games-request@tekred.TEK.COM (07/28/87)
Submitted by: mike@genat.UUCP (Mike Stephenson)
Comp.sources.games: Volume 2, Issue 3
Archive-name: nethack/Part03
#! /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 3 (of 16)."
# Contents: hack.c wield.c zap.c
# Wrapped by billr@tekred on Tue Jul 28 09:49:22 1987
PATH=/bin:/usr/bin:/usr/ucb ; export PATH
if test -f hack.c -a "${1}" != "-c" ; then
echo shar: Will not over-write existing file \"hack.c\"
else
echo shar: Extracting \"hack.c\" \(24139 characters\)
sed "s/^X//" >hack.c <<'END_OF_hack.c'
X/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
X/* hack.c - version 1.0.3 */
X
X#include <stdio.h>
X#include "hack.h"
X#ifdef UNIX
Xstatic char SCCS_Id[] = "@(#)hack.c 1.3\t87/07/14";
X#endif
Xextern char news0();
Xextern char *nomovemsg;
Xextern char *exclam();
Xextern struct obj *addinv();
Xextern boolean hmon();
X
X/* called on movement:
X 1. when throwing ball+chain far away
X 2. when teleporting
X 3. when walking out of a lit room
X */
Xunsee() {
X register x,y;
X register struct rm *lev;
X
X/*
X if(u.udispl){
X u.udispl = 0;
X newsym(u.udisx, u.udisy);
X }
X*/
X#ifndef QUEST
X if(seehx){
X seehx = 0;
X } else
X#endif
X for(x = u.ux-1; x < u.ux+2; x++)
X for(y = u.uy-1; y < u.uy+2; y++) {
X if(!isok(x, y)) continue;
X lev = &levl[x][y];
X#ifdef DGK
X if(!lev->lit && lev->scrsym == symbol.room) {
X#else
X if(!lev->lit && lev->scrsym == '.') {
X#endif
X lev->scrsym =' ';
X lev->new = 1;
X on_scr(x,y);
X }
X }
X}
X
X/* called:
X in apply.c: seeoff(0) - when taking a picture of yourself
X in do.c: seeoff(0) - blind after drinking potion
X in do.c: seeoff(1) - go up or down the stairs
X in eat.c: seeoff(0) - blind after eating rotten food
X in mhitu.c: seeoff(0) - blinded by a yellow light
X in mon.c: seeoff(1) - swallowed
X in potion.c: seeoff(0) - quaffing or sniffing a potion of blindness
X in spell.c: seeoff(0) - due to a cursed spellbook
X in trap.c: seeoff(1) - fall through trapdoor
X in wizard.c: seeoff(0) - hit by a cream pie.
X */
Xseeoff(mode) /* 1 to redo @, 0 to leave them */
X{ /* 1 means misc movement, 0 means blindness */
X register x,y;
X register struct rm *lev;
X
X if(u.udispl && mode){
X u.udispl = 0;
X levl[u.udisx][u.udisy].scrsym = news0(u.udisx,u.udisy);
X }
X#ifndef QUEST
X if(seehx) {
X seehx = 0;
X } else
X#endif
X if(!mode) {
X for(x = u.ux-1; x < u.ux+2; x++)
X for(y = u.uy-1; y < u.uy+2; y++) {
X if(!isok(x, y)) continue;
X lev = &levl[x][y];
X#ifdef DGK
X if(!lev->lit && lev->scrsym == symbol.room)
X#else
X if(!lev->lit && lev->scrsym == '.')
X#endif
X lev->seen = 0;
X }
X }
X}
X
Xstatic
Xmoverock() {
X register xchar rx, ry;
X register struct obj *otmp;
X register struct trap *ttmp;
X
X while(otmp = sobj_at(ENORMOUS_ROCK, u.ux+u.dx, u.uy+u.dy)) {
X rx = u.ux+2*u.dx;
X ry = u.uy+2*u.dy;
X nomul(0);
X if(isok(rx,ry) && !IS_ROCK(levl[rx][ry].typ) &&
X (levl[rx][ry].typ != DOOR || !(u.dx && u.dy)) &&
X !sobj_at(ENORMOUS_ROCK, rx, ry)) {
X if(m_at(rx,ry)) {
X pline("You hear a monster behind the rock.");
X pline("Perhaps that's why you cannot move it.");
X goto cannot_push;
X }
X if(ttmp = t_at(rx,ry))
X switch(ttmp->ttyp) {
X case PIT:
X pline("You push the rock into a pit!");
X deltrap(ttmp);
X delobj(otmp);
X pline("It completely fills the pit!");
X continue;
X case TELEP_TRAP:
X pline("You push the rock and suddenly it disappears!");
X delobj(otmp);
X continue;
X }
X if(levl[rx][ry].typ == POOL) {
X levl[rx][ry].typ = ROOM;
X mnewsym(rx,ry);
X prl(rx,ry);
X pline("You push the rock into the water.");
X pline("Now you can cross the water!");
X delobj(otmp);
X continue;
X }
X otmp->ox = rx;
X otmp->oy = ry;
X /* pobj(otmp); */
X if(cansee(rx,ry)) atl(rx,ry,otmp->olet);
X if(Invisible) newsym(u.ux+u.dx, u.uy+u.dy);
X
X { static long lastmovetime;
X /* note: this var contains garbage initially and
X after a restore */
X if(moves > lastmovetime+2 || moves < lastmovetime)
X pline("With great effort you move the enormous rock.");
X lastmovetime = moves;
X }
X } else {
X pline("You try to move the enormous rock, but in vain.");
X cannot_push:
X#ifdef KAA
X if (u.usym=='9') {
X# ifdef DGKMOD
X if(!flags.pickup)
X pline("You easily can push it aside.");
X else
X# endif
X pline("However, you easily can pick it up.");
X break;
X }
X#endif
X if((!invent || inv_weight()+90 <= 0) &&
X (!u.dx || !u.dy || (IS_ROCK(levl[u.ux][u.uy+u.dy].typ)
X && IS_ROCK(levl[u.ux+u.dx][u.uy].typ)))){
X pline("However, you can squeeze yourself into a small opening.");
X break;
X } else
X return (-1);
X }
X }
X return (0);
X}
X
Xdomove()
X{
X register struct monst *mtmp;
X register struct rm *tmpr,*ust;
X struct trap *trap;
X register struct obj *otmp;
X
X u_wipe_engr(rnd(5));
X
X if(inv_weight() > 0){
X pline("You collapse under your load.");
X nomul(0);
X return;
X }
X if(u.uswallow) {
X u.dx = u.dy = 0;
X u.ux = u.ustuck->mx;
X u.uy = u.ustuck->my;
X } else {
X if(Confusion) {
X do {
X confdir();
X } while(!isok(u.ux+u.dx, u.uy+u.dy) ||
X IS_ROCK(levl[u.ux+u.dx][u.uy+u.dy].typ));
X }
X if(!isok(u.ux+u.dx, u.uy+u.dy)){
X nomul(0);
X return;
X }
X }
X
X ust = &levl[u.ux][u.uy];
X u.ux0 = u.ux;
X u.uy0 = u.uy;
X if(!u.uswallow && (trap = t_at(u.ux+u.dx, u.uy+u.dy)) && trap->tseen)
X nomul(0);
X if(u.ustuck && !u.uswallow && (u.ux+u.dx != u.ustuck->mx ||
X u.uy+u.dy != u.ustuck->my)) {
X if(dist(u.ustuck->mx, u.ustuck->my) > 2){
X /* perhaps it fled (or was teleported or ... ) */
X u.ustuck = 0;
X } else {
X if(Blind) pline("You cannot escape from it!");
X else pline("You cannot escape from %s!",
X monnam(u.ustuck));
X nomul(0);
X return;
X }
X }
X if(u.uswallow || (mtmp = m_at(u.ux+u.dx,u.uy+u.dy))) {
X /* attack monster */
X
X#ifdef SAFE_ATTACK
X /* Don't attack if you're running */
X if (flags.run && !mtmp->mimic
X && (Blind ? Telepat : (!mtmp->minvis || See_invisible))) {
X nomul(0);
X flags.move = 0;
X return;
X }
X#endif
X nomul(0);
X gethungry();
X if(multi < 0) return; /* we just fainted */
X
X /* try to attack; note that it might evade */
X if(attack(u.uswallow ? u.ustuck : mtmp))
X return;
X }
X /* not attacking an animal, so we try to move */
X if(u.utrap) {
X if(u.utraptype == TT_PIT) {
X pline("You are still in a pit.");
X u.utrap--;
X } else {
X pline("You are caught in a beartrap.");
X if((u.dx && u.dy) || !rn2(5)) u.utrap--;
X }
X return;
X }
X tmpr = &levl[u.ux+u.dx][u.uy+u.dy];
X if(IS_ROCK(tmpr->typ) ||
X (u.dx && u.dy && (tmpr->typ == DOOR || ust->typ == DOOR))){
X flags.move = 0;
X nomul(0);
X return;
X }
X if(moverock() < 0) return;
X if(u.dx && u.dy && IS_ROCK(levl[u.ux][u.uy+u.dy].typ) &&
X IS_ROCK(levl[u.ux+u.dx][u.uy].typ) &&
X invent && inv_weight()+40 > 0) {
X pline("You are carrying too much to get through.");
X nomul(0);
X return;
X }
X if(Punished &&
X DIST(u.ux+u.dx, u.uy+u.dy, uchain->ox, uchain->oy) > 2){
X if(carried(uball)) {
X movobj(uchain, u.ux, u.uy);
X goto nodrag;
X }
X
X if(DIST(u.ux+u.dx, u.uy+u.dy, uball->ox, uball->oy) < 3){
X /* leave ball, move chain under/over ball */
X movobj(uchain, uball->ox, uball->oy);
X goto nodrag;
X }
X
X if(inv_weight() + (int) uball->owt/2 > 0) {
X pline("You cannot %sdrag the heavy iron ball.",
X invent ? "carry all that and also " : "");
X nomul(0);
X return;
X }
X
X movobj(uball, uchain->ox, uchain->oy);
X unpobj(uball); /* BAH %% */
X uchain->ox = u.ux;
X uchain->oy = u.uy;
X nomul(-2);
X nomovemsg = "";
X nodrag: ;
X }
X u.ux += u.dx;
X u.uy += u.dy;
X if(flags.run) {
X if(tmpr->typ == DOOR ||
X (xupstair == u.ux && yupstair == u.uy) ||
X (xdnstair == u.ux && ydnstair == u.uy)
X#ifdef FOUNTAINS
X || IS_FOUNTAIN(levl[u.ux][u.uy].typ)
X#endif
X#ifdef NEWCLASS
X || IS_THRONE(levl[u.ux][u.uy].typ)
X#endif
X )
X nomul(0);
X }
X
X if(tmpr->typ == POOL && !Levitation)
X drown(); /* not necessarily fatal */
X
X/*
X if(u.udispl) {
X u.udispl = 0;
X newsym(u.ux0,u.uy0);
X }
X*/
X if(!Blind) {
X#ifdef QUEST
X setsee();
X#else
X if(ust->lit) {
X if(tmpr->lit) {
X if(tmpr->typ == DOOR)
X prl1(u.ux+u.dx,u.uy+u.dy);
X else if(ust->typ == DOOR)
X nose1(u.ux0-u.dx,u.uy0-u.dy);
X } else {
X unsee();
X prl1(u.ux+u.dx,u.uy+u.dy);
X }
X } else {
X if(tmpr->lit) setsee();
X else {
X prl1(u.ux+u.dx,u.uy+u.dy);
X if(tmpr->typ == DOOR) {
X if(u.dy) {
X prl(u.ux-1,u.uy);
X prl(u.ux+1,u.uy);
X } else {
X prl(u.ux,u.uy-1);
X prl(u.ux,u.uy+1);
X }
X }
X }
X nose1(u.ux0-u.dx,u.uy0-u.dy);
X }
X#endif /* QUEST /**/
X } else {
X pru();
X }
X if(!flags.nopick) pickup(1);
X if(trap) dotrap(trap); /* fall into pit, arrow trap, etc. */
X (void) inshop();
X if(!Blind) read_engr_at(u.ux,u.uy);
X}
X
Xmovobj(obj, ox, oy)
Xregister struct obj *obj;
Xregister int ox, oy;
X{
X /* Some dirty programming to get display right */
X freeobj(obj);
X unpobj(obj);
X obj->nobj = fobj;
X fobj = obj;
X obj->ox = ox;
X obj->oy = oy;
X}
X
Xdopickup(){
X /* uswallow case added by GAN 01/29/87 */
X if(u.uswallow) {
X pline("You pick up %s's tongue.",monnam(u.ustuck));
X pline("But it's kind of slimy, so you drop it.");
X return(1);
X }
X if(!g_at(u.ux,u.uy) && !o_at(u.ux,u.uy)) {
X pline("There is nothing here to pick up.");
X return(0);
X }
X if(Levitation) {
X pline("You cannot reach the floor.");
X return(1);
X }
X pickup(0);
X return(1);
X}
X
Xpickup(all)
X{
X register struct gold *gold;
X register struct obj *obj, *obj2;
X register int wt;
X char buf[BUFSZ];
X register char *ip;
X register char sym;
X register int oletct = 0, iletct = 0;
X char olets[20], ilets[20];
X
X if(Levitation) return;
X#ifdef DGKMOD
X if (all && !flags.pickup) {
X int ct = 0;
X
X for (obj = fobj; obj; obj = obj->nobj)
X if (obj->ox == u.ux && obj->oy == u.uy)
X if (!Punished || obj != uchain)
X ct++;
X /* If gold is the only thing here, pick it up.
X */
X if (!ct && g_at(u.ux, u.uy)) {
X if (flags.run) nomul(0);
X while (gold = g_at(u.ux,u.uy)) {
X pline("%ld gold piece%s.", gold->amount,
X plur(gold->amount));
X u.ugold += gold->amount;
X flags.botl = 1;
X freegold(gold);
X }
X if (Invisible) newsym(u.ux,u.uy);
X }
X
X /* If there are objects here, take a look.
X */
X if (ct) {
X if (flags.run)
X nomul(0);
X nscr();
X if (ct < 5)
X dolook();
X else
X pline("There are several objects here.");
X }
X return;
X }
X#endif
X while(gold = g_at(u.ux,u.uy)) {
X pline("%ld gold piece%s.", gold->amount, plur(gold->amount));
X u.ugold += gold->amount;
X flags.botl = 1;
X freegold(gold);
X if(flags.run) nomul(0);
X if(Invisible) newsym(u.ux,u.uy);
X }
X /* check for more than one object */
X if(!all) {
X register int ct = 0;
X
X for(obj = fobj; obj; obj = obj->nobj)
X if(obj->ox == u.ux && obj->oy == u.uy) ct++;
X if(g_at(u.ux,u.uy))
X ct++;
X if(ct < 2)
X all++;
X else
X pline("There are several objects here.");
X }
X
X /* added by GAN 10/24/86 to allow selective picking up */
X if(!all) {
X register struct obj *otmp = fobj;
X
X if(g_at(u.ux,u.uy)) ilets[iletct++] = '$';
X ilets[iletct] = 0;
X while(otmp) {
X if(!index(ilets, otmp->olet) &&
X otmp->ox == u.ux && otmp->oy == u.uy) {
X ilets[iletct++] = otmp->olet;
X ilets[iletct] = 0;
X }
X otmp = otmp->nobj;
X }
X if(iletct == 1)
X strcpy(buf,ilets);
X else {
X ilets[iletct++] = ' ';
X ilets[iletct++] = 'a';
X ilets[iletct++] = 'A';
X ilets[iletct] = 0;
X
X if(iletct = 3)
X pline("What kinds of thing do you want to pick up? [%s]", ilets);
X getlin(buf);
X if(buf[0] == '\033') {
X clrlin();
X return(0);
X }
X }
X ip = buf;
X olets[0] = 0;
X while(sym = *ip++){
X /* new A function (selective all) added by
X * GAN 01/09/87
X */
X if(sym == 'A') {
X for(oletct = 0; ilets[oletct] != ' '; oletct++)
X olets[oletct] = ilets[oletct];
X olets[oletct] = 0;
X break;
X }
X if(sym == ' ') continue;
X if(sym == 'a') all++; else
X if(index(ilets, sym)){
X if(!index(olets, sym)){
X olets[oletct++] = sym;
X olets[oletct] = 0;
X }
X }
X else pline("There are no %c's here.", sym);
X }
X }
X
X if(all || index(olets,'$'))
X while(gold = g_at(u.ux,u.uy)) {
X pline("%ld gold piece%s.", gold->amount,
X plur(gold->amount));
X u.ugold += gold->amount;
X flags.botl = 1;
X freegold(gold);
X if(flags.run) nomul(0);
X if(Invis) newsym(u.ux,u.uy);
X }
X
X
X for(obj = fobj; obj; obj = obj2) {
X obj2 = obj->nobj; /* perhaps obj will be picked up */
X if(obj->ox == u.ux && obj->oy == u.uy) {
X if(flags.run) nomul(0);
X
X if(!all) {
X char c;
X
X if(!index(olets,obj->olet)) continue;
X
X pline("Pick up %s ? [ynaq]", doname(obj));
X while(!index("ynaq ", (c = readchar())))
X bell();
X if(c == 'q') return;
X if(c == 'n') continue;
X if(c == 'a') all = 1;
X }
X
X if(obj->otyp == DEAD_COCKATRICE && !uarmg && u.usym != 'c') {
X pline("Touching the dead cockatrice is a fatal mistake.");
X pline("You turn to stone.");
X pline("You die...");
X killer = "cockatrice cadaver";
X done("died");
X }
X
X if(obj->otyp == SCR_SCARE_MONSTER){
X if(!obj->spe) obj->spe = 1;
X else {
X /* Note: perhaps the 1st pickup failed: you cannot
X carry anymore, and so we never dropped it -
X lets assume that treading on it twice also
X destroys the scroll */
X pline("The scroll turns to dust as you pick it up.");
X#ifdef KAA
X if(!(objects[SCR_SCARE_MONSTER].oc_name_known) &&
X !(objects[SCR_SCARE_MONSTER].oc_uname))
X docall(obj);
X#endif
X delobj(obj);
X continue;
X }
X }
X
X /* do not pick up uchain */
X if(Punished && obj == uchain)
X continue;
X
X
X wt = inv_weight() + obj->owt;
X if(wt > 0) {
X if(obj->quan > 1) {
X /* see how many we can lift */
X extern struct obj *splitobj();
X int savequan = obj->quan;
X int iw = inv_weight();
X int qq;
X for(qq = 1; qq < savequan; qq++){
X obj->quan = qq;
X if(iw + weight(obj) > 0)
X break;
X }
X obj->quan = savequan;
X qq--;
X /* we can carry qq of them */
X if(!qq) goto too_heavy;
X pline("You can only carry %s of the %s lying here.",
X (qq == 1) ? "one" : "some",
X doname(obj));
X (void) splitobj(obj, qq);
X /* note: obj2 is set already, so well never
X * encounter the other half; if it should be
X * otherwise then write
X * obj2 = splitobj(obj,qq);
X */
X goto lift_some;
X }
X too_heavy:
X pline("There %s %s here, but %s.",
X (obj->quan == 1) ? "is" : "are",
X doname(obj),
X !invent ? "it is too heavy for you to lift"
X /* There is no such word as "anymore". KAA */
X : "you cannot carry any more");
X break;
X }
X lift_some:
X if(inv_cnt() >= 52) {
X pline("Your knapsack cannot accomodate any more items.");
X break;
X }
X if(wt > -5) pline("You have a little trouble lifting");
X freeobj(obj);
X if(Invisible) newsym(u.ux,u.uy);
X addtobill(obj); /* sets obj->unpaid if necessary */
X { int pickquan = obj->quan;
X int mergquan;
X#ifdef KAA
X if(!Blind) if(obj->olet != WEAPON_SYM) obj->dknown = 1;
X#else
X if(!Blind) obj->dknown = 1; /* this is done by prinv(),
X but addinv() needs it already for merging */
X#endif
X obj = addinv(obj); /* might merge it with other objects */
X mergquan = obj->quan;
X obj->quan = pickquan; /* to fool prinv() */
X prinv(obj);
X obj->quan = mergquan;
X }
X }
X }
X}
X
X/* stop running if we see something interesting */
X/* turn around a corner if that is the only way we can proceed */
X/* do not turn left or right twice */
Xlookaround(){
Xregister x,y,i,x0,y0,m0,i0 = 9;
Xregister int corrct = 0, noturn = 0;
Xregister struct monst *mtmp;
X#ifdef lint
X /* suppress "used before set" message */
X x0 = y0 = 0;
X#endif
X if(Blind || flags.run == 0) return;
X if(flags.run == 1 && levl[u.ux][u.uy].typ == ROOM) return;
X#ifdef QUEST
X if(u.ux0 == u.ux+u.dx && u.uy0 == u.uy+u.dy) goto stop;
X#endif
X for(x = u.ux-1; x <= u.ux+1; x++) for(y = u.uy-1; y <= u.uy+1; y++){
X if(x == u.ux && y == u.uy) continue;
X if(!levl[x][y].typ) continue;
X if((mtmp = m_at(x,y)) && !mtmp->mimic &&
X (!mtmp->minvis || See_invisible)){
X if(!mtmp->mtame || (x == u.ux+u.dx && y == u.uy+u.dy))
X goto stop;
X } else mtmp = 0; /* invisible M cannot influence us */
X if(x == u.ux-u.dx && y == u.uy-u.dy) continue;
X#ifdef DGK
X {
X register uchar sym = levl[x][y].scrsym;
X
X if (sym == symbol.vwall || sym == symbol.hwall
X || sym == symbol.room || sym == ' ' || IS_CORNER(sym))
X continue;
X else if (sym == symbol.door) {
X if(x != u.ux && y != u.uy) continue;
X if(flags.run != 1) goto stop;
X goto corr;
X } else if (sym == symbol.corr) {
X corr:
X if(flags.run == 1 || flags.run == 3) {
X i = DIST(x,y,u.ux+u.dx,u.uy+u.dy);
X if(i > 2) continue;
X if(corrct == 1 && DIST(x,y,x0,y0) != 1)
X noturn = 1;
X if(i < i0) {
X i0 = i;
X x0 = x;
X y0 = y;
X m0 = mtmp ? 1 : 0;
X }
X }
X corrct++;
X continue;
X } else if (sym == '^') {
X if(flags.run == 1) goto corr; /* if you must */
X if(x == u.ux+u.dx && y == u.uy+u.dy) goto stop;
X continue;
X } else { /* e.g. objects or trap or stairs */
X if(flags.run == 1) goto corr;
X if(mtmp) continue; /* d */
X }
X stop:
X nomul(0);
X return;
X }
X#else
X switch(levl[x][y].scrsym){
X case '|':
X case '-':
X case '.':
X case ' ':
X break;
X case '+':
X if(x != u.ux && y != u.uy) break;
X if(flags.run != 1) goto stop;
X /* fall into next case */
X case CORR_SYM:
X corr:
X if(flags.run == 1 || flags.run == 3) {
X i = DIST(x,y,u.ux+u.dx,u.uy+u.dy);
X if(i > 2) break;
X if(corrct == 1 && DIST(x,y,x0,y0) != 1)
X noturn = 1;
X if(i < i0) {
X i0 = i;
X x0 = x;
X y0 = y;
X m0 = mtmp ? 1 : 0;
X }
X }
X corrct++;
X break;
X case '^':
X if(flags.run == 1) goto corr; /* if you must */
X if(x == u.ux+u.dx && y == u.uy+u.dy) goto stop;
X break;
X default: /* e.g. objects or trap or stairs */
X if(flags.run == 1) goto corr;
X if(mtmp) break; /* d */
X stop:
X nomul(0);
X return;
X }
X#endif
X }
X#ifdef QUEST
X if(corrct > 0 && (flags.run == 4 || flags.run == 5)) goto stop;
X#endif
X if(corrct > 1 && flags.run == 2) goto stop;
X if((flags.run == 1 || flags.run == 3) && !noturn && !m0 && i0 &&
X (corrct == 1 || (corrct == 2 && i0 == 1))) {
X /* make sure that we do not turn too far */
X if(i0 == 2) {
X if(u.dx == y0-u.uy && u.dy == u.ux-x0)
X i = 2; /* straight turn right */
X else
X i = -2; /* straight turn left */
X } else if(u.dx && u.dy) {
X if((u.dx == u.dy && y0 == u.uy) ||
X (u.dx != u.dy && y0 != u.uy))
X i = -1; /* half turn left */
X else
X i = 1; /* half turn right */
X } else {
X if((x0-u.ux == y0-u.uy && !u.dy) ||
X (x0-u.ux != y0-u.uy && u.dy))
X i = 1; /* half turn right */
X else
X i = -1; /* half turn left */
X }
X i += u.last_str_turn;
X if(i <= 2 && i >= -2) {
X u.last_str_turn = i;
X u.dx = x0-u.ux, u.dy = y0-u.uy;
X }
X }
X}
X
X/* something like lookaround, but we are not running */
X/* react only to monsters that might hit us */
Xmonster_nearby() {
Xregister int x,y;
Xregister struct monst *mtmp;
X if(!Blind)
X for(x = u.ux-1; x <= u.ux+1; x++) for(y = u.uy-1; y <= u.uy+1; y++){
X if(x == u.ux && y == u.uy) continue;
X if((mtmp = m_at(x,y)) && !mtmp->mimic && !mtmp->mtame &&
X !mtmp->mpeaceful && !index("Ea", mtmp->data->mlet) &&
X !mtmp->mfroz && !mtmp->msleep && /* aplvax!jcn */
X (!mtmp->minvis || See_invisible))
X return(1);
X }
X return(0);
X}
X
X#ifdef QUEST
Xcansee(x,y) xchar x,y; {
Xregister int dx,dy,adx,ady,sdx,sdy,dmax,d;
X if(Blind) return(0);
X if(!isok(x,y)) return(0);
X d = dist(x,y);
X if(d < 3) return(1);
X if(d > u.uhorizon*u.uhorizon) return(0);
X if(!levl[x][y].lit)
X return(0);
X dx = x - u.ux; adx = abs(dx); sdx = sgn(dx);
X dy = y - u.uy; ady = abs(dy); sdy = sgn(dy);
X if(dx == 0 || dy == 0 || adx == ady){
X dmax = (dx == 0) ? ady : adx;
X for(d = 1; d <= dmax; d++)
X if(!rroom(sdx*d,sdy*d))
X return(0);
X return(1);
X } else if(ady > adx){
X for(d = 1; d <= ady; d++){
X if(!rroom(sdx*( (d*adx)/ady ), sdy*d) ||
X !rroom(sdx*( (d*adx-1)/ady+1 ), sdy*d))
X return(0);
X }
X return(1);
X } else {
X for(d = 1; d <= adx; d++){
X if(!rroom(sdx*d, sdy*( (d*ady)/adx )) ||
X !rroom(sdx*d, sdy*( (d*ady-1)/adx+1 )))
X return(0);
X }
X return(1);
X }
X}
X
Xrroom(x,y) register int x,y; {
X return(IS_ROOM(levl[u.ux+x][u.uy+y].typ));
X}
X
X#else
X
Xcansee(x,y) xchar x,y; {
X if(Blind || u.uswallow) return(0);
X if(dist(x,y) < 3) return(1);
X if(levl[x][y].lit && seelx <= x && x <= seehx && seely <= y &&
X y <= seehy) return(1);
X return(0);
X}
X#endif /* QUEST /**/
X
Xsgn(a) register int a; {
X return((a > 0) ? 1 : (a == 0) ? 0 : -1);
X}
X
X#ifdef QUEST
Xsetsee()
X{
X register x,y;
X
X if(Blind) {
X pru();
X return;
X }
X for(y = u.uy-u.uhorizon; y <= u.uy+u.uhorizon; y++)
X for(x = u.ux-u.uhorizon; x <= u.ux+u.uhorizon; x++) {
X if(cansee(x,y))
X prl(x,y);
X }
X}
X
X#else
X
Xsetsee()
X{
X register x,y;
X
X if(Blind) {
X pru();
X return;
X }
X if(!levl[u.ux][u.uy].lit) {
X seelx = u.ux-1;
X seehx = u.ux+1;
X seely = u.uy-1;
X seehy = u.uy+1;
X } else {
X for(seelx = u.ux; levl[seelx-1][u.uy].lit; seelx--);
X for(seehx = u.ux; levl[seehx+1][u.uy].lit; seehx++);
X for(seely = u.uy; levl[u.ux][seely-1].lit; seely--);
X for(seehy = u.uy; levl[u.ux][seehy+1].lit; seehy++);
X }
X for(y = seely; y <= seehy; y++)
X for(x = seelx; x <= seehx; x++) {
X prl(x,y);
X }
X if(!levl[u.ux][u.uy].lit) seehx = 0; /* seems necessary elsewhere */
X else {
X if(seely == u.uy) for(x = u.ux-1; x <= u.ux+1; x++) prl(x,seely-1);
X if(seehy == u.uy) for(x = u.ux-1; x <= u.ux+1; x++) prl(x,seehy+1);
X if(seelx == u.ux) for(y = u.uy-1; y <= u.uy+1; y++) prl(seelx-1,y);
X if(seehx == u.ux) for(y = u.uy-1; y <= u.uy+1; y++) prl(seehx+1,y);
X }
X}
X#endif /* QUEST /**/
X
Xnomul(nval)
Xregister nval;
X{
X#ifdef DGKMOD
X if(multi < nval) return; /* This is a bug fix by ab@unido */
X#else
X if(multi < 0) return;
X#endif
X multi = nval;
X flags.mv = flags.run = 0;
X}
X
Xabon()
X{
X#ifdef KAA
X if (u.usym != '@') return(mons[u.umonnum].mlevel-3);
X#endif
X if(u.ustr == 3) return(-3);
X else if(u.ustr < 6) return(-2);
X else if(u.ustr < 8) return(-1);
X else if(u.ustr < 17) return(0);
X else if(u.ustr < 69) return(1); /* up to 18/50 */
X else if(u.ustr < 118) return(2);
X else return(3);
X}
X
Xdbon()
X{
X if (u.usym != '@') return(0);
X
X if(u.ustr < 6) return(-1);
X else if(u.ustr < 16) return(0);
X else if(u.ustr < 18) return(1);
X else if(u.ustr == 18) return(2); /* up to 18 */
X else if(u.ustr < 94) return(3); /* up to 18/75 */
X else if(u.ustr < 109) return(4); /* up to 18/90 */
X else if(u.ustr < 118) return(5); /* up to 18/99 */
X else return(6);
X}
X
Xlosestr(num) /* may kill you; cause may be poison or monster like 'A' */
Xregister num;
X{
X u.ustr -= num;
X while(u.ustr < 3) {
X u.ustr++;
X u.uhp -= 6;
X u.uhpmax -= 6;
X }
X flags.botl = 1;
X}
X
Xlosehp(n,knam)
Xregister n;
Xregister char *knam;
X{
X#ifdef KAA
X if (u.mtimedone) {
X u.mh -= n;
X if (u.mhmax < u.mh) u.mhmax = u.mh;
X flags.botl = 1;
X if (u.mh < 1) rehumanize();
X return(0);
X }
X#endif
X u.uhp -= n;
X if(u.uhp > u.uhpmax)
X u.uhpmax = u.uhp; /* perhaps n was negative */
X flags.botl = 1;
X if(u.uhp < 1) {
X killer = knam; /* the thing that killed you */
X pline("you died");
X done("died");
X }
X}
X
Xlosehp_m(n,mtmp)
Xregister n;
Xregister struct monst *mtmp;
X{
X#ifdef KAA
X if (u.mtimedone) {
X u.mh -= n;
X flags.botl = 1;
X if (u.mh < 1) rehumanize();
X return;
X }
X#endif
X u.uhp -= n;
X flags.botl = 1;
X if(u.uhp < 1)
X done_in_by(mtmp);
X}
X
Xlosexp() /* hit by V or W */
X{
X register num;
X extern long newuexp();
X
X if (u.usym == 'V' || u.usym=='W') return;
X
X if(u.ulevel > 1)
X pline("Goodbye level %u.", u.ulevel--);
X else
X u.uhp = -1;
X num = rnd(10);
X u.uhp -= num;
X u.uhpmax -= num;
X#ifdef SPELLS
X num = rnd(u.ulevel/2+1) + 1; /* M. Stephenson */
X u.uen -= num;
X if (u.uen < 0) u.uen = 0;
X u.uenmax -= num;
X if (u.uenmax < 0) u.uenmax = 0;
X#endif
X u.uexp = newuexp();
X flags.botl = 1;
X}
X
Xinv_weight(){
Xregister struct obj *otmp = invent;
Xregister int wt = (u.ugold + 500)/1000;
Xregister int carrcap;
X#ifdef KAA
X if (u.mtimedone) {
X if (u.usym == '9') carrcap = MAX_CARR_CAP * 4;
X else if (u.usym == 'N') carrcap = MAX_CARR_CAP;
X else if (mons[u.umonnum].mlevel <= 3)
X carrcap = 5*mons[u.umonnum].mlevel + 30;
X else carrcap = 5*mons[u.umonnum].mlevel + 100;
X }
X#endif
X if(Levitation) /* pugh@cornell */
X carrcap = MAX_CARR_CAP;
X else {
X carrcap = 5*(((u.ustr > 18) ? 20 : u.ustr) + u.ulevel);
X if(carrcap > MAX_CARR_CAP) carrcap = MAX_CARR_CAP;
X if(Wounded_legs & LEFT_SIDE) carrcap -= 10;
X if(Wounded_legs & RIGHT_SIDE) carrcap -= 10;
X }
X while(otmp){
X wt += otmp->owt;
X otmp = otmp->nobj;
X }
X return(wt - carrcap);
X}
X
Xinv_cnt(){
Xregister struct obj *otmp = invent;
Xregister int ct = 0;
X while(otmp){
X ct++;
X otmp = otmp->nobj;
X }
X return(ct);
X}
X
Xlong
Xnewuexp()
X{
X return(10*(1L << (u.ulevel-1)));
X}
END_OF_hack.c
if test 24139 -ne `wc -c <hack.c`; then
echo shar: \"hack.c\" unpacked with wrong size!
fi
# end of overwriting check
fi
if test -f wield.c -a "${1}" != "-c" ; then
echo shar: Will not over-write existing file \"wield.c\"
else
echo shar: Extracting \"wield.c\" \(3307 characters\)
sed "s/^X//" >wield.c <<'END_OF_wield.c'
X/* SCCS Id: @(#)wield.c 1.3 87/07/14
X/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
X/* wield.c - version 1.0.3 */
X
X#include "hack.h"
Xextern struct obj zeroobj;
Xextern char *hcolor();
X#ifdef KAA
Xextern boolean unweapon;
X#endif
X
Xsetuwep(obj) register struct obj *obj; {
X setworn(obj, W_WEP);
X}
X
Xdowield()
X{
X register struct obj *wep;
X register int res = 0;
X
X multi = 0;
X#ifdef KAA
X if (cantwield(u.usym)) {
X pline("Don't be ridiculous!");
X return(0);
X }
X#endif
X if(!(wep = getobj("#-)", "wield"))) /* nothing */;
X else if(uwep == wep)
X pline("You are already wielding that!");
X else if(welded(uwep))
X pline("The %s welded to your hand!",
X aobjnam(uwep, "are"));
X else if(wep == &zeroobj) {
X if(uwep == 0){
X pline("You are already empty handed.");
X } else {
X setuwep((struct obj *) 0);
X res++;
X pline("You are empty handed.");
X }
X /* Prevent wielding a cockatrice in pack when not wearing gloves KAA*/
X } else if (!uarmg && wep->otyp == DEAD_COCKATRICE) {
X pline("You wield the dead cockatrice in your bare hands.");
X pline("You turn to stone ...");
X killer="dead cockatrice";
X done("died");
X } else if(uarms && wep->otyp == TWO_HANDED_SWORD)
X pline("You cannot wield a two-handed sword and wear a shield.");
X else if(wep->owornmask & (W_ARMOR | W_RING))
X pline("You cannot wield that!");
X else {
X setuwep(wep);
X res++;
X if(welded(uwep))
X pline("The %s %s to your hand!",
X aobjnam(uwep, "weld"),
X (uwep->quan == 1) ? "itself" : "themselves"); /* a3 */
X else prinv(uwep);
X }
X#ifdef KAA
X if(res && uwep)
X unweapon = (uwep->otyp >= BOW || uwep->otyp <= BOOMERANG) ?
X TRUE : FALSE;
X#endif
X return(res);
X}
X
Xcorrode_weapon(){
X if(!uwep || uwep->olet != WEAPON_SYM) return; /* %% */
X if(uwep->rustfree)
X pline("Your %s not affected.", aobjnam(uwep, "are"));
X else {
X pline("Your %s!", aobjnam(uwep, "corrode"));
X uwep->spe--;
X }
X}
X
Xchwepon(otmp,amount)
Xregister struct obj *otmp;
Xregister amount;
X{
Xregister char *color = (amount < 0) ? "black" : "green";
Xregister char *time;
X
X if(Hallucination) color=hcolor();
X if(!uwep || uwep->olet != WEAPON_SYM) {
X strange_feeling(otmp,
X (amount > 0) ? "Your hands twitch."
X : "Your hands itch.");
X return(0);
X }
X
X if(uwep->otyp == WORM_TOOTH && amount > 0) {
X uwep->otyp = CRYSKNIFE;
X pline("Your weapon seems sharper now.");
X uwep->cursed = 0;
X return(1);
X }
X
X if(uwep->otyp == CRYSKNIFE && amount < 0) {
X uwep->otyp = WORM_TOOTH;
X pline("Your weapon looks duller now.");
X return(1);
X }
X
X /* there is a (soft) upper limit to uwep->spe */
X if(amount > 0 && uwep->spe > 5 && rn2(3)) {
X pline("Your %s violently %s for a while and then evaporate%s.",
X aobjnam(uwep,"glow"),Hallucination ? hcolor() : "green",
X plur(uwep->quan));
X
X while(uwep) /* let all of them disappear */
X /* note: uwep->quan = 1 is nogood if unpaid */
X useup(uwep);
X return(1);
X }
X if(!rn2(6)) amount *= 2;
X time = (amount*amount == 1) ? "moment" : "while";
X pline("Your %s %s for a %s.",
X aobjnam(uwep, "glow"), color, time);
X uwep->spe += amount;
X if(amount > 0) uwep->cursed = 0;
X return(1);
X}
X
Xint
Xwelded(obj) register struct obj *obj; {
X return(obj == uwep && obj->cursed &&
X (obj->olet == WEAPON_SYM || obj->otyp == HEAVY_IRON_BALL ||
X obj->otyp == CAN_OPENER || obj->otyp == PICK_AXE));
X}
END_OF_wield.c
if test 3307 -ne `wc -c <wield.c`; then
echo shar: \"wield.c\" unpacked with wrong size!
fi
# end of overwriting check
fi
if test -f zap.c -a "${1}" != "-c" ; then
echo shar: Will not over-write existing file \"zap.c\"
else
echo shar: Extracting \"zap.c\" \(23766 characters\)
sed "s/^X//" >zap.c <<'END_OF_zap.c'
X/* SCCS Id: @(#)zap.c 1.3 87/07/14
X/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
X/* zap.c - version 1.0.3 */
X
X#include "hack.h"
X
Xextern struct obj *mkobj_at();
Xextern struct monst *makemon(), *mkmon_at(), youmonst;
Xstruct monst *bhit();
Xchar *exclam();
X#ifdef KAA
Xextern char *xname();
X#endif
X
Xchar *fl[]= {
X "magic missile",
X "bolt of fire",
X "sleep ray",
X "bolt of cold",
X "death ray",
X "magic missle", /* Spell equivalents of above wands */
X "fireball",
X "sleep ray",
X "cone of cold",
X "finger of death"
X};
X
X/* Routines for IMMEDIATE wands and spells. */
X/* bhitm: monster mtmp was hit by the effect of wand or spell otmp */
Xbhitm(mtmp, otmp)
Xregister struct monst *mtmp;
Xregister struct obj *otmp;
X{
X wakeup(mtmp);
X switch(otmp->otyp) {
X case WAN_STRIKING:
X#ifdef SPELLS
X case SPE_FORCE_BOLT:
X#endif
X if(u.uswallow || rnd(20) < 10+mtmp->data->ac) {
X register int tmp = d(2,12);
X hit((otmp->otyp == WAN_STRIKING) ? "wand" : "spell", mtmp, exclam(tmp));
X resist(mtmp, otmp->olet, tmp, TELL);
X } else miss((otmp->otyp == WAN_STRIKING) ? "wand" : "spell", mtmp);
X break;
X case WAN_SLOW_MONSTER:
X#ifdef SPELLS
X case SPE_SLOW_MONSTER:
X#endif
X if(! resist(mtmp, otmp->olet, 0, NOTELL))
X mtmp->mspeed = MSLOW;
X break;
X case WAN_SPEED_MONSTER:
X if (!resist(mtmp, otmp->olet, 0, NOTELL))
X mtmp->mspeed = MFAST;
X break;
X case WAN_UNDEAD_TURNING:
X#ifdef SPELLS
X case SPE_TURN_UNDEAD:
X#endif
X if(index(UNDEAD,mtmp->data->mlet)) {
X
X if(!resist(mtmp, otmp->olet, rnd(8), NOTELL))
X mtmp->mflee = 1;
X }
X break;
X case WAN_POLYMORPH:
X#ifdef SPELLS
X case SPE_POLYMORPH:
X#endif
X if(!resist(mtmp, otmp->olet, 0, NOTELL))
X if( newcham(mtmp,&mons[rn2(CMNUM)]) )
X if (!Hallucination)
X objects[otmp->otyp].oc_name_known = 1;
X break;
X case WAN_CANCELLATION:
X#ifdef SPELLS
X case SPE_CANCELLATION:
X#endif
X if(!resist(mtmp, otmp->olet, 0, NOTELL))
X mtmp->mcan = 1;
X break;
X case WAN_TELEPORTATION:
X#ifdef SPELLS
X case SPE_TELEPORT_AWAY:
X#endif
X rloc(mtmp);
X break;
X case WAN_MAKE_INVISIBLE:
X mtmp->minvis = 1;
X break;
X case WAN_NOTHING:
X break;
X case WAN_PROBING:
X#ifdef PROBING
X mstatusline(mtmp);
X#else
X pline("Nothing Happens.");
X#endif
X break;
X default:
X impossible("What an interesting effect (%u)", otmp->otyp);
X }
X}
X
Xbhito(obj, otmp) /* object obj was hit by the effect of wand otmp */
Xregister struct obj *obj, *otmp; /* returns TRUE if sth was done */
X{
X register int res = TRUE;
X#ifdef DGKMOD
X struct obj *otmp2;
X#endif
X
X if(obj == uball || obj == uchain)
X res = FALSE;
X else
X switch(otmp->otyp) {
X case WAN_POLYMORPH:
X#ifdef SPELLS
X case SPE_POLYMORPH:
X#endif
X /* preserve symbol and quantity, but turn rocks into gems */
X#ifdef DGKMOD
X otmp2 = mkobj_at((obj->otyp == ROCK
X || obj->otyp == ENORMOUS_ROCK) ? GEM_SYM : obj->olet,
X obj->ox, obj->oy);
X otmp2->quan = obj->quan;
X /* keep special fields (including charges on wands) */
X /* The DGK modification doesn't allow polymorphing a weapon
X with enchantments into another one, and doesn't allow
X polymorphed rings to have plusses. KAA*/
X if (index("/)[", otmp2->olet)) otmp2->spe = obj->spe;
X otmp2->cursed = otmp->cursed;
X /* update the weight */
X otmp2->owt = weight(otmp2);
X#else
X mkobj_at((obj->otyp == ROCK || obj->otyp == ENORMOUS_ROCK)
X ? GEM_SYM : obj->olet,
X obj->ox, obj->oy) -> quan = obj->quan;
X#endif
X delobj(obj);
X break;
X case WAN_STRIKING:
X#ifdef SPELLS
X case SPE_FORCE_BOLT:
X#endif
X if(obj->otyp == ENORMOUS_ROCK)
X fracture_rock(obj);
X else
X res = FALSE;
X break;
X case WAN_CANCELLATION:
X#ifdef SPELLS
X case SPE_CANCELLATION:
X#endif
X if(obj->spe && obj->olet != AMULET_SYM) {
X obj->known = 0;
X obj->spe = 0;
X }
X break;
X case WAN_TELEPORTATION:
X#ifdef SPELLS
X case SPE_TELEPORT_AWAY:
X#endif
X rloco(obj);
X break;
X case WAN_MAKE_INVISIBLE:
X obj->oinvis = 1;
X break;
X case WAN_UNDEAD_TURNING:
X#ifdef SPELLS
X case SPE_TURN_UNDEAD:
X#endif
X res = revive(obj);
X break;
X case WAN_SLOW_MONSTER: /* no effect on objects */
X#ifdef SPELLS
X case SPE_SLOW_MONSTER:
X#endif
X case WAN_SPEED_MONSTER:
X case WAN_NOTHING:
X case WAN_PROBING:
X res = FALSE;
X break;
X default:
X impossible("What an interesting effect (%u)", otmp->otyp);
X }
X return(res);
X}
X
X/*
X * zappable - returns 1 if zap is available, 0 otherwise.
X * it removes a charge from the wand if zappable.
X * added by GAN 11/03/86
X */
Xint
Xzappable(wand)
Xregister struct obj *wand;
X{
X if(wand->spe < 0 || (wand->spe ==0 && rn2(121)))
X return(0);
X else {
X if(wand->spe == 0)
X pline("You wrest one more spell from the worn-out wand.");
X wand->spe--;
X return(1);
X }
X}
X
X/*
X * zapnodir - zaps an NODIR wand.
X * added by GAN 11/03/86
X */
Xzapnodir(wand)
Xregister struct obj *wand;
X{
X switch(wand->otyp){
X case WAN_LIGHT:
X litroom(TRUE);
X break;
X case WAN_SECRET_DOOR_DETECTION:
X if(!findit()) return(1);
X break;
X case WAN_CREATE_MONSTER:
X { register int cnt = 1;
X if(!rn2(23)) cnt += rn2(7) + 1;
X while(cnt--)
X (void) makemon((struct permonst *) 0, u.ux, u.uy);
X }
X break;
X case WAN_WISHING:
X
X if(u.uluck + rn2(5) < 0) {
X pline("Unfortunately, nothing happens.");
X break;
X }
X makewish();
X break;
X }
X if(!objects[wand->otyp].oc_name_known) {
X objects[wand->otyp].oc_name_known = 1;
X more_experienced(0,10);
X }
X}
X
Xdozap()
X{
X register struct obj *obj;
X int damage;
X
X obj = getobj("/", "zap");
X if(!obj) return(0);
X
X /* zappable addition done by GAN 11/03/86 */
X if(!zappable(obj)) {
X pline("Nothing Happens.");
X return(1);
X }
X if(!(objects[obj->otyp].bits & NODIR) && !getdir(1)) {
X pline("The %s glows and fades.",xname(obj));
X return(1); /* make him pay for knowing !NODIR */
X }
X#ifdef KAA
X if(!u.dx && !u.dy && !u.dz && !(objects[obj->otyp].bits & NODIR)) {
X
X if((damage = zapyourself(obj)))
X losehp(damage,"self-inflicted injury");
X return(1);
X }
X#endif
X weffects(obj);
X return(1);
X}
X
X#ifdef KAA
X#define makeknown(x) objects[x].oc_name_known = 1
X
Xzapyourself(obj)
X register struct obj *obj;
X{
Xstruct obj *otmp;
Xint damage = 0;
X
X switch(obj->otyp) {
X case WAN_STRIKING:
X damage=d(8,6);
X pline("The wand hits you!");
X break;
X case WAN_FIRE:
X if (!Fire_resistance) damage=d(12,6);
X pline("The wand sprays you with flames!");
X makeknown(WAN_FIRE);
X burn_scrolls();
X boil_potions();
X break;
X case WAN_COLD:
X if (!Cold_resistance) damage=d(12,6);
X pline("You are blasted with liquid nitrogen!");
X makeknown(WAN_COLD);
X break;
X case WAN_MAGIC_MISSILE:
X damage = d(4,6);
X pline("You are shot at point blank range!");
X makeknown(WAN_MAGIC_MISSILE);
X break;
X case WAN_POLYMORPH:
X makeknown(WAN_POLYMORPH);
X polyself();
X break;
X case WAN_CANCELLATION:
X for(otmp = invent; otmp; otmp = otmp->nobj)
X if(otmp != uball && otmp->otyp != AMULET_OF_YENDOR)
X otmp->spe = 0;
X if(u.mtimedone) rehumanize();
X flags.botl = 1; /* because of potential AC change */
X find_ac();
X break;
X case WAN_MAKE_INVISIBLE:
X HInvis |= INTRINSIC;
X /* Tough luck if you cannot see invisible! */
X if (!See_invisible) newsym(u.ux, u.uy);
X break;
X case WAN_SPEED_MONSTER:
X Fast |= INTRINSIC;
X break;
X case WAN_SLEEP:
X makeknown(WAN_SLEEP);
X pline("The sleep ray hits you!");
X nomul(-rn2(50));
X break;
X case WAN_SLOW_MONSTER:
X Fast = 0;
X break;
X case WAN_TELEPORTATION:
X tele();
X break;
X case WAN_DEATH:
X pline("You irradiate yourself with pure energy!");
X pline("You die.");
X killer = "wand of death";
X done("died");
X break;
X case WAN_DIGGING:
X case WAN_UNDEAD_TURNING:
X case WAN_NOTHING:
X break;
X default: impossible("object %d zap?",obj->otyp);
X }
X return(damage);
X}
X#endif /* KAA /**/
X
X/* called for various wand and spell effects - M. Stephenson */
Xweffects(obj)
X register struct obj *obj;
X{
X xchar zx,zy;
X
X if(objects[obj->otyp].bits & IMMEDIATE) {
X if(u.uswallow)
X bhitm(u.ustuck, obj);
X else if(u.dz) {
X if(u.dz > 0 && o_at(u.ux,u.uy)) {
X register struct obj *otmp;
X
X /* changed by GAN to hit all objects there */
X for(otmp = fobj; otmp ; otmp = otmp->nobj)
X if(otmp->ox == u.ux &&
X otmp->oy == u.uy)
X (void) bhito(otmp, obj);
X }
X } else
X (void) bhit(u.dx,u.dy,rn1(8,6),0,bhitm,bhito,obj);
X } else {
X switch(obj->otyp){
X case WAN_LIGHT:
X#ifdef SPELLS
X case SPE_LIGHT:
X#endif
X litroom(TRUE);
X break;
X case WAN_SECRET_DOOR_DETECTION:
X#ifdef SPELLS
X case SPE_DETECT_UNSEEN:
X#endif
X if(!findit()) return(1);
X break;
X case WAN_CREATE_MONSTER:
X { register int cnt = 1;
X if(!rn2(23)) cnt += rn2(7) + 1;
X while(cnt--)
X (void) makemon((struct permonst *) 0, u.ux, u.uy);
X }
X break;
X case WAN_WISHING:
X if(u.uluck + rn2(5) < 0) {
X pline("Unfortunately, nothing happens.");
X break;
X }
X makewish();
X break;
X case WAN_DIGGING:
X#ifdef SPELLS
X case SPE_DIG:
X#endif
X /* Original effect (approximately):
X * from CORR: dig until we pierce a wall
X * from ROOM: piece wall and dig until we reach
X * an ACCESSIBLE place.
X * Currently: dig for digdepth positions;
X * also down on request of Lennart Augustsson.
X */
X { register struct rm *room;
X register int digdepth;
X if(u.uswallow) {
X register struct monst *mtmp = u.ustuck;
X
X pline("You pierce %s's stomach wall!",
X monnam(mtmp));
X mtmp->mhp = 1; /* almost dead */
X unstuck(mtmp);
X mnexto(mtmp);
X break;
X }
X if(u.dz) {
X if(u.dz < 0) {
X pline("You loosen a rock from the ceiling.");
X pline("It falls on your head!");
X losehp(1, "falling rock");
X mksobj_at(ROCK, u.ux, u.uy);
X fobj->quan = 1;
X stackobj(fobj);
X if(Invisible) newsym(u.ux, u.uy);
X } else {
X dighole();
X }
X break;
X }
X zx = u.ux+u.dx;
X zy = u.uy+u.dy;
X digdepth = 8 + rn2(18);
X Tmp_at(-1, '*'); /* open call */
X while(--digdepth >= 0) {
X if(!isok(zx,zy)) break;
X room = &levl[zx][zy];
X Tmp_at(zx,zy);
X if(!xdnstair){
X if(zx < 3 || zx > COLNO-3 ||
X zy < 3 || zy > ROWNO-3)
X break;
X if(room->typ == HWALL ||
X room->typ == VWALL){
X room->typ = ROOM;
X break;
X }
X } else
X if(room->typ == HWALL || room->typ == VWALL ||
X room->typ == SDOOR || room->typ == LDOOR){
X room->typ = DOOR;
X digdepth -= 2;
X } else
X if(room->typ == SCORR || !room->typ) {
X room->typ = CORR;
X digdepth--;
X }
X mnewsym(zx,zy);
X zx += u.dx;
X zy += u.dy;
X }
X mnewsym(zx,zy); /* not always necessary */
X Tmp_at(-1,-1); /* closing call */
X break;
X }
X default:
X#ifdef SPELLS
X if((int) obj->otyp >= SPE_MAGIC_MISSILE) {
X
X buzz((int) obj->otyp - SPE_MAGIC_MISSILE + 5,
X u.ux, u.uy, u.dx, u.dy);
X } else
X#endif
X
X buzz((int) obj->otyp - WAN_MAGIC_MISSILE,
X u.ux, u.uy, u.dx, u.dy);
X break;
X }
X if(!objects[obj->otyp].oc_name_known) {
X objects[obj->otyp].oc_name_known = 1;
X more_experienced(0,10);
X }
X }
X return;
X}
X
Xchar *
Xexclam(force)
Xregister int force;
X{
X /* force == 0 occurs e.g. with sleep ray */
X /* note that large force is usual with wands so that !! would
X require information about hand/weapon/wand */
X return( (force < 0) ? "?" : (force <= 4) ? "." : "!" );
X}
X
Xhit(str,mtmp,force)
Xregister char *str;
Xregister struct monst *mtmp;
Xregister char *force; /* usually either "." or "!" */
X{
X if(!cansee(mtmp->mx,mtmp->my)) pline("The %s hits it.", str);
X else pline("The %s hits %s%s", str, monnam(mtmp), force);
X}
X
Xmiss(str,mtmp)
Xregister char *str;
Xregister struct monst *mtmp;
X{
X if(!cansee(mtmp->mx,mtmp->my)) pline("The %s misses it.",str);
X else pline("The %s misses %s.",str,monnam(mtmp));
X}
X
X/* bhit: called when a weapon is thrown (sym = obj->olet) or when an
X IMMEDIATE wand is zapped (sym = 0); the weapon falls down at end of
X range or when a monster is hit; the monster is returned, and bhitpos
X is set to the final position of the weapon thrown; the ray of a wand
X may affect several objects and monsters on its path - for each of
X these an argument function is called. */
X/* check !u.uswallow before calling bhit() */
X
Xstruct monst *
Xbhit(ddx,ddy,range,sym,fhitm,fhito,obj)
Xregister int ddx,ddy,range; /* direction and range */
Xchar sym; /* symbol displayed on path */
Xint (*fhitm)(), (*fhito)(); /* fns called when mon/obj hit */
Xstruct obj *obj; /* 2nd arg to fhitm/fhito */
X{
X register struct monst *mtmp;
X register struct obj *otmp;
X register int typ;
X
X bhitpos.x = u.ux;
X bhitpos.y = u.uy;
X
X if(sym) tmp_at(-1, sym); /* open call */
X while(range-- > 0) {
X bhitpos.x += ddx;
X bhitpos.y += ddy;
X typ = levl[bhitpos.x][bhitpos.y].typ;
X if(mtmp = m_at(bhitpos.x,bhitpos.y)){
X if(sym) {
X tmp_at(-1, -1); /* close call */
X return(mtmp);
X }
X (*fhitm)(mtmp, obj);
X range -= 3;
X }
X /* modified by GAN to hit all objects */
X if(fhito && o_at(bhitpos.x,bhitpos.y)){
X int hitanything = 0;
X for(otmp = fobj; otmp; otmp = otmp->nobj)
X if(otmp->ox == bhitpos.x &&
X otmp->oy == bhitpos.y)
X hitanything += (*fhito)(otmp, obj);
X if(hitanything) range--;
X }
X if(!ZAP_POS(typ)) {
X bhitpos.x -= ddx;
X bhitpos.y -= ddy;
X break;
X }
X if(sym) tmp_at(bhitpos.x, bhitpos.y);
X }
X
X /* leave last symbol unless in a pool */
X if(sym)
X tmp_at(-1, (levl[bhitpos.x][bhitpos.y].typ == POOL) ? -1 : 0);
X return(0);
X}
X
Xstruct monst *
Xboomhit(dx,dy) {
X register int i, ct;
X register struct monst *mtmp;
X char sym = ')';
X extern schar xdir[], ydir[];
X
X bhitpos.x = u.ux;
X bhitpos.y = u.uy;
X
X for(i=0; i<8; i++) if(xdir[i] == dx && ydir[i] == dy) break;
X tmp_at(-1, sym); /* open call */
X for(ct=0; ct<10; ct++) {
X if(i == 8) i = 0;
X sym = ')' + '(' - sym;
X tmp_at(-2, sym); /* change let call */
X dx = xdir[i];
X dy = ydir[i];
X bhitpos.x += dx;
X bhitpos.y += dy;
X if(mtmp = m_at(bhitpos.x, bhitpos.y)){
X tmp_at(-1,-1);
X return(mtmp);
X }
X if(!ZAP_POS(levl[bhitpos.x][bhitpos.y].typ)) {
X bhitpos.x -= dx;
X bhitpos.y -= dy;
X break;
X }
X if(bhitpos.x == u.ux && bhitpos.y == u.uy) { /* ct == 9 */
X if(rn2(20) >= 10+u.ulevel){ /* we hit ourselves */
X (void) thitu(10, rnd(10), "boomerang");
X break;
X } else { /* we catch it */
X tmp_at(-1,-1);
X pline("Skillfully, you catch the boomerang.");
X return(&youmonst);
X }
X }
X tmp_at(bhitpos.x, bhitpos.y);
X if(ct % 5 != 0) i++;
X }
X tmp_at(-1, -1); /* do not leave last symbol */
X return(0);
X}
X
Xchar
Xdirlet(dx,dy) register dx,dy; {
X return
X (dx == dy) ? '\\' : (dx && dy) ? '/' : dx ? '-' : '|';
X}
X
X/* type == -1: monster spitting fire at you */
X/* type == -1,-2,-3: bolts sent out by wizard */
X/* called with dx = dy = 0 with vertical bolts */
Xbuzz(type,sx,sy,dx,dy)
Xregister int type;
Xregister xchar sx,sy;
Xregister int dx,dy;
X{
X int abstype = (type == 10) ? 1 : abs(type);
X register char *fltxt = (type == -1 || type == 10) ? "blaze of fire" : fl[abstype];
X struct rm *lev;
X xchar range;
X struct monst *mon;
X
X if(u.uswallow) {
X register int tmp;
X
X if(type < 0) return;
X tmp = zhit(u.ustuck, type);
X pline("The %s rips into %s%s",
X fltxt, monnam(u.ustuck), exclam(tmp));
X return;
X }
X if(type < 0) pru();
X range = rn1(7,7);
X Tmp_at(-1, dirlet(dx,dy)); /* open call */
X while(range-- > 0) {
X sx += dx;
X sy += dy;
X if((lev = &levl[sx][sy])->typ) Tmp_at(sx,sy);
X else {
X int bounce = 0;
X if(cansee(sx-dx,sy-dy))
X pline("The %s bounces!", fltxt);
X if(ZAP_POS(levl[sx][sy-dy].typ))
X bounce = 1;
X if(ZAP_POS(levl[sx-dx][sy].typ)) {
X if(!bounce || rn2(2)) bounce = 2;
X }
X switch(bounce){
X case 0:
X dx = -dx;
X dy = -dy;
X continue;
X case 1:
X dy = -dy;
X sx -= dx;
X break;
X case 2:
X dx = -dx;
X sy -= dy;
X break;
X }
X Tmp_at(-2,dirlet(dx,dy));
X continue;
X }
X if(lev->typ == POOL && abstype == 1 /* fire */) {
X range -= 3;
X lev->typ = ROOM;
X if(cansee(sx,sy)) {
X mnewsym(sx,sy);
X pline("The water evaporates.");
X } else
X pline("You hear a hissing sound.");
X }
X if(o_at(sx,sy) && abstype == 1)
X if(burn_floor_scrolls(sx,sy) && cansee(sx,sy)) {
X mnewsym(sx,sy);
X pline("You see a puff of smoke.");
X }
X if((mon = m_at(sx,sy)) &&
X (type != -1 || mon->data->mlet != 'D')) {
X wakeup(mon);
X if(rnd(20) < 18 + mon->data->ac) {
X register int tmp = zhit(mon,abstype);
X if(mon->mhp < 1) {
X if(type < 0) {
X if(cansee(mon->mx,mon->my))
X pline("%s is killed by the %s!",
X Monnam(mon), fltxt);
X mondied(mon);
X } else
X killed(mon);
X } else
X hit(fltxt, mon, exclam(tmp));
X range -= 2;
X } else
X miss(fltxt,mon);
X } else if(sx == u.ux && sy == u.uy) {
X nomul(0);
X if(rnd(20) < 18+u.uac) {
X register int dam = 0;
X range -= 2;
X pline("The %s hits you!",fltxt);
X switch(abstype) {
X case 0:
X case 5: dam = d(2,6);
X break;
X case 1:
X case 6: if(Fire_resistance)
X pline("You don't feel hot!");
X else dam = d(6,6);
X if(!rn2(3)) {
X boil_potions();
X burn_scrolls();
X }
X break;
X case 2:
X case 7: nomul(-rnd(25)); /* sleep ray */
X break;
X case 3:
X case 8: if(Cold_resistance)
X pline("You don't feel cold!");
X else dam = d(6,6);
X break;
X case 4:
X case 9: u.uhp = -1;
X break;
X }
X losehp(dam,fltxt);
X } else pline("The %s whizzes by you!",fltxt);
X stop_occupation();
X }
X if(!ZAP_POS(lev->typ)) {
X int bounce = 0, rmn;
X if(cansee(sx,sy)) pline("The %s bounces!",fltxt);
X range--;
X if(!dx || !dy || !rn2(20)){
X dx = -dx;
X dy = -dy;
X } else {
X if(ZAP_POS(rmn = levl[sx][sy-dy].typ) &&
X (IS_ROOM(rmn) || ZAP_POS(levl[sx+dx][sy-dy].typ)))
X bounce = 1;
X if(ZAP_POS(rmn = levl[sx-dx][sy].typ) &&
X (IS_ROOM(rmn) || ZAP_POS(levl[sx-dx][sy+dy].typ)))
X if(!bounce || rn2(2))
X bounce = 2;
X
X switch(bounce){
X case 0:
X dy = -dy;
X dx = -dx;
X break;
X case 1:
X dy = -dy;
X break;
X case 2:
X dx = -dx;
X break;
X }
X Tmp_at(-2, dirlet(dx,dy));
X }
X }
X }
X Tmp_at(-1,-1);
X}
X
Xzhit(mon,type) /* returns damage to mon */
Xregister struct monst *mon;
Xregister type;
X{
X register int tmp = 0;
X
X switch(type) {
X case 0: /* magic missile */
X case 5: tmp = d(2,6);
X break;
X case -1: /* Dragon blazing fire */
X case 1: /* fire wand*/
X case 6: /* fire spell */
X case 10: /* Polymorphed human blazing fire */
X if(index("Dg", mon->data->mlet)) break;
X tmp = d(6,6);
X if(index("YF", mon->data->mlet)) tmp += 7;
X break;
X case 2: /* sleep*/
X case 7: tmp = 0;
X if(!resist(mon, (type == 2) ? '/' : '+', 0, NOTELL))
X mon->mfroz = 1;
X break;
X case 3: /* cold */
X case 8:
X if(index("YFgf", mon->data->mlet)) break;
X tmp = d(6,6);
X if(mon->data->mlet == 'D') tmp += 7;
X break;
X case 4: /* death*/
X case 9:
X if(index(UNDEAD, mon->data->mlet)) break;
X tmp = mon->mhp+1;
X break;
X }
X if (resist(mon, (type < 5) ? '/' : '+', 0, NOTELL)) tmp /= 2;
X mon->mhp -= tmp;
X return(tmp);
X}
X
X#define CORPSE_I_TO_C(otyp) (char) ((otyp >= DEAD_ACID_BLOB)\
X ? 'a' + (otyp - DEAD_ACID_BLOB)\
X : '@' + (otyp - DEAD_HUMAN))
Xrevive(obj)
Xregister struct obj *obj;
X{
X register struct monst *mtmp;
X register int let;
X
X if(obj->olet == FOOD_SYM && obj->otyp > CORPSE) {
X#ifdef KAA
X switch (obj->otyp) {
X case DEAD_HUMAN: { let = 'Z'; break; }
X case DEAD_GIANT: { let = '9'; break; }
X case DEAD_DEMON: { let = '&'; break; }
X default: let = CORPSE_I_TO_C(obj->otyp);
X }
X delobj(obj);
X/* Originally there was a bug which caused the object not to be erased
X from the screen. This happened because first the monster got created,
X then the corpse removed. Although delobj() called unpobj(), the object
X didn't get erased from the screen because the monster was sitting on top
X of it. Solution: place the delobj() call before the mkmon() call. */
X mtmp = mkmon_at(let, obj->ox, obj->oy);
X if (mtmp && obj->otyp == DEAD_HUMAN) {
X mtmp->mhp = mtmp->mhpmax = 100;
X mtmp->mspeed = MFAST;
X }
X#endif
X /* do not (yet) revive shopkeepers */
X /* Note: this might conceivably produce two monsters
X at the same position - strange, but harmless */
X#ifndef KAA
X delobj(obj);
X mtmp = mkmon_at(CORPSE_I_TO_C(obj->otyp),obj->ox,obj->oy);
X#endif
X }
X return(!!mtmp); /* TRUE if some monster created */
X}
X
Xrloco(obj)
Xregister struct obj *obj;
X{
X register tx,ty,otx,oty;
X
X otx = obj->ox;
X oty = obj->oy;
X do {
X tx = rn1(COLNO-3,2);
X ty = rn2(ROWNO);
X } while(!goodpos(tx,ty));
X obj->ox = tx;
X obj->oy = ty;
X if(cansee(otx,oty))
X newsym(otx,oty);
X}
X
Xfracture_rock(obj) /* fractured by pick-axe or wand of striking */
Xregister struct obj *obj; /* no texts here! */
X{
X /* unpobj(obj); */
X obj->otyp = ROCK;
X obj->quan = 7 + rn2(60);
X obj->owt = weight(obj);
X obj->olet = WEAPON_SYM;
X if(cansee(obj->ox,obj->oy))
X prl(obj->ox,obj->oy);
X}
X
Xboil_potions()
X{
X register struct obj *obj, *obj2;
X register int scrquan, i;
X
X for(obj = invent; obj; obj = obj2) {
X obj2 = obj->nobj;
X if(obj->olet == POTION_SYM) {
X scrquan = obj->quan;
X for(i = 1; i <= scrquan; i++)
X if(!rn2(3)) {
X pline("%s %s boils and explodes!",
X (obj->quan != 1) ? "One of your" : "Your",
X xname(obj));
X potionbreathe(obj);
X useup(obj);
X losehp(rn2(4),"boiling potion");
X }
X }
X }
X}
X
Xburn_scrolls()
X{
X register struct obj *obj, *obj2;
X register int cnt = 0;
X register int scrquan, i;
X
X for(obj = invent; obj; obj = obj2) {
X obj2 = obj->nobj;
X if(obj->olet == SCROLL_SYM) {
X scrquan = obj->quan;
X for(i = 1; i <= scrquan ; i++)
X if(!rn2(3)) {
X cnt++;
X useup(obj);
X }
X }
X }
X
X /* "Killed by a burning scrolls" doesn't make too much sense. KAA*/
X if (cnt) {
X pline("%s of your scrolls catch%s fire!",
X cnt==1 ? "One" : "Some", cnt==1 ? "es" : "");
X if(Fire_resistance)
X pline("You aren't hurt!");
X else
X losehp(cnt,"burning scroll");
X }
X}
X
Xresist(mtmp, olet, damage, tell)
Xregister struct monst *mtmp;
Xregister char olet;
Xregister int damage, tell;
X{
Xregister int resisted = 0;
X#ifdef HARD
Xregister int level;
X
X switch(olet) {
X
X case '/': level = 8;
X break;
X
X case '?': level = 6;
X break;
X
X case '!': level = 5;
X break;
X
X default: level = u.ulevel;
X break;
X }
X
X resisted = (rn2(100) - mtmp->data->mlevel + level) < mtmp->data->mr;
X if(resisted) {
X
X if(tell) pline("The %s resists!", mtmp->data->mname);
X mtmp->mhp -= damage/2;
X } else
X#endif
X mtmp->mhp -= damage;
X
X if(mtmp->mhp < 1) killed(mtmp);
X return(resisted);
X}
X
X/*
X * burn scrolls on floor at position x,y
X * return the number of scrolls burned
X */
Xint
Xburn_floor_scrolls(x,y)
X{
X register struct obj *obj, *obj2;
X register int scrquan, i;
X register int cnt = 0;
X
X for(obj = fobj; obj; obj = obj2) {
X obj2 = obj->nobj;
X /* Bug fix - KAA */
X if(obj->ox == x && obj->oy == y && obj->olet == SCROLL_SYM) {
X scrquan = obj->quan;
X for(i = 1; i <= scrquan ; i++)
X if(!rn2(3)) {
X cnt++;
X useupf(obj);
X }
X }
X }
X return(cnt);
X}
X
Xmakewish() /* Separated as there are now 3 places you can wish at. */
X{
X char buf[BUFSZ];
X register struct obj *otmp;
X extern struct obj *readobjnam(), *addinv();
X int wishquan, mergquan;
X
X pline("You may wish for an object. What do you want? ");
X getlin(buf);
X if(buf[0] == '\033') buf[0] = 0;
X otmp = readobjnam(buf);
X#ifdef KAA
X/* Wishing for gold has been implemented in readobjnam() and returns 0
X if successful. */
X if (otmp) {
X#endif
X wishquan = otmp->quan;
X otmp = addinv(otmp);
X /* indented lines added below so quantity shows
X * right. GAN - 11/13/86
X */
X mergquan = otmp->quan;
X otmp->quan = wishquan; /* to fool prinv() */
X prinv(otmp);
X otmp->quan = mergquan;
X#ifdef KAA
X }
X#endif
X}
END_OF_zap.c
if test 23766 -ne `wc -c <zap.c`; then
echo shar: \"zap.c\" unpacked with wrong size!
fi
# end of overwriting check
fi
echo shar: End of archive 3 \(of 16\).
cp /dev/null ark3isdone
MISSING=""
for I in 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 ; do
if test ! -f ark${I}isdone ; then
MISSING="${MISSING} ${I}"
fi
done
if test "${MISSING}" = "" ; then
echo You have unpacked all 16 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 ,