Mercurial > hg > early-roguelike
annotate rogue3/sticks.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 |
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rev | line source |
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0
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1 /* |
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2 * Functions to implement the various sticks one might find |
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3 * while wandering around the dungeon. |
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4 * |
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5 * @(#)sticks.c 3.14 (Berkeley) 6/15/81 |
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6 * |
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7 * Rogue: Exploring the Dungeons of Doom |
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8 * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman |
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9 * All rights reserved. |
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10 * |
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11 * See the file LICENSE.TXT for full copyright and licensing information. |
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12 */ |
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13 |
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14 #include "curses.h" |
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15 #include <ctype.h> |
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16 #include <string.h> |
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17 #include "rogue.h" |
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18 |
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19 void |
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20 fix_stick(struct object *cur) |
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21 { |
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22 if (strcmp(ws_type[cur->o_which], "staff") == 0) |
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23 strcpy(cur->o_damage,"2d3"); |
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24 else |
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25 strcpy(cur->o_damage,"1d1"); |
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26 strcpy(cur->o_hurldmg,"1d1"); |
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27 |
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28 cur->o_charges = 3 + rnd(5); |
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29 switch (cur->o_which) |
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30 { |
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31 case WS_HIT: |
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32 cur->o_hplus = 3; |
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33 cur->o_dplus = 3; |
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34 strcpy(cur->o_damage,"1d8"); |
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35 when WS_LIGHT: |
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36 cur->o_charges = 10 + rnd(10); |
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37 } |
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38 } |
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39 |
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40 void |
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41 do_zap(int gotdir) |
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42 { |
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43 struct linked_list *item; |
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44 struct object *obj; |
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45 struct room *rp; |
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46 struct thing *tp; |
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47 int y, x; |
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48 |
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49 if ((item = get_item("zap with", STICK)) == NULL) |
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50 return; |
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51 obj = (struct object *) ldata(item); |
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52 if (obj->o_type != STICK) |
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53 { |
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54 msg("You can't zap with that!"); |
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55 after = FALSE; |
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56 return; |
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57 } |
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58 if (obj->o_charges == 0) |
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59 { |
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60 msg("Nothing happens."); |
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61 return; |
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62 } |
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63 if (!gotdir) |
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64 do { |
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65 delta.y = rnd(3) - 1; |
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66 delta.x = rnd(3) - 1; |
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67 } while (delta.y == 0 && delta.x == 0); |
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68 switch (obj->o_which) |
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69 { |
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70 case WS_LIGHT: |
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71 /* |
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72 * Reddy Kilowat wand. Light up the room |
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73 */ |
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74 ws_know[WS_LIGHT] = TRUE; |
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75 if ((rp = roomin(&hero)) == NULL) |
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76 msg("The corridor glows and then fades"); |
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77 else |
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78 { |
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79 addmsg("The room is lit"); |
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80 if (!terse) |
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81 addmsg(" by a shimmering blue light."); |
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82 endmsg(); |
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83 rp->r_flags &= ~ISDARK; |
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84 /* |
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85 * Light the room and put the player back up |
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86 */ |
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87 light(&hero); |
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88 mvwaddch(cw, hero.y, hero.x, PLAYER); |
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89 } |
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90 when WS_DRAIN: |
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91 /* |
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92 * Take away 1/2 of hero's hit points, then take it away |
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93 * evenly from the monsters in the room (or next to hero |
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94 * if he is in a passage) |
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95 */ |
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96 if (pstats.s_hpt < 2) |
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97 { |
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98 msg("You are too weak to use it."); |
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99 return; |
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100 } |
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101 else if ((rp = roomin(&hero)) == NULL) |
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102 drain(hero.y-1, hero.y+1, hero.x-1, hero.x+1); |
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103 else |
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104 drain(rp->r_pos.y, rp->r_pos.y+rp->r_max.y, |
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105 rp->r_pos.x, rp->r_pos.x+rp->r_max.x); |
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