Mercurial > hg > early-roguelike
view arogue7/eat.c @ 223:0e99eade579c
Generate text documentation from the troff source files.
This is done by make, in the 'docs' target, which is now part of the
normal build process.
Unfortunately, not all the games include troff sources. Getting decent
HTML output from groff is still a difficult process which will not be
attempted at this time. There are a few bugs in the 'install' and
'uninstall' rules.
Not to mention that the documentation is sometimes inaccurate.
author | John "Elwin" Edwards |
---|---|
date | Sun, 21 Feb 2016 20:47:12 -0500 |
parents | adfa37e67084 |
children | f9ef86cf22b2 |
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/* * eat.c - Functions for dealing with digestion * * Advanced Rogue * Copyright (C) 1984, 1985, 1986 Michael Morgan, Ken Dalka and AT&T * All rights reserved. * * Based on "Rogue: Exploring the Dungeons of Doom" * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman * All rights reserved. * * See the file LICENSE.TXT for full copyright and licensing information. */ #include "curses.h" #include "rogue.h" /* * eat: * He wants to eat something, so let him try */ eat() { register struct linked_list *item; int which; unsigned long temp; if (player.t_action != C_EAT) { if ((item = get_item(pack, "eat", FOOD, FALSE, FALSE)) == NULL) return; player.t_using = item; /* Remember what it is */ player.t_action = C_EAT; /* We are eating */ which = (OBJPTR(item))->o_which; player.t_no_move = max(foods[which].mi_food/100, 1) * movement(&player); return; } /* We have waited our time, let's eat the food */ item = player.t_using; player.t_using = NULL; player.t_action = A_NIL; which = (OBJPTR(item))->o_which; if ((food_left += foods[which].mi_food) > STOMACHSIZE) food_left = STOMACHSIZE; del_pack(item); if (hungry_state == F_SATIATED && food_left == STOMACHSIZE && rnd(4) == 1) { pstats.s_hpt = 0; msg ("You choke on all that food and die! -- More --"); wait_for(' '); death(D_FOOD_CHOKE); } if (food_left >= STOMACHSIZE-MORETIME) { hungry_state = F_SATIATED; msg ("You have trouble getting all that food down."); msg ("Your stomach feels like its about to burst!"); } else { hungry_state = F_OKAY; switch (rnd(3)) { case 0: msg("My, that was a yummy %s", foods[which].mi_name); when 1: msg("Mmmm, that was a tasty %s", foods[which].mi_name); when 2: msg("Wow, that was a scrumptious %s", foods[which].mi_name); } } updpack(TRUE, &player); switch(which) { case E_WHORTLEBERRY: add_abil[A_INTELLIGENCE](1); when E_SWEETSOP: add_abil[A_DEXTERITY](1); when E_SOURSOP: add_abil[A_STRENGTH](1); when E_SAPODILLA: add_abil[A_WISDOM](1); when E_RAMBUTAN: add_abil[A_CONSTITUTION](1); when E_PEACH: add_abil[A_CHARISMA](1); when E_STRAWBERRY: temp = pstats.s_exp/100; pstats.s_exp += temp; if (temp > 0) msg("You feel slightly more experienced now"); check_level(); when E_PITANGA: max_stats.s_hpt++; pstats.s_hpt++; if (terse) msg("You feel a bit tougher now"); else msg("You feel a bit tougher now. Go get 'em!"); when E_HAGBERRY: pstats.s_arm--; msg("Your skin feels more resilient now"); when E_DEWBERRY: if (chant_time > 0) { chant_time -= 50; if (chant_time < 0) chant_time = 0; msg("You feel you have more chant ability"); } if (pray_time > 0) { pray_time -= 50; if (pray_time < 0) pray_time = 0; msg("You feel you have more prayer ability"); } if (spell_power > 0) { spell_power -= 50; if (spell_power < 0) spell_power = 0; msg("You feel you have more spell casting ability"); } otherwise: /* all the foods don't have to do something */ break; } }