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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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. Neither the name of the University nor the names of its contributors
17 * may be used to endorse or promote products derived from this software
18 * without specific prior written permission.
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
22 * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
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32 * @(#)throw.c 8.1 (Berkeley) 5/31/93
33 * $FreeBSD: src/games/rogue/throw.c,v 1.3 1999/11/30 03:49:28 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 void flop_weapon(object
*, short, short);
51 static object
*get_thrown_at_monster(object
*, short, short *, short *);
52 static boolean
throw_at_monster(object
*, object
*);
58 boolean first_miss
= 1;
63 while (!is_direction(dir
= rgetchar(), &d
)) {
66 message("direction? ", 0);
74 if ((wch
= pack_letter("throw what?", WEAPON
)) == CANCEL
) {
79 if (!(weapon
= get_letter_object(wch
))) {
80 message("no such item.", 0);
83 if ((weapon
->in_use_flags
& BEING_USED
) && weapon
->is_cursed
) {
84 message(curse_message
, 0);
87 row
= rogue
.row
; col
= rogue
.col
;
89 if ((weapon
->in_use_flags
& BEING_WIELDED
) && (weapon
->quantity
<= 1)) {
90 unwield(rogue
.weapon
);
91 } else if (weapon
->in_use_flags
& BEING_WORN
) {
94 print_stats(STAT_ARMOR
);
95 } else if (weapon
->in_use_flags
& ON_EITHER_HAND
) {
98 monster
= get_thrown_at_monster(weapon
, d
, &row
, &col
);
99 mvaddch(rogue
.row
, rogue
.col
, rogue
.fchar
);
102 if (rogue_can_see(row
, col
) && ((row
!= rogue
.row
) || (col
!= rogue
.col
))) {
103 mvaddch(row
, col
, get_dungeon_char(row
, col
));
107 check_gold_seeker(monster
);
109 if (!throw_at_monster(monster
, weapon
)) {
110 flop_weapon(weapon
, row
, col
);
113 flop_weapon(weapon
, row
, col
);
115 vanish(weapon
, 1, &rogue
.pack
);
119 throw_at_monster(object
*monster
, object
*weapon
)
121 short damage
, hit_chance
;
124 hit_chance
= get_hit_chance(weapon
);
125 damage
= get_weapon_damage(weapon
);
126 if ((weapon
->which_kind
== ARROW
) &&
127 (rogue
.weapon
&& (rogue
.weapon
->which_kind
== BOW
))) {
128 damage
+= get_weapon_damage(rogue
.weapon
);
129 damage
= ((damage
* 2) / 3);
130 hit_chance
+= (hit_chance
/ 3);
131 } else if ((weapon
->in_use_flags
& BEING_WIELDED
) &&
132 ((weapon
->which_kind
== DAGGER
) ||
133 (weapon
->which_kind
== SHURIKEN
) ||
134 (weapon
->which_kind
== DART
))) {
135 damage
= ((damage
* 3) / 2);
136 hit_chance
+= (hit_chance
/ 3);
138 t
= weapon
->quantity
;
139 weapon
->quantity
= 1;
140 sprintf(hit_message
, "the %s", name_of(weapon
));
141 weapon
->quantity
= t
;
143 if (!rand_percent(hit_chance
)) {
144 strcat(hit_message
, "misses ");
148 strcat(hit_message
, "hit ");
149 mon_damage(monster
, damage
);
154 get_thrown_at_monster(object
*obj
, short dir
, short *row
, short *col
)
159 orow
= *row
; ocol
= *col
;
161 ch
= get_mask_char(obj
->what_is
);
163 for (i
= 0; i
< 24; i
++) {
164 get_dir_rc(dir
, row
, col
, 0);
165 if ( (((*col
<= 0) || (*col
>= DCOLS
-1)) ||
166 (dungeon
[*row
][*col
] == NOTHING
)) ||
167 ((dungeon
[*row
][*col
] & (HORWALL
| VERTWALL
| HIDDEN
)) &&
168 (!(dungeon
[*row
][*col
] & TRAP
)))) {
173 if ((i
!= 0) && rogue_can_see(orow
, ocol
)) {
174 mvaddch(orow
, ocol
, get_dungeon_char(orow
, ocol
));
176 if (rogue_can_see(*row
, *col
)) {
177 if (!(dungeon
[*row
][*col
] & MONSTER
)) {
178 mvaddch(*row
, *col
, ch
);
182 orow
= *row
; ocol
= *col
;
183 if (dungeon
[*row
][*col
] & MONSTER
) {
184 if (!imitating(*row
, *col
)) {
185 return(object_at(&level_monsters
, *row
, *col
));
188 if (dungeon
[*row
][*col
] & TUNNEL
) {
196 flop_weapon(object
*weapon
, short row
, short col
)
198 object
*new_weapon
, *monster
;
205 while ((i
< 9) && dungeon
[row
][col
] & ~(FLOOR
| TUNNEL
| DOOR
| MONSTER
)) {
206 rand_around(i
++, &row
, &col
);
207 if ((row
> (DROWS
-2)) || (row
< MIN_ROW
) ||
208 (col
> (DCOLS
-1)) || (col
< 0) || (!dungeon
[row
][col
]) ||
209 (dungeon
[row
][col
] & ~(FLOOR
| TUNNEL
| DOOR
| MONSTER
))) {
216 if (found
|| (i
== 0)) {
217 new_weapon
= alloc_object();
218 *new_weapon
= *weapon
;
219 new_weapon
->in_use_flags
= NOT_USED
;
220 new_weapon
->quantity
= 1;
221 new_weapon
->ichar
= 'L';
222 place_at(new_weapon
, row
, col
);
223 if (rogue_can_see(row
, col
) &&
224 ((row
!= rogue
.row
) || (col
!= rogue
.col
))) {
225 mon
= dungeon
[row
][col
] & MONSTER
;
226 dungeon
[row
][col
] &= (~MONSTER
);
227 dch
= get_dungeon_char(row
, col
);
229 mch
= mvinch(row
, col
);
230 if ((monster
= object_at(&level_monsters
,
231 row
, col
)) != NULL
) {
232 monster
->trail_char
= dch
;
234 if ((mch
< 'A') || (mch
> 'Z')) {
235 mvaddch(row
, col
, dch
);
238 mvaddch(row
, col
, dch
);
240 dungeon
[row
][col
] |= mon
;
245 t
= weapon
->quantity
;
246 weapon
->quantity
= 1;
247 sprintf(msg
, "the %svanishes as it hits the ground",
249 weapon
->quantity
= t
;
255 rand_around(short i
, short *r
, short *c
)
257 static char pos
[] = "\010\007\001\003\004\005\002\006\0";
258 static short row
, col
;
269 for (j
= 0; j
< 5; j
++) {
277 switch((short)pos
[i
]) {