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