Mercurial > hg > early-roguelike
view rogue4/potions.c @ 171:80c060734f51
arogue7: fix messages from detection potions.
Another fix for overwritten messages, this time for potions of monster
detection and magic detection.
I've made the message appear before the display of information, which
may be closer to the originally intended behavior.
author | John "Elwin" Edwards |
---|---|
date | Thu, 02 Jul 2015 16:27:39 -0400 |
parents | 9535a08ddc39 |
children | 1b73a8641b37 |
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/* * Function(s) for dealing with potions * * @(#)potions.c 4.24 (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 <curses.h> #include "rogue.h" /* * quaff: * Quaff a potion from the pack */ quaff() { register THING *obj, *th; register bool discardit = FALSE; obj = get_item("quaff", POTION); /* * Make certain that it is somethings that we want to drink */ if (obj == NULL) return; if (obj->o_type != POTION) { if (!terse) msg("yuk! Why would you want to drink that?"); else msg("that's undrinkable"); return; } if (obj == cur_weapon) cur_weapon = NULL; /* * Calculate the effect it has on the poor guy. */ switch (obj->o_which) { case P_CONFUSE: p_know[P_CONFUSE] = TRUE; if (!on(player, ISHUH)) { if (on(player, ISHUH)) lengthen(unconfuse, rnd(8)+HUHDURATION); else fuse(unconfuse, 0, rnd(8)+HUHDURATION, AFTER); player.t_flags |= ISHUH; msg("wait, what's going on here. Huh? What? Who?"); } when P_POISON: p_know[P_POISON] = TRUE; if (!ISWEARING(R_SUSTSTR)) { chg_str(-(rnd(3)+1)); msg("you feel very sick now"); } else msg("you feel momentarily sick"); when P_HEALING: p_know[P_HEALING] = TRUE; if ((pstats.s_hpt += roll(pstats.s_lvl, 4)) > max_hp) pstats.s_hpt = ++max_hp; sight(); msg("you begin to feel better"); when P_STRENGTH: p_know[P_STRENGTH] = TRUE; chg_str(1); msg("you feel stronger, now. What bulging muscles!"); when P_MFIND: player.t_flags |= SEEMONST; fuse(turn_see, TRUE, HUHDURATION, AFTER); if (mlist == NULL) msg("you have a strange feeling for a moment"); else p_know[P_MFIND] |= turn_see(FALSE); when P_TFIND: /* * Potion of magic detection. Show the potions and scrolls */ if (lvl_obj != NULL) { register THING *tp; register bool show; show = FALSE; wclear(hw); for (tp = lvl_obj; tp != NULL; tp = next(tp)) { if (is_magic(tp)) { show = TRUE; mvwaddch(hw, tp->o_pos.y, tp->o_pos.x, MAGIC); p_know[P_TFIND] = TRUE; } } for (th = mlist; th != NULL; th = next(th)) { for (tp = th->t_pack; tp != NULL; tp = next(tp)) { if (is_magic(tp)) { show = TRUE; mvwaddch(hw, th->t_pos.y, th->t_pos.x, MAGIC); p_know[P_TFIND] = TRUE; } } } if (show) { show_win(hw, "You sense the presence of magic on this level.--More--"); break; } } msg("you have a strange feeling for a moment, then it passes"); when P_PARALYZE: p_know[P_PARALYZE] = TRUE; no_command = HOLDTIME; player.t_flags &= ~ISRUN; msg("you can't move"); when P_SEEINVIS: if (!on(player, CANSEE)) { fuse(unsee, 0, SEEDURATION, AFTER); look(FALSE); invis_on(); } sight(); msg("this potion tastes like %s juice", fruit); when P_RAISE: p_know[P_RAISE] = TRUE; msg("you suddenly feel much more skillful"); raise_level(); when P_XHEAL: p_know[P_XHEAL] = TRUE; if ((pstats.s_hpt += roll(pstats.s_lvl, 8)) > max_hp) { if (pstats.s_hpt > max_hp + pstats.s_lvl + 1) ++max_hp; pstats.s_hpt = ++max_hp; } sight(); msg("you begin to feel much better"); when P_HASTE: p_know[P_HASTE] = TRUE; if (add_haste(TRUE)) msg("you feel yourself moving much faster"); when P_RESTORE: if (ISRING(LEFT, R_ADDSTR)) add_str(&pstats.s_str, -cur_ring[LEFT]->o_ac); if (ISRING(RIGHT, R_ADDSTR)) add_str(&pstats.s_str, -cur_ring[RIGHT]->o_ac); if (pstats.s_str < max_stats.s_str) pstats.s_str = max_stats.s_str; if (ISRING(LEFT, R_ADDSTR)) add_str(&pstats.s_str, cur_ring[LEFT]->o_ac); if (ISRING(RIGHT, R_ADDSTR)) add_str(&pstats.s_str, cur_ring[RIGHT]->o_ac); msg("hey, this tastes great. It make you feel warm all over"); when P_BLIND: p_know[P_BLIND] = TRUE; if (!on(player, ISBLIND)) { player.t_flags |= ISBLIND; fuse(sight, 0, SEEDURATION, AFTER); look(FALSE); } msg("a cloak of darkness falls around you"); when P_NOP: msg("this potion tastes extremely dull"); otherwise: msg("what an odd tasting potion!"); return; } status(); /* * Throw the item away */ inpack--; if (obj->o_count > 1) obj->o_count--; else { detach(pack, obj); discardit = TRUE; } call_it(p_know[obj->o_which], &p_guess[obj->o_which]); if (discardit) discard(obj); } /* * invis_on: * Turn on the ability to see invisible */ invis_on() { register THING *th; player.t_flags |= CANSEE; for (th = mlist; th != NULL; th = next(th)) if (on(*th, ISINVIS) && see_monst(th)) { move(th->t_pos.y, th->t_pos.x); addch(th->t_disguise); } } /* * see_monst: * Put on or off seeing monsters on this level */ turn_see(turn_off) register bool turn_off; { register THING *mp; register bool can_see, add_new; add_new = FALSE; for (mp = mlist; mp != NULL; mp = next(mp)) { move(mp->t_pos.y, mp->t_pos.x); can_see = (see_monst(mp) || inch() == (unsigned char)mp->t_type); if (turn_off) { if (!can_see) addch(mp->t_oldch); } else { if (!can_see) standout(); addch(mp->t_type); if (!can_see) { standend(); add_new++; } } } if (turn_off) player.t_flags &= ~SEEMONST; else player.t_flags |= SEEMONST; return add_new; }