/* * Copyright (c) 1988, 1993 * The Regents of the University of California. All rights reserved. * * This code is derived from software contributed to Berkeley by * Timothy C. Stoehr. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions * are met: * 1. Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * 2. Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * 3. All advertising materials mentioning features or use of this software * must display the following acknowledgement: * This product includes software developed by the University of * California, Berkeley and its contributors. * 4. Neither the name of the University nor the names of its contributors * may be used to endorse or promote products derived from this software * without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE * ARE DISCLAIMED. IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE * FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL * DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS * OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) * HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT * LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY * OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF * SUCH DAMAGE. * * @(#)throw.c 8.1 (Berkeley) 5/31/93 * $FreeBSD: src/games/rogue/throw.c,v 1.3 1999/11/30 03:49:28 billf Exp $ * $DragonFly: src/games/rogue/throw.c,v 1.2 2003/06/17 04:25:25 dillon Exp $ */ /* * throw.c * * This source herein may be modified and/or distributed by anybody who * so desires, with the following restrictions: * 1.) No portion of this notice shall be removed. * 2.) Credit shall not be taken for the creation of this source. * 3.) This code is not to be traded, sold, or used for personal * gain or profit. * */ #include "rogue.h" extern short cur_room; extern char *curse_message; extern char hit_message[]; throw() { short wch, d; boolean first_miss = 1; object *weapon; short dir, row, col; object *monster; while (!is_direction(dir = rgetchar(), &d)) { sound_bell(); if (first_miss) { message("direction? ", 0); first_miss = 0; } } check_message(); if (dir == CANCEL) { return; } if ((wch = pack_letter("throw what?", WEAPON)) == CANCEL) { return; } check_message(); if (!(weapon = get_letter_object(wch))) { message("no such item.", 0); return; } if ((weapon->in_use_flags & BEING_USED) && weapon->is_cursed) { message(curse_message, 0); return; } row = rogue.row; col = rogue.col; if ((weapon->in_use_flags & BEING_WIELDED) && (weapon->quantity <= 1)) { unwield(rogue.weapon); } else if (weapon->in_use_flags & BEING_WORN) { mv_aquatars(); unwear(rogue.armor); print_stats(STAT_ARMOR); } else if (weapon->in_use_flags & ON_EITHER_HAND) { un_put_on(weapon); } monster = get_thrown_at_monster(weapon, d, &row, &col); mvaddch(rogue.row, rogue.col, rogue.fchar); refresh(); if (rogue_can_see(row, col) && ((row != rogue.row) || (col != rogue.col))){ mvaddch(row, col, get_dungeon_char(row, col)); } if (monster) { wake_up(monster); check_gold_seeker(monster); if (!throw_at_monster(monster, weapon)) { flop_weapon(weapon, row, col); } } else { flop_weapon(weapon, row, col); } vanish(weapon, 1, &rogue.pack); } throw_at_monster(monster, weapon) object *monster, *weapon; { short damage, hit_chance; short t; hit_chance = get_hit_chance(weapon); damage = get_weapon_damage(weapon); if ((weapon->which_kind == ARROW) && (rogue.weapon && (rogue.weapon->which_kind == BOW))) { damage += get_weapon_damage(rogue.weapon); damage = ((damage * 2) / 3); hit_chance += (hit_chance / 3); } else if ((weapon->in_use_flags & BEING_WIELDED) && ((weapon->which_kind == DAGGER) || (weapon->which_kind == SHURIKEN) || (weapon->which_kind == DART))) { damage = ((damage * 3) / 2); hit_chance += (hit_chance / 3); } t = weapon->quantity; weapon->quantity = 1; sprintf(hit_message, "the %s", name_of(weapon)); weapon->quantity = t; if (!rand_percent(hit_chance)) { (void) strcat(hit_message, "misses "); return(0); } s_con_mon(monster); (void) strcat(hit_message, "hit "); (void) mon_damage(monster, damage); return(1); } object * get_thrown_at_monster(obj, dir, row, col) object *obj; short dir; short *row, *col; { short orow, ocol; short i, ch; orow = *row; ocol = *col; ch = get_mask_char(obj->what_is); for (i = 0; i < 24; i++) { get_dir_rc(dir, row, col, 0); if ( (((*col <= 0) || (*col >= DCOLS-1)) || (dungeon[*row][*col] == NOTHING)) || ((dungeon[*row][*col] & (HORWALL | VERTWALL | HIDDEN)) && (!(dungeon[*row][*col] & TRAP)))) { *row = orow; *col = ocol; return(0); } if ((i != 0) && rogue_can_see(orow, ocol)) { mvaddch(orow, ocol, get_dungeon_char(orow, ocol)); } if (rogue_can_see(*row, *col)) { if (!(dungeon[*row][*col] & MONSTER)) { mvaddch(*row, *col, ch); } refresh(); } orow = *row; ocol = *col; if (dungeon[*row][*col] & MONSTER) { if (!imitating(*row, *col)) { return(object_at(&level_monsters, *row, *col)); } } if (dungeon[*row][*col] & TUNNEL) { i += 2; } } return(0); } flop_weapon(weapon, row, col) object *weapon; short row, col; { object *new_weapon, *monster; short i = 0; char msg[80]; boolean found = 0; short mch, dch; unsigned short mon; while ((i < 9) && dungeon[row][col] & ~(FLOOR | TUNNEL | DOOR | MONSTER)) { rand_around(i++, &row, &col); if ((row > (DROWS-2)) || (row < MIN_ROW) || (col > (DCOLS-1)) || (col < 0) || (!dungeon[row][col]) || (dungeon[row][col] & ~(FLOOR | TUNNEL | DOOR | MONSTER))) { continue; } found = 1; break; } if (found || (i == 0)) { new_weapon = alloc_object(); *new_weapon = *weapon; new_weapon->in_use_flags = NOT_USED; new_weapon->quantity = 1; new_weapon->ichar = 'L'; place_at(new_weapon, row, col); if (rogue_can_see(row, col) && ((row != rogue.row) || (col != rogue.col))) { mon = dungeon[row][col] & MONSTER; dungeon[row][col] &= (~MONSTER); dch = get_dungeon_char(row, col); if (mon) { mch = mvinch(row, col); if (monster = object_at(&level_monsters, row, col)) { monster->trail_char = dch; } if ((mch < 'A') || (mch > 'Z')) { mvaddch(row, col, dch); } } else { mvaddch(row, col, dch); } dungeon[row][col] |= mon; } } else { short t; t = weapon->quantity; weapon->quantity = 1; sprintf(msg, "the %svanishes as it hits the ground", name_of(weapon)); weapon->quantity = t; message(msg, 0); } } rand_around(i, r, c) short i, *r, *c; { static char pos[] = "\010\007\001\003\004\005\002\006\0"; static short row, col; short j; if (i == 0) { short x, y, o, t; row = *r; col = *c; o = get_rand(1, 8); for (j = 0; j < 5; j++) { x = get_rand(0, 8); y = (x + o) % 9; t = pos[x]; pos[x] = pos[y]; pos[y] = t; } } switch((short)pos[i]) { case 0: *r = row + 1; *c = col + 1; break; case 1: *r = row + 1; *c = col - 1; break; case 2: *r = row - 1; *c = col + 1; break; case 3: *r = row - 1; *c = col - 1; break; case 4: *r = row; *c = col + 1; break; case 5: *r = row + 1; *c = col; break; case 6: *r = row; *c = col; break; case 7: *r = row - 1; *c = col; break; case 8: *r = row; *c = col - 1; break; } }