view rogue3/sticks.c @ 315:ad2570b5b21f

Advanced Rogue 5, 7: fix some trading post messages. When attempting to buy an unaffordable object, messages were often of the form "You can't afford that a scroll of hold monster !", because the object description (stored in curpurch) was the same text used in inventory displays. This has been worked around by inspecting the contents of curpurch and using different message templates.
author John "Elwin" Edwards
date Sun, 24 Oct 2021 20:26:21 -0400
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;
}