Mercurial > hg > early-roguelike
view srogue/misc.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 | 2128c7dc8a40 |
children | 94a0d9dd5ce1 |
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/* * all sorts of miscellaneous routines * * @(#)misc.c 9.0 (rdk) 7/17/84 * * Super-Rogue * Copyright (C) 1984 Robert D. Kindelberger * All rights reserved. * * Based on "Rogue: Exploring the Dungeons of Doom" * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman * All rights reserved. * * See the file LICENSE.TXT for full copyright and licensing information. */ #include "rogue.h" #include <ctype.h> #include "rogue.ext" /* * waste_time: * Do nothing but let other things happen */ waste_time() { if (inwhgt) /* if from wghtchk, then done */ return; do_daemons(BEFORE); do_daemons(AFTER); do_fuses(); } /* * getindex: * Convert a type into an index for the things structures */ getindex(what) char what; { int index = -1; switch (what) { case POTION: index = TYP_POTION; when SCROLL: index = TYP_SCROLL; when FOOD: index = TYP_FOOD; when RING: index = TYP_RING; when AMULET: index = TYP_AMULET; when ARMOR: index = TYP_ARMOR; when WEAPON: index = TYP_WEAPON; when STICK: index = TYP_STICK; } return index; } /* * tr_name: * print the name of a trap */ char * tr_name(ch) char ch; { reg char *s; switch (ch) { case TRAPDOOR: s = "A trapdoor."; when BEARTRAP: s = "A beartrap."; when SLEEPTRAP: s = "A sleeping gas trap."; when ARROWTRAP: s = "An arrow trap."; when TELTRAP: s = "A teleport trap."; when DARTTRAP: s = "A dart trap."; when POOL: s = "A magic pool."; when POST: s = "A trading post."; when MAZETRAP: s = "A maze trap."; otherwise: s = "A bottomless pit."; /* shouldn't get here */ } return s; } /* * Look: * A quick glance all around the player */ look(wakeup) bool wakeup; { reg char ch; reg int oldx, oldy, y, x; reg struct room *rp; int ey, ex, oex, oey; int passcount = 0; bool inpass, blind; getyx(cw, oldy, oldx); oex = player.t_oldpos.x; oey = player.t_oldpos.y; blind = pl_on(ISBLIND); if ((oldrp != NULL && rf_on(oldrp,ISDARK)) || blind) { for (x = oex - 1; x <= oex + 1; x += 1) for (y = oey - 1; y <= oey + 1; y += 1) if ((y != hero.y || x != hero.x) && show(y, x) == FLOOR) mvwaddch(cw, y, x, ' '); } rp = player.t_room; inpass = (rp == NULL); /* TRUE when not in a room */ ey = hero.y + 1; ex = hero.x + 1; for (x = hero.x - 1; x <= ex; x += 1) { if (x >= 0 && x <= COLS - 1) { for (y = hero.y - 1; y <= ey; y += 1) { if (y <= 0 || y >= LINES - 2) continue; if (isalpha(mvwinch(mw, y, x))) { reg struct linked_list *it; reg struct thing *tp; if (wakeup || (!inpass && rf_on(rp, ISTREAS))) it = wake_monster(y, x); else it = find_mons(y, x); if (it == NULL) /* lost monster */ mvaddch(y, x, FLOOR); else { tp = THINGPTR(it); if (isatrap(tp->t_oldch = mvinch(y, x))) { struct trap *trp; if ((trp = trap_at(y,x)) == NULL) break; if (trp->tr_flags & ISFOUND) tp->t_oldch = trp->tr_type; else tp->t_oldch = FLOOR; } if (tp->t_oldch == FLOOR && rf_on(rp,ISDARK)) if (!blind) tp->t_oldch = ' '; } } /* * Secret doors show as walls */ if ((ch = show(y, x)) == SECRETDOOR) { if (inpass || y == rp->r_pos.y || y == rp->r_pos.y + rp->r_max.y - 1) ch = '-'; else ch = '|'; } /* * Don't show room walls if he is in a passage */ if (!blind) { if ((y == hero.y && x == hero.x) || (inpass && (ch == '-' || ch == '|'))) continue; } else ch = ' '; wmove(cw, y, x); waddch(cw, ch); if (door_stop && !firstmove && running) { switch (runch) { case 'h': if (x == ex) continue; when 'j': if (y == hero.y - 1) continue; when 'k': if (y == ey) continue; when 'l': if (x == hero.x - 1) continue; when 'y': if ((x + y) - (hero.x + hero.y) >= 1) continue; when 'u': if ((y - x) - (hero.y - hero.x) >= 1) continue; when 'n': if ((x + y) - (hero.x + hero.y) <= -1) continue; when 'b': if ((y - x) - (hero.y - hero.x) <= -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 += 1; break; case FLOOR: case '|': case '-': case ' ': break; default: running = FALSE; break; } } } } } if (door_stop && !firstmove && passcount > 1) running = FALSE; mvwaddch(cw, hero.y, hero.x, PLAYER); wmove(cw, oldy, oldx); player.t_oldpos = hero; oldrp = rp; } /* * find_obj: * find the unclaimed object at y, x */ struct linked_list * find_obj(y, x) int y, x; { reg struct linked_list *obj; reg struct object *op; for (obj = lvl_obj; obj != NULL; obj = next(obj)) { op = OBJPTR(obj); if (op->o_pos.y == y && op->o_pos.x == x) return obj; } return NULL; } /* * eat: * Let the hero eat some food. */ eat() { reg struct linked_list *item; reg struct object *obj; reg int goodfood, cursed; if ((item = get_item("eat", FOOD)) == NULL) return; obj = OBJPTR(item); if (obj->o_type != FOOD) { msg("That's Inedible!"); after = FALSE; return; } cursed = 1; if (o_on(obj, ISCURSED)) cursed += 1; else if (o_on(obj, ISBLESS)) cursed -= 1; if (obj->o_which == FRUITFOOD) { msg("My, that was a yummy %s.", fruit); goodfood = 100; } else { if (rnd(100) > 80 || o_on(obj, ISCURSED)) { msg("Yuk, this food tastes like ARA."); goodfood = 300; him->s_exp += 1; check_level(); } else { msg("Yum, that tasted good."); goodfood = 200; } } goodfood *= cursed; if ((food_left += HUNGERTIME + rnd(400) - goodfood) > STOMACHSIZE) food_left = STOMACHSIZE; hungry_state = F_OKAY; updpack(); /* update pack */ if (obj == cur_weapon) cur_weapon = NULL; del_pack(item); /* get rid of the food */ } /* * aggravate: * aggravate all the monsters on this level */ aggravate() { reg struct linked_list *mi; for (mi = mlist; mi != NULL; mi = next(mi)) runto(&(THINGPTR(mi))->t_pos, &hero); } /* * vowelstr: * If string starts with a vowel, return "n" for an "an" */ char * vowelstr(str) char *str; { switch (tolower(*str)) { case 'a': case 'e': case 'i': case 'o': case 'u': return "n"; default: return ""; } } /* * is_current: * See if the object is one of the currently used items */ is_current(obj) struct object *obj; { if (obj == NULL) return FALSE; if (obj == cur_armor || obj == cur_weapon || obj == cur_ring[LEFT] || obj == cur_ring[RIGHT]) { msg("Already in use."); return TRUE; } return FALSE; } /* * get_dir: * Set up the direction coordinates */ get_dir() { reg char *prompt; reg bool gotit; 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 (pl_on(ISHUH) && rnd(100) > 80) { do { delta.y = rnd(3) - 1; delta.x = rnd(3) - 1; } while (delta.y == 0 && delta.x == 0); } mpos = 0; return TRUE; } /* * initfood: * Set up stuff for a food-type object */ initfood(what) struct object *what; { what->o_type = FOOD; what->o_group = NORMFOOD; if (rnd(100) < 15) what->o_group = FRUITFOOD; what->o_which = what->o_group; what->o_count = 1 + extras(); what->o_flags = ISKNOW; what->o_weight = things[TYP_FOOD].mi_wght; what->o_typname = things[TYP_FOOD].mi_name; what->o_hplus = what->o_dplus = 0; what->o_vol = itemvol(what); }