2 * Copyright (c) 1988, 1993
3 * The Regents of the University of California. All rights reserved.
5 * This code is derived from software contributed to Berkeley by
8 * Redistribution and use in source and binary forms, with or without
9 * modification, are permitted provided that the following conditions
11 * 1. Redistributions of source code must retain the above copyright
12 * notice, this list of conditions and the following disclaimer.
13 * 2. Redistributions in binary form must reproduce the above copyright
14 * notice, this list of conditions and the following disclaimer in the
15 * documentation and/or other materials provided with the distribution.
16 * 3. All advertising materials mentioning features or use of this software
17 * must display the following acknowledgement:
18 * This product includes software developed by the University of
19 * California, Berkeley and its contributors.
20 * 4. Neither the name of the University nor the names of its contributors
21 * may be used to endorse or promote products derived from this software
22 * without specific prior written permission.
24 * THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND
25 * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
26 * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
27 * ARE DISCLAIMED. IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE
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38 static char sccsid[] = "@(#)spec_hit.c 8.1 (Berkeley) 5/31/93";
44 * This source herein may be modified and/or distributed by anybody who
45 * so desires, with the following restrictions:
46 * 1.) No portion of this notice shall be removed.
47 * 2.) Credit shall not be taken for the creation of this source.
48 * 3.) This code is not to be traded, sold, or used for personal
58 extern short cur_level, max_level, blind, levitate, ring_exp;
59 extern long level_points[];
60 extern boolean detect_monster, mon_disappeared;
61 extern boolean sustain_strength, maintain_armor;
62 extern char *you_can_move_again;
67 if ((monster->m_flags & CONFUSED) && rand_percent(66)) {
70 if (monster->m_flags & RUSTS) {
73 if ((monster->m_flags & HOLDS) && !levitate) {
76 if (monster->m_flags & FREEZES) {
79 if (monster->m_flags & STINGS) {
82 if (monster->m_flags & DRAINS_LIFE) {
85 if (monster->m_flags & DROPS_LEVEL) {
88 if (monster->m_flags & STEALS_GOLD) {
90 } else if (monster->m_flags & STEALS_ITEM) {
98 if ((!rogue.armor) || (get_armor_class(rogue.armor) <= 1) ||
99 (rogue.armor->which_kind == LEATHER)) {
102 if ((rogue.armor->is_protected) || maintain_armor) {
103 if (monster && (!(monster->m_flags & RUST_VANISHED))) {
104 message("the rust vanishes instantly", 0);
105 monster->m_flags |= RUST_VANISHED;
108 rogue.armor->d_enchant--;
109 message("your armor weakens", 0);
110 print_stats(STAT_ARMOR);
117 short freeze_percent = 99;
120 if (rand_percent(12)) {
123 freeze_percent -= (rogue.str_current+(rogue.str_current / 2));
124 freeze_percent -= ((rogue.exp + ring_exp) * 4);
125 freeze_percent -= (get_armor_class(rogue.armor) * 5);
126 freeze_percent -= (rogue.hp_max / 3);
128 if (freeze_percent > 10) {
129 monster->m_flags |= FREEZING_ROGUE;
130 message("you are frozen", 1);
133 for (i = 0; i < n; i++) {
136 if (rand_percent(freeze_percent)) {
137 for (i = 0; i < 50; i++) {
140 killed_by((object *)0, HYPOTHERMIA);
142 message(you_can_move_again, 1);
143 monster->m_flags &= (~FREEZING_ROGUE);
152 if ((rogue.gold <= 0) || rand_percent(10)) {
156 amount = get_rand((cur_level * 10), (cur_level * 30));
158 if (amount > rogue.gold) {
161 rogue.gold -= amount;
162 message("your purse feels lighter", 0);
163 print_stats(STAT_GOLD);
173 boolean has_something = 0;
175 if (rand_percent(15)) {
178 obj = rogue.pack.next_object;
184 if (!(obj->in_use_flags & BEING_USED)) {
188 obj = obj->next_object;
190 if (!has_something) {
193 n = get_rand(0, MAX_PACK_COUNT);
194 obj = rogue.pack.next_object;
196 for (i = 0; i <= n; i++) {
197 obj = obj->next_object;
198 while ((!obj) || (obj->in_use_flags & BEING_USED)) {
200 obj = rogue.pack.next_object;
202 obj = obj->next_object;
206 (void) strcpy(desc, "she stole ");
207 if (obj->what_is != WEAPON) {
211 get_desc(obj, desc+10);
214 obj->quantity = ((obj->what_is != WEAPON) ? t : 1);
216 vanish(obj, 0, &rogue.pack);
229 dungeon[row][col] &= ~MONSTER;
230 if (rogue_can_see(row, col)) {
231 mvaddch(row, col, get_dungeon_char(row, col));
233 take_from_pack(monster, &level_monsters);
234 free_object(monster);
242 short row, col, i, n;
244 if (cur_level < max_level) {
248 if (monster->m_flags & STEALS_GOLD) {
249 obj = alloc_object();
251 obj->quantity = get_rand((cur_level * 15), (cur_level * 30));
253 if (!rand_percent((int) monster->drop_percent)) {
261 for (n = 0; n <= 5; n++) {
262 for (i = -n; i <= n; i++) {
263 if (try_to_cough(row+n, col+i, obj)) {
266 if (try_to_cough(row-n, col+i, obj)) {
270 for (i = -n; i <= n; i++) {
271 if (try_to_cough(row+i, col-n, obj)) {
274 if (try_to_cough(row+i, col+n, obj)) {
282 try_to_cough(row, col, obj)
286 if ((row < MIN_ROW) || (row > (DROWS-2)) || (col < 0) || (col>(DCOLS-1))) {
289 if ((!(dungeon[row][col] & (OBJECT | STAIRS | TRAP))) &&
290 (dungeon[row][col] & (TUNNEL | FLOOR | DOOR))) {
291 place_at(obj, row, col);
292 if (((row != rogue.row) || (col != rogue.col)) &&
293 (!(dungeon[row][col] & MONSTER))) {
294 mvaddch(row, col, get_dungeon_char(row, col));
306 if ((rn = get_room_number(monster->row, monster->col)) < 0) {
309 for (i = rooms[rn].top_row+1; i < rooms[rn].bottom_row; i++) {
310 for (j = rooms[rn].left_col+1; j < rooms[rn].right_col; j++) {
311 if ((gold_at(i, j)) && !(dungeon[i][j] & MONSTER)) {
312 monster->m_flags |= CAN_FLIT;
313 s = mon_can_go(monster, i, j);
314 monster->m_flags &= (~CAN_FLIT);
316 move_mon_to(monster, i, j);
317 monster->m_flags |= ASLEEP;
318 monster->m_flags &= (~(WAKENS | SEEKS_GOLD));
321 monster->m_flags &= (~SEEKS_GOLD);
322 monster->m_flags |= CAN_FLIT;
323 mv_1_monster(monster, i, j);
324 monster->m_flags &= (~CAN_FLIT);
325 monster->m_flags |= SEEKS_GOLD;
336 if (dungeon[row][col] & OBJECT) {
339 if ((obj = object_at(&level_objects, row, col)) &&
340 (obj->what_is == GOLD)) {
347 check_gold_seeker(monster)
350 monster->m_flags &= (~SEEKS_GOLD);
353 check_imitator(monster)
358 if (monster->m_flags & IMITATES) {
361 mvaddch(monster->row, monster->col,
362 get_dungeon_char(monster->row, monster->col));
364 sprintf(msg, "wait, that's a %s!", mon_name(monster));
373 register short row, col;
375 if (dungeon[row][col] & MONSTER) {
376 object *object_at(), *monster;
378 if (monster = object_at(&level_monsters, row, col)) {
379 if (monster->m_flags & IMITATES) {
390 short sting_chance = 35;
393 if ((rogue.str_current <= 3) || sustain_strength) {
396 sting_chance += (6 * (6 - get_armor_class(rogue.armor)));
398 if ((rogue.exp + ring_exp) > 8) {
399 sting_chance -= (6 * ((rogue.exp + ring_exp) - 8));
401 if (rand_percent(sting_chance)) {
402 sprintf(msg, "the %s's bite has weakened you",
406 print_stats(STAT_STRENGTH);
414 if (rand_percent(80) || (rogue.exp <= 5)) {
417 rogue.exp_points = level_points[rogue.exp-2] - get_rand(9, 29);
420 if ((rogue.hp_current -= hp) <= 0) {
421 rogue.hp_current = 1;
423 if ((rogue.hp_max -= hp) <= 0) {
433 if (rand_percent(60) || (rogue.hp_max <= 30) || (rogue.hp_current < 10)) {
436 n = get_rand(1, 3); /* 1 Hp, 2 Str, 3 both */
438 if ((n != 2) || (!sustain_strength)) {
439 message("you feel weaker", 0);
447 if ((rogue.str_current > 3) && (!sustain_strength)) {
454 print_stats((STAT_STRENGTH | STAT_HP));
462 if (!rogue_can_see(monster->row, monster->col)) {
465 if (rand_percent(45)) {
466 monster->m_flags &= (~CONFUSES); /* will not confuse the rogue */
469 if (rand_percent(55)) {
470 monster->m_flags &= (~CONFUSES);
471 sprintf(msg, "the gaze of the %s has confused you", mon_name(monster));
484 if ((!mon_sees(monster, rogue.row, rogue.col)) || coin_toss()) {
487 row = rogue.row - monster->row;
488 col = rogue.col - monster->col;
495 if (((row != 0) && (col != 0) && (row != col)) ||
496 ((row > 7) || (col > 7))) {
499 dir = get_dir(monster->row, monster->col, row, col);
500 bounce(FIRE, dir, monster->row, monster->col, 0);
505 get_dir(srow, scol, drow, dcol)
506 short srow, scol, drow, dcol;
522 if ((srow > drow) && (scol > dcol)) {
525 if ((srow < drow) && (scol < dcol)) {
528 if ((srow < drow) && (scol > dcol)) {
531 /*if ((srow > drow) && (scol < dcol)) {*/