Mercurial > hg > early-roguelike
comparison srogue/scrolls.c @ 36:2128c7dc8a40
Import Super-Rogue 9.0 from the Roguelike Restoration Project (r1490)
author | elwin |
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date | Thu, 25 Nov 2010 12:21:41 +0000 |
parents | |
children | 3aa87373c908 |
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35:05018c63a721 | 36:2128c7dc8a40 |
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1 /* | |
2 * Read a scroll and let it happen | |
3 * | |
4 * @(#)scrolls.c 9.0 (rdk) 7/17/84 | |
5 * | |
6 * Super-Rogue | |
7 * Copyright (C) 1984 Robert D. Kindelberger | |
8 * All rights reserved. | |
9 * | |
10 * Based on "Rogue: Exploring the Dungeons of Doom" | |
11 * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman | |
12 * All rights reserved. | |
13 * | |
14 * See the file LICENSE.TXT for full copyright and licensing information. | |
15 */ | |
16 | |
17 #include <ctype.h> | |
18 #include "rogue.h" | |
19 #include "rogue.ext" | |
20 | |
21 /* | |
22 * read_scroll: | |
23 * Let the hero read a scroll | |
24 */ | |
25 read_scroll() | |
26 { | |
27 reg struct object *obj; | |
28 reg struct linked_list *item; | |
29 reg int i, j, wh; | |
30 reg char ch, nch; | |
31 struct room *rp; | |
32 struct linked_list *titem; | |
33 char buf[LINLEN]; | |
34 bool bless, curse; | |
35 | |
36 if ((item = get_item("read", SCROLL)) == NULL) | |
37 return; | |
38 obj = OBJPTR(item); | |
39 if (obj->o_type != SCROLL) { | |
40 msg("Nothing to read."); | |
41 after = FALSE; | |
42 return; | |
43 } | |
44 msg("As you read the scroll, it vanishes."); | |
45 wh = obj->o_which; | |
46 bless = o_on(obj, ISBLESS); | |
47 curse = o_on(obj, ISCURSED); | |
48 del_pack(item); /* Get rid of the thing */ | |
49 | |
50 /* | |
51 * Calculate the effect it has on the hero | |
52 */ | |
53 switch(wh) { | |
54 case S_KNOWALL: | |
55 if (!curse) { | |
56 idenpack(); /* identify all the pack */ | |
57 msg("You feel more knowledgable."); | |
58 chg_abil(WIS,1,TRUE); | |
59 s_know[S_KNOWALL] = TRUE; | |
60 } | |
61 when S_CONFUSE: | |
62 if (!curse) { | |
63 /* | |
64 * Scroll of monster confusion. Give him that power. | |
65 */ | |
66 msg("Your hands begin to glow red."); | |
67 player.t_flags |= CANHUH; | |
68 s_know[S_CONFUSE] = TRUE; | |
69 } | |
70 when S_LIGHT: | |
71 rp = player.t_room; | |
72 if (!curse) { | |
73 if (rp == NULL) { | |
74 s_know[S_LIGHT] = TRUE; | |
75 msg("The corridor glows and then fades."); | |
76 } | |
77 else { | |
78 if (rf_on(rp,ISDARK)) { | |
79 s_know[S_LIGHT] = TRUE; | |
80 msg("The room is lit."); | |
81 rp->r_flags &= ~ISDARK; | |
82 } | |
83 light(&hero); | |
84 mvwaddch(cw, hero.y, hero.x, PLAYER); | |
85 } | |
86 } | |
87 when S_ARMOR: | |
88 if (!curse) { | |
89 if (cur_armor != NULL && o_off(cur_armor,ISPROT)) { | |
90 s_know[S_ARMOR] = TRUE; | |
91 msg("Your armor glows faintly for a moment."); | |
92 if (o_on(cur_armor,ISCURSED)) | |
93 cur_armor->o_ac = armors[cur_armor->o_which].a_class; | |
94 else | |
95 cur_armor->o_ac--; | |
96 resoflg(cur_armor,ISCURSED); | |
97 } | |
98 } | |
99 when S_HOLD: | |
100 if (!curse) { | |
101 /* | |
102 * Hold monster scroll. Stop all monsters within 3 spaces | |
103 * from chasing after the hero. | |
104 */ | |
105 reg int x,y; | |
106 reg struct linked_list *mon; | |
107 | |
108 for (x = hero.x - 3; x <= hero.x + 3; x++) { | |
109 for (y = hero.y - 3; y <= hero.y + 3; y++) { | |
110 if (y > 0 && x > 0 && isalpha(mvwinch(mw, y, x))) { | |
111 if ((mon = find_mons(y, x)) != NULL) { | |
112 reg struct thing *th; | |
113 | |
114 th = THINGPTR(mon); | |
115 th->t_flags &= ~ISRUN; | |
116 th->t_flags |= ISHELD; | |
117 th->t_flags |= ISSTUCK; | |
118 } | |
119 } | |
120 } | |
121 } | |
122 } | |
123 when S_SLEEP: | |
124 /* | |
125 * Scroll which makes you fall asleep | |
126 */ | |
127 if (!bless) { | |
128 s_know[S_SLEEP] = TRUE; | |
129 msg("You fall asleep."); | |
130 player.t_nocmd += 4 + rnd(SLEEPTIME); | |
131 } | |
132 when S_CREATE: | |
133 if (!bless) { | |
134 if (makemons(mtlev[rnd(levcount)]->m_show)) | |
135 s_know[S_CREATE] = TRUE; | |
136 else | |
137 msg("You hear a faint cry of anguish in the distance."); | |
138 } | |
139 when S_IDENT: | |
140 if (!curse) { | |
141 msg("This scroll is an identify scroll"); | |
142 s_know[S_IDENT] = TRUE; | |
143 whatis(NULL); | |
144 } | |
145 when S_MAP: | |
146 if (curse) | |
147 break; | |
148 s_know[S_MAP] = TRUE; | |
149 addmsg("Oh, now this scroll has a "); | |
150 if (rnd(100) < 10 || bless) { | |
151 addmsg("very detailed map on it."); | |
152 endmsg(); | |
153 displevl(); | |
154 } | |
155 else { | |
156 addmsg("map on it."); | |
157 endmsg(); | |
158 overwrite(stdscr, hw); | |
159 for (i = 1; i < LINES - 2; i++) { | |
160 for (j = 0; j < COLS; j++) { | |
161 switch (nch = ch = mvwinch(hw, i, j)) { | |
162 case SECRETDOOR: | |
163 nch = DOOR; | |
164 mvaddch(i, j, nch); | |
165 case '-': | |
166 case '|': | |
167 case DOOR: | |
168 case PASSAGE: | |
169 case ' ': | |
170 case STAIRS: | |
171 if (mvwinch(mw, i, j) != ' ') { | |
172 struct thing *it; | |
173 struct linked_list *blah; | |
174 | |
175 blah = find_mons(i, j); | |
176 if (blah != NULL) { | |
177 it = THINGPTR(blah); | |
178 if (it->t_oldch == ' ') | |
179 it->t_oldch = nch; | |
180 } | |
181 } | |
182 break; | |
183 default: | |
184 nch = ' '; | |
185 } | |
186 if (nch != ch) | |
187 waddch(hw, nch); | |
188 } | |
189 } | |
190 overlay(cw, hw); | |
191 overwrite(hw, cw); | |
192 } | |
193 when S_GFIND: | |
194 if (!curse) { | |
195 int gtotal = 0; | |
196 struct room *rp; | |
197 | |
198 wclear(hw); | |
199 for (rp = rooms; rp < &rooms[MAXROOMS]; rp++) { | |
200 gtotal += rp->r_goldval; | |
201 if (rp->r_goldval != 0 && | |
202 mvinch(rp->r_gold.y,rp->r_gold.x) == GOLD) | |
203 mvwaddch(hw,rp->r_gold.y,rp->r_gold.x,GOLD); | |
204 } | |
205 if (gtotal) { | |
206 s_know[S_GFIND] = TRUE; | |
207 msg("You begin to feel greedy and sense gold."); | |
208 overlay(hw,cw); | |
209 } | |
210 else | |
211 msg("You begin to feel a pull downward."); | |
212 } | |
213 when S_TELEP: | |
214 if (!curse) { | |
215 int rm; | |
216 struct room *cur_room; | |
217 | |
218 cur_room = player.t_room; | |
219 rm = teleport(rndspot, &player); | |
220 if (cur_room != &rooms[rm]) | |
221 s_know[S_TELEP] = TRUE; | |
222 } | |
223 when S_ENCH: | |
224 if (!curse) { | |
225 if (cur_weapon == NULL || (cur_weapon != NULL && | |
226 (o_on(cur_weapon,ISPROT) || cur_weapon->o_type != WEAPON))) | |
227 msg("You feel a strange sense of loss."); | |
228 else { | |
229 s_know[S_ENCH] = TRUE; | |
230 if (o_on(cur_weapon,ISCURSED)) { | |
231 resoflg(cur_weapon,ISCURSED); | |
232 cur_weapon->o_hplus = rnd(2); | |
233 cur_weapon->o_dplus = rnd(2); | |
234 } | |
235 else { /* weapon was not cursed here */ | |
236 if (rnd(100) < 50) | |
237 cur_weapon->o_hplus += 1; | |
238 else | |
239 cur_weapon->o_dplus += 1; | |
240 } | |
241 setoflg(cur_weapon, ISKNOW); | |
242 msg("Your %s glows blue for a moment.", | |
243 w_magic[cur_weapon->o_which].mi_name); | |
244 } | |
245 } | |
246 when S_SCARE: | |
247 /* | |
248 * A monster will refuse to step on a scare monster scroll | |
249 * if it is dropped. Thus reading it is a mistake and produces | |
250 * laughter at the poor rogue's boo boo. | |
251 */ | |
252 msg("You hear maniacal laughter in the distance."); | |
253 when S_REMOVE: | |
254 if (!curse) { | |
255 if (cur_armor != NULL && o_off(cur_armor,ISPROT)) | |
256 resoflg(cur_armor,ISCURSED); | |
257 if (cur_weapon != NULL && o_off(cur_weapon,ISPROT)) | |
258 resoflg(cur_weapon,ISCURSED); | |
259 if (cur_ring[LEFT]!=NULL && o_off(cur_ring[LEFT],ISPROT)) | |
260 resoflg(cur_ring[LEFT],ISCURSED); | |
261 if (cur_ring[RIGHT]!=NULL && o_off(cur_ring[RIGHT],ISPROT)) | |
262 resoflg(cur_ring[RIGHT],ISCURSED); | |
263 msg("You feel as if somebody is watching over you."); | |
264 s_know[S_REMOVE] = TRUE; | |
265 } | |
266 when S_AGGR: | |
267 if (!bless) { | |
268 if (mlist != NULL) { | |
269 aggravate(); | |
270 msg("You hear a high pitched humming noise."); | |
271 s_know[S_AGGR] = TRUE; | |
272 } | |
273 } | |
274 when S_NOP: | |
275 msg("This scroll seems to be blank."); | |
276 when S_GENOCIDE: | |
277 if (!curse) { | |
278 msg("You have been granted the boon of genocide."); | |
279 genocide(); | |
280 s_know[S_GENOCIDE] = TRUE; | |
281 } | |
282 when S_DCURSE: | |
283 if (!bless) { | |
284 struct linked_list *ll; | |
285 struct object *lb; | |
286 | |
287 msg("Your pack shudders."); | |
288 for (ll = pack ; ll != NULL ; ll = next(ll)) { | |
289 lb = OBJPTR(ll); | |
290 if (o_off(lb,ISPROT)) { | |
291 resoflg(lb, ISBLESS); | |
292 setoflg(lb, ISCURSED); | |
293 } | |
294 } | |
295 } | |
296 when S_DLEVEL: | |
297 if (!bless) { | |
298 int much = rnd(9) - 4; | |
299 | |
300 if (much != 0) { | |
301 level += much; | |
302 if (level < 1) | |
303 level = 1; | |
304 mpos = 0; | |
305 new_level(NORMLEV); /* change levels */ | |
306 msg("You are whisked away to another region."); | |
307 s_know[S_DLEVEL] = TRUE; | |
308 } | |
309 } | |
310 when S_PROTECT: | |
311 if (!curse) { | |
312 struct linked_list *ll; | |
313 struct object *lb; | |
314 | |
315 msg("You are granted the power of protection."); | |
316 if ((ll = get_item("protect",0)) != NULL) { | |
317 lb = OBJPTR(ll); | |
318 setoflg(lb,ISPROT); | |
319 mpos = 0; | |
320 msg("Protected %s.",inv_name(lb,TRUE)); | |
321 } | |
322 s_know[S_PROTECT] = TRUE; | |
323 } | |
324 when S_ALLENCH: | |
325 if (!curse) { | |
326 struct linked_list *ll; | |
327 struct object *lb; | |
328 int howmuch, ac, good; | |
329 | |
330 msg("You are granted the power of enchantment."); | |
331 good = TRUE; | |
332 if ((ll = get_item("enchant",0)) != NULL) { | |
333 lb = OBJPTR(ll); | |
334 resoflg(lb,ISCURSED); | |
335 resoflg(lb,ISPROT); | |
336 howmuch = rnd(3) + 1; | |
337 switch(lb->o_type) { | |
338 case RING: | |
339 if (lb->o_ac < 0) | |
340 lb->o_ac = 0; | |
341 lb->o_ac += howmuch; | |
342 when ARMOR: | |
343 ac = armors[lb->o_which].a_class; | |
344 if (lb->o_ac > ac) | |
345 lb->o_ac = ac; | |
346 lb->o_ac -= howmuch; | |
347 when STICK: | |
348 lb->o_charges += howmuch + 10; | |
349 when WEAPON: | |
350 if (lb->o_dplus < 0) | |
351 lb->o_dplus = 0; | |
352 if (lb->o_hplus < 0) | |
353 lb->o_hplus = 0; | |
354 lb->o_hplus += howmuch; | |
355 lb->o_dplus += howmuch; | |
356 otherwise: | |
357 msg("You are injured as the scroll flashes & bursts into flames !!!"); | |
358 chg_hpt(-roll(6,6),FALSE,K_SCROLL); | |
359 good = FALSE; | |
360 } | |
361 if (good) { | |
362 mpos = 0; | |
363 msg("Enchanted %s.",inv_name(lb,TRUE)); | |
364 } | |
365 } | |
366 s_know[S_ALLENCH] = TRUE; | |
367 } | |
368 when S_BLESS: | |
369 if (!curse) { | |
370 struct linked_list *ll; | |
371 struct object *lb; | |
372 | |
373 msg("Your pack glistens brightly."); | |
374 for (ll = pack ; ll != NULL ; ll = next(ll)) { | |
375 whatis(ll); | |
376 lb = OBJPTR(ll); | |
377 resoflg(lb,ISCURSED); | |
378 setoflg(lb,ISBLESS); | |