view arogue5/misc.c @ 264:778938a5c21d

UltraRogue: add location for character files. When using the -n option, UltraRogue will look for character files in a single location, similar to save files. The location is chosen by defining CHRDIR in getplay.c, at least until UltraRogue gets integrated with the build systems.
author John "Elwin" Edwards
date Sun, 19 Feb 2017 19:47:09 -0500
parents 56e748983fa8
children e52a8a7ad4c5
line wrap: on
line source

/*
 * routines dealing specifically with miscellaneous magic
 *
 * Advanced Rogue
 * Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka and AT&T
 * All rights reserved.
 *
 * See the file LICENSE.TXT for full copyright and licensing information.
 */

#include "curses.h"
#include <stdlib.h>
#include <ctype.h>
#include <string.h>
#include "rogue.h"

/*
 * See if a monster has some magic it can use.  Use it and return TRUE if so.
 */
bool
m_use_item(struct thing *monster, coord *monst_pos, coord *defend_pos)
{
    register struct linked_list *pitem;
    register struct object *obj;
    register coord *shoot_dir = can_shoot(monst_pos, defend_pos);
    int dist=DISTANCE(monst_pos->y, monst_pos->x, defend_pos->y, defend_pos->x);

    for (pitem=monster->t_pack; pitem; pitem=next(pitem)) {
	obj = OBJPTR(pitem);
	if (obj->o_type != RELIC) continue;	/* Only care about relics now */
	switch (obj->o_which) {
	    case MING_STAFF: {
		static struct object missile = {
		  MISSILE, {0,0}, "", 0, "", "0d4 " , NULL, 0, WS_MISSILE, 100, 1
		};

		if (shoot_dir != NULL) {
		    sprintf(missile.o_hurldmg, "%dd4", monster->t_stats.s_lvl);
		    do_motion(&missile, shoot_dir->y, shoot_dir->x, monster);
		    hit_monster(unc(missile.o_pos), &missile, monster);
		    return(TRUE);
		}
	    }
	    when ASMO_ROD:
		/* The bolt must be able to reach the defendant */
		if (shoot_dir != NULL && dist < BOLT_LENGTH * BOLT_LENGTH) {
		    char *name;

		    switch (rnd(3)) { /* Select a function */
			case 0:	   name = "lightning bolt";
			when 1:	   name = "flame";
			otherwise: name = "ice";
		    }
		    shoot_bolt(	monster, 
				*monst_pos, 
				*shoot_dir, 
				FALSE, 
				monster->t_index, 
				name, 
				roll(monster->t_stats.s_lvl,6));
		    return(TRUE);
		}
	    when BRIAN_MANDOLIN:
		/* The defendant must be the player and within 2 spaces */
		if (ce(*defend_pos, hero) && dist < 9 && no_command == 0 &&
		    rnd(100) < 33) {
		    if (!save(VS_MAGIC, &player, -4) &&
			!ISWEARING(R_ALERT)) {
			msg("Some beautiful music enthralls you.");
			no_command += FREEZETIME;
		    }
		    else msg("You wince at a sour note.");
		    return(TRUE);
		}
	    when GERYON_HORN:
		/* The defendant must be the player and within 2 spaces */
		if (ce(*defend_pos, hero) && dist < 9 &&
		    (off(player, ISFLEE) || player.t_dest != &monster->t_pos)
		    && rnd(100) < 33) {
		    if (!ISWEARING(R_HEROISM) &&
			!save(VS_MAGIC, &player, -4)) {
			    turn_on(player, ISFLEE);
			    player.t_dest = &monster->t_pos;
			    msg("A shrill blast terrifies you.");
		    }
		    else msg("A shrill blast sends chills up your spine.");
		    return(TRUE);
		}
	}
    }
    return(FALSE);
}
 
/*
 * add something to the contents of something else
 * bag: the holder of the items
 * item: the item to put inside
 */
void
put_contents(struct object *bag, struct linked_list *item)
{
    register struct linked_list *titem;
    register struct object *tobj;

    bag->o_ac++;
    tobj = OBJPTR(item);
    for (titem = bag->contents; titem != NULL; titem = next(titem)) {
	if ((OBJPTR(titem))->o_which == tobj->o_which)
	    break;
    }
    if (titem == NULL) {	/* if not a duplicate put at beginning */
	attach(bag->contents, item);
    }
    else {
	item->l_prev = titem;
	item->l_next = titem->l_next;
	if (next(titem) != NULL) 
	    (titem->l_next)->l_prev = item;
	titem->l_next = item;
    }
}

/*
 * remove something from something else
 * bag: the holder of the items
 */
void
take_contents(struct object *bag, struct linked_list *item)
{

    if (bag->o_ac <= 0) {
	msg("Nothing to take out");
	return;
    }
    bag->o_ac--;
    detach(bag->contents, item);
    if (!add_pack(item, FALSE, NULL))
	put_contents(bag, item);
}


void
do_bag(struct linked_list *item)
{

    register struct linked_list *titem = NULL;
    register struct object *obj;
    bool doit = TRUE;

    obj = OBJPTR(item);
    while (doit) {
	msg("What do you want to do? (* for a list): ");
	mpos = 0;
	switch (readchar()) {
	    case EOF:
	    case ESCAPE:
		msg ("");
		doit = FALSE;
	    when '1':
		inventory(obj->contents, ALL);

	    when '2':
		if (obj->o_ac >= MAXCONTENTS) {
		    msg("the %s is full", m_magic[obj->o_which].mi_name);
		    break;
		}
		switch (obj->o_which) {
		case MM_BEAKER: titem = get_item(pack, "put in", POTION);
		when MM_BOOK:   titem = get_item(pack, "put in", SCROLL);
		}
		if (titem == NULL)
		    break;
		detach(pack, titem);
		inpack--;
		put_contents(obj, titem);
	    
	    when '3':
		titem = get_item(obj->contents,"take out",ALL);
		if (titem == NULL)
		    break;
		take_contents(obj, titem);
		
	    when '4': 
		switch (obj->o_which) {
		case MM_BEAKER: 
		    titem = get_item(obj->contents,"quaff",ALL);
		    if (titem == NULL)
			break;
		    obj->o_ac--;
		    detach(obj->contents, titem);
		    quaff((OBJPTR(titem))->o_which, 
			  (OBJPTR(titem))->o_flags & (ISCURSED | ISBLESSED),
			  TRUE);
		    o_discard(titem);
		when MM_BOOK:   
		    if (on(player, ISBLIND)) {
			msg("You can't see to read anything");
			break;
		    }
		    titem = get_item(obj->contents,"read",ALL);
		    if (titem == NULL)
			break;
		    obj->o_ac--;
		    detach(obj->contents, titem);
		    read_scroll((OBJPTR(titem))->o_which, 
			        (OBJPTR(titem))->o_flags & (ISCURSED|ISBLESSED),
				TRUE);
		    o_discard(titem);
		}
		doit = FALSE;

	    otherwise:
		wclear(hw);
		touchwin(hw);
		mvwaddstr(hw,0,0,"The following operations are available:");
		mvwaddstr(hw,2,0,"[1]\tInventory\n");
		wprintw(hw,"[2]\tPut something in the %s\n",
			m_magic[obj->o_which].mi_name);
		wprintw(hw,"[3]\tTake something out of the %s\n",
			m_magic[obj->o_which].mi_name);
		switch(obj->o_which) {
		    case MM_BEAKER: waddstr(hw,"[4]\tQuaff a potion\n");
		    when MM_BOOK:   waddstr(hw,"[4]\tRead a scroll\n");
		}
		waddstr(hw,"[ESC]\tLeave this menu\n");
		mvwaddstr(hw, LINES-1, 0, spacemsg);
		draw(hw);
		wait_for (hw,' ');
		clearok(cw, TRUE);
		touchwin(cw);
	}
    }
}

void
do_panic(void)
{
    register int x,y;
    register struct linked_list *mon;
    register struct thing *th;

    for (x = hero.x-2; x <= hero.x+2; x++) {
	for (y = hero.y-2; y <= hero.y+2; y++) {
	    if (y < 1 || x < 0 || y > LINES - 3  || x > COLS - 1) 
		continue;
	    if (isalpha(mvwinch(mw, y, x))) {
		if ((mon = find_mons(y, x)) != NULL) {
		    th = THINGPTR(mon);
		    if (!on(*th, ISUNDEAD) && !save(VS_MAGIC, th, 0)) {
			turn_on(*th, ISFLEE);
			turn_on(*th, WASTURNED);

			/* If monster was suffocating, stop it */
			if (on(*th, DIDSUFFOCATE)) {
			    turn_off(*th, DIDSUFFOCATE);
			    extinguish(suffocate);
			}

			/* If monster held us, stop it */
			if (on(*th, DIDHOLD) && (--hold_count == 0))
				turn_off(player, ISHELD);
			turn_off(*th, DIDHOLD);
		    }
		    runto(th, &hero);
		}
	    }
	}
    }
}

/*
 * print miscellaneous magic bonuses
 */
char *
misc_name(struct object *obj)
{
    static char buf[LINELEN];
    char buf1[LINELEN];

    buf[0] = '\0';
    buf1[0] = '\0';
    if (!(obj->o_flags & ISKNOW))
	return (m_magic[obj->o_which].mi_name);
    switch (obj->o_which) {
	case MM_BRACERS:
	case MM_PROTECT:
	    strcat(buf, num(obj->o_ac, 0));
	    strcat(buf, " ");
    }
    switch (obj->o_which) {
	case MM_G_OGRE:
	case MM_G_DEXTERITY:
	case MM_JEWEL:
	case MM_STRANGLE:
	case MM_R_POWERLESS:
	case MM_DANCE:
	    if (obj->o_flags & ISCURSED)
		strcat(buf, "cursed ");
    }
    strcat(buf, m_magic[obj->o_which].mi_name);
    switch (obj->o_which) {
	case MM_JUG:
	    if (obj->o_ac == JUG_EMPTY)
		strcat(buf1, " [empty]");
	    else if (p_know[obj->o_ac])
		sprintf(buf1, " [containing a potion of %s (%s)]",
			p_magic[obj->o_ac].mi_name,
			p_colors[obj->o_ac]);
	    else sprintf(buf1, " [containing a%s %s liquid]", 
			vowelstr(p_colors[obj->o_ac]),
			p_colors[obj->o_ac]);
	when MM_BEAKER:		
	case MM_BOOK: {
	    sprintf(buf1, " [containing %d]", obj->o_ac);
	}
	when MM_OPEN:
	case MM_HUNGER:
	    sprintf(buf1, " [%d ring%s]", obj->o_charges, 
			  obj->o_charges == 1 ? "" : "s");
	when MM_DRUMS:
	    sprintf(buf1, " [%d beat%s]", obj->o_charges, 
			  obj->o_charges == 1 ? "" : "s");
	when MM_DISAPPEAR:
	case MM_CHOKE:
	    sprintf(buf1, " [%d pinch%s]", obj->o_charges, 
			  obj->o_charges == 1 ? "" : "es");
	when MM_KEOGHTOM:
	    sprintf(buf1, " [%d application%s]", obj->o_charges, 
			  obj->o_charges == 1 ? "" : "s");
	when MM_SKILLS:
	    switch (obj->o_ac) {
	    case C_MAGICIAN:	strcpy(buf1, " [magic user]");
	    when C_FIGHTER:	strcpy(buf1, " [fighter]");
	    when C_CLERIC:	strcpy(buf1, " [cleric]");
	    when C_THIEF:	strcpy(buf1, " [thief]");
	    }
    }
    strcat (buf, buf1);
    return buf;
}

void
use_emori(void)
{
    char selection;	/* Cloak function */
    int state = 0;	/* Menu state */

    msg("What do you want to do? (* for a list): ");
    do {
	selection = tolower(readchar());
	switch (selection) {
	    case '*':
	      if (state != 1) {
		wclear(hw);
		touchwin(hw);
		mvwaddstr(hw, 2, 0,  "[1] Fly\n[2] Stop flying\n");
		waddstr(hw,	     "[3] Turn invisible\n[4] Turn Visible\n");
		mvwaddstr(hw, 0, 0, "What do you want to do? ");
		draw(hw);
		state = 1;	/* Now in prompt window */
	      }
	      break;

	    case ESCAPE:
		if (state == 1) {
		    clearok(cw, TRUE); /* Set up for redraw */
		    touchwin(cw);
		}
		msg("");

		after = FALSE;
		return;

	    when '1':
	    case '2':
	    case '3':
	    case '4':
		if (state == 1) {	/* In prompt window */
		    clearok(cw, TRUE); /* Set up for redraw */
		    touchwin(cw);
		}

		msg("");

		state = 2;	/* Finished */
		break;

	    default:
		if (state == 1) {	/* In the prompt window */
		    mvwaddstr(hw, 0, 0,
				"Please enter a selection between 1 and 4:  ");
		    draw(hw);
		}
		else {	/* Normal window */
		    mpos = 0;
		    msg("Please enter a selection between 1 and 4:  ");
		}
	}
    } while (state != 2);

    /* We now must have a selection between 1 and 4 */
    switch (selection) {
	case '1':	/* Fly */
	    if (on(player, ISFLY)) {
		extinguish(land);	/* Extinguish in case of potion */
		msg("%slready flying.", terse ? "A" : "You are a");
	    }
	    else {
		msg("You feel lighter than air!");
		turn_on(player, ISFLY);
	    }
	when '2':	/* Stop flying */
	    if (off(player, ISFLY))
		msg("%sot flying.", terse ? "N" : "You are n");
	    else {
		if (find_slot(land))
		    msg("%sot flying by the cloak.",
			terse ? "N" : "You are n");
		else land();
	    }
	when '3':	/* Turn invisible */
	    if (off(player, ISINVIS)) {
		turn_on(player, ISINVIS);
		msg("You have a tingling feeling all over your body");
		PLAYER = IPLAYER;
		light(&hero);
	    }
	    else {
		extinguish(appear);	/* Extinguish in case of potion */
		extinguish(dust_appear);/* dust of disappearance        */
		msg("%slready invisible.", terse ? "A" : "You are a");
	    }
	when '4':	/* Turn visible */
	    if (off(player, ISINVIS))
		msg("%sot invisible.", terse ? "N" : "You are n");
	    else {
		if (find_slot(appear) || find_slot(dust_appear))
		    msg("%sot invisible by the cloak.",
			terse ? "N" : "You are n");
		else appear();
	    }
    }
}

void
use_mm(int which)
{
    register struct object *obj = NULL;
    register struct linked_list *item = NULL;
    bool cursed, blessed, is_mm;
    char buf[LINELEN];

    cursed = FALSE;
    is_mm = FALSE;

    if (which < 0) {	/* A real miscellaneous magic item  */
	is_mm = TRUE;
	item = get_item(pack, "use", USEABLE);
	/*
	 * Make certain that it is a micellaneous magic item
	 */
	if (item == NULL)
	    return;

	obj = OBJPTR(item);
	cursed = (obj->o_flags & ISCURSED) != 0;
	blessed = (obj->o_flags & ISBLESSED) != 0;
	which = obj->o_which;
    }

    if (obj->o_type == RELIC) {		/* An artifact */
	is_mm = FALSE;
	switch (obj->o_which) {
	    case EMORI_CLOAK:
		use_emori();
	    when BRIAN_MANDOLIN:
		/* Put monsters around us to sleep */
		read_scroll(S_HOLD, 0, FALSE);
	    when GERYON_HORN:
		/* Chase close monsters away */
		msg("The horn blasts a shrill tone.");
		do_panic();
	    when HEIL_ANKH:
	    case YENDOR_AMULET:
		/* Nothing happens by this mode */
		msg("Nothing happens.");
	}
    }
    else switch (which) {		/* Miscellaneous Magic */
	/*
	 * the jug of alchemy manufactures potions when you drink
	 * the potion it will make another after a while
	 */
	case MM_JUG:
	    if (obj->o_ac == JUG_EMPTY) {
		msg("The jug is empty");
		break;
	    }
	    quaff (obj->o_ac, 0, FALSE);
	    obj->o_ac = JUG_EMPTY;
	    fuse (alchemy, obj, ALCHEMYTIME, AFTER);
	    if (!(obj->o_flags & ISKNOW))
	        whatis(item);

	/*
	 * the beaker of plentiful potions is used to hold potions
	 * the book of infinite spells is used to hold scrolls
	 */
	when MM_BEAKER:
	case MM_BOOK:
	    do_bag(item);

	/*
	 * the chime of opening opens up secret doors
	 */
	when MM_OPEN:
	{
	    register struct linked_list *exit;
	    register struct room *rp;
	    register coord *cp;

	    if (obj->o_charges <= 0) {
		msg("The chime is cracked!");
		break;
	    }
	    obj->o_charges--;
	    msg("chime... chime... hime... ime... me... e...");
	    if ((rp = roomin(&hero)) == NULL) {
		search(FALSE, TRUE); /* Non-failing search for door */
		break;
	    }
	    for (exit = rp->r_exit; exit != NULL; exit = next(exit)) {
		cp = DOORPTR(exit);
		if (winat(cp->y, cp->x) == SECRETDOOR) {
		    mvaddch (cp->y, cp->x, DOOR);
		    if (cansee (cp->y, cp->x))
			mvwaddch(cw, cp->y, cp->x, DOOR);
		}
	    }
	}

	/*
	 * the chime of hunger just makes the hero hungry
	 */
	when MM_HUNGER:
	    if (obj->o_charges <= 0) {
		msg("The chime is cracked!");
		break;
	    }
	    obj->o_charges--;
	    food_left = MORETIME + 5;
	    msg(terse ? "Getting hungry" : "You are starting to get hungry");
	    hungry_state = F_HUNGRY;
	    aggravate();

	/*
	 * the drums of panic make all creatures within two squares run
	 * from the hero in panic unless they save or they are mindless
	 * undead
	 */
	when MM_DRUMS:
	    if (obj->o_charges <= 0) {
		msg("The drum is broken!");
		break;
	    }
	    obj->o_charges--;
	/*
	 * dust of disappearance makes the player invisible for a while
	 */
	when MM_DISAPPEAR:
	    m_know[MM_DISAPPEAR] = TRUE;
	    if (obj->o_charges <= 0) {
		msg("No more dust!");
		break;
	    }
	    obj->o_charges--;
	    msg("aaAAACHOOOooo. Cough. Cough. Sneeze. Sneeze.");
	    if (!find_slot(dust_appear)) {
		turn_on(player, ISINVIS);
		fuse(dust_appear, 0, DUSTTIME, AFTER);
		PLAYER = IPLAYER;
		light(&hero);
	    }
	    else lengthen(dust_appear, DUSTTIME);

	/*
	 * dust of choking and sneezing can kill the hero if he misses
	 * the save
	 */
	when MM_CHOKE:
	    m_know[MM_CHOKE] = TRUE;
	    if (obj->o_charges <= 0) {
		msg("No more dust!");
		break;
	    }
	    obj->o_charges--;
	    msg("aaAAACHOOOooo. Cough. Cough. Sneeze. Sneeze.");
	    if (!save(VS_POISON, &player, 0)) {
		msg ("You choke to death!!! --More--");
		pstats.s_hpt = -1; /* in case he hangs up the phone */
		wait_for(cw,' ');
		death(D_CHOKE);
	    }
	    else {
		msg("You begin to cough and choke uncontrollably");
		if (find_slot(unchoke))
		    lengthen(unchoke, DUSTTIME);
		else
		    fuse(unchoke, 0, DUSTTIME, AFTER);
		turn_on(player, ISHUH);
		turn_on(player, ISBLIND);
		light(&hero);
	    }
		
	when MM_KEOGHTOM:
	    /*
	     * this is a very powerful healing ointment
	     * but it takes a while to put on...
	     */
	    if (obj->o_charges <= 0) {
		msg("The jar is empty!");
		break;
	    }
	    obj->o_charges--;
	    waste_time();
	    if (on(player, HASDISEASE)) {
		extinguish(cure_disease);
		cure_disease();
		msg(terse ? "You feel yourself improving."
			  : "You begin to feel yourself improving again.");
	    }
	    if (on(player, HASINFEST)) {
		turn_off(player, HASINFEST);
		infest_dam = 0;
		msg(terse ? "You feel yourself improving."
			  : "You begin to feel yourself improving again.");
	    }
	    if (on(player, DOROT)) {
		msg("You feel your skin returning to normal.");
		turn_off(player, DOROT);
	    }
	    pstats.s_hpt += roll(pstats.s_lvl, 6);
	    if (pstats.s_hpt > max_stats.s_hpt)
		pstats.s_hpt = max_stats.s_hpt;
	    sight();
	    msg("You begin to feel much better.");
		
	/*
	 * The book has a character class associated with it.
	 * if your class matches that of the book, it will raise your 
	 * level by one. If your class does not match the one of the book, 
	 * it change your class to that of book.
	 * Note that it takes a while to read.
	 */
	when MM_SKILLS:
	    detach (pack, item);
	    inpack--;
	    waste_time();
	    waste_time();
	    waste_time();
	    waste_time();
	    waste_time();
	    if (obj->o_ac == player.t_ctype) {
		msg("You feel more skillful");
		raise_level(TRUE);
	    }
	    else {
		/*
		 * reset his class and then use check_level to reset hit
		 * points and the right level for his exp pts
		 * drop exp pts by 10%
		 */
		long save;

		msg("You feel like a whole new person!");
		/*
		 * if he becomes a thief he has to have leather armor
		 */
		if (obj->o_ac == C_THIEF			&&
		    cur_armor != NULL				&&
		    cur_armor->o_which != LEATHER		&&
		    cur_armor->o_which != STUDDED_LEATHER ) 
			cur_armor->o_which = STUDDED_LEATHER;
		/*
		 * if he's changing from a fighter then may have to change
		 * his sword since only fighter can use two-handed
		 * and bastard swords
		 */
		if (player.t_ctype == C_FIGHTER			&&
		    cur_weapon != NULL				&&
		    cur_weapon->o_type == WEAPON		&&
		   (cur_weapon->o_which== BASWORD		||
		    cur_weapon->o_which== TWOSWORD )) 
			cur_weapon->o_which = SWORD;

		/*
		 * if he was a thief then take out the trap_look() daemon
		 */
		if (player.t_ctype == C_THIEF)
		    kill_daemon(trap_look);
		/*
		 * if he becomes a thief then add the trap_look() daemon
		 */
		if (obj->o_ac == C_THIEF)
		    start_daemon(trap_look, 0, AFTER);
		char_type = player.t_ctype = obj->o_ac;
		save = pstats.s_hpt;
		max_stats.s_hpt = pstats.s_hpt = 0;
		max_stats.s_lvl = pstats.s_lvl = 0; 
		max_stats.s_exp = pstats.s_exp -= pstats.s_exp/10;
		check_level(TRUE);
		if (pstats.s_hpt > save) /* don't add to current hits */
		    pstats.s_hpt = save;
	    }

	otherwise:
	    msg("What a strange magic item you have!");
    }
    status(FALSE);
    if (is_mm && m_know[which] && m_guess[which]) {
	free(m_guess[which]);
	m_guess[which] = NULL;
    }
    else if (is_mm && 
	     !m_know[which] && 
	     askme &&
	     (obj->o_flags & ISKNOW) == 0 &&
	     m_guess[which] == NULL) {
	msg(terse ? "Call it: " : "What do you want to call it? ");
	if (get_str(buf, msgw) == NORM) {
	    m_guess[which] = new((unsigned int) strlen(buf) + 1);
	    strcpy(m_guess[which], buf);
	}
    }
    if (item != NULL && which == MM_SKILLS)
	o_discard(item);
    updpack(TRUE);
}