annotate xrogue/rings.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 ce0cf824c192
children cadff8f047a1
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1 /*
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2 rings.c - Routines dealing specificaly with rings
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3
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4 XRogue: Expeditions into the Dungeons of Doom
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5 Copyright (C) 1991 Robert Pietkivitch
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6 All rights reserved.
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7
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8 Based on "Advanced Rogue"
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9 Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka and AT&T
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10 All rights reserved.
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11
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12 Based on "Rogue: Exploring the Dungeons of Doom"
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13 Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman
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14 All rights reserved.
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15
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16 See the file LICENSE.TXT for full copyright and licensing information.
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17 */
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18
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ce0cf824c192 xrogue: add missing includes.
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19 #include <stdlib.h>
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20 #include <string.h>
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21 #include <curses.h>
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22 #include "rogue.h"
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23
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24 /*
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25 * routines dealing specifically with rings
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26 */
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27
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28 /*
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29 * how much food does this ring use up?
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30 */
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31
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32 ring_eat(hand)
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33 register int hand;
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34 {
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35 if (cur_ring[hand] == NULL)
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36 return 0;
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37 switch (cur_ring[hand]->o_which) {
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38 case R_VAMPREGEN:
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39 return 3;
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40 case R_REGEN:
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41 case R_SUSABILITY:
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42 return 2;
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43 case R_HEALTH:
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44 return 1;
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45 case R_SEARCH:
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46 case R_SEEINVIS:
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47 return (rnd(100) < 50); /* 0 or 1 */
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48 case R_DIGEST:
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49 if (cur_ring[hand]->o_ac >= 0)
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50 return (-(cur_ring[hand]->o_ac)-1);
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51 else
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52 return (-(cur_ring[hand]->o_ac));
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53 }
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54 return 0;
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55 }
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56
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57 ring_on(item)
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58 register struct linked_list *item;
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59 {
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60 register struct object *obj;
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61 register int save_max;
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62
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63 obj = OBJPTR(item);
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64
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65 /*
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66 * Calculate the effect it has on the poor guy.
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67 */
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68 switch (obj->o_which)
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69 {
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70 case R_ADDSTR:
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71 save_max = max_stats.s_str;
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72 chg_str(obj->o_ac);
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73 max_stats.s_str = save_max;
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74 when R_ADDHIT:
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75 pstats.s_dext += obj->o_ac;
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76 when R_ADDINTEL:
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77 pstats.s_intel += obj->o_ac;
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78 when R_ADDWISDOM:
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79 pstats.s_wisdom += obj->o_ac;
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80 when R_SEEINVIS:
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81 if (on(player, CANSEE)) msg("Your eyes sparkle.");
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82 else msg("Your eyes begin to tingle.");
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83 turn_on(player, CANSEE);
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84 light(&hero);
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85 mvwaddch(cw, hero.y, hero.x, PLAYER);
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86 when R_AGGR:
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87 aggravate(TRUE, TRUE); /* all charactors are affected*/
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88 when R_WARMTH:
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89 if (on(player, NOCOLD)) msg("You feel warm all over.");
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90 else msg("You begin to feel warm.");
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91 turn_on(player, NOCOLD);
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92 when R_FIRE:
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93 if (on(player, NOFIRE)) msg("You feel quite fire proof now.");