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1.1 root 1: /*
2: * zap.c
3: *
4: * This source herein may be modified and/or distributed by anybody who
5: * so desires, with the following restrictions:
6: * 1.) No portion of this notice shall be removed.
7: * 2.) Credit shall not be taken for the creation of this source.
8: * 3.) This code is not to be traded, sold, or used for personal
9: * gain or profit.
10: *
11: */
12:
13: #ifndef lint
14: static char sccsid[] = "@(#)zap.c 5.1 (Berkeley) 11/25/87";
15: #endif /* not lint */
16:
17: #include "rogue.h"
18:
19: boolean wizard = 0;
20:
21: extern boolean being_held, score_only, detect_monster;
22: extern short cur_room;
23:
24: zapp()
25: {
26: short wch;
27: boolean first_miss = 1;
28: object *wand;
29: short dir, d, row, col;
30: object *monster;
31:
32: while (!is_direction(dir = rgetchar(), &d)) {
33: sound_bell();
34: if (first_miss) {
35: message("direction? ", 0);
36: first_miss = 0;
37: }
38: }
39: check_message();
40: if (dir == CANCEL) {
41: return;
42: }
43: if ((wch = pack_letter("zap with what?", WAND)) == CANCEL) {
44: return;
45: }
46: check_message();
47:
48: if (!(wand = get_letter_object(wch))) {
49: message("no such item.", 0);
50: return;
51: }
52: if (wand->what_is != WAND) {
53: message("you can't zap with that", 0);
54: return;
55: }
56: if (wand->class <= 0) {
57: message("nothing happens", 0);
58: } else {
59: wand->class--;
60: row = rogue.row; col = rogue.col;
61: if ((wand->which_kind == COLD) || (wand->which_kind == FIRE)) {
62: bounce((short) wand->which_kind, d, row, col, 0);
63: } else {
64: monster = get_zapped_monster(d, &row, &col);
65: if (wand->which_kind == DRAIN_LIFE) {
66: wdrain_life(monster);
67: } else if (monster) {
68: wake_up(monster);
69: s_con_mon(monster);
70: zap_monster(monster, wand->which_kind);
71: relight();
72: }
73: }
74: }
75: (void) reg_move();
76: }
77:
78: object *
79: get_zapped_monster(dir, row, col)
80: short dir;
81: short *row, *col;
82: {
83: short orow, ocol;
84:
85: for (;;) {
86: orow = *row; ocol = *col;
87: get_dir_rc(dir, row, col, 0);
88: if (((*row == orow) && (*col == ocol)) ||
89: (dungeon[*row][*col] & (HORWALL | VERTWALL)) ||
90: (dungeon[*row][*col] == NOTHING)) {
91: return(0);
92: }
93: if (dungeon[*row][*col] & MONSTER) {
94: if (!imitating(*row, *col)) {
95: return(object_at(&level_monsters, *row, *col));
96: }
97: }
98: }
99: }
100:
101: zap_monster(monster, kind)
102: object *monster;
103: unsigned short kind;
104: {
105: short row, col;
106: object *nm;
107: short tc;
108:
109: row = monster->row;
110: col = monster->col;
111:
112: switch(kind) {
113: case SLOW_MONSTER:
114: if (monster->m_flags & HASTED) {
115: monster->m_flags &= (~HASTED);
116: } else {
117: monster->slowed_toggle = 0;
118: monster->m_flags |= SLOWED;
119: }
120: break;
121: case HASTE_MONSTER:
122: if (monster->m_flags & SLOWED) {
123: monster->m_flags &= (~SLOWED);
124: } else {
125: monster->m_flags |= HASTED;
126: }
127: break;
128: case TELE_AWAY:
129: tele_away(monster);
130: break;
131: case INVISIBILITY:
132: monster->m_flags |= INVISIBLE;
133: break;
134: case POLYMORPH:
135: if (monster->m_flags & HOLDS) {
136: being_held = 0;
137: }
138: nm = monster->next_monster;
139: tc = monster->trail_char;
140: (void) gr_monster(monster, get_rand(0, MONSTERS-1));
141: monster->row = row;
142: monster->col = col;
143: monster->next_monster = nm;
144: monster->trail_char = tc;
145: if (!(monster->m_flags & IMITATES)) {
146: wake_up(monster);
147: }
148: break;
149: case MAGIC_MISSILE:
150: rogue_hit(monster, 1);
151: break;
152: case CANCELLATION:
153: if (monster->m_flags & HOLDS) {
154: being_held = 0;
155: }
156: if (monster->m_flags & STEALS_ITEM) {
157: monster->drop_percent = 0;
158: }
159: monster->m_flags &= (~(FLIES | FLITS | SPECIAL_HIT | INVISIBLE |
160: FLAMES | IMITATES | CONFUSES | SEEKS_GOLD | HOLDS));
161: break;
162: case DO_NOTHING:
163: message("nothing happens", 0);
164: break;
165: }
166: }
167:
168: tele_away(monster)
169: object *monster;
170: {
171: short row, col;
172:
173: if (monster->m_flags & HOLDS) {
174: being_held = 0;
175: }
176: gr_row_col(&row, &col, (FLOOR | TUNNEL | STAIRS | OBJECT));
177: mvaddch(monster->row, monster->col, monster->trail_char);
178: dungeon[monster->row][monster->col] &= ~MONSTER;
179: monster->row = row; monster->col = col;
180: dungeon[row][col] |= MONSTER;
181: monster->trail_char = mvinch(row, col);
182: if (detect_monster || rogue_can_see(row, col)) {
183: mvaddch(row, col, gmc(monster));
184: }
185: }
186:
187: wizardize()
188: {
189: char buf[100];
190:
191: if (wizard) {
192: wizard = 0;
193: message("not wizard anymore", 0);
194: } else {
195: if (get_input_line("wizard's password:", "", buf, "", 0, 0)) {
196: (void) xxx(1);
197: xxxx(buf, strlen(buf));
198: if (!strncmp(buf, "\247\104\126\272\115\243\027", 7)) {
199: wizard = 1;
200: score_only = 1;
201: message("Welcome, mighty wizard!", 0);
202: } else {
203: message("sorry", 0);
204: }
205: }
206: }
207: }
208:
209: wdrain_life(monster)
210: object *monster;
211: {
212: short hp;
213: object *lmon, *nm;
214:
215: hp = rogue.hp_current / 3;
216: rogue.hp_current = (rogue.hp_current + 1) / 2;
217:
218: if (cur_room >= 0) {
219: lmon = level_monsters.next_monster;
220: while (lmon) {
221: nm = lmon->next_monster;
222: if (get_room_number(lmon->row, lmon->col) == cur_room) {
223: wake_up(lmon);
224: (void) mon_damage(lmon, hp);
225: }
226: lmon = nm;
227: }
228: } else {
229: if (monster) {
230: wake_up(monster);
231: (void) mon_damage(monster, hp);
232: }
233: }
234: print_stats(STAT_HP);
235: relight();
236: }
237:
238: bounce(ball, dir, row, col, r)
239: short ball, dir, row, col, r;
240: {
241: short orow, ocol;
242: char buf[DCOLS], *s;
243: short i, ch, new_dir = -1, damage;
244: static short btime;
245:
246: if (++r == 1) {
247: btime = get_rand(3, 6);
248: } else if (r > btime) {
249: return;
250: }
251:
252: if (ball == FIRE) {
253: s = "fire";
254: } else {
255: s = "ice";
256: }
257: if (r > 1) {
258: sprintf(buf, "the %s bounces", s);
259: message(buf, 0);
260: }
261: orow = row;
262: ocol = col;
263: do {
264: ch = mvinch(orow, ocol);
265: standout();
266: mvaddch(orow, ocol, ch);
267: get_dir_rc(dir, &orow, &ocol, 1);
268: } while (!( (ocol <= 0) ||
269: (ocol >= DCOLS-1) ||
270: (dungeon[orow][ocol] == NOTHING) ||
271: (dungeon[orow][ocol] & MONSTER) ||
272: (dungeon[orow][ocol] & (HORWALL | VERTWALL)) ||
273: ((orow == rogue.row) && (ocol == rogue.col))));
274: standend();
275: refresh();
276: do {
277: orow = row;
278: ocol = col;
279: ch = mvinch(row, col);
280: mvaddch(row, col, ch);
281: get_dir_rc(dir, &row, &col, 1);
282: } while (!( (col <= 0) ||
283: (col >= DCOLS-1) ||
284: (dungeon[row][col] == NOTHING) ||
285: (dungeon[row][col] & MONSTER) ||
286: (dungeon[row][col] & (HORWALL | VERTWALL)) ||
287: ((row == rogue.row) && (col == rogue.col))));
288:
289: if (dungeon[row][col] & MONSTER) {
290: object *monster;
291:
292: monster = object_at(&level_monsters, row, col);
293:
294: wake_up(monster);
295: if (rand_percent(33)) {
296: sprintf(buf, "the %s misses the %s", s, mon_name(monster));
297: message(buf, 0);
298: goto ND;
299: }
300: if (ball == FIRE) {
301: if (!(monster->m_flags & RUSTS)) {
302: if (monster->m_flags & FREEZES) {
303: damage = monster->hp_to_kill;
304: } else if (monster->m_flags & FLAMES) {
305: damage = (monster->hp_to_kill / 10) + 1;
306: } else {
307: damage = get_rand((rogue.hp_current / 3), rogue.hp_max);
308: }
309: } else {
310: damage = (monster->hp_to_kill / 2) + 1;
311: }
312: sprintf(buf, "the %s hits the %s", s, mon_name(monster));
313: message(buf, 0);
314: (void) mon_damage(monster, damage);
315: } else {
316: damage = -1;
317: if (!(monster->m_flags & FREEZES)) {
318: if (rand_percent(33)) {
319: message("the monster is frozen", 0);
320: monster->m_flags |= (ASLEEP | NAPPING);
321: monster->nap_length = get_rand(3, 6);
322: } else {
323: damage = rogue.hp_current / 4;
324: }
325: } else {
326: damage = -2;
327: }
328: if (damage != -1) {
329: sprintf(buf, "the %s hits the %s", s, mon_name(monster));
330: message(buf, 0);
331: (void) mon_damage(monster, damage);
332: }
333: }
334: } else if ((row == rogue.row) && (col == rogue.col)) {
335: if (rand_percent(10 + (3 * get_armor_class(rogue.armor)))) {
336: sprintf(buf, "the %s misses", s);
337: message(buf, 0);
338: goto ND;
339: } else {
340: damage = get_rand(3, (3 * rogue.exp));
341: if (ball == FIRE) {
342: damage = (damage * 3) / 2;
343: damage -= get_armor_class(rogue.armor);
344: }
345: sprintf(buf, "the %s hits", s);
346: rogue_damage(damage, (object *) 0,
347: ((ball == FIRE) ? KFIRE : HYPOTHERMIA));
348: message(buf, 0);
349: }
350: } else {
351: short nrow, ncol;
352:
353: ND: for (i = 0; i < 10; i++) {
354: dir = get_rand(0, DIRS-1);
355: nrow = orow;
356: ncol = ocol;
357: get_dir_rc(dir, &nrow, &ncol, 1);
358: if (((ncol >= 0) && (ncol <= DCOLS-1)) &&
359: (dungeon[nrow][ncol] != NOTHING) &&
360: (!(dungeon[nrow][ncol] & (VERTWALL | HORWALL)))) {
361: new_dir = dir;
362: break;
363: }
364: }
365: if (new_dir != -1) {
366: bounce(ball, new_dir, orow, ocol, r);
367: }
368: }
369: }
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