Mercurial > hg > early-roguelike
diff arogue7/sticks.c @ 125:adfa37e67084
Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
author | John "Elwin" Edwards |
---|---|
date | Fri, 08 May 2015 15:24:40 -0400 |
parents | |
children | b786053d2f37 |
line wrap: on
line diff
--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/arogue7/sticks.c Fri May 08 15:24:40 2015 -0400 @@ -0,0 +1,1247 @@ +/* + * sticks.c - Functions to implement the various sticks one might find + * + * Advanced Rogue + * Copyright (C) 1984, 1985, 1986 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. + */ + +/* + * Functions to implement the various sticks one might find + * while wandering around the dungeon. + */ + +#include "curses.h" +#include <ctype.h> +#include "rogue.h" + + +/* + * zap a stick and see what happens + */ +do_zap(zapper, obj, direction, which, flags) +struct thing *zapper; +struct object *obj; +coord *direction; +int which; +int flags; +{ + register struct linked_list *item; + register struct thing *tp; + register int y, x, bonus; + struct linked_list *nitem; + struct object *nobj; + bool cursed, blessed, is_player; + char *mname; + + cursed = flags & ISCURSED; + blessed = flags & ISBLESSED; + + if (obj && obj->o_type != RELIC) { /* all relics are chargeless */ + if (obj->o_charges < 1) { + msg(nothing); + return; + } + 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; + } + } + + tp = NULL; + switch (which) { + case WS_POLYMORPH: + case WS_SLOW_M: + case WS_TELMON: + case WS_CANCEL: + case WS_CONFMON: + case WS_DISINTEGRATE: + case WS_PETRIFY: + case WS_PARALYZE: + case WS_MDEG: + case WS_FEAR: + y = zapper->t_pos.y; + x = zapper->t_pos.x; + + do { + y += direction->y; + x += direction->x; + } + while (shoot_ok(winat(y, x)) && !(y == hero.y && x == hero.x)); + + if (y == hero.y && x == hero.x) + is_player = TRUE; + else if (isalpha(mvwinch(mw, y, x))) { + item = find_mons(y, x); + tp = THINGPTR(item); + runto(tp, &hero); + turn_off(*tp, CANSURPRISE); + mname = monster_name(tp); + is_player = FALSE; + + /* The monster may not like being shot at */ + if ((zapper == &player) && + on(*tp, ISCHARMED) && + save(VS_MAGIC, tp, 0)) { + msg("The eyes of %s turn clear.", prname(mname, FALSE)); + turn_off(*tp, ISCHARMED); + mname = monster_name(tp); + } + } + else { + /* + * if monster misses player because the player dodged then lessen + * the chances he will use the wand again since the player appears + * to be rather dextrous + */ + if (zapper != &player) + zapper->t_wand = zapper->t_wand * 3 / 4; + } + } + 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."); + } + else if (cursed) + pstats.s_hpt /= 2; + else + drain(hero.y-1, hero.y+1, hero.x-1, hero.x+1); + + when WS_POLYMORPH: + { + register char oldch; + register struct room *rp; + register struct linked_list *pitem; + coord delta; + + if (tp == NULL) + break; + if (save(VS_MAGIC, tp, 0)) { + msg(nothing); + break; + } + rp = roomin(&tp->t_pos); + check_residue(tp); + 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; + if (isalpha(mvwinch(cw, y, x))) + mvwaddch(cw, y, x, tp->t_type); + 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); + } + } + runto(tp, &hero); + msg(terse ? "A new %s!" + : "You have created a new %s!", + monster_name(tp)); + } + + when WS_PETRIFY: + if (tp == NULL) + break; + if (save(VS_MAGIC, tp, 0)) { + msg(nothing); + break; + } + check_residue(tp); + turn_on(*tp, ISSTONE); + turn_on(*tp, NOSTONE); + turn_off(*tp, ISRUN); + turn_off(*tp, ISINVIS); + turn_off(*tp, CANSURPRISE); + turn_off(*tp, ISDISGUISE); + tp->t_action = A_NIL; + tp->t_no_move = 0; + msg("%s is turned to stone!",prname(mname, TRUE)); + + when WS_TELMON: + { + register int rm; + register struct room *rp; + + if (tp == NULL) + break; + if (save(VS_MAGIC, tp, 0)) { + msg(nothing); + break; + } + rp = NULL; + check_residue(tp); + tp->t_action = A_FREEZE; /* creature is disoriented */ + tp->t_no_move = 2; + if (cursed) { /* Teleport monster to player */ + if ((y == (hero.y + direction->y)) && + (x == (hero.x + direction->x))) + msg(nothing); + else { + tp->t_pos.y = hero.y + direction->y; + tp->t_pos.x = hero.x + direction->x; + } + } + else if (blessed) { /* Get rid of monster */ + killed(item, FALSE, TRUE, TRUE); + return; + } + 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); + mvwaddch(mw, y, x, ' '); + mvwaddch(mw, tp->t_pos.y, tp->t_pos.x, tp->t_type); + 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)) { + 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); + } + } + } + when WS_CANCEL: + if (tp == NULL) + break; + if (save(VS_MAGIC, tp, 0)) { + msg(nothing); + break; + } + check_residue(tp); + 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[5] &= CANC5MASK; + tp->t_flags[6] &= CANC6MASK; + tp->t_flags[7] &= CANC7MASK; + tp->t_flags[8] &= CANC8MASK; + tp->t_flags[9] &= CANC9MASK; + tp->t_flags[10] &= CANCAMASK; + tp->t_flags[11] &= CANCBMASK; + tp->t_flags[12] &= CANCCMASK; + tp->t_flags[13] &= CANCDMASK; + tp->t_flags[14] &= CANCEMASK; + tp->t_flags[15] &= CANCFMASK; + + when WS_MISSILE: + { + int dice; + static struct object bolt = + { + MISSILE , {0, 0}, "", 0, "", "1d4 " , NULL, 0, WS_MISSILE, 50, 1 + }; + + if (!obj) + dice = zapper->t_stats.s_lvl; + if (obj->o_type == RELIC) + dice = 15; + else if (EQUAL(ws_type[which], "staff")) + dice = 10; + else + dice = 6; + sprintf(bolt.o_hurldmg, "%dd4", dice); + do_motion(&bolt, direction->y, direction->x, zapper); + if (!hit_monster(unc(bolt.o_pos), &bolt, zapper)) + 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 */ + + direction->y += hero.y; + direction->x += hero.x; + ch = CCHAR( winat(direction->y, direction->x) ); + if (isalpha(ch)) + { + strike = *obj; + strike.o_hplus = 6; + if (EQUAL(ws_type[which], "staff")) + strncpy(strike.o_damage,"3d8",sizeof(strike.o_damage)); + else + strncpy(strike.o_damage,"2d8",sizeof(strike.o_damage)); + fight(direction, &strike, FALSE); + } + } + when WS_SLOW_M: + if (is_player) { + add_slow(); + break; + } + if (tp == NULL) + break; + if (cursed) { + if (on(*tp, ISSLOW)) + turn_off(*tp, ISSLOW); + else + turn_on(*tp, ISHASTE); + break; + } + if ((on(*tp,ISUNIQUE) && save(VS_MAGIC,tp,0)) || on(*tp,NOSLOW)) { + msg(nothing); + break; + } + else if (blessed) { + turn_off(*tp, ISRUN); + turn_on(*tp, ISHELD); + } + /* + * always slow in case he breaks free of HOLD + */ + if (on(*tp, ISHASTE)) + turn_off(*tp, ISHASTE); + else + turn_on(*tp, ISSLOW); + + when WS_CHARGE: + if (ws_know[WS_CHARGE] != TRUE && obj) + msg("This is a wand of charging."); + nitem = get_item(pack, "charge", STICK, FALSE, FALSE); + if (nitem != NULL) { + nobj = OBJPTR(nitem); + if ((++(nobj->o_charges) == 1) && (nobj->o_which == WS_HIT)) + fix_stick(nobj); + if (blessed) ++(nobj->o_charges); + 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: + shoot_bolt( zapper, zapper->t_pos, *direction, TRUE, D_BOLT, + "lightning bolt", roll(zapper->t_stats.s_lvl,6)); + + when WS_FIRE: + shoot_bolt( zapper, zapper->t_pos, *direction, TRUE, D_BOLT, + "flame", roll(zapper->t_stats.s_lvl,6)); + + when WS_COLD: + shoot_bolt( zapper, zapper->t_pos, *direction, TRUE, D_BOLT, + "ice", roll(zapper->t_stats.s_lvl,6)); + + when WS_CONFMON: + if (cursed || is_player) { + if (!save(VS_WAND, &player, 0)) { + dsrpt_player(); + confus_player(); + } + else { + if (zapper != &player) zapper->t_wand /= 2; + msg(nothing); + } + } + else { + if (tp == NULL) + break; + if (save(VS_MAGIC, tp, 0) || on(*tp, ISCLEAR)) + msg(nothing); + else + turn_on (*tp, ISHUH); + } + when WS_PARALYZE: + if (is_player || cursed) { + if ((obj && obj->o_type==RELIC) || !save(VS_WAND, &player, 0)){ + player.t_no_move += 2 * movement(&player) * FREEZETIME; + player.t_action = A_FREEZE; + msg("You can't move."); + } + else { + if (zapper != &player) zapper->t_wand /= 2; + msg(nothing); + } + } + else { + if (tp == NULL) + break; + bonus = 0; + if (blessed) bonus = -3; + if (((obj && obj->o_type==RELIC) || !save(VS_WAND,tp,bonus)) && + off(*tp, NOPARALYZE)) { + tp->t_no_move += 2 * movement(tp) * FREEZETIME; + tp->t_action = A_FREEZE; + } + else { + msg(nothing); + } + } + when WS_FEAR: + if (is_player) { + if (!on(player, ISFLEE) || + ISWEARING(R_HEROISM) || + save(VS_WAND, &player, 0)) { + msg(nothing); + zapper->t_wand /= 2; + } + else { + turn_on(player, ISFLEE); + player.t_dest = &zapper->t_pos; + msg("The sight of %s terrifies you.", prname(mname, FALSE)); + } + break; + } + if (tp == NULL) + break; + bonus = 0; + if (blessed) bonus = -3; + if(save(VS_WAND, tp,bonus) || on(*tp,ISUNDEAD) || on(*tp,NOFEAR)){ + msg(nothing); + break; + } + turn_on(*tp, ISFLEE); + turn_on(*tp, WASTURNED); + + /* Stop it from attacking us */ + dsrpt_monster(tp, TRUE, cansee(tp->t_pos.y, tp->t_pos.x)); + + /* 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); + + /* It is okay to turn tail */ + tp->t_oldpos = tp->t_pos; + + when WS_MDEG: + if (is_player) { + if (save(VS_WAND, &player, 0)) { + msg (nothing); + zapper->t_wand /= 2; + break; + } + pstats.s_hpt /= 2; + if (pstats.s_hpt <= 0) { + msg("Your life has been sucked from you -- More --"); + wait_for(' '); + death(zapper); + } + else + msg("You feel a great drain on your system"); + } + if (tp == NULL) + break; + if (cursed) { + tp->t_stats.s_hpt *= 2; + msg("%s appears to be stronger now!", prname(mname, TRUE)); + } + else if (on(*tp, ISUNIQUE) && save(VS_WAND, tp, 0)) + msg (nothing); + else { + tp->t_stats.s_hpt /= 2; + msg("%s appears to be weaker now", prname(mname, TRUE)); + } + if (tp->t_stats.s_hpt < 1) + killed(item, TRUE, TRUE, TRUE); + when WS_DISINTEGRATE: + if (tp == NULL) + break; + 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++) { + if (m1 == hero.x && m2 == hero.y) + continue; + ch = CCHAR( winat(m2,m1) ); + if (shoot_ok(ch)) { + 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 */ + 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, TRUE); + msg("You have disintegrated %s", prname(mname, FALSE)); + } + else { + msg("%s appears wounded", prname(mname, TRUE)); + } + } + else { + msg("You have disintegrated %s", prname(mname, FALSE)); + killed (item, FALSE, TRUE, TRUE); + } + } + when WS_CURING: + 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) || on(player, HASINFEST)) { + extinguish(cure_disease); + turn_off(player, HASINFEST); + infest_dam = 0; + cure_disease(); /* this prints message */ + } + 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!"); + } +} + + +/* + * drain: + * Do drain hit points from player shtick + */ + +drain(ymin, ymax, xmin, xmax) +int ymin, ymax, xmin, xmax; +{ + register int i, j, count; + register struct thing *ick; + register struct linked_list *item; + + /* + * First count how many things we need to spread the hit points among + */ + count = 0; + for (i = ymin; i <= ymax; i++) { + if (i < 1 || i > lines - 3) + continue; + for (j = xmin; j <= xmax; j++) { + if (j < 0 || j > cols - 1) + continue; + if (isalpha(mvwinch(mw, i, j))) + count++; + } + } + if (count == 0) + { + msg("You have a tingling feeling"); + return; + } + count = pstats.s_hpt / count; + pstats.s_hpt /= 2; + /* + * Now zot all of the monsters + */ + for (i = ymin; i <= ymax; i++) { + if (i < 1 || i > lines - 3) + continue; + for (j = xmin; j <= xmax; j++) { + if (j < 0 || j > cols - 1) + continue; + if (isalpha(mvwinch(mw, i, j)) && + ((item = find_mons(i, j)) != NULL)) { + ick = THINGPTR(item); + if (on(*ick, ISUNIQUE) && save(VS_MAGIC, ick, 0)) + ick->t_stats.s_hpt -= count / 2; + else + ick->t_stats.s_hpt -= count; + if (ick->t_stats.s_hpt < 1) + killed(item, + cansee(i,j)&&(!on(*ick,ISINVIS)||on(player,CANSEE)), + TRUE, TRUE); + else { + runto(ick, &hero); + + /* + * The monster may not like being shot at. Since the + * shot is not aimed directly at the monster, we will + * give him a poorer save. + */ + if (on(*ick, ISCHARMED) && save(VS_MAGIC, ick, -2)) { + msg("The eyes of %s turn clear.", + prname(monster_name(ick), FALSE)); + turn_off(*ick, ISCHARMED); + } + if (cansee(i,j) && (!on(*ick,ISINVIS)||on(player,CANSEE))) + msg("%s appears wounded", + prname(monster_name(ick), TRUE)); + } + } + } + } +} + +/* + * initialize a stick + */ +fix_stick(cur) +register struct object *cur; +{ + if (EQUAL(ws_type[cur->o_which], "staff")) { + cur->o_weight = 100; + cur->o_charges = 5 + rnd(10); + strncpy(cur->o_damage, "2d3", sizeof(cur->o_damage)); + cur->o_hplus = 1; + cur->o_dplus = 0; + switch (cur->o_which) { + case WS_HIT: + cur->o_hplus = 3; + cur->o_dplus = 3; + strncpy(cur->o_damage, "2d8", sizeof(cur->o_damage)); + when WS_LIGHT: + cur->o_charges = 20 + rnd(10); + } + } + else { + strncpy(cur->o_damage, "1d3", sizeof(cur->o_damage)); + cur->o_weight = 60; + cur->o_hplus = 1; + cur->o_dplus = 0; + cur->o_charges = 3 + rnd(5); + switch (cur->o_which) { + case WS_HIT: + cur->o_hplus = 3; + cur->o_dplus = 3; + strncpy(cur->o_damage, "1d8", sizeof(cur->o_damage)); + when WS_LIGHT: + cur->o_charges = 10 + rnd(10); + } + } + strncpy(cur->o_hurldmg, "1d1", sizeof(cur->o_hurldmg)); + +} + +/* + * Use the wand that our monster is wielding. + */ +m_use_wand(monster) +register struct thing *monster; +{ + register struct object *obj; + + /* Make sure we really have it */ + if (monster->t_using) + obj = OBJPTR(monster->t_using); + else { + debug("Stick not set!"); + monster->t_action = A_NIL; + return; + } + + if (obj->o_type != STICK) { + debug("Stick not selected!"); + monster->t_action = A_NIL; + return; + } + /* + * shoot the stick! + * assume all blessed sticks are normal for now. + * Note that we don't get here if the wand is cursed. + */ + msg("%s points a %s at you!", prname(monster_name(monster), TRUE), + ws_type[obj->o_which]); + do_zap(monster, obj, &monster->t_newpos, obj->o_which, NULL); + monster->t_wand /= 2; /* chance lowers with each use */ +} + +bool +need_dir(type, which) +int type, /* type of item, NULL means stick */ + which; /* which item */ +{ + if (type == STICK || type == 0) { + switch (which) { + case WS_LIGHT: + case WS_DRAIN: + case WS_CHARGE: + case WS_CURING: + return(FALSE); + default: + return(TRUE); + } + } + else if (type == RELIC) { + switch (which) { + case MING_STAFF: + case ASMO_ROD: + case EMORI_CLOAK: + return(TRUE); + default: + return(FALSE); + } + } +return (FALSE); /* hope we don't get here */ +} +/* + * let the player zap a stick and see what happens + */ +player_zap(which, flag) +int which; +int flag; +{ + register struct linked_list *item; + register struct object *obj; + + obj = NULL; + if (which == 0) { + /* This is a stick. It takes 2 movement periods to zap it */ + if (player.t_action != C_ZAP) { + if ((item = get_item(pack,"zap with",ZAPPABLE,FALSE,FALSE)) == NULL) + return(FALSE); + + obj = OBJPTR(item); + + if (need_dir(obj->o_type, obj->o_which)) { + if (!get_dir(&player.t_newpos)) + return(FALSE); + } + player.t_using = item; /* Remember what it is */ + player.t_action = C_ZAP; /* We are quaffing */ + player.t_no_move = 2 * movement(&player); + return(TRUE); + } + + item = player.t_using; + /* We've waited our time, let's shoot 'em up! */ + player.t_using = NULL; + player.t_action = A_NIL; + + 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 EMORI_CLOAK: + which = WS_PARALYZE; + obj->o_charges = 0; /* one zap/day(whatever that is) */ + fuse(cloak_charge, obj, CLOAK_TIME, AFTER); + when ASMO_ROD: + switch (rnd(3)) { + case 0: which = WS_ELECT; + when 1: which = WS_COLD; + otherwise: which = WS_FIRE; + } + } + } + else { + which = obj->o_which; + ws_know[which] = TRUE; + flag = obj->o_flags; + } + } + do_zap(&player, obj, &player.t_newpos, which, flag); + return(TRUE); +} + + +/* + * shoot_bolt fires a bolt from the given starting point in the + * given direction + */ + +shoot_bolt(shooter, start, dir, get_points, reason, name, damage) +struct thing *shooter; +coord start, dir; +bool get_points; +short reason; +char *name; +int damage; +{ + register char dirch, ch; + register bool used, change; + register short y, x, bounces; + coord pos; + struct linked_list *target=NULL; + struct { + coord place; + char oldch; + } spotpos[BOLT_LENGTH]; + + switch (dir.y + dir.x) { + case 0: dirch = '/'; + when 1: case -1: dirch = (dir.y == 0 ? '-' : '|'); + when 2: case -2: dirch = '\\'; + } + pos.y = start.y + dir.y; + pos.x = start.x + dir.x; + used = FALSE; + change = FALSE; + + bounces = 0; /* No bounces yet */ + for (y = 0; y < BOLT_LENGTH && !used; y++) + { + ch = CCHAR( winat(pos.y, pos.x) ); + spotpos[y].place = pos; + spotpos[y].oldch = CCHAR( mvwinch(cw, pos.y, pos.x) ); + + /* Are we at hero? */ + if (ce(pos, hero)) goto at_hero; + + switch (ch) + { + case SECRETDOOR: + case '|': + case '-': + case ' ': + if (dirch == '-' || dirch == '|') { + dir.y = -dir.y; + dir.x = -dir.x; + } + else { + char chx = CCHAR( mvinch(pos.y-dir.y, pos.x) ), + chy = CCHAR( mvinch(pos.y, pos.x-dir.x) ); + bool anychange = FALSE; /* Did we change anthing */ + + if (chy == WALL || chy == SECRETDOOR || + chy == '-' || chy == '|') { + dir.y = -dir.y; + change ^= TRUE; /* Change at least one direction */ + anychange = TRUE; + } + if (chx == WALL || chx == SECRETDOOR || + chx == '-' || chx == '|') { + dir.x = -dir.x; + change ^= TRUE; /* Change at least one direction */ + anychange = TRUE; + } + + /* If we didn't make any change, make both changes */ + if (!anychange) { + dir.x = -dir.x; + dir.y = -dir.y; + } + } + + /* Do we change how the bolt looks? */ + if (change) { + change = FALSE; + if (dirch == '\\') dirch = '/'; + else if (dirch == '/') dirch = '\\'; + } + + y--; /* The bounce doesn't count as using up the bolt */ + + /* Make sure we aren't in an infinite bounce */ + if (++bounces > BOLT_LENGTH) used = TRUE; + msg("The %s bounces", name); + break; + default: + if (isalpha(ch)) { + register struct linked_list *item; + register struct thing *tp; + register char *mname; + bool see_monster = cansee(pos.y, pos.x); + + item = find_mons(unc(pos)); + tp = THINGPTR(item); + mname = monster_name(tp); + + /* + * If our prey shot this, let's record the fact that + * he can shoot, regardless of whether he hits us. + */ + if ((tp->t_dest != NULL) && ce(*tp->t_dest, shooter->t_pos)) tp->t_wasshot = TRUE; + + if (!save(VS_BREATH, tp, -(shooter->t_stats.s_lvl/10))) { + if (see_monster) { + if (on(*tp, ISDISGUISE) && + (tp->t_type != tp->t_disguise)) { + msg("Wait! That's a %s!", mname); + turn_off(*tp, ISDISGUISE); + } + + turn_off(*tp, CANSURPRISE); + msg("The %s hits %s", name, prname(mname, FALSE)); + } + + /* Should we start to chase the shooter? */ + if (shooter != &player && + shooter != tp && + shooter->t_index != tp->t_index && + (tp->t_dest == NULL || rnd(100) < 25)) { + /* + * If we're intelligent enough to realize that this + * is a friendly monster, we will attack the hero + * instead. + */ + if (on(*shooter, ISFRIENDLY) && + roll(3,6) < tp->t_stats.s_intel) + runto(tp, &hero); + + /* Otherwise, let's chase the monster */ + else runto(tp, &shooter->t_pos); + } + else if (shooter == &player) { + runto(tp, &hero); + + /* + * If the player shot a charmed monster, it may + * not like being shot at. + */ + if (on(*tp, ISCHARMED) && save(VS_MAGIC, tp, 0)) { + msg("The eyes of %s turn clear.", + prname(mname, FALSE)); + turn_off(*tp, ISCHARMED); + mname = monster_name(tp); + } + } + + /* + * Let the defender know that the attacker has + * missiles! + */ + if (ce(*tp->t_dest, shooter->t_pos)) + tp->t_wasshot = TRUE; + + used = TRUE; + + /* Hit the monster -- does it do anything? */ + if ((EQUAL(name,"ice") && + (on(*tp, NOCOLD) || on(*tp, ISUNDEAD))) || + (EQUAL(name,"flame") && on(*tp, NOFIRE)) || + (EQUAL(name,"acid") && on(*tp, NOACID)) || + (EQUAL(name,"lightning bolt")&& on(*tp,NOBOLT)) || + (EQUAL(name,"nerve gas") &&on(*tp,NOPARALYZE))|| + (EQUAL(name,"sleeping gas") && + (on(*tp, NOSLEEP) || on(*tp, ISUNDEAD))) || + (EQUAL(name,"slow gas") && on(*tp,NOSLOW)) || + (EQUAL(name,"fear gas") && on(*tp,NOFEAR)) || + (EQUAL(name,"confusion gas") && on(*tp,ISCLEAR)) || + (EQUAL(name,"chlorine gas") && on(*tp,NOGAS))) { + if (see_monster) + msg("The %s has no effect on %s.", + name, prname(mname, FALSE)); + } + + else { + bool see_him; + + see_him = + off(player, ISBLIND) && + cansee(unc(tp->t_pos)) && + (off(*tp, ISINVIS) || on(player, CANSEE)) && + (off(*tp, ISSHADOW)|| on(player, CANSEE)) && + (off(*tp, CANSURPRISE)||ISWEARING(R_ALERT)); + + /* Did a spell get disrupted? */ + dsrpt_monster(tp, FALSE, see_him); + + /* + * Check for gas with special effects + */ + if (EQUAL(name, "nerve gas")) { + tp->t_no_move = movement(tp) * FREEZETIME; + tp->t_action = A_FREEZE; + } + else if (EQUAL(name, "sleeping gas")) { + tp->t_no_move = movement(tp) * SLEEPTIME; + tp->t_action = A_FREEZE; + } + else if (EQUAL(name, "slow gas")) { + if (on(*tp, ISHASTE)) + turn_off(*tp, ISHASTE); + else + turn_on(*tp, ISSLOW); + } + else if (EQUAL(name, "fear gas")) { + turn_on(*tp, ISFLEE); + tp->t_dest = &hero; + + /* It is okay to turn tail */ + tp->t_oldpos = tp->t_pos; + } + else if (EQUAL(name, "confusion gas")) { + turn_on(*tp, ISHUH); + tp->t_dest = &hero; + } + else if ((EQUAL(name, "lightning bolt")) && + on(*tp, BOLTDIVIDE)) { + if (creat_mons(tp, tp->t_index, FALSE)) { + if (see_monster) + msg("The %s divides %s.", + name,prname(mname, FALSE)); + light(&hero); + } + else if (see_monster) + msg("The %s has no effect on %s.", + name, prname(mname, FALSE)); + } + else { + if (save(VS_BREATH, tp, + -(shooter->t_stats.s_lvl/10))) + damage /= 2; + + /* The poor fellow got killed! */ + if ((tp->t_stats.s_hpt -= damage) <= 0) { + if (see_monster) + msg("The %s kills %s", + name, prname(mname, FALSE)); + else + msg("You hear a faint groan in the distance"); + /* + * Instead of calling killed() here, we + * will record that the monster was killed + * and call it at the end of the routine, + * after we restore what was under the bolt. + * We have to do this because in the case + * of a bolt that first misses the monster + * and then gets it on the bounce. If we + * call killed here, the 'missed' space in + * spotpos puts the monster back on the + * screen + */ + target = item; + } + else { /* Not dead, so just scream */ + if (!see_monster) + msg("You hear a scream in the distance"); + } + } + } + } + else if (isalpha(show(pos.y, pos.x))) { + if (see_monster) { + if (terse) + msg("%s misses", name); + else + msg("The %s whizzes past %s", + name, prname(mname, FALSE)); + } + if (get_points) runto(tp, &hero); + } + } + else if (pos.y == hero.y && pos.x == hero.x) { +at_hero: if (!save(VS_BREATH, &player, + -(shooter->t_stats.s_lvl/10))){ + if (terse) + msg("The %s hits you", name); + else + msg("You are hit by the %s", name); + used = TRUE; + + /* + * The Amulet of Yendor protects against all "breath" + * + * The following two if statements could be combined + * into one, but it makes the compiler barf, so split + * it up + */ + if (cur_relic[YENDOR_AMULET] || + (EQUAL(name,"chlorine gas")&&on(player, NOGAS)) || + (EQUAL(name,"sleeping gas")&&ISWEARING(R_ALERT))){ + msg("The %s has no affect", name); + } + else if((EQUAL(name, "flame") && on(player, NOFIRE)) || + (EQUAL(name, "ice") && on(player, NOCOLD)) || + (EQUAL(name,"lightning bolt")&& + on(player,NOBOLT)) || + (EQUAL(name,"fear gas")&&ISWEARING(R_HEROISM))){ + msg("The %s has no affect", name); + } + + else { + dsrpt_player(); + + /* + * Check for gas with special effects + */ + if (EQUAL(name, "nerve gas")) { + msg("The nerve gas paralyzes you."); + player.t_no_move += + movement(&player) * FREEZETIME; + player.t_action = A_FREEZE; + } + else if (EQUAL(name, "sleeping gas")) { + msg("The sleeping gas puts you to sleep."); + player.t_no_move += + movement(&player) * SLEEPTIME; + player.t_action = A_FREEZE; + } + else if (EQUAL(name, "confusion gas")) { + 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( + "The confusion gas has confused you."); + } + } + else msg("You feel dizzy for a moment, but it quickly passes."); + } + else if (EQUAL(name, "slow gas")) { + add_slow(); + } + else if (EQUAL(name, "fear gas")) { + turn_on(player, ISFLEE); + player.t_dest = &shooter->t_pos; + msg("The fear gas terrifies you."); + } + else { + if (EQUAL(name, "acid") && + cur_armor != NULL && + !(cur_armor->o_flags & ISPROT) && + !save(VS_BREATH, &player, -2) && + cur_armor->o_ac < pstats.s_arm+1) { + msg("Your armor corrodes from the acid"); + cur_armor->o_ac++; + } + if (save(VS_BREATH, &player, + -(shooter->t_stats.s_lvl/10))) + damage /= 2; + if ((pstats.s_hpt -= damage) <= 0) + death(reason); + } + } + } + else + msg("The %s whizzes by you", name); + } + + mvwaddch(cw, pos.y, pos.x, dirch); + draw(cw); + } + + pos.y += dir.y; + pos.x += dir.x; + } + + /* Restore what was under the bolt */ + for (x = y - 1; x >= 0; x--) + mvwaddch(cw, spotpos[x].place.y, spotpos[x].place.x, spotpos[x].oldch); + + /* If we killed something, do so now. This will also blank the monster. */ + if (target) killed(target, FALSE, get_points, TRUE); + return; +}