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// Copyright (c) 2016-2021 The Hush developers
// Distributed under the GPLv3 software license, see the accompanying
// file COPYING or https://www.gnu.org/licenses/gpl-3.0.en.html
/*
* Functions to implement the various sticks one might find
* while wandering around the dungeon.
*
* @(#)sticks.c 4.39 (Berkeley) 02/05/99
*
* Rogue: Exploring the Dungeons of Doom
* Copyright (C) 1980-1983, 1985, 1999 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 <string.h>
//#include <ctype.h>
#include "rogue.h"
/*
* fix_stick:
* Set up a new stick
*/
void
fix_stick(THING *cur)
{
if (strcmp(ws_type[cur->o_which], "staff") == 0)
strncpy(cur->o_damage,"2x3",sizeof(cur->o_damage));
else
strncpy(cur->o_damage,"1x1",sizeof(cur->o_damage));
strncpy(cur->o_hurldmg,"1x1",sizeof(cur->o_hurldmg));
switch (cur->o_which)
{
case WS_LIGHT:
cur->o_charges = rnd(10) + 10;
otherwise:
cur->o_charges = rnd(5) + 3;
}
}
/*
* do_zap:
* Perform a zap with a wand
*/
void
do_zap(struct rogue_state *rs)
{
THING *obj, *tp;
int y, x;
char *name;
char monster, oldch;
static THING bolt;
if ((obj = get_item(rs,"zap with", STICK)) == NULL)
return;
if (obj->o_type != STICK)
{
after = FALSE;
msg(rs,"you can't zap with that!");
return;
}
if (obj->o_charges == 0)
{
msg(rs,"nothing happens");
return;
}
switch (obj->o_which)
{
case WS_LIGHT:
/*
* Reddy Kilowat wand. Light up the room
*/
ws_info[WS_LIGHT].oi_know = TRUE;
if (proom->r_flags & ISGONE)
msg(rs,"the corridor glows and then fades");
else
{
proom->r_flags &= ~ISDARK;
/*
* Light the room and put the player back up
*/
enter_room(rs,&hero);
addmsg(rs,"the room is lit");
if (!terse)
addmsg(rs," by a shimmering %s light", pick_color("blue"));
endmsg(rs);
}
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(rs,"you are too weak to use it");
return;
}
else
drain(rs);
when WS_INVIS:
case WS_POLYMORPH:
case WS_TELAWAY:
case WS_TELTO:
case WS_CANCEL:
y = hero.y;
x = hero.x;
while (step_ok(winat(y, x)))
{
y += delta.y;
x += delta.x;
}
if ((tp = moat(y, x)) != NULL)
{
monster = tp->t_type;
if (monster == 'F')
player.t_flags &= ~ISHELD;
switch (obj->o_which) {
case WS_INVIS:
tp->t_flags |= ISINVIS;
if (cansee(rs,y, x))
mvaddch(y, x, tp->t_oldch);
break;
case WS_POLYMORPH:
{
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(rs,tp, monster = (char)(rnd(26) + 'A'), &delta);
if (see_monst(tp))
mvaddch(y, x, monster);
tp->t_oldch = oldch;
tp->t_pack = pp;
ws_info[WS_POLYMORPH].oi_know |= see_monst(tp);
break;
}
case WS_CANCEL:
tp->t_flags |= ISCANC;
tp->t_flags &= ~(ISINVIS|CANHUH);
tp->t_disguise = tp->t_type;
if (see_monst(tp))
mvaddch(y, x, tp->t_disguise);
break;
case WS_TELAWAY:
case WS_TELTO:
{
coord new_pos;
if (obj->o_which == WS_TELAWAY)
{
do
{
find_floor(rs,NULL, &new_pos, FALSE, TRUE);
} while (ce(new_pos, hero));
}
else
{
new_pos.y = hero.y + delta.y;
new_pos.x = hero.x + delta.x;
}
tp->t_dest = &hero;
tp->t_flags |= ISRUN;
relocate(rs,tp, &new_pos);
}
}
}
when WS_MISSILE:
ws_info[WS_MISSILE].oi_know = TRUE;
bolt.o_type = '*';
strncpy(bolt.o_hurldmg,"1x4",sizeof(bolt.o_hurldmg));
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(rs,&bolt, delta.y, delta.x);
if ((tp = moat(bolt.o_pos.y, bolt.o_pos.x)) != NULL
&& !save_throw(VS_MAGIC, tp))
hit_monster(rs,unc(bolt.o_pos), &bolt);
else if (terse)
msg(rs,"missle vanishes");
else
msg(rs,"the missle vanishes with a puff of smoke");
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(rs,&delta);
}
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(rs,&hero, &delta, name);
ws_info[obj->o_which].oi_know = TRUE;
when WS_NOP:
break;
#ifdef MASTER
otherwise:
msg(rs,"what a bizarre schtick!");
#endif
}
obj->o_charges--;
}
/*
* drain:
* Do drain hit points from player shtick
*/
void
drain(struct rogue_state *rs)
{
THING *mp;
struct room *corp;
THING **dp;
int cnt;
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 = (bool)(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 = (int)(dp - drainee)) == 0)
{
msg(rs,"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(rs,mp, see_monst(mp));
else
runto(rs,&mp->t_pos);
}
}
/*
* fire_bolt:
* Fire a bolt in a given direction from a specific starting place
*/
void
fire_bolt(struct rogue_state *rs,coord *start, coord *dir, char *name)
{
coord *c1, *c2;
THING *tp;
char dirch = 0, ch;
bool hit_hero, used, changed;
static coord pos;
static coord spotpos[BOLT_LENGTH];
THING bolt;
bolt.o_type = WEAPON;
bolt.o_which = FLAME;
strncpy(bolt.o_hurldmg,"6x6",sizeof(bolt.o_hurldmg));
bolt.o_hplus = 100;
bolt.o_dplus = 0;
weap_info[FLAME].oi_name = 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 = (bool)(start != &hero);
used = FALSE;
changed = FALSE;
for (c1 = spotpos; c1 <= &spotpos[BOLT_LENGTH-1] && !used; c1++)
{
pos.y += dir->y;
pos.x += dir->x;
*c1 = pos;
ch = winat(pos.y, pos.x);
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
*/
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;
c1--;
msg(rs,"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(rs,"the flame bounces");
if (!terse)
addmsg(rs," off the dragon");
endmsg(rs);
}
else
hit_monster(rs,unc(pos), &bolt);
}
else if (ch != 'M' || tp->t_disguise == 'M')
{
if (start == &hero)
runto(rs,&pos);
if (terse)
msg(rs,"%s misses", name);
else
msg(rs,"the %s whizzes past %s", name, set_mname(tp));
}
}
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(rs,'b');
else
death(rs,moat(start->y, start->x)->t_type);
}
used = TRUE;
if (terse)
msg(rs,"the %s hits", name);
else
msg(rs,"you are hit by the %s", name);
}
else
msg(rs,"the %s whizzes by you", name);
}
mvaddch(pos.y, pos.x, dirch);
if ( rs->sleeptime != 0 )
refresh();
}
}
for (c2 = spotpos; c2 < c1; c2++)
mvaddch(c2->y, c2->x, chat(c2->y, c2->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;
}