view arogue7/eat.c @ 244:ded75a57405c

Rogue V4, V5: fix messages when viewing the identified items. The functions for displaying the list of identified items begin by prompting for the category of item, using msg(). Rogue V4 left this prompt on the screen after displaying the discovery list. Rogue V5 erased the message window even if the process of printing the list created another message which the player had not read. Messages are now cleared in endline(), which is capable of checking whether clearing should be done.
author John "Elwin" Edwards
date Sun, 24 Apr 2016 13:33:17 -0400
parents f9ef86cf22b2
children
line wrap: on
line source

/*
 * eat.c  -  Functions for dealing with digestion
 *
 * Advanced Rogue
 * Copyright (C) 1984, 1985, 1986 Michael Morgan, Ken Dalka and AT&T
 * 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 "curses.h"
#include "rogue.h"

/*
 * eat:
 *	He wants to eat something, so let him try
 */

void
eat(void)
{
    register struct linked_list *item;
    int which;
    unsigned long temp;

    if (player.t_action != C_EAT) {
	if ((item = get_item(pack, "eat", FOOD, FALSE, FALSE)) == NULL)
	    return;

	player.t_using = item;	/* Remember what it is */
	player.t_action = C_EAT;	/* We are eating */
	which = (OBJPTR(item))->o_which;
	player.t_no_move = max(foods[which].mi_food/100, 1) * movement(&player);
	return;
    }

    /* We have waited our time, let's eat the food */
    item = player.t_using;
    player.t_using = NULL;
    player.t_action = A_NIL;

    which = (OBJPTR(item))->o_which;
    if ((food_left += foods[which].mi_food) > STOMACHSIZE)
	food_left = STOMACHSIZE;
    del_pack(item);
    if (hungry_state == F_SATIATED && food_left == STOMACHSIZE && rnd(4) == 1) {
	pstats.s_hpt = 0;
	msg ("You choke on all that food and die! -- More --");
	wait_for(' ');
	death(D_FOOD_CHOKE);
    }
    if (food_left >= STOMACHSIZE-MORETIME) {
	hungry_state = F_SATIATED;
	msg ("You have trouble getting all that food down.");
	msg ("Your stomach feels like its about to burst!");
    }
    else {
	hungry_state = F_OKAY;
	switch (rnd(3)) {
	case 0: msg("My, that was a yummy %s", foods[which].mi_name);
	when 1: msg("Mmmm, that was a tasty %s", foods[which].mi_name);
	when 2: msg("Wow, that was a scrumptious %s", foods[which].mi_name);
	}
    }
    updpack(TRUE, &player);
    switch(which) {
    case E_WHORTLEBERRY:
	add_abil[A_INTELLIGENCE](1);

    when E_SWEETSOP:
	add_abil[A_DEXTERITY](1);

    when E_SOURSOP:
	add_abil[A_STRENGTH](1);

    when E_SAPODILLA:
	add_abil[A_WISDOM](1);

    when E_RAMBUTAN:
	add_abil[A_CONSTITUTION](1);

    when E_PEACH:
	add_abil[A_CHARISMA](1);

    when E_STRAWBERRY:
	temp = pstats.s_exp/100;
	pstats.s_exp += temp;
	if (temp > 0)
	    msg("You feel slightly more experienced now");
	check_level();

    when E_PITANGA:
	max_stats.s_hpt++;
	pstats.s_hpt++;
	if (terse)
	    msg("You feel a bit tougher now");
	else
	    msg("You feel a bit tougher now. Go get 'em!");
    
    when E_HAGBERRY:
	pstats.s_arm--;
	msg("Your skin feels more resilient now");

    when E_DEWBERRY:
	if (chant_time > 0) {
	    chant_time -= 50;
	    if (chant_time < 0)
		chant_time = 0;
	    msg("You feel you have more chant ability");
	}
	if (pray_time > 0) {
	    pray_time -= 50;
	    if (pray_time < 0)
		pray_time = 0;
	    msg("You feel you have more prayer ability");
	}
	if (spell_power > 0) {
	    spell_power -= 50;
	    if (spell_power < 0)
		spell_power = 0;
	    msg("You feel you have more spell casting ability");
	}

    otherwise: /* all the foods don't have to do something */
	break;
    }
}