annotate rogue3/scrolls.c @ 93:8f7c082fde46

Don't set DESTDIR via configure. DESTDIR ought to be set via option passed to 'make install'.
author John "Elwin" Edwards
date Mon, 26 Aug 2013 19:58:44 -0700
parents 527e2150eaf0
children
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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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