annotate arogue5/util.c @ 168:82b2a046d151

arogue7: fix inventory display bug again. Removing the call to msg() in restore() resulted in msgw remaining as it was when the game was saved. This results in another display glitch like that fixed by r163. Adding an empty message puts msgw into a reliable state.
author John "Elwin" Edwards
date Tue, 30 Jun 2015 12:00:02 -0400
parents c49f7927b0fa
children 56e748983fa8
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1 /*
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2 * 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 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>
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c49f7927b0fa arogue5: add missing header files.
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18 #include <string.h>
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19
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20 /*
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21 * aggravate:
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22 * aggravate all the monsters on this level
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23 */
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24
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25 aggravate()
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26 {
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27 register struct linked_list *mi;
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28
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29 for (mi = mlist; mi != NULL; mi = next(mi))
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30 runto(THINGPTR(mi), &hero);
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31 }
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32
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33 /*
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34 * cansee:
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35 * returns true if the hero can see a certain coordinate.
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36 */
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37
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38 cansee(y, x)
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39 register int y, x;
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40 {
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41 register struct room *rer;
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42 register int radius;
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43 coord tp;
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44
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45 if (on(player, ISBLIND))
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46 return FALSE;
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47
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48 tp.y = y;
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49 tp.x = x;
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50 rer = roomin(&tp);
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51
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52 /* How far can we see? */
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53 if (levtype == OUTSIDE) {
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54 if (daytime) radius = 36;
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55 else if (lit_room(rer)) radius = 9;
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56 else radius = 3;
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57 }
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58 else radius = 3;
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59
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60 /*
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61 * We can only see if the hero in the same room as
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62 * the coordinate and the room is lit or if it is close.
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63 */
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64 return ((rer != NULL &&
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65 levtype != OUTSIDE &&
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66 (levtype != MAZELEV || /* Maze level needs direct line */
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67 maze_view(tp.y, tp.x)) &&
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68 rer == roomin(&hero) &&
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69 lit_room(rer)) ||
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70 DISTANCE(y, x, hero.y, hero.x) < radius);
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71 }
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72
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73 /*
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74 * check_level:
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75 * Check to see if the guy has gone up a level.
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76 *
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77 * Return points needed to obtain next level.
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78 *
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79 * These are the beginning experience levels for all players.
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80 * All further experience levels are computed by muliplying by 2
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81 * up through MAXDOUBLE.
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82 */
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83 #define MAXDOUBLE 14 /* Maximum number of times score is doubled */
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84 static struct {
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85 long base; /* What it starts out at for doubling */
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86 long cap; /* The maximum before doubling stops */
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87 } e_levels[4] = {
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88 /* You must change MAXDOUBLE if you change the cap figure */
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89 { 90L, 1474560L }, /* Fighter */
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90 { 130L, 2129920L }, /* Magician */
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91 { 110L, 1802240L }, /* cleric */
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92 { 75L, 1228800L } /* Thief */
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93 };
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94
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95 long
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96 check_level(get_spells)
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97 bool get_spells;
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98 {
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99 register int i, j, add = 0;
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100 register unsigned long exp;
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101 long retval; /* Return value */
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102 int nsides = 0;
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103
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104 /* See if we are past the doubling stage */
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105 exp = e_levels[player.t_ctype].cap;
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