diff arogue7/things.c @ 125:adfa37e67084

Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
author John "Elwin" Edwards
date Fri, 08 May 2015 15:24:40 -0400
parents
children b786053d2f37
line wrap: on
line diff
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/arogue7/things.c	Fri May 08 15:24:40 2015 -0400
@@ -0,0 +1,930 @@
+/*
+ * things.c - functions for dealing with things like potions and scrolls
+ *
+ * Advanced Rogue
+ * Copyright (C) 1984, 1985, 1986 Michael Morgan, Ken Dalka and AT&T
+ * All rights reserved.
+ *
+ * Based on "Rogue: Exploring the Dungeons of Doom"
+ * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman
+ * All rights reserved.
+ *
+ * See the file LICENSE.TXT for full copyright and licensing information.
+ */
+
+/*
+ * Contains functions for dealing with things like
+ * potions and scrolls
+ *
+ */
+
+#include "curses.h"
+#include <ctype.h>
+#include "rogue.h"
+
+/*
+ * print out the number of charges on a stick
+ */
+char *
+charge_str(obj)
+register struct object *obj;
+{
+    static char buf[20];
+
+    if (!(obj->o_flags & ISKNOW))
+	buf[0] = '\0';
+    else if (terse)
+	sprintf(buf, " [%d]", obj->o_charges);
+    else
+	sprintf(buf, " [%d charges]", obj->o_charges);
+    return buf;
+}
+/*
+ * inv_name:
+ *	return the name of something as it would appear in an
+ *	inventory.
+ */
+char *
+inv_name(obj, drop)
+register struct object *obj;
+bool drop;
+{
+    register char *pb;
+
+    pb = prbuf;
+    pb[0] = '\0';
+    switch(obj->o_type) {
+	case SCROLL:
+	    if (obj->o_count == 1)
+		 sprintf(pb, "A %sscroll ", blesscurse(obj->o_flags));
+	    else
+		 sprintf(pb, "%d %sscrolls ", 
+			obj->o_count, blesscurse(obj->o_flags));
+	    pb = &pb[strlen(pb)];
+	    if (s_know[obj->o_which] || (obj->o_flags & ISPOST))
+		sprintf(pb, "of %s", s_magic[obj->o_which].mi_name);
+	    else if (s_guess[obj->o_which])
+		sprintf(pb, "named %s", s_guess[obj->o_which]);
+	    else
+		sprintf(pb, "titled '%s'", s_names[obj->o_which]);
+        when POTION:
+	    if (obj->o_count == 1)
+		 sprintf(pb, "A %spotion ", blesscurse(obj->o_flags));
+	    else
+		 sprintf(pb, "%d %spotions ", 
+			obj->o_count, blesscurse(obj->o_flags));
+	    pb = &pb[strlen(pb)];
+	    if (p_know[obj->o_which])
+		sprintf(pb, "of %s (%s)", p_magic[obj->o_which].mi_name,
+		    p_kind(obj));
+	    else if (obj->o_flags & ISPOST)
+		sprintf(pb, "of %s", p_magic[obj->o_which].mi_name);
+	    else if (p_guess[obj->o_which])
+		sprintf(pb, "named %s (%s)", p_guess[obj->o_which],
+		    p_colors[obj->o_which]);
+	    else {
+		pb = prbuf;
+		if (obj->o_count == 1)
+		    sprintf(pb, "A%s %s potion",
+			    vowelstr(p_colors[obj->o_which]),
+			    p_colors[obj->o_which]);
+		else
+		    sprintf(pb, "%d %s potions",
+			    obj->o_count, p_colors[obj->o_which]);
+	    }
+	when FOOD:
+	    if (obj->o_count == 1)
+		sprintf(pb, "A%s %s", vowelstr(foods[obj->o_which].mi_name), 
+			foods[obj->o_which].mi_name);
+	    else
+		sprintf(pb, "%d %ss", obj->o_count,foods[obj->o_which].mi_name);
+	when WEAPON:
+	    if (obj->o_count > 1)
+		sprintf(pb, "%d ", obj->o_count);
+	    else
+		strcpy(pb, "A ");
+	    pb = &pb[strlen(pb)];
+	    if (obj->o_flags & ISKNOW) {
+		strcat(pb, num(obj->o_hplus, obj->o_dplus));
+		strcat (pb, " ");
+	    }
+	    strcat(pb, weaps[obj->o_which].w_name);
+	    if (obj->o_count > 1)
+		strcat(pb, "s");
+	    if (obj == cur_weapon)
+		strcat(pb, " (weapon in hand)");
+	    if (obj->o_flags & ISPOISON)
+		strcat(pb, " {Poisoned}");
+	when ARMOR:
+	    if (obj->o_flags & ISKNOW) {
+		strcat(pb, num(armors[obj->o_which].a_class - obj->o_ac, 0));
+		strcat(pb, " ");
+	    }
+	    strcat(pb, armors[obj->o_which].a_name);
+	    if (obj == cur_armor)
+		strcat(pb, " (being worn)");
+	when STICK:
+	    sprintf(pb, "A %s%s ", 
+		blesscurse(obj->o_flags), ws_type[obj->o_which]);
+	    pb = &pb[strlen(pb)];
+	    if (ws_know[obj->o_which] || obj->o_flags & ISKNOW)
+		sprintf(pb, "of %s%s (%s)", ws_magic[obj->o_which].mi_name,
+		    charge_str(obj), ws_made[obj->o_which]);
+	    else if (obj->o_flags & ISPOST)
+		sprintf(pb, "of %s", ws_magic[obj->o_which].mi_name);
+	    else if (ws_guess[obj->o_which])
+		sprintf(pb, "named %s (%s)", ws_guess[obj->o_which],
+		    ws_made[obj->o_which]);
+	    else {
+		pb = prbuf;
+		sprintf(pb, "A %s %s", ws_made[obj->o_which],
+		    ws_type[obj->o_which]);
+	    }
+	    if (obj == cur_weapon)
+		strcat(prbuf, " (weapon in hand)");
+        when RING:
+	    if (r_know[obj->o_which] || obj->o_flags & ISKNOW)
+		sprintf(pb, "A%s ring of %s (%s)", ring_num(obj),
+		    r_magic[obj->o_which].mi_name, r_stones[obj->o_which]);
+	    else if (obj->o_flags & ISPOST)
+		sprintf(pb, "A ring of %s", r_magic[obj->o_which].mi_name);
+	    else if (r_guess[obj->o_which])
+		sprintf(pb, "A ring named %s (%s)",
+		    r_guess[obj->o_which], r_stones[obj->o_which]);
+	    else
+		sprintf(pb, "A%s %s ring", vowelstr(r_stones[obj->o_which]),
+		    r_stones[obj->o_which]);
+	    if     (obj == cur_ring[LEFT_1] || obj == cur_ring[LEFT_2] ||
+		    obj == cur_ring[LEFT_3] || obj == cur_ring[LEFT_4])  
+			strcat(pb, " (on left hand)");
+	    if	   (obj == cur_ring[RIGHT_1] || obj == cur_ring[RIGHT_2] ||
+		    obj == cur_ring[RIGHT_3] || obj == cur_ring[RIGHT_4]) 
+			strcat(pb, " (on right hand)");
+	when RELIC:
+	    if (obj->o_flags & ISKNOW)
+		switch(obj->o_which) {
+		case QUILL_NAGROM:
+		    sprintf(pb, "%s%s", rel_magic[obj->o_which].mi_name, 
+			    charge_str(obj));
+		otherwise:
+		    strcpy(pb, rel_magic[obj->o_which].mi_name);
+	    }
+	    else switch(obj->o_which) {
+		case MUSTY_DAGGER:
+		    strcpy(pb, "Two very fine daggers marked MDDE");
+		when EMORI_CLOAK:
+		    strcpy(pb, "A silk cloak");
+		when HEIL_ANKH:
+		    strcpy(pb, "A golden ankh");
+		when MING_STAFF:
+		    strcpy(pb, "A finely carved staff");
+		when ORCUS_WAND:
+		    strcpy(pb, "A sparkling ivory wand");
+		when ASMO_ROD:
+		    strcpy(pb, "A glistening ebony rod");
+		when YENDOR_AMULET:
+		    strcpy(pb, "A silver amulet");
+		when STONEBONES_AMULET:
+		    strcpy(pb, "A stone amulet");
+		when BRIAN_MANDOLIN:
+		    strcpy(pb, "A gleaming mandolin");
+		when HRUGGEK_MSTAR:
+		    strcpy(pb, "A huge morning star");
+		when AXE_AKLAD:
+		    strcpy(pb, "A jewel encrusted axe");
+		when QUILL_NAGROM:
+		    strcpy(pb, "A bright white feather");
+		when GERYON_HORN:
+		    strcpy(pb, "A jet black horn");
+		when YEENOGHU_FLAIL:
+		    strcpy(pb, "A shimmering flail");
+		when SURTUR_RING:
+		    strcpy(pb, "A fiery red ring");
+		otherwise:
+		    strcpy(pb, "A magical item");
+	    }
+
+	    /* Take care of wielding and wearing */
+	    switch (obj->o_which) {
+		case EMORI_CLOAK:
+		    if (cur_armor == NULL && cur_misc[WEAR_CLOAK] == NULL)
+			strcat(pb, " (being worn)");
+		    if (obj->o_charges)
+			strcat(pb, " [charged]");
+		    else
+			strcat(pb, " [discharged]");
+		when HEIL_ANKH:
+		    if (cur_relic[HEIL_ANKH]) strcat(pb, " (in hand)");
+		when EYE_VECNA:
+		    if (cur_relic[EYE_VECNA]) strcat(pb, " (in eye socket)");
+		when STONEBONES_AMULET:
+		    if (cur_relic[STONEBONES_AMULET])
+			strcat(pb, " (in chest)");
+		when YENDOR_AMULET:
+		    if (cur_relic[YENDOR_AMULET])
+			strcat(pb, " (in chest)");
+		when MUSTY_DAGGER:
+		case HRUGGEK_MSTAR:
+		case AXE_AKLAD:
+		case YEENOGHU_FLAIL:
+		case MING_STAFF:
+		case ASMO_ROD:
+		case ORCUS_WAND:
+		    if (cur_weapon == obj) strcat(pb, " (weapon in hand)");
+		when SURTUR_RING:
+		    if (cur_relic[SURTUR_RING])
+			strcat(pb, " (in nose)");
+	    }
+	when MM:
+	    if (m_know[obj->o_which])
+			strcpy(pb, misc_name(obj));
+	    else {
+		switch (obj->o_which) {
+		    case MM_JUG:
+		    case MM_BEAKER:
+			strcpy(pb, "A bottle");
+		    when MM_KEOGHTOM:
+			strcpy(pb, "A jar");
+		    when MM_JEWEL:
+			strcpy(pb, "An amulet");
+		    when MM_BOOK:
+		    case MM_SKILLS:
+			strcpy(pb, "A book");
+		    when MM_ELF_BOOTS:
+		    case MM_DANCE:
+			strcpy(pb, "A pair of boots");
+		    when MM_BRACERS:
+			strcpy(pb, "A pair of bracers");
+		    when MM_OPEN:
+		    case MM_HUNGER:
+			strcpy(pb, "A chime");
+		    when MM_DISP:
+		    case MM_R_POWERLESS:
+		    case MM_PROTECT:
+			strcpy(pb, "A cloak");
+		    when MM_DRUMS:
+			strcpy(pb, "A set of drums");
+		    when MM_DISAPPEAR:
+		    case MM_CHOKE:
+			strcpy(pb, "A pouch of dust");
+		    when MM_G_DEXTERITY:
+		    case MM_G_OGRE:
+		    case MM_FUMBLE:
+			strcpy(pb, "A pair of gauntlets");
+		    when MM_ADAPTION:
+		    case MM_STRANGLE:
+			strcpy(pb, "A necklace");
+		    otherwise:
+			strcpy(pb, "A magical item");
+		}
+		if (m_guess[obj->o_which]) {
+		    strcat(pb, " named: ");
+		    strcat(pb, m_guess[obj->o_which]);
+		}
+	    }
+	    if (obj == cur_misc[WEAR_BOOTS]	||
+		obj == cur_misc[WEAR_BRACERS]	||
+		obj == cur_misc[WEAR_CLOAK]	||
+		obj == cur_misc[WEAR_GAUNTLET]	||
+		obj == cur_misc[WEAR_NECKLACE]	||
+		obj == cur_misc[WEAR_JEWEL]) 
+		    strcat(pb, " (being worn)");
+	when GOLD:
+		sprintf(pb, "%d Pieces of Gold", obj->o_count);
+	otherwise:
+	    debug("Picked up something funny");
+	    sprintf(pb, "Something bizarre %s", unctrl(obj->o_type));
+    }
+
+    /* Is it marked? */
+    if (obj->o_mark[0]) {
+	pb = &pb[strlen(pb)];
+	sprintf(pb, " <%s>", obj->o_mark);
+    }
+
+    if (obj->o_flags & ISPROT)
+	strcat(pb, " [protected]");
+    if (drop && isupper(prbuf[0]))
+	prbuf[0] = tolower(prbuf[0]);
+    else if (!drop && islower(*prbuf))
+	*prbuf = toupper(*prbuf);
+    if (!drop)
+	strcat(pb, ".");
+    /* 
+     * Truncate if long. Use cols-4 to offset the "pack letter" of a normal
+     * inventory listing.
+     */
+    prbuf[cols-4] = '\0';	
+    return prbuf;
+}
+
+/*
+ * weap_name:
+ *	Return the name of a weapon.
+ */
+char *
+weap_name(obj)
+register struct object *obj;
+{
+    switch (obj->o_type) {
+	case WEAPON:
+	    return(weaps[obj->o_which].w_name);
+	when MISSILE:
+	    return(ws_magic[obj->o_which].mi_name);
+	when RELIC:
+	    switch (obj->o_which) {
+		case MUSTY_DAGGER:
+		    return("daggers");
+		when YEENOGHU_FLAIL:
+		    return("flail");
+		when AXE_AKLAD:
+		    return("axe");
+		when HRUGGEK_MSTAR:
+		    return("morning star");
+		when MING_STAFF:
+		    return("staff");
+		when ORCUS_WAND:
+		    return("wand");
+		when ASMO_ROD:
+		    return("rod");
+	    }
+    }
+    return("weapon");
+}
+
+/*
+ * drop:
+ *	put something down
+ */
+drop(item)
+struct linked_list *item;
+{
+    register char ch;
+    register struct linked_list *obj, *nobj;
+    register struct object *op;
+
+    if (item == NULL) {
+	/* We charge 2 movement times to drop something */
+	if (player.t_action == C_DROP && player.t_using != NULL) {
+	    obj = player.t_using;
+	    player.t_using = NULL;
+	    player.t_action = A_NIL;
+	}
+
+	/* t_action == C_DROP always when called from command() */
+	else {
+	    if ((obj = get_item(pack, "drop", ALL, FALSE, FALSE)) == NULL) {
+		player.t_action = A_NIL;
+		player.t_using = NULL;
+		return(FALSE);
+	    }
+	    if (player.t_action == C_DROP) {
+		player.t_using = obj;
+		player.t_no_move = 2 * movement(&player);
+		return(FALSE);	/* We'll come back after we've waited */
+	    }
+	}
+
+	switch(ch = CCHAR(mvwinch(stdscr, hero.y, hero.x))) {
+	case PASSAGE: 
+	case SCROLL:
+	case POTION:
+	case WEAPON:
+	case FLOOR:
+	case STICK:
+	case ARMOR:
+	case POOL:
+	case RELIC:
+	case GOLD:
+	case FOOD:
+	case RING:
+	case MM:
+	    break;
+	default:
+	    msg("Can't leave it here");
+	    return(FALSE);
+	}
+    }
+    else {
+	obj = item;
+    }
+    op = OBJPTR(obj);
+    if (!dropcheck(op))
+	return(FALSE);
+
+    /*
+     * If it is a scare monster scroll, curse it
+     */
+    if (op->o_type == SCROLL && op->o_which == S_SCARE) {
+	if (op->o_flags & ISBLESSED)
+	    op->o_flags &= ~ISBLESSED;
+	else op->o_flags |= ISCURSED;
+    }
+
+    /*
+     * Take it out of the pack
+     */
+    if (op->o_count >= 2 && op->o_group == 0)
+    {
+	nobj = new_item(sizeof *op);
+	op->o_count--;
+	op = OBJPTR(nobj);
+	*op = *(OBJPTR(obj));
+	op->o_count = 1;
+	obj = nobj;
+    }
+    else {
+	detach(pack, obj);
+        inpack--;
+    }
+    if(ch == POOL) {
+	msg("Your %s sinks out of sight.",inv_name(op,TRUE));
+	o_discard(obj);
+    }
+    else if (levtype == POSTLEV) {
+	op->o_pos = hero;	/* same place as hero */
+	fall(obj,FALSE);
+	if (item == NULL)	/* if item wasn't sold */
+	    msg("Thanks for your donation to the fiend's flea market.");
+    }
+    else {
+	/*
+	 * Link it into the level object list
+	 */
+	attach(lvl_obj, obj);
+	mvaddch(hero.y, hero.x, op->o_type);
+	op->o_pos = hero;
+	msg("Dropped %s", inv_name(op, TRUE));
+    }
+    updpack(FALSE, &player);
+    return (TRUE);
+}
+
+/*
+ * do special checks for dropping or unweilding|unwearing|unringing
+ */
+dropcheck(op)
+register struct object *op;
+{
+    int save_max;
+
+    if (op == NULL)
+	return TRUE;
+    if (levtype == POSTLEV) {
+	if ((op->o_flags & ISCURSED) && (op->o_flags & ISKNOW)) {
+	    msg("The trader does not accept your shoddy merchandise");
+	    return(FALSE);
+	}
+    }
+
+    /* Player will not drop a relic */
+    if (op->o_type == RELIC) {
+	/*
+	 * There is a 1% cumulative chance per relic that trying to get
+	 * rid of it will cause the relic to turn on the player.
+	 */
+	if (rnd(100) < cur_relic[op->o_which]++) {
+	    msg("The artifact turns on you.");
+	    msg("It crushes your mind!!! -- More --");
+	    pstats.s_hpt = -1;
+	    wait_for (' ');
+	    death(D_RELIC);
+	}
+	else {
+	    if (terse) msg("Can't release it.");
+	    else msg("You cannot bring yourself to release it.");
+	    return FALSE;
+	}
+    }
+
+    /* If we aren't wearing it, we can drop it */
+    if (!is_current(op)) return TRUE;
+
+    /* At this point, we know we are wearing the item */
+    if (op->o_flags & ISCURSED) {
+	msg("You can't.  It appears to be cursed.");
+	return FALSE;
+    }
+    if (op->o_type == RING && cur_misc[WEAR_GAUNTLET] != NULL) {
+	msg ("You have to remove your gauntlets first!");
+	return FALSE;
+    }
+    cur_null(op);	/* set current to NULL */
+    if (op->o_type == RING) {
+	switch (op->o_which) {
+	case R_ADDSTR:    save_max = max_stats.s_str;
+			  chg_str(-op->o_ac);
+			  max_stats.s_str = save_max;
+	when R_ADDHIT:    pstats.s_dext -= op->o_ac;
+	when R_ADDINTEL:  pstats.s_intel -= op->o_ac;
+	when R_ADDWISDOM: pstats.s_wisdom -= op->o_ac;
+	when R_SEEINVIS:  if (!ISWEARING(R_SEEINVIS) &&
+			      find_slot(unsee) == 0) {
+				turn_off(player, CANSEE);
+				msg("The tingling feeling leaves your eyes");
+			  }
+			  light(&hero);
+			  mvwaddch(cw, hero.y, hero.x, PLAYER);
+	when R_WARMTH:    if (!ISWEARING(R_WARMTH) && !find_slot(nocold)) 
+				turn_off(player, NOCOLD);
+	when R_FIRE:   	  if (!ISWEARING(R_FIRE)	&& 
+			      !cur_relic[SURTUR_RING]	&&
+			      !find_slot(nofire))
+				turn_off(player, NOFIRE);
+	when R_LIGHT: {
+			  if(roomin(&hero) != NULL) {
+				light(&hero);
+				mvwaddch(cw, hero.y, hero.x, PLAYER);
+			  }
+		      }
+	when R_SEARCH:    kill_daemon(ring_search);
+	when R_TELEPORT:  kill_daemon(ring_teleport);
+	}
+    }
+    else if (op->o_type == MM) {
+	switch (op->o_which) {
+	    case MM_ADAPTION:
+		turn_off(player, NOGAS);
+
+	    when MM_STRANGLE:
+		msg("You can breathe again.....whew!");
+		kill_daemon(strangle);
+
+	    when MM_DANCE:
+		turn_off(player, ISDANCE);
+		msg ("Your feet take a break.....whew!");
+
+	    when MM_FUMBLE:
+		kill_daemon(fumble);
+	}
+    }
+    return TRUE;
+}
+
+/*
+ * return a new thing
+ */
+struct linked_list *
+new_thing(thing_type, allow_curse)
+int thing_type;
+bool allow_curse;
+{
+    register struct linked_list *item;
+    register struct object *cur;
+    register int j;
+    register int blesschance, cursechance;
+
+    item = new_item(sizeof *cur);
+    cur = OBJPTR(item);
+    cur->o_hplus = cur->o_dplus = 0;
+    strncpy(cur->o_damage, "0d0", sizeof(cur->o_damage));
+    strncpy(cur->o_hurldmg, "0d0", sizeof(cur->o_hurldmg));
+    cur->o_ac = 0;
+    cur->o_count = 1;
+    cur->o_group = 0;
+    cur->contents = NULL;
+    cur->o_flags = 0;
+    cur->o_weight = 0;
+    cur->o_mark[0] = '\0';
+    /*
+     * Decide what kind of object it will be
+     * If we haven't had food for a while, let it be food.
+     */
+    blesschance = rnd(100);
+    if (allow_curse) cursechance = rnd(100);
+    else cursechance = 100;	/* No chance of curse */
+
+    /* Get the type of item (pick one if 'any' is specified) */
+    if (thing_type == ALL) j = pick_one(things, NUMTHINGS);
+    else j = thing_type;
+
+    /* 
+     * make sure he gets his vitamins 
+     */
+    if (thing_type == ALL && no_food > 3)
+	j = 2;	
+    /*
+     * limit the number of foods on a level because it sometimes
+     * gets out of hand in the "deep" levels where there is a 
+     * treasure room on most every level with lots of food in it
+     */
+    while (thing_type == ALL && levtype != POSTLEV && foods_this_level > 2 &&
+	   j == 2)
+	j = pick_one(things, NUMTHINGS);	/* not too many.... */
+    switch (j)
+    {
+	case TYP_POTION:
+	    cur->o_type = POTION;
+	    do {
+		cur->o_which = pick_one(p_magic, MAXPOTIONS);
+	    } while (!allow_curse && p_magic[cur->o_which].mi_curse == 100);
+	    cur->o_weight = things[TYP_POTION].mi_wght;
+	    if (cursechance < p_magic[cur->o_which].mi_curse)
+		cur->o_flags |= ISCURSED;
+	    else if (blesschance < p_magic[cur->o_which].mi_bless)
+		cur->o_flags |= ISBLESSED;
+
+	    /* If we made a gain ability potion, see what kind it is */
+	    if (cur->o_which == P_ABIL) cur->o_kind = rnd(NUMABILITIES);
+
+	when TYP_SCROLL:
+	    cur->o_type = SCROLL;
+	    do {
+		cur->o_which = pick_one(s_magic, MAXSCROLLS);
+	    } while (!allow_curse && s_magic[cur->o_which].mi_curse == 100);
+	    cur->o_weight = things[TYP_SCROLL].mi_wght;
+	    if (cursechance < s_magic[cur->o_which].mi_curse)
+		cur->o_flags |= ISCURSED;
+	    else if (blesschance < s_magic[cur->o_which].mi_bless)
+		cur->o_flags |= ISBLESSED;
+	when TYP_FOOD:
+	    no_food = 0;
+	    cur->o_type = FOOD;
+	    cur->o_weight = things[TYP_FOOD].mi_wght;
+	    cur->o_count += extras();
+	    foods_this_level += cur->o_count;
+	    cur->o_which = pick_one(foods, MAXFOODS);
+	when TYP_WEAPON:
+	    cur->o_type = WEAPON;