Makefiles: don't set defaults for CFLAGS.
CFLAGS is now empty by default. If its value must be set, it should be
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line source
/*
* 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
*/
read_scroll()
{
reg struct object *obj;
reg struct linked_list *item;
reg int i, j, wh;
reg char ch, nch;
struct room *rp;
struct linked_list *titem;
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)) {
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);
}
}
}