annotate rogue3/sticks.c @ 315:ad2570b5b21f

Advanced Rogue 5, 7: fix some trading post messages. When attempting to buy an unaffordable object, messages were often of the form "You can't afford that a scroll of hold monster !", because the object description (stored in curpurch) was the same text used in inventory displays. This has been worked around by inspecting the contents of curpurch and using different message templates.
author John "Elwin" Edwards
date Sun, 24 Oct 2021 20:26:21 -0400
parents 527e2150eaf0
children
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1 /*
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2 * Functions to implement the various sticks one might find
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3 * while wandering around the dungeon.
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4 *
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5 * @(#)sticks.c 3.14 (Berkeley) 6/15/81
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6 *
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7 * Rogue: Exploring the Dungeons of Doom
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8 * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman
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9 * All rights reserved.
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10 *
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11 * See the file LICENSE.TXT for full copyright and licensing information.
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12 */
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13
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14 #include "curses.h"
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15 #include <ctype.h>
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16 #include <string.h>
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17 #include "rogue.h"
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18
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19 void
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20 fix_stick(struct object *cur)
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21 {
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22 if (strcmp(ws_type[cur->o_which], "staff") == 0)
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23 strcpy(cur->o_damage,"2d3");
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24 else
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25 strcpy(cur->o_damage,"1d1");
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26 strcpy(cur->o_hurldmg,"1d1");
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27
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28 cur->o_charges = 3 + rnd(5);
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29 switch (cur->o_which)
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30 {
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31 case WS_HIT:
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32 cur->o_hplus = 3;
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33 cur->o_dplus = 3;
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34 strcpy(cur->o_damage,"1d8");
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35 when WS_LIGHT:
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36 cur->o_charges = 10 + rnd(10);
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37 }
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38 }
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39
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40 void
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41 do_zap(int gotdir)
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42 {
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43 struct linked_list *item;
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44 struct object *obj;
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45 struct room *rp;
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46 struct thing *tp;
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47 int y, x;
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48
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49 if ((item = get_item("zap with", STICK)) == NULL)
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50 return;
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51 obj = (struct object *) ldata(item);
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52 if (obj->o_type != STICK)
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53 {
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54 msg("You can't zap with that!");
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55 after = FALSE;
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56 return;
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57 }
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58 if (obj->o_charges == 0)
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59 {
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60 msg("Nothing happens.");
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61 return;
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62 }
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63 if (!gotdir)
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64 do {
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65 delta.y = rnd(3) - 1;
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66 delta.x = rnd(3) - 1;
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67 } while (delta.y == 0 && delta.x == 0);
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68 switch (obj->o_which)
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69 {
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70 case WS_LIGHT:
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71 /*
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72 * Reddy Kilowat wand. Light up the room
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73 */
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74 ws_know[WS_LIGHT] = TRUE;
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75 if ((rp = roomin(&hero)) == NULL)
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76 msg("The corridor glows and then fades");
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77 else
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78 {
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79 addmsg("The room is lit");
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80 if (!terse)
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81 addmsg(" by a shimmering blue light.");
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82 endmsg();
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83 rp->r_flags &= ~ISDARK;
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84 /*
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85 * Light the room and put the player back up
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86 */
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87 light(&hero);
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88 mvwaddch(cw, hero.y, hero.x, PLAYER);
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89 }
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90 when WS_DRAIN:
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91 /*
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92 * Take away 1/2 of hero's hit points, then take it away
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93 * evenly from the monsters in the room (or next to hero
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94 * if he is in a passage)
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95 */
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96 if (pstats.s_hpt < 2)
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97 {
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98 msg("You are too weak to use it.");
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99 return;
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100 }
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101 else if ((rp = roomin(&hero)) == NULL)
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102 drain(hero.y-1, hero.y+1, hero.x-1, hero.x+1);
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103 else
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104 drain(rp->r_pos.y, rp->r_pos.y+rp->r_max.y,
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105 rp->r_pos.x, rp->r_pos.x+rp->r_max.x);