BSD 4_3_Net_2 release
[unix-history] / usr / src / games / rogue / spec_hit.c
CommitLineData
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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 *
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8 * Redistribution and use in source and binary forms, with or without
9 * modification, are permitted provided that the following conditions
10 * are met:
11 * 1. Redistributions of source code must retain the above copyright
12 * notice, this list of conditions and the following disclaimer.
13 * 2. Redistributions in binary form must reproduce the above copyright
14 * notice, this list of conditions and the following disclaimer in the
15 * documentation and/or other materials provided with the distribution.
16 * 3. All advertising materials mentioning features or use of this software
17 * must display the following acknowledgement:
18 * This product includes software developed by the University of
19 * California, Berkeley and its contributors.
20 * 4. Neither the name of the University nor the names of its contributors
21 * may be used to endorse or promote products derived from this software
22 * without specific prior written permission.
23 *
24 * THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND
25 * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
26 * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
27 * ARE DISCLAIMED. IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE
28 * FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
29 * DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS
30 * OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
31 * HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
32 * LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
33 * OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
34 * SUCH DAMAGE.
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35 */
36
37#ifndef lint
1c15e888 38static char sccsid[] = "@(#)spec_hit.c 5.3 (Berkeley) 6/1/90";
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39#endif /* not lint */
40
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41/*
42 * special_hit.c
43 *
44 * This source herein may be modified and/or distributed by anybody who
45 * so desires, with the following restrictions:
46 * 1.) No portion of this notice shall be removed.
47 * 2.) Credit shall not be taken for the creation of this source.
48 * 3.) This code is not to be traded, sold, or used for personal
49 * gain or profit.
50 *
51 */
52
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53#include "rogue.h"
54
55short less_hp = 0;
56boolean being_held;
57
58extern short cur_level, max_level, blind, levitate, ring_exp;
59extern long level_points[];
60extern boolean detect_monster, mon_disappeared;
61extern boolean sustain_strength, maintain_armor;
62extern char *you_can_move_again;
63
64special_hit(monster)
65object *monster;
66{
67 if ((monster->m_flags & CONFUSED) && rand_percent(66)) {
68 return;
69 }
70 if (monster->m_flags & RUSTS) {
71 rust(monster);
72 }
73 if ((monster->m_flags & HOLDS) && !levitate) {
74 being_held = 1;
75 }
76 if (monster->m_flags & FREEZES) {
77 freeze(monster);
78 }
79 if (monster->m_flags & STINGS) {
80 sting(monster);
81 }
82 if (monster->m_flags & DRAINS_LIFE) {
83 drain_life();
84 }
85 if (monster->m_flags & DROPS_LEVEL) {
86 drop_level();
87 }
88 if (monster->m_flags & STEALS_GOLD) {
89 steal_gold(monster);
90 } else if (monster->m_flags & STEALS_ITEM) {
91 steal_item(monster);
92 }
93}
94
95rust(monster)
96object *monster;
97{
98 if ((!rogue.armor) || (get_armor_class(rogue.armor) <= 1) ||
99 (rogue.armor->which_kind == LEATHER)) {
100 return;
101 }
102 if ((rogue.armor->is_protected) || maintain_armor) {
103 if (monster && (!(monster->m_flags & RUST_VANISHED))) {
104 message("the rust vanishes instantly", 0);
105 monster->m_flags |= RUST_VANISHED;
106 }
107 } else {
108 rogue.armor->d_enchant--;
109 message("your armor weakens", 0);
110 print_stats(STAT_ARMOR);
111 }
112}
113
114freeze(monster)
115object *monster;
116{
117 short freeze_percent = 99;
118 short i, n;
119
120 if (rand_percent(12)) {
121 return;
122 }
123 freeze_percent -= (rogue.str_current+(rogue.str_current / 2));
124 freeze_percent -= ((rogue.exp + ring_exp) * 4);
125 freeze_percent -= (get_armor_class(rogue.armor) * 5);
126 freeze_percent -= (rogue.hp_max / 3);
127
128 if (freeze_percent > 10) {
129 monster->m_flags |= FREEZING_ROGUE;
130 message("you are frozen", 1);
131
132 n = get_rand(4, 8);
133 for (i = 0; i < n; i++) {
134 mv_mons();
135 }
136 if (rand_percent(freeze_percent)) {
137 for (i = 0; i < 50; i++) {
138 mv_mons();
139 }
140 killed_by((object *)0, HYPOTHERMIA);
141 }
142 message(you_can_move_again, 1);
143 monster->m_flags &= (~FREEZING_ROGUE);
144 }
145}
146
147steal_gold(monster)
148object *monster;
149{
150 int amount;
151
152 if ((rogue.gold <= 0) || rand_percent(10)) {
153 return;
154 }
155
156 amount = get_rand((cur_level * 10), (cur_level * 30));
157
158 if (amount > rogue.gold) {
159 amount = rogue.gold;
160 }
161 rogue.gold -= amount;
162 message("your purse feels lighter", 0);
163 print_stats(STAT_GOLD);
164 disappear(monster);
165}
166
167steal_item(monster)
168object *monster;
169{
170 object *obj;
171 short i, n, t;
172 char desc[80];
173 boolean has_something = 0;
174
175 if (rand_percent(15)) {
176 return;
177 }
178 obj = rogue.pack.next_object;
179
180 if (!obj) {
181 goto DSPR;
182 }
183 while (obj) {
184 if (!(obj->in_use_flags & BEING_USED)) {
185 has_something = 1;
186 break;
187 }
188 obj = obj->next_object;
189 }
190 if (!has_something) {
191 goto DSPR;
192 }
193 n = get_rand(0, MAX_PACK_COUNT);
194 obj = rogue.pack.next_object;
195
196 for (i = 0; i <= n; i++) {
197 obj = obj->next_object;
198 while ((!obj) || (obj->in_use_flags & BEING_USED)) {
199 if (!obj) {
200 obj = rogue.pack.next_object;
201 } else {
202 obj = obj->next_object;
203 }
204 }
205 }
206 (void) strcpy(desc, "she stole ");
207 if (obj->what_is != WEAPON) {
208 t = obj->quantity;
209 obj->quantity = 1;
210 }
211 get_desc(obj, desc+10);
212 message(desc, 0);
213
214 obj->quantity = ((obj->what_is != WEAPON) ? t : 1);
215
216 vanish(obj, 0, &rogue.pack);
217DSPR:
218 disappear(monster);
219}
220
221disappear(monster)
222object *monster;
223{
224 short row, col;
225
226 row = monster->row;
227 col = monster->col;
228
229 dungeon[row][col] &= ~MONSTER;
230 if (rogue_can_see(row, col)) {
231 mvaddch(row, col, get_dungeon_char(row, col));
232 }
233 take_from_pack(monster, &level_monsters);
234 free_object(monster);
235 mon_disappeared = 1;
236}
237
238cough_up(monster)
239object *monster;
240{
241 object *obj;
242 short row, col, i, n;
243
244 if (cur_level < max_level) {
245 return;
246 }
247
248 if (monster->m_flags & STEALS_GOLD) {
249 obj = alloc_object();
250 obj->what_is = GOLD;
251 obj->quantity = get_rand((cur_level * 15), (cur_level * 30));
252 } else {
253 if (!rand_percent((int) monster->drop_percent)) {
254 return;
255 }
256 obj = gr_object();
257 }
258 row = monster->row;
259 col = monster->col;
260
261 for (n = 0; n <= 5; n++) {
262 for (i = -n; i <= n; i++) {
263 if (try_to_cough(row+n, col+i, obj)) {
264 return;
265 }
266 if (try_to_cough(row-n, col+i, obj)) {
267 return;
268 }
269 }
270 for (i = -n; i <= n; i++) {
271 if (try_to_cough(row+i, col-n, obj)) {
272 return;
273 }
274 if (try_to_cough(row+i, col+n, obj)) {
275 return;
276 }
277 }
278 }
279 free_object(obj);
280}
281
282try_to_cough(row, col, obj)
283short row, col;
284object *obj;
285{
286 if ((row < MIN_ROW) || (row > (DROWS-2)) || (col < 0) || (col>(DCOLS-1))) {
287 return(0);
288 }
289 if ((!(dungeon[row][col] & (OBJECT | STAIRS | TRAP))) &&
290 (dungeon[row][col] & (TUNNEL | FLOOR | DOOR))) {
291 place_at(obj, row, col);
292 if (((row != rogue.row) || (col != rogue.col)) &&
293 (!(dungeon[row][col] & MONSTER))) {
294 mvaddch(row, col, get_dungeon_char(row, col));
295 }
296 return(1);
297 }
298 return(0);
299}
300
301seek_gold(monster)
302object *monster;
303{
304 short i, j, rn, s;
305
306 if ((rn = get_room_number(monster->row, monster->col)) < 0) {
307 return(0);
308 }
309 for (i = rooms[rn].top_row+1; i < rooms[rn].bottom_row; i++) {
310 for (j = rooms[rn].left_col+1; j < rooms[rn].right_col; j++) {
311 if ((gold_at(i, j)) && !(dungeon[i][j] & MONSTER)) {
312 monster->m_flags |= CAN_FLIT;
313 s = mon_can_go(monster, i, j);
314 monster->m_flags &= (~CAN_FLIT);
315 if (s) {
316 move_mon_to(monster, i, j);
317 monster->m_flags |= ASLEEP;
318 monster->m_flags &= (~(WAKENS | SEEKS_GOLD));
319 return(1);
320 }
321 monster->m_flags &= (~SEEKS_GOLD);
322 monster->m_flags |= CAN_FLIT;
323 mv_1_monster(monster, i, j);
324 monster->m_flags &= (~CAN_FLIT);
325 monster->m_flags |= SEEKS_GOLD;
326 return(1);
327 }
328 }
329 }
330 return(0);
331}
332
333gold_at(row, col)
334short row, col;
335{
336 if (dungeon[row][col] & OBJECT) {
337 object *obj;
338
339 if ((obj = object_at(&level_objects, row, col)) &&
340 (obj->what_is == GOLD)) {
341 return(1);
342 }
343 }
344 return(0);
345}
346
347check_gold_seeker(monster)
348object *monster;
349{
350 monster->m_flags &= (~SEEKS_GOLD);
351}
352
353check_imitator(monster)
354object *monster;
355{
356 char msg[80];
357
358 if (monster->m_flags & IMITATES) {
359 wake_up(monster);
360 if (!blind) {
361 mvaddch(monster->row, monster->col,
362 get_dungeon_char(monster->row, monster->col));
363 check_message();
364 sprintf(msg, "wait, that's a %s!", mon_name(monster));
365 message(msg, 1);
366 }
367 return(1);
368 }
369 return(0);
370}
371
372imitating(row, col)
373register short row, col;
374{
375 if (dungeon[row][col] & MONSTER) {
376 object *object_at(), *monster;
377
378 if (monster = object_at(&level_monsters, row, col)) {
379 if (monster->m_flags & IMITATES) {
380 return(1);
381 }
382 }
383 }
384 return(0);
385}
386
387sting(monster)
388object *monster;
389{
390 short sting_chance = 35;
391 char msg[80];
392
393 if ((rogue.str_current <= 3) || sustain_strength) {
394 return;
395 }
396 sting_chance += (6 * (6 - get_armor_class(rogue.armor)));
397
398 if ((rogue.exp + ring_exp) > 8) {
399 sting_chance -= (6 * ((rogue.exp + ring_exp) - 8));
400 }
401 if (rand_percent(sting_chance)) {
402 sprintf(msg, "the %s's bite has weakened you",
403 mon_name(monster));
404 message(msg, 0);
405 rogue.str_current--;
406 print_stats(STAT_STRENGTH);
407 }
408}
409
410drop_level()
411{
412 int hp;
413
414 if (rand_percent(80) || (rogue.exp <= 5)) {
415 return;
416 }
417 rogue.exp_points = level_points[rogue.exp-2] - get_rand(9, 29);
418 rogue.exp -= 2;
419 hp = hp_raise();
420 if ((rogue.hp_current -= hp) <= 0) {
421 rogue.hp_current = 1;
422 }
423 if ((rogue.hp_max -= hp) <= 0) {
424 rogue.hp_max = 1;
425 }
426 add_exp(1, 0);
427}
428
429drain_life()
430{
431 short n;
432
433 if (rand_percent(60) || (rogue.hp_max <= 30) || (rogue.hp_current < 10)) {
434 return;
435 }
436 n = get_rand(1, 3); /* 1 Hp, 2 Str, 3 both */
437
438 if ((n != 2) || (!sustain_strength)) {
439 message("you feel weaker", 0);
440 }
441 if (n != 2) {
442 rogue.hp_max--;
443 rogue.hp_current--;
444 less_hp++;
445 }
446 if (n != 1) {
447 if ((rogue.str_current > 3) && (!sustain_strength)) {
448 rogue.str_current--;
449 if (coin_toss()) {
450 rogue.str_max--;
451 }
452 }
453 }
454 print_stats((STAT_STRENGTH | STAT_HP));
455}
456
457m_confuse(monster)
458object *monster;
459{
460 char msg[80];
461
462 if (!rogue_can_see(monster->row, monster->col)) {
463 return(0);
464 }
465 if (rand_percent(45)) {
466 monster->m_flags &= (~CONFUSES); /* will not confuse the rogue */
467 return(0);
468 }
469 if (rand_percent(55)) {
470 monster->m_flags &= (~CONFUSES);
471 sprintf(msg, "the gaze of the %s has confused you", mon_name(monster));
472 message(msg, 1);
473 cnfs();
474 return(1);
475 }
476 return(0);
477}
478
479flame_broil(monster)
480object *monster;
481{
482 short row, col, dir;
483
484 if ((!mon_sees(monster, rogue.row, rogue.col)) || coin_toss()) {
485 return(0);
486 }
487 row = rogue.row - monster->row;
488 col = rogue.col - monster->col;
489 if (row < 0) {
490 row = -row;
491 }
492 if (col < 0) {
493 col = -col;
494 }
495 if (((row != 0) && (col != 0) && (row != col)) ||
496 ((row > 7) || (col > 7))) {
497 return(0);
498 }
499 dir = get_dir(monster->row, monster->col, row, col);
500 bounce(FIRE, dir, monster->row, monster->col, 0);
501
502 return(1);
503}
504
505get_dir(srow, scol, drow, dcol)
506short srow, scol, drow, dcol;
507{
508 if (srow == drow) {
509 if (scol < dcol) {
510 return(RIGHT);
511 } else {
512 return(LEFT);
513 }
514 }
515 if (scol == dcol) {
516 if (srow < drow) {
517 return(DOWN);
518 } else {
519 return(UPWARD);
520 }
521 }
522 if ((srow > drow) && (scol > dcol)) {
523 return(UPLEFT);
524 }
525 if ((srow < drow) && (scol < dcol)) {
526 return(DOWNRIGHT);
527 }
528 if ((srow < drow) && (scol > dcol)) {
529 return(DOWNLEFT);
530 }
531 /*if ((srow > drow) && (scol < dcol)) {*/
532 return(UPRIGHT);
533 /*}*/
534}