Mercurial > hg > early-roguelike
annotate arogue7/effects.c @ 171:80c060734f51
arogue7: fix messages from detection potions.
Another fix for overwritten messages, this time for potions of monster
detection and magic detection.
I've made the message appear before the display of information, which
may be closer to the originally intended behavior.
author | John "Elwin" Edwards |
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date | Thu, 02 Jul 2015 16:27:39 -0400 |
parents | b786053d2f37 |
children | f9ef86cf22b2 |
rev | line source |
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125
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1 /* |
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2 * effects.c - functions for dealing with appllying effects to monsters |
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3 * |
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4 * Advanced Rogue |
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5 * Copyright (C) 1984, 1985, 1986 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 * Based on "Rogue: Exploring the Dungeons of Doom" |
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9 * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman |
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10 * All rights reserved. |
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11 * |
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12 * See the file LICENSE.TXT for full copyright and licensing information. |
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13 */ |
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14 |
126 | 15 #include <string.h> |
125
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16 #include "curses.h" |
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17 #include "rogue.h" |
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18 |
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19 /* |
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20 * effect: |
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21 * Check for effects of one thing hitting another thing. Return |
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22 * the reason code if the defender is killed. Otherwise return 0. |
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23 */ |
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24 effect(att, def, weap, thrown, see_att, see_def) |
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25 register struct thing *att, *def; |
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26 struct object *weap; |
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27 bool thrown; |
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28 register bool see_att, see_def; |
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29 { |
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30 register bool att_player, def_player; |
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31 char attname[LINELEN+1], defname[LINELEN+1]; |
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32 |
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33 /* See if the attacker or defender is the player */ |
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34 att_player = (att == &player); |
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35 def_player = (def == &player); |
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36 |
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37 /* |
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38 * If the player could see the attacker or defender, they can't |
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39 * surprise anymore (don't bother checking if they could). |
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40 */ |
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41 if (see_att) turn_off(*att, CANSURPRISE); |
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42 if (see_def) turn_off(*def, CANSURPRISE); |
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43 |
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44 /* What are the attacker and defender names? */ |
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45 if (att_player) strcpy(attname, "you"); |
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46 else { |
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47 if (see_att) strcpy(attname, monster_name(att)); |
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48 else strcpy(attname, "something"); |
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49 } |
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50 |
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51 if (def_player) strcpy(defname, "you"); |
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52 else { |
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53 if (see_def) strcpy(defname, monster_name(def)); |
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54 else strcpy(defname, "something"); |
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55 } |
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56 |
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57 /* |
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58 * See what happens to the attacker first. We can skip this |
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59 * whole section, however, if the defender is the player. |
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60 * Nothing happens (yet) to anyone just for hitting the player. |
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61 */ |
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62 if (!def_player) { |
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63 if (!thrown) { /* Some things require a direct hit. */ |
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64 /* |
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65 * If the attacker hits a rusting monster, The weapon |
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66 * may be damaged |
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67 */ |
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68 if (on(*def, CANRUST) && weap && |
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69 weap->o_type != RELIC && (weap->o_flags & ISMETAL) && |
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70 !(weap->o_flags & ISPROT)) { |
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71 if ((weap->o_hplus < 1 && weap->o_dplus < 1) || |
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72 roll(1,20) < weap->o_hplus+weap->o_dplus+10) { |
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73 if (rnd(100) < 50) weap->o_hplus--; |
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74 else weap->o_dplus--; |
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75 if (att_player) |
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76 msg(terse ? "Your %s weakens!" |
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77 : "Your %s appears to be weaker now!", |
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78 weaps[weap->o_which].w_name); |
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79 } |
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80 } |
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81 } |
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82 |
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83 /* If the attacker hit something that shrieks, wake the dungeon */ |
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84 if (on(*def, CANSHRIEK)) { |
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85 turn_off(*def, CANSHRIEK); |
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86 if (see_def) |
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87 msg("%s emits a piercing shriek.", prname(defname, TRUE)); |
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88 else msg("You hear a piercing shriek."); |
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89 aggravate(TRUE, TRUE); |
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90 } |