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57 msg(outstring);
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58 return;
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59 }
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60
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61 if (off(*tp, TURNABLE) || on(*tp, WASTURNED))
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62 goto annoy;
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63 turn_off(*tp, TURNABLE);
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64
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65 /* Can cleric kill it? */
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66 if (pstats.s_lvl >= 3 * tp->t_stats.s_lvl) {
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67 unsigned long test; /* For overflow check */
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68
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69 sprintf(outstring,"You have destroyed %s%s.", see ? "the " : "it", see ? mname : "");
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70 msg(outstring);
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71 test = pstats.s_exp + tp->t_stats.s_exp;
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72
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73 /* Be sure there is no overflow before increasing experience */
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74 if (test > pstats.s_exp) pstats.s_exp = test;
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75 killed(item, FALSE, TRUE);
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76 check_level(TRUE);
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77 return;
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78 }
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79
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80 /* Can cleric turn it? */
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81 if (rnd(100) + 1 >
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82 (100 * ((2 * tp->t_stats.s_lvl) - pstats.s_lvl)) / pstats.s_lvl) {
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83 unsigned long test; /* Overflow test */
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84
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85 /* Make the monster flee */
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86 turn_on(*tp, WASTURNED); /* No more fleeing after this */
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87 turn_on(*tp, ISFLEE);
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88 runto(tp, &hero);
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89
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90 /* Let player know */
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91 sprintf(outstring,"You have turned %s%s.", see ? "the " : "it", see ? mname : "");
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92 msg(outstring);
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93
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94 /* get points for turning monster -- but check overflow first */
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95 test = pstats.s_exp + tp->t_stats.s_exp/2;
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96 if (test > pstats.s_exp) pstats.s_exp = test;
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97 check_level(TRUE);
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98
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99 /* If monster was suffocating, stop it */
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100 if (on(*tp, DIDSUFFOCATE)) {
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101 turn_off(*tp, DIDSUFFOCATE);
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102 extinguish(suffocate);
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103 }
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104
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