annotate srogue/scrolls.c @ 246:61283e71037c

Rogue V5: don't limit the high score list to 1 on Windows. The Visual Studio project file failed to define ALLSCORES, causing the score file to be limited to one entry per UID. Since the UID is always set to 42 on Windows, only one entry could ever appear in the list.
author John "Elwin" Edwards
date Sun, 15 May 2016 19:04:46 -0400
parents 94a0d9dd5ce1
children e52a8a7ad4c5
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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 9.0 (rdk) 7/17/84
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5 *
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6 * Super-Rogue
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7 * Copyright (C) 1984 Robert D. Kindelberger
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8 * All rights reserved.
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9 *
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10 * Based on "Rogue: Exploring the Dungeons of Doom"
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11 * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman
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12 * All rights reserved.
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13 *
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14 * See the file LICENSE.TXT for full copyright and licensing information.
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15 */
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16
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17 #include <stdlib.h>
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18 #include <string.h>
36
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19 #include <ctype.h>
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20 #include "rogue.h"
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21 #include "rogue.ext"
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22
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23 /*
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24 * read_scroll:
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25 * Let the hero read a scroll
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26 */
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27 void
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28 read_scroll(void)
36
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29 {
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30 reg struct object *obj;
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31 reg struct linked_list *item;
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32 reg int i, j, wh;
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33 reg char ch, nch;
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34 struct room *rp;
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35 struct linked_list *titem;
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36 char buf[LINLEN];
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37 bool bless, curse;
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38
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39 if ((item = get_item("read", SCROLL)) == NULL)
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40 return;
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41 obj = OBJPTR(item);
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42 if (obj->o_type != SCROLL) {
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43 msg("Nothing to read.");
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44 after = FALSE;
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45 return;
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46 }
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47 msg("As you read the scroll, it vanishes.");
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48 wh = obj->o_which;
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49 bless = o_on(obj, ISBLESS);
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50 curse = o_on(obj, ISCURSED);
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51 del_pack(item); /* Get rid of the thing */
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52
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53 /*
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54 * Calculate the effect it has on the hero
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55 */
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56 switch(wh) {
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57 case S_KNOWALL:
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58 if (!curse) {
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59 idenpack(); /* identify all the pack */
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60 msg("You feel more knowledgable.");
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61 chg_abil(WIS,1,TRUE);
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62 s_know[S_KNOWALL] = TRUE;
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63 }
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64 when S_CONFUSE:
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65 if (!curse) {
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66 /*
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67 * Scroll of monster confusion. Give him that power.
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68 */
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69 msg("Your hands begin to glow red.");
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70 player.t_flags |= CANHUH;
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71 s_know[S_CONFUSE] = TRUE;
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72 }
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73 when S_LIGHT:
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74 rp = player.t_room;
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75 if (!curse) {
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76 if (rp == NULL) {
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77 s_know[S_LIGHT] = TRUE;
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78 msg("The corridor glows and then fades.");
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79 }
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80 else {
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81 if (rf_on(rp,ISDARK)) {
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82 s_know[S_LIGHT] = TRUE;
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83 msg("The room is lit.");
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84 rp->r_flags &= ~ISDARK;
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85 }
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86 light(&hero);
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87 mvwaddch(cw, hero.y, hero.x, PLAYER);
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88 }
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89 }
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90 when S_ARMOR:
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91 if (!curse) {
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92 if (cur_armor != NULL && o_off(cur_armor,ISPROT)) {
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93 s_know[S_ARMOR] = TRUE;
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94 msg("Your armor glows faintly for a moment.");
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95 if (o_on(cur_armor,ISCURSED))
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96 cur_armor->o_ac = armors[cur_armor->o_which].a_class;
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97 else
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98 cur_armor->o_ac--;
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99 resoflg(cur_armor,ISCURSED);
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100 }
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101 }
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102 when S_HOLD:
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103 if (!curse) {
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104 /*
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