view rogue4/fight.c @ 296:000b1c5b8d63

UltraRogue: fix inventory collision after save and restore. Inventory letters are based on "identifiers" stored in objects' o_ident field. Identifiers are allocated by get_ident(), which keeps a list of objects that have them, to avoid giving the same identifier to multiple objects. The list is not stored in the savefile, so after restore, get_ident() was not aware of existing identifiers. This resulted in picked-up objects having the same inventory letters as objects restored from the file. The restore code now adds all objects with identifiers to the list.
author John "Elwin" Edwards
date Mon, 15 Jan 2018 20:20:35 -0500
parents e7aab31362af
children e52a8a7ad4c5
line wrap: on
line source

/*
 * All the fighting gets done here
 *
 * @(#)fight.c	4.30 (Berkeley) 4/6/82
 *
 * Rogue: Exploring the Dungeons of Doom
 * Copyright (C) 1980, 1981, 1982 Michael Toy, Ken Arnold and Glenn Wichman
 * All rights reserved.
 *
 * See the file LICENSE.TXT for full copyright and licensing information.
 */

#include <stdlib.h>
#include <curses.h>
#include <ctype.h>
#include <string.h>
#include "rogue.h"

long e_levels[] = {
    10L,20L,40L,80L,160L,320L,640L,1280L,2560L,5120L,10240L,20480L,
    40920L, 81920L, 163840L, 327680L, 655360L, 1310720L, 2621440L, 0L
};

bool roll_em(THING *thatt, THING *thdef, THING *weap, bool hurl);
void hit(const char *er, const char *ee);
void miss(const char *er, const char *ee);
int str_plus(str_t str);
int add_dam(str_t str);
void thunk(THING *weap, const char *mname);
void bounce(THING *weap, const char *mname);

/*
 * fight:
 *	The player attacks the monster.
 */
bool
fight(coord *mp, char mn, THING *weap, bool thrown)
{
    register THING *tp;
    register bool did_hit = TRUE;
    register const char *mname;

    /*
     * Find the monster we want to fight
     */
#ifdef WIZARD
    if ((tp = moat(mp->y, mp->x)) == NULL)
	debug("Fight what @ %d,%d", mp->y, mp->x);
#else
    tp = moat(mp->y, mp->x);
#endif
    /*
     * Since we are fighting, things are not quiet so no healing takes
     * place.
     */
    count = 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' && !on(player, ISBLIND))
    {
	tp->t_disguise = 'M';
	if (!thrown)
	    return FALSE;
	msg("wait! That's a mimic!");
    }
    did_hit = FALSE;
    if (on(player, ISBLIND))
	mname = "it";
    else
	mname = monsters[mn-'A'].m_name;
    if (roll_em(&player, tp, weap, thrown))
    {
	did_hit = FALSE;
	if (thrown)
	    thunk(weap, mname);
	else
	    hit(NULL, mname);
	if (on(player, CANHUH))
	{
	    did_hit = TRUE;
	    tp->t_flags |= ISHUH;
	    player.t_flags &= ~CANHUH;
	    msg("your hands stop glowing red");
	}
	if (tp->t_stats.s_hpt <= 0)
	    killed(tp, TRUE);
	else if (did_hit && !on(player, ISBLIND))
	    msg("the %s appears confused", mname);
	did_hit = TRUE;
    }
    else
	if (thrown)
	    bounce(weap, mname);
	else
	    miss(NULL, mname);
    return did_hit;
}

/*
 * attack:
 *	The monster attacks the player
 */
int
attack(THING *mp)
{
    register const char *mname;

    /*
     * Since this is an attack, stop running and any healing that was
     * going on at the time.
     */
    running = FALSE;
    count = quiet = 0;
    if (mp->t_type == 'F')
	fung_hit = atoi(mp->t_stats.s_dmg);
    if (mp->t_type == 'M' && !on(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, &player, NULL, FALSE))
    {
	if (mp->t_type != 'E')
	    hit(mname, NULL);
	if (pstats.s_hpt <= 0)
	    death(mp->t_type);	/* Bye bye life ... */
	if (!on(*mp, ISCANC))
	    switch (mp->t_type)
	    {
		case 'R':
		    /*
		     * If a rust monster hits, you lose armor, unless
		     * that armor is leather or there is a magic ring
		     */
		    if (cur_armor != NULL && cur_armor->o_ac < 9
			&& cur_armor->o_which != LEATHER)
			    if (ISWEARING(R_SUSTARM))
				msg("The rust vanishes instantly");
			    else
			    {
				cur_armor->o_ac++;
				if (!terse)
				    msg("your armor appears to be weaker now. Oh my!");
				else
				    msg("your armor weakens");
			    }
		when 'E':
		    /*
		     * The gaze of the floating eye hypnotizes you
		     */
		    if (on(player, ISBLIND))
			break;
		    player.t_flags &= ~ISRUN;
		    if (!no_command)
		    {
			addmsg("you are transfixed");
			if (!terse)
			    addmsg(" by the gaze of the floating eye");
			endmsg();
		    }
		    no_command += rnd(2) + 2;
		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':
		case 'V':
		    /*
		     * Wraiths might drain energy levels, and Vampires
		     * can steal max_hp
		     */
		    if (rnd(100) < (mp->t_type == 'W' ? 15 : 30))
		    {
			register int fewer;

			if (mp->t_type == 'W')
			{
			    if (pstats.s_exp == 0)
				death('W');		/* All levels gone */
			    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);
			}
			else
			    fewer = roll(1, 5);
			pstats.s_hpt -= fewer;
			max_hp -= fewer;
			if (pstats.s_hpt < 1)
			    pstats.s_hpt = 1;
			if (max_hp < 1)
			    death(mp->t_type);
			msg("you suddenly feel weaker");
		    }
		when 'F':
		    /*
		     * Violet fungi stops the poor guy from moving
		     */
		    player.t_flags |= ISHELD;
		    sprintf(mp->t_stats.s_dmg,"%dd1",++fung_hit);
		when 'L':
		{
		    /*
		     * Leperachaun steals some gold
		     */
		    register long lastpurse;

		    lastpurse = purse;
		    purse -= GOLDCALC;
		    if (!save(VS_MAGIC))
			purse -= GOLDCALC + GOLDCALC + GOLDCALC + GOLDCALC;
		    if (purse < 0)
			purse = 0;
		    remove_monster(&mp->t_pos, mp, FALSE);
			mp = NULL;
		    if (purse != lastpurse)
			msg("your purse feels lighter");
		}
		when 'N':
		{
		    register THING *obj, *steal;
		    register int nobj;

		    /*
		     * Nymph's steal a magic item, look through the pack
		     * and pick out one we like.
		     */
		    steal = NULL;
		    for (nobj = 0, obj = pack; obj != NULL; obj = next(obj))
			if (obj != cur_armor && obj != cur_weapon
			    && obj != cur_ring[LEFT] && obj != cur_ring[RIGHT]
			    && is_magic(obj) && rnd(++nobj) == 0)
				steal = obj;
		    if (steal != NULL)
		    {
			remove_monster(&mp->t_pos, moat(mp->t_pos.y, mp->t_pos.x), FALSE);
			mp = NULL;
			inpack--;
			if (steal->o_count > 1 && steal->o_group == 0)
			{
			    register int oc;

			    oc = steal->o_count--;
			    steal->o_count = 1;
			    msg("she stole %s!", inv_name(steal, TRUE));
			    steal->o_count = oc;
			}
			else
			{
			    detach(pack, steal);
			    msg("she stole %s!", inv_name(steal, TRUE));
			    discard(steal);
			}
		    }
		}
		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);
    }
    if (fight_flush)
	flush_type();
    count = 0;
    status();

	if (mp == NULL)
		return(-1);
	else
		return(0);
}

/*
 * swing:
 *	Returns true if the swing hits
 */
bool
swing(int at_lvl, int op_arm, int wplus)
{
    register int res = rnd(20);
    register int need = (20 - at_lvl) - op_arm;

    return (res + wplus >= need);
}

/*
 * check_level:
 *	Check to see if the guy has gone up a level.
 */
void
check_level(void)
{
    register int i, add, olevel;

    for (i = 0; e_levels[i] != 0; i++)
	if (e_levels[i] > pstats.s_exp)
	    break;
    i++;
    olevel = pstats.s_lvl;
    pstats.s_lvl = i;
    if (i > olevel)
    {
	add = roll(i - olevel, 10);
	max_hp += add;
	if ((pstats.s_hpt += add) > max_hp)
	    pstats.s_hpt = max_hp;
	msg("welcome to level %d", i);
    }
}

/*
 * roll_em:
 *	Roll several attacks
 */
bool
roll_em(THING *thatt, THING *thdef, THING *weap, bool hurl)
{
    register struct stats *att, *def;
    register char *cp;
    register int ndice, nsides, def_arm;
    register bool did_hit = FALSE;
    register int hplus;
    register int dplus;
    register int damage;

    att = &thatt->t_stats;
    def = &thdef->t_stats;
    if (weap == NULL)
    {
	cp = att->s_dmg;
	dplus = 0;
	hplus = 0;
    }
    else
    {
	hplus = (weap == NULL ? 0 : weap->o_hplus);
	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;
	}
	if (hurl)
	    if ((weap->o_flags&ISMISL) && cur_weapon != NULL &&
	      cur_weapon->o_which == weap->o_launch)
	    {
		cp = weap->o_hurldmg;
		hplus += cur_weapon->o_hplus;
		dplus += cur_weapon->o_dplus;
	    }
	    else
		cp = 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");
		cp = weap->o_damage;
		weap->o_hplus = weap->o_dplus = 0;
		weap->o_charges = 0;
	    }
	}
    }
    /*
     * If the creature being attacked is not running (alseep or held)
     * then the attacker gets a plus four bonus to hit.
     */
    if (!on(*thdef, ISRUN))
	hplus += 4;
    def_arm = def->s_arm;
    if (def == &pstats)
    {
	if (cur_armor != NULL)
	    def_arm = cur_armor->o_ac;
	if (ISRING(LEFT, R_PROTECT))
	    def_arm -= cur_ring[LEFT]->o_ac;
	if (ISRING(RIGHT, R_PROTECT))
	    def_arm -= cur_ring[RIGHT]->o_ac;
    }
    for (;;)
    {
	ndice = atoi(cp);
	if ((cp = strchr(cp, 'd')) == NULL)
	    break;
	nsides = atoi(++cp);
	if (swing(att->s_lvl, def_arm, hplus + str_plus(att->s_str)))
	{
	    register int proll;

	    proll = roll(ndice, nsides);
#ifdef WIZARD
	    if (ndice + nsides > 0 && proll < 1)
		debug("Damage for %dd%d came out %d, dplus = %d, add_dam = %d, def_arm = %d", ndice, nsides, proll, dplus, add_dam(att->s_str), def_arm);
#endif
	    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(const char *who, bool upper)
{
    static char tbuf[MAXSTR];

    *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(const char *er, const char *ee)
{
    register 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(const char *er, const char *ee)
{
    register 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
 */
bool
save_throw(int which, THING *tp)
{
    register 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
 */
bool
save(int which)
{
    if (which == VS_MAGIC)
    {
	if (ISRING(LEFT, R_PROTECT))
	    which -= cur_ring[LEFT]->o_ac;
	if (ISRING(RIGHT, R_PROTECT))
	    which -= cur_ring[RIGHT]->o_ac;
    }
    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 == 31)
	return 3;
    if (str > 20)
	return 2;
    if (str > 16)
	return 1;
    if (str > 6)
	return 0;
    return str - 7;
}

/*
 * add_dam:
 *	Compute additional damage done for exceptionally high or low strength
 */
int
add_dam(str_t str)
{
    if (str == 31)
	return 6;
    if (str > 21)
	return 5;
    if (str == 21)
	return 4;
    if (str > 18)
	return 3;
    if (str == 18)
	return 2;
    if (str > 15)
	return 1;
    if (str > 6)
	return 0;
    return str - 7;
}

/*
 * raise_level:
 *	The guy just magically went up a level.
 */
void
raise_level(void)
{
    pstats.s_exp = e_levels[pstats.s_lvl-1] + 1L;
    check_level();
}

/*
 * thunk:
 *	A missile hits a monster
 */
void
thunk(THING *weap, const char *mname)
{
    if (weap->o_type == WEAPON)
	addmsg("the %s hits ", w_names[weap->o_which]);
    else
	addmsg("you hit ");
    if (on(player, ISBLIND))
	msg("it");
    else
	msg("the %s", mname);
}

/*
 * bounce:
 *	A missile misses a monster
 */
void
bounce(THING *weap, const char *mname)
{
    if (weap->o_type == WEAPON)
	addmsg("the %s misses ", w_names[weap->o_which]);
    else
	addmsg("you missed ");
    if (on(player, ISBLIND))
	msg("it");
    else
	msg("the %s", mname);
}

/*
 * remove:
 *	Remove a monster from the screen
 */
void
remove_monster(coord *mp, THING *tp, bool waskill)
{
    register THING *obj, *nexti;

    for (obj = tp->t_pack; obj != NULL; obj = nexti)
    {
	nexti = next(obj);
	obj->o_pos = tp->t_pos;
	detach(tp->t_pack, obj);
	if (waskill)
	    fall(obj, FALSE);
	else
	    discard(obj);
    }
    moat(mp->y, mp->x) = NULL;
    mvaddch(mp->y, mp->x, tp->t_oldch);
    detach(mlist, tp);
    discard(tp);
}

/*
 * is_magic:
 *	Returns true if an object radiates magic
 */
bool
is_magic(THING *obj)
{
    switch (obj->o_type)
    {
	case ARMOR:
	    return obj->o_ac != a_class[obj->o_which];
	case WEAPON:
	    return obj->o_hplus != 0 || obj->o_dplus != 0;
	case POTION:
	case SCROLL:
	case STICK:
	case RING:
	case AMULET:
	    return TRUE;
    }
    return FALSE;
}

/*
 * killed:
 *	Called to put a monster to death
 */
void
killed(THING *tp, bool pr)
{
    pstats.s_exp += tp->t_stats.s_exp;
    /*
     * If the monster was a violet fungi, un-hold him
     */
    switch (tp->t_type)
    {
	case 'F':
	    player.t_flags &= ~ISHELD;
	    fung_hit = 0;
	when 'L':
	{
	    register THING *gold;

	    if (fallpos(&tp->t_pos, &tp->t_room->r_gold, TRUE))
	    {
		gold = new_item();
		gold->o_type = GOLD;
		gold->o_goldval = GOLDCALC;
		if (save(VS_MAGIC))
		    gold->o_goldval += GOLDCALC + GOLDCALC
				     + GOLDCALC + GOLDCALC;
		attach(tp->t_pack, gold);
	    }
	}
    }
    /*
     * Get rid of the monster.
     */
    if (pr)
    {
	if (!terse)
	    addmsg("you have ");
	addmsg("defeated ");
	if (on(player, ISBLIND))
	    msg("it");
	else
	{
	    if (!terse)
		addmsg("the ");
	    msg("%s", monsters[tp->t_type-'A'].m_name);
	}
    }
    remove_monster(&tp->t_pos, tp, TRUE);
    /*
     * Do adjustments if he went up a level
     */
    check_level();
}