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/*
* Functions to deal with the various sticks one
* might find while wandering around the dungeon.
*
* @(#)sticks.c 9.0 (rdk) 7/17/84
*
* Super-Rogue
* Copyright (C) 1984 Robert D. Kindelberger
* 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.
*/
#include <ctype.h>
#include "rogue.h"
#include "rogue.ext"
/*
* fix_stick:
* Init a stick for the hero
*/
fix_stick(cur)
struct object *cur;
{
struct rod *rd;
cur->o_type = STICK;
cur->o_charges = 4 + rnd(5);
strcpy(cur->o_hurldmg, "1d1");
rd = &ws_stuff[cur->o_which];
cur->o_weight = rd->ws_wght;
cur->o_vol = rd->ws_vol;
if (strcmp(rd->ws_type, "staff") == 0) {
strcpy(cur->o_damage, "2d3");
cur->o_charges += rnd(5) + 3;
}
else {
strcpy(cur->o_damage, "1d1");
}
switch (cur->o_which) {
case WS_HIT:
if(rnd(100) < 15) {
cur->o_hplus = 9;
cur->o_dplus = 9;
strcpy(cur->o_damage,"3d8");
}
else {
cur->o_hplus = 3;
cur->o_dplus = 3;
strcpy(cur->o_damage,"1d8");
}
when WS_LIGHT:
cur->o_charges += 7 + rnd(9);
}
}
/*
* do_zap:
* Zap a stick at something
*/
do_zap(gotdir)
bool gotdir;
{
reg struct linked_list *item;
reg struct object *obj;
reg struct thing *tp;
reg int y, x, wh;
struct room *rp;
bool bless, curse;
int better = 0;
if ((item = get_item("zap with", STICK)) == NULL)
return;
obj = OBJPTR(item);
wh = obj->o_which;
bless = o_on(obj, ISBLESS);
curse = o_on(obj, ISCURSED);
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);
rp = player.t_room;
if (bless)
better = 3;
else if (curse)
better = -3;
switch (wh) {
case WS_SAPLIFE:
if (!bless) {
if (him->s_hpt > 1)
him->s_hpt /= 2; /* zap half his hit points */
}
when WS_CURE:
if (!curse) {
ws_know[WS_CURE] = TRUE;
heal_self(6, FALSE);
unconfuse(FALSE);
notslow(FALSE);
sight(FALSE);
}
when WS_PYRO:
if (!bless) {
msg("The rod explodes !!!");
chg_hpt(-roll(6,6), FALSE, K_ROD);
ws_know[WS_PYRO] = TRUE;
del_pack(item); /* throw it away */
}
when WS_HUNGER:
if (!bless) {
struct linked_list *ip;
struct object *lb;
food_left /= 3;
if ((ip = pack) != NULL) {
lb = OBJPTR(ip);
if (lb->o_type == FOOD) {
if ((lb->o_count -= roll(1,4)) < 1)
del_pack(ip);
}
}
}
when WS_PARZ:
case WS_MREG:
case WS_MDEG:
case WS_ANNIH: {
struct linked_list *mitem;
struct thing *it;
reg int i,j;
for (i = hero.y - 3; i <= hero.y + 3; i++) {
for (j = hero.x - 3; j <= hero.x + 3; j++) {
if (!cordok(i, j))
continue;
if (isalpha(mvwinch(mw,i,j))) {
mitem = find_mons(i, j);
if (mitem == NULL)
continue;
it = THINGPTR(mitem);
switch(wh) {
case WS_ANNIH:
if (!curse)
killed(mitem,FALSE);
when WS_MREG:
if (!bless)
it->t_stats.s_hpt *= 2;
when WS_MDEG:
if (!curse) {
it->t_stats.s_hpt /= 2;
if (it->t_stats.s_hpt < 2)
killed(mitem,FALSE);
}
when WS_PARZ:
if (!curse) {
it->t_flags |= ISPARA;
it->t_flags &= ~ISRUN;
}
}
}
}
}
}
when WS_LIGHT:
if (!curse) {
ws_know[WS_LIGHT] = TRUE;
if (rp == NULL)
msg("The corridor glows and then fades.");
else {
msg("The room is lit.");
rp->r_flags &= ~ISDARK;
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 (him->s_hpt < 2) {
msg("You are too weak to use it.");
return;
}
else if (!curse) {
if (rp == 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_POLYM:
case WS_TELAWAY:
case WS_TELTO:
case WS_CANCEL:
case WS_MINVIS:
{
reg char monster, oldch;
y = hero.y;
x = hero.x;
do {
y += delta.y;
x += delta.x;
} while (step_ok(winat(y, x)));
if (isalpha(monster = mvwinch(mw, y, x))) {
int omonst;
if (wh != WS_MINVIS)
unhold(monster);
item = find_mons(y, x);
if (item == NULL)
break;
tp = THINGPTR(item);
omonst = tp->t_indx;
if (wh == WS_POLYM && !curse) {
detach(mlist, item);
discard(item);
oldch = tp->t_oldch;
delta.y = y;
delta.x = x;
monster = rnd_mon(FALSE, TRUE);
item = new_monster(monster, &delta, FALSE);
if (!(tp->t_flags & ISRUN))
runto(&delta, &hero);
if (isalpha(mvwinch(cw, y, x)))
mvwaddch(cw, y, x, monsters[monster].m_show);
tp->t_oldch = oldch;
ws_know[WS_POLYM] |= (monster != omonst);
}
else if (wh == WS_MINVIS && !bless) {
tp->t_flags |= ISINVIS;
mvwaddch(cw,y,x,tp->t_oldch); /* hide em */
runto(&tp->t_pos, &hero);
}
else if (wh == WS_CANCEL && !curse) {
tp->t_flags |= ISCANC;
tp->t_flags &= ~ISINVIS;
}
else {
if (wh == WS_TELAWAY) {
if (curse)
break;
tp->t_pos = *rnd_pos(&rooms[rnd_room()]);
}
else { /* WS_TELTO */
if (bless)
break;
tp->t_pos.y = hero.y + delta.y;
tp->t_pos.x = hero.x + delta.x;
}
if (isalpha(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);
tp->t_oldch = mvwinch(cw,tp->t_pos.y,tp->t_pos.x);
}
}
}
when WS_MISSILE:
{
struct coord *whe;
static struct object bolt = {
{0, 0}, "", "6d6", "", '*', 0, 0, 1000, 0, 0, 0, 0, 0, 0,
};
if (curse)
strcpy(bolt.o_hurldmg,"3d3");
else if (bless)
strcpy(bolt.o_hurldmg,"9d9");
ws_know[WS_MISSILE] = TRUE;
do_motion(&bolt, delta.y, delta.x);
whe = &bolt.o_pos;
if (isalpha(mvwinch(mw, whe->y, whe->x))) {
struct linked_list *it;
runto(whe, &hero);
it = find_mons(whe->y, whe->x);
if (it != NULL) {
if (!save_throw(VS_MAGIC + better, THINGPTR(it))) {
hit_monster(whe, &bolt);
break;
}
}
}
msg("Missle vanishes.");
}
when WS_NOP:
msg("Your %s flickers momentarily and then fades",
ws_stuff[wh].ws_type);
when WS_HIT: {
char ch;
delta.y += hero.y;
delta.x += hero.x;
ch = winat(delta.y, delta.x);
if (curse) { /* decrease for cursed */
strcpy(obj->o_damage,"1d1");
obj->o_hplus = obj->o_dplus = 0;
}
else if (bless) { /* increase for blessed */
strcpy(obj->o_damage,"5d8");
obj->o_hplus = obj->o_dplus = 12;
}
if (isalpha(ch))
fight(&delta, obj, FALSE);
}
when WS_HASTE_M:
case WS_CONFMON:
case WS_SLOW_M:
case WS_MOREMON: {
reg int m1,m2;
struct coord mp;
struct linked_list *titem;
y = hero.y;
x = hero.x;
do {
y += delta.y;
x += delta.x;
} while (step_ok(winat(y, x)));
if (isalpha(mvwinch(mw, y, x))) {
item = find_mons(y, x);
if (item == NULL)
break;
tp = THINGPTR(item);
if (wh == WS_HASTE_M && !bless) { /* haste it */
if (on(*tp, ISSLOW))
tp->t_flags &= ~ISSLOW;
else
tp->t_flags |= ISHASTE;
}
else if (wh == WS_CONFMON && !curse) { /* confuse it */
tp->t_flags |= ISHUH;
if (pl_on(ISHELD) && tp->t_type == 'd')
player.t_flags &= ~ISHELD;
}
else if (wh == WS_SLOW_M && !curse) { /* slow it */
if (on(*tp, ISHASTE))
tp->t_flags &= ~ISHASTE;
else
tp->t_flags |= ISSLOW;
tp->t_turn = TRUE;
}
else if (!bless) { /* WS_MOREMON: multiply it */
char ch;
struct thing *th;
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 (hero.x == m1 && hero.y == m2)
continue;
ch = winat(m2,m1);
if (step_ok(ch)) {
mp.x = m1; /* create it */
mp.y = m2;
titem = new_monster(tp->t_indx, &mp, FALSE);
th = THINGPTR(titem);
th->t_flags |= ISMEAN;
runto(&mp, &hero);
}
}
}
}
delta.y = y;
delta.x = x;
runto(&delta, &hero);
}
}
when WS_ELECT:
case WS_FIRE:
case WS_COLD: {
reg char dirch, ch, *name;
reg bool bounced, used;
int boingcnt, boltlen;
struct coord pos;
struct coord spotpos[BOLT_LENGTH * 2];
static struct object bolt = {
{0, 0}, "", "6d6", "", '*', 0, 0, 1000, 0, 0, 0, 0, 0, 0,
};
boltlen = BOLT_LENGTH;
if (curse) {
strcpy(bolt.o_hurldmg,"3d3");
boltlen -= 3;
}
else if (bless) {
strcpy(bolt.o_hurldmg,"9d9");
boltlen += 3;
}
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;
boingcnt = 0;
used = FALSE;
if (wh == WS_ELECT)
name = "bolt";
else if (wh == WS_FIRE)
name = "flame";
else
name = "ice";
for (y = 0; y < boltlen && !used; y++) {
ch = winat(pos.y, pos.x);
spotpos[y] = pos;
switch (ch) {
case SECRETDOOR:
case '|':
case '-':
case ' ':
bounced = TRUE;
if (++boingcnt > 6)
used = TRUE; /* only so many bounces */
delta.y = -delta.y;
delta.x = -delta.x;
y--;
msg("The bolt bounces");
break;
default:
if (isalpha(ch)) {
struct linked_list *it;
it = find_mons(pos.y, pos.x);
runto(&pos, &hero);
if (it != NULL) {
if (!save_throw(VS_MAGIC+better,THINGPTR(it))) {
bolt.o_pos = pos;
hit_monster(&pos, &bolt);
used = TRUE;
}
else if(ch != 'M' || show(pos.y,pos.x)=='M') {
msg("%s misses", name);
}
}
}
else if(bounced && pos.y==hero.y && pos.x==hero.x) {
bounced = FALSE;
if (!save(VS_MAGIC + better)) {
msg("The %s hits you.", name);
chg_hpt(-roll(6, 6),FALSE,K_BOLT);
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[wh] = TRUE;
}
when WS_ANTIM: {
reg int m1, m2, x1, y1;
struct linked_list *ll;
struct thing *lt;
int ch, radius;
y1 = hero.y;
x1 = hero.x;
do {
y1 += delta.y;
x1 += delta.x;
ch = winat(y1, x1);
} while (ch == PASSAGE || ch == FLOOR);
if (curse)
radius = 2;
else if (bless)
radius = 0;
else
radius = 1;
for (m1 = x1 - radius; m1 <= x1 + radius; m1++) {
for (m2 = y1 - radius; m2 <= y1 + radius; m2++) {
if (!cordok(m2, m1))
continue;
ch = winat(m2, m1);
if (m1 == hero.x && m2 == hero.y)
continue;
if (ch == ' ')
continue;
ll = find_obj(m2,m1);
if (ll != NULL) {
detach(lvl_obj,ll);
discard(ll);
}
ll = find_mons(m2,m1);
if (ll != NULL) {
lt = THINGPTR(ll);
him->s_exp += lt->t_stats.s_exp;
unhold(lt->t_type);
/*
* throw away anything that the monster
* was carrying in its pack
*/
free_list(lt->t_pack);
detach(mlist,ll);
discard(ll);
mvwaddch(mw,m2,m1,' ');
}
mvaddch(m2,m1,' ');
mvwaddch(cw,m2,m1,' ');
}
}
touchwin(cw);
touchwin(mw);
check_level();
}
otherwise:
msg("What a bizarre schtick!");
}
obj->o_charges--;
}
/*
* drain:
* Do drain hit points from player stick
*/
drain(ymin, ymax, xmin, xmax)
int ymin, ymax, xmin, xmax;
{
reg int i, j, cnt;
reg struct thing *ick;
reg 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 (isalpha(mvwinch(mw, i, j)))
cnt++;
if (cnt == 0) {
msg("You have a tingling feeling.");
return;
}
cnt = him->s_hpt / cnt;
him->s_hpt /= 2;
/*
* Now zot all of the monsters
*/
for (i = ymin; i <= ymax; i++) {
for (j = xmin; j <= xmax; j++) {
if(isalpha(mvwinch(mw, i, j))) {
item = find_mons(i, j);
if (item == NULL)
continue;
ick = THINGPTR(item);
if ((ick->t_stats.s_hpt -= cnt) < 1)
killed(item,cansee(i,j) && !(ick->t_flags & ISINVIS));
}
}
}
}
/*
* charge_str:
* Return number of charges left in a stick
*/
char *
charge_str(obj)
struct object *obj;
{
static char buf[20];
buf[0] = '\0';
if (o_on(obj,ISKNOW) || o_on(obj,ISPOST))
sprintf(buf, " [%d]", obj->o_charges);
return buf;
}