Source:NetHack 3.4.3/src/pline.c
Below is the full text to src/pline.c from NetHack 3.4.3. To link to a particular line, write Source:NetHack 3.4.3/src/pline.c#123, for example.
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/* SCCS Id: @(#)pline.c 3.4 1999/11/28 */
/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
/* NetHack may be freely redistributed. See license for details. */
The NetHack General Public License applies to screenshots, source code and other content from NetHack.
This content was modified from the original NetHack source code distribution (by splitting up NetHack content between wiki pages, and possibly further editing). See the page history for a list of who changed it, and on what dates.
#define NEED_VARARGS /* Uses ... */ /* comment line for pre-compiled headers */
#include "hack.h"
#include "epri.h"
#ifdef WIZARD
#include "edog.h"
#endif
#ifdef OVLB
static boolean no_repeat = FALSE;
static char *FDECL(You_buf, (int));
/*VARARGS1*/
/* Note that these declarations rely on knowledge of the internals
* of the variable argument handling stuff in "tradstdc.h"
*/
#if defined(USE_STDARG) || defined(USE_VARARGS)
static void FDECL(vpline, (const char *, va_list));
void
pline VA_DECL(const char *, line)
VA_START(line);
VA_INIT(line, char *);
vpline(line, VA_ARGS);
VA_END();
}
# ifdef USE_STDARG
static void
vpline(const char *line, va_list the_args) {
# else
static void
vpline(line, the_args) const char *line; va_list the_args; {
# endif
#else /* USE_STDARG | USE_VARARG */
#define vpline pline
pline
pline is the catch-all function that outputs text to the message area. Depending on the GUI used and how many messages there already are in the message area, NetHack may wait for player to press a key at a --more-- prompt before showing the message.
pline accepts a string constant and any number of additional values that replace placeholders marked with '%' in the string constant, just like printf does.
Example:
int count; for (count = 1; count < 10; count++) { pline("%i", count); } pline("Hello, player!");
void
pline VA_DECL(const char *, line)
#endif /* USE_STDARG | USE_VARARG */
char pbuf[BUFSZ];
/* Do NOT use VA_START and VA_END in here... see above */
if (!line || !*line) return;
if (index(line, '%')) {
Vsprintf(pbuf,line,VA_ARGS);
line = pbuf;
}
if (!iflags.window_inited) {
raw_print(line);
return;
}
#ifndef MAC
if (no_repeat && !strcmp(line, toplines))
return;
#endif /* MAC */
if (vision_full_recalc) vision_recalc(0);
if (u.ux) flush_screen(1); /* %% */
putstr(WIN_MESSAGE, 0, line);
}
Norep
Norep() is similar to pline(), but if the same message is repeated after another, it's not shown again.
Example:
int x; for (x = 0; x < 100; x++) { Norep("Whee!"); }
/*VARARGS1*/
void
Norep VA_DECL(const char *, line)
VA_START(line);
VA_INIT(line, const char *);
no_repeat = TRUE;
vpline(line, VA_ARGS);
no_repeat = FALSE;
VA_END();
return;
}
You_buf
/* work buffer for You(), &c and verbalize() */
static char *you_buf = 0;
static int you_buf_siz = 0;
static char *
You_buf(siz)
int siz;
{
if (siz > you_buf_siz) {
if (you_buf) free((genericptr_t) you_buf);
you_buf_siz = siz + 10;
you_buf = (char *) alloc((unsigned) you_buf_siz);
}
return you_buf;
}
free_youbuf
void
free_youbuf()
{
if (you_buf) free((genericptr_t) you_buf), you_buf = (char *)0;
you_buf_siz = 0;
}
/* `prefix' must be a string literal, not a pointer */
#define YouPrefix(pointer,prefix,text) \
Strcpy((pointer = You_buf((int)(strlen(text) + sizeof prefix))), prefix)
#define YouMessage(pointer,prefix,text) \
strcat((YouPrefix(pointer, prefix, text), pointer), text)
You
You() is similar to pline(), but the string is prefixed with "You "
Example:
You("succeed in opening the tin.");
/*VARARGS1*/
void
You VA_DECL(const char *, line)
char *tmp;
VA_START(line);
VA_INIT(line, const char *);
vpline(YouMessage(tmp, "You ", line), VA_ARGS);
VA_END();
}
Your
Your() is similar to pline(), but the string is prefixed with "Your "
Example:
Your("wallet is empty.");
/*VARARGS1*/
void
Your VA_DECL(const char *,line)
char *tmp;
VA_START(line);
VA_INIT(line, const char *);
vpline(YouMessage(tmp, "Your ", line), VA_ARGS);
VA_END();
}
You_feel
You_feel() is similar to pline(), but the string is prefixed with "You feel "
Example:
You_feel("much better!");
/*VARARGS1*/
void
You_feel VA_DECL(const char *,line)
char *tmp;
VA_START(line);
VA_INIT(line, const char *);
vpline(YouMessage(tmp, "You feel ", line), VA_ARGS);
VA_END();
}
You_cant
You_cant() is similar to pline(), but the string is prefixed with "You can't "
Example:
You_cant("wear that!");
/*VARARGS1*/
void
You_cant VA_DECL(const char *,line)
char *tmp;
VA_START(line);
VA_INIT(line, const char *);
vpline(YouMessage(tmp, "You can't ", line), VA_ARGS);
VA_END();
}
pline_The
pline_The() is similar to pline(), but the string is prefixed with "The "
Example:
pline_The("door resists!");
/*VARARGS1*/
void
pline_The VA_DECL(const char *,line)
char *tmp;
VA_START(line);
VA_INIT(line, const char *);
vpline(YouMessage(tmp, "The ", line), VA_ARGS);
VA_END();
}
There
There() is similar to pline(), but the string is prefixed with "There "
Example:
There("are no seats in here!");
/*VARARGS1*/
void
There VA_DECL(const char *,line)
char *tmp;
VA_START(line);
VA_INIT(line, const char *);
vpline(YouMessage(tmp, "There ", line), VA_ARGS);
VA_END();
}
You_hear
You_hear() is similar to pline(), but the string is prefixed with different things depeneding whether the hero is under water, asleep or awake.
Example:
You_hear("crashing rock.");
/*VARARGS1*/
void
You_hear VA_DECL(const char *,line)
char *tmp;
VA_START(line);
VA_INIT(line, const char *);
if (Underwater)
YouPrefix(tmp, "You barely hear ", line);
else if (u.usleep)
YouPrefix(tmp, "You dream that you hear ", line);
else
YouPrefix(tmp, "You hear ", line);
vpline(strcat(tmp, line), VA_ARGS);
VA_END();
}
verbalize
verbalize() is similar to pline(), but the string is prefixed and suffixed with double quotes, making it seem as if something said it. If hero cannot hear, this outputs nothing.
Example:
verbalize("You freed me!");
/*VARARGS1*/
void
verbalize VA_DECL(const char *,line)
char *tmp;
if (!flags.soundok) return;
VA_START(line);
VA_INIT(line, const char *);
tmp = You_buf((int)strlen(line) + sizeof "\"\"");
Strcpy(tmp, "\"");
Strcat(tmp, line);
Strcat(tmp, "\"");
vpline(tmp, VA_ARGS);
VA_END();
}
raw_printf
raw_printf() is only used if the GUI isn't yet initialized, but we still need to tell the player something important. For example, config file errors are output with this. Accepts the same kind of variable parameters as pline().
/*VARARGS1*/
/* Note that these declarations rely on knowledge of the internals
* of the variable argument handling stuff in "tradstdc.h"
*/
#if defined(USE_STDARG) || defined(USE_VARARGS)
static void FDECL(vraw_printf,(const char *,va_list));
void
raw_printf VA_DECL(const char *, line)
VA_START(line);
VA_INIT(line, char *);
vraw_printf(line, VA_ARGS);
VA_END();
}
# ifdef USE_STDARG
static void
vraw_printf(const char *line, va_list the_args) {
# else
static void
vraw_printf(line, the_args) const char *line; va_list the_args; {
# endif
#else /* USE_STDARG | USE_VARARG */
void
raw_printf VA_DECL(const char *, line)
#endif
/* Do NOT use VA_START and VA_END in here... see above */
if(!index(line, '%'))
raw_print(line);
else {
char pbuf[BUFSZ];
Vsprintf(pbuf,line,VA_ARGS);
raw_print(pbuf);
}
}
impossible
impossible() is used to tell the player that NetHack thinks something is wrong. This might or might not be bad enough that NetHack will crash. It accepts the same parameters as pline().
/*VARARGS1*/
void
impossible VA_DECL(const char *, s)
VA_START(s);
VA_INIT(s, const char *);
if (program_state.in_impossible)
panic("impossible called impossible");
program_state.in_impossible = 1;
{
char pbuf[BUFSZ];
Vsprintf(pbuf,s,VA_ARGS);
paniclog("impossible", pbuf);
}
vpline(s,VA_ARGS);
pline("Program in disorder - perhaps you'd better #quit.");
program_state.in_impossible = 0;
VA_END();
}
align_str
align_str() takes one parameter, an alignment, and returns a string describing it.
const char *
align_str(alignment)
aligntyp alignment;
{
switch ((int)alignment) {
case A_CHAOTIC: return "chaotic";
case A_NEUTRAL: return "neutral";
case A_LAWFUL: return "lawful";
case A_NONE: return "unaligned";
}
return "unknown";
}
mstatusline
mstatusline() takes one parameter, a monster, and shows the player a short status of that monster. This is used when probing a monster.
void
mstatusline(mtmp)
register struct monst *mtmp;
{
aligntyp alignment;
char info[BUFSZ], monnambuf[BUFSZ];
if (mtmp->ispriest || mtmp->data == &mons[PM_ALIGNED_PRIEST]
|| mtmp->data == &mons[PM_ANGEL])
alignment = EPRI(mtmp)->shralign;
else
alignment = mtmp->data->maligntyp;
alignment = (alignment > 0) ? A_LAWFUL :
(alignment < 0) ? A_CHAOTIC :
A_NEUTRAL;
info[0] = 0;
if (mtmp->mtame) { Strcat(info, ", tame");
#ifdef WIZARD
if (wizard) {
Sprintf(eos(info), " (%d", mtmp->mtame);
if (!mtmp->isminion)
Sprintf(eos(info), "; hungry %ld; apport %d",
EDOG(mtmp)->hungrytime, EDOG(mtmp)->apport);
Strcat(info, ")");
}
#endif
}
else if (mtmp->mpeaceful) Strcat(info, ", peaceful");
if (mtmp->meating) Strcat(info, ", eating");
if (mtmp->mcan) Strcat(info, ", cancelled");
if (mtmp->mconf) Strcat(info, ", confused");
if (mtmp->mblinded || !mtmp->mcansee)
Strcat(info, ", blind");
if (mtmp->mstun) Strcat(info, ", stunned");
if (mtmp->msleeping) Strcat(info, ", asleep");
#if 0 /* unfortunately mfrozen covers temporary sleep and being busy
(donning armor, for instance) as well as paralysis */
else if (mtmp->mfrozen) Strcat(info, ", paralyzed");
#else
else if (mtmp->mfrozen || !mtmp->mcanmove)
Strcat(info, ", can't move");
#endif
/* [arbitrary reason why it isn't moving] */
else if (mtmp->mstrategy & STRAT_WAITMASK)
Strcat(info, ", meditating");
else if (mtmp->mflee) Strcat(info, ", scared");
if (mtmp->mtrapped) Strcat(info, ", trapped");
if (mtmp->mspeed) Strcat(info,
mtmp->mspeed == MFAST ? ", fast" :
mtmp->mspeed == MSLOW ? ", slow" :
", ???? speed");
if (mtmp->mundetected) Strcat(info, ", concealed");
if (mtmp->minvis) Strcat(info, ", invisible");
if (mtmp == u.ustuck) Strcat(info,
(sticks(youmonst.data)) ? ", held by you" :
u.uswallow ? (is_animal(u.ustuck->data) ?
", swallowed you" :
", engulfed you") :
", holding you");
#ifdef STEED
if (mtmp == u.usteed) Strcat(info, ", carrying you");
#endif
/* avoid "Status of the invisible newt ..., invisible" */
/* and unlike a normal mon_nam, use "saddled" even if it has a name */
Strcpy(monnambuf, x_monnam(mtmp, ARTICLE_THE, (char *)0,
(SUPPRESS_IT|SUPPRESS_INVISIBLE), FALSE));
pline("Status of %s (%s): Level %d HP %d(%d) AC %d%s.",
monnambuf,
align_str(alignment),
mtmp->m_lev,
mtmp->mhp,
mtmp->mhpmax,
find_mac(mtmp),
info);
}
ustatusline
ustatusline() shows the player the hero's status as if he was probed.
void
ustatusline()
{
char info[BUFSZ];
info[0] = '\0';
if (Sick) {
Strcat(info, ", dying from");
if (u.usick_type & SICK_VOMITABLE)
Strcat(info, " food poisoning");
if (u.usick_type & SICK_NONVOMITABLE) {
if (u.usick_type & SICK_VOMITABLE)
Strcat(info, " and");
Strcat(info, " illness");
}
}
if (Stoned) Strcat(info, ", solidifying");
if (Slimed) Strcat(info, ", becoming slimy");
if (Strangled) Strcat(info, ", being strangled");
if (Vomiting) Strcat(info, ", nauseated"); /* !"nauseous" */
if (Confusion) Strcat(info, ", confused");
if (Blind) {
Strcat(info, ", blind");
if (u.ucreamed) {
if ((long)u.ucreamed < Blinded || Blindfolded
|| !haseyes(youmonst.data))
Strcat(info, ", cover");
Strcat(info, "ed by sticky goop");
} /* note: "goop" == "glop"; variation is intentional */
}
if (Stunned) Strcat(info, ", stunned");
#ifdef STEED
if (!u.usteed)
#endif
if (Wounded_legs) {
const char *what = body_part(LEG);
if ((Wounded_legs & BOTH_SIDES) == BOTH_SIDES)
what = makeplural(what);
Sprintf(eos(info), ", injured %s", what);
}
if (Glib) Sprintf(eos(info), ", slippery %s",
makeplural(body_part(HAND)));
if (u.utrap) Strcat(info, ", trapped");
if (Fast) Strcat(info, Very_fast ?
", very fast" : ", fast");
if (u.uundetected) Strcat(info, ", concealed");
if (Invis) Strcat(info, ", invisible");
if (u.ustuck) {
if (sticks(youmonst.data))
Strcat(info, ", holding ");
else
Strcat(info, ", held by ");
Strcat(info, mon_nam(u.ustuck));
}
pline("Status of %s (%s%s): Level %d HP %d(%d) AC %d%s.",
plname,
(u.ualign.record >= 20) ? "piously " :
(u.ualign.record > 13) ? "devoutly " :
(u.ualign.record > 8) ? "fervently " :
(u.ualign.record > 3) ? "stridently " :
(u.ualign.record == 3) ? "" :
(u.ualign.record >= 1) ? "haltingly " :
(u.ualign.record == 0) ? "nominally " :
"insufficiently ",
align_str(u.ualign.type),
Upolyd ? mons[u.umonnum].mlevel : u.ulevel,
Upolyd ? u.mh : u.uhp,
Upolyd ? u.mhmax : u.uhpmax,
u.uac,
info);
}
self_invis_message
self_invis_message() shows the player a message about the hero's invisibility; this should only be called if the hero just turned invisible.
void
self_invis_message()
{
pline("%s %s.",
Hallucination ? "Far out, man! You" : "Gee! All of a sudden, you",
See_invisible ? "can see right through yourself" :
"can't see yourself");
}
#endif /* OVLB */
/*pline.c*/