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. All advertising materials mentioning features or use of this software 17 * must display the following acknowledgement: 18 * This product includes software developed by the University of 19 * California, Berkeley and its contributors. 20 * 4. Neither the name of the University nor the names of its contributors 21 * may be used to endorse or promote products derived from this software 22 * without specific prior written permission. 23 * 24 * THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND 25 * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE 26 * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE 27 * ARE DISCLAIMED. IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE 28 * FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL 29 * DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS 30 * OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) 31 * HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT 32 * LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY 33 * OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF 34 * SUCH DAMAGE. 35 * 36 * @(#)hit.c 8.1 (Berkeley) 5/31/93 37 * $FreeBSD: src/games/rogue/hit.c,v 1.6 1999/11/30 03:49:22 billf Exp $ 38 * $DragonFly: src/games/rogue/hit.c,v 1.3 2006/09/02 19:31:07 pavalos Exp $ 39 */ 40 41 /* 42 * hit.c 43 * 44 * This source herein may be modified and/or distributed by anybody who 45 * so desires, with the following restrictions: 46 * 1.) No portion of this notice shall be removed. 47 * 2.) Credit shall not be taken for the creation of this source. 48 * 3.) This code is not to be traded, sold, or used for personal 49 * gain or profit. 50 * 51 */ 52 53 #include "rogue.h" 54 55 object *fight_monster = 0; 56 char hit_message[80] = ""; 57 58 extern short halluc, blind, cur_level; 59 extern short add_strength, ring_exp, r_rings; 60 extern boolean being_held, interrupted, wizard, con_mon; 61 62 static int get_w_damage(const object *); 63 static int to_hit(const object *); 64 static short damage_for_strength(void); 65 66 void 67 mon_hit(object *monster) 68 { 69 short damage, hit_chance; 70 const char *mn; 71 float minus; 72 73 if (fight_monster && (monster != fight_monster)) { 74 fight_monster = 0; 75 } 76 monster->trow = NO_ROOM; 77 if (cur_level >= (AMULET_LEVEL * 2)) { 78 hit_chance = 100; 79 } else { 80 hit_chance = monster->m_hit_chance; 81 hit_chance -= (((2 * rogue.exp) + (2 * ring_exp)) - r_rings); 82 } 83 if (wizard) { 84 hit_chance /= 2; 85 } 86 if (!fight_monster) { 87 interrupted = 1; 88 } 89 mn = mon_name(monster); 90 91 if (!rand_percent(hit_chance)) { 92 if (!fight_monster) { 93 sprintf(hit_message + strlen(hit_message), "the %s misses", mn); 94 message(hit_message, 1); 95 hit_message[0] = 0; 96 } 97 return; 98 } 99 if (!fight_monster) { 100 sprintf(hit_message + strlen(hit_message), "the %s hit", mn); 101 message(hit_message, 1); 102 hit_message[0] = 0; 103 } 104 if (!(monster->m_flags & STATIONARY)) { 105 damage = get_damage(monster->m_damage, 1); 106 if (cur_level >= (AMULET_LEVEL * 2)) { 107 minus = (float) ((AMULET_LEVEL * 2) - cur_level); 108 } else { 109 minus = (float) get_armor_class(rogue.armor) * 3.00; 110 minus = minus/100.00 * (float) damage; 111 } 112 damage -= (short) minus; 113 } else { 114 damage = monster->stationary_damage++; 115 } 116 if (wizard) { 117 damage /= 3; 118 } 119 if (damage > 0) { 120 rogue_damage(damage, monster, 0); 121 } 122 if (monster->m_flags & SPECIAL_HIT) { 123 special_hit(monster); 124 } 125 } 126 127 void 128 rogue_hit(object *monster, boolean force_hit) 129 { 130 short damage, hit_chance; 131 132 if (monster) { 133 if (check_imitator(monster)) { 134 return; 135 } 136 hit_chance = force_hit ? 100 : get_hit_chance(rogue.weapon); 137 138 if (wizard) { 139 hit_chance *= 2; 140 } 141 if (!rand_percent(hit_chance)) { 142 if (!fight_monster) { 143 strcpy(hit_message, "you miss "); 144 } 145 goto RET; 146 } 147 damage = get_weapon_damage(rogue.weapon); 148 if (wizard) { 149 damage *= 3; 150 } 151 if (con_mon) { 152 s_con_mon(monster); 153 } 154 if (mon_damage(monster, damage)) { /* still alive? */ 155 if (!fight_monster) { 156 strcpy(hit_message, "you hit "); 157 } 158 } 159 RET: check_gold_seeker(monster); 160 wake_up(monster); 161 } 162 } 163 164 void 165 rogue_damage(short d, object *monster, short other) 166 { 167 if (d >= rogue.hp_current) { 168 rogue.hp_current = 0; 169 print_stats(STAT_HP); 170 killed_by(monster, other); 171 } 172 if (d > 0) { 173 rogue.hp_current -= d; 174 print_stats(STAT_HP); 175 } 176 } 177 178 int 179 get_damage(const char *ds, boolean r) 180 { 181 int i = 0, j, n, d, total = 0; 182 183 while (ds[i]) { 184 n = get_number(ds+i); 185 while (ds[i++] != 'd') ; 186 d = get_number(ds+i); 187 while ((ds[i] != '/') && ds[i]) i++; 188 189 for (j = 0; j < n; j++) { 190 if (r) { 191 total += get_rand(1, d); 192 } else { 193 total += d; 194 } 195 } 196 if (ds[i] == '/') { 197 i++; 198 } 199 } 200 return(total); 201 } 202 203 static int 204 get_w_damage(const object *obj) 205 { 206 char new_damage[12]; 207 int t_hit, damage; 208 int i = 0; 209 210 if ((!obj) || (obj->what_is != WEAPON)) { 211 return(-1); 212 } 213 t_hit = get_number(obj->damage) + obj->hit_enchant; 214 while (obj->damage[i++] != 'd') ; 215 damage = get_number(obj->damage + i) + obj->d_enchant; 216 217 sprintf(new_damage, "%dd%d", t_hit, damage); 218 219 return(get_damage(new_damage, 1)); 220 } 221 222 int 223 get_number(const char *s) 224 { 225 int i = 0; 226 int total = 0; 227 228 while ((s[i] >= '0') && (s[i] <= '9')) { 229 total = (10 * total) + (s[i] - '0'); 230 i++; 231 } 232 return(total); 233 } 234 235 long 236 lget_number(const char *s) 237 { 238 short i = 0; 239 long 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 static int 249 to_hit(const object *obj) 250 { 251 if (!obj) { 252 return(1); 253 } 254 return(get_number(obj->damage) + obj->hit_enchant); 255 } 256 257 static short 258 damage_for_strength(void) 259 { 260 short strength; 261 262 strength = rogue.str_current + add_strength; 263 264 if (strength <= 6) { 265 return(strength-5); 266 } 267 if (strength <= 14) { 268 return(1); 269 } 270 if (strength <= 17) { 271 return(3); 272 } 273 if (strength <= 18) { 274 return(4); 275 } 276 if (strength <= 20) { 277 return(5); 278 } 279 if (strength <= 21) { 280 return(6); 281 } 282 if (strength <= 30) { 283 return(7); 284 } 285 return(8); 286 } 287 288 boolean 289 mon_damage(object *monster, short damage) 290 { 291 const char *mn; 292 short row, col; 293 294 monster->hp_to_kill -= damage; 295 296 if (monster->hp_to_kill <= 0) { 297 row = monster->row; 298 col = monster->col; 299 dungeon[row][col] &= ~MONSTER; 300 mvaddch(row, col, (int) get_dungeon_char(row, col)); 301 302 fight_monster = 0; 303 cough_up(monster); 304 mn = mon_name(monster); 305 sprintf(hit_message+strlen(hit_message), "defeated the %s", mn); 306 message(hit_message, 1); 307 hit_message[0] = 0; 308 add_exp(monster->kill_exp, 1); 309 take_from_pack(monster, &level_monsters); 310 311 if (monster->m_flags & HOLDS) { 312 being_held = 0; 313 } 314 free_object(monster); 315 return(0); 316 } 317 return(1); 318 } 319 320 void 321 fight(boolean to_the_death) 322 { 323 short ch, c, d; 324 short row, col; 325 boolean first_miss = 1; 326 short possible_damage; 327 object *monster; 328 329 while (!is_direction(ch = rgetchar(), &d)) { 330 sound_bell(); 331 if (first_miss) { 332 message("direction?", 0); 333 first_miss = 0; 334 } 335 } 336 check_message(); 337 if (ch == CANCEL) { 338 return; 339 } 340 row = rogue.row; col = rogue.col; 341 get_dir_rc(d, &row, &col, 0); 342 343 c = mvinch(row, col); 344 if (((c < 'A') || (c > 'Z')) || 345 (!can_move(rogue.row, rogue.col, row, col))) { 346 message("I see no monster there", 0); 347 return; 348 } 349 if (!(fight_monster = object_at(&level_monsters, row, col))) { 350 return; 351 } 352 if (!(fight_monster->m_flags & STATIONARY)) { 353 possible_damage = ((get_damage(fight_monster->m_damage, 0) * 2) / 3); 354 } else { 355 possible_damage = fight_monster->stationary_damage - 1; 356 } 357 while (fight_monster) { 358 one_move_rogue(ch, 0); 359 if (((!to_the_death) && (rogue.hp_current <= possible_damage)) || 360 interrupted || (!(dungeon[row][col] & MONSTER))) { 361 fight_monster = 0; 362 } else { 363 monster = object_at(&level_monsters, row, col); 364 if (monster != fight_monster) { 365 fight_monster = 0; 366 } 367 } 368 } 369 } 370 371 void 372 get_dir_rc(short dir, short *row, short *col, short allow_off_screen) 373 { 374 switch(dir) { 375 case LEFT: 376 if (allow_off_screen || (*col > 0)) { 377 (*col)--; 378 } 379 break; 380 case DOWN: 381 if (allow_off_screen || (*row < (DROWS-2))) { 382 (*row)++; 383 } 384 break; 385 case UPWARD: 386 if (allow_off_screen || (*row > MIN_ROW)) { 387 (*row)--; 388 } 389 break; 390 case RIGHT: 391 if (allow_off_screen || (*col < (DCOLS-1))) { 392 (*col)++; 393 } 394 break; 395 case UPLEFT: 396 if (allow_off_screen || ((*row > MIN_ROW) && (*col > 0))) { 397 (*row)--; 398 (*col)--; 399 } 400 break; 401 case UPRIGHT: 402 if (allow_off_screen || ((*row > MIN_ROW) && (*col < (DCOLS-1)))) { 403 (*row)--; 404 (*col)++; 405 } 406 break; 407 case DOWNRIGHT: 408 if (allow_off_screen || ((*row < (DROWS-2)) && (*col < (DCOLS-1)))) { 409 (*row)++; 410 (*col)++; 411 } 412 break; 413 case DOWNLEFT: 414 if (allow_off_screen || ((*row < (DROWS-2)) && (*col > 0))) { 415 (*row)++; 416 (*col)--; 417 } 418 break; 419 } 420 } 421 422 short 423 get_hit_chance(const object *weapon) 424 { 425 short hit_chance; 426 427 hit_chance = 40; 428 hit_chance += 3 * to_hit(weapon); 429 hit_chance += (((2 * rogue.exp) + (2 * ring_exp)) - r_rings); 430 return(hit_chance); 431 } 432 433 short 434 get_weapon_damage(const object *weapon) 435 { 436 short damage; 437 438 damage = get_w_damage(weapon); 439 damage += damage_for_strength(); 440 damage += ((((rogue.exp + ring_exp) - r_rings) + 1) / 2); 441 return(damage); 442 } 443 444 void 445 s_con_mon(object *monster) 446 { 447 if (con_mon) { 448 monster->m_flags |= CONFUSED; 449 monster->moves_confused += get_rand(12, 22); 450 message("the monster appears confused", 0); 451 con_mon = 0; 452 } 453 } 454