Mercurial > hg > early-roguelike
diff arogue7/effects.c @ 125:adfa37e67084
Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
author | John "Elwin" Edwards |
---|---|
date | Fri, 08 May 2015 15:24:40 -0400 |
parents | |
children | b786053d2f37 |
line wrap: on
line diff
--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/arogue7/effects.c Fri May 08 15:24:40 2015 -0400 @@ -0,0 +1,699 @@ +/* + * effects.c - functions for dealing with appllying effects to monsters + * + * Advanced Rogue + * Copyright (C) 1984, 1985, 1986 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 "rogue.h" + +/* + * effect: + * Check for effects of one thing hitting another thing. Return + * the reason code if the defender is killed. Otherwise return 0. + */ +effect(att, def, weap, thrown, see_att, see_def) +register struct thing *att, *def; +struct object *weap; +bool thrown; +register bool see_att, see_def; +{ + register bool att_player, def_player; + char attname[LINELEN+1], defname[LINELEN+1]; + + /* See if the attacker or defender is the player */ + att_player = (att == &player); + def_player = (def == &player); + + /* + * If the player could see the attacker or defender, they can't + * surprise anymore (don't bother checking if they could). + */ + if (see_att) turn_off(*att, CANSURPRISE); + if (see_def) turn_off(*def, CANSURPRISE); + + /* What are the attacker and defender names? */ + if (att_player) strcpy(attname, "you"); + else { + if (see_att) strcpy(attname, monster_name(att)); + else strcpy(attname, "something"); + } + + if (def_player) strcpy(defname, "you"); + else { + if (see_def) strcpy(defname, monster_name(def)); + else strcpy(defname, "something"); + } + + /* + * See what happens to the attacker first. We can skip this + * whole section, however, if the defender is the player. + * Nothing happens (yet) to anyone just for hitting the player. + */ + if (!def_player) { + if (!thrown) { /* Some things require a direct hit. */ + /* + * If the attacker hits a rusting monster, The weapon + * may be damaged + */ + if (on(*def, CANRUST) && weap && + weap->o_type != RELIC && (weap->o_flags & ISMETAL) && + !(weap->o_flags & ISPROT)) { + if ((weap->o_hplus < 1 && weap->o_dplus < 1) || + roll(1,20) < weap->o_hplus+weap->o_dplus+10) { + if (rnd(100) < 50) weap->o_hplus--; + else weap->o_dplus--; + if (att_player) + msg(terse ? "Your %s weakens!" + : "Your %s appears to be weaker now!", + weaps[weap->o_which].w_name); + } + } + } + + /* If the attacker hit something that shrieks, wake the dungeon */ + if (on(*def, CANSHRIEK)) { + turn_off(*def, CANSHRIEK); + if (see_def) + msg("%s emits a piercing shriek.", prname(defname, TRUE)); + else msg("You hear a piercing shriek."); + aggravate(TRUE, TRUE); + } + + /* + * does the creature explode when hit? + */ + if (on(*def, CANEXPLODE)) { + if (see_def) msg("%s explodes!", prname(defname, TRUE)); + else msg("You hear a tremendous explosion!"); + explode(def); + if (pstats.s_hpt <= 0) + death(def->t_index); + } + } + + /* + * Now let's see what happens to the defender. Start out with + * the things that everyone can do. Then exit if the attacker + * is the player. + */ + if (!thrown) { + /* + * Can the player confuse? + */ + if (on(*att, CANHUH) && att_player) { + msg("Your hands stop glowing red."); + if (off(*def, ISCLEAR) && + (off(*def, ISUNIQUE) || !save(VS_MAGIC, def, 0))) { + if (see_def) msg("%s appears confused.", prname(defname, TRUE)); + turn_on(*def, ISHUH); + } + turn_off(*att, CANHUH); + } + + /* Return now if the attacker is the player. */ + if (att_player) return(0); + + /* + * Some monsters may take half your hit points + */ + if (on(*att, CANSUCK) && !save(VS_MAGIC, def, 0)) { + if (def->t_stats.s_hpt == 1) return(att->t_index); /* Killed! */ + else { + def->t_stats.s_hpt /= 2; + if (def_player) + msg("You feel your life force being drawn from you."); + } + } + + /* + * If a hugging monster hits, it may SQUEEEEEEEZE. + */ + if (on(*att, CANHUG)) { + if (roll(1,20) >= 18 || roll(1,20) >= 18) { + if (def_player) + msg("%s squeezes you against itself.", + prname(attname, TRUE)); + else if (see_att) + msg("%s squeezes hard.", prname(attname, TRUE)); + + if ((def->t_stats.s_hpt -= roll(2,8)) <= 0) + return(att->t_index); + } + } + + /* + * Some monsters have poisonous bites. + */ + if (on(*att, CANPOISON) && !save(VS_POISON, def, 0)) { + if (def_player) { + 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"); + } + } + else { + /* Subtract a strength point and see if it kills it */ + if (--def->t_stats.s_str <= 0) return(D_STRENGTH); + } + } + + /* + * Turning to stone: + */ + if (on(*att, TOUCHSTONE)) { + if (def_player) turn_off(*att, TOUCHSTONE); + if (on(*def, CANINWALL)) { + if (def_player) + msg("%s's touch has no effect.", prname(attname, TRUE)); + } + else { + if (!save(VS_PETRIFICATION, def, 0) && rnd(100) < 10) { + if (def_player) { + msg("Your body begins to solidify."); + msg("You are turned to stone !!! --More--"); + wait_for(' '); + return(D_PETRIFY); + } + else { + /* The monster got stoned! */ + turn_on(*def, ISSTONE); + turn_off(*def, ISRUN); + turn_off(*def, ISINVIS); + turn_off(*def, ISDISGUISE); + if (see_def) + msg("%s turns to stone.", prname(defname, TRUE)); + else if (cansee(unc(def->t_pos))) + msg("A new statue appears!"); + } + } + else if (def->t_action != A_FREEZE) { + if (def_player) + msg("%s's touch stiffens your limbs.", + prname(attname, TRUE)); + else if (see_def) + msg("%s appears to freeze.", prname(defname, TRUE)); + + def->t_no_move += movement(def) * STONETIME; + def->t_action = A_FREEZE; + } + } + } + + /* + * Wraiths might drain energy levels + */ + if ((on(*att, CANDRAIN) || on(*att, DOUBLEDRAIN)) && + !save(VS_POISON, def, 3-(att->t_stats.s_lvl/5))) { + if (def_player) { + lower_level(att->t_index); + if (on(*att, DOUBLEDRAIN)) lower_level(att->t_index); + turn_on(*att, DIDDRAIN); + } + else { + def->t_stats.s_hpt -= roll(1, 8); + def->t_stats.s_lvl--; + if (on(*att, DOUBLEDRAIN)) { + def->t_stats.s_hpt -= roll(1, 8); + def->t_stats.s_lvl--; + } + if (see_def) + msg("%s appears less skillfull.", prname(defname, TRUE)); + + /* Did it kill it? */ + if (def->t_stats.s_hpt <= 0 || + def->t_stats.s_lvl <= 0) + return(att->t_index); + } + } + + /* + * Paralyzation: + */ + if (on(*att, CANPARALYZE) && def->t_action != A_FREEZE) { + if (def_player) turn_off(*att, CANPARALYZE); + if (!save(VS_PARALYZATION, def, 0)) { + if (on(*def, CANINWALL)) { + if (def_player) + msg("%s's touch has no effect.", prname(attname, TRUE)); + } + else { + if (def_player) + msg("%s's touch paralyzes you.", prname(attname, TRUE)); + else if (see_def) + msg("%s appears to freeze.", prname(defname, TRUE)); + + def->t_no_move += movement(def) * FREEZETIME; + def->t_action = A_FREEZE; + } + } + } + + /* + * Painful wounds make the defendant faint + */ + if (on(*att, CANPAIN) && def->t_action != A_FREEZE) { + if (def_player) turn_off(*att, CANPAIN); + if (!ISWEARING(R_ALERT) && !save(VS_POISON, def, 0)) { + if (def_player) + msg("You faint from the painful wound"); + else if (see_def) + msg("%s appears to faint.", prname(defname, TRUE)); + + def->t_no_move += movement(def) * PAINTIME; + def->t_action = A_FREEZE; + } + } + + /* + * Some things currently affect only the player. Let's make + * a check here so we don't have to check for each thing. + */ + if (def_player) { + /* + * Stinking monsters make the defender weaker (to hit). For now + * this will only affect the player. We may later add the HASSTINK + * effect to monsters, too. + */ + if (on(*att, CANSTINK)) { + turn_off(*att, CANSTINK); + if (!save(VS_POISON, def, 0)) { + msg("The stench of %s sickens you.", + prname(attname, FALSE)); + if (on(player, HASSTINK)) lengthen(unstink, STINKTIME); + else { + turn_on(player, HASSTINK); + fuse(unstink, 0, STINKTIME, AFTER); + } + } + }