view rogue5/sticks.c @ 114:a5433ba4cabf

arogue5: fix some daemon-related pointer/int casting. Daemons and fuses take a single argument, nominally an int but either ignored or unsafely cast to a pointer. Its type has now been changed to void*. The save/restore code no longer tries to store this argument in the savefile. For doctor(), this is not a problem, because player is the only argument it is ever given as a daemon. However, alchemy() will fail to do anything when passed NULL. Fixing this would be complicated but possible. Summary: the code is slightly safer, but alchemy jugs are guaranteed to stop working after save and restore, instead of just extremely likely.
author John "Elwin" Edwards
date Fri, 28 Mar 2014 10:57:03 -0700
parents f502bf60e6e4
children 1e1c81fbb533
line wrap: on
line source

/*
 * Functions to implement the various sticks one might find
 * while wandering around the dungeon.
 *
 * @(#)sticks.c	4.39 (Berkeley) 02/05/99
 *
 * Rogue: Exploring the Dungeons of Doom
 * Copyright (C) 1980-1983, 1985, 1999 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 <string.h>
#include <ctype.h>
#include "rogue.h"

/*
 * fix_stick:
 *	Set up a new stick
 */

void
fix_stick(THING *cur)
{
    if (strcmp(ws_type[cur->o_which], "staff") == 0)
	strncpy(cur->o_damage,"2x3",sizeof(cur->o_damage));
    else
	strncpy(cur->o_damage,"1x1",sizeof(cur->o_damage));
    strncpy(cur->o_hurldmg,"1x1",sizeof(cur->o_hurldmg));

    switch (cur->o_which)
    {
	case WS_LIGHT:
	    cur->o_charges = rnd(10) + 10;
	otherwise:
	    cur->o_charges = rnd(5) + 3;
    }
}

/*
 * do_zap:
 *	Perform a zap with a wand
 */

void
do_zap(void)
{
    THING *obj, *tp;
    int y, x;
    char *name;
    int monster, oldch;
    THING bolt;

    if ((obj = get_item("zap with", STICK)) == NULL)
	return;
    if (obj->o_type != STICK)
    {
	after = FALSE;
	msg("you can't zap with that!");
	return;
    }
    if (obj->o_charges == 0)
    {
	msg("nothing happens");
	return;
    }
    switch (obj->o_which)
    {
	case WS_LIGHT:
	    /*
	     * Reddy Kilowat wand.  Light up the room
	     */
	    ws_info[WS_LIGHT].oi_know = TRUE;
	    if (proom->r_flags & ISGONE)
		msg("the corridor glows and then fades");
	    else
	    {
		proom->r_flags &= ~ISDARK;
		/*
		 * Light the room and put the player back up
		 */
		enter_room(&hero);
		addmsg("the room is lit");
		if (!terse)
		    addmsg(" by a shimmering %s light", pick_color("blue"));
		endmsg();
	    }
	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
		drain();
	when WS_INVIS:
	case WS_POLYMORPH:
	case WS_TELAWAY:
	case WS_TELTO:
	case WS_CANCEL:
	    y = hero.y;
	    x = hero.x;
	    while (step_ok(winat(y, x)))
	    {
		y += delta.y;
		x += delta.x;
	    }
	    if ((tp = moat(y, x)) != NULL)
	    {
		monster = tp->t_type;
		if (monster == 'F')
		    player.t_flags &= ~ISHELD;
		switch (obj->o_which) {
		    case WS_INVIS:
			tp->t_flags |= ISINVIS;
			if (cansee(y, x))
			    mvaddch(y, x, tp->t_oldch);
			break;
		    case WS_POLYMORPH:
		    {
			THING *pp;

			pp = tp->t_pack;
			detach(mlist, tp);
			if (see_monst(tp))
			    mvaddch(y, x, chat(y, x));
			oldch = tp->t_oldch;
			delta.y = y;
			delta.x = x;
			new_monster(tp, monster = rnd(26) + 'A', &delta);
			if (see_monst(tp))
			    mvaddch(y, x, monster);
			tp->t_oldch = oldch;
			tp->t_pack = pp;
			ws_info[WS_POLYMORPH].oi_know |= see_monst(tp);
			break;
		    }
		    case WS_CANCEL:
			tp->t_flags |= ISCANC;
			tp->t_flags &= ~(ISINVIS|CANHUH);
			tp->t_disguise = tp->t_type;
			if (see_monst(tp))
			    mvaddch(y, x, tp->t_disguise);
			break;
		    case WS_TELAWAY:
		    case WS_TELTO:
                    {
			coord new_pos;

			if (obj->o_which == WS_TELAWAY)
			{
			    do
			    {
				find_floor(NULL, &new_pos, FALSE, TRUE);
			    } while (ce(new_pos, hero));
			}
			else
			{
			    new_pos.y = hero.y + delta.y;
			    new_pos.x = hero.x + delta.x;
			}
			tp->t_dest = &hero;
			tp->t_flags |= ISRUN;
			relocate(tp, &new_pos);
		    }
		}
	    }
	when WS_MISSILE:
	    ws_info[WS_MISSILE].oi_know = TRUE;
	    bolt.o_type = '*';
	    strncpy(bolt.o_hurldmg,"1x4",sizeof(bolt.o_hurldmg));
	    bolt.o_hplus = 100;
	    bolt.o_dplus = 1;
	    bolt.o_flags = ISMISL;
	    if (cur_weapon != NULL)
		bolt.o_launch = cur_weapon->o_which;
	    do_motion(&bolt, delta.y, delta.x);
	    if ((tp = moat(bolt.o_pos.y, bolt.o_pos.x)) != NULL
		&& !save_throw(VS_MAGIC, tp))
		    hit_monster(unc(bolt.o_pos), &bolt);
	    else if (terse)
		msg("missle vanishes");
	    else
		msg("the missle vanishes with a puff of smoke");
	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 ((tp = moat(y, x)) != NULL)
	    {
		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);
	    }
	when WS_ELECT:
	case WS_FIRE:
	case WS_COLD:
	    if (obj->o_which == WS_ELECT)
		name = "bolt";
	    else if (obj->o_which == WS_FIRE)
		name = "flame";
	    else
		name = "ice";
	    fire_bolt(&hero, &delta, name);
	    ws_info[obj->o_which].oi_know = TRUE;
	when WS_NOP:
	    break;
#ifdef MASTER
	otherwise:
	    msg("what a bizarre schtick!");
#endif
    }
    obj->o_charges--;
}

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

void
drain(void)
{
    THING *mp;
    struct room *corp;
    THING **dp;
    int cnt;
    int inpass;
    THING *drainee[40];

    /*
     * First cnt how many things we need to spread the hit points among
     */
    cnt = 0;
    if (chat(hero.y, hero.x) == DOOR)
	corp = &passages[flat(hero.y, hero.x) & F_PNUM];
    else
	corp = NULL;
    inpass = (proom->r_flags & ISGONE);
    dp = drainee;
    for (mp = mlist; mp != NULL; mp = next(mp))
	if (mp->t_room == proom || mp->t_room == corp ||
	    (inpass && chat(mp->t_pos.y, mp->t_pos.x) == DOOR &&
	    &passages[flat(mp->t_pos.y, mp->t_pos.x) & F_PNUM] == proom))
		*dp++ = mp;
    if ((cnt = (int)(dp - drainee)) == 0)
    {
	msg("you have a tingling feeling");
	return;
    }
    *dp = NULL;
    pstats.s_hpt /= 2;
    cnt = pstats.s_hpt / cnt;
    /*
     * Now zot all of the monsters
     */
    for (dp = drainee; *dp; dp++)
    {
	mp = *dp;
	if ((mp->t_stats.s_hpt -= cnt) <= 0)
	    killed(mp, see_monst(mp));
	else
	    runto(&mp->t_pos);
    }
}

/*
 * fire_bolt:
 *	Fire a bolt in a given direction from a specific starting place
 */

void
fire_bolt(const coord *start, coord *dir, const char *name)
{
    coord *c1, *c2;
    THING *tp;
    int dirch = 0, ch;
    int hit_hero, used, changed;
    coord pos;
    coord spotpos[BOLT_LENGTH];
    THING bolt;

    bolt.o_type = WEAPON;
    bolt.o_which = FLAME;
    strncpy(bolt.o_hurldmg,"6x6",sizeof(bolt.o_hurldmg));
    bolt.o_hplus = 100;
    bolt.o_dplus = 0;
    weap_info[FLAME].oi_name = name;
    switch (dir->y + dir->x)
    {
	case 0: dirch = '/';
	when 1: case -1: dirch = (dir->y == 0 ? '-' : '|');
	when 2: case -2: dirch = '\\';
    }
    pos = *start;
    hit_hero = (start != &hero);
    used = FALSE;
    changed = FALSE;
    for (c1 = spotpos; c1 <= &spotpos[BOLT_LENGTH-1] && !used; c1++)
    {
	pos.y += dir->y;
	pos.x += dir->x;
	*c1 = pos;
	ch = winat(pos.y, pos.x);
	switch (ch)
	{
	    case DOOR:
		/*
		 * this code is necessary if the hero is on a door
		 * and he fires at the wall the door is in, it would
		 * otherwise loop infinitely
		 */
		if (ce(hero, pos))
		    goto def;
		/* FALLTHROUGH */
	    case '|':
	    case '-':
	    case ' ':
		if (!changed)
		    hit_hero = !hit_hero;
		changed = FALSE;
		dir->y = -dir->y;
		dir->x = -dir->x;
		c1--;
		msg("the %s bounces", name);
		break;
	    default:
def:
		if (!hit_hero && (tp = moat(pos.y, pos.x)) != NULL)
		{
		    hit_hero = TRUE;
		    changed = !changed;
		    tp->t_oldch = chat(pos.y, pos.x);
		    if (!save_throw(VS_MAGIC, tp))
		    {
			bolt.o_pos = pos;
			used = TRUE;
			if (tp->t_type == 'D' && strcmp(name, "flame") == 0)
			{
			    addmsg("the flame bounces");
			    if (!terse)
				addmsg(" off the dragon");
			    endmsg();
			}
			else
			    hit_monster(unc(pos), &bolt);
		    }
		    else if (ch != 'M' || tp->t_disguise == 'M')
		    {
			if (start == &hero)
			    runto(&pos);
			if (terse)
			    msg("%s misses", name);
			else
			    msg("the %s whizzes past %s", name, set_mname(tp));
		    }
		}
		else if (hit_hero && ce(pos, hero))
		{
		    hit_hero = FALSE;
		    changed = !changed;
		    if (!save(VS_MAGIC))
		    {
			if ((pstats.s_hpt -= roll(6, 6)) <= 0)
			{
			    if (start == &hero)
				death('b');
			    else
				death(moat(start->y, start->x)->t_type);
			}
			used = TRUE;
			if (terse)
			    msg("the %s hits", name);
			else
			    msg("you are hit by the %s", name);
		    }
		    else
			msg("the %s whizzes by you", name);
		}
		mvaddch(pos.y, pos.x, dirch);
		refresh();
	}
    }
    for (c2 = spotpos; c2 < c1; c2++)
	mvaddch(c2->y, c2->x, chat(c2->y, c2->x));
}

/*
 * charge_str:
 *	Return an appropriate string for a wand charge
 */
const char *
charge_str(const THING *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;
}