Mercurial > hg > early-roguelike
view arogue5/fight.c @ 63:0ed67132cf10
Import Advanced Rogue 5.8 from the Roguelike Restoration Project (r1490)
| author | elwin |
|---|---|
| date | Thu, 09 Aug 2012 22:58:48 +0000 |
| parents | |
| children | 56e748983fa8 |
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/* * All the fighting gets done here * * Advanced Rogue * Copyright (C) 1984, 1985 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 <ctype.h> #include <string.h> #include "rogue.h" #define CONF_DAMAGE -1 #define PARAL_DAMAGE -2 #define DEST_DAMAGE -3 static const struct matrix att_mat[5] = { /* Base Max_lvl, Factor, Offset, Range */ { 10, 25, 2, 1, 2 }, { 9, 18, 2, 1, 5 }, { 10, 19, 2, 1, 3 }, { 10, 21, 2, 1, 4 }, { 7, 25, 1, 0, 2 } }; /* * 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 back_stab = FALSE; /* * 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. */ player.t_quiet = 0; tp->t_quiet = 0; /* * if its in the wall, we can't hit it */ if (on(*tp, ISINWALL) && off(player, CANINWALL)) return(FALSE); /* * 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)) { msg("Wait! That's a %s!", monsters[tp->t_index].m_name); turn_off(*tp, ISDISGUISE); did_hit = thrown; } if (on(*tp, CANSURPRISE) && off(player, ISBLIND) && !ISWEARING(R_ALERT)) { msg("Wait! There's a %s!", monsters[tp->t_index].m_name); turn_off(*tp, CANSURPRISE); did_hit = thrown; } /* * if he's a thief and the creature is asleep then he gets a chance * for a backstab */ if (player.t_ctype == C_THIEF && (!on(*tp, ISRUN) || on(*tp, ISHELD) || tp->t_no_move > 0)&& !on(*tp, NOSTAB)) back_stab = TRUE; runto(tp, &hero); if (did_hit) { register const char *mname; did_hit = FALSE; mname = (on(player, ISBLIND)) ? "it" : monsters[tp->t_index].m_name; if (!can_blink(tp) && ( ((weap != NULL) && (weap->o_type == RELIC)) || ((off(*tp, MAGICHIT) || ((weap != NULL) && (weap->o_hplus > 0 || weap->o_dplus > 0)) ) && (off(*tp, BMAGICHIT) || ((weap != NULL) && (weap->o_hplus > 1 || weap->o_dplus > 1)) ) && (off(*tp, CMAGICHIT) || ((weap != NULL) && (weap->o_hplus > 2 || weap->o_dplus > 2)) ) ) ) && 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) { sprintf(outstring,"Your %s passes right through the %s!", weaps[weap->o_which].w_name, mname); msg(outstring); } else if (thrown) { tp->t_wasshot = TRUE; thunk(weap, tp, mname); } else hit(weap, tp, NULL, mname, back_stab); /* If the player hit a rust monster, he better have a + weapon */ if (on(*tp, CANRUST) && !thrown && (weap != NULL) && weap->o_type != RELIC && (weap->o_flags & ISMETAL) && !(weap->o_flags & ISPROT) && (weap->o_hplus < 1) && (weap->o_dplus < 1)) { if (rnd(100) < 50) weap->o_hplus--; else weap->o_dplus--; msg(terse ? "Your %s weakens!" : "Your %s appears to be weaker now!", weaps[weap->o_which].w_name); } /* If the player hit something that shrieks, wake the dungeon */ if (on(*tp, CANSHRIEK)) { turn_off(*tp, CANSHRIEK); msg("The %s emits a piercing shriek.", mname); aggravate(); } /* If the player hit something that can surprise, it can't now */ if (on(*tp, CANSURPRISE)) turn_off(*tp, CANSURPRISE); /* * Can the player confuse? */ if (on(player, CANHUH) && !thrown) { msg("Your hands stop glowing red"); msg("The %s appears confused.", mname); turn_on(*tp, ISHUH); turn_off(player, CANHUH); } /* * does the creature explode when hit? */ if (on(*tp, CANEXPLODE)) explode(tp); /* * Merchants just disappear if hit */ if (on(*tp, CANSELL)) { msg("The %s disappears with his wares in a flash.",mname); killed(item, FALSE, FALSE); } else if (tp->t_stats.s_hpt <= 0) killed(item, TRUE, TRUE);
