Mercurial > hg > early-roguelike
view rogue3/sticks.c @ 167:a0a57cf42810
ARogue family: don't hide messages caused by moving to a new level.
new_level() redraws the whole screen, including the message line, so if
msg() has just been called, the message will likely not last long
enough to be noticed. These cases have been changed so that msg() is
called after new_level().
If a fall through a trapdoor is fatal, "You fall into a trap!" is no
longer printed, but the tombstone should make things clear.
author | John "Elwin" Edwards |
---|---|
date | Mon, 29 Jun 2015 20:37:32 -0400 |
parents | 527e2150eaf0 |
children |
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/* * 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; }