/*
player.c - functions for dealing with special player abilities
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 <ctype.h>
#include <string.h>
#include <curses.h>
#include "rogue.h"
bool pick_spell(struct spells spells[], int ability, int num_spells, int power,
const char *prompt, const char *type);
/*
* affect:
* cleric affecting undead
*/
void
affect(void)
{
register struct linked_list *item;
register struct thing *tp;
register char *mname;
bool see;
coord new_pos;
int lvl;
if (!(player.t_ctype == C_CLERIC ||
(player.t_ctype == C_PALADIN && pstats.s_lvl > 4) ||
cur_relic[HEIL_ANKH] != 0)) {
msg("You cannot affect undead.");
return;
}
new_pos.y = hero.y + player.t_newpos.y;
new_pos.x = hero.x + player.t_newpos.x;
if (cansee(new_pos.y, new_pos.x)) see = TRUE;
else see = FALSE;
/* Anything there? */
if (new_pos.y < 0 || new_pos.y > lines-3 ||
new_pos.x < 0 || new_pos.x > cols-1 ||
mvwinch(mw, new_pos.y, new_pos.x) == ' ') {
msg("Nothing to affect.");
return;
}
if ((item = find_mons(new_pos.y, new_pos.x)) == 0) {
debug("Affect what @ %d,%d?", new_pos.y, new_pos.x);
return;
}
tp = THINGPTR(item);
mname = monster_name(tp);
if (on(player, ISINVIS) && off(*tp, CANSEE)) {
msg("%s%s cannot see you", see ? "The " : "It",
see ? mname : "");
return;
}
if (off(*tp, TURNABLE) || on(*tp, WASTURNED))
goto annoy;
turn_off(*tp, TURNABLE);
lvl = pstats.s_lvl;
if (player.t_ctype == C_PALADIN && cur_relic[HEIL_ANKH] == 0) {
lvl -= 4;
}
/* Can cleric kill it? */
if (lvl >= 3 * tp->t_stats.s_lvl) {
unsigned long test; /* For overflow check */
msg("You have destroyed %s%s.", see ? "the " : "it", see ? mname : "");
test = pstats.s_exp + tp->t_stats.s_exp;
/* Be sure there is no overflow before increasing experience */
if (test > pstats.s_exp) pstats.s_exp = test;
killed(item, FALSE, TRUE, TRUE);
check_level();
return;
}
/* Can cleric turn it? */
if (rnd(100) + 1 >
(100 * ((2 * tp->t_stats.s_lvl) - lvl)) / lvl) {
unsigned long test; /* Overflow test */
/* Make the monster flee */
turn_on(*tp, WASTURNED); /* No more fleeing after this */
turn_on(*tp, ISFLEE);
runto(tp, &hero);
/* Disrupt it */
dsrpt_monster(tp, TRUE, TRUE);
/* Let player know */
msg("You have turned %s%s.", see ? "the " : "it", see ? mname : "");
/* get points for turning monster -- but check overflow first */
test = pstats.s_exp + tp->t_stats.s_exp/2;
if (test > pstats.s_exp) pstats.s_exp = test;
check_level();
/* If monster was suffocating, stop it */
if (on(*tp, DIDSUFFOCATE)) {
turn_off(*tp, DIDSUFFOCATE);
extinguish(suffocate);
}
/* If monster held us, stop it */
if (on(*tp, DIDHOLD) && (--hold_count == 0))
turn_off(player, ISHELD);
turn_off(*tp, DIDHOLD);
/* It is okay to turn tail */
tp->t_oldpos = tp->t_pos;
return;
}
/* Otherwise -- no go */
annoy:
if (see && tp->t_stats.s_intel > 16)
msg("%s laughs at you...", prname(mname, TRUE));
else
msg("You do not affect %s%s.", see ? "the " : "it", see ? mname : "");
/* Annoy monster */
if (off(*tp, ISFLEE)) runto(tp, &hero);
}
/*
* the cleric asks his deity for a spell
*/
void
pray(void)
{
register int num_prayers, prayer_ability, which_prayer;
which_prayer = num_prayers = prayer_ability = 0;
if (player.t_ctype != C_CLERIC && player.t_ctype != C_PALADIN &&
cur_relic[HEIL_ANKH] == 0) {
msg("You are not permitted to pray.");
return;
}
if (cur_misc[WEAR_CLOAK] != NULL &&
cur_misc[WEAR_CLOAK]->o_which == MM_R_POWERLESS) {
msg("You can't seem to pray!");
return;
}
prayer_ability = pstats.s_lvl * pstats.s_wisdom - 5;
if (player.t_ctype != C_CLERIC)
prayer_ability /= 2;
if (cur_relic[HEIL_ANKH]) prayer_ability += 75;
if (player.t_action != C_PRAY) {
num_prayers = 0;
/* Get the number of avilable prayers */
if (pstats.s_wisdom > 16)
num_prayers += pstats.s_wisdom - 16;
num_prayers += pstats.s_lvl;
if (cur_relic[HEIL_ANKH])
num_prayers += pstats.s_wisdom - 18;
if (player.t_ctype != C_CLERIC)
num_prayers /= 2;
if (num_prayers > MAXPRAYERS)
num_prayers = MAXPRAYERS;
if (num_prayers < 1) {
msg("You are not permitted to pray yet.");
return;
}
/* Prompt for prayer */
if (pick_spell( cleric_spells,
prayer_ability,
num_prayers,
pray_time,
"offer",
"prayer"))
player.t_action = C_PRAY;
return;
}
/* We've waited our required praying time. */
which_prayer = player.t_selection;
player.t_selection = 0;
player.t_action = A_NIL;
if (cleric_spells[which_prayer].s_cost + pray_time > prayer_ability) {
msg("Your prayer fails.");
return;
}
msg("Your prayer has been granted. ");
if (cleric_spells[which_prayer].s_type == TYP_POTION)
quaff( cleric_spells[which_prayer].s_which,
0,
cleric_spells[which_prayer].s_flag,
FALSE);
else if (cleric_spells[which_prayer].s_type == TYP_SCROLL)
read_scroll( cleric_spells[which_prayer].s_which,
cleric_spells[which_prayer].s_flag,
FALSE);
else if (cleric_spells[which_prayer].s_type == TYP_STICK) {
if (!player_zap(cleric_spells[which_prayer].s_which,
cleric_spells[which_prayer].s_flag)) {
after = FALSE;
return;
}
}
pray_time += cleric_spells[which_prayer].s_cost;
}
/*
* the magician is going to try and cast a spell
*/
void
cast(void)
{
register int spell_ability, which_spell, num_spells;
if (player.t_ctype != C_MAGICIAN && player.t_ctype != C_RANGER) {
msg("You are not permitted to cast spells.");
return;
}
if (cur_misc[WEAR_CLOAK] != NULL &&
cur_misc[WEAR_CLOAK]->o_which == MM_R_POWERLESS) {
msg("You can't seem to cast spells!");
return;
}
spell_ability = pstats.s_lvl * pstats.s_intel - 5;
if (player.t_ctype != C_MAGICIAN)
spell_ability /= 2;
if (player.t_action != C_CAST) {
/*
* Get the number of avilable spells
*/
num_spells = 0;
if (pstats.s_intel > 16)
num_spells += pstats.s_intel - 16;
num_spells += pstats.s_lvl;
if (player.t_ctype != C_MAGICIAN)
num_spells /= 2;
if (num_spells > MAXSPELLS)
num_spells = MAXSPELLS;
if (num_spells < 1) {
msg("You are not allowed to cast spells yet.");
return;
}
/* prompt for spell */
if (pick_spell( magic_spells,
spell_ability,
num_spells,
spell_power,
"cast",
"spell"))
player.t_action = C_CAST;
return;
}
/* We've waited our required casting time. */
which_spell = player.t_selection;
player.t_selection = 0;
player.t_action = A_NIL;
if ((spell_power + magic_spells[which_spell].s_cost) > spell_ability) {
msg("Your attempt fails.");
return;
}
msg("Your spell is successful. ");
if (magic_spells[which_spell].s_type == TYP_POTION)
quaff( magic_spells[which_spell].s_which,
0,
magic_spells[which_spell].s_flag,
FALSE);
else if (magic_spells[which_spell].s_type == TYP_SCROLL)
read_scroll( magic_spells[which_spell].s_which,
magic_spells[which_spell].s_flag,
FALSE);
else if (magic_spells[which_spell].s_type == TYP_STICK) {
if (!player_zap(magic_spells[which_spell].s_which,
magic_spells[which_spell].s_flag)) {
after = FALSE;
return;
}
}
spell_power += magic_spells[which_spell].s_cost;
}
/*
* the druid asks his deity for a spell
*/
void
chant(void)
{
register int num_chants, chant_ability, which_chant;
which_chant = num_chants = chant_ability = 0;
if (player.t_ctype != C_DRUID && player.t_ctype != C_MONK) {
msg("You are not permitted to chant.");
return;
}
if (cur_misc[WEAR_CLOAK] != NULL &&
cur_misc[WEAR_CLOAK]->o_which == MM_R_POWERLESS) {
msg("You can't seem to chant!");
return;
}
chant_ability = pstats.s_lvl * pstats.s_wisdom - 5;
if (player.t_ctype != C_DRUID)
chant_ability /= 2;
if (player.t_action != C_CHANT) {
num_chants = 0;
/* Get the number of avilable chants */
if (pstats.s_wisdom > 16)
num_chants += pstats.s_wisdom - 16;
num_chants += pstats.s_lvl;
if (player.t_ctype != C_DRUID)
num_chants /= 2;
if (num_chants > MAXCHANTS)
num_chants = MAXCHANTS;
if (num_chants < 1) {
msg("You are not permitted to chant yet.");
return;
}
/* Prompt for chant */
if (pick_spell( druid_spells,
chant_ability,
num_chants,
chant_time,
"sing",
"chant"))
player.t_action = C_CHANT;
return;
}
/* We've waited our required chanting time. */
which_chant = player.t_selection;
player.t_selection = 0;
player.t_action = A_NIL;
if (druid_spells[which_chant].s_cost + chant_time > chant_ability) {
msg("Your chant fails.");
return;
}
msg("Your chant has been granted. ");
if (druid_spells[which_chant].s_type == TYP_POTION)
quaff( druid_spells[which_chant].s_which,
0,
druid_spells[which_chant].s_flag,
FALSE);
else if (druid_spells[which_chant].s_type == TYP_SCROLL)
read_scroll( druid_spells[which_chant].s_which,
druid_spells[which_chant].s_flag,
FALSE);
else if (druid_spells[which_chant].s_type == TYP_STICK) {
if (!player_zap(druid_spells[which_chant].s_which,
druid_spells[which_chant].s_flag)) {
after = FALSE;
return;
}
}
chant_time += druid_spells[which_chant].s_cost;
}
/* Constitution bonus */
int
const_bonus(void) /* Hit point adjustment for changing levels */
{
register int bonus;
if (pstats.s_const > 9 && pstats.s_const < 18)
bonus = 0;
else if (pstats.s_const >= 18 && pstats.s_const < 20)
bonus = 1;
else if (pstats.s_const >= 20 && pstats.s_const < 26)
bonus = 2;
else if (pstats.s_const >= 26 && pstats.s_const < 36)
bonus = 3;
else if (pstats.s_const >= 36)
bonus = 4;
else if (pstats.s_const > 7)
bonus = -1;
else
bonus = -2;
switch(player.t_ctype) {
case C_FIGHTER: bonus = min(bonus, 11);
when C_RANGER: bonus = min(bonus, 9);
when C_PALADIN: bonus = min(bonus, 9);
when C_MAGICIAN: bonus = min(bonus, 8);
when C_CLERIC: bonus = min(bonus, 8);
when C_THIEF: bonus = min(bonus, 10);
when C_ASSASSIN: bonus = min(bonus, 10);
when C_DRUID: bonus = min(bonus, 8);
when C_MONK: bonus = min(bonus, 9);
otherwise: bonus = min(bonus, 7);
}
return(bonus);
}
/*
* Give away slime-molds to monsters. If monster is friendly,
* it will give you a "regular" food ration in return. You have
* to give a slime-mold to Alteran (a unique monster) in order to
* get the special "Card of Alteran" quest item. There's no other
* way to get this artifact and remain alive.
*/
void
give(struct thing *th)
{
/*
* Find any monster within one space of you
*/
struct linked_list *ll;
struct object *lb;
register int x,y;
register struct linked_list *mon = NULL;
bool gotone = FALSE;
if (levtype != POSTLEV) { /* no monsters at trading post */
for (x = hero.x-1; x <= hero.x+1; x++) {
for (y = hero.y-1; y <= hero.y+1; 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) {
gotone = TRUE; /* found a monster to give away to */
th = THINGPTR(mon);
}
}
}
}
}
if (gotone) {
if ((ll=get_item(pack, "give away", ALL, FALSE, FALSE)) != NULL) {
lb = OBJPTR(ll);
mpos = 0;
switch(lb->o_type) {
case FOOD:
switch (lb->o_which) {
case E_SLIMEMOLD: /* only slime-molds for now */
if (on(*th, CANSELL)) { /* quartermaster */
msg("%s laughs at you. ");
return;
}
if ((on(*th, ISFRIENDLY) || off(*th, ISMEAN)) &&
off(*th, ISUNIQUE) && off(*th, CANSELL)) {
turn_on(*th, ISRUN); /* we want him awake */
msg("%s accepts and promptly eats your gift of food. --More--", prname(monster_name(th), TRUE));
wait_for(' ');
del_pack(ll); /* delete slime-mold */
/* and add a food ration */
create_obj(FALSE, FOOD, E_RATION);
msg("%s gives you food in return and nods off to sleep. ", prname(monster_name(th), TRUE));
turn_off(*th, ISRUN); /* put him to sleep */
return;
}
else if (on(*th, CARRYCARD) && on(*th, ISUNIQUE)) {
/* Now you get the Card of Alteran */
msg("%s gives you a strange rectangular card. --More--", prname(monster_name(th), TRUE));
wait_for(' ');
del_pack(ll); /* get rid of slime-mold */
create_obj(FALSE, RELIC, ALTERAN_CARD);
msg("%s bids you farewell. ", prname(monster_name(th), TRUE));
killed(mon, FALSE, FALSE, FALSE);
return;
}
else if (on(*th, ISUNIQUE) && off(*th, ISMEAN)) {
/* Dragons */
msg("%s is set free by your generosity. ", prname(monster_name(th), TRUE));
del_pack(ll); /* get rid of it */
/* just let him roam around */
turn_on(*th, ISRUN);
if (on(*th, ISFLEE)) turn_off(*th, ISFLEE);
runto(th, &hero);
th->t_action = A_NIL;
return;
}
else if (on(*th, ISRUN) && off(*th, ISUNIQUE)) {
/* if NOT sleeping and not a unique */
switch (rnd(2)) {
case 0: msg("%s ignores you. ", prname(monster_name(th), TRUE));
when 1: {
msg("%s nips at your hand. ", prname(monster_name(th), TRUE));
if (rnd(100) < 10) {
del_pack(ll); /* delete it */
if (off(*th, ISMEAN)) {
msg("The slime-mold makes %s sleepy. ", prname(monster_name(th), TRUE));
/* put him to sleep */
turn_off(*th, ISRUN);
return;
}
else {
switch (rnd(2)) {
case 0: msg("%s's eyes roll back. ", prname(monster_name(th), TRUE));
when 1: msg("%s becomes wanderlust. ", prname(monster_name(th), TRUE));
}
/* just let him roam around */
turn_on(*th, ISRUN);
if (on(*th, ISFLEE))
turn_off(*th, ISFLEE);
runto(th, &hero);
th->t_action = A_NIL;
return;
}
}
}
}
}
else {
msg("%s's mouth waters. ", prname(monster_name(th), TRUE));
/* this wakes him up */
if (off(*th, ISUNIQUE)) turn_on(*th, ISRUN);
return;
}
otherwise:
switch (rnd(3)) { /* mention food (hint hint) */
case 0: msg("You cannot give away the %s! ", foods[lb->o_which].mi_name);
when 1: msg("The %s looks rancid! ", foods[lb->o_which].mi_name);
when 2: msg("You change your mind. ");
}
return;
}
otherwise:
switch (rnd(3)) { /* do not mention other items */
case 0: msg("You feel foolish. ");
when 1: msg("You change your mind. ");
when 2: msg("%s ignores you. ", prname(monster_name(th), TRUE));
}
return;
}
}
}
else msg("Your efforts are futile. ");
return;
}
/*
* Frighten a monster. Useful for the 'good' characters.
*/
void
fright(struct thing *th)
{
/*
* Find any monster within one space of you
*/
register int x,y;
register struct linked_list *mon;
bool gotone = FALSE;
if (levtype != POSTLEV) { /* no monsters at trading post */
for (x = hero.x-1; x <= hero.x+1; x++) {
for (y = hero.y-1; y <= hero.y+1; 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) {
gotone = TRUE; /* found a monster to give away to */
th = THINGPTR(mon);
}
}
}
}
}
if (gotone) { /* If 'good' character or is wearing a ring of fear */
if (player.t_ctype == C_RANGER || player.t_ctype == C_PALADIN ||
player.t_ctype == C_MONK || ISWEARING(R_FEAR) != 0) {
player.t_action = A_NIL;
player.t_no_move = movement(&player);
switch (player.t_ctype) {
case C_FIGHTER: /* loss of strength */
pstats.s_str--;
if (pstats.s_str < 3) pstats.s_str = 3;
when C_RANGER: /* loss of charisma */
case C_PALADIN:
pstats.s_charisma--;
if (pstats.s_charisma < 3) pstats.s_charisma = 3;
when C_CLERIC: /* loss of wisdom */
case C_DRUID:
pstats.s_wisdom--;
if (pstats.s_wisdom < 3) pstats.s_wisdom = 3;
when C_MAGICIAN: /* loss of wisdom intelligence */
pstats.s_intel--;
if (pstats.s_intel < 3) pstats.s_intel = 3;
when C_THIEF: /* loss of dexterity */
case C_ASSASSIN:
pstats.s_dext--;
if (pstats.s_dext < 3) pstats.s_dext = 3;
when C_MONK: /* loss of constitution */
pstats.s_const--;
if (pstats.s_const < 3) pstats.s_const = 3;
otherwise: /* this msg can induce great fear */
msg("You miss. ");
}
/* Cause a panic. Good thru level 16. */
if (level < 17) {
msg("You wave your arms and yell! ");
do_panic(th->t_index);
pstats.s_hpt -= (pstats.s_hpt/2)+1;
if (pstats.s_hpt < 25) msg("You heart quivers... ");
if (pstats.s_hpt < 1) {
msg("Your heart stops!! --More--");
wait_for(' ');
pstats.s_hpt = -1;
death(D_FRIGHT);
}
return;
}
else {
/* He can't do it after level 16 */
switch (rnd(20)) {
case 0: case 2:
msg("You stamp your foot!! ");
when 4: case 8:
msg("%s laughs at you! ",prname(monster_name(th),TRUE));
when 10: case 12:
msg("You forget what you are doing? ");
otherwise:
msg(nothing);
}
return;
}
}
else {
switch (rnd(25)) {
case 0: case 2: case 4:
msg("You motion angrily! ");
when 6: case 8: case 10:
msg("You can't frighten anything. ");
when 12: case 14: case 16:
msg("Your puff up your face. ");
otherwise:
msg(nothing);
}
return;
}
}
else {
msg("There is nothing to fear but fear itself. ");
return;
}
}
/* Routines for thieves */
/*
* gsense: Sense gold
*/
void
gsense(void)
{
/* Thief & assassin can do this, but fighter & ranger can later */
if (player.t_ctype == C_THIEF || player.t_ctype == C_ASSASSIN ||
((player.t_ctype == C_FIGHTER || player.t_ctype == C_RANGER) &&
pstats.s_lvl >= 12)) {
read_scroll(S_GFIND, 0, FALSE);
}
else msg("You seem to have no gold sense.");
return;
}
/*
* xsense: Sense traps
*/
void
xsense(void)
{
/* Only thief can do this, but assassin, fighter, & monk can later */
if (player.t_ctype == C_THIEF || ((player.t_ctype == C_ASSASSIN ||
player.t_ctype == C_FIGHTER || player.t_ctype == C_MONK) &&
pstats.s_lvl >= 14)) {
read_scroll(S_FINDTRAPS, 0, FALSE);
}
else msg("You seem not to be able to sense traps.");
return;
}
/*
* steal:
* Steal in direction given in delta
*/
void
steal(void)
{
register struct linked_list *item;
register struct thing *tp;
register char *mname;
coord new_pos;
int thief_bonus = -50;
bool isinvisible = FALSE;
/* let the fighter steal after level 15 */
if (player.t_ctype == C_FIGHTER && pstats.s_lvl < 15) {
msg(nothing);
return;
}
else if (player.t_ctype != C_THIEF &&
player.t_ctype != C_ASSASSIN &&
player.t_ctype != C_FIGHTER) {
msg("Only thieves and assassins can steal.");
return;
}
if (on(player, ISBLIND)) {
msg("You can't see anything.");
return;
}
new_pos.y = hero.y + player.t_newpos.y;
new_pos.x = hero.x + player.t_newpos.x;
/* Anything there? */
if (new_pos.y < 0 || new_pos.y > lines-3 ||
new_pos.x < 0 || new_pos.x > cols-1 ||
mvwinch(mw, new_pos.y, new_pos.x) == ' ') {
msg("Nothing to steal from.");
return;
}
if ((item = find_mons(new_pos.y, new_pos.x)) == NULL)
debug("Steal from what @ %d,%d?", new_pos.y, new_pos.x);
tp = THINGPTR(item);
if (on(*tp, ISSTONE)) {
msg ("You can't steal from stone!");
return;
}
if (on(*tp, ISFLEE)) {
msg("You can't get your hand in anywhere! ");
return;
}
isinvisible = invisible(tp);
if (isinvisible) mname = "creature";
else mname = monster_name(tp);
/* Can player steal something unnoticed? */
if (player.t_ctype == C_THIEF) thief_bonus = 9;
if (player.t_ctype == C_ASSASSIN) thief_bonus = 6;
if (player.t_ctype == C_FIGHTER) thief_bonus = 3;
if (on(*tp, ISUNIQUE)) thief_bonus -= 15;
if (isinvisible) thief_bonus -= 20;
if (on(*tp, ISINWALL) && off(player, CANINWALL)) thief_bonus -= 50;
if (on(*tp, ISHELD) || tp->t_action == A_FREEZE ||
rnd(100) <
(thief_bonus + 2*dex_compute() + 5*pstats.s_lvl -
5*(tp->t_stats.s_lvl - 3))) {
register struct linked_list *s_item, *pack_ptr;
int count = 0;
unsigned long test; /* Overflow check */
s_item = NULL; /* Start stolen goods out as nothing */
/* Find a good item to take */
for (pack_ptr=tp->t_pack; pack_ptr != NULL; pack_ptr=next(pack_ptr))
if ((OBJPTR(pack_ptr))->o_type != RELIC &&
pack_ptr != tp->t_using && /* Monster can't be using it */
rnd(++count) == 0)
s_item = pack_ptr;
/*
* Find anything?
*/
if (s_item == NULL) {
msg("%s apparently has nothing to steal.", prname(mname, TRUE));
return;
}
/* Take it from monster */
if (tp->t_pack) detach(tp->t_pack, s_item);
/* Recalculate the monster's encumberance */
updpack(TRUE, tp);
/* Give it to player */
if (add_pack(s_item, FALSE) == FALSE) {
(OBJPTR(s_item))->o_pos = hero;
fall(s_item, TRUE);
}
/* Get points for stealing -- but first check for overflow */
test = pstats.s_exp + tp->t_stats.s_exp/2;
if (test > pstats.s_exp) pstats.s_exp = test;
/*
* Do adjustments if player went up a level
*/
check_level();
}
else {
msg("Your attempt fails.");
/* Annoy monster (maybe) */
if (rnd(40) >= dex_compute() + thief_bonus) {
/*
* If this is a charmed creature, there is a chance it
* will become uncharmed.
*/
if (on(*tp, ISCHARMED) && save(VS_MAGIC, tp, 0)) {
msg("The eyes of %s turn clear.", prname(mname, FALSE));
turn_off(*tp, ISCHARMED);
}
if (on(*tp, CANSELL)) {
turn_off(*tp, CANSELL);
tp->t_action = A_NIL;
tp->t_movement = 0;
if (rnd(100) < 50) /* make him steal something */
turn_on(*tp, STEALMAGIC);
else
turn_on(*tp, STEALGOLD);
if (!isinvisible)
msg("%s looks insulted.", prname(mname, TRUE));
}
runto(tp, &hero);
}
}
}
/*
* Take charmed monsters with you via up or down commands.
*/
void
take_with(void)
{
register struct thing *tp;
register struct linked_list *item;
struct linked_list *nitem;
register int t;
t = 0;
for (item = mlist; item != NULL; item = nitem) {
nitem = next(item);
t++;
if (t > 5) break;
tp = THINGPTR(item);
if (on(*tp, ISCHARMED)) {
monsters[tp->t_index].m_normal = TRUE;
turn_on(*tp, ISELSEWHERE);
detach(mlist, item);
attach(tlist, item); /* remember him next level */
check_residue(tp);
continue;
}
}
}
/*
* this routine lets the player pick the spell that they
* want to cast regardless of character class
* spells: spell list
* ability: spell ability
* num_spells: number of spells that can be cast
* power: spell power
* prompt: prompt for spell list
* type: type of thing--> spell, prayer, chant
*/
bool
pick_spell(struct spells spells[], int ability, int num_spells, int power,
const char *prompt, const char *type)
{
bool nohw = FALSE;
register int i;
int curlen,
maxlen = 0,
dummy = 0,
which_spell,
spell_left;
if (cur_misc[WEAR_CLOAK] != NULL &&
cur_misc[WEAR_CLOAK]->o_which == MM_R_POWERLESS) {
msg("You can't seem to start a %s!", type);
return(FALSE);
}
/* Prompt for spells */
msg("Which %s are you %sing? (* for list): ", type, prompt);
which_spell = (int) (wgetch(cw) - 'a');
msg(""); /* Get rid of the prompt */
if (which_spell == (int) ESC - (int) 'a') {
after = FALSE;
return(FALSE);
}
if (which_spell >= 0 && which_spell < num_spells) nohw = TRUE;
else if (slow_invent) {
register char c;
nohw = TRUE;
do {
for (i=0; i<num_spells; i++) {
msg("");
mvwaddch(msgw, 0, 0, '[');
waddch(msgw, (char) ((int) 'a' + i));
wprintw(msgw, "] A %s of ", type);
if (spells[i].s_type == TYP_POTION)
waddstr(msgw, p_magic[spells[i].s_which].mi_name);
else if (spells[i].s_type == TYP_SCROLL)
waddstr(msgw, s_magic[spells[i].s_which].mi_name);
else if (spells[i].s_type == TYP_STICK)
waddstr(msgw, ws_magic[spells[i].s_which].mi_name);
waddstr(msgw, morestr);
wclrtobot(msgw);
clearok(msgw, FALSE);
draw(msgw);
do {
c = wgetch(cw);
} while (c != ' ' && c != ESC);
if (c == ESC)
break;
}
msg("");
wmove(msgw, 0, 0);
wprintw(msgw, "Which %s are you %sing? ", type, prompt);
clearok(msgw, FALSE);
draw(msgw);
which_spell = (int) (wgetch(cw) - 'a');
} while (which_spell != (int) (ESC - 'a') &&
(which_spell < 0 || which_spell >= num_spells));
if (which_spell == (int) (ESC - 'a')) {
mpos = 0;
msg("");
after = FALSE;
return(FALSE);
}
}
else {
/* Now display the possible spells */
wclear(hw);
touchwin(hw);
wmove(hw, 2, 0);
wprintw(hw, " Cost %c%s", toupper(*type),type+1);
mvwaddstr(hw, 3, 0,
"-----------------------------------------------");
maxlen = 47; /* Maximum width of header */
for (i=0; i<num_spells; i++) {
sprintf(prbuf, "[%c] %3d A %s of ",
(char) ((int) 'a' + i), spells[i].s_cost, type);
if (spells[i].s_type == TYP_POTION)
strcat(prbuf, p_magic[spells[i].s_which].mi_name);
else if (spells[i].s_type == TYP_SCROLL)
strcat(prbuf, s_magic[spells[i].s_which].mi_name);
else if (spells[i].s_type == TYP_STICK)
strcat(prbuf, ws_magic[spells[i].s_which].mi_name);
mvwaddstr(hw, i+4, 0, prbuf);
/* Get the length of the line */
getyx(hw, dummy, curlen);
if (maxlen < curlen) maxlen = curlen;
}
spell_left = ability - power;
if (spell_left < 0) {
spell_left = 0;
if (spell_left < -20) power = ability + 20;
}
sprintf(prbuf, "[Current %s power = %d]", type, spell_left);
mvwaddstr(hw, 0, 0, prbuf);
wprintw(hw, " Which %s are you %sing? ", type, prompt);
getyx(hw, dummy, curlen);
if (maxlen < curlen) maxlen = curlen;
/* Should we overlay? */
if (menu_overlay && num_spells + 3 < lines - 3) {
over_win(cw, hw, num_spells + 5, maxlen + 3, 0, curlen, '\0');
}
else draw(hw);
}
if (!nohw) {
which_spell = (int) (wgetch(cw) - 'a');
while (which_spell < 0 || which_spell >= num_spells) {
if (which_spell == (int) ESC - (int) 'a') {
after = FALSE;
/* Restore the screen */
if (num_spells + 3 < lines / 2) {
clearok(cw, FALSE);
touchwin(cw);
}
else restscr(cw);
return(FALSE);
}
wmove(hw, 0, 0);
wclrtoeol(hw);
wprintw(hw, "Please enter one of the listed %ss. ", type);
getyx(hw, dummy, curlen);
if (maxlen < curlen) maxlen = curlen;
/* Should we overlay? */
if (menu_overlay && num_spells + 3 < lines - 3) {
over_win(cw, hw, num_spells + 5, maxlen + 3,
0, curlen, '\0');
}
else draw(hw);
which_spell = (int) (wgetch(cw) - 'a');
}
}
/* Now restore the screen if we have to */
if (!nohw) {
if (num_spells + 3 < lines / 2) {
touchwin(cw);
clearok(cw, FALSE);
}
else {
restscr(cw);
}
}
if (spells[which_spell].s_type == TYP_STICK &&
need_dir(STICK, spells[which_spell].s_which)) {
if (!get_dir(&player.t_newpos)) {
after = FALSE;
return(FALSE);
}
}
player.t_selection = which_spell;
player.t_no_move = (which_spell/3 + 1) * movement(&player);
spell_left = dummy; /* hack to stop IRIX complaint about dummy */
/* not being used. */
return(TRUE);
}
/*
* opt_player:
* Let the player know what's happening with himself
*/
void
opt_player(void)
{
int i = 1; /* initialize counters */
int j = 2;
wclear(hw);
wmove(hw, 0, 0);
wprintw(hw, "Current player effects:");
wmove(hw, 2, 0);
/* Print a list of what is happening.
* If longer than 16 lines, make it two columns.
* Currently, a maximum of 32 (out of 39) "effects"
* can be happening all at once to a player.
*/
/* 1 - Sense gold */
if (player.t_ctype == C_THIEF || player.t_ctype == C_ASSASSIN ||
((player.t_ctype == C_FIGHTER || player.t_ctype == C_RANGER) &&
pstats.s_lvl >= 12)) {
wprintw(hw, "You can sense gold\n");
i++;
}
/* 2 - Sense traps */
if (player.t_ctype == C_THIEF || ((player.t_ctype == C_ASSASSIN ||
player.t_ctype == C_FIGHTER || player.t_ctype == C_MONK) &&
pstats.s_lvl >= 14)) {
wprintw(hw, "You can sense traps\n");
i++;
}
/* 3 - Steal */
if (player.t_ctype == C_THIEF || player.t_ctype == C_ASSASSIN ||
(player.t_ctype == C_FIGHTER && pstats.s_lvl >= 15)) {
wprintw(hw, "You can steal\n");
i++;
}
/* 4 - Cast spells */
if (player.t_ctype == C_MAGICIAN ||
(player.t_ctype == C_RANGER && pstats.s_lvl > 1)) {
wprintw(hw, "You can cast spells\n");
i++;
}
/* 5 - Make chants */
if (player.t_ctype == C_DRUID ||
(player.t_ctype == C_MONK && pstats.s_lvl > 1)) {
wprintw(hw, "You can chant\n");
i++;
}
/* 6 - Give prayers */
if (cur_relic[HEIL_ANKH] != 0 || player.t_ctype == C_CLERIC ||
(player.t_ctype == C_PALADIN && pstats.s_lvl > 1)) {
wprintw(hw, "You can pray\n");
i++;
}
/* 7 - Affect the undead */
if (cur_relic[HEIL_ANKH] != 0 || player.t_ctype == C_CLERIC ||
(player.t_ctype == C_PALADIN && pstats.s_lvl > 4)) {
wprintw(hw, "You can affect the undead\n");
i++;
}
/* 8 - Cause fear */
if (ISWEARING(R_FEAR) != 0 || ((player.t_ctype == C_RANGER ||
player.t_ctype == C_PALADIN || player.t_ctype == C_MONK) &&
pstats.s_lvl > 1)) {
wprintw(hw, "You are fearful\n");
i++;
}
/* 9 - Confuse monster */
if (on(player, CANHUH) != 0) {
wprintw(hw, "You have multi-colored hands\n");
i++;
}
/* 10 - Confused yourself */
if (on(player, ISHUH) != 0) {
wprintw(hw, "You are confused\n");
i++;
} /* really ISHUH or ISCLEAR */
/* 11 - Clear thought */
if (on(player, ISCLEAR) != 0) {
wprintw(hw, "You are clear headed\n");
i++;
}
/* 12 - Slow */
if (on(player, ISSLOW) != 0) {
wprintw(hw, "You are moving slow\n");
i++;
} /* really ISSLOW or ISHASTE */
/* 13 - Haste */
if (on(player, ISHASTE) != 0) {
wprintw(hw, "You are moving fast\n");
i++;
}
/* 14 - Flying */
if (on(player, ISFLY) != 0) {
wprintw(hw, "You are flying\n");
i++;
}
/* 15 - Blind */
if (on(player, ISBLIND) != 0) {
wprintw(hw, "You are blind\n");
i++;
} /* really ISBLIND or CANSEE */
/* 16 - Extra sight */
if (on(player, CANSEE) != 0) {
wprintw(hw, "You have extra sight\n");
i++;
}
/* 17 - Invisibility */
if (on(player, ISINVIS) != 0) {
/* Okay, start a second column of effects to the screen. */
if (i > 16) {
mvwaddstr(hw, j, 37, "You are invisible");
j++;
}
else {
wprintw(hw, "You are invisible\n");
i++;
}
}
/* 18 - Regeneration and vampiric regen */
if (ISWEARING(R_VAMPREGEN) != 0 || ISWEARING(R_REGEN) != 0) {
if (i > 16) {
mvwaddstr(hw, j, 37, "You have regenerative powers");
j++;
}
else {
wprintw(hw, "You have regenerative powers\n");
i++;
}
}
/* 19 - Phasing */
if (on(player, CANINWALL) != 0) {
if (i > 16) {
mvwaddstr(hw, j, 37, "You can walk through walls");
j++;
}
else {
wprintw(hw, "You can walk through walls\n");
i++;
}
}
/* 20 - Skill (good or bad, it won't last) */
if (find_slot(unskill) != 0) {
if (i > 16) {
mvwaddstr(hw, j, 37, "You feel skillful");
j++;
}
else {
wprintw(hw, "You feel skillful\n");
i++;
}
}
/* 21 - Stealthy */
if (ISWEARING(R_STEALTH) != 0) {
if (i > 16) {
mvwaddstr(hw, j, 37, "You have stealth");
j++;
}
else {
wprintw(hw, "You have stealth\n");
i++;
}
}
/* 22 - Alertness */
if (ISWEARING(R_ALERT) != 0) {
if (i > 16) {
mvwaddstr(hw, j, 37, "You are awake and alert");
j++;
}
else {
wprintw(hw, "You are awake and alert\n");
i++;
}
}
/* 23 - Free action */
if (ISWEARING(R_FREEDOM) != 0) {
if (i > 16) {
mvwaddstr(hw, j, 37, "You feel free");
j++;
}
else {
wprintw(hw, "You feel free\n");
i++;
}
}
/* 24 - Heroism */
if (ISWEARING(R_HEROISM) != 0) {
if (i > 16) {
mvwaddstr(hw, j, 37, "You are brave");
j++;
}
else {
wprintw(hw, "You are brave\n");
i++;
}
}
/* 25 - Ice protection */
if (on(player, NOCOLD) != 0) {
if (i > 16) {
mvwaddstr(hw, j, 37, "You are protected from ice");
j++;
}
else {
wprintw(hw, "You are protected from ice\n");
i++;
}
}
/* 26 - Fire protection */
if (on(player, NOFIRE) != 0) {
if (i > 16) {
mvwaddstr(hw, j, 37, "You are protected from fire");
j++;
}
else {
wprintw(hw, "You are protected from fire\n");
i++;
}
}
/* 27 - Lightning protection */
if (on(player, NOBOLT) != 0) {
if (i > 16) {
mvwaddstr(hw, j, 37, "You are protected from lightning");
j++;
}
else {
wprintw(hw, "You are protected from lightning\n");
i++;
}
}
/* 28 - Gas protection */
if (on(player, NOGAS) != 0) {
if (i > 16) {
mvwaddstr(hw, j, 37, "You are protected from gas");
j++;
}
else {
wprintw(hw, "You are protected from gas\n");
i++;
}
}
/* 29 - Acid protection */
if (on(player, NOACID) != 0) {
if (i > 16) {
mvwaddstr(hw, j, 37, "You are protected from acid");
j++;
}
else {
wprintw(hw, "You are protected from acid\n");
i++;
}
}
/* 30 - Breath protection */
if (cur_relic[YENDOR_AMULET] != 0) {
if (i > 16) {
mvwaddstr(hw, j, 37, "You are protected from monster breath");
j++;
}
else {
wprintw(hw, "You are protected from monster breath\n");
i++;
} /* really only YENDOR or STONEBONES */
}
/* 31 - Magic missile protection */
if (cur_relic[STONEBONES_AMULET] != 0) {
if (i > 16) {
mvwaddstr(hw, j, 37, "You are protected from magic missiles");
j++;
}
else {
wprintw(hw, "You are protected from magic missiles\n");
i++;
}
}
/* 32 - Sustain health */
if (ISWEARING(R_HEALTH) != 0 && (off(player, HASDISEASE) &&
off(player, HASINFEST) && off(player, DOROT))) {
if (i > 16) { /* he's really healthy */
mvwaddstr(hw, j, 37, "You are in good health");
j++;
}
else {
wprintw(hw, "You are in good health\n");
i++;
}
}
/* 33 - Being held */
if (on(player, ISHELD) != 0) {
if (i > 16) {
mvwaddstr(hw, j, 37, "You are being held");
j++;
}
else {
wprintw(hw, "You are being held\n");
i++;
}
}
/* 34 - Stinks */
if (on(player, HASSTINK) != 0) {
if (i > 16) {
mvwaddstr(hw, j, 37, "You are affronted by a bad smell");
j++;
}
else {
wprintw(hw, "You are affronted by a bad smell\n");
i++;
}
}
/* 35 - Any attribute that is down */
if (pstats.s_intel < max_stats.s_intel ||
pstats.s_str < max_stats.s_str ||
pstats.s_wisdom < max_stats.s_wisdom ||
pstats.s_dext < max_stats.s_dext ||
pstats.s_const < max_stats.s_const ||
pstats.s_charisma < max_stats.s_charisma) {
if (i > 16) {
mvwaddstr(hw, j, 37, "You are afflicted");
j++;
}
else {
wprintw(hw, "You are afflicted\n");
i++;
}
}
/* 36 - Diseased */
if (on(player, HASDISEASE) != 0) {
if (i > 16) {
mvwaddstr(hw, j, 37, "You have a disease");
j++;
}
else {
wprintw(hw, "You have a disease\n");
i++;
}
}
/* 37 - Infested */
if (on(player, HASINFEST) != 0) {
if (i > 16) {
mvwaddstr(hw, j, 37, "You have an infestation");
j++;
}
else {
wprintw(hw, "You have an infestation\n");
i++;
}
}
/* 38 - Body rot */
if (on(player, DOROT) != 0) {
if (i > 16) {
mvwaddstr(hw, j, 37, "You have body rot");
j++;
}
else {
wprintw(hw, "You have body rot\n");
i++;
}
}
/* 39 - Dancing */
if (on(player, ISDANCE) != 0) {
if (i > 16) {
mvwaddstr(hw, j, 37, "You are a dancing fool");
j++;
}
else {
wprintw(hw, "You are a dancing fool\n");
i++;
}
}
if (i == 1) {
wclear(hw);
msg("No player effects. ");
return;
}
else {
if (i > 1 && i < 17) {
j = 39;
if (menu_overlay) { /* Print the list. */
wmove(hw, i+2, 0);
wprintw(hw, spacemsg);
over_win(cw, hw, i+3, j, i+2, 27, '\0');
}
else {
wmove(hw, i+2, 0);
wprintw(hw, spacemsg);
draw(hw);
}
}
else {
i = 17;
if (menu_overlay) { /* Print the list. */
wmove(hw, i+2, 0);
wprintw(hw, spacemsg);
if (j > 2) j = 78;
else j = 39;
over_win(cw, hw, i+3, j, i+2, 27, '\0');
}
else {
wmove(hw, i+2, 0);
wprintw(hw, spacemsg);
draw(hw);
}
}
wait_for(' ');
wclear(hw);
status(FALSE);
touchwin(cw);
return;
}
}