Mercurial > hg > early-roguelike
diff arogue7/fight.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 |
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--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/arogue7/fight.c Fri May 08 15:24:40 2015 -0400 @@ -0,0 +1,1495 @@ +/* + * fight.c - All the fighting gets done here + * + * 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. + */ + +/* + * All the fighting gets done here + * + */ + +#include "curses.h" +#include <ctype.h> +#include "rogue.h" + +int hit(struct object *weapon, bool see_att, bool see_def, char *er, char *ee, bool back_stab, bool thrown, bool short_msg); +#define CONF_DAMAGE -1 +#define PARAL_DAMAGE -2 +#define DEST_DAMAGE -3 +#define DRAIN_DAMAGE -4 + +/* + * returns true if player has a any chance to hit the monster + */ +player_can_hit(tp, weap) +register struct thing *tp; +register struct object *weap; +{ + if (off(*tp, CMAGICHIT) && off(*tp, BMAGICHIT) && off(*tp, MAGICHIT)) + return(TRUE); + if (weap && weap->o_type == RELIC) + return(TRUE); + if (on(*tp, CMAGICHIT) && weap && (weap->o_hplus>2 || weap->o_dplus>2)) + return(TRUE); + if (on(*tp, BMAGICHIT) && weap && (weap->o_hplus>1 || weap->o_dplus>1)) + return(TRUE); + if (on(*tp, MAGICHIT) && weap && (weap->o_hplus>0 || weap->o_dplus>0)) + return(TRUE); + if (player.t_ctype == C_MONK) { + if (on(*tp, CMAGICHIT) && pstats.s_lvl > 15) + return(TRUE); + if (on(*tp, BMAGICHIT) && pstats.s_lvl > 10) + return(TRUE); + if (on(*tp, MAGICHIT) && pstats.s_lvl > 5) + return(TRUE); + } + return(FALSE); +} + +/* + * 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 see_def, back_stab = FALSE; + register char *mname; + + /* + * 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. The -1 also tells us that we are in a fight. + */ + player.t_quiet = -1; + tp->t_quiet = -1; + + see_def = ((off(*tp, ISINVIS) || on(player, CANSEE)) && + (off(*tp, ISSHADOW) || on(player, CANSEE)) && + (!thrown || cansee(unc(tp->t_pos)))); + + mname = see_def ? monster_name(tp) : "something"; + + /* + * if its in the wall, we can't hit it + */ + if (on(*tp, ISINWALL) && off(player, CANINWALL)) + return(FALSE); + + if (on(*tp, ISSTONE)) { + killed(item, FALSE, FALSE, FALSE); + if (see_def) + msg("%s shatters into a million pieces!", prname(mname, TRUE)); + count = 0; + return (TRUE); + } + /* + * 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)) + { + if (see_def) { + msg("Wait! That's a %s!", mname); + turn_off(*tp, ISDISGUISE); + } + did_hit = thrown; + } + if (on(*tp, CANSURPRISE) && off(player, ISBLIND) && !ISWEARING(R_ALERT)) { + if (see_def) { + msg("Wait! There's a %s!", mname); + turn_off(*tp, CANSURPRISE); + } + did_hit = thrown; + } + + /* + * if he's a thief or assassin and the creature is asleep then he gets + * a chance for a backstab + */ + if ((player.t_ctype == C_THIEF || player.t_ctype == C_ASSASIN) && + !thrown && + !on(*tp, NOSTAB) && + !invisible(tp) && + (!on(*tp, ISRUN) || on(*tp, ISHELD) || tp->t_action == A_FREEZE)) + back_stab = TRUE; + + /* + * assassins get an assassination chance, if it fails then its normal + * damage + */ + if (back_stab && player.t_ctype == C_ASSASIN) { + int chance; + + chance = 50 + (pstats.s_lvl - tp->t_stats.s_lvl) * 5; + if (cur_weapon && (cur_weapon->o_flags & ISPOISON)) + chance += 20; + if (roll(1,100) > chance || on(*tp, ISUNIQUE)) + back_stab = FALSE; + } + + runto(tp, &hero); + + /* Let the monster know that the player has missiles! */ + if (thrown) tp->t_wasshot = TRUE; + + if (did_hit) + { + + did_hit = FALSE; + if (!can_blink(tp) && + player_can_hit(tp, weap) && + 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) { + msg("Your %s passes right through %s!", + weaps[weap->o_which].w_name, prname(mname, FALSE)); + } + else if (weap != NULL && weap->o_type == MISSILE && on(*tp, CARRYBAMULET)) { + msg("The magic missile has no affect on %s", + prname(mname, FALSE)); + } + else { + hit(thrown ? NULL : weap, + TRUE, see_def, + thrown ? weap_name(weap) : NULL, + mname, back_stab, thrown, terse); + + /* See if there are any special effects */ + if (effect(&player, tp, weap, thrown, TRUE, see_def) != 0) + killed(item, FALSE, FALSE, TRUE); + + /* + * Merchants just disappear if hit + */ + else if (on(*tp, CANSELL)) { + if (see_def) + msg("%s disappears with his wares in a flash.", + prname(mname, FALSE)); + killed(item, FALSE, FALSE, FALSE); + } + + else if (tp->t_stats.s_hpt <= 0) + killed(item, TRUE, TRUE, TRUE); + + else { + /* If the victim was charmed, it now gets a saving throw! */ + if (on(*tp, ISCHARMED) && save(VS_MAGIC, tp, 0)) { + msg("The eyes of %s turn clear.", prname(mname, FALSE)); + turn_off(*tp, ISCHARMED); + } + + dsrpt_monster(tp, FALSE, see_def); /* Disrupt a spell? */ + } + } + } + else { + miss(thrown ? NULL : weap, + TRUE, see_def, + thrown ? weap_name(weap) : NULL, + mname, thrown, terse); + } + } + 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 char *mname; + register bool see_att, did_hit = FALSE; + register struct object *wielded; /* The wielded weapon */ + struct linked_list *get_wield; /* Linked list header for wielded */ + + /* + * Since this is an attack, stop running and any healing that was + * going on at the time. The -1 also tells us that we're fighting. + */ + running = FALSE; + player.t_quiet = -1; + mp->t_quiet = -1; + + if (on(*mp, ISDISGUISE) && off(player, ISBLIND)) + turn_off(*mp, ISDISGUISE); + + see_att = ((off(*mp, ISINVIS) || on(player, CANSEE)) && + (off(*mp, ISSHADOW) || on(player, CANSEE)) && + (!thrown || cansee(unc(mp->t_pos)))); + + mname = see_att ? monster_name(mp) : "something"; + + /* + * 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. + */ + get_wield = wield_weap(weapon, mp); + if (get_wield) wielded = OBJPTR(get_wield); + else wielded = NULL; + + /* If we aren't wielding a weapon, wield what we found (could be NULL) */ + if (weapon == NULL) weapon = wielded; + + if (roll_em(mp, &player, weapon, thrown, wielded, FALSE)) { + int death_type; /* From one of the effects of getting hit */ + + did_hit = TRUE; + + if (weapon != NULL && weapon->o_type == MISSILE && cur_relic[STONEBONES_AMULET]) { + hit(weapon, see_att, TRUE, mname, NULL, FALSE, thrown, terse); + msg("Your amulet seems to absorb the magic missile"); + } + else { + hit(weapon, see_att, TRUE, mname, NULL, FALSE, thrown, terse); + dsrpt_player(); /* see if we disrupted some activity */ + if (pstats.s_hpt <= 0) + death(mp->t_index); /* Bye bye life ... */ + death_type = effect(mp, &player, weapon, thrown, see_att, TRUE); + if (death_type != 0) death(death_type); + } + + } + else { + /* If the thing was trying to surprise, no good */ + if (on(*mp, CANSURPRISE)) turn_off(*mp, CANSURPRISE); + + /* If it couldn't surprise, let's tell the player. */ + else miss(weapon, see_att, TRUE, mname, NULL, thrown, terse); + } + if (fight_flush) md_flushinp(); + count = 0; + status(FALSE); + return(did_hit); +} + +/* + * swing: + * returns true if the swing hits + */ + +swing(class, at_lvl, op_arm, wplus) +short class; +int at_lvl, op_arm, wplus; +{ + register int res = rnd(20)+1; + register int need; + + need = char_class[class].base - + char_class[class].factor * + ((min(at_lvl, char_class[class].max_lvl) - + char_class[class].offset)/char_class[class].range) + + (10 - op_arm); + if (need > 20 && need <= 25) need = 20; + + return (res+wplus >= need); +} + +/* + * roll_em: + * Roll several attacks + */ + +roll_em(att_er, def_er, weap, hurl, cur_weapon, back_stab) +struct thing *att_er, *def_er; +struct object *weap; +bool hurl; +struct object *cur_weapon; +bool back_stab; +{ + register struct stats *att, *def; + register char *cp; + register int ndice, nsides, nplus, def_arm; + bool did_hit = FALSE; + int prop_hplus, prop_dplus; + int vampiric_damage; + char *strchr(); + + /* Get statistics */ + att = &att_er->t_stats; + def = &def_er->t_stats; + + prop_hplus = prop_dplus = 0; + if (weap == NULL) { + static char dmgbuf[20]; + + /* + * monks damage grows with level + */ + if (att == &pstats && player.t_ctype == C_MONK) { + sprintf(dmgbuf, "%dd4", att->s_lvl/3+1); + cp = dmgbuf; + } + else + cp = att->s_dmg; + } + else if (weap->o_type == RELIC) { + switch (weap->o_which) { + case MUSTY_DAGGER: cp = "1d4+1/1d4+1"; + when YEENOGHU_FLAIL: cp = "3d6/paralyze/confuse"; + when HRUGGEK_MSTAR: cp = "3d10"; + when MING_STAFF: cp = "1d8"; + when ASMO_ROD: cp = "2d8+1"; + when ORCUS_WAND: cp = "destroy"; + when AXE_AKLAD: if (hurl) cp = "1d6/drain"; + else cp = "3d6/drain"; + } + } + 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) + { + strncpy(weap->o_damage, "1d6", sizeof(weap->o_damage)); + weap->o_hplus = weap->o_dplus = 0; + } + } + /* + * If defender is wearing a cloak of displacement -- no damage + * the first time. (unless its a hurled magic missile or the + * attacker is very smart and can see thru the illusion) + */ + if ((weap == NULL || weap->o_type != MISSILE) && + def == &pstats && + off(*att_er, MISSEDDISP) && + att->s_intel < 22 && + ((cur_misc[WEAR_CLOAK]!=NULL && + cur_misc[WEAR_CLOAK]->o_which==MM_DISP) || + cur_relic[EMORI_CLOAK])) { + turn_on(*att_er, MISSEDDISP); + if (cansee(att_er->t_pos.y, att_er->t_pos.x) && !invisible(att_er)) + msg("%s looks amazed", prname(monster_name(att_er), TRUE)); + return (FALSE); + } + if (on(*def_er, CARRYCLOAK) && def != &pstats && + (weap == NULL || weap->o_type != MISSILE) && off(*att_er, MISSEDDISP) && + pstats.s_intel < 22) { + turn_on(*att_er, MISSEDDISP); + msg("You feel amazed"); + return(FALSE); + } + for (;;) + { + int damage; + int hplus = prop_hplus; + int dplus = prop_dplus; + + if (weap != NULL && weap->o_type == RELIC) { + switch (weap->o_which) { + case MUSTY_DAGGER: + if (att != &pstats || /* Not player or good stats */ + (str_compute() > 15 && dex_compute() > 15)) { + + hplus += 6; + dplus += 6; + + /* Give an additional strength and dex bonus */ + if (att == &pstats) { + hplus += str_plus(str_compute()) + + dext_plus(dex_compute()); + dplus += dext_plus(dex_compute()) + + add_dam(str_compute()); + } + else { + hplus += str_plus(att->s_str) + + dext_plus(att->s_dext); + dplus += dext_plus(att->s_dext) + + add_dam(att->s_str); + } + } + else { + hplus -= 3; + dplus -= 3; + } + when YEENOGHU_FLAIL: + case HRUGGEK_MSTAR: + hplus += 3; + dplus += 3; + when MING_STAFF: + hplus += 2; + dplus += 2; + when AXE_AKLAD: + hplus += 5; + dplus += 5; + } + } + else if (weap != NULL) { + hplus += weap->o_hplus; + dplus += weap->o_dplus; + } + + /* Is attacker weak? */ + if (on(*att_er, HASSTINK)) hplus -= 2; + + if (att == &pstats) /* Is the attacker the player? */ + { + hplus += hitweight(); /* adjust for encumberence */ + dplus += hung_dam(); /* adjust damage for hungry player */ + dplus += ring_value(R_ADDDAM); + } + if (back_stab || (weap && att != &pstats && on(*att_er, CANBSTAB))) + hplus += 4; /* add in pluses for backstabbing */ + + /* Get the damage */ + while (isspace(*cp)) cp++; + if (!isdigit(*cp)) { + if (strncmp(cp, "confuse", 7) == 0) ndice = CONF_DAMAGE; + else if (strncmp(cp, "paralyze", 8) == 0) ndice = PARAL_DAMAGE; + else if (strncmp(cp, "destroy", 7) == 0) ndice = DEST_DAMAGE; + else if (strncmp(cp, "drain", 5) == 0) ndice = DRAIN_DAMAGE; + else ndice = 0; + nsides = 0; + nplus = 0; + } + else { + char *oldcp; + + /* Get the number of damage dice */ + ndice = atoi(cp); + if ((cp = strchr(cp, 'd')) == NULL) + break; + + /* Skip the 'd' and get the number of sides per die */ + nsides = atoi(++cp); + + /* Check for an addition -- save old place in case none is found */ + oldcp = cp; + if ((cp = strchr(cp, '+')) != NULL) nplus = atoi(++cp); + else { + nplus = 0; + cp = oldcp; + } + } + + if (def == &pstats) { /* Monster attacks player */ + if (on(*att_er, NOMETAL)) + def_arm = ac_compute(TRUE) - dext_prot(dex_compute()); + else + def_arm = ac_compute(FALSE) - dext_prot(dex_compute()); + hplus += str_plus(att->s_str)+dext_plus(att->s_dext); + } + else if (att == &pstats) { /* Player attacks monster */ + def_arm = def->s_arm - dext_prot(def->s_dext); + if (player.t_ctype == C_MONK) /* no strength bonus for monk */ + if (weap == NULL) + hplus += att->s_lvl/5; /* monks hplus varies with level */ + else + hplus += str_plus(str_compute())+dext_plus(dex_compute()); + } + else { /* Monster attacks monster */ + def_arm = def->s_arm - dext_prot(def->s_dext); + hplus += str_plus(att->s_str)+dext_plus(att->s_dext); + } + + if (swing(att_er->t_ctype, att->s_lvl, def_arm, hplus)) { + register int proll; + + /* Take care of special effects */ + switch (ndice) { + case CONF_DAMAGE: + if (def == &pstats) { /* Monster attacks player */ + if (!save(VS_MAGIC, &player, 0) && off(player, ISCLEAR)) { + msg("You feel disoriented."); + if (find_slot(unconfuse)) + lengthen(unconfuse, HUHDURATION); + else + fuse(unconfuse, 0, HUHDURATION, AFTER); + turn_on(player, ISHUH); + } + else msg("You feel dizzy, but it quickly passes."); + } + /* Player or monster hits monster */ + else if (!save(VS_MAGIC, def_er, 0) && off(*def_er, ISCLEAR)) { + if (att == &pstats) + msg("The artifact warms with pleasure."); + turn_on(*def_er, ISHUH); + } + did_hit = TRUE; + when PARAL_DAMAGE: + if (def == &pstats) { /* Monster attacks player */ + if (!save(VS_MAGIC, &player, 0) && off(player, CANINWALL)) { + msg("You stiffen up."); + player.t_no_move += movement(&player) * FREEZETIME; + player.t_action = A_FREEZE; + } + } + else if (!save(VS_MAGIC, def_er, 0)) { /* Player hits monster */ + if (att == &pstats) msg("The artifact hums happily."); + turn_off(*def_er, ISRUN); + turn_on(*def_er, ISHELD); + } + did_hit = TRUE; + when DEST_DAMAGE: + if (def == &pstats) { /* Monster attacks player */ + msg("You feel a tug at your life force."); + if (!save(VS_MAGIC, &player, -4)) { + msg("The wand devours your soul."); + def->s_hpt = 0; + } + } + /* Player hits monster */ + else if (!save(VS_MAGIC, def_er, -4)) { + if (att == &pstats) + msg("The artifact draws energy."); + + /* Give the attacker half the monster's hits */ + att->s_hpt += def->s_hpt/2; + if (att->s_hpt > att_er->maxstats.s_hpt) + att->s_hpt = att_er->maxstats.s_hpt; + + /* Kill the monster */ + def->s_hpt = 0; + } + did_hit = TRUE; + when DRAIN_DAMAGE: + if (def == &pstats) { /* Monster attacks player */ + if (!save(VS_MAGIC, &player, -4)) { + lower_level(att_er->t_index); + } + } + /* Player hits monster */ + else if (!save(VS_MAGIC, def_er, -4)) { + def->s_hpt -= roll(1, 8); + def->s_lvl--; + if (def->s_lvl <= 0) + def->s_hpt = 0; /* he's dead */ + if (att == &pstats) + msg("The artifact cackles with laughter"); + } + did_hit = TRUE; + otherwise: + /* Heil's ankh always gives maximum damage */ + if (att == &pstats && cur_relic[HEIL_ANKH]) + proll = ndice * nsides; + else proll = roll(ndice, nsides); + + if (ndice + nsides > 0 && proll < 1) + debug("Damage for %dd%d came out %d.", + ndice, nsides, proll); + damage = dplus + proll + nplus; + if (att == &pstats) { + /* + * Monks do not get strength bonus on damage. Instead, + * if they are wielding a weapon, they get at extra + * 1/2 point per level of damage. + */ + if(player.t_ctype == C_MONK) { + /* Bonus does not apply for hands. */ + if (weap != NULL) damage += att->s_lvl / 2; + } + else + damage += add_dam(str_compute()); + } + else + damage += add_dam(att->s_str); + + /* Check for half damage monsters */ + if (on(*def_er, HALFDAMAGE)) damage /= 2; + + /* add in multipliers for backstabbing */ + if (back_stab || + (weap && att != &pstats && on(*att_er, CANBSTAB))) { + int mult = 2 + (att->s_lvl-1)/4; /* Normal multiplier */ + + if (mult > 5) + mult = 5; + if (weap->o_type == RELIC && weap->o_which == MUSTY_DAGGER) + mult++; + damage *= mult; + } + if (att == &pstats) { + if (cur_weapon && (cur_weapon->o_flags & ISPOISON)) { + cur_weapon->o_flags &= ~ISPOISON; + if (save(VS_POISON, def_er, -2)) + damage += def->s_hpt/4; + else + damage += def->s_hpt/2; + } + if (back_stab && player.t_ctype == C_ASSASIN) + damage = def->s_hpt + 1; + } + /* Check for no-damage and division */ + if (on(*def_er, BLOWDIVIDE)) { + damage = 0; + creat_mons(def_er, def_er->t_index, FALSE); + if (cansee(unc(def_er->t_pos))) light(&hero); + } + /* check for immunity to metal -- RELICS are always bad */ + if (on(*def_er, NOMETAL) && weap != NULL && + weap->o_type != RELIC && weap->o_flags & ISMETAL) { + damage = 0; + } + if (weap != NULL && weap->o_type == MISSILE) { + if ((def == &pstats && cur_relic[STONEBONES_AMULET]) || + (att == &pstats && on(*def_er, CARRYBAMULET))) { + damage = 0; + } + } + + + def->s_hpt -= max(0, damage); /* Do the damage */ + did_hit = TRUE; + vampiric_damage = damage; + if (def->s_hpt < 0) /* only want REAL damage inflicted */ + vampiric_damage += def->s_hpt; + if (vampiric_damage < 0) + vampiric_damage = 0; + if (att == &pstats && ISWEARING(R_VAMPREGEN) && !hurl) { + if ((pstats.s_hpt += vampiric_damage/2) > max_stats.s_hpt) + pstats.s_hpt = max_stats.s_hpt; + } + debug ("hplus=%d dmg=%d", hplus, damage); + } + } + if ((cp = strchr(cp, '/')) == NULL) + break; + cp++; + } + return did_hit; +} + +/* + * prname: + * The print name of a combatant + */ + +char * +prname(who, upper) +register char *who; +bool upper; +{ + static char tbuf[LINELEN]; + + *tbuf = '\0'; + if (who == 0) + strcpy(tbuf, "you"); + else if (on(player, ISBLIND) || strcmp(who, "something") == 0) + strcpy(tbuf, "something"); + else + { + /* If we have a name (starts with a capital), don't use a "the" */ + if (islower(*who)) strcpy(tbuf, "the "); + strcat(tbuf, who); + } + if (upper) + *tbuf = toupper(*tbuf); + return tbuf; +} + +/* + * hit: + * Print a message to indicate a succesful hit + */ + +hit(weapon, see_att, see_def, er, ee, back_stab, thrown, short_msg) +register struct object *weapon; +bool see_att, see_def; +register char *er, *ee; +bool back_stab, thrown, short_msg; +{ + register char *s; + char att_name[LINELEN], /* Name of attacker */ + def_name[LINELEN]; /* Name of defender */ + + /* If we can't see either the attacker or defender, don't say anything */ + if (!see_att && !see_def) return; + + /* What do we call the attacker? */ + strcpy(att_name, see_att ? prname(er, TRUE) : "Something"); + if (er) { /* A monster is attacking */ + + /* If the monster is using a weapon and we can see it, report it */ + if (weapon != NULL && (see_att || thrown)) { + strcat(att_name, "'s "); + strcat(att_name, weap_name(weapon)); + } + } + + /* What do we call the defender? */ + strcpy(def_name, see_def ? prname(ee, FALSE) : "something"); + + addmsg(att_name); + if (short_msg) { + if (back_stab) { + if (player.t_ctype == C_ASSASIN) + s = (er == 0 ? " assassinate!" : " assassinates!"); + else + s = (er == 0 ? " backstab!" : " backstabs!"); + } + else + s = " hit."; + } + else { + if (back_stab) { + if (player.t_ctype == C_ASSASIN) + s = (er == 0 ? " have assassinated " : " has assassinated "); + else + s = (er == 0 ? " have backstabbed " : " has backstabbed "); + } + else { + switch (rnd(thrown ? 2 : 3)) + { + case 0: s = " hit "; + when 1: s = " injured "; + when 2: s = " smacked "; + } + } + } + if (short_msg) addmsg(s); + else addmsg("%s%s.", s, def_name); + endmsg(); +} + +/* + * miss: + * Print a message to indicate a poor swing + */ + +miss(weapon, see_att, see_def, er, ee, thrown, short_msg) +register struct object *weapon; +bool see_att, see_def; +register char *er, *ee; +bool thrown, short_msg; +{ + register char *s; + char + att_name[LINELEN], /* Name of attacker */ + def_name[LINELEN]; /* Name of defender */ + + /* If we can't see either the attacker or defender, don't say anything */ + if (!see_att && !see_def) return; + + /* What do we call the attacker? */ + strcpy(att_name, see_att ? prname(er, TRUE) : "Something"); + if (er) { /* A monster is attacking */ + + /* If the monster is using a weapon and we can see it, report it */ + if (weapon != NULL && (see_att || thrown)) { + strcat(att_name, "'s "); + strcat(att_name, weap_name(weapon)); + } + } + + /* What do we call the defender? */ + strcpy(def_name, see_def ? prname(ee, FALSE) : "something"); + + addmsg(att_name); + switch (short_msg ? 0 : rnd(thrown ? 3 : 2)) + { + case 0: s = (er == 0 ? " miss" : " misses"); + when 1: s = (er == 0 ? " don't hit" : " doesn't hit"); + when 2: s = (" whizzes by"); + } + if (short_msg) addmsg("%s.", s); + else addmsg("%s %s.", s, def_name); + endmsg(); +} + +/* + * dext_plus: + * compute to-hit bonus for dexterity + */ + +dext_plus(dexterity) +register int dexterity; +{ + return (dexterity > 10 ? (dexterity-13)/3 : (dexterity-10)/3); +} + + +/* + * dext_prot: + * compute armor class bonus for dexterity + */ + +dext_prot(dexterity) +register int dexterity; +{ + return ((dexterity-10)/2); +} +/* + * str_plus: + * compute bonus/penalties for strength on the "to hit" roll + */ + +str_plus(str) +register short str; +{ + return((str-10)/3); +} + +/* + * add_dam: + * compute additional damage done for exceptionally high or low strength + */ + +add_dam(str) +register short str; +{ + return((str-9)/2); +} + +/* + * hung_dam: + * Calculate damage depending on players hungry state + */ +hung_dam() +{ + reg int howmuch; + + switch(hungry_state) { + case F_SATIATED: + case F_OKAY: + case F_HUNGRY: howmuch = 0; + when F_WEAK: howmuch = -1; + when F_FAINT: howmuch = -2; + } + return howmuch; +} + +#ifdef THUNK +/* + * thunk: + * A missile hits a monster + */ + +thunk(weap, tp, mname) +register struct object *weap; +register struct thing *tp; /* Defender */ +register char *mname; +{ + char *def_name; /* Name of defender */ + + /* What do we call the defender? */ + if (!cansee(tp->t_pos.y, tp->t_pos.x) || invisible(tp)) + def_name = "something"; + else def_name = prname(mname, FALSE); + + if (weap->o_type == WEAPON) + msg("The %s hits %s.", weaps[weap->o_which].w_name, def_name); + else if (weap->o_type == MISSILE) + msg("The %s hits %s.",ws_magic[weap->o_which].mi_name, def_name); + else + msg("You hit %s.", def_name); +} + +/* + * mthunk: + * A missile from a monster hits the player + */ + +m_thunk(weap, tp, mname) +register struct object *weap; +register struct thing *tp; +register char *mname; +{ + char *att_name; /* Name of attacker */ + + /* What do we call the attacker? */ + if (!cansee(tp->t_pos.y, tp->t_pos.x) || invisible(tp)) + att_name = "Something"; + else att_name = prname(mname, TRUE); + + if (weap->o_type == WEAPON) + msg("%s's %s hits you.", att_name, weaps[weap->o_which].w_name); + else if (weap->o_type == MISSILE) + msg("%s's %s hits you.", att_name, ws_magic[weap->o_which].mi_name); + else + msg("%s hits you.", att_name); +} + +/* + * bounce: + * A missile misses a monster + */ + +bounce(weap, tp, mname) +register struct object *weap; +register struct thing *tp; /* Defender */ +register char *mname; +{ + char *def_name; /* Name of defender */ + + /* What do we call the defender? */ + if (!cansee(tp->t_pos.y, tp->t_pos.x) || invisible(tp)) + def_name = "something"; + else def_name = prname(mname, FALSE); + + if (weap->o_type == WEAPON) + msg("The %s misses %s.",weaps[weap->o_which].w_name, def_name); + else if (weap->o_type == MISSILE) + msg("The %s misses %s.",ws_magic[weap->o_which].mi_name, def_name); + else + msg("You missed %s.", def_name); +} + +/* + * m_bounce: + * A missle from a monster misses the player + */ + +m_bounce(weap, tp, mname) +register struct object *weap; +register struct thing *tp; +register char *mname; +{ + char *att_name; /* Name of attacker */ + + /* What do we call the attacker? */ + if (!cansee(tp->t_pos.y, tp->t_pos.x) || invisible(tp)) + att_name = "Something"; + else att_name = prname(mname, TRUE); + + if (weap->o_type == WEAPON) + msg("%s's %s misses you.", att_name, weaps[weap->o_which].w_name); + else if (weap->o_type == MISSILE) + msg("%s's %s misses you.", att_name, ws_magic[weap->o_which].mi_name); + else + msg("%s misses you.", att_name); +} +#endif + + +/* + * is_magic: + * Returns true if an object radiates magic + */ + +is_magic(obj) +register struct object *obj; +{ + switch (obj->o_type) + { + case ARMOR: + return obj->o_ac != armors[obj->o_which].a_class; + when WEAPON: + return obj->o_hplus != 0 || obj->o_dplus != 0; + when POTION: + case SCROLL: + case STICK: + case RING: + case MM: + case RELIC: + return TRUE; + } + return FALSE; +} + +/* + * killed: + * Called to put a monster to death + */ + +int chance = 0;/* cumulative chance for goodies to loose it */ + +killed(item, pr, points, treasure) +register struct linked_list *item; +bool pr, points, treasure; +{ + register struct thing *tp, *mp; + register struct linked_list *pitem, *nexti, *mitem; + char *monst; + + tp = THINGPTR(item); + + if (pr) + { + addmsg(terse ? "Defeated " : "You have defeated "); + if (on(player, ISBLIND)) + msg("it."); + else + { + if (cansee(tp->t_pos.y, tp->t_pos.x) && !invisible(tp)) + monst = monster_name(tp); + else { + if (terse) monst = "something"; + else monst = "thing"; + } + if (!terse) + addmsg("the "); + msg("%s.", monst); + } + } + + /* Take care of any residual effects of the monster */ + check_residue(tp); + + /* Make sure that no one is still chasing us */ + for (mitem = mlist; mitem != NULL; mitem = next(mitem)) { + mp = THINGPTR(mitem); + if (mp->t_dest == &tp->t_pos) { + mp->t_dest = &hero; + mp->t_wasshot = FALSE; + turn_off(*mp, ISFLEE); /* Be sure we aren't running away! */ + } + } + + if (points) { + if ((off(*tp, ISMEAN) || on(*tp, ISFRIENDLY)) && + (player.t_ctype == C_RANGER || player.t_ctype == C_PALADIN)) { + if (tp->t_stats.s_exp > pstats.s_exp) + pstats.s_exp = 0; + else + pstats.s_exp -= tp->t_stats.s_exp; + if (roll(1,100) < chance++) + changeclass(C_FIGHTER); + else + msg("You feel uneasy for a moment"); + } + else { + unsigned long test; /* For overflow check */ + /* + * Do an overflow check before increasing experience + */ + test = pstats.s_exp + tp->t_stats.s_exp; + if (test > pstats.s_exp) + pstats.s_exp = test; + } + + /* + * Do adjustments if he went up a level + */ + check_level(); + } + + /* + * Empty the monsters pack + */ + pitem = tp->t_pack; + + /* + * Get rid of the monster. + */ + mvwaddch(mw, tp->t_pos.y, tp->t_pos.x, ' '); + mvwaddch(cw, tp->t_pos.y, tp->t_pos.x, tp->t_oldch); + detach(mlist, item); + if (on(*tp, AREMANY) && levtype == NORMLEV) /* AREMANYs stick together */ + wake_room(roomin(&tp->t_pos)); + /* + * empty his pack + */ + while (pitem != NULL) + { + nexti = next(tp->t_pack); + (OBJPTR(pitem))->o_pos = tp->t_pos; + detach(tp->t_pack, pitem); + if (treasure) + fall(pitem, FALSE); + else + o_discard(pitem); + pitem = nexti; + } + turn_on(*tp,ISDEAD); + attach(monst_dead,item); +} + + +/* + * Returns a pointer to the weapon the monster is wielding corresponding to + * the given thrown weapon. If no thrown item is given, try to find any + * decent weapon. + */ + +struct linked_list * +wield_weap(thrown, mp) +struct object *thrown; +struct thing *mp; +{ + int look_for, /* The projectile weapon we are looking for */ + new_rate, /* The rating of a prospective weapon */ + cand_rate = -1; /* Rating of current candidate -- higher is better */ + register struct linked_list *pitem, *candidate = NULL; + register struct object *obj; + + if (thrown != NULL) { /* Using a projectile weapon */ + switch (thrown->o_which) { + case BOLT: look_for = CROSSBOW; /* Find the crossbow */ + when ARROW: look_for = BOW; /* Find the bow */ + when ROCK: look_for = SLING; /* find the sling */ + otherwise: return(NULL); + } + } + else if (off(*mp, ISUNIQUE) && off(*mp, CARRYWEAPON)) return(NULL); + + for (pitem=mp->t_pack; pitem; pitem=next(pitem)) { + obj = OBJPTR(pitem); + + /* + * If we have a thrown weapon, just return the first match + * we come to. + */ + if (thrown != NULL && obj->o_type == WEAPON && obj->o_which == look_for) + return(pitem); + + /* If we have a usable RELIC, return it */ + if (thrown == NULL && obj->o_type == RELIC) { + switch (obj->o_which) { + case MUSTY_DAGGER: + case YEENOGHU_FLAIL: + case HRUGGEK_MSTAR: + case AXE_AKLAD: + case MING_STAFF: + case ASMO_ROD: + case ORCUS_WAND: + return(pitem); + } + } + + /* Otherwise if it's a usable weapon, it is a good candidate */ + else if (thrown == NULL && obj->o_type == WEAPON) { + switch (obj->o_which) { + case DAGGER: + case SPEAR: + new_rate = 0; + when BATTLEAXE: + new_rate = 1; + when MACE: + new_rate = 2; + when SWORD: + new_rate = 3; + when PIKE: + new_rate = 4; + when HALBERD: + case SPETUM: + new_rate = 6; + when BARDICHE: + new_rate = 7; + when TRIDENT: + new_rate = 8; + when BASWORD: + new_rate = 9; + when TWOSWORD: + new_rate = 10; + otherwise: + new_rate = -1; + } + + /* Only switch if this is better than the current candidate */ + if (new_rate > cand_rate) { + cand_rate = new_rate; + candidate = pitem; + } + } + } + + return(candidate); +} +explode(tp) +register struct thing *tp; +{ + + register int x,y, damage; + struct linked_list *item; + struct thing *th; + + /* + * check to see if it got the hero + */ + if (off(player, ISINWALL) && + DISTANCE(hero.x, hero.y, tp->t_pos.x, tp->t_pos.y) <= 25) { + msg("The explosion hits you"); + damage = roll(6,6); + if (save(VS_WAND, &player, 0)) + damage /= 2; + pstats.s_hpt -= damage; + } + + /* + * now check for monsters in vicinity + */ + for (x = tp->t_pos.x-5; x<=tp->t_pos.x+5; x++) { + if (x < 0 || x > cols - 1) + continue; + for (y = tp->t_pos.y-5; y<=tp->t_pos.y+5; y++) { + if (y < 1 || y > lines - 3) + continue; + if (isalpha(mvwinch(mw, y, x))) { + if ((item = find_mons(y, x)) != NULL) { + th = THINGPTR(item); + if (th == tp || /* don't count gas spore */ + on(*th, ISINWALL)) /* Don't count monsters in wall */ + continue; + damage = roll(6, 6); + if (save(VS_WAND, th, 0)) + damage /= 2; + runto(th, &hero); + if ((th->t_stats.s_hpt -= damage) <= 0) { + msg("The explosion kills %s", + prname(monster_name(th), FALSE)); + killed(item, FALSE, FALSE, TRUE); + } + } + } + } + } +} + +/* + * skirmish: + * Called when one monster attacks another monster. + */ + +skirmish(attacker, mp, weap, thrown) +register struct thing *attacker; +register coord *mp; +struct object *weap; +bool thrown; +{ + register struct thing *defender; + register struct linked_list *item; + register bool did_hit = TRUE, see_att, see_def; + char attname[LINELEN+1], defname[LINELEN+1]; + struct object *wielded; /* The wielded weapon */ + struct linked_list *get_wield; /* Linked list header for wielded */ + + /* + * Find the monster we want to fight + */ + if ((item = find_mons(mp->y, mp->x)) == NULL) { + return(FALSE); /* must have killed him already */ + } + defender = THINGPTR(item); + + /* Can the player see either of the fighters? */ + see_att = (cansee(unc(attacker->t_pos)) && + (off(*attacker, ISINVIS) || on(player, CANSEE)) && + (off(*attacker, ISSHADOW) || on(player, CANSEE))); + see_def = (cansee(unc(defender->t_pos)) && + (off(*defender, ISINVIS) || on(player, CANSEE)) && + (off(*defender, ISSHADOW) || on(player, CANSEE))); + + /* + * Since we are fighting, things are not quiet so no healing takes + * place. The -1 also tells us that we are in a fight. + */ + attacker->t_quiet = -1; + defender->t_quiet = -1; + + if (see_att) strcpy(attname, monster_name(attacker)); + else strcpy(attname, "something"); + + if (see_def) strcpy(defname, monster_name(defender)); + else strcpy(defname, "something"); + + /* + * if its in the wall, we can't hit it + */ + if (on(*defender, ISINWALL) && off(*attacker, CANINWALL)) + return(FALSE); + + if (on(*defender, ISSTONE)) { + killed(item, FALSE, FALSE, FALSE); + if (see_def) + msg("%s shatters into a million pieces!", prname(defname, TRUE)); + return (TRUE); + } + + /* + * Let him know it was really a mimic (if it was one). + */ + if (see_def && on(*defender, ISDISGUISE) && + (defender->t_type != defender->t_disguise)) { + msg("Wait! There's a %s!", defname); + turn_off(*defender, ISDISGUISE); + did_hit = thrown; + } + + if (see_def && on(*defender, CANSURPRISE) && !ISWEARING(R_ALERT)) { + msg("Wait! There's a %s!", defname); + turn_off(*defender, CANSURPRISE); + did_hit = thrown; + } + + if (did_hit) { + + did_hit = FALSE; + + /* + * 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. + */ + get_wield = wield_weap(weap, attacker); + if (get_wield) wielded = OBJPTR(get_wield); + else wielded = NULL; + +#ifdef DOBLINK + /* + * For now Blink Dogs will not blink away from monsters. We + * have to fix can_blink so it isn't dependant on the player + * before we can add it. + */ + if (!can_blink(defender) && +#endif + if (((weap && weap->o_type == RELIC) || + ((off(*defender, MAGICHIT) || + attacker->t_stats.s_lvl > 4 || + (weap && (weap->o_hplus > 0 || weap->o_dplus > 0))) && + (off(*defender, BMAGICHIT) || + attacker->t_stats.s_lvl > 6 || + (weap && (weap->o_hplus > 1 || weap->o_dplus > 1))) && + (off(*defender, CMAGICHIT) || + attacker->t_stats.s_lvl > 8 || + (weap && (weap->o_hplus > 2 || weap->o_dplus > 2))))) + && roll_em(attacker, defender, weap, thrown, wielded, FALSE)) + { + did_hit = TRUE; + + /* Should we start to chase this creature? */ + if (attacker->t_index != defender->t_index && + (off(*defender, ISRUN) || rnd(100) < 50)) { + /* + * If we're intelligent enough to realize that this + * is a friendly monster, we will attack the hero instead. + */ + if (on(*attacker, ISFRIENDLY) && + roll(3,6) < defender->t_stats.s_intel) { + runto(defender, &hero); + debug("%s attacking %s's hero", defname, attname); + } + + /* Otherwise, let's chase the monster */ + else { + runto(defender, &attacker->t_pos); + debug("%s now attacking %s", defname, attname); + } + } + else if (off(*defender, ISRUN)) runto(defender, &hero); + + /* Let the defender know that the attacker has missiles! */ + if ((defender->t_dest == &attacker->t_pos) && thrown) + defender->t_wasshot = TRUE; + + if (on(*defender, NOMETAL) && weap != NULL && + weap->o_type != RELIC && weap->o_flags & ISMETAL) { + if (see_def && see_att) + msg("The %s passes right through %s!", + weaps[weap->o_which].w_name, prname(defname, FALSE)); + } + else { + hit(weap, see_att, see_def, + attname, defname, FALSE, thrown, FALSE); + } + + /* See if there are any special effects */ + if (effect(attacker, defender, + weap, thrown, see_att, see_def) != 0) { + killed(item, FALSE, FALSE, TRUE); + if (see_def) msg("%s dies.", prname(defname, TRUE)); + else msg("You hear a blood-curdling scream."); + } + + /* + * Merchants just disappear if hit + */ + else if (on(*defender, CANSELL)) { + if (see_def) + msg("%s disappears with his wares in a flash.", + prname(defname, TRUE)); + killed(item, FALSE, FALSE, FALSE); + } + + else if (defender->t_stats.s_hpt <= 0) { + killed(item, FALSE, FALSE, TRUE); + if (see_def) msg("%s dies.", prname(defname, TRUE)); + else msg("You hear a blood-curdling scream."); + } + + else { + /* Did we disrupt a spell? */ + /* Don't turn on WASDISRUPTED since player didn't do it */ + if (defender->t_action == A_SUMMON || + defender->t_action == A_MISSILE) { + /* Just make the old fellow start over again */ + defender->t_action = A_NIL; + defender->t_no_move = movement(defender); + defender->t_using = NULL; + + if (see_def) + msg("%s was disrupted.", prname(defname, TRUE)); + } + +#ifdef FLEEMONST + /* + * If the monster is fairly intelligent and about to die, it + * may turn tail and run. WE STILL NEED TO FIGURE OUT HOW + * WE WANT THIS TO WORK. + */ + 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); + + /* It is okay to turn tail */ + tp->t_oldpos = tp->t_pos; + } +#endif + } + } + else { + /* If the thing was trying to surprise, no good */ + if (on(*attacker, CANSURPRISE)) { + /* If we can't see it, it keeps surprise (from us) */ + if (see_att) turn_off(*attacker, CANSURPRISE); + } + + miss(weap, see_att, see_def, attname, defname, thrown, FALSE); + } + } + return did_hit; +}