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 extern short halluc, blind, cur_level; 51 extern short add_strength, ring_exp, r_rings; 52 extern boolean being_held, interrupted, wizard, con_mon; 53 54 static short damage_for_strength(void); 55 static int get_w_damage(const object *); 56 static int to_hit(const object *); 57 58 object *fight_monster = NULL; 59 char hit_message[80] = ""; 60 61 void 62 mon_hit(object *monster) 63 { 64 short damage, hit_chance; 65 const char *mn; 66 float minus; 67 68 if (fight_monster && (monster != fight_monster)) { 69 fight_monster = NULL; 70 } 71 monster->trow = NO_ROOM; 72 if (cur_level >= (AMULET_LEVEL * 2)) { 73 hit_chance = 100; 74 } else { 75 hit_chance = monster->m_hit_chance; 76 hit_chance -= (((2 * rogue.exp) + (2 * ring_exp)) - r_rings); 77 } 78 if (wizard) { 79 hit_chance /= 2; 80 } 81 if (!fight_monster) { 82 interrupted = 1; 83 } 84 mn = mon_name(monster); 85 86 if (!rand_percent(hit_chance)) { 87 if (!fight_monster) { 88 sprintf(hit_message + strlen(hit_message), "the %s misses", mn); 89 message(hit_message, 1); 90 hit_message[0] = 0; 91 } 92 return; 93 } 94 if (!fight_monster) { 95 sprintf(hit_message + strlen(hit_message), "the %s hit", mn); 96 message(hit_message, 1); 97 hit_message[0] = 0; 98 } 99 if (!(monster->m_flags & STATIONARY)) { 100 damage = get_damage(monster->m_damage, 1); 101 if (cur_level >= (AMULET_LEVEL * 2)) { 102 minus = (float)((AMULET_LEVEL * 2) - cur_level); 103 } else { 104 minus = (float)get_armor_class(rogue.armor) * 3.00; 105 minus = minus / 100.00 * (float)damage; 106 } 107 damage -= (short)minus; 108 } else { 109 damage = monster->stationary_damage++; 110 } 111 if (wizard) { 112 damage /= 3; 113 } 114 if (damage > 0) { 115 rogue_damage(damage, monster, 0); 116 } 117 if (monster->m_flags & SPECIAL_HIT) { 118 special_hit(monster); 119 } 120 } 121 122 void 123 rogue_hit(object *monster, boolean force_hit) 124 { 125 short damage, hit_chance; 126 127 if (monster) { 128 if (check_imitator(monster)) { 129 return; 130 } 131 hit_chance = force_hit ? 100 : get_hit_chance(rogue.weapon); 132 133 if (wizard) { 134 hit_chance *= 2; 135 } 136 if (!rand_percent(hit_chance)) { 137 if (!fight_monster) { 138 strcpy(hit_message, "you miss "); 139 } 140 goto RET; 141 } 142 damage = get_weapon_damage(rogue.weapon); 143 if (wizard) { 144 damage *= 3; 145 } 146 if (con_mon) { 147 s_con_mon(monster); 148 } 149 if (mon_damage(monster, damage)) { /* still alive? */ 150 if (!fight_monster) { 151 strcpy(hit_message, "you hit "); 152 } 153 } 154 RET: check_gold_seeker(monster); 155 wake_up(monster); 156 } 157 } 158 159 void 160 rogue_damage(short d, object *monster, short other) 161 { 162 if (d >= rogue.hp_current) { 163 rogue.hp_current = 0; 164 print_stats(STAT_HP); 165 killed_by(monster, other); 166 } 167 if (d > 0) { 168 rogue.hp_current -= d; 169 print_stats(STAT_HP); 170 } 171 } 172 173 int 174 get_damage(const char *ds, boolean r) 175 { 176 int i = 0, j, n, d, total = 0; 177 178 while (ds[i]) { 179 n = get_number(ds+i); 180 while (ds[i++] != 'd') 181 ; 182 d = get_number(ds+i); 183 while ((ds[i] != '/') && ds[i]) 184 i++; 185 186 for (j = 0; j < n; j++) { 187 if (r) { 188 total += get_rand(1, d); 189 } else { 190 total += d; 191 } 192 } 193 if (ds[i] == '/') { 194 i++; 195 } 196 } 197 return(total); 198 } 199 200 static int 201 get_w_damage(const object *obj) 202 { 203 char new_damage[12]; 204 int t_hit, damage; 205 int i = 0; 206 207 if ((!obj) || (obj->what_is != WEAPON)) { 208 return(-1); 209 } 210 t_hit = get_number(obj->damage) + obj->hit_enchant; 211 while (obj->damage[i++] != 'd') 212 ; 213 damage = get_number(obj->damage + i) + obj->d_enchant; 214 215 sprintf(new_damage, "%dd%d", t_hit, damage); 216 217 return(get_damage(new_damage, 1)); 218 } 219 220 int 221 get_number(const char *s) 222 { 223 int i = 0; 224 int total = 0; 225 226 while ((s[i] >= '0') && (s[i] <= '9')) { 227 total = (10 * total) + (s[i] - '0'); 228 i++; 229 } 230 return(total); 231 } 232 233 long 234 lget_number(const char *s) 235 { 236 short i = 0; 237 long total = 0; 238 239 while ((s[i] >= '0') && (s[i] <= '9')) { 240 total = (10 * total) + (s[i] - '0'); 241 i++; 242 } 243 return(total); 244 } 245 246 static int 247 to_hit(const object *obj) 248 { 249 if (!obj) { 250 return(1); 251 } 252 return(get_number(obj->damage) + obj->hit_enchant); 253 } 254 255 static short 256 damage_for_strength(void) 257 { 258 short strength; 259 260 strength = rogue.str_current + add_strength; 261 262 if (strength <= 6) { 263 return(strength-5); 264 } 265 if (strength <= 14) { 266 return(1); 267 } 268 if (strength <= 17) { 269 return(3); 270 } 271 if (strength <= 18) { 272 return(4); 273 } 274 if (strength <= 20) { 275 return(5); 276 } 277 if (strength <= 21) { 278 return(6); 279 } 280 if (strength <= 30) { 281 return(7); 282 } 283 return(8); 284 } 285 286 boolean 287 mon_damage(object *monster, short damage) 288 { 289 const char *mn; 290 short row, col; 291 292 monster->hp_to_kill -= damage; 293 294 if (monster->hp_to_kill <= 0) { 295 row = monster->row; 296 col = monster->col; 297 dungeon[row][col] &= ~MONSTER; 298 mvaddch(row, col, (int)get_dungeon_char(row, col)); 299 300 fight_monster = NULL; 301 cough_up(monster); 302 mn = mon_name(monster); 303 sprintf(hit_message+strlen(hit_message), "defeated the %s", mn); 304 message(hit_message, 1); 305 hit_message[0] = 0; 306 add_exp(monster->kill_exp, 1); 307 take_from_pack(monster, &level_monsters); 308 309 if (monster->m_flags & HOLDS) { 310 being_held = 0; 311 } 312 free_object(monster); 313 return(0); 314 } 315 return(1); 316 } 317 318 void 319 fight(boolean to_the_death) 320 { 321 short ch, c, d; 322 short row, col; 323 boolean first_miss = 1; 324 short possible_damage; 325 object *monster; 326 327 while (!is_direction(ch = rgetchar(), &d)) { 328 sound_bell(); 329 if (first_miss) { 330 message("direction?", 0); 331 first_miss = 0; 332 } 333 } 334 check_message(); 335 if (ch == CANCEL) { 336 return; 337 } 338 row = rogue.row; col = rogue.col; 339 get_dir_rc(d, &row, &col, 0); 340 341 c = mvinch(row, col); 342 if (((c < 'A') || (c > 'Z')) || 343 (!can_move(rogue.row, rogue.col, row, col))) { 344 message("I see no monster there", 0); 345 return; 346 } 347 if (!(fight_monster = object_at(&level_monsters, row, col))) { 348 return; 349 } 350 if (!(fight_monster->m_flags & STATIONARY)) { 351 possible_damage = ((get_damage(fight_monster->m_damage, 0) * 2) / 3); 352 } else { 353 possible_damage = fight_monster->stationary_damage - 1; 354 } 355 while (fight_monster) { 356 one_move_rogue(ch, 0); 357 if (((!to_the_death) && (rogue.hp_current <= possible_damage)) || 358 interrupted || (!(dungeon[row][col] & MONSTER))) { 359 fight_monster = NULL; 360 } else { 361 monster = object_at(&level_monsters, row, col); 362 if (monster != fight_monster) { 363 fight_monster = NULL; 364 } 365 } 366 } 367 } 368 369 void 370 get_dir_rc(short dir, short *row, short *col, short allow_off_screen) 371 { 372 switch(dir) { 373 case LEFT: 374 if (allow_off_screen || (*col > 0)) { 375 (*col)--; 376 } 377 break; 378 case DOWN: 379 if (allow_off_screen || (*row < (DROWS-2))) { 380 (*row)++; 381 } 382 break; 383 case UPWARD: 384 if (allow_off_screen || (*row > MIN_ROW)) { 385 (*row)--; 386 } 387 break; 388 case RIGHT: 389 if (allow_off_screen || (*col < (DCOLS-1))) { 390 (*col)++; 391 } 392 break; 393 case UPLEFT: 394 if (allow_off_screen || ((*row > MIN_ROW) && (*col > 0))) { 395 (*row)--; 396 (*col)--; 397 } 398 break; 399 case UPRIGHT: 400 if (allow_off_screen || ((*row > MIN_ROW) && (*col < (DCOLS-1)))) { 401 (*row)--; 402 (*col)++; 403 } 404 break; 405 case DOWNRIGHT: 406 if (allow_off_screen || ((*row < (DROWS-2)) && (*col < (DCOLS-1)))) { 407 (*row)++; 408 (*col)++; 409 } 410 break; 411 case DOWNLEFT: 412 if (allow_off_screen || ((*row < (DROWS-2)) && (*col > 0))) { 413 (*row)++; 414 (*col)--; 415 } 416 break; 417 } 418 } 419 420 short 421 get_hit_chance(const object *weapon) 422 { 423 short hit_chance; 424 425 hit_chance = 40; 426 hit_chance += 3 * to_hit(weapon); 427 hit_chance += (((2 * rogue.exp) + (2 * ring_exp)) - r_rings); 428 return(hit_chance); 429 } 430 431 short 432 get_weapon_damage(const object *weapon) 433 { 434 short damage; 435 436 damage = get_w_damage(weapon); 437 damage += damage_for_strength(); 438 damage += ((((rogue.exp + ring_exp) - r_rings) + 1) / 2); 439 return(damage); 440 } 441 442 void 443 s_con_mon(object *monster) 444 { 445 if (con_mon) { 446 monster->m_flags |= CONFUSED; 447 monster->moves_confused += get_rand(12, 22); 448 message("the monster appears confused", 0); 449 con_mon = 0; 450 } 451 } 452