annotate rogue3/sticks.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 527e2150eaf0
children
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1 /*
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2 * Functions to implement the various sticks one might find
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3 * while wandering around the dungeon.
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4 *
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5 * @(#)sticks.c 3.14 (Berkeley) 6/15/81
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6 *
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7 * Rogue: Exploring the Dungeons of Doom
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8 * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman
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9 * All rights reserved.
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10 *
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11 * See the file LICENSE.TXT for full copyright and licensing information.
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12 */
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13
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14 #include "curses.h"
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15 #include <ctype.h>
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16 #include <string.h>
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17 #include "rogue.h"
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18
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19 void
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20 fix_stick(struct object *cur)
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21 {
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22 if (strcmp(ws_type[cur->o_which], "staff") == 0)
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23 strcpy(cur->o_damage,"2d3");
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24 else
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25 strcpy(cur->o_damage,"1d1");
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26 strcpy(cur->o_hurldmg,"1d1");
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27
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28 cur->o_charges = 3 + rnd(5);
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29 switch (cur->o_which)
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30 {
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31 case WS_HIT:
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32 cur->o_hplus = 3;
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33 cur->o_dplus = 3;
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34 strcpy(cur->o_damage,"1d8");
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35 when WS_LIGHT:
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36 cur->o_charges = 10 + rnd(10);
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37 }
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38 }
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39
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40 void
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41 do_zap(int gotdir)
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42 {
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43 struct linked_list *item;
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44 struct object *obj;
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45 struct room *rp;
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46 struct thing *tp;
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47 int y, x;
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48
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49 if ((item = get_item("zap with", STICK)) == NULL)
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50 return;
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51 obj = (struct object *) ldata(item);
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52 if (obj->o_type != STICK)
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53 {
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54 msg("You can't zap with that!");
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55 after = FALSE;
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56 return;
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57 }
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58 if (obj->o_charges == 0)
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59 {
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60 msg("Nothing happens.");
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61 return;
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62 }
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63 if (!gotdir)
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64 do {
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65 delta.y = rnd(3) - 1;
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66 delta.x = rnd(3) - 1;
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67 } while (delta.y == 0 && delta.x == 0);
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68 switch (obj->o_which)
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69 {
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70 case WS_LIGHT:
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71 /*
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72 * Reddy Kilowat wand. Light up the room
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73 */
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74 ws_know[WS_LIGHT] = TRUE;
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75 if ((rp = roomin(&hero)) == NULL)
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76 msg("The corridor glows and then fades");
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77 else
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78 {
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79 addmsg("The room is lit");
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80 if (!terse)
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81 addmsg(" by a shimmering blue light.");
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82 endmsg();
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83 rp->r_flags &= ~ISDARK;
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84 /*
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85 * Light the room and put the player back up
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86 */
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87 light(&hero);
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88 mvwaddch(cw, hero.y, hero.x, PLAYER);
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89 }
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90 when WS_DRAIN:
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91 /*
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92 * Take away 1/2 of hero's hit points, then take it away
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93 * evenly from the monsters in the room (or next to hero
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94 * if he is in a passage)
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95 */
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96 if (pstats.s_hpt < 2)
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97 {
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98 msg("You are too weak to use it.");
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99 return;
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100 }
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101 else if ((rp = roomin(&hero)) == NULL)
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102 drain(hero.y-1, hero.y+1, hero.x-1, hero.x+1);
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103 else
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104 drain(rp->r_pos.y, rp->r_pos.y+rp->r_max.y,
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105 rp->r_pos.x, rp->r_pos.x+rp->r_max.x);