Mercurial > hg > early-roguelike
annotate rogue3/misc.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 | 527e2150eaf0 |
children | e7862a021609 |
rev | line source |
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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 * @(#)misc.c 3.13 (Berkeley) 6/15/81 |
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5 * |
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6 * Rogue: Exploring the Dungeons of Doom |
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7 * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman |
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8 * All rights reserved. |
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9 * |
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10 * See the file LICENSE.TXT for full copyright and licensing information. |
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11 */ |
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12 |
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13 #include "curses.h" |
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14 #include "rogue.h" |
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15 #include <ctype.h> |
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16 |
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17 /* |
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18 * tr_name: |
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19 * print the name of a trap |
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20 */ |
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21 |
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22 char * |
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23 tr_name(int ch) |
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24 { |
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25 char *s = ""; |
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26 |
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27 switch (ch) |
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28 { |
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29 case TRAPDOOR: |
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30 s = terse ? "A trapdoor." : "You found a trapdoor."; |
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31 when BEARTRAP: |
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32 s = terse ? "A beartrap." : "You found a beartrap."; |
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33 when SLEEPTRAP: |
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34 s = terse ? "A sleeping gas trap.":"You found a sleeping gas trap."; |
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35 when ARROWTRAP: |
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36 s = terse ? "An arrow trap." : "You found an arrow trap."; |
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37 when TELTRAP: |
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38 s = terse ? "A teleport trap." : "You found a teleport trap."; |
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39 when DARTTRAP: |
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40 s = terse ? "A dart trap." : "You found a poison dart trap."; |
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41 } |
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42 return s; |
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43 } |
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44 |
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45 /* |
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46 * Look: |
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47 * A quick glance all around the player |
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48 */ |
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49 |
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50 void |
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51 look(int wakeup) |
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52 { |
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53 int x, y; |
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54 int ch; |
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55 int oldx, oldy; |
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56 int inpass; |
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57 int passcount = 0; |
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58 struct room *rp; |
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59 int ey, ex; |
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60 |
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61 getyx(cw, oldy, oldx); |
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62 if (oldrp != NULL && (oldrp->r_flags & ISDARK) && off(player, ISBLIND)) |
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63 { |
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64 for (x = oldpos.x - 1; x <= oldpos.x + 1; x++) |
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65 for (y = oldpos.y - 1; y <= oldpos.y + 1; y++) |
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66 if ((y != hero.y || x != hero.x) && show(y, x) == FLOOR) |
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67 mvwaddch(cw, y, x, ' '); |
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68 } |
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69 inpass = ((rp = roomin(&hero)) == NULL); |
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70 ey = hero.y + 1; |
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71 ex = hero.x + 1; |
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72 for (x = hero.x - 1; x <= ex; x++) |
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73 if (x >= 0 && x < COLS) for (y = hero.y - 1; y <= ey; y++) |
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74 { |
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75 if (y <= 0 || y >= LINES - 1) |
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76 continue; |
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77 if (isupper(mvwinch(mw, y, x))) |
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78 { |
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79 struct linked_list *it; |
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80 struct thing *tp; |
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81 |
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82 if (wakeup) |
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83 it = wake_monster(y, x); |
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84 else |
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85 it = find_mons(y, x); |
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86 tp = (struct thing *) ldata(it); |
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87 if ((tp->t_oldch = mvinch(y, x)) == TRAP) |
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88 tp->t_oldch = |
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89 (trap_at(y,x)->tr_flags&ISFOUND) ? TRAP : FLOOR; |
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90 if (tp->t_oldch == FLOOR && (rp != NULL) && (rp->r_flags & ISDARK) |
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91 && off(player, ISBLIND)) |
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92 tp->t_oldch = ' '; |
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93 } |
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94 /* |
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95 * Secret doors show as walls |
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96 */ |
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97 if ((ch = show(y, x)) == SECRETDOOR) |
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98 ch = secretdoor(y, x); |
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99 /* |
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100 * Don't show room walls if he is in a passage |
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101 */ |
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102 if (off(player, ISBLIND)) |
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103 { |
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104 if (y == hero.y && x == hero.x |
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105 || (inpass && (ch == '-' || ch == '|'))) |
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