1 /* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */ 2 /* hack.do.c - version 1.0.3 */ 3 /* $FreeBSD: src/games/hack/hack.do.c,v 1.4 1999/11/16 10:26:36 marcel Exp $ */ 4 /* $DragonFly: src/games/hack/hack.do.c,v 1.5 2006/08/21 19:45:32 pavalos Exp $ */ 5 6 /* Contains code for 'd', 'D' (drop), '>', '<' (up, down) and 't' (throw) */ 7 8 #include "hack.h" 9 10 extern struct monst youmonst; 11 12 static int drop(struct obj *); 13 static void dropy(struct obj *); 14 15 int 16 dodrop(void) 17 { 18 return(drop(getobj("0$#", "drop"))); 19 } 20 21 static int 22 drop(struct obj *obj) 23 { 24 if(!obj) return(0); 25 if(obj->olet == '$') { /* pseudo object */ 26 long amount = OGOLD(obj); 27 28 if(amount == 0) 29 pline("You didn't drop any gold pieces."); 30 else { 31 mkgold(amount, u.ux, u.uy); 32 pline("You dropped %ld gold piece%s.", 33 amount, plur(amount)); 34 if(Invisible) newsym(u.ux, u.uy); 35 } 36 free((char *) obj); 37 return(1); 38 } 39 if(obj->owornmask & (W_ARMOR | W_RING)){ 40 pline("You cannot drop something you are wearing."); 41 return(0); 42 } 43 if(obj == uwep) { 44 if(uwep->cursed) { 45 pline("Your weapon is welded to your hand!"); 46 return(0); 47 } 48 setuwep(NULL); 49 } 50 pline("You dropped %s.", doname(obj)); 51 dropx(obj); 52 return(1); 53 } 54 55 /* Called in several places - should not produce texts */ 56 void 57 dropx(struct obj *obj) 58 { 59 freeinv(obj); 60 dropy(obj); 61 } 62 63 static void 64 dropy(struct obj *obj) 65 { 66 if(obj->otyp == CRYSKNIFE) 67 obj->otyp = WORM_TOOTH; 68 obj->ox = u.ux; 69 obj->oy = u.uy; 70 obj->nobj = fobj; 71 fobj = obj; 72 if(Invisible) newsym(u.ux,u.uy); 73 subfrombill(obj); 74 stackobj(obj); 75 } 76 77 /* drop several things */ 78 int 79 doddrop(void) 80 { 81 return(ggetobj("drop", drop, 0)); 82 } 83 84 int 85 dodown(void) 86 { 87 if(u.ux != xdnstair || u.uy != ydnstair) { 88 pline("You can't go down here."); 89 return(0); 90 } 91 if(u.ustuck) { 92 pline("You are being held, and cannot go down."); 93 return(1); 94 } 95 if(Levitation) { 96 pline("You're floating high above the stairs."); 97 return(0); 98 } 99 100 goto_level(dlevel+1, TRUE); 101 return(1); 102 } 103 104 int 105 doup(void) 106 { 107 if(u.ux != xupstair || u.uy != yupstair) { 108 pline("You can't go up here."); 109 return(0); 110 } 111 if(u.ustuck) { 112 pline("You are being held, and cannot go up."); 113 return(1); 114 } 115 if(!Levitation && inv_weight() + 5 > 0) { 116 pline("Your load is too heavy to climb the stairs."); 117 return(1); 118 } 119 120 goto_level(dlevel-1, TRUE); 121 return(1); 122 } 123 124 void 125 goto_level(int newlevel, boolean at_stairs) 126 { 127 int fd; 128 boolean up = (newlevel < dlevel); 129 130 if(newlevel <= 0) done("escaped"); /* in fact < 0 is impossible */ 131 if(newlevel > MAXLEVEL) newlevel = MAXLEVEL; /* strange ... */ 132 if(newlevel == dlevel) return; /* this can happen */ 133 134 glo(dlevel); 135 fd = creat(lock, FMASK); 136 if(fd < 0) { 137 /* 138 * This is not quite impossible: e.g., we may have 139 * exceeded our quota. If that is the case then we 140 * cannot leave this level, and cannot save either. 141 * Another possibility is that the directory was not 142 * writable. 143 */ 144 pline("A mysterious force prevents you from going %s.", 145 up ? "up" : "down"); 146 return; 147 } 148 149 if(Punished) unplacebc(); 150 u.utrap = 0; /* needed in level_tele */ 151 u.ustuck = 0; /* idem */ 152 keepdogs(); 153 seeoff(1); 154 if(u.uswallow) /* idem */ 155 u.uswldtim = u.uswallow = 0; 156 flags.nscrinh = 1; 157 u.ux = FAR; /* hack */ 158 inshop(); /* probably was a trapdoor */ 159 160 savelev(fd,dlevel); 161 close(fd); 162 163 dlevel = newlevel; 164 if(maxdlevel < dlevel) 165 maxdlevel = dlevel; 166 glo(dlevel); 167 168 if(!level_exists[dlevel]) 169 mklev(); 170 else { 171 if((fd = open(lock,0)) < 0) { 172 pline("Cannot open %s .", lock); 173 pline("Probably someone removed it."); 174 done("tricked"); 175 } 176 getlev(fd, hackpid, dlevel); 177 close(fd); 178 } 179 180 if(at_stairs) { 181 if(up) { 182 u.ux = xdnstair; 183 u.uy = ydnstair; 184 if(!u.ux) { /* entering a maze from below? */ 185 u.ux = xupstair; /* this will confuse the player! */ 186 u.uy = yupstair; 187 } 188 if(Punished && !Levitation){ 189 pline("With great effort you climb the stairs."); 190 placebc(1); 191 } 192 } else { 193 u.ux = xupstair; 194 u.uy = yupstair; 195 if(inv_weight() + 5 > 0 || Punished){ 196 pline("You fall down the stairs."); /* %% */ 197 losehp(rnd(3), "fall"); 198 if(Punished) { 199 if(uwep != uball && rn2(3)){ 200 pline("... and are hit by the iron ball."); 201 losehp(rnd(20), "iron ball"); 202 } 203 placebc(1); 204 } 205 selftouch("Falling, you"); 206 } 207 } 208 { struct monst *mtmp = m_at(u.ux, u.uy); 209 if(mtmp) 210 mnexto(mtmp); 211 } 212 } else { /* trapdoor or level_tele */ 213 do { 214 u.ux = rnd(COLNO-1); 215 u.uy = rn2(ROWNO); 216 } while(levl[u.ux][u.uy].typ != ROOM || 217 m_at(u.ux,u.uy)); 218 if(Punished){ 219 if(uwep != uball && !up /* %% */ && rn2(5)){ 220 pline("The iron ball falls on your head."); 221 losehp(rnd(25), "iron ball"); 222 } 223 placebc(1); 224 } 225 selftouch("Falling, you"); 226 } 227 inshop(); 228 initrack(); 229 230 losedogs(); 231 { struct monst *mtmp; 232 if((mtmp = m_at(u.ux, u.uy))) mnexto(mtmp); /* riv05!a3 */ 233 } 234 flags.nscrinh = 0; 235 setsee(); 236 seeobjs(); /* make old cadavers disappear - riv05!a3 */ 237 docrt(); 238 pickup(1); 239 read_engr_at(u.ux,u.uy); 240 } 241 242 int 243 donull(void) 244 { 245 return(1); /* Do nothing, but let other things happen */ 246 } 247 248 int 249 dopray(void) 250 { 251 nomovemsg = "You finished your prayer."; 252 nomul(-3); 253 return(1); 254 } 255 256 int 257 dothrow(void) 258 { 259 struct obj *obj; 260 struct monst *mon; 261 int tmp; 262 263 obj = getobj("#)", "throw"); /* it is also possible to throw food */ 264 /* (or jewels, or iron balls ... ) */ 265 if(!obj || !getdir(1)) /* ask "in what direction?" */ 266 return(0); 267 if(obj->owornmask & (W_ARMOR | W_RING)){ 268 pline("You can't throw something you are wearing."); 269 return(0); 270 } 271 272 u_wipe_engr(2); 273 274 if(obj == uwep){ 275 if(obj->cursed){ 276 pline("Your weapon is welded to your hand."); 277 return(1); 278 } 279 if(obj->quan > 1) 280 setuwep(splitobj(obj, 1)); 281 else 282 setuwep(NULL); 283 } 284 else if(obj->quan > 1) 285 splitobj(obj, 1); 286 freeinv(obj); 287 if(u.uswallow) { 288 mon = u.ustuck; 289 bhitpos.x = mon->mx; 290 bhitpos.y = mon->my; 291 } else if(u.dz) { 292 if(u.dz < 0) { 293 pline("%s hits the ceiling, then falls back on top of your head.", 294 Doname(obj)); /* note: obj->quan == 1 */ 295 if(obj->olet == POTION_SYM) 296 potionhit(&youmonst, obj); 297 else { 298 if(uarmh) pline("Fortunately, you are wearing a helmet!"); 299 losehp(uarmh ? 1 : rnd((int)(obj->owt)), "falling object"); 300 dropy(obj); 301 } 302 } else { 303 pline("%s hits the floor.", Doname(obj)); 304 if(obj->otyp == EXPENSIVE_CAMERA) { 305 pline("It is shattered in a thousand pieces!"); 306 obfree(obj, NULL); 307 } else if(obj->otyp == EGG) { 308 pline("\"Splash!\""); 309 obfree(obj, NULL); 310 } else if(obj->olet == POTION_SYM) { 311 pline("The flask breaks, and you smell a peculiar odor ..."); 312 potionbreathe(obj); 313 obfree(obj, NULL); 314 } else { 315 dropy(obj); 316 } 317 } 318 return(1); 319 } else if(obj->otyp == BOOMERANG) { 320 mon = boomhit(u.dx, u.dy); 321 if(mon == &youmonst) { /* the thing was caught */ 322 addinv(obj); 323 return(1); 324 } 325 } else { 326 if(obj->otyp == PICK_AXE && shkcatch(obj)) 327 return(1); 328 329 mon = bhit(u.dx, u.dy, (obj->otyp == ICE_BOX) ? 1 : 330 (!Punished || obj != uball) ? 8 : !u.ustuck ? 5 : 1, 331 obj->olet, (void (*)(struct monst *, struct obj *)) 0, 332 (bool (*)(struct obj *, struct obj *)) 0, obj); 333 } 334 if(mon) { 335 /* awake monster if sleeping */ 336 wakeup(mon); 337 338 if(obj->olet == WEAPON_SYM) { 339 tmp = -1+u.ulevel+mon->data->ac+abon(); 340 if(obj->otyp < ROCK) { 341 if(!uwep || 342 uwep->otyp != obj->otyp+(BOW-ARROW)) 343 tmp -= 4; 344 else { 345 tmp += uwep->spe; 346 } 347 } else 348 if(obj->otyp == BOOMERANG) tmp += 4; 349 tmp += obj->spe; 350 if(u.uswallow || tmp >= rnd(20)) { 351 if(hmon(mon,obj,1) == TRUE){ 352 /* mon still alive */ 353 #ifndef NOWORM 354 cutworm(mon,bhitpos.x,bhitpos.y,obj->otyp); 355 #endif /* NOWORM */ 356 } else mon = 0; 357 /* weapons thrown disappear sometimes */ 358 if(obj->otyp < BOOMERANG && rn2(3)) { 359 /* check bill; free */ 360 obfree(obj, NULL); 361 return(1); 362 } 363 } else miss(objects[obj->otyp].oc_name, mon); 364 } else if(obj->otyp == HEAVY_IRON_BALL) { 365 tmp = -1+u.ulevel+mon->data->ac+abon(); 366 if(!Punished || obj != uball) tmp += 2; 367 if(u.utrap) tmp -= 2; 368 if(u.uswallow || tmp >= rnd(20)) { 369 if(hmon(mon,obj,1) == FALSE) 370 mon = 0; /* he died */ 371 } else miss("iron ball", mon); 372 } else if(obj->olet == POTION_SYM && u.ulevel > rn2(15)) { 373 potionhit(mon, obj); 374 return(1); 375 } else { 376 if(cansee(bhitpos.x,bhitpos.y)) 377 pline("You miss %s.",monnam(mon)); 378 else pline("You miss it."); 379 if(obj->olet == FOOD_SYM && mon->data->mlet == 'd') 380 if(tamedog(mon,obj)) return(1); 381 if(obj->olet == GEM_SYM && mon->data->mlet == 'u' && 382 !mon->mtame){ 383 if(obj->dknown && objects[obj->otyp].oc_name_known){ 384 if(objects[obj->otyp].g_val > 0){ 385 u.uluck += 5; 386 goto valuable; 387 } else { 388 pline("%s is not interested in your junk.", 389 Monnam(mon)); 390 } 391 } else { /* value unknown to @ */ 392 u.uluck++; 393 valuable: 394 if(u.uluck > LUCKMAX) /* dan@ut-ngp */ 395 u.uluck = LUCKMAX; 396 pline("%s graciously accepts your gift.", 397 Monnam(mon)); 398 mpickobj(mon, obj); 399 rloc(mon); 400 return(1); 401 } 402 } 403 } 404 } 405 /* the code following might become part of dropy() */ 406 if(obj->otyp == CRYSKNIFE) 407 obj->otyp = WORM_TOOTH; 408 obj->ox = bhitpos.x; 409 obj->oy = bhitpos.y; 410 obj->nobj = fobj; 411 fobj = obj; 412 /* prevent him from throwing articles to the exit and escaping */ 413 /* subfrombill(obj); */ 414 stackobj(obj); 415 if(Punished && obj == uball && 416 (bhitpos.x != u.ux || bhitpos.y != u.uy)){ 417 freeobj(uchain); 418 unpobj(uchain); 419 if(u.utrap){ 420 if(u.utraptype == TT_PIT) 421 pline("The ball pulls you out of the pit!"); 422 else { 423 long side = 424 rn2(3) ? LEFT_SIDE : RIGHT_SIDE; 425 pline("The ball pulls you out of the bear trap."); 426 pline("Your %s leg is severely damaged.", 427 (side == LEFT_SIDE) ? "left" : "right"); 428 set_wounded_legs(side, 500+rn2(1000)); 429 losehp(2, "thrown ball"); 430 } 431 u.utrap = 0; 432 } 433 unsee(); 434 uchain->nobj = fobj; 435 fobj = uchain; 436 u.ux = uchain->ox = bhitpos.x - u.dx; 437 u.uy = uchain->oy = bhitpos.y - u.dy; 438 setsee(); 439 inshop(); 440 } 441 if(cansee(bhitpos.x, bhitpos.y)) prl(bhitpos.x,bhitpos.y); 442 return(1); 443 } 444 445 /* split obj so that it gets size num */ 446 /* remainder is put in the object structure delivered by this call */ 447 struct obj * 448 splitobj(struct obj *obj, int num) 449 { 450 struct obj *otmp; 451 otmp = newobj(0); 452 *otmp = *obj; /* copies whole structure */ 453 otmp->o_id = flags.ident++; 454 otmp->onamelth = 0; 455 obj->quan = num; 456 obj->owt = weight(obj); 457 otmp->quan -= num; 458 otmp->owt = weight(otmp); /* -= obj->owt ? */ 459 obj->nobj = otmp; 460 if(obj->unpaid) splitbill(obj,otmp); 461 return(otmp); 462 } 463 464 void 465 more_experienced(int exp, int rexp) 466 { 467 u.uexp += exp; 468 u.urexp += 4*exp + rexp; 469 if(exp) flags.botl = 1; 470 if(u.urexp >= ((pl_character[0] == 'W') ? 1000 : 2000)) 471 flags.beginner = 0; 472 } 473 474 void 475 set_wounded_legs(long side, int timex) 476 { 477 if(!Wounded_legs || (Wounded_legs & TIMEOUT)) 478 Wounded_legs |= side + timex; 479 else 480 Wounded_legs |= side; 481 } 482 483 void 484 heal_legs(void) 485 { 486 if(Wounded_legs) { 487 if((Wounded_legs & BOTH_SIDES) == BOTH_SIDES) 488 pline("Your legs feel somewhat better."); 489 else 490 pline("Your leg feels somewhat better."); 491 Wounded_legs = 0; 492 } 493 } 494