annotate arogue5/wizard.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
date Mon, 29 Jun 2015 20:37:32 -0400
parents c49f7927b0fa
children 56e748983fa8
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1 /*
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2 * Special wizard commands (some of which are also non-wizard commands
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3 * under strange circumstances)
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4 *
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5 * Advanced Rogue
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6 * Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka and AT&T
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7 * All rights reserved.
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8 *
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9 * Based on "Rogue: Exploring the Dungeons of Doom"
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10 * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman
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11 * All rights reserved.
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12 *
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13 * See the file LICENSE.TXT for full copyright and licensing information.
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14 */
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15
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16 #include "curses.h"
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17 #include <ctype.h>
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c49f7927b0fa arogue5: add missing header files.
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18 #include <stdlib.h>
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19 #include "rogue.h"
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20
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21
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22 /*
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23 * create_obj:
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24 * Create any object for wizard, scroll, magician, or cleric
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25 */
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26 create_obj(prompt, which_item, which_type)
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27 bool prompt;
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28 int which_item, which_type;
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29 {
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30 reg struct linked_list *item;
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31 reg struct object *obj;
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32 reg int wh;
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33 reg char ch, newitem, newtype = 0, whc, msz, *pt;
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34 WINDOW *thiswin;
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35
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36 thiswin = cw;
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37 if (prompt) {
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38 bool nogood = TRUE;
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39
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40 thiswin = hw;
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41 wclear(hw);
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42 wprintw(hw,"Item\t\t\tKey\n\n");
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43 wprintw(hw,"%s\t\t\t%c\n%s\t\t\t%c\n",things[TYP_RING].mi_name,RING,
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44 things[TYP_STICK].mi_name,STICK);
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45 wprintw(hw,"%s\t\t\t%c\n%s\t\t\t%c\n",things[TYP_POTION].mi_name,POTION,
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46 things[TYP_SCROLL].mi_name,SCROLL);
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47 wprintw(hw,"%s\t\t\t%c\n%s\t\t\t%c\n",things[TYP_ARMOR].mi_name,ARMOR,
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48 things[TYP_WEAPON].mi_name,WEAPON);
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49 wprintw(hw,"%s\t%c\n",things[TYP_MM].mi_name,MM);
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50 wprintw(hw,"%s\t\t\t%c\n",things[TYP_FOOD].mi_name,FOOD);
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51 if (wizard) {
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52 wprintw(hw,"%s\t\t%c\n",things[TYP_RELIC].mi_name,RELIC);
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53 waddstr(hw,"monster\t\t\tm");
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54 }
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55 wprintw(hw,"\n\nWhat do you want to create? ");
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56 draw(hw);
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57 do {
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58 ch = wgetch(hw);
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59 if (ch == ESCAPE) {
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60 restscr(cw);
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61 return;
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62 }
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63 switch (ch) {
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64 case RING:
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65 case STICK:
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66 case POTION:
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67 case SCROLL:
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68 case ARMOR:
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69 case WEAPON:
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70 case FOOD:
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71 case MM:
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72 nogood = FALSE;
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73 break;
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74 case RELIC:
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75 case 'm':
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76 if (wizard)
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77 nogood = FALSE;
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78 break;
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79 default:
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80 nogood = TRUE;
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81 }
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82 } while (nogood);
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83 newitem = ch;
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84 }
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85 else
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86 newitem = which_item;
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87
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88 pt = "those";
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89 msz = 0;
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90 if(newitem == 'm') {
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91 makemonster(TRUE); /* make monster and be done with it */
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92 return;
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93 }
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94 if(newitem == GOLD)
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95 pt = "gold";
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96 /* else if(isatrap(newitem))
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97 pt = "traps";
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98 */
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99 switch(newitem) {
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100 case POTION: whc = TYP_POTION; msz = MAXPOTIONS;
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101 when SCROLL: whc = TYP_SCROLL; msz = MAXSCROLLS;
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102 when WEAPON: whc = TYP_WEAPON; msz = MAXWEAPONS;
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103 when ARMOR: whc = TYP_ARMOR; msz = MAXARMORS;
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104 when RING: whc = TYP_RING; msz = MAXRINGS;