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freebsd/games/hack/hack.do.c
Jordan K. Hubbard 554eb505f8 Bring in the 4.4 Lite games directory, modulo man page changes and segregation
of the x11 based games.  I'm not going to tag the originals with bsd_44_lite
and do this in two stages since it's just not worth it for this collection,
and I've got directory renames to deal with that way.  Bleah.
Submitted by:	jkh
1994-09-04 04:03:31 +00:00

489 lines
11 KiB
C

/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
/* hack.do.c - version 1.0.3 */
/* Contains code for 'd', 'D' (drop), '>', '<' (up, down) and 't' (throw) */
#include "hack.h"
extern struct obj *splitobj(), *addinv();
extern boolean hmon();
extern boolean level_exists[];
extern struct monst youmonst;
extern char *Doname();
extern char *nomovemsg;
static int drop();
dodrop() {
return(drop(getobj("0$#", "drop")));
}
static int
drop(obj) register struct obj *obj; {
if(!obj) return(0);
if(obj->olet == '$') { /* pseudo object */
register long amount = OGOLD(obj);
if(amount == 0)
pline("You didn't drop any gold pieces.");
else {
mkgold(amount, u.ux, u.uy);
pline("You dropped %ld gold piece%s.",
amount, plur(amount));
if(Invisible) newsym(u.ux, u.uy);
}
free((char *) obj);
return(1);
}
if(obj->owornmask & (W_ARMOR | W_RING)){
pline("You cannot drop something you are wearing.");
return(0);
}
if(obj == uwep) {
if(uwep->cursed) {
pline("Your weapon is welded to your hand!");
return(0);
}
setuwep((struct obj *) 0);
}
pline("You dropped %s.", doname(obj));
dropx(obj);
return(1);
}
/* Called in several places - should not produce texts */
dropx(obj)
register struct obj *obj;
{
freeinv(obj);
dropy(obj);
}
dropy(obj)
register struct obj *obj;
{
if(obj->otyp == CRYSKNIFE)
obj->otyp = WORM_TOOTH;
obj->ox = u.ux;
obj->oy = u.uy;
obj->nobj = fobj;
fobj = obj;
if(Invisible) newsym(u.ux,u.uy);
subfrombill(obj);
stackobj(obj);
}
/* drop several things */
doddrop() {
return(ggetobj("drop", drop, 0));
}
dodown()
{
if(u.ux != xdnstair || u.uy != ydnstair) {
pline("You can't go down here.");
return(0);
}
if(u.ustuck) {
pline("You are being held, and cannot go down.");
return(1);
}
if(Levitation) {
pline("You're floating high above the stairs.");
return(0);
}
goto_level(dlevel+1, TRUE);
return(1);
}
doup()
{
if(u.ux != xupstair || u.uy != yupstair) {
pline("You can't go up here.");
return(0);
}
if(u.ustuck) {
pline("You are being held, and cannot go up.");
return(1);
}
if(!Levitation && inv_weight() + 5 > 0) {
pline("Your load is too heavy to climb the stairs.");
return(1);
}
goto_level(dlevel-1, TRUE);
return(1);
}
goto_level(newlevel, at_stairs)
register int newlevel;
register boolean at_stairs;
{
register fd;
register boolean up = (newlevel < dlevel);
if(newlevel <= 0) done("escaped"); /* in fact < 0 is impossible */
if(newlevel > MAXLEVEL) newlevel = MAXLEVEL; /* strange ... */
if(newlevel == dlevel) return; /* this can happen */
glo(dlevel);
fd = creat(lock, FMASK);
if(fd < 0) {
/*
* This is not quite impossible: e.g., we may have
* exceeded our quota. If that is the case then we
* cannot leave this level, and cannot save either.
* Another possibility is that the directory was not
* writable.
*/
pline("A mysterious force prevents you from going %s.",
up ? "up" : "down");
return;
}
if(Punished) unplacebc();
u.utrap = 0; /* needed in level_tele */
u.ustuck = 0; /* idem */
keepdogs();
seeoff(1);
if(u.uswallow) /* idem */
u.uswldtim = u.uswallow = 0;
flags.nscrinh = 1;
u.ux = FAR; /* hack */
(void) inshop(); /* probably was a trapdoor */
savelev(fd,dlevel);
(void) close(fd);
dlevel = newlevel;
if(maxdlevel < dlevel)
maxdlevel = dlevel;
glo(dlevel);
if(!level_exists[dlevel])
mklev();
else {
extern int hackpid;
if((fd = open(lock,0)) < 0) {
pline("Cannot open %s .", lock);
pline("Probably someone removed it.");
done("tricked");
}
getlev(fd, hackpid, dlevel);
(void) close(fd);
}
if(at_stairs) {
if(up) {
u.ux = xdnstair;
u.uy = ydnstair;
if(!u.ux) { /* entering a maze from below? */
u.ux = xupstair; /* this will confuse the player! */
u.uy = yupstair;
}
if(Punished && !Levitation){
pline("With great effort you climb the stairs.");
placebc(1);
}
} else {
u.ux = xupstair;
u.uy = yupstair;
if(inv_weight() + 5 > 0 || Punished){
pline("You fall down the stairs."); /* %% */
losehp(rnd(3), "fall");
if(Punished) {
if(uwep != uball && rn2(3)){
pline("... and are hit by the iron ball.");
losehp(rnd(20), "iron ball");
}
placebc(1);
}
selftouch("Falling, you");
}
}
{ register struct monst *mtmp = m_at(u.ux, u.uy);
if(mtmp)
mnexto(mtmp);
}
} else { /* trapdoor or level_tele */
do {
u.ux = rnd(COLNO-1);
u.uy = rn2(ROWNO);
} while(levl[u.ux][u.uy].typ != ROOM ||
m_at(u.ux,u.uy));
if(Punished){
if(uwep != uball && !up /* %% */ && rn2(5)){
pline("The iron ball falls on your head.");
losehp(rnd(25), "iron ball");
}
placebc(1);
}
selftouch("Falling, you");
}
(void) inshop();
initrack();
losedogs();
{ register struct monst *mtmp;
if(mtmp = m_at(u.ux, u.uy)) mnexto(mtmp); /* riv05!a3 */
}
flags.nscrinh = 0;
setsee();
seeobjs(); /* make old cadavers disappear - riv05!a3 */
docrt();
pickup(1);
read_engr_at(u.ux,u.uy);
}
donull() {
return(1); /* Do nothing, but let other things happen */
}
dopray() {
nomovemsg = "You finished your prayer.";
nomul(-3);
return(1);
}
struct monst *bhit(), *boomhit();
dothrow()
{
register struct obj *obj;
register struct monst *mon;
register tmp;
obj = getobj("#)", "throw"); /* it is also possible to throw food */
/* (or jewels, or iron balls ... ) */
if(!obj || !getdir(1)) /* ask "in what direction?" */
return(0);
if(obj->owornmask & (W_ARMOR | W_RING)){
pline("You can't throw something you are wearing.");
return(0);
}
u_wipe_engr(2);
if(obj == uwep){
if(obj->cursed){
pline("Your weapon is welded to your hand.");
return(1);
}
if(obj->quan > 1)
setuwep(splitobj(obj, 1));
else
setuwep((struct obj *) 0);
}
else if(obj->quan > 1)
(void) splitobj(obj, 1);
freeinv(obj);
if(u.uswallow) {
mon = u.ustuck;
bhitpos.x = mon->mx;
bhitpos.y = mon->my;
} else if(u.dz) {
if(u.dz < 0) {
pline("%s hits the ceiling, then falls back on top of your head.",
Doname(obj)); /* note: obj->quan == 1 */
if(obj->olet == POTION_SYM)
potionhit(&youmonst, obj);
else {
if(uarmh) pline("Fortunately, you are wearing a helmet!");
losehp(uarmh ? 1 : rnd((int)(obj->owt)), "falling object");
dropy(obj);
}
} else {
pline("%s hits the floor.", Doname(obj));
if(obj->otyp == EXPENSIVE_CAMERA) {
pline("It is shattered in a thousand pieces!");
obfree(obj, Null(obj));
} else if(obj->otyp == EGG) {
pline("\"Splash!\"");
obfree(obj, Null(obj));
} else if(obj->olet == POTION_SYM) {
pline("The flask breaks, and you smell a peculiar odor ...");
potionbreathe(obj);
obfree(obj, Null(obj));
} else {
dropy(obj);
}
}
return(1);
} else if(obj->otyp == BOOMERANG) {
mon = boomhit(u.dx, u.dy);
if(mon == &youmonst) { /* the thing was caught */
(void) addinv(obj);
return(1);
}
} else {
if(obj->otyp == PICK_AXE && shkcatch(obj))
return(1);
mon = bhit(u.dx, u.dy, (obj->otyp == ICE_BOX) ? 1 :
(!Punished || obj != uball) ? 8 : !u.ustuck ? 5 : 1,
obj->olet,
(int (*)()) 0, (int (*)()) 0, obj);
}
if(mon) {
/* awake monster if sleeping */
wakeup(mon);
if(obj->olet == WEAPON_SYM) {
tmp = -1+u.ulevel+mon->data->ac+abon();
if(obj->otyp < ROCK) {
if(!uwep ||
uwep->otyp != obj->otyp+(BOW-ARROW))
tmp -= 4;
else {
tmp += uwep->spe;
}
} else
if(obj->otyp == BOOMERANG) tmp += 4;
tmp += obj->spe;
if(u.uswallow || tmp >= rnd(20)) {
if(hmon(mon,obj,1) == TRUE){
/* mon still alive */
#ifndef NOWORM
cutworm(mon,bhitpos.x,bhitpos.y,obj->otyp);
#endif NOWORM
} else mon = 0;
/* weapons thrown disappear sometimes */
if(obj->otyp < BOOMERANG && rn2(3)) {
/* check bill; free */
obfree(obj, (struct obj *) 0);
return(1);
}
} else miss(objects[obj->otyp].oc_name, mon);
} else if(obj->otyp == HEAVY_IRON_BALL) {
tmp = -1+u.ulevel+mon->data->ac+abon();
if(!Punished || obj != uball) tmp += 2;
if(u.utrap) tmp -= 2;
if(u.uswallow || tmp >= rnd(20)) {
if(hmon(mon,obj,1) == FALSE)
mon = 0; /* he died */
} else miss("iron ball", mon);
} else if(obj->olet == POTION_SYM && u.ulevel > rn2(15)) {
potionhit(mon, obj);
return(1);
} else {
if(cansee(bhitpos.x,bhitpos.y))
pline("You miss %s.",monnam(mon));
else pline("You miss it.");
if(obj->olet == FOOD_SYM && mon->data->mlet == 'd')
if(tamedog(mon,obj)) return(1);
if(obj->olet == GEM_SYM && mon->data->mlet == 'u' &&
!mon->mtame){
if(obj->dknown && objects[obj->otyp].oc_name_known){
if(objects[obj->otyp].g_val > 0){
u.uluck += 5;
goto valuable;
} else {
pline("%s is not interested in your junk.",
Monnam(mon));
}
} else { /* value unknown to @ */
u.uluck++;
valuable:
if(u.uluck > LUCKMAX) /* dan@ut-ngp */
u.uluck = LUCKMAX;
pline("%s graciously accepts your gift.",
Monnam(mon));
mpickobj(mon, obj);
rloc(mon);
return(1);
}
}
}
}
/* the code following might become part of dropy() */
if(obj->otyp == CRYSKNIFE)
obj->otyp = WORM_TOOTH;
obj->ox = bhitpos.x;
obj->oy = bhitpos.y;
obj->nobj = fobj;
fobj = obj;
/* prevent him from throwing articles to the exit and escaping */
/* subfrombill(obj); */
stackobj(obj);
if(Punished && obj == uball &&
(bhitpos.x != u.ux || bhitpos.y != u.uy)){
freeobj(uchain);
unpobj(uchain);
if(u.utrap){
if(u.utraptype == TT_PIT)
pline("The ball pulls you out of the pit!");
else {
register long side =
rn2(3) ? LEFT_SIDE : RIGHT_SIDE;
pline("The ball pulls you out of the bear trap.");
pline("Your %s leg is severely damaged.",
(side == LEFT_SIDE) ? "left" : "right");
set_wounded_legs(side, 500+rn2(1000));
losehp(2, "thrown ball");
}
u.utrap = 0;
}
unsee();
uchain->nobj = fobj;
fobj = uchain;
u.ux = uchain->ox = bhitpos.x - u.dx;
u.uy = uchain->oy = bhitpos.y - u.dy;
setsee();
(void) inshop();
}
if(cansee(bhitpos.x, bhitpos.y)) prl(bhitpos.x,bhitpos.y);
return(1);
}
/* split obj so that it gets size num */
/* remainder is put in the object structure delivered by this call */
struct obj *
splitobj(obj, num) register struct obj *obj; register int num; {
register struct obj *otmp;
otmp = newobj(0);
*otmp = *obj; /* copies whole structure */
otmp->o_id = flags.ident++;
otmp->onamelth = 0;
obj->quan = num;
obj->owt = weight(obj);
otmp->quan -= num;
otmp->owt = weight(otmp); /* -= obj->owt ? */
obj->nobj = otmp;
if(obj->unpaid) splitbill(obj,otmp);
return(otmp);
}
more_experienced(exp,rexp)
register int exp, rexp;
{
extern char pl_character[];
u.uexp += exp;
u.urexp += 4*exp + rexp;
if(exp) flags.botl = 1;
if(u.urexp >= ((pl_character[0] == 'W') ? 1000 : 2000))
flags.beginner = 0;
}
set_wounded_legs(side, timex)
register long side;
register int timex;
{
if(!Wounded_legs || (Wounded_legs & TIMEOUT))
Wounded_legs |= side + timex;
else
Wounded_legs |= side;
}
heal_legs()
{
if(Wounded_legs) {
if((Wounded_legs & BOTH_SIDES) == BOTH_SIDES)
pline("Your legs feel somewhat better.");
else
pline("Your leg feels somewhat better.");
Wounded_legs = 0;
}
}