Mercurial > hg > early-roguelike
view rogue4/fight.c @ 246:61283e71037c
Rogue V5: don't limit the high score list to 1 on Windows.
The Visual Studio project file failed to define ALLSCORES, causing the
score file to be limited to one entry per UID. Since the UID is always
set to 42 on Windows, only one entry could ever appear in the list.
author | John "Elwin" Edwards |
---|---|
date | Sun, 15 May 2016 19:04:46 -0400 |
parents | e7aab31362af |
children | e52a8a7ad4c5 |
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/* * 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(); }