diff arogue5/fight.c @ 63:0ed67132cf10

Import Advanced Rogue 5.8 from the Roguelike Restoration Project (r1490)
author elwin
date Thu, 09 Aug 2012 22:58:48 +0000
parents
children 56e748983fa8
line wrap: on
line diff
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/arogue5/fight.c	Thu Aug 09 22:58:48 2012 +0000
@@ -0,0 +1,1579 @@
+/*
+ * All the fighting gets done here
+ *
+ * Advanced Rogue
+ * Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka and AT&T
+ * All rights reserved.
+ *
+ * Based on "Rogue: Exploring the Dungeons of Doom"
+ * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman
+ * All rights reserved.
+ *
+ * See the file LICENSE.TXT for full copyright and licensing information.
+ */
+
+#include "curses.h"
+#include <ctype.h>
+#include <string.h>
+#include "rogue.h"
+
+#define CONF_DAMAGE	-1
+#define PARAL_DAMAGE	-2
+#define DEST_DAMAGE	-3
+
+static const struct matrix att_mat[5] = {
+/* Base		Max_lvl,	Factor,		Offset,		Range */
+{  10,		25,		2,		1,		2 },
+{  9,		18,		2,		1,		5 },
+{  10,		19,		2,		1,		3 },
+{  10,		21,		2,		1,		4 },
+{   7,		25,		1,		0,		2 }
+};
+
+/*
+ * fight:
+ *	The player attacks the monster.
+ */
+
+fight(mp, weap, thrown)
+register coord *mp;
+struct object *weap;
+bool thrown;
+{
+    register struct thing *tp;
+    register struct linked_list *item;
+    register bool did_hit = TRUE;
+    bool back_stab = FALSE;
+
+    /*
+     * Find the monster we want to fight
+     */
+    if ((item = find_mons(mp->y, mp->x)) == NULL) {
+	return(FALSE); /* must have killed him already */
+    }
+    tp = THINGPTR(item);
+    /*
+     * Since we are fighting, things are not quiet so no healing takes
+     * place.
+     */
+    player.t_quiet = 0;
+    tp->t_quiet = 0;
+
+    /*
+     * if its in the wall, we can't hit it
+     */
+    if (on(*tp, ISINWALL) && off(player, CANINWALL))
+	return(FALSE);
+
+    /*
+     * Let him know it was really a mimic (if it was one).
+     */
+    if (on(*tp, ISDISGUISE) && (tp->t_type != tp->t_disguise) &&
+	off(player, ISBLIND))
+    {
+	msg("Wait! That's a %s!", monsters[tp->t_index].m_name);
+	turn_off(*tp, ISDISGUISE);
+	did_hit = thrown;
+    }
+    if (on(*tp, CANSURPRISE) && off(player, ISBLIND) && !ISWEARING(R_ALERT)) {
+	msg("Wait! There's a %s!", monsters[tp->t_index].m_name);
+	turn_off(*tp, CANSURPRISE);
+	did_hit = thrown;
+    }
+    /*
+     * if he's a thief and the creature is asleep then he gets a chance
+     * for a backstab
+     */
+    if (player.t_ctype == C_THIEF			 	 && 
+	(!on(*tp, ISRUN) || on(*tp, ISHELD) || tp->t_no_move > 0)&&
+	!on(*tp, NOSTAB))
+	back_stab = TRUE;
+
+    runto(tp, &hero);
+
+    if (did_hit)
+    {
+	register const char *mname;
+
+	did_hit = FALSE;
+	mname = (on(player, ISBLIND)) ? "it" : monsters[tp->t_index].m_name;
+	if (!can_blink(tp) &&
+	    ( ((weap != NULL) && (weap->o_type == RELIC)) ||
+	     ((off(*tp, MAGICHIT)  || ((weap != NULL) && (weap->o_hplus > 0 || weap->o_dplus > 0)) ) &&
+	      (off(*tp, BMAGICHIT) || ((weap != NULL) && (weap->o_hplus > 1 || weap->o_dplus > 1)) ) &&
+	      (off(*tp, CMAGICHIT) || ((weap != NULL) && (weap->o_hplus > 2 || weap->o_dplus > 2)) ) ) )
+	    && roll_em(&player, tp, weap, thrown, cur_weapon, back_stab))
+	{
+	    did_hit = TRUE;
+
+	    if (on(*tp, NOMETAL) && weap != NULL &&
+		weap->o_type != RELIC && weap->o_flags & ISMETAL) {
+		sprintf(outstring,"Your %s passes right through the %s!",
+		    weaps[weap->o_which].w_name, mname);
+		msg(outstring);
+	    }
+	    else if (thrown) {
+		tp->t_wasshot = TRUE;
+		thunk(weap, tp, mname);
+	    }
+	    else
+		hit(weap, tp, NULL, mname, back_stab);
+
+	    /* If the player hit a rust monster, he better have a + weapon */
+	    if (on(*tp, CANRUST) && !thrown && (weap != NULL) &&
+		weap->o_type != RELIC &&
+		(weap->o_flags & ISMETAL) &&
+		!(weap->o_flags & ISPROT) &&
+		(weap->o_hplus < 1) && (weap->o_dplus < 1)) {
+		if (rnd(100) < 50) weap->o_hplus--;
+		else weap->o_dplus--;
+		msg(terse ? "Your %s weakens!"
+			  : "Your %s appears to be weaker now!",
+		    weaps[weap->o_which].w_name);
+	    }
+		
+	    /* If the player hit something that shrieks, wake the dungeon */
+	    if (on(*tp, CANSHRIEK)) {
+		turn_off(*tp, CANSHRIEK);
+		msg("The %s emits a piercing shriek.", mname);
+		aggravate();
+	    }
+
+	    /* If the player hit something that can surprise, it can't now */
+	    if (on(*tp, CANSURPRISE)) turn_off(*tp, CANSURPRISE);
+
+
+	    /* 
+	     * Can the player confuse? 
+	     */
+	    if (on(player, CANHUH) && !thrown) {
+		msg("Your hands stop glowing red");
+		msg("The %s appears confused.", mname);
+		turn_on(*tp, ISHUH);
+		turn_off(player, CANHUH);
+	    }
+	    /*
+	     * does the creature explode when hit?
+	     */
+	    if (on(*tp, CANEXPLODE))
+		explode(tp);
+
+	    /* 
+	     * Merchants just disappear if hit 
+	     */
+	    if (on(*tp, CANSELL)) {
+		msg("The %s disappears with his wares in a flash.",mname);
+		killed(item, FALSE, FALSE);
+	    }
+
+	    else if (tp->t_stats.s_hpt <= 0)
+		killed(item, TRUE, TRUE);
+
+	    /* If the monster is fairly intelligent and about to die, it
+	     * may turn tail and run.
+	     */
+	    else if ((tp->t_stats.s_hpt < max(10, tp->maxstats.s_hpt/10)) &&
+		     (rnd(25) < tp->t_stats.s_intel)) {
+		turn_on(*tp, ISFLEE);
+
+		/* If monster was suffocating, stop it */
+		if (on(*tp, DIDSUFFOCATE)) {
+		    turn_off(*tp, DIDSUFFOCATE);
+		    extinguish(suffocate);
+		}
+
+		/* If monster held us, stop it */
+		if (on(*tp, DIDHOLD) && (--hold_count == 0))
+			turn_off(player, ISHELD);
+		turn_off(*tp, DIDHOLD);
+	    }
+	}
+	else {
+	    if (thrown)
+		bounce(weap, tp, mname);
+	    else
+		miss(weap, tp, NULL, mname);
+	}
+    }
+    count = 0;
+    return did_hit;
+}
+
+/*
+ * attack:
+ *	The monster attacks the player
+ */
+
+attack(mp, weapon, thrown)
+register struct thing *mp;
+register struct object *weapon;
+bool thrown;
+{
+    register const char *mname;
+    register bool did_hit = FALSE;
+    register struct object *wielded;	/* The wielded weapon */
+
+    /*
+     * Since this is an attack, stop running and any healing that was
+     * going on at the time.
+     */
+    running = FALSE;
+    player.t_quiet = 0;
+    mp->t_quiet = 0;
+
+    if (on(*mp, ISDISGUISE) && off(player, ISBLIND))
+	turn_off(*mp, ISDISGUISE);
+    mname = on(player, ISBLIND) ? "it" : monsters[mp->t_index].m_name;
+
+    /*
+     * Try to find a weapon to wield.  Wield_weap will return a
+     * projector if weapon is a projectile (eg. bow for arrow).
+     * If weapon is NULL, it will try to find a suitable weapon.
+     */
+    wielded = wield_weap(weapon, mp);
+    if (weapon == NULL) weapon = wielded;
+
+    if (roll_em(mp, &player, weapon, thrown, wielded, FALSE)) {
+	did_hit = TRUE;
+
+	if (thrown) m_thunk(weapon, mp, mname);
+	else hit(weapon, mp, mname, NULL, FALSE);
+
+	if (pstats.s_hpt <= 0)
+	    death(mp->t_index);	/* Bye bye life ... */
+
+	/*
+	 * suprising monsters appear after they shoot at you 
+	 */
+	if (thrown) {
+	    if (on(*mp, CANSURPRISE)) 
+		turn_off(*mp, CANSURPRISE);
+	}
+	if (!thrown) {
+	    /*
+	     * If a vampire hits, it may take half your hit points
+	     */
+	    if (on(*mp, CANSUCK) && !save(VS_MAGIC, &player, 0)) {
+		if (pstats.s_hpt == 1) death(mp->t_index);
+		else {
+		  pstats.s_hpt /= 2;
+		  msg("You feel your life force being drawn from you.");
+		}
+	    }
+
+	    /*
+	     * Stinking monsters make player weaker (to hit)
+	     */
+	    if (on(*mp, CANSTINK)) {
+		turn_off(*mp, CANSTINK);
+		if (!save(VS_POISON, &player, 0)) {
+		    msg("The stench of the %s sickens you.", mname);
+		    if (on(player, HASSTINK)) lengthen(unstink, STINKTIME);
+		    else {
+			turn_on(player, HASSTINK);
+			fuse(unstink, 0, STINKTIME, AFTER);
+		    }
+		}
+	    }
+
+	    /*
+	     * Chilling monster reduces strength each time
+	     */
+	    if (on(*mp, CANCHILL)) {
+		if (!ISWEARING(R_SUSABILITY) && !save(VS_POISON, &player, 0)) {
+		    msg("You cringe at the %s's chilling touch.", mname);
+		    chg_str(-1);
+		    if (lost_str++ == 0)
+			fuse(res_strength, 0, CHILLTIME, AFTER);
+		    else lengthen(res_strength, CHILLTIME);
+		}
+	    }
+
+	    /*
+	     * itching monsters reduce dexterity (temporarily)
+	     */
+	    if (on(*mp, CANITCH) && !save(VS_POISON, &player, 0)) {
+		msg("The claws of the %s scratch you", mname);
+		if(ISWEARING(R_SUSABILITY)) {
+		    msg("The scratch has no effect");
+		}
+		else {
+		    turn_on(player, HASITCH);
+		    add_dexterity(TRUE);
+		    lost_dext++;
+		    fuse(un_itch, 0, roll(HEALTIME,SICKTIME), AFTER);
+		}
+	    }
+
+
+	    /*
+	     * If a hugging monster hits, it may SQUEEEEEEEZE
+	     */
+	    if (on(*mp, CANHUG)) {
+		if (roll(1,20) >= 18 || roll(1,20) >= 18) {
+		    msg("The %s squeezes you against itself.", mname);
+		    if ((pstats.s_hpt -= roll(2,8)) <= 0)
+			death(mp->t_index);
+		}
+	    }
+
+	    /*
+	     * If a disease-carrying monster hits, there is a chance the
+	     * player will catch the disease
+	     */
+	    if (on(*mp, CANDISEASE) &&
+		(rnd(pstats.s_const) < mp->t_stats.s_lvl) &&
+		off(player, HASDISEASE)) {
+		if (ISWEARING(R_HEALTH)) msg("The wound heals quickly.");
+		else {
+		    turn_on(player, HASDISEASE);
+		    fuse(cure_disease, 0, roll(HEALTIME,SICKTIME), AFTER);
+		    msg(terse ? "You have been diseased."
+			: "You have contracted a disease!");
+		}
+	    }
+
+	    /*
+	     * If a rust monster hits, you lose armor
+	     */
+	    if (on(*mp, CANRUST)) { 
+		if (cur_armor != NULL				&&
+		    cur_armor->o_which != LEATHER		&&
+		    cur_armor->o_which != STUDDED_LEATHER	&&
+		    cur_armor->o_which != PADDED_ARMOR		&&
+		    !(cur_armor->o_flags & ISPROT)		&&
+		    cur_armor->o_ac < pstats.s_arm+1		) {
+			msg(terse ? "Your armor weakens"
+			    : "Your armor appears to be weaker now. Oh my!");
+			cur_armor->o_ac++;
+	        }
+		if (cur_misc[WEAR_BRACERS] != NULL		&&
+		    cur_misc[WEAR_BRACERS]->o_ac > 0		&&
+		    !(cur_misc[WEAR_BRACERS]->o_flags & ISPROT)) {
+			cur_misc[WEAR_BRACERS]->o_ac--;
+			if (cur_misc[WEAR_BRACERS]->o_ac == 0) {
+			    register struct linked_list *item;
+
+			    for (item=pack; item!=NULL; item=next(item)) {
+				if (OBJPTR(item) == cur_misc[WEAR_BRACERS]) {
+				    detach(pack, item);
+				    o_discard(item);
+				    break;
+				}
+			    }
+			    msg ("Your bracers crumble and fall off!");
+			    cur_misc[WEAR_BRACERS] = NULL;
+			    inpack--;
+			}
+			else {
+			    msg("Your bracers weaken!");
+			}
+		}
+	    }
+	    /*
+	     * If can dissolve and hero has leather type armor
+	     */
+	    if (on(*mp, CANDISSOLVE) && cur_armor != NULL &&
+		(cur_armor->o_which == LEATHER		  ||
+		 cur_armor->o_which == STUDDED_LEATHER	  ||
+		 cur_armor->o_which == PADDED_ARMOR)	  &&
+		!(cur_armor->o_flags & ISPROT) &&
+		cur_armor->o_ac < pstats.s_arm+1) {
+		msg(terse ? "Your armor dissolves"
+		    : "Your armor appears to dissolve. Oh my!");
+		cur_armor->o_ac++;
+	    }
+
+	    /* If a surprising monster hit you, you can see it now */
+	    if (on(*mp, CANSURPRISE)) turn_off(*mp, CANSURPRISE);
+
+	    /*
+	     * If an infesting monster hits you, you get a parasite or rot
+	     */
+	    if (on(*mp, CANINFEST) && rnd(pstats.s_const) < mp->t_stats.s_lvl) {
+		if (ISWEARING(R_HEALTH)) msg("The wound quickly heals.");
+		else {
+		    turn_off(*mp, CANINFEST);
+		    msg(terse ? "You have been infested."
+			: "You have contracted a parasitic infestation!");
+		    infest_dam++;
+		    turn_on(player, HASINFEST);
+		}
+	    }
+
+	    /*
+	     * Ants have poisonous bites
+	     */
+	    if (on(*mp, CANPOISON) && !save(VS_POISON, &player, 0)) {
+		if (ISWEARING(R_SUSABILITY))
+		    msg(terse ? "Sting has no effect"
+			      : "A sting momentarily weakens you");
+		else {
+		    chg_str(-1);
+		    msg(terse ? "A sting has weakened you" :
+		    "You feel a sting in your arm and now feel weaker");
+		}
+	    }
+	    /*
+	     * does it take wisdom away?
+	     */
+	    if (on(*mp, TAKEWISDOM)		&& 
+		!save(VS_MAGIC, &player, 0)	&&
+		!ISWEARING(R_SUSABILITY)) {
+			add_wisdom(TRUE);
+	    }
+	    /*
+	     * does it take intelligence away?
+	     */
+	    if (on(*mp, TAKEINTEL)		&& 
+		!save(VS_MAGIC, &player, 0)	&&
+		!ISWEARING(R_SUSABILITY)) {
+			add_intelligence(TRUE);
+	    }
+	    /*
+	     * Cause fear by touching
+	     */
+	    if (on(*mp, TOUCHFEAR)) {
+		turn_off(*mp, TOUCHFEAR);
+		if (!ISWEARING(R_HEROISM)	&&
+		    !save(VS_WAND, &player, 0)	&&
+		    !(on(player, ISFLEE) && (player.t_dest == &mp->t_pos))) {
+			turn_on(player, ISFLEE);
+			player.t_dest = &mp->t_pos;
+			msg("The %s's touch terrifies you.", mname);
+		}
+	    }
+
+	    /*
+	     * make the hero dance (as in otto's irresistable dance)
+	     */
+	    if (on(*mp, CANDANCE) 	&& 
+		!on(player, ISDANCE)	&&
+		!save(VS_MAGIC, &player, -4)) {
+		    turn_off(*mp, CANDANCE);
+		    turn_on(player, ISDANCE);
+		    msg("You begin to dance uncontrollably!");
+		    fuse(undance, 0, roll(2,4), AFTER);
+	    }
+
+	    /*
+	     * Suffocating our hero
+	     */
+	    if (on(*mp, CANSUFFOCATE) && (rnd(100) < 15) &&
+		(find_slot(suffocate) == FALSE)) {
+		turn_on(*mp, DIDSUFFOCATE);
+		msg("The %s is beginning to suffocate you.", mname);
+		fuse(suffocate, 0, roll(4,2), AFTER);
+	    }
+
+	    /*
+	     * Turning to stone
+	     */
+	    if (on(*mp, TOUCHSTONE)) {
+		turn_off(*mp, TOUCHSTONE);
+		if (on(player, CANINWALL))
+			msg("The %s's touch has no effect.", mname);
+		else {
+		    if (!save(VS_PETRIFICATION, &player, 0) && rnd(100) < 15) {
+		        msg("Your body begins to solidify.");
+		        msg("You are turned to stone !!! --More--");
+		        wait_for(cw,' ');
+			death(D_PETRIFY);
+		    }
+		    else {
+			msg("The %s's touch stiffens your limbs.", mname);
+			no_command += STONETIME;
+		    }
+		}
+	    }
+
+	    /*
+	     * Wraiths might drain energy levels
+	     */
+	    if ((on(*mp, CANDRAIN) || on(*mp, DOUBLEDRAIN)) && rnd(100) < 15) {
+		lower_level(mp->t_index);
+		if (on(*mp, DOUBLEDRAIN)) lower_level(mp->t_index);
+		turn_on(*mp, DIDDRAIN);  
+	    }
+
+	    /*
+	     * Violet fungi stops the poor guy from moving
+	     */
+	    if (on(*mp, CANHOLD) && off(*mp, DIDHOLD)) {
+		turn_on(player, ISHELD);
+		turn_on(*mp, DIDHOLD);
+		hold_count++;
+	    }
+
+	    /*
+	     * Sucker will suck blood and run
+	     */
+	    if (on(*mp, CANDRAW)) {
+		turn_off(*mp, CANDRAW);
+		turn_on(*mp, ISFLEE);
+		msg("The %s sates itself with your blood.", mname);
+		if ((pstats.s_hpt -= 12) <= 0) death(mp->t_index);
+	    }
+
+	    /*
+	     * Bad smell will force a reduction in strength
+	     */
+	    if (on(*mp, CANSMELL)) {
+		turn_off(*mp, CANSMELL);
+		if (save(VS_MAGIC, &player, 0) || ISWEARING(R_SUSABILITY))
+		    msg("You smell an unpleasant odor.");
+		else {
+		    int odor_str = -(rnd(6)+1);
+
+		    msg("You are overcome by a foul odor.");
+		    if (lost_str == 0) {
+			chg_str(odor_str);
+			fuse(res_strength, 0, SMELLTIME, AFTER);
+			lost_str -= odor_str;
+		    }
+		    else lengthen(res_strength, SMELLTIME);
+		}
+	    }
+
+	    /*
+	     * Paralyzation
+	     */
+	    if (on(*mp, CANPARALYZE)) {
+		turn_off(*mp, CANPARALYZE);
+		if (!save(VS_PARALYZATION, &player, 0)) {
+		    if (on(player, CANINWALL))
+			msg("The %s's touch has no effect.", mname);
+		    else {
+			msg("The %s's touch paralyzes you.", mname);
+			no_command += FREEZETIME;
+		    }
+		}
+	    }
+
+	    /*
+	     * Painful wounds make you faint
+	     */
+	     if (on(*mp, CANPAIN)) {
+		turn_off(*mp, CANPAIN);
+		if (!ISWEARING(R_ALERT) && !save(VS_POISON, &player, 0)) {
+			msg("You faint from the painful wound");
+			no_command += PAINTIME;
+		}
+	    }
+
+	    /*
+	     * The monsters touch slows the hero down
+	     */
+	     if (on(*mp, CANSLOW)) {
+		turn_off(*mp, CANSLOW);
+		if (!save(VS_PARALYZATION, &player, 0)) 
+			add_slow();
+	    }
+
+	    /*
+	     * Rotting
+	     */
+	    if (on(*mp, CANROT)) {
+		if (!ISWEARING(R_HEALTH) && 
+		    !save(VS_POISON, &player, 0)     && 
+		    off(player, DOROT)) {
+		    turn_on(player, DOROT);
+		    msg("You feel your skin starting to rot away!");
+		}
+	    }
+
+	    if (on(*mp, STEALGOLD)) {
+		/*
+		 * steal some gold
+		 */
+		register long lastpurse;
+		register struct linked_list *item;
+		register struct object *obj;
+
+		lastpurse = purse;
+		purse -= GOLDCALC + GOLDCALC;
+		if (!save(VS_MAGIC, &player, mp->t_stats.s_lvl/10)) {
+		    if (on(*mp, ISUNIQUE))
+			purse -= GOLDCALC + GOLDCALC + GOLDCALC + GOLDCALC;
+		    purse -= GOLDCALC + GOLDCALC + GOLDCALC + GOLDCALC;
+		}
+		if (purse < 0)
+		    purse = 0;
+		if (purse != lastpurse) {
+		    msg("Your purse feels lighter");
+
+		    /* Give the gold to the thief */
+		    for (item=mp->t_pack; item != NULL; item=next(item)) {
+			obj = OBJPTR(item);
+			if (obj->o_type == GOLD) {
+			    obj->o_count += lastpurse - purse;
+			    break;
+			}
+		    }
+
+		    /* Did we do it? */
+		    if (item == NULL) {	/* Then make some */
+			item = new_item(sizeof *obj);
+			obj = OBJPTR(item);
+			obj->o_type = GOLD;
+			obj->o_count = lastpurse - purse;
+			obj->o_hplus = obj->o_dplus = 0;
+			strcpy(obj->o_damage,"0d0");
+                        strcpy(obj->o_hurldmg,"0d0");
+			obj->o_ac = 11;
+			obj->contents = NULL;
+			obj->o_group = 0;
+			obj->o_flags = 0;
+			obj->o_mark[0] = '\0';
+			obj->o_pos = mp->t_pos;
+
+			attach(mp->t_pack, item);
+		    }
+		}
+
+		turn_on(*mp, ISFLEE);
+		turn_on(*mp, ISINVIS);
+	    }
+
+	    if (on(*mp, STEALMAGIC)) {
+		register struct linked_list *list, *steal;
+		register struct object *obj;
+		register int nobj;
+
+		/*
+		 * steal a magic item, look through the pack
+		 * and pick out one we like.
+		 */
+		steal = NULL;
+		for (nobj = 0, list = pack; list != NULL; list = next(list))
+		{
+		    obj = OBJPTR(list);
+		    if (!is_current(obj) &&
+			is_magic(obj)	 && 
+			rnd(++nobj) == 0)
+			    steal = list;
+		}
+		if (steal != NULL)
+		{
+		    register struct object *obj;