MFC: Make apps using '#define _POSIX_C_SOURCE' compile.
[dragonfly.git] / games / rogue / hit.c
blob61525c3dd5f80aa7bb394ef708c4ce24b43d617c
1 /*
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
6 * Timothy C. Stoehr.
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. All advertising materials mentioning features or use of this software
17 * must display the following acknowledgement:
18 * This product includes software developed by the University of
19 * California, Berkeley and its contributors.
20 * 4. Neither the name of the University nor the names of its contributors
21 * may be used to endorse or promote products derived from this software
22 * without specific prior written permission.
24 * THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND
25 * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
26 * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
27 * ARE DISCLAIMED. IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE
28 * FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
29 * DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS
30 * OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
31 * HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
32 * LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
33 * OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
34 * SUCH DAMAGE.
36 * @(#)hit.c 8.1 (Berkeley) 5/31/93
37 * $FreeBSD: src/games/rogue/hit.c,v 1.6 1999/11/30 03:49:22 billf Exp $
38 * $DragonFly: src/games/rogue/hit.c,v 1.3 2006/09/02 19:31:07 pavalos Exp $
42 * hit.c
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
49 * gain or profit.
53 #include "rogue.h"
55 object *fight_monster = 0;
56 char hit_message[80] = "";
58 extern short halluc, blind, cur_level;
59 extern short add_strength, ring_exp, r_rings;
60 extern boolean being_held, interrupted, wizard, con_mon;
62 static int get_w_damage(const object *);
63 static int to_hit(const object *);
64 static short damage_for_strength(void);
66 void
67 mon_hit(object *monster)
69 short damage, hit_chance;
70 const char *mn;
71 float minus;
73 if (fight_monster && (monster != fight_monster)) {
74 fight_monster = 0;
76 monster->trow = NO_ROOM;
77 if (cur_level >= (AMULET_LEVEL * 2)) {
78 hit_chance = 100;
79 } else {
80 hit_chance = monster->m_hit_chance;
81 hit_chance -= (((2 * rogue.exp) + (2 * ring_exp)) - r_rings);
83 if (wizard) {
84 hit_chance /= 2;
86 if (!fight_monster) {
87 interrupted = 1;
89 mn = mon_name(monster);
91 if (!rand_percent(hit_chance)) {
92 if (!fight_monster) {
93 sprintf(hit_message + strlen(hit_message), "the %s misses", mn);
94 message(hit_message, 1);
95 hit_message[0] = 0;
97 return;
99 if (!fight_monster) {
100 sprintf(hit_message + strlen(hit_message), "the %s hit", mn);
101 message(hit_message, 1);
102 hit_message[0] = 0;
104 if (!(monster->m_flags & STATIONARY)) {
105 damage = get_damage(monster->m_damage, 1);
106 if (cur_level >= (AMULET_LEVEL * 2)) {
107 minus = (float) ((AMULET_LEVEL * 2) - cur_level);
108 } else {
109 minus = (float) get_armor_class(rogue.armor) * 3.00;
110 minus = minus/100.00 * (float) damage;
112 damage -= (short) minus;
113 } else {
114 damage = monster->stationary_damage++;
116 if (wizard) {
117 damage /= 3;
119 if (damage > 0) {
120 rogue_damage(damage, monster, 0);
122 if (monster->m_flags & SPECIAL_HIT) {
123 special_hit(monster);
127 void
128 rogue_hit(object *monster, boolean force_hit)
130 short damage, hit_chance;
132 if (monster) {
133 if (check_imitator(monster)) {
134 return;
136 hit_chance = force_hit ? 100 : get_hit_chance(rogue.weapon);
138 if (wizard) {
139 hit_chance *= 2;
141 if (!rand_percent(hit_chance)) {
142 if (!fight_monster) {
143 strcpy(hit_message, "you miss ");
145 goto RET;
147 damage = get_weapon_damage(rogue.weapon);
148 if (wizard) {
149 damage *= 3;
151 if (con_mon) {
152 s_con_mon(monster);
154 if (mon_damage(monster, damage)) { /* still alive? */
155 if (!fight_monster) {
156 strcpy(hit_message, "you hit ");
159 RET: check_gold_seeker(monster);
160 wake_up(monster);
164 void
165 rogue_damage(short d, object *monster, short other)
167 if (d >= rogue.hp_current) {
168 rogue.hp_current = 0;
169 print_stats(STAT_HP);
170 killed_by(monster, other);
172 if (d > 0) {
173 rogue.hp_current -= d;
174 print_stats(STAT_HP);
179 get_damage(const char *ds, boolean r)
181 int i = 0, j, n, d, total = 0;
183 while (ds[i]) {
184 n = get_number(ds+i);
185 while (ds[i++] != 'd') ;
186 d = get_number(ds+i);
187 while ((ds[i] != '/') && ds[i]) i++;
189 for (j = 0; j < n; j++) {
190 if (r) {
191 total += get_rand(1, d);
192 } else {
193 total += d;
196 if (ds[i] == '/') {
197 i++;
200 return(total);
203 static int
204 get_w_damage(const object *obj)
206 char new_damage[12];
207 int t_hit, damage;
208 int i = 0;
210 if ((!obj) || (obj->what_is != WEAPON)) {
211 return(-1);
213 t_hit = get_number(obj->damage) + obj->hit_enchant;
214 while (obj->damage[i++] != 'd') ;
215 damage = get_number(obj->damage + i) + obj->d_enchant;
217 sprintf(new_damage, "%dd%d", t_hit, damage);
219 return(get_damage(new_damage, 1));
223 get_number(const char *s)
225 int i = 0;
226 int total = 0;
228 while ((s[i] >= '0') && (s[i] <= '9')) {
229 total = (10 * total) + (s[i] - '0');
230 i++;
232 return(total);
235 long
236 lget_number(const char *s)
238 short i = 0;
239 long total = 0;
241 while ((s[i] >= '0') && (s[i] <= '9')) {
242 total = (10 * total) + (s[i] - '0');
243 i++;
245 return(total);
248 static int
249 to_hit(const object *obj)
251 if (!obj) {
252 return(1);
254 return(get_number(obj->damage) + obj->hit_enchant);
257 static short
258 damage_for_strength(void)
260 short strength;
262 strength = rogue.str_current + add_strength;
264 if (strength <= 6) {
265 return(strength-5);
267 if (strength <= 14) {
268 return(1);
270 if (strength <= 17) {
271 return(3);
273 if (strength <= 18) {
274 return(4);
276 if (strength <= 20) {
277 return(5);
279 if (strength <= 21) {
280 return(6);
282 if (strength <= 30) {
283 return(7);
285 return(8);
288 boolean
289 mon_damage(object *monster, short damage)
291 const char *mn;
292 short row, col;
294 monster->hp_to_kill -= damage;
296 if (monster->hp_to_kill <= 0) {
297 row = monster->row;
298 col = monster->col;
299 dungeon[row][col] &= ~MONSTER;
300 mvaddch(row, col, (int) get_dungeon_char(row, col));
302 fight_monster = 0;
303 cough_up(monster);
304 mn = mon_name(monster);
305 sprintf(hit_message+strlen(hit_message), "defeated the %s", mn);
306 message(hit_message, 1);
307 hit_message[0] = 0;
308 add_exp(monster->kill_exp, 1);
309 take_from_pack(monster, &level_monsters);
311 if (monster->m_flags & HOLDS) {
312 being_held = 0;
314 free_object(monster);
315 return(0);
317 return(1);
320 void
321 fight(boolean to_the_death)
323 short ch, c, d;
324 short row, col;
325 boolean first_miss = 1;
326 short possible_damage;
327 object *monster;
329 while (!is_direction(ch = rgetchar(), &d)) {
330 sound_bell();
331 if (first_miss) {
332 message("direction?", 0);
333 first_miss = 0;
336 check_message();
337 if (ch == CANCEL) {
338 return;
340 row = rogue.row; col = rogue.col;
341 get_dir_rc(d, &row, &col, 0);
343 c = mvinch(row, col);
344 if (((c < 'A') || (c > 'Z')) ||
345 (!can_move(rogue.row, rogue.col, row, col))) {
346 message("I see no monster there", 0);
347 return;
349 if (!(fight_monster = object_at(&level_monsters, row, col))) {
350 return;
352 if (!(fight_monster->m_flags & STATIONARY)) {
353 possible_damage = ((get_damage(fight_monster->m_damage, 0) * 2) / 3);
354 } else {
355 possible_damage = fight_monster->stationary_damage - 1;
357 while (fight_monster) {
358 one_move_rogue(ch, 0);
359 if (((!to_the_death) && (rogue.hp_current <= possible_damage)) ||
360 interrupted || (!(dungeon[row][col] & MONSTER))) {
361 fight_monster = 0;
362 } else {
363 monster = object_at(&level_monsters, row, col);
364 if (monster != fight_monster) {
365 fight_monster = 0;
371 void
372 get_dir_rc(short dir, short *row, short *col, short allow_off_screen)
374 switch(dir) {
375 case LEFT:
376 if (allow_off_screen || (*col > 0)) {
377 (*col)--;
379 break;
380 case DOWN:
381 if (allow_off_screen || (*row < (DROWS-2))) {
382 (*row)++;
384 break;
385 case UPWARD:
386 if (allow_off_screen || (*row > MIN_ROW)) {
387 (*row)--;
389 break;
390 case RIGHT:
391 if (allow_off_screen || (*col < (DCOLS-1))) {
392 (*col)++;
394 break;
395 case UPLEFT:
396 if (allow_off_screen || ((*row > MIN_ROW) && (*col > 0))) {
397 (*row)--;
398 (*col)--;
400 break;
401 case UPRIGHT:
402 if (allow_off_screen || ((*row > MIN_ROW) && (*col < (DCOLS-1)))) {
403 (*row)--;
404 (*col)++;
406 break;
407 case DOWNRIGHT:
408 if (allow_off_screen || ((*row < (DROWS-2)) && (*col < (DCOLS-1)))) {
409 (*row)++;
410 (*col)++;
412 break;
413 case DOWNLEFT:
414 if (allow_off_screen || ((*row < (DROWS-2)) && (*col > 0))) {
415 (*row)++;
416 (*col)--;
418 break;
422 short
423 get_hit_chance(const object *weapon)
425 short hit_chance;
427 hit_chance = 40;
428 hit_chance += 3 * to_hit(weapon);
429 hit_chance += (((2 * rogue.exp) + (2 * ring_exp)) - r_rings);
430 return(hit_chance);
433 short
434 get_weapon_damage(const object *weapon)
436 short damage;
438 damage = get_w_damage(weapon);
439 damage += damage_for_strength();
440 damage += ((((rogue.exp + ring_exp) - r_rings) + 1) / 2);
441 return(damage);
444 void
445 s_con_mon(object *monster)
447 if (con_mon) {
448 monster->m_flags |= CONFUSED;
449 monster->moves_confused += get_rand(12, 22);
450 message("the monster appears confused", 0);
451 con_mon = 0;