805 lines
22 KiB
C
805 lines
22 KiB
C
/* omega copyright (C) by Laurence Raphael Brothers, 1987,1988,1989 */
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/* effect1.c */
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#include "glob.h"
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/* enchant */
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void enchant(int delta)
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{
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int i,used = FALSE;
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long change_cash;
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if (delta < 0) {
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i = random_item();
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if (i == ABORT || Player.possessions[i]->usef == I_NOTHING ||
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Player.possessions[i]->usef == I_NO_OP ||
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Player.possessions[i]->usef == I_NORMAL_ARMOR ||
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Player.possessions[i]->usef == I_NORMAL_WEAPON ||
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Player.possessions[i]->usef == I_NORMAL_SHIELD ||
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Player.possessions[i]->objchar == FOOD ||
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Player.possessions[i]->objchar == MISSILEWEAPON) {
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print1("You feel fortunate.");
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morewait();
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}
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else if (Player.possessions[i]->blessing < 0 ||
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(Player.possessions[i]->objchar == ARTIFACT && random_range(3))) {
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if (Player.possessions[i]->uniqueness == COMMON)
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print1("Your ");
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nprint1(itemid(Player.possessions[i]));
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nprint1(" glows, but the glow flickers out...");
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morewait();
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}
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else {
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used = (Player.possessions[i]->used);
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if (used) {
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Player.possessions[i]->used = FALSE;
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item_use(Player.possessions[i]);
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}
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if (Player.possessions[i]->uniqueness == COMMON)
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print1("Your ");
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nprint1(itemid(Player.possessions[i]));
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nprint1(" radiates an aura of mundanity!");
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morewait();
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Player.possessions[i]->plus = 0;
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Player.possessions[i]->charge = -1;
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Player.possessions[i]->usef = I_NOTHING;
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if (used) {
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Player.possessions[i]->used = TRUE;
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item_use(Player.possessions[i]);
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}
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}
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}
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else {
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i = getitem(CASH);
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if (i == ABORT) {
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print1("You feel unlucky.");
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morewait();
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}
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else if (i == CASHVALUE) {
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print1("You enchant your money.... What a concept!");
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change_cash = Player.cash*(random_range(7) - 3)/6;
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if (change_cash > 0) print2("Seems to have been a good idea!");
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else print2("Maybe it wasn't such a good idea....");
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Player.cash += change_cash;
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morewait();
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}
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else if (Player.possessions[i]->objchar == ARTIFACT) {
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if (Player.possessions[i]->usef !=
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Objects[Player.possessions[i]->id].usef) {
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print1("It re-acquires its magical aura!");
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Player.possessions[i]->usef = Objects[Player.possessions[i]->id].usef;
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}
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else {
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print1("The enchantment spell enfolds the ");
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nprint1(itemid(Player.possessions[i]));
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print2("and the potent enchantment of the Artifact causes a backlash!");
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morewait();
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clearmsg();
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manastorm(Player.x,Player.y,Player.possessions[i]->level*5);
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}
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}
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else {
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if (Player.possessions[i]->plus > random_range(20)+1) {
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print1("Uh-oh, the force of the enchantment was too much!");
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print2("There is a loud explosion!");
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morewait();
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manastorm(Player.x,Player.y,Player.possessions[i]->plus*5);
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dispose_lost_objects(1,Player.possessions[i]);
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}
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else {
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used = (Player.possessions[i]->used);
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if (used) {
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setgamestatus(SUPPRESS_PRINTING);
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Player.possessions[i]->used = FALSE;
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item_use(Player.possessions[i]);
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resetgamestatus(SUPPRESS_PRINTING);
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}
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print1("The item shines!");
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morewait();
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Player.possessions[i]->plus += delta+1;
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if (Player.possessions[i]->charge > -1)
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Player.possessions[i]->charge +=
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((delta+1) * (random_range(10) + 1));
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if (used) {
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setgamestatus(SUPPRESS_PRINTING);
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Player.possessions[i]->used = TRUE;
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item_use(Player.possessions[i]);
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resetgamestatus(SUPPRESS_PRINTING);
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}
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}
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}
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calc_melee();
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}
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}
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/* bless */
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void bless(int blessing)
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{
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int index,used;
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if (blessing < 0) {
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index = random_item();
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if (index == ABORT) {
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print1("You feel fortunate.");
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morewait();
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}
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else {
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print1("A foul odor arises from ");
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if (Player.possessions[index]->uniqueness == COMMON)
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nprint1("your ");
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nprint1(itemid(Player.possessions[index]));
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morewait();
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used = (Player.possessions[index]->used);
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if (used) {
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setgamestatus(SUPPRESS_PRINTING);
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Player.possessions[index]->used = FALSE;
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item_use(Player.possessions[index]);
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resetgamestatus(SUPPRESS_PRINTING);
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}
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Player.possessions[index]->blessing -= 2;
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if (Player.possessions[index]->blessing < 0)
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Player.possessions[index]->plus =
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abs(Player.possessions[index]->plus) - 1;
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if (used) {
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setgamestatus(SUPPRESS_PRINTING);
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Player.possessions[index]->used = TRUE;
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item_use(Player.possessions[index]);
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resetgamestatus(SUPPRESS_PRINTING);
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}
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}
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}
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else {
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index = getitem(NULL_ITEM);
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if (index == CASHVALUE) {
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print1("Blessing your money has no effect.");
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morewait();
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}
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else if (index != ABORT) {
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used = (Player.possessions[index]->used == TRUE);
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if (used) {
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setgamestatus(SUPPRESS_PRINTING);
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Player.possessions[index]->used = FALSE;
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item_use(Player.possessions[index]);
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resetgamestatus(SUPPRESS_PRINTING);
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}
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print1("A pure white light surrounds the item... ");
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if (Player.possessions[index]->blessing < 0-(blessing+1)) {
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print2("which is evil enough to resist the effect of the blessing!");
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morewait();
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}
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else if (Player.possessions[index]->blessing < -1) {
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print2("which disintegrates under the influence of the holy aura!");
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morewait();
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Player.itemweight -= Player.possessions[index]->weight;
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dispose_lost_objects(1,Player.possessions[index]);
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}
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else if (Player.possessions[index]->blessing < blessing+1) {
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print2("which now seems affected by afflatus!");
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morewait();
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Player.possessions[index]->blessing++;
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Player.possessions[index]->plus =
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abs(Player.possessions[index]->plus)+1;
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}
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else {
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print2("The hierolux fades without any appreciable effect....");
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morewait();
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}
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if (used && (Player.possessions[index] != NULL)) {
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setgamestatus(SUPPRESS_PRINTING);
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Player.possessions[index]->used = TRUE;
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item_use(Player.possessions[index]);
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resetgamestatus(SUPPRESS_PRINTING);
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}
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}
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}
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calc_melee();
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}
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void heal(int amount)
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{
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if (amount > -1) {
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mprint("You feel better.");
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if (Player.hp < Player.maxhp + amount)
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{
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Player.hp += random_range(10*amount)+1;
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if (Player.hp > Player.maxhp)
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Player.hp = Player.maxhp + amount;
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}
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Player.status[BLINDED] = 0;
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}
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else {
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mprint("You feel unwell.");
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Player.hp -= random_range(10*abs(amount)+1);
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if (Player.hp < 0)
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p_death("magical disruption");
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}
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dataprint();
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}
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void fbolt(int fx, int fy, int tx, int ty, int hit, int dmg)
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{
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bolt(fx,fy,tx,ty,hit,dmg,FLAME);
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}
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void lbolt(int fx, int fy, int tx, int ty, int hit, int dmg)
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{
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bolt(fx,fy,tx,ty,hit,dmg,ELECTRICITY);
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}
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/* Added 12/30/98 DG */
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void icebolt(int fx, int fy, int tx, int ty, int hit, int dmg)
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{
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bolt(fx,fy,tx,ty,hit,dmg,COLD);
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}
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void nbolt(int fx, int fy, int tx, int ty, int hit, int dmg)
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{
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bolt(fx,fy,tx,ty,hit,dmg,NORMAL_DAMAGE);
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}
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/* from f to t */
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void bolt(int fx, int fy, int tx, int ty, int hit, int dmg, int dtype)
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{
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int xx,yy;
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struct monster *target;
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Symbol boltchar = '?';
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xx = fx; yy = fy;
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switch(dtype) {
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case FLAME:boltchar=('*' | CLR(LIGHT_RED));break;
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case ELECTRICITY:boltchar = ('^' | CLR(LIGHT_BLUE));break;
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case NORMAL_DAMAGE:boltchar = ('!' | CLR(BROWN));break;
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case COLD:boltchar=('o' | CLR(WHITE));break;
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default:assert(FALSE); /* this should never happen, right? WDT */
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}
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clearmsg();
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do_los(boltchar,&xx,&yy,tx,ty);
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if ((xx == Player.x) && (yy == Player.y)) {
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if (Player.status[DEFLECTION] > 0)
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mprint("The bolt just missed you!");
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else {
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switch (dtype) {
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case FLAME:
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mprint("You were blasted by a firebolt!");
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p_damage(random_range(dmg),dtype,"a firebolt");
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break;
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case ELECTRICITY:
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mprint("You were zapped by lightning!");
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p_damage(random_range(dmg),dtype,"a bolt of lightning");
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break;
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case NORMAL_DAMAGE:
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mprint("You were hit by a missile!");
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p_damage(random_range(dmg),dtype,"a missile");
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break;
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case COLD:
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mprint("You were hit by an icicle!");
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p_damage(random_range(dmg),dtype,"an icicle");
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break;
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}
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}
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}
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else if (NULL != (target = Level->site[xx][yy].creature)) {
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if (hitp(hit,target->ac)) {
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if (target->uniqueness == COMMON) {
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strcpy(Str1,"The ");
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strcat(Str1,target->monstring);
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}
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else strcpy(Str1,target->monstring);
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switch (dtype) {
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/* WDT: these sentances really ought to be livened up. Especially
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* in full verbose mode. */
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case FLAME:strcat(Str1," was blasted by a firebolt!");break;
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case ELECTRICITY:strcat(Str1," was zapped by lightning!");break;
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case NORMAL_DAMAGE:strcat(Str1," was hit by a missile!"); break;
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case COLD:strcat(Str1," was hit by an icicle!"); break;
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}
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mprint(Str1);
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m_status_set(target,HOSTILE);
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m_damage(target,random_range(dmg),dtype);
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}
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else {
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if (target->uniqueness == COMMON) {
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strcpy(Str1,"The ");
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strcat(Str1,target->monstring);
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}
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else strcpy(Str1,target->monstring);
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switch (dtype) {
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case FLAME:strcat(Str1," was missed by a firebolt!");break;
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case ELECTRICITY:strcat(Str1," was missed by lightning!");break;
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case NORMAL_DAMAGE:strcat(Str1," was missed by a missile!"); break;
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case COLD:strcat(Str1," was missed by a flying icicle!"); break;
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}
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mprint(Str1);
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}
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}
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else if (Level->site[xx][yy].locchar == HEDGE)
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if (Level->site[xx][yy].p_locf != L_TRIFID) {
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if ((dtype == FLAME)||(dtype == ELECTRICITY)) {
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mprint("The hedge is blasted away!");
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Level->site[xx][yy].p_locf = L_NO_OP;
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Level->site[xx][yy].locchar = FLOOR;
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plotspot(xx, yy, TRUE);
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lset(xx, yy, CHANGED);
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}
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else mprint("The hedge is unaffected.");
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}
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else mprint("The trifid absorbs the energy and laughs!");
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else if (Level->site[xx][yy].locchar == WATER)
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if (dtype == FLAME) {
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mprint("The water is vaporised!");
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Level->site[xx][yy].p_locf = L_NO_OP;
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Level->site[xx][yy].locchar = FLOOR;
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lset(xx, yy, CHANGED);
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}
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}
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void lball(int fx, int fy, int tx, int ty, int dmg)
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{
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ball(fx,fy,tx,ty,dmg,ELECTRICITY);
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}
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void manastorm(int x, int y, int dmg)
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{
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ball(x,y,x,y,dmg,UNSTOPPABLE);
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}
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void snowball(int fx, int fy, int tx, int ty, int dmg)
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{
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ball(fx,fy,tx,ty,dmg,COLD);
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}
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void fball(int fx, int fy, int tx, int ty, int dmg)
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{
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ball(fx,fy,tx,ty,dmg,FLAME);
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}
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/* from f to t */
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void ball(int fx, int fy, int tx, int ty, int dmg, int dtype)
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{
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int xx,yy,ex,ey,i;
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struct monster *target;
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Symbol expchar=('@' | CLR(LIGHT_PURPLE));
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xx = fx; yy = fy;
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switch(dtype){
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case FLAME:expchar=('*' | CLR(LIGHT_RED));break;
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case COLD:expchar=('o' | CLR(WHITE));break;
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case ELECTRICITY:expchar=('^' | CLR(LIGHT_BLUE));break;
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}
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do_los(expchar,&xx,&yy,tx,ty);
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draw_explosion(expchar,xx,yy);
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for(i=0;i<9;i++) {
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ex = xx + Dirs[0][i];
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ey = yy + Dirs[1][i];
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if ((ex == Player.x) && (ey == Player.y)) {
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switch(dtype) {
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case FLAME:mprint("You were blasted by a fireball!");
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p_damage(random_range(dmg),FLAME,"a fireball");
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break;
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case COLD:mprint("You were blasted by a snowball!");
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p_damage(random_range(dmg),COLD,"a snowball");
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break;
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case ELECTRICITY:mprint("You were blasted by ball lightning!");
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p_damage(random_range(dmg),ELECTRICITY,"ball lightning");
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break;
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case UNSTOPPABLE:mprint("Oh No! Manastorm!");
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p_damage(random_range(dmg),UNSTOPPABLE,"a manastorm!");
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break;
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}
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}
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if (NULL != (target = Level->site[ex][ey].creature)) {
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if (los_p(Player.x,Player.y,target->x,target->y)) {
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if (target->uniqueness == COMMON) {
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strcpy(Str1,"The ");
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strcat(Str1,target->monstring);
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}
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else strcpy(Str1,target->monstring);
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switch(dtype) {
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case FLAME:strcat(Str1," was zorched by a fireball!"); break;
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case COLD:strcat(Str1," was blasted by a snowball!"); break;
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case ELECTRICITY:strcat(Str1," was zapped by ball lightning!");break;
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case UNSTOPPABLE:strcat(Str1," was nuked by a manastorm!");break;
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}
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mprint(Str1);
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}
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m_status_set(target,HOSTILE);
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m_damage(target,random_range(dmg),dtype);
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}
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if (Level->site[ex][ey].locchar == HEDGE)
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if (Level->site[ex][ey].p_locf != L_TRIFID) {
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if ((dtype == FLAME)||(dtype == ELECTRICITY)) {
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mprint("The hedge is blasted away!");
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Level->site[ex][ey].p_locf = L_NO_OP;
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Level->site[ex][ey].locchar = FLOOR;
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plotspot(ex,ey,TRUE);
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lset(ex, ey, CHANGED);
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}
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else mprint("The hedge is unaffected.");
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}
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else mprint("The trifid absorbs the energy and laughs!");
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else if (Level->site[ex][ey].locchar == WATER)
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if (dtype == FLAME) {
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mprint("The water is vaporised!");
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Level->site[ex][ey].p_locf = L_NO_OP;
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Level->site[ex][ey].locchar = FLOOR;
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plotspot(ex,ey,TRUE);
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lset(ex, ey, CHANGED);
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}
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}
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}
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void mondet(int blessing)
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{
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pml ml;
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for (ml=Level->mlist;ml!=NULL;ml=ml->next)
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if (ml->m->hp > 0) /* FIXED 12/30/98 DG */
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{
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if (blessing > -1)
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plotmon(ml->m);
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else
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putspot(random_range(Level->level_width), random_range(Level->level_length),
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Monsters[random_range(NUMMONSTERS)].monchar);
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}
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levelrefresh();
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morewait();
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show_screen();
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}
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void objdet(int blessing)
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{
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int i,j;
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for (i=0;i<Level->level_width;i++)
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for (j=0;j<Level->level_length;j++)
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if (Level->site[i][j].things != NULL) {
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if (blessing < 0)
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putspot(random_range(Level->level_width),
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random_range(Level->level_length),
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Level->site[i][j].things->thing->objchar);
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else putspot(i,j,Level->site[i][j].things->thing->objchar);
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}
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levelrefresh();
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morewait();
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show_screen();
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}
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void identify(int blessing)
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{
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int index;
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clearmsg();
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if (blessing == 0) {
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index = getitem_prompt("Identify: ", NULL_ITEM);
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if (index == CASHVALUE) print3("Your money is really money.");
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else if (index == ABORT)
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setgamestatus(SKIP_MONSTERS);
|
|
else {
|
|
if (Player.possessions[index]->objchar == FOOD)
|
|
Player.possessions[index]->known = 1;
|
|
else {
|
|
Player.possessions[index]->known = 2;
|
|
Objects[Player.possessions[index]->id].known = 1;
|
|
}
|
|
print1("Identified: ");
|
|
mprint(itemid(Player.possessions[index]));
|
|
}
|
|
}
|
|
else if (blessing < 0) {
|
|
print2("You feel forgetful.");
|
|
for (index=0;index<MAXITEMS;index++)
|
|
if (Player.possessions[index] != NULL) {
|
|
Player.possessions[index]->known = 0;
|
|
Objects[Player.possessions[index]->id].known = 0;
|
|
}
|
|
}
|
|
else {
|
|
print2("You feel encyclopaedic.");
|
|
for (index=0;index<MAXITEMS;index++)
|
|
if (Player.possessions[index] != NULL) {
|
|
if (Player.possessions[index]->objchar == FOOD)
|
|
Player.possessions[index]->known = 1;
|
|
else {
|
|
Player.possessions[index]->known = 2;
|
|
Objects[Player.possessions[index]->id].known = 1;
|
|
}
|
|
}
|
|
for (index=0;index<Player.packptr;index++)
|
|
if (Player.pack[index] != NULL) {
|
|
if (Player.pack[index]->objchar == FOOD)
|
|
Player.pack[index]->known = 1;
|
|
else {
|
|
Player.pack[index]->known = 2;
|
|
Objects[Player.pack[index]->id].known = 1;
|
|
}
|
|
}
|
|
}
|
|
calc_melee();
|
|
}
|
|
|
|
|
|
/* returns index of random item, ABORT if player carrying none */
|
|
int random_item(void)
|
|
{
|
|
int item = ABORT,tries=0;
|
|
int number = 0;
|
|
|
|
for(tries=0; tries<MAXITEMS; tries++)
|
|
if (Player.possessions[tries] != NULL) {
|
|
number++;
|
|
if (random_range(number) == 0)
|
|
item = tries;
|
|
}
|
|
return(item);
|
|
}
|
|
|
|
/* returns index of an item to steal, ABORT if player carrying none */
|
|
int stolen_item(void)
|
|
{
|
|
int idx;
|
|
int nextitem;
|
|
|
|
int cards[MAXITEMS];
|
|
|
|
nextitem = 0;
|
|
|
|
/* look for bank cards */
|
|
for (idx = 0; idx < MAXITEMS; ++idx)
|
|
{
|
|
if (0 == Player.possessions[idx]) continue;
|
|
if (Player.possessions[idx]->id < OB_DEBIT_CARD) continue;
|
|
if (Player.possessions[idx]->id > OB_SMART_CARD) continue;
|
|
|
|
cards[nextitem++] = idx;
|
|
}
|
|
|
|
if (0 == nextitem) return random_item();
|
|
|
|
if (nextitem > 1)
|
|
shuffle(cards, nextitem);
|
|
|
|
if (random_range(100) < 75)
|
|
{
|
|
/* oh that sucks... */
|
|
return cards[0];
|
|
}
|
|
|
|
return random_item();
|
|
}
|
|
|
|
/* various kinds of wishes */
|
|
void wish(int blessing)
|
|
{
|
|
int i;
|
|
char wishstr[80];
|
|
clearmsg();
|
|
print1("What do you wish for? ");
|
|
if (blessing < 0)
|
|
deathprint();
|
|
else
|
|
strcpy(wishstr,msgscanstring());
|
|
if (blessing < 0 || strcmp(wishstr,"Death")==0) {
|
|
print2("As you wish, so shall it be.");
|
|
p_death("a deathwish");
|
|
}
|
|
if (strcmp(wishstr,"Power")==0) {
|
|
print2("You feel a sudden surge of energy");
|
|
Player.mana=calcmana()*10;
|
|
}
|
|
else if (strcmp(wishstr,"Skill")==0) {
|
|
print2("You feel more competent.");
|
|
if (gamestatusp(CHEATED))
|
|
gain_experience(10000);
|
|
else
|
|
gain_experience(min(10000,Player.xp));
|
|
}
|
|
else if (strcmp(wishstr,"Wealth")==0) {
|
|
print2("You are submerged in shower of gold pieces!");
|
|
Player.cash += 10000;
|
|
}
|
|
else if (strcmp(wishstr,"Balance")==0) {
|
|
print2("You feel neutral.");
|
|
Player.alignment = 0;
|
|
}
|
|
else if (strcmp(wishstr,"Chaos")==0) {
|
|
print2("You feel chaotic.");
|
|
Player.alignment -= 25;
|
|
}
|
|
else if (strcmp(wishstr,"Law")==0) {
|
|
print2("You feel lawful.");
|
|
Player.alignment += 25;
|
|
}
|
|
else if (strcmp(wishstr,"Location")==0)
|
|
strategic_teleport(1);
|
|
else if (strcmp(wishstr,"Knowledge")==0) {
|
|
print2("You feel more knowledgeable.");
|
|
i = random_range(NUMSPELLS);
|
|
if (Spells[i].known)
|
|
Spells[i].powerdrain =
|
|
(max(1,Spells[i].powerdrain/2));
|
|
else Spells[i].known = TRUE;
|
|
}
|
|
else if (strcmp(wishstr,"Health")==0) {
|
|
print2("You feel vigorous");
|
|
Player.hp = max( Player.hp, Player.maxhp);
|
|
Player.status[DISEASED] = 0;
|
|
Player.status[POISONED] = 0;
|
|
Player.food = 43;
|
|
/* Wish for Health when starving does some good. PGM */
|
|
}
|
|
else if (strcmp(wishstr,"Destruction")==0)
|
|
annihilate(gamestatusp(CHEATED));
|
|
else if (strcmp(wishstr,"Acquisition")==0)
|
|
acquire(gamestatusp(CHEATED));
|
|
else if (strcmp(wishstr,"Summoning")==0)
|
|
summon(gamestatusp(CHEATED),-1);
|
|
else if (strcmp(wishstr,"Stats") == 0 && gamestatusp(CHEATED))
|
|
{
|
|
Player.str = Player.maxstr = Player.con = Player.maxcon =
|
|
Player.agi = Player.maxagi = Player.dex = Player.maxdex =
|
|
Player.iq = Player.maxiq = Player.pow = Player.maxpow = 200;
|
|
calc_melee();
|
|
}
|
|
else print2("You feel stupid.");
|
|
dataprint();
|
|
showflags();
|
|
}
|
|
|
|
/* gain for an item */
|
|
void acquire(int blessing)
|
|
{
|
|
char otype;
|
|
int index,id = ABORT;
|
|
pob newthing;
|
|
|
|
if (blessing < 0) {
|
|
index = random_item();
|
|
if (index == ABORT)
|
|
mprint("You feel fortunate.");
|
|
else {
|
|
print1("Smoke drifts out of your pack.... ");
|
|
print2("Destroyed: ");
|
|
nprint2(itemid(Player.possessions[index]));
|
|
morewait();
|
|
dispose_lost_objects(1,Player.possessions[index]);
|
|
}
|
|
}
|
|
else {
|
|
newthing = ((pob) checkmalloc(sizeof(objtype)));
|
|
/* DAG this assignment looks unneccessary */
|
|
newthing->id = -1;
|
|
if (gamestatusp(CHEATED))
|
|
print1("Acquire which kind of item: !?][}{)/=%%\\& ");
|
|
else
|
|
print1("Acquire which kind of item: !?][}{)/=%%\\ ");
|
|
otype = mgetc();
|
|
switch (otype) {
|
|
case (POTION&0xff):
|
|
if (blessing > 0)
|
|
id = itemlist(POTIONID,NUMPOTIONS);
|
|
else
|
|
id = random_range(NUMPOTIONS);
|
|
if (id < 0) print2("You feel stupid.");
|
|
else make_potion(newthing,id);
|
|
break;
|
|
case (SCROLL&0xff):
|
|
if (blessing > 0)
|
|
id = itemlist(SCROLLID,NUMSCROLLS);
|
|
else
|
|
id = random_range(NUMSCROLLS);
|
|
if (id < 0) print2("You feel stupid.");
|
|
else make_scroll(newthing,id);
|
|
break;
|
|
case (RING&0xff):
|
|
if (blessing > 0)
|
|
id = itemlist(RINGID,NUMRINGS);
|
|
else
|
|
id = random_range(NUMRINGS);
|
|
if (id < 0) print2("You feel stupid.");
|
|
else make_ring(newthing,id);
|
|
break;
|
|
case (STICK&0xff):
|
|
if (blessing > 0)
|
|
id = itemlist(STICKID,NUMSTICKS);
|
|
else
|
|
id = random_range(NUMSTICKS);
|
|
if (id < 0) print2("You feel stupid.");
|
|
else make_stick(newthing,id);
|
|
break;
|
|
case (ARMOR&0xff):
|
|
if (blessing > 0)
|
|
id = itemlist(ARMORID,NUMARMOR);
|
|
else
|
|
id = random_range(NUMARMOR);
|
|
if (id < 0) print2("You feel stupid.");
|
|
else make_armor(newthing,id);
|
|
break;
|
|
case (SHIELD&0xff):
|
|
if (blessing > 0)
|
|
id = itemlist(SHIELDID,NUMSHIELDS);
|
|
else
|
|
id = random_range(NUMSHIELDS);
|
|
if (id < 0) print2("You feel stupid.");
|
|
else make_shield(newthing,id);
|
|
break;
|
|
case (WEAPON&0xff):
|
|
if (blessing > 0)
|
|
id = itemlist(WEAPONID,NUMWEAPONS);
|
|
else
|
|
id = random_range(NUMWEAPONS);
|
|
if (id < 0) print2("You feel stupid.");
|
|
else make_weapon(newthing,id);
|
|
break;
|
|
case (BOOTS&0xff):
|
|
if (blessing > 0)
|
|
id = itemlist(BOOTID,NUMBOOTS);
|
|
else
|
|
id = random_range(NUMBOOTS);
|
|
if (id < 0) print2("You feel stupid.");
|
|
else make_boots(newthing,id);
|
|
break;
|
|
case (CLOAK&0xff):
|
|
if (blessing > 0)
|
|
id = itemlist(CLOAKID,NUMCLOAKS);
|
|
else
|
|
id = random_range(NUMCLOAKS);
|
|
if (id < 0) print2("You feel stupid.");
|
|
else make_cloak(newthing,id);
|
|
break;
|
|
case (FOOD&0xff):
|
|
if (blessing > 0)
|
|
id = itemlist(FOODID,NUMFOODS);
|
|
else
|
|
id = random_range(NUMFOODS);
|
|
if (id < 0) print2("You feel stupid.");
|
|
else make_food(newthing,id);
|
|
break;
|
|
case (THING&0xff):
|
|
if (blessing > 0)
|
|
id = itemlist(THINGID,NUMTHINGS);
|
|
else
|
|
id = random_range(NUMTHINGS);
|
|
if (id < 0) print2("You feel stupid.");
|
|
else make_thing(newthing,id);
|
|
break;
|
|
case (ARTIFACT&0xff):
|
|
if (gamestatusp(CHEATED))
|
|
id = itemlist(ARTIFACTID,NUMARTIFACTS);
|
|
else
|
|
id = -1;
|
|
if (id < 0) print2("You feel stupid.");
|
|
else make_artifact(newthing,id);
|
|
break;
|
|
default:
|
|
print2("You feel stupid.");
|
|
}
|
|
xredraw();
|
|
if (id != ABORT) {
|
|
if (blessing > 0) {
|
|
newthing->known = 2;
|
|
Objects[id].known = 1;
|
|
}
|
|
newthing->used = FALSE;
|
|
gain_item(newthing);
|
|
}
|
|
else
|
|
{
|
|
/* DAG newthing allocated but was not freed... was YA memory leak */
|
|
/* use free() rather than free_obj() since newthing not initialized */
|
|
free( (char *) newthing );
|
|
}
|
|
}
|
|
}
|