Mercurial > hg > early-roguelike
diff xrogue/scrolls.c @ 133:e6179860cb76
Import XRogue 8.0 from the Roguelike Restoration Project (r1490)
author | John "Elwin" Edwards |
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date | Tue, 21 Apr 2015 08:55:20 -0400 |
parents | |
children | ce0cf824c192 |
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--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/xrogue/scrolls.c Tue Apr 21 08:55:20 2015 -0400 @@ -0,0 +1,901 @@ +/* + scrolls.c - Functions for dealing with scrolls + + XRogue: Expeditions into the Dungeons of Doom + Copyright (C) 1991 Robert Pietkivitch + All rights reserved. + + Based on "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 + */ + +genocide() +{ + register struct linked_list *ip; + register struct thing *mp; + register struct linked_list *nip; + /* cannot genocide any uniques */ + register int num_monst = NUMMONST-NUMUNIQUE-NUMDINOS; + register int which_monst; + + which_monst = makemonster(FALSE, "wipe out"); + if (which_monst <= 0 || which_monst >= num_monst) { + 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 = NULL, *nobj; + register struct linked_list *item, *nitem; + register int i,j; + register unsigned 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; + blessed = obj->o_flags & ISBLESSED; + + which = obj->o_which; + } + else { + cursed = flag & ISCURSED; + blessed = flag & ISBLESSED; + } + + switch (which) { + case S_CONFUSE: /* Scroll of monster confusion. Give him that power. */ + { + register char *str; + + switch (rnd(5)) { + case 0: + str = "glow red"; + when 1: + str = "vibrate"; + when 2: + str = "glow blue"; + when 3: + str = "radiate green"; + otherwise: + str = "itch with a strange desire"; + } + msg("Your hands begin to %s. ", str); + 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."); + 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 + */ + msg("You hear a high-pitched humming noise."); + /* protect good charactors */ + if (player.t_ctype == C_PALADIN || + player.t_ctype == C_RANGER || player.t_ctype == C_MONK) { + msg("A chill runs up your spine! "); + aggravate(TRUE, FALSE); + } + else { + aggravate(TRUE, TRUE); + } + } + 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); + turn_off(*th, ISCHARMED); + } + if (levtype == OUTSIDE) + msg("A sudden peace comes over the land.. "); + else + 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); + turn_off(*th, ISCHARMED); + } + } + } + } + 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((struct linked_list *)NULL); + } + if (is_scroll) s_know[S_IDENT] = TRUE; + when S_MAP: + /* + * Scroll of magic mapping. + */ + if (blessed) { + register int i; + + if (is_scroll && s_know[S_MAP] != TRUE) + s_know[S_MAP] = TRUE; + /* light rooms */ + for (i=0; i<MAXROOMS; i++){ + rooms[i].r_flags &= ~ISDARK; + } + + msg("This scroll has a very detailed map on it! --More--"); + wait_for(' '); + overwrite(stdscr, hw); + overlay(stdscr, cw); /* wizard CTRL(F) */ + overlay(mw, cw); /* wizard CTRL(X) */ + draw(cw); + goto map_jump; /* skip over regular mapping routine */ + } + 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 = mvwinch(hw, i, j)) + { + case SECRETDOOR: + nch = secretdoor (i, j); + break; + case HORZWALL: + case VERTWALL: + 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); + map_jump: /* blessed map jump from above */ + when S_GFIND: + /* + * Scroll of gold detection + */ + { + int gtotal = 0; + + if (is_scroll) s_know[S_GFIND] = TRUE; + wclear(hw); + for (nitem = lvl_obj; nitem != NULL; nitem = next(nitem)) { + nobj = OBJPTR(nitem); + if (nobj->o_type == GOLD) { + gtotal += nobj->o_count; + mvwaddch(hw, nobj->o_pos.y, nobj->o_pos.x, GOLD); + } + } + for (nitem = mlist; nitem != NULL; nitem = next(nitem)) { + register struct linked_list *gitem; + register struct thing *th; + + th = THINGPTR(nitem); + if (on(*th, NODETECT)) continue; + for(gitem = th->t_pack; gitem != NULL; gitem = next(gitem)){ + nobj = OBJPTR(gitem); + if (nobj->o_type == GOLD) { + gtotal += nobj->o_count; + mvwaddch(hw, th->t_pos.y, th->t_pos.x, GOLD); + } + } + } + if (gtotal) { + rmmsg(); + overlay(hw,cw); + draw(cw); + msg("You begin to feel greedy. You sense gold!"); + 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 * NLEVMONS) * LEVEL; + /* if (turns > 42000) turns = 42000; limit turns */ + debug ("vlevel = %d turns = %d", vlevel, turns); + + level = rnd(201)+80; /* cursed teleport range */ + + msg("You are banished to the lower regions! "); + new_level(NORMLEV); + + status(TRUE); + mpos = 0; + if (old_max == cur_max) { /* if he's been here make it harder */ + /* protect good charactors */ + if (player.t_ctype == C_PALADIN || + player.t_ctype == C_RANGER || player.t_ctype == C_MONK) { + aggravate(TRUE, FALSE); + } + else { + aggravate(TRUE, TRUE); + } + } + } + else if (blessed) { + int old_level, + much = rnd(6) - 7; + + 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!"); + /* return; leaks item, go through end of function */ + } + else if (blessed) { + for (nitem = pack; nitem != NULL; nitem = next(nitem)) { + nobj = OBJPTR(nitem); + nobj->o_flags &= ~ISCURSED; + } + msg("Your pack glistens brightly!"); + do_panic(NULL); /* this startles them */ + /* return; leaks item, go through end of function */ + } + else { + nitem = get_item(pack, "remove the curse on",ALL,FALSE,FALSE); + if (nitem != 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 WORMHOLE: + 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("The 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(' '); + 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,FALSE,FALSE)) != 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) {