057afceb86
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
535 lines
11 KiB
C
535 lines
11 KiB
C
/*
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* Copyright (c) 1988, 1993
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* The Regents of the University of California. All rights reserved.
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*
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* This code is derived from software contributed to Berkeley by
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* Timothy C. Stoehr.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions
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* are met:
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* 1. Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* 2. Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* 3. All advertising materials mentioning features or use of this software
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* must display the following acknowledgement:
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* This product includes software developed by the University of
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* California, Berkeley and its contributors.
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* 4. Neither the name of the University nor the names of its contributors
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* may be used to endorse or promote products derived from this software
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* without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND
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* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
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* ARE DISCLAIMED. IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE
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* FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
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* DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS
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* OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
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* HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
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* LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
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* OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
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* SUCH DAMAGE.
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*/
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#ifndef lint
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static char sccsid[] = "@(#)spec_hit.c 8.1 (Berkeley) 5/31/93";
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#endif /* not lint */
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/*
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* special_hit.c
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*
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* This source herein may be modified and/or distributed by anybody who
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* so desires, with the following restrictions:
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* 1.) No portion of this notice shall be removed.
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* 2.) Credit shall not be taken for the creation of this source.
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* 3.) This code is not to be traded, sold, or used for personal
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* gain or profit.
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*
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*/
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#include "rogue.h"
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short less_hp = 0;
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boolean being_held;
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extern short cur_level, max_level, blind, levitate, ring_exp;
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extern long level_points[];
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extern boolean detect_monster, mon_disappeared;
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extern boolean sustain_strength, maintain_armor;
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extern char *you_can_move_again;
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special_hit(monster)
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object *monster;
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{
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if ((monster->m_flags & CONFUSED) && rand_percent(66)) {
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return;
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}
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if (monster->m_flags & RUSTS) {
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rust(monster);
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}
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if ((monster->m_flags & HOLDS) && !levitate) {
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being_held = 1;
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}
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if (monster->m_flags & FREEZES) {
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freeze(monster);
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}
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if (monster->m_flags & STINGS) {
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sting(monster);
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}
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if (monster->m_flags & DRAINS_LIFE) {
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drain_life();
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}
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if (monster->m_flags & DROPS_LEVEL) {
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drop_level();
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}
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if (monster->m_flags & STEALS_GOLD) {
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steal_gold(monster);
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} else if (monster->m_flags & STEALS_ITEM) {
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steal_item(monster);
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}
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}
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rust(monster)
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object *monster;
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{
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if ((!rogue.armor) || (get_armor_class(rogue.armor) <= 1) ||
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(rogue.armor->which_kind == LEATHER)) {
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return;
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}
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if ((rogue.armor->is_protected) || maintain_armor) {
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if (monster && (!(monster->m_flags & RUST_VANISHED))) {
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message("the rust vanishes instantly", 0);
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monster->m_flags |= RUST_VANISHED;
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}
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} else {
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rogue.armor->d_enchant--;
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message("your armor weakens", 0);
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print_stats(STAT_ARMOR);
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}
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}
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freeze(monster)
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object *monster;
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{
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short freeze_percent = 99;
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short i, n;
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if (rand_percent(12)) {
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return;
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}
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freeze_percent -= (rogue.str_current+(rogue.str_current / 2));
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freeze_percent -= ((rogue.exp + ring_exp) * 4);
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freeze_percent -= (get_armor_class(rogue.armor) * 5);
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freeze_percent -= (rogue.hp_max / 3);
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if (freeze_percent > 10) {
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monster->m_flags |= FREEZING_ROGUE;
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message("you are frozen", 1);
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n = get_rand(4, 8);
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for (i = 0; i < n; i++) {
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mv_mons();
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}
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if (rand_percent(freeze_percent)) {
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for (i = 0; i < 50; i++) {
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mv_mons();
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}
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killed_by((object *)0, HYPOTHERMIA);
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}
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message(you_can_move_again, 1);
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monster->m_flags &= (~FREEZING_ROGUE);
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}
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}
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steal_gold(monster)
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object *monster;
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{
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int amount;
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if ((rogue.gold <= 0) || rand_percent(10)) {
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return;
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}
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amount = get_rand((cur_level * 10), (cur_level * 30));
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if (amount > rogue.gold) {
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amount = rogue.gold;
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}
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rogue.gold -= amount;
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message("your purse feels lighter", 0);
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print_stats(STAT_GOLD);
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disappear(monster);
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}
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steal_item(monster)
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object *monster;
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{
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object *obj;
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short i, n, t;
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char desc[80];
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boolean has_something = 0;
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if (rand_percent(15)) {
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return;
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}
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obj = rogue.pack.next_object;
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if (!obj) {
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goto DSPR;
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}
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while (obj) {
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if (!(obj->in_use_flags & BEING_USED)) {
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has_something = 1;
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break;
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}
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obj = obj->next_object;
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}
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if (!has_something) {
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goto DSPR;
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}
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n = get_rand(0, MAX_PACK_COUNT);
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obj = rogue.pack.next_object;
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for (i = 0; i <= n; i++) {
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obj = obj->next_object;
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while ((!obj) || (obj->in_use_flags & BEING_USED)) {
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if (!obj) {
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obj = rogue.pack.next_object;
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} else {
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obj = obj->next_object;
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}
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}
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}
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(void) strcpy(desc, "she stole ");
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if (obj->what_is != WEAPON) {
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t = obj->quantity;
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obj->quantity = 1;
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}
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get_desc(obj, desc+10);
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message(desc, 0);
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obj->quantity = ((obj->what_is != WEAPON) ? t : 1);
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vanish(obj, 0, &rogue.pack);
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DSPR:
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disappear(monster);
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}
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disappear(monster)
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object *monster;
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{
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short row, col;
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row = monster->row;
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col = monster->col;
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dungeon[row][col] &= ~MONSTER;
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if (rogue_can_see(row, col)) {
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mvaddch(row, col, get_dungeon_char(row, col));
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}
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take_from_pack(monster, &level_monsters);
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free_object(monster);
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mon_disappeared = 1;
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}
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cough_up(monster)
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object *monster;
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{
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object *obj;
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short row, col, i, n;
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if (cur_level < max_level) {
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return;
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}
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if (monster->m_flags & STEALS_GOLD) {
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obj = alloc_object();
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obj->what_is = GOLD;
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obj->quantity = get_rand((cur_level * 15), (cur_level * 30));
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} else {
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if (!rand_percent((int) monster->drop_percent)) {
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return;
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}
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obj = gr_object();
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}
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row = monster->row;
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col = monster->col;
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for (n = 0; n <= 5; n++) {
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for (i = -n; i <= n; i++) {
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if (try_to_cough(row+n, col+i, obj)) {
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return;
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}
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if (try_to_cough(row-n, col+i, obj)) {
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return;
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}
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}
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for (i = -n; i <= n; i++) {
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if (try_to_cough(row+i, col-n, obj)) {
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return;
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}
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if (try_to_cough(row+i, col+n, obj)) {
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return;
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}
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}
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}
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free_object(obj);
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}
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try_to_cough(row, col, obj)
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short row, col;
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object *obj;
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{
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if ((row < MIN_ROW) || (row > (DROWS-2)) || (col < 0) || (col>(DCOLS-1))) {
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return(0);
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}
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if ((!(dungeon[row][col] & (OBJECT | STAIRS | TRAP))) &&
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(dungeon[row][col] & (TUNNEL | FLOOR | DOOR))) {
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place_at(obj, row, col);
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if (((row != rogue.row) || (col != rogue.col)) &&
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(!(dungeon[row][col] & MONSTER))) {
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mvaddch(row, col, get_dungeon_char(row, col));
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}
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return(1);
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}
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return(0);
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}
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seek_gold(monster)
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object *monster;
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{
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short i, j, rn, s;
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if ((rn = get_room_number(monster->row, monster->col)) < 0) {
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return(0);
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}
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for (i = rooms[rn].top_row+1; i < rooms[rn].bottom_row; i++) {
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for (j = rooms[rn].left_col+1; j < rooms[rn].right_col; j++) {
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if ((gold_at(i, j)) && !(dungeon[i][j] & MONSTER)) {
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monster->m_flags |= CAN_FLIT;
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s = mon_can_go(monster, i, j);
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monster->m_flags &= (~CAN_FLIT);
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if (s) {
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move_mon_to(monster, i, j);
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monster->m_flags |= ASLEEP;
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monster->m_flags &= (~(WAKENS | SEEKS_GOLD));
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return(1);
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}
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monster->m_flags &= (~SEEKS_GOLD);
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monster->m_flags |= CAN_FLIT;
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mv_1_monster(monster, i, j);
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monster->m_flags &= (~CAN_FLIT);
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monster->m_flags |= SEEKS_GOLD;
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return(1);
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}
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}
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}
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return(0);
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}
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gold_at(row, col)
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short row, col;
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{
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if (dungeon[row][col] & OBJECT) {
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object *obj;
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if ((obj = object_at(&level_objects, row, col)) &&
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(obj->what_is == GOLD)) {
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return(1);
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}
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}
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return(0);
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}
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check_gold_seeker(monster)
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object *monster;
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{
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monster->m_flags &= (~SEEKS_GOLD);
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}
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check_imitator(monster)
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object *monster;
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{
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char msg[80];
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if (monster->m_flags & IMITATES) {
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wake_up(monster);
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if (!blind) {
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mvaddch(monster->row, monster->col,
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get_dungeon_char(monster->row, monster->col));
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check_message();
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sprintf(msg, "wait, that's a %s!", mon_name(monster));
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message(msg, 1);
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}
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return(1);
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}
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return(0);
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}
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imitating(row, col)
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register short row, col;
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{
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if (dungeon[row][col] & MONSTER) {
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object *object_at(), *monster;
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if (monster = object_at(&level_monsters, row, col)) {
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if (monster->m_flags & IMITATES) {
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return(1);
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}
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}
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}
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return(0);
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}
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sting(monster)
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object *monster;
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{
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short sting_chance = 35;
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char msg[80];
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if ((rogue.str_current <= 3) || sustain_strength) {
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return;
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}
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sting_chance += (6 * (6 - get_armor_class(rogue.armor)));
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if ((rogue.exp + ring_exp) > 8) {
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sting_chance -= (6 * ((rogue.exp + ring_exp) - 8));
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}
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if (rand_percent(sting_chance)) {
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sprintf(msg, "the %s's bite has weakened you",
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mon_name(monster));
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message(msg, 0);
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rogue.str_current--;
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print_stats(STAT_STRENGTH);
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}
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}
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drop_level()
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{
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int hp;
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if (rand_percent(80) || (rogue.exp <= 5)) {
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return;
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}
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rogue.exp_points = level_points[rogue.exp-2] - get_rand(9, 29);
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rogue.exp -= 2;
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hp = hp_raise();
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if ((rogue.hp_current -= hp) <= 0) {
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rogue.hp_current = 1;
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}
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if ((rogue.hp_max -= hp) <= 0) {
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rogue.hp_max = 1;
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}
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add_exp(1, 0);
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}
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drain_life()
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{
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short n;
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if (rand_percent(60) || (rogue.hp_max <= 30) || (rogue.hp_current < 10)) {
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return;
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}
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n = get_rand(1, 3); /* 1 Hp, 2 Str, 3 both */
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if ((n != 2) || (!sustain_strength)) {
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message("you feel weaker", 0);
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}
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if (n != 2) {
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rogue.hp_max--;
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rogue.hp_current--;
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less_hp++;
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}
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if (n != 1) {
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if ((rogue.str_current > 3) && (!sustain_strength)) {
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rogue.str_current--;
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if (coin_toss()) {
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rogue.str_max--;
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}
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}
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}
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print_stats((STAT_STRENGTH | STAT_HP));
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}
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m_confuse(monster)
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object *monster;
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{
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char msg[80];
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if (!rogue_can_see(monster->row, monster->col)) {
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return(0);
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}
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if (rand_percent(45)) {
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monster->m_flags &= (~CONFUSES); /* will not confuse the rogue */
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return(0);
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}
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if (rand_percent(55)) {
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monster->m_flags &= (~CONFUSES);
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sprintf(msg, "the gaze of the %s has confused you", mon_name(monster));
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message(msg, 1);
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cnfs();
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return(1);
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}
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return(0);
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}
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flame_broil(monster)
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object *monster;
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{
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short row, col, dir;
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if ((!mon_sees(monster, rogue.row, rogue.col)) || coin_toss()) {
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return(0);
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}
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row = rogue.row - monster->row;
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col = rogue.col - monster->col;
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if (row < 0) {
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row = -row;
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}
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if (col < 0) {
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col = -col;
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}
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if (((row != 0) && (col != 0) && (row != col)) ||
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((row > 7) || (col > 7))) {
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return(0);
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}
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dir = get_dir(monster->row, monster->col, row, col);
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bounce(FIRE, dir, monster->row, monster->col, 0);
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return(1);
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}
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get_dir(srow, scol, drow, dcol)
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short srow, scol, drow, dcol;
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{
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if (srow == drow) {
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if (scol < dcol) {
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return(RIGHT);
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} else {
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return(LEFT);
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}
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}
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if (scol == dcol) {
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if (srow < drow) {
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return(DOWN);
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} else {
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return(UPWARD);
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}
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}
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if ((srow > drow) && (scol > dcol)) {
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return(UPLEFT);
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}
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if ((srow < drow) && (scol < dcol)) {
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return(DOWNRIGHT);
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}
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if ((srow < drow) && (scol > dcol)) {
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return(DOWNLEFT);
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}
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/*if ((srow > drow) && (scol < dcol)) {*/
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return(UPRIGHT);
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/*}*/
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}
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