Mercurial > hg > early-roguelike
annotate srogue/rings.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 |
---|---|
date | Tue, 13 Aug 2013 09:19:56 -0700 |
parents | 3aa87373c908 |
children | 94a0d9dd5ce1 |
rev | line source |
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36
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1 /* |
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2 * routines dealing specifically with rings |
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3 * |
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4 * @(#)rings.c 9.0 (rdk) 7/17/84 |
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5 * |
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6 * Super-Rogue |
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7 * Copyright (C) 1984 Robert D. Kindelberger |
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8 * All rights reserved. |
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9 * |
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10 * Based on "Rogue: Exploring the Dungeons of Doom" |
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11 * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman |
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12 * All rights reserved. |
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13 * |
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14 * See the file LICENSE.TXT for full copyright and licensing information. |
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15 */ |
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16 |
60 | 17 #include <stdlib.h> |
18 #include <string.h> | |
36
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19 #include "rogue.h" |
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20 #include "rogue.ext" |
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21 |
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22 /* |
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23 * ring_on: |
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24 * Put on a ring |
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25 */ |
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26 ring_on() |
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27 { |
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28 reg struct object *obj; |
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29 reg struct linked_list *item; |
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30 reg int ring, wh; |
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31 char buf[LINLEN]; |
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32 bool okring; |
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33 |
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34 if (cur_ring[LEFT] != NULL && cur_ring[RIGHT] != NULL) { |
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35 msg("Already wearing two rings."); |
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36 after = FALSE; |
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37 return; |
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38 } |
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39 /* |
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40 * Make certain that it is somethings that we want to wear |
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41 */ |
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42 if ((item = get_item("put on", RING)) == NULL) |
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43 return; |
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44 obj = OBJPTR(item); |
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45 if (obj->o_type != RING) { |
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46 msg("That won't fit on your finger."); |
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47 return; |
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48 } |
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49 /* |
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50 * find out which hand to put it on |
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51 */ |
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52 if (is_current(obj)) |
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53 return; |
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54 if (cur_ring[LEFT] == NULL && cur_ring[RIGHT] == NULL) { |
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55 if ((ring = gethand(FALSE)) < 0) |
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56 return; |
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57 } |
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58 else if (cur_ring[LEFT] == NULL) |
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59 ring = LEFT; |
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60 else |
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61 ring = RIGHT; |
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62 cur_ring[ring] = obj; |
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63 wh = obj->o_which; |
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64 /* |
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65 * okring = FALSE when: |
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66 * 1) ring is cursed and benefit = plus |
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67 * 2) ring is blessed and benefit = minus |
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68 */ |
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69 okring = !((obj->o_ac > 0 && o_on(obj, ISCURSED)) || |
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70 (obj->o_ac < 0 && o_on(obj, ISBLESS))); |
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71 /* |
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72 * Calculate the effect it has on the poor guy (if possible). |
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73 */ |
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74 if (okring) { |
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75 switch (wh) { |
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76 case R_SPEED: |
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77 if (--obj->o_ac < 0) { |
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78 obj->o_ac = 0; |
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79 setoflg(obj,ISCURSED); |
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80 } |
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81 else { |
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82 add_haste(FALSE); |
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83 msg("You find yourself moving must faster."); |
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84 } |
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85 when R_GIANT: /* to 24 */ |
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86 him->s_ef.a_str = MAXSTR; |
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87 when R_ADDSTR: |
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88 chg_abil(STR,obj->o_ac,FROMRING); |
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89 when R_KNOW: |
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90 chg_abil(WIS,obj->o_ac,FROMRING); |
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91 when R_DEX: |
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92 chg_abil(DEX,obj->o_ac,FROMRING); |
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93 when R_CONST: |
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94 chg_abil(CON,obj->o_ac,FROMRING); |
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95 when R_SEEINVIS: |
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96 player.t_flags |= CANSEE; |
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97 light(&hero); |
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98 mvwaddch(cw, hero.y, hero.x, PLAYER); |
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99 when R_AGGR: |
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100 aggravate(); |
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101 when R_HEAVY: |
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102 updpack(); /* new pack weight */ |
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103 when R_BLIND: |
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104 r_know[R_BLIND] = TRUE; |
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105 player.t_flags |= ISBLIND; |
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