Mercurial > hg > early-roguelike
view srogue/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 | 3aa87373c908 |
children | 94a0d9dd5ce1 |
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/* * Contains functions for dealing with things like * potions and scrolls * * @(#)things.c 9.0 (rdk) 7/17/84 * * Super-Rogue * Copyright (C) 1984 Robert D. Kindelberger * All rights reserved. * * Based on "Rogue: Exploring the Dungeons of Doom" * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman * All rights reserved. * * See the file LICENSE.TXT for full copyright and licensing information. */ #include <ctype.h> #include <string.h> #include "rogue.h" #include "rogue.ext" /* * inv_name: * Return the name of something as it would appear in an inventory. */ char * inv_name(obj, drop) struct object *obj; bool drop; { reg char *pb, *tn, *pl; reg int wh, knowit; char nm[3], *inm, *q; wh = obj->o_which; knowit = FALSE; if (obj->o_count > 1) pl = "s"; else pl = ""; if (obj->o_count > 1) sprintf(nm, "%d", obj->o_count); else strcpy(nm, "A"); tn = obj->o_typname; q = ""; switch(obj->o_type) { case SCROLL: sprintf(prbuf, "%s %s%s ", nm, tn, pl); pb = &prbuf[strlen(prbuf)]; if (s_know[wh] || o_on(obj,ISPOST)) { knowit = TRUE; sprintf(pb, "of %s", s_magic[wh].mi_name); } else if (s_guess[wh]) sprintf(pb, "called %s", s_guess[wh]); else sprintf(pb, "titled '%s'", s_names[wh]); when POTION: sprintf(prbuf, "%s %s%s ", nm, tn, pl); pb = &prbuf[strlen(prbuf)]; if (p_know[wh] || o_on(obj, ISPOST)) { sprintf(pb, "of %s", p_magic[wh].mi_name); knowit = TRUE; if (p_know[wh]) { pb = &prbuf[strlen(prbuf)]; sprintf(pb,"(%s)",p_colors[wh]); } } else if (p_guess[wh]) sprintf(pb,"called %s(%s)", p_guess[wh],p_colors[wh]); else if (obj->o_count == 1) sprintf(prbuf,"%s%s %s %s%s", nm, vowelstr(p_colors[wh]), p_colors[wh], tn, pl); else sprintf(prbuf,"%s %s %s%s", nm, p_colors[wh], tn, pl); when FOOD: if (wh == 1) { if (obj->o_count == 1) q = vowelstr(fruit); sprintf(prbuf, "%s%s %s%s", nm, q, fruit, pl); } else { if (obj->o_count == 1) sprintf(prbuf, "Some %s", tn); else sprintf(prbuf, "%s rations of %s", nm, tn); } knowit = TRUE; when WEAPON: inm = w_magic[wh].mi_name; strcpy(prbuf, nm); if (obj->o_count == 1) q = vowelstr(inm); pb = &prbuf[strlen(prbuf)]; if (o_on(obj,ISKNOW | ISPOST)) { knowit = TRUE; sprintf(pb, " %s %s", num(obj->o_hplus, obj->o_dplus), inm); } else sprintf(pb, "%s %s", q, inm); strcat(prbuf, pl); when ARMOR: inm = a_magic[wh].mi_name; if (o_on(obj,ISKNOW | ISPOST)) { knowit = TRUE; sprintf(prbuf, "%s %s",num(armors[wh].a_class - obj->o_ac, 0), inm); } else sprintf(prbuf, "%s", inm); when AMULET: strcpy(prbuf, "The Amulet of Yendor"); when STICK: { struct rod *rd; rd = &ws_stuff[wh]; sprintf(prbuf, "A %s ", rd->ws_type); pb = &prbuf[strlen(prbuf)]; if (ws_know[wh] || o_on(obj, ISPOST)) { knowit = TRUE; sprintf(pb,"of %s%s",ws_magic[wh].mi_name,charge_str(obj)); if (ws_know[wh]) { pb = &prbuf[strlen(prbuf)]; sprintf(pb,"(%s)",rd->ws_made); } } else if (ws_guess[wh]) sprintf(pb, "called %s(%s)", ws_guess[wh], rd->ws_made); else sprintf(prbuf, "A%s %s %s", vowelstr(rd->ws_made), rd->ws_made, rd->ws_type); } when RING: if (r_know[wh] || o_on(obj, ISPOST)) { knowit = TRUE; sprintf(prbuf, "A%s %s of %s", ring_num(obj), tn, r_magic[wh].mi_name); if (r_know[wh]) { pb = &prbuf[strlen(prbuf)]; sprintf(pb,"(%s)", r_stones[wh]); } } else if (r_guess[wh]) sprintf(prbuf,"A %s called %s(%s)",tn, r_guess[wh], r_stones[wh]); else sprintf(prbuf,"A%s %s %s",vowelstr(r_stones[wh]), r_stones[wh], tn); otherwise: sprintf(prbuf,"Something bizarre %s", unctrl(obj->o_type)); } if (obj == cur_armor) strcat(prbuf, " (being worn)"); if (obj == cur_weapon) strcat(prbuf, " (weapon in hand)"); if (obj == cur_ring[LEFT]) strcat(prbuf, " (on left hand)"); else if (obj == cur_ring[RIGHT]) strcat(prbuf, " (on right hand)"); if (drop && isupper(prbuf[0])) prbuf[0] = tolower(prbuf[0]); else if (!drop && islower(*prbuf)) *prbuf = toupper(*prbuf); if (o_on(obj, ISPROT)) strcat(prbuf, " [!]"); if (o_on(obj, ISPOST)) strcat(prbuf, " [$]"); if (knowit) { if (o_on(obj, ISCURSED)) strcat(prbuf, " [-]"); else if (o_on(obj, ISBLESS)) strcat(prbuf, " [+]"); } if (!drop) strcat(prbuf, "."); return prbuf; } /* * money: * Add to characters purse */ money() { reg struct room *rp; reg struct linked_list *item; reg struct thing *tp; rp = player.t_room; if (rp != NULL && ce(hero, rp->r_gold)) { msg("%d gold pieces.", rp->r_goldval); purse += rp->r_goldval; rp->r_goldval = 0; cmov(rp->r_gold); addch(FLOOR); /* * once gold is taken, all monsters will chase him */ for (item = mlist; item != NULL; item = next(item)) { tp = THINGPTR(item); if (rnd(100) < 70 && tp->t_room == rp && !iswearing(R_STEALTH) && ((tp->t_flags & (ISMEAN | ISGREED)) || rnd(1000) < 20)) runto(&tp->t_pos, &hero); } } else msg("That gold must have been counterfeit."); } /* * drop: * put something down */ drop(item) struct linked_list *item; { reg char ch; reg struct linked_list *ll, *nll; reg struct object *op; if (item == NULL) { ch = mvinch(hero.y, hero.x); if (ch != FLOOR && ch != PASSAGE && ch != POOL) { msg("There is something there already."); after = FALSE; return SOMTHERE; } if ((ll = get_item("drop", 0)) == NULL) return FALSE; } else { ll = item; } op = OBJPTR(ll); if (!dropcheck(op)) return CANTDROP; /* * Take it out of the pack */ if (op->o_count >= 2 && op->o_type != WEAPON) { nll = new_item(sizeof *op); op->o_count--; op->o_vol = itemvol(op); op = OBJPTR(nll); *op = *(OBJPTR(ll)); op->o_count = 1; op->o_vol = itemvol(op); ll = nll; } else { detach(pack, ll); } if (ch == POOL) { msg("%s sinks out of sight.",inv_name(op, TRUE)); discard(ll); } else { /* put on dungeon floor */ if (levtype == POSTLEV) { op->o_pos = hero; /* same place as hero */ fall(ll,FALSE); if (item == NULL) /* if item wasn't sold */ msg("Thanks for your donation to the Fiend's flea market."); } else { attach(lvl_obj, ll); mvaddch(hero.y, hero.x, op->o_type); op->o_pos = hero; msg("Dropped %s", inv_name(op, TRUE)); } } updpack(); /* new pack weight */ return TRUE; } /* * dropcheck: * Do special checks for dropping or unweilding|unwearing|unringing */ dropcheck(op) struct object *op; { if (op == NULL) return TRUE; if (levtype == POSTLEV) { if (o_on(op,ISCURSED) && o_on(op,ISKNOW)) { msg("The trader does not accept shoddy merchandise."); return FALSE; } else { cur_null(op); /* update cur_weapon, etc */ return TRUE; } } if (op != cur_armor && op != cur_weapon && op != cur_ring[LEFT] && op != cur_ring[RIGHT]) return TRUE; if (o_on(op,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 if (op == cur_ring[LEFT] || op == cur_ring[RIGHT]) toss_ring(op); return TRUE; } /* * new_thing: * Return a new thing */ struct linked_list * new_thing(treas, type, which) int type, which; bool treas; { struct linked_list *item; struct magic_item *mi; struct object *cur; int chance, whi; item = new_item(sizeof *cur); cur = OBJPTR(item); basic_init(cur); if (type == DONTCARE) { if (++no_food > 4 && !treas) whi = TYP_FOOD; else whi = pick_one(things); } else { whi = getindex(type); } mi = thnginfo[whi].mf_magic; if (which == DONTCARE) { which = 0; if (mi != NULL) which = pick_one(mi); } cur->o_typname = things[whi].mi_name; cur->o_weight = things[whi].mi_wght; switch (whi) { case TYP_AMULET: cur->o_type = AMULET; cur->o_hplus = 500; strcpy(cur->o_hurldmg,"80d8"); /* if thrown, WOW!!! */ cur->o_vol = itemvol(cur); when TYP_POTION: cur->o_type = POTION; cur->o_which = which; cur->o_count += extras(); cur->o_vol = itemvol(cur); when TYP_SCROLL: cur->o_type = SCROLL; cur->o_which = which; cur->o_count += extras(); cur->o_vol = itemvol(cur); when TYP_FOOD: no_food = 0; initfood(cur); when TYP_WEAPON: cur->o_which = which; init_weapon(cur, which); if ((chance = rnd(100)) < 10) { setoflg(cur,ISCURSED); cur->o_hplus -= rnd(3)+1; cur->o_dplus -= rnd(3)+1; } else if (chance < 15) { cur->o_hplus += rnd(3)+1; cur->o_dplus += rnd(3)+1; } when TYP_ARMOR: cur->o_which = which; initarmor(cur, which); if ((chance = rnd(100)) < 20) { setoflg(cur,ISCURSED); cur->o_ac += rnd(3)+1; } else if (chance < 30) cur->o_ac -= rnd(3)+1; when TYP_RING: cur->o_which = which; init_ring(cur, FALSE); when TYP_STICK: default: cur->o_which = which; fix_stick(cur); } return item; } /* * basic_init: * Set all params of an object to the basic values. */ basic_init(cur) struct object *cur; { cur->o_ac = 11; cur->o_count = 1; cur->o_launch = 0; cur->o_typname = NULL; cur->o_group = newgrp(); cur->o_weight = cur->o_vol = 0; cur->o_hplus = cur->o_dplus = 0; strcpy(cur->o_damage,"0d0"); strcpy(cur->o_hurldmg,"0d0"); cur->o_flags = cur->o_type = cur->o_which = 0; } /* * extras: * Return the number of extra items to be created */ extras() { reg int i; i = rnd(100); if (i < 4) /* 4% for 2 more */ return 2; else if (i < 11) /* 7% for 1 more */ return 1; else /* otherwise no more */ return 0; } /* * pick_one: * Pick an item out of a list of nitems possible magic items */ pick_one(mag) struct magic_item *mag; { reg struct magic_item *start; reg int i; start = mag; for (i = rnd(1000); mag->mi_name != NULL; mag++) { if (i < mag->mi_prob) break; if (mag->mi_name == NULL) { if (author() || wizard) { for (mag = start; mag->mi_name != NULL; mag++) msg("%s: %d%%", mag->mi_name, mag->mi_prob); } mag = start; } } return mag - start; }