root/games/rogue/zap.c
/*-
 * 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. 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.
 *
 * @(#)zap.c    8.1 (Berkeley) 5/31/93
 * $FreeBSD: src/games/rogue/zap.c,v 1.3 1999/11/30 03:49:29 billf Exp $
 */

/*
 * 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"

static object *get_zapped_monster(short, short *, short *);
static void tele_away(object *);
static void wdrain_life(object *);
static void zap_monster(object *, unsigned short);

boolean wizard = 0;

void
zapp(void)
{
        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();
                        }
                }
        }
        reg_move();
}

static object *
get_zapped_monster(short dir, short *row, short *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));
                        }
                }
        }
}

static void
zap_monster(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;
                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;
        }
}

static void
tele_away(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));
        }
}

void
wizardize(void)
{
        char buf[100];

        if (wizard) {
                wizard = 0;
                message("not wizard anymore", 0);
        } else {
                if (get_input_line("wizard's password:", "", buf, "", 0, 0)) {
                        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);
                        }
                }
        }
}

static void
wdrain_life(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);
                                mon_damage(lmon, hp);
                        }
                        lmon = nm;
                }
        } else {
                if (monster) {
                        wake_up(monster);
                        mon_damage(monster, hp);
                }
        }
        print_stats(STAT_HP);
        relight();
}

void
bounce(short ball, short dir, short row, short col, short r)
{
        short orow, ocol;
        char buf[DCOLS];
        const char *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);
                        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);
                                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, NULL,
                                        ((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);
                }
        }
}