Mercurial > hg > early-roguelike
comparison arogue7/fight.c @ 125:adfa37e67084
Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
| author | John "Elwin" Edwards |
|---|---|
| date | Fri, 08 May 2015 15:24:40 -0400 |
| parents | |
| children | b786053d2f37 |
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| 124:d10fc4a065ac | 125:adfa37e67084 |
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| 1 /* | |
| 2 * fight.c - All the fighting gets done here | |
| 3 * | |
| 4 * Advanced Rogue | |
| 5 * Copyright (C) 1984, 1985, 1986 Michael Morgan, Ken Dalka and AT&T | |
| 6 * All rights reserved. | |
| 7 * | |
| 8 * Based on "Rogue: Exploring the Dungeons of Doom" | |
| 9 * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman | |
| 10 * All rights reserved. | |
| 11 * | |
| 12 * See the file LICENSE.TXT for full copyright and licensing information. | |
| 13 */ | |
| 14 | |
| 15 /* | |
| 16 * All the fighting gets done here | |
| 17 * | |
| 18 */ | |
| 19 | |
| 20 #include "curses.h" | |
| 21 #include <ctype.h> | |
| 22 #include "rogue.h" | |
| 23 | |
| 24 int hit(struct object *weapon, bool see_att, bool see_def, char *er, char *ee, bool back_stab, bool thrown, bool short_msg); | |
| 25 #define CONF_DAMAGE -1 | |
| 26 #define PARAL_DAMAGE -2 | |
| 27 #define DEST_DAMAGE -3 | |
| 28 #define DRAIN_DAMAGE -4 | |
| 29 | |
| 30 /* | |
| 31 * returns true if player has a any chance to hit the monster | |
| 32 */ | |
| 33 player_can_hit(tp, weap) | |
| 34 register struct thing *tp; | |
| 35 register struct object *weap; | |
| 36 { | |
| 37 if (off(*tp, CMAGICHIT) && off(*tp, BMAGICHIT) && off(*tp, MAGICHIT)) | |
| 38 return(TRUE); | |
| 39 if (weap && weap->o_type == RELIC) | |
| 40 return(TRUE); | |
| 41 if (on(*tp, CMAGICHIT) && weap && (weap->o_hplus>2 || weap->o_dplus>2)) | |
| 42 return(TRUE); | |
| 43 if (on(*tp, BMAGICHIT) && weap && (weap->o_hplus>1 || weap->o_dplus>1)) | |
| 44 return(TRUE); | |
| 45 if (on(*tp, MAGICHIT) && weap && (weap->o_hplus>0 || weap->o_dplus>0)) | |
| 46 return(TRUE); | |
| 47 if (player.t_ctype == C_MONK) { | |
| 48 if (on(*tp, CMAGICHIT) && pstats.s_lvl > 15) | |
| 49 return(TRUE); | |
| 50 if (on(*tp, BMAGICHIT) && pstats.s_lvl > 10) | |
| 51 return(TRUE); | |
| 52 if (on(*tp, MAGICHIT) && pstats.s_lvl > 5) | |
| 53 return(TRUE); | |
| 54 } | |
| 55 return(FALSE); | |
| 56 } | |
| 57 | |
| 58 /* | |
| 59 * fight: | |
| 60 * The player attacks the monster. | |
| 61 */ | |
| 62 | |
| 63 fight(mp, weap, thrown) | |
| 64 register coord *mp; | |
| 65 struct object *weap; | |
| 66 bool thrown; | |
| 67 { | |
| 68 register struct thing *tp; | |
| 69 register struct linked_list *item; | |
| 70 register bool did_hit = TRUE; | |
| 71 bool see_def, back_stab = FALSE; | |
| 72 register char *mname; | |
| 73 | |
| 74 /* | |
| 75 * Find the monster we want to fight | |
| 76 */ | |
| 77 if ((item = find_mons(mp->y, mp->x)) == NULL) { | |
| 78 return(FALSE); /* must have killed him already */ | |
| 79 } | |
| 80 tp = THINGPTR(item); | |
| 81 | |
| 82 /* | |
| 83 * Since we are fighting, things are not quiet so no healing takes | |
| 84 * place. The -1 also tells us that we are in a fight. | |
| 85 */ | |
| 86 player.t_quiet = -1; | |
| 87 tp->t_quiet = -1; | |
| 88 | |
| 89 see_def = ((off(*tp, ISINVIS) || on(player, CANSEE)) && | |
| 90 (off(*tp, ISSHADOW) || on(player, CANSEE)) && | |
| 91 (!thrown || cansee(unc(tp->t_pos)))); | |
| 92 | |
| 93 mname = see_def ? monster_name(tp) : "something"; | |
| 94 | |
| 95 /* | |
| 96 * if its in the wall, we can't hit it | |
| 97 */ | |
| 98 if (on(*tp, ISINWALL) && off(player, CANINWALL)) | |
| 99 return(FALSE); | |
| 100 | |
| 101 if (on(*tp, ISSTONE)) { | |
| 102 killed(item, FALSE, FALSE, FALSE); | |
| 103 if (see_def) | |
| 104 msg("%s shatters into a million pieces!", prname(mname, TRUE)); | |
| 105 count = 0; | |
| 106 return (TRUE); | |
| 107 } | |
| 108 /* | |
| 109 * Let him know it was really a mimic (if it was one). | |
| 110 */ | |
| 111 if (on(*tp, ISDISGUISE) && (tp->t_type != tp->t_disguise) && | |
| 112 off(player, ISBLIND)) | |
| 113 { | |
| 114 if (see_def) { | |
| 115 msg("Wait! That's a %s!", mname); | |
| 116 turn_off(*tp, ISDISGUISE); | |
| 117 } | |
| 118 did_hit = thrown; | |
| 119 } | |
| 120 if (on(*tp, CANSURPRISE) && off(player, ISBLIND) && !ISWEARING(R_ALERT)) { | |
| 121 if (see_def) { | |
| 122 msg("Wait! There's a %s!", mname); | |
| 123 turn_off(*tp, CANSURPRISE); | |
| 124 } | |
| 125 did_hit = thrown; | |
| 126 } | |
| 127 | |
| 128 /* | |
| 129 * if he's a thief or assassin and the creature is asleep then he gets | |
| 130 * a chance for a backstab | |
| 131 */ | |
| 132 if ((player.t_ctype == C_THIEF || player.t_ctype == C_ASSASIN) && | |
| 133 !thrown && | |
| 134 !on(*tp, NOSTAB) && | |
| 135 !invisible(tp) && | |
| 136 (!on(*tp, ISRUN) || on(*tp, ISHELD) || tp->t_action == A_FREEZE)) | |
| 137 back_stab = TRUE; | |
| 138 | |
| 139 /* | |
| 140 * assassins get an assassination chance, if it fails then its normal | |
| 141 * damage | |
| 142 */ | |
| 143 if (back_stab && player.t_ctype == C_ASSASIN) { | |
| 144 int chance; | |
| 145 | |
| 146 chance = 50 + (pstats.s_lvl - tp->t_stats.s_lvl) * 5; | |
| 147 if (cur_weapon && (cur_weapon->o_flags & ISPOISON)) | |
| 148 chance += 20; | |
| 149 if (roll(1,100) > chance || on(*tp, ISUNIQUE)) | |
| 150 back_stab = FALSE; | |
| 151 } | |
| 152 | |
| 153 runto(tp, &hero); | |
| 154 | |
| 155 /* Let the monster know that the player has missiles! */ | |
| 156 if (thrown) tp->t_wasshot = TRUE; | |
| 157 | |
| 158 if (did_hit) | |
| 159 { | |
| 160 | |
| 161 did_hit = FALSE; | |
| 162 if (!can_blink(tp) && | |
| 163 player_can_hit(tp, weap) && | |
| 164 roll_em(&player, tp, weap, thrown, cur_weapon, back_stab)) | |
| 165 { | |
| 166 did_hit = TRUE; | |
| 167 | |
| 168 if (on(*tp, NOMETAL) && weap != NULL && | |
| 169 weap->o_type != RELIC && weap->o_flags & ISMETAL) { | |
| 170 msg("Your %s passes right through %s!", | |
| 171 weaps[weap->o_which].w_name, prname(mname, FALSE)); | |
| 172 } | |
| 173 else if (weap != NULL && weap->o_type == MISSILE && on(*tp, CARRYBAMULET)) { | |
| 174 msg("The magic missile has no affect on %s", | |
| 175 prname(mname, FALSE)); | |
| 176 } | |
| 177 else { | |
| 178 hit(thrown ? NULL : weap, | |
| 179 TRUE, see_def, | |
| 180 thrown ? weap_name(weap) : NULL, | |
| 181 mname, back_stab, thrown, terse); | |
| 182 | |
| 183 /* See if there are any special effects */ | |
| 184 if (effect(&player, tp, weap, thrown, TRUE, see_def) != 0) | |
| 185 killed(item, FALSE, FALSE, TRUE); | |
| 186 | |
| 187 /* | |
| 188 * Merchants just disappear if hit | |
| 189 */ | |
| 190 else if (on(*tp, CANSELL)) { | |
| 191 if (see_def) | |
| 192 msg("%s disappears with his wares in a flash.", | |
| 193 prname(mname, FALSE)); | |
| 194 killed(item, FALSE, FALSE, FALSE); | |
| 195 } | |
| 196 | |
| 197 else if (tp->t_stats.s_hpt <= 0) | |
| 198 killed(item, TRUE, TRUE, TRUE); | |
| 199 | |
| 200 else { | |
| 201 /* If the victim was charmed, it now gets a saving throw! */ | |
| 202 if (on(*tp, ISCHARMED) && save(VS_MAGIC, tp, 0)) { | |
| 203 msg("The eyes of %s turn clear.", prname(mname, FALSE)); | |
| 204 turn_off(*tp, ISCHARMED); | |
| 205 } | |
| 206 | |
| 207 dsrpt_monster(tp, FALSE, see_def); /* Disrupt a spell? */ | |
| 208 } | |
| 209 } | |
| 210 } | |
| 211 else { | |
| 212 miss(thrown ? NULL : weap, | |
| 213 TRUE, see_def, | |
| 214 thrown ? weap_name(weap) : NULL, | |
| 215 mname, thrown, terse); | |
| 216 } | |
| 217 } | |
| 218 count = 0; | |
| 219 return did_hit; | |
| 220 } | |
| 221 | |
| 222 /* | |
| 223 * attack: | |
| 224 * The monster attacks the player | |
| 225 */ | |
| 226 | |
| 227 attack(mp, weapon, thrown) | |
| 228 register struct thing *mp; | |
| 229 register struct object *weapon; | |
| 230 bool thrown; | |
| 231 { | |
| 232 register char *mname; | |
| 233 register bool see_att, did_hit = FALSE; | |
| 234 register struct object *wielded; /* The wielded weapon */ | |
| 235 struct linked_list *get_wield; /* Linked list header for wielded */ | |
| 236 | |
| 237 /* | |
| 238 * Since this is an attack, stop running and any healing that was | |
| 239 * going on at the time. The -1 also tells us that we're fighting. | |
| 240 */ | |
| 241 running = FALSE; | |
| 242 player.t_quiet = -1; | |
| 243 mp->t_quiet = -1; | |
| 244 | |
| 245 if (on(*mp, ISDISGUISE) && off(player, ISBLIND)) | |
| 246 turn_off(*mp, ISDISGUISE); | |
| 247 | |
| 248 see_att = ((off(*mp, ISINVIS) || on(player, CANSEE)) && | |
| 249 (off(*mp, ISSHADOW) || on(player, CANSEE)) && | |
| 250 (!thrown || cansee(unc(mp->t_pos)))); | |
| 251 | |
| 252 mname = see_att ? monster_name(mp) : "something"; | |
| 253 | |
| 254 /* | |
| 255 * Try to find a weapon to wield. Wield_weap will return a | |
| 256 * projector if weapon is a projectile (eg. bow for arrow). | |
| 257 * If weapon is NULL, it will try to find a suitable weapon. | |
| 258 */ | |
| 259 get_wield = wield_weap(weapon, mp); | |
| 260 if (get_wield) wielded = OBJPTR(get_wield); | |
| 261 else wielded = NULL; | |
| 262 | |
| 263 /* If we aren't wielding a weapon, wield what we found (could be NULL) */ | |
| 264 if (weapon == NULL) weapon = wielded; | |
| 265 | |
| 266 if (roll_em(mp, &player, weapon, thrown, wielded, FALSE)) { | |
| 267 int death_type; /* From one of the effects of getting hit */ | |
| 268 | |
| 269 did_hit = TRUE; | |
| 270 | |
| 271 if (weapon != NULL && weapon->o_type == MISSILE && cur_relic[STONEBONES_AMULET]) { | |
| 272 hit(weapon, see_att, TRUE, mname, NULL, FALSE, thrown, terse); | |
| 273 msg("Your amulet seems to absorb the magic missile"); | |
| 274 } | |
| 275 else { | |
| 276 hit(weapon, see_att, TRUE, mname, NULL, FALSE, thrown, terse); | |
| 277 dsrpt_player(); /* see if we disrupted some activity */ | |
| 278 if (pstats.s_hpt <= 0) | |
| 279 death(mp->t_index); /* Bye bye life ... */ | |
| 280 death_type = effect(mp, &player, weapon, thrown, see_att, TRUE); | |
| 281 if (death_type != 0) death(death_type); | |
| 282 } | |
| 283 | |
| 284 } | |
| 285 else { | |
| 286 /* If the thing was trying to surprise, no good */ | |
| 287 if (on(*mp, CANSURPRISE)) turn_off(*mp, CANSURPRISE); | |
| 288 | |
| 289 /* If it couldn't surprise, let's tell the player. */ | |
| 290 else miss(weapon, see_att, TRUE, mname, NULL, thrown, terse); | |
| 291 } | |
| 292 if (fight_flush) md_flushinp(); | |
| 293 count = 0; | |
| 294 status(FALSE); | |
| 295 return(did_hit); | |
| 296 } | |
| 297 | |
| 298 /* | |
| 299 * swing: | |
| 300 * returns true if the swing hits | |
| 301 */ | |
| 302 | |
| 303 swing(class, at_lvl, op_arm, wplus) | |
| 304 short class; | |
| 305 int at_lvl, op_arm, wplus; | |
| 306 { | |
| 307 register int res = rnd(20)+1; | |
| 308 register int need; | |
| 309 | |
| 310 need = char_class[class].base - | |
| 311 char_class[class].factor * | |
| 312 ((min(at_lvl, char_class[class].max_lvl) - | |
| 313 char_class[class].offset)/char_class[class].range) + | |
| 314 (10 - op_arm); | |
| 315 if (need > 20 && need <= 25) need = 20; | |
| 316 | |
| 317 return (res+wplus >= need); | |
| 318 } | |
| 319 | |
| 320 /* | |
| 321 * roll_em: | |
| 322 * Roll several attacks | |
| 323 */ | |
| 324 | |
| 325 roll_em(att_er, def_er, weap, hurl, cur_weapon, back_stab) | |
| 326 struct thing *att_er, *def_er; | |
| 327 struct object *weap; | |
| 328 bool hurl; | |
| 329 struct object *cur_weapon; | |
| 330 bool back_stab; | |
| 331 { | |
| 332 register struct stats *att, *def; | |
| 333 register char *cp; | |
| 334 register int ndice, nsides, nplus, def_arm; | |
| 335 bool did_hit = FALSE; | |
| 336 int prop_hplus, prop_dplus; | |
| 337 int vampiric_damage; | |
| 338 char *strchr(); | |
| 339 | |
| 340 /* Get statistics */ | |
| 341 att = &att_er->t_stats; | |
| 342 def = &def_er->t_stats; | |
| 343 | |
| 344 prop_hplus = prop_dplus = 0; | |
| 345 if (weap == NULL) { | |
| 346 static char dmgbuf[20]; | |
| 347 | |
| 348 /* | |
| 349 * monks damage grows with level | |
| 350 */ | |
| 351 if (att == &pstats && player.t_ctype == C_MONK) { | |
| 352 sprintf(dmgbuf, "%dd4", att->s_lvl/3+1); | |
| 353 cp = dmgbuf; | |
| 354 } | |
| 355 else | |
| 356 cp = att->s_dmg; | |
| 357 } | |
| 358 else if (weap->o_type == RELIC) { | |
| 359 switch (weap->o_which) { | |
| 360 case MUSTY_DAGGER: cp = "1d4+1/1d4+1"; | |
| 361 when YEENOGHU_FLAIL: cp = "3d6/paralyze/confuse"; | |
| 362 when HRUGGEK_MSTAR: cp = "3d10"; | |
| 363 when MING_STAFF: cp = "1d8"; | |
| 364 when ASMO_ROD: cp = "2d8+1"; | |
| 365 when ORCUS_WAND: cp = "destroy"; | |
| 366 when AXE_AKLAD: if (hurl) cp = "1d6/drain"; | |
| 367 else cp = "3d6/drain"; | |
| 368 } | |
| 369 } | |
| 370 else if (hurl) { | |
