/*
* routines dealing specifically with miscellaneous magic
*
* Advanced Rogue
* Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka and AT&T
* 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"
/*
* See if a monster has some magic it can use. Use it and return TRUE if so.
*/
bool
m_use_item(struct thing *monster, coord *monst_pos, coord *defend_pos)
{
register struct linked_list *pitem;
register struct object *obj;
register coord *shoot_dir = can_shoot(monst_pos, defend_pos);
int dist=DISTANCE(monst_pos->y, monst_pos->x, defend_pos->y, defend_pos->x);
for (pitem=monster->t_pack; pitem; pitem=next(pitem)) {
obj = OBJPTR(pitem);
if (obj->o_type != RELIC) continue; /* Only care about relics now */
switch (obj->o_which) {
case MING_STAFF: {
static struct object missile = {
MISSILE, {0,0}, "", 0, "", "0d4 " , NULL, 0, WS_MISSILE, 100, 1
};
if (shoot_dir != NULL) {
sprintf(missile.o_hurldmg, "%dd4", monster->t_stats.s_lvl);
do_motion(&missile, shoot_dir->y, shoot_dir->x, monster);
hit_monster(unc(missile.o_pos), &missile, monster);
return(TRUE);
}
}
when ASMO_ROD:
/* The bolt must be able to reach the defendant */
if (shoot_dir != NULL && dist < BOLT_LENGTH * BOLT_LENGTH) {
char *name;
switch (rnd(3)) { /* Select a function */
case 0: name = "lightning bolt";
when 1: name = "flame";
otherwise: name = "ice";
}
shoot_bolt( monster,
*monst_pos,
*shoot_dir,
FALSE,
monster->t_index,
name,
roll(monster->t_stats.s_lvl,6));
return(TRUE);
}
when BRIAN_MANDOLIN:
/* The defendant must be the player and within 2 spaces */
if (ce(*defend_pos, hero) && dist < 9 && no_command == 0 &&
rnd(100) < 33) {
if (!save(VS_MAGIC, &player, -4) &&
!ISWEARING(R_ALERT)) {
msg("Some beautiful music enthralls you.");
no_command += FREEZETIME;
}
else msg("You wince at a sour note.");
return(TRUE);
}
when GERYON_HORN:
/* The defendant must be the player and within 2 spaces */
if (ce(*defend_pos, hero) && dist < 9 &&
(off(player, ISFLEE) || player.t_dest != &monster->t_pos)
&& rnd(100) < 33) {
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.");
}
else msg("A shrill blast sends chills up your spine.");
return(TRUE);
}
}
}
return(FALSE);
}
/*
* 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;
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);
when MM_BOOK: titem = get_item(pack, "put in", SCROLL);
}
if (titem == NULL)
break;
detach(pack, titem);
inpack--;
put_contents(obj, titem);
when '3':
titem = get_item(obj->contents,"take out",ALL);
if (titem == NULL)
break;
take_contents(obj, titem);
when '4':
switch (obj->o_which) {
case MM_BEAKER:
titem = get_item(obj->contents,"quaff",ALL);
if (titem == NULL)
break;
obj->o_ac--;
detach(obj->contents, titem);
quaff((OBJPTR(titem))->o_which,
(OBJPTR(titem))->o_flags & (ISCURSED | ISBLESSED),
TRUE);
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);
if (titem == NULL)
break;
obj->o_ac--;
detach(obj->contents, titem);
read_scroll((OBJPTR(titem))->o_which,
(OBJPTR(titem))->o_flags & (ISCURSED|ISBLESSED),
TRUE);
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 (hw,' ');
clearok(cw, TRUE);
touchwin(cw);
}
}
}
void
do_panic(void)
{
register int x,y;
register struct linked_list *mon;
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);
if (!on(*th, ISUNDEAD) && !save(VS_MAGIC, th, 0)) {
turn_on(*th, ISFLEE);
turn_on(*th, WASTURNED);
/* 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);
}
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:
switch (obj->o_ac) {
case C_MAGICIAN: strcpy(buf1, " [magic user]");
when C_FIGHTER: strcpy(buf1, " [fighter]");
when C_CLERIC: strcpy(buf1, " [cleric]");
when C_THIEF: strcpy(buf1, " [thief]");
}
}
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();
}
}
}
void
use_mm(int which)
{
register struct object *obj = NULL;
register struct linked_list *item = NULL;
bool cursed, blessed, is_mm;
char buf[LINELEN];
cursed = FALSE;
is_mm = FALSE;
if (which < 0) { /* A real miscellaneous magic item */
is_mm = TRUE;
item = get_item(pack, "use", USEABLE);
/*
* Make certain that it is a micellaneous magic item
*/
if (item == NULL)
return;
obj = OBJPTR(item);
cursed = (obj->o_flags & ISCURSED) != 0;
blessed = (obj->o_flags & ISBLESSED) != 0;
which = obj->o_which;
}
if (obj->o_type == RELIC) { /* An artifact */
is_mm = FALSE;
switch (obj->o_which) {
case EMORI_CLOAK:
use_emori();
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();
when HEIL_ANKH:
case YENDOR_AMULET:
/* Nothing happens by this mode */
msg("Nothing happens.");
}
}
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, 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--;
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);
}