Mercurial > hg > early-roguelike
annotate srogue/scrolls.c @ 248:182e26224f92 rel2016.06
README.txt: additions and clarifications.
author | John "Elwin" Edwards |
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date | Sun, 29 May 2016 17:05:38 -0400 |
parents | 94a0d9dd5ce1 |
children | e52a8a7ad4c5 |
rev | line source |
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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 9.0 (rdk) 7/17/84 |
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5 * |
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6 * Super-Rogue |
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7 * Copyright (C) 1984 Robert D. Kindelberger |
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8 * All rights reserved. |
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9 * |
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10 * Based on "Rogue: Exploring the Dungeons of Doom" |
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11 * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman |
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12 * All rights reserved. |
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13 * |
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14 * See the file LICENSE.TXT for full copyright and licensing information. |
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15 */ |
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16 |
60 | 17 #include <stdlib.h> |
18 #include <string.h> | |
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19 #include <ctype.h> |
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20 #include "rogue.h" |
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21 #include "rogue.ext" |
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22 |
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23 /* |
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24 * read_scroll: |
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25 * Let the hero read a scroll |
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26 */ |
217
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27 void |
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28 read_scroll(void) |
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29 { |
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30 reg struct object *obj; |
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31 reg struct linked_list *item; |
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32 reg int i, j, wh; |
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33 reg char ch, nch; |
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34 struct room *rp; |
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35 struct linked_list *titem; |
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36 char buf[LINLEN]; |
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37 bool bless, curse; |
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38 |
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39 if ((item = get_item("read", SCROLL)) == NULL) |
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40 return; |
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41 obj = OBJPTR(item); |
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42 if (obj->o_type != SCROLL) { |
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43 msg("Nothing to read."); |
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44 after = FALSE; |
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45 return; |
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46 } |
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47 msg("As you read the scroll, it vanishes."); |
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48 wh = obj->o_which; |
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49 bless = o_on(obj, ISBLESS); |
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50 curse = o_on(obj, ISCURSED); |
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51 del_pack(item); /* Get rid of the thing */ |
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52 |
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53 /* |
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54 * Calculate the effect it has on the hero |
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55 */ |
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56 switch(wh) { |
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57 case S_KNOWALL: |
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58 if (!curse) { |
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59 idenpack(); /* identify all the pack */ |
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60 msg("You feel more knowledgable."); |
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61 chg_abil(WIS,1,TRUE); |
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62 s_know[S_KNOWALL] = TRUE; |
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63 } |
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64 when S_CONFUSE: |
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65 if (!curse) { |
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66 /* |
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67 * Scroll of monster confusion. Give him that power. |
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68 */ |
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69 msg("Your hands begin to glow red."); |
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70 player.t_flags |= CANHUH; |
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71 s_know[S_CONFUSE] = TRUE; |
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72 } |
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73 when S_LIGHT: |
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74 rp = player.t_room; |
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75 if (!curse) { |
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76 if (rp == NULL) { |
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77 s_know[S_LIGHT] = TRUE; |
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78 msg("The corridor glows and then fades."); |
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79 } |
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80 else { |
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81 if (rf_on(rp,ISDARK)) { |
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82 s_know[S_LIGHT] = TRUE; |
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83 msg("The room is lit."); |
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84 rp->r_flags &= ~ISDARK; |
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85 } |
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86 light(&hero); |
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87 mvwaddch(cw, hero.y, hero.x, PLAYER); |
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88 } |
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89 } |
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90 when S_ARMOR: |
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91 if (!curse) { |
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92 if (cur_armor != NULL && o_off(cur_armor,ISPROT)) { |
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93 s_know[S_ARMOR] = TRUE; |
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94 msg("Your armor glows faintly for a moment."); |
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95 if (o_on(cur_armor,ISCURSED)) |
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96 cur_armor->o_ac = armors[cur_armor->o_which].a_class; |
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97 else |
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98 cur_armor->o_ac--; |
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99 resoflg(cur_armor,ISCURSED); |
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100 } |
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101 } |
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102 when S_HOLD: |
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103 if (!curse) { |
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104 /* |
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