annotate arogue7/rings.c @ 179:ca876944b196

Advanced Rogue 7: rename magic users to magicians. Class names with spaces in them confuse anything that parses the logfile. The documentation does refer mostly to magicians.
author John "Elwin" Edwards
date Sat, 22 Aug 2015 10:55:53 -0400
parents cadff8f047a1
children f9ef86cf22b2
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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
126
b786053d2f37 arogue7: add missing header includes.
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14 #include <stdlib.h>
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15 #include "curses.h"
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16 #include "rogue.h"
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17
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18 /*
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19 * routines dealing specifically with rings
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20 */
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21
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22
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23 /*
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24 * how much food does this ring use up?
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25 */
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26 ring_eat(hand)
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27 register int hand;
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28 {
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29 if (cur_ring[hand] == NULL)
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30 return 0;
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31 switch (cur_ring[hand]->o_which) {
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32 case R_VAMPREGEN:
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33 return 3;
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34 case R_REGEN:
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35 return 2;
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36 case R_HEALTH:
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37 case R_SUSABILITY:
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38 return 1;
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39 case R_SEARCH:
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40 case R_SEEINVIS:
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41 return (rnd(100) < 33);
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42 case R_DIGEST:
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43 if (cur_ring[hand]->o_ac >= 0)
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44 return (-(cur_ring[hand]->o_ac)-1);
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45 else
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46 return (-(cur_ring[hand]->o_ac));
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47 }
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48 return 0;
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49 }
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50
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51 ring_on(item)
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52 register struct linked_list *item;
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53 {
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54 register struct object *obj;
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55 register int save_max;
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56
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57 obj = OBJPTR(item);
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58
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59 /*
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60 * Calculate the effect it has on the poor guy.
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61 */
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62 switch (obj->o_which)
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63 {
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64 case R_ADDSTR:
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65 save_max = max_stats.s_str;
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66 chg_str(obj->o_ac);
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67 max_stats.s_str = save_max;
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68 when R_ADDHIT:
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69 pstats.s_dext += obj->o_ac;
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70 when R_ADDINTEL:
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71 pstats.s_intel += obj->o_ac;
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72 when R_ADDWISDOM:
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73 pstats.s_wisdom += obj->o_ac;
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74 when R_SEEINVIS:
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75 turn_on(player, CANSEE);
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76 msg("Your eyes begin to tingle");
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77 light(&hero);
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78 mvwaddch(cw, hero.y, hero.x, PLAYER);
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79 when R_AGGR:
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80 aggravate(TRUE, TRUE);
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81 when R_WARMTH:
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82 turn_on(player, NOCOLD);
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83 when R_FIRE:
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84 turn_on(player, NOFIRE);
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85 when R_LIGHT: {
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86 if(roomin(&hero) != NULL) {
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87 light(&hero);
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88 mvwaddch(cw, hero.y, hero.x, PLAYER);
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89 }
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90 }
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91 when R_SEARCH:
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92 start_daemon(ring_search, 0, AFTER);