Mercurial > hg > early-roguelike
view rogue4/sticks.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 |
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/* * Functions to implement the various sticks one might find * while wandering around the dungeon. * * @(#)sticks.c 4.22 (Berkeley) 5/19/82 * * 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 <curses.h> #include <ctype.h> #include <string.h> #include "rogue.h" /* * fix_stick: * Set up a new stick */ fix_stick(cur) register THING *cur; { if (strcmp(ws_type[cur->o_which], "staff") == 0) strcpy(cur->o_damage,"2d3"); else strcpy(cur->o_damage,"1d1"); strcpy(cur->o_hurldmg,"1d1"); cur->o_charges = 3 + rnd(5); switch (cur->o_which) { case WS_HIT: cur->o_hplus = 100; cur->o_dplus = 3; strcpy(cur->o_damage,"1d8"); when WS_LIGHT: cur->o_charges = 10 + rnd(10); } } /* * do_zap: * Perform a zap with a wand */ do_zap() { register THING *obj, *tp; register int y, x; register char *name; if ((obj = get_item("zap with", STICK)) == NULL) return; if (obj->o_type != STICK) { after = FALSE; msg("you can't zap with that!"); return; } if (obj->o_charges == 0) { msg("nothing happens"); return; } switch (obj->o_which) { case WS_LIGHT: /* * Reddy Kilowat wand. Light up the room */ ws_know[WS_LIGHT] = TRUE; if (proom->r_flags & ISGONE) msg("the corridor glows and then fades"); else { proom->r_flags &= ~ISDARK; /* * Light the room and put the player back up */ enter_room(&hero); addmsg("the room is lit"); if (!terse) addmsg(" by a shimmering blue light"); endmsg(); } when WS_DRAIN: /* * Take away 1/2 of hero's hit points, then take it away * evenly from the monsters in the room (or next to hero * if he is in a passage) */ if (pstats.s_hpt < 2) { msg("you are too weak to use it"); return; } else drain(); when WS_POLYMORPH: case WS_TELAWAY: case WS_TELTO: case WS_CANCEL: { register char monster, oldch; register int rm; y = hero.y; x = hero.x; while (step_ok(winat(y, x))) { y += delta.y; x += delta.x; } if ((tp = moat(y, x)) != NULL) { register char omonst; omonst = monster = tp->t_type; if (monster == 'F') player.t_flags &= ~ISHELD; if (obj->o_which == WS_POLYMORPH) { register THING *pp; pp = tp->t_pack; detach(mlist, tp); if (see_monst(tp)) mvaddch(y, x, chat(y, x)); oldch = tp->t_oldch; delta.y = y; delta.x = x; new_monster(tp, monster = rnd(26) + 'A', &delta); if (see_monst(tp)) mvaddch(y, x, monster); tp->t_oldch = oldch; tp->t_pack = pp; ws_know[WS_POLYMORPH] |= (monster != omonst); } else if (obj->o_which == WS_CANCEL) { tp->t_flags |= ISCANC; tp->t_flags &= ~(ISINVIS|CANHUH); tp->t_disguise = tp->t_type; } else { if (isupper(toascii(mvinch(y,x)))) mvaddch(y, x, tp->t_oldch); if (obj->o_which == WS_TELAWAY) { do { rm = rnd_room(); rnd_pos(&rooms[rm], &tp->t_pos); } until (winat(tp->t_pos.y, tp->t_pos.x) == FLOOR); tp->t_room = roomin(&tp->t_pos); tp->t_oldch = mvinch(tp->t_pos.y, tp->t_pos.x); if (see_monst(tp)) mvaddch(tp->t_pos.y, tp->t_pos.x, tp->t_disguise); else if (on(player, SEEMONST)) { standout(); mvaddch(tp->t_pos.y, tp->t_pos.x, tp->t_disguise); standend(); } } else { tp->t_pos.y = hero.y + delta.y; tp->t_pos.x = hero.x + delta.x; if (tp->t_pos.y != y || tp->t_pos.x != x) tp->t_oldch = mvinch(tp->t_pos.y, tp->t_pos.x); } moat(y, x) = NULL; moat(tp->t_pos.y, tp->t_pos.x) = tp; if (tp->t_type == 'F') player.t_flags &= ~ISHELD; } tp->t_dest = &hero; tp->t_flags |= ISRUN; } } when WS_MISSILE: { THING bolt; ws_know[WS_MISSILE] = TRUE; bolt.o_type = '*'; strcpy(bolt.o_hurldmg,"1d4"); bolt.o_hplus = 100; bolt.o_dplus = 1; bolt.o_flags = ISMISL; if (cur_weapon != NULL) bolt.o_launch = cur_weapon->o_which; do_motion(&bolt, delta.y, delta.x); if ((tp = moat(bolt.o_pos.y, bolt.o_pos.x)) != NULL && !save_throw(VS_MAGIC, tp)) hit_monster(unc(bolt.o_pos), &bolt); else if (terse) msg("missle vanishes"); else msg("the missle vanishes with a puff of smoke"); } when WS_HIT: delta.y += hero.y; delta.x += hero.x; if ((tp = moat(delta.y, delta.x)) != NULL) { if (rnd(20) == 0) { strcpy(obj->o_damage,"3d8"); obj->o_dplus = 9; } else { strcpy(obj->o_damage,"1d8"); obj->o_dplus = 3; } fight(&delta, tp->t_type, obj, FALSE); } when WS_HASTE_M: case WS_SLOW_M: y = hero.y; x = hero.x; while (step_ok(winat(y, x))) { y += delta.y; x += delta.x; } if ((tp = moat(y, x)) != NULL) { if (obj->o_which == WS_HASTE_M) { if (on(*tp, ISSLOW)) tp->t_flags &= ~ISSLOW; else tp->t_flags |= ISHASTE; } else { if (on(*tp, ISHASTE)) tp->t_flags &= ~ISHASTE; else tp->t_flags |= ISSLOW; tp->t_turn = TRUE; } delta.y = y; delta.x = x; runto(&delta, &hero); } when WS_ELECT: case WS_FIRE: case WS_COLD: if (obj->o_which == WS_ELECT) name = "bolt"; else if (obj->o_which == WS_FIRE) name = "flame"; else name = "ice"; fire_bolt(&hero, &delta, name); ws_know[obj->o_which] = TRUE; when WS_NOP: otherwise: msg("what a bizarre schtick!"); } obj->o_charges--; } /* * drain: * Do drain hit points from player shtick */ drain() { register THING *mp; register int cnt; register struct room *corp; register THING **dp; register bool inpass; static THING *drainee[40]; /* * First cnt how many things we need to spread the hit points among */ cnt = 0; if (chat(hero.y, hero.x) == DOOR) corp = &passages[flat(hero.y, hero.x) & F_PNUM]; else corp = NULL; inpass = (proom->r_flags & ISGONE); dp = drainee; for (mp = mlist; mp != NULL; mp = next(mp)) if (mp->t_room == proom || mp->t_room == corp || (inpass && chat(mp->t_pos.y, mp->t_pos.x) == DOOR && &passages[flat(mp->t_pos.y, mp->t_pos.x) & F_PNUM] == proom)) *dp++ = mp; if ((cnt = dp - drainee) == 0) { msg("you have a tingling feeling"); return; } *dp = NULL; pstats.s_hpt /= 2; cnt = pstats.s_hpt / cnt; /* * Now zot all of the monsters */ for (dp = drainee; *dp; dp++) { mp = *dp; if ((mp->t_stats.s_hpt -= cnt) <= 0) killed(mp, see_monst(mp)); else runto(&mp->t_pos, &hero); } } /* * fire_bolt: * Fire a bolt in a given direction from a specific starting place */ fire_bolt(start, dir, name) coord *start, *dir; char *name; { register char dirch, ch; register THING *tp; register bool hit_hero, used, changed; register int i, j; coord pos; coord spotpos[BOLT_LENGTH]; THING bolt; bolt.o_type = WEAPON; bolt.o_which = FLAME; strcpy(bolt.o_hurldmg,"6d6"); bolt.o_hplus = 100; bolt.o_dplus = 0; bolt.o_flags = 0; w_names[FLAME] = name; switch (dir->y + dir->x) { case 0: dirch = '/'; when 1: case -1: dirch = (dir->y == 0 ? '-' : '|'); when 2: case -2: dirch = '\\'; } pos = *start; hit_hero = (start != &hero); used = FALSE; changed = FALSE; for (i = 0; i < BOLT_LENGTH && !used; i++) { pos.y += dir->y; pos.x += dir->x; ch = winat(pos.y, pos.x); spotpos[i] = pos; switch (ch) { case DOOR: /* * this code is necessary if the hero is on a door * and he fires at the wall the door is in, it would * otherwise loop infinitely * It is also needed if a dragon flames at the hero. * If the hero is at a door, the dragon flame would bounce * and could kill other monsters inadvertly. */ if (ce(hero, pos)) goto def; /* FALLTHROUGH */ case '|': case '-': case ' ': if (!changed) hit_hero = !hit_hero; changed = FALSE; dir->y = -dir->y; dir->x = -dir->x; i--; msg("the %s bounces", name); break; default: def: if (!hit_hero && (tp = moat(pos.y, pos.x)) != NULL) { hit_hero = TRUE; changed = !changed; tp->t_oldch = chat(pos.y, pos.x); if (!save_throw(VS_MAGIC, tp)) { bolt.o_pos = pos; used = TRUE; if (tp->t_type == 'D' && strcmp(name, "flame") == 0) { addmsg("the flame bounces"); if (!terse) msg("off the dragon"); endmsg(); } else hit_monster(unc(pos), &bolt); } else if (ch != 'M' || tp->t_disguise == 'M') { if (start == &hero) runto(&pos, &hero); if (terse) msg("%s misses", name); else msg("the %s whizzes past the %s", name, monsters[ch-'A'].m_name); } } else if (hit_hero && ce(pos, hero)) { hit_hero = FALSE; changed = !changed; if (!save(VS_MAGIC)) { if ((pstats.s_hpt -= roll(6, 6)) <= 0) if (start == &hero) death('b'); else death(moat(start->y, start->x)->t_type); used = TRUE; if (terse) msg("the %s hits", name); else msg("you are hit by the %s", name); } else msg("the %s whizzes by you", name); } mvaddch(pos.y, pos.x, dirch); refresh(); } } for (j = 0; j < i; j++) mvaddch(spotpos[j].y, spotpos[j].x, chat(spotpos[j].y, spotpos[j].x)); } /* * charge_str: * Return an appropriate string for a wand charge */ char * charge_str(obj) register THING *obj; { static char buf[20]; if (!(obj->o_flags & ISKNOW)) buf[0] = '\0'; else if (terse) sprintf(buf, " [%d]", obj->o_charges); else sprintf(buf, " [%d charges]", obj->o_charges); return buf; }