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throw.c revision 1.1
      1 /*
      2  * Copyright (c) 1988 The Regents of the University of California.
      3  * All rights reserved.
      4  *
      5  * This code is derived from software contributed to Berkeley by
      6  * Timothy C. Stoehr.
      7  *
      8  * Redistribution and use in source and binary forms, with or without
      9  * modification, are permitted provided that the following conditions
     10  * are met:
     11  * 1. Redistributions of source code must retain the above copyright
     12  *    notice, this list of conditions and the following disclaimer.
     13  * 2. Redistributions in binary form must reproduce the above copyright
     14  *    notice, this list of conditions and the following disclaimer in the
     15  *    documentation and/or other materials provided with the distribution.
     16  * 3. All advertising materials mentioning features or use of this software
     17  *    must display the following acknowledgement:
     18  *	This product includes software developed by the University of
     19  *	California, Berkeley and its contributors.
     20  * 4. Neither the name of the University nor the names of its contributors
     21  *    may be used to endorse or promote products derived from this software
     22  *    without specific prior written permission.
     23  *
     24  * THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND
     25  * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
     26  * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
     27  * ARE DISCLAIMED.  IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE
     28  * FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
     29  * DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS
     30  * OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
     31  * HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
     32  * LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
     33  * OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
     34  * SUCH DAMAGE.
     35  */
     36 
     37 #ifndef lint
     38 static char sccsid[] = "@(#)throw.c	5.3 (Berkeley) 6/1/90";
     39 #endif /* not lint */
     40 
     41 /*
     42  * throw.c
     43  *
     44  * This source herein may be modified and/or distributed by anybody who
     45  * so desires, with the following restrictions:
     46  *    1.)  No portion of this notice shall be removed.
     47  *    2.)  Credit shall not be taken for the creation of this source.
     48  *    3.)  This code is not to be traded, sold, or used for personal
     49  *         gain or profit.
     50  *
     51  */
     52 
     53 #include "rogue.h"
     54 
     55 extern short cur_room;
     56 extern char *curse_message;
     57 extern char hit_message[];
     58 
     59 throw()
     60 {
     61 	short wch, d;
     62 	boolean first_miss = 1;
     63 	object *weapon;
     64 	short dir, row, col;
     65 	object *monster;
     66 
     67 	while (!is_direction(dir = rgetchar(), &d)) {
     68 		sound_bell();
     69 		if (first_miss) {
     70 			message("direction? ", 0);
     71 			first_miss = 0;
     72 		}
     73 	}
     74 	check_message();
     75 	if (dir == CANCEL) {
     76 		return;
     77 	}
     78 	if ((wch = pack_letter("throw what?", WEAPON)) == CANCEL) {
     79 		return;
     80 	}
     81 	check_message();
     82 
     83 	if (!(weapon = get_letter_object(wch))) {
     84 		message("no such item.", 0);
     85 		return;
     86 	}
     87 	if ((weapon->in_use_flags & BEING_USED) && weapon->is_cursed) {
     88 		message(curse_message, 0);
     89 		return;
     90 	}
     91 	row = rogue.row; col = rogue.col;
     92 
     93 	if ((weapon->in_use_flags & BEING_WIELDED) && (weapon->quantity <= 1)) {
     94 		unwield(rogue.weapon);
     95 	} else if (weapon->in_use_flags & BEING_WORN) {
     96 		mv_aquatars();
     97 		unwear(rogue.armor);
     98 		print_stats(STAT_ARMOR);
     99 	} else if (weapon->in_use_flags & ON_EITHER_HAND) {
    100 		un_put_on(weapon);
    101 	}
    102 	monster = get_thrown_at_monster(weapon, d, &row, &col);
    103 	mvaddch(rogue.row, rogue.col, rogue.fchar);
    104 	refresh();
    105 
    106 	if (rogue_can_see(row, col) && ((row != rogue.row) || (col != rogue.col))){
    107 		mvaddch(row, col, get_dungeon_char(row, col));
    108 	}
    109 	if (monster) {
    110 		wake_up(monster);
    111 		check_gold_seeker(monster);
    112 
    113 		if (!throw_at_monster(monster, weapon)) {
    114 			flop_weapon(weapon, row, col);
    115 		}
    116 	} else {
    117 		flop_weapon(weapon, row, col);
    118 	}
    119 	vanish(weapon, 1, &rogue.pack);
    120 }
    121 
    122 throw_at_monster(monster, weapon)
    123 object *monster, *weapon;
    124 {
    125 	short damage, hit_chance;
    126 	short t;
    127 
    128 	hit_chance = get_hit_chance(weapon);
    129 	damage = get_weapon_damage(weapon);
    130 	if ((weapon->which_kind == ARROW) &&
    131 		(rogue.weapon && (rogue.weapon->which_kind == BOW))) {
    132 		damage += get_weapon_damage(rogue.weapon);
    133 		damage = ((damage * 2) / 3);
    134 		hit_chance += (hit_chance / 3);
    135 	} else if ((weapon->in_use_flags & BEING_WIELDED) &&
    136 		((weapon->which_kind == DAGGER) ||
    137 		(weapon->which_kind == SHURIKEN) ||
    138 		(weapon->which_kind == DART))) {
    139 		damage = ((damage * 3) / 2);
    140 		hit_chance += (hit_chance / 3);
    141 	}
    142 	t = weapon->quantity;
    143 	weapon->quantity = 1;
    144 	sprintf(hit_message, "the %s", name_of(weapon));
    145 	weapon->quantity = t;
    146 
    147 	if (!rand_percent(hit_chance)) {
    148 		(void) strcat(hit_message, "misses  ");
    149 		return(0);
    150 	}
    151 	s_con_mon(monster);
    152 	(void) strcat(hit_message, "hit  ");
    153 	(void) mon_damage(monster, damage);
    154 	return(1);
    155 }
    156 
    157 object *
    158 get_thrown_at_monster(obj, dir, row, col)
    159 object *obj;
    160 short dir;
    161 short *row, *col;
    162 {
    163 	short orow, ocol;
    164 	short i, ch;
    165 
    166 	orow = *row; ocol = *col;
    167 
    168 	ch = get_mask_char(obj->what_is);
    169 
    170 	for (i = 0; i < 24; i++) {
    171 		get_dir_rc(dir, row, col, 0);
    172 		if (	(((*col <= 0) || (*col >= DCOLS-1)) ||
    173 				(dungeon[*row][*col] == NOTHING)) ||
    174 				((dungeon[*row][*col] & (HORWALL | VERTWALL | HIDDEN)) &&
    175 					(!(dungeon[*row][*col] & TRAP)))) {
    176 			*row = orow;
    177 			*col = ocol;
    178 			return(0);
    179 		}
    180 		if ((i != 0) && rogue_can_see(orow, ocol)) {
    181 			mvaddch(orow, ocol, get_dungeon_char(orow, ocol));
    182 		}
    183 		if (rogue_can_see(*row, *col)) {
    184 			if (!(dungeon[*row][*col] & MONSTER)) {
    185 				mvaddch(*row, *col, ch);
    186 			}
    187 			refresh();
    188 		}
    189 		orow = *row; ocol = *col;
    190 		if (dungeon[*row][*col] & MONSTER) {
    191 			if (!imitating(*row, *col)) {
    192 				return(object_at(&level_monsters, *row, *col));
    193 			}
    194 		}
    195 		if (dungeon[*row][*col] & TUNNEL) {
    196 			i += 2;
    197 		}
    198 	}
    199 	return(0);
    200 }
    201 
    202 flop_weapon(weapon, row, col)
    203 object *weapon;
    204 short row, col;
    205 {
    206 	object *new_weapon, *monster;
    207 	short i = 0;
    208 	char msg[80];
    209 	boolean found = 0;
    210 	short mch, dch;
    211 	unsigned short mon;
    212 
    213 	while ((i < 9) && dungeon[row][col] & ~(FLOOR | TUNNEL | DOOR | MONSTER)) {
    214 		rand_around(i++, &row, &col);
    215 		if ((row > (DROWS-2)) || (row < MIN_ROW) ||
    216 			(col > (DCOLS-1)) || (col < 0) || (!dungeon[row][col]) ||
    217 			(dungeon[row][col] & ~(FLOOR | TUNNEL | DOOR | MONSTER))) {
    218 			continue;
    219 		}
    220 		found = 1;
    221 		break;
    222 	}
    223 
    224 	if (found || (i == 0)) {
    225 		new_weapon = alloc_object();
    226 		*new_weapon = *weapon;
    227 		new_weapon->in_use_flags = NOT_USED;
    228 		new_weapon->quantity = 1;
    229 		new_weapon->ichar = 'L';
    230 		place_at(new_weapon, row, col);
    231 		if (rogue_can_see(row, col) &&
    232 				((row != rogue.row) || (col != rogue.col))) {
    233 			mon = dungeon[row][col] & MONSTER;
    234 			dungeon[row][col] &= (~MONSTER);
    235 			dch = get_dungeon_char(row, col);
    236 			if (mon) {
    237 				mch = mvinch(row, col);
    238 				if (monster = object_at(&level_monsters, row, col)) {
    239 					monster->trail_char = dch;
    240 				}
    241 				if ((mch < 'A') || (mch > 'Z')) {
    242 					mvaddch(row, col, dch);
    243 				}
    244 			} else {
    245 				mvaddch(row, col, dch);
    246 			}
    247 			dungeon[row][col] |= mon;
    248 		}
    249 	} else {
    250 		short t;
    251 
    252 		t = weapon->quantity;
    253 		weapon->quantity = 1;
    254 		sprintf(msg, "the %svanishes as it hits the ground",
    255 		name_of(weapon));
    256 		weapon->quantity = t;
    257 		message(msg, 0);
    258 	}
    259 }
    260 
    261 rand_around(i, r, c)
    262 short i, *r, *c;
    263 {
    264 	static char* pos = "\010\007\001\003\004\005\002\006\0";
    265 	static short row, col;
    266 	short j;
    267 
    268 	if (i == 0) {
    269 		short x, y, o, t;
    270 
    271 		row = *r;
    272 		col = *c;
    273 
    274 		o = get_rand(1, 8);
    275 
    276 		for (j = 0; j < 5; j++) {
    277 			x = get_rand(0, 8);
    278 			y = (x + o) % 9;
    279 			t = pos[x];
    280 			pos[x] = pos[y];
    281 			pos[y] = t;
    282 		}
    283 	}
    284 	switch((short)pos[i]) {
    285 	case 0:
    286 		*r = row + 1;
    287 		*c = col + 1;
    288 		break;
    289 	case 1:
    290 		*r = row + 1;
    291 		*c = col - 1;
    292 		break;
    293 	case 2:
    294 		*r = row - 1;
    295 		*c = col + 1;
    296 		break;
    297 	case 3:
    298 		*r = row - 1;
    299 		*c = col - 1;
    300 		break;
    301 	case 4:
    302 		*r = row;
    303 		*c = col + 1;
    304 		break;
    305 	case 5:
    306 		*r = row + 1;
    307 		*c = col;
    308 		break;
    309 	case 6:
    310 		*r = row;
    311 		*c = col;
    312 		break;
    313 	case 7:
    314 		*r = row - 1;
    315 		*c = col;
    316 		break;
    317 	case 8:
    318 		*r = row;
    319 		*c = col - 1;
    320 		break;
    321 	}
    322 }
    323