Mercurial > hg > early-roguelike
annotate arogue5/player.c @ 167:a0a57cf42810
ARogue family: don't hide messages caused by moving to a new level.
new_level() redraws the whole screen, including the message line, so if
msg() has just been called, the message will likely not last long
enough to be noticed. These cases have been changed so that msg() is
called after new_level().
If a fall through a trapdoor is fatal, "You fall into a trap!" is no
longer printed, but the tombstone should make things clear.
author | John "Elwin" Edwards |
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date | Mon, 29 Jun 2015 20:37:32 -0400 |
parents | 34a87d84ea31 |
children | beab22b087a1 |
rev | line source |
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63
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1 /* |
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2 * This file contains functions for dealing with special player abilities |
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3 * |
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4 * Advanced Rogue |
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5 * Copyright (C) 1984, 1985 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 * See the file LICENSE.TXT for full copyright and licensing information. |
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9 */ |
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10 |
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11 #include "curses.h" |
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12 #include "rogue.h" |
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13 |
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14 |
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15 /* |
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16 * affect: |
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17 * cleric affecting undead |
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18 */ |
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19 |
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20 affect() |
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21 { |
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22 register struct linked_list *item; |
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23 register struct thing *tp; |
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24 register const char *mname; |
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25 bool see; |
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26 coord new_pos; |
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27 |
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28 if (player.t_ctype != C_CLERIC && cur_relic[HEIL_ANKH] == 0) { |
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29 msg("Only clerics can affect undead."); |
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30 return; |
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31 } |
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32 |
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33 new_pos.y = hero.y + delta.y; |
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34 new_pos.x = hero.x + delta.x; |
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35 |
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36 if (cansee(new_pos.y, new_pos.x)) see = TRUE; |
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37 else see = FALSE; |
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38 |
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39 /* Anything there? */ |
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40 if (new_pos.y < 0 || new_pos.y > LINES-3 || |
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41 new_pos.x < 0 || new_pos.x > COLS-1 || |
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42 mvwinch(mw, new_pos.y, new_pos.x) == ' ') { |
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43 msg("Nothing to affect."); |
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44 return; |
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45 } |
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46 |
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47 if ((item = find_mons(new_pos.y, new_pos.x)) == NULL) { |
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48 debug("Affect what @ %d,%d?", new_pos.y, new_pos.x); |
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49 return; |
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50 } |
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51 tp = THINGPTR(item); |
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52 mname = monsters[tp->t_index].m_name; |
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53 |
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54 if (on(player, ISINVIS) && off(*tp, CANSEE)) { |
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55 sprintf(outstring,"%s%s cannot see you", see ? "The " : "It", |
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56 see ? mname : ""); |
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57 msg(outstring); |
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58 return; |
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59 } |
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60 |
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61 if (off(*tp, TURNABLE) || on(*tp, WASTURNED)) |
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62 goto annoy; |
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63 turn_off(*tp, TURNABLE); |
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64 |
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65 /* Can cleric kill it? */ |
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66 if (pstats.s_lvl >= 3 * tp->t_stats.s_lvl) { |
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67 unsigned long test; /* For overflow check */ |
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68 |
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69 sprintf(outstring,"You have destroyed %s%s.", see ? "the " : "it", see ? mname : ""); |
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70 msg(outstring); |
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71 test = pstats.s_exp + tp->t_stats.s_exp; |
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72 |
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73 /* Be sure there is no overflow before increasing experience */ |
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74 if (test > pstats.s_exp) pstats.s_exp = test; |
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75 killed(item, FALSE, TRUE); |
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76 check_level(TRUE); |
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77 return; |
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78 } |
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79 |
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80 /* Can cleric turn it? */ |
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81 if (rnd(100) + 1 > |
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82 (100 * ((2 * tp->t_stats.s_lvl) - pstats.s_lvl)) / pstats.s_lvl) { |
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83 unsigned long test; /* Overflow test */ |
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84 |
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85 /* Make the monster flee */ |
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86 turn_on(*tp, WASTURNED); /* No more fleeing after this */ |
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87 turn_on(*tp, ISFLEE); |
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88 runto(tp, &hero); |
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89 |
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90 /* Let player know */ |
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91 sprintf(outstring,"You have turned %s%s.", see ? "the " : "it", see ? mname : ""); |
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92 msg(outstring); |
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93 |
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94 /* get points for turning monster -- but check overflow first */ |
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95 test = pstats.s_exp + tp->t_stats.s_exp/2; |
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96 if (test > pstats.s_exp) pstats.s_exp = test; |
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97 check_level(TRUE); |
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98 |
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99 /* If monster was suffocating, stop it */ |
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100 if (on(*tp, DIDSUFFOCATE)) { |
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101 turn_off(*tp, DIDSUFFOCATE); |
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102 extinguish(suffocate); |
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103 } |
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104 |