annotate rogue4/scrolls.c @ 309:11aeff9acc07

Advanced Rogue 7: ignore file locations in the save file when restoring. The variables file_name, score_file, and home are no longer overwritten with the values stored in the save file. Those values could be inaccurate if the files have been moved or configuration has changed.
author John "Elwin" Edwards
date Sun, 02 May 2021 21:54:11 -0400
parents 3900f3cfe07d
children
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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 void
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22 read_scroll(void)
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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 int 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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