do_zap() dereferenced a struct object pointer while ignoring the result of a NULL check. XRogue had the same problem, though triggering it was unlikely, since XRogue does not include a magic missile spell. Reported by John Harris of @Play.
1244 lines
31 KiB
C
1244 lines
31 KiB
C
/*
|
||
* sticks.c - Functions to implement the various sticks one might find
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*
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* Advanced Rogue
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* Copyright (C) 1984, 1985, 1986 Michael Morgan, Ken Dalka and AT&T
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* All rights reserved.
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*
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* Based on "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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/*
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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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#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 drain(int ymin, int ymax, int xmin, int xmax);
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/*
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* zap a stick and see what happens
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*/
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void
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do_zap(struct thing *zapper, struct object *obj, coord *direction, int which,
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int flags)
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{
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register struct linked_list *item = NULL;
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register struct thing *tp;
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register int y, x, bonus;
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struct linked_list *nitem;
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struct object *nobj;
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bool cursed, blessed, is_player;
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char *mname = "";
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cursed = flags & ISCURSED;
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blessed = flags & ISBLESSED;
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if (obj && obj->o_type != RELIC) { /* all relics are chargeless */
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if (obj->o_charges < 1) {
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msg(nothing);
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return;
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}
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obj->o_charges--;
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}
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if (which == WS_WONDER) {
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switch (rnd(14)) {
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case 0: which = WS_ELECT;
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when 1: which = WS_FIRE;
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when 2: which = WS_COLD;
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when 3: which = WS_POLYMORPH;
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when 4: which = WS_MISSILE;
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when 5: which = WS_SLOW_M;
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when 6: which = WS_TELMON;
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when 7: which = WS_CANCEL;
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when 8: which = WS_CONFMON;
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when 9: which = WS_DISINTEGRATE;
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when 10: which = WS_PETRIFY;
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when 11: which = WS_PARALYZE;
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when 12: which = WS_MDEG;
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when 13: which = WS_FEAR;
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}
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if(ws_magic[which].mi_curse>0 && rnd(100)<=ws_magic[which].mi_curse){
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cursed = TRUE;
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blessed = FALSE;
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}
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}
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tp = NULL;
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switch (which) {
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case WS_POLYMORPH:
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case WS_SLOW_M:
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case WS_TELMON:
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case WS_CANCEL:
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case WS_CONFMON:
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case WS_DISINTEGRATE:
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case WS_PETRIFY:
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case WS_PARALYZE:
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case WS_MDEG:
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case WS_FEAR:
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y = zapper->t_pos.y;
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x = zapper->t_pos.x;
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do {
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y += direction->y;
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x += direction->x;
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}
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while (shoot_ok(CCHAR( winat(y, x)) ) &&
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!(y == hero.y && x == hero.x));
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if (y == hero.y && x == hero.x)
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is_player = TRUE;
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else if (isalpha(mvwinch(mw, y, x))) {
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item = find_mons(y, x);
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tp = THINGPTR(item);
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runto(tp, &hero);
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turn_off(*tp, CANSURPRISE);
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mname = monster_name(tp);
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is_player = FALSE;
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/* The monster may not like being shot at */
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if ((zapper == &player) &&
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on(*tp, ISCHARMED) &&
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save(VS_MAGIC, tp, 0)) {
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msg("The eyes of %s turn clear.", prname(mname, FALSE));
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turn_off(*tp, ISCHARMED);
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mname = monster_name(tp);
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}
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}
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else {
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/*
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* if monster misses player because the player dodged then lessen
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* the chances he will use the wand again since the player appears
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* to be rather dextrous
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*/
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if (zapper != &player)
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zapper->t_wand = zapper->t_wand * 3 / 4;
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}
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}
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switch (which) {
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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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blue_light(blessed, cursed);
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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 (but leave the monsters alone
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* if the stick is cursed)
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*/
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if (pstats.s_hpt < 2) {
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msg("You are too weak to use it.");
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}
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else if (cursed)
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pstats.s_hpt /= 2;
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else
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drain(hero.y-1, hero.y+1, hero.x-1, hero.x+1);
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when WS_POLYMORPH:
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{
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register char oldch;
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register struct room *rp;
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register struct linked_list *pitem;
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coord delta;
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if (tp == NULL)
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break;
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if (save(VS_MAGIC, tp, 0)) {
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msg(nothing);
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break;
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}
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rp = roomin(&tp->t_pos);
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check_residue(tp);
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delta.x = x;
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delta.y = y;
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detach(mlist, item);
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oldch = tp->t_oldch;
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pitem = tp->t_pack; /* save his pack */
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tp->t_pack = NULL;
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new_monster(item,rnd(NUMMONST-NUMUNIQUE-1)+1,&delta,FALSE);
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if (tp->t_pack != NULL)
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o_free_list (tp->t_pack);
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tp->t_pack = pitem;
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if (isalpha(mvwinch(cw, y, x)))
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mvwaddch(cw, y, x, tp->t_type);
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tp->t_oldch = oldch;
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/*
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* should the room light up?
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*/
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if (on(*tp, HASFIRE)) {
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if (rp) {
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register struct linked_list *fire_item;
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fire_item = creat_item();
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ldata(fire_item) = (char *) tp;
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attach(rp->r_fires, fire_item);
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rp->r_flags |= HASFIRE;
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if (cansee(tp->t_pos.y,tp->t_pos.x) &&
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next(rp->r_fires) == NULL) light(&hero);
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}
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}
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runto(tp, &hero);
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msg(terse ? "A new %s!"
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: "You have created a new %s!",
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monster_name(tp));
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}
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when WS_PETRIFY:
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if (tp == NULL)
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break;
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if (save(VS_MAGIC, tp, 0)) {
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msg(nothing);
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break;
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}
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check_residue(tp);
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turn_on(*tp, ISSTONE);
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turn_on(*tp, NOSTONE);
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turn_off(*tp, ISRUN);
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turn_off(*tp, ISINVIS);
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turn_off(*tp, CANSURPRISE);
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turn_off(*tp, ISDISGUISE);
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tp->t_action = A_NIL;
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tp->t_no_move = 0;
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msg("%s is turned to stone!",prname(mname, TRUE));
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when WS_TELMON:
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{
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register int rm;
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register struct room *rp;
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if (tp == NULL)
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break;
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if (save(VS_MAGIC, tp, 0)) {
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msg(nothing);
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break;
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}
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rp = NULL;
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check_residue(tp);
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tp->t_action = A_FREEZE; /* creature is disoriented */
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tp->t_no_move = 2;
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if (cursed) { /* Teleport monster to player */
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if ((y == (hero.y + direction->y)) &&
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(x == (hero.x + direction->x)))
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msg(nothing);
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else {
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tp->t_pos.y = hero.y + direction->y;
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tp->t_pos.x = hero.x + direction->x;
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}
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}
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else if (blessed) { /* Get rid of monster */
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killed(item, FALSE, TRUE, TRUE);
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return;
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}
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else {
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register int i=0;
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do { /* Move monster to another room */
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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 ||i++>500);
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rp = &rooms[rm];
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}
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/* Now move the monster */
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if (isalpha(mvwinch(cw, y, x)))
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mvwaddch(cw, y, x, tp->t_oldch);
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mvwaddch(mw, y, x, ' ');
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mvwaddch(mw, tp->t_pos.y, tp->t_pos.x, tp->t_type);
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if (tp->t_pos.y != y || tp->t_pos.x != x)
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tp->t_oldch = CCHAR( mvwinch(cw, tp->t_pos.y, tp->t_pos.x) );
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/*
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* check to see if room that creature appears in should
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* light up
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*/
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if (on(*tp, HASFIRE)) {
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if (rp) {
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register struct linked_list *fire_item;
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fire_item = creat_item();
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ldata(fire_item) = (char *) tp;
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attach(rp->r_fires, fire_item);
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rp->r_flags |= HASFIRE;
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if(cansee(tp->t_pos.y, tp->t_pos.x) &&
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next(rp->r_fires) == NULL)
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light(&hero);
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}
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}
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}
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when WS_CANCEL:
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if (tp == NULL)
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break;
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if (save(VS_MAGIC, tp, 0)) {
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msg(nothing);
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break;
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}
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check_residue(tp);
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tp->t_flags[0] &= CANC0MASK;
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tp->t_flags[1] &= CANC1MASK;
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tp->t_flags[2] &= CANC2MASK;
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tp->t_flags[3] &= CANC3MASK;
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tp->t_flags[4] &= CANC4MASK;
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tp->t_flags[5] &= CANC5MASK;
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tp->t_flags[6] &= CANC6MASK;
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tp->t_flags[7] &= CANC7MASK;
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tp->t_flags[8] &= CANC8MASK;
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tp->t_flags[9] &= CANC9MASK;
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tp->t_flags[10] &= CANCAMASK;
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tp->t_flags[11] &= CANCBMASK;
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tp->t_flags[12] &= CANCCMASK;
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tp->t_flags[13] &= CANCDMASK;
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tp->t_flags[14] &= CANCEMASK;
|
||
tp->t_flags[15] &= CANCFMASK;
|
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|
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when WS_MISSILE:
|
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{
|
||
int dice;
|
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static struct object bolt =
|
||
{
|
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MISSILE , {0, 0}, "", 0, "", "1d4 " , NULL, 0, WS_MISSILE, 50, 1
|
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};
|
||
|
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if (!obj)
|
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dice = zapper->t_stats.s_lvl;
|
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else if (obj->o_type == RELIC)
|
||
dice = 15;
|
||
else if (EQUAL(ws_type[which], "staff"))
|
||
dice = 10;
|
||
else
|
||
dice = 6;
|
||
sprintf(bolt.o_hurldmg, "%dd4", dice);
|
||
do_motion(&bolt, direction->y, direction->x, zapper);
|
||
if (!hit_monster(unc(bolt.o_pos), &bolt, zapper))
|
||
msg("The missile vanishes with a puff of smoke");
|
||
}
|
||
when WS_HIT:
|
||
{
|
||
register char ch;
|
||
struct object strike; /* don't want to change sticks attributes */
|
||
|
||
direction->y += hero.y;
|
||
direction->x += hero.x;
|
||
ch = CCHAR( winat(direction->y, direction->x) );
|
||
if (isalpha(ch))
|
||
{
|
||
strike = *obj;
|
||
strike.o_hplus = 6;
|
||
if (EQUAL(ws_type[which], "staff"))
|
||
strncpy(strike.o_damage,"3d8",sizeof(strike.o_damage));
|
||
else
|
||
strncpy(strike.o_damage,"2d8",sizeof(strike.o_damage));
|
||
fight(direction, &strike, FALSE);
|
||
}
|
||
}
|
||
when WS_SLOW_M:
|
||
if (is_player) {
|
||
add_slow();
|
||
break;
|
||
}
|
||
if (tp == NULL)
|
||
break;
|
||
if (cursed) {
|
||
if (on(*tp, ISSLOW))
|
||
turn_off(*tp, ISSLOW);
|
||
else
|
||
turn_on(*tp, ISHASTE);
|
||
break;
|
||
}
|
||
if ((on(*tp,ISUNIQUE) && save(VS_MAGIC,tp,0)) || on(*tp,NOSLOW)) {
|
||
msg(nothing);
|
||
break;
|
||
}
|
||
else if (blessed) {
|
||
turn_off(*tp, ISRUN);
|
||
turn_on(*tp, ISHELD);
|
||
}
|
||
/*
|
||
* always slow in case he breaks free of HOLD
|
||
*/
|
||
if (on(*tp, ISHASTE))
|
||
turn_off(*tp, ISHASTE);
|
||
else
|
||
turn_on(*tp, ISSLOW);
|
||
|
||
when WS_CHARGE:
|
||
if (ws_know[WS_CHARGE] != TRUE && obj)
|
||
msg("This is a wand of charging.");
|
||
nitem = get_item(pack, "charge", STICK, FALSE, FALSE);
|
||
if (nitem != NULL) {
|
||
nobj = OBJPTR(nitem);
|
||
if ((++(nobj->o_charges) == 1) && (nobj->o_which == WS_HIT))
|
||
fix_stick(nobj);
|
||
if (blessed) ++(nobj->o_charges);
|
||
if (EQUAL(ws_type[nobj->o_which], "staff")) {
|
||
if (nobj->o_charges > 100)
|
||
nobj->o_charges = 100;
|
||
}
|
||
else {
|
||
if (nobj->o_charges > 50)
|
||
nobj->o_charges = 50;
|
||
}
|
||
}
|
||
when WS_ELECT:
|
||
shoot_bolt( zapper, zapper->t_pos, *direction, TRUE, D_BOLT,
|
||
"lightning bolt", roll(zapper->t_stats.s_lvl,6));
|
||
|
||
when WS_FIRE:
|
||
shoot_bolt( zapper, zapper->t_pos, *direction, TRUE, D_BOLT,
|
||
"flame", roll(zapper->t_stats.s_lvl,6));
|
||
|
||
when WS_COLD:
|
||
shoot_bolt( zapper, zapper->t_pos, *direction, TRUE, D_BOLT,
|
||
"ice", roll(zapper->t_stats.s_lvl,6));
|
||
|
||
when WS_CONFMON:
|
||
if (cursed || is_player) {
|
||
if (!save(VS_WAND, &player, 0)) {
|
||
dsrpt_player();
|
||
confus_player();
|
||
}
|
||
else {
|
||
if (zapper != &player) zapper->t_wand /= 2;
|
||
msg(nothing);
|
||
}
|
||
}
|
||
else {
|
||
if (tp == NULL)
|
||
break;
|
||
if (save(VS_MAGIC, tp, 0) || on(*tp, ISCLEAR))
|
||
msg(nothing);
|
||
else
|
||
turn_on (*tp, ISHUH);
|
||
}
|
||
when WS_PARALYZE:
|
||
if (is_player || cursed) {
|
||
if ((obj && obj->o_type==RELIC) || !save(VS_WAND, &player, 0)){
|
||
player.t_no_move += 2 * movement(&player) * FREEZETIME;
|
||
player.t_action = A_FREEZE;
|
||
msg("You can't move.");
|
||
}
|
||
else {
|
||
if (zapper != &player) zapper->t_wand /= 2;
|
||
msg(nothing);
|
||
}
|
||
}
|
||
else {
|
||
if (tp == NULL)
|
||
break;
|
||
bonus = 0;
|
||
if (blessed) bonus = -3;
|
||
if (((obj && obj->o_type==RELIC) || !save(VS_WAND,tp,bonus)) &&
|
||
off(*tp, NOPARALYZE)) {
|
||
tp->t_no_move += 2 * movement(tp) * FREEZETIME;
|
||
tp->t_action = A_FREEZE;
|
||
}
|
||
else {
|
||
msg(nothing);
|
||
}
|
||
}
|
||
when WS_FEAR:
|
||
if (is_player) {
|
||
if (!on(player, ISFLEE) ||
|
||
ISWEARING(R_HEROISM) ||
|
||
save(VS_WAND, &player, 0)) {
|
||
msg(nothing);
|
||
zapper->t_wand /= 2;
|
||
}
|
||
else {
|
||
turn_on(player, ISFLEE);
|
||
player.t_dest = &zapper->t_pos;
|
||
msg("The sight of %s terrifies you.", prname(mname, FALSE));
|
||
}
|
||
break;
|
||
}
|
||
if (tp == NULL)
|
||
break;
|
||
bonus = 0;
|
||
if (blessed) bonus = -3;
|
||
if(save(VS_WAND, tp,bonus) || on(*tp,ISUNDEAD) || on(*tp,NOFEAR)){
|
||
msg(nothing);
|
||
break;
|
||
}
|
||
turn_on(*tp, ISFLEE);
|
||
turn_on(*tp, WASTURNED);
|
||
|
||
/* Stop it from attacking us */
|
||
dsrpt_monster(tp, TRUE, cansee(tp->t_pos.y, tp->t_pos.x));
|
||
|
||
/* If monster was suffocating, stop it */
|
||
if (on(*tp, DIDSUFFOCATE)) {
|
||
turn_off(*tp, DIDSUFFOCATE);
|
||
extinguish(suffocate);
|
||
}
|
||
|
||
/* If monster held us, stop it */
|
||
if (on(*tp, DIDHOLD) && (--hold_count == 0))
|
||
turn_off(player, ISHELD);
|
||
turn_off(*tp, DIDHOLD);
|
||
|
||
/* It is okay to turn tail */
|
||
tp->t_oldpos = tp->t_pos;
|
||
|
||
when WS_MDEG:
|
||
if (is_player) {
|
||
if (save(VS_WAND, &player, 0)) {
|
||
msg (nothing);
|
||
zapper->t_wand /= 2;
|
||
break;
|
||
}
|
||
pstats.s_hpt /= 2;
|
||
if (pstats.s_hpt <= 0) {
|
||
msg("Your life has been sucked from you -- More --");
|
||
wait_for(' ');
|
||
death(zapper->t_index);
|
||
}
|
||
else
|
||
msg("You feel a great drain on your system");
|
||
}
|
||
if (tp == NULL)
|
||
break;
|
||
if (cursed) {
|
||
tp->t_stats.s_hpt *= 2;
|
||
msg("%s appears to be stronger now!", prname(mname, TRUE));
|
||
}
|
||
else if (on(*tp, ISUNIQUE) && save(VS_WAND, tp, 0))
|
||
msg (nothing);
|
||
else {
|
||
tp->t_stats.s_hpt /= 2;
|
||
msg("%s appears to be weaker now", prname(mname, TRUE));
|
||
}
|
||
if (tp->t_stats.s_hpt < 1)
|
||
killed(item, TRUE, TRUE, TRUE);
|
||
when WS_DISINTEGRATE:
|
||
if (tp == NULL)
|
||
break;
|
||
if (cursed) {
|
||
register int m1, m2;
|
||
coord mp;
|
||
struct linked_list *titem;
|
||
char ch;
|
||
struct thing *th;
|
||
|
||
if (on(*tp, ISUNIQUE)) {
|
||
msg (nothing);
|
||
break;
|
||
}
|
||
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 (m1 == hero.x && m2 == hero.y)
|
||
continue;
|
||
ch = CCHAR( winat(m2,m1) );
|
||
if (shoot_ok(ch)) {
|
||
mp.x = m1; /* create it */
|
||
mp.y = m2;
|
||
titem = new_item(sizeof(struct thing));
|
||
new_monster(titem,(short)tp->t_index,&mp,FALSE);
|
||
th = THINGPTR(titem);
|
||
turn_on (*th, ISMEAN);
|
||
runto(th,&hero);
|
||
if (on(*th, HASFIRE)) {
|
||
register struct room *rp;
|
||
|
||
rp = roomin(&th->t_pos);
|
||
if (rp) {
|
||
register struct linked_list *fire_item;
|
||
|
||
fire_item = creat_item();
|
||
ldata(fire_item) = (char *) th;
|
||
attach(rp->r_fires, fire_item);
|
||
rp->r_flags |= HASFIRE;
|
||
if (cansee(th->t_pos.y, th->t_pos.x) &&
|
||
next(rp->r_fires) == NULL)
|
||
light(&hero);
|
||
}
|
||
}
|
||
}
|
||
}
|
||
}
|
||
}
|
||
else { /* if its a UNIQUE it might still live */
|
||
if (on(*tp, ISUNIQUE) && save(VS_MAGIC, tp, 0)) {
|
||
tp->t_stats.s_hpt /= 2;
|
||
if (tp->t_stats.s_hpt < 1) {
|
||
killed(item, FALSE, TRUE, TRUE);
|
||
msg("You have disintegrated %s", prname(mname, FALSE));
|
||
}
|
||
else {
|
||
msg("%s appears wounded", prname(mname, TRUE));
|
||
}
|
||
}
|
||
else {
|
||
msg("You have disintegrated %s", prname(mname, FALSE));
|
||
killed (item, FALSE, TRUE, TRUE);
|
||
}
|
||
}
|
||
when WS_CURING:
|
||
if (cursed) {
|
||
if (!save(VS_POISON, &player, 0)) {
|
||
msg("You feel extremely sick now");
|
||
pstats.s_hpt /=2;
|
||
if (pstats.s_hpt == 0) death (D_POISON);
|
||
}
|
||
if (!save(VS_WAND, &player, 0) && !ISWEARING(R_HEALTH)) {
|
||
turn_on(player, HASDISEASE);
|
||
turn_on(player, HASINFEST);
|
||
turn_on(player, DOROT);
|
||
fuse(cure_disease, NULL, roll(HEALTIME,SICKTIME), AFTER);
|
||
infest_dam++;
|
||
}
|
||
else msg("You fell momentarily sick");
|
||
}
|
||
else {
|
||
if (on(player, HASDISEASE) || on(player, HASINFEST)) {
|
||
extinguish(cure_disease);
|
||
turn_off(player, HASINFEST);
|
||
infest_dam = 0;
|
||
cure_disease(); /* this prints message */
|
||
}
|
||
if (on(player, DOROT)) {
|
||
msg("You feel your skin returning to normal.");
|
||
turn_off(player, DOROT);
|
||
}
|
||
pstats.s_hpt += roll(pstats.s_lvl, blessed ? 6 : 4);
|
||
if (pstats.s_hpt > max_stats.s_hpt)
|
||
pstats.s_hpt = max_stats.s_hpt;
|
||
msg("You begin to feel %sbetter.", blessed ? "much " : "");
|
||
|
||
}
|
||
otherwise:
|
||
msg("What a bizarre schtick!");
|
||
}
|
||
}
|
||
|
||
|
||
/*
|
||
* drain:
|
||
* Do drain hit points from player shtick
|
||
*/
|
||
|
||
void
|
||
drain(int ymin, int ymax, int xmin, int xmax)
|
||
{
|
||
register int i, j, count;
|
||
register struct thing *ick;
|
||
register struct linked_list *item;
|
||
|
||
/*
|
||
* First count how many things we need to spread the hit points among
|
||
*/
|
||
count = 0;
|
||
for (i = ymin; i <= ymax; i++) {
|
||
if (i < 1 || i > lines - 3)
|
||
continue;
|
||
for (j = xmin; j <= xmax; j++) {
|
||
if (j < 0 || j > cols - 1)
|
||
continue;
|
||
if (isalpha(mvwinch(mw, i, j)))
|
||
count++;
|
||
}
|
||
}
|
||
if (count == 0)
|
||
{
|
||
msg("You have a tingling feeling");
|
||
return;
|
||
}
|
||
count = pstats.s_hpt / count;
|
||
pstats.s_hpt /= 2;
|
||
/*
|
||
* Now zot all of the monsters
|
||
*/
|
||
for (i = ymin; i <= ymax; i++) {
|
||
if (i < 1 || i > lines - 3)
|
||
continue;
|
||
for (j = xmin; j <= xmax; j++) {
|
||
if (j < 0 || j > cols - 1)
|
||
continue;
|
||
if (isalpha(mvwinch(mw, i, j)) &&
|
||
((item = find_mons(i, j)) != NULL)) {
|
||
ick = THINGPTR(item);
|
||
if (on(*ick, ISUNIQUE) && save(VS_MAGIC, ick, 0))
|
||
ick->t_stats.s_hpt -= count / 2;
|
||
else
|
||
ick->t_stats.s_hpt -= count;
|
||
if (ick->t_stats.s_hpt < 1)
|
||
killed(item,
|
||
cansee(i,j)&&(!on(*ick,ISINVIS)||on(player,CANSEE)),
|
||
TRUE, TRUE);
|
||
else {
|
||
runto(ick, &hero);
|
||
|
||
/*
|
||
* The monster may not like being shot at. Since the
|
||
* shot is not aimed directly at the monster, we will
|
||
* give him a poorer save.
|
||
*/
|
||
if (on(*ick, ISCHARMED) && save(VS_MAGIC, ick, -2)) {
|
||
msg("The eyes of %s turn clear.",
|
||
prname(monster_name(ick), FALSE));
|
||
turn_off(*ick, ISCHARMED);
|
||
}
|
||
if (cansee(i,j) && (!on(*ick,ISINVIS)||on(player,CANSEE)))
|
||
msg("%s appears wounded",
|
||
prname(monster_name(ick), TRUE));
|
||
}
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
/*
|
||
* initialize a stick
|
||
*/
|
||
void
|
||
fix_stick(struct object *cur)
|
||
{
|
||
if (EQUAL(ws_type[cur->o_which], "staff")) {
|
||
cur->o_weight = 100;
|
||
cur->o_charges = 5 + rnd(10);
|
||
strncpy(cur->o_damage, "2d3", sizeof(cur->o_damage));
|
||
cur->o_hplus = 1;
|
||
cur->o_dplus = 0;
|
||
switch (cur->o_which) {
|
||
case WS_HIT:
|
||
cur->o_hplus = 3;
|
||
cur->o_dplus = 3;
|
||
strncpy(cur->o_damage, "2d8", sizeof(cur->o_damage));
|
||
when WS_LIGHT:
|
||
cur->o_charges = 20 + rnd(10);
|
||
}
|
||
}
|
||
else {
|
||
strncpy(cur->o_damage, "1d3", sizeof(cur->o_damage));
|
||
cur->o_weight = 60;
|
||
cur->o_hplus = 1;
|
||
cur->o_dplus = 0;
|
||
cur->o_charges = 3 + rnd(5);
|
||
switch (cur->o_which) {
|
||
case WS_HIT:
|
||
cur->o_hplus = 3;
|
||
cur->o_dplus = 3;
|
||
strncpy(cur->o_damage, "1d8", sizeof(cur->o_damage));
|
||
when WS_LIGHT:
|
||
cur->o_charges = 10 + rnd(10);
|
||
}
|
||
}
|
||
strncpy(cur->o_hurldmg, "1d1", sizeof(cur->o_hurldmg));
|
||
|
||
}
|
||
|
||
/*
|
||
* Use the wand that our monster is wielding.
|
||
*/
|
||
void
|
||
m_use_wand(struct thing *monster)
|
||
{
|
||
register struct object *obj;
|
||
|
||
/* Make sure we really have it */
|
||
if (monster->t_using)
|
||
obj = OBJPTR(monster->t_using);
|
||
else {
|
||
debug("Stick not set!");
|
||
monster->t_action = A_NIL;
|
||
return;
|
||
}
|
||
|
||
if (obj->o_type != STICK) {
|
||
debug("Stick not selected!");
|
||
monster->t_action = A_NIL;
|
||
return;
|
||
}
|
||
/*
|
||
* shoot the stick!
|
||
* assume all blessed sticks are normal for now.
|
||
* Note that we don't get here if the wand is cursed.
|
||
*/
|
||
msg("%s points a %s at you!", prname(monster_name(monster), TRUE),
|
||
ws_type[obj->o_which]);
|
||
do_zap(monster, obj, &monster->t_newpos, obj->o_which, 0);
|
||
monster->t_wand /= 2; /* chance lowers with each use */
|
||
}
|
||
|
||
/*
|
||
* type: type of item, NULL means stick
|
||
* which: which item
|
||
*/
|
||
bool
|
||
need_dir(int type, int which)
|
||
{
|
||
if (type == STICK || type == 0) {
|
||
switch (which) {
|
||
case WS_LIGHT:
|
||
case WS_DRAIN:
|
||
case WS_CHARGE:
|
||
case WS_CURING:
|
||
return(FALSE);
|
||
default:
|
||
return(TRUE);
|
||
}
|
||
}
|
||
else if (type == RELIC) {
|
||
switch (which) {
|
||
case MING_STAFF:
|
||
case ASMO_ROD:
|
||
case EMORI_CLOAK:
|
||
return(TRUE);
|
||
default:
|
||
return(FALSE);
|
||
}
|
||
}
|
||
return (FALSE); /* hope we don't get here */
|
||
}
|
||
/*
|
||
* let the player zap a stick and see what happens
|
||
*/
|
||
bool
|
||
player_zap(int which, int flag)
|
||
{
|
||
register struct linked_list *item;
|
||
register struct object *obj;
|
||
|
||
obj = NULL;
|
||
if (which == 0) {
|
||
/* This is a stick. It takes 2 movement periods to zap it */
|
||
if (player.t_action != C_ZAP) {
|
||
if ((item = get_item(pack,"zap with",ZAPPABLE,FALSE,FALSE)) == NULL)
|
||
return(FALSE);
|
||
|
||
obj = OBJPTR(item);
|
||
|
||
if (need_dir(obj->o_type, obj->o_which)) {
|
||
if (!get_dir(&player.t_newpos))
|
||
return(FALSE);
|
||
}
|
||
player.t_using = item; /* Remember what it is */
|
||
player.t_action = C_ZAP; /* We are quaffing */
|
||
player.t_no_move = 2 * movement(&player);
|
||
return(TRUE);
|
||
}
|
||
|
||
item = player.t_using;
|
||
/* We've waited our time, let's shoot 'em up! */
|
||
player.t_using = NULL;
|
||
player.t_action = A_NIL;
|
||
|
||
obj = OBJPTR(item);
|
||
|
||
/* Handle relics specially here */
|
||
if (obj->o_type == RELIC) {
|
||
switch (obj->o_which) {
|
||
case ORCUS_WAND:
|
||
msg(nothing);
|
||
return(TRUE);
|
||
when MING_STAFF:
|
||
which = WS_MISSILE;
|
||
when EMORI_CLOAK:
|
||
which = WS_PARALYZE;
|
||
obj->o_charges = 0; /* one zap/day(whatever that is) */
|
||
fuse(cloak_charge, obj, CLOAK_TIME, AFTER);
|
||
when ASMO_ROD:
|
||
switch (rnd(3)) {
|
||
case 0: which = WS_ELECT;
|
||
when 1: which = WS_COLD;
|
||
otherwise: which = WS_FIRE;
|
||
}
|
||
}
|
||
}
|
||
else {
|
||
which = obj->o_which;
|
||
ws_know[which] = TRUE;
|
||
flag = obj->o_flags;
|
||
}
|
||
}
|
||
do_zap(&player, obj, &player.t_newpos, which, flag);
|
||
return(TRUE);
|
||
}
|
||
|
||
|
||
/*
|
||
* shoot_bolt fires a bolt from the given starting point in the
|
||
* given direction
|
||
*/
|
||
|
||
void
|
||
shoot_bolt(struct thing *shooter, coord start, coord dir, bool get_points,
|
||
short reason, char *name, int damage)
|
||
{
|
||
register char dirch, ch;
|
||
register bool used, change;
|
||
register short y, x, bounces;
|
||
coord pos;
|
||
struct linked_list *target=NULL;
|
||
struct {
|
||
coord place;
|
||
char oldch;
|
||
} spotpos[BOLT_LENGTH];
|
||
|
||
switch (dir.y + dir.x) {
|
||
case 0: dirch = '/';
|
||
when 1: case -1: dirch = (dir.y == 0 ? '-' : '|');
|
||
when 2: case -2: dirch = '\\';
|
||
}
|
||
pos.y = start.y + dir.y;
|
||
pos.x = start.x + dir.x;
|
||
used = FALSE;
|
||
change = FALSE;
|
||
|
||
bounces = 0; /* No bounces yet */
|
||
for (y = 0; y < BOLT_LENGTH && !used; y++)
|
||
{
|
||
ch = CCHAR( winat(pos.y, pos.x) );
|
||
spotpos[y].place = pos;
|
||
spotpos[y].oldch = CCHAR( mvwinch(cw, pos.y, pos.x) );
|
||
|
||
/* Are we at hero? */
|
||
if (ce(pos, hero)) goto at_hero;
|
||
|
||
switch (ch)
|
||
{
|
||
case SECRETDOOR:
|
||
case '|':
|
||
case '-':
|
||
case ' ':
|
||
if (dirch == '-' || dirch == '|') {
|
||
dir.y = -dir.y;
|
||
dir.x = -dir.x;
|
||
}
|
||
else {
|
||
char chx = CCHAR( mvinch(pos.y-dir.y, pos.x) ),
|
||
chy = CCHAR( mvinch(pos.y, pos.x-dir.x) );
|
||
bool anychange = FALSE; /* Did we change anthing */
|
||
|
||
if (chy == WALL || chy == SECRETDOOR ||
|
||
chy == '-' || chy == '|') {
|
||
dir.y = -dir.y;
|
||
change ^= TRUE; /* Change at least one direction */
|
||
anychange = TRUE;
|
||
}
|
||
if (chx == WALL || chx == SECRETDOOR ||
|
||
chx == '-' || chx == '|') {
|
||
dir.x = -dir.x;
|
||
change ^= TRUE; /* Change at least one direction */
|
||
anychange = TRUE;
|
||
}
|
||
|
||
/* If we didn't make any change, make both changes */
|
||
if (!anychange) {
|
||
dir.x = -dir.x;
|
||
dir.y = -dir.y;
|
||
}
|
||
}
|
||
|
||
/* Do we change how the bolt looks? */
|
||
if (change) {
|
||
change = FALSE;
|
||
if (dirch == '\\') dirch = '/';
|
||
else if (dirch == '/') dirch = '\\';
|
||
}
|
||
|
||
y--; /* The bounce doesn't count as using up the bolt */
|
||
|
||
/* Make sure we aren't in an infinite bounce */
|
||
if (++bounces > BOLT_LENGTH) used = TRUE;
|
||
msg("The %s bounces", name);
|
||
break;
|
||
default:
|
||
if (isalpha(ch)) {
|
||
register struct linked_list *item;
|
||
register struct thing *tp;
|
||
register char *mname;
|
||
bool see_monster = cansee(pos.y, pos.x);
|
||
|
||
item = find_mons(unc(pos));
|
||
tp = THINGPTR(item);
|
||
mname = monster_name(tp);
|
||
|
||
/*
|
||
* If our prey shot this, let's record the fact that
|
||
* he can shoot, regardless of whether he hits us.
|
||
*/
|
||
if ((tp->t_dest != NULL) && ce(*tp->t_dest, shooter->t_pos)) tp->t_wasshot = TRUE;
|
||
|
||
if (!save(VS_BREATH, tp, -(shooter->t_stats.s_lvl/10))) {
|
||
if (see_monster) {
|
||
if (on(*tp, ISDISGUISE) &&
|
||
(tp->t_type != tp->t_disguise)) {
|
||
msg("Wait! That's a %s!", mname);
|
||
turn_off(*tp, ISDISGUISE);
|
||
}
|
||
|
||
turn_off(*tp, CANSURPRISE);
|
||
msg("The %s hits %s", name, prname(mname, FALSE));
|
||
}
|
||
|
||
/* Should we start to chase the shooter? */
|
||
if (shooter != &player &&
|
||
shooter != tp &&
|
||
shooter->t_index != tp->t_index &&
|
||
(tp->t_dest == NULL || rnd(100) < 25)) {
|
||
/*
|
||
* If we're intelligent enough to realize that this
|
||
* is a friendly monster, we will attack the hero
|
||
* instead.
|
||
*/
|
||
if (on(*shooter, ISFRIENDLY) &&
|
||
roll(3,6) < tp->t_stats.s_intel)
|
||
runto(tp, &hero);
|
||
|
||
/* Otherwise, let's chase the monster */
|
||
else runto(tp, &shooter->t_pos);
|
||
}
|
||
else if (shooter == &player) {
|
||
runto(tp, &hero);
|
||
|
||
/*
|
||
* If the player shot a charmed monster, it may
|
||
* not like being shot at.
|
||
*/
|
||
if (on(*tp, ISCHARMED) && save(VS_MAGIC, tp, 0)) {
|
||
msg("The eyes of %s turn clear.",
|
||
prname(mname, FALSE));
|
||
turn_off(*tp, ISCHARMED);
|
||
mname = monster_name(tp);
|
||
}
|
||
}
|
||
|
||
/*
|
||
* Let the defender know that the attacker has
|
||
* missiles!
|
||
*/
|
||
if (ce(*tp->t_dest, shooter->t_pos))
|
||
tp->t_wasshot = TRUE;
|
||
|
||
used = TRUE;
|
||
|
||
/* Hit the monster -- does it do anything? */
|
||
if ((EQUAL(name,"ice") &&
|
||
(on(*tp, NOCOLD) || on(*tp, ISUNDEAD))) ||
|
||
(EQUAL(name,"flame") && on(*tp, NOFIRE)) ||
|
||
(EQUAL(name,"acid") && on(*tp, NOACID)) ||
|
||
(EQUAL(name,"lightning bolt")&& on(*tp,NOBOLT)) ||
|
||
(EQUAL(name,"nerve gas") &&on(*tp,NOPARALYZE))||
|
||
(EQUAL(name,"sleeping gas") &&
|
||
(on(*tp, NOSLEEP) || on(*tp, ISUNDEAD))) ||
|
||
(EQUAL(name,"slow gas") && on(*tp,NOSLOW)) ||
|
||
(EQUAL(name,"fear gas") && on(*tp,NOFEAR)) ||
|
||
(EQUAL(name,"confusion gas") && on(*tp,ISCLEAR)) ||
|
||
(EQUAL(name,"chlorine gas") && on(*tp,NOGAS))) {
|
||
if (see_monster)
|
||
msg("The %s has no effect on %s.",
|
||
name, prname(mname, FALSE));
|
||
}
|
||
|
||
else {
|
||
bool see_him;
|
||
|
||
see_him =
|
||
off(player, ISBLIND) &&
|
||
cansee(unc(tp->t_pos)) &&
|
||
(off(*tp, ISINVIS) || on(player, CANSEE)) &&
|
||
(off(*tp, ISSHADOW)|| on(player, CANSEE)) &&
|
||
(off(*tp, CANSURPRISE)||ISWEARING(R_ALERT));
|
||
|
||
/* Did a spell get disrupted? */
|
||
dsrpt_monster(tp, FALSE, see_him);
|
||
|
||
/*
|
||
* Check for gas with special effects
|
||
*/
|
||
if (EQUAL(name, "nerve gas")) {
|
||
tp->t_no_move = movement(tp) * FREEZETIME;
|
||
tp->t_action = A_FREEZE;
|
||
}
|
||
else if (EQUAL(name, "sleeping gas")) {
|
||
tp->t_no_move = movement(tp) * SLEEPTIME;
|
||
tp->t_action = A_FREEZE;
|
||
}
|
||
else if (EQUAL(name, "slow gas")) {
|
||
if (on(*tp, ISHASTE))
|
||
turn_off(*tp, ISHASTE);
|
||
else
|
||
turn_on(*tp, ISSLOW);
|
||
}
|
||
else if (EQUAL(name, "fear gas")) {
|
||
turn_on(*tp, ISFLEE);
|
||
tp->t_dest = &hero;
|
||
|
||
/* It is okay to turn tail */
|
||
tp->t_oldpos = tp->t_pos;
|
||
}
|
||
else if (EQUAL(name, "confusion gas")) {
|
||
turn_on(*tp, ISHUH);
|
||
tp->t_dest = &hero;
|
||
}
|
||
else if ((EQUAL(name, "lightning bolt")) &&
|
||
on(*tp, BOLTDIVIDE)) {
|
||
if (creat_mons(tp, tp->t_index, FALSE)) {
|
||
if (see_monster)
|
||
msg("The %s divides %s.",
|
||
name,prname(mname, FALSE));
|
||
light(&hero);
|
||
}
|
||
else if (see_monster)
|
||
msg("The %s has no effect on %s.",
|
||
name, prname(mname, FALSE));
|
||
}
|
||
else {
|
||
if (save(VS_BREATH, tp,
|
||
-(shooter->t_stats.s_lvl/10)))
|
||
damage /= 2;
|
||
|
||
/* The poor fellow got killed! */
|
||
if ((tp->t_stats.s_hpt -= damage) <= 0) {
|
||
if (see_monster)
|
||
msg("The %s kills %s",
|
||
name, prname(mname, FALSE));
|
||
else
|
||
msg("You hear a faint groan in the distance");
|
||
/*
|
||
* Instead of calling killed() here, we
|
||
* will record that the monster was killed
|
||
* and call it at the end of the routine,
|
||
* after we restore what was under the bolt.
|
||
* We have to do this because in the case
|
||
* of a bolt that first misses the monster
|
||
* and then gets it on the bounce. If we
|
||
* call killed here, the 'missed' space in
|
||
* spotpos puts the monster back on the
|
||
* screen
|
||
*/
|
||
target = item;
|
||
}
|
||
else { /* Not dead, so just scream */
|
||
if (!see_monster)
|
||
msg("You hear a scream in the distance");
|
||
}
|
||
}
|
||
}
|
||
}
|
||
else if (isalpha(show(pos.y, pos.x))) {
|
||
if (see_monster) {
|
||
if (terse)
|
||
msg("%s misses", name);
|
||
else
|
||
msg("The %s whizzes past %s",
|
||
name, prname(mname, FALSE));
|
||
}
|
||
if (get_points) runto(tp, &hero);
|
||
}
|
||
}
|
||
else if (pos.y == hero.y && pos.x == hero.x) {
|
||
at_hero: if (!save(VS_BREATH, &player,
|
||
-(shooter->t_stats.s_lvl/10))){
|
||
if (terse)
|
||
msg("The %s hits you", name);
|
||
else
|
||
msg("You are hit by the %s", name);
|
||
used = TRUE;
|
||
|
||
/*
|
||
* The Amulet of Yendor protects against all "breath"
|
||
*
|
||
* The following two if statements could be combined
|
||
* into one, but it makes the compiler barf, so split
|
||
* it up
|
||
*/
|
||
if (cur_relic[YENDOR_AMULET] ||
|
||
(EQUAL(name,"chlorine gas")&&on(player, NOGAS)) ||
|
||
(EQUAL(name,"sleeping gas")&&ISWEARING(R_ALERT))){
|
||
msg("The %s has no affect", name);
|
||
}
|
||
else if((EQUAL(name, "flame") && on(player, NOFIRE)) ||
|
||
(EQUAL(name, "ice") && on(player, NOCOLD)) ||
|
||
(EQUAL(name,"lightning bolt")&&
|
||
on(player,NOBOLT)) ||
|
||
(EQUAL(name,"fear gas")&&ISWEARING(R_HEROISM))){
|
||
msg("The %s has no affect", name);
|
||
}
|
||
|
||
else {
|
||
dsrpt_player();
|
||
|
||
/*
|
||
* Check for gas with special effects
|
||
*/
|
||
if (EQUAL(name, "nerve gas")) {
|
||
msg("The nerve gas paralyzes you.");
|
||
player.t_no_move +=
|
||
movement(&player) * FREEZETIME;
|
||
player.t_action = A_FREEZE;
|
||
}
|
||
else if (EQUAL(name, "sleeping gas")) {
|
||
msg("The sleeping gas puts you to sleep.");
|
||
player.t_no_move +=
|
||
movement(&player) * SLEEPTIME;
|
||
player.t_action = A_FREEZE;
|
||
}
|
||
else if (EQUAL(name, "confusion gas")) {
|
||
if (off(player, ISCLEAR)) {
|
||
if (on(player, ISHUH))
|
||
lengthen(unconfuse,
|
||
rnd(20)+HUHDURATION);
|
||
else {
|
||
turn_on(player, ISHUH);
|
||
fuse(unconfuse, NULL,
|
||
rnd(20)+HUHDURATION, AFTER);
|
||
msg(
|
||
"The confusion gas has confused you.");
|
||
}
|
||
}
|
||
else msg("You feel dizzy for a moment, but it quickly passes.");
|
||
}
|
||
else if (EQUAL(name, "slow gas")) {
|
||
add_slow();
|
||
}
|
||
else if (EQUAL(name, "fear gas")) {
|
||
turn_on(player, ISFLEE);
|
||
player.t_dest = &shooter->t_pos;
|
||
msg("The fear gas terrifies you.");
|
||
}
|
||
else {
|
||
if (EQUAL(name, "acid") &&
|
||
cur_armor != NULL &&
|
||
!(cur_armor->o_flags & ISPROT) &&
|
||
!save(VS_BREATH, &player, -2) &&
|
||
cur_armor->o_ac < pstats.s_arm+1) {
|
||
msg("Your armor corrodes from the acid");
|
||
cur_armor->o_ac++;
|
||
}
|
||
if (save(VS_BREATH, &player,
|
||
-(shooter->t_stats.s_lvl/10)))
|
||
damage /= 2;
|
||
if ((pstats.s_hpt -= damage) <= 0)
|
||
death(reason);
|
||
}
|
||
}
|
||
}
|
||
else
|
||
msg("The %s whizzes by you", name);
|
||
}
|
||
|
||
mvwaddch(cw, pos.y, pos.x, dirch);
|
||
draw(cw);
|
||
}
|
||
|
||
pos.y += dir.y;
|
||
pos.x += dir.x;
|
||
}
|
||
|
||
/* Restore what was under the bolt */
|
||
for (x = y - 1; x >= 0; x--)
|
||
mvwaddch(cw, spotpos[x].place.y, spotpos[x].place.x, spotpos[x].oldch);
|
||
|
||
/* If we killed something, do so now. This will also blank the monster. */
|
||
if (target) killed(target, FALSE, get_points, TRUE);
|
||
return;
|
||
}
|