Mercurial > hg > early-roguelike
annotate rogue4/scrolls.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 | 9535a08ddc39 |
children | 1b73a8641b37 |
rev | line source |
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12
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1 /* |
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2 * Read a scroll and let it happen |
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3 * |
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4 * @(#)scrolls.c 4.21 (Berkeley) 4/6/82 |
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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, 1982 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 "rogue.h" |
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16 |
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17 /* |
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18 * read_scroll: |
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19 * Read a scroll from the pack and do the appropriate thing |
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20 */ |
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21 read_scroll() |
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22 { |
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23 register THING *obj; |
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24 register int y, x; |
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25 register char ch; |
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26 register THING *op; |
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27 register int index; |
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28 register bool discardit = FALSE; |
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29 |
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30 obj = get_item("read", SCROLL); |
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31 if (obj == NULL) |
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32 return; |
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33 if (obj->o_type != SCROLL) |
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34 { |
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35 if (!terse) |
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36 msg("there is nothing on it to read"); |
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37 else |
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38 msg("nothing to read"); |
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39 return; |
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40 } |
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41 msg("as you read the scroll, it vanishes"); |
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42 /* |
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43 * Calculate the effect it has on the poor guy. |
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44 */ |
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45 if (obj == cur_weapon) |
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46 cur_weapon = NULL; |
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47 switch (obj->o_which) |
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48 { |
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49 case S_CONFUSE: |
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50 /* |
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51 * Scroll of monster confusion. Give him that power. |
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52 */ |
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53 player.t_flags |= CANHUH; |
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54 msg("your hands begin to glow red"); |
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55 when S_ARMOR: |
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56 if (cur_armor != NULL) |
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57 { |
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58 cur_armor->o_ac--; |
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59 cur_armor->o_flags &= ~ISCURSED; |
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60 msg("your armor glows faintly for a moment"); |
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61 } |
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62 when S_HOLD: |
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63 /* |
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64 * Hold monster scroll. Stop all monsters within two spaces |
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65 * from chasing after the hero. |
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66 */ |
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67 |
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68 for (x = hero.x - 2; x <= hero.x + 2; x++) |
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69 if (x >= 0 && x < COLS) |
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70 for (y = hero.y - 2; y <= hero.y + 2; y++) |
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71 if (y >= 0 && y <= LINES - 1) |
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72 if ((op = moat(y, x)) != NULL) |
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73 { |
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74 op->t_flags &= ~ISRUN; |
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75 op->t_flags |= ISHELD; |
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76 } |
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77 when S_SLEEP: |
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78 /* |
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79 * Scroll which makes you fall asleep |
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80 */ |
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81 s_know[S_SLEEP] = TRUE; |
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82 no_command += rnd(SLEEPTIME) + 4; |
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83 player.t_flags &= ~ISRUN; |
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84 msg("you fall asleep"); |
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85 when S_CREATE: |
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86 /* |
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87 * Create a monster |
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88 * First look in a circle around him, next try his room |
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89 * otherwise give up |
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90 */ |
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91 { |
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92 register bool appear = 0; |
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93 coord mp; |
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94 |
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95 /* |
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96 * Search for an open place |
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97 */ |
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98 for (y = hero.y - 1; y <= hero.y + 1; y++) |
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99 for (x = hero.x - 1; x <= hero.x + 1; x++) |
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100 { |
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101 /* |
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102 * Don't put a monster in top of the player. |
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103 */ |
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104 if (y == hero.y && x == hero.x) |
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