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 |
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date | Fri, 08 May 2015 15:24:40 -0400 |
parents | |
children | b786053d2f37 |
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--- /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;