annotate arogue5/misc.c @ 170:0298a68cc179

Advanced Rogue family: fix messages from some scrolls. When scrolls of magic mapping or gold detection were read, their characteristic messages were displayed before overwriting the whole screen to show the newly discovered information. They are now shown after updating the screen, so they will be visible.
author John "Elwin" Edwards
date Thu, 02 Jul 2015 08:04:16 -0400
parents f2951c4e28d9
children 56e748983fa8
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1 /*
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2 * routines dealing specifically with miscellaneous magic
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3 *
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4 * Advanced Rogue
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5 * Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka and AT&T
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6 * All rights reserved.
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7 *
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8 * See the file LICENSE.TXT for full copyright and licensing information.
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9 */
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10
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11 #include "curses.h"
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12 #include <stdlib.h>
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13 #include <ctype.h>
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14 #include <string.h>
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15 #include "rogue.h"
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16
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17 /*
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18 * See if a monster has some magic it can use. Use it and return TRUE if so.
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19 */
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20 bool
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21 m_use_item(monster, monst_pos, defend_pos)
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22 register struct thing *monster;
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23 register coord *monst_pos, *defend_pos;
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24 {
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25 register struct linked_list *pitem;
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26 register struct object *obj;
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27 register coord *shoot_dir = can_shoot(monst_pos, defend_pos);
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28 int dist=DISTANCE(monst_pos->y, monst_pos->x, defend_pos->y, defend_pos->x);
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29
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30 for (pitem=monster->t_pack; pitem; pitem=next(pitem)) {
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31 obj = OBJPTR(pitem);
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32 if (obj->o_type != RELIC) continue; /* Only care about relics now */
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33 switch (obj->o_which) {
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34 case MING_STAFF: {
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35 static struct object missile = {
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36 MISSILE, {0,0}, "", 0, "", "0d4 " , NULL, 0, WS_MISSILE, 100, 1
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37 };
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38
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39 if (shoot_dir != NULL) {
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40 sprintf(missile.o_hurldmg, "%dd4", monster->t_stats.s_lvl);
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41 do_motion(&missile, shoot_dir->y, shoot_dir->x, monster);
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42 hit_monster(unc(missile.o_pos), &missile, monster);
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43 return(TRUE);
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44 }
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45 }
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46 when ASMO_ROD:
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47 /* The bolt must be able to reach the defendant */
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48 if (shoot_dir != NULL && dist < BOLT_LENGTH * BOLT_LENGTH) {
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49 char *name;
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50
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51 switch (rnd(3)) { /* Select a function */
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52 case 0: name = "lightning bolt";
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53 when 1: name = "flame";
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54 otherwise: name = "ice";
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55 }
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56 shoot_bolt( monster,
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57 *monst_pos,
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58 *shoot_dir,
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59 FALSE,
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60 monster->t_index,
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61 name,
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62 roll(monster->t_stats.s_lvl,6));
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63 return(TRUE);
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64 }
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65 when BRIAN_MANDOLIN:
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66 /* The defendant must be the player and within 2 spaces */
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67 if (ce(*defend_pos, hero) && dist < 9 && no_command == 0 &&
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68 rnd(100) < 33) {
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69 if (!save(VS_MAGIC, &player, -4) &&
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70 !ISWEARING(R_ALERT)) {
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71 msg("Some beautiful music enthralls you.");
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72 no_command += FREEZETIME;
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73 }
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74 else msg("You wince at a sour note.");
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75 return(TRUE);
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76 }
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77 when GERYON_HORN:
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78 /* The defendant must be the player and within 2 spaces */
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79 if (ce(*defend_pos, hero) && dist < 9 &&
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80 (off(player, ISFLEE) || player.t_dest != &monster->t_pos)
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81 && rnd(100) < 33) {
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82 if (!ISWEARING(R_HEROISM) &&
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83 !save(VS_MAGIC, &player, -4)) {
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84 turn_on(player, ISFLEE);
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85 player.t_dest = &monster->t_pos;
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86 msg("A shrill blast terrifies you.");
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87 }
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88 else msg("A shrill blast sends chills up your spine.");
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89 return(TRUE);
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90 }
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91 }
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92 }
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93 return(FALSE);
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94 }
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95
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96 /*
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97 * add something to the contents of something else
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98 */
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99 put_contents(bag, item)
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100 register struct object *bag; /* the holder of the items */
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101 register struct linked_list *item; /* the item to put inside */
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102 {
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103 register struct linked_list *titem;
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