1 /*-
2 * Copyright (c) 1988, 1993
3 * The Regents of the University of California. All rights reserved.
4 *
5 * This code is derived from software contributed to Berkeley by
6 * Timothy C. Stoehr.
7 *
8 * Redistribution and use in source and binary forms, with or without
9 * modification, are permitted provided that the following conditions
10 * are met:
11 * 1. Redistributions of source code must retain the above copyright
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.
19 *
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
23 * ARE DISCLAIMED. IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE
24 * FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
25 * DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS
26 * OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
27 * HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
28 * LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
29 * OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
30 * SUCH DAMAGE.
31 *
32 * @(#)hit.c 8.1 (Berkeley) 5/31/93
33 * $FreeBSD: src/games/rogue/hit.c,v 1.6 1999/11/30 03:49:22 billf Exp $
34 */
35
36 /*
37 * hit.c
38 *
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
44 * gain or profit.
45 *
46 */
47
48 #include "rogue.h"
49
50 static short damage_for_strength(void);
51 static int get_w_damage(const object *);
52 static int to_hit(const object *);
53
54 static object *fight_monster = NULL;
55 char hit_message[HIT_MESSAGE_SIZE] = "";
56
57 void
mon_hit(object * monster)58 mon_hit(object *monster)
59 {
60 short damage, hit_chance;
61 const char *mn;
62 float minus;
63
64 if (fight_monster && (monster != fight_monster)) {
65 fight_monster = NULL;
66 }
67 monster->trow = NO_ROOM;
68 if (cur_level >= (AMULET_LEVEL * 2)) {
69 hit_chance = 100;
70 } else {
71 hit_chance = monster->m_hit_chance;
72 hit_chance -= (((2 * rogue.exp) + (2 * ring_exp)) - r_rings);
73 }
74 if (wizard) {
75 hit_chance /= 2;
76 }
77 if (!fight_monster) {
78 interrupted = 1;
79 }
80 mn = mon_name(monster);
81
82 if (!rand_percent(hit_chance)) {
83 if (!fight_monster) {
84 sprintf(hit_message + strlen(hit_message), "the %s misses", mn);
85 message(hit_message, 1);
86 hit_message[0] = 0;
87 }
88 return;
89 }
90 if (!fight_monster) {
91 sprintf(hit_message + strlen(hit_message), "the %s hit", mn);
92 message(hit_message, 1);
93 hit_message[0] = 0;
94 }
95 if (!(monster->m_flags & STATIONARY)) {
96 damage = get_damage(monster->m_damage, 1);
97 if (cur_level >= (AMULET_LEVEL * 2)) {
98 minus = (float)((AMULET_LEVEL * 2) - cur_level);
99 } else {
100 minus = (float)get_armor_class(rogue.armor) * 3.00;
101 minus = minus / 100.00 * (float)damage;
102 }
103 damage -= (short)minus;
104 } else {
105 damage = monster->stationary_damage++;
106 }
107 if (wizard) {
108 damage /= 3;
109 }
110 if (damage > 0) {
111 rogue_damage(damage, monster, 0);
112 }
113 if (monster->m_flags & SPECIAL_HIT) {
114 special_hit(monster);
115 }
116 }
117
118 void
rogue_hit(object * monster,boolean force_hit)119 rogue_hit(object *monster, boolean force_hit)
120 {
121 short damage, hit_chance;
122
123 if (monster) {
124 if (check_imitator(monster)) {
125 return;
126 }
127 hit_chance = force_hit ? 100 : get_hit_chance(rogue.weapon);
128
129 if (wizard) {
130 hit_chance *= 2;
131 }
132 if (!rand_percent(hit_chance)) {
133 if (!fight_monster) {
134 strcpy(hit_message, "you miss ");
135 }
136 goto RET;
137 }
138 damage = get_weapon_damage(rogue.weapon);
139 if (wizard) {
140 damage *= 3;
141 }
142 if (con_mon) {
143 s_con_mon(monster);
144 }
145 if (mon_damage(monster, damage)) { /* still alive? */
146 if (!fight_monster) {
147 strcpy(hit_message, "you hit ");
148 }
149 }
150 RET: check_gold_seeker(monster);
151 wake_up(monster);
152 }
153 }
154
155 void
rogue_damage(short d,object * monster,short other)156 rogue_damage(short d, object *monster, short other)
157 {
158 if (d >= rogue.hp_current) {
159 rogue.hp_current = 0;
160 print_stats(STAT_HP);
161 killed_by(monster, other);
162 }
163 if (d > 0) {
164 rogue.hp_current -= d;
165 print_stats(STAT_HP);
166 }
167 }
168
169 int
get_damage(const char * ds,boolean r)170 get_damage(const char *ds, boolean r)
171 {
172 int i = 0, j, n, d, total = 0;
173
174 while (ds[i]) {
175 n = get_number(ds+i);
176 while (ds[i++] != 'd')
177 ;
178 d = get_number(ds+i);
179 while ((ds[i] != '/') && ds[i])
180 i++;
181
182 for (j = 0; j < n; j++) {
183 if (r) {
184 total += get_rand(1, d);
185 } else {
186 total += d;
187 }
188 }
189 if (ds[i] == '/') {
190 i++;
191 }
192 }
193 return(total);
194 }
195
196 static int
get_w_damage(const object * obj)197 get_w_damage(const object *obj)
198 {
199 char new_damage[12];
200 int t_hit, damage;
201 int i = 0;
202
203 if ((!obj) || (obj->what_is != WEAPON)) {
204 return(-1);
205 }
206 t_hit = get_number(obj->damage) + obj->hit_enchant;
207 while (obj->damage[i++] != 'd')
208 ;
209 damage = get_number(obj->damage + i) + obj->d_enchant;
210
211 sprintf(new_damage, "%dd%d", t_hit, damage);
212
213 return(get_damage(new_damage, 1));
214 }
215
216 int
get_number(const char * s)217 get_number(const char *s)
218 {
219 int i = 0;
220 int total = 0;
221
222 while ((s[i] >= '0') && (s[i] <= '9')) {
223 total = (10 * total) + (s[i] - '0');
224 i++;
225 }
226 return(total);
227 }
228
229 long
lget_number(const char * s)230 lget_number(const char *s)
231 {
232 short i = 0;
233 long total = 0;
234
235 while ((s[i] >= '0') && (s[i] <= '9')) {
236 total = (10 * total) + (s[i] - '0');
237 i++;
238 }
239 return(total);
240 }
241
242 static int
to_hit(const object * obj)243 to_hit(const object *obj)
244 {
245 if (!obj) {
246 return(1);
247 }
248 return(get_number(obj->damage) + obj->hit_enchant);
249 }
250
251 static short
damage_for_strength(void)252 damage_for_strength(void)
253 {
254 short strength;
255
256 strength = rogue.str_current + add_strength;
257
258 if (strength <= 6) {
259 return(strength-5);
260 }
261 if (strength <= 14) {
262 return(1);
263 }
264 if (strength <= 17) {
265 return(3);
266 }
267 if (strength <= 18) {
268 return(4);
269 }
270 if (strength <= 20) {
271 return(5);
272 }
273 if (strength <= 21) {
274 return(6);
275 }
276 if (strength <= 30) {
277 return(7);
278 }
279 return(8);
280 }
281
282 boolean
mon_damage(object * monster,short damage)283 mon_damage(object *monster, short damage)
284 {
285 const char *mn;
286 short row, col;
287
288 monster->hp_to_kill -= damage;
289
290 if (monster->hp_to_kill <= 0) {
291 row = monster->row;
292 col = monster->col;
293 dungeon[row][col] &= ~MONSTER;
294 mvaddch(row, col, (int)get_dungeon_char(row, col));
295
296 fight_monster = NULL;
297 cough_up(monster);
298 mn = mon_name(monster);
299 sprintf(hit_message+strlen(hit_message), "defeated the %s", mn);
300 message(hit_message, 1);
301 hit_message[0] = 0;
302 add_exp(monster->kill_exp, 1);
303 take_from_pack(monster, &level_monsters);
304
305 if (monster->m_flags & HOLDS) {
306 being_held = 0;
307 }
308 free_object(monster);
309 return(0);
310 }
311 return(1);
312 }
313
314 void
fight(boolean to_the_death)315 fight(boolean to_the_death)
316 {
317 short ch, c, d;
318 short row, col;
319 boolean first_miss = 1;
320 short possible_damage;
321 object *monster;
322
323 while (!is_direction(ch = rgetchar(), &d)) {
324 sound_bell();
325 if (first_miss) {
326 message("direction?", 0);
327 first_miss = 0;
328 }
329 }
330 check_message();
331 if (ch == CANCEL) {
332 return;
333 }
334 row = rogue.row; col = rogue.col;
335 get_dir_rc(d, &row, &col, 0);
336
337 c = mvinch(row, col);
338 if (((c < 'A') || (c > 'Z')) ||
339 (!can_move(rogue.row, rogue.col, row, col))) {
340 message("I see no monster there", 0);
341 return;
342 }
343 if (!(fight_monster = object_at(&level_monsters, row, col))) {
344 return;
345 }
346 if (!(fight_monster->m_flags & STATIONARY)) {
347 possible_damage = ((get_damage(fight_monster->m_damage, 0) * 2) / 3);
348 } else {
349 possible_damage = fight_monster->stationary_damage - 1;
350 }
351 while (fight_monster) {
352 one_move_rogue(ch, 0);
353 if (((!to_the_death) && (rogue.hp_current <= possible_damage)) ||
354 interrupted || (!(dungeon[row][col] & MONSTER))) {
355 fight_monster = NULL;
356 } else {
357 monster = object_at(&level_monsters, row, col);
358 if (monster != fight_monster) {
359 fight_monster = NULL;
360 }
361 }
362 }
363 }
364
365 void
get_dir_rc(short dir,short * row,short * col,short allow_off_screen)366 get_dir_rc(short dir, short *row, short *col, short allow_off_screen)
367 {
368 switch(dir) {
369 case LEFT:
370 if (allow_off_screen || (*col > 0)) {
371 (*col)--;
372 }
373 break;
374 case DOWN:
375 if (allow_off_screen || (*row < (DROWS-2))) {
376 (*row)++;
377 }
378 break;
379 case UPWARD:
380 if (allow_off_screen || (*row > MIN_ROW)) {
381 (*row)--;
382 }
383 break;
384 case RIGHT:
385 if (allow_off_screen || (*col < (DCOLS-1))) {
386 (*col)++;
387 }
388 break;
389 case UPLEFT:
390 if (allow_off_screen || ((*row > MIN_ROW) && (*col > 0))) {
391 (*row)--;
392 (*col)--;
393 }
394 break;
395 case UPRIGHT:
396 if (allow_off_screen || ((*row > MIN_ROW) && (*col < (DCOLS-1)))) {
397 (*row)--;
398 (*col)++;
399 }
400 break;
401 case DOWNRIGHT:
402 if (allow_off_screen || ((*row < (DROWS-2)) && (*col < (DCOLS-1)))) {
403 (*row)++;
404 (*col)++;
405 }
406 break;
407 case DOWNLEFT:
408 if (allow_off_screen || ((*row < (DROWS-2)) && (*col > 0))) {
409 (*row)++;
410 (*col)--;
411 }
412 break;
413 }
414 }
415
416 short
get_hit_chance(const object * weapon)417 get_hit_chance(const object *weapon)
418 {
419 short hit_chance;
420
421 hit_chance = 40;
422 hit_chance += 3 * to_hit(weapon);
423 hit_chance += (((2 * rogue.exp) + (2 * ring_exp)) - r_rings);
424 return(hit_chance);
425 }
426
427 short
get_weapon_damage(const object * weapon)428 get_weapon_damage(const object *weapon)
429 {
430 short damage;
431
432 damage = get_w_damage(weapon);
433 damage += damage_for_strength();
434 damage += ((((rogue.exp + ring_exp) - r_rings) + 1) / 2);
435 return(damage);
436 }
437
438 void
s_con_mon(object * monster)439 s_con_mon(object *monster)
440 {
441 if (con_mon) {
442 monster->m_flags |= CONFUSED;
443 monster->moves_confused += get_rand(12, 22);
444 message("the monster appears confused", 0);
445 con_mon = 0;
446 }
447 }
448