The game rogue(6) has a potential buffer overflow allowing
[dragonfly.git] / games / rogue / spec_hit.c
1 /*
2  * Copyright (c) 1988, 1993
3  *      The Regents of the University of California.  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  * @(#)spec_hit.c       8.1 (Berkeley) 5/31/93
37  * $FreeBSD: src/games/rogue/spec_hit.c,v 1.4 1999/11/30 03:49:28 billf Exp $
38  * $DragonFly: src/games/rogue/spec_hit.c,v 1.2 2003/06/17 04:25:25 dillon Exp $
39  */
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 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 }