annotate rogue4/scrolls.c @ 223:0e99eade579c

Generate text documentation from the troff source files. This is done by make, in the 'docs' target, which is now part of the normal build process. Unfortunately, not all the games include troff sources. Getting decent HTML output from groff is still a difficult process which will not be attempted at this time. There are a few bugs in the 'install' and 'uninstall' rules. Not to mention that the documentation is sometimes inaccurate.
author John "Elwin" Edwards
date Sun, 21 Feb 2016 20:47:12 -0500
parents 9535a08ddc39
children 1b73a8641b37
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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 */
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21 read_scroll()
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22 {
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23 register THING *obj;
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24 register int y, x;
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25 register char ch;
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26 register THING *op;
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27 register int index;
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28 register bool discardit = FALSE;
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29
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30 obj = get_item("read", SCROLL);
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31 if (obj == NULL)
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32 return;
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33 if (obj->o_type != SCROLL)
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34 {
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35 if (!terse)
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36 msg("there is nothing on it to read");
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37 else
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38 msg("nothing to read");
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39 return;
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40 }
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41 msg("as you read the scroll, it vanishes");
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42 /*
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43 * Calculate the effect it has on the poor guy.
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44 */
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45 if (obj == cur_weapon)
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46 cur_weapon = NULL;
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47 switch (obj->o_which)
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48 {
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49 case S_CONFUSE:
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50 /*
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51 * Scroll of monster confusion. Give him that power.
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52 */
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53 player.t_flags |= CANHUH;
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54 msg("your hands begin to glow red");
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55 when S_ARMOR:
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56 if (cur_armor != NULL)
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57 {
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58 cur_armor->o_ac--;
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59 cur_armor->o_flags &= ~ISCURSED;
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60 msg("your armor glows faintly for a moment");
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61 }
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62 when S_HOLD:
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63 /*
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64 * Hold monster scroll. Stop all monsters within two spaces
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65 * from chasing after the hero.
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66 */
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67
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68 for (x = hero.x - 2; x <= hero.x + 2; x++)
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69 if (x >= 0 && x < COLS)
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70 for (y = hero.y - 2; y <= hero.y + 2; y++)
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71 if (y >= 0 && y <= LINES - 1)
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72 if ((op = moat(y, x)) != NULL)
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73 {
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74 op->t_flags &= ~ISRUN;
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75 op->t_flags |= ISHELD;
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76 }
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77 when S_SLEEP:
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78 /*
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79 * Scroll which makes you fall asleep
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80 */
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81 s_know[S_SLEEP] = TRUE;
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82 no_command += rnd(SLEEPTIME) + 4;
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83 player.t_flags &= ~ISRUN;
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84 msg("you fall asleep");
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85 when S_CREATE:
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86 /*
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87 * Create a monster
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88 * First look in a circle around him, next try his room
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89 * otherwise give up
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90 */
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91 {
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92 register bool appear = 0;
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93 coord mp;
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94
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95 /*
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96 * Search for an open place
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97 */
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98 for (y = hero.y - 1; y <= hero.y + 1; y++)
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99 for (x = hero.x - 1; x <= hero.x + 1; x++)
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100 {
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101 /*
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102 * Don't put a monster in top of the player.
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103 */
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104 if (y == hero.y && x == hero.x)
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