annotate rogue5/scrolls.c @ 145:aac28331e71d

Advanced Rogue family: fix the "score" option. Changing the score file (when permitted) now works again, closing the old score file and opening the new one.
author John "Elwin" Edwards
date Wed, 20 May 2015 08:42:17 -0400
parents f502bf60e6e4
children
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33
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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 4.44 (Berkeley) 02/05/99
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5 *
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6 * Rogue: Exploring the Dungeons of Doom
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7 * Copyright (C) 1980-1983, 1985, 1999 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
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22 void
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23 read_scroll(void)
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24 {
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25 THING *obj;
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26 PLACE *pp;
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27 int y, x;
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28 int ch;
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29 int i;
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30 int discardit = FALSE;
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31 struct room *cur_room;
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32 THING *orig_obj;
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33 coord mp;
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34
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35 obj = get_item("read", SCROLL);
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36 if (obj == NULL)
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37 return;
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38 if (obj->o_type != SCROLL)
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39 {
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40 if (!terse)
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41 msg("there is nothing on it to read");
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42 else
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43 msg("nothing to read");
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44 return;
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45 }
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46 /*
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47 * Calculate the effect it has on the poor guy.
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48 */
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49 if (obj == cur_weapon)
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50 cur_weapon = NULL;
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51 /*
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52 * Get rid of the thing
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53 */
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54 discardit = (obj->o_count == 1);
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55 leave_pack(obj, FALSE, FALSE);
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56 orig_obj = obj;
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57
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58 switch (obj->o_which)
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59 {
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60 case S_CONFUSE:
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61 /*
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62 * Scroll of monster confusion. Give him that power.
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63 */
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64 player.t_flags |= CANHUH;
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65 msg("your hands begin to glow %s", pick_color("red"));
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66 when S_ARMOR:
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67 if (cur_armor != NULL)
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68 {
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69 cur_armor->o_arm--;
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70 cur_armor->o_flags &= ~ISCURSED;
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71 msg("your armor glows %s for a moment", pick_color("silver"));
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72 }
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73 when S_HOLD:
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74 /*
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75 * Hold monster scroll. Stop all monsters within two spaces
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76 * from chasing after the hero.
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77 */
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78
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79 ch = 0;
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80 for (x = hero.x - 2; x <= hero.x + 2; x++)
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81 if (x >= 0 && x < NUMCOLS)
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82 for (y = hero.y - 2; y <= hero.y + 2; y++)
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83 if (y >= 0 && y <= NUMLINES - 1)
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84 if ((obj = moat(y, x)) != NULL && on(*obj, ISRUN))
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85 {
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86 obj->t_flags &= ~ISRUN;
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87 obj->t_flags |= ISHELD;
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88 ch++;
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89 }
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90 if (ch)
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91 {
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92 addmsg("the monster");
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93 if (ch > 1)
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94 addmsg("s around you");
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95 addmsg(" freeze");
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96 if (ch == 1)
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97 addmsg("s");
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98 endmsg();
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99 scr_info[S_HOLD].oi_know = TRUE;
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100 }
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101 else
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102 msg("you feel a strange sense of loss");
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103 when S_SLEEP:
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104 /*
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105 * Scroll which makes you fall asleep
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106 */
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107 scr_info[S_SLEEP].oi_know = TRUE;