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.
398 lines
18 KiB
C
398 lines
18 KiB
C
/*
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bolt.c - functions shooting an object across the room
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XRogue: Expeditions into the Dungeons of Doom
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Copyright (C) 1991 Robert Pietkivitch
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All rights reserved.
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Based on "Advanced Rogue"
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Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka and AT&T
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All rights reserved.
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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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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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/*
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* shoot_bolt fires a bolt from the given starting point in the
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* given direction
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*/
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void
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shoot_bolt(struct thing *shooter, coord start, coord dir, bool get_points,
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short reason, char *name, int damage)
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{
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unsigned char dirch = 0, ch;
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bool used, change, see_him;
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short y, x, bounces;
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coord pos;
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struct linked_list *target=NULL;
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struct {
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coord place;
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char oldch;
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} spotpos[BOLT_LENGTH];
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switch (dir.y + dir.x) {
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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.y = start.y + dir.y;
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pos.x = start.x + dir.x;
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used = FALSE;
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change = FALSE;
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bounces = 0; /* No bounces yet */
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nofont(cw);
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for (y = 0; y < BOLT_LENGTH && !used; y++) {
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ch = winat(pos.y, pos.x) & A_CHARTEXT;
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spotpos[y].place = pos;
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spotpos[y].oldch = mvwinch(cw, pos.y, pos.x) & A_CHARTEXT;
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/* Are we at hero? */
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if (ce(pos, hero)) goto at_hero;
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switch (ch) {
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case SECRETDOOR:
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case VERTWALL:
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case HORZWALL:
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case ' ':
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if (dirch == '-' || dirch == '|') {
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dir.y = -dir.y;
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dir.x = -dir.x;
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}
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else {
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unsigned char chx = mvinch(pos.y-dir.y, pos.x) & A_CHARTEXT,
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chy = mvinch(pos.y, pos.x-dir.x) & A_CHARTEXT;
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bool anychange = FALSE; /* Did we change anthing */
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if (chy == WALL || chy == SECRETDOOR ||
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chy == HORZWALL || chy == VERTWALL) {
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dir.y = -dir.y;
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change ^= TRUE; /* Change at least one direction */
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anychange = TRUE;
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}
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if (chx == WALL || chx == SECRETDOOR ||
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chx == HORZWALL || chx == VERTWALL) {
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dir.x = -dir.x;
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change ^= TRUE; /* Change at least one direction */
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anychange = TRUE;
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}
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/* If we didn't make any change, make both changes */
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if (!anychange) {
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dir.x = -dir.x;
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dir.y = -dir.y;
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}
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}
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/* Do we change how the bolt looks? */
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if (change) {
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change = FALSE;
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if (dirch == '\\') dirch = '/';
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else if (dirch == '/') dirch = '\\';
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}
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y--; /* The bounce doesn't count as using up the bolt */
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/* Make sure we aren't in an infinite bounce */
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if (++bounces > BOLT_LENGTH) used = TRUE;
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msg("The %s bounces", name);
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break;
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default:
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if (isalpha(ch)) {
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register struct linked_list *item;
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struct thing *tp;
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register char *mname;
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bool see_monster = cansee(pos.y, pos.x);
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item = find_mons(unc(pos));
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assert(item != NULL);
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tp = THINGPTR(item);
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mname = monster_name(tp);
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/*
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* If our prey shot this, let's record the fact that
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* he can shoot, regardless of whether he hits us.
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*/
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if (tp->t_dest != NULL && ce(*tp->t_dest, shooter->t_pos))
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tp->t_wasshot = TRUE;
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if (!save(VS_BREATH, tp, -(shooter->t_stats.s_lvl/10))) {
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if (see_monster) {
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if (on(*tp, ISDISGUISE) &&
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(tp->t_type != tp->t_disguise)) {
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msg("Wait! That's a %s!", mname);
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turn_off(*tp, ISDISGUISE);
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}
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turn_off(*tp, CANSURPRISE);
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msg("The %s hits %s", name, prname(mname, FALSE));
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}
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/* Should we start to chase the shooter? */
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if (shooter != &player &&
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shooter != tp &&
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shooter->t_index != tp->t_index &&
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(tp->t_dest == NULL || rnd(100) < 25)) {
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/*
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* If we're intelligent enough to realize that this
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* is a friendly monster, we will attack the hero
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* instead.
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*/
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if (on(*shooter, ISFRIENDLY) &&
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roll(3,6) < tp->t_stats.s_intel)
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runto(tp, &hero);
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/* Otherwise, let's chase the monster */
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else runto(tp, &shooter->t_pos);
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}
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else if (shooter == &player) {
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runto(tp, &hero);
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/*
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* If the player shot a charmed monster, it may
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* not like being shot at.
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*/
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if (on(*tp, ISCHARMED) && save(VS_MAGIC, tp, 0)) {
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msg("The eyes of %s turn clear.",
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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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/*
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* Let the defender know that the attacker has
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* missiles!
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*/
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if (ce(*tp->t_dest, shooter->t_pos))
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tp->t_wasshot = TRUE;
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used = TRUE;
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/* Hit the monster -- does it do anything? */
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if ((EQUAL(name,"ice") && on(*tp, NOCOLD)) ||
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(EQUAL(name,"flame") && on(*tp, NOFIRE)) ||
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(EQUAL(name,"acid") && on(*tp, NOACID)) ||
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(EQUAL(name,"lightning bolt")&& on(*tp,NOBOLT)) ||
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(EQUAL(name,"nerve gas") &&on(*tp,NOPARALYZE))||
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(EQUAL(name,"sleeping gas") &&
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(on(*tp, NOSLEEP) || on(*tp, ISUNDEAD))) ||
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(EQUAL(name,"slow gas") && on(*tp,NOSLOW)) ||
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(EQUAL(name,"fear gas") && on(*tp,NOFEAR)) ||
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(EQUAL(name,"confusion gas") && on(*tp,ISCLEAR)) ||
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(EQUAL(name,"chlorine gas") && on(*tp,NOGAS))) {
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if (see_monster)
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msg("The %s has no effect on %s.",
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name, prname(mname, FALSE));
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}
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else {
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see_him = !invisible(tp);
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/* Did a spell get disrupted? */
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dsrpt_monster(tp, FALSE, see_him);
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/*
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* Check for gas with special effects
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*/
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if (EQUAL(name, "nerve gas")) {
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tp->t_no_move = movement(tp) * FREEZETIME;
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tp->t_action = A_FREEZE;
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}
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else if (EQUAL(name, "sleeping gas")) {
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tp->t_no_move = movement(tp) * SLEEPTIME;
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tp->t_action = A_FREEZE;
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}
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else if (EQUAL(name, "slow gas")) {
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if (on(*tp, ISHASTE))
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turn_off(*tp, ISHASTE);
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else
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turn_on(*tp, ISSLOW);
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}
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else if (EQUAL(name, "fear gas")) {
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turn_on(*tp, ISFLEE);
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tp->t_dest = &hero;
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/* It is okay to turn tail */
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tp->t_oldpos = tp->t_pos;
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}
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else if (EQUAL(name, "confusion gas")) {
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turn_on(*tp, ISHUH);
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tp->t_dest = &hero;
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}
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else if ((EQUAL(name, "lightning bolt")) &&
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on(*tp, BOLTDIVIDE)) {
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if (creat_mons(tp, tp->t_index, FALSE)) {
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if (see_monster)
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msg("The %s divides %s.",
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name,prname(mname, FALSE));
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light(&hero);
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}
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else if (see_monster)
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msg("The %s has no effect on %s.",
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name, prname(mname, FALSE));
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}
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else {
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if (save(VS_BREATH, tp,
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-(shooter->t_stats.s_lvl/10)))
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damage /= 2;
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/* The poor fellow got killed! */
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if ((tp->t_stats.s_hpt -= damage) <= 0) {
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if (see_monster)
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msg("The %s kills %s",
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name, prname(mname, FALSE));
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else
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msg("You hear a faint groan in the distance");
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/*
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* Instead of calling killed() here, we
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* will record that the monster was killed
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* and call it at the end of the routine,
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* after we restore what was under the bolt.
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* We have to do this because in the case
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* of a bolt that first misses the monster
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* and then gets it on the bounce. If we
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* call killed here, the 'missed' space in
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* spotpos puts the monster back on the
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* screen
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*/
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target = item;
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}
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else { /* Not dead, so just scream */
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if (!see_monster)
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msg("You hear a scream in the distance");
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}
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}
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}
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}
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else if (isalpha(show(pos.y, pos.x))) {
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if (see_monster) {
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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 %s",
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name, prname(mname, FALSE));
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}
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if (get_points) runto(tp, &hero);
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}
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}
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else if (pos.y == hero.y && pos.x == hero.x) {
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at_hero: if (!save(VS_BREATH, &player,
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-(shooter->t_stats.s_lvl/10))){
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if (terse)
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msg("The %s hits you", name);
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else
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msg("You are hit by the %s", name);
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used = TRUE;
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/*
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* The Amulet of Yendor protects against all "breath"
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*
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* The following two if statements could be combined
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* into one, but it makes the compiler barf, so split
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* it up
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*/
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if (cur_relic[YENDOR_AMULET] ||
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(EQUAL(name,"chlorine gas")&&on(player, NOGAS)) ||
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(EQUAL(name,"acid")&&on(player, NOACID)) ||
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(EQUAL(name,"sleeping gas")&&ISWEARING(R_ALERT))){
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msg("The %s has no effect", name);
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}
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else if((EQUAL(name, "flame") && on(player, NOFIRE)) ||
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(EQUAL(name, "ice") && on(player, NOCOLD)) ||
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(EQUAL(name,"lightning bolt")&&
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on(player,NOBOLT)) ||
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(EQUAL(name,"fear gas")&&ISWEARING(R_HEROISM))){
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msg("The %s has no effect", name);
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}
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else {
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dsrpt_player();
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/*
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* Check for gas with special effects
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*/
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if (EQUAL(name, "nerve gas")) {
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msg("The nerve gas paralyzes you.");
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player.t_no_move +=
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movement(&player) * FREEZETIME;
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player.t_action = A_FREEZE;
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}
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else if (EQUAL(name, "sleeping gas")) {
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msg("The sleeping gas puts you to sleep.");
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player.t_no_move +=
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movement(&player) * SLEEPTIME;
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player.t_action = A_FREEZE;
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}
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else if (EQUAL(name, "confusion gas")) {
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if (off(player, ISCLEAR)) {
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if (on(player, ISHUH))
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lengthen(unconfuse,
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rnd(20)+HUHDURATION);
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else {
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turn_on(player, ISHUH);
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fuse(unconfuse, NULL,
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rnd(20)+HUHDURATION, AFTER);
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msg("The confusion gas has confused you.");
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}
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}
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else msg("You feel dizzy for a moment, but it quickly passes.");
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}
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else if (EQUAL(name, "slow gas")) {
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add_slow();
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}
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else if (EQUAL(name, "fear gas")) {
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turn_on(player, ISFLEE);
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player.t_dest = &shooter->t_pos;
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msg("The fear gas terrifies you.");
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}
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else {
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if (EQUAL(name, "acid") &&
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cur_armor != NULL &&
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!(cur_armor->o_flags & ISPROT) &&
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!save(VS_BREATH, &player, -2) &&
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cur_armor->o_ac < pstats.s_arm+1) {
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msg("Your armor corrodes from the acid");
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cur_armor->o_ac++;
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}
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if (save(VS_BREATH, &player,
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-(shooter->t_stats.s_lvl/10)) &&
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off(player, NOACID))
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damage /= 2;
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if ((pstats.s_hpt -= damage) <= 0)
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death(reason);
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}
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}
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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 += dir.y;
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pos.x += dir.x;
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}
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/* Restore what was under the bolt */
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newfont(cw);
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for (x = y - 1; x >= 0; x--)
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mvwaddch(cw, spotpos[x].place.y, spotpos[x].place.x, spotpos[x].oldch);
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/* If we killed something, do so now. This will also blank the monster. */
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if (target) killed(target, FALSE, get_points, TRUE);
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return;
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}
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