billr@saab.CNA.TEK.COM (Bill Randle) (12/19/90)
Submitted-by: routley@tle.ENET.DEC.COM (Kevin Routley) Posting-number: Volume 11, Issue 88 Archive-name: larn/Part05 Environment: Unix, VMS, MS-DOS, 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 5 (of 11)." # Contents: Makefile movem.c savelev.c spells.c # Wrapped by billr@saab on Tue Dec 18 10:14:18 1990 PATH=/bin:/usr/bin:/usr/ucb ; export PATH if test -f 'Makefile' -a "${1}" != "-c" ; then echo shar: Will not clobber existing file \"'Makefile'\" else echo shar: Extracting \"'Makefile'\" \(402 characters\) sed "s/^X//" >'Makefile' <<'END_OF_FILE' X# XOBJ= action.o bill.o config.o create.o data.o diag.o display.o \ X fortune.o global.o help.o io.o main.o monster.o \ X moreobj.o movem.o msdos.o nap.o object.o regen.o savelev.o \ X scores.o signal.o spells.o spheres.o store.o \ X tok.o vms.o X# X# X XCFLAGS=-DDGK -DBSD -D'LARNHOME="/usr/users/routley/larncc/"' X Xlarn122: $(OBJ) X cc -o larn122 $(OBJ) -ltermcap X X.c.o: X cc $(CFLAGS) -c $*.c X X.c: header.h X END_OF_FILE if test 402 -ne `wc -c <'Makefile'`; then echo shar: \"'Makefile'\" unpacked with wrong size! fi # end of 'Makefile' fi if test -f 'movem.c' -a "${1}" != "-c" ; then echo shar: Will not clobber existing file \"'movem.c'\" else echo shar: Extracting \"'movem.c'\" \(18818 characters\) sed "s/^X//" >'movem.c' <<'END_OF_FILE' X/* X * movem.c (move monster) Larn is copyrighted 1986 by Noah Morgan. X * X * Here are the functions in this file: X * X * movemonst() Routine to move the monsters toward the player X * build_proximity_ripple() Build proximity ripple for smart monster move X * move_scared() Move scared monsters X * move_smart() Move smart monsters X * move_dumb() Move dumb monsters X * mmove(x,y,xd,yd) Function to actually perform the monster movement X */ X#include "header.h" X#define min(x,y) (((x)>(y))?(y):(x)) X#define max(x,y) (((x)>(y))?(x):(y)) X Xvoid movemonst(); Xvoid build_proximity_ripple(); Xvoid move_scared(); Xvoid move_smart(); Xvoid move_dumb(); Xvoid mmove(); X X# define IDISTNORM 8 /* was 17 - dgk */ X# define IDISTAGGR 20 /* was 40 - dgk */ X Xstatic short w1[9],w1x[9],w1y[9]; Xstatic int tmp1,tmp2,tmp3,tmp4,distance; X X/* list of monsters to move */ Xstatic struct foo { char x ; char y; char smart; } movelist[250] ; X X/* X * movemonst() Routine to move the monsters toward the player X * X * This routine has the responsibility to determine which monsters are to X * move, and call movemt() to do the move. X * Returns no value. X */ Xvoid movemonst() X { X register int i,j,movecnt=0, smart_count, min_int ; X X if (c[TIMESTOP]) return; /* no action if time is stopped */ X if (c[HASTESELF]) if ((c[HASTESELF]&1)==0) return; X if (spheres) movsphere(); /* move the spheres of annihilation if any */ X if (c[HOLDMONST]) return; /* no action if monsters are held */ X X if (c[AGGRAVATE]) /* determine window of monsters to move */ X { X tmp1=playery-5; tmp2=playery+6; tmp3=playerx-10; tmp4=playerx+11; X distance=IDISTAGGR; /* depth of intelligent monster movement */ X } X else X { X tmp1=playery-3; tmp2=playery+4; tmp3=playerx-5; tmp4=playerx+6; X distance=IDISTNORM; /* depth of intelligent monster movement */ X } X X if (level == 0) /* if on outside level monsters can move in perimeter */ X { X if (tmp1 < 0) tmp1=0; if (tmp2 > MAXY) tmp2=MAXY; X if (tmp3 < 0) tmp3=0; if (tmp4 > MAXX) tmp4=MAXX; X } X else /* if in a dungeon monsters can't be on the perimeter (wall there) */ X { X if (tmp1 < 1) tmp1=1; if (tmp2 > MAXY-1) tmp2=MAXY-1; X if (tmp3 < 1) tmp3=1; if (tmp4 > MAXX-1) tmp4=MAXX-1; X } X X /* We now have a window in which to move monsters. First find all X monsters in the window, then decide whether or not to move them. X Its faster that way since the size of the window is usually larger X than the # of monsters in that window. X X Find all monsters in the window. The only time a monster cannot X move is if: monsters are not aggrevated, AND player is stealthed, X AND the monster is asleep due to stealth. Split into two X separate loops in order to simplify the if statement inside the X loop for the most common case. X X Also count # of smart monsters. X */ X smart_count = 0 ; X min_int = 10 - c[HARDGAME] ; /* minimum monster intelligence to move smart */ X if ( c[AGGRAVATE] || !c[STEALTH] ) X { X for ( j = tmp1 ; j < tmp2 ; j++ ) X for ( i = tmp3 ; i < tmp4 ; i++ ) X if (mitem[i][j]) X { X movelist[movecnt].x = i; X movelist[movecnt].y = j ; X if ( monster[mitem[i][j]].intelligence > min_int ) X { X movelist[movecnt].smart = TRUE ; X smart_count++; X } X else X movelist[movecnt].smart = FALSE ; X movecnt++; X } X } X else X { X for ( j = tmp1; j < tmp2 ; j++ ) X for ( i = tmp3 ; i < tmp4 ; i++ ) X if ( mitem[i][j] && stealth[i][j] ) /* stealth[x][y] = 1 when AWAKE! */ X { X movelist[movecnt].x = i; X movelist[movecnt].y = j ; X if ( monster[mitem[i][j]].intelligence > min_int ) X { X movelist[movecnt].smart = TRUE ; X smart_count++; X } X else X movelist[movecnt].smart = FALSE ; X movecnt++; X } X } X X /* now move the monsters in the movelist. If we have at least one X smart monster, build a proximity ripple and use it for all smart X monster movement. X */ X if (movecnt > 0 ) X { X if ( c[SCAREMONST] ) X for ( i = 0 ; i < movecnt ; i++ ) X move_scared( movelist[i].x, movelist[i].y ); X else X { X if ( smart_count > 0 ) X { X /* I was going to put in code that prevented the rebuilding X of the proximity ripple if the player had not moved since X the last turn. Unfortunately, this permits the player to X blast down doors to treasure rooms and not have a single X intelligent monster move. X */ X build_proximity_ripple(); X for ( i = 0 ; i < movecnt ; i++ ) X if ( movelist[i].smart ) X move_smart( movelist[i].x, movelist[i].y ); X else X move_dumb( movelist[i].x, movelist[i].y ); X } X else X for ( i = 0 ; i < movecnt ; i++ ) X move_dumb( movelist[i].x, movelist[i].y ); X } X } X X /* Also check for the last monster hit. This is necessary to prevent X the player from getting free hits on a monster with long range X spells or when stealthed. X */ X if ( c[AGGRAVATE] || !c[STEALTH] ) X { X /* If the last monster hit is within the move window, its already X been moved. X */ X if ( ( ( lasthx < tmp3 || lasthx >= tmp4 ) || X ( lasthy < tmp1 || lasthy >= tmp2 ) ) && X mitem[lasthx][lasthy] ) X { X if ( c[SCAREMONST] ) X move_scared( lasthx, lasthy ); X else X if ( monster[mitem[lasthx][lasthy]].intelligence > min_int ) X { X if ( smart_count == 0 ) X build_proximity_ripple( ); X move_smart( lasthx, lasthy ); X } X else X move_dumb( lasthx, lasthy ); X lasthx = w1x[0]; /* make sure the monster gets moved again */ X lasthy = w1y[0]; X } X } X else X { X /* If the last monster hit is within the move window, and not X asleep due to stealth, then it has already been moved. X Otherwise (monster outside window, asleep due to stealth), X move the monster and update the lasthit x,y position. X */ X if ( ( lasthx < tmp3 || lasthx >= tmp4 ) || X ( lasthy < tmp1 || lasthy >= tmp2 ) && X mitem[lasthx][lasthy] || !stealth[lasthx][lasthy] ) X { X if ( c[SCAREMONST] ) X move_scared( lasthx, lasthy ); X else X if ( monster[mitem[lasthx][lasthy]].intelligence > min_int ) X { X if ( smart_count == 0 ) X build_proximity_ripple( ); X move_smart( lasthx, lasthy ); X } X else X move_dumb( lasthx, lasthy ); X lasthx = w1x[0]; /* make sure the monster gets moved again */ X lasthy = w1y[0]; X } X } X } X Xstatic char screen[MAXX][MAXY]; /* proximity ripple storage */ X X/* queue for breadth-first 'search' build of proximity ripple. X*/ X#define MAX_QUEUE 100 X struct queue_entry X { X char x ; X char y ; X char distance ; X } queue[MAX_QUEUE]; X int queue_head = 0 ; X int queue_tail = 0 ; X X/* put a location on the proximity ripple queue X*/ X#define PUTQUEUE( _x, _y, _d ) \ X { \ X queue[queue_tail].x = (_x) ; \ X queue[queue_tail].y = (_y) ; \ X queue[queue_tail].distance = (_d); \ X queue_tail++; \ X if (queue_tail == MAX_QUEUE) \ X queue_tail = 0 ; \ X } X X/* take a location from the proximity ripple queue X*/ X#define GETQUEUE( _x, _y, _d ) \ X { \ X (_x) = queue[queue_head].x ; \ X (_y) = queue[queue_head].y ; \ X (_d) = queue[queue_head].distance ; \ X queue_head++; \ X if (queue_head == MAX_QUEUE) \ X queue_head = 0 ; \ X } X X/* check for the proximity ripple queue being empty X*/ X#define QUEUEEMPTY() (queue_head == queue_tail) X X/* X For smart monster movement, build a proximity ripple from the player's X position, out to a 'distance' of 20. For example: X X W 5 4 4 W W X Player is at position marked 1 X W 5 W 3 3 W W W is a wall. Monsters will attempt X W 6 W 2 W 4 W to move to a location with a smaller X W 7 W 1 W 5 W value than their current position. X W 8 W W W 6 W Note that a monster at location X X W 9 9 8 7 7 7 will not move at all. X W W W 8 W W W X*/ Xvoid build_proximity_ripple() X { X int xl, yl, xh, yh ; X int k, m, z, tmpx, tmpy; X int curx, cury, curdist; X X xl=tmp3-2; yl=tmp1-2; xh=tmp4+2; yh=tmp2+2; X vxy(&xl,&yl); vxy(&xh,&yh); X for (k=yl; k<=yh; k++) X for (m=xl; m<=xh; m++) X { X switch(item[m][k]) X { X case OWALL: X case OPIT: X case OTRAPARROW: X case ODARTRAP: X case OCLOSEDDOOR: X case OTRAPDOOR: X case OTELEPORTER: X screen[m][k]=127; X break; X default: X screen[m][k] = 0; X break; X }; X } X screen[playerx][playery]=1; X X/* now perform proximity ripple from playerx,playery to monster */ X xl=tmp3-1; yl=tmp1-1; xh=tmp4+1; yh=tmp2+1; X vxy(&xl,&yl); vxy(&xh,&yh); X X PUTQUEUE( playerx, playery, 1 ); X do X { X GETQUEUE( curx, cury, curdist ); X X /* test all spots around the current one being looked at. X */ X if ( ( curx >= xl && curx < xh ) && X ( cury >= yl && cury < yh ) ) X { X for (z=1; z<9; z++) X { X tmpx = curx + diroffx[z] ; X tmpy = cury + diroffy[z] ; X if (screen[tmpx][tmpy] == 0 ) X { X screen[tmpx][tmpy] = curdist + 1; X PUTQUEUE( tmpx, tmpy, curdist + 1 ); X } X } X } X } X while (!QUEUEEMPTY()); X X } X X/* X Move scared monsters randomly away from the player position. X*/ Xvoid move_scared( i, j ) Xint i, j ; X { X int xl, yl, tmp, tmpitem ; X X /* check for a half-speed monster, and check if not to move. Could be X done in the monster list build. X */ X switch(mitem[i][j]) X { X case TROGLODYTE: case HOBGOBLIN: case METAMORPH: case XVART: X case INVISIBLESTALKER: case ICELIZARD: if ((gtime & 1) == 1) return; X }; X X if ((xl = i+rnd(3)-2) < 0) X xl=0; X if (xl >= MAXX) X xl=MAXX-1; X if ((yl = j+rnd(3)-2) < 0) X yl=0; X if (yl >= MAXY) X yl=MAXY-1; X X if ((tmp=item[xl][yl]) != OWALL) X if (mitem[xl][yl] == 0) X if ((mitem[i][j] != VAMPIRE) || (tmp != OMIRROR)) X if (tmp != OCLOSEDDOOR) X mmove(i,j,xl,yl); X } X X/* X Move monsters that are moving intelligently, using the proximity X ripple. Attempt to move to a position in the proximity ripple X that is closer to the player. X X Parameters: the X,Y position of the monster to be moved. X*/ Xvoid move_smart( i, j ) Xint i,j ; X { X int x,y,z ; X X /* check for a half-speed monster, and check if not to move. Could be X done in the monster list build. X */ X switch(mitem[i][j]) X { X case TROGLODYTE: case HOBGOBLIN: case METAMORPH: case XVART: X case INVISIBLESTALKER: case ICELIZARD: if ((gtime & 1) == 1) return; X }; X X /* find an adjoining location in the proximity ripple that is X closer to the player (has a lower value) than the monster's X current position. X */ X if (mitem[i][j] != VAMPIRE) X for (z=1; z<9; z++) /* go around in a circle */ X { X x = i + diroffx[z] ; X y = j + diroffy[z] ; X if ( screen[x][y] < screen[i][j] ) X if ( !mitem[x][y] ) X { X mmove(i,j,w1x[0]=x,w1y[0]=y); X return; X } X } X else X /* prevent vampires from moving onto mirrors X */ X for (z=1; z<9; z++) /* go around in a circle */ X { X x = i + diroffx[z] ; X y = j + diroffy[z] ; X if (( screen[x][y] < screen[i][j] ) && X ( item[x][y] != OMIRROR )) X if ( !mitem[x][y] ) X { X mmove(i,j,w1x[0]=x,w1y[0]=y); X return; X } X } X X } X X/* X For monsters that are not moving in an intelligent fashion. Move X in a direct fashion toward the player's current position. X X Parameters: the X,Y position of the monster to move. X*/ Xvoid move_dumb( i, j ) Xint i, j ; X { X int xl, yl, xh, yh ; X int k, m, tmp, tmpd, tmpx, tmpy ; X X /* check for a half-speed monster, and check if not to move. Could be X done in the monster list build. X */ X switch(mitem[i][j]) X { X case TROGLODYTE: case HOBGOBLIN: case METAMORPH: case XVART: X case INVISIBLESTALKER: case ICELIZARD: if ((gtime & 1) == 1) return; X }; X X /* dumb monsters move here */ X /* set up range of spots to check. instead of checking all points X around the monster, only check those closest to the player. For X example, if the player is up and right of the monster, check only X the three spots up and right of the monster. X */ X xl=i-1; yl=j-1; xh=i+2; yh=j+2; X if (i<playerx) xl++; else if (i>playerx) --xh; X if (j<playery) yl++; else if (j>playery) --yh; X X /* check all spots in the range. find the one that is closest to X the player. if the monster is already next to the player, exit X the check immediately. X */ X tmpd = 10000 ; X tmpx = i ; tmpy = j ; X for ( k = xl ; k < xh ; k++ ) X for ( m = yl ; m < yh ; m++ ) X if ( k == playerx && m == playery ) X { X tmpd = 1 ; X tmpx = k ; X tmpy = m ; X break; /* exitloop */ X } X else if ((item[k][m] != OWALL) && X (item[k][m] != OCLOSEDDOOR) && X ((mitem[k][m] == 0 ) || (( k == i ) && ( m == j ))) && X ((mitem[i][j] != VAMPIRE) || (item[k][m] != OMIRROR))) X { X tmp = (playerx-k)*(playerx-k)+(playery-m)*(playery-m); X if (tmp < tmpd) X { X tmpd = tmp; X tmpx = k; X tmpy = m; X } /* end if */ X } /* end if */ X X /* we have finished checking the spaces around the monster. if X any can be moved on and are closer to the player than the X current location, move the monster. X */ X if ((tmpd < 10000) && ((tmpx != i) || (tmpy != j))) X { X mmove( i, j, tmpx, tmpy ); X w1x[0] = tmpx ; /* for last monster hit */ X w1y[0] = tmpy ; X } X else X { X w1x[0] = i ; /* for last monster hit */ X w1y[0] = j ; X } X } /* end move_dumb() */ X X/* X * mmove(x,y,xd,yd) Function to actually perform the monster movement X * int x,y,xd,yd; X * X * Enter with the from coordinates in (x,y) and the destination coordinates X * in (xd,yd). X */ Xvoid mmove(aa,bb,cc,dd) X int aa,bb,cc,dd; X { X register int tmp,i,flag; X char *who,*p; X flag=0; /* set to 1 if monster hit by arrow trap */ X if ((cc==playerx) && (dd==playery)) X { X hitplayer(aa,bb); X return; X } X i=item[cc][dd]; X if ((i==OPIT) || (i==OTRAPDOOR)) X switch(mitem[aa][bb]) X { X case BAT: case EYE: X case SPIRITNAGA: case PLATINUMDRAGON: case WRAITH: X case VAMPIRE: case SILVERDRAGON: case POLTERGEIST: X case DEMONLORD: case DEMONLORD+1: case DEMONLORD+2: X case DEMONLORD+3: case DEMONLORD+4: case DEMONLORD+5: X case DEMONLORD+6: case DEMONPRINCE: break; X X default: mitem[aa][bb]=0; /* fell in a pit or trapdoor */ X }; X tmp = mitem[aa][bb]; X mitem[cc][dd] = tmp; X if (i==OANNIHILATION) X { X if (tmp>=DEMONLORD+3) /* demons dispel spheres */ X { X cursors(); X lprintf("\nThe %s dispels the sphere!",monster[tmp].name); X rmsphere(cc,dd); /* delete the sphere */ X } X else mitem[cc][dd]=i=tmp=0; X } X stealth[cc][dd]=1; X if ((hitp[cc][dd] = hitp[aa][bb]) < 0) hitp[cc][dd]=1; X mitem[aa][bb] = 0; X if (tmp == LEPRECHAUN) X switch(i) X { X case OGOLDPILE: case OMAXGOLD: case OKGOLD: case ODGOLD: X case ODIAMOND: case ORUBY: case OEMERALD: case OSAPPHIRE: X item[cc][dd] = 0; /* leprechaun takes gold */ X }; X X if (tmp == TROLL) /* if a troll regenerate him */ X if ((gtime & 1) == 0) X if (monster[tmp].hitpoints > hitp[cc][dd]) hitp[cc][dd]++; X X if (i==OTRAPARROW) /* arrow hits monster */ X { who = "An arrow"; if ((hitp[cc][dd] -= rnd(10)+level) <= 0) X { mitem[cc][dd]=0; flag=2; } else flag=1; } X if (i==ODARTRAP) /* dart hits monster */ X { who = "A dart"; if ((hitp[cc][dd] -= rnd(6)) <= 0) X { mitem[cc][dd]=0; flag=2; } else flag=1; } X if (i==OTELEPORTER) /* monster hits teleport trap */ X { flag=3; fillmonst(mitem[cc][dd]); mitem[cc][dd]=0; } X if (c[BLINDCOUNT]) return; /* if blind don't show where monsters are */ X# ifdef DGK X if (know[cc][dd] & HAVESEEN) X# else X if (know[cc][dd] & 1) X# endif X { X p=0; X if (flag) cursors(); X switch(flag) X { X case 1: p="\n%s hits the %s"; break; X case 2: p="\n%s hits and kills the %s"; break; X case 3: p="\nThe %s%s gets teleported"; who=""; break; X }; X if (p) { lprintf(p,who,monster[tmp].name); beep(); } X } X/* if (yrepcount>1) { know[aa][bb] &= 2; know[cc][dd] &= 2; return; } */ X# ifdef DGK X if (know[aa][bb] & HAVESEEN) show1cell(aa,bb); X if (know[cc][dd] & HAVESEEN) show1cell(cc,dd); X# else X if (know[aa][bb] & 1) show1cell(aa,bb); X if (know[cc][dd] & 1) show1cell(cc,dd); X# endif X } END_OF_FILE if test 18818 -ne `wc -c <'movem.c'`; then echo shar: \"'movem.c'\" unpacked with wrong size! fi # end of 'movem.c' fi if test -f 'savelev.c' -a "${1}" != "-c" ; then echo shar: Will not clobber existing file \"'savelev.c'\" else echo shar: Extracting \"'savelev.c'\" \(3594 characters\) sed "s/^X//" >'savelev.c' <<'END_OF_FILE' X/* savelev.c Larn is copyrighted 1986 by Noah Morgan. */ X#include "header.h" X X# ifdef MSDOS X Xextern int swapfd; /* swap file file descriptor */ X X XDISKBLOCK * Xgetfreediskblk() X{ X DISKBLOCK *dp; X X for (dp = diskblks; dp; dp = dp->next) X if (dp->level == FREEBLOCK) X return dp; X levelinfo(); X error("Can't find a free disk block ?\n"); X} X XRAMBLOCK * Xgetramblk(lev) X{ X RAMBLOCK *rp, *orp; X DISKBLOCK *dp; X long otime; X unsigned int bytes; X X /* Check if the level is in memory already. X */ X for (rp = ramblks; rp; rp = rp->next) X if (rp->level == lev) X return rp; X X /* Else grab the first available one. X */ X for (rp = ramblks; rp; rp = rp->next) X if (rp->level == FREEBLOCK) X return rp; X X /* No ramblocks free, so swap out the oldest level X */ X dp = getfreediskblk(); X X# ifdef ndef Xwarn("\nTrying to swap\n"); X# endif X X /* Find the oldest level for swapping out. X */ X otime = ramblks->gtime; X orp = ramblks; X for (rp = ramblks->next; rp; rp = rp->next) { X if (rp->gtime < otime) { X otime = rp->gtime; X orp = rp; X } X } X X /* Send the oldest level out to disk. X */ X if (lseek(swapfd, dp->fpos, 0) < 0) X error("Can't seek to %ld\n", dp->fpos); X X bytes = sizeof rp->cell; X if (write(swapfd, (char *) orp->cell, bytes) != bytes) X error("Out of space writing swap file !\n"); X X /* Update the level information X */ X dp->level = orp->level; X dp->gtime = orp->gtime; X orp->level = FREEBLOCK; X# ifdef ndef Xwarn("Successful swap\n"); X# endif X return orp; X} X X X# endif X X/* X * routine to save the present level into storage X */ Xsavelevel() X { X register struct cel *pcel; X register char *pitem,*pknow,*pmitem; X register short *phitp,*piarg; X register struct cel *pecel; X X# ifdef MSDOS X RAMBLOCK *rp; X X rp = getramblk(level); X pcel = rp->cell; X rp->gtime = gtime; X rp->level = level; X# else X pcel = &cell[level*MAXX*MAXY]; /* pointer to this level's cells */ X# endif X pecel = pcel + MAXX*MAXY; /* pointer to past end of this level's cells */ X pitem=item[0]; piarg=iarg[0]; pknow=know[0]; pmitem=mitem[0]; phitp=hitp[0]; X while (pcel < pecel) X { X pcel->mitem = *pmitem++; X pcel->hitp = *phitp++; X pcel->item = *pitem++; X pcel->know = *pknow++; X pcel->iarg = *piarg++; X pcel++; X } X } X X X/* X * routine to restore a level from storage X */ Xgetlevel() X { X register struct cel *pcel; X register char *pitem,*pknow,*pmitem; X register short *phitp,*piarg; X register struct cel *pecel; X X# ifdef MSDOS X RAMBLOCK *rp; X DISKBLOCK *dp; X unsigned int bytes; X X /* Is the level in memory already ? X */ X for (rp = ramblks; rp; rp = rp->next) X if (rp->level == level) X goto haverp; X X /* Is it on disk ? X */ X for (dp = diskblks; dp; dp = dp->next) X if (dp->level == level) X break; X if (dp == NULL) { X levelinfo(); X error("Level %d is neither in memory nor on disk\n", level); X } X X /* Make room for it and read it in. X */ X rp = getramblk(level); X if (lseek(swapfd, dp->fpos, 0) < 0) X error("Can't seek to %ld\n", dp->fpos); X bytes = sizeof rp->cell; X if (read(swapfd, (char *) rp->cell, bytes) != bytes) X error("Didn't read %u bytes\n", bytes); X X /* The disk space is available for future swaps. X */ X dp->level = FREEBLOCK; Xhaverp: X pcel = rp->cell; X rp->level = FREEBLOCK; X# else X pcel = &cell[level*MAXX*MAXY]; /* pointer to this level's cells */ X# endif X pecel = pcel + MAXX*MAXY; /* pointer to past end of this level's cells */ X pitem=item[0]; piarg=iarg[0]; pknow=know[0]; pmitem=mitem[0]; phitp=hitp[0]; X while (pcel < pecel) X { X *pmitem++ = pcel->mitem; X *phitp++ = pcel->hitp; X *pitem++ = pcel->item; X *pknow++ = pcel->know; X *piarg++ = pcel->iarg; X pcel++; X } X } END_OF_FILE if test 3594 -ne `wc -c <'savelev.c'`; then echo shar: \"'savelev.c'\" unpacked with wrong size! fi # end of 'savelev.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'\" \(27476 characters\) 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 <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(); 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# ifdef DGK X for (j=xl; j<=xh; j++) X know[j][i]=KNOWALL; X# else X for (j=xl; j<=xh; j++) know[j][i]=1; X# endif 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# ifdef DGK X if (wizard) X know[i][j]=KNOWALL; X else X know[i][j]=0; X# else X if (wizard) know[i][j]=1; else know[i][j]=0; X# endif X } X eat(1,1); if (level==1) item[33][MAXY-1]=0; 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# ifdef DGK X k += monster[*p].experience; *p=know[i][j] &= ~KNOWHERE; X# else X k += monster[*p].experience; *p=know[i][j]=0; X# endif 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 27476 -ne `wc -c <'spells.c'`; then echo shar: \"'spells.c'\" unpacked with wrong size! fi # end of 'spells.c' fi echo shar: End of archive 5 \(of 11\). cp /dev/null ark5isdone MISSING="" for I in 1 2 3 4 5 6 7 8 9 10 11 ; do if test ! -f ark${I}isdone ; then MISSING="${MISSING} ${I}" fi done if test "${MISSING}" = "" ; then echo You have unpacked all 11 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