Mercurial > hg > early-roguelike
annotate rogue3/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 |
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date | Tue, 13 Aug 2013 09:19:56 -0700 |
parents | 527e2150eaf0 |
children | 84651832f967 |
rev | line source |
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0
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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 * @(#)weapons.c 3.17 (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 <string.h> |
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16 #include "rogue.h" |
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17 |
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18 #define NONE 100 |
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19 |
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20 char *w_names[MAXWEAPONS] = { |
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21 "mace", |
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22 "long sword", |
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23 "int bow", |
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24 "arrow", |
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25 "dagger", |
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26 "rock", |
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27 "two handed sword", |
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28 "sling", |
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29 "dart", |
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30 "crossbow", |
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31 "crossbow bolt", |
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32 "spear", |
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33 }; |
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34 |
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35 static struct init_weps { |
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36 char *iw_dam; |
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37 char *iw_hrl; |
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38 int iw_launch; |
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39 int iw_flags; |
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40 } init_dam[MAXWEAPONS] = { |
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41 "2d4", "1d3", NONE, 0, /* Mace */ |
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42 "1d10", "1d2", NONE,0, /* Long sword */ |
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43 "1d1", "1d1", NONE, 0, /* Bow */ |
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44 "1d1", "1d6", BOW, ISMANY|ISMISL, /* Arrow */ |
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45 "1d6", "1d4", NONE, ISMISL, /* Dagger */ |
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46 "1d2", "1d4", SLING,ISMANY|ISMISL, /* Rock */ |
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47 "3d6", "1d2", NONE, 0, /* 2h sword */ |
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48 "0d0", "0d0", NONE, 0, /* Sling */ |
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49 "1d1", "1d3", NONE, ISMANY|ISMISL, /* Dart */ |
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50 "1d1", "1d1", NONE, 0, /* Crossbow */ |
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51 "1d2", "1d10", CROSSBOW, ISMANY|ISMISL,/* Crossbow bolt */ |
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52 "1d8", "1d6", NONE, ISMISL, /* Spear */ |
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53 }; |
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54 |
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55 /* |
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56 * missile: |
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57 * Fire a missile in a given direction |
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58 */ |
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59 |
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60 void |
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61 missile(int ydelta, int xdelta) |
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62 { |
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63 struct object *obj; |
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64 struct linked_list *item, *nitem; |
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65 |
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66 /* |
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67 * Get which thing we are hurling |
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68 */ |
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69 if ((item = get_item("throw", WEAPON)) == NULL) |
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70 return; |
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71 obj = (struct object *) ldata(item); |
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72 if (!dropcheck(obj) || is_current(obj)) |
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73 return; |
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74 /* |
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75 * Get rid of the thing. If it is a non-multiple item object, or |
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76 * if it is the last thing, just drop it. Otherwise, create a new |
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77 * item with a count of one. |
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78 */ |
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79 if (obj->o_count < 2) |
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80 { |
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81 detach(pack, item); |
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82 inpack--; |
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83 } |
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84 else |
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85 { |
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86 obj->o_count--; |
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87 if (obj->o_group == 0) |
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88 inpack--; |
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89 nitem = (struct linked_list *) new_item(sizeof *obj); |
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90 obj = (struct object *) ldata(nitem); |
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91 *obj = *((struct object *) ldata(item)); |
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92 obj->o_count = 1; |
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93 item = nitem; |
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94 } |
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95 do_motion(obj, ydelta, xdelta); |
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96 /* |
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97 * AHA! Here it has hit something. If it is a wall or a door, |
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98 * or if it misses (combat) the mosnter, put it on the floor |
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99 */ |
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100 if (!isupper(mvwinch(mw, obj->o_pos.y, obj->o_pos.x)) |
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101 || !hit_monster(unc(obj->o_pos), obj)) |
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102 fall(item, TRUE); |
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103 mvwaddch(cw, hero.y, hero.x, PLAYER); |
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104 |