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monster.c
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monster.c
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/*
* monster.c
*
* createmonster(monstno) Function to create a monster next to the player
* int monstno;
*
* int cgood(x,y,itm,monst) Function to check location for emptiness
* int x,y,itm,monst;
*
* createitem(it,arg) Routine to place an item next to the player
* int it,arg;
*
* vxy(x,y) Routine to verify/fix (*x,*y) for being within bounds
* int *x,*y;
*
* hitmonster(x,y) Function to hit a monster at the designated coordinates
* int x,y;
*
* hitm(x,y,amt) Function to just hit a monster at a given coordinates
* int x,y,amt;
*
* hitplayer(x,y) Function for the monster to hit the player from (x,y)
* int x,y;
*
* dropsomething(monst) Function to create an object when a monster dies
* int monst;
*
* dropgold(amount) Function to drop some gold around player
* int amount;
*
* something(level) Function to create a random item around player
* int level;
*
* newobject(lev,i) Routine to return a randomly selected new object
* int lev,*i;
*
* spattack(atckno,xx,yy) Function to process special attacks from monsters
* int atckno,xx,yy;
*
* checkloss(x) Routine to subtract hp from user and flag bottomline display
* int x;
*
*/
#include <stdlib.h>
#include <ctype.h>
#include <curses.h>
#include "includes/ansiterm.h"
#include "includes/larncons.h"
#include "includes/larndata.h"
#include "includes/larnfunc.h"
#include <stdio.h>
#include "includes/display.h"
#include "includes/global.h"
#include "includes/inventory.h"
#include "includes/io.h"
#include "includes/monster.h"
#include "includes/spells.h"
#include "includes/nap.h"
static int cgood (int, int, int, int);
static void dropsomething (int);
static int spattack (int, int, int);
/*
* createmonster(monstno) Function to create a monster next to the player
* int monstno;
*
* Enter with the monster number (1 to MAXMONST+8)
* Returns no value.
*/
void
createmonster (int mon)
{
int x, y, k, i;
if (mon < 1 || mon > MAXMONST + 8)
{ /* check for monster number out of bounds */
lprintf ("\ncan't createmonst(%d)\n", mon);
nap (3000);
return;
}
while (monster[mon].genocided && mon < MAXMONST)
mon++; /* skip genocided */
for (k = rnd (8), i = -8; i < 0; i++, k++)
{
/* choose rnd direction, then try all */
if (k > 8)
k = 1; /* wraparound the diroff arrays */
x = playerx + diroffx[k];
y = playery + diroffy[k];
if (cgood (x, y, 0, 1))
{ /* if we can create here */
mitem[x][y] = mon;
hitp[x][y] = monster[mon].hitpoints;
stealth[x][y] = 0;
know[x][y] &= ~KNOWHERE;
switch (mon)
{
case ROTHE:
case POLTERGEIST:
case VAMPIRE:
stealth[x][y] = 1;
};
return;
}
}
}
/*
* int cgood(x,y,itm,monst) Function to check location for emptiness
* int x,y,itm,monst;
*
* Routine to return TRUE if a location does not have itm or monst there
* returns FALSE (0) otherwise
* Enter with itm or monst TRUE or FALSE if checking it
* Example: if itm==TRUE check for no item at this location
* if monst==TRUE check for no monster at this location
* This routine will return FALSE if at a wall,door or the dungeon exit
* on level 1
*/
static int
cgood (int x, int y, int itm, int monst)
{
/*
* cannot create either monster or item if:
* - out of bounds
* - wall
* - closed door
* - dungeon entrance
*/
if (((y < 0) || (y > MAXY - 1) || (x < 0) || (x > MAXX - 1)) ||
(item[x][y] == OWALL) ||
(item[x][y] == OCLOSEDDOOR) ||
((level == 1) && (x == 33) && (y == MAXY - 1)))
{
return FALSE;
}
/* if checking for an item, return False if one there already */
if (itm && item[x][y])
{
return FALSE;
}
/*
* if checking for a monster, return False if one there already _or_
* there is a pit/trap there.
*/
if (monst)
{
if (mitem[x][y])
{
return FALSE;
}
/*
* note: not invisible traps, since monsters are
* not affected by them.
*/
switch (item[x][y])
{
case OPIT:
case OANNIHILATION:
case OTELEPORTER:
case OTRAPARROW:
case ODARTRAP:
case OTRAPDOOR:
return FALSE;
}
}
/* cgood! */
return TRUE;
}
/*
* createitem(it,arg) Routine to place an item next to the player
* int it,arg;
*
* Enter with the item number and its argument (iven[], ivenarg[])
* Returns no value, thus we don't know about createitem() failures.
*/
void
createitem (int it, int arg)
{
int x, y, k, i;
if (it >= MAXOBJ)
return; /* no such object */
for (k = rnd (8), i = -8; i < 0; i++, k++)
{
/* choose rnd direction, then try all */
if (k > 8)
k = 1; /* wraparound the diroff arrays */
x = playerx + diroffx[k];
y = playery + diroffy[k];
if (cgood (x, y, 1, 0))
{ /* if we can create here */
item[x][y] = it;
know[x][y] = 0;
iarg[x][y] = arg;
return;
}
}
}
/*
* vxy(x,y) Routine to verify/fix coordinates for being within bounds
* int *x,*y;
*
* Function to verify x & y are within the bounds for a level
* If *x or *y is not within the absolute bounds for a level, fix them so that
* they are on the level.
* Returns TRUE if it was out of bounds, and the *x & *y in the calling
* routine are affected.
*/
int
vxy (int *x, int *y)
{
int flag = 0;
if (*x < 0)
{
*x = 0;
flag++;
}
if (*y < 0)
{
*y = 0;
flag++;
}
if (*x >= MAXX)
{
*x = MAXX - 1;
flag++;
}
if (*y >= MAXY)
{
*y = MAXY - 1;
flag++;
}
return (flag);
}
/*
* hitmonster(x,y) Function to hit a monster at the designated coordinates
* int x,y;
*
* This routine is used for a bash & slash type attack on a monster
* Enter with the coordinates of the monster in (x,y).
* Returns no value.
*/
void
hitmonster (int x, int y)
{
int tmp, monst, flag, damag = 0;
if (cdesc[TIMESTOP])
return; /* not if time stopped */
vxy (&x, &y); /* verify coordinates are within range */
if ((monst = mitem[x][y]) == 0)
return;
hit3flag = 1;
ifblind (x, y);
tmp = monster[monst].armorclass + cdesc[LEVEL] +
cdesc[DEXTERITY] + cdesc[WCLASS] / 4 - 12;
cursors ();
if ((rnd (20) < tmp - cdesc[HARDGAME]) || (rnd (71) < 5)) /* need at least random chance to hit */
{
lprcat ("\nYou hit");
flag = 1;
damag = fullhit (1);
if (damag < 9999)
damag = rnd (damag) + 1;
}
else
{
lprcat ("\nYou missed");
flag = 0;
}
lprcat (" the ");
lprcat (lastmonst);
if (flag) /* if the monster was hit */
if ((monst == RUSTMONSTER) || (monst == DISENCHANTRESS)
|| (monst == CUBE))
if (cdesc[WIELD] >= 0)
if (ivenarg[cdesc[WIELD]] > -10)
{
lprintf ("\nYour weapon is dulled by the %s", lastmonst);
--ivenarg[cdesc[WIELD]];
/* fix for dulled rings of strength, cleverness, dexterity bug. */
switch (iven[cdesc[WIELD]])
{
case ODEXRING:
cdesc[DEXTERITY]--;
break;
case OSTRRING:
cdesc[STREXTRA]--;
break;
case OCLEVERRING:
cdesc[INTELLIGENCE]--;
break;
}
/* */
}
if (flag)
hitm (x, y, damag);
if (monst == VAMPIRE)
if (hitp[x][y] < 25)
{ /* vampire turns into bat */
mitem[x][y] = BAT;
know[x][y] = 0;
}
}
/*
* hitm(x,y,amt) Function to just hit a monster at a given coordinates
* int x,y,amt;
*
* Returns the number of hitpoints the monster absorbed
* This routine is used to specifically damage a monster at a location (x,y)
* Called by hitmonster(x,y)
*/
int
hitm (int x, int y, int amt)
{
int monst;
int hpoints, amt2;
vxy (&x, &y); /* verify coordinates are within range */
amt2 = amt; /* save initial damage so we can return it */
monst = mitem[x][y];
if (cdesc[HALFDAM])
amt >>= 1; /* if half damage curse adjust damage points */
if (amt <= 0)
amt2 = amt = 1;
lasthx = x;
lasthy = y;
stealth[x][y] = 1; /* make sure hitting monst breaks stealth condition */
cdesc[HOLDMONST] = 0; /* hit a monster breaks hold monster spell */
switch (monst)
{ /* if a dragon and orb(s) of dragon slaying */
case WHITEDRAGON:
case REDDRAGON:
case GREENDRAGON:
case BRONZEDRAGON:
case PLATINUMDRAGON:
case SILVERDRAGON:
amt *= 1 + (cdesc[SLAYING] << 1);
break;
}
/* invincible monster fix is here */
if (hitp[x][y] > monster[monst].hitpoints)
hitp[x][y] = monster[monst].hitpoints;
if ((hpoints = hitp[x][y]) <= amt)
{
#ifdef EXTRA
cdesc[MONSTKILLED]++;
#endif
lprintf ("\nThe");
lprintf(" %s ",lastmonst);
lprintf("died!\n");
raiseexperience (monster[monst].experience);
amt = monster[monst].gold;
if (amt > 0)
dropgold (rnd (amt) + amt);
dropsomething (monst);
disappear (x, y);
bottomline ();
return (hpoints);
}
hitp[x][y] = hpoints - amt;
return (amt2);
}
/*
* hitplayer(x,y) Function for the monster to hit the player from (x,y)
* int x,y;
*
* Function for the monster to hit the player with monster at location x,y
* Returns nothing of value.
*/
void
hitplayer (int x, int y)
{
int dam, tmp, mster, bias;
vxy (&x, &y); /* verify coordinates are within range */
lastnum = mster = mitem[x][y];
/* spirit naga's and poltergeist's do nothing if scarab of negate spirit */
if (cdesc[NEGATESPIRIT] || cdesc[SPIRITPRO])
if ((mster == POLTERGEIST) || (mster == SPIRITNAGA))
return;
/* if undead and cube of undead control */
if (cdesc[CUBEofUNDEAD] || cdesc[UNDEADPRO])
if ((mster == VAMPIRE) || (mster == WRAITH) || (mster == ZOMBIE))
return;
if ((know[x][y] & KNOWHERE) == 0)
show1cell (x, y);
bias = (cdesc[HARDGAME]) + 1;
hitflag = hit2flag = hit3flag = 1;
yrepcount = 0;
cursors ();
ifblind (x, y);
if (cdesc[INVISIBILITY])
if (rnd (33) < 20)
{
lprintf ("\nThe");
lprintf(" %s ",lastmonst);
lprintf("misses wildly\n");
return;
}
if (cdesc[CHARMCOUNT])
if (rnd (30) + 5 * monster[mster].level - cdesc[CHARISMA] < 30)
{
lprintf ("\nThe");
lprintf(" %s ",lastmonst);
lprintf("is awestruck at your magnificence!\n");
return;
}
if (mster == BAT)
dam = 1;
else
{
dam = monster[mster].damage;
dam += rnd ((int) ((dam < 1) ? 1 : dam)) + monster[mster].level;
}
tmp = 0;
if (monster[mster].attack > 0)
if (((dam + bias + 8) > cdesc[AC])
|| (rnd ((int) ((cdesc[AC] > 0) ? cdesc[AC] : 1)) == 1))
{
if (spattack (monster[mster].attack, x, y))
{
#if defined WINDOWS_VS
lflushall();
#endif
#if defined NIX
fflush(NULL);
#endif
return;
}
tmp = 1;
bias -= 2;
cursors ();
}
if (((dam + bias) > cdesc[AC])
|| (rnd ((int) ((cdesc[AC] > 0) ? cdesc[AC] : 1)) == 1))
{
lprintf ("\nThe");
lprintf(" %s ",lastmonst);
lprintf("hit you");
tmp = 1;
if ((dam -= cdesc[AC]) < 0)
dam = 0;
if (dam > 0)
{
losehp (dam);
bottomhp ();
#if defined WINDOWS_VS
lflushall();
#endif
#if defined NIX
fflush(NULL);
#endif
}
}
if (tmp == 0)
{
lprintf("\nThe");
lprintf(" %s ",lastmonst);
lprintf("missed");
}
}
/*
* dropsomething(monst) Function to create an object when a monster dies
* int monst;
*
* Function to create an object near the player when certain monsters are killed
* Enter with the monster number
* Returns nothing of value.
*/
static void
dropsomething (int monst)
{
switch (monst)
{
case ORC:
case NYMPH:
case ELF:
case TROGLODYTE:
case TROLL:
case ROTHE:
case VIOLETFUNGI:
case PLATINUMDRAGON:
case GNOMEKING:
case REDDRAGON:
something (level);
return;
case LEPRECHAUN:
if (rnd (101) >= 75)
creategem ();
if (rnd (5) == 1)
dropsomething (LEPRECHAUN);
return;
}
}
/*
* dropgold(amount) Function to drop some gold around player
* int amount;
*
* Enter with the number of gold pieces to drop
* Returns nothing of value.
*/
void
dropgold (int amount)
{
if (amount > 250)
createitem (OMAXGOLD, amount / 100);
else
createitem (OGOLDPILE, amount);
}
/*
* something(level) Function to create a random item around player
* int level;
*
* Function to create an item from a designed probability around player
* Enter with the cave level on which something is to be dropped
* Returns nothing of value.
*/
void
something (int lv)
{
int j, i;
if (lv < 0 || lv > MAXLEVEL + MAXVLEVEL)
return; /* correct level? */
if (rnd (101) < 8)
something (lv); /* possibly more than one item */
j = newobject (lv, &i);
createitem (j, i);
}
/*
* newobject(lev,i) Routine to return a randomly selected new object
* int lev,*i;
*
* Routine to return a randomly selected object to be created
* Returns the object number created, and sets *i for its argument
* Enter with the cave level and a pointer to the items arg
*/
static int nobjtab[] = { 0, OSCROLL, OSCROLL, OSCROLL, OSCROLL, OPOTION,
OPOTION, OPOTION, OPOTION, OGOLDPILE, OGOLDPILE, OGOLDPILE, OGOLDPILE,
OBOOK, OBOOK, OBOOK, OBOOK, ODAGGER, ODAGGER, ODAGGER, OLEATHER, OLEATHER,
OLEATHER, OREGENRING, OPROTRING, OENERGYRING, ODEXRING, OSTRRING, OSPEAR,
OBELT, ORING, OSTUDLEATHER, OSHIELD, OCOOKIE, OCHAIN, OBATTLEAXE,
OSPLINT, O2SWORD, OHSWORD, OCLEVERRING, OPLATE, OLONGSWORD
};
int
newobject (int lev, int *i)
{
int tmp = 33, j, hacktmp = 0;
if (level < 0 || level > MAXLEVEL + MAXVLEVEL)
return (0); /* correct level? */
if (lev > 6)
tmp = 41;
else if (lev > 4)
tmp = 39;
j = nobjtab[tmp = rnd (tmp)]; /* the object type */
switch (tmp)
{
case 1:
case 2:
case 3:
case 4: /* scroll */
*i = newscroll ();
break;
case 5:
case 6:
case 7:
case 8: /* potion */
*i = newpotion ();
break;
case 9:
case 10:
case 11:
case 12: /* gold */
*i = rnd ((lev + 1) * 10) + lev * 10 + 10;
break;
case 13:
case 14:
case 15:
case 16: /* book */
*i = lev;
break;
case 17:
case 18:
case 19: /* dagger */
hacktmp = (*i = newdagger ());
if (!hacktmp)
return (0);
break;
case 20:
case 21:
case 22: /* leather armor */
hacktmp = (*i = newleather ());
if (!hacktmp)
return (0);
break;
case 23:
case 32:
case 38: /* regen ring, shield, 2-hand sword */
*i = rund (lev / 3 + 1);
break;
case 24:
case 26: /* prot ring, dexterity ring */
*i = rnd (lev / 4 + 1);
break;
case 25: /* energy ring */
*i = rund (lev / 4 + 1);
break;
case 27:
case 39: /* strength ring, cleverness ring */
*i = rnd (lev / 2 + 1);
break;
case 30:
case 34: /* ring mail, flail */
*i = rund (lev / 2 + 1);
break;
case 28:
case 36: /* spear, battleaxe */
*i = rund (lev / 3 + 1);
if (*i == 0)
return (0);
break;
case 29:
case 31:
case 37: /* belt, studded leather, splint */
*i = rund (lev / 2 + 1);
if (*i == 0)
return (0);
break;
case 33: /* fortune cookie */
*i = 0;
break;
case 35: /* chain mail */
*i = newchain ();
break;
case 40: /* plate mail */
*i = newplate ();
break;
case 41: /* longsword */
*i = newsword ();
break;
}
return (j);
}
/*
* spattack(atckno,xx,yy) Function to process special attacks from monsters
* int atckno,xx,yy;
*
* Enter with the special attack number, and the coordinates (xx,yy)
* of the monster that is special attacking
* Returns 1 if must do a show1cell(xx,yy) upon return, 0 otherwise
*
* atckno monster effect
* ---------------------------------------------------
* 0 none
* 1 rust monster eat armor
* 2 hell hound breathe light fire
* 3 dragon breathe fire
* 4 giant centipede weakening sing
* 5 white dragon cold breath
* 6 wraith drain level
* 7 waterlord water gusher
* 8 leprechaun steal gold
* 9 disenchantress disenchant weapon or armor
* 10 ice lizard hits with barbed tail
* 11 umber hulk confusion
* 12 spirit naga cast spells taken from special attacks
* 13 platinum dragon psionics
* 14 nymph steal objects
* 15 bugbear bite
* 16 osequip bite
*
* char rustarm[ARMORTYPES][2];
* special array for maximum rust damage to armor from rustmonster
* format is: { armor type , minimum attribute
*/
#define ARMORTYPES 6
static int rustarm[ARMORTYPES][2] = {
{OSTUDLEATHER, -2},
{ORING, -4},
{OCHAIN, -5},
{OSPLINT, -6},
{OPLATE, -8},
{OPLATEARMOR, -9}
};
static char spsel[] = { 1, 2, 3, 5, 6, 8, 9, 11, 13, 14 };
static int
spattack (int x, int xx, int yy)
{
int i, j = 0, k, m;
char *p = 0;
if (cdesc[CANCELLATION])
return (0);
vxy (&xx, &yy); /* verify x & y coordinates */
switch (x)
{
case 1: /* rust your armor, j=1 when rusting has occurred */
m = k = cdesc[WEAR];
i = cdesc[SHIELD];
if (i != -1)
{
if (--ivenarg[i] < -1)
{
ivenarg[i] = -1;
}
else
{
j = 1;
}
}
if ((j == 0) && (k != -1))
{
m = iven[k];
for (i = 0; i < ARMORTYPES; i++)
if (m == rustarm[i][0]) /* find his armor in table */
{
if (--ivenarg[k] < rustarm[i][1])
ivenarg[k] = rustarm[i][1];
else
j = 1;
break;
}
}
if (j == 0) /* if rusting did not occur */
switch (m)
{
case OLEATHER:
p = "\nThe %s hit you -- Your lucky you have leather on";
break;
case OSSPLATE:
p =
"\nThe %s hit you -- Your fortunate to have stainless steel armor!";
break;
}
else
{
p = "\nThe %s hit you -- your armor feels weaker";
}
break;
case 2:
i = rnd (15) + 8 - cdesc[AC];
spout:p = "\nThe %s breathes fire at you!";
if (cdesc[FIRERESISTANCE])
p = "\nThe %s's flame doesn't phase you!";
else
spout2:if (p)
{
lprintf (p, lastmonst);
}
checkloss (i);
return (0);
case 3:
i = rnd (20) + 25 - cdesc[AC];
goto spout;
case 4:
if (cdesc[STRENGTH] > 3)
{
p = "\nThe %s stung you! You feel weaker";
--cdesc[STRENGTH];
}
else
p = "\nThe %s stung you!";
break;
case 5:
p = "\nThe %s blasts you with his cold breath";
i = rnd (15) + 18 - cdesc[AC];
goto spout2;
case 6:
lprintf ("\nThe ");
lprintf("%s",lastmonst);
lprintf(" drains you of your life energy!");
loselevel ();
return (0);
case 7:
p = "\nThe %s got you with a gusher!";
i = rnd (15) + 25 - cdesc[AC];
goto spout2;
case 8:
if (cdesc[NOTHEFT])
return (0); /* he has a device of no theft */
if (cdesc[GOLD])
{
p = "\nThe %s hit you -- Your purse feels lighter";
if (cdesc[GOLD] > 32767)
cdesc[GOLD] >>= 1;
else
cdesc[GOLD] -= rnd ((int) (1 + (cdesc[GOLD] >> 1)));
if (cdesc[GOLD] < 0)
cdesc[GOLD] = 0;
}
else
p = "\nThe %s couldn't find any gold to steal";
lprintf (p, lastmonst);
disappear (xx, yy);
bottomgold ();
return (1);
case 9:
for (j = 50;;) /* disenchant */
{
i = rund (26);
m = iven[i]; /* randomly select item */
if (m > 0 && ivenarg[i] > 0 && m != OSCROLL && m != OPOTION)
{
if ((ivenarg[i] -= 3) < 0)
ivenarg[i] = 0;
lprintf ("\nThe ");
lprintf("%s ",lastmonst);
lprintf("hits you -- you feel a sense of loss");
show3 (i);
bottomline ();
return (0);
}
if (--j <= 0)
{
p = "\nThe %s nearly misses";
break;
}
break;
}
break;
case 10:
p = "\nThe %s hit you with his barbed tail";
i = rnd (25) - cdesc[AC];
goto spout2;
case 11:
p = "\nThe %s has confused you";
cdesc[CONFUSE] += 10 + rnd (10);
break;
case 12: /* performs any number of other special attacks */
return (spattack (spsel[rund (10)], xx, yy));
case 13:
p = "\nThe %s flattens you with his psionics!";
i = rnd (15) + 30 - cdesc[AC];
goto spout2;
case 14:
if (cdesc[NOTHEFT])
return (0); /* he has device of no theft */
if (emptyhanded () == 1)
{
p = "\nThe %s couldn't find anything to steal";
break;
}
lprintf ("\nThe");
lprintf(" %s ",lastmonst);
lprintf("picks your pocket and takes:");
if (stealsomething () == 0)
lprcat (" nothing");
disappear (xx, yy);
bottomline ();
return (1);
case 15:
i = rnd (10) + 5 - cdesc[AC];
spout3:p = "\nThe %s bit you!";
goto spout2;
case 16:
i = rnd (15) + 10 - cdesc[AC];
goto spout3;
};
if (p)
{
lprintf (p, lastmonst);
bottomline ();
}
return (0);
}
/*
* checkloss(x) Routine to subtract hp from user and flag bottomline display
* int x;
*
* Routine to subtract hitpoints from the user and flag the bottomline display
* Enter with the number of hit points to lose
* Note: if x > cdesc[HP] this routine could kill the player!
*/
void
checkloss (int x)
{
if (x > 0)
{
losehp (x);
bottomhp ();
}
}