annotate arogue5/misc.c @ 124:d10fc4a065ac

rogue5: ignore the file name stored in the save file. state.c had put file_name into the save file. The saved value was used to overwrite file_name on restore. If the save file had been renamed, unlink(file_name) would then fail, because file_name held the old name. To avoid breaking savefile compatibility, file_name is still saved, but it is read back into a temporary buffer and then ignored. I thought I fixed this already.
author John "Elwin" Edwards
date Fri, 16 Jan 2015 13:42:30 -0500
parents f2951c4e28d9
children 56e748983fa8
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1 /*
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2 * routines dealing specifically with miscellaneous magic
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3 *
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4 * Advanced Rogue
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5 * Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka and AT&T
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6 * All rights reserved.
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7 *
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8 * See the file LICENSE.TXT for full copyright and licensing information.
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9 */
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10
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11 #include "curses.h"
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12 #include <stdlib.h>
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13 #include <ctype.h>
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14 #include <string.h>
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15 #include "rogue.h"
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16
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17 /*
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18 * See if a monster has some magic it can use. Use it and return TRUE if so.
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19 */
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20 bool
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21 m_use_item(monster, monst_pos, defend_pos)
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22 register struct thing *monster;
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23 register coord *monst_pos, *defend_pos;
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24 {
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25 register struct linked_list *pitem;
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26 register struct object *obj;
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27 register coord *shoot_dir = can_shoot(monst_pos, defend_pos);
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28 int dist=DISTANCE(monst_pos->y, monst_pos->x, defend_pos->y, defend_pos->x);
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29
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30 for (pitem=monster->t_pack; pitem; pitem=next(pitem)) {
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31 obj = OBJPTR(pitem);
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32 if (obj->o_type != RELIC) continue; /* Only care about relics now */
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33 switch (obj->o_which) {
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34 case MING_STAFF: {
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35 static struct object missile = {
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36 MISSILE, {0,0}, "", 0, "", "0d4 " , NULL, 0, WS_MISSILE, 100, 1
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37 };
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38
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39 if (shoot_dir != NULL) {
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40 sprintf(missile.o_hurldmg, "%dd4", monster->t_stats.s_lvl);
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41 do_motion(&missile, shoot_dir->y, shoot_dir->x, monster);
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42 hit_monster(unc(missile.o_pos), &missile, monster);
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43 return(TRUE);
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44 }
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45 }
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46 when ASMO_ROD:
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47 /* The bolt must be able to reach the defendant */
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48 if (shoot_dir != NULL && dist < BOLT_LENGTH * BOLT_LENGTH) {
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49 char *name;
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50
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51 switch (rnd(3)) { /* Select a function */
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52 case 0: name = "lightning bolt";
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53 when 1: name = "flame";
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54 otherwise: name = "ice";
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55 }
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56 shoot_bolt( monster,
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57 *monst_pos,
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58 *shoot_dir,
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59 FALSE,
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60 monster->t_index,
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61 name,
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62 roll(monster->t_stats.s_lvl,6));
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63 return(TRUE);
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64 }
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65 when BRIAN_MANDOLIN:
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66 /* The defendant must be the player and within 2 spaces */
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67 if (ce(*defend_pos, hero) && dist < 9 && no_command == 0 &&
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68 rnd(100) < 33) {
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69 if (!save(VS_MAGIC, &player, -4) &&
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70 !ISWEARING(R_ALERT)) {
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71 msg("Some beautiful music enthralls you.");
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72 no_command += FREEZETIME;
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73 }
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74 else msg("You wince at a sour note.");
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75 return(TRUE);
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76 }
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77 when GERYON_HORN:
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78 /* The defendant must be the player and within 2 spaces */
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79 if (ce(*defend_pos, hero) && dist < 9 &&
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80 (off(player, ISFLEE) || player.t_dest != &monster->t_pos)
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81 && rnd(100) < 33) {
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82 if (!ISWEARING(R_HEROISM) &&
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83 !save(VS_MAGIC, &player, -4)) {
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84 turn_on(player, ISFLEE);
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85 player.t_dest = &monster->t_pos;
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86 msg("A shrill blast terrifies you.");
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87 }
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88 else msg("A shrill blast sends chills up your spine.");
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89 return(TRUE);
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90 }
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91 }
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92 }
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93 return(FALSE);
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94 }
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95
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96 /*
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97 * add something to the contents of something else
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98 */
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99 put_contents(bag, item)
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100 register struct object *bag; /* the holder of the items */
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101 register struct linked_list *item; /* the item to put inside */
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102 {
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103 register struct linked_list *titem;
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