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[dragonfly.git] / games / rogue / hit.c
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984263bc
MD
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. 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.
23 *
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
34 * SUCH DAMAGE.
35 */
36
37#ifndef lint
38#if 0
39static char sccsid[] = "@(#)hit.c 8.1 (Berkeley) 5/31/93";
40#endif
41static const char rcsid[] =
42 "$FreeBSD: src/games/rogue/hit.c,v 1.6 1999/11/30 03:49:22 billf Exp $";
43#endif /* not lint */
44
45/*
46 * hit.c
47 *
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
53 * gain or profit.
54 *
55 */
56
57#include "rogue.h"
58
59object *fight_monster = 0;
60char hit_message[80] = "";
61
62extern short halluc, blind, cur_level;
63extern short add_strength, ring_exp, r_rings;
64extern boolean being_held, interrupted, wizard, con_mon;
65
66mon_hit(monster)
67object *monster;
68{
69 short damage, hit_chance;
70 const char *mn;
71 float minus;
72
73 if (fight_monster && (monster != fight_monster)) {
74 fight_monster = 0;
75 }
76 monster->trow = NO_ROOM;
77 if (cur_level >= (AMULET_LEVEL * 2)) {
78 hit_chance = 100;
79 } else {
80 hit_chance = monster->m_hit_chance;
81 hit_chance -= (((2 * rogue.exp) + (2 * ring_exp)) - r_rings);
82 }
83 if (wizard) {
84 hit_chance /= 2;
85 }
86 if (!fight_monster) {
87 interrupted = 1;
88 }
89 mn = mon_name(monster);
90
91 if (!rand_percent(hit_chance)) {
92 if (!fight_monster) {
93 sprintf(hit_message + strlen(hit_message), "the %s misses", mn);
94 message(hit_message, 1);
95 hit_message[0] = 0;
96 }
97 return;
98 }
99 if (!fight_monster) {
100 sprintf(hit_message + strlen(hit_message), "the %s hit", mn);
101 message(hit_message, 1);
102 hit_message[0] = 0;
103 }
104 if (!(monster->m_flags & STATIONARY)) {
105 damage = get_damage(monster->m_damage, 1);
106 if (cur_level >= (AMULET_LEVEL * 2)) {
107 minus = (float) ((AMULET_LEVEL * 2) - cur_level);
108 } else {
109 minus = (float) get_armor_class(rogue.armor) * 3.00;
110 minus = minus/100.00 * (float) damage;
111 }
112 damage -= (short) minus;
113 } else {
114 damage = monster->stationary_damage++;
115 }
116 if (wizard) {
117 damage /= 3;
118 }
119 if (damage > 0) {
120 rogue_damage(damage, monster, 0);
121 }
122 if (monster->m_flags & SPECIAL_HIT) {
123 special_hit(monster);
124 }
125}
126
127rogue_hit(monster, force_hit)
128object *monster;
129boolean force_hit;
130{
131 short damage, hit_chance;
132
133 if (monster) {
134 if (check_imitator(monster)) {
135 return;
136 }
137 hit_chance = force_hit ? 100 : get_hit_chance(rogue.weapon);
138
139 if (wizard) {
140 hit_chance *= 2;
141 }
142 if (!rand_percent(hit_chance)) {
143 if (!fight_monster) {
144 (void) strcpy(hit_message, "you miss ");
145 }
146 goto RET;
147 }
148 damage = get_weapon_damage(rogue.weapon);
149 if (wizard) {
150 damage *= 3;
151 }
152 if (con_mon) {
153 s_con_mon(monster);
154 }
155 if (mon_damage(monster, damage)) { /* still alive? */
156 if (!fight_monster) {
157 (void) strcpy(hit_message, "you hit ");
158 }
159 }
160RET: check_gold_seeker(monster);
161 wake_up(monster);
162 }
163}
164
165rogue_damage(d, monster, other)
166short d;
167object *monster;
168short other;
169{
170 if (d >= rogue.hp_current) {
171 rogue.hp_current = 0;
172 print_stats(STAT_HP);
173 killed_by(monster, other);
174 }
175 if (d > 0) {
176 rogue.hp_current -= d;
177 print_stats(STAT_HP);
178 }
179}
180
181get_damage(ds, r)
182const char *ds;
183boolean r;
184{
185 int i = 0, j, n, d, total = 0;
186
187 while (ds[i]) {
188 n = get_number(ds+i);
189 while (ds[i++] != 'd') ;
190 d = get_number(ds+i);
191 while ((ds[i] != '/') && ds[i]) i++;
192
193 for (j = 0; j < n; j++) {
194 if (r) {
195 total += get_rand(1, d);
196 } else {
197 total += d;
198 }
199 }
200 if (ds[i] == '/') {
201 i++;
202 }
203 }
204 return(total);
205}
206
207get_w_damage(obj)
208const object *obj;
209{
210 char new_damage[12];
211 int to_hit, damage;
212 int i = 0;
213
214 if ((!obj) || (obj->what_is != WEAPON)) {
215 return(-1);
216 }
217 to_hit = get_number(obj->damage) + obj->hit_enchant;
218 while (obj->damage[i++] != 'd') ;
219 damage = get_number(obj->damage + i) + obj->d_enchant;
220
221 sprintf(new_damage, "%dd%d", to_hit, damage);
222
223 return(get_damage(new_damage, 1));
224}
225
226get_number(s)
227const char *s;
228{
229 int i = 0;
230 int total = 0;
231
232 while ((s[i] >= '0') && (s[i] <= '9')) {
233 total = (10 * total) + (s[i] - '0');
234 i++;
235 }
236 return(total);
237}
238
239long
240lget_number(s)
241const char *s;
242{
243 short i = 0;
244 long total = 0;
245
246 while ((s[i] >= '0') && (s[i] <= '9')) {
247 total = (10 * total) + (s[i] - '0');
248 i++;
249 }
250 return(total);
251}
252
253to_hit(obj)
254const object *obj;
255{
256 if (!obj) {
257 return(1);
258 }
259 return(get_number(obj->damage) + obj->hit_enchant);
260}
261
262damage_for_strength()
263{
264 short strength;
265
266 strength = rogue.str_current + add_strength;
267
268 if (strength <= 6) {
269 return(strength-5);
270 }
271 if (strength <= 14) {
272 return(1);
273 }
274 if (strength <= 17) {
275 return(3);
276 }
277 if (strength <= 18) {
278 return(4);
279 }
280 if (strength <= 20) {
281 return(5);
282 }
283 if (strength <= 21) {
284 return(6);
285 }
286 if (strength <= 30) {
287 return(7);
288 }
289 return(8);
290}
291
292mon_damage(monster, damage)
293object *monster;
294short damage;
295{
296 const char *mn;
297 short row, col;
298
299 monster->hp_to_kill -= damage;
300
301 if (monster->hp_to_kill <= 0) {
302 row = monster->row;
303 col = monster->col;
304 dungeon[row][col] &= ~MONSTER;
305 mvaddch(row, col, (int) get_dungeon_char(row, col));
306
307 fight_monster = 0;
308 cough_up(monster);
309 mn = mon_name(monster);
310 sprintf(hit_message+strlen(hit_message), "defeated the %s", mn);
311 message(hit_message, 1);
312 hit_message[0] = 0;
313 add_exp(monster->kill_exp, 1);
314 take_from_pack(monster, &level_monsters);
315
316 if (monster->m_flags & HOLDS) {
317 being_held = 0;
318 }
319 free_object(monster);
320 return(0);
321 }
322 return(1);
323}
324
325fight(to_the_death)
326boolean to_the_death;
327{
328 short ch, c, d;
329 short row, col;
330 boolean first_miss = 1;
331 short possible_damage;
332 object *monster;
333
334 while (!is_direction(ch = rgetchar(), &d)) {
335 sound_bell();
336 if (first_miss) {
337 message("direction?", 0);
338 first_miss = 0;
339 }
340 }
341 check_message();
342 if (ch == CANCEL) {
343 return;
344 }
345 row = rogue.row; col = rogue.col;
346 get_dir_rc(d, &row, &col, 0);
347
348 c = mvinch(row, col);
349 if (((c < 'A') || (c > 'Z')) ||
350 (!can_move(rogue.row, rogue.col, row, col))) {
351 message("I see no monster there", 0);
352 return;
353 }
354 if (!(fight_monster = object_at(&level_monsters, row, col))) {
355 return;
356 }
357 if (!(fight_monster->m_flags & STATIONARY)) {
358 possible_damage = ((get_damage(fight_monster->m_damage, 0) * 2) / 3);
359 } else {
360 possible_damage = fight_monster->stationary_damage - 1;
361 }
362 while (fight_monster) {
363 (void) one_move_rogue(ch, 0);
364 if (((!to_the_death) && (rogue.hp_current <= possible_damage)) ||
365 interrupted || (!(dungeon[row][col] & MONSTER))) {
366 fight_monster = 0;
367 } else {
368 monster = object_at(&level_monsters, row, col);
369 if (monster != fight_monster) {
370 fight_monster = 0;
371 }
372 }
373 }
374}
375
376get_dir_rc(dir, row, col, allow_off_screen)
377short dir;
378short *row, *col;
379short allow_off_screen;
380{
381 switch(dir) {
382 case LEFT:
383 if (allow_off_screen || (*col > 0)) {
384 (*col)--;
385 }
386 break;
387 case DOWN:
388 if (allow_off_screen || (*row < (DROWS-2))) {
389 (*row)++;
390 }
391 break;
392 case UPWARD:
393 if (allow_off_screen || (*row > MIN_ROW)) {
394 (*row)--;
395 }
396 break;
397 case RIGHT:
398 if (allow_off_screen || (*col < (DCOLS-1))) {
399 (*col)++;
400 }
401 break;
402 case UPLEFT:
403 if (allow_off_screen || ((*row > MIN_ROW) && (*col > 0))) {
404 (*row)--;
405 (*col)--;
406 }
407 break;
408 case UPRIGHT:
409 if (allow_off_screen || ((*row > MIN_ROW) && (*col < (DCOLS-1)))) {
410 (*row)--;
411 (*col)++;
412 }
413 break;
414 case DOWNRIGHT:
415 if (allow_off_screen || ((*row < (DROWS-2)) && (*col < (DCOLS-1)))) {
416 (*row)++;
417 (*col)++;
418 }
419 break;
420 case DOWNLEFT:
421 if (allow_off_screen || ((*row < (DROWS-2)) && (*col > 0))) {
422 (*row)++;
423 (*col)--;
424 }
425 break;
426 }
427}
428
429get_hit_chance(weapon)
430const object *weapon;
431{
432 short hit_chance;
433
434 hit_chance = 40;
435 hit_chance += 3 * to_hit(weapon);
436 hit_chance += (((2 * rogue.exp) + (2 * ring_exp)) - r_rings);
437 return(hit_chance);
438}
439
440get_weapon_damage(weapon)
441const object *weapon;
442{
443 short damage;
444
445 damage = get_w_damage(weapon);
446 damage += damage_for_strength();
447 damage += ((((rogue.exp + ring_exp) - r_rings) + 1) / 2);
448 return(damage);
449}
450
451s_con_mon(monster)
452object *monster;
453{
454 if (con_mon) {
455 monster->m_flags |= CONFUSED;
456 monster->moves_confused += get_rand(12, 22);
457 message("the monster appears confused", 0);
458 con_mon = 0;
459 }
460}