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.
688 lines
13 KiB
C
688 lines
13 KiB
C
/*
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* All the fighting gets done here
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*
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* @(#)fight.c 4.67 (Berkeley) 09/06/83
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*
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* Rogue: Exploring the Dungeons of Doom
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* Copyright (C) 1980-1983, 1985, 1999 Michael Toy, Ken Arnold and Glenn Wichman
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* All rights reserved.
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*
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* See the file LICENSE.TXT for full copyright and licensing information.
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*/
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#include <stdlib.h>
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#include <curses.h>
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#include <string.h>
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#include <ctype.h>
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#include "rogue.h"
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#define EQSTR(a, b) (strcmp(a, b) == 0)
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static const char *h_names[] = { /* strings for hitting */
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" scored an excellent hit on ",
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" hit ",
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" have injured ",
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" swing and hit ",
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" scored an excellent hit on ",
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" hit ",
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" has injured ",
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" swings and hits "
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};
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static const char *m_names[] = { /* strings for missing */
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" miss",
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" swing and miss",
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" barely miss",
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" don't hit",
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" misses",
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" swings and misses",
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" barely misses",
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" doesn't hit",
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};
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/*
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* adjustments to hit probabilities due to strength
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*/
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static int str_plus[] = {
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-7, -6, -5, -4, -3, -2, -1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1,
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1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 3,
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};
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/*
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* adjustments to damage done due to strength
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*/
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static int add_dam[] = {
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-7, -6, -5, -4, -3, -2, -1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 2, 3,
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3, 4, 5, 5, 5, 5, 5, 5, 5, 5, 5, 6
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};
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/*
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* fight:
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* The player attacks the monster.
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*/
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int
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fight(const coord *mp, const THING *weap, int thrown)
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{
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THING *tp;
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int did_hit = TRUE;
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const char *mname;
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int ch;
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/*
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* Find the monster we want to fight
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*/
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if ((tp = moat(mp->y, mp->x)) == NULL)
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{
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#ifdef MASTER
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debug("Fight what @ %d,%d", mp->y, mp->x);
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#endif
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return FALSE;
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}
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/*
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* Since we are fighting, things are not quiet so no healing takes
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* place.
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*/
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count = 0;
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quiet = 0;
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runto(mp);
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/*
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* Let him know it was really a xeroc (if it was one).
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*/
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ch = '\0';
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if (tp->t_type == 'X' && tp->t_disguise != 'X' && !on(player, ISBLIND))
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{
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tp->t_disguise = 'X';
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if (on(player, ISHALU)) {
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ch = rnd(26) + 'A';
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mvaddch(tp->t_pos.y, tp->t_pos.x, ch);
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}
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msg(choose_str("heavy! That's a nasty critter!",
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"wait! That's a xeroc!"));
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if (!thrown)
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return FALSE;
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}
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mname = set_mname(tp);
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did_hit = FALSE;
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has_hit = (terse && !to_death);
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if (roll_em(&player, tp, weap, thrown))
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{
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did_hit = FALSE;
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if (thrown)
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thunk(weap, mname, terse);
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else
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hit(NULL, mname, terse);
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if (on(player, CANHUH))
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{
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did_hit = TRUE;
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tp->t_flags |= ISHUH;
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player.t_flags &= ~CANHUH;
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endmsg();
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has_hit = FALSE;
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msg("your hands stop glowing %s", pick_color("red"));
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}
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if (tp->t_stats.s_hpt <= 0)
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killed(tp, TRUE);
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else if (did_hit && !on(player, ISBLIND))
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msg("%s appears confused", mname);
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did_hit = TRUE;
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}
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else
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if (thrown)
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bounce(weap, mname, terse);
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else
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miss(NULL, mname, terse);
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return did_hit;
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}
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/*
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* attack:
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* The monster attacks the player
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*/
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int
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attack(THING *mp)
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{
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const char *mname;
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int oldhp;
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/*
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* Since this is an attack, stop running and any healing that was
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* going on at the time.
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*/
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running = FALSE;
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count = 0;
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quiet = 0;
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if (to_death && !on(*mp, ISTARGET))
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{
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to_death = FALSE;
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kamikaze = FALSE;
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}
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if (mp->t_type == 'F')
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vf_hit = atoi(mp->t_stats.s_dmg);
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if (mp->t_type == 'X' && mp->t_disguise != 'X' && !on(player, ISBLIND))
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{
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mp->t_disguise = 'X';
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if (on(player, ISHALU))
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mvaddch(mp->t_pos.y, mp->t_pos.x, rnd(26) + 'A');
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}
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mname = set_mname(mp);
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oldhp = pstats.s_hpt;
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if (roll_em(mp, &player, NULL, FALSE))
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{
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if (mp->t_type != 'I')
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{
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if (has_hit)
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addmsg(". ");
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hit(mname, NULL, FALSE);
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}
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else
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if (has_hit)
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endmsg();
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has_hit = FALSE;
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if (pstats.s_hpt <= 0)
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death(mp->t_type); /* Bye bye life ... */
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else if (!kamikaze)
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{
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oldhp -= pstats.s_hpt;
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if (oldhp > max_hit)
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max_hit = oldhp;
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if (pstats.s_hpt <= max_hit)
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to_death = FALSE;
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}
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if (!on(*mp, ISCANC))
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switch (mp->t_type)
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{
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case 'A':
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/*
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* If an aquator hits, you can lose armor class.
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*/
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rust_armor(cur_armor);
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when 'I':
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/*
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* The ice monster freezes you
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*/
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player.t_flags &= ~ISRUN;
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if (!no_command)
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{
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addmsg("you are frozen");
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if (!terse)
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addmsg(" by the %s", mname);
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endmsg();
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}
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no_command += rnd(2) + 2;
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if (no_command > BORE_LEVEL)
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death('h');
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when 'R':
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/*
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* Rattlesnakes have poisonous bites
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*/
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if (!save(VS_POISON))
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{
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if (!ISWEARING(R_SUSTSTR))
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{
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chg_str(-1);
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if (!terse)
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msg("you feel a bite in your leg and now feel weaker");
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else
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msg("a bite has weakened you");
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}
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else if (!to_death)
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{
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if (!terse)
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msg("a bite momentarily weakens you");
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else
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msg("bite has no effect");
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}
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}
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when 'W':
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case 'V':
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/*
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* Wraiths might drain energy levels, and Vampires
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* can steal max_hp
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*/
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if (rnd(100) < (mp->t_type == 'W' ? 15 : 30))
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{
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int fewer;
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if (mp->t_type == 'W')
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{
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if (pstats.s_exp == 0)
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death('W'); /* All levels gone */
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if (--pstats.s_lvl == 0)
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{
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pstats.s_exp = 0;
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pstats.s_lvl = 1;
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}
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else
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pstats.s_exp = e_levels[pstats.s_lvl-1]+1;
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fewer = roll(1, 10);
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}
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else
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fewer = roll(1, 3);
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pstats.s_hpt -= fewer;
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max_hp -= fewer;
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if (pstats.s_hpt <= 0)
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pstats.s_hpt = 1;
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if (max_hp <= 0)
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death(mp->t_type);
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msg("you suddenly feel weaker");
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}
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when 'F':
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/*
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* Venus Flytrap stops the poor guy from moving
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*/
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player.t_flags |= ISHELD;
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sprintf(mp->t_stats.s_dmg,"%dx1", ++vf_hit);
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if (--pstats.s_hpt <= 0)
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death('F');
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when 'L':
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{
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/*
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* Leperachaun steals some gold
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*/
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int lastpurse;
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lastpurse = purse;
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purse -= GOLDCALC;
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if (!save(VS_MAGIC))
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purse -= GOLDCALC + GOLDCALC + GOLDCALC + GOLDCALC;
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if (purse < 0)
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purse = 0;
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remove_mon(&mp->t_pos, mp, FALSE);
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mp=NULL;
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if (purse != lastpurse)
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msg("your purse feels lighter");
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}
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when 'N':
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{
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THING *obj, *steal;
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int nobj;
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/*
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* Nymph's steal a magic item, look through the pack
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* and pick out one we like.
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*/
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steal = NULL;
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for (nobj = 0, obj = pack; obj != NULL; obj = next(obj))
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if (obj != cur_armor && obj != cur_weapon
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&& obj != cur_ring[LEFT] && obj != cur_ring[RIGHT]
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&& is_magic(obj) && rnd(++nobj) == 0)
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steal = obj;
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if (steal != NULL)
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{
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remove_mon(&mp->t_pos, moat(mp->t_pos.y, mp->t_pos.x), FALSE);
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mp=NULL;
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steal = leave_pack(steal, TRUE, FALSE);
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msg("she stole %s!", inv_name(steal, TRUE));
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discard(steal);
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}
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}
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otherwise:
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break;
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}
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}
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else if (mp->t_type != 'I')
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{
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if (has_hit)
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{
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addmsg(". ");
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has_hit = FALSE;
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}
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if (mp->t_type == 'F')
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{
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pstats.s_hpt -= vf_hit;
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if (pstats.s_hpt <= 0)
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death(mp->t_type); /* Bye bye life ... */
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}
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miss(mname, NULL, FALSE);
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}
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if (fight_flush && !to_death)
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flush_type();
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count = 0;
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status();
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if (mp == NULL)
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return(-1);
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else
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return(0);
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}
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/*
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* set_mname:
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* return the monster name for the given monster
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*/
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const char *
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set_mname(const THING *tp)
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{
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int ch;
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const char *mname;
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static char tbuf[MAXSTR] = { 't', 'h', 'e', ' ' };
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if (!see_monst(tp) && !on(player, SEEMONST))
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return (terse ? "it" : "something");
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else if (on(player, ISHALU))
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{
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move(tp->t_pos.y, tp->t_pos.x);
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ch = toascii(CCHAR(inch()));
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if (!isupper(ch))
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ch = rnd(26);
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else
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ch -= 'A';
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mname = monsters[ch].m_name;
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}
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else
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mname = monsters[tp->t_type - 'A'].m_name;
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strcpy(&tbuf[4], mname);
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return tbuf;
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}
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/*
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* swing:
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* Returns true if the swing hits
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*/
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int
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swing(int at_lvl, int op_arm, int wplus)
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{
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int res = rnd(20);
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int need = (20 - at_lvl) - op_arm;
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return (res + wplus >= need);
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}
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/*
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* roll_em:
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* Roll several attacks
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*/
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int
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roll_em(const THING *thatt, THING *thdef, const THING *weap, int hurl)
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{
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const struct stats *att;
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struct stats *def;
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const char *cp;
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int ndice, nsides, def_arm;
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int did_hit = FALSE;
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int hplus;
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int dplus;
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int damage;
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att = &thatt->t_stats;
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def = &thdef->t_stats;
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if (weap == NULL)
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{
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cp = att->s_dmg;
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dplus = 0;
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hplus = 0;
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}
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else
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{
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hplus = (weap == NULL ? 0 : weap->o_hplus);
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dplus = (weap == NULL ? 0 : weap->o_dplus);
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if (weap == cur_weapon)
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{
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if (ISRING(LEFT, R_ADDDAM))
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dplus += cur_ring[LEFT]->o_arm;
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else if (ISRING(LEFT, R_ADDHIT))
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hplus += cur_ring[LEFT]->o_arm;
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if (ISRING(RIGHT, R_ADDDAM))
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dplus += cur_ring[RIGHT]->o_arm;
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else if (ISRING(RIGHT, R_ADDHIT))
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hplus += cur_ring[RIGHT]->o_arm;
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}
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cp = weap->o_damage;
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if (hurl)
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{
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if ((weap->o_flags&ISMISL) && cur_weapon != NULL &&
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cur_weapon->o_which == weap->o_launch)
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{
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cp = weap->o_hurldmg;
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hplus += cur_weapon->o_hplus;
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dplus += cur_weapon->o_dplus;
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}
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else if (weap->o_launch < 0)
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cp = weap->o_hurldmg;
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}
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}
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/*
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* If the creature being attacked is not running (alseep or held)
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* then the attacker gets a plus four bonus to hit.
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*/
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if (!on(*thdef, ISRUN))
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hplus += 4;
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def_arm = def->s_arm;
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if (def == &pstats)
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{
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if (cur_armor != NULL)
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def_arm = cur_armor->o_arm;
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if (ISRING(LEFT, R_PROTECT))
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def_arm -= cur_ring[LEFT]->o_arm;
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if (ISRING(RIGHT, R_PROTECT))
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def_arm -= cur_ring[RIGHT]->o_arm;
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}
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while(cp != NULL && *cp != '\0')
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{
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ndice = atoi(cp);
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if ((cp = strchr(cp, 'x')) == NULL)
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break;
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nsides = atoi(++cp);
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if (swing(att->s_lvl, def_arm, hplus + str_plus[att->s_str]))
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{
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int proll;
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proll = roll(ndice, nsides);
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#ifdef MASTER
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if (ndice + nsides > 0 && proll <= 0)
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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);
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#endif
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damage = dplus + proll + add_dam[att->s_str];
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def->s_hpt -= max(0, damage);
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did_hit = TRUE;
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}
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if ((cp = strchr(cp, '/')) == NULL)
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break;
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cp++;
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}
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return did_hit;
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}
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/*
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* prname:
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* The print name of a combatant
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*/
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char *
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prname(const char *mname, int upper)
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{
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static char tbuf[MAXSTR];
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*tbuf = '\0';
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if (mname == 0)
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strcpy(tbuf, "you");
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else
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strcpy(tbuf, mname);
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if (upper)
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*tbuf = (char) toupper(*tbuf);
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return tbuf;
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}
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/*
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* thunk:
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* A missile hits a monster
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*/
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void
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thunk(const THING *weap, const char *mname, int noend)
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{
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if (to_death)
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return;
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if (weap->o_type == WEAPON)
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addmsg("the %s hits ", weap_info[weap->o_which].oi_name);
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else
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addmsg("you hit ");
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addmsg("%s", mname);
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if (!noend)
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endmsg();
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}
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/*
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* hit:
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* Print a message to indicate a succesful hit
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*/
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void
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hit(const char *er, const char *ee, int noend)
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{
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int i;
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const char *s;
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if (to_death)
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return;
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addmsg(prname(er, TRUE));
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if (terse)
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s = " hit";
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else
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{
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i = rnd(4);
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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();
|
|
}
|