annotate arogue5/weapons.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 c49f7927b0fa
children 56e748983fa8
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1 /*
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2 * Functions for dealing with problems brought about by weapons
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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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c49f7927b0fa arogue5: add missing header files.
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17 #include <string.h>
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18 #include "rogue.h"
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19
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20
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21
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22 /*
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23 * do the actual motion on the screen done by an object traveling
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24 * across the room
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25 */
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26 do_motion(obj, ydelta, xdelta, tp)
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27 register struct object *obj;
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28 register int ydelta, xdelta;
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29 register struct thing *tp;
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30 {
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31
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32 /*
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33 * Come fly with us ...
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34 */
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35 obj->o_pos = tp->t_pos;
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36 for (; ;) {
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37 register int ch;
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38 /*
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39 * Erase the old one
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40 */
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41 if (!ce(obj->o_pos, tp->t_pos) &&
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42 cansee(unc(obj->o_pos)) &&
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43 mvwinch(cw, obj->o_pos.y, obj->o_pos.x) != ' ') {
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44 mvwaddch(cw, obj->o_pos.y, obj->o_pos.x, show(obj->o_pos.y, obj->o_pos.x));
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45 }
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46 /*
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47 * Get the new position
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48 */
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49 obj->o_pos.y += ydelta;
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50 obj->o_pos.x += xdelta;
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51 if (shoot_ok(ch = winat(obj->o_pos.y, obj->o_pos.x)) && ch != DOOR && !ce(obj->o_pos, hero)) {
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52 /*
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53 * It hasn't hit anything yet, so display it
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54 * If it alright.
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55 */
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56 if (cansee(unc(obj->o_pos)) &&
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57 mvwinch(cw, obj->o_pos.y, obj->o_pos.x) != ' ') {
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58 mvwaddch(cw, obj->o_pos.y, obj->o_pos.x, obj->o_type);
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59 draw(cw);
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60 }
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61 continue;
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62 }
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63 break;
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64 }
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65 }
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66
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67
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68 /*
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69 * fall:
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70 * Drop an item someplace around here.
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71 */
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72
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73 fall(item, pr)
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74 register struct linked_list *item;
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75 bool pr;
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76 {
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77 register struct object *obj;
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78 register struct room *rp;
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79 register int i;
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80 coord *fpos = NULL;
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81
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82 obj = OBJPTR(item);
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83 /*
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84 * try to drop the item, look up to 3 squares away for now
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85 */
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86 for (i=1; i<4; i++) {
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87 if ((fpos = fallpos(&obj->o_pos, FALSE, i)) != NULL)
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88 break;
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89 }
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90
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91 if (fpos != NULL) {
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92 mvaddch(fpos->y, fpos->x, obj->o_type);
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93 obj->o_pos = *fpos;
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94 if ((rp = roomin(&hero)) != NULL &&
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95 lit_room(rp)) {
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96 light(&hero);
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97 mvwaddch(cw, hero.y, hero.x, PLAYER);
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98 }
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99 attach(lvl_obj, item);
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100 return;
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101 }
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102
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103
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104 if (pr) {
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