Mercurial > hg > early-roguelike
view rogue3/armor.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> |
---|---|
date | Sat, 08 Sep 2012 22:05:05 -0700 |
parents | 527e2150eaf0 |
children |
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/* * This file contains misc functions for dealing with armor * @(#)armor.c 3.9 (Berkeley) 6/15/81 * * Rogue: Exploring the Dungeons of Doom * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman * All rights reserved. * * See the file LICENSE.TXT for full copyright and licensing information. */ #include "curses.h" #include "rogue.h" /* * wear: * The player wants to wear something, so let him/her put it on. */ void wear() { register struct linked_list *item; register struct object *obj; if (cur_armor != NULL) { addmsg("You are already wearing some"); if (!terse) addmsg(". You'll have to take it off first"); endmsg(); after = FALSE; return; } if ((item = get_item("wear", ARMOR)) == NULL) return; obj = (struct object *) ldata(item); if (obj->o_type != ARMOR) { msg("You can't wear that."); return; } waste_time(); if (!terse) addmsg("You are now w"); else addmsg("W"); msg("earing %s.", a_names[obj->o_which]); cur_armor = obj; obj->o_flags |= ISKNOW; } /* * take_off: * Get the armor off of the players back */ void take_off() { register struct object *obj; if ((obj = cur_armor) == NULL) { if (terse) msg("Not wearing armor"); else msg("You aren't wearing any armor"); return; } if (!dropcheck(cur_armor)) return; cur_armor = NULL; if (terse) addmsg("Was"); else addmsg("You used to be "); msg(" wearing %c) %s", pack_char(obj), inv_name(obj, TRUE)); } /* * waste_time: * Do nothing but let other things happen */ void waste_time() { do_daemons(BEFORE); do_fuses(BEFORE); do_daemons(AFTER); do_fuses(AFTER); }