Mercurial > hg > early-roguelike
annotate arogue5/wear.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 * This file contains misc functions for dealing with armor |
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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 "rogue.h" |
67 | 17 #include <string.h> |
18 #include <stdlib.h> | |
63
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19 |
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20 |
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21 /* |
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22 * take_off: |
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23 * Get the armor off of the players back |
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24 */ |
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25 |
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26 take_off() |
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27 { |
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28 register struct object *obj; |
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29 register struct linked_list *item; |
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30 |
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31 /* What does player want to take off? */ |
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32 if ((item = get_item(pack, "take off", REMOVABLE)) == NULL) |
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33 return; |
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34 |
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35 obj = OBJPTR(item); |
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36 if (!is_current(obj)) { |
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37 sprintf(outstring,"Not wearing %c) %s", pack_char(pack, obj),inv_name(obj, TRUE)); |
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38 msg(outstring); |
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39 return; |
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40 } |
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41 |
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42 /* Can the player remove the item? */ |
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43 if (!dropcheck(obj)) return; |
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44 updpack(TRUE); |
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45 |
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46 sprintf(outstring,"Was wearing %c) %s", pack_char(pack, obj),inv_name(obj,TRUE)); |
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47 msg(outstring); |
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48 } |
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49 |
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50 /* |
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51 * wear: |
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52 * The player wants to wear something, so let him/her put it on. |
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53 */ |
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54 |
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55 wear() |
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56 { |
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57 register struct linked_list *item; |
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58 register struct object *obj; |
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59 register int i; |
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60 char buf[LINELEN]; |
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61 |
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62 |
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63 /* What does player want to wear? */ |
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64 if ((item = get_item(pack, "wear", WEARABLE)) == NULL) |
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65 return; |
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66 |
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67 obj = OBJPTR(item); |
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68 |
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69 switch (obj->o_type) { |
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70 case ARMOR: |
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71 if (cur_armor != NULL) { |
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72 addmsg("You are already wearing armor"); |
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73 if (!terse) addmsg(". You'll have to take it off first."); |
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74 endmsg(); |
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75 after = FALSE; |
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76 return; |
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77 } |
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78 if (cur_misc[WEAR_BRACERS] != NULL) { |
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79 msg("You can't wear armor with bracers of defense."); |
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80 return; |
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81 } |
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82 if (cur_misc[WEAR_CLOAK] != NULL || cur_relic[EMORI_CLOAK]) { |
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83 msg("You can't wear armor with a cloak."); |
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84 return; |
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85 } |
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86 if (player.t_ctype == C_THIEF && |
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87 (obj->o_which != LEATHER && obj->o_which != STUDDED_LEATHER)) { |
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88 if (terse) msg("Thieves can't wear that type of armor"); |
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89 else |
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90 msg("Thieves can only wear leather or studded leather armor"); |
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91 return; |
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92 } |
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93 waste_time(); |
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94 obj->o_flags |= ISKNOW; |
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95 cur_armor = obj; |
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96 addmsg(terse ? "W" : "You are now w"); |
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97 msg("earing %s.", armors[obj->o_which].a_name); |
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98 |
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99 when MM: |
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100 switch (obj->o_which) { |
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101 /* |
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102 * when wearing the boots of elvenkind the player will not |
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103 * set off any traps |
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104 */ |
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