Mercurial > hg > early-roguelike
view rogue5/fight.c @ 168:82b2a046d151
arogue7: fix inventory display bug again.
Removing the call to msg() in restore() resulted in msgw remaining as
it was when the game was saved. This results in another display glitch
like that fixed by r163. Adding an empty message puts msgw into a
reliable state.
author | John "Elwin" Edwards |
---|---|
date | Tue, 30 Jun 2015 12:00:02 -0400 |
parents | f502bf60e6e4 |
children | e7aab31362af |
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/* * All the fighting gets done here * * @(#)fight.c 4.67 (Berkeley) 09/06/83 * * Rogue: Exploring the Dungeons of Doom * Copyright (C) 1980-1983, 1985, 1999 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 <string.h> #include <ctype.h> #include "rogue.h" #define EQSTR(a, b) (strcmp(a, b) == 0) static const char *h_names[] = { /* strings for hitting */ " scored an excellent hit on ", " hit ", " have injured ", " swing and hit ", " scored an excellent hit on ", " hit ", " has injured ", " swings and hits " }; static const char *m_names[] = { /* strings for missing */ " miss", " swing and miss", " barely miss", " don't hit", " misses", " swings and misses", " barely misses", " doesn't hit", }; /* * adjustments to hit probabilities due to strength */ static int str_plus[] = { -7, -6, -5, -4, -3, -2, -1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 3, }; /* * adjustments to damage done due to strength */ static int add_dam[] = { -7, -6, -5, -4, -3, -2, -1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 2, 3, 3, 4, 5, 5, 5, 5, 5, 5, 5, 5, 5, 6 }; /* * fight: * The player attacks the monster. */ int fight(const coord *mp, const THING *weap, int thrown) { THING *tp; int did_hit = TRUE; const char *mname; int ch; /* * Find the monster we want to fight */ if ((tp = moat(mp->y, mp->x)) == NULL) { #ifdef MASTER debug("Fight what @ %d,%d", mp->y, mp->x); #endif return FALSE; } /* * Since we are fighting, things are not quiet so no healing takes * place. */ count = 0; quiet = 0; runto(mp); /* * Let him know it was really a xeroc (if it was one). */ ch = '\0'; if (tp->t_type == 'X' && tp->t_disguise != 'X' && !on(player, ISBLIND)) { tp->t_disguise = 'X'; if (on(player, ISHALU)) { ch = rnd(26) + 'A'; mvaddch(tp->t_pos.y, tp->t_pos.x, ch); } msg(choose_str("heavy! That's a nasty critter!", "wait! That's a xeroc!")); if (!thrown) return FALSE; } mname = set_mname(tp); did_hit = FALSE; has_hit = (terse && !to_death); if (roll_em(&player, tp, weap, thrown)) { did_hit = FALSE; if (thrown) thunk(weap, mname, terse); else hit(NULL, mname, terse); if (on(player, CANHUH)) { did_hit = TRUE; tp->t_flags |= ISHUH; player.t_flags &= ~CANHUH; endmsg(); has_hit = FALSE; msg("your hands stop glowing %s", pick_color("red")); } if (tp->t_stats.s_hpt <= 0) killed(tp, TRUE); else if (did_hit && !on(player, ISBLIND)) msg("%s appears confused", mname); did_hit = TRUE; } else if (thrown) bounce(weap, mname, terse); else miss(NULL, mname, terse); return did_hit; } /* * attack: * The monster attacks the player */ int attack(THING *mp) { const char *mname; int oldhp; /* * Since this is an attack, stop running and any healing that was * going on at the time. */ running = FALSE; count = 0; quiet = 0; if (to_death && !on(*mp, ISTARGET)) { to_death = FALSE; kamikaze = FALSE; } if (mp->t_type == 'X' && mp->t_disguise != 'X' && !on(player, ISBLIND)) { mp->t_disguise = 'X'; if (on(player, ISHALU)) mvaddch(mp->t_pos.y, mp->t_pos.x, rnd(26) + 'A'); } mname = set_mname(mp); oldhp = pstats.s_hpt; if (roll_em(mp, &player, NULL, FALSE)) { if (mp->t_type != 'I') { if (has_hit) addmsg(". "); hit(mname, NULL, FALSE); } else if (has_hit) endmsg(); has_hit = FALSE; if (pstats.s_hpt <= 0) death(mp->t_type); /* Bye bye life ... */ else if (!kamikaze) { oldhp -= pstats.s_hpt; if (oldhp > max_hit) max_hit = oldhp; if (pstats.s_hpt <= max_hit) to_death = FALSE; } if (!on(*mp, ISCANC)) switch (mp->t_type) { case 'A': /* * If an aquator hits, you can lose armor class. */ rust_armor(cur_armor); when 'I': /* * The ice monster freezes you */ player.t_flags &= ~ISRUN; if (!no_command) { addmsg("you are frozen"); if (!terse) addmsg(" by the %s", mname); endmsg(); } no_command += rnd(2) + 2; if (no_command > BORE_LEVEL) death('h'); when 'R': /* * Rattlesnakes have poisonous bites */ if (!save(VS_POISON)) { if (!ISWEARING(R_SUSTSTR)) { chg_str(-1); if (!terse) msg("you feel a bite in your leg and now feel weaker"); else msg("a bite has weakened you"); } else if (!to_death) { if (!terse) msg("a bite momentarily weakens you"); else msg("bite 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)) { 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, 3); pstats.s_hpt -= fewer; max_hp -= fewer; if (pstats.s_hpt <= 0) pstats.s_hpt = 1; if (max_hp <= 0) death(mp->t_type); msg("you suddenly feel weaker"); } when 'F': /* * Venus Flytrap stops the poor guy from moving */ player.t_flags |= ISHELD; sprintf(monsters['F'-'A'].m_stats.s_dmg,"%dx1", ++vf_hit); if (--pstats.s_hpt <= 0) death('F'); when 'L': { /* * Leperachaun steals some gold */ int lastpurse; lastpurse = purse; purse -= GOLDCALC; if (!save(VS_MAGIC)) purse -= GOLDCALC + GOLDCALC + GOLDCALC + GOLDCALC; if (purse < 0) purse = 0; remove_mon(&mp->t_pos, mp, FALSE); mp=NULL; if (purse != lastpurse) msg("your purse feels lighter"); } when 'N': { THING *obj, *steal; 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_mon(&mp->t_pos, moat(mp->t_pos.y, mp->t_pos.x), FALSE); mp=NULL; steal = leave_pack(steal, TRUE, FALSE); msg("she stole %s!", inv_name(steal, TRUE)); discard(steal); } } otherwise: break; } } else if (mp->t_type != 'I') { if (has_hit) { addmsg(". "); has_hit = FALSE; } if (mp->t_type == 'F') { pstats.s_hpt -= vf_hit; if (pstats.s_hpt <= 0) death(mp->t_type); /* Bye bye life ... */ } miss(mname, NULL, FALSE); } if (fight_flush && !to_death) flush_type(); count = 0; status(); if (mp == NULL) return(-1); else return(0); } /* * set_mname: * return the monster name for the given monster */ const char * set_mname(const THING *tp) { int ch; const char *mname; static char tbuf[MAXSTR] = { 't', 'h', 'e', ' ' }; if (!see_monst(tp) && !on(player, SEEMONST)) return (terse ? "it" : "something"); else if (on(player, ISHALU)) { move(tp->t_pos.y, tp->t_pos.x); ch = toascii(CCHAR(inch())); if (!isupper(ch)) ch = rnd(26); else ch -= 'A'; mname = monsters[ch].m_name; } else mname = monsters[tp->t_type - 'A'].m_name; strcpy(&tbuf[4], mname); return tbuf; } /* * swing: * Returns true if the swing hits */ int swing(int at_lvl, int op_arm, int wplus) { int res = rnd(20); int need = (20 - at_lvl) - op_arm; return (res + wplus >= need); } /* * roll_em: * Roll several attacks */ int roll_em(const THING *thatt, THING *thdef, const THING *weap, int hurl) { const struct stats *att; struct stats *def; const char *cp; int ndice, nsides, def_arm; int did_hit = FALSE; int hplus; int dplus; 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_arm; else if (ISRING(LEFT, R_ADDHIT)) hplus += cur_ring[LEFT]->o_arm; if (ISRING(RIGHT, R_ADDDAM)) dplus += cur_ring[RIGHT]->o_arm; else if (ISRING(RIGHT, R_ADDHIT)) hplus += cur_ring[RIGHT]->o_arm; } cp = weap->o_damage; 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 if (weap->o_launch < 0) cp = weap->o_hurldmg; } } /* * 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_arm; if (ISRING(LEFT, R_PROTECT)) def_arm -= cur_ring[LEFT]->o_arm; if (ISRING(RIGHT, R_PROTECT)) def_arm -= cur_ring[RIGHT]->o_arm; } while(cp != NULL && *cp != '\0') { ndice = atoi(cp); if ((cp = strchr(cp, 'x')) == NULL) break; nsides = atoi(++cp); if (swing(att->s_lvl, def_arm, hplus + str_plus[att->s_str])) { int proll; proll = roll(ndice, nsides); #ifdef MASTER if (ndice + nsides > 0 && proll <= 0) debug("Damage for %dx%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 *mname, int upper) { static char tbuf[MAXSTR]; *tbuf = '\0'; if (mname == 0) strcpy(tbuf, "you"); else strcpy(tbuf, mname); if (upper) *tbuf = (char) toupper(*tbuf); return tbuf; } /* * thunk: * A missile hits a monster */ void thunk(const THING *weap, const char *mname, int noend) { if (to_death) return; if (weap->o_type == WEAPON) addmsg("the %s hits ", weap_info[weap->o_which].oi_name); else addmsg("you hit "); addmsg("%s", mname); if (!noend) endmsg(); } /* * hit: * Print a message to indicate a succesful hit */ void hit(const char *er, const char *ee, int noend) { int i; const char *s; if (to_death) return; addmsg(prname(er, TRUE)); if (terse) s = " hit"; else { i = rnd(4); if (er != NULL) i += 4; s = h_names[i]; } addmsg(s); if (!terse) addmsg(prname(ee, FALSE)); if (!noend) endmsg(); } /* * miss: * Print a message to indicate a poor swing */ void miss(const char *er, const char *ee, int noend) { int i; if (to_death) return; addmsg(prname(er, TRUE)); if (terse) i = 0; else i = rnd(4); if (er != NULL) i += 4; addmsg(m_names[i]); if (!terse) addmsg(" %s", prname(ee, FALSE)); if (!noend) endmsg(); } /* * bounce: * A missile misses a monster */ void bounce(const THING *weap, const char *mname, int noend) { if (to_death) return; if (weap->o_type == WEAPON) addmsg("the %s misses ", weap_info[weap->o_which].oi_name); else addmsg("you missed "); addmsg(mname); if (!noend) endmsg(); } /* * remove_mon: * Remove a monster from the screen */ void remove_mon(const coord *mp, THING *tp, int waskill) { 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); if (on(*tp, ISTARGET)) { kamikaze = FALSE; to_death = FALSE; if (fight_flush) flush_type(); } discard(tp); } /* * killed: * Called to put a monster to death */ void killed(THING *tp, int pr) { const char *mname; pstats.s_exp += tp->t_stats.s_exp; /* * If the monster was a venus flytrap, un-hold him */ switch (tp->t_type) { case 'F': player.t_flags &= ~ISHELD; vf_hit = 0; strcpy(monsters['F'-'A'].m_stats.s_dmg, "000x0"); when 'L': { THING *gold; if (fallpos(&tp->t_pos, &tp->t_room->r_gold) && level >= max_level) { 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. */ mname = set_mname(tp); remove_mon(&tp->t_pos, tp, TRUE); if (pr) { if (has_hit) { addmsg(". Defeated "); has_hit = FALSE; } else { if (!terse) addmsg("you have "); addmsg("defeated "); } msg(mname); } /* * Do adjustments if he went up a level */ check_level(); if (fight_flush) flush_type(); }