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Diffstat (limited to 'games/larn/monster.c')
-rw-r--r-- | games/larn/monster.c | 1387 |
1 files changed, 1387 insertions, 0 deletions
diff --git a/games/larn/monster.c b/games/larn/monster.c new file mode 100644 index 0000000..6ec0865 --- /dev/null +++ b/games/larn/monster.c @@ -0,0 +1,1387 @@ +/* + * monster.c Larn is copyrighted 1986 by Noah Morgan. + * + * 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; + { + register 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) + register 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; + { + register 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() + { + register 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; + { + register int i,j,clev; + int xl,xh,yl,yh; + register 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; + { + register 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; + { + register 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; + register 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; + { + register char *p; + register 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; + register 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; + { + register 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; + { + register 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; + { + register 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; + register amt; + { + register 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; + { + register 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) + register 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; + { + register 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) + register int lev,*i; + { + register 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; + { + register int i,j=0,k,m; + register 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; + register long k; + register 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; + { + register 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; + { + register 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() + { + register 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!"); + } + |