line source
/*
* All the fighting gets done here
*
* @(#)fight.c 3.28 (Berkeley) 6/15/81
*
* 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"
int e_levels[] = {
10,20,40,80,160,320,640,1280,2560,5120,10240,20480,
40920, 81920, 163840, 327680, 655360, 1310720, 2621440, 0 };
/*
* fight:
* The player attacks the monster.
*/
int
fight(coord *mp, int mn, struct object *weap, int thrown)
{
struct thing *tp;
struct linked_list *item;
int did_hit = TRUE;
/*
* Find the monster we want to fight
*/
if ((item = find_mons(mp->y, mp->x)) == NULL)
{
debug("Fight what @ %d,%d", mp->y, mp->x);
return(0);
}
tp = (struct thing *) ldata(item);
/*
* Since we are fighting, things are not quiet so no healing takes
* place.
*/
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' && off(player, ISBLIND))
{
msg("Wait! That's a mimic!");
tp->t_disguise = 'M';
did_hit = thrown;
}
if (did_hit)
{
char *mname;
did_hit = FALSE;
if (on(player, ISBLIND))
mname = "it";
else
mname = monsters[mn-'A'].m_name;
if (roll_em(&pstats, &tp->t_stats, weap, thrown))
{
did_hit = TRUE;
if (thrown)
thunk(weap, mname);
else
hit(NULL, mname);
if (on(player, CANHUH))
{
msg("Your hands stop glowing red");
msg("The %s appears confused.", mname);
tp->t_flags |= ISHUH;
player.t_flags &= ~CANHUH;
}
if (tp->t_stats.s_hpt <= 0)
killed(item, TRUE);
}
else
if (thrown)
bounce(weap, mname);
else
miss(NULL, mname);
}
count = 0;
return did_hit;
}
/*
* attack:
* The monster attacks the player
*/
int
attack(struct thing *mp)
{
char *mname;
/*
* Since this is an attack, stop running and any healing that was
* going on at the time.
*/
running = FALSE;
quiet = 0;
if (mp->t_type == 'M' && off(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->t_stats, &pstats, NULL, FALSE))
{
if (mp->t_type != 'E')
hit(mname, NULL);
if (pstats.s_hpt <= 0)
death(mp->t_type); /* Bye bye life ... */
if (off(*mp, ISCANC))
switch (mp->t_type)
{
case 'R':
/*
* If a rust monster hits, you lose armor
*/
if (cur_armor != NULL && cur_armor->o_ac < 9)
{
if (!terse)
msg("Your armor appears to be weaker now. Oh my!");
else
msg("Your armor weakens");
cur_armor->o_ac++;
}
when 'E':
/*
* The gaze of the floating eye hypnotizes you
*/
if (on(player, ISBLIND))
break;
if (!no_command)
{
addmsg("You are transfixed");
if (!terse)
addmsg(" by the gaze of the floating eye.");
endmsg();
}
no_command += rnd(2)+2;
if (no_command > 100 && food_left <= 0)
death('E');
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':
/*
* Wraiths might drain energy levels
*/
if (rnd(100) < 15)
{
int fewer;
if (pstats.s_exp == 0)
death('W'); /* All levels gone */
msg("You suddenly feel weaker.");
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);
pstats.s_hpt -= fewer;
max_hp -= fewer;
if (pstats.s_hpt < 1)
pstats.s_hpt = 1;
if (max_hp < 1)
death('W');
}
when 'F':
/*
* Violet fungi stops the poor guy from moving
*/
player.t_flags |= ISHELD;
sprintf(monsters['F'-'A'].m_stats.s_dmg,"%dd1",++fung_hit);
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;
if (purse != lastpurse)
msg("Your purse feels lighter");
remove_monster(&mp->t_pos, find_mons(mp->t_pos.y, mp->t_pos.x));
mp = NULL;
}
when 'N':
{
struct linked_list *list, *steal;
struct object *obj;
int nobj;
/*
* Nymph's steal a magic item, look through the pack
* and pick out one we like.
*/
steal = NULL;
for (nobj = 0, list = pack; list != NULL; list = next(list))
{
obj = (struct object *) ldata(list);
if (obj != cur_armor &&
obj != cur_weapon &&
obj != cur_ring[LEFT] &&
obj != cur_ring[RIGHT] && /* Nymph bug fix */
is_magic(obj) &&
rnd(++nobj) == 0)
steal = list;
}
if (steal != NULL)
{
struct object *sobj;
sobj = (struct object *) ldata(steal);
remove_monster(&mp->t_pos, find_mons(mp->t_pos.y, mp->t_pos.x));
mp = NULL;
if (sobj->o_count > 1 && sobj->o_group == 0)
{
int oc;
oc = sobj->o_count;
sobj->o_count = 1;
msg("She stole %s!", inv_name(sobj, TRUE));
sobj->o_count = oc - 1;
}
else
{
msg("She stole %s!", inv_name(sobj, TRUE));
detach(pack, steal);
discard(steal);
}
inpack--;
}
}
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);
}
/*
* Check to see if this is a regenerating monster and let it heal if
* it is.
*/
if ((mp != NULL) && (on(*mp, ISREGEN) && rnd(100) < 33))
mp->t_stats.s_hpt++;
if (fight_flush)
{
flush_type(); /* flush typeahead */
}
count = 0;
status();
if (mp == NULL)
return(-1);
else
return(0);
}
/*
* swing:
* returns true if the swing hits
*/
int
swing(int at_lvl, int op_arm, int wplus)
{
int res = rnd(20)+1;
int need = (21-at_lvl)-op_arm;
return (res+wplus >= need);
}
/*
* check_level:
* Check to see if the guy has gone up a level.
*/
void
check_level()
{
int i, add;
for (i = 0; e_levels[i] != 0; i++)
if (e_levels[i] > pstats.s_exp)
break;
i++;
if (i > pstats.s_lvl)
{
add = roll(i-pstats.s_lvl,10);
max_hp += add;
if ((pstats.s_hpt += add) > max_hp)
pstats.s_hpt = max_hp;
msg("Welcome to level %d", i);
}
pstats.s_lvl = i;
}
/*
* roll_em:
* Roll several attacks
*/
int
roll_em(struct stats *att, struct stats *def, struct object *weap, int hurl)
{
char *cp;
int ndice, nsides, def_arm;
int did_hit = FALSE;
int prop_hplus, prop_dplus;
prop_hplus = prop_dplus = 0;
if (weap == NULL)
cp = att->s_dmg;
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,"0d0");
weap->o_hplus = weap->o_dplus = 0;
}
}
for (;;)
{
int damage;
int hplus = prop_hplus + (weap == NULL ? 0 : weap->o_hplus);
int dplus = prop_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;
}
ndice = atoi(cp);
if ((cp = strchr(cp, 'd')) == NULL)
break;
nsides = atoi(++cp);
if (def == &pstats)
{
if (cur_armor != NULL)
def_arm = cur_armor->o_ac;
else
def_arm = def->s_arm;
if (ISRING(LEFT, R_PROTECT))
def_arm -= cur_ring[LEFT]->o_ac;
else if (ISRING(RIGHT, R_PROTECT))
def_arm -= cur_ring[RIGHT]->o_ac;
}
else
def_arm = def->s_arm;
if (swing(att->s_lvl, def_arm, hplus+str_plus(&att->s_str)))
{
int proll;
proll = roll(ndice, nsides);
if (ndice + nsides > 0 && proll < 1)
debug("Damage for %dd%d came out %d.", ndice, nsides, proll);
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(who, upper)
char *who;
int upper;
{
static char tbuf[80];
*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(char *er, char *ee)
{
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(char *er, char *ee)
{
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
*/
int
save_throw(int which, struct thing *tp)
{
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
*/
int
save(int which)
{
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->st_str == 18)
{
if (str->st_add == 100)
return 3;
if (str->st_add > 50)
return 2;
}
if (str->st_str >= 17)
return 1;
if (str->st_str > 6)
return 0;
return str->st_str - 7;
}
/*
* add_dam:
* compute additional damage done for exceptionally high or low strength
*/
int
add_dam(str_t *str)
{
if (str->st_str == 18)
{
if (str->st_add == 100)
return 6;
if (str->st_add > 90)
return 5;
if (str->st_add > 75)
return 4;
if (str->st_add != 0)
return 3;
return 2;
}
if (str->st_str > 15)
return 1;
if (str->st_str > 6)
return 0;
return str->st_str - 7;
}
/*
* raise_level:
* The guy just magically went up a level.
*/
void
raise_level()
{
pstats.s_exp = e_levels[pstats.s_lvl-1] + 1L;
check_level();
}
/*
* thunk:
* A missile hits a monster
*/
void
thunk(struct object *weap, char *mname)
{
if (weap->o_type == WEAPON)
msg("The %s hits the %s", w_names[weap->o_which], mname);
else
msg("You hit the %s.", mname);
}
/*
* bounce:
* A missile misses a monster
*/
void
bounce(struct object *weap, char *mname)
{
if (weap->o_type == WEAPON)
msg("The %s misses the %s", w_names[weap->o_which], mname);
else
msg("You missed the %s.", mname);
}
/*
* remove a monster from the screen
*/
void
remove_monster(coord *mp, struct linked_list *item)
{
mvwaddch(mw, mp->y, mp->x, ' ');
mvwaddch(cw, mp->y, mp->x, ((struct thing *) ldata(item))->t_oldch);
detach(mlist, item);
discard(item);
}
/*
* is_magic:
* Returns true if an object radiates magic
*/
int
is_magic(struct object *obj)
{
switch (obj->o_type)
{
case ARMOR:
return obj->o_ac != a_class[obj->o_which];
when WEAPON:
return obj->o_hplus != 0 || obj->o_dplus != 0;
when POTION:
case SCROLL:
case STICK:
case RING:
case AMULET:
return TRUE;
}
return FALSE;
}
/*
* killed:
* Called to put a monster to death
*/
void
killed(struct linked_list *item, int pr)
{
struct thing *tp;
struct linked_list *pitem, *nexti;
tp = (struct thing *) ldata(item);
if (pr)
{
addmsg(terse ? "Defeated " : "You have defeated ");
if (on(player, ISBLIND))
msg("it.");
else
{
if (!terse)
addmsg("the ");
msg("%s.", monsters[tp->t_type-'A'].m_name);
}
}
pstats.s_exp += tp->t_stats.s_exp;
/*
* Do adjustments if he went up a level
*/
check_level();
/*
* If the monster was a violet fungi, un-hold him
*/
switch (tp->t_type)
{
case 'F':
player.t_flags &= ~ISHELD;
fung_hit = 0;
strcpy(monsters['F'-'A'].m_stats.s_dmg, "000d0");
when 'L':
{
struct room *rp;
if ((rp = roomin(&tp->t_pos)) == NULL)
break;
if (rp->r_goldval != 0 || fallpos(&tp->t_pos,&rp->r_gold,FALSE))
{
rp->r_goldval += GOLDCALC;
if (save(VS_MAGIC))
rp->r_goldval += GOLDCALC + GOLDCALC
+ GOLDCALC + GOLDCALC;
mvwaddch(stdscr, rp->r_gold.y, rp->r_gold.x, GOLD);
if (!(rp->r_flags & ISDARK))
{
light(&hero);
mvwaddch(cw, hero.y, hero.x, PLAYER);
}
}
}
}
/*
* Empty the monsters pack
*/
pitem = tp->t_pack;
while (pitem != NULL)
{
struct object *obj;
nexti = next(tp->t_pack);
obj = (struct object *) ldata(pitem);
obj->o_pos = tp->t_pos;
detach(tp->t_pack, pitem);
fall(pitem, FALSE);
pitem = nexti;
}
/*
* Get rid of the monster.
*/
remove_monster(&tp->t_pos, item);
}