Mercurial > hg > early-roguelike
view arogue7/effects.c @ 278:c222f9d56776
Remove an extra bracket from some Autoconf macros.
author | John "Elwin" Edwards |
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date | Sun, 10 Sep 2017 17:30:13 -0400 |
parents | e1cd27c5464f |
children |
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/* * effects.c - functions for dealing with appllying effects to monsters * * 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. */ #include <string.h> #include "curses.h" #include "rogue.h" /* * effect: * Check for effects of one thing hitting another thing. Return * the reason code if the defender is killed. Otherwise return 0. */ int effect(struct thing *att, struct thing *def, struct object *weap, bool thrown, bool see_att, bool see_def) { register bool att_player, def_player; char attname[LINELEN+1], defname[LINELEN+1]; /* See if the attacker or defender is the player */ att_player = (att == &player); def_player = (def == &player); /* * If the player could see the attacker or defender, they can't * surprise anymore (don't bother checking if they could). */ if (see_att) turn_off(*att, CANSURPRISE); if (see_def) turn_off(*def, CANSURPRISE); /* What are the attacker and defender names? */ if (att_player) strcpy(attname, "you"); else { if (see_att) strcpy(attname, monster_name(att)); else strcpy(attname, "something"); } if (def_player) strcpy(defname, "you"); else { if (see_def) strcpy(defname, monster_name(def)); else strcpy(defname, "something"); } /* * See what happens to the attacker first. We can skip this * whole section, however, if the defender is the player. * Nothing happens (yet) to anyone just for hitting the player. */ if (!def_player) { if (!thrown) { /* Some things require a direct hit. */ /* * If the attacker hits a rusting monster, The weapon * may be damaged */ if (on(*def, CANRUST) && weap && weap->o_type != RELIC && (weap->o_flags & ISMETAL) && !(weap->o_flags & ISPROT)) { if ((weap->o_hplus < 1 && weap->o_dplus < 1) || roll(1,20) < weap->o_hplus+weap->o_dplus+10) { if (rnd(100) < 50) weap->o_hplus--; else weap->o_dplus--; if (att_player) msg(terse ? "Your %s weakens!" : "Your %s appears to be weaker now!", weaps[weap->o_which].w_name); } } } /* If the attacker hit something that shrieks, wake the dungeon */ if (on(*def, CANSHRIEK)) { turn_off(*def, CANSHRIEK); if (see_def) msg("%s emits a piercing shriek.", prname(defname, TRUE)); else msg("You hear a piercing shriek."); aggravate(TRUE, TRUE); } /* * does the creature explode when hit? */ if (on(*def, CANEXPLODE)) { if (see_def) msg("%s explodes!", prname(defname, TRUE)); else msg("You hear a tremendous explosion!"); explode(def); if (pstats.s_hpt <= 0) death(def->t_index); } } /* * Now let's see what happens to the defender. Start out with * the things that everyone can do. Then exit if the attacker * is the player. */ if (!thrown) { /* * Can the player confuse? */ if (on(*att, CANHUH) && att_player) { msg("Your hands stop glowing red."); if (off(*def, ISCLEAR) && (off(*def, ISUNIQUE) || !save(VS_MAGIC, def, 0))) { if (see_def) msg("%s appears confused.", prname(defname, TRUE)); turn_on(*def, ISHUH); } turn_off(*att, CANHUH); } /* Return now if the attacker is the player. */ if (att_player) return(0); /* * Some monsters may take half your hit points */ if (on(*att, CANSUCK) && !save(VS_MAGIC, def, 0)) { if (def->t_stats.s_hpt == 1) return(att->t_index); /* Killed! */ else { def->t_stats.s_hpt /= 2; if (def_player) msg("You feel your life force being drawn from you."); } } /* * If a hugging monster hits, it may SQUEEEEEEEZE. */ if (on(*att, CANHUG)) { if (roll(1,20) >= 18 || roll(1,20) >= 18) { if (def_player) msg("%s squeezes you against itself.", prname(attname, TRUE)); else if (see_att) msg("%s squeezes hard.", prname(attname, TRUE)); if ((def->t_stats.s_hpt -= roll(2,8)) <= 0) return(att->t_index); } } /* * Some monsters have poisonous bites. */ if (on(*att, CANPOISON) && !save(VS_POISON, def, 0)) { if (def_player) { if (ISWEARING(R_SUSABILITY)) msg(terse ? "Sting has no effect" : "A sting momentarily weakens you"); else { chg_str(-1); msg(terse ? "A sting has weakened you" : "You feel a sting in your arm and now feel weaker"); } } else { /* Subtract a strength point and see if it kills it */ if (--def->t_stats.s_str <= 0) return(D_STRENGTH); } } /* * Turning to stone: */ if (on(*att, TOUCHSTONE)) { if (def_player) turn_off(*att, TOUCHSTONE); if (on(*def, CANINWALL)) { if (def_player) msg("%s's touch has no effect.", prname(attname, TRUE)); } else { if (!save(VS_PETRIFICATION, def, 0) && rnd(100) < 10) { if (def_player) { msg("Your body begins to solidify."); msg("You are turned to stone !!! --More--"); wait_for(' '); return(D_PETRIFY); } else { /* The monster got stoned! */ turn_on(*def, ISSTONE); turn_off(*def, ISRUN); turn_off(*def, ISINVIS); turn_off(*def, ISDISGUISE); if (see_def) msg("%s turns to stone.", prname(defname, TRUE)); else if (cansee(unc(def->t_pos))) msg("A new statue appears!"); } } else if (def->t_action != A_FREEZE) { if (def_player) msg("%s's touch stiffens your limbs.", prname(attname, TRUE)); else if (see_def) msg("%s appears to freeze.", prname(defname, TRUE)); def->t_no_move += movement(def) * STONETIME; def->t_action = A_FREEZE; } } } /* * Wraiths might drain energy levels */ if ((on(*att, CANDRAIN) || on(*att, DOUBLEDRAIN)) && !save(VS_POISON, def, 3-(att->t_stats.s_lvl/5))) { if (def_player) { lower_level(att->t_index); if (on(*att, DOUBLEDRAIN)) lower_level(att->t_index); turn_on(*att, DIDDRAIN); } else { def->t_stats.s_hpt -= roll(1, 8); def->t_stats.s_lvl--; if (on(*att, DOUBLEDRAIN)) { def->t_stats.s_hpt -= roll(1, 8); def->t_stats.s_lvl--; } if (see_def) msg("%s appears less skillfull.", prname(defname, TRUE)); /* Did it kill it? */ if (def->t_stats.s_hpt <= 0 || def->t_stats.s_lvl <= 0) return(att->t_index); } } /* * Paralyzation: */ if (on(*att, CANPARALYZE) && def->t_action != A_FREEZE) { if (def_player) turn_off(*att, CANPARALYZE); if (!save(VS_PARALYZATION, def, 0)) { if (on(*def, CANINWALL)) { if (def_player) msg("%s's touch has no effect.", prname(attname, TRUE)); } else { if (def_player) msg("%s's touch paralyzes you.", prname(attname, TRUE)); else if (see_def) msg("%s appears to freeze.", prname(defname, TRUE)); def->t_no_move += movement(def) * FREEZETIME; def->t_action = A_FREEZE; } } } /* * Painful wounds make the defendant faint */ if (on(*att, CANPAIN) && def->t_action != A_FREEZE) { if (def_player) turn_off(*att, CANPAIN); if (!ISWEARING(R_ALERT) && !save(VS_POISON, def, 0)) { if (def_player) msg("You faint from the painful wound"); else if (see_def) msg("%s appears to faint.", prname(defname, TRUE)); def->t_no_move += movement(def) * PAINTIME; def->t_action = A_FREEZE; } } /* * Some things currently affect only the player. Let's make * a check here so we don't have to check for each thing. */ if (def_player) { /* * Stinking monsters make the defender weaker (to hit). For now * this will only affect the player. We may later add the HASSTINK * effect to monsters, too. */ if (on(*att, CANSTINK)) { turn_off(*att, CANSTINK); if (!save(VS_POISON, def, 0)) { msg("The stench of %s sickens you.", prname(attname, FALSE)); if (on(player, HASSTINK)) lengthen(unstink, STINKTIME); else { turn_on(player, HASSTINK); fuse(unstink, NULL, STINKTIME, AFTER); } } } /* * Chilling monster reduces strength each time. This only * affects the player for now because of its temporary nature. */ if (on(*att, CANCHILL)) { if (!ISWEARING(R_SUSABILITY) && !save(VS_POISON, def, 0)) { msg("You cringe at %s's chilling touch.", prname(attname, FALSE)); chg_str(-1); if (lost_str++ == 0) { int fuse_arg = 0; fuse(res_strength, &fuse_arg, CHILLTIME, AFTER); } else lengthen(res_strength, CHILLTIME); } } /* * Itching monsters reduce dexterity (temporarily). This only * affects the player for now because of its temporary nature. */ if (on(*att, CANITCH) && !save(VS_POISON, def, 0)) { msg("The claws of %s scratch you.", prname(attname, FALSE)); if (ISWEARING(R_SUSABILITY)) { msg("The scratch has no effect"); } else { add_abil[A_DEXTERITY](-1); } } /* * If a disease-carrying monster hits, there is a chance the * defender will catch the disease. This only applies to the * player for now because of the temporary nature. */ if (on(*att, CANDISEASE) && (rnd(def->t_stats.s_const) < att->t_stats.s_lvl) && off(*def, HASDISEASE)) { if (ISWEARING(R_HEALTH) || player.t_ctype == C_PALADIN || player.t_ctype == C_MONK) { msg("The wound heals quickly."); } else { turn_on(*def, HASDISEASE); fuse(cure_disease, NULL, roll(HEALTIME,SICKTIME), AFTER); msg(terse ? "You have been diseased." : "You have contracted a disease!"); } } /* * If a rusting monster hits, you lose armor. This only applies to * the player because monsters don't wear armor (for now). */ if (on(*att, CANRUST)) { if (cur_armor != NULL && cur_armor->o_which != LEATHER && cur_armor->o_which != STUDDED_LEATHER && cur_armor->o_which != PADDED_ARMOR && !(cur_armor->o_flags & ISPROT) && cur_armor->o_ac < def->t_stats.s_arm+1) { msg(terse ? "Your armor weakens" : "Your armor appears to be weaker now. Oh my!"); cur_armor->o_ac++; } if (cur_misc[WEAR_BRACERS] != NULL && cur_misc[WEAR_BRACERS]->o_ac > 0 && !(cur_misc[WEAR_BRACERS]->o_flags & ISPROT)) { cur_misc[WEAR_BRACERS]->o_ac--; if (cur_misc[WEAR_BRACERS]->o_ac == 0) { register struct linked_list *item; for (item=pack; item!=NULL; item=next(item)) { if (OBJPTR(item) == cur_misc[WEAR_BRACERS]) { detach(pack, item); o_discard(item); break; } } msg ("Your bracers crumble and fall off!"); cur_misc[WEAR_BRACERS] = NULL; inpack--; } else { msg("Your bracers weaken!"); } } } /* * If can dissolve and hero has leather type armor. This * also only applies to the player for now because of the * armor. */ if (on(*att, CANDISSOLVE) && cur_armor != NULL && (cur_armor->o_which == LEATHER || cur_armor->o_which == STUDDED_LEATHER || cur_armor->o_which == PADDED_ARMOR) && !(cur_armor->o_flags & ISPROT) && cur_armor->o_ac < def->t_stats.s_arm+1) { msg(terse ? "Your armor dissolves" : "Your armor appears to dissolve. Oh my!"); cur_armor->o_ac++; } /* * If an infesting monster hits you, you get a parasite or rot. * This will only affect the player until we figure out how to * make it affect monsters. */ if (on(*att, CANINFEST) && rnd(def->t_stats.s_const) < att->t_stats.s_lvl) { if (ISWEARING(R_HEALTH) || player.t_ctype == C_PALADIN || player.t_ctype == C_MONK) { msg("The wound heals quickly."); } else { turn_off(*att, CANINFEST); msg(terse ? "You have been infested." : "You have contracted a parasitic infestation!"); infest_dam++; turn_on(*def, HASINFEST); } } /* * Does it take wisdom away? This currently affects only * the player because of its temporary nature. */ if (on(*att, TAKEWISDOM) && !save(VS_MAGIC, def, 0) && !ISWEARING(R_SUSABILITY)) { add_abil[A_WISDOM](-1); } /* * Does it take intelligence away? This currently affects * only the player because of its temporary nature. */ if (on(*att, TAKEINTEL) && !save(VS_MAGIC, &player, 0) && !ISWEARING(R_SUSABILITY)) { add_abil[A_INTELLIGENCE](-1); } /* * Cause fear by touching. This currently affects only * the player until we figure out how we want it to * affect monsters. */ if (on(*att, TOUCHFEAR)) { turn_off(*att, TOUCHFEAR); if (!ISWEARING(R_HEROISM) && !save(VS_WAND, def, 0) && !(on(*def, ISFLEE) && (def->t_dest == &att->t_pos))) { turn_on(*def, ISFLEE); def->t_dest = &att->t_pos; msg("%s's touch terrifies you.", prname(attname, TRUE)); /* It is okay to turn tail */ if (!def_player) def->t_oldpos = def->t_pos; } } /* * Make the hero dance (as in otto's irresistable dance) * This should be fairly easy to do to monsters, but * we'll restrict it to players until we decide what to * do about the temporary nature. */ if (on(*att, CANDANCE) && !on(*def, ISDANCE) && def->t_action != A_FREEZE && !save(VS_MAGIC, def, -4)) { turn_off(*att, CANDANCE); turn_on(*def, ISDANCE); msg("You begin to dance uncontrollably!"); fuse(undance, NULL, roll(2,4), AFTER); } /* * Suffocating our hero. Monsters don't get suffocated. * That's too hard for now. */ if (on(*att, CANSUFFOCATE) && !ISWEARING(R_FREEDOM) && rnd(100) < 25 && (find_slot(suffocate) == 0)) { turn_on(*att, DIDSUFFOCATE); msg("%s is beginning to suffocate you.", prname(attname, TRUE)); fuse(suffocate, NULL, roll(9,3), AFTER); } /* * some creatures stops the poor guy from moving. * How can we do this to a monster? */ if (on(*att,CANHOLD) && off(*att,DIDHOLD) && !ISWEARING(R_FREEDOM)){ turn_on(*def, ISHELD); turn_on(*att, DIDHOLD); hold_count++; } /* * Sucker will suck blood and run. This * should be easy to have happen to a monster, * but we have to decide how to handle the fleeing. */ if (on(*att, CANDRAW)) { turn_off(*att, CANDRAW); turn_on(*att, ISFLEE); msg("%s sates itself with your blood.", prname(attname, TRUE)); if ((def->t_stats.s_hpt -= 12) <= 0) return(att->t_index); /* It is okay to turn tail */ att->t_oldpos = att->t_pos; } /* * Bad smell will force a reduction in strength. * This will happen only to the player because of * the temporary nature. */ if (on(*att, CANSMELL)) { turn_off(*att, CANSMELL); if (save(VS_MAGIC, def, 0) || ISWEARING(R_SUSABILITY)) msg("You smell an unpleasant odor."); else { int odor_str = -(rnd(6)+1); int fuse_arg2 = 0; msg("You are overcome by a foul odor."); if (lost_str == 0) { chg_str(odor_str); fuse(res_strength, &fuse_arg2, SMELLTIME, AFTER); lost_str -= odor_str; } else lengthen(res_strength, SMELLTIME); } } /* * The monsters touch slows the defendant down. */ if (on(*att, TOUCHSLOW)) { turn_off(*att, TOUCHSLOW); if (!save(VS_PARALYZATION, def, 0)) add_slow(); } /* * Rotting only affects the player. */ if (on(*att, CANROT)) { if (!ISWEARING(R_HEALTH) && player.t_ctype != C_PALADIN && player.t_ctype != C_MONK && !save(VS_POISON, def, 0) && off(*def, DOROT)) { turn_on(*def, DOROT); msg("You feel your skin starting to rot away!"); } } /* * Monsters should be able to steal gold from anyone, * but until this is rewritten, they will only steal * from the player (tough break). */ if (on(*att, STEALGOLD)) { /* * steal some gold */ register long lastpurse; register struct linked_list *item; register struct object *obj; lastpurse = purse; purse -= GOLDCALC + GOLDCALC; if (!save(VS_MAGIC, def, att->t_stats.s_lvl/10)) { if (on(*att, ISUNIQUE)) purse -= GOLDCALC + GOLDCALC + GOLDCALC + GOLDCALC; purse -= GOLDCALC + GOLDCALC + GOLDCALC + GOLDCALC; } if (purse < 0) purse = 0; if (purse != lastpurse) { msg("Your purse feels lighter"); /* Give the gold to the thief */ for (item=att->t_pack; item != NULL; item=next(item)) { obj = OBJPTR(item); if (obj->o_type == GOLD) { obj->o_count += lastpurse - purse; break; } } /* Did we do it? */ if (item == NULL) { /* Then make some */ item = new_item(sizeof *obj); obj = OBJPTR(item); obj->o_type = GOLD; obj->o_count = lastpurse - purse; obj->o_hplus = obj->o_dplus = 0; strncpy(obj->o_damage, "0d0", sizeof(obj->o_damage)); strncpy(obj->o_hurldmg, "0d0", sizeof(obj->o_hurldmg)); obj->o_ac = 11; obj->contents = NULL; obj->o_group = 0; obj->o_flags = 0; obj->o_mark[0] = '\0'; obj->o_pos = att->t_pos; attach(att->t_pack, item); } } turn_on(*att, ISFLEE); turn_on(*att, ISINVIS); /* It is okay to turn tail */ att->t_oldpos = att->t_pos; } } /* * Stealing happens last since the monster disappears * after the act. */ if (on(*att, STEALMAGIC)) { register struct linked_list *list, *steal; register struct object *obj; register int nobj; /* * steal a magic item, look through the pack * and pick out one we like. */ steal = NULL; for (nobj = 0, list = def->t_pack; list != NULL; list = next(list)) { obj = OBJPTR(list); if (!is_current(obj) && list != def->t_using && obj->o_type != RELIC && is_magic(obj) && rnd(++nobj) == 0) steal = list; } if (steal != NULL) { register struct object *obj; struct linked_list *item; obj = OBJPTR(steal); if (on(*att, ISUNIQUE)) monsters[att->t_index].m_normal = TRUE; item = find_mons(att->t_pos.y, att->t_pos.x); killed(item, FALSE, FALSE, FALSE); /* Remove the attacker */ if (obj->o_count > 1 && obj->o_group == 0) { register int oc; oc = --(obj->o_count); obj->o_count = 1; if (def_player) msg("%s stole %s!", prname(attname, TRUE), inv_name(obj, TRUE)); obj->o_count = oc; } else { if (def_player) { msg("%s stole %s!", prname(attname, TRUE), inv_name(obj, TRUE)); /* If this is a relic, clear its holding field */ if (obj->o_type == RELIC) cur_relic[obj->o_which] = 0; inpack--; } detach(def->t_pack, steal); o_discard(steal); } updpack(FALSE, def); } } } /* Didn't kill the defender */ return(0); }