There should only be two changes in behavior: arogue7/fight.c, arogue7/fight.c: a to-hit bonus is now correctly applied to characters who are not monks instead of monks who are not empty-handed. urogue/fight.c: fixed an interaction with the "debug" macro that could cause the wrong message to be displayed.
735 lines
18 KiB
C
735 lines
18 KiB
C
/*
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* routines dealing specifically with miscellaneous magic
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*
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* Advanced Rogue
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* Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka and AT&T
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* All rights reserved.
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*
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* See the file LICENSE.TXT for full copyright and licensing information.
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*/
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#include "curses.h"
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#include <stdlib.h>
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#include <ctype.h>
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#include <string.h>
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#include "rogue.h"
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/*
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* See if a monster has some magic it can use. Use it and return TRUE if so.
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*/
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bool
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m_use_item(struct thing *monster, coord *monst_pos, coord *defend_pos)
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{
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register struct linked_list *pitem;
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register struct object *obj;
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register coord *shoot_dir = can_shoot(monst_pos, defend_pos);
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int dist=DISTANCE(monst_pos->y, monst_pos->x, defend_pos->y, defend_pos->x);
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for (pitem=monster->t_pack; pitem; pitem=next(pitem)) {
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obj = OBJPTR(pitem);
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if (obj->o_type != RELIC) continue; /* Only care about relics now */
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switch (obj->o_which) {
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case MING_STAFF: {
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static struct object missile = {
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MISSILE, {0,0}, "", 0, "", "0d4 " , NULL, 0, WS_MISSILE, 100, 1
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};
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if (shoot_dir != NULL) {
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sprintf(missile.o_hurldmg, "%dd4", monster->t_stats.s_lvl);
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do_motion(&missile, shoot_dir->y, shoot_dir->x, monster);
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hit_monster(unc(missile.o_pos), &missile, monster);
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return(TRUE);
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}
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}
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when ASMO_ROD:
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/* The bolt must be able to reach the defendant */
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if (shoot_dir != NULL && dist < BOLT_LENGTH * BOLT_LENGTH) {
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char *name;
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switch (rnd(3)) { /* Select a function */
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case 0: name = "lightning bolt";
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when 1: name = "flame";
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otherwise: name = "ice";
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}
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shoot_bolt( monster,
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*monst_pos,
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*shoot_dir,
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FALSE,
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monster->t_index,
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name,
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roll(monster->t_stats.s_lvl,6));
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return(TRUE);
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}
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when BRIAN_MANDOLIN:
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/* The defendant must be the player and within 2 spaces */
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if (ce(*defend_pos, hero) && dist < 9 && no_command == 0 &&
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rnd(100) < 33) {
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if (!save(VS_MAGIC, &player, -4) &&
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!ISWEARING(R_ALERT)) {
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msg("Some beautiful music enthralls you.");
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no_command += FREEZETIME;
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}
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else msg("You wince at a sour note.");
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return(TRUE);
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}
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when GERYON_HORN:
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/* The defendant must be the player and within 2 spaces */
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if (ce(*defend_pos, hero) && dist < 9 &&
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(off(player, ISFLEE) || player.t_dest != &monster->t_pos)
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&& rnd(100) < 33) {
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if (!ISWEARING(R_HEROISM) &&
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!save(VS_MAGIC, &player, -4)) {
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turn_on(player, ISFLEE);
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player.t_dest = &monster->t_pos;
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msg("A shrill blast terrifies you.");
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}
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else msg("A shrill blast sends chills up your spine.");
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return(TRUE);
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}
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}
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}
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return(FALSE);
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}
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/*
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* add something to the contents of something else
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* bag: the holder of the items
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* item: the item to put inside
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*/
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void
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put_contents(struct object *bag, struct linked_list *item)
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{
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register struct linked_list *titem;
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register struct object *tobj;
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bag->o_ac++;
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tobj = OBJPTR(item);
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for (titem = bag->contents; titem != NULL; titem = next(titem)) {
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if ((OBJPTR(titem))->o_which == tobj->o_which)
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break;
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}
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if (titem == NULL) { /* if not a duplicate put at beginning */
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attach(bag->contents, item);
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}
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else {
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item->l_prev = titem;
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item->l_next = titem->l_next;
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if (next(titem) != NULL)
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(titem->l_next)->l_prev = item;
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titem->l_next = item;
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}
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}
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/*
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* remove something from something else
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* bag: the holder of the items
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*/
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void
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take_contents(struct object *bag, struct linked_list *item)
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{
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if (bag->o_ac <= 0) {
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msg("Nothing to take out");
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return;
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}
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bag->o_ac--;
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detach(bag->contents, item);
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if (!add_pack(item, FALSE, NULL))
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put_contents(bag, item);
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}
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void
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do_bag(struct linked_list *item)
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{
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register struct linked_list *titem = NULL;
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register struct object *obj;
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bool doit = TRUE;
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obj = OBJPTR(item);
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while (doit) {
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msg("What do you want to do? (* for a list): ");
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mpos = 0;
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switch (readchar()) {
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case EOF:
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case ESCAPE:
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msg ("");
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doit = FALSE;
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when '1':
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inventory(obj->contents, ALL);
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when '2':
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if (obj->o_ac >= MAXCONTENTS) {
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msg("the %s is full", m_magic[obj->o_which].mi_name);
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break;
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}
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switch (obj->o_which) {
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case MM_BEAKER: titem = get_item(pack, "put in", POTION);
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when MM_BOOK: titem = get_item(pack, "put in", SCROLL);
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}
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if (titem == NULL)
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break;
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detach(pack, titem);
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inpack--;
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put_contents(obj, titem);
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when '3':
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titem = get_item(obj->contents,"take out",ALL);
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if (titem == NULL)
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break;
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take_contents(obj, titem);
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when '4':
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switch (obj->o_which) {
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case MM_BEAKER:
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titem = get_item(obj->contents,"quaff",ALL);
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if (titem == NULL)
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break;
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obj->o_ac--;
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detach(obj->contents, titem);
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quaff((OBJPTR(titem))->o_which,
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(OBJPTR(titem))->o_flags & (ISCURSED | ISBLESSED),
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TRUE);
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o_discard(titem);
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when MM_BOOK:
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if (on(player, ISBLIND)) {
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msg("You can't see to read anything");
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break;
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}
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titem = get_item(obj->contents,"read",ALL);
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if (titem == NULL)
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break;
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obj->o_ac--;
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detach(obj->contents, titem);
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read_scroll((OBJPTR(titem))->o_which,
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(OBJPTR(titem))->o_flags & (ISCURSED|ISBLESSED),
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TRUE);
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o_discard(titem);
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}
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doit = FALSE;
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otherwise:
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wclear(hw);
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touchwin(hw);
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mvwaddstr(hw,0,0,"The following operations are available:");
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mvwaddstr(hw,2,0,"[1]\tInventory\n");
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wprintw(hw,"[2]\tPut something in the %s\n",
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m_magic[obj->o_which].mi_name);
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wprintw(hw,"[3]\tTake something out of the %s\n",
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m_magic[obj->o_which].mi_name);
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switch(obj->o_which) {
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case MM_BEAKER: waddstr(hw,"[4]\tQuaff a potion\n");
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when MM_BOOK: waddstr(hw,"[4]\tRead a scroll\n");
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}
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waddstr(hw,"[ESC]\tLeave this menu\n");
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mvwaddstr(hw, LINES-1, 0, spacemsg);
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draw(hw);
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wait_for (hw,' ');
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clearok(cw, TRUE);
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touchwin(cw);
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}
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}
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}
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void
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do_panic(void)
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{
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register int x,y;
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register struct linked_list *mon;
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register struct thing *th;
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for (x = hero.x-2; x <= hero.x+2; x++) {
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for (y = hero.y-2; y <= hero.y+2; y++) {
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if (y < 1 || x < 0 || y > LINES - 3 || x > COLS - 1)
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continue;
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if (isalpha(mvwinch(mw, y, x))) {
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if ((mon = find_mons(y, x)) != NULL) {
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th = THINGPTR(mon);
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if (!on(*th, ISUNDEAD) && !save(VS_MAGIC, th, 0)) {
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turn_on(*th, ISFLEE);
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turn_on(*th, WASTURNED);
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/* If monster was suffocating, stop it */
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if (on(*th, DIDSUFFOCATE)) {
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turn_off(*th, DIDSUFFOCATE);
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extinguish(suffocate);
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}
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/* If monster held us, stop it */
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if (on(*th, DIDHOLD) && (--hold_count == 0))
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turn_off(player, ISHELD);
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turn_off(*th, DIDHOLD);
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}
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runto(th, &hero);
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}
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}
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}
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}
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}
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/*
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* print miscellaneous magic bonuses
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*/
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char *
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misc_name(struct object *obj)
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{
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static char buf[LINELEN];
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char buf1[LINELEN];
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buf[0] = '\0';
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buf1[0] = '\0';
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if (!(obj->o_flags & ISKNOW))
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return (m_magic[obj->o_which].mi_name);
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switch (obj->o_which) {
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case MM_BRACERS:
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case MM_PROTECT:
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strcat(buf, num(obj->o_ac, 0));
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strcat(buf, " ");
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}
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switch (obj->o_which) {
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case MM_G_OGRE:
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case MM_G_DEXTERITY:
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case MM_JEWEL:
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case MM_STRANGLE:
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case MM_R_POWERLESS:
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case MM_DANCE:
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if (obj->o_flags & ISCURSED)
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strcat(buf, "cursed ");
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}
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strcat(buf, m_magic[obj->o_which].mi_name);
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switch (obj->o_which) {
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case MM_JUG:
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if (obj->o_ac == JUG_EMPTY)
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strcat(buf1, " [empty]");
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else if (p_know[obj->o_ac])
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sprintf(buf1, " [containing a potion of %s (%s)]",
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p_magic[obj->o_ac].mi_name,
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p_colors[obj->o_ac]);
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else sprintf(buf1, " [containing a%s %s liquid]",
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vowelstr(p_colors[obj->o_ac]),
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p_colors[obj->o_ac]);
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when MM_BEAKER:
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case MM_BOOK: {
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sprintf(buf1, " [containing %d]", obj->o_ac);
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}
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when MM_OPEN:
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case MM_HUNGER:
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sprintf(buf1, " [%d ring%s]", obj->o_charges,
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obj->o_charges == 1 ? "" : "s");
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when MM_DRUMS:
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sprintf(buf1, " [%d beat%s]", obj->o_charges,
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obj->o_charges == 1 ? "" : "s");
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when MM_DISAPPEAR:
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case MM_CHOKE:
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sprintf(buf1, " [%d pinch%s]", obj->o_charges,
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obj->o_charges == 1 ? "" : "es");
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when MM_KEOGHTOM:
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sprintf(buf1, " [%d application%s]", obj->o_charges,
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obj->o_charges == 1 ? "" : "s");
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when MM_SKILLS:
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switch (obj->o_ac) {
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case C_MAGICIAN: strcpy(buf1, " [magic user]");
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when C_FIGHTER: strcpy(buf1, " [fighter]");
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when C_CLERIC: strcpy(buf1, " [cleric]");
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when C_THIEF: strcpy(buf1, " [thief]");
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}
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}
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strcat (buf, buf1);
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return buf;
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}
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void
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use_emori(void)
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{
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char selection; /* Cloak function */
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int state = 0; /* Menu state */
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msg("What do you want to do? (* for a list): ");
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do {
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selection = tolower(readchar());
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switch (selection) {
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case '*':
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if (state != 1) {
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wclear(hw);
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touchwin(hw);
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mvwaddstr(hw, 2, 0, "[1] Fly\n[2] Stop flying\n");
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waddstr(hw, "[3] Turn invisible\n[4] Turn Visible\n");
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mvwaddstr(hw, 0, 0, "What do you want to do? ");
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draw(hw);
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state = 1; /* Now in prompt window */
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}
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break;
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case ESCAPE:
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if (state == 1) {
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clearok(cw, TRUE); /* Set up for redraw */
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touchwin(cw);
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}
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msg("");
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after = FALSE;
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return;
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when '1':
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case '2':
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case '3':
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case '4':
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if (state == 1) { /* In prompt window */
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clearok(cw, TRUE); /* Set up for redraw */
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touchwin(cw);
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}
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msg("");
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state = 2; /* Finished */
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break;
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default:
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if (state == 1) { /* In the prompt window */
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mvwaddstr(hw, 0, 0,
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"Please enter a selection between 1 and 4: ");
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draw(hw);
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}
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else { /* Normal window */
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mpos = 0;
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msg("Please enter a selection between 1 and 4: ");
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}
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}
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} while (state != 2);
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/* We now must have a selection between 1 and 4 */
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switch (selection) {
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case '1': /* Fly */
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if (on(player, ISFLY)) {
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extinguish(land); /* Extinguish in case of potion */
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msg("%slready flying.", terse ? "A" : "You are a");
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}
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else {
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msg("You feel lighter than air!");
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turn_on(player, ISFLY);
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}
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when '2': /* Stop flying */
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if (off(player, ISFLY))
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msg("%sot flying.", terse ? "N" : "You are n");
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else {
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if (find_slot(land))
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msg("%sot flying by the cloak.",
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terse ? "N" : "You are n");
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else land();
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}
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when '3': /* Turn invisible */
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if (off(player, ISINVIS)) {
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turn_on(player, ISINVIS);
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msg("You have a tingling feeling all over your body");
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PLAYER = IPLAYER;
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light(&hero);
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}
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else {
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extinguish(appear); /* Extinguish in case of potion */
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extinguish(dust_appear);/* dust of disappearance */
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msg("%slready invisible.", terse ? "A" : "You are a");
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}
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when '4': /* Turn visible */
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if (off(player, ISINVIS))
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msg("%sot invisible.", terse ? "N" : "You are n");
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else {
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if (find_slot(appear) || find_slot(dust_appear))
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msg("%sot invisible by the cloak.",
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terse ? "N" : "You are n");
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else appear();
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}
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}
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}
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void
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use_mm(int which)
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{
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register struct object *obj = NULL;
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register struct linked_list *item = NULL;
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bool is_mm;
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char buf[LINELEN];
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is_mm = FALSE;
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if (which < 0) { /* A real miscellaneous magic item */
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is_mm = TRUE;
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item = get_item(pack, "use", USEABLE);
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/*
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* Make certain that it is a micellaneous magic item
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*/
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if (item == NULL)
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return;
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obj = OBJPTR(item);
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which = obj->o_which;
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}
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if (obj->o_type == RELIC) { /* An artifact */
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is_mm = FALSE;
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switch (obj->o_which) {
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case EMORI_CLOAK:
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use_emori();
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when BRIAN_MANDOLIN:
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/* Put monsters around us to sleep */
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read_scroll(S_HOLD, 0, FALSE);
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when GERYON_HORN:
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/* Chase close monsters away */
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msg("The horn blasts a shrill tone.");
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do_panic();
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when HEIL_ANKH:
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case YENDOR_AMULET:
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/* Nothing happens by this mode */
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msg("Nothing happens.");
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}
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}
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else switch (which) { /* Miscellaneous Magic */
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/*
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* the jug of alchemy manufactures potions when you drink
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* the potion it will make another after a while
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*/
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case MM_JUG:
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if (obj->o_ac == JUG_EMPTY) {
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msg("The jug is empty");
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break;
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}
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quaff (obj->o_ac, 0, FALSE);
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obj->o_ac = JUG_EMPTY;
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fuse (alchemy, obj, ALCHEMYTIME, AFTER);
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if (!(obj->o_flags & ISKNOW))
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whatis(item);
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/*
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* the beaker of plentiful potions is used to hold potions
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* the book of infinite spells is used to hold scrolls
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*/
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when MM_BEAKER:
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case MM_BOOK:
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do_bag(item);
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/*
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* the chime of opening opens up secret doors
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*/
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when MM_OPEN:
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{
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register struct linked_list *exit;
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register struct room *rp;
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register coord *cp;
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if (obj->o_charges <= 0) {
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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);
|
||
}
|