date and time created 88/10/19 15:51:23 by bostic
[unix-history] / usr / src / games / rogue / spec_hit.c
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b3afadef
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1/*
2 * special_hit.c
3 *
4 * This source herein may be modified and/or distributed by anybody who
5 * so desires, with the following restrictions:
6 * 1.) No portion of this notice shall be removed.
7 * 2.) Credit shall not be taken for the creation of this source.
8 * 3.) This code is not to be traded, sold, or used for personal
9 * gain or profit.
10 *
11 */
12
13#ifndef lint
14static char sccsid[] = "@(#)spec_hit.c 5.1 (Berkeley) %G%";
15#endif /* not lint */
16
17#include "rogue.h"
18
19short less_hp = 0;
20boolean being_held;
21
22extern short cur_level, max_level, blind, levitate, ring_exp;
23extern long level_points[];
24extern boolean detect_monster, mon_disappeared;
25extern boolean sustain_strength, maintain_armor;
26extern char *you_can_move_again;
27
28special_hit(monster)
29object *monster;
30{
31 if ((monster->m_flags & CONFUSED) && rand_percent(66)) {
32 return;
33 }
34 if (monster->m_flags & RUSTS) {
35 rust(monster);
36 }
37 if ((monster->m_flags & HOLDS) && !levitate) {
38 being_held = 1;
39 }
40 if (monster->m_flags & FREEZES) {
41 freeze(monster);
42 }
43 if (monster->m_flags & STINGS) {
44 sting(monster);
45 }
46 if (monster->m_flags & DRAINS_LIFE) {
47 drain_life();
48 }
49 if (monster->m_flags & DROPS_LEVEL) {
50 drop_level();
51 }
52 if (monster->m_flags & STEALS_GOLD) {
53 steal_gold(monster);
54 } else if (monster->m_flags & STEALS_ITEM) {
55 steal_item(monster);
56 }
57}
58
59rust(monster)
60object *monster;
61{
62 if ((!rogue.armor) || (get_armor_class(rogue.armor) <= 1) ||
63 (rogue.armor->which_kind == LEATHER)) {
64 return;
65 }
66 if ((rogue.armor->is_protected) || maintain_armor) {
67 if (monster && (!(monster->m_flags & RUST_VANISHED))) {
68 message("the rust vanishes instantly", 0);
69 monster->m_flags |= RUST_VANISHED;
70 }
71 } else {
72 rogue.armor->d_enchant--;
73 message("your armor weakens", 0);
74 print_stats(STAT_ARMOR);
75 }
76}
77
78freeze(monster)
79object *monster;
80{
81 short freeze_percent = 99;
82 short i, n;
83
84 if (rand_percent(12)) {
85 return;
86 }
87 freeze_percent -= (rogue.str_current+(rogue.str_current / 2));
88 freeze_percent -= ((rogue.exp + ring_exp) * 4);
89 freeze_percent -= (get_armor_class(rogue.armor) * 5);
90 freeze_percent -= (rogue.hp_max / 3);
91
92 if (freeze_percent > 10) {
93 monster->m_flags |= FREEZING_ROGUE;
94 message("you are frozen", 1);
95
96 n = get_rand(4, 8);
97 for (i = 0; i < n; i++) {
98 mv_mons();
99 }
100 if (rand_percent(freeze_percent)) {
101 for (i = 0; i < 50; i++) {
102 mv_mons();
103 }
104 killed_by((object *)0, HYPOTHERMIA);
105 }
106 message(you_can_move_again, 1);
107 monster->m_flags &= (~FREEZING_ROGUE);
108 }
109}
110
111steal_gold(monster)
112object *monster;
113{
114 int amount;
115
116 if ((rogue.gold <= 0) || rand_percent(10)) {
117 return;
118 }
119
120 amount = get_rand((cur_level * 10), (cur_level * 30));
121
122 if (amount > rogue.gold) {
123 amount = rogue.gold;
124 }
125 rogue.gold -= amount;
126 message("your purse feels lighter", 0);
127 print_stats(STAT_GOLD);
128 disappear(monster);
129}
130
131steal_item(monster)
132object *monster;
133{
134 object *obj;
135 short i, n, t;
136 char desc[80];
137 boolean has_something = 0;
138
139 if (rand_percent(15)) {
140 return;
141 }
142 obj = rogue.pack.next_object;
143
144 if (!obj) {
145 goto DSPR;
146 }
147 while (obj) {
148 if (!(obj->in_use_flags & BEING_USED)) {
149 has_something = 1;
150 break;
151 }
152 obj = obj->next_object;
153 }
154 if (!has_something) {
155 goto DSPR;
156 }
157 n = get_rand(0, MAX_PACK_COUNT);
158 obj = rogue.pack.next_object;
159
160 for (i = 0; i <= n; i++) {
161 obj = obj->next_object;
162 while ((!obj) || (obj->in_use_flags & BEING_USED)) {
163 if (!obj) {
164 obj = rogue.pack.next_object;
165 } else {
166 obj = obj->next_object;
167 }
168 }
169 }
170 (void) strcpy(desc, "she stole ");
171 if (obj->what_is != WEAPON) {
172 t = obj->quantity;
173 obj->quantity = 1;
174 }
175 get_desc(obj, desc+10);
176 message(desc, 0);
177
178 obj->quantity = ((obj->what_is != WEAPON) ? t : 1);
179
180 vanish(obj, 0, &rogue.pack);
181DSPR:
182 disappear(monster);
183}
184
185disappear(monster)
186object *monster;
187{
188 short row, col;
189
190 row = monster->row;
191 col = monster->col;
192
193 dungeon[row][col] &= ~MONSTER;
194 if (rogue_can_see(row, col)) {
195 mvaddch(row, col, get_dungeon_char(row, col));
196 }
197 take_from_pack(monster, &level_monsters);
198 free_object(monster);
199 mon_disappeared = 1;
200}
201
202cough_up(monster)
203object *monster;
204{
205 object *obj;
206 short row, col, i, n;
207
208 if (cur_level < max_level) {
209 return;
210 }
211
212 if (monster->m_flags & STEALS_GOLD) {
213 obj = alloc_object();
214 obj->what_is = GOLD;
215 obj->quantity = get_rand((cur_level * 15), (cur_level * 30));
216 } else {
217 if (!rand_percent((int) monster->drop_percent)) {
218 return;
219 }
220 obj = gr_object();
221 }
222 row = monster->row;
223 col = monster->col;
224
225 for (n = 0; n <= 5; n++) {
226 for (i = -n; i <= n; i++) {
227 if (try_to_cough(row+n, col+i, obj)) {
228 return;
229 }
230 if (try_to_cough(row-n, col+i, obj)) {
231 return;
232 }
233 }
234 for (i = -n; i <= n; i++) {
235 if (try_to_cough(row+i, col-n, obj)) {
236 return;
237 }
238 if (try_to_cough(row+i, col+n, obj)) {
239 return;
240 }
241 }
242 }
243 free_object(obj);
244}
245
246try_to_cough(row, col, obj)
247short row, col;
248object *obj;
249{
250 if ((row < MIN_ROW) || (row > (DROWS-2)) || (col < 0) || (col>(DCOLS-1))) {
251 return(0);
252 }
253 if ((!(dungeon[row][col] & (OBJECT | STAIRS | TRAP))) &&
254 (dungeon[row][col] & (TUNNEL | FLOOR | DOOR))) {
255 place_at(obj, row, col);
256 if (((row != rogue.row) || (col != rogue.col)) &&
257 (!(dungeon[row][col] & MONSTER))) {
258 mvaddch(row, col, get_dungeon_char(row, col));
259 }
260 return(1);
261 }
262 return(0);
263}
264
265seek_gold(monster)
266object *monster;
267{
268 short i, j, rn, s;
269
270 if ((rn = get_room_number(monster->row, monster->col)) < 0) {
271 return(0);
272 }
273 for (i = rooms[rn].top_row+1; i < rooms[rn].bottom_row; i++) {
274 for (j = rooms[rn].left_col+1; j < rooms[rn].right_col; j++) {
275 if ((gold_at(i, j)) && !(dungeon[i][j] & MONSTER)) {
276 monster->m_flags |= CAN_FLIT;
277 s = mon_can_go(monster, i, j);
278 monster->m_flags &= (~CAN_FLIT);
279 if (s) {
280 move_mon_to(monster, i, j);
281 monster->m_flags |= ASLEEP;
282 monster->m_flags &= (~(WAKENS | SEEKS_GOLD));
283 return(1);
284 }
285 monster->m_flags &= (~SEEKS_GOLD);
286 monster->m_flags |= CAN_FLIT;
287 mv_1_monster(monster, i, j);
288 monster->m_flags &= (~CAN_FLIT);
289 monster->m_flags |= SEEKS_GOLD;
290 return(1);
291 }
292 }
293 }
294 return(0);
295}
296
297gold_at(row, col)
298short row, col;
299{
300 if (dungeon[row][col] & OBJECT) {
301 object *obj;
302
303 if ((obj = object_at(&level_objects, row, col)) &&
304 (obj->what_is == GOLD)) {
305 return(1);
306 }
307 }
308 return(0);
309}
310
311check_gold_seeker(monster)
312object *monster;
313{
314 monster->m_flags &= (~SEEKS_GOLD);
315}
316
317check_imitator(monster)
318object *monster;
319{
320 char msg[80];
321
322 if (monster->m_flags & IMITATES) {
323 wake_up(monster);
324 if (!blind) {
325 mvaddch(monster->row, monster->col,
326 get_dungeon_char(monster->row, monster->col));
327 check_message();
328 sprintf(msg, "wait, that's a %s!", mon_name(monster));
329 message(msg, 1);
330 }
331 return(1);
332 }
333 return(0);
334}
335
336imitating(row, col)
337register short row, col;
338{
339 if (dungeon[row][col] & MONSTER) {
340 object *object_at(), *monster;
341
342 if (monster = object_at(&level_monsters, row, col)) {
343 if (monster->m_flags & IMITATES) {
344 return(1);
345 }
346 }
347 }
348 return(0);
349}
350
351sting(monster)
352object *monster;
353{
354 short sting_chance = 35;
355 char msg[80];
356
357 if ((rogue.str_current <= 3) || sustain_strength) {
358 return;
359 }
360 sting_chance += (6 * (6 - get_armor_class(rogue.armor)));
361
362 if ((rogue.exp + ring_exp) > 8) {
363 sting_chance -= (6 * ((rogue.exp + ring_exp) - 8));
364 }
365 if (rand_percent(sting_chance)) {
366 sprintf(msg, "the %s's bite has weakened you",
367 mon_name(monster));
368 message(msg, 0);
369 rogue.str_current--;
370 print_stats(STAT_STRENGTH);
371 }
372}
373
374drop_level()
375{
376 int hp;
377
378 if (rand_percent(80) || (rogue.exp <= 5)) {
379 return;
380 }
381 rogue.exp_points = level_points[rogue.exp-2] - get_rand(9, 29);
382 rogue.exp -= 2;
383 hp = hp_raise();
384 if ((rogue.hp_current -= hp) <= 0) {
385 rogue.hp_current = 1;
386 }
387 if ((rogue.hp_max -= hp) <= 0) {
388 rogue.hp_max = 1;
389 }
390 add_exp(1, 0);
391}
392
393drain_life()
394{
395 short n;
396
397 if (rand_percent(60) || (rogue.hp_max <= 30) || (rogue.hp_current < 10)) {
398 return;
399 }
400 n = get_rand(1, 3); /* 1 Hp, 2 Str, 3 both */
401
402 if ((n != 2) || (!sustain_strength)) {
403 message("you feel weaker", 0);
404 }
405 if (n != 2) {
406 rogue.hp_max--;
407 rogue.hp_current--;
408 less_hp++;
409 }
410 if (n != 1) {
411 if ((rogue.str_current > 3) && (!sustain_strength)) {
412 rogue.str_current--;
413 if (coin_toss()) {
414 rogue.str_max--;
415 }
416 }
417 }
418 print_stats((STAT_STRENGTH | STAT_HP));
419}
420
421m_confuse(monster)
422object *monster;
423{
424 char msg[80];
425
426 if (!rogue_can_see(monster->row, monster->col)) {
427 return(0);
428 }
429 if (rand_percent(45)) {
430 monster->m_flags &= (~CONFUSES); /* will not confuse the rogue */
431 return(0);
432 }
433 if (rand_percent(55)) {
434 monster->m_flags &= (~CONFUSES);
435 sprintf(msg, "the gaze of the %s has confused you", mon_name(monster));
436 message(msg, 1);
437 cnfs();
438 return(1);
439 }
440 return(0);
441}
442
443flame_broil(monster)
444object *monster;
445{
446 short row, col, dir;
447
448 if ((!mon_sees(monster, rogue.row, rogue.col)) || coin_toss()) {
449 return(0);
450 }
451 row = rogue.row - monster->row;
452 col = rogue.col - monster->col;
453 if (row < 0) {
454 row = -row;
455 }
456 if (col < 0) {
457 col = -col;
458 }
459 if (((row != 0) && (col != 0) && (row != col)) ||
460 ((row > 7) || (col > 7))) {
461 return(0);
462 }
463 dir = get_dir(monster->row, monster->col, row, col);
464 bounce(FIRE, dir, monster->row, monster->col, 0);
465
466 return(1);
467}
468
469get_dir(srow, scol, drow, dcol)
470short srow, scol, drow, dcol;
471{
472 if (srow == drow) {
473 if (scol < dcol) {
474 return(RIGHT);
475 } else {
476 return(LEFT);
477 }
478 }
479 if (scol == dcol) {
480 if (srow < drow) {
481 return(DOWN);
482 } else {
483 return(UPWARD);
484 }
485 }
486 if ((srow > drow) && (scol > dcol)) {
487 return(UPLEFT);
488 }
489 if ((srow < drow) && (scol < dcol)) {
490 return(DOWNRIGHT);
491 }
492 if ((srow < drow) && (scol > dcol)) {
493 return(DOWNLEFT);
494 }
495 /*if ((srow > drow) && (scol < dcol)) {*/
496 return(UPRIGHT);
497 /*}*/
498}