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throw.c revision 1.5
      1 /*	$NetBSD: throw.c,v 1.5 1998/11/10 13:01:32 hubertf 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 #include <sys/cdefs.h>
     40 #ifndef lint
     41 #if 0
     42 static char sccsid[] = "@(#)throw.c	8.1 (Berkeley) 5/31/93";
     43 #else
     44 __RCSID("$NetBSD: throw.c,v 1.5 1998/11/10 13:01:32 hubertf Exp $");
     45 #endif
     46 #endif /* not lint */
     47 
     48 /*
     49  * throw.c
     50  *
     51  * This source herein may be modified and/or distributed by anybody who
     52  * so desires, with the following restrictions:
     53  *    1.)  No portion of this notice shall be removed.
     54  *    2.)  Credit shall not be taken for the creation of this source.
     55  *    3.)  This code is not to be traded, sold, or used for personal
     56  *         gain or profit.
     57  *
     58  */
     59 
     60 #include "rogue.h"
     61 
     62 void
     63 throw()
     64 {
     65 	short wch, d;
     66 	boolean first_miss = 1;
     67 	object *weapon;
     68 	short dir, row, col;
     69 	object *monster;
     70 
     71 	while (!is_direction(dir = rgetchar(), &d)) {
     72 		sound_bell();
     73 		if (first_miss) {
     74 			message("direction? ", 0);
     75 			first_miss = 0;
     76 		}
     77 	}
     78 	check_message();
     79 	if (dir == CANCEL) {
     80 		return;
     81 	}
     82 	if ((wch = pack_letter("throw what?", WEAPON)) == CANCEL) {
     83 		return;
     84 	}
     85 	check_message();
     86 
     87 	if (!(weapon = get_letter_object(wch))) {
     88 		message("no such item.", 0);
     89 		return;
     90 	}
     91 	if ((weapon->in_use_flags & BEING_USED) && weapon->is_cursed) {
     92 		message(curse_message, 0);
     93 		return;
     94 	}
     95 	row = rogue.row; col = rogue.col;
     96 
     97 	if ((weapon->in_use_flags & BEING_WIELDED) && (weapon->quantity <= 1)) {
     98 		unwield(rogue.weapon);
     99 	} else if (weapon->in_use_flags & BEING_WORN) {
    100 		mv_aquatars();
    101 		unwear(rogue.armor);
    102 		print_stats(STAT_ARMOR);
    103 	} else if (weapon->in_use_flags & ON_EITHER_HAND) {
    104 		un_put_on(weapon);
    105 	}
    106 	monster = get_thrown_at_monster(weapon, d, &row, &col);
    107 	mvaddch(rogue.row, rogue.col, rogue.fchar);
    108 	refresh();
    109 
    110 	if (rogue_can_see(row, col) && ((row != rogue.row) || (col != rogue.col))){
    111 		mvaddch(row, col, get_dungeon_char(row, col));
    112 	}
    113 	if (monster) {
    114 		wake_up(monster);
    115 		check_gold_seeker(monster);
    116 
    117 		if (!throw_at_monster(monster, weapon)) {
    118 			flop_weapon(weapon, row, col);
    119 		}
    120 	} else {
    121 		flop_weapon(weapon, row, col);
    122 	}
    123 	vanish(weapon, 1, &rogue.pack);
    124 }
    125 
    126 boolean
    127 throw_at_monster(monster, weapon)
    128 	object *monster, *weapon;
    129 {
    130 	short damage, hit_chance;
    131 	short t;
    132 
    133 	hit_chance = get_hit_chance(weapon);
    134 	damage = get_weapon_damage(weapon);
    135 	if ((weapon->which_kind == ARROW) &&
    136 		(rogue.weapon && (rogue.weapon->which_kind == BOW))) {
    137 		damage += get_weapon_damage(rogue.weapon);
    138 		damage = ((damage * 2) / 3);
    139 		hit_chance += (hit_chance / 3);
    140 	} else if ((weapon->in_use_flags & BEING_WIELDED) &&
    141 		((weapon->which_kind == DAGGER) ||
    142 		(weapon->which_kind == SHURIKEN) ||
    143 		(weapon->which_kind == DART))) {
    144 		damage = ((damage * 3) / 2);
    145 		hit_chance += (hit_chance / 3);
    146 	}
    147 	t = weapon->quantity;
    148 	weapon->quantity = 1;
    149 	sprintf(hit_message, "the %s", name_of(weapon));
    150 	weapon->quantity = t;
    151 
    152 	if (!rand_percent(hit_chance)) {
    153 		(void) strcat(hit_message, "misses  ");
    154 		return(0);
    155 	}
    156 	s_con_mon(monster);
    157 	(void) strcat(hit_message, "hit  ");
    158 	(void) mon_damage(monster, damage);
    159 	return(1);
    160 }
    161 
    162 object *
    163 get_thrown_at_monster(obj, dir, row, col)
    164 	object *obj;
    165 	short dir;
    166 	short *row, *col;
    167 {
    168 	short orow, ocol;
    169 	short i, ch;
    170 
    171 	orow = *row; ocol = *col;
    172 
    173 	ch = get_mask_char(obj->what_is);
    174 
    175 	for (i = 0; i < 24; i++) {
    176 		get_dir_rc(dir, row, col, 0);
    177 		if (	(((*col <= 0) || (*col >= DCOLS-1)) ||
    178 				(dungeon[*row][*col] == NOTHING)) ||
    179 				((dungeon[*row][*col] & (HORWALL | VERTWALL | HIDDEN)) &&
    180 					(!(dungeon[*row][*col] & TRAP)))) {
    181 			*row = orow;
    182 			*col = ocol;
    183 			return(0);
    184 		}
    185 		if ((i != 0) && rogue_can_see(orow, ocol)) {
    186 			mvaddch(orow, ocol, get_dungeon_char(orow, ocol));
    187 		}
    188 		if (rogue_can_see(*row, *col)) {
    189 			if (!(dungeon[*row][*col] & MONSTER)) {
    190 				mvaddch(*row, *col, ch);
    191 			}
    192 			refresh();
    193 		}
    194 		orow = *row; ocol = *col;
    195 		if (dungeon[*row][*col] & MONSTER) {
    196 			if (!imitating(*row, *col)) {
    197 				return(object_at(&level_monsters, *row, *col));
    198 			}
    199 		}
    200 		if (dungeon[*row][*col] & TUNNEL) {
    201 			i += 2;
    202 		}
    203 	}
    204 	return(0);
    205 }
    206 
    207 void
    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,
    245 				    row, col)) != NULL) {
    246 					monster->trail_char = dch;
    247 				}
    248 				if ((mch < 'A') || (mch > 'Z')) {
    249 					mvaddch(row, col, dch);
    250 				}
    251 			} else {
    252 				mvaddch(row, col, dch);
    253 			}
    254 			dungeon[row][col] |= mon;
    255 		}
    256 	} else {
    257 		short t;
    258 
    259 		t = weapon->quantity;
    260 		weapon->quantity = 1;
    261 		sprintf(msg, "the %svanishes as it hits the ground",
    262 		name_of(weapon));
    263 		weapon->quantity = t;
    264 		message(msg, 0);
    265 	}
    266 }
    267 
    268 void
    269 rand_around(i, r, c)
    270 	short i, *r, *c;
    271 {
    272 	static char pos[] = "\010\007\001\003\004\005\002\006\0";
    273 	static short row, col;
    274 	short j;
    275 
    276 	if (i == 0) {
    277 		short x, y, o, t;
    278 
    279 		row = *r;
    280 		col = *c;
    281 
    282 		o = get_rand(1, 8);
    283 
    284 		for (j = 0; j < 5; j++) {
    285 			x = get_rand(0, 8);
    286 			y = (x + o) % 9;
    287 			t = pos[x];
    288 			pos[x] = pos[y];
    289 			pos[y] = t;
    290 		}
    291 	}
    292 	switch((short)pos[i]) {
    293 	case 0:
    294 		*r = row + 1;
    295 		*c = col + 1;
    296 		break;
    297 	case 1:
    298 		*r = row + 1;
    299 		*c = col - 1;
    300 		break;
    301 	case 2:
    302 		*r = row - 1;
    303 		*c = col + 1;
    304 		break;
    305 	case 3:
    306 		*r = row - 1;
    307 		*c = col - 1;
    308 		break;
    309 	case 4:
    310 		*r = row;
    311 		*c = col + 1;
    312 		break;
    313 	case 5:
    314 		*r = row + 1;
    315 		*c = col;
    316 		break;
    317 	case 6:
    318 		*r = row;
    319 		*c = col;
    320 		break;
    321 	case 7:
    322 		*r = row - 1;
    323 		*c = col;
    324 		break;
    325 	case 8:
    326 		*r = row;
    327 		*c = col - 1;
    328 		break;
    329 	}
    330 }
    331