Mercurial > hg > early-roguelike
diff arogue5/sticks.c @ 63:0ed67132cf10
Import Advanced Rogue 5.8 from the Roguelike Restoration Project (r1490)
author | elwin |
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date | Thu, 09 Aug 2012 22:58:48 +0000 |
parents | |
children | c49f7927b0fa |
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--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/arogue5/sticks.c Thu Aug 09 22:58:48 2012 +0000 @@ -0,0 +1,1076 @@ +/* + * Functions to implement the various sticks one might find + * while wandering around the dungeon. + * + * Advanced Rogue + * Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka and AT&T + * All rights reserved. + * + * Based on "Rogue: Exploring the Dungeons of Doom" + * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman + * All rights reserved. + * + * See the file LICENSE.TXT for full copyright and licensing information. + */ + +#include "curses.h" +#include <ctype.h> +#include "rogue.h" + + +/* + * zap a stick and see what happens + */ +do_zap(gotdir, which, flag) +bool gotdir; +int which; +int flag; +{ + register struct linked_list *item; + register struct object *obj = NULL; + register struct thing *tp; + register int y, x; + struct linked_list *nitem; + struct object *nobj; + bool cursed, blessed, is_stick; + + blessed = FALSE; + cursed = FALSE; + is_stick = FALSE; + + if (which == 0) { + if ((item = get_item(pack, "zap with", ZAPPABLE)) == NULL) + return(FALSE); + obj = OBJPTR(item); + + /* Handle relics specially here */ + if (obj->o_type == RELIC) { + switch (obj->o_which) { + case ORCUS_WAND: + msg(nothing); + return(TRUE); + when MING_STAFF: + which = WS_MISSILE; + when ASMO_ROD: + switch (rnd(3)) { + case 0: + which = WS_ELECT; + when 1: + which = WS_COLD; + otherwise: + which = WS_FIRE; + } + } + cursed = FALSE; + blessed = FALSE; + } + else { + which = obj->o_which; + ws_know[which] = TRUE; + cursed = (obj->o_flags & ISCURSED) != 0; + blessed = (obj->o_flags & ISBLESSED) != 0; + is_stick = TRUE; + } + } + else { + cursed = flag & ISCURSED; + blessed = flag & ISBLESSED; + } + switch (which) { /* no direction for these */ + case WS_LIGHT: + case WS_DRAIN: + case WS_CHARGE: + case WS_CURING: + break; + + default: + if (!get_dir()) + return(FALSE); + if (!gotdir) { + do { + delta.y = rnd(3) - 1; + delta.x = rnd(3) - 1; + } while (delta.y == 0 && delta.x == 0); + } + } + + if (is_stick) { + if (obj->o_charges < 1) { + msg(nothing); + return(TRUE); + } + obj->o_charges--; + } + if (which == WS_WONDER) { + switch (rnd(14)) { + case 0: which = WS_ELECT; + when 1: which = WS_FIRE; + when 2: which = WS_COLD; + when 3: which = WS_POLYMORPH; + when 4: which = WS_MISSILE; + when 5: which = WS_SLOW_M; + when 6: which = WS_TELMON; + when 7: which = WS_CANCEL; + when 8: which = WS_CONFMON; + when 9: which = WS_DISINTEGRATE; + when 10: which = WS_PETRIFY; + when 11: which = WS_PARALYZE; + when 12: which = WS_MDEG; + when 13: which = WS_FEAR; + } + if(ws_magic[which].mi_curse>0 && rnd(100)<=ws_magic[which].mi_curse){ + cursed = TRUE; + blessed = FALSE; + } + } + + switch (which) { + case WS_LIGHT: + /* + * Reddy Kilowat wand. Light up the room + */ + blue_light(blessed, cursed); + when WS_DRAIN: + /* + * Take away 1/2 of hero's hit points, then take it away + * evenly from the monsters in the room or next to hero + * if he is in a passage (but leave the monsters alone + * if the stick is cursed) + */ + if (pstats.s_hpt < 2) { + msg("You are too weak to use it."); + return(TRUE); + } + if (cursed) + pstats.s_hpt /= 2; + else + drain(hero.y-1, hero.y+1, hero.x-1, hero.x+1); + when WS_POLYMORPH: + case WS_TELMON: + case WS_CANCEL: + { + register char monster, oldch; + register int rm; + + y = hero.y; + x = hero.x; + while (shoot_ok(winat(y, x))) { + y += delta.y; + x += delta.x; + } + if (isalpha(monster = CCHAR( mvwinch(mw, y, x) ))) { + register struct room *rp; + + item = find_mons(y, x); + tp = THINGPTR(item); + /* if the monster gets the saving throw, leave the case */ + if (save(VS_MAGIC, tp, 0)) { + msg(nothing); + break; + } + + /* Unhold player */ + if (on(*tp, DIDHOLD)) { + turn_off(*tp, DIDHOLD); + if (--hold_count == 0) turn_off(player, ISHELD); + } + /* unsuffocate player */ + if (on(*tp, DIDSUFFOCATE)) { + turn_off(*tp, DIDSUFFOCATE); + extinguish(suffocate); + } + rp = roomin(&tp->t_pos); + /* + * check to see if room should go dark + */ + if (on(*tp, HASFIRE)) { + if (rp != NULL) { + register struct linked_list *fire_item; + + for (fire_item = rp->r_fires; fire_item != NULL; + fire_item = next(fire_item)) { + if (THINGPTR(fire_item) == tp) { + detach(rp->r_fires, fire_item); + destroy_item(fire_item); + if (rp->r_fires == NULL) { + rp->r_flags &= ~HASFIRE; + if(cansee(tp->t_pos.y,tp->t_pos.x)) + light(&hero); + } + break; + } + } + } + } + + if (which == WS_POLYMORPH) { + register struct linked_list *pitem; + + delta.x = x; + delta.y = y; + detach(mlist, item); + oldch = tp->t_oldch; + pitem = tp->t_pack; /* save his pack */ + tp->t_pack = NULL; + new_monster(item,rnd(NUMMONST-NUMUNIQUE-1)+1,&delta,FALSE); + if (tp->t_pack != NULL) + o_free_list (tp->t_pack); + tp->t_pack = pitem; + monster = tp->t_type; + if (isalpha(mvwinch(cw, y, x))) + mvwaddch(cw, y, x, monster); + tp->t_oldch = oldch; + /* + * should the room light up? + */ + if (on(*tp, HASFIRE)) { + if (rp) { + register struct linked_list *fire_item; + + fire_item = creat_item(); + ldata(fire_item) = (char *) tp; + attach(rp->r_fires, fire_item); + rp->r_flags |= HASFIRE; + if (cansee(tp->t_pos.y,tp->t_pos.x) && + next(rp->r_fires) == NULL) light(&hero); + } + } + msg(terse ? "A new %s!" : "You have created a new %s!", + monsters[tp->t_index].m_name); + } + else if (which == WS_CANCEL) { + tp->t_flags[0] &= CANC0MASK; + tp->t_flags[1] &= CANC1MASK; + tp->t_flags[2] &= CANC2MASK; + tp->t_flags[3] &= CANC3MASK; + tp->t_flags[4] &= CANC4MASK; + tp->t_flags[4] &= CANC5MASK; + } + else { /* A teleport stick */ + if (cursed) { /* Teleport monster to player */ + if ((y == (hero.y + delta.y)) && + (x == (hero.x + delta.x))) + msg(nothing); + else { + tp->t_pos.y = hero.y + delta.y; + tp->t_pos.x = hero.x + delta.x; + } + } + else if (blessed) { /* Get rid of monster */ + killed(item, FALSE, TRUE); + return(TRUE); + } + else { + register int i=0; + + do { /* Move monster to another room */ + rm = rnd_room(); + rnd_pos(&rooms[rm], &tp->t_pos); + }until(winat(tp->t_pos.y,tp->t_pos.x)==FLOOR ||i++>500); + rp = &rooms[rm]; + } + + /* Now move the monster */ + if (isalpha(mvwinch(cw, y, x))) + mvwaddch(cw, y, x, tp->t_oldch); + turn_off(*tp, ISDISGUISE); + mvwaddch(mw, y, x, ' '); + mvwaddch(mw, tp->t_pos.y, tp->t_pos.x, monster); + if (tp->t_pos.y != y || tp->t_pos.x != x) + tp->t_oldch = CCHAR( mvwinch(cw, tp->t_pos.y, tp->t_pos.x) ); + /* + * check to see if room that creature appears in should + * light up + */ + if (on(*tp, HASFIRE)) { + register struct linked_list *fire_item; + + fire_item = creat_item(); + ldata(fire_item) = (char *) tp; + attach(rp->r_fires, fire_item); + rp->r_flags |= HASFIRE; + if(cansee(tp->t_pos.y, tp->t_pos.x) && + next(rp->r_fires) == NULL) + light(&hero); + } + } + runto(tp, &hero); + } + } + when WS_MISSILE: + { + static struct object bolt = + { + MISSILE , {0, 0}, "", 0, "", "1d4 " , NULL, 0, WS_MISSILE, 50, 1 + }; + + sprintf(bolt.o_hurldmg, "%dd4", pstats.s_lvl); + do_motion(&bolt, delta.y, delta.x, &player); + if (!hit_monster(unc(bolt.o_pos), &bolt, &player)) + msg("The missile vanishes with a puff of smoke"); + } + when WS_HIT: + { + register char ch; + struct object strike; /* don't want to change sticks attributes */ + + delta.y += hero.y; + delta.x += hero.x; + ch = CCHAR( winat(delta.y, delta.x) ); + if (isalpha(ch)) + { + strike = *obj; + strike.o_hplus = 6; + if (EQUAL(ws_type[which], "staff")) + strcpy(strike.o_damage,"3d8"); + else + strcpy(strike.o_damage,"2d8"); + fight(&delta, &strike, FALSE); + } + } + case WS_SLOW_M: + y = hero.y; + x = hero.x; + while (shoot_ok(winat(y, x))) { + y += delta.y; + x += delta.x; + } + if (isalpha(mvwinch(mw, y, x))) { + item = find_mons(y, x); + tp = THINGPTR(item); + runto(tp, &hero); + if (on(*tp, ISUNIQUE) && save(VS_MAGIC, tp, 0)) + msg(nothing); + else if (on(*tp, NOSLOW)) + msg(nothing); + else if (cursed) { + if (on(*tp, ISSLOW)) + turn_off(*tp, ISSLOW); + else + turn_on(*tp, ISHASTE); + } + else if (blessed) { + turn_off(*tp, ISRUN); + turn_on(*tp, ISHELD); + return(TRUE); + } + else { + if (on(*tp, ISHASTE)) + turn_off(*tp, ISHASTE); + else + turn_on(*tp, ISSLOW); + tp->t_turn = TRUE; + } + } + when WS_CHARGE: + if (ws_know[WS_CHARGE] != TRUE && is_stick) + msg("This is a wand of charging."); + if ((nitem = get_item(pack, "charge", STICK)) != NULL) { + nobj = OBJPTR(nitem); + if ((++(nobj->o_charges) == 1) && (nobj->o_which == WS_HIT)) + fix_stick(nobj); + if (EQUAL(ws_type[nobj->o_which], "staff")) { + if (nobj->o_charges > 100) + nobj->o_charges = 100; + } + else { + if (nobj->o_charges > 50) + nobj->o_charges = 50; + } + } + when WS_ELECT: + case WS_FIRE: + case WS_COLD: + { + char *name; + + if (which == WS_ELECT) + name = "lightning bolt"; + else if (which == WS_FIRE) + name = "flame"; + else + name = "ice"; + + shoot_bolt( &player, hero, + delta, TRUE, D_BOLT, + name, roll(pstats.s_lvl,6)); + } + when WS_PETRIFY: { + reg int m1, m2, x1, y1; + reg char ch; + reg struct linked_list *ll; + reg struct thing *lt; + + y1 = hero.y; + x1 = hero.x; + do { + y1 += delta.y; + x1 += delta.x; + ch = CCHAR( winat(y1,x1) ); + } while (ch == PASSAGE || ch == FLOOR); + for (m1 = x1 - 1 ; m1 <= x1 + 1 ; m1++) { + for(m2 = y1 - 1 ; m2 <= y1 + 1 ; m2++) { + ch = CCHAR( winat(m2,m1) ); + if (m1 == hero.x && m2 == hero.y) + continue; + if (ch != ' ') { + ll = find_obj(m2,m1); + if (ll != NULL) { + detach(lvl_obj,ll); + o_discard(ll); + } + ll = find_mons(m2,m1); + if (ll != NULL) { + lt = THINGPTR(ll); + if (on(*lt, ISUNIQUE)) + monsters[lt->t_index].m_normal = TRUE; + check_residue(lt); + detach(mlist,ll); + t_discard(ll); + mvwaddch(mw,m2,m1,' '); + } + mvaddch(m2,m1,' '); + mvwaddch(cw,m2,m1,' '); + } + } + } + touchwin(cw); + touchwin(mw); + } + when WS_CONFMON: + if (cursed) { + if (off(player, ISCLEAR)) { + if (on(player, ISHUH)) + lengthen(unconfuse, rnd(20)+HUHDURATION); + else { + turn_on(player, ISHUH); + fuse(unconfuse,0,rnd(20)+HUHDURATION,AFTER); + msg("Wait, what's going on here. Huh? What? Who?"); + } + } + else msg("You feel dizzy for a moment, but it quickly passes."); + } + else { + y = hero.y; + x = hero.x; + while (shoot_ok(winat(y, x))) + { + y += delta.y; + x += delta.x; + } + if (isalpha(mvwinch(mw, y, x))) + { + item = find_mons(y, x); + tp = THINGPTR(item); + if (save(VS_MAGIC, tp, 0) || on(*tp, ISCLEAR)) + msg(nothing); + else + turn_on (*tp, ISHUH); + runto(tp, &hero); + } + } + when WS_PARALYZE: + if (cursed) { + no_command += FREEZETIME; + msg("You can't move."); + } + else { + y = hero.y; + x = hero.x; + while (shoot_ok(winat(y, x))) + { + y += delta.y; + x += delta.x; + } + if (isalpha(mvwinch(mw, y, x))) + { + item = find_mons(y, x); + tp = THINGPTR(item); + if (save(VS_WAND, tp, 0) || on(*tp, NOPARALYZE)) + msg(nothing); + else { + tp->t_no_move = FREEZETIME; + } + runto(tp, &hero); + } + } + when WS_FEAR: + y = hero.y; + x = hero.x; + while (shoot_ok(winat(y, x))) + { + y += delta.y; + x += delta.x; + } + if (isalpha(mvwinch(mw, y, x))) + { + item = find_mons(y, x); + tp = THINGPTR(item); + runto(tp, &hero); + if (save(VS_WAND, tp, 0) || + on(*tp, ISUNDEAD) || + on(*tp, NOFEAR)) + msg(nothing); + else { + turn_on(*tp, ISFLEE); + turn_on(*tp, WASTURNED); + + /* 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); + } + } + when WS_MDEG: + y = hero.y; + x = hero.x; + while (shoot_ok(winat(y, x))) + { + y += delta.y; + x += delta.x; + } + if (isalpha(mvwinch(mw, y, x))) + { + item = find_mons(y, x); + tp = THINGPTR(item); + if (cursed) { + tp->t_stats.s_hpt *= 2; + msg("The %s appears to be stronger now!", + monsters[tp->t_index].m_name); + } + else if (on(*tp, ISUNIQUE) && save(VS_WAND, tp, 0)) + msg (nothing); + else { + tp->t_stats.s_hpt /= 2; + msg("The %s appears to be weaker now", + monsters[tp->t_index].m_name); + } + runto(tp, &hero); + if (tp->t_stats.s_hpt < 1) + killed(item, TRUE, TRUE); + } + when WS_DISINTEGRATE: + y = hero.y; + x = hero.x; + while (shoot_ok(winat(y, x))) { + y += delta.y; + x += delta.x; + } + if (isalpha(mvwinch(mw, y, x))) { + item = find_mons(y, x); + tp = THINGPTR(item); + turn_on (*tp, ISMEAN); + runto(tp, &hero); + if (cursed) { + register int m1, m2; + coord mp; + struct linked_list *titem; + char ch; + struct thing *th; + + if (on(*tp, ISUNIQUE)) { + msg (nothing); + break; + } + for (m1=tp->t_pos.x-1 ; m1 <= tp->t_pos.x+1 ; m1++) { + for(m2=tp->t_pos.y-1 ; m2<=tp->t_pos.y+1 ; m2++) { + ch = CCHAR( winat(m2,m1) ); + if (shoot_ok(ch) && ch != PLAYER) { + mp.x = m1; /* create it */ + mp.y = m2; + titem = new_item(sizeof(struct thing)); + new_monster(titem,(short)tp->t_index,&mp,FALSE); + th = THINGPTR(titem); + turn_on (*th, ISMEAN); + runto(th,&hero); + if (on(*th, HASFIRE)) { + register struct room *rp; + + rp = roomin(&th->t_pos); + if (rp) { + register struct linked_list *fire_item; + + fire_item = creat_item(); + ldata(fire_item) = (char *) th; + attach(rp->r_fires, fire_item); + rp->r_flags |= HASFIRE; + if (cansee(th->t_pos.y, th->t_pos.x) && + next(rp->r_fires) == NULL) + light(&hero); + } + } + } + } + } + } + else { /* if its a UNIQUE it might still live */ + tp = THINGPTR(item); + if (on(*tp, ISUNIQUE) && save(VS_MAGIC, tp, 0)) { + tp->t_stats.s_hpt /= 2; + if (tp->t_stats.s_hpt < 1) { + killed(item, FALSE, TRUE); + msg("You have disintegrated the %s", + monsters[tp->t_index].m_name); + } + else { + msg("The %s appears wounded", + monsters[tp->t_index].m_name); + } + } + else { + msg("You have disintegrated the %s", + monsters[tp->t_index].m_name); + killed (item, FALSE, TRUE); + } + } + } + when WS_CURING: + ws_know[WS_CURING] = TRUE; + if (cursed) { + if (!save(VS_POISON, &player, 0)) { + msg("You feel extremely sick now"); + pstats.s_hpt /=2; + if (pstats.s_hpt == 0) death (D_POISON); + } + if (!save(VS_WAND, &player, 0) && !ISWEARING(R_HEALTH)) { + turn_on(player, HASDISEASE); + turn_on(player, HASINFEST); + turn_on(player, DOROT); + fuse(cure_disease, 0, roll(HEALTIME,SICKTIME), AFTER); + infest_dam++; + } + else msg("You fell momentarily sick"); + } + else { + if (on(player, HASDISEASE)) { + extinguish(cure_disease); + cure_disease(); + msg(terse ? "You feel yourself improving." + : "You begin to feel yourself improving again."); + } + if (on(player, HASINFEST)) { + turn_off(player, HASINFEST); + infest_dam = 0; + msg(terse ? "You feel yourself improving." + : "You begin to feel yourself improving again."); + } + if (on(player, DOROT)) { + msg("You feel your skin returning to normal."); + turn_off(player, DOROT); + } + pstats.s_hpt += roll(pstats.s_lvl, blessed ? 6 : 4); + if (pstats.s_hpt > max_stats.s_hpt) + pstats.s_hpt = max_stats.s_hpt; + msg("You begin to feel %sbetter.", blessed ? "much " : ""); + + } + otherwise: + msg("What a bizarre schtick!"); + } + return(TRUE); +} + +