Mercurial > hg > early-roguelike
annotate rogue5/things.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 | ded75a57405c |
rev | line source |
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33
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1 /* |
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2 * Contains functions for dealing with things like potions, scrolls, |
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3 * and other items. |
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4 * |
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5 * @(#)things.c 4.53 (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 <stdlib.h> |
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15 #include <curses.h> |
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16 #include <string.h> |
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17 #include <ctype.h> |
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18 #include "rogue.h" |
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19 |
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20 /* |
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21 * inv_name: |
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22 * Return the name of something as it would appear in an |
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23 * inventory. |
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24 */ |
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25 char * |
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26 inv_name(const THING *obj, int drop) |
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27 { |
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28 char *pb; |
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29 struct obj_info *op; |
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30 const char *sp; |
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31 int which; |
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32 |
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33 pb = prbuf; |
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34 which = obj->o_which; |
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35 switch (obj->o_type) |
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36 { |
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37 case POTION: |
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38 nameit(obj, "potion", p_colors[which], &pot_info[which], nullstr); |
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39 when RING: |
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40 nameit(obj, "ring", r_stones[which], &ring_info[which], ring_num); |
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41 when STICK: |
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42 nameit(obj, ws_type[which], ws_made[which], &ws_info[which], charge_str); |
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43 when SCROLL: |
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44 if (obj->o_count == 1) |
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45 { |
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46 strcpy(pb, "A scroll "); |
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47 pb = &prbuf[9]; |
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48 } |
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49 else |
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50 { |
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51 sprintf(pb, "%d scrolls ", obj->o_count); |
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52 pb = &prbuf[strlen(prbuf)]; |
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53 } |
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54 op = &scr_info[which]; |
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55 if (op->oi_know) |
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56 sprintf(pb, "of %s", op->oi_name); |
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57 else if (op->oi_guess) |
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58 sprintf(pb, "called %s", op->oi_guess); |
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59 else |
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60 sprintf(pb, "titled '%s'", s_names[which]); |
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61 when FOOD: |
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62 if (which == 1) |
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63 if (obj->o_count == 1) |
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64 sprintf(pb, "A%s %s", vowelstr(fruit), fruit); |
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65 else |
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66 sprintf(pb, "%d %ss", obj->o_count, fruit); |
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67 else |
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68 if (obj->o_count == 1) |
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69 strcpy(pb, "Some food"); |
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70 else |
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71 sprintf(pb, "%d rations of food", obj->o_count); |
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72 when WEAPON: |
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73 sp = weap_info[which].oi_name; |
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74 if (obj->o_count > 1) |
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75 sprintf(pb, "%d ", obj->o_count); |
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76 else |
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77 sprintf(pb, "A%s ", vowelstr(sp)); |
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78 pb = &prbuf[strlen(prbuf)]; |
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79 if (obj->o_flags & ISKNOW) |
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80 sprintf(pb, "%s %s", num(obj->o_hplus,obj->o_dplus,WEAPON), sp); |
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81 else |
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82 sprintf(pb, "%s", sp); |
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83 if (obj->o_count > 1) |
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84 strcat(pb, "s"); |
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85 if (obj->o_label != NULL) |
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86 { |
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87 pb = &prbuf[strlen(prbuf)]; |
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88 sprintf(pb, " called %s", obj->o_label); |
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89 } |
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90 when ARMOR: |
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91 sp = arm_info[which].oi_name; |
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92 if (obj->o_flags & ISKNOW) |
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93 { |
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94 sprintf(pb, "%s %s [", |
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95 num(a_class[which] - obj->o_arm, 0, ARMOR), sp); |
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96 if (!terse) |
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97 strcat(pb, "protection "); |
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98 pb = &prbuf[strlen(prbuf)]; |
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99 sprintf(pb, "%d]", 10 - obj->o_arm); |
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100 } |
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101 else |
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102 sprintf(pb, "%s", sp); |
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103 if (obj->o_label != NULL) |
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104 { |
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105 pb = &prbuf[strlen(prbuf)]; |
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106 sprintf(pb, " called %s", obj->o_label); |