Mercurial > hg > early-roguelike
view arogue7/fight.c @ 256:c495a4f288c6
Import UltraRogue from the Roguelike Restoration Project (r1490)
author | John "Elwin" Edwards |
---|---|
date | Tue, 31 Jan 2017 19:56:04 -0500 |
parents | e1cd27c5464f |
children | e52a8a7ad4c5 |
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/* * 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) { return (dexterity > 10 ? (dexterity-13)/3 : (dexterity-10)/3); } /* * dext_prot: * compute armor class bonus for dexterity */