view rogue5/sticks.c @ 245:e7aab31362af

Rogue V[345], Super-Rogue: Fix violet fungi/venus flytraps. Violet fungi (renamed venus flytraps in Rogue V5) do an increasing amount of damage each time they hit. If they miss, you still suffer the same number of HP. This worked by keeping a counter and printing new damage strings into monsters[5].m_stats.s_dmg, which is the "prototype" of that particular monster. Each individual monster has its own damage string. Apparently these were once char *, pointing to the same string as the prototype. When the s_dmg member was changed to be an internal char array, changing the prototype's damage string no longer had any effect on actual monsters. As a result, flytraps did no damage on a hit, or only one point in V5. The mechanism for doing damage on a miss continued to work. This has been fixed by overwriting the individual monster's damage string instead of the prototype's. It is now no longer necessary to reset the damage string when the flytrap is killed. The method for resetting it when the hero teleports away had to be modified. Comments referencing the long-unused xstr have been removed.
author John "Elwin" Edwards
date Sun, 01 May 2016 19:39:56 -0400
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;
}