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 |
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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) { | |