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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 $
39 * This source herein may be modified and/or distributed by anybody who
40 * so desires, with the following restrictions:
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42 * 2.) Credit shall not be taken for the creation of this source.
43 * 3.) This code is not to be traded, sold, or used for personal
50 extern short halluc, blind, cur_level;
51 extern short add_strength, ring_exp, r_rings;
52 extern boolean being_held, interrupted, wizard, con_mon;
54 static short damage_for_strength(void);
55 static int get_w_damage(const object *);
56 static int to_hit(const object *);
58 object *fight_monster = NULL;
59 char hit_message[80] = "";
62 mon_hit(object *monster)
64 short damage, hit_chance;
68 if (fight_monster && (monster != fight_monster)) {
71 monster->trow = NO_ROOM;
72 if (cur_level >= (AMULET_LEVEL * 2)) {
75 hit_chance = monster->m_hit_chance;
76 hit_chance -= (((2 * rogue.exp) + (2 * ring_exp)) - r_rings);
84 mn = mon_name(monster);
86 if (!rand_percent(hit_chance)) {
88 sprintf(hit_message + strlen(hit_message), "the %s misses", mn);
89 message(hit_message, 1);
95 sprintf(hit_message + strlen(hit_message), "the %s hit", mn);
96 message(hit_message, 1);
99 if (!(monster->m_flags & STATIONARY)) {
100 damage = get_damage(monster->m_damage, 1);
101 if (cur_level >= (AMULET_LEVEL * 2)) {
102 minus = (float)((AMULET_LEVEL * 2) - cur_level);
104 minus = (float)get_armor_class(rogue.armor) * 3.00;
105 minus = minus / 100.00 * (float)damage;
107 damage -= (short)minus;
109 damage = monster->stationary_damage++;
115 rogue_damage(damage, monster, 0);
117 if (monster->m_flags & SPECIAL_HIT) {
118 special_hit(monster);
123 rogue_hit(object *monster, boolean force_hit)
125 short damage, hit_chance;
128 if (check_imitator(monster)) {
131 hit_chance = force_hit ? 100 : get_hit_chance(rogue.weapon);
136 if (!rand_percent(hit_chance)) {
137 if (!fight_monster) {
138 strcpy(hit_message, "you miss ");
142 damage = get_weapon_damage(rogue.weapon);
149 if (mon_damage(monster, damage)) { /* still alive? */
150 if (!fight_monster) {
151 strcpy(hit_message, "you hit ");
154 RET: check_gold_seeker(monster);
160 rogue_damage(short d, object *monster, short other)
162 if (d >= rogue.hp_current) {
163 rogue.hp_current = 0;
164 print_stats(STAT_HP);
165 killed_by(monster, other);
168 rogue.hp_current -= d;
169 print_stats(STAT_HP);
174 get_damage(const char *ds, boolean r)
176 int i = 0, j, n, d, total = 0;
179 n = get_number(ds+i);
180 while (ds[i++] != 'd')
182 d = get_number(ds+i);
183 while ((ds[i] != '/') && ds[i])
186 for (j = 0; j < n; j++) {
188 total += get_rand(1, d);
201 get_w_damage(const object *obj)
207 if ((!obj) || (obj->what_is != WEAPON)) {
210 t_hit = get_number(obj->damage) + obj->hit_enchant;
211 while (obj->damage[i++] != 'd')
213 damage = get_number(obj->damage + i) + obj->d_enchant;
215 sprintf(new_damage, "%dd%d", t_hit, damage);
217 return(get_damage(new_damage, 1));
221 get_number(const char *s)
226 while ((s[i] >= '0') && (s[i] <= '9')) {
227 total = (10 * total) + (s[i] - '0');
234 lget_number(const char *s)
239 while ((s[i] >= '0') && (s[i] <= '9')) {
240 total = (10 * total) + (s[i] - '0');
247 to_hit(const object *obj)
252 return(get_number(obj->damage) + obj->hit_enchant);
256 damage_for_strength(void)
260 strength = rogue.str_current + add_strength;
265 if (strength <= 14) {
268 if (strength <= 17) {
271 if (strength <= 18) {
274 if (strength <= 20) {
277 if (strength <= 21) {
280 if (strength <= 30) {
287 mon_damage(object *monster, short damage)
292 monster->hp_to_kill -= damage;
294 if (monster->hp_to_kill <= 0) {
297 dungeon[row][col] &= ~MONSTER;
298 mvaddch(row, col, (int)get_dungeon_char(row, col));
300 fight_monster = NULL;
302 mn = mon_name(monster);
303 sprintf(hit_message+strlen(hit_message), "defeated the %s", mn);
304 message(hit_message, 1);
306 add_exp(monster->kill_exp, 1);
307 take_from_pack(monster, &level_monsters);
309 if (monster->m_flags & HOLDS) {
312 free_object(monster);
319 fight(boolean to_the_death)
323 boolean first_miss = 1;
324 short possible_damage;
327 while (!is_direction(ch = rgetchar(), &d)) {
330 message("direction?", 0);
338 row = rogue.row; col = rogue.col;
339 get_dir_rc(d, &row, &col, 0);
341 c = mvinch(row, col);
342 if (((c < 'A') || (c > 'Z')) ||
343 (!can_move(rogue.row, rogue.col, row, col))) {
344 message("I see no monster there", 0);
347 if (!(fight_monster = object_at(&level_monsters, row, col))) {
350 if (!(fight_monster->m_flags & STATIONARY)) {
351 possible_damage = ((get_damage(fight_monster->m_damage, 0) * 2) / 3);
353 possible_damage = fight_monster->stationary_damage - 1;
355 while (fight_monster) {
356 one_move_rogue(ch, 0);
357 if (((!to_the_death) && (rogue.hp_current <= possible_damage)) ||
358 interrupted || (!(dungeon[row][col] & MONSTER))) {
359 fight_monster = NULL;
361 monster = object_at(&level_monsters, row, col);
362 if (monster != fight_monster) {
363 fight_monster = NULL;
370 get_dir_rc(short dir, short *row, short *col, short allow_off_screen)
374 if (allow_off_screen || (*col > 0)) {
379 if (allow_off_screen || (*row < (DROWS-2))) {
384 if (allow_off_screen || (*row > MIN_ROW)) {
389 if (allow_off_screen || (*col < (DCOLS-1))) {
394 if (allow_off_screen || ((*row > MIN_ROW) && (*col > 0))) {
400 if (allow_off_screen || ((*row > MIN_ROW) && (*col < (DCOLS-1)))) {
406 if (allow_off_screen || ((*row < (DROWS-2)) && (*col < (DCOLS-1)))) {
412 if (allow_off_screen || ((*row < (DROWS-2)) && (*col > 0))) {
421 get_hit_chance(const object *weapon)
426 hit_chance += 3 * to_hit(weapon);
427 hit_chance += (((2 * rogue.exp) + (2 * ring_exp)) - r_rings);
432 get_weapon_damage(const object *weapon)
436 damage = get_w_damage(weapon);
437 damage += damage_for_strength();
438 damage += ((((rogue.exp + ring_exp) - r_rings) + 1) / 2);
443 s_con_mon(object *monster)
446 monster->m_flags |= CONFUSED;
447 monster->moves_confused += get_rand(12, 22);
448 message("the monster appears confused", 0);