Mercurial > hg > early-roguelike
annotate rogue3/wizard.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 | e7aab31362af |
rev | line source |
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0
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1 |
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2 /* |
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3 * Special wizard commands (some of which are also non-wizard commands |
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4 * under strange circumstances) |
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5 * |
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6 * @(#)wizard.c 3.8 (Berkeley) 6/3/81 |
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7 * |
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8 * 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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17 #include <string.h> |
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18 #include <stdlib.h> |
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19 #include "machdep.h" |
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20 #include "rogue.h" |
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21 |
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22 /* |
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23 * whatis: |
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24 * What a certin object is |
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25 */ |
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26 |
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27 void |
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28 whatis() |
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29 { |
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30 struct object *obj; |
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31 struct linked_list *item; |
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32 |
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33 if ((item = get_item("identify", 0)) == NULL) |
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34 return; |
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35 obj = (struct object *) ldata(item); |
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36 switch (obj->o_type) |
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37 { |
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38 case SCROLL: |
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39 s_know[obj->o_which] = TRUE; |
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40 if (s_guess[obj->o_which]) |
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41 { |
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42 free(s_guess[obj->o_which]); |
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43 s_guess[obj->o_which] = NULL; |
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44 } |
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45 when POTION: |
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46 p_know[obj->o_which] = TRUE; |
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47 if (p_guess[obj->o_which]) |
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48 { |
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49 free(p_guess[obj->o_which]); |
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50 p_guess[obj->o_which] = NULL; |
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51 } |
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52 when STICK: |
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53 ws_know[obj->o_which] = TRUE; |
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54 obj->o_flags |= ISKNOW; |
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55 if (ws_guess[obj->o_which]) |
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56 { |
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57 free(ws_guess[obj->o_which]); |
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58 ws_guess[obj->o_which] = NULL; |
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59 } |
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60 when WEAPON: |
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61 case ARMOR: |
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62 obj->o_flags |= ISKNOW; |
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63 when RING: |
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64 r_know[obj->o_which] = TRUE; |
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65 obj->o_flags |= ISKNOW; |
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66 if (r_guess[obj->o_which]) |
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67 { |
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68 free(r_guess[obj->o_which]); |
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69 r_guess[obj->o_which] = NULL; |
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70 } |
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71 } |
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72 msg(inv_name(obj, FALSE)); |
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73 } |
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74 |
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75 /* |
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76 * create_obj: |
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77 * Wizard command for getting anything he wants |
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78 */ |
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79 |
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80 void |
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81 create_obj() |
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82 { |
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83 struct linked_list *item; |
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84 struct object *obj; |
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85 int bless; |
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86 int ch; |
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87 |
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88 item = new_item(sizeof *obj); |
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89 obj = (struct object *) ldata(item); |
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90 msg("Type of item: "); |
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91 obj->o_type = readchar(cw); |
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92 mpos = 0; |
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93 msg("Which %c do you want? (0-f)", obj->o_type); |
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94 obj->o_which = (isdigit((ch = readchar(cw))) ? ch - '0' : ch - 'a' + 10); |
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95 obj->o_group = 0; |
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96 obj->o_count = 1; |
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97 mpos = 0; |
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98 if (obj->o_type == WEAPON || obj->o_type == ARMOR) |
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99 { |
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100 msg("Blessing? (+,-,n)"); |
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101 bless = readchar(cw); |
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102 mpos = 0; |
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103 if (obj->o_type == WEAPON) |
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104 { |
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105 init_weapon(obj, obj->o_which); |
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