view rogue3/sticks.c @ 227:696277507a2e

Rogue V4, V5: disable a cheat granting permanent monster detection. In these two games, a potion of monster detection turns on the player's SEEMONST flag. A fuse is set to call turn_see() to turn the flag back off. But the save and restore functions do not recognize turn_see() and fail to set the fuse up again. When restoring, Rogue V4 merely sets the fuse's function to NULL and leaves it burning. When it goes off, a segfault results. Rogue V5 clears all the fuse's fields, and the player retains the ability to see all monsters on the level. The save and restore code can now handle the fuse. The function used is a new wrapper, turn_see_off(), which should lead to less problems with daemons being multiple incompatible types. Also, Rogue V4 and Super-Rogue now properly clear unrecognized daemon and fuse slots when restoring a saved game.
author John "Elwin" Edwards
date Sat, 05 Mar 2016 12:10:20 -0500
parents 527e2150eaf0
children
line wrap: on
line source

/*
 * Functions to implement the various sticks one might find
 * while wandering around the dungeon.
 *
 * @(#)sticks.c	3.14 (Berkeley) 6/15/81
 *
 * 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"

void
fix_stick(struct object *cur)
{
    if (strcmp(ws_type[cur->o_which], "staff") == 0)
	strcpy(cur->o_damage,"2d3");
    else
	strcpy(cur->o_damage,"1d1");
    strcpy(cur->o_hurldmg,"1d1");

    cur->o_charges = 3 + rnd(5);
    switch (cur->o_which)
    {
	case WS_HIT:
	    cur->o_hplus = 3;
	    cur->o_dplus = 3;
	    strcpy(cur->o_damage,"1d8");
	when WS_LIGHT:
	    cur->o_charges = 10 + rnd(10);
    }
}

void
do_zap(int gotdir)
{
    struct linked_list *item;
    struct object *obj;
    struct room *rp;
    struct thing *tp;
    int y, x;

    if ((item = get_item("zap with", STICK)) == NULL)
	return;
    obj = (struct object *) ldata(item);
    if (obj->o_type != STICK)
    {
	msg("You can't zap with that!");
	after = FALSE;
	return;
    }
    if (obj->o_charges == 0)
    {
	msg("Nothing happens.");
	return;
    }
    if (!gotdir)
	do {
	    delta.y = rnd(3) - 1;
	    delta.x = rnd(3) - 1;
	} while (delta.y == 0 && delta.x == 0);
    switch (obj->o_which)
    {
	case WS_LIGHT:
	    /*
	     * Reddy Kilowat wand.  Light up the room
	     */
	    ws_know[WS_LIGHT] = TRUE;
	    if ((rp = roomin(&hero)) == NULL)
		msg("The corridor glows and then fades");
	    else
	    {
		addmsg("The room is lit");
		if (!terse)
		    addmsg(" by a shimmering blue light.");
		endmsg();
		rp->r_flags &= ~ISDARK;
		/*
		 * Light the room and put the player back up
		 */
		light(&hero);
		mvwaddch(cw, hero.y, hero.x, PLAYER);
	    }
	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)
	     */
	    if (pstats.s_hpt < 2)
	    {
		msg("You are too weak to use it.");
		return;
	    }
	    else if ((rp = roomin(&hero)) == NULL)
		drain(hero.y-1, hero.y+1, hero.x-1, hero.x+1);
	    else
		drain(rp->r_pos.y, rp->r_pos.y+rp->r_max.y,
		    rp->r_pos.x, rp->r_pos.x+rp->r_max.x);
	when WS_POLYMORPH:
	case WS_TELAWAY:
	case WS_TELTO:
	case WS_CANCEL:
	{
	    int monster;
	    int oldch;
	    int rm;

	    y = hero.y;
	    x = hero.x;
	    while (step_ok(winat(y, x)))
	    {
		y += delta.y;
		x += delta.x;
	    }
	    if (isupper(monster = mvwinch(mw, y, x)))
	    {
		int omonst = monster;

		if (monster == 'F')
		    player.t_flags &= ~ISHELD;
		item = find_mons(y, x);
		tp = (struct thing *) ldata(item);
		if (obj->o_which == WS_POLYMORPH)
		{
		    detach(mlist, item);
		    oldch = tp->t_oldch;
		    delta.y = y;
		    delta.x = x;
		    new_monster(item, monster = rnd(26) + 'A', &delta);
		    if (!(tp->t_flags & ISRUN))
			runto(&delta, &hero);
		    if (isupper(mvwinch(cw, y, x)))
			mvwaddch(cw, y, x, monster);
		    tp->t_oldch = oldch;
		    ws_know[WS_POLYMORPH] |= (monster != omonst);
		}
		else if (obj->o_which == WS_CANCEL)
		{
		    tp->t_flags |= ISCANC;
		    tp->t_flags &= ~ISINVIS;
		}
		else
		{
		    if (obj->o_which == WS_TELAWAY)
		    {
			do
			{
			    rm = rnd_room();
			    rnd_pos(&rooms[rm], &tp->t_pos);
			} until(winat(tp->t_pos.y, tp->t_pos.x) == FLOOR);
		    }
		    else
		    {
			tp->t_pos.y = hero.y + delta.y;
			tp->t_pos.x = hero.x + delta.x;
		    }
		    if (isupper(mvwinch(cw, y, x)))
			mvwaddch(cw, y, x, tp->t_oldch);
		    tp->t_dest = &hero;
		    tp->t_flags |= ISRUN;
		    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 = mvwinch(cw, tp->t_pos.y, tp->t_pos.x);
		}
	    }
	}
	when WS_MISSILE:
	{
	    static struct object bolt =
	    {
		'*' , {0, 0}, 0, "", "1d4" , 0, 0, 100, 1, 0, 0, 0
	    };

	    do_motion(&bolt, delta.y, delta.x);
	    if (isupper(mvwinch(mw, bolt.o_pos.y, bolt.o_pos.x))
		&& !save_throw(VS_MAGIC, THINGPTR(find_mons(unc(bolt.o_pos)))))
		    hit_monster(unc(bolt.o_pos), &bolt);
	    else if (terse)
		msg("Missile vanishes");
	    else
		msg("The missile vanishes with a puff of smoke");
	    ws_know[WS_MISSILE] = TRUE;
	}
	when WS_HIT:
	{
	    int ch;

	    delta.y += hero.y;
	    delta.x += hero.x;
	    ch = winat(delta.y, delta.x);
	    if (isupper(ch))
	    {
		if (rnd(20) == 0)
		{
		    strcpy(obj->o_damage,"3d8");
		    obj->o_dplus = 9;
		}
		else
		{
		    strcpy(obj->o_damage,"1d8");
		    obj->o_dplus = 3;
		}
		fight(&delta, ch, obj, FALSE);
	    }
	}
	when WS_HASTE_M:
	case WS_SLOW_M:
	    y = hero.y;
	    x = hero.x;
	    while (step_ok(winat(y, x)))
	    {
		y += delta.y;
		x += delta.x;
	    }
	    if (isupper(mvwinch(mw, y, x)))
	    {
		item = find_mons(y, x);
		tp = (struct thing *) ldata(item);
		if (obj->o_which == WS_HASTE_M)
		{
		    if (on(*tp, ISSLOW))
			tp->t_flags &= ~ISSLOW;
		    else
			tp->t_flags |= ISHASTE;
		}
		else
		{
		    if (on(*tp, ISHASTE))
			tp->t_flags &= ~ISHASTE;
		    else
			tp->t_flags |= ISSLOW;
		    tp->t_turn = TRUE;
		}
		delta.y = y;
		delta.x = x;
		runto(&delta, &hero);
	    }
	when WS_ELECT:
	case WS_FIRE:
	case WS_COLD:
	{
	    int dirch;
	    char *name;
	    int ch;
	    int bounced, used;
	    coord pos;
	    coord spotpos[BOLT_LENGTH];
	    static struct object bolt =
	    {
		'*' , {0, 0}, 0, "", "6d6" , 0, 0, 100, 0, 0, 0 ,0
	    };


	    switch (delta.y + delta.x)
	    {
		case 0: dirch = '/';
		when 1: case -1: dirch = (delta.y == 0 ? '-' : '|');
		when 2: case -2: dirch = '\\';
	    }
	    pos = hero;
	    bounced = FALSE;
	    used = FALSE;
	    if (obj->o_which == WS_ELECT)
		name = "bolt";
	    else if (obj->o_which == WS_FIRE)
		name = "flame";
	    else
		name = "ice";
	    for (y = 0; y < BOLT_LENGTH && !used; y++)
	    {
		ch = winat(pos.y, pos.x);
		spotpos[y] = pos;
		switch (ch)
		{
		    case DOOR:
		    case SECRETDOOR:
		    case '|':
		    case '-':
		    case ' ':
			bounced = TRUE;
			delta.y = -delta.y;
			delta.x = -delta.x;
			y--;
			msg("The bolt bounces");
			break;
		    default:
			if (!bounced && isupper(ch))
			{
			    if (!save_throw(VS_MAGIC, THINGPTR(find_mons(unc(pos)))))
			    {
				bolt.o_pos = pos;
				hit_monster(unc(pos), &bolt);
				used = TRUE;
			    }
			    else if (ch != 'M' || show(pos.y, pos.x) == 'M')
			    {
				if (terse)
				    msg("%s misses", name);
				else
				    msg("The %s whizzes past the %s", name, monsters[ch-'A'].m_name);
				runto(&pos, &hero);
			    }
			}
			else if (bounced && pos.y == hero.y && pos.x == hero.x)
			{
			    bounced = FALSE;
			    if (!save(VS_MAGIC))
			    {
				if (terse)
				    msg("The %s hits", name);
				else
				    msg("You are hit by the %s", name);
				if ((pstats.s_hpt -= roll(6, 6)) <= 0)
				    death('b');
				used = TRUE;
			    }
			    else
				msg("The %s whizzes by you", name);
			}
			mvwaddch(cw, pos.y, pos.x, dirch);
			draw(cw);
		}
		pos.y += delta.y;
		pos.x += delta.x;
	    }
	    for (x = 0; x < y; x++)
		mvwaddch(cw, spotpos[x].y, spotpos[x].x, show(spotpos[x].y, spotpos[x].x));
	    ws_know[obj->o_which] = TRUE;
	}
	when WS_NOP:
	otherwise:
	    msg("What a bizarre schtick!");
    }
    obj->o_charges--;
}

/*
 * drain:
 *	Do drain hit points from player shtick
 */

void
drain(int ymin, int ymax, int xmin, int xmax)
{
    int i, j, cnt;
    struct thing *ick;
    struct linked_list *item;

    /*
     * First count how many things we need to spread the hit points among
     */
    cnt = 0;
    for (i = ymin; i <= ymax; i++)
	for (j = xmin; j <= xmax; j++)
	    if (isupper(mvwinch(mw, i, j)))
		cnt++;
    if (cnt == 0)
    {
	msg("You have a tingling feeling");
	return;
    }
    cnt = pstats.s_hpt / cnt;
    pstats.s_hpt /= 2;
    /*
     * Now zot all of the monsters
     */
    for (i = ymin; i <= ymax; i++)
	for (j = xmin; j <= xmax; j++)
	    if (isupper(mvwinch(mw, i, j)) &&
	        ((item = find_mons(i, j)) != NULL))
	    {
		ick = (struct thing *) ldata(item);
		if ((ick->t_stats.s_hpt -= cnt) < 1)
		    killed(item, cansee(i, j) && !on(*ick, ISINVIS));
	    }
}

/*
 * charge a wand for wizards.
 */
char *
charge_str(struct object *obj)
{
    static char buf[20];

    if (!(obj->o_flags & ISKNOW))
	buf[0] = '\0';
    else if (terse)
	sprintf(buf, " [%d]", obj->o_charges);
    else
	sprintf(buf, " [%d charges]", obj->o_charges);
    return buf;
}