view rogue5/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 f502bf60e6e4
children
line wrap: on
line source

/*
 * Read a scroll and let it happen
 *
 * @(#)scrolls.c	4.44 (Berkeley) 02/05/99
 *
 * Rogue: Exploring the Dungeons of Doom
 * Copyright (C) 1980-1983, 1985, 1999 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)
{
    THING *obj;
    PLACE *pp;
    int y, x;
    int ch;
    int i;
    int discardit = FALSE;
    struct room *cur_room;
    THING *orig_obj;
    coord mp;

    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;
    }
    /*
     * Calculate the effect it has on the poor guy.
     */
    if (obj == cur_weapon)
	cur_weapon = NULL;
    /*
     * Get rid of the thing
     */
    discardit = (obj->o_count == 1);
    leave_pack(obj, FALSE, FALSE);
    orig_obj = obj;

    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 %s", pick_color("red"));
	when S_ARMOR:
	    if (cur_armor != NULL)
	    {
		cur_armor->o_arm--;
		cur_armor->o_flags &= ~ISCURSED;
		msg("your armor glows %s for a moment", pick_color("silver"));
	    }
	when S_HOLD:
	    /*
	     * Hold monster scroll.  Stop all monsters within two spaces
	     * from chasing after the hero.
	     */

	    ch = 0;
	    for (x = hero.x - 2; x <= hero.x + 2; x++)
		if (x >= 0 && x < NUMCOLS)
		    for (y = hero.y - 2; y <= hero.y + 2; y++)
			if (y >= 0 && y <= NUMLINES - 1)
			    if ((obj = moat(y, x)) != NULL && on(*obj, ISRUN))
			    {
				obj->t_flags &= ~ISRUN;
				obj->t_flags |= ISHELD;
				ch++;
			    }
	    if (ch)
	    {
		addmsg("the monster");
		if (ch > 1)
		    addmsg("s around you");
		addmsg(" freeze");
		if (ch == 1)
		    addmsg("s");
		endmsg();
		scr_info[S_HOLD].oi_know = TRUE;
	    }
	    else
		msg("you feel a strange sense of loss");
	when S_SLEEP:
	    /*
	     * Scroll which makes you fall asleep
	     */
	    scr_info[S_SLEEP].oi_know = 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
	     */
	    i = 0;
	    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 xeroc which is disguised as scroll
		     */
		    else if (moat(y, x) == NULL && step_ok(ch = winat(y, x)))
		    {
			if (ch == SCROLL
			    && find_obj(y, x)->o_which == S_SCARE)
				continue;
			else if (rnd(++i) == 0)
			{
			    mp.y = y;
			    mp.x = x;
			}
		    }
	    if (i == 0)
		msg("you hear a faint cry of anguish in the distance");
	    else
	    {
		obj = new_item();
		new_monster(obj, randmonster(FALSE), &mp);
	    }
	when S_ID_POTION:
	case S_ID_SCROLL:
	case S_ID_WEAPON:
	case S_ID_ARMOR:
	case S_ID_R_OR_S:
	{
	    int id_type[S_ID_R_OR_S + 1] =
		{ 0, 0, 0, 0, 0, POTION, SCROLL, WEAPON, ARMOR, R_OR_S };
	    /*
	     * Identify, let him figure something out
	     */
	    scr_info[obj->o_which].oi_know = TRUE;
	    msg("this scroll is an %s scroll", scr_info[obj->o_which].oi_name);
	    whatis(TRUE, id_type[obj->o_which]);
	}
	when S_MAP:
	    /*
	     * Scroll of magic mapping.
	     */
	    scr_info[S_MAP].oi_know = 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 < NUMLINES - 1; y++)
		for (x = 0; x < NUMCOLS; x++)
		{
		    pp = INDEX(y, x);
		    switch (ch = pp->p_ch)
		    {
			case DOOR:
			case STAIRS:
			    break;

			case '-':
			case '|':
			    if (!(pp->p_flags & F_REAL))
			    {
				ch = pp->p_ch = DOOR;
				pp->p_flags |= F_REAL;
			    }
			    break;

			case ' ':
			    if (pp->p_flags & F_REAL)
				goto def;
			    pp->p_flags |= F_REAL;
			    ch = pp->p_ch = PASSAGE;
			    /* FALLTHROUGH */

			case PASSAGE:
pass:
			    if (!(pp->p_flags & F_REAL))
				pp->p_ch = PASSAGE;
			    pp->p_flags |= (F_SEEN|F_REAL);
			    ch = PASSAGE;
			    break;

			case FLOOR:
			    if (pp->p_flags & F_REAL)
				ch = ' ';
			    else
			    {
				ch = TRAP;
				pp->p_ch = TRAP;
				pp->p_flags |= (F_SEEN|F_REAL);
			    }
			    break;

			default:
def:
			    if (pp->p_flags & F_PASS)
				goto pass;
			    ch = ' ';
			    break;
		    }
		    if (ch != ' ')
		    {
			if ((obj = pp->p_monst) != NULL)
			    obj->t_oldch = ch;
			if (obj == NULL || !on(player, SEEMONST))
			    mvaddch(y, x, ch);
		    }
		}
	when S_FDET:
	    /*
	     * Potion of gold detection
	     */
	    ch = FALSE;
	    wclear(hw);
	    for (obj = lvl_obj; obj != NULL; obj = next(obj))
		if (obj->o_type == FOOD)
		{
		    ch = TRUE;
		    wmove(hw, obj->o_pos.y, obj->o_pos.x);
		    waddch(hw, FOOD);
		}
	    if (ch)
	    {
		scr_info[S_FDET].oi_know = TRUE;
		show_win("Your nose tingles and you smell food.--More--");
	    }
	    else
		msg("your nose tingles");
	when S_TELEP:
	    /*
	     * Scroll of teleportation:
	     * Make him dissapear and reappear
	     */
	    {
		cur_room = proom;
		teleport();
		if (cur_room != proom)
		    scr_info[S_TELEP].oi_know = 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 %s for a moment",
		    weap_info[cur_weapon->o_which].oi_name, pick_color("blue"));
	    }
	when S_SCARE:
	    /*
	     * Reading it is a mistake and produces laughter at her
	     * poor boo boo.
	     */
	    msg("you hear maniacal laughter in the distance");
	when S_REMOVE:
	    uncurse(cur_armor);
	    uncurse(cur_weapon);
	    uncurse(cur_ring[LEFT]);
	    uncurse(cur_ring[RIGHT]);
	    msg(choose_str("you feel in touch with the Universal Onenes",
			   "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_PROTECT:
	    if (cur_armor != NULL)
	    {
		cur_armor->o_flags |= ISPROT;
		msg("your armor is covered by a shimmering %s shield",
		    pick_color("gold"));
	    }
	    else
		msg("you feel a strange sense of loss");
#ifdef MASTER
	otherwise:
	    msg("what a puzzling scroll!");
	    return;
#endif
    }
    obj = orig_obj;
    look(TRUE);	/* put the result of the scroll on the screen */
    status();

    call_it(&scr_info[obj->o_which]);

    if (discardit)
	discard(obj);
}

/*
 * uncurse:
 *	Uncurse an item
 */

void
uncurse(THING *obj)
{
    if (obj != NULL)
	obj->o_flags &= ~ISCURSED;
}