Mercurial > hg > early-roguelike
view rogue4/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 |
---|---|
date | Tue, 13 Aug 2013 09:19:56 -0700 |
parents | 9535a08ddc39 |
children | 1b73a8641b37 |
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/* * Contains functions for dealing with things like potions, scrolls, * and other items. * * @(#)things.c 4.26 (Berkeley) 5/18/82 * * Rogue: Exploring the Dungeons of Doom * Copyright (C) 1980, 1981, 1982 Michael Toy, Ken Arnold and Glenn Wichman * All rights reserved. * * See the file LICENSE.TXT for full copyright and licensing information. */ #include <curses.h> #include <ctype.h> #include <string.h> #include "rogue.h" bool got_genocide = FALSE; /* * inv_name: * Return the name of something as it would appear in an * inventory. */ char * inv_name(obj, drop) register THING *obj; register bool drop; { register char *pb; pb = prbuf; switch (obj->o_type) { case SCROLL: if (obj->o_count == 1) { strcpy(pb, "A scroll "); pb = &prbuf[9]; } else { sprintf(pb, "%d scrolls ", obj->o_count); pb = &prbuf[strlen(prbuf)]; } if (s_know[obj->o_which]) sprintf(pb, "of %s", s_magic[obj->o_which].mi_name); else if (s_guess[obj->o_which]) sprintf(pb, "called %s", s_guess[obj->o_which]); else sprintf(pb, "titled '%s'", s_names[obj->o_which]); when POTION: if (obj->o_count == 1) { strcpy(pb, "A potion "); pb = &prbuf[9]; } else { sprintf(pb, "%d potions ", obj->o_count); pb = &pb[strlen(prbuf)]; } if (p_know[obj->o_which]) sprintf(pb, "of %s(%s)", p_magic[obj->o_which].mi_name, p_colors[obj->o_which]); else if (p_guess[obj->o_which]) sprintf(pb, "called %s(%s)", p_guess[obj->o_which], p_colors[obj->o_which]); else if (obj->o_count == 1) sprintf(prbuf, "A%s %s potion", vowelstr(p_colors[obj->o_which]), p_colors[obj->o_which]); else sprintf(prbuf, "%d %s potions", obj->o_count, p_colors[obj->o_which]); when FOOD: if (obj->o_which == 1) if (obj->o_count == 1) sprintf(pb, "A%s %s", vowelstr(fruit), fruit); else sprintf(pb, "%d %ss", obj->o_count, fruit); else if (obj->o_count == 1) strcpy(pb, "Some food"); else sprintf(pb, "%d rations of food", obj->o_count); when WEAPON: if (obj->o_count > 1) sprintf(pb, "%d ", obj->o_count); else sprintf(pb, "A%s ", vowelstr(w_names[obj->o_which])); pb = &prbuf[strlen(prbuf)]; if (obj->o_flags & ISKNOW) sprintf(pb, "%s %s", num(obj->o_hplus, obj->o_dplus, WEAPON), w_names[obj->o_which]); else sprintf(pb, "%s", w_names[obj->o_which]); if (obj->o_count > 1) strcat(pb, "s"); when ARMOR: if (obj->o_flags & ISKNOW) { sprintf(pb, "%s %s [", num(a_class[obj->o_which] - obj->o_ac, 0, ARMOR), a_names[obj->o_which]); if (!terse) strcat(pb, "armor class "); pb = &prbuf[strlen(prbuf)]; sprintf(pb, "%d]", obj->o_ac); } else sprintf(pb, "%s", a_names[obj->o_which]); when AMULET: strcpy(pb, "The Amulet of Yendor"); when STICK: sprintf(pb, "A%s %s ", vowelstr(ws_type[obj->o_which]), ws_type[obj->o_which]); pb = &prbuf[strlen(prbuf)]; if (ws_know[obj->o_which]) sprintf(pb, "of %s%s(%s)", ws_magic[obj->o_which].mi_name, charge_str(obj), ws_made[obj->o_which]); else if (ws_guess[obj->o_which]) sprintf(pb, "called %s(%s)", ws_guess[obj->o_which], ws_made[obj->o_which]); else sprintf(pb = &prbuf[1], "%s %s %s", vowelstr(ws_made[obj->o_which]), ws_made[obj->o_which], ws_type[obj->o_which]); when RING: if (r_know[obj->o_which]) sprintf(pb, "A%s ring of %s(%s)", ring_num(obj), r_magic[obj->o_which].mi_name, r_stones[obj->o_which]); else if (r_guess[obj->o_which]) sprintf(pb, "A ring called %s(%s)", r_guess[obj->o_which], r_stones[obj->o_which]); else sprintf(pb, "A%s %s ring", vowelstr(r_stones[obj->o_which]), r_stones[obj->o_which]); when GOLD: sprintf(pb, "%d pieces of gold", obj->o_goldval); #ifdef WIZARD otherwise: debug("Picked up something funny %s", unctrol(obj->o_type)); sprintf(pb, "Something bizarre %s", unctrol(obj->o_type)); #endif } if (obj == cur_armor) strcat(pb, " (being worn)"); if (obj == cur_weapon) strcat(pb, " (weapon in hand)"); if (obj == cur_ring[LEFT]) strcat(pb, " (on left hand)"); else if (obj == cur_ring[RIGHT]) strcat(pb, " (on right hand)"); if (drop && isupper(prbuf[0])) prbuf[0] = tolower(prbuf[0]); else if (!drop && islower(*prbuf)) *prbuf = toupper(*prbuf); return prbuf; } /* * drop: * Put something down */ drop() { register char ch; register THING *nobj, *op; ch = chat(hero.y, hero.x); if (ch != FLOOR && ch != PASSAGE) { after = FALSE; msg("there is something there already"); return; } if ((op = get_item("drop", 0)) == NULL) return; if (!dropcheck(op)) return; /* * Take it out of the pack */ if (op->o_count >= 2 && op->o_type != WEAPON) { op->o_count--; nobj = new_item(); *nobj = *op; nobj->o_count = 1; op = nobj; if (op->o_group != 0) inpack++; } else detach(pack, op); inpack--; /* * Link it into the level object list */ attach(lvl_obj, op); chat(hero.y, hero.x) = op->o_type; flat(hero.y, hero.x) |= F_DROPPED; op->o_pos = hero; if (op->o_type == AMULET) amulet = FALSE; msg("dropped %s", inv_name(op, TRUE)); } /* * dropcheck: * Do special checks for dropping or unweilding|unwearing|unringing */ dropcheck(op) register THING *op; { if (op == NULL) return TRUE; if (op != cur_armor && op != cur_weapon && op != cur_ring[LEFT] && op != cur_ring[RIGHT]) return TRUE; if (op->o_flags & ISCURSED) { msg("you can't. It appears to be cursed"); return FALSE; } if (op == cur_weapon) cur_weapon = NULL; else if (op == cur_armor) { waste_time(); cur_armor = NULL; } else { cur_ring[op == cur_ring[LEFT] ? LEFT : RIGHT] = NULL; switch (op->o_which) { case R_ADDSTR: chg_str(-op->o_ac); break; case R_SEEINVIS: unsee(); extinguish(unsee); break; } } return TRUE; } /* * new_thing: * Return a new thing */ THING * new_thing() { register THING *cur; register int j, k; cur = new_item(); cur->o_hplus = cur->o_dplus = 0; strcpy(cur->o_damage,"0d0"); strcpy(cur->o_hurldmg,"0d0"); cur->o_ac = 11; cur->o_count = 1; cur->o_group = 0; cur->o_flags = 0; /* * Decide what kind of object it will be * If we haven't had food for a while, let it be food. */ switch (no_food > 3 ? 2 : pick_one(things, NUMTHINGS)) { case 0: cur->o_type = POTION; cur->o_which = pick_one(p_magic, MAXPOTIONS); when 1: cur->o_type = SCROLL; cur->o_which = pick_one(s_magic, MAXSCROLLS); /* * Only one genocide scroll allowed per game, so if it's * the second one, then turn it into a identify scroll */ if (cur->o_which == S_GENOCIDE) if (got_genocide) cur->o_which = S_IDENT; else got_genocide = TRUE; when 2: no_food = 0; cur->o_type = FOOD; if (rnd(10) != 0) cur->o_which = 0; else cur->o_which = 1; when 3: cur->o_type = WEAPON; cur->o_which = rnd(MAXWEAPONS); init_weapon(cur, cur->o_which); if ((k = rnd(100)) < 10) { cur->o_flags |= ISCURSED; cur->o_hplus -= rnd(3) + 1; } else if (k < 15) cur->o_hplus += rnd(3) + 1; when 4: cur->o_type = ARMOR; for (j = 0, k = rnd(100); j < MAXARMORS; j++) if (k < a_chances[j]) break; #ifdef WIZARD if (j == MAXARMORS) { debug("Picked a bad armor %d", k); j = 0; } #endif cur->o_which = j; cur->o_ac = a_class[j]; if ((k = rnd(100)) < 20) { cur->o_flags |= ISCURSED; cur->o_ac += rnd(3) + 1; } else if (k < 28) cur->o_ac -= rnd(3) + 1; when 5: cur->o_type = RING; cur->o_which = pick_one(r_magic, MAXRINGS); switch (cur->o_which) { case R_ADDSTR: case R_PROTECT: case R_ADDHIT: case R_ADDDAM: if ((cur->o_ac = rnd(3)) == 0) { cur->o_ac = -1; cur->o_flags |= ISCURSED; } when R_AGGR: case R_TELEPORT: cur->o_flags |= ISCURSED; } when 6: cur->o_type = STICK; cur->o_which = pick_one(ws_magic, MAXSTICKS); fix_stick(cur); #ifdef WIZARD otherwise: debug("Picked a bad kind of object"); wait_for(' '); #endif } return cur; } /* * pick_one: * Pick an item out of a list of nitems possible magic items */ pick_one(magic, nitems) register struct magic_item *magic; int nitems; { register struct magic_item *end; register int i; register struct magic_item *start; start = magic; for (end = &magic[nitems], i = rnd(100); magic < end; magic++) if (i < magic->mi_prob) break; if (magic == end) { #ifdef WIZARD if (wizard) { msg("bad pick_one: %d from %d items", i, nitems); for (magic = start; magic < end; magic++) msg("%s: %d%%", magic->mi_name, magic->mi_prob); } #endif magic = start; } return magic - start; } /* * discovered: * list what the player has discovered in this game of a certain type */ static int line_cnt = 0; static bool newpage = FALSE; static char *lastfmt, *lastarg; discovered() { register char ch; register bool disc_list; do { disc_list = FALSE; if (!terse) addmsg("for "); addmsg("what type"); if (!terse) addmsg(" of object do you want a list"); msg("? (* for all)"); ch = readchar(); switch (ch) { case ESCAPE: msg(""); return; case POTION: case SCROLL: case RING: case STICK: case '*': disc_list = TRUE; break; default: if (terse) msg("Not a type"); else msg("Please type one of %c%c%c%c (ESCAPE to quit)", POTION, SCROLL, RING, STICK); } } while (!disc_list); if (ch == '*') { print_disc(POTION); add_line(""); print_disc(SCROLL); add_line(""); print_disc(RING); add_line(""); print_disc(STICK); end_line(); } else { print_disc(ch); end_line(); } } /* * print_disc: * Print what we've discovered of type 'type' */ #define MAX(a,b,c,d) (a > b ? (a > c ? (a > d ? a : d) : (c > d ? c : d)) : (b > c ? (b > d ? b : d) : (c > d ? c : d))) print_disc(type) char type; { register bool *know = NULL; register char **guess = NULL; register int i, maxnum = 0, num_found; static THING obj; static short order[MAX(MAXSCROLLS, MAXPOTIONS, MAXRINGS, MAXSTICKS)]; switch (type) { case SCROLL: maxnum = MAXSCROLLS; know = s_know; guess = s_guess; break; case POTION: maxnum = MAXPOTIONS; know = p_know; guess = p_guess; break; case RING: maxnum = MAXRINGS; know = r_know; guess = r_guess; break; case STICK: maxnum = MAXSTICKS; know = ws_know; guess = ws_guess; break; } set_order(order, maxnum); obj.o_count = 1; obj.o_flags = 0; num_found = 0; for (i = 0; i < maxnum; i++) if (know[order[i]] || guess[order[i]]) { obj.o_type = type; obj.o_which = order[i]; add_line("%s", inv_name(&obj, FALSE)); num_found++; } if (num_found == 0) add_line(nothing(type)); } /* * set_order: * Set up order for list */ set_order(order, numthings) short *order; int numthings; { register int i, r, t; for (i = 0; i< numthings; i++) order[i] = i; for (i = numthings; i > 0; i--) { r = rnd(i); t = order[i - 1]; order[i - 1] = order[r]; order[r] = t; } } /* * add_line: * Add a line to the list of discoveries */ /* VARARGS1 */ add_line(fmt, arg) char *fmt, *arg; { if (line_cnt == 0) { wclear(hw); if (slow_invent) mpos = 0; } if (slow_invent) { if (*fmt != '\0') msg(fmt, arg); line_cnt++; } else { if (line_cnt >= LINES - 1 || fmt == NULL) { mvwaddstr(hw, LINES - 1, 0, "--Press space to continue--"); wrefresh(hw); w_wait_for(hw,' '); clearok(curscr, TRUE); wclear(hw); touchwin(stdscr); newpage = TRUE; line_cnt = 0; } if (fmt != NULL && !(line_cnt == 0 && *fmt == '\0')) { mvwprintw(hw, line_cnt++, 0, fmt, arg); lastfmt = fmt; lastarg = arg; } } } /* * end_line: * End the list of lines */ end_line() { if (!slow_invent) if (line_cnt == 1 && !newpage) { mpos = 0; msg(lastfmt, lastarg); } else add_line(NULL); line_cnt = 0; newpage = FALSE; } /* * nothing: * Set up prbuf so that message for "nothing found" is there */ char * nothing(type) register char type; { register char *sp, *tystr = NULL; if (terse) sprintf(prbuf, "Nothing"); else sprintf(prbuf, "Haven't discovered anything"); if (type != '*') { sp = &prbuf[strlen(prbuf)]; switch (type) { case POTION: tystr = "potion"; when SCROLL: tystr = "scroll"; when RING: tystr = "ring"; when STICK: tystr = "stick"; } sprintf(sp, " about any %ss", tystr); } return prbuf; }