Пример #1
0
/*
 * idenpack:
 *	Identify all the items in the pack
 */
void idenpack()
{
	struct linked_list *pc;

	for (pc = pack ; pc != NULL ; pc = next(pc))
		whatis(pc);
}
Пример #2
0
void
owhat(Node *n, Node *res)
{
	res->op = OCONST;		/* Default return value */
	res->type = TLIST;
	res->nstore.u0.sl = 0;
	whatis(n->sym);
}
Пример #3
0
void
showpack(char *howso)
{
    char    *iname;
    unsigned int worth;
    int cnt, ch, oldpurse;
    struct linked_list  *item;
    struct object   *obj;
    struct linked_list  *bag = NULL;

    cnt = 1;
    clear();
    mvprintw(0, 0, "Contents of your pack %s:\n", howso);
    ch = 0;
    oldpurse = purse;
    purse = 0;

    for (item = pack; item != NULL; item = next(item))
    {
        obj = OBJPTR(item);
        worth = get_worth(obj);
        whatis(item);
        purse += worth;

        if (obj->o_type == ARTIFACT && obj->o_which == TR_PURSE)
            bag = obj->o_bag;

        iname = inv_name(obj, UPPERCASE);
        mvprintw(cnt, 0, "%d) %s\n", ch, iname);
        ch += 1;

        if (++cnt > LINES - 5 && next(item) != NULL)
        {
            cnt = 1;
            mvaddstr(LINES - 1, 0, morestr);
            refresh();
            wait_for(' ');
            clear();
        }
    }

    if (bag != NULL)
    {
        mvaddstr(LINES - 1, 0, morestr);
        refresh();
        wait_for(' ');
        clear();
        cnt = 1;
        ch = 0;

        mvprintw(0, 0, "Contents of the Magic Purse of Yendor %s:\n", howso);

        for (item = bag; item != NULL; item = next(item))
        {
            obj = OBJPTR(item);
            worth = get_worth(obj);
            whatis(item);
            purse += worth;
            mvprintw(cnt, 0, "%d) %s\n", ch, inv_name(obj, UPPERCASE));
            ch += 1;

            if (++cnt > LINES - 5 && next(item) != NULL)
            {
                cnt = 1;
                mvaddstr(LINES - 1, 0, morestr);
                refresh();
                wait_for(' ');
                clear();
            }
        }
    }

    mvprintw(cnt + 1, 0, "Carrying %d gold pieces", oldpurse);
    mvprintw(cnt + 2, 0, "Carrying objects worth %d gold pieces", purse);
    purse += oldpurse;
    refresh();
}
Пример #4
0
void
total_winner(void)
{
    struct linked_list  *item;
    struct object   *obj;
    int worth, oldpurse;
    char    c;
    struct linked_list  *bag = NULL;

    clear();
    standout();
    addstr("                                                               \n");
    addstr("  @   @               @   @           @          @@@  @     @  \n");
    addstr("  @   @               @@ @@           @           @   @     @  \n");
    addstr("  @   @  @@@  @   @   @ @ @  @@@   @@@@  @@@      @  @@@    @  \n");
    addstr("   @@@@ @   @ @   @   @   @     @ @   @ @   @     @   @     @  \n");
    addstr("      @ @   @ @   @   @   @  @@@@ @   @ @@@@@     @   @     @  \n");
    addstr("  @   @ @   @ @  @@   @   @ @   @ @   @ @         @   @  @     \n");
    addstr("   @@@   @@@   @@ @   @   @  @@@@  @@@@  @@@     @@@   @@   @  \n");
    addstr("                                                               \n");
    addstr("     Congratulations, you have made it to the light of day!    \n");
    standend();
    addstr("\nYou have joined the elite ranks of those who have \n");
    addstr("escaped the Dungeons of Doom alive.  You journey home \n");
    addstr("and sell all your loot at a great profit.\n");
    addstr("The White Council approves the recommendation of\n");

    if (player.t_ctype == C_FIGHTER)
        addstr("the fighters guild and appoints you Lord Protector\n");
    else if (player.t_ctype == C_ASSASIN)
        addstr("the assassins guild and appoints you Master Murderer\n");
    else if (player.t_ctype == C_NINJA)
        addstr("the ninja guild and appoints you Master of the Wind\n");
    else if (player.t_ctype == C_ILLUSION)
        addstr("the illusionists guild and appoints you Master Wizard\n");
    else if (player.t_ctype == C_MAGICIAN)
        addstr("the magicians guild and appoints you Master Wizard\n");
    else if (player.t_ctype == C_CLERIC)
        addstr("the temple priests and appoints you Master of the Flowers\n");
    else if (player.t_ctype == C_DRUID)
        addstr("the temple priests and appoints you Master of the Flowers\n");
    else if (player.t_ctype == C_RANGER)
        addstr("the rangers guild and appoints you Master Ranger\n");
    else if (player.t_ctype == C_PALADIN)
        addstr("the paladins guild and appoints you Master Paladin\n");
    else if (player.t_ctype == C_THIEF)
    {
        addstr("the thieves guild under protest and appoints you\n");
        addstr("Master of the Highways\n");
    }

    addstr("of the Land Between the Mountains.\n");
    mvaddstr(LINES - 1, 0, spacemsg);
    refresh();
    wait_for(' ');
    clear();
    idenpack();
    oldpurse = purse;
    mvaddstr(0, 0, "   Worth  Item");

    for (c = 'a', item = pack; item != NULL; c++, item = next(item))
    {
        obj = OBJPTR(item);
        worth = get_worth(obj);
        purse += worth;

        if (obj->o_type == ARTIFACT && obj->o_which == TR_PURSE)
            bag = obj->o_bag;

        mvprintw(c - 'a' + 1, 0, "%c) %8d  %s", c,
             worth, inv_name(obj, UPPERCASE));
    }

    if (bag != NULL)
    {
        mvaddstr(LINES - 1, 0, morestr);
        refresh();
        wait_for(' ');
        clear();
        mvprintw(0, 0, "Contents of the Magic Purse of Yendor:\n");

        for (c = 'a', item = bag; item != NULL; c++, item = next(item))
        {
            obj = OBJPTR(item);
            worth = get_worth(obj);
            whatis(item);
            purse += worth;
            mvprintw(c - 'a' + 1, 0, "%c) %8d %s\n", c,
                 worth, inv_name(obj, UPPERCASE));
        }
    }

    mvprintw(c - 'a' + 1, 0, "   %6d  Gold Pieces          ", oldpurse);
    refresh();

    if (has_artifact == 255)
        score(pstats.s_exp, pstats.s_lvl, TOTAL, 0);
    else
        score(pstats.s_exp, pstats.s_lvl, WINNER, 0);

    byebye();
}
Пример #5
0
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);
}
Пример #6
0
/*
 * read_scroll:
 *	Let the hero read a scroll
 */
int read_scroll()
{
	struct object *obj;
	struct linked_list *item;
	int i, j, wh;
	unsigned long ch, nch;
	struct room *rp;
	struct linked_list *titem;
	char buf[LINLEN];
	bool bless, curse;

	if ((item = get_item("read", SCROLL)) == NULL)
		return 0;
	obj = OBJPTR(item);
	if (obj->o_type != SCROLL) {
		msg("Nothing to read.");
		after = FALSE;
		return 0;
	}
	msg("As you read the scroll, it vanishes.");
	wh = obj->o_which;
	bless = o_on(obj, ISBLESS);
	curse = o_on(obj, ISCURSED);
	del_pack(item);		/* Get rid of the thing */

	/*
	 * Calculate the effect it has on the hero
	 */
	switch(wh) {
	case S_KNOWALL:
		if (!curse) {
			idenpack();				/* identify all the pack */
			msg("You feel more knowledgable.");
			chg_abil(WIS,1,TRUE);
			s_know[S_KNOWALL] = TRUE;
		}
	when S_CONFUSE:
		if (!curse) {
			/*
			 * Scroll of monster confusion.  Give him that power.
			 */
			msg("Your hands begin to glow red.");
			player.t_flags |= CANHUH;
			s_know[S_CONFUSE] = TRUE;
		}
	when S_LIGHT:
		rp = player.t_room;
		if (!curse) {
			if (rp == NULL) {
				s_know[S_LIGHT] = TRUE;
				msg("The corridor glows and then fades.");
			}
			else {
				if (rf_on(rp,ISDARK)) {
					s_know[S_LIGHT] = TRUE;
					msg("The room is lit.");
					rp->r_flags &= ~ISDARK;
				}
				light(&hero);
				mvwaddch(cw, hero.y, hero.x, PLAYER);
			}
		}
	when S_ARMOR:
		if (!curse) {
			if (cur_armor != NULL && o_off(cur_armor,ISPROT)) {
				s_know[S_ARMOR] = TRUE;
				msg("Your armor glows faintly for a moment.");
				if (o_on(cur_armor,ISCURSED))
					cur_armor->o_ac = armors[cur_armor->o_which].a_class;
				else
					cur_armor->o_ac--;
				resoflg(cur_armor,ISCURSED);
			}
		}
	when S_HOLD:
		if (!curse) {
			/*
			 * Hold monster scroll.  Stop all monsters within 3 spaces
			 * from chasing after the hero.
			 */
			int x,y;
			struct linked_list *mon;

			for (x = hero.x - 3; x <= hero.x + 3; x++) {
				for (y = hero.y - 3; y <= hero.y + 3; y++) {
					if (y > 0 && x > 0 && isalpha(mvwinch(mw, y, x))) {
						if ((mon = find_mons(y, x)) != NULL) {
							struct thing *th;

							th = THINGPTR(mon);
							th->t_flags &= ~ISRUN;
							th->t_flags |= ISHELD;
							th->t_flags |= ISSTUCK;
						}
					}
				}
			}
		}
	when S_SLEEP:
		/*
		 * Scroll which makes you fall asleep
		 */
		if (!bless) {
			s_know[S_SLEEP] = TRUE;
			msg("You fall asleep.");
			player.t_nocmd += 4 + rnd(SLEEPTIME);
		}
	when S_CREATE:
		if (!bless) {
			if (makemons(mtlev[rnd(levcount)]->m_show))
				s_know[S_CREATE] = TRUE;
			else
				msg("You hear a faint cry of anguish in the distance.");
		}
	when S_IDENT:
		if (!curse) {
			msg("This scroll is an identify scroll");
			s_know[S_IDENT] = TRUE;
			whatis(NULL);
		}
	when S_MAP:
		if (curse)
			break;
		s_know[S_MAP] = TRUE;
		addmsg("Oh, now this scroll has a ");
		if (rnd(100) < 10 || bless) {
			addmsg("very detailed map on it.");
			endmsg();
			displevl();
		}
		else {
			addmsg("map on it.");
			endmsg();
			overwrite(stdscr, hw);
			for (i = 1; i < LINES - 2; 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;
								struct linked_list *blah;

								blah = find_mons(i, j);
								if (blah != NULL) {
									it = THINGPTR(blah);
									if (it->t_oldch == ' ')
										it->t_oldch = nch;
								}
							}
							break;
						default:
							nch = ' ';
					}
					if (nch != ch)
						waddch(hw, nch);
				}
			}
			overlay(cw, hw);
			overwrite(hw, cw);
		}
	when S_GFIND:
		if (!curse) {
			int gtotal = 0;
			struct room *rp;

			wclear(hw);
			for (rp = rooms; rp < &rooms[MAXROOMS]; rp++) {
				gtotal += rp->r_goldval;
				if (rp->r_goldval != 0 &&
				  mvinch(rp->r_gold.y,rp->r_gold.x) == GOLD)
					mvwaddch(hw,rp->r_gold.y,rp->r_gold.x,GOLD);
			}
			if (gtotal) {
				s_know[S_GFIND] = TRUE;
				msg("You begin to feel greedy and sense gold.");
				overlay(hw,cw);
			}
			else
				msg("You begin to feel a pull downward.");
		}
	when S_TELEP:
		if (!curse) {
			int rm;
			struct room *cur_room;

			cur_room = player.t_room;
			rm = teleport(rndspot, &player);
			if (cur_room != &rooms[rm])
				s_know[S_TELEP] = TRUE;
		}
	when S_ENCH:
		if (!curse) {
			if (cur_weapon == NULL || (cur_weapon != NULL &&
			  (o_on(cur_weapon,ISPROT) || cur_weapon->o_type != WEAPON)))
				msg("You feel a strange sense of loss.");
			else {
				s_know[S_ENCH] = TRUE;
				if (o_on(cur_weapon,ISCURSED)) {
					resoflg(cur_weapon,ISCURSED);
					cur_weapon->o_hplus = rnd(2);
					cur_weapon->o_dplus = rnd(2);
				}
				else {		/* weapon was not cursed here */
					if (rnd(100) < 50)
						cur_weapon->o_hplus += 1;
					else
						cur_weapon->o_dplus += 1;
				}
				setoflg(cur_weapon, ISKNOW);
				msg("Your %s glows blue for a moment.",
				  w_magic[cur_weapon->o_which].mi_name);
			}
		}
	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 (!curse) {
			if (cur_armor != NULL && o_off(cur_armor,ISPROT))
				resoflg(cur_armor,ISCURSED);
			if (cur_weapon != NULL && o_off(cur_weapon,ISPROT))
				resoflg(cur_weapon,ISCURSED);
			if (cur_ring[LEFT]!=NULL && o_off(cur_ring[LEFT],ISPROT))
				resoflg(cur_ring[LEFT],ISCURSED);
			if (cur_ring[RIGHT]!=NULL && o_off(cur_ring[RIGHT],ISPROT))
				resoflg(cur_ring[RIGHT],ISCURSED);
			msg("You feel as if somebody is watching over you.");
			s_know[S_REMOVE] = TRUE;
		}
	when S_AGGR:
		if (!bless) {
			if (mlist != NULL) {
				aggravate();
				msg("You hear a high pitched humming noise.");
				s_know[S_AGGR] = TRUE;
			}
		}
	when S_NOP:
		msg("This scroll seems to be blank.");
	when S_GENOCIDE:
		if (!curse) {
			msg("You have been granted the boon of genocide.");
			genocide();
			s_know[S_GENOCIDE] = TRUE;
		}
	when S_DCURSE:
		if (!bless) {
			struct linked_list *ll;
			struct object *lb;

			msg("Your pack shudders.");
			for (ll = pack ; ll != NULL ; ll = next(ll)) {
				lb = OBJPTR(ll);
				if (o_off(lb,ISPROT)) {
					resoflg(lb, ISBLESS);
					setoflg(lb, ISCURSED);
				}
			}
		}
	when S_DLEVEL:
		if (!bless) {
			int much = rnd(9) - 4;

			if (much != 0) {
				level += much;
				if (level < 1)
					level = 1;
				mpos = 0;
				new_level(NORMLEV);		/* change levels */
				msg("You are whisked away to another region.");
				s_know[S_DLEVEL] = TRUE;
			}
		}
	when S_PROTECT:
		if (!curse) {
			struct linked_list *ll;
			struct object *lb;

			msg("You are granted the power of protection.");
			if ((ll = get_item("protect",0)) != NULL) {
				lb = OBJPTR(ll);
				setoflg(lb,ISPROT);
				mpos = 0;
				msg("Protected %s.",inv_name(lb,TRUE));
			}
			s_know[S_PROTECT] = TRUE;
		}
	when S_ALLENCH:
		if (!curse) {
			struct linked_list *ll;
			struct object *lb;
			int howmuch, ac, good;

			msg("You are granted the power of enchantment.");
			good = TRUE;
			if ((ll = get_item("enchant",0)) != NULL) {
				lb = OBJPTR(ll);
				resoflg(lb,ISCURSED);
				resoflg(lb,ISPROT);
				howmuch = rnd(3) + 1;
				switch(lb->o_type) {
					case RING:
						if (lb->o_ac < 0)
							lb->o_ac = 0;
						lb->o_ac += howmuch;
					when ARMOR:
						ac = armors[lb->o_which].a_class;
						if (lb->o_ac > ac)
							lb->o_ac = ac;
						lb->o_ac -= howmuch;
					when STICK:
						lb->o_charges += howmuch + 10;
					when WEAPON:
						if (lb->o_dplus < 0)
							lb->o_dplus = 0;
						if (lb->o_hplus < 0)
							lb->o_hplus = 0;
						lb->o_hplus += howmuch;
						lb->o_dplus += howmuch;
					otherwise:
						msg("You are injured as the scroll flashes & bursts into flames !!!");
						chg_hpt(-roll(6,6),FALSE,K_SCROLL);
						good = FALSE;
				}
				if (good) {
					mpos = 0;
					msg("Enchanted %s.",inv_name(lb,TRUE));
				}
			}
			s_know[S_ALLENCH] = TRUE;
		}
	when S_BLESS:
		if (!curse) {
			struct linked_list *ll;
			struct object *lb;

			msg("Your pack glistens brightly.");
			for (ll = pack ; ll != NULL ; ll = next(ll)) {
				whatis(ll);
				lb = OBJPTR(ll);
				resoflg(lb,ISCURSED);
				setoflg(lb,ISBLESS);
			}
		}
	when S_MAKEIT:
		if (!curse) {
			msg("You have been endowed with the power of creation.");
			s_know[S_MAKEIT] = TRUE;
			create_obj(TRUE);
		}
	when S_BAN: {
		int howdeep;
		char *ptr;

		if (bless) {
			if (level > 6) {
				howdeep = 1 + rnd(5);
				ptr = "elevated to the upper";
			}
			else {
				howdeep = -1;
				bless = FALSE;
			}
		}
		else {
			howdeep = level + 10 + rnd(20) + (curse * 20);
			ptr = "banished to the lower";
		}
		if ((!bless && level < howdeep) || bless) {
			level = howdeep;
			new_level(NORMLEV);
			mpos = 0;
			msg("You are %s regions.", ptr);
			s_know[S_BAN] = TRUE;
		}
	}
	when S_CWAND:
		if (!curse) {
			struct linked_list *ll;
			struct object *lb;
			bool wands = FALSE;

			for (ll = pack ; ll != NULL ; ll = next(ll)) {
				lb = OBJPTR(ll);
				if (lb->o_type == STICK) {
					whatis(ll);
					setoflg(lb, ISKNOW);
					resoflg(lb, ISCURSED);
					lb->o_charges += rnd(11) + 5;
					wands = TRUE;
				}
			}
			if (wands) {
				msg("Your sticks gleam.");
				s_know[wh] = TRUE;
			}
		}
	when S_LOCTRAP: {
		struct trap *trp;

		if (ntraps > 0) {
			for (trp = &traps[0]; trp < &traps[ntraps]; trp++)
				trp->tr_flags |= ISFOUND;
			look(FALSE);
			msg("You now recognize pitfalls.");
			s_know[S_LOCTRAP] = TRUE;
		}
	}
	otherwise:
		msg("What a puzzling scroll!");
		return 0;
	}
Пример #7
0
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);
    }
}