/* $OpenBSD: monster.c,v 1.5 2002/02/16 21:27:10 millert Exp $ */ /* $NetBSD: monster.c,v 1.5 1997/10/18 20:03:29 christos Exp $ */ /* * 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 * */ #ifndef lint static char rcsid[] = "$OpenBSD: monster.c,v 1.5 2002/02/16 21:27:10 millert Exp $"; #endif /* not lint */ #include #include #include #include "header.h" #include "extern.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 */ }; static int dirsub(int *, int *); /* * 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. */ void createmonster(mon) int mon; { int x, y, k, i; if (mon < 1 || mon > MAXMONST + 8) { /* check for monster number * out of bounds */ lbeep(); 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 */ /* is it free of items? */ if (itm == 0 || (item[x][y] == 0)) /* is it free of monsters? */ if (monst == 0 || (mitem[x][y] == 0)) 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. */ void 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: "; void 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 = lgetchar()) == 'D') { seemagic(-1); cursors(); lprcat(eys); } if (a == '\33') goto over; /* to escape casting a spell */ if ((b = lgetchar()) == '\33') goto over; /* to escape casting a spell */ if ((d = lgetchar()) == '\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(); } /* * 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 */ void 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[STRCNT] == 0) c[STREXTRA] += 3; /* strength */ c[STRCNT] += 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) { lbeep(); 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 */ lbeep(); 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!"); lbeep(); 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 */ adjusttime(-99999L); spelknow[37] = 0; /* forget */ loseint(); return; default: lprintf(" spell %d not available!", (long) x); lbeep(); return; }; } /* * loseint() Routine to subtract 1 from your int (intelligence) if > 3 * * No arguments and no return value */ void 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 */ int isconfuse() { if (c[CONFUSE]) { lprcat(" You can't aim your magic!"); lbeep(); } 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. */ int 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 */ int 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. */ void 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! "); lbeep(); fool: arg += 2; while (arg-- > 0) { parse2(); nap(1000); } return; } else if (spnum == 6) { /* web */ lprcat("You get stuck in your own web! "); lbeep(); goto fool; } else { lastnum = 278; lprintf(str, "spell caster (thats you)", (long) arg); lbeep(); 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. */ void 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!"); lbeep(); 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. */ void 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. */ void 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. */ void 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]) != 0) { 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 (lgetchar()) { 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. */ int 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. */ void 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. */ void hitmonster(x, y) int x, y; { int tmp, monst, damag = 0, 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(); /* need at least random chance to hit */ if ((rnd(20) < tmp - c[HARDGAME]) || (rnd(71) < 5)) { 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); lbeep(); --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) */ int 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. */ void 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. */ void 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. */ void 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. */ void 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}; int 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}; int 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++) /* find his armor in table */ if (m == rustarm[i][0]) { 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 -- You're lucky you have leather on"; break; case OSSPLATE: p = "\nThe %s hit you -- You're fortunate to have stainless steel armor!"; break; } else { lbeep(); 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); lbeep(); } 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"; lbeep(); --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(); lbeep(); 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); lbeep(); 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; lbeep(); 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"; lbeep(); 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); lbeep(); 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! */ void 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 */ int annihilate() { int i, j; long k; u_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 */ int 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); lbeep(); 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); lbeep(); 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!"); lbeep(); 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!"); lbeep(); 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"); lbeep(); 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 */ int 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 */ void 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(); lbeep(); 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 */ void genmonst() { int i, j; cursors(); lprcat("\nGenocide what monster? "); for (i = 0; (!isalpha(i)) && (i != ' '); i = lgetchar()); 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!"); }