view rogue4/scrolls.c @ 245:e7aab31362af

Rogue V[345], Super-Rogue: Fix violet fungi/venus flytraps. Violet fungi (renamed venus flytraps in Rogue V5) do an increasing amount of damage each time they hit. If they miss, you still suffer the same number of HP. This worked by keeping a counter and printing new damage strings into monsters[5].m_stats.s_dmg, which is the "prototype" of that particular monster. Each individual monster has its own damage string. Apparently these were once char *, pointing to the same string as the prototype. When the s_dmg member was changed to be an internal char array, changing the prototype's damage string no longer had any effect on actual monsters. As a result, flytraps did no damage on a hit, or only one point in V5. The mechanism for doing damage on a miss continued to work. This has been fixed by overwriting the individual monster's damage string instead of the prototype's. It is now no longer necessary to reset the damage string when the flytrap is killed. The method for resetting it when the hero teleports away had to be modified. Comments referencing the long-unused xstr have been removed.
author John "Elwin" Edwards
date Sun, 01 May 2016 19:39:56 -0400
parents 1b73a8641b37
children 3900f3cfe07d
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 bool 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);
}