Mercurial > hg > early-roguelike
annotate rogue3/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 | 84651832f967 |
children | 0250220d8cdd |
rev | line source |
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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 * @(#)weapons.c 3.17 (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 <ctype.h> |
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15 #include <string.h> |
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16 #include "rogue.h" |
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17 |
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18 #define NONE 100 |
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19 |
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20 char *w_names[MAXWEAPONS] = { |
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21 "mace", |
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22 "long sword", |
89
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rogue3: short bows should not be called int bows.
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23 "short bow", |
0
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24 "arrow", |
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25 "dagger", |
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26 "rock", |
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27 "two handed sword", |
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28 "sling", |
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29 "dart", |
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30 "crossbow", |
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31 "crossbow bolt", |
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32 "spear", |
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33 }; |
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34 |
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35 static struct init_weps { |
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36 char *iw_dam; |
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37 char *iw_hrl; |
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38 int iw_launch; |
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39 int iw_flags; |
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40 } init_dam[MAXWEAPONS] = { |
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41 "2d4", "1d3", NONE, 0, /* Mace */ |
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42 "1d10", "1d2", NONE,0, /* Long sword */ |
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43 "1d1", "1d1", NONE, 0, /* Bow */ |
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44 "1d1", "1d6", BOW, ISMANY|ISMISL, /* Arrow */ |
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45 "1d6", "1d4", NONE, ISMISL, /* Dagger */ |
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46 "1d2", "1d4", SLING,ISMANY|ISMISL, /* Rock */ |
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47 "3d6", "1d2", NONE, 0, /* 2h sword */ |
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48 "0d0", "0d0", NONE, 0, /* Sling */ |
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49 "1d1", "1d3", NONE, ISMANY|ISMISL, /* Dart */ |
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50 "1d1", "1d1", NONE, 0, /* Crossbow */ |
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51 "1d2", "1d10", CROSSBOW, ISMANY|ISMISL,/* Crossbow bolt */ |
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52 "1d8", "1d6", NONE, ISMISL, /* Spear */ |
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53 }; |
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54 |
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55 /* |
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56 * missile: |
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57 * Fire a missile in a given direction |
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58 */ |
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59 |
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60 void |
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61 missile(int ydelta, int xdelta) |
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62 { |
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63 struct object *obj; |
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64 struct linked_list *item, *nitem; |
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65 |
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66 /* |
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67 * Get which thing we are hurling |
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68 */ |
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69 if ((item = get_item("throw", WEAPON)) == NULL) |
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70 return; |
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71 obj = (struct object *) ldata(item); |
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72 if (!dropcheck(obj) || is_current(obj)) |
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73 return; |
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74 /* |
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75 * Get rid of the thing. If it is a non-multiple item object, or |
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76 * if it is the last thing, just drop it. Otherwise, create a new |
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77 * item with a count of one. |
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78 */ |
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79 if (obj->o_count < 2) |
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80 { |
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81 detach(pack, item); |
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82 inpack--; |
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83 } |
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84 else |
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85 { |
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86 obj->o_count--; |
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87 if (obj->o_group == 0) |
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88 inpack--; |
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89 nitem = (struct linked_list *) new_item(sizeof *obj); |
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90 obj = (struct object *) ldata(nitem); |
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91 *obj = *((struct object *) ldata(item)); |
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92 obj->o_count = 1; |
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93 item = nitem; |
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94 } |
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95 do_motion(obj, ydelta, xdelta); |
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96 /* |
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97 * AHA! Here it has hit something. If it is a wall or a door, |
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98 * or if it misses (combat) the mosnter, put it on the floor |
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99 */ |
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100 if (!isupper(mvwinch(mw, obj->o_pos.y, obj->o_pos.x)) |
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101 || !hit_monster(unc(obj->o_pos), obj)) |
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102 fall(item, TRUE); |
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103 mvwaddch(cw, hero.y, hero.x, PLAYER); |