Mercurial > hg > early-roguelike
view rogue3/misc.c @ 167:a0a57cf42810
ARogue family: don't hide messages caused by moving to a new level.
new_level() redraws the whole screen, including the message line, so if
msg() has just been called, the message will likely not last long
enough to be noticed. These cases have been changed so that msg() is
called after new_level().
If a fall through a trapdoor is fatal, "You fall into a trap!" is no
longer printed, but the tombstone should make things clear.
author | John "Elwin" Edwards |
---|---|
date | Mon, 29 Jun 2015 20:37:32 -0400 |
parents | 527e2150eaf0 |
children | e7862a021609 |
line wrap: on
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/* * all sorts of miscellaneous routines * * @(#)misc.c 3.13 (Berkeley) 6/15/81 * * 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 "curses.h" #include "rogue.h" #include <ctype.h> /* * tr_name: * print the name of a trap */ char * tr_name(int ch) { char *s = ""; switch (ch) { case TRAPDOOR: s = terse ? "A trapdoor." : "You found a trapdoor."; when BEARTRAP: s = terse ? "A beartrap." : "You found a beartrap."; when SLEEPTRAP: s = terse ? "A sleeping gas trap.":"You found a sleeping gas trap."; when ARROWTRAP: s = terse ? "An arrow trap." : "You found an arrow trap."; when TELTRAP: s = terse ? "A teleport trap." : "You found a teleport trap."; when DARTTRAP: s = terse ? "A dart trap." : "You found a poison dart trap."; } return s; } /* * Look: * A quick glance all around the player */ void look(int wakeup) { int x, y; int ch; int oldx, oldy; int inpass; int passcount = 0; struct room *rp; int ey, ex; getyx(cw, oldy, oldx); if (oldrp != NULL && (oldrp->r_flags & ISDARK) && off(player, ISBLIND)) { for (x = oldpos.x - 1; x <= oldpos.x + 1; x++) for (y = oldpos.y - 1; y <= oldpos.y + 1; y++) if ((y != hero.y || x != hero.x) && show(y, x) == FLOOR) mvwaddch(cw, y, x, ' '); } inpass = ((rp = roomin(&hero)) == NULL); ey = hero.y + 1; ex = hero.x + 1; for (x = hero.x - 1; x <= ex; x++) if (x >= 0 && x < COLS) for (y = hero.y - 1; y <= ey; y++) { if (y <= 0 || y >= LINES - 1) continue; if (isupper(mvwinch(mw, y, x))) { struct linked_list *it; struct thing *tp; if (wakeup) it = wake_monster(y, x); else it = find_mons(y, x); tp = (struct thing *) ldata(it); if ((tp->t_oldch = mvinch(y, x)) == TRAP) tp->t_oldch = (trap_at(y,x)->tr_flags&ISFOUND) ? TRAP : FLOOR; if (tp->t_oldch == FLOOR && (rp != NULL) && (rp->r_flags & ISDARK) && off(player, ISBLIND)) tp->t_oldch = ' '; } /* * Secret doors show as walls */ if ((ch = show(y, x)) == SECRETDOOR) ch = secretdoor(y, x); /* * Don't show room walls if he is in a passage */ if (off(player, ISBLIND)) { if (y == hero.y && x == hero.x || (inpass && (ch == '-' || ch == '|'))) continue; } else if (y != hero.y || x != hero.x) continue; 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++; 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); oldpos = hero; oldrp = rp; } /* * secret_door: * Figure out what a secret door looks like. */ int secretdoor(int y, int x) { int i; struct room *rp; coord *cpp; static coord cp; cp.y = y; cp.x = x; cpp = &cp; for (rp = rooms, i = 0; i < MAXROOMS; rp++, i++) if (inroom(rp, cpp)) if (y == rp->r_pos.y || y == rp->r_pos.y + rp->r_max.y - 1) return('-'); else return('|'); return('p'); } /* * find_obj: * find the unclaimed object at y, x */ struct linked_list * find_obj(int y, int x) { struct linked_list *obj; struct object *op; for (obj = lvl_obj; obj != NULL; obj = next(obj)) { op = (struct object *) ldata(obj); if (op->o_pos.y == y && op->o_pos.x == x) return obj; } sprintf(prbuf, "Non-object %d,%d", y, x); debug(prbuf); return NULL; } /* * eat: * She wants to eat something, so let her try */ void eat() { struct linked_list *item; struct object *obj; if ((item = get_item("eat", FOOD)) == NULL) return; obj = (struct object *) ldata(item); 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 (obj->o_which == 1) msg("My, that was a yummy %s", fruit); else if (rnd(100) > 70) { msg("Yuk, this food tastes awful"); pstats.s_exp++; check_level(); } else msg("Yum, that tasted good"); if ((food_left += HUNGERTIME + rnd(400) - 200) > STOMACHSIZE) food_left = STOMACHSIZE; hungry_state = 0; if (obj == cur_weapon) cur_weapon = NULL; if (--obj->o_count < 1) { detach(pack, item); discard(item); } } /* * Used to modify the playes strength * it keeps track of the highest it has been, just in case */ void chg_str(int amt) { if (amt == 0) return; if (amt > 0) { while (amt--) { if (pstats.s_str.st_str < 18) pstats.s_str.st_str++; else if (pstats.s_str.st_add == 0) pstats.s_str.st_add = rnd(50) + 1; else if (pstats.s_str.st_add <= 50) pstats.s_str.st_add = 51 + rnd(24); else if (pstats.s_str.st_add <= 75) pstats.s_str.st_add = 76 + rnd(14); else if (pstats.s_str.st_add <= 90) pstats.s_str.st_add = 91; else if (pstats.s_str.st_add < 100) pstats.s_str.st_add++; } if (pstats.s_str.st_str > max_stats.s_str.st_str || (pstats.s_str.st_str == 18 && pstats.s_str.st_add > max_stats.s_str.st_add)) max_stats.s_str = pstats.s_str; } else { while (amt++) { if (pstats.s_str.st_str < 18 || pstats.s_str.st_add == 0) pstats.s_str.st_str--; else if (pstats.s_str.st_add < 51) pstats.s_str.st_add = 0; else if (pstats.s_str.st_add < 76) pstats.s_str.st_add = 1 + rnd(50); else if (pstats.s_str.st_add < 91) pstats.s_str.st_add = 51 + rnd(25); else if (pstats.s_str.st_add < 100) pstats.s_str.st_add = 76 + rnd(14); else pstats.s_str.st_add = 91 + rnd(8); } if (pstats.s_str.st_str < 3) pstats.s_str.st_str = 3; } } /* * add_haste: * add a haste to the player */ void add_haste(int potion) { if (on(player, ISHASTE)) { msg("You faint from exhaustion."); no_command += rnd(8); extinguish(nohaste); } else { player.t_flags |= ISHASTE; if (potion) fuse(nohaste, 0, rnd(4)+4, AFTER); } } /* * aggravate: * aggravate all the monsters on this level */ void aggravate() { struct linked_list *mi; for (mi = mlist; mi != NULL; mi = next(mi)) runto(&((struct thing *) ldata(mi))->t_pos, &hero); } /* * for printfs: if string starts with a vowel, return "n" for an "an" */ char * vowelstr(char *str) { switch (*str) { case 'a': case 'e': case 'i': case 'o': case 'u': return "n"; default: return ""; } } /* * see if the object is one of the currently used items */ int is_current(struct object *obj) { if (obj == NULL) return FALSE; if (obj == cur_armor || obj == cur_weapon || obj == cur_ring[LEFT] || obj == cur_ring[RIGHT]) { msg(terse ? "In use." : "That's already in use."); return TRUE; } return FALSE; } /* * set up the direction co_ordinate for use in varios "prefix" commands */ int get_dir() { char *prompt; int gotit; if (!terse) msg(prompt = "Which direction? "); else prompt = "Direction: "; do { gotit = TRUE; switch (readchar(cw)) { 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(100) > 80) do { delta.y = rnd(3) - 1; delta.x = rnd(3) - 1; } while (delta.y == 0 && delta.x == 0); mpos = 0; return TRUE; }