route: ensure RTM_IFINFO is sent first when bring interface down/up
[dragonfly.git] / games / rogue / throw.c
1 /*-
2  * Copyright (c) 1988, 1993
3  *      The Regents of the University of California.  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. Neither the name of the University nor the names of its contributors
17  *    may be used to endorse or promote products derived from this software
18  *    without specific prior written permission.
19  *
20  * THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND
21  * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
22  * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
23  * ARE DISCLAIMED.  IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE
24  * FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
25  * DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS
26  * OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
27  * HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
28  * LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
29  * OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
30  * SUCH DAMAGE.
31  *
32  * @(#)throw.c  8.1 (Berkeley) 5/31/93
33  * $FreeBSD: src/games/rogue/throw.c,v 1.3 1999/11/30 03:49:28 billf Exp $
34  */
35
36 /*
37  * throw.c
38  *
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
44  *         gain or profit.
45  *
46  */
47
48 #include "rogue.h"
49
50 static void flop_weapon(object *, short, short);
51 static object *get_thrown_at_monster(object *, short, short *, short *);
52 static boolean throw_at_monster(object *, object *);
53
54 void
55 throw(void)
56 {
57         short wch, d;
58         boolean first_miss = 1;
59         object *weapon;
60         short dir, row, col;
61         object *monster;
62
63         while (!is_direction(dir = rgetchar(), &d)) {
64                 sound_bell();
65                 if (first_miss) {
66                         message("direction? ", 0);
67                         first_miss = 0;
68                 }
69         }
70         check_message();
71         if (dir == CANCEL) {
72                 return;
73         }
74         if ((wch = pack_letter("throw what?", WEAPON)) == CANCEL) {
75                 return;
76         }
77         check_message();
78
79         if (!(weapon = get_letter_object(wch))) {
80                 message("no such item.", 0);
81                 return;
82         }
83         if ((weapon->in_use_flags & BEING_USED) && weapon->is_cursed) {
84                 message(curse_message, 0);
85                 return;
86         }
87         row = rogue.row; col = rogue.col;
88
89         if ((weapon->in_use_flags & BEING_WIELDED) && (weapon->quantity <= 1)) {
90                 unwield(rogue.weapon);
91         } else if (weapon->in_use_flags & BEING_WORN) {
92                 mv_aquatars();
93                 unwear(rogue.armor);
94                 print_stats(STAT_ARMOR);
95         } else if (weapon->in_use_flags & ON_EITHER_HAND) {
96                 un_put_on(weapon);
97         }
98         monster = get_thrown_at_monster(weapon, d, &row, &col);
99         mvaddch(rogue.row, rogue.col, rogue.fchar);
100         refresh();
101
102         if (rogue_can_see(row, col) && ((row != rogue.row) || (col != rogue.col))) {
103                 mvaddch(row, col, get_dungeon_char(row, col));
104         }
105         if (monster) {
106                 wake_up(monster);
107                 check_gold_seeker(monster);
108
109                 if (!throw_at_monster(monster, weapon)) {
110                         flop_weapon(weapon, row, col);
111                 }
112         } else {
113                 flop_weapon(weapon, row, col);
114         }
115         vanish(weapon, 1, &rogue.pack);
116 }
117
118 static boolean
119 throw_at_monster(object *monster, object *weapon)
120 {
121         short damage, hit_chance;
122         short t;
123
124         hit_chance = get_hit_chance(weapon);
125         damage = get_weapon_damage(weapon);
126         if ((weapon->which_kind == ARROW) &&
127                 (rogue.weapon && (rogue.weapon->which_kind == BOW))) {
128                 damage += get_weapon_damage(rogue.weapon);
129                 damage = ((damage * 2) / 3);
130                 hit_chance += (hit_chance / 3);
131         } else if ((weapon->in_use_flags & BEING_WIELDED) &&
132                 ((weapon->which_kind == DAGGER) ||
133                 (weapon->which_kind == SHURIKEN) ||
134                 (weapon->which_kind == DART))) {
135                 damage = ((damage * 3) / 2);
136                 hit_chance += (hit_chance / 3);
137         }
138         t = weapon->quantity;
139         weapon->quantity = 1;
140         sprintf(hit_message, "the %s", name_of(weapon));
141         weapon->quantity = t;
142
143         if (!rand_percent(hit_chance)) {
144                 strcat(hit_message, "misses  ");
145                 return(0);
146         }
147         s_con_mon(monster);
148         strcat(hit_message, "hit  ");
149         mon_damage(monster, damage);
150         return(1);
151 }
152
153 static object *
154 get_thrown_at_monster(object *obj, short dir, short *row, short *col)
155 {
156         short orow, ocol;
157         short i, ch;
158
159         orow = *row; ocol = *col;
160
161         ch = get_mask_char(obj->what_is);
162
163         for (i = 0; i < 24; i++) {
164                 get_dir_rc(dir, row, col, 0);
165                 if (    (((*col <= 0) || (*col >= DCOLS-1)) ||
166                                 (dungeon[*row][*col] == NOTHING)) ||
167                                 ((dungeon[*row][*col] & (HORWALL | VERTWALL | HIDDEN)) &&
168                                         (!(dungeon[*row][*col] & TRAP)))) {
169                         *row = orow;
170                         *col = ocol;
171                         return(0);
172                 }
173                 if ((i != 0) && rogue_can_see(orow, ocol)) {
174                         mvaddch(orow, ocol, get_dungeon_char(orow, ocol));
175                 }
176                 if (rogue_can_see(*row, *col)) {
177                         if (!(dungeon[*row][*col] & MONSTER)) {
178                                 mvaddch(*row, *col, ch);
179                         }
180                         refresh();
181                 }
182                 orow = *row; ocol = *col;
183                 if (dungeon[*row][*col] & MONSTER) {
184                         if (!imitating(*row, *col)) {
185                                 return(object_at(&level_monsters, *row, *col));
186                         }
187                 }
188                 if (dungeon[*row][*col] & TUNNEL) {
189                         i += 2;
190                 }
191         }
192         return(0);
193 }
194
195 static void
196 flop_weapon(object *weapon, short row, short col)
197 {
198         object *new_weapon, *monster;
199         short i = 0;
200         char msg[80];
201         boolean found = 0;
202         short mch, dch;
203         unsigned short mon;
204
205         while ((i < 9) && dungeon[row][col] & ~(FLOOR | TUNNEL | DOOR | MONSTER)) {
206                 rand_around(i++, &row, &col);
207                 if ((row > (DROWS-2)) || (row < MIN_ROW) ||
208                         (col > (DCOLS-1)) || (col < 0) || (!dungeon[row][col]) ||
209                         (dungeon[row][col] & ~(FLOOR | TUNNEL | DOOR | MONSTER))) {
210                         continue;
211                 }
212                 found = 1;
213                 break;
214         }
215
216         if (found || (i == 0)) {
217                 new_weapon = alloc_object();
218                 *new_weapon = *weapon;
219                 new_weapon->in_use_flags = NOT_USED;
220                 new_weapon->quantity = 1;
221                 new_weapon->ichar = 'L';
222                 place_at(new_weapon, row, col);
223                 if (rogue_can_see(row, col) &&
224                                 ((row != rogue.row) || (col != rogue.col))) {
225                         mon = dungeon[row][col] & MONSTER;
226                         dungeon[row][col] &= (~MONSTER);
227                         dch = get_dungeon_char(row, col);
228                         if (mon) {
229                                 mch = mvinch(row, col);
230                                 if ((monster = object_at(&level_monsters,
231                                     row, col)) != NULL) {
232                                         monster->trail_char = dch;
233                                 }
234                                 if ((mch < 'A') || (mch > 'Z')) {
235                                         mvaddch(row, col, dch);
236                                 }
237                         } else {
238                                 mvaddch(row, col, dch);
239                         }
240                         dungeon[row][col] |= mon;
241                 }
242         } else {
243                 short t;
244
245                 t = weapon->quantity;
246                 weapon->quantity = 1;
247                 sprintf(msg, "the %svanishes as it hits the ground",
248                 name_of(weapon));
249                 weapon->quantity = t;
250                 message(msg, 0);
251         }
252 }
253
254 void
255 rand_around(short i, short *r, short *c)
256 {
257         static char pos[] = "\010\007\001\003\004\005\002\006\0";
258         static short row, col;
259         short j;
260
261         if (i == 0) {
262                 short x, y, o, t;
263
264                 row = *r;
265                 col = *c;
266
267                 o = get_rand(1, 8);
268
269                 for (j = 0; j < 5; j++) {
270                         x = get_rand(0, 8);
271                         y = (x + o) % 9;
272                         t = pos[x];
273                         pos[x] = pos[y];
274                         pos[y] = t;
275                 }
276         }
277         switch((short)pos[i]) {
278         case 0:
279                 *r = row + 1;
280                 *c = col + 1;
281                 break;
282         case 1:
283                 *r = row + 1;
284                 *c = col - 1;
285                 break;
286         case 2:
287                 *r = row - 1;
288                 *c = col + 1;
289                 break;
290         case 3:
291                 *r = row - 1;
292                 *c = col - 1;
293                 break;
294         case 4:
295                 *r = row;
296                 *c = col + 1;
297                 break;
298         case 5:
299                 *r = row + 1;
300                 *c = col;
301                 break;
302         case 6:
303                 *r = row;
304                 *c = col;
305                 break;
306         case 7:
307                 *r = row - 1;
308                 *c = col;
309                 break;
310         case 8:
311                 *r = row;
312                 *c = col - 1;
313                 break;
314         }
315 }