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- /* omega copyright (c) 1987,1988,1989 by Laurence Raphael Brothers */
- /* mmelee */
- /* various functions to do with monster melee */
-
- #include "glob.h"
-
-
- void m_hit(m,dtype)
- struct monster *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(m)
- struct monster *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(m,hitloc,bonus)
- struct monster *m;
- char hitloc;
- int bonus;
- {
- if (player_on_sanctuary())
- print1("The aegis of your deity protects you!");
- else {
- /* 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(m,hitloc,bonus)
- struct monster *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(m)
- struct monster *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]))
- block_loc = 'C';
- 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()
- {
- switch(random_range(3)) {
- case 0:return('H');
- case 1:return('C');
- default:return('L');
- }
- }
-