annotate rogue4/sticks.c @ 58:c6d58901ddc0

rogue3: move default locations to /var.
author elwin
date Tue, 24 Jan 2012 18:25:21 +0000
parents 9535a08ddc39
children 1b73a8641b37
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12
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1 /*
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2 * Functions to implement the various sticks one might find
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3 * while wandering around the dungeon.
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4 *
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5 * @(#)sticks.c 4.22 (Berkeley) 5/19/82
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6 *
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7 * Rogue: Exploring the Dungeons of Doom
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8 * Copyright (C) 1980, 1981, 1982 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 <ctype.h>
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16 #include <string.h>
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17 #include "rogue.h"
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18
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19 /*
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20 * fix_stick:
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21 * Set up a new stick
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22 */
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23 fix_stick(cur)
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24 register THING *cur;
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25 {
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26 if (strcmp(ws_type[cur->o_which], "staff") == 0)
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27 strcpy(cur->o_damage,"2d3");
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28 else
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29 strcpy(cur->o_damage,"1d1");
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30 strcpy(cur->o_hurldmg,"1d1");
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31
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32 cur->o_charges = 3 + rnd(5);
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33 switch (cur->o_which)
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34 {
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35 case WS_HIT:
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36 cur->o_hplus = 100;
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37 cur->o_dplus = 3;
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38 strcpy(cur->o_damage,"1d8");
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39 when WS_LIGHT:
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40 cur->o_charges = 10 + rnd(10);
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41 }
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42 }
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43
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44 /*
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45 * do_zap:
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46 * Perform a zap with a wand
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47 */
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48 do_zap()
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49 {
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50 register THING *obj, *tp;
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51 register int y, x;
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52 register char *name;
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53
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54 if ((obj = get_item("zap with", STICK)) == NULL)
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55 return;
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56 if (obj->o_type != STICK)
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57 {
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58 after = FALSE;
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59 msg("you can't zap with that!");
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60 return;
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61 }
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62 if (obj->o_charges == 0)
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63 {
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64 msg("nothing happens");
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65 return;
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66 }
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67 switch (obj->o_which)
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68 {
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69 case WS_LIGHT:
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70 /*
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71 * Reddy Kilowat wand. Light up the room
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72 */
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73 ws_know[WS_LIGHT] = TRUE;
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74 if (proom->r_flags & ISGONE)
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75 msg("the corridor glows and then fades");
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76 else
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77 {
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78 proom->r_flags &= ~ISDARK;
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79 /*
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80 * Light the room and put the player back up
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81 */
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82 enter_room(&hero);
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83 addmsg("the room is lit");
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84 if (!terse)
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85 addmsg(" by a shimmering blue light");
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86 endmsg();
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87 }
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88 when WS_DRAIN:
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89 /*
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90 * Take away 1/2 of hero's hit points, then take it away
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91 * evenly from the monsters in the room (or next to hero
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92 * if he is in a passage)
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93 */
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94 if (pstats.s_hpt < 2)
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95 {
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96 msg("you are too weak to use it");
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97 return;
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98 }
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99 else
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100 drain();
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101 when WS_POLYMORPH:
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102 case WS_TELAWAY:
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103 case WS_TELTO:
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104 case WS_CANCEL:
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105 {
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106 register char monster, oldch;