annotate srogue/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 94a0d9dd5ce1
children e52a8a7ad4c5
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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
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3aa87373c908 srogue: include missing headers.
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17 #include <stdlib.h>
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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 */
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27 void
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28 read_scroll(void)
36
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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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