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[dragonfly.git] / games / rogue / zap.c
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1 /*
2 * Copyright (c) 1988, 1993
3 * The Regents of the University of California. All rights reserved.
5 * This code is derived from software contributed to Berkeley by
6 * Timothy C. Stoehr.
8 * Redistribution and use in source and binary forms, with or without
9 * modification, are permitted provided that the following conditions
10 * are met:
11 * 1. Redistributions of source code must retain the above copyright
12 * notice, this list of conditions and the following disclaimer.
13 * 2. Redistributions in binary form must reproduce the above copyright
14 * notice, this list of conditions and the following disclaimer in the
15 * documentation and/or other materials provided with the distribution.
16 * 3. All advertising materials mentioning features or use of this software
17 * must display the following acknowledgement:
18 * This product includes software developed by the University of
19 * California, Berkeley and its contributors.
20 * 4. Neither the name of the University nor the names of its contributors
21 * may be used to endorse or promote products derived from this software
22 * without specific prior written permission.
24 * THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND
25 * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
26 * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
27 * ARE DISCLAIMED. IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE
28 * FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
29 * DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS
30 * OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
31 * HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
32 * LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
33 * OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
34 * SUCH DAMAGE.
36 * @(#)zap.c 8.1 (Berkeley) 5/31/93
37 * $FreeBSD: src/games/rogue/zap.c,v 1.3 1999/11/30 03:49:29 billf Exp $
38 * $DragonFly: src/games/rogue/zap.c,v 1.3 2006/09/02 19:31:07 pavalos Exp $
42 * zap.c
44 * This source herein may be modified and/or distributed by anybody who
45 * so desires, with the following restrictions:
46 * 1.) No portion of this notice shall be removed.
47 * 2.) Credit shall not be taken for the creation of this source.
48 * 3.) This code is not to be traded, sold, or used for personal
49 * gain or profit.
53 #include "rogue.h"
55 boolean wizard = 0;
57 extern boolean being_held, score_only, detect_monster;
58 extern short cur_room;
60 static object *get_zapped_monster(short, short *, short *);
61 static void zap_monster(object *, unsigned short);
62 static void tele_away(object *);
63 static void wdrain_life(object *);
65 void
66 zapp(void)
68 short wch;
69 boolean first_miss = 1;
70 object *wand;
71 short dir, d, row, col;
72 object *monster;
74 while (!is_direction(dir = rgetchar(), &d)) {
75 sound_bell();
76 if (first_miss) {
77 message("direction? ", 0);
78 first_miss = 0;
81 check_message();
82 if (dir == CANCEL) {
83 return;
85 if ((wch = pack_letter("zap with what?", WAND)) == CANCEL) {
86 return;
88 check_message();
90 if (!(wand = get_letter_object(wch))) {
91 message("no such item.", 0);
92 return;
94 if (wand->what_is != WAND) {
95 message("you can't zap with that", 0);
96 return;
98 if (wand->class <= 0) {
99 message("nothing happens", 0);
100 } else {
101 wand->class--;
102 row = rogue.row; col = rogue.col;
103 if ((wand->which_kind == COLD) || (wand->which_kind == FIRE)) {
104 bounce((short) wand->which_kind, d, row, col, 0);
105 } else {
106 monster = get_zapped_monster(d, &row, &col);
107 if (wand->which_kind == DRAIN_LIFE) {
108 wdrain_life(monster);
109 } else if (monster) {
110 wake_up(monster);
111 s_con_mon(monster);
112 zap_monster(monster, wand->which_kind);
113 relight();
117 reg_move();
120 static object *
121 get_zapped_monster(short dir, short *row, short *col)
123 short orow, ocol;
125 for (;;) {
126 orow = *row; ocol = *col;
127 get_dir_rc(dir, row, col, 0);
128 if (((*row == orow) && (*col == ocol)) ||
129 (dungeon[*row][*col] & (HORWALL | VERTWALL)) ||
130 (dungeon[*row][*col] == NOTHING)) {
131 return(0);
133 if (dungeon[*row][*col] & MONSTER) {
134 if (!imitating(*row, *col)) {
135 return(object_at(&level_monsters, *row, *col));
141 static void
142 zap_monster(object *monster, unsigned short kind)
144 short row, col;
145 object *nm;
146 short tc;
148 row = monster->row;
149 col = monster->col;
151 switch(kind) {
152 case SLOW_MONSTER:
153 if (monster->m_flags & HASTED) {
154 monster->m_flags &= (~HASTED);
155 } else {
156 monster->slowed_toggle = 0;
157 monster->m_flags |= SLOWED;
159 break;
160 case HASTE_MONSTER:
161 if (monster->m_flags & SLOWED) {
162 monster->m_flags &= (~SLOWED);
163 } else {
164 monster->m_flags |= HASTED;
166 break;
167 case TELE_AWAY:
168 tele_away(monster);
169 break;
170 case INVISIBILITY:
171 monster->m_flags |= INVISIBLE;
172 break;
173 case POLYMORPH:
174 if (monster->m_flags & HOLDS) {
175 being_held = 0;
177 nm = monster->next_monster;
178 tc = monster->trail_char;
179 gr_monster(monster, get_rand(0, MONSTERS-1));
180 monster->row = row;
181 monster->col = col;
182 monster->next_monster = nm;
183 monster->trail_char = tc;
184 if (!(monster->m_flags & IMITATES)) {
185 wake_up(monster);
187 break;
188 case MAGIC_MISSILE:
189 rogue_hit(monster, 1);
190 break;
191 case CANCELLATION:
192 if (monster->m_flags & HOLDS) {
193 being_held = 0;
195 if (monster->m_flags & STEALS_ITEM) {
196 monster->drop_percent = 0;
198 monster->m_flags &= (~(FLIES | FLITS | SPECIAL_HIT | INVISIBLE |
199 FLAMES | IMITATES | CONFUSES | SEEKS_GOLD | HOLDS));
200 break;
201 case DO_NOTHING:
202 message("nothing happens", 0);
203 break;
207 static void
208 tele_away(object *monster)
210 short row, col;
212 if (monster->m_flags & HOLDS) {
213 being_held = 0;
215 gr_row_col(&row, &col, (FLOOR | TUNNEL | STAIRS | OBJECT));
216 mvaddch(monster->row, monster->col, monster->trail_char);
217 dungeon[monster->row][monster->col] &= ~MONSTER;
218 monster->row = row; monster->col = col;
219 dungeon[row][col] |= MONSTER;
220 monster->trail_char = mvinch(row, col);
221 if (detect_monster || rogue_can_see(row, col)) {
222 mvaddch(row, col, gmc(monster));
226 void
227 wizardize(void)
229 char buf[100];
231 if (wizard) {
232 wizard = 0;
233 message("not wizard anymore", 0);
234 } else {
235 if (get_input_line("wizard's password:", "", buf, "", 0, 0)) {
236 xxx(1);
237 xxxx(buf, strlen(buf));
238 if (!strncmp(buf, "\247\104\126\272\115\243\027", 7)) {
239 wizard = 1;
240 score_only = 1;
241 message("Welcome, mighty wizard!", 0);
242 } else {
243 message("sorry", 0);
249 static void
250 wdrain_life(object *monster)
252 short hp;
253 object *lmon, *nm;
255 hp = rogue.hp_current / 3;
256 rogue.hp_current = (rogue.hp_current + 1) / 2;
258 if (cur_room >= 0) {
259 lmon = level_monsters.next_monster;
260 while (lmon) {
261 nm = lmon->next_monster;
262 if (get_room_number(lmon->row, lmon->col) == cur_room) {
263 wake_up(lmon);
264 mon_damage(lmon, hp);
266 lmon = nm;
268 } else {
269 if (monster) {
270 wake_up(monster);
271 mon_damage(monster, hp);
274 print_stats(STAT_HP);
275 relight();
278 void
279 bounce(short ball, short dir, short row, short col, short r)
281 short orow, ocol;
282 char buf[DCOLS];
283 const char *s;
284 short i, ch, new_dir = -1, damage;
285 static short btime;
287 if (++r == 1) {
288 btime = get_rand(3, 6);
289 } else if (r > btime) {
290 return;
293 if (ball == FIRE) {
294 s = "fire";
295 } else {
296 s = "ice";
298 if (r > 1) {
299 sprintf(buf, "the %s bounces", s);
300 message(buf, 0);
302 orow = row;
303 ocol = col;
304 do {
305 ch = mvinch(orow, ocol);
306 standout();
307 mvaddch(orow, ocol, ch);
308 get_dir_rc(dir, &orow, &ocol, 1);
309 } while (!( (ocol <= 0) ||
310 (ocol >= DCOLS-1) ||
311 (dungeon[orow][ocol] == NOTHING) ||
312 (dungeon[orow][ocol] & MONSTER) ||
313 (dungeon[orow][ocol] & (HORWALL | VERTWALL)) ||
314 ((orow == rogue.row) && (ocol == rogue.col))));
315 standend();
316 refresh();
317 do {
318 orow = row;
319 ocol = col;
320 ch = mvinch(row, col);
321 mvaddch(row, col, ch);
322 get_dir_rc(dir, &row, &col, 1);
323 } while (!( (col <= 0) ||
324 (col >= DCOLS-1) ||
325 (dungeon[row][col] == NOTHING) ||
326 (dungeon[row][col] & MONSTER) ||
327 (dungeon[row][col] & (HORWALL | VERTWALL)) ||
328 ((row == rogue.row) && (col == rogue.col))));
330 if (dungeon[row][col] & MONSTER) {
331 object *monster;
333 monster = object_at(&level_monsters, row, col);
335 wake_up(monster);
336 if (rand_percent(33)) {
337 sprintf(buf, "the %s misses the %s", s, mon_name(monster));
338 message(buf, 0);
339 goto ND;
341 if (ball == FIRE) {
342 if (!(monster->m_flags & RUSTS)) {
343 if (monster->m_flags & FREEZES) {
344 damage = monster->hp_to_kill;
345 } else if (monster->m_flags & FLAMES) {
346 damage = (monster->hp_to_kill / 10) + 1;
347 } else {
348 damage = get_rand((rogue.hp_current / 3), rogue.hp_max);
350 } else {
351 damage = (monster->hp_to_kill / 2) + 1;
353 sprintf(buf, "the %s hits the %s", s, mon_name(monster));
354 message(buf, 0);
355 mon_damage(monster, damage);
356 } else {
357 damage = -1;
358 if (!(monster->m_flags & FREEZES)) {
359 if (rand_percent(33)) {
360 message("the monster is frozen", 0);
361 monster->m_flags |= (ASLEEP | NAPPING);
362 monster->nap_length = get_rand(3, 6);
363 } else {
364 damage = rogue.hp_current / 4;
366 } else {
367 damage = -2;
369 if (damage != -1) {
370 sprintf(buf, "the %s hits the %s", s, mon_name(monster));
371 message(buf, 0);
372 mon_damage(monster, damage);
375 } else if ((row == rogue.row) && (col == rogue.col)) {
376 if (rand_percent(10 + (3 * get_armor_class(rogue.armor)))) {
377 sprintf(buf, "the %s misses", s);
378 message(buf, 0);
379 goto ND;
380 } else {
381 damage = get_rand(3, (3 * rogue.exp));
382 if (ball == FIRE) {
383 damage = (damage * 3) / 2;
384 damage -= get_armor_class(rogue.armor);
386 sprintf(buf, "the %s hits", s);
387 rogue_damage(damage, (object *) 0,
388 ((ball == FIRE) ? KFIRE : HYPOTHERMIA));
389 message(buf, 0);
391 } else {
392 short nrow, ncol;
394 ND: for (i = 0; i < 10; i++) {
395 dir = get_rand(0, DIRS-1);
396 nrow = orow;
397 ncol = ocol;
398 get_dir_rc(dir, &nrow, &ncol, 1);
399 if (((ncol >= 0) && (ncol <= DCOLS-1)) &&
400 (dungeon[nrow][ncol] != NOTHING) &&
401 (!(dungeon[nrow][ncol] & (VERTWALL | HORWALL)))) {
402 new_dir = dir;
403 break;
406 if (new_dir != -1) {
407 bounce(ball, new_dir, orow, ocol, r);