Mercurial > hg > early-roguelike
annotate rogue3/sticks.c @ 76:ad2cb9a07aaa
arogue5: fix player's typed responses getting put at the wrong place.
Some sections of code that prompt the user for a string of input were
calling get_str() with cw (the player-visible screen containing the
map), which caused whatever the player typed to get printed starting at
cw's idea of the cursor position, which was usually the Rogue's @-sign.
This corrupted the map.
The problem has been fixed by passing msgw (the message line at the top
of the screen) to get_str(), so the player's typing appears where msgw
thinks the cursor should be, which is in the sensible place right after
the prompt. Some other get_str() invocations which used hw or stdscr
have been left unmodified.
author | John "Elwin" Edwards <elwin@sdf.org> |
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date | Sat, 08 Sep 2012 22:05:05 -0700 |
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0
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1 /* |
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2 * Functions to implement the various sticks one might find |
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3 * while wandering around the dungeon. |
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4 * |
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5 * @(#)sticks.c 3.14 (Berkeley) 6/15/81 |
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6 * |
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7 * Rogue: Exploring the Dungeons of Doom |
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8 * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman |
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9 * All rights reserved. |
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10 * |
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11 * See the file LICENSE.TXT for full copyright and licensing information. |
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12 */ |
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13 |
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14 #include "curses.h" |
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15 #include <ctype.h> |
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16 #include <string.h> |
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17 #include "rogue.h" |
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18 |
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19 void |
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20 fix_stick(struct object *cur) |
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21 { |
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22 if (strcmp(ws_type[cur->o_which], "staff") == 0) |
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23 strcpy(cur->o_damage,"2d3"); |
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24 else |
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25 strcpy(cur->o_damage,"1d1"); |
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26 strcpy(cur->o_hurldmg,"1d1"); |
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27 |
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28 cur->o_charges = 3 + rnd(5); |
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29 switch (cur->o_which) |
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30 { |
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31 case WS_HIT: |
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32 cur->o_hplus = 3; |
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33 cur->o_dplus = 3; |
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34 strcpy(cur->o_damage,"1d8"); |
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35 when WS_LIGHT: |
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36 cur->o_charges = 10 + rnd(10); |
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37 } |
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38 } |
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39 |
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40 void |
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41 do_zap(int gotdir) |
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42 { |
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43 struct linked_list *item; |
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44 struct object *obj; |
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45 struct room *rp; |
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46 struct thing *tp; |
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47 int y, x; |
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48 |
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49 if ((item = get_item("zap with", STICK)) == NULL) |
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50 return; |
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51 obj = (struct object *) ldata(item); |
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52 if (obj->o_type != STICK) |
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53 { |
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54 msg("You can't zap with that!"); |
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55 after = FALSE; |
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56 return; |
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57 } |
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58 if (obj->o_charges == 0) |
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59 { |
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60 msg("Nothing happens."); |
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61 return; |
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62 } |
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63 if (!gotdir) |
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64 do { |
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65 delta.y = rnd(3) - 1; |
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66 delta.x = rnd(3) - 1; |
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67 } while (delta.y == 0 && delta.x == 0); |
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68 switch (obj->o_which) |
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69 { |
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70 case WS_LIGHT: |
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71 /* |
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72 * Reddy Kilowat wand. Light up the room |
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73 */ |
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74 ws_know[WS_LIGHT] = TRUE; |
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75 if ((rp = roomin(&hero)) == NULL) |
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76 msg("The corridor glows and then fades"); |
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77 else |
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78 { |
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79 addmsg("The room is lit"); |
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80 if (!terse) |
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81 addmsg(" by a shimmering blue light."); |
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82 endmsg(); |
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83 rp->r_flags &= ~ISDARK; |
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84 /* |
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85 * Light the room and put the player back up |
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86 */ |
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87 light(&hero); |
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88 mvwaddch(cw, hero.y, hero.x, PLAYER); |
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89 } |
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90 when WS_DRAIN: |
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91 /* |
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92 * Take away 1/2 of hero's hit points, then take it away |
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93 * evenly from the monsters in the room (or next to hero |
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94 * if he is in a passage) |
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95 */ |
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96 if (pstats.s_hpt < 2) |
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97 { |
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98 msg("You are too weak to use it."); |
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99 return; |
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100 } |
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101 else if ((rp = roomin(&hero)) == NULL) |
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102 drain(hero.y-1, hero.y+1, hero.x-1, hero.x+1); |
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103 else |
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104 drain(rp->r_pos.y, rp->r_pos.y+rp->r_max.y, |