Mercurial > hg > early-roguelike
annotate srogue/weapons.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 | 2128c7dc8a40 |
children | 94a0d9dd5ce1 |
rev | line source |
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36
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1 /* |
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2 * Functions for dealing with weapons |
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3 * |
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4 * @(#)weapons.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 |
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17 #include <ctype.h> |
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18 #include "rogue.h" |
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19 #include "rogue.ext" |
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20 |
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21 /* |
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22 * missile: |
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23 * Fire a missile in a given direction |
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24 */ |
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25 missile(ydelta, xdelta) |
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26 int ydelta, xdelta; |
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27 { |
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28 reg struct object *obj, *nowwield; |
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29 reg struct linked_list *item, *nitem; |
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30 |
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31 /* |
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32 * Get which thing we are hurling |
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33 */ |
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34 nowwield = cur_weapon; /* must save current weap */ |
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35 if ((item = get_item("throw", WEAPON)) == NULL) |
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36 return; |
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37 obj = OBJPTR(item); |
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38 if (!dropcheck(obj) || is_current(obj)) |
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39 return; |
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40 if (obj == nowwield || obj->o_type != WEAPON) { |
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41 reg int c; |
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42 |
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43 msg("Do you want to throw that %s? (y or n)",obj->o_typname); |
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44 do { |
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45 c = readchar(); |
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46 if (isupper(c)) |
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47 c = tolower(c); |
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48 if (c == ESCAPE || c == 'n') { |
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49 msg(""); |
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50 cur_weapon = nowwield; |
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51 after = FALSE; /* ooops, a mistake */ |
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52 return; |
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53 } |
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54 } while (c != 'y'); /* keep looking for good ans */ |
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55 } |
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56 /* |
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57 * Get rid of the thing. If it is a non-multiple item object, or |
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58 * if it is the last thing, just drop it. Otherwise, create a new |
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59 * item with a count of one. |
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60 */ |
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61 if (obj->o_count < 2) { |
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62 detach(pack, item); |
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63 } |
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64 else { |
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65 obj->o_count--; |
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66 obj->o_vol = itemvol(obj); |
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67 nitem = new_item(sizeof *obj); |
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68 obj = OBJPTR(nitem); |
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69 *obj = *(OBJPTR(item)); |
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70 obj->o_count = 1; |
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71 obj->o_vol = itemvol(obj); |
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72 item = nitem; |
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73 } |
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74 updpack(); /* new pack weight */ |
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75 do_motion(obj, ydelta, xdelta); |
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76 if (!isalpha(mvwinch(mw, obj->o_pos.y, obj->o_pos.x)) |
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77 || !hit_monster(&obj->o_pos, obj)) |
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78 fall(item, TRUE); |
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79 mvwaddch(cw, hero.y, hero.x, PLAYER); |
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80 } |
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81 |
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82 /* |
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83 * do the actual motion on the screen done by an object traveling |
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84 * across the room |
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85 */ |
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86 do_motion(obj, ydelta, xdelta) |
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87 struct object *obj; |
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88 int ydelta, xdelta; |
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89 { |
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90 reg int ch, y, x; |
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91 |
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92 obj->o_pos = hero; |
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93 while (1) { |
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94 y = obj->o_pos.y; |
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95 x = obj->o_pos.x; |
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96 if (!ce(obj->o_pos, hero) && cansee(unc(obj->o_pos)) && |
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97 mvwinch(cw, y, x) != ' ') |
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98 mvwaddch(cw, y, x, show(y, x)); |
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99 /* |
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100 * Get the new position |
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101 */ |
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102 obj->o_pos.y += ydelta; |
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103 obj->o_pos.x += xdelta; |
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104 y = obj->o_pos.y; |
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105 x = obj->o_pos.x; |
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