/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */ /* hack.do.c - version 1.0.3 */ /* $FreeBSD: src/games/hack/hack.do.c,v 1.4 1999/11/16 10:26:36 marcel Exp $ */ /* $DragonFly: src/games/hack/hack.do.c,v 1.4 2005/05/22 03:37:05 y0netan1 Exp $ */ /* Contains code for 'd', 'D' (drop), '>', '<' (up, down) and 't' (throw) */ #include "hack.h" extern struct obj *splitobj(), *addinv(); extern boolean hmon(); extern boolean level_exists[]; extern struct monst youmonst; extern char *Doname(); static int drop(); dodrop() { return(drop(getobj("0$#", "drop"))); } static int drop(obj) struct obj *obj; { if(!obj) return(0); if(obj->olet == '$') { /* pseudo object */ long amount = OGOLD(obj); if(amount == 0) pline("You didn't drop any gold pieces."); else { mkgold(amount, u.ux, u.uy); pline("You dropped %ld gold piece%s.", amount, plur(amount)); if(Invisible) newsym(u.ux, u.uy); } free((char *) obj); return(1); } if(obj->owornmask & (W_ARMOR | W_RING)){ pline("You cannot drop something you are wearing."); return(0); } if(obj == uwep) { if(uwep->cursed) { pline("Your weapon is welded to your hand!"); return(0); } setuwep((struct obj *) 0); } pline("You dropped %s.", doname(obj)); dropx(obj); return(1); } /* Called in several places - should not produce texts */ dropx(obj) struct obj *obj; { freeinv(obj); dropy(obj); } dropy(obj) struct obj *obj; { if(obj->otyp == CRYSKNIFE) obj->otyp = WORM_TOOTH; obj->ox = u.ux; obj->oy = u.uy; obj->nobj = fobj; fobj = obj; if(Invisible) newsym(u.ux,u.uy); subfrombill(obj); stackobj(obj); } /* drop several things */ doddrop() { return(ggetobj("drop", drop, 0)); } dodown() { if(u.ux != xdnstair || u.uy != ydnstair) { pline("You can't go down here."); return(0); } if(u.ustuck) { pline("You are being held, and cannot go down."); return(1); } if(Levitation) { pline("You're floating high above the stairs."); return(0); } goto_level(dlevel+1, TRUE); return(1); } doup() { if(u.ux != xupstair || u.uy != yupstair) { pline("You can't go up here."); return(0); } if(u.ustuck) { pline("You are being held, and cannot go up."); return(1); } if(!Levitation && inv_weight() + 5 > 0) { pline("Your load is too heavy to climb the stairs."); return(1); } goto_level(dlevel-1, TRUE); return(1); } goto_level(newlevel, at_stairs) int newlevel; boolean at_stairs; { int fd; boolean up = (newlevel < dlevel); if(newlevel <= 0) done("escaped"); /* in fact < 0 is impossible */ if(newlevel > MAXLEVEL) newlevel = MAXLEVEL; /* strange ... */ if(newlevel == dlevel) return; /* this can happen */ glo(dlevel); fd = creat(lock, FMASK); if(fd < 0) { /* * This is not quite impossible: e.g., we may have * exceeded our quota. If that is the case then we * cannot leave this level, and cannot save either. * Another possibility is that the directory was not * writable. */ pline("A mysterious force prevents you from going %s.", up ? "up" : "down"); return; } if(Punished) unplacebc(); u.utrap = 0; /* needed in level_tele */ u.ustuck = 0; /* idem */ keepdogs(); seeoff(1); if(u.uswallow) /* idem */ u.uswldtim = u.uswallow = 0; flags.nscrinh = 1; u.ux = FAR; /* hack */ (void) inshop(); /* probably was a trapdoor */ savelev(fd,dlevel); (void) close(fd); dlevel = newlevel; if(maxdlevel < dlevel) maxdlevel = dlevel; glo(dlevel); if(!level_exists[dlevel]) mklev(); else { extern int hackpid; if((fd = open(lock,0)) < 0) { pline("Cannot open %s .", lock); pline("Probably someone removed it."); done("tricked"); } getlev(fd, hackpid, dlevel); (void) close(fd); } if(at_stairs) { if(up) { u.ux = xdnstair; u.uy = ydnstair; if(!u.ux) { /* entering a maze from below? */ u.ux = xupstair; /* this will confuse the player! */ u.uy = yupstair; } if(Punished && !Levitation){ pline("With great effort you climb the stairs."); placebc(1); } } else { u.ux = xupstair; u.uy = yupstair; if(inv_weight() + 5 > 0 || Punished){ pline("You fall down the stairs."); /* %% */ losehp(rnd(3), "fall"); if(Punished) { if(uwep != uball && rn2(3)){ pline("... and are hit by the iron ball."); losehp(rnd(20), "iron ball"); } placebc(1); } selftouch("Falling, you"); } } { struct monst *mtmp = m_at(u.ux, u.uy); if(mtmp) mnexto(mtmp); } } else { /* trapdoor or level_tele */ do { u.ux = rnd(COLNO-1); u.uy = rn2(ROWNO); } while(levl[u.ux][u.uy].typ != ROOM || m_at(u.ux,u.uy)); if(Punished){ if(uwep != uball && !up /* %% */ && rn2(5)){ pline("The iron ball falls on your head."); losehp(rnd(25), "iron ball"); } placebc(1); } selftouch("Falling, you"); } (void) inshop(); initrack(); losedogs(); { struct monst *mtmp; if(mtmp = m_at(u.ux, u.uy)) mnexto(mtmp); /* riv05!a3 */ } flags.nscrinh = 0; setsee(); seeobjs(); /* make old cadavers disappear - riv05!a3 */ docrt(); pickup(1); read_engr_at(u.ux,u.uy); } donull() { return(1); /* Do nothing, but let other things happen */ } dopray() { nomovemsg = "You finished your prayer."; nomul(-3); return(1); } struct monst *bhit(), *boomhit(); dothrow() { struct obj *obj; struct monst *mon; int tmp; obj = getobj("#)", "throw"); /* it is also possible to throw food */ /* (or jewels, or iron balls ... ) */ if(!obj || !getdir(1)) /* ask "in what direction?" */ return(0); if(obj->owornmask & (W_ARMOR | W_RING)){ pline("You can't throw something you are wearing."); return(0); } u_wipe_engr(2); if(obj == uwep){ if(obj->cursed){ pline("Your weapon is welded to your hand."); return(1); } if(obj->quan > 1) setuwep(splitobj(obj, 1)); else setuwep((struct obj *) 0); } else if(obj->quan > 1) (void) splitobj(obj, 1); freeinv(obj); if(u.uswallow) { mon = u.ustuck; bhitpos.x = mon->mx; bhitpos.y = mon->my; } else if(u.dz) { if(u.dz < 0) { pline("%s hits the ceiling, then falls back on top of your head.", Doname(obj)); /* note: obj->quan == 1 */ if(obj->olet == POTION_SYM) potionhit(&youmonst, obj); else { if(uarmh) pline("Fortunately, you are wearing a helmet!"); losehp(uarmh ? 1 : rnd((int)(obj->owt)), "falling object"); dropy(obj); } } else { pline("%s hits the floor.", Doname(obj)); if(obj->otyp == EXPENSIVE_CAMERA) { pline("It is shattered in a thousand pieces!"); obfree(obj, Null(obj)); } else if(obj->otyp == EGG) { pline("\"Splash!\""); obfree(obj, Null(obj)); } else if(obj->olet == POTION_SYM) { pline("The flask breaks, and you smell a peculiar odor ..."); potionbreathe(obj); obfree(obj, Null(obj)); } else { dropy(obj); } } return(1); } else if(obj->otyp == BOOMERANG) { mon = boomhit(u.dx, u.dy); if(mon == &youmonst) { /* the thing was caught */ (void) addinv(obj); return(1); } } else { if(obj->otyp == PICK_AXE && shkcatch(obj)) return(1); mon = bhit(u.dx, u.dy, (obj->otyp == ICE_BOX) ? 1 : (!Punished || obj != uball) ? 8 : !u.ustuck ? 5 : 1, obj->olet, (int (*)()) 0, (int (*)()) 0, obj); } if(mon) { /* awake monster if sleeping */ wakeup(mon); if(obj->olet == WEAPON_SYM) { tmp = -1+u.ulevel+mon->data->ac+abon(); if(obj->otyp < ROCK) { if(!uwep || uwep->otyp != obj->otyp+(BOW-ARROW)) tmp -= 4; else { tmp += uwep->spe; } } else if(obj->otyp == BOOMERANG) tmp += 4; tmp += obj->spe; if(u.uswallow || tmp >= rnd(20)) { if(hmon(mon,obj,1) == TRUE){ /* mon still alive */ #ifndef NOWORM cutworm(mon,bhitpos.x,bhitpos.y,obj->otyp); #endif /* NOWORM */ } else mon = 0; /* weapons thrown disappear sometimes */ if(obj->otyp < BOOMERANG && rn2(3)) { /* check bill; free */ obfree(obj, (struct obj *) 0); return(1); } } else miss(objects[obj->otyp].oc_name, mon); } else if(obj->otyp == HEAVY_IRON_BALL) { tmp = -1+u.ulevel+mon->data->ac+abon(); if(!Punished || obj != uball) tmp += 2; if(u.utrap) tmp -= 2; if(u.uswallow || tmp >= rnd(20)) { if(hmon(mon,obj,1) == FALSE) mon = 0; /* he died */ } else miss("iron ball", mon); } else if(obj->olet == POTION_SYM && u.ulevel > rn2(15)) { potionhit(mon, obj); return(1); } else { if(cansee(bhitpos.x,bhitpos.y)) pline("You miss %s.",monnam(mon)); else pline("You miss it."); if(obj->olet == FOOD_SYM && mon->data->mlet == 'd') if(tamedog(mon,obj)) return(1); if(obj->olet == GEM_SYM && mon->data->mlet == 'u' && !mon->mtame){ if(obj->dknown && objects[obj->otyp].oc_name_known){ if(objects[obj->otyp].g_val > 0){ u.uluck += 5; goto valuable; } else { pline("%s is not interested in your junk.", Monnam(mon)); } } else { /* value unknown to @ */ u.uluck++; valuable: if(u.uluck > LUCKMAX) /* dan@ut-ngp */ u.uluck = LUCKMAX; pline("%s graciously accepts your gift.", Monnam(mon)); mpickobj(mon, obj); rloc(mon); return(1); } } } } /* the code following might become part of dropy() */ if(obj->otyp == CRYSKNIFE) obj->otyp = WORM_TOOTH; obj->ox = bhitpos.x; obj->oy = bhitpos.y; obj->nobj = fobj; fobj = obj; /* prevent him from throwing articles to the exit and escaping */ /* subfrombill(obj); */ stackobj(obj); if(Punished && obj == uball && (bhitpos.x != u.ux || bhitpos.y != u.uy)){ freeobj(uchain); unpobj(uchain); if(u.utrap){ if(u.utraptype == TT_PIT) pline("The ball pulls you out of the pit!"); else { long side = rn2(3) ? LEFT_SIDE : RIGHT_SIDE; pline("The ball pulls you out of the bear trap."); pline("Your %s leg is severely damaged.", (side == LEFT_SIDE) ? "left" : "right"); set_wounded_legs(side, 500+rn2(1000)); losehp(2, "thrown ball"); } u.utrap = 0; } unsee(); uchain->nobj = fobj; fobj = uchain; u.ux = uchain->ox = bhitpos.x - u.dx; u.uy = uchain->oy = bhitpos.y - u.dy; setsee(); (void) inshop(); } if(cansee(bhitpos.x, bhitpos.y)) prl(bhitpos.x,bhitpos.y); return(1); } /* split obj so that it gets size num */ /* remainder is put in the object structure delivered by this call */ struct obj * splitobj(obj, num) struct obj *obj; int num; { struct obj *otmp; otmp = newobj(0); *otmp = *obj; /* copies whole structure */ otmp->o_id = flags.ident++; otmp->onamelth = 0; obj->quan = num; obj->owt = weight(obj); otmp->quan -= num; otmp->owt = weight(otmp); /* -= obj->owt ? */ obj->nobj = otmp; if(obj->unpaid) splitbill(obj,otmp); return(otmp); } more_experienced(exp,rexp) int exp, rexp; { extern char pl_character[]; u.uexp += exp; u.urexp += 4*exp + rexp; if(exp) flags.botl = 1; if(u.urexp >= ((pl_character[0] == 'W') ? 1000 : 2000)) flags.beginner = 0; } set_wounded_legs(side, timex) long side; int timex; { if(!Wounded_legs || (Wounded_legs & TIMEOUT)) Wounded_legs |= side + timex; else Wounded_legs |= side; } heal_legs() { if(Wounded_legs) { if((Wounded_legs & BOTH_SIDES) == BOTH_SIDES) pline("Your legs feel somewhat better."); else pline("Your leg feels somewhat better."); Wounded_legs = 0; } }