/** Create a new monster of the given type. */ monster *create_monster(std::string mon_type, int x, int y) { monster new_monster(GetMType(mon_type), x, y); if(!g->add_zombie(new_monster)) { return NULL; } else { return &(g->zombie(g->mon_at(x, y))); } }
void wanderer(void) { THING *tp; coord cp; int cnt = 0; tp = new_item(); do { /* Avoid endless loop when all rooms are filled with monsters * and the player room is not accessible to the monsters. */ if (cnt++ >= 500) { discard(tp); return; } find_floor(NULL, &cp, FALSE, TRUE); } while (roomin(&cp) == proom && moat(cp.y, cp.x) == NULL); new_monster(tp, randmonster(TRUE), &cp); if (on(player, SEEMONST)) { standout(); if (!on(player, ISHALU)) addch(tp->t_type); else addch(rnd(26) + 'A'); standend(); } runto(&tp->t_pos); #ifdef MASTER if (wizard) msg("started a wandering %s", monsters[tp->t_type-'A'].m_name); #endif }
void wanderer(void) { int i, cnt = 0; struct room *hr = roomin(hero); struct linked_list *item; struct thing *tp; coord cp; char *loc; int which; /* Find a place for it -- avoid the player's room */ do { do { cnt++; i = rnd_room(); } while (!(hr != &rooms[i] || levtype == MAZELEV || levtype == THRONE || cnt > 5000)); rnd_pos(&rooms[i], &cp); } while(!step_ok(cp.y, cp.x, NOMONST, NULL)); /* Create a new wandering monster */ item = new_item(sizeof *tp); which = randmonster(TRUE, FALSE); new_monster(item, which, &cp, FALSE); tp = THINGPTR(item); tp->t_pos = cp; /* Assign the position to the monster */ chase_it(&tp->t_pos, &player); i = rnd(7); if (on(*tp, ISSWARM) && i < 5) cnt = roll(2, 4); else if (on(*tp, ISFLOCK) && i < 5) cnt = roll(1, 4); else cnt = 0; for (i = 1; i <= cnt; i++) { struct linked_list *ip = creat_mons(tp, which, NOMESSAGE); if (ip != NULL) { struct thing *mp = THINGPTR(ip); if (on(*tp, ISFRIENDLY)) turn_on(*mp, ISFRIENDLY); else turn_off(*mp, ISFRIENDLY); } } if (cnt > 0) { if (on(*tp, LOWCAST) || on(*tp, MEDCAST) || on(*tp, HIGHCAST)) turn_on(*tp, CANCAST); tp->t_stats.s_hpt += roll(2, 8); tp->t_stats.s_lvl += roll(2, 3); tp->t_stats.s_arm -= roll(1, 6); tp->t_stats.s_str += roll(2, 3); tp->t_stats.s_intel += roll(2, 3); tp->t_stats.s_exp += roll(2, 8) * monsters[which].m_add_exp; } i = DISTANCE(cp, hero); if (i < 20) loc = "very close to you"; else if (i < 400) loc = "nearby"; else loc = "in the distance"; if (wizard) msg("Started a wandering %s.", monsters[tp->t_index].m_name); else if (on(*tp, ISUNDEAD) && (player.t_ctype == C_CLERIC || player.t_ctype == C_PALADIN || is_wearing(R_PIETY))) msg("You sense a new ungodly monster %s.", loc); else if (on(player, CANHEAR) || (player.t_ctype == C_THIEF && rnd(20) == 0)) msg("You hear a new %s moving %s.", monsters[tp->t_index].m_name, loc); else if (on(player, CANSCENT) || (player.t_ctype == C_THIEF && rnd(20) == 0)) msg("You smell a new %s %s.", monsters[tp->t_index].m_name, loc); }
void read_scroll(void) { THING *obj; PLACE *pp; int y, x; int ch; int i; int discardit = FALSE; struct room *cur_room; THING *orig_obj; coord mp; 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; } /* * Calculate the effect it has on the poor guy. */ if (obj == cur_weapon) cur_weapon = NULL; /* * Get rid of the thing */ discardit = (obj->o_count == 1); leave_pack(obj, FALSE, FALSE); orig_obj = obj; 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 %s", pick_color("red")); when S_ARMOR: if (cur_armor != NULL) { cur_armor->o_arm--; cur_armor->o_flags &= ~ISCURSED; msg("your armor glows %s for a moment", pick_color("silver")); } when S_HOLD: /* * Hold monster scroll. Stop all monsters within two spaces * from chasing after the hero. */ ch = 0; for (x = hero.x - 2; x <= hero.x + 2; x++) if (x >= 0 && x < NUMCOLS) for (y = hero.y - 2; y <= hero.y + 2; y++) if (y >= 0 && y <= NUMLINES - 1) if ((obj = moat(y, x)) != NULL && on(*obj, ISRUN)) { obj->t_flags &= ~ISRUN; obj->t_flags |= ISHELD; ch++; } if (ch) { addmsg("the monster"); if (ch > 1) addmsg("s around you"); addmsg(" freeze"); if (ch == 1) addmsg("s"); endmsg(); scr_info[S_HOLD].oi_know = TRUE; } else msg("you feel a strange sense of loss"); when S_SLEEP: /* * Scroll which makes you fall asleep */ scr_info[S_SLEEP].oi_know = 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 */ i = 0; 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 xeroc which is disguised as scroll */ else if (moat(y, x) == NULL && step_ok(ch = winat(y, x))) { if (ch == SCROLL && find_obj(y, x)->o_which == S_SCARE) continue; else if (rnd(++i) == 0) { mp.y = y; mp.x = x; } } if (i == 0) msg("you hear a faint cry of anguish in the distance"); else { obj = new_item(); new_monster(obj, randmonster(FALSE), &mp); } when S_ID_POTION: case S_ID_SCROLL: case S_ID_WEAPON: case S_ID_ARMOR: case S_ID_R_OR_S: { int id_type[S_ID_R_OR_S + 1] = { 0, 0, 0, 0, 0, POTION, SCROLL, WEAPON, ARMOR, R_OR_S }; /* * Identify, let him figure something out */ scr_info[obj->o_which].oi_know = TRUE; msg("this scroll is an %s scroll", scr_info[obj->o_which].oi_name); /* whatis(TRUE, id_type[obj->o_which]); */ if (idscr_md != TRUE) whatis(TRUE, id_type[obj->o_which]); else whatis(FALSE, 0); } when S_MAP: /* * Scroll of magic mapping. */ scr_info[S_MAP].oi_know = 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 < NUMLINES - 1; y++) for (x = 0; x < NUMCOLS; x++) { pp = INDEX(y, x); switch (ch = pp->p_ch) { case DOOR: case STAIRS: break; case '-': case '|': if (!(pp->p_flags & F_REAL)) { ch = pp->p_ch = DOOR; pp->p_flags |= F_REAL; } break; case ' ': if (pp->p_flags & F_REAL) goto def; pp->p_flags |= F_REAL; ch = pp->p_ch = PASSAGE; /* FALLTHROUGH */ case PASSAGE: pass: if (!(pp->p_flags & F_REAL)) pp->p_ch = PASSAGE; pp->p_flags |= (F_SEEN|F_REAL); ch = PASSAGE; break; case FLOOR: if (pp->p_flags & F_REAL) ch = ' '; else { ch = TRAP; pp->p_ch = TRAP; pp->p_flags |= (F_SEEN|F_REAL); } break; default: def: if (pp->p_flags & F_PASS) goto pass; ch = ' '; break; } if (ch != ' ') { if ((obj = pp->p_monst) != NULL) obj->t_oldch = ch; if (obj == NULL || !on(player, SEEMONST)) mvaddch2(y, x, ch); } } when S_FDET: /* * Potion of gold detection */ ch = FALSE; wclear(hw); for (obj = lvl_obj; obj != NULL; obj = next(obj)) if (obj->o_type == FOOD) { ch = TRUE; wmove(hw, obj->o_pos.y, obj->o_pos.x); waddch2(hw, FOOD); } if (ch) { scr_info[S_FDET].oi_know = TRUE; show_win("Your nose tingles and you smell food.--More--"); } else msg("your nose tingles"); when S_TELEP: /* * Scroll of teleportation: * Make him dissapear and reappear */ { cur_room = proom; teleport(); if (cur_room != proom) scr_info[S_TELEP].oi_know = 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 %s for a moment", weap_info[cur_weapon->o_which].oi_name, pick_color("blue")); } when S_SCARE: /* * Reading it is a mistake and produces laughter at her * poor boo boo. */ msg("you hear maniacal laughter in the distance"); when S_REMOVE: uncurse(cur_armor); uncurse(cur_weapon); uncurse(cur_ring[LEFT]); uncurse(cur_ring[RIGHT]); msg(choose_str("you feel in touch with the Universal Onenes", "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_PROTECT: if (cur_armor != NULL) { cur_armor->o_flags |= ISPROT; msg("your armor is covered by a shimmering %s shield", pick_color("gold")); } else msg("you feel a strange sense of loss"); #ifdef MASTER otherwise: msg("what a puzzling scroll!"); return; #endif } obj = orig_obj; look(TRUE); /* put the result of the scroll on the screen */ status(); call_it(&scr_info[obj->o_which]); if (discardit) discard(obj); }
do_rooms() { register int i; register struct room *rp; register struct linked_list *item; register struct thing *tp; register int left_out; coord top; coord bsze; coord mp; /* * bsze is the maximum room size */ bsze.x = cols()/3; bsze.y = lines()/3; /* * Clear things for a new level */ for (rp = rooms; rp < &rooms[MAXROOMS]; rp++) rp->r_goldval = rp->r_nexits = rp->r_flags = 0; /* * Put the gone rooms, if any, on the level */ left_out = rnd(4); for (i = 0; i < left_out; i++) rooms[rnd_room()].r_flags |= ISGONE; /* * dig and populate all the rooms on the level */ for (i = 0, rp = rooms; i < MAXROOMS; rp++, i++) { /* * Find upper left corner of box that this room goes in */ top.x = (i%3)*bsze.x + 1; top.y = i/3*bsze.y; if (rp->r_flags & ISGONE) { /* * Place a gone room. Make certain that there is a blank line * for passage drawing. */ do { rp->r_pos.x = top.x + rnd(bsze.x-2) + 1; rp->r_pos.y = top.y + rnd(bsze.y-2) + 1; rp->r_max.x = -cols(); rp->r_max.x = -lines(); } until(rp->r_pos.y > 0 && rp->r_pos.y < lines()-1); continue; } if (rnd(10) < level-1) rp->r_flags |= ISDARK; /* * Find a place and size for a random room */ do { rp->r_max.x = rnd(bsze.x - 4) + 4; rp->r_max.y = rnd(bsze.y - 4) + 4; rp->r_pos.x = top.x + rnd(bsze.x - rp->r_max.x); rp->r_pos.y = top.y + rnd(bsze.y - rp->r_max.y); } until (rp->r_pos.y != 0); /* * Put the gold in */ if (rnd(100) < 50 && (!amulet || level >= max_level)) { rp->r_goldval = GOLDCALC; rnd_pos(rp, &rp->r_gold); if (roomin(&rp->r_gold) != rp) endwin(), abort(); } draw_room(rp); /* * Put the monster in */ if (rnd(100) < (rp->r_goldval > 0 ? 80 : 25)) { item = new_item(sizeof *tp); tp = (struct thing *) ldata(item); do { rnd_pos(rp, &mp); } until(mvwinch(stdscr, mp.y, mp.x) == FLOOR); new_monster(item, randmonster(FALSE), &mp); /* * See if we want to give it a treasure to carry around. */ if (rnd(100) < monsters[tp->t_type-'A'].m_carry) attach(tp->t_pack, new_thing()); } }
/* * do_rooms: * Create rooms and corridors with a connectivity graph */ do_rooms() { register int i; register struct room *rp; register THING *tp; register int left_out; coord top; coord bsze; coord mp; /* * bsze is the maximum room size */ bsze.x = COLS/3; bsze.y = LINES/3; /* * Clear things for a new level */ for (rp = rooms; rp < &rooms[MAXROOMS]; rp++) rp->r_goldval = rp->r_nexits = rp->r_flags = 0; /* * Put the gone rooms, if any, on the level */ left_out = rnd(4); for (i = 0; i < left_out; i++) rooms[rnd_room()].r_flags |= ISGONE; /* * dig and populate all the rooms on the level */ for (i = 0, rp = rooms; i < MAXROOMS; rp++, i++) { /* * Find upper left corner of box that this room goes in */ top.x = (i%3)*bsze.x + 1; top.y = i/3*bsze.y; if (rp->r_flags & ISGONE) { /* * Place a gone room. Make certain that there is a blank line * for passage drawing. */ do { rp->r_pos.x = top.x + rnd(bsze.x-2) + 1; rp->r_pos.y = top.y + rnd(bsze.y-2) + 1; rp->r_max.x = -COLS; rp->r_max.x = -LINES; } until (rp->r_pos.y > 0 && rp->r_pos.y < LINES-1); continue; } if (rnd(10) < level - 1) rp->r_flags |= ISDARK; /* * Find a place and size for a random room */ do { rp->r_max.x = rnd(bsze.x - 4) + 4; rp->r_max.y = rnd(bsze.y - 4) + 4; rp->r_pos.x = top.x + rnd(bsze.x - rp->r_max.x); rp->r_pos.y = top.y + rnd(bsze.y - rp->r_max.y); } until (rp->r_pos.y != 0); /* * Put the gold in */ if (rnd(2) == 0 && (!amulet || level >= max_level)) { register THING *gold; gold = new_item(); gold->o_goldval = rp->r_goldval = GOLDCALC; rnd_pos(rp, &rp->r_gold); gold->o_pos = rp->r_gold; gold->o_flags = ISMANY; gold->o_group = GOLDGRP; gold->o_type = GOLD; attach(lvl_obj, gold); } draw_room(rp); /* * Put the monster in */ if (rnd(100) < (rp->r_goldval > 0 ? 80 : 25)) { tp = new_item(); do { rnd_pos(rp, &mp); } until (winat(mp.y, mp.x) == FLOOR); new_monster(tp, randmonster(FALSE), &mp); give_pack(tp); } }
do_rooms() { int i; struct room *rp; struct linked_list *item; struct thing *tp; int left_out; coord top; coord bsze; coord mp; /* * bsze is the maximum room size */ bsze.x = COLS / 3; bsze.y = (LINES - 2) / 3; /* * Clear things for a new level */ for (rp = rooms; rp < &rooms[MAXROOMS]; rp++) rp->r_nexits = rp->r_flags = rp->r_fires = 0; /* * Put the gone rooms, if any, on the level */ left_out = rnd(4); for (i = 0; i < left_out; i++) rooms[rnd_room()].r_flags |= ISGONE; /* * dig and populate all the rooms on the level */ for (i = 0, rp = rooms; i < MAXROOMS; rp++, i++) { bool has_gold = FALSE; /* * Find upper left corner of box that this room goes in */ top.x = (i % 3) * bsze.x; top.y = i / 3 * bsze.y + 1; if (rp->r_flags & ISGONE) { /* * Place a gone room. Make certain that there is a * blank line for passage drawing. */ do { rp->r_pos.x = top.x + rnd(bsze.x - 2) + 1; rp->r_pos.y = top.y + rnd(bsze.y - 2) + 1; rp->r_max.x = -COLS; rp->r_max.x = -LINES; } while (rp->r_pos.y < 1 || rp->r_pos.y > LINES - 3); continue; } if (rnd(80) < level - 15) rp->r_flags |= ISDARK; /* * Find a place and size for a random room */ do { rp->r_max.x = rnd(bsze.x - 4) + 4; rp->r_max.y = rnd(bsze.y - 4) + 4; rp->r_pos.x = top.x + rnd(bsze.x - rp->r_max.x); rp->r_pos.y = top.y + rnd(bsze.y - rp->r_max.y); } while (rp->r_pos.y == 0); /* Draw the room */ draw_room(rp); /* * Put the gold in */ if (rnd(100) < 50 && (!has_artifact || level >= max_level)) { struct linked_list *item; struct object *cur; coord tp; has_gold = TRUE; /* This room has gold in it */ item = spec_item(GOLD, NULL, NULL, NULL); cur = OBJPTR(item); /* Put it somewhere */ rnd_pos(rp, &tp); cur->o_pos = tp; /* Put the gold into the level list of items */ add_obj(item, tp.y, tp.x); if (roomin(&tp) != rp) { endwin(); abort(); } } /* * Put the monster in */ if (rnd(100) < (has_gold ? 80 : 40)) { short which; int i, count; item = new_item(sizeof *tp); tp = THINGPTR(item); do { rnd_pos(rp, &mp); } while (mvwinch(stdscr, mp.y, mp.x) != FLOOR); which = randmonster(NOWANDER, NOGRAB); new_monster(item, which, &mp, NOMAXSTATS); /* * See if we want to give it a treasure to carry * around. */ if (rnd(100) < monsters[tp->t_index].m_carry) attach(tp->t_pack, new_thing()); /* * If it has a fire, mark it */ if (on(*tp, HASFIRE)) { rp->r_flags |= HASFIRE; rp->r_fires++; } /* * If it carries gold, give it some */ if (on(*tp, CARRYGOLD)) { struct object *cur; item = spec_item(GOLD, NULL, NULL, NULL); cur = OBJPTR(item); cur->o_count = GOLDCALC + GOLDCALC + GOLDCALC; cur->o_pos = tp->t_pos; attach(tp->t_pack, item); } i = rnd(7); if (on(*tp, ISSWARM) && i < 5) count = roll(2, 4); else if (on(*tp, ISFLOCK) && i < 5) count = roll(1, 4); else count = 0; for (i = 1; i <= count; i++) { coord *mpos; if ((mpos = place_mons(mp.y, mp.x)) != NULL) { struct linked_list *nitem; nitem = new_item(sizeof(struct thing)); new_monster(nitem, which, mpos, NOMAXSTATS); /* * If the monster is on a trap, trap * it */ if (isatrap(mvinch(mpos->y, mpos->x))) be_trapped(THINGPTR(nitem), mp); if (on(*tp, ISFRIENDLY)) turn_on(*(THINGPTR(nitem)), ISFRIENDLY); else turn_off(*(THINGPTR(nitem)), ISFRIENDLY); } } if (count > 0) { int boost = rnd(3) + 1; if (on(*tp, LOWCAST) || on(*tp, MEDCAST) || on(*tp, HIGHCAST)) turn_on(*tp, CANCAST); tp->t_stats.s_hpt += 3 * boost; tp->t_stats.s_arm -= 2 * boost; tp->t_stats.s_lvl += 2 * boost; tp->t_stats.s_str += 2 * boost; tp->t_stats.s_intel += 2 * boost; tp->t_stats.s_exp += 4 * boost * monsters[which].m_add_exp; } } } }
read_scroll() { register struct object *obj; register struct linked_list *item; register struct room *rp; register int i,j; register char ch, nch; register struct linked_list *titem; char buf[80]; item = get_item("run", SCROLL); if (item == NULL) return; obj = (struct object *) ldata(item); if (obj->o_type != SCROLL) { if (!terse) msg("There is no way to run it"); else msg("Nothing to run"); return; } msg("As you run the device, it self-destructs."); /* * Calculate the effect it has on the poor guy. */ if (obj == cur_weapon) cur_weapon = NULL; switch(obj->o_which) { when 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. */ { register int x,y; register 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) { register 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 */ { register int x, y; register bool appear = 0; coord mp; /* * Search for an open place */ for (y = hero.y; y <= hero.y+1; y++) for (x = hero.x; 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 nanodevice is an identify nanodevice"); s_know[S_IDENT] = TRUE; whatis(); when S_MAP: /* * Scroll of magic mapping. */ s_know[S_MAP] = TRUE; msg("Oh, now this nanodevice 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: mvaddch(i, j, nch = DOOR); case '-': case '|': case DOOR: case PASSAGE: case ' ': case STAIRS: if (mvwinch(mw, i, j) != ' ') { register struct thing *it; it = (struct thing *) ldata(find_mons(i, j)); if (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 connect to the Net and detect credits locations.--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 nanodevice seems to be empty."); when S_GENOCIDE: msg("You have been granted the boon of genocide"); genocide(); s_know[S_GENOCIDE] = TRUE; otherwise: msg("What a puzzling nanodevice!"); return; } look(TRUE); /* put the result of the scroll on the screen */ status(); if (s_know[obj->o_which] && s_guess[obj->o_which]) { cfree(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); 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); } }