Mercurial > hg > early-roguelike
annotate rogue4/scrolls.c @ 113:aa582a02eb5d
srogue: remove unnecessary pointer cast.
Casting char* to int before a comparison doesn't alter the result, and
isn't safe if sizeof(char *) != sizeof(int).
author | John "Elwin" Edwards |
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date | Thu, 27 Mar 2014 11:09:30 -0700 |
parents | 9535a08ddc39 |
children | 1b73a8641b37 |
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 */ |
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21 read_scroll() |
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22 { |
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23 register THING *obj; |
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24 register int y, x; |
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25 register char ch; |
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26 register THING *op; |
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27 register int index; |
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28 register bool discardit = FALSE; |
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29 |
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30 obj = get_item("read", SCROLL); |
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31 if (obj == NULL) |
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32 return; |
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33 if (obj->o_type != SCROLL) |
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34 { |
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35 if (!terse) |
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36 msg("there is nothing on it to read"); |
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37 else |
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38 msg("nothing to read"); |
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39 return; |
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40 } |
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41 msg("as you read the scroll, it vanishes"); |
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42 /* |
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43 * Calculate the effect it has on the poor guy. |
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44 */ |
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45 if (obj == cur_weapon) |
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46 cur_weapon = NULL; |
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47 switch (obj->o_which) |
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48 { |
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49 case S_CONFUSE: |
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50 /* |
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51 * Scroll of monster confusion. Give him that power. |
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52 */ |
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53 player.t_flags |= CANHUH; |
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54 msg("your hands begin to glow red"); |
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55 when S_ARMOR: |
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56 if (cur_armor != NULL) |
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57 { |
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58 cur_armor->o_ac--; |
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59 cur_armor->o_flags &= ~ISCURSED; |
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60 msg("your armor glows faintly for a moment"); |
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61 } |
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62 when S_HOLD: |
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63 /* |
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64 * Hold monster scroll. Stop all monsters within two spaces |
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65 * from chasing after the hero. |
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66 */ |
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67 |
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68 for (x = hero.x - 2; x <= hero.x + 2; x++) |
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69 if (x >= 0 && x < COLS) |
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70 for (y = hero.y - 2; y <= hero.y + 2; y++) |
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71 if (y >= 0 && y <= LINES - 1) |
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72 if ((op = moat(y, x)) != NULL) |
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73 { |
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74 op->t_flags &= ~ISRUN; |
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75 op->t_flags |= ISHELD; |
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76 } |
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77 when S_SLEEP: |
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78 /* |
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79 * Scroll which makes you fall asleep |
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80 */ |
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81 s_know[S_SLEEP] = TRUE; |
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82 no_command += rnd(SLEEPTIME) + 4; |
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83 player.t_flags &= ~ISRUN; |
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84 msg("you fall asleep"); |
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85 when S_CREATE: |
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86 /* |
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87 * Create a monster |
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88 * First look in a circle around him, next try his room |
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89 * otherwise give up |
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90 */ |
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91 { |
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92 register bool appear = 0; |
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93 coord mp; |
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94 |
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95 /* |
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96 * Search for an open place |
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97 */ |
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98 for (y = hero.y - 1; y <= hero.y + 1; y++) |
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99 for (x = hero.x - 1; x <= hero.x + 1; x++) |
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100 { |
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101 /* |
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102 * Don't put a monster in top of the player. |
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103 */ |
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104 if (y == hero.y && x == hero.x) |
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105 continue; |