/*
bolt.c - functions shooting an object across the room
XRogue: Expeditions into the Dungeons of Doom
Copyright (C) 1991 Robert Pietkivitch
All rights reserved.
Based on "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"
/*
* shoot_bolt fires a bolt from the given starting point in the
* given direction
*/
void
shoot_bolt(struct thing *shooter, coord start, coord dir, bool get_points,
short reason, char *name, int damage)
{
unsigned char dirch = 0, ch;
bool used, change, see_him;
short y, x, bounces;
coord pos;
struct linked_list *target=NULL;
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 */
nofont(cw);
for (y = 0; y < BOLT_LENGTH && !used; y++) {
ch = winat(pos.y, pos.x);
spotpos[y].place = pos;
spotpos[y].oldch = mvwinch(cw, pos.y, pos.x);
/* Are we at hero? */
if (ce(pos, hero)) goto at_hero;
switch (ch) {
case SECRETDOOR:
case VERTWALL:
case HORZWALL:
case ' ':
if (dirch == '-' || dirch == '|') {
dir.y = -dir.y;
dir.x = -dir.x;
}
else {
unsigned char chx = mvinch(pos.y-dir.y, pos.x),
chy = mvinch(pos.y, pos.x-dir.x);
bool anychange = FALSE; /* Did we change anthing */
if (chy == WALL || chy == SECRETDOOR ||
chy == HORZWALL || chy == VERTWALL) {
dir.y = -dir.y;
change ^= TRUE; /* Change at least one direction */
anychange = TRUE;
}
if (chx == WALL || chx == SECRETDOOR ||
chx == HORZWALL || chx == VERTWALL) {
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;
struct thing *tp;
register char *mname;
bool see_monster = cansee(pos.y, pos.x);
item = find_mons(unc(pos));
assert(item != NULL);
tp = THINGPTR(item);
mname = monster_name(tp);
/*
* If our prey shot this, let's record the fact that
* he can shoot, regardless of whether he hits us.
*/
if (tp->t_dest != NULL && ce(*tp->t_dest, shooter->t_pos))
tp->t_wasshot = TRUE;
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);
}
turn_off(*tp, CANSURPRISE);
msg("The %s hits %s", name, prname(mname, FALSE));
}
/* Should we start to chase the shooter? */
if (shooter != &player &&
shooter != tp &&
shooter->t_index != tp->t_index &&
(tp->t_dest == NULL || rnd(100) < 25)) {
/*
* If we're intelligent enough to realize that this
* is a friendly monster, we will attack the hero
* instead.
*/
if (on(*shooter, ISFRIENDLY) &&
roll(3,6) < tp->t_stats.s_intel)
runto(tp, &hero);
/* Otherwise, let's chase the monster */
else runto(tp, &shooter->t_pos);
}
else if (shooter == &player) {
runto(tp, &hero);
/*
* If the player shot a charmed monster, it may
* not like being shot at.
*/
if (on(*tp, ISCHARMED) && save(VS_MAGIC, tp, 0)) {
msg("The eyes of %s turn clear.",
prname(mname, FALSE));
turn_off(*tp, ISCHARMED);
mname = monster_name(tp);
}
}
/*
* Let the defender know that the attacker has
* missiles!
*/
if (ce(*tp->t_dest, shooter->t_pos))
tp->t_wasshot = TRUE;
used = TRUE;
/* Hit the monster -- does it do anything? */
if ((EQUAL(name,"ice") && on(*tp, NOCOLD)) ||
(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)
msg("The %s has no effect on %s.",
name, prname(mname, FALSE));
}
else {
see_him = !invisible(tp);
/* Did a spell get disrupted? */
dsrpt_monster(tp, FALSE, see_him);
/*
* Check for gas with special effects
*/
if (EQUAL(name, "nerve gas")) {
tp->t_no_move = movement(tp) * FREEZETIME;
tp->t_action = A_FREEZE;
}
else if (EQUAL(name, "sleeping gas")) {
tp->t_no_move = movement(tp) * SLEEPTIME;
tp->t_action = A_FREEZE;
}
else if (EQUAL(name, "slow gas")) {
if (on(*tp, ISHASTE))
turn_off(*tp, ISHASTE);
else
turn_on(*tp, ISSLOW);
}
else if (EQUAL(name, "fear gas")) {
turn_on(*tp, ISFLEE);
tp->t_dest = &hero;
/* It is okay to turn tail */
tp->t_oldpos = tp->t_pos;
}
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)
msg("The %s divides %s.",
name,prname(mname, FALSE));
light(&hero);
}
else if (see_monster)
msg("The %s has no effect on %s.",
name, prname(mname, FALSE));
}
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)
msg("The %s kills %s",
name, prname(mname, FALSE));
else
msg("You hear a faint groan in the distance");
/*
* Instead of calling killed() here, we
* will record that the monster was killed
* and call it at the end of the routine,
* after we restore what was under the bolt.
* We have to do this because in the case
* of a bolt that first misses the monster
* and then gets it on the bounce. If we
* call killed here, the 'missed' space in
* spotpos puts the monster back on the
* screen
*/
target = item;
}
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
msg("The %s whizzes past %s",
name, prname(mname, FALSE));
}
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,"acid")&&on(player, NOACID)) ||
(EQUAL(name,"sleeping gas")&&ISWEARING(R_ALERT))){
msg("The %s has no effect", name);
}
else if((EQUAL(name, "flame") && on(player, NOFIRE)) ||
(EQUAL(name, "ice") && on(player, NOCOLD)) ||
(EQUAL(name,"lightning bolt")&&
on(player,NOBOLT)) ||
(EQUAL(name,"fear gas")&&ISWEARING(R_HEROISM))){
msg("The %s has no effect", name);
}
else {
dsrpt_player();
/*
* Check for gas with special effects
*/
if (EQUAL(name, "nerve gas")) {
msg("The nerve gas paralyzes you.");
player.t_no_move +=
movement(&player) * FREEZETIME;
player.t_action = A_FREEZE;
}
else if (EQUAL(name, "sleeping gas")) {
msg("The sleeping gas puts you to sleep.");
player.t_no_move +=
movement(&player) * SLEEPTIME;
player.t_action = A_FREEZE;
}
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, NULL,
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 (EQUAL(name, "acid") &&
cur_armor != NULL &&
!(cur_armor->o_flags & ISPROT) &&
!save(VS_BREATH, &player, -2) &&
cur_armor->o_ac < pstats.s_arm+1) {
msg("Your armor corrodes from the acid");
cur_armor->o_ac++;
}
if (save(VS_BREATH, &player,
-(shooter->t_stats.s_lvl/10)) &&
off(player, NOACID))
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;
}
/* Restore what was under the bolt */
newfont(cw);
for (x = y - 1; x >= 0; x--)
mvwaddch(cw, spotpos[x].place.y, spotpos[x].place.x, spotpos[x].oldch);
/* If we killed something, do so now. This will also blank the monster. */
if (target) killed(target, FALSE, get_points, TRUE);
return;
}