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
8 * Redistribution and use in source and binary forms, with or without
9 * modification, are permitted provided that the following conditions
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
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
]) {