annotate rogue4/scrolls.c @ 237:2236ef808bcb

XRogue: fix some uses of entire structs instead of their members. Some calls to runto() were given a pointer to the player struct instead of to the player's coordinates. A call to death() was passed a pointer to a monster instead of the monster's type number.
author John "Elwin" Edwards
date Tue, 08 Mar 2016 20:47:57 -0500
parents 1b73a8641b37
children 3900f3cfe07d
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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
1b73a8641b37 rogue4: fix most GCC5 warnings.
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21 void
1b73a8641b37 rogue4: fix most GCC5 warnings.
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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 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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