Mercurial > hg > early-roguelike
annotate rogue3/scrolls.c @ 9:38acf3eb27e6
Update the documentation
author | edwarj4 |
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date | Sat, 24 Oct 2009 14:12:26 +0000 |
parents | 527e2150eaf0 |
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1 |
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2 /* |
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3 * Read a scroll and let it happen |
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4 * |
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5 * @(#)scrolls.c 3.5 (Berkeley) 6/15/81 |
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6 * |
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7 * Rogue: Exploring the Dungeons of Doom |
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8 * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman |
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9 * All rights reserved. |
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10 * |
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11 * See the file LICENSE.TXT for full copyright and licensing information. |
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12 */ |
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13 |
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14 #include "curses.h" |
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15 #include <stdlib.h> |
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16 #include <ctype.h> |
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17 #include <string.h> |
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18 #include "rogue.h" |
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19 |
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20 void |
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21 read_scroll() |
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22 { |
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23 struct object *obj; |
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24 struct linked_list *item; |
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25 struct room *rp; |
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26 int i,j; |
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27 int ch, nch; |
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28 struct linked_list *titem; |
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29 char buf[80]; |
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30 |
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31 item = get_item("read", SCROLL); |
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32 if (item == NULL) |
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33 return; |
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34 obj = (struct object *) ldata(item); |
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35 if (obj->o_type != SCROLL) |
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36 { |
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37 if (!terse) |
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38 msg("There is nothing on it to read"); |
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39 else |
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40 msg("Nothing to read"); |
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41 return; |
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42 } |
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43 msg("As you read the scroll, it vanishes."); |
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44 /* |
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45 * Calculate the effect it has on the poor guy. |
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46 */ |
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47 if (obj == cur_weapon) |
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48 cur_weapon = NULL; |
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49 switch(obj->o_which) |
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50 { |
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51 case S_CONFUSE: |
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52 /* |
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53 * Scroll of monster confusion. Give him that power. |
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54 */ |
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55 msg("Your hands begin to glow red"); |
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56 player.t_flags |= CANHUH; |
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57 when S_LIGHT: |
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58 s_know[S_LIGHT] = TRUE; |
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59 if ((rp = roomin(&hero)) == NULL) |
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60 msg("The corridor glows and then fades"); |
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61 else |
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62 { |
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63 addmsg("The room is lit"); |
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64 if (!terse) |
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65 addmsg(" by a shimmering blue light."); |
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66 endmsg(); |
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67 rp->r_flags &= ~ISDARK; |
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68 /* |
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69 * Light the room and put the player back up |
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70 */ |
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71 light(&hero); |
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72 mvwaddch(cw, hero.y, hero.x, PLAYER); |
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73 } |
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74 when S_ARMOR: |
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75 if (cur_armor != NULL) |
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76 { |
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77 msg("Your armor glows faintly for a moment"); |
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78 cur_armor->o_ac--; |
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79 cur_armor->o_flags &= ~ISCURSED; |
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80 } |
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81 when S_HOLD: |
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82 /* |
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83 * Hold monster scroll. Stop all monsters within two spaces |
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84 * from chasing after the hero. |
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85 */ |
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86 { |
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87 int x,y; |
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88 struct linked_list *mon; |
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89 |
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90 for (x = hero.x-2; x <= hero.x+2; x++) |
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91 for (y = hero.y-2; y <= hero.y+2; y++) |
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92 if (y > 0 && x > 0 && isupper(mvwinch(mw, y, x))) |
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93 if ((mon = find_mons(y, x)) != NULL) |
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94 { |
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95 struct thing *th; |
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96 |
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97 th = (struct thing *) ldata(mon); |
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98 th->t_flags &= ~ISRUN; |
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99 th->t_flags |= ISHELD; |
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100 } |
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101 } |
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102 when S_SLEEP: |
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103 /* |
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104 * Scroll which makes you fall asleep |
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105 */ |
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106 s_know[S_SLEEP] = TRUE; |