Пример #1
0
int
ring_value(int type)
{
    int result = 0;

    if (ISRING(LEFT_1, type))
        result += cur_ring[LEFT_1]->o_ac;
    if (ISRING(LEFT_2, type))
        result += cur_ring[LEFT_2]->o_ac;
    if (ISRING(LEFT_3, type))
        result += cur_ring[LEFT_3]->o_ac;
    if (ISRING(LEFT_4, type))
        result += cur_ring[LEFT_4]->o_ac;
    if (ISRING(LEFT_5, type))
        result += cur_ring[LEFT_5]->o_ac;
    if (ISRING(RIGHT_1, type))
        result += cur_ring[RIGHT_1]->o_ac;
    if (ISRING(RIGHT_2, type))
        result += cur_ring[RIGHT_2]->o_ac;
    if (ISRING(RIGHT_3, type))
        result += cur_ring[RIGHT_3]->o_ac;
    if (ISRING(RIGHT_4, type))
        result += cur_ring[RIGHT_4]->o_ac;
    if (ISRING(RIGHT_5, type))
        result += cur_ring[RIGHT_5]->o_ac;

    return(result);
}
Пример #2
0
/*
 * doctor:
 *	A healing daemon that restors hit points after rest
 */
doctor()
{
    register int lv, ohp;

    lv = pstats.s_lvl;
    ohp = pstats.s_hpt;
    quiet++;
    if (lv < 8)
    {
	if (quiet + (lv << 1) > 20)
	    pstats.s_hpt++;
    }
    else
	if (quiet >= 3)
	    pstats.s_hpt += rnd(lv - 7) + 1;
    if (ISRING(LEFT, R_REGEN))
	pstats.s_hpt++;
    if (ISRING(RIGHT, R_REGEN))
	pstats.s_hpt++;
    if (ohp != pstats.s_hpt)
    {
	if (pstats.s_hpt > max_hp)
	    pstats.s_hpt = max_hp;
	quiet = 0;
    }
}
/*
 * save:
 *	See if he saves against various nasty things
 */
int
save(int which)
{
    if (which == VS_MAGIC)
    {
        if (ISRING(LEFT, R_PROTECT))
            which -= cur_ring[LEFT]->o_arm;
        if (ISRING(RIGHT, R_PROTECT))
            which -= cur_ring[RIGHT]->o_arm;
    }
    return save_throw(which, &player);
}
Пример #4
0
int
is_wearing(int type)
{
#define ISRING(h, r) (cur_ring[h] != NULL && cur_ring[h]->o_which == r)

    return(
              ISRING(LEFT_1,  type) || ISRING(LEFT_2, type) ||
              ISRING(LEFT_3,  type) || ISRING(LEFT_4, type) ||
              ISRING(LEFT_5,  type) ||
              ISRING(RIGHT_1, type) || ISRING(RIGHT_2, type) ||
              ISRING(RIGHT_3, type) || ISRING(RIGHT_4, type) ||
              ISRING(RIGHT_5, type)  );
}
Пример #5
0
void
quaff()
{
    THING *obj, *tp, *mp;
    bool discardit = FALSE;
    bool show, trip;

    obj = get_item("quaff", POTION);
    /*
     * Make certain that it is somethings that we want to drink
     */
    if (obj == NULL)
	return;
    if (obj->o_type != POTION)
    {
	if (!terse)
	    msg("yuk! Why would you want to drink that?");
	else
	    msg("that's undrinkable");
	return;
    }
    if (obj == cur_weapon)
	cur_weapon = NULL;

    /*
     * Calculate the effect it has on the poor guy.
     */
    trip = on(player, ISHALU);
    discardit = (bool)(obj->o_count == 1);
    leave_pack(obj, FALSE, FALSE);
    switch (obj->o_which)
    {
	case P_CONFUSE:
	    do_pot(P_CONFUSE, !trip);
	when P_POISON:
	    pot_info[P_POISON].oi_know = TRUE;
	    if (ISWEARING(R_SUSTSTR))
		msg("you feel momentarily sick");
	    else
	    {
		chg_str(-(rnd(3) + 1));
		msg("you feel very sick now");
		come_down();
	    }
	when P_HEALING:
	    pot_info[P_HEALING].oi_know = TRUE;
	    if ((pstats.s_hpt += roll(pstats.s_lvl, 4)) > max_hp)
		pstats.s_hpt = ++max_hp;
	    sight();
	    msg("you begin to feel better");
	when P_STRENGTH:
	    pot_info[P_STRENGTH].oi_know = TRUE;
	    chg_str(1);
	    msg("you feel stronger, now.  What bulging muscles!");
	when P_MFIND:
	    player.t_flags |= SEEMONST;
	    fuse((void(*)())turn_see, TRUE, HUHDURATION, AFTER);
	    if (!turn_see(FALSE))
		msg("you have a %s feeling for a moment, then it passes",
		    choose_str("normal", "strange"));
	when P_TFIND:
	    /*
	     * Potion of magic detection.  Show the potions and scrolls
	     */
	    show = FALSE;
	    if (lvl_obj != NULL)
	    {
		wclear(hw);
		for (tp = lvl_obj; tp != NULL; tp = next(tp))
		{
		    if (is_magic(tp))
		    {
			show = TRUE;
			wmove(hw, tp->o_pos.y, tp->o_pos.x);
			waddch(hw, MAGIC);
			pot_info[P_TFIND].oi_know = TRUE;
		    }
		}
		for (mp = mlist; mp != NULL; mp = next(mp))
		{
		    for (tp = mp->t_pack; tp != NULL; tp = next(tp))
		    {
			if (is_magic(tp))
			{
			    show = TRUE;
			    wmove(hw, mp->t_pos.y, mp->t_pos.x);
			    waddch(hw, MAGIC);
			}
		    }
		}
	    }
	    if (show)
	    {
		pot_info[P_TFIND].oi_know = TRUE;
		show_win("You sense the presence of magic on this level.--More--");
	    }
	    else
		msg("you have a %s feeling for a moment, then it passes",
		    choose_str("normal", "strange"));
	when P_LSD:
	    if (!trip)
	    {
		if (on(player, SEEMONST))
		    turn_see(FALSE);
		start_daemon(visuals, 0, BEFORE);
		seenstairs = seen_stairs();
	    }
	    do_pot(P_LSD, TRUE);
	when P_SEEINVIS:
	    sprintf(prbuf, "this potion tastes like %s juice", fruit);
	    show = on(player, CANSEE);
	    do_pot(P_SEEINVIS, FALSE);
	    if (!show)
		invis_on();
	    sight();
	when P_RAISE:
	    pot_info[P_RAISE].oi_know = TRUE;
	    msg("you suddenly feel much more skillful");
	    raise_level();
	when P_XHEAL:
	    pot_info[P_XHEAL].oi_know = TRUE;
	    if ((pstats.s_hpt += roll(pstats.s_lvl, 8)) > max_hp)
	    {
		if (pstats.s_hpt > max_hp + pstats.s_lvl + 1)
		    ++max_hp;
		pstats.s_hpt = ++max_hp;
	    }
	    sight();
	    come_down();
	    msg("you begin to feel much better");
	when P_HASTE:
	    pot_info[P_HASTE].oi_know = TRUE;
	    after = FALSE;
	    if (add_haste(TRUE))
		msg("you feel yourself moving much faster");
	when P_RESTORE:
	    if (ISRING(LEFT, R_ADDSTR))
		add_str(&pstats.s_str, -cur_ring[LEFT]->o_arm);
	    if (ISRING(RIGHT, R_ADDSTR))
		add_str(&pstats.s_str, -cur_ring[RIGHT]->o_arm);
	    if (pstats.s_str < max_stats.s_str)
		pstats.s_str = max_stats.s_str;
	    if (ISRING(LEFT, R_ADDSTR))
		add_str(&pstats.s_str, cur_ring[LEFT]->o_arm);
	    if (ISRING(RIGHT, R_ADDSTR))
		add_str(&pstats.s_str, cur_ring[RIGHT]->o_arm);
	    msg("hey, this tastes great.  It make you feel warm all over");
	when P_BLIND:
	    do_pot(P_BLIND, TRUE);
	when P_LEVIT:
	    do_pot(P_LEVIT, TRUE);
#ifdef MASTER
	otherwise:
	    msg("what an odd tasting potion!");
	    return;
#endif
    }
    status();
    /*
     * Throw the item away
     */

    call_it(&pot_info[obj->o_which]);

    if (discardit)
	discard(obj);
    return;
}
/*
 * doctor:
 *	A healing daemon that restors hit points after rest
 */
void
doctor(struct thing *tp)
{
    register int ohp;
    register int limit, new_points;
    register struct stats *curp; /* current stats pointer */
    register struct stats *maxp; /* max stats pointer */

    curp = &(tp->t_stats);
    maxp = &(tp->maxstats);
    if (curp->s_hpt == maxp->s_hpt || on(*tp, ISINWALL)) {
	tp->t_quiet = 0;
	return;
    }
    tp->t_quiet++;
    switch (tp->t_ctype) {
	when C_MAGICIAN:
	    limit = 4 - curp->s_lvl/2;
	    new_points = curp->s_lvl;
	when C_THIEF:
	    limit = 8 - curp->s_lvl;
	    new_points = curp->s_lvl - 2;
	when C_CLERIC:
	    limit = 8 - curp->s_lvl;
	    new_points = curp->s_lvl - 3;
	when C_FIGHTER:
	    limit = 16 - curp->s_lvl*2;
	    new_points = curp->s_lvl - 5;
	when C_MONSTER:
	    limit = 16 - curp->s_lvl;
	    new_points = curp->s_lvl - 6;
	otherwise:
	    debug("What a strange character you are!");
	    return;
    }
    ohp = curp->s_hpt;
    if (off(*tp, HASDISEASE)) {
	if (curp->s_lvl < 8) {
	    if (tp->t_quiet > limit)
		curp->s_hpt++;
	}
	else
	    if (tp->t_quiet >= 3)
		curp->s_hpt += rnd(new_points)+1;
    }
    if (tp == &player) {
		if (curp->s_lvl > 10)
			limit = 2;
		else
			limit = rnd(limit/6) + 1;
	if (ISRING(LEFT_1, R_REGEN)) curp->s_hpt += limit;
	if (ISRING(LEFT_2, R_REGEN)) curp->s_hpt += limit;
	if (ISRING(LEFT_3, R_REGEN)) curp->s_hpt += limit;
	if (ISRING(LEFT_4, R_REGEN)) curp->s_hpt += limit;
	if (ISRING(RIGHT_1, R_REGEN)) curp->s_hpt += limit;
	if (ISRING(RIGHT_2, R_REGEN)) curp->s_hpt += limit;
	if (ISRING(RIGHT_3, R_REGEN)) curp->s_hpt += limit;
	if (ISRING(RIGHT_4, R_REGEN)) curp->s_hpt += limit;
    }
    if (on(*tp, ISREGEN))
	curp->s_hpt += curp->s_lvl/5 + 1;
    if (ohp != curp->s_hpt) {
	if (curp->s_hpt >= maxp->s_hpt) {
	    curp->s_hpt = maxp->s_hpt;
	    if (off(*tp, WASTURNED) && on(*tp, ISFLEE) && tp != &player) {
		turn_off(*tp, ISFLEE);
		tp->t_oldpos = tp->t_pos;	/* Start our trek over */
	    }
	}
	tp->t_quiet = 0;
    }
}
/*
 * quaff:
 *	Quaff a potion from the pack
 */
quaff()
{
    register THING *obj, *th;
    register bool discardit = FALSE;

    obj = get_item("quaff", POTION);
    /*
     * Make certain that it is somethings that we want to drink
     */
    if (obj == NULL)
	return;
    if (obj->o_type != POTION)
    {
	if (!terse)
	    msg("yuk! Why would you want to drink that?");
	else
	    msg("that's undrinkable");
	return;
    }
    if (obj == cur_weapon)
	cur_weapon = NULL;

    /*
     * Calculate the effect it has on the poor guy.
     */
    switch (obj->o_which)
    {
	case P_CONFUSE:
	    p_know[P_CONFUSE] = TRUE;
	    if (!on(player, ISHUH))
	    {
		if (on(player, ISHUH))
		    lengthen(unconfuse, rnd(8)+HUHDURATION);
		else
		    fuse(unconfuse, 0, rnd(8)+HUHDURATION, AFTER);
		player.t_flags |= ISHUH;
		msg("wait, what's going on here. Huh? What? Who?");
	    }
	when P_POISON:
	    p_know[P_POISON] = TRUE;
	    if (!ISWEARING(R_SUSTSTR))
	    {
		chg_str(-(rnd(3)+1));
		msg("you feel very sick now");
	    }
	    else
		msg("you feel momentarily sick");
	when P_HEALING:
	    p_know[P_HEALING] = TRUE;
	    if ((pstats.s_hpt += roll(pstats.s_lvl, 4)) > max_hp)
		pstats.s_hpt = ++max_hp;
	    sight();
	    msg("you begin to feel better");
	when P_STRENGTH:
	    p_know[P_STRENGTH] = TRUE;
	    chg_str(1);
	    msg("you feel stronger, now.  What bulging muscles!");
	when P_MFIND:
	    player.t_flags |= SEEMONST;
	    fuse(turn_see, TRUE, HUHDURATION, AFTER);
	    if (mlist == NULL)
		msg("you have a strange feeling for a moment");
	    else
		p_know[P_MFIND] |= turn_see(FALSE);
	when P_TFIND:
	    /*
	     * Potion of magic detection.  Show the potions and scrolls
	     */
	    if (lvl_obj != NULL)
	    {
		register THING *tp;
		register bool show;

		show = FALSE;
		wclear(hw);
		for (tp = lvl_obj; tp != NULL; tp = next(tp))
		{
		    if (is_magic(tp))
		    {
			show = TRUE;
			mvwaddch(hw, tp->o_pos.y, tp->o_pos.x, MAGIC);
			p_know[P_TFIND] = TRUE;
		    }
		}
		for (th = mlist; th != NULL; th = next(th))
		{
		    for (tp = th->t_pack; tp != NULL; tp = next(tp))
		    {
			if (is_magic(tp))
			{
			    show = TRUE;
			    mvwaddch(hw, th->t_pos.y, th->t_pos.x, MAGIC);
			    p_know[P_TFIND] = TRUE;
			}
		    }
		}
		if (show)
		{
		    show_win(hw, 
			"You sense the presence of magic on this level.--More--");
		    break;
		}
	    }
	    msg("you have a strange feeling for a moment, then it passes");
	when P_PARALYZE:
	    p_know[P_PARALYZE] = TRUE;
	    no_command = HOLDTIME;
	    player.t_flags &= ~ISRUN;
	    msg("you can't move");
	when P_SEEINVIS:
	    if (!on(player, CANSEE))
	    {
		fuse(unsee, 0, SEEDURATION, AFTER);
		look(FALSE);
		invis_on();
	    }
	    sight();
	    msg("this potion tastes like %s juice", fruit);
	when P_RAISE:
	    p_know[P_RAISE] = TRUE;
	    msg("you suddenly feel much more skillful");
	    raise_level();
	when P_XHEAL:
	    p_know[P_XHEAL] = TRUE;
	    if ((pstats.s_hpt += roll(pstats.s_lvl, 8)) > max_hp)
	    {
		if (pstats.s_hpt > max_hp + pstats.s_lvl + 1)
		    ++max_hp;
		pstats.s_hpt = ++max_hp;
	    }
	    sight();
	    msg("you begin to feel much better");
	when P_HASTE:
	    p_know[P_HASTE] = TRUE;
	    if (add_haste(TRUE))
		msg("you feel yourself moving much faster");
	when P_RESTORE:
	    if (ISRING(LEFT, R_ADDSTR))
		add_str(&pstats.s_str, -cur_ring[LEFT]->o_ac);
	    if (ISRING(RIGHT, R_ADDSTR))
		add_str(&pstats.s_str, -cur_ring[RIGHT]->o_ac);
	    if (pstats.s_str < max_stats.s_str)
		pstats.s_str = max_stats.s_str;
	    if (ISRING(LEFT, R_ADDSTR))
		add_str(&pstats.s_str, cur_ring[LEFT]->o_ac);
	    if (ISRING(RIGHT, R_ADDSTR))
		add_str(&pstats.s_str, cur_ring[RIGHT]->o_ac);
	    msg("hey, this tastes great.  It make you feel warm all over");
	when P_BLIND:
	    p_know[P_BLIND] = TRUE;
	    if (!on(player, ISBLIND))
	    {
		player.t_flags |= ISBLIND;
		fuse(sight, 0, SEEDURATION, AFTER);
		look(FALSE);
	    }
	    msg("a cloak of darkness falls around you");
	when P_NOP:
	    msg("this potion tastes extremely dull");
	otherwise:
	    msg("what an odd tasting potion!");
	    return;
    }
    status();
    /*
     * Throw the item away
     */
    inpack--;
    if (obj->o_count > 1)
	obj->o_count--;
    else
    {
	detach(pack, obj);
        discardit = TRUE;
    }

    call_it(p_know[obj->o_which], &p_guess[obj->o_which]);

    if (discardit)
	discard(obj);
}