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player.c
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/*
* player.c - This file contains functions for dealing with special player
* abilities
*
* Advanced Rogue
* Copyright (C) 1984, 1985, 1986 Michael Morgan, Ken Dalka and AT&T
* All rights reserved.
*
* Based on "Rogue: Exploring the Dungeons of Doom"
* Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman
* All rights reserved.
*
* See the file LICENSE.TXT for full copyright and licensing information.
*/
/*
* This file contains functions for dealing with special player abilities
*/
#include <ctype.h>
#include "curses.h"
#include "rogue.h"
#ifdef PC7300
#include "menu.h"
#endif
/*
* affect:
* cleric affecting undead
*/
affect()
{
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)) == NULL) {
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 magic user is going to try and cast a spell
*/
cast()
{
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;
}
spell_ability = pstats.s_lvl * pstats.s_intel;
if (player.t_ctype != C_MAGICIAN)
spell_ability /= 3;
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 - 15;
num_spells += pstats.s_lvl;
if (player.t_ctype != C_MAGICIAN)
num_spells /= 3;
if (num_spells > MAXSPELLS)
num_spells = MAXSPELLS;
if (num_spells < 1) {
msg("You are not allowed to cast spells yet.");
return;
}
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_using = NULL;
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,
NULL,
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
*/
chant()
{
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_RANGER) {
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;
if (player.t_ctype != C_DRUID)
chant_ability /= 3;
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 - 15) / 2;
num_chants += pstats.s_lvl;
if (player.t_ctype != C_DRUID)
num_chants /= 3;
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_using = NULL;
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,
NULL,
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 */
const_bonus() /* Hit point adjustment for changing levels */
{
register int bonus;
if (pstats.s_const > 6 && pstats.s_const <= 14)
bonus = 0;
else if (pstats.s_const > 14)
bonus = pstats.s_const-14;
else if (pstats.s_const > 3)
bonus = -1;
else
bonus = -2;
switch(player.t_ctype) {
case C_FIGHTER: bonus = min(bonus, 11);
when C_MAGICIAN: bonus = min(bonus, 4);
when C_CLERIC: bonus = min(bonus, 4);
when C_THIEF: bonus = min(bonus, 4);
when C_RANGER: bonus = min(bonus, 6);
when C_PALADIN: bonus = min(bonus, 8);
when C_ASSASIN: bonus = min(bonus, 4);
when C_MONK: bonus = min(bonus, 6);
when C_DRUID: bonus = min(bonus, 4);
otherwise: bonus = min(bonus, 4);
}
return(bonus);
}
/* Routines for thieves */
/*
* gsense:
* Sense gold
*/
gsense()
{
/* Only thieves can do this */
if (player.t_ctype != C_THIEF && player.t_ctype != C_ASSASIN) {
msg("You seem to have no gold sense.");
return;
}
read_scroll(S_GFIND, NULL, FALSE);
}
/*
* the cleric asks his deity for a spell
*/
pray()
{
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;
if (player.t_ctype != C_CLERIC)
prayer_ability /= 3;
if (cur_relic[HEIL_ANKH]) prayer_ability *= 2;
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 - 15) / 2;
num_prayers += pstats.s_lvl;
if (cur_relic[HEIL_ANKH]) num_prayers += 3;
if (player.t_ctype != C_CLERIC)
num_prayers /= 3;
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_using = NULL;
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,
NULL,
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;
}
/*
* steal:
* Steal in direction given in delta
*/
steal()
{
register struct linked_list *item;
register struct thing *tp;
register char *mname;
coord new_pos;
int thief_bonus = -50;
bool isinvisible = FALSE;
if (player.t_ctype != C_THIEF && player.t_ctype != C_ASSASIN) {
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 (isinvisible = invisible(tp)) mname = "creature";
else mname = monster_name(tp);
/* Can player steal something unnoticed? */
if (player.t_ctype == C_THIEF) thief_bonus = 10;
if (player.t_ctype == C_ASSASIN) thief_bonus = 0;
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, 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();
}
else {
msg("Your attempt fails.");
/* Annoy monster (maybe) */
if (rnd(35) >= 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);
}
}
}
#ifdef PC7300
/* Use MAXSPELLS or whatever is the biggest number of spells/prayers/etc */
static menu_t Display; /* The menu structure */
static mitem_t Dispitems[MAXSPELLS+1]; /* Info for each line */
static char Displines[MAXSPELLS+1][LINELEN+1]; /* The lines themselves */
#endif
/*
* this routine lets the player pick the spell that they
* want to cast regardless of character class
*/
pick_spell(spells, ability, num_spells, power, prompt, type)
struct spells spells[]; /* spell list */
int ability; /* spell ability */
int num_spells; /* number of spells that can be cast */
int power; /* spell power */
char *prompt; /* prompt for spell list */
char *type; /* type of thing--> spell, prayer, chant */
{
bool nohw = FALSE;
register int i;
int curlen,
maxlen,
dummy,
which_spell,
spell_left;
#ifdef PC7300
char label[LINELEN], /* For menu label */
title[LINELEN]; /* For menu title */
#endif
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) (readchar() - 'a');
msg(""); /* Get rid of the prompt */
if (which_spell == (int) ESCAPE - (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 = readchar();
} while (c != ' ' && c != ESCAPE);
if (c == ESCAPE)
break;
}
msg("");
wmove(msgw, 0, 0);
wprintw(msgw, "Which %s are you %sing? ", type, prompt);
clearok(msgw, FALSE);
draw(msgw);
which_spell = (int) (readchar() - 'a');
} while (which_spell != (int) (ESCAPE - 'a') &&
(which_spell < 0 || which_spell >= num_spells));
if (which_spell == (int) (ESCAPE - 'a')) {
mpos = 0;
msg("");
after = FALSE;
return(FALSE);
}
}
else {
/* Now display the possible spells */
wclear(hw);
touchwin(hw);
wmove(hw, 2, 0);
*type = toupper(*type);
wprintw(hw, " Cost %s", type);
*type = tolower(*type);
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;
#ifdef PC7300
/* Put it into the PC menu display */
strcpy(Displines[i], prbuf);
Dispitems[i].mi_name = Displines[i];
Dispitems[i].mi_flags = 0;
Dispitems[i].mi_val = i;
#endif
}
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;
#ifdef PC7300
/* Place an end marker for the items */
Dispitems[num_spells].mi_name = 0;
/* Design prompts */
sprintf(label, "Current %s power is %d", type, spell_left);
*type = toupper(*type);
sprintf(title, " Cost %s", type);
*type = tolower(*type);
sprintf(prbuf, "Select a %s or press Cancl to continue.", type);
/* Set up the main menu structure */
Display.m_label = label;
Display.m_title = title;
Display.m_prompt = prbuf;
Display.m_curptr = '\0';
Display.m_markptr = '\0';
Display.m_flags = M_ASISTITLE;
Display.m_selcnt = 1;
Display.m_items = Dispitems;
Display.m_curi = 0;
/*
* Try to display the menu. If we don't have a local terminal,
* the call will fail and we will just continue with the
* normal mode.
*/
if (menu(&Display) >= 0) {
if (Display.m_selcnt == 0) {
/* Menu was cancelled */
after = FALSE;
return FALSE; /* all done if abort */
}
else which_spell = (int) Display.m_curi->mi_val;
goto got_spell;
}
#endif
/* Should we overlay? */
if (menu_overlay && num_spells + 3 < lines / 2) {
over_win(cw, hw, num_spells + 5, maxlen + 3, 0, curlen, NULL);
}
else draw(hw);
}
if (!nohw) {
which_spell = (int) (readchar() - 'a');
while (which_spell < 0 || which_spell >= num_spells) {
if (which_spell == (int) ESCAPE - (int) 'a') {
after = FALSE;
/* Restore the screen */
touchwin(cw);
if (num_spells + 3 < lines / 2) clearok(cw, FALSE);
else clearok(cw, TRUE);
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 / 2) {
over_win(cw, hw, num_spells + 5, maxlen + 3,
0, curlen, NULL);
}
else draw(hw);
which_spell = (int) (readchar() - 'a');
}
}
/* Now restore the screen if we have to */
if (!nohw) {
touchwin(cw);
if (num_spells + 3 < lines / 2) clearok(cw, FALSE);
else clearok(cw, TRUE);
}
#ifdef PC7300
got_spell:
#endif
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_using = NULL;
player.t_no_move = (which_spell/3 + 1) * movement(&player);
return(TRUE);
}