Mercurial > hg > early-roguelike
diff rogue3/fight.c @ 0:527e2150eaf0
Import Rogue 3.6 from the Roguelike Restoration Project (r1490)
author | edwarj4 |
---|---|
date | Tue, 13 Oct 2009 13:33:34 +0000 |
parents | |
children | e7aab31362af |
line wrap: on
line diff
--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/rogue3/fight.c Tue Oct 13 13:33:34 2009 +0000 @@ -0,0 +1,737 @@ +/* + * All the fighting gets done here + * + * @(#)fight.c 3.28 (Berkeley) 6/15/81 + * + * 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 <stdlib.h> +#include "rogue.h" + +int e_levels[] = { + 10,20,40,80,160,320,640,1280,2560,5120,10240,20480, + 40920, 81920, 163840, 327680, 655360, 1310720, 2621440, 0 }; + +/* + * fight: + * The player attacks the monster. + */ + +int +fight(coord *mp, int mn, struct object *weap, int thrown) +{ + struct thing *tp; + struct linked_list *item; + int did_hit = TRUE; + + /* + * Find the monster we want to fight + */ + if ((item = find_mons(mp->y, mp->x)) == NULL) + { + debug("Fight what @ %d,%d", mp->y, mp->x); + return(0); + } + tp = (struct thing *) ldata(item); + /* + * Since we are fighting, things are not quiet so no healing takes + * place. + */ + quiet = 0; + runto(mp, &hero); + /* + * Let him know it was really a mimic (if it was one). + */ + if (tp->t_type == 'M' && tp->t_disguise != 'M' && off(player, ISBLIND)) + { + msg("Wait! That's a mimic!"); + tp->t_disguise = 'M'; + did_hit = thrown; + } + if (did_hit) + { + char *mname; + + did_hit = FALSE; + if (on(player, ISBLIND)) + mname = "it"; + else + mname = monsters[mn-'A'].m_name; + if (roll_em(&pstats, &tp->t_stats, weap, thrown)) + { + did_hit = TRUE; + if (thrown) + thunk(weap, mname); + else + hit(NULL, mname); + if (on(player, CANHUH)) + { + msg("Your hands stop glowing red"); + msg("The %s appears confused.", mname); + tp->t_flags |= ISHUH; + player.t_flags &= ~CANHUH; + } + if (tp->t_stats.s_hpt <= 0) + killed(item, TRUE); + } + else + if (thrown) + bounce(weap, mname); + else + miss(NULL, mname); + } + count = 0; + return did_hit; +} + +/* + * attack: + * The monster attacks the player + */ + +int +attack(struct thing *mp) +{ + char *mname; + + /* + * Since this is an attack, stop running and any healing that was + * going on at the time. + */ + running = FALSE; + quiet = 0; + if (mp->t_type == 'M' && off(player, ISBLIND)) + mp->t_disguise = 'M'; + if (on(player, ISBLIND)) + mname = "it"; + else + mname = monsters[mp->t_type-'A'].m_name; + if (roll_em(&mp->t_stats, &pstats, NULL, FALSE)) + { + if (mp->t_type != 'E') + hit(mname, NULL); + if (pstats.s_hpt <= 0) + death(mp->t_type); /* Bye bye life ... */ + if (off(*mp, ISCANC)) + switch (mp->t_type) + { + case 'R': + /* + * If a rust monster hits, you lose armor + */ + if (cur_armor != NULL && cur_armor->o_ac < 9) + { + if (!terse) + msg("Your armor appears to be weaker now. Oh my!"); + else + msg("Your armor weakens"); + cur_armor->o_ac++; + } + when 'E': + /* + * The gaze of the floating eye hypnotizes you + */ + if (on(player, ISBLIND)) + break; + if (!no_command) + { + addmsg("You are transfixed"); + if (!terse) + addmsg(" by the gaze of the floating eye."); + endmsg(); + } + no_command += rnd(2)+2; + if (no_command > 100 && food_left <= 0) + death('E'); + when 'A': + /* + * Ants have poisonous bites + */ + if (!save(VS_POISON)) + if (!ISWEARING(R_SUSTSTR)) + { + chg_str(-1); + if (!terse) + msg("You feel a sting in your arm and now feel weaker"); + else + msg("A sting has weakened you"); + } + else + if (!terse) + msg("A sting momentarily weakens you"); + else + msg("Sting has no effect"); + when 'W': + /* + * Wraiths might drain energy levels + */ + if (rnd(100) < 15) + { + int fewer; + + if (pstats.s_exp == 0) + death('W'); /* All levels gone */ + msg("You suddenly feel weaker."); + if (--pstats.s_lvl == 0) + { + pstats.s_exp = 0; + pstats.s_lvl = 1; + } + else + pstats.s_exp = e_levels[pstats.s_lvl-1]+1; + fewer = roll(1, 10); + pstats.s_hpt -= fewer; + max_hp -= fewer; + if (pstats.s_hpt < 1) + pstats.s_hpt = 1; + if (max_hp < 1) + death('W'); + } + when 'F': + /* + * Violet fungi stops the poor guy from moving + */ + player.t_flags |= ISHELD; + sprintf(monsters['F'-'A'].m_stats.s_dmg,"%dd1",++fung_hit); + when 'L': + { + /* + * Leperachaun steals some gold + */ + int lastpurse; + + lastpurse = purse; + purse -= GOLDCALC; + if (!save(VS_MAGIC)) + purse -= GOLDCALC + GOLDCALC + GOLDCALC + GOLDCALC; + if (purse < 0) + purse = 0; + if (purse != lastpurse) + msg("Your purse feels lighter"); + remove_monster(&mp->t_pos, find_mons(mp->t_pos.y, mp->t_pos.x)); + mp = NULL; + } + when 'N': + { + struct linked_list *list, *steal; + struct object *obj; + int nobj; + + /* + * Nymph's 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 = (struct object *) ldata(list); + if (obj != cur_armor && + obj != cur_weapon && + obj != cur_ring[LEFT] && + obj != cur_ring[RIGHT] && /* Nymph bug fix */ + is_magic(obj) && + rnd(++nobj) == 0) + steal = list; + } + if (steal != NULL) + { + struct object *sobj; + + sobj = (struct object *) ldata(steal); + remove_monster(&mp->t_pos, find_mons(mp->t_pos.y, mp->t_pos.x)); + mp = NULL; + if (sobj->o_count > 1 && sobj->o_group == 0) + { + int oc; + + oc = sobj->o_count; + sobj->o_count = 1; + msg("She stole %s!", inv_name(sobj, TRUE)); + sobj->o_count = oc - 1; + } + else + { + msg("She stole %s!", inv_name(sobj, TRUE)); + detach(pack, steal); + discard(steal); + } + inpack--; + } + } + otherwise: + break; + } + } + else if (mp->t_type != 'E') + { + if (mp->t_type == 'F') + { + pstats.s_hpt -= fung_hit; + if (pstats.s_hpt <= 0) + death(mp->t_type); /* Bye bye life ... */ + } + miss(mname, NULL); + } + /* + * Check to see if this is a regenerating monster and let it heal if + * it is. + */ + if ((mp != NULL) && (on(*mp, ISREGEN) && rnd(100) < 33)) + mp->t_stats.s_hpt++; + if (fight_flush) + { + flush_type(); /* flush typeahead */ + } + count = 0; + status(); + + if (mp == NULL) + return(-1); + else + return(0); +} + +/* + * swing: + * returns true if the swing hits + */ + +int +swing(int at_lvl, int op_arm, int wplus) +{ + int res = rnd(20)+1; + int need = (21-at_lvl)-op_arm; + + return (res+wplus >= need); +} + +/* + * check_level: + * Check to see if the guy has gone up a level. + */ + +void +check_level() +{ + int i, add; + + for (i = 0; e_levels[i] != 0; i++) + if (e_levels[i] > pstats.s_exp) + break; + i++; + if (i > pstats.s_lvl) + { + add = roll(i-pstats.s_lvl,10); + max_hp += add; + if ((pstats.s_hpt += add) > max_hp) + pstats.s_hpt = max_hp; + msg("Welcome to level %d", i); + } + pstats.s_lvl = i; +} + +/* + * roll_em: + * Roll several attacks + */ + +int +roll_em(struct stats *att, struct stats *def, struct object *weap, int hurl) +{ + char *cp; + int ndice, nsides, def_arm; + int did_hit = FALSE; + int prop_hplus, prop_dplus; + + prop_hplus = prop_dplus = 0; + if (weap == NULL) + cp = att->s_dmg; + else if (hurl) + if ((weap->o_flags&ISMISL) && cur_weapon != NULL && + cur_weapon->o_which == weap->o_launch) + { + cp = weap->o_hurldmg; + prop_hplus = cur_weapon->o_hplus; + prop_dplus = cur_weapon->o_dplus; + } + else + cp = (weap->o_flags&ISMISL ? weap->o_damage : weap->o_hurldmg); + else + { + cp = weap->o_damage; + /* + * Drain a staff of striking + */ + if (weap->o_type == STICK && weap->o_which == WS_HIT + && weap->o_charges == 0) + { + strcpy(weap->o_damage,"0d0"); + weap->o_hplus = weap->o_dplus = 0; + } + } + for (;;) + { + int damage; + int hplus = prop_hplus + (weap == NULL ? 0 : weap->o_hplus); + int dplus = prop_dplus + (weap == NULL ? 0 : weap->o_dplus); + + if (weap == cur_weapon) + { + if (ISRING(LEFT, R_ADDDAM)) + dplus += cur_ring[LEFT]->o_ac; + else if (ISRING(LEFT, R_ADDHIT)) + hplus += cur_ring[LEFT]->o_ac; + if (ISRING(RIGHT, R_ADDDAM)) + dplus += cur_ring[RIGHT]->o_ac; + else if (ISRING(RIGHT, R_ADDHIT)) + hplus += cur_ring[RIGHT]->o_ac; + } + ndice = atoi(cp); + if ((cp = strchr(cp, 'd')) == NULL) + break; + nsides = atoi(++cp); + if (def == &pstats) + { + if (cur_armor != NULL) + def_arm = cur_armor->o_ac; + else + def_arm = def->s_arm; + if (ISRING(LEFT, R_PROTECT)) + def_arm -= cur_ring[LEFT]->o_ac; + else if (ISRING(RIGHT, R_PROTECT)) + def_arm -= cur_ring[RIGHT]->o_ac; + } + else + def_arm = def->s_arm; + if (swing(att->s_lvl, def_arm, hplus+str_plus(&att->s_str))) + { + int proll; + + proll = roll(ndice, nsides); + if (ndice + nsides > 0 && proll < 1) + debug("Damage for %dd%d came out %d.", ndice, nsides, proll); + damage = dplus + proll + add_dam(&att->s_str); + def->s_hpt -= max(0, damage); + did_hit = TRUE; + } + if ((cp = strchr(cp, '/')) == NULL) + break; + cp++; + } + return did_hit; +} + +/* + * prname: + * The print name of a combatant + */ + +char * +prname(who, upper) +char *who; +int upper; +{ + static char tbuf[80]; + + *tbuf = '\0'; + if (who == 0) + strcpy(tbuf, "you"); + else if (on(player, ISBLIND)) + strcpy(tbuf, "it"); + else + { + strcpy(tbuf, "the "); + strcat(tbuf, who); + } + if (upper) + *tbuf = toupper(*tbuf); + return tbuf; +} + +/* + * hit: + * Print a message to indicate a succesful hit + */ + +void +hit(char *er, char *ee) +{ + char *s = ""; + + addmsg(prname(er, TRUE)); + if (terse) + s = " hit."; + else + switch (rnd(4)) + { + case 0: s = " scored an excellent hit on "; + when 1: s = " hit "; + when 2: s = (er == 0 ? " have injured " : " has injured "); + when 3: s = (er == 0 ? " swing and hit " : " swings and hits "); + } + addmsg(s); + if (!terse) + addmsg(prname(ee, FALSE)); + endmsg(); +} + +/* + * miss: + * Print a message to indicate a poor swing + */ + +void +miss(char *er, char *ee) +{ + char *s = ""; + + addmsg(prname(er, TRUE)); + switch (terse ? 0 : rnd(4)) + { + case 0: s = (er == 0 ? " miss" : " misses"); + when 1: s = (er == 0 ? " swing and miss" : " swings and misses"); + when 2: s = (er == 0 ? " barely miss" : " barely misses"); + when 3: s = (er == 0 ? " don't hit" : " doesn't hit"); + } + addmsg(s); + if (!terse) + addmsg(" %s", prname(ee, FALSE)); + endmsg(); +} + +/* + * save_throw: + * See if a creature save against something + */ +int +save_throw(int which, struct thing *tp) +{ + int need; + + need = 14 + which - tp->t_stats.s_lvl / 2; + return (roll(1, 20) >= need); +} + +/* + * save: + * See if he saves against various nasty things + */ + +int +save(int which) +{ + return save_throw(which, &player); +} + +/* + * str_plus: + * compute bonus/penalties for strength on the "to hit" roll + */ + +int +str_plus(str_t *str) +{ + if (str->st_str == 18) + { + if (str->st_add == 100) + return 3; + if (str->st_add > 50) + return 2; + } + if (str->st_str >= 17) + return 1; + if (str->st_str > 6) + return 0; + return str->st_str - 7; +} + +/* + * add_dam: + * compute additional damage done for exceptionally high or low strength + */ + + int + add_dam(str_t *str) + { + if (str->st_str == 18) + { + if (str->st_add == 100) + return 6; + if (str->st_add > 90) + return 5; + if (str->st_add > 75) + return 4; + if (str->st_add != 0) + return 3; + return 2; + } + if (str->st_str > 15) + return 1; + if (str->st_str > 6) + return 0; + return str->st_str - 7; +} + +/* + * raise_level: + * The guy just magically went up a level. + */ + +void +raise_level() +{ + pstats.s_exp = e_levels[pstats.s_lvl-1] + 1L; + check_level(); +} + +/* + * thunk: + * A missile hits a monster + */ + +void +thunk(struct object *weap, char *mname) +{ + if (weap->o_type == WEAPON) + msg("The %s hits the %s", w_names[weap->o_which], mname); + else + msg("You hit the %s.", mname); +} + +/* + * bounce: + * A missile misses a monster + */ + +void +bounce(struct object *weap, char *mname) +{ + if (weap->o_type == WEAPON) + msg("The %s misses the %s", w_names[weap->o_which], mname); + else + msg("You missed the %s.", mname); +} + +/* + * remove a monster from the screen + */ +void +remove_monster(coord *mp, struct linked_list *item) +{ + mvwaddch(mw, mp->y, mp->x, ' '); + mvwaddch(cw, mp->y, mp->x, ((struct thing *) ldata(item))->t_oldch); + detach(mlist, item); + discard(item); +} + +/* + * is_magic: + * Returns true if an object radiates magic + */ + +int +is_magic(struct object *obj) +{ + switch (obj->o_type) + { + case ARMOR: + return obj->o_ac != a_class[obj->o_which]; + when WEAPON: + return obj->o_hplus != 0 || obj->o_dplus != 0; + when POTION: + case SCROLL: + case STICK: + case RING: + case AMULET: + return TRUE; + } + return FALSE; +} + +/* + * killed: + * Called to put a monster to death + */ + +void +killed(struct linked_list *item, int pr) +{ + struct thing *tp; + struct linked_list *pitem, *nexti; + + tp = (struct thing *) ldata(item); + if (pr) + { + addmsg(terse ? "Defeated " : "You have defeated "); + if (on(player, ISBLIND)) + msg("it."); + else + { + if (!terse) + addmsg("the "); + msg("%s.", monsters[tp->t_type-'A'].m_name); + } + } + pstats.s_exp += tp->t_stats.s_exp; + /* + * Do adjustments if he went up a level + */ + check_level(); + /* + * If the monster was a violet fungi, un-hold him + */ + switch (tp->t_type) + { + case 'F': + player.t_flags &= ~ISHELD; + fung_hit = 0; + strcpy(monsters['F'-'A'].m_stats.s_dmg, "000d0"); + when 'L': + { + struct room *rp; + + if ((rp = roomin(&tp->t_pos)) == NULL) + break; + if (rp->r_goldval != 0 || fallpos(&tp->t_pos,&rp->r_gold,FALSE)) + { + rp->r_goldval += GOLDCALC; + if (save(VS_MAGIC)) + rp->r_goldval += GOLDCALC + GOLDCALC + + GOLDCALC + GOLDCALC; + mvwaddch(stdscr, rp->r_gold.y, rp->r_gold.x, GOLD);