xref: /dragonfly/games/rogue/hit.c (revision b40e316c)
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 1.2 2003/06/17 04:25:24 dillon 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 mon_hit(monster)
63 object *monster;
64 {
65 	short damage, hit_chance;
66 	const char *mn;
67 	float minus;
68 
69 	if (fight_monster && (monster != fight_monster)) {
70 		fight_monster = 0;
71 	}
72 	monster->trow = NO_ROOM;
73 	if (cur_level >= (AMULET_LEVEL * 2)) {
74 		hit_chance = 100;
75 	} else {
76 		hit_chance = monster->m_hit_chance;
77 		hit_chance -= (((2 * rogue.exp) + (2 * ring_exp)) - r_rings);
78 	}
79 	if (wizard) {
80 		hit_chance /= 2;
81 	}
82 	if (!fight_monster) {
83 		interrupted = 1;
84 	}
85 	mn = mon_name(monster);
86 
87 	if (!rand_percent(hit_chance)) {
88 		if (!fight_monster) {
89 			sprintf(hit_message + strlen(hit_message), "the %s misses", mn);
90 			message(hit_message, 1);
91 			hit_message[0] = 0;
92 		}
93 		return;
94 	}
95 	if (!fight_monster) {
96 		sprintf(hit_message + strlen(hit_message), "the %s hit", mn);
97 		message(hit_message, 1);
98 		hit_message[0] = 0;
99 	}
100 	if (!(monster->m_flags & STATIONARY)) {
101 		damage = get_damage(monster->m_damage, 1);
102 		if (cur_level >= (AMULET_LEVEL * 2)) {
103 			minus = (float) ((AMULET_LEVEL * 2) - cur_level);
104 		} else {
105 			minus = (float) get_armor_class(rogue.armor) * 3.00;
106 			minus = minus/100.00 * (float) damage;
107 		}
108 		damage -= (short) minus;
109 	} else {
110 		damage = monster->stationary_damage++;
111 	}
112 	if (wizard) {
113 		damage /= 3;
114 	}
115 	if (damage > 0) {
116 		rogue_damage(damage, monster, 0);
117 	}
118 	if (monster->m_flags & SPECIAL_HIT) {
119 		special_hit(monster);
120 	}
121 }
122 
123 rogue_hit(monster, force_hit)
124 object *monster;
125 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) strcpy(hit_message, "you miss  ");
141 			}
142 			goto RET;
143 		}
144 		damage = get_weapon_damage(rogue.weapon);
145 		if (wizard) {
146 			damage *= 3;
147 		}
148 		if (con_mon) {
149 			s_con_mon(monster);
150 		}
151 		if (mon_damage(monster, damage)) {	/* still alive? */
152 			if (!fight_monster) {
153 				(void) strcpy(hit_message, "you hit  ");
154 			}
155 		}
156 RET:	check_gold_seeker(monster);
157 		wake_up(monster);
158 	}
159 }
160 
161 rogue_damage(d, monster, other)
162 short d;
163 object *monster;
164 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 get_damage(ds, r)
178 const char *ds;
179 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 get_w_damage(obj)
204 const object *obj;
205 {
206 	char new_damage[12];
207 	int to_hit, damage;
208 	int i = 0;
209 
210 	if ((!obj) || (obj->what_is != WEAPON)) {
211 		return(-1);
212 	}
213 	to_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", to_hit, damage);
218 
219 	return(get_damage(new_damage, 1));
220 }
221 
222 get_number(s)
223 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(s)
237 const char *s;
238 {
239 	short i = 0;
240 	long total = 0;
241 
242 	while ((s[i] >= '0') && (s[i] <= '9')) {
243 		total = (10 * total) + (s[i] - '0');
244 		i++;
245 	}
246 	return(total);
247 }
248 
249 to_hit(obj)
250 const object *obj;
251 {
252 	if (!obj) {
253 		return(1);
254 	}
255 	return(get_number(obj->damage) + obj->hit_enchant);
256 }
257 
258 damage_for_strength()
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 mon_damage(monster, damage)
289 object *monster;
290 short damage;
291 {
292 	const char *mn;
293 	short row, col;
294 
295 	monster->hp_to_kill -= damage;
296 
297 	if (monster->hp_to_kill <= 0) {
298 		row = monster->row;
299 		col = monster->col;
300 		dungeon[row][col] &= ~MONSTER;
301 		mvaddch(row, col, (int) get_dungeon_char(row, col));
302 
303 		fight_monster = 0;
304 		cough_up(monster);
305 		mn = mon_name(monster);
306 		sprintf(hit_message+strlen(hit_message), "defeated the %s", mn);
307 		message(hit_message, 1);
308 		hit_message[0] = 0;
309 		add_exp(monster->kill_exp, 1);
310 		take_from_pack(monster, &level_monsters);
311 
312 		if (monster->m_flags & HOLDS) {
313 			being_held = 0;
314 		}
315 		free_object(monster);
316 		return(0);
317 	}
318 	return(1);
319 }
320 
321 fight(to_the_death)
322 boolean to_the_death;
323 {
324 	short ch, c, d;
325 	short row, col;
326 	boolean first_miss = 1;
327 	short possible_damage;
328 	object *monster;
329 
330 	while (!is_direction(ch = rgetchar(), &d)) {
331 		sound_bell();
332 		if (first_miss) {
333 			message("direction?", 0);
334 			first_miss = 0;
335 		}
336 	}
337 	check_message();
338 	if (ch == CANCEL) {
339 		return;
340 	}
341 	row = rogue.row; col = rogue.col;
342 	get_dir_rc(d, &row, &col, 0);
343 
344 	c = mvinch(row, col);
345 	if (((c < 'A') || (c > 'Z')) ||
346 		(!can_move(rogue.row, rogue.col, row, col))) {
347 		message("I see no monster there", 0);
348 		return;
349 	}
350 	if (!(fight_monster = object_at(&level_monsters, row, col))) {
351 		return;
352 	}
353 	if (!(fight_monster->m_flags & STATIONARY)) {
354 		possible_damage = ((get_damage(fight_monster->m_damage, 0) * 2) / 3);
355 	} else {
356 		possible_damage = fight_monster->stationary_damage - 1;
357 	}
358 	while (fight_monster) {
359 		(void) one_move_rogue(ch, 0);
360 		if (((!to_the_death) && (rogue.hp_current <= possible_damage)) ||
361 			interrupted || (!(dungeon[row][col] & MONSTER))) {
362 			fight_monster = 0;
363 		} else {
364 			monster = object_at(&level_monsters, row, col);
365 			if (monster != fight_monster) {
366 				fight_monster = 0;
367 			}
368 		}
369 	}
370 }
371 
372 get_dir_rc(dir, row, col, allow_off_screen)
373 short dir;
374 short *row, *col;
375 short allow_off_screen;
376 {
377 	switch(dir) {
378 	case LEFT:
379 		if (allow_off_screen || (*col > 0)) {
380 			(*col)--;
381 		}
382 		break;
383 	case DOWN:
384 		if (allow_off_screen || (*row < (DROWS-2))) {
385 			(*row)++;
386 		}
387 		break;
388 	case UPWARD:
389 		if (allow_off_screen || (*row > MIN_ROW)) {
390 			(*row)--;
391 		}
392 		break;
393 	case RIGHT:
394 		if (allow_off_screen || (*col < (DCOLS-1))) {
395 			(*col)++;
396 		}
397 		break;
398 	case UPLEFT:
399 		if (allow_off_screen || ((*row > MIN_ROW) && (*col > 0))) {
400 			(*row)--;
401 			(*col)--;
402 		}
403 		break;
404 	case UPRIGHT:
405 		if (allow_off_screen || ((*row > MIN_ROW) && (*col < (DCOLS-1)))) {
406 			(*row)--;
407 			(*col)++;
408 		}
409 		break;
410 	case DOWNRIGHT:
411 		if (allow_off_screen || ((*row < (DROWS-2)) && (*col < (DCOLS-1)))) {
412 			(*row)++;
413 			(*col)++;
414 		}
415 		break;
416 	case DOWNLEFT:
417 		if (allow_off_screen || ((*row < (DROWS-2)) && (*col > 0))) {
418 			(*row)++;
419 			(*col)--;
420 		}
421 		break;
422 	}
423 }
424 
425 get_hit_chance(weapon)
426 const object *weapon;
427 {
428 	short hit_chance;
429 
430 	hit_chance = 40;
431 	hit_chance += 3 * to_hit(weapon);
432 	hit_chance += (((2 * rogue.exp) + (2 * ring_exp)) - r_rings);
433 	return(hit_chance);
434 }
435 
436 get_weapon_damage(weapon)
437 const object *weapon;
438 {
439 	short damage;
440 
441 	damage = get_w_damage(weapon);
442 	damage += damage_for_strength();
443 	damage += ((((rogue.exp + ring_exp) - r_rings) + 1) / 2);
444 	return(damage);
445 }
446 
447 s_con_mon(monster)
448 object *monster;
449 {
450 	if (con_mon) {
451 		monster->m_flags |= CONFUSED;
452 		monster->moves_confused += get_rand(12, 22);
453 		message("the monster appears confused", 0);
454 		con_mon = 0;
455 	}
456 }
457