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32 * @(#)hit.c 8.1 (Berkeley) 5/31/93
33 * $FreeBSD: src/games/rogue/hit.c,v 1.6 1999/11/30 03:49:22 billf Exp $
34 * $DragonFly: src/games/rogue/hit.c,v 1.3 2006/09/02 19:31:07 pavalos Exp $
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
51 extern short halluc, blind, cur_level;
52 extern short add_strength, ring_exp, r_rings;
53 extern boolean being_held, interrupted, wizard, con_mon;
55 static short damage_for_strength(void);
56 static int get_w_damage(const object *);
57 static int to_hit(const object *);
59 object *fight_monster = NULL;
60 char hit_message[80] = "";
63 mon_hit(object *monster)
65 short damage, hit_chance;
69 if (fight_monster && (monster != fight_monster)) {
72 monster->trow = NO_ROOM;
73 if (cur_level >= (AMULET_LEVEL * 2)) {
76 hit_chance = monster->m_hit_chance;
77 hit_chance -= (((2 * rogue.exp) + (2 * ring_exp)) - r_rings);
85 mn = mon_name(monster);
87 if (!rand_percent(hit_chance)) {
89 sprintf(hit_message + strlen(hit_message), "the %s misses", mn);
90 message(hit_message, 1);
96 sprintf(hit_message + strlen(hit_message), "the %s hit", mn);
97 message(hit_message, 1);
100 if (!(monster->m_flags & STATIONARY)) {
101 damage = get_damage(monster->m_damage, 1);
102 if (cur_level >= (AMULET_LEVEL * 2)) {
103 minus = (float)((AMULET_LEVEL * 2) - cur_level);
105 minus = (float)get_armor_class(rogue.armor) * 3.00;
106 minus = minus / 100.00 * (float)damage;
108 damage -= (short)minus;
110 damage = monster->stationary_damage++;
116 rogue_damage(damage, monster, 0);
118 if (monster->m_flags & SPECIAL_HIT) {
119 special_hit(monster);
124 rogue_hit(object *monster, boolean force_hit)
126 short damage, hit_chance;
129 if (check_imitator(monster)) {
132 hit_chance = force_hit ? 100 : get_hit_chance(rogue.weapon);
137 if (!rand_percent(hit_chance)) {
138 if (!fight_monster) {
139 strcpy(hit_message, "you miss ");
143 damage = get_weapon_damage(rogue.weapon);
150 if (mon_damage(monster, damage)) { /* still alive? */
151 if (!fight_monster) {
152 strcpy(hit_message, "you hit ");
155 RET: check_gold_seeker(monster);
161 rogue_damage(short d, object *monster, short other)
163 if (d >= rogue.hp_current) {
164 rogue.hp_current = 0;
165 print_stats(STAT_HP);
166 killed_by(monster, other);
169 rogue.hp_current -= d;
170 print_stats(STAT_HP);
175 get_damage(const char *ds, boolean r)
177 int i = 0, j, n, d, total = 0;
180 n = get_number(ds+i);
181 while (ds[i++] != 'd')
183 d = get_number(ds+i);
184 while ((ds[i] != '/') && ds[i])
187 for (j = 0; j < n; j++) {
189 total += get_rand(1, d);
202 get_w_damage(const object *obj)
208 if ((!obj) || (obj->what_is != WEAPON)) {
211 t_hit = get_number(obj->damage) + obj->hit_enchant;
212 while (obj->damage[i++] != 'd')
214 damage = get_number(obj->damage + i) + obj->d_enchant;
216 sprintf(new_damage, "%dd%d", t_hit, damage);
218 return(get_damage(new_damage, 1));
222 get_number(const char *s)
227 while ((s[i] >= '0') && (s[i] <= '9')) {
228 total = (10 * total) + (s[i] - '0');
235 lget_number(const char *s)
240 while ((s[i] >= '0') && (s[i] <= '9')) {
241 total = (10 * total) + (s[i] - '0');
248 to_hit(const object *obj)
253 return(get_number(obj->damage) + obj->hit_enchant);
257 damage_for_strength(void)
261 strength = rogue.str_current + add_strength;
266 if (strength <= 14) {
269 if (strength <= 17) {
272 if (strength <= 18) {
275 if (strength <= 20) {
278 if (strength <= 21) {
281 if (strength <= 30) {
288 mon_damage(object *monster, short damage)
293 monster->hp_to_kill -= damage;
295 if (monster->hp_to_kill <= 0) {
298 dungeon[row][col] &= ~MONSTER;
299 mvaddch(row, col, (int)get_dungeon_char(row, col));
303 mn = mon_name(monster);
304 sprintf(hit_message+strlen(hit_message), "defeated the %s", mn);
305 message(hit_message, 1);
307 add_exp(monster->kill_exp, 1);
308 take_from_pack(monster, &level_monsters);
310 if (monster->m_flags & HOLDS) {
313 free_object(monster);
320 fight(boolean to_the_death)
324 boolean first_miss = 1;
325 short possible_damage;
328 while (!is_direction(ch = rgetchar(), &d)) {
331 message("direction?", 0);
339 row = rogue.row; col = rogue.col;
340 get_dir_rc(d, &row, &col, 0);
342 c = mvinch(row, col);
343 if (((c < 'A') || (c > 'Z')) ||
344 (!can_move(rogue.row, rogue.col, row, col))) {
345 message("I see no monster there", 0);
348 if (!(fight_monster = object_at(&level_monsters, row, col))) {
351 if (!(fight_monster->m_flags & STATIONARY)) {
352 possible_damage = ((get_damage(fight_monster->m_damage, 0) * 2) / 3);
354 possible_damage = fight_monster->stationary_damage - 1;
356 while (fight_monster) {
357 one_move_rogue(ch, 0);
358 if (((!to_the_death) && (rogue.hp_current <= possible_damage)) ||
359 interrupted || (!(dungeon[row][col] & MONSTER))) {
362 monster = object_at(&level_monsters, row, col);
363 if (monster != fight_monster) {
371 get_dir_rc(short dir, short *row, short *col, short allow_off_screen)
375 if (allow_off_screen || (*col > 0)) {
380 if (allow_off_screen || (*row < (DROWS-2))) {
385 if (allow_off_screen || (*row > MIN_ROW)) {
390 if (allow_off_screen || (*col < (DCOLS-1))) {
395 if (allow_off_screen || ((*row > MIN_ROW) && (*col > 0))) {
401 if (allow_off_screen || ((*row > MIN_ROW) && (*col < (DCOLS-1)))) {
407 if (allow_off_screen || ((*row < (DROWS-2)) && (*col < (DCOLS-1)))) {
413 if (allow_off_screen || ((*row < (DROWS-2)) && (*col > 0))) {
422 get_hit_chance(const object *weapon)
427 hit_chance += 3 * to_hit(weapon);
428 hit_chance += (((2 * rogue.exp) + (2 * ring_exp)) - r_rings);
433 get_weapon_damage(const object *weapon)
437 damage = get_w_damage(weapon);
438 damage += damage_for_strength();
439 damage += ((((rogue.exp + ring_exp) - r_rings) + 1) / 2);
444 s_con_mon(object *monster)
447 monster->m_flags |= CONFUSED;
448 monster->moves_confused += get_rand(12, 22);
449 message("the monster appears confused", 0);