annotate rogue3/sticks.c @ 24:4967c46f1320

rogue4: make sure score list appears when exiting
author edwarj4
date Tue, 24 Nov 2009 13:02:34 +0000
parents 527e2150eaf0
children
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1 /*
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2 * Functions to implement the various sticks one might find
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3 * while wandering around the dungeon.
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4 *
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5 * @(#)sticks.c 3.14 (Berkeley) 6/15/81
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6 *
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7 * Rogue: Exploring the Dungeons of Doom
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8 * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman
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9 * All rights reserved.
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10 *
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11 * See the file LICENSE.TXT for full copyright and licensing information.
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12 */
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13
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14 #include "curses.h"
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15 #include <ctype.h>
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16 #include <string.h>
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17 #include "rogue.h"
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18
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19 void
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20 fix_stick(struct object *cur)
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21 {
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22 if (strcmp(ws_type[cur->o_which], "staff") == 0)
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23 strcpy(cur->o_damage,"2d3");
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24 else
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25 strcpy(cur->o_damage,"1d1");
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26 strcpy(cur->o_hurldmg,"1d1");
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27
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28 cur->o_charges = 3 + rnd(5);
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29 switch (cur->o_which)
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30 {
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31 case WS_HIT:
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32 cur->o_hplus = 3;
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33 cur->o_dplus = 3;
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34 strcpy(cur->o_damage,"1d8");
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35 when WS_LIGHT:
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36 cur->o_charges = 10 + rnd(10);
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37 }
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38 }
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39
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40 void
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41 do_zap(int gotdir)
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42 {
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43 struct linked_list *item;
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44 struct object *obj;
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45 struct room *rp;
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46 struct thing *tp;
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47 int y, x;
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48
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49 if ((item = get_item("zap with", STICK)) == NULL)
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50 return;
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51 obj = (struct object *) ldata(item);
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52 if (obj->o_type != STICK)
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53 {
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54 msg("You can't zap with that!");
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55 after = FALSE;
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56 return;
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57 }
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58 if (obj->o_charges == 0)
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59 {
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60 msg("Nothing happens.");
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61 return;
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62 }
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63 if (!gotdir)
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64 do {
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65 delta.y = rnd(3) - 1;
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66 delta.x = rnd(3) - 1;
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67 } while (delta.y == 0 && delta.x == 0);
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68 switch (obj->o_which)
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69 {
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70 case WS_LIGHT:
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71 /*
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72 * Reddy Kilowat wand. Light up the room
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73 */
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74 ws_know[WS_LIGHT] = TRUE;
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75 if ((rp = roomin(&hero)) == NULL)
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76 msg("The corridor glows and then fades");
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77 else
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78 {
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79 addmsg("The room is lit");
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80 if (!terse)
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81 addmsg(" by a shimmering blue light.");
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82 endmsg();
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83 rp->r_flags &= ~ISDARK;
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84 /*
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85 * Light the room and put the player back up
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86 */
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87 light(&hero);
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88 mvwaddch(cw, hero.y, hero.x, PLAYER);
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89 }
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90 when WS_DRAIN:
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91 /*
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92 * Take away 1/2 of hero's hit points, then take it away
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93 * evenly from the monsters in the room (or next to hero
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94 * if he is in a passage)
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95 */
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96 if (pstats.s_hpt < 2)
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97 {
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98 msg("You are too weak to use it.");
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99 return;
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100 }
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101 else if ((rp = roomin(&hero)) == NULL)
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102 drain(hero.y-1, hero.y+1, hero.x-1, hero.x+1);
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103 else
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104 drain(rp->r_pos.y, rp->r_pos.y+rp->r_max.y,
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105 rp->r_pos.x, rp->r_pos.x+rp->r_max.x);
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106 when WS_POLYMORPH: