Mercurial > hg > early-roguelike
comparison xrogue/fight.c @ 133:e6179860cb76
Import XRogue 8.0 from the Roguelike Restoration Project (r1490)
author | John "Elwin" Edwards |
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date | Tue, 21 Apr 2015 08:55:20 -0400 |
parents | |
children | 856017d63519 |
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124:d10fc4a065ac | 133:e6179860cb76 |
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1 /* | |
2 fight.c - All the fighting gets done here | |
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 <ctype.h> | |
21 #include <string.h> | |
22 #include "rogue.h" | |
23 | |
24 #define CONF_DAMAGE -1 | |
25 #define PARAL_DAMAGE -2 | |
26 #define DEST_DAMAGE -3 | |
27 #define DRAIN_DAMAGE -4 | |
28 | |
29 int killed_chance = 0; /* cumulative chance for goodies to loose it */ | |
30 | |
31 /* | |
32 * returns true if player has a any chance to hit the monster | |
33 */ | |
34 | |
35 player_can_hit(tp, weap) | |
36 register struct thing *tp; | |
37 register struct object *weap; | |
38 { | |
39 if (off(*tp, CMAGICHIT) && off(*tp, BMAGICHIT) && off(*tp, MAGICHIT)) | |
40 return(TRUE); | |
41 if (weap && weap->o_type == RELIC) | |
42 return(TRUE); | |
43 if (on(*tp, CMAGICHIT) && weap && (weap->o_hplus>2 || weap->o_dplus>2)) | |
44 return(TRUE); | |
45 if (on(*tp, BMAGICHIT) && weap && (weap->o_hplus>1 || weap->o_dplus>1)) | |
46 return(TRUE); | |
47 if (on(*tp, MAGICHIT) && weap && (weap->o_hplus>0 || weap->o_dplus>0)) | |
48 return(TRUE); | |
49 if (player.t_ctype == C_MONK) { | |
50 if (on(*tp, CMAGICHIT) && pstats.s_lvl > 15) | |
51 return(TRUE); | |
52 if (on(*tp, BMAGICHIT) && pstats.s_lvl > 10) | |
53 return(TRUE); | |
54 if (on(*tp, MAGICHIT) && pstats.s_lvl > 5) | |
55 return(TRUE); | |
56 } | |
57 return(FALSE); | |
58 } | |
59 | |
60 /* | |
61 * fight: | |
62 * The player attacks the monster. | |
63 */ | |
64 | |
65 fight(mp, weap, thrown) | |
66 register coord *mp; | |
67 struct object *weap; | |
68 bool thrown; | |
69 { | |
70 register struct thing *tp; | |
71 register struct linked_list *item; | |
72 register bool did_hit = TRUE; | |
73 bool see_def, back_stab = FALSE; | |
74 register char *mname; | |
75 | |
76 /* | |
77 * Find the monster we want to fight | |
78 */ | |
79 if ((item = find_mons(mp->y, mp->x)) == NULL) { | |
80 return(FALSE); /* must have killed him already */ | |
81 } | |
82 tp = THINGPTR(item); | |
83 | |
84 /* | |
85 * Since we are fighting, things are not quiet so no healing takes | |
86 * place. The -1 also tells us that we are in a fight. | |
87 */ | |
88 player.t_quiet = -1; | |
89 tp->t_quiet = -1; | |
90 | |
91 see_def = ((off(*tp, ISINVIS) || on(player, CANSEE)) && | |
92 (off(*tp, ISSHADOW) || on(player, CANSEE)) && | |
93 (!thrown || cansee(unc(tp->t_pos)))); | |
94 | |
95 mname = see_def ? monster_name(tp) : "something"; | |
96 | |
97 /* | |
98 * if its in the wall, we can't hit it | |
99 */ | |
100 if (on(*tp, ISINWALL) && off(player, CANINWALL)) | |
101 return(FALSE); | |
102 | |
103 if (on(*tp, ISSTONE)) { | |
104 killed(item, FALSE, FALSE, FALSE); | |
105 if (see_def) | |
106 msg("%s shatters into a million pieces!", prname(mname, TRUE)); | |
107 count = 0; | |
108 return (TRUE); | |
109 } | |
110 /* | |
111 * Let him know it was really a mimic (if it was one). | |
112 */ | |
113 if (on(*tp, ISDISGUISE) && (tp->t_type != tp->t_disguise) && | |
114 off(player, ISBLIND)) | |
115 { | |
116 if (see_def) { | |
117 msg("Wait! That's a %s!", mname); | |
118 turn_off(*tp, ISDISGUISE); | |
119 } | |
120 did_hit = thrown; | |
121 } | |
122 if (on(*tp, CANSURPRISE) && off(player, ISBLIND) && !ISWEARING(R_ALERT)) { | |
123 if (see_def) { | |
124 msg("Wait! There's a %s!", mname); | |
125 turn_off(*tp, CANSURPRISE); | |
126 } | |
127 did_hit = thrown; | |
128 } | |
129 | |
130 /* | |
131 * if he's a thief or assassin and the creature is asleep then he gets | |
132 * a chance for a backstab | |
133 */ | |
134 if ((player.t_ctype == C_THIEF || player.t_ctype == C_ASSASSIN) && | |
135 !thrown && | |
136 !on(*tp, NOSTAB) && | |
137 !invisible(tp) && | |
138 (!on(*tp, ISRUN) || on(*tp, ISHELD) || tp->t_action == A_FREEZE)) | |
139 back_stab = TRUE; | |
140 | |
141 /* | |
142 * assassins get an assassination chance, if it fails then its normal | |
143 * damage | |
144 */ | |
145 if (back_stab && player.t_ctype == C_ASSASSIN) { | |
146 int chance; | |
147 | |
148 chance = 50 + (pstats.s_lvl - tp->t_stats.s_lvl) * 5; | |
149 if (cur_weapon && (cur_weapon->o_flags & ISPOISON)) | |
150 chance += 20; | |
151 if (roll(1,100) > chance || on(*tp, ISUNIQUE)) | |
152 back_stab = FALSE; | |
153 } | |
154 | |
155 runto(tp, &hero); | |
156 | |
157 /* Let the monster know that the player has missiles! */ | |
158 if (thrown) tp->t_wasshot = TRUE; | |
159 | |
160 if (did_hit) | |
161 { | |
162 | |
163 did_hit = FALSE; | |
164 if (!can_blink(tp) && | |
165 player_can_hit(tp, weap) && | |
166 roll_em(&player, tp, weap, thrown, cur_weapon, back_stab)) | |
167 { | |
168 did_hit = TRUE; | |
169 | |
170 if (on(*tp, NOMETAL) && weap != NULL && | |
171 weap->o_type != RELIC && weap->o_flags & ISMETAL) { | |
172 msg("Your %s passes right through %s!", | |
173 weaps[weap->o_which].w_name, prname(mname, FALSE)); | |
174 } | |
175 else if (weap != NULL && weap->o_type == MISSILE && on(*tp, CARRYBAMULET)) { | |
176 msg("The magic missile has no effect on %s. ", | |
177 prname(mname, FALSE)); | |
178 } | |
179 else { | |
180 hit(thrown ? (struct object *)NULL : weap, | |
181 TRUE, see_def, | |
182 thrown ? weap_name(weap) : NULL, | |
183 mname, back_stab, thrown, terse); | |
184 | |
185 /* See if there are any special effects */ | |
186 if (effect(&player, tp, weap, thrown, TRUE, see_def) != 0) | |
187 killed(item, FALSE, FALSE, TRUE); | |
188 | |
189 /* | |
190 * Merchants just disappear if hit | |
191 */ | |
192 else if (on(*tp, CANSELL)) { | |
193 if (see_def) | |
194 msg("%s disappears with his wares in a flash! ", | |
195 prname(mname, FALSE)); | |
196 killed(item, FALSE, FALSE, FALSE); | |
197 } | |
198 | |
199 else if (tp->t_stats.s_hpt <= 0) | |
200 killed(item, TRUE, TRUE, TRUE); | |
201 | |
202 else { | |
203 /* If the victim was charmed, it now gets a saving throw! */ | |
204 if (on(*tp, ISCHARMED) && save(VS_MAGIC, tp, 0)) { | |
205 msg("The eyes of %s turn clear.", prname(mname, FALSE)); | |
206 turn_off(*tp, ISCHARMED); | |
207 } | |
208 | |
209 dsrpt_monster(tp, FALSE, see_def); /* Disrupt a spell? */ | |
210 } | |
211 } | |
212 } | |
213 else { | |
214 miss(thrown ? (struct object *)NULL : weap, | |
215 TRUE, see_def, | |
216 thrown ? weap_name(weap) : (char *)NULL, | |
217 mname, thrown, terse); | |
218 } | |
219 } | |
220 count = 0; | |
221 return did_hit; | |
222 } | |
223 | |
224 /* | |
225 * attack: | |
226 * The monster attacks the player | |
227 */ | |
228 | |
229 attack(mp, weapon, thrown) | |
230 register struct thing *mp; | |
231 register struct object *weapon; | |
232 bool thrown; | |
233 { | |
234 register char *mname; | |
235 register bool see_att, did_hit = FALSE; | |
236 register struct object *wielded; /* The wielded weapon */ | |
237 struct linked_list *get_wield; /* Linked list header for wielded */ | |
238 | |
239 /* | |
240 * Since this is an attack, stop running and any healing that was | |
241 * going on at the time. The -1 also tells us that we're fighting. | |
242 */ | |
243 running = FALSE; | |
244 player.t_quiet = -1; | |
245 mp->t_quiet = -1; | |
246 | |
247 if (on(*mp, ISDISGUISE) && off(player, ISBLIND)) | |
248 turn_off(*mp, ISDISGUISE); | |
249 | |
250 see_att = ((off(*mp, ISINVIS) || on(player, CANSEE)) && | |
251 (off(*mp, ISSHADOW) || on(player, CANSEE)) && | |
252 (!thrown || cansee(unc(mp->t_pos)))); | |
253 | |
254 mname = see_att ? monster_name(mp) : "something"; | |
255 | |
256 /* | |
257 * Try to find a weapon to wield. Wield_weap will return a | |
258 * projector if weapon is a projectile (eg. bow for arrow). | |
259 * If weapon is NULL, it will try to find a suitable weapon. | |
260 */ | |
261 get_wield = wield_weap(weapon, mp); | |
262 if (get_wield) wielded = OBJPTR(get_wield); | |
263 else wielded = NULL; | |
264 | |
265 /* If we aren't wielding a weapon, wield what we found (could be NULL) */ | |
266 if (weapon == NULL) weapon = wielded; | |
267 | |
268 if (roll_em(mp, &player, weapon, thrown, wielded, FALSE)) { | |
269 int death_type; /* From one of the effects of getting hit */ | |
270 | |
271 did_hit = TRUE; | |
272 | |
273 if (weapon != NULL && weapon->o_type == MISSILE && cur_relic[STONEBONES_AMULET]) { | |
274 hit(weapon, see_att, TRUE, mname, (char *)NULL, FALSE, thrown, terse); | |
275 msg("Your amulet absorbs the magic missile. "); | |
276 } | |
277 else { | |
278 hit(weapon, see_att, TRUE, mname, (char *)NULL, FALSE, thrown, terse); | |
279 dsrpt_player(); /* see if we disrupted some activity */ | |
280 if (pstats.s_hpt <= 0) | |
281 death(mp->t_index); /* Bye bye life ... */ | |
282 death_type = effect(mp, &player, weapon, thrown, see_att, TRUE); | |
283 if (death_type != 0) { | |
284 pstats.s_hpt = -1; | |
285 death(death_type); | |
286 } | |
287 } | |
288 | |
289 } | |
290 else { | |
291 /* If the thing was trying to surprise, no good */ | |
292 if (on(*mp, CANSURPRISE)) turn_off(*mp, CANSURPRISE); | |
293 | |
294 /* If it couldn't surprise, let's tell the player. */ | |
295 else miss(weapon, see_att, TRUE, mname, (char *)NULL, thrown, terse); | |
296 } | |
297 if (fight_flush) flushinp(); | |
298 count = 0; | |
299 status(FALSE); | |
300 return(did_hit); | |
301 } | |
302 | |
303 /* | |
304 * swing: | |
305 * returns true if the swing hits | |
306 */ | |
307 | |
308 swing(class, at_lvl, op_arm, wplus) | |
309 short class; | |
310 int at_lvl, op_arm, wplus; | |
311 { | |
312 register int res = rnd(20)+1; | |
313 register int need; | |
314 | |
315 need = char_class[class].base - | |
316 char_class[class].factor * | |
317 ((min(at_lvl, char_class[class].max_lvl) - | |
318 char_class[class].offset)/char_class[class].range) + | |
319 (10 - op_arm); | |
320 if (need > 20 && need <= 25) need = 20; | |
321 | |
322 return (res+wplus >= need); | |
323 } | |
324 | |
325 /* | |
326 * roll_em: | |
327 * Roll several attacks | |
328 */ | |
329 | |
330 roll_em(att_er, def_er, weap, hurl, cur_weapon, back_stab) | |
331 struct thing *att_er, *def_er; | |
332 struct object *weap; | |
333 bool hurl; | |
334 struct object *cur_weapon; | |
335 bool back_stab; | |
336 { | |
337 register struct stats *att, *def; | |
338 register char *cp = NULL; | |
339 register int ndice, nsides, nplus, def_arm; | |
340 char dmgbuf[20]; | |
341 bool did_hit = FALSE; | |
342 int prop_hplus, prop_dplus; | |
343 int vampiric_damage; | |
344 | |
345 /* Get statistics */ | |
346 att = &att_er->t_stats; | |
347 def = &def_er->t_stats; | |
348 | |
349 prop_hplus = prop_dplus = 0; | |
350 if (weap == NULL) { | |
351 /* | |
352 * monks damage grows with level | |
353 */ | |
354 if (att == &pstats && player.t_ctype == C_MONK) { | |
355 sprintf(dmgbuf, "%dd4", att->s_lvl/3+2); | |
356 cp = dmgbuf; | |
357 } | |
358 else | |
359 cp = att->s_dmg; | |
360 } | |
361 else if (weap->o_type == RELIC) { | |
362 switch (weap->o_which) { | |
363 case MUSTY_DAGGER: | |
364 if (player.t_ctype == C_THIEF) | |
365 cp = "4d8+2/4d8+2"; | |
366 else | |
367 cp = "4d8/4d8"; | |
368 when YEENOGHU_FLAIL: | |
369 cp = "4d8+3/paralyze/confuse"; | |
370 when HRUGGEK_MSTAR: | |
371 cp = "4d8+3"; | |
372 when AXE_AKLAD: | |
373 if (player.t_ctype == C_FIGHTER) { | |
374 if (hurl) | |
375 cp = "4d8+6/drain"; | |
376 else | |
377 cp = "4d8+4/drain"; | |
378 } | |
379 else { | |
380 if (hurl) | |
381 cp = "4d8+4/drain"; | |
382 else | |
383 cp = "4d8+2/drain"; | |
384 } | |
385 when MING_STAFF: | |
386 cp = "4d8+4"; | |
387 when ASMO_ROD: | |
388 cp = "4d8/4d8"; | |
389 when ORCUS_WAND: | |
390 cp = "4d8/destroy"; | |
391 } | |
392 } | |
393 else if (hurl) { | |
394 if ((weap->o_flags&ISMISL) && cur_weapon != NULL && | |
395 cur_weapon->o_which == weap->o_launch) | |
396 { | |
397 cp = weap->o_hurldmg; | |
398 prop_hplus = cur_weapon->o_hplus; | |
399 prop_dplus = cur_weapon->o_dplus; | |
400 } | |
401 else | |
402 cp = (weap->o_flags&ISMISL ? weap->o_damage : weap->o_hurldmg); | |
403 } | |
404 else { | |
405 cp = weap->o_damage; | |
406 /* | |
407 * Drain a staff of striking | |
408 */ | |
409 if(weap->o_type==STICK && weap->o_which==WS_HIT && weap->o_charges==0) | |
410 { | |
411 strcpy(weap->o_damage,"4d8"); | |
412 weap->o_hplus = weap->o_dplus = 0; | |
413 } | |
414 } | |
415 /* | |
416 * If defender is wearing a cloak of displacement -- no damage | |
417 * the first time. (unless its a hurled magic missile or the | |
418 * attacker is very smart and can see thru the illusion) | |
419 */ | |
420 if ((weap == NULL || weap->o_type != MISSILE) && | |
421 def == &pstats && | |
422 off(*att_er, MISSEDDISP) && | |
423 att->s_intel < 21 && | |
424 ((cur_misc[WEAR_CLOAK]!=NULL && | |
425 cur_misc[WEAR_CLOAK]->o_which==MM_DISP) || | |
426 cur_relic[EMORI_CLOAK])) { | |
427 turn_on(*att_er, MISSEDDISP); | |
428 if (cansee(att_er->t_pos.y, att_er->t_pos.x) && !invisible(att_er)) | |
429 msg("%s looks amazed! ", prname(monster_name(att_er), TRUE)); | |
430 return (FALSE); | |
431 } | |
432 if (on(*def_er, CARRYCLOAK) && | |
433 def != &pstats && | |
434 (weap == NULL || weap->o_type != MISSILE) && | |
435 off (*att_er, MISSEDDISP) && | |
436 pstats.s_intel < 21) { | |
437 turn_on(*att_er, MISSEDDISP); | |
438 msg("You feel amazed! "); | |
439 return(FALSE); | |
440 } | |
441 for (;;) | |
442 { | |
443 int damage; | |
444 int hplus = prop_hplus; | |
445 int dplus = prop_dplus; | |
446 | |
447 if (weap != NULL && weap->o_type == RELIC) { | |
448 switch (weap->o_which) { | |
449 case MUSTY_DAGGER: | |
450 if (att != &pstats || /* Not player or good stats */ | |
451 (str_compute() > 15 && dex_compute() > 15)) { | |
452 | |
453 hplus += 6; | |
454 dplus += 6; | |
455 | |
456 /* Give an additional strength and dex bonus */ | |
457 if (att == &pstats) { | |
458 hplus += str_plus(str_compute()) + | |
459 dext_plus(dex_compute()); | |
460 dplus += dext_plus(dex_compute()) + | |
461 add_dam(str_compute()); | |
462 } | |
463 else { | |
464 hplus += str_plus(att->s_str) + | |
465 dext_plus(att->s_dext); | |
466 dplus += dext_plus(att->s_dext) + | |
467 add_dam(att->s_str); | |
468 } | |
469 } | |
470 else { | |
471 hplus -= 3; | |
472 dplus -= 3; | |
473 } | |
474 when YEENOGHU_FLAIL: | |
475 case HRUGGEK_MSTAR: | |
476 hplus += 3; | |
477 dplus += 3; | |
478 when MING_STAFF: | |
479 hplus += 2; | |
480 dplus += 2; | |
481 when AXE_AKLAD: | |
482 hplus += 5; | |
483 dplus += 5; | |
484 } | |
485 } | |
486 else if (weap != NULL) { | |
487 hplus += weap->o_hplus; | |
488 dplus += weap->o_dplus; | |
489 } | |
490 | |
491 /* Is attacker weak? */ | |
492 if (on(*att_er, HASSTINK)) hplus -= 2; | |
493 | |
494 if (att == &pstats) /* Is the attacker the player? */ | |
495 { | |
496 hplus += hitweight(); /* adjust for encumberence */ | |
497 dplus += hung_dam(); /* adjust damage for hungry player */ | |
498 dplus += ring_value(R_ADDDAM); | |
499 } | |
500 if (back_stab || (weap && att != &pstats && on(*att_er, CANBSTAB))) | |
501 hplus += 4; /* add in pluses for backstabbing */ | |
502 | |
503 /* Get the damage */ | |
504 while (isspace(*cp)) cp++; | |
505 if (!isdigit(*cp)) { | |
506 if (strncmp(cp, "confuse", 7) == 0) ndice = CONF_DAMAGE; | |
507 else if (strncmp(cp, "paralyze", 8) == 0) ndice = PARAL_DAMAGE; | |
508 else if (strncmp(cp, "destroy", 6) == 0) ndice = DEST_DAMAGE; | |
509 else if (strncmp(cp, "drain", 5) == 0) ndice = DRAIN_DAMAGE; | |
510 else ndice = 0; | |
511 nsides = 0; | |
512 nplus = 0; | |
513 } | |
514 else { | |
515 char *oldcp; | |
516 | |
517 /* Get the number of damage dice */ | |
518 ndice = atoi(cp); | |
519 if ((cp = strchr(cp, 'd')) == NULL) | |
520 break; | |
521 | |
522 /* Skip the 'd' and get the number of sides per die */ | |
523 nsides = atoi(++cp); | |
524 | |
525 /* Check for an addition -- save old place in case none is found */ | |
526 oldcp = cp; | |
527 if ((cp = strchr(cp, '+')) != NULL) nplus = atoi(++cp); | |
528 else { | |
529 nplus = 0; | |
530 cp = oldcp; | |
531 } | |
532 } | |
533 | |
534 if (def == &pstats) { /* Monster attacks player */ | |
535 if (on(*att_er, NOMETAL)) | |
536 def_arm = ac_compute(TRUE) - dext_prot(dex_compute()); | |
537 else | |
538 def_arm = ac_compute(FALSE) - dext_prot(dex_compute()); | |
539 hplus += str_plus(att->s_str)+dext_plus(att->s_dext); | |
540 } | |
541 else if (att == &pstats) { /* Player attacks monster */ | |
542 def_arm = def->s_arm - dext_prot(def->s_dext); | |
543 if (player.t_ctype == C_MONK) /* no strength bonus for monk */ | |
544 if (weap == NULL) | |
545 hplus += att->s_lvl/5; /* monks hplus varies with level */ | |
546 else | |
547 hplus += str_plus(str_compute())+dext_plus(dex_compute()); | |
548 } | |
549 else { /* Monster attacks monster */ | |
550 def_arm = def->s_arm - dext_prot(def->s_dext); | |
551 hplus += str_plus(att->s_str)+dext_plus(att->s_dext); | |
552 } | |
553 | |
554 if (swing(att_er->t_ctype, att->s_lvl, def_arm, hplus)) { | |
555 register int proll; | |
556 | |
557 /* Take care of special effects */ | |
558 switch (ndice) { | |
559 case CONF_DAMAGE: | |
560 if (def == &pstats) { /* Monster attacks player */ | |
561 if (!save(VS_MAGIC, &player, 0) && off(player, ISCLEAR)) { | |
562 msg("You feel disoriented."); | |
563 if (find_slot(unconfuse)) | |
564 lengthen(unconfuse, HUHDURATION); | |
565 else | |
566 fuse(unconfuse, (VOID *)NULL, HUHDURATION, AFTER); | |
567 turn_on(player, ISHUH); | |
568 } | |
569 else msg("You feel dizzy, but it quickly passes."); | |
570 } | |
571 /* Player or monster hits monster */ | |
572 else if (!save(VS_MAGIC, def_er, 0) && off(*def_er, ISCLEAR)) { | |
573 if (att == &pstats) { | |
574 if (rnd(10) > 6) | |
575 msg("The artifact warms you with pleasure! "); | |
576 } | |
577 turn_on(*def_er, ISHUH); | |
578 } | |
579 did_hit = TRUE; | |
580 when PARAL_DAMAGE: | |
581 if (def == &pstats) { /* Monster attacks player */ | |
582 if (!save(VS_MAGIC, &player, 0) && off(player, CANINWALL)) { | |
583 msg("You stiffen up."); | |
584 player.t_no_move += movement(&player) * FREEZETIME; | |
585 player.t_action = A_FREEZE; | |
586 } | |
587 } | |
588 else if (!save(VS_MAGIC, def_er, 0)) { /* Player hits monster */ | |
589 if (att == &pstats) { | |
590 if (rnd(10) > 6) | |
591 msg("The artifact hums happily! "); | |
592 } | |
593 turn_off(*def_er, ISRUN); | |
594 turn_on(*def_er, ISHELD); | |
595 } | |
596 did_hit = TRUE; | |
597 when DEST_DAMAGE: | |
598 if (def == &pstats) { /* Monster attacks player */ | |
599 if (rnd(10) > 5) | |
600 msg("You feel a tug at your life force."); | |
601 if (!save(VS_MAGIC, &player, -4)) { | |
602 msg("The wand devours your soul! --More--"); | |
603 wait_for(' '); | |
604 def->s_hpt = -1; | |
605 death(D_RELIC); | |
606 } | |
607 } | |
608 /* Player hits monster */ | |
609 else if (!save(VS_MAGIC, def_er, -4)) { | |
610 if (att == &pstats) { | |
611 if (rnd(10) > 4) | |
612 msg("The artifact draws some energy."); | |
613 } | |
614 /* The player loses some major hit pts */ | |
615 att->s_hpt -= (att->s_hpt/5)+1; | |
616 if (att->s_hpt <= 0) { | |
617 msg("The wand has devoured your soul! --More--"); | |
618 wait_for(' '); | |
619 att->s_hpt = -1; | |
620 death(D_RELIC); | |
621 } | |
622 /* Kill the monster */ | |
623 def->s_hpt = 0; | |
624 } | |
625 did_hit = TRUE; | |
626 when DRAIN_DAMAGE: | |
627 if (def == &pstats) { /* Monster attacks player */ | |
628 if (!save(VS_MAGIC, &player, -4)) { | |
629 lower_level(att_er->t_index); | |
630 } | |
631 } | |
632 /* Player hits monster */ | |
633 else if (!save(VS_MAGIC, def_er, -4)) { | |
634 def->s_hpt -= roll(1, 8); | |
635 def->s_lvl--; | |
636 if (def->s_lvl <= 0) | |
637 def->s_hpt = 0; /* he's dead */ | |
638 if (att == &pstats) { | |
639 if (rnd(10) > 7) | |
640 msg("The artifact cackles with laughter! "); | |
641 } | |
642 } | |
643 did_hit = TRUE; | |
644 otherwise: | |
645 /* Heil's ankh always gives maximum damage */ | |
646 if (att == &pstats && cur_relic[HEIL_ANKH]) | |
647 proll = ndice * nsides; | |
648 else proll = roll(ndice, nsides); | |
649 | |
650 if (ndice + nsides > 0 && proll < 1) | |
651 debug("Damage for %dd%d came out %d.", | |
652 ndice, nsides, proll); | |
653 damage = dplus + proll + nplus; | |
654 if (att == &pstats) { | |
655 /* | |
656 * Monks do not get strength bonus on damage. Instead, | |
657 * if they are wielding a weapon, they get at extra | |
658 * 1/2 point per level of damage. | |
659 */ | |
660 if(player.t_ctype == C_MONK) { | |
661 /* Bonus does not apply for hands. */ | |
662 if (weap != NULL) damage += att->s_lvl / 2; | |
663 } | |
664 else | |
665 damage += add_dam(str_compute()); | |
666 } | |
667 else | |
668 damage += add_dam(att->s_str); | |
669 | |
670 /* Check for half damage monsters */ | |
671 if (on(*def_er, HALFDAMAGE)) damage /= 2; | |
672 | |
673 /* add in multipliers for backstabbing */ | |
674 if (back_stab || | |
675 (weap && att != &pstats && on(*att_er, CANBSTAB))) { | |
676 int mult = 2 + (att->s_lvl-1)/4; /* Normal multiplier */ | |
677 | |
678 if (mult > 5) | |
679 mult = 5; | |
680 if (weap->o_type == RELIC && weap->o_which == MUSTY_DAGGER) | |
681 mult++; | |
682 damage *= mult; | |
683 } | |
684 if (att == &pstats) { | |
685 if (cur_weapon && (cur_weapon->o_flags & ISPOISON)) { | |
686 cur_weapon->o_flags &= ~ISPOISON; | |
687 if (save(VS_POISON, def_er, -2)) | |
688 damage += def->s_hpt/4; | |
689 else | |
690 damage += def->s_hpt/2; | |
691 } | |
692 if (back_stab && player.t_ctype == C_ASSASSIN) | |
693 damage = def->s_hpt + 1; | |
694 } | |
695 /* Check for no-damage and division */ | |
696 if (on(*def_er, BLOWDIVIDE)) { | |
697 damage = 0; | |
698 creat_mons(def_er, def_er->t_index, FALSE); | |
699 if (cansee(unc(def_er->t_pos))) light(&hero); | |
700 } | |
701 /* check for immunity to metal -- RELICS are always bad */ | |
702 if (on(*def_er, NOMETAL) && weap != NULL && | |
703 weap->o_type != RELIC && weap->o_flags & ISMETAL) { | |
704 damage = 0; | |
705 } | |
706 if (weap != NULL && weap->o_type == MISSILE) { | |
707 if ((def == &pstats && cur_relic[STONEBONES_AMULET]) || | |
708 (att == &pstats && on(*def_er, CARRYBAMULET))) { | |
709 damage = 0; | |
710 } | |
711 } | |
712 def->s_hpt -= max(0, damage); /* Do the damage */ | |
713 did_hit = TRUE; | |
714 vampiric_damage = damage; | |
715 if (def->s_hpt < 0) /* only want REAL damage inflicted */ | |
716 vampiric_damage += def->s_hpt; | |
717 if (vampiric_damage < 0) | |
718 vampiric_damage = 0; | |
719 if (att == &pstats && ISWEARING(R_VAMPREGEN) && !hurl) { | |
720 if ((pstats.s_hpt += vampiric_damage/2) > max_stats.s_hpt) | |
721 pstats.s_hpt = max_stats.s_hpt; | |
722 } | |
723 if (hplus < 0) hplus = 0; | |
724 if (damage < 0) damage = 0; | |
725 debug ("hplus=%d dmg=%d", hplus, damage); | |
726 } | |
727 } | |
728 if ((cp = strchr(cp, '/')) == NULL) | |
729 break; | |
730 cp++; | |
731 } | |
732 return did_hit; | |
733 } | |
734 | |
735 /* | |
736 * prname: | |
737 * The print name of a combatant | |
738 */ | |
739 | |
740 char * | |
741 prname(who, upper) | |
742 register char *who; | |
743 bool upper; | |
744 { | |
745 static char tbuf[LINELEN]; | |
746 | |
747 *tbuf = '\0'; | |
748 if (who == 0) | |
749 strcpy(tbuf, "you"); | |
750 else if (on(player, ISBLIND) || strcmp(who, "something") == 0) | |
751 strcpy(tbuf, "something"); | |
752 else | |
753 { | |
754 /* If we have a name (starts with a capital), don't use a "the" */ | |
755 if (islower(*who)) strcpy(tbuf, "the "); | |
756 strcat(tbuf, who); | |
757 } | |
758 if (upper) | |
759 *tbuf = toupper(*tbuf); | |
760 return tbuf; | |
761 } | |
762 | |
763 /* | |
764 * hit: | |
765 * Print a message to indicate a succesful hit | |
766 */ | |
767 | |
768 hit(weapon, see_att, see_def, er, ee, back_stab, thrown, short_msg) | |
769 register struct object *weapon; | |
770 bool see_att, see_def; | |
771 register char *er, *ee; | |
772 bool back_stab, thrown, short_msg; | |
773 { | |
774 register char *s = NULL; | |
775 char att_name[LINELEN], /* Name of attacker */ | |
776 def_name[LINELEN]; /* Name of defender */ | |
777 | |
778 /* If we can't see either the attacker or defender, don't say anything */ | |
779 if (!see_att && !see_def) return; | |
780 | |
781 /* What do we call the attacker? */ | |
782 strcpy(att_name, see_att ? prname(er, TRUE) : "Something"); | |
783 if (er) { /* A monster is attacking */ | |
784 | |
785 /* If the monster is using a weapon and we can see it, report it */ | |
786 if (weapon != NULL && (see_att || thrown)) { | |
787 strcat(att_name, "'s "); | |
788 strcat(att_name, weap_name(weapon)); | |
789 } | |
790 } | |
791 | |
792 /* What do we call the defender? */ | |
793 strcpy(def_name, see_def ? prname(ee, FALSE) : "something"); | |
794 | |
795 addmsg(att_name); | |
796 if (short_msg) { | |
797 if (back_stab) { | |
798 if (player.t_ctype == C_ASSASSIN) | |
799 s = (er == 0 ? " assassinate!" : " assassinates!"); | |
800 else | |
801 s = (er == 0 ? " backstab!" : " backstabs!"); | |
802 } | |
803 else | |
804 s = " hit."; | |
805 } | |
806 else { | |
807 if (back_stab) { | |
808 if (player.t_ctype == C_ASSASSIN) | |
809 s = (er == 0 ? " have assassinated " : " has assassinated "); | |
810 else | |
811 s = (er == 0 ? " have backstabbed " : " has backstabbed "); | |
812 } | |
813 else { | |
814 switch (rnd(thrown ? 2 : 3)) | |
815 { | |
816 case 0: s = " hit "; | |
817 when 1: s = " injured "; | |
818 when 2: s = " smacked "; | |
819 } | |
820 } | |
821 } | |
822 if (short_msg) addmsg(s); | |
823 else addmsg("%s%s.", s, def_name); | |
824 endmsg(); | |
825 } | |
826 | |
827 /* | |
828 * miss: | |
829 * Print a message to indicate a poor swing | |
830 */ | |
831 | |
832 miss(weapon, see_att, see_def, er, ee, thrown, short_msg) | |
833 register struct object *weapon; | |
834 bool see_att, see_def; | |
835 register char *er, *ee; | |
836 bool thrown, short_msg; | |
837 { | |
838 register char *s = NULL; | |
839 char att_name[LINELEN], /* Name of attacker */ | |
840 def_name[LINELEN]; /* Name of defender */ | |
841 | |
842 /* If we can't see either the attacker or defender, don't say anything */ | |
843 if (!see_att && !see_def) return; | |
844 | |
845 /* What do we call the attacker? */ | |
846 strcpy(att_name, see_att ? prname(er, TRUE) : "Something"); | |
847 if (er) { /* A monster is attacking */ | |
848 | |
849 /* If the monster is using a weapon and we can see it, report it */ | |
850 if (weapon != NULL && (see_att || thrown)) { | |
851 strcat(att_name, "'s "); | |
852 strcat(att_name, weap_name(weapon)); | |
853 } | |
854 } | |
855 | |
856 /* What do we call the defender? */ | |
857 strcpy(def_name, see_def ? prname(ee, FALSE) : "something"); | |
858 | |
859 addmsg(att_name); | |
860 switch (short_msg ? 0 : rnd(thrown ? 3 : 2)) | |
861 { | |
862 case 0: s = (er == 0 ? " miss" : " misses"); | |
863 when 1: s = (er == 0 ? " don't hit" : " doesn't hit"); | |
864 when 2: s = (" whizzes by"); | |
865 } | |
866 if (short_msg) addmsg("%s.", s); | |
867 else addmsg("%s %s.", s, def_name); | |
868 endmsg(); | |
869 } | |
870 | |
871 /* | |
872 * dext_plus: | |
873 * compute to-hit bonus for dexterity | |
874 */ | |
875 | |
876 dext_plus(dexterity) | |
877 register int dexterity; | |
878 { | |
879 return (dexterity > 10 ? (dexterity-13)/3 : (dexterity-10)/3); | |
880 } | |
881 | |
882 | |
883 /* | |
884 * dext_prot: | |
885 * compute armor class bonus for dexterity | |
886 */ | |
887 | |
888 dext_prot(dexterity) | |
889 register int dexterity; | |
890 { | |
891 return ((dexterity-10)/2); | |
892 } | |
893 | |
894 /* | |
895 * str_plus: | |
896 * compute bonus/penalties for strength on the "to hit" roll | |
897 */ | |
898 | |
899 str_plus(str) | |
900 register short str; | |
901 { | |
902 return((str-10)/3); | |
903 } | |
904 | |
905 /* | |
906 * add_dam: | |
907 * compute additional damage done for exceptionally high or low strength | |
908 */ | |
909 | |
910 add_dam(str) | |
911 register short str; | |
912 { | |
913 return((str-9)/2); | |
914 } | |
915 | |
916 /* | |
917 * hung_dam: | |
918 * Calculate damage depending on players hungry state | |
919 */ | |
920 | |
921 hung_dam() | |
922 { | |
923 reg int howmuch = 0; | |
924 | |
925 switch(hungry_state) { | |
926 case F_SATIATED: | |
927 case F_OKAY: | |
928 case F_HUNGRY: howmuch = 0; | |
929 when F_WEAK: howmuch = -1; | |
930 when F_FAINT: howmuch = -2; | |
931 } | |
932 return howmuch; | |
933 } | |
934 | |
935 /* | |
936 * is_magic: | |
937 * Returns true if an object radiates magic | |
938 */ | |
939 | |
940 is_magic(obj) | |
941 register struct object *obj; | |
942 { | |
943 switch (obj->o_type) | |
944 { | |
945 case ARMOR: | |
946 return obj->o_ac != armors[obj->o_which].a_class; | |
947 when WEAPON: | |
948 return obj->o_hplus != 0 || obj->o_dplus != 0; | |
949 when POTION: | |
950 case SCROLL: | |
951 case STICK: | |
952 case RING: | |
953 case MM: | |
954 case RELIC: | |
955 return TRUE; | |
956 } | |
957 return FALSE; | |
958 } | |
959 | |
960 /* | |
961 * killed: | |
962 * Called to put a monster to death | |
963 */ | |
964 | |
965 killed(item, pr, points, treasure) | |
966 register struct linked_list *item; | |
967 bool pr, points, treasure; | |
968 { | |
969 register struct thing *tp, *mp; | |
970 register struct linked_list *pitem, *nexti, *mitem; | |
971 char *monst; | |
972 int adj; /* used for hit point adj. below. */ | |
973 long temp; | |
974 | |
975 tp = THINGPTR(item); | |
976 | |
977 if (pr) | |
978 { | |
979 addmsg(terse ? "Defeated " : "You have defeated "); | |
980 if (on(player, ISBLIND)) | |
981 msg("it."); | |
982 else | |
983 { | |
984 if (cansee(tp->t_pos.y, tp->t_pos.x) && !invisible(tp)) | |
985 monst = monster_name(tp); | |
986 else { | |
987 if (terse) monst = "something"; | |
988 else monst = "thing"; | |
989 } | |
990 if (!terse) | |
991 addmsg("the "); | |
992 msg("%s.", monst); | |
993 } | |
994 } | |
995 | |
996 /* Take care of any residual effects of the monster */ | |
997 check_residue(tp); | |
998 | |
999 /* Make sure that no one is still chasing us */ | |
1000 for (mitem = mlist; mitem != NULL; mitem = next(mitem)) { | |
1001 mp = THINGPTR(mitem); | |
1002 if (mp->t_dest == &tp->t_pos) { | |
1003 mp->t_dest = &hero; | |
1004 mp->t_wasshot = FALSE; | |
1005 turn_off(*mp, ISFLEE); /* Be sure we aren't running away! */ | |
1006 } | |
1007 } | |
1008 if (points) { /* you feel uneasy for a moment */ | |
1009 if ((off(*tp, ISMEAN) || on(*tp, ISFRIENDLY)) && | |
1010 (player.t_ctype == C_RANGER || player.t_ctype == C_PALADIN || | |
1011 player.t_ctype == C_MONK)) { | |
1012 if (tp->t_stats.s_exp > pstats.s_exp) | |
1013 pstats.s_exp = 0; | |
1014 else | |
1015 pstats.s_exp -= tp->t_stats.s_exp; | |
1016 /* Take care of hit points. */ | |
1017 if (level <= 12) adj = rnd(2)+1; | |
1018 else if (level <= 25) adj = rnd(3)+2; | |
1019 else if (level <= 50) adj = rnd(4)+3; | |
1020 else if (level <= 80) adj = rnd(5)+4; | |
1021 else adj = rnd(6)+5; | |
1022 /* adjust hit points */ | |
1023 max_stats.s_hpt -= adj; | |
1024 pstats.s_hpt -= adj; | |
1025 /* Are hit points now too low? */ | |
1026 if (pstats.s_hpt <= 0) { | |
1027 pstats.s_hpt = -1; | |
1028 death(D_STRENGTH); | |
1029 } | |
1030 killed_chance += rnd(3)+1; | |
1031 if (on(*tp, ISUNIQUE)) /* real bad news to kill a diety */ | |
1032 killed_chance += 25; | |
1033 if (roll(1,100) < killed_chance) { | |
1034 msg("You had a feeling this was going to happen... "); | |
1035 msg("**POOF** "); | |
1036 temp = C_ASSASSIN; /* make him pay */ | |
1037 changeclass(&temp); | |
1038 } | |
1039 else { | |
1040 switch (rnd(9)) { | |
1041 case 0: | |
1042 msg("You become solid and stiff for a while. "); | |
1043 player.t_no_move += (5*movement(&player)*FREEZETIME); | |
1044 player.t_action = A_FREEZE; | |
1045 when 1: | |
1046 msg("You collapse, losing it totally. "); | |
1047 player.t_no_move += (2*movement(&player)*FREEZETIME); | |
1048 player.t_action = A_FREEZE; | |
1049 when 2: | |
1050 msg("Your face changes shape! ARGGHH!!!! "); | |
1051 pstats.s_charisma -= rnd(8)+3; | |
1052 if (pstats.s_charisma <= 3) pstats.s_charisma = 3; | |
1053 when 3: | |
1054 case 4: | |
1055 msg("You cry out, I didn't mean to do that! Honest!! "); | |
1056 player.t_no_move += (movement(&player)*FREEZETIME); | |
1057 msg("The Great Old Ones grant you a reprieve. "); | |
1058 otherwise: msg("You feel uneasy for a moment.. "); | |
1059 } | |
1060 } | |
1061 } | |
1062 else { | |
1063 unsigned long test; /* For overflow check */ | |
1064 /* | |
1065 * Do an overflow check before increasing experience | |
1066 */ | |
1067 test = pstats.s_exp + tp->t_stats.s_exp; | |
1068 if (test > pstats.s_exp) | |
1069 pstats.s_exp = test; | |
1070 } | |
1071 | |
1072 /* | |
1073 * Do adjustments if he went up a level | |
1074 */ | |
1075 check_level(); | |
1076 } | |
1077 | |
1078 /* | |
1079 * Empty the monsters pack | |
1080 */ | |
1081 pitem = tp->t_pack; | |
1082 | |
1083 /* | |
1084 * Get rid of the monster. | |
1085 */ | |
1086 mvwaddch(mw, tp->t_pos.y, tp->t_pos.x, ' '); | |
1087 mvwaddch(cw, tp->t_pos.y, tp->t_pos.x, tp->t_oldch); | |
1088 detach(mlist, item); | |
1089 if (on(*tp, AREMANY) && levtype == NORMLEV) /* AREMANYs stick together */ | |
1090 wake_room(roomin(&tp->t_pos)); | |
1091 /* | |
1092 * empty his pack | |
1093 */ | |
1094 while (pitem != NULL) | |
1095 { | |
1096 nexti = next(pitem); | |
1097 (OBJPTR(pitem))->o_pos = tp->t_pos; | |
1098 detach(tp->t_pack, pitem); | |
1099 if (treasure) | |
1100 fall(pitem, FALSE); | |
1101 else | |
1102 o_discard(pitem); | |
1103 pitem = nexti; | |
1104 } | |
1105 | |
1106 turn_on(*tp,ISDEAD); | |
1107 attach(rlist,item); | |
1108 } | |
1109 | |
1110 /* | |
1111 * Returns a pointer to the weapon the monster is wielding corresponding to | |
1112 * the given thrown weapon. If no thrown item is given, try to find any | |
1113 * decent weapon. | |
1114 */ | |
1115 | |
1116 struct linked_list * | |
1117 wield_weap(thrown, mp) | |
1118 struct object *thrown; | |
1119 struct thing *mp; | |
1120 { | |
1121 int look_for = 0, /* The projectile weapon we are looking for */ | |
1122 new_rate, /* The rating of a prospective weapon */ | |
1123 cand_rate = -1; /* Rating of current candidate -- higher is better */ | |
1124 register struct linked_list *pitem, *candidate = NULL; | |
1125 register struct object *obj; | |
1126 | |
1127 if (thrown != NULL) { /* Using a projectile weapon */ | |
1128 switch (thrown->o_which) { | |
1129 case BOLT: look_for = CROSSBOW; /* Find the crossbow */ | |
1130 when ARROW: look_for = BOW; /* Find the bow */ | |
1131 when ROCK: look_for = SLING; /* find the sling */ | |
1132 otherwise: return(NULL); | |
1133 } | |
1134 } | |
1135 else if (off(*mp, ISUNIQUE) && off(*mp, CARRYWEAPON)) return(NULL); | |
1136 | |
1137 for (pitem=mp->t_pack; pitem; pitem=next(pitem)) { | |
1138 obj = OBJPTR(pitem); | |
1139 | |
1140 /* | |
1141 * If we have a thrown weapon, just return the first match | |
1142 * we come to. | |
1143 */ | |
1144 if (thrown != NULL && obj->o_type == WEAPON && obj->o_which == look_for) | |
1145 return(pitem); | |
1146 | |
1147 /* If we have a usable RELIC, return it */ | |
1148 if (thrown == NULL && obj->o_type == RELIC) { | |
1149 switch (obj->o_which) { | |
1150 case MUSTY_DAGGER: | |
1151 case YEENOGHU_FLAIL: | |
1152 case HRUGGEK_MSTAR: | |
1153 case AXE_AKLAD: | |
1154 case MING_STAFF: | |
1155 case ASMO_ROD: | |
1156 case ORCUS_WAND: | |
1157 return(pitem); | |
1158 } | |
1159 } | |
1160 | |
1161 /* Otherwise if it's a usable weapon, it is a good candidate */ | |
1162 else if (thrown == NULL && obj->o_type == WEAPON) { | |
1163 switch (obj->o_which) { | |
1164 case DAGGER: | |
1165 case SPEAR: | |
1166 new_rate = 0; | |
1167 when BATTLEAXE: | |
1168 new_rate = 1; | |
1169 when MACE: | |
1170 new_rate = 2; | |
1171 when SWORD: | |
1172 new_rate = 3; | |
1173 when PIKE: | |
1174 new_rate = 4; | |
1175 when HALBERD: | |
1176 case SPETUM: | |
1177 new_rate = 6; | |
1178 when BARDICHE: | |
1179 new_rate = 7; | |
1180 when TRIDENT: | |
1181 new_rate = 8; | |
1182 when BASWORD: | |
1183 new_rate = 9; | |
1184 when TWOSWORD: | |
1185 new_rate = 10; | |
1186 otherwise: | |
1187 new_rate = -1; | |
1188 } | |
1189 | |
1190 /* Only switch if this is better than the current candidate */ | |
1191 if (new_rate > cand_rate) { | |
1192 cand_rate = new_rate; | |
1193 candidate = pitem; | |
1194 } | |
1195 } | |
1196 } | |
1197 | |
1198 return(candidate); | |
1199 } | |
1200 explode(tp) | |
1201 register struct thing *tp; | |
1202 { | |
1203 | |
1204 register int x,y, damage; | |
1205 struct linked_list *item; | |
1206 struct thing *th; | |
1207 | |
1208 /* | |
1209 * check to see if it got the hero | |
1210 */ | |
1211 if (off(player, ISINWALL) && | |
1212 DISTANCE(hero.x, hero.y, tp->t_pos.x, tp->t_pos.y) <= 25) { | |
1213 msg("The explosion hits you! "); | |
1214 damage = roll(6,6); | |
1215 if (save(VS_WAND, &player, 0)) | |
1216 damage /= 2; | |
1217 pstats.s_hpt -= damage; | |
1218 } | |
1219 | |
1220 /* | |
1221 * now check for monsters in vicinity | |
1222 */ | |
1223 for (x = tp->t_pos.x-5; x<=tp->t_pos.x+5; x++) { | |
1224 if (x < 0 || x > cols - 1) | |
1225 continue; | |
1226 for (y = tp->t_pos.y-5; y<=tp->t_pos.y+5; y++) { | |
1227 if (y < 1 || y > lines - 3) | |
1228 continue; | |
1229 if (isalpha(mvwinch(mw, y, x))) { | |
1230 if ((item = find_mons(y, x)) != NULL) { | |
1231 th = THINGPTR(item); | |
1232 if (th == tp || /* don't count gas spore */ | |
1233 on(*th, ISINWALL)) /* Don't count monsters in wall */ | |
1234 continue; | |
1235 damage = roll(6, 6); | |
1236 if (save(VS_WAND, th, 0)) | |
1237 damage /= 2; | |
1238 runto(th, &hero); | |
1239 if ((th->t_stats.s_hpt -= damage) <= 0) { | |
1240 msg("The explosion kills %s! ", | |
1241 prname(monster_name(th), FALSE)); | |
1242 killed(item, FALSE, FALSE, TRUE); | |
1243 } | |
1244 } | |
1245 } | |
1246 } | |
1247 } | |
1248 } | |
1249 | |
1250 /* | |
1251 * skirmish: | |
1252 * Called when one monster attacks another monster. | |
1253 */ | |
1254 | |
1255 skirmish(attacker, mp, weap, thrown) | |
1256 register struct thing *attacker; | |
1257 register coord *mp; | |
1258 struct object *weap; | |
1259 bool thrown; | |
1260 { | |
1261 register struct thing *defender; | |
1262 register struct linked_list *item; | |
1263 register bool did_hit = TRUE, see_att, see_def; | |
1264 char attname[LINELEN+1], defname[LINELEN+1]; | |
1265 struct object *wielded; /* The wielded weapon */ | |
1266 struct linked_list *get_wield; /* Linked list header for wielded */ | |
1267 | |
1268 /* | |
1269 * Find the monster we want to fight | |
1270 */ | |
1271 if ((item = find_mons(mp->y, mp->x)) == NULL) { | |
1272 return(FALSE); /* must have killed him already */ | |
1273 } | |
1274 defender = THINGPTR(item); | |
1275 | |
1276 /* Can the player see either of the fighters? */ | |
1277 see_att = (cansee(unc(attacker->t_pos)) && | |
1278 (off(*attacker, ISINVIS) || on(player, CANSEE)) && | |
1279 (off(*attacker, ISSHADOW) || on(player, CANSEE))); | |
1280 see_def = (cansee(unc(defender->t_pos)) && | |
1281 (off(*defender, ISINVIS) || on(player, CANSEE)) && | |
1282 (off(*defender, ISSHADOW) || on(player, CANSEE))); | |
1283 | |
1284 /* | |
1285 * Since we are fighting, things are not quiet so no healing takes | |
1286 * place. The -1 also tells us that we are in a fight. | |
1287 */ | |
1288 attacker->t_quiet = -1; | |
1289 defender->t_quiet = -1; | |
1290 | |
1291 if (see_att) strcpy(attname, monster_name(attacker)); | |
1292 else strcpy(attname, "something"); | |
1293 | |
1294 if (see_def) strcpy(defname, monster_name(defender)); | |
1295 else strcpy(defname, "something"); | |
1296 | |
1297 /* | |
1298 * if its in the wall, we can't hit it | |
1299 */ | |
1300 if (on(*defender, ISINWALL) && off(*attacker, CANINWALL)) | |
1301 return(FALSE); | |
1302 | |
1303 if (on(*defender, ISSTONE)) { | |
1304 killed(item, FALSE, FALSE, FALSE); | |
1305 if (see_def) | |
1306 msg("%s shatters into a million pieces!", prname(defname, TRUE)); | |
1307 return (TRUE); | |
1308 } | |
1309 | |
1310 /* | |
1311 * Let him know it was really a mimic (if it was one). | |
1312 */ | |
1313 if (see_def && on(*defender, ISDISGUISE) && | |
1314 (defender->t_type != defender->t_disguise)) { | |
1315 msg("Wait! There's a %s!", defname); | |
1316 turn_off(*defender, ISDISGUISE); | |
1317 did_hit = thrown; | |
1318 } | |
1319 | |
1320 if (see_def && on(*defender, CANSURPRISE) && !ISWEARING(R_ALERT)) { | |
1321 msg("Wait! There's a %s!", defname); | |
1322 turn_off(*defender, CANSURPRISE); | |
1323 did_hit = thrown; | |
1324 } | |
1325 | |
1326 if (did_hit) { | |
1327 | |
1328 did_hit = FALSE; | |
1329 | |
1330 /* | |
1331 * Try to find a weapon to wield. Wield_weap will return a | |
1332 * projector if weapon is a projectile (eg. bow for arrow). | |
1333 * If weapon is NULL, it will try to find a suitable weapon. | |
1334 */ | |
1335 get_wield = wield_weap(weap, attacker); | |
1336 if (get_wield) wielded = OBJPTR(get_wield); | |
1337 else wielded = NULL; | |
1338 | |
1339 #ifdef DOBLINK | |
1340 /* | |
1341 * For now Blink Dogs will not blink away from monsters. We | |
1342 * have to fix can_blink so it isn't dependant on the player | |
1343 * before we can add it. | |
1344 */ | |
1345 if (!can_blink(defender) && | |
1346 #endif | |
1347 if (((weap && weap->o_type == RELIC) || | |
1348 ((off(*defender, MAGICHIT) || | |
1349 attacker->t_stats.s_lvl > 4 || | |
1350 (weap && (weap->o_hplus > 0 || weap->o_dplus > 0))) && | |
1351 (off(*defender, BMAGICHIT) || | |
1352 attacker->t_stats.s_lvl > 6 || | |
1353 (weap && (weap->o_hplus > 1 || weap->o_dplus > 1))) && | |
1354 (off(*defender, CMAGICHIT) || | |
1355 attacker->t_stats.s_lvl > 8 || | |
1356 (weap && (weap->o_hplus > 2 || weap->o_dplus > 2))))) | |
1357 && roll_em(attacker, defender, weap, thrown, wielded, FALSE)) | |
1358 { | |
1359 did_hit = TRUE; | |
1360 | |
1361 /* Should we start to chase this creature? */ | |
1362 if (attacker->t_index != defender->t_index && | |
1363 (off(*defender, ISRUN) || rnd(100) < 50)) { | |
1364 /* | |
1365 * If we're intelligent enough to realize that this | |
1366 * is a friendly monster, we will attack the hero instead. | |
1367 */ | |
1368 if (on(*attacker, ISFRIENDLY) && | |
1369 roll(3,6) < defender->t_stats.s_intel) { | |
1370 runto(defender, &hero); | |
1371 debug("%s attacking %s's hero", defname, attname); | |
1372 } | |
1373 | |
1374 /* Otherwise, let's chase the monster */ | |
1375 else { | |
1376 runto(defender, &attacker->t_pos); | |
1377 debug("%s now attacking %s", defname, attname); | |
1378 } | |
1379 } | |
1380 else if (off(*defender, ISRUN)) runto(defender, &hero); | |
1381 | |
1382 /* Let the defender know that the attacker has missiles! */ | |
1383 if ((defender->t_dest == &attacker->t_pos) && thrown) | |
1384 defender->t_wasshot = TRUE; | |
1385 | |
1386 if (on(*defender, NOMETAL) && weap != NULL && | |
1387 weap->o_type != RELIC && weap->o_flags & ISMETAL) { | |
1388 if (see_def && see_att) | |
1389 msg("The %s passes right through %s!", | |
1390 weaps[weap->o_which].w_name, prname(defname, FALSE)); | |
1391 } | |
1392 else { | |
1393 hit(weap, see_att, see_def, | |
1394 attname, defname, FALSE, thrown, FALSE); | |
1395 } | |
1396 | |
1397 /* See if there are any special effects */ | |
1398 if (effect(attacker, defender, | |
1399 weap, thrown, see_att, see_def) != 0) { | |
1400 killed(item, FALSE, FALSE, TRUE); | |
1401 if (see_def) msg("%s dies.", prname(defname, TRUE)); | |
1402 else msg("You hear a blood-curdling scream! "); | |
1403 } | |
1404 | |
1405 /* | |
1406 * Merchants just disappear if hit | |
1407 */ | |
1408 else if (on(*defender, CANSELL)) { | |
1409 if (see_def) | |
1410 msg("%s disappears with his wares in a flash! ", | |
1411 prname(defname, TRUE)); | |
1412 killed(item, FALSE, FALSE, FALSE); | |
1413 } | |
1414 | |
1415 else if (defender->t_stats.s_hpt <= 0) { | |
1416 killed(item, FALSE, FALSE, TRUE); | |
1417 if (see_def) msg("%s dies.", prname(defname, TRUE)); | |
1418 else msg("You hear a blood-curdling scream! "); | |
1419 } | |
1420 | |
1421 else { | |
1422 /* Did we disrupt a spell? */ | |
1423 /* Don't turn on WASDISRUPTED since player didn't do it */ | |
1424 if (defender->t_action == A_SUMMON || | |
1425 defender->t_action == A_MISSILE) { | |
1426 /* Just make the old fellow start over again */ | |
1427 defender->t_action = A_NIL; | |
1428 defender->t_no_move = movement(defender); | |
1429 defender->t_using = NULL; | |
1430 | |
1431 if (see_def) | |
1432 msg("%s was disrupted.", prname(defname, TRUE)); | |
1433 } | |
1434 | |
1435 #ifdef FLEEMONST | |
1436 /* | |
1437 * If the monster is fairly intelligent and about to die, | |
1438 * it may turn tail and run. | |
1439 */ | |
1440 if ((tp->t_stats.s_hpt < max(10, tp->maxstats.s_hpt/10)) && | |
1441 (rnd(21) < tp->t_stats.s_intel)) { | |
1442 turn_on(*tp, ISFLEE); | |
1443 | |
1444 /* If monster was suffocating, stop it */ | |
1445 if (on(*tp, DIDSUFFOCATE)) { | |
1446 turn_off(*tp, DIDSUFFOCATE); | |
1447 extinguish(suffocate); | |
1448 } | |
1449 | |
1450 /* If monster held us, stop it */ | |
1451 if (on(*tp, DIDHOLD) && (--hold_count == 0)) | |
1452 turn_off(player, ISHELD); | |
1453 turn_off(*tp, DIDHOLD); | |
1454 | |
1455 /* It is okay to turn tail */ | |
1456 tp->t_oldpos = tp->t_pos; | |
1457 } | |
1458 #endif | |
1459 } | |
1460 } | |
1461 else { | |
1462 /* If the thing was trying to surprise, no good */ | |
1463 if (on(*attacker, CANSURPRISE)) { | |
1464 /* If we can't see it, it keeps surprise (from us) */ | |
1465 if (see_att) turn_off(*attacker, CANSURPRISE); | |
1466 } | |
1467 | |
1468 miss(weap, see_att, see_def, attname, defname, thrown, FALSE); | |
1469 } | |
1470 } | |
1471 return did_hit; | |
1472 } | |
1473 |