minix/games/rogue/throw.c
Robin Karlsson e3b78ef14f Import NetBSD games/rogue
Change-Id: Id4aef4950f250edef2d507910877aabc6b9580ea
2015-03-14 14:59:16 +01:00

324 lines
8 KiB
C

/* $NetBSD: throw.c,v 1.12 2011/05/23 23:01:17 joerg Exp $ */
/*
* Copyright (c) 1988, 1993
* The Regents of the University of California. All rights reserved.
*
* This code is derived from software contributed to Berkeley by
* Timothy C. Stoehr.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
* 1. Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* 2. Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* 3. Neither the name of the University nor the names of its contributors
* may be used to endorse or promote products derived from this software
* without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND
* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
* ARE DISCLAIMED. IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE
* FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
* DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS
* OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
* HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
* LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
* OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
* SUCH DAMAGE.
*/
#include <sys/cdefs.h>
#ifndef lint
#if 0
static char sccsid[] = "@(#)throw.c 8.1 (Berkeley) 5/31/93";
#else
__RCSID("$NetBSD: throw.c,v 1.12 2011/05/23 23:01:17 joerg Exp $");
#endif
#endif /* not lint */
/*
* throw.c
*
* This source herein may be modified and/or distributed by anybody who
* so desires, with the following restrictions:
* 1.) No portion of this notice shall be removed.
* 2.) Credit shall not be taken for the creation of this source.
* 3.) This code is not to be traded, sold, or used for personal
* gain or profit.
*
*/
#include "rogue.h"
static void flop_weapon(object *, short, short);
static object *get_thrown_at_monster(object *, short, short *, short *);
static boolean throw_at_monster(object *, object *);
void
throw(void)
{
short wch, d;
boolean first_miss = 1;
object *weapon;
short dir, row, col;
object *monster;
while (!is_direction(dir = rgetchar(), &d)) {
sound_bell();
if (first_miss) {
messagef(0, "direction? ");
first_miss = 0;
}
}
check_message();
if (dir == CANCEL) {
return;
}
if ((wch = pack_letter("throw what?", WEAPON)) == CANCEL) {
return;
}
check_message();
if (!(weapon = get_letter_object(wch))) {
messagef(0, "no such item.");
return;
}
if ((weapon->in_use_flags & BEING_USED) && weapon->is_cursed) {
messagef(0, "%s", curse_message);
return;
}
row = rogue.row; col = rogue.col;
if ((weapon->in_use_flags & BEING_WIELDED) && (weapon->quantity <= 1)) {
unwield(rogue.weapon);
} else if (weapon->in_use_flags & BEING_WORN) {
mv_aquatars();
unwear(rogue.armor);
print_stats(STAT_ARMOR);
} else if (weapon->in_use_flags & ON_EITHER_HAND) {
un_put_on(weapon);
}
monster = get_thrown_at_monster(weapon, d, &row, &col);
mvaddch(rogue.row, rogue.col, rogue.fchar);
refresh();
if (rogue_can_see(row, col) && ((row != rogue.row) || (col != rogue.col))){
mvaddch(row, col, get_dungeon_char(row, col));
}
if (monster) {
wake_up(monster);
check_gold_seeker(monster);
if (!throw_at_monster(monster, weapon)) {
flop_weapon(weapon, row, col);
}
} else {
flop_weapon(weapon, row, col);
}
vanish(weapon, 1, &rogue.pack);
}
boolean
throw_at_monster(object *monster, object *weapon)
{
short damage, hit_chance;
short t;
hit_chance = get_hit_chance(weapon);
damage = get_weapon_damage(weapon);
if ((weapon->which_kind == ARROW) &&
(rogue.weapon && (rogue.weapon->which_kind == BOW))) {
damage += get_weapon_damage(rogue.weapon);
damage = ((damage * 2) / 3);
hit_chance += (hit_chance / 3);
} else if ((weapon->in_use_flags & BEING_WIELDED) &&
((weapon->which_kind == DAGGER) ||
(weapon->which_kind == SHURIKEN) ||
(weapon->which_kind == DART))) {
damage = ((damage * 3) / 2);
hit_chance += (hit_chance / 3);
}
t = weapon->quantity;
weapon->quantity = 1;
snprintf(hit_message, HIT_MESSAGE_SIZE, "the %s", name_of(weapon));
weapon->quantity = t;
if (!rand_percent(hit_chance)) {
(void)strlcat(hit_message, "misses ", HIT_MESSAGE_SIZE);
return(0);
}
s_con_mon(monster);
(void)strlcat(hit_message, "hit ", HIT_MESSAGE_SIZE);
(void)mon_damage(monster, damage);
return(1);
}
object *
get_thrown_at_monster(object *obj, short dir, short *row, short *col)
{
short orow, ocol;
short i, ch;
orow = *row; ocol = *col;
ch = get_mask_char(obj->what_is);
for (i = 0; i < 24; i++) {
get_dir_rc(dir, row, col, 0);
if ( (((*col <= 0) || (*col >= DCOLS-1)) ||
(dungeon[*row][*col] == NOTHING)) ||
((dungeon[*row][*col] & (HORWALL | VERTWALL | HIDDEN)) &&
(!(dungeon[*row][*col] & TRAP)))) {
*row = orow;
*col = ocol;
return(0);
}
if ((i != 0) && rogue_can_see(orow, ocol)) {
mvaddch(orow, ocol, get_dungeon_char(orow, ocol));
}
if (rogue_can_see(*row, *col)) {
if (!(dungeon[*row][*col] & MONSTER)) {
mvaddch(*row, *col, ch);
}
refresh();
}
orow = *row; ocol = *col;
if (dungeon[*row][*col] & MONSTER) {
if (!imitating(*row, *col)) {
return(object_at(&level_monsters, *row, *col));
}
}
if (dungeon[*row][*col] & TUNNEL) {
i += 2;
}
}
return(0);
}
void
flop_weapon(object *weapon, short row, short col)
{
object *new_weapon, *monster;
short i = 0;
boolean found = 0;
short mch, dch;
unsigned short mon;
if ((row < 0) || (row >= DROWS) || (col < 0) || (col >= DCOLS))
clean_up("flop_weapon: weapon landed outside of dungeon");
while ((i < 9) && dungeon[row][col] & ~(FLOOR | TUNNEL | DOOR | MONSTER)) {
rand_around(i++, &row, &col);
if ((row > (DROWS-2)) || (row < MIN_ROW) ||
(col > (DCOLS-1)) || (col < 0) || (!dungeon[row][col]) ||
(dungeon[row][col] & ~(FLOOR | TUNNEL | DOOR | MONSTER))) {
continue;
}
found = 1;
break;
}
if (found || (i == 0)) {
new_weapon = alloc_object();
*new_weapon = *weapon;
new_weapon->in_use_flags = NOT_USED;
new_weapon->quantity = 1;
new_weapon->ichar = 'L';
place_at(new_weapon, row, col);
if (rogue_can_see(row, col) &&
((row != rogue.row) || (col != rogue.col))) {
mon = dungeon[row][col] & MONSTER;
dungeon[row][col] &= (~MONSTER);
dch = get_dungeon_char(row, col);
if (mon) {
mch = mvinch(row, col);
if ((monster = object_at(&level_monsters,
row, col)) != NULL) {
monster->trail_char = dch;
}
if ((mch < 'A') || (mch > 'Z')) {
mvaddch(row, col, dch);
}
} else {
mvaddch(row, col, dch);
}
dungeon[row][col] |= mon;
}
} else {
short t;
t = weapon->quantity;
weapon->quantity = 1;
messagef(0, "the %svanishes as it hits the ground",
name_of(weapon));
weapon->quantity = t;
}
}
void
rand_around(short i, short *r, short *c)
{
static char pos[] = "\010\007\001\003\004\005\002\006\0";
static short row, col;
short j;
if (i == 0) {
short x, y, o, t;
row = *r;
col = *c;
o = get_rand(1, 8);
for (j = 0; j < 5; j++) {
x = get_rand(0, 8);
y = (x + o) % 9;
t = pos[x];
pos[x] = pos[y];
pos[y] = t;
}
}
switch((short)pos[i]) {
case 0:
*r = row + 1;
*c = col + 1;
break;
case 1:
*r = row + 1;
*c = col - 1;
break;
case 2:
*r = row - 1;
*c = col + 1;
break;
case 3:
*r = row - 1;
*c = col - 1;
break;
case 4:
*r = row;
*c = col + 1;
break;
case 5:
*r = row + 1;
*c = col;
break;
case 6:
*r = row;
*c = col;
break;
case 7:
*r = row - 1;
*c = col;
break;
case 8:
*r = row;
*c = col - 1;
break;
}
}