V10/games/rogue/fight.c

/*
 * All the fighting gets done here
 *
 * @(#)fight.c  3.28 (Berkeley) 6/15/81
 */

#include <curses.h>
#include <ctype.h>
#include "rogue.h"

long e_levels[] = {
    10L,20L,40L,80L,160L,320L,640L,1280L,2560L,5120L,10240L,20480L,
    40920L, 81920L, 163840L, 327680L, 655360L, 1310720L, 2621440L, 0L };

/*
 * fight:
 *      The player attacks the monster.
 */

fight(mp, mn, weap, thrown)
register coord *mp;
char mn;
struct object *weap;
bool thrown;
{
    register struct thing *tp;
    register struct linked_list *item;
    register bool 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);
    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)
    {
        register 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
 */

attack(mp)
register struct thing *mp;
{
    register 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 == '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)
            {
                when '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;
                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(monsters['F'-'A'].m_stats.s_dmg,"%dd1",++fung_hit);
                when 'L':
                {
                    /*
                     * Leperachaun steals some gold
                     */
                    register long 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(&mp->t_pos, find_mons(mp->t_pos.y, mp->t_pos.x));
                }
                when 'N':
                {
                    register struct linked_list *list, *steal;
                    register struct object *obj;
                    register 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[0] && obj != cur_ring[1] &&
                            is_magic(obj) && rnd(++nobj) == 0)
                                steal = list;
                    }
                    if (steal != NULL)
                    {
                        register struct object *obj;

                        obj = (struct object *) ldata(steal);
                        remove(&mp->t_pos, find_mons(mp->t_pos.y, mp->t_pos.x));
                        if (obj->o_count > 1 && obj->o_group == 0)
                        {
                            register int oc;

                            oc = obj->o_count--;
                            obj->o_count = 1;
                            msg("She stole %s!", inv_name(obj, TRUE));
                            obj->o_count = oc;
                        }
                        else
                        {
                            msg("She stole %s!", inv_name(obj, 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 (on(*mp, ISREGEN) && rnd(100) < 33)
        mp->t_stats.s_hpt++;
    if (fight_flush)
    {
#if	USG==1
	ioctl(_tty_ch, TCFLSH, 0);
#else
	raw();	/* flush typeahead */
	noraw();
#endif
    }
    count = 0;
    status();
}

/*
 * swing:
 *      returns true if the swing hits
 */

swing(at_lvl, op_arm, wplus)
int at_lvl, op_arm, wplus;
{
    register int res = rnd(20)+1;
    register int need = (21-at_lvl)-op_arm;

    return (res+wplus >= need);
}

/*
 * check_level:
 *      Check to see if the guy has gone up a level.
 */

check_level()
{
    register 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
 */

roll_em(att, def, weap, hurl)
struct stats *att, *def;
struct object *weap;
bool hurl;
{
    register char *cp;
    register int ndice, nsides, def_arm;
    register bool did_hit = FALSE;
    register int prop_hplus, prop_dplus;
#define index strchr
    char *index();

    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)
                {
                    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 = index(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)))
        {
            register 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 = index(cp, '/')) == NULL)
            break;
        cp++;
    }
    return did_hit;
}
#undef index

/*
 * prname:
 *      The print name of a combatant
 */

char *
prname(who, upper)
register char *who;
bool 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
 */

hit(er, ee)
register char *er, *ee;
{
    register char *s;

    addmsg(prname(er, TRUE));
    if (terse)
        s = " hit.";
    else
        switch (rnd(4))
        {
            when 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
 */

miss(er, ee)
register char *er, *ee;
{
    register char *s;

    addmsg(prname(er, TRUE));
    switch (terse ? 0 : rnd(4))
    {
        when 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
 */
save_throw(which, tp)
int which;
struct thing *tp;
{
    register 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
 */

save(which)
int which;
{
    return save_throw(which, &player);
}

/*
 * str_plus:
 *      compute bonus/penalties for strength on the "to hit" roll
 */

str_plus(str)
register 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
 */

 add_dam(str)
 register 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.
 */

raise_level()
{
    pstats.s_exp = e_levels[pstats.s_lvl-1] + 1L;
    check_level();
}

/*
 * thunk:
 *      A missile hits a monster
 */

thunk(weap, mname)
register struct object *weap;
register 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
 */

bounce(weap, mname)
register struct object *weap;
register 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
 */
remove(mp, item)
register coord *mp;
register 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
 */

is_magic(obj)
register 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
 */

killed(item, pr)
register struct linked_list *item;
bool pr;
{
    register struct thing *tp;
    register 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)
    {
        when 'F':
            player.t_flags &= ~ISHELD;
            fung_hit = 0;
            strcpy(monsters['F'-'A'].m_stats.s_dmg, "000d0");
        when 'L':
        {
            register 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;
    /*
     * Get rid of the monster.
     */
    remove(&tp->t_pos, item);
    while (pitem != NULL)
    {
        register 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;
    }
}