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.
1205 lines
30 KiB
C
1205 lines
30 KiB
C
/*
|
||
* 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
|
||
*/
|
||
if (item == NULL)
|
||
return;
|
||
|
||
units = usage_time(item);
|
||
if (units < 0) return;
|
||
|
||
player.t_using = item; /* Remember what it is */
|
||
player.t_action = C_USE; /* We are quaffing */
|
||
player.t_no_move = units * movement(&player);
|
||
return;
|
||
}
|
||
|
||
/* We have waited our time, let's use the item */
|
||
item = player.t_using;
|
||
player.t_using = NULL;
|
||
player.t_action = A_NIL;
|
||
|
||
is_mm = TRUE;
|
||
|
||
obj = OBJPTR(item);
|
||
cursed = (obj->o_flags & ISCURSED) != 0;
|
||
blessed = (obj->o_flags & ISBLESSED) != 0;
|
||
which = obj->o_which;
|
||
}
|
||
|
||
if (obj->o_type == POTION) { /* An potion */
|
||
is_mm = FALSE;
|
||
inpack--;
|
||
detach (pack, item);
|
||
switch (obj->o_which) {
|
||
case P_POISON:
|
||
if (cur_weapon) {
|
||
if (cur_weapon->o_type == RELIC) {
|
||
msg("The poison burns off %s",
|
||
inv_name(cur_weapon,FALSE));
|
||
}
|
||
else {
|
||
cur_weapon->o_flags |= ISPOISON;
|
||
msg("Your weapon has %s gooey stuff on it",
|
||
p_colors[cur_weapon->o_which]);
|
||
}
|
||
}
|
||
else
|
||
msg("The poison pours on the floor and disappears!");
|
||
}
|
||
o_discard(item);
|
||
}
|
||
else if (obj->o_type == RELIC) { /* An artifact */
|
||
is_mm = FALSE;
|
||
switch (obj->o_which) {
|
||
case EMORI_CLOAK:
|
||
use_emori();
|
||
when QUILL_NAGROM:
|
||
use_quill(obj);
|
||
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(0);
|
||
when HEIL_ANKH:
|
||
case YENDOR_AMULET:
|
||
case STONEBONES_AMULET:
|
||
/* Nothing happens by this mode */
|
||
msg("Nothing happens.");
|
||
when EYE_VECNA:
|
||
msg("The pain subsides...");
|
||
when SURTUR_RING:
|
||
/* Panic fire giants */
|
||
do_panic(findmindex("fire giant"));
|
||
}
|
||
}
|
||
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, 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--;
|
||
if (food_left >= MORETIME + 5) {
|
||
food_left = MORETIME + 5;
|
||
msg(terse? "Getting hungry" : "You are starting to get hungry");
|
||
hungry_state = F_HUNGRY;
|
||
}
|
||
aggravate(TRUE, TRUE);
|
||
|
||
/*
|
||
* 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--;
|
||
do_panic(0);
|
||
/*
|
||
* 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, NULL, 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 (!cur_relic[SURTUR_RING] && !save(VS_POISON, &player, 0)) {
|
||
msg ("You choke to death!!! --More--");
|
||
pstats.s_hpt = -1; /* in case he hangs up the phone */
|
||
wait_for(' ');
|
||
death(D_CHOKE);
|
||
}
|
||
else {
|
||
msg("You begin to cough and choke uncontrollably");
|
||
if (find_slot(unchoke))
|
||
lengthen(unchoke, DUSTTIME);
|
||
else
|
||
fuse(unchoke, NULL, 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...
|
||
*/
|
||
obj->o_charges--;
|
||
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--;
|
||
changeclass(obj->o_ac);
|
||
|
||
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) {
|
||
nameitem(item, FALSE);
|
||
}
|
||
if (item != NULL && which == MM_SKILLS)
|
||
o_discard(item);
|
||
updpack(TRUE, &player);
|
||
}
|
||
|
||
/*
|
||
* usage_time:
|
||
* Return how long it takes to use an item. For now we only give time
|
||
* for MM, RELIC, SCROLL, and POTION items.
|
||
*/
|
||
|
||
int
|
||
usage_time(struct linked_list *item)
|
||
{
|
||
register struct object *obj;
|
||
register int units = -1;
|
||
|
||
obj = OBJPTR(item);
|
||
switch (obj->o_type) {
|
||
case SCROLL: units = 4;
|
||
when POTION: units = 3;
|
||
when RELIC: /* An artifact */
|
||
switch (obj->o_which) {
|
||
case QUILL_NAGROM: units = 2;
|
||
when EMORI_CLOAK: units = 2;
|
||
when BRIAN_MANDOLIN:units = 4;
|
||
when GERYON_HORN: units = 3;
|
||
when HEIL_ANKH:
|
||
case YENDOR_AMULET:
|
||
case STONEBONES_AMULET:
|
||
units = 2;
|
||
when EYE_VECNA:
|
||
/* Do some effects right away! */
|
||
units = 6;
|
||
|
||
/* The eye will do nothing other than give a headache */
|
||
pstats.s_hpt -= 35;
|
||
msg("You feel a sudden shooting pain in your eye!");
|
||
if (pstats.s_hpt < 0) {
|
||
msg ("The pain is too much for you! -- More --");
|
||
wait_for(' ');
|
||
death(D_RELIC);
|
||
}
|
||
when SURTUR_RING:
|
||
units = 3;
|
||
msg("Your nose tickles a bit.");
|
||
}
|
||
when MM:
|
||
switch (obj->o_which) { /* Miscellaneous Magic */
|
||
case MM_JUG:
|
||
if (obj->o_ac == JUG_EMPTY) {
|
||
msg("The jug is empty");
|
||
return (-1);
|
||
}
|
||
units = 3;
|
||
when MM_BEAKER:
|
||
case MM_BOOK:
|
||
/* This is a strange case because it can go forever */
|
||
units = 1;
|
||
when MM_OPEN:
|
||
case MM_HUNGER:
|
||
/* Chimes */
|
||
units = 3;
|
||
when MM_DRUMS:
|
||
units = 3;
|
||
when MM_DISAPPEAR:
|
||
case MM_CHOKE:
|
||
/* Dust */
|
||
units = 3;
|
||
when MM_KEOGHTOM:
|
||
/* Ointment */
|
||
if (obj->o_charges <= 0) {
|
||
msg("The jar is empty!");
|
||
return (-1);
|
||
}
|
||
units = 5;
|
||
when MM_SKILLS:
|
||
/* A whole book! */
|
||
units = 15;
|
||
otherwise:
|
||
/* What is it? */
|
||
units = -1;
|
||
}
|
||
otherwise: units = -1;
|
||
}
|
||
|
||
return (units);
|
||
}
|