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player.c
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player.c
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/*
player.c - This file contains functions for dealing with special player abilities
Last Modified: Dec 29, 1990
UltraRogue
Copyright (C) 1984, 1985, 1986, 1987, 1990 Herb Chong
All rights reserved.
Based on "Advanced Rogue"
Copyright (C) 1983, 1984 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 "rogue.h"
/*
* Pray to a deity
*
* 00-10 Good stuff happens
* 11-40 A good deity answers
* 41-60 Nothing happens
* 61-90 A bad deity answers, but with good results
* 91-99 You were better off before
*/
prayer()
{
int chance, i, times;
char ch, num_str[20];
struct linked_list *item, *f_mons_a();
struct thing *tp;
bool got_one = FALSE;
bool is_godly;
static int times_prayed = 0;
if (times_prayed > pstats.s_lvl) {
msg("Are you sure you want to bother the gods?");
ch = readchar();
if (tolower(ch) != 'y') {
after = FALSE;
return;
}
else
msg("Here goes...");
}
msg("You are surrounded by orange smoke...");
pstats.s_hpt = max_stats.s_hpt;
pstats.s_power = max_stats.s_power;
if (rnd(3) == 0)
luck--;
if (is_wearing(R_PIETY) || (rnd(luck) == 0 &&
(player.t_ctype == C_DRUID || player.t_ctype == C_CLERIC ||
((player.t_ctype == C_PALADIN || player.t_ctype == C_RANGER)
&& pstats.s_lvl > 8))))
is_godly = ISBLESSED;
else
is_godly = ISNORMAL;
if (is_wearing(R_PIETY))
times_prayed += rnd(2);
else
times_prayed++;
if (wizard) {
msg("What roll?[0..%d] ", 99);
ch = get_str(num_str, cw);
if (ch == ESCAPE) {
msg("");
return;
}
chance = atoi(num_str);
}
else {
chance = rnd(100) + roll(10, luck) - 5;
if (times_prayed > pstats.s_lvl)
chance += 50;
if (is_godly)
chance -= 50;
}
chance = max(0, min(chance, 100));
if (chance == 0) {
msg("The heavens open and glorious radiance surrounds you!");
if (is_godly)
times = 8;
else
times = 1;
/*
* kill all monsters surrounding the hero except unique ones
* This will change when I implement the deity option. If
* The deity is "stronger" than the unique monster, then the
* monster will be killed.
*/
for (i = 0; i < times; i++) {
item = f_mons_a(player.t_pos.y, player.t_pos.x, TRUE);
if (item) {
tp = THINGPTR(item);
msg("A bolt of eldritch energy strikes down the %s!",
monsters[tp->t_index].m_name);
killed(NULL, item, NOMESSAGE, POINTS);
}
}
}
else if (chance == 2) {
msg("Aule, Lord of Crafts, hears your call.");
read_scroll(&player, S_MAKEITEMEM, is_godly);
}
/* Save 3-9 for other wonderful stuff */
else if (chance < 15) {
msg("Orome, Lord of Forests, hears your call.");
read_scroll(&player, S_SUMMON, is_godly);
}
else if (chance < 20) {
msg("Hermes, the Winged Messenger, hears your call.");
quaff(&player, P_HASTE, is_godly);
}
else if (chance < 25) {
msg("Lorien, Master of Dreams, hears your call.");
read_scroll(&player, S_SLEEP, is_godly);
}
else if (chance < 30) {
msg("Este, Lady of Healing, hears your call.");
quaff(&player, P_RESTORE, is_godly);
quaff(&player, P_HEALING, is_godly);
}
else if (chance < 35) {
msg("Thor, God of Thunder, hears your call.");
msg("A bolt of lighting strikes you!");
read_scroll(&player, S_ELECTRIFY, is_godly);
}
else if (chance < 40) {
msg("Lorien, Master of Illusion, hears your call.");
quaff(&player, P_DISGUISE, is_godly);
}
/*
* Nothing happens
*/
else if (chance < 60) {
msg("Boccob, the Uncaring, ignores you.");
}
/*
* You don't really want one of these gods answering your call
*/
else if (chance < 65) {
msg("Jubilex, Master of Slimes and Oozes, hears your call.");
read_scroll(&player, S_HOLD, is_godly);
luck++;
}
else if (chance < 70) {
msg("Sauron, Lord of the Ring, hears your call.");
quaff(&player, P_INVIS, is_godly);
luck++;
}
else if (chance < 75) {
msg("Orcus, Lord of Undead, hears your call.");
quaff(&player, P_PHASE, is_godly);
luck++;
}
else if (chance < 80) {
msg("Incabulos, God of Evil Sendings, hears your call.");
quaff(&player, P_CLEAR, is_godly);
luck++;
}
else if (chance < 85) {
msg("Raxivort, Night Flutterer, hears your call.");
quaff(&player, P_SEEINVIS, is_godly);
luck++;
}
else if (chance < 90) {
msg("Morgoth, Lord of Fire, hears your call.");
quaff(&player, P_FIRERESIST, is_godly);
luck++;
}
/*
* You are in for it now!
*/
else if (chance < 100) {
msg("You fall into a horrible trance-like state.");
no_command += SLEEPTIME;
}
if (chance == 100) {
msg("The heavens open - but wait!");
msg("A bolt of eldritch energy strikes you!");
if (pstats.s_hpt > 1)
pstats.s_hpt /= 2;
msg("The gods must be angry with you.");
}
}
/* Routines for thieves */
/*
* gsense: Sense gold returns TRUE if gold was detected
*/
gsense()
{
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) {
msg("You sense gold!");
overlay(hw, cw);
return (TRUE);
}
}
nothing_message();
return (FALSE);
}
/*
* is_stealth: is player quiet about something
*/
bool
is_stealth(tp)
struct thing *tp;
{
return (rnd(25) < tp->t_stats.s_dext ||
(tp == &player && is_wearing(R_STEALTH)));
}
/*
* steal: Steal in direction given in delta
*/
steal()
{
struct linked_list *item;
struct thing *tp;
char *mname;
coord new_pos;
short thief_bonus;
char *unsuccess = "";
char *gain = "";
char *notice = "is not";
new_pos.y = hero.y + delta.y;
new_pos.x = hero.x + delta.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("%so one to steal from.", (terse) ? "N" : "There is n");
return;
}
if ((item = find_mons(new_pos.y, new_pos.x)) == NULL)
return;
tp = THINGPTR(item);
mname = monsters[tp->t_index].m_name;
/* Can player steal something unnoticed? */
if (player.t_ctype == C_THIEF || player.t_ctype == C_NINJA)
thief_bonus = 10;
else
thief_bonus = -50;
if (rnd(50) >= 3 * pstats.s_dext + thief_bonus) {
runto(&new_pos, &hero);
turn_off(*tp, ISFRIENDLY);
notice = "is";
}
if (rnd(100) <
(thief_bonus + 2 * pstats.s_dext + 5 * pstats.s_lvl -
5 * (tp->t_stats.s_lvl - 3))) {
struct linked_list *s_item, *pack_ptr;
short count = 0;
s_item = NULL; /* Start stolen goods out as nothing */
/* Find a good item to take */
if (tp->t_pack != NULL) {
/* Count up the number of items in the monster's pack */
for (pack_ptr = tp->t_pack; pack_ptr != NULL;
pack_ptr = next(pack_ptr))
count++;
/* Pick one */
count = rnd(count);
/* Take it from the monster */
for (pack_ptr = tp->t_pack; --count == 0;
pack_ptr = next(pack_ptr));
s_item = pack_ptr;
detach(tp->t_pack, s_item);
/* Give it to player */
if (add_pack(s_item, MESSAGE) == FALSE) {
(OBJPTR(s_item))->o_pos = hero;
fall(&player, s_item, TRUE);
}
/* Get points for stealing from unfriendly monsters */
if (off(*tp, ISFRIENDLY)) {
if (player.t_ctype == C_THIEF)
pstats.s_exp += 2 * tp->t_stats.s_exp
/ 3;
else
pstats.s_exp += tp->t_stats.s_exp /
min(pstats.s_lvl, 10);
check_level();
}
}
else {
gain = " gains you nothing and";
}
}
else {
unsuccess = " unsuccessful";
}
msg("Your%s attempt%s %s noticed.", unsuccess, gain, notice);
}
/*
* affect: cleric affecting undead
*/
affect()
{
struct linked_list *item;
struct thing *tp;
char *mname;
coord new_pos;
bool is_godly;
int effective_level;
if (player.t_ctype != C_CLERIC && player.t_ctype != C_PALADIN &&
!is_wearing(R_PIETY)) {
msg("Only clerics and paladins can affect undead.");
return;
}
is_godly = (player.t_ctype == C_CLERIC || player.t_ctype == C_PALADIN);
if (is_godly && is_wearing(R_PIETY))
effective_level = 2 * pstats.s_lvl;
else
effective_level = pstats.s_lvl;
new_pos.y = hero.y + delta.y;
new_pos.x = hero.x + delta.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 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 (off(*tp, ISUNDEAD)) {
msg("Your holy symbol has no effect on the %s.", mname);
goto annoy;
}
if (on(*tp, WASTURNED)) {
msg("Your holy symbol merely enrages the %s.", mname);
goto annoy;
}
/* Can cleric destroy it? */
if (effective_level >= 3 * tp->t_stats.s_lvl) {
msg("You have destroyed the %s.", mname);
killed(&player, item, NOMESSAGE, POINTS);
return;
}
/* Can cleric turn it? */
if (rnd(100) + 1 >
(100 * ((2 * tp->t_stats.s_lvl) - effective_level)) /
effective_level) {
msg("You have turned the %s.", mname);
turn_on(*tp, WASTURNED); /* One turn per monster */
turn_on(*tp, ISRUN);
turn_on(*tp, ISFLEE);
/* 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;
}
msg("The %s momentarily recoils from your holy symbol.", mname);
annoy:
if (off(*tp, WASTURNED))
runto(&new_pos, &hero);
}
/*
* undead_sense: cleric or paladin finding the ungodly
*/
undead_sense()
{
struct linked_list *item;
struct thing *tp;
bool show = FALSE;
wclear(hw);
for (item = mlist; item != NULL; item = next(item)) {
tp = THINGPTR(item);
if (on(*tp, ISUNDEAD)) {
mvwaddch(hw, tp->t_pos.y, tp->t_pos.x, '&');
show = TRUE;
}
}
if (show) {
msg("You feel the presense of the ungodly.");
overlay(hw, cw);
wrefresh(cw);
wclear(hw);
}
}