Mercurial > hg > early-roguelike
annotate arogue5/weapons.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 |
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date | Tue, 30 Jun 2015 12:00:02 -0400 |
parents | c49f7927b0fa |
children | 56e748983fa8 |
rev | line source |
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63
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1 /* |
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2 * Functions for dealing with problems brought about by weapons |
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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 <ctype.h> |
67 | 17 #include <string.h> |
63
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18 #include "rogue.h" |
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19 |
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20 |
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21 |
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22 /* |
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23 * do the actual motion on the screen done by an object traveling |
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24 * across the room |
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25 */ |
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26 do_motion(obj, ydelta, xdelta, tp) |
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27 register struct object *obj; |
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28 register int ydelta, xdelta; |
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29 register struct thing *tp; |
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30 { |
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31 |
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32 /* |
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33 * Come fly with us ... |
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34 */ |
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35 obj->o_pos = tp->t_pos; |
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36 for (; ;) { |
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37 register int ch; |
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38 /* |
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39 * Erase the old one |
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40 */ |
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41 if (!ce(obj->o_pos, tp->t_pos) && |
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42 cansee(unc(obj->o_pos)) && |
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43 mvwinch(cw, obj->o_pos.y, obj->o_pos.x) != ' ') { |
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44 mvwaddch(cw, obj->o_pos.y, obj->o_pos.x, show(obj->o_pos.y, obj->o_pos.x)); |
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45 } |
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46 /* |
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47 * Get the new position |
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48 */ |
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49 obj->o_pos.y += ydelta; |
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50 obj->o_pos.x += xdelta; |
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51 if (shoot_ok(ch = winat(obj->o_pos.y, obj->o_pos.x)) && ch != DOOR && !ce(obj->o_pos, hero)) { |
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52 /* |
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53 * It hasn't hit anything yet, so display it |
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54 * If it alright. |
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55 */ |
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56 if (cansee(unc(obj->o_pos)) && |
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57 mvwinch(cw, obj->o_pos.y, obj->o_pos.x) != ' ') { |
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58 mvwaddch(cw, obj->o_pos.y, obj->o_pos.x, obj->o_type); |
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59 draw(cw); |
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60 } |
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61 continue; |
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62 } |
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63 break; |
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64 } |
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65 } |
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66 |
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67 |
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68 /* |
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69 * fall: |
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70 * Drop an item someplace around here. |
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71 */ |
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72 |
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73 fall(item, pr) |
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74 register struct linked_list *item; |
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75 bool pr; |
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76 { |
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77 register struct object *obj; |
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78 register struct room *rp; |
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79 register int i; |
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80 coord *fpos = NULL; |
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81 |
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82 obj = OBJPTR(item); |
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83 /* |
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84 * try to drop the item, look up to 3 squares away for now |
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85 */ |
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86 for (i=1; i<4; i++) { |
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87 if ((fpos = fallpos(&obj->o_pos, FALSE, i)) != NULL) |
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88 break; |
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89 } |
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90 |
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91 if (fpos != NULL) { |
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92 mvaddch(fpos->y, fpos->x, obj->o_type); |
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93 obj->o_pos = *fpos; |
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94 if ((rp = roomin(&hero)) != NULL && |
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95 lit_room(rp)) { |
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96 light(&hero); |
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97 mvwaddch(cw, hero.y, hero.x, PLAYER); |
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98 } |
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99 attach(lvl_obj, item); |
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100 return; |
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101 } |
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102 |
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103 |
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104 if (pr) { |
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