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throw.c revision 1.2
      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[] = "from: @(#)throw.c	5.3 (Berkeley) 6/1/90";*/
     39 static char rcsid[] = "$Id: throw.c,v 1.2 1993/08/01 18:52:11 mycroft Exp $";
     40 #endif /* not lint */
     41 
     42 /*
     43  * throw.c
     44  *
     45  * This source herein may be modified and/or distributed by anybody who
     46  * so desires, with the following restrictions:
     47  *    1.)  No portion of this notice shall be removed.
     48  *    2.)  Credit shall not be taken for the creation of this source.
     49  *    3.)  This code is not to be traded, sold, or used for personal
     50  *         gain or profit.
     51  *
     52  */
     53 
     54 #include "rogue.h"
     55 
     56 extern short cur_room;
     57 extern char *curse_message;
     58 extern char hit_message[];
     59 
     60 throw()
     61 {
     62 	short wch, d;
     63 	boolean first_miss = 1;
     64 	object *weapon;
     65 	short dir, row, col;
     66 	object *monster;
     67 
     68 	while (!is_direction(dir = rgetchar(), &d)) {
     69 		sound_bell();
     70 		if (first_miss) {
     71 			message("direction? ", 0);
     72 			first_miss = 0;
     73 		}
     74 	}
     75 	check_message();
     76 	if (dir == CANCEL) {
     77 		return;
     78 	}
     79 	if ((wch = pack_letter("throw what?", WEAPON)) == CANCEL) {
     80 		return;
     81 	}
     82 	check_message();
     83 
     84 	if (!(weapon = get_letter_object(wch))) {
     85 		message("no such item.", 0);
     86 		return;
     87 	}
     88 	if ((weapon->in_use_flags & BEING_USED) && weapon->is_cursed) {
     89 		message(curse_message, 0);
     90 		return;
     91 	}
     92 	row = rogue.row; col = rogue.col;
     93 
     94 	if ((weapon->in_use_flags & BEING_WIELDED) && (weapon->quantity <= 1)) {
     95 		unwield(rogue.weapon);
     96 	} else if (weapon->in_use_flags & BEING_WORN) {
     97 		mv_aquatars();
     98 		unwear(rogue.armor);
     99 		print_stats(STAT_ARMOR);
    100 	} else if (weapon->in_use_flags & ON_EITHER_HAND) {
    101 		un_put_on(weapon);
    102 	}
    103 	monster = get_thrown_at_monster(weapon, d, &row, &col);
    104 	mvaddch(rogue.row, rogue.col, rogue.fchar);
    105 	refresh();
    106 
    107 	if (rogue_can_see(row, col) && ((row != rogue.row) || (col != rogue.col))){
    108 		mvaddch(row, col, get_dungeon_char(row, col));
    109 	}
    110 	if (monster) {
    111 		wake_up(monster);
    112 		check_gold_seeker(monster);
    113 
    114 		if (!throw_at_monster(monster, weapon)) {
    115 			flop_weapon(weapon, row, col);
    116 		}
    117 	} else {
    118 		flop_weapon(weapon, row, col);
    119 	}
    120 	vanish(weapon, 1, &rogue.pack);
    121 }
    122 
    123 throw_at_monster(monster, weapon)
    124 object *monster, *weapon;
    125 {
    126 	short damage, hit_chance;
    127 	short t;
    128 
    129 	hit_chance = get_hit_chance(weapon);
    130 	damage = get_weapon_damage(weapon);
    131 	if ((weapon->which_kind == ARROW) &&
    132 		(rogue.weapon && (rogue.weapon->which_kind == BOW))) {
    133 		damage += get_weapon_damage(rogue.weapon);
    134 		damage = ((damage * 2) / 3);
    135 		hit_chance += (hit_chance / 3);
    136 	} else if ((weapon->in_use_flags & BEING_WIELDED) &&
    137 		((weapon->which_kind == DAGGER) ||
    138 		(weapon->which_kind == SHURIKEN) ||
    139 		(weapon->which_kind == DART))) {
    140 		damage = ((damage * 3) / 2);
    141 		hit_chance += (hit_chance / 3);
    142 	}
    143 	t = weapon->quantity;
    144 	weapon->quantity = 1;
    145 	sprintf(hit_message, "the %s", name_of(weapon));
    146 	weapon->quantity = t;
    147 
    148 	if (!rand_percent(hit_chance)) {
    149 		(void) strcat(hit_message, "misses  ");
    150 		return(0);
    151 	}
    152 	s_con_mon(monster);
    153 	(void) strcat(hit_message, "hit  ");
    154 	(void) mon_damage(monster, damage);
    155 	return(1);
    156 }
    157 
    158 object *
    159 get_thrown_at_monster(obj, dir, row, col)
    160 object *obj;
    161 short dir;
    162 short *row, *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 flop_weapon(weapon, row, col)
    204 object *weapon;
    205 short row, col;
    206 {
    207 	object *new_weapon, *monster;
    208 	short i = 0;
    209 	char msg[80];
    210 	boolean found = 0;
    211 	short mch, dch;
    212 	unsigned short mon;
    213 
    214 	while ((i < 9) && dungeon[row][col] & ~(FLOOR | TUNNEL | DOOR | MONSTER)) {
    215 		rand_around(i++, &row, &col);
    216 		if ((row > (DROWS-2)) || (row < MIN_ROW) ||
    217 			(col > (DCOLS-1)) || (col < 0) || (!dungeon[row][col]) ||
    218 			(dungeon[row][col] & ~(FLOOR | TUNNEL | DOOR | MONSTER))) {
    219 			continue;
    220 		}
    221 		found = 1;
    222 		break;
    223 	}
    224 
    225 	if (found || (i == 0)) {
    226 		new_weapon = alloc_object();
    227 		*new_weapon = *weapon;
    228 		new_weapon->in_use_flags = NOT_USED;
    229 		new_weapon->quantity = 1;
    230 		new_weapon->ichar = 'L';
    231 		place_at(new_weapon, row, col);
    232 		if (rogue_can_see(row, col) &&
    233 				((row != rogue.row) || (col != rogue.col))) {
    234 			mon = dungeon[row][col] & MONSTER;
    235 			dungeon[row][col] &= (~MONSTER);
    236 			dch = get_dungeon_char(row, col);
    237 			if (mon) {
    238 				mch = mvinch(row, col);
    239 				if (monster = object_at(&level_monsters, row, col)) {
    240 					monster->trail_char = dch;
    241 				}
    242 				if ((mch < 'A') || (mch > 'Z')) {
    243 					mvaddch(row, col, dch);
    244 				}
    245 			} else {
    246 				mvaddch(row, col, dch);
    247 			}
    248 			dungeon[row][col] |= mon;
    249 		}
    250 	} else {
    251 		short t;
    252 
    253 		t = weapon->quantity;
    254 		weapon->quantity = 1;
    255 		sprintf(msg, "the %svanishes as it hits the ground",
    256 		name_of(weapon));
    257 		weapon->quantity = t;
    258 		message(msg, 0);
    259 	}
    260 }
    261 
    262 rand_around(i, r, c)
    263 short i, *r, *c;
    264 {
    265 	static char* pos = "\010\007\001\003\004\005\002\006\0";
    266 	static short row, col;
    267 	short j;
    268 
    269 	if (i == 0) {
    270 		short x, y, o, t;
    271 
    272 		row = *r;
    273 		col = *c;
    274 
    275 		o = get_rand(1, 8);
    276 
    277 		for (j = 0; j < 5; j++) {
    278 			x = get_rand(0, 8);
    279 			y = (x + o) % 9;
    280 			t = pos[x];
    281 			pos[x] = pos[y];
    282 			pos[y] = t;
    283 		}
    284 	}
    285 	switch((short)pos[i]) {
    286 	case 0:
    287 		*r = row + 1;
    288 		*c = col + 1;
    289 		break;
    290 	case 1:
    291 		*r = row + 1;
    292 		*c = col - 1;
    293 		break;
    294 	case 2:
    295 		*r = row - 1;
    296 		*c = col + 1;
    297 		break;
    298 	case 3:
    299 		*r = row - 1;
    300 		*c = col - 1;
    301 		break;
    302 	case 4:
    303 		*r = row;
    304 		*c = col + 1;
    305 		break;
    306 	case 5:
    307 		*r = row + 1;
    308 		*c = col;
    309 		break;
    310 	case 6:
    311 		*r = row;
    312 		*c = col;
    313 		break;
    314 	case 7:
    315 		*r = row - 1;
    316 		*c = col;
    317 		break;
    318 	case 8:
    319 		*r = row;
    320 		*c = col - 1;
    321 		break;
    322 	}
    323 }
    324