Mercurial > hg > early-roguelike
annotate rogue5/scrolls.c @ 250:d08f19d529eb
Rogue V5: fix save/restore making levitation, hallucination permanent.
Like an earlier bug with detecting monsters, the fuses responsible for
ending levitation and hallucination were not recognized by
rs_write_daemons(). They got left out of the savefile, so after
restoring, the effect never wore off.
I think this is the first bugfix I've ever made that reduced the game's
difficulty.
author | John "Elwin" Edwards |
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date | Wed, 20 Jul 2016 20:44:41 -0400 |
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33
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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 4.44 (Berkeley) 02/05/99 |
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5 * |
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6 * Rogue: Exploring the Dungeons of Doom |
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7 * Copyright (C) 1980-1983, 1985, 1999 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 |
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22 void |
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23 read_scroll(void) |
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24 { |
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25 THING *obj; |
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26 PLACE *pp; |
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27 int y, x; |
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28 int ch; |
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29 int i; |
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30 int discardit = FALSE; |
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31 struct room *cur_room; |
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32 THING *orig_obj; |
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33 coord mp; |
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34 |
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35 obj = get_item("read", SCROLL); |
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36 if (obj == NULL) |
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37 return; |
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38 if (obj->o_type != SCROLL) |
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39 { |
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40 if (!terse) |
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41 msg("there is nothing on it to read"); |
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42 else |
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43 msg("nothing to read"); |
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44 return; |
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45 } |
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46 /* |
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47 * Calculate the effect it has on the poor guy. |
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48 */ |
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49 if (obj == cur_weapon) |
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50 cur_weapon = NULL; |
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51 /* |
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52 * Get rid of the thing |
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53 */ |
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54 discardit = (obj->o_count == 1); |
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55 leave_pack(obj, FALSE, FALSE); |
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56 orig_obj = obj; |
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57 |
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58 switch (obj->o_which) |
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59 { |
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60 case S_CONFUSE: |
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61 /* |
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62 * Scroll of monster confusion. Give him that power. |
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63 */ |
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64 player.t_flags |= CANHUH; |
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65 msg("your hands begin to glow %s", pick_color("red")); |
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66 when S_ARMOR: |
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67 if (cur_armor != NULL) |
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68 { |
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69 cur_armor->o_arm--; |
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70 cur_armor->o_flags &= ~ISCURSED; |
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71 msg("your armor glows %s for a moment", pick_color("silver")); |
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72 } |
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73 when S_HOLD: |
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74 /* |
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75 * Hold monster scroll. Stop all monsters within two spaces |
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76 * from chasing after the hero. |
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77 */ |
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78 |
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79 ch = 0; |
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80 for (x = hero.x - 2; x <= hero.x + 2; x++) |
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81 if (x >= 0 && x < NUMCOLS) |
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82 for (y = hero.y - 2; y <= hero.y + 2; y++) |
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83 if (y >= 0 && y <= NUMLINES - 1) |
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84 if ((obj = moat(y, x)) != NULL && on(*obj, ISRUN)) |
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85 { |
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86 obj->t_flags &= ~ISRUN; |
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87 obj->t_flags |= ISHELD; |
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88 ch++; |
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89 } |
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90 if (ch) |
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91 { |
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92 addmsg("the monster"); |
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93 if (ch > 1) |
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94 addmsg("s around you"); |
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95 addmsg(" freeze"); |
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96 if (ch == 1) |
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97 addmsg("s"); |
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98 endmsg(); |
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99 scr_info[S_HOLD].oi_know = TRUE; |
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100 } |
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101 else |
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102 msg("you feel a strange sense of loss"); |
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103 when S_SLEEP: |
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104 /* |
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105 * Scroll which makes you fall asleep |
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106 */ |
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