annotate xrogue/rings.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 cadff8f047a1
children f54901b9c39b
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1 /*
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2 rings.c - Routines dealing specificaly with rings
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3
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4 XRogue: Expeditions into the Dungeons of Doom
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5 Copyright (C) 1991 Robert Pietkivitch
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6 All rights reserved.
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7
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8 Based on "Advanced Rogue"
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9 Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka and AT&T
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10 All rights reserved.
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11
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12 Based on "Rogue: Exploring the Dungeons of Doom"
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13 Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman
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14 All rights reserved.
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15
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16 See the file LICENSE.TXT for full copyright and licensing information.
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17 */
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18
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19 #include <stdlib.h>
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20 #include <string.h>
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21 #include <curses.h>
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22 #include "rogue.h"
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23
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24 /*
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25 * routines dealing specifically with rings
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26 */
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27
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28 /*
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29 * how much food does this ring use up?
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30 */
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31
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32 ring_eat(hand)
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33 register int hand;
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34 {
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35 if (cur_ring[hand] == NULL)
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36 return 0;
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37 switch (cur_ring[hand]->o_which) {
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38 case R_VAMPREGEN:
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39 return 3;
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40 case R_REGEN:
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41 case R_SUSABILITY:
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42 return 2;
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43 case R_HEALTH:
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44 return 1;
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45 case R_SEARCH:
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46 case R_SEEINVIS:
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47 return (rnd(100) < 50); /* 0 or 1 */
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48 case R_DIGEST:
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49 if (cur_ring[hand]->o_ac >= 0)
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50 return (-(cur_ring[hand]->o_ac)-1);
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51 else
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52 return (-(cur_ring[hand]->o_ac));
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53 }
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54 return 0;
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55 }
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56
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57 ring_on(item)
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58 register struct linked_list *item;
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59 {
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60 register struct object *obj;
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61 register int save_max;
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62
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63 obj = OBJPTR(item);
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64
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65 /*
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66 * Calculate the effect it has on the poor guy.
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67 */
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68 switch (obj->o_which)
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69 {
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70 case R_ADDSTR:
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71 save_max = max_stats.s_str;
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72 chg_str(obj->o_ac);
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73 max_stats.s_str = save_max;
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74 when R_ADDHIT:
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75 pstats.s_dext += obj->o_ac;
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76 when R_ADDINTEL:
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77 pstats.s_intel += obj->o_ac;
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78 when R_ADDWISDOM:
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79 pstats.s_wisdom += obj->o_ac;
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80 when R_SEEINVIS:
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81 if (on(player, CANSEE)) msg("Your eyes sparkle.");
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82 else msg("Your eyes begin to tingle.");
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83 turn_on(player, CANSEE);
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84 light(&hero);
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85 mvwaddch(cw, hero.y, hero.x, PLAYER);
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86 when R_AGGR:
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87 aggravate(TRUE, TRUE); /* all charactors are affected*/
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88 when R_WARMTH:
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89 if (on(player, NOCOLD)) msg("You feel warm all over.");
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90 else msg("You begin to feel warm.");
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91 turn_on(player, NOCOLD);
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92 when R_FIRE:
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93 if (on(player, NOFIRE)) msg("You feel quite fire proof now.");