Mercurial > hg > early-roguelike
annotate rogue4/scrolls.c @ 233:0990adf580ee
Declare some function arguments as const.
Some functions, mostly in fight.c, declared variables as pointers to
const char but passed them to functions that took pointers to ordinary
char. The strings did not actually get modified, so adding 'const' to
the function definitions removed the warnings.
author | John "Elwin" Edwards |
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date | Sun, 06 Mar 2016 19:32:47 -0500 |
parents | 1b73a8641b37 |
children | 3900f3cfe07d |
rev | line source |
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12
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1 /* |
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2 * Read a scroll and let it happen |
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3 * |
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4 * @(#)scrolls.c 4.21 (Berkeley) 4/6/82 |
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5 * |
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6 * Rogue: Exploring the Dungeons of Doom |
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7 * Copyright (C) 1980, 1981, 1982 Michael Toy, Ken Arnold and Glenn Wichman |
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8 * All rights reserved. |
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9 * |
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10 * See the file LICENSE.TXT for full copyright and licensing information. |
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11 */ |
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12 |
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13 #include <curses.h> |
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14 #include <ctype.h> |
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15 #include "rogue.h" |
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16 |
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17 /* |
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18 * read_scroll: |
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19 * Read a scroll from the pack and do the appropriate thing |
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20 */ |
215 | 21 void |
22 read_scroll(void) | |
12
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23 { |
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24 register THING *obj; |
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25 register int y, x; |
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26 register char ch; |
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27 register THING *op; |
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28 register int index; |
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29 register bool discardit = FALSE; |
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30 |
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31 obj = get_item("read", SCROLL); |
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32 if (obj == NULL) |
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33 return; |
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34 if (obj->o_type != SCROLL) |
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35 { |
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36 if (!terse) |
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37 msg("there is nothing on it to read"); |
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38 else |
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39 msg("nothing to read"); |
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40 return; |
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41 } |
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42 msg("as you read the scroll, it vanishes"); |
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43 /* |
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44 * Calculate the effect it has on the poor guy. |
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45 */ |
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46 if (obj == cur_weapon) |
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47 cur_weapon = NULL; |
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48 switch (obj->o_which) |
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49 { |
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50 case S_CONFUSE: |
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51 /* |
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52 * Scroll of monster confusion. Give him that power. |
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53 */ |
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54 player.t_flags |= CANHUH; |
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55 msg("your hands begin to glow red"); |
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56 when S_ARMOR: |
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57 if (cur_armor != NULL) |
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58 { |
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59 cur_armor->o_ac--; |
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60 cur_armor->o_flags &= ~ISCURSED; |
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61 msg("your armor glows faintly for a moment"); |
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62 } |
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63 when S_HOLD: |
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64 /* |
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65 * Hold monster scroll. Stop all monsters within two spaces |
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66 * from chasing after the hero. |
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67 */ |
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68 |
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69 for (x = hero.x - 2; x <= hero.x + 2; x++) |
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70 if (x >= 0 && x < COLS) |
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71 for (y = hero.y - 2; y <= hero.y + 2; y++) |
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72 if (y >= 0 && y <= LINES - 1) |
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73 if ((op = moat(y, x)) != NULL) |
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74 { |
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75 op->t_flags &= ~ISRUN; |
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76 op->t_flags |= ISHELD; |
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77 } |
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78 when S_SLEEP: |
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79 /* |
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80 * Scroll which makes you fall asleep |
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81 */ |
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82 s_know[S_SLEEP] = TRUE; |
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83 no_command += rnd(SLEEPTIME) + 4; |
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84 player.t_flags &= ~ISRUN; |
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85 msg("you fall asleep"); |
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86 when S_CREATE: |
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87 /* |
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88 * Create a monster |
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89 * First look in a circle around him, next try his room |
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90 * otherwise give up |
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91 */ |
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92 { |
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93 register bool appear = 0; |
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94 coord mp; |
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95 |
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96 /* |
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97 * Search for an open place |
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98 */ |
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99 for (y = hero.y - 1; y <= hero.y + 1; y++) |
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100 for (x = hero.x - 1; x <= hero.x + 1; x++) |
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101 { |
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102 /* |
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103 * Don't put a monster in top of the player. |
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104 */ |
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