2 * Copyright (c) 1988, 1993
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32 * @(#)hit.c 8.1 (Berkeley) 5/31/93
33 * $FreeBSD: src/games/rogue/hit.c,v 1.6 1999/11/30 03:49:22 billf Exp $
39 * This source herein may be modified and/or distributed by anybody who
40 * so desires, with the following restrictions:
41 * 1.) No portion of this notice shall be removed.
42 * 2.) Credit shall not be taken for the creation of this source.
43 * 3.) This code is not to be traded, sold, or used for personal
50 static short damage_for_strength(void);
51 static int get_w_damage(const object *);
52 static int to_hit(const object *);
54 static object *fight_monster = NULL;
55 char hit_message[HIT_MESSAGE_SIZE] = "";
58 mon_hit(object *monster)
60 short damage, hit_chance;
64 if (fight_monster && (monster != fight_monster)) {
67 monster->trow = NO_ROOM;
68 if (cur_level >= (AMULET_LEVEL * 2)) {
71 hit_chance = monster->m_hit_chance;
72 hit_chance -= (((2 * rogue.exp) + (2 * ring_exp)) - r_rings);
80 mn = mon_name(monster);
82 if (!rand_percent(hit_chance)) {
84 sprintf(hit_message + strlen(hit_message), "the %s misses", mn);
85 message(hit_message, 1);
91 sprintf(hit_message + strlen(hit_message), "the %s hit", mn);
92 message(hit_message, 1);
95 if (!(monster->m_flags & STATIONARY)) {
96 damage = get_damage(monster->m_damage, 1);
97 if (cur_level >= (AMULET_LEVEL * 2)) {
98 minus = (float)((AMULET_LEVEL * 2) - cur_level);
100 minus = (float)get_armor_class(rogue.armor) * 3.00;
101 minus = minus / 100.00 * (float)damage;
103 damage -= (short)minus;
105 damage = monster->stationary_damage++;
111 rogue_damage(damage, monster, 0);
113 if (monster->m_flags & SPECIAL_HIT) {
114 special_hit(monster);
119 rogue_hit(object *monster, boolean force_hit)
121 short damage, hit_chance;
124 if (check_imitator(monster)) {
127 hit_chance = force_hit ? 100 : get_hit_chance(rogue.weapon);
132 if (!rand_percent(hit_chance)) {
133 if (!fight_monster) {
134 strcpy(hit_message, "you miss ");
138 damage = get_weapon_damage(rogue.weapon);
145 if (mon_damage(monster, damage)) { /* still alive? */
146 if (!fight_monster) {
147 strcpy(hit_message, "you hit ");
150 RET: check_gold_seeker(monster);
156 rogue_damage(short d, object *monster, short other)
158 if (d >= rogue.hp_current) {
159 rogue.hp_current = 0;
160 print_stats(STAT_HP);
161 killed_by(monster, other);
164 rogue.hp_current -= d;
165 print_stats(STAT_HP);
170 get_damage(const char *ds, boolean r)
172 int i = 0, j, n, d, total = 0;
175 n = get_number(ds+i);
176 while (ds[i++] != 'd')
178 d = get_number(ds+i);
179 while ((ds[i] != '/') && ds[i])
182 for (j = 0; j < n; j++) {
184 total += get_rand(1, d);
197 get_w_damage(const object *obj)
203 if ((!obj) || (obj->what_is != WEAPON)) {
206 t_hit = get_number(obj->damage) + obj->hit_enchant;
207 while (obj->damage[i++] != 'd')
209 damage = get_number(obj->damage + i) + obj->d_enchant;
211 sprintf(new_damage, "%dd%d", t_hit, damage);
213 return(get_damage(new_damage, 1));
217 get_number(const char *s)
222 while ((s[i] >= '0') && (s[i] <= '9')) {
223 total = (10 * total) + (s[i] - '0');
230 lget_number(const char *s)
235 while ((s[i] >= '0') && (s[i] <= '9')) {
236 total = (10 * total) + (s[i] - '0');
243 to_hit(const object *obj)
248 return(get_number(obj->damage) + obj->hit_enchant);
252 damage_for_strength(void)
256 strength = rogue.str_current + add_strength;
261 if (strength <= 14) {
264 if (strength <= 17) {
267 if (strength <= 18) {
270 if (strength <= 20) {
273 if (strength <= 21) {
276 if (strength <= 30) {
283 mon_damage(object *monster, short damage)
288 monster->hp_to_kill -= damage;
290 if (monster->hp_to_kill <= 0) {
293 dungeon[row][col] &= ~MONSTER;
294 mvaddch(row, col, (int)get_dungeon_char(row, col));
296 fight_monster = NULL;
298 mn = mon_name(monster);
299 sprintf(hit_message+strlen(hit_message), "defeated the %s", mn);
300 message(hit_message, 1);
302 add_exp(monster->kill_exp, 1);
303 take_from_pack(monster, &level_monsters);
305 if (monster->m_flags & HOLDS) {
308 free_object(monster);
315 fight(boolean to_the_death)
319 boolean first_miss = 1;
320 short possible_damage;
323 while (!is_direction(ch = rgetchar(), &d)) {
326 message("direction?", 0);
334 row = rogue.row; col = rogue.col;
335 get_dir_rc(d, &row, &col, 0);
337 c = mvinch(row, col);
338 if (((c < 'A') || (c > 'Z')) ||
339 (!can_move(rogue.row, rogue.col, row, col))) {
340 message("I see no monster there", 0);
343 if (!(fight_monster = object_at(&level_monsters, row, col))) {
346 if (!(fight_monster->m_flags & STATIONARY)) {
347 possible_damage = ((get_damage(fight_monster->m_damage, 0) * 2) / 3);
349 possible_damage = fight_monster->stationary_damage - 1;
351 while (fight_monster) {
352 one_move_rogue(ch, 0);
353 if (((!to_the_death) && (rogue.hp_current <= possible_damage)) ||
354 interrupted || (!(dungeon[row][col] & MONSTER))) {
355 fight_monster = NULL;
357 monster = object_at(&level_monsters, row, col);
358 if (monster != fight_monster) {
359 fight_monster = NULL;
366 get_dir_rc(short dir, short *row, short *col, short allow_off_screen)
370 if (allow_off_screen || (*col > 0)) {
375 if (allow_off_screen || (*row < (DROWS-2))) {
380 if (allow_off_screen || (*row > MIN_ROW)) {
385 if (allow_off_screen || (*col < (DCOLS-1))) {
390 if (allow_off_screen || ((*row > MIN_ROW) && (*col > 0))) {
396 if (allow_off_screen || ((*row > MIN_ROW) && (*col < (DCOLS-1)))) {
402 if (allow_off_screen || ((*row < (DROWS-2)) && (*col < (DCOLS-1)))) {
408 if (allow_off_screen || ((*row < (DROWS-2)) && (*col > 0))) {
417 get_hit_chance(const object *weapon)
422 hit_chance += 3 * to_hit(weapon);
423 hit_chance += (((2 * rogue.exp) + (2 * ring_exp)) - r_rings);
428 get_weapon_damage(const object *weapon)
432 damage = get_w_damage(weapon);
433 damage += damage_for_strength();
434 damage += ((((rogue.exp + ring_exp) - r_rings) + 1) / 2);
439 s_con_mon(object *monster)
442 monster->m_flags |= CONFUSED;
443 monster->moves_confused += get_rand(12, 22);
444 message("the monster appears confused", 0);