xref: /original-bsd/games/rogue/spec_hit.c (revision bb2d502b)
1 /*
2  * Copyright (c) 1988 The Regents of the University of California.
3  * 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 are permitted
9  * provided that the above copyright notice and this paragraph are
10  * duplicated in all such forms and that any documentation,
11  * advertising materials, and other materials related to such
12  * distribution and use acknowledge that the software was developed
13  * by the University of California, Berkeley.  The name of the
14  * University may not be used to endorse or promote products derived
15  * from this software without specific prior written permission.
16  * THIS SOFTWARE IS PROVIDED ``AS IS'' AND WITHOUT ANY EXPRESS OR
17  * IMPLIED WARRANTIES, INCLUDING, WITHOUT LIMITATION, THE IMPLIED
18  * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE.
19  */
20 
21 #ifndef lint
22 static char sccsid[] = "@(#)spec_hit.c	5.2 (Berkeley) 02/07/89";
23 #endif /* not lint */
24 
25 /*
26  * special_hit.c
27  *
28  * This source herein may be modified and/or distributed by anybody who
29  * so desires, with the following restrictions:
30  *    1.)  No portion of this notice shall be removed.
31  *    2.)  Credit shall not be taken for the creation of this source.
32  *    3.)  This code is not to be traded, sold, or used for personal
33  *         gain or profit.
34  *
35  */
36 
37 #include "rogue.h"
38 
39 short less_hp = 0;
40 boolean being_held;
41 
42 extern short cur_level, max_level, blind, levitate, ring_exp;
43 extern long level_points[];
44 extern boolean detect_monster, mon_disappeared;
45 extern boolean sustain_strength, maintain_armor;
46 extern char *you_can_move_again;
47 
48 special_hit(monster)
49 object *monster;
50 {
51 	if ((monster->m_flags & CONFUSED) && rand_percent(66)) {
52 		return;
53 	}
54 	if (monster->m_flags & RUSTS) {
55 		rust(monster);
56 	}
57 	if ((monster->m_flags & HOLDS) && !levitate) {
58 		being_held = 1;
59 	}
60 	if (monster->m_flags & FREEZES) {
61 		freeze(monster);
62 	}
63 	if (monster->m_flags & STINGS) {
64 		sting(monster);
65 	}
66 	if (monster->m_flags & DRAINS_LIFE) {
67 		drain_life();
68 	}
69 	if (monster->m_flags & DROPS_LEVEL) {
70 		drop_level();
71 	}
72 	if (monster->m_flags & STEALS_GOLD) {
73 		steal_gold(monster);
74 	} else if (monster->m_flags & STEALS_ITEM) {
75 		steal_item(monster);
76 	}
77 }
78 
79 rust(monster)
80 object *monster;
81 {
82 	if ((!rogue.armor) || (get_armor_class(rogue.armor) <= 1) ||
83 		(rogue.armor->which_kind == LEATHER)) {
84 		return;
85 	}
86 	if ((rogue.armor->is_protected) || maintain_armor) {
87 		if (monster && (!(monster->m_flags & RUST_VANISHED))) {
88 			message("the rust vanishes instantly", 0);
89 			monster->m_flags |= RUST_VANISHED;
90 		}
91 	} else {
92 		rogue.armor->d_enchant--;
93 		message("your armor weakens", 0);
94 		print_stats(STAT_ARMOR);
95 	}
96 }
97 
98 freeze(monster)
99 object *monster;
100 {
101 	short freeze_percent = 99;
102 	short i, n;
103 
104 	if (rand_percent(12)) {
105 		return;
106 	}
107 	freeze_percent -= (rogue.str_current+(rogue.str_current / 2));
108 	freeze_percent -= ((rogue.exp + ring_exp) * 4);
109 	freeze_percent -= (get_armor_class(rogue.armor) * 5);
110 	freeze_percent -= (rogue.hp_max / 3);
111 
112 	if (freeze_percent > 10) {
113 		monster->m_flags |= FREEZING_ROGUE;
114 		message("you are frozen", 1);
115 
116 		n = get_rand(4, 8);
117 		for (i = 0; i < n; i++) {
118 			mv_mons();
119 		}
120 		if (rand_percent(freeze_percent)) {
121 			for (i = 0; i < 50; i++) {
122 				mv_mons();
123 			}
124 			killed_by((object *)0, HYPOTHERMIA);
125 		}
126 		message(you_can_move_again, 1);
127 		monster->m_flags &= (~FREEZING_ROGUE);
128 	}
129 }
130 
131 steal_gold(monster)
132 object *monster;
133 {
134 	int amount;
135 
136 	if ((rogue.gold <= 0) || rand_percent(10)) {
137 		return;
138 	}
139 
140 	amount = get_rand((cur_level * 10), (cur_level * 30));
141 
142 	if (amount > rogue.gold) {
143 		amount = rogue.gold;
144 	}
145 	rogue.gold -= amount;
146 	message("your purse feels lighter", 0);
147 	print_stats(STAT_GOLD);
148 	disappear(monster);
149 }
150 
151 steal_item(monster)
152 object *monster;
153 {
154 	object *obj;
155 	short i, n, t;
156 	char desc[80];
157 	boolean has_something = 0;
158 
159 	if (rand_percent(15)) {
160 		return;
161 	}
162 	obj = rogue.pack.next_object;
163 
164 	if (!obj) {
165 		goto DSPR;
166 	}
167 	while (obj) {
168 		if (!(obj->in_use_flags & BEING_USED)) {
169 			has_something = 1;
170 			break;
171 		}
172 		obj = obj->next_object;
173 	}
174 	if (!has_something) {
175 		goto DSPR;
176 	}
177 	n = get_rand(0, MAX_PACK_COUNT);
178 	obj = rogue.pack.next_object;
179 
180 	for (i = 0; i <= n; i++) {
181 		obj = obj->next_object;
182 		while ((!obj) || (obj->in_use_flags & BEING_USED)) {
183 			if (!obj) {
184 				obj = rogue.pack.next_object;
185 			} else {
186 				obj = obj->next_object;
187 			}
188 		}
189 	}
190 	(void) strcpy(desc, "she stole ");
191 	if (obj->what_is != WEAPON) {
192 		t = obj->quantity;
193 		obj->quantity = 1;
194 	}
195 	get_desc(obj, desc+10);
196 	message(desc, 0);
197 
198 	obj->quantity = ((obj->what_is != WEAPON) ? t : 1);
199 
200 	vanish(obj, 0, &rogue.pack);
201 DSPR:
202 	disappear(monster);
203 }
204 
205 disappear(monster)
206 object *monster;
207 {
208 	short row, col;
209 
210 	row = monster->row;
211 	col = monster->col;
212 
213 	dungeon[row][col] &= ~MONSTER;
214 	if (rogue_can_see(row, col)) {
215 		mvaddch(row, col, get_dungeon_char(row, col));
216 	}
217 	take_from_pack(monster, &level_monsters);
218 	free_object(monster);
219 	mon_disappeared = 1;
220 }
221 
222 cough_up(monster)
223 object *monster;
224 {
225 	object *obj;
226 	short row, col, i, n;
227 
228 	if (cur_level < max_level) {
229 		return;
230 	}
231 
232 	if (monster->m_flags & STEALS_GOLD) {
233 		obj = alloc_object();
234 		obj->what_is = GOLD;
235 		obj->quantity = get_rand((cur_level * 15), (cur_level * 30));
236 	} else {
237 		if (!rand_percent((int) monster->drop_percent)) {
238 			return;
239 		}
240 		obj = gr_object();
241 	}
242 	row = monster->row;
243 	col = monster->col;
244 
245 	for (n = 0; n <= 5; n++) {
246 		for (i = -n; i <= n; i++) {
247 			if (try_to_cough(row+n, col+i, obj)) {
248 				return;
249 			}
250 			if (try_to_cough(row-n, col+i, obj)) {
251 				return;
252 			}
253 		}
254 		for (i = -n; i <= n; i++) {
255 			if (try_to_cough(row+i, col-n, obj)) {
256 				return;
257 			}
258 			if (try_to_cough(row+i, col+n, obj)) {
259 				return;
260 			}
261 		}
262 	}
263 	free_object(obj);
264 }
265 
266 try_to_cough(row, col, obj)
267 short row, col;
268 object *obj;
269 {
270 	if ((row < MIN_ROW) || (row > (DROWS-2)) || (col < 0) || (col>(DCOLS-1))) {
271 		return(0);
272 	}
273 	if ((!(dungeon[row][col] & (OBJECT | STAIRS | TRAP))) &&
274 		(dungeon[row][col] & (TUNNEL | FLOOR | DOOR))) {
275 		place_at(obj, row, col);
276 		if (((row != rogue.row) || (col != rogue.col)) &&
277 			(!(dungeon[row][col] & MONSTER))) {
278 			mvaddch(row, col, get_dungeon_char(row, col));
279 		}
280 		return(1);
281 	}
282 	return(0);
283 }
284 
285 seek_gold(monster)
286 object *monster;
287 {
288 	short i, j, rn, s;
289 
290 	if ((rn = get_room_number(monster->row, monster->col)) < 0) {
291 		return(0);
292 	}
293 	for (i = rooms[rn].top_row+1; i < rooms[rn].bottom_row; i++) {
294 		for (j = rooms[rn].left_col+1; j < rooms[rn].right_col; j++) {
295 			if ((gold_at(i, j)) && !(dungeon[i][j] & MONSTER)) {
296 				monster->m_flags |= CAN_FLIT;
297 				s = mon_can_go(monster, i, j);
298 				monster->m_flags &= (~CAN_FLIT);
299 				if (s) {
300 					move_mon_to(monster, i, j);
301 					monster->m_flags |= ASLEEP;
302 					monster->m_flags &= (~(WAKENS | SEEKS_GOLD));
303 					return(1);
304 				}
305 				monster->m_flags &= (~SEEKS_GOLD);
306 				monster->m_flags |= CAN_FLIT;
307 				mv_1_monster(monster, i, j);
308 				monster->m_flags &= (~CAN_FLIT);
309 				monster->m_flags |= SEEKS_GOLD;
310 				return(1);
311 			}
312 		}
313 	}
314 	return(0);
315 }
316 
317 gold_at(row, col)
318 short row, col;
319 {
320 	if (dungeon[row][col] & OBJECT) {
321 		object *obj;
322 
323 		if ((obj = object_at(&level_objects, row, col)) &&
324 				(obj->what_is == GOLD)) {
325 			return(1);
326 		}
327 	}
328 	return(0);
329 }
330 
331 check_gold_seeker(monster)
332 object *monster;
333 {
334 	monster->m_flags &= (~SEEKS_GOLD);
335 }
336 
337 check_imitator(monster)
338 object *monster;
339 {
340 	char msg[80];
341 
342 	if (monster->m_flags & IMITATES) {
343 		wake_up(monster);
344 		if (!blind) {
345 			mvaddch(monster->row, monster->col,
346 					get_dungeon_char(monster->row, monster->col));
347 			check_message();
348 			sprintf(msg, "wait, that's a %s!", mon_name(monster));
349 			message(msg, 1);
350 		}
351 		return(1);
352 	}
353 	return(0);
354 }
355 
356 imitating(row, col)
357 register short row, col;
358 {
359 	if (dungeon[row][col] & MONSTER) {
360 		object *object_at(), *monster;
361 
362 		if (monster = object_at(&level_monsters, row, col)) {
363 			if (monster->m_flags & IMITATES) {
364 				return(1);
365 			}
366 		}
367 	}
368 	return(0);
369 }
370 
371 sting(monster)
372 object *monster;
373 {
374 	short sting_chance = 35;
375 	char msg[80];
376 
377 	if ((rogue.str_current <= 3) || sustain_strength) {
378 		return;
379 	}
380 	sting_chance += (6 * (6 - get_armor_class(rogue.armor)));
381 
382 	if ((rogue.exp + ring_exp) > 8) {
383 		sting_chance -= (6 * ((rogue.exp + ring_exp) - 8));
384 	}
385 	if (rand_percent(sting_chance)) {
386 		sprintf(msg, "the %s's bite has weakened you",
387 		mon_name(monster));
388 		message(msg, 0);
389 		rogue.str_current--;
390 		print_stats(STAT_STRENGTH);
391 	}
392 }
393 
394 drop_level()
395 {
396 	int hp;
397 
398 	if (rand_percent(80) || (rogue.exp <= 5)) {
399 		return;
400 	}
401 	rogue.exp_points = level_points[rogue.exp-2] - get_rand(9, 29);
402 	rogue.exp -= 2;
403 	hp = hp_raise();
404 	if ((rogue.hp_current -= hp) <= 0) {
405 		rogue.hp_current = 1;
406 	}
407 	if ((rogue.hp_max -= hp) <= 0) {
408 		rogue.hp_max = 1;
409 	}
410 	add_exp(1, 0);
411 }
412 
413 drain_life()
414 {
415 	short n;
416 
417 	if (rand_percent(60) || (rogue.hp_max <= 30) || (rogue.hp_current < 10)) {
418 		return;
419 	}
420 	n = get_rand(1, 3);		/* 1 Hp, 2 Str, 3 both */
421 
422 	if ((n != 2) || (!sustain_strength)) {
423 		message("you feel weaker", 0);
424 	}
425 	if (n != 2) {
426 		rogue.hp_max--;
427 		rogue.hp_current--;
428 		less_hp++;
429 	}
430 	if (n != 1) {
431 		if ((rogue.str_current > 3) && (!sustain_strength)) {
432 			rogue.str_current--;
433 			if (coin_toss()) {
434 				rogue.str_max--;
435 			}
436 		}
437 	}
438 	print_stats((STAT_STRENGTH | STAT_HP));
439 }
440 
441 m_confuse(monster)
442 object *monster;
443 {
444 	char msg[80];
445 
446 	if (!rogue_can_see(monster->row, monster->col)) {
447 		return(0);
448 	}
449 	if (rand_percent(45)) {
450 		monster->m_flags &= (~CONFUSES);	/* will not confuse the rogue */
451 		return(0);
452 	}
453 	if (rand_percent(55)) {
454 		monster->m_flags &= (~CONFUSES);
455 		sprintf(msg, "the gaze of the %s has confused you", mon_name(monster));
456 		message(msg, 1);
457 		cnfs();
458 		return(1);
459 	}
460 	return(0);
461 }
462 
463 flame_broil(monster)
464 object *monster;
465 {
466 	short row, col, dir;
467 
468 	if ((!mon_sees(monster, rogue.row, rogue.col)) || coin_toss()) {
469 		return(0);
470 	}
471 	row = rogue.row - monster->row;
472 	col = rogue.col - monster->col;
473 	if (row < 0) {
474 		row = -row;
475 	}
476 	if (col < 0) {
477 		col = -col;
478 	}
479 	if (((row != 0) && (col != 0) && (row != col)) ||
480 		((row > 7) || (col > 7))) {
481 		return(0);
482 	}
483 	dir = get_dir(monster->row, monster->col, row, col);
484 	bounce(FIRE, dir, monster->row, monster->col, 0);
485 
486 	return(1);
487 }
488 
489 get_dir(srow, scol, drow, dcol)
490 short srow, scol, drow, dcol;
491 {
492 	if (srow == drow) {
493 		if (scol < dcol) {
494 			return(RIGHT);
495 		} else {
496 			return(LEFT);
497 		}
498 	}
499 	if (scol == dcol) {
500 		if (srow < drow) {
501 			return(DOWN);
502 		} else {
503 			return(UPWARD);
504 		}
505 	}
506 	if ((srow > drow) && (scol > dcol)) {
507 		return(UPLEFT);
508 	}
509 	if ((srow < drow) && (scol < dcol)) {
510 		return(DOWNRIGHT);
511 	}
512 	if ((srow < drow) && (scol > dcol)) {
513 		return(DOWNLEFT);
514 	}
515 	/*if ((srow > drow) && (scol < dcol)) {*/
516 		return(UPRIGHT);
517 	/*}*/
518 }
519