annotate xrogue/eat.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 e6179860cb76
children f54901b9c39b
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1 /*
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2 eat.c - Functions for dealing with digestion
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3
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4 XRogue: Expeditions into the Dungeons of Doom
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5 Copyright (C) 1991 Robert Pietkivitch
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6 All rights reserved.
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7
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8 Based on "Advanced Rogue"
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9 Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka and AT&T
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10 All rights reserved.
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11
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12 Based on "Rogue: Exploring the Dungeons of Doom"
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13 Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman
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14 All rights reserved.
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15
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16 See the file LICENSE.TXT for full copyright and licensing information.
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17 */
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18
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19 #include <curses.h>
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20 #include "rogue.h"
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21
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22 /*
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23 * eat:
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24 * He wants to eat something, so let him try
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25 */
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26
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27 eat()
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28 {
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29 register struct linked_list *item;
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30 int which;
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31 unsigned long temp;
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32
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33 if (player.t_action != C_EAT) {
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34 if ((item = get_item(pack, "eat", FOOD, FALSE, FALSE)) == NULL)
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35 return;
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36
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37 player.t_using = item; /* Remember what it is */
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38 player.t_action = C_EAT; /* We are eating */
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39 which = (OBJPTR(item))->o_which;
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40 player.t_no_move = max(foods[which].mi_food/100, 1) * movement(&player);
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41 return;
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42 }
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43
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44 /* We have waited our time, let's eat the food */
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45 item = player.t_using;
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46 player.t_using = NULL;
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47 player.t_action = A_NIL;
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48
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49 which = (OBJPTR(item))->o_which;
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50 if ((food_left += foods[which].mi_food) > STOMACHSIZE)
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51 food_left = STOMACHSIZE;
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52 del_pack(item);
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53 if (hungry_state == F_SATIATED && food_left == STOMACHSIZE && rnd(4) == 1) {
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54 pstats.s_hpt = -1;
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55 msg ("Cough! Ack! You choke on all that food and die! --More--");
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56 wait_for(' ');
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57 death(D_FOOD_CHOKE);
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58 }
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59 if (food_left >= STOMACHSIZE-MORETIME) {
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60 hungry_state = F_SATIATED;
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61 msg ("You have trouble getting that food down!");
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62 msg ("Your stomach feels like it's about to burst!");
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63 }
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64 else if (which != E_SLIMEMOLD) {
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65 hungry_state = F_OKAY;
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66 switch (rnd(10)) {
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67 case 0: msg("Yuck, what a foul tasting %s! ", foods[which].mi_name);
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68 when 1: msg("Mmmm, what a tasty %s. ", foods[which].mi_name);
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69 when 2: msg("Wow, what a scrumptious %s! ", foods[which].mi_name);
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70 when 3: msg("Hmmm, %s heaven! ", foods[which].mi_name);
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71 when 4: msg("You've eaten better %s. ", foods[which].mi_name);
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72 when 5: msg("You smack your lips ");
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73 when 6: msg("Yum-yum-yum ");
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74 when 7: msg("Gulp! ");
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75 when 8: msg("Your tongue flips out! ");
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76 when 9: msg("You lick your chin ");
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77 }
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78 }
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79 updpack(TRUE, &player);
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80 switch(which) {
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81 case E_WHORTLEBERRY: /* add 1 to intelligence */
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82 (*add_abil[A_INTELLIGENCE])(1);
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83 when E_SWEETSOP: /* add 1 to strength */
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84 case E_SOURSOP: /* add 1 to strength */
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85 (*add_abil[A_STRENGTH])(1);
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86 when E_SAPODILLA: /* add 1 to wisdom */
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87 (*add_abil[A_WISDOM])(1);
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88 when E_APPLE: /* add 1 to dexterity */
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89 (*add_abil[A_DEXTERITY])(1);
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90 when E_PRICKLEY: /* add 1 to constitution */
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91 (*add_abil[A_CONSTITUTION])(1);
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92 when E_PEACH: /* add 1 to charisma */
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