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-rw-r--r--stone_soup/crawl-ref/source/fight.cc4041
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-/*
- * File: fight.cc
- * Summary: Functions used during combat.
- * Written by: Linley Henzell
- *
- * Change History (most recent first):
- *
- * <11> 07-jul-2000 JDJ Fixed some of the code in you_attack so it doesn't
- * index past the end of arrays for unarmed attacks.
- * <10> 03-mar-2000 bwr changes for new spells, no stave magic
- * skill practising
- * <9> 11/23/99 LRH Now you don't get xp/piety for killing
- * monsters who were created friendly
- * <8> 11/14/99 cdl evade with random40(ev) vice random2(ev)
- * <7> 10/ 8/99 BCR Large races get a smaller
- * penalty for large shields
- * <6> 9/09/99 BWR Code for 1-1/2 hand weapons
- * <5> 8/08/99 BWR Reduced power of EV/shields
- * <4> 6/22/99 BWR Changes to stabbing code, made
- * most gods not care about the
- * deathes of summoned monsters
- * <3> 5/21/99 BWR Upped learning of armour skill
- * in combat slightly.
- * <2> 5/12/99 BWR Fixed a bug where burdened
- * barehanded attacks where free
- * <1> -/--/-- LRH Created
- */
-
-#include "AppHdr.h"
-#include "fight.h"
-
-#include <string.h>
-#include <stdlib.h>
-#include <stdio.h>
-
-#ifdef DOS
-#include <conio.h>
-#endif
-
-#include "externs.h"
-
-#include "beam.h"
-#include "cloud.h"
-#include "debug.h"
-#include "delay.h"
-#include "effects.h"
-#include "food.h"
-#include "it_use2.h"
-#include "items.h"
-#include "itemname.h"
-#include "itemprop.h"
-#include "macro.h"
-#include "misc.h"
-#include "monplace.h"
-#include "mon-pick.h"
-#include "monstuff.h"
-#include "mon-util.h"
-#include "mstuff2.h"
-#include "mutation.h"
-#include "ouch.h"
-#include "player.h"
-#include "randart.h"
-#include "religion.h"
-#include "skills.h"
-#include "spells1.h"
-#include "spells3.h"
-#include "spells4.h"
-#include "spl-cast.h"
-#include "stuff.h"
-#include "view.h"
-#include "wpn-misc.h"
-
-#define HIT_WEAK 7
-#define HIT_MED 18
-#define HIT_STRONG 36
-// ... was 5, 12, 21
-// how these are used will be replaced by a function in a second ... :P {dlb}
-
-static int weapon_type_modify( int weap, char noise[80], char noise2[80],
- int damage );
-
-static void stab_message(struct monsters *defender, int stab_bonus);
-
-int weapon_str_weight( int wpn_class, int wpn_type );
-
-static inline int player_weapon_str_weight( void );
-static inline int player_weapon_dex_weight( void );
-
-static inline int calc_stat_to_hit_base( void );
-static inline int calc_stat_to_dam_base( void );
-
-/*
- **************************************************
- * *
- * BEGIN PUBLIC FUNCTIONS *
- * *
- **************************************************
-*/
-
-#if 0
-#define GUARANTEED_HIT_PERCENTAGE 5
-
-bool test_hit( int to_hit, int ev, int bonus )
-{
- if (random2(100) < 2 * GUARANTEED_HIT_PERCENTAGE)
- return (coinflip());
-
- return (random2( to_hit ) + bonus >= ev);
-}
-#endif
-
-// This function returns the "extra" stats the player gets because of
-// choice of weapon... it's used only for giving warnings when a player
-// weilds a less than ideal weapon.
-int effective_stat_bonus( int wepType )
-{
-#ifdef USE_NEW_COMBAT_STATS
- int str_weight;
- if (wepType == -1)
- str_weight = player_weapon_str_weight();
- else
- str_weight = weapon_str_weight( OBJ_WEAPONS, wepType );
-
- return ((you.strength - you.dex) * (str_weight - 5) / 10);
-#else
- return (0);
-#endif
-}
-
-// Returns true if you hit the monster.
-bool you_attack(int monster_attacked, bool unarmed_attacks)
-{
- struct monsters *defender = &menv[monster_attacked];
-
- int your_to_hit;
- int damage_done = 0;
- bool hit = false;
- unsigned char stab_bonus = 0; // this is never negative {dlb}
- int temp_rand; // for probability determination {dlb}
-
- const int weapon = you.equip[EQ_WEAPON];
- const bool ur_armed = (weapon != -1); // compacts code a bit {dlb}
- const bool bearing_shield = (you.equip[EQ_SHIELD] != -1);
-
- const int melee_brand = player_damage_brand();
-
- bool water_attack = false;
-
- char damage_noise[80], damage_noise2[80];
-
- int heavy_armour = 0;
- char str_pass[ ITEMNAME_SIZE ];
-
-#if DEBUG_DIAGNOSTICS
- char st_prn[ 20 ];
-#endif
-
- FixedVector< char, RA_PROPERTIES > art_proprt;
-
- if (ur_armed && you.inv[weapon].base_type == OBJ_WEAPONS
- && is_random_artefact( you.inv[weapon] ))
- {
- randart_wpn_properties( you.inv[weapon], art_proprt );
- }
- else
- {
- // Probably over protective, but in this code we're going
- // to play it safe. -- bwr
- for (int i = 0; i < RA_PROPERTIES; i++)
- art_proprt[i] = 0;
- }
-
- // heavy armour modifiers for shield borne
- if (bearing_shield)
- {
- switch (you.inv[you.equip[EQ_SHIELD]].sub_type)
- {
- case ARM_SHIELD:
- if (you.skills[SK_SHIELDS] < random2(7))
- heavy_armour++;
- break;
- case ARM_LARGE_SHIELD:
- if ((you.species >= SP_OGRE && you.species <= SP_OGRE_MAGE)
- || player_genus(GENPC_DRACONIAN))
- {
- if (you.skills[SK_SHIELDS] < random2(13))
- heavy_armour++; // was potentially "+= 3" {dlb}
- }
- else
- {
- for (int i = 0; i < 3; i++)
- {
- if (you.skills[SK_SHIELDS] < random2(13))
- heavy_armour += random2(3);
- }
- }
- break;
- default:
- break;
- }
- }
-
- // heavy armour modifiers for PARM_EVASION
- if (you.equip[EQ_BODY_ARMOUR] != -1)
- {
- const int ev_pen = property( you.inv[you.equip[EQ_BODY_ARMOUR]],
- PARM_EVASION );
-
- if (ev_pen < 0 && random2(you.skills[SK_ARMOUR]) < abs( ev_pen ))
- heavy_armour += random2( abs(ev_pen) );
- }
-
- // ??? what is the reasoning behind this ??? {dlb}
- // My guess is that its supposed to encourage monk-style play -- bwr
- if (!ur_armed)
- heavy_armour *= (coinflip() ? 3 : 2);
-
- // Calculate the following two flags in advance
- // to know what player does this combat turn:
- bool can_do_unarmed_combat = false;
-
- if (you.burden_state == BS_UNENCUMBERED
- && random2(20) < you.skills[SK_UNARMED_COMBAT]
- && random2(1 + heavy_armour) < 2)
- {
- can_do_unarmed_combat = true;
- }
-
- // if we're not getting potential unarmed attacks, and not wearing a
- // shield, and have a suitable uncursed weapon we get the bonus.
- bool use_hand_and_a_half_bonus = false;
-
- int wpn_skill = SK_UNARMED_COMBAT;
- int hands_reqd = HANDS_ONE;
-
- if (weapon != -1)
- {
- wpn_skill = weapon_skill( you.inv[weapon].base_type,
- you.inv[weapon].sub_type );
-
- hands_reqd = hands_reqd_for_weapon( you.inv[weapon].base_type,
- you.inv[weapon].sub_type );
- }
-
- if (unarmed_attacks
- && !can_do_unarmed_combat
- && !bearing_shield && ur_armed
- && !item_cursed( you.inv[ weapon ] )
- && hands_reqd == HANDS_HALF)
- {
- // currently: +1 dam, +1 hit, -1 spd (loosly)
- use_hand_and_a_half_bonus = true;
- }
-
-/*
- **************************************************************************
- * *
- * IMPORTANT: When altering damage routines, must also change in ouch.cc *
- * for saving of player ghosts. *
- * *
- **************************************************************************
- */
- bool helpless = mons_class_flag(defender->type, M_NO_EXP_GAIN);
-
- if (mons_friendly(defender))
- did_god_conduct(DID_ATTACK_FRIEND, 5);
-
- if (you.pet_target == MHITNOT)
- you.pet_target = monster_attacked;
-
- // fumbling in shallow water <early return>:
- if (player_in_water() && !player_is_swimming())
- {
- if (random2(you.dex) < 4 || one_chance_in(5))
- {
- mpr("Unstable footing causes you to fumble your attack.");
- return (false);
- }
- }
-
- // wet merfolk
- if (player_is_swimming()
- // monster not a water creature
- && monster_habitat( defender->type ) != DNGN_DEEP_WATER
- && !mons_class_flag( defender->type, M_AMPHIBIOUS )
- // monster in water
- && (grd[defender->x][defender->y] == DNGN_SHALLOW_WATER
- || grd[defender->x][defender->y] == DNGN_DEEP_WATER)
- // monster not flying
- && !mons_flies( defender ))
- {
- water_attack = true;
- }
-
- // preliminary to_hit modifications:
- your_to_hit = 15 + (calc_stat_to_hit_base() / 2);
-
- if (water_attack)
- your_to_hit += 5;
-
- if (wearing_amulet(AMU_INACCURACY))
- your_to_hit -= 5;
-
- // if you can't see yourself, you're a little less acurate.
- if (you.invis && !player_see_invis())
- your_to_hit -= 5;
-
- your_to_hit += random2(1 + you.skills[SK_FIGHTING]);
-
- if (ur_armed)
- {
- if (wpn_skill)
- your_to_hit += random2(you.skills[wpn_skill] + 1);
- }
- else // ...you must be unarmed
- {
- your_to_hit += (you.species == SP_TROLL
- || you.species == SP_GHOUL) ? 4 : 2;
-
- your_to_hit += random2(1 + you.skills[SK_UNARMED_COMBAT]);
- }
-
- // energy expenditure in terms of food:
- make_hungry(3, true);
-
- if (ur_armed
- && you.inv[ weapon ].base_type == OBJ_WEAPONS
- && is_random_artefact( you.inv[ weapon ] ))
- {
- if (art_proprt[RAP_ANGRY] >= 1)
- {
- if (random2(1 + art_proprt[RAP_ANGRY]))
- {
- go_berserk(false);
- }
- }
- }
-
- switch (you.special_wield)
- {
- case SPWLD_TROG:
- if (coinflip())
- go_berserk(false);
- break;
-
- case SPWLD_WUCAD_MU:
- if (one_chance_in(9))
- {
- miscast_effect( SPTYP_DIVINATION, random2(9), random2(70), 100,
- "the Staff of Wucad Mu" );
- }
- break;
- default:
- break;
- }
-
- if (you.mutation[MUT_BERSERK])
- {
- if (random2(100) < (you.mutation[MUT_BERSERK] * 10) - 5)
- go_berserk(false);
- }
-
- if (ur_armed)
- {
- if (you.inv[ weapon ].base_type == OBJ_WEAPONS)
- {
- // there was some stupid conditional here that applied this
- // "if (plus >= 0)" and "else" that .. which is all
- // cases (d'oh!) {dlb}
- your_to_hit += you.inv[ weapon ].plus;
- your_to_hit += property( you.inv[ weapon ], PWPN_HIT );
-
- if (get_equip_race(you.inv[ weapon ]) == ISFLAG_ELVEN
- && player_genus(GENPC_ELVEN))
- {
- your_to_hit += (coinflip() ? 2 : 1);
- }
- }
- else if (item_is_staff( you.inv[ weapon ] ))
- {
- /* magical staff */
- your_to_hit += property( you.inv[ weapon ], PWPN_HIT );
- }
- }
-
- your_to_hit += slaying_bonus(PWPN_HIT); // see: player.cc
-
- if (you.hunger_state == HS_STARVING)
- your_to_hit -= 3;
-
- your_to_hit -= heavy_armour;
-
-#if DEBUG_DIAGNOSTICS
- int roll_hit = your_to_hit;
-#endif
-
- // why does this come here and not later? {dlb}
- // apparently to give the following pluses more significance -- bwr
- your_to_hit = random2(your_to_hit);
-
-#if DEBUG_DIAGNOSTICS
- snprintf( info, INFO_SIZE, "to hit die: %d; rolled value: %d",
- roll_hit, your_to_hit );
-
- mpr( info, MSGCH_DIAGNOSTICS );
-#endif
-
- if (use_hand_and_a_half_bonus)
- your_to_hit += random2(3);
-
- if (ur_armed && wpn_skill == SK_SHORT_BLADES && you.sure_blade)
- your_to_hit += 5 + random2limit( you.sure_blade, 10 );
-
- int damage = 1;
-
- if (!ur_armed) // empty-handed
- {
- damage = 3;
-
- if (you.confusing_touch)
- {
- // just trying to touch is easier that trying to damage
- // special_brand = SPWPN_CONFUSE;
- your_to_hit += random2(you.dex);
- // no base hand damage while using this spell
- damage = 0;
- }
-
- // if (you.mutation[MUT_DRAIN_LIFE])
- // special_brand = SPWPN_DRAINING;
-
- if (you.attribute[ATTR_TRANSFORMATION] != TRAN_NONE)
- {
- switch (you.attribute[ATTR_TRANSFORMATION])
- {
- case TRAN_SPIDER:
- damage = 5;
- // special_brand = SPWPN_VENOM;
- your_to_hit += random2(10);
- break;
- case TRAN_ICE_BEAST:
- damage = 12;
- // special_brand = SPWPN_FREEZING;
- your_to_hit += random2(10);
- break;
- case TRAN_BLADE_HANDS:
- damage = 12 + (you.strength / 4) + (you.dex / 4);
- your_to_hit += random2(12);
- break;
- case TRAN_STATUE:
- damage = 12 + you.strength;
- your_to_hit += random2(9);
- break;
- case TRAN_SERPENT_OF_HELL:
- case TRAN_DRAGON:
- damage = 20 + you.strength;
- your_to_hit += random2(10);
- break;
- case TRAN_LICH:
- damage = 5;
- // special_brand = SPWPN_DRAINING;
- your_to_hit += random2(10);
- break;
- case TRAN_AIR:
- damage = 0;
- your_to_hit = 0;
- break;
- }
- }
- else if (you.equip[ EQ_GLOVES ] == -1)
- {
- // claw damage only applies for bare hands
- if (you.species == SP_TROLL)
- damage += 5;
- else if (you.species == SP_GHOUL)
- damage += 2;
-
- damage += (you.mutation[ MUT_CLAWS ] * 2);
- }
-
- damage += you.skills[SK_UNARMED_COMBAT];
- }
- else
- {
- if (you.inv[ weapon ].base_type == OBJ_WEAPONS
- || item_is_staff( you.inv[ weapon ] ))
- {
- damage = property( you.inv[ weapon ], PWPN_DAMAGE );
- }
- }
-
-#if DEBUG_DIAGNOSTICS
- const int base_damage = damage;
-#endif
-
- //jmf: check for backlight enchantment
- if (mons_has_ench(defender, ENCH_BACKLIGHT_I, ENCH_BACKLIGHT_IV))
- your_to_hit += 2 + random2(8);
-
- int weapon_speed2 = 10;
- int min_speed = 3;
-
- if (ur_armed)
- {
- if (you.inv[ weapon ].base_type == OBJ_WEAPONS
- || item_is_staff( you.inv[ weapon ] ))
- {
- weapon_speed2 = property( you.inv[ weapon ], PWPN_SPEED );
- weapon_speed2 -= you.skills[ wpn_skill ] / 2;
-
- min_speed = property( you.inv[ weapon ], PWPN_SPEED ) / 2;
-
- // Short blades can get up to at least unarmed speed.
- if (wpn_skill == SK_SHORT_BLADES && min_speed > 5)
- min_speed = 5;
-
- // Using both hands can get a weapon up to speed 7
- if ((hands_reqd == HANDS_TWO || use_hand_and_a_half_bonus)
- && min_speed > 7)
- {
- min_speed = 7;
- }
-
- // never go faster than speed 3 (ie 3 attacks per round)
- if (min_speed < 3)
- min_speed = 3;
-
- // Hand and a half bonus only helps speed up to a point, any more
- // than speed 10 must come from skill and the weapon
- if (use_hand_and_a_half_bonus && weapon_speed2 > 10)
- weapon_speed2--;
-
- // apply minimum to weapon skill modification
- if (weapon_speed2 < min_speed)
- weapon_speed2 = min_speed;
-
- if (you.inv[weapon].base_type == OBJ_WEAPONS
- && melee_brand == SPWPN_SPEED)
- {
- weapon_speed2 = (weapon_speed2 + 1) / 2;
- }
- }
- }
- else
- {
- // Unarmed speed
- if (you.burden_state == BS_UNENCUMBERED
- && one_chance_in(heavy_armour + 1))
- {
- weapon_speed2 = 10 - you.skills[SK_UNARMED_COMBAT] / 3;
-
- if (weapon_speed2 < 4)
- weapon_speed2 = 4;
- }
- }
-
- if (bearing_shield)
- {
- switch (you.inv[you.equip[EQ_SHIELD]].sub_type)
- {
- case ARM_LARGE_SHIELD:
- if (you.skills[SK_SHIELDS] <= 10 + random2(17))
- weapon_speed2++;
- // [dshaligram] Fall-through
-
- case ARM_SHIELD:
- if (you.skills[SK_SHIELDS] <= 3 + random2(17))
- weapon_speed2++;
- break;
- }
- }
-
- // Never allow anything faster than 3 to get through... three attacks
- // per round is enough... 5 or 10 is just silly. -- bwr
- if (weapon_speed2 < 3)
- weapon_speed2 = 3;
-
- you.time_taken *= weapon_speed2;
- you.time_taken /= 10;
-
- if (you.time_taken < 1)
- you.time_taken = 1;
-
-#if DEBUG_DIAGNOSTICS
- snprintf( info, INFO_SIZE, "Weapon speed: %d; min: %d; speed: %d; attack time: %d",
- weapon_speed2, min_speed, weapon_speed2, you.time_taken );
-
- mpr( info, MSGCH_DIAGNOSTICS );
-#endif
-
- // DO STABBING
-
- bool stabAttempt = false;
- bool rollNeeded = true;
-
- // This ordering is important!
-
- // not paying attention (but not batty)
- if (defender->foe != MHITYOU && !testbits(defender->flags, MF_BATTY))
- {
- stabAttempt = true;
- stab_bonus = 3;
- }
-
- // confused (but not perma-confused)
- if (mons_has_ench(defender, ENCH_CONFUSION)
- && !mons_class_flag(defender->type, M_CONFUSED))
- {
- stabAttempt = true;
- stab_bonus = 2;
- }
-
- // fleeing
- if (defender->behaviour == BEH_FLEE)
- {
- stabAttempt = true;
- stab_bonus = 2;
- }
-
- // sleeping
- if (defender->behaviour == BEH_SLEEP)
- {
- stabAttempt = true;
- rollNeeded = false;
- stab_bonus = 1;
- }
-
- // helpless (plants, etc)
- if (helpless)
- stabAttempt = false;
-
- // see if we need to roll against dexterity / stabbing
- if (stabAttempt && rollNeeded)
- stabAttempt = (random2(200) <= you.skills[SK_STABBING] + you.dex);
-
- // check for invisibility - no stabs on invisible monsters.
- if (!player_monster_visible( defender ))
- {
- stabAttempt = false;
- stab_bonus = 0;
- }
-
-#if DEBUG_DIAGNOSTICS
- snprintf( info, INFO_SIZE, "your to-hit: %d; defender EV: %d",
- your_to_hit, defender->evasion );
-
- mpr( info, MSGCH_DIAGNOSTICS );
-#endif
-
- if ((your_to_hit >= defender->evasion || one_chance_in(30))
- || ((defender->speed_increment <= 60
- || defender->behaviour == BEH_SLEEP)
- && !one_chance_in(10 + you.skills[SK_STABBING])))
- {
- hit = true;
- int dammod = 78;
-
- const int dam_stat_val = calc_stat_to_dam_base();
-
- if (dam_stat_val > 11)
- dammod += (random2(dam_stat_val - 11) * 2);
- else if (dam_stat_val < 9)
- dammod -= (random2(9 - dam_stat_val) * 3);
-
- damage *= dammod; //random2(you.strength);
- damage /= 78;
-
-#if DEBUG_DIAGNOSTICS
- const int str_damage = damage;
-#endif
-
- // Yes, this isn't the *2 damage that monsters get, but since
- // monster hps and player hps are different (as are the sizes
- // of the attacks) it just wouldn't be fair to give merfolk
- // that gross a potential... still they do get something for
- // making use of the water. -- bwr
- if (water_attack)
- damage += random2avg(10,2);
-
-#if DEBUG_DIAGNOSTICS
- const int water_damage = damage;
-#endif
-
- // apply damage bonus from ring of slaying
- // (before randomization -- some of these rings
- // are stupidly powerful) -- GDL
- damage += slaying_bonus(PWPN_DAMAGE);
-
-#if DEBUG_DIAGNOSTICS
- const int slay_damage = damage;
-
- snprintf( info, INFO_SIZE,
- "melee base: %d; str: %d; water: %d; to-dam: %d",
- base_damage, str_damage, water_damage, slay_damage );
-
- mpr( info, MSGCH_DIAGNOSTICS );
-#endif
-
- damage_done = random2(damage);
-
-#if DEBUG_DIAGNOSTICS
- const int roll_damage = damage_done;
-#endif
-
- if (ur_armed && (you.inv[ weapon ].base_type == OBJ_WEAPONS
- || item_is_staff( you.inv[ weapon ] )))
- {
- damage_done *= 25 + (random2( you.skills[ wpn_skill ] + 1 ));
- damage_done /= 25;
- }
-
-#if DEBUG_DIAGNOSTICS
- const int skill_damage = damage_done;
-#endif
-
- damage_done *= 30 + (random2(you.skills[SK_FIGHTING] + 1));
- damage_done /= 30;
-
-#if DEBUG_DIAGNOSTICS
- const int fight_damage = damage_done;
-#endif
-
- if (you.might > 1)
- damage_done += 1 + random2(10);
-
- if (you.hunger_state == HS_STARVING)
- damage_done -= random2(5);
-
-#if DEBUG_DIAGNOSTICS
- const int preplus_damage = damage_done;
- int plus_damage = damage_done;
- int bonus_damage = damage_done;
-#endif
-
- if (ur_armed && you.inv[ weapon ].base_type == OBJ_WEAPONS)
- {
- int hoggl = you.inv[ weapon ].plus2;
-
- damage_done += (hoggl > -1) ? (random2(1 + hoggl)) : (hoggl);
-
-#if DEBUG_DIAGNOSTICS
- plus_damage = damage_done;
-#endif
-
- // removed 2-handed weapons from here... their "bonus" is
- // already included in the damage stat for the weapon -- bwr
- if (use_hand_and_a_half_bonus)
- damage_done += random2(3);
-
- if (get_equip_race(you.inv[ weapon ]) == ISFLAG_DWARVEN
- && player_genus(GENPC_DWARVEN))
- {
- damage_done += random2(3);
- }
-
- if (get_equip_race(you.inv[ weapon ]) == ISFLAG_ORCISH
- && you.species == SP_HILL_ORC && coinflip())
- {
- damage_done++;
- }
-
-#if DEBUG_DIAGNOSTICS
- bonus_damage = damage_done;
-#endif
-
- if (!launches_things( you.inv[ weapon ].sub_type )
- && !item_ident( you.inv[ weapon ], ISFLAG_KNOW_PLUSES )
- && random2(100) < you.skills[ wpn_skill ])
- {
- set_ident_flags( you.inv[ weapon ], ISFLAG_KNOW_PLUSES );
- strcpy(info, "You are wielding ");
- in_name( weapon , DESC_NOCAP_A, str_pass );
- strcat(info, str_pass);
- strcat(info, ".");
- mpr(info);
- more();
- you.wield_change = true;
- }
- }
-
- // The stabbing message looks better here:
- if (stabAttempt)
- {
- // construct reasonable message
- stab_message( defender, stab_bonus );
-
- exercise(SK_STABBING, 1 + random2avg(5, 4));
-
- if (mons_holiness(defender) == MH_NATURAL
- || mons_holiness(defender) == MH_HOLY)
- {
- did_god_conduct(DID_STABBING, 4);
- }
- }
- else
- {
- stab_bonus = 0;
- // ok.. if you didn't backstab, you wake up the neighborhood.
- // I can live with that.
- alert_nearby_monsters();
- }
-
-#if DEBUG_DIAGNOSTICS
- int stab_damage = damage_done;
-#endif
-
- if (stab_bonus)
- {
- // lets make sure we have some damage to work with...
- if (damage_done < 1)
- damage_done = 1;
-
- if (defender->behaviour == BEH_SLEEP)
- {
- // Sleeping moster wakes up when stabbed but may be groggy
- if (random2(200) <= you.skills[SK_STABBING] + you.dex)
- {
- unsigned int stun = random2( you.dex + 1 );
-
- if (defender->speed_increment > stun)
- defender->speed_increment -= stun;
- else
- defender->speed_increment = 0;
- }
- }
-
- switch (wpn_skill)
- {
- case SK_SHORT_BLADES:
- {
- int bonus = (you.dex * (you.skills[SK_STABBING] + 1)) / 5;
-
- if (you.inv[ weapon ].sub_type != WPN_DAGGER)
- bonus /= 2;
-
- bonus = stepdown_value( bonus, 10, 10, 30, 30 );
-
- damage_done += bonus;
- }
- // fall through
- case SK_LONG_SWORDS:
- damage_done *= 10 + you.skills[SK_STABBING] /
- (stab_bonus + (wpn_skill == SK_SHORT_BLADES ? 0 : 1));
- damage_done /= 10;
- // fall through
- default:
- damage_done *= 12 + you.skills[SK_STABBING] / stab_bonus;
- damage_done /= 12;
- }
-
-#if DEBUG_DIAGNOSTICS
- stab_damage = damage_done;
-#endif
-
- // when stabbing we can get by some of the armour
- if (defender->armour_class > 0)
- {
- int ac = defender->armour_class
- - random2( you.skills[SK_STABBING] / stab_bonus );
-
- if (ac > 0)
- damage_done -= random2(1 + ac);
- }
- }
- else
- {
- // apply AC normally
- if (defender->armour_class > 0)
- damage_done -= random2(1 + defender->armour_class);
- }
-
-#if DEBUG_DIAGNOSTICS
- snprintf( info, INFO_SIZE,
- "melee roll: %d; skill: %d; fight: %d; pre wpn plus: %d",
- roll_damage, skill_damage, fight_damage, preplus_damage );
-
- mpr( info, MSGCH_DIAGNOSTICS );
-
- snprintf( info, INFO_SIZE,
- "melee plus: %d; bonus: %d; stab: %d; post AC: %d",
- plus_damage, bonus_damage, stab_damage, damage_done );
-
- mpr( info, MSGCH_DIAGNOSTICS );
-#endif
-
- // This doesn't actually modify damage -- bwr
- damage_done = weapon_type_modify( weapon, damage_noise, damage_noise2,
- damage_done );
-
- if (damage_done < 0)
- damage_done = 0;
-
- // always upset monster regardless of damage
- behaviour_event(defender, ME_WHACK, MHITYOU);
-
- if (hurt_monster(defender, damage_done))
- {
- if (ur_armed && wpn_skill)
- {
- if (!helpless || you.skills[ wpn_skill ] < 2)
- exercise( wpn_skill, 1 );
- }
- else
- {
- if (!helpless || you.skills[SK_UNARMED_COMBAT] < 2)
- exercise(SK_UNARMED_COMBAT, 1);
- }
-
- if ((!helpless || you.skills[SK_FIGHTING] < 2)
- && one_chance_in(3))
- {
- exercise(SK_FIGHTING, 1);
- }
- }
-
- if (defender->hit_points < 1)
- {
-#if DEBUG_DIAGNOSTICS
- /* note: doesn't take account of special weapons etc */
- snprintf( info, INFO_SIZE, "Hit for %d.", damage_done );
- mpr( info, MSGCH_DIAGNOSTICS );
-#endif
- if (ur_armed && melee_brand == SPWPN_VAMPIRICISM)
- {
- if (mons_holiness(defender) == MH_NATURAL
- && damage_done > 0 && you.hp < you.hp_max
- && !one_chance_in(5))
- {
- mpr("You feel better.");
-
- // more than if not killed
- inc_hp(1 + random2(damage_done), false);
-
- if (you.hunger_state != HS_ENGORGED)
- lessen_hunger(30 + random2avg(59, 2), true);
-
- did_god_conduct(DID_NECROMANCY, 2);
- }
- }
-
- monster_die(defender, KILL_YOU, 0);
-
- if (defender->type == MONS_GIANT_SPORE)
- {
- snprintf( info, INFO_SIZE, "You %s the giant spore.", damage_noise);
- mpr(info);
- }
- else if (defender->type == MONS_BALL_LIGHTNING)
- {
- snprintf( info, INFO_SIZE, "You %s the ball lightning.", damage_noise);
- mpr(info);
- }
- return (true);
- }
-
- if (damage_done < 1 && player_monster_visible( defender ))
- {
- hit = true;
-
- snprintf( info, INFO_SIZE, "You %s ", damage_noise);
- strcat(info, ptr_monam(defender, DESC_NOCAP_THE));
- strcat(info, ", but do no damage.");
- mpr(info);
- }
- }
- else
- {
- hit = false;
-
- // upset only non-sleeping monsters if we missed
- if (defender->behaviour != BEH_SLEEP)
- behaviour_event( defender, ME_WHACK, MHITYOU );
-
- if ((your_to_hit + heavy_armour / 2) >= defender->evasion)
- strcpy(info, "Your armour prevents you from hitting ");
- else
- strcpy(info, "You miss ");
-
- strcat(info, ptr_monam(defender, DESC_NOCAP_THE));
- strcat(info, ".");
- mpr(info);
- }
-
- if (hit && damage_done > 0
- || (hit && damage_done < 1 && mons_has_ench(defender,ENCH_INVIS)))
- {
- strcpy(info, "You ");
- strcat(info, damage_noise);
- strcat(info, " ");
- strcat(info, ptr_monam(defender, DESC_NOCAP_THE));
- strcat(info, damage_noise2);
-
-#if DEBUG_DIAGNOSTICS
- strcat( info, " for " );
- /* note: doesn't take account of special weapons etc */
- itoa( damage_done, st_prn, 10 );
- strcat( info, st_prn );
-#endif
- if (damage_done < HIT_WEAK)
- strcat(info, ".");
- else if (damage_done < HIT_MED)
- strcat(info, "!");
- else if (damage_done < HIT_STRONG)
- strcat(info, "!!");
- else
- strcat(info, "!!!");
-
- mpr(info);
-
- if (mons_holiness(defender) == MH_HOLY)
- did_god_conduct(DID_KILL_ANGEL, 1);
-
- if (you.special_wield == SPWLD_TORMENT)
- {
- torment(you.x_pos, you.y_pos);
- did_god_conduct(DID_UNHOLY, 5);
- }
-
- if (you.special_wield == SPWLD_ZONGULDROK
- || you.special_wield == SPWLD_CURSE)
- {
- did_god_conduct(DID_NECROMANCY, 3);
- }
- }
-
- if (defender->type == MONS_JELLY
- || defender->type == MONS_BROWN_OOZE
- || defender->type == MONS_ACID_BLOB
- || defender->type == MONS_ROYAL_JELLY)
- {
- weapon_acid(5);
- }
-
- /* remember, damage_done is still useful! */
- if (hit)
- {
- int specdam = 0;
-
- if (ur_armed
- && you.inv[ weapon ].base_type == OBJ_WEAPONS
- && is_demonic( you.inv[ weapon ].sub_type ))
- {
- did_god_conduct(DID_UNHOLY, 1);
- }
-
- if (mons_holiness(defender) == MH_HOLY)
- did_god_conduct(DID_ATTACK_HOLY, defender->hit_dice);
-
- if (defender->type == MONS_HYDRA)
- {
- const int dam_type = player_damage_type();
- const int wpn_brand = player_damage_brand();
-
- if ((dam_type == DVORP_SLICING || dam_type == DVORP_CHOPPING)
- && damage_done > 0
- && (damage_done >= 4 || wpn_brand == SPWPN_VORPAL || coinflip()))
- {
- defender->number--;
-
- temp_rand = random2(4);
- const char *const verb = (temp_rand == 0) ? "slice" :
- (temp_rand == 1) ? "lop" :
- (temp_rand == 2) ? "chop" : "hack";
-
- if (defender->number < 1)
- {
- snprintf( info, INFO_SIZE, "You %s %s's last head off!",
- verb, ptr_monam(defender, DESC_NOCAP_THE) );
- mpr( info );
-
- defender->hit_points = -1;
- }
- else
- {
- snprintf( info, INFO_SIZE, "You %s one of %s's heads off!",
- verb, ptr_monam(defender, DESC_NOCAP_THE) );
- mpr( info );
-
- if (wpn_brand == SPWPN_FLAMING)
- mpr( "The flame cauterises the wound!" );
- else if (defender->number < 19)
- {
- simple_monster_message( defender, " grows two more!" );
- defender->number += 2;
- heal_monster( defender, 8 + random2(8), true );
- }
- }
-
- // if the hydra looses a head:
- // - it's dead if it has none remaining (HP set to -1)
- // - flame used to cauterise doesn't do extra damage
- // - ego weapons do their additional damage to the
- // hydra's decapitated head, so it's ignored.
- //
- // ... and so we skip the special damage.
- goto mons_dies;
- }
- }
-
- // jmf: BEGIN STAFF HACK
- // How much bonus damage will a staff of <foo> do?
- // FIXME: make these not macros. inline functions?
- // actually, it will all be pulled out and replaced by functions -- {dlb}
- //
- // This is similar to the previous, in both value and distribution, except
- // that instead of just SKILL, its now averaged with Evocations. -- bwr
-#define STAFF_DAMAGE(SKILL) (roll_dice( 3, 1 + (you.skills[(SKILL)] + you.skills[SK_EVOCATIONS]) / 12 ))
-
-#define STAFF_COST 2
-
- // magic staves have their own special damage
- if (ur_armed && item_is_staff( you.inv[weapon] ))
- {
- specdam = 0;
-
- if (you.magic_points >= STAFF_COST
- && random2(20) <= you.skills[SK_EVOCATIONS])
- {
- switch (you.inv[weapon].sub_type)
- {
- case STAFF_AIR:
- if (damage_done + you.skills[SK_AIR_MAGIC] > random2(30))
- {
- if (mons_res_elec(defender))
- break;
-
- specdam = STAFF_DAMAGE(SK_AIR_MAGIC);
-
- if (specdam)
- {
- snprintf( info, INFO_SIZE, "%s is jolted!",
- ptr_monam(defender, DESC_CAP_THE) );
- mpr(info);
- }
- }
- break;
-
- case STAFF_COLD: // FIXME: I don't think I used these right ...
- if (mons_res_cold(defender) > 0)
- break;
-
- specdam = STAFF_DAMAGE(SK_ICE_MAGIC);
-
- if (mons_res_cold(defender) < 0)
- specdam += STAFF_DAMAGE(SK_ICE_MAGIC);
-
- if (specdam)
- {
-
- snprintf( info, INFO_SIZE, "You freeze %s!",
- ptr_monam(defender, DESC_NOCAP_THE) );
- mpr(info);
- }
- break;
-
- case STAFF_EARTH:
- if (mons_flies(defender))
- break; //jmf: lame, but someone ought to resist
-
- specdam = STAFF_DAMAGE(SK_EARTH_MAGIC);
-
- if (specdam)
- {
- snprintf( info, INFO_SIZE, "You crush %s!",
- ptr_monam(defender, DESC_NOCAP_THE) );
- mpr(info);
- }
- break;
-
- case STAFF_FIRE:
- if (mons_res_fire(defender) > 0)
- break;
-
- specdam = STAFF_DAMAGE(SK_FIRE_MAGIC);
-
- if (mons_res_fire(defender) < 0)
- specdam += STAFF_DAMAGE(SK_FIRE_MAGIC);
-
- if (specdam)
- {
- snprintf( info, INFO_SIZE, "You burn %s!",
- ptr_monam(defender, DESC_NOCAP_THE) );
- mpr(info);
- }
- break;
-
- case STAFF_POISON:
- // cap chance at 30% -- let staff of Olgreb shine
- temp_rand = damage_done + you.skills[SK_POISON_MAGIC];
-
- if (temp_rand > 30)
- temp_rand = 30;
-
- if (random2(100) < temp_rand)
- poison_monster(defender, true);
- break;
-
- case STAFF_DEATH:
- if (mons_res_negative_energy(defender) > 0)
- break;
-
- if (random2(8) <= you.skills[SK_NECROMANCY])
- {
- specdam = STAFF_DAMAGE(SK_NECROMANCY);
-
- if (specdam)
- {
- snprintf( info, INFO_SIZE, "%s convulses in agony!",
- ptr_monam(defender, DESC_CAP_THE) );
- mpr(info);
-
- did_god_conduct(DID_NECROMANCY, 4);
- }
- }
- break;
-
- case STAFF_POWER:
- case STAFF_SUMMONING:
- case STAFF_CHANNELING:
- case STAFF_CONJURATION:
- case STAFF_ENCHANTMENT:
- case STAFF_ENERGY:
- case STAFF_WIZARDRY:
- break;
-
- default:
- mpr("You're wielding some staff I've never heard of! (fight.cc)");
- break;
- } // end switch
- }
-
- if (specdam > 0)
- {
- dec_mp(STAFF_COST);
-
- if (!item_ident( you.inv[weapon], ISFLAG_KNOW_TYPE ))
- {
- set_ident_flags( you.inv[weapon], ISFLAG_KNOW_TYPE );
- strcpy(info, "You are wielding ");
- in_name( weapon, DESC_NOCAP_A, str_pass);
- strcat(info, str_pass);
- strcat(info, ".");
- mpr(info);
- more();
- you.wield_change = true;
- }
- }
-#undef STAFF_DAMAGE
-#undef STAFF_COST
-// END STAFF HACK
- }
- else
- {
- // handle special brand damage (unarmed or armed non-staff ego):
- int res = 0;
-
- switch (melee_brand)
- {
- case SPWPN_NORMAL:
- break;
-
- case SPWPN_FLAMING:
- specdam = 0;
-
- res = mons_res_fire(defender);
- if (ur_armed && you.inv[weapon].special == SPWPN_SWORD_OF_CEREBOV)
- {
- if (res < 3 && res > 0)
- res = 0;
- else if (res == 0)
- res = -1;
- }
-
- if (res == 0)
- specdam = random2(damage_done) / 2 + 1;
- else if (res < 0)
- specdam = random2(damage_done) + 1;
-
- if (specdam)
- {
- strcpy(info, "You burn ");
- strcat(info, ptr_monam(defender, DESC_NOCAP_THE));
-
- if (specdam < 3)
- strcat(info, ".");
- else if (specdam < 7)
- strcat(info, "!");
- else
- strcat(info, "!!");
-
- mpr(info);
- }
- break;
-
- case SPWPN_FREEZING:
- specdam = 0;
-
- res = mons_res_cold(defender);
- if (res == 0)
- specdam = 1 + random2(damage_done) / 2;
- else if (res < 0)
- specdam = 1 + random2(damage_done);
-
- if (specdam)
- {
- strcpy(info, "You freeze ");
- strcat(info, ptr_monam(defender, DESC_NOCAP_THE));
-
- if (specdam < 3)
- strcat(info, ".");
- else if (specdam < 7)
- strcat(info, "!");
- else
- strcat(info, "!!");
-
- mpr(info);
- }
- break;
-
- case SPWPN_HOLY_WRATH:
- // there should be a case in here for holy monsters,
- // see elsewhere in fight.cc {dlb}
- specdam = 0;
- switch (mons_holiness(defender))
- {
- case MH_UNDEAD:
- specdam = 1 + random2(damage_done);
- break;
-
- case MH_DEMONIC:
- specdam = 1 + (random2(damage_done * 15) / 10);
- break;
-
- default:
- break;
- }
- break;
-
-
- case SPWPN_ELECTROCUTION:
- specdam = 0;
-
- if (mons_flies(defender))
- break;
- else if (mons_res_elec(defender) > 0)
- break;
- else if (one_chance_in(3))
- {
- mpr("There is a sudden explosion of sparks!");
- specdam = random2avg(28, 3);
- }
- break;
-
- case SPWPN_ORC_SLAYING:
- if (mons_species(defender->type) == MONS_ORC)
- hurt_monster(defender, 1 + random2(damage_done));
- break;
-
- case SPWPN_VENOM:
- if (!one_chance_in(4))
- poison_monster(defender, true);
- break;
-
- case SPWPN_DRAINING:
- if (mons_res_negative_energy(defender) > 0 || one_chance_in(3))
- break;
-
- strcpy(info, "You drain ");
- strcat(info, ptr_monam(defender, DESC_NOCAP_THE));
- strcat(info, "!");
- mpr(info);
-
- if (one_chance_in(5))
- defender->hit_dice--;
-
- defender->max_hit_points -= 2 + random2(3);
- defender->hit_points -= 2 + random2(3);
-
- if (defender->hit_points >= defender->max_hit_points)
- defender->hit_points = defender->max_hit_points;
-
- if (defender->hit_dice < 1)
- defender->hit_points = 0;
-
- specdam = 1 + (random2(damage_done) / 2);
- did_god_conduct( DID_NECROMANCY, 2 );
- break;
-
- /* 9 = speed - done before */
-
- case SPWPN_VORPAL:
- specdam = 1 + random2(damage_done) / 2;
- break;
-
- case SPWPN_VAMPIRICISM:
- specdam = 0; // NB: does no extra damage
-
- if (mons_holiness(defender) != MH_NATURAL)
- break;
- else if (mons_res_negative_energy(defender) > 0)
- break;
- else if (damage_done < 1)
- break;
- else if (you.hp == you.hp_max || one_chance_in(5))
- break;
-
- mpr("You feel better.");
-
- // thus is probably more valuable on larger weapons?
- if (ur_armed
- && is_fixed_artefact( you.inv[weapon] )
- && you.inv[weapon].special == SPWPN_VAMPIRES_TOOTH)
- {
- inc_hp(damage_done, false);
- }
- else
- inc_hp(1 + random2(damage_done), false);
-
- if (you.hunger_state != HS_ENGORGED)
- lessen_hunger(random2avg(59, 2), true);
-
- did_god_conduct( DID_NECROMANCY, 2 );
- break;
-
- case SPWPN_DISRUPTION:
- specdam = 0;
- if (mons_holiness(defender) == MH_UNDEAD && !one_chance_in(3))
- {
- simple_monster_message(defender, " shudders.");
- specdam += random2avg((1 + (damage_done * 3)), 3);
- }
- break;
-
- case SPWPN_PAIN:
- specdam = 0;
- if (mons_res_negative_energy(defender) <= 0
- && random2(8) <= you.skills[SK_NECROMANCY])
- {
- simple_monster_message(defender, " convulses in agony.");
- specdam += random2( 1 + you.skills[SK_NECROMANCY] );
- }
- did_god_conduct(DID_NECROMANCY, 4);
- break;
-
- case SPWPN_DISTORTION:
- //jmf: blink frogs *like* distortion
- // I think could be amended to let blink frogs "grow" like
- // jellies do {dlb}
- if (defender->type == MONS_BLINK_FROG)
- {
- if (one_chance_in(5))
- {
- simple_monster_message( defender,
- " basks in the translocular energy." );
- heal_monster(defender, 1 + random2avg(7, 2), true); // heh heh
- }
- break;
- }
-
- if (one_chance_in(3))
- {
- strcpy(info, "Space bends around ");
- strcat(info, ptr_monam(defender, DESC_NOCAP_THE));
- strcat(info, ".");
- mpr(info);
- specdam += 1 + random2avg(7, 2);
- break;
- }
-
- if (one_chance_in(3))
- {
- strcpy(info, "Space warps horribly around ");
- strcat(info, ptr_monam(defender, DESC_NOCAP_THE));
- strcat(info, "!");
- mpr(info);
- specdam += 3 + random2avg(24, 2);
- break;
- }
-
- if (one_chance_in(3))
- {
- monster_blink(defender);
- break;
- }
-
- if (coinflip())
- {
- monster_teleport(defender, coinflip());
- break;
- }
-
- if (coinflip())
- {
- monster_die(defender, KILL_RESET, 0);
- return (true);
- }
- break;
-
- case SPWPN_CONFUSE:
- {
- // declaring these just to pass to the enchant function
- struct bolt beam_temp;
- beam_temp.flavour = BEAM_CONFUSION;
-
- mons_ench_f2( defender, beam_temp );
-
- you.confusing_touch -= random2(20);
-
- if (you.confusing_touch < 1)
- you.confusing_touch = 1;
- }
- break;
- } /* end switch */
- }
-
- /* remember, the hydra function sometimes skips straight to mons_dies */
-#if DEBUG_DIAGNOSTICS
- snprintf( info, INFO_SIZE, "brand: %d; melee special damage: %d",
- melee_brand, specdam );
- mpr( info, MSGCH_DIAGNOSTICS );
-#endif
-
- hurt_monster( defender, specdam );
- } // end if (hit)
-
- mons_dies:
- if (defender->hit_points < 1)
- {
- monster_die(defender, KILL_YOU, 0);
- return (hit);
- }
-
- if (unarmed_attacks)
- {
- char attack_name[20] = "";
- int sc_dam = 0;
- int brand = SPWPN_NORMAL;
-
- int unarmed_attack = UNAT_NO_ATTACK;
-
- if (can_do_unarmed_combat)
- {
- if (you.species == SP_NAGA)
- unarmed_attack = UNAT_HEADBUTT;
- else
- unarmed_attack = (coinflip() ? UNAT_HEADBUTT : UNAT_KICK);
-
- if ((you.attribute[ATTR_TRANSFORMATION] == TRAN_DRAGON
- || player_genus(GENPC_DRACONIAN)
- || (you.species == SP_MERFOLK && player_is_swimming())
- || you.mutation[ MUT_STINGER ])
- && one_chance_in(3))
- {
- unarmed_attack = UNAT_TAILSLAP;
- }
-
- if (coinflip())
- unarmed_attack = UNAT_PUNCH;
- }
-
- for (unsigned char scount = 0; scount < 4; scount++)
- {
- brand = SPWPN_NORMAL;
-
- switch (scount)
- {
- case 0:
- if (unarmed_attack != UNAT_KICK) //jmf: hooves mutation
- {
- if ((you.species != SP_CENTAUR && !you.mutation[MUT_HOOVES])
- || coinflip())
- {
- continue;
- }
- }
-
- if (you.attribute[ATTR_TRANSFORMATION] == TRAN_SERPENT_OF_HELL
- || you.attribute[ATTR_TRANSFORMATION] == TRAN_ICE_BEAST
- || you.attribute[ATTR_TRANSFORMATION] == TRAN_DRAGON
- || you.attribute[ATTR_TRANSFORMATION] == TRAN_SPIDER)
- {
- continue;
- }
-
- strcpy(attack_name, "kick");
- sc_dam = ((you.mutation[MUT_HOOVES]
- || you.species == SP_CENTAUR) ? 10 : 5);
- break;
-
- case 1:
- if (unarmed_attack != UNAT_HEADBUTT)
- {
- if ((you.species != SP_MINOTAUR
- && (!you.mutation[MUT_HORNS]
- && you.species != SP_KENKU))
- || !one_chance_in(3))
- {
- continue;
- }
- }
-
- if (you.attribute[ATTR_TRANSFORMATION] == TRAN_SERPENT_OF_HELL
- || you.attribute[ATTR_TRANSFORMATION] == TRAN_SPIDER
- || you.attribute[ATTR_TRANSFORMATION] == TRAN_ICE_BEAST
- || you.attribute[ATTR_TRANSFORMATION] == TRAN_DRAGON)
- {
- continue;
- }
-
- strcpy(attack_name, (you.species == SP_KENKU) ? "peck"
- : "headbutt");
-
- sc_dam = 5 + you.mutation[MUT_HORNS] * 3;
-
- if (you.species == SP_MINOTAUR)
- sc_dam += 5;
-
- if (you.equip[EQ_HELMET] != -1
- && (get_helmet_type(you.inv[you.equip[EQ_HELMET]]) == THELM_HELMET
- || get_helmet_type(you.inv[you.equip[EQ_HELMET]]) == THELM_HELM))
- {
- sc_dam += 2;
-
- if (get_helmet_desc(you.inv[you.equip[EQ_HELMET]]) == THELM_DESC_SPIKED
- || get_helmet_desc(you.inv[you.equip[EQ_HELMET]]) == THELM_DESC_HORNED)
- {
- sc_dam += 3;
- }
- }
- break;
-
- case 2: /* draconians */
- if (unarmed_attack != UNAT_TAILSLAP)
- {
- // not draconian and not wet merfolk
- if ((!player_genus(GENPC_DRACONIAN)
- && (!(you.species == SP_MERFOLK && player_is_swimming()))
- && !you.mutation[ MUT_STINGER ])
- || (!one_chance_in(4)))
-
- {
- continue;
- }
- }
-
- if (you.attribute[ATTR_TRANSFORMATION] == TRAN_SPIDER
- || you.attribute[ATTR_TRANSFORMATION] == TRAN_ICE_BEAST)
- {
- continue;
- }
-
- strcpy(attack_name, "tail-slap");
- sc_dam = 6;
-
- if (you.mutation[ MUT_STINGER ] > 0)
- {
- sc_dam += (you.mutation[ MUT_STINGER ] * 2 - 1);
- brand = SPWPN_VENOM;
- }
-
- /* grey dracs have spiny tails, or something */
- // maybe add this to player messaging {dlb}
- //
- // STINGER mutation doesn't give extra damage here... that
- // would probably be a bit much, we'll still get the
- // poison bonus so it's still somewhat good.
- if (you.species == SP_GREY_DRACONIAN && you.experience_level >= 7)
- {
- sc_dam = 12;
- }
- break;
-
- case 3:
- if (unarmed_attack != UNAT_PUNCH)
- continue;
-
- if (you.attribute[ATTR_TRANSFORMATION] == TRAN_SERPENT_OF_HELL
- || you.attribute[ATTR_TRANSFORMATION] == TRAN_SPIDER
- || you.attribute[ATTR_TRANSFORMATION] == TRAN_ICE_BEAST
- || you.attribute[ATTR_TRANSFORMATION] == TRAN_DRAGON)
- {
- continue;
- }
-
- /* no punching with a shield or 2-handed wpn, except staves */
- if (bearing_shield || coinflip()
- || (ur_armed && hands_reqd == HANDS_TWO
- && you.inv[weapon].base_type != OBJ_STAVES
- && you.inv[weapon].sub_type != WPN_QUARTERSTAFF) )
- {
- continue;
- }
-
- strcpy(attack_name, "punch");
-
- /* applied twice */
- sc_dam = 5 + you.skills[SK_UNARMED_COMBAT] / 3;
-
- if (you.attribute[ATTR_TRANSFORMATION] == TRAN_BLADE_HANDS)
- {
- strcpy(attack_name, "slash");
- sc_dam += 6;
- }
- break;
-
- /* To add more, add to while part of loop below as well */
- default:
- continue;
-
- }
-
- your_to_hit = 13 + you.dex / 2 + you.skills[SK_UNARMED_COMBAT] / 2
- + you.skills[SK_FIGHTING] / 5;
-
- if (wearing_amulet(AMU_INACCURACY))
- your_to_hit -= 5;
-
- make_hungry(2, true);
-
- if (you.hunger_state == HS_STARVING)
- your_to_hit -= 3;
-
- your_to_hit += slaying_bonus(PWPN_HIT);
- your_to_hit = random2(your_to_hit);
-
- damage = sc_dam; //4 + you.experience_level / 3;
-
- alert_nearby_monsters();
-
- if (your_to_hit >= defender->evasion || one_chance_in(30))
- {
- bool hit = true;
- int dammod = 10;
-
- const int dam_stat_val = calc_stat_to_dam_base();
-
- if (dam_stat_val > 11)
- dammod += random2(dam_stat_val - 11) / 3;
- if (dam_stat_val < 9)
- dammod -= random2(9 - dam_stat_val) / 2;
-
- damage *= dammod;
- damage /= 10;
-
- damage += slaying_bonus(PWPN_DAMAGE);
-
- damage_done = (int) random2(damage);
-
- damage_done *= 40 + (random2(you.skills[SK_FIGHTING] + 1));
- damage_done /= 40;
-
- damage_done *= 25 + (random2(you.skills[SK_UNARMED_COMBAT]+1));
- damage_done /= 25;
-
- if (you.might > 1)
- damage_done += 1 + random2(10);
-
- if (you.hunger_state == HS_STARVING)
- damage_done -= random2(5);
-
- damage_done -= random2(1 + defender->armour_class);
-
- if (damage_done < 1)
- damage_done = 0;
- else
- hurt_monster(defender, damage_done);
-
- if (damage_done > 0)
- {
- if ((!helpless || you.skills[SK_FIGHTING] < 2)
- && one_chance_in(5))
- {
- exercise(SK_FIGHTING, 1);
- }
-
- if (!helpless || you.skills[SK_UNARMED_COMBAT] < 2)
- exercise(SK_UNARMED_COMBAT, 1);
-
- strcpy(info, "You ");
- strcat(info, attack_name);
- strcat(info, " ");
- strcat(info, ptr_monam(defender, DESC_NOCAP_THE));
-
-#if DEBUG_DIAGNOSTICS
- strcat(info, " for ");
- itoa(damage_done, st_prn, 10);
- strcat(info, st_prn);
-#endif
-
- if (damage_done < HIT_WEAK)
- strcat(info, ".");
- else if (damage_done < HIT_MED)
- strcat(info, "!");
- else if (damage_done < HIT_STRONG)
- strcat(info, "!!");
- else
- strcat(info, "!!!");
-
- mpr(info);
-
- if (brand == SPWPN_VENOM && coinflip())
- poison_monster( defender, true );
-
- if (mons_holiness(defender) == MH_HOLY)
- did_god_conduct(DID_KILL_ANGEL, 1);
-
- hit = true;
- }
- else // no damage was done
- {
- strcpy(info, "You ");
- strcat(info, attack_name);
- strcat(info, " ");
- strcat(info, ptr_monam(defender, DESC_NOCAP_THE));
-
- if (player_monster_visible( defender ))
- strcat(info, ", but do no damage.");
- else
- strcat(info, ".");
-
- mpr(info);
- hit = true;
- }
-
-
- if (defender->hit_points < 1)
- {
- monster_die(defender, KILL_YOU, 0);
-
- if (defender->type == MONS_GIANT_SPORE)
- {
- strcpy(info, "You ");
- strcat(info, attack_name);
- strcat(info, "the giant spore.");
- mpr(info);
- }
- else if (defender->type == MONS_BALL_LIGHTNING)
- {
- strcpy(info, "You ");
- strcat(info, attack_name);
- strcat(info, "the ball lightning.");
- mpr(info);
- }
- return (true);
- }
- }
- else
- {
- strcpy(info, "Your ");
- strcat(info, attack_name);
- strcat(info, " misses ");
- strcat(info, ptr_monam(defender, DESC_NOCAP_THE));
- strcat(info, ".");
- mpr(info);
- }
- }
- }
-
- if (hit)
- print_wounds(defender);
-
- return (hit);
-} // end you_attack()
-
-void monster_attack(int monster_attacking)
-{
- struct monsters *attacker = &menv[monster_attacking];
-
- int damage_taken = 0;
- bool hit = false;
- bool blocked = false;
-
- // being attacked by a water creature while standing in water?
- bool water_attack = false;
-
- bool bearing_shield = (you.equip[EQ_SHIELD] != -1);
-
- int mmov_x = 0;
- int specdam = 0;
- char heads = 0; // for hydras {dlb}
- int hand_used = 0;
- int extraDamage = 0; // from special mon. attacks (burn, freeze, etc)
- int resistValue = 0; // player resist value (varies)
- int wpn_speed;
- char str_pass[ ITEMNAME_SIZE ];
-
-#if DEBUG_DIAGNOSTICS
- char st_prn[ 20 ];
-#endif
-
- if (attacker->type == MONS_HYDRA)
- heads = attacker->number;
-
- if (mons_friendly(attacker))
- return;
-
- // This should happen after the mons_friendly check so we're
- // only disturbed by hostiles. -- bwr
- if (you_are_delayed())
- stop_delay();
-
- if (attacker->type == MONS_GIANT_SPORE
- || attacker->type == MONS_BALL_LIGHTNING)
- {
- attacker->hit_points = -1;
- return;
- }
-
- // if a friend wants to help, they can attack <monster_attacking>
- if (you.pet_target == MHITNOT)
- you.pet_target = monster_attacking;
-
- if (mons_has_ench( attacker, ENCH_SUBMERGED ))
- return;
-
- if (you.duration[DUR_REPEL_UNDEAD]
- && mons_holiness( attacker ) == MH_UNDEAD
- && !check_mons_resist_magic( attacker, you.piety ))
- {
- simple_monster_message(attacker,
- " tries to attack you, but is repelled by your holy aura.");
- return;
- }
-
- if (wearing_amulet(AMU_WARDING)
- || (you.religion == GOD_VEHUMET && you.duration[DUR_PRAYER]
- && (!player_under_penance() && you.piety >= 75)))
- {
- if (mons_has_ench(attacker, ENCH_ABJ_I, ENCH_ABJ_VI))
- {
- // should be scaled {dlb}
- if (coinflip())
- {
- simple_monster_message(attacker,
- " tries to attack you, but flinches away.");
- return;
- }
- }
- }
-
- if (grd[attacker->x][attacker->y] == DNGN_SHALLOW_WATER
- && !mons_flies( attacker )
- && !mons_class_flag( attacker->type, M_AMPHIBIOUS )
- && monster_habitat( attacker->type ) == DNGN_FLOOR
- && one_chance_in(4))
- {
- simple_monster_message(attacker, " splashes around in the water.");
- return;
- }
-
- if (player_in_water()
- && !player_is_swimming()
- && monster_habitat( attacker->type ) == DNGN_DEEP_WATER)
- {
- water_attack = true;
- simple_monster_message(attacker,
- " uses the watery terrain to its advantage.");
- }
-
- char runthru;
-
- for (runthru = 0; runthru < 4; runthru++)
- {
- blocked = false;
- wpn_speed = 0; // 0 = didn't attack w/ weapon
-
- if (attacker->type == MONS_HYDRA)
- {
- if (heads < 1)
- break;
- runthru = 0;
- heads--;
- }
-
- char mdam = mons_damage( attacker->type, runthru );
-
- if (attacker->type == MONS_ZOMBIE_SMALL
- || attacker->type == MONS_ZOMBIE_LARGE
- || attacker->type == MONS_SKELETON_SMALL
- || attacker->type == MONS_SKELETON_LARGE
- || attacker->type == MONS_SIMULACRUM_SMALL
- || attacker->type == MONS_SIMULACRUM_LARGE
- || attacker->type == MONS_SPECTRAL_THING)
- {
- mdam = mons_damage(attacker->number, runthru);
-
- // these are cumulative, of course: {dlb}
- if (mdam > 1)
- mdam--;
- if (mdam > 4)
- mdam--;
- if (mdam > 11)
- mdam--;
- if (mdam > 14)
- mdam--;
- }
-
- if (mdam == 0)
- break;
-
- if ((attacker->type == MONS_TWO_HEADED_OGRE
- || attacker->type == MONS_ETTIN)
- && runthru == 1)
- {
- hand_used = 1;
- }
-
- damage_taken = 0;
-
- int mons_to_hit = 16 + attacker->hit_dice; //* attacker->hit_dice;//* 3
-
- if (water_attack)
- mons_to_hit += 5;
-
- if (attacker->inv[hand_used] != NON_ITEM
- && mitm[attacker->inv[hand_used]].base_type == OBJ_WEAPONS)
- {
- mons_to_hit += mitm[attacker->inv[hand_used]].plus;
-
- mons_to_hit += property( mitm[attacker->inv[hand_used]], PWPN_HIT );
-
- wpn_speed = property( mitm[attacker->inv[hand_used]], PWPN_SPEED );
- }
-
- // Factors against blocking
- // [dshaligram] Scaled back HD effect to 50% of previous, reduced
- // shield_blocks multiplier to 5.
- const int con_block =
- random2(15 + attacker->hit_dice / 2
- + (5 * you.shield_blocks * you.shield_blocks));
-
- // Factors for blocking:
- // [dshaligram] Added weighting for shields skill, increased dex bonus
- // from .2 to .25
- const int pro_block =
- random2(player_shield_class())
- + (random2(you.dex) / 4)
- + (random2(skill_bump(SK_SHIELDS)) / 4)
- - 1;
-
- if (!you.paralysis && !you_are_delayed() && !you.conf
- && player_monster_visible( attacker )
- && player_shield_class() > 0
- && con_block <= pro_block)
- {
- you.shield_blocks++;
-
- snprintf( info, INFO_SIZE, "You block %s's attack.",
- ptr_monam( attacker, DESC_NOCAP_THE ) );
-
- mpr(info);
-
- blocked = true;
- hit = false;
-
- if (bearing_shield && one_chance_in(4))
- exercise(SK_SHIELDS, 1);
- }
- else if (player_light_armour() && one_chance_in(3))
- {
- exercise(SK_DODGING, 1);
- }
-
- const int player_dodge = random2limit(player_evasion(), 40)
- + random2(you.dex) / 3
- - (player_monster_visible(attacker) ? 2 : 14)
- - (you_are_delayed() ? 5 : 0);
-
- if (!blocked
- && (random2(mons_to_hit) >= player_dodge || one_chance_in(30)))
- {
- hit = true;
-
- int damage_size = 0;
-
- if (attacker->inv[hand_used] != NON_ITEM
- && mitm[attacker->inv[hand_used]].base_type == OBJ_WEAPONS
- && (mitm[attacker->inv[hand_used]].sub_type < WPN_SLING
- || mitm[attacker->inv[hand_used]].sub_type > WPN_CROSSBOW))
- {
- damage_size = property( mitm[attacker->inv[hand_used]],
- PWPN_DAMAGE );
-
- damage_taken = random2(damage_size);
-
- if (get_equip_race(mitm[attacker->inv[hand_used]]) == ISFLAG_ORCISH
- && mons_species(attacker->type) == MONS_ORC
- && coinflip())
- {
- damage_taken++;
- }
-
- if (mitm[attacker->inv[hand_used]].plus2 >= 0)
- {
- /* + or 0 to-dam */
- damage_taken += random2(mitm[attacker->inv[hand_used]].plus2 + 1);
- }
- else
- {
- /* - to-dam */
- damage_taken -= (random2(1 + abs(mitm[attacker->inv[hand_used]].plus2)));
- }
-
- damage_taken -= 1 + random2(3); //1;
- }
-
- damage_size += mdam;
- damage_taken += 1 + random2(mdam);
-
- if (water_attack)
- damage_taken *= 2;
-
- int ac = player_AC();
-
- if (ac > 0)
- {
- int damage_reduction = random2(ac + 1);
-
- if (!player_light_armour())
- {
- const int body_arm_ac = property( you.inv[you.equip[EQ_BODY_ARMOUR]],
- PARM_AC );
-
- int percent = 2 * (you.skills[SK_ARMOUR] + body_arm_ac);
-
- if (percent > 50)
- percent = 50;
-
- int min = 1 + (damage_size * percent) / 100;
-
- if (min > ac / 2)
- min = ac / 2;
-
- if (damage_reduction < min)
- damage_reduction = min;
- }
-
- damage_taken -= damage_reduction;
- }
-
- if (damage_taken < 1)
- damage_taken = 0;
-
- }
- else if (!blocked)
- {
- hit = false;
- simple_monster_message(attacker, " misses you.");
- }
-
- if (damage_taken < 1 && hit && !blocked)
- {
- simple_monster_message(attacker,
- " hits you but doesn't do any damage.");
- }
-
- if (damage_taken > 0)
- {
- hit = true;
-
- mmov_x = attacker->inv[hand_used];
-
- strcpy(info, ptr_monam(attacker, DESC_CAP_THE));
- strcat(info, " hits you");
-
-#if DEBUG_DIAGNOSTICS
- strcat(info, " for ");
- // note: doesn't take account of special weapons etc
- itoa( damage_taken, st_prn, 10 );
- strcat( info, st_prn );
-#endif
-
- if (attacker->type != MONS_DANCING_WEAPON && mmov_x != NON_ITEM
- && mitm[mmov_x].base_type == OBJ_WEAPONS
- && !launches_things( mitm[mmov_x].sub_type ))
- {
- strcat(info, " with ");
- it_name(mmov_x, DESC_NOCAP_A, str_pass); // was 7
- strcat(info, str_pass);
- }
-
- strcat(info, "!");
-
- mpr( info, MSGCH_PLAIN );
-
- if (hit)
- {
- if (you.equip[EQ_BODY_ARMOUR] != -1)
- {
- const int body_arm_mass = item_mass( you.inv[you.equip[EQ_BODY_ARMOUR]] );
-
- if (!player_light_armour() && coinflip()
- && random2(1000) <= body_arm_mass)
- {
- // raised from 1 {bwross}
- exercise(SK_ARMOUR, (coinflip() ? 2 : 1));
- }
- }
- }
-
- /* special attacks: */
- int mclas = attacker->type;
-
- if (mclas == MONS_KILLER_KLOWN)
- {
- switch (random2(6))
- {
- case 0:
- // comment and enum do not match {dlb}
- mclas = MONS_SNAKE; // scorp
- break;
- case 1:
- mclas = MONS_NECROPHAGE;
- break;
- case 2:
- mclas = MONS_WRAITH;
- break;
- case 3:
- mclas = MONS_FIRE_ELEMENTAL;
- break;
- case 4:
- mclas = MONS_ICE_BEAST;
- break;
- case 5:
- mclas = MONS_PHANTOM;
- break;
- }
- }
-
- switch (mclas)
- {
- case MONS_GILA_MONSTER:
- case MONS_GIANT_ANT:
- case MONS_WOLF_SPIDER:
- case MONS_REDBACK:
- if (player_res_poison())
- break;
-
- if (one_chance_in(20)
- || (damage_taken > 3 && one_chance_in(4)))
- {
- simple_monster_message( attacker,
- "'s bite was poisonous!" );
-
- if (attacker->type == MONS_REDBACK)
- poison_player( random2avg(9, 2) + 3 );
- else
- poison_player(1);
- }
- break;
-
- case MONS_KILLER_BEE:
- case MONS_BUMBLEBEE:
- if (!player_res_poison()
- && (one_chance_in(20)
- || (damage_taken > 2 && one_chance_in(3))))
-
- {
- simple_monster_message( attacker, " stings you!" );
-
- if (attacker->type == MONS_BUMBLEBEE)
- poison_player( random2(3) );
- else
- poison_player(1);
- }
- break;
-
- case MONS_ROTTING_DEVIL:
- case MONS_NECROPHAGE:
- case MONS_GHOUL:
- case MONS_DEATH_OOZE:
- if (you.is_undead)
- break;
-
- // both sides call random2() - looking familiar by now {dlb}
- if (one_chance_in(20) || (damage_taken > 2 && one_chance_in(3)))
- {
- rot_player( 2 + random2(3) );
-
- if (damage_taken > 5)
- rot_hp(1);
- }
-
- if (one_chance_in(4))
- disease_player( 50 + random2(100) );
- break;
-
- case MONS_KOMODO_DRAGON:
- case MONS_GIANT_MOSQUITO:
- if (!one_chance_in(3))
- disease_player( 50 + random2(100) );
- break;
-
- case MONS_FIRE_VORTEX:
- attacker->hit_points = -10;
- // fall through -- intentional? {dlb}
- case MONS_FIRE_ELEMENTAL:
- case MONS_BALRUG:
- case MONS_SUN_DEMON:
- strcpy(info, "You are engulfed in flames");
-
- resistValue = player_res_fire();
- extraDamage = 15 + random2(15);
- if (resistValue > 0)
- {
- extraDamage /= (1 + resistValue * resistValue);
- }
- else
- {
- if (resistValue < 0)
- extraDamage += 8 + random2(8);
- }
-
- strcat(info, (extraDamage < 10) ? "." :
- (extraDamage < 25) ? "!" :
- "!!");
-
- mpr(info);
-
- if (you.duration[DUR_CONDENSATION_SHIELD] > 0)
- {
- mpr("Your icy shield dissipates!", MSGCH_DURATION);
- you.duration[DUR_CONDENSATION_SHIELD] = 0;
- you.redraw_armour_class = 1;
- }
-
- damage_taken += extraDamage;
- scrolls_burn(1, OBJ_SCROLLS);
- break;
-
- case MONS_SMALL_SNAKE:
- case MONS_SNAKE:
- case MONS_GIANT_MITE:
- case MONS_GOLD_MIMIC:
- case MONS_WEAPON_MIMIC:
- case MONS_ARMOUR_MIMIC:
- case MONS_SCROLL_MIMIC:
- case MONS_POTION_MIMIC:
- if (!player_res_poison()
- && (one_chance_in(20)
- || (damage_taken > 2 && one_chance_in(4))))
- {
- poison_player(1);
- }
- break;
-
- case MONS_QUEEN_BEE:
- case MONS_GIANT_CENTIPEDE:
- case MONS_SOLDIER_ANT:
- case MONS_QUEEN_ANT:
- if (!player_res_poison())
- {
- strcpy(info, ptr_monam(attacker, DESC_CAP_THE));
- strcat(info, " stings you!");
- mpr(info);
-
- poison_player(2);
- }
- break;
-
- case MONS_SCORPION:
- case MONS_BROWN_SNAKE:
- case MONS_BLACK_SNAKE:
- case MONS_YELLOW_SNAKE:
- case MONS_SPINY_FROG:
- if (!player_res_poison()
- && (one_chance_in(15)
- || (damage_taken > 2 && one_chance_in(4))))
- // ^^^yep, this should be a function^^^ {dlb}
- {
- strcpy(info, ptr_monam(attacker, DESC_CAP_THE));
- strcat(info, " poisons you!");
- mpr(info);
-
- poison_player(1);
- }
- break;
-
- case MONS_SHADOW_DRAGON:
- case MONS_SPECTRAL_THING:
- if (coinflip())
- break;
- // fall-through {dlb}
- case MONS_WIGHT: // less likely because wights do less damage
- case MONS_WRAITH:
-
- // enum does not match comment 14jan2000 {dlb}
- case MONS_SOUL_EATER: // shadow devil
-
- // enum does not match comment 14jan2000 {dlb}
- case MONS_SPECTRAL_WARRIOR: // spectre
-
- case MONS_SHADOW_FIEND:
- case MONS_ORANGE_RAT:
- case MONS_SHADOW_WRAITH:
- case MONS_ANCIENT_LICH:
- case MONS_LICH:
- case MONS_BORIS:
- if (one_chance_in(30) || (damage_taken > 5 && coinflip()))
- drain_exp();
- break;
-
-
- case MONS_RED_WASP:
- if (!player_res_poison())
- poison_player( (coinflip() ? 2 : 1) );
- // intentional fall-through {dlb}
- case MONS_YELLOW_WASP:
- strcpy(info, ptr_monam(attacker, DESC_CAP_THE));
- strcat(info, " stings you.");
- mpr(info);
-
- if (!player_res_poison()
- && (one_chance_in(20)
- || (damage_taken > 2 && !one_chance_in(3))))
- // maybe I should flip back the other way? {dlb}
- {
- if (you.paralysis > 0)
- mpr("You still can't move!", MSGCH_WARN);
- else
- mpr("You suddenly lose the ability to move!", MSGCH_WARN);
-
- you.paralysis += 1 + random2(3);
- }
- break;
-
- case MONS_SPINY_WORM:
- if (!player_res_poison())
- {
- strcpy(info, ptr_monam(attacker, DESC_CAP_THE));
- strcat(info, " stings you!");
- mpr(info);
-
- poison_player( 2 + random2(4) );
- }
- // intentional fall-through {dlb}
- case MONS_BROWN_OOZE:
- case MONS_ACID_BLOB:
- case MONS_ROYAL_JELLY:
- case MONS_JELLY:
- mpr("You are splashed with acid!");
- splash_with_acid(3);
- break;
-
- case MONS_SIMULACRUM_SMALL:
- case MONS_SIMULACRUM_LARGE:
- strcpy(info, ptr_monam(attacker, DESC_CAP_THE));
-
- resistValue = player_res_cold();
- if (resistValue > 0)
- extraDamage = 0;
- else if (resistValue == 0)
- {
- extraDamage += roll_dice( 1, 4 );
- strcat(info, " chills you.");
- }
- else if (resistValue < 0)
- {
- extraDamage = roll_dice( 2, 4 );
- strcat(info, " freezes you.");
- }
-
- mpr(info);
- damage_taken += extraDamage;
- scrolls_burn( 1, OBJ_POTIONS );
- break;
-
- case MONS_ICE_DEVIL:
- case MONS_ICE_BEAST:
- case MONS_FREEZING_WRAITH:
- case MONS_ICE_FIEND:
- case MONS_WHITE_IMP:
- case MONS_ANTAEUS:
- case MONS_AZURE_JELLY:
- extraDamage = attacker->hit_dice + random2(attacker->hit_dice * 2);
- resistValue = player_res_cold();
-
- if (resistValue > 0)
- {
- extraDamage /= (1 + resistValue * resistValue);
- }
-
- if (resistValue < 0)
- {
- extraDamage += attacker->hit_dice +
- random2(attacker->hit_dice * 2);
- }
-
- if (extraDamage > 4)
- {
- strcpy(info, ptr_monam(attacker, DESC_CAP_THE));
- if (extraDamage < 10)
- strcat(info, " chills you.");
- else
- strcat(info, " freezes you!");
- if (extraDamage > 19)
- strcat(info, "!");
- mpr(info);
- }
-
- damage_taken += extraDamage;
-
- scrolls_burn(1, OBJ_POTIONS);
- break;
-
- case MONS_ELECTRIC_GOLEM:
- if (!player_res_electricity())
- {
- damage_taken += attacker->hit_dice
- + random2(attacker->hit_dice * 2);
-
- strcpy(info, ptr_monam(attacker, DESC_CAP_THE));
- strcat(info, " shocks you!");
- mpr(info);
- }
- break;
-
- case MONS_VAMPIRE:
- if (you.is_undead)
- break;
-
-/* ******************************************************************
- if ( damage_taken > 6 && one_chance_in(3) || !one_chance_in(20))
- {
- mpr("You feel less resilient.");
- you.hp_max -= ( coinflip() ? 2 : 1 );
- deflate_hp(you.hp_max, false);
- heal_monster(attacker, 5 + random2(8), true);
- }
-****************************************************************** */
-
- // heh heh {dlb}
- // oh, this is mean! {gdl}
- if (heal_monster(attacker, random2(damage_taken), true))
- simple_monster_message(attacker, " draws strength from your injuries!");
-
- break;
-
- case MONS_SHADOW:
- if (player_prot_life() <= random2(3)
- && (one_chance_in(20)
- || (damage_taken > 0 && one_chance_in(3))))
- {
- lose_stat(STAT_STRENGTH, 1);
- }
- break;
-
- case MONS_HUNGRY_GHOST:
- if (you.is_undead == US_UNDEAD)
- break;
-
- if (one_chance_in(20) || (damage_taken > 0 && coinflip()))
- make_hungry(400, false);
- break;
-
- case MONS_GUARDIAN_NAGA:
- break;
-
- case MONS_PHANTOM:
- case MONS_INSUBSTANTIAL_WISP:
- case MONS_BLINK_FROG:
- case MONS_MIDGE:
- if (one_chance_in(3))
- {
- simple_monster_message(attacker, " blinks.");
- monster_blink(attacker);
- }
- break;
-
- case MONS_JELLYFISH:
- case MONS_ORANGE_DEMON:
- // if ( !one_chance_in(3) ) break;
- if (player_res_poison())
- break;
-
- if (attacker->type == MONS_ORANGE_DEMON
- && (!one_chance_in(4) || runthru != 1))
- {
- break;
- }
-
- strcpy(info, ptr_monam(attacker, DESC_CAP_THE));
- strcat(info, " stings you!");
- mpr(info);
-
- poison_player(1);
- lose_stat(STAT_STRENGTH, 1);
- break;
-
- case MONS_PULSATING_LUMP:
- if (one_chance_in(3))
- {
- if (one_chance_in(5))
- mutate(100);
- else
- give_bad_mutation();
- }
- break;
- } // end of switch for special attacks.
- /* use brek for level drain, maybe with beam variables,
- because so many creatures use it. */
- }
-
- /* special weapons */
- if (hit
- && (attacker->inv[hand_used] != NON_ITEM
- || ((attacker->type == MONS_PLAYER_GHOST
- || attacker->type == MONS_PANDEMONIUM_DEMON)
- && ghost.values[ GVAL_BRAND ] != SPWPN_NORMAL)))
- {
- unsigned char itdam;
-
- if (attacker->type == MONS_PLAYER_GHOST
- || attacker->type == MONS_PANDEMONIUM_DEMON)
- {
- itdam = ghost.values[ GVAL_BRAND ];
- }
- else
- itdam = mitm[attacker->inv[hand_used]].special;
-
- specdam = 0;
-
- switch (itdam)
- {
- case SPWPN_NORMAL:
- default:
- break;
-
- case SPWPN_SWORD_OF_CEREBOV:
- case SPWPN_FLAMING:
- specdam = 0;
- resistValue = player_res_fire();
-
- if (itdam == SPWPN_SWORD_OF_CEREBOV)
- resistValue -= 1;
-
- if (resistValue > 0)
- {
- damage_taken += (random2(damage_taken) / 2 + 1) /
- (1 + (resistValue * resistValue));
- }
-
- if (resistValue <= 0)
- specdam = random2(damage_taken) / 2 + 1;
-
- if (resistValue < 0)
- specdam += random2(damage_taken) / 2 + 1;
-
- if (specdam)
- {
- simple_monster_message(attacker, " burns you.");
-/* **********************
-
-commented out for now
- if (specdam < 3)
- strcat(info, ".");
- if (specdam >= 3 && specdam < 7)
- strcat(info, "!");
- if (specdam >= 7)
- strcat(info, "!!");
-
-*********************** */
- }
-
- if (you.duration[DUR_CONDENSATION_SHIELD] > 0)
- {
- mpr("Your icy shield dissipates!", MSGCH_DURATION);
- you.duration[DUR_CONDENSATION_SHIELD] = 0;
- you.redraw_armour_class = 1;
- }
- break;
-
- case SPWPN_FREEZING:
- specdam = 0;
- resistValue = player_res_cold();
-
- if (resistValue <= 0)
- specdam = random2(damage_taken) / 2 + 1;
-
- if (resistValue < 0)
- specdam += random2(damage_taken) / 2 + 1;
-
- if (resistValue > 0)
- {
- damage_taken += (random2(damage_taken) / 2 + 1) /
- (1 + (resistValue * resistValue));
- }
-
- if (specdam)
- {
- simple_monster_message(attacker, " freezes you.");
-
-/* **********************
-
-commented out for now
- if (specdam < 3)
- strcat(info, ".");
- if (specdam >= 3 && specdam < 7)
- strcat(info, "!");
- if (specdam >= 7)
- strcat(info, "!!");
-
-*********************** */
- }
- break;
-
-
- case SPWPN_HOLY_WRATH:
- if (attacker->type == MONS_PLAYER_GHOST)
- break; // ghosts can't wield holy wrath
-
- if (you.is_undead)
- {
- specdam = random2(damage_taken);
-
- if (specdam)
- {
- strcpy(info, "The wound is extremely painful");
-
- if (specdam < 3)
- strcat(info, ".");
- else if (specdam < 7)
- strcat(info, "!");
- else
- strcat(info, "!!");
-
- mpr(info);
- }
- }
- break;
-
- case SPWPN_ELECTROCUTION:
- // This runs the risk of making levitation into a
- // cheap version of the Resist spell (with added
- // bonuses), so it shouldn't be used anywhere else,
- // and should possibly be removed from this case as
- // well. -- bwr
- if (player_is_levitating()) // you're not grounded
- break;
-
- if (player_res_electricity()) // resist lightning
- break;
-
- specdam = 0;
-
- // This is related to old code where elec wpns had charges
-#if 0
- if (menv[monster_attacking].type != MONS_PLAYER_GHOST
- && (mitm[attacker->inv[hand_used]].plus2 <= 0
- || item_cursed( mitm[attacker->inv[hand_used]] )))
- {
- break;
- }
-#endif
-
- if (one_chance_in(3))
- {
- mpr("You are electrocuted!");
- specdam += 10 + random2(15);
- }
- break;
-
- case SPWPN_ORC_SLAYING:
- if (you.species == SP_HILL_ORC)
- {
- specdam = random2(damage_taken);
-
- if (specdam)
- {
- strcpy(info, "The wound is extremely painful");
-
- if (specdam < 3)
- strcat(info, ".");
- else if (specdam < 7)
- strcat(info, "!");
- else
- strcat(info, "!!");
-
- mpr(info);
- }
- }
- break;
-
- case SPWPN_STAFF_OF_OLGREB:
- case SPWPN_VENOM:
- if (!player_res_poison() && one_chance_in(3))
- {
- simple_monster_message(attacker,
- (attacker->type == MONS_DANCING_WEAPON)
- ? " is poisoned!" : "'s weapon is poisoned!");
-
- poison_player(2);
- }
- break;
-
- case SPWPN_PROTECTION:
- break;
-
- case SPWPN_DRAINING:
- drain_exp();
- specdam = random2(damage_taken) / (2 + player_prot_life()) + 1;
- break;
-
- case SPWPN_SPEED:
- wpn_speed = (wpn_speed + 1) / 2;
- break;
-
- case SPWPN_VORPAL:
- specdam = 1 + (random2(damage_taken) / 2);
- break;
-
- case SPWPN_VAMPIRES_TOOTH:
- case SPWPN_VAMPIRICISM:
- specdam = 0; // note does no extra damage
-
- if (you.is_undead)
- break;
-
- if (one_chance_in(5))
- break;
-
- // heh heh {dlb}
- if (heal_monster(attacker, 1 + random2(damage_taken), true))
- simple_monster_message(attacker, " draws strength from your injuries!");
- break;
-
- case SPWPN_DISRUPTION:
- if (attacker->type == MONS_PLAYER_GHOST)
- break;
-
- if (you.is_undead)
- {
- specdam = random2(damage_taken) + random2(damage_taken)
- + random2(damage_taken) + random2(damage_taken);
-
- if (specdam)
- {
- strcpy(info, "You are blasted by holy energy");
-
- if (specdam < 7)
- strcat(info, ".");
- else if (specdam < 15)
- strcat(info, "!");
- else
- strcat(info, "!!");
-
- mpr(info);
- }
- }
- break;
-
-
- case SPWPN_DISTORTION:
- //if ( !one_chance_in(3) ) break;
-
- if (one_chance_in(3))
- {
- mpr("Your body is twisted painfully.");
- specdam += 1 + random2avg(7, 2);
- break;
- }
-
- if (one_chance_in(3))
- {
- mpr("Your body is terribly warped!");
- specdam += 3 + random2avg(24, 2);
- break;
- }
-
- if (one_chance_in(3))
- {
- random_blink(true);
- break;
- }
-
- if (coinflip())
- {
- you_teleport();
- break;
- }
-
- if (coinflip())
- {
- you_teleport2( true, one_chance_in(5) );
- break;
- }
-
- if (coinflip() && you.level_type != LEVEL_ABYSS)
- {
- banished(DNGN_ENTER_ABYSS);
- break;
- }
- break;
- } // end of switch
- } // end of special weapons
-
- damage_taken += specdam;
-
- if (damage_taken > 0)
- {
- ouch(damage_taken, monster_attacking, KILLED_BY_MONSTER);
-
- if (you.religion == GOD_XOM && you.hp <= you.hp_max / 3
- && one_chance_in(10))
- {
- Xom_acts(true, you.experience_level, false);
- }
- }
-
- // adjust time taken if monster used weapon
- if (wpn_speed > 0)
- {
- // only get one third penalty/bonus for second weapons.
- if (runthru > 0)
- wpn_speed = (20 + wpn_speed) / 3;
-
- attacker->speed_increment -= (wpn_speed - 10) / 2;
- }
- } // end of for runthru
-
- return;
-} // end monster_attack()
-
-bool monsters_fight(int monster_attacking, int monster_attacked)
-{
- struct monsters *attacker = &menv[monster_attacking];
- struct monsters *defender = &menv[monster_attacked];
-
- int weapon = -1; // monster weapon, if any
- int damage_taken = 0;
- bool hit = false;
- int mmov_x = 0;
- bool water_attack = false;
- int specdam = 0;
- int hand_used = 0;
- bool sees = false;
- int wpn_speed; // 0 == didn't use actual weapon
- int habitat = monster_habitat( attacker->type );
- char str_pass[ ITEMNAME_SIZE ];
-
-#if DEBUG_DIAGNOSTICS
- char st_prn[ 20 ];
-#endif
-
- if (attacker->type == MONS_GIANT_SPORE
- || attacker->type == MONS_BALL_LIGHTNING)
- {
- attacker->hit_points = -1;
- return false;
- }
-
- if (mons_has_ench( attacker, ENCH_SUBMERGED )
- && habitat != DNGN_FLOOR
- && habitat != monster_habitat( defender->type ))
- {
- return false;
- }
-
- if (grd[attacker->x][attacker->y] == DNGN_SHALLOW_WATER
- && !mons_flies( attacker )
- && !mons_class_flag( attacker->type, M_AMPHIBIOUS )
- && habitat == DNGN_FLOOR
- && one_chance_in(4))
- {
- mpr("You hear a splashing noise.");
- return true;
- }
-
- if (grd[defender->x][defender->y] == DNGN_SHALLOW_WATER
- && !mons_flies(defender)
- && habitat == DNGN_DEEP_WATER)
- {
- water_attack = true;
- }
-
- if (mons_near(attacker) && mons_near(defender))
- sees = true;
-
- // now disturb defender, regardless
- behaviour_event(defender, ME_WHACK, monster_attacking);
-
- char runthru;
-
- for (runthru = 0; runthru < 4; runthru++)
- {
- char mdam = mons_damage(attacker->type, runthru);
- wpn_speed = 0;
-
- if (attacker->type == MONS_ZOMBIE_SMALL
- || attacker->type == MONS_ZOMBIE_LARGE
- || attacker->type == MONS_SKELETON_SMALL
- || attacker->type == MONS_SKELETON_LARGE
- || attacker->type == MONS_SIMULACRUM_SMALL
- || attacker->type == MONS_SIMULACRUM_LARGE
- || attacker->type == MONS_SPECTRAL_THING)
- // what do these things have in common? {dlb}
- {
- mdam = mons_damage(attacker->number, runthru);
- // cumulative reductions - series of if-conditions
- // is necessary: {dlb}
- if (mdam > 1)
- mdam--;
- if (mdam > 2)
- mdam--;
- if (mdam > 5)
- mdam--;
- if (mdam > 9)
- mdam--; // was: "-= 2" {dlb}
- }
-
- if (mdam == 0)
- break;
-
- if ((attacker->type == MONS_TWO_HEADED_OGRE
- || attacker->type == MONS_ETTIN)
- && runthru == 1 && attacker->inv[MSLOT_MISSILE] != NON_ITEM)
- {
- hand_used = 1;
- }
-
- damage_taken = 0;
-
- int mons_to_hit = 20 + attacker->hit_dice * 5;
- // * menv [monster_attacking].hit_dice; // * 3
-
- if (water_attack)
- mons_to_hit += 5;
-
- weapon = attacker->inv[hand_used];
-
- if (weapon != NON_ITEM)
- {
- mons_to_hit += mitm[weapon].plus;
- // mons_to_hit += 3 * property( mitm[weapon], PWPN_HIT );
- mons_to_hit += property( mitm[weapon], PWPN_HIT );
-
- wpn_speed = property( mitm[ weapon ], PWPN_SPEED );
- }
-
- mons_to_hit = random2(mons_to_hit);
-
- if (mons_to_hit >= defender->evasion
- || ((defender->speed_increment <= 60
- || defender->behaviour == BEH_SLEEP) && !one_chance_in(20)))
- {
- hit = true;
-
- if (attacker->inv[hand_used] != NON_ITEM
- && mitm[attacker->inv[hand_used]].base_type == OBJ_WEAPONS
- && !launches_things( mitm[attacker->inv[hand_used]].sub_type ))
- {
- damage_taken = random2(property( mitm[attacker->inv[hand_used]],
- PWPN_DAMAGE ));
-
- if (get_equip_race(mitm[attacker->inv[hand_used]]) == ISFLAG_ORCISH
- && mons_species(attacker->type) == MONS_ORC
- && coinflip())
- {
- damage_taken++;
- }
-
- //if (mitm[mons_inv[i][0]].plus > 80) damage_taken -= 100;
- // damage_taken += mitm[mons_inv[i][0]].plus;
-
- if (mitm[attacker->inv[hand_used]].plus2 >= 0)
- {
- /* + or 0 to-dam */
- damage_taken += random2(mitm[attacker->inv[hand_used]].plus2 + 1);
- }
- else
- {
- /* - to-dam */
- damage_taken -= random2(abs(mitm[attacker->inv[hand_used]].plus2 + 1));
- }
-
- damage_taken -= 1 + random2(3); //1;
- }
-
- damage_taken += 1 + random2(mdam);
-
- if (water_attack)
- damage_taken *= 2;
-
- damage_taken -= random2(1 + defender->armour_class);
-
- if (damage_taken < 1)
- damage_taken = 0;
- }
- else
- {
- hit = false;
-
- if (sees)
- {
- strcpy(info, ptr_monam(attacker, DESC_CAP_THE));
- strcat(info, " misses ");
- strcat(info, ptr_monam(defender, DESC_NOCAP_THE));
- strcat(info, ".");
- mpr(info);
- }
- }
-
- if (damage_taken < 1 && hit)
- {
- if (sees)
- {
- strcpy(info, ptr_monam(attacker, DESC_CAP_THE));
- strcat(info, " hits ");
- strcat(info, ptr_monam(defender, DESC_NOCAP_THE));
-
-#if DEBUG_DIAGNOSTICS
- strcat(info, " for ");
- // note: doesn't take account of special weapons etc
- itoa(damage_taken, st_prn, 10);
- strcat(info, st_prn);
-#endif
- strcat(info, "."); // but doesn't do any you.damage.");
- mpr(info);
- }
- }
-
- if (hit) //(int) damage_taken > 0)
- {
- int mmov_x = attacker->inv[hand_used];
-
- if (sees)
- {
- strcpy(info, ptr_monam(attacker, DESC_CAP_THE));
- strcat(info, " hits ");
- strcat(info, ptr_monam(defender, DESC_NOCAP_THE));
-
- if (attacker->type != MONS_DANCING_WEAPON
- && attacker->inv[hand_used] != NON_ITEM
- && mitm[attacker->inv[hand_used]].base_type == OBJ_WEAPONS
- && !launches_things( mitm[attacker->inv[hand_used]].sub_type ))
- {
- strcat(info, " with ");
- it_name(mmov_x, DESC_NOCAP_A, str_pass); // was 7
- strcat(info, str_pass);
- }
-
- strcat(info, "! ");
- mpr(info);
- }
-
- // special attacks:
- switch (attacker->type)
- {
- // enum does not match comment 14jan2000 {dlb}
- case MONS_CENTAUR: // cockatrice
- case MONS_JELLY:
- case MONS_GUARDIAN_NAGA:
- break;
-
- case MONS_GIANT_ANT:
- case MONS_WOLF_SPIDER:
- case MONS_REDBACK:
- case MONS_SPINY_WORM:
- case MONS_JELLYFISH:
- case MONS_ORANGE_DEMON:
- if (attacker->type == MONS_SPINY_WORM || one_chance_in(20)
- || (damage_taken > 3 && one_chance_in(4)))
- {
- if (sees)
- {
- strcpy(info, ptr_monam(attacker, DESC_CAP_THE));
- strcat(info, " stings ");
- strcat(info, ptr_monam(defender, DESC_NOCAP_THE));
- strcat(info, ".");
- mpr(info);
- }
- poison_monster(defender, false);
- }
- break;
-
- case MONS_KILLER_BEE:
- case MONS_BUMBLEBEE:
- if (one_chance_in(20)
- || (damage_taken > 2 && one_chance_in(3)))
- {
- if (sees)
- {
- strcpy(info, ptr_monam(attacker, DESC_CAP_THE));
- strcat(info, " stings ");
- strcpy(info, ptr_monam(defender, DESC_NOCAP_THE));
- strcat(info, ".");
- mpr(info);
- }
- poison_monster(defender, false);
- }
- break;
-
- case MONS_NECROPHAGE:
- case MONS_ROTTING_DEVIL:
- case MONS_GHOUL:
- case MONS_DEATH_OOZE:
- if (mons_res_negative_energy( defender ))
- break;
-
- if (one_chance_in(20)
- || (damage_taken > 2 && one_chance_in(3)))
- {
- defender->max_hit_points -= 1 + random2(3);
-
- if (defender->hit_points > defender->max_hit_points)
- defender->hit_points = defender->max_hit_points;
- }
- break;
-
- case MONS_FIRE_VORTEX:
- attacker->hit_points = -10;
- // deliberate fall-through
- case MONS_FIRE_ELEMENTAL:
- case MONS_BALRUG:
- case MONS_SUN_DEMON:
- specdam = 0;
- if (mons_res_fire(defender) == 0)
- specdam = 15 + random2(15);
- else if (mons_res_fire(defender) < 0)
- specdam = 20 + random2(25);
-
- if (specdam)
- simple_monster_message(defender, " is engulfed in flame!");
-
- damage_taken += specdam;
- break;
-
- case MONS_QUEEN_BEE:
- case MONS_GIANT_CENTIPEDE:
- case MONS_SOLDIER_ANT:
- case MONS_QUEEN_ANT:
- //if ((damage_taken > 2 && one_chance_in(3) ) || one_chance_in(20) )
- //{
- if (sees)
- {
- strcpy(info, ptr_monam(attacker, DESC_CAP_THE));
- strcat(info, " stings ");
- strcat(info, ptr_monam(defender, DESC_NOCAP_THE));
- strcat(info, ".");
- mpr(info);
- }
- poison_monster(defender, false);
- //}
- break;
-
- // enum does not match comment 14jan2000 {dlb}
- case MONS_SCORPION: // snake
- case MONS_BROWN_SNAKE:
- case MONS_BLACK_SNAKE:
- case MONS_YELLOW_SNAKE:
- case MONS_GOLD_MIMIC:
- case MONS_WEAPON_MIMIC:
- case MONS_ARMOUR_MIMIC:
- case MONS_SCROLL_MIMIC:
- case MONS_POTION_MIMIC:
- if (one_chance_in(20) || (damage_taken > 2 && one_chance_in(4)))
- poison_monster(defender, false);
- break;
-
- case MONS_SHADOW_DRAGON:
- case MONS_SPECTRAL_THING:
- if (coinflip())
- break;
- // intentional fall-through
- case MONS_WIGHT:
- case MONS_WRAITH:
- case MONS_SOUL_EATER:
- case MONS_SHADOW_FIEND:
- case MONS_SPECTRAL_WARRIOR:
- case MONS_ORANGE_RAT:
- case MONS_ANCIENT_LICH:
- case MONS_LICH:
- case MONS_BORIS:
- if (mons_res_negative_energy( defender ))
- break;
-
- if (one_chance_in(30) || (damage_taken > 5 && coinflip()))
- {
- simple_monster_message(defender, " is drained.");
-
- if (one_chance_in(5))
- defender->hit_dice--;
-
- defender->max_hit_points -= 2 + random2(3);
- defender->hit_points -= 2 + random2(3);
-
- if (defender->hit_points >= defender->max_hit_points)
- defender->hit_points = defender->max_hit_points;
-
- if (defender->hit_points < 1 || defender->hit_dice < 1)
- {
- monster_die(defender, KILL_MON, monster_attacking);
- return true;
- }
- }
- break;
-
- // enum does not match comment 14jan2000 {dlb}
- case MONS_WORM: // giant wasp
- break;
-
- case MONS_SIMULACRUM_SMALL:
- case MONS_SIMULACRUM_LARGE:
- specdam = 0;
-
- if (mons_res_cold(defender) == 0)
- specdam = roll_dice( 1, 4 );
- else if (mons_res_cold(defender) < 0)
- specdam = roll_dice( 2, 4 );
-
- if (specdam && sees)
- {
- strcpy(info, ptr_monam(attacker, DESC_CAP_THE));
- strcat(info, " freezes ");
- strcat(info, ptr_monam(defender, DESC_NOCAP_THE));
- strcat(info, ".");
- mpr(info);
- }
-
- damage_taken += specdam;
- break;
-
- case MONS_ICE_DEVIL:
- case MONS_ICE_BEAST:
- case MONS_FREEZING_WRAITH:
- case MONS_ICE_FIEND:
- case MONS_WHITE_IMP:
- case MONS_AZURE_JELLY:
- case MONS_ANTAEUS:
- specdam = 0;
- if (mons_res_cold(defender) == 0)
- {
- specdam = attacker->hit_dice + random2(attacker->hit_dice * 2);
- }
- else if (mons_res_cold(defender) < 0)
- {
- specdam = random2(attacker->hit_dice * 3) + (attacker->hit_dice * 2);
- }
-
- if (specdam && sees)
- {
- strcpy(info, ptr_monam(attacker, DESC_CAP_THE));
- strcat(info, " freezes ");
- strcat(info, ptr_monam(defender, DESC_NOCAP_THE));
- strcat(info, ".");
- mpr(info);
- }
- damage_taken += specdam;
- break;
-
- case MONS_ELECTRIC_GOLEM:
- if (mons_flies(defender) == 0 && mons_res_elec(defender) == 0)
- {
- specdam = attacker->hit_dice + random2(attacker->hit_dice * 2);
- }
-
- if (specdam && sees)
- {
- strcpy(info, ptr_monam(attacker, DESC_CAP_THE));
- strcat(info, " shocks ");
- strcat(info, ptr_monam(defender, DESC_NOCAP_THE));
- strcat(info, ".");
- mpr(info);
- }
- damage_taken += specdam;
- break;
-
- case MONS_VAMPIRE:
- case MONS_VAMPIRE_KNIGHT:
- case MONS_VAMPIRE_MAGE:
- if (mons_res_negative_energy(defender) > 0)
- break;
-
- // heh heh {dlb}
- if (heal_monster(attacker, random2(damage_taken), true))
- simple_monster_message(attacker, " is healed.");
- break;
- }
- }
-
- // special weapons:
- if (hit
- && (attacker->inv[hand_used] != NON_ITEM
- || ((attacker->type == MONS_PLAYER_GHOST
- || attacker->type == MONS_PANDEMONIUM_DEMON)
- && ghost.values[ GVAL_BRAND ] != SPWPN_NORMAL)))
- {
- unsigned char itdam;
-
- if (attacker->type == MONS_PLAYER_GHOST
- || attacker->type == MONS_PANDEMONIUM_DEMON)
- {
- itdam = ghost.values[ GVAL_BRAND ];
- }
- else
- itdam = mitm[attacker->inv[hand_used]].special;
-
- specdam = 0;
-
- if (attacker->type == MONS_PLAYER_GHOST
- || attacker->type == MONS_PANDEMONIUM_DEMON)
- {
- switch (itdam)
- {
- case SPWPN_NORMAL:
- default:
- break;
-
- case SPWPN_SWORD_OF_CEREBOV:
- case SPWPN_FLAMING:
- specdam = 0;
-
- if (itdam == SPWPN_SWORD_OF_CEREBOV
- || mons_res_fire(defender) <= 0)
- {
- specdam = 1 + random2(damage_taken);
- }
-
- if (specdam)
- {
- if (sees)
- {
- strcpy(info, ptr_monam(attacker, DESC_CAP_THE));
- strcat(info, " burns ");
- strcat(info, ptr_monam(defender, DESC_NOCAP_THE ));
-
- if (specdam < 3)
- strcat(info, ".");
- else if (specdam < 7)
- strcat(info, "!");
- else
- strcat(info, "!!");
-
- mpr(info);
- }
- }
- break;
-
- case SPWPN_FREEZING:
- specdam = 0;
-
- if (mons_res_cold(defender) <= 0)
- specdam = 1 + random2(damage_taken);
-
- if (specdam)
- {
- if (sees)
- {
- mmov_x = attacker->inv[hand_used];
-
- strcpy(info, ptr_monam(attacker, DESC_CAP_THE));
- strcat(info, " freezes ");
- strcat(info, ptr_monam(defender, DESC_NOCAP_THE));
-
- if (specdam < 3)
- strcat(info, ".");
- else if (specdam < 7)
- strcat(info, "!");
- else
- strcat(info, "!!");
-
- mpr(info);
- }
- }
- break;
-
- case SPWPN_HOLY_WRATH:
- if (attacker->type == MONS_PLAYER_GHOST)
- break;
- specdam = 0;
- switch (mons_holiness(defender))
- {
- case MH_HOLY:
- // I would think that it would do zero damage {dlb}
- damage_taken -= 5 + random2(5);
- break;
-
- case MH_UNDEAD:
- specdam += 1 + random2(damage_taken);
- break;
-
- case MH_DEMONIC:
- specdam += 1 + (random2(damage_taken) * 15) / 10;
- break;
-
- default:
- break;
- }
- break;
-
- case SPWPN_ELECTROCUTION:
- //if ( attacker->type == MONS_PLAYER_GHOST ) break;
- if (mons_flies(defender) > 0 || mons_res_elec(defender) > 0)
- break;
-
- specdam = 0;
-
-#if 0
- // more of the old code... -- bwr
- if (menv[monster_attacking].type != MONS_PLAYER_GHOST
- && (mitm[attacker->inv[hand_used]].plus2 <= 0
- || item_cursed( mitm[attacker->inv[hand_used]] )))
- {
- break;
- }
-#endif
-
- if (one_chance_in(3))
- {
- if (sees)
- mpr("There is a sudden explosion of sparks!");
-
- specdam += 10 + random2(15);
- //mitm[attacker->inv[hand_used]].plus2 --;
- }
- break;
-
- case SPWPN_ORC_SLAYING:
- if (mons_species(defender->type) == MONS_ORC)
- hurt_monster(defender, 1 + random2(damage_taken));
- break;
-
- case SPWPN_STAFF_OF_OLGREB:
- case SPWPN_VENOM:
- if (!one_chance_in(3))
- poison_monster(defender, false);
- break;
-
- //case 7: // protection
-
- case SPWPN_DRAINING:
- if (!mons_res_negative_energy( defender )
- && (one_chance_in(30)
- || (damage_taken > 5 && coinflip())))
- {
- simple_monster_message(defender, " is drained");
-
- if (one_chance_in(5))
- defender->hit_dice--;
-
- defender->max_hit_points -= 2 + random2(3);
- defender->hit_points -= 2 + random2(3);
-
- if (defender->hit_points >= defender->max_hit_points)
- defender->hit_points = defender->max_hit_points;
-
- if (defender->hit_points < 1
- || defender->hit_dice < 1)
- {
- monster_die(defender, KILL_MON, monster_attacking);
- return true;
- }
- specdam = 1 + (random2(damage_taken) / 2);
- }
- break;
-
- case SPWPN_SPEED:
- wpn_speed = (wpn_speed + 1) / 2;
- break;
-
- case SPWPN_VORPAL:
- specdam += 1 + (random2(damage_taken) / 2);
- break;
-
- case SPWPN_VAMPIRES_TOOTH:
- case SPWPN_VAMPIRICISM:
- specdam = 0; // note does no extra damage
-
- if (mons_res_negative_energy( defender ))
- break;
-
- if (one_chance_in(5))
- break;
-
- // heh heh {dlb}
- if (heal_monster(attacker, 1 + random2(damage_taken), true))
- simple_monster_message(attacker, " is healed.");
- break;
-
- case SPWPN_DISRUPTION:
- if (attacker->type == MONS_PLAYER_GHOST)
- break;
-
- specdam = 0;
-
- if (mons_holiness(defender) == MH_UNDEAD
- && !one_chance_in(3))
- {
- simple_monster_message(defender, " shudders.");
- specdam += random2avg(1 + (3 * damage_taken), 3);
- }
- break;
-
-
- case SPWPN_DISTORTION:
- if (one_chance_in(3))
- {
- if (mons_near(defender)
- && player_monster_visible(defender))
- {
- strcpy(info, "Space bends around ");
- strcat(info, ptr_monam(defender, DESC_NOCAP_THE));
- strcat(info, ".");
- mpr(info);
- }
-
- specdam += 1 + random2avg(7, 2);
- break;
- }
- if (one_chance_in(3))
- {
- if (mons_near(defender)
- && player_monster_visible(defender))
- {
- strcpy(info, "Space warps horribly around ");
- strcat(info, ptr_monam(defender, DESC_NOCAP_THE));
- strcat(info, "!");
- mpr(info);
- }
-
- specdam += 3 + random2avg(24, 2);
- break;
- }
-
- if (one_chance_in(3))
- {
- monster_blink(defender);
- break;
- }
-
- if (coinflip())
- {
- monster_teleport(defender, coinflip());
- break;
- }
-
- if (coinflip())
- {
- monster_die(defender, KILL_RESET, monster_attacking);
- break;
- }
- break;
- }
- }
- } // end of if special weapon
-
- damage_taken += specdam;
-
- if (damage_taken > 0)
- {
- hurt_monster(defender, damage_taken);
-
- if (defender->hit_points < 1)
- {
- monster_die(defender, KILL_MON, monster_attacking);
- return true;
- }
- }
-
- // speed adjustment for weapon using monsters
- if (wpn_speed > 0)
- {
- // only get one third penalty/bonus for second weapons.
- if (runthru > 0)
- wpn_speed = (20 + wpn_speed) / 3;
-
- attacker->speed_increment -= (wpn_speed - 10) / 2;
- }
- } // end of for runthru
-
- return true;
-} // end monsters_fight()
-
-
-/*
- **************************************************
- * *
- * END PUBLIC FUNCTIONS *
- * *
- **************************************************
-*/
-
-
-// Added by DML 6/10/99.
-// For now, always returns damage: that is, it never modifies values,
-// just adds 'color'.
-static int weapon_type_modify( int weapnum, char noise[80], char noise2[80],
- int damage )
-{
- int weap_type = WPN_UNKNOWN;
-
- if (weapnum == -1)
- weap_type = WPN_UNARMED;
- else if (item_is_staff( you.inv[weapnum] ))
- weap_type = WPN_QUARTERSTAFF;
- else if (you.inv[weapnum].base_type == OBJ_WEAPONS)
- weap_type = you.inv[weapnum].sub_type;
-
- noise2[0] = '\0';
-
- // All weak hits look the same, except for when the player
- // has a non-weapon in hand. -- bwr
- if (damage < HIT_WEAK)
- {
- if (weap_type != WPN_UNKNOWN)
- strcpy( noise, "hit" );
- else
- strcpy( noise, "clumsily bash" );
-
- return (damage);
- }
-
- // take transformations into account, if no weapon is weilded
- if (weap_type == WPN_UNARMED
- && you.attribute[ATTR_TRANSFORMATION] != TRAN_NONE)
- {
- switch (you.attribute[ATTR_TRANSFORMATION])
- {
- case TRAN_SPIDER:
- if (damage < HIT_STRONG)
- strcpy( noise, "bite" );
- else
- strcpy( noise, "maul" );
- break;
- case TRAN_BLADE_HANDS:
- if (damage < HIT_MED)
- strcpy( noise, "slash" );
- else if (damage < HIT_STRONG)
- strcpy( noise, "slice" );
- else
- strcpy( noise, "shred" );
- break;
- case TRAN_ICE_BEAST:
- case TRAN_STATUE:
- case TRAN_LICH:
- if (damage < HIT_MED)
- strcpy( noise, "punch" );
- else
- strcpy( noise, "pummel" );
- break;
- case TRAN_DRAGON:
- case TRAN_SERPENT_OF_HELL:
- if (damage < HIT_MED)
- strcpy( noise, "claw" );
- else if (damage < HIT_STRONG)
- strcpy( noise, "bite" );
- else
- strcpy( noise, "maul" );
- break;
- case TRAN_AIR:
- strcpy( noise, "buffet" );
- break;
- } // transformations
-
- return (damage);
- }
-
- switch (weap_type)
- {
- case WPN_KNIFE:
- case WPN_DAGGER:
- case WPN_SHORT_SWORD:
- case WPN_TRIDENT:
- case WPN_DEMON_TRIDENT:
- case WPN_SPEAR:
- if (damage < HIT_MED)
- strcpy( noise, "puncture" );
- else if (damage < HIT_STRONG)
- strcpy( noise, "impale" );
- else
- {
- strcpy( noise, "spit" );
- strcpy( noise2, " like a pig" );
- }
- return (damage);
-
- case WPN_BOW:
- case WPN_LONGBOW:
- case WPN_CROSSBOW:
- case WPN_HAND_CROSSBOW:
- if (damage < HIT_STRONG)
- strcpy( noise, "puncture" );
- else
- strcpy( noise, "skewer" );
- return (damage);
-
- case WPN_LONG_SWORD:
- case WPN_GREAT_SWORD:
- case WPN_SCIMITAR:
- case WPN_FALCHION:
- case WPN_HALBERD:
- case WPN_GLAIVE:
- case WPN_HAND_AXE:
- case WPN_WAR_AXE:
- case WPN_BROAD_AXE:
- case WPN_BATTLEAXE:
- case WPN_SCYTHE:
- case WPN_QUICK_BLADE:
- case WPN_KATANA:
- case WPN_LAJATANG:
- case WPN_EXECUTIONERS_AXE:
- case WPN_DOUBLE_SWORD:
- case WPN_TRIPLE_SWORD:
- case WPN_SABRE:
- case WPN_DEMON_BLADE:
- case WPN_BLESSED_BLADE:
- if (damage < HIT_MED)
- strcpy( noise, "slash" );
- else if (damage < HIT_STRONG)
- strcpy( noise, "slice" );
- else
- {
- strcpy( noise, "open" );
- strcpy( noise2, " like a pillowcase" );
- }
- return (damage);
-
- case WPN_SLING:
- case WPN_CLUB:
- case WPN_MACE:
- case WPN_FLAIL:
- case WPN_GREAT_MACE:
- case WPN_DIRE_FLAIL:
- case WPN_QUARTERSTAFF:
- case WPN_GIANT_CLUB:
- case WPN_HAMMER:
- case WPN_ANCUS:
- case WPN_MORNINGSTAR: /*for now, just a bludgeoning weapon */
- case WPN_SPIKED_FLAIL: /*for now, just a bludgeoning weapon */
- case WPN_EVENINGSTAR:
- case WPN_GIANT_SPIKED_CLUB:
- if (damage < HIT_MED)
- strcpy( noise, "sock" );
- else if (damage < HIT_STRONG)
- strcpy( noise, "bludgeon" );
- else
- {
- strcpy( noise, "crush" );
- strcpy( noise2, " like a grape" );
- }
- return (damage);
-
- case WPN_WHIP:
- case WPN_DEMON_WHIP:
- if (damage < HIT_MED)
- strcpy( noise, "whack" );
- else
- strcpy( noise, "thrash" );
- return (damage);
-
- case WPN_UNARMED:
- if (you.species == SP_TROLL || you.mutation[MUT_CLAWS])
- {
- if (damage < HIT_MED)
- strcpy( noise, "claw" );
- else if (damage < HIT_STRONG)
- strcpy( noise, "mangle" );
- else
- strcpy( noise, "eviscerate" );
- }
- else
- {
- if (damage < HIT_MED)
- strcpy( noise, "punch" );
- else
- strcpy( noise, "pummel" );
- }
- return (damage);
-
- case WPN_UNKNOWN:
- default:
- strcpy( noise, "hit" );
- return (damage);
- }
-} // end weapon_type_modify()
-
-// Returns a value between 0 and 10 representing the weight given to str
-int weapon_str_weight( int wpn_class, int wpn_type )
-{
- int ret;
-
- const int wpn_skill = weapon_skill( wpn_class, wpn_type );
- const int hands_reqd = hands_reqd_for_weapon( wpn_class, wpn_type );
-
- // These are low values, because we'll be adding some bonus to the
- // larger weapons later. Remember also that 1-1/2-hand weapons get
- // a bonus in player_weapon_str_weight() as well (can't be done
- // here because this function is used for cases where the weapon
- // isn't being used by the player).
-
- // Reasonings:
- // - Short Blades are the best for the dexterous... although they
- // are very limited in damage potential
- // - Long Swords are better for the dexterous, the two-handed
- // swords are a 50/50 split; bastard swords are in between.
- // - Staves: didn't want to punish the mages who want to use
- // these... made it a 50/50 split after the 2-hnd bonus
- // - Polearms: Spears and tridents are the only ones that can
- // be used one handed and are poking weapons, which requires
- // more agility than strength. The other ones also require a
- // fair amount of agility so they end up at 50/50 (most can poke
- // as well as slash... although slashing is not their strong
- // point).
- // - Axes are weighted and edged and so require mostly strength,
- // but not as much as Maces and Flails, which are typically
- // blunt and spiked weapons.
- switch (wpn_skill)
- {
- case SK_SHORT_BLADES: ret = 2; break;
- case SK_LONG_SWORDS: ret = 3; break;
- case SK_STAVES: ret = 3; break; // == 5 after 2-hand bonus
- case SK_POLEARMS: ret = 3; break; // most are +2 for 2-hands
- case SK_AXES: ret = 6; break;
- case SK_MACES_FLAILS: ret = 7; break;
- default: ret = 5; break;
- }
-
- // whips are special cased (because they are not much like maces)
- if (wpn_type == WPN_WHIP || wpn_type == WPN_DEMON_WHIP)
- ret = 2;
- else if (wpn_type == WPN_QUICK_BLADE) // high dex is very good for these
- ret = 1;
-
- if (hands_reqd == HANDS_TWO)
- ret += 2;
-
- // most weapons are capped at 8
- if (ret > 8)
- {
- // these weapons are huge, so strength plays a larger role
- if (wpn_type == WPN_GIANT_CLUB || wpn_type == WPN_GIANT_SPIKED_CLUB)
- ret = 9;
- else
- ret = 8;
- }
-
- return (ret);
-}
-
-// Returns a value from 0 to 10 representing the weight of strength to
-// dexterity for the players currently wielded weapon.
-static inline int player_weapon_str_weight( void )
-{
- const int weapon = you.equip[ EQ_WEAPON ];
-
- // unarmed, weighted slightly towards dex -- would have been more,
- // but then we'd be punishing Trolls and Ghouls who are strong and
- // get special unarmed bonuses.
- if (weapon == -1)
- return (4);
-
- int ret = weapon_str_weight( you.inv[weapon].base_type, you.inv[weapon].sub_type );
-
- const bool shield = (you.equip[EQ_SHIELD] != -1);
- const int hands_reqd = hands_reqd_for_weapon( you.inv[weapon].base_type,
- you.inv[weapon].sub_type );
-
- if (hands_reqd == HANDS_HALF && !shield)
- ret += 1;
-
- return (ret);
-}
-
-// weapon_dex_weight() + weapon_str_weight == 10 so we only need define
-// one of these.
-static inline int player_weapon_dex_weight( void )
-{
- return (10 - player_weapon_str_weight());
-}
-
-static inline int calc_stat_to_hit_base( void )
-{
-#ifdef USE_NEW_COMBAT_STATS
-
- // towards_str_avg is a variable, whose sign points towards strength,
- // and the magnitude is half the difference (thus, when added directly
- // to you.dex it gives the average of the two.
- const signed int towards_str_avg = (you.strength - you.dex) / 2;
-
- // dex is modified by strength towards the average, by the
- // weighted amount weapon_str_weight() / 10.
- return (you.dex + towards_str_avg * player_weapon_str_weight() / 10);
-
-#else
- return (you.dex);
-#endif
-}
-
-
-static inline int calc_stat_to_dam_base( void )
-{
-#ifdef USE_NEW_COMBAT_STATS
-
- const signed int towards_dex_avg = (you.dex - you.strength) / 2;
- return (you.strength + towards_dex_avg * player_weapon_dex_weight() / 10);
-
-#else
- return (you.strength);
-#endif
-}
-
-static void stab_message( struct monsters *defender, int stab_bonus )
-{
- int r = random2(6); // for randomness
-
- switch(stab_bonus)
- {
- case 3: // big melee, monster surrounded/not paying attention
- if (r<3)
- {
- snprintf( info, INFO_SIZE, "You strike %s from a blind spot!",
- ptr_monam(defender, DESC_NOCAP_THE) );
- }
- else
- {
- snprintf( info, INFO_SIZE, "You catch %s momentarily off-guard.",
- ptr_monam(defender, DESC_NOCAP_THE) );
- }
- break;
- case 2: // confused/fleeing
- if (r<4)
- {
- snprintf( info, INFO_SIZE, "You catch %s completely off-guard!",
- ptr_monam(defender, DESC_NOCAP_THE) );
- }
- else
- {
- snprintf( info, INFO_SIZE, "You strike %s from behind!",
- ptr_monam(defender, DESC_NOCAP_THE) );
- }
- break;
- case 1:
- snprintf( info, INFO_SIZE, "%s fails to defend %s.",
- ptr_monam(defender, DESC_CAP_THE),
- mons_pronoun( defender->type, PRONOUN_REFLEXIVE ) );
- break;
- } // end switch
-
- mpr(info);
-}
-