/*
* effects.c - functions for dealing with appllying effects to monsters
*
* 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.
*/
#include <string.h>
#include "curses.h"
#include "rogue.h"
/*
* effect:
* Check for effects of one thing hitting another thing. Return
* the reason code if the defender is killed. Otherwise return 0.
*/
int
effect(struct thing *att, struct thing *def, struct object *weap, bool thrown,
bool see_att, bool see_def)
{
register bool att_player, def_player;
char attname[LINELEN+1], defname[LINELEN+1];
/* See if the attacker or defender is the player */
att_player = (att == &player);
def_player = (def == &player);
/*
* If the player could see the attacker or defender, they can't
* surprise anymore (don't bother checking if they could).
*/
if (see_att) turn_off(*att, CANSURPRISE);
if (see_def) turn_off(*def, CANSURPRISE);
/* What are the attacker and defender names? */
if (att_player) strcpy(attname, "you");
else {
if (see_att) strcpy(attname, monster_name(att));
else strcpy(attname, "something");
}
if (def_player) strcpy(defname, "you");
else {
if (see_def) strcpy(defname, monster_name(def));
else strcpy(defname, "something");
}
/*
* See what happens to the attacker first. We can skip this
* whole section, however, if the defender is the player.
* Nothing happens (yet) to anyone just for hitting the player.
*/
if (!def_player) {
if (!thrown) { /* Some things require a direct hit. */
/*
* If the attacker hits a rusting monster, The weapon
* may be damaged
*/
if (on(*def, CANRUST) && weap &&
weap->o_type != RELIC && (weap->o_flags & ISMETAL) &&
!(weap->o_flags & ISPROT)) {
if ((weap->o_hplus < 1 && weap->o_dplus < 1) ||
roll(1,20) < weap->o_hplus+weap->o_dplus+10) {
if (rnd(100) < 50) weap->o_hplus--;
else weap->o_dplus--;
if (att_player)
msg(terse ? "Your %s weakens!"
: "Your %s appears to be weaker now!",
weaps[weap->o_which].w_name);
}
}
}
/* If the attacker hit something that shrieks, wake the dungeon */
if (on(*def, CANSHRIEK)) {
turn_off(*def, CANSHRIEK);
if (see_def)
msg("%s emits a piercing shriek.", prname(defname, TRUE));
else msg("You hear a piercing shriek.");
aggravate(TRUE, TRUE);
}
/*
* does the creature explode when hit?
*/
if (on(*def, CANEXPLODE)) {
if (see_def) msg("%s explodes!", prname(defname, TRUE));
else msg("You hear a tremendous explosion!");
explode(def);
if (pstats.s_hpt <= 0)
death(def->t_index);
}
}
/*
* Now let's see what happens to the defender. Start out with
* the things that everyone can do. Then exit if the attacker
* is the player.
*/
if (!thrown) {
/*
* Can the player confuse?
*/
if (on(*att, CANHUH) && att_player) {
msg("Your hands stop glowing red.");
if (off(*def, ISCLEAR) &&
(off(*def, ISUNIQUE) || !save(VS_MAGIC, def, 0))) {
if (see_def) msg("%s appears confused.", prname(defname, TRUE));
turn_on(*def, ISHUH);
}
turn_off(*att, CANHUH);
}
/* Return now if the attacker is the player. */
if (att_player) return(0);
/*
* Some monsters may take half your hit points
*/
if (on(*att, CANSUCK) && !save(VS_MAGIC, def, 0)) {
if (def->t_stats.s_hpt == 1) return(att->t_index); /* Killed! */
else {
def->t_stats.s_hpt /= 2;
if (def_player)
msg("You feel your life force being drawn from you.");
}
}
/*
* If a hugging monster hits, it may SQUEEEEEEEZE.
*/
if (on(*att, CANHUG)) {
if (roll(1,20) >= 18 || roll(1,20) >= 18) {
if (def_player)
msg("%s squeezes you against itself.",
prname(attname, TRUE));
else if (see_att)
msg("%s squeezes hard.", prname(attname, TRUE));
if ((def->t_stats.s_hpt -= roll(2,8)) <= 0)
return(att->t_index);
}
}
/*
* Some monsters have poisonous bites.
*/
if (on(*att, CANPOISON) && !save(VS_POISON, def, 0)) {
if (def_player) {
if (ISWEARING(R_SUSABILITY))
msg(terse ? "Sting has no effect"
: "A sting momentarily weakens you");
else {
chg_str(-1);
msg(terse ? "A sting has weakened you" :
"You feel a sting in your arm and now feel weaker");
}
}
else {
/* Subtract a strength point and see if it kills it */
if (--def->t_stats.s_str <= 0) return(D_STRENGTH);
}
}
/*
* Turning to stone:
*/
if (on(*att, TOUCHSTONE)) {
if (def_player) turn_off(*att, TOUCHSTONE);
if (on(*def, CANINWALL)) {
if (def_player)
msg("%s's touch has no effect.", prname(attname, TRUE));
}
else {
if (!save(VS_PETRIFICATION, def, 0) && rnd(100) < 10) {
if (def_player) {
msg("Your body begins to solidify.");
msg("You are turned to stone !!! --More--");
wait_for(' ');
return(D_PETRIFY);
}
else {
/* The monster got stoned! */
turn_on(*def, ISSTONE);
turn_off(*def, ISRUN);
turn_off(*def, ISINVIS);
turn_off(*def, ISDISGUISE);
if (see_def)
msg("%s turns to stone.", prname(defname, TRUE));
else if (cansee(unc(def->t_pos)))
msg("A new statue appears!");
}
}
else if (def->t_action != A_FREEZE) {
if (def_player)
msg("%s's touch stiffens your limbs.",
prname(attname, TRUE));
else if (see_def)
msg("%s appears to freeze.", prname(defname, TRUE));
def->t_no_move += movement(def) * STONETIME;
def->t_action = A_FREEZE;
}
}
}
/*
* Wraiths might drain energy levels
*/
if ((on(*att, CANDRAIN) || on(*att, DOUBLEDRAIN)) &&
!save(VS_POISON, def, 3-(att->t_stats.s_lvl/5))) {
if (def_player) {
lower_level(att->t_index);
if (on(*att, DOUBLEDRAIN)) lower_level(att->t_index);
turn_on(*att, DIDDRAIN);
}
else {
def->t_stats.s_hpt -= roll(1, 8);
def->t_stats.s_lvl--;
if (on(*att, DOUBLEDRAIN)) {
def->t_stats.s_hpt -= roll(1, 8);
def->t_stats.s_lvl--;
}
if (see_def)
msg("%s appears less skillfull.", prname(defname, TRUE));
/* Did it kill it? */
if (def->t_stats.s_hpt <= 0 ||
def->t_stats.s_lvl <= 0)
return(att->t_index);
}
}
/*
* Paralyzation:
*/
if (on(*att, CANPARALYZE) && def->t_action != A_FREEZE) {
if (def_player) turn_off(*att, CANPARALYZE);
if (!save(VS_PARALYZATION, def, 0)) {
if (on(*def, CANINWALL)) {
if (def_player)
msg("%s's touch has no effect.", prname(attname, TRUE));
}
else {
if (def_player)
msg("%s's touch paralyzes you.", prname(attname, TRUE));
else if (see_def)
msg("%s appears to freeze.", prname(defname, TRUE));
def->t_no_move += movement(def) * FREEZETIME;
def->t_action = A_FREEZE;
}
}
}
/*
* Painful wounds make the defendant faint
*/
if (on(*att, CANPAIN) && def->t_action != A_FREEZE) {
if (def_player) turn_off(*att, CANPAIN);
if (!ISWEARING(R_ALERT) && !save(VS_POISON, def, 0)) {
if (def_player)
msg("You faint from the painful wound");
else if (see_def)
msg("%s appears to faint.", prname(defname, TRUE));
def->t_no_move += movement(def) * PAINTIME;
def->t_action = A_FREEZE;
}
}
/*
* Some things currently affect only the player. Let's make
* a check here so we don't have to check for each thing.
*/
if (def_player) {
/*
* Stinking monsters make the defender weaker (to hit). For now
* this will only affect the player. We may later add the HASSTINK
* effect to monsters, too.
*/
if (on(*att, CANSTINK)) {
turn_off(*att, CANSTINK);
if (!save(VS_POISON, def, 0)) {
msg("The stench of %s sickens you.",
prname(attname, FALSE));
if (on(player, HASSTINK)) lengthen(unstink, STINKTIME);
else {
turn_on(player, HASSTINK);
fuse(unstink, NULL, STINKTIME, AFTER);
}
}
}
/*
* Chilling monster reduces strength each time. This only
* affects the player for now because of its temporary nature.
*/
if (on(*att, CANCHILL)) {
if (!ISWEARING(R_SUSABILITY) && !save(VS_POISON, def, 0)) {
msg("You cringe at %s's chilling touch.",
prname(attname, FALSE));
chg_str(-1);
if (lost_str++ == 0) {
int fuse_arg = 0;
fuse(res_strength, &fuse_arg, CHILLTIME, AFTER);
}
else lengthen(res_strength, CHILLTIME);
}
}
/*
* Itching monsters reduce dexterity (temporarily). This only
* affects the player for now because of its temporary nature.
*/
if (on(*att, CANITCH) && !save(VS_POISON, def, 0)) {
msg("The claws of %s scratch you.", prname(attname, FALSE));
if (ISWEARING(R_SUSABILITY)) {
msg("The scratch has no effect");
}
else {
add_abil[A_DEXTERITY](-1);
}
}
/*
* If a disease-carrying monster hits, there is a chance the
* defender will catch the disease. This only applies to the
* player for now because of the temporary nature.
*/
if (on(*att, CANDISEASE) &&
(rnd(def->t_stats.s_const) < att->t_stats.s_lvl) &&
off(*def, HASDISEASE)) {
if (ISWEARING(R_HEALTH) ||
player.t_ctype == C_PALADIN ||
player.t_ctype == C_MONK) {
msg("The wound heals quickly.");
}
else {
turn_on(*def, HASDISEASE);
fuse(cure_disease, NULL, roll(HEALTIME,SICKTIME), AFTER);
msg(terse ? "You have been diseased."
: "You have contracted a disease!");
}
}
/*
* If a rusting monster hits, you lose armor. This only applies to
* the player because monsters don't wear armor (for now).
*/
if (on(*att, CANRUST)) {
if (cur_armor != NULL &&
cur_armor->o_which != LEATHER &&
cur_armor->o_which != STUDDED_LEATHER &&
cur_armor->o_which != PADDED_ARMOR &&
!(cur_armor->o_flags & ISPROT) &&
cur_armor->o_ac < def->t_stats.s_arm+1) {
msg(terse ? "Your armor weakens"
: "Your armor appears to be weaker now. Oh my!");
cur_armor->o_ac++;
}
if (cur_misc[WEAR_BRACERS] != NULL &&
cur_misc[WEAR_BRACERS]->o_ac > 0 &&
!(cur_misc[WEAR_BRACERS]->o_flags & ISPROT)) {
cur_misc[WEAR_BRACERS]->o_ac--;
if (cur_misc[WEAR_BRACERS]->o_ac == 0) {
register struct linked_list *item;
for (item=pack; item!=NULL; item=next(item)) {
if (OBJPTR(item) == cur_misc[WEAR_BRACERS]) {
detach(pack, item);
o_discard(item);
break;
}
}
msg ("Your bracers crumble and fall off!");
cur_misc[WEAR_BRACERS] = NULL;
inpack--;
}
else {
msg("Your bracers weaken!");
}
}
}
/*
* If can dissolve and hero has leather type armor. This
* also only applies to the player for now because of the
* armor.
*/
if (on(*att, CANDISSOLVE) && cur_armor != NULL &&
(cur_armor->o_which == LEATHER ||
cur_armor->o_which == STUDDED_LEATHER ||
cur_armor->o_which == PADDED_ARMOR) &&
!(cur_armor->o_flags & ISPROT) &&
cur_armor->o_ac < def->t_stats.s_arm+1) {
msg(terse ? "Your armor dissolves"
: "Your armor appears to dissolve. Oh my!");
cur_armor->o_ac++;
}
/*
* If an infesting monster hits you, you get a parasite or rot.
* This will only affect the player until we figure out how to
* make it affect monsters.
*/
if (on(*att, CANINFEST) &&
rnd(def->t_stats.s_const) < att->t_stats.s_lvl) {
if (ISWEARING(R_HEALTH) ||
player.t_ctype == C_PALADIN ||
player.t_ctype == C_MONK) {
msg("The wound heals quickly.");
}
else {
turn_off(*att, CANINFEST);
msg(terse ? "You have been infested."
: "You have contracted a parasitic infestation!");
infest_dam++;
turn_on(*def, HASINFEST);
}
}
/*
* Does it take wisdom away? This currently affects only
* the player because of its temporary nature.
*/
if (on(*att, TAKEWISDOM) &&
!save(VS_MAGIC, def, 0) &&
!ISWEARING(R_SUSABILITY)) {
add_abil[A_WISDOM](-1);
}
/*
* Does it take intelligence away? This currently affects
* only the player because of its temporary nature.
*/
if (on(*att, TAKEINTEL) &&
!save(VS_MAGIC, &player, 0) &&
!ISWEARING(R_SUSABILITY)) {
add_abil[A_INTELLIGENCE](-1);
}
/*
* Cause fear by touching. This currently affects only
* the player until we figure out how we want it to
* affect monsters.
*/
if (on(*att, TOUCHFEAR)) {
turn_off(*att, TOUCHFEAR);
if (!ISWEARING(R_HEROISM) &&
!save(VS_WAND, def, 0) &&
!(on(*def, ISFLEE) && (def->t_dest == &att->t_pos))) {
turn_on(*def, ISFLEE);
def->t_dest = &att->t_pos;
msg("%s's touch terrifies you.", prname(attname, TRUE));
/* It is okay to turn tail */
if (!def_player) def->t_oldpos = def->t_pos;
}
}
/*
* Make the hero dance (as in otto's irresistable dance)
* This should be fairly easy to do to monsters, but
* we'll restrict it to players until we decide what to
* do about the temporary nature.
*/
if (on(*att, CANDANCE) &&
!on(*def, ISDANCE) &&
def->t_action != A_FREEZE &&
!save(VS_MAGIC, def, -4)) {
turn_off(*att, CANDANCE);
turn_on(*def, ISDANCE);
msg("You begin to dance uncontrollably!");
fuse(undance, NULL, roll(2,4), AFTER);
}
/*
* Suffocating our hero. Monsters don't get suffocated.
* That's too hard for now.
*/
if (on(*att, CANSUFFOCATE) &&
!ISWEARING(R_FREEDOM) &&
rnd(100) < 25 &&
(find_slot(suffocate) == 0)) {
turn_on(*att, DIDSUFFOCATE);
msg("%s is beginning to suffocate you.", prname(attname, TRUE));
fuse(suffocate, NULL, roll(9,3), AFTER);
}
/*
* some creatures stops the poor guy from moving.
* How can we do this to a monster?
*/
if (on(*att,CANHOLD) && off(*att,DIDHOLD) && !ISWEARING(R_FREEDOM)){
turn_on(*def, ISHELD);
turn_on(*att, DIDHOLD);
hold_count++;
}
/*
* Sucker will suck blood and run. This
* should be easy to have happen to a monster,
* but we have to decide how to handle the fleeing.
*/
if (on(*att, CANDRAW)) {
turn_off(*att, CANDRAW);
turn_on(*att, ISFLEE);
msg("%s sates itself with your blood.", prname(attname, TRUE));
if ((def->t_stats.s_hpt -= 12) <= 0) return(att->t_index);
/* It is okay to turn tail */
att->t_oldpos = att->t_pos;
}
/*
* Bad smell will force a reduction in strength.
* This will happen only to the player because of
* the temporary nature.
*/
if (on(*att, CANSMELL)) {
turn_off(*att, CANSMELL);
if (save(VS_MAGIC, def, 0) || ISWEARING(R_SUSABILITY))
msg("You smell an unpleasant odor.");
else {
int odor_str = -(rnd(6)+1);
int fuse_arg2 = 0;
msg("You are overcome by a foul odor.");
if (lost_str == 0) {
chg_str(odor_str);
fuse(res_strength, &fuse_arg2, SMELLTIME, AFTER);
lost_str -= odor_str;
}
else lengthen(res_strength, SMELLTIME);
}
}
/*
* The monsters touch slows the defendant down.
*/
if (on(*att, TOUCHSLOW)) {
turn_off(*att, TOUCHSLOW);
if (!save(VS_PARALYZATION, def, 0))
add_slow();
}
/*
* Rotting only affects the player.
*/
if (on(*att, CANROT)) {
if (!ISWEARING(R_HEALTH) &&
player.t_ctype != C_PALADIN &&
player.t_ctype != C_MONK &&
!save(VS_POISON, def, 0) &&
off(*def, DOROT)) {
turn_on(*def, DOROT);
msg("You feel your skin starting to rot away!");
}
}
/*
* Monsters should be able to steal gold from anyone,
* but until this is rewritten, they will only steal
* from the player (tough break).
*/
if (on(*att, STEALGOLD)) {
/*
* steal some gold
*/
register long lastpurse;
register struct linked_list *item;
register struct object *obj;
lastpurse = purse;
purse -= GOLDCALC + GOLDCALC;
if (!save(VS_MAGIC, def, att->t_stats.s_lvl/10)) {
if (on(*att, ISUNIQUE))
purse -= GOLDCALC + GOLDCALC + GOLDCALC + GOLDCALC;
purse -= GOLDCALC + GOLDCALC + GOLDCALC + GOLDCALC;
}
if (purse < 0)
purse = 0;
if (purse != lastpurse) {
msg("Your purse feels lighter");
/* Give the gold to the thief */
for (item=att->t_pack; item != NULL; item=next(item)) {
obj = OBJPTR(item);
if (obj->o_type == GOLD) {
obj->o_count += lastpurse - purse;
break;
}
}
/* Did we do it? */
if (item == NULL) { /* Then make some */
item = new_item(sizeof *obj);
obj = OBJPTR(item);
obj->o_type = GOLD;
obj->o_count = lastpurse - purse;
obj->o_hplus = obj->o_dplus = 0;
strncpy(obj->o_damage, "0d0", sizeof(obj->o_damage));
strncpy(obj->o_hurldmg, "0d0", sizeof(obj->o_hurldmg));
obj->o_ac = 11;
obj->contents = NULL;
obj->o_group = 0;
obj->o_flags = 0;
obj->o_mark[0] = '\0';
obj->o_pos = att->t_pos;
attach(att->t_pack, item);
}
}
turn_on(*att, ISFLEE);
turn_on(*att, ISINVIS);
/* It is okay to turn tail */
att->t_oldpos = att->t_pos;
}
}
/*
* Stealing happens last since the monster disappears
* after the act.
*/
if (on(*att, STEALMAGIC)) {
register struct linked_list *list, *steal;
register struct object *obj;
register int nobj;
/*
* steal a magic item, look through the pack
* and pick out one we like.
*/
steal = NULL;
for (nobj = 0, list = def->t_pack; list != NULL; list = next(list))
{
obj = OBJPTR(list);
if (!is_current(obj) &&
list != def->t_using &&
obj->o_type != RELIC &&
is_magic(obj) &&
rnd(++nobj) == 0)
steal = list;
}
if (steal != NULL)
{
register struct object *obj;
struct linked_list *item;
obj = OBJPTR(steal);
if (on(*att, ISUNIQUE))
monsters[att->t_index].m_normal = TRUE;
item = find_mons(att->t_pos.y, att->t_pos.x);
killed(item, FALSE, FALSE, FALSE); /* Remove the attacker */
if (obj->o_count > 1 && obj->o_group == 0) {
register int oc;
oc = --(obj->o_count);
obj->o_count = 1;
if (def_player)
msg("%s stole %s!", prname(attname, TRUE),
inv_name(obj, TRUE));
obj->o_count = oc;
}
else {
if (def_player) {
msg("%s stole %s!", prname(attname, TRUE),
inv_name(obj, TRUE));
/* If this is a relic, clear its holding field */
if (obj->o_type == RELIC)
cur_relic[obj->o_which] = 0;
inpack--;
}
detach(def->t_pack, steal);
o_discard(steal);
}
updpack(FALSE, def);
}
}
}
/* Didn't kill the defender */
return(0);
}