/*
* Read a scroll and let it happen
*
* @(#)scrolls.c 3.5 (Berkeley) 6/15/81
*
* 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.
*/
#include "curses.h"
#include <stdlib.h>
#include <ctype.h>
#include <string.h>
#include "rogue.h"
void
read_scroll()
{
struct object *obj;
struct linked_list *item;
struct room *rp;
int i,j;
int ch, nch;
struct linked_list *titem;
char buf[80];
item = get_item("read", SCROLL);
if (item == NULL)
return;
obj = (struct object *) ldata(item);
if (obj->o_type != SCROLL)
{
if (!terse)
msg("There is nothing on it to read");
else
msg("Nothing to read");
return;
}
msg("As you read the scroll, it vanishes.");
/*
* Calculate the effect it has on the poor guy.
*/
if (obj == cur_weapon)
cur_weapon = NULL;
switch(obj->o_which)
{
case S_CONFUSE:
/*
* Scroll of monster confusion. Give him that power.
*/
msg("Your hands begin to glow red");
player.t_flags |= CANHUH;
when S_LIGHT:
s_know[S_LIGHT] = TRUE;
if ((rp = roomin(&hero)) == NULL)
msg("The corridor glows and then fades");
else
{
addmsg("The room is lit");
if (!terse)
addmsg(" by a shimmering blue light.");
endmsg();
rp->r_flags &= ~ISDARK;
/*
* Light the room and put the player back up
*/
light(&hero);
mvwaddch(cw, hero.y, hero.x, PLAYER);
}
when S_ARMOR:
if (cur_armor != NULL)
{
msg("Your armor glows faintly for a moment");
cur_armor->o_ac--;
cur_armor->o_flags &= ~ISCURSED;
}
when S_HOLD:
/*
* Hold monster scroll. Stop all monsters within two spaces
* from chasing after the hero.
*/
{
int x,y;
struct linked_list *mon;
for (x = hero.x-2; x <= hero.x+2; x++)
for (y = hero.y-2; y <= hero.y+2; y++)
if (y > 0 && x > 0 && isupper(mvwinch(mw, y, x)))
if ((mon = find_mons(y, x)) != NULL)
{
struct thing *th;
th = (struct thing *) ldata(mon);
th->t_flags &= ~ISRUN;
th->t_flags |= ISHELD;
}
}
when S_SLEEP:
/*
* Scroll which makes you fall asleep
*/
s_know[S_SLEEP] = TRUE;
msg("You fall asleep.");
no_command += 4 + rnd(SLEEPTIME);
when S_CREATE:
/*
* Create a monster
* First look in a circle around him, next try his room
* otherwise give up
*/
{
int x, y;
int appear = 0;
coord mp;
/*
* Search for an open place
*/
for (y = hero.y-1; y <= hero.y+1; y++)
for (x = hero.x-1; x <= hero.x+1; x++)
{
/*
* Don't put a monster in top of the player.
*/
if (y == hero.y && x == hero.x)
continue;
/*
* Or anything else nasty
*/
if (step_ok(winat(y, x)))
{
if (rnd(++appear) == 0)
{
mp.y = y;
mp.x = x;
}
}
}
if (appear)
{
titem = new_item(sizeof (struct thing));
new_monster(titem, randmonster(FALSE), &mp);
}
else
msg("You hear a faint cry of anguish in the distance.");
}
when S_IDENT:
/*
* Identify, let the rogue figure something out
*/
msg("This scroll is an identify scroll");
s_know[S_IDENT] = TRUE;
whatis();
when S_MAP:
/*
* Scroll of magic mapping.
*/
s_know[S_MAP] = TRUE;
msg("Oh, now this scroll has a map on it.");
overwrite(stdscr, hw);
/*
* Take all the things we want to keep hidden out of the window
*/
for (i = 0; i < LINES; i++)
for (j = 0; j < COLS; j++)
{
switch (nch = ch = mvwinch(hw, i, j))
{
case SECRETDOOR:
nch = DOOR;
mvaddch(i, j, nch);
case '-':
case '|':
case DOOR:
case PASSAGE:
case ' ':
case STAIRS:
if (mvwinch(mw, i, j) != ' ')
{
struct thing *it;
it = (struct thing *) ldata(find_mons(i, j));
if ((it != NULL) && (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);
when S_GFIND:
/*
* Potion of gold detection
*/
{
int gtotal = 0;
wclear(hw);
for (i = 0; i < MAXROOMS; i++)
{
gtotal += rooms[i].r_goldval;
if (rooms[i].r_goldval != 0 &&
mvwinch(stdscr, rooms[i].r_gold.y, rooms[i].r_gold.x)
== GOLD)
mvwaddch(hw,rooms[i].r_gold.y,rooms[i].r_gold.x,GOLD);
}
if (gtotal)
{
s_know[S_GFIND] = TRUE;
show_win(hw,
"You begin to feel greedy and you sense gold.--More--");
}
else msg("You begin to feel a pull downward");
}
when S_TELEP:
/*
* Scroll of teleportation:
* Make him dissapear and reappear
*/
{
int rm;
struct room *cur_room;
cur_room = roomin(&hero);
rm = teleport();
if (cur_room != &rooms[rm])
s_know[S_TELEP] = TRUE;
}
when S_ENCH:
if (cur_weapon == NULL)
msg("You feel a strange sense of loss.");
else
{
cur_weapon->o_flags &= ~ISCURSED;
if (rnd(100) > 50)
cur_weapon->o_hplus++;
else
cur_weapon->o_dplus++;
msg("Your %s glows blue for a moment.", w_names[cur_weapon->o_which]);
}
when S_SCARE:
/*
* 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 (cur_armor != NULL)
cur_armor->o_flags &= ~ISCURSED;
if (cur_weapon != NULL)
cur_weapon->o_flags &= ~ISCURSED;
if (cur_ring[LEFT] != NULL)
cur_ring[LEFT]->o_flags &= ~ISCURSED;
if (cur_ring[RIGHT] != NULL)
cur_ring[RIGHT]->o_flags &= ~ISCURSED;
msg("You feel as if somebody is watching over you.");
when S_AGGR:
/*
* This scroll aggravates all the monsters on the current
* level and sets them running towards the hero
*/
aggravate();
msg("You hear a high pitched humming noise.");
when S_NOP:
msg("This scroll seems to be blank.");
when S_GENOCIDE:
msg("You have been granted the boon of genocide");
genocide();
s_know[S_GENOCIDE] = TRUE;
otherwise:
msg("What a puzzling scroll!");
return;
}
look(TRUE); /* put the result of the scroll on the screen */
status();
if (s_know[obj->o_which] && s_guess[obj->o_which])
{
free(s_guess[obj->o_which]);
s_guess[obj->o_which] = NULL;
}
else if (!s_know[obj->o_which] && askme && s_guess[obj->o_which] == NULL)
{
msg(terse ? "Call it: " : "What do you want to call it? ");
if (get_str(buf, cw) == NORM)
{
s_guess[obj->o_which] = malloc((unsigned int) strlen(buf) + 1);
if (s_guess[obj->o_which] != NULL)
strcpy(s_guess[obj->o_which], buf);
}
}
/*
* Get rid of the thing
*/
inpack--;
if (obj->o_count > 1)
obj->o_count--;
else
{
detach(pack, item);
discard(item);
}
}