Merge branch 'vendor/OPENSSH'
[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. 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  * @(#)throw.c  8.1 (Berkeley) 5/31/93
37  * $FreeBSD: src/games/rogue/throw.c,v 1.3 1999/11/30 03:49:28 billf Exp $
38  * $DragonFly: src/games/rogue/throw.c,v 1.3 2006/09/02 19:31:07 pavalos Exp $
39  */
40
41 /*
42  * throw.c
43  *
44  * This source herein may be modified and/or distributed by anybody who
45  * so desires, with the following restrictions:
46  *    1.)  No portion of this notice shall be removed.
47  *    2.)  Credit shall not be taken for the creation of this source.
48  *    3.)  This code is not to be traded, sold, or used for personal
49  *         gain or profit.
50  *
51  */
52
53 #include "rogue.h"
54
55 extern short cur_room;
56 extern char *curse_message;
57 extern char hit_message[];
58
59 static boolean  throw_at_monster(object *, object *);
60 static object   *get_thrown_at_monster(object *, short, short *, short *);
61 static void     flop_weapon(object *, short, short);
62
63 void
64 throw(void)
65 {
66         short wch, d;
67         boolean first_miss = 1;
68         object *weapon;
69         short dir, row, col;
70         object *monster;
71
72         while (!is_direction(dir = rgetchar(), &d)) {
73                 sound_bell();
74                 if (first_miss) {
75                         message("direction? ", 0);
76                         first_miss = 0;
77                 }
78         }
79         check_message();
80         if (dir == CANCEL) {
81                 return;
82         }
83         if ((wch = pack_letter("throw what?", WEAPON)) == CANCEL) {
84                 return;
85         }
86         check_message();
87
88         if (!(weapon = get_letter_object(wch))) {
89                 message("no such item.", 0);
90                 return;
91         }
92         if ((weapon->in_use_flags & BEING_USED) && weapon->is_cursed) {
93                 message(curse_message, 0);
94                 return;
95         }
96         row = rogue.row; col = rogue.col;
97
98         if ((weapon->in_use_flags & BEING_WIELDED) && (weapon->quantity <= 1)) {
99                 unwield(rogue.weapon);
100         } else if (weapon->in_use_flags & BEING_WORN) {
101                 mv_aquatars();
102                 unwear(rogue.armor);
103                 print_stats(STAT_ARMOR);
104         } else if (weapon->in_use_flags & ON_EITHER_HAND) {
105                 un_put_on(weapon);
106         }
107         monster = get_thrown_at_monster(weapon, d, &row, &col);
108         mvaddch(rogue.row, rogue.col, rogue.fchar);
109         refresh();
110
111         if (rogue_can_see(row, col) && ((row != rogue.row) || (col != rogue.col))){
112                 mvaddch(row, col, get_dungeon_char(row, col));
113         }
114         if (monster) {
115                 wake_up(monster);
116                 check_gold_seeker(monster);
117
118                 if (!throw_at_monster(monster, weapon)) {
119                         flop_weapon(weapon, row, col);
120                 }
121         } else {
122                 flop_weapon(weapon, row, col);
123         }
124         vanish(weapon, 1, &rogue.pack);
125 }
126
127 static boolean
128 throw_at_monster(object *monster, object *weapon)
129 {
130         short damage, hit_chance;
131         short t;
132
133         hit_chance = get_hit_chance(weapon);
134         damage = get_weapon_damage(weapon);
135         if ((weapon->which_kind == ARROW) &&
136                 (rogue.weapon && (rogue.weapon->which_kind == BOW))) {
137                 damage += get_weapon_damage(rogue.weapon);
138                 damage = ((damage * 2) / 3);
139                 hit_chance += (hit_chance / 3);
140         } else if ((weapon->in_use_flags & BEING_WIELDED) &&
141                 ((weapon->which_kind == DAGGER) ||
142                 (weapon->which_kind == SHURIKEN) ||
143                 (weapon->which_kind == DART))) {
144                 damage = ((damage * 3) / 2);
145                 hit_chance += (hit_chance / 3);
146         }
147         t = weapon->quantity;
148         weapon->quantity = 1;
149         sprintf(hit_message, "the %s", name_of(weapon));
150         weapon->quantity = t;
151
152         if (!rand_percent(hit_chance)) {
153                 strcat(hit_message, "misses  ");
154                 return(0);
155         }
156         s_con_mon(monster);
157         strcat(hit_message, "hit  ");
158         mon_damage(monster, damage);
159         return(1);
160 }
161
162 static object *
163 get_thrown_at_monster(object *obj, short dir, short *row, short *col)
164 {
165         short orow, ocol;
166         short i, ch;
167
168         orow = *row; ocol = *col;
169
170         ch = get_mask_char(obj->what_is);
171
172         for (i = 0; i < 24; i++) {
173                 get_dir_rc(dir, row, col, 0);
174                 if (    (((*col <= 0) || (*col >= DCOLS-1)) ||
175                                 (dungeon[*row][*col] == NOTHING)) ||
176                                 ((dungeon[*row][*col] & (HORWALL | VERTWALL | HIDDEN)) &&
177                                         (!(dungeon[*row][*col] & TRAP)))) {
178                         *row = orow;
179                         *col = ocol;
180                         return(0);
181                 }
182                 if ((i != 0) && rogue_can_see(orow, ocol)) {
183                         mvaddch(orow, ocol, get_dungeon_char(orow, ocol));
184                 }
185                 if (rogue_can_see(*row, *col)) {
186                         if (!(dungeon[*row][*col] & MONSTER)) {
187                                 mvaddch(*row, *col, ch);
188                         }
189                         refresh();
190                 }
191                 orow = *row; ocol = *col;
192                 if (dungeon[*row][*col] & MONSTER) {
193                         if (!imitating(*row, *col)) {
194                                 return(object_at(&level_monsters, *row, *col));
195                         }
196                 }
197                 if (dungeon[*row][*col] & TUNNEL) {
198                         i += 2;
199                 }
200         }
201         return(0);
202 }
203
204 static void
205 flop_weapon(object *weapon, short row, short col)
206 {
207         object *new_weapon, *monster;
208         short i = 0;
209         char msg[80];
210         boolean found = 0;
211         short mch, dch;
212         unsigned short mon;
213
214         while ((i < 9) && dungeon[row][col] & ~(FLOOR | TUNNEL | DOOR | MONSTER)) {
215                 rand_around(i++, &row, &col);
216                 if ((row > (DROWS-2)) || (row < MIN_ROW) ||
217                         (col > (DCOLS-1)) || (col < 0) || (!dungeon[row][col]) ||
218                         (dungeon[row][col] & ~(FLOOR | TUNNEL | DOOR | MONSTER))) {
219                         continue;
220                 }
221                 found = 1;
222                 break;
223         }
224
225         if (found || (i == 0)) {
226                 new_weapon = alloc_object();
227                 *new_weapon = *weapon;
228                 new_weapon->in_use_flags = NOT_USED;
229                 new_weapon->quantity = 1;
230                 new_weapon->ichar = 'L';
231                 place_at(new_weapon, row, col);
232                 if (rogue_can_see(row, col) &&
233                                 ((row != rogue.row) || (col != rogue.col))) {
234                         mon = dungeon[row][col] & MONSTER;
235                         dungeon[row][col] &= (~MONSTER);
236                         dch = get_dungeon_char(row, col);
237                         if (mon) {
238                                 mch = mvinch(row, col);
239                                 if ((monster = object_at(&level_monsters, row, col))) {
240                                         monster->trail_char = dch;
241                                 }
242                                 if ((mch < 'A') || (mch > 'Z')) {
243                                         mvaddch(row, col, dch);
244                                 }
245                         } else {
246                                 mvaddch(row, col, dch);
247                         }
248                         dungeon[row][col] |= mon;
249                 }
250         } else {
251                 short t;
252
253                 t = weapon->quantity;
254                 weapon->quantity = 1;
255                 sprintf(msg, "the %svanishes as it hits the ground",
256                 name_of(weapon));
257                 weapon->quantity = t;
258                 message(msg, 0);
259         }
260 }
261
262 void
263 rand_around(short i, short *r, short *c)
264 {
265         static char pos[] = "\010\007\001\003\004\005\002\006\0";
266         static short row, col;
267         short j;
268
269         if (i == 0) {
270                 short x, y, o, t;
271
272                 row = *r;
273                 col = *c;
274
275                 o = get_rand(1, 8);
276
277                 for (j = 0; j < 5; j++) {
278                         x = get_rand(0, 8);
279                         y = (x + o) % 9;
280                         t = pos[x];
281                         pos[x] = pos[y];
282                         pos[y] = t;
283                 }
284         }
285         switch((short)pos[i]) {
286         case 0:
287                 *r = row + 1;
288                 *c = col + 1;
289                 break;
290         case 1:
291                 *r = row + 1;
292                 *c = col - 1;
293                 break;
294         case 2:
295                 *r = row - 1;
296                 *c = col + 1;
297                 break;
298         case 3:
299                 *r = row - 1;
300                 *c = col - 1;
301                 break;
302         case 4:
303                 *r = row;
304                 *c = col + 1;
305                 break;
306         case 5:
307                 *r = row + 1;
308                 *c = col;
309                 break;
310         case 6:
311                 *r = row;
312                 *c = col;
313                 break;
314         case 7:
315                 *r = row - 1;
316                 *c = col;
317                 break;
318         case 8:
319                 *r = row;
320                 *c = col - 1;
321                 break;
322         }
323 }