view arogue5/scrolls.c @ 195:beab22b087a1

Advanced Rogue 5: initialize some variables.
author John "Elwin" Edwards
date Tue, 11 Aug 2015 13:13:08 -0400
parents 0298a68cc179
children 56e748983fa8
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) {
	        waddstr(msgw, morestr);
                draw(msgw);
                wait_for(msgw, ' ');
	        msg("");
	    }
	    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);
            draw(cw);
	    if (is_scroll && s_know[S_MAP] != TRUE) {
		msg("Oh, now this scroll has a map on it.");
		s_know[S_MAP] = TRUE;
            }
	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;
		    waddstr(msgw, morestr);
                    draw(msgw);
                    wait_for(msgw, ' ');
		    msg("");
		    overlay(hw,cw);
                    draw(cw);
		    msg("You begin to feel greedy and 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 * 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);
}