Mercurial > hg > early-roguelike
annotate rogue4/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 | 9535a08ddc39 |
children | 1b73a8641b37 |
rev | line source |
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12
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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 4.15 (Berkeley) 4/6/82 |
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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, 1982 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 * update_mdest: |
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19 * Called after picking up an object, before discarding it. |
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20 * If this was the object of something's desire, that monster will |
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21 * get mad and run at the hero |
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22 */ |
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23 update_mdest(obj) |
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24 register THING *obj; |
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25 { |
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26 register THING *mp; |
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27 |
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28 for (mp = mlist; mp != NULL; mp = next(mp)) |
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29 if (mp->t_dest == &obj->o_pos) |
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30 mp->t_dest = &hero; |
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31 } |
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32 |
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33 /* |
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34 * add_pack: |
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35 * Pick up an object and add it to the pack. If the argument is |
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36 * non-null use it as the linked_list pointer instead of gettting |
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37 * it off the ground. |
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38 */ |
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39 add_pack(obj, silent) |
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40 register THING *obj; |
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41 bool silent; |
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42 { |
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43 register THING *op, *lp = NULL; |
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44 register bool exact, from_floor; |
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45 register char floor; |
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46 int discarded = 0; |
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47 |
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48 if (obj == NULL) |
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49 { |
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50 from_floor = TRUE; |
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51 if ((obj = find_obj(hero.y, hero.x)) == NULL) |
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52 return; |
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53 } |
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54 else |
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55 from_floor = FALSE; |
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56 /* |
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57 * Link it into the pack. Search the pack for a object of similar type |
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58 * if there isn't one, stuff it at the beginning, if there is, look for one |
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59 * that is exactly the same and just increment the count if there is. |
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60 * it that. Food is always put at the beginning for ease of access, but |
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61 * is not ordered so that you can't tell good food from bad. First check |
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62 * to see if there is something in thr same group and if there is then |
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63 * increment the count. |
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64 */ |
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65 /* floor = (proom->r_flags & ISGONE) ? PASSAGE : FLOOR; */ |
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66 if (proom) floor = (proom->r_flags & ISGONE) ? PASSAGE : FLOOR; |
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67 else floor = FLOOR; |
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68 if (obj->o_group) |
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69 { |
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70 for (op = pack; op != NULL; op = next(op)) |
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71 { |
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72 if (op->o_group == obj->o_group) |
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73 { |
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74 /* |
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75 * Put it in the pack and notify the user |
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76 */ |
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77 op->o_count++; |
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78 if (from_floor) |
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79 { |
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80 detach(lvl_obj, obj); |
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81 mvaddch(hero.y, hero.x, floor); |
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82 chat(hero.y, hero.x) = floor; |
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83 } |
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84 update_mdest(obj); |
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85 discard(obj); |
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86 obj = op; |
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87 discarded = 1; |
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88 goto picked_up; |
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89 } |
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90 } |
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91 } |
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92 /* |
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93 * Check if there is room |
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94 */ |
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95 if (inpack == MAXPACK-1) |
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96 { |
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97 msg("you can't carry anything else"); |
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98 return; |
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99 } |
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100 /* |
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101 * Check for and deal with scare monster scrolls |
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102 */ |
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103 if (obj->o_type == SCROLL && obj->o_which == S_SCARE) |
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104 if (obj->o_flags & ISFOUND) |
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105 { |