There should only be two changes in behavior: arogue7/fight.c, arogue7/fight.c: a to-hit bonus is now correctly applied to characters who are not monks instead of monks who are not empty-handed. urogue/fight.c: fixed an interaction with the "debug" macro that could cause the wrong message to be displayed.
467 lines
9.8 KiB
C
467 lines
9.8 KiB
C
/*
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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 4.22 (Berkeley) 5/19/82
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*
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* Rogue: Exploring the Dungeons of Doom
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* Copyright (C) 1980, 1981, 1982 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 drain(void);
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/*
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* fix_stick:
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* Set up a new stick
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*/
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void
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fix_stick(THING *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 = 100;
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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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/*
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* do_zap:
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* Perform a zap with a wand
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*/
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void
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do_zap(void)
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{
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register THING *obj, *tp;
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register int y, x;
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register char *name;
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if ((obj = get_item("zap with", STICK)) == NULL)
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return;
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if (obj->o_type != STICK)
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{
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after = FALSE;
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msg("you can't zap with that!");
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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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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 (proom->r_flags & ISGONE)
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msg("the corridor glows and then fades");
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else
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{
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proom->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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enter_room(&hero);
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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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}
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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
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drain();
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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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register char monster, oldch;
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register 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 ((tp = moat(y, x)) != NULL)
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{
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register char omonst;
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omonst = monster = tp->t_type;
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if (monster == 'F')
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player.t_flags &= ~ISHELD;
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if (obj->o_which == WS_POLYMORPH)
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{
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register THING *pp;
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pp = tp->t_pack;
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detach(mlist, tp);
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if (see_monst(tp))
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mvaddch(y, x, chat(y, x));
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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(tp, monster = rnd(26) + 'A', &delta);
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if (see_monst(tp))
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mvaddch(y, x, monster);
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tp->t_oldch = oldch;
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tp->t_pack = pp;
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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|CANHUH);
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tp->t_disguise = tp->t_type;
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}
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else
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{
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if (isupper(toascii(mvinch(y,x))))
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mvaddch(y, x, tp->t_oldch);
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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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tp->t_room = roomin(&tp->t_pos);
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tp->t_oldch = mvinch(tp->t_pos.y, tp->t_pos.x) &
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A_CHARTEXT;
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if (see_monst(tp))
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mvaddch(tp->t_pos.y, tp->t_pos.x, tp->t_disguise);
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else if (on(player, SEEMONST))
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{
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standout();
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mvaddch(tp->t_pos.y, tp->t_pos.x, tp->t_disguise);
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standend();
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}
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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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if (tp->t_pos.y != y || tp->t_pos.x != x)
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tp->t_oldch = mvinch(tp->t_pos.y, tp->t_pos.x) &
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A_CHARTEXT;
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}
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moat(y, x) = NULL;
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moat(tp->t_pos.y, tp->t_pos.x) = tp;
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if (tp->t_type == 'F')
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player.t_flags &= ~ISHELD;
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}
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tp->t_dest = &hero;
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tp->t_flags |= ISRUN;
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}
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}
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when WS_MISSILE:
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{
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THING bolt;
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ws_know[WS_MISSILE] = TRUE;
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bolt.o_type = '*';
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strcpy(bolt.o_hurldmg,"1d4");
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bolt.o_hplus = 100;
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bolt.o_dplus = 1;
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bolt.o_flags = ISMISL;
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if (cur_weapon != NULL)
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bolt.o_launch = cur_weapon->o_which;
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do_motion(&bolt, delta.y, delta.x);
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if ((tp = moat(bolt.o_pos.y, bolt.o_pos.x)) != NULL && !save_throw(VS_MAGIC, tp))
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hit_monster(unc(bolt.o_pos), &bolt);
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else if (terse)
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msg("missle vanishes");
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else
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msg("the missle vanishes with a puff of smoke");
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}
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when WS_HIT:
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delta.y += hero.y;
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delta.x += hero.x;
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if ((tp = moat(delta.y, delta.x)) != NULL)
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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, tp->t_type, obj, FALSE);
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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 ((tp = moat(y, x)) != NULL)
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{
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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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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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fire_bolt(&hero, &delta, name);
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ws_know[obj->o_which] = TRUE;
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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(void)
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{
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register THING *mp;
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register int cnt;
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register struct room *corp;
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register THING **dp;
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register bool inpass;
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static THING *drainee[40];
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/*
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* First cnt 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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if (chat(hero.y, hero.x) == DOOR)
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corp = &passages[flat(hero.y, hero.x) & F_PNUM];
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else
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corp = NULL;
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inpass = (proom->r_flags & ISGONE);
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dp = drainee;
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for (mp = mlist; mp != NULL; mp = next(mp))
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if (mp->t_room == proom || mp->t_room == corp ||
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(inpass && chat(mp->t_pos.y, mp->t_pos.x) == DOOR &&
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&passages[flat(mp->t_pos.y, mp->t_pos.x) & F_PNUM] == proom))
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*dp++ = mp;
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if ((cnt = dp - drainee) == 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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*dp = NULL;
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pstats.s_hpt /= 2;
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cnt = pstats.s_hpt / cnt;
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/*
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* Now zot all of the monsters
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*/
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for (dp = drainee; *dp; dp++)
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{
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mp = *dp;
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if ((mp->t_stats.s_hpt -= cnt) <= 0)
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killed(mp, see_monst(mp));
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else
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runto(&mp->t_pos, &hero);
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}
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}
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/*
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* fire_bolt:
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* Fire a bolt in a given direction from a specific starting place
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*/
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void
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fire_bolt(coord *start, coord *dir, char *name)
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{
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register char dirch, ch;
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register THING *tp;
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register bool hit_hero, used, changed;
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register int i, j;
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coord pos;
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coord spotpos[BOLT_LENGTH];
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THING bolt;
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bolt.o_type = WEAPON;
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bolt.o_which = FLAME;
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strcpy(bolt.o_hurldmg,"6d6");
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bolt.o_hplus = 100;
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bolt.o_dplus = 0;
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bolt.o_flags = 0;
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w_names[FLAME] = name;
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switch (dir->y + dir->x)
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{
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case 0: dirch = '/';
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when 1: case -1: dirch = (dir->y == 0 ? '-' : '|');
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when 2: case -2: dirch = '\\';
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}
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pos = *start;
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hit_hero = (start != &hero);
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used = FALSE;
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changed = FALSE;
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for (i = 0; i < BOLT_LENGTH && !used; i++)
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{
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pos.y += dir->y;
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pos.x += dir->x;
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ch = winat(pos.y, pos.x);
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spotpos[i] = pos;
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switch (ch)
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{
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case DOOR:
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/*
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* this code is necessary if the hero is on a door
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* and he fires at the wall the door is in, it would
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* otherwise loop infinitely
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* It is also needed if a dragon flames at the hero.
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* If the hero is at a door, the dragon flame would bounce
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* and could kill other monsters inadvertly.
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*/
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if (ce(hero, pos))
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goto def;
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/* FALLTHROUGH */
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case '|':
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case '-':
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case ' ':
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if (!changed)
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hit_hero = !hit_hero;
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changed = FALSE;
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dir->y = -dir->y;
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dir->x = -dir->x;
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i--;
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msg("the %s bounces", name);
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break;
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default:
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def:
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if (!hit_hero && (tp = moat(pos.y, pos.x)) != NULL)
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{
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hit_hero = TRUE;
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changed = !changed;
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tp->t_oldch = chat(pos.y, pos.x);
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if (!save_throw(VS_MAGIC, tp))
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{
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bolt.o_pos = pos;
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used = TRUE;
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if (tp->t_type == 'D' && strcmp(name, "flame") == 0)
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{
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addmsg("the flame bounces");
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if (!terse)
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msg("off the dragon");
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endmsg();
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}
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else
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hit_monster(unc(pos), &bolt);
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}
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else if (ch != 'M' || tp->t_disguise == 'M')
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{
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if (start == &hero)
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runto(&pos, &hero);
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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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}
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}
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else if (hit_hero && ce(pos, hero))
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{
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hit_hero = FALSE;
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changed = !changed;
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if (!save(VS_MAGIC))
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{
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if ((pstats.s_hpt -= roll(6, 6)) <= 0)
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{
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if (start == &hero)
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death('b');
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else
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death(moat(start->y, start->x)->t_type);
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}
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used = TRUE;
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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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}
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else
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msg("the %s whizzes by you", name);
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}
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mvaddch(pos.y, pos.x, dirch);
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refresh();
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}
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}
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for (j = 0; j < i; j++)
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mvaddch(spotpos[j].y, spotpos[j].x, chat(spotpos[j].y, spotpos[j].x));
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}
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/*
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* charge_str:
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* Return an appropriate string for a wand charge
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*/
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char *
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charge_str(THING *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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