Mercurial > hg > early-roguelike
diff rogue4/scrolls.c @ 12:9535a08ddc39
Import Rogue 5.2 from the Roguelike Restoration Project (r1490)
author | edwarj4 |
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date | Sat, 24 Oct 2009 16:52:52 +0000 |
parents | |
children | 1b73a8641b37 |
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--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/rogue4/scrolls.c Sat Oct 24 16:52:52 2009 +0000 @@ -0,0 +1,269 @@ +/* + * Read a scroll and let it happen + * + * @(#)scrolls.c 4.21 (Berkeley) 4/6/82 + * + * Rogue: Exploring the Dungeons of Doom + * Copyright (C) 1980, 1981, 1982 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 + */ +read_scroll() +{ + register THING *obj; + register int y, x; + register char ch; + register THING *op; + register int index; + register bool discardit = FALSE; + + 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; + } + msg("as you read the scroll, it vanishes"); + /* + * Calculate the effect it has on the poor guy. + */ + if (obj == cur_weapon) + cur_weapon = NULL; + 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 red"); + when S_ARMOR: + if (cur_armor != NULL) + { + cur_armor->o_ac--; + cur_armor->o_flags &= ~ISCURSED; + msg("your armor glows faintly for a moment"); + } + when S_HOLD: + /* + * Hold monster scroll. Stop all monsters within two spaces + * from chasing after the hero. + */ + + for (x = hero.x - 2; x <= hero.x + 2; x++) + if (x >= 0 && x < COLS) + for (y = hero.y - 2; y <= hero.y + 2; y++) + if (y >= 0 && y <= LINES - 1) + if ((op = moat(y, x)) != NULL) + { + op->t_flags &= ~ISRUN; + op->t_flags |= ISHELD; + } + when S_SLEEP: + /* + * Scroll which makes you fall asleep + */ + s_know[S_SLEEP] = 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 + */ + { + register bool appear = 0; + coord mp; + + /* + * Search for an open place + */ + 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 mimic which is disguised as scroll + */ + if (moat(y, x) == NULL && step_ok(ch = winat(y, x))) + { + if (ch == SCROLL + && find_obj(y, x)->o_which == S_SCARE) + continue; + if (rnd(++appear) == 0) + { + mp.y = y; + mp.x = x; + } + } + } + if (appear) + { + op = new_item(); + new_monster(op, randmonster(FALSE), &mp); + } + else + msg("you hear a faint cry of anguish in the distance"); + } + when S_IDENT: + /* + * Identify, let the rogue figure something out + */ + s_know[S_IDENT] = TRUE; + msg("this scroll is an identify scroll"); + whatis(TRUE); + when S_MAP: + /* + * Scroll of magic mapping. + */ + s_know[S_MAP] = 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 < LINES - 1; y++) + for (x = 0; x < COLS; x++) + { + index = INDEX(y, x); + switch (ch = _level[index]) + { + case '-': + case '|': + if (!(_flags[index] & F_REAL)) + { + ch = _level[index] = DOOR; + _flags[index] &= ~F_REAL; + } + case PASSAGE: + _flags[index] |= F_SEEN; + case DOOR: + case STAIRS: + if ((op = moat(y, x)) != NULL) + if (op->t_oldch == ' ') + op->t_oldch = ch; + break; + default: + ch = ' '; + } + if (ch != ' ') + mvaddch(y, x, ch); + } + when S_GFIND: + /* + * Potion of gold detection + */ + ch = FALSE; + wclear(hw); + for (op = lvl_obj; op != NULL; op = next(op)) + if (op->o_type == GOLD) + { + ch = TRUE; + mvwaddch(hw, op->o_pos.y, op->o_pos.x, GOLD); + } + if (ch) + { + s_know[S_GFIND] = TRUE; + show_win(hw, + "You begin to feel greedy and you sense gold.--More--"); + } + else + msg("you feel a pull downward"); + when S_TELEP: + /* + * Scroll of teleportation: + * Make him dissapear and reappear + */ + { + register struct room *cur_room; + + cur_room = proom; + teleport(); + if (cur_room != proom) + s_know[S_TELEP] = 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 blue for a moment", w_names[cur_weapon->o_which]); + } + when S_SCARE: + /* + * 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 (cur_armor != NULL) + cur_armor->o_flags &= ~ISCURSED; + if (cur_weapon != NULL) + cur_weapon->o_flags &= ~ISCURSED; + if (cur_ring[LEFT] != NULL) + cur_ring[LEFT]->o_flags &= ~ISCURSED; + if (cur_ring[RIGHT] != NULL) + cur_ring[RIGHT]->o_flags &= ~ISCURSED; + msg("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_NOP: + msg("this scroll seems to be blank"); + when S_GENOCIDE: + s_know[S_GENOCIDE] = TRUE; + msg("you have been granted the boon of genocide"); + genocide(); + otherwise: + msg("what a puzzling scroll!"); + return; + } + look(TRUE); /* put the result of the scroll on the screen */ + status(); + /* + * Get rid of the thing + */ + inpack--; + if (obj->o_count > 1) + obj->o_count--; + else + { + detach(pack, obj); + discardit = TRUE; + } + + call_it(s_know[obj->o_which], &s_guess[obj->o_which]); + + if (discardit) + discard(obj); +}