Mercurial > hg > early-roguelike
annotate rogue4/scrolls.c @ 247:23d2e2bf812f
Enable the logfile on 64-bit Windows.
It seems to work without any problems.
One use of a non-portable function was corrected in the process.
author | John "Elwin" Edwards |
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date | Tue, 17 May 2016 21:28:34 -0400 |
parents | 1b73a8641b37 |
children | 3900f3cfe07d |
rev | line source |
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12
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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 | 21 void |
22 read_scroll(void) | |
12
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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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