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freebsd/games/hack/hack.read.c
Jordan K. Hubbard 554eb505f8 Bring in the 4.4 Lite games directory, modulo man page changes and segregation
of the x11 based games.  I'm not going to tag the originals with bsd_44_lite
and do this in two stages since it's just not worth it for this collection,
and I've got directory renames to deal with that way.  Bleah.
Submitted by:	jkh
1994-09-04 04:03:31 +00:00

540 lines
13 KiB
C

/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
/* hack.read.c - version 1.0.3 */
#include "hack.h"
extern struct monst *makemon();
extern struct obj *mkobj_at();
int identify();
doread() {
register struct obj *scroll;
register boolean confused = (Confusion != 0);
register boolean known = FALSE;
extern struct obj *some_armor();
scroll = getobj("?", "read");
if(!scroll) 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)
pline("Being confused, you mispronounce the magic words ... ");
switch(scroll->otyp) {
#ifdef MAIL
case SCR_MAIL:
readmail(/* scroll */);
break;
#endif MAIL
case SCR_ENCHANT_ARMOR:
{ register struct obj *otmp = some_armor();
if(!otmp) {
strange_feeling(scroll,"Your skin glows then fades.");
return(1);
}
if(confused) {
pline("Your %s glows silver for a moment.",
objects[otmp->otyp].oc_name);
otmp->rustfree = 1;
break;
}
if(otmp->spe > 3 && rn2(otmp->spe)) {
pline("Your %s glows violently green for a while, then evaporates.",
objects[otmp->otyp].oc_name);
useup(otmp);
break;
}
pline("Your %s glows green for a moment.",
objects[otmp->otyp].oc_name);
otmp->cursed = 0;
otmp->spe++;
break;
}
case SCR_DESTROY_ARMOR:
if(confused) {
register struct obj *otmp = some_armor();
if(!otmp) {
strange_feeling(scroll,"Your bones itch.");
return(1);
}
pline("Your %s glows purple for a moment.",
objects[otmp->otyp].oc_name);
otmp->rustfree = 0;
break;
}
if(uarm) {
pline("Your armor turns to dust and falls to the floor!");
useup(uarm);
} 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 {
strange_feeling(scroll,"Your skin itches.");
return(1);
}
break;
case SCR_CONFUSE_MONSTER:
if(confused) {
pline("Your hands begin to glow purple.");
Confusion += rnd(100);
} else {
pline("Your hands begin to glow blue.");
u.umconf = 1;
}
break;
case SCR_SCARE_MONSTER:
{ 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
mtmp->mflee = 1;
ct++;
}
if(!ct) {
if(confused)
pline("You hear sad wailing in the distance.");
else
pline("You hear maniacal laughter in the distance.");
}
break;
}
case SCR_BLANK_PAPER:
if(confused)
pline("You see strange patterns on this scroll.");
else
pline("This scroll seems to be blank.");
break;
case SCR_REMOVE_CURSE:
{ register struct obj *obj;
if(confused)
pline("You feel like you need some help.");
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:
{ register int cnt = 1;
if(!rn2(73)) cnt += rnd(4);
if(confused) cnt += 12;
while(cnt--)
(void) makemon(confused ? PM_ACID_BLOB :
(struct permonst *) 0, u.ux, u.uy);
break;
}
case SCR_ENCHANT_WEAPON:
if(uwep && confused) {
pline("Your %s glows silver for a moment.",
objects[uwep->otyp].oc_name);
uwep->rustfree = 1;
} else
if(!chwepon(scroll, 1)) /* tests for !uwep */
return(1);
break;
case SCR_DAMAGE_WEAPON:
if(uwep && confused) {
pline("Your %s glows purple for a moment.",
objects[uwep->otyp].oc_name);
uwep->rustfree = 0;
} else
if(!chwepon(scroll, -1)) /* tests for !uwep */
return(1);
break;
case SCR_TAMING:
{ 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))
(void) tamedog(mtmp, (struct obj *) 0);
break;
}
case SCR_GENOCIDE:
{ extern char genocided[], fut_geno[];
char buf[BUFSZ];
register struct monst *mtmp, *mtmp2;
pline("You have found a scroll of genocide!");
known = TRUE;
if(confused)
*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.");
break;
}
for(mtmp = fmon; mtmp; mtmp = mtmp2){
mtmp2 = mtmp->nmon;
if(mtmp->data->mlet == *buf)
mondead(mtmp);
}
pline("Wiped out all %c's.", *buf);
if(*buf == u.usym) {
killer = "scroll of genocide";
u.uhp = -1;
}
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 QUEST
register int uroom = inroom(u.ux, u.uy);
tele();
if(uroom != inroom(u.ux, u.uy)) known = TRUE;
#endif QUEST
}
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(scroll, "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, '$');
prme();
pline("You feel very greedy!");
}
} else {
register struct gold *gtmp;
if(!fgold) {
strange_feeling(scroll, "You feel materially poor.");
return(1);
} else {
known = TRUE;
for(gtmp = fgold; gtmp; gtmp = gtmp->ngold)
if(gtmp->gx != u.ux || gtmp->gy != u.uy)
goto outgoldmap;
/* only under me - no separate display required */
pline("You notice some gold between your feet.");
break;
outgoldmap:
cls();
for(gtmp = fgold; gtmp; gtmp = gtmp->ngold)
at(gtmp->gx, gtmp->gy, '$');
prme();
pline("You feel very greedy, and sense gold!");
}
}
/* common sequel */
more();
docrt();
break;
case SCR_FOOD_DETECTION:
{ 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 == FOOD_SYM) {
if(obj->ox == u.ux && obj->oy == u.uy) ctu++;
else ct++;
}
if(!ct && !ctu) {
strange_feeling(scroll,"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, 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(scroll);
objects[SCR_IDENTIFY].oc_name_known = 1;
if(!confused)
while(
!ggetobj("identify", identify, rn2(5) ? 1 : rn2(5))
&& invent
);
return(1);
case SCR_MAGIC_MAPPING:
{ register struct rm *lev;
register int num, zx, zy;
known = TRUE;
pline("On this scroll %s a map!",
confused ? "was" : "is");
for(zy = 0; zy < ROWNO; zy++)
for(zx = 0; zx < COLNO; zx++) {
if(confused && 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 = '+';
/* do sth in doors ? */
} else if(lev->seen) continue;
#ifndef QUEST
if(num != ROOM)
#endif QUEST
{
lev->seen = lev->new = 1;
if(lev->scrsym == ' ' || !lev->scrsym)
newsym(zx,zy);
else
on_scr(zx,zy);
}
}
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("Thinking of Maud you forget everything else.");
break;
}
case SCR_FIRE:
{ register int num;
register struct monst *mtmp;
known = TRUE;
if(confused) {
pline("The scroll catches fire and you burn your hands.");
losehp(1, "scroll of fire");
} else {
pline("The scroll erupts in a tower of flame!");
if(Fire_resistance)
pline("You are uninjured.");
else {
num = rnd(6);
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;
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 misbehaviour!");
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 language is this written in? (%u)",
scroll->otyp);
}
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);
}
useup(scroll);
return(1);
}
identify(otmp) /* also called by newmail() */
register struct obj *otmp;
{
objects[otmp->otyp].oc_name_known = 1;
otmp->known = otmp->dknown = 1;
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 QUEST
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 QUEST
}
do_it:
#ifdef QUEST
return;
#else QUEST
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 QUEST
}
/* Test whether we may genocide all monsters with symbol ch */
monstersym(ch) /* arnold@ucsfcgl */
register char ch;
{
register struct permonst *mp;
extern struct permonst pm_eel;
/*
* can't genocide certain monsters
*/
if (index("12 &:", ch))
return FALSE;
if (ch == pm_eel.mlet)
return TRUE;
for (mp = mons; mp < &mons[CMNUM+2]; mp++)
if (mp->mlet == ch)
return TRUE;
return FALSE;
}