Import XRogue 8.0 from the Roguelike Restoration Project (r1490)
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xrogue/scrolls.c
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xrogue/scrolls.c
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/*
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scrolls.c - Functions for dealing with scrolls
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XRogue: Expeditions into the Dungeons of Doom
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Copyright (C) 1991 Robert Pietkivitch
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All rights reserved.
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Based on "Advanced Rogue"
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Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka and AT&T
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All rights reserved.
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Based on "Rogue: Exploring the Dungeons of Doom"
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Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman
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All rights reserved.
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See the file LICENSE.TXT for full copyright and licensing information.
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*/
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#include <curses.h>
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#include <ctype.h>
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#include "rogue.h"
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/*
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* let the hero get rid of some type of monster
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*/
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genocide()
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{
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register struct linked_list *ip;
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register struct thing *mp;
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register struct linked_list *nip;
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/* cannot genocide any uniques */
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register int num_monst = NUMMONST-NUMUNIQUE-NUMDINOS;
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register int which_monst;
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which_monst = makemonster(FALSE, "wipe out");
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if (which_monst <= 0 || which_monst >= num_monst) {
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msg("");
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return;
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}
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/* Remove this monster from the present level */
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for (ip = mlist; ip; ip = nip) {
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mp = THINGPTR(ip);
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nip = next(ip);
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if (mp->t_index == which_monst) {
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killed(ip, FALSE, FALSE, TRUE);
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}
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}
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/* Remove from available monsters */
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monsters[which_monst].m_normal = FALSE;
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monsters[which_monst].m_wander = FALSE;
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mpos = 0;
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msg("You have wiped out the %s.", monsters[which_monst].m_name);
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}
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read_scroll(which, flag, is_scroll)
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register int which;
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int flag;
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bool is_scroll;
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{
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register struct object *obj = NULL, *nobj;
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register struct linked_list *item, *nitem;
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register int i,j;
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register unsigned char ch, nch;
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bool cursed, blessed;
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blessed = FALSE;
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cursed = FALSE;
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item = NULL;
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if (which < 0) {
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if (on(player, ISBLIND)) {
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msg("You can't see to read anything!");
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return;
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}
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if (on(player, ISINWALL)) {
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msg("You can't see the scroll while inside rock!");
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return;
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}
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/* This is a scroll or book. */
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if (player.t_action != C_READ) {
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int units;
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item = get_item(pack, "read", READABLE, FALSE, FALSE);
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/*
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* Make certain that it is somethings that we want to read
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*/
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if (item == NULL)
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return;
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/* How long does it take to read? */
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units = usage_time(item);
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if (units < 0) return;
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player.t_using = item; /* Remember what it is */
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player.t_no_move = units * movement(&player);
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if ((OBJPTR(item))->o_type == SCROLL) player.t_action = C_READ;
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else player.t_action = C_USE;
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return;
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}
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/* We have waited our time, let's quaff the potion */
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item = player.t_using;
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player.t_using = NULL;
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player.t_action = A_NIL;
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obj = OBJPTR(item);
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/* remove it from the pack */
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inpack--;
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detach(pack, item);
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msg("As you read the scroll, it vanishes.");
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cursed = obj->o_flags & ISCURSED;
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blessed = obj->o_flags & ISBLESSED;
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which = obj->o_which;
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}
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else {
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cursed = flag & ISCURSED;
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blessed = flag & ISBLESSED;
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}
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switch (which) {
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case S_CONFUSE: /* Scroll of monster confusion. Give him that power. */
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{
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register char *str;
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switch (rnd(5)) {
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case 0:
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str = "glow red";
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when 1:
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str = "vibrate";
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when 2:
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str = "glow blue";
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when 3:
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str = "radiate green";
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otherwise:
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str = "itch with a strange desire";
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}
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msg("Your hands begin to %s. ", str);
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turn_on(player, CANHUH);
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}
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when S_CURING:
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/*
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* A cure disease spell
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*/
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if (on(player, HASINFEST) ||
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on(player, HASDISEASE)||
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on(player, DOROT)) {
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if (on(player, HASDISEASE)) {
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extinguish(cure_disease);
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cure_disease();
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}
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if (on(player, HASINFEST)) {
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msg(terse ? "You feel yourself improving."
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: "You begin to feel yourself improving.");
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turn_off(player, HASINFEST);
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infest_dam = 0;
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}
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if (on(player, DOROT)) {
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msg("You feel your skin returning to normal.");
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turn_off(player, DOROT);
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}
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}
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else {
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/* msg(nothing); */
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break;
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}
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if (is_scroll) s_know[S_CURING] = TRUE;
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when S_LIGHT:
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if (blue_light(blessed, cursed) && is_scroll)
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s_know[S_LIGHT] = TRUE;
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when S_HOLD:
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if (cursed) {
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/*
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* This scroll aggravates all the monsters on the current
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* level and sets them running towards the hero
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*/
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msg("You hear a high-pitched humming noise.");
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/* protect good charactors */
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if (player.t_ctype == C_PALADIN ||
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player.t_ctype == C_RANGER || player.t_ctype == C_MONK) {
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msg("A chill runs up your spine! ");
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aggravate(TRUE, FALSE);
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}
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else {
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aggravate(TRUE, TRUE);
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}
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}
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else if (blessed) { /* Hold all monsters on level */
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if (mlist == NULL) msg(nothing);
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else {
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register struct linked_list *mon;
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register struct thing *th;
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for (mon = mlist; mon != NULL; mon = next(mon)) {
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th = THINGPTR(mon);
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turn_off(*th, ISRUN);
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turn_on(*th, ISHELD);
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turn_off(*th, ISCHARMED);
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}
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if (levtype == OUTSIDE)
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msg("A sudden peace comes over the land.. ");
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else
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msg("A sudden peace comes over the dungeon.. ");
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}
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}
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else {
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/*
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* Hold monster scroll. Stop all monsters within two spaces
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* from chasing after the hero.
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*/
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register int x,y;
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register struct linked_list *mon;
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bool gotone=FALSE;
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for (x = hero.x-2; x <= hero.x+2; x++) {
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for (y = hero.y-2; y <= hero.y+2; y++) {
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if (y < 1 || x < 0 || y > lines - 3 || x > cols - 1)
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continue;
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if (isalpha(mvwinch(mw, y, x))) {
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if ((mon = find_mons(y, x)) != NULL) {
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register struct thing *th;
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gotone = TRUE;
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th = THINGPTR(mon);
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turn_off(*th, ISRUN);
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turn_on(*th, ISHELD);
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turn_off(*th, ISCHARMED);
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}
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}
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}
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}
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if (gotone) msg("A sudden peace surrounds you.");
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else msg(nothing);
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}
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when S_SLEEP:
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/*
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* if cursed, you fall asleep
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*/
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if (is_scroll) s_know[S_SLEEP] = TRUE;
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if (cursed) {
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if (ISWEARING(R_ALERT))
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msg("You feel drowsy for a moment.");
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else {
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msg("You fall asleep.");
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player.t_no_move += movement(&player)*(4 + rnd(SLEEPTIME));
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player.t_action = A_FREEZE;
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}
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}
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else {
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/*
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* sleep monster scroll.
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* puts all monsters within 2 spaces asleep
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*/
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register int x,y;
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register struct linked_list *mon;
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bool gotone=FALSE;
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for (x = hero.x-2; x <= hero.x+2; x++) {
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for (y = hero.y-2; y <= hero.y+2; y++) {
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if (y < 1 || x < 0 || y > lines - 3 || x > cols - 1)
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continue;
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if (isalpha(mvwinch(mw, y, x))) {
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if ((mon = find_mons(y, x)) != NULL) {
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register struct thing *th;
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th = THINGPTR(mon);
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if (on(*th, ISUNDEAD))
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continue;
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th->t_no_move += movement(th)*(SLEEPTIME+4);
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th->t_action = A_FREEZE;
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gotone = TRUE;
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}
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}
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}
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}
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if (gotone)
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msg("The monster(s) around you seem to have fallen asleep!");
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else
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msg(nothing);
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}
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when S_CREATE:
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/*
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* Create a monster
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* First look in a circle around him, next try his room
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* otherwise give up
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*/
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creat_mons(&player, (short) 0, TRUE);
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light(&hero);
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when S_IDENT:
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/*
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* if its blessed then identify everything in the pack
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*/
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if (blessed) {
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msg("You feel more Knowledgeable!");
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idenpack();
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}
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else {
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/*
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* Identify, let the rogue figure something out
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*/
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if (is_scroll && s_know[S_IDENT] != TRUE) {
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msg("This scroll is an identify scroll");
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}
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whatis((struct linked_list *)NULL);
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}
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if (is_scroll) s_know[S_IDENT] = TRUE;
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when S_MAP:
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/*
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* Scroll of magic mapping.
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*/
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if (blessed) {
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register int i;
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if (is_scroll && s_know[S_MAP] != TRUE)
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s_know[S_MAP] = TRUE;
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/* light rooms */
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for (i=0; i<MAXROOMS; i++){
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rooms[i].r_flags &= ~ISDARK;
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}
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msg("This scroll has a very detailed map on it! --More--");
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wait_for(' ');
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overwrite(stdscr, hw);
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overlay(stdscr, cw); /* wizard CTRL(F) */
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overlay(mw, cw); /* wizard CTRL(X) */
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draw(cw);
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goto map_jump; /* skip over regular mapping routine */
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}
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if (is_scroll && s_know[S_MAP] != TRUE) {
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msg("Oh, now this scroll has a map on it.");
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s_know[S_MAP] = TRUE;
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}
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overwrite(stdscr, hw);
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/*
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* Take all the things we want to keep hidden out of the window
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*/
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for (i = 1; i < lines-2; i++)
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for (j = 0; j < cols; j++)
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{
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switch (nch = ch = mvwinch(hw, i, j))
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{
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case SECRETDOOR:
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nch = secretdoor (i, j);
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break;
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case HORZWALL:
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case VERTWALL:
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case DOOR:
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case PASSAGE:
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case ' ':
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case STAIRS:
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if (mvwinch(mw, i, j) != ' ')
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{
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register struct thing *it;
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it = THINGPTR(find_mons(i, j));
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if (it && it->t_oldch == ' ')
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it->t_oldch = nch;
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}
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break;
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default:
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nch = ' ';
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}
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if (nch != ch)
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waddch(hw, nch);
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}
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/*
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* Copy in what he has discovered
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*/
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overlay(cw, hw);
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/*
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* And set up for display
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*/
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overwrite(hw, cw);
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map_jump: /* blessed map jump from above */
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when S_GFIND:
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/*
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* Scroll of gold detection
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*/
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{
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int gtotal = 0;
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if (is_scroll) s_know[S_GFIND] = TRUE;
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wclear(hw);
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for (nitem = lvl_obj; nitem != NULL; nitem = next(nitem)) {
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nobj = OBJPTR(nitem);
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if (nobj->o_type == GOLD) {
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gtotal += nobj->o_count;
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mvwaddch(hw, nobj->o_pos.y, nobj->o_pos.x, GOLD);
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}
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}
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for (nitem = mlist; nitem != NULL; nitem = next(nitem)) {
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register struct linked_list *gitem;
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register struct thing *th;
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th = THINGPTR(nitem);
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if (on(*th, NODETECT)) continue;
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for(gitem = th->t_pack; gitem != NULL; gitem = next(gitem)){
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nobj = OBJPTR(gitem);
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if (nobj->o_type == GOLD) {
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gtotal += nobj->o_count;
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mvwaddch(hw, th->t_pos.y, th->t_pos.x, GOLD);
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}
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}
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}
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if (gtotal) {
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rmmsg();
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overlay(hw,cw);
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draw(cw);
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msg("You begin to feel greedy. You sense gold!");
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break;
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}
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}
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msg("You begin to feel a pull downward..");
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when S_TELEP:
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/*
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* Scroll of teleportation:
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* Make him disappear and reappear
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*/
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if (cursed) {
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int old_max = cur_max;
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turns = (vlevel * NLEVMONS) * LEVEL;
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/* if (turns > 42000) turns = 42000; limit turns */
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debug ("vlevel = %d turns = %d", vlevel, turns);
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level = rnd(201)+80; /* cursed teleport range */
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msg("You are banished to the lower regions! ");
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new_level(NORMLEV);
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status(TRUE);
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mpos = 0;
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if (old_max == cur_max) { /* if he's been here make it harder */
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/* protect good charactors */
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if (player.t_ctype == C_PALADIN ||
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player.t_ctype == C_RANGER || player.t_ctype == C_MONK) {
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aggravate(TRUE, FALSE);
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}
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else {
|
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aggravate(TRUE, TRUE);
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}
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}
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}
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else if (blessed) {
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int old_level,
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much = rnd(6) - 7;
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old_level = level;
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if (much != 0) {
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level += much;
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if (level < 1)
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level = 1;
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mpos = 0;
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cur_max = level;
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turns += much*LEVEL;
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if (turns < 0)
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turns = 0;
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new_level(NORMLEV); /* change levels */
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if (level == old_level)
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status(TRUE);
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msg("You are whisked away to another region!");
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}
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}
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else {
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teleport();
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}
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if (is_scroll) s_know[S_TELEP] = TRUE;
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when S_SCARE:
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/*
|
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* A monster will refuse to step on a scare monster scroll
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* if it is dropped. Thus reading it is a mistake and produces
|
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* laughter at the poor rogue's boo boo.
|
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*/
|
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msg("You hear maniacal laughter in the distance.");
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when S_REMOVE:
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if (cursed) { /* curse all player's possessions */
|
||||
for (nitem = pack; nitem != NULL; nitem = next(nitem)) {
|
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nobj = OBJPTR(nitem);
|
||||
if (nobj->o_flags & ISBLESSED)
|
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nobj->o_flags &= ~ISBLESSED;
|
||||
else
|
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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;
|
||||
}
|
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msg("Your pack glistens brightly!");
|
||||
do_panic(NULL); /* this startles them */
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/* return; leaks item, go through end of function */
|
||||
}
|
||||
else {
|
||||
nitem = get_item(pack, "remove the curse on",ALL,FALSE,FALSE);
|
||||
if (nitem != NULL) {
|
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nobj = OBJPTR(nitem);
|
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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) {
|
||||
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, FALSE, FALSE)) != 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 += rnd(16)+10;
|
||||
if (lb->o_charges < 0)
|
||||
lb->o_charges = 0;
|
||||
if (EQUAL(ws_type[lb->o_which], "staff")) {
|
||||
if (lb->o_charges > 200)
|
||||
lb->o_charges = 200;
|
||||
}
|
||||
else {
|
||||
if (lb->o_charges > 200) /* make em the same */
|
||||
lb->o_charges = 200;
|
||||
}
|
||||
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:
|
||||
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));
|
||||
when 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 gotten here via prayer or Ankh, dock his wisdom. */
|
||||
if (!is_scroll) {
|
||||
pstats.s_wisdom--;
|
||||
if (pstats.s_wisdom < 3) pstats.s_wisdom = 3;
|
||||
msg("You feel a drain on your system. ");
|
||||
}
|
||||
}
|
||||
when S_FINDTRAPS:
|
||||
for (i=0; i<ntraps; i++) {
|
||||
if (!(traps[i].tr_flags & ISFOUND)) {
|
||||
traps[i].tr_flags |= ISFOUND;
|
||||
if (cansee(traps[i].tr_pos.y, traps[i].tr_pos.x))
|
||||
mvwaddch(cw,traps[i].tr_pos.y,traps[i].tr_pos.x,
|
||||
traps[i].tr_type);
|
||||
}
|
||||
}
|
||||
if (ntraps > 0) {
|
||||
msg("You sense the presence of traps.");
|
||||
if (is_scroll) s_know[S_FINDTRAPS] = TRUE;
|
||||
}
|
||||
else
|
||||
msg(nothing);
|
||||
|
||||
when S_RUNES:
|
||||
{
|
||||
register struct linked_list *sitem;
|
||||
|
||||
msg("The scroll explodes in a ball of fire!");
|
||||
if (on(player, NOFIRE)) {
|
||||
msg("The fire does not seem to affect you.");
|
||||
break;
|
||||
}
|
||||
explode(&player);
|
||||
if (pstats.s_hpt <= 0) {
|
||||
pstats.s_hpt = -1;
|
||||
death(D_SCROLL);
|
||||
}
|
||||
for (sitem = pack; sitem != NULL; sitem = nitem) {
|
||||
nitem = next(sitem); /* in case we delete it */
|
||||
nobj = OBJPTR(sitem);
|
||||
/*
|
||||
* check for loss of all scrolls and give them
|
||||
* a save versus fire
|
||||
*/
|
||||
if (nobj->o_type == SCROLL && roll(1,20) < 17) {
|
||||
msg("%s burns up!", inv_name(nobj, TRUE));
|
||||
inpack--;
|
||||
detach(pack, sitem);
|
||||
o_discard(sitem);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
when S_CHARM:
|
||||
{
|
||||
bool spots[9];
|
||||
int x, y, spot, count, numcharmed, something, bonus;
|
||||
struct linked_list *item;
|
||||
register struct thing *tp;
|
||||
|
||||
/* Initialize the places where we look around us */
|
||||
for (i=0; i<9; i++) spots[i] = FALSE;
|
||||
count = 0; /* No spots tried yet */
|
||||
numcharmed = 0; /* Nobody charmed yet */
|
||||
something = 0; /* Nothing has been seen yet */
|
||||
bonus = 0; /* no bonus yet */
|
||||
|
||||
/* Now look around us randomly for a charmee */
|
||||
while (count < 9) {
|
||||
do {
|
||||
spot = rnd(9);
|
||||
} while (spots[spot] == TRUE);
|
||||
|
||||
/* We found a place */
|
||||
count++;
|
||||
spots[spot] = TRUE;
|
||||
y = hero.y - 1 + (spot / 3);
|
||||
x = hero.x - 1 + (spot % 3);
|
||||
|
||||
/* Be sure to stay on the board! */
|
||||
if (x < 0 || x >= cols || (y < 1) || (y >= lines - 2))
|
||||
continue;
|
||||
|
||||
/* Is there a monster here? */
|
||||
if (!isalpha(mvwinch(mw, y, x))) continue;
|
||||
|
||||
/* What kind is it? */
|
||||
item = find_mons(y, x);
|
||||
if (item == NULL) continue;
|
||||
|
||||
tp = THINGPTR(item);
|
||||
if (on(*tp,ISCHARMED) || on(*tp,ISUNIQUE) || on(*tp,ISUNDEAD))
|
||||
continue;
|
||||
|
||||
/* Will the monster be charmed? */
|
||||
if (blessed) bonus -= 3;
|
||||
bonus -= (pstats.s_charisma - 12) / 3;
|
||||
if ((player.t_ctype==C_PALADIN || player.t_ctype==C_RANGER) &&
|
||||
off(*tp, ISMEAN))
|
||||
bonus -= 3;
|
||||
if (save(VS_MAGIC, tp, bonus)) continue;
|
||||
|
||||
/* We got him! */
|
||||
numcharmed++;
|
||||
|
||||
/* Let the player know (maybe) */
|
||||
if ((off(*tp, ISINVIS) || on(player, CANSEE)) &&
|
||||
(off(*tp, ISSHADOW) || on(player, CANSEE)) &&
|
||||
cansee(y, x)) {
|
||||
if (on(*tp, CANSURPRISE)) {
|
||||
turn_off(*tp, CANSURPRISE);
|
||||
msg("What the !? ");
|
||||
}
|
||||
msg("The eyes of %s glaze over!",
|
||||
prname(monster_name(tp), FALSE));
|
||||
something++;
|
||||
}
|
||||
|
||||
/* Charm him and turn off any side effects */
|
||||
turn_on(*tp, ISCHARMED);
|
||||
runto(tp, &hero);
|
||||
tp->t_action = A_NIL;
|
||||
|
||||
/* If monster was suffocating us, stop it */
|
||||
if (on(*tp, DIDSUFFOCATE)) {
|
||||
turn_off(*tp, DIDSUFFOCATE);
|
||||
extinguish(suffocate);
|
||||
}
|
||||
|
||||
/* If monster held us, stop it */
|
||||
if (on(*tp, DIDHOLD) && (--hold_count == 0))
|
||||
turn_off(player, ISHELD);
|
||||
turn_off(*tp, DIDHOLD);
|
||||
|
||||
/* If frightened of this monster, stop */
|
||||
if (on(player, ISFLEE) &&
|
||||
player.t_dest == &tp->t_pos) turn_off(player, ISFLEE);
|
||||
|
||||
if ((blessed && numcharmed >= 5) || numcharmed > 0) break;
|
||||
}
|
||||
|
||||
if (something == 0) msg(nothing);
|
||||
}
|
||||
|
||||
otherwise:
|
||||
msg("What a puzzling scroll!");
|
||||
if (item != NULL) o_discard(item);
|
||||
return;
|
||||
}
|
||||
look(TRUE, FALSE); /* put the result of the scroll on the screen */
|
||||
status(FALSE);
|
||||
if (is_scroll && item && s_know[which] && s_guess[which])
|
||||
{
|
||||
free(s_guess[which]);
|
||||
s_guess[which] = NULL;
|
||||
}
|
||||
else if (is_scroll &&
|
||||
!s_know[which] &&
|
||||
item &&
|
||||
askme &&
|
||||
(obj->o_flags & ISKNOW) == 0 &&
|
||||
(obj->o_flags & ISPOST) == 0 &&
|
||||
s_guess[which] == NULL) {
|
||||
nameitem(item, FALSE);
|
||||
}
|
||||
if (item != NULL) o_discard(item);
|
||||
updpack(TRUE, &player);
|
||||
}
|
||||
|
||||
Loading…
Add table
Add a link
Reference in a new issue