Mercurial > hg > early-roguelike
annotate arogue7/util.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 | b786053d2f37 |
children | 1cd604c827a3 |
rev | line source |
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125
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1 /* |
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2 * util.c - all sorts of miscellaneous routines |
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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 |
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15 #include "curses.h" |
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16 #include "rogue.h" |
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17 #include <ctype.h> |
126 | 18 #include <string.h> |
125
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19 #ifdef PC7300 |
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20 #include <track.h> |
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21 #include <kcodes.h> |
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22 #include <sys/window.h> |
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23 extern struct uwdata wdata; |
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24 #endif |
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25 |
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26 /* |
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27 * all sorts of miscellaneous routines |
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28 * |
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29 */ |
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30 |
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31 |
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32 |
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33 |
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34 /* |
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35 * this routine computes the players current AC without dex bonus's |
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36 */ |
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37 int |
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38 ac_compute(ignoremetal) |
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39 bool ignoremetal; |
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40 { |
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41 register int ac; |
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42 |
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43 ac = pstats.s_arm; /* base armor of "skin" */ |
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44 if (cur_armor) { |
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45 if (!ignoremetal || |
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46 (cur_armor->o_which != LEATHER && |
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47 cur_armor->o_which != STUDDED_LEATHER && |
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48 cur_armor->o_which != PADDED_ARMOR)) |
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49 ac -= (10 - cur_armor->o_ac); |
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50 } |
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51 if (player.t_ctype == C_MONK) |
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52 ac -= pstats.s_lvl * 2 / 3; |
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53 ac -= ring_value(R_PROTECT); |
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54 if (cur_misc[WEAR_BRACERS] != NULL) |
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55 ac -= cur_misc[WEAR_BRACERS]->o_ac; |
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56 if (cur_misc[WEAR_CLOAK] != NULL) |
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57 ac -= cur_misc[WEAR_CLOAK]->o_ac; |
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58 |
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59 /* If player has the cloak, must be wearing it */ |
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60 if (cur_relic[EMORI_CLOAK]) ac -= 5; |
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61 |
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62 if (ac > 10) |
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63 ac = 10; |
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64 return(ac); |
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65 } |
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66 |
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67 /* |
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68 * aggravate: |
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69 * aggravate all the monsters on this level |
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70 */ |
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71 |
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72 aggravate(do_uniques, do_good) |
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73 bool do_uniques, do_good; |
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74 { |
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75 register struct linked_list *mi; |
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76 register struct thing *thingptr; |
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77 |
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78 for (mi = mlist; mi != NULL; mi = next(mi)) { |
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79 thingptr = THINGPTR(mi); |
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80 if (do_good == FALSE && off(*thingptr, ISMEAN)) continue; |
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81 if (do_uniques || off(*thingptr, ISUNIQUE)) runto(thingptr, &hero); |
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82 } |
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83 } |
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84 |
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85 /* |
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86 * cansee: |
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87 * returns true if the hero can see a certain coordinate. |
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88 */ |
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89 |
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90 cansee(y, x) |
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91 register int y, x; |
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92 { |