Mercurial > hg > early-roguelike
annotate xrogue/util.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 | ce0cf824c192 |
children | f54901b9c39b |
rev | line source |
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133
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1 /* |
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2 util.c - all sorts of miscellaneous routines |
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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 <curses.h> |
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20 #include <ctype.h> |
135 | 21 #include <string.h> |
133
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22 #include "rogue.h" |
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23 |
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24 /* |
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25 * this routine computes the players current AC without dex bonus's |
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26 */ |
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27 |
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28 int |
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29 ac_compute(ignoremetal) |
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30 bool ignoremetal; |
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31 { |
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32 register int ac; |
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33 |
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34 ac = pstats.s_arm; /* base armor of "skin" */ |
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35 if (cur_armor) { |
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36 if (!ignoremetal || |
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37 (cur_armor->o_which != LEATHER && |
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38 cur_armor->o_which != STUDDED_LEATHER && |
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39 cur_armor->o_which != PADDED_ARMOR)) |
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40 ac -= (10 - cur_armor->o_ac); |
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41 } |
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42 if (player.t_ctype == C_MONK) |
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43 ac -= pstats.s_lvl * 3 / 5; |
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44 ac -= ring_value(R_PROTECT); |
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45 if (cur_misc[WEAR_BRACERS] != NULL) |
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46 ac -= cur_misc[WEAR_BRACERS]->o_ac; |
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47 if (cur_misc[WEAR_CLOAK] != NULL) |
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48 ac -= cur_misc[WEAR_CLOAK]->o_ac; |
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49 |
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50 /* If player has the cloak, must be wearing it */ |
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51 if (cur_relic[EMORI_CLOAK]) ac -= 15; |
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52 |
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53 if (ac > 25) |
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54 ac = 25; |
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55 return(ac); |
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56 } |
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57 |
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58 /* |
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59 * aggravate: |
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60 * aggravate all the monsters on this level |
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61 */ |
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62 |
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63 aggravate(do_uniques, do_good) |
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64 bool do_uniques, do_good; |
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65 { |
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66 register struct linked_list *mi; |
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67 register struct thing *thingptr; |
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68 |
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69 for (mi = mlist; mi != NULL; mi = next(mi)) { |
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70 thingptr = THINGPTR(mi); |
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71 if (do_good == FALSE && off(*thingptr, ISMEAN)) continue; |
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72 if (do_uniques || off(*thingptr, ISUNIQUE)) runto(thingptr, &hero); |
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73 } |
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74 } |
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75 |
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76 /* |
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77 * cansee: |
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78 * returns true if the hero can see a certain coordinate. |
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79 */ |
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80 |
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81 cansee(y, x) |
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82 register int y, x; |
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83 { |
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84 register struct room *rer; |
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85 register int radius; |
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86 coord tp; |
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87 |
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88 if (on(player, ISBLIND)) |
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89 return FALSE; |
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90 |
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91 tp.y = y; |
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92 tp.x = x; |
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93 rer = roomin(&tp); |
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