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