Mercurial > hg > early-roguelike
comparison xrogue/misc.c @ 133:e6179860cb76
Import XRogue 8.0 from the Roguelike Restoration Project (r1490)
author | John "Elwin" Edwards |
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date | Tue, 21 Apr 2015 08:55:20 -0400 |
parents | |
children | ce0cf824c192 |
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124:d10fc4a065ac | 133:e6179860cb76 |
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1 /* | |
2 misc.c - routines dealing specifically with miscellaneous magic | |
3 | |
4 XRogue: Expeditions into the Dungeons of Doom | |
5 Copyright (C) 1991 Robert Pietkivitch | |
6 All rights reserved. | |
7 | |
8 Based on "Advanced Rogue" | |
9 Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka and AT&T | |
10 All rights reserved. | |
11 | |
12 See the file LICENSE.TXT for full copyright and licensing information. | |
13 */ | |
14 | |
15 #include <curses.h> | |
16 #include <ctype.h> | |
17 #include "rogue.h" | |
18 | |
19 /* | |
20 * changeclass: | |
21 * Change the player's class to the specified one. | |
22 */ | |
23 | |
24 changeclass(newclass) | |
25 long *newclass; | |
26 { | |
27 if (*newclass == player.t_ctype) { | |
28 msg("You feel more skillful."); | |
29 raise_level(); | |
30 } | |
31 else { | |
32 /* | |
33 * reset his class and then use check_level to reset hit | |
34 * points and the right level for his exp pts | |
35 * drop exp pts by 10% | |
36 */ | |
37 long save; | |
38 | |
39 msg("You are transformed into a %s! ", char_class[*newclass].name); | |
40 | |
41 /* | |
42 * if he becomes a thief or an assassin give him studded leather armor | |
43 */ | |
44 if ((*newclass == C_THIEF || *newclass == C_ASSASSIN) && | |
45 cur_armor != NULL && cur_armor->o_which != STUDDED_LEATHER) | |
46 cur_armor->o_which = STUDDED_LEATHER; | |
47 /* | |
48 * if he becomes a monk he can't wear any armor | |
49 * so give him a cloak of protection | |
50 */ | |
51 if (*newclass == C_MONK && cur_armor != NULL) { | |
52 cur_armor->o_ac = armors[cur_armor->o_which].a_class - | |
53 cur_armor->o_ac; | |
54 cur_armor->o_type = MM; | |
55 cur_armor->o_which = MM_PROTECT; | |
56 cur_armor->o_flags &= ~(ISPROT | ISKNOW); | |
57 cur_misc[WEAR_CLOAK] = cur_armor; | |
58 cur_armor = NULL; | |
59 } | |
60 /* | |
61 * otherwise give him plate armor | |
62 */ | |
63 if ((*newclass != C_THIEF || | |
64 *newclass != C_ASSASSIN || *newclass != C_MONK) && | |
65 cur_armor != NULL && cur_armor->o_which != PLATE_ARMOR) | |
66 cur_armor->o_which = PLATE_ARMOR; | |
67 | |
68 /* | |
69 * if he used to be a spell caster of some sort, kill the fuse | |
70 */ | |
71 if (player.t_ctype == C_MAGICIAN || player.t_ctype == C_RANGER) | |
72 extinguish(spell_recovery); | |
73 if (player.t_ctype == C_DRUID || player.t_ctype == C_MONK) | |
74 extinguish(chant_recovery); | |
75 if ((player.t_ctype == C_CLERIC || player.t_ctype == C_PALADIN) && | |
76 !cur_relic[HEIL_ANKH]) | |
77 extinguish(prayer_recovery); | |
78 | |
79 /* | |
80 * if he becomes a spell caster of some kind, give him a fuse | |
81 */ | |
82 if (*newclass == C_MAGICIAN || *newclass == C_RANGER) | |
83 fuse(spell_recovery, (VOID *)NULL, SPELLTIME, AFTER); | |
84 if (*newclass == C_DRUID || *newclass == C_MONK) | |
85 fuse(chant_recovery, (VOID *)NULL, SPELLTIME, AFTER); | |
86 if ((*newclass==C_CLERIC || *newclass==C_PALADIN) && !cur_misc[HEIL_ANKH]) | |
87 fuse(prayer_recovery, (VOID *)NULL, SPELLTIME, AFTER); | |
88 /* | |
89 * if he's changing from a fighter, ranger, or paladin then we | |
90 * may have to change his sword since only these types can wield | |
91 * the two-handed sword. | |
92 */ | |
93 if ((player.t_ctype == C_FIGHTER || | |
94 player.t_ctype == C_RANGER || | |
95 player.t_ctype == C_PALADIN) && | |
96 cur_weapon != NULL && cur_weapon->o_type == WEAPON && | |
97 (cur_weapon->o_which == BASWORD || | |
98 cur_weapon->o_which == TWOSWORD) && | |
99 !(*newclass == C_FIGHTER || *newclass == C_RANGER || | |
100 *newclass == C_PALADIN) && | |
101 cur_weapon->o_which == TWOSWORD) | |
102 cur_weapon->o_which = SWORD; | |
103 | |
104 /* | |
105 * if he's changing from a thief, assassin, fighter, or monk | |
106 * then we may have to change his sword again since only these | |
107 * types can wield the bastard sword. | |
108 */ | |
109 if ((player.t_ctype == C_THIEF || player.t_ctype == C_ASSASSIN || | |
110 player.t_ctype == C_FIGHTER || player.t_ctype == C_MONK) && | |
111 cur_weapon != NULL && cur_weapon->o_type == WEAPON && | |
112 (cur_weapon->o_which == BASWORD || | |
113 cur_weapon->o_which == TWOSWORD) && | |
114 !(*newclass == C_THIEF || *newclass == C_ASSASSIN || | |
115 *newclass == C_MONK) && | |
116 cur_weapon->o_which == BASWORD) | |
117 cur_weapon->o_which = SWORD; | |
118 | |
119 /* | |
120 * if he was a thief, assassin, or monk then take out | |
121 * the trap_look() daemon | |
122 */ | |
123 if (player.t_ctype == C_THIEF || player.t_ctype == C_MONK || | |
124 player.t_ctype == C_ASSASSIN) | |
125 kill_daemon(trap_look); | |
126 | |
127 /* | |
128 * if he becomes a thief, assassin, or monk then add | |
129 * the trap_look() daemon | |
130 */ | |
131 if (*newclass == C_THIEF || *newclass == C_ASSASSIN || | |
132 *newclass == C_MONK) | |
133 daemon(trap_look, (VOID *)NULL, AFTER); | |
134 | |
135 /* adjust stats */ | |
136 char_type = player.t_ctype = *newclass; | |
137 save = pstats.s_hpt; | |
138 max_stats.s_hpt = pstats.s_hpt = 0; | |
139 max_stats.s_lvl = pstats.s_lvl = 0; | |
140 max_stats.s_lvladj = pstats.s_lvladj = 0; | |
141 max_stats.s_exp = pstats.s_exp + rnd(4); | |
142 check_level(); | |
143 if (pstats.s_hpt > save) /* don't add to current hits */ | |
144 pstats.s_hpt = save; | |
145 } | |
146 dsrpt_player(); /* this should disrupt whatever we were doing */ | |
147 } | |
148 | |
149 /* | |
150 * Use the relic that our monster is wielding. | |
151 */ | |
152 | |
153 m_use_relic(monster) | |
154 register struct thing *monster; | |
155 { | |
156 register struct object *obj; | |
157 | |
158 /* Make sure we really have it */ | |
159 if (monster->t_using) obj = OBJPTR(monster->t_using); | |
160 else { | |
161 debug("Relic not set!"); | |
162 monster->t_action = A_NIL; | |
163 return; | |
164 } | |
165 | |
166 /* Now let's see what we're using */ | |
167 if (obj->o_type == RELIC) switch (obj->o_which) { | |
168 case MING_STAFF: { | |
169 static struct object missile = { | |
170 MISSILE, {0,0}, 0, "", "0d4 " , NULL, 0, WS_MISSILE, 100, 1 | |
171 }; | |
172 | |
173 debug("Firing Ming's staff"); | |
174 sprintf(missile.o_hurldmg, "%dd4", monster->t_stats.s_lvl); | |
175 do_motion(&missile, | |
176 monster->t_newpos.y, monster->t_newpos.x, monster); | |
177 hit_monster(unc(missile.o_pos), &missile, monster); | |
178 monster->t_artifact = monster->t_artifact * 4 / 5; | |
179 } | |
180 when EMORI_CLOAK: | |
181 debug("stunning with Emori's cloak"); | |
182 do_zap(monster, obj, &monster->t_newpos, WS_PARALYZE, NULL); | |
183 obj->o_charges = 0; | |
184 | |
185 when ASMO_ROD: { | |
186 char *name; | |
187 | |
188 switch (rnd(3)) { /* Select a function */ | |
189 case 0: name = "lightning bolt"; | |
190 when 1: name = "flame"; | |
191 otherwise: name = "ice"; | |
192 } | |
193 shoot_bolt( monster, | |
194 monster->t_pos, | |
195 monster->t_newpos, | |
196 FALSE, | |
197 monster->t_index, | |
198 name, | |
199 roll(monster->t_stats.s_lvl,6)); | |
200 monster->t_artifact /= 2; | |
201 } | |
202 when BRIAN_MANDOLIN: | |
203 /* Make sure the defendant is still around */ | |
204 if (DISTANCE(monster->t_pos.y, monster->t_pos.x, | |
205 hero.y, hero.x) < 25) { | |
206 if (!save(VS_MAGIC, &player, -4) && | |
207 !ISWEARING(R_ALERT)) { | |
208 msg("Some beautiful music enthralls you."); | |
209 player.t_no_move += movement(&player) * FREEZETIME; | |
210 player.t_action = A_FREEZE; | |
211 monster->t_artifact = monster->t_artifact * 2 / 3; | |
212 } | |
213 else { | |
214 msg("You wince at a sour note."); | |
215 monster->t_artifact /= 3; | |
216 } | |
217 } | |
218 when GERYON_HORN: | |
219 /* Make sure the defendant is still around */ | |
220 if (DISTANCE(monster->t_pos.y, monster->t_pos.x, | |
221 hero.y, hero.x) < 25) { | |
222 if (!ISWEARING(R_HEROISM) && | |
223 !save(VS_MAGIC, &player, -4)) { | |
224 turn_on(player, ISFLEE); | |
225 player.t_dest = &monster->t_pos; | |
226 msg("A shrill blast terrifies you."); | |
227 monster->t_artifact = monster->t_artifact * 3 / 4; | |
228 } | |
229 else { | |
230 msg("A shrill blast sends chills up your spine! "); | |
231 monster->t_artifact /= 3; | |
232 } | |
233 } | |
234 | |
235 otherwise: | |
236 /* Unknown RELIC! */ | |
237 debug("Unknown wielded relic %d", obj->o_which); | |
238 } | |
239 else debug("Declared relic is %d", obj->o_type); | |
240 | |
241 turn_off(*monster, CANSURPRISE); | |
242 /* Reset the monsters actions */ | |
243 monster->t_action = A_NIL; | |
244 monster->t_using = NULL; | |
245 } | |
246 | |
247 /* | |
248 * add something to the contents of something else | |
249 */ | |
250 | |
251 put_contents(bag, item) | |
252 register struct object *bag; /* the holder of the items */ | |
253 register struct linked_list *item; /* the item to put inside */ | |
254 { | |
255 register struct linked_list *titem; | |
256 register struct object *tobj; | |
257 | |
258 bag->o_ac++; | |
259 tobj = OBJPTR(item); | |
260 for (titem = bag->contents; titem != NULL; titem = next(titem)) { | |
261 if ((OBJPTR(titem))->o_which == tobj->o_which) | |
262 break; | |
263 } | |
264 if (titem == NULL) { /* if not a duplicate put at beginning */ | |
265 attach(bag->contents, item); | |
266 } | |
267 else { | |
268 item->l_prev = titem; | |
269 item->l_next = titem->l_next; | |
270 if (next(titem) != NULL) | |
271 (titem->l_next)->l_prev = item; | |
272 titem->l_next = item; | |
273 } | |
274 } | |
275 | |
276 /* | |
277 * remove something from something else | |
278 */ | |
279 | |
280 take_contents(bag, item) | |
281 register struct object *bag; /* the holder of the items */ | |
282 register struct linked_list *item; | |
283 { | |
284 | |
285 if (bag->o_ac <= 0) { | |
286 msg("Nothing to take out"); | |
287 return; | |
288 } | |
289 bag->o_ac--; | |
290 detach(bag->contents, item); | |
291 if (!add_pack(item, FALSE)) | |
292 put_contents(bag, item); | |
293 } | |
294 | |
295 | |
296 do_bag(item) | |
297 register struct linked_list *item; | |
298 { | |
299 | |
300 register struct linked_list *titem = NULL; | |
301 register struct object *obj, *tobj; | |
302 bool doit = TRUE; | |
303 | |
304 obj = OBJPTR(item); | |
305 while (doit) { | |
306 msg("What do you want to do? (* for a list): "); | |
307 mpos = 0; | |
308 switch (wgetch(cw)) { | |
309 case EOF: | |
310 case ESC: | |
311 msg (""); | |
312 doit = FALSE; | |
313 when '1': | |
314 inventory(obj->contents, ALL); | |
315 | |
316 when '2': | |
317 if (obj->o_ac >= MAXCONTENTS) { | |
318 msg("the %s is full", m_magic[obj->o_which].mi_name); | |
319 break; | |
320 } | |
321 switch (obj->o_which) { | |
322 case MM_BEAKER: | |
323 titem = get_item(pack, "put in", POTION, FALSE, FALSE); | |
324 when MM_BOOK: | |
325 titem = get_item(pack, "put in", SCROLL, FALSE, FALSE); | |
326 } | |
327 if (titem == NULL) | |
328 break; | |
329 detach(pack, titem); | |
330 inpack--; | |
331 put_contents(obj, titem); | |
332 | |
333 when '3': | |
334 titem = get_item(obj->contents,"take out",ALL,FALSE,FALSE); | |
335 if (titem == NULL) | |
336 break; | |
337 take_contents(obj, titem); | |
338 | |
339 when '4': | |
340 switch (obj->o_which) { | |
341 case MM_BEAKER: | |
342 titem = get_item(obj->contents,"quaff",ALL,FALSE,FALSE); | |
343 if (titem == NULL) | |
344 break; | |
345 tobj = OBJPTR(titem); | |
346 obj->o_ac--; | |
347 detach(obj->contents, titem); | |
348 quaff(tobj->o_which, | |
349 tobj->o_kind, | |
350 tobj->o_flags, | |
351 TRUE); | |
352 if (p_know[tobj->o_which] && p_guess[tobj->o_which]) | |
353 { | |
354 free(p_guess[tobj->o_which]); | |
355 p_guess[tobj->o_which] = NULL; | |
356 } | |
357 else if (!p_know[tobj->o_which] && | |
358 askme && | |
359 (tobj->o_flags & ISKNOW) == 0 && | |
360 (tobj->o_flags & ISPOST) == 0 && | |
361 p_guess[tobj->o_which] == NULL) { | |
362 nameitem(titem, FALSE); | |
363 } | |
364 o_discard(titem); | |
365 when MM_BOOK: | |
366 if (on(player, ISBLIND)) { | |
367 msg("You can't see to read anything! "); | |
368 break; | |
369 } | |
370 titem = get_item(obj->contents,"read",ALL,FALSE,FALSE); | |
371 if (titem == NULL) | |
372 break; | |
373 tobj = OBJPTR(titem); | |
374 obj->o_ac--; | |
375 detach(obj->contents, titem); | |
376 read_scroll(tobj->o_which, | |
377 tobj->o_flags & (ISCURSED|ISBLESSED), | |
378 TRUE); | |
379 if (s_know[tobj->o_which] && s_guess[tobj->o_which]) | |
380 { | |
381 free(s_guess[tobj->o_which]); | |
382 s_guess[tobj->o_which] = NULL; | |
383 } | |
384 else if (!s_know[tobj->o_which] && | |
385 askme && | |
386 (tobj->o_flags & ISKNOW) == 0 && | |
387 (tobj->o_flags & ISPOST) == 0 && | |
388 s_guess[tobj->o_which] == NULL) { | |
389 nameitem(titem, FALSE); | |
390 } | |
391 o_discard(titem); | |
392 } | |
393 doit = FALSE; | |
394 | |
395 otherwise: | |
396 wclear(hw); | |
397 touchwin(hw); | |
398 mvwaddstr(hw,0,0,"The following operations are available:"); | |
399 mvwaddstr(hw,2,0,"[1]\tInventory\n"); | |
400 wprintw(hw,"[2]\tPut something in the %s\n", | |
401 m_magic[obj->o_which].mi_name); | |
402 wprintw(hw,"[3]\tTake something out of the %s\n", | |
403 m_magic[obj->o_which].mi_name); | |
404 switch(obj->o_which) { | |
405 case MM_BEAKER: waddstr(hw,"[4]\tQuaff a potion\n"); | |
406 when MM_BOOK: waddstr(hw,"[4]\tRead a scroll\n"); | |
407 } | |
408 /* this is confusing! <press space to continue> */ | |
409 /* waddstr(hw,"[ESC]\tLeave this menu\n"); */ | |
410 mvwaddstr(hw, lines-1, 0, spacemsg); | |
411 draw(hw); | |
412 wait_for (' '); | |
413 restscr(cw); | |
414 } | |
415 } | |
416 } | |
417 | |
418 do_panic(who) | |
419 int who; /* Kind of monster to panic (all if who is NULL) */ | |
420 { | |
421 register int x,y; | |
422 register struct linked_list *mon, *item; | |
423 register struct thing *th; | |
424 | |
425 for (x = hero.x-2; x <= hero.x+2; x++) { | |
426 for (y = hero.y-2; y <= hero.y+2; y++) { | |
427 if (y < 1 || x < 0 || y > lines - 3 || x > cols - 1) | |
428 continue; | |
429 if (isalpha(mvwinch(mw, y, x))) { | |
430 | |
431 if ((mon = find_mons(y, x)) != NULL) { | |
432 th = THINGPTR(mon); | |
433 | |
434 /* Is this the right kind of monster to panic? */ | |
435 if (who && th->t_index != who) continue; | |
436 | |
437 if ((who && th->t_stats.s_intel < 14) || | |
438 (!on(*th, ISUNDEAD) && !save(VS_MAGIC, th, 0) && | |
439 off(*th, WASTURNED))) { | |
440 msg("%s %s.", prname(monster_name(th), TRUE), | |
441 terse ? "panics" : "turns to run in panic"); | |
442 | |
443 turn_on(*th, ISFLEE); | |
444 turn_on(*th, WASTURNED); | |
445 turn_off(*th, CANSURPRISE); | |
446 | |
447 /* Disrupt what it was doing */ | |
448 dsrpt_monster(th, TRUE, TRUE); | |
449 | |
450 /* If monster was suffocating, stop it */ | |
451 if (on(*th, DIDSUFFOCATE)) { | |
452 turn_off(*th, DIDSUFFOCATE); | |
453 extinguish(suffocate); | |
454 } | |
455 | |
456 /* If monster held us, stop it */ | |
457 if (on(*th, DIDHOLD) && (--hold_count == 0)) | |
458 turn_off(player, ISHELD); | |
459 turn_off(*th, DIDHOLD); | |
460 | |
461 /* | |
462 * if he has something he might drop it | |
463 */ | |
464 if ((item = th->t_pack) != NULL && | |
465 (OBJPTR(item))->o_type != RELIC && | |
466 rnd(100) < 67) { | |
467 detach(th->t_pack, item); | |
468 fall(item, FALSE); | |
469 } | |
470 | |
471 /* It is okay to turn tail */ | |
472 th->t_oldpos = th->t_pos; | |
473 } | |
474 runto(th, &hero); | |
475 } | |
476 } | |
477 } | |
478 } | |
479 } | |
480 | |
481 /* | |
482 * print miscellaneous magic bonuses | |
483 */ | |
484 | |
485 int | |
486 misc_name(str,obj) | |
487 char *str; | |
488 register struct object *obj; | |
489 { | |
490 char buf1[LINELEN]; | |
491 | |
492 *str = 0; | |
493 buf1[0] = 0; | |
494 | |
495 if (!(obj->o_flags & ISKNOW)) | |
496 { | |
497 strcat(str,m_magic[obj->o_which].mi_name); | |
498 return(0); | |
499 } | |
500 | |
501 switch (obj->o_which) | |
502 { | |
503 case MM_BRACERS: | |
504 case MM_PROTECT: | |
505 strcat(str, num(obj->o_ac, 0)); | |
506 strcat(str, " "); | |
507 } | |
508 switch (obj->o_which) { | |
509 case MM_CRYSTAL: | |
510 if (obj->o_flags & ISBLESSED) | |
511 strcat(str, "glowing "); | |
512 } | |
513 switch (obj->o_which) { | |
514 case MM_G_OGRE: | |
515 case MM_G_DEXTERITY: | |
516 case MM_JEWEL: | |
517 case MM_STRANGLE: | |
518 case MM_R_POWERLESS: | |
519 case MM_DANCE: | |
520 if (obj->o_flags & ISCURSED) | |
521 strcat(str, "cursed "); | |
522 when MM_CRYSTAL: | |
523 if (obj->o_flags & ISCURSED) | |
524 strcat(str, "opaque "); | |
525 } | |
526 strcat(str, m_magic[obj->o_which].mi_name); | |
527 | |
528 switch (obj->o_which) | |
529 { | |
530 case MM_JUG: | |
531 if (obj->o_ac == JUG_EMPTY) | |
532 strcat(buf1, " [empty]"); | |
533 else if (p_know[obj->o_ac]) | |
534 sprintf(buf1, " [containing a potion of %s (%s)]", | |
535 p_magic[obj->o_ac].mi_name, | |
536 p_colors[obj->o_ac]); | |
537 else sprintf(buf1, " [containing a%s %s liquid]", | |
538 vowelstr(p_colors[obj->o_ac]), | |
539 p_colors[obj->o_ac]); | |
540 when MM_BEAKER: | |
541 case MM_BOOK: { | |
542 sprintf(buf1, " [containing %d]", obj->o_ac); | |
543 } | |
544 when MM_OPEN: | |
545 case MM_HUNGER: | |
546 sprintf(buf1, " [%d ring%s]", obj->o_charges, | |
547 obj->o_charges == 1 ? "" : "s"); | |
548 when MM_DRUMS: | |
549 sprintf(buf1, " [%d beat%s]", obj->o_charges, | |
550 obj->o_charges == 1 ? "" : "s"); | |
551 when MM_DISAPPEAR: | |
552 case MM_CHOKE: | |
553 sprintf(buf1, " [%d pinch%s]", obj->o_charges, | |
554 obj->o_charges == 1 ? "" : "es"); | |
555 when MM_KEOGHTOM: | |
556 sprintf(buf1, " [%d application%s]", obj->o_charges, | |
557 obj->o_charges == 1 ? "" : "s"); | |
558 when MM_SKILLS: | |
559 sprintf(buf1, " [%s]", char_class[obj->o_ac].name); | |
560 } | |
561 strcat(str, buf1); | |
562 | |
563 return(0); | |
564 } | |
565 | |
566 use_emori() | |
567 { | |
568 char selection; /* Cloak function */ | |
569 int state = 0; /* Menu state */ | |
570 | |
571 msg("What do you want to do? (* for a list): "); | |
572 do { | |
573 selection = wgetch(cw); | |
574 switch (selection) { | |
575 case '*': | |
576 if (state != 1) { | |
577 wclear(hw); | |
578 touchwin(hw); | |
579 mvwaddstr(hw, 2, 0, "[1] Fly\n[2] Stop flying\n"); | |
580 waddstr(hw, "[3] Turn invisible\n[4] Turn Visible\n"); | |
581 mvwaddstr(hw, 0, 0, "What do you want to do? "); | |
582 draw(hw); | |
583 state = 1; /* Now in prompt window */ | |
584 } | |
585 break; | |
586 | |
587 case ESC: | |
588 if (state == 1) { | |
589 restscr(cw); | |
590 } | |
591 msg(""); | |
592 | |
593 after = FALSE; | |
594 return; | |
595 | |
596 when '1': | |
597 case '2': | |
598 case '3': | |
599 case '4': | |
600 if (state == 1) { /* In prompt window */ | |
601 restscr(cw); | |
602 } | |
603 | |
604 msg(""); | |
605 | |
606 state = 2; /* Finished */ | |
607 break; | |
608 | |
609 default: | |
610 if (state == 1) { /* In the prompt window */ | |
611 mvwaddstr(hw, 0, 0, | |
612 "Please enter a selection between 1 and 4: "); | |
613 draw(hw); | |
614 } | |
615 else { /* Normal window */ | |
616 mpos = 0; | |
617 msg("Please enter a selection between 1 and 4: "); | |
618 } | |
619 } | |
620 } while (state != 2); | |
621 | |
622 /* We now must have a selection between 1 and 4 */ | |
623 switch (selection) { | |
624 case '1': /* Fly */ | |
625 if (on(player, ISFLY)) { | |
626 extinguish(land); /* Extinguish in case of potion */ | |
627 msg("%slready flying.", terse ? "A" : "You are a"); | |
628 } | |
629 else { | |
630 msg("You feel lighter than air!"); | |
631 turn_on(player, ISFLY); | |
632 } | |
633 when '2': /* Stop flying */ | |
634 if (off(player, ISFLY)) | |
635 msg("%sot flying.", terse ? "N" : "You are n"); | |
636 else { | |
637 if (find_slot(land)) | |
638 msg("%sot flying by the cloak.", | |
639 terse ? "N" : "You are n"); | |
640 else land(); | |
641 } | |
642 when '3': /* Turn invisible */ | |
643 if (off(player, ISINVIS)) { | |
644 turn_on(player, ISINVIS); | |
645 msg("You have a tingling feeling all over your body. "); | |
646 PLAYER = IPLAYER; | |
647 light(&hero); | |
648 } | |
649 else { | |
650 extinguish(appear); /* Extinguish in case of potion */ | |
651 extinguish(dust_appear);/* dust of disappearance */ | |
652 msg("%slready invisible.", terse ? "A" : "You are a"); | |
653 } | |
654 when '4': /* Turn visible */ | |
655 if (off(player, ISINVIS)) | |
656 msg("%sot invisible.", terse ? "N" : "You are n"); | |
657 else { | |
658 if (find_slot(appear) || find_slot(dust_appear)) | |
659 msg("%sot invisible by the cloak.", | |
660 terse ? "N" : "You are n"); | |
661 else appear(); | |
662 } | |
663 } | |
664 } | |
665 | |
666 /* | |
667 * try to write a scroll with the quill of Nagrom | |
668 */ | |
669 | |
670 use_quill(obj) | |
671 struct object *obj; | |
672 { | |
673 struct linked_list *item; | |
674 register int i, | |
675 scroll_ability; | |
676 int which_scroll, | |
677 curlen, | |
678 maxlen = 0, | |
679 dummy = 0; | |
680 bool nohw = FALSE; | |
681 | |
682 i = which_scroll = 0; | |
683 scroll_ability = obj->o_charges; | |
684 | |
685 /* Prompt for scrolls */ | |
686 msg("Which scroll are you writing? (* for list): "); | |
687 | |
688 which_scroll = (int) (wgetch(cw) - 'a'); | |
689 msg(""); /* Get rid of the prompt */ | |
690 if (which_scroll == (int) ESC - (int) 'a') { | |
691 after = FALSE; | |
692 return; | |
693 } | |
694 if (which_scroll >= 0 && which_scroll < MAXQUILL) nohw = TRUE; | |
695 | |
696 else if (slow_invent) { | |
697 register char c; | |
698 | |
699 nohw = TRUE; | |
700 do { | |
701 for (i=0; i<MAXQUILL; i++) { | |
702 msg(""); | |
703 mvwaddch(msgw, 0, 0, '['); | |
704 waddch(msgw, (char) ((int) 'a' + i)); | |
705 waddstr(msgw, "] A scroll of "); | |
706 waddstr(msgw, s_magic[quill_scrolls[i].s_which].mi_name); | |
707 waddstr(msgw, morestr); | |
708 clearok(msgw, FALSE); | |
709 draw(msgw); | |
710 do { | |
711 c = wgetch(cw); | |
712 } while (c != ' ' && c != ESC); | |
713 if (c == ESC) | |
714 break; | |
715 } | |
716 msg(""); | |
717 mvwaddstr(msgw, 0, 0, "Which scroll are you writing? "); | |
718 clearok(msgw, FALSE); | |
719 draw(msgw); | |
720 | |
721 which_scroll = (int) (wgetch(cw) - 'a'); | |
722 } while (which_scroll != (int) (ESC - 'a') && | |
723 (which_scroll < 0 || which_scroll >= MAXQUILL)); | |
724 | |
725 if (which_scroll == (int) (ESC - 'a')) { | |
726 mpos = 0; | |
727 msg(""); | |
728 after = FALSE; | |
729 return; | |
730 } | |
731 } | |
732 else { | |
733 /* Now display the possible scrolls */ | |
734 wclear(hw); | |
735 touchwin(hw); | |
736 mvwaddstr(hw, 2, 0, " Cost Scroll"); | |
737 mvwaddstr(hw, 3, 0, | |
738 "-----------------------------------------------"); | |
739 maxlen = 47; /* Maximum width of header */ | |
740 | |
741 for (i=0; i<MAXQUILL; i++) { | |
742 wmove(hw, i+4, 0); | |
743 sprintf(prbuf, "[%c] %3d A scroll of %s", | |
744 (char) ((int) 'a' + i), | |
745 quill_scrolls[i].s_cost, | |
746 s_magic[quill_scrolls[i].s_which].mi_name); | |
747 waddstr(hw, prbuf); | |
748 | |
749 /* Get the length of the line */ | |
750 getyx(hw, dummy, curlen); | |
751 if (maxlen < curlen) maxlen = curlen; | |
752 } | |
753 | |
754 sprintf(prbuf, "[Current scroll power = %d]", scroll_ability); | |
755 mvwaddstr(hw, 0, 0, prbuf); | |
756 waddstr(hw, " Which scroll are you writing? "); | |
757 getyx(hw, dummy, curlen); | |
758 if (maxlen < curlen) maxlen = curlen; | |
759 | |
760 /* Should we overlay? */ | |
761 if (menu_overlay && MAXQUILL + 3 < lines - 3) { | |
762 over_win(cw, hw, MAXQUILL + 5, maxlen + 3, 0, curlen, NULL); | |
763 } | |
764 else draw(hw); | |
765 } | |
766 | |
767 if (!nohw) { | |
768 which_scroll = (int) (wgetch(cw) - 'a'); | |
769 while (which_scroll < 0 || which_scroll >= MAXQUILL) { | |
770 if (which_scroll == (int) ESC - (int) 'a') { | |
771 after = FALSE; | |
772 | |
773 /* Restore the screen */ | |
774 if (MAXQUILL + 3 < lines / 2) { | |
775 clearok(cw, FALSE); | |
776 touchwin(cw); | |
777 } | |
778 else restscr(cw); | |
779 return; | |
780 } | |
781 wmove(hw, 0, 0); | |
782 wclrtoeol(hw); | |
783 waddstr(hw, "Please enter one of the listed scrolls. "); | |
784 getyx(hw, dummy, curlen); | |
785 if (maxlen < curlen) maxlen = curlen; | |
786 | |
787 /* Should we overlay? */ | |
788 if (menu_overlay && MAXQUILL + 3 < lines - 3) { | |
789 over_win(cw, hw, MAXQUILL + 5, maxlen + 3, | |
790 0, curlen, NULL); | |
791 } | |
792 else draw(hw); | |
793 | |
794 which_scroll = (int) (wgetch(cw) - 'a'); | |
795 } | |
796 } | |
797 | |
798 /* Now restore the screen if we have to */ | |
799 if (!nohw) { | |
800 if (MAXQUILL + 3 < lines / 2) { | |
801 touchwin(cw); | |
802 clearok(cw, FALSE); | |
803 } | |
804 else restscr(cw); | |
805 } | |
806 | |
807 /* We've waited our required time. */ | |
808 player.t_using = NULL; | |
809 player.t_action = A_NIL; | |
810 | |
811 if (quill_scrolls[which_scroll].s_cost > scroll_ability) { | |
812 msg("Your attempt fails."); | |
813 return; | |
814 } | |
815 | |
816 obj->o_charges -= quill_scrolls[which_scroll].s_cost; | |
817 item = spec_item(SCROLL, quill_scrolls[which_scroll].s_which, 0, 0); | |
818 if (add_pack(item, FALSE) == FALSE) { | |
819 (OBJPTR(item))->o_pos = hero; | |
820 fall(item, TRUE); | |
821 } | |
822 | |
823 which_scroll = dummy; /* Hack to stop IRIX complaint about dummy not */ | |
824 /* being used */ | |
825 } | |
826 | |
827 /* | |
828 * Use something | |
829 */ | |
830 | |
831 use_mm(which) | |
832 int which; | |
833 { | |
834 register struct object *obj = NULL; | |
835 register struct linked_list *item = NULL; | |
836 bool is_mm; | |
837 | |
838 is_mm = FALSE; | |
839 | |
840 if (which < 0) { /* A real miscellaneous magic item */ | |
841 /* This is miscellaneous magic. It takes 3 movement periods to use */ | |
842 if (player.t_action != C_USE) { | |
843 int units; /* Number of movement units for the item */ | |
844 | |
845 item = get_item(pack, "use", USEABLE, FALSE, FALSE); | |
846 | |
847 /* | |
848 * Make certain that it is a micellaneous magic item | |
849 */ | |
850 if (item == NULL) | |
851 return; | |
852 | |
853 units = usage_time(item); | |
854 if (units < 0) return; | |
855 | |
856 player.t_using = item; /* Remember what it is */ | |
857 player.t_action = C_USE; /* We are quaffing */ | |
858 player.t_no_move = units * movement(&player); | |
859 return; | |
860 } | |
861 | |
862 /* We have waited our time, let's use the item */ | |
863 item = player.t_using; | |
864 player.t_using = NULL; | |
865 player.t_action = A_NIL; | |
866 | |
867 is_mm = TRUE; | |
868 | |
869 obj = OBJPTR(item); | |
870 which = obj->o_which; | |
871 } | |
872 | |
873 if (obj->o_type == POTION) { /* A potion */ | |
874 is_mm = FALSE; | |
875 inpack--; | |
876 detach (pack, item); | |
877 switch (obj->o_which) { | |
878 case P_POISON: | |
879 if (cur_weapon) { | |
880 if (cur_weapon->o_type == RELIC) { | |
881 msg("The poison burns off %s", | |
882 inv_name(cur_weapon,FALSE)); | |
883 } | |
884 else { | |
885 cur_weapon->o_flags |= ISPOISON; | |
886 msg("Your weapon has %s gooey stuff on it", | |
887 p_colors[cur_weapon->o_which]); | |
888 } | |
889 } | |
890 else | |
891 msg("The poison pours on the floor and disappears!"); | |
892 } | |
893 o_discard(item); | |
894 } | |
895 else if (obj->o_type == RELIC) { /* An artifact */ | |
896 is_mm = FALSE; | |
897 switch (obj->o_which) { | |
898 case EMORI_CLOAK: | |
899 use_emori(); | |
900 when QUILL_NAGROM: | |
901 use_quill(obj); | |
902 when BRIAN_MANDOLIN: | |
903 /* Put monsters around us to sleep */ | |
904 read_scroll(S_HOLD, 0, FALSE); | |
905 when GERYON_HORN: | |
906 /* Chase close monsters away */ | |
907 msg("The horn blasts a shrill tone."); | |
908 do_panic(NULL); | |
909 when EYE_VECNA: | |
910 msg("The pain slowly subsides.. "); | |
911 when HEIL_ANKH: | |
912 msg("Your hand grows very warm. "); | |
913 when YENDOR_AMULET: | |
914 msg("Your chest glows! "); | |
915 do_panic(findmindex("frost giant")); | |
916 when STONEBONES_AMULET: | |
917 msg("Your chest glows! "); | |
918 do_panic(findmindex("storm giant")); | |
919 when SURTUR_RING: | |
920 do_panic(findmindex("fire giant")); | |
921 when ALTERAN_CARD: /* the card allows you to teleport anywhere */ | |
922 do_teleport(); | |
923 } | |
924 } | |
925 else switch (which) { /* Miscellaneous Magic */ | |
926 /* | |
927 * the jug of alchemy manufactures potions when you drink | |
928 * the potion it will make another after a while | |
929 */ | |
930 case MM_JUG: | |
931 if (obj->o_ac == JUG_EMPTY) { | |
932 msg("The jug is empty"); | |
933 break; | |
934 } | |
935 quaff (obj->o_ac, NULL, NULL, FALSE); | |
936 obj->o_ac = JUG_EMPTY; | |
937 fuse (alchemy, obj, ALCHEMYTIME, AFTER); | |
938 if (!(obj->o_flags & ISKNOW)) | |
939 whatis(item); | |
940 | |
941 /* | |
942 * the beaker of plentiful potions is used to hold potions | |
943 * the book of infinite spells is used to hold scrolls | |
944 */ | |
945 when MM_BEAKER: | |
946 case MM_BOOK: | |
947 do_bag(item); | |
948 | |
949 /* | |
950 * the chime of opening opens up secret doors | |
951 */ | |
952 when MM_OPEN: | |
953 { | |
954 register struct linked_list *exit; | |
955 register struct room *rp; | |
956 register coord *cp; | |
957 | |
958 if (obj->o_charges <= 0) { | |
959 msg("The chime is cracked!"); | |
960 break; | |
961 } | |
962 obj->o_charges--; | |
963 msg("chime... chime... hime... ime... me... e..."); | |
964 if ((rp = roomin(&hero)) == NULL) { | |
965 search(FALSE, TRUE); /* Non-failing search for door */ | |
966 break; | |
967 } | |
968 for (exit = rp->r_exit; exit != NULL; exit = next(exit)) { | |
969 cp = DOORPTR(exit); | |
970 if (winat(cp->y, cp->x) == SECRETDOOR) { | |
971 mvaddch (cp->y, cp->x, DOOR); | |
972 if (cansee (cp->y, cp->x)) | |
973 mvwaddch(cw, cp->y, cp->x, DOOR); | |
974 } | |
975 } | |
976 } | |
977 | |
978 /* | |
979 * the chime of hunger just makes the hero hungry | |
980 */ | |
981 when MM_HUNGER: | |
982 if (obj->o_charges <= 0) { | |
983 msg("The chime is spent. "); | |
984 break; | |
985 } | |
986 obj->o_charges--; | |
987 if (food_left >= MORETIME + 5) { | |
988 food_left = MORETIME + 5; | |
989 msg("A strange sensation comes over you.. "); | |
990 msg(terse? "Getting hungry" : "You are starting to get hungry"); | |
991 hungry_state = F_HUNGRY; | |
992 } | |
993 if (player.t_ctype == C_PALADIN || | |
994 player.t_ctype == C_RANGER || player.t_ctype == C_MONK) { | |
995 msg("You feel a chilling sensation!"); | |
996 aggravate(TRUE, FALSE); | |
997 } | |
998 else { | |
999 aggravate(TRUE, TRUE); | |
1000 } | |
1001 | |
1002 /* | |
1003 * the drums of panic make all creatures within two squares run | |
1004 * from the hero in panic unless they save or they are mindless | |
1005 * undead | |
1006 */ | |
1007 when MM_DRUMS: | |
1008 if (obj->o_charges <= 0) { | |
1009 msg("The drum is broken."); | |
1010 break; | |
1011 } | |
1012 obj->o_charges--; | |
1013 do_panic(NULL); | |
1014 return; | |
1015 /* | |
1016 * dust of disappearance makes the player invisible for a while | |
1017 */ | |
1018 when MM_DISAPPEAR: | |
1019 m_know[MM_DISAPPEAR] = TRUE; | |
1020 if (obj->o_charges <= 0) { | |
1021 msg("No more dust!"); | |
1022 break; | |
1023 } | |
1024 obj->o_charges--; | |
1025 if (terse) msg("You sneeze! "); | |
1026 else msg("Ahh.. Ahh... Choo!! "); | |
1027 if (!find_slot(dust_appear)) { | |
1028 turn_on(player, ISINVIS); | |
1029 fuse(dust_appear, (VOID *)NULL, DUSTTIME, AFTER); | |
1030 PLAYER = IPLAYER; | |
1031 light(&hero); | |
1032 } | |
1033 else lengthen(dust_appear, DUSTTIME); | |
1034 | |
1035 /* | |
1036 * dust of choking and sneezing can kill the hero if he misses | |
1037 * the save | |
1038 */ | |
1039 when MM_CHOKE: | |
1040 m_know[MM_CHOKE] = TRUE; | |
1041 if (obj->o_charges <= 0) { | |
1042 msg("No more dust!"); | |
1043 break; | |
1044 } | |
1045 obj->o_charges--; | |
1046 if (terse) msg("You snort! "); | |
1047 else msg("aaAAACHOOOooo. Cough. Cough. Sneeze. Sneeze."); | |
1048 if (!cur_relic[SURTUR_RING] && !save(VS_POISON, &player, 0)) { | |
1049 msg ("You choke to death!!! --More--"); | |
1050 wait_for(' '); | |
1051 pstats.s_hpt = -1; /* in case he hangs up the phone! */ | |
1052 death(D_CHOKE); | |
1053 } | |
1054 else { | |
1055 msg("You begin to cough and choke uncontrollably! "); | |
1056 if (find_slot(unchoke)) | |
1057 lengthen(unchoke, DUSTTIME); | |
1058 else | |
1059 fuse(unchoke, (VOID *)NULL, DUSTTIME, AFTER); | |
1060 turn_on(player, ISHUH); | |
1061 turn_on(player, ISBLIND); | |
1062 light(&hero); | |
1063 } | |
1064 | |
1065 when MM_KEOGHTOM: | |
1066 /* | |
1067 * this is a very powerful healing ointment | |
1068 * but it takes a while to put on... | |
1069 */ | |
1070 obj->o_charges--; | |
1071 if (on(player, HASDISEASE)) { | |
1072 extinguish(cure_disease); | |
1073 cure_disease(); | |
1074 msg(terse ? "You feel yourself improving." | |
1075 : "You begin to feel yourself improving again."); | |
1076 } | |
1077 if (on(player, HASINFEST)) { | |
1078 turn_off(player, HASINFEST); | |
1079 infest_dam = 0; | |
1080 msg(terse ? "You feel yourself improving." | |
1081 : "You begin to feel yourself improving again."); | |
1082 } | |
1083 if (on(player, DOROT)) { | |
1084 msg("You feel your skin returning to normal."); | |
1085 turn_off(player, DOROT); | |
1086 } | |
1087 pstats.s_hpt += roll(pstats.s_lvl, 6); | |
1088 if (pstats.s_hpt > max_stats.s_hpt) | |
1089 pstats.s_hpt = max_stats.s_hpt; | |
1090 sight(); | |
1091 msg("You begin to feel much better."); | |
1092 | |
1093 /* | |
1094 * The book has a character class associated with it. | |
1095 * if your class matches that of the book, it will raise your | |
1096 * level by one. If your class does not match the one of the book, | |
1097 * it change your class to that of book. | |
1098 * Note that it takes a while to read. | |
1099 */ | |
1100 when MM_SKILLS: | |
1101 detach (pack, item); | |
1102 inpack--; | |
1103 changeclass(&obj->o_ac); | |
1104 when MM_CRYSTAL: | |
1105 { | |
1106 register char *str; | |
1107 | |
1108 detach (pack, item); | |
1109 inpack--; | |
1110 if (obj->o_flags & ISCURSED) { | |
1111 if (is_mm && !m_know[MM_CRYSTAL]) | |
1112 str = "rock in a curious sort of way"; | |
1113 else | |
1114 str = "crystal briefly"; | |
1115 msg("You rub the %s and yell out in agony! ", str); | |
1116 /* curse his pack */ | |
1117 read_scroll(S_REMOVE, obj->o_flags & ISCURSED, FALSE); | |
1118 /* aggravate monsters */ | |
1119 read_scroll(S_HOLD, obj->o_flags & ISCURSED, FALSE); | |
1120 player.t_no_move += (2 * movement(&player) * FREEZETIME); | |
1121 player.t_action = A_FREEZE; | |
1122 /* loss of 1/4 total hit points */ | |
1123 pstats.s_hpt -= ((max_stats.s_hpt / 4)); | |
1124 max_stats.s_hpt -= rnd(3)+3; | |
1125 if (pstats.s_hpt > max_stats.s_hpt) | |
1126 pstats.s_hpt = max_stats.s_hpt; | |
1127 if ((pstats.s_hpt < 1) || (max_stats.s_hpt < 1)) { | |
1128 pstats.s_hpt = -1; | |
1129 msg("The crystal has absorbed you... --More--"); | |
1130 wait_for(' '); | |
1131 death(D_CRYSTAL); | |
1132 } | |
1133 } | |
1134 else { /* if normal, give him a bonus */ | |
1135 if (is_mm && !m_know[MM_CRYSTAL]) | |
1136 str = "flashes brightly"; | |
1137 else | |
1138 str = "vibrates softly"; | |
1139 msg("You rub the crystal and it %s... ", str); | |
1140 /* cure him */ | |
1141 read_scroll(S_CURING, NULL, FALSE); | |
1142 /* give him weird hands */ | |
1143 turn_on(player, CANHUH); | |
1144 msg("Your fingertips turn blue. "); | |
1145 /* add intelligence */ | |
1146 if (player.t_ctype == C_MAGICIAN) { | |
1147 max_stats.s_intel += 1; | |
1148 pstats.s_intel += 1; | |
1149 } | |
1150 /* add strength */ | |
1151 if (player.t_ctype == C_FIGHTER) { | |
1152 max_stats.s_str += 1; | |
1153 pstats.s_str += 1; | |
1154 } | |
1155 /* add wisdom */ | |
1156 if (player.t_ctype == C_CLERIC || player.t_ctype == C_PALADIN) { | |
1157 max_stats.s_wisdom += 1; | |
1158 pstats.s_wisdom += 1; | |
1159 } | |
1160 /* add dexterity */ | |
1161 if (player.t_ctype == C_THIEF || player.t_ctype == C_ASSASSIN) { | |
1162 max_stats.s_dext += 1; | |
1163 pstats.s_dext += 1; | |
1164 } | |
1165 /* add constitution */ | |
1166 if (player.t_ctype == C_MONK) { | |
1167 max_stats.s_const += 1; | |
1168 pstats.s_const += 1; | |
1169 } | |
1170 /* add charisma */ | |
1171 if (player.t_ctype == C_RANGER || player.t_ctype == C_PALADIN) { | |
1172 max_stats.s_charisma += 1; | |
1173 pstats.s_charisma += 1; | |
1174 } | |
1175 } | |
1176 if (obj->o_flags & ISBLESSED) { /* if blessed */ | |
1177 if (is_mm && !m_know[MM_CRYSTAL]) | |
1178 msg("The crystal disappears from your hands. "); | |
1179 else | |
1180 msg("Your hands absorb the medicine crystal. "); | |
1181 /* set hit points to at least 50 */ | |
1182 if (max_stats.s_hpt < 50) { | |
1183 max_stats.s_hpt = 50; | |
1184 pstats.s_hpt = max_stats.s_hpt; | |
1185 } | |
1186 else { /* or just add 10% */ | |
1187 max_stats.s_hpt += (max_stats.s_hpt / 10); | |
1188 pstats.s_hpt = max_stats.s_hpt; | |
1189 } | |
1190 /* heck, really make it memorable */ | |
1191 read_scroll(S_REMOVE, obj->o_flags & ISBLESSED, FALSE); | |
1192 } | |
1193 } | |
1194 otherwise: | |
1195 msg("What a strange magic item you have!"); | |
1196 } | |
1197 status(FALSE); | |
1198 if (is_mm && m_know[which] && m_guess[which]) { | |
1199 free(m_guess[which]); | |
1200 m_guess[which] = NULL; | |
1201 } | |
1202 else if (is_mm && !m_know[which] && askme && | |
1203 (obj->o_flags & ISKNOW) == 0 && | |
1204 m_guess[which] == NULL) { | |
1205 nameitem(item, FALSE); | |
1206 } | |
1207 if (item != NULL && (which == MM_SKILLS || which == MM_CRYSTAL)) | |
1208 o_discard(item); | |
1209 updpack(TRUE, &player); | |
1210 } | |
1211 | |
1212 /* | |
1213 * usage_time: | |
1214 * Return how long it takes to use an item. For now we only give time | |
1215 * for MM, RELIC, SCROLL, and POTION items. | |
1216 */ | |
1217 | |
1218 int | |
1219 usage_time(item) | |
1220 struct linked_list *item; | |
1221 { | |
1222 register struct object *obj; | |
1223 register int units = -1; | |
1224 | |
1225 obj = OBJPTR(item); | |
1226 switch (obj->o_type) { | |
1227 case SCROLL: units = 4; | |
1228 when POTION: units = 3; | |
1229 when RELIC: /* An artifact */ | |
1230 switch (obj->o_which) { | |
1231 case BRIAN_MANDOLIN: | |
1232 case GERYON_HORN: units = 4; | |
1233 when QUILL_NAGROM: | |
1234 case EMORI_CLOAK: | |
1235 case HEIL_ANKH: units = 3; | |
1236 when YENDOR_AMULET: | |
1237 case STONEBONES_AMULET: units = 2; | |
1238 when EYE_VECNA: units = 6; | |
1239 /* The eye will do nothing other than give a headache */ | |
1240 pstats.s_hpt -= rnd(25)+1; | |
1241 msg("You feel a sharp pain shoot through your forehead!"); | |
1242 if (pstats.s_hpt < 1) { | |
1243 pstats.s_hpt = -1; | |
1244 msg ("The pain is too much for you to bear! --More--"); | |
1245 wait_for(' '); | |
1246 death(D_RELIC); | |
1247 } | |
1248 when SURTUR_RING: | |
1249 units = 3; | |
1250 msg("Your nose tickles a bit."); | |
1251 when ALTERAN_CARD: | |
1252 units = 2; | |
1253 msg("You gaze intently at the card... "); | |
1254 } | |
1255 when MM: | |
1256 switch (obj->o_which) { /* Miscellaneous Magic */ | |
1257 case MM_JUG: | |
1258 if (obj->o_ac == JUG_EMPTY) { | |
1259 msg("The jug is empty"); | |
1260 return (-1); | |
1261 } | |
1262 units = 2; | |
1263 when MM_BEAKER: | |
1264 case MM_BOOK: | |
1265 /* This is a strange case because it can go forever */ | |
1266 units = 1; | |
1267 case MM_CHOKE: /* Dust */ | |
1268 when MM_HUNGER: /* Chimes */ | |
1269 units = 3; | |
1270 when MM_OPEN: | |
1271 case MM_DRUMS: | |
1272 case MM_DISAPPEAR: | |
1273 units = 4; | |
1274 when MM_KEOGHTOM: | |
1275 /* Ointment */ | |
1276 if (obj->o_charges <= 0) { | |
1277 msg("The jar is empty!"); | |
1278 return (-1); | |
1279 } | |
1280 units = 5; | |
1281 when MM_SKILLS: | |
1282 /* A whole book! */ | |
1283 units = 15; | |
1284 when MM_CRYSTAL: | |
1285 /* Enhance player's quest */ | |
1286 units = 5; | |
1287 otherwise: | |
1288 /* What is it? */ | |
1289 units = -1; | |
1290 } | |
1291 otherwise: units = -1; | |
1292 } | |
1293 | |
1294 return (units); | |
1295 } | |
1296 |