Mercurial > hg > early-roguelike
annotate srogue/disply.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 | 2128c7dc8a40 |
children | 94a0d9dd5ce1 |
rev | line source |
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36
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1 /* |
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2 * various display routines and flag checking functions |
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3 * |
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4 * @(#)disply.c 9.0 (rdk) 7/17/84 |
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5 * |
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6 * Super-Rogue |
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7 * Copyright (C) 1984 Robert D. Kindelberger |
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8 * All rights reserved. |
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9 * |
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10 * See the file LICENSE.TXT for full copyright and licensing information. |
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11 */ |
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12 |
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13 #include "rogue.h" |
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14 #include <ctype.h> |
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15 #include "rogue.ext" |
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16 |
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17 /* |
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18 * displevl: |
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19 * Display detailed level for wizard and scroll |
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20 */ |
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21 displevl() |
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22 { |
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23 reg char ch, mch; |
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24 reg int i,j; |
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25 reg struct room *rp; |
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26 |
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27 for (rp = rooms; rp < &rooms[MAXROOMS]; rp++) |
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28 rp->r_flags &= ~ISDARK; |
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29 |
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30 for (i = 0; i < LINES - 2; i++) { |
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31 for (j = 0; j < COLS - 1; j++) { |
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32 ch = mvinch(i,j); |
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33 if (isatrap(ch)) { |
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34 struct trap *what; |
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35 |
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36 what = trap_at(i, j); |
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37 if (what != NULL) |
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38 what->tr_flags |= ISFOUND; |
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39 } |
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40 else if (ch == SECRETDOOR) { |
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41 ch = DOOR; |
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42 mvaddch(i, j, ch); |
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43 } |
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44 else if (illeg_ch(ch)) { |
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45 ch = FLOOR; |
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46 mvaddch(i, j, ch); |
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47 } |
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48 if (mvwinch(mw, i, j) != ' ') { |
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49 struct linked_list *what; |
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50 struct thing *it; |
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51 |
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52 what = find_mons(i, j); |
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53 if (what == NULL) { |
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54 ch = FLOOR; |
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55 mvaddch(i, j, ch); |
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56 } |
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57 else { |
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58 it = THINGPTR(what); |
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59 it->t_oldch = ch; |
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60 } |
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61 } |
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62 mch = mvwinch(cw, i, j); |
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63 if (isalpha(mch)) |
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64 ch = mch; |
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65 mvwaddch(cw, i, j, ch); |
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66 } |
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67 } |
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68 nochange = FALSE; /* display status again */ |
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69 draw(cw); |
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70 } |
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71 |
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72 /* |
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73 * dispmons: |
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74 * Show monsters for wizard and potion |
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75 */ |
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76 dispmons() |
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77 { |
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78 reg int ch, y, x; |
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79 reg struct thing *it; |
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80 reg struct linked_list *item; |
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81 |
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82 for (item = mlist; item != NULL; item = next(item)) { |
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83 it = THINGPTR(item); |
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84 y = it->t_pos.y; |
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85 x = it->t_pos.x; |
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86 mvwaddch(cw, y, x, it->t_type); |
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87 it->t_flags |= ISFOUND; |
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88 if (it->t_type == 'M') /* if a mimic */ |
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89 it->t_disguise = 'M'; /* give it away */ |
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90 } |
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91 draw(cw); |
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92 } |
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93 |
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94 /* |
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95 * winat: |
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96 * Get whatever character is at a location on the screen |
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97 */ |
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98 winat(y, x) |
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99 int x, y; |
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100 { |
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101 reg char ch; |
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102 |
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103 if (mvwinch(mw,y,x) == ' ') |
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104 ch = mvinch(y, x); /* non-monsters */ |
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105 else |
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106 ch = winch(mw); /* monsters */ |