comparison rogue3/sticks.c @ 0:527e2150eaf0

Import Rogue 3.6 from the Roguelike Restoration Project (r1490)
author edwarj4
date Tue, 13 Oct 2009 13:33:34 +0000
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-1:000000000000 0:527e2150eaf0
1 /*
2 * Functions to implement the various sticks one might find
3 * while wandering around the dungeon.
4 *
5 * @(#)sticks.c 3.14 (Berkeley) 6/15/81
6 *
7 * Rogue: Exploring the Dungeons of Doom
8 * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman
9 * All rights reserved.
10 *
11 * See the file LICENSE.TXT for full copyright and licensing information.
12 */
13
14 #include "curses.h"
15 #include <ctype.h>
16 #include <string.h>
17 #include "rogue.h"
18
19 void
20 fix_stick(struct object *cur)
21 {
22 if (strcmp(ws_type[cur->o_which], "staff") == 0)
23 strcpy(cur->o_damage,"2d3");
24 else
25 strcpy(cur->o_damage,"1d1");
26 strcpy(cur->o_hurldmg,"1d1");
27
28 cur->o_charges = 3 + rnd(5);
29 switch (cur->o_which)
30 {
31 case WS_HIT:
32 cur->o_hplus = 3;
33 cur->o_dplus = 3;
34 strcpy(cur->o_damage,"1d8");
35 when WS_LIGHT:
36 cur->o_charges = 10 + rnd(10);
37 }
38 }
39
40 void
41 do_zap(int gotdir)
42 {
43 struct linked_list *item;
44 struct object *obj;
45 struct room *rp;
46 struct thing *tp;
47 int y, x;
48
49 if ((item = get_item("zap with", STICK)) == NULL)
50 return;
51 obj = (struct object *) ldata(item);
52 if (obj->o_type != STICK)
53 {
54 msg("You can't zap with that!");
55 after = FALSE;
56 return;
57 }
58 if (obj->o_charges == 0)
59 {
60 msg("Nothing happens.");
61 return;
62 }
63 if (!gotdir)
64 do {
65 delta.y = rnd(3) - 1;
66 delta.x = rnd(3) - 1;
67 } while (delta.y == 0 && delta.x == 0);
68 switch (obj->o_which)
69 {
70 case WS_LIGHT:
71 /*
72 * Reddy Kilowat wand. Light up the room
73 */
74 ws_know[WS_LIGHT] = TRUE;
75 if ((rp = roomin(&hero)) == NULL)
76 msg("The corridor glows and then fades");
77 else
78 {
79 addmsg("The room is lit");
80 if (!terse)
81 addmsg(" by a shimmering blue light.");
82 endmsg();
83 rp->r_flags &= ~ISDARK;
84 /*
85 * Light the room and put the player back up
86 */
87 light(&hero);
88 mvwaddch(cw, hero.y, hero.x, PLAYER);
89 }
90 when WS_DRAIN:
91 /*
92 * Take away 1/2 of hero's hit points, then take it away
93 * evenly from the monsters in the room (or next to hero
94 * if he is in a passage)
95 */
96 if (pstats.s_hpt < 2)
97 {
98 msg("You are too weak to use it.");
99 return;
100 }
101 else if ((rp = roomin(&hero)) == NULL)
102 drain(hero.y-1, hero.y+1, hero.x-1, hero.x+1);
103 else
104 drain(rp->r_pos.y, rp->r_pos.y+rp->r_max.y,
105 rp->r_pos.x, rp->r_pos.x+rp->r_max.x);
106 when WS_POLYMORPH:
107 case WS_TELAWAY:
108 case WS_TELTO:
109 case WS_CANCEL:
110 {
111 int monster;
112 int oldch;
113 int rm;
114
115 y = hero.y;
116 x = hero.x;
117 while (step_ok(winat(y, x)))
118 {
119 y += delta.y;
120 x += delta.x;
121 }
122 if (isupper(monster = mvwinch(mw, y, x)))
123 {
124 int omonst = monster;
125
126 if (monster == 'F')
127 player.t_flags &= ~ISHELD;
128 item = find_mons(y, x);
129 tp = (struct thing *) ldata(item);
130 if (obj->o_which == WS_POLYMORPH)
131 {
132 detach(mlist, item);
133 oldch = tp->t_oldch;
134 delta.y = y;
135 delta.x = x;
136 new_monster(item, monster = rnd(26) + 'A', &delta);
137 if (!(tp->t_flags & ISRUN))
138 runto(&delta, &hero);
139 if (isupper(mvwinch(cw, y, x)))
140 mvwaddch(cw, y, x, monster);
141 tp->t_oldch = oldch;
142 ws_know[WS_POLYMORPH] |= (monster != omonst);
143 }
144 else if (obj->o_which == WS_CANCEL)
145 {
146 tp->t_flags |= ISCANC;
147 tp->t_flags &= ~ISINVIS;
148 }
149 else
150 {
151 if (obj->o_which == WS_TELAWAY)
152 {
153 do
154 {
155 rm = rnd_room();
156 rnd_pos(&rooms[rm], &tp->t_pos);
157 } until(winat(tp->t_pos.y, tp->t_pos.x) == FLOOR);
158 }
159 else
160 {
161 tp->t_pos.y = hero.y + delta.y;
162 tp->t_pos.x = hero.x + delta.x;
163 }
164 if (isupper(mvwinch(cw, y, x)))
165 mvwaddch(cw, y, x, tp->t_oldch);
166 tp->t_dest = &hero;
167 tp->t_flags |= ISRUN;
168 mvwaddch(mw, y, x, ' ');
169 mvwaddch(mw, tp->t_pos.y, tp->t_pos.x, monster);
170 if (tp->t_pos.y != y || tp->t_pos.x != x)
171 tp->t_oldch = mvwinch(cw, tp->t_pos.y, tp->t_pos.x);
172 }
173 }
174 }
175 when WS_MISSILE:
176 {
177 static struct object bolt =
178 {
179 '*' , {0, 0}, 0, "", "1d4" , 0, 0, 100, 1, 0, 0, 0
180 };
181
182 do_motion(&bolt, delta.y, delta.x);
183 if (isupper(mvwinch(mw, bolt.o_pos.y, bolt.o_pos.x))
184 && !save_throw(VS_MAGIC, THINGPTR(find_mons(unc(bolt.o_pos)))))
185 hit_monster(unc(bolt.o_pos), &bolt);
186 else if (terse)
187 msg("Missile vanishes");
188 else
189 msg("The missile vanishes with a puff of smoke");
190 ws_know[WS_MISSILE] = TRUE;
191 }
192 when WS_HIT:
193 {
194 int ch;
195
196 delta.y += hero.y;
197 delta.x += hero.x;
198 ch = winat(delta.y, delta.x);
199 if (isupper(ch))
200 {
201 if (rnd(20) == 0)
202 {
203 strcpy(obj->o_damage,"3d8");
204 obj->o_dplus = 9;
205 }
206 else
207 {
208 strcpy(obj->o_damage,"1d8");
209 obj->o_dplus = 3;
210 }
211 fight(&delta, ch, obj, FALSE);
212 }
213 }
214 when WS_HASTE_M:
215 case WS_SLOW_M:
216 y = hero.y;
217 x = hero.x;
218 while (step_ok(winat(y, x)))
219 {
220 y += delta.y;
221 x += delta.x;
222 }
223 if (isupper(mvwinch(mw, y, x)))
224 {
225 item = find_mons(y, x);
226 tp = (struct thing *) ldata(item);
227 if (obj->o_which == WS_HASTE_M)
228 {
229 if (on(*tp, ISSLOW))
230 tp->t_flags &= ~ISSLOW;
231 else
232 tp->t_flags |= ISHASTE;
233 }
234 else
235 {
236 if (on(*tp, ISHASTE))
237 tp->t_flags &= ~ISHASTE;
238 else
239 tp->t_flags |= ISSLOW;
240 tp->t_turn = TRUE;
241 }
242 delta.y = y;
243 delta.x = x;
244 runto(&delta, &hero);
245 }
246 when WS_ELECT:
247 case WS_FIRE:
248 case WS_COLD:
249 {
250 int dirch;
251 char *name;
252 int ch;
253 int bounced, used;
254 coord pos;
255 coord spotpos[BOLT_LENGTH];
256 static struct object bolt =
257 {
258 '*' , {0, 0}, 0, "", "6d6" , 0, 0, 100, 0, 0, 0 ,0
259 };
260
261
262 switch (delta.y + delta.x)
263 {
264 case 0: dirch = '/';
265 when 1: case -1: dirch = (delta.y == 0 ? '-' : '|');
266 when 2: case -2: dirch = '\\';
267 }
268 pos = hero;
269 bounced = FALSE;
270 used = FALSE;
271 if (obj->o_which == WS_ELECT)
272 name = "bolt";
273 else if (obj->o_which == WS_FIRE)
274 name = "flame";
275 else
276 name = "ice";
277 for (y = 0; y < BOLT_LENGTH && !used; y++)
278 {
279 ch = winat(pos.y, pos.x);
280 spotpos[y] = pos;
281 switch (ch)
282 {
283 case DOOR:
284 case SECRETDOOR:
285 case '|':
286 case '-':
287 case ' ':
288 bounced = TRUE;
289 delta.y = -delta.y;
290 delta.x = -delta.x;
291 y--;
292 msg("The bolt bounces");
293 break;
294 default:
295 if (!bounced && isupper(ch))
296 {
297 if (!save_throw(VS_MAGIC, THINGPTR(find_mons(unc(pos)))))
298 {
299 bolt.o_pos = pos;
300 hit_monster(unc(pos), &bolt);
301 used = TRUE;
302 }
303 else if (ch != 'M' || show(pos.y, pos.x) == 'M')
304 {
305 if (terse)
306 msg("%s misses", name);
307 else
308 msg("The %s whizzes past the %s", name, monsters[ch-'A'].m_name);
309 runto(&pos, &hero);
310 }
311 }
312 else if (bounced && pos.y == hero.y && pos.x == hero.x)
313 {
314 bounced = FALSE;
315 if (!save(VS_MAGIC))
316 {
317 if (terse)
318 msg("The %s hits", name);
319 else
320 msg("You are hit by the %s", name);
321 if ((pstats.s_hpt -= roll(6, 6)) <= 0)
322 death('b');
323 used = TRUE;
324 }
325 else
326 msg("The %s whizzes by you", name);
327 }
328 mvwaddch(cw, pos.y, pos.x, dirch);
329 draw(cw);
330 }
331 pos.y += delta.y;
332 pos.x += delta.x;
333 }
334 for (x = 0; x < y; x++)
335 mvwaddch(cw, spotpos[x].y, spotpos[x].x, show(spotpos[x].y, spotpos[x].x));
336 ws_know[obj->o_which] = TRUE;
337 }
338 when WS_NOP:
339 otherwise:
340 msg("What a bizarre schtick!");
341 }
342 obj->o_charges--;
343 }
344
345 /*
346 * drain:
347 * Do drain hit points from player shtick
348 */
349
350 void
351 drain(int ymin, int ymax, int xmin, int xmax)
352 {
353 int i, j, cnt;
354 struct thing *ick;
355 struct linked_list *item;
356
357 /*
358 * First count how many things we need to spread the hit points among
359 */
360 cnt = 0;
361 for (i = ymin; i <= ymax; i++)
362 for (j = xmin; j <= xmax; j++)
363 if (isupper(mvwinch(mw, i, j)))
364 cnt++;
365 if (cnt == 0)
366 {
367 msg("You have a tingling feeling");
368 return;
369 }
370 cnt = pstats.s_hpt / cnt;
371 pstats.s_hpt /= 2;
372 /*
373 * Now zot all of the monsters
374 */
375 for (i = ymin; i <= ymax; i++)
376 for (j = xmin; j <= xmax; j++)
377 if (isupper(mvwinch(mw, i, j)) &&
378 ((item = find_mons(i, j)) != NULL))
379 {
380 ick = (struct thing *) ldata(item);
381 if ((ick->t_stats.s_hpt -= cnt) < 1)
382 killed(item, cansee(i, j) && !on(*ick, ISINVIS));