/*
* fight.c - All the fighting gets done here
*
* 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.
*/
/*
* All the fighting gets done here
*
*/
#include "curses.h"
#include <ctype.h>
#include <string.h>
#include <stdlib.h>
#include "rogue.h"
bool roll_em(struct thing *att_er, struct thing *def_er, struct object *weap,
bool hurl, struct object *cur_weapon, bool back_stab);
void hit(struct object *weapon, bool see_att, bool see_def, char *er, char *ee,
bool back_stab, bool thrown, bool short_msg);
void miss(struct object *weapon, bool see_att, bool see_def, char *er, char *ee,
bool thrown, bool short_msg);
int add_dam(short str);
int hung_dam(void);
#define CONF_DAMAGE -1
#define PARAL_DAMAGE -2
#define DEST_DAMAGE -3
#define DRAIN_DAMAGE -4
/*
* returns true if player has a any chance to hit the monster
*/
bool
player_can_hit(struct thing *tp, struct object *weap)
{
if (off(*tp, CMAGICHIT) && off(*tp, BMAGICHIT) && off(*tp, MAGICHIT))
return(TRUE);
if (weap && weap->o_type == RELIC)
return(TRUE);
if (on(*tp, CMAGICHIT) && weap && (weap->o_hplus>2 || weap->o_dplus>2))
return(TRUE);
if (on(*tp, BMAGICHIT) && weap && (weap->o_hplus>1 || weap->o_dplus>1))
return(TRUE);
if (on(*tp, MAGICHIT) && weap && (weap->o_hplus>0 || weap->o_dplus>0))
return(TRUE);
if (player.t_ctype == C_MONK) {
if (on(*tp, CMAGICHIT) && pstats.s_lvl > 15)
return(TRUE);
if (on(*tp, BMAGICHIT) && pstats.s_lvl > 10)
return(TRUE);
if (on(*tp, MAGICHIT) && pstats.s_lvl > 5)
return(TRUE);
}
return(FALSE);
}
/*
* fight:
* The player attacks the monster.
*/
bool
fight(coord *mp, struct object *weap, bool thrown)
{
register struct thing *tp;
register struct linked_list *item;
register bool did_hit = TRUE;
bool see_def, back_stab = FALSE;
register char *mname;
/*
* Find the monster we want to fight
*/
if ((item = find_mons(mp->y, mp->x)) == NULL) {
return(FALSE); /* must have killed him already */
}
tp = THINGPTR(item);
/*
* Since we are fighting, things are not quiet so no healing takes
* place. The -1 also tells us that we are in a fight.
*/
player.t_quiet = -1;
tp->t_quiet = -1;
see_def = ((off(*tp, ISINVIS) || on(player, CANSEE)) &&
(off(*tp, ISSHADOW) || on(player, CANSEE)) &&
(!thrown || cansee(unc(tp->t_pos))));
mname = see_def ? monster_name(tp) : "something";
/*
* if its in the wall, we can't hit it
*/
if (on(*tp, ISINWALL) && off(player, CANINWALL))
return(FALSE);
if (on(*tp, ISSTONE)) {
killed(item, FALSE, FALSE, FALSE);
if (see_def)
msg("%s shatters into a million pieces!", prname(mname, TRUE));
count = 0;
return (TRUE);
}
/*
* Let him know it was really a mimic (if it was one).
*/
if (on(*tp, ISDISGUISE) && (tp->t_type != tp->t_disguise) &&
off(player, ISBLIND))
{
if (see_def) {
msg("Wait! That's a %s!", mname);
turn_off(*tp, ISDISGUISE);
}
did_hit = thrown;
}
if (on(*tp, CANSURPRISE) && off(player, ISBLIND) && !ISWEARING(R_ALERT)) {
if (see_def) {
msg("Wait! There's a %s!", mname);
turn_off(*tp, CANSURPRISE);
}
did_hit = thrown;
}
/*
* if he's a thief or assassin and the creature is asleep then he gets
* a chance for a backstab
*/
if ((player.t_ctype == C_THIEF || player.t_ctype == C_ASSASIN) &&
!thrown &&
!on(*tp, NOSTAB) &&
!invisible(tp) &&
(!on(*tp, ISRUN) || on(*tp, ISHELD) || tp->t_action == A_FREEZE))
back_stab = TRUE;
/*
* assassins get an assassination chance, if it fails then its normal
* damage
*/
if (back_stab && player.t_ctype == C_ASSASIN) {
int chance;
chance = 50 + (pstats.s_lvl - tp->t_stats.s_lvl) * 5;
if (cur_weapon && (cur_weapon->o_flags & ISPOISON))
chance += 20;
if (roll(1,100) > chance || on(*tp, ISUNIQUE))
back_stab = FALSE;
}
runto(tp, &hero);
/* Let the monster know that the player has missiles! */
if (thrown) tp->t_wasshot = TRUE;
if (did_hit)
{
did_hit = FALSE;
if (!can_blink(tp) &&
player_can_hit(tp, weap) &&
roll_em(&player, tp, weap, thrown, cur_weapon, back_stab))
{
did_hit = TRUE;
if (on(*tp, NOMETAL) && weap != NULL &&
weap->o_type != RELIC && weap->o_flags & ISMETAL) {
msg("Your %s passes right through %s!",
weaps[weap->o_which].w_name, prname(mname, FALSE));
}
else if (weap != NULL && weap->o_type == MISSILE && on(*tp, CARRYBAMULET)) {
msg("The magic missile has no affect on %s",
prname(mname, FALSE));
}
else {
hit(thrown ? NULL : weap,
TRUE, see_def,
thrown ? weap_name(weap) : NULL,
mname, back_stab, thrown, terse);
/* See if there are any special effects */
if (effect(&player, tp, weap, thrown, TRUE, see_def) != 0)
killed(item, FALSE, FALSE, TRUE);
/*
* Merchants just disappear if hit
*/
else if (on(*tp, CANSELL)) {
if (see_def)
msg("%s disappears with his wares in a flash.",
prname(mname, FALSE));
killed(item, FALSE, FALSE, FALSE);
}
else if (tp->t_stats.s_hpt <= 0)
killed(item, TRUE, TRUE, TRUE);
else {
/* If the victim was charmed, it now gets a saving throw! */
if (on(*tp, ISCHARMED) && save(VS_MAGIC, tp, 0)) {
msg("The eyes of %s turn clear.", prname(mname, FALSE));
turn_off(*tp, ISCHARMED);
}
dsrpt_monster(tp, FALSE, see_def); /* Disrupt a spell? */
}
}
}
else {
miss(thrown ? NULL : weap,
TRUE, see_def,
thrown ? weap_name(weap) : NULL,
mname, thrown, terse);
}
}
count = 0;
return did_hit;
}
/*
* attack:
* The monster attacks the player
*/
bool
attack(struct thing *mp, struct object *weapon, bool thrown)
{
register char *mname;
register bool see_att, did_hit = FALSE;
register struct object *wielded; /* The wielded weapon */
struct linked_list *get_wield; /* Linked list header for wielded */
/*
* Since this is an attack, stop running and any healing that was
* going on at the time. The -1 also tells us that we're fighting.
*/
running = FALSE;
player.t_quiet = -1;
mp->t_quiet = -1;
if (on(*mp, ISDISGUISE) && off(player, ISBLIND))
turn_off(*mp, ISDISGUISE);
see_att = ((off(*mp, ISINVIS) || on(player, CANSEE)) &&
(off(*mp, ISSHADOW) || on(player, CANSEE)) &&
(!thrown || cansee(unc(mp->t_pos))));
mname = see_att ? monster_name(mp) : "something";
/*
* Try to find a weapon to wield. Wield_weap will return a
* projector if weapon is a projectile (eg. bow for arrow).
* If weapon is NULL, it will try to find a suitable weapon.
*/
get_wield = wield_weap(weapon, mp);
if (get_wield) wielded = OBJPTR(get_wield);
else wielded = NULL;
/* If we aren't wielding a weapon, wield what we found (could be NULL) */
if (weapon == NULL) weapon = wielded;
if (roll_em(mp, &player, weapon, thrown, wielded, FALSE)) {
int death_type; /* From one of the effects of getting hit */
did_hit = TRUE;
if (weapon != NULL && weapon->o_type == MISSILE && cur_relic[STONEBONES_AMULET]) {
hit(weapon, see_att, TRUE, mname, NULL, FALSE, thrown, terse);
msg("Your amulet seems to absorb the magic missile");
}
else {
hit(weapon, see_att, TRUE, mname, NULL, FALSE, thrown, terse);
dsrpt_player(); /* see if we disrupted some activity */
if (pstats.s_hpt <= 0)
death(mp->t_index); /* Bye bye life ... */
death_type = effect(mp, &player, weapon, thrown, see_att, TRUE);
if (death_type != 0) death(death_type);
}
}
else {
/* If the thing was trying to surprise, no good */
if (on(*mp, CANSURPRISE)) turn_off(*mp, CANSURPRISE);
/* If it couldn't surprise, let's tell the player. */
else miss(weapon, see_att, TRUE, mname, NULL, thrown, terse);
}
if (fight_flush) md_flushinp();
count = 0;
status(FALSE);
return(did_hit);
}
/*
* swing:
* returns true if the swing hits
*/
bool
swing(short class, int at_lvl, int op_arm, int wplus)
{
register int res = rnd(20)+1;
register int need;
need = char_class[class].base -
char_class[class].factor *
((min(at_lvl, char_class[class].max_lvl) -
char_class[class].offset)/char_class[class].range) +
(10 - op_arm);
if (need > 20 && need <= 25) need = 20;
return (res+wplus >= need);
}
/*
* roll_em:
* Roll several attacks
*/
bool
roll_em(struct thing *att_er, struct thing *def_er, struct object *weap,
bool hurl, struct object *cur_weapon, bool back_stab)
{
register struct stats *att, *def;
register char *cp = NULL;
register int ndice, nsides, nplus, def_arm;
bool did_hit = FALSE;
int prop_hplus, prop_dplus;
int vampiric_damage;
/* Get statistics */
att = &att_er->t_stats;
def = &def_er->t_stats;
prop_hplus = prop_dplus = 0;
if (weap == NULL) {
static char dmgbuf[20];
/*
* monks damage grows with level
*/
if (att == &pstats && player.t_ctype == C_MONK) {
sprintf(dmgbuf, "%dd4", att->s_lvl/3+1);
cp = dmgbuf;
}
else
cp = att->s_dmg;
}
else if (weap->o_type == RELIC) {
switch (weap->o_which) {
case MUSTY_DAGGER: cp = "1d4+1/1d4+1";
when YEENOGHU_FLAIL: cp = "3d6/paralyze/confuse";
when HRUGGEK_MSTAR: cp = "3d10";
when MING_STAFF: cp = "1d8";
when ASMO_ROD: cp = "2d8+1";
when ORCUS_WAND: cp = "destroy";
when AXE_AKLAD: if (hurl) cp = "1d6/drain";
else cp = "3d6/drain";
}
}
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)
{
strncpy(weap->o_damage, "1d6", sizeof(weap->o_damage));
weap->o_hplus = weap->o_dplus = 0;
}
}
/*
* If defender is wearing a cloak of displacement -- no damage
* the first time. (unless its a hurled magic missile or the
* attacker is very smart and can see thru the illusion)
*/
if ((weap == NULL || weap->o_type != MISSILE) &&
def == &pstats &&
off(*att_er, MISSEDDISP) &&
att->s_intel < 22 &&
((cur_misc[WEAR_CLOAK]!=NULL &&
cur_misc[WEAR_CLOAK]->o_which==MM_DISP) ||
cur_relic[EMORI_CLOAK])) {
turn_on(*att_er, MISSEDDISP);
if (cansee(att_er->t_pos.y, att_er->t_pos.x) && !invisible(att_er))
msg("%s looks amazed", prname(monster_name(att_er), TRUE));
return (FALSE);
}
if (on(*def_er, CARRYCLOAK) && def != &pstats &&
(weap == NULL || weap->o_type != MISSILE) && off(*att_er, MISSEDDISP) &&
pstats.s_intel < 22) {
turn_on(*att_er, MISSEDDISP);
msg("You feel amazed");
return(FALSE);
}
for (;;)
{
int damage;
int hplus = prop_hplus;
int dplus = prop_dplus;
if (weap != NULL && weap->o_type == RELIC) {
switch (weap->o_which) {
case MUSTY_DAGGER:
if (att != &pstats || /* Not player or good stats */
(str_compute() > 15 && dex_compute() > 15)) {
hplus += 6;
dplus += 6;
/* Give an additional strength and dex bonus */
if (att == &pstats) {
hplus += str_plus(str_compute()) +
dext_plus(dex_compute());
dplus += dext_plus(dex_compute()) +
add_dam(str_compute());
}
else {
hplus += str_plus(att->s_str) +
dext_plus(att->s_dext);
dplus += dext_plus(att->s_dext) +
add_dam(att->s_str);
}
}
else {
hplus -= 3;
dplus -= 3;
}
when YEENOGHU_FLAIL:
case HRUGGEK_MSTAR:
hplus += 3;
dplus += 3;
when MING_STAFF:
hplus += 2;
dplus += 2;
when AXE_AKLAD:
hplus += 5;
dplus += 5;
}
}
else if (weap != NULL) {
hplus += weap->o_hplus;
dplus += weap->o_dplus;
}
/* Is attacker weak? */
if (on(*att_er, HASSTINK)) hplus -= 2;
if (att == &pstats) /* Is the attacker the player? */
{
hplus += hitweight(); /* adjust for encumberence */
dplus += hung_dam(); /* adjust damage for hungry player */
dplus += ring_value(R_ADDDAM);
}
if (back_stab || (weap && att != &pstats && on(*att_er, CANBSTAB)))
hplus += 4; /* add in pluses for backstabbing */
/* Get the damage */
while (isspace(*cp)) cp++;
if (!isdigit(*cp)) {
if (strncmp(cp, "confuse", 7) == 0) ndice = CONF_DAMAGE;
else if (strncmp(cp, "paralyze", 8) == 0) ndice = PARAL_DAMAGE;
else if (strncmp(cp, "destroy", 7) == 0) ndice = DEST_DAMAGE;
else if (strncmp(cp, "drain", 5) == 0) ndice = DRAIN_DAMAGE;
else ndice = 0;
nsides = 0;
nplus = 0;
}
else {
char *oldcp;
/* Get the number of damage dice */
ndice = atoi(cp);
if ((cp = strchr(cp, 'd')) == NULL)
break;
/* Skip the 'd' and get the number of sides per die */
nsides = atoi(++cp);
/* Check for an addition -- save old place in case none is found */
oldcp = cp;
if ((cp = strchr(cp, '+')) != NULL) nplus = atoi(++cp);
else {
nplus = 0;
cp = oldcp;
}
}
if (def == &pstats) { /* Monster attacks player */
if (on(*att_er, NOMETAL))
def_arm = ac_compute(TRUE) - dext_prot(dex_compute());
else
def_arm = ac_compute(FALSE) - dext_prot(dex_compute());
hplus += str_plus(att->s_str)+dext_plus(att->s_dext);
}
else if (att == &pstats) { /* Player attacks monster */
def_arm = def->s_arm - dext_prot(def->s_dext);
if (player.t_ctype == C_MONK) /* no strength bonus for monk */
if (weap == NULL)
hplus += att->s_lvl/5; /* monks hplus varies with level */
else
hplus += str_plus(str_compute())+dext_plus(dex_compute());
}
else { /* Monster attacks monster */
def_arm = def->s_arm - dext_prot(def->s_dext);
hplus += str_plus(att->s_str)+dext_plus(att->s_dext);
}
if (swing(att_er->t_ctype, att->s_lvl, def_arm, hplus)) {
register int proll;
/* Take care of special effects */
switch (ndice) {
case CONF_DAMAGE:
if (def == &pstats) { /* Monster attacks player */
if (!save(VS_MAGIC, &player, 0) && off(player, ISCLEAR)) {
msg("You feel disoriented.");
if (find_slot(unconfuse))
lengthen(unconfuse, HUHDURATION);
else
fuse(unconfuse, NULL, HUHDURATION, AFTER);
turn_on(player, ISHUH);
}
else msg("You feel dizzy, but it quickly passes.");
}
/* Player or monster hits monster */
else if (!save(VS_MAGIC, def_er, 0) && off(*def_er, ISCLEAR)) {
if (att == &pstats)
msg("The artifact warms with pleasure.");
turn_on(*def_er, ISHUH);
}
did_hit = TRUE;
when PARAL_DAMAGE:
if (def == &pstats) { /* Monster attacks player */
if (!save(VS_MAGIC, &player, 0) && off(player, CANINWALL)) {
msg("You stiffen up.");
player.t_no_move += movement(&player) * FREEZETIME;
player.t_action = A_FREEZE;
}
}
else if (!save(VS_MAGIC, def_er, 0)) { /* Player hits monster */
if (att == &pstats) msg("The artifact hums happily.");
turn_off(*def_er, ISRUN);
turn_on(*def_er, ISHELD);
}
did_hit = TRUE;
when DEST_DAMAGE:
if (def == &pstats) { /* Monster attacks player */
msg("You feel a tug at your life force.");
if (!save(VS_MAGIC, &player, -4)) {
msg("The wand devours your soul.");
def->s_hpt = 0;
}
}
/* Player hits monster */
else if (!save(VS_MAGIC, def_er, -4)) {
if (att == &pstats)
msg("The artifact draws energy.");
/* Give the attacker half the monster's hits */
att->s_hpt += def->s_hpt/2;
if (att->s_hpt > att_er->maxstats.s_hpt)
att->s_hpt = att_er->maxstats.s_hpt;
/* Kill the monster */
def->s_hpt = 0;
}
did_hit = TRUE;
when DRAIN_DAMAGE:
if (def == &pstats) { /* Monster attacks player */
if (!save(VS_MAGIC, &player, -4)) {
lower_level(att_er->t_index);
}
}
/* Player hits monster */
else if (!save(VS_MAGIC, def_er, -4)) {
def->s_hpt -= roll(1, 8);
def->s_lvl--;
if (def->s_lvl <= 0)
def->s_hpt = 0; /* he's dead */
if (att == &pstats)
msg("The artifact cackles with laughter");
}
did_hit = TRUE;
otherwise:
/* Heil's ankh always gives maximum damage */
if (att == &pstats && cur_relic[HEIL_ANKH])
proll = ndice * nsides;
else proll = roll(ndice, nsides);
if (ndice + nsides > 0 && proll < 1)
debug("Damage for %dd%d came out %d.",
ndice, nsides, proll);
damage = dplus + proll + nplus;
if (att == &pstats) {
/*
* Monks do not get strength bonus on damage. Instead,
* if they are wielding a weapon, they get at extra
* 1/2 point per level of damage.
*/
if(player.t_ctype == C_MONK) {
/* Bonus does not apply for hands. */
if (weap != NULL) damage += att->s_lvl / 2;
}
else
damage += add_dam(str_compute());
}
else
damage += add_dam(att->s_str);
/* Check for half damage monsters */
if (on(*def_er, HALFDAMAGE)) damage /= 2;
/* add in multipliers for backstabbing */
if (back_stab ||
(weap && att != &pstats && on(*att_er, CANBSTAB))) {
int mult = 2 + (att->s_lvl-1)/4; /* Normal multiplier */
if (mult > 5)
mult = 5;
if (weap && weap->o_type == RELIC &&
weap->o_which == MUSTY_DAGGER)
mult++;
damage *= mult;
}
if (att == &pstats) {
if (cur_weapon && (cur_weapon->o_flags & ISPOISON)) {
cur_weapon->o_flags &= ~ISPOISON;
if (save(VS_POISON, def_er, -2))
damage += def->s_hpt/4;
else
damage += def->s_hpt/2;
}
if (back_stab && player.t_ctype == C_ASSASIN)
damage = def->s_hpt + 1;
}
/* Check for no-damage and division */
if (on(*def_er, BLOWDIVIDE)) {
damage = 0;
creat_mons(def_er, def_er->t_index, FALSE);
if (cansee(unc(def_er->t_pos))) light(&hero);
}
/* check for immunity to metal -- RELICS are always bad */
if (on(*def_er, NOMETAL) && weap != NULL &&
weap->o_type != RELIC && weap->o_flags & ISMETAL) {
damage = 0;
}
if (weap != NULL && weap->o_type == MISSILE) {
if ((def == &pstats && cur_relic[STONEBONES_AMULET]) ||
(att == &pstats && on(*def_er, CARRYBAMULET))) {
damage = 0;
}
}
def->s_hpt -= max(0, damage); /* Do the damage */
did_hit = TRUE;
vampiric_damage = damage;
if (def->s_hpt < 0) /* only want REAL damage inflicted */
vampiric_damage += def->s_hpt;
if (vampiric_damage < 0)
vampiric_damage = 0;
if (att == &pstats && ISWEARING(R_VAMPREGEN) && !hurl) {
if ((pstats.s_hpt += vampiric_damage/2) > max_stats.s_hpt)
pstats.s_hpt = max_stats.s_hpt;
}
debug ("hplus=%d dmg=%d", hplus, damage);
}
}
if ((cp = strchr(cp, '/')) == NULL)
break;
cp++;
}
return did_hit;
}
/*
* prname:
* The print name of a combatant
*/
char *
prname(char *who, bool upper)
{
static char tbuf[LINELEN];
*tbuf = '\0';
if (who == 0)
strcpy(tbuf, "you");
else if (on(player, ISBLIND) || strcmp(who, "something") == 0)
strcpy(tbuf, "something");
else
{
/* If we have a name (starts with a capital), don't use a "the" */
if (islower(*who)) strcpy(tbuf, "the ");
strcat(tbuf, who);
}
if (upper)
*tbuf = toupper(*tbuf);
return tbuf;
}
/*
* hit:
* Print a message to indicate a succesful hit
*/
void
hit(struct object *weapon, bool see_att, bool see_def, char *er, char *ee,
bool back_stab, bool thrown, bool short_msg)
{
register char *s = "";
char att_name[LINELEN], /* Name of attacker */
def_name[LINELEN]; /* Name of defender */
/* If we can't see either the attacker or defender, don't say anything */
if (!see_att && !see_def) return;
/* What do we call the attacker? */
strcpy(att_name, see_att ? prname(er, TRUE) : "Something");
if (er) { /* A monster is attacking */
/* If the monster is using a weapon and we can see it, report it */
if (weapon != NULL && (see_att || thrown)) {
strcat(att_name, "'s ");
strcat(att_name, weap_name(weapon));
}
}
/* What do we call the defender? */
strcpy(def_name, see_def ? prname(ee, FALSE) : "something");
addmsg(att_name);
if (short_msg) {
if (back_stab) {
if (player.t_ctype == C_ASSASIN)
s = (er == 0 ? " assassinate!" : " assassinates!");
else
s = (er == 0 ? " backstab!" : " backstabs!");
}
else
s = " hit.";
}
else {
if (back_stab) {
if (player.t_ctype == C_ASSASIN)
s = (er == 0 ? " have assassinated " : " has assassinated ");
else
s = (er == 0 ? " have backstabbed " : " has backstabbed ");
}
else {
switch (rnd(thrown ? 2 : 3))
{
case 0: s = " hit ";
when 1: s = " injured ";
when 2: s = " smacked ";
}
}
}
if (short_msg) addmsg(s);
else addmsg("%s%s.", s, def_name);
endmsg();
}
/*
* miss:
* Print a message to indicate a poor swing
*/
void
miss(struct object *weapon, bool see_att, bool see_def, char *er, char *ee,
bool thrown, bool short_msg)
{
register char *s = "";
char
att_name[LINELEN], /* Name of attacker */
def_name[LINELEN]; /* Name of defender */
/* If we can't see either the attacker or defender, don't say anything */
if (!see_att && !see_def) return;
/* What do we call the attacker? */
strcpy(att_name, see_att ? prname(er, TRUE) : "Something");
if (er) { /* A monster is attacking */
/* If the monster is using a weapon and we can see it, report it */
if (weapon != NULL && (see_att || thrown)) {
strcat(att_name, "'s ");
strcat(att_name, weap_name(weapon));
}
}
/* What do we call the defender? */
strcpy(def_name, see_def ? prname(ee, FALSE) : "something");
addmsg(att_name);
switch (short_msg ? 0 : rnd(thrown ? 3 : 2))
{
case 0: s = (er == 0 ? " miss" : " misses");
when 1: s = (er == 0 ? " don't hit" : " doesn't hit");
when 2: s = (" whizzes by");
}
if (short_msg) addmsg("%s.", s);
else addmsg("%s %s.", s, def_name);
endmsg();
}
/*
* dext_plus:
* compute to-hit bonus for dexterity
*/
int
dext_plus(int dexterity)
{
return (dexterity > 10 ? (dexterity-13)/3 : (dexterity-10)/3);
}
/*
* dext_prot:
* compute armor class bonus for dexterity
*/
int
dext_prot(int dexterity)
{
return ((dexterity-10)/2);
}
/*
* str_plus:
* compute bonus/penalties for strength on the "to hit" roll
*/
int
str_plus(short str)
{
return((str-10)/3);
}
/*
* add_dam:
* compute additional damage done for exceptionally high or low strength
*/
int
add_dam(short str)
{
return((str-9)/2);
}
/*
* hung_dam:
* Calculate damage depending on players hungry state
*/
int
hung_dam(void)
{
reg int howmuch;
switch(hungry_state) {
case F_SATIATED:
case F_OKAY:
case F_HUNGRY: howmuch = 0;
when F_WEAK: howmuch = -1;
when F_FAINT: howmuch = -2;
}
return howmuch;
}
#ifdef THUNK
/*
* thunk:
* A missile hits a monster
* tp: defender
*/
void
thunk(struct object *weap, struct thing *tp, char *mname)
{
char *def_name; /* Name of defender */
/* What do we call the defender? */
if (!cansee(tp->t_pos.y, tp->t_pos.x) || invisible(tp))
def_name = "something";
else def_name = prname(mname, FALSE);
if (weap->o_type == WEAPON)
msg("The %s hits %s.", weaps[weap->o_which].w_name, def_name);
else if (weap->o_type == MISSILE)
msg("The %s hits %s.",ws_magic[weap->o_which].mi_name, def_name);
else
msg("You hit %s.", def_name);
}
/*
* mthunk:
* A missile from a monster hits the player
*/
void
m_thunk(struct object *weap, struct thing *tp, char *mname)
{
char *att_name; /* Name of attacker */
/* What do we call the attacker? */
if (!cansee(tp->t_pos.y, tp->t_pos.x) || invisible(tp))
att_name = "Something";
else att_name = prname(mname, TRUE);
if (weap->o_type == WEAPON)
msg("%s's %s hits you.", att_name, weaps[weap->o_which].w_name);
else if (weap->o_type == MISSILE)
msg("%s's %s hits you.", att_name, ws_magic[weap->o_which].mi_name);
else
msg("%s hits you.", att_name);
}
/*
* bounce:
* A missile misses a monster
* tp: defender
*/
void
bounce(struct object *weap, struct thing *tp, char *mname)
{
char *def_name; /* Name of defender */
/* What do we call the defender? */
if (!cansee(tp->t_pos.y, tp->t_pos.x) || invisible(tp))
def_name = "something";
else def_name = prname(mname, FALSE);
if (weap->o_type == WEAPON)
msg("The %s misses %s.",weaps[weap->o_which].w_name, def_name);
else if (weap->o_type == MISSILE)
msg("The %s misses %s.",ws_magic[weap->o_which].mi_name, def_name);
else
msg("You missed %s.", def_name);
}
/*
* m_bounce:
* A missle from a monster misses the player
*/
void
m_bounce(struct object *weap, struct thing *tp, char *mname)
{
char *att_name; /* Name of attacker */
/* What do we call the attacker? */
if (!cansee(tp->t_pos.y, tp->t_pos.x) || invisible(tp))
att_name = "Something";
else att_name = prname(mname, TRUE);
if (weap->o_type == WEAPON)
msg("%s's %s misses you.", att_name, weaps[weap->o_which].w_name);
else if (weap->o_type == MISSILE)
msg("%s's %s misses you.", att_name, ws_magic[weap->o_which].mi_name);
else
msg("%s misses you.", att_name);
}
#endif
/*
* is_magic:
* Returns true if an object radiates magic
*/
bool
is_magic(struct object *obj)
{
switch (obj->o_type)
{
case ARMOR:
return obj->o_ac != armors[obj->o_which].a_class;
when WEAPON:
return obj->o_hplus != 0 || obj->o_dplus != 0;
when POTION:
case SCROLL:
case STICK:
case RING:
case MM:
case RELIC:
return TRUE;
}
return FALSE;
}
/*
* killed:
* Called to put a monster to death
*/
int chance = 0;/* cumulative chance for goodies to loose it */
void
killed(struct linked_list *item, bool pr, bool points, bool treasure)
{
register struct thing *tp, *mp;
register struct linked_list *pitem, *nexti, *mitem;
char *monst;
tp = THINGPTR(item);
if (pr)
{
addmsg(terse ? "Defeated " : "You have defeated ");
if (on(player, ISBLIND))
msg("it.");
else
{
if (cansee(tp->t_pos.y, tp->t_pos.x) && !invisible(tp))
monst = monster_name(tp);
else {
if (terse) monst = "something";
else monst = "thing";
}
if (!terse)
addmsg("the ");
msg("%s.", monst);
}
}
/* Take care of any residual effects of the monster */
check_residue(tp);
/* Make sure that no one is still chasing us */
for (mitem = mlist; mitem != NULL; mitem = next(mitem)) {
mp = THINGPTR(mitem);
if (mp->t_dest == &tp->t_pos) {
mp->t_dest = &hero;
mp->t_wasshot = FALSE;
turn_off(*mp, ISFLEE); /* Be sure we aren't running away! */
}
}
if (points) {
if ((off(*tp, ISMEAN) || on(*tp, ISFRIENDLY)) &&
(player.t_ctype == C_RANGER || player.t_ctype == C_PALADIN)) {
if (tp->t_stats.s_exp > pstats.s_exp)
pstats.s_exp = 0;
else
pstats.s_exp -= tp->t_stats.s_exp;
if (roll(1,100) < chance++)
changeclass(C_FIGHTER);
else
msg("You feel uneasy for a moment");
}
else {
unsigned long test; /* For overflow check */
/*
* Do an overflow check before increasing experience
*/
test = pstats.s_exp + tp->t_stats.s_exp;
if (test > pstats.s_exp)
pstats.s_exp = test;
}
/*
* Do adjustments if he went up a level
*/
check_level();
}
/*
* Empty the monsters pack
*/
pitem = tp->t_pack;
/*
* Get rid of the monster.
*/
mvwaddch(mw, tp->t_pos.y, tp->t_pos.x, ' ');
mvwaddch(cw, tp->t_pos.y, tp->t_pos.x, tp->t_oldch);
detach(mlist, item);
if (on(*tp, AREMANY) && levtype == NORMLEV) /* AREMANYs stick together */
wake_room(roomin(&tp->t_pos));
/*
* empty his pack
*/
while (pitem != NULL)
{
nexti = next(tp->t_pack);
(OBJPTR(pitem))->o_pos = tp->t_pos;
detach(tp->t_pack, pitem);
if (treasure)
fall(pitem, FALSE);
else
o_discard(pitem);
pitem = nexti;
}
turn_on(*tp,ISDEAD);
attach(monst_dead,item);
}
/*
* Returns a pointer to the weapon the monster is wielding corresponding to
* the given thrown weapon. If no thrown item is given, try to find any
* decent weapon.
*/
struct linked_list *
wield_weap(struct object *thrown, struct thing *mp)
{
int look_for, /* The projectile weapon we are looking for */
new_rate, /* The rating of a prospective weapon */
cand_rate = -1; /* Rating of current candidate -- higher is better */
register struct linked_list *pitem, *candidate = NULL;
register struct object *obj;
if (thrown != NULL) { /* Using a projectile weapon */
switch (thrown->o_which) {
case BOLT: look_for = CROSSBOW; /* Find the crossbow */
when ARROW: look_for = BOW; /* Find the bow */
when ROCK: look_for = SLING; /* find the sling */
otherwise: return(NULL);
}
}
else if (off(*mp, ISUNIQUE) && off(*mp, CARRYWEAPON)) return(NULL);
for (pitem=mp->t_pack; pitem; pitem=next(pitem)) {
obj = OBJPTR(pitem);
/*
* If we have a thrown weapon, just return the first match
* we come to.
*/
if (thrown != NULL && obj->o_type == WEAPON && obj->o_which == look_for)
return(pitem);
/* If we have a usable RELIC, return it */
if (thrown == NULL && obj->o_type == RELIC) {
switch (obj->o_which) {
case MUSTY_DAGGER:
case YEENOGHU_FLAIL:
case HRUGGEK_MSTAR:
case AXE_AKLAD:
case MING_STAFF:
case ASMO_ROD:
case ORCUS_WAND:
return(pitem);
}
}
/* Otherwise if it's a usable weapon, it is a good candidate */
else if (thrown == NULL && obj->o_type == WEAPON) {
switch (obj->o_which) {
case DAGGER:
case SPEAR:
new_rate = 0;
when BATTLEAXE:
new_rate = 1;
when MACE:
new_rate = 2;
when SWORD:
new_rate = 3;
when PIKE:
new_rate = 4;
when HALBERD:
case SPETUM:
new_rate = 6;
when BARDICHE:
new_rate = 7;
when TRIDENT:
new_rate = 8;
when BASWORD:
new_rate = 9;
when TWOSWORD:
new_rate = 10;
otherwise:
new_rate = -1;
}
/* Only switch if this is better than the current candidate */
if (new_rate > cand_rate) {
cand_rate = new_rate;
candidate = pitem;
}
}
}
return(candidate);
}
void
explode(struct thing *tp)
{
register int x,y, damage;
struct linked_list *item;
struct thing *th;
/*
* check to see if it got the hero
*/
if (off(player, ISINWALL) &&
DISTANCE(hero.x, hero.y, tp->t_pos.x, tp->t_pos.y) <= 25) {
msg("The explosion hits you");
damage = roll(6,6);
if (save(VS_WAND, &player, 0))
damage /= 2;
pstats.s_hpt -= damage;
}
/*
* now check for monsters in vicinity
*/
for (x = tp->t_pos.x-5; x<=tp->t_pos.x+5; x++) {
if (x < 0 || x > cols - 1)
continue;
for (y = tp->t_pos.y-5; y<=tp->t_pos.y+5; y++) {
if (y < 1 || y > lines - 3)
continue;
if (isalpha(mvwinch(mw, y, x))) {
if ((item = find_mons(y, x)) != NULL) {
th = THINGPTR(item);
if (th == tp || /* don't count gas spore */
on(*th, ISINWALL)) /* Don't count monsters in wall */
continue;
damage = roll(6, 6);
if (save(VS_WAND, th, 0))
damage /= 2;
runto(th, &hero);
if ((th->t_stats.s_hpt -= damage) <= 0) {
msg("The explosion kills %s",
prname(monster_name(th), FALSE));
killed(item, FALSE, FALSE, TRUE);
}
}
}
}
}
}
/*
* skirmish:
* Called when one monster attacks another monster.
*/
bool
skirmish(struct thing *attacker, coord *mp, struct object *weap, bool thrown)
{
register struct thing *defender;
register struct linked_list *item;
register bool did_hit = TRUE, see_att, see_def;
char attname[LINELEN+1], defname[LINELEN+1];
struct object *wielded; /* The wielded weapon */
struct linked_list *get_wield; /* Linked list header for wielded */
/*
* Find the monster we want to fight
*/
if ((item = find_mons(mp->y, mp->x)) == NULL) {
return(FALSE); /* must have killed him already */
}
defender = THINGPTR(item);
/* Can the player see either of the fighters? */
see_att = (cansee(unc(attacker->t_pos)) &&
(off(*attacker, ISINVIS) || on(player, CANSEE)) &&
(off(*attacker, ISSHADOW) || on(player, CANSEE)));
see_def = (cansee(unc(defender->t_pos)) &&
(off(*defender, ISINVIS) || on(player, CANSEE)) &&
(off(*defender, ISSHADOW) || on(player, CANSEE)));
/*
* Since we are fighting, things are not quiet so no healing takes
* place. The -1 also tells us that we are in a fight.
*/
attacker->t_quiet = -1;
defender->t_quiet = -1;
if (see_att) strcpy(attname, monster_name(attacker));
else strcpy(attname, "something");
if (see_def) strcpy(defname, monster_name(defender));
else strcpy(defname, "something");
/*
* if its in the wall, we can't hit it
*/
if (on(*defender, ISINWALL) && off(*attacker, CANINWALL))
return(FALSE);
if (on(*defender, ISSTONE)) {
killed(item, FALSE, FALSE, FALSE);
if (see_def)
msg("%s shatters into a million pieces!", prname(defname, TRUE));
return (TRUE);
}
/*
* Let him know it was really a mimic (if it was one).
*/
if (see_def && on(*defender, ISDISGUISE) &&
(defender->t_type != defender->t_disguise)) {
msg("Wait! There's a %s!", defname);
turn_off(*defender, ISDISGUISE);
did_hit = thrown;
}
if (see_def && on(*defender, CANSURPRISE) && !ISWEARING(R_ALERT)) {
msg("Wait! There's a %s!", defname);
turn_off(*defender, CANSURPRISE);
did_hit = thrown;
}
if (did_hit) {
did_hit = FALSE;
/*
* Try to find a weapon to wield. Wield_weap will return a
* projector if weapon is a projectile (eg. bow for arrow).
* If weapon is NULL, it will try to find a suitable weapon.
*/
get_wield = wield_weap(weap, attacker);
if (get_wield) wielded = OBJPTR(get_wield);
else wielded = NULL;
#ifdef DOBLINK
/*
* For now Blink Dogs will not blink away from monsters. We
* have to fix can_blink so it isn't dependant on the player
* before we can add it.
*/
if (!can_blink(defender) &&
#endif
if (((weap && weap->o_type == RELIC) ||
((off(*defender, MAGICHIT) ||
attacker->t_stats.s_lvl > 4 ||
(weap && (weap->o_hplus > 0 || weap->o_dplus > 0))) &&
(off(*defender, BMAGICHIT) ||
attacker->t_stats.s_lvl > 6 ||
(weap && (weap->o_hplus > 1 || weap->o_dplus > 1))) &&
(off(*defender, CMAGICHIT) ||
attacker->t_stats.s_lvl > 8 ||
(weap && (weap->o_hplus > 2 || weap->o_dplus > 2)))))
&& roll_em(attacker, defender, weap, thrown, wielded, FALSE))
{
did_hit = TRUE;
/* Should we start to chase this creature? */
if (attacker->t_index != defender->t_index &&
(off(*defender, ISRUN) || rnd(100) < 50)) {
/*
* If we're intelligent enough to realize that this
* is a friendly monster, we will attack the hero instead.
*/
if (on(*attacker, ISFRIENDLY) &&
roll(3,6) < defender->t_stats.s_intel) {
runto(defender, &hero);
debug("%s attacking %s's hero", defname, attname);
}
/* Otherwise, let's chase the monster */
else {
runto(defender, &attacker->t_pos);
debug("%s now attacking %s", defname, attname);
}
}
else if (off(*defender, ISRUN)) runto(defender, &hero);
/* Let the defender know that the attacker has missiles! */
if ((defender->t_dest == &attacker->t_pos) && thrown)
defender->t_wasshot = TRUE;
if (on(*defender, NOMETAL) && weap != NULL &&
weap->o_type != RELIC && weap->o_flags & ISMETAL) {
if (see_def && see_att)
msg("The %s passes right through %s!",
weaps[weap->o_which].w_name, prname(defname, FALSE));
}
else {
hit(weap, see_att, see_def,
attname, defname, FALSE, thrown, FALSE);
}
/* See if there are any special effects */
if (effect(attacker, defender,
weap, thrown, see_att, see_def) != 0) {
killed(item, FALSE, FALSE, TRUE);
if (see_def) msg("%s dies.", prname(defname, TRUE));
else msg("You hear a blood-curdling scream.");
}
/*
* Merchants just disappear if hit
*/
else if (on(*defender, CANSELL)) {
if (see_def)
msg("%s disappears with his wares in a flash.",
prname(defname, TRUE));
killed(item, FALSE, FALSE, FALSE);
}
else if (defender->t_stats.s_hpt <= 0) {
killed(item, FALSE, FALSE, TRUE);
if (see_def) msg("%s dies.", prname(defname, TRUE));
else msg("You hear a blood-curdling scream.");
}
else {
/* Did we disrupt a spell? */
/* Don't turn on WASDISRUPTED since player didn't do it */
if (defender->t_action == A_SUMMON ||
defender->t_action == A_MISSILE) {
/* Just make the old fellow start over again */
defender->t_action = A_NIL;
defender->t_no_move = movement(defender);
defender->t_using = NULL;
if (see_def)
msg("%s was disrupted.", prname(defname, TRUE));
}
#ifdef FLEEMONST
/*
* If the monster is fairly intelligent and about to die, it
* may turn tail and run. WE STILL NEED TO FIGURE OUT HOW
* WE WANT THIS TO WORK.
*/
if ((tp->t_stats.s_hpt < max(10, tp->maxstats.s_hpt/10)) &&
(rnd(25) < tp->t_stats.s_intel)) {
turn_on(*tp, ISFLEE);
/* If monster was suffocating, stop it */
if (on(*tp, DIDSUFFOCATE)) {
turn_off(*tp, DIDSUFFOCATE);
extinguish(suffocate);
}
/* If monster held us, stop it */
if (on(*tp, DIDHOLD) && (--hold_count == 0))
turn_off(player, ISHELD);
turn_off(*tp, DIDHOLD);
/* It is okay to turn tail */
tp->t_oldpos = tp->t_pos;
}
#endif
}
}
else {
/* If the thing was trying to surprise, no good */
if (on(*attacker, CANSURPRISE)) {
/* If we can't see it, it keeps surprise (from us) */
if (see_att) turn_off(*attacker, CANSURPRISE);
}
miss(weap, see_att, see_def, attname, defname, thrown, FALSE);
}
}
return did_hit;
}