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authormarkm <markm@FreeBSD.org>2002-10-21 07:40:27 +0000
committermarkm <markm@FreeBSD.org>2002-10-21 07:40:27 +0000
commite41bd31debce476e2f6ae864651c7380bea2cdbb (patch)
treeb90261e8ce260fee190d0f359aa2884ddf2510de /games/larn/monster.c
parent1cdc4d3dd3997f7f78a4a0ff9c52006837b0b5c4 (diff)
downloadFreeBSD-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.c1394
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!");
- }
-
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