annotate rogue5/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 f502bf60e6e4
children
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33
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1 /*
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2 * All sorts of miscellaneous routines
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3 *
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4 * @(#)misc.c 4.66 (Berkeley) 08/06/83
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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 <stdlib.h>
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14 #include <curses.h>
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15 #include <string.h>
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16 #include <ctype.h>
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17 #include "rogue.h"
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18
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19 /*
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20 * look:
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21 * A quick glance all around the player
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22 */
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23 #undef DEBUG
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24
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25
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26 void
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27 look(int wakeup)
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28 {
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29 int x, y;
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30 chtype ch;
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31 THING *tp;
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32 PLACE *pp;
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33 struct room *rp;
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34 int ey, ex;
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35 int passcount;
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36 int pfl, *fp, pch;
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37 int sy, sx, sumhero = 0, diffhero = 0;
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38 # ifdef DEBUG
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39 static int done = FALSE;
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40
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41 if (done)
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42 return;
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43 done = TRUE;
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44 # endif /* DEBUG */
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45 passcount = 0;
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46 rp = proom;
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47 if (!ce(oldpos, hero))
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48 {
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49 erase_lamp(&oldpos, oldrp);
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50 oldpos = hero;
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51 oldrp = rp;
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52 }
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53 ey = hero.y + 1;
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54 ex = hero.x + 1;
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55 sx = hero.x - 1;
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56 sy = hero.y - 1;
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57 if (door_stop && !firstmove && running)
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58 {
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59 sumhero = hero.y + hero.x;
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60 diffhero = hero.y - hero.x;
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61 }
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62 pp = INDEX(hero.y, hero.x);
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63 pch = pp->p_ch;
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64 pfl = pp->p_flags;
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65
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66 for (y = sy; y <= ey; y++)
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67 if (y > 0 && y < NUMLINES - 1) for (x = sx; x <= ex; x++)
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68 {
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69 if (x < 0 || x >= NUMCOLS)
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70 continue;
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71 if (!on(player, ISBLIND))
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72 {
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73 if (y == hero.y && x == hero.x)
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74 continue;
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75 }
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76
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77 pp = INDEX(y, x);
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78 ch = pp->p_ch;
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79 if (ch == ' ') /* nothing need be done with a ' ' */
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80 continue;
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81 fp = &pp->p_flags;
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82 if (pch != DOOR && ch != DOOR)
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83 if ((pfl & F_PASS) != (*fp & F_PASS))
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84 continue;
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85 if (((*fp & F_PASS) || ch == DOOR) &&
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86 ((pfl & F_PASS) || pch == DOOR))
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87 {
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88 if (hero.x != x && hero.y != y &&
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89 !step_ok(chat(y, hero.x)) && !step_ok(chat(hero.y, x)))
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90 continue;
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91 }
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92
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93 if ((tp = pp->p_monst) == NULL)
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94 ch = trip_ch(y, x, ch);
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95 else
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96 if (on(player, SEEMONST) && on(*tp, ISINVIS))
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97 {
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98 if (door_stop && !firstmove)
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99 running = FALSE;
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100 continue;
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101 }
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102 else
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103 {
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104 if (wakeup)
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105 wake_monster(y, x);
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106 if (see_monst(tp))
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107 {
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108 if (on(player, ISHALU))
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