view rogue3/scrolls.c @ 167:a0a57cf42810

ARogue family: don't hide messages caused by moving to a new level. new_level() redraws the whole screen, including the message line, so if msg() has just been called, the message will likely not last long enough to be noticed. These cases have been changed so that msg() is called after new_level(). If a fall through a trapdoor is fatal, "You fall into a trap!" is no longer printed, but the tombstone should make things clear.
author John "Elwin" Edwards
date Mon, 29 Jun 2015 20:37:32 -0400
parents 527e2150eaf0
children
line wrap: on
line source


/*
 * Read a scroll and let it happen
 *
 * @(#)scrolls.c	3.5 (Berkeley) 6/15/81
 *
 * 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 <stdlib.h>
#include <ctype.h>
#include <string.h>
#include "rogue.h"

void
read_scroll()
{
    struct object *obj;
    struct linked_list *item;
    struct room *rp;
    int i,j;
    int ch, nch;
    struct linked_list *titem;
    char buf[80];

    item = get_item("read", SCROLL);
    if (item == NULL)
	return;
    obj = (struct object *) ldata(item);
    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.
	     */
	    msg("Your hands begin to glow red");
	    player.t_flags |= CANHUH;
	when S_LIGHT:
	    s_know[S_LIGHT] = TRUE;
	    if ((rp = roomin(&hero)) == NULL)
		msg("The corridor glows and then fades");
	    else
	    {
		addmsg("The room is lit");
		if (!terse)
		    addmsg(" by a shimmering blue light.");
		endmsg();
		rp->r_flags &= ~ISDARK;
		/*
		 * Light the room and put the player back up
		 */
		light(&hero);
		mvwaddch(cw, hero.y, hero.x, PLAYER);
	    }
	when S_ARMOR:
	    if (cur_armor != NULL)
	    {
		msg("Your armor glows faintly for a moment");
		cur_armor->o_ac--;
		cur_armor->o_flags &= ~ISCURSED;
	    }
	when S_HOLD:
	    /*
	     * Hold monster scroll.  Stop all monsters within two spaces
	     * from chasing after the hero.
	     */
	    {
		int x,y;
		struct linked_list *mon;

		for (x = hero.x-2; x <= hero.x+2; x++)
		    for (y = hero.y-2; y <= hero.y+2; y++)
			if (y > 0 && x > 0 && isupper(mvwinch(mw, y, x)))
			    if ((mon = find_mons(y, x)) != NULL)
			    {
				struct thing *th;

				th = (struct thing *) ldata(mon);
				th->t_flags &= ~ISRUN;
				th->t_flags |= ISHELD;
			    }
	    }
	when S_SLEEP:
	    /*
	     * Scroll which makes you fall asleep
	     */
	    s_know[S_SLEEP] = TRUE;
	    msg("You fall asleep.");
	    no_command += 4 + rnd(SLEEPTIME);
	when S_CREATE:
	    /*
	     * Create a monster
	     * First look in a circle around him, next try his room
	     * otherwise give up
	     */
	    {
		int x, y;
		int 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
			 */
			if (step_ok(winat(y, x)))
			{
			    if (rnd(++appear) == 0)
			    {
				mp.y = y;
				mp.x = x;
			    }
			}
		    }
		if (appear)
		{
		    titem = new_item(sizeof (struct thing));
		    new_monster(titem, 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
	     */
	    msg("This scroll is an identify scroll");
	    s_know[S_IDENT] = TRUE;
	    whatis();
	when S_MAP:
	    /*
	     * Scroll of magic mapping.
	     */
	    s_know[S_MAP] = TRUE;
	    msg("Oh, now this scroll has a map on it.");
	    overwrite(stdscr, hw);
	    /*
	     * Take all the things we want to keep hidden out of the window
	     */
	    for (i = 0; i < LINES; i++)
		for (j = 0; j < COLS; j++)
		{
		    switch (nch = ch = mvwinch(hw, i, j))
		    {
			case SECRETDOOR:
                            nch = DOOR;
			    mvaddch(i, j, nch);
			case '-':
			case '|':
			case DOOR:
			case PASSAGE:
			case ' ':
			case STAIRS:
			    if (mvwinch(mw, i, j) != ' ')
			    {
				struct thing *it;

				it = (struct thing *) ldata(find_mons(i, j));
				if ((it != NULL) && (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:
	    /*
	     * Potion of gold detection
	     */
	    {
		int gtotal = 0;

		wclear(hw);
		for (i = 0; i < MAXROOMS; i++)
		{
		    gtotal += rooms[i].r_goldval;
		    if (rooms[i].r_goldval != 0 &&
			mvwinch(stdscr, rooms[i].r_gold.y, rooms[i].r_gold.x)
			== GOLD)
			mvwaddch(hw,rooms[i].r_gold.y,rooms[i].r_gold.x,GOLD);
		}
		if (gtotal)
		{
		    s_know[S_GFIND] = TRUE;
		    show_win(hw,
			"You begin to feel greedy and you sense gold.--More--");
		}
		else msg("You begin to feel a pull downward");
	    }
	when S_TELEP:
	    /*
	     * Scroll of teleportation:
	     * Make him dissapear and reappear
	     */
	    {
		int rm;
		struct room *cur_room;

		cur_room = roomin(&hero);
		rm = teleport();
		if (cur_room != &rooms[rm])
		    s_know[S_TELEP] = TRUE;
	    }
	when S_ENCH:
	    if (cur_weapon == NULL)
		msg("You feel a strange sense of loss.");
	    else
	    {
		cur_weapon->o_flags &= ~ISCURSED;
		if (rnd(100) > 50)
		    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:
	    /*
	     * 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 (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:
	    msg("You have been granted the boon of genocide");
	    genocide();
	    s_know[S_GENOCIDE] = TRUE;
	otherwise:
	    msg("What a puzzling scroll!");
	    return;
    }
    look(TRUE);	/* put the result of the scroll on the screen */
    status();
    if (s_know[obj->o_which] && s_guess[obj->o_which])
    {
	free(s_guess[obj->o_which]);
	s_guess[obj->o_which] = NULL;
    }
    else if (!s_know[obj->o_which] && askme && s_guess[obj->o_which] == NULL)
    {
	msg(terse ? "Call it: " : "What do you want to call it? ");
	if (get_str(buf, cw) == NORM)
	{
	    s_guess[obj->o_which] = malloc((unsigned int) strlen(buf) + 1);
	    if (s_guess[obj->o_which] != NULL)
		strcpy(s_guess[obj->o_which], buf);
	}
    }
    /*
     * Get rid of the thing
     */
    inpack--;
    if (obj->o_count > 1)
	obj->o_count--;
    else
    {
	detach(pack, item);
        discard(item);
    }
}