Mercurial > hg > early-roguelike
view urogue/artifact.c @ 256:c495a4f288c6
Import UltraRogue from the Roguelike Restoration Project (r1490)
author | John "Elwin" Edwards |
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date | Tue, 31 Jan 2017 19:56:04 -0500 |
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/* artifact.c - functions for dealing with artifacts UltraRogue: The Ultimate Adventure in the Dungeons of Doom Copyright (C) 1985, 1986, 1992, 1993, 1995 Herb Chong All rights reserved. See the file LICENSE.TXT for full copyright and licensing information. */ #include <stdlib.h> #include <ctype.h> #include "rogue.h" /* apply() apply an artifact */ void apply(void) { struct linked_list *item; struct object *obj; int which; int chance; if ((item = get_item("activate", ARTIFACT)) == NULL) return; obj = OBJPTR(item); which = obj->o_which; if (!(obj->ar_flags & ISACTIVE)) { chance = rnd(100) - 10 * rnd(luck); debug("Rolled %d.", chance); if (chance < 5) do_major(); else if (chance < 50) do_minor(obj); else obj->ar_flags |= ISACTIVE; } if (obj->ar_flags & ISACTIVE) { switch (which) { case TR_PURSE: do_bag(obj); break; case TR_PHIAL: do_phial(); break; case TR_AMULET: do_amulet(); break; case TR_PALANTIR: do_palantir(); break; case TR_CROWN: do_crown(); break; case TR_SCEPTRE: do_sceptre(); break; case TR_SILMARIL: do_silmaril(); break; case TR_WAND: do_wand(); break; default: nothing_message(ISCURSED); return; } } if (rnd(pstats.s_lvl) < 6) do_minor(obj); turn_on(player, POWEREAT); } /* possessed(int artifact) was the hero carrying a particular artifact */ int possessed(int artifact) { return (picked_artifact >> artifact) & 1; } /* is_carrying(int artifact) is the hero carrying a particular artifact */ int is_carrying(int artifact) { return (has_artifact >> artifact) & 1; } /* make_artifact() is it time to make a new artifact? */ int make_artifact(void) { int i; mpos = 0; debug("Artifact possession and picked flags : %x %x.", has_artifact, picked_artifact); for(i = 0; i < maxartifact; i++) { if (!is_carrying(i) && arts[i].ar_level <= level) return TRUE; } return FALSE; } /* new_artifact(int which, struct object *cur) make a specified artifact */ struct object * new_artifact(int which, struct object *cur) { if (which >= maxartifact) { debug("Bad artifact %d. Random one created.", which); which = rnd(maxartifact); } if (which < 0) { for (which = 0; which < maxartifact; which++) if (!is_carrying(which) && arts[which].ar_level <= level) break; } debug("Artifact number: %d.", which); cur->o_hplus = cur->o_dplus = 0; cur->o_damage = cur->o_hurldmg = "0d0"; cur->o_ac = 11; cur->o_mark[0] = '\0'; cur->o_type = ARTIFACT; cur->o_which = which; cur->o_weight = arts[which].ar_weight; cur->o_flags = 0; cur->o_group = 0; cur->o_count = 1; cur->o_bag = NULL; cur->ar_flags = 0; return(cur); } /* do_minor(struct object *tr) side effects and minor malevolent effects of artifacts */ void do_minor(struct object *tr) { int which; long loss; which = rnd(110); debug("Rolled %d.", which); switch (which) { case 0: seemsg("You develop some acne on your face."); break; case 1: if (on(player, CANSCENT)) { msg("A sudden whiff of BO causes you to faint."); no_command = STONETIME; } else if (off(player, ISUNSMELL)) msg("You begin to smell funny."); break; case 2: seemsg("A wart grows on the end of your nose."); break; case 3: hearmsg("Your hear strange noises in the distance."); break; case 4: hearmsg("You hear shuffling in the distance."); break; case 5: hearmsg("You hear clanking in the distance."); break; case 6: hearmsg("You hear water dripping onto the floor."); break; case 7: hearmsg("The dungeon goes strangely silent."); break; case 8: msg("You suddenly feel very warm."); break; case 9: msg("You feel very hot."); break; case 10: msg("A blast of heat hits you."); break; case 11: { struct room *rp; if (off(player, ISBLIND)) msg("A pillar of flame leaps up beside you."); else msg("You feel something very hot nearby."); if (ntraps + 1 < 2 * MAXTRAPS && fallpos(hero, &traps[ntraps].tr_pos)) { mvaddch(traps[ntraps].tr_pos.y, traps[ntraps].tr_pos.x, FIRETRAP); traps[ntraps].tr_type = FIRETRAP; traps[ntraps].tr_flags = ISFOUND; traps[ntraps].tr_show = FIRETRAP; ntraps++; if ((rp = roomin(hero)) != NULL) { rp->r_flags &= ~ISDARK; light(&hero); mvwaddch(cw, hero.y, hero.x, PLAYER); } } } break; case 12: msg("You feel a blast of hot air."); break; case 13: msg("You feel very cold."); break; case 14: msg("You break out in a cold sweat."); break; case 15: if (off(player, ISBLIND) && cur_armor == NULL) msg("You are covered with frost."); else if (off(player, ISBLIND)) msg("Your armor is covered with frost."); else if (cur_armor == NULL) msg("Your body feels very cold and you begin to shiver."); else msg("Your armor feels very cold. You hear cracking ice."); break; case 16: msg("A cold wind whistles through the dungeon."); break; case 17: { int change; change = 18 - pstats.s_str; chg_str(change, TRUE, FALSE); chg_dext(-change, TRUE, FALSE); if (change > 0) msg("You feel stronger and clumsier now."); else if (change < 0) msg("You feel weaker and more dextrous now."); else nothing_message(ISCURSED); } break; case 18: msg("You begin to itch all over."); break; case 19: msg("You begin to feel hot and itchy."); break; case 20: msg("You feel a burning itch."); chg_dext(-1, FALSE, TRUE); if (off(player, HASITCH)) { turn_on(player, HASITCH); light_fuse(FUSE_UNITCH, 0, roll(4,6), AFTER); } else lengthen_fuse(FUSE_UNITCH, roll(4,6)); break; case 21: if (off(player, ISBLIND)) msg("Your skin begins to flake and peel."); else msg("You feel an urge to scratch an itch."); break; case 22: seemsg("Your hair begins to turn grey."); break; case 23: seemsg("Your hair begins to turn white."); break; case 24: seemsg("Some of your hair instantly turns white."); break; case 25: seemsg("You are covered with long white hair."); break; case 26: seemsg("You are covered with long red hair."); break; case 27: msg("You grow a beard."); break; case 28: msg("Your hair falls out."); break; case 29: msg("You feel a burning down below."); break; case 30: msg("Your toes fall off."); break; case 31: msg("You grow some extra toes."); break; case 32: msg("You grow some extra fingers."); break; case 33: msg("You grow an extra thumb."); break; case 34: msg("Your nose falls off."); break; case 35: msg("Your nose gets bigger."); break; case 36: msg("Your nose shrinks."); break; case 37: msg("An eye grows on your forehead."); break; case 38: seemsg("You see beady eyes watching from a distance."); break; case 39: msg("The dungeon rumbles for a moment."); break; case 40: seemsg("A flower grows on the floor next to you."); break; case 41: msg("You are stunned by a psionic blast."); if (on(player, ISHUH)) lengthen_fuse(FUSE_UNCONFUSE, rnd(40) + (HUHDURATION * 3)); else { light_fuse(FUSE_UNCONFUSE,0,rnd(40)+(HUHDURATION * 3), AFTER); turn_on(player, ISHUH); } break; case 42: msg("You are confused by thousands of voices in your head."); if (on(player, ISHUH)) lengthen_fuse(FUSE_UNCONFUSE, rnd(10) + (HUHDURATION * 2)); else { light_fuse(FUSE_UNCONFUSE,0,rnd(10)+(HUHDURATION * 2), AFTER); turn_on(player, ISHUH); } break; case 43: hearmsg("You hear voices in the distance."); break; case 44: msg("You feel a strange pull."); teleport(); if (off(player, ISCLEAR)) { if (on(player, ISHUH)) lengthen_fuse(FUSE_UNCONFUSE, rnd(8) + HUHDURATION); else { light_fuse(FUSE_UNCONFUSE, 0, rnd(8) + HUHDURATION, AFTER); turn_on(player, ISHUH); } } break; case 45: msg("You feel less healthy now."); pstats.s_const = max(pstats.s_const - 1, 3); max_stats.s_const = max(max_stats.s_const - 1, 3); break; case 46: msg("You feel weaker now."); chg_str(-1, TRUE, FALSE); break; case 47: msg("You feel less wise now."); pstats.s_wisdom = max(pstats.s_wisdom - 1, 3); max_stats.s_wisdom = max(max_stats.s_wisdom - 1, 3); break; case 48: msg("You feel less dextrous now."); chg_dext(-1, TRUE, FALSE); break; case 49: msg("You feel less intelligent now."); pstats.s_intel = max(pstats.s_intel - 1, 3); max_stats.s_intel = max(max_stats.s_intel - 1, 3); break; case 50: msg("A trap door opens underneath your feet."); mpos = 0; level++; new_level(NORMLEV,0); if (rnd(4) < 2) { addmsg("You are damaged by the fall"); if ((pstats.s_hpt -= roll(1, 6)) <= 0) { addmsg("! The fall killed you."); endmsg(); death(D_FALL); return; } } addmsg("!"); endmsg(); if (off(player, ISCLEAR) && rnd(4) < 3) { if (on(player, ISHUH)) lengthen_fuse(FUSE_UNCONFUSE, rnd(8) + HUHDURATION); else light_fuse(FUSE_UNCONFUSE, 0, rnd(8) + HUHDURATION, AFTER); turn_on(player, ISHUH); } else msg("You feel dizzy for a moment, but it quickly passes."); break; case 51: msg("A maze entrance opens underneath your feet."); mpos = 0; level++; new_level(MAZELEV,0); if (rnd(4) < 2) { addmsg("You are damaged by the fall"); if ((pstats.s_hpt -= roll(1, 6)) <= 0) { addmsg("! The fall killed you."); endmsg(); death(D_FALL); return; } } addmsg("!"); endmsg(); if (off(player, ISCLEAR) && rnd(4) < 3) { if (on(player, ISHUH)) lengthen_fuse(FUSE_UNCONFUSE, rnd(8) + HUHDURATION); else light_fuse(FUSE_UNCONFUSE,0, rnd(8) + HUHDURATION, AFTER); turn_on(player, ISHUH); } else msg("You feel dizzy for a moment, but it quickly passes."); break; case 52: hearmsg("You hear a wailing sound in the distance."); aggravate(); break; case 53: read_scroll(&player, S_HOLD, ISCURSED); break; case 54: msg("You can't move."); no_command = 3 * HOLDTIME; break; case 55: hearmsg("You hear a buzzing sound."); aggravate(); break; case 56: msg("Your limbs stiffen."); no_command = 3 * STONETIME; break; case 57: msg("You feel a rock in your shoe hurting your foot."); turn_on(player, STUMBLER); break; case 58: msg("You get a hollow feeling in your stomach."); food_left -= 500; break; case 59: msg("Your purse feels lighter."); loss = 50L + ulrnd(purse / 2L); purse = (purse > loss) ? purse - loss : 0L; break; case 60: msg("A pixie appears and grabs gold from your purse."); loss = 50L + rnd(50); purse = (purse > loss) ? purse - loss : 0L; break; case 61: msg("You feel a tingling sensation all over."); pstats.s_hpt -= ulrnd(pstats.s_hpt / 3L); break; case 62: msg("You feel a pull downwards."); break; case 63: msg("You feel a strange pull downwards."); break; case 64: msg("You feel a peculiar pull downwards."); break; case 65: msg("You have a strange urge to go down."); break; case 66: msg("You feel a pull upwards."); break; case 67: msg("You feel a strange pull upwards."); break; case 68: msg("You have a strange feeling for a moment."); break; case 69: msg("You float in the air for a moment."); break; case 70: msg("You feel very heavy for a moment."); break; case 71: msg("You feel a strange sense of loss."); break; case 72: msg("You feel the earth spinning underneath your feet."); break; case 73: msg("You feel in touch with a Universal Oneness."); break; case 74: hearmsg("You hear voices in the distance."); break; case 75: msg("A strange feeling of power comes over you."); break; case 76: msg("You feel a strange sense of unease."); break; case 77: msg("You feel Lady Luck is looking the other way."); luck++; break; case 78: msg("You feel your pack vibrate for a moment."); break; case 79: msg("You feel someone is watching you."); break; case 80: msg("You feel your hair standing on end."); break; case 81: msg("Wait! The walls are moving!"); new_level(NORMLEV,0); break; case 82: msg("Wait! Walls are appearing out of nowhere!"); new_level(MAZELEV,0); break; case 83: blue_light(ISCURSED); break; case 84: msg("Your mind goes blank for a moment."); wclear(cw); light(&hero); status(TRUE); break; case 85: if (on(player, ISDEAF)) { msg("You feel your ears burn for a moment."); lengthen_fuse(FUSE_HEAR, 2 * PHASEDURATION); } else { msg("You are suddenly surrounded by silence."); turn_on(player, ISDEAF); light_fuse(FUSE_HEAR, 0, 2 * PHASEDURATION, AFTER); } break; case 86: { apply_to_bag(pack, 0, NULL, baf_curse, NULL); if (off(player, ISUNSMELL)) msg("You smell a faint trace of burning sulfur."); } break; case 87: msg("You have contracted a parasitic infestation."); infest_dam++; turn_on(player, HASINFEST); break; case 88: msg("You suddenly feel a chill run up and down your spine."); turn_on(player, ISFLEE); player.t_ischasing = FALSE; player.t_chasee = &player; break; case 89: if (cur_weapon != NULL) msg("You feel your %s get very hot.", inv_name(cur_weapon, LOWERCASE)); break; case 90: if (cur_weapon != NULL) msg("Your %s glows white for an instant.", inv_name(cur_weapon, LOWERCASE)); break; case 91: if (cur_armor != NULL) msg("Your %s gets very hot.", inv_name(cur_armor, LOWERCASE)); break; case 92: if (cur_weapon != NULL) msg("Your %s suddenly feels very cold.", inv_name(cur_weapon, LOWERCASE)); break; case 93: if (cur_armor != NULL) msg("Your armor is covered by an oily film."); break; case 94: read_scroll(&player, S_CREATE, ISNORMAL); break; case 95: lower_level(D_POTION); break; case 96: { int x, y; for (x = -1; x <= 1; x++) { for (y = -1; y <= 1; y++) { if (x == 0 && y == 0) continue; delta.x = x; delta.y = y; do_zap(&player, WS_POLYMORPH, rnd(2) ? ISCURSED : ISNORMAL); } } } break; case 97: { int x, y; for (x = -1; x <= 1; x++) { for (y = -1; y <= 1; y++) { if (x == 0 && y == 0) continue; delta.x = x; delta.y = y; do_zap(&player, WS_INVIS, ISNORMAL); } } } break; default: tr->ar_flags &= ~ISACTIVE; hearmsg("You hear a click coming from %s.",inv_name(tr,LOWERCASE)); break; } } /* do_major() major malevolent effects 0. read_scroll(S_SELFTELEPORT, ISCURSED) 1. PERMBLIND for twice normal duration 2. new_level(THRONE); 3. turn_on(player, SUPEREAT); 4. lengthen(noslow, 20 + rnd(20)); 5. lower_level(D_POTION) * roll(1,4) 6. change stats 7. FIRETRAP 8. armor crumbles 9. weapon crumbles 10. weapon crumbles 11. curse weapon */ void do_major(void) { int which; which = rnd(12); debug("Rolled %d.", which); switch (which) { case 0: read_scroll(&player, S_SELFTELEP, ISCURSED); break; case 1: quaff(&player, P_TRUESEE, ISCURSED); quaff(&player, P_TRUESEE, ISCURSED); break; case 2: new_level(THRONE,0); break; case 3: /* Turn off other body-affecting spells */ if (on(player, ISREGEN)) { extinguish_fuse(FUSE_UNREGEN); turn_off(player, ISREGEN); unregen(NULL); } if (on(player, NOCOLD)) { extinguish_fuse(FUSE_UNCOLD); turn_off(player, NOCOLD); uncold(NULL); } if (on(player, NOFIRE)) { extinguish_fuse(FUSE_UNHOT); turn_off(player, NOFIRE);