annotate arogue7/scrolls.c @ 315:ad2570b5b21f

Advanced Rogue 5, 7: fix some trading post messages. When attempting to buy an unaffordable object, messages were often of the form "You can't afford that a scroll of hold monster !", because the object description (stored in curpurch) was the same text used in inventory displays. This has been worked around by inspecting the contents of curpurch and using different message templates.
author John "Elwin" Edwards
date Sun, 24 Oct 2021 20:26:21 -0400
parents e52a8a7ad4c5
children
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1 /*
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2 * scrolls.c - Functions for dealing with scrolls
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3 *
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4 * Advanced Rogue
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5 * Copyright (C) 1984, 1985, 1986 Michael Morgan, Ken Dalka and AT&T
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6 * All rights reserved.
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7 *
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8 * Based on "Rogue: Exploring the Dungeons of Doom"
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9 * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman
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10 * All rights reserved.
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11 *
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12 * See the file LICENSE.TXT for full copyright and licensing information.
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13 */
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14
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15 /*
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16 * Read a scroll and let it happen
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17 *
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18 */
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19
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20 #include "curses.h"
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21 #include <stdlib.h>
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22 #include <ctype.h>
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23 #include <string.h>
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24 #include "rogue.h"
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25
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26 /*
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27 * let the hero get rid of some type of monster (but not a UNIQUE!)
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28 */
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29 void
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30 genocide(void)
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31 {
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32 register struct linked_list *ip;
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33 register struct thing *mp;
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34 register struct linked_list *nip;
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35 register int which_monst;
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36
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37 which_monst = makemonster(FALSE, "Genocide", "wipe out");
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38 if (which_monst <= 0) {
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39 msg("");
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40 return;
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41 }
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42
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43 /* Remove this monster from the present level */
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44 for (ip = mlist; ip; ip = nip) {
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45 mp = THINGPTR(ip);
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46 nip = next(ip);
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47 if (mp->t_index == which_monst) {
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48 killed(ip, FALSE, FALSE, TRUE);
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49 }
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50 }
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51
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52 /* Remove from available monsters */
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53 monsters[which_monst].m_normal = FALSE;
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54 monsters[which_monst].m_wander = FALSE;
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55 mpos = 0;
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56 msg("You have wiped out the %s.", monsters[which_monst].m_name);
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57 }
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58
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59 void
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60 read_scroll(int which, int flag, bool is_scroll)
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61 {
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62 register struct object *obj = NULL, *nobj;
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63 register struct linked_list *item, *nitem;
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64 register int i,j;
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65 register char ch, nch;
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66 bool cursed, blessed;
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67
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68 blessed = FALSE;
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69 cursed = FALSE;
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70 item = NULL;
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71
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72 if (which < 0) {
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73 if (on(player, ISBLIND)) {
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74 msg("You can't see to read anything");
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75 return;
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76 }
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77 if (on(player, ISINWALL)) {
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78 msg("You can't see the scroll while inside rock!");
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79 return;
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80 }
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81
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82 /* This is a scroll or book. */
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83 if (player.t_action != C_READ) {
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84 int units;
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85
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86 item = get_item(pack, "read", READABLE, FALSE, FALSE);
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87
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88 /*
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89 * Make certain that it is somethings that we want to read
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