HardenedBSD/games/hack/hack.do.c

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/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
/* hack.do.c - version 1.0.3 */
1999-11-16 03:45:03 +01:00
/* $FreeBSD$ */
/* 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();
extern char *nomovemsg;
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;
}
}