annotate rogue4/sticks.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 * Functions to implement the various sticks one might find
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3 * while wandering around the dungeon.
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4 *
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5 * @(#)sticks.c 4.22 (Berkeley) 5/19/82
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6 *
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7 * Rogue: Exploring the Dungeons of Doom
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8 * Copyright (C) 1980, 1981, 1982 Michael Toy, Ken Arnold and Glenn Wichman
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9 * All rights reserved.
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10 *
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11 * See the file LICENSE.TXT for full copyright and licensing information.
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12 */
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13
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14 #include <curses.h>
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15 #include <ctype.h>
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16 #include <string.h>
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17 #include "rogue.h"
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18
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19 /*
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20 * fix_stick:
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21 * Set up a new stick
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22 */
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23 fix_stick(cur)
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24 register THING *cur;
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25 {
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26 if (strcmp(ws_type[cur->o_which], "staff") == 0)
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27 strcpy(cur->o_damage,"2d3");
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28 else
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29 strcpy(cur->o_damage,"1d1");
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30 strcpy(cur->o_hurldmg,"1d1");
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31
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32 cur->o_charges = 3 + rnd(5);
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33 switch (cur->o_which)
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34 {
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35 case WS_HIT:
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36 cur->o_hplus = 100;
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37 cur->o_dplus = 3;
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38 strcpy(cur->o_damage,"1d8");
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39 when WS_LIGHT:
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40 cur->o_charges = 10 + rnd(10);
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41 }
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42 }
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43
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44 /*
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45 * do_zap:
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46 * Perform a zap with a wand
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47 */
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48 do_zap()
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49 {
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50 register THING *obj, *tp;
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51 register int y, x;
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52 register char *name;
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53
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54 if ((obj = get_item("zap with", STICK)) == NULL)
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55 return;
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56 if (obj->o_type != STICK)
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57 {
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58 after = FALSE;
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59 msg("you can't zap with that!");
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60 return;
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61 }
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62 if (obj->o_charges == 0)
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63 {
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64 msg("nothing happens");
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65 return;
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66 }
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67 switch (obj->o_which)
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68 {
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69 case WS_LIGHT:
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70 /*
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71 * Reddy Kilowat wand. Light up the room
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72 */
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73 ws_know[WS_LIGHT] = TRUE;
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74 if (proom->r_flags & ISGONE)
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75 msg("the corridor glows and then fades");
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76 else
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77 {
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78 proom->r_flags &= ~ISDARK;
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79 /*
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80 * Light the room and put the player back up
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81 */
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82 enter_room(&hero);
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83 addmsg("the room is lit");
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84 if (!terse)
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85 addmsg(" by a shimmering blue light");
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86 endmsg();
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87 }
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88 when WS_DRAIN:
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89 /*
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90 * Take away 1/2 of hero's hit points, then take it away
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91 * evenly from the monsters in the room (or next to hero
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92 * if he is in a passage)
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93 */
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94 if (pstats.s_hpt < 2)
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95 {
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96 msg("you are too weak to use it");
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97 return;
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98 }
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99 else
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100 drain();
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101 when WS_POLYMORPH:
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102 case WS_TELAWAY:
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103 case WS_TELTO:
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104 case WS_CANCEL:
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105 {
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