Mercurial > hg > early-roguelike
diff arogue7/scrolls.c @ 125:adfa37e67084
Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
| author | John "Elwin" Edwards |
|---|---|
| date | Fri, 08 May 2015 15:24:40 -0400 |
| parents | |
| children | b786053d2f37 |
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--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/arogue7/scrolls.c Fri May 08 15:24:40 2015 -0400 @@ -0,0 +1,841 @@ +/* + * scrolls.c - Functions for dealing with scrolls + * + * Advanced Rogue + * Copyright (C) 1984, 1985, 1986 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. + */ + +/* + * Read a scroll and let it happen + * + */ + +#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 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; + + which_monst = makemonster(FALSE, "Genocide", "wipe out"); + if (which_monst <= 0) { + msg(""); + return; + } + + /* 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, TRUE); + } + } + + /* 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, *nobj; + register struct linked_list *item, *nitem; + register int i,j; + register char ch, nch; + bool cursed, blessed; + + blessed = FALSE; + cursed = FALSE; + item = NULL; + + if (which < 0) { + if (on(player, ISBLIND)) { + msg("You can't see to read anything"); + return; + } + if (on(player, ISINWALL)) { + msg("You can't see the scroll while inside rock!"); + return; + } + + /* This is a scroll or book. */ + if (player.t_action != C_READ) { + int units; + + item = get_item(pack, "read", READABLE, FALSE, FALSE); + + /* + * Make certain that it is somethings that we want to read + */ + if (item == NULL) + return; + + /* How long does it take to read? */ + units = usage_time(item); + if (units < 0) return; + + player.t_using = item; /* Remember what it is */ + player.t_no_move = units * movement(&player); + if ((OBJPTR(item))->o_type == SCROLL) player.t_action = C_READ; + else player.t_action = C_USE; + return; + } + + /* We have waited our time, let's quaff the potion */ + item = player.t_using; + player.t_using = NULL; + player.t_action = A_NIL; + + 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(TRUE, TRUE); + 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."); + player.t_no_move += movement(&player)*(4 + rnd(SLEEPTIME)); + player.t_action = A_FREEZE; + } + } + 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 += movement(th)*(SLEEPTIME+4); + th->t_action = A_FREEZE; + 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) != ' ') + {
