annotate xrogue/rings.c @ 133:e6179860cb76

Import XRogue 8.0 from the Roguelike Restoration Project (r1490)
author John "Elwin" Edwards
date Tue, 21 Apr 2015 08:55:20 -0400
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children ce0cf824c192
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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 <curses.h>
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20 #include "rogue.h"
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21
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22 /*
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23 * routines dealing specifically with rings
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24 */
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25
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26 /*
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27 * how much food does this ring use up?
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28 */
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29
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30 ring_eat(hand)
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31 register int hand;
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32 {
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33 if (cur_ring[hand] == NULL)
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34 return 0;
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35 switch (cur_ring[hand]->o_which) {
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36 case R_VAMPREGEN:
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37 return 3;
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38 case R_REGEN:
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39 case R_SUSABILITY:
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40 return 2;
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41 case R_HEALTH:
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42 return 1;
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43 case R_SEARCH:
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44 case R_SEEINVIS:
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45 return (rnd(100) < 50); /* 0 or 1 */
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46 case R_DIGEST:
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47 if (cur_ring[hand]->o_ac >= 0)
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48 return (-(cur_ring[hand]->o_ac)-1);
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49 else
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50 return (-(cur_ring[hand]->o_ac));
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51 }
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52 return 0;
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53 }
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54
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55 ring_on(item)
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56 register struct linked_list *item;
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57 {
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58 register struct object *obj;
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59 register int save_max;
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60
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61 obj = OBJPTR(item);
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62
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63 /*
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64 * Calculate the effect it has on the poor guy.
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65 */
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66 switch (obj->o_which)
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67 {
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68 case R_ADDSTR:
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69 save_max = max_stats.s_str;
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70 chg_str(obj->o_ac);
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71 max_stats.s_str = save_max;
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72 when R_ADDHIT:
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73 pstats.s_dext += obj->o_ac;
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74 when R_ADDINTEL:
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75 pstats.s_intel += obj->o_ac;
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76 when R_ADDWISDOM:
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77 pstats.s_wisdom += obj->o_ac;
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78 when R_SEEINVIS:
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79 if (on(player, CANSEE)) msg("Your eyes sparkle.");
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80 else msg("Your eyes begin to tingle.");
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81 turn_on(player, CANSEE);
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82 light(&hero);
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83 mvwaddch(cw, hero.y, hero.x, PLAYER);
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84 when R_AGGR:
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85 aggravate(TRUE, TRUE); /* all charactors are affected*/
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86 when R_WARMTH:
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87 if (on(player, NOCOLD)) msg("You feel warm all over.");
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88 else msg("You begin to feel warm.");
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89 turn_on(player, NOCOLD);
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90 when R_FIRE:
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91 if (on(player, NOFIRE)) msg("You feel quite fire proof now.");
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