xref: /original-bsd/games/rogue/zap.c (revision a141c157)
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 }
370