Mercurial > hg > early-roguelike
annotate arogue7/util.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 | b786053d2f37 |
children | 1cd604c827a3 |
rev | line source |
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125
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1 /* |
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2 * util.c - all sorts of miscellaneous routines |
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3 * |
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4 * Advanced Rogue |
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5 * Copyright (C) 1984, 1985, 1986 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 * Based on "Rogue: Exploring the Dungeons of Doom" |
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9 * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman |
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10 * All rights reserved. |
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11 * |
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12 * See the file LICENSE.TXT for full copyright and licensing information. |
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13 */ |
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14 |
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15 #include "curses.h" |
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16 #include "rogue.h" |
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17 #include <ctype.h> |
126 | 18 #include <string.h> |
125
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19 #ifdef PC7300 |
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20 #include <track.h> |
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21 #include <kcodes.h> |
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22 #include <sys/window.h> |
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23 extern struct uwdata wdata; |
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24 #endif |
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25 |
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26 /* |
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27 * all sorts of miscellaneous routines |
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28 * |
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29 */ |
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30 |
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31 |
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32 |
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33 |
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34 /* |
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35 * this routine computes the players current AC without dex bonus's |
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36 */ |
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37 int |
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38 ac_compute(ignoremetal) |
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39 bool ignoremetal; |
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40 { |
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41 register int ac; |
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42 |
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43 ac = pstats.s_arm; /* base armor of "skin" */ |
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44 if (cur_armor) { |
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45 if (!ignoremetal || |
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46 (cur_armor->o_which != LEATHER && |
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47 cur_armor->o_which != STUDDED_LEATHER && |
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48 cur_armor->o_which != PADDED_ARMOR)) |
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49 ac -= (10 - cur_armor->o_ac); |
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50 } |
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51 if (player.t_ctype == C_MONK) |
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52 ac -= pstats.s_lvl * 2 / 3; |
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53 ac -= ring_value(R_PROTECT); |
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54 if (cur_misc[WEAR_BRACERS] != NULL) |
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55 ac -= cur_misc[WEAR_BRACERS]->o_ac; |
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56 if (cur_misc[WEAR_CLOAK] != NULL) |
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57 ac -= cur_misc[WEAR_CLOAK]->o_ac; |
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58 |
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59 /* If player has the cloak, must be wearing it */ |
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60 if (cur_relic[EMORI_CLOAK]) ac -= 5; |
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61 |
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62 if (ac > 10) |
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63 ac = 10; |
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64 return(ac); |
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65 } |
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66 |
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67 /* |
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68 * aggravate: |
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69 * aggravate all the monsters on this level |
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70 */ |
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71 |
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72 aggravate(do_uniques, do_good) |
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73 bool do_uniques, do_good; |
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74 { |
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75 register struct linked_list *mi; |
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76 register struct thing *thingptr; |
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77 |
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78 for (mi = mlist; mi != NULL; mi = next(mi)) { |
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79 thingptr = THINGPTR(mi); |
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80 if (do_good == FALSE && off(*thingptr, ISMEAN)) continue; |
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81 if (do_uniques || off(*thingptr, ISUNIQUE)) runto(thingptr, &hero); |
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82 } |
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83 } |
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84 |
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85 /* |
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86 * cansee: |
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87 * returns true if the hero can see a certain coordinate. |
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88 */ |
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89 |
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90 cansee(y, x) |
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91 register int y, x; |
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92 { |
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