1 /*        $NetBSD: throw.c,v 1.12 2011/05/23 23:01:17 joerg 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[] = "@(#)throw.c     8.1 (Berkeley) 5/31/93";
39 #else
40 __RCSID("$NetBSD: throw.c,v 1.12 2011/05/23 23:01:17 joerg Exp $");
41 #endif
42 #endif /* not lint */
43 
44 /*
45  * throw.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 void flop_weapon(object *, short, short);
59 static object *get_thrown_at_monster(object *, short, short *, short *);
60 static boolean throw_at_monster(object *, object *);
61 
62 void
throw(void)63 throw(void)
64 {
65           short wch, d;
66           boolean first_miss = 1;
67           object *weapon;
68           short dir, row, col;
69           object *monster;
70 
71           while (!is_direction(dir = rgetchar(), &d)) {
72                     sound_bell();
73                     if (first_miss) {
74                               messagef(0, "direction? ");
75                               first_miss = 0;
76                     }
77           }
78           check_message();
79           if (dir == CANCEL) {
80                     return;
81           }
82           if ((wch = pack_letter("throw what?", WEAPON)) == CANCEL) {
83                     return;
84           }
85           check_message();
86 
87           if (!(weapon = get_letter_object(wch))) {
88                     messagef(0, "no such item.");
89                     return;
90           }
91           if ((weapon->in_use_flags & BEING_USED) && weapon->is_cursed) {
92                     messagef(0, "%s", curse_message);
93                     return;
94           }
95           row = rogue.row; col = rogue.col;
96 
97           if ((weapon->in_use_flags & BEING_WIELDED) && (weapon->quantity <= 1)) {
98                     unwield(rogue.weapon);
99           } else if (weapon->in_use_flags & BEING_WORN) {
100                     mv_aquatars();
101                     unwear(rogue.armor);
102                     print_stats(STAT_ARMOR);
103           } else if (weapon->in_use_flags & ON_EITHER_HAND) {
104                     un_put_on(weapon);
105           }
106           monster = get_thrown_at_monster(weapon, d, &row, &col);
107           mvaddch(rogue.row, rogue.col, rogue.fchar);
108           refresh();
109 
110           if (rogue_can_see(row, col) && ((row != rogue.row) || (col != rogue.col))){
111                     mvaddch(row, col, get_dungeon_char(row, col));
112           }
113           if (monster) {
114                     wake_up(monster);
115                     check_gold_seeker(monster);
116 
117                     if (!throw_at_monster(monster, weapon)) {
118                               flop_weapon(weapon, row, col);
119                     }
120           } else {
121                     flop_weapon(weapon, row, col);
122           }
123           vanish(weapon, 1, &rogue.pack);
124 }
125 
126 boolean
throw_at_monster(object * monster,object * weapon)127 throw_at_monster(object *monster, object *weapon)
128 {
129           short damage, hit_chance;
130           short t;
131 
132           hit_chance = get_hit_chance(weapon);
133           damage = get_weapon_damage(weapon);
134           if ((weapon->which_kind == ARROW) &&
135                     (rogue.weapon && (rogue.weapon->which_kind == BOW))) {
136                     damage += get_weapon_damage(rogue.weapon);
137                     damage = ((damage * 2) / 3);
138                     hit_chance += (hit_chance / 3);
139           } else if ((weapon->in_use_flags & BEING_WIELDED) &&
140                     ((weapon->which_kind == DAGGER) ||
141                     (weapon->which_kind == SHURIKEN) ||
142                     (weapon->which_kind == DART))) {
143                     damage = ((damage * 3) / 2);
144                     hit_chance += (hit_chance / 3);
145           }
146           t = weapon->quantity;
147           weapon->quantity = 1;
148           snprintf(hit_message, HIT_MESSAGE_SIZE, "the %s", name_of(weapon));
149           weapon->quantity = t;
150 
151           if (!rand_percent(hit_chance)) {
152                     (void)strlcat(hit_message, "misses  ", HIT_MESSAGE_SIZE);
153                     return(0);
154           }
155           s_con_mon(monster);
156           (void)strlcat(hit_message, "hit  ", HIT_MESSAGE_SIZE);
157           (void)mon_damage(monster, damage);
158           return(1);
159 }
160 
161 object *
get_thrown_at_monster(object * obj,short dir,short * row,short * col)162 get_thrown_at_monster(object *obj, short dir, short *row, short *col)
163 {
164           short orow, ocol;
165           short i, ch;
166 
167           orow = *row; ocol = *col;
168 
169           ch = get_mask_char(obj->what_is);
170 
171           for (i = 0; i < 24; i++) {
172                     get_dir_rc(dir, row, col, 0);
173                     if (      (((*col <= 0) || (*col >= DCOLS-1)) ||
174                                         (dungeon[*row][*col] == NOTHING)) ||
175                                         ((dungeon[*row][*col] & (HORWALL | VERTWALL | HIDDEN)) &&
176                                                   (!(dungeon[*row][*col] & TRAP)))) {
177                               *row = orow;
178                               *col = ocol;
179                               return(0);
180                     }
181                     if ((i != 0) && rogue_can_see(orow, ocol)) {
182                               mvaddch(orow, ocol, get_dungeon_char(orow, ocol));
183                     }
184                     if (rogue_can_see(*row, *col)) {
185                               if (!(dungeon[*row][*col] & MONSTER)) {
186                                         mvaddch(*row, *col, ch);
187                               }
188                               refresh();
189                     }
190                     orow = *row; ocol = *col;
191                     if (dungeon[*row][*col] & MONSTER) {
192                               if (!imitating(*row, *col)) {
193                                         return(object_at(&level_monsters, *row, *col));
194                               }
195                     }
196                     if (dungeon[*row][*col] & TUNNEL) {
197                               i += 2;
198                     }
199           }
200           return(0);
201 }
202 
203 void
flop_weapon(object * weapon,short row,short col)204 flop_weapon(object *weapon, short row, short col)
205 {
206           object *new_weapon, *monster;
207           short i = 0;
208           boolean found = 0;
209           short mch, dch;
210           unsigned short mon;
211 
212           if ((row < 0) || (row >= DROWS) || (col < 0) || (col >= DCOLS))
213                     clean_up("flop_weapon:  weapon landed outside of dungeon");
214 
215           while ((i < 9) && dungeon[row][col] & ~(FLOOR | TUNNEL | DOOR | MONSTER)) {
216                     rand_around(i++, &row, &col);
217                     if ((row > (DROWS-2)) || (row < MIN_ROW) ||
218                               (col > (DCOLS-1)) || (col < 0) || (!dungeon[row][col]) ||
219                               (dungeon[row][col] & ~(FLOOR | TUNNEL | DOOR | MONSTER))) {
220                               continue;
221                     }
222                     found = 1;
223                     break;
224           }
225 
226           if (found || (i == 0)) {
227                     new_weapon = alloc_object();
228                     *new_weapon = *weapon;
229                     new_weapon->in_use_flags = NOT_USED;
230                     new_weapon->quantity = 1;
231                     new_weapon->ichar = 'L';
232                     place_at(new_weapon, row, col);
233                     if (rogue_can_see(row, col) &&
234                                         ((row != rogue.row) || (col != rogue.col))) {
235                               mon = dungeon[row][col] & MONSTER;
236                               dungeon[row][col] &= (~MONSTER);
237                               dch = get_dungeon_char(row, col);
238                               if (mon) {
239                                         mch = mvinch(row, col);
240                                         if ((monster = object_at(&level_monsters,
241                                             row, col)) != NULL) {
242                                                   monster->trail_char = dch;
243                                         }
244                                         if ((mch < 'A') || (mch > 'Z')) {
245                                                   mvaddch(row, col, dch);
246                                         }
247                               } else {
248                                         mvaddch(row, col, dch);
249                               }
250                               dungeon[row][col] |= mon;
251                     }
252           } else {
253                     short t;
254 
255                     t = weapon->quantity;
256                     weapon->quantity = 1;
257                     messagef(0, "the %svanishes as it hits the ground",
258                               name_of(weapon));
259                     weapon->quantity = t;
260           }
261 }
262 
263 void
rand_around(short i,short * r,short * c)264 rand_around(short i, short *r, short *c)
265 {
266           static char pos[] = "\010\007\001\003\004\005\002\006\0";
267           static short row, col;
268           short j;
269 
270           if (i == 0) {
271                     short x, y, o, t;
272 
273                     row = *r;
274                     col = *c;
275 
276                     o = get_rand(1, 8);
277 
278                     for (j = 0; j < 5; j++) {
279                               x = get_rand(0, 8);
280                               y = (x + o) % 9;
281                               t = pos[x];
282                               pos[x] = pos[y];
283                               pos[y] = t;
284                     }
285           }
286           switch((short)pos[i]) {
287           case 0:
288                     *r = row + 1;
289                     *c = col + 1;
290                     break;
291           case 1:
292                     *r = row + 1;
293                     *c = col - 1;
294                     break;
295           case 2:
296                     *r = row - 1;
297                     *c = col + 1;
298                     break;
299           case 3:
300                     *r = row - 1;
301                     *c = col - 1;
302                     break;
303           case 4:
304                     *r = row;
305                     *c = col + 1;
306                     break;
307           case 5:
308                     *r = row + 1;
309                     *c = col;
310                     break;
311           case 6:
312                     *r = row;
313                     *c = col;
314                     break;
315           case 7:
316                     *r = row - 1;
317                     *c = col;
318                     break;
319           case 8:
320                     *r = row;
321                     *c = col - 1;
322                     break;
323           }
324 }
325