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view arogue5/sticks.c @ 88:07c4d4883ef2
rogue3: begin porting to autoconf.
Rogue V3 can now be built with './configure && make'. This is
preliminary: 'make install' does not work yet.
| author | John "Elwin" Edwards |
|---|---|
| date | Sat, 24 Aug 2013 13:36:13 -0700 |
| parents | c49f7927b0fa |
| children | 56e748983fa8 |
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/* * 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 <string.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)
