2 * Copyright (c) 1988, 1993
3 * The Regents of the University of California. All rights reserved.
5 * This code is derived from software contributed to Berkeley by
8 * Redistribution and use in source and binary forms, with or without
9 * modification, are permitted provided that the following conditions
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. All advertising materials mentioning features or use of this software
17 * must display the following acknowledgement:
18 * This product includes software developed by the University of
19 * California, Berkeley and its contributors.
20 * 4. Neither the name of the University nor the names of its contributors
21 * may be used to endorse or promote products derived from this software
22 * without specific prior written permission.
24 * THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND
25 * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
26 * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
27 * ARE DISCLAIMED. IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE
28 * FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
29 * DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS
30 * OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
31 * HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
32 * LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
33 * OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
39 static char sccsid[] = "@(#)throw.c 8.1 (Berkeley) 5/31/93";
41 static const char rcsid[] =
42 "$FreeBSD: src/games/rogue/throw.c,v 1.3 1999/11/30 03:49:28 billf Exp $";
48 * This source herein may be modified and/or distributed by anybody who
49 * so desires, with the following restrictions:
50 * 1.) No portion of this notice shall be removed.
51 * 2.) Credit shall not be taken for the creation of this source.
52 * 3.) This code is not to be traded, sold, or used for personal
59 extern short cur_room;
60 extern char *curse_message;
61 extern char hit_message[];
66 boolean first_miss = 1;
71 while (!is_direction(dir = rgetchar(), &d)) {
74 message("direction? ", 0);
82 if ((wch = pack_letter("throw what?", WEAPON)) == CANCEL) {
87 if (!(weapon = get_letter_object(wch))) {
88 message("no such item.", 0);
91 if ((weapon->in_use_flags & BEING_USED) && weapon->is_cursed) {
92 message(curse_message, 0);
95 row = rogue.row; col = rogue.col;
97 if ((weapon->in_use_flags & BEING_WIELDED) && (weapon->quantity <= 1)) {
98 unwield(rogue.weapon);
99 } else if (weapon->in_use_flags & BEING_WORN) {
102 print_stats(STAT_ARMOR);
103 } else if (weapon->in_use_flags & ON_EITHER_HAND) {
106 monster = get_thrown_at_monster(weapon, d, &row, &col);
107 mvaddch(rogue.row, rogue.col, rogue.fchar);
110 if (rogue_can_see(row, col) && ((row != rogue.row) || (col != rogue.col))){
111 mvaddch(row, col, get_dungeon_char(row, col));
115 check_gold_seeker(monster);
117 if (!throw_at_monster(monster, weapon)) {
118 flop_weapon(weapon, row, col);
121 flop_weapon(weapon, row, col);
123 vanish(weapon, 1, &rogue.pack);
126 throw_at_monster(monster, weapon)
127 object *monster, *weapon;
129 short damage, hit_chance;
132 hit_chance = get_hit_chance(weapon);
133 damage = get_weapon_damage(weapon);
134 if ((weapon->which_kind == ARROW) &&
135 (rogue.weapon && (rogue.weapon->which_kind == BOW))) {
136 damage += get_weapon_damage(rogue.weapon);
137 damage = ((damage * 2) / 3);
138 hit_chance += (hit_chance / 3);
139 } else if ((weapon->in_use_flags & BEING_WIELDED) &&
140 ((weapon->which_kind == DAGGER) ||
141 (weapon->which_kind == SHURIKEN) ||
142 (weapon->which_kind == DART))) {
143 damage = ((damage * 3) / 2);
144 hit_chance += (hit_chance / 3);
146 t = weapon->quantity;
147 weapon->quantity = 1;
148 sprintf(hit_message, "the %s", name_of(weapon));
149 weapon->quantity = t;
151 if (!rand_percent(hit_chance)) {
152 (void) strcat(hit_message, "misses ");
156 (void) strcat(hit_message, "hit ");
157 (void) mon_damage(monster, damage);
162 get_thrown_at_monster(obj, dir, row, col)
170 orow = *row; ocol = *col;
172 ch = get_mask_char(obj->what_is);
174 for (i = 0; i < 24; i++) {
175 get_dir_rc(dir, row, col, 0);
176 if ( (((*col <= 0) || (*col >= DCOLS-1)) ||
177 (dungeon[*row][*col] == NOTHING)) ||
178 ((dungeon[*row][*col] & (HORWALL | VERTWALL | HIDDEN)) &&
179 (!(dungeon[*row][*col] & TRAP)))) {
184 if ((i != 0) && rogue_can_see(orow, ocol)) {
185 mvaddch(orow, ocol, get_dungeon_char(orow, ocol));
187 if (rogue_can_see(*row, *col)) {
188 if (!(dungeon[*row][*col] & MONSTER)) {
189 mvaddch(*row, *col, ch);
193 orow = *row; ocol = *col;
194 if (dungeon[*row][*col] & MONSTER) {
195 if (!imitating(*row, *col)) {
196 return(object_at(&level_monsters, *row, *col));
199 if (dungeon[*row][*col] & TUNNEL) {
206 flop_weapon(weapon, row, col)
210 object *new_weapon, *monster;
217 while ((i < 9) && dungeon[row][col] & ~(FLOOR | TUNNEL | DOOR | MONSTER)) {
218 rand_around(i++, &row, &col);
219 if ((row > (DROWS-2)) || (row < MIN_ROW) ||
220 (col > (DCOLS-1)) || (col < 0) || (!dungeon[row][col]) ||
221 (dungeon[row][col] & ~(FLOOR | TUNNEL | DOOR | MONSTER))) {
228 if (found || (i == 0)) {
229 new_weapon = alloc_object();
230 *new_weapon = *weapon;
231 new_weapon->in_use_flags = NOT_USED;
232 new_weapon->quantity = 1;
233 new_weapon->ichar = 'L';
234 place_at(new_weapon, row, col);
235 if (rogue_can_see(row, col) &&
236 ((row != rogue.row) || (col != rogue.col))) {
237 mon = dungeon[row][col] & MONSTER;
238 dungeon[row][col] &= (~MONSTER);
239 dch = get_dungeon_char(row, col);
241 mch = mvinch(row, col);
242 if (monster = object_at(&level_monsters, row, col)) {
243 monster->trail_char = dch;
245 if ((mch < 'A') || (mch > 'Z')) {
246 mvaddch(row, col, dch);
249 mvaddch(row, col, dch);
251 dungeon[row][col] |= mon;
256 t = weapon->quantity;
257 weapon->quantity = 1;
258 sprintf(msg, "the %svanishes as it hits the ground",
260 weapon->quantity = t;
268 static char pos[] = "\010\007\001\003\004\005\002\006\0";
269 static short row, col;
280 for (j = 0; j < 5; j++) {
288 switch((short)pos[i]) {