317 lines
7.1 KiB
C
317 lines
7.1 KiB
C
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/*
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* Read a scroll and let it happen
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*
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* @(#)scrolls.c 3.5 (Berkeley) 6/15/81
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*
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* 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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*
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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 <stdlib.h>
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#include <ctype.h>
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#include <string.h>
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#include "rogue.h"
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void
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read_scroll()
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{
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struct object *obj;
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struct linked_list *item;
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struct room *rp;
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int i,j;
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int ch, nch;
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struct linked_list *titem;
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char buf[80];
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item = get_item("read", SCROLL);
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if (item == NULL)
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return;
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obj = (struct object *) ldata(item);
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if (obj->o_type != SCROLL)
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{
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if (!terse)
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msg("There is nothing on it to read");
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else
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msg("Nothing to read");
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return;
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}
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msg("As you read the scroll, it vanishes.");
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/*
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* Calculate the effect it has on the poor guy.
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*/
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if (obj == cur_weapon)
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cur_weapon = NULL;
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switch(obj->o_which)
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{
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case S_CONFUSE:
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/*
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* Scroll of monster confusion. Give him that power.
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*/
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msg("Your hands begin to glow red");
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player.t_flags |= CANHUH;
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when S_LIGHT:
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s_know[S_LIGHT] = TRUE;
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if ((rp = roomin(&hero)) == NULL)
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msg("The corridor glows and then fades");
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else
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{
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addmsg("The room is lit");
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if (!terse)
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addmsg(" by a shimmering blue light.");
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endmsg();
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rp->r_flags &= ~ISDARK;
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/*
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* Light the room and put the player back up
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*/
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light(&hero);
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mvwaddch(cw, hero.y, hero.x, PLAYER);
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}
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when S_ARMOR:
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if (cur_armor != NULL)
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{
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msg("Your armor glows faintly for a moment");
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cur_armor->o_ac--;
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cur_armor->o_flags &= ~ISCURSED;
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}
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when S_HOLD:
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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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{
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int x,y;
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struct linked_list *mon;
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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 > 0 && x > 0 && isupper(mvwinch(mw, y, x)))
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if ((mon = find_mons(y, x)) != NULL)
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{
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struct thing *th;
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th = (struct thing *) ldata(mon);
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th->t_flags &= ~ISRUN;
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th->t_flags |= ISHELD;
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}
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}
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when S_SLEEP:
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/*
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* Scroll which makes you fall asleep
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*/
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s_know[S_SLEEP] = TRUE;
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msg("You fall asleep.");
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no_command += 4 + rnd(SLEEPTIME);
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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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{
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int x, y;
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int appear = 0;
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coord mp;
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/*
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* Search for an open place
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*/
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for (y = hero.y-1; y <= hero.y+1; y++)
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for (x = hero.x-1; x <= hero.x+1; x++)
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{
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/*
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* Don't put a monster in top of the player.
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*/
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if (y == hero.y && x == hero.x)
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continue;
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/*
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* Or anything else nasty
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*/
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if (step_ok(winat(y, x)))
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{
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if (rnd(++appear) == 0)
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{
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mp.y = y;
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mp.x = x;
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}
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}
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}
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if (appear)
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{
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titem = new_item(sizeof (struct thing));
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new_monster(titem, randmonster(FALSE), &mp);
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}
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else
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msg("You hear a faint cry of anguish in the distance.");
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}
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when S_IDENT:
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/*
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* Identify, let the rogue figure something out
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*/
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msg("This scroll is an identify scroll");
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s_know[S_IDENT] = TRUE;
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whatis();
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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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s_know[S_MAP] = TRUE;
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msg("Oh, now this scroll has a map on it.");
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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 = 0; i < LINES; 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 = DOOR;
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mvaddch(i, j, nch);
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case '-':
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case '|':
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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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struct thing *it;
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it = (struct thing *) ldata(find_mons(i, j));
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if ((it != NULL) && (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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when S_GFIND:
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/*
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* Potion of gold detection
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*/
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{
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int gtotal = 0;
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wclear(hw);
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for (i = 0; i < MAXROOMS; i++)
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{
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gtotal += rooms[i].r_goldval;
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if (rooms[i].r_goldval != 0 &&
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mvwinch(stdscr, rooms[i].r_gold.y, rooms[i].r_gold.x)
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== GOLD)
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mvwaddch(hw,rooms[i].r_gold.y,rooms[i].r_gold.x,GOLD);
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}
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if (gtotal)
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{
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s_know[S_GFIND] = TRUE;
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show_win(hw,
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"You begin to feel greedy and you sense gold.--More--");
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}
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else msg("You begin to feel a pull downward");
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}
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when S_TELEP:
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/*
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* Scroll of teleportation:
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* Make him dissapear and reappear
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*/
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{
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int rm;
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struct room *cur_room;
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cur_room = roomin(&hero);
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rm = teleport();
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if (cur_room != &rooms[rm])
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s_know[S_TELEP] = TRUE;
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}
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when S_ENCH:
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if (cur_weapon == NULL)
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msg("You feel a strange sense of loss.");
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else
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{
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cur_weapon->o_flags &= ~ISCURSED;
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if (rnd(100) > 50)
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cur_weapon->o_hplus++;
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else
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cur_weapon->o_dplus++;
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msg("Your %s glows blue for a moment.", w_names[cur_weapon->o_which]);
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}
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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 (cur_armor != NULL)
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cur_armor->o_flags &= ~ISCURSED;
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if (cur_weapon != NULL)
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cur_weapon->o_flags &= ~ISCURSED;
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if (cur_ring[LEFT] != NULL)
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cur_ring[LEFT]->o_flags &= ~ISCURSED;
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if (cur_ring[RIGHT] != NULL)
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cur_ring[RIGHT]->o_flags &= ~ISCURSED;
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msg("You feel as if somebody is watching over you.");
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when S_AGGR:
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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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aggravate();
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msg("You hear a high pitched humming noise.");
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when S_NOP:
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msg("This scroll seems to be blank.");
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when S_GENOCIDE:
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msg("You have been granted the boon of genocide");
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genocide();
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s_know[S_GENOCIDE] = TRUE;
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otherwise:
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msg("What a puzzling scroll!");
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return;
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}
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look(TRUE); /* put the result of the scroll on the screen */
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status();
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if (s_know[obj->o_which] && s_guess[obj->o_which])
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{
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free(s_guess[obj->o_which]);
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s_guess[obj->o_which] = NULL;
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}
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else if (!s_know[obj->o_which] && askme && s_guess[obj->o_which] == NULL)
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{
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msg(terse ? "Call it: " : "What do you want to call it? ");
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if (get_str(buf, cw) == NORM)
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{
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s_guess[obj->o_which] = malloc((unsigned int) strlen(buf) + 1);
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if (s_guess[obj->o_which] != NULL)
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strcpy(s_guess[obj->o_which], buf);
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}
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}
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/*
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* Get rid of the thing
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*/
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inpack--;
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if (obj->o_count > 1)
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obj->o_count--;
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else
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{
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detach(pack, item);
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discard(item);
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}
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}
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