Mercurial > hg > early-roguelike
view rogue4/scrolls.c @ 58:c6d58901ddc0
rogue3: move default locations to /var.
author | elwin |
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date | Tue, 24 Jan 2012 18:25:21 +0000 |
parents | 9535a08ddc39 |
children | 1b73a8641b37 |
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/* * Read a scroll and let it happen * * @(#)scrolls.c 4.21 (Berkeley) 4/6/82 * * Rogue: Exploring the Dungeons of Doom * Copyright (C) 1980, 1981, 1982 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" /* * read_scroll: * Read a scroll from the pack and do the appropriate thing */ read_scroll() { register THING *obj; register int y, x; register char ch; register THING *op; register int index; register bool discardit = FALSE; obj = get_item("read", SCROLL); if (obj == NULL) return; 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. */ player.t_flags |= CANHUH; msg("your hands begin to glow red"); when S_ARMOR: if (cur_armor != NULL) { cur_armor->o_ac--; cur_armor->o_flags &= ~ISCURSED; msg("your armor glows faintly for a moment"); } when S_HOLD: /* * Hold monster scroll. Stop all monsters within two spaces * from chasing after the hero. */ for (x = hero.x - 2; x <= hero.x + 2; x++) if (x >= 0 && x < COLS) for (y = hero.y - 2; y <= hero.y + 2; y++) if (y >= 0 && y <= LINES - 1) if ((op = moat(y, x)) != NULL) { op->t_flags &= ~ISRUN; op->t_flags |= ISHELD; } when S_SLEEP: /* * Scroll which makes you fall asleep */ s_know[S_SLEEP] = TRUE; no_command += rnd(SLEEPTIME) + 4; player.t_flags &= ~ISRUN; msg("you fall asleep"); when S_CREATE: /* * Create a monster * First look in a circle around him, next try his room * otherwise give up */ { register bool 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 * Also avoid a mimic which is disguised as scroll */ if (moat(y, x) == NULL && step_ok(ch = winat(y, x))) { if (ch == SCROLL && find_obj(y, x)->o_which == S_SCARE) continue; if (rnd(++appear) == 0) { mp.y = y; mp.x = x; } } } if (appear) { op = new_item(); new_monster(op, 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 */ s_know[S_IDENT] = TRUE; msg("this scroll is an identify scroll"); whatis(TRUE); when S_MAP: /* * Scroll of magic mapping. */ s_know[S_MAP] = TRUE; msg("oh, now this scroll has a map on it"); /* * Take all the things we want to keep hidden out of the window */ for (y = 1; y < LINES - 1; y++) for (x = 0; x < COLS; x++) { index = INDEX(y, x); switch (ch = _level[index]) { case '-': case '|': if (!(_flags[index] & F_REAL)) { ch = _level[index] = DOOR; _flags[index] &= ~F_REAL; } case PASSAGE: _flags[index] |= F_SEEN; case DOOR: case STAIRS: if ((op = moat(y, x)) != NULL) if (op->t_oldch == ' ') op->t_oldch = ch; break; default: ch = ' '; } if (ch != ' ') mvaddch(y, x, ch); } when S_GFIND: /* * Potion of gold detection */ ch = FALSE; wclear(hw); for (op = lvl_obj; op != NULL; op = next(op)) if (op->o_type == GOLD) { ch = TRUE; mvwaddch(hw, op->o_pos.y, op->o_pos.x, GOLD); } if (ch) { s_know[S_GFIND] = TRUE; show_win(hw, "You begin to feel greedy and you sense gold.--More--"); } else msg("you feel a pull downward"); when S_TELEP: /* * Scroll of teleportation: * Make him dissapear and reappear */ { register struct room *cur_room; cur_room = proom; teleport(); if (cur_room != proom) s_know[S_TELEP] = TRUE; } when S_ENCH: if (cur_weapon == NULL || cur_weapon->o_type != WEAPON) msg("you feel a strange sense of loss"); else { cur_weapon->o_flags &= ~ISCURSED; if (rnd(2) == 0) 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: /* * 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: s_know[S_GENOCIDE] = TRUE; msg("you have been granted the boon of genocide"); genocide(); otherwise: msg("what a puzzling scroll!"); return; } look(TRUE); /* put the result of the scroll on the screen */ status(); /* * Get rid of the thing */ inpack--; if (obj->o_count > 1) obj->o_count--; else { detach(pack, obj); discardit = TRUE; } call_it(s_know[obj->o_which], &s_guess[obj->o_which]); if (discardit) discard(obj); }