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player.c
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/*
* This file contains functions for dealing with special player abilities
*
* Advanced Rogue
* Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka and AT&T
* All rights reserved.
*
* See the file LICENSE.TXT for full copyright and licensing information.
*/
#include "curses.h"
#include "rogue.h"
/*
* affect:
* cleric affecting undead
*/
affect()
{
register struct linked_list *item;
register struct thing *tp;
register const char *mname;
bool see;
coord new_pos;
if (player.t_ctype != C_CLERIC && cur_relic[HEIL_ANKH] == 0) {
msg("Only clerics can affect undead.");
return;
}
new_pos.y = hero.y + delta.y;
new_pos.x = hero.x + delta.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)) == NULL) {
debug("Affect what @ %d,%d?", new_pos.y, new_pos.x);
return;
}
tp = THINGPTR(item);
mname = monsters[tp->t_index].m_name;
if (on(player, ISINVIS) && off(*tp, CANSEE)) {
sprintf(outstring,"%s%s cannot see you", see ? "The " : "It",
see ? mname : "");
msg(outstring);
return;
}
if (off(*tp, TURNABLE) || on(*tp, WASTURNED))
goto annoy;
turn_off(*tp, TURNABLE);
/* Can cleric kill it? */
if (pstats.s_lvl >= 3 * tp->t_stats.s_lvl) {
unsigned long test; /* For overflow check */
sprintf(outstring,"You have destroyed %s%s.", see ? "the " : "it", see ? mname : "");
msg(outstring);
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);
check_level(TRUE);
return;
}
/* Can cleric turn it? */
if (rnd(100) + 1 >
(100 * ((2 * tp->t_stats.s_lvl) - pstats.s_lvl)) / pstats.s_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);
/* Let player know */
sprintf(outstring,"You have turned %s%s.", see ? "the " : "it", see ? mname : "");
msg(outstring);
/* 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(TRUE);
/* 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);
return;
}
/* Otherwise -- no go */
annoy:
sprintf(outstring,"You do not affect %s%s.", see ? "the " : "it", see ? mname : "");
msg(outstring);
/* Annoy monster */
if (off(*tp, ISFLEE)) runto(tp, &hero);
}
/*
* the magic user is going to try and cast a spell
*/
cast()
{
register int i, num_spells, spell_ability;
int which_spell;
bool nohw = FALSE;
i = num_spells = spell_ability = which_spell = 0;
if (player.t_ctype != C_MAGICIAN && pstats.s_intel < 16) {
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 a spell!");
return;
}
num_spells = 0;
/* Get the number of avilable spells */
if (pstats.s_intel >= 16)
num_spells = pstats.s_intel - 15;
if (player.t_ctype == C_MAGICIAN)
num_spells += pstats.s_lvl;
if (num_spells > MAXSPELLS)
num_spells = MAXSPELLS;
spell_ability = pstats.s_lvl * pstats.s_intel;
if (player.t_ctype != C_MAGICIAN)
spell_ability /= 2;
/* Prompt for spells */
msg("Which spell are you casting? (* for list): ");
which_spell = (int) (readchar() - 'a');
if (which_spell == (int) ESCAPE - (int) 'a') {
mpos = 0;
msg("");
after = FALSE;
return;
}
if (which_spell >= 0 && which_spell < num_spells) nohw = TRUE;
else if (slow_invent) {
register char c;
for (i=0; i<num_spells; i++) {
msg("");
mvwaddch(cw, 0, 0, '[');
waddch(cw, (char) ((int) 'a' + i));
waddstr(cw, "] A spell of ");
if (magic_spells[i].s_type == TYP_POTION)
waddstr(cw, p_magic[magic_spells[i].s_which].mi_name);
else if (magic_spells[i].s_type == TYP_SCROLL)
waddstr(cw, s_magic[magic_spells[i].s_which].mi_name);
else if (magic_spells[i].s_type == TYP_STICK)
waddstr(cw, ws_magic[magic_spells[i].s_which].mi_name);
waddstr(cw, morestr);
draw(cw);
do {
c = readchar();
} while (c != ' ' && c != ESCAPE);
if (c == ESCAPE)
break;
}
msg("");
mvwaddstr(cw, 0, 0, "Which spell are you casting? ");
draw(cw);
}
else {
/* Set up for redraw */
msg("");
clearok(cw, TRUE);
touchwin(cw);
/* Now display the possible spells */
wclear(hw);
touchwin(hw);
mvwaddstr(hw, 2, 0, " Cost Spell");
mvwaddstr(hw, 3, 0, "-----------------------------------------------");
for (i=0; i<num_spells; i++) {
mvwaddch(hw, i+4, 0, '[');
waddch(hw, (char) ((int) 'a' + i));
waddch(hw, ']');
sprintf(prbuf, " %3d", magic_spells[i].s_cost);
waddstr(hw, prbuf);
waddstr(hw, " A spell of ");
if (magic_spells[i].s_type == TYP_POTION)
waddstr(hw, p_magic[magic_spells[i].s_which].mi_name);
else if (magic_spells[i].s_type == TYP_SCROLL)
waddstr(hw, s_magic[magic_spells[i].s_which].mi_name);
else if (magic_spells[i].s_type == TYP_STICK)
waddstr(hw, ws_magic[magic_spells[i].s_which].mi_name);
}
sprintf(prbuf,"[Current spell power = %d]",spell_ability - spell_power);
mvwaddstr(hw, 0, 0, prbuf);
waddstr(hw, " Which spell are you casting? ");
draw(hw);
}
if (!nohw) {
which_spell = (int) (wgetch(hw) - 'a');
while (which_spell < 0 || which_spell >= num_spells) {
if (which_spell == (int) ESCAPE - (int) 'a') {
after = FALSE;
return;
}
wmove(hw, 0, 0);
wclrtoeol(hw);
waddstr(hw, "Please enter one of the listed spells. ");
draw(hw);
which_spell = (int) (wgetch(hw) - 'a');
}
}
if ((spell_power + magic_spells[which_spell].s_cost) > spell_ability) {
msg("Your attempt fails.");
return;
}
if (nohw)
msg("Your spell is successful.");
else {
mvwaddstr(hw, 0, 0, "Your spell is successful.--More--");
wclrtoeol(hw);
draw(hw);
wait_for(hw,' ');
}
if (magic_spells[which_spell].s_type == TYP_POTION)
quaff( magic_spells[which_spell].s_which,
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 (!do_zap( TRUE,
magic_spells[which_spell].s_which,
magic_spells[which_spell].s_flag)) {
after = FALSE;
return;
}
}
spell_power += magic_spells[which_spell].s_cost;
}
/* Constitution bonus */
const_bonus() /* Hit point adjustment for changing levels */
{
if (pstats.s_const > 6 && pstats.s_const <= 14)
return(0);
if (pstats.s_const > 14)
return(pstats.s_const-14);
if (pstats.s_const > 3)
return(-1);
return(-2);
}
/* Routines for thieves */
/*
* gsense:
* Sense gold
*/
gsense()
{
/* Only thieves can do this */
if (player.t_ctype != C_THIEF) {
msg("You seem to have no gold sense.");
return;
}
if (lvl_obj != NULL) {
struct linked_list *gitem;
struct object *cur;
int gtotal = 0;
wclear(hw);
for (gitem = lvl_obj; gitem != NULL; gitem = next(gitem)) {
cur = OBJPTR(gitem);
if (cur->o_type == GOLD) {
gtotal += cur->o_count;
mvwaddch(hw, cur->o_pos.y, cur->o_pos.x, GOLD);
}
}
if (gtotal) {
s_know[S_GFIND] = TRUE;
msg("You sense gold!");
overlay(hw,cw);
return;
}
}
msg("You can sense no gold on this level.");
}
/*
* the cleric asks his deity for a spell
*/
pray()
{
register int i, num_prayers, prayer_ability;
int which_prayer;
bool nohw = FALSE;
which_prayer = num_prayers = prayer_ability = i = 0;
if (player.t_ctype != C_CLERIC && pstats.s_wisdom < 17 &&
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;
}
num_prayers = 0;
/* Get the number of avilable prayers */
if (pstats.s_wisdom > 16)
num_prayers = (pstats.s_wisdom - 15) / 2;
if (player.t_ctype == C_CLERIC)
num_prayers += pstats.s_lvl;
if (cur_relic[HEIL_ANKH]) num_prayers += 3;
if (num_prayers > MAXPRAYERS)
num_prayers = MAXPRAYERS;
prayer_ability = pstats.s_lvl * pstats.s_wisdom;
if (player.t_ctype != C_CLERIC)
prayer_ability /= 2;
if (cur_relic[HEIL_ANKH]) prayer_ability *= 2;
/* Prompt for prayer */
msg("Which prayer are you offering? (* for list): ");
which_prayer = (int) (readchar() - 'a');
if (which_prayer == (int) ESCAPE - (int) 'a') {
mpos = 0;
msg("");
after = FALSE;
return;
}
if (which_prayer >= 0 && which_prayer < num_prayers) nohw = TRUE;
else if (slow_invent) {
register char c;
for (i=0; i<num_prayers; i++) {
msg("");
mvwaddch(cw, 0, 0, '[');
waddch(cw, (char) ((int) 'a' + i));
waddstr(cw, "] A prayer for ");
if (cleric_spells[i].s_type == TYP_POTION)
waddstr(cw, p_magic[cleric_spells[i].s_which].mi_name);
else if (cleric_spells[i].s_type == TYP_SCROLL)
waddstr(cw, s_magic[cleric_spells[i].s_which].mi_name);
else if (cleric_spells[i].s_type == TYP_STICK)
waddstr(cw, ws_magic[cleric_spells[i].s_which].mi_name);
waddstr(cw, morestr);
draw(cw);
do {
c = readchar();
} while (c != ' ' && c != ESCAPE);
if (c == ESCAPE)
break;
}
msg("");
mvwaddstr(cw, 0, 0, "Which prayer are you offering? ");
draw(cw);
}
else {
/* Set up for redraw */
msg("");
clearok(cw, TRUE);
touchwin(cw);
/* Now display the possible prayers */
wclear(hw);
touchwin(hw);
mvwaddstr(hw, 2, 0, " Cost Prayer");
mvwaddstr(hw, 3, 0, "-----------------------------------------------");
for (i=0; i<num_prayers; i++) {
mvwaddch(hw, i+4, 0, '[');
waddch(hw, (char) ((int) 'a' + i));
waddch(hw, ']');
sprintf(prbuf, " %3d", cleric_spells[i].s_cost);
waddstr(hw, prbuf);
waddstr(hw, " A prayer for ");
if (cleric_spells[i].s_type == TYP_POTION)
waddstr(hw, p_magic[cleric_spells[i].s_which].mi_name);
else if (cleric_spells[i].s_type == TYP_SCROLL)
waddstr(hw, s_magic[cleric_spells[i].s_which].mi_name);
else if (cleric_spells[i].s_type == TYP_STICK)
waddstr(hw, ws_magic[cleric_spells[i].s_which].mi_name);
}
sprintf(prbuf,"[Current prayer ability = %d]",prayer_ability-pray_time);
mvwaddstr(hw, 0, 0, prbuf);
waddstr(hw, " Which prayer are you offering? ");
draw(hw);
}
if (!nohw) {
which_prayer = (int) (wgetch(hw) - 'a');
while (which_prayer < 0 || which_prayer >= num_prayers) {
if (which_prayer == (int) ESCAPE - (int) 'a') {
after = FALSE;
return;
}
wmove(hw, 0, 0);
wclrtoeol(hw);
mvwaddstr(hw, 0, 0, "Please enter one of the listed prayers.");
draw(hw);
which_prayer = (int) (wgetch(hw) - 'a');
}
}
if (cleric_spells[which_prayer].s_cost + pray_time > prayer_ability) {
msg("Your prayer fails.");
return;
}
if (nohw)
msg("Your prayer has been granted.");
else {
mvwaddstr(hw, 0, 0, "Your prayer has been granted.--More--");
wclrtoeol(hw);
draw(hw);
wait_for(hw,' ');
}
if (cleric_spells[which_prayer].s_type == TYP_POTION)
quaff( cleric_spells[which_prayer].s_which,
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 (!do_zap( TRUE,
cleric_spells[which_prayer].s_which,
cleric_spells[which_prayer].s_flag)) {
after = FALSE;
return;
}
}
pray_time += cleric_spells[which_prayer].s_cost;
}
/*
* steal:
* Steal in direction given in delta
*/
steal()
{
register struct linked_list *item;
register struct thing *tp;
register const char *mname;
coord new_pos;
int thief_bonus = -50;
bool isinvisible = FALSE;
new_pos.y = hero.y + delta.y;
new_pos.x = hero.x + delta.x;
if (on(player, ISBLIND)) {
msg("You can't see anything.");
return;
}
/* 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 (isinvisible = invisible(tp)) mname = "creature";
else mname = monsters[tp->t_index].m_name;
/* Can player steal something unnoticed? */
if (player.t_ctype == C_THIEF) thief_bonus = 10;
if (on(*tp, ISUNIQUE)) thief_bonus -= 15;
if (isinvisible) thief_bonus -= 20;
if (on(*tp, ISINWALL) && off(player, CANINWALL)) thief_bonus -= 50;
if (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 &&
rnd(++count) == 0)
s_item = pack_ptr;
/*
* Find anything?
*
* if we have a merchant, and his pack is empty then the
* rogue has already stolen once
*/
if (s_item == NULL) {
if (tp->t_index == NUMMONST)
msg("The %s seems to be shielding his pack from you.", mname);
else
msg("The %s apparently has nothing to steal.", mname);
return;
}
/* Take it from monster */
if (tp->t_pack) detach(tp->t_pack, s_item);
/* Give it to player */
if (add_pack(s_item, FALSE, NULL) == 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(TRUE);
}
else {
msg("Your attempt fails.");
/* Annoy monster (maybe) */
if (rnd(35) >= dex_compute() + thief_bonus) {
if (tp->t_index == NUMMONST) {
if (!isinvisible)
msg("The %s looks insulted and leaves", mname);
killed(item, FALSE, FALSE);
}
else
runto(tp, &hero);
}
}
}