/* * picky_inven: * Allow player to inventory a single item */ int picky_inven() { struct linked_list *item; char ch, mch; if (pack == NULL) msg("You aren't carrying anything."); else if (next(pack) == NULL) msg("a) %s", inv_name(OBJPTR(pack), FALSE)); else { msg("Item: "); mpos = 0; if ((mch = readchar()) == ESCAPE) { msg(""); return 0; } for (ch='a',item=pack; item != NULL; item=next(item),ch=npch(ch)) if (ch == mch) { msg("%c) %s",ch,inv_name(OBJPTR(item), FALSE)); return 0; } if (ch == 'A') ch = 'z'; else ch -= 1; msg("Range is 'a' to '%c'", ch); } return 0; }
/* * inventory: * Show what items are in a specific list */ bool inventory(struct linked_list *list,int type) { struct linked_list *pc; struct object *obj; char ch; int cnt; if (list == NULL) { /* empty list */ msg(type == 0 ? "Empty handed." : "Nothing appropriate."); return FALSE; } else if (next(list) == NULL) { /* only 1 item in list */ obj = OBJPTR(list); msg("a) %s", inv_name(obj, FALSE)); return TRUE; } cnt = 0; wclear(hw); for (ch = 'a', pc = list; pc != NULL; pc = next(pc), ch = npch(ch)) { obj = OBJPTR(pc); wprintw(hw,"%c) %s\n\r",ch,inv_name(obj, FALSE)); if (++cnt > LINES - 2 && next(pc) != NULL) { dbotline(hw, morestr); cnt = 0; wclear(hw); } } dbotline(hw,spacemsg); restscr(cw); return TRUE; }
void ring_off(void) { struct object *obj; struct linked_list *item; if (cur_ring[LEFT_1] == NULL && cur_ring[LEFT_2] == NULL && cur_ring[LEFT_3] == NULL && cur_ring[LEFT_4] == NULL && cur_ring[LEFT_5] == NULL && cur_ring[RIGHT_1] == NULL && cur_ring[RIGHT_2] == NULL && cur_ring[RIGHT_3] == NULL && cur_ring[RIGHT_4] == NULL && cur_ring[RIGHT_5] == NULL) { msg("You aren't wearing any rings."); return; } else if ((item = get_item("remove", RING)) == NULL) return; mpos = 0; obj = OBJPTR(item); if ((obj = OBJPTR(item)) == NULL) msg("You are not wearing that!"); if (dropcheck(obj)) { switch (obj->o_which) { case R_SEEINVIS: msg("Your eyes stop tingling."); break; case R_CARRYING: updpack(); break; case R_LEVITATION: msg("You float gently to the ground."); break; case R_LIGHT: if (roomin(hero) != NULL) { light(&hero); mvwaddch(cw, hero.y, hero.x, PLAYER); } break; case R_TRUESEE: msg("Your sensory perceptions return to normal."); break; } msg("Was wearing %s.", inv_name(obj, LOWERCASE)); } }
/* * domaze: * Draw the maze on this level. */ do_maze() { reg int least; reg struct room *rp; reg struct linked_list *item; reg struct object *obj; int cnt; bool treas; coord tp; for (rp = rooms; rp < &rooms[MAXROOMS]; rp++) { rp->r_flags = ISGONE; /* kill all rooms */ rp->r_fires = NULL; /* no fires */ } rp = &rooms[0]; /* point to only room */ rp->r_flags = ISDARK; /* mazes always dark */ rp->r_pos.x = 0; /* room fills whole screen */ rp->r_pos.y = 1; rp->r_max.x = cols - 1; rp->r_max.y = lines - 3; draw_maze(); /* put maze into window */ /* * add some gold to make it worth looking for */ item = spec_item(GOLD, NULL, NULL, NULL); obj = OBJPTR(item); obj->o_count *= (rnd(5) + 5); /* add in one large hunk */ attach(lvl_obj, item); cnt = 0; do { rnd_pos(rp, &tp); } until (mvinch(tp.y, tp.x) == FLOOR || cnt++ > 5000); mvaddch(tp.y, tp.x, GOLD); obj->o_pos = tp; /* * add in some food to make sure he has enough */ item = spec_item(FOOD, NULL, NULL, NULL); obj = OBJPTR(item); attach(lvl_obj, item); do { rnd_pos(rp, &tp); } until (mvinch(tp.y, tp.x) == FLOOR || cnt++ > 5000); mvaddch(tp.y, tp.x, FOOD); obj->o_pos = tp; if (rnd(100) < 40) { /* treasure type maze */ treas = TRUE; least = 10; debug("treasure maze"); } else { /* normal maze level */ least = 5; treas = FALSE; } genmonsters(least, treas); }
void show_floor(void) { struct linked_list *item; struct object *obj; item = find_obj(hero.y, hero.x); if (item != NULL) { addmsg("%s onto ", terse ? "Moved" : "You moved"); obj = OBJPTR(item); if (obj->next_obj != NULL) msg("a stack of things."); else if (obj->o_type == GOLD) msg("%d gold pieces.", obj->o_count); else { addmsg(inv_name(obj, TRUE)); addmsg("."); endmsg(); } } }
/* * price_it: * Price the object that the hero stands on */ bool price_it() { static char *bargain[] = { "great bargain", "quality product", "exceptional find", }; struct linked_list *item; struct object *obj; int worth; if (!open_market()) /* after buying hours */ return FALSE; if ((item = find_obj(hero.y, hero.x)) == NULL) return FALSE; obj = OBJPTR(item); if (curprice == NOTPRICED) { worth = get_worth(obj); worth += 50 - rnd(100); if (worth < 25) worth = 25; worth *= 3; /* slightly expensive */ curprice = worth; /* save price */ strcpy(curpurch, obj->o_typname); /* save item */ } msg("That %s is a %s for only %d pieces of gold", curpurch, bargain[rnd(3)], curprice); return TRUE; }
/* * buy_it: * Buy the item on which the hero stands */ void buy_it() { struct linked_list *item; struct object *obj; int wo; if (purse <= 0) { msg("You have no money."); return; } if ((item = get_item(pack, "buy", ALL)) == NULL) return; obj = OBJPTR(item); if (!(obj->o_flags & ISUNPAID)) { msg("You already own that."); return; } wo = get_worth(obj); if (wo > purse) { msg("You can't afford that!"); msg("It costs %d pieces of gold.", wo); return; } purse-=wo; not_paid--; obj->o_flags &= ~ISUNPAID; }
void swap_top(struct linked_list *top, struct linked_list *node) { struct object *obt, *obn; obt = OBJPTR(top); obn = OBJPTR(node); detach((obt->next_obj), node); /* Take it out of the stack */ attach(lvl_obj, node); /* and put it into the level */ detach(lvl_obj, top); /* Remove item from level */ obn->next_obj = obt->next_obj; if (obn->next_obj) obn->next_obj->l_prev = NULL; attach((obn->next_obj), top); }
/* * pack_char: * Get the character of a particular item in the pack */ char pack_char(struct object *obj) { struct linked_list *item; char c; c = 'a'; for (item = pack; item != NULL; item = next(item)) if (OBJPTR(item) == obj) return c; else c = npch(c); return '%'; }
/* * packweight: Get the total weight of the hero's pack */ packweight() { struct linked_list *pc; int weight = 0; for (pc = pack; pc != NULL; pc = next(pc)) { struct object *obj = OBJPTR(pc); weight += itemweight(obj) * obj->o_count; } if (weight < 0) /* caused by artifacts or blessed items */ weight = 0; return (weight); }
/* * del_pack: * Take something out of the hero's pack */ void del_pack(struct linked_list *what) { struct object *op; op = OBJPTR(what); cur_null(op); /* check for current stuff */ if (op->o_count > 1) { op->o_count--; } else { detach(pack,what); discard(what); } updpack(); }
struct linked_list * find_obj(int y, int x) { struct linked_list *obj, *sobj; struct object *op; sobj = lvl_obj; for (obj = sobj; obj != NULL; obj = next(obj)) { op = OBJPTR(obj); if (op && op->o_pos.y == y && op->o_pos.x == x) return(obj); } return(NULL); }
void get_all(struct linked_list *top) { struct linked_list *node; struct object *obt; while (top) { obt = OBJPTR(top); node = obt->next_obj; rem_obj(top, FALSE); if (!add_pack(top, FALSE)) return; top = node; } }
/* * packweight: * Get the total weight of the hero's pack */ int packweight(void) { reg struct object *obj; reg struct linked_list *pc; reg int weight; weight = 0; for(pc = pack ; pc != NULL ; pc = next(pc)) { obj = OBJPTR(pc); weight += itemweight(obj) * obj->o_count; } if(ISWEARING(R_CARRYING)) weight -= (ring_value(R_CARRYING) * weight) / 4; if(weight < 0) /* in case of artifacts and stuff */ weight = 0; return(weight); }
void whatis(struct linked_list *what) { struct object *obj; int kludge; int print_message = FALSE; if (what == NULL) { print_message = TRUE; while ((what = get_item("identify", 0)) == NULL) ; } obj = OBJPTR(what); obj->o_flags |= ISKNOW; switch (obj->o_type) { case SCROLL: kludge = TYP_SCROLL; break; case POTION: kludge = TYP_POTION; break; case STICK: kludge = TYP_STICK; break; case RING: kludge = TYP_RING; break; case WEAPON: case ARMOR: default: kludge = -1; break; } if (kludge != -1) { know_items[kludge][obj->o_which] = TRUE; if (guess_items[kludge][obj->o_which]) { ur_free(guess_items[kludge][obj->o_which]); guess_items[kludge][obj->o_which] = NULL; } } if (print_message) msg(inv_name(obj, UPPERCASE)); }
/* * do_post: * Put a trading post room and stuff on the screen */ void do_post() { struct coord tp; int i; struct room *rp; struct object *op; struct linked_list *ll; free_list(lvl_obj); /* throw old items away */ for (rp = rooms; rp < &rooms[MAXROOMS]; rp++) { rp->r_goldval = 0; /* no gold */ rp->r_nexits = 0; /* no exits */ rp->r_flags = ISGONE; /* kill all rooms */ } rp = &rooms[0]; /* point to only room */ rp->r_flags = 0; /* this room NOT gone */ rp->r_max.x = 40; rp->r_max.y = 10; /* 10 * 40 room */ rp->r_pos.x = (COLS - rp->r_max.x) / 2; /* center horizontal */ rp->r_pos.y = 1; /* 2nd line */ draw_room(rp); /* draw the only room */ i = roll(4, 10); /* 10 to 40 items */ for (; i > 0; i--) { /* place all the items */ ll = new_thing(FALSE, ANYTHING); /* get something */ attach(lvl_obj, ll); op = OBJPTR(ll); setoflg(op, ISPOST); /* object in trading post */ tp = *rnd_pos(rp); op->o_pos = tp; mvaddch(tp.y, tp.x, op->o_type); } trader = 0; wmove(cw, 12, 0); waddstr(cw, "Welcome to Friendly Fiend's Flea Market\n\r"); waddstr(cw, "=======================================\n\r"); waddstr(cw, "$: Prices object that you stand upon.\n\r"); waddstr(cw, "#: Buys the object that you stand upon.\n\r"); waddstr(cw, "%: Trades in something in your pack for gold.\n\r"); trans_line(); }
/* * packweight: * Get the total weight of the hero's pack */ int packweight() { struct object *obj; struct linked_list *pc; int weight, i; weight = 0; for (pc = pack; pc != NULL; pc = next(pc)) { obj = OBJPTR(pc); weight += itemweight(obj) * obj->o_count; } if (weight < 0) /* in case of amulet */ weight = 0; for (i = LEFT; i <= RIGHT; i += 1) { obj = cur_ring[i]; if (obj != NULL) { if (obj->o_type == R_HEAVY && o_off(obj, ISBLESS)) weight += weight / 4; } } return weight; }
void wield(void) { struct linked_list *item; struct object *obj, *oweapon; oweapon = cur_weapon; if (!dropcheck(cur_weapon)) { cur_weapon = oweapon; return; } cur_weapon = oweapon; if ((item = get_item("wield", WEAPON)) == NULL) { after = FALSE; return; } obj = OBJPTR(item); if (is_current(obj)) { after = FALSE; return; } wield_ok(&player, obj, TRUE); msg("You are now wielding %s.", inv_name(obj, LOWERCASE)); cur_weapon = obj; }
struct object * pick_weap(struct thing *tp) { int weap_dam = maxdamage(tp->t_stats.s_dmg); struct object *ret_obj = NULL; struct linked_list *pitem; if (on(*tp, CANWIELD)) { for (pitem = tp->t_pack; pitem != NULL; pitem = next(pitem)) { struct object *obj = OBJPTR(pitem); if (obj->o_type != WEAPON && !(obj->o_flags&(ISLAUNCHER|ISMISL)) && maxdamage(obj->o_damage) > weap_dam) { weap_dam = maxdamage(obj->o_damage); ret_obj = obj; } } } return (ret_obj); }
struct linked_list * get_stack(struct linked_list *item) { struct object *obj; char buf[2 * LINELEN]; int i = 0, j; struct linked_list *ll; mpos = 0; obj = OBJPTR(item); ll = obj->next_obj; sprintf(buf, "You are standing on top of the following items: "); add_line(buf); sprintf(buf, "%d) -- %s", i, inv_name(obj, TRUE)); add_line(buf); while (ll) { i++; obj = OBJPTR(ll); sprintf(buf, "%d) -- %s", i, inv_name(obj, TRUE)); add_line(buf); ll = next(ll); } end_line(); msg("Which one do you want to pick up? [* for all] "); switch(get_string(buf, cw)) { case NORM: break; case QUIT: /* pick up nothing */ msg(""); return (NULL); } if (buf[0] == '*') { get_all(item); msg(""); return(NULL); } else { i = atoi(buf); if (i) { obj = OBJPTR(item); ll = obj->next_obj; j = 1; while (ll && (j != i)) { ll = next(ll); j++; } if (ll) { swap_top(item, ll); return(ll); } else { debug("Got past last item while picking up."); return(item); } } else return (item); } }
void missile(int ydelta, int xdelta, struct linked_list *item, struct thing *tp) { struct object *obj; struct linked_list *nitem; if (item == NULL) /* Get which thing we are hurling */ return; obj = OBJPTR(item); if (!dropcheck(obj) || is_current(obj)) return; /* * Get rid of the thing. If it is a non-multiple item object, or if * it is the last thing, just drop it. Otherwise, create a new item * with a count of one. */ if (obj->o_count < 2) { if (tp->t_pack == pack) rem_pack(obj); else detach(tp->t_pack, item); } else { obj->o_count--; nitem = (struct linked_list *) new_item(sizeof *obj); obj = OBJPTR(nitem); *obj = *(OBJPTR(item)); obj->o_count = 1; item = nitem; } switch (obj->o_type) { case ARTIFACT: has_artifact &= ~(1 << obj->o_which); break; case SCROLL: if (obj->o_which == S_SCARE && obj->o_flags & ISBLESSED) obj->o_flags &= ~ISBLESSED; else obj->o_flags |= ISCURSED; } updpack(); obj->o_pos = do_motion(obj->o_type, ydelta, xdelta, tp); /* * AHA! Here it has hit something. If it is a wall or a door, or if * it misses (combat) the monster, put it on the floor */ if (!hit_monster(obj->o_pos.y, obj->o_pos.x, obj, tp)) { if (obj->o_type == WEAPON && obj->o_which == GRENADE) { hearmsg("BOOOM!"); aggravate(); if (ntraps + 1 < 2 * MAXTRAPS && fallpos(obj->o_pos, &traps[ntraps].tr_pos)) { mvaddch(traps[ntraps].tr_pos.y, traps[ntraps].tr_pos.x, TRAPDOOR); traps[ntraps].tr_type = TRAPDOOR; traps[ntraps].tr_flags = ISFOUND; traps[ntraps].tr_show = TRAPDOOR; ntraps++; light(&hero); } discard(item); } else if (obj->o_flags & ISLOST) { if (obj->o_type == WEAPON) addmsg("The %s", weaps[obj->o_which].w_name); else addmsg(inv_name(obj, LOWERCASE)); msg(" vanishes in a puff of greasy smoke."); discard(item); } else { fall(&player, item, TRUE, TRUE); if (obj->o_flags & CANRETURN) msg("You have %s.", inv_name(obj, LOWERCASE)); } } else if (obj->o_flags & ISOWNED) { add_pack(item, NOMESSAGE); msg("You have %s.", inv_name(obj, LOWERCASE)); } mvwaddch(cw, hero.y, hero.x, PLAYER); }
void fall(struct thing *tp, struct linked_list *item, int pr, int player_owned) { struct object *obj; struct room *rp; coord fpos; obj = OBJPTR(item); rp = roomin(tp->t_pos); if (player_owned && obj->o_flags & CANRETURN) { add_pack(item, NOMESSAGE); msg("You have %s.", inv_name(obj, LOWERCASE)); return; } else if (fallpos(obj->o_pos, &fpos)) { if (obj->o_flags & CANBURN && obj->o_type == WEAPON && obj->o_which == MOLOTOV && ntraps + 1 < 2 * MAXTRAPS) { mvaddch(fpos.y, fpos.x, FIRETRAP); traps[ntraps].tr_type = FIRETRAP; traps[ntraps].tr_flags = ISFOUND; traps[ntraps].tr_show = FIRETRAP; traps[ntraps].tr_pos = fpos; ntraps++; if (rp != NULL) rp->r_flags &= ~ISDARK; } else { obj->o_pos = fpos; add_obj(item, fpos.y, fpos.x); } if (rp != NULL && (!(rp->r_flags & ISDARK) || (rp->r_flags & HASFIRE))) { light(&hero); mvwaddch(cw, hero.y, hero.x, PLAYER); } return; } /* get here only if there isn't a place to put it */ if (pr) { if (cansee(obj->o_pos.y, obj->o_pos.x)) { if (obj->o_type == WEAPON) addmsg("The %s", weaps[obj->o_which].w_name); else addmsg(inv_name(obj, LOWERCASE)); msg(" vanishes as it hits the ground."); } } discard(item); }
struct linked_list * wake_monster(int y, int x) { struct thing *tp; struct linked_list *it; struct room *trp; char *mname; if ((it = find_mons(y, x)) == NULL) { debug("Can't find monster in show."); return(NULL); } tp = THINGPTR(it); if ((good_monster(*tp)) || on(player, SUMMONING)) { chase_it(&tp->t_pos, &player); turn_off(*tp, ISINVIS); turn_off(*tp, CANSURPRISE); return(it); } trp = roomin(tp->t_pos); /* Current room for monster */ mname = monsters[tp->t_index].m_name; /* Let greedy ones guard gold */ if (on(*tp, ISGREED) && off(*tp, ISRUN)) if ((trp != NULL) && (lvl_obj != NULL)) { struct linked_list *item; struct object *cur; for (item = lvl_obj; item != NULL; item = next(item)) { cur = OBJPTR(item); if ((cur->o_type == GOLD) && (roomin(cur->o_pos) == trp)) { /* Run to the gold */ tp->t_horde = cur; turn_on(*tp, ISRUN); turn_off(*tp, ISDISGUISE); tp->t_ischasing = FALSE; /* Make it worth protecting */ cur->o_count += roll(2, 3) * GOLDCALC; break; } } } /* * Every time he sees mean monster, it might start chasing him unique * monsters always do */ if ( (on(*tp, ISUNIQUE)) || ( (rnd(100) > 33) && on(*tp, ISMEAN) && off(*tp, ISHELD) && off(*tp, ISRUN) && !is_stealth(&player) && (off(player, ISINVIS) || on(*tp, CANSEE)) ) ) { chase_it(&tp->t_pos, &player); } /* Handle gaze attacks */ if (on(*tp, ISRUN) && cansee(tp->t_pos.y, tp->t_pos.x) && off(player, ISINVIS)) { if (on(*tp, CANHUH)) /* Confusion */ { if (on(player, CANREFLECT)) { msg("You reflect the bewildering stare of the %s.", mname); if (save_throw(VS_MAGIC, tp)) { msg("The %s is confused!", mname); turn_on(*tp, ISHUH); } else msg("The %s staggers for a moment.", mname); } else if (save(VS_MAGIC)) { msg("You feel dizzy for a moment, but it quickly passes."); if (rnd(100) < 67) turn_off(*tp, CANHUH); } else if (off(player, ISCLEAR)) { if (off(player, ISHUH)) { light_fuse(FUSE_UNCONFUSE, 0, rnd(20) + HUHDURATION, AFTER); msg("The %s's gaze has confused you.", mname); turn_on(player, ISHUH); } else lengthen_fuse(FUSE_UNCONFUSE, rnd(20) + HUHDURATION); } } if (on(*tp, CANSNORE)) /* Sleep */ { if (on(player, CANREFLECT)) { msg("You reflect the lethargic glance of the %s", mname); if (save_throw(VS_PARALYZATION, tp)) { msg("The %s falls asleep!", mname); tp->t_no_move += SLEEPTIME; } } else if (no_command == 0 && !save(VS_PARALYZATION)) { if (is_wearing(R_ALERT)) msg("You feel slightly drowsy for a moment."); else { msg("The %s's gaze puts you to sleep.", mname); no_command = SLEEPTIME; if (rnd(100) < 50) turn_off(*tp, CANSNORE); } } } if (on(*tp, CANFRIGHTEN)) /* Fear */ { turn_off(*tp, CANFRIGHTEN); if (on(player, CANREFLECT)) { msg("The %s sees its reflection. ", mname); if (save_throw(VS_MAGIC,tp)) { msg("The %s is terrified by its reflection!", mname); turn_on(*tp, ISFLEE); } } else { if (!save(VS_WAND) && !(on(player, ISFLEE) && (player.t_chasee==tp))) { if ((player.t_ctype != C_PALADIN) && off(player, SUPERHERO)) { turn_on(player, ISFLEE); player.t_ischasing = FALSE; player.t_chasee = tp; msg("The sight of the %s terrifies you.", mname); } else msg("My, the %s looks ugly.", mname); } } } if (on(*tp, LOOKSLOW)) /* Slow */ { turn_off(*tp, LOOKSLOW); if (on(player, CANREFLECT)) { msg("You reflect the mournful glare of the %s.", mname); if (save_throw(VS_MAGIC,tp)) { msg("The %s is slowing down!", mname); turn_on(*tp, ISSLOW); } } else if (is_wearing(R_FREEDOM) || save(VS_MAGIC)) msg("You feel run-down for a moment."); else { if (on(player, ISHASTE)) /* Already sped up */ { extinguish_fuse(FUSE_NOHASTE); nohaste(NULL); } else { msg("You feel yourself moving %sslower.", on(player, ISSLOW) ? "even " : ""); if (on(player, ISSLOW)) lengthen_fuse(FUSE_NOSLOW, rnd(4) + 4); else { turn_on(player, ISSLOW); player.t_turn = TRUE; light_fuse(FUSE_NOSLOW, 0, rnd(4) + 4, AFTER); } } } } if (on(*tp, CANBLIND)) /* Blinding */ { turn_off(*tp, CANBLIND); if (on(player, CANREFLECT)) { msg("You reflect the blinding stare of the %s.", mname); if (save_throw(VS_WAND, tp)) { msg("The %s is blinded!", mname); turn_on(*tp, ISHUH); } } else if (off(player, ISBLIND)) if (save(VS_WAND) || is_wearing(R_TRUESEE) || is_wearing(R_SEEINVIS)) msg("Your eyes film over for a moment."); else { msg("The gaze of the %s blinds you.", mname); turn_on(player, ISBLIND); light_fuse(FUSE_SIGHT, 0, rnd(30) + 20, AFTER); look(FALSE); } } if (on(*tp, LOOKSTONE)) /* Stoning */ { turn_off(*tp, LOOKSTONE); if (on(player, CANREFLECT)) { msg("You reflect the flinty look of the %s.", mname); if (save_throw(VS_PETRIFICATION,tp)) { msg("The %s suddenly stiffens", mname); tp->t_no_move += STONETIME; } else { msg("The %s is turned to stone!", mname); killed(&player, it, NOMESSAGE, POINTS); } } else { if (on(player, CANINWALL)) msg("The %s cannot focus on you.", mname); else { msg("The gaze of the %s stiffens your limbs.", mname); if (save(VS_PETRIFICATION)) no_command = STONETIME; else if (rnd(100)) no_command = STONETIME * 3; else { msg("The gaze of the %s petrifies you.", mname); msg("You are turned to stone!!! --More--"); wait_for(' '); death(D_PETRIFY); return(it); } } } } } /* * True Sight sees all Never see ISINWALL or CANSURPRISE See ISSHADOW * 80% See ISINVIS with See Invisibilty */ if (off(player, CANTRUESEE) && on(*tp, ISINWALL) || on(*tp, CANSURPRISE) || (on(*tp, ISSHADOW) && rnd(100) < 80) || (on(*tp, ISINVIS) && off(player, CANSEE))) { /* TODO: incomplete - need to finish logic int ch = mvwinch(stdscr, y, x); */ } /* hero might be able to hear or smell monster if he can't see it */ if ((rnd(player.t_ctype == C_THIEF ? 40 : 200) == 0 || on(player, CANHEAR)) && !cansee(tp->t_pos.y, tp->t_pos.x)) msg("You hear a %s nearby.", mname); else if ((rnd(player.t_ctype == C_THIEF ? 40 : 200) == 0 || on(player, CANSCENT)) && !cansee(tp->t_pos.y, tp->t_pos.x)) msg("You smell a %s nearby.", mname); return(it); }
void new_monster(struct linked_list *item, int type, coord *cp, int max_monster) { struct thing *tp; struct monster *mp; char *ip, *hitp; int i, min_intel, max_intel; int num_dice, num_sides = 8, num_extra = 0; int eff_charisma = pstats.s_charisma; int eff_intel = pstats.s_intel; attach(mlist, item); tp = THINGPTR(item); tp->t_index = type; tp->t_wasshot = FALSE; tp->t_type = monsters[type].m_appear; tp->t_ctype = C_MONSTER; tp->t_no_move = 0; tp->t_doorgoal = -1; tp->t_pos = *cp; tp->t_oldpos = *cp; tp->t_oldch = CCHAR( mvwinch(cw, cp->y, cp->x) ); mvwaddch(mw, cp->y, cp->x, tp->t_type); mp = &monsters[tp->t_index]; /* Figure out monster's hit points */ hitp = mp->m_stats.s_hpt; num_dice = atoi(hitp); if ((hitp = strchr(hitp, 'd')) != NULL) { num_sides = atoi(++hitp); if ((hitp = strchr(hitp, '+')) != NULL) num_extra = atoi(++hitp); } if (max_monster == MAXSTATS) tp->t_stats.s_hpt = num_dice * num_sides + num_extra; else tp->t_stats.s_hpt = roll(num_dice, num_sides) + num_extra; tp->t_stats.s_lvl = mp->m_stats.s_lvl; tp->t_stats.s_arm = mp->m_stats.s_arm; tp->t_stats.s_dmg = mp->m_stats.s_dmg; tp->t_stats.s_exp = mp->m_stats.s_exp + mp->m_add_exp * tp->t_stats.s_hpt; tp->t_stats.s_str = mp->m_stats.s_str; if (max_level > 30) { tp->t_stats.s_hpt += roll(4, (max_level - 60) * 2); tp->t_stats.s_lvl += roll(4, (max_level - 60) / 8); tp->t_stats.s_arm -= roll(2, (max_level - 60) / 8); tp->t_stats.s_str += roll(2, (max_level - 60) / 12); tp->t_stats.s_exp += roll(4, (max_level - 60) * 2) * mp->m_add_exp; } /* * just initailize others values to something reasonable for now * maybe someday will *really* put these in monster table */ tp->t_stats.s_wisdom = 8 + rnd(4); tp->t_stats.s_dext = 8 + rnd(4); tp->t_stats.s_const = 8 + rnd(4); tp->t_stats.s_charisma = 8 + rnd(4); if (max_level > 45) tp->t_stats.s_dext += roll(2, (max_level - 50) / 8); /* Set the initial flags */ for (i = 0; i < 16; i++) tp->t_flags[i] = 0; for (i = 0; i < 16; i++) turn_on(*tp, mp->m_flags[i]); /* suprising monsters don't always surprise you */ if (!max_monster && on(*tp, CANSURPRISE) && rnd(100) < 20) turn_off(*tp, CANSURPRISE); /* If this monster is unique, genocide it */ if (on(*tp, ISUNIQUE)) mp->m_normal = FALSE; /* gods automatically get special abilities */ if (on(*tp, ISGOD)) { turn_on(*tp, CANFRIGHTEN); turn_on(*tp, CANCAST); turn_on(*tp, CANFLY); turn_on(*tp, CANBARGAIN); turn_on(*tp, ISLARGE); turn_on(*tp, CANTELEPORT); turn_on(*tp, CANSPEAK); turn_on(*tp, CANDARKEN); turn_on(*tp, CANSEE); turn_on(*tp, CANLIGHT); turn_on(*tp, BMAGICHIT); } tp->t_turn = TRUE; tp->t_pack = NULL; /* Figure intelligence */ min_intel = atoi(mp->m_intel); if ((ip = (char *) strchr(mp->m_intel, '-')) == NULL) tp->t_stats.s_intel = min_intel; else { max_intel = atoi(++ip); if (max_monster) tp->t_stats.s_intel = max_intel; else tp->t_stats.s_intel = min_intel + rnd(max_intel - min_intel); } tp->t_stats.s_power = (rnd(tp->t_stats.s_lvl / 5) + 1) * tp->t_stats.s_intel; tp->maxstats = tp->t_stats; /* structure assignment */ /* If the monster can shoot, it may have a weapon */ if (on(*tp, CANSHOOT) && (max_monster || rnd(9) < 6)) { struct linked_list *thrower_item, *missile_item; struct object *thrower, *a_missile; thrower_item = new_item(sizeof *thrower); thrower = OBJPTR(thrower_item); carried_weapon(tp, thrower); missile_item = new_item(sizeof *a_missile); a_missile = OBJPTR(missile_item); carried_weapon(tp, a_missile); /* The monster may use a crossbow, sling, footbow, or an arrow */ /* Take racial preferences into account */ if ((strcmp(mp->m_name, "elf") == 0) || (strcmp(mp->m_name, "noldor elf") == 0)) { thrower->o_which = BOW; if (rnd(5) == 0) a_missile->o_which = SILVERARROW; else a_missile->o_which = ARROW; } else if ((strcmp(mp->m_name, "dwarf") == 0) || (strcmp(mp->m_name, "kazad dwarf") == 0)) { thrower->o_which = CROSSBOW; a_missile->o_which = BOLT; } else if (on(*tp, ISSMALL)) { switch (rnd(3)) { case 0: thrower->o_which = SLING; a_missile->o_which = BULLET; break; default: thrower->o_which = SLING; a_missile->o_which = ROCK; } } else if (on(*tp, ISLARGE)) { switch (rnd(4)) { case 0: thrower->o_which = CROSSBOW; a_missile->o_which = BOLT; break; case 1: thrower->o_which = FOOTBOW; a_missile->o_which = FBBOLT; break; default: thrower->o_which = BOW; if (rnd(5) == 0) a_missile->o_which = FLAMEARROW; else a_missile->o_which = ARROW; break; } } else { switch (rnd(6)) { case 1: thrower->o_which = SLING; a_missile->o_which = ROCK; break; case 2: thrower->o_which = CROSSBOW; a_missile->o_which = BOLT; break; case 3: thrower->o_which = FOOTBOW; a_missile->o_which = FBBOLT; break; case 4: thrower->o_which = BOW; a_missile->o_which = ARROW; break; default: thrower->o_which = SLING; a_missile->o_which = BULLET; break; } } init_weapon(thrower, thrower->o_which); init_weapon(a_missile, a_missile->o_which); attach(tp->t_pack, thrower_item); attach(tp->t_pack, missile_item); } /* monsters that wield weapons */ if (on(*tp, CANWIELD)) { if (max_monster || rnd(3)) { struct linked_list *wield_item; struct object *wielded; wield_item = new_item(sizeof *wielded); wielded = OBJPTR(wield_item); carried_weapon(tp, wielded); i = rnd(CLAYMORE - CLUB) + rnd(2 * tp->t_stats.s_lvl); i = min(i, CLAYMORE); wielded->o_which = i; init_weapon(wielded, wielded->o_which); /* Is it too heavy? */ if (itemweight(wielded) > 8 * tp->t_stats.s_str) discard(wield_item); else attach(tp->t_pack, wield_item); } } if (is_wearing(R_AGGR)) chase_it(cp, &player); else { turn_off(*tp, ISRUN); if (on(*tp, ISFLEE) && (rnd(4) == 0)) turn_off(*tp, ISFLEE); if (rnd(luck) == 0) switch (player.t_ctype) { case C_MAGICIAN: case C_ILLUSION: eff_intel = 2 * pstats.s_intel; break; case C_DRUID: eff_intel = 2 * pstats.s_intel; case C_RANGER: eff_charisma = 2 * pstats.s_charisma; break; case C_ASSASIN: case C_THIEF: case C_NINJA: eff_charisma = pstats.s_charisma / 2; break; } /* LOWFRIENDLY monsters might be friendly */ i = roll(1,100); if (i == 0 || (on(*tp, LOWFRIENDLY) && i < eff_charisma) || (on(*tp, MEDFRIENDLY) && i < 3 * eff_charisma) || (on(*tp, HIGHFRIENDLY) && i < 5 * eff_charisma)) { turn_on(*tp, ISFRIENDLY); turn_off(*tp, ISMEAN); } i = roll(1,100); if (i == 0 || (on(*tp, LOWCAST) && i < eff_intel) || (on(*tp, MEDCAST) && i < 3 * eff_intel) || (on(*tp, HIGHCAST) && i < 5 * eff_intel)) { turn_on(*tp, CANCAST); } if (on(*tp, ISDISGUISE)) { char mch = 0; if (tp->t_pack != NULL) mch = (OBJPTR(tp->t_pack))->o_type; else switch (rnd(level > arts[0].ar_level ? 10 : 9)) { case 0: mch = GOLD; break; case 1: mch = POTION; break; case 2: mch = SCROLL; break; case 3: mch = FOOD; break; case 4: mch = WEAPON; break; case 5: mch = ARMOR; break; case 6: mch = RING; break; case 7: mch = STICK; break; case 8: mch = monsters[randmonster(NOWANDER, NOGRAB)].m_appear; break; case 9: mch = ARTIFACT; break; } tp->t_disguise = mch; } } }
void sell(struct thing *tp) { struct linked_list *item; int i, j, min_worth, nitems, chance, which_item, w; char goods; struct object *obj; char buffer[2 * LINELEN]; char dbuf[2 * LINELEN]; struct { int which; int plus1, plus2; int count; int worth; int flags; char *name; } selection[SELL_ITEMS]; int effective_purse = ((player.t_ctype == C_PALADIN) ? (9 * purse / 10) : purse); min_worth = -1; /* hope item is never worth less than this */ item = find_mons(tp->t_pos.y, tp->t_pos.x); /* Get pointer to monster */ /* Select the items */ nitems = rnd(6) + 5; switch (rnd(6)) { /* Armor */ case 0: case 1: goods = ARMOR; for (i = 0; i < nitems; i++) { chance = rnd(100); for (j = 0; j < maxarmors; j++) if (chance < armors[j].a_prob) break; if (j == maxarmors) { debug("Picked a bad armor %d", chance); j = 0; } selection[i].which = j; selection[i].count = 1; if (rnd(100) < 40) selection[i].plus1 = rnd(5) + 1; else selection[i].plus1 = 0; selection[i].name = armors[j].a_name; switch (luck) { case 0: break; case 1: if (rnd(3) == 0) { selection[i].flags |= ISCURSED; selection[i].plus1 = -1 - rnd(5); } break; default: if (rnd(luck)) { selection[i].flags |= ISCURSED; selection[i].plus1 = -1 - rnd(5); } break; } /* Calculate price */ w = armors[j].a_worth; w *= (1 + luck + (10 * selection[i].plus1)); w = (w / 2) + (roll(6, w) / 6); selection[i].worth = max(w, 25); if (min_worth > selection[i].worth || i == 1) min_worth = selection[i].worth; } break; /* Weapon */ case 2: case 3: goods = WEAPON; for (i = 0; i < nitems; i++) { selection[i].which = rnd(maxweapons); selection[i].count = 1; if (rnd(100) < 35) { selection[i].plus1 = rnd(3); selection[i].plus2 = rnd(3); } else { selection[i].plus1 = 0; selection[i].plus2 = 0; } if (weaps[selection[i].which].w_flags & ISMANY) selection[i].count = rnd(15) + 8; selection[i].name = weaps[selection[i].which].w_name; switch (luck) { case 0: break; case 1: if (rnd(3) == 0) { selection[i].flags |= ISCURSED; selection[i].plus1 = -rnd(3); selection[i].plus2 = -rnd(3); } break; default: if (rnd(luck)) { selection[i].flags |= ISCURSED; selection[i].plus1 = -rnd(3); selection[i].plus2 = -rnd(3); } break; } w = weaps[selection[i].which].w_worth * selection[i].count; w *= (1 + luck + (10 * selection[i].plus1 + 10 * selection[i].plus2)); w = (w / 2) + (roll(6, w) / 6); selection[i].worth = max(w, 25); if (min_worth > selection[i].worth || i == 1) min_worth = selection[i].worth; } break; /* Staff or wand */ case 4: goods = STICK; for (i = 0; i < nitems; i++) { selection[i].which = pick_one(ws_magic, maxsticks); selection[i].plus1 = rnd(11) + 5; selection[i].count = 1; selection[i].name = ws_magic[selection[i].which].mi_name; switch (luck) { case 0: break; case 1: if (rnd(3) == 0) { selection[i].flags |= ISCURSED; selection[i].plus1 = 1; } break; default: if (rnd(luck)) { selection[i].flags |= ISCURSED; selection[i].plus1 = 1; } } w = ws_magic[selection[i].which].mi_worth; w += (luck + 1) * 20 * selection[i].plus1; w = (w / 2) + (roll(6, w) / 6); selection[i].worth = max(w, 25); if (min_worth > selection[i].worth || i == 1) min_worth = selection[i].worth; } break; /* Ring */ case 5: goods = RING; for (i = 0; i < nitems; i++) { selection[i].which = pick_one(r_magic, maxrings); selection[i].plus1 = rnd(2) + 1; selection[i].count = 1; if (rnd(100) < r_magic[selection[i].which].mi_bless + 10) selection[i].plus1 += rnd(2) + 1; selection[i].name = r_magic[selection[i].which].mi_name; switch (luck) { case 0: break; case 1: if (rnd(3) == 0) { selection[i].flags |= ISCURSED; selection[i].plus1 = -1 - rnd(2); } break; default: if (rnd(luck)) { selection[i].flags |= ISCURSED; selection[i].plus1 = -1 - rnd(2); } } w = r_magic[selection[i].which].mi_worth; switch(selection[i].which) { case R_DIGEST: if (selection[i].plus1 > 2) selection[i].plus1 = 2; else if (selection[i].plus1 < 1) selection[i].plus1 = 1; /* fall thru here to other cases */ case R_ADDSTR: case R_ADDDAM: case R_PROTECT: case R_ADDHIT: case R_ADDINTEL: case R_ADDWISDOM: if (selection[i].plus1 > 0) w += selection[i].plus1 * 50; } w *= (1 + luck); w = (w / 2) + (roll(6, w) / 6); selection[i].worth = max(w, 25); if (min_worth > selection[i].worth * selection[i].count) min_worth = selection[i].worth; } } /* See if player can afford an item */ if (min_worth > effective_purse) { msg("The %s eyes your small purse and departs.", monsters[nummonst].m_name); /* Get rid of the monster */ killed(NULL, item, NOMESSAGE, NOPOINTS); return; } /* Display the goods */ msg("The %s shows you his wares.", monsters[nummonst].m_name); wstandout(cw); mvwaddstr(cw, 0, mpos, morestr); wstandend(cw); wrefresh(cw); wait_for(' '); msg(""); clearok(cw, TRUE); touchwin(cw); wclear(hw); touchwin(hw); for (i = 0; i < nitems; i++) { if (selection[i].worth > effective_purse) continue; wmove(hw, i + 2, 0); sprintf(dbuf, "[%c] ", ('a' + i)); switch(goods) { case ARMOR: strcat(dbuf, "Some "); break; case WEAPON: if (selection[i].count == 1) strcat(dbuf, "A "); else { sprintf(buffer, "%2d ", selection[i].count); strcat(dbuf, buffer); } break; case STICK: strcat(dbuf, "A "); strcat(dbuf, ws_type[selection[i].which]); strcat(dbuf, " of "); break; case RING: strcat(dbuf, "A ring of "); break; } strcat(dbuf, selection[i].name); if (selection[i].count > 1) strcat(dbuf, "s"); sprintf(buffer, "%-50s Price: %d", dbuf, selection[i].worth); waddstr(hw, buffer); } sprintf(buffer, "Purse: %d", purse); mvwaddstr(hw, nitems + 3, 0, buffer); mvwaddstr(hw, 0, 0, "How about one of the following goods? "); wrefresh(hw); /* Get rid of the monster */ killed(NULL, item, NOMESSAGE, NOPOINTS); which_item = (short) ((readchar() & 0177) - 'a'); while (which_item < 0 || which_item >= nitems || selection[which_item].worth > effective_purse) { if (which_item == (short) ESCAPE - (short) 'a') return; mvwaddstr(hw, 0, 0, "Please enter one of the listed items: "); wrefresh(hw); which_item = (short) ((readchar() & 0177) - 'a'); } if (purse > selection[which_item].worth) purse -= selection[which_item].worth; else purse = 0L; item = spec_item(goods, selection[which_item].which, selection[which_item].plus1, selection[which_item].plus2); obj = OBJPTR(item); if (selection[which_item].count > 1) { obj->o_count = selection[which_item].count; obj->o_group = ++group; } /* If a stick or ring, let player know the type */ switch (goods) { case STICK: know_items[TYP_STICK][selection[which_item].which] = TRUE; break; case RING: know_items[TYP_RING][selection[which_item].which] = TRUE; break; } if (add_pack(item, MESSAGE) == FALSE) { obj->o_pos = hero; fall(&player, item, TRUE, FALSE); } }
void del_pack(struct linked_list *what) { rem_pack(OBJPTR(what)); discard(what); }
/* * quaff: * Let the hero drink a potion */ int quaff() { struct object *obj; struct linked_list *item, *titem; struct thing *th; int wh; char buf[LINLEN]; bool bless, curse; /* * Make certain that it is somethings that we want to drink */ if ((item = get_item("quaff", POTION)) == NULL) return 0; obj = OBJPTR(item); if (obj->o_type != POTION) { msg("That's undrinkable!"); after = FALSE; return 0; } wh = obj->o_which; bless = o_on(obj, ISBLESS); curse = o_on(obj, ISCURSED); del_pack(item); /* get rid of it */ /* * Calculate the effect it has on the poor guy. */ switch(wh) { case P_CONFUSE: if (!bless) { if (pl_on(ISINVINC)) msg("You remain level-headed."); else { chg_abil(WIS,-1,TRUE); /* confuse his mind */ if (pl_off(ISHUH)) { msg("Wait, what's going on here. Huh? What? Who?"); if (pl_on(ISHUH)) lengthen(unconfuse,rnd(8)+HUHDURATION); else fuse(unconfuse,TRUE,rnd(8)+HUHDURATION); player.t_flags |= ISHUH; } } p_know[P_CONFUSE] = TRUE; } when P_POISON: if (!bless) { if (pl_off(ISINVINC) && !iswearing(R_SUSTSTR) && !iswearing(R_SUSAB)) { chg_abil(CON,-1,TRUE); chg_abil(STR,-(rnd(3)+1),TRUE); msg("You feel very sick now."); } else msg("You feel momentarily sick."); p_know[P_POISON] = TRUE; } when P_HEALING: if (!curse) { heal_self(4, TRUE); msg("You begin to feel better."); if (!iswearing(R_SLOW)) notslow(FALSE); sight(FALSE); p_know[P_HEALING] = TRUE; } when P_STRENGTH: if (!curse) { msg("You feel stronger, now. What bulging muscles!"); chg_abil(STR,1,TRUE); p_know[P_STRENGTH] = TRUE; } when P_MFIND: /* * Potion of monster detection - find all monsters */ if (mlist != NULL && !curse) { dispmons(); mpos = 0; msg("You begin to sense the presence of monsters--More--"); p_know[P_MFIND] = TRUE; wait_for(cw,' '); msg(""); /* clear line */ } else msg("You have a strange feeling for a moment, then it passes."); when P_TFIND: /* * Potion of magic detection. Show the potions and scrolls */ if (lvl_obj != NULL && !curse) { struct linked_list *mobj; struct object *tp; bool show; show = FALSE; wclear(hw); for (mobj = lvl_obj; mobj != NULL; mobj = next(mobj)) { tp = OBJPTR(mobj); if (is_magic(tp)) { show = TRUE; mvwaddch(hw, tp->o_pos.y, tp->o_pos.x, MAGIC); } } for(titem = mlist; titem != NULL; titem = next(titem)) { struct linked_list *pitem; th = THINGPTR(titem); for(pitem=th->t_pack;pitem!=NULL;pitem=next(pitem)) { if (is_magic(ldata(pitem))) { show = TRUE; mvwaddch(hw,th->t_pos.y, th->t_pos.x, MAGIC); } } } if (show) { msg("You begin to sense the presence of magic."); overlay(hw,cw); p_know[P_TFIND] = TRUE; break; } } msg("You have a strange feeling for a moment, then it passes."); when P_PARALYZE: if (!bless) { if (pl_on(ISINVINC)) msg("You feel numb for a moment."); else { msg("You can't move."); player.t_nocmd = HOLDTIME; } p_know[P_PARALYZE] = TRUE; } when P_SEEINVIS: if (!curse) { int invlen = roll(40,20); msg("This potion tastes like %s juice.", fruit); if (pl_off(CANSEE)) { player.t_flags |= CANSEE; fuse(unsee, TRUE, invlen); light(&hero); } else lengthen(unsee, invlen); sight(FALSE); } when P_RAISE: if (!curse) { msg("You suddenly feel much more skillful."); p_know[P_RAISE] = TRUE; chg_abil(DEX,1,TRUE); chg_abil(WIS,1,TRUE); chg_abil(CON,1,TRUE); raise_level(); } when P_XHEAL: if (!curse) { heal_self(8, TRUE); if (rnd(100) < 50) chg_abil(CON,1,TRUE); msg("You begin to feel much better."); p_know[P_XHEAL] = TRUE; if (!iswearing(R_SLOW)) notslow(FALSE); unconfuse(); extinguish(unconfuse); sight(FALSE); } when P_HASTE: if (!curse) { add_haste(TRUE); msg("You feel yourself moving much faster."); p_know[P_HASTE] = TRUE; } when P_INVINC: if (!curse) { int time = rnd(400) + 350; msg("You feel invincible."); if (player.t_flags & ISINVINC) lengthen(notinvinc,time); else fuse(notinvinc,TRUE,time); player.t_flags |= ISINVINC; p_know[P_INVINC] = TRUE; } when P_SMART: if (!curse) { msg("You feel more perceptive."); p_know[P_SMART] = TRUE; chg_abil(WIS,1,TRUE); } when P_RESTORE: if (!curse) { msg("Hey, this tastes great. You feel warm all over."); him->s_re = max_stats.s_re; him->s_ef = max_stats.s_re; ringabil(); /* add in rings */ updpack(); /* update weight */ p_know[P_RESTORE] = TRUE; extinguish(rchg_str); /* kill restore in from ulodyte */ } when P_BLIND: if (!bless) { if (pl_on(ISINVINC)) msg("The light dims for a moment."); else { chg_abil(WIS,-1,TRUE); msg("A cloak of darkness falls around you."); if (pl_off(ISBLIND)) { player.t_flags |= ISBLIND; fuse(sight, TRUE, rnd(400) + 450); light(&hero); } } p_know[P_BLIND] = TRUE; } when P_ETH: if (!curse) { int ethlen = roll(40,20); msg("You feel more vaporous."); if (pl_on(ISETHER)) lengthen(noteth,ethlen); else fuse(noteth,TRUE,ethlen); player.t_flags |= ISETHER; p_know[P_ETH] = TRUE; } when P_NOP: msg("This potion tastes extremely dull."); when P_DEX: if (!curse) { chg_abil(DEX,1,TRUE); /* increase dexterity */ p_know[P_DEX] = TRUE; msg("You feel much more agile."); } when P_REGEN: if (!curse) { int reglen = rnd(450) + 450; if (pl_on(ISREGEN)) lengthen(notregen, reglen); else fuse(notregen, TRUE, reglen); player.t_flags |= ISREGEN; msg("You feel yourself improved."); p_know[P_REGEN] = TRUE; } when P_DECREP: case P_SUPHERO: { int howmuch = rnd(3) + 1; if (wh == P_DECREP) { if (!bless) { if (iswearing(R_SUSAB) || pl_on(ISINVINC)) { msg("You feel momentarily woozy."); howmuch = 0; } else { msg("You feel crippled."); howmuch = -howmuch; if (!iswearing(R_SUSTSTR)) chg_abil(STR,howmuch,TRUE); } } else howmuch = 0; } else { /* potion of superhero */ if (curse) howmuch = 0; msg("You feel invigorated."); chg_abil(STR,howmuch,TRUE); } chg_abil(CON,howmuch,TRUE); chg_abil(DEX,howmuch,TRUE); chg_abil(WIS,howmuch,TRUE); /* change abilities */ p_know[wh] = TRUE; } otherwise: msg("What an odd tasting potion!"); return 0; } nochange = FALSE; if (p_know[wh] && p_guess[wh]) { free(p_guess[wh]); p_guess[wh] = NULL; } else if(!p_know[wh] && p_guess[wh] == NULL) { strcpy(buf, p_colors[wh]); msg(callit); if (get_str(buf, cw) == NORM) { p_guess[wh] = new(strlen(buf) + 1); strcpy(p_guess[wh], buf); }
void death(int monst) { char **dp = (char **) rip, *killer; struct tm *lt; time_t date; char buf[80]; int c; if (is_wearing(R_RESURRECT) || rnd(wizard ? 3 : 67) == 0) { int die = TRUE; if (resurrect-- == 0) msg("You've run out of lives."); else if (!save_resurrect(ring_value(R_RESURRECT))) msg("Your attempt to return from the grave fails."); else { struct linked_list *item; struct linked_list *next_item; struct object *obj; int rm, flags; coord pos; die = FALSE; msg("You feel a sudden warmth and then nothingness."); teleport(); if (ring_value(R_RESURRECT) > 1 && rnd(10)) { pstats.s_hpt = 2 * pstats.s_const; pstats.s_const = max(pstats.s_const - 1, 3); } else { for (item = pack; item != NULL; item = next_item) { obj = OBJPTR(item); if (obj->o_flags & ISOWNED || obj->o_flags & ISPROT) { next_item = next(item); continue; } flags = obj->o_flags; obj->o_flags &= ~ISCURSED; dropcheck(obj); obj->o_flags = flags; next_item = next(item); rem_pack(obj); if (obj->o_type == ARTIFACT) has_artifact &= ~(1 << obj->o_which); do { rm = rnd_room(); rnd_pos(&rooms[rm], &pos); } while(winat(pos.y, pos.x) != FLOOR); obj->o_pos = pos; add_obj(item, obj->o_pos.y, obj->o_pos.x); } pstats.s_hpt = pstats.s_const; pstats.s_const = max(pstats.s_const - roll(2, 2), 3); } chg_str(roll(1, 4), TRUE, FALSE); pstats.s_lvl = max(pstats.s_lvl, 1); no_command += 2 + rnd(4); if (on(player, ISHUH)) lengthen_fuse(FUSE_UNCONFUSE, rnd(8) + HUHDURATION); else light_fuse(FUSE_UNCONFUSE, 0, rnd(8) + HUHDURATION, AFTER); turn_on(player, ISHUH); light(&hero); } if (die) { wmove(cw, mpos, 0); waddstr(cw, morestr); wrefresh(cw); wait_for(' '); } else return; } time(&date); lt = localtime(&date); clear(); wclear(cw); move(8, 0); while (*dp) printw("%s\n", *dp++); mvaddstr(14, 28 - ((int)(strlen(whoami) + 1) / 2), whoami); sprintf(buf, "%d+%ld Points", pstats.s_lvl, pstats.s_exp); mvaddstr(15, 28 - ((int)(strlen(buf) + 1) / 2), buf); killer = killname(monst,buf); mvaddstr(17, 28 - ((int)(strlen(killer) + 1) / 2), killer); mvaddstr(18, 28, (sprintf(prbuf, "%2d", lt->tm_year), prbuf)); move(LINES - 1, 0); mvaddstr(LINES - 1, 0, retstr); while ((c = readcharw(stdscr)) != '\n' && c != '\r') continue; idenpack(); wrefresh(cw); refresh(); score(pstats.s_exp, pstats.s_lvl, KILLED, monst); byebye(); }
void showpack(char *howso) { char *iname; unsigned int worth; int cnt, ch, oldpurse; struct linked_list *item; struct object *obj; struct linked_list *bag = NULL; cnt = 1; clear(); mvprintw(0, 0, "Contents of your pack %s:\n", howso); ch = 0; oldpurse = purse; purse = 0; for (item = pack; item != NULL; item = next(item)) { obj = OBJPTR(item); worth = get_worth(obj); whatis(item); purse += worth; if (obj->o_type == ARTIFACT && obj->o_which == TR_PURSE) bag = obj->o_bag; iname = inv_name(obj, UPPERCASE); mvprintw(cnt, 0, "%d) %s\n", ch, iname); ch += 1; if (++cnt > LINES - 5 && next(item) != NULL) { cnt = 1; mvaddstr(LINES - 1, 0, morestr); refresh(); wait_for(' '); clear(); } } if (bag != NULL) { mvaddstr(LINES - 1, 0, morestr); refresh(); wait_for(' '); clear(); cnt = 1; ch = 0; mvprintw(0, 0, "Contents of the Magic Purse of Yendor %s:\n", howso); for (item = bag; item != NULL; item = next(item)) { obj = OBJPTR(item); worth = get_worth(obj); whatis(item); purse += worth; mvprintw(cnt, 0, "%d) %s\n", ch, inv_name(obj, UPPERCASE)); ch += 1; if (++cnt > LINES - 5 && next(item) != NULL) { cnt = 1; mvaddstr(LINES - 1, 0, morestr); refresh(); wait_for(' '); clear(); } } } mvprintw(cnt + 1, 0, "Carrying %d gold pieces", oldpurse); mvprintw(cnt + 2, 0, "Carrying objects worth %d gold pieces", purse); purse += oldpurse; refresh(); }
void total_winner(void) { struct linked_list *item; struct object *obj; int worth, oldpurse; char c; struct linked_list *bag = NULL; clear(); standout(); addstr(" \n"); addstr(" @ @ @ @ @ @@@ @ @ \n"); addstr(" @ @ @@ @@ @ @ @ @ \n"); addstr(" @ @ @@@ @ @ @ @ @ @@@ @@@@ @@@ @ @@@ @ \n"); addstr(" @@@@ @ @ @ @ @ @ @ @ @ @ @ @ @ @ \n"); addstr(" @ @ @ @ @ @ @ @@@@ @ @ @@@@@ @ @ @ \n"); addstr(" @ @ @ @ @ @@ @ @ @ @ @ @ @ @ @ @ \n"); addstr(" @@@ @@@ @@ @ @ @ @@@@ @@@@ @@@ @@@ @@ @ \n"); addstr(" \n"); addstr(" Congratulations, you have made it to the light of day! \n"); standend(); addstr("\nYou have joined the elite ranks of those who have \n"); addstr("escaped the Dungeons of Doom alive. You journey home \n"); addstr("and sell all your loot at a great profit.\n"); addstr("The White Council approves the recommendation of\n"); if (player.t_ctype == C_FIGHTER) addstr("the fighters guild and appoints you Lord Protector\n"); else if (player.t_ctype == C_ASSASIN) addstr("the assassins guild and appoints you Master Murderer\n"); else if (player.t_ctype == C_NINJA) addstr("the ninja guild and appoints you Master of the Wind\n"); else if (player.t_ctype == C_ILLUSION) addstr("the illusionists guild and appoints you Master Wizard\n"); else if (player.t_ctype == C_MAGICIAN) addstr("the magicians guild and appoints you Master Wizard\n"); else if (player.t_ctype == C_CLERIC) addstr("the temple priests and appoints you Master of the Flowers\n"); else if (player.t_ctype == C_DRUID) addstr("the temple priests and appoints you Master of the Flowers\n"); else if (player.t_ctype == C_RANGER) addstr("the rangers guild and appoints you Master Ranger\n"); else if (player.t_ctype == C_PALADIN) addstr("the paladins guild and appoints you Master Paladin\n"); else if (player.t_ctype == C_THIEF) { addstr("the thieves guild under protest and appoints you\n"); addstr("Master of the Highways\n"); } addstr("of the Land Between the Mountains.\n"); mvaddstr(LINES - 1, 0, spacemsg); refresh(); wait_for(' '); clear(); idenpack(); oldpurse = purse; mvaddstr(0, 0, " Worth Item"); for (c = 'a', item = pack; item != NULL; c++, item = next(item)) { obj = OBJPTR(item); worth = get_worth(obj); purse += worth; if (obj->o_type == ARTIFACT && obj->o_which == TR_PURSE) bag = obj->o_bag; mvprintw(c - 'a' + 1, 0, "%c) %8d %s", c, worth, inv_name(obj, UPPERCASE)); } if (bag != NULL) { mvaddstr(LINES - 1, 0, morestr); refresh(); wait_for(' '); clear(); mvprintw(0, 0, "Contents of the Magic Purse of Yendor:\n"); for (c = 'a', item = bag; item != NULL; c++, item = next(item)) { obj = OBJPTR(item); worth = get_worth(obj); whatis(item); purse += worth; mvprintw(c - 'a' + 1, 0, "%c) %8d %s\n", c, worth, inv_name(obj, UPPERCASE)); } } mvprintw(c - 'a' + 1, 0, " %6d Gold Pieces ", oldpurse); refresh(); if (has_artifact == 255) score(pstats.s_exp, pstats.s_lvl, TOTAL, 0); else score(pstats.s_exp, pstats.s_lvl, WINNER, 0); byebye(); }