/*
* Functions to implement the various sticks one might find
* while wandering around the dungeon.
*
* @(#)sticks.c 4.22 (Berkeley) 5/19/82
*
* Rogue: Exploring the Dungeons of Doom
* Copyright (C) 1980, 1981, 1982 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(void);
/*
* fix_stick:
* Set up a new stick
*/
void
fix_stick(THING *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 = 100;
cur->o_dplus = 3;
strcpy(cur->o_damage,"1d8");
when WS_LIGHT:
cur->o_charges = 10 + rnd(10);
}
}
/*
* do_zap:
* Perform a zap with a wand
*/
void
do_zap(void)
{
register THING *obj, *tp;
register int y, x;
register char *name;
if ((obj = get_item("zap with", STICK)) == NULL)
return;
if (obj->o_type != STICK)
{
after = FALSE;
msg("you can't zap with that!");
return;
}
if (obj->o_charges == 0)
{
msg("nothing happens");
return;
}
switch (obj->o_which)
{
case WS_LIGHT:
/*
* Reddy Kilowat wand. Light up the room
*/
ws_know[WS_LIGHT] = TRUE;
if (proom->r_flags & ISGONE)
msg("the corridor glows and then fades");
else
{
proom->r_flags &= ~ISDARK;
/*
* Light the room and put the player back up
*/
enter_room(&hero);
addmsg("the room is lit");
if (!terse)
addmsg(" by a shimmering blue light");
endmsg();
}
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
drain();
when WS_POLYMORPH:
case WS_TELAWAY:
case WS_TELTO:
case WS_CANCEL:
{
register char monster, oldch;
register int rm;
y = hero.y;
x = hero.x;
while (step_ok(winat(y, x)))
{
y += delta.y;
x += delta.x;
}
if ((tp = moat(y, x)) != NULL)
{
register char omonst;
omonst = monster = tp->t_type;
if (monster == 'F')
player.t_flags &= ~ISHELD;
if (obj->o_which == WS_POLYMORPH)
{
register THING *pp;
pp = tp->t_pack;
detach(mlist, tp);
if (see_monst(tp))
mvaddch(y, x, chat(y, x));
oldch = tp->t_oldch;
delta.y = y;
delta.x = x;
new_monster(tp, monster = rnd(26) + 'A', &delta);
if (see_monst(tp))
mvaddch(y, x, monster);
tp->t_oldch = oldch;
tp->t_pack = pp;
ws_know[WS_POLYMORPH] |= (monster != omonst);
}
else if (obj->o_which == WS_CANCEL)
{
tp->t_flags |= ISCANC;
tp->t_flags &= ~(ISINVIS|CANHUH);
tp->t_disguise = tp->t_type;
}
else
{
if (isupper(toascii(mvinch(y,x))))
mvaddch(y, x, tp->t_oldch);
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);
tp->t_room = roomin(&tp->t_pos);
tp->t_oldch = mvinch(tp->t_pos.y, tp->t_pos.x);
if (see_monst(tp))
mvaddch(tp->t_pos.y, tp->t_pos.x, tp->t_disguise);
else if (on(player, SEEMONST))
{
standout();
mvaddch(tp->t_pos.y, tp->t_pos.x, tp->t_disguise);
standend();
}
}
else
{
tp->t_pos.y = hero.y + delta.y;
tp->t_pos.x = hero.x + delta.x;
if (tp->t_pos.y != y || tp->t_pos.x != x)
tp->t_oldch = mvinch(tp->t_pos.y, tp->t_pos.x);
}
moat(y, x) = NULL;
moat(tp->t_pos.y, tp->t_pos.x) = tp;
if (tp->t_type == 'F')
player.t_flags &= ~ISHELD;
}
tp->t_dest = &hero;
tp->t_flags |= ISRUN;
}
}
when WS_MISSILE:
{
THING bolt;
ws_know[WS_MISSILE] = TRUE;
bolt.o_type = '*';
strcpy(bolt.o_hurldmg,"1d4");
bolt.o_hplus = 100;
bolt.o_dplus = 1;
bolt.o_flags = ISMISL;
if (cur_weapon != NULL)
bolt.o_launch = cur_weapon->o_which;
do_motion(&bolt, delta.y, delta.x);
if ((tp = moat(bolt.o_pos.y, bolt.o_pos.x)) != NULL && !save_throw(VS_MAGIC, tp))
hit_monster(unc(bolt.o_pos), &bolt);
else if (terse)
msg("missle vanishes");
else
msg("the missle vanishes with a puff of smoke");
}
when WS_HIT:
delta.y += hero.y;
delta.x += hero.x;
if ((tp = moat(delta.y, delta.x)) != NULL)
{
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, tp->t_type, 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 ((tp = moat(y, x)) != NULL)
{
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:
if (obj->o_which == WS_ELECT)
name = "bolt";
else if (obj->o_which == WS_FIRE)
name = "flame";
else
name = "ice";
fire_bolt(&hero, &delta, name);
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(void)
{
register THING *mp;
register int cnt;
register struct room *corp;
register THING **dp;
register bool inpass;
static THING *drainee[40];
/*
* First cnt how many things we need to spread the hit points among
*/
cnt = 0;
if (chat(hero.y, hero.x) == DOOR)
corp = &passages[flat(hero.y, hero.x) & F_PNUM];
else
corp = NULL;
inpass = (proom->r_flags & ISGONE);
dp = drainee;
for (mp = mlist; mp != NULL; mp = next(mp))
if (mp->t_room == proom || mp->t_room == corp ||
(inpass && chat(mp->t_pos.y, mp->t_pos.x) == DOOR &&
&passages[flat(mp->t_pos.y, mp->t_pos.x) & F_PNUM] == proom))
*dp++ = mp;
if ((cnt = dp - drainee) == 0)
{
msg("you have a tingling feeling");
return;
}
*dp = NULL;
pstats.s_hpt /= 2;
cnt = pstats.s_hpt / cnt;
/*
* Now zot all of the monsters
*/
for (dp = drainee; *dp; dp++)
{
mp = *dp;
if ((mp->t_stats.s_hpt -= cnt) <= 0)
killed(mp, see_monst(mp));
else
runto(&mp->t_pos, &hero);
}
}
/*
* fire_bolt:
* Fire a bolt in a given direction from a specific starting place
*/
void
fire_bolt(coord *start, coord *dir, char *name)
{
register char dirch, ch;
register THING *tp;
register bool hit_hero, used, changed;
register int i, j;
coord pos;
coord spotpos[BOLT_LENGTH];
THING bolt;
bolt.o_type = WEAPON;
bolt.o_which = FLAME;
strcpy(bolt.o_hurldmg,"6d6");
bolt.o_hplus = 100;
bolt.o_dplus = 0;
bolt.o_flags = 0;
w_names[FLAME] = name;
switch (dir->y + dir->x)
{
case 0: dirch = '/';
when 1: case -1: dirch = (dir->y == 0 ? '-' : '|');
when 2: case -2: dirch = '\\';
}
pos = *start;
hit_hero = (start != &hero);
used = FALSE;
changed = FALSE;
for (i = 0; i < BOLT_LENGTH && !used; i++)
{
pos.y += dir->y;
pos.x += dir->x;
ch = winat(pos.y, pos.x);
spotpos[i] = pos;
switch (ch)
{
case DOOR:
/*
* this code is necessary if the hero is on a door
* and he fires at the wall the door is in, it would
* otherwise loop infinitely
* It is also needed if a dragon flames at the hero.
* If the hero is at a door, the dragon flame would bounce
* and could kill other monsters inadvertly.
*/
if (ce(hero, pos))
goto def;
/* FALLTHROUGH */
case '|':
case '-':
case ' ':
if (!changed)
hit_hero = !hit_hero;
changed = FALSE;
dir->y = -dir->y;
dir->x = -dir->x;
i--;
msg("the %s bounces", name);
break;
default:
def:
if (!hit_hero && (tp = moat(pos.y, pos.x)) != NULL)
{
hit_hero = TRUE;
changed = !changed;
tp->t_oldch = chat(pos.y, pos.x);
if (!save_throw(VS_MAGIC, tp))
{
bolt.o_pos = pos;
used = TRUE;
if (tp->t_type == 'D' && strcmp(name, "flame") == 0)
{
addmsg("the flame bounces");
if (!terse)
msg("off the dragon");
endmsg();
}
else
hit_monster(unc(pos), &bolt);
}
else if (ch != 'M' || tp->t_disguise == 'M')
{
if (start == &hero)
runto(&pos, &hero);
if (terse)
msg("%s misses", name);
else
msg("the %s whizzes past the %s", name, monsters[ch-'A'].m_name);
}
}
else if (hit_hero && ce(pos, hero))
{
hit_hero = FALSE;
changed = !changed;
if (!save(VS_MAGIC))
{
if ((pstats.s_hpt -= roll(6, 6)) <= 0)
if (start == &hero)
death('b');
else
death(moat(start->y, start->x)->t_type);
used = TRUE;
if (terse)
msg("the %s hits", name);
else
msg("you are hit by the %s", name);
}
else
msg("the %s whizzes by you", name);
}
mvaddch(pos.y, pos.x, dirch);
refresh();
}
}
for (j = 0; j < i; j++)
mvaddch(spotpos[j].y, spotpos[j].x, chat(spotpos[j].y, spotpos[j].x));
}
/*
* charge_str:
* Return an appropriate string for a wand charge
*/
char *
charge_str(THING *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;
}