games: Massive style(9) cleanup commit. Reduces differences to NetBSD.
[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  * $DragonFly: src/games/rogue/throw.c,v 1.3 2006/09/02 19:31:07 pavalos Exp $
35  */
36
37 /*
38  * throw.c
39  *
40  * This source herein may be modified and/or distributed by anybody who
41  * so desires, with the following restrictions:
42  *    1.)  No portion of this notice shall be removed.
43  *    2.)  Credit shall not be taken for the creation of this source.
44  *    3.)  This code is not to be traded, sold, or used for personal
45  *         gain or profit.
46  *
47  */
48
49 #include "rogue.h"
50
51 extern short cur_room;
52 extern char *curse_message;
53 extern char hit_message[];
54
55 static void flop_weapon(object *, short, short);
56 static object *get_thrown_at_monster(object *, short, short *, short *);
57 static boolean throw_at_monster(object *, object *);
58
59 void
60 throw(void)
61 {
62         short wch, d;
63         boolean first_miss = 1;
64         object *weapon;
65         short dir, row, col;
66         object *monster;
67
68         while (!is_direction(dir = rgetchar(), &d)) {
69                 sound_bell();
70                 if (first_miss) {
71                         message("direction? ", 0);
72                         first_miss = 0;
73                 }
74         }
75         check_message();
76         if (dir == CANCEL) {
77                 return;
78         }
79         if ((wch = pack_letter("throw what?", WEAPON)) == CANCEL) {
80                 return;
81         }
82         check_message();
83
84         if (!(weapon = get_letter_object(wch))) {
85                 message("no such item.", 0);
86                 return;
87         }
88         if ((weapon->in_use_flags & BEING_USED) && weapon->is_cursed) {
89                 message(curse_message, 0);
90                 return;
91         }
92         row = rogue.row; col = rogue.col;
93
94         if ((weapon->in_use_flags & BEING_WIELDED) && (weapon->quantity <= 1)) {
95                 unwield(rogue.weapon);
96         } else if (weapon->in_use_flags & BEING_WORN) {
97                 mv_aquatars();
98                 unwear(rogue.armor);
99                 print_stats(STAT_ARMOR);
100         } else if (weapon->in_use_flags & ON_EITHER_HAND) {
101                 un_put_on(weapon);
102         }
103         monster = get_thrown_at_monster(weapon, d, &row, &col);
104         mvaddch(rogue.row, rogue.col, rogue.fchar);
105         refresh();
106
107         if (rogue_can_see(row, col) && ((row != rogue.row) || (col != rogue.col))) {
108                 mvaddch(row, col, get_dungeon_char(row, col));
109         }
110         if (monster) {
111                 wake_up(monster);
112                 check_gold_seeker(monster);
113
114                 if (!throw_at_monster(monster, weapon)) {
115                         flop_weapon(weapon, row, col);
116                 }
117         } else {
118                 flop_weapon(weapon, row, col);
119         }
120         vanish(weapon, 1, &rogue.pack);
121 }
122
123 static boolean
124 throw_at_monster(object *monster, object *weapon)
125 {
126         short damage, hit_chance;
127         short t;
128
129         hit_chance = get_hit_chance(weapon);
130         damage = get_weapon_damage(weapon);
131         if ((weapon->which_kind == ARROW) &&
132                 (rogue.weapon && (rogue.weapon->which_kind == BOW))) {
133                 damage += get_weapon_damage(rogue.weapon);
134                 damage = ((damage * 2) / 3);
135                 hit_chance += (hit_chance / 3);
136         } else if ((weapon->in_use_flags & BEING_WIELDED) &&
137                 ((weapon->which_kind == DAGGER) ||
138                 (weapon->which_kind == SHURIKEN) ||
139                 (weapon->which_kind == DART))) {
140                 damage = ((damage * 3) / 2);
141                 hit_chance += (hit_chance / 3);
142         }
143         t = weapon->quantity;
144         weapon->quantity = 1;
145         sprintf(hit_message, "the %s", name_of(weapon));
146         weapon->quantity = t;
147
148         if (!rand_percent(hit_chance)) {
149                 strcat(hit_message, "misses  ");
150                 return(0);
151         }
152         s_con_mon(monster);
153         strcat(hit_message, "hit  ");
154         mon_damage(monster, damage);
155         return(1);
156 }
157
158 static object *
159 get_thrown_at_monster(object *obj, short dir, short *row, short *col)
160 {
161         short orow, ocol;
162         short i, ch;
163
164         orow = *row; ocol = *col;
165
166         ch = get_mask_char(obj->what_is);
167
168         for (i = 0; i < 24; i++) {
169                 get_dir_rc(dir, row, col, 0);
170                 if (    (((*col <= 0) || (*col >= DCOLS-1)) ||
171                                 (dungeon[*row][*col] == NOTHING)) ||
172                                 ((dungeon[*row][*col] & (HORWALL | VERTWALL | HIDDEN)) &&
173                                         (!(dungeon[*row][*col] & TRAP)))) {
174                         *row = orow;
175                         *col = ocol;
176                         return(0);
177                 }
178                 if ((i != 0) && rogue_can_see(orow, ocol)) {
179                         mvaddch(orow, ocol, get_dungeon_char(orow, ocol));
180                 }
181                 if (rogue_can_see(*row, *col)) {
182                         if (!(dungeon[*row][*col] & MONSTER)) {
183                                 mvaddch(*row, *col, ch);
184                         }
185                         refresh();
186                 }
187                 orow = *row; ocol = *col;
188                 if (dungeon[*row][*col] & MONSTER) {
189                         if (!imitating(*row, *col)) {
190                                 return(object_at(&level_monsters, *row, *col));
191                         }
192                 }
193                 if (dungeon[*row][*col] & TUNNEL) {
194                         i += 2;
195                 }
196         }
197         return(0);
198 }
199
200 static void
201 flop_weapon(object *weapon, short row, short col)
202 {
203         object *new_weapon, *monster;
204         short i = 0;
205         char msg[80];
206         boolean found = 0;
207         short mch, dch;
208         unsigned short mon;
209
210         while ((i < 9) && dungeon[row][col] & ~(FLOOR | TUNNEL | DOOR | MONSTER)) {
211                 rand_around(i++, &row, &col);
212                 if ((row > (DROWS-2)) || (row < MIN_ROW) ||
213                         (col > (DCOLS-1)) || (col < 0) || (!dungeon[row][col]) ||
214                         (dungeon[row][col] & ~(FLOOR | TUNNEL | DOOR | MONSTER))) {
215                         continue;
216                 }
217                 found = 1;
218                 break;
219         }
220
221         if (found || (i == 0)) {
222                 new_weapon = alloc_object();
223                 *new_weapon = *weapon;
224                 new_weapon->in_use_flags = NOT_USED;
225                 new_weapon->quantity = 1;
226                 new_weapon->ichar = 'L';
227                 place_at(new_weapon, row, col);
228                 if (rogue_can_see(row, col) &&
229                                 ((row != rogue.row) || (col != rogue.col))) {
230                         mon = dungeon[row][col] & MONSTER;
231                         dungeon[row][col] &= (~MONSTER);
232                         dch = get_dungeon_char(row, col);
233                         if (mon) {
234                                 mch = mvinch(row, col);
235                                 if ((monster = object_at(&level_monsters,
236                                     row, col)) != NULL) {
237                                         monster->trail_char = dch;
238                                 }
239                                 if ((mch < 'A') || (mch > 'Z')) {
240                                         mvaddch(row, col, dch);
241                                 }
242                         } else {
243                                 mvaddch(row, col, dch);
244                         }
245                         dungeon[row][col] |= mon;
246                 }
247         } else {
248                 short t;
249
250                 t = weapon->quantity;
251                 weapon->quantity = 1;
252                 sprintf(msg, "the %svanishes as it hits the ground",
253                 name_of(weapon));
254                 weapon->quantity = t;
255                 message(msg, 0);
256         }
257 }
258
259 void
260 rand_around(short i, short *r, short *c)
261 {
262         static char pos[] = "\010\007\001\003\004\005\002\006\0";
263         static short row, col;
264         short j;
265
266         if (i == 0) {
267                 short x, y, o, t;
268
269                 row = *r;
270                 col = *c;
271
272                 o = get_rand(1, 8);
273
274                 for (j = 0; j < 5; j++) {
275                         x = get_rand(0, 8);
276                         y = (x + o) % 9;
277                         t = pos[x];
278                         pos[x] = pos[y];
279                         pos[y] = t;
280                 }
281         }
282         switch((short)pos[i]) {
283         case 0:
284                 *r = row + 1;
285                 *c = col + 1;
286                 break;
287         case 1:
288                 *r = row + 1;
289                 *c = col - 1;
290                 break;
291         case 2:
292                 *r = row - 1;
293                 *c = col + 1;
294                 break;
295         case 3:
296                 *r = row - 1;
297                 *c = col - 1;
298                 break;
299         case 4:
300                 *r = row;
301                 *c = col + 1;
302                 break;
303         case 5:
304                 *r = row + 1;
305                 *c = col;
306                 break;
307         case 6:
308                 *r = row;
309                 *c = col;
310                 break;
311         case 7:
312                 *r = row - 1;
313                 *c = col;
314                 break;
315         case 8:
316                 *r = row;
317                 *c = col - 1;
318                 break;
319         }
320 }