view rogue5/fight.c @ 245:e7aab31362af

Rogue V[345], Super-Rogue: Fix violet fungi/venus flytraps. Violet fungi (renamed venus flytraps in Rogue V5) do an increasing amount of damage each time they hit. If they miss, you still suffer the same number of HP. This worked by keeping a counter and printing new damage strings into monsters[5].m_stats.s_dmg, which is the "prototype" of that particular monster. Each individual monster has its own damage string. Apparently these were once char *, pointing to the same string as the prototype. When the s_dmg member was changed to be an internal char array, changing the prototype's damage string no longer had any effect on actual monsters. As a result, flytraps did no damage on a hit, or only one point in V5. The mechanism for doing damage on a miss continued to work. This has been fixed by overwriting the individual monster's damage string instead of the prototype's. It is now no longer necessary to reset the damage string when the flytrap is killed. The method for resetting it when the hero teleports away had to be modified. Comments referencing the long-unused xstr have been removed.
author John "Elwin" Edwards
date Sun, 01 May 2016 19:39:56 -0400
parents f502bf60e6e4
children
line wrap: on
line source

/*
 * 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 == 'F')
	vf_hit = atoi(mp->t_stats.s_dmg);
    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(mp->t_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;
	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();
}