annotate rogue3/misc.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
date Thu, 02 Jul 2015 16:27:39 -0400
parents 527e2150eaf0
children e7862a021609
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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 3.13 (Berkeley) 6/15/81
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5 *
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6 * Rogue: Exploring the Dungeons of Doom
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7 * Copyright (C) 1980, 1981 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 #include <ctype.h>
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16
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17 /*
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18 * tr_name:
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19 * print the name of a trap
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20 */
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21
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22 char *
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23 tr_name(int ch)
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24 {
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25 char *s = "";
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26
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27 switch (ch)
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28 {
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29 case TRAPDOOR:
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30 s = terse ? "A trapdoor." : "You found a trapdoor.";
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31 when BEARTRAP:
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32 s = terse ? "A beartrap." : "You found a beartrap.";
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33 when SLEEPTRAP:
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34 s = terse ? "A sleeping gas trap.":"You found a sleeping gas trap.";
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35 when ARROWTRAP:
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36 s = terse ? "An arrow trap." : "You found an arrow trap.";
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37 when TELTRAP:
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38 s = terse ? "A teleport trap." : "You found a teleport trap.";
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39 when DARTTRAP:
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40 s = terse ? "A dart trap." : "You found a poison dart trap.";
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41 }
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42 return s;
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43 }
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44
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45 /*
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46 * Look:
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47 * A quick glance all around the player
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48 */
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49
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50 void
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51 look(int wakeup)
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52 {
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53 int x, y;
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54 int ch;
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55 int oldx, oldy;
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56 int inpass;
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57 int passcount = 0;
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58 struct room *rp;
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59 int ey, ex;
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60
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61 getyx(cw, oldy, oldx);
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62 if (oldrp != NULL && (oldrp->r_flags & ISDARK) && off(player, ISBLIND))
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63 {
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64 for (x = oldpos.x - 1; x <= oldpos.x + 1; x++)
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65 for (y = oldpos.y - 1; y <= oldpos.y + 1; y++)
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66 if ((y != hero.y || x != hero.x) && show(y, x) == FLOOR)
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67 mvwaddch(cw, y, x, ' ');
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68 }
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69 inpass = ((rp = roomin(&hero)) == NULL);
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70 ey = hero.y + 1;
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71 ex = hero.x + 1;
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72 for (x = hero.x - 1; x <= ex; x++)
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73 if (x >= 0 && x < COLS) for (y = hero.y - 1; y <= ey; y++)
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74 {
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75 if (y <= 0 || y >= LINES - 1)
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76 continue;
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77 if (isupper(mvwinch(mw, y, x)))
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78 {
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79 struct linked_list *it;
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80 struct thing *tp;
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81
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82 if (wakeup)
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83 it = wake_monster(y, x);
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84 else
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85 it = find_mons(y, x);
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86 tp = (struct thing *) ldata(it);
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87 if ((tp->t_oldch = mvinch(y, x)) == TRAP)
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88 tp->t_oldch =
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89 (trap_at(y,x)->tr_flags&ISFOUND) ? TRAP : FLOOR;
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90 if (tp->t_oldch == FLOOR && (rp != NULL) && (rp->r_flags & ISDARK)
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91 && off(player, ISBLIND))
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92 tp->t_oldch = ' ';
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93 }
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94 /*
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95 * Secret doors show as walls
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96 */
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97 if ((ch = show(y, x)) == SECRETDOOR)
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98 ch = secretdoor(y, x);
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99 /*
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100 * Don't show room walls if he is in a passage
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101 */
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102 if (off(player, ISBLIND))
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103 {
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104 if (y == hero.y && x == hero.x
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105 || (inpass && (ch == '-' || ch == '|')))
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