2 * Copyright (c) 1988, 1993
3 * The Regents of the University of California. All rights reserved.
5 * This code is derived from software contributed to Berkeley by
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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 $
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
55 extern short cur_room;
56 extern char *curse_message;
57 extern char hit_message[];
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);
67 boolean first_miss = 1;
72 while (!is_direction(dir = rgetchar(), &d)) {
75 message("direction? ", 0);
83 if ((wch = pack_letter("throw what?", WEAPON)) == CANCEL) {
88 if (!(weapon = get_letter_object(wch))) {
89 message("no such item.", 0);
92 if ((weapon->in_use_flags & BEING_USED) && weapon->is_cursed) {
93 message(curse_message, 0);
96 row = rogue.row; col = rogue.col;
98 if ((weapon->in_use_flags & BEING_WIELDED) && (weapon->quantity <= 1)) {
99 unwield(rogue.weapon);
100 } else if (weapon->in_use_flags & BEING_WORN) {
103 print_stats(STAT_ARMOR);
104 } else if (weapon->in_use_flags & ON_EITHER_HAND) {
107 monster = get_thrown_at_monster(weapon, d, &row, &col);
108 mvaddch(rogue.row, rogue.col, rogue.fchar);
111 if (rogue_can_see(row, col) && ((row != rogue.row) || (col != rogue.col))){
112 mvaddch(row, col, get_dungeon_char(row, col));
116 check_gold_seeker(monster);
118 if (!throw_at_monster(monster, weapon)) {
119 flop_weapon(weapon, row, col);
122 flop_weapon(weapon, row, col);
124 vanish(weapon, 1, &rogue.pack);
128 throw_at_monster(object *monster, object *weapon)
130 short damage, hit_chance;
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);
147 t = weapon->quantity;
148 weapon->quantity = 1;
149 sprintf(hit_message, "the %s", name_of(weapon));
150 weapon->quantity = t;
152 if (!rand_percent(hit_chance)) {
153 strcat(hit_message, "misses ");
157 strcat(hit_message, "hit ");
158 mon_damage(monster, damage);
163 get_thrown_at_monster(object *obj, short dir, short *row, short *col)
168 orow = *row; ocol = *col;
170 ch = get_mask_char(obj->what_is);
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)))) {
182 if ((i != 0) && rogue_can_see(orow, ocol)) {
183 mvaddch(orow, ocol, get_dungeon_char(orow, ocol));
185 if (rogue_can_see(*row, *col)) {
186 if (!(dungeon[*row][*col] & MONSTER)) {
187 mvaddch(*row, *col, ch);
191 orow = *row; ocol = *col;
192 if (dungeon[*row][*col] & MONSTER) {
193 if (!imitating(*row, *col)) {
194 return(object_at(&level_monsters, *row, *col));
197 if (dungeon[*row][*col] & TUNNEL) {
205 flop_weapon(object *weapon, short row, short col)
207 object *new_weapon, *monster;
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))) {
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);
238 mch = mvinch(row, col);
239 if ((monster = object_at(&level_monsters, row, col))) {
240 monster->trail_char = dch;
242 if ((mch < 'A') || (mch > 'Z')) {
243 mvaddch(row, col, dch);
246 mvaddch(row, col, dch);
248 dungeon[row][col] |= mon;
253 t = weapon->quantity;
254 weapon->quantity = 1;
255 sprintf(msg, "the %svanishes as it hits the ground",
257 weapon->quantity = t;
263 rand_around(short i, short *r, short *c)
265 static char pos[] = "\010\007\001\003\004\005\002\006\0";
266 static short row, col;
277 for (j = 0; j < 5; j++) {
285 switch((short)pos[i]) {