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
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--- /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 =