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Copy pathobj.c
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executable file
·431 lines (377 loc) · 10.1 KB
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#include "scepter.h"
static void AddSpell(int N, char *Nm, int Hash, int Len, int MP, int Lvl, int Int, int Ty);
static void AddSpell(int N, char *Nm, int Hash, int Len, int MP, int Lvl, int Int, int Ty)
{
strcpy(SpellList[N], Nm);
SpellClass[N].SplHash = Hash;
SpellClass[N].SplLen = Len;
SpellClass[N].SplMp = MP;
SpellClass[N].SplLvl = Lvl;
SpellClass[N].SplInt = Int;
SpellClass[N].SplType = Ty;
Spellen = Max(N, Spellen);
}
void InitSpells(void)
{
Spellen = 0;
AddSpell(SPELL_NULL, "NULL", 0, 0, 0, 0, 0, OnUser);
AddSpell(SPELL_VIGOR, "VIGOR", 131, 14, 3, 0, 10, OnUser | OnPlayer);
AddSpell(SPELL_HEAL, "HEAL", 190, 18, 6, 1, 10, OnUser | OnPlayer);
AddSpell(SPELL_FIREBALL, "FIREBALL", 135, 15, 10, 2, 11, OnMon | OnPlayer);
AddSpell(SPELL_LIGHTNING, "LIGHTNING", 340, 32, 15, 4, 13, OnMon | OnPlayer);
AddSpell(SPELL_HURT, "HURT", 40, 3, 1, -3, 8, OnMon | OnPlayer);
AddSpell(SPELL_CUREPOISON, "CUREPOISON", 317, 25, 6, 1, 9, OnUser | OnPlayer);
AddSpell(SPELL_DISINTEGRA, "DISINTEGRA", 547, 50, 20, 5, 14, OnMon | OnPlayer);
AddSpell(SPELL_BEFUDDLE, "BEFUDDLE", 341, 27, 5, 1, 11, OnMon | OnPlayer);
AddSpell(SPELL_TELEPORT, "TELEPORT", 534, 46, 40, 8, 16, OnUser | OnPlayer);
AddSpell(SPELL_WISH, "WISH", 437, 43, 50, 10, 17, OnUser | OnPlayer);
AddSpell(SPELL_PASSDOOR, "PASSDOOR", 199, 17, 20, 5, 13, OnObject);
AddSpell(SPELL_ENCHANT, "ENCHANT", 79, 12, 20, 5, 13, OnObject);
AddSpell(SPELL_BLESS, "BLESS", 296, 30, 16, 4, 11, OnPlayer);
AddSpell(SPELL_PROTECTION, "PROTECTION", 340, 30, 10, 2, 10, OnUser);
AddSpell(SPELL_CURSE, "CURSE", 258, 26, 10, 5, 10, OnUser | OnPlayer);
AddSpell(SPELL_POISON, "POISON", 278, 27, 10, 4, 10, OnUser | OnPlayer);
AddSpell(SPELL_INTOXICATE, "INTOXICATE", 268, 25, 8, 3, 9, OnUser | OnPlayer);
AddSpell(SPELL_PSI_BLAST, "PSI BLAST", 66, 5, 20, 5, 14, OnMon | OnPlayer);
AddSpell(SPELL_POLYMORPH, "POLYMORPH", 10, 5, 50, 10, 18, OnMon);
AddSpell(SPELL_SUMMON, "SUMMON", 32, 4, 50, 10, 18, OnUser);
AddSpell(SPELL_ANIMATE, "ANIMATE", 44, 5, 50, 10, 18, OnObject);
AddSpell(SPELL_CHARM, "CHARM", 26, 4, 50, 10, 18, OnMon | OnPlayer);
AddSpell(SPELL_ILLUMINATE, "ILLUMINATE", 52, 5, 50, 10, 18, OnUser);
}
void ODestroy(ObjectPoint Cont)
{
if (Cont->ObClass == Chest)
{
struct tChest *Ch;
Ch = &Cont->Object.Chest;
while (Ch->ObjectTail)
{
ObjectPoint Obj;
Obj = Ch->ObjectTail;
Ch->ObjectTail = Ch->ObjectTail->Next;
ODestroy(Obj);
}
}
free(Cont);
Cont = NULL;
}
void DeleteObject(ObjectPoint Pt, ObjectPoint *ObjectTail)
{
if (!Pt)
Abort(" Sce84 - Cannot delete NIL obj!");
if (Pt == *ObjectTail)
*ObjectTail = (*ObjectTail)->Next;
else
{
ObjectPoint Pt2;
for (Pt2 = *ObjectTail; Pt2; Pt2 = Pt2->Next)
if (Pt2->Next == Pt)
{
Pt2->Next = Pt->Next; /* delete */
return;
}
Abort(" Sce05 - Deleted obj not found");
}
}
void ExpandName(char *Name, char *Str)
{
int ILoop;
for (ILoop = 0; Name[ILoop]; ILoop++)
if (Name[ILoop] == ',')
{
int JLoop;
char *p;
p = Str;
for (JLoop = ILoop + 1; Name[JLoop]; JLoop++)
if (Name[JLoop] == '*')
{
int KLoop;
for (KLoop = 0; KLoop < ILoop; KLoop++)
*p++ = Name[KLoop];
}
else
*p++ = Name[JLoop];
*p = '\0';
return;
}
strcpy(Str, Name); /* Name has no commas */
}
void PrintObj(ObjectPoint Obj, int Singular, int Capital, char *Str)
{
char Ar[20], Str1[256];
if (Singular)
{
if (Obj->Article != None)
strcpy(Ar, "the");
else
*Ar = '\0';
}
else if (Obj->ObClass != Door)
{
switch ((int)Obj->Article)
{
case A: strcpy(Ar, "a"); break;
case An:
strcpy(Ar, Obj->Magic
|| Obj->ObClass == Weap && !Obj->Object.Weap.Strikes ?
"a" : "an");
break;
case The: strcpy(Ar, "the"); break;
case Some: strcpy(Ar, "some"); break;
default: *Ar = '\0'; break;
}
}
else
{
switch ((int)Obj->Article)
{
case A:
case An: strcpy(Ar, Obj->Object.Door.DClosed > 0 ? "a" : "an");
break;
case The: strcpy(Ar, "the"); break;
case Some: strcpy(Ar, "some"); break;
default: *Ar = '\0'; break;
}
strcat(Ar, !Obj->Object.Door.DClosed ? " open"
: Obj->Object.Door.DLocked > 0 ? " locked" : " closed");
}
if (*Ar)
{
if (Capital)
{
*Ar = Cap(*Ar);
Capital = FALSE;
}
sprintf(Str, "%s ", Ar);
}
else
*Str = '\0';
if (Obj->ObClass == Coins)
{
sprintf(Str1, "%d ", Obj->Price / Obj->Object.Coins.Multiplier);
strcat(Str, Str1);
}
if (Obj->ObClass == Weap && !Obj->Object.Weap.Strikes)
{
strcat(Str, Capital ? "Broken " : "broken ");
Capital = FALSE;
}
if (Obj->Magic)
strcat(Str, Capital ? "Magic " : "magic ");
ExpandName(Obj->Name, Str1);
strcat(Str, Str1);
if (!Singular)
{
if (Obj->Invisible)
strcat(Str, " (INV)");
if (Obj->Magic)
{
switch ((int)Obj->ObClass)
{
case Weap:
sprintf(Str1, " (+%d)", abs(Obj->Object.Weap.WeaPlus));
break;
case Shield:
sprintf(Str1, " (+%d)", abs(Obj->Object.Shield.ShPlus));
break;
case Armor:
sprintf(Str1, " (+%d)", abs(Obj->Object.Armor.ArmPlus));
break;
default:
return;
}
strcat(Str, Str1);
}
}
}
void ObjDisplay(ObjectPoint Object)
{
PrintObj(Object, FALSE, TRUE, B2);
sprintf(B1, "0%s, ", B2);
if (Object->Carry)
strcat(B1, "carryable, ");
sprintf(B2, "%d lbs, %d shillings.", Object->Weight, Object->Price);
strcat(B1, B2);
QOut(Term, B1);
if (Object->DescRec && Object->ObClass != Scroll)
{
sprintf(B1, "0DR=%d, DI=%d.", Object->DescRec, Object->DescCode);
QOut(Term, B1);
strcpy(B2, "0Descrp: ");
PrintDesc(Object->DescRec, Object->DescCode, 0, FALSE, B2, B1);
QOut(Term, B1);
}
sprintf(B1, "0Magic=%s, Permanent=%s, Invisible=%s.",
Pb(Object->Magic), Pb(Object->Permanent), Pb(Object->Invisible));
QOut(Term, B1);
switch ((int)Object->ObClass)
{
case Portal:
sprintf(B1, "0Portal to room %d.", Object->Object.Portal.ToWhere);
QOut(Term, B1);
break;
case Weap:
{
char *p;
struct tWeap *Wp;
Wp = &Object->Object.Weap;
sprintf(B1, "0Offensive weapon: %d-%d HP, %d strikes left.",
Wp->MinHp, Wp->MaxHp, Wp->Strikes);
QOut(Term, B1);
switch ((int)Wp->WeapType)
{
case Sharp: p = "Sharp"; break;
case Thrust: p = "Thrust"; break;
case Blunt: p = "Blunt"; break;
case Long: p = "Long"; break;
}
sprintf(B1, "0%s class weapon, + %d to hit.", p, Wp->WeaPlus);
QOut(Term, B1);
break;
}
case Shield:
sprintf(B1, "0Shield: + %d protection, %d hits left.",
Object->Object.Shield.ShPlus, Object->Object.Shield.ShHits);
QOut(Term, B1);
break;
case Armor:
sprintf(B1, "0Armor: + %d protection, %d hits left.",
Object->Object.Armor.ArmPlus, Object->Object.Armor.ArmHits);
QOut(Term, B1);
break;
case Coins:
sprintf(B1, "0Money, value multiplier: X%d.",
Object->Object.Coins.Multiplier);
QOut(Term, B1);
break;
case Scroll:
sprintf(B1, "0Scroll, spell = %s.",
SpellList[Object->Object.Scroll.Spell]);
QOut(Term, B1);
break;
case Chest:
{
ObjectPoint TObj;
struct tChest *Ch;
Ch = &Object->Object.Chest;
sprintf(B1, "0Container, objects=%d, trap=%d, lock type=%d.",
Ch->NumInside, Ch->Trap, Ch->Locked);
QOut(Term, B1);
if (TObj = Ch->ObjectTail)
{
QOut(Term, "0Items inside:");
while (TObj)
{
PrintObj(TObj, FALSE, FALSE, B2);
sprintf(B1, "0 %s", B2);
QOut(Term, B1);
TObj = TObj->Next;
}
}
break;
}
case Door:
{
struct tDoor *Dr;
Dr = &Object->Object.Door;
sprintf(B1, "0Door, portal to room %d. Trap=%d, lock type=%d.",
Dr->DToWhere, Dr->DTrap, Dr->DLocked);
QOut(Term, B1);
if (Dr->DToll)
{
sprintf(B1, "0A %d-shilling toll will be charged for passage.",
Object->Price);
QOut(Term, B1);
}
if (Dr->DSpring)
QOut(Term, "0Door will close automatically.");
break;
}
case MagDevice:
PNth(Object->Object.MagDevice.MLevel, B2);
sprintf(B1, "0%s level magical device, spell = %s. Number of charges = %d.",
B2, SpellList[Object->Object.MagDevice.MSpell],
Object->Object.MagDevice.NumCharges);
QOut(Term, B1);
break;
case Teleport:
sprintf(B1, "0Teleport device, from room %d to room %d.",
Object->Object.Teleport.TActiveRm,
Object->Object.Teleport.TToWhere);
QOut(Term, B1);
break;
case Keys:
sprintf(B1, "0Keys, unlock type=%d.", Object->Object.Keys.UnLock);
if (Object->Object.Keys.NumUses > 0)
{
sprintf(B2, " (%d uses remaining)",
Object->Object.Keys.NumUses);
strcat(B1, B2);
}
QOut(Term, B1);
break;
case Treasure:
QOut(Term, "0Treasure.");
break;
case Card:
QOut(Term, "0Cards, teleport to player.");
break;
case Ring:
PNth(Object->Object.Ring.RLevel, B2);
sprintf(B1, "0%s level ring, spell = %s.",
B2, SpellList[Object->Object.Ring.RSpell]);
QOut(Term, B1);
break;
case Misc:
QOut(Term, "0Miscellaneous object.");
break;
}
}
void Ld(char *Name, char *Entry)
{
int ILoop;
for (ILoop = 0;
ILoop < sizeof(Alfa) - 1 && Name[ILoop] && Name[ILoop] != ',';
ILoop++)
Entry[ILoop] = Name[ILoop];
Entry[ILoop] = '\0';
}
/* FindObject returns the matching object to *Word* in the list */
ObjectPoint FindObject(char *Word, int Num, ObjectPoint ObjectTail)
{
ObjectPoint Object;
NameTList ObjNameList;
int I, Count, Index;
Alfa Name;
CapAlfa(Word);
Count = 0;
for (Object = ObjectTail; Object && Count < MaxNames; Object = Object->Next)
{
Count++;
*ObjNameList[Count] = '\0';
Ld(Object->Name, ObjNameList[Count]);
CapAlfa(ObjNameList[Count]);
}
if (Count >= MaxNames)
QOut(Term, "0 Sce30 - Object table overflow");
if ((Index = WordMatch(Word, Count, ObjNameList)) <= 0)
return NULL;
Object = ObjectTail;
for (I = 1; I < Index; I++)
Object = Object->Next;
if (Num > 1)
{
int NumMatch = 1;
strcpy(Name, ObjNameList[Index]);
for (I = Index + 1; NumMatch < Num && I <= Count; I++)
{
Object = Object->Next;
if (!strcmp(ObjNameList[I], Name))
NumMatch++;
}
if (I > Count && NumMatch < Num)
Object = NULL;
}
return Object;
}