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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9 * modification, are permitted provided that the following conditions
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20 * THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND
21 * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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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:
41 * 1.) No portion of this notice shall be removed.
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 static short damage_for_strength(void);
51 static int get_w_damage(const object
*);
52 static int to_hit(const object
*);
54 static object
*fight_monster
= NULL
;
55 char hit_message
[HIT_MESSAGE_SIZE
] = "";
58 mon_hit(object
*monster
)
60 short damage
, hit_chance
;
64 if (fight_monster
&& (monster
!= fight_monster
)) {
67 monster
->trow
= NO_ROOM
;
68 if (cur_level
>= (AMULET_LEVEL
* 2)) {
71 hit_chance
= monster
->m_hit_chance
;
72 hit_chance
-= (((2 * rogue
.exp
) + (2 * ring_exp
)) - r_rings
);
80 mn
= mon_name(monster
);
82 if (!rand_percent(hit_chance
)) {
84 sprintf(hit_message
+ strlen(hit_message
), "the %s misses", mn
);
85 message(hit_message
, 1);
91 sprintf(hit_message
+ strlen(hit_message
), "the %s hit", mn
);
92 message(hit_message
, 1);
95 if (!(monster
->m_flags
& STATIONARY
)) {
96 damage
= get_damage(monster
->m_damage
, 1);
97 if (cur_level
>= (AMULET_LEVEL
* 2)) {
98 minus
= (float)((AMULET_LEVEL
* 2) - cur_level
);
100 minus
= (float)get_armor_class(rogue
.armor
) * 3.00;
101 minus
= minus
/ 100.00 * (float)damage
;
103 damage
-= (short)minus
;
105 damage
= monster
->stationary_damage
++;
111 rogue_damage(damage
, monster
, 0);
113 if (monster
->m_flags
& SPECIAL_HIT
) {
114 special_hit(monster
);
119 rogue_hit(object
*monster
, boolean force_hit
)
121 short damage
, hit_chance
;
124 if (check_imitator(monster
)) {
127 hit_chance
= force_hit
? 100 : get_hit_chance(rogue
.weapon
);
132 if (!rand_percent(hit_chance
)) {
133 if (!fight_monster
) {
134 strcpy(hit_message
, "you miss ");
138 damage
= get_weapon_damage(rogue
.weapon
);
145 if (mon_damage(monster
, damage
)) { /* still alive? */
146 if (!fight_monster
) {
147 strcpy(hit_message
, "you hit ");
150 RET
: check_gold_seeker(monster
);
156 rogue_damage(short d
, object
*monster
, short other
)
158 if (d
>= rogue
.hp_current
) {
159 rogue
.hp_current
= 0;
160 print_stats(STAT_HP
);
161 killed_by(monster
, other
);
164 rogue
.hp_current
-= d
;
165 print_stats(STAT_HP
);
170 get_damage(const char *ds
, boolean r
)
172 int i
= 0, j
, n
, d
, total
= 0;
175 n
= get_number(ds
+i
);
176 while (ds
[i
++] != 'd')
178 d
= get_number(ds
+i
);
179 while ((ds
[i
] != '/') && ds
[i
])
182 for (j
= 0; j
< n
; j
++) {
184 total
+= get_rand(1, d
);
197 get_w_damage(const object
*obj
)
203 if ((!obj
) || (obj
->what_is
!= WEAPON
)) {
206 t_hit
= get_number(obj
->damage
) + obj
->hit_enchant
;
207 while (obj
->damage
[i
++] != 'd')
209 damage
= get_number(obj
->damage
+ i
) + obj
->d_enchant
;
211 sprintf(new_damage
, "%dd%d", t_hit
, damage
);
213 return(get_damage(new_damage
, 1));
217 get_number(const char *s
)
222 while ((s
[i
] >= '0') && (s
[i
] <= '9')) {
223 total
= (10 * total
) + (s
[i
] - '0');
230 lget_number(const char *s
)
235 while ((s
[i
] >= '0') && (s
[i
] <= '9')) {
236 total
= (10 * total
) + (s
[i
] - '0');
243 to_hit(const object
*obj
)
248 return(get_number(obj
->damage
) + obj
->hit_enchant
);
252 damage_for_strength(void)
256 strength
= rogue
.str_current
+ add_strength
;
261 if (strength
<= 14) {
264 if (strength
<= 17) {
267 if (strength
<= 18) {
270 if (strength
<= 20) {
273 if (strength
<= 21) {
276 if (strength
<= 30) {
283 mon_damage(object
*monster
, short damage
)
288 monster
->hp_to_kill
-= damage
;
290 if (monster
->hp_to_kill
<= 0) {
293 dungeon
[row
][col
] &= ~MONSTER
;
294 mvaddch(row
, col
, (int)get_dungeon_char(row
, col
));
296 fight_monster
= NULL
;
298 mn
= mon_name(monster
);
299 sprintf(hit_message
+strlen(hit_message
), "defeated the %s", mn
);
300 message(hit_message
, 1);
302 add_exp(monster
->kill_exp
, 1);
303 take_from_pack(monster
, &level_monsters
);
305 if (monster
->m_flags
& HOLDS
) {
308 free_object(monster
);
315 fight(boolean to_the_death
)
319 boolean first_miss
= 1;
320 short possible_damage
;
323 while (!is_direction(ch
= rgetchar(), &d
)) {
326 message("direction?", 0);
334 row
= rogue
.row
; col
= rogue
.col
;
335 get_dir_rc(d
, &row
, &col
, 0);
337 c
= mvinch(row
, col
);
338 if (((c
< 'A') || (c
> 'Z')) ||
339 (!can_move(rogue
.row
, rogue
.col
, row
, col
))) {
340 message("I see no monster there", 0);
343 if (!(fight_monster
= object_at(&level_monsters
, row
, col
))) {
346 if (!(fight_monster
->m_flags
& STATIONARY
)) {
347 possible_damage
= ((get_damage(fight_monster
->m_damage
, 0) * 2) / 3);
349 possible_damage
= fight_monster
->stationary_damage
- 1;
351 while (fight_monster
) {
352 one_move_rogue(ch
, 0);
353 if (((!to_the_death
) && (rogue
.hp_current
<= possible_damage
)) ||
354 interrupted
|| (!(dungeon
[row
][col
] & MONSTER
))) {
355 fight_monster
= NULL
;
357 monster
= object_at(&level_monsters
, row
, col
);
358 if (monster
!= fight_monster
) {
359 fight_monster
= NULL
;
366 get_dir_rc(short dir
, short *row
, short *col
, short allow_off_screen
)
370 if (allow_off_screen
|| (*col
> 0)) {
375 if (allow_off_screen
|| (*row
< (DROWS
-2))) {
380 if (allow_off_screen
|| (*row
> MIN_ROW
)) {
385 if (allow_off_screen
|| (*col
< (DCOLS
-1))) {
390 if (allow_off_screen
|| ((*row
> MIN_ROW
) && (*col
> 0))) {
396 if (allow_off_screen
|| ((*row
> MIN_ROW
) && (*col
< (DCOLS
-1)))) {
402 if (allow_off_screen
|| ((*row
< (DROWS
-2)) && (*col
< (DCOLS
-1)))) {
408 if (allow_off_screen
|| ((*row
< (DROWS
-2)) && (*col
> 0))) {
417 get_hit_chance(const object
*weapon
)
422 hit_chance
+= 3 * to_hit(weapon
);
423 hit_chance
+= (((2 * rogue
.exp
) + (2 * ring_exp
)) - r_rings
);
428 get_weapon_damage(const object
*weapon
)
432 damage
= get_w_damage(weapon
);
433 damage
+= damage_for_strength();
434 damage
+= ((((rogue
.exp
+ ring_exp
) - r_rings
) + 1) / 2);
439 s_con_mon(object
*monster
)
442 monster
->m_flags
|= CONFUSED
;
443 monster
->moves_confused
+= get_rand(12, 22);
444 message("the monster appears confused", 0);