1 /*        $NetBSD: hit.c,v 1.10 2008/01/14 03:50:01 dholland Exp $    */
2 
3 /*
4  * Copyright (c) 1988, 1993
5  *        The Regents of the University of California.  All rights reserved.
6  *
7  * This code is derived from software contributed to Berkeley by
8  * Timothy C. Stoehr.
9  *
10  * Redistribution and use in source and binary forms, with or without
11  * modification, are permitted provided that the following conditions
12  * are met:
13  * 1. Redistributions of source code must retain the above copyright
14  *    notice, this list of conditions and the following disclaimer.
15  * 2. Redistributions in binary form must reproduce the above copyright
16  *    notice, this list of conditions and the following disclaimer in the
17  *    documentation and/or other materials provided with the distribution.
18  * 3. Neither the name of the University nor the names of its contributors
19  *    may be used to endorse or promote products derived from this software
20  *    without specific prior written permission.
21  *
22  * THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND
23  * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
24  * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
25  * ARE DISCLAIMED.  IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE
26  * FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
27  * DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS
28  * OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
29  * HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
30  * LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
31  * OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
32  * SUCH DAMAGE.
33  */
34 
35 #include <sys/cdefs.h>
36 #ifndef lint
37 #if 0
38 static char sccsid[] = "@(#)hit.c       8.1 (Berkeley) 5/31/93";
39 #else
40 __RCSID("$NetBSD: hit.c,v 1.10 2008/01/14 03:50:01 dholland Exp $");
41 #endif
42 #endif /* not lint */
43 
44 /*
45  * hit.c
46  *
47  * This source herein may be modified and/or distributed by anybody who
48  * so desires, with the following restrictions:
49  *    1.)  No portion of this notice shall be removed.
50  *    2.)  Credit shall not be taken for the creation of this source.
51  *    3.)  This code is not to be traded, sold, or used for personal
52  *         gain or profit.
53  *
54  */
55 
56 #include "rogue.h"
57 
58 static int damage_for_strength(void);
59 static int get_w_damage(const object *);
60 static int to_hit(const object *);
61 
62 static object *fight_monster = NULL;
63 char hit_message[HIT_MESSAGE_SIZE] = "";
64 
65 void
mon_hit(object * monster)66 mon_hit(object *monster)
67 {
68           short damage, hit_chance;
69           const char *mn;
70           float minus;
71 
72           if (fight_monster && (monster != fight_monster)) {
73                     fight_monster = 0;
74           }
75           monster->trow = NO_ROOM;
76           if (cur_level >= (AMULET_LEVEL * 2)) {
77                     hit_chance = 100;
78           } else {
79                     hit_chance = monster->m_hit_chance;
80                     hit_chance -= (((2 * rogue.exp) + (2 * ring_exp)) - r_rings);
81           }
82           if (wizard) {
83                     hit_chance /= 2;
84           }
85           if (!fight_monster) {
86                     interrupted = 1;
87           }
88           mn = mon_name(monster);
89 
90           if (!rand_percent(hit_chance)) {
91                     if (!fight_monster) {
92                               messagef(1, "%sthe %s misses", hit_message, mn);
93                               hit_message[0] = 0;
94                     }
95                     return;
96           }
97           if (!fight_monster) {
98                     messagef(1, "%sthe %s hit", hit_message, mn);
99                     hit_message[0] = 0;
100           }
101           if (!(monster->m_flags & STATIONARY)) {
102                     damage = get_damage(monster->m_damage, 1);
103                     if (cur_level >= (AMULET_LEVEL * 2)) {
104                               minus = (float)((AMULET_LEVEL * 2) - cur_level);
105                     } else {
106                               minus = (float)get_armor_class(rogue.armor) * 3.00;
107                               minus = minus/100.00 * (float)damage;
108                     }
109                     damage -= (short)minus;
110           } else {
111                     damage = monster->stationary_damage++;
112           }
113           if (wizard) {
114                     damage /= 3;
115           }
116           if (damage > 0) {
117                     rogue_damage(damage, monster, 0);
118           }
119           if (monster->m_flags & SPECIAL_HIT) {
120                     special_hit(monster);
121           }
122 }
123 
124 void
rogue_hit(object * monster,boolean force_hit)125 rogue_hit(object *monster, boolean force_hit)
126 {
127           short damage, hit_chance;
128 
129           if (monster) {
130                     if (check_imitator(monster)) {
131                               return;
132                     }
133                     hit_chance = force_hit ? 100 : get_hit_chance(rogue.weapon);
134 
135                     if (wizard) {
136                               hit_chance *= 2;
137                     }
138                     if (!rand_percent(hit_chance)) {
139                               if (!fight_monster) {
140                                         (void)strlcpy(hit_message, "you miss  ",
141                                                          sizeof(hit_message));
142                               }
143                               goto RET;
144                     }
145                     damage = get_weapon_damage(rogue.weapon);
146                     if (wizard) {
147                               damage *= 3;
148                     }
149                     if (con_mon) {
150                               s_con_mon(monster);
151                     }
152                     if (mon_damage(monster, damage)) {      /* still alive? */
153                               if (!fight_monster) {
154                                         (void)strlcpy(hit_message, "you hit  ",
155                                                          sizeof(hit_message));
156                               }
157                     }
158 RET:      check_gold_seeker(monster);
159                     wake_up(monster);
160           }
161 }
162 
163 void
rogue_damage(short d,object * monster,short other)164 rogue_damage(short d, object *monster, short other)
165 {
166           if (d >= rogue.hp_current) {
167                     rogue.hp_current = 0;
168                     print_stats(STAT_HP);
169                     killed_by(monster, other);
170           }
171           if (d > 0) {
172                     rogue.hp_current -= d;
173                     print_stats(STAT_HP);
174           }
175 }
176 
177 int
get_damage(const char * ds,boolean r)178 get_damage(const char *ds, boolean r)
179 {
180           int i = 0, j, n, d, total = 0;
181 
182           while (ds[i]) {
183                     n = get_number(ds+i);
184                     while ((ds[i] != 'd') && ds[i]) {
185                               i++;
186                     }
187                     if (ds[i] == 'd') {
188                               i++;
189                     }
190 
191                     d = get_number(ds+i);
192                     while ((ds[i] != '/') && ds[i]) {
193                               i++;
194                     }
195                     if (ds[i] == '/') {
196                               i++;
197                     }
198 
199                     for (j = 0; j < n; j++) {
200                               if (r) {
201                                         total += get_rand(1, d);
202                               } else {
203                                         total += d;
204                               }
205                     }
206           }
207           return(total);
208 }
209 
210 static int
get_w_damage(const object * obj)211 get_w_damage(const object *obj)
212 {
213           char new_damage[32];
214           int tmp_to_hit, tmp_damage;
215           int i = 0;
216 
217           if ((!obj) || (obj->what_is != WEAPON)) {
218                     return(-1);
219           }
220           tmp_to_hit = get_number(obj->damage) + obj->hit_enchant;
221           while ((obj->damage[i] != 'd') && obj->damage[i]) {
222                     i++;
223           }
224           if (obj->damage[i] == 'd') {
225                     i++;
226           }
227           tmp_damage = get_number(obj->damage + i) + obj->d_enchant;
228 
229           snprintf(new_damage, sizeof(new_damage), "%dd%d",
230                     tmp_to_hit, tmp_damage);
231 
232           return(get_damage(new_damage, 1));
233 }
234 
235 int
get_number(const char * s)236 get_number(const char *s)
237 {
238           int i = 0;
239           int total = 0;
240 
241           while ((s[i] >= '0') && (s[i] <= '9')) {
242                     total = (10 * total) + (s[i] - '0');
243                     i++;
244           }
245           return(total);
246 }
247 
248 long
lget_number(const char * s)249 lget_number(const char *s)
250 {
251           short i = 0;
252           long total = 0;
253 
254           while ((s[i] >= '0') && (s[i] <= '9')) {
255                     total = (10 * total) + (s[i] - '0');
256                     i++;
257           }
258           return(total);
259 }
260 
261 static int
to_hit(const object * obj)262 to_hit(const object *obj)
263 {
264           if (!obj) {
265                     return(1);
266           }
267           return(get_number(obj->damage) + obj->hit_enchant);
268 }
269 
270 static int
damage_for_strength(void)271 damage_for_strength(void)
272 {
273           short strength;
274 
275           strength = rogue.str_current + add_strength;
276 
277           if (strength <= 6) {
278                     return(strength-5);
279           }
280           if (strength <= 14) {
281                     return(1);
282           }
283           if (strength <= 17) {
284                     return(3);
285           }
286           if (strength <= 18) {
287                     return(4);
288           }
289           if (strength <= 20) {
290                     return(5);
291           }
292           if (strength <= 21) {
293                     return(6);
294           }
295           if (strength <= 30) {
296                     return(7);
297           }
298           return(8);
299 }
300 
301 int
mon_damage(object * monster,short damage)302 mon_damage(object *monster, short damage)
303 {
304           const char *mn;
305           short row, col;
306 
307           monster->hp_to_kill -= damage;
308 
309           if (monster->hp_to_kill <= 0) {
310                     row = monster->row;
311                     col = monster->col;
312                     dungeon[row][col] &= ~MONSTER;
313                     mvaddch(row, col, get_dungeon_char(row, col));
314 
315                     fight_monster = 0;
316                     cough_up(monster);
317                     mn = mon_name(monster);
318                     messagef(1, "%sdefeated the %s", hit_message, mn);
319                     hit_message[0] = 0;
320                     add_exp(monster->kill_exp, 1);
321                     take_from_pack(monster, &level_monsters);
322 
323                     if (monster->m_flags & HOLDS) {
324                               being_held = 0;
325                     }
326                     free_object(monster);
327                     return(0);
328           }
329           return(1);
330 }
331 
332 void
fight(boolean to_the_death)333 fight(boolean to_the_death)
334 {
335           short ch, c, d;
336           short row, col;
337           boolean first_miss = 1;
338           short possible_damage;
339           object *monster;
340 
341           ch = 0;
342           while (!is_direction(ch = rgetchar(), &d)) {
343                     sound_bell();
344                     if (first_miss) {
345                               messagef(0, "direction?");
346                               first_miss = 0;
347                     }
348           }
349           check_message();
350           if (ch == CANCEL) {
351                     return;
352           }
353           row = rogue.row; col = rogue.col;
354           get_dir_rc(d, &row, &col, 0);
355 
356           c = mvinch(row, col);
357           if (((c < 'A') || (c > 'Z')) ||
358                     (!can_move(rogue.row, rogue.col, row, col))) {
359                     messagef(0, "I see no monster there");
360                     return;
361           }
362           if (!(fight_monster = object_at(&level_monsters, row, col))) {
363                     return;
364           }
365           if (!(fight_monster->m_flags & STATIONARY)) {
366                     possible_damage = ((get_damage(fight_monster->m_damage, 0) * 2) / 3);
367           } else {
368                     possible_damage = fight_monster->stationary_damage - 1;
369           }
370           while (fight_monster) {
371                     (void)one_move_rogue(ch, 0);
372                     if (((!to_the_death) && (rogue.hp_current <= possible_damage)) ||
373                               interrupted || (!(dungeon[row][col] & MONSTER))) {
374                               fight_monster = 0;
375                     } else {
376                               monster = object_at(&level_monsters, row, col);
377                               if (monster != fight_monster) {
378                                         fight_monster = 0;
379                               }
380                     }
381           }
382 }
383 
384 void
get_dir_rc(short dir,short * row,short * col,short allow_off_screen)385 get_dir_rc(short dir, short *row, short *col, short allow_off_screen)
386 {
387           switch(dir) {
388           case LEFT:
389                     if (allow_off_screen || (*col > 0)) {
390                               (*col)--;
391                     }
392                     break;
393           case DOWN:
394                     if (allow_off_screen || (*row < (DROWS-2))) {
395                               (*row)++;
396                     }
397                     break;
398           case UPWARD:
399                     if (allow_off_screen || (*row > MIN_ROW)) {
400                               (*row)--;
401                     }
402                     break;
403           case RIGHT:
404                     if (allow_off_screen || (*col < (DCOLS-1))) {
405                               (*col)++;
406                     }
407                     break;
408           case UPLEFT:
409                     if (allow_off_screen || ((*row > MIN_ROW) && (*col > 0))) {
410                               (*row)--;
411                               (*col)--;
412                     }
413                     break;
414           case UPRIGHT:
415                     if (allow_off_screen || ((*row > MIN_ROW) && (*col < (DCOLS-1)))) {
416                               (*row)--;
417                               (*col)++;
418                     }
419                     break;
420           case DOWNRIGHT:
421                     if (allow_off_screen || ((*row < (DROWS-2)) && (*col < (DCOLS-1)))) {
422                               (*row)++;
423                               (*col)++;
424                     }
425                     break;
426           case DOWNLEFT:
427                     if (allow_off_screen || ((*row < (DROWS-2)) && (*col > 0))) {
428                               (*row)++;
429                               (*col)--;
430                     }
431                     break;
432           }
433 }
434 
435 int
get_hit_chance(const object * weapon)436 get_hit_chance(const object *weapon)
437 {
438           short hit_chance;
439 
440           hit_chance = 40;
441           hit_chance += 3 * to_hit(weapon);
442           hit_chance += (((2 * rogue.exp) + (2 * ring_exp)) - r_rings);
443           return(hit_chance);
444 }
445 
446 int
get_weapon_damage(const object * weapon)447 get_weapon_damage(const object *weapon)
448 {
449           short damage;
450 
451           damage = get_w_damage(weapon);
452           damage += damage_for_strength();
453           damage += ((((rogue.exp + ring_exp) - r_rings) + 1) / 2);
454           return(damage);
455 }
456 
457 void
s_con_mon(object * monster)458 s_con_mon(object *monster)
459 {
460           if (con_mon) {
461                     monster->m_flags |= CONFUSED;
462                     monster->moves_confused += get_rand(12, 22);
463                     messagef(0, "the monster appears confused");
464                     con_mon = 0;
465           }
466 }
467