annotate arogue7/scrolls.c @ 317:aab761616489 default tip

Rearrange some Autoconf files. Autoconf was failing to detect install-sh at the top level and needed some explicit directions. It also wants config.guess and config.sub to be provided too. A few other macros have also been updated.
author John "Elwin" Edwards
date Tue, 05 Sep 2023 20:05:24 -0400
parents e52a8a7ad4c5
children
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1 /*
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2 * scrolls.c - Functions for dealing with scrolls
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3 *
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4 * Advanced Rogue
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5 * Copyright (C) 1984, 1985, 1986 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 * Based on "Rogue: Exploring the Dungeons of Doom"
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9 * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman
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10 * All rights reserved.
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11 *
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12 * See the file LICENSE.TXT for full copyright and licensing information.
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13 */
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14
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15 /*
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16 * Read a scroll and let it happen
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17 *
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18 */
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19
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20 #include "curses.h"
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21 #include <stdlib.h>
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22 #include <ctype.h>
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23 #include <string.h>
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24 #include "rogue.h"
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25
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26 /*
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27 * let the hero get rid of some type of monster (but not a UNIQUE!)
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28 */
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29 void
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30 genocide(void)
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31 {
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32 register struct linked_list *ip;
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33 register struct thing *mp;
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34 register struct linked_list *nip;
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35 register int which_monst;
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36
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37 which_monst = makemonster(FALSE, "Genocide", "wipe out");
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38 if (which_monst <= 0) {
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39 msg("");
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40 return;
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41 }
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42
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43 /* Remove this monster from the present level */
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44 for (ip = mlist; ip; ip = nip) {
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45 mp = THINGPTR(ip);
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46 nip = next(ip);
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47 if (mp->t_index == which_monst) {
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48 killed(ip, FALSE, FALSE, TRUE);
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49 }
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50 }
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51
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52 /* Remove from available monsters */
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53 monsters[which_monst].m_normal = FALSE;
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54 monsters[which_monst].m_wander = FALSE;
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55 mpos = 0;
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56 msg("You have wiped out the %s.", monsters[which_monst].m_name);
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57 }
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58
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59 void
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60 read_scroll(int which, int flag, bool is_scroll)
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61 {
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62 register struct object *obj = NULL, *nobj;
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63 register struct linked_list *item, *nitem;
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64 register int i,j;
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65 register char ch, nch;
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66 bool cursed, blessed;
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67
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68 blessed = FALSE;
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69 cursed = FALSE;
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70 item = NULL;
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71
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72 if (which < 0) {
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73 if (on(player, ISBLIND)) {
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74 msg("You can't see to read anything");
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75 return;
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76 }
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77 if (on(player, ISINWALL)) {
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78 msg("You can't see the scroll while inside rock!");
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79 return;
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80 }
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81
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82 /* This is a scroll or book. */
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83 if (player.t_action != C_READ) {
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84 int units;
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85
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86 item = get_item(pack, "read", READABLE, FALSE, FALSE);
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87
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88 /*
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89 * Make certain that it is somethings that we want to read
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90 */