554eb505f8
of the x11 based games. I'm not going to tag the originals with bsd_44_lite and do this in two stages since it's just not worth it for this collection, and I've got directory renames to deal with that way. Bleah. Submitted by: jkh
489 lines
11 KiB
C
489 lines
11 KiB
C
/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
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/* hack.do.c - version 1.0.3 */
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/* Contains code for 'd', 'D' (drop), '>', '<' (up, down) and 't' (throw) */
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#include "hack.h"
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extern struct obj *splitobj(), *addinv();
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extern boolean hmon();
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extern boolean level_exists[];
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extern struct monst youmonst;
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extern char *Doname();
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extern char *nomovemsg;
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static int drop();
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dodrop() {
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return(drop(getobj("0$#", "drop")));
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}
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static int
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drop(obj) register struct obj *obj; {
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if(!obj) return(0);
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if(obj->olet == '$') { /* pseudo object */
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register long amount = OGOLD(obj);
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if(amount == 0)
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pline("You didn't drop any gold pieces.");
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else {
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mkgold(amount, u.ux, u.uy);
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pline("You dropped %ld gold piece%s.",
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amount, plur(amount));
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if(Invisible) newsym(u.ux, u.uy);
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}
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free((char *) obj);
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return(1);
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}
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if(obj->owornmask & (W_ARMOR | W_RING)){
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pline("You cannot drop something you are wearing.");
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return(0);
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}
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if(obj == uwep) {
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if(uwep->cursed) {
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pline("Your weapon is welded to your hand!");
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return(0);
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}
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setuwep((struct obj *) 0);
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}
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pline("You dropped %s.", doname(obj));
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dropx(obj);
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return(1);
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}
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/* Called in several places - should not produce texts */
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dropx(obj)
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register struct obj *obj;
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{
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freeinv(obj);
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dropy(obj);
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}
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dropy(obj)
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register struct obj *obj;
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{
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if(obj->otyp == CRYSKNIFE)
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obj->otyp = WORM_TOOTH;
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obj->ox = u.ux;
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obj->oy = u.uy;
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obj->nobj = fobj;
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fobj = obj;
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if(Invisible) newsym(u.ux,u.uy);
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subfrombill(obj);
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stackobj(obj);
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}
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/* drop several things */
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doddrop() {
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return(ggetobj("drop", drop, 0));
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}
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dodown()
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{
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if(u.ux != xdnstair || u.uy != ydnstair) {
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pline("You can't go down here.");
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return(0);
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}
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if(u.ustuck) {
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pline("You are being held, and cannot go down.");
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return(1);
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}
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if(Levitation) {
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pline("You're floating high above the stairs.");
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return(0);
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}
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goto_level(dlevel+1, TRUE);
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return(1);
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}
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doup()
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{
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if(u.ux != xupstair || u.uy != yupstair) {
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pline("You can't go up here.");
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return(0);
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}
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if(u.ustuck) {
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pline("You are being held, and cannot go up.");
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return(1);
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}
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if(!Levitation && inv_weight() + 5 > 0) {
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pline("Your load is too heavy to climb the stairs.");
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return(1);
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}
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goto_level(dlevel-1, TRUE);
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return(1);
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}
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goto_level(newlevel, at_stairs)
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register int newlevel;
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register boolean at_stairs;
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{
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register fd;
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register boolean up = (newlevel < dlevel);
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if(newlevel <= 0) done("escaped"); /* in fact < 0 is impossible */
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if(newlevel > MAXLEVEL) newlevel = MAXLEVEL; /* strange ... */
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if(newlevel == dlevel) return; /* this can happen */
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glo(dlevel);
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fd = creat(lock, FMASK);
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if(fd < 0) {
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/*
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* This is not quite impossible: e.g., we may have
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* exceeded our quota. If that is the case then we
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* cannot leave this level, and cannot save either.
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* Another possibility is that the directory was not
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* writable.
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*/
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pline("A mysterious force prevents you from going %s.",
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up ? "up" : "down");
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return;
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}
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if(Punished) unplacebc();
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u.utrap = 0; /* needed in level_tele */
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u.ustuck = 0; /* idem */
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keepdogs();
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seeoff(1);
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if(u.uswallow) /* idem */
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u.uswldtim = u.uswallow = 0;
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flags.nscrinh = 1;
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u.ux = FAR; /* hack */
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(void) inshop(); /* probably was a trapdoor */
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savelev(fd,dlevel);
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(void) close(fd);
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dlevel = newlevel;
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if(maxdlevel < dlevel)
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maxdlevel = dlevel;
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glo(dlevel);
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if(!level_exists[dlevel])
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mklev();
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else {
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extern int hackpid;
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if((fd = open(lock,0)) < 0) {
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pline("Cannot open %s .", lock);
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pline("Probably someone removed it.");
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done("tricked");
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}
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getlev(fd, hackpid, dlevel);
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(void) close(fd);
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}
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if(at_stairs) {
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if(up) {
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u.ux = xdnstair;
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u.uy = ydnstair;
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if(!u.ux) { /* entering a maze from below? */
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u.ux = xupstair; /* this will confuse the player! */
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u.uy = yupstair;
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}
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if(Punished && !Levitation){
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pline("With great effort you climb the stairs.");
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placebc(1);
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}
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} else {
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u.ux = xupstair;
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u.uy = yupstair;
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if(inv_weight() + 5 > 0 || Punished){
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pline("You fall down the stairs."); /* %% */
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losehp(rnd(3), "fall");
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if(Punished) {
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if(uwep != uball && rn2(3)){
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pline("... and are hit by the iron ball.");
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losehp(rnd(20), "iron ball");
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}
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placebc(1);
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}
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selftouch("Falling, you");
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}
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}
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{ register struct monst *mtmp = m_at(u.ux, u.uy);
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if(mtmp)
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mnexto(mtmp);
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}
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} else { /* trapdoor or level_tele */
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do {
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u.ux = rnd(COLNO-1);
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u.uy = rn2(ROWNO);
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} while(levl[u.ux][u.uy].typ != ROOM ||
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m_at(u.ux,u.uy));
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if(Punished){
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if(uwep != uball && !up /* %% */ && rn2(5)){
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pline("The iron ball falls on your head.");
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losehp(rnd(25), "iron ball");
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}
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placebc(1);
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}
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selftouch("Falling, you");
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}
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(void) inshop();
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initrack();
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losedogs();
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{ register struct monst *mtmp;
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if(mtmp = m_at(u.ux, u.uy)) mnexto(mtmp); /* riv05!a3 */
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}
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flags.nscrinh = 0;
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setsee();
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seeobjs(); /* make old cadavers disappear - riv05!a3 */
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docrt();
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pickup(1);
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read_engr_at(u.ux,u.uy);
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}
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donull() {
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return(1); /* Do nothing, but let other things happen */
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}
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dopray() {
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nomovemsg = "You finished your prayer.";
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nomul(-3);
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return(1);
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}
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struct monst *bhit(), *boomhit();
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dothrow()
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{
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register struct obj *obj;
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register struct monst *mon;
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register tmp;
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obj = getobj("#)", "throw"); /* it is also possible to throw food */
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/* (or jewels, or iron balls ... ) */
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if(!obj || !getdir(1)) /* ask "in what direction?" */
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return(0);
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if(obj->owornmask & (W_ARMOR | W_RING)){
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pline("You can't throw something you are wearing.");
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return(0);
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}
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u_wipe_engr(2);
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if(obj == uwep){
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if(obj->cursed){
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pline("Your weapon is welded to your hand.");
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return(1);
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}
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if(obj->quan > 1)
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setuwep(splitobj(obj, 1));
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else
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setuwep((struct obj *) 0);
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}
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else if(obj->quan > 1)
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(void) splitobj(obj, 1);
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freeinv(obj);
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if(u.uswallow) {
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mon = u.ustuck;
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bhitpos.x = mon->mx;
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bhitpos.y = mon->my;
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} else if(u.dz) {
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if(u.dz < 0) {
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pline("%s hits the ceiling, then falls back on top of your head.",
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Doname(obj)); /* note: obj->quan == 1 */
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if(obj->olet == POTION_SYM)
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potionhit(&youmonst, obj);
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else {
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if(uarmh) pline("Fortunately, you are wearing a helmet!");
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losehp(uarmh ? 1 : rnd((int)(obj->owt)), "falling object");
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dropy(obj);
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}
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} else {
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pline("%s hits the floor.", Doname(obj));
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if(obj->otyp == EXPENSIVE_CAMERA) {
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pline("It is shattered in a thousand pieces!");
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obfree(obj, Null(obj));
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} else if(obj->otyp == EGG) {
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pline("\"Splash!\"");
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obfree(obj, Null(obj));
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} else if(obj->olet == POTION_SYM) {
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pline("The flask breaks, and you smell a peculiar odor ...");
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potionbreathe(obj);
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obfree(obj, Null(obj));
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} else {
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dropy(obj);
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}
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}
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return(1);
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} else if(obj->otyp == BOOMERANG) {
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mon = boomhit(u.dx, u.dy);
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if(mon == &youmonst) { /* the thing was caught */
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(void) addinv(obj);
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return(1);
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}
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} else {
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if(obj->otyp == PICK_AXE && shkcatch(obj))
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return(1);
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mon = bhit(u.dx, u.dy, (obj->otyp == ICE_BOX) ? 1 :
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(!Punished || obj != uball) ? 8 : !u.ustuck ? 5 : 1,
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obj->olet,
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(int (*)()) 0, (int (*)()) 0, obj);
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}
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if(mon) {
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/* awake monster if sleeping */
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wakeup(mon);
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if(obj->olet == WEAPON_SYM) {
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tmp = -1+u.ulevel+mon->data->ac+abon();
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if(obj->otyp < ROCK) {
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if(!uwep ||
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uwep->otyp != obj->otyp+(BOW-ARROW))
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tmp -= 4;
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else {
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tmp += uwep->spe;
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}
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} else
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if(obj->otyp == BOOMERANG) tmp += 4;
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tmp += obj->spe;
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if(u.uswallow || tmp >= rnd(20)) {
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if(hmon(mon,obj,1) == TRUE){
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/* mon still alive */
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#ifndef NOWORM
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cutworm(mon,bhitpos.x,bhitpos.y,obj->otyp);
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#endif NOWORM
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} else mon = 0;
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/* weapons thrown disappear sometimes */
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if(obj->otyp < BOOMERANG && rn2(3)) {
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/* check bill; free */
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obfree(obj, (struct obj *) 0);
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return(1);
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}
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} else miss(objects[obj->otyp].oc_name, mon);
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} else if(obj->otyp == HEAVY_IRON_BALL) {
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tmp = -1+u.ulevel+mon->data->ac+abon();
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if(!Punished || obj != uball) tmp += 2;
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if(u.utrap) tmp -= 2;
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if(u.uswallow || tmp >= rnd(20)) {
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if(hmon(mon,obj,1) == FALSE)
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mon = 0; /* he died */
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} else miss("iron ball", mon);
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} else if(obj->olet == POTION_SYM && u.ulevel > rn2(15)) {
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potionhit(mon, obj);
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return(1);
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} else {
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if(cansee(bhitpos.x,bhitpos.y))
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pline("You miss %s.",monnam(mon));
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else pline("You miss it.");
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if(obj->olet == FOOD_SYM && mon->data->mlet == 'd')
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if(tamedog(mon,obj)) return(1);
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if(obj->olet == GEM_SYM && mon->data->mlet == 'u' &&
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!mon->mtame){
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if(obj->dknown && objects[obj->otyp].oc_name_known){
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if(objects[obj->otyp].g_val > 0){
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u.uluck += 5;
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goto valuable;
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} else {
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pline("%s is not interested in your junk.",
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Monnam(mon));
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}
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} else { /* value unknown to @ */
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u.uluck++;
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valuable:
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if(u.uluck > LUCKMAX) /* dan@ut-ngp */
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u.uluck = LUCKMAX;
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pline("%s graciously accepts your gift.",
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Monnam(mon));
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mpickobj(mon, obj);
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rloc(mon);
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return(1);
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}
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}
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}
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}
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/* the code following might become part of dropy() */
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if(obj->otyp == CRYSKNIFE)
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obj->otyp = WORM_TOOTH;
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obj->ox = bhitpos.x;
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obj->oy = bhitpos.y;
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obj->nobj = fobj;
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fobj = obj;
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/* prevent him from throwing articles to the exit and escaping */
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/* subfrombill(obj); */
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stackobj(obj);
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if(Punished && obj == uball &&
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(bhitpos.x != u.ux || bhitpos.y != u.uy)){
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freeobj(uchain);
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unpobj(uchain);
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if(u.utrap){
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if(u.utraptype == TT_PIT)
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pline("The ball pulls you out of the pit!");
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else {
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register long side =
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rn2(3) ? LEFT_SIDE : RIGHT_SIDE;
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pline("The ball pulls you out of the bear trap.");
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pline("Your %s leg is severely damaged.",
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(side == LEFT_SIDE) ? "left" : "right");
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set_wounded_legs(side, 500+rn2(1000));
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losehp(2, "thrown ball");
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}
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u.utrap = 0;
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}
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unsee();
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uchain->nobj = fobj;
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fobj = uchain;
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u.ux = uchain->ox = bhitpos.x - u.dx;
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u.uy = uchain->oy = bhitpos.y - u.dy;
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setsee();
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(void) inshop();
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}
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if(cansee(bhitpos.x, bhitpos.y)) prl(bhitpos.x,bhitpos.y);
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return(1);
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}
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/* split obj so that it gets size num */
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/* remainder is put in the object structure delivered by this call */
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struct obj *
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splitobj(obj, num) register struct obj *obj; register int num; {
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register struct obj *otmp;
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otmp = newobj(0);
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*otmp = *obj; /* copies whole structure */
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otmp->o_id = flags.ident++;
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otmp->onamelth = 0;
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obj->quan = num;
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obj->owt = weight(obj);
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otmp->quan -= num;
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otmp->owt = weight(otmp); /* -= obj->owt ? */
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obj->nobj = otmp;
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if(obj->unpaid) splitbill(obj,otmp);
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return(otmp);
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}
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more_experienced(exp,rexp)
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register int exp, rexp;
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{
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extern char pl_character[];
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u.uexp += exp;
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u.urexp += 4*exp + rexp;
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if(exp) flags.botl = 1;
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if(u.urexp >= ((pl_character[0] == 'W') ? 1000 : 2000))
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flags.beginner = 0;
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}
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set_wounded_legs(side, timex)
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register long side;
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register int timex;
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{
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if(!Wounded_legs || (Wounded_legs & TIMEOUT))
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Wounded_legs |= side + timex;
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else
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Wounded_legs |= side;
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}
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heal_legs()
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{
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if(Wounded_legs) {
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if((Wounded_legs & BOTH_SIDES) == BOTH_SIDES)
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pline("Your legs feel somewhat better.");
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else
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pline("Your leg feels somewhat better.");
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Wounded_legs = 0;
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}
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}
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