annotate rogue4/scrolls.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 9535a08ddc39
children 1b73a8641b37
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12
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1 /*
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2 * Read a scroll and let it happen
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3 *
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4 * @(#)scrolls.c 4.21 (Berkeley) 4/6/82
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5 *
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6 * Rogue: Exploring the Dungeons of Doom
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7 * Copyright (C) 1980, 1981, 1982 Michael Toy, Ken Arnold and Glenn Wichman
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8 * All rights reserved.
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9 *
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10 * See the file LICENSE.TXT for full copyright and licensing information.
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11 */
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12
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13 #include <curses.h>
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14 #include <ctype.h>
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15 #include "rogue.h"
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16
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17 /*
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18 * read_scroll:
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19 * Read a scroll from the pack and do the appropriate thing
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20 */
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21 read_scroll()
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22 {
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23 register THING *obj;
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24 register int y, x;
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25 register char ch;
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26 register THING *op;
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27 register int index;
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28 register bool discardit = FALSE;
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29
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30 obj = get_item("read", SCROLL);
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31 if (obj == NULL)
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32 return;
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33 if (obj->o_type != SCROLL)
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34 {
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35 if (!terse)
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36 msg("there is nothing on it to read");
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37 else
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38 msg("nothing to read");
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39 return;
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40 }
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41 msg("as you read the scroll, it vanishes");
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42 /*
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43 * Calculate the effect it has on the poor guy.
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44 */
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45 if (obj == cur_weapon)
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46 cur_weapon = NULL;
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47 switch (obj->o_which)
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48 {
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49 case S_CONFUSE:
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50 /*
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51 * Scroll of monster confusion. Give him that power.
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52 */
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53 player.t_flags |= CANHUH;
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54 msg("your hands begin to glow red");
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55 when S_ARMOR:
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56 if (cur_armor != NULL)
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57 {
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58 cur_armor->o_ac--;
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59 cur_armor->o_flags &= ~ISCURSED;
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60 msg("your armor glows faintly for a moment");
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61 }
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62 when S_HOLD:
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63 /*
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64 * Hold monster scroll. Stop all monsters within two spaces
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65 * from chasing after the hero.
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66 */
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67
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68 for (x = hero.x - 2; x <= hero.x + 2; x++)
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69 if (x >= 0 && x < COLS)
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70 for (y = hero.y - 2; y <= hero.y + 2; y++)
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71 if (y >= 0 && y <= LINES - 1)
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72 if ((op = moat(y, x)) != NULL)
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73 {
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74 op->t_flags &= ~ISRUN;
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75 op->t_flags |= ISHELD;
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76 }
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77 when S_SLEEP:
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78 /*
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79 * Scroll which makes you fall asleep
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80 */
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81 s_know[S_SLEEP] = TRUE;
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82 no_command += rnd(SLEEPTIME) + 4;
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83 player.t_flags &= ~ISRUN;
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84 msg("you fall asleep");
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85 when S_CREATE:
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86 /*
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87 * Create a monster
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88 * First look in a circle around him, next try his room
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89 * otherwise give up
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90 */
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91 {
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92 register bool appear = 0;
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93 coord mp;
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94
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95 /*
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96 * Search for an open place
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97 */
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98 for (y = hero.y - 1; y <= hero.y + 1; y++)
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99 for (x = hero.x - 1; x <= hero.x + 1; x++)
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100 {
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101 /*
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102 * Don't put a monster in top of the player.
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103 */
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104 if (y == hero.y && x == hero.x)
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