billr@saab.CNA.TEK.COM (Bill Randle) (04/24/91)
Submitted-by: routley@tle.ENET.DEC.COM (Kevin Routley)
Posting-number: Volume 12, Issue 59
Archive-name: larn2/Part06
Supersedes: larn: Volume 11, Issue 84-94
Environment: Unix, VMS, MS-DOS, OS/2, termcap
#! /bin/sh
# This is a shell archive. Remove anything before this line, then unpack
# it by saving it into a file and typing "sh file". To overwrite existing
# files, type "sh file -c". You can also feed this as standard input via
# unshar, or by typing "sh <file", e.g.. If this archive is complete, you
# will see the following message at the end:
# "End of archive 6 (of 12)."
# Contents: monster.c spells.c vmsreadme.txt
# Wrapped by billr@saab on Tue Apr 23 13:50:31 1991
PATH=/bin:/usr/bin:/usr/ucb ; export PATH
if test -f 'monster.c' -a "${1}" != "-c" ; then
echo shar: Will not clobber existing file \"'monster.c'\"
else
echo shar: Extracting \"'monster.c'\" \(22497 characters\)
sed "s/^X//" >'monster.c' <<'END_OF_FILE'
X/*
X * monster.c
X *
X * createmonster(monstno) Function to create a monster next to the player
X * int monstno;
X *
X * int cgood(x,y,itm,monst) Function to check location for emptiness
X * int x,y,itm,monst;
X *
X * createitem(it,arg) Routine to place an item next to the player
X * int it,arg;
X *
X * vxy(x,y) Routine to verify/fix (*x,*y) for being within bounds
X * int *x,*y;
X *
X * hitmonster(x,y) Function to hit a monster at the designated coordinates
X * int x,y;
X *
X * hitm(x,y,amt) Function to just hit a monster at a given coordinates
X * int x,y,amt;
X *
X * hitplayer(x,y) Function for the monster to hit the player from (x,y)
X * int x,y;
X *
X * dropsomething(monst) Function to create an object when a monster dies
X * int monst;
X *
X * dropgold(amount) Function to drop some gold around player
X * int amount;
X *
X * something(level) Function to create a random item around player
X * int level;
X *
X * newobject(lev,i) Routine to return a randomly selected new object
X * int lev,*i;
X *
X * spattack(atckno,xx,yy) Function to process special attacks from monsters
X * int atckno,xx,yy;
X *
X * checkloss(x) Routine to subtract hp from user and flag bottomline display
X * int x;
X *
X */
X#include "header.h"
X#include "larndefs.h"
X#include "monsters.h"
X#include "objects.h"
X#include "player.h"
X
X#include <ctype.h>
X#define min(x,y) (((x)>(y))?(y):(x))
X#define max(x,y) (((x)>(y))?(x):(y))
X
Xextern fullhit(), ifblind();
X
X/*
X * createmonster(monstno) Function to create a monster next to the player
X * int monstno;
X *
X * Enter with the monster number (1 to MAXMONST+8)
X * Returns no value.
X */
Xcreatemonster(mon)
X int mon;
X {
X register int x,y,k,i;
X if (mon<1 || mon>MAXMONST+8) /* check for monster number out of bounds */
X {
X beep(); lprintf("\ncan't createmonst(%d)\n",(long)mon); nap(3000); return;
X }
X while (monster[mon].genocided && mon<MAXMONST) mon++; /* genocided? */
X for (k=rnd(8), i= -8; i<0; i++,k++) /* choose direction, then try all */
X {
X if (k>8) k=1; /* wraparound the diroff arrays */
X x = playerx + diroffx[k]; y = playery + diroffy[k];
X if (cgood(x,y,0,1)) /* if we can create here */
X {
X mitem[x][y] = mon;
X hitp[x][y] = monster[mon].hitpoints;
X stealth[x][y]=0;
X know[x][y] &= ~KNOWHERE;
X switch(mon)
X {
X case ROTHE: case POLTERGEIST: case VAMPIRE: stealth[x][y]=1;
X };
X return;
X }
X }
X }
X
X/*
X * int cgood(x,y,itm,monst) Function to check location for emptiness
X * int x,y,itm,monst;
X *
X * Routine to return TRUE if a location does not have itm or monst there
X * returns FALSE (0) otherwise
X * Enter with itm or monst TRUE or FALSE if checking it
X * Example: if itm==TRUE check for no item at this location
X * if monst==TRUE check for no monster at this location
X * This routine will return FALSE if at a wall,door or the dungeon exit
X * on level 1
X */
Xstatic int cgood(x,y,itm,monst)
X register int x,y;
X int itm,monst;
X {
X /* cannot create either monster or item if:
X - out of bounds
X - wall
X - closed door
X - dungeon entrance
X */
X if (((y < 0) || (y > MAXY-1) || (x < 0) || (x > MAXX-1)) ||
X (item[x][y] == OWALL) ||
X (item[x][y] == OCLOSEDDOOR) ||
X ((level == 1) && (x == 33) && (y == MAXY-1)))
X return( FALSE );
X
X /* if checking for an item, return False if one there already
X */
X if ( itm && item[x][y])
X return( FALSE );
X
X /* if checking for a monster, return False if one there already _or_
X there is a pit/trap there.
X */
X if (monst)
X {
X if (mitem[x][y])
X return (FALSE);
X switch(item[x][y])
X {
X /* note: not invisible traps, since monsters are not affected
X by them.
X */
X case OPIT: case OANNIHILATION:
X case OTELEPORTER: case OTRAPARROW:
X case ODARTRAP: case OTRAPDOOR:
X return(FALSE);
X break;
X default:
X break;
X }
X }
X return(TRUE);
X }
X
X/*
X * createitem(it,arg) Routine to place an item next to the player
X * int it,arg;
X *
X * Enter with the item number and its argument (iven[], ivenarg[])
X * Returns no value, thus we don't know about createitem() failures.
X */
Xcreateitem(it,arg)
X int it,arg;
X {
X register int x,y,k,i;
X if (it >= MAXOBJ) return; /* no such object */
X for (k=rnd(8), i= -8; i<0; i++,k++) /* choose direction, then try all */
X {
X if (k>8) k=1; /* wraparound the diroff arrays */
X x = playerx + diroffx[k]; y = playery + diroffy[k];
X if (cgood(x,y,1,0)) /* if we can create here */
X {
X item[x][y] = it; know[x][y]=0; iarg[x][y]=arg; return;
X }
X }
X }
X
X
X/*
X * vxy(x,y) Routine to verify/fix coordinates for being within bounds
X * int *x,*y;
X *
X * Function to verify x & y are within the bounds for a level
X * If *x or *y is not within the absolute bounds for a level, fix them so that
X * they are on the level.
X * Returns TRUE if it was out of bounds, and the *x & *y in the calling
X * routine are affected.
X */
Xvxy(x,y)
X int *x,*y;
X {
X int flag=0;
X if (*x<0) { *x=0; flag++; }
X if (*y<0) { *y=0; flag++; }
X if (*x>=MAXX) { *x=MAXX-1; flag++; }
X if (*y>=MAXY) { *y=MAXY-1; flag++; }
X return(flag);
X }
X
X/*
X * hitmonster(x,y) Function to hit a monster at the designated coordinates
X * int x,y;
X *
X * This routine is used for a bash & slash type attack on a monster
X * Enter with the coordinates of the monster in (x,y).
X * Returns no value.
X */
Xhitmonster(x,y)
X int x,y;
X {
X extern char lastmonst[] ;
X register int tmp,monst,damag,flag;
X if (c[TIMESTOP]) return; /* not if time stopped */
X vxy(&x,&y); /* verify coordinates are within range */
X if ((monst = mitem[x][y]) == 0) return;
X hit3flag=1; ifblind(x,y);
X tmp = monster[monst].armorclass + c[LEVEL] + c[DEXTERITY] + c[WCLASS]/4 - 12;
X cursors();
X if ((rnd(20) < tmp-c[HARDGAME]) || (rnd(71) < 5)) /* need at least random chance to hit */
X {
X lprcat("\nYou hit"); flag=1;
X damag = fullhit(1);
X if (damag<9999) damag=rnd(damag)+1;
X }
X else
X {
X lprcat("\nYou missed"); flag=0;
X }
X lprcat(" the "); lprcat(lastmonst);
X if (flag) /* if the monster was hit */
X if ((monst==RUSTMONSTER) || (monst==DISENCHANTRESS) || (monst==CUBE))
X if (c[WIELD]>=0)
X if (ivenarg[c[WIELD]] > -10)
X {
X lprintf("\nYour weapon is dulled by the %s",lastmonst); beep();
X --ivenarg[c[WIELD]];
X
X /* fix for dulled rings of strength,cleverness, and dexterity
X bug.
X */
X switch (iven[c[WIELD]])
X {
X case ODEXRING :
X c[DEXTERITY]--;
X break;
X case OSTRRING :
X c[STREXTRA]--;
X break;
X case OCLEVERRING :
X c[INTELLIGENCE]--;
X break;
X }
X }
X if (flag) hitm(x,y,damag);
X if (monst == VAMPIRE) if (hitp[x][y]<25) { mitem[x][y]=BAT; know[x][y]=0; }
X }
X
X/*
X * hitm(x,y,amt) Function to just hit a monster at a given coordinates
X * int x,y,amt;
X *
X * Returns the number of hitpoints the monster absorbed
X * This routine is used to specifically damage a monster at a location (x,y)
X * Called by hitmonster(x,y)
X */
Xhitm(x,y,amt)
X int x,y;
X register amt;
X {
X extern char lastmonst[] ;
X register int monst;
X int hpoints,amt2;
X vxy(&x,&y); /* verify coordinates are within range */
X amt2 = amt; /* save initial damage so we can return it */
X monst = mitem[x][y];
X if (c[HALFDAM]) amt >>= 1; /* if half damage curse adjust damage points */
X if (amt<=0) amt2 = amt = 1;
X lasthx=x; lasthy=y;
X stealth[x][y]=1; /* make sure hitting monst breaks stealth condition */
X c[HOLDMONST]=0; /* hit a monster breaks hold monster spell */
X switch(monst) /* if a dragon and orb(s) of dragon slaying */
X {
X case WHITEDRAGON: case REDDRAGON: case GREENDRAGON:
X case BRONZEDRAGON: case PLATINUMDRAGON: case SILVERDRAGON:
X amt *= 1+(c[SLAYING]<<1); break;
X }
X/* invincible monster fix is here */
X if (hitp[x][y] > monster[monst].hitpoints)
X hitp[x][y] = monster[monst].hitpoints;
X if ((hpoints = hitp[x][y]) <= amt)
X {
X#ifdef EXTRA
X c[MONSTKILLED]++;
X#endif
X lprintf("\nThe %s died!",lastmonst);
X raiseexperience((long)monster[monst].experience);
X amt = monster[monst].gold; if (amt>0) dropgold(rnd(amt)+amt);
X dropsomething(monst); disappear(x,y); bottomline();
X return(hpoints);
X }
X hitp[x][y] = hpoints-amt; return(amt2);
X }
X
X/*
X * hitplayer(x,y) Function for the monster to hit the player from (x,y)
X * int x,y;
X *
X * Function for the monster to hit the player with monster at location x,y
X * Returns nothing of value.
X */
Xhitplayer(x,y)
X int x,y;
X {
X extern char lastmonst[] ;
X register int dam,tmp,mster,bias;
X vxy(&x,&y); /* verify coordinates are within range */
X lastnum = mster = mitem[x][y];
X/* spirit naga's and poltergeist's do nothing if scarab of negate spirit */
X if (c[NEGATESPIRIT] || c[SPIRITPRO]) if ((mster ==POLTERGEIST) || (mster ==SPIRITNAGA)) return;
X/* if undead and cube of undead control */
X if (c[CUBEofUNDEAD] || c[UNDEADPRO]) if ((mster ==VAMPIRE) || (mster ==WRAITH) || (mster ==ZOMBIE)) return;
X if ((know[x][y] & KNOWHERE) == 0)
X show1cell(x,y);
X bias = (c[HARDGAME]) + 1;
X hitflag = hit2flag = hit3flag = 1;
X yrepcount=0;
X cursors(); ifblind(x,y);
X if (c[INVISIBILITY]) if (rnd(33)<20)
X {
X lprintf("\nThe %s misses wildly",lastmonst); return;
X }
X if (c[CHARMCOUNT]) if (rnd(30)+5*monster[mster].level-c[CHARISMA]<30)
X {
X lprintf("\nThe %s is awestruck at your magnificence!",lastmonst);
X return;
X }
X if (mster==BAT) dam=1;
X else
X {
X dam = monster[mster].damage;
X dam += rnd((int)((dam<1)?1:dam)) + monster[mster].level;
X }
X tmp = 0;
X if (monster[mster].attack>0)
X if (((dam + bias + 8) > c[AC]) || (rnd((int)((c[AC]>0)?c[AC]:1))==1))
X { if (spattack(monster[mster].attack,x,y)) { lflushall(); return; }
X tmp = 1; bias -= 2; cursors(); }
X if (((dam + bias) > c[AC]) || (rnd((int)((c[AC]>0)?c[AC]:1))==1))
X {
X lprintf("\n The %s hit you ",lastmonst); tmp = 1;
X if ((dam -= c[AC]) < 0) dam=0;
X if (dam > 0) { losehp(dam); bottomhp(); lflushall(); }
X }
X if (tmp == 0) lprintf("\n The %s missed ",lastmonst);
X }
X
X/*
X * dropsomething(monst) Function to create an object when a monster dies
X * int monst;
X *
X * Function to create an object near the player when certain monsters are killed
X * Enter with the monster number
X * Returns nothing of value.
X */
Xstatic dropsomething(monst)
X int monst;
X {
X switch(monst)
X {
X case ORC: case NYMPH: case ELF: case TROGLODYTE:
X case TROLL: case ROTHE: case VIOLETFUNGI:
X case PLATINUMDRAGON: case GNOMEKING: case REDDRAGON:
X something(level); return;
X
X case LEPRECHAUN: if (rnd(101)>=75) creategem();
X if (rnd(5)==1) dropsomething(LEPRECHAUN); return;
X }
X }
X
X/*
X * dropgold(amount) Function to drop some gold around player
X * int amount;
X *
X * Enter with the number of gold pieces to drop
X * Returns nothing of value.
X */
Xdropgold(amount)
X register int amount;
X {
X if (amount > 250)
X createitem(OMAXGOLD,amount/100);
X else
X createitem(OGOLDPILE,amount);
X }
X
X/*
X * something(level) Function to create a random item around player
X * int level;
X *
X * Function to create an item from a designed probability around player
X * Enter with the cave level on which something is to be dropped
X * Returns nothing of value.
X */
Xsomething(level)
X int level;
X {
X register int j;
X int i;
X if (level<0 || level>MAXLEVEL+MAXVLEVEL) return; /* correct level? */
X if (rnd(101)<8)
X something(level); /* possibly more than one item */
X j = newobject(level,&i);
X createitem(j,i);
X }
X
X/*
X * newobject(lev,i) Routine to return a randomly selected new object
X * int lev,*i;
X *
X * Routine to return a randomly selected object to be created
X * Returns the object number created, and sets *i for its argument
X * Enter with the cave level and a pointer to the items arg
X */
Xstatic char nobjtab[] = { 0, OSCROLL, OSCROLL, OSCROLL, OSCROLL, OPOTION,
X OPOTION, OPOTION, OPOTION, OGOLDPILE, OGOLDPILE, OGOLDPILE, OGOLDPILE,
X OBOOK, OBOOK, OBOOK, OBOOK, ODAGGER, ODAGGER, ODAGGER, OLEATHER, OLEATHER,
X OLEATHER, OREGENRING, OPROTRING, OENERGYRING, ODEXRING, OSTRRING, OSPEAR,
X OBELT, ORING, OSTUDLEATHER, OSHIELD, OCOOKIE, OFLAIL, OCHAIN, OBATTLEAXE,
X OSPLINT, O2SWORD, OCLEVERRING, OPLATE, OLONGSWORD };
X
Xnewobject(lev,i)
X register int lev,*i;
X {
X register int tmp=33,j;
X if (level<0 || level>MAXLEVEL+MAXVLEVEL) return(0); /* correct level? */
X if (lev>6) tmp=41; else if (lev>4) tmp=39;
X j = nobjtab[tmp=rnd(tmp)]; /* the object type */
X switch(tmp)
X {
X case 1: case 2: case 3: case 4: /* scroll */
X *i=newscroll(); break;
X case 5: case 6: case 7: case 8: /* potion */
X *i=newpotion(); break;
X case 9: case 10: case 11: case 12: /* gold */
X *i=rnd((lev+1)*10)+lev*10+10; break;
X case 13: case 14: case 15: case 16: /* book */
X *i=lev; break;
X case 17: case 18: case 19: /* dagger */
X if (!(*i=newdagger())) return(0); break;
X case 20: case 21: case 22: /* leather armor */
X if (!(*i=newleather())) return(0); break;
X case 23: case 32: case 38: /* regen ring, shield, 2-hand sword */
X *i=rund(lev/3+1); break;
X case 24: case 26: /* prot ring, dexterity ring */
X *i=rnd(lev/4+1); break;
X case 25: /* energy ring */
X *i=rund(lev/4+1); break;
X case 27: case 39: /* strength ring, cleverness ring */
X *i=rnd(lev/2+1); break;
X case 30: case 34: /* ring mail, flail */
X *i=rund(lev/2+1); break;
X case 28: case 36: /* spear, battleaxe */
X *i=rund(lev/3+1); if (*i==0) return(0); break;
X case 29: case 31: case 37: /* belt, studded leather, splint */
X *i=rund(lev/2+1); if (*i==0) return(0); break;
X case 33: /* fortune cookie */
X *i=0; break;
X case 35: /* chain mail */
X *i=newchain(); break;
X case 40: /* plate mail */
X *i=newplate(); break;
X case 41: /* longsword */
X *i=newsword(); break;
X }
X return(j);
X }
X
X/*
X * spattack(atckno,xx,yy) Function to process special attacks from monsters
X * int atckno,xx,yy;
X *
X * Enter with the special attack number, and the coordinates (xx,yy)
X * of the monster that is special attacking
X * Returns 1 if must do a show1cell(xx,yy) upon return, 0 otherwise
X *
X * atckno monster effect
X * ---------------------------------------------------
X * 0 none
X * 1 rust monster eat armor
X * 2 hell hound breathe light fire
X * 3 dragon breathe fire
X * 4 giant centipede weakening sing
X * 5 white dragon cold breath
X * 6 wraith drain level
X * 7 waterlord water gusher
X * 8 leprechaun steal gold
X * 9 disenchantress disenchant weapon or armor
X * 10 ice lizard hits with barbed tail
X * 11 umber hulk confusion
X * 12 spirit naga cast spells taken from special attacks
X * 13 platinum dragon psionics
X * 14 nymph steal objects
X * 15 bugbear bite
X * 16 osequip bite
X *
X * char rustarm[ARMORTYPES][2];
X * special array for maximum rust damage to armor from rustmonster
X * format is: { armor type , minimum attribute
X */
X#define ARMORTYPES 6
X#if __STDC__
Xstatic signed char rustarm[ARMORTYPES][2] =
X#else
Xstatic char rustarm[ARMORTYPES][2] =
X#endif
X { OSTUDLEATHER,-2, ORING, -4,
X OCHAIN, -5, OSPLINT, -6,
X OPLATE, -8, OPLATEARMOR,-9 };
Xstatic char spsel[] = { 1, 2, 3, 5, 6, 8, 9, 11, 13, 14 };
Xstatic spattack(x,xx,yy)
X int x,xx,yy;
X {
X extern char lastmonst[] ;
X register int i,j=0,k,m;
X register char *p=0;
X if (c[CANCELLATION]) return(0);
X vxy(&xx,&yy); /* verify x & y coordinates */
X switch(x)
X {
X case 1: /* rust your armor, j=1 when rusting has occurred */
X m = k = c[WEAR];
X if ((i=c[SHIELD]) != -1)
X if (--ivenarg[i] < -1) ivenarg[i]= -1; else j=1;
X if ((j==0) && (k != -1))
X {
X m = iven[k];
X for (i=0; i<ARMORTYPES; i++)
X if (m == rustarm[i][0]) /* find his armor in table */
X {
X if (--ivenarg[k]< rustarm[i][1])
X ivenarg[k]= rustarm[i][1]; else j=1;
X break;
X }
X }
X if (j==0) /* if rusting did not occur */
X switch(m)
X {
X case OLEATHER: p = "\nThe %s hit you -- Your lucky you have leather on";
X break;
X case OSSPLATE: p = "\nThe %s hit you -- Your fortunate to have stainless steel armor!";
X break;
X }
X else { beep(); p = "\nThe %s hit you -- your armor feels weaker"; }
X break;
X
X case 2: i = rnd(15)+8-c[AC];
X spout: p="\nThe %s breathes fire at you!";
X if (c[FIRERESISTANCE])
X p="\nThe %s's flame doesn't phase you!";
X else
X spout2: if (p) { lprintf(p,lastmonst); beep(); }
X checkloss(i);
X return(0);
X
X case 3: i = rnd(20)+25-c[AC]; goto spout;
X
X case 4: if (c[STRENGTH]>3)
X {
X p="\nThe %s stung you! You feel weaker"; beep();
X --c[STRENGTH];
X }
X else p="\nThe %s stung you!";
X break;
X
X case 5: p="\nThe %s blasts you with his cold breath";
X i = rnd(15)+18-c[AC]; goto spout2;
X
X case 6: lprintf("\nThe %s drains you of your life energy!",lastmonst);
X loselevel(); beep(); return(0);
X
X case 7: p="\nThe %s got you with a gusher!";
X i = rnd(15)+25-c[AC]; goto spout2;
X
X case 8: if (c[NOTHEFT]) return(0); /* he has a device of no theft */
X if (c[GOLD])
X {
X p="\nThe %s hit you -- Your purse feels lighter";
X if (c[GOLD]>32767) c[GOLD]>>=1;
X else c[GOLD] -= rnd((int)(1+(c[GOLD]>>1)));
X if (c[GOLD] < 0) c[GOLD]=0;
X }
X else p="\nThe %s couldn't find any gold to steal";
X lprintf(p,lastmonst); disappear(xx,yy); beep();
X bottomgold(); return(1);
X
X case 9: for(j=50; ; ) /* disenchant */
X {
X i=rund(26); m=iven[i]; /* randomly select item */
X if (m>0 && ivenarg[i]>0 && m!=OSCROLL && m!=OPOTION)
X {
X if ((ivenarg[i] -= 3)<0) ivenarg[i]=0;
X lprintf("\nThe %s hits you -- you feel a sense of loss",lastmonst);
X beep(); show3(i); bottomline(); return(0);
X }
X if (--j<=0)
X {
X p="\nThe %s nearly misses"; break;
X }
X break;
X }
X break;
X
X case 10: p="\nThe %s hit you with his barbed tail";
X i = rnd(25)-c[AC]; goto spout2;
X
X case 11: p="\nThe %s has confused you"; beep();
X c[CONFUSE]+= 10+rnd(10); break;
X
X case 12: /* performs any number of other special attacks */
X return(spattack(spsel[rund(10)],xx,yy));
X
X case 13: p="\nThe %s flattens you with his psionics!";
X i = rnd(15)+30-c[AC]; goto spout2;
X
X case 14: if (c[NOTHEFT]) return(0); /* he has device of no theft */
X if (emptyhanded()==1)
X {
X p="\nThe %s couldn't find anything to steal";
X break;
X }
X lprintf("\nThe %s picks your pocket and takes:",lastmonst);
X beep();
X if (stealsomething()==0) lprcat(" nothing"); disappear(xx,yy);
X bottomline(); return(1);
X
X case 15: i= rnd(10)+ 5-c[AC];
X spout3: p="\nThe %s bit you!";
X goto spout2;
X
X case 16: i= rnd(15)+10-c[AC]; goto spout3;
X };
X if (p) { lprintf(p,lastmonst); bottomline(); }
X return(0);
X }
X
X/*
X * checkloss(x) Routine to subtract hp from user and flag bottomline display
X * int x;
X *
X * Routine to subtract hitpoints from the user and flag the bottomline display
X * Enter with the number of hit points to lose
X * Note: if x > c[HP] this routine could kill the player!
X */
Xcheckloss(x)
X int x;
X {
X if (x>0) { losehp(x); bottomhp(); }
X }
END_OF_FILE
if test 22497 -ne `wc -c <'monster.c'`; then
echo shar: \"'monster.c'\" unpacked with wrong size!
fi
# end of 'monster.c'
fi
if test -f 'spells.c' -a "${1}" != "-c" ; then
echo shar: Will not clobber existing file \"'spells.c'\"
else
echo shar: Extracting \"'spells.c'\" \(27345 characters\)
sed "s/^X//" >'spells.c' <<'END_OF_FILE'
X/*
X cast() Subroutine called by parse to cast a spell for the user
X speldamage(x) Function to perform spell functions cast by the player
X loseint() Routine to decrement your int (intelligence) if > 3
X isconfuse() Routine to check to see if player is confused
X nospell(x,monst) Routine to return 1 if a spell doesn't affect a monster
X fullhit(xx) Function to return full damage against a monst (aka web)
X direct(spnum,dam,str,arg) Routine to direct spell damage 1 square in 1 dir
X godirect(spnum,dam,str,delay,cshow) Function to perform missile attacks
X ifblind(x,y) Routine to put "monster" or the monster name into lastmosnt
X tdirect(spnum) Routine to teleport away a monster
X omnidirect(sp,dam,str) Routine to damage all monsters 1 square from player
X dirsub(x,y) Routine to ask for direction, then modify x,y for it
X dirpoly(spnum) Routine to ask for a direction and polymorph a monst
X annihilate() Routine to annihilate monsters around player, playerx,playery
X genmonst() Function to ask for monster and genocide from game
X*/
X
X#include "header.h"
X#include "larndefs.h"
X#include "objects.h"
X#include "monsters.h"
X#include "player.h"
X#include <ctype.h>
X
X#define min(x,y) (((x)>(y))?(y):(x))
X#define max(x,y) (((x)>(y))?(x):(y))
X
Xstruct isave /* used for altar reality */
X {
X char type; /* 0=item, 1=monster */
X char id; /* item number or monster number */
X short arg; /* the type of item or hitpoints of monster */
X };
X
X/* Forward declarations
X*/
Xstatic void create_guardian();
Xextern hitm();
Xextern char spelweird[MAXMONST+8][SPNUM];
X
X/*
X * cast() Subroutine called by parse to cast a spell for the user
X *
X * No arguments and no return value.
X */
Xstatic char eys[] = "\nEnter your spell: ";
Xcast()
X {
X register int i,j,a,b,d;
X cursors();
X if (c[SPELLS]<=0)
X {
X lprcat("\nYou don't have any spells!");
X return;
X }
X lprcat(eys);
X --c[SPELLS];
X while ((a=ttgetch())=='I')
X {
X seemagic(-1);
X cursors();
X lprcat(eys);
X }
X if (a=='\33')
X goto over; /* to escape casting a spell */
X if ((b=ttgetch())=='\33')
X goto over; /* to escape casting a spell */
X if ((d=ttgetch())=='\33')
X {
Xover:
X lprcat(aborted);
X c[SPELLS]++;
X return;
X } /* to escape casting a spell */
X#ifdef EXTRA
X c[SPELLSCAST]++;
X#endif
X for (lprc('\n'),j= -1,i=0; i<SPNUM; i++) /*seq search for his spell, hash?*/
X if ((spelcode[i][0]==a) && (spelcode[i][1]==b) && (spelcode[i][2]==d))
X if (spelknow[i])
X { speldamage(i); j = 1; i=SPNUM; }
X
X if (j == -1) lprcat(" Nothing Happened ");
X bottomline();
X }
X
X/*
X * speldamage(x) Function to perform spell functions cast by the player
X * int x;
X *
X * Enter with the spell number, returns no value.
X * Please insure that there are 2 spaces before all messages here
X */
Xstatic speldamage(x)
X int x;
X {
X register int i,j,clev;
X int xl,xh,yl,yh;
X register char *p,*kn,*pm;
X
X if (x>=SPNUM) return; /* no such spell */
X if (c[TIMESTOP]) { lprcat(" It didn't seem to work"); return; } /* not if time stopped */
X clev = c[LEVEL];
X if ((rnd(23)==7) || (rnd(18) > c[INTELLIGENCE]))
X { lprcat(" It didn't work!"); return; }
X if (clev*3+2 < x)
X {
X lprcat(" Nothing happens. You seem inexperienced at this");
X return;
X }
X
X switch(x)
X {
X/* ----- LEVEL 1 SPELLS ----- */
X
X case 0: if (c[PROTECTIONTIME]==0) c[MOREDEFENSES]+=2; /* protection field +2 */
X c[PROTECTIONTIME] += 250; return;
X
X case 1: i = rnd(((clev+1)<<1)) + clev + 3;
X godirect(x,i,(clev>=2)?" Your missiles hit the %s":" Your missile hit the %s",100,'+'); /* magic missile */
X
X return;
X
X case 2: if (c[DEXCOUNT]==0) c[DEXTERITY]+=3; /* dexterity */
X c[DEXCOUNT] += 400; return;
X
X case 3: i=rnd(3)+1;
X p=" While the %s slept, you smashed it %d times";
X ws: direct(x,fullhit(i),p,i); /* sleep */ return;
X
X case 4: /* charm monster */ c[CHARMCOUNT] += c[CHARISMA]<<1; return;
X
X case 5: godirect(x,rnd(10)+15+clev," The sound damages the %s",70,'@'); /* sonic spear */
X return;
X
X/* ----- LEVEL 2 SPELLS ----- */
X
X case 6: i=rnd(3)+2; p=" While the %s is entangled, you hit %d times";
X goto ws; /* web */
X
X case 7: if (c[STRCOUNT]==0) c[STREXTRA]+=3; /* strength */
X c[STRCOUNT] += 150+rnd(100); return;
X
X case 8: yl = playery-5; /* enlightenment */
X yh = playery+6; xl = playerx-15; xh = playerx+16;
X vxy(&xl,&yl); vxy(&xh,&yh); /* check bounds */
X for (i=yl; i<=yh; i++) /* enlightenment */
X for (j=xl; j<=xh; j++)
X know[j][i]=KNOWALL;
X draws(xl,xh+1,yl,yh+1); return;
X
X case 9: raisehp(20+(clev<<1)); return; /* healing */
X
X case 10: c[BLINDCOUNT]=0; return; /* cure blindness */
X
X case 11: createmonster(makemonst(level+1)+8); return;
X
X case 12: if (rnd(11)+7 <= c[WISDOM]) direct(x,rnd(20)+20+clev," The %s believed!",0);
X else lprcat(" It didn't believe the illusions!");
X return;
X
X case 13: /* if he has the amulet of invisibility then add more time */
X for (j=i=0; i<26; i++)
X if (iven[i]==OAMULET) j+= 1+ivenarg[i];
X c[INVISIBILITY] += (j<<7)+12; return;
X
X/* ----- LEVEL 3 SPELLS ----- */
X
X case 14: godirect(x,rnd(25+clev)+25+clev," The fireball hits the %s",40,'*'); return; /* fireball */
X
X case 15: godirect(x,rnd(25)+20+clev," Your cone of cold strikes the %s",60,'O'); /* cold */
X return;
X
X case 16: dirpoly(x); return; /* polymorph */
X
X case 17: c[CANCELLATION]+= 5+clev; return; /* cancellation */
X
X case 18: c[HASTESELF]+= 7+clev; return; /* haste self */
X
X case 19: omnidirect(x,30+rnd(10)," The %s gasps for air"); /* cloud kill */
X return;
X
X case 20: xh = min(playerx+1,MAXX-2); yh = min(playery+1,MAXY-2);
X for (i=max(playerx-1,1); i<=xh; i++) /* vaporize rock */
X for (j=max(playery-1,1); j<=yh; j++)
X {
X kn = &know[i][j];
X pm = &mitem[i][j];
X switch(*(p= &item[i][j]))
X {
X case OWALL: if (level < MAXLEVEL+MAXVLEVEL-1)
X *p = *kn = 0;
X break;
X
X case OSTATUE: if (c[HARDGAME]<3)
X {
X *p=OBOOK; iarg[i][j]=level; *kn=0;
X }
X break;
X
X case OTHRONE:
X *p= OTHRONE2;
X create_guardian( GNOMEKING, i, j );
X break;
X
X case OALTAR:
X create_guardian( DEMONPRINCE, i, j );
X break;
X
X case OFOUNTAIN:
X create_guardian( WATERLORD, i, j );
X break;
X };
X switch(*pm)
X {
X case XORN: ifblind(i,j); hitm(i,j,200); break; /* Xorn takes damage from vpr */
X }
X }
X return;
X
X/* ----- LEVEL 4 SPELLS ----- */
X
X case 21: direct(x,100+clev," The %s shrivels up",0); /* dehydration */
X return;
X
X case 22: godirect(x,rnd(25)+20+(clev<<1)," A lightning bolt hits the %s",1,'~'); /* lightning */
X return;
X
X case 23: i=min(c[HP]-1,c[HPMAX]/2); /* drain life */
X direct(x,i+i,"",0); c[HP] -= i; return;
X
X case 24: if (c[GLOBE]==0) c[MOREDEFENSES] += 10;
X c[GLOBE] += 200; loseint(); /* globe of invulnerability */
X return;
X
X case 25: omnidirect(x,32+clev," The %s struggles for air in your flood!"); /* flood */
X return;
X
X case 26: if (rnd(151)==63) { beep(); lprcat("\nYour heart stopped!\n"); nap(4000); died(270); return; }
X if (c[WISDOM]>rnd(10)+10) direct(x,2000," The %s's heart stopped",0); /* finger of death */
X else lprcat(" It didn't work"); return;
X
X/* ----- LEVEL 5 SPELLS ----- */
X
X case 27: c[SCAREMONST] += rnd(10)+clev; return; /* scare monster */
X
X case 28: c[HOLDMONST] += rnd(10)+clev; return; /* hold monster */
X
X case 29: c[TIMESTOP] += rnd(20)+(clev<<1); return; /* time stop */
X
X case 30: tdirect(x); return; /* teleport away */
X
X case 31: omnidirect(x,35+rnd(10)+clev," The %s cringes from the flame"); /* magic fire */
X return;
X
X/* ----- LEVEL 6 SPELLS ----- */
X
X case 32: if ((rnd(23)==5) && (wizard==0)) /* sphere of annihilation */
X {
X beep(); lprcat("\nYou have been enveloped by the zone of nothingness!\n");
X nap(4000); died(258); return;
X }
X xl=playerx; yl=playery;
X loseint();
X i=dirsub(&xl,&yl); /* get direction of sphere */
X newsphere(xl,yl,i,rnd(20)+11); /* make a sphere */
X return;
X
X case 33: genmonst(); spelknow[33]=0; /* genocide */
X loseint();
X return;
X
X case 34: /* summon demon */
X if (rnd(100) > 30) { direct(x,150," The demon strikes at the %s",0); return; }
X if (rnd(100) > 15) { lprcat(" Nothing seems to have happened"); return; }
X lprcat(" The demon turned on you and vanished!"); beep();
X i=rnd(40)+30; lastnum=277;
X losehp(i); /* must say killed by a demon */ return;
X
X case 35: /* walk through walls */
X c[WTW] += rnd(10)+5; return;
X
X case 36: /* alter reality */
X {
X struct isave *save; /* pointer to item save structure */
X int sc; sc=0; /* # items saved */
X save = (struct isave *)malloc(sizeof(struct isave)*MAXX*MAXY*2);
X if (save == NULL)
X {
X lprcat("\nPolinneaus won't let you mess with his dungeon!");
X return;
X }
X for (j=0; j<MAXY; j++)
X for (i=0; i<MAXX; i++) /* save all items and monsters */
X {
X xl = item[i][j];
X if (xl && xl!=OWALL && xl!=OANNIHILATION)
X {
X save[sc].type=0; save[sc].id=item[i][j];
X save[sc++].arg=iarg[i][j];
X }
X if (mitem[i][j])
X {
X save[sc].type=1; save[sc].id=mitem[i][j];
X save[sc++].arg=hitp[i][j];
X }
X item[i][j]=OWALL; mitem[i][j]=0;
X if (wizard)
X know[i][j]=KNOWALL;
X else
X know[i][j]=0;
X }
X eat(1,1); if (level==1) item[33][MAXY-1]=OENTRANCE;
X for (j=rnd(MAXY-2), i=1; i<MAXX-1; i++) item[i][j]=0;
X while (sc>0) /* put objects back in level */
X {
X --sc;
X if (save[sc].type == 0)
X {
X int trys;
X for (trys=100, i=j=1; --trys>0 && item[i][j]; i=rnd(MAXX-1), j=rnd(MAXY-1));
X if (trys) { item[i][j]=save[sc].id; iarg[i][j]=save[sc].arg; }
X }
X else
X { /* put monsters back in */
X int trys;
X for (trys=100, i=j=1; --trys>0 && (item[i][j]==OWALL || mitem[i][j]); i=rnd(MAXX-1), j=rnd(MAXY-1));
X if (trys) { mitem[i][j]=save[sc].id; hitp[i][j]=save[sc].arg; }
X }
X }
X loseint();
X draws(0,MAXX,0,MAXY); if (wizard==0) spelknow[36]=0;
X free((char*)save); positionplayer(); return;
X }
X
X case 37: /* permanence */ adjtime(-99999L); spelknow[37]=0; /* forget */
X loseint();
X return;
X
X default: lprintf(" spell %d not available!",(long)x); beep(); return;
X };
X }
X
X/*
X Create a guardian for a throne/altar/fountain, as a result of the player
X using a VPR spell or pulverization scroll on it.
X*/
Xstatic void create_guardian( monst, x, y )
Xint monst; /* monster code for the guardian */
Xint x, y; /* coords of the object being guarded */
X {
X int k ;
X
X /* prevent the guardian from being created on top of the player
X */
X if ((x == playerx) && (y == playery))
X {
X k = rnd(8);
X x += diroffx[k];
X y += diroffy[k];
X }
X know[x][y] = 0;
X mitem[x][y] = monst ;
X hitp[x][y] = monster[monst].hitpoints;
X }
X
X/*
X * loseint() Routine to subtract 1 from your int (intelligence) if > 3
X *
X * No arguments and no return value
X */
Xstatic loseint()
X {
X if (--c[INTELLIGENCE]<3) c[INTELLIGENCE]=3;
X }
X
X/*
X * isconfuse() Routine to check to see if player is confused
X *
X * This routine prints out a message saying "You can't aim your magic!"
X * returns 0 if not confused, non-zero (time remaining confused) if confused
X */
Xstatic isconfuse()
X {
X if (c[CONFUSE]) { lprcat(" You can't aim your magic!"); beep(); }
X return(c[CONFUSE]);
X }
X
X/*
X * nospell(x,monst) Routine to return 1 if a spell doesn't affect a monster
X * int x,monst;
X *
X * Subroutine to return 1 if the spell can't affect the monster
X * otherwise returns 0
X * Enter with the spell number in x, and the monster number in monst.
X */
Xstatic nospell(x,monst)
X int x,monst;
X {
X register int tmp;
X if (x>=SPNUM || monst>=MAXMONST+8 || monst<0 || x<0) return(0); /* bad spell or monst */
X if ((tmp=spelweird[monst-1][x])==0) return(0);
X cursors(); lprc('\n'); lprintf(spelmes[tmp],monster[monst].name); return(1);
X }
X
X/*
X * fullhit(xx) Function to return full damage against a monster (aka web)
X * int xx;
X *
X * Function to return hp damage to monster due to a number of full hits
X * Enter with the number of full hits being done
X */
Xfullhit(xx)
X int xx;
X {
X register int i;
X if (xx<0 || xx>20) return(0); /* fullhits are out of range */
X if (c[LANCEDEATH]) return(10000); /* lance of death */
X i = xx * ((c[WCLASS]>>1)+c[STRENGTH]+c[STREXTRA]-c[HARDGAME]-12+c[MOREDAM]);
X return( (i>=1) ? i : xx );
X }
X
X/*
X * direct(spnum,dam,str,arg) Routine to direct spell damage 1 square in 1 dir
X * int spnum,dam,arg;
X * char *str;
X *
X * Routine to ask for a direction to a spell and then hit the monster
X * Enter with the spell number in spnum, the damage to be done in dam,
X * lprintf format string in str, and lprintf's argument in arg.
X * Returns no value.
X */
Xstatic direct(spnum,dam,str,arg)
X int spnum,dam,arg;
X char *str;
X {
X extern char lastmonst[];
X int x,y;
X register int m;
X if (spnum<0 || spnum>=SPNUM || str==0) return; /* bad arguments */
X if (isconfuse()) return;
X dirsub(&x,&y);
X m = mitem[x][y];
X if (item[x][y]==OMIRROR)
X {
X if (spnum==3) /* sleep */
X {
X lprcat("You fall asleep! "); beep();
X fool:
X arg += 2;
X while (arg-- > 0) { parse2(); nap(1000); }
X return;
X }
X else if (spnum==6) /* web */
X {
X lprcat("You get stuck in your own web! "); beep();
X goto fool;
X }
X else
X {
X lastnum=278;
X lprintf(str,"spell caster (thats you)",(long)arg);
X beep(); losehp(dam); return;
X }
X }
X if (m==0)
X { lprcat(" There wasn't anything there!"); return; }
X ifblind(x,y);
X if (nospell(spnum,m)) { lasthx=x; lasthy=y; return; }
X lprintf(str,lastmonst,(long)arg); hitm(x,y,dam);
X }
X
X/*
X * godirect(spnum,dam,str,delay,cshow) Function to perform missile attacks
X * int spnum,dam,delay;
X * char *str,cshow;
X *
X * Function to hit in a direction from a missile weapon and have it keep
X * on going in that direction until its power is exhausted
X * Enter with the spell number in spnum, the power of the weapon in hp,
X * lprintf format string in str, the # of milliseconds to delay between
X * locations in delay, and the character to represent the weapon in cshow.
X * Returns no value.
X */
Xgodirect(spnum,dam,str,delay,cshow)
X int spnum,dam,delay;
X char *str,cshow;
X {
X extern char lastmonst[] ;
X register char *p;
X register int x,y,m;
X int dx,dy;
X if (spnum<0 || spnum>=SPNUM || str==0 || delay<0) return; /* bad args */
X if (isconfuse()) return;
X dirsub(&dx,&dy); x=dx; y=dy;
X dx = x-playerx; dy = y-playery; x = playerx; y = playery;
X while (dam>0)
X {
X x += dx; y += dy;
X if ((x > MAXX-1) || (y > MAXY-1) || (x < 0) || (y < 0))
X {
X dam=0; break; /* out of bounds */
X }
X if ((x==playerx) && (y==playery)) /* if energy hits player */
X {
X cursors(); lprcat("\nYou are hit my your own magic!"); beep();
X lastnum=278; losehp(dam); return;
X }
X if (c[BLINDCOUNT]==0) /* if not blind show effect */
X {
X cursor(x+1,y+1); lprc(cshow); nap(delay); show1cell(x,y);
X }
X if ((m=mitem[x][y])) /* is there a monster there? */
X {
X ifblind(x,y);
X if (nospell(spnum,m)) { lasthx=x; lasthy=y; return; }
X cursors(); lprc('\n');
X lprintf(str,lastmonst); dam -= hitm(x,y,dam);
X show1cell(x,y); nap(1000); x -= dx; y -= dy;
X }
X else switch (*(p= &item[x][y]))
X {
X case OWALL:
X cursors();
X lprc('\n');
X lprintf(str,"wall");
X if (dam>=50+c[HARDGAME]) /* enough damage? */
X if (level<MAXLEVEL+MAXVLEVEL-1) /* not on V3 */
X if ((x<MAXX-1) && (y<MAXY-1) && (x) && (y))
X {
X lprcat(" The wall crumbles");
X *p=0;
X know[x][y]=0;
X show1cell(x,y);
X }
X dam = 0;
X break;
X
X case OCLOSEDDOOR:
X cursors();
X lprc('\n');
X lprintf(str,"door");
X if (dam>=40)
X {
X lprcat(" The door is blasted apart");
X *p = 0;
X know[x][y] = 0;
X show1cell( x, y );
X }
X dam = 0 ;
X break;
X
X case OSTATUE:
X cursors();
X lprc('\n');
X lprintf(str,"statue");
X if (c[HARDGAME]<3)
X if (dam>44)
X {
X lprcat(" The statue crumbles");
X *p=OBOOK;
X iarg[x][y]=level;
X know[x][y] = 0;
X show1cell( x, y );
X }
X dam = 0 ;
X break;
X
X case OTHRONE:
X cursors();
X lprc('\n');
X lprintf(str,"throne");
X if (dam>39)
X {
X *p = OTHRONE2;
X create_guardian( GNOMEKING, x, y );
X show1cell( x, y );
X }
X dam = 0;
X break;
X
X case OALTAR:
X cursors();
X lprc('\n');
X lprintf(str, "altar");
X if ( dam > 75 - ( c[HARDGAME] >> 2 ))
X {
X create_guardian( DEMONPRINCE, x, y );
X show1cell( x, y );
X }
X dam = 0 ;
X break;
X
X case OFOUNTAIN:
X cursors();
X lprc('\n');
X lprintf(str, "fountain");
X if ( dam > 55 )
X {
X create_guardian( WATERLORD, x, y );
X show1cell( x, y );
X }
X dam = 0 ;
X break;
X
X case OMIRROR:
X {
X int bounce = FALSE, odx=dx, ody=dy ;
X /* spells may bounce directly back or off at an angle
X */
X if (rnd(100) < 50 )
X {
X bounce = TRUE ;
X dx *= -1;
X }
X if (rnd(100) < 50 )
X {
X bounce = TRUE ;
X dy *= -1;
X }
X if (!bounce || ((odx==dx) && (ody==dy))) /* guarentee a bounce */
X {
X dx = -odx;
X dy = -ody;
X }
X }
X break;
X };
X dam -= 3 + (c[HARDGAME]>>1);
X }
X }
X
X/*
X * ifblind(x,y) Routine to put "monster" or the monster name into lastmosnt
X * int x,y;
X *
X * Subroutine to copy the word "monster" into lastmonst if the player is blind
X * Enter with the coordinates (x,y) of the monster
X * Returns no value.
X */
Xifblind(x,y)
X int x,y;
X {
X extern char lastmonst[] ;
X char *p;
X vxy(&x,&y); /* verify correct x,y coordinates */
X if (c[BLINDCOUNT]) { lastnum=279; p="monster"; }
X else { lastnum=mitem[x][y]; p=monster[lastnum].name; }
X strcpy(lastmonst,p);
X }
X
X/*
X * tdirect(spnum) Routine to teleport away a monster
X * int spnum;
X *
X * Routine to ask for a direction to a spell and then teleport away monster
X * Enter with the spell number that wants to teleport away
X * Returns no value.
X */
Xstatic tdirect(spnum)
X int spnum;
X {
X int x,y;
X register int m;
X if (spnum<0 || spnum>=SPNUM) return; /* bad args */
X if (isconfuse()) return;
X dirsub(&x,&y);
X if ((m=mitem[x][y])==0)
X { lprcat(" There wasn't anything there!"); return; }
X ifblind(x,y);
X if (nospell(spnum,m)) { lasthx=x; lasthy=y; return; }
X fillmonst(m); mitem[x][y]=0; know[x][y] &= ~KNOWHERE;
X }
X
X/*
X * omnidirect(sp,dam,str) Routine to damage all monsters 1 square from player
X * int sp,dam;
X * char *str;
X *
X * Routine to cast a spell and then hit the monster in all directions
X * Enter with the spell number in sp, the damage done to wach square in dam,
X * and the lprintf string to identify the spell in str.
X * Returns no value.
X */
Xstatic omnidirect(spnum,dam,str)
X int spnum,dam;
X char *str;
X {
X extern char lastmonst[] ;
X register int x,y,m;
X if (spnum<0 || spnum>=SPNUM || str==0) return; /* bad args */
X for (x=playerx-1; x<playerx+2; x++)
X for (y=playery-1; y<playery+2; y++)
X {
X if (m=mitem[x][y])
X if (nospell(spnum,m) == 0)
X {
X ifblind(x,y);
X cursors(); lprc('\n'); lprintf(str,lastmonst);
X hitm(x,y,dam); nap(800);
X }
X else { lasthx=x; lasthy=y; }
X }
X }
X
X/*
X * dirsub(x,y) Routine to ask for direction, then modify playerx,
X * playery for it
X * int *x,*y;
X *
X * Function to ask for a direction and modify an x,y for that direction
X * Enter with the coordinate destination (x,y).
X * Returns index into diroffx[] (0-8).
X */
Xdirsub(x,y)
X int *x,*y;
X {
X register int i;
X lprcat("\nIn What Direction? ");
X for (i=0; ; )
X switch(ttgetch())
X {
X case 'b': i++;
X case 'n': i++;
X case 'y': i++;
X case 'u': i++;
X case 'h': i++;
X case 'k': i++;
X case 'l': i++;
X case 'j': i++; goto out;
X };
Xout:
X *x = playerx+diroffx[i]; *y = playery+diroffy[i];
X vxy(x,y); return(i);
X }
X
X/*
X * dirpoly(spnum) Routine to ask for a direction and polymorph a monst
X * int spnum;
X *
X * Subroutine to polymorph a monster and ask for the direction its in
X * Enter with the spell number in spmun.
X * Returns no value.
X */
Xstatic dirpoly(spnum)
X int spnum;
X {
X int x,y,m;
X if (spnum<0 || spnum>=SPNUM) return; /* bad args */
X if (isconfuse()) return; /* if he is confused, he can't aim his magic */
X dirsub(&x,&y);
X if (mitem[x][y]==0)
X { lprcat(" There wasn't anything there!"); return; }
X ifblind(x,y);
X if (nospell(spnum,mitem[x][y])) { lasthx=x; lasthy=y; return; }
X# ifdef MSDOS
X do {
X m = rnd(MAXMONST+7);
X mitem[x][y] = m;
X } while ( monster[m].genocided );
X# else
X while ( monster[m = mitem[x][y] = rnd(MAXMONST+7)].genocided );
X# endif
X hitp[x][y] = monster[m].hitpoints;
X show1cell(x,y); /* show the new monster */
X }
X
X/*
X * annihilate() Routine to annihilate all monsters around player (playerx,playery)
X *
X * Gives player experience, but no dropped objects
X * Returns the experience gained from all monsters killed
X */
Xannihilate()
X {
X int i,j;
X register long k;
X register char *p;
X for (k=0, i=playerx-1; i<=playerx+1; i++)
X for (j=playery-1; j<=playery+1; j++)
X if (!vxy(&i,&j)) /* if not out of bounds */
X if (*(p= &mitem[i][j])) /* if a monster there */
X if (*p<DEMONLORD+2)
X {
X k += monster[*p].experience; *p=know[i][j] &= ~KNOWHERE;
X }
X else
X {
X lprintf("\nThe %s barely escapes being annihilated!",monster[*p].name);
X hitp[i][j] = (hitp[i][j]>>1) + 1; /* lose half hit points*/
X }
X if (k>0)
X {
X lprcat("\nYou hear loud screams of agony!"); raiseexperience((long)k);
X }
X return(k);
X }
X
X/*
X * genmonst() Function to ask for monster and genocide from game
X *
X * This is done by setting a flag in the monster[] structure
X */
Xstatic genmonst()
X {
X register int i,j;
X cursors(); lprcat("\nGenocide what monster? ");
X for (i=0; (!isalpha(i)) && (i!=' '); i=ttgetch());
X lprc(i);
X for (j=0; j<MAXMONST; j++) /* search for the monster type */
X if (monstnamelist[j]==i) /* have we found it? */
X {
X monster[j].genocided=1; /* genocided from game */
X lprintf(" There will be no more %s's",monster[j].name);
X /* now wipe out monsters on this level */
X newcavelevel(level); draws(0,MAXX,0,MAXY); bot_linex();
X return;
X }
X lprcat(" You sense failure!");
X }
END_OF_FILE
if test 27345 -ne `wc -c <'spells.c'`; then
echo shar: \"'spells.c'\" unpacked with wrong size!
fi
# end of 'spells.c'
fi
if test -f 'vmsreadme.txt' -a "${1}" != "-c" ; then
echo shar: Will not clobber existing file \"'vmsreadme.txt'\"
else
echo shar: Extracting \"'vmsreadme.txt'\" \(1388 characters\)
sed "s/^X//" >'vmsreadme.txt' <<'END_OF_FILE'
XThis is a VMS version of LARN 12.3. To run it, larndir must be defined as a
Xlogical name that points to the directory containing the support files
X(LARN.MAZ, LARN.HLP, etc). Larn looks for LARN.OPT in SYS$LOGIN. VMS Version
X5.x may be required.
X
XThe first entry in the larn.pid file (1000) can be the wizard if the password is
Xknown (same password as in MS-DOS edition; see LARN122.DOC).
X
XThe sources have been compiled with termcap. It will look for the
Xtermcap file either through the logical name "termcap", in the current
Xdirectory as "termcap.", or as "sys$library:termcap." If there is
Xa symbol or logical called "term" then the value of that will
Xbe used for the terminal, otherwise the value from "terminal" will be
Xused.
X
XThis version includes VMS Keypad support on VT class terminals. The keypad
Xkeys must be set to application mode (SET TERM/APPLICATION) in order for LARN
Xto recognise the keys. It is not necessary to set the KEYPAD option in the
XLARN.OPT file. The key mappings are:
X
X PF1 PF2 PF3 PF4
X '@'
X KP7 KP8 KP9 KP-
X 'y' 'k' 'u'
X KP4 KP5 KP6 KP,
X 'h' '.' 'l' ','
X ^ KP1 KP2 KP3 KP
X 'K' 'b' 'j' 'n' Enter
X < v > KP0 KP.
X 'H' 'J' 'L' 'i' '.'
X
XKeypad mode occasionally seems flakey, especially on DECTerms. Until I can
Xre-work it, this will have to do. Customization of the keypad is not
Xcurrently supported.
X
X Kevin Routley
END_OF_FILE
if test 1388 -ne `wc -c <'vmsreadme.txt'`; then
echo shar: \"'vmsreadme.txt'\" unpacked with wrong size!
fi
# end of 'vmsreadme.txt'
fi
echo shar: End of archive 6 \(of 12\).
cp /dev/null ark6isdone
MISSING=""
for I in 1 2 3 4 5 6 7 8 9 10 11 12 ; do
if test ! -f ark${I}isdone ; then
MISSING="${MISSING} ${I}"
fi
done
if test "${MISSING}" = "" ; then
echo You have unpacked all 12 archives.
rm -f ark[1-9]isdone ark[1-9][0-9]isdone
else
echo You still need to unpack the following archives:
echo " " ${MISSING}
fi
## End of shell archive.
exit 0