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throw.c revision 1.3
      1 /*	$NetBSD: throw.c,v 1.3 1995/04/22 10:28:32 cgd 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. All advertising materials mentioning features or use of this software
     19  *    must display the following acknowledgement:
     20  *	This product includes software developed by the University of
     21  *	California, Berkeley and its contributors.
     22  * 4. Neither the name of the University nor the names of its contributors
     23  *    may be used to endorse or promote products derived from this software
     24  *    without specific prior written permission.
     25  *
     26  * THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND
     27  * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
     28  * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
     29  * ARE DISCLAIMED.  IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE
     30  * FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
     31  * DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS
     32  * OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
     33  * HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
     34  * LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
     35  * OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
     36  * SUCH DAMAGE.
     37  */
     38 
     39 #ifndef lint
     40 #if 0
     41 static char sccsid[] = "@(#)throw.c	8.1 (Berkeley) 5/31/93";
     42 #else
     43 static char rcsid[] = "$NetBSD: throw.c,v 1.3 1995/04/22 10:28:32 cgd Exp $";
     44 #endif
     45 #endif /* not lint */
     46 
     47 /*
     48  * throw.c
     49  *
     50  * This source herein may be modified and/or distributed by anybody who
     51  * so desires, with the following restrictions:
     52  *    1.)  No portion of this notice shall be removed.
     53  *    2.)  Credit shall not be taken for the creation of this source.
     54  *    3.)  This code is not to be traded, sold, or used for personal
     55  *         gain or profit.
     56  *
     57  */
     58 
     59 #include "rogue.h"
     60 
     61 extern short cur_room;
     62 extern char *curse_message;
     63 extern char hit_message[];
     64 
     65 throw()
     66 {
     67 	short wch, d;
     68 	boolean first_miss = 1;
     69 	object *weapon;
     70 	short dir, row, col;
     71 	object *monster;
     72 
     73 	while (!is_direction(dir = rgetchar(), &d)) {
     74 		sound_bell();
     75 		if (first_miss) {
     76 			message("direction? ", 0);
     77 			first_miss = 0;
     78 		}
     79 	}
     80 	check_message();
     81 	if (dir == CANCEL) {
     82 		return;
     83 	}
     84 	if ((wch = pack_letter("throw what?", WEAPON)) == CANCEL) {
     85 		return;
     86 	}
     87 	check_message();
     88 
     89 	if (!(weapon = get_letter_object(wch))) {
     90 		message("no such item.", 0);
     91 		return;
     92 	}
     93 	if ((weapon->in_use_flags & BEING_USED) && weapon->is_cursed) {
     94 		message(curse_message, 0);
     95 		return;
     96 	}
     97 	row = rogue.row; col = rogue.col;
     98 
     99 	if ((weapon->in_use_flags & BEING_WIELDED) && (weapon->quantity <= 1)) {
    100 		unwield(rogue.weapon);
    101 	} else if (weapon->in_use_flags & BEING_WORN) {
    102 		mv_aquatars();
    103 		unwear(rogue.armor);
    104 		print_stats(STAT_ARMOR);
    105 	} else if (weapon->in_use_flags & ON_EITHER_HAND) {
    106 		un_put_on(weapon);
    107 	}
    108 	monster = get_thrown_at_monster(weapon, d, &row, &col);
    109 	mvaddch(rogue.row, rogue.col, rogue.fchar);
    110 	refresh();
    111 
    112 	if (rogue_can_see(row, col) && ((row != rogue.row) || (col != rogue.col))){
    113 		mvaddch(row, col, get_dungeon_char(row, col));
    114 	}
    115 	if (monster) {
    116 		wake_up(monster);
    117 		check_gold_seeker(monster);
    118 
    119 		if (!throw_at_monster(monster, weapon)) {
    120 			flop_weapon(weapon, row, col);
    121 		}
    122 	} else {
    123 		flop_weapon(weapon, row, col);
    124 	}
    125 	vanish(weapon, 1, &rogue.pack);
    126 }
    127 
    128 throw_at_monster(monster, weapon)
    129 object *monster, *weapon;
    130 {
    131 	short damage, hit_chance;
    132 	short t;
    133 
    134 	hit_chance = get_hit_chance(weapon);
    135 	damage = get_weapon_damage(weapon);
    136 	if ((weapon->which_kind == ARROW) &&
    137 		(rogue.weapon && (rogue.weapon->which_kind == BOW))) {
    138 		damage += get_weapon_damage(rogue.weapon);
    139 		damage = ((damage * 2) / 3);
    140 		hit_chance += (hit_chance / 3);
    141 	} else if ((weapon->in_use_flags & BEING_WIELDED) &&
    142 		((weapon->which_kind == DAGGER) ||
    143 		(weapon->which_kind == SHURIKEN) ||
    144 		(weapon->which_kind == DART))) {
    145 		damage = ((damage * 3) / 2);
    146 		hit_chance += (hit_chance / 3);
    147 	}
    148 	t = weapon->quantity;
    149 	weapon->quantity = 1;
    150 	sprintf(hit_message, "the %s", name_of(weapon));
    151 	weapon->quantity = t;
    152 
    153 	if (!rand_percent(hit_chance)) {
    154 		(void) strcat(hit_message, "misses  ");
    155 		return(0);
    156 	}
    157 	s_con_mon(monster);
    158 	(void) strcat(hit_message, "hit  ");
    159 	(void) mon_damage(monster, damage);
    160 	return(1);
    161 }
    162 
    163 object *
    164 get_thrown_at_monster(obj, dir, row, col)
    165 object *obj;
    166 short dir;
    167 short *row, *col;
    168 {
    169 	short orow, ocol;
    170 	short i, ch;
    171 
    172 	orow = *row; ocol = *col;
    173 
    174 	ch = get_mask_char(obj->what_is);
    175 
    176 	for (i = 0; i < 24; i++) {
    177 		get_dir_rc(dir, row, col, 0);
    178 		if (	(((*col <= 0) || (*col >= DCOLS-1)) ||
    179 				(dungeon[*row][*col] == NOTHING)) ||
    180 				((dungeon[*row][*col] & (HORWALL | VERTWALL | HIDDEN)) &&
    181 					(!(dungeon[*row][*col] & TRAP)))) {
    182 			*row = orow;
    183 			*col = ocol;
    184 			return(0);
    185 		}
    186 		if ((i != 0) && rogue_can_see(orow, ocol)) {
    187 			mvaddch(orow, ocol, get_dungeon_char(orow, ocol));
    188 		}
    189 		if (rogue_can_see(*row, *col)) {
    190 			if (!(dungeon[*row][*col] & MONSTER)) {
    191 				mvaddch(*row, *col, ch);
    192 			}
    193 			refresh();
    194 		}
    195 		orow = *row; ocol = *col;
    196 		if (dungeon[*row][*col] & MONSTER) {
    197 			if (!imitating(*row, *col)) {
    198 				return(object_at(&level_monsters, *row, *col));
    199 			}
    200 		}
    201 		if (dungeon[*row][*col] & TUNNEL) {
    202 			i += 2;
    203 		}
    204 	}
    205 	return(0);
    206 }
    207 
    208 flop_weapon(weapon, row, col)
    209 object *weapon;
    210 short row, col;
    211 {
    212 	object *new_weapon, *monster;
    213 	short i = 0;
    214 	char msg[80];
    215 	boolean found = 0;
    216 	short mch, dch;
    217 	unsigned short mon;
    218 
    219 	while ((i < 9) && dungeon[row][col] & ~(FLOOR | TUNNEL | DOOR | MONSTER)) {
    220 		rand_around(i++, &row, &col);
    221 		if ((row > (DROWS-2)) || (row < MIN_ROW) ||
    222 			(col > (DCOLS-1)) || (col < 0) || (!dungeon[row][col]) ||
    223 			(dungeon[row][col] & ~(FLOOR | TUNNEL | DOOR | MONSTER))) {
    224 			continue;
    225 		}
    226 		found = 1;
    227 		break;
    228 	}
    229 
    230 	if (found || (i == 0)) {
    231 		new_weapon = alloc_object();
    232 		*new_weapon = *weapon;
    233 		new_weapon->in_use_flags = NOT_USED;
    234 		new_weapon->quantity = 1;
    235 		new_weapon->ichar = 'L';
    236 		place_at(new_weapon, row, col);
    237 		if (rogue_can_see(row, col) &&
    238 				((row != rogue.row) || (col != rogue.col))) {
    239 			mon = dungeon[row][col] & MONSTER;
    240 			dungeon[row][col] &= (~MONSTER);
    241 			dch = get_dungeon_char(row, col);
    242 			if (mon) {
    243 				mch = mvinch(row, col);
    244 				if (monster = object_at(&level_monsters, row, col)) {
    245 					monster->trail_char = dch;
    246 				}
    247 				if ((mch < 'A') || (mch > 'Z')) {
    248 					mvaddch(row, col, dch);
    249 				}
    250 			} else {
    251 				mvaddch(row, col, dch);
    252 			}
    253 			dungeon[row][col] |= mon;
    254 		}
    255 	} else {
    256 		short t;
    257 
    258 		t = weapon->quantity;
    259 		weapon->quantity = 1;
    260 		sprintf(msg, "the %svanishes as it hits the ground",
    261 		name_of(weapon));
    262 		weapon->quantity = t;
    263 		message(msg, 0);
    264 	}
    265 }
    266 
    267 rand_around(i, r, c)
    268 short i, *r, *c;
    269 {
    270 	static char* pos = "\010\007\001\003\004\005\002\006\0";
    271 	static short row, col;
    272 	short j;
    273 
    274 	if (i == 0) {
    275 		short x, y, o, t;
    276 
    277 		row = *r;
    278 		col = *c;
    279 
    280 		o = get_rand(1, 8);
    281 
    282 		for (j = 0; j < 5; j++) {
    283 			x = get_rand(0, 8);
    284 			y = (x + o) % 9;
    285 			t = pos[x];
    286 			pos[x] = pos[y];
    287 			pos[y] = t;
    288 		}
    289 	}
    290 	switch((short)pos[i]) {
    291 	case 0:
    292 		*r = row + 1;
    293 		*c = col + 1;
    294 		break;
    295 	case 1:
    296 		*r = row + 1;
    297 		*c = col - 1;
    298 		break;
    299 	case 2:
    300 		*r = row - 1;
    301 		*c = col + 1;
    302 		break;
    303 	case 3:
    304 		*r = row - 1;
    305 		*c = col - 1;
    306 		break;
    307 	case 4:
    308 		*r = row;
    309 		*c = col + 1;
    310 		break;
    311 	case 5:
    312 		*r = row + 1;
    313 		*c = col;
    314 		break;
    315 	case 6:
    316 		*r = row;
    317 		*c = col;
    318 		break;
    319 	case 7:
    320 		*r = row - 1;
    321 		*c = col;
    322 		break;
    323 	case 8:
    324 		*r = row;
    325 		*c = col - 1;
    326 		break;
    327 	}
    328 }
    329