/* * 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 #include #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); }