comparison arogue5/misc.c @ 63:0ed67132cf10

Import Advanced Rogue 5.8 from the Roguelike Restoration Project (r1490)
author elwin
date Thu, 09 Aug 2012 22:58:48 +0000
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children c49f7927b0fa
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62:0ef99244acb8 63:0ed67132cf10
1 /*
2 * routines dealing specifically with miscellaneous magic
3 *
4 * Advanced Rogue
5 * Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka and AT&T
6 * All rights reserved.
7 *
8 * See the file LICENSE.TXT for full copyright and licensing information.
9 */
10
11 #include "curses.h"
12 #include <ctype.h>
13 #include "rogue.h"
14
15 /*
16 * See if a monster has some magic it can use. Use it and return TRUE if so.
17 */
18 bool
19 m_use_item(monster, monst_pos, defend_pos)
20 register struct thing *monster;
21 register coord *monst_pos, *defend_pos;
22 {
23 register struct linked_list *pitem;
24 register struct object *obj;
25 register coord *shoot_dir = can_shoot(monst_pos, defend_pos);
26 int dist=DISTANCE(monst_pos->y, monst_pos->x, defend_pos->y, defend_pos->x);
27
28 for (pitem=monster->t_pack; pitem; pitem=next(pitem)) {
29 obj = OBJPTR(pitem);
30 if (obj->o_type != RELIC) continue; /* Only care about relics now */
31 switch (obj->o_which) {
32 case MING_STAFF: {
33 static struct object missile = {
34 MISSILE, {0,0}, "", 0, "", "0d4 " , NULL, 0, WS_MISSILE, 100, 1
35 };
36
37 if (shoot_dir != NULL) {
38 sprintf(missile.o_hurldmg, "%dd4", monster->t_stats.s_lvl);
39 do_motion(&missile, shoot_dir->y, shoot_dir->x, monster);
40 hit_monster(unc(missile.o_pos), &missile, monster);
41 return(TRUE);
42 }
43 }
44 when ASMO_ROD:
45 /* The bolt must be able to reach the defendant */
46 if (shoot_dir != NULL && dist < BOLT_LENGTH * BOLT_LENGTH) {
47 char *name;
48
49 switch (rnd(3)) { /* Select a function */
50 case 0: name = "lightning bolt";
51 when 1: name = "flame";
52 otherwise: name = "ice";
53 }
54 shoot_bolt( monster,
55 *monst_pos,
56 *shoot_dir,
57 FALSE,
58 monster->t_index,
59 name,
60 roll(monster->t_stats.s_lvl,6));
61 return(TRUE);
62 }
63 when BRIAN_MANDOLIN:
64 /* The defendant must be the player and within 2 spaces */
65 if (ce(*defend_pos, hero) && dist < 9 && no_command == 0 &&
66 rnd(100) < 33) {
67 if (!save(VS_MAGIC, &player, -4) &&
68 !ISWEARING(R_ALERT)) {
69 msg("Some beautiful music enthralls you.");
70 no_command += FREEZETIME;
71 }
72 else msg("You wince at a sour note.");
73 return(TRUE);
74 }
75 when GERYON_HORN:
76 /* The defendant must be the player and within 2 spaces */
77 if (ce(*defend_pos, hero) && dist < 9 &&
78 (off(player, ISFLEE) || player.t_dest != &monster->t_pos)
79 && rnd(100) < 33) {
80 if (!ISWEARING(R_HEROISM) &&
81 !save(VS_MAGIC, &player, -4)) {
82 turn_on(player, ISFLEE);
83 player.t_dest = &monster->t_pos;
84 msg("A shrill blast terrifies you.");
85 }
86 else msg("A shrill blast sends chills up your spine.");
87 return(TRUE);
88 }
89 }
90 }
91 return(FALSE);
92 }
93
94 /*
95 * add something to the contents of something else
96 */
97 put_contents(bag, item)
98 register struct object *bag; /* the holder of the items */
99 register struct linked_list *item; /* the item to put inside */
100 {
101 register struct linked_list *titem;
102 register struct object *tobj;
103
104 bag->o_ac++;
105 tobj = OBJPTR(item);
106 for (titem = bag->contents; titem != NULL; titem = next(titem)) {
107 if ((OBJPTR(titem))->o_which == tobj->o_which)
108 break;
109 }
110 if (titem == NULL) { /* if not a duplicate put at beginning */
111 attach(bag->contents, item);
112 }
113 else {
114 item->l_prev = titem;
115 item->l_next = titem->l_next;
116 if (next(titem) != NULL)
117 (titem->l_next)->l_prev = item;
118 titem->l_next = item;
119 }
120 }
121
122 /*
123 * remove something from something else
124 */
125 take_contents(bag, item)
126 register struct object *bag; /* the holder of the items */
127 register struct linked_list *item;
128 {
129
130 if (bag->o_ac <= 0) {
131 msg("Nothing to take out");
132 return;
133 }
134 bag->o_ac--;
135 detach(bag->contents, item);
136 if (!add_pack(item, FALSE, NULL))
137 put_contents(bag, item);
138 }
139
140
141 do_bag(item)
142 register struct linked_list *item;
143 {
144
145 register struct linked_list *titem = NULL;
146 register struct object *obj;
147 bool doit = TRUE;
148
149 obj = OBJPTR(item);
150 while (doit) {
151 msg("What do you want to do? (* for a list): ");
152 mpos = 0;
153 switch (readchar()) {
154 case EOF:
155 case ESCAPE:
156 msg ("");
157 doit = FALSE;
158 when '1':
159 inventory(obj->contents, ALL);
160
161 when '2':
162 if (obj->o_ac >= MAXCONTENTS) {
163 msg("the %s is full", m_magic[obj->o_which].mi_name);
164 break;
165 }
166 switch (obj->o_which) {
167 case MM_BEAKER: titem = get_item(pack, "put in", POTION);
168 when MM_BOOK: titem = get_item(pack, "put in", SCROLL);
169 }
170 if (titem == NULL)
171 break;
172 detach(pack, titem);
173 inpack--;
174 put_contents(obj, titem);
175
176 when '3':
177 titem = get_item(obj->contents,"take out",ALL);
178 if (titem == NULL)
179 break;
180 take_contents(obj, titem);
181
182 when '4':
183 switch (obj->o_which) {
184 case MM_BEAKER:
185 titem = get_item(obj->contents,"quaff",ALL);
186 if (titem == NULL)
187 break;
188 obj->o_ac--;
189 detach(obj->contents, titem);
190 quaff((OBJPTR(titem))->o_which,
191 (OBJPTR(titem))->o_flags & (ISCURSED | ISBLESSED),
192 TRUE);
193 o_discard(titem);
194 when MM_BOOK:
195 if (on(player, ISBLIND)) {
196 msg("You can't see to read anything");
197 break;
198 }
199 titem = get_item(obj->contents,"read",ALL);
200 if (titem == NULL)
201 break;
202 obj->o_ac--;
203 detach(obj->contents, titem);
204 read_scroll((OBJPTR(titem))->o_which,
205 (OBJPTR(titem))->o_flags & (ISCURSED|ISBLESSED),
206 TRUE);
207 o_discard(titem);
208 }
209 doit = FALSE;
210
211 otherwise:
212 wclear(hw);
213 touchwin(hw);
214 mvwaddstr(hw,0,0,"The following operations are available:");
215 mvwaddstr(hw,2,0,"[1]\tInventory\n");
216 wprintw(hw,"[2]\tPut something in the %s\n",
217 m_magic[obj->o_which].mi_name);
218 wprintw(hw,"[3]\tTake something out of the %s\n",
219 m_magic[obj->o_which].mi_name);
220 switch(obj->o_which) {
221 case MM_BEAKER: waddstr(hw,"[4]\tQuaff a potion\n");
222 when MM_BOOK: waddstr(hw,"[4]\tRead a scroll\n");
223 }
224 waddstr(hw,"[ESC]\tLeave this menu\n");
225 mvwaddstr(hw, LINES-1, 0, spacemsg);
226 draw(hw);
227 wait_for (hw,' ');
228 clearok(cw, TRUE);
229 touchwin(cw);
230 }
231 }
232 }
233
234 do_panic()
235 {
236 register int x,y;
237 register struct linked_list *mon;
238 register struct thing *th;
239
240 for (x = hero.x-2; x <= hero.x+2; x++) {
241 for (y = hero.y-2; y <= hero.y+2; y++) {
242 if (y < 1 || x < 0 || y > LINES - 3 || x > COLS - 1)
243 continue;
244 if (isalpha(mvwinch(mw, y, x))) {
245 if ((mon = find_mons(y, x)) != NULL) {
246 th = THINGPTR(mon);
247 if (!on(*th, ISUNDEAD) && !save(VS_MAGIC, th, 0)) {
248 turn_on(*th, ISFLEE);
249 turn_on(*th, WASTURNED);
250
251 /* If monster was suffocating, stop it */
252 if (on(*th, DIDSUFFOCATE)) {
253 turn_off(*th, DIDSUFFOCATE);
254 extinguish(suffocate);
255 }
256
257 /* If monster held us, stop it */
258 if (on(*th, DIDHOLD) && (--hold_count == 0))
259 turn_off(player, ISHELD);
260 turn_off(*th, DIDHOLD);
261 }
262 runto(th, &hero);
263 }
264 }
265 }
266 }
267 }
268
269 /*
270 * print miscellaneous magic bonuses
271 */
272 char *
273 misc_name(obj)
274 register struct object *obj;
275 {
276 static char buf[LINELEN];
277 char buf1[LINELEN];
278
279 buf[0] = '\0';
280 buf1[0] = '\0';
281 if (!(obj->o_flags & ISKNOW))
282 return (m_magic[obj->o_which].mi_name);
283 switch (obj->o_which) {
284 case MM_BRACERS:
285 case MM_PROTECT:
286 strcat(buf, num(obj->o_ac, 0));
287 strcat(buf, " ");
288 }
289 switch (obj->o_which) {
290 case MM_G_OGRE:
291 case MM_G_DEXTERITY:
292 case MM_JEWEL:
293 case MM_STRANGLE:
294 case MM_R_POWERLESS:
295 case MM_DANCE:
296 if (obj->o_flags & ISCURSED)
297 strcat(buf, "cursed ");
298 }
299 strcat(buf, m_magic[obj->o_which].mi_name);
300 switch (obj->o_which) {
301 case MM_JUG:
302 if (obj->o_ac == JUG_EMPTY)
303 strcat(buf1, " [empty]");
304 else if (p_know[obj->o_ac])
305 sprintf(buf1, " [containing a potion of %s (%s)]",
306 p_magic[obj->o_ac].mi_name,
307 p_colors[obj->o_ac]);
308 else sprintf(buf1, " [containing a%s %s liquid]",
309 vowelstr(p_colors[obj->o_ac]),
310 p_colors[obj->o_ac]);
311 when MM_BEAKER:
312 case MM_BOOK: {
313 sprintf(buf1, " [containing %d]", obj->o_ac);
314 }
315 when MM_OPEN:
316 case MM_HUNGER:
317 sprintf(buf1, " [%d ring%s]", obj->o_charges,
318 obj->o_charges == 1 ? "" : "s");
319 when MM_DRUMS:
320 sprintf(buf1, " [%d beat%s]", obj->o_charges,
321 obj->o_charges == 1 ? "" : "s");
322 when MM_DISAPPEAR:
323 case MM_CHOKE:
324 sprintf(buf1, " [%d pinch%s]", obj->o_charges,
325 obj->o_charges == 1 ? "" : "es");
326 when MM_KEOGHTOM:
327 sprintf(buf1, " [%d application%s]", obj->o_charges,
328 obj->o_charges == 1 ? "" : "s");
329 when MM_SKILLS:
330 switch (obj->o_ac) {
331 case C_MAGICIAN: strcpy(buf1, " [magic user]");
332 when C_FIGHTER: strcpy(buf1, " [fighter]");
333 when C_CLERIC: strcpy(buf1, " [cleric]");
334 when C_THIEF: strcpy(buf1, " [thief]");
335 }
336 }
337 strcat (buf, buf1);
338 return buf;
339 }
340
341 use_emori()
342 {
343 char selection; /* Cloak function */
344 int state = 0; /* Menu state */
345
346 msg("What do you want to do? (* for a list): ");
347 do {
348 selection = tolower(readchar());
349 switch (selection) {
350 case '*':
351 if (state != 1) {
352 wclear(hw);
353 touchwin(hw);
354 mvwaddstr(hw, 2, 0, "[1] Fly\n[2] Stop flying\n");
355 waddstr(hw, "[3] Turn invisible\n[4] Turn Visible\n");
356 mvwaddstr(hw, 0, 0, "What do you want to do? ");
357 draw(hw);
358 state = 1; /* Now in prompt window */
359 }
360 break;
361
362 case ESCAPE:
363 if (state == 1) {
364 clearok(cw, TRUE); /* Set up for redraw */
365 touchwin(cw);
366 }
367 msg("");
368
369 after = FALSE;
370 return;
371
372 when '1':
373 case '2':
374 case '3':
375 case '4':
376 if (state == 1) { /* In prompt window */
377 clearok(cw, TRUE); /* Set up for redraw */
378 touchwin(cw);
379 }
380
381 msg("");
382
383 state = 2; /* Finished */
384 break;
385
386 default:
387 if (state == 1) { /* In the prompt window */
388 mvwaddstr(hw, 0, 0,
389 "Please enter a selection between 1 and 4: ");
390 draw(hw);
391 }
392 else { /* Normal window */
393 mpos = 0;
394 msg("Please enter a selection between 1 and 4: ");
395 }
396 }
397 } while (state != 2);
398
399 /* We now must have a selection between 1 and 4 */
400 switch (selection) {
401 case '1': /* Fly */
402 if (on(player, ISFLY)) {
403 extinguish(land); /* Extinguish in case of potion */
404 msg("%slready flying.", terse ? "A" : "You are a");
405 }
406 else {
407 msg("You feel lighter than air!");
408 turn_on(player, ISFLY);
409 }
410 when '2': /* Stop flying */
411 if (off(player, ISFLY))
412 msg("%sot flying.", terse ? "N" : "You are n");
413 else {
414 if (find_slot(land))
415 msg("%sot flying by the cloak.",
416 terse ? "N" : "You are n");
417 else land();
418 }
419 when '3': /* Turn invisible */
420 if (off(player, ISINVIS)) {
421 turn_on(player, ISINVIS);
422 msg("You have a tingling feeling all over your body");
423 PLAYER = IPLAYER;
424 light(&hero);
425 }
426 else {
427 extinguish(appear); /* Extinguish in case of potion */
428 extinguish(dust_appear);/* dust of disappearance */
429 msg("%slready invisible.", terse ? "A" : "You are a");
430 }
431 when '4': /* Turn visible */
432 if (off(player, ISINVIS))
433 msg("%sot invisible.", terse ? "N" : "You are n");
434 else {
435 if (find_slot(appear) || find_slot(dust_appear))
436 msg("%sot invisible by the cloak.",
437 terse ? "N" : "You are n");
438 else appear();
439 }
440 }
441 }
442
443 use_mm(which)
444 int which;
445 {
446 register struct object *obj = NULL;
447 register struct linked_list *item = NULL;
448 bool cursed, blessed, is_mm;
449 char buf[LINELEN];
450
451 cursed = FALSE;
452 is_mm = FALSE;
453
454 if (which < 0) { /* A real miscellaneous magic item */
455 is_mm = TRUE;
456 item = get_item(pack, "use", USEABLE);
457 /*
458 * Make certain that it is a micellaneous magic item
459 */
460 if (item == NULL)
461 return;
462
463 obj = OBJPTR(item);
464 cursed = (obj->o_flags & ISCURSED) != 0;
465 blessed = (obj->o_flags & ISBLESSED) != 0;
466 which = obj->o_which;
467 }
468
469 if (obj->o_type == RELIC) { /* An artifact */
470 is_mm = FALSE;
471 switch (obj->o_which) {
472 case EMORI_CLOAK:
473 use_emori();
474 when BRIAN_MANDOLIN:
475 /* Put monsters around us to sleep */
476 read_scroll(S_HOLD, 0, FALSE);
477 when GERYON_HORN:
478 /* Chase close monsters away */
479 msg("The horn blasts a shrill tone.");
480 do_panic();
481 when HEIL_ANKH:
482 case YENDOR_AMULET:
483 /* Nothing happens by this mode */
484 msg("Nothing happens.");
485 }
486 }
487 else switch (which) { /* Miscellaneous Magic */
488 /*
489 * the jug of alchemy manufactures potions when you drink
490 * the potion it will make another after a while
491 */
492 case MM_JUG:
493 if (obj->o_ac == JUG_EMPTY) {
494 msg("The jug is empty");
495 break;
496 }
497 quaff (obj->o_ac, NULL, FALSE);
498 obj->o_ac = JUG_EMPTY;
499 fuse (alchemy, obj, ALCHEMYTIME, AFTER);
500 if (!(obj->o_flags & ISKNOW))
501 whatis(item);
502
503 /*
504 * the beaker of plentiful potions is used to hold potions
505 * the book of infinite spells is used to hold scrolls
506 */
507 when MM_BEAKER:
508 case MM_BOOK:
509 do_bag(item);
510
511 /*
512 * the chime of opening opens up secret doors
513 */
514 when MM_OPEN:
515 {
516 register struct linked_list *exit;
517 register struct room *rp;
518 register coord *cp;
519
520 if (obj->o_charges <= 0) {
521 msg("The chime is cracked!");
522 break;
523 }
524 obj->o_charges--;
525 msg("chime... chime... hime... ime... me... e...");
526 if ((rp = roomin(&hero)) == NULL) {
527 search(FALSE, TRUE); /* Non-failing search for door */
528 break;
529 }
530 for (exit = rp->r_exit; exit != NULL; exit = next(exit)) {
531 cp = DOORPTR(exit);
532 if (winat(cp->y, cp->x) == SECRETDOOR) {
533 mvaddch (cp->y, cp->x, DOOR);
534 if (cansee (cp->y, cp->x))
535 mvwaddch(cw, cp->y, cp->x, DOOR);
536 }
537 }
538 }
539
540 /*
541 * the chime of hunger just makes the hero hungry
542 */
543 when MM_HUNGER:
544 if (obj->o_charges <= 0) {
545 msg("The chime is cracked!");
546 break;
547 }
548 obj->o_charges--;
549 food_left = MORETIME + 5;
550 msg(terse ? "Getting hungry" : "You are starting to get hungry");
551 hungry_state = F_HUNGRY;
552 aggravate();
553
554 /*
555 * the drums of panic make all creatures within two squares run
556 * from the hero in panic unless they save or they are mindless
557 * undead
558 */
559 when MM_DRUMS:
560 if (obj->o_charges <= 0) {
561 msg("The drum is broken!");
562 break;
563 }
564 obj->o_charges--;
565 /*
566 * dust of disappearance makes the player invisible for a while
567 */
568 when MM_DISAPPEAR:
569 m_know[MM_DISAPPEAR] = TRUE;
570 if (obj->o_charges <= 0) {
571 msg("No more dust!");
572 break;
573 }
574 obj->o_charges--;
575 msg("aaAAACHOOOooo. Cough. Cough. Sneeze. Sneeze.");
576 if (!find_slot(dust_appear)) {
577 turn_on(player, ISINVIS);
578 fuse(dust_appear, 0, DUSTTIME, AFTER);
579 PLAYER = IPLAYER;
580 light(&hero);
581 }
582 else lengthen(dust_appear, DUSTTIME);
583
584 /*
585 * dust of choking and sneezing can kill the hero if he misses
586 * the save
587 */
588 when MM_CHOKE:
589 m_know[MM_CHOKE] = TRUE;
590 if (obj->o_charges <= 0) {
591 msg("No more dust!");
592 break;
593 }
594 obj->o_charges--;
595 msg("aaAAACHOOOooo. Cough. Cough. Sneeze. Sneeze.");
596 if (!save(VS_POISON, &player, 0)) {
597 msg ("You choke to death!!! --More--");
598 pstats.s_hpt = -1; /* in case he hangs up the phone */
599 wait_for(cw,' ');
600 death(D_CHOKE);
601 }
602 else {
603 msg("You begin to cough and choke uncontrollably");
604 if (find_slot(unchoke))
605 lengthen(unchoke, DUSTTIME);
606 else
607 fuse(unchoke, 0, DUSTTIME, AFTER);
608 turn_on(player, ISHUH);
609 turn_on(player, ISBLIND);
610 light(&hero);
611 }
612
613 when MM_KEOGHTOM:
614 /*
615 * this is a very powerful healing ointment
616 * but it takes a while to put on...
617 */
618 if (obj->o_charges <= 0) {
619 msg("The jar is empty!");
620 break;
621 }
622 obj->o_charges--;
623 waste_time();
624 if (on(player, HASDISEASE)) {
625 extinguish(cure_disease);
626 cure_disease();
627 msg(terse ? "You feel yourself improving."
628 : "You begin to feel yourself improving again.");
629 }
630 if (on(player, HASINFEST)) {
631 turn_off(player, HASINFEST);
632 infest_dam = 0;
633 msg(terse ? "You feel yourself improving."
634 : "You begin to feel yourself improving again.");
635 }
636 if (on(player, DOROT)) {
637 msg("You feel your skin returning to normal.");
638 turn_off(player, DOROT);
639 }
640 pstats.s_hpt += roll(pstats.s_lvl, 6);
641 if (pstats.s_hpt > max_stats.s_hpt)
642 pstats.s_hpt = max_stats.s_hpt;
643 sight();
644 msg("You begin to feel much better.");
645
646 /*
647 * The book has a character class associated with it.
648 * if your class matches that of the book, it will raise your
649 * level by one. If your class does not match the one of the book,
650 * it change your class to that of book.
651 * Note that it takes a while to read.
652 */
653 when MM_SKILLS:
654 detach (pack, item);
655 inpack--;
656 waste_time();
657 waste_time();
658 waste_time();
659 waste_time();
660 waste_time();
661 if (obj->o_ac == player.t_ctype) {
662 msg("You feel more skillful");
663 raise_level(TRUE);
664 }
665 else {
666 /*
667 * reset his class and then use check_level to reset hit
668 * points and the right level for his exp pts
669 * drop exp pts by 10%
670 */
671 long save;
672
673 msg("You feel like a whole new person!");
674 /*
675 * if he becomes a thief he has to have leather armor
676 */
677 if (obj->o_ac == C_THIEF &&
678 cur_armor != NULL &&
679 cur_armor->o_which != LEATHER &&
680 cur_armor->o_which != STUDDED_LEATHER )
681 cur_armor->o_which = STUDDED_LEATHER;
682 /*
683 * if he's changing from a fighter then may have to change
684 * his sword since only fighter can use two-handed
685 * and bastard swords
686 */
687 if (player.t_ctype == C_FIGHTER &&
688 cur_weapon != NULL &&
689 cur_weapon->o_type == WEAPON &&
690 (cur_weapon->o_which== BASWORD ||
691 cur_weapon->o_which== TWOSWORD ))
692 cur_weapon->o_which = SWORD;
693
694 /*
695 * if he was a thief then take out the trap_look() daemon
696 */
697 if (player.t_ctype == C_THIEF)
698 kill_daemon(trap_look);
699 /*
700 * if he becomes a thief then add the trap_look() daemon
701 */
702 if (obj->o_ac == C_THIEF)
703 daemon(trap_look, 0, AFTER);
704 char_type = player.t_ctype = obj->o_ac;
705 save = pstats.s_hpt;
706 max_stats.s_hpt = pstats.s_hpt = 0;
707 max_stats.s_lvl = pstats.s_lvl = 0;
708 max_stats.s_exp = pstats.s_exp -= pstats.s_exp/10;
709 check_level(TRUE);
710 if (pstats.s_hpt > save) /* don't add to current hits */
711 pstats.s_hpt = save;
712 }
713
714 otherwise:
715 msg("What a strange magic item you have!");
716 }
717 status(FALSE);
718 if (is_mm && m_know[which] && m_guess[which]) {
719 free(m_guess[which]);
720 m_guess[which] = NULL;
721 }
722 else if (is_mm &&
723 !m_know[which] &&
724 askme &&
725 (obj->o_flags & ISKNOW) == 0 &&
726 m_guess[which] == NULL) {
727 msg(terse ? "Call it: " : "What do you want to call it? ");
728 if (get_str(buf, cw) == NORM) {
729 m_guess[which] = new((unsigned int) strlen(buf) + 1);
730 strcpy(m_guess[which], buf);
731 }
732 }
733 if (item != NULL && which == MM_SKILLS)
734 o_discard(item);
735 updpack(TRUE);
736 }