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 1.4 2005/05/22 03:37:05 y0netan1 Exp $ */
10 extern struct obj
*addinv();
11 extern boolean
hmon();
13 /* called on movement:
14 1. when throwing ball+chain far away
16 3. when walking out of a lit room
25 newsym(u.udisx, u.udisy);
33 for(x
= u
.ux
-1; x
< u
.ux
+2; x
++)
34 for(y
= u
.uy
-1; y
< u
.uy
+2; y
++) {
35 if(!isok(x
, y
)) continue;
37 if(!lev
->lit
&& lev
->scrsym
== '.') {
46 in hack.eat.c: seeoff(0) - blind after eating rotten food
47 in hack.mon.c: seeoff(0) - blinded by a yellow light
48 in hack.mon.c: seeoff(1) - swallowed
49 in hack.do.c: seeoff(0) - blind after drinking potion
50 in hack.do.c: seeoff(1) - go up or down the stairs
51 in hack.trap.c:seeoff(1) - fall through trapdoor
53 seeoff(mode
) /* 1 to redo @, 0 to leave them */
54 { /* 1 means misc movement, 0 means blindness */
60 levl
[u
.udisx
][u
.udisy
].scrsym
= news0(u
.udisx
,u
.udisy
);
68 for(x
= u
.ux
-1; x
< u
.ux
+2; x
++)
69 for(y
= u
.uy
-1; y
< u
.uy
+2; y
++) {
70 if(!isok(x
, y
)) continue;
72 if(!lev
->lit
&& lev
->scrsym
== '.')
89 pline("You collapse under your load.");
101 } while(!isok(u
.ux
+u
.dx
, u
.uy
+u
.dy
) ||
102 IS_ROCK(levl
[u
.ux
+u
.dx
][u
.uy
+u
.dy
].typ
));
104 if(!isok(u
.ux
+u
.dx
, u
.uy
+u
.dy
)){
110 ust
= &levl
[u
.ux
][u
.uy
];
113 if(!u
.uswallow
&& (trap
= t_at(u
.ux
+u
.dx
, u
.uy
+u
.dy
)) && trap
->tseen
)
115 if(u
.ustuck
&& !u
.uswallow
&& (u
.ux
+u
.dx
!= u
.ustuck
->mx
||
116 u
.uy
+u
.dy
!= u
.ustuck
->my
)) {
117 if(dist(u
.ustuck
->mx
, u
.ustuck
->my
) > 2){
118 /* perhaps it fled (or was teleported or ... ) */
121 if(Blind
) pline("You cannot escape from it!");
122 else pline("You cannot escape from %s!",
128 if(u
.uswallow
|| (mtmp
= m_at(u
.ux
+u
.dx
,u
.uy
+u
.dy
))) {
133 if(multi
< 0) return; /* we just fainted */
135 /* try to attack; note that it might evade */
136 if(attack(u
.uswallow
? u
.ustuck
: mtmp
))
139 /* not attacking an animal, so we try to move */
141 if(u
.utraptype
== TT_PIT
) {
142 pline("You are still in a pit.");
145 pline("You are caught in a beartrap.");
146 if((u
.dx
&& u
.dy
) || !rn2(5)) u
.utrap
--;
150 tmpr
= &levl
[u
.ux
+u
.dx
][u
.uy
+u
.dy
];
151 if(IS_ROCK(tmpr
->typ
) ||
152 (u
.dx
&& u
.dy
&& (tmpr
->typ
== DOOR
|| ust
->typ
== DOOR
))){
157 while(otmp
= sobj_at(ENORMOUS_ROCK
, u
.ux
+u
.dx
, u
.uy
+u
.dy
)) {
158 xchar rx
= u
.ux
+2*u
.dx
, ry
= u
.uy
+2*u
.dy
;
161 if(isok(rx
,ry
) && !IS_ROCK(levl
[rx
][ry
].typ
) &&
162 (levl
[rx
][ry
].typ
!= DOOR
|| !(u
.dx
&& u
.dy
)) &&
163 !sobj_at(ENORMOUS_ROCK
, rx
, ry
)) {
165 pline("You hear a monster behind the rock.");
166 pline("Perhaps that's why you cannot move it.");
169 if(ttmp
= t_at(rx
,ry
))
172 pline("You push the rock into a pit!");
175 pline("It completely fills the pit!");
178 pline("You push the rock and suddenly it disappears!");
182 if(levl
[rx
][ry
].typ
== POOL
) {
183 levl
[rx
][ry
].typ
= ROOM
;
186 pline("You push the rock into the water.");
187 pline("Now you can cross the water!");
194 if(cansee(rx
,ry
)) atl(rx
,ry
,otmp
->olet
);
195 if(Invisible
) newsym(u
.ux
+u
.dx
, u
.uy
+u
.dy
);
197 { static long lastmovetime
;
198 /* note: this var contains garbage initially and
200 if(moves
> lastmovetime
+2 || moves
< lastmovetime
)
201 pline("With great effort you move the enormous rock.");
202 lastmovetime
= moves
;
205 pline("You try to move the enormous rock, but in vain.");
207 if((!invent
|| inv_weight()+90 <= 0) &&
208 (!u
.dx
|| !u
.dy
|| (IS_ROCK(levl
[u
.ux
][u
.uy
+u
.dy
].typ
)
209 && IS_ROCK(levl
[u
.ux
+u
.dx
][u
.uy
].typ
)))){
210 pline("However, you can squeeze yourself into a small opening.");
216 if(u
.dx
&& u
.dy
&& IS_ROCK(levl
[u
.ux
][u
.uy
+u
.dy
].typ
) &&
217 IS_ROCK(levl
[u
.ux
+u
.dx
][u
.uy
].typ
) &&
218 invent
&& inv_weight()+40 > 0) {
219 pline("You are carrying too much to get through.");
224 DIST(u
.ux
+u
.dx
, u
.uy
+u
.dy
, uchain
->ox
, uchain
->oy
) > 2){
226 movobj(uchain
, u
.ux
, u
.uy
);
230 if(DIST(u
.ux
+u
.dx
, u
.uy
+u
.dy
, uball
->ox
, uball
->oy
) < 3){
231 /* leave ball, move chain under/over ball */
232 movobj(uchain
, uball
->ox
, uball
->oy
);
236 if(inv_weight() + (int) uball
->owt
/2 > 0) {
237 pline("You cannot %sdrag the heavy iron ball.",
238 invent
? "carry all that and also " : "");
243 movobj(uball
, uchain
->ox
, uchain
->oy
);
244 unpobj(uball
); /* BAH %% */
254 if(tmpr
->typ
== DOOR
||
255 (xupstair
== u
.ux
&& yupstair
== u
.uy
) ||
256 (xdnstair
== u
.ux
&& ydnstair
== u
.uy
))
260 if(tmpr
->typ
== POOL
&& !Levitation
)
261 drown(); /* not necessarily fatal */
275 if(tmpr
->typ
== DOOR
)
276 prl1(u
.ux
+u
.dx
,u
.uy
+u
.dy
);
277 else if(ust
->typ
== DOOR
)
278 nose1(oldx
-u
.dx
,oldy
-u
.dy
);
281 prl1(u
.ux
+u
.dx
,u
.uy
+u
.dy
);
284 if(tmpr
->lit
) setsee();
286 prl1(u
.ux
+u
.dx
,u
.uy
+u
.dy
);
287 if(tmpr
->typ
== DOOR
) {
297 nose1(oldx
-u
.dx
,oldy
-u
.dy
);
303 if(!flags
.nopick
) pickup(1);
304 if(trap
) dotrap(trap
); /* fall into pit, arrow trap, etc. */
306 if(!Blind
) read_engr_at(u
.ux
,u
.uy
);
313 /* Some dirty programming to get display right */
323 if(!g_at(u
.ux
,u
.uy
) && !o_at(u
.ux
,u
.uy
)) {
324 pline("There is nothing here to pick up.");
328 pline("You cannot reach the floor.");
338 struct obj
*obj
, *obj2
;
341 if(Levitation
) return;
342 while(gold
= g_at(u
.ux
,u
.uy
)) {
343 pline("%ld gold piece%s.", gold
->amount
, plur(gold
->amount
));
344 u
.ugold
+= gold
->amount
;
347 if(flags
.run
) nomul(0);
348 if(Invisible
) newsym(u
.ux
,u
.uy
);
351 /* check for more than one object */
355 for(obj
= fobj
; obj
; obj
= obj
->nobj
)
356 if(obj
->ox
== u
.ux
&& obj
->oy
== u
.uy
)
357 if(!Punished
|| obj
!= uchain
)
362 pline("There are several objects here.");
365 for(obj
= fobj
; obj
; obj
= obj2
) {
366 obj2
= obj
->nobj
; /* perhaps obj will be picked up */
367 if(obj
->ox
== u
.ux
&& obj
->oy
== u
.uy
) {
368 if(flags
.run
) nomul(0);
370 /* do not pick up uchain */
371 if(Punished
&& obj
== uchain
)
377 pline("Pick up %s ? [ynaq]", doname(obj
));
378 while(!index("ynaq ", (c
= readchar())))
381 if(c
== 'n') continue;
382 if(c
== 'a') all
= 1;
385 if(obj
->otyp
== DEAD_COCKATRICE
&& !uarmg
){
386 pline("Touching the dead cockatrice is a fatal mistake.");
387 pline("You turn to stone.");
388 killer
= "cockatrice cadaver";
392 if(obj
->otyp
== SCR_SCARE_MONSTER
){
393 if(!obj
->spe
) obj
->spe
= 1;
395 /* Note: perhaps the 1st pickup failed: you cannot
396 carry anymore, and so we never dropped it -
397 let's assume that treading on it twice also
398 destroys the scroll */
399 pline("The scroll turns to dust as you pick it up.");
405 wt
= inv_weight() + obj
->owt
;
408 /* see how many we can lift */
409 extern struct obj
*splitobj();
410 int savequan
= obj
->quan
;
411 int iw
= inv_weight();
413 for(qq
= 1; qq
< savequan
; qq
++){
415 if(iw
+ weight(obj
) > 0)
418 obj
->quan
= savequan
;
420 /* we can carry qq of them */
421 if(!qq
) goto too_heavy
;
422 pline("You can only carry %s of the %s lying here.",
423 (qq
== 1) ? "one" : "some",
425 (void) splitobj(obj
, qq
);
426 /* note: obj2 is set already, so we'll never
427 * encounter the other half; if it should be
428 * otherwise then write
429 * obj2 = splitobj(obj,qq);
434 pline("There %s %s here, but %s.",
435 (obj
->quan
== 1) ? "is" : "are",
437 !invent
? "it is too heavy for you to lift"
438 : "you cannot carry anymore");
442 if(inv_cnt() >= 52) {
443 pline("Your knapsack cannot accomodate anymore items.");
446 if(wt
> -5) pline("You have a little trouble lifting");
448 if(Invisible
) newsym(u
.ux
,u
.uy
);
449 addtobill(obj
); /* sets obj->unpaid if necessary */
450 { int pickquan
= obj
->quan
;
452 if(!Blind
) obj
->dknown
= 1; /* this is done by prinv(),
453 but addinv() needs it already for merging */
454 obj
= addinv(obj
); /* might merge it with other objects */
455 mergquan
= obj
->quan
;
456 obj
->quan
= pickquan
; /* to fool prinv() */
458 obj
->quan
= mergquan
;
464 /* stop running if we see something interesting */
465 /* turn around a corner if that is the only way we can proceed */
466 /* do not turn left or right twice */
468 int x
,y
,i
,x0
,y0
,m0
,i0
= 9;
469 int corrct
= 0, noturn
= 0;
472 /* suppress "used before set" message */
475 if(Blind
|| flags
.run
== 0) return;
476 if(flags
.run
== 1 && levl
[u
.ux
][u
.uy
].typ
== ROOM
) return;
478 if(u
.ux0
== u
.ux
+u
.dx
&& u
.uy0
== u
.uy
+u
.dy
) goto stop
;
480 for(x
= u
.ux
-1; x
<= u
.ux
+1; x
++) for(y
= u
.uy
-1; y
<= u
.uy
+1; y
++){
481 if(x
== u
.ux
&& y
== u
.uy
) continue;
482 if(!levl
[x
][y
].typ
) continue;
483 if((mtmp
= m_at(x
,y
)) && !mtmp
->mimic
&&
484 (!mtmp
->minvis
|| See_invisible
)){
485 if(!mtmp
->mtame
|| (x
== u
.ux
+u
.dx
&& y
== u
.uy
+u
.dy
))
487 } else mtmp
= 0; /* invisible M cannot influence us */
488 if(x
== u
.ux
-u
.dx
&& y
== u
.uy
-u
.dy
) continue;
489 switch(levl
[x
][y
].scrsym
){
496 if(x
!= u
.ux
&& y
!= u
.uy
) break;
497 if(flags
.run
!= 1) goto stop
;
498 /* fall into next case */
501 if(flags
.run
== 1 || flags
.run
== 3) {
502 i
= DIST(x
,y
,u
.ux
+u
.dx
,u
.uy
+u
.dy
);
504 if(corrct
== 1 && DIST(x
,y
,x0
,y0
) != 1)
516 if(flags
.run
== 1) goto corr
; /* if you must */
517 if(x
== u
.ux
+u
.dx
&& y
== u
.uy
+u
.dy
) goto stop
;
519 default: /* e.g. objects or trap or stairs */
520 if(flags
.run
== 1) goto corr
;
521 if(mtmp
) break; /* d */
528 if(corrct
> 0 && (flags
.run
== 4 || flags
.run
== 5)) goto stop
;
530 if(corrct
> 1 && flags
.run
== 2) goto stop
;
531 if((flags
.run
== 1 || flags
.run
== 3) && !noturn
&& !m0
&& i0
&&
532 (corrct
== 1 || (corrct
== 2 && i0
== 1))) {
533 /* make sure that we do not turn too far */
535 if(u
.dx
== y0
-u
.uy
&& u
.dy
== u
.ux
-x0
)
536 i
= 2; /* straight turn right */
538 i
= -2; /* straight turn left */
539 } else if(u
.dx
&& u
.dy
) {
540 if((u
.dx
== u
.dy
&& y0
== u
.uy
) ||
541 (u
.dx
!= u
.dy
&& y0
!= u
.uy
))
542 i
= -1; /* half turn left */
544 i
= 1; /* half turn right */
546 if((x0
-u
.ux
== y0
-u
.uy
&& !u
.dy
) ||
547 (x0
-u
.ux
!= y0
-u
.uy
&& u
.dy
))
548 i
= 1; /* half turn right */
550 i
= -1; /* half turn left */
552 i
+= u
.last_str_turn
;
553 if(i
<= 2 && i
>= -2) {
555 u
.dx
= x0
-u
.ux
, u
.dy
= y0
-u
.uy
;
560 /* something like lookaround, but we are not running */
561 /* react only to monsters that might hit us */
566 for(x
= u
.ux
-1; x
<= u
.ux
+1; x
++) for(y
= u
.uy
-1; y
<= u
.uy
+1; y
++){
567 if(x
== u
.ux
&& y
== u
.uy
) continue;
568 if((mtmp
= m_at(x
,y
)) && !mtmp
->mimic
&& !mtmp
->mtame
&&
569 !mtmp
->mpeaceful
&& !index("Ea", mtmp
->data
->mlet
) &&
570 !mtmp
->mfroz
&& !mtmp
->msleep
&& /* aplvax!jcn */
571 (!mtmp
->minvis
|| See_invisible
))
578 cansee(x
,y
) xchar x
,y
; {
579 int dx
,dy
,adx
,ady
,sdx
,sdy
,dmax
,d
;
581 if(!isok(x
,y
)) return(0);
584 if(d
> u
.uhorizon
*u
.uhorizon
) return(0);
587 dx
= x
- u
.ux
; adx
= abs(dx
); sdx
= sgn(dx
);
588 dy
= y
- u
.uy
; ady
= abs(dy
); sdy
= sgn(dy
);
589 if(dx
== 0 || dy
== 0 || adx
== ady
){
590 dmax
= (dx
== 0) ? ady
: adx
;
591 for(d
= 1; d
<= dmax
; d
++)
592 if(!rroom(sdx
*d
,sdy
*d
))
595 } else if(ady
> adx
){
596 for(d
= 1; d
<= ady
; d
++){
597 if(!rroom(sdx
*( (d
*adx
)/ady
), sdy
*d
) ||
598 !rroom(sdx
*( (d
*adx
-1)/ady
+1 ), sdy
*d
))
603 for(d
= 1; d
<= adx
; d
++){
604 if(!rroom(sdx
*d
, sdy
*( (d
*ady
)/adx
)) ||
605 !rroom(sdx
*d
, sdy
*( (d
*ady
-1)/adx
+1 )))
612 rroom(x
,y
) int x
,y
; {
613 return(IS_ROOM(levl
[u
.ux
+x
][u
.uy
+y
].typ
));
618 cansee(x
,y
) xchar x
,y
; {
619 if(Blind
|| u
.uswallow
) return(0);
620 if(dist(x
,y
) < 3) return(1);
621 if(levl
[x
][y
].lit
&& seelx
<= x
&& x
<= seehx
&& seely
<= y
&&
622 y
<= seehy
) return(1);
628 return((a
> 0) ? 1 : (a
== 0) ? 0 : -1);
640 for(y
= u
.uy
-u
.uhorizon
; y
<= u
.uy
+u
.uhorizon
; y
++)
641 for(x
= u
.ux
-u
.uhorizon
; x
<= u
.ux
+u
.uhorizon
; x
++) {
657 if(!levl
[u
.ux
][u
.uy
].lit
) {
663 for(seelx
= u
.ux
; levl
[seelx
-1][u
.uy
].lit
; seelx
--);
664 for(seehx
= u
.ux
; levl
[seehx
+1][u
.uy
].lit
; seehx
++);
665 for(seely
= u
.uy
; levl
[u
.ux
][seely
-1].lit
; seely
--);
666 for(seehy
= u
.uy
; levl
[u
.ux
][seehy
+1].lit
; seehy
++);
668 for(y
= seely
; y
<= seehy
; y
++)
669 for(x
= seelx
; x
<= seehx
; x
++) {
672 if(!levl
[u
.ux
][u
.uy
].lit
) seehx
= 0; /* seems necessary elsewhere */
674 if(seely
== u
.uy
) for(x
= u
.ux
-1; x
<= u
.ux
+1; x
++) prl(x
,seely
-1);
675 if(seehy
== u
.uy
) for(x
= u
.ux
-1; x
<= u
.ux
+1; x
++) prl(x
,seehy
+1);
676 if(seelx
== u
.ux
) for(y
= u
.uy
-1; y
<= u
.uy
+1; y
++) prl(seelx
-1,y
);
677 if(seehx
== u
.ux
) for(y
= u
.uy
-1; y
<= u
.uy
+1; y
++) prl(seehx
+1,y
);
685 if(multi
< 0) return;
687 flags
.mv
= flags
.run
= 0;
692 if(u
.ustr
== 3) return(-3);
693 else if(u
.ustr
< 6) return(-2);
694 else if(u
.ustr
< 8) return(-1);
695 else if(u
.ustr
< 17) return(0);
696 else if(u
.ustr
< 69) return(1); /* up to 18/50 */
697 else if(u
.ustr
< 118) return(2);
703 if(u
.ustr
< 6) return(-1);
704 else if(u
.ustr
< 16) return(0);
705 else if(u
.ustr
< 18) return(1);
706 else if(u
.ustr
== 18) return(2); /* up to 18 */
707 else if(u
.ustr
< 94) return(3); /* up to 18/75 */
708 else if(u
.ustr
< 109) return(4); /* up to 18/90 */
709 else if(u
.ustr
< 118) return(5); /* up to 18/99 */
713 losestr(num
) /* may kill you; cause may be poison or monster like 'A' */
731 u
.uhpmax
= u
.uhp
; /* perhaps n was negative */
734 killer
= knam
; /* the thing that killed you */
749 losexp() /* hit by V or W */
752 extern long newuexp();
755 pline("Goodbye level %u.", u
.ulevel
--);
766 struct obj
*otmp
= invent
;
767 int wt
= (u
.ugold
+ 500)/1000;
769 if(Levitation
) /* pugh@cornell */
770 carrcap
= MAX_CARR_CAP
;
772 carrcap
= 5*(((u
.ustr
> 18) ? 20 : u
.ustr
) + u
.ulevel
);
773 if(carrcap
> MAX_CARR_CAP
) carrcap
= MAX_CARR_CAP
;
774 if(Wounded_legs
& LEFT_SIDE
) carrcap
-= 10;
775 if(Wounded_legs
& RIGHT_SIDE
) carrcap
-= 10;
781 return(wt
- carrcap
);
785 struct obj
*otmp
= invent
;
797 return(10*(1L << (u
.ulevel
-1)));