Mercurial > hg > early-roguelike
annotate rogue5/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 | f502bf60e6e4 |
children | 1e1c81fbb533 |
rev | line source |
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33
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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 4.39 (Berkeley) 02/05/99 |
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6 * |
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7 * Rogue: Exploring the Dungeons of Doom |
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8 * Copyright (C) 1980-1983, 1985, 1999 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 <string.h> |
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16 #include <ctype.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 |
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24 void |
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25 fix_stick(THING *cur) |
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26 { |
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27 if (strcmp(ws_type[cur->o_which], "staff") == 0) |
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28 strncpy(cur->o_damage,"2x3",sizeof(cur->o_damage)); |
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29 else |
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30 strncpy(cur->o_damage,"1x1",sizeof(cur->o_damage)); |
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31 strncpy(cur->o_hurldmg,"1x1",sizeof(cur->o_hurldmg)); |
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32 |
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33 switch (cur->o_which) |
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34 { |
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35 case WS_LIGHT: |
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36 cur->o_charges = rnd(10) + 10; |
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37 otherwise: |
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38 cur->o_charges = rnd(5) + 3; |
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39 } |
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40 } |
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41 |
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42 /* |
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43 * do_zap: |
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44 * Perform a zap with a wand |
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45 */ |
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46 |
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47 void |
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48 do_zap(void) |
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49 { |
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50 THING *obj, *tp; |
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51 int y, x; |
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52 char *name; |
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53 int monster, oldch; |
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54 THING bolt; |
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55 |
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56 if ((obj = get_item("zap with", STICK)) == NULL) |
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57 return; |
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58 if (obj->o_type != STICK) |
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59 { |
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60 after = FALSE; |
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61 msg("you can't zap with that!"); |
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62 return; |
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63 } |
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64 if (obj->o_charges == 0) |
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65 { |
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66 msg("nothing happens"); |
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67 return; |
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68 } |
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69 switch (obj->o_which) |
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70 { |
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71 case WS_LIGHT: |
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72 /* |
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73 * Reddy Kilowat wand. Light up the room |
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74 */ |
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75 ws_info[WS_LIGHT].oi_know = TRUE; |
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76 if (proom->r_flags & ISGONE) |
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77 msg("the corridor glows and then fades"); |
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78 else |
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79 { |
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80 proom->r_flags &= ~ISDARK; |
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81 /* |
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82 * Light the room and put the player back up |
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83 */ |
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84 enter_room(&hero); |
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85 addmsg("the room is lit"); |
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86 if (!terse) |
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87 addmsg(" by a shimmering %s light", pick_color("blue")); |
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88 endmsg(); |
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89 } |
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90 when WS_DRAIN: |
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91 /* |
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92 * take away 1/2 of hero's hit points, then take it away |
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93 * evenly from the monsters in the room (or next to hero |
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94 * if he is in a passage) |
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95 */ |
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96 if (pstats.s_hpt < 2) |
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97 { |
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98 msg("you are too weak to use it"); |
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99 return; |
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100 } |
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101 else |
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102 drain(); |
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103 when WS_INVIS: |
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104 case WS_POLYMORPH: |
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105 case WS_TELAWAY: |
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106 case WS_TELTO: |
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107 case WS_CANCEL: |
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