Mercurial > hg > early-roguelike
annotate srogue/scrolls.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 | 3aa87373c908 |
children | 382ff498acdd |
rev | line source |
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36
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1 /* |
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2 * Read a scroll and let it happen |
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3 * |
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4 * @(#)scrolls.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 * Based on "Rogue: Exploring the Dungeons of Doom" |
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11 * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman |
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12 * All rights reserved. |
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13 * |
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14 * See the file LICENSE.TXT for full copyright and licensing information. |
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15 */ |
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16 |
60 | 17 #include <stdlib.h> |
18 #include <string.h> | |
36
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19 #include <ctype.h> |
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20 #include "rogue.h" |
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21 #include "rogue.ext" |
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22 |
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23 /* |
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24 * read_scroll: |
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25 * Let the hero read a scroll |
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26 */ |
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27 read_scroll() |
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28 { |
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29 reg struct object *obj; |
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30 reg struct linked_list *item; |
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31 reg int i, j, wh; |
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32 reg char ch, nch; |
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33 struct room *rp; |
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34 struct linked_list *titem; |
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35 char buf[LINLEN]; |
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36 bool bless, curse; |
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37 |
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38 if ((item = get_item("read", SCROLL)) == NULL) |
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39 return; |
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40 obj = OBJPTR(item); |
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41 if (obj->o_type != SCROLL) { |
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42 msg("Nothing to read."); |
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43 after = FALSE; |
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44 return; |
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45 } |
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46 msg("As you read the scroll, it vanishes."); |
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47 wh = obj->o_which; |
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48 bless = o_on(obj, ISBLESS); |
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49 curse = o_on(obj, ISCURSED); |
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50 del_pack(item); /* Get rid of the thing */ |
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51 |
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52 /* |
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53 * Calculate the effect it has on the hero |
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54 */ |
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55 switch(wh) { |
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56 case S_KNOWALL: |
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57 if (!curse) { |
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58 idenpack(); /* identify all the pack */ |
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59 msg("You feel more knowledgable."); |
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60 chg_abil(WIS,1,TRUE); |
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61 s_know[S_KNOWALL] = TRUE; |
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62 } |
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63 when S_CONFUSE: |
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64 if (!curse) { |
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65 /* |
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66 * Scroll of monster confusion. Give him that power. |
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67 */ |
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68 msg("Your hands begin to glow red."); |
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69 player.t_flags |= CANHUH; |
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70 s_know[S_CONFUSE] = TRUE; |
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71 } |
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72 when S_LIGHT: |
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73 rp = player.t_room; |
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74 if (!curse) { |
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75 if (rp == NULL) { |
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76 s_know[S_LIGHT] = TRUE; |
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77 msg("The corridor glows and then fades."); |
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78 } |
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79 else { |
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80 if (rf_on(rp,ISDARK)) { |
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81 s_know[S_LIGHT] = TRUE; |
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82 msg("The room is lit."); |
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83 rp->r_flags &= ~ISDARK; |
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84 } |
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85 light(&hero); |
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86 mvwaddch(cw, hero.y, hero.x, PLAYER); |
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87 } |
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88 } |
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89 when S_ARMOR: |
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90 if (!curse) { |
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91 if (cur_armor != NULL && o_off(cur_armor,ISPROT)) { |
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92 s_know[S_ARMOR] = TRUE; |
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93 msg("Your armor glows faintly for a moment."); |
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94 if (o_on(cur_armor,ISCURSED)) |
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95 cur_armor->o_ac = armors[cur_armor->o_which].a_class; |
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96 else |
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97 cur_armor->o_ac--; |
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98 resoflg(cur_armor,ISCURSED); |
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99 } |
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100 } |
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101 when S_HOLD: |
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102 if (!curse) { |
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103 /* |
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104 * Hold monster scroll. Stop all monsters within 3 spaces |
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105 * from chasing after the hero. |