Mercurial > hg > early-roguelike
annotate urogue/weapons.c @ 315:ad2570b5b21f
Advanced Rogue 5, 7: fix some trading post messages.
When attempting to buy an unaffordable object, messages were often of
the form "You can't afford that a scroll of hold monster !", because
the object description (stored in curpurch) was the same text used in
inventory displays.
This has been worked around by inspecting the contents of curpurch and
using different message templates.
author | John "Elwin" Edwards |
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date | Sun, 24 Oct 2021 20:26:21 -0400 |
parents | c495a4f288c6 |
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1 /* |
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2 weapons.c - Functions for dealing with problems brought about by weapons |
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3 |
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4 UltraRogue: The Ultimate Adventure in the Dungeons of Doom |
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5 Copyright (C) 1985, 1986, 1992, 1993, 1995 Herb Chong |
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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 |
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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 <ctype.h> |
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20 #include <string.h> |
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21 #include "rogue.h" |
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22 |
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23 /* |
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24 missile() |
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25 Fire a missile in a given direction |
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26 */ |
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27 |
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28 void |
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29 missile(int ydelta, int xdelta, struct linked_list *item, struct thing *tp) |
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30 { |
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31 struct object *obj; |
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32 struct linked_list *nitem; |
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33 |
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34 if (item == NULL) /* Get which thing we are hurling */ |
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35 return; |
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36 |
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37 obj = OBJPTR(item); |
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38 |
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39 if (!dropcheck(obj) || is_current(obj)) |
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40 return; |
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41 |
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42 /* |
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43 * Get rid of the thing. If it is a non-multiple item object, or if |
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44 * it is the last thing, just drop it. Otherwise, create a new item |
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45 * with a count of one. |
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46 */ |
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47 |
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48 if (obj->o_count < 2) |
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49 { |
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50 if (tp->t_pack == pack) |
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51 rem_pack(obj); |
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52 else |
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53 detach(tp->t_pack, item); |
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54 } |
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55 else |
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56 { |
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57 obj->o_count--; |
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58 nitem = (struct linked_list *) new_item(sizeof *obj); |
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59 obj = OBJPTR(nitem); |
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60 *obj = *(OBJPTR(item)); |
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61 obj->o_count = 1; |
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62 item = nitem; |
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63 } |
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64 |
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65 switch (obj->o_type) |
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66 { |
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67 case ARTIFACT: |
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68 has_artifact &= ~(1 << obj->o_which); |
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69 break; |
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70 |
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71 case SCROLL: |
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72 if (obj->o_which == S_SCARE && obj->o_flags & ISBLESSED) |
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73 obj->o_flags &= ~ISBLESSED; |
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74 else |
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75 obj->o_flags |= ISCURSED; |
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76 } |
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77 |
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78 updpack(); |
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79 obj->o_pos = do_motion(obj->o_type, ydelta, xdelta, tp); |
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80 |
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81 /* |
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82 * AHA! Here it has hit something. If it is a wall or a door, or if |
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83 * it misses (combat) the monster, put it on the floor |
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84 */ |
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85 |
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86 if (!hit_monster(obj->o_pos.y, obj->o_pos.x, obj, tp)) |
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87 { |
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88 if (obj->o_type == WEAPON && obj->o_which == GRENADE) |
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89 { |
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90 hearmsg("BOOOM!"); |
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91 aggravate(); |
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92 |
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