Import Rogue 3.6 from the Roguelike Restoration Project (r1490)
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4662bbf65b
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401
rogue3/sticks.c
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401
rogue3/sticks.c
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/*
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* Functions to implement the various sticks one might find
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* while wandering around the dungeon.
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*
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* @(#)sticks.c 3.14 (Berkeley) 6/15/81
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*
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* Rogue: Exploring the Dungeons of Doom
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* Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman
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* All rights reserved.
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*
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* See the file LICENSE.TXT for full copyright and licensing information.
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*/
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#include "curses.h"
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#include <ctype.h>
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#include <string.h>
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#include "rogue.h"
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void
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fix_stick(struct object *cur)
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{
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if (strcmp(ws_type[cur->o_which], "staff") == 0)
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strcpy(cur->o_damage,"2d3");
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else
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strcpy(cur->o_damage,"1d1");
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strcpy(cur->o_hurldmg,"1d1");
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cur->o_charges = 3 + rnd(5);
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switch (cur->o_which)
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{
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case WS_HIT:
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cur->o_hplus = 3;
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cur->o_dplus = 3;
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strcpy(cur->o_damage,"1d8");
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when WS_LIGHT:
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cur->o_charges = 10 + rnd(10);
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}
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}
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void
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do_zap(int gotdir)
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{
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struct linked_list *item;
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struct object *obj;
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struct room *rp;
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struct thing *tp;
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int y, x;
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if ((item = get_item("zap with", STICK)) == NULL)
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return;
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obj = (struct object *) ldata(item);
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if (obj->o_type != STICK)
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{
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msg("You can't zap with that!");
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after = FALSE;
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return;
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}
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if (obj->o_charges == 0)
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{
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msg("Nothing happens.");
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return;
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}
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if (!gotdir)
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do {
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delta.y = rnd(3) - 1;
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delta.x = rnd(3) - 1;
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} while (delta.y == 0 && delta.x == 0);
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switch (obj->o_which)
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{
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case WS_LIGHT:
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/*
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* Reddy Kilowat wand. Light up the room
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*/
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ws_know[WS_LIGHT] = TRUE;
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if ((rp = roomin(&hero)) == NULL)
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msg("The corridor glows and then fades");
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else
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{
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addmsg("The room is lit");
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if (!terse)
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addmsg(" by a shimmering blue light.");
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endmsg();
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rp->r_flags &= ~ISDARK;
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/*
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* Light the room and put the player back up
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*/
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light(&hero);
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mvwaddch(cw, hero.y, hero.x, PLAYER);
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}
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when WS_DRAIN:
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/*
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* Take away 1/2 of hero's hit points, then take it away
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* evenly from the monsters in the room (or next to hero
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* if he is in a passage)
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*/
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if (pstats.s_hpt < 2)
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{
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msg("You are too weak to use it.");
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return;
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}
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else if ((rp = roomin(&hero)) == NULL)
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drain(hero.y-1, hero.y+1, hero.x-1, hero.x+1);
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else
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drain(rp->r_pos.y, rp->r_pos.y+rp->r_max.y,
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rp->r_pos.x, rp->r_pos.x+rp->r_max.x);
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when WS_POLYMORPH:
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case WS_TELAWAY:
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case WS_TELTO:
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case WS_CANCEL:
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{
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int monster;
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int oldch;
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int rm;
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y = hero.y;
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x = hero.x;
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while (step_ok(winat(y, x)))
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{
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y += delta.y;
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x += delta.x;
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}
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if (isupper(monster = mvwinch(mw, y, x)))
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{
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int omonst = monster;
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if (monster == 'F')
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player.t_flags &= ~ISHELD;
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item = find_mons(y, x);
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tp = (struct thing *) ldata(item);
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if (obj->o_which == WS_POLYMORPH)
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{
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detach(mlist, item);
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oldch = tp->t_oldch;
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delta.y = y;
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delta.x = x;
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new_monster(item, monster = rnd(26) + 'A', &delta);
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if (!(tp->t_flags & ISRUN))
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runto(&delta, &hero);
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if (isupper(mvwinch(cw, y, x)))
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mvwaddch(cw, y, x, monster);
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tp->t_oldch = oldch;
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ws_know[WS_POLYMORPH] |= (monster != omonst);
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}
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else if (obj->o_which == WS_CANCEL)
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{
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tp->t_flags |= ISCANC;
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tp->t_flags &= ~ISINVIS;
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}
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else
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{
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if (obj->o_which == WS_TELAWAY)
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{
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do
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{
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rm = rnd_room();
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rnd_pos(&rooms[rm], &tp->t_pos);
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} until(winat(tp->t_pos.y, tp->t_pos.x) == FLOOR);
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}
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else
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{
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tp->t_pos.y = hero.y + delta.y;
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tp->t_pos.x = hero.x + delta.x;
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}
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if (isupper(mvwinch(cw, y, x)))
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mvwaddch(cw, y, x, tp->t_oldch);
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tp->t_dest = &hero;
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tp->t_flags |= ISRUN;
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mvwaddch(mw, y, x, ' ');
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mvwaddch(mw, tp->t_pos.y, tp->t_pos.x, monster);
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if (tp->t_pos.y != y || tp->t_pos.x != x)
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tp->t_oldch = mvwinch(cw, tp->t_pos.y, tp->t_pos.x);
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}
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}
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}
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when WS_MISSILE:
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{
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static struct object bolt =
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{
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'*' , {0, 0}, 0, "", "1d4" , 0, 0, 100, 1, 0, 0, 0
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};
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do_motion(&bolt, delta.y, delta.x);
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if (isupper(mvwinch(mw, bolt.o_pos.y, bolt.o_pos.x))
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&& !save_throw(VS_MAGIC, THINGPTR(find_mons(unc(bolt.o_pos)))))
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hit_monster(unc(bolt.o_pos), &bolt);
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else if (terse)
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msg("Missile vanishes");
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else
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msg("The missile vanishes with a puff of smoke");
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ws_know[WS_MISSILE] = TRUE;
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}
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when WS_HIT:
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{
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int ch;
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delta.y += hero.y;
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delta.x += hero.x;
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ch = winat(delta.y, delta.x);
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if (isupper(ch))
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{
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if (rnd(20) == 0)
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{
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strcpy(obj->o_damage,"3d8");
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obj->o_dplus = 9;
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}
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else
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{
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strcpy(obj->o_damage,"1d8");
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obj->o_dplus = 3;
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}
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fight(&delta, ch, obj, FALSE);
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}
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}
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when WS_HASTE_M:
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case WS_SLOW_M:
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y = hero.y;
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x = hero.x;
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while (step_ok(winat(y, x)))
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{
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y += delta.y;
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x += delta.x;
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}
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if (isupper(mvwinch(mw, y, x)))
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{
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item = find_mons(y, x);
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tp = (struct thing *) ldata(item);
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if (obj->o_which == WS_HASTE_M)
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{
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if (on(*tp, ISSLOW))
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tp->t_flags &= ~ISSLOW;
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else
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tp->t_flags |= ISHASTE;
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}
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else
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{
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if (on(*tp, ISHASTE))
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tp->t_flags &= ~ISHASTE;
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else
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tp->t_flags |= ISSLOW;
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tp->t_turn = TRUE;
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}
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delta.y = y;
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delta.x = x;
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runto(&delta, &hero);
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}
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when WS_ELECT:
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case WS_FIRE:
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case WS_COLD:
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{
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int dirch;
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char *name;
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int ch;
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int bounced, used;
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coord pos;
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coord spotpos[BOLT_LENGTH];
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static struct object bolt =
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{
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'*' , {0, 0}, 0, "", "6d6" , 0, 0, 100, 0, 0, 0 ,0
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};
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switch (delta.y + delta.x)
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{
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case 0: dirch = '/';
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when 1: case -1: dirch = (delta.y == 0 ? '-' : '|');
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when 2: case -2: dirch = '\\';
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}
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pos = hero;
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bounced = FALSE;
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used = FALSE;
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if (obj->o_which == WS_ELECT)
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name = "bolt";
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else if (obj->o_which == WS_FIRE)
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name = "flame";
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else
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name = "ice";
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for (y = 0; y < BOLT_LENGTH && !used; y++)
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{
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ch = winat(pos.y, pos.x);
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spotpos[y] = pos;
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switch (ch)
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{
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case DOOR:
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case SECRETDOOR:
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case '|':
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case '-':
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case ' ':
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bounced = TRUE;
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delta.y = -delta.y;
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delta.x = -delta.x;
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y--;
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msg("The bolt bounces");
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break;
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default:
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if (!bounced && isupper(ch))
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{
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if (!save_throw(VS_MAGIC, THINGPTR(find_mons(unc(pos)))))
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{
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bolt.o_pos = pos;
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hit_monster(unc(pos), &bolt);
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used = TRUE;
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}
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else if (ch != 'M' || show(pos.y, pos.x) == 'M')
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{
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if (terse)
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msg("%s misses", name);
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else
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msg("The %s whizzes past the %s", name, monsters[ch-'A'].m_name);
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runto(&pos, &hero);
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}
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}
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else if (bounced && pos.y == hero.y && pos.x == hero.x)
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{
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bounced = FALSE;
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if (!save(VS_MAGIC))
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{
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if (terse)
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msg("The %s hits", name);
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else
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msg("You are hit by the %s", name);
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if ((pstats.s_hpt -= roll(6, 6)) <= 0)
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death('b');
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used = TRUE;
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}
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else
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msg("The %s whizzes by you", name);
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}
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mvwaddch(cw, pos.y, pos.x, dirch);
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draw(cw);
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}
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pos.y += delta.y;
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pos.x += delta.x;
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}
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for (x = 0; x < y; x++)
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mvwaddch(cw, spotpos[x].y, spotpos[x].x, show(spotpos[x].y, spotpos[x].x));
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ws_know[obj->o_which] = TRUE;
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}
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when WS_NOP:
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otherwise:
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msg("What a bizarre schtick!");
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}
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obj->o_charges--;
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}
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/*
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* drain:
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* Do drain hit points from player shtick
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*/
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void
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drain(int ymin, int ymax, int xmin, int xmax)
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{
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int i, j, cnt;
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struct thing *ick;
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struct linked_list *item;
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/*
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* First count how many things we need to spread the hit points among
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*/
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cnt = 0;
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for (i = ymin; i <= ymax; i++)
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for (j = xmin; j <= xmax; j++)
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if (isupper(mvwinch(mw, i, j)))
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cnt++;
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if (cnt == 0)
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{
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msg("You have a tingling feeling");
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return;
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}
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cnt = pstats.s_hpt / cnt;
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pstats.s_hpt /= 2;
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/*
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* Now zot all of the monsters
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*/
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for (i = ymin; i <= ymax; i++)
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for (j = xmin; j <= xmax; j++)
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if (isupper(mvwinch(mw, i, j)) &&
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((item = find_mons(i, j)) != NULL))
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{
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ick = (struct thing *) ldata(item);
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if ((ick->t_stats.s_hpt -= cnt) < 1)
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killed(item, cansee(i, j) && !on(*ick, ISINVIS));
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}
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}
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/*
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* charge a wand for wizards.
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*/
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char *
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charge_str(struct object *obj)
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{
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static char buf[20];
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if (!(obj->o_flags & ISKNOW))
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buf[0] = '\0';
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else if (terse)
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sprintf(buf, " [%d]", obj->o_charges);
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else
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sprintf(buf, " [%d charges]", obj->o_charges);
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return buf;
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}
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