view arogue7/fight.c @ 280:70aa5808c782

Fix potential segfaults at restore related to ctime(). In some games, restore() passes the result of ctime() to mvprintw() or some other variadic message-formatting function. If ctime() has not been declared properly, its return type is inferred to be int instead of char *. This does not cause a warning because the compiler does not know the correct type of variadic arguments. On platforms where ints and pointers are not the same size, this can, probably depending on alignment, result in a segfault that is not easy to trace. Including time.h fixes the problem. Some games manually declared ctime() and avoided the bug. These declarations have also been replaced with the include.
author John "Elwin" Edwards
date Fri, 15 Sep 2017 20:51:10 -0400
parents e1cd27c5464f
children e52a8a7ad4c5
line wrap: on
line source

/*
 * 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 <string.h>
#include <stdlib.h>
#include "rogue.h"

bool roll_em(struct thing *att_er, struct thing *def_er, struct object *weap, 
        bool hurl, struct object *cur_weapon, bool back_stab);
void hit(struct object *weapon, bool see_att, bool see_def, char *er, char *ee, 
    bool back_stab, bool thrown, bool short_msg);
void miss(struct object *weapon, bool see_att, bool see_def, char *er, char *ee,
     bool thrown, bool short_msg);
int add_dam(short str);
int hung_dam(void);

#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
 */
bool
player_can_hit(struct thing *tp, 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.
 */

bool
fight(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
 */

bool
attack(struct thing *mp, 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
 */

bool
swing(short class, int at_lvl, int op_arm, int 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
 */

bool
roll_em(struct thing *att_er, struct thing *def_er, struct object *weap, 
        bool hurl, struct object *cur_weapon, bool back_stab)
{
    register struct stats *att, *def;
    register char *cp = NULL;
    register int ndice, nsides, nplus, def_arm;
    bool did_hit = FALSE;
    int prop_hplus, prop_dplus;
    int vampiric_damage;

    /* 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, NULL, 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 && 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(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
 */

void
hit(struct object *weapon, bool see_att, bool see_def, char *er, char *ee, 
    bool back_stab, bool thrown, bool 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
 */

void
miss(struct object *weapon, bool see_att, bool see_def, char *er, char *ee, 
     bool thrown, bool 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
 */

int
dext_plus(int dexterity)