Mercurial > hg > early-roguelike
annotate rogue3/scrolls.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 |
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date | Thu, 02 Jul 2015 08:04:16 -0400 |
parents | 527e2150eaf0 |
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rev | line source |
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0
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1 |
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2 /* |
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3 * Read a scroll and let it happen |
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4 * |
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5 * @(#)scrolls.c 3.5 (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 <stdlib.h> |
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16 #include <ctype.h> |
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17 #include <string.h> |
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18 #include "rogue.h" |
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19 |
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20 void |
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21 read_scroll() |
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22 { |
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23 struct object *obj; |
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24 struct linked_list *item; |
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25 struct room *rp; |
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26 int i,j; |
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27 int ch, nch; |
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28 struct linked_list *titem; |
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29 char buf[80]; |
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30 |
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31 item = get_item("read", SCROLL); |
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32 if (item == NULL) |
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33 return; |
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34 obj = (struct object *) ldata(item); |
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35 if (obj->o_type != SCROLL) |
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36 { |
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37 if (!terse) |
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38 msg("There is nothing on it to read"); |
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39 else |
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40 msg("Nothing to read"); |
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41 return; |
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42 } |
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43 msg("As you read the scroll, it vanishes."); |
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44 /* |
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45 * Calculate the effect it has on the poor guy. |
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46 */ |
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47 if (obj == cur_weapon) |
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48 cur_weapon = NULL; |
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49 switch(obj->o_which) |
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50 { |
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51 case S_CONFUSE: |
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52 /* |
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53 * Scroll of monster confusion. Give him that power. |
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54 */ |
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55 msg("Your hands begin to glow red"); |
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56 player.t_flags |= CANHUH; |
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57 when S_LIGHT: |
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58 s_know[S_LIGHT] = TRUE; |
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59 if ((rp = roomin(&hero)) == NULL) |
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60 msg("The corridor glows and then fades"); |
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61 else |
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62 { |
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63 addmsg("The room is lit"); |
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64 if (!terse) |
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65 addmsg(" by a shimmering blue light."); |
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66 endmsg(); |
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67 rp->r_flags &= ~ISDARK; |
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68 /* |
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69 * Light the room and put the player back up |
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70 */ |
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71 light(&hero); |
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72 mvwaddch(cw, hero.y, hero.x, PLAYER); |
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73 } |
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74 when S_ARMOR: |
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75 if (cur_armor != NULL) |
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76 { |
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77 msg("Your armor glows faintly for a moment"); |
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78 cur_armor->o_ac--; |
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79 cur_armor->o_flags &= ~ISCURSED; |
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80 } |
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81 when S_HOLD: |
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82 /* |
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83 * Hold monster scroll. Stop all monsters within two spaces |
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84 * from chasing after the hero. |
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85 */ |
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86 { |
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87 int x,y; |
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88 struct linked_list *mon; |
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89 |
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90 for (x = hero.x-2; x <= hero.x+2; x++) |
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91 for (y = hero.y-2; y <= hero.y+2; y++) |
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92 if (y > 0 && x > 0 && isupper(mvwinch(mw, y, x))) |
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93 if ((mon = find_mons(y, x)) != NULL) |
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94 { |
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95 struct thing *th; |
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96 |
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97 th = (struct thing *) ldata(mon); |
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98 th->t_flags &= ~ISRUN; |
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99 th->t_flags |= ISHELD; |
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100 } |
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101 } |
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102 when S_SLEEP: |
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103 /* |
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104 * Scroll which makes you fall asleep |
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105 */ |