/*
* scrolls.c - Functions for dealing with scrolls
*
* Advanced Rogue
* Copyright (C) 1984, 1985, 1986 Michael Morgan, Ken Dalka and AT&T
* All rights reserved.
*
* Based on "Rogue: Exploring the Dungeons of Doom"
* Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman
* All rights reserved.
*
* See the file LICENSE.TXT for full copyright and licensing information.
*/
/*
* Read a scroll and let it happen
*
*/
#include "curses.h"
#include <stdlib.h>
#include <ctype.h>
#include <string.h>
#include "rogue.h"
/*
* let the hero get rid of some type of monster (but not a UNIQUE!)
*/
void
genocide(void)
{
register struct linked_list *ip;
register struct thing *mp;
register struct linked_list *nip;
register int num_monst = NUMMONST-NUMUNIQUE-1, /* cannot genocide uniques */
pres_monst=1,
num_lines=2*(lines-3);
register int which_monst;
which_monst = makemonster(FALSE, "Genocide", "wipe out");
if (which_monst <= 0) {
msg("");
return;
}
/* Remove this monster from the present level */
for (ip = mlist; ip; ip = nip) {
mp = THINGPTR(ip);
nip = next(ip);
if (mp->t_index == which_monst) {
killed(ip, FALSE, FALSE, TRUE);
}
}
/* Remove from available monsters */
monsters[which_monst].m_normal = FALSE;
monsters[which_monst].m_wander = FALSE;
mpos = 0;
msg("You have wiped out the %s.", monsters[which_monst].m_name);
}
void
read_scroll(int which, int flag, bool is_scroll)
{
register struct object *obj = NULL, *nobj;
register struct linked_list *item, *nitem;
register int i,j;
register char ch, nch;
bool cursed, blessed;
blessed = FALSE;
cursed = FALSE;
item = NULL;
if (which < 0) {
if (on(player, ISBLIND)) {
msg("You can't see to read anything");
return;
}
if (on(player, ISINWALL)) {
msg("You can't see the scroll while inside rock!");
return;
}
/* This is a scroll or book. */
if (player.t_action != C_READ) {
int units;
item = get_item(pack, "read", READABLE, FALSE, FALSE);
/*
* Make certain that it is somethings that we want to read
*/
if (item == NULL)
return;
/* How long does it take to read? */
units = usage_time(item);
if (units < 0) return;
player.t_using = item; /* Remember what it is */
player.t_no_move = units * movement(&player);
if ((OBJPTR(item))->o_type == SCROLL) player.t_action = C_READ;
else player.t_action = C_USE;
return;
}
/* We have waited our time, let's quaff the potion */
item = player.t_using;
player.t_using = NULL;
player.t_action = A_NIL;
obj = OBJPTR(item);
/* remove it from the pack */
inpack--;
detach(pack, item);
msg("As you read the scroll, it vanishes.");
cursed = (obj->o_flags & ISCURSED) != 0;
blessed = (obj->o_flags & ISBLESSED) != 0;
which = obj->o_which;
}
else {
cursed = flag & ISCURSED;
blessed = flag & ISBLESSED;
}
switch (which) {
case S_CONFUSE:
/*
* Scroll of monster confusion. Give him that power.
*/
msg("Your hands begin to glow red");
turn_on(player, CANHUH);
when S_CURING:
/*
* A cure disease spell
*/
if (on(player, HASINFEST) ||
on(player, HASDISEASE)||
on(player, DOROT)) {
if (on(player, HASDISEASE)) {
extinguish(cure_disease);
cure_disease();
}
if (on(player, HASINFEST)) {
msg(terse ? "You feel yourself improving."
: "You begin to feel yourself improving again.");
turn_off(player, HASINFEST);
infest_dam = 0;
}
if (on(player, DOROT)) {
msg("You feel your skin returning to normal.");
turn_off(player, DOROT);
}
}
else {
msg(nothing);
break;
}
if (is_scroll) s_know[S_CURING] = TRUE;
when S_LIGHT:
if (blue_light(blessed, cursed) && is_scroll)
s_know[S_LIGHT] = TRUE;
when S_HOLD:
if (cursed) {
/*
* This scroll aggravates all the monsters on the current
* level and sets them running towards the hero
*/
aggravate(TRUE, TRUE);
msg("You hear a high pitched humming noise.");
}
else if (blessed) { /* Hold all monsters on level */
if (mlist == NULL) msg(nothing);
else {
register struct linked_list *mon;
register struct thing *th;
for (mon = mlist; mon != NULL; mon = next(mon)) {
th = THINGPTR(mon);
turn_off(*th, ISRUN);
turn_on(*th, ISHELD);
}
msg("A sudden peace comes over the dungeon.");
}
}
else {
/*
* Hold monster scroll. Stop all monsters within two spaces
* from chasing after the hero.
*/
register int x,y;
register struct linked_list *mon;
bool gotone=FALSE;
for (x = hero.x-2; x <= hero.x+2; x++) {
for (y = hero.y-2; y <= hero.y+2; y++) {
if (y < 1 || x < 0 || y > lines - 3 || x > cols - 1)
continue;
if (isalpha(mvwinch(mw, y, x))) {
if ((mon = find_mons(y, x)) != NULL) {
register struct thing *th;
gotone = TRUE;
th = THINGPTR(mon);
turn_off(*th, ISRUN);
turn_on(*th, ISHELD);
}
}
}
}
if (gotone) msg("A sudden peace surrounds you.");
else msg(nothing);
}
when S_SLEEP:
/*
* if cursed, you fall asleep
*/
if (is_scroll) s_know[S_SLEEP] = TRUE;
if (cursed) {
if (ISWEARING(R_ALERT))
msg("You feel drowsy for a moment.");
else {
msg("You fall asleep.");
player.t_no_move += movement(&player)*(4 + rnd(SLEEPTIME));
player.t_action = A_FREEZE;
}
}
else {
/*
* sleep monster scroll.
* puts all monsters within 2 spaces asleep
*/
register int x,y;
register struct linked_list *mon;
bool gotone=FALSE;
for (x = hero.x-2; x <= hero.x+2; x++) {
for (y = hero.y-2; y <= hero.y+2; y++) {
if (y < 1 || x < 0 || y > lines - 3 || x > cols - 1)
continue;
if (isalpha(mvwinch(mw, y, x))) {
if ((mon = find_mons(y, x)) != NULL) {
register struct thing *th;
th = THINGPTR(mon);
if (on(*th, ISUNDEAD))
continue;
th->t_no_move += movement(th)*(SLEEPTIME+4);
th->t_action = A_FREEZE;
gotone = TRUE;
}
}
}
}
if (gotone)
msg("The monster(s) around you seem to have fallen asleep");
else
msg(nothing);
}
when S_CREATE:
/*
* Create a monster
* First look in a circle around him, next try his room
* otherwise give up
*/
creat_mons(&player, (short) 0, TRUE);
light(&hero);
when S_IDENT:
/*
* if its blessed then identify everything in the pack
*/
if (blessed) {
msg("You feel more Knowledgeable!");
idenpack();
}
else {
/*
* Identify, let the rogue figure something out
*/
if (is_scroll && s_know[S_IDENT] != TRUE) {
msg("This scroll is an identify scroll");
}
whatis(NULL);
}
if (is_scroll) s_know[S_IDENT] = TRUE;
when S_MAP:
/*
* Scroll of magic mapping.
*/
waddstr(msgw, morestr);
clearok(msgw, FALSE);
draw(msgw);
wait_for(' ');
msg("");
overwrite(stdscr, hw);
/*
* Take all the things we want to keep hidden out of the window
*/
for (i = 1; i < lines-2; i++)
for (j = 0; j < cols; j++)
{
switch (nch = ch = CCHAR( mvwinch(hw, i, j) ))
{
case SECRETDOOR:
nch = secretdoor (i, j);
break;
case '-':
case '|':
case DOOR:
case PASSAGE:
case ' ':
case STAIRS:
if (mvwinch(mw, i, j) != ' ')
{
register struct thing *it;
it = THINGPTR(find_mons(i, j));
if (it && it->t_oldch == ' ')
it->t_oldch = nch;
}
break;
default:
nch = ' ';
}
if (nch != ch)
waddch(hw, nch);
}
/*
* Copy in what he has discovered
*/
overlay(cw, hw);
/*
* And set up for display
*/
overwrite(hw, cw);
draw(cw);
if (is_scroll && s_know[S_MAP] != TRUE) {
msg("Oh, now this scroll has a map on it.");
s_know[S_MAP] = TRUE;
}
when S_GFIND:
/*
* Scroll of gold detection
*/
{
int gtotal = 0;
wclear(hw);
for (nitem = lvl_obj; nitem != NULL; nitem = next(nitem)) {
nobj = OBJPTR(nitem);
if (nobj->o_type == GOLD) {
gtotal += nobj->o_count;
mvwaddch(hw, nobj->o_pos.y, nobj->o_pos.x, GOLD);
}
}
for (nitem = mlist; nitem != NULL; nitem = next(nitem)) {
register struct linked_list *gitem;
register struct thing *th;
th = THINGPTR(nitem);
if (on(*th, NODETECT)) continue;
for(gitem = th->t_pack; gitem != NULL; gitem = next(gitem)){
nobj = OBJPTR(gitem);
if (nobj->o_type == GOLD) {
gtotal += nobj->o_count;
mvwaddch(hw, th->t_pos.y, th->t_pos.x, GOLD);
}
}
}
if (gtotal) {
if (is_scroll) s_know[S_GFIND] = TRUE;
waddstr(msgw, morestr);
clearok(msgw, FALSE);
draw(msgw);
wait_for(' ');
msg("");
overlay(hw, cw);
draw(cw);
msg("You begin to feel greedy and you sense gold.");
break;
}
}
msg("You begin to feel a pull downward");
when S_TELEP:
/*
* Scroll of teleportation:
* Make him disappear and reappear
*/
if (cursed) {
int old_max = cur_max;
turns = (vlevel * 3) * LEVEL;
level = nfloors;
new_level(NORMLEV);
status(TRUE);
mpos = 0;
msg("You are banished to the lower regions.");
if (old_max == cur_max) /* if he's been here, make it harder */
aggravate(TRUE, TRUE);
}
else if (blessed) {
int old_level,
much = rnd(4) - 4;
old_level = level;
if (much != 0) {
level += much;
if (level < 1)
level = 1;
mpos = 0;
cur_max = level;
turns += much*LEVEL;
if (turns < 0)
turns = 0;
new_level(NORMLEV); /* change levels */
if (level == old_level)
status(TRUE);
msg("You are whisked away to another region.");
}
}
else {
teleport();
}
if (is_scroll) s_know[S_TELEP] = TRUE;
when S_SCARE:
/*
* A monster will refuse to step on a scare monster scroll
* if it is dropped. Thus reading it is a mistake and produces
* laughter at the poor rogue's boo boo.
*/
msg("You hear maniacal laughter in the distance.");
when S_REMOVE:
if (cursed) { /* curse all player's possessions */
for (nitem = pack; nitem != NULL; nitem = next(nitem)) {
nobj = OBJPTR(nitem);
if (nobj->o_flags & ISBLESSED)
nobj->o_flags &= ~ISBLESSED;
else
nobj->o_flags |= ISCURSED;
}
msg("The smell of fire and brimstone fills the air.");
}
else if (blessed) {
for (nitem = pack; nitem != NULL; nitem = next(nitem)) {
nobj = OBJPTR(nitem);
nobj->o_flags &= ~ISCURSED;
}
msg("Your pack glistens brightly");
}
else {
nitem = get_item(pack, "remove the curse on",ALL,FALSE,FALSE);
if (nitem != NULL) {
nobj = OBJPTR(nitem);
nobj->o_flags &= ~ISCURSED;
msg("Removed the curse from %s",inv_name(nobj,TRUE));
}
}
if (is_scroll) s_know[S_REMOVE] = TRUE;
when S_PETRIFY:
switch (mvinch(hero.y, hero.x)) {
case TRAPDOOR:
case DARTTRAP:
case TELTRAP:
case ARROWTRAP:
case SLEEPTRAP:
case BEARTRAP:
{
register int i;
/* Find the right trap */
for (i=0; i<ntraps && !ce(traps[i].tr_pos, hero); i++);
ntraps--;
if (!ce(traps[i].tr_pos, hero))
msg("What a strange trap!");
else {
while (i < ntraps) {
traps[i] = traps[i + 1];
i++;
}
}
}
goto pet_message;
case DOOR:
case SECRETDOOR:
case FLOOR:
case PASSAGE:
pet_message: msg("The dungeon begins to rumble and shake!");
addch(WALL);
/* If the player is phased, unphase him */
if (on(player, CANINWALL)) {
extinguish(unphase);
turn_off(player, CANINWALL);
msg("Your dizzy feeling leaves you.");
}
/* Mark the player as in a wall */
turn_on(player, ISINWALL);
break;
default:
msg(nothing);
}
when S_GENOCIDE:
msg("You have been granted the boon of genocide!--More--");
wait_for(' ');
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 += (howmuch * 10) + rnd(5);
if (lb->o_charges < 0)
lb->o_charges = 0;
if (EQUAL(ws_type[lb->o_which], "staff")) {
if (lb->o_charges > 100)
lb->o_charges = 100;
}
else {
if (lb->o_charges > 50)
lb->o_charges = 50;
}
msg("Enchanted %s.",inv_name(lb,TRUE));
when WEAPON:
if(lb->o_hplus+lb->o_dplus+howmuch > MAXENCHANT * 2){
msg("The enchantment doesn't seem to work!");
break;
}
if (rnd(100) < 50)
lb->o_hplus += howmuch;
else
lb->o_dplus += howmuch;
msg("Enchanted %s.",inv_name(lb,TRUE));
when MM:
switch (lb->o_which) {
case MM_BRACERS:
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/2) {
msg("The enchantment doesn't seem to work!");
break;
}
else lb->o_ac += howmuch;
msg("Enchanted %s.",inv_name(lb,TRUE));
}
lb->o_flags |= flags;
when POTION:
case SCROLL:
default:
lb->o_flags |= flags;
msg("Enchanted %s.",inv_name(lb,TRUE));
}
}
if (is_scroll) s_know[S_ALLENCH] = TRUE;
if (!is_scroll) {
pstats.s_const--;
max_stats.s_const--;
if (pstats.s_const <= 0)
death(D_CONSTITUTION);
msg("You feel less healthy now");
}
}
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)
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) < 19) {
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 - 13) / 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("Woah!");
}
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 >= 2) || numcharmed > 0) break;
}
if (something == 0) msg(nothing);
}
otherwise:
msg("What a puzzling scroll!");
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);
}