Mercurial > hg > early-roguelike
annotate rogue4/sticks.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 * Functions to implement the various sticks one might find |
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3 * while wandering around the dungeon. |
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4 * |
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5 * @(#)sticks.c 4.22 (Berkeley) 5/19/82 |
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6 * |
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7 * Rogue: Exploring the Dungeons of Doom |
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8 * Copyright (C) 1980, 1981, 1982 Michael Toy, Ken Arnold and Glenn Wichman |
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9 * All rights reserved. |
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10 * |
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11 * See the file LICENSE.TXT for full copyright and licensing information. |
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12 */ |
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13 |
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14 #include <curses.h> |
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15 #include <ctype.h> |
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16 #include <string.h> |
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17 #include "rogue.h" |
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18 |
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19 /* |
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20 * fix_stick: |
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21 * Set up a new stick |
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22 */ |
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23 fix_stick(cur) |
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24 register THING *cur; |
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25 { |
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26 if (strcmp(ws_type[cur->o_which], "staff") == 0) |
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27 strcpy(cur->o_damage,"2d3"); |
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28 else |
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29 strcpy(cur->o_damage,"1d1"); |
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30 strcpy(cur->o_hurldmg,"1d1"); |
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31 |
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32 cur->o_charges = 3 + rnd(5); |
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33 switch (cur->o_which) |
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34 { |
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35 case WS_HIT: |
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36 cur->o_hplus = 100; |
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37 cur->o_dplus = 3; |
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38 strcpy(cur->o_damage,"1d8"); |
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39 when WS_LIGHT: |
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40 cur->o_charges = 10 + rnd(10); |
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41 } |
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42 } |
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43 |
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44 /* |
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45 * do_zap: |
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46 * Perform a zap with a wand |
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47 */ |
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48 do_zap() |
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49 { |
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50 register THING *obj, *tp; |
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51 register int y, x; |
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52 register char *name; |
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53 |
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54 if ((obj = get_item("zap with", STICK)) == NULL) |
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55 return; |
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56 if (obj->o_type != STICK) |
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57 { |
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58 after = FALSE; |
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59 msg("you can't zap with that!"); |
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60 return; |
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61 } |
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62 if (obj->o_charges == 0) |
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63 { |
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64 msg("nothing happens"); |
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65 return; |
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66 } |
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67 switch (obj->o_which) |
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68 { |
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69 case WS_LIGHT: |
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70 /* |
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71 * Reddy Kilowat wand. Light up the room |
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72 */ |
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73 ws_know[WS_LIGHT] = TRUE; |
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74 if (proom->r_flags & ISGONE) |
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75 msg("the corridor glows and then fades"); |
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76 else |
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77 { |
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78 proom->r_flags &= ~ISDARK; |
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79 /* |
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80 * Light the room and put the player back up |
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81 */ |
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82 enter_room(&hero); |
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83 addmsg("the room is lit"); |
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84 if (!terse) |
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85 addmsg(" by a shimmering blue light"); |
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86 endmsg(); |
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87 } |
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88 when WS_DRAIN: |
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89 /* |
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90 * Take away 1/2 of hero's hit points, then take it away |
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91 * evenly from the monsters in the room (or next to hero |
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92 * if he is in a passage) |
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93 */ |
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94 if (pstats.s_hpt < 2) |
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95 { |
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96 msg("you are too weak to use it"); |
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97 return; |
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98 } |
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99 else |
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100 drain(); |
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101 when WS_POLYMORPH: |
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102 case WS_TELAWAY: |
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103 case WS_TELTO: |
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104 case WS_CANCEL: |
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105 { |