view xrogue/fight.c @ 264:778938a5c21d

UltraRogue: add location for character files. When using the -n option, UltraRogue will look for character files in a single location, similar to save files. The location is chosen by defining CHRDIR in getplay.c, at least until UltraRogue gets integrated with the build systems.
author John "Elwin" Edwards
date Sun, 19 Feb 2017 19:47:09 -0500
parents e1cd27c5464f
children e52a8a7ad4c5
line wrap: on
line source

/*
    fight.c - All the fighting gets done here
    
    XRogue: Expeditions into the Dungeons of Doom
    Copyright (C) 1991 Robert Pietkivitch
    All rights reserved.
    
    Based on "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 <stdlib.h>
#include "rogue.h"

#define CONF_DAMAGE     -1
#define PARAL_DAMAGE    -2
#define DEST_DAMAGE     -3
#define DRAIN_DAMAGE    -4

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);

int killed_chance = 0;  /* cumulative chance for goodies to loose it */

/*
 * 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_ASSASSIN) &&
        !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_ASSASSIN) {
        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 effect on %s. ",
                        prname(mname, FALSE));
            }
            else {
                hit(thrown ? (struct object *)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 ? (struct object *)NULL : weap,
                 TRUE, see_def,
                 thrown ? weap_name(weap) : (char *)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, (char *)NULL, FALSE, thrown, terse);
            msg("Your amulet absorbs the magic missile. ");
        }
        else {
            hit(weapon, see_att, TRUE, mname, (char *)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) {
        pstats.s_hpt = -1;
        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, (char *)NULL, thrown, terse);
    }
    if (fight_flush) 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;
    char dmgbuf[20];
    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) {
        /*
         * monks damage grows with level
         */
        if (att == &pstats && player.t_ctype == C_MONK) {
            sprintf(dmgbuf, "%dd4", att->s_lvl/3+2);
            cp = dmgbuf;
        }
        else
            cp = att->s_dmg;
    }
    else if (weap->o_type == RELIC) {
        switch (weap->o_which) {
            case MUSTY_DAGGER:
            if (player.t_ctype == C_THIEF) 
            cp = "4d8+2/4d8+2";
        else
                cp = "4d8/4d8";
            when YEENOGHU_FLAIL:
            cp = "4d8+3/paralyze/confuse";
            when HRUGGEK_MSTAR:
            cp = "4d8+3";
            when AXE_AKLAD:
            if (player.t_ctype == C_FIGHTER) {
            if (hurl)
            cp = "4d8+6/drain";
                    else
            cp = "4d8+4/drain";
        }
        else {
            if (hurl)
            cp = "4d8+4/drain";
                    else
            cp = "4d8+2/drain";
                }
            when MING_STAFF:
                cp = "4d8+4";
            when ASMO_ROD:
                cp = "4d8/4d8";
            when ORCUS_WAND:
            cp = "4d8/destroy";
        }
    }
    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)
        {
            strcpy(weap->o_damage,"4d8");
            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 < 21                               &&
        ((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 < 21) {
            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", 6) == 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) {
            if (rnd(10) > 6)
                            msg("The artifact warms you 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) {
            if (rnd(10) > 6)
                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 */
            if (rnd(10) > 5)
                        msg("You feel a tug at your life force.");
                    if (!save(VS_MAGIC, &player, -4)) {
                        msg("The wand devours your soul!  --More--");
            wait_for(' ');
                        def->s_hpt = -1;
            death(D_RELIC);
                    }
                }
                /* Player hits monster */
                else if (!save(VS_MAGIC, def_er, -4)) {
                    if (att == &pstats) {
            if (rnd(10) > 4)
                            msg("The artifact draws some energy.");
                     }
                    /* The player loses some major hit pts  */
                    att->s_hpt -= (att->s_hpt/5)+1;
            if (att->s_hpt <= 0) {
            msg("The wand has devoured your soul!  --More--");
            wait_for(' ');
            att->s_hpt = -1;
            death(D_RELIC);
            }
                    /* 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) {
            if (rnd(10) > 7)
                        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_ASSASSIN)
                        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;
                }
        if (hplus < 0) hplus = 0;
        if (damage < 0) damage = 0;
                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 = NULL;
    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_ASSASSIN)
                s = (er == 0 ? " assassinate!" : " assassinates!");
            else
                s = (er == 0 ? " backstab!" : " backstabs!");
        }
        else
            s = " hit.";
    }
    else {
        if (back_stab) {
            if (player.t_ctype == C_ASSASSIN)
                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 = NULL;
    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)
{
        return (dexterity > 10 ? (dexterity-13)/3 : (dexterity-10)/3);
}


/*
 * dext_prot:
 *      compute armor class bonus for dexterity
 */

int
dext_prot(int dexterity)
{
    return ((dexterity-10)/2);
}

/*
 * str_plus:
 *      compute bonus/penalties for strength on the "to hit" roll
 */

int
str_plus(short str)
{
    return((str-10)/3);
}

/*
 * add_dam:
 *      compute additional damage done for exceptionally high or low strength
 */

int
add_dam(short str)
{
    return((str-9)/2);
}

/*
 * hung_dam:
 *      Calculate damage depending on players hungry state
 */

int
hung_dam(void)
{
        reg int howmuch = 0;

        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;
}

/*
 * is_magic:
 *      Returns true if an object radiates magic
 */

bool
is_magic(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
 */

void
killed(struct linked_list *item, bool pr, bool points, bool treasure)
{
    register struct thing *tp, *mp;
    register struct linked_list *pitem, *nexti, *mitem;
    char *monst;
    int adj;    /* used for hit point adj. below. */

    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) {   /* you feel uneasy for a moment */
        if ((off(*tp, ISMEAN) || on(*tp, ISFRIENDLY)) &&
            (player.t_ctype == C_RANGER || player.t_ctype == C_PALADIN ||
             player.t_ctype == C_MONK)) {
                if (tp->t_stats.s_exp > pstats.s_exp)
                    pstats.s_exp = 0;
                else
                    pstats.s_exp -= tp->t_stats.s_exp;
                /* Take care of hit points. */
                if (level <= 12) adj = rnd(2)+1;
                else if (level <= 25) adj = rnd(3)+2;
                else if (level <= 50) adj = rnd(4)+3;
                else if (level <= 80) adj = rnd(5)+4;
                else adj = rnd(6)+5;
        /* adjust hit points */
                max_stats.s_hpt -= adj;
                pstats.s_hpt -= adj;
                /* Are hit points now too low? */
                if (pstats.s_hpt <= 0) {
            pstats.s_hpt = -1;
            death(D_STRENGTH);
        }
                killed_chance += rnd(3)+1;
                if (on(*tp, ISUNIQUE)) /* real bad news to kill a diety */
                    killed_chance += 25;
                if (roll(1,100) < killed_chance) {
            msg("You had a feeling this was going to happen... ");
                    msg("**POOF**  ");
                    changeclass(C_ASSASSIN);  /* make him pay */
                }
                else {
                    switch (rnd(9)) {
                    case 0:
            msg("You become solid and stiff for a while. ");
                        player.t_no_move += (5*movement(&player)*FREEZETIME);
                        player.t_action = A_FREEZE;
                    when 1:
            msg("You collapse, losing it totally. ");
                        player.t_no_move += (2*movement(&player)*FREEZETIME);
                        player.t_action = A_FREEZE;
                    when 2:
            msg("Your face changes shape!  ARGGHH!!!! ");
                        pstats.s_charisma -= rnd(8)+3;
                        if (pstats.s_charisma <= 3) pstats.s_charisma = 3;
                    when 3:
            case 4:
            msg("You cry out, I didn't mean to do that!  Honest!! ");
                        player.t_no_move += (movement(&player)*FREEZETIME);
            msg("The Great Old Ones grant you a reprieve. ");
                    otherwise: 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(pitem);
        (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(rlist,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(struct object *thrown, struct thing *mp)
{
    int look_for = 0,   /* 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);
}

void
explode(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.
 */

bool
skirmish(struct thing *attacker, 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.
                 */
                if ((tp->t_stats.s_hpt < max(10, tp->maxstats.s_hpt/10)) &&
                    (rnd(21) < 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;
}