HardenedBSD/games/rogue/zap.c

406 lines
9.8 KiB
C
Raw Normal View History

/*
* Copyright (c) 1988, 1993
* The Regents of the University of California. All rights reserved.
*
* This code is derived from software contributed to Berkeley by
* Timothy C. Stoehr.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
* 1. Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* 2. Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* 3. All advertising materials mentioning features or use of this software
* must display the following acknowledgement:
* This product includes software developed by the University of
* California, Berkeley and its contributors.
* 4. Neither the name of the University nor the names of its contributors
* may be used to endorse or promote products derived from this software
* without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND
* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
* ARE DISCLAIMED. IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE
* FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
* DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS
* OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
* HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
* LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
* OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
* SUCH DAMAGE.
*/
#ifndef lint
static char sccsid[] = "@(#)zap.c 8.1 (Berkeley) 5/31/93";
#endif /* not lint */
/*
* zap.c
*
* This source herein may be modified and/or distributed by anybody who
* so desires, with the following restrictions:
* 1.) No portion of this notice shall be removed.
* 2.) Credit shall not be taken for the creation of this source.
* 3.) This code is not to be traded, sold, or used for personal
* gain or profit.
*
*/
#include "rogue.h"
boolean wizard = 0;
extern boolean being_held, score_only, detect_monster;
extern short cur_room;
zapp()
{
short wch;
boolean first_miss = 1;
object *wand;
short dir, d, row, col;
object *monster;
while (!is_direction(dir = rgetchar(), &d)) {
sound_bell();
if (first_miss) {
message("direction? ", 0);
first_miss = 0;
}
}
check_message();
if (dir == CANCEL) {
return;
}
if ((wch = pack_letter("zap with what?", WAND)) == CANCEL) {
return;
}
check_message();
if (!(wand = get_letter_object(wch))) {
message("no such item.", 0);
return;
}
if (wand->what_is != WAND) {
message("you can't zap with that", 0);
return;
}
if (wand->class <= 0) {
message("nothing happens", 0);
} else {
wand->class--;
row = rogue.row; col = rogue.col;
if ((wand->which_kind == COLD) || (wand->which_kind == FIRE)) {
bounce((short) wand->which_kind, d, row, col, 0);
} else {
monster = get_zapped_monster(d, &row, &col);
if (wand->which_kind == DRAIN_LIFE) {
wdrain_life(monster);
} else if (monster) {
wake_up(monster);
s_con_mon(monster);
zap_monster(monster, wand->which_kind);
relight();
}
}
}
(void) reg_move();
}
object *
get_zapped_monster(dir, row, col)
short dir;
short *row, *col;
{
short orow, ocol;
for (;;) {
orow = *row; ocol = *col;
get_dir_rc(dir, row, col, 0);
if (((*row == orow) && (*col == ocol)) ||
(dungeon[*row][*col] & (HORWALL | VERTWALL)) ||
(dungeon[*row][*col] == NOTHING)) {
return(0);
}
if (dungeon[*row][*col] & MONSTER) {
if (!imitating(*row, *col)) {
return(object_at(&level_monsters, *row, *col));
}
}
}
}
zap_monster(monster, kind)
object *monster;
unsigned short kind;
{
short row, col;
object *nm;
short tc;
row = monster->row;
col = monster->col;
switch(kind) {
case SLOW_MONSTER:
if (monster->m_flags & HASTED) {
monster->m_flags &= (~HASTED);
} else {
monster->slowed_toggle = 0;
monster->m_flags |= SLOWED;
}
break;
case HASTE_MONSTER:
if (monster->m_flags & SLOWED) {
monster->m_flags &= (~SLOWED);
} else {
monster->m_flags |= HASTED;
}
break;
case TELE_AWAY:
tele_away(monster);
break;
case INVISIBILITY:
monster->m_flags |= INVISIBLE;
break;
case POLYMORPH:
if (monster->m_flags & HOLDS) {
being_held = 0;
}
nm = monster->next_monster;
tc = monster->trail_char;
(void) gr_monster(monster, get_rand(0, MONSTERS-1));
monster->row = row;
monster->col = col;
monster->next_monster = nm;
monster->trail_char = tc;
if (!(monster->m_flags & IMITATES)) {
wake_up(monster);
}
break;
case MAGIC_MISSILE:
rogue_hit(monster, 1);
break;
case CANCELLATION:
if (monster->m_flags & HOLDS) {
being_held = 0;
}
if (monster->m_flags & STEALS_ITEM) {
monster->drop_percent = 0;
}
monster->m_flags &= (~(FLIES | FLITS | SPECIAL_HIT | INVISIBLE |
FLAMES | IMITATES | CONFUSES | SEEKS_GOLD | HOLDS));
break;
case DO_NOTHING:
message("nothing happens", 0);
break;
}
}
tele_away(monster)
object *monster;
{
short row, col;
if (monster->m_flags & HOLDS) {
being_held = 0;
}
gr_row_col(&row, &col, (FLOOR | TUNNEL | STAIRS | OBJECT));
mvaddch(monster->row, monster->col, monster->trail_char);
dungeon[monster->row][monster->col] &= ~MONSTER;
monster->row = row; monster->col = col;
dungeon[row][col] |= MONSTER;
monster->trail_char = mvinch(row, col);
if (detect_monster || rogue_can_see(row, col)) {
mvaddch(row, col, gmc(monster));
}
}
wizardize()
{
char buf[100];
if (wizard) {
wizard = 0;
message("not wizard anymore", 0);
} else {
if (get_input_line("wizard's password:", "", buf, "", 0, 0)) {
(void) xxx(1);
xxxx(buf, strlen(buf));
if (!strncmp(buf, "\247\104\126\272\115\243\027", 7)) {
wizard = 1;
score_only = 1;
message("Welcome, mighty wizard!", 0);
} else {
message("sorry", 0);
}
}
}
}
wdrain_life(monster)
object *monster;
{
short hp;
object *lmon, *nm;
hp = rogue.hp_current / 3;
rogue.hp_current = (rogue.hp_current + 1) / 2;
if (cur_room >= 0) {
lmon = level_monsters.next_monster;
while (lmon) {
nm = lmon->next_monster;
if (get_room_number(lmon->row, lmon->col) == cur_room) {
wake_up(lmon);
(void) mon_damage(lmon, hp);
}
lmon = nm;
}
} else {
if (monster) {
wake_up(monster);
(void) mon_damage(monster, hp);
}
}
print_stats(STAT_HP);
relight();
}
bounce(ball, dir, row, col, r)
short ball, dir, row, col, r;
{
short orow, ocol;
char buf[DCOLS], *s;
short i, ch, new_dir = -1, damage;
static short btime;
if (++r == 1) {
btime = get_rand(3, 6);
} else if (r > btime) {
return;
}
if (ball == FIRE) {
s = "fire";
} else {
s = "ice";
}
if (r > 1) {
sprintf(buf, "the %s bounces", s);
message(buf, 0);
}
orow = row;
ocol = col;
do {
ch = mvinch(orow, ocol);
standout();
mvaddch(orow, ocol, ch);
get_dir_rc(dir, &orow, &ocol, 1);
} while (!( (ocol <= 0) ||
(ocol >= DCOLS-1) ||
(dungeon[orow][ocol] == NOTHING) ||
(dungeon[orow][ocol] & MONSTER) ||
(dungeon[orow][ocol] & (HORWALL | VERTWALL)) ||
((orow == rogue.row) && (ocol == rogue.col))));
standend();
refresh();
do {
orow = row;
ocol = col;
ch = mvinch(row, col);
mvaddch(row, col, ch);
get_dir_rc(dir, &row, &col, 1);
} while (!( (col <= 0) ||
(col >= DCOLS-1) ||
(dungeon[row][col] == NOTHING) ||
(dungeon[row][col] & MONSTER) ||
(dungeon[row][col] & (HORWALL | VERTWALL)) ||
((row == rogue.row) && (col == rogue.col))));
if (dungeon[row][col] & MONSTER) {
object *monster;
monster = object_at(&level_monsters, row, col);
wake_up(monster);
if (rand_percent(33)) {
sprintf(buf, "the %s misses the %s", s, mon_name(monster));
message(buf, 0);
goto ND;
}
if (ball == FIRE) {
if (!(monster->m_flags & RUSTS)) {
if (monster->m_flags & FREEZES) {
damage = monster->hp_to_kill;
} else if (monster->m_flags & FLAMES) {
damage = (monster->hp_to_kill / 10) + 1;
} else {
damage = get_rand((rogue.hp_current / 3), rogue.hp_max);
}
} else {
damage = (monster->hp_to_kill / 2) + 1;
}
sprintf(buf, "the %s hits the %s", s, mon_name(monster));
message(buf, 0);
(void) mon_damage(monster, damage);
} else {
damage = -1;
if (!(monster->m_flags & FREEZES)) {
if (rand_percent(33)) {
message("the monster is frozen", 0);
monster->m_flags |= (ASLEEP | NAPPING);
monster->nap_length = get_rand(3, 6);
} else {
damage = rogue.hp_current / 4;
}
} else {
damage = -2;
}
if (damage != -1) {
sprintf(buf, "the %s hits the %s", s, mon_name(monster));
message(buf, 0);
(void) mon_damage(monster, damage);
}
}
} else if ((row == rogue.row) && (col == rogue.col)) {
if (rand_percent(10 + (3 * get_armor_class(rogue.armor)))) {
sprintf(buf, "the %s misses", s);
message(buf, 0);
goto ND;
} else {
damage = get_rand(3, (3 * rogue.exp));
if (ball == FIRE) {
damage = (damage * 3) / 2;
damage -= get_armor_class(rogue.armor);
}
sprintf(buf, "the %s hits", s);
rogue_damage(damage, (object *) 0,
((ball == FIRE) ? KFIRE : HYPOTHERMIA));
message(buf, 0);
}
} else {
short nrow, ncol;
ND: for (i = 0; i < 10; i++) {
dir = get_rand(0, DIRS-1);
nrow = orow;
ncol = ocol;
get_dir_rc(dir, &nrow, &ncol, 1);
if (((ncol >= 0) && (ncol <= DCOLS-1)) &&
(dungeon[nrow][ncol] != NOTHING) &&
(!(dungeon[nrow][ncol] & (VERTWALL | HORWALL)))) {
new_dir = dir;
break;
}
}
if (new_dir != -1) {
bounce(ball, new_dir, orow, ocol, r);
}
}
}