view rogue4/scrolls.c @ 306:057c5114e244

Super-Rogue: fix some out-of-range constants. Constants K_ARROW etc., for causes of death other than monsters, are in the 240-255 range. They were often passed to functions taking char, which is usually signed, making the values out of range. The function declarations have been changed to unsigned char, which is also the type used by the scoreboard code.
author John "Elwin" Edwards
date Sat, 17 Apr 2021 15:41:12 -0400
parents 3900f3cfe07d
children
line wrap: on
line source

/*
 * Read a scroll and let it happen
 *
 * @(#)scrolls.c	4.21 (Berkeley) 4/6/82
 *
 * Rogue: Exploring the Dungeons of Doom
 * Copyright (C) 1980, 1981, 1982 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 <ctype.h>
#include "rogue.h"

/*
 * read_scroll:
 *	Read a scroll from the pack and do the appropriate thing
 */
void
read_scroll(void)
{
    register THING *obj;
    register int y, x;
    register char ch;
    register THING *op;
    register int index;
    register bool discardit = FALSE;

    obj = get_item("read", SCROLL);
    if (obj == NULL)
	return;
    if (obj->o_type != SCROLL)
    {
	if (!terse)
	    msg("there is nothing on it to read");
	else
	    msg("nothing to read");
	return;
    }
    msg("as you read the scroll, it vanishes");
    /*
     * Calculate the effect it has on the poor guy.
     */
    if (obj == cur_weapon)
	cur_weapon = NULL;
    switch (obj->o_which)
    {
	case S_CONFUSE:
	    /*
	     * Scroll of monster confusion.  Give him that power.
	     */
	    player.t_flags |= CANHUH;
	    msg("your hands begin to glow red");
	when S_ARMOR:
	    if (cur_armor != NULL)
	    {
		cur_armor->o_ac--;
		cur_armor->o_flags &= ~ISCURSED;
		msg("your armor glows faintly for a moment");
	    }
	when S_HOLD:
	    /*
	     * Hold monster scroll.  Stop all monsters within two spaces
	     * from chasing after the hero.
	     */

	    for (x = hero.x - 2; x <= hero.x + 2; x++)
		if (x >= 0 && x < COLS)
		    for (y = hero.y - 2; y <= hero.y + 2; y++)
			if (y >= 0 && y <= LINES - 1)
			    if ((op = moat(y, x)) != NULL)
			    {
				op->t_flags &= ~ISRUN;
				op->t_flags |= ISHELD;
			    }
	when S_SLEEP:
	    /*
	     * Scroll which makes you fall asleep
	     */
	    s_know[S_SLEEP] = TRUE;
	    no_command += rnd(SLEEPTIME) + 4;
	    player.t_flags &= ~ISRUN;
	    msg("you fall asleep");
	when S_CREATE:
	    /*
	     * Create a monster
	     * First look in a circle around him, next try his room
	     * otherwise give up
	     */
	    {
		register int appear = 0;
		coord mp;

		/*
		 * Search for an open place
		 */
		for (y = hero.y - 1; y <= hero.y + 1; y++)
		    for (x = hero.x - 1; x <= hero.x + 1; x++)
		    {
			/*
			 * Don't put a monster in top of the player.
			 */
			if (y == hero.y && x == hero.x)
			    continue;
			/*
			 * Or anything else nasty
			 * Also avoid a mimic which is disguised as scroll
			 */
			if (moat(y, x) == NULL && step_ok(ch = winat(y, x)))
			{
			    if (ch == SCROLL
				&& find_obj(y, x)->o_which == S_SCARE)
				    continue;
			    if (rnd(++appear) == 0)
			    {
				mp.y = y;
				mp.x = x;
			    }
			}
		    }
		if (appear)
		{
		    op = new_item();
		    new_monster(op, randmonster(FALSE), &mp);
		}
		else
		    msg("you hear a faint cry of anguish in the distance");
	    }
	when S_IDENT:
	    /*
	     * Identify, let the rogue figure something out
	     */
	    s_know[S_IDENT] = TRUE;
	    msg("this scroll is an identify scroll");
	    whatis(TRUE);
	when S_MAP:
	    /*
	     * Scroll of magic mapping.
	     */
	    s_know[S_MAP] = TRUE;
	    msg("oh, now this scroll has a map on it");
	    /*
	     * Take all the things we want to keep hidden out of the window
	     */
	    for (y = 1; y < LINES - 1; y++)
		for (x = 0; x < COLS; x++)
		{
		    index = INDEX(y, x);
		    switch (ch = _level[index])
		    {
			case '-':
			case '|':
			    if (!(_flags[index] & F_REAL))
			    {
				ch = _level[index] = DOOR;
				_flags[index] &= ~F_REAL;
			    }
			case PASSAGE:
			    _flags[index] |= F_SEEN;
			case DOOR:
			case STAIRS:
			    if ((op = moat(y, x)) != NULL)
				if (op->t_oldch == ' ')
				    op->t_oldch = ch;
			    break;
			default:
			    ch = ' ';
		    }
		    if (ch != ' ')
			mvaddch(y, x, ch);
		}
	when S_GFIND:
	    /*
	     * Potion of gold detection
	     */
	    ch = FALSE;
	    wclear(hw);
	    for (op = lvl_obj; op != NULL; op = next(op))
		if (op->o_type == GOLD)
		{
		    ch = TRUE;
		    mvwaddch(hw, op->o_pos.y, op->o_pos.x, GOLD);
		}
	    if (ch)
	    {
		s_know[S_GFIND] = TRUE;
		show_win(hw,
		    "You begin to feel greedy and you sense gold.--More--");
	    }
	    else
		msg("you feel a pull downward");
	when S_TELEP:
	    /*
	     * Scroll of teleportation:
	     * Make him dissapear and reappear
	     */
	    {
		register struct room *cur_room;

		cur_room = proom;
		teleport();
		if (cur_room != proom)
		    s_know[S_TELEP] = TRUE;
	    }
	when S_ENCH:
	    if (cur_weapon == NULL || cur_weapon->o_type != WEAPON)
		msg("you feel a strange sense of loss");
	    else
	    {
		cur_weapon->o_flags &= ~ISCURSED;
		if (rnd(2) == 0)
		    cur_weapon->o_hplus++;
		else
		    cur_weapon->o_dplus++;
		msg("your %s glows blue for a moment", w_names[cur_weapon->o_which]);
	    }
	when S_SCARE:
	    /*
	     * Reading it is a mistake and produces laughter at the
	     * poor rogue's boo boo.
	     */
	    msg("you hear maniacal laughter in the distance");
	when S_REMOVE:
	    if (cur_armor != NULL)
		cur_armor->o_flags &= ~ISCURSED;
	    if (cur_weapon != NULL)
		cur_weapon->o_flags &= ~ISCURSED;
	    if (cur_ring[LEFT] != NULL)
		cur_ring[LEFT]->o_flags &= ~ISCURSED;
	    if (cur_ring[RIGHT] != NULL)
		cur_ring[RIGHT]->o_flags &= ~ISCURSED;
	    msg("you feel as if somebody is watching over you");
	when S_AGGR:
	    /*
	     * This scroll aggravates all the monsters on the current
	     * level and sets them running towards the hero
	     */
	    aggravate();
	    msg("you hear a high pitched humming noise");
	when S_NOP:
	    msg("this scroll seems to be blank");
	when S_GENOCIDE:
	    s_know[S_GENOCIDE] = TRUE;
	    msg("you have been granted the boon of genocide");
	    genocide();
	otherwise:
	    msg("what a puzzling scroll!");
	    return;
    }
    look(TRUE);	/* put the result of the scroll on the screen */
    status();
    /*
     * Get rid of the thing
     */
    inpack--;
    if (obj->o_count > 1)
	obj->o_count--;
    else
    {
	detach(pack, obj);
	discardit = TRUE;
    }

    call_it(s_know[obj->o_which], &s_guess[obj->o_which]);

    if (discardit)
	discard(obj);
}