/*
* Functions to implement the various sticks one might find
* while wandering around the dungeon.
*
* Advanced Rogue
* Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka and AT&T
* All rights reserved.
*
* Based on "Rogue: Exploring the Dungeons of Doom"
* Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman
* All rights reserved.
*
* See the file LICENSE.TXT for full copyright and licensing information.
*/
#include "curses.h"
#include <ctype.h>
#include <string.h>
#include "rogue.h"
void drain(int ymin, int ymax, int xmin, int xmax);
/*
* zap a stick and see what happens
*/
bool
do_zap(bool gotdir, int which, int flag)
{
register struct linked_list *item;
register struct object *obj = NULL;
register struct thing *tp;
register int y, x;
struct linked_list *nitem;
struct object *nobj;
bool cursed, blessed, is_stick;
blessed = FALSE;
cursed = FALSE;
is_stick = FALSE;
if (which == 0) {
if ((item = get_item(pack, "zap with", ZAPPABLE)) == NULL)
return(FALSE);
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 ASMO_ROD:
switch (rnd(3)) {
case 0:
which = WS_ELECT;
when 1:
which = WS_COLD;
otherwise:
which = WS_FIRE;
}
}
cursed = FALSE;
blessed = FALSE;
}
else {
which = obj->o_which;
ws_know[which] = TRUE;
cursed = (obj->o_flags & ISCURSED) != 0;
blessed = (obj->o_flags & ISBLESSED) != 0;
is_stick = TRUE;
}
}
else {
cursed = flag & ISCURSED;
blessed = flag & ISBLESSED;
}
switch (which) { /* no direction for these */
case WS_LIGHT:
case WS_DRAIN:
case WS_CHARGE:
case WS_CURING:
break;
default:
if (!get_dir())
return(FALSE);
if (!gotdir) {
do {
delta.y = rnd(3) - 1;
delta.x = rnd(3) - 1;
} while (delta.y == 0 && delta.x == 0);
}
}
if (is_stick) {
if (obj->o_charges < 1) {
msg(nothing);
return(TRUE);
}
obj->o_charges--;
}
if (which == WS_WONDER) {
switch (rnd(14)) {
case 0: which = WS_ELECT;
when 1: which = WS_FIRE;
when 2: which = WS_COLD;
when 3: which = WS_POLYMORPH;
when 4: which = WS_MISSILE;
when 5: which = WS_SLOW_M;
when 6: which = WS_TELMON;
when 7: which = WS_CANCEL;
when 8: which = WS_CONFMON;
when 9: which = WS_DISINTEGRATE;
when 10: which = WS_PETRIFY;
when 11: which = WS_PARALYZE;
when 12: which = WS_MDEG;
when 13: which = WS_FEAR;
}
if(ws_magic[which].mi_curse>0 && rnd(100)<=ws_magic[which].mi_curse){
cursed = TRUE;
blessed = FALSE;
}
}
switch (which) {
case WS_LIGHT:
/*
* Reddy Kilowat wand. Light up the room
*/
blue_light(blessed, cursed);
when WS_DRAIN:
/*
* Take away 1/2 of hero's hit points, then take it away
* evenly from the monsters in the room or next to hero
* if he is in a passage (but leave the monsters alone
* if the stick is cursed)
*/
if (pstats.s_hpt < 2) {
msg("You are too weak to use it.");
return(TRUE);
}
if (cursed)
pstats.s_hpt /= 2;
else
drain(hero.y-1, hero.y+1, hero.x-1, hero.x+1);
when WS_POLYMORPH:
case WS_TELMON:
case WS_CANCEL:
{
register char monster, oldch;
register int rm;
y = hero.y;
x = hero.x;
while (shoot_ok(winat(y, x))) {
y += delta.y;
x += delta.x;
}
if (isalpha(monster = CCHAR( mvwinch(mw, y, x) ))) {
register struct room *rp;
item = find_mons(y, x);
tp = THINGPTR(item);
/* if the monster gets the saving throw, leave the case */
if (save(VS_MAGIC, tp, 0)) {
msg(nothing);
break;
}
/* Unhold player */
if (on(*tp, DIDHOLD)) {
turn_off(*tp, DIDHOLD);
if (--hold_count == 0) turn_off(player, ISHELD);
}
/* unsuffocate player */
if (on(*tp, DIDSUFFOCATE)) {
turn_off(*tp, DIDSUFFOCATE);
extinguish(suffocate);
}
rp = roomin(&tp->t_pos);
/*
* check to see if room should go dark
*/
if (on(*tp, HASFIRE)) {
if (rp != NULL) {
register struct linked_list *fire_item;
for (fire_item = rp->r_fires; fire_item != NULL;
fire_item = next(fire_item)) {
if (THINGPTR(fire_item) == tp) {
detach(rp->r_fires, fire_item);
destroy_item(fire_item);
if (rp->r_fires == NULL) {
rp->r_flags &= ~HASFIRE;
if(cansee(tp->t_pos.y,tp->t_pos.x))
light(&hero);
}
break;
}
}
}
}
if (which == WS_POLYMORPH) {
register struct linked_list *pitem;
delta.x = x;
delta.y = y;
detach(mlist, item);
oldch = tp->t_oldch;
pitem = tp->t_pack; /* save his pack */
tp->t_pack = NULL;
new_monster(item,rnd(NUMMONST-NUMUNIQUE-1)+1,&delta,FALSE);
if (tp->t_pack != NULL)
o_free_list (tp->t_pack);
tp->t_pack = pitem;
monster = tp->t_type;
if (isalpha(mvwinch(cw, y, x)))
mvwaddch(cw, y, x, monster);
tp->t_oldch = oldch;
/*
* should the room light up?
*/
if (on(*tp, HASFIRE)) {
if (rp) {
register struct linked_list *fire_item;
fire_item = creat_item();
ldata(fire_item) = (char *) tp;
attach(rp->r_fires, fire_item);
rp->r_flags |= HASFIRE;
if (cansee(tp->t_pos.y,tp->t_pos.x) &&
next(rp->r_fires) == NULL) light(&hero);
}
}
msg(terse ? "A new %s!" : "You have created a new %s!",
monsters[tp->t_index].m_name);
}
else if (which == WS_CANCEL) {
tp->t_flags[0] &= CANC0MASK;
tp->t_flags[1] &= CANC1MASK;
tp->t_flags[2] &= CANC2MASK;
tp->t_flags[3] &= CANC3MASK;
tp->t_flags[4] &= CANC4MASK;
tp->t_flags[4] &= CANC5MASK;
}
else { /* A teleport stick */
if (cursed) { /* Teleport monster to player */
if ((y == (hero.y + delta.y)) &&
(x == (hero.x + delta.x)))
msg(nothing);
else {
tp->t_pos.y = hero.y + delta.y;
tp->t_pos.x = hero.x + delta.x;
}
}
else if (blessed) { /* Get rid of monster */
killed(item, FALSE, TRUE);
return(TRUE);
}
else {
register int i=0;
do { /* Move monster to another room */
rm = rnd_room();
rnd_pos(&rooms[rm], &tp->t_pos);
}until(winat(tp->t_pos.y,tp->t_pos.x)==FLOOR ||i++>500);
rp = &rooms[rm];
}
/* Now move the monster */
if (isalpha(mvwinch(cw, y, x)))
mvwaddch(cw, y, x, tp->t_oldch);
turn_off(*tp, ISDISGUISE);
mvwaddch(mw, y, x, ' ');
mvwaddch(mw, tp->t_pos.y, tp->t_pos.x, monster);
if (tp->t_pos.y != y || tp->t_pos.x != x)
tp->t_oldch = CCHAR( mvwinch(cw, tp->t_pos.y, tp->t_pos.x) );
/*
* check to see if room that creature appears in should
* light up
*/
if (on(*tp, HASFIRE)) {
register struct linked_list *fire_item;
fire_item = creat_item();
ldata(fire_item) = (char *) tp;
attach(rp->r_fires, fire_item);
rp->r_flags |= HASFIRE;
if(cansee(tp->t_pos.y, tp->t_pos.x) &&
next(rp->r_fires) == NULL)
light(&hero);
}
}
runto(tp, &hero);
}
}
when WS_MISSILE:
{
static struct object bolt =
{
MISSILE , {0, 0}, "", 0, "", "1d4 " , NULL, 0, WS_MISSILE, 50, 1
};
sprintf(bolt.o_hurldmg, "%dd4", pstats.s_lvl);
do_motion(&bolt, delta.y, delta.x, &player);
if (!hit_monster(unc(bolt.o_pos), &bolt, &player))
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 */
delta.y += hero.y;
delta.x += hero.x;
ch = CCHAR( winat(delta.y, delta.x) );
if (isalpha(ch))
{
strike = *obj;
strike.o_hplus = 6;
if (EQUAL(ws_type[which], "staff"))
strcpy(strike.o_damage,"3d8");
else
strcpy(strike.o_damage,"2d8");
fight(&delta, &strike, FALSE);
}
}
case WS_SLOW_M:
y = hero.y;
x = hero.x;
while (shoot_ok(winat(y, x))) {
y += delta.y;
x += delta.x;
}
if (isalpha(mvwinch(mw, y, x))) {
item = find_mons(y, x);
tp = THINGPTR(item);
runto(tp, &hero);
if (on(*tp, ISUNIQUE) && save(VS_MAGIC, tp, 0))
msg(nothing);
else if (on(*tp, NOSLOW))
msg(nothing);
else if (cursed) {
if (on(*tp, ISSLOW))
turn_off(*tp, ISSLOW);
else
turn_on(*tp, ISHASTE);
}
else if (blessed) {
turn_off(*tp, ISRUN);
turn_on(*tp, ISHELD);
return(TRUE);
}
else {
if (on(*tp, ISHASTE))
turn_off(*tp, ISHASTE);
else
turn_on(*tp, ISSLOW);
tp->t_turn = TRUE;
}
}
when WS_CHARGE:
if (ws_know[WS_CHARGE] != TRUE && is_stick)
msg("This is a wand of charging.");
if ((nitem = get_item(pack, "charge", STICK)) != NULL) {
nobj = OBJPTR(nitem);
if ((++(nobj->o_charges) == 1) && (nobj->o_which == WS_HIT))
fix_stick(nobj);
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:
case WS_FIRE:
case WS_COLD:
{
char *name;
if (which == WS_ELECT)
name = "lightning bolt";
else if (which == WS_FIRE)
name = "flame";
else
name = "ice";
shoot_bolt( &player, hero,
delta, TRUE, D_BOLT,
name, roll(pstats.s_lvl,6));
}
when WS_PETRIFY: {
reg int m1, m2, x1, y1;
reg char ch;
reg struct linked_list *ll;
reg struct thing *lt;
y1 = hero.y;
x1 = hero.x;
do {
y1 += delta.y;
x1 += delta.x;
ch = CCHAR( winat(y1,x1) );
} while (ch == PASSAGE || ch == FLOOR);
for (m1 = x1 - 1 ; m1 <= x1 + 1 ; m1++) {
for(m2 = y1 - 1 ; m2 <= y1 + 1 ; m2++) {
ch = CCHAR( winat(m2,m1) );
if (m1 == hero.x && m2 == hero.y)
continue;
if (ch != ' ') {
ll = find_obj(m2,m1);
if (ll != NULL) {
detach(lvl_obj,ll);
o_discard(ll);
}
ll = find_mons(m2,m1);
if (ll != NULL) {
lt = THINGPTR(ll);
if (on(*lt, ISUNIQUE))
monsters[lt->t_index].m_normal = TRUE;
check_residue(lt);
detach(mlist,ll);
t_discard(ll);
mvwaddch(mw,m2,m1,' ');
}
mvaddch(m2,m1,' ');
mvwaddch(cw,m2,m1,' ');
}
}
}
touchwin(cw);
touchwin(mw);
}
when WS_CONFMON:
if (cursed) {
if (off(player, ISCLEAR)) {
if (on(player, ISHUH))
lengthen(unconfuse, rnd(20)+HUHDURATION);
else {
turn_on(player, ISHUH);
fuse(unconfuse,0,rnd(20)+HUHDURATION,AFTER);
msg("Wait, what's going on here. Huh? What? Who?");
}
}
else msg("You feel dizzy for a moment, but it quickly passes.");
}
else {
y = hero.y;
x = hero.x;
while (shoot_ok(winat(y, x)))
{
y += delta.y;
x += delta.x;
}
if (isalpha(mvwinch(mw, y, x)))
{
item = find_mons(y, x);
tp = THINGPTR(item);
if (save(VS_MAGIC, tp, 0) || on(*tp, ISCLEAR))
msg(nothing);
else
turn_on (*tp, ISHUH);
runto(tp, &hero);
}
}
when WS_PARALYZE:
if (cursed) {
no_command += FREEZETIME;
msg("You can't move.");
}
else {
y = hero.y;
x = hero.x;
while (shoot_ok(winat(y, x)))
{
y += delta.y;
x += delta.x;
}
if (isalpha(mvwinch(mw, y, x)))
{
item = find_mons(y, x);
tp = THINGPTR(item);
if (save(VS_WAND, tp, 0) || on(*tp, NOPARALYZE))
msg(nothing);
else {
tp->t_no_move = FREEZETIME;
}
runto(tp, &hero);
}
}
when WS_FEAR:
y = hero.y;
x = hero.x;
while (shoot_ok(winat(y, x)))
{
y += delta.y;
x += delta.x;
}
if (isalpha(mvwinch(mw, y, x)))
{
item = find_mons(y, x);
tp = THINGPTR(item);
runto(tp, &hero);
if (save(VS_WAND, tp, 0) ||
on(*tp, ISUNDEAD) ||
on(*tp, NOFEAR))
msg(nothing);
else {
turn_on(*tp, ISFLEE);
turn_on(*tp, WASTURNED);
/* 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);
}
}
when WS_MDEG:
y = hero.y;
x = hero.x;
while (shoot_ok(winat(y, x)))
{
y += delta.y;
x += delta.x;
}
if (isalpha(mvwinch(mw, y, x)))
{
item = find_mons(y, x);
tp = THINGPTR(item);
if (cursed) {
tp->t_stats.s_hpt *= 2;
msg("The %s appears to be stronger now!",
monsters[tp->t_index].m_name);
}
else if (on(*tp, ISUNIQUE) && save(VS_WAND, tp, 0))
msg (nothing);
else {
tp->t_stats.s_hpt /= 2;
msg("The %s appears to be weaker now",
monsters[tp->t_index].m_name);
}
runto(tp, &hero);
if (tp->t_stats.s_hpt < 1)
killed(item, TRUE, TRUE);
}
when WS_DISINTEGRATE:
y = hero.y;
x = hero.x;
while (shoot_ok(winat(y, x))) {
y += delta.y;
x += delta.x;
}
if (isalpha(mvwinch(mw, y, x))) {
item = find_mons(y, x);
tp = THINGPTR(item);
turn_on (*tp, ISMEAN);
runto(tp, &hero);
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++) {
ch = CCHAR( winat(m2,m1) );
if (shoot_ok(ch) && ch != PLAYER) {
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 */
tp = THINGPTR(item);
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);
msg("You have disintegrated the %s",
monsters[tp->t_index].m_name);
}
else {
msg("The %s appears wounded",
monsters[tp->t_index].m_name);
}
}
else {
msg("You have disintegrated the %s",
monsters[tp->t_index].m_name);
killed (item, FALSE, TRUE);
}
}
}
when WS_CURING:
ws_know[WS_CURING] = TRUE;
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, 0, roll(HEALTIME,SICKTIME), AFTER);
infest_dam++;
}
else msg("You fell momentarily sick");
}
else {
if (on(player, HASDISEASE)) {
extinguish(cure_disease);
cure_disease();
msg(terse ? "You feel yourself improving."
: "You begin to feel yourself improving again.");
}
if (on(player, HASINFEST)) {
turn_off(player, HASINFEST);
infest_dam = 0;
msg(terse ? "You feel yourself improving."
: "You begin to feel yourself improving again.");
}
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!");
}
return(TRUE);
}
/*
* 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);
else {
runto(ick, &hero);
if (cansee(i,j) && (!on(*ick,ISINVIS)||on(player,CANSEE)))
msg("The %s appears wounded",
monsters[ick->t_index].m_name);
}
}
}
}
}
/*
* 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);
strcpy(cur->o_damage,"2d3");
cur->o_hplus = 1;
cur->o_dplus = 0;
switch (cur->o_which) {
case WS_HIT:
cur->o_hplus = 3;
cur->o_dplus = 3;
strcpy(cur->o_damage,"2d8");
when WS_LIGHT:
cur->o_charges = 20 + rnd(10);
}
}
else {
strcpy(cur->o_damage,"1d3");
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;
strcpy(cur->o_damage,"1d8");
when WS_LIGHT:
cur->o_charges = 10 + rnd(10);
}
}
strcpy(cur->o_hurldmg,"1d1");
}
/*
* shoot_bolt fires a bolt from the given starting point in the
* given direction
*/
bool
shoot_bolt(struct thing *shooter, coord start, coord dir, bool get_points,
short reason, char *name, int damage)
{
register char dirch = 0, ch;
register bool used, change;
register short y, x, bounces;
bool mdead = FALSE;
coord pos;
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 const char *mname;
bool see_monster = cansee(pos.y, pos.x);
item = find_mons(unc(pos));
tp = THINGPTR(item);
mname = monsters[tp->t_index].m_name;
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);
}
sprintf(outstring,"The %s hits the %s", name, mname);
msg(outstring);
}
tp->t_wasshot = TRUE;
runto(tp, &hero);
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){
sprintf(outstring,"The %s has no effect on the %s.",
name, mname);
msg(outstring);
}
}
/*
* Check for gas with special effects
*/
else if (EQUAL(name, "nerve gas")) {
tp->t_no_move = FREEZETIME;
}
else if (EQUAL(name, "sleeping gas")) {
tp->t_no_move = SLEEPTIME;
}
else if (EQUAL(name, "slow gas")) {
if (on(*tp, ISHASTE))
turn_off(*tp, ISHASTE);
else
turn_on(*tp, ISSLOW);
tp->t_turn = TRUE;
}
else if (EQUAL(name, "fear gas")) {
turn_on(*tp, ISFLEE);
tp->t_dest = &hero;
}
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){
sprintf(outstring,"The %s divides the %s.",name,mname);
msg(outstring);
}
light(&hero);
}
else if (see_monster){
sprintf(outstring,"The %s has no effect on the %s.",
name, mname);
msg(outstring);
}
}
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){
sprintf(outstring,"The %s kills the %s", name, mname);
msg(outstring);
}
else
msg("You hear a faint groan in the distance");
killed(item, FALSE, get_points);
/* Replace the screen character */
spotpos[y].oldch = CCHAR( mvwinch(cw, pos.y, pos.x) );
mdead = TRUE;
}
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 {
sprintf(outstring,"The %s whizzes past the %s", name, mname);
msg(outstring);
}
}
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,"fear gas")&&ISWEARING(R_HEROISM))){
msg("The %s has no affect", name);
}
/*
* Check for gas with special effects
*/
else if (EQUAL(name, "nerve gas")) {
msg("The nerve gas paralyzes you.");
no_command += FREEZETIME;
}
else if (EQUAL(name, "sleeping gas")) {
msg("The sleeping gas puts you to sleep.");
no_command += SLEEPTIME;
}
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,0,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(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;
}
for (x = y - 1; x >= 0; x--)
mvwaddch(cw, spotpos[x].place.y, spotpos[x].place.x, spotpos[x].oldch);
return(mdead);
}