There should only be two changes in behavior: arogue7/fight.c, arogue7/fight.c: a to-hit bonus is now correctly applied to characters who are not monks instead of monks who are not empty-handed. urogue/fight.c: fixed an interaction with the "debug" macro that could cause the wrong message to be displayed.
465 lines
10 KiB
C
465 lines
10 KiB
C
/*
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* Read a scroll and let it happen
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*
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* @(#)scrolls.c 9.0 (rdk) 7/17/84
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*
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* Super-Rogue
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* Copyright (C) 1984 Robert D. Kindelberger
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* All rights reserved.
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*
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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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*
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* See the file LICENSE.TXT for full copyright and licensing information.
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*/
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#include <stdlib.h>
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#include <string.h>
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#include <ctype.h>
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#include "rogue.h"
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#include "rogue.ext"
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/*
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* read_scroll:
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* Let the hero read a scroll
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*/
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void
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read_scroll(void)
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{
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reg struct object *obj;
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reg struct linked_list *item;
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reg int i, j, wh;
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reg char ch, nch;
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struct room *rp;
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char buf[LINLEN];
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bool bless, curse;
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if ((item = get_item("read", SCROLL)) == NULL)
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return;
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obj = OBJPTR(item);
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if (obj->o_type != SCROLL) {
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msg("Nothing to read.");
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after = FALSE;
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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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wh = obj->o_which;
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bless = o_on(obj, ISBLESS);
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curse = o_on(obj, ISCURSED);
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del_pack(item); /* Get rid of the thing */
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/*
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* Calculate the effect it has on the hero
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*/
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switch(wh) {
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case S_KNOWALL:
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if (!curse) {
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idenpack(); /* identify all the pack */
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msg("You feel more knowledgable.");
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chg_abil(WIS,1,TRUE);
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s_know[S_KNOWALL] = TRUE;
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}
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when S_CONFUSE:
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if (!curse) {
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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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s_know[S_CONFUSE] = TRUE;
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}
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when S_LIGHT:
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rp = player.t_room;
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if (!curse) {
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if (rp == NULL) {
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s_know[S_LIGHT] = TRUE;
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msg("The corridor glows and then fades.");
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}
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else {
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if (rf_on(rp,ISDARK)) {
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s_know[S_LIGHT] = TRUE;
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msg("The room is lit.");
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rp->r_flags &= ~ISDARK;
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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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}
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when S_ARMOR:
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if (!curse) {
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if (cur_armor != NULL && o_off(cur_armor,ISPROT)) {
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s_know[S_ARMOR] = TRUE;
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msg("Your armor glows faintly for a moment.");
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if (o_on(cur_armor,ISCURSED))
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cur_armor->o_ac = armors[cur_armor->o_which].a_class;
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else
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cur_armor->o_ac--;
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resoflg(cur_armor,ISCURSED);
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}
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}
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when S_HOLD:
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if (!curse) {
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/*
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* Hold monster scroll. Stop all monsters within 3 spaces
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* from chasing after the hero.
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*/
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reg int x,y;
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reg struct linked_list *mon;
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for (x = hero.x - 3; x <= hero.x + 3; x++) {
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for (y = hero.y - 3; y <= hero.y + 3; y++) {
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if (y > 0 && x > 0 && isalpha(mvwinch(mw, y, x))) {
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if ((mon = find_mons(y, x)) != NULL) {
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reg struct thing *th;
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th = THINGPTR(mon);
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th->t_flags &= ~ISRUN;
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th->t_flags |= ISHELD;
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th->t_flags |= ISSTUCK;
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}
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}
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}
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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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if (!bless) {
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s_know[S_SLEEP] = TRUE;
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msg("You fall asleep.");
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player.t_nocmd += 4 + rnd(SLEEPTIME);
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}
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when S_CREATE:
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if (!bless) {
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if (makemons(mtlev[rnd(levcount)]->m_show))
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s_know[S_CREATE] = TRUE;
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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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if (!curse) {
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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(NULL);
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}
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when S_MAP:
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if (curse)
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break;
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s_know[S_MAP] = TRUE;
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addmsg("Oh, now this scroll has a ");
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if (rnd(100) < 10 || bless) {
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addmsg("very detailed map on it.");
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endmsg();
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displevl();
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}
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else {
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addmsg("map on it.");
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endmsg();
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overwrite(stdscr, hw);
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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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switch (nch = ch = mvwinch(hw, i, j) & A_CHARTEXT) {
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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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struct thing *it;
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struct linked_list *blah;
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blah = find_mons(i, j);
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if (blah != NULL) {
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it = THINGPTR(blah);
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if (it->t_oldch == ' ')
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it->t_oldch = nch;
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}
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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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overlay(cw, hw);
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overwrite(hw, cw);
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}
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when S_GFIND:
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if (!curse) {
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int gtotal = 0;
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struct room *rp;
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wclear(hw);
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for (rp = rooms; rp < &rooms[MAXROOMS]; rp++) {
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gtotal += rp->r_goldval;
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if (rp->r_goldval != 0 &&
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mvinch(rp->r_gold.y,rp->r_gold.x) == GOLD)
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mvwaddch(hw,rp->r_gold.y,rp->r_gold.x,GOLD);
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}
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if (gtotal) {
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s_know[S_GFIND] = TRUE;
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msg("You begin to feel greedy and sense gold.");
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overlay(hw,cw);
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}
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else
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msg("You begin to feel a pull downward.");
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}
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when S_TELEP:
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if (!curse) {
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int rm;
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struct room *cur_room;
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cur_room = player.t_room;
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rm = teleport(rndspot, &player);
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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 (!curse) {
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if (cur_weapon == NULL || (cur_weapon != NULL &&
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(o_on(cur_weapon,ISPROT) || cur_weapon->o_type != WEAPON)))
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msg("You feel a strange sense of loss.");
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else {
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s_know[S_ENCH] = TRUE;
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if (o_on(cur_weapon,ISCURSED)) {
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resoflg(cur_weapon,ISCURSED);
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cur_weapon->o_hplus = rnd(2);
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cur_weapon->o_dplus = rnd(2);
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}
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else { /* weapon was not cursed here */
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if (rnd(100) < 50)
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cur_weapon->o_hplus += 1;
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else
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cur_weapon->o_dplus += 1;
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}
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setoflg(cur_weapon, ISKNOW);
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msg("Your %s glows blue for a moment.",
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w_magic[cur_weapon->o_which].mi_name);
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}
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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 (!curse) {
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if (cur_armor != NULL && o_off(cur_armor,ISPROT))
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resoflg(cur_armor,ISCURSED);
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if (cur_weapon != NULL && o_off(cur_weapon,ISPROT))
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resoflg(cur_weapon,ISCURSED);
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if (cur_ring[LEFT]!=NULL && o_off(cur_ring[LEFT],ISPROT))
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resoflg(cur_ring[LEFT],ISCURSED);
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if (cur_ring[RIGHT]!=NULL && o_off(cur_ring[RIGHT],ISPROT))
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resoflg(cur_ring[RIGHT],ISCURSED);
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msg("You feel as if somebody is watching over you.");
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s_know[S_REMOVE] = TRUE;
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}
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when S_AGGR:
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if (!bless) {
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if (mlist != NULL) {
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aggravate();
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msg("You hear a high pitched humming noise.");
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s_know[S_AGGR] = TRUE;
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}
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}
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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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if (!curse) {
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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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}
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when S_DCURSE:
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if (!bless) {
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struct linked_list *ll;
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struct object *lb;
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msg("Your pack shudders.");
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for (ll = pack ; ll != NULL ; ll = next(ll)) {
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lb = OBJPTR(ll);
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if (o_off(lb,ISPROT)) {
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resoflg(lb, ISBLESS);
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setoflg(lb, ISCURSED);
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}
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}
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}
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when S_DLEVEL:
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if (!bless) {
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int much = rnd(9) - 4;
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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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new_level(NORMLEV); /* change levels */
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msg("You are whisked away to another region.");
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s_know[S_DLEVEL] = TRUE;
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}
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}
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when S_PROTECT:
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if (!curse) {
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struct linked_list *ll;
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struct object *lb;
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msg("You are granted the power of protection.");
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if ((ll = get_item("protect",0)) != NULL) {
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lb = OBJPTR(ll);
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setoflg(lb,ISPROT);
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mpos = 0;
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msg("Protected %s.",inv_name(lb,TRUE));
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}
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s_know[S_PROTECT] = TRUE;
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}
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when S_ALLENCH:
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if (!curse) {
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struct linked_list *ll;
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struct object *lb;
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int howmuch, ac, good;
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msg("You are granted the power of enchantment.");
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good = TRUE;
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if ((ll = get_item("enchant",0)) != NULL) {
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lb = OBJPTR(ll);
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resoflg(lb,ISCURSED);
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resoflg(lb,ISPROT);
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howmuch = rnd(3) + 1;
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switch(lb->o_type) {
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case RING:
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if (lb->o_ac < 0)
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lb->o_ac = 0;
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lb->o_ac += howmuch;
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when ARMOR:
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ac = armors[lb->o_which].a_class;
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if (lb->o_ac > ac)
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lb->o_ac = ac;
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lb->o_ac -= howmuch;
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when STICK:
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lb->o_charges += howmuch + 10;
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when WEAPON:
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if (lb->o_dplus < 0)
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lb->o_dplus = 0;
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if (lb->o_hplus < 0)
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lb->o_hplus = 0;
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lb->o_hplus += howmuch;
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lb->o_dplus += howmuch;
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otherwise:
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msg("You are injured as the scroll flashes & bursts into flames !!!");
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chg_hpt(-roll(6,6),FALSE,K_SCROLL);
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good = FALSE;
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}
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if (good) {
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mpos = 0;
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msg("Enchanted %s.",inv_name(lb,TRUE));
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}
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}
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s_know[S_ALLENCH] = TRUE;
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}
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when S_BLESS:
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if (!curse) {
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struct linked_list *ll;
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struct object *lb;
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msg("Your pack glistens brightly.");
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for (ll = pack ; ll != NULL ; ll = next(ll)) {
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whatis(ll);
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lb = OBJPTR(ll);
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resoflg(lb,ISCURSED);
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setoflg(lb,ISBLESS);
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}
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}
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when S_MAKEIT:
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if (!curse) {
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msg("You have been endowed with the power of creation.");
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s_know[S_MAKEIT] = TRUE;
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create_obj(TRUE);
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}
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when S_BAN: {
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int howdeep;
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char *ptr = "";
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if (bless) {
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if (level > 6) {
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howdeep = 1 + rnd(5);
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ptr = "elevated to the upper";
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}
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else {
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howdeep = -1;
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bless = FALSE;
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}
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}
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else {
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howdeep = level + 10 + rnd(20) + (curse * 20);
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ptr = "banished to the lower";
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}
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if ((!bless && level < howdeep) || bless) {
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level = howdeep;
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new_level(NORMLEV);
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mpos = 0;
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msg("You are %s regions.", ptr);
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s_know[S_BAN] = TRUE;
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}
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}
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when S_CWAND:
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if (!curse) {
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struct linked_list *ll;
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struct object *lb;
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bool wands = FALSE;
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for (ll = pack ; ll != NULL ; ll = next(ll)) {
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lb = OBJPTR(ll);
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if (lb->o_type == STICK) {
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whatis(ll);
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setoflg(lb, ISKNOW);
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resoflg(lb, ISCURSED);
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lb->o_charges += rnd(11) + 5;
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wands = TRUE;
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}
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}
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if (wands) {
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msg("Your sticks gleam.");
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s_know[wh] = TRUE;
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}
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}
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when S_LOCTRAP: {
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struct trap *trp;
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if (ntraps > 0) {
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for (trp = &traps[0]; trp < &traps[ntraps]; trp++)
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trp->tr_flags |= ISFOUND;
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look(FALSE);
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msg("You now recognize pitfalls.");
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s_know[S_LOCTRAP] = TRUE;
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}
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}
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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);
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nochange = FALSE;
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if (s_know[wh] && s_guess[wh]) {
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free(s_guess[wh]);
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s_guess[wh] = NULL;
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}
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else if (!s_know[wh] && s_guess[wh] == NULL) {
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strcpy(buf, s_names[wh]);
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msg(callit);
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if (get_str(buf, cw) == NORM) {
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s_guess[wh] = new(strlen(buf) + 1);
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strcpy(s_guess[wh], buf);
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}
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}
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}
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