annotate xrogue/rings.c @ 256:c495a4f288c6

Import UltraRogue from the Roguelike Restoration Project (r1490)
author John "Elwin" Edwards
date Tue, 31 Jan 2017 19:56:04 -0500
parents 7c1cb43f346e
children
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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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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 int
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33 ring_eat(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 void
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58 ring_on(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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