Mercurial > hg > early-roguelike
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 |
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--- /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;