hit.c revision 1.3 1 1.3 cgd /* $NetBSD: hit.c,v 1.3 1995/04/22 10:27:30 cgd Exp $ */
2 1.3 cgd
3 1.1 cgd /*
4 1.3 cgd * Copyright (c) 1988, 1993
5 1.3 cgd * The Regents of the University of California. All rights reserved.
6 1.1 cgd *
7 1.1 cgd * This code is derived from software contributed to Berkeley by
8 1.1 cgd * Timothy C. Stoehr.
9 1.1 cgd *
10 1.1 cgd * Redistribution and use in source and binary forms, with or without
11 1.1 cgd * modification, are permitted provided that the following conditions
12 1.1 cgd * are met:
13 1.1 cgd * 1. Redistributions of source code must retain the above copyright
14 1.1 cgd * notice, this list of conditions and the following disclaimer.
15 1.1 cgd * 2. Redistributions in binary form must reproduce the above copyright
16 1.1 cgd * notice, this list of conditions and the following disclaimer in the
17 1.1 cgd * documentation and/or other materials provided with the distribution.
18 1.1 cgd * 3. All advertising materials mentioning features or use of this software
19 1.1 cgd * must display the following acknowledgement:
20 1.1 cgd * This product includes software developed by the University of
21 1.1 cgd * California, Berkeley and its contributors.
22 1.1 cgd * 4. Neither the name of the University nor the names of its contributors
23 1.1 cgd * may be used to endorse or promote products derived from this software
24 1.1 cgd * without specific prior written permission.
25 1.1 cgd *
26 1.1 cgd * THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND
27 1.1 cgd * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
28 1.1 cgd * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
29 1.1 cgd * ARE DISCLAIMED. IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE
30 1.1 cgd * FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
31 1.1 cgd * DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS
32 1.1 cgd * OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
33 1.1 cgd * HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
34 1.1 cgd * LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
35 1.1 cgd * OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
36 1.1 cgd * SUCH DAMAGE.
37 1.1 cgd */
38 1.1 cgd
39 1.1 cgd #ifndef lint
40 1.3 cgd #if 0
41 1.3 cgd static char sccsid[] = "@(#)hit.c 8.1 (Berkeley) 5/31/93";
42 1.3 cgd #else
43 1.3 cgd static char rcsid[] = "$NetBSD: hit.c,v 1.3 1995/04/22 10:27:30 cgd Exp $";
44 1.3 cgd #endif
45 1.1 cgd #endif /* not lint */
46 1.1 cgd
47 1.1 cgd /*
48 1.1 cgd * hit.c
49 1.1 cgd *
50 1.1 cgd * This source herein may be modified and/or distributed by anybody who
51 1.1 cgd * so desires, with the following restrictions:
52 1.1 cgd * 1.) No portion of this notice shall be removed.
53 1.1 cgd * 2.) Credit shall not be taken for the creation of this source.
54 1.1 cgd * 3.) This code is not to be traded, sold, or used for personal
55 1.1 cgd * gain or profit.
56 1.1 cgd *
57 1.1 cgd */
58 1.1 cgd
59 1.1 cgd #include "rogue.h"
60 1.1 cgd
61 1.1 cgd object *fight_monster = 0;
62 1.1 cgd char hit_message[80] = "";
63 1.1 cgd
64 1.1 cgd extern short halluc, blind, cur_level;
65 1.1 cgd extern short add_strength, ring_exp, r_rings;
66 1.1 cgd extern boolean being_held, interrupted, wizard, con_mon;
67 1.1 cgd
68 1.1 cgd mon_hit(monster)
69 1.1 cgd register object *monster;
70 1.1 cgd {
71 1.1 cgd short damage, hit_chance;
72 1.1 cgd char *mn;
73 1.1 cgd float minus;
74 1.1 cgd
75 1.1 cgd if (fight_monster && (monster != fight_monster)) {
76 1.1 cgd fight_monster = 0;
77 1.1 cgd }
78 1.1 cgd monster->trow = NO_ROOM;
79 1.1 cgd if (cur_level >= (AMULET_LEVEL * 2)) {
80 1.1 cgd hit_chance = 100;
81 1.1 cgd } else {
82 1.1 cgd hit_chance = monster->m_hit_chance;
83 1.1 cgd hit_chance -= (((2 * rogue.exp) + (2 * ring_exp)) - r_rings);
84 1.1 cgd }
85 1.1 cgd if (wizard) {
86 1.1 cgd hit_chance /= 2;
87 1.1 cgd }
88 1.1 cgd if (!fight_monster) {
89 1.1 cgd interrupted = 1;
90 1.1 cgd }
91 1.1 cgd mn = mon_name(monster);
92 1.1 cgd
93 1.1 cgd if (!rand_percent(hit_chance)) {
94 1.1 cgd if (!fight_monster) {
95 1.1 cgd sprintf(hit_message + strlen(hit_message), "the %s misses", mn);
96 1.1 cgd message(hit_message, 1);
97 1.1 cgd hit_message[0] = 0;
98 1.1 cgd }
99 1.1 cgd return;
100 1.1 cgd }
101 1.1 cgd if (!fight_monster) {
102 1.1 cgd sprintf(hit_message + strlen(hit_message), "the %s hit", mn);
103 1.1 cgd message(hit_message, 1);
104 1.1 cgd hit_message[0] = 0;
105 1.1 cgd }
106 1.1 cgd if (!(monster->m_flags & STATIONARY)) {
107 1.1 cgd damage = get_damage(monster->m_damage, 1);
108 1.1 cgd if (cur_level >= (AMULET_LEVEL * 2)) {
109 1.1 cgd minus = (float) ((AMULET_LEVEL * 2) - cur_level);
110 1.1 cgd } else {
111 1.1 cgd minus = (float) get_armor_class(rogue.armor) * 3.00;
112 1.1 cgd minus = minus/100.00 * (float) damage;
113 1.1 cgd }
114 1.1 cgd damage -= (short) minus;
115 1.1 cgd } else {
116 1.1 cgd damage = monster->stationary_damage++;
117 1.1 cgd }
118 1.1 cgd if (wizard) {
119 1.1 cgd damage /= 3;
120 1.1 cgd }
121 1.1 cgd if (damage > 0) {
122 1.1 cgd rogue_damage(damage, monster, 0);
123 1.1 cgd }
124 1.1 cgd if (monster->m_flags & SPECIAL_HIT) {
125 1.1 cgd special_hit(monster);
126 1.1 cgd }
127 1.1 cgd }
128 1.1 cgd
129 1.1 cgd rogue_hit(monster, force_hit)
130 1.1 cgd register object *monster;
131 1.1 cgd boolean force_hit;
132 1.1 cgd {
133 1.1 cgd short damage, hit_chance;
134 1.1 cgd
135 1.1 cgd if (monster) {
136 1.1 cgd if (check_imitator(monster)) {
137 1.1 cgd return;
138 1.1 cgd }
139 1.1 cgd hit_chance = force_hit ? 100 : get_hit_chance(rogue.weapon);
140 1.1 cgd
141 1.1 cgd if (wizard) {
142 1.1 cgd hit_chance *= 2;
143 1.1 cgd }
144 1.1 cgd if (!rand_percent(hit_chance)) {
145 1.1 cgd if (!fight_monster) {
146 1.1 cgd (void) strcpy(hit_message, "you miss ");
147 1.1 cgd }
148 1.1 cgd goto RET;
149 1.1 cgd }
150 1.1 cgd damage = get_weapon_damage(rogue.weapon);
151 1.1 cgd if (wizard) {
152 1.1 cgd damage *= 3;
153 1.1 cgd }
154 1.1 cgd if (con_mon) {
155 1.1 cgd s_con_mon(monster);
156 1.1 cgd }
157 1.1 cgd if (mon_damage(monster, damage)) { /* still alive? */
158 1.1 cgd if (!fight_monster) {
159 1.1 cgd (void) strcpy(hit_message, "you hit ");
160 1.1 cgd }
161 1.1 cgd }
162 1.1 cgd RET: check_gold_seeker(monster);
163 1.1 cgd wake_up(monster);
164 1.1 cgd }
165 1.1 cgd }
166 1.1 cgd
167 1.1 cgd rogue_damage(d, monster, other)
168 1.1 cgd short d;
169 1.1 cgd object *monster;
170 1.1 cgd short other;
171 1.1 cgd {
172 1.1 cgd if (d >= rogue.hp_current) {
173 1.1 cgd rogue.hp_current = 0;
174 1.1 cgd print_stats(STAT_HP);
175 1.1 cgd killed_by(monster, other);
176 1.1 cgd }
177 1.1 cgd if (d > 0) {
178 1.1 cgd rogue.hp_current -= d;
179 1.1 cgd print_stats(STAT_HP);
180 1.1 cgd }
181 1.1 cgd }
182 1.1 cgd
183 1.1 cgd get_damage(ds, r)
184 1.1 cgd char *ds;
185 1.1 cgd boolean r;
186 1.1 cgd {
187 1.1 cgd register i = 0, j, n, d, total = 0;
188 1.1 cgd
189 1.1 cgd while (ds[i]) {
190 1.1 cgd n = get_number(ds+i);
191 1.1 cgd while (ds[i++] != 'd') ;
192 1.1 cgd d = get_number(ds+i);
193 1.1 cgd while ((ds[i] != '/') && ds[i]) i++;
194 1.1 cgd
195 1.1 cgd for (j = 0; j < n; j++) {
196 1.1 cgd if (r) {
197 1.1 cgd total += get_rand(1, d);
198 1.1 cgd } else {
199 1.1 cgd total += d;
200 1.1 cgd }
201 1.1 cgd }
202 1.1 cgd if (ds[i] == '/') {
203 1.1 cgd i++;
204 1.1 cgd }
205 1.1 cgd }
206 1.1 cgd return(total);
207 1.1 cgd }
208 1.1 cgd
209 1.1 cgd get_w_damage(obj)
210 1.1 cgd object *obj;
211 1.1 cgd {
212 1.1 cgd char new_damage[12];
213 1.1 cgd register to_hit, damage;
214 1.1 cgd register i = 0;
215 1.1 cgd
216 1.1 cgd if ((!obj) || (obj->what_is != WEAPON)) {
217 1.1 cgd return(-1);
218 1.1 cgd }
219 1.1 cgd to_hit = get_number(obj->damage) + obj->hit_enchant;
220 1.1 cgd while (obj->damage[i++] != 'd') ;
221 1.1 cgd damage = get_number(obj->damage + i) + obj->d_enchant;
222 1.1 cgd
223 1.1 cgd sprintf(new_damage, "%dd%d", to_hit, damage);
224 1.1 cgd
225 1.1 cgd return(get_damage(new_damage, 1));
226 1.1 cgd }
227 1.1 cgd
228 1.1 cgd get_number(s)
229 1.1 cgd register char *s;
230 1.1 cgd {
231 1.1 cgd register i = 0;
232 1.1 cgd register total = 0;
233 1.1 cgd
234 1.1 cgd while ((s[i] >= '0') && (s[i] <= '9')) {
235 1.1 cgd total = (10 * total) + (s[i] - '0');
236 1.1 cgd i++;
237 1.1 cgd }
238 1.1 cgd return(total);
239 1.1 cgd }
240 1.1 cgd
241 1.1 cgd long
242 1.1 cgd lget_number(s)
243 1.1 cgd char *s;
244 1.1 cgd {
245 1.1 cgd short i = 0;
246 1.1 cgd long total = 0;
247 1.1 cgd
248 1.1 cgd while ((s[i] >= '0') && (s[i] <= '9')) {
249 1.1 cgd total = (10 * total) + (s[i] - '0');
250 1.1 cgd i++;
251 1.1 cgd }
252 1.1 cgd return(total);
253 1.1 cgd }
254 1.1 cgd
255 1.1 cgd to_hit(obj)
256 1.1 cgd object *obj;
257 1.1 cgd {
258 1.1 cgd if (!obj) {
259 1.1 cgd return(1);
260 1.1 cgd }
261 1.1 cgd return(get_number(obj->damage) + obj->hit_enchant);
262 1.1 cgd }
263 1.1 cgd
264 1.1 cgd damage_for_strength()
265 1.1 cgd {
266 1.1 cgd short strength;
267 1.1 cgd
268 1.1 cgd strength = rogue.str_current + add_strength;
269 1.1 cgd
270 1.1 cgd if (strength <= 6) {
271 1.1 cgd return(strength-5);
272 1.1 cgd }
273 1.1 cgd if (strength <= 14) {
274 1.1 cgd return(1);
275 1.1 cgd }
276 1.1 cgd if (strength <= 17) {
277 1.1 cgd return(3);
278 1.1 cgd }
279 1.1 cgd if (strength <= 18) {
280 1.1 cgd return(4);
281 1.1 cgd }
282 1.1 cgd if (strength <= 20) {
283 1.1 cgd return(5);
284 1.1 cgd }
285 1.1 cgd if (strength <= 21) {
286 1.1 cgd return(6);
287 1.1 cgd }
288 1.1 cgd if (strength <= 30) {
289 1.1 cgd return(7);
290 1.1 cgd }
291 1.1 cgd return(8);
292 1.1 cgd }
293 1.1 cgd
294 1.1 cgd mon_damage(monster, damage)
295 1.1 cgd object *monster;
296 1.1 cgd short damage;
297 1.1 cgd {
298 1.1 cgd char *mn;
299 1.1 cgd short row, col;
300 1.1 cgd
301 1.1 cgd monster->hp_to_kill -= damage;
302 1.1 cgd
303 1.1 cgd if (monster->hp_to_kill <= 0) {
304 1.1 cgd row = monster->row;
305 1.1 cgd col = monster->col;
306 1.1 cgd dungeon[row][col] &= ~MONSTER;
307 1.1 cgd mvaddch(row, col, (int) get_dungeon_char(row, col));
308 1.1 cgd
309 1.1 cgd fight_monster = 0;
310 1.1 cgd cough_up(monster);
311 1.1 cgd mn = mon_name(monster);
312 1.1 cgd sprintf(hit_message+strlen(hit_message), "defeated the %s", mn);
313 1.1 cgd message(hit_message, 1);
314 1.1 cgd hit_message[0] = 0;
315 1.1 cgd add_exp(monster->kill_exp, 1);
316 1.1 cgd take_from_pack(monster, &level_monsters);
317 1.1 cgd
318 1.1 cgd if (monster->m_flags & HOLDS) {
319 1.1 cgd being_held = 0;
320 1.1 cgd }
321 1.1 cgd free_object(monster);
322 1.1 cgd return(0);
323 1.1 cgd }
324 1.1 cgd return(1);
325 1.1 cgd }
326 1.1 cgd
327 1.1 cgd fight(to_the_death)
328 1.1 cgd boolean to_the_death;
329 1.1 cgd {
330 1.1 cgd short ch, c, d;
331 1.1 cgd short row, col;
332 1.1 cgd boolean first_miss = 1;
333 1.1 cgd short possible_damage;
334 1.1 cgd object *monster;
335 1.1 cgd
336 1.1 cgd while (!is_direction(ch = rgetchar(), &d)) {
337 1.1 cgd sound_bell();
338 1.1 cgd if (first_miss) {
339 1.1 cgd message("direction?", 0);
340 1.1 cgd first_miss = 0;
341 1.1 cgd }
342 1.1 cgd }
343 1.1 cgd check_message();
344 1.1 cgd if (ch == CANCEL) {
345 1.1 cgd return;
346 1.1 cgd }
347 1.1 cgd row = rogue.row; col = rogue.col;
348 1.1 cgd get_dir_rc(d, &row, &col, 0);
349 1.1 cgd
350 1.1 cgd c = mvinch(row, col);
351 1.1 cgd if (((c < 'A') || (c > 'Z')) ||
352 1.1 cgd (!can_move(rogue.row, rogue.col, row, col))) {
353 1.1 cgd message("I see no monster there", 0);
354 1.1 cgd return;
355 1.1 cgd }
356 1.1 cgd if (!(fight_monster = object_at(&level_monsters, row, col))) {
357 1.1 cgd return;
358 1.1 cgd }
359 1.1 cgd if (!(fight_monster->m_flags & STATIONARY)) {
360 1.1 cgd possible_damage = ((get_damage(fight_monster->m_damage, 0) * 2) / 3);
361 1.1 cgd } else {
362 1.1 cgd possible_damage = fight_monster->stationary_damage - 1;
363 1.1 cgd }
364 1.1 cgd while (fight_monster) {
365 1.1 cgd (void) one_move_rogue(ch, 0);
366 1.1 cgd if (((!to_the_death) && (rogue.hp_current <= possible_damage)) ||
367 1.1 cgd interrupted || (!(dungeon[row][col] & MONSTER))) {
368 1.1 cgd fight_monster = 0;
369 1.1 cgd } else {
370 1.1 cgd monster = object_at(&level_monsters, row, col);
371 1.1 cgd if (monster != fight_monster) {
372 1.1 cgd fight_monster = 0;
373 1.1 cgd }
374 1.1 cgd }
375 1.1 cgd }
376 1.1 cgd }
377 1.1 cgd
378 1.1 cgd get_dir_rc(dir, row, col, allow_off_screen)
379 1.1 cgd short dir;
380 1.1 cgd short *row, *col;
381 1.1 cgd short allow_off_screen;
382 1.1 cgd {
383 1.1 cgd switch(dir) {
384 1.1 cgd case LEFT:
385 1.1 cgd if (allow_off_screen || (*col > 0)) {
386 1.1 cgd (*col)--;
387 1.1 cgd }
388 1.1 cgd break;
389 1.1 cgd case DOWN:
390 1.1 cgd if (allow_off_screen || (*row < (DROWS-2))) {
391 1.1 cgd (*row)++;
392 1.1 cgd }
393 1.1 cgd break;
394 1.1 cgd case UPWARD:
395 1.1 cgd if (allow_off_screen || (*row > MIN_ROW)) {
396 1.1 cgd (*row)--;
397 1.1 cgd }
398 1.1 cgd break;
399 1.1 cgd case RIGHT:
400 1.1 cgd if (allow_off_screen || (*col < (DCOLS-1))) {
401 1.1 cgd (*col)++;
402 1.1 cgd }
403 1.1 cgd break;
404 1.1 cgd case UPLEFT:
405 1.1 cgd if (allow_off_screen || ((*row > MIN_ROW) && (*col > 0))) {
406 1.1 cgd (*row)--;
407 1.1 cgd (*col)--;
408 1.1 cgd }
409 1.1 cgd break;
410 1.1 cgd case UPRIGHT:
411 1.1 cgd if (allow_off_screen || ((*row > MIN_ROW) && (*col < (DCOLS-1)))) {
412 1.1 cgd (*row)--;
413 1.1 cgd (*col)++;
414 1.1 cgd }
415 1.1 cgd break;
416 1.1 cgd case DOWNRIGHT:
417 1.1 cgd if (allow_off_screen || ((*row < (DROWS-2)) && (*col < (DCOLS-1)))) {
418 1.1 cgd (*row)++;
419 1.1 cgd (*col)++;
420 1.1 cgd }
421 1.1 cgd break;
422 1.1 cgd case DOWNLEFT:
423 1.1 cgd if (allow_off_screen || ((*row < (DROWS-2)) && (*col > 0))) {
424 1.1 cgd (*row)++;
425 1.1 cgd (*col)--;
426 1.1 cgd }
427 1.1 cgd break;
428 1.1 cgd }
429 1.1 cgd }
430 1.1 cgd
431 1.1 cgd get_hit_chance(weapon)
432 1.1 cgd object *weapon;
433 1.1 cgd {
434 1.1 cgd short hit_chance;
435 1.1 cgd
436 1.1 cgd hit_chance = 40;
437 1.1 cgd hit_chance += 3 * to_hit(weapon);
438 1.1 cgd hit_chance += (((2 * rogue.exp) + (2 * ring_exp)) - r_rings);
439 1.1 cgd return(hit_chance);
440 1.1 cgd }
441 1.1 cgd
442 1.1 cgd get_weapon_damage(weapon)
443 1.1 cgd object *weapon;
444 1.1 cgd {
445 1.1 cgd short damage;
446 1.1 cgd
447 1.1 cgd damage = get_w_damage(weapon);
448 1.1 cgd damage += damage_for_strength();
449 1.1 cgd damage += ((((rogue.exp + ring_exp) - r_rings) + 1) / 2);
450 1.1 cgd return(damage);
451 1.1 cgd }
452 1.1 cgd
453 1.1 cgd s_con_mon(monster)
454 1.1 cgd object *monster;
455 1.1 cgd {
456 1.1 cgd if (con_mon) {
457 1.1 cgd monster->m_flags |= CONFUSED;
458 1.1 cgd monster->moves_confused += get_rand(12, 22);
459 1.1 cgd message("the monster appears confused", 0);
460 1.1 cgd con_mon = 0;
461 1.1 cgd }
462 1.1 cgd }
463