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throw.c revision 1.7
      1  1.7  jnemeth /*	$NetBSD: throw.c,v 1.7 2006/03/30 05:04:22 jnemeth 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  1.6      agc  * 3. Neither the name of the University nor the names of its contributors
     19  1.1      cgd  *    may be used to endorse or promote products derived from this software
     20  1.1      cgd  *    without specific prior written permission.
     21  1.1      cgd  *
     22  1.1      cgd  * THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND
     23  1.1      cgd  * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
     24  1.1      cgd  * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
     25  1.1      cgd  * ARE DISCLAIMED.  IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE
     26  1.1      cgd  * FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
     27  1.1      cgd  * DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS
     28  1.1      cgd  * OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
     29  1.1      cgd  * HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
     30  1.1      cgd  * LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
     31  1.1      cgd  * OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
     32  1.1      cgd  * SUCH DAMAGE.
     33  1.1      cgd  */
     34  1.1      cgd 
     35  1.4    lukem #include <sys/cdefs.h>
     36  1.1      cgd #ifndef lint
     37  1.3      cgd #if 0
     38  1.3      cgd static char sccsid[] = "@(#)throw.c	8.1 (Berkeley) 5/31/93";
     39  1.3      cgd #else
     40  1.7  jnemeth __RCSID("$NetBSD: throw.c,v 1.7 2006/03/30 05:04:22 jnemeth Exp $");
     41  1.3      cgd #endif
     42  1.1      cgd #endif /* not lint */
     43  1.1      cgd 
     44  1.1      cgd /*
     45  1.1      cgd  * throw.c
     46  1.1      cgd  *
     47  1.1      cgd  * This source herein may be modified and/or distributed by anybody who
     48  1.1      cgd  * so desires, with the following restrictions:
     49  1.1      cgd  *    1.)  No portion of this notice shall be removed.
     50  1.1      cgd  *    2.)  Credit shall not be taken for the creation of this source.
     51  1.1      cgd  *    3.)  This code is not to be traded, sold, or used for personal
     52  1.1      cgd  *         gain or profit.
     53  1.1      cgd  *
     54  1.1      cgd  */
     55  1.1      cgd 
     56  1.1      cgd #include "rogue.h"
     57  1.1      cgd 
     58  1.4    lukem void
     59  1.1      cgd throw()
     60  1.1      cgd {
     61  1.1      cgd 	short wch, d;
     62  1.1      cgd 	boolean first_miss = 1;
     63  1.1      cgd 	object *weapon;
     64  1.1      cgd 	short dir, row, col;
     65  1.1      cgd 	object *monster;
     66  1.1      cgd 
     67  1.1      cgd 	while (!is_direction(dir = rgetchar(), &d)) {
     68  1.1      cgd 		sound_bell();
     69  1.1      cgd 		if (first_miss) {
     70  1.1      cgd 			message("direction? ", 0);
     71  1.1      cgd 			first_miss = 0;
     72  1.1      cgd 		}
     73  1.1      cgd 	}
     74  1.1      cgd 	check_message();
     75  1.1      cgd 	if (dir == CANCEL) {
     76  1.1      cgd 		return;
     77  1.1      cgd 	}
     78  1.1      cgd 	if ((wch = pack_letter("throw what?", WEAPON)) == CANCEL) {
     79  1.1      cgd 		return;
     80  1.1      cgd 	}
     81  1.1      cgd 	check_message();
     82  1.1      cgd 
     83  1.1      cgd 	if (!(weapon = get_letter_object(wch))) {
     84  1.1      cgd 		message("no such item.", 0);
     85  1.1      cgd 		return;
     86  1.1      cgd 	}
     87  1.1      cgd 	if ((weapon->in_use_flags & BEING_USED) && weapon->is_cursed) {
     88  1.1      cgd 		message(curse_message, 0);
     89  1.1      cgd 		return;
     90  1.1      cgd 	}
     91  1.1      cgd 	row = rogue.row; col = rogue.col;
     92  1.1      cgd 
     93  1.1      cgd 	if ((weapon->in_use_flags & BEING_WIELDED) && (weapon->quantity <= 1)) {
     94  1.1      cgd 		unwield(rogue.weapon);
     95  1.1      cgd 	} else if (weapon->in_use_flags & BEING_WORN) {
     96  1.1      cgd 		mv_aquatars();
     97  1.1      cgd 		unwear(rogue.armor);
     98  1.1      cgd 		print_stats(STAT_ARMOR);
     99  1.1      cgd 	} else if (weapon->in_use_flags & ON_EITHER_HAND) {
    100  1.1      cgd 		un_put_on(weapon);
    101  1.1      cgd 	}
    102  1.1      cgd 	monster = get_thrown_at_monster(weapon, d, &row, &col);
    103  1.1      cgd 	mvaddch(rogue.row, rogue.col, rogue.fchar);
    104  1.1      cgd 	refresh();
    105  1.1      cgd 
    106  1.1      cgd 	if (rogue_can_see(row, col) && ((row != rogue.row) || (col != rogue.col))){
    107  1.1      cgd 		mvaddch(row, col, get_dungeon_char(row, col));
    108  1.1      cgd 	}
    109  1.1      cgd 	if (monster) {
    110  1.1      cgd 		wake_up(monster);
    111  1.1      cgd 		check_gold_seeker(monster);
    112  1.1      cgd 
    113  1.1      cgd 		if (!throw_at_monster(monster, weapon)) {
    114  1.1      cgd 			flop_weapon(weapon, row, col);
    115  1.1      cgd 		}
    116  1.1      cgd 	} else {
    117  1.1      cgd 		flop_weapon(weapon, row, col);
    118  1.1      cgd 	}
    119  1.1      cgd 	vanish(weapon, 1, &rogue.pack);
    120  1.1      cgd }
    121  1.1      cgd 
    122  1.4    lukem boolean
    123  1.1      cgd throw_at_monster(monster, weapon)
    124  1.4    lukem 	object *monster, *weapon;
    125  1.1      cgd {
    126  1.1      cgd 	short damage, hit_chance;
    127  1.1      cgd 	short t;
    128  1.1      cgd 
    129  1.1      cgd 	hit_chance = get_hit_chance(weapon);
    130  1.1      cgd 	damage = get_weapon_damage(weapon);
    131  1.1      cgd 	if ((weapon->which_kind == ARROW) &&
    132  1.1      cgd 		(rogue.weapon && (rogue.weapon->which_kind == BOW))) {
    133  1.1      cgd 		damage += get_weapon_damage(rogue.weapon);
    134  1.1      cgd 		damage = ((damage * 2) / 3);
    135  1.1      cgd 		hit_chance += (hit_chance / 3);
    136  1.1      cgd 	} else if ((weapon->in_use_flags & BEING_WIELDED) &&
    137  1.1      cgd 		((weapon->which_kind == DAGGER) ||
    138  1.1      cgd 		(weapon->which_kind == SHURIKEN) ||
    139  1.1      cgd 		(weapon->which_kind == DART))) {
    140  1.1      cgd 		damage = ((damage * 3) / 2);
    141  1.1      cgd 		hit_chance += (hit_chance / 3);
    142  1.1      cgd 	}
    143  1.1      cgd 	t = weapon->quantity;
    144  1.1      cgd 	weapon->quantity = 1;
    145  1.1      cgd 	sprintf(hit_message, "the %s", name_of(weapon));
    146  1.1      cgd 	weapon->quantity = t;
    147  1.1      cgd 
    148  1.1      cgd 	if (!rand_percent(hit_chance)) {
    149  1.1      cgd 		(void) strcat(hit_message, "misses  ");
    150  1.1      cgd 		return(0);
    151  1.1      cgd 	}
    152  1.1      cgd 	s_con_mon(monster);
    153  1.1      cgd 	(void) strcat(hit_message, "hit  ");
    154  1.1      cgd 	(void) mon_damage(monster, damage);
    155  1.1      cgd 	return(1);
    156  1.1      cgd }
    157  1.1      cgd 
    158  1.1      cgd object *
    159  1.1      cgd get_thrown_at_monster(obj, dir, row, col)
    160  1.4    lukem 	object *obj;
    161  1.4    lukem 	short dir;
    162  1.4    lukem 	short *row, *col;
    163  1.1      cgd {
    164  1.1      cgd 	short orow, ocol;
    165  1.1      cgd 	short i, ch;
    166  1.1      cgd 
    167  1.1      cgd 	orow = *row; ocol = *col;
    168  1.1      cgd 
    169  1.1      cgd 	ch = get_mask_char(obj->what_is);
    170  1.1      cgd 
    171  1.1      cgd 	for (i = 0; i < 24; i++) {
    172  1.1      cgd 		get_dir_rc(dir, row, col, 0);
    173  1.1      cgd 		if (	(((*col <= 0) || (*col >= DCOLS-1)) ||
    174  1.1      cgd 				(dungeon[*row][*col] == NOTHING)) ||
    175  1.1      cgd 				((dungeon[*row][*col] & (HORWALL | VERTWALL | HIDDEN)) &&
    176  1.1      cgd 					(!(dungeon[*row][*col] & TRAP)))) {
    177  1.1      cgd 			*row = orow;
    178  1.1      cgd 			*col = ocol;
    179  1.1      cgd 			return(0);
    180  1.1      cgd 		}
    181  1.1      cgd 		if ((i != 0) && rogue_can_see(orow, ocol)) {
    182  1.1      cgd 			mvaddch(orow, ocol, get_dungeon_char(orow, ocol));
    183  1.1      cgd 		}
    184  1.1      cgd 		if (rogue_can_see(*row, *col)) {
    185  1.1      cgd 			if (!(dungeon[*row][*col] & MONSTER)) {
    186  1.1      cgd 				mvaddch(*row, *col, ch);
    187  1.1      cgd 			}
    188  1.1      cgd 			refresh();
    189  1.1      cgd 		}
    190  1.1      cgd 		orow = *row; ocol = *col;
    191  1.1      cgd 		if (dungeon[*row][*col] & MONSTER) {
    192  1.1      cgd 			if (!imitating(*row, *col)) {
    193  1.1      cgd 				return(object_at(&level_monsters, *row, *col));
    194  1.1      cgd 			}
    195  1.1      cgd 		}
    196  1.1      cgd 		if (dungeon[*row][*col] & TUNNEL) {
    197  1.1      cgd 			i += 2;
    198  1.1      cgd 		}
    199  1.1      cgd 	}
    200  1.1      cgd 	return(0);
    201  1.1      cgd }
    202  1.1      cgd 
    203  1.4    lukem void
    204  1.1      cgd flop_weapon(weapon, row, col)
    205  1.4    lukem 	object *weapon;
    206  1.4    lukem 	short row, col;
    207  1.1      cgd {
    208  1.1      cgd 	object *new_weapon, *monster;
    209  1.1      cgd 	short i = 0;
    210  1.1      cgd 	char msg[80];
    211  1.1      cgd 	boolean found = 0;
    212  1.1      cgd 	short mch, dch;
    213  1.1      cgd 	unsigned short mon;
    214  1.1      cgd 
    215  1.7  jnemeth 	if ((row < 0) || (row >= DROWS) || (col < 0) || (col >= DCOLS))
    216  1.7  jnemeth 		clean_up("flop_weapon:  weapon landed outside of dungeon");
    217  1.7  jnemeth 
    218  1.1      cgd 	while ((i < 9) && dungeon[row][col] & ~(FLOOR | TUNNEL | DOOR | MONSTER)) {
    219  1.1      cgd 		rand_around(i++, &row, &col);
    220  1.1      cgd 		if ((row > (DROWS-2)) || (row < MIN_ROW) ||
    221  1.1      cgd 			(col > (DCOLS-1)) || (col < 0) || (!dungeon[row][col]) ||
    222  1.1      cgd 			(dungeon[row][col] & ~(FLOOR | TUNNEL | DOOR | MONSTER))) {
    223  1.1      cgd 			continue;
    224  1.1      cgd 		}
    225  1.1      cgd 		found = 1;
    226  1.1      cgd 		break;
    227  1.1      cgd 	}
    228  1.1      cgd 
    229  1.1      cgd 	if (found || (i == 0)) {
    230  1.1      cgd 		new_weapon = alloc_object();
    231  1.1      cgd 		*new_weapon = *weapon;
    232  1.1      cgd 		new_weapon->in_use_flags = NOT_USED;
    233  1.1      cgd 		new_weapon->quantity = 1;
    234  1.1      cgd 		new_weapon->ichar = 'L';
    235  1.1      cgd 		place_at(new_weapon, row, col);
    236  1.1      cgd 		if (rogue_can_see(row, col) &&
    237  1.1      cgd 				((row != rogue.row) || (col != rogue.col))) {
    238  1.1      cgd 			mon = dungeon[row][col] & MONSTER;
    239  1.1      cgd 			dungeon[row][col] &= (~MONSTER);
    240  1.1      cgd 			dch = get_dungeon_char(row, col);
    241  1.1      cgd 			if (mon) {
    242  1.1      cgd 				mch = mvinch(row, col);
    243  1.4    lukem 				if ((monster = object_at(&level_monsters,
    244  1.4    lukem 				    row, col)) != NULL) {
    245  1.1      cgd 					monster->trail_char = dch;
    246  1.1      cgd 				}
    247  1.1      cgd 				if ((mch < 'A') || (mch > 'Z')) {
    248  1.1      cgd 					mvaddch(row, col, dch);
    249  1.1      cgd 				}
    250  1.1      cgd 			} else {
    251  1.1      cgd 				mvaddch(row, col, dch);
    252  1.1      cgd 			}
    253  1.1      cgd 			dungeon[row][col] |= mon;
    254  1.1      cgd 		}
    255  1.1      cgd 	} else {
    256  1.1      cgd 		short t;
    257  1.1      cgd 
    258  1.1      cgd 		t = weapon->quantity;
    259  1.1      cgd 		weapon->quantity = 1;
    260  1.1      cgd 		sprintf(msg, "the %svanishes as it hits the ground",
    261  1.1      cgd 		name_of(weapon));
    262  1.1      cgd 		weapon->quantity = t;
    263  1.1      cgd 		message(msg, 0);
    264  1.1      cgd 	}
    265  1.1      cgd }
    266  1.1      cgd 
    267  1.4    lukem void
    268  1.1      cgd rand_around(i, r, c)
    269  1.4    lukem 	short i, *r, *c;
    270  1.1      cgd {
    271  1.5  hubertf 	static char pos[] = "\010\007\001\003\004\005\002\006\0";
    272  1.1      cgd 	static short row, col;
    273  1.1      cgd 	short j;
    274  1.1      cgd 
    275  1.1      cgd 	if (i == 0) {
    276  1.1      cgd 		short x, y, o, t;
    277  1.1      cgd 
    278  1.1      cgd 		row = *r;
    279  1.1      cgd 		col = *c;
    280  1.1      cgd 
    281  1.1      cgd 		o = get_rand(1, 8);
    282  1.1      cgd 
    283  1.1      cgd 		for (j = 0; j < 5; j++) {
    284  1.1      cgd 			x = get_rand(0, 8);
    285  1.1      cgd 			y = (x + o) % 9;
    286  1.1      cgd 			t = pos[x];
    287  1.1      cgd 			pos[x] = pos[y];
    288  1.1      cgd 			pos[y] = t;
    289  1.1      cgd 		}
    290  1.1      cgd 	}
    291  1.1      cgd 	switch((short)pos[i]) {
    292  1.1      cgd 	case 0:
    293  1.1      cgd 		*r = row + 1;
    294  1.1      cgd 		*c = col + 1;
    295  1.1      cgd 		break;
    296  1.1      cgd 	case 1:
    297  1.1      cgd 		*r = row + 1;
    298  1.1      cgd 		*c = col - 1;
    299  1.1      cgd 		break;
    300  1.1      cgd 	case 2:
    301  1.1      cgd 		*r = row - 1;
    302  1.1      cgd 		*c = col + 1;
    303  1.1      cgd 		break;
    304  1.1      cgd 	case 3:
    305  1.1      cgd 		*r = row - 1;
    306  1.1      cgd 		*c = col - 1;
    307  1.1      cgd 		break;
    308  1.1      cgd 	case 4:
    309  1.1      cgd 		*r = row;
    310  1.1      cgd 		*c = col + 1;
    311  1.1      cgd 		break;
    312  1.1      cgd 	case 5:
    313  1.1      cgd 		*r = row + 1;
    314  1.1      cgd 		*c = col;
    315  1.1      cgd 		break;
    316  1.1      cgd 	case 6:
    317  1.1      cgd 		*r = row;
    318  1.1      cgd 		*c = col;
    319  1.1      cgd 		break;
    320  1.1      cgd 	case 7:
    321  1.1      cgd 		*r = row - 1;
    322  1.1      cgd 		*c = col;
    323  1.1      cgd 		break;
    324  1.1      cgd 	case 8:
    325  1.1      cgd 		*r = row;
    326  1.1      cgd 		*c = col - 1;
    327  1.1      cgd 		break;
    328  1.1      cgd 	}
    329  1.1      cgd }
    330