view rogue4/misc.c @ 170:0298a68cc179

Advanced Rogue family: fix messages from some scrolls. When scrolls of magic mapping or gold detection were read, their characteristic messages were displayed before overwriting the whole screen to show the newly discovered information. They are now shown after updating the screen, so they will be visible.
author John "Elwin" Edwards
date Thu, 02 Jul 2015 08:04:16 -0400
parents 9535a08ddc39
children 1b73a8641b37
line wrap: on
line source

/*
 * All sorts of miscellaneous routines
 *
 * @(#)misc.c	4.30 (Berkeley) 4/6/82
 *
 * Rogue: Exploring the Dungeons of Doom
 * Copyright (C) 1980, 1981, 1982 Michael Toy, Ken Arnold and Glenn Wichman
 * All rights reserved.
 *
 * See the file LICENSE.TXT for full copyright and licensing information.
 */

#include <stdlib.h>
#include <curses.h>
#include <ctype.h>
#include <string.h>
#include "rogue.h"

/*
 * tr_name:
 *	Print the name of a trap
 */
char *
tr_name(type)
char type;
{
    switch (type)
    {
	case T_DOOR:
	    return terse ? "a trapdoor" : "you found a trapdoor";
	case T_BEAR:
	    return terse ? "a beartrap" : "you found a beartrap";
	case T_SLEEP:
	    return terse ? "a sleeping gas trap":"you found a sleeping gas trap";
	case T_ARROW:
	    return terse ? "an arrow trap" : "you found an arrow trap";
	case T_TELEP:
	    return terse ? "a teleport trap" : "you found a teleport trap";
	case T_DART:
	    return terse ? "a dart trap" : "you found a poison dart trap";
    }
    msg("wierd trap: %d", type);
    return NULL;
}

/*
 * look:
 *	A quick glance all around the player
 */
look(wakeup)
bool wakeup;
{
    register int x, y;
    register unsigned char ch;
    register int index;
    register THING *tp;
    register struct room *rp;
    register int ey, ex;
    register int passcount = 0;
    register char pfl, *fp, pch;
    register int sy, sx, sumhero = 0, diffhero = 0;
    register int oldx, oldy;

    getyx(stdscr, oldy, oldx);
    rp = proom;
    if (!ce(oldpos, hero))
    {
	if ((oldrp->r_flags & (ISGONE|ISDARK)) == ISDARK && !on(player,ISBLIND))
	{
	    ey = oldpos.y + 1;
	    ex = oldpos.x + 1;
	    sy = oldpos.y - 1;
	    for (x = oldpos.x - 1; x <= ex; x++)
		for (y = sy; y <= ey; y++)
		{
		    if (y == hero.y && x == hero.x)
			continue;
		    move(y, x);
		    if (inch() == FLOOR)
			addch(' ');
		}
	}
	oldpos = hero;
	oldrp = rp;
    }
    ey = hero.y + 1;
    ex = hero.x + 1;
    sx = hero.x - 1;
    sy = hero.y - 1;
    if (door_stop && !firstmove && running)
    {
	sumhero = hero.y + hero.x;
	diffhero = hero.y - hero.x;
    }
    index = INDEX(hero.y, hero.x);
    pfl = _flags[index];
    pch = _level[index];
    for (y = sy; y <= ey; y++)
	if (y > 0 && y < LINES - 1) for (x = sx; x <= ex; x++)
	{
	    if (x <= 0 || x >= COLS)
		continue;
	    if (!on(player, ISBLIND))
	    {
		if (y == hero.y && x == hero.x)
		    continue;
	    }
	    else if (y != hero.y || x != hero.x)
		continue;

	    index = INDEX(y, x);
	    /*
	     * THIS REPLICATES THE moat() MACRO.  IF MOAT IS CHANGED,
	     * THIS MUST BE CHANGED ALSO
	     */
	    fp = &_flags[index];
	    ch = _level[index];
	    if (pch != DOOR && ch != DOOR)
		if ((pfl & F_PASS) != (*fp & F_PASS))
		    continue;
		else if ((*fp & F_PASS) && (*fp & F_PNUM) != (pfl & F_PNUM))
		    continue;

	    if ((tp = _monst[index]) != NULL)
		if (on(player, SEEMONST) && on(*tp, ISINVIS))
		{
		    if (door_stop && !firstmove)
			running = FALSE;
		    continue;
		}
		else
		{
		    if (wakeup)
			wake_monster(y, x);
		    if (tp->t_oldch != ' ' ||
			(!(rp->r_flags & ISDARK) && !on(player, ISBLIND)))
			    tp->t_oldch = _level[index];
		    if (see_monst(tp))
			ch = tp->t_disguise;
		}

	    move(y, x);
	    if (ch != inch())
		addch(ch);

	    if (door_stop && !firstmove && running)
	    {
		switch (runch)
		{
		    case 'h':
			if (x == ex)
			    continue;
		    when 'j':
			if (y == sy)
			    continue;
		    when 'k':
			if (y == ey)
			    continue;
		    when 'l':
			if (x == sx)
			    continue;
		    when 'y':
			if ((y + x) - sumhero >= 1)
			    continue;
		    when 'u':
			if ((y - x) - diffhero >= 1)
			    continue;
		    when 'n':
			if ((y + x) - sumhero <= -1)
			    continue;
		    when 'b':
			if ((y - x) - diffhero <= -1)
			    continue;
		}
		switch (ch)
		{
		    case DOOR:
			if (x == hero.x || y == hero.y)
			    running = FALSE;
			break;
		    case PASSAGE:
			if (x == hero.x || y == hero.y)
			    passcount++;
			break;
		    case FLOOR:
		    case '|':
		    case '-':
		    case ' ':
			break;
		    default:
			running = FALSE;
			break;
		}
	    }
	}
    if (door_stop && !firstmove && passcount > 1)
	running = FALSE;
    move(hero.y, hero.x);
    addch(PLAYER);
}

/*
 * find_obj:
 *	Find the unclaimed object at y, x
 */
THING *
find_obj(y, x)
register int y, x;
{
    register THING *op;

    for (op = lvl_obj; op != NULL; op = next(op))
    {
	if (op->o_pos.y == y && op->o_pos.x == x)
		return op;
    }
#ifdef WIZARD
    sprintf(prbuf, "Non-object %d,%d", y, x);
    debug(prbuf);
#endif
    return NULL;
}

/*
 * eat:
 *	She wants to eat something, so let her try
 */
eat()
{
    register THING *obj;

    if ((obj = get_item("eat", FOOD)) == NULL)
	return;
    if (obj->o_type != FOOD)
    {
	if (!terse)
	    msg("ugh, you would get ill if you ate that");
	else
	    msg("that's Inedible!");
	return;
    }
    inpack--;
    
    if (food_left < 0)
	food_left = 0;
    if ((food_left += HUNGERTIME - 200 + rnd(400)) > STOMACHSIZE)
	food_left = STOMACHSIZE;
    hungry_state = 0;
    if (obj == cur_weapon)
	cur_weapon = NULL;
    if (obj->o_which == 1)
	msg("my, that was a yummy %s", fruit);
    else
	if (rnd(100) > 70)
	{
	    pstats.s_exp++;
	    msg("yuk, this food tastes awful");
	    check_level();
	}
	else
	    msg("yum, that tasted good");

	if (--obj->o_count < 1)
    {
	detach(pack, obj);
	discard(obj);
    }
}

/*
 * chg_str:
 *	Used to modify the playes strength.  It keeps track of the
 *	highest it has been, just in case
 */
chg_str(amt)
register int amt;
{
    str_t comp;

    if (amt == 0)
	return;
    add_str(&pstats.s_str, amt);
    comp = pstats.s_str;
    if (ISRING(LEFT, R_ADDSTR))
	add_str(&comp, -cur_ring[LEFT]->o_ac);
    if (ISRING(RIGHT, R_ADDSTR))
	add_str(&comp, -cur_ring[RIGHT]->o_ac);
    if (comp > max_stats.s_str)
	max_stats.s_str = comp;
}

/*
 * add_str:
 *	Perform the actual add, checking upper and lower bound limits
 */
add_str(sp, amt)
register str_t *sp;
int amt;
{
    if ((*sp += amt) < 3)
	*sp = 3;
    else if (*sp > 31)
	*sp = 31;
}

/*
 * add_haste:
 *	Add a haste to the player
 */
add_haste(potion)
bool potion;
{
    if (on(player, ISHASTE))
    {
	no_command += rnd(8);
	player.t_flags &= ~ISRUN;
	extinguish(nohaste);
	player.t_flags &= ~ISHASTE;
	msg("you faint from exhaustion");
	return FALSE;
    }
    else
    {
	player.t_flags |= ISHASTE;
	if (potion)
	    fuse(nohaste, 0, rnd(4)+4, AFTER);
	return TRUE;
    }
}

/*
 * aggravate:
 *	Aggravate all the monsters on this level
 */
aggravate()
{
    register THING *mi;

    for (mi = mlist; mi != NULL; mi = next(mi))
	runto(&mi->t_pos, &hero);
}

/*
 * vowelstr:
 *      For printfs: if string starts with a vowel, return "n" for an
 *	"an".
 */
char *
vowelstr(str)
register char *str;
{
    switch (*str)
    {
	case 'a': case 'A':
	case 'e': case 'E':
	case 'i': case 'I':
	case 'o': case 'O':
	case 'u': case 'U':
	    return "n";
	default:
	    return "";
    }
}

/* 
 * is_current:
 *	See if the object is one of the currently used items
 */
is_current(obj)
register THING *obj;
{
    if (obj == NULL)
	return FALSE;
    if (obj == cur_armor || obj == cur_weapon || obj == cur_ring[LEFT]
	|| obj == cur_ring[RIGHT])
    {
	if (!terse)
	    addmsg("That's already ");
	msg("in use");
	return TRUE;
    }
    return FALSE;
}

/*
 * get_dir:
 *      Set up the direction co_ordinate for use in varios "prefix"
 *	commands
 */
get_dir()
{
    register char *prompt;
    register bool gotit;

    if (!terse)
	msg(prompt = "which direction? ");
    else
	prompt = "direction: ";
    do
    {
	gotit = TRUE;
	switch (readchar())
	{
	    case 'h': case'H': delta.y =  0; delta.x = -1;
	    when 'j': case'J': delta.y =  1; delta.x =  0;
	    when 'k': case'K': delta.y = -1; delta.x =  0;
	    when 'l': case'L': delta.y =  0; delta.x =  1;
	    when 'y': case'Y': delta.y = -1; delta.x = -1;
	    when 'u': case'U': delta.y = -1; delta.x =  1;
	    when 'b': case'B': delta.y =  1; delta.x = -1;
	    when 'n': case'N': delta.y =  1; delta.x =  1;
	    when ESCAPE: return FALSE;
	    otherwise:
		mpos = 0;
		msg(prompt);
		gotit = FALSE;
	}
    } until (gotit);
    if (on(player, ISHUH) && rnd(5) == 0)
	do
	{
	    delta.y = rnd(3) - 1;
	    delta.x = rnd(3) - 1;
	} while (delta.y == 0 && delta.x == 0);
    mpos = 0;
    return TRUE;
}

/*
 * sign:
 *	Return the sign of the number
 */
sign(nm)
register int nm;
{
    if (nm < 0)
	return -1;
    else
	return (nm > 0);
}

/*
 * spread:
 *	Give a spread around a given number (+/- 10%)
 */
spread(nm)
register int nm;
{
    return nm - nm / 10 + rnd(nm / 5);
}

/*
 * call_it:
 *	Call an object something after use.
 */
call_it(know, guess)
register bool know;
register char **guess;
{
    if (know && *guess)
    {
	free(*guess);
	*guess = NULL;
    }
    else if (!know && askme && *guess == NULL)
    {
	msg(terse ? "call it: " : "what do you want to call it? ");
	if (get_str(prbuf, stdscr) == NORM)
	{
	    *guess = malloc((unsigned int) strlen(prbuf) + 1);
	    strcpy(*guess, prbuf);
	}
    }
}