Mercurial > hg > early-roguelike
view arogue7/misc.c @ 238:e1cd27c5464f
arogue7, xrogue: improve the handling of the arguments to fuses.
fuse() now expects a pointer as the argument to a fuse function. If
this is one of the functions that takes int, fuse() follows the pointer
and stores that value in the f_list slot, in the integer field of the
argument union. When the fuse goes off, do_fuses() recognizes the
function and passes it the integer field instead of the pointer.
This has the disadvantage of hard-coding the functions that require int
in daemon.c, but since the int is copied into f_list, it no longer has
to be in static or global memory, which simplifies several files.
author | John "Elwin" Edwards |
---|---|
date | Fri, 11 Mar 2016 17:40:00 -0500 |
parents | f9ef86cf22b2 |
children | e52a8a7ad4c5 |
line wrap: on
line source
/* * 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 <string.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. */ void changeclass(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, NULL, SPELLTIME, AFTER); if (newclass == C_DRUID || newclass == C_RANGER) fuse(chant_recovery, NULL, SPELLTIME, AFTER); if ((newclass==C_CLERIC || newclass==C_PALADIN) && !cur_misc[HEIL_ANKH]) fuse(prayer_recovery, NULL, 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) start_daemon(trap_look, NULL, 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. */ void m_use_relic(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, 0); 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 * 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, *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); touchwin(cw); } } } /* who: Kind of monster to panic (all if who is NULL) */ void do_panic(int who) { register int x,y; register struct linked_list *mon, *item; 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); /* Is this the right kind of monster to panic? */ if (who && th->t_index != who) continue; if (who || (!on(*th, ISUNDEAD) && !save(VS_MAGIC, th, 0) && off(*th, WASTURNED))) { msg("%s %s.", prname(monster_name(th), TRUE), terse ? "panics" : "turns to run in panic"); turn_on(*th, ISFLEE); turn_on(*th, WASTURNED); turn_off(*th, CANSURPRISE); /* Disrupt what it was doing */ dsrpt_monster(th, TRUE, TRUE); /* 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); /* * if he has something he might drop it */ if ((item = th->t_pack) != NULL && (OBJPTR(item))->o_type != RELIC && rnd(100) < 50) { detach(th->t_pack, item); fall(item, FALSE); } /* It is okay to turn tail */ th->t_oldpos = th->t_pos; } 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: sprintf(buf1, " [%s]", char_class[obj->o_ac].name); } 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(); } } } #ifdef PC7300 static menu_t Display; /* The menu structure */ static mitem_t Dispitems[MAXQUILL+1]; /* Info for each line */ static char Displines[MAXQUILL+1][LINELEN+1]; /* The lines themselves */ #endif /* * try to write a scroll with the quill of Nagrom */ void use_quill(struct object *obj) { struct linked_list *item; register int i, scroll_ability; int which_scroll, curlen, maxlen, dummy; bool nohw = FALSE; i = which_scroll = 0; scroll_ability = obj->o_charges; /* Prompt for scrolls */ msg("Which scroll are you writing? (* for list): "); which_scroll = (int) (readchar() - 'a'); if (which_scroll == (int) ESCAPE - (int) 'a') { mpos = 0; msg(""); after = FALSE; return; } if (which_scroll >= 0 && which_scroll < MAXQUILL) nohw = TRUE; else if (slow_invent) { register char c; nohw = TRUE; do { for (i=0; i<MAXQUILL; i++) { msg(""); mvwaddch(msgw, 0, 0, '['); waddch(msgw, (char) ((int) 'a' + i)); waddstr(msgw, "] A scroll of "); waddstr(msgw, s_magic[quill_scrolls[i].s_which].mi_name); waddstr(msgw, morestr); clearok(msgw, FALSE); draw(msgw); do { c = readchar(); } while (c != ' ' && c != ESCAPE); if (c == ESCAPE) break; } msg(""); mvwaddstr(msgw, 0, 0, "Which scroll are you writing? "); clearok(msgw, FALSE); draw(msgw); which_scroll = (int) (readchar() - 'a'); } while (which_scroll != (int) (ESCAPE - 'a') && (which_scroll < 0 || which_scroll >= MAXQUILL)); if (which_scroll == (int) (ESCAPE - 'a')) { mpos = 0; msg(""); after = FALSE; return; } } else { /* Now display the possible scrolls */ wclear(hw); touchwin(hw); mvwaddstr(hw, 2, 0, " Cost Scroll"); mvwaddstr(hw, 3, 0, "-----------------------------------------------"); maxlen = 47; /* Maximum width of header */ for (i=0; i<MAXQUILL; i++) { wmove(hw, i+4, 0); sprintf(prbuf, "[%c] %3d A scroll of %s", (char) ((int) 'a' + i), quill_scrolls[i].s_cost, s_magic[quill_scrolls[i].s_which].mi_name); #ifdef PC7300 /* Put it into the PC menu display */ strcpy(Displines[i], prbuf); Dispitems[i].mi_name = Displines[i]; Dispitems[i].mi_flags = 0; Dispitems[i].mi_val = i; #endif waddstr(hw, prbuf); /* Get the length of the line */ getyx(hw, dummy, curlen); if (maxlen < curlen) maxlen = curlen; } sprintf(prbuf, "[Current scroll power = %d]", scroll_ability); mvwaddstr(hw, 0, 0, prbuf); waddstr(hw, " Which scroll are you writing? "); getyx(hw, dummy, curlen); if (maxlen < curlen) maxlen = curlen; #ifdef PC7300 /* Place an end marker for the items */ Dispitems[MAXQUILL].mi_name = 0; /* Design prompts */ sprintf(prbuf, "Current scroll power is %d", scroll_ability); /* Set up the main menu structure */ Display.m_label = prbuf; Display.m_title = " Cost Scroll"; Display.m_prompt = "Select a scroll or press Cancl to continue."; Display.m_curptr = '\0'; Display.m_markptr = '\0'; Display.m_flags = M_ASISTITLE; Display.m_selcnt = 1; Display.m_items = Dispitems; Display.m_curi = 0; /* * Try to display the menu. If we don't have a local terminal, * the call will fail and we will just continue with the * normal mode. */ if (menu(&Display) >= 0) { if (Display.m_selcnt == 0) { /* Menu was cancelled */ after = FALSE; return FALSE; /* all done if abort */ } else which_scroll = (int) Display.m_curi->mi_val; goto got_scroll; } #endif /* Should we overlay? */ if (menu_overlay && MAXQUILL + 3 < lines / 2) { over_win(cw, hw, MAXQUILL + 5, maxlen + 3, 0, curlen, '\0'); } else draw(hw); } if (!nohw) { which_scroll = (int) (readchar() - 'a'); while (which_scroll < 0 || which_scroll >= MAXQUILL) { if (which_scroll == (int) ESCAPE - (int) 'a') { after = FALSE; /* Restore the screen */ touchwin(cw); if (MAXQUILL + 3 < lines / 2) clearok(cw, FALSE); else { msg(""); clearok(cw, TRUE); } return; } wmove(hw, 0, 0); wclrtoeol(hw); waddstr(hw, "Please enter one of the listed scrolls. "); getyx(hw, dummy, curlen); if (maxlen < curlen) maxlen = curlen; /* Should we overlay? */ if (menu_overlay && MAXQUILL + 3 < lines / 2) { over_win(cw, hw, MAXQUILL + 5, maxlen + 3, 0, curlen, '\0'); } else draw(hw); which_scroll = (int) (readchar() - 'a'); } } /* Now restore the screen if we have to */ if (!nohw) { touchwin(cw); if (MAXQUILL + 3 < lines / 2) clearok(cw, FALSE); else { msg(""); clearok(cw, TRUE); } } else msg(""); #ifdef PC7300 got_scroll: #endif /* We've waited our required time. */ player.t_using = NULL; player.t_action = A_NIL; if (quill_scrolls[which_scroll].s_cost > scroll_ability) { msg("Your attempt fails."); return; } obj->o_charges -= quill_scrolls[which_scroll].s_cost; item = spec_item(SCROLL, quill_scrolls[which_scroll].s_which, 0, 0); if (add_pack(item, FALSE, NULL) == FALSE) { (OBJPTR(item))->o_pos = hero; fall(item, TRUE); } } void use_mm(int which) { register struct object *obj = NULL; register struct linked_list *item = NULL; bool cursed, blessed, is_mm; cursed = FALSE; is_mm = FALSE; if (which < 0) { /* A real miscellaneous magic item */ /* This is miscellaneous magic. It takes 3 movement periods to use */ if (player.t_action != C_USE) { int units; /* Number of movement units for the item */ item = get_item(pack, "use", USEABLE, FALSE, FALSE); /* * Make certain that it is a micellaneous magic item