/*
misc.c - routines dealing specifically with miscellaneous magic
XRogue: Expeditions into the Dungeons of Doom
Copyright (C) 1991 Robert Pietkivitch
All rights reserved.
Based on "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 <stdlib.h>
#include <curses.h>
#include <ctype.h>
#include <string.h>
#include "rogue.h"
/*
* 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 are transformed into a %s! ", char_class[newclass].name);
/*
* if he becomes a thief or an assassin give him studded leather armor
*/
if ((newclass == C_THIEF || newclass == C_ASSASSIN) &&
cur_armor != NULL && cur_armor->o_which != STUDDED_LEATHER)
cur_armor->o_which = STUDDED_LEATHER;
/*
* if he becomes a monk he can't wear any armor
* so give him a cloak of protection
*/
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);
cur_misc[WEAR_CLOAK] = cur_armor;
cur_armor = NULL;
}
/*
* otherwise give him plate armor
*/
if ((newclass != C_THIEF ||
newclass != C_ASSASSIN || newclass != C_MONK) &&
cur_armor != NULL && cur_armor->o_which != PLATE_ARMOR)
cur_armor->o_which = PLATE_ARMOR;
/*
* 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_MONK)
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_MONK)
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, ranger, or paladin then we
* may have to change his sword since only these types can wield
* the two-handed sword.
*/
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) &&
cur_weapon->o_which == TWOSWORD)
cur_weapon->o_which = SWORD;
/*
* if he's changing from a thief, assassin, fighter, or monk
* then we may have to change his sword again since only these
* types can wield the bastard sword.
*/
if ((player.t_ctype == C_THIEF || player.t_ctype == C_ASSASSIN ||
player.t_ctype == C_FIGHTER || player.t_ctype == C_MONK) &&
cur_weapon != NULL && cur_weapon->o_type == WEAPON &&
(cur_weapon->o_which == BASWORD ||
cur_weapon->o_which == TWOSWORD) &&
!(newclass == C_THIEF || newclass == C_ASSASSIN ||
newclass == C_MONK) &&
cur_weapon->o_which == BASWORD)
cur_weapon->o_which = SWORD;
/*
* if he was a thief, assassin, or monk then take out
* the trap_look() daemon
*/
if (player.t_ctype == C_THIEF || player.t_ctype == C_MONK ||
player.t_ctype == C_ASSASSIN)
kill_daemon(trap_look);
/*
* if he becomes a thief, assassin, or monk then add
* the trap_look() daemon
*/
if (newclass == C_THIEF || newclass == C_ASSASSIN ||
newclass == C_MONK)
start_daemon(trap_look, NULL, AFTER);
/* adjust stats */
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 + rnd(4);
check_level();
if (pstats.s_hpt > save) /* don't add to current hits */
pstats.s_hpt = save;
}
dsrpt_player(); /* this should disrupt whatever we were doing */
}
/*
* 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))
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 (wgetch(cw)) {
case EOF:
case ESC:
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");
}
/* this is confusing! <press space to continue> */
/* waddstr(hw,"[ESC]\tLeave this menu\n"); */
mvwaddstr(hw, lines-1, 0, spacemsg);
draw(hw);
wait_for (' ');
restscr(cw);
}
}
}
void
do_panic(int who)
{
/* who: kind of monster to panic (all if who is 0) */
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 && th->t_stats.s_intel < 14) ||
(!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) < 67) {
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
*/
int
misc_name(char *str, struct object *obj)
{
char buf1[LINELEN];
*str = 0;
buf1[0] = 0;
if (!(obj->o_flags & ISKNOW))
{
strcat(str,m_magic[obj->o_which].mi_name);
return(0);
}
switch (obj->o_which)
{
case MM_BRACERS:
case MM_PROTECT:
strcat(str, num(obj->o_ac, 0));
strcat(str, " ");
}
switch (obj->o_which) {
case MM_CRYSTAL:
if (obj->o_flags & ISBLESSED)
strcat(str, "glowing ");
}
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(str, "cursed ");
when MM_CRYSTAL:
if (obj->o_flags & ISCURSED)
strcat(str, "opaque ");
}
strcat(str, 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(str, buf1);
return(0);
}
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 = wgetch(cw);
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 ESC:
if (state == 1) {
restscr(cw);
}
msg("");
after = FALSE;
return;
when '1':
case '2':
case '3':
case '4':
if (state == 1) { /* In prompt window */
restscr(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();
}
}
}
/*
* 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 = 0,
dummy = 0;
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) (wgetch(cw) - 'a');
msg(""); /* Get rid of the prompt */
if (which_scroll == (int) ESC - (int) 'a') {
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 = wgetch(cw);
} while (c != ' ' && c != ESC);
if (c == ESC)
break;
}
msg("");
mvwaddstr(msgw, 0, 0, "Which scroll are you writing? ");
clearok(msgw, FALSE);
draw(msgw);
which_scroll = (int) (wgetch(cw) - 'a');
} while (which_scroll != (int) (ESC - 'a') &&
(which_scroll < 0 || which_scroll >= MAXQUILL));
if (which_scroll == (int) (ESC - '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);
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;
/* Should we overlay? */
if (menu_overlay && MAXQUILL + 3 < lines - 3) {
over_win(cw, hw, MAXQUILL + 5, maxlen + 3, 0, curlen, '\0');
}
else draw(hw);
}
if (!nohw) {
which_scroll = (int) (wgetch(cw) - 'a');
while (which_scroll < 0 || which_scroll >= MAXQUILL) {
if (which_scroll == (int) ESC - (int) 'a') {
after = FALSE;
/* Restore the screen */
if (MAXQUILL + 3 < lines / 2) {
clearok(cw, FALSE);
touchwin(cw);
}
else restscr(cw);
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 - 3) {
over_win(cw, hw, MAXQUILL + 5, maxlen + 3,
0, curlen, '\0');
}
else draw(hw);
which_scroll = (int) (wgetch(cw) - 'a');
}
}
/* Now restore the screen if we have to */
if (!nohw) {
if (MAXQUILL + 3 < lines / 2) {
touchwin(cw);
clearok(cw, FALSE);
}
else restscr(cw);
}
/* 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) == FALSE) {
(OBJPTR(item))->o_pos = hero;
fall(item, TRUE);
}
which_scroll = dummy; /* Hack to stop IRIX complaint about dummy not */
/* being used */
}
/*
* Use something
*/
void
use_mm(int which)
{
register struct object *obj = NULL;
register struct linked_list *item = NULL;
bool is_mm;
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);
which = obj->o_which;
}
if (obj->o_type == POTION) { /* A 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 EYE_VECNA:
msg("The pain slowly subsides.. ");
when HEIL_ANKH:
msg("Your hand grows very warm. ");
when YENDOR_AMULET:
msg("Your chest glows! ");
do_panic(findmindex("frost giant"));
when STONEBONES_AMULET:
msg("Your chest glows! ");
do_panic(findmindex("storm giant"));
when SURTUR_RING:
do_panic(findmindex("fire giant"));
when ALTERAN_CARD: /* the card allows you to teleport anywhere */
do_teleport();
}
}
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 spent. ");
break;
}
obj->o_charges--;
if (food_left >= MORETIME + 5) {
food_left = MORETIME + 5;
msg("A strange sensation comes over you.. ");
msg(terse? "Getting hungry" : "You are starting to get hungry");
hungry_state = F_HUNGRY;
}
if (player.t_ctype == C_PALADIN ||
player.t_ctype == C_RANGER || player.t_ctype == C_MONK) {
msg("You feel a chilling sensation!");
aggravate(TRUE, FALSE);
}
else {
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);
return;
/*
* 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--;
if (terse) msg("You sneeze! ");
else msg("Ahh.. Ahh... Choo!! ");
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--;
if (terse) msg("You snort! ");
else msg("aaAAACHOOOooo. Cough. Cough. Sneeze. Sneeze.");
if (!cur_relic[SURTUR_RING] && !save(VS_POISON, &player, 0)) {
msg ("You choke to death!!! --More--");
wait_for(' ');
pstats.s_hpt = -1; /* in case he hangs up the phone! */
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);
when MM_CRYSTAL:
{
register char *str;
detach (pack, item);
inpack--;
if (obj->o_flags & ISCURSED) {
if (is_mm && !m_know[MM_CRYSTAL])
str = "rock in a curious sort of way";
else
str = "crystal briefly";
msg("You rub the %s and yell out in agony! ", str);
/* curse his pack */
read_scroll(S_REMOVE, obj->o_flags & ISCURSED, FALSE);
/* aggravate monsters */
read_scroll(S_HOLD, obj->o_flags & ISCURSED, FALSE);
player.t_no_move += (2 * movement(&player) * FREEZETIME);
player.t_action = A_FREEZE;
/* loss of 1/4 total hit points */
pstats.s_hpt -= ((max_stats.s_hpt / 4));
max_stats.s_hpt -= rnd(3)+3;
if (pstats.s_hpt > max_stats.s_hpt)
pstats.s_hpt = max_stats.s_hpt;
if ((pstats.s_hpt < 1) || (max_stats.s_hpt < 1)) {
pstats.s_hpt = -1;
msg("The crystal has absorbed you... --More--");
wait_for(' ');
death(D_CRYSTAL);
}
}
else { /* if normal, give him a bonus */
if (is_mm && !m_know[MM_CRYSTAL])
str = "flashes brightly";
else
str = "vibrates softly";
msg("You rub the crystal and it %s... ", str);
/* cure him */
read_scroll(S_CURING, 0, FALSE);
/* give him weird hands */
turn_on(player, CANHUH);
msg("Your fingertips turn blue. ");
/* add intelligence */
if (player.t_ctype == C_MAGICIAN) {
max_stats.s_intel += 1;
pstats.s_intel += 1;
}
/* add strength */
if (player.t_ctype == C_FIGHTER) {
max_stats.s_str += 1;
pstats.s_str += 1;
}
/* add wisdom */
if (player.t_ctype == C_CLERIC || player.t_ctype == C_PALADIN) {
max_stats.s_wisdom += 1;
pstats.s_wisdom += 1;
}
/* add dexterity */
if (player.t_ctype == C_THIEF || player.t_ctype == C_ASSASSIN) {
max_stats.s_dext += 1;
pstats.s_dext += 1;
}
/* add constitution */
if (player.t_ctype == C_MONK) {
max_stats.s_const += 1;
pstats.s_const += 1;
}
/* add charisma */
if (player.t_ctype == C_RANGER || player.t_ctype == C_PALADIN) {
max_stats.s_charisma += 1;
pstats.s_charisma += 1;
}
}
if (obj->o_flags & ISBLESSED) { /* if blessed */
if (is_mm && !m_know[MM_CRYSTAL])
msg("The crystal disappears from your hands. ");
else
msg("Your hands absorb the medicine crystal. ");
/* set hit points to at least 50 */
if (max_stats.s_hpt < 50) {
max_stats.s_hpt = 50;
pstats.s_hpt = max_stats.s_hpt;
}
else { /* or just add 10% */
max_stats.s_hpt += (max_stats.s_hpt / 10);
pstats.s_hpt = max_stats.s_hpt;
}
/* heck, really make it memorable */
read_scroll(S_REMOVE, obj->o_flags & ISBLESSED, FALSE);
}
}
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 || which == MM_CRYSTAL))
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 BRIAN_MANDOLIN:
case GERYON_HORN: units = 4;
when QUILL_NAGROM:
case EMORI_CLOAK:
case HEIL_ANKH: units = 3;
when YENDOR_AMULET:
case STONEBONES_AMULET: units = 2;
when EYE_VECNA: units = 6;
/* The eye will do nothing other than give a headache */
pstats.s_hpt -= rnd(25)+1;
msg("You feel a sharp pain shoot through your forehead!");
if (pstats.s_hpt < 1) {
pstats.s_hpt = -1;
msg ("The pain is too much for you to bear! --More--");
wait_for(' ');
death(D_RELIC);
}
when SURTUR_RING:
units = 3;
msg("Your nose tickles a bit.");
when ALTERAN_CARD:
units = 2;
msg("You gaze intently at the card... ");
}
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 = 2;
when MM_BEAKER:
case MM_BOOK:
/* This is a strange case because it can go forever */
units = 1;
case MM_CHOKE: /* Dust */
when MM_HUNGER: /* Chimes */
units = 3;
when MM_OPEN:
case MM_DRUMS:
case MM_DISAPPEAR:
units = 4;
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;
when MM_CRYSTAL:
/* Enhance player's quest */
units = 5;
otherwise:
/* What is it? */
units = -1;
}
otherwise: units = -1;
}
return (units);
}