annotate rogue5/potions.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 696277507a2e
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33
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1 /*
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2 * Function(s) for dealing with potions
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3 *
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4 * @(#)potions.c 4.46 (Berkeley) 06/07/83
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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 <curses.h>
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14 #include <ctype.h>
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15 #include "rogue.h"
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16
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17 typedef struct PACT
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18 {
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19 const int pa_flags;
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20 void (*pa_daemon)();
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21 const int pa_time;
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22 const char *pa_high, *pa_straight;
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23 } PACT;
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24
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25 static const PACT p_actions[] =
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26 {
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27 { ISHUH, unconfuse, HUHDURATION, /* P_CONFUSE */
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28 "what a tripy feeling!",
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29 "wait, what's going on here. Huh? What? Who?" },
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30 { ISHALU, come_down, SEEDURATION, /* P_LSD */
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31 "Oh, wow! Everything seems so cosmic!",
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32 "Oh, wow! Everything seems so cosmic!" },
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33 { 0, NULL, 0 }, /* P_POISON */
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34 { 0, NULL, 0 }, /* P_STRENGTH */
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35 { CANSEE, unsee, SEEDURATION, /* P_SEEINVIS */
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36 prbuf,
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37 prbuf },
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38 { 0, NULL, 0 }, /* P_HEALING */
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39 { 0, NULL, 0 }, /* P_MFIND */
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40 { 0, NULL, 0 }, /* P_TFIND */
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41 { 0, NULL, 0 }, /* P_RAISE */
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42 { 0, NULL, 0 }, /* P_XHEAL */
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43 { 0, NULL, 0 }, /* P_HASTE */
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44 { 0, NULL, 0 }, /* P_RESTORE */
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45 { ISBLIND, sight, SEEDURATION, /* P_BLIND */
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46 "oh, bummer! Everything is dark! Help!",
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47 "a cloak of darkness falls around you" },
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48 { ISLEVIT, land, HEALTIME, /* P_LEVIT */
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49 "oh, wow! You're floating in the air!",
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50 "you start to float in the air" }
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51 };
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52
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53 /*
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54 * quaff:
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55 * Quaff a potion from the pack
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56 */
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57
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58 void
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59 quaff(void)
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60 {
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61 THING *obj, *tp, *mp;
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62 int discardit = FALSE;
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63 int show, trip;
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64
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65 obj = get_item("quaff", POTION);
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66 /*
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67 * Make certain that it is somethings that we want to drink
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68 */
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69 if (obj == NULL)
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70 return;
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71 if (obj->o_type != POTION)
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72 {
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73 if (!terse)
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74 msg("yuk! Why would you want to drink that?");
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75 else
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76 msg("that's undrinkable");
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77 return;
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78 }
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79 if (obj == cur_weapon)
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80 cur_weapon = NULL;
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81
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82 /*
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83 * Calculate the effect it has on the poor guy.
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84 */
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85 trip = on(player, ISHALU);
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86 discardit = (obj->o_count == 1);
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87 leave_pack(obj, FALSE, FALSE);
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88 switch (obj->o_which)
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89 {
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90 case P_CONFUSE:
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91 do_pot(P_CONFUSE, !trip);
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92 when P_POISON:
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93 pot_info[P_POISON].oi_know = TRUE;
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94 if (ISWEARING(R_SUSTSTR))
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95 msg("you feel momentarily sick");
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96 else
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97 {
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98 chg_str(-(rnd(3) + 1));
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99 msg("you feel very sick now");
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100 come_down();
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101 }
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102 when P_HEALING:
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103 pot_info[P_HEALING].oi_know = TRUE;
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104 if ((pstats.s_hpt += roll(pstats.s_lvl, 4)) > max_hp)
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105 pstats.s_hpt = ++max_hp;
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106 sight();
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