Mercurial > hg > early-roguelike
comparison xrogue/effects.c @ 133:e6179860cb76
Import XRogue 8.0 from the Roguelike Restoration Project (r1490)
| author | John "Elwin" Edwards |
|---|---|
| date | Tue, 21 Apr 2015 08:55:20 -0400 |
| parents | |
| children | ce0cf824c192 |
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| 124:d10fc4a065ac | 133:e6179860cb76 |
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| 1 /* | |
| 2 effects.c - functions for dealing with appllying effects to monsters | |
| 3 | |
| 4 XRogue: Expeditions into the Dungeons of Doom | |
| 5 Copyright (C) 1991 Robert Pietkivitch | |
| 6 All rights reserved. | |
| 7 | |
| 8 Based on "Advanced Rogue" | |
| 9 Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka and AT&T | |
| 10 All rights reserved. | |
| 11 | |
| 12 Based on "Rogue: Exploring the Dungeons of Doom" | |
| 13 Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman | |
| 14 All rights reserved. | |
| 15 | |
| 16 See the file LICENSE.TXT for full copyright and licensing information. | |
| 17 */ | |
| 18 | |
| 19 #include <curses.h> | |
| 20 #include "rogue.h" | |
| 21 | |
| 22 /* | |
| 23 * effect: | |
| 24 * Check for effects of one thing hitting another thing. Return | |
| 25 * the reason code if the defender is killed. Otherwise return 0. | |
| 26 */ | |
| 27 | |
| 28 effect(att, def, weap, thrown, see_att, see_def) | |
| 29 register struct thing *att, *def; | |
| 30 struct object *weap; | |
| 31 bool thrown; | |
| 32 register bool see_att, see_def; | |
| 33 { | |
| 34 register bool att_player, def_player; | |
| 35 char attname[LINELEN+1], defname[LINELEN+1]; | |
| 36 | |
| 37 /* See if the attacker or defender is the player */ | |
| 38 att_player = (att == &player); | |
| 39 def_player = (def == &player); | |
| 40 | |
| 41 /* | |
| 42 * If the player could see the attacker or defender, they can't | |
| 43 * surprise anymore (don't bother checking if they could). | |
| 44 */ | |
| 45 if (see_att) turn_off(*att, CANSURPRISE); | |
| 46 if (see_def) turn_off(*def, CANSURPRISE); | |
| 47 | |
| 48 /* What are the attacker and defender names? */ | |
| 49 if (att_player) strcpy(attname, "you"); | |
| 50 else { | |
| 51 if (see_att) strcpy(attname, monster_name(att)); | |
| 52 else strcpy(attname, "something"); | |
| 53 } | |
| 54 | |
| 55 if (def_player) strcpy(defname, "you"); | |
| 56 else { | |
| 57 if (see_def) strcpy(defname, monster_name(def)); | |
| 58 else strcpy(defname, "something"); | |
| 59 } | |
| 60 | |
| 61 /* | |
| 62 * See what happens to the attacker first. We can skip this | |
| 63 * whole section, however, if the defender is the player. | |
| 64 * Nothing happens (yet) to anyone just for hitting the player. | |
| 65 */ | |
| 66 if (!def_player) { | |
| 67 if (!thrown) { /* Some things require a direct hit. */ | |
| 68 /* | |
| 69 * If the attacker hits a rusting monster, The weapon | |
| 70 * may be damaged | |
| 71 */ | |
| 72 if (on(*def, CANRUST) && weap && | |
| 73 weap->o_type != RELIC && (weap->o_flags & ISMETAL) && | |
| 74 !(weap->o_flags & ISPROT)) { | |
| 75 if ((weap->o_hplus < 1 && weap->o_dplus < 1) || | |
| 76 roll(1,20) < weap->o_hplus+weap->o_dplus+10) { | |
| 77 if (rnd(100) < 50) weap->o_hplus--; | |
| 78 else weap->o_dplus--; | |
| 79 if (att_player) | |
| 80 msg(terse ? "Your %s weakens!" | |
| 81 : "Your %s gets weaker!", | |
| 82 weaps[weap->o_which].w_name); | |
| 83 } | |
| 84 } | |
| 85 } | |
| 86 | |
| 87 /* If the attacker hit something that shrieks, wake the dungeon */ | |
| 88 if (on(*def, CANSHRIEK)) { | |
| 89 if (see_def) | |
| 90 msg("%s emits an ear piercing shriek! ", prname(defname, TRUE)); | |
| 91 else | |
| 92 msg("You hear an ear piercing shriek!"); | |
| 93 | |
| 94 /* Friendly charactors should be immune */ | |
| 95 if (player.t_ctype == C_PALADIN || | |
| 96 player.t_ctype == C_RANGER || player.t_ctype == C_MONK) | |
| 97 aggravate(TRUE, FALSE); | |
| 98 else | |
| 99 aggravate(TRUE, TRUE); | |
| 100 } | |
| 101 | |
| 102 /* | |
| 103 * does the creature explode when hit? | |
| 104 */ | |
| 105 if (on(*def, CANEXPLODE)) { | |
| 106 if (see_def) msg("%s explodes!", prname(defname, TRUE)); | |
| 107 else msg("You hear a tremendous explosion!"); | |
| 108 explode(def); | |
| 109 if (pstats.s_hpt < 1) { | |
| 110 pstats.s_hpt = -1; | |
| 111 death(def->t_index); | |
| 112 } | |
| 113 } | |
| 114 } | |
| 115 | |
| 116 /* | |
| 117 * Now let's see what happens to the defender. Start out with | |
| 118 * the things that everyone can do. Then exit if the attacker | |
| 119 * is the player. | |
| 120 */ | |
| 121 if (!thrown) { | |
| 122 /* | |
| 123 * Can the player confuse? | |
| 124 */ | |
| 125 if (on(*att, CANHUH) && att_player) { | |
| 126 msg("Your hands return to normal. "); | |
| 127 if (off(*def, ISCLEAR) && | |
| 128 (off(*def, ISUNIQUE) || !save(VS_MAGIC, def, 0))) { | |
| 129 if (see_def) msg("%s appears confused!", prname(defname, TRUE)); | |
| 130 turn_on(*def, ISHUH); | |
| 131 } | |
| 132 turn_off(*att, CANHUH); | |
| 133 } | |
| 134 | |
| 135 /* Return now if the attacker is the player. */ | |
| 136 if (att_player) return(0); | |
| 137 | |
| 138 /* | |
| 139 * Some monsters may take half your hit points | |
| 140 */ | |
| 141 if (on(*att, CANSUCK) && !save(VS_MAGIC, def, 0)) { | |
| 142 if (def->t_stats.s_hpt == 1) return(att->t_index); /* Killed! */ | |
| 143 else { | |
| 144 def->t_stats.s_hpt /= 2; | |
| 145 if (def_player) | |
| 146 msg("Your life force is being drained out of you."); | |
| 147 } | |
| 148 } | |
| 149 | |
| 150 /* | |
| 151 * If a hugging monster hits, it may SQUEEEEEEEZE. | |
| 152 */ | |
| 153 if (on(*att, CANHUG)) { | |
| 154 if (roll(1,20) >= 18 || roll(1,20) >= 18) { | |
| 155 if (def_player) | |
| 156 msg("%s squeezes itself nastily against you!", | |
| 157 prname(attname, TRUE)); | |
| 158 else if (see_att) | |
| 159 msg("%s squeezes real hard!", prname(attname, TRUE)); | |
| 160 | |
| 161 if ((def->t_stats.s_hpt -= roll(2,8)) <= 0) | |
| 162 return(att->t_index); | |
| 163 } | |
| 164 } | |
| 165 | |
| 166 /* | |
| 167 * Some monsters have poisonous bites. | |
| 168 */ | |
| 169 if (on(*att, CANPOISON) && !save(VS_POISON, def, 0)) { | |
| 170 if (def_player) { | |
| 171 if (ISWEARING(R_SUSABILITY)) | |
| 172 msg(terse ? "Sting has no effect." | |
| 173 : "A sting momentarily weakens your arm."); | |
| 174 else { | |
| 175 chg_str(-1); | |
| 176 msg(terse ? "A sting has weakened you." : | |
| 177 "You get stung in the arm! You feel weaker. "); | |
| 178 } | |
| 179 } | |
| 180 else { | |
| 181 /* Subtract a strength point and see if it kills it */ | |
| 182 if (--def->t_stats.s_str <= 0) return(D_STRENGTH); | |
| 183 } | |
| 184 } | |
| 185 | |
| 186 /* | |
| 187 * Turning to stone: | |
| 188 */ | |
| 189 if (on(*att, TOUCHSTONE)) { | |
| 190 if (def_player) turn_off(*att, TOUCHSTONE); | |
| 191 if (on(*def, CANINWALL)) { | |
| 192 if (def_player) | |
| 193 msg("%s's touch has no effect.", prname(attname, TRUE)); | |
| 194 } | |
| 195 else { | |
| 196 if (!save(VS_PETRIFICATION, def, 0) && rnd(100) < 10) { | |
| 197 if (def_player) { | |
| 198 msg("Your body begins to solidify.. "); | |
| 199 msg("You are transformed into stone!! --More--"); | |
| 200 wait_for(' '); | |
| 201 return(D_PETRIFY); | |
| 202 } | |
| 203 else { | |
| 204 /* The monster got stoned! */ | |
| 205 turn_on(*def, ISSTONE); | |
| 206 turn_off(*def, ISRUN); | |
| 207 turn_off(*def, ISINVIS); | |
| 208 turn_off(*def, ISDISGUISE); | |
| 209 if (def->t_stats.s_intel > 15) | |
| 210 msg("%s staggers.. ", prname(defname, TRUE)); | |
| 211 else if (see_def) | |
| 212 msg("%s turns to stone! ", prname(defname, TRUE)); | |
| 213 else if (cansee(unc(def->t_pos))) | |
| 214 msg("A statue appears out of nowhere! "); | |
| 215 } | |
| 216 } | |
| 217 else if (def->t_action != A_FREEZE) { | |
| 218 if (def_player) | |
| 219 msg("%s's touch stiffens your limbs.", | |
| 220 prname(attname, TRUE)); | |
| 221 else if (see_def) | |
| 222 msg("%s appears to freeze over.", prname(defname, TRUE)); | |
| 223 | |
| 224 def->t_no_move += movement(def) * STONETIME; | |
| 225 def->t_action = A_FREEZE; | |
| 226 } | |
| 227 } | |
| 228 } | |
| 229 | |
| 230 /* | |
| 231 * Wraiths might drain energy levels | |
| 232 */ | |
| 233 if ((on(*att, CANDRAIN) || on(*att, DOUBLEDRAIN)) && | |
| 234 !save(VS_POISON, def, 3-(att->t_stats.s_lvl/5))) { | |
| 235 if (def_player) { | |
| 236 lower_level(att->t_index); | |
| 237 if (on(*att, DOUBLEDRAIN)) lower_level(att->t_index); | |
| 238 turn_on(*att, DIDDRAIN); | |
| 239 } | |
| 240 else { | |
| 241 def->t_stats.s_hpt -= roll(1, 8); | |
| 242 def->t_stats.s_lvl--; | |
| 243 if (on(*att, DOUBLEDRAIN)) { | |
| 244 def->t_stats.s_hpt -= roll(1, 8); | |
| 245 def->t_stats.s_lvl--; | |
| 246 } | |
| 247 if (see_def) | |
| 248 msg("%s appears less skillful.", prname(defname, TRUE)); | |
| 249 | |
| 250 /* Did it kill it? */ | |
| 251 if (def->t_stats.s_hpt <= 0 || | |
| 252 def->t_stats.s_lvl <= 0) | |
| 253 return(att->t_index); | |
| 254 } | |
| 255 } | |
| 256 | |
| 257 /* | |
| 258 * Paralyzation: | |
| 259 */ | |
| 260 if (on(*att, CANPARALYZE) && def->t_action != A_FREEZE) { | |
| 261 if (def_player) turn_off(*att, CANPARALYZE); | |
| 262 if (!save(VS_PARALYZATION, def, 0)) { | |
| 263 if (on(*def, CANINWALL)) { | |
| 264 if (def_player) | |
| 265 msg("%s's touch has no effect.", prname(attname, TRUE)); | |
| 266 } | |
| 267 else { | |
| 268 if (def_player) | |
| 269 msg("%s's touch paralyzes you.", prname(attname, TRUE)); | |
| 270 else if (see_def) | |
| 271 msg("%s appears to freeze over!", prname(defname, TRUE)); | |
| 272 | |
| 273 def->t_no_move += movement(def) * FREEZETIME; | |
| 274 def->t_action = A_FREEZE; | |
| 275 } | |
| 276 } | |
| 277 } | |
| 278 | |
| 279 /* | |
| 280 * Painful wounds make the defendant faint | |
| 281 */ | |
| 282 if (on(*att, CANPAIN) && def->t_action != A_FREEZE) { | |
| 283 if (def_player) turn_off(*att, CANPAIN); | |
| 284 if (!ISWEARING(R_ALERT) && !save(VS_POISON, def, 0)) { | |
| 285 if (def_player) | |
| 286 msg("You faint from the painful wound!"); | |
| 287 else if (see_def) | |
| 288 msg("%s appears to faint!", prname(defname, TRUE)); | |
| 289 | |
| 290 def->t_no_move += movement(def) * PAINTIME; | |
| 291 def->t_action = A_FREEZE; | |
| 292 } | |
| 293 } | |
| 294 | |
| 295 /* | |
| 296 * Some things currently affect only the player. Let's make | |
| 297 * a check here so we don't have to check for each thing. | |
| 298 */ | |
| 299 if (def_player) { | |
| 300 /* | |
| 301 * Stinking monsters make the defender weaker (to hit). For now | |
| 302 * this will only affect the player. We may later add the HASSTINK | |
| 303 * effect to monsters, too. | |
| 304 */ | |
| 305 if (on(*att, CANSTINK)) { | |
| 306 turn_off(*att, CANSTINK); | |
| 307 if (!save(VS_POISON, def, 0)) { | |
| 308 msg("The stench of %s sickens you. Blech!", | |
| 309 prname(attname, FALSE)); | |
| 310 if (on(player, HASSTINK)) lengthen(unstink, STINKTIME); | |
| 311 else { | |
| 312 turn_on(player, HASSTINK); | |
| 313 fuse(unstink, (VOID *)NULL, STINKTIME, AFTER); | |
| 314 } | |
| 315 } | |
| 316 } | |
| 317 | |
| 318 /* | |
| 319 * Chilling monster reduces strength each time. This only | |
| 320 * affects the player for now because of its temporary nature. | |
| 321 */ | |
| 322 if (on(*att, CANCHILL)) { | |
| 323 if (!ISWEARING(R_SUSABILITY) && !save(VS_POISON, def, 0)) { | |
| 324 msg("You cringe at %s's chilling touch.", | |
| 325 prname(attname, FALSE)); | |
| 326 chg_str(-1); | |
| 327 if (lost_str++ == 0) | |
| 328 fuse(res_strength, (VOID *)NULL, CHILLTIME, AFTER); | |
| 329 else lengthen(res_strength, CHILLTIME); | |
| 330 } | |
| 331 } | |
| 332 | |
| 333 /* | |
| 334 * Itching monsters reduce dexterity (temporarily). This only | |
| 335 * affects the player for now because of its temporary nature. | |
| 336 */ | |
| 337 if (on(*att, CANITCH) && !save(VS_POISON, def, 0)) { | |
| 338 msg("The claws of %s scratch you!", prname(attname, FALSE)); | |
| 339 if (ISWEARING(R_SUSABILITY)) { | |
| 340 msg("The scratch has no effect."); | |
| 341 } | |
| 342 else { | |
| 343 (*add_abil[A_DEXTERITY])(-1); | |
| 344 } | |
| 345 } | |
| 346 | |
| 347 /* | |
| 348 * If a disease-carrying monster hits, there is a chance the | |
| 349 * defender will catch the disease. This only applies to the | |
