xref: /minix/games/rogue/hit.c (revision e3b78ef1)
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