Mercurial > hg > early-roguelike
view arogue7/misc.c @ 143:7faf4568c295
Advanced Rogue family: overhaul privilege handling.
Advanced Rogue 5 and 7, and XRogue, now open the scorefile and logfile
at startup and then drop any set[ug]id privileges if the savedir is not
being used.
| author | John "Elwin" Edwards |
|---|---|
| date | Sat, 16 May 2015 13:39:26 -0400 |
| parents | b786053d2f37 |
| children | cadff8f047a1 |
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/* * misc.c - routines dealing specifically with miscellaneous magic * * 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. */ #include "curses.h" #include <stdlib.h> #include <ctype.h> #include "rogue.h" #ifdef PC7300 #include "menu.h" #endif /* * routines dealing specifically with miscellaneous magic */ /* * changeclass: * Change the player's class to the specified one. */ changeclass(newclass) int newclass; { if (newclass == player.t_ctype) { msg("You feel more skillful."); raise_level(); } 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 ((newclass == C_THIEF || newclass == C_ASSASIN) && cur_armor != NULL && cur_armor->o_which != LEATHER && cur_armor->o_which != STUDDED_LEATHER ) cur_armor->o_which = STUDDED_LEATHER; /* * if he becomes a monk he can't wear armor */ if (newclass == C_MONK && cur_armor != NULL) { cur_armor->o_ac = armors[cur_armor->o_which].a_class - cur_armor->o_ac; cur_armor->o_type = MM; cur_armor->o_which = MM_PROTECT; cur_armor->o_flags &= ~(ISPROT | ISKNOW | ISMETAL); cur_misc[WEAR_CLOAK] = cur_armor; cur_armor = NULL; } /* * if he used to be a spell caster of some sort, kill the fuse */ if (player.t_ctype == C_MAGICIAN || player.t_ctype == C_RANGER) extinguish(spell_recovery); if (player.t_ctype == C_DRUID || player.t_ctype == C_RANGER) extinguish(chant_recovery); if ((player.t_ctype == C_CLERIC || player.t_ctype == C_PALADIN) && !cur_relic[HEIL_ANKH]) extinguish(prayer_recovery); /* * if he becomes a spell caster of some kind, give him a fuse */ if (newclass == C_MAGICIAN || newclass == C_RANGER) fuse(spell_recovery, 0, SPELLTIME, AFTER); if (newclass == C_DRUID || newclass == C_RANGER) fuse(chant_recovery, 0, SPELLTIME, AFTER); if ((newclass==C_CLERIC || newclass==C_PALADIN) && !cur_misc[HEIL_ANKH]) fuse(prayer_recovery, 0, SPELLTIME, AFTER); /* * 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 || player.t_ctype == C_RANGER || player.t_ctype == C_PALADIN) && cur_weapon != NULL && cur_weapon->o_type == WEAPON && (cur_weapon->o_which== BASWORD || cur_weapon->o_which== TWOSWORD ) && !(newclass == C_FIGHTER || newclass == C_RANGER || newclass == C_PALADIN) && !(newclass == C_ASSASIN && cur_weapon->o_which == BASWORD)) cur_weapon->o_which = SWORD; /* * if he was a thief then take out the trap_look() daemon */ if (player.t_ctype == C_THIEF || player.t_ctype == C_MONK || player.t_ctype == C_ASSASIN) kill_daemon(trap_look); /* * if he becomes a thief then add the trap_look() daemon */ if (newclass == C_THIEF || newclass == C_ASSASIN || newclass == C_MONK) daemon(trap_look, 0, AFTER); char_type = player.t_ctype = newclass; save = pstats.s_hpt; max_stats.s_hpt = pstats.s_hpt = 0; max_stats.s_lvl = pstats.s_lvl = 0; max_stats.s_lvladj = pstats.s_lvladj = 0; max_stats.s_exp = pstats.s_exp -= pstats.s_exp/10; check_level(); if (pstats.s_hpt > save) /* don't add to current hits */ pstats.s_hpt = save; } } /* * Use the relic that our monster is wielding. */ m_use_relic(monster) register struct thing *monster; { register struct object *obj; /* Make sure we really have it */ if (monster->t_using) obj = OBJPTR(monster->t_using); else { debug("Relic not set!"); monster->t_action = A_NIL; return; } /* Now let's see what we're using */ if (obj->o_type == RELIC) switch (obj->o_which) { case MING_STAFF: { static struct object missile = { MISSILE, {0,0}, "", 0, "", "0d4 " , NULL, 0, WS_MISSILE, 100, 1 }; debug("Firing Ming's staff"); sprintf(missile.o_hurldmg, "%dd4", monster->t_stats.s_lvl); do_motion(&missile, monster->t_newpos.y, monster->t_newpos.x, monster); hit_monster(unc(missile.o_pos), &missile, monster); monster->t_artifact = monster->t_artifact * 4 / 5; } when EMORI_CLOAK: debug("stunning with Emori's cloak"); do_zap(monster, obj, &monster->t_newpos, WS_PARALYZE, NULL); obj->o_charges = 0; when ASMO_ROD: { char *name; switch (rnd(3)) { /* Select a function */ case 0: name = "lightning bolt"; when 1: name = "flame"; otherwise: name = "ice"; } shoot_bolt( monster, monster->t_pos, monster->t_newpos, FALSE, monster->t_index, name, roll(monster->t_stats.s_lvl,6)); monster->t_artifact /= 2; } when BRIAN_MANDOLIN: /* Make sure the defendant is still around */ if (DISTANCE(monster->t_pos.y, monster->t_pos.x, hero.y, hero.x) < 25) { if (!save(VS_MAGIC, &player, -4) && !ISWEARING(R_ALERT)) { msg("Some beautiful music enthralls you."); player.t_no_move += movement(&player) * FREEZETIME; player.t_action = A_FREEZE; monster->t_artifact = monster->t_artifact * 2 / 3; } else { msg("You wince at a sour note."); monster->t_artifact /= 3; } } when GERYON_HORN: /* Make sure the defendant is still around */ if (DISTANCE(monster->t_pos.y, monster->t_pos.x, hero.y, hero.x) < 25) { 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."); monster->t_artifact = monster->t_artifact * 3 / 4; } else { msg("A shrill blast sends chills up your spine."); monster->t_artifact /= 3; } } otherwise: /* Unknown RELIC! */ debug("Unknown wielded relic %d", obj->o_which); } else debug("Declared relic is %d", obj->o_type); turn_off(*monster, CANSURPRISE); /* Reset the monsters actions */ monster->t_action = A_NIL; monster->t_using = NULL; } /* * add something to the contents of something else */ put_contents(bag, item) register struct object *bag; /* the holder of the items */ register struct linked_list *item; /* the item to put inside */ { 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 */ take_contents(bag, item) register struct object *bag; /* the holder of the items */ register 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); } do_bag(item) register struct linked_list *item; { register struct linked_list *titem; register struct object *obj, *tobj; 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, FALSE, FALSE); when MM_BOOK: titem = get_item(pack, "put in", SCROLL, FALSE, FALSE); } if (titem == NULL) break; detach(pack, titem); inpack--; put_contents(obj, titem); when '3': titem = get_item(obj->contents,"take out",ALL,FALSE,FALSE); if (titem == NULL) break; take_contents(obj, titem); when '4': switch (obj->o_which) { case MM_BEAKER: titem = get_item(obj->contents,"quaff",ALL,FALSE,FALSE); if (titem == NULL) break; tobj = OBJPTR(titem); obj->o_ac--; detach(obj->contents, titem); quaff(tobj->o_which, tobj->o_kind, tobj->o_flags, TRUE); if (p_know[tobj->o_which] && p_guess[tobj->o_which]) { free(p_guess[tobj->o_which]); p_guess[tobj->o_which] = NULL; } else if (!p_know[tobj->o_which] && askme && (tobj->o_flags & ISKNOW) == 0 && (tobj->o_flags & ISPOST) == 0 && p_guess[tobj->o_which] == NULL) { nameitem(titem, FALSE); } 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,FALSE,FALSE); if (titem == NULL) break; tobj = OBJPTR(titem); obj->o_ac--; detach(obj->contents, titem); read_scroll(tobj->o_which, tobj->o_flags & (ISCURSED|ISBLESSED), TRUE); if (s_know[tobj->o_which] && s_guess[tobj->o_which]) { free(s_guess[tobj->o_which]); s_guess[tobj->o_which] = NULL; } else if (!s_know[tobj->o_which] && askme && (tobj->o_flags & ISKNOW) == 0 && (tobj->o_flags & ISPOST) == 0 && s_guess[tobj->o_which] == NULL) { nameitem(titem, FALSE); } 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 (' '); clearok(cw, TRUE);
