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.
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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
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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 $
34 * $DragonFly: src/games/rogue/throw.c,v 1.3 2006/09/02 19:31:07 pavalos Exp $
40 * This source herein may be modified and/or distributed by anybody who
41 * so desires, with the following restrictions:
42 * 1.) No portion of this notice shall be removed.
43 * 2.) Credit shall not be taken for the creation of this source.
44 * 3.) This code is not to be traded, sold, or used for personal
51 extern short cur_room
;
52 extern char *curse_message
;
53 extern char hit_message
[];
55 static void flop_weapon(object
*, short, short);
56 static object
*get_thrown_at_monster(object
*, short, short *, short *);
57 static boolean
throw_at_monster(object
*, object
*);
63 boolean first_miss
= 1;
68 while (!is_direction(dir
= rgetchar(), &d
)) {
71 message("direction? ", 0);
79 if ((wch
= pack_letter("throw what?", WEAPON
)) == CANCEL
) {
84 if (!(weapon
= get_letter_object(wch
))) {
85 message("no such item.", 0);
88 if ((weapon
->in_use_flags
& BEING_USED
) && weapon
->is_cursed
) {
89 message(curse_message
, 0);
92 row
= rogue
.row
; col
= rogue
.col
;
94 if ((weapon
->in_use_flags
& BEING_WIELDED
) && (weapon
->quantity
<= 1)) {
95 unwield(rogue
.weapon
);
96 } else if (weapon
->in_use_flags
& BEING_WORN
) {
99 print_stats(STAT_ARMOR
);
100 } else if (weapon
->in_use_flags
& ON_EITHER_HAND
) {
103 monster
= get_thrown_at_monster(weapon
, d
, &row
, &col
);
104 mvaddch(rogue
.row
, rogue
.col
, rogue
.fchar
);
107 if (rogue_can_see(row
, col
) && ((row
!= rogue
.row
) || (col
!= rogue
.col
))) {
108 mvaddch(row
, col
, get_dungeon_char(row
, col
));
112 check_gold_seeker(monster
);
114 if (!throw_at_monster(monster
, weapon
)) {
115 flop_weapon(weapon
, row
, col
);
118 flop_weapon(weapon
, row
, col
);
120 vanish(weapon
, 1, &rogue
.pack
);
124 throw_at_monster(object
*monster
, object
*weapon
)
126 short damage
, hit_chance
;
129 hit_chance
= get_hit_chance(weapon
);
130 damage
= get_weapon_damage(weapon
);
131 if ((weapon
->which_kind
== ARROW
) &&
132 (rogue
.weapon
&& (rogue
.weapon
->which_kind
== BOW
))) {
133 damage
+= get_weapon_damage(rogue
.weapon
);
134 damage
= ((damage
* 2) / 3);
135 hit_chance
+= (hit_chance
/ 3);
136 } else if ((weapon
->in_use_flags
& BEING_WIELDED
) &&
137 ((weapon
->which_kind
== DAGGER
) ||
138 (weapon
->which_kind
== SHURIKEN
) ||
139 (weapon
->which_kind
== DART
))) {
140 damage
= ((damage
* 3) / 2);
141 hit_chance
+= (hit_chance
/ 3);
143 t
= weapon
->quantity
;
144 weapon
->quantity
= 1;
145 sprintf(hit_message
, "the %s", name_of(weapon
));
146 weapon
->quantity
= t
;
148 if (!rand_percent(hit_chance
)) {
149 strcat(hit_message
, "misses ");
153 strcat(hit_message
, "hit ");
154 mon_damage(monster
, damage
);
159 get_thrown_at_monster(object
*obj
, short dir
, short *row
, short *col
)
164 orow
= *row
; ocol
= *col
;
166 ch
= get_mask_char(obj
->what_is
);
168 for (i
= 0; i
< 24; i
++) {
169 get_dir_rc(dir
, row
, col
, 0);
170 if ( (((*col
<= 0) || (*col
>= DCOLS
-1)) ||
171 (dungeon
[*row
][*col
] == NOTHING
)) ||
172 ((dungeon
[*row
][*col
] & (HORWALL
| VERTWALL
| HIDDEN
)) &&
173 (!(dungeon
[*row
][*col
] & TRAP
)))) {
178 if ((i
!= 0) && rogue_can_see(orow
, ocol
)) {
179 mvaddch(orow
, ocol
, get_dungeon_char(orow
, ocol
));
181 if (rogue_can_see(*row
, *col
)) {
182 if (!(dungeon
[*row
][*col
] & MONSTER
)) {
183 mvaddch(*row
, *col
, ch
);
187 orow
= *row
; ocol
= *col
;
188 if (dungeon
[*row
][*col
] & MONSTER
) {
189 if (!imitating(*row
, *col
)) {
190 return(object_at(&level_monsters
, *row
, *col
));
193 if (dungeon
[*row
][*col
] & TUNNEL
) {
201 flop_weapon(object
*weapon
, short row
, short col
)
203 object
*new_weapon
, *monster
;
210 while ((i
< 9) && dungeon
[row
][col
] & ~(FLOOR
| TUNNEL
| DOOR
| MONSTER
)) {
211 rand_around(i
++, &row
, &col
);
212 if ((row
> (DROWS
-2)) || (row
< MIN_ROW
) ||
213 (col
> (DCOLS
-1)) || (col
< 0) || (!dungeon
[row
][col
]) ||
214 (dungeon
[row
][col
] & ~(FLOOR
| TUNNEL
| DOOR
| MONSTER
))) {
221 if (found
|| (i
== 0)) {
222 new_weapon
= alloc_object();
223 *new_weapon
= *weapon
;
224 new_weapon
->in_use_flags
= NOT_USED
;
225 new_weapon
->quantity
= 1;
226 new_weapon
->ichar
= 'L';
227 place_at(new_weapon
, row
, col
);
228 if (rogue_can_see(row
, col
) &&
229 ((row
!= rogue
.row
) || (col
!= rogue
.col
))) {
230 mon
= dungeon
[row
][col
] & MONSTER
;
231 dungeon
[row
][col
] &= (~MONSTER
);
232 dch
= get_dungeon_char(row
, col
);
234 mch
= mvinch(row
, col
);
235 if ((monster
= object_at(&level_monsters
,
236 row
, col
)) != NULL
) {
237 monster
->trail_char
= dch
;
239 if ((mch
< 'A') || (mch
> 'Z')) {
240 mvaddch(row
, col
, dch
);
243 mvaddch(row
, col
, dch
);
245 dungeon
[row
][col
] |= mon
;
250 t
= weapon
->quantity
;
251 weapon
->quantity
= 1;
252 sprintf(msg
, "the %svanishes as it hits the ground",
254 weapon
->quantity
= t
;
260 rand_around(short i
, short *r
, short *c
)
262 static char pos
[] = "\010\007\001\003\004\005\002\006\0";
263 static short row
, col
;
274 for (j
= 0; j
< 5; j
++) {
282 switch((short)pos
[i
]) {