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 1.2 2003/06/17 04:25:24 dillon 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 struct isave /* 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 */
111 * createmonster(monstno) Function to create a monster next to the player
114 * Enter with the monster number (1 to MAXMONST+8)
121 if (mon<1 || mon>MAXMONST+8) /* check for monster number out of bounds */
123 beep(); lprintf("\ncan't createmonst(%d)\n",(long)mon); nap(3000); return;
125 while (monster[mon].genocided && mon<MAXMONST) mon++; /* genocided? */
126 for (k=rnd(8), i= -8; i<0; i++,k++) /* choose direction, then try all */
128 if (k>8) k=1; /* wraparound the diroff arrays */
129 x = playerx + diroffx[k]; y = playery + diroffy[k];
130 if (cgood(x,y,0,1)) /* if we can create here */
133 hitp[x][y] = monster[mon].hitpoints;
134 stealth[x][y]=know[x][y]=0;
137 case ROTHE: case POLTERGEIST: case VAMPIRE: stealth[x][y]=1;
145 * int cgood(x,y,itm,monst) Function to check location for emptiness
148 * Routine to return TRUE if a location does not have itm or monst there
149 * returns FALSE (0) otherwise
150 * Enter with itm or monst TRUE or FALSE if checking it
151 * Example: if itm==TRUE check for no item at this location
152 * if monst==TRUE check for no monster at this location
153 * This routine will return FALSE if at a wall or the dungeon exit on level 1
155 int cgood(x,y,itm,monst)
159 if ((y>=0) && (y<=MAXY-1) && (x>=0) && (x<=MAXX-1)) /* within bounds? */
160 if (item[x][y]!=OWALL) /* can't make anything on walls */
161 if (itm==0 || (item[x][y]==0)) /* is it free of items? */
162 if (monst==0 || (mitem[x][y]==0)) /* is it free of monsters? */
163 if ((level!=1) || (x!=33) || (y!=MAXY-1)) /* not exit to level 1 */
169 * createitem(it,arg) Routine to place an item next to the player
172 * Enter with the item number and its argument (iven[], ivenarg[])
173 * Returns no value, thus we don't know about createitem() failures.
179 if (it >= MAXOBJ) return; /* no such object */
180 for (k=rnd(8), i= -8; i<0; i++,k++) /* choose direction, then try all */
182 if (k>8) k=1; /* wraparound the diroff arrays */
183 x = playerx + diroffx[k]; y = playery + diroffy[k];
184 if (cgood(x,y,1,0)) /* if we can create here */
186 item[x][y] = it; know[x][y]=0; iarg[x][y]=arg; return;
192 * cast() Subroutine called by parse to cast a spell for the user
194 * No arguments and no return value.
196 static char eys[] = "\nEnter your spell: ";
201 if (c[SPELLS]<=0) { lprcat("\nYou don't have any spells!"); return; }
202 lprcat(eys); --c[SPELLS];
203 while ((a=getchar())=='D')
204 { seemagic(-1); cursors(); lprcat(eys); }
205 if (a=='\33') goto over; /* to escape casting a spell */
206 if ((b=getchar())=='\33') goto over; /* to escape casting a spell */
207 if ((d=getchar())=='\33')
208 { over: lprcat(aborted); c[SPELLS]++; return; } /* to escape casting a spell */
212 for (lprc('\n'),j= -1,i=0; i<SPNUM; i++) /*seq search for his spell, hash?*/
213 if ((spelcode[i][0]==a) && (spelcode[i][1]==b) && (spelcode[i][2]==d))
215 { speldamage(i); j = 1; i=SPNUM; }
217 if (j == -1) lprcat(" Nothing Happened ");
224 * speldamage(x) Function to perform spell functions cast by the player
227 * Enter with the spell number, returns no value.
228 * Please insure that there are 2 spaces before all messages here
236 if (x>=SPNUM) return; /* no such spell */
237 if (c[TIMESTOP]) { lprcat(" It didn't seem to work"); return; } /* not if time stopped */
239 if ((rnd(23)==7) || (rnd(18) > c[INTELLIGENCE]))
240 { lprcat(" It didn't work!"); return; }
241 if (clev*3+2 < x) { lprcat(" Nothing happens. You seem inexperienced at this"); return; }
245 /* ----- LEVEL 1 SPELLS ----- */
247 case 0: if (c[PROTECTIONTIME]==0) c[MOREDEFENSES]+=2; /* protection field +2 */
248 c[PROTECTIONTIME] += 250; return;
250 case 1: i = rnd(((clev+1)<<1)) + clev + 3;
251 godirect(x,i,(clev>=2)?" Your missiles hit the %s":" Your missile hit the %s",100,'+'); /* magic missile */
255 case 2: if (c[DEXCOUNT]==0) c[DEXTERITY]+=3; /* dexterity */
256 c[DEXCOUNT] += 400; return;
259 p=" While the %s slept, you smashed it %d times";
260 ws: direct(x,fullhit(i),p,i); /* sleep */ return;
262 case 4: /* charm monster */ c[CHARMCOUNT] += c[CHARISMA]<<1; return;
264 case 5: godirect(x,rnd(10)+15+clev," The sound damages the %s",70,'@'); /* sonic spear */
267 /* ----- LEVEL 2 SPELLS ----- */
269 case 6: i=rnd(3)+2; p=" While the %s is entangled, you hit %d times";
272 case 7: if (c[STRCOUNT]==0) c[STREXTRA]+=3; /* strength */
273 c[STRCOUNT] += 150+rnd(100); return;
275 case 8: yl = playery-5; /* enlightenment */
276 yh = playery+6; xl = playerx-15; xh = playerx+16;
277 vxy(&xl,&yl); vxy(&xh,&yh); /* check bounds */
278 for (i=yl; i<=yh; i++) /* enlightenment */
279 for (j=xl; j<=xh; j++) know[j][i]=1;
280 draws(xl,xh+1,yl,yh+1); return;
282 case 9: raisehp(20+(clev<<1)); return; /* healing */
284 case 10: c[BLINDCOUNT]=0; return; /* cure blindness */
286 case 11: createmonster(makemonst(level+1)+8); return;
288 case 12: if (rnd(11)+7 <= c[WISDOM]) direct(x,rnd(20)+20+clev," The %s believed!",0);
289 else lprcat(" It didn't believe the illusions!");
292 case 13: /* if he has the amulet of invisibility then add more time */
293 for (j=i=0; i<26; i++)
294 if (iven[i]==OAMULET) j+= 1+ivenarg[i];
295 c[INVISIBILITY] += (j<<7)+12; return;
297 /* ----- LEVEL 3 SPELLS ----- */
299 case 14: godirect(x,rnd(25+clev)+25+clev," The fireball hits the %s",40,'*'); return; /* fireball */
301 case 15: godirect(x,rnd(25)+20+clev," Your cone of cold strikes the %s",60,'O'); /* cold */
304 case 16: dirpoly(x); return; /* polymorph */
306 case 17: c[CANCELLATION]+= 5+clev; return; /* cancellation */
308 case 18: c[HASTESELF]+= 7+clev; return; /* haste self */
310 case 19: omnidirect(x,30+rnd(10)," The %s gasps for air"); /* cloud kill */
313 case 20: xh = min(playerx+1,MAXX-2); yh = min(playery+1,MAXY-2);
314 for (i=max(playerx-1,1); i<=xh; i++) /* vaporize rock */
315 for (j=max(playery-1,1); j<=yh; j++)
317 kn = &know[i][j]; pm = &mitem[i][j];
318 switch(*(p= &item[i][j]))
320 case OWALL: if (level < MAXLEVEL+MAXVLEVEL-1)
324 case OSTATUE: if (c[HARDGAME]<3)
326 *p=OBOOK; iarg[i][j]=level; *kn=0;
330 case OTHRONE: *pm=GNOMEKING; *kn=0; *p= OTHRONE2;
331 hitp[i][j]=monster[GNOMEKING].hitpoints; break;
333 case OALTAR: *pm=DEMONPRINCE; *kn=0;
334 hitp[i][j]=monster[DEMONPRINCE].hitpoints; break;
338 case XORN: ifblind(i,j); hitm(i,j,200); break; /* Xorn takes damage from vpr */
343 /* ----- LEVEL 4 SPELLS ----- */
345 case 21: direct(x,100+clev," The %s shrivels up",0); /* dehydration */
348 case 22: godirect(x,rnd(25)+20+(clev<<1)," A lightning bolt hits the %s",1,'~'); /* lightning */
351 case 23: i=min(c[HP]-1,c[HPMAX]/2); /* drain life */
352 direct(x,i+i,"",0); c[HP] -= i; return;
354 case 24: if (c[GLOBE]==0) c[MOREDEFENSES] += 10;
355 c[GLOBE] += 200; loseint(); /* globe of invulnerability */
358 case 25: omnidirect(x,32+clev," The %s struggles for air in your flood!"); /* flood */
361 case 26: if (rnd(151)==63) { beep(); lprcat("\nYour heart stopped!\n"); nap(4000); died(270); return; }
362 if (c[WISDOM]>rnd(10)+10) direct(x,2000," The %s's heart stopped",0); /* finger of death */
363 else lprcat(" It didn't work"); return;
365 /* ----- LEVEL 5 SPELLS ----- */
367 case 27: c[SCAREMONST] += rnd(10)+clev; return; /* scare monster */
369 case 28: c[HOLDMONST] += rnd(10)+clev; return; /* hold monster */
371 case 29: c[TIMESTOP] += rnd(20)+(clev<<1); return; /* time stop */
373 case 30: tdirect(x); return; /* teleport away */
375 case 31: omnidirect(x,35+rnd(10)+clev," The %s cringes from the flame"); /* magic fire */
378 /* ----- LEVEL 6 SPELLS ----- */
380 case 32: if ((rnd(23)==5) && (wizard==0)) /* sphere of annihilation */
382 beep(); lprcat("\nYou have been enveloped by the zone of nothingness!\n");
383 nap(4000); died(258); return;
385 xl=playerx; yl=playery;
387 i=dirsub(&xl,&yl); /* get direction of sphere */
388 newsphere(xl,yl,i,rnd(20)+11); /* make a sphere */
391 case 33: genmonst(); spelknow[33]=0; /* genocide */
395 case 34: /* summon demon */
396 if (rnd(100) > 30) { direct(x,150," The demon strikes at the %s",0); return; }
397 if (rnd(100) > 15) { lprcat(" Nothing seems to have happened"); return; }
398 lprcat(" The demon turned on you and vanished!"); beep();
399 i=rnd(40)+30; lastnum=277;
400 losehp(i); /* must say killed by a demon */ return;
402 case 35: /* walk through walls */
403 c[WTW] += rnd(10)+5; return;
405 case 36: /* alter reality */
407 struct isave *save; /* pointer to item save structure */
408 int sc; sc=0; /* # items saved */
409 save = (struct isave *)malloc(sizeof(struct isave)*MAXX*MAXY*2);
410 for (j=0; j<MAXY; j++)
411 for (i=0; i<MAXX; i++) /* save all items and monsters */
414 if (xl && xl!=OWALL && xl!=OANNIHILATION)
416 save[sc].type=0; save[sc].id=item[i][j];
417 save[sc++].arg=iarg[i][j];
421 save[sc].type=1; save[sc].id=mitem[i][j];
422 save[sc++].arg=hitp[i][j];
424 item[i][j]=OWALL; mitem[i][j]=0;
425 if (wizard) know[i][j]=1; else know[i][j]=0;
427 eat(1,1); if (level==1) item[33][MAXY-1]=0;
428 for (j=rnd(MAXY-2), i=1; i<MAXX-1; i++) item[i][j]=0;
429 while (sc>0) /* put objects back in level */
432 if (save[sc].type == 0)
435 for (trys=100, i=j=1; --trys>0 && item[i][j]; i=rnd(MAXX-1), j=rnd(MAXY-1));
436 if (trys) { item[i][j]=save[sc].id; iarg[i][j]=save[sc].arg; }
439 { /* put monsters back in */
441 for (trys=100, i=j=1; --trys>0 && (item[i][j]==OWALL || mitem[i][j]); i=rnd(MAXX-1), j=rnd(MAXY-1));
442 if (trys) { mitem[i][j]=save[sc].id; hitp[i][j]=save[sc].arg; }
446 draws(0,MAXX,0,MAXY); if (wizard==0) spelknow[36]=0;
447 free((char*)save); positionplayer(); return;
450 case 37: /* permanence */ adjtime(-99999L); spelknow[37]=0; /* forget */
454 default: lprintf(" spell %d not available!",(long)x); beep(); return;
459 * loseint() Routine to subtract 1 from your int (intelligence) if > 3
461 * No arguments and no return value
465 if (--c[INTELLIGENCE]<3) c[INTELLIGENCE]=3;
469 * isconfuse() Routine to check to see if player is confused
471 * This routine prints out a message saying "You can't aim your magic!"
472 * returns 0 if not confused, non-zero (time remaining confused) if confused
476 if (c[CONFUSE]) { lprcat(" You can't aim your magic!"); beep(); }
481 * nospell(x,monst) Routine to return 1 if a spell doesn't affect a monster
484 * Subroutine to return 1 if the spell can't affect the monster
485 * otherwise returns 0
486 * Enter with the spell number in x, and the monster number in monst.
492 if (x>=SPNUM || monst>=MAXMONST+8 || monst<0 || x<0) return(0); /* bad spell or monst */
493 if ((tmp=spelweird[monst-1][x])==0) return(0);
494 cursors(); lprc('\n'); lprintf(spelmes[tmp],monster[monst].name); return(1);
498 * fullhit(xx) Function to return full damage against a monster (aka web)
501 * Function to return hp damage to monster due to a number of full hits
502 * Enter with the number of full hits being done
508 if (xx<0 || xx>20) return(0); /* fullhits are out of range */
509 if (c[LANCEDEATH]) return(10000); /* lance of death */
510 i = xx * ((c[WCLASS]>>1)+c[STRENGTH]+c[STREXTRA]-c[HARDGAME]-12+c[MOREDAM]);
511 return( (i>=1) ? i : xx );
515 * direct(spnum,dam,str,arg) Routine to direct spell damage 1 square in 1 dir
519 * Routine to ask for a direction to a spell and then hit the monster
520 * Enter with the spell number in spnum, the damage to be done in dam,
521 * lprintf format string in str, and lprintf's argument in arg.
524 direct(spnum,dam,str,arg)
530 if (spnum<0 || spnum>=SPNUM || str==0) return; /* bad arguments */
531 if (isconfuse()) return;
534 if (item[x][y]==OMIRROR)
536 if (spnum==3) /* sleep */
538 lprcat("You fall asleep! "); beep();
541 while (arg-- > 0) { parse2(); nap(1000); }
544 else if (spnum==6) /* web */
546 lprcat("You get stuck in your own web! "); beep();
552 lprintf(str,"spell caster (thats you)",(long)arg);
553 beep(); losehp(dam); return;
557 { lprcat(" There wasn't anything there!"); return; }
559 if (nospell(spnum,m)) { lasthx=x; lasthy=y; return; }
560 lprintf(str,lastmonst,(long)arg); hitm(x,y,dam);
564 * godirect(spnum,dam,str,delay,cshow) Function to perform missile attacks
565 * int spnum,dam,delay;
568 * Function to hit in a direction from a missile weapon and have it keep
569 * on going in that direction until its power is exhausted
570 * Enter with the spell number in spnum, the power of the weapon in hp,
571 * lprintf format string in str, the # of milliseconds to delay between
572 * locations in delay, and the character to represent the weapon in cshow.
575 godirect(spnum,dam,str,delay,cshow)
582 if (spnum<0 || spnum>=SPNUM || str==0 || delay<0) return; /* bad args */
583 if (isconfuse()) return;
584 dirsub(&dx,&dy); x=dx; y=dy;
585 dx = x-playerx; dy = y-playery; x = playerx; y = playery;
589 if ((x > MAXX-1) || (y > MAXY-1) || (x < 0) || (y < 0))
591 dam=0; break; /* out of bounds */
593 if ((x==playerx) && (y==playery)) /* if energy hits player */
595 cursors(); lprcat("\nYou are hit my your own magic!"); beep();
596 lastnum=278; losehp(dam); return;
598 if (c[BLINDCOUNT]==0) /* if not blind show effect */
600 cursor(x+1,y+1); lprc(cshow); nap(delay); show1cell(x,y);
602 if ((m=mitem[x][y])) /* is there a monster there? */
605 if (nospell(spnum,m)) { lasthx=x; lasthy=y; return; }
606 cursors(); lprc('\n');
607 lprintf(str,lastmonst); dam -= hitm(x,y,dam);
608 show1cell(x,y); nap(1000); x -= dx; y -= dy;
610 else switch (*(p= &item[x][y]))
612 case OWALL: cursors(); lprc('\n'); lprintf(str,"wall");
613 if (dam>=50+c[HARDGAME]) /* enough damage? */
614 if (level<MAXLEVEL+MAXVLEVEL-1) /* not on V3 */
615 if ((x<MAXX-1) && (y<MAXY-1) && (x) && (y))
617 lprcat(" The wall crumbles");
622 god2: dam = 0; break;
624 case OCLOSEDDOOR: cursors(); lprc('\n'); lprintf(str,"door");
627 lprcat(" The door is blasted apart");
632 case OSTATUE: cursors(); lprc('\n'); lprintf(str,"statue");
636 lprcat(" The statue crumbles");
637 *p=OBOOK; iarg[x][y]=level;
642 case OTHRONE: cursors(); lprc('\n'); lprintf(str,"throne");
645 mitem[x][y]=GNOMEKING; hitp[x][y]=monster[GNOMEKING].hitpoints;
651 case OMIRROR: dx *= -1; dy *= -1; break;
653 dam -= 3 + (c[HARDGAME]>>1);
658 * ifblind(x,y) Routine to put "monster" or the monster name into lastmosnt
661 * Subroutine to copy the word "monster" into lastmonst if the player is blind
662 * Enter with the coordinates (x,y) of the monster
669 vxy(&x,&y); /* verify correct x,y coordinates */
670 if (c[BLINDCOUNT]) { lastnum=279; p="monster"; }
671 else { lastnum=mitem[x][y]; p=monster[lastnum].name; }
676 * tdirect(spnum) Routine to teleport away a monster
679 * Routine to ask for a direction to a spell and then teleport away monster
680 * Enter with the spell number that wants to teleport away
688 if (spnum<0 || spnum>=SPNUM) return; /* bad args */
689 if (isconfuse()) return;
691 if ((m=mitem[x][y])==0)
692 { lprcat(" There wasn't anything there!"); return; }
694 if (nospell(spnum,m)) { lasthx=x; lasthy=y; return; }
695 fillmonst(m); mitem[x][y]=know[x][y]=0;
699 * omnidirect(sp,dam,str) Routine to damage all monsters 1 square from player
703 * Routine to cast a spell and then hit the monster in all directions
704 * Enter with the spell number in sp, the damage done to wach square in dam,
705 * and the lprintf string to identify the spell in str.
708 omnidirect(spnum,dam,str)
713 if (spnum<0 || spnum>=SPNUM || str==0) return; /* bad args */
714 for (x=playerx-1; x<playerx+2; x++)
715 for (y=playery-1; y<playery+2; y++)
719 if (nospell(spnum,m) == 0)
722 cursors(); lprc('\n'); lprintf(str,lastmonst);
723 hitm(x,y,dam); nap(800);
725 else { lasthx=x; lasthy=y; }
731 * static dirsub(x,y) Routine to ask for direction, then modify x,y for it
734 * Function to ask for a direction and modify an x,y for that direction
735 * Enter with the origination coordinates in (x,y).
736 * Returns index into diroffx[] (0-8).
743 lprcat("\nIn What Direction? ");
754 case 'j': i++; goto out;
757 *x = playerx+diroffx[i]; *y = playery+diroffy[i];
762 * vxy(x,y) Routine to verify/fix coordinates for being within bounds
765 * Function to verify x & y are within the bounds for a level
766 * If *x or *y is not within the absolute bounds for a level, fix them so that
767 * they are on the level.
768 * Returns TRUE if it was out of bounds, and the *x & *y in the calling
769 * routine are affected.
775 if (*x<0) { *x=0; flag++; }
776 if (*y<0) { *y=0; flag++; }
777 if (*x>=MAXX) { *x=MAXX-1; flag++; }
778 if (*y>=MAXY) { *y=MAXY-1; flag++; }
783 * dirpoly(spnum) Routine to ask for a direction and polymorph a monst
786 * Subroutine to polymorph a monster and ask for the direction its in
787 * Enter with the spell number in spmun.
794 if (spnum<0 || spnum>=SPNUM) return; /* bad args */
795 if (isconfuse()) return; /* if he is confused, he can't aim his magic */
798 { lprcat(" There wasn't anything there!"); return; }
800 if (nospell(spnum,mitem[x][y])) { lasthx=x; lasthy=y; return; }
801 while ( monster[m = mitem[x][y] = rnd(MAXMONST+7)].genocided );
802 hitp[x][y] = monster[m].hitpoints;
803 show1cell(x,y); /* show the new monster */
807 * hitmonster(x,y) Function to hit a monster at the designated coordinates
810 * This routine is used for a bash & slash type attack on a monster
811 * Enter with the coordinates of the monster in (x,y).
817 int tmp,monst,damag,flag;
818 if (c[TIMESTOP]) return; /* not if time stopped */
819 vxy(&x,&y); /* verify coordinates are within range */
820 if ((monst = mitem[x][y]) == 0) return;
821 hit3flag=1; ifblind(x,y);
822 tmp = monster[monst].armorclass + c[LEVEL] + c[DEXTERITY] + c[WCLASS]/4 - 12;
824 if ((rnd(20) < tmp-c[HARDGAME]) || (rnd(71) < 5)) /* need at least random chance to hit */
826 lprcat("\nYou hit"); flag=1;
828 if (damag<9999) damag=rnd(damag)+1;
832 lprcat("\nYou missed"); flag=0;
834 lprcat(" the "); lprcat(lastmonst);
835 if (flag) /* if the monster was hit */
836 if ((monst==RUSTMONSTER) || (monst==DISENCHANTRESS) || (monst==CUBE))
838 if (ivenarg[c[WIELD]] > -10)
840 lprintf("\nYour weapon is dulled by the %s",lastmonst); beep();
843 if (flag) hitm(x,y,damag);
844 if (monst == VAMPIRE) if (hitp[x][y]<25) { mitem[x][y]=BAT; know[x][y]=0; }
848 * hitm(x,y,amt) Function to just hit a monster at a given coordinates
851 * Returns the number of hitpoints the monster absorbed
852 * This routine is used to specifically damage a monster at a location (x,y)
853 * Called by hitmonster(x,y)
861 vxy(&x,&y); /* verify coordinates are within range */
862 amt2 = amt; /* save initial damage so we can return it */
864 if (c[HALFDAM]) amt >>= 1; /* if half damage curse adjust damage points */
865 if (amt<=0) amt2 = amt = 1;
867 stealth[x][y]=1; /* make sure hitting monst breaks stealth condition */
868 c[HOLDMONST]=0; /* hit a monster breaks hold monster spell */
869 switch(monst) /* if a dragon and orb(s) of dragon slaying */
871 case WHITEDRAGON: case REDDRAGON: case GREENDRAGON:
872 case BRONZEDRAGON: case PLATINUMDRAGON: case SILVERDRAGON:
873 amt *= 1+(c[SLAYING]<<1); break;
875 /* invincible monster fix is here */
876 if (hitp[x][y] > monster[monst].hitpoints)
877 hitp[x][y] = monster[monst].hitpoints;
878 if ((hpoints = hitp[x][y]) <= amt)
883 lprintf("\nThe %s died!",lastmonst);
884 raiseexperience((long)monster[monst].experience);
885 amt = monster[monst].gold; if (amt>0) dropgold(rnd(amt)+amt);
886 dropsomething(monst); disappear(x,y); bottomline();
889 hitp[x][y] = hpoints-amt; return(amt2);
893 * hitplayer(x,y) Function for the monster to hit the player from (x,y)
896 * Function for the monster to hit the player with monster at location x,y
897 * Returns nothing of value.
902 int dam,tmp,mster,bias;
903 vxy(&x,&y); /* verify coordinates are within range */
904 lastnum = mster = mitem[x][y];
905 /* spirit naga's and poltergeist's do nothing if scarab of negate spirit */
906 if (c[NEGATESPIRIT] || c[SPIRITPRO]) if ((mster ==POLTERGEIST) || (mster ==SPIRITNAGA)) return;
907 /* if undead and cube of undead control */
908 if (c[CUBEofUNDEAD] || c[UNDEADPRO]) if ((mster ==VAMPIRE) || (mster ==WRAITH) || (mster ==ZOMBIE)) return;
909 if ((know[x][y]&1) == 0)
911 know[x][y]=1; show1cell(x,y);
913 bias = (c[HARDGAME]) + 1;
914 hitflag = hit2flag = hit3flag = 1;
916 cursors(); ifblind(x,y);
917 if (c[INVISIBILITY]) if (rnd(33)<20)
919 lprintf("\nThe %s misses wildly",lastmonst); return;
921 if (c[CHARMCOUNT]) if (rnd(30)+5*monster[mster].level-c[CHARISMA]<30)
923 lprintf("\nThe %s is awestruck at your magnificence!",lastmonst);
926 if (mster==BAT) dam=1;
929 dam = monster[mster].damage;
930 dam += rnd((int)((dam<1)?1:dam)) + monster[mster].level;
933 if (monster[mster].attack>0)
934 if (((dam + bias + 8) > c[AC]) || (rnd((int)((c[AC]>0)?c[AC]:1))==1))
935 { if (spattack(monster[mster].attack,x,y)) { flushall(); return; }
936 tmp = 1; bias -= 2; cursors(); }
937 if (((dam + bias) > c[AC]) || (rnd((int)((c[AC]>0)?c[AC]:1))==1))
939 lprintf("\n The %s hit you ",lastmonst); tmp = 1;
940 if ((dam -= c[AC]) < 0) dam=0;
941 if (dam > 0) { losehp(dam); bottomhp(); flushall(); }
943 if (tmp == 0) lprintf("\n The %s missed ",lastmonst);
947 * dropsomething(monst) Function to create an object when a monster dies
950 * Function to create an object near the player when certain monsters are killed
951 * Enter with the monster number
952 * Returns nothing of value.
959 case ORC: case NYMPH: case ELF: case TROGLODYTE:
960 case TROLL: case ROTHE: case VIOLETFUNGI:
961 case PLATINUMDRAGON: case GNOMEKING: case REDDRAGON:
962 something(level); return;
964 case LEPRECHAUN: if (rnd(101)>=75) creategem();
965 if (rnd(5)==1) dropsomething(LEPRECHAUN); return;
970 * dropgold(amount) Function to drop some gold around player
973 * Enter with the number of gold pieces to drop
974 * Returns nothing of value.
979 if (amount > 250) createitem(OMAXGOLD,amount/100); else createitem(OGOLDPILE,amount);
983 * something(level) Function to create a random item around player
986 * Function to create an item from a designed probability around player
987 * Enter with the cave level on which something is to be dropped
988 * Returns nothing of value.
995 if (level<0 || level>MAXLEVEL+MAXVLEVEL) return; /* correct level? */
996 if (rnd(101)<8) something(level); /* possibly more than one item */
997 j = newobject(level,&i); createitem(j,i);
1001 * newobject(lev,i) Routine to return a randomly selected new object
1004 * Routine to return a randomly selected object to be created
1005 * Returns the object number created, and sets *i for its argument
1006 * Enter with the cave level and a pointer to the items arg
1008 static char nobjtab[] = { 0, OSCROLL, OSCROLL, OSCROLL, OSCROLL, OPOTION,
1009 OPOTION, OPOTION, OPOTION, OGOLDPILE, OGOLDPILE, OGOLDPILE, OGOLDPILE,
1010 OBOOK, OBOOK, OBOOK, OBOOK, ODAGGER, ODAGGER, ODAGGER, OLEATHER, OLEATHER,
1011 OLEATHER, OREGENRING, OPROTRING, OENERGYRING, ODEXRING, OSTRRING, OSPEAR,
1012 OBELT, ORING, OSTUDLEATHER, OSHIELD, OFLAIL, OCHAIN, O2SWORD, OPLATE,
1019 if (level<0 || level>MAXLEVEL+MAXVLEVEL) return(0); /* correct level? */
1020 if (lev>6) tmp=37; else if (lev>4) tmp=35;
1021 j = nobjtab[tmp=rnd(tmp)]; /* the object type */
1024 case 1: case 2: case 3: case 4: *i=newscroll(); break;
1025 case 5: case 6: case 7: case 8: *i=newpotion(); break;
1026 case 9: case 10: case 11: case 12: *i=rnd((lev+1)*10)+lev*10+10; break;
1027 case 13: case 14: case 15: case 16: *i=lev; break;
1028 case 17: case 18: case 19: if (!(*i=newdagger())) return(0); break;
1029 case 20: case 21: case 22: if (!(*i=newleather())) return(0); break;
1030 case 23: case 32: case 35: *i=rund(lev/3+1); break;
1031 case 24: case 26: *i=rnd(lev/4+1); break;
1032 case 25: *i=rund(lev/4+1); break;
1033 case 27: *i=rnd(lev/2+1); break;
1034 case 30: case 33: *i=rund(lev/2+1); break;
1035 case 28: *i=rund(lev/3+1); if (*i==0) return(0); break;
1036 case 29: case 31: *i=rund(lev/2+1); if (*i==0) return(0); break;
1037 case 34: *i=newchain(); break;
1038 case 36: *i=newplate(); break;
1039 case 37: *i=newsword(); break;
1045 * spattack(atckno,xx,yy) Function to process special attacks from monsters
1048 * Enter with the special attack number, and the coordinates (xx,yy)
1049 * of the monster that is special attacking
1050 * Returns 1 if must do a show1cell(xx,yy) upon return, 0 otherwise
1052 * atckno monster effect
1053 * ---------------------------------------------------
1055 * 1 rust monster eat armor
1056 * 2 hell hound breathe light fire
1057 * 3 dragon breathe fire
1058 * 4 giant centipede weakening sing
1059 * 5 white dragon cold breath
1060 * 6 wraith drain level
1061 * 7 waterlord water gusher
1062 * 8 leprechaun steal gold
1063 * 9 disenchantress disenchant weapon or armor
1064 * 10 ice lizard hits with barbed tail
1065 * 11 umber hulk confusion
1066 * 12 spirit naga cast spells taken from special attacks
1067 * 13 platinum dragon psionics
1068 * 14 nymph steal objects
1072 * char rustarm[ARMORTYPES][2];
1073 * special array for maximum rust damage to armor from rustmonster
1074 * format is: { armor type , minimum attribute
1076 #define ARMORTYPES 6
1077 static char rustarm[ARMORTYPES][2] = { OSTUDLEATHER,-2, ORING,-4, OCHAIN,-5,
1078 OSPLINT,-6, OPLATE,-8, OPLATEARMOR,-9 };
1079 static char spsel[] = { 1, 2, 3, 5, 6, 8, 9, 11, 13, 14 };
1085 if (c[CANCELLATION]) return(0);
1086 vxy(&xx,&yy); /* verify x & y coordinates */
1089 case 1: /* rust your armor, j=1 when rusting has occurred */
1091 if ((i=c[SHIELD]) != -1)
1093 if (--ivenarg[i] < -1) ivenarg[i]= -1; else j=1;
1095 if ((j==0) && (k != -1))
1098 for (i=0; i<ARMORTYPES; i++)
1099 if (m == rustarm[i][0]) /* find his armor in table */
1101 if (--ivenarg[k]< rustarm[i][1])
1102 ivenarg[k]= rustarm[i][1]; else j=1;
1106 if (j==0) /* if rusting did not occur */
1109 case OLEATHER: p = "\nThe %s hit you -- Your lucky you have leather on";
1111 case OSSPLATE: p = "\nThe %s hit you -- Your fortunate to have stainless steel armor!";
1114 else { beep(); p = "\nThe %s hit you -- your armor feels weaker"; }
1117 case 2: i = rnd(15)+8-c[AC];
1118 spout: p="\nThe %s breathes fire at you!";
1119 if (c[FIRERESISTANCE])
1120 p="\nThe %s's flame doesn't phase you!";
1122 spout2: if (p) { lprintf(p,lastmonst); beep(); }
1126 case 3: i = rnd(20)+25-c[AC]; goto spout;
1128 case 4: if (c[STRENGTH]>3)
1130 p="\nThe %s stung you! You feel weaker"; beep();
1133 else p="\nThe %s stung you!";
1136 case 5: p="\nThe %s blasts you with his cold breath";
1137 i = rnd(15)+18-c[AC]; goto spout2;
1139 case 6: lprintf("\nThe %s drains you of your life energy!",lastmonst);
1140 loselevel(); beep(); return(0);
1142 case 7: p="\nThe %s got you with a gusher!";
1143 i = rnd(15)+25-c[AC]; goto spout2;
1145 case 8: if (c[NOTHEFT]) return(0); /* he has a device of no theft */
1148 p="\nThe %s hit you -- Your purse feels lighter";
1149 if (c[GOLD]>32767) c[GOLD]>>=1;
1150 else c[GOLD] -= rnd((int)(1+(c[GOLD]>>1)));
1151 if (c[GOLD] < 0) c[GOLD]=0;
1153 else p="\nThe %s couldn't find any gold to steal";
1154 lprintf(p,lastmonst); disappear(xx,yy); beep();
1155 bottomgold(); return(1);
1157 case 9: for(j=50; ; ) /* disenchant */
1159 i=rund(26); m=iven[i]; /* randomly select item */
1160 if (m>0 && ivenarg[i]>0 && m!=OSCROLL && m!=OPOTION)
1162 if ((ivenarg[i] -= 3)<0) ivenarg[i]=0;
1163 lprintf("\nThe %s hits you -- you feel a sense of loss",lastmonst);
1164 srcount=0; beep(); show3(i); bottomline(); return(0);
1168 p="\nThe %s nearly misses"; break;
1174 case 10: p="\nThe %s hit you with his barbed tail";
1175 i = rnd(25)-c[AC]; goto spout2;
1177 case 11: p="\nThe %s has confused you"; beep();
1178 c[CONFUSE]+= 10+rnd(10); break;
1180 case 12: /* performs any number of other special attacks */
1181 return(spattack(spsel[rund(10)],xx,yy));
1183 case 13: p="\nThe %s flattens you with his psionics!";
1184 i = rnd(15)+30-c[AC]; goto spout2;
1186 case 14: if (c[NOTHEFT]) return(0); /* he has device of no theft */
1187 if (emptyhanded()==1)
1189 p="\nThe %s couldn't find anything to steal";
1192 lprintf("\nThe %s picks your pocket and takes:",lastmonst);
1194 if (stealsomething()==0) lprcat(" nothing"); disappear(xx,yy);
1195 bottomline(); return(1);
1197 case 15: i= rnd(10)+ 5-c[AC];
1198 spout3: p="\nThe %s bit you!";
1201 case 16: i= rnd(15)+10-c[AC]; goto spout3;
1203 if (p) { lprintf(p,lastmonst); bottomline(); }
1208 * checkloss(x) Routine to subtract hp from user and flag bottomline display
1211 * Routine to subtract hitpoints from the user and flag the bottomline display
1212 * Enter with the number of hit points to lose
1213 * Note: if x > c[HP] this routine could kill the player!
1218 if (x>0) { losehp(x); bottomhp(); }
1222 * annihilate() Routine to annihilate all monsters around player (playerx,playery)
1224 * Gives player experience, but no dropped objects
1225 * Returns the experience gained from all monsters killed
1232 for (k=0, i=playerx-1; i<=playerx+1; i++)
1233 for (j=playery-1; j<=playery+1; j++)
1234 if (!vxy(&i,&j)) /* if not out of bounds */
1236 if (*(p= &mitem[i][j])) /* if a monster there */
1239 k += monster[*p].experience; *p=know[i][j]=0;
1243 lprintf("\nThe %s barely escapes being annihilated!",monster[*p].name);
1244 hitp[i][j] = (hitp[i][j]>>1) + 1; /* lose half hit points*/
1249 lprcat("\nYou hear loud screams of agony!"); raiseexperience((long)k);
1255 * newsphere(x,y,dir,lifetime) Function to create a new sphere of annihilation
1256 * int x,y,dir,lifetime;
1258 * Enter with the coordinates of the sphere in x,y
1259 * the direction (0-8 diroffx format) in dir, and the lifespan of the
1260 * sphere in lifetime (in turns)
1261 * Returns the number of spheres currently in existence
1263 newsphere(x,y,dir,life)
1268 if (((sp=(struct sphere *)malloc(sizeof(struct sphere)))) == 0)
1269 return(c[SPHCAST]); /* can't malloc, therefore failure */
1270 if (dir>=9) dir=0; /* no movement if direction not found */
1271 if (level==0) vxy(&x,&y); /* don't go out of bounds */
1274 if (x<1) x=1; if (x>=MAXX-1) x=MAXX-2;
1275 if (y<1) y=1; if (y>=MAXY-1) y=MAXY-2;
1277 if ((m=mitem[x][y]) >= DEMONLORD+4) /* demons dispel spheres */
1279 know[x][y]=1; show1cell(x,y); /* show the demon (ha ha) */
1280 cursors(); lprintf("\nThe %s dispels the sphere!",monster[m].name);
1281 beep(); rmsphere(x,y); /* remove any spheres that are here */
1284 if (m==DISENCHANTRESS) /* disenchantress cancels spheres */
1286 cursors(); lprintf("\nThe %s causes cancellation of the sphere!",monster[m].name); beep();
1287 boom: sphboom(x,y); /* blow up stuff around sphere */
1288 rmsphere(x,y); /* remove any spheres that are here */
1291 if (c[CANCELLATION]) /* cancellation cancels spheres */
1293 cursors(); lprcat("\nAs the cancellation takes effect, you hear a great earth shaking blast!"); beep();
1296 if (item[x][y]==OANNIHILATION) /* collision of spheres detonates spheres */
1298 cursors(); lprcat("\nTwo spheres of annihilation collide! You hear a great earth shaking blast!"); beep();
1302 if (playerx==x && playery==y) /* collision of sphere and player! */
1305 lprcat("\nYou have been enveloped by the zone of nothingness!\n");
1306 beep(); rmsphere(x,y); /* remove any spheres that are here */
1307 nap(4000); died(258);
1309 item[x][y]=OANNIHILATION; mitem[x][y]=0; know[x][y]=1;
1310 show1cell(x,y); /* show the new sphere */
1311 sp->x=x; sp->y=y; sp->lev=level; sp->dir=dir; sp->lifetime=life; sp->p=0;
1312 if (spheres==0) spheres=sp; /* if first node in the sphere list */
1313 else /* add sphere to beginning of linked list */
1315 sp->p = spheres; spheres = sp;
1317 return(++c[SPHCAST]); /* one more sphere in the world */
1321 * rmsphere(x,y) Function to delete a sphere of annihilation from list
1324 * Enter with the coordinates of the sphere (on current level)
1325 * Returns the number of spheres currently in existence
1330 struct sphere *sp,*sp2=0;
1331 for (sp=spheres; sp; sp2=sp,sp=sp->p)
1332 if (level==sp->lev) /* is sphere on this level? */
1333 if ((x==sp->x) && (y==sp->y)) /* locate sphere at this location */
1335 item[x][y]=mitem[x][y]=0; know[x][y]=1;
1336 show1cell(x,y); /* show the now missing sphere */
1338 if (sp==spheres) { sp2=sp; spheres=sp->p; free((char*)sp2); }
1340 { sp2->p = sp->p; free((char*)sp); }
1343 return(c[SPHCAST]); /* return number of spheres in the world */
1347 * sphboom(x,y) Function to perform the effects of a sphere detonation
1350 * Enter with the coordinates of the blast, Returns no value
1356 if (c[HOLDMONST]) c[HOLDMONST]=1;
1357 if (c[CANCELLATION]) c[CANCELLATION]=1;
1358 for (j=max(1,x-2); j<min(x+3,MAXX-1); j++)
1359 for (i=max(1,y-2); i<min(y+3,MAXY-1); i++)
1361 item[j][i]=mitem[j][i]=0;
1363 if (playerx==j && playery==i)
1366 lprcat("\nYou were too close to the sphere!");
1368 died(283); /* player killed in explosion */
1374 * genmonst() Function to ask for monster and genocide from game
1376 * This is done by setting a flag in the monster[] structure
1381 cursors(); lprcat("\nGenocide what monster? ");
1382 for (i=0; (!isalpha(i)) && (i!=' '); i=getchar());
1384 for (j=0; j<MAXMONST; j++) /* search for the monster type */
1385 if (monstnamelist[j]==i) /* have we found it? */
1387 monster[j].genocided=1; /* genocided from game */
1388 lprintf(" There will be no more %s's",monster[j].name);
1389 /* now wipe out monsters on this level */
1390 newcavelevel(level); draws(0,MAXX,0,MAXY); bot_linex();
1393 lprcat(" You sense failure!");