use flock, not file creation to lock
[unix-history] / usr / src / games / rogue / zap.c
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1/*
2 * Copyright (c) 1988 The Regents of the University of California.
3 * All rights reserved.
4 *
5 * This code is derived from software contributed to Berkeley by
6 * Timothy C. Stoehr.
7 *
b2e7427f 8 * %sccs.include.redist.c%
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9 */
10
11#ifndef lint
b2e7427f 12static char sccsid[] = "@(#)zap.c 5.3 (Berkeley) %G%";
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13#endif /* not lint */
14
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15/*
16 * zap.c
17 *
18 * This source herein may be modified and/or distributed by anybody who
19 * so desires, with the following restrictions:
20 * 1.) No portion of this notice shall be removed.
21 * 2.) Credit shall not be taken for the creation of this source.
22 * 3.) This code is not to be traded, sold, or used for personal
23 * gain or profit.
24 *
25 */
26
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27#include "rogue.h"
28
29boolean wizard = 0;
30
31extern boolean being_held, score_only, detect_monster;
32extern short cur_room;
33
34zapp()
35{
36 short wch;
37 boolean first_miss = 1;
38 object *wand;
39 short dir, d, row, col;
40 object *monster;
41
42 while (!is_direction(dir = rgetchar(), &d)) {
43 sound_bell();
44 if (first_miss) {
45 message("direction? ", 0);
46 first_miss = 0;
47 }
48 }
49 check_message();
50 if (dir == CANCEL) {
51 return;
52 }
53 if ((wch = pack_letter("zap with what?", WAND)) == CANCEL) {
54 return;
55 }
56 check_message();
57
58 if (!(wand = get_letter_object(wch))) {
59 message("no such item.", 0);
60 return;
61 }
62 if (wand->what_is != WAND) {
63 message("you can't zap with that", 0);
64 return;
65 }
66 if (wand->class <= 0) {
67 message("nothing happens", 0);
68 } else {
69 wand->class--;
70 row = rogue.row; col = rogue.col;
71 if ((wand->which_kind == COLD) || (wand->which_kind == FIRE)) {
72 bounce((short) wand->which_kind, d, row, col, 0);
73 } else {
74 monster = get_zapped_monster(d, &row, &col);
75 if (wand->which_kind == DRAIN_LIFE) {
76 wdrain_life(monster);
77 } else if (monster) {
78 wake_up(monster);
79 s_con_mon(monster);
80 zap_monster(monster, wand->which_kind);
81 relight();
82 }
83 }
84 }
85 (void) reg_move();
86}
87
88object *
89get_zapped_monster(dir, row, col)
90short dir;
91short *row, *col;
92{
93 short orow, ocol;
94
95 for (;;) {
96 orow = *row; ocol = *col;
97 get_dir_rc(dir, row, col, 0);
98 if (((*row == orow) && (*col == ocol)) ||
99 (dungeon[*row][*col] & (HORWALL | VERTWALL)) ||
100 (dungeon[*row][*col] == NOTHING)) {
101 return(0);
102 }
103 if (dungeon[*row][*col] & MONSTER) {
104 if (!imitating(*row, *col)) {
105 return(object_at(&level_monsters, *row, *col));
106 }
107 }
108 }
109}
110
111zap_monster(monster, kind)
112object *monster;
113unsigned short kind;
114{
115 short row, col;
116 object *nm;
117 short tc;
118
119 row = monster->row;
120 col = monster->col;
121
122 switch(kind) {
123 case SLOW_MONSTER:
124 if (monster->m_flags & HASTED) {
125 monster->m_flags &= (~HASTED);
126 } else {
127 monster->slowed_toggle = 0;
128 monster->m_flags |= SLOWED;
129 }
130 break;
131 case HASTE_MONSTER:
132 if (monster->m_flags & SLOWED) {
133 monster->m_flags &= (~SLOWED);
134 } else {
135 monster->m_flags |= HASTED;
136 }
137 break;
138 case TELE_AWAY:
139 tele_away(monster);
140 break;
141 case INVISIBILITY:
142 monster->m_flags |= INVISIBLE;
143 break;
144 case POLYMORPH:
145 if (monster->m_flags & HOLDS) {
146 being_held = 0;
147 }
148 nm = monster->next_monster;
149 tc = monster->trail_char;
150 (void) gr_monster(monster, get_rand(0, MONSTERS-1));
151 monster->row = row;
152 monster->col = col;
153 monster->next_monster = nm;
154 monster->trail_char = tc;
155 if (!(monster->m_flags & IMITATES)) {
156 wake_up(monster);
157 }
158 break;
159 case MAGIC_MISSILE:
160 rogue_hit(monster, 1);
161 break;
162 case CANCELLATION:
163 if (monster->m_flags & HOLDS) {
164 being_held = 0;
165 }
166 if (monster->m_flags & STEALS_ITEM) {
167 monster->drop_percent = 0;
168 }
169 monster->m_flags &= (~(FLIES | FLITS | SPECIAL_HIT | INVISIBLE |
170 FLAMES | IMITATES | CONFUSES | SEEKS_GOLD | HOLDS));
171 break;
172 case DO_NOTHING:
173 message("nothing happens", 0);
174 break;
175 }
176}
177
178tele_away(monster)
179object *monster;
180{
181 short row, col;
182
183 if (monster->m_flags & HOLDS) {
184 being_held = 0;
185 }
186 gr_row_col(&row, &col, (FLOOR | TUNNEL | STAIRS | OBJECT));
187 mvaddch(monster->row, monster->col, monster->trail_char);
188 dungeon[monster->row][monster->col] &= ~MONSTER;
189 monster->row = row; monster->col = col;
190 dungeon[row][col] |= MONSTER;
191 monster->trail_char = mvinch(row, col);
192 if (detect_monster || rogue_can_see(row, col)) {
193 mvaddch(row, col, gmc(monster));
194 }
195}
196
197wizardize()
198{
199 char buf[100];
200
201 if (wizard) {
202 wizard = 0;
203 message("not wizard anymore", 0);
204 } else {
205 if (get_input_line("wizard's password:", "", buf, "", 0, 0)) {
206 (void) xxx(1);
207 xxxx(buf, strlen(buf));
208 if (!strncmp(buf, "\247\104\126\272\115\243\027", 7)) {
209 wizard = 1;
210 score_only = 1;
211 message("Welcome, mighty wizard!", 0);
212 } else {
213 message("sorry", 0);
214 }
215 }
216 }
217}
218
219wdrain_life(monster)
220object *monster;
221{
222 short hp;
223 object *lmon, *nm;
224
225 hp = rogue.hp_current / 3;
226 rogue.hp_current = (rogue.hp_current + 1) / 2;
227
228 if (cur_room >= 0) {
229 lmon = level_monsters.next_monster;
230 while (lmon) {
231 nm = lmon->next_monster;
232 if (get_room_number(lmon->row, lmon->col) == cur_room) {
233 wake_up(lmon);
234 (void) mon_damage(lmon, hp);
235 }
236 lmon = nm;
237 }
238 } else {
239 if (monster) {
240 wake_up(monster);
241 (void) mon_damage(monster, hp);
242 }
243 }
244 print_stats(STAT_HP);
245 relight();
246}
247
248bounce(ball, dir, row, col, r)
249short ball, dir, row, col, r;
250{
251 short orow, ocol;
252 char buf[DCOLS], *s;
253 short i, ch, new_dir = -1, damage;
254 static short btime;
255
256 if (++r == 1) {
257 btime = get_rand(3, 6);
258 } else if (r > btime) {
259 return;
260 }
261
262 if (ball == FIRE) {
263 s = "fire";
264 } else {
265 s = "ice";
266 }
267 if (r > 1) {
268 sprintf(buf, "the %s bounces", s);
269 message(buf, 0);
270 }
271 orow = row;
272 ocol = col;
273 do {
274 ch = mvinch(orow, ocol);
275 standout();
276 mvaddch(orow, ocol, ch);
277 get_dir_rc(dir, &orow, &ocol, 1);
278 } while (!( (ocol <= 0) ||
279 (ocol >= DCOLS-1) ||
280 (dungeon[orow][ocol] == NOTHING) ||
281 (dungeon[orow][ocol] & MONSTER) ||
282 (dungeon[orow][ocol] & (HORWALL | VERTWALL)) ||
283 ((orow == rogue.row) && (ocol == rogue.col))));
284 standend();
285 refresh();
286 do {
287 orow = row;
288 ocol = col;
289 ch = mvinch(row, col);
290 mvaddch(row, col, ch);
291 get_dir_rc(dir, &row, &col, 1);
292 } while (!( (col <= 0) ||
293 (col >= DCOLS-1) ||
294 (dungeon[row][col] == NOTHING) ||
295 (dungeon[row][col] & MONSTER) ||
296 (dungeon[row][col] & (HORWALL | VERTWALL)) ||
297 ((row == rogue.row) && (col == rogue.col))));
298
299 if (dungeon[row][col] & MONSTER) {
300 object *monster;
301
302 monster = object_at(&level_monsters, row, col);
303
304 wake_up(monster);
305 if (rand_percent(33)) {
306 sprintf(buf, "the %s misses the %s", s, mon_name(monster));
307 message(buf, 0);
308 goto ND;
309 }
310 if (ball == FIRE) {
311 if (!(monster->m_flags & RUSTS)) {
312 if (monster->m_flags & FREEZES) {
313 damage = monster->hp_to_kill;
314 } else if (monster->m_flags & FLAMES) {
315 damage = (monster->hp_to_kill / 10) + 1;
316 } else {
317 damage = get_rand((rogue.hp_current / 3), rogue.hp_max);
318 }
319 } else {
320 damage = (monster->hp_to_kill / 2) + 1;
321 }
322 sprintf(buf, "the %s hits the %s", s, mon_name(monster));
323 message(buf, 0);
324 (void) mon_damage(monster, damage);
325 } else {
326 damage = -1;
327 if (!(monster->m_flags & FREEZES)) {
328 if (rand_percent(33)) {
329 message("the monster is frozen", 0);
330 monster->m_flags |= (ASLEEP | NAPPING);
331 monster->nap_length = get_rand(3, 6);
332 } else {
333 damage = rogue.hp_current / 4;
334 }
335 } else {
336 damage = -2;
337 }
338 if (damage != -1) {
339 sprintf(buf, "the %s hits the %s", s, mon_name(monster));
340 message(buf, 0);
341 (void) mon_damage(monster, damage);
342 }
343 }
344 } else if ((row == rogue.row) && (col == rogue.col)) {
345 if (rand_percent(10 + (3 * get_armor_class(rogue.armor)))) {
346 sprintf(buf, "the %s misses", s);
347 message(buf, 0);
348 goto ND;
349 } else {
350 damage = get_rand(3, (3 * rogue.exp));
351 if (ball == FIRE) {
352 damage = (damage * 3) / 2;
353 damage -= get_armor_class(rogue.armor);
354 }
355 sprintf(buf, "the %s hits", s);
356 rogue_damage(damage, (object *) 0,
357 ((ball == FIRE) ? KFIRE : HYPOTHERMIA));
358 message(buf, 0);
359 }
360 } else {
361 short nrow, ncol;
362
363ND: for (i = 0; i < 10; i++) {
364 dir = get_rand(0, DIRS-1);
365 nrow = orow;
366 ncol = ocol;
367 get_dir_rc(dir, &nrow, &ncol, 1);
368 if (((ncol >= 0) && (ncol <= DCOLS-1)) &&
369 (dungeon[nrow][ncol] != NOTHING) &&
370 (!(dungeon[nrow][ncol] & (VERTWALL | HORWALL)))) {
371 new_dir = dir;
372 break;
373 }
374 }
375 if (new_dir != -1) {
376 bounce(ball, new_dir, orow, ocol, r);
377 }
378 }
379}