omega-rpg/mmelee.c

305 lines
7.9 KiB
C

/* omega copyright (c) 1987,1988,1989 by Laurence Raphael Brothers */
/* mmelee */
/* various functions to do with monster melee */
#include "glob.h"
void m_hit(pmt m, int dtype)
{
if (m->uniqueness == COMMON) {
strcpy(Str3,"a ");
strcat(Str3,m->monstring);
}
else strcpy(Str3,m->monstring);
if ((Player.status[DISPLACED] > 0) && (random_range(2) == 1))
mprint("The attack was displaced!");
else p_damage(random_range(m->dmg),dtype,Str3);
}
/* execute monster attacks versus player */
void tacmonster(pmt m)
{
int i=0;
drawvision(Player.x,Player.y);
transcribe_monster_actions(m);
while ((i < strlen(m->meleestr)) && (m->hp > 0)) {
if (m->uniqueness == COMMON) {
strcpy(Str4,"The ");
strcat(Str4,m->monstring);
}
else strcpy(Str4,m->monstring);
if (m->meleestr[i] == 'A') {
strcat(Str4," attacks ");
strcat(Str4,actionlocstr(m->meleestr[i+1]));
if (Verbosity == VERBOSE) mprint(Str4);
monster_melee(m,m->meleestr[i+1],0);
}
else if (m->meleestr[i] == 'L') {
strcat(Str4," lunges ");
strcat(Str4,actionlocstr(m->meleestr[i+1]));
if (Verbosity == VERBOSE) mprint(Str4);
monster_melee(m,m->meleestr[i+1],m->level);
}
i+=2;
}
}
void monster_melee(pmt m, char hitloc, int bonus)
{
if (player_on_sanctuary())
print1("The aegis of your deity protects you!");
else {
/* being attacked wakes you up/stops fast move */
resetgamestatus(FAST_MOVE);
/* It's lawful to wait to be attacked */
if (m->attacked==0) Player.alignment++;
m->attacked++;
if (m->uniqueness == COMMON) {
strcpy(Str2,"The ");
strcat(Str2,m->monstring);
}
else strcpy(Str2,m->monstring);
if (monster_hit(m,hitloc,bonus))
switch(m->meleef) {
case M_NO_OP:
strcat(Str2," touches you.");
mprint(Str2);
break;
case M_MELEE_NORMAL:
strcat(Str2," hits you.");
mprint(Str2);
m_hit(m,NORMAL_DAMAGE);
break;
case M_MELEE_NG:
strcat(Str2," hits you.");
mprint(Str2);
m_hit(m,NORMAL_DAMAGE);
if (random_range(5)==3) m_sp_ng(m);
break;
case M_MELEE_FIRE:
strcat(Str2," blasts you with fire.");
mprint(Str2);
m_hit(m,FLAME);
break;
case M_MELEE_DRAGON:
strcat(Str2," hits you and blasts you with fire.");
mprint(Str2);
m_hit(m,NORMAL_DAMAGE);
m_hit(m,FLAME);
break;
case M_MELEE_ELEC:
strcat(Str2," lashes you with electricity.");
mprint(Str2);
m_hit(m,ELECTRICITY);
break;
case M_MELEE_COLD:
strcat(Str2," freezes you with cold.");
mprint(Str2);
m_hit(m,ELECTRICITY);
break;
case M_MELEE_POISON:
strcat(Str2," hits you.");
mprint(Str2);
m_hit(m,NORMAL_DAMAGE);
if (random_range(10) < m->level) {
mprint("You've been poisoned!");
p_poison(m->dmg);
}
break;
case M_MELEE_GRAPPLE:
strcat(Str2," grabs you.");
mprint(Str2);
m_hit(m,NORMAL_DAMAGE);
Player.status[IMMOBILE]++;
break;
case M_MELEE_SPIRIT:
strcat(Str2," touches you.");
mprint(Str2);
m_hit(m,NORMAL_DAMAGE);
drain_life(m->level);
break;
case M_MELEE_DISEASE:
strcat(Str2," hits you.");
mprint(Str2);
m_hit(m,NORMAL_DAMAGE);
if (random_range(10) < m->level) {
mprint("You've been infected!");
disease(m->level);
}
break;
case M_MELEE_SLEEP:
strcat(Str2," hit you.");
mprint(Str2);
m_hit(m,NORMAL_DAMAGE);
if (random_range(10) < m->level) {
mprint("You feel drowsy");
sleep_player(m->level);
}
break;
}
else {
if (random_range(10)) strcat(Str2," missed you.");
else {
if (Verbosity == TERSE) {
switch(random_range(10)) {
case 0:
strcat(Str2," blundered severely.");
m_damage(m,m->dmg,UNSTOPPABLE); break;
case 1:
strcat(Str2," tripped while attacking.");m_dropstuff(m);break;
case 2:
strcat(Str2," seems seriously confused.");
m->speed = min(30,m->speed*2); break;
default:
strcat(Str2," missed you.");
}
}
switch(random_range(10)) {
case 0: strcat(Str2," flailed stupidly at you."); break;
case 1: strcat(Str2," made you laugh."); break;
case 2: strcat(Str2," blundered severely.");
m_damage(m,m->dmg,UNSTOPPABLE); break;
case 3: strcat(Str2," tripped while attacking.");m_dropstuff(m);break;
case 4: strcat(Str2," seems seriously confused.");
m->speed = min(30,m->speed*2); break;
case 5: strcat(Str2," is seriously ashamed."); break;
case 6: strcat(Str2," made a boo-boo."); break;
case 7: strcat(Str2," blundered."); break;
case 8: strcat(Str2," cries out in anger and frustration."); break;
case 9: strcat(Str2," curses your ancestry."); break;
}
}
mprint(Str2);
}
}
}
/* checks to see if player hits with hitmod vs. monster m at location hitloc */
int monster_hit(pmt m, char hitloc, int bonus)
{
int i=0,blocks=FALSE,goodblocks=0,hit,riposte=FALSE;
while (i<strlen(Player.meleestr)) {
if ((Player.meleestr[i] == 'B') || (Player.meleestr[i] == 'R')) {
blocks = TRUE;
if (hitloc == Player.meleestr[i+1]) {
goodblocks++;
if (Player.meleestr[i] == 'R') riposte = TRUE;
}
}
i+=2;
}
if (! blocks) goodblocks = -1;
hit = hitp(m->hit+bonus,Player.defense+goodblocks*10);
if ((! hit) && (goodblocks > 0)) {
if (Verbosity == VERBOSE) mprint("You blocked it!");
if (riposte) {
if (Verbosity != TERSE) mprint("You got a riposte!");
if (hitp(Player.hit,m->ac)) {
mprint("You hit!");
weapon_use(0,Player.possessions[O_WEAPON_HAND],m);
}
else mprint("You missed.");
}
}
return(hit);
}
/* decide monster actions in tactical combat mode */
/* if monster is skilled, it can try see the player's attacks coming and
try to block appropriately. */
void transcribe_monster_actions(pmt m)
{
int i;
char attack_loc,block_loc;
static char mmstr[80];
int p_blocks[3];
int p_attacks[3];
for(i=0;i<3;i++)p_blocks[i] = p_attacks[i] = 0;
/* Find which area player blocks and attacks least in */
i = 0;
while (i<strlen(Player.meleestr)) {
if ((Player.meleestr[i] == 'B') ||
(Player.meleestr[i] == 'R')) {
if (Player.meleestr[i+1] == 'H') p_blocks[0]++;
if (Player.meleestr[i+1] == 'C') p_blocks[1]++;
if (Player.meleestr[i+1] == 'L') p_blocks[2]++;
}
else if ((Player.meleestr[i] == 'A') ||
(Player.meleestr[i] == 'L')) {
if (Player.meleestr[i+1] == 'H') p_attacks[0]++;
if (Player.meleestr[i+1] == 'C') p_attacks[1]++;
if (Player.meleestr[i+1] == 'L') p_attacks[2]++;
}
i+=2;
}
if ((p_blocks[2] <= p_blocks[1]) &&
(p_blocks[2] <= p_blocks[0]))
attack_loc = 'L';
else if ((p_blocks[1] <= p_blocks[2]) &&
(p_blocks[1] <= p_blocks[0]))
attack_loc = 'C'; /* DG 12/31/98 */
else attack_loc = 'H';
if ((p_attacks[2] <= p_attacks[1]) &&
(p_attacks[2] <= p_attacks[0]))
block_loc = 'L';
else if ((p_attacks[1] <= p_attacks[2]) &&
(p_attacks[1] <= p_attacks[0]))
block_loc = 'C';
else block_loc = 'H';
m->meleestr = mmstr;
if (m->id != NPC)
strcpy(m->meleestr,Monsters[m->id].meleestr);
else {
strcpy(m->meleestr,"");
for(i=0;i<m->level;i+=2)
strcat(m->meleestr,"L?R?");
}
i = 0;
while (i<strlen(m->meleestr)) {
if ((m->meleestr[i] == 'A') || (m->meleestr[i] == 'L')) {
if (m->meleestr[i+1] == '?') {
if (m->level+random_range(30) > Player.level+random_range(20))
m->meleestr[i+1] = attack_loc;
else m->meleestr[i+1] = random_loc();
}
else if (m->meleestr[i+1] == 'X') m->meleestr[i+1] = random_loc();
}
else if ((m->meleestr[i] == 'B') || (m->meleestr[i] == 'R')) {
if (m->meleestr[i+1] == '?') {
if (m->level+random_range(30) > Player.level+random_range(20))
m->meleestr[i+1] = block_loc;
else m->meleestr[i+1] = random_loc();
}
else if (m->meleestr[i+1] == 'X') m->meleestr[i+1] = random_loc();
}
i+=2;
}
}
char random_loc(void)
{
switch(random_range(3)) {
case 0:return('H');
case 1:return('C');
default:return('L');
}
}