annotate arogue5/monsters.c @ 76:ad2cb9a07aaa

arogue5: fix player's typed responses getting put at the wrong place. Some sections of code that prompt the user for a string of input were calling get_str() with cw (the player-visible screen containing the map), which caused whatever the player typed to get printed starting at cw's idea of the cursor position, which was usually the Rogue's @-sign. This corrupted the map. The problem has been fixed by passing msgw (the message line at the top of the screen) to get_str(), so the player's typing appears where msgw thinks the cursor should be, which is in the sensible place right after the prompt. Some other get_str() invocations which used hw or stdscr have been left unmodified.
author John "Elwin" Edwards <elwin@sdf.org>
date Sat, 08 Sep 2012 22:05:05 -0700
parents 0ed67132cf10
children 56e748983fa8
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1 /*
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2 * File with various monster functions in it
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3 *
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4 * Advanced Rogue
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5 * Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka and AT&T
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6 * All rights reserved.
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7 *
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8 * Based on "Rogue: Exploring the Dungeons of Doom"
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9 * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman
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10 * All rights reserved.
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11 *
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12 * See the file LICENSE.TXT for full copyright and licensing information.
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13 */
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14
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15 #include "curses.h"
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16 #include "rogue.h"
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17 #include <ctype.h>
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18 #include <string.h>
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19
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20
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21 /*
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22 * Check_residue takes care of any effect of the monster
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23 */
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24 check_residue(tp)
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25 register struct thing *tp;
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26 {
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27 /*
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28 * Take care of special abilities
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29 */
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30 if (on(*tp, DIDHOLD) && (--hold_count == 0)) turn_off(player, ISHELD);
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31
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32 /* If it has lowered player, give him back a level */
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33 if (on(*tp, DIDDRAIN)) raise_level(FALSE);
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34
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35 /* If frightened of this monster, stop */
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36 if (on(player, ISFLEE) &&
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37 player.t_dest == &tp->t_pos) turn_off(player, ISFLEE);
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38
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39 /* If monster was suffocating player, stop it */
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40 if (on(*tp, DIDSUFFOCATE)) extinguish(suffocate);
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41
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42 /* If something with fire, may darken */
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43 if (on(*tp, HASFIRE)) {
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44 register struct room *rp=roomin(&tp->t_pos);
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45 register struct linked_list *fire_item;
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46
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47 if (rp) {
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48 for (fire_item = rp->r_fires; fire_item != NULL;
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49 fire_item = next(fire_item)) {
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50 if (THINGPTR(fire_item) == tp) {
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51 detach(rp->r_fires, fire_item);
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52 destroy_item(fire_item);
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53 if (rp->r_fires == NULL) {
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54 rp->r_flags &= ~HASFIRE;
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55 if (cansee(tp->t_pos.y, tp->t_pos.x)) light(&hero);
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56 }
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57 break;
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58 }
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59 }
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60 }
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61 }
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62 }
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63
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64 /*
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65 * Creat_mons creates the specified monster -- any if 0
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66 */
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67
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68 bool
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69 creat_mons(person, monster, report)
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70 struct thing *person; /* Where to create next to */
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71 short monster;
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72 bool report;
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73 {
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74 struct linked_list *nitem;
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75 register struct thing *tp;
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76 struct room *rp;
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77 coord *mp;
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78
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79 if (levtype == POSTLEV)
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80 return(FALSE);
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81 if ((mp = fallpos(&(person->t_pos), FALSE, 2)) != NULL) {
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82 nitem = new_item(sizeof (struct thing));
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83 new_monster(nitem,
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84 monster == 0 ? randmonster(FALSE, FALSE)
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85 : monster,
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86 mp,
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87 TRUE);
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88 tp = THINGPTR(nitem);
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89 runto(tp, &hero);
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90 tp->t_no_move = 1; /* since it just got here, it is disoriented */
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91 carry_obj(tp, monsters[tp->t_index].m_carry/2); /* only half chance */
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92 if (on(*tp, HASFIRE)) {
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93 rp = roomin(&tp->t_pos);
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94 if (rp) {
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95 register struct linked_list *fire_item;
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96
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97 /* Put the new fellow in the room list */
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98 fire_item = creat_item();
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99 ldata(fire_item) = (char *) tp;
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100 attach(rp->r_fires, fire_item);
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101
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102 rp->r_flags |= HASFIRE;
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103 }