Mercurial > hg > early-roguelike
annotate rogue5/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 |
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rev | line source |
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33
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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 4.44 (Berkeley) 02/05/99 |
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5 * |
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6 * Rogue: Exploring the Dungeons of Doom |
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7 * Copyright (C) 1980-1983, 1985, 1999 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 |
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22 void |
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23 read_scroll(void) |
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24 { |
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25 THING *obj; |
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26 PLACE *pp; |
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27 int y, x; |
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28 int ch; |
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29 int i; |
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30 int discardit = FALSE; |
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31 struct room *cur_room; |
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32 THING *orig_obj; |
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33 coord mp; |
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34 |
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35 obj = get_item("read", SCROLL); |
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36 if (obj == NULL) |
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37 return; |
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38 if (obj->o_type != SCROLL) |
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39 { |
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40 if (!terse) |
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41 msg("there is nothing on it to read"); |
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42 else |
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43 msg("nothing to read"); |
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44 return; |
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45 } |
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46 /* |
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47 * Calculate the effect it has on the poor guy. |
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48 */ |
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49 if (obj == cur_weapon) |
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50 cur_weapon = NULL; |
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51 /* |
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52 * Get rid of the thing |
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53 */ |
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54 discardit = (obj->o_count == 1); |
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55 leave_pack(obj, FALSE, FALSE); |
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56 orig_obj = obj; |
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57 |
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58 switch (obj->o_which) |
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59 { |
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60 case S_CONFUSE: |
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61 /* |
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62 * Scroll of monster confusion. Give him that power. |
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63 */ |
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64 player.t_flags |= CANHUH; |
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65 msg("your hands begin to glow %s", pick_color("red")); |
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66 when S_ARMOR: |
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67 if (cur_armor != NULL) |
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68 { |
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69 cur_armor->o_arm--; |
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70 cur_armor->o_flags &= ~ISCURSED; |
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71 msg("your armor glows %s for a moment", pick_color("silver")); |
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72 } |
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73 when S_HOLD: |
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74 /* |
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75 * Hold monster scroll. Stop all monsters within two spaces |
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76 * from chasing after the hero. |
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77 */ |
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78 |
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79 ch = 0; |
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80 for (x = hero.x - 2; x <= hero.x + 2; x++) |
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81 if (x >= 0 && x < NUMCOLS) |
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82 for (y = hero.y - 2; y <= hero.y + 2; y++) |
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83 if (y >= 0 && y <= NUMLINES - 1) |
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84 if ((obj = moat(y, x)) != NULL && on(*obj, ISRUN)) |
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85 { |
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86 obj->t_flags &= ~ISRUN; |
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87 obj->t_flags |= ISHELD; |
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88 ch++; |
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89 } |
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90 if (ch) |
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91 { |
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92 addmsg("the monster"); |
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93 if (ch > 1) |
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94 addmsg("s around you"); |
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95 addmsg(" freeze"); |
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96 if (ch == 1) |
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97 addmsg("s"); |
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98 endmsg(); |
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99 scr_info[S_HOLD].oi_know = TRUE; |
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100 } |
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101 else |
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102 msg("you feel a strange sense of loss"); |
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103 when S_SLEEP: |
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104 /* |
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105 * Scroll which makes you fall asleep |
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106 */ |
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107 scr_info[S_SLEEP].oi_know = TRUE; |