Mercurial > hg > early-roguelike
annotate rogue4/scrolls.c @ 229:50b89f165a34
Use uniform return types for functions related to options.
Functions for printing options now return void. Functions for setting
options now return int. Argument types still vary, though converting
all the option pointers to void* would be possible.
author | John "Elwin" Edwards |
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date | Sun, 06 Mar 2016 14:45:18 -0500 |
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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