annotate rogue3/scrolls.c @ 82:f11eeafc6568

srogue: don't store machine-dependent metadata in the savefile. Super-Rogue, like Rogue V4, stored data of machine-dependent length in the savefile, to prevent cheating. This made saved games non-portable. Also deleted was a check that used this data, and prevented restoring savefiles from backup. This change BREAKS SAVEFILE COMPATIBILITY, but old files can be converted by removing the block at offset 0x1e with length sizeof(ino_t) + sizeof(dev_t) + 2 * sizeof(time_t). That seems to be 0x14 on i686 and 0x20 on x86_64.
author John "Elwin" Edwards
date Tue, 06 Aug 2013 19:02:58 -0700
parents 527e2150eaf0
children
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1
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2 /*
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3 * Read a scroll and let it happen
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4 *
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5 * @(#)scrolls.c 3.5 (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 <stdlib.h>
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16 #include <ctype.h>
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17 #include <string.h>
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18 #include "rogue.h"
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19
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20 void
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21 read_scroll()
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22 {
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23 struct object *obj;
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24 struct linked_list *item;
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25 struct room *rp;
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26 int i,j;
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27 int ch, nch;
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28 struct linked_list *titem;
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29 char buf[80];
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30
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31 item = get_item("read", SCROLL);
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32 if (item == NULL)
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33 return;
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34 obj = (struct object *) ldata(item);
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35 if (obj->o_type != SCROLL)
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36 {
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37 if (!terse)
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38 msg("There is nothing on it to read");
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39 else
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40 msg("Nothing to read");
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41 return;
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42 }
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43 msg("As you read the scroll, it vanishes.");
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44 /*
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45 * Calculate the effect it has on the poor guy.
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46 */
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47 if (obj == cur_weapon)
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48 cur_weapon = NULL;
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49 switch(obj->o_which)
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50 {
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51 case S_CONFUSE:
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52 /*
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53 * Scroll of monster confusion. Give him that power.
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54 */
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55 msg("Your hands begin to glow red");
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56 player.t_flags |= CANHUH;
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57 when S_LIGHT:
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58 s_know[S_LIGHT] = TRUE;
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59 if ((rp = roomin(&hero)) == NULL)
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60 msg("The corridor glows and then fades");
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61 else
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62 {
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63 addmsg("The room is lit");
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64 if (!terse)
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65 addmsg(" by a shimmering blue light.");
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66 endmsg();
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67 rp->r_flags &= ~ISDARK;
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68 /*
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69 * Light the room and put the player back up
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70 */
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71 light(&hero);
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72 mvwaddch(cw, hero.y, hero.x, PLAYER);
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73 }
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74 when S_ARMOR:
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75 if (cur_armor != NULL)
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76 {
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77 msg("Your armor glows faintly for a moment");
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78 cur_armor->o_ac--;
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79 cur_armor->o_flags &= ~ISCURSED;
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80 }
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81 when S_HOLD:
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82 /*
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83 * Hold monster scroll. Stop all monsters within two spaces
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84 * from chasing after the hero.
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85 */
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86 {
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87 int x,y;
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88 struct linked_list *mon;
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89
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90 for (x = hero.x-2; x <= hero.x+2; x++)
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91 for (y = hero.y-2; y <= hero.y+2; y++)
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92 if (y > 0 && x > 0 && isupper(mvwinch(mw, y, x)))
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93 if ((mon = find_mons(y, x)) != NULL)
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94 {
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95 struct thing *th;
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96
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97 th = (struct thing *) ldata(mon);
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98 th->t_flags &= ~ISRUN;
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99 th->t_flags |= ISHELD;
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100 }
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101 }
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102 when S_SLEEP:
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103 /*
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104 * Scroll which makes you fall asleep
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