Hush Full Node software. We were censored from Github, this is where all development happens now.
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332 lines
7.4 KiB
332 lines
7.4 KiB
// Copyright (c) 2016-2022 The Hush developers
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// Distributed under the GPLv3 software license, see the accompanying
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// file COPYING or https://www.gnu.org/licenses/gpl-3.0.en.html
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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 4.44 (Berkeley) 02/05/99
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*
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* Rogue: Exploring the Dungeons of Doom
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* Copyright (C) 1980-1983, 1985, 1999 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 <ctype.h>
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#include "rogue.h"
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/*
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* read_scroll:
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* Read a scroll from the pack and do the appropriate thing
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*/
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void
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read_scroll(struct rogue_state *rs)
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{
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THING *obj;
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PLACE *pp;
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int y, x;
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char ch;
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int i;
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bool discardit = FALSE;
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struct room *cur_room;
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THING *orig_obj;
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static coord mp;
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obj = get_item(rs,"read", SCROLL);
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if (obj == NULL)
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return;
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if (obj->o_type != SCROLL)
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{
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if (!terse)
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msg(rs,"there is nothing on it to read");
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else
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msg(rs,"nothing to read");
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return;
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}
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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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/*
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* Get rid of the thing
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*/
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discardit = (bool)(obj->o_count == 1);
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leave_pack(rs,obj, FALSE, FALSE);
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orig_obj = obj;
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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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player.t_flags |= CANHUH;
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msg(rs,"your hands begin to glow %s", pick_color("red"));
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when S_ARMOR:
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if (cur_armor != NULL)
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{
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cur_armor->o_arm--;
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cur_armor->o_flags &= ~ISCURSED;
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msg(rs,"your armor glows %s for a moment", pick_color("silver"));
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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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ch = 0;
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for (x = hero.x - 2; x <= hero.x + 2; x++)
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if (x >= 0 && x < NUMCOLS)
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for (y = hero.y - 2; y <= hero.y + 2; y++)
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if (y >= 0 && y <= NUMLINES - 1)
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if ((obj = moat(y, x)) != NULL && on(*obj, ISRUN))
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{
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obj->t_flags &= ~ISRUN;
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obj->t_flags |= ISHELD;
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ch++;
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}
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if (ch)
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{
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addmsg(rs,"the monster");
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if (ch > 1)
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addmsg(rs,"s around you");
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addmsg(rs," freeze");
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if (ch == 1)
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addmsg(rs,"s");
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endmsg(rs);
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scr_info[S_HOLD].oi_know = TRUE;
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}
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else
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msg(rs,"you feel a strange sense of loss");
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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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scr_info[S_SLEEP].oi_know = TRUE;
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no_command += rnd(SLEEPTIME) + 4;
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player.t_flags &= ~ISRUN;
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msg(rs,"you fall asleep");
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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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i = 0;
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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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* 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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else if (step_ok(ch = winat(y, x)))
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{
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if (ch == SCROLL
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&& find_obj(rs,y, x)->o_which == S_SCARE)
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continue;
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else if (rnd(++i) == 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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if (i == 0)
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msg(rs,"you hear a faint cry of anguish in the distance");
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else
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{
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obj = new_item();
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new_monster(rs,obj, randmonster(FALSE), &mp);
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}
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when S_ID_POTION:
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case S_ID_SCROLL:
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case S_ID_WEAPON:
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case S_ID_ARMOR:
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case S_ID_R_OR_S:
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{
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static char id_type[S_ID_R_OR_S + 1] =
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{ 0, 0, 0, 0, 0, POTION, SCROLL, WEAPON, ARMOR, R_OR_S };
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/*
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* Identify, let him figure something out
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*/
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scr_info[obj->o_which].oi_know = TRUE;
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msg(rs,"this scroll is an %s scroll", scr_info[obj->o_which].oi_name);
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whatis(rs,TRUE, id_type[obj->o_which]);
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}
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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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scr_info[S_MAP].oi_know = TRUE;
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msg(rs,"oh, now this scroll has a map on it");
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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 (y = 1; y < NUMLINES - 1; y++)
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for (x = 0; x < NUMCOLS; x++)
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{
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pp = INDEX(y, x);
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switch (ch = pp->p_ch)
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{
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case DOOR:
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case STAIRS:
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break;
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case '-':
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case '|':
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if (!(pp->p_flags & F_REAL))
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{
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ch = pp->p_ch = DOOR;
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pp->p_flags |= F_REAL;
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}
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break;
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case ' ':
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if (pp->p_flags & F_REAL)
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goto def;
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pp->p_flags |= F_REAL;
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ch = pp->p_ch = PASSAGE;
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/* FALLTHROUGH */
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case PASSAGE:
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pass:
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if (!(pp->p_flags & F_REAL))
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pp->p_ch = PASSAGE;
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pp->p_flags |= (F_SEEN|F_REAL);
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ch = PASSAGE;
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break;
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case FLOOR:
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if (pp->p_flags & F_REAL)
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ch = ' ';
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else
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{
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ch = TRAP;
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pp->p_ch = TRAP;
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pp->p_flags |= (F_SEEN|F_REAL);
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}
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break;
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default:
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def:
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if (pp->p_flags & F_PASS)
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goto pass;
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ch = ' ';
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break;
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}
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if (ch != ' ')
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{
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if ((obj = pp->p_monst) != NULL)
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obj->t_oldch = ch;
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if (obj == NULL || !on(player, SEEMONST))
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mvaddch(y, x, ch);
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}
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}
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when S_FDET:
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/*
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* Potion of gold detection
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*/
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ch = FALSE;
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wclear(hw);
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for (obj = lvl_obj; obj != NULL; obj = next(obj))
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if (obj->o_type == FOOD)
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{
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ch = TRUE;
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wmove(hw, obj->o_pos.y, obj->o_pos.x);
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waddch(hw, FOOD);
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}
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if (ch)
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{
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scr_info[S_FDET].oi_know = TRUE;
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show_win(rs,"Your nose tingles and you smell food.--More--");
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}
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else
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msg(rs,"your nose tingles");
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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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cur_room = proom;
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teleport(rs);
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if (cur_room != proom)
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scr_info[S_TELEP].oi_know = TRUE;
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}
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when S_ENCH:
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if (cur_weapon == NULL || cur_weapon->o_type != WEAPON)
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msg(rs,"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(2) == 0)
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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(rs,"your %s glows %s for a moment",
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weap_info[cur_weapon->o_which].oi_name, pick_color("blue"));
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}
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when S_SCARE:
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/*
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* Reading it is a mistake and produces laughter at her
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* poor boo boo.
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*/
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msg(rs,"you hear maniacal laughter in the distance");
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when S_REMOVE:
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uncurse(cur_armor);
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uncurse(cur_weapon);
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uncurse(cur_ring[LEFT]);
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uncurse(cur_ring[RIGHT]);
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msg(rs,choose_str("you feel in touch with the Universal Onenes",
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"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(rs);
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msg(rs,"you hear a high pitched humming noise");
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when S_PROTECT:
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if (cur_armor != NULL)
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{
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cur_armor->o_flags |= ISPROT;
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msg(rs,"your armor is covered by a shimmering %s shield",
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pick_color("gold"));
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}
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else
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msg(rs,"you feel a strange sense of loss");
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#ifdef MASTER
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otherwise:
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msg(rs,"what a puzzling scroll!");
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return;
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#endif
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}
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obj = orig_obj;
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look(rs,TRUE); /* put the result of the scroll on the screen */
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status(rs);
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call_it(rs,&scr_info[obj->o_which]);
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if (discardit)
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discard(obj);
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}
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/*
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* uncurse:
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* Uncurse an item
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*/
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void
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uncurse(THING *obj)
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{
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if (obj != NULL)
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obj->o_flags &= ~ISCURSED;
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}
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