early-roguelike/rogue3/fight.c
John "Elwin" Edwards ca1c442db2 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.
2016-05-01 19:39:56 -04:00

738 lines
14 KiB
C

/*
* All the fighting gets done here
*
* @(#)fight.c 3.28 (Berkeley) 6/15/81
*
* 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 "curses.h"
#include <ctype.h>
#include <string.h>
#include <stdlib.h>
#include "rogue.h"
int e_levels[] = {
10,20,40,80,160,320,640,1280,2560,5120,10240,20480,
40920, 81920, 163840, 327680, 655360, 1310720, 2621440, 0 };
/*
* fight:
* The player attacks the monster.
*/
int
fight(coord *mp, int mn, struct object *weap, int thrown)
{
struct thing *tp;
struct linked_list *item;
int did_hit = TRUE;
/*
* Find the monster we want to fight
*/
if ((item = find_mons(mp->y, mp->x)) == NULL)
{
debug("Fight what @ %d,%d", mp->y, mp->x);
return(0);
}
tp = (struct thing *) ldata(item);
/*
* Since we are fighting, things are not quiet so no healing takes
* place.
*/
quiet = 0;
runto(mp, &hero);
/*
* Let him know it was really a mimic (if it was one).
*/
if (tp->t_type == 'M' && tp->t_disguise != 'M' && off(player, ISBLIND))
{
msg("Wait! That's a mimic!");
tp->t_disguise = 'M';
did_hit = thrown;
}
if (did_hit)
{
char *mname;
did_hit = FALSE;
if (on(player, ISBLIND))
mname = "it";
else
mname = monsters[mn-'A'].m_name;
if (roll_em(&pstats, &tp->t_stats, weap, thrown))
{
did_hit = TRUE;
if (thrown)
thunk(weap, mname);
else
hit(NULL, mname);
if (on(player, CANHUH))
{
msg("Your hands stop glowing red");
msg("The %s appears confused.", mname);
tp->t_flags |= ISHUH;
player.t_flags &= ~CANHUH;
}
if (tp->t_stats.s_hpt <= 0)
killed(item, TRUE);
}
else
if (thrown)
bounce(weap, mname);
else
miss(NULL, mname);
}
count = 0;
return did_hit;
}
/*
* attack:
* The monster attacks the player
*/
int
attack(struct thing *mp)
{
char *mname;
/*
* Since this is an attack, stop running and any healing that was
* going on at the time.
*/
running = FALSE;
quiet = 0;
if (mp->t_type == 'F')
fung_hit = atoi(mp->t_stats.s_dmg);
if (mp->t_type == 'M' && off(player, ISBLIND))
mp->t_disguise = 'M';
if (on(player, ISBLIND))
mname = "it";
else
mname = monsters[mp->t_type-'A'].m_name;
if (roll_em(&mp->t_stats, &pstats, NULL, FALSE))
{
if (mp->t_type != 'E')
hit(mname, NULL);
if (pstats.s_hpt <= 0)
death(mp->t_type); /* Bye bye life ... */
if (off(*mp, ISCANC))
switch (mp->t_type)
{
case 'R':
/*
* If a rust monster hits, you lose armor
*/
if (cur_armor != NULL && cur_armor->o_ac < 9)
{
if (!terse)
msg("Your armor appears to be weaker now. Oh my!");
else
msg("Your armor weakens");
cur_armor->o_ac++;
}
when 'E':
/*
* The gaze of the floating eye hypnotizes you
*/
if (on(player, ISBLIND))
break;
if (!no_command)
{
addmsg("You are transfixed");
if (!terse)
addmsg(" by the gaze of the floating eye.");
endmsg();
}
no_command += rnd(2)+2;
if (no_command > 100 && food_left <= 0)
death('E');
when 'A':
/*
* Ants have poisonous bites
*/
if (!save(VS_POISON))
if (!ISWEARING(R_SUSTSTR))
{
chg_str(-1);
if (!terse)
msg("You feel a sting in your arm and now feel weaker");
else
msg("A sting has weakened you");
}
else
if (!terse)
msg("A sting momentarily weakens you");
else
msg("Sting has no effect");
when 'W':
/*
* Wraiths might drain energy levels
*/
if (rnd(100) < 15)
{
int fewer;
if (pstats.s_exp == 0)
death('W'); /* All levels gone */
msg("You suddenly feel weaker.");
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);
pstats.s_hpt -= fewer;
max_hp -= fewer;
if (pstats.s_hpt < 1)
pstats.s_hpt = 1;
if (max_hp < 1)
death('W');
}
when 'F':
/*
* Violet fungi stops the poor guy from moving
*/
player.t_flags |= ISHELD;
sprintf(mp->t_stats.s_dmg, "%dd1", ++fung_hit);
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;
if (purse != lastpurse)
msg("Your purse feels lighter");
remove_monster(&mp->t_pos, find_mons(mp->t_pos.y, mp->t_pos.x));
mp = NULL;
}
when 'N':
{
struct linked_list *list, *steal;
struct object *obj;
int nobj;
/*
* Nymph's steal a magic item, look through the pack
* and pick out one we like.
*/
steal = NULL;
for (nobj = 0, list = pack; list != NULL; list = next(list))
{
obj = (struct object *) ldata(list);
if (obj != cur_armor &&
obj != cur_weapon &&
obj != cur_ring[LEFT] &&
obj != cur_ring[RIGHT] && /* Nymph bug fix */
is_magic(obj) &&
rnd(++nobj) == 0)
steal = list;
}
if (steal != NULL)
{
struct object *sobj;
sobj = (struct object *) ldata(steal);
remove_monster(&mp->t_pos, find_mons(mp->t_pos.y, mp->t_pos.x));
mp = NULL;
if (sobj->o_count > 1 && sobj->o_group == 0)
{
int oc;
oc = sobj->o_count;
sobj->o_count = 1;
msg("She stole %s!", inv_name(sobj, TRUE));
sobj->o_count = oc - 1;
}
else
{
msg("She stole %s!", inv_name(sobj, TRUE));
detach(pack, steal);
discard(steal);
}
inpack--;
}
}
otherwise:
break;
}
}
else if (mp->t_type != 'E')
{
if (mp->t_type == 'F')
{
pstats.s_hpt -= fung_hit;
if (pstats.s_hpt <= 0)
death(mp->t_type); /* Bye bye life ... */
}
miss(mname, NULL);
}
/*
* Check to see if this is a regenerating monster and let it heal if
* it is.
*/
if ((mp != NULL) && (on(*mp, ISREGEN) && rnd(100) < 33))
mp->t_stats.s_hpt++;
if (fight_flush)
{
flush_type(); /* flush typeahead */
}
count = 0;
status();
if (mp == NULL)
return(-1);
else
return(0);
}
/*
* swing:
* returns true if the swing hits
*/
int
swing(int at_lvl, int op_arm, int wplus)
{
int res = rnd(20)+1;
int need = (21-at_lvl)-op_arm;
return (res+wplus >= need);
}
/*
* check_level:
* Check to see if the guy has gone up a level.
*/
void
check_level()
{
int i, add;
for (i = 0; e_levels[i] != 0; i++)
if (e_levels[i] > pstats.s_exp)
break;
i++;
if (i > pstats.s_lvl)
{
add = roll(i-pstats.s_lvl,10);
max_hp += add;
if ((pstats.s_hpt += add) > max_hp)
pstats.s_hpt = max_hp;
msg("Welcome to level %d", i);
}
pstats.s_lvl = i;
}
/*
* roll_em:
* Roll several attacks
*/
int
roll_em(struct stats *att, struct stats *def, struct object *weap, int hurl)
{
char *cp;
int ndice, nsides, def_arm;
int did_hit = FALSE;
int prop_hplus, prop_dplus;
prop_hplus = prop_dplus = 0;
if (weap == NULL)
cp = att->s_dmg;
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)
{
strcpy(weap->o_damage,"0d0");
weap->o_hplus = weap->o_dplus = 0;
}
}
for (;;)
{
int damage;
int hplus = prop_hplus + (weap == NULL ? 0 : weap->o_hplus);
int dplus = prop_dplus + (weap == NULL ? 0 : weap->o_dplus);
if (weap == cur_weapon)
{
if (ISRING(LEFT, R_ADDDAM))
dplus += cur_ring[LEFT]->o_ac;
else if (ISRING(LEFT, R_ADDHIT))
hplus += cur_ring[LEFT]->o_ac;
if (ISRING(RIGHT, R_ADDDAM))
dplus += cur_ring[RIGHT]->o_ac;
else if (ISRING(RIGHT, R_ADDHIT))
hplus += cur_ring[RIGHT]->o_ac;
}
ndice = atoi(cp);
if ((cp = strchr(cp, 'd')) == NULL)
break;
nsides = atoi(++cp);
if (def == &pstats)
{
if (cur_armor != NULL)
def_arm = cur_armor->o_ac;
else
def_arm = def->s_arm;
if (ISRING(LEFT, R_PROTECT))
def_arm -= cur_ring[LEFT]->o_ac;
else if (ISRING(RIGHT, R_PROTECT))
def_arm -= cur_ring[RIGHT]->o_ac;
}
else
def_arm = def->s_arm;
if (swing(att->s_lvl, def_arm, hplus+str_plus(&att->s_str)))
{
int proll;
proll = roll(ndice, nsides);
if (ndice + nsides > 0 && proll < 1)
debug("Damage for %dd%d came out %d.", ndice, nsides, proll);
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(who, upper)
char *who;
int upper;
{
static char tbuf[80];
*tbuf = '\0';
if (who == 0)
strcpy(tbuf, "you");
else if (on(player, ISBLIND))
strcpy(tbuf, "it");
else
{
strcpy(tbuf, "the ");
strcat(tbuf, who);
}
if (upper)
*tbuf = toupper(*tbuf);
return tbuf;
}
/*
* hit:
* Print a message to indicate a succesful hit
*/
void
hit(char *er, char *ee)
{
char *s = "";
addmsg(prname(er, TRUE));
if (terse)
s = " hit.";
else
switch (rnd(4))
{
case 0: s = " scored an excellent hit on ";
when 1: s = " hit ";
when 2: s = (er == 0 ? " have injured " : " has injured ");
when 3: s = (er == 0 ? " swing and hit " : " swings and hits ");
}
addmsg(s);
if (!terse)
addmsg(prname(ee, FALSE));
endmsg();
}
/*
* miss:
* Print a message to indicate a poor swing
*/
void
miss(char *er, char *ee)
{
char *s = "";
addmsg(prname(er, TRUE));
switch (terse ? 0 : rnd(4))
{
case 0: s = (er == 0 ? " miss" : " misses");
when 1: s = (er == 0 ? " swing and miss" : " swings and misses");
when 2: s = (er == 0 ? " barely miss" : " barely misses");
when 3: s = (er == 0 ? " don't hit" : " doesn't hit");
}
addmsg(s);
if (!terse)
addmsg(" %s", prname(ee, FALSE));
endmsg();
}
/*
* save_throw:
* See if a creature save against something
*/
int
save_throw(int which, struct thing *tp)
{
int need;
need = 14 + which - tp->t_stats.s_lvl / 2;
return (roll(1, 20) >= need);
}
/*
* save:
* See if he saves against various nasty things
*/
int
save(int which)
{
return save_throw(which, &player);
}
/*
* str_plus:
* compute bonus/penalties for strength on the "to hit" roll
*/
int
str_plus(str_t *str)
{
if (str->st_str == 18)
{
if (str->st_add == 100)
return 3;
if (str->st_add > 50)
return 2;
}
if (str->st_str >= 17)
return 1;
if (str->st_str > 6)
return 0;
return str->st_str - 7;
}
/*
* add_dam:
* compute additional damage done for exceptionally high or low strength
*/
int
add_dam(str_t *str)
{
if (str->st_str == 18)
{
if (str->st_add == 100)
return 6;
if (str->st_add > 90)
return 5;
if (str->st_add > 75)
return 4;
if (str->st_add != 0)
return 3;
return 2;
}
if (str->st_str > 15)
return 1;
if (str->st_str > 6)
return 0;
return str->st_str - 7;
}
/*
* raise_level:
* The guy just magically went up a level.
*/
void
raise_level()
{
pstats.s_exp = e_levels[pstats.s_lvl-1] + 1L;
check_level();
}
/*
* thunk:
* A missile hits a monster
*/
void
thunk(struct object *weap, char *mname)
{
if (weap->o_type == WEAPON)
msg("The %s hits the %s", w_names[weap->o_which], mname);
else
msg("You hit the %s.", mname);
}
/*
* bounce:
* A missile misses a monster
*/
void
bounce(struct object *weap, char *mname)
{
if (weap->o_type == WEAPON)
msg("The %s misses the %s", w_names[weap->o_which], mname);
else
msg("You missed the %s.", mname);
}
/*
* remove a monster from the screen
*/
void
remove_monster(coord *mp, struct linked_list *item)
{
mvwaddch(mw, mp->y, mp->x, ' ');
mvwaddch(cw, mp->y, mp->x, ((struct thing *) ldata(item))->t_oldch);
detach(mlist, item);
discard(item);
}
/*
* is_magic:
* Returns true if an object radiates magic
*/
int
is_magic(struct object *obj)
{
switch (obj->o_type)
{
case ARMOR:
return obj->o_ac != a_class[obj->o_which];
when WEAPON:
return obj->o_hplus != 0 || obj->o_dplus != 0;
when POTION:
case SCROLL:
case STICK:
case RING:
case AMULET:
return TRUE;
}
return FALSE;
}
/*
* killed:
* Called to put a monster to death
*/
void
killed(struct linked_list *item, int pr)
{
struct thing *tp;
struct linked_list *pitem, *nexti;
tp = (struct thing *) ldata(item);
if (pr)
{
addmsg(terse ? "Defeated " : "You have defeated ");
if (on(player, ISBLIND))
msg("it.");
else
{
if (!terse)
addmsg("the ");
msg("%s.", monsters[tp->t_type-'A'].m_name);
}
}
pstats.s_exp += tp->t_stats.s_exp;
/*
* Do adjustments if he went up a level
*/
check_level();
/*
* If the monster was a violet fungi, un-hold him
*/
switch (tp->t_type)
{
case 'F':
player.t_flags &= ~ISHELD;
fung_hit = 0;
when 'L':
{
struct room *rp;
if ((rp = roomin(&tp->t_pos)) == NULL)
break;
if (rp->r_goldval != 0 || fallpos(&tp->t_pos,&rp->r_gold,FALSE))
{
rp->r_goldval += GOLDCALC;
if (save(VS_MAGIC))
rp->r_goldval += GOLDCALC + GOLDCALC
+ GOLDCALC + GOLDCALC;
mvwaddch(stdscr, rp->r_gold.y, rp->r_gold.x, GOLD);
if (!(rp->r_flags & ISDARK))
{
light(&hero);
mvwaddch(cw, hero.y, hero.x, PLAYER);
}
}
}
}
/*
* Empty the monsters pack
*/
pitem = tp->t_pack;
while (pitem != NULL)
{
struct object *obj;
nexti = next(tp->t_pack);
obj = (struct object *) ldata(pitem);
obj->o_pos = tp->t_pos;
detach(tp->t_pack, pitem);
fall(pitem, FALSE);
pitem = nexti;
}
/*
* Get rid of the monster.
*/
remove_monster(&tp->t_pos, item);
}