annotate srogue/disply.c @ 244:ded75a57405c

Rogue V4, V5: fix messages when viewing the identified items. The functions for displaying the list of identified items begin by prompting for the category of item, using msg(). Rogue V4 left this prompt on the screen after displaying the discovery list. Rogue V5 erased the message window even if the process of printing the list created another message which the player had not read. Messages are now cleared in endline(), which is capable of checking whether clearing should be done.
author John "Elwin" Edwards
date Sun, 24 Apr 2016 13:33:17 -0400
parents 94a0d9dd5ce1
children e52a8a7ad4c5
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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 void
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22 displevl(void)
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23 {
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24 reg char ch, mch;
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25 reg int i,j;
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26 reg struct room *rp;
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27
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28 for (rp = rooms; rp < &rooms[MAXROOMS]; rp++)
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29 rp->r_flags &= ~ISDARK;
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30
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31 for (i = 0; i < LINES - 2; i++) {
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32 for (j = 0; j < COLS - 1; j++) {
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33 ch = mvinch(i,j);
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34 if (isatrap(ch)) {
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35 struct trap *what;
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36
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37 what = trap_at(i, j);
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38 if (what != NULL)
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39 what->tr_flags |= ISFOUND;
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40 }
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41 else if (ch == SECRETDOOR) {
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42 ch = DOOR;
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43 mvaddch(i, j, ch);
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44 }
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45 else if (illeg_ch(ch)) {
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46 ch = FLOOR;
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47 mvaddch(i, j, ch);
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48 }
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49 if (mvwinch(mw, i, j) != ' ') {
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50 struct linked_list *what;
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51 struct thing *it;
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52
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53 what = find_mons(i, j);
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54 if (what == NULL) {
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55 ch = FLOOR;
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56 mvaddch(i, j, ch);
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57 }
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58 else {
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59 it = THINGPTR(what);
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60 it->t_oldch = ch;
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61 }
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62 }
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63 mch = mvwinch(cw, i, j);
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64 if (isalpha(mch))
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65 ch = mch;
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66 mvwaddch(cw, i, j, ch);
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67 }
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68 }
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69 nochange = FALSE; /* display status again */
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70 draw(cw);
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71 }
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72
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73 /*
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74 * dispmons:
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75 * Show monsters for wizard and potion
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76 */
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77 void
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78 dispmons(void)
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79 {
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80 reg int ch, y, x;
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81 reg struct thing *it;
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82 reg struct linked_list *item;
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83
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84 for (item = mlist; item != NULL; item = next(item)) {
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85 it = THINGPTR(item);
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86 y = it->t_pos.y;
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87 x = it->t_pos.x;
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88 mvwaddch(cw, y, x, it->t_type);
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89 it->t_flags |= ISFOUND;
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90 if (it->t_type == 'M') /* if a mimic */
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91 it->t_disguise = 'M'; /* give it away */
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92 }
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93 draw(cw);
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94 }
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95
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96 /*
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97 * winat:
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98 * Get whatever character is at a location on the screen
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99 */
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100 char
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101 winat(int y, int x)
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102 {
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103 reg char ch;
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104
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