2 * monster.c Larn is copyrighted 1986 by Noah Morgan.
3 * $FreeBSD: src/games/larn/monster.c,v 1.6 1999/11/16 11:47:40 marcel Exp $
4 * $DragonFly: src/games/larn/monster.c,v 1.4 2006/08/26 17:05:05 pavalos Exp $
6 * This file contains the following functions:
7 * ----------------------------------------------------------------------------
9 * createmonster(monstno) Function to create a monster next to the player
12 * int cgood(x,y,itm,monst) Function to check location for emptiness
15 * createitem(it,arg) Routine to place an item next to the player
18 * cast() Subroutine called by parse to cast a spell for the user
20 * speldamage(x) Function to perform spell functions cast by the player
23 * loseint() Routine to decrement your int (intelligence) if > 3
25 * isconfuse() Routine to check to see if player is confused
27 * nospell(x,monst) Routine to return 1 if a spell doesn't affect a monster
30 * fullhit(xx) Function to return full damage against a monst (aka web)
33 * direct(spnum,dam,str,arg) Routine to direct spell damage 1 square in 1 dir
37 * godirect(spnum,dam,str,delay,cshow) Function to perform missile attacks
38 * int spnum,dam,delay;
41 * ifblind(x,y) Routine to put "monster" or the monster name into lastmosnt
44 * tdirect(spnum) Routine to teleport away a monster
47 * omnidirect(sp,dam,str) Routine to damage all monsters 1 square from player
51 * dirsub(x,y) Routine to ask for direction, then modify x,y for it
54 * vxy(x,y) Routine to verify/fix (*x,*y) for being within bounds
57 * dirpoly(spnum) Routine to ask for a direction and polymorph a monst
60 * hitmonster(x,y) Function to hit a monster at the designated coordinates
63 * hitm(x,y,amt) Function to just hit a monster at a given coordinates
66 * hitplayer(x,y) Function for the monster to hit the player from (x,y)
69 * dropsomething(monst) Function to create an object when a monster dies
72 * dropgold(amount) Function to drop some gold around player
75 * something(level) Function to create a random item around player
78 * newobject(lev,i) Routine to return a randomly selected new object
81 * spattack(atckno,xx,yy) Function to process special attacks from monsters
84 * checkloss(x) Routine to subtract hp from user and flag bottomline display
87 * annihilate() Routine to annihilate monsters around player, playerx,playery
89 * newsphere(x,y,dir,lifetime) Function to create a new sphere of annihilation
90 * int x,y,dir,lifetime;
92 * rmsphere(x,y) Function to delete a sphere of annihilation from list
95 * sphboom(x,y) Function to perform the effects of a sphere detonation
98 * genmonst() Function to ask for monster and genocide from game
103 /* used for altar reality */
105 char type
; /* 0=item, 1=monster */
106 char id
; /* item number or monster number */
107 short arg
; /* the type of item or hitpoints of monster */
110 static int cgood(int, int, int, int);
111 static void speldamage(int);
112 static void loseint(void);
113 static long isconfuse(void);
114 static int nospell(int, int);
115 static int fullhit(int);
116 static void direct(int, int, const char *, int);
117 static void ifblind(int, int);
118 static void tdirect(int);
119 static void omnidirect(int, int, const char *);
120 static int dirsub(int *, int *);
121 static void dirpoly(int);
122 static void dropsomething(int);
123 static int spattack(int, int, int);
124 static void sphboom(int, int);
125 static void genmonst(void);
128 * createmonster(monstno) Function to create a monster next to the player
131 * Enter with the monster number (1 to MAXMONST+8)
135 createmonster(int mon
)
138 if (mon
< 1 || mon
> MAXMONST
+ 8) { /* check for monster number out of bounds */
140 lprintf("\ncan't createmonst(%d)\n", (long)mon
);
144 while (monster
[mon
].genocided
&& mon
< MAXMONST
) /* genocided? */
146 for (k
= rnd(8), i
= -8; i
< 0; i
++, k
++) { /* choose direction, then try all */
147 if (k
> 8) /* wraparound the diroff arrays */
149 x
= playerx
+ diroffx
[k
];
150 y
= playery
+ diroffy
[k
];
151 if (cgood(x
, y
, 0, 1)) { /* if we can create here */
153 hitp
[x
][y
] = monster
[mon
].hitpoints
;
154 stealth
[x
][y
] = know
[x
][y
] = 0;
167 * int cgood(x,y,itm,monst) Function to check location for emptiness
170 * Routine to return TRUE if a location does not have itm or monst there
171 * returns FALSE (0) otherwise
172 * Enter with itm or monst TRUE or FALSE if checking it
173 * Example: if itm==TRUE check for no item at this location
174 * if monst==TRUE check for no monster at this location
175 * This routine will return FALSE if at a wall or the dungeon exit on level 1
178 cgood(int x
, int y
, int itm
, int monst
)
180 if ((y
>= 0) && (y
<= MAXY
- 1) && (x
>= 0) && (x
<= MAXX
- 1))
182 if (item
[x
][y
] != OWALL
) /* can't make anything on walls */
183 /* is it free of items? */
184 if (itm
== 0 || (item
[x
][y
] == 0))
185 /* is it free of monsters? */
186 if (monst
== 0 || (mitem
[x
][y
] == 0))
187 if ((level
!= 1) || (x
!= 33) ||
189 /* not exit to level 1 */
195 * createitem(it,arg) Routine to place an item next to the player
198 * Enter with the item number and its argument (iven[], ivenarg[])
199 * Returns no value, thus we don't know about createitem() failures.
202 createitem(int it
, int arg
)
205 if (it
>= MAXOBJ
) /* no such object */
207 for (k
= rnd(8), i
= -8; i
< 0; i
++, k
++) { /* choose direction, then try all */
208 if (k
> 8) /* wraparound the diroff arrays */
210 x
= playerx
+ diroffx
[k
];
211 y
= playery
+ diroffy
[k
];
212 if (cgood(x
, y
, 1, 0)) { /* if we can create here */
222 * cast() Subroutine called by parse to cast a spell for the user
224 * No arguments and no return value.
226 static const char eys
[] = "\nEnter your spell: ";
233 if (c
[SPELLS
] <= 0) {
234 lprcat("\nYou don't have any spells!");
239 while ((a
= getchr()) == 'D') {
244 if (a
== '\33') /* to escape casting a spell */
246 if ((b
= getchr()) == '\33') /* to escape casting a spell */
248 if ((d
= getchr()) == '\33') {
249 over
: lprcat(aborted
);
252 } /* to escape casting a spell */
256 for (lprc('\n'), j
= -1, i
= 0; i
< SPNUM
; i
++)
257 /* seq search for his spell, hash? */
258 if ((spelcode
[i
][0] == a
) && (spelcode
[i
][1] == b
) && (spelcode
[i
][2] == d
))
265 lprcat(" Nothing Happened ");
270 * speldamage(x) Function to perform spell functions cast by the player
273 * Enter with the spell number, returns no value.
274 * Please insure that there are 2 spaces before all messages here
284 if (x
>= SPNUM
) /* no such spell */
287 lprcat(" It didn't seem to work");
289 } /* not if time stopped */
291 if ((rnd(23) == 7) || (rnd(18) > c
[INTELLIGENCE
])) {
292 lprcat(" It didn't work!");
295 if (clev
* 3 + 2 < x
) {
296 lprcat(" Nothing happens. You seem inexperienced at this");
301 /* ----- LEVEL 1 SPELLS ----- */
303 case 0: /* protection field +2 */
304 if (c
[PROTECTIONTIME
] == 0)
305 c
[MOREDEFENSES
] += 2;
306 c
[PROTECTIONTIME
] += 250;
309 case 1: /* magic missile */
310 i
= rnd(((clev
+ 1) << 1)) + clev
+ 3;
311 godirect(x
, i
, (clev
>= 2) ? " Your missiles hit the %s" : " Your missile hit the %s", 100, '+');
315 case 2: /* dexterity */
316 if (c
[DEXCOUNT
] == 0)
323 cp
= " While the %s slept, you smashed it %d times";
324 ws
: direct(x
, fullhit(i
), cp
, i
);
327 case 4: /* charm monster */
328 c
[CHARMCOUNT
] += c
[CHARISMA
] << 1;
331 case 5: /* sonic spear */
332 godirect(x
, rnd(10) + 15 + clev
, " The sound damages the %s", 70, '@');
335 /* ----- LEVEL 2 SPELLS ----- */
339 cp
= " While the %s is entangled, you hit %d times";
342 case 7: /* strength */
343 if (c
[STRCOUNT
] == 0)
345 c
[STRCOUNT
] += 150 + rnd(100);
348 case 8: /* enlightenment */
354 vxy(&xh
, &yh
); /* check bounds */
355 for (i
= yl
; i
<= yh
; i
++) /* enlightenment */
356 for (j
= xl
; j
<= xh
; j
++)
358 draws(xl
, xh
+ 1, yl
, yh
+ 1);
361 case 9: /* healing */
362 raisehp(20 + (clev
<< 1));
365 case 10: /* cure blindness */
370 createmonster(makemonst(level
+ 1) + 8);
374 if (rnd(11) + 7 <= c
[WISDOM
])
375 direct(x
, rnd(20) + 20 + clev
, " The %s believed!", 0);
377 lprcat(" It didn't believe the illusions!");
380 case 13: /* if he has the amulet of invisibility then add more time */
381 for (j
= i
= 0; i
< 26; i
++)
382 if (iven
[i
] == OAMULET
)
384 c
[INVISIBILITY
] += (j
<< 7) + 12;
387 /* ----- LEVEL 3 SPELLS ----- */
389 case 14: /* fireball */
390 godirect(x
, rnd(25 + clev
) + 25 + clev
, " The fireball hits the %s", 40, '*');
394 godirect(x
, rnd(25) + 20 + clev
, " Your cone of cold strikes the %s", 60, 'O');
397 case 16: /* polymorph */
401 case 17: /* cancellation */
402 c
[CANCELLATION
] += 5 + clev
;
405 case 18: /* haste self */
406 c
[HASTESELF
] += 7 + clev
;
409 case 19: /* cloud kill */
410 omnidirect(x
, 30 + rnd(10), " The %s gasps for air");
413 case 20: /* vaporize rock */
414 xh
= min(playerx
+ 1, MAXX
- 2);
415 yh
= min(playery
+ 1, MAXY
- 2);
416 for (i
= max(playerx
- 1, 1); i
<= xh
; i
++)
417 for (j
= max(playery
- 1, 1); j
<= yh
; j
++) {
420 switch (*(p
= &item
[i
][j
])) {
422 if (level
< MAXLEVEL
+ MAXVLEVEL
- 1)
427 if (c
[HARDGAME
] < 3) {
438 hitp
[i
][j
] = monster
[GNOMEKING
].hitpoints
;
444 hitp
[i
][j
] = monster
[DEMONPRINCE
].hitpoints
;
451 break; /* Xorn takes damage from vpr */
456 /* ----- LEVEL 4 SPELLS ----- */
458 case 21: /* dehydration */
459 direct(x
, 100 + clev
, " The %s shrivels up", 0);
462 case 22: /* lightning */
463 godirect(x
, rnd(25) + 20 + (clev
<< 1), " A lightning bolt hits the %s", 1, '~');
466 case 23: /* drain life */
467 i
= min(c
[HP
] - 1, c
[HPMAX
] / 2);
468 direct(x
, i
+ i
, "", 0);
472 case 24: /* globe of invulnerability */
474 c
[MOREDEFENSES
] += 10;
480 omnidirect(x
, 32 + clev
, " The %s struggles for air in your flood!");
483 case 26: /* finger of death */
484 if (rnd(151) == 63) {
486 lprcat("\nYour heart stopped!\n");
491 if (c
[WISDOM
] > rnd(10) + 10)
492 direct(x
, 2000, " The %s's heart stopped", 0);
494 lprcat(" It didn't work");
497 /* ----- LEVEL 5 SPELLS ----- */
499 case 27: /* scare monster */
500 c
[SCAREMONST
] += rnd(10) + clev
;
503 case 28: /* hold monster */
504 c
[HOLDMONST
] += rnd(10) + clev
;
507 case 29: /* time stop */
508 c
[TIMESTOP
] += rnd(20) + (clev
<< 1);
511 case 30: /* teleport away */
515 case 31: /* magic fire */
516 omnidirect(x
, 35 + rnd(10) + clev
, " The %s cringes from the flame");
519 /* ----- LEVEL 6 SPELLS ----- */
521 case 32: /* sphere of annihilation */
522 if ((rnd(23) == 5) && (wizard
== 0)) {
524 lprcat("\nYou have been enveloped by the zone of nothingness!\n");
532 i
= dirsub(&xl
, &yl
); /* get direction of sphere */
533 newsphere(xl
, yl
, i
, rnd(20) + 11); /* make a sphere */
536 case 33: /* genocide */
542 case 34: /* summon demon */
544 direct(x
, 150, " The demon strikes at the %s", 0);
548 lprcat(" Nothing seems to have happened");
551 lprcat(" The demon turned on you and vanished!");
555 losehp(i
); /* must say killed by a demon */
558 case 35: /* walk through walls */
559 c
[WTW
] += rnd(10) + 5;
562 case 36: /* alter reality */
564 struct isave
*save
; /* pointer to item save structure */
566 sc
= 0; /* # items saved */
567 save
= malloc(sizeof(struct isave
) * MAXX
* MAXY
* 2);
568 for (j
= 0; j
< MAXY
; j
++)
569 for (i
= 0; i
< MAXX
; i
++) { /* save all items and monsters */
571 if (xl
&& xl
!= OWALL
&& xl
!= OANNIHILATION
) {
573 save
[sc
].id
= item
[i
][j
];
574 save
[sc
++].arg
= iarg
[i
][j
];
578 save
[sc
].id
= mitem
[i
][j
];
579 save
[sc
++].arg
= hitp
[i
][j
];
590 item
[33][MAXY
- 1] = 0;
591 for (j
= rnd(MAXY
- 2), i
= 1; i
< MAXX
- 1; i
++)
593 while (sc
> 0) { /* put objects back in level */
595 if (save
[sc
].type
== 0) {
597 for (trys
= 100, i
= j
= 1; --trys
> 0 && item
[i
][j
]; i
= rnd(MAXX
- 1), j
= rnd(MAXY
- 1))
600 item
[i
][j
] = save
[sc
].id
;
601 iarg
[i
][j
] = save
[sc
].arg
;
603 } else { /* put monsters back in */
605 for (trys
= 100, i
= j
= 1; --trys
> 0 && (item
[i
][j
] == OWALL
|| mitem
[i
][j
]); i
= rnd(MAXX
- 1), j
= rnd(MAXY
- 1))
608 mitem
[i
][j
] = save
[sc
].id
;
609 hitp
[i
][j
] = save
[sc
].arg
;
614 draws(0, MAXX
, 0, MAXY
);
622 case 37: /* permanence */
623 larn_adjtime(-99999L);
624 spelknow
[37] = 0; /* forget */
629 lprintf(" spell %d not available!", (long)x
);
636 * loseint() Routine to subtract 1 from your int (intelligence) if > 3
638 * No arguments and no return value
643 if (--c
[INTELLIGENCE
] < 3)
648 * isconfuse() Routine to check to see if player is confused
650 * This routine prints out a message saying "You can't aim your magic!"
651 * returns 0 if not confused, non-zero (time remaining confused) if confused
657 lprcat(" You can't aim your magic!");
664 * nospell(x,monst) Routine to return 1 if a spell doesn't affect a monster
667 * Subroutine to return 1 if the spell can't affect the monster
668 * otherwise returns 0
669 * Enter with the spell number in x, and the monster number in monst.
672 nospell(int x
, int monst
)
675 if (x
>= SPNUM
|| monst
>= MAXMONST
+ 8 || monst
< 0 || x
< 0)
676 return (0); /* bad spell or monst */
677 if ((tmp
= spelweird
[monst
- 1][x
]) == 0)
681 lprintf(spelmes
[tmp
], monster
[monst
].name
);
686 * fullhit(xx) Function to return full damage against a monster (aka web)
689 * Function to return hp damage to monster due to a number of full hits
690 * Enter with the number of full hits being done
696 if (xx
< 0 || xx
> 20) /* fullhits are out of range */
698 if (c
[LANCEDEATH
]) /* lance of death */
700 i
= xx
* ((c
[WCLASS
] >> 1) + c
[STRENGTH
] + c
[STREXTRA
] - c
[HARDGAME
] - 12 + c
[MOREDAM
]);
701 return ((i
>= 1) ? i
: xx
);
705 * direct(spnum,dam,str,arg) Routine to direct spell damage 1 square in 1 dir
709 * Routine to ask for a direction to a spell and then hit the monster
710 * Enter with the spell number in spnum, the damage to be done in dam,
711 * lprintf format string in str, and lprintf's argument in arg.
715 direct(int spnum
, int dam
, const char *str
, int arg
)
719 if (spnum
< 0 || spnum
>= SPNUM
|| str
== 0) /* bad arguments */
725 if (item
[x
][y
] == OMIRROR
) {
726 if (spnum
== 3) { /* sleep */
727 lprcat("You fall asleep! ");
736 } else if (spnum
== 6) { /* web */
737 lprcat("You get stuck in your own web! ");
742 lprintf(str
, "spell caster (thats you)", (long)arg
);
749 lprcat(" There wasn't anything there!");
753 if (nospell(spnum
, m
)) {
758 lprintf(str
, lastmonst
, (long)arg
);
763 * godirect(spnum,dam,str,delay,cshow) Function to perform missile attacks
764 * int spnum,dam,delay;
767 * Function to hit in a direction from a missile weapon and have it keep
768 * on going in that direction until its power is exhausted
769 * Enter with the spell number in spnum, the power of the weapon in hp,
770 * lprintf format string in str, the # of milliseconds to delay between
771 * locations in delay, and the character to represent the weapon in cshow.
775 godirect(int spnum
, int dam
, const char *str
, int delay
, char cshow
)
780 if (spnum
< 0 || spnum
>= SPNUM
|| str
== 0 || delay
< 0) /* bad args */
794 if ((x
> MAXX
- 1) || (y
> MAXY
- 1) || (x
< 0) || (y
< 0)) {
796 break; /* out of bounds */
798 if ((x
== playerx
) && (y
== playery
)) { /* if energy hits player */
800 lprcat("\nYou are hit my your own magic!");
806 if (c
[BLINDCOUNT
] == 0) { /* if not blind show effect */
807 cursor(x
+ 1, y
+ 1);
812 if ((m
= mitem
[x
][y
])) { /* is there a monster there? */
814 if (nospell(spnum
, m
)) {
821 lprintf(str
, lastmonst
);
822 dam
-= hitm(x
, y
, dam
);
828 switch (*(p
= &item
[x
][y
])) {
832 lprintf(str
, "wall");
833 if (dam
>= 50 + c
[HARDGAME
]) /* enough damage? */
834 if (level
< MAXLEVEL
+ MAXVLEVEL
- 1) /* not on V3 */
835 if ((x
< MAXX
- 1) && (y
< MAXY
- 1) && (x
) && (y
)) {
836 lprcat(" The wall crumbles");
847 lprintf(str
, "door");
849 lprcat(" The door is blasted apart");
857 lprintf(str
, "statue");
860 lprcat(" The statue crumbles");
870 lprintf(str
, "throne");
872 mitem
[x
][y
] = GNOMEKING
;
873 hitp
[x
][y
] = monster
[GNOMEKING
].hitpoints
;
884 dam
-= 3 + (c
[HARDGAME
] >> 1);
889 * ifblind(x,y) Routine to put "monster" or the monster name into lastmosnt
892 * Subroutine to copy the word "monster" into lastmonst if the player is blind
893 * Enter with the coordinates (x,y) of the monster
897 ifblind(int x
, int y
)
901 vxy(&x
, &y
); /* verify correct x,y coordinates */
906 lastnum
= mitem
[x
][y
];
907 p
= monster
[lastnum
].name
;
909 strcpy(lastmonst
, p
);
913 * tdirect(spnum) Routine to teleport away a monster
916 * Routine to ask for a direction to a spell and then teleport away monster
917 * Enter with the spell number that wants to teleport away
925 if (spnum
< 0 || spnum
>= SPNUM
) /* bad args */
930 if ((m
= mitem
[x
][y
]) == 0) {
931 lprcat(" There wasn't anything there!");
935 if (nospell(spnum
, m
)) {
941 mitem
[x
][y
] = know
[x
][y
] = 0;
945 * omnidirect(sp,dam,str) Routine to damage all monsters 1 square from player
949 * Routine to cast a spell and then hit the monster in all directions
950 * Enter with the spell number in sp, the damage done to wach square in dam,
951 * and the lprintf string to identify the spell in str.
955 omnidirect(int spnum
, int dam
, const char *str
)
958 if (spnum
< 0 || spnum
>= SPNUM
|| str
== 0) /* bad args */
960 for (x
= playerx
- 1; x
< playerx
+ 2; x
++)
961 for (y
= playery
- 1; y
< playery
+ 2; y
++) {
962 if ((m
= mitem
[x
][y
]) != 0) {
963 if (nospell(spnum
, m
) == 0) {
967 lprintf(str
, lastmonst
);
979 * static dirsub(x,y) Routine to ask for direction, then modify x,y for it
982 * Function to ask for a direction and modify an x,y for that direction
983 * Enter with the origination coordinates in (x,y).
984 * Returns index into diroffx[] (0-8).
987 dirsub(int *x
, int *y
)
990 lprcat("\nIn What Direction? ");
1012 *x
= playerx
+ diroffx
[i
];
1013 *y
= playery
+ diroffy
[i
];
1019 * vxy(x,y) Routine to verify/fix coordinates for being within bounds
1022 * Function to verify x & y are within the bounds for a level
1023 * If *x or *y is not within the absolute bounds for a level, fix them so that
1024 * they are on the level.
1025 * Returns TRUE if it was out of bounds, and the *x & *y in the calling
1026 * routine are affected.
1052 * dirpoly(spnum) Routine to ask for a direction and polymorph a monst
1055 * Subroutine to polymorph a monster and ask for the direction its in
1056 * Enter with the spell number in spmun.
1063 if (spnum
< 0 || spnum
>= SPNUM
) /* bad args */
1065 if (isconfuse()) /* if he is confused, he can't aim his magic */
1068 if (mitem
[x
][y
] == 0) {
1069 lprcat(" There wasn't anything there!");
1073 if (nospell(spnum
, mitem
[x
][y
])) {
1078 while (monster
[m
= mitem
[x
][y
] = rnd(MAXMONST
+ 7)].genocided
)
1080 hitp
[x
][y
] = monster
[m
].hitpoints
;
1081 show1cell(x
, y
); /* show the new monster */
1085 * hitmonster(x,y) Function to hit a monster at the designated coordinates
1088 * This routine is used for a bash & slash type attack on a monster
1089 * Enter with the coordinates of the monster in (x,y).
1093 hitmonster(int x
, int y
)
1095 int tmp
, monst
, damag
= 0, flag
;
1096 if (c
[TIMESTOP
]) /* not if time stopped */
1098 vxy(&x
, &y
); /* verify coordinates are within range */
1099 if ((monst
= mitem
[x
][y
]) == 0)
1103 tmp
= monster
[monst
].armorclass
+ c
[LEVEL
] + c
[DEXTERITY
] +
1106 /* need at least random chance to hit */
1107 if ((rnd(20) < tmp
- c
[HARDGAME
]) || (rnd(71) < 5)) {
1108 lprcat("\nYou hit");
1112 damag
= rnd(damag
) + 1;
1114 lprcat("\nYou missed");
1119 if (flag
) /* if the monster was hit */
1120 if ((monst
== RUSTMONSTER
) || (monst
== DISENCHANTRESS
) || (monst
== CUBE
))
1122 if (ivenarg
[c
[WIELD
]] > -10) {
1123 lprintf("\nYour weapon is dulled by the %s", lastmonst
);
1125 --ivenarg
[c
[WIELD
]];
1129 if (monst
== VAMPIRE
)
1130 if (hitp
[x
][y
] < 25) {
1137 * hitm(x,y,amt) Function to just hit a monster at a given coordinates
1140 * Returns the number of hitpoints the monster absorbed
1141 * This routine is used to specifically damage a monster at a location (x,y)
1142 * Called by hitmonster(x,y)
1145 hitm(int x
, int y
, int amt
)
1149 vxy(&x
, &y
); /* verify coordinates are within range */
1150 amt2
= amt
; /* save initial damage so we can return it */
1151 monst
= mitem
[x
][y
];
1152 if (c
[HALFDAM
]) /* if half damage curse adjust damage points */
1158 stealth
[x
][y
] = 1; /* make sure hitting monst breaks stealth condition */
1159 c
[HOLDMONST
] = 0; /* hit a monster breaks hold monster spell */
1160 switch (monst
) { /* if a dragon and orb(s) of dragon slaying */
1165 case PLATINUMDRAGON
:
1167 amt
*= 1 + (c
[SLAYING
] << 1);
1170 /* invincible monster fix is here */
1171 if (hitp
[x
][y
] > monster
[monst
].hitpoints
)
1172 hitp
[x
][y
] = monster
[monst
].hitpoints
;
1173 if ((hpoints
= hitp
[x
][y
]) <= amt
) {
1177 lprintf("\nThe %s died!", lastmonst
);
1178 raiseexperience((long)monster
[monst
].experience
);
1179 amt
= monster
[monst
].gold
;
1181 dropgold(rnd(amt
) + amt
);
1182 dropsomething(monst
);
1187 hitp
[x
][y
] = hpoints
- amt
;
1192 * hitplayer(x,y) Function for the monster to hit the player from (x,y)
1195 * Function for the monster to hit the player with monster at location x,y
1196 * Returns nothing of value.
1199 hitplayer(int x
, int y
)
1201 int dam
, tmp
, mster
, bias
;
1202 vxy(&x
, &y
); /* verify coordinates are within range */
1203 lastnum
= mster
= mitem
[x
][y
];
1204 /* spirit naga's and poltergeist's do nothing if scarab of negate spirit */
1205 if (c
[NEGATESPIRIT
] || c
[SPIRITPRO
])
1206 if ((mster
== POLTERGEIST
) || (mster
== SPIRITNAGA
))
1208 /* if undead and cube of undead control */
1209 if (c
[CUBEofUNDEAD
] || c
[UNDEADPRO
])
1210 if ((mster
== VAMPIRE
) || (mster
== WRAITH
) || (mster
== ZOMBIE
))
1212 if ((know
[x
][y
] & 1) == 0) {
1216 bias
= (c
[HARDGAME
]) + 1;
1217 hitflag
= hit2flag
= hit3flag
= 1;
1221 if (c
[INVISIBILITY
])
1223 lprintf("\nThe %s misses wildly", lastmonst
);
1227 if (rnd(30) + 5 * monster
[mster
].level
- c
[CHARISMA
] < 30) {
1228 lprintf("\nThe %s is awestruck at your magnificence!", lastmonst
);
1234 dam
= monster
[mster
].damage
;
1235 dam
+= rnd((int)((dam
< 1) ? 1 : dam
)) + monster
[mster
].level
;
1238 if (monster
[mster
].attack
> 0)
1239 if (((dam
+ bias
+ 8) > c
[AC
]) || (rnd((int)((c
[AC
] > 0) ? c
[AC
] : 1)) == 1)) {
1240 if (spattack(monster
[mster
].attack
, x
, y
)) {
1248 if (((dam
+ bias
) > c
[AC
]) || (rnd((int)((c
[AC
] > 0) ? c
[AC
] : 1)) == 1)) {
1249 lprintf("\n The %s hit you ", lastmonst
);
1251 if ((dam
-= c
[AC
]) < 0)
1260 lprintf("\n The %s missed ", lastmonst
);
1264 * dropsomething(monst) Function to create an object when a monster dies
1267 * Function to create an object near the player when certain monsters are killed
1268 * Enter with the monster number
1269 * Returns nothing of value.
1272 dropsomething(int monst
)
1282 case PLATINUMDRAGON
:
1292 dropsomething(LEPRECHAUN
);
1298 * dropgold(amount) Function to drop some gold around player
1301 * Enter with the number of gold pieces to drop
1302 * Returns nothing of value.
1305 dropgold(int amount
)
1308 createitem(OMAXGOLD
, amount
/ 100);
1310 createitem(OGOLDPILE
, amount
);
1314 * something(lvl) Function to create a random item around player
1317 * Function to create an item from a designed probability around player
1318 * Enter with the cave level on which something is to be dropped
1319 * Returns nothing of value.
1326 if (lvl
< 0 || lvl
> MAXLEVEL
+ MAXVLEVEL
) /* correct level? */
1328 if (rnd(101) < 8) /* possibly more than one item */
1330 j
= newobject(lvl
, &i
);
1335 * newobject(lev,i) Routine to return a randomly selected new object
1338 * Routine to return a randomly selected object to be created
1339 * Returns the object number created, and sets *i for its argument
1340 * Enter with the cave level and a pointer to the items arg
1342 static char nobjtab
[] = { 0, OSCROLL
, OSCROLL
, OSCROLL
, OSCROLL
, OPOTION
,
1343 OPOTION
, OPOTION
, OPOTION
, OGOLDPILE
, OGOLDPILE
, OGOLDPILE
, OGOLDPILE
,
1344 OBOOK
, OBOOK
, OBOOK
, OBOOK
, ODAGGER
, ODAGGER
, ODAGGER
, OLEATHER
, OLEATHER
,
1345 OLEATHER
, OREGENRING
, OPROTRING
, OENERGYRING
, ODEXRING
, OSTRRING
, OSPEAR
,
1346 OBELT
, ORING
, OSTUDLEATHER
, OSHIELD
, OFLAIL
, OCHAIN
, O2SWORD
, OPLATE
,
1350 newobject(int lev
, int *i
)
1353 if (level
< 0 || level
> MAXLEVEL
+ MAXVLEVEL
) /* correct level? */
1359 j
= nobjtab
[tmp
= rnd(tmp
)]; /* the object type */
1377 *i
= rnd((lev
+ 1) * 10) + lev
* 10 + 10;
1388 if (!(*i
= newdagger()))
1394 if (!(*i
= newleather()))
1400 *i
= rund(lev
/ 3 + 1);
1404 *i
= rnd(lev
/ 4 + 1);
1407 *i
= rund(lev
/ 4 + 1);
1410 *i
= rnd(lev
/ 2 + 1);
1414 *i
= rund(lev
/ 2 + 1);
1417 *i
= rund(lev
/ 3 + 1);
1423 *i
= rund(lev
/ 2 + 1);
1441 * spattack(atckno,xx,yy) Function to process special attacks from monsters
1444 * Enter with the special attack number, and the coordinates (xx,yy)
1445 * of the monster that is special attacking
1446 * Returns 1 if must do a show1cell(xx,yy) upon return, 0 otherwise
1448 * atckno monster effect
1449 * ---------------------------------------------------
1451 * 1 rust monster eat armor
1452 * 2 hell hound breathe light fire
1453 * 3 dragon breathe fire
1454 * 4 giant centipede weakening sing
1455 * 5 white dragon cold breath
1456 * 6 wraith drain level
1457 * 7 waterlord water gusher
1458 * 8 leprechaun steal gold
1459 * 9 disenchantress disenchant weapon or armor
1460 * 10 ice lizard hits with barbed tail
1461 * 11 umber hulk confusion
1462 * 12 spirit naga cast spells taken from special attacks
1463 * 13 platinum dragon psionics
1464 * 14 nymph steal objects
1468 * char rustarm[ARMORTYPES][2];
1469 * special array for maximum rust damage to armor from rustmonster
1470 * format is: { armor type , minimum attribute
1472 #define ARMORTYPES 6
1473 static char rustarm
[ARMORTYPES
][2] = {
1474 { OSTUDLEATHER
, -2 },
1481 static char spsel
[] = { 1, 2, 3, 5, 6, 8, 9, 11, 13, 14 };
1484 spattack(int x
, int xx
, int yy
)
1487 const char *p
= NULL
;
1489 if (c
[CANCELLATION
])
1491 vxy(&xx
, &yy
); /* verify x & y coordinates */
1493 case 1: /* rust your armor, j=1 when rusting has occurred */
1495 if ((i
= c
[SHIELD
]) != -1) {
1496 if (--ivenarg
[i
] < -1)
1501 if ((j
== 0) && (k
!= -1)) {
1503 for (i
= 0; i
< ARMORTYPES
; i
++)
1504 /* find his armor in table */
1505 if (m
== rustarm
[i
][0]) {
1506 if (--ivenarg
[k
] < rustarm
[i
][1])
1507 ivenarg
[k
] = rustarm
[i
][1];
1513 if (j
== 0) /* if rusting did not occur */
1516 p
= "\nThe %s hit you -- Your lucky you have leather on";
1519 p
= "\nThe %s hit you -- Your fortunate to have stainless steel armor!";
1524 p
= "\nThe %s hit you -- your armor feels weaker";
1529 i
= rnd(15) + 8 - c
[AC
];
1530 spout
: p
= "\nThe %s breathes fire at you!";
1531 if (c
[FIRERESISTANCE
])
1532 p
= "\nThe %s's flame doesn't phase you!";
1535 lprintf(p
, lastmonst
);
1542 i
= rnd(20) + 25 - c
[AC
];
1546 if (c
[STRENGTH
] > 3) {
1547 p
= "\nThe %s stung you! You feel weaker";
1551 p
= "\nThe %s stung you!";
1555 p
= "\nThe %s blasts you with his cold breath";
1556 i
= rnd(15) + 18 - c
[AC
];
1560 lprintf("\nThe %s drains you of your life energy!", lastmonst
);
1566 p
= "\nThe %s got you with a gusher!";
1567 i
= rnd(15) + 25 - c
[AC
];
1571 if (c
[NOTHEFT
]) /* he has a device of no theft */
1574 p
= "\nThe %s hit you -- Your purse feels lighter";
1575 if (c
[GOLD
] > 32767)
1578 c
[GOLD
] -= rnd((int)(1 + (c
[GOLD
] >> 1)));
1582 p
= "\nThe %s couldn't find any gold to steal";
1583 lprintf(p
, lastmonst
);
1590 for (j
= 50;;) { /* disenchant */
1592 m
= iven
[i
]; /* randomly select item */
1593 if (m
> 0 && ivenarg
[i
] > 0 && m
!= OSCROLL
&& m
!= OPOTION
) {
1594 if ((ivenarg
[i
] -= 3) < 0)
1596 lprintf("\nThe %s hits you -- you feel a sense of loss", lastmonst
);
1604 p
= "\nThe %s nearly misses";
1612 p
= "\nThe %s hit you with his barbed tail";
1613 i
= rnd(25) - c
[AC
];
1617 p
= "\nThe %s has confused you";
1619 c
[CONFUSE
] += 10 + rnd(10);
1622 case 12: /* performs any number of other special attacks */
1623 return (spattack(spsel
[rund(10)], xx
, yy
));
1626 p
= "\nThe %s flattens you with his psionics!";
1627 i
= rnd(15) + 30 - c
[AC
];
1631 if (c
[NOTHEFT
]) /* he has device of no theft */
1633 if (emptyhanded() == 1) {
1634 p
= "\nThe %s couldn't find anything to steal";
1637 lprintf("\nThe %s picks your pocket and takes:", lastmonst
);
1639 if (stealsomething() == 0)
1646 i
= rnd(10) + 5 - c
[AC
];
1647 spout3
: p
= "\nThe %s bit you!";
1651 i
= rnd(15) + 10 - c
[AC
];
1655 lprintf(p
, lastmonst
);
1662 * checkloss(x) Routine to subtract hp from user and flag bottomline display
1665 * Routine to subtract hitpoints from the user and flag the bottomline display
1666 * Enter with the number of hit points to lose
1667 * Note: if x > c[HP] this routine could kill the player!
1679 * annihilate() Routine to annihilate all monsters around player (playerx,playery)
1681 * Gives player experience, but no dropped objects
1682 * Returns the experience gained from all monsters killed
1690 for (k
= 0, i
= playerx
- 1; i
<= playerx
+ 1; i
++)
1691 for (j
= playery
- 1; j
<= playery
+ 1; j
++)
1692 if (!vxy(&i
, &j
)) { /* if not out of bounds */
1693 if (*(p
= &mitem
[i
][j
])) { /* if a monster there */
1694 if (*p
< DEMONLORD
+ 2) {
1695 k
+= monster
[(int)*p
].experience
;
1696 *p
= know
[i
][j
] = 0;
1698 lprintf("\nThe %s barely escapes being annihilated!", monster
[(int)*p
].name
);
1699 hitp
[i
][j
] = (hitp
[i
][j
] >> 1) + 1; /* lose half hit points*/
1704 lprcat("\nYou hear loud screams of agony!");
1705 raiseexperience((long)k
);
1711 * newsphere(x,y,dir,lifetime) Function to create a new sphere of annihilation
1712 * int x,y,dir,lifetime;
1714 * Enter with the coordinates of the sphere in x,y
1715 * the direction (0-8 diroffx format) in dir, and the lifespan of the
1716 * sphere in lifetime (in turns)
1717 * Returns the number of spheres currently in existence
1720 newsphere(int x
, int y
, int dir
, int life
)
1724 if (((sp
= malloc(sizeof(struct sphere
)))) == 0)
1725 return (c
[SPHCAST
]); /* can't malloc, therefore failure */
1726 if (dir
>= 9) /* no movement if direction not found */
1728 if (level
== 0) /* don't go out of bounds */
1740 if ((m
= mitem
[x
][y
]) >= DEMONLORD
+ 4) { /* demons dispel spheres */
1742 show1cell(x
, y
); /* show the demon (ha ha) */
1744 lprintf("\nThe %s dispels the sphere!", monster
[m
].name
);
1746 rmsphere(x
, y
); /* remove any spheres that are here */
1747 return (c
[SPHCAST
]);
1749 if (m
== DISENCHANTRESS
) { /* disenchantress cancels spheres */
1751 lprintf("\nThe %s causes cancellation of the sphere!", monster
[m
].name
);
1753 boom
: sphboom(x
, y
); /* blow up stuff around sphere */
1754 rmsphere(x
, y
); /* remove any spheres that are here */
1755 return (c
[SPHCAST
]);
1757 if (c
[CANCELLATION
]) { /* cancellation cancels spheres */
1759 lprcat("\nAs the cancellation takes effect, you hear a great earth shaking blast!");
1763 if (item
[x
][y
] == OANNIHILATION
) { /* collision of spheres detonates spheres */
1765 lprcat("\nTwo spheres of annihilation collide! You hear a great earth shaking blast!");
1770 if (playerx
== x
&& playery
== y
) { /* collision of sphere and player! */
1772 lprcat("\nYou have been enveloped by the zone of nothingness!\n");
1774 rmsphere(x
, y
); /* remove any spheres that are here */
1778 item
[x
][y
] = OANNIHILATION
;
1781 show1cell(x
, y
); /* show the new sphere */
1786 sp
->lifetime
= life
;
1788 if (spheres
== 0) /* if first node in the sphere list */
1790 else { /* add sphere to beginning of linked list */
1794 return (++c
[SPHCAST
]); /* one more sphere in the world */
1798 * rmsphere(x,y) Function to delete a sphere of annihilation from list
1801 * Enter with the coordinates of the sphere (on current level)
1802 * Returns the number of spheres currently in existence
1805 rmsphere(int x
, int y
)
1807 struct sphere
*sp
, *sp2
= 0;
1808 for (sp
= spheres
; sp
; sp2
= sp
, sp
= sp
->p
)
1809 if (level
== sp
->lev
) /* is sphere on this level? */
1810 if ((x
== sp
->x
) && (y
== sp
->y
)) { /* locate sphere at this location */
1811 item
[x
][y
] = mitem
[x
][y
] = 0;
1813 show1cell(x
, y
); /* show the now missing sphere */
1815 if (sp
== spheres
) {
1825 return (c
[SPHCAST
]); /* return number of spheres in the world */
1829 * sphboom(x,y) Function to perform the effects of a sphere detonation
1832 * Enter with the coordinates of the blast, Returns no value
1835 sphboom(int x
, int y
)
1840 if (c
[CANCELLATION
])
1841 c
[CANCELLATION
] = 1;
1842 for (j
= max(1, x
- 2); j
< min(x
+ 3, MAXX
- 1); j
++)
1843 for (i
= max(1, y
- 2); i
< min(y
+ 3, MAXY
- 1); i
++) {
1844 item
[j
][i
] = mitem
[j
][i
] = 0;
1846 if (playerx
== j
&& playery
== i
) {
1849 lprcat("\nYou were too close to the sphere!");
1851 died(283); /* player killed in explosion */
1857 * genmonst() Function to ask for monster and genocide from game
1859 * This is done by setting a flag in the monster[] structure
1866 lprcat("\nGenocide what monster? ");
1867 for (i
= 0; (!isalpha(i
)) && (i
!= ' '); i
= getchr())
1870 for (j
= 0; j
< MAXMONST
; j
++) /* search for the monster type */
1871 if (monstnamelist
[j
] == i
) { /* have we found it? */
1872 monster
[j
].genocided
= 1; /* genocided from game */
1873 lprintf(" There will be no more %s's", monster
[j
].name
);
1874 /* now wipe out monsters on this level */
1875 newcavelevel(level
);
1876 draws(0, MAXX
, 0, MAXY
);
1880 lprcat(" You sense failure!");