package game // scrolls.c — read a scroll and let it happen. // readScroll reads a scroll from the pack and does the appropriate thing // (scrolls.c read_scroll). func (g *RogueGame) readScroll() { p := &g.Player obj, ok := g.promptPackItem("read", KindScroll) if !ok { return } if obj.Kind != KindScroll { if !g.Options.Terse { g.msg("there is nothing on it to read") } else { g.msg("nothing to read") } return } // Calculate the effect it has on the poor guy. if obj == p.CurWeapon { p.CurWeapon = nil } // Get rid of the thing g.leavePack(obj, false, false) if h := g.data.readHandlers[obj.ScrollKind()]; h != nil { h(g, obj) } g.look(true) // put the result of the scroll on the screen g.status() g.callIt(&g.Items.Scrolls[obj.Which]) } // The per-scroll effect handlers, dispatched through // gameData.readHandlers. Each is one case of the C read_scroll switch. func (g *RogueGame) readMonsterConfusion(*Object) { // Scroll of monster confusion. Give him that power. g.Player.Flags.Set(CanConfuse) g.msg("your hands begin to glow %s", g.pickColor("red")) } func (g *RogueGame) readEnchantArmor(*Object) { p := &g.Player if p.CurArmor != nil { p.CurArmor.ArmorClass-- p.CurArmor.Flags.Clear(Cursed) g.msg("your armor glows %s for a moment", g.pickColor("silver")) } } func (g *RogueGame) readHoldMonster(*Object) { // Hold monster scroll. Stop all monsters within two spaces from // chasing after the hero. held := g.holdMonstersNear() if held > 0 { g.addmsgf("the monster") if held > 1 { g.addmsgf("s around you") } g.addmsgf(" freeze") if held == 1 { g.addmsgf("s") } g.endmsg() g.Items.Scrolls[ScrollHoldMonster].Know = true } else { g.msg("you feel a strange sense of loss") } } // holdMonstersNear freezes every awake monster within two spaces of the // hero and reports how many froze (the scan of the C S_HOLD case). func (g *RogueGame) holdMonstersNear() int { p := &g.Player held := 0 for x := p.Pos.X - 2; x <= p.Pos.X+2; x++ { if x < 0 || x >= NumCols { continue } for y := p.Pos.Y - 2; y <= p.Pos.Y+2; y++ { if y < 0 || y > NumLines-1 { continue } if mp := g.Level.MonsterAt(y, x); mp != nil && mp.On(Awake) { mp.Flags.Clear(Awake) mp.Flags.Set(Held) held++ } } } return held } func (g *RogueGame) readSleep(*Object) { // Scroll which makes you fall asleep g.Items.Scrolls[ScrollSleep].Know = true g.NoCommand += g.rnd(g.spread(5)) + 4 // SLEEPTIME g.Player.Flags.Clear(Awake) g.msg("you fall asleep") } func (g *RogueGame) readCreateMonster(*Object) { // Create a monster: first look in a circle around him, next try // his room, otherwise give up mp, ok := g.createMonsterSpot() if !ok { g.msg("you hear a faint cry of anguish in the distance") } else { tp := &Monster{} g.newMonster(tp, g.randMonster(false), mp) } } // createMonsterSpot reservoir-samples a legal spot around the hero for a // created monster; ok is false when every neighbor is blocked (the scan // of the C S_CREATE case). func (g *RogueGame) createMonsterSpot() (Coord, bool) { p := &g.Player i := 0 var mp Coord for y := p.Pos.Y - 1; y <= p.Pos.Y+1; y++ { for x := p.Pos.X - 1; x <= p.Pos.X+1; x++ { // Don't put a monster on top of the player. if y == p.Pos.Y && x == p.Pos.X { continue } // Or anything else nasty if ch := g.Level.VisibleChar(y, x); stepOk(ch) { if ch == Scroll { if fo := g.Level.ObjectAt(y, x); fo != nil && fo.ScrollKind() == ScrollScareMonster { continue } } if i++; g.rnd(i) == 0 { mp = Coord{Y: y, X: x} } } } } return mp, i != 0 } func (g *RogueGame) readIdentify(obj *Object) { // Identify, let him figure something out g.Items.Scrolls[obj.Which].Know = true g.msg("this scroll is an %s scroll", g.Items.Scrolls[obj.Which].Name) g.whatis(true, g.data.idType[obj.ScrollKind()]) } func (g *RogueGame) readMagicMapping(*Object) { // Scroll of magic mapping. g.Items.Scrolls[ScrollMagicMapping].Know = true g.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 := range NumCols { g.revealSpot(y, x) } } } // revealSpot uncovers one map cell for magic mapping and draws it (the // loop body of the C SCR_MAP case). func (g *RogueGame) revealSpot(y, x int) { pp := g.Level.At(y, x) ch := revealChar(pp) if ch != ' ' { if tp := pp.Monst; tp != nil { tp.OldCh = ch if !g.Player.On(SenseMonsters) { g.mvaddch(y, x, ch) } } else { g.mvaddch(y, x, ch) } } } // revealChar decides what magic mapping shows at a cell, making secret // doors, hidden passages, and hidden traps real as a side effect; ' ' // means show nothing (the switch of the C SCR_MAP loop). func revealChar(pp *Place) byte { ch := pp.Ch pass := false switch ch { case Door, Stairs: case '-', '|': ch = revealWall(pp) case ' ': pass = revealSolid(pp) case Passage: pass = true case Floor: ch = revealFloor(pp) default: if pp.Flags.Has(FPassage) { pass = true } else { ch = ' ' } } if pass { if !pp.Flags.Has(FReal) { pp.Ch = Passage } pp.Flags.Set(FSeen | FReal) ch = Passage } return ch } // revealWall handles a wall cell for magic mapping: a secret door // becomes a real door (the '-'/'|' arm). func revealWall(pp *Place) byte { if !pp.Flags.Has(FReal) { pp.Ch = Door pp.Flags.Set(FReal) return Door } return pp.Ch } // revealSolid handles a blank cell for magic mapping, reporting whether // it is passage: hidden passages become real; hidden things in walls // stay hidden (the ' ' arm). func revealSolid(pp *Place) bool { if pp.Flags.Has(FReal) { return pp.Flags.Has(FPassage) } pp.Flags.Set(FReal) pp.Ch = Passage return true } // revealFloor handles a floor cell for magic mapping: a hidden trap // becomes a real, seen trap; real floor shows nothing (the FLOOR arm). func revealFloor(pp *Place) byte { if pp.Flags.Has(FReal) { return ' ' } pp.Ch = Trap pp.Flags.Set(FSeen | FReal) return Trap } func (g *RogueGame) readFoodDetection(*Object) { // Food detection found := false g.scr.Hw.Clear() for _, fo := range g.Level.Objects { if fo.Kind == KindFood { found = true g.scr.Hw.MvAddCh(fo.Pos.Y, fo.Pos.X, Food) } } if found { g.Items.Scrolls[ScrollFoodDetection].Know = true g.showWin("Your nose tingles and you smell food.--More--") } else { g.msg("your nose tingles") } } func (g *RogueGame) readTeleportation(*Object) { // Scroll of teleportation: make him disappear and reappear p := &g.Player curRoom := p.Room g.teleport() if curRoom != p.Room { g.Items.Scrolls[ScrollTeleportation].Know = true } } func (g *RogueGame) readEnchantWeapon(*Object) { p := &g.Player if p.CurWeapon == nil || p.CurWeapon.Kind != KindWeapon { g.msg("you feel a strange sense of loss") } else { p.CurWeapon.Flags.Clear(Cursed) if g.rnd(2) == 0 { p.CurWeapon.HPlus++ } else { p.CurWeapon.DPlus++ } g.msg("your %s glows %s for a moment", g.Items.Weapons[p.CurWeapon.Which].Name, g.pickColor("blue")) } } func (g *RogueGame) readScareMonster(*Object) { // Reading it is a mistake and produces laughter at her poor boo // boo. g.msg("you hear maniacal laughter in the distance") } func (g *RogueGame) readRemoveCurse(*Object) { p := &g.Player uncurse(p.CurArmor) uncurse(p.CurWeapon) uncurse(p.CurRing[Left]) uncurse(p.CurRing[Right]) g.msg("%s", g.chooseStr("you feel in touch with the Universal Onenes", "you feel as if somebody is watching over you")) } func (g *RogueGame) readAggravateMonsters(*Object) { // This scroll aggravates all the monsters on the current level // and sets them running towards the hero g.aggravate() g.msg("you hear a high pitched humming noise") } func (g *RogueGame) readProtectArmor(*Object) { p := &g.Player if p.CurArmor != nil { p.CurArmor.Flags.Set(Protected) g.msg("your armor is covered by a shimmering %s shield", g.pickColor("gold")) } else { g.msg("you feel a strange sense of loss") } } // uncurse uncurses an item (scrolls.c uncurse). func uncurse(obj *Object) { if obj != nil { obj.Flags.Clear(Cursed) } }