Mercurial > hg > early-roguelike
annotate rogue5/potions.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 | 696277507a2e |
rev | line source |
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33
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1 /* |
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2 * Function(s) for dealing with potions |
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3 * |
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4 * @(#)potions.c 4.46 (Berkeley) 06/07/83 |
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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 <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 typedef struct PACT |
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18 { |
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19 const int pa_flags; |
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20 void (*pa_daemon)(); |
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21 const int pa_time; |
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22 const char *pa_high, *pa_straight; |
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23 } PACT; |
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24 |
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25 static const PACT p_actions[] = |
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26 { |
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27 { ISHUH, unconfuse, HUHDURATION, /* P_CONFUSE */ |
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28 "what a tripy feeling!", |
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29 "wait, what's going on here. Huh? What? Who?" }, |
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30 { ISHALU, come_down, SEEDURATION, /* P_LSD */ |
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31 "Oh, wow! Everything seems so cosmic!", |
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32 "Oh, wow! Everything seems so cosmic!" }, |
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33 { 0, NULL, 0 }, /* P_POISON */ |
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34 { 0, NULL, 0 }, /* P_STRENGTH */ |
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35 { CANSEE, unsee, SEEDURATION, /* P_SEEINVIS */ |
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36 prbuf, |
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37 prbuf }, |
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38 { 0, NULL, 0 }, /* P_HEALING */ |
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39 { 0, NULL, 0 }, /* P_MFIND */ |
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40 { 0, NULL, 0 }, /* P_TFIND */ |
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41 { 0, NULL, 0 }, /* P_RAISE */ |
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42 { 0, NULL, 0 }, /* P_XHEAL */ |
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43 { 0, NULL, 0 }, /* P_HASTE */ |
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44 { 0, NULL, 0 }, /* P_RESTORE */ |
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45 { ISBLIND, sight, SEEDURATION, /* P_BLIND */ |
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46 "oh, bummer! Everything is dark! Help!", |
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47 "a cloak of darkness falls around you" }, |
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48 { ISLEVIT, land, HEALTIME, /* P_LEVIT */ |
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49 "oh, wow! You're floating in the air!", |
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50 "you start to float in the air" } |
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51 }; |
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52 |
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53 /* |
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54 * quaff: |
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55 * Quaff a potion from the pack |
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56 */ |
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57 |
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58 void |
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59 quaff(void) |
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60 { |
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61 THING *obj, *tp, *mp; |
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62 int discardit = FALSE; |
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63 int show, trip; |
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64 |
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65 obj = get_item("quaff", POTION); |
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66 /* |
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67 * Make certain that it is somethings that we want to drink |
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68 */ |
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69 if (obj == NULL) |
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70 return; |
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71 if (obj->o_type != POTION) |
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72 { |
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73 if (!terse) |
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74 msg("yuk! Why would you want to drink that?"); |
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75 else |
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76 msg("that's undrinkable"); |
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77 return; |
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78 } |
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79 if (obj == cur_weapon) |
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80 cur_weapon = NULL; |
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81 |
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82 /* |
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83 * Calculate the effect it has on the poor guy. |
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84 */ |
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85 trip = on(player, ISHALU); |
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86 discardit = (obj->o_count == 1); |
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87 leave_pack(obj, FALSE, FALSE); |
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88 switch (obj->o_which) |
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89 { |
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90 case P_CONFUSE: |
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91 do_pot(P_CONFUSE, !trip); |
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92 when P_POISON: |
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93 pot_info[P_POISON].oi_know = TRUE; |
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94 if (ISWEARING(R_SUSTSTR)) |
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95 msg("you feel momentarily sick"); |
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96 else |
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97 { |
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98 chg_str(-(rnd(3) + 1)); |
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99 msg("you feel very sick now"); |
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100 come_down(); |
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101 } |
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102 when P_HEALING: |
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103 pot_info[P_HEALING].oi_know = TRUE; |
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104 if ((pstats.s_hpt += roll(pstats.s_lvl, 4)) > max_hp) |
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105 pstats.s_hpt = ++max_hp; |
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106 sight(); |