annotate rogue4/sticks.c @ 218:56e748983fa8

Advanced Rogue 5: convert to ANSI function declarations. This still leaves over a thousand lines of warning messages, mostly related to the return types of daemons and fuses.
author John "Elwin" Edwards
date Sun, 07 Feb 2016 14:39:21 -0500
parents 1b73a8641b37
children e52a8a7ad4c5
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1 /*
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2 * Functions to implement the various sticks one might find
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3 * while wandering around the dungeon.
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4 *
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5 * @(#)sticks.c 4.22 (Berkeley) 5/19/82
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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, 1982 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 <ctype.h>
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16 #include <string.h>
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17 #include "rogue.h"
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18
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19 void drain(void);
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20
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21 /*
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22 * fix_stick:
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23 * Set up a new stick
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24 */
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25 void
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26 fix_stick(THING *cur)
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27 {
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28 if (strcmp(ws_type[cur->o_which], "staff") == 0)
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29 strcpy(cur->o_damage,"2d3");
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30 else
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31 strcpy(cur->o_damage,"1d1");
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32 strcpy(cur->o_hurldmg,"1d1");
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33
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34 cur->o_charges = 3 + rnd(5);
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35 switch (cur->o_which)
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36 {
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37 case WS_HIT:
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38 cur->o_hplus = 100;
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39 cur->o_dplus = 3;
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40 strcpy(cur->o_damage,"1d8");
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41 when WS_LIGHT:
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42 cur->o_charges = 10 + rnd(10);
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43 }
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44 }
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45
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46 /*
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47 * do_zap:
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48 * Perform a zap with a wand
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49 */
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50 void
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51 do_zap(void)
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52 {
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53 register THING *obj, *tp;
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54 register int y, x;
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55 register char *name;
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56
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57 if ((obj = get_item("zap with", STICK)) == NULL)
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58 return;
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59 if (obj->o_type != STICK)
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60 {
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61 after = FALSE;
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62 msg("you can't zap with that!");
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63 return;
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64 }
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65 if (obj->o_charges == 0)
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66 {
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67 msg("nothing happens");
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68 return;
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69 }
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70 switch (obj->o_which)
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71 {
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72 case WS_LIGHT:
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73 /*
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74 * Reddy Kilowat wand. Light up the room
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75 */
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76 ws_know[WS_LIGHT] = TRUE;
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77 if (proom->r_flags & ISGONE)
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78 msg("the corridor glows and then fades");
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79 else
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80 {
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81 proom->r_flags &= ~ISDARK;
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82 /*
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83 * Light the room and put the player back up
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84 */
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85 enter_room(&hero);
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86 addmsg("the room is lit");
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87 if (!terse)
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88 addmsg(" by a shimmering blue light");
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89 endmsg();
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90 }
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91 when WS_DRAIN:
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92 /*
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93 * Take away 1/2 of hero's hit points, then take it away
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94 * evenly from the monsters in the room (or next to hero
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95 * if he is in a passage)
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96 */
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97 if (pstats.s_hpt < 2)
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98 {
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99 msg("you are too weak to use it");
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100 return;
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101 }
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102 else
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103 drain();
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