Mercurial > hg > early-roguelike
annotate srogue/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 |
---|---|
date | Tue, 30 Jun 2015 12:00:02 -0400 |
parents | 3aa87373c908 |
children | 382ff498acdd |
rev | line source |
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36
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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 9.0 (rdk) 7/17/84 |
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5 * |
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6 * Super-Rogue |
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7 * Copyright (C) 1984 Robert D. Kindelberger |
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8 * All rights reserved. |
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9 * |
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10 * Based on "Rogue: Exploring the Dungeons of Doom" |
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11 * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman |
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12 * All rights reserved. |
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13 * |
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14 * See the file LICENSE.TXT for full copyright and licensing information. |
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15 */ |
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16 |
60 | 17 #include <stdlib.h> |
18 #include <string.h> | |
36
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19 #include <ctype.h> |
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20 #include "rogue.h" |
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21 #include "rogue.ext" |
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22 |
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23 /* |
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24 * read_scroll: |
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25 * Let the hero read a scroll |
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26 */ |
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27 read_scroll() |
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28 { |
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29 reg struct object *obj; |
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30 reg struct linked_list *item; |
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31 reg int i, j, wh; |
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32 reg char ch, nch; |
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33 struct room *rp; |
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34 struct linked_list *titem; |
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35 char buf[LINLEN]; |
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36 bool bless, curse; |
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37 |
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38 if ((item = get_item("read", SCROLL)) == NULL) |
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39 return; |
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40 obj = OBJPTR(item); |
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41 if (obj->o_type != SCROLL) { |
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42 msg("Nothing to read."); |
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43 after = FALSE; |
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44 return; |
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45 } |
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46 msg("As you read the scroll, it vanishes."); |
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47 wh = obj->o_which; |
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48 bless = o_on(obj, ISBLESS); |
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49 curse = o_on(obj, ISCURSED); |
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50 del_pack(item); /* Get rid of the thing */ |
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51 |
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52 /* |
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53 * Calculate the effect it has on the hero |
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54 */ |
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55 switch(wh) { |
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56 case S_KNOWALL: |
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57 if (!curse) { |
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58 idenpack(); /* identify all the pack */ |
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59 msg("You feel more knowledgable."); |
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60 chg_abil(WIS,1,TRUE); |
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61 s_know[S_KNOWALL] = TRUE; |
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62 } |
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63 when S_CONFUSE: |
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64 if (!curse) { |
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65 /* |
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66 * Scroll of monster confusion. Give him that power. |
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67 */ |
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68 msg("Your hands begin to glow red."); |
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69 player.t_flags |= CANHUH; |
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70 s_know[S_CONFUSE] = TRUE; |
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71 } |
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72 when S_LIGHT: |
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73 rp = player.t_room; |
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74 if (!curse) { |
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75 if (rp == NULL) { |
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76 s_know[S_LIGHT] = TRUE; |
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77 msg("The corridor glows and then fades."); |
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78 } |
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79 else { |
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80 if (rf_on(rp,ISDARK)) { |
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81 s_know[S_LIGHT] = TRUE; |
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82 msg("The room is lit."); |
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83 rp->r_flags &= ~ISDARK; |
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84 } |
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85 light(&hero); |
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86 mvwaddch(cw, hero.y, hero.x, PLAYER); |
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87 } |
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88 } |
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89 when S_ARMOR: |
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90 if (!curse) { |
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91 if (cur_armor != NULL && o_off(cur_armor,ISPROT)) { |
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92 s_know[S_ARMOR] = TRUE; |
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93 msg("Your armor glows faintly for a moment."); |
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94 if (o_on(cur_armor,ISCURSED)) |
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95 cur_armor->o_ac = armors[cur_armor->o_which].a_class; |
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96 else |
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97 cur_armor->o_ac--; |
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98 resoflg(cur_armor,ISCURSED); |
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99 } |
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100 } |
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101 when S_HOLD: |
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102 if (!curse) { |
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103 /* |
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104 * Hold monster scroll. Stop all monsters within 3 spaces |
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105 * from chasing after the hero. |