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Usenet 1994 October
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nethack2.3
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part06
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read.c
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C/C++ Source or Header
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1988-10-17
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701 lines
/* SCCS Id: @(#)read.c 2.3 88/01/21
/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
#include "hack.h"
extern struct monst *makemon();
extern struct permonst pm_eel;
extern struct obj *mkobj_at();
char *hcolor();
boolean known;
int identify();
doread() {
register struct obj *scroll;
register boolean confused = (Confusion != 0);
known = FALSE;
scroll = getobj("#-?", "read"); /* "#-" added by GAN 10/22/86 */
if(!scroll) return(0);
/* below added to allow reading of fortune cookies */
if(scroll->otyp == FORTUNE_COOKIE) {
if(Blind) {
pline("This cookie has a scrap of paper inside!");
pline("What a pity, that you cannot read it!");
} else
outrumor();
useup(scroll);
return(1);
} else
if(scroll->olet != SCROLL_SYM) {
pline("That is a silly thing to read.");
return(0);
}
if(!scroll->dknown && Blind) {
pline("Being blind, you cannot read the formula on the scroll.");
return(0);
}
if(Blind)
pline("As you pronounce the formula on it, the scroll disappears.");
else
pline("As you read the scroll, it disappears.");
if(confused) {
if (Hallucination)
pline("Being so trippy, you screw up ... ");
else
pline("Being confused, you mispronounce the magic words ... ");
}
if(!seffects(scroll)) {
if(!objects[scroll->otyp].oc_name_known) {
if(known && !confused) {
objects[scroll->otyp].oc_name_known = 1;
more_experienced(0,10);
} else if(!objects[scroll->otyp].oc_uname)
docall(scroll);
}
#ifdef MARKER
if(!(scroll->otyp == SCR_BLANK_PAPER) || confused)
#endif
useup(scroll);
}
return(1);
}
seffects(sobj)
register struct obj *sobj;
{
extern struct obj *some_armor();
register boolean confused = (Confusion != 0);
switch(sobj->otyp) {
#ifdef MAIL
case SCR_MAIL:
readmail(/* scroll */);
break;
#endif
case SCR_ENCHANT_ARMOR:
{
register struct obj *otmp = some_armor();
if(!otmp) {
strange_feeling(sobj,"Your skin glows then fades.");
return(1);
}
if(confused) {
pline("Your %s is covered by a shimmering %s %s!",
objects[otmp->otyp].oc_name, Hallucination ? hcolor() :
"gold", (otmp->otyp == SHIELD ? "layer" : "shield"));
otmp->rustfree = 1;
break;
}
#ifdef KAA
if(otmp->spe > (otmp->otyp == ELFIN_CHAIN_MAIL ? 5 : 3)
&& rn2(otmp->spe)) {
#else
if(otmp->spe > 3 && rn2(otmp->spe)) {
#endif
pline("Your %s glows violently %s for a while, then evaporates.",
objects[otmp->otyp].oc_name,
Hallucination ? hcolor() : "green");
useup(otmp);
break;
}
pline("Your %s glows %s for a moment.",
objects[otmp->otyp].oc_name,
Hallucination ? hcolor() : "green");
otmp->cursed = 0;
otmp->spe++;
break;
}
case SCR_DESTROY_ARMOR:
if(confused) {
register struct obj *otmp = some_armor();
if(!otmp) {
strange_feeling(sobj,"Your bones itch.");
return(1);
}
pline("Your %s glows %s for a moment.",
objects[otmp->otyp].oc_name,
Hallucination ? hcolor() : "purple");
otmp->rustfree = 0;
break;
}
if(!destroy_arm()) {
strange_feeling(sobj,"Your skin itches.");
return(1);
}
break;
case SCR_CONFUSE_MONSTER:
#ifdef SPELLS
case SPE_CONFUSE_MONSTER:
#endif
if(u.usym != '@') {
pline("You feel confused.");
HConfusion += rnd(100);
} else if(confused) {
pline("Your hands begin to glow %s.",
Hallucination ? hcolor() : "purple");
HConfusion += rnd(100);
} else {
pline("Your hands begin to glow %s.",
Hallucination ? hcolor() : "blue");
u.umconf = 1;
}
break;
case SCR_SCARE_MONSTER:
#ifdef SPELLS
case SPE_CAUSE_FEAR:
#endif
{ register int ct = 0;
register struct monst *mtmp;
for(mtmp = fmon; mtmp; mtmp = mtmp->nmon)
if(cansee(mtmp->mx,mtmp->my)) {
if(confused)
mtmp->mflee = mtmp->mfroz = mtmp->msleep = 0;
else
if (! resist(mtmp, sobj->olet, 0, NOTELL))
mtmp->mflee = 1;
ct++;
}
if(!ct)
pline("You hear %s in the distance.",
(confused) ? "sad wailing" : "maniacal laughter");
#ifdef KAA
# ifdef SPELLS
else if(sobj->otyp == SCR_SCARE_MONSTER)
# endif
pline ("You hear %s close by.",
(confused) ? "sad wailing" : "maniacal laughter");
#endif
break;
}
case SCR_BLANK_PAPER:
if(confused)
pline("You see strange patterns on this scroll.");
else {
pline("This scroll seems to be blank.");
#ifdef MARKER
pline("No, wait...");
known = TRUE;
#endif
}
break;
case SCR_REMOVE_CURSE:
#ifdef SPELLS
case SPE_REMOVE_CURSE:
#endif
{ register struct obj *obj;
if(confused)
if (Hallucination)
pline("You feel the power of the Force against you!");
else
pline("You feel like you need some help.");
else
if (Hallucination)
pline("You feel in touch with the Universal Oneness.");
else
pline("You feel like someone is helping you.");
for(obj = invent; obj ; obj = obj->nobj)
if(obj->owornmask)
obj->cursed = confused;
if(Punished && !confused) {
Punished = 0;
freeobj(uchain);
unpobj(uchain);
free((char *) uchain);
uball->spe = 0;
uball->owornmask &= ~W_BALL;
uchain = uball = (struct obj *) 0;
}
break;
}
case SCR_CREATE_MONSTER:
#ifdef SPELLS
case SPE_CREATE_MONSTER:
#endif
{ register int cnt = 1;
if(!rn2(73)) cnt += rnd(4);
if(confused) cnt += 12;
while(cnt--)
#ifdef WIZARD
if(wizard) {
char buf[BUFSZ], cmlet;
struct permonst *crmonst;
do {
pline("What monster to create? ");
getlin(buf);
} while(strlen(buf) != 1);
cmlet = buf[0];
for(crmonst = mons; crmonst->mlet != cmlet &&
crmonst != PM_EEL; crmonst++) ;
(void) makemon(crmonst, u.ux, u.uy);
} else
#endif /* WIZARD /**/
(void) makemon(confused ? PM_ACID_BLOB :
(struct permonst *) 0, u.ux, u.uy);
break;
}
case SCR_ENCHANT_WEAPON:
if(uwep && uwep->olet == WEAPON_SYM && confused) {
/* olet check added 10/25/86 GAN */
pline("Your %s covered by a shimmering %s shield!",
aobjnam(uwep, "are"),
Hallucination ? hcolor() : "gold");
uwep->rustfree = 1;
} else
if(!chwepon(sobj, 1)) /* tests for !uwep */
return(1);
break;
case SCR_DAMAGE_WEAPON:
if(uwep && uwep->olet == WEAPON_SYM && confused) {
/* olet check added 10/25/86 GAN */
pline("Your %s %s for a moment.",
aobjnam(uwep,"glow"),
Hallucination ? hcolor() : "purple");
uwep->rustfree = 0;
} else
if(!chwepon(sobj, -1)) /* tests for !uwep */
return(1);
break;
case SCR_TAMING:
#ifdef SPELLS
case SPE_CHARM_MONSTER:
#endif
{ register int i,j;
register int bd = confused ? 5 : 1;
register struct monst *mtmp;
for(i = -bd; i <= bd; i++) for(j = -bd; j <= bd; j++)
if(mtmp = m_at(u.ux+i, u.uy+j))
if(!resist(mtmp, sobj->olet, 0, NOTELL))
(void) tamedog(mtmp, (struct obj *) 0);
break;
}
case SCR_GENOCIDE:
pline("You have found a scroll of genocide!");
#ifdef SPELLS
case SPE_GENOCIDE:
#endif
known = TRUE;
do_genocide();
break;
case SCR_LIGHT:
if(!Blind) known = TRUE;
litroom(!confused);
break;
case SCR_TELEPORTATION:
if(confused)
level_tele();
else {
#ifdef QUEST
register int oux = u.ux, ouy = u.uy;
tele();
if(dist(oux, ouy) > 100) known = TRUE;
#else
register int uroom = inroom(u.ux, u.uy);
tele();
if(uroom != inroom(u.ux, u.uy)) known = TRUE;
#endif
if(Teleport_control)
known = TRUE;
}
break;
case SCR_GOLD_DETECTION:
/* Unfortunately this code has become slightly less elegant,
now that gold and traps no longer are of the same type. */
if(confused) {
register struct trap *ttmp;
if(!ftrap) {
strange_feeling(sobj, "Your toes stop itching.");
return(1);
} else {
for(ttmp = ftrap; ttmp; ttmp = ttmp->ntrap)
if(ttmp->tx != u.ux || ttmp->ty != u.uy)
goto outtrapmap;
/* only under me - no separate display required */
pline("Your toes itch!");
break;
outtrapmap:
cls();
for(ttmp = ftrap; ttmp; ttmp = ttmp->ntrap)
at(ttmp->tx, ttmp->ty, Hallucination ? rndobjsym() : GOLD_SYM);
prme();
pline("You feel very greedy!");
}
} else {
register struct gold *gtmp;
if(!fgold) {
strange_feeling(sobj, "You feel materially poor.");
return(1);
} else {
known = TRUE;
for(gtmp = fgold; gtmp; gtmp = gtmp->ngold)
if(gtmp->gx != u.ux || gtmp->gy != u.uy)
goto outgoldmap;
/* only under me - no separate display required */
pline("You notice some gold between your feet.");
break;
outgoldmap:
cls();
for(gtmp = fgold; gtmp; gtmp = gtmp->ngold)
at(gtmp->gx, gtmp->gy, Hallucination ? rndobjsym() : GOLD_SYM);
prme();
pline("You feel very greedy, and sense gold!");
}
}
/* common sequel */
more();
docrt();
break;
case SCR_FOOD_DETECTION:
#ifdef SPELLS
case SPE_DETECT_FOOD:
#endif
{ register ct = 0, ctu = 0;
register struct obj *obj;
register char foodsym = confused ? POTION_SYM : FOOD_SYM;
for(obj = fobj; obj; obj = obj->nobj)
if(obj->olet == foodsym) {
if(obj->ox == u.ux && obj->oy == u.uy) ctu++;
else ct++;
}
if(!ct && !ctu) {
strange_feeling(sobj,"Your nose twitches.");
return(1);
} else if(!ct) {
known = TRUE;
pline("You smell %s close nearby.",
confused ? "something" : "food");
} else {
known = TRUE;
cls();
for(obj = fobj; obj; obj = obj->nobj)
if(obj->olet == foodsym)
at(obj->ox, obj->oy, Hallucination ? rndobjsym() :
FOOD_SYM);
prme();
pline("Your nose tingles and you smell %s!",
confused ? "something" : "food");
more();
docrt();
}
break;
}
case SCR_IDENTIFY:
/* known = TRUE; */
if(confused)
pline("You identify this as an identify scroll.");
else
pline("This is an identify scroll.");
useup(sobj);
objects[SCR_IDENTIFY].oc_name_known = 1;
#ifdef SPELLS
case SPE_IDENTIFY:
#endif
if(!confused)
while(!ggetobj("identify", identify, rn2(5) ? 1 : rn2(5)) && invent);
return(1);
case SCR_MAGIC_MAPPING:
known = TRUE;
pline("On this scroll %s a map!", confused ? "was" : "is");
#ifdef SPELLS
case SPE_MAGIC_MAPPING:
#endif
do_mapping();
break;
case SCR_AMNESIA:
{ register int zx, zy;
known = TRUE;
for(zx = 0; zx < COLNO; zx++) for(zy = 0; zy < ROWNO; zy++)
if(!confused || rn2(7))
if(!cansee(zx,zy))
levl[zx][zy].seen = 0;
docrt();
pline("Who was that Maude person anyway?");
#ifdef SPELLS
losespells();
#endif
break;
}
case SCR_FIRE:
{ register int num;
register struct monst *mtmp;
/*
* Note: This case was modified 11/4/86 by DKC to eliminate the problem with
* reading a scroll of fire while confused or resistant to fire. Formerly,
* the code failed to initialize the variable "num" in these cases, resulting
* in monsters being hit for a possibly large (and possibly negative) damage.
* The actions taken now are:
* If the player is fire resistant, monsters
* take the normal damage (1-6 except for Y's and F's), and the player is
* unaffected.
*/
known = TRUE;
if(confused) {
if(Fire_resistance)
pline("Oh look, what a pretty fire in your hands.");
else {
pline("The scroll catches fire and you burn your hands.");
losehp(1, "scroll of fire");
}
break;
}
pline("The scroll erupts in a tower of flame!");
num = rnd(6);
if(Fire_resistance)
pline("You are uninjured.");
else {
u.uhpmax -= num;
losehp(num, "scroll of fire");
}
num = (2*num + 1)/3;
for(mtmp = fmon; mtmp; mtmp = mtmp->nmon) {
if(dist(mtmp->mx,mtmp->my) < 3) {
mtmp->mhp -= num; /* No saving throw! */
if(index("FY", mtmp->data->mlet))
mtmp->mhp -= 3*num; /* this might well kill 'F's */
if(mtmp->mhp < 1) {
killed(mtmp);
break; /* primitive */
}
}
}
break;
}
case SCR_PUNISHMENT:
known = TRUE;
if(confused) {
pline("You feel guilty.");
break;
}
pline("You are being punished for your misbehavior!");
if(Punished){
pline("Your iron ball gets heavier.");
uball->owt += 15;
break;
}
Punished = INTRINSIC;
setworn(mkobj_at(CHAIN_SYM, u.ux, u.uy), W_CHAIN);
setworn(mkobj_at(BALL_SYM, u.ux, u.uy), W_BALL);
uball->spe = 1; /* special ball (see save) */
break;
default:
impossible("What weird effect is this? (%u)", sobj->otyp);
}
return(0);
}
identify(otmp) /* also called by newmail() */
register struct obj *otmp;
{
objects[otmp->otyp].oc_name_known = 1;
#ifdef KAA
otmp->known = 1;
if (otmp->olet != WEAPON_SYM) otmp->dknown = 1;
/* Now, the dknown field is special for weapons, indicating blessing. */
#else
otmp->known = otmp->dknown = 1;
#endif
prinv(otmp);
return(1);
}
litroom(on)
register boolean on;
{
register num,zx,zy;
/* first produce the text (provided he is not blind) */
if(Blind) goto do_it;
if(!on) {
if(u.uswallow || !xdnstair || levl[u.ux][u.uy].typ == CORR ||
!levl[u.ux][u.uy].lit) {
pline("It seems even darker in here than before.");
return;
} else
pline("It suddenly becomes dark in here.");
} else {
if(u.uswallow){
pline("%s's stomach is lit.", Monnam(u.ustuck));
return;
}
if(!xdnstair){
pline("Nothing Happens.");
return;
}
#ifdef QUEST
pline("The cave lights up around you, then fades.");
return;
#else
if(levl[u.ux][u.uy].typ == CORR) {
pline("The corridor lights up around you, then fades.");
return;
} else if(levl[u.ux][u.uy].lit) {
pline("The light here seems better now.");
return;
} else
pline("The room is lit.");
#endif
}
do_it:
#ifdef QUEST
return;
#else
if(levl[u.ux][u.uy].lit == on)
return;
if(levl[u.ux][u.uy].typ == DOOR) {
if(IS_ROOM(levl[u.ux][u.uy+1].typ)) zy = u.uy+1;
else if(IS_ROOM(levl[u.ux][u.uy-1].typ)) zy = u.uy-1;
else zy = u.uy;
if(IS_ROOM(levl[u.ux+1][u.uy].typ)) zx = u.ux+1;
else if(IS_ROOM(levl[u.ux-1][u.uy].typ)) zx = u.ux-1;
else zx = u.ux;
} else {
zx = u.ux;
zy = u.uy;
}
for(seelx = u.ux; (num = levl[seelx-1][zy].typ) != CORR && num != 0;
seelx--);
for(seehx = u.ux; (num = levl[seehx+1][zy].typ) != CORR && num != 0;
seehx++);
for(seely = u.uy; (num = levl[zx][seely-1].typ) != CORR && num != 0;
seely--);
for(seehy = u.uy; (num = levl[zx][seehy+1].typ) != CORR && num != 0;
seehy++);
for(zy = seely; zy <= seehy; zy++)
for(zx = seelx; zx <= seehx; zx++) {
levl[zx][zy].lit = on;
if(!Blind && dist(zx,zy) > 2)
if(on) prl(zx,zy); else nosee(zx,zy);
}
if(!on) seehx = 0;
#endif
}
/* Test whether we may genocide all monsters with symbol ch */
monstersym(ch) /* arnold@ucsfcgl */
register char ch;
{
register struct permonst *mp;
/*
* can't genocide certain monsters
*/
#ifdef SAC
if (index("123 &:", ch)) return FALSE;
#else
if (index("12 &:", ch)) return FALSE;
#endif
if (ch == pm_eel.mlet) return TRUE;
for (mp = mons; mp < &mons[CMNUM+2]; mp++)
if (mp->mlet == ch) return TRUE;
return FALSE;
}
do_genocide() {
extern char genocided[], fut_geno[];
char buf[BUFSZ];
register struct monst *mtmp, *mtmp2;
if(Confusion != 0) *buf = u.usym;
else do {
pline("What monster do you want to genocide (Type the letter)? ");
getlin(buf);
}
while(strlen(buf) != 1 || !monstersym(*buf));
if(!index(fut_geno, *buf)) charcat(fut_geno, *buf);
if(!index(genocided, *buf)) charcat(genocided, *buf);
else {
pline("Such monsters do not exist in this world.");
return;
}
for(mtmp = fmon; mtmp; mtmp = mtmp2){
mtmp2 = mtmp->nmon;
if(mtmp->data->mlet == *buf)
mondead(mtmp);
}
pline("Wiped out all %c's.", Hallucination ? '@' : *buf);
/* Scare the hallucinating player */
if(*buf == '@') {
u.uhp = -1;
killer = "scroll of genocide";
/* A polymorphed character will die as soon as he is rehumanized. */
if(u.usym != '@') pline("You feel dead inside.");
else done("died");
}
#ifdef KAA
else if (*buf==u.usym) rehumanize();
#endif
}
do_mapping()
{
register struct rm *lev;
register int num, zx, zy;
for(zy = 0; zy < ROWNO; zy++)
for(zx = 0; zx < COLNO; zx++) {
if((Confusion != 0) && rn2(7)) continue;
lev = &(levl[zx][zy]);
if((num = lev->typ) == 0) continue;
if(num == SCORR) {
lev->typ = CORR;
lev->scrsym = CORR_SYM;
} else if(num == SDOOR) {
lev->typ = DOOR;
lev->scrsym = DOOR_SYM;
/* do sth in doors ? */
} else if(lev->seen) continue;
#ifndef QUEST
if(num != ROOM)
#endif
{
lev->seen = lev->new = 1;
if(lev->scrsym == STONE_SYM || !lev->scrsym)
newsym(zx,zy);
else on_scr(zx,zy);
}
}
}
destroy_arm() {
if(uarm) {
pline("Your armor turns to dust and falls to the floor!");
useup(uarm);
#ifdef SHIRT
} else if(uarmu) {
pline("Your shirt crumbles into tiny threads and falls apart!");
useup(uarmu);
#endif
} else if(uarmh) {
pline("Your helmet turns to dust and is blown away!");
useup(uarmh);
} else if(uarmg) {
pline("Your gloves vanish!");
useup(uarmg);
selftouch("You");
} else if(uarms) {
pline("Your shield crumbles away!");
useup(uarms);
} else return(0); /* could not destroy anything */
return(1);
}