1 /* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
2 /* hack.c - version 1.0.3 */
3 /* $FreeBSD: src/games/hack/hack.c,v 1.4 1999/11/16 10:26:35 marcel Exp $ */
4 /* $DragonFly: src/games/hack/hack.c,v 1.6 2007/05/13 18:33:55 swildner Exp $ */
8 static void movobj(struct obj
*, int, int);
10 static bool rroom(int, int);
12 static int inv_cnt(void);
14 /* called on movement:
15 1. when throwing ball+chain far away
17 3. when walking out of a lit room
30 for(x
= u
.ux
-1; x
< u
.ux
+2; x
++)
31 for(y
= u
.uy
-1; y
< u
.uy
+2; y
++) {
32 if(!isok(x
, y
)) continue;
34 if(!lev
->lit
&& lev
->scrsym
== '.') {
43 in hack.eat.c: seeoff(0) - blind after eating rotten food
44 in hack.mon.c: seeoff(0) - blinded by a yellow light
45 in hack.mon.c: seeoff(1) - swallowed
46 in hack.do.c: seeoff(0) - blind after drinking potion
47 in hack.do.c: seeoff(1) - go up or down the stairs
48 in hack.trap.c:seeoff(1) - fall through trapdoor
51 seeoff(bool mode
) /* 1 to redo @, 0 to leave them */
52 { /* 1 means misc movement, 0 means blindness */
58 levl
[u
.udisx
][u
.udisy
].scrsym
= news0(u
.udisx
,u
.udisy
);
66 for(x
= u
.ux
-1; x
< u
.ux
+2; x
++)
67 for(y
= u
.uy
-1; y
< u
.uy
+2; y
++) {
68 if(!isok(x
, y
)) continue;
70 if(!lev
->lit
&& lev
->scrsym
== '.')
80 struct monst
*mtmp
= NULL
;
82 struct trap
*trap
= NULL
;
88 pline("You collapse under your load.");
100 } while(!isok(u
.ux
+u
.dx
, u
.uy
+u
.dy
) ||
101 IS_ROCK(levl
[u
.ux
+u
.dx
][u
.uy
+u
.dy
].typ
));
103 if(!isok(u
.ux
+u
.dx
, u
.uy
+u
.dy
)){
109 ust
= &levl
[u
.ux
][u
.uy
];
112 if(!u
.uswallow
&& (trap
= t_at(u
.ux
+u
.dx
, u
.uy
+u
.dy
)) && trap
->tseen
)
114 if(u
.ustuck
&& !u
.uswallow
&& (u
.ux
+u
.dx
!= u
.ustuck
->mx
||
115 u
.uy
+u
.dy
!= u
.ustuck
->my
)) {
116 if(dist(u
.ustuck
->mx
, u
.ustuck
->my
) > 2){
117 /* perhaps it fled (or was teleported or ... ) */
120 if(Blind
) pline("You cannot escape from it!");
121 else pline("You cannot escape from %s!",
127 if(u
.uswallow
|| (mtmp
= m_at(u
.ux
+u
.dx
,u
.uy
+u
.dy
))) {
132 if(multi
< 0) return; /* we just fainted */
134 /* try to attack; note that it might evade */
135 if(attack(u
.uswallow
? u
.ustuck
: mtmp
))
138 /* not attacking an animal, so we try to move */
140 if(u
.utraptype
== TT_PIT
) {
141 pline("You are still in a pit.");
144 pline("You are caught in a beartrap.");
145 if((u
.dx
&& u
.dy
) || !rn2(5)) u
.utrap
--;
149 tmpr
= &levl
[u
.ux
+u
.dx
][u
.uy
+u
.dy
];
150 if(IS_ROCK(tmpr
->typ
) ||
151 (u
.dx
&& u
.dy
&& (tmpr
->typ
== DOOR
|| ust
->typ
== DOOR
))){
156 while((otmp
= sobj_at(ENORMOUS_ROCK
, u
.ux
+u
.dx
, u
.uy
+u
.dy
))) {
157 xchar rx
= u
.ux
+2*u
.dx
, ry
= u
.uy
+2*u
.dy
;
160 if(isok(rx
,ry
) && !IS_ROCK(levl
[rx
][ry
].typ
) &&
161 (levl
[rx
][ry
].typ
!= DOOR
|| !(u
.dx
&& u
.dy
)) &&
162 !sobj_at(ENORMOUS_ROCK
, rx
, ry
)) {
164 pline("You hear a monster behind the rock.");
165 pline("Perhaps that's why you cannot move it.");
168 if((ttmp
= t_at(rx
,ry
)))
171 pline("You push the rock into a pit!");
174 pline("It completely fills the pit!");
177 pline("You push the rock and suddenly it disappears!");
181 if(levl
[rx
][ry
].typ
== POOL
) {
182 levl
[rx
][ry
].typ
= ROOM
;
185 pline("You push the rock into the water.");
186 pline("Now you can cross the water!");
192 if(cansee(rx
,ry
)) atl(rx
,ry
,otmp
->olet
);
193 if(Invisible
) newsym(u
.ux
+u
.dx
, u
.uy
+u
.dy
);
195 { static long lastmovetime
;
196 /* note: this var contains garbage initially and
198 if(moves
> lastmovetime
+2 || moves
< lastmovetime
)
199 pline("With great effort you move the enormous rock.");
200 lastmovetime
= moves
;
203 pline("You try to move the enormous rock, but in vain.");
205 if((!invent
|| inv_weight()+90 <= 0) &&
206 (!u
.dx
|| !u
.dy
|| (IS_ROCK(levl
[u
.ux
][u
.uy
+u
.dy
].typ
)
207 && IS_ROCK(levl
[u
.ux
+u
.dx
][u
.uy
].typ
)))){
208 pline("However, you can squeeze yourself into a small opening.");
214 if(u
.dx
&& u
.dy
&& IS_ROCK(levl
[u
.ux
][u
.uy
+u
.dy
].typ
) &&
215 IS_ROCK(levl
[u
.ux
+u
.dx
][u
.uy
].typ
) &&
216 invent
&& inv_weight()+40 > 0) {
217 pline("You are carrying too much to get through.");
222 DIST(u
.ux
+u
.dx
, u
.uy
+u
.dy
, uchain
->ox
, uchain
->oy
) > 2){
224 movobj(uchain
, u
.ux
, u
.uy
);
228 if(DIST(u
.ux
+u
.dx
, u
.uy
+u
.dy
, uball
->ox
, uball
->oy
) < 3){
229 /* leave ball, move chain under/over ball */
230 movobj(uchain
, uball
->ox
, uball
->oy
);
234 if(inv_weight() + (int) uball
->owt
/2 > 0) {
235 pline("You cannot %sdrag the heavy iron ball.",
236 invent
? "carry all that and also " : "");
241 movobj(uball
, uchain
->ox
, uchain
->oy
);
242 unpobj(uball
); /* BAH %% */
252 if(tmpr
->typ
== DOOR
||
253 (xupstair
== u
.ux
&& yupstair
== u
.uy
) ||
254 (xdnstair
== u
.ux
&& ydnstair
== u
.uy
))
258 if(tmpr
->typ
== POOL
&& !Levitation
)
259 drown(); /* not necessarily fatal */
267 if(tmpr
->typ
== DOOR
)
268 prl1(u
.ux
+u
.dx
,u
.uy
+u
.dy
);
269 else if(ust
->typ
== DOOR
)
270 nose1(oldx
-u
.dx
,oldy
-u
.dy
);
273 prl1(u
.ux
+u
.dx
,u
.uy
+u
.dy
);
276 if(tmpr
->lit
) setsee();
278 prl1(u
.ux
+u
.dx
,u
.uy
+u
.dy
);
279 if(tmpr
->typ
== DOOR
) {
289 nose1(oldx
-u
.dx
,oldy
-u
.dy
);
295 if(!flags
.nopick
) pickup(1);
296 if(trap
) dotrap(trap
); /* fall into pit, arrow trap, etc. */
298 if(!Blind
) read_engr_at(u
.ux
,u
.uy
);
302 movobj(struct obj
*obj
, int ox
, int oy
)
304 /* Some dirty programming to get display right */
316 if(!g_at(u
.ux
,u
.uy
) && !o_at(u
.ux
,u
.uy
)) {
317 pline("There is nothing here to pick up.");
321 pline("You cannot reach the floor.");
332 struct obj
*obj
, *obj2
;
335 if(Levitation
) return;
336 while((gold
= g_at(u
.ux
,u
.uy
))) {
337 pline("%ld gold piece%s.", gold
->amount
, plur(gold
->amount
));
338 u
.ugold
+= gold
->amount
;
341 if(flags
.run
) nomul(0);
342 if(Invisible
) newsym(u
.ux
,u
.uy
);
345 /* check for more than one object */
349 for(obj
= fobj
; obj
; obj
= obj
->nobj
)
350 if(obj
->ox
== u
.ux
&& obj
->oy
== u
.uy
)
351 if(!Punished
|| obj
!= uchain
)
356 pline("There are several objects here.");
359 for(obj
= fobj
; obj
; obj
= obj2
) {
360 obj2
= obj
->nobj
; /* perhaps obj will be picked up */
361 if(obj
->ox
== u
.ux
&& obj
->oy
== u
.uy
) {
362 if(flags
.run
) nomul(0);
364 /* do not pick up uchain */
365 if(Punished
&& obj
== uchain
)
371 pline("Pick up %s ? [ynaq]", doname(obj
));
372 while(!index("ynaq ", (c
= readchar())))
375 if(c
== 'n') continue;
376 if(c
== 'a') all
= 1;
379 if(obj
->otyp
== DEAD_COCKATRICE
&& !uarmg
){
380 pline("Touching the dead cockatrice is a fatal mistake.");
381 pline("You turn to stone.");
382 killer
= "cockatrice cadaver";
386 if(obj
->otyp
== SCR_SCARE_MONSTER
){
387 if(!obj
->spe
) obj
->spe
= 1;
389 /* Note: perhaps the 1st pickup failed: you cannot
390 carry anymore, and so we never dropped it -
391 let's assume that treading on it twice also
392 destroys the scroll */
393 pline("The scroll turns to dust as you pick it up.");
399 wt
= inv_weight() + obj
->owt
;
402 /* see how many we can lift */
403 int savequan
= obj
->quan
;
404 int iw
= inv_weight();
406 for(qq
= 1; qq
< savequan
; qq
++){
408 if(iw
+ weight(obj
) > 0)
411 obj
->quan
= savequan
;
413 /* we can carry qq of them */
414 if(!qq
) goto too_heavy
;
415 pline("You can only carry %s of the %s lying here.",
416 (qq
== 1) ? "one" : "some",
419 /* note: obj2 is set already, so we'll never
420 * encounter the other half; if it should be
421 * otherwise then write
422 * obj2 = splitobj(obj,qq);
427 pline("There %s %s here, but %s.",
428 (obj
->quan
== 1) ? "is" : "are",
430 !invent
? "it is too heavy for you to lift"
431 : "you cannot carry anymore");
435 if(inv_cnt() >= 52) {
436 pline("Your knapsack cannot accommodate anymore items.");
439 if(wt
> -5) pline("You have a little trouble lifting");
441 if(Invisible
) newsym(u
.ux
,u
.uy
);
442 addtobill(obj
); /* sets obj->unpaid if necessary */
443 { int pickquan
= obj
->quan
;
445 if(!Blind
) obj
->dknown
= 1; /* this is done by prinv(),
446 but addinv() needs it already for merging */
447 obj
= addinv(obj
); /* might merge it with other objects */
448 mergquan
= obj
->quan
;
449 obj
->quan
= pickquan
; /* to fool prinv() */
451 obj
->quan
= mergquan
;
457 /* stop running if we see something interesting */
458 /* turn around a corner if that is the only way we can proceed */
459 /* do not turn left or right twice */
463 int x
,y
,i
,x0
,y0
,m0
,i0
= 9;
464 int corrct
= 0, noturn
= 0;
466 /* suppress "used before set" message */
468 if(Blind
|| flags
.run
== 0) return;
469 if(flags
.run
== 1 && levl
[u
.ux
][u
.uy
].typ
== ROOM
) return;
471 if(u
.ux0
== u
.ux
+u
.dx
&& u
.uy0
== u
.uy
+u
.dy
) goto stop
;
473 for(x
= u
.ux
-1; x
<= u
.ux
+1; x
++) for(y
= u
.uy
-1; y
<= u
.uy
+1; y
++){
474 if(x
== u
.ux
&& y
== u
.uy
) continue;
475 if(!levl
[x
][y
].typ
) continue;
476 if((mtmp
= m_at(x
,y
)) && !mtmp
->mimic
&&
477 (!mtmp
->minvis
|| See_invisible
)){
478 if(!mtmp
->mtame
|| (x
== u
.ux
+u
.dx
&& y
== u
.uy
+u
.dy
))
480 } else mtmp
= 0; /* invisible M cannot influence us */
481 if(x
== u
.ux
-u
.dx
&& y
== u
.uy
-u
.dy
) continue;
482 switch(levl
[x
][y
].scrsym
){
489 if(x
!= u
.ux
&& y
!= u
.uy
) break;
490 if(flags
.run
!= 1) goto stop
;
491 /* fall into next case */
494 if(flags
.run
== 1 || flags
.run
== 3) {
495 i
= DIST(x
,y
,u
.ux
+u
.dx
,u
.uy
+u
.dy
);
497 if(corrct
== 1 && DIST(x
,y
,x0
,y0
) != 1)
509 if(flags
.run
== 1) goto corr
; /* if you must */
510 if(x
== u
.ux
+u
.dx
&& y
== u
.uy
+u
.dy
) goto stop
;
512 default: /* e.g. objects or trap or stairs */
513 if(flags
.run
== 1) goto corr
;
514 if(mtmp
) break; /* d */
521 if(corrct
> 0 && (flags
.run
== 4 || flags
.run
== 5)) goto stop
;
523 if(corrct
> 1 && flags
.run
== 2) goto stop
;
524 if((flags
.run
== 1 || flags
.run
== 3) && !noturn
&& !m0
&& i0
&&
525 (corrct
== 1 || (corrct
== 2 && i0
== 1))) {
526 /* make sure that we do not turn too far */
528 if(u
.dx
== y0
-u
.uy
&& u
.dy
== u
.ux
-x0
)
529 i
= 2; /* straight turn right */
531 i
= -2; /* straight turn left */
532 } else if(u
.dx
&& u
.dy
) {
533 if((u
.dx
== u
.dy
&& y0
== u
.uy
) ||
534 (u
.dx
!= u
.dy
&& y0
!= u
.uy
))
535 i
= -1; /* half turn left */
537 i
= 1; /* half turn right */
539 if((x0
-u
.ux
== y0
-u
.uy
&& !u
.dy
) ||
540 (x0
-u
.ux
!= y0
-u
.uy
&& u
.dy
))
541 i
= 1; /* half turn right */
543 i
= -1; /* half turn left */
545 i
+= u
.last_str_turn
;
546 if(i
<= 2 && i
>= -2) {
548 u
.dx
= x0
-u
.ux
, u
.dy
= y0
-u
.uy
;
553 /* something like lookaround, but we are not running */
554 /* react only to monsters that might hit us */
561 for(x
= u
.ux
-1; x
<= u
.ux
+1; x
++) for(y
= u
.uy
-1; y
<= u
.uy
+1; y
++){
562 if(x
== u
.ux
&& y
== u
.uy
) continue;
563 if((mtmp
= m_at(x
,y
)) && !mtmp
->mimic
&& !mtmp
->mtame
&&
564 !mtmp
->mpeaceful
&& !index("Ea", mtmp
->data
->mlet
) &&
565 !mtmp
->mfroz
&& !mtmp
->msleep
&& /* aplvax!jcn */
566 (!mtmp
->minvis
|| See_invisible
))
574 cansee(xchar x
, xchar y
)
576 int dx
,dy
,adx
,ady
,sdx
,sdy
,dmax
,d
;
578 if(!isok(x
,y
)) return(0);
581 if(d
> u
.uhorizon
*u
.uhorizon
) return(0);
584 dx
= x
- u
.ux
; adx
= abs(dx
); sdx
= sgn(dx
);
585 dy
= y
- u
.uy
; ady
= abs(dy
); sdy
= sgn(dy
);
586 if(dx
== 0 || dy
== 0 || adx
== ady
){
587 dmax
= (dx
== 0) ? ady
: adx
;
588 for(d
= 1; d
<= dmax
; d
++)
589 if(!rroom(sdx
*d
,sdy
*d
))
592 } else if(ady
> adx
){
593 for(d
= 1; d
<= ady
; d
++){
594 if(!rroom(sdx
*( (d
*adx
)/ady
), sdy
*d
) ||
595 !rroom(sdx
*( (d
*adx
-1)/ady
+1 ), sdy
*d
))
600 for(d
= 1; d
<= adx
; d
++){
601 if(!rroom(sdx
*d
, sdy
*( (d
*ady
)/adx
)) ||
602 !rroom(sdx
*d
, sdy
*( (d
*ady
-1)/adx
+1 )))
612 return(IS_ROOM(levl
[u
.ux
+x
][u
.uy
+y
].typ
));
618 cansee(xchar x
, xchar y
)
620 if(Blind
|| u
.uswallow
) return(0);
621 if(dist(x
,y
) < 3) return(1);
622 if(levl
[x
][y
].lit
&& seelx
<= x
&& x
<= seehx
&& seely
<= y
&&
623 y
<= seehy
) return(1);
631 return((a
> 0) ? 1 : (a
== 0) ? 0 : -1);
644 for(y
= u
.uy
-u
.uhorizon
; y
<= u
.uy
+u
.uhorizon
; y
++)
645 for(x
= u
.ux
-u
.uhorizon
; x
<= u
.ux
+u
.uhorizon
; x
++) {
662 if(!levl
[u
.ux
][u
.uy
].lit
) {
668 for(seelx
= u
.ux
; levl
[seelx
-1][u
.uy
].lit
; seelx
--);
669 for(seehx
= u
.ux
; levl
[seehx
+1][u
.uy
].lit
; seehx
++);
670 for(seely
= u
.uy
; levl
[u
.ux
][seely
-1].lit
; seely
--);
671 for(seehy
= u
.uy
; levl
[u
.ux
][seehy
+1].lit
; seehy
++);
673 for(y
= seely
; y
<= seehy
; y
++)
674 for(x
= seelx
; x
<= seehx
; x
++) {
677 if(!levl
[u
.ux
][u
.uy
].lit
) seehx
= 0; /* seems necessary elsewhere */
679 if(seely
== u
.uy
) for(x
= u
.ux
-1; x
<= u
.ux
+1; x
++) prl(x
,seely
-1);
680 if(seehy
== u
.uy
) for(x
= u
.ux
-1; x
<= u
.ux
+1; x
++) prl(x
,seehy
+1);
681 if(seelx
== u
.ux
) for(y
= u
.uy
-1; y
<= u
.uy
+1; y
++) prl(seelx
-1,y
);
682 if(seehx
== u
.ux
) for(y
= u
.uy
-1; y
<= u
.uy
+1; y
++) prl(seehx
+1,y
);
690 if(multi
< 0) return;
692 flags
.mv
= flags
.run
= 0;
698 if(u
.ustr
== 3) return(-3);
699 else if(u
.ustr
< 6) return(-2);
700 else if(u
.ustr
< 8) return(-1);
701 else if(u
.ustr
< 17) return(0);
702 else if(u
.ustr
< 69) return(1); /* up to 18/50 */
703 else if(u
.ustr
< 118) return(2);
710 if(u
.ustr
< 6) return(-1);
711 else if(u
.ustr
< 16) return(0);
712 else if(u
.ustr
< 18) return(1);
713 else if(u
.ustr
== 18) return(2); /* up to 18 */
714 else if(u
.ustr
< 94) return(3); /* up to 18/75 */
715 else if(u
.ustr
< 109) return(4); /* up to 18/90 */
716 else if(u
.ustr
< 118) return(5); /* up to 18/99 */
721 losestr(int num
) /* may kill you; cause may be poison or monster like 'A' */
733 losehp(int n
, const char *knam
)
737 u
.uhpmax
= u
.uhp
; /* perhaps n was negative */
740 killer
= knam
; /* the thing that killed you */
746 losehp_m(int n
, struct monst
*mtmp
)
755 losexp(void) /* hit by V or W */
760 pline("Goodbye level %u.", u
.ulevel
--);
773 struct obj
*otmp
= invent
;
774 int wt
= (u
.ugold
+ 500)/1000;
776 if(Levitation
) /* pugh@cornell */
777 carrcap
= MAX_CARR_CAP
;
779 carrcap
= 5*(((u
.ustr
> 18) ? 20 : u
.ustr
) + u
.ulevel
);
780 if(carrcap
> MAX_CARR_CAP
) carrcap
= MAX_CARR_CAP
;
781 if(Wounded_legs
& LEFT_SIDE
) carrcap
-= 10;
782 if(Wounded_legs
& RIGHT_SIDE
) carrcap
-= 10;
788 return(wt
- carrcap
);
794 struct obj
*otmp
= invent
;
806 return(10*(1L << (u
.ulevel
-1)));