annotate srogue/scrolls.c @ 315:ad2570b5b21f

Advanced Rogue 5, 7: fix some trading post messages. When attempting to buy an unaffordable object, messages were often of the form "You can't afford that a scroll of hold monster !", because the object description (stored in curpurch) was the same text used in inventory displays. This has been worked around by inspecting the contents of curpurch and using different message templates.
author John "Elwin" Edwards
date Sun, 24 Oct 2021 20:26:21 -0400
parents e52a8a7ad4c5
children
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1 /*
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2 * Read a scroll and let it happen
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3 *
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4 * @(#)scrolls.c 9.0 (rdk) 7/17/84
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5 *
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6 * Super-Rogue
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7 * Copyright (C) 1984 Robert D. Kindelberger
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8 * All rights reserved.
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9 *
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10 * Based on "Rogue: Exploring the Dungeons of Doom"
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11 * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman
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12 * All rights reserved.
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13 *
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14 * See the file LICENSE.TXT for full copyright and licensing information.
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15 */
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16
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17 #include <stdlib.h>
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18 #include <string.h>
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19 #include <ctype.h>
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20 #include "rogue.h"
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21 #include "rogue.ext"
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22
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23 /*
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24 * read_scroll:
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25 * Let the hero read a scroll
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26 */
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27 void
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28 read_scroll(void)
36
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29 {
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30 reg struct object *obj;
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31 reg struct linked_list *item;
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32 reg int i, j, wh;
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33 reg char ch, nch;
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34 struct room *rp;
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35 char buf[LINLEN];
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36 bool bless, curse;
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37
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38 if ((item = get_item("read", SCROLL)) == NULL)
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39 return;
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40 obj = OBJPTR(item);
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41 if (obj->o_type != SCROLL) {
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42 msg("Nothing to read.");
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43 after = FALSE;
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44 return;
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45 }
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46 msg("As you read the scroll, it vanishes.");
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47 wh = obj->o_which;
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48 bless = o_on(obj, ISBLESS);
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49 curse = o_on(obj, ISCURSED);
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50 del_pack(item); /* Get rid of the thing */
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51
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52 /*
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53 * Calculate the effect it has on the hero
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54 */
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55 switch(wh) {
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56 case S_KNOWALL:
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57 if (!curse) {
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58 idenpack(); /* identify all the pack */
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59 msg("You feel more knowledgable.");
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60 chg_abil(WIS,1,TRUE);
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61 s_know[S_KNOWALL] = TRUE;
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62 }
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63 when S_CONFUSE:
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64 if (!curse) {
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65 /*
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66 * Scroll of monster confusion. Give him that power.
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67 */
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68 msg("Your hands begin to glow red.");
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69 player.t_flags |= CANHUH;
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70 s_know[S_CONFUSE] = TRUE;
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71 }
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72 when S_LIGHT:
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73 rp = player.t_room;
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74 if (!curse) {
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75 if (rp == NULL) {
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76 s_know[S_LIGHT] = TRUE;
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77 msg("The corridor glows and then fades.");
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78 }
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79 else {
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80 if (rf_on(rp,ISDARK)) {
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81 s_know[S_LIGHT] = TRUE;
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82 msg("The room is lit.");
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83 rp->r_flags &= ~ISDARK;
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84 }
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85 light(&hero);
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86 mvwaddch(cw, hero.y, hero.x, PLAYER);
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87 }
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88 }
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89 when S_ARMOR:
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90 if (!curse) {
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91 if (cur_armor != NULL && o_off(cur_armor,ISPROT)) {
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92 s_know[S_ARMOR] = TRUE;
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93 msg("Your armor glows faintly for a moment.");
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94 if (o_on(cur_armor,ISCURSED))
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95 cur_armor->o_ac = armors[cur_armor->o_which].a_class;
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96 else
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97 cur_armor->o_ac--;
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98 resoflg(cur_armor,ISCURSED);
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99 }
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100 }
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101 when S_HOLD:
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102 if (!curse) {
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103 /*
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104 * Hold monster scroll. Stop all monsters within 3 spaces
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