Home | History | Annotate | Line # | Download | only in rogue
      1 /*	$NetBSD: throw.c,v 1.12 2011/05/23 23:01:17 joerg Exp $	*/
      2 
      3 /*
      4  * Copyright (c) 1988, 1993
      5  *	The Regents of the University of California.  All rights reserved.
      6  *
      7  * This code is derived from software contributed to Berkeley by
      8  * Timothy C. Stoehr.
      9  *
     10  * Redistribution and use in source and binary forms, with or without
     11  * modification, are permitted provided that the following conditions
     12  * are met:
     13  * 1. Redistributions of source code must retain the above copyright
     14  *    notice, this list of conditions and the following disclaimer.
     15  * 2. Redistributions in binary form must reproduce the above copyright
     16  *    notice, this list of conditions and the following disclaimer in the
     17  *    documentation and/or other materials provided with the distribution.
     18  * 3. Neither the name of the University nor the names of its contributors
     19  *    may be used to endorse or promote products derived from this software
     20  *    without specific prior written permission.
     21  *
     22  * THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND
     23  * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
     24  * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
     25  * ARE DISCLAIMED.  IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE
     26  * FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
     27  * DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS
     28  * OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
     29  * HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
     30  * LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
     31  * OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
     32  * SUCH DAMAGE.
     33  */
     34 
     35 #include <sys/cdefs.h>
     36 #ifndef lint
     37 #if 0
     38 static char sccsid[] = "@(#)throw.c	8.1 (Berkeley) 5/31/93";
     39 #else
     40 __RCSID("$NetBSD: throw.c,v 1.12 2011/05/23 23:01:17 joerg Exp $");
     41 #endif
     42 #endif /* not lint */
     43 
     44 /*
     45  * throw.c
     46  *
     47  * This source herein may be modified and/or distributed by anybody who
     48  * so desires, with the following restrictions:
     49  *    1.)  No portion of this notice shall be removed.
     50  *    2.)  Credit shall not be taken for the creation of this source.
     51  *    3.)  This code is not to be traded, sold, or used for personal
     52  *         gain or profit.
     53  *
     54  */
     55 
     56 #include "rogue.h"
     57 
     58 static void flop_weapon(object *, short, short);
     59 static object *get_thrown_at_monster(object *, short, short *, short *);
     60 static boolean throw_at_monster(object *, object *);
     61 
     62 void
     63 throw(void)
     64 {
     65 	short wch, d;
     66 	boolean first_miss = 1;
     67 	object *weapon;
     68 	short dir, row, col;
     69 	object *monster;
     70 
     71 	while (!is_direction(dir = rgetchar(), &d)) {
     72 		sound_bell();
     73 		if (first_miss) {
     74 			messagef(0, "direction? ");
     75 			first_miss = 0;
     76 		}
     77 	}
     78 	check_message();
     79 	if (dir == CANCEL) {
     80 		return;
     81 	}
     82 	if ((wch = pack_letter("throw what?", WEAPON)) == CANCEL) {
     83 		return;
     84 	}
     85 	check_message();
     86 
     87 	if (!(weapon = get_letter_object(wch))) {
     88 		messagef(0, "no such item.");
     89 		return;
     90 	}
     91 	if ((weapon->in_use_flags & BEING_USED) && weapon->is_cursed) {
     92 		messagef(0, "%s", curse_message);
     93 		return;
     94 	}
     95 	row = rogue.row; col = rogue.col;
     96 
     97 	if ((weapon->in_use_flags & BEING_WIELDED) && (weapon->quantity <= 1)) {
     98 		unwield(rogue.weapon);
     99 	} else if (weapon->in_use_flags & BEING_WORN) {
    100 		mv_aquatars();
    101 		unwear(rogue.armor);
    102 		print_stats(STAT_ARMOR);
    103 	} else if (weapon->in_use_flags & ON_EITHER_HAND) {
    104 		un_put_on(weapon);
    105 	}
    106 	monster = get_thrown_at_monster(weapon, d, &row, &col);
    107 	mvaddch(rogue.row, rogue.col, rogue.fchar);
    108 	refresh();
    109 
    110 	if (rogue_can_see(row, col) && ((row != rogue.row) || (col != rogue.col))){
    111 		mvaddch(row, col, get_dungeon_char(row, col));
    112 	}
    113 	if (monster) {
    114 		wake_up(monster);
    115 		check_gold_seeker(monster);
    116 
    117 		if (!throw_at_monster(monster, weapon)) {
    118 			flop_weapon(weapon, row, col);
    119 		}
    120 	} else {
    121 		flop_weapon(weapon, row, col);
    122 	}
    123 	vanish(weapon, 1, &rogue.pack);
    124 }
    125 
    126 boolean
    127 throw_at_monster(object *monster, object *weapon)
    128 {
    129 	short damage, hit_chance;
    130 	short t;
    131 
    132 	hit_chance = get_hit_chance(weapon);
    133 	damage = get_weapon_damage(weapon);
    134 	if ((weapon->which_kind == ARROW) &&
    135 		(rogue.weapon && (rogue.weapon->which_kind == BOW))) {
    136 		damage += get_weapon_damage(rogue.weapon);
    137 		damage = ((damage * 2) / 3);
    138 		hit_chance += (hit_chance / 3);
    139 	} else if ((weapon->in_use_flags & BEING_WIELDED) &&
    140 		((weapon->which_kind == DAGGER) ||
    141 		(weapon->which_kind == SHURIKEN) ||
    142 		(weapon->which_kind == DART))) {
    143 		damage = ((damage * 3) / 2);
    144 		hit_chance += (hit_chance / 3);
    145 	}
    146 	t = weapon->quantity;
    147 	weapon->quantity = 1;
    148 	snprintf(hit_message, HIT_MESSAGE_SIZE, "the %s", name_of(weapon));
    149 	weapon->quantity = t;
    150 
    151 	if (!rand_percent(hit_chance)) {
    152 		(void)strlcat(hit_message, "misses  ", HIT_MESSAGE_SIZE);
    153 		return(0);
    154 	}
    155 	s_con_mon(monster);
    156 	(void)strlcat(hit_message, "hit  ", HIT_MESSAGE_SIZE);
    157 	(void)mon_damage(monster, damage);
    158 	return(1);
    159 }
    160 
    161 object *
    162 get_thrown_at_monster(object *obj, short dir, short *row, short *col)
    163 {
    164 	short orow, ocol;
    165 	short i, ch;
    166 
    167 	orow = *row; ocol = *col;
    168 
    169 	ch = get_mask_char(obj->what_is);
    170 
    171 	for (i = 0; i < 24; i++) {
    172 		get_dir_rc(dir, row, col, 0);
    173 		if (	(((*col <= 0) || (*col >= DCOLS-1)) ||
    174 				(dungeon[*row][*col] == NOTHING)) ||
    175 				((dungeon[*row][*col] & (HORWALL | VERTWALL | HIDDEN)) &&
    176 					(!(dungeon[*row][*col] & TRAP)))) {
    177 			*row = orow;
    178 			*col = ocol;
    179 			return(0);
    180 		}
    181 		if ((i != 0) && rogue_can_see(orow, ocol)) {
    182 			mvaddch(orow, ocol, get_dungeon_char(orow, ocol));
    183 		}
    184 		if (rogue_can_see(*row, *col)) {
    185 			if (!(dungeon[*row][*col] & MONSTER)) {
    186 				mvaddch(*row, *col, ch);
    187 			}
    188 			refresh();
    189 		}
    190 		orow = *row; ocol = *col;
    191 		if (dungeon[*row][*col] & MONSTER) {
    192 			if (!imitating(*row, *col)) {
    193 				return(object_at(&level_monsters, *row, *col));
    194 			}
    195 		}
    196 		if (dungeon[*row][*col] & TUNNEL) {
    197 			i += 2;
    198 		}
    199 	}
    200 	return(0);
    201 }
    202 
    203 void
    204 flop_weapon(object *weapon, short row, short col)
    205 {
    206 	object *new_weapon, *monster;
    207 	short i = 0;
    208 	boolean found = 0;
    209 	short mch, dch;
    210 	unsigned short mon;
    211 
    212 	if ((row < 0) || (row >= DROWS) || (col < 0) || (col >= DCOLS))
    213 		clean_up("flop_weapon:  weapon landed outside of dungeon");
    214 
    215 	while ((i < 9) && dungeon[row][col] & ~(FLOOR | TUNNEL | DOOR | MONSTER)) {
    216 		rand_around(i++, &row, &col);
    217 		if ((row > (DROWS-2)) || (row < MIN_ROW) ||
    218 			(col > (DCOLS-1)) || (col < 0) || (!dungeon[row][col]) ||
    219 			(dungeon[row][col] & ~(FLOOR | TUNNEL | DOOR | MONSTER))) {
    220 			continue;
    221 		}
    222 		found = 1;
    223 		break;
    224 	}
    225 
    226 	if (found || (i == 0)) {
    227 		new_weapon = alloc_object();
    228 		*new_weapon = *weapon;
    229 		new_weapon->in_use_flags = NOT_USED;
    230 		new_weapon->quantity = 1;
    231 		new_weapon->ichar = 'L';
    232 		place_at(new_weapon, row, col);
    233 		if (rogue_can_see(row, col) &&
    234 				((row != rogue.row) || (col != rogue.col))) {
    235 			mon = dungeon[row][col] & MONSTER;
    236 			dungeon[row][col] &= (~MONSTER);
    237 			dch = get_dungeon_char(row, col);
    238 			if (mon) {
    239 				mch = mvinch(row, col);
    240 				if ((monster = object_at(&level_monsters,
    241 				    row, col)) != NULL) {
    242 					monster->trail_char = dch;
    243 				}
    244 				if ((mch < 'A') || (mch > 'Z')) {
    245 					mvaddch(row, col, dch);
    246 				}
    247 			} else {
    248 				mvaddch(row, col, dch);
    249 			}
    250 			dungeon[row][col] |= mon;
    251 		}
    252 	} else {
    253 		short t;
    254 
    255 		t = weapon->quantity;
    256 		weapon->quantity = 1;
    257 		messagef(0, "the %svanishes as it hits the ground",
    258 			name_of(weapon));
    259 		weapon->quantity = t;
    260 	}
    261 }
    262 
    263 void
    264 rand_around(short i, short *r, short *c)
    265 {
    266 	static char pos[] = "\010\007\001\003\004\005\002\006\0";
    267 	static short row, col;
    268 	short j;
    269 
    270 	if (i == 0) {
    271 		short x, y, o, t;
    272 
    273 		row = *r;
    274 		col = *c;
    275 
    276 		o = get_rand(1, 8);
    277 
    278 		for (j = 0; j < 5; j++) {
    279 			x = get_rand(0, 8);
    280 			y = (x + o) % 9;
    281 			t = pos[x];
    282 			pos[x] = pos[y];
    283 			pos[y] = t;
    284 		}
    285 	}
    286 	switch((short)pos[i]) {
    287 	case 0:
    288 		*r = row + 1;
    289 		*c = col + 1;
    290 		break;
    291 	case 1:
    292 		*r = row + 1;
    293 		*c = col - 1;
    294 		break;
    295 	case 2:
    296 		*r = row - 1;
    297 		*c = col + 1;
    298 		break;
    299 	case 3:
    300 		*r = row - 1;
    301 		*c = col - 1;
    302 		break;
    303 	case 4:
    304 		*r = row;
    305 		*c = col + 1;
    306 		break;
    307 	case 5:
    308 		*r = row + 1;
    309 		*c = col;
    310 		break;
    311 	case 6:
    312 		*r = row;
    313 		*c = col;
    314 		break;
    315 	case 7:
    316 		*r = row - 1;
    317 		*c = col;
    318 		break;
    319 	case 8:
    320 		*r = row;
    321 		*c = col - 1;
    322 		break;
    323 	}
    324 }
    325