Mercurial > hg > early-roguelike
annotate rogue3/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 | 527e2150eaf0 |
children | d9e44e18eeec |
rev | line source |
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0
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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 * @(#)pack.c 3.6 (Berkeley) 6/15/81 |
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5 * |
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6 * Rogue: Exploring the Dungeons of Doom |
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7 * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman |
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8 * All rights reserved. |
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9 * |
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10 * See the file LICENSE.TXT for full copyright and licensing information. |
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11 */ |
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12 |
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13 #include "curses.h" |
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14 #include <ctype.h> |
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15 #include "rogue.h" |
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16 |
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17 /* |
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18 * add_pack: |
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19 * Pick up an object and add it to the pack. If the argument is non-null |
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20 * use it as the linked_list pointer instead of gettting it off the ground. |
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21 */ |
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22 void |
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23 add_pack(struct linked_list *item, int silent) |
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24 { |
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25 struct linked_list *ip, *lp; |
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26 struct object *obj, *op; |
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27 int exact, from_floor; |
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28 |
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29 if (item == NULL) |
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30 { |
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31 from_floor = TRUE; |
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32 if ((item = find_obj(hero.y, hero.x)) == NULL) |
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33 return; |
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34 } |
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35 else |
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36 from_floor = FALSE; |
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37 obj = (struct object *) ldata(item); |
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38 /* |
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39 * Link it into the pack. Search the pack for a object of similar type |
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40 * if there isn't one, stuff it at the beginning, if there is, look for one |
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41 * that is exactly the same and just increment the count if there is. |
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42 * it that. Food is always put at the beginning for ease of access, but |
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43 * is not ordered so that you can't tell good food from bad. First check |
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44 * to see if there is something in thr same group and if there is then |
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45 * increment the count. |
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46 */ |
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47 if (obj->o_group) |
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48 { |
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49 for (ip = pack; ip != NULL; ip = next(ip)) |
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50 { |
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51 op = (struct object *) ldata(ip); |
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52 if (op->o_group == obj->o_group) |
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53 { |
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54 /* |
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55 * Put it in the pack and notify the user |
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56 */ |
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57 op->o_count++; |
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58 if (from_floor) |
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59 { |
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60 detach(lvl_obj, item); |
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61 mvaddch(hero.y, hero.x, |
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62 (roomin(&hero) == NULL ? PASSAGE : FLOOR)); |
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63 } |
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64 discard(item); |
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65 item = ip; |
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66 goto picked_up; |
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67 } |
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68 } |
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69 } |
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70 /* |
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71 * Check if there is room |
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72 */ |
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73 if (inpack == MAXPACK-1) |
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74 { |
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75 msg("You can't carry anything else."); |
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76 return; |
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77 } |
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78 /* |
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79 * Check for and deal with scare monster scrolls |
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80 */ |
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81 if (obj->o_type == SCROLL && obj->o_which == S_SCARE) |
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82 if (obj->o_flags & ISFOUND) |
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83 { |
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84 msg("The scroll turns to dust as you pick it up."); |
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85 detach(lvl_obj, item); |
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86 mvaddch(hero.y, hero.x, FLOOR); |
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87 return; |
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88 } |
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89 else |
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90 obj->o_flags |= ISFOUND; |
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91 |
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92 inpack++; |
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93 if (from_floor) |
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94 { |
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95 detach(lvl_obj, item); |
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96 mvaddch(hero.y, hero.x, (roomin(&hero) == NULL ? PASSAGE : FLOOR)); |
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97 } |
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98 /* |
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99 * Search for an object of the same type |
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100 */ |
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101 exact = FALSE; |
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102 for (ip = pack; ip != NULL; ip = next(ip)) |
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103 { |
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104 op = (struct object *) ldata(ip); |
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105 if (obj->o_type == op->o_type) |