Mercurial > hg > early-roguelike
annotate rogue5/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 | f502bf60e6e4 |
children | e5a15b09ce1d |
rev | line source |
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33
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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 4.40 (Berkeley) 02/05/99 |
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5 * |
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6 * Rogue: Exploring the Dungeons of Doom |
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7 * Copyright (C) 1980-1983, 1985, 1999 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 <string.h> |
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14 #include <curses.h> |
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15 #include <ctype.h> |
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16 #include "rogue.h" |
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17 |
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18 /* |
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19 * update_mdest: |
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20 * Called after picking up an object, before discarding it. |
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21 * If this was the object of something's desire, that monster will |
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22 * get mad and run at the hero |
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23 */ |
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24 update_mdest(obj) |
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25 register THING *obj; |
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26 { |
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27 register THING *mp; |
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28 |
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29 for (mp = mlist; mp != NULL; mp = next(mp)) |
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30 if (mp->t_dest == &obj->o_pos) |
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31 mp->t_dest = &hero; |
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32 } |
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33 |
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34 /* |
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35 * add_pack: |
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36 * Pick up an object and add it to the pack. If the argument is |
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37 * non-null use it as the linked_list pointer instead of gettting |
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38 * it off the ground. |
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39 */ |
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40 |
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41 void |
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42 add_pack(THING *obj, int silent) |
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43 { |
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44 THING *op, *lp; |
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45 int from_floor; |
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46 int discarded = 0; |
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47 |
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48 from_floor = FALSE; |
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49 if (obj == NULL) |
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50 { |
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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 from_floor = TRUE; |
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54 } |
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55 |
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56 /* |
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57 * Check for and deal with scare monster scrolls |
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58 */ |
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59 if (obj->o_type == SCROLL && obj->o_which == S_SCARE) |
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60 if (obj->o_flags & ISFOUND) |
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61 { |
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62 detach(lvl_obj, obj); |
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63 mvaddch(hero.y, hero.x, floor_ch()); |
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64 chat(hero.y, hero.x) = (proom->r_flags & ISGONE) ? PASSAGE : FLOOR; |
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65 update_mdest(obj); |
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66 discarded = 1; |
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67 discard(obj); |
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68 msg("the scroll turns to dust as you pick it up"); |
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69 return; |
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70 } |
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71 |
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72 if (pack == NULL) |
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73 { |
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74 pack = obj; |
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75 obj->o_packch = pack_char(); |
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76 inpack++; |
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77 } |
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78 else |
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79 { |
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80 lp = NULL; |
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81 for (op = pack; op != NULL; op = next(op)) |
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82 { |
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83 if (op->o_type != obj->o_type) |
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84 lp = op; |
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85 else |
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86 { |
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87 while (op->o_type == obj->o_type && op->o_which != obj->o_which) |
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88 { |
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89 lp = op; |
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90 if (next(op) == NULL) |
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91 break; |
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92 else |
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93 op = next(op); |
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94 } |
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95 if (op->o_type == obj->o_type && op->o_which == obj->o_which) |
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96 { |
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97 if (ISMULT(op->o_type)) |
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98 { |
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99 if (!pack_room(from_floor, obj)) |
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100 return; |
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101 op->o_count++; |
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102 dump_it: |
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103 update_mdest(obj); |
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104 discard(obj); |
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105 obj = op; |
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106 discarded = 1; |
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107 lp = NULL; |
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108 goto out; |