Mercurial > hg > early-roguelike
annotate rogue3/potions.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 | 527e2150eaf0 |
children | e7862a021609 |
rev | line source |
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0
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1 /* |
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2 * @(#)potions.c 3.1 3.1 5/7/81 |
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3 * Function(s) for dealing with potions |
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4 * |
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5 * Rogue: Exploring the Dungeons of Doom |
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6 * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman |
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7 * All rights reserved. |
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8 * |
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9 * See the file LICENSE.TXT for full copyright and licensing information. |
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10 */ |
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11 |
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12 #include "curses.h" |
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13 #include <stdlib.h> |
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14 #include <string.h> |
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15 #include "rogue.h" |
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16 |
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17 void |
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18 quaff() |
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19 { |
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20 struct object *obj; |
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21 struct linked_list *item, *titem; |
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22 struct thing *th; |
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23 char buf[80]; |
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24 |
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25 item = get_item("quaff", POTION); |
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26 /* |
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27 * Make certain that it is somethings that we want to drink |
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28 */ |
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29 if (item == NULL) |
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30 return; |
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31 obj = (struct object *) ldata(item); |
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32 if (obj->o_type != POTION) |
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33 { |
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34 if (!terse) |
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35 msg("Yuk! Why would you want to drink that?"); |
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36 else |
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37 msg("That's undrinkable"); |
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38 return; |
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39 } |
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40 if (obj == cur_weapon) |
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41 cur_weapon = NULL; |
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42 |
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43 /* |
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44 * Calculate the effect it has on the poor guy. |
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45 */ |
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46 switch(obj->o_which) |
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47 { |
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48 case P_CONFUSE: |
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49 if (off(player, ISHUH)) |
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50 msg("Wait, what's going on here. Huh? What? Who?"); |
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51 |
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52 if (on(player, ISHUH)) |
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53 lengthen(unconfuse, rnd(8)+HUHDURATION); |
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54 else |
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55 fuse(unconfuse, 0, rnd(8)+HUHDURATION, AFTER); |
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56 |
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57 player.t_flags |= ISHUH; |
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58 p_know[P_CONFUSE] = TRUE; |
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59 when P_POISON: |
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60 if (!ISWEARING(R_SUSTSTR)) |
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61 { |
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62 chg_str(-(rnd(3)+1)); |
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63 msg("You feel very sick now."); |
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64 } |
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65 else |
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66 msg("You feel momentarily sick"); |
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67 p_know[P_POISON] = TRUE; |
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68 when P_HEALING: |
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69 if ((pstats.s_hpt += roll(pstats.s_lvl, 4)) > max_hp) |
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70 pstats.s_hpt = ++max_hp; |
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71 msg("You begin to feel better."); |
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72 sight(); |
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73 p_know[P_HEALING] = TRUE; |
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74 when P_STRENGTH: |
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75 msg("You feel stronger, now. What bulging muscles!"); |
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76 chg_str(1); |
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77 p_know[P_STRENGTH] = TRUE; |
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78 when P_MFIND: |
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79 /* |
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80 * Potion of monster detection, if there are monters, detect them |
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81 */ |
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82 if (mlist != NULL) |
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83 { |
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84 wclear(hw); |
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85 overwrite(mw, hw); |
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86 show_win(hw, |
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87 "You begin to sense the presence of monsters.--More--"); |
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88 p_know[P_MFIND] = TRUE; |
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89 } |
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90 else |
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91 msg("You have a strange feeling for a moment, then it passes."); |
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92 when P_TFIND: |
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93 /* |
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94 * Potion of magic detection. Show the potions and scrolls |
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95 */ |
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96 if (lvl_obj != NULL) |
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97 { |
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98 struct linked_list *mobj; |
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99 struct object *tp; |
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100 int show; |
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101 |
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102 show = FALSE; |
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103 wclear(hw); |
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104 for (mobj = lvl_obj; mobj != NULL; mobj = next(mobj)) |