view rogue5/fight.c @ 87:f871cb0539d3

Don't set the player's ISRUN flag. rogue4 and rogue5 set the player's ISRUN flag upon exit from sleep or holding. This is apparently supposed to indicate that the player can move again. What it actually does is make it harder for monsters to hit the player, until the flag is reset. As this behavior makes little sense and seems like a cheat, it has been deemed a bug and removed.
author John "Elwin" Edwards
date Tue, 13 Aug 2013 09:19:56 -0700
parents f502bf60e6e4
children e7aab31362af
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 == '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();
}