Add parameter names.
[dragonfly.git] / games / rogue / throw.c
blob37dc6ebe4f49690dd102ec0191fe055bc0f27d1f
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 * @(#)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 $
42 * throw.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 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);
63 void
64 throw(void)
66 short wch, d;
67 boolean first_miss = 1;
68 object *weapon;
69 short dir, row, col;
70 object *monster;
72 while (!is_direction(dir = rgetchar(), &d)) {
73 sound_bell();
74 if (first_miss) {
75 message("direction? ", 0);
76 first_miss = 0;
79 check_message();
80 if (dir == CANCEL) {
81 return;
83 if ((wch = pack_letter("throw what?", WEAPON)) == CANCEL) {
84 return;
86 check_message();
88 if (!(weapon = get_letter_object(wch))) {
89 message("no such item.", 0);
90 return;
92 if ((weapon->in_use_flags & BEING_USED) && weapon->is_cursed) {
93 message(curse_message, 0);
94 return;
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) {
101 mv_aquatars();
102 unwear(rogue.armor);
103 print_stats(STAT_ARMOR);
104 } else if (weapon->in_use_flags & ON_EITHER_HAND) {
105 un_put_on(weapon);
107 monster = get_thrown_at_monster(weapon, d, &row, &col);
108 mvaddch(rogue.row, rogue.col, rogue.fchar);
109 refresh();
111 if (rogue_can_see(row, col) && ((row != rogue.row) || (col != rogue.col))){
112 mvaddch(row, col, get_dungeon_char(row, col));
114 if (monster) {
115 wake_up(monster);
116 check_gold_seeker(monster);
118 if (!throw_at_monster(monster, weapon)) {
119 flop_weapon(weapon, row, col);
121 } else {
122 flop_weapon(weapon, row, col);
124 vanish(weapon, 1, &rogue.pack);
127 static boolean
128 throw_at_monster(object *monster, object *weapon)
130 short damage, hit_chance;
131 short t;
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 ");
154 return(0);
156 s_con_mon(monster);
157 strcat(hit_message, "hit ");
158 mon_damage(monster, damage);
159 return(1);
162 static object *
163 get_thrown_at_monster(object *obj, short dir, short *row, short *col)
165 short orow, ocol;
166 short i, ch;
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)))) {
178 *row = orow;
179 *col = ocol;
180 return(0);
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);
189 refresh();
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) {
198 i += 2;
201 return(0);
204 static void
205 flop_weapon(object *weapon, short row, short col)
207 object *new_weapon, *monster;
208 short i = 0;
209 char msg[80];
210 boolean found = 0;
211 short mch, dch;
212 unsigned short mon;
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))) {
219 continue;
221 found = 1;
222 break;
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);
237 if (mon) {
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);
245 } else {
246 mvaddch(row, col, dch);
248 dungeon[row][col] |= mon;
250 } else {
251 short t;
253 t = weapon->quantity;
254 weapon->quantity = 1;
255 sprintf(msg, "the %svanishes as it hits the ground",
256 name_of(weapon));
257 weapon->quantity = t;
258 message(msg, 0);
262 void
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;
267 short j;
269 if (i == 0) {
270 short x, y, o, t;
272 row = *r;
273 col = *c;
275 o = get_rand(1, 8);
277 for (j = 0; j < 5; j++) {
278 x = get_rand(0, 8);
279 y = (x + o) % 9;
280 t = pos[x];
281 pos[x] = pos[y];
282 pos[y] = t;
285 switch((short)pos[i]) {
286 case 0:
287 *r = row + 1;
288 *c = col + 1;
289 break;
290 case 1:
291 *r = row + 1;
292 *c = col - 1;
293 break;
294 case 2:
295 *r = row - 1;
296 *c = col + 1;
297 break;
298 case 3:
299 *r = row - 1;
300 *c = col - 1;
301 break;
302 case 4:
303 *r = row;
304 *c = col + 1;
305 break;
306 case 5:
307 *r = row + 1;
308 *c = col;
309 break;
310 case 6:
311 *r = row;
312 *c = col;
313 break;
314 case 7:
315 *r = row - 1;
316 *c = col;
317 break;
318 case 8:
319 *r = row;
320 *c = col - 1;
321 break;