package game import "fmt" // sticks.c — zap wands and staffs. // doZap performs a zap with a wand (sticks.c do_zap). func (g *RogueGame) doZap() { p := &g.Player obj := g.getItem("zap with", int(Stick)) if obj == nil { return } if obj.Type != Stick { g.After = false g.msg("you can't zap with that!") return } if obj.Charges() == 0 { g.msg("nothing happens") return } switch obj.Which { case WsLight: // Reddy Kilowatt wand. Light up the room g.Items.Sticks[WsLight].Know = true if p.Room.Flags.Has(IsGone) { g.msg("the corridor glows and then fades") } else { p.Room.Flags.Clear(IsDark) // Light the room and put the player back up g.enterRoom(p.Pos) g.addmsg("the room is lit") if !g.Options.Terse { g.addmsg(" by a shimmering %s light", g.pickColor("blue")) } g.endmsg() } case WsDrain: // 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 p.Stats.HP < 2 { g.msg("you are too weak to use it") return } g.drain() case WsInvis, WsPolymorph, WsTelAway, WsTelTo, WsCancel: y := p.Pos.Y x := p.Pos.X for stepOk(g.Level.VisibleChar(y, x)) { y += g.Delta.Y x += g.Delta.X } if tp := g.Level.MonsterAt(y, x); tp != nil { monster := tp.Type if monster == 'F' { p.Flags.Clear(IsHeld) } switch obj.Which { case WsInvis: tp.Flags.Set(IsInvis) if g.cansee(y, x) { g.mvaddch(y, x, tp.OldCh) } case WsPolymorph: pp := tp.Pack detachMon(&g.Level.Monsters, tp) if g.seeMonst(tp) { g.mvaddch(y, x, g.Level.Char(y, x)) } oldch := tp.OldCh g.Delta.Y = y g.Delta.X = x monster = byte(g.rnd(26) + 'A') g.newMonster(tp, monster, g.Delta) if g.seeMonst(tp) { g.mvaddch(y, x, monster) } tp.OldCh = oldch tp.Pack = pp if g.seeMonst(tp) { g.Items.Sticks[WsPolymorph].Know = true } case WsCancel: tp.Flags.Set(IsCanc) tp.Flags.Clear(IsInvis | CanHuh) tp.Disguise = tp.Type if g.seeMonst(tp) { g.mvaddch(y, x, tp.Disguise) } case WsTelAway, WsTelTo: var newPos Coord if obj.Which == WsTelAway { for { newPos, _ = g.findFloor(nil, 0, true) if newPos != p.Pos { break } } } else { newPos.Y = p.Pos.Y + g.Delta.Y newPos.X = p.Pos.X + g.Delta.X } tp.Dest = &p.Pos tp.Flags.Set(IsRun) g.relocate(tp, newPos) } } case WsMissile: g.Items.Sticks[WsMissile].Know = true bolt := newObject() bolt.Type = '*' bolt.HurlDmg = "1x4" bolt.HPlus = 100 bolt.DPlus = 1 bolt.Flags = IsMissl if p.CurWeapon != nil { bolt.Launch = p.CurWeapon.Which } g.doMotion(bolt, g.Delta.Y, g.Delta.X) if tp := g.Level.MonsterAt(bolt.Pos.Y, bolt.Pos.X); tp != nil && !g.saveThrow(VsMagic, &tp.Stats) { g.hitMonster(bolt.Pos, bolt) } else if g.Options.Terse { g.msg("missle vanishes") } else { g.msg("the missle vanishes with a puff of smoke") } case WsHasteM, WsSlowM: y := p.Pos.Y x := p.Pos.X for stepOk(g.Level.VisibleChar(y, x)) { y += g.Delta.Y x += g.Delta.X } if tp := g.Level.MonsterAt(y, x); tp != nil { if obj.Which == WsHasteM { if tp.On(IsSlow) { tp.Flags.Clear(IsSlow) } else { tp.Flags.Set(IsHaste) } } else { if tp.On(IsHaste) { tp.Flags.Clear(IsHaste) } else { tp.Flags.Set(IsSlow) } tp.Turn = true } g.Delta.Y = y g.Delta.X = x g.runto(g.Delta) } case WsElect, WsFire, WsCold: var name string switch obj.Which { case WsElect: name = "bolt" case WsFire: name = "flame" default: name = "ice" } g.fireBolt(p.Pos, &g.Delta, name) g.Items.Sticks[obj.Which].Know = true case WsNop: } obj.SetCharges(obj.Charges() - 1) } // drain does the drain-hit-points-from-player schtick (sticks.c drain). func (g *RogueGame) drain() { p := &g.Player // First count how many things we need to spread the hit points among var corp *Room if g.Level.Char(p.Pos.Y, p.Pos.X) == Door { corp = &g.Level.Passages[*g.Level.FlagsAt(p.Pos.Y, p.Pos.X)&FPNum] } inpass := p.Room.Flags.Has(IsGone) var drainee []*Monster for _, mp := range g.Level.Monsters { if mp.Room == p.Room || mp.Room == corp || (inpass && g.Level.Char(mp.Pos.Y, mp.Pos.X) == Door && &g.Level.Passages[*g.Level.FlagsAt(mp.Pos.Y, mp.Pos.X)&FPNum] == p.Room) { drainee = append(drainee, mp) } } cnt := len(drainee) if cnt == 0 { g.msg("you have a tingling feeling") return } p.Stats.HP /= 2 cnt = p.Stats.HP / cnt // Now zot all of the monsters for _, mp := range drainee { if mp.Stats.HP -= cnt; mp.Stats.HP <= 0 { g.killed(mp, g.seeMonst(mp)) } else { g.runto(mp.Pos) } } } // fireBolt fires a bolt in a given direction from a specific starting // place (sticks.c fire_bolt). func (g *RogueGame) fireBolt(start Coord, dir *Coord, name string) { p := &g.Player fromHero := start == p.Pos bolt := newObject() bolt.Type = Weapon bolt.Which = Flame bolt.HurlDmg = "6x6" bolt.HPlus = 100 bolt.DPlus = 0 g.Items.Weapons[Flame].Name = name var dirch byte switch dir.Y + dir.X { case 0: dirch = '/' case 1, -1: if dir.Y == 0 { dirch = '-' } else { dirch = '|' } case 2, -2: dirch = '\\' } pos := start hitHero := !fromHero used := false changed := false var spotpos []Coord for len(spotpos) < BoltLength && !used { pos.Y += dir.Y pos.X += dir.X spotpos = append(spotpos, pos) ch := g.Level.VisibleChar(pos.Y, pos.X) bounce := false 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 p.Pos != pos { bounce = true } case '|', '-', ' ': bounce = true } if bounce { if !changed { hitHero = !hitHero } changed = false dir.Y = -dir.Y dir.X = -dir.X spotpos = spotpos[:len(spotpos)-1] g.msg("the %s bounces", name) continue } if tp := g.Level.MonsterAt(pos.Y, pos.X); !hitHero && tp != nil { hitHero = true changed = !changed tp.OldCh = g.Level.Char(pos.Y, pos.X) if !g.saveThrow(VsMagic, &tp.Stats) { bolt.Pos = pos used = true if tp.Type == 'D' && name == "flame" { g.addmsg("the flame bounces") if !g.Options.Terse { g.addmsg(" off the dragon") } g.endmsg() } else { g.hitMonster(pos, bolt) } } else if ch != 'M' || tp.Disguise == 'M' { if fromHero { g.runto(pos) } if g.Options.Terse { g.msg("%s misses", name) } else { g.msg("the %s whizzes past %s", name, g.setMname(tp)) } } } else if hitHero && pos == p.Pos { hitHero = false changed = !changed if !g.save(VsMagic) { if p.Stats.HP -= g.roll(6, 6); p.Stats.HP <= 0 { if fromHero { g.death('b') } else { g.death(g.Level.MonsterAt(start.Y, start.X).Type) } } used = true if g.Options.Terse { g.msg("the %s hits", name) } else { g.msg("you are hit by the %s", name) } } else { g.msg("the %s whizzes by you", name) } } g.mvaddch(pos.Y, pos.X, dirch) g.refresh() } // erase the bolt trail for _, c2 := range spotpos { g.mvaddch(c2.Y, c2.X, g.Level.Char(c2.Y, c2.X)) } } // fixStick sets up a new wand or staff (sticks.c fix_stick). func (g *RogueGame) fixStick(cur *Object) { if g.Items.WandType[cur.Which] == "staff" { cur.Damage = "2x3" } else { cur.Damage = "1x1" } cur.HurlDmg = "1x1" switch cur.Which { case WsLight: cur.SetCharges(g.rnd(10) + 10) default: cur.SetCharges(g.rnd(5) + 3) } } // chargeStr returns the charge-count suffix for an identified stick // (sticks.c charge_str). func chargeStr(g *RogueGame, obj *Object) string { if !obj.Flags.Has(IsKnow) { return "" } if g.Options.Terse { return fmt.Sprintf(" [%d]", obj.Charges()) } return fmt.Sprintf(" [%d charges]", obj.Charges()) }