annotate urogue/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 UltraRogue: The Ultimate Adventure in the Dungeons of Doom
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5 Copyright (C) 1985, 1986, 1992, 1993, 1995 Herb Chong
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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
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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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19 #include <stdlib.h>
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20 #include <string.h>
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21 #include <ctype.h>
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22 #include "rogue.h"
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23
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24 /*
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25 read_scroll - read a scroll (or effect a scroll-like spell)
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26 reader: who does it
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27 which: which S_SCROLL (-1 means ask from pack)
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28 flags: ISBLESSED, ISCURSED
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29 */
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30
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31 void
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32 read_scroll(struct thing *reader, int which, int flags)
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33 {
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34 struct object *obj;
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35 struct linked_list *item, *nitem;
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36 int i, j, charm_power;
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37 char ch, nch;
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38 int blessed = flags & ISBLESSED;
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39 int cursed = flags & ISCURSED;
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40 int is_scroll = (which < 0 ? TRUE : FALSE);
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41 char buf[2 * LINELEN];
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42
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43 if (reader != &player)
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44 {
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45 monread(reader, which, flags);
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46 return;
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47 }
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48
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49 if (is_scroll) /* A regular scroll */
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50 {
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51 if ((item = get_item("read", SCROLL)) == NULL)
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52 return;
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53
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54 obj = OBJPTR(item);
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55
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56 if (obj->o_type != SCROLL)
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57 {
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58 msg("It says 'Made in Yugoslavia'!");
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59 return;
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60 }
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61
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62 if (on(player, ISBLIND))
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63 {
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64 msg("You can't see to read anything.");
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65 return;
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66 }
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67
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68 /* Calculate its effect */
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69
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70 cursed = obj->o_flags & ISCURSED;
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71 blessed = obj->o_flags & ISBLESSED;
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72 flags = obj->o_flags;
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73 which = obj->o_which;
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74
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75 /* remove it from the pack */
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76
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77 rem_pack(obj);
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78 discard(item);
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79 updpack();
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80 }
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81
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82 switch (which)
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83 {
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84 case S_CONFUSE: /* Touch causes monster confusion. */
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85 if (cursed)
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86 quaff(reader, P_CLEAR, ISCURSED);
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87 else
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88 {
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89 msg("Your hands begin to glow red.");
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90 turn_on(player, CANHUH);
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91 /* if blessed... */
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92 }
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