comparison rogue3/scrolls.c @ 0:527e2150eaf0

Import Rogue 3.6 from the Roguelike Restoration Project (r1490)
author edwarj4
date Tue, 13 Oct 2009 13:33:34 +0000
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-1:000000000000 0:527e2150eaf0
1
2 /*
3 * Read a scroll and let it happen
4 *
5 * @(#)scrolls.c 3.5 (Berkeley) 6/15/81
6 *
7 * Rogue: Exploring the Dungeons of Doom
8 * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman
9 * All rights reserved.
10 *
11 * See the file LICENSE.TXT for full copyright and licensing information.
12 */
13
14 #include "curses.h"
15 #include <stdlib.h>
16 #include <ctype.h>
17 #include <string.h>
18 #include "rogue.h"
19
20 void
21 read_scroll()
22 {
23 struct object *obj;
24 struct linked_list *item;
25 struct room *rp;
26 int i,j;
27 int ch, nch;
28 struct linked_list *titem;
29 char buf[80];
30
31 item = get_item("read", SCROLL);
32 if (item == NULL)
33 return;
34 obj = (struct object *) ldata(item);
35 if (obj->o_type != SCROLL)
36 {
37 if (!terse)
38 msg("There is nothing on it to read");
39 else
40 msg("Nothing to read");
41 return;
42 }
43 msg("As you read the scroll, it vanishes.");
44 /*
45 * Calculate the effect it has on the poor guy.
46 */
47 if (obj == cur_weapon)
48 cur_weapon = NULL;
49 switch(obj->o_which)
50 {
51 case S_CONFUSE:
52 /*
53 * Scroll of monster confusion. Give him that power.
54 */
55 msg("Your hands begin to glow red");
56 player.t_flags |= CANHUH;
57 when S_LIGHT:
58 s_know[S_LIGHT] = TRUE;
59 if ((rp = roomin(&hero)) == NULL)
60 msg("The corridor glows and then fades");
61 else
62 {
63 addmsg("The room is lit");
64 if (!terse)
65 addmsg(" by a shimmering blue light.");
66 endmsg();
67 rp->r_flags &= ~ISDARK;
68 /*
69 * Light the room and put the player back up
70 */
71 light(&hero);
72 mvwaddch(cw, hero.y, hero.x, PLAYER);
73 }
74 when S_ARMOR:
75 if (cur_armor != NULL)
76 {
77 msg("Your armor glows faintly for a moment");
78 cur_armor->o_ac--;
79 cur_armor->o_flags &= ~ISCURSED;
80 }
81 when S_HOLD:
82 /*
83 * Hold monster scroll. Stop all monsters within two spaces
84 * from chasing after the hero.
85 */
86 {
87 int x,y;
88 struct linked_list *mon;
89
90 for (x = hero.x-2; x <= hero.x+2; x++)
91 for (y = hero.y-2; y <= hero.y+2; y++)
92 if (y > 0 && x > 0 && isupper(mvwinch(mw, y, x)))
93 if ((mon = find_mons(y, x)) != NULL)
94 {
95 struct thing *th;
96
97 th = (struct thing *) ldata(mon);
98 th->t_flags &= ~ISRUN;
99 th->t_flags |= ISHELD;
100 }
101 }
102 when S_SLEEP:
103 /*
104 * Scroll which makes you fall asleep
105 */
106 s_know[S_SLEEP] = TRUE;
107 msg("You fall asleep.");
108 no_command += 4 + rnd(SLEEPTIME);
109 when S_CREATE:
110 /*
111 * Create a monster
112 * First look in a circle around him, next try his room
113 * otherwise give up
114 */
115 {
116 int x, y;
117 int appear = 0;
118 coord mp;
119
120 /*
121 * Search for an open place
122 */
123 for (y = hero.y-1; y <= hero.y+1; y++)
124 for (x = hero.x-1; x <= hero.x+1; x++)
125 {
126 /*
127 * Don't put a monster in top of the player.
128 */
129 if (y == hero.y && x == hero.x)
130 continue;
131 /*
132 * Or anything else nasty
133 */
134 if (step_ok(winat(y, x)))
135 {
136 if (rnd(++appear) == 0)
137 {
138 mp.y = y;
139 mp.x = x;
140 }
141 }
142 }
143 if (appear)
144 {
145 titem = new_item(sizeof (struct thing));
146 new_monster(titem, randmonster(FALSE), &mp);
147 }
148 else
149 msg("You hear a faint cry of anguish in the distance.");
150 }
151 when S_IDENT:
152 /*
153 * Identify, let the rogue figure something out
154 */
155 msg("This scroll is an identify scroll");
156 s_know[S_IDENT] = TRUE;
157 whatis();
158 when S_MAP:
159 /*
160 * Scroll of magic mapping.
161 */
162 s_know[S_MAP] = TRUE;
163 msg("Oh, now this scroll has a map on it.");
164 overwrite(stdscr, hw);
165 /*
166 * Take all the things we want to keep hidden out of the window
167 */
168 for (i = 0; i < LINES; i++)
169 for (j = 0; j < COLS; j++)
170 {
171 switch (nch = ch = mvwinch(hw, i, j))
172 {
173 case SECRETDOOR:
174 nch = DOOR;
175 mvaddch(i, j, nch);
176 case '-':
177 case '|':
178 case DOOR:
179 case PASSAGE:
180 case ' ':
181 case STAIRS:
182 if (mvwinch(mw, i, j) != ' ')
183 {
184 struct thing *it;
185
186 it = (struct thing *) ldata(find_mons(i, j));
187 if ((it != NULL) && (it->t_oldch == ' '))
188 it->t_oldch = nch;
189 }
190 break;
191 default:
192 nch = ' ';
193 }
194 if (nch != ch)
195 waddch(hw, nch);
196 }
197 /*
198 * Copy in what he has discovered
199 */
200 overlay(cw, hw);
201 /*
202 * And set up for display
203 */
204 overwrite(hw, cw);
205 when S_GFIND:
206 /*
207 * Potion of gold detection
208 */
209 {
210 int gtotal = 0;
211
212 wclear(hw);
213 for (i = 0; i < MAXROOMS; i++)
214 {
215 gtotal += rooms[i].r_goldval;
216 if (rooms[i].r_goldval != 0 &&
217 mvwinch(stdscr, rooms[i].r_gold.y, rooms[i].r_gold.x)
218 == GOLD)
219 mvwaddch(hw,rooms[i].r_gold.y,rooms[i].r_gold.x,GOLD);
220 }
221 if (gtotal)
222 {
223 s_know[S_GFIND] = TRUE;
224 show_win(hw,
225 "You begin to feel greedy and you sense gold.--More--");
226 }
227 else msg("You begin to feel a pull downward");
228 }
229 when S_TELEP:
230 /*
231 * Scroll of teleportation:
232 * Make him dissapear and reappear
233 */
234 {
235 int rm;
236 struct room *cur_room;
237
238 cur_room = roomin(&hero);
239 rm = teleport();
240 if (cur_room != &rooms[rm])
241 s_know[S_TELEP] = TRUE;
242 }
243 when S_ENCH:
244 if (cur_weapon == NULL)
245 msg("You feel a strange sense of loss.");
246 else
247 {
248 cur_weapon->o_flags &= ~ISCURSED;
249 if (rnd(100) > 50)
250 cur_weapon->o_hplus++;
251 else
252 cur_weapon->o_dplus++;
253 msg("Your %s glows blue for a moment.", w_names[cur_weapon->o_which]);
254 }
255 when S_SCARE:
256 /*
257 * A monster will refuse to step on a scare monster scroll
258 * if it is dropped. Thus reading it is a mistake and produces
259 * laughter at the poor rogue's boo boo.
260 */
261 msg("You hear maniacal laughter in the distance.");
262 when S_REMOVE:
263 if (cur_armor != NULL)
264 cur_armor->o_flags &= ~ISCURSED;
265 if (cur_weapon != NULL)
266 cur_weapon->o_flags &= ~ISCURSED;
267 if (cur_ring[LEFT] != NULL)
268 cur_ring[LEFT]->o_flags &= ~ISCURSED;
269 if (cur_ring[RIGHT] != NULL)
270 cur_ring[RIGHT]->o_flags &= ~ISCURSED;
271 msg("You feel as if somebody is watching over you.");
272 when S_AGGR:
273 /*
274 * This scroll aggravates all the monsters on the current
275 * level and sets them running towards the hero
276 */
277 aggravate();
278 msg("You hear a high pitched humming noise.");
279 when S_NOP:
280 msg("This scroll seems to be blank.");
281 when S_GENOCIDE:
282 msg("You have been granted the boon of genocide");
283 genocide();
284 s_know[S_GENOCIDE] = TRUE;
285 otherwise:
286 msg("What a puzzling scroll!");
287 return;
288 }
289 look(TRUE); /* put the result of the scroll on the screen */
290 status();
291 if (s_know[obj->o_which] && s_guess[obj->o_which])
292 {
293 free(s_guess[obj->o_which]);
294 s_guess[obj->o_which] = NULL;
295 }
296 else if (!s_know[obj->o_which] && askme && s_guess[obj->o_which] == NULL)
297 {
298 msg(terse ? "Call it: " : "What do you want to call it? ");
299 if (get_str(buf, cw) == NORM)
300 {
301 s_guess[obj->o_which] = malloc((unsigned int) strlen(buf) + 1);
302 if (s_guess[obj->o_which] != NULL)
303 strcpy(s_guess[obj->o_which], buf);
304 }
305 }
306 /*
307 * Get rid of the thing
308 */
309 inpack--;
310 if (obj->o_count > 1)
311 obj->o_count--;
312 else
313 {
314 detach(pack, item);
315 discard(item);
316 }
317 }