annotate arogue7/rings.c @ 125:adfa37e67084

Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
author John "Elwin" Edwards
date Fri, 08 May 2015 15:24:40 -0400
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children b786053d2f37
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adfa37e67084 Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
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1 /*
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2 * rings.c - routines dealing specifically with rings
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3 * Advanced Rogue
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4 * Copyright (C) 1984, 1985, 1986 Michael Morgan, Ken Dalka and AT&T
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5 * All rights reserved.
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6 *
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7 * Based on "Rogue: Exploring the Dungeons of Doom"
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8 * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman
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9 * All rights reserved.
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10 *
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11 * See the file LICENSE.TXT for full copyright and licensing information.
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12 */
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13
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14 #include "curses.h"
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15 #include "rogue.h"
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16
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17 /*
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18 * routines dealing specifically with rings
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19 */
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20
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21
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22 /*
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23 * how much food does this ring use up?
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24 */
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25 ring_eat(hand)
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26 register int hand;
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27 {
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28 if (cur_ring[hand] == NULL)
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29 return 0;
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30 switch (cur_ring[hand]->o_which) {
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31 case R_VAMPREGEN:
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32 return 3;
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33 case R_REGEN:
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34 return 2;
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35 case R_HEALTH:
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36 case R_SUSABILITY:
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37 return 1;
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38 case R_SEARCH:
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39 case R_SEEINVIS:
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40 return (rnd(100) < 33);
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41 case R_DIGEST:
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42 if (cur_ring[hand]->o_ac >= 0)
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43 return (-(cur_ring[hand]->o_ac)-1);
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44 else
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45 return (-(cur_ring[hand]->o_ac));
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46 }
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47 return 0;
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48 }
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49
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50 ring_on(item)
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51 register struct linked_list *item;
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52 {
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53 register struct object *obj;
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54 register int save_max;
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55
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56 obj = OBJPTR(item);
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57
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58 /*
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59 * Calculate the effect it has on the poor guy.
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60 */
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61 switch (obj->o_which)
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62 {
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63 case R_ADDSTR:
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64 save_max = max_stats.s_str;
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65 chg_str(obj->o_ac);
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66 max_stats.s_str = save_max;
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67 when R_ADDHIT:
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68 pstats.s_dext += obj->o_ac;
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69 when R_ADDINTEL:
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70 pstats.s_intel += obj->o_ac;
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71 when R_ADDWISDOM:
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72 pstats.s_wisdom += obj->o_ac;
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73 when R_SEEINVIS:
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74 turn_on(player, CANSEE);
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75 msg("Your eyes begin to tingle");
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76 light(&hero);
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77 mvwaddch(cw, hero.y, hero.x, PLAYER);
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78 when R_AGGR:
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79 aggravate(TRUE, TRUE);
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80 when R_WARMTH:
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81 turn_on(player, NOCOLD);
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82 when R_FIRE:
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83 turn_on(player, NOFIRE);
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84 when R_LIGHT: {
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85 if(roomin(&hero) != NULL) {
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86 light(&hero);
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87 mvwaddch(cw, hero.y, hero.x, PLAYER);
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88 }
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89 }
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90 when R_SEARCH:
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