annotate rogue5/daemons.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 f502bf60e6e4
children
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33
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1 /*
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2 * All the daemon and fuse functions are in here
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3 *
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4 * @(#)daemons.c 4.24 (Berkeley) 02/05/99
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5 *
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6 * Rogue: Exploring the Dungeons of Doom
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7 * Copyright (C) 1980-1983, 1985, 1999 Michael Toy, Ken Arnold and Glenn Wichman
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8 * All rights reserved.
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9 *
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10 * See the file LICENSE.TXT for full copyright and licensing information.
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11 */
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12
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13 #include <curses.h>
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14 #include "rogue.h"
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15
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16 /*
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17 * doctor:
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18 * A healing daemon that restors hit points after rest
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19 */
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20 void
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21 doctor(void)
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22 {
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23 int lv, ohp;
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24
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25 lv = pstats.s_lvl;
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26 ohp = pstats.s_hpt;
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27 quiet++;
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28 if (lv < 8)
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29 {
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30 if (quiet + (lv << 1) > 20)
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31 pstats.s_hpt++;
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32 }
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33 else
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34 if (quiet >= 3)
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35 pstats.s_hpt += rnd(lv - 7) + 1;
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36 if (ISRING(LEFT, R_REGEN))
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37 pstats.s_hpt++;
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38 if (ISRING(RIGHT, R_REGEN))
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39 pstats.s_hpt++;
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40 if (ohp != pstats.s_hpt)
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41 {
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42 if (pstats.s_hpt > max_hp)
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43 pstats.s_hpt = max_hp;
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44 quiet = 0;
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45 }
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46 }
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47
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48 /*
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49 * Swander:
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50 * Called when it is time to start rolling for wandering monsters
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51 */
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52 void
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53 swander(void)
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54 {
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55 start_daemon(rollwand, 0, BEFORE);
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56 }
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57
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58 /*
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59 * rollwand:
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60 * Called to roll to see if a wandering monster starts up
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61 */
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62
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63 void
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64 rollwand(void)
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65 {
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66
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67 if (++between >= 4)
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68 {
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69 if (roll(1, 6) == 4)
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70 {
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71 wanderer();
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72 kill_daemon(rollwand);
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73 fuse(swander, 0, WANDERTIME, BEFORE);
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74 }
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75 between = 0;
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76 }
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77 }
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78
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79 /*
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80 * unconfuse:
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81 * Release the poor player from his confusion
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82 */
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83 void
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84 unconfuse(void)
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85 {
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86 player.t_flags &= ~ISHUH;
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87 msg("you feel less %s now", choose_str("trippy", "confused"));
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88 }
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89
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90 /*
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91 * unsee:
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92 * Turn off the ability to see invisible
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93 */
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94 void
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95 unsee(void)
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96 {
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97 THING *th;
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98
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99 for (th = mlist; th != NULL; th = next(th))
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100 if (on(*th, ISINVIS) && see_monst(th))
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101 mvaddch(th->t_pos.y, th->t_pos.x, th->t_oldch);
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102 player.t_flags &= ~CANSEE;
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103 }
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104
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105 /*
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106 * sight:
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107 * He gets his sight back
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108 */