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author | markm <markm@FreeBSD.org> | 2002-10-21 07:40:27 +0000 |
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committer | markm <markm@FreeBSD.org> | 2002-10-21 07:40:27 +0000 |
commit | e41bd31debce476e2f6ae864651c7380bea2cdbb (patch) | |
tree | b90261e8ce260fee190d0f359aa2884ddf2510de /games/larn/monster.c | |
parent | 1cdc4d3dd3997f7f78a4a0ff9c52006837b0b5c4 (diff) | |
download | FreeBSD-src-e41bd31debce476e2f6ae864651c7380bea2cdbb.zip FreeBSD-src-e41bd31debce476e2f6ae864651c7380bea2cdbb.tar.gz |
Deorbit complete. We dont build these anymore, so into the attic they go.
Diffstat (limited to 'games/larn/monster.c')
-rw-r--r-- | games/larn/monster.c | 1394 |
1 files changed, 0 insertions, 1394 deletions
diff --git a/games/larn/monster.c b/games/larn/monster.c deleted file mode 100644 index 2e8874c..0000000 --- a/games/larn/monster.c +++ /dev/null @@ -1,1394 +0,0 @@ -/* - * monster.c Larn is copyrighted 1986 by Noah Morgan. - * $FreeBSD$ - * - * This file contains the following functions: - * ---------------------------------------------------------------------------- - * - * createmonster(monstno) Function to create a monster next to the player - * int monstno; - * - * int cgood(x,y,itm,monst) Function to check location for emptiness - * int x,y,itm,monst; - * - * createitem(it,arg) Routine to place an item next to the player - * int it,arg; - * - * cast() Subroutine called by parse to cast a spell for the user - * - * speldamage(x) Function to perform spell functions cast by the player - * int x; - * - * loseint() Routine to decrement your int (intelligence) if > 3 - * - * isconfuse() Routine to check to see if player is confused - * - * nospell(x,monst) Routine to return 1 if a spell doesn't affect a monster - * int x,monst; - * - * fullhit(xx) Function to return full damage against a monst (aka web) - * int xx; - * - * direct(spnum,dam,str,arg) Routine to direct spell damage 1 square in 1 dir - * int spnum,dam,arg; - * char *str; - * - * godirect(spnum,dam,str,delay,cshow) Function to perform missile attacks - * int spnum,dam,delay; - * char *str,cshow; - * - * ifblind(x,y) Routine to put "monster" or the monster name into lastmosnt - * int x,y; - * - * tdirect(spnum) Routine to teleport away a monster - * int spnum; - * - * omnidirect(sp,dam,str) Routine to damage all monsters 1 square from player - * int sp,dam; - * char *str; - * - * dirsub(x,y) Routine to ask for direction, then modify x,y for it - * int *x,*y; - * - * vxy(x,y) Routine to verify/fix (*x,*y) for being within bounds - * int *x,*y; - * - * dirpoly(spnum) Routine to ask for a direction and polymorph a monst - * int spnum; - * - * hitmonster(x,y) Function to hit a monster at the designated coordinates - * int x,y; - * - * hitm(x,y,amt) Function to just hit a monster at a given coordinates - * int x,y,amt; - * - * hitplayer(x,y) Function for the monster to hit the player from (x,y) - * int x,y; - * - * dropsomething(monst) Function to create an object when a monster dies - * int monst; - * - * dropgold(amount) Function to drop some gold around player - * int amount; - * - * something(level) Function to create a random item around player - * int level; - * - * newobject(lev,i) Routine to return a randomly selected new object - * int lev,*i; - * - * spattack(atckno,xx,yy) Function to process special attacks from monsters - * int atckno,xx,yy; - * - * checkloss(x) Routine to subtract hp from user and flag bottomline display - * int x; - * - * annihilate() Routine to annihilate monsters around player, playerx,playery - * - * newsphere(x,y,dir,lifetime) Function to create a new sphere of annihilation - * int x,y,dir,lifetime; - * - * rmsphere(x,y) Function to delete a sphere of annihilation from list - * int x,y; - * - * sphboom(x,y) Function to perform the effects of a sphere detonation - * int x,y; - * - * genmonst() Function to ask for monster and genocide from game - * - */ -#include "header.h" - -struct isave /* used for altar reality */ - { - char type; /* 0=item, 1=monster */ - char id; /* item number or monster number */ - short arg; /* the type of item or hitpoints of monster */ - }; - -/* - * createmonster(monstno) Function to create a monster next to the player - * int monstno; - * - * Enter with the monster number (1 to MAXMONST+8) - * Returns no value. - */ -createmonster(mon) - int mon; - { - int x,y,k,i; - if (mon<1 || mon>MAXMONST+8) /* check for monster number out of bounds */ - { - beep(); lprintf("\ncan't createmonst(%d)\n",(long)mon); nap(3000); return; - } - while (monster[mon].genocided && mon<MAXMONST) mon++; /* genocided? */ - for (k=rnd(8), i= -8; i<0; i++,k++) /* choose direction, then try all */ - { - if (k>8) k=1; /* wraparound the diroff arrays */ - x = playerx + diroffx[k]; y = playery + diroffy[k]; - if (cgood(x,y,0,1)) /* if we can create here */ - { - mitem[x][y] = mon; - hitp[x][y] = monster[mon].hitpoints; - stealth[x][y]=know[x][y]=0; - switch(mon) - { - case ROTHE: case POLTERGEIST: case VAMPIRE: stealth[x][y]=1; - }; - return; - } - } - } - -/* - * int cgood(x,y,itm,monst) Function to check location for emptiness - * int x,y,itm,monst; - * - * Routine to return TRUE if a location does not have itm or monst there - * returns FALSE (0) otherwise - * Enter with itm or monst TRUE or FALSE if checking it - * Example: if itm==TRUE check for no item at this location - * if monst==TRUE check for no monster at this location - * This routine will return FALSE if at a wall or the dungeon exit on level 1 - */ -int cgood(x,y,itm,monst) - int x,y; - int itm,monst; - { - if ((y>=0) && (y<=MAXY-1) && (x>=0) && (x<=MAXX-1)) /* within bounds? */ - if (item[x][y]!=OWALL) /* can't make anything on walls */ - if (itm==0 || (item[x][y]==0)) /* is it free of items? */ - if (monst==0 || (mitem[x][y]==0)) /* is it free of monsters? */ - if ((level!=1) || (x!=33) || (y!=MAXY-1)) /* not exit to level 1 */ - return(1); - return(0); - } - -/* - * createitem(it,arg) Routine to place an item next to the player - * int it,arg; - * - * Enter with the item number and its argument (iven[], ivenarg[]) - * Returns no value, thus we don't know about createitem() failures. - */ -createitem(it,arg) - int it,arg; - { - int x,y,k,i; - if (it >= MAXOBJ) return; /* no such object */ - for (k=rnd(8), i= -8; i<0; i++,k++) /* choose direction, then try all */ - { - if (k>8) k=1; /* wraparound the diroff arrays */ - x = playerx + diroffx[k]; y = playery + diroffy[k]; - if (cgood(x,y,1,0)) /* if we can create here */ - { - item[x][y] = it; know[x][y]=0; iarg[x][y]=arg; return; - } - } - } - -/* - * cast() Subroutine called by parse to cast a spell for the user - * - * No arguments and no return value. - */ -static char eys[] = "\nEnter your spell: "; -cast() - { - int i,j,a,b,d; - cursors(); - if (c[SPELLS]<=0) { lprcat("\nYou don't have any spells!"); return; } - lprcat(eys); --c[SPELLS]; - while ((a=getchar())=='D') - { seemagic(-1); cursors(); lprcat(eys); } - if (a=='\33') goto over; /* to escape casting a spell */ - if ((b=getchar())=='\33') goto over; /* to escape casting a spell */ - if ((d=getchar())=='\33') - { over: lprcat(aborted); c[SPELLS]++; return; } /* to escape casting a spell */ -#ifdef EXTRA - c[SPELLSCAST]++; -#endif - for (lprc('\n'),j= -1,i=0; i<SPNUM; i++) /*seq search for his spell, hash?*/ - if ((spelcode[i][0]==a) && (spelcode[i][1]==b) && (spelcode[i][2]==d)) - if (spelknow[i]) - { speldamage(i); j = 1; i=SPNUM; } - - if (j == -1) lprcat(" Nothing Happened "); - bottomline(); - } - -static int dirsub(); - -/* - * speldamage(x) Function to perform spell functions cast by the player - * int x; - * - * Enter with the spell number, returns no value. - * Please insure that there are 2 spaces before all messages here - */ -speldamage(x) - int x; - { - int i,j,clev; - int xl,xh,yl,yh; - char *p,*kn,*pm; - if (x>=SPNUM) return; /* no such spell */ - if (c[TIMESTOP]) { lprcat(" It didn't seem to work"); return; } /* not if time stopped */ - clev = c[LEVEL]; - if ((rnd(23)==7) || (rnd(18) > c[INTELLIGENCE])) - { lprcat(" It didn't work!"); return; } - if (clev*3+2 < x) { lprcat(" Nothing happens. You seem inexperienced at this"); return; } - - switch(x) - { -/* ----- LEVEL 1 SPELLS ----- */ - - case 0: if (c[PROTECTIONTIME]==0) c[MOREDEFENSES]+=2; /* protection field +2 */ - c[PROTECTIONTIME] += 250; return; - - case 1: i = rnd(((clev+1)<<1)) + clev + 3; - godirect(x,i,(clev>=2)?" Your missiles hit the %s":" Your missile hit the %s",100,'+'); /* magic missile */ - - return; - - case 2: if (c[DEXCOUNT]==0) c[DEXTERITY]+=3; /* dexterity */ - c[DEXCOUNT] += 400; return; - - case 3: i=rnd(3)+1; - p=" While the %s slept, you smashed it %d times"; - ws: direct(x,fullhit(i),p,i); /* sleep */ return; - - case 4: /* charm monster */ c[CHARMCOUNT] += c[CHARISMA]<<1; return; - - case 5: godirect(x,rnd(10)+15+clev," The sound damages the %s",70,'@'); /* sonic spear */ - return; - -/* ----- LEVEL 2 SPELLS ----- */ - - case 6: i=rnd(3)+2; p=" While the %s is entangled, you hit %d times"; - goto ws; /* web */ - - case 7: if (c[STRCOUNT]==0) c[STREXTRA]+=3; /* strength */ - c[STRCOUNT] += 150+rnd(100); return; - - case 8: yl = playery-5; /* enlightenment */ - yh = playery+6; xl = playerx-15; xh = playerx+16; - vxy(&xl,&yl); vxy(&xh,&yh); /* check bounds */ - for (i=yl; i<=yh; i++) /* enlightenment */ - for (j=xl; j<=xh; j++) know[j][i]=1; - draws(xl,xh+1,yl,yh+1); return; - - case 9: raisehp(20+(clev<<1)); return; /* healing */ - - case 10: c[BLINDCOUNT]=0; return; /* cure blindness */ - - case 11: createmonster(makemonst(level+1)+8); return; - - case 12: if (rnd(11)+7 <= c[WISDOM]) direct(x,rnd(20)+20+clev," The %s believed!",0); - else lprcat(" It didn't believe the illusions!"); - return; - - case 13: /* if he has the amulet of invisibility then add more time */ - for (j=i=0; i<26; i++) - if (iven[i]==OAMULET) j+= 1+ivenarg[i]; - c[INVISIBILITY] += (j<<7)+12; return; - -/* ----- LEVEL 3 SPELLS ----- */ - - case 14: godirect(x,rnd(25+clev)+25+clev," The fireball hits the %s",40,'*'); return; /* fireball */ - - case 15: godirect(x,rnd(25)+20+clev," Your cone of cold strikes the %s",60,'O'); /* cold */ - return; - - case 16: dirpoly(x); return; /* polymorph */ - - case 17: c[CANCELLATION]+= 5+clev; return; /* cancellation */ - - case 18: c[HASTESELF]+= 7+clev; return; /* haste self */ - - case 19: omnidirect(x,30+rnd(10)," The %s gasps for air"); /* cloud kill */ - return; - - case 20: xh = min(playerx+1,MAXX-2); yh = min(playery+1,MAXY-2); - for (i=max(playerx-1,1); i<=xh; i++) /* vaporize rock */ - for (j=max(playery-1,1); j<=yh; j++) - { - kn = &know[i][j]; pm = &mitem[i][j]; - switch(*(p= &item[i][j])) - { - case OWALL: if (level < MAXLEVEL+MAXVLEVEL-1) - *p = *kn = 0; - break; - - case OSTATUE: if (c[HARDGAME]<3) - { - *p=OBOOK; iarg[i][j]=level; *kn=0; - } - break; - - case OTHRONE: *pm=GNOMEKING; *kn=0; *p= OTHRONE2; - hitp[i][j]=monster[GNOMEKING].hitpoints; break; - - case OALTAR: *pm=DEMONPRINCE; *kn=0; - hitp[i][j]=monster[DEMONPRINCE].hitpoints; break; - }; - switch(*pm) - { - case XORN: ifblind(i,j); hitm(i,j,200); break; /* Xorn takes damage from vpr */ - } - } - return; - -/* ----- LEVEL 4 SPELLS ----- */ - - case 21: direct(x,100+clev," The %s shrivels up",0); /* dehydration */ - return; - - case 22: godirect(x,rnd(25)+20+(clev<<1)," A lightning bolt hits the %s",1,'~'); /* lightning */ - return; - - case 23: i=min(c[HP]-1,c[HPMAX]/2); /* drain life */ - direct(x,i+i,"",0); c[HP] -= i; return; - - case 24: if (c[GLOBE]==0) c[MOREDEFENSES] += 10; - c[GLOBE] += 200; loseint(); /* globe of invulnerability */ - return; - - case 25: omnidirect(x,32+clev," The %s struggles for air in your flood!"); /* flood */ - return; - - case 26: if (rnd(151)==63) { beep(); lprcat("\nYour heart stopped!\n"); nap(4000); died(270); return; } - if (c[WISDOM]>rnd(10)+10) direct(x,2000," The %s's heart stopped",0); /* finger of death */ - else lprcat(" It didn't work"); return; - -/* ----- LEVEL 5 SPELLS ----- */ - - case 27: c[SCAREMONST] += rnd(10)+clev; return; /* scare monster */ - - case 28: c[HOLDMONST] += rnd(10)+clev; return; /* hold monster */ - - case 29: c[TIMESTOP] += rnd(20)+(clev<<1); return; /* time stop */ - - case 30: tdirect(x); return; /* teleport away */ - - case 31: omnidirect(x,35+rnd(10)+clev," The %s cringes from the flame"); /* magic fire */ - return; - -/* ----- LEVEL 6 SPELLS ----- */ - - case 32: if ((rnd(23)==5) && (wizard==0)) /* sphere of annihilation */ - { - beep(); lprcat("\nYou have been enveloped by the zone of nothingness!\n"); - nap(4000); died(258); return; - } - xl=playerx; yl=playery; - loseint(); - i=dirsub(&xl,&yl); /* get direction of sphere */ - newsphere(xl,yl,i,rnd(20)+11); /* make a sphere */ - return; - - case 33: genmonst(); spelknow[33]=0; /* genocide */ - loseint(); - return; - - case 34: /* summon demon */ - if (rnd(100) > 30) { direct(x,150," The demon strikes at the %s",0); return; } - if (rnd(100) > 15) { lprcat(" Nothing seems to have happened"); return; } - lprcat(" The demon turned on you and vanished!"); beep(); - i=rnd(40)+30; lastnum=277; - losehp(i); /* must say killed by a demon */ return; - - case 35: /* walk through walls */ - c[WTW] += rnd(10)+5; return; - - case 36: /* alter reality */ - { - struct isave *save; /* pointer to item save structure */ - int sc; sc=0; /* # items saved */ - save = (struct isave *)malloc(sizeof(struct isave)*MAXX*MAXY*2); - for (j=0; j<MAXY; j++) - for (i=0; i<MAXX; i++) /* save all items and monsters */ - { - xl = item[i][j]; - if (xl && xl!=OWALL && xl!=OANNIHILATION) - { - save[sc].type=0; save[sc].id=item[i][j]; - save[sc++].arg=iarg[i][j]; - } - if (mitem[i][j]) - { - save[sc].type=1; save[sc].id=mitem[i][j]; - save[sc++].arg=hitp[i][j]; - } - item[i][j]=OWALL; mitem[i][j]=0; - if (wizard) know[i][j]=1; else know[i][j]=0; - } - eat(1,1); if (level==1) item[33][MAXY-1]=0; - for (j=rnd(MAXY-2), i=1; i<MAXX-1; i++) item[i][j]=0; - while (sc>0) /* put objects back in level */ - { - --sc; - if (save[sc].type == 0) - { - int trys; - for (trys=100, i=j=1; --trys>0 && item[i][j]; i=rnd(MAXX-1), j=rnd(MAXY-1)); - if (trys) { item[i][j]=save[sc].id; iarg[i][j]=save[sc].arg; } - } - else - { /* put monsters back in */ - int trys; - for (trys=100, i=j=1; --trys>0 && (item[i][j]==OWALL || mitem[i][j]); i=rnd(MAXX-1), j=rnd(MAXY-1)); - if (trys) { mitem[i][j]=save[sc].id; hitp[i][j]=save[sc].arg; } - } - } - loseint(); - draws(0,MAXX,0,MAXY); if (wizard==0) spelknow[36]=0; - free((char*)save); positionplayer(); return; - } - - case 37: /* permanence */ adjtime(-99999L); spelknow[37]=0; /* forget */ - loseint(); - return; - - default: lprintf(" spell %d not available!",(long)x); beep(); return; - }; - } - -/* - * loseint() Routine to subtract 1 from your int (intelligence) if > 3 - * - * No arguments and no return value - */ -loseint() - { - if (--c[INTELLIGENCE]<3) c[INTELLIGENCE]=3; - } - -/* - * isconfuse() Routine to check to see if player is confused - * - * This routine prints out a message saying "You can't aim your magic!" - * returns 0 if not confused, non-zero (time remaining confused) if confused - */ -isconfuse() - { - if (c[CONFUSE]) { lprcat(" You can't aim your magic!"); beep(); } - return(c[CONFUSE]); - } - -/* - * nospell(x,monst) Routine to return 1 if a spell doesn't affect a monster - * int x,monst; - * - * Subroutine to return 1 if the spell can't affect the monster - * otherwise returns 0 - * Enter with the spell number in x, and the monster number in monst. - */ -nospell(x,monst) - int x,monst; - { - int tmp; - if (x>=SPNUM || monst>=MAXMONST+8 || monst<0 || x<0) return(0); /* bad spell or monst */ - if ((tmp=spelweird[monst-1][x])==0) return(0); - cursors(); lprc('\n'); lprintf(spelmes[tmp],monster[monst].name); return(1); - } - -/* - * fullhit(xx) Function to return full damage against a monster (aka web) - * int xx; - * - * Function to return hp damage to monster due to a number of full hits - * Enter with the number of full hits being done - */ -fullhit(xx) - int xx; - { - int i; - if (xx<0 || xx>20) return(0); /* fullhits are out of range */ - if (c[LANCEDEATH]) return(10000); /* lance of death */ - i = xx * ((c[WCLASS]>>1)+c[STRENGTH]+c[STREXTRA]-c[HARDGAME]-12+c[MOREDAM]); - return( (i>=1) ? i : xx ); - } - -/* - * direct(spnum,dam,str,arg) Routine to direct spell damage 1 square in 1 dir - * int spnum,dam,arg; - * char *str; - * - * Routine to ask for a direction to a spell and then hit the monster - * Enter with the spell number in spnum, the damage to be done in dam, - * lprintf format string in str, and lprintf's argument in arg. - * Returns no value. - */ -direct(spnum,dam,str,arg) - int spnum,dam,arg; - char *str; - { - int x,y; - int m; - if (spnum<0 || spnum>=SPNUM || str==0) return; /* bad arguments */ - if (isconfuse()) return; - dirsub(&x,&y); - m = mitem[x][y]; - if (item[x][y]==OMIRROR) - { - if (spnum==3) /* sleep */ - { - lprcat("You fall asleep! "); beep(); - fool: - arg += 2; - while (arg-- > 0) { parse2(); nap(1000); } - return; - } - else if (spnum==6) /* web */ - { - lprcat("You get stuck in your own web! "); beep(); - goto fool; - } - else - { - lastnum=278; - lprintf(str,"spell caster (thats you)",(long)arg); - beep(); losehp(dam); return; - } - } - if (m==0) - { lprcat(" There wasn't anything there!"); return; } - ifblind(x,y); - if (nospell(spnum,m)) { lasthx=x; lasthy=y; return; } - lprintf(str,lastmonst,(long)arg); hitm(x,y,dam); - } - -/* - * godirect(spnum,dam,str,delay,cshow) Function to perform missile attacks - * int spnum,dam,delay; - * char *str,cshow; - * - * Function to hit in a direction from a missile weapon and have it keep - * on going in that direction until its power is exhausted - * Enter with the spell number in spnum, the power of the weapon in hp, - * lprintf format string in str, the # of milliseconds to delay between - * locations in delay, and the character to represent the weapon in cshow. - * Returns no value. - */ -godirect(spnum,dam,str,delay,cshow) - int spnum,dam,delay; - char *str,cshow; - { - char *p; - int x,y,m; - int dx,dy; - if (spnum<0 || spnum>=SPNUM || str==0 || delay<0) return; /* bad args */ - if (isconfuse()) return; - dirsub(&dx,&dy); x=dx; y=dy; - dx = x-playerx; dy = y-playery; x = playerx; y = playery; - while (dam>0) - { - x += dx; y += dy; - if ((x > MAXX-1) || (y > MAXY-1) || (x < 0) || (y < 0)) - { - dam=0; break; /* out of bounds */ - } - if ((x==playerx) && (y==playery)) /* if energy hits player */ - { - cursors(); lprcat("\nYou are hit my your own magic!"); beep(); - lastnum=278; losehp(dam); return; - } - if (c[BLINDCOUNT]==0) /* if not blind show effect */ - { - cursor(x+1,y+1); lprc(cshow); nap(delay); show1cell(x,y); - } - if ((m=mitem[x][y])) /* is there a monster there? */ - { - ifblind(x,y); - if (nospell(spnum,m)) { lasthx=x; lasthy=y; return; } - cursors(); lprc('\n'); - lprintf(str,lastmonst); dam -= hitm(x,y,dam); - show1cell(x,y); nap(1000); x -= dx; y -= dy; - } - else switch (*(p= &item[x][y])) - { - case OWALL: cursors(); lprc('\n'); lprintf(str,"wall"); - if (dam>=50+c[HARDGAME]) /* enough damage? */ - if (level<MAXLEVEL+MAXVLEVEL-1) /* not on V3 */ - if ((x<MAXX-1) && (y<MAXY-1) && (x) && (y)) - { - lprcat(" The wall crumbles"); - god3: *p=0; - god: know[x][y]=0; - show1cell(x,y); - } - god2: dam = 0; break; - - case OCLOSEDDOOR: cursors(); lprc('\n'); lprintf(str,"door"); - if (dam>=40) - { - lprcat(" The door is blasted apart"); - goto god3; - } - goto god2; - - case OSTATUE: cursors(); lprc('\n'); lprintf(str,"statue"); - if (c[HARDGAME]<3) - if (dam>44) - { - lprcat(" The statue crumbles"); - *p=OBOOK; iarg[x][y]=level; - goto god; - } - goto god2; - - case OTHRONE: cursors(); lprc('\n'); lprintf(str,"throne"); - if (dam>39) - { - mitem[x][y]=GNOMEKING; hitp[x][y]=monster[GNOMEKING].hitpoints; - *p = OTHRONE2; - goto god; - } - goto god2; - - case OMIRROR: dx *= -1; dy *= -1; break; - }; - dam -= 3 + (c[HARDGAME]>>1); - } - } - -/* - * ifblind(x,y) Routine to put "monster" or the monster name into lastmosnt - * int x,y; - * - * Subroutine to copy the word "monster" into lastmonst if the player is blind - * Enter with the coordinates (x,y) of the monster - * Returns no value. - */ -ifblind(x,y) - int x,y; - { - char *p; - vxy(&x,&y); /* verify correct x,y coordinates */ - if (c[BLINDCOUNT]) { lastnum=279; p="monster"; } - else { lastnum=mitem[x][y]; p=monster[lastnum].name; } - strcpy(lastmonst,p); - } - -/* - * tdirect(spnum) Routine to teleport away a monster - * int spnum; - * - * Routine to ask for a direction to a spell and then teleport away monster - * Enter with the spell number that wants to teleport away - * Returns no value. - */ -tdirect(spnum) - int spnum; - { - int x,y; - int m; - if (spnum<0 || spnum>=SPNUM) return; /* bad args */ - if (isconfuse()) return; - dirsub(&x,&y); - if ((m=mitem[x][y])==0) - { lprcat(" There wasn't anything there!"); return; } - ifblind(x,y); - if (nospell(spnum,m)) { lasthx=x; lasthy=y; return; } - fillmonst(m); mitem[x][y]=know[x][y]=0; - } - -/* - * omnidirect(sp,dam,str) Routine to damage all monsters 1 square from player - * int sp,dam; - * char *str; - * - * Routine to cast a spell and then hit the monster in all directions - * Enter with the spell number in sp, the damage done to wach square in dam, - * and the lprintf string to identify the spell in str. - * Returns no value. - */ -omnidirect(spnum,dam,str) - int spnum,dam; - char *str; - { - int x,y,m; - if (spnum<0 || spnum>=SPNUM || str==0) return; /* bad args */ - for (x=playerx-1; x<playerx+2; x++) - for (y=playery-1; y<playery+2; y++) - { - if (m=mitem[x][y]) - { - if (nospell(spnum,m) == 0) - { - ifblind(x,y); - cursors(); lprc('\n'); lprintf(str,lastmonst); - hitm(x,y,dam); nap(800); - } - else { lasthx=x; lasthy=y; } - } - } - } - -/* - * static dirsub(x,y) Routine to ask for direction, then modify x,y for it - * int *x,*y; - * - * Function to ask for a direction and modify an x,y for that direction - * Enter with the origination coordinates in (x,y). - * Returns index into diroffx[] (0-8). - */ -static int -dirsub(x,y) - int *x,*y; - { - int i; - lprcat("\nIn What Direction? "); - for (i=0; ; ) - switch(getchar()) - { - case 'b': i++; - case 'n': i++; - case 'y': i++; - case 'u': i++; - case 'h': i++; - case 'k': i++; - case 'l': i++; - case 'j': i++; goto out; - }; -out: - *x = playerx+diroffx[i]; *y = playery+diroffy[i]; - vxy(x,y); return(i); - } - -/* - * vxy(x,y) Routine to verify/fix coordinates for being within bounds - * int *x,*y; - * - * Function to verify x & y are within the bounds for a level - * If *x or *y is not within the absolute bounds for a level, fix them so that - * they are on the level. - * Returns TRUE if it was out of bounds, and the *x & *y in the calling - * routine are affected. - */ -vxy(x,y) - int *x,*y; - { - int flag=0; - if (*x<0) { *x=0; flag++; } - if (*y<0) { *y=0; flag++; } - if (*x>=MAXX) { *x=MAXX-1; flag++; } - if (*y>=MAXY) { *y=MAXY-1; flag++; } - return(flag); - } - -/* - * dirpoly(spnum) Routine to ask for a direction and polymorph a monst - * int spnum; - * - * Subroutine to polymorph a monster and ask for the direction its in - * Enter with the spell number in spmun. - * Returns no value. - */ -dirpoly(spnum) - int spnum; - { - int x,y,m; - if (spnum<0 || spnum>=SPNUM) return; /* bad args */ - if (isconfuse()) return; /* if he is confused, he can't aim his magic */ - dirsub(&x,&y); - if (mitem[x][y]==0) - { lprcat(" There wasn't anything there!"); return; } - ifblind(x,y); - if (nospell(spnum,mitem[x][y])) { lasthx=x; lasthy=y; return; } - while ( monster[m = mitem[x][y] = rnd(MAXMONST+7)].genocided ); - hitp[x][y] = monster[m].hitpoints; - show1cell(x,y); /* show the new monster */ - } - -/* - * hitmonster(x,y) Function to hit a monster at the designated coordinates - * int x,y; - * - * This routine is used for a bash & slash type attack on a monster - * Enter with the coordinates of the monster in (x,y). - * Returns no value. - */ -hitmonster(x,y) - int x,y; - { - int tmp,monst,damag,flag; - if (c[TIMESTOP]) return; /* not if time stopped */ - vxy(&x,&y); /* verify coordinates are within range */ - if ((monst = mitem[x][y]) == 0) return; - hit3flag=1; ifblind(x,y); - tmp = monster[monst].armorclass + c[LEVEL] + c[DEXTERITY] + c[WCLASS]/4 - 12; - cursors(); - if ((rnd(20) < tmp-c[HARDGAME]) || (rnd(71) < 5)) /* need at least random chance to hit */ - { - lprcat("\nYou hit"); flag=1; - damag = fullhit(1); - if (damag<9999) damag=rnd(damag)+1; - } - else - { - lprcat("\nYou missed"); flag=0; - } - lprcat(" the "); lprcat(lastmonst); - if (flag) /* if the monster was hit */ - if ((monst==RUSTMONSTER) || (monst==DISENCHANTRESS) || (monst==CUBE)) - if (c[WIELD]>0) - if (ivenarg[c[WIELD]] > -10) - { - lprintf("\nYour weapon is dulled by the %s",lastmonst); beep(); - --ivenarg[c[WIELD]]; - } - if (flag) hitm(x,y,damag); - if (monst == VAMPIRE) if (hitp[x][y]<25) { mitem[x][y]=BAT; know[x][y]=0; } - } - -/* - * hitm(x,y,amt) Function to just hit a monster at a given coordinates - * int x,y,amt; - * - * Returns the number of hitpoints the monster absorbed - * This routine is used to specifically damage a monster at a location (x,y) - * Called by hitmonster(x,y) - */ -hitm(x,y,amt) - int x,y; - int amt; - { - int monst; - int hpoints,amt2; - vxy(&x,&y); /* verify coordinates are within range */ - amt2 = amt; /* save initial damage so we can return it */ - monst = mitem[x][y]; - if (c[HALFDAM]) amt >>= 1; /* if half damage curse adjust damage points */ - if (amt<=0) amt2 = amt = 1; - lasthx=x; lasthy=y; - stealth[x][y]=1; /* make sure hitting monst breaks stealth condition */ - c[HOLDMONST]=0; /* hit a monster breaks hold monster spell */ - switch(monst) /* if a dragon and orb(s) of dragon slaying */ - { - case WHITEDRAGON: case REDDRAGON: case GREENDRAGON: - case BRONZEDRAGON: case PLATINUMDRAGON: case SILVERDRAGON: - amt *= 1+(c[SLAYING]<<1); break; - } -/* invincible monster fix is here */ - if (hitp[x][y] > monster[monst].hitpoints) - hitp[x][y] = monster[monst].hitpoints; - if ((hpoints = hitp[x][y]) <= amt) - { -#ifdef EXTRA - c[MONSTKILLED]++; -#endif - lprintf("\nThe %s died!",lastmonst); - raiseexperience((long)monster[monst].experience); - amt = monster[monst].gold; if (amt>0) dropgold(rnd(amt)+amt); - dropsomething(monst); disappear(x,y); bottomline(); - return(hpoints); - } - hitp[x][y] = hpoints-amt; return(amt2); - } - -/* - * hitplayer(x,y) Function for the monster to hit the player from (x,y) - * int x,y; - * - * Function for the monster to hit the player with monster at location x,y - * Returns nothing of value. - */ -hitplayer(x,y) - int x,y; - { - int dam,tmp,mster,bias; - vxy(&x,&y); /* verify coordinates are within range */ - lastnum = mster = mitem[x][y]; -/* spirit naga's and poltergeist's do nothing if scarab of negate spirit */ - if (c[NEGATESPIRIT] || c[SPIRITPRO]) if ((mster ==POLTERGEIST) || (mster ==SPIRITNAGA)) return; -/* if undead and cube of undead control */ - if (c[CUBEofUNDEAD] || c[UNDEADPRO]) if ((mster ==VAMPIRE) || (mster ==WRAITH) || (mster ==ZOMBIE)) return; - if ((know[x][y]&1) == 0) - { - know[x][y]=1; show1cell(x,y); - } - bias = (c[HARDGAME]) + 1; - hitflag = hit2flag = hit3flag = 1; - yrepcount=0; - cursors(); ifblind(x,y); - if (c[INVISIBILITY]) if (rnd(33)<20) - { - lprintf("\nThe %s misses wildly",lastmonst); return; - } - if (c[CHARMCOUNT]) if (rnd(30)+5*monster[mster].level-c[CHARISMA]<30) - { - lprintf("\nThe %s is awestruck at your magnificence!",lastmonst); - return; - } - if (mster==BAT) dam=1; - else - { - dam = monster[mster].damage; - dam += rnd((int)((dam<1)?1:dam)) + monster[mster].level; - } - tmp = 0; - if (monster[mster].attack>0) - if (((dam + bias + 8) > c[AC]) || (rnd((int)((c[AC]>0)?c[AC]:1))==1)) - { if (spattack(monster[mster].attack,x,y)) { flushall(); return; } - tmp = 1; bias -= 2; cursors(); } - if (((dam + bias) > c[AC]) || (rnd((int)((c[AC]>0)?c[AC]:1))==1)) - { - lprintf("\n The %s hit you ",lastmonst); tmp = 1; - if ((dam -= c[AC]) < 0) dam=0; - if (dam > 0) { losehp(dam); bottomhp(); flushall(); } - } - if (tmp == 0) lprintf("\n The %s missed ",lastmonst); - } - -/* - * dropsomething(monst) Function to create an object when a monster dies - * int monst; - * - * Function to create an object near the player when certain monsters are killed - * Enter with the monster number - * Returns nothing of value. - */ -dropsomething(monst) - int monst; - { - switch(monst) - { - case ORC: case NYMPH: case ELF: case TROGLODYTE: - case TROLL: case ROTHE: case VIOLETFUNGI: - case PLATINUMDRAGON: case GNOMEKING: case REDDRAGON: - something(level); return; - - case LEPRECHAUN: if (rnd(101)>=75) creategem(); - if (rnd(5)==1) dropsomething(LEPRECHAUN); return; - } - } - -/* - * dropgold(amount) Function to drop some gold around player - * int amount; - * - * Enter with the number of gold pieces to drop - * Returns nothing of value. - */ -dropgold(amount) - int amount; - { - if (amount > 250) createitem(OMAXGOLD,amount/100); else createitem(OGOLDPILE,amount); - } - -/* - * something(level) Function to create a random item around player - * int level; - * - * Function to create an item from a designed probability around player - * Enter with the cave level on which something is to be dropped - * Returns nothing of value. - */ -something(level) - int level; - { - int j; - int i; - if (level<0 || level>MAXLEVEL+MAXVLEVEL) return; /* correct level? */ - if (rnd(101)<8) something(level); /* possibly more than one item */ - j = newobject(level,&i); createitem(j,i); - } - -/* - * newobject(lev,i) Routine to return a randomly selected new object - * int lev,*i; - * - * Routine to return a randomly selected object to be created - * Returns the object number created, and sets *i for its argument - * Enter with the cave level and a pointer to the items arg - */ -static char nobjtab[] = { 0, OSCROLL, OSCROLL, OSCROLL, OSCROLL, OPOTION, - OPOTION, OPOTION, OPOTION, OGOLDPILE, OGOLDPILE, OGOLDPILE, OGOLDPILE, - OBOOK, OBOOK, OBOOK, OBOOK, ODAGGER, ODAGGER, ODAGGER, OLEATHER, OLEATHER, - OLEATHER, OREGENRING, OPROTRING, OENERGYRING, ODEXRING, OSTRRING, OSPEAR, - OBELT, ORING, OSTUDLEATHER, OSHIELD, OFLAIL, OCHAIN, O2SWORD, OPLATE, - OLONGSWORD }; - -newobject(lev,i) - int lev,*i; - { - int tmp=32,j; - if (level<0 || level>MAXLEVEL+MAXVLEVEL) return(0); /* correct level? */ - if (lev>6) tmp=37; else if (lev>4) tmp=35; - j = nobjtab[tmp=rnd(tmp)]; /* the object type */ - switch(tmp) - { - case 1: case 2: case 3: case 4: *i=newscroll(); break; - case 5: case 6: case 7: case 8: *i=newpotion(); break; - case 9: case 10: case 11: case 12: *i=rnd((lev+1)*10)+lev*10+10; break; - case 13: case 14: case 15: case 16: *i=lev; break; - case 17: case 18: case 19: if (!(*i=newdagger())) return(0); break; - case 20: case 21: case 22: if (!(*i=newleather())) return(0); break; - case 23: case 32: case 35: *i=rund(lev/3+1); break; - case 24: case 26: *i=rnd(lev/4+1); break; - case 25: *i=rund(lev/4+1); break; - case 27: *i=rnd(lev/2+1); break; - case 30: case 33: *i=rund(lev/2+1); break; - case 28: *i=rund(lev/3+1); if (*i==0) return(0); break; - case 29: case 31: *i=rund(lev/2+1); if (*i==0) return(0); break; - case 34: *i=newchain(); break; - case 36: *i=newplate(); break; - case 37: *i=newsword(); break; - } - return(j); - } - -/* - * spattack(atckno,xx,yy) Function to process special attacks from monsters - * int atckno,xx,yy; - * - * Enter with the special attack number, and the coordinates (xx,yy) - * of the monster that is special attacking - * Returns 1 if must do a show1cell(xx,yy) upon return, 0 otherwise - * - * atckno monster effect - * --------------------------------------------------- - * 0 none - * 1 rust monster eat armor - * 2 hell hound breathe light fire - * 3 dragon breathe fire - * 4 giant centipede weakening sing - * 5 white dragon cold breath - * 6 wraith drain level - * 7 waterlord water gusher - * 8 leprechaun steal gold - * 9 disenchantress disenchant weapon or armor - * 10 ice lizard hits with barbed tail - * 11 umber hulk confusion - * 12 spirit naga cast spells taken from special attacks - * 13 platinum dragon psionics - * 14 nymph steal objects - * 15 bugbear bite - * 16 osequip bite - * - * char rustarm[ARMORTYPES][2]; - * special array for maximum rust damage to armor from rustmonster - * format is: { armor type , minimum attribute - */ -#define ARMORTYPES 6 -static char rustarm[ARMORTYPES][2] = { OSTUDLEATHER,-2, ORING,-4, OCHAIN,-5, - OSPLINT,-6, OPLATE,-8, OPLATEARMOR,-9 }; -static char spsel[] = { 1, 2, 3, 5, 6, 8, 9, 11, 13, 14 }; -spattack(x,xx,yy) - int x,xx,yy; - { - int i,j=0,k,m; - char *p=0; - if (c[CANCELLATION]) return(0); - vxy(&xx,&yy); /* verify x & y coordinates */ - switch(x) - { - case 1: /* rust your armor, j=1 when rusting has occurred */ - m = k = c[WEAR]; - if ((i=c[SHIELD]) != -1) - { - if (--ivenarg[i] < -1) ivenarg[i]= -1; else j=1; - } - if ((j==0) && (k != -1)) - { - m = iven[k]; - for (i=0; i<ARMORTYPES; i++) - if (m == rustarm[i][0]) /* find his armor in table */ - { - if (--ivenarg[k]< rustarm[i][1]) - ivenarg[k]= rustarm[i][1]; else j=1; - break; - } - } - if (j==0) /* if rusting did not occur */ - switch(m) - { - case OLEATHER: p = "\nThe %s hit you -- Your lucky you have leather on"; - break; - case OSSPLATE: p = "\nThe %s hit you -- Your fortunate to have stainless steel armor!"; - break; - } - else { beep(); p = "\nThe %s hit you -- your armor feels weaker"; } - break; - - case 2: i = rnd(15)+8-c[AC]; - spout: p="\nThe %s breathes fire at you!"; - if (c[FIRERESISTANCE]) - p="\nThe %s's flame doesn't phase you!"; - else - spout2: if (p) { lprintf(p,lastmonst); beep(); } - checkloss(i); - return(0); - - case 3: i = rnd(20)+25-c[AC]; goto spout; - - case 4: if (c[STRENGTH]>3) - { - p="\nThe %s stung you! You feel weaker"; beep(); - --c[STRENGTH]; - } - else p="\nThe %s stung you!"; - break; - - case 5: p="\nThe %s blasts you with his cold breath"; - i = rnd(15)+18-c[AC]; goto spout2; - - case 6: lprintf("\nThe %s drains you of your life energy!",lastmonst); - loselevel(); beep(); return(0); - - case 7: p="\nThe %s got you with a gusher!"; - i = rnd(15)+25-c[AC]; goto spout2; - - case 8: if (c[NOTHEFT]) return(0); /* he has a device of no theft */ - if (c[GOLD]) - { - p="\nThe %s hit you -- Your purse feels lighter"; - if (c[GOLD]>32767) c[GOLD]>>=1; - else c[GOLD] -= rnd((int)(1+(c[GOLD]>>1))); - if (c[GOLD] < 0) c[GOLD]=0; - } - else p="\nThe %s couldn't find any gold to steal"; - lprintf(p,lastmonst); disappear(xx,yy); beep(); - bottomgold(); return(1); - - case 9: for(j=50; ; ) /* disenchant */ - { - i=rund(26); m=iven[i]; /* randomly select item */ - if (m>0 && ivenarg[i]>0 && m!=OSCROLL && m!=OPOTION) - { - if ((ivenarg[i] -= 3)<0) ivenarg[i]=0; - lprintf("\nThe %s hits you -- you feel a sense of loss",lastmonst); - srcount=0; beep(); show3(i); bottomline(); return(0); - } - if (--j<=0) - { - p="\nThe %s nearly misses"; break; - } - break; - } - break; - - case 10: p="\nThe %s hit you with his barbed tail"; - i = rnd(25)-c[AC]; goto spout2; - - case 11: p="\nThe %s has confused you"; beep(); - c[CONFUSE]+= 10+rnd(10); break; - - case 12: /* performs any number of other special attacks */ - return(spattack(spsel[rund(10)],xx,yy)); - - case 13: p="\nThe %s flattens you with his psionics!"; - i = rnd(15)+30-c[AC]; goto spout2; - - case 14: if (c[NOTHEFT]) return(0); /* he has device of no theft */ - if (emptyhanded()==1) - { - p="\nThe %s couldn't find anything to steal"; - break; - } - lprintf("\nThe %s picks your pocket and takes:",lastmonst); - beep(); - if (stealsomething()==0) lprcat(" nothing"); disappear(xx,yy); - bottomline(); return(1); - - case 15: i= rnd(10)+ 5-c[AC]; - spout3: p="\nThe %s bit you!"; - goto spout2; - - case 16: i= rnd(15)+10-c[AC]; goto spout3; - }; - if (p) { lprintf(p,lastmonst); bottomline(); } - return(0); - } - -/* - * checkloss(x) Routine to subtract hp from user and flag bottomline display - * int x; - * - * Routine to subtract hitpoints from the user and flag the bottomline display - * Enter with the number of hit points to lose - * Note: if x > c[HP] this routine could kill the player! - */ -checkloss(x) - int x; - { - if (x>0) { losehp(x); bottomhp(); } - } - -/* - * annihilate() Routine to annihilate all monsters around player (playerx,playery) - * - * Gives player experience, but no dropped objects - * Returns the experience gained from all monsters killed - */ -annihilate() - { - int i,j; - long k; - char *p; - for (k=0, i=playerx-1; i<=playerx+1; i++) - for (j=playery-1; j<=playery+1; j++) - if (!vxy(&i,&j)) /* if not out of bounds */ - { - if (*(p= &mitem[i][j])) /* if a monster there */ - if (*p<DEMONLORD+2) - { - k += monster[*p].experience; *p=know[i][j]=0; - } - else - { - lprintf("\nThe %s barely escapes being annihilated!",monster[*p].name); - hitp[i][j] = (hitp[i][j]>>1) + 1; /* lose half hit points*/ - } - } - if (k>0) - { - lprcat("\nYou hear loud screams of agony!"); raiseexperience((long)k); - } - return(k); - } - -/* - * newsphere(x,y,dir,lifetime) Function to create a new sphere of annihilation - * int x,y,dir,lifetime; - * - * Enter with the coordinates of the sphere in x,y - * the direction (0-8 diroffx format) in dir, and the lifespan of the - * sphere in lifetime (in turns) - * Returns the number of spheres currently in existence - */ -newsphere(x,y,dir,life) - int x,y,dir,life; - { - int m; - struct sphere *sp; - if (((sp=(struct sphere *)malloc(sizeof(struct sphere)))) == 0) - return(c[SPHCAST]); /* can't malloc, therefore failure */ - if (dir>=9) dir=0; /* no movement if direction not found */ - if (level==0) vxy(&x,&y); /* don't go out of bounds */ - else - { - if (x<1) x=1; if (x>=MAXX-1) x=MAXX-2; - if (y<1) y=1; if (y>=MAXY-1) y=MAXY-2; - } - if ((m=mitem[x][y]) >= DEMONLORD+4) /* demons dispel spheres */ - { - know[x][y]=1; show1cell(x,y); /* show the demon (ha ha) */ - cursors(); lprintf("\nThe %s dispels the sphere!",monster[m].name); - beep(); rmsphere(x,y); /* remove any spheres that are here */ - return(c[SPHCAST]); - } - if (m==DISENCHANTRESS) /* disenchantress cancels spheres */ - { - cursors(); lprintf("\nThe %s causes cancellation of the sphere!",monster[m].name); beep(); -boom: sphboom(x,y); /* blow up stuff around sphere */ - rmsphere(x,y); /* remove any spheres that are here */ - return(c[SPHCAST]); - } - if (c[CANCELLATION]) /* cancellation cancels spheres */ - { - cursors(); lprcat("\nAs the cancellation takes effect, you hear a great earth shaking blast!"); beep(); - goto boom; - } - if (item[x][y]==OANNIHILATION) /* collision of spheres detonates spheres */ - { - cursors(); lprcat("\nTwo spheres of annihilation collide! You hear a great earth shaking blast!"); beep(); - rmsphere(x,y); - goto boom; - } - if (playerx==x && playery==y) /* collision of sphere and player! */ - { - cursors(); - lprcat("\nYou have been enveloped by the zone of nothingness!\n"); - beep(); rmsphere(x,y); /* remove any spheres that are here */ - nap(4000); died(258); - } - item[x][y]=OANNIHILATION; mitem[x][y]=0; know[x][y]=1; - show1cell(x,y); /* show the new sphere */ - sp->x=x; sp->y=y; sp->lev=level; sp->dir=dir; sp->lifetime=life; sp->p=0; - if (spheres==0) spheres=sp; /* if first node in the sphere list */ - else /* add sphere to beginning of linked list */ - { - sp->p = spheres; spheres = sp; - } - return(++c[SPHCAST]); /* one more sphere in the world */ - } - -/* - * rmsphere(x,y) Function to delete a sphere of annihilation from list - * int x,y; - * - * Enter with the coordinates of the sphere (on current level) - * Returns the number of spheres currently in existence - */ -rmsphere(x,y) - int x,y; - { - struct sphere *sp,*sp2=0; - for (sp=spheres; sp; sp2=sp,sp=sp->p) - if (level==sp->lev) /* is sphere on this level? */ - if ((x==sp->x) && (y==sp->y)) /* locate sphere at this location */ - { - item[x][y]=mitem[x][y]=0; know[x][y]=1; - show1cell(x,y); /* show the now missing sphere */ - --c[SPHCAST]; - if (sp==spheres) { sp2=sp; spheres=sp->p; free((char*)sp2); } - else - { sp2->p = sp->p; free((char*)sp); } - break; - } - return(c[SPHCAST]); /* return number of spheres in the world */ - } - -/* - * sphboom(x,y) Function to perform the effects of a sphere detonation - * int x,y; - * - * Enter with the coordinates of the blast, Returns no value - */ -sphboom(x,y) - int x,y; - { - int i,j; - if (c[HOLDMONST]) c[HOLDMONST]=1; - if (c[CANCELLATION]) c[CANCELLATION]=1; - for (j=max(1,x-2); j<min(x+3,MAXX-1); j++) - for (i=max(1,y-2); i<min(y+3,MAXY-1); i++) - { - item[j][i]=mitem[j][i]=0; - show1cell(j,i); - if (playerx==j && playery==i) - { - cursors(); beep(); - lprcat("\nYou were too close to the sphere!"); - nap(3000); - died(283); /* player killed in explosion */ - } - } - } - -/* - * genmonst() Function to ask for monster and genocide from game - * - * This is done by setting a flag in the monster[] structure - */ -genmonst() - { - int i,j; - cursors(); lprcat("\nGenocide what monster? "); - for (i=0; (!isalpha(i)) && (i!=' '); i=getchar()); - lprc(i); - for (j=0; j<MAXMONST; j++) /* search for the monster type */ - if (monstnamelist[j]==i) /* have we found it? */ - { - monster[j].genocided=1; /* genocided from game */ - lprintf(" There will be no more %s's",monster[j].name); - /* now wipe out monsters on this level */ - newcavelevel(level); draws(0,MAXX,0,MAXY); bot_linex(); - return; - } - lprcat(" You sense failure!"); - } - |