view arogue7/sticks.c @ 132:66b0263af424

arogue7: prevent segfaults when backstabbing while empty-handed. The calculation of the backstabbing multiplier checked the current weapon's properties without making sure the current weapon pointer was not NULL.
author John "Elwin" Edwards
date Tue, 12 May 2015 18:57:30 -0400
parents b786053d2f37
children 1cd604c827a3
line wrap: on
line source

/*
 * 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 <string.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 {