Mercurial > hg > early-roguelike
annotate arogue5/player.c @ 155:1af259ac4ed2
arogue7, xrogue: fix save/restore of alchemy jugs.
state.c now saves the fuse that refills alchemy jugs, using the method
of numbering objects previously applied to Advanced Rogue 5. Alchemy
jugs that are empty when the game is saved will continue to function
after it is restored.
Savefile compatibility should not be affected.
author | John "Elwin" Edwards |
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date | Fri, 29 May 2015 17:34:04 -0400 |
parents | 34a87d84ea31 |
children | beab22b087a1 |
rev | line source |
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63
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1 /* |
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2 * This file contains functions for dealing with special player abilities |
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3 * |
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4 * Advanced Rogue |
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5 * Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka and AT&T |
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6 * All rights reserved. |
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7 * |
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8 * See the file LICENSE.TXT for full copyright and licensing information. |
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9 */ |
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10 |
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11 #include "curses.h" |
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12 #include "rogue.h" |
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13 |
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14 |
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15 /* |
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16 * affect: |
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17 * cleric affecting undead |
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18 */ |
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19 |
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20 affect() |
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21 { |
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22 register struct linked_list *item; |
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23 register struct thing *tp; |
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24 register const char *mname; |
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25 bool see; |
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26 coord new_pos; |
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27 |
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28 if (player.t_ctype != C_CLERIC && cur_relic[HEIL_ANKH] == 0) { |
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29 msg("Only clerics can affect undead."); |
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30 return; |
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31 } |
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32 |
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33 new_pos.y = hero.y + delta.y; |
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34 new_pos.x = hero.x + delta.x; |
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35 |
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36 if (cansee(new_pos.y, new_pos.x)) see = TRUE; |
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37 else see = FALSE; |
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38 |
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39 /* Anything there? */ |
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40 if (new_pos.y < 0 || new_pos.y > LINES-3 || |
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41 new_pos.x < 0 || new_pos.x > COLS-1 || |
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42 mvwinch(mw, new_pos.y, new_pos.x) == ' ') { |
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43 msg("Nothing to affect."); |
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44 return; |
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45 } |
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46 |
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47 if ((item = find_mons(new_pos.y, new_pos.x)) == NULL) { |
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48 debug("Affect what @ %d,%d?", new_pos.y, new_pos.x); |
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49 return; |
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50 } |
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51 tp = THINGPTR(item); |
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52 mname = monsters[tp->t_index].m_name; |
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53 |
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54 if (on(player, ISINVIS) && off(*tp, CANSEE)) { |
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55 sprintf(outstring,"%s%s cannot see you", see ? "The " : "It", |
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56 see ? mname : ""); |
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57 msg(outstring); |
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58 return; |
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59 } |
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60 |
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61 if (off(*tp, TURNABLE) || on(*tp, WASTURNED)) |
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62 goto annoy; |
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63 turn_off(*tp, TURNABLE); |
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64 |
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65 /* Can cleric kill it? */ |
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66 if (pstats.s_lvl >= 3 * tp->t_stats.s_lvl) { |
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67 unsigned long test; /* For overflow check */ |
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68 |
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69 sprintf(outstring,"You have destroyed %s%s.", see ? "the " : "it", see ? mname : ""); |
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70 msg(outstring); |
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71 test = pstats.s_exp + tp->t_stats.s_exp; |
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72 |
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73 /* Be sure there is no overflow before increasing experience */ |
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74 if (test > pstats.s_exp) pstats.s_exp = test; |
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75 killed(item, FALSE, TRUE); |
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76 check_level(TRUE); |
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77 return; |
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78 } |
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79 |
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80 /* Can cleric turn it? */ |
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81 if (rnd(100) + 1 > |
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82 (100 * ((2 * tp->t_stats.s_lvl) - pstats.s_lvl)) / pstats.s_lvl) { |
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83 unsigned long test; /* Overflow test */ |
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84 |
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85 /* Make the monster flee */ |
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86 turn_on(*tp, WASTURNED); /* No more fleeing after this */ |
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87 turn_on(*tp, ISFLEE); |
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88 runto(tp, &hero); |
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89 |
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90 /* Let player know */ |
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91 sprintf(outstring,"You have turned %s%s.", see ? "the " : "it", see ? mname : ""); |
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92 msg(outstring); |
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93 |
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94 /* get points for turning monster -- but check overflow first */ |
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95 test = pstats.s_exp + tp->t_stats.s_exp/2; |
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96 if (test > pstats.s_exp) pstats.s_exp = test; |
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97 check_level(TRUE); |
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98 |
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99 /* If monster was suffocating, stop it */ |
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100 if (on(*tp, DIDSUFFOCATE)) { |
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101 turn_off(*tp, DIDSUFFOCATE); |
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102 extinguish(suffocate); |
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103 } |
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104 |
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