/* * 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 #include #include #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; }