Mercurial > hg > early-roguelike
view srogue/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 | e52a8a7ad4c5 |
children |
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/* * Read a scroll and let it happen * * @(#)scrolls.c 9.0 (rdk) 7/17/84 * * Super-Rogue * Copyright (C) 1984 Robert D. Kindelberger * 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 <stdlib.h> #include <string.h> #include <ctype.h> #include "rogue.h" #include "rogue.ext" /* * read_scroll: * Let the hero read a scroll */ void read_scroll(void) { reg struct object *obj; reg struct linked_list *item; reg int i, j, wh; reg char ch, nch; struct room *rp; char buf[LINLEN]; bool bless, curse; if ((item = get_item("read", SCROLL)) == NULL) return; obj = OBJPTR(item); if (obj->o_type != SCROLL) { msg("Nothing to read."); after = FALSE; return; } msg("As you read the scroll, it vanishes."); wh = obj->o_which; bless = o_on(obj, ISBLESS); curse = o_on(obj, ISCURSED); del_pack(item); /* Get rid of the thing */ /* * Calculate the effect it has on the hero */ switch(wh) { case S_KNOWALL: if (!curse) { idenpack(); /* identify all the pack */ msg("You feel more knowledgable."); chg_abil(WIS,1,TRUE); s_know[S_KNOWALL] = TRUE; } when S_CONFUSE: if (!curse) { /* * Scroll of monster confusion. Give him that power. */ msg("Your hands begin to glow red."); player.t_flags |= CANHUH; s_know[S_CONFUSE] = TRUE; } when S_LIGHT: rp = player.t_room; if (!curse) { if (rp == NULL) { s_know[S_LIGHT] = TRUE; msg("The corridor glows and then fades."); } else { if (rf_on(rp,ISDARK)) { s_know[S_LIGHT] = TRUE; msg("The room is lit."); rp->r_flags &= ~ISDARK; } light(&hero); mvwaddch(cw, hero.y, hero.x, PLAYER); } } when S_ARMOR: if (!curse) { if (cur_armor != NULL && o_off(cur_armor,ISPROT)) { s_know[S_ARMOR] = TRUE; msg("Your armor glows faintly for a moment."); if (o_on(cur_armor,ISCURSED)) cur_armor->o_ac = armors[cur_armor->o_which].a_class; else cur_armor->o_ac--; resoflg(cur_armor,ISCURSED); } } when S_HOLD: if (!curse) { /* * Hold monster scroll. Stop all monsters within 3 spaces * from chasing after the hero. */ reg int x,y; reg struct linked_list *mon; for (x = hero.x - 3; x <= hero.x + 3; x++) { for (y = hero.y - 3; y <= hero.y + 3; y++) { if (y > 0 && x > 0 && isalpha(mvwinch(mw, y, x))) { if ((mon = find_mons(y, x)) != NULL) { reg struct thing *th; th = THINGPTR(mon); th->t_flags &= ~ISRUN; th->t_flags |= ISHELD; th->t_flags |= ISSTUCK; } } } } } when S_SLEEP: /* * Scroll which makes you fall asleep */ if (!bless) { s_know[S_SLEEP] = TRUE; msg("You fall asleep."); player.t_nocmd += 4 + rnd(SLEEPTIME); } when S_CREATE: if (!bless) { if (makemons(mtlev[rnd(levcount)]->m_show)) s_know[S_CREATE] = TRUE; else msg("You hear a faint cry of anguish in the distance."); } when S_IDENT: if (!curse) { msg("This scroll is an identify scroll"); s_know[S_IDENT] = TRUE; whatis(NULL); } when S_MAP: if (curse) break; s_know[S_MAP] = TRUE; addmsg("Oh, now this scroll has a "); if (rnd(100) < 10 || bless) { addmsg("very detailed map on it."); endmsg(); displevl(); } else { addmsg("map on it."); endmsg(); overwrite(stdscr, hw); for (i = 1; i < LINES - 2; i++) { for (j = 0; j < COLS; j++) { switch (nch = ch = mvwinch(hw, i, j) & A_CHARTEXT) { case SECRETDOOR: nch = DOOR; mvaddch(i, j, nch); case '-': case '|': case DOOR: case PASSAGE: case ' ': case STAIRS: if (mvwinch(mw, i, j) != ' ') { struct thing *it; struct linked_list *blah; blah = find_mons(i, j); if (blah != NULL) { it = THINGPTR(blah); if (it->t_oldch == ' ') it->t_oldch = nch; } } break; default: nch = ' '; } if (nch != ch) waddch(hw, nch); } } overlay(cw, hw); overwrite(hw, cw); } when S_GFIND: if (!curse) { int gtotal = 0; struct room *rp; wclear(hw); for (rp = rooms; rp < &rooms[MAXROOMS]; rp++) { gtotal += rp->r_goldval; if (rp->r_goldval != 0 && mvinch(rp->r_gold.y,rp->r_gold.x) == GOLD) mvwaddch(hw,rp->r_gold.y,rp->r_gold.x,GOLD); } if (gtotal) { s_know[S_GFIND] = TRUE; msg("You begin to feel greedy and sense gold."); overlay(hw,cw); } else msg("You begin to feel a pull downward."); } when S_TELEP: if (!curse) { int rm; struct room *cur_room; cur_room = player.t_room; rm = teleport(rndspot, &player); if (cur_room != &rooms[rm]) s_know[S_TELEP] = TRUE; } when S_ENCH: if (!curse) { if (cur_weapon == NULL || (cur_weapon != NULL && (o_on(cur_weapon,ISPROT) || cur_weapon->o_type != WEAPON))) msg("You feel a strange sense of loss."); else { s_know[S_ENCH] = TRUE; if (o_on(cur_weapon,ISCURSED)) { resoflg(cur_weapon,ISCURSED); cur_weapon->o_hplus = rnd(2); cur_weapon->o_dplus = rnd(2); } else { /* weapon was not cursed here */ if (rnd(100) < 50) cur_weapon->o_hplus += 1; else cur_weapon->o_dplus += 1; } setoflg(cur_weapon, ISKNOW); msg("Your %s glows blue for a moment.", w_magic[cur_weapon->o_which].mi_name); } } when S_SCARE: /* * A monster will refuse to step on a scare monster scroll * if it is dropped. Thus 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 (!curse) { if (cur_armor != NULL && o_off(cur_armor,ISPROT)) resoflg(cur_armor,ISCURSED); if (cur_weapon != NULL && o_off(cur_weapon,ISPROT)) resoflg(cur_weapon,ISCURSED); if (cur_ring[LEFT]!=NULL && o_off(cur_ring[LEFT],ISPROT)) resoflg(cur_ring[LEFT],ISCURSED); if (cur_ring[RIGHT]!=NULL && o_off(cur_ring[RIGHT],ISPROT)) resoflg(cur_ring[RIGHT],ISCURSED); msg("You feel as if somebody is watching over you."); s_know[S_REMOVE] = TRUE; } when S_AGGR: if (!bless) { if (mlist != NULL) { aggravate(); msg("You hear a high pitched humming noise."); s_know[S_AGGR] = TRUE; } } when S_NOP: msg("This scroll seems to be blank."); when S_GENOCIDE: if (!curse) { msg("You have been granted the boon of genocide."); genocide(); s_know[S_GENOCIDE] = TRUE; } when S_DCURSE: if (!bless) { struct linked_list *ll; struct object *lb; msg("Your pack shudders."); for (ll = pack ; ll != NULL ; ll = next(ll)) { lb = OBJPTR(ll); if (o_off(lb,ISPROT)) { resoflg(lb, ISBLESS); setoflg(lb, ISCURSED); } } } when S_DLEVEL: if (!bless) { int much = rnd(9) - 4; if (much != 0) { level += much; if (level < 1) level = 1; mpos = 0; new_level(NORMLEV); /* change levels */ msg("You are whisked away to another region."); s_know[S_DLEVEL] = TRUE; } } when S_PROTECT: if (!curse) { struct linked_list *ll; struct object *lb; msg("You are granted the power of protection."); if ((ll = get_item("protect",0)) != NULL) { lb = OBJPTR(ll); setoflg(lb,ISPROT); mpos = 0; msg("Protected %s.",inv_name(lb,TRUE)); } s_know[S_PROTECT] = TRUE; } when S_ALLENCH: if (!curse) { struct linked_list *ll; struct object *lb; int howmuch, ac, good; msg("You are granted the power of enchantment."); good = TRUE; if ((ll = get_item("enchant",0)) != NULL) { lb = OBJPTR(ll); resoflg(lb,ISCURSED); resoflg(lb,ISPROT); howmuch = rnd(3) + 1; switch(lb->o_type) { case RING: if (lb->o_ac < 0) lb->o_ac = 0; lb->o_ac += howmuch; when ARMOR: ac = armors[lb->o_which].a_class; if (lb->o_ac > ac) lb->o_ac = ac; lb->o_ac -= howmuch; when STICK: lb->o_charges += howmuch + 10; when WEAPON: if (lb->o_dplus < 0) lb->o_dplus = 0; if (lb->o_hplus < 0) lb->o_hplus = 0; lb->o_hplus += howmuch; lb->o_dplus += howmuch; otherwise: msg("You are injured as the scroll flashes & bursts into flames !!!"); chg_hpt(-roll(6,6),FALSE,K_SCROLL); good = FALSE; } if (good) { mpos = 0; msg("Enchanted %s.",inv_name(lb,TRUE)); } } s_know[S_ALLENCH] = TRUE; } when S_BLESS: if (!curse) { struct linked_list *ll; struct object *lb; msg("Your pack glistens brightly."); for (ll = pack ; ll != NULL ; ll = next(ll)) { whatis(ll); lb = OBJPTR(ll); resoflg(lb,ISCURSED); setoflg(lb,ISBLESS); } } when S_MAKEIT: if (!curse) { msg("You have been endowed with the power of creation."); s_know[S_MAKEIT] = TRUE; create_obj(TRUE); } when S_BAN: { int howdeep; char *ptr = ""; if (bless) { if (level > 6) { howdeep = 1 + rnd(5); ptr = "elevated to the upper"; } else { howdeep = -1; bless = FALSE; } } else { howdeep = level + 10 + rnd(20) + (curse * 20); ptr = "banished to the lower"; } if ((!bless && level < howdeep) || bless) { level = howdeep; new_level(NORMLEV); mpos = 0; msg("You are %s regions.", ptr); s_know[S_BAN] = TRUE; } } when S_CWAND: if (!curse) { struct linked_list *ll; struct object *lb; bool wands = FALSE; for (ll = pack ; ll != NULL ; ll = next(ll)) { lb = OBJPTR(ll); if (lb->o_type == STICK) { whatis(ll); setoflg(lb, ISKNOW); resoflg(lb, ISCURSED); lb->o_charges += rnd(11) + 5; wands = TRUE; } } if (wands) { msg("Your sticks gleam."); s_know[wh] = TRUE; } } when S_LOCTRAP: { struct trap *trp; if (ntraps > 0) { for (trp = &traps[0]; trp < &traps[ntraps]; trp++) trp->tr_flags |= ISFOUND; look(FALSE); msg("You now recognize pitfalls."); s_know[S_LOCTRAP] = TRUE; } } otherwise: msg("What a puzzling scroll!"); return; } look(TRUE); nochange = FALSE; if (s_know[wh] && s_guess[wh]) { free(s_guess[wh]); s_guess[wh] = NULL; } else if (!s_know[wh] && s_guess[wh] == NULL) { strcpy(buf, s_names[wh]); msg(callit); if (get_str(buf, cw) == NORM) { s_guess[wh] = new(strlen(buf) + 1); strcpy(s_guess[wh], buf); } } }