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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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