annotate rogue5/sticks.c @ 41:5ea4a4d8f961

srogue: add logging.
author elwin
date Sat, 04 Dec 2010 14:45:38 +0000
parents f502bf60e6e4
children 1e1c81fbb533
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33
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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 4.39 (Berkeley) 02/05/99
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6 *
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7 * Rogue: Exploring the Dungeons of Doom
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8 * Copyright (C) 1980-1983, 1985, 1999 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 <string.h>
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16 #include <ctype.h>
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17 #include "rogue.h"
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18
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19 /*
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20 * fix_stick:
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21 * Set up a new stick
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22 */
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23
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24 void
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25 fix_stick(THING *cur)
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26 {
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27 if (strcmp(ws_type[cur->o_which], "staff") == 0)
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28 strncpy(cur->o_damage,"2x3",sizeof(cur->o_damage));
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29 else
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30 strncpy(cur->o_damage,"1x1",sizeof(cur->o_damage));
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31 strncpy(cur->o_hurldmg,"1x1",sizeof(cur->o_hurldmg));
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32
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33 switch (cur->o_which)
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34 {
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35 case WS_LIGHT:
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36 cur->o_charges = rnd(10) + 10;
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37 otherwise:
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38 cur->o_charges = rnd(5) + 3;
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39 }
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40 }
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41
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42 /*
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43 * do_zap:
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44 * Perform a zap with a wand
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45 */
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46
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47 void
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48 do_zap(void)
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49 {
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50 THING *obj, *tp;
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51 int y, x;
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52 char *name;
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53 int monster, oldch;
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54 THING bolt;
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55
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56 if ((obj = get_item("zap with", STICK)) == NULL)
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57 return;
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58 if (obj->o_type != STICK)
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59 {
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60 after = FALSE;
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61 msg("you can't zap with that!");
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62 return;
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63 }
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64 if (obj->o_charges == 0)
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65 {
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66 msg("nothing happens");
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67 return;
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68 }
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69 switch (obj->o_which)
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70 {
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71 case WS_LIGHT:
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72 /*
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73 * Reddy Kilowat wand. Light up the room
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74 */
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75 ws_info[WS_LIGHT].oi_know = TRUE;
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76 if (proom->r_flags & ISGONE)
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77 msg("the corridor glows and then fades");
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78 else
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79 {
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80 proom->r_flags &= ~ISDARK;
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81 /*
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82 * Light the room and put the player back up
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83 */
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84 enter_room(&hero);
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85 addmsg("the room is lit");
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86 if (!terse)
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87 addmsg(" by a shimmering %s light", pick_color("blue"));
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88 endmsg();
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89 }
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90 when WS_DRAIN:
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91 /*
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92 * take away 1/2 of hero's hit points, then take it away
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93 * evenly from the monsters in the room (or next to hero
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94 * if he is in a passage)
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95 */
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96 if (pstats.s_hpt < 2)
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97 {
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98 msg("you are too weak to use it");
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99 return;
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100 }
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101 else
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102 drain();
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103 when WS_INVIS:
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104 case WS_POLYMORPH:
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105 case WS_TELAWAY:
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106 case WS_TELTO:
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107 case WS_CANCEL:
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108 y = hero.y;