/*
* Read a scroll and let it happen
*
* @(#)scrolls.c 4.21 (Berkeley) 4/6/82
*
* Rogue: Exploring the Dungeons of Doom
* Copyright (C) 1980, 1981, 1982 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 <ctype.h>
#include "rogue.h"
/*
* read_scroll:
* Read a scroll from the pack and do the appropriate thing
*/
void
read_scroll(void)
{
register THING *obj;
register int y, x;
register char ch;
register THING *op;
register int index;
register bool discardit = FALSE;
obj = get_item("read", SCROLL);
if (obj == NULL)
return;
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.
*/
player.t_flags |= CANHUH;
msg("your hands begin to glow red");
when S_ARMOR:
if (cur_armor != NULL)
{
cur_armor->o_ac--;
cur_armor->o_flags &= ~ISCURSED;
msg("your armor glows faintly for a moment");
}
when S_HOLD:
/*
* Hold monster scroll. Stop all monsters within two spaces
* from chasing after the hero.
*/
for (x = hero.x - 2; x <= hero.x + 2; x++)
if (x >= 0 && x < COLS)
for (y = hero.y - 2; y <= hero.y + 2; y++)
if (y >= 0 && y <= LINES - 1)
if ((op = moat(y, x)) != NULL)
{
op->t_flags &= ~ISRUN;
op->t_flags |= ISHELD;
}
when S_SLEEP:
/*
* Scroll which makes you fall asleep
*/
s_know[S_SLEEP] = TRUE;
no_command += rnd(SLEEPTIME) + 4;
player.t_flags &= ~ISRUN;
msg("you fall asleep");
when S_CREATE:
/*
* Create a monster
* First look in a circle around him, next try his room
* otherwise give up
*/
{
register bool 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
* Also avoid a mimic which is disguised as scroll
*/
if (moat(y, x) == NULL && step_ok(ch = winat(y, x)))
{
if (ch == SCROLL
&& find_obj(y, x)->o_which == S_SCARE)
continue;
if (rnd(++appear) == 0)
{
mp.y = y;
mp.x = x;
}
}
}
if (appear)
{
op = new_item();
new_monster(op, 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
*/
s_know[S_IDENT] = TRUE;
msg("this scroll is an identify scroll");
whatis(TRUE);
when S_MAP:
/*
* Scroll of magic mapping.
*/
s_know[S_MAP] = TRUE;
msg("oh, now this scroll has a map on it");
/*
* Take all the things we want to keep hidden out of the window
*/
for (y = 1; y < LINES - 1; y++)
for (x = 0; x < COLS; x++)
{
index = INDEX(y, x);
switch (ch = _level[index])
{
case '-':
case '|':
if (!(_flags[index] & F_REAL))
{
ch = _level[index] = DOOR;
_flags[index] &= ~F_REAL;
}
case PASSAGE:
_flags[index] |= F_SEEN;
case DOOR:
case STAIRS:
if ((op = moat(y, x)) != NULL)
if (op->t_oldch == ' ')
op->t_oldch = ch;
break;
default:
ch = ' ';
}
if (ch != ' ')
mvaddch(y, x, ch);
}
when S_GFIND:
/*
* Potion of gold detection
*/
ch = FALSE;
wclear(hw);
for (op = lvl_obj; op != NULL; op = next(op))
if (op->o_type == GOLD)
{
ch = TRUE;
mvwaddch(hw, op->o_pos.y, op->o_pos.x, GOLD);
}
if (ch)
{
s_know[S_GFIND] = TRUE;
show_win(hw,
"You begin to feel greedy and you sense gold.--More--");
}
else
msg("you feel a pull downward");
when S_TELEP:
/*
* Scroll of teleportation:
* Make him dissapear and reappear
*/
{
register struct room *cur_room;
cur_room = proom;
teleport();
if (cur_room != proom)
s_know[S_TELEP] = TRUE;
}
when S_ENCH:
if (cur_weapon == NULL || cur_weapon->o_type != WEAPON)
msg("you feel a strange sense of loss");
else
{
cur_weapon->o_flags &= ~ISCURSED;
if (rnd(2) == 0)
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:
/*
* 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:
s_know[S_GENOCIDE] = TRUE;
msg("you have been granted the boon of genocide");
genocide();
otherwise:
msg("what a puzzling scroll!");
return;
}
look(TRUE); /* put the result of the scroll on the screen */
status();
/*
* Get rid of the thing
*/
inpack--;
if (obj->o_count > 1)
obj->o_count--;
else
{
detach(pack, obj);
discardit = TRUE;
}
call_it(s_know[obj->o_which], &s_guess[obj->o_which]);
if (discardit)
discard(obj);
}