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554eb505f8
of the x11 based games. I'm not going to tag the originals with bsd_44_lite and do this in two stages since it's just not worth it for this collection, and I've got directory renames to deal with that way. Bleah. Submitted by: jkh
323 lines
7.8 KiB
C
323 lines
7.8 KiB
C
/*
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* Copyright (c) 1988, 1993
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* The Regents of the University of California. All rights reserved.
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*
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* This code is derived from software contributed to Berkeley by
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* Timothy C. Stoehr.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions
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* are met:
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* 1. Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* 2. Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* 3. All advertising materials mentioning features or use of this software
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* must display the following acknowledgement:
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* This product includes software developed by the University of
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* California, Berkeley and its contributors.
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* 4. Neither the name of the University nor the names of its contributors
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* may be used to endorse or promote products derived from this software
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* without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND
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* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
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* ARE DISCLAIMED. IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE
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* FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
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* DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS
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* OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
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* HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
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* LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
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* OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
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* SUCH DAMAGE.
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*/
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#ifndef lint
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static char sccsid[] = "@(#)throw.c 8.1 (Berkeley) 5/31/93";
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#endif /* not lint */
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/*
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* throw.c
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*
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* This source herein may be modified and/or distributed by anybody who
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* so desires, with the following restrictions:
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* 1.) No portion of this notice shall be removed.
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* 2.) Credit shall not be taken for the creation of this source.
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* 3.) This code is not to be traded, sold, or used for personal
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* gain or profit.
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*
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*/
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#include "rogue.h"
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extern short cur_room;
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extern char *curse_message;
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extern char hit_message[];
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throw()
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{
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short wch, d;
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boolean first_miss = 1;
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object *weapon;
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short dir, row, col;
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object *monster;
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while (!is_direction(dir = rgetchar(), &d)) {
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sound_bell();
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if (first_miss) {
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message("direction? ", 0);
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first_miss = 0;
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}
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}
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check_message();
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if (dir == CANCEL) {
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return;
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}
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if ((wch = pack_letter("throw what?", WEAPON)) == CANCEL) {
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return;
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}
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check_message();
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if (!(weapon = get_letter_object(wch))) {
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message("no such item.", 0);
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return;
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}
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if ((weapon->in_use_flags & BEING_USED) && weapon->is_cursed) {
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message(curse_message, 0);
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return;
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}
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row = rogue.row; col = rogue.col;
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if ((weapon->in_use_flags & BEING_WIELDED) && (weapon->quantity <= 1)) {
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unwield(rogue.weapon);
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} else if (weapon->in_use_flags & BEING_WORN) {
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mv_aquatars();
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unwear(rogue.armor);
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print_stats(STAT_ARMOR);
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} else if (weapon->in_use_flags & ON_EITHER_HAND) {
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un_put_on(weapon);
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}
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monster = get_thrown_at_monster(weapon, d, &row, &col);
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mvaddch(rogue.row, rogue.col, rogue.fchar);
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refresh();
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if (rogue_can_see(row, col) && ((row != rogue.row) || (col != rogue.col))){
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mvaddch(row, col, get_dungeon_char(row, col));
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}
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if (monster) {
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wake_up(monster);
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check_gold_seeker(monster);
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if (!throw_at_monster(monster, weapon)) {
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flop_weapon(weapon, row, col);
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}
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} else {
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flop_weapon(weapon, row, col);
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}
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vanish(weapon, 1, &rogue.pack);
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}
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throw_at_monster(monster, weapon)
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object *monster, *weapon;
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{
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short damage, hit_chance;
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short t;
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hit_chance = get_hit_chance(weapon);
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damage = get_weapon_damage(weapon);
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if ((weapon->which_kind == ARROW) &&
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(rogue.weapon && (rogue.weapon->which_kind == BOW))) {
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damage += get_weapon_damage(rogue.weapon);
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damage = ((damage * 2) / 3);
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hit_chance += (hit_chance / 3);
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} else if ((weapon->in_use_flags & BEING_WIELDED) &&
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((weapon->which_kind == DAGGER) ||
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(weapon->which_kind == SHURIKEN) ||
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(weapon->which_kind == DART))) {
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damage = ((damage * 3) / 2);
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hit_chance += (hit_chance / 3);
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}
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t = weapon->quantity;
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weapon->quantity = 1;
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sprintf(hit_message, "the %s", name_of(weapon));
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weapon->quantity = t;
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if (!rand_percent(hit_chance)) {
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(void) strcat(hit_message, "misses ");
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return(0);
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}
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s_con_mon(monster);
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(void) strcat(hit_message, "hit ");
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(void) mon_damage(monster, damage);
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return(1);
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}
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object *
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get_thrown_at_monster(obj, dir, row, col)
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object *obj;
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short dir;
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short *row, *col;
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{
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short orow, ocol;
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short i, ch;
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orow = *row; ocol = *col;
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ch = get_mask_char(obj->what_is);
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for (i = 0; i < 24; i++) {
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get_dir_rc(dir, row, col, 0);
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if ( (((*col <= 0) || (*col >= DCOLS-1)) ||
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(dungeon[*row][*col] == NOTHING)) ||
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((dungeon[*row][*col] & (HORWALL | VERTWALL | HIDDEN)) &&
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(!(dungeon[*row][*col] & TRAP)))) {
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*row = orow;
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*col = ocol;
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return(0);
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}
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if ((i != 0) && rogue_can_see(orow, ocol)) {
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mvaddch(orow, ocol, get_dungeon_char(orow, ocol));
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}
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if (rogue_can_see(*row, *col)) {
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if (!(dungeon[*row][*col] & MONSTER)) {
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mvaddch(*row, *col, ch);
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}
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refresh();
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}
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orow = *row; ocol = *col;
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if (dungeon[*row][*col] & MONSTER) {
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if (!imitating(*row, *col)) {
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return(object_at(&level_monsters, *row, *col));
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}
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}
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if (dungeon[*row][*col] & TUNNEL) {
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i += 2;
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}
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}
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return(0);
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}
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flop_weapon(weapon, row, col)
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object *weapon;
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short row, col;
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{
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object *new_weapon, *monster;
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short i = 0;
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char msg[80];
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boolean found = 0;
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short mch, dch;
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unsigned short mon;
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while ((i < 9) && dungeon[row][col] & ~(FLOOR | TUNNEL | DOOR | MONSTER)) {
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rand_around(i++, &row, &col);
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if ((row > (DROWS-2)) || (row < MIN_ROW) ||
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(col > (DCOLS-1)) || (col < 0) || (!dungeon[row][col]) ||
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(dungeon[row][col] & ~(FLOOR | TUNNEL | DOOR | MONSTER))) {
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continue;
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}
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found = 1;
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break;
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}
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if (found || (i == 0)) {
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new_weapon = alloc_object();
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*new_weapon = *weapon;
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new_weapon->in_use_flags = NOT_USED;
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new_weapon->quantity = 1;
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new_weapon->ichar = 'L';
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place_at(new_weapon, row, col);
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if (rogue_can_see(row, col) &&
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((row != rogue.row) || (col != rogue.col))) {
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mon = dungeon[row][col] & MONSTER;
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dungeon[row][col] &= (~MONSTER);
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dch = get_dungeon_char(row, col);
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if (mon) {
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mch = mvinch(row, col);
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if (monster = object_at(&level_monsters, row, col)) {
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monster->trail_char = dch;
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}
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if ((mch < 'A') || (mch > 'Z')) {
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mvaddch(row, col, dch);
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}
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} else {
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mvaddch(row, col, dch);
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}
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dungeon[row][col] |= mon;
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}
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} else {
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short t;
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t = weapon->quantity;
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weapon->quantity = 1;
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sprintf(msg, "the %svanishes as it hits the ground",
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name_of(weapon));
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weapon->quantity = t;
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message(msg, 0);
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}
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}
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rand_around(i, r, c)
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short i, *r, *c;
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{
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static char* pos = "\010\007\001\003\004\005\002\006\0";
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static short row, col;
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short j;
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if (i == 0) {
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short x, y, o, t;
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row = *r;
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col = *c;
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o = get_rand(1, 8);
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for (j = 0; j < 5; j++) {
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x = get_rand(0, 8);
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y = (x + o) % 9;
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t = pos[x];
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pos[x] = pos[y];
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pos[y] = t;
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}
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}
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switch((short)pos[i]) {
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case 0:
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*r = row + 1;
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*c = col + 1;
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break;
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case 1:
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*r = row + 1;
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*c = col - 1;
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break;
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case 2:
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*r = row - 1;
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*c = col + 1;
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break;
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case 3:
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*r = row - 1;
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*c = col - 1;
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break;
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case 4:
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*r = row;
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*c = col + 1;
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break;
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case 5:
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*r = row + 1;
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*c = col;
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break;
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case 6:
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*r = row;
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*c = col;
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break;
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case 7:
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*r = row - 1;
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*c = col;
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break;
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case 8:
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*r = row;
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*c = col - 1;
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break;
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}
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}
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