view arogue5/scrolls.c @ 163:89deb1197a2d

arogue7: fix a display bug when viewing inventory after restoring. The restore() function displayed a status message via wprintw() instead of using the msg() functions. If the inventory was then viewed before a call to msg(), msgw would obscure the first lines of the inventory list. There are surely more bugs related to messages.
author John "Elwin" Edwards
date Fri, 12 Jun 2015 12:09:16 -0400
parents ad2cb9a07aaa
children 0298a68cc179
line wrap: on
line source

/*
 * 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 <stdlib.h>
#include <string.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) {
		pstats.s_const--;
		max_stats.s_const--;
		if (pstats.s_const <= 0)
		    death(D_CONSTITUTION);
		msg("You feel less healthy now");
	    }
	}
	otherwise:
	    msg("What a puzzling scroll!");
	    return;
    }
    look(TRUE, FALSE);	/* put the result of the scroll on the screen */
    status(FALSE);
    if (is_scroll && s_know[which] && s_guess[which])
    {
	free(s_guess[which]);
	s_guess[which] = NULL;
    }
    else if (is_scroll && 
	     !s_know[which] && 
	     askme &&
	     (obj->o_flags & ISKNOW) == 0 &&
	     (obj->o_flags & ISPOST) == 0 &&
	     s_guess[which] == NULL) {
	msg(terse ? "Call it: " : "What do you want to call it? ");
	if (get_str(buf, msgw) == NORM)
	{
	    s_guess[which] = new(strlen(buf) + 1);
	    strcpy(s_guess[which], buf);
	}
    }
    if (item != NULL) o_discard(item);
    updpack(TRUE);
}