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spec_hit.c revision 1.1
      1 /*
      2  * Copyright (c) 1988 The Regents of the University of California.
      3  * All rights reserved.
      4  *
      5  * This code is derived from software contributed to Berkeley by
      6  * Timothy C. Stoehr.
      7  *
      8  * Redistribution and use in source and binary forms, with or without
      9  * modification, are permitted provided that the following conditions
     10  * are met:
     11  * 1. Redistributions of source code must retain the above copyright
     12  *    notice, this list of conditions and the following disclaimer.
     13  * 2. Redistributions in binary form must reproduce the above copyright
     14  *    notice, this list of conditions and the following disclaimer in the
     15  *    documentation and/or other materials provided with the distribution.
     16  * 3. All advertising materials mentioning features or use of this software
     17  *    must display the following acknowledgement:
     18  *	This product includes software developed by the University of
     19  *	California, Berkeley and its contributors.
     20  * 4. Neither the name of the University nor the names of its contributors
     21  *    may be used to endorse or promote products derived from this software
     22  *    without specific prior written permission.
     23  *
     24  * THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND
     25  * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
     26  * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
     27  * ARE DISCLAIMED.  IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE
     28  * FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
     29  * DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS
     30  * OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
     31  * HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
     32  * LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
     33  * OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
     34  * SUCH DAMAGE.
     35  */
     36 
     37 #ifndef lint
     38 static char sccsid[] = "@(#)spec_hit.c	5.3 (Berkeley) 6/1/90";
     39 #endif /* not lint */
     40 
     41 /*
     42  * special_hit.c
     43  *
     44  * This source herein may be modified and/or distributed by anybody who
     45  * so desires, with the following restrictions:
     46  *    1.)  No portion of this notice shall be removed.
     47  *    2.)  Credit shall not be taken for the creation of this source.
     48  *    3.)  This code is not to be traded, sold, or used for personal
     49  *         gain or profit.
     50  *
     51  */
     52 
     53 #include "rogue.h"
     54 
     55 short less_hp = 0;
     56 boolean being_held;
     57 
     58 extern short cur_level, max_level, blind, levitate, ring_exp;
     59 extern long level_points[];
     60 extern boolean detect_monster, mon_disappeared;
     61 extern boolean sustain_strength, maintain_armor;
     62 extern char *you_can_move_again;
     63 
     64 special_hit(monster)
     65 object *monster;
     66 {
     67 	if ((monster->m_flags & CONFUSED) && rand_percent(66)) {
     68 		return;
     69 	}
     70 	if (monster->m_flags & RUSTS) {
     71 		rust(monster);
     72 	}
     73 	if ((monster->m_flags & HOLDS) && !levitate) {
     74 		being_held = 1;
     75 	}
     76 	if (monster->m_flags & FREEZES) {
     77 		freeze(monster);
     78 	}
     79 	if (monster->m_flags & STINGS) {
     80 		sting(monster);
     81 	}
     82 	if (monster->m_flags & DRAINS_LIFE) {
     83 		drain_life();
     84 	}
     85 	if (monster->m_flags & DROPS_LEVEL) {
     86 		drop_level();
     87 	}
     88 	if (monster->m_flags & STEALS_GOLD) {
     89 		steal_gold(monster);
     90 	} else if (monster->m_flags & STEALS_ITEM) {
     91 		steal_item(monster);
     92 	}
     93 }
     94 
     95 rust(monster)
     96 object *monster;
     97 {
     98 	if ((!rogue.armor) || (get_armor_class(rogue.armor) <= 1) ||
     99 		(rogue.armor->which_kind == LEATHER)) {
    100 		return;
    101 	}
    102 	if ((rogue.armor->is_protected) || maintain_armor) {
    103 		if (monster && (!(monster->m_flags & RUST_VANISHED))) {
    104 			message("the rust vanishes instantly", 0);
    105 			monster->m_flags |= RUST_VANISHED;
    106 		}
    107 	} else {
    108 		rogue.armor->d_enchant--;
    109 		message("your armor weakens", 0);
    110 		print_stats(STAT_ARMOR);
    111 	}
    112 }
    113 
    114 freeze(monster)
    115 object *monster;
    116 {
    117 	short freeze_percent = 99;
    118 	short i, n;
    119 
    120 	if (rand_percent(12)) {
    121 		return;
    122 	}
    123 	freeze_percent -= (rogue.str_current+(rogue.str_current / 2));
    124 	freeze_percent -= ((rogue.exp + ring_exp) * 4);
    125 	freeze_percent -= (get_armor_class(rogue.armor) * 5);
    126 	freeze_percent -= (rogue.hp_max / 3);
    127 
    128 	if (freeze_percent > 10) {
    129 		monster->m_flags |= FREEZING_ROGUE;
    130 		message("you are frozen", 1);
    131 
    132 		n = get_rand(4, 8);
    133 		for (i = 0; i < n; i++) {
    134 			mv_mons();
    135 		}
    136 		if (rand_percent(freeze_percent)) {
    137 			for (i = 0; i < 50; i++) {
    138 				mv_mons();
    139 			}
    140 			killed_by((object *)0, HYPOTHERMIA);
    141 		}
    142 		message(you_can_move_again, 1);
    143 		monster->m_flags &= (~FREEZING_ROGUE);
    144 	}
    145 }
    146 
    147 steal_gold(monster)
    148 object *monster;
    149 {
    150 	int amount;
    151 
    152 	if ((rogue.gold <= 0) || rand_percent(10)) {
    153 		return;
    154 	}
    155 
    156 	amount = get_rand((cur_level * 10), (cur_level * 30));
    157 
    158 	if (amount > rogue.gold) {
    159 		amount = rogue.gold;
    160 	}
    161 	rogue.gold -= amount;
    162 	message("your purse feels lighter", 0);
    163 	print_stats(STAT_GOLD);
    164 	disappear(monster);
    165 }
    166 
    167 steal_item(monster)
    168 object *monster;
    169 {
    170 	object *obj;
    171 	short i, n, t;
    172 	char desc[80];
    173 	boolean has_something = 0;
    174 
    175 	if (rand_percent(15)) {
    176 		return;
    177 	}
    178 	obj = rogue.pack.next_object;
    179 
    180 	if (!obj) {
    181 		goto DSPR;
    182 	}
    183 	while (obj) {
    184 		if (!(obj->in_use_flags & BEING_USED)) {
    185 			has_something = 1;
    186 			break;
    187 		}
    188 		obj = obj->next_object;
    189 	}
    190 	if (!has_something) {
    191 		goto DSPR;
    192 	}
    193 	n = get_rand(0, MAX_PACK_COUNT);
    194 	obj = rogue.pack.next_object;
    195 
    196 	for (i = 0; i <= n; i++) {
    197 		obj = obj->next_object;
    198 		while ((!obj) || (obj->in_use_flags & BEING_USED)) {
    199 			if (!obj) {
    200 				obj = rogue.pack.next_object;
    201 			} else {
    202 				obj = obj->next_object;
    203 			}
    204 		}
    205 	}
    206 	(void) strcpy(desc, "she stole ");
    207 	if (obj->what_is != WEAPON) {
    208 		t = obj->quantity;
    209 		obj->quantity = 1;
    210 	}
    211 	get_desc(obj, desc+10);
    212 	message(desc, 0);
    213 
    214 	obj->quantity = ((obj->what_is != WEAPON) ? t : 1);
    215 
    216 	vanish(obj, 0, &rogue.pack);
    217 DSPR:
    218 	disappear(monster);
    219 }
    220 
    221 disappear(monster)
    222 object *monster;
    223 {
    224 	short row, col;
    225 
    226 	row = monster->row;
    227 	col = monster->col;
    228 
    229 	dungeon[row][col] &= ~MONSTER;
    230 	if (rogue_can_see(row, col)) {
    231 		mvaddch(row, col, get_dungeon_char(row, col));
    232 	}
    233 	take_from_pack(monster, &level_monsters);
    234 	free_object(monster);
    235 	mon_disappeared = 1;
    236 }
    237 
    238 cough_up(monster)
    239 object *monster;
    240 {
    241 	object *obj;
    242 	short row, col, i, n;
    243 
    244 	if (cur_level < max_level) {
    245 		return;
    246 	}
    247 
    248 	if (monster->m_flags & STEALS_GOLD) {
    249 		obj = alloc_object();
    250 		obj->what_is = GOLD;
    251 		obj->quantity = get_rand((cur_level * 15), (cur_level * 30));
    252 	} else {
    253 		if (!rand_percent((int) monster->drop_percent)) {
    254 			return;
    255 		}
    256 		obj = gr_object();
    257 	}
    258 	row = monster->row;
    259 	col = monster->col;
    260 
    261 	for (n = 0; n <= 5; n++) {
    262 		for (i = -n; i <= n; i++) {
    263 			if (try_to_cough(row+n, col+i, obj)) {
    264 				return;
    265 			}
    266 			if (try_to_cough(row-n, col+i, obj)) {
    267 				return;
    268 			}
    269 		}
    270 		for (i = -n; i <= n; i++) {
    271 			if (try_to_cough(row+i, col-n, obj)) {
    272 				return;
    273 			}
    274 			if (try_to_cough(row+i, col+n, obj)) {
    275 				return;
    276 			}
    277 		}
    278 	}
    279 	free_object(obj);
    280 }
    281 
    282 try_to_cough(row, col, obj)
    283 short row, col;
    284 object *obj;
    285 {
    286 	if ((row < MIN_ROW) || (row > (DROWS-2)) || (col < 0) || (col>(DCOLS-1))) {
    287 		return(0);
    288 	}
    289 	if ((!(dungeon[row][col] & (OBJECT | STAIRS | TRAP))) &&
    290 		(dungeon[row][col] & (TUNNEL | FLOOR | DOOR))) {
    291 		place_at(obj, row, col);
    292 		if (((row != rogue.row) || (col != rogue.col)) &&
    293 			(!(dungeon[row][col] & MONSTER))) {
    294 			mvaddch(row, col, get_dungeon_char(row, col));
    295 		}
    296 		return(1);
    297 	}
    298 	return(0);
    299 }
    300 
    301 seek_gold(monster)
    302 object *monster;
    303 {
    304 	short i, j, rn, s;
    305 
    306 	if ((rn = get_room_number(monster->row, monster->col)) < 0) {
    307 		return(0);
    308 	}
    309 	for (i = rooms[rn].top_row+1; i < rooms[rn].bottom_row; i++) {
    310 		for (j = rooms[rn].left_col+1; j < rooms[rn].right_col; j++) {
    311 			if ((gold_at(i, j)) && !(dungeon[i][j] & MONSTER)) {
    312 				monster->m_flags |= CAN_FLIT;
    313 				s = mon_can_go(monster, i, j);
    314 				monster->m_flags &= (~CAN_FLIT);
    315 				if (s) {
    316 					move_mon_to(monster, i, j);
    317 					monster->m_flags |= ASLEEP;
    318 					monster->m_flags &= (~(WAKENS | SEEKS_GOLD));
    319 					return(1);
    320 				}
    321 				monster->m_flags &= (~SEEKS_GOLD);
    322 				monster->m_flags |= CAN_FLIT;
    323 				mv_1_monster(monster, i, j);
    324 				monster->m_flags &= (~CAN_FLIT);
    325 				monster->m_flags |= SEEKS_GOLD;
    326 				return(1);
    327 			}
    328 		}
    329 	}
    330 	return(0);
    331 }
    332 
    333 gold_at(row, col)
    334 short row, col;
    335 {
    336 	if (dungeon[row][col] & OBJECT) {
    337 		object *obj;
    338 
    339 		if ((obj = object_at(&level_objects, row, col)) &&
    340 				(obj->what_is == GOLD)) {
    341 			return(1);
    342 		}
    343 	}
    344 	return(0);
    345 }
    346 
    347 check_gold_seeker(monster)
    348 object *monster;
    349 {
    350 	monster->m_flags &= (~SEEKS_GOLD);
    351 }
    352 
    353 check_imitator(monster)
    354 object *monster;
    355 {
    356 	char msg[80];
    357 
    358 	if (monster->m_flags & IMITATES) {
    359 		wake_up(monster);
    360 		if (!blind) {
    361 			mvaddch(monster->row, monster->col,
    362 					get_dungeon_char(monster->row, monster->col));
    363 			check_message();
    364 			sprintf(msg, "wait, that's a %s!", mon_name(monster));
    365 			message(msg, 1);
    366 		}
    367 		return(1);
    368 	}
    369 	return(0);
    370 }
    371 
    372 imitating(row, col)
    373 register short row, col;
    374 {
    375 	if (dungeon[row][col] & MONSTER) {
    376 		object *object_at(), *monster;
    377 
    378 		if (monster = object_at(&level_monsters, row, col)) {
    379 			if (monster->m_flags & IMITATES) {
    380 				return(1);
    381 			}
    382 		}
    383 	}
    384 	return(0);
    385 }
    386 
    387 sting(monster)
    388 object *monster;
    389 {
    390 	short sting_chance = 35;
    391 	char msg[80];
    392 
    393 	if ((rogue.str_current <= 3) || sustain_strength) {
    394 		return;
    395 	}
    396 	sting_chance += (6 * (6 - get_armor_class(rogue.armor)));
    397 
    398 	if ((rogue.exp + ring_exp) > 8) {
    399 		sting_chance -= (6 * ((rogue.exp + ring_exp) - 8));
    400 	}
    401 	if (rand_percent(sting_chance)) {
    402 		sprintf(msg, "the %s's bite has weakened you",
    403 		mon_name(monster));
    404 		message(msg, 0);
    405 		rogue.str_current--;
    406 		print_stats(STAT_STRENGTH);
    407 	}
    408 }
    409 
    410 drop_level()
    411 {
    412 	int hp;
    413 
    414 	if (rand_percent(80) || (rogue.exp <= 5)) {
    415 		return;
    416 	}
    417 	rogue.exp_points = level_points[rogue.exp-2] - get_rand(9, 29);
    418 	rogue.exp -= 2;
    419 	hp = hp_raise();
    420 	if ((rogue.hp_current -= hp) <= 0) {
    421 		rogue.hp_current = 1;
    422 	}
    423 	if ((rogue.hp_max -= hp) <= 0) {
    424 		rogue.hp_max = 1;
    425 	}
    426 	add_exp(1, 0);
    427 }
    428 
    429 drain_life()
    430 {
    431 	short n;
    432 
    433 	if (rand_percent(60) || (rogue.hp_max <= 30) || (rogue.hp_current < 10)) {
    434 		return;
    435 	}
    436 	n = get_rand(1, 3);		/* 1 Hp, 2 Str, 3 both */
    437 
    438 	if ((n != 2) || (!sustain_strength)) {
    439 		message("you feel weaker", 0);
    440 	}
    441 	if (n != 2) {
    442 		rogue.hp_max--;
    443 		rogue.hp_current--;
    444 		less_hp++;
    445 	}
    446 	if (n != 1) {
    447 		if ((rogue.str_current > 3) && (!sustain_strength)) {
    448 			rogue.str_current--;
    449 			if (coin_toss()) {
    450 				rogue.str_max--;
    451 			}
    452 		}
    453 	}
    454 	print_stats((STAT_STRENGTH | STAT_HP));
    455 }
    456 
    457 m_confuse(monster)
    458 object *monster;
    459 {
    460 	char msg[80];
    461 
    462 	if (!rogue_can_see(monster->row, monster->col)) {
    463 		return(0);
    464 	}
    465 	if (rand_percent(45)) {
    466 		monster->m_flags &= (~CONFUSES);	/* will not confuse the rogue */
    467 		return(0);
    468 	}
    469 	if (rand_percent(55)) {
    470 		monster->m_flags &= (~CONFUSES);
    471 		sprintf(msg, "the gaze of the %s has confused you", mon_name(monster));
    472 		message(msg, 1);
    473 		cnfs();
    474 		return(1);
    475 	}
    476 	return(0);
    477 }
    478 
    479 flame_broil(monster)
    480 object *monster;
    481 {
    482 	short row, col, dir;
    483 
    484 	if ((!mon_sees(monster, rogue.row, rogue.col)) || coin_toss()) {
    485 		return(0);
    486 	}
    487 	row = rogue.row - monster->row;
    488 	col = rogue.col - monster->col;
    489 	if (row < 0) {
    490 		row = -row;
    491 	}
    492 	if (col < 0) {
    493 		col = -col;
    494 	}
    495 	if (((row != 0) && (col != 0) && (row != col)) ||
    496 		((row > 7) || (col > 7))) {
    497 		return(0);
    498 	}
    499 	dir = get_dir(monster->row, monster->col, row, col);
    500 	bounce(FIRE, dir, monster->row, monster->col, 0);
    501 
    502 	return(1);
    503 }
    504 
    505 get_dir(srow, scol, drow, dcol)
    506 short srow, scol, drow, dcol;
    507 {
    508 	if (srow == drow) {
    509 		if (scol < dcol) {
    510 			return(RIGHT);
    511 		} else {
    512 			return(LEFT);
    513 		}
    514 	}
    515 	if (scol == dcol) {
    516 		if (srow < drow) {
    517 			return(DOWN);
    518 		} else {
    519 			return(UPWARD);
    520 		}
    521 	}
    522 	if ((srow > drow) && (scol > dcol)) {
    523 		return(UPLEFT);
    524 	}
    525 	if ((srow < drow) && (scol < dcol)) {
    526 		return(DOWNRIGHT);
    527 	}
    528 	if ((srow < drow) && (scol > dcol)) {
    529 		return(DOWNLEFT);
    530 	}
    531 	/*if ((srow > drow) && (scol < dcol)) {*/
    532 		return(UPRIGHT);
    533 	/*}*/
    534 }
    535