diff arogue5/scrolls.c @ 63:0ed67132cf10

Import Advanced Rogue 5.8 from the Roguelike Restoration Project (r1490)
author elwin
date Thu, 09 Aug 2012 22:58:48 +0000
parents
children c49f7927b0fa
line wrap: on
line diff
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/arogue5/scrolls.c	Thu Aug 09 22:58:48 2012 +0000
@@ -0,0 +1,709 @@
+/*
+ * Read a scroll and let it happen
+ *
+ * Advanced Rogue
+ * Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka and AT&T
+ * All rights reserved.
+ *
+ * Based on "Rogue: Exploring the Dungeons of Doom"
+ * Copyright (C) 1980, 1981 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"
+
+
+
+/*
+ * let the hero get rid of some type of monster (but not a UNIQUE!)
+ */
+genocide()
+{
+    register struct linked_list *ip;
+    register struct thing *mp;
+    register int i;
+    register struct linked_list *nip;
+    register int num_monst = NUMMONST-NUMUNIQUE-1, /* cannot genocide uniques */
+		 pres_monst=1, 
+		 num_lines=2*(LINES-3);
+    register int which_monst;
+    char monst_name[40];
+
+    /* Print out the monsters */
+    while (num_monst > 0) {
+	register left_limit;
+
+	if (num_monst < num_lines) left_limit = (num_monst+1)/2;
+	else left_limit = num_lines/2;
+
+	wclear(hw);
+	touchwin(hw);
+
+	/* Print left column */
+	wmove(hw, 2, 0);
+	for (i=0; i<left_limit; i++) {
+	    sprintf(monst_name, 
+		    "[%d] %c%s\n",
+		    pres_monst, 
+		    monsters[pres_monst].m_normal ? ' ' : '*',
+		    monsters[pres_monst].m_name);
+	    waddstr(hw, monst_name);
+	    pres_monst++;
+	}
+
+	/* Print right column */
+	for (i=0; i<left_limit && pres_monst<=NUMMONST-NUMUNIQUE-1; i++) {
+	    sprintf(monst_name, 
+		    "[%d] %c%s\n",
+		    pres_monst, 
+		    monsters[pres_monst].m_normal ? ' ' : '*',
+		    monsters[pres_monst].m_name);
+	    wmove(hw, i+2, COLS/2);
+	    waddstr(hw, monst_name);
+	    pres_monst++;
+	}
+
+	if ((num_monst -= num_lines) > 0) {
+	    mvwaddstr(hw, LINES-1, 0, morestr);
+	    draw(hw);
+	    wait_for(hw,' ');
+	}
+
+	else {
+	    mvwaddstr(hw, 0, 0, "Which monster");
+	    if (!terse) waddstr(hw, " do you wish to wipe out");
+	    waddstr(hw, "? ");
+	    draw(hw);
+	}
+    }
+
+get_monst:
+    get_str(monst_name, hw);
+    which_monst = atoi(monst_name);
+    if ((which_monst < 1 || which_monst > NUMMONST-NUMUNIQUE-1)) {
+	mvwaddstr(hw, 0, 0, "Please enter a number in the displayed range -- ");
+	draw(hw);
+	goto get_monst;
+    }
+
+    /* Set up for redraw */
+    clearok(cw, TRUE);
+    touchwin(cw);
+
+    /* Remove this monster from the present level */
+    for (ip = mlist; ip; ip = nip) {
+	mp = THINGPTR(ip);
+	nip = next(ip);
+	if (mp->t_index == which_monst) {
+	    killed(ip, FALSE, FALSE);
+	}
+    }
+
+    /* Remove from available monsters */
+    monsters[which_monst].m_normal = FALSE;
+    monsters[which_monst].m_wander = FALSE;
+    mpos = 0;
+    msg("You have wiped out the %s.", monsters[which_monst].m_name);
+}
+
+read_scroll(which, flag, is_scroll)
+register int which;
+int flag;
+bool is_scroll;
+{
+    register struct object *obj = NULL, *nobj;
+    register struct linked_list *item, *nitem;
+    register int i,j;
+    register char ch, nch;
+    bool cursed, blessed;
+    char buf[LINELEN];
+
+    blessed = FALSE;
+    cursed = FALSE;
+    item = NULL;
+
+    if (which < 0) {
+	if (on(player, ISBLIND)) {
+	    msg("You can't see to read anything");
+	    return;
+	}
+	item = get_item(pack, "read", SCROLL);
+	if (item == NULL)
+	    return;
+
+	obj = OBJPTR(item);
+	/* remove it from the pack */
+	inpack--;
+	detach(pack, item);
+
+	msg("As you read the scroll, it vanishes.");
+	cursed = (obj->o_flags & ISCURSED) != 0;
+	blessed = (obj->o_flags & ISBLESSED) != 0;
+
+	which = obj->o_which;
+    }
+    else {
+	cursed = flag & ISCURSED;
+	blessed = flag & ISBLESSED;
+    }
+
+
+    switch (which) {
+	case S_CONFUSE:
+	    /*
+	     * Scroll of monster confusion.  Give him that power.
+	     */
+	    msg("Your hands begin to glow red");
+	    turn_on(player, CANHUH);
+	when S_CURING:
+	    /*
+	     * A cure disease spell
+	     */
+	    if (on(player, HASINFEST) || 
+		on(player, HASDISEASE)|| 
+		on(player, DOROT)) {
+		if (on(player, HASDISEASE)) {
+		    extinguish(cure_disease);
+		    cure_disease();
+		}
+		if (on(player, HASINFEST)) {
+		    msg(terse ? "You feel yourself improving."
+			      : "You begin to feel yourself improving again.");
+		    turn_off(player, HASINFEST);
+		    infest_dam = 0;
+		}
+		if (on(player, DOROT)) {
+		    msg("You feel your skin returning to normal.");
+		    turn_off(player, DOROT);
+		}
+	    }
+	    else {
+		msg(nothing);
+		break;
+	    }
+	    if (is_scroll) s_know[S_CURING] = TRUE;
+	when S_LIGHT:
+	    if (blue_light(blessed, cursed) && is_scroll)
+		s_know[S_LIGHT] = TRUE;
+	when S_HOLD:
+	    if (cursed) {
+		/*
+		 * 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.");
+	    }
+	    else if (blessed) { /* Hold all monsters on level */
+		if (mlist == NULL) msg(nothing);
+		else {
+		    register struct linked_list *mon;
+		    register struct thing *th;
+
+		    for (mon = mlist; mon != NULL; mon = next(mon)) {
+			th = THINGPTR(mon);
+			turn_off(*th, ISRUN);
+			turn_on(*th, ISHELD);
+		    }
+		    msg("A sudden peace comes over the dungeon.");
+		}
+	    }
+	    else {
+		/*
+		 * Hold monster scroll.  Stop all monsters within two spaces
+		 * from chasing after the hero.
+		 */
+		    register int x,y;
+		    register struct linked_list *mon;
+		    bool gotone=FALSE;
+
+		    for (x = hero.x-2; x <= hero.x+2; x++) {
+			for (y = hero.y-2; y <= hero.y+2; y++) {
+			    if (y < 1 || x < 0 || y > LINES - 3 || x > COLS - 1)
+				continue;
+			    if (isalpha(mvwinch(mw, y, x))) {
+				if ((mon = find_mons(y, x)) != NULL) {
+				    register struct thing *th;
+
+				    gotone = TRUE;
+				    th = THINGPTR(mon);
+				    turn_off(*th, ISRUN);
+				    turn_on(*th, ISHELD);
+				}
+			    }
+			}
+		    }
+		    if (gotone) msg("A sudden peace surrounds you.");
+		    else msg(nothing);
+	    }
+	when S_SLEEP:
+	    /*
+	     * if cursed, you fall asleep
+	     */
+	    if (is_scroll) s_know[S_SLEEP] = TRUE;
+	    if (cursed) {
+		if (ISWEARING(R_ALERT))
+		    msg("You feel drowsy for a moment.");
+		else {
+		    msg("You fall asleep.");
+		    no_command += 4 + rnd(SLEEPTIME);
+		}
+	    }
+	    else {
+		/*
+		 * sleep monster scroll.  
+		 * puts all monsters within 2 spaces asleep
+		 */
+		    register int x,y;
+		    register struct linked_list *mon;
+		    bool gotone=FALSE;
+
+		    for (x = hero.x-2; x <= hero.x+2; x++) {
+			for (y = hero.y-2; y <= hero.y+2; y++) {
+			    if (y < 1 || x < 0 || y > LINES - 3 || x > COLS - 1)
+				continue;
+			    if (isalpha(mvwinch(mw, y, x))) {
+				if ((mon = find_mons(y, x)) != NULL) {
+				    register struct thing *th;
+
+				    th = THINGPTR(mon);
+				    if (on(*th, ISUNDEAD))
+					continue;
+				    th->t_no_move += SLEEPTIME;
+				    gotone = TRUE;
+				}
+			    }
+			}
+		    }
+		    if (gotone) 
+			msg("The monster(s) around you seem to have fallen asleep");
+		    else 
+			msg(nothing);
+	    }
+	when S_CREATE:
+	    /*
+	     * Create a monster
+	     * First look in a circle around him, next try his room
+	     * otherwise give up
+	     */
+	    creat_mons(&player, (short) 0, TRUE);
+	    light(&hero);
+	when S_IDENT:
+	    /* 
+	     * if its blessed then identify everything in the pack
+	     */
+	    if (blessed) {
+		msg("You feel more Knowledgeable!");
+		idenpack();
+	    }
+	    else {
+		/*
+		 * Identify, let the rogue figure something out
+		 */
+		if (is_scroll && s_know[S_IDENT] != TRUE) {
+		    msg("This scroll is an identify scroll");
+		}
+		whatis(NULL);
+	    }
+	    if (is_scroll) s_know[S_IDENT] = TRUE;
+	when S_MAP:
+	    /*
+	     * Scroll of magic mapping.
+	     */
+	    if (is_scroll && s_know[S_MAP] != TRUE) {
+		msg("Oh, now this scroll has a map on it.");
+		s_know[S_MAP] = TRUE;
+	    }
+	    overwrite(stdscr, hw);
+	    /*
+	     * Take all the things we want to keep hidden out of the window
+	     */
+	    for (i = 1; i < LINES-2; i++)
+		for (j = 0; j < COLS; j++)
+		{
+		    switch (nch = ch = CCHAR( mvwinch(hw, i, j) ))
+		    {
+			case SECRETDOOR:
+			    nch = secretdoor (i, j);
+			    break;
+			case '-':
+			case '|':
+			case DOOR:
+			case PASSAGE:
+			case ' ':
+			case STAIRS:
+			    if (mvwinch(mw, i, j) != ' ')
+			    {
+				register struct thing *it;
+
+				it = THINGPTR(find_mons(i, j));
+				if (it && it->t_oldch == ' ')
+				    it->t_oldch = nch;
+			    }
+			    break;
+			default:
+			    nch = ' ';
+		    }
+		    if (nch != ch)
+			waddch(hw, nch);
+		}
+	    /*
+	     * Copy in what he has discovered
+	     */
+	    overlay(cw, hw);
+	    /*
+	     * And set up for display
+	     */
+	    overwrite(hw, cw);
+	when S_GFIND:
+	    /*
+	     * Scroll of gold detection
+	     */
+	    if (lvl_obj != NULL) {
+		register struct linked_list *gitem;
+		struct object *cur;
+		int gtotal = 0;
+
+		wclear(hw);
+		for (gitem = lvl_obj; gitem != NULL; gitem = next(gitem)) {
+		    cur = OBJPTR(gitem);
+		    if (cur->o_type == GOLD) {
+			gtotal += cur->o_count;
+			mvwaddch(hw, cur->o_pos.y, cur->o_pos.x, GOLD);
+		    }
+		}
+		if (gtotal) {
+		    if (is_scroll) s_know[S_GFIND] = TRUE;
+		    msg("You begin to feel greedy and you sense gold.");
+		    overlay(hw,cw);
+		    break;
+		}
+	    }
+	    msg("You begin to feel a pull downward");
+	when S_TELEP:
+	    /*
+	     * Scroll of teleportation:
+	     * Make him disappear and reappear
+	     */
+	    if (cursed) {
+		int old_max = cur_max;
+
+		turns = (vlevel * 3) * LEVEL;
+		level = nfloors;
+		new_level(NORMLEV);
+		status(TRUE);
+		mpos = 0;
+		msg("You are banished to the lower regions.");
+		if (old_max == cur_max) /* if he's been here, make it harder */
+		    aggravate();
+	    }
+	    else if (blessed) {
+		int	old_level, 
+			much = rnd(4) - 4;
+
+		old_level = level;
+		if (much != 0) {
+		    level += much;
+		    if (level < 1)
+			level = 1;
+		    mpos = 0;
+		    cur_max = level;
+		    turns += much*LEVEL;
+		    if (turns < 0)
+			turns = 0;
+		    new_level(NORMLEV);		/* change levels */
+		    if (level == old_level)
+			status(TRUE);
+		    msg("You are whisked away to another region.");
+		}
+	    }
+	    else {
+		teleport();
+	    }
+	    if (is_scroll) s_know[S_TELEP] = TRUE;
+	when S_SCARE:
+	    /*
+	     * A monster will refuse to step on a scare monster scroll
+	     * if it is dropped.  Thus 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 (cursed) { /* curse all player's possessions */
+		for (nitem = pack; nitem != NULL; nitem = next(nitem)) {
+		    nobj = OBJPTR(nitem);
+		    if (nobj->o_flags & ISBLESSED) 
+			nobj->o_flags &= ~ISBLESSED;
+		    else 
+			nobj->o_flags |= ISCURSED;
+		}
+		msg("The smell of fire and brimstone fills the air.");
+	    }
+	    else if (blessed) {
+		for (nitem = pack; nitem != NULL; nitem = next(nitem)) {
+		    nobj = OBJPTR(nitem);
+		    nobj->o_flags &= ~ISCURSED;
+		}
+		msg("Your pack glistens brightly");
+	    }
+	    else {
+		if ((nitem = get_item(pack, "remove the curse on",ALL))!=NULL){
+		    nobj = OBJPTR(nitem);
+		    nobj->o_flags &= ~ISCURSED;
+		    msg("Removed the curse from %s",inv_name(nobj,TRUE));
+		}
+	    }
+	    if (is_scroll) s_know[S_REMOVE] = TRUE;
+	when S_PETRIFY:
+	    switch (mvinch(hero.y, hero.x)) {
+		case TRAPDOOR:
+		case DARTTRAP:
+		case TELTRAP:
+		case ARROWTRAP:
+		case SLEEPTRAP:
+		case BEARTRAP:
+		    {
+			register int i;
+
+			/* Find the right trap */
+			for (i=0; i<ntraps && !ce(traps[i].tr_pos, hero); i++);
+			ntraps--;
+
+			if (!ce(traps[i].tr_pos, hero))
+			    msg("What a strange trap!");
+			else {
+			    while (i < ntraps) {
+				traps[i] = traps[i + 1];
+				i++;
+			    }
+			}
+		    }
+		    goto pet_message;
+		case DOOR:
+		case SECRETDOOR:
+		case FLOOR:
+		case PASSAGE:
+pet_message:	    msg("The dungeon begins to rumble and shake!");
+		    addch(WALL);
+
+		    /* If the player is phased, unphase him */
+		    if (on(player, CANINWALL)) {
+			extinguish(unphase);
+			turn_off(player, CANINWALL);
+			msg("Your dizzy feeling leaves you.");
+		    }
+
+		    /* Mark the player as in a wall */
+		    turn_on(player, ISINWALL);
+		    break;
+		default:
+		    msg(nothing);
+	    }
+	when S_GENOCIDE:
+	    msg("You have been granted the boon of genocide!--More--");
+	    wait_for(cw,' ');
+	    msg("");
+	    genocide();
+	    if (is_scroll) s_know[S_GENOCIDE] = TRUE;
+	when S_PROTECT: {
+	    struct linked_list *ll;
+	    struct object *lb;
+	    bool did_it = FALSE;
+	    msg("You are granted the power of protection.");
+	    if ((ll = get_item(pack, "protect", PROTECTABLE)) != NULL) {
+		lb = OBJPTR(ll);
+		mpos = 0;
+		if (cursed) {
+		    switch(lb->o_type) {	/* ruin it completely */
+			case RING: if (lb->o_ac > 0) {
+				    if (is_current(lb)) {
+					switch (lb->o_which) {
+					    case R_ADDWISDOM: 
+						pstats.s_wisdom -= lb->o_ac;
+					    when R_ADDINTEL:  
+						pstats.s_intel -= lb->o_ac;
+					    when R_ADDSTR:
+						pstats.s_str -= lb->o_ac;
+					    when R_ADDHIT:
+						pstats.s_dext -= lb->o_ac;
+					}
+				    }
+				    did_it = TRUE;
+					lb->o_ac = 0;
+				}
+			when ARMOR: if (lb->o_ac > 10) {
+					did_it = TRUE;
+					lb->o_ac = 10;
+				    }
+			when STICK: if (lb->o_charges > 0) {
+					did_it = TRUE;
+					lb->o_charges = 0;
+				    }
+			when WEAPON:if (lb->o_hplus > 0) {
+					did_it = TRUE;
+					lb->o_hplus = 0;
+				    }
+				    if (lb->o_dplus > 0) {
+					did_it = TRUE;
+					lb->o_dplus = 0;
+				    }
+		    }
+		    if (lb->o_flags & ISPROT) {
+			did_it = TRUE;
+			lb->o_flags &= ~ISPROT;
+		    }
+		    if (lb->o_flags & ISBLESSED) {
+			did_it = TRUE;
+			lb->o_flags &= ~ISBLESSED;
+		    }
+		    if (did_it)
+			msg("Your %s glows red for a moment",inv_name(lb,TRUE));
+		    else {
+			msg(nothing);
+			break;
+		    }
+		}
+		else  {
+		    lb->o_flags |= ISPROT;
+		    msg("Protected %s.",inv_name(lb,TRUE));
+		}
+	    }
+	    if (is_scroll) s_know[S_PROTECT] = TRUE;
+	}
+	when S_MAKEIT:
+	    msg("You have been endowed with the power of creation.");
+	    if (is_scroll) s_know[S_MAKEIT] = TRUE;
+	    create_obj(TRUE, 0, 0);
+	when S_ALLENCH: {
+	    struct linked_list *ll;
+	    struct object *lb;
+	    int howmuch, flags;
+	    if (is_scroll && s_know[S_ALLENCH] == FALSE) {
+		msg("You are granted the power of enchantment.");
+		msg("You may enchant anything(weapon,ring,armor,scroll,potion)");
+	    }
+	    if ((ll = get_item(pack, "enchant",ALL)) != NULL) {
+		lb = OBJPTR(ll);
+		lb->o_flags &= ~ISCURSED;
+		if (blessed) {
+		    howmuch = 2;
+		    flags = ISBLESSED;
+		}
+		else if (cursed) {
+		    howmuch = -1;
+		    flags = ISCURSED;
+		}
+		else {
+		    howmuch = 1;
+		    flags = ISBLESSED;
+		}
+		switch(lb->o_type) {
+		    case RING:
+			if (lb->o_ac + howmuch > MAXENCHANT) {
+			    msg("The enchantment doesn't seem to work!");
+			    break;
+			}
+			lb->o_ac += howmuch;
+			if (lb==cur_ring[LEFT_1]  || lb==cur_ring[LEFT_2]  ||
+			    lb==cur_ring[LEFT_3]  || lb==cur_ring[LEFT_4]  ||
+			    lb==cur_ring[RIGHT_1] || lb==cur_ring[RIGHT_2] ||
+			    lb==cur_ring[RIGHT_3] || lb==cur_ring[RIGHT_4]) {
+			    switch (lb->o_which) {
+				case R_ADDWISDOM: pstats.s_wisdom += howmuch;
+				when R_ADDINTEL:  pstats.s_intel += howmuch;
+				when R_ADDSTR:    pstats.s_str += howmuch;
+				when R_ADDHIT:    pstats.s_dext += howmuch;
+			    }
+			}
+			msg("Enchanted %s.",inv_name(lb,TRUE));
+		    when ARMOR:
+			if ((armors[lb->o_which].a_class - lb->o_ac) +
+			    howmuch > MAXENCHANT) {
+			    msg("The enchantment doesn't seem to work!");
+			    break;
+			}
+			else
+			    lb->o_ac -= howmuch;
+			msg("Enchanted %s.",inv_name(lb,TRUE));
+		    when STICK:
+			lb->o_charges += (howmuch * 10) + rnd(5);
+			if (lb->o_charges < 0)
+			    lb->o_charges = 0;
+			if (EQUAL(ws_type[lb->o_which], "staff")) {
+			    if (lb->o_charges > 100) 
+				lb->o_charges = 100;
+			}
+			else {
+			    if (lb->o_charges > 50)
+				lb->o_charges = 50;
+			}
+			msg("Enchanted %s.",inv_name(lb,TRUE));
+		    when WEAPON:
+			if(lb->o_hplus+lb->o_dplus+howmuch > MAXENCHANT * 2){
+			    msg("The enchantment doesn't seem to work!");
+			    break;
+			}
+			if (rnd(100) < 50)
+			    lb->o_hplus += howmuch;
+			else
+			    lb->o_dplus += howmuch;
+			msg("Enchanted %s.",inv_name(lb,TRUE));
+		    when MM:
+			switch (lb->o_which) {
+			    case MM_BRACERS:
+			    case MM_PROTECT:
+				if (lb->o_ac + howmuch > MAXENCHANT) {
+				   msg("The enchantment doesn't seem to work!");
+				   break;
+				}
+				else lb->o_ac += howmuch;
+				msg("Enchanted %s.",inv_name(lb,TRUE));
+			}
+			lb->o_flags |= flags;
+		    when POTION:
+		    case SCROLL:
+		    default:
+			lb->o_flags |= flags;
+		    msg("Enchanted %s.",inv_name(lb,TRUE));
+		}
+	    }
+	    if (is_scroll) s_know[S_ALLENCH] = TRUE;
+	    if (!is_scroll) {