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1.1 root 1: /*
2: * Copyright (c) 1988 The Regents of the University of California.
3: * All rights reserved.
4: *
5: * This code is derived from software contributed to Berkeley by
6: * Timothy C. Stoehr.
7: *
8: * Redistribution and use in source and binary forms are permitted
9: * provided that: (1) source distributions retain this entire copyright
10: * notice and comment, and (2) distributions including binaries display
11: * the following acknowledgement: ``This product includes software
12: * developed by the University of California, Berkeley and its contributors''
13: * in the documentation or other materials provided with the distribution
14: * and in all advertising materials mentioning features or use of this
15: * software. Neither the name of the University nor the names of its
16: * contributors may be used to endorse or promote products derived
17: * from this software without specific prior written permission.
18: * THIS SOFTWARE IS PROVIDED ``AS IS'' AND WITHOUT ANY EXPRESS OR
19: * IMPLIED WARRANTIES, INCLUDING, WITHOUT LIMITATION, THE IMPLIED
20: * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE.
21: */
22:
23: #ifndef lint
24: static char sccsid[] = "@(#)spec_hit.c 5.3 (Berkeley) 6/1/90";
25: #endif /* not lint */
26:
27: /*
28: * special_hit.c
29: *
30: * This source herein may be modified and/or distributed by anybody who
31: * so desires, with the following restrictions:
32: * 1.) No portion of this notice shall be removed.
33: * 2.) Credit shall not be taken for the creation of this source.
34: * 3.) This code is not to be traded, sold, or used for personal
35: * gain or profit.
36: *
37: */
38:
39: #include "rogue.h"
40:
41: short less_hp = 0;
42: boolean being_held;
43:
44: extern short cur_level, max_level, blind, levitate, ring_exp;
45: extern long level_points[];
46: extern boolean detect_monster, mon_disappeared;
47: extern boolean sustain_strength, maintain_armor;
48: extern char *you_can_move_again;
49:
50: special_hit(monster)
51: object *monster;
52: {
53: if ((monster->m_flags & CONFUSED) && rand_percent(66)) {
54: return;
55: }
56: if (monster->m_flags & RUSTS) {
57: rust(monster);
58: }
59: if ((monster->m_flags & HOLDS) && !levitate) {
60: being_held = 1;
61: }
62: if (monster->m_flags & FREEZES) {
63: freeze(monster);
64: }
65: if (monster->m_flags & STINGS) {
66: sting(monster);
67: }
68: if (monster->m_flags & DRAINS_LIFE) {
69: drain_life();
70: }
71: if (monster->m_flags & DROPS_LEVEL) {
72: drop_level();
73: }
74: if (monster->m_flags & STEALS_GOLD) {
75: steal_gold(monster);
76: } else if (monster->m_flags & STEALS_ITEM) {
77: steal_item(monster);
78: }
79: }
80:
81: rust(monster)
82: object *monster;
83: {
84: if ((!rogue.armor) || (get_armor_class(rogue.armor) <= 1) ||
85: (rogue.armor->which_kind == LEATHER)) {
86: return;
87: }
88: if ((rogue.armor->is_protected) || maintain_armor) {
89: if (monster && (!(monster->m_flags & RUST_VANISHED))) {
90: message("the rust vanishes instantly", 0);
91: monster->m_flags |= RUST_VANISHED;
92: }
93: } else {
94: rogue.armor->d_enchant--;
95: message("your armor weakens", 0);
96: print_stats(STAT_ARMOR);
97: }
98: }
99:
100: freeze(monster)
101: object *monster;
102: {
103: short freeze_percent = 99;
104: short i, n;
105:
106: if (rand_percent(12)) {
107: return;
108: }
109: freeze_percent -= (rogue.str_current+(rogue.str_current / 2));
110: freeze_percent -= ((rogue.exp + ring_exp) * 4);
111: freeze_percent -= (get_armor_class(rogue.armor) * 5);
112: freeze_percent -= (rogue.hp_max / 3);
113:
114: if (freeze_percent > 10) {
115: monster->m_flags |= FREEZING_ROGUE;
116: message("you are frozen", 1);
117:
118: n = get_rand(4, 8);
119: for (i = 0; i < n; i++) {
120: mv_mons();
121: }
122: if (rand_percent(freeze_percent)) {
123: for (i = 0; i < 50; i++) {
124: mv_mons();
125: }
126: killed_by((object *)0, HYPOTHERMIA);
127: }
128: message(you_can_move_again, 1);
129: monster->m_flags &= (~FREEZING_ROGUE);
130: }
131: }
132:
133: steal_gold(monster)
134: object *monster;
135: {
136: int amount;
137:
138: if ((rogue.gold <= 0) || rand_percent(10)) {
139: return;
140: }
141:
142: amount = get_rand((cur_level * 10), (cur_level * 30));
143:
144: if (amount > rogue.gold) {
145: amount = rogue.gold;
146: }
147: rogue.gold -= amount;
148: message("your purse feels lighter", 0);
149: print_stats(STAT_GOLD);
150: disappear(monster);
151: }
152:
153: steal_item(monster)
154: object *monster;
155: {
156: object *obj;
157: short i, n, t;
158: char desc[80];
159: boolean has_something = 0;
160:
161: if (rand_percent(15)) {
162: return;
163: }
164: obj = rogue.pack.next_object;
165:
166: if (!obj) {
167: goto DSPR;
168: }
169: while (obj) {
170: if (!(obj->in_use_flags & BEING_USED)) {
171: has_something = 1;
172: break;
173: }
174: obj = obj->next_object;
175: }
176: if (!has_something) {
177: goto DSPR;
178: }
179: n = get_rand(0, MAX_PACK_COUNT);
180: obj = rogue.pack.next_object;
181:
182: for (i = 0; i <= n; i++) {
183: obj = obj->next_object;
184: while ((!obj) || (obj->in_use_flags & BEING_USED)) {
185: if (!obj) {
186: obj = rogue.pack.next_object;
187: } else {
188: obj = obj->next_object;
189: }
190: }
191: }
192: (void) strcpy(desc, "she stole ");
193: if (obj->what_is != WEAPON) {
194: t = obj->quantity;
195: obj->quantity = 1;
196: }
197: get_desc(obj, desc+10);
198: message(desc, 0);
199:
200: obj->quantity = ((obj->what_is != WEAPON) ? t : 1);
201:
202: vanish(obj, 0, &rogue.pack);
203: DSPR:
204: disappear(monster);
205: }
206:
207: disappear(monster)
208: object *monster;
209: {
210: short row, col;
211:
212: row = monster->row;
213: col = monster->col;
214:
215: dungeon[row][col] &= ~MONSTER;
216: if (rogue_can_see(row, col)) {
217: mvaddch(row, col, get_dungeon_char(row, col));
218: }
219: take_from_pack(monster, &level_monsters);
220: free_object(monster);
221: mon_disappeared = 1;
222: }
223:
224: cough_up(monster)
225: object *monster;
226: {
227: object *obj;
228: short row, col, i, n;
229:
230: if (cur_level < max_level) {
231: return;
232: }
233:
234: if (monster->m_flags & STEALS_GOLD) {
235: obj = alloc_object();
236: obj->what_is = GOLD;
237: obj->quantity = get_rand((cur_level * 15), (cur_level * 30));
238: } else {
239: if (!rand_percent((int) monster->drop_percent)) {
240: return;
241: }
242: obj = gr_object();
243: }
244: row = monster->row;
245: col = monster->col;
246:
247: for (n = 0; n <= 5; n++) {
248: for (i = -n; i <= n; i++) {
249: if (try_to_cough(row+n, col+i, obj)) {
250: return;
251: }
252: if (try_to_cough(row-n, col+i, obj)) {
253: return;
254: }
255: }
256: for (i = -n; i <= n; i++) {
257: if (try_to_cough(row+i, col-n, obj)) {
258: return;
259: }
260: if (try_to_cough(row+i, col+n, obj)) {
261: return;
262: }
263: }
264: }
265: free_object(obj);
266: }
267:
268: try_to_cough(row, col, obj)
269: short row, col;
270: object *obj;
271: {
272: if ((row < MIN_ROW) || (row > (DROWS-2)) || (col < 0) || (col>(DCOLS-1))) {
273: return(0);
274: }
275: if ((!(dungeon[row][col] & (OBJECT | STAIRS | TRAP))) &&
276: (dungeon[row][col] & (TUNNEL | FLOOR | DOOR))) {
277: place_at(obj, row, col);
278: if (((row != rogue.row) || (col != rogue.col)) &&
279: (!(dungeon[row][col] & MONSTER))) {
280: mvaddch(row, col, get_dungeon_char(row, col));
281: }
282: return(1);
283: }
284: return(0);
285: }
286:
287: seek_gold(monster)
288: object *monster;
289: {
290: short i, j, rn, s;
291:
292: if ((rn = get_room_number(monster->row, monster->col)) < 0) {
293: return(0);
294: }
295: for (i = rooms[rn].top_row+1; i < rooms[rn].bottom_row; i++) {
296: for (j = rooms[rn].left_col+1; j < rooms[rn].right_col; j++) {
297: if ((gold_at(i, j)) && !(dungeon[i][j] & MONSTER)) {
298: monster->m_flags |= CAN_FLIT;
299: s = mon_can_go(monster, i, j);
300: monster->m_flags &= (~CAN_FLIT);
301: if (s) {
302: move_mon_to(monster, i, j);
303: monster->m_flags |= ASLEEP;
304: monster->m_flags &= (~(WAKENS | SEEKS_GOLD));
305: return(1);
306: }
307: monster->m_flags &= (~SEEKS_GOLD);
308: monster->m_flags |= CAN_FLIT;
309: mv_1_monster(monster, i, j);
310: monster->m_flags &= (~CAN_FLIT);
311: monster->m_flags |= SEEKS_GOLD;
312: return(1);
313: }
314: }
315: }
316: return(0);
317: }
318:
319: gold_at(row, col)
320: short row, col;
321: {
322: if (dungeon[row][col] & OBJECT) {
323: object *obj;
324:
325: if ((obj = object_at(&level_objects, row, col)) &&
326: (obj->what_is == GOLD)) {
327: return(1);
328: }
329: }
330: return(0);
331: }
332:
333: check_gold_seeker(monster)
334: object *monster;
335: {
336: monster->m_flags &= (~SEEKS_GOLD);
337: }
338:
339: check_imitator(monster)
340: object *monster;
341: {
342: char msg[80];
343:
344: if (monster->m_flags & IMITATES) {
345: wake_up(monster);
346: if (!blind) {
347: mvaddch(monster->row, monster->col,
348: get_dungeon_char(monster->row, monster->col));
349: check_message();
350: sprintf(msg, "wait, that's a %s!", mon_name(monster));
351: message(msg, 1);
352: }
353: return(1);
354: }
355: return(0);
356: }
357:
358: imitating(row, col)
359: register short row, col;
360: {
361: if (dungeon[row][col] & MONSTER) {
362: object *object_at(), *monster;
363:
364: if (monster = object_at(&level_monsters, row, col)) {
365: if (monster->m_flags & IMITATES) {
366: return(1);
367: }
368: }
369: }
370: return(0);
371: }
372:
373: sting(monster)
374: object *monster;
375: {
376: short sting_chance = 35;
377: char msg[80];
378:
379: if ((rogue.str_current <= 3) || sustain_strength) {
380: return;
381: }
382: sting_chance += (6 * (6 - get_armor_class(rogue.armor)));
383:
384: if ((rogue.exp + ring_exp) > 8) {
385: sting_chance -= (6 * ((rogue.exp + ring_exp) - 8));
386: }
387: if (rand_percent(sting_chance)) {
388: sprintf(msg, "the %s's bite has weakened you",
389: mon_name(monster));
390: message(msg, 0);
391: rogue.str_current--;
392: print_stats(STAT_STRENGTH);
393: }
394: }
395:
396: drop_level()
397: {
398: int hp;
399:
400: if (rand_percent(80) || (rogue.exp <= 5)) {
401: return;
402: }
403: rogue.exp_points = level_points[rogue.exp-2] - get_rand(9, 29);
404: rogue.exp -= 2;
405: hp = hp_raise();
406: if ((rogue.hp_current -= hp) <= 0) {
407: rogue.hp_current = 1;
408: }
409: if ((rogue.hp_max -= hp) <= 0) {
410: rogue.hp_max = 1;
411: }
412: add_exp(1, 0);
413: }
414:
415: drain_life()
416: {
417: short n;
418:
419: if (rand_percent(60) || (rogue.hp_max <= 30) || (rogue.hp_current < 10)) {
420: return;
421: }
422: n = get_rand(1, 3); /* 1 Hp, 2 Str, 3 both */
423:
424: if ((n != 2) || (!sustain_strength)) {
425: message("you feel weaker", 0);
426: }
427: if (n != 2) {
428: rogue.hp_max--;
429: rogue.hp_current--;
430: less_hp++;
431: }
432: if (n != 1) {
433: if ((rogue.str_current > 3) && (!sustain_strength)) {
434: rogue.str_current--;
435: if (coin_toss()) {
436: rogue.str_max--;
437: }
438: }
439: }
440: print_stats((STAT_STRENGTH | STAT_HP));
441: }
442:
443: m_confuse(monster)
444: object *monster;
445: {
446: char msg[80];
447:
448: if (!rogue_can_see(monster->row, monster->col)) {
449: return(0);
450: }
451: if (rand_percent(45)) {
452: monster->m_flags &= (~CONFUSES); /* will not confuse the rogue */
453: return(0);
454: }
455: if (rand_percent(55)) {
456: monster->m_flags &= (~CONFUSES);
457: sprintf(msg, "the gaze of the %s has confused you", mon_name(monster));
458: message(msg, 1);
459: cnfs();
460: return(1);
461: }
462: return(0);
463: }
464:
465: flame_broil(monster)
466: object *monster;
467: {
468: short row, col, dir;
469:
470: if ((!mon_sees(monster, rogue.row, rogue.col)) || coin_toss()) {
471: return(0);
472: }
473: row = rogue.row - monster->row;
474: col = rogue.col - monster->col;
475: if (row < 0) {
476: row = -row;
477: }
478: if (col < 0) {
479: col = -col;
480: }
481: if (((row != 0) && (col != 0) && (row != col)) ||
482: ((row > 7) || (col > 7))) {
483: return(0);
484: }
485: dir = get_dir(monster->row, monster->col, row, col);
486: bounce(FIRE, dir, monster->row, monster->col, 0);
487:
488: return(1);
489: }
490:
491: get_dir(srow, scol, drow, dcol)
492: short srow, scol, drow, dcol;
493: {
494: if (srow == drow) {
495: if (scol < dcol) {
496: return(RIGHT);
497: } else {
498: return(LEFT);
499: }
500: }
501: if (scol == dcol) {
502: if (srow < drow) {
503: return(DOWN);
504: } else {
505: return(UPWARD);
506: }
507: }
508: if ((srow > drow) && (scol > dcol)) {
509: return(UPLEFT);
510: }
511: if ((srow < drow) && (scol < dcol)) {
512: return(DOWNRIGHT);
513: }
514: if ((srow < drow) && (scol > dcol)) {
515: return(DOWNLEFT);
516: }
517: /*if ((srow > drow) && (scol < dcol)) {*/
518: return(UPRIGHT);
519: /*}*/
520: }
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