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554eb505f8
of the x11 based games. I'm not going to tag the originals with bsd_44_lite and do this in two stages since it's just not worth it for this collection, and I've got directory renames to deal with that way. Bleah. Submitted by: jkh
457 lines
9.7 KiB
C
457 lines
9.7 KiB
C
/*
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* Copyright (c) 1988, 1993
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* The Regents of the University of California. All rights reserved.
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*
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* This code is derived from software contributed to Berkeley by
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* Timothy C. Stoehr.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions
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* are met:
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* 1. Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* 2. Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* 3. All advertising materials mentioning features or use of this software
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* must display the following acknowledgement:
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* This product includes software developed by the University of
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* California, Berkeley and its contributors.
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* 4. Neither the name of the University nor the names of its contributors
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* may be used to endorse or promote products derived from this software
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* without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND
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* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
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* ARE DISCLAIMED. IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE
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* FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
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* DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS
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* OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
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* HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
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* LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
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* OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
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* SUCH DAMAGE.
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*/
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#ifndef lint
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static char sccsid[] = "@(#)hit.c 8.1 (Berkeley) 5/31/93";
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#endif /* not lint */
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/*
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* hit.c
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*
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* This source herein may be modified and/or distributed by anybody who
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* so desires, with the following restrictions:
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* 1.) No portion of this notice shall be removed.
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* 2.) Credit shall not be taken for the creation of this source.
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* 3.) This code is not to be traded, sold, or used for personal
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* gain or profit.
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*
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*/
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#include "rogue.h"
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object *fight_monster = 0;
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char hit_message[80] = "";
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extern short halluc, blind, cur_level;
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extern short add_strength, ring_exp, r_rings;
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extern boolean being_held, interrupted, wizard, con_mon;
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mon_hit(monster)
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register object *monster;
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{
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short damage, hit_chance;
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char *mn;
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float minus;
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if (fight_monster && (monster != fight_monster)) {
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fight_monster = 0;
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}
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monster->trow = NO_ROOM;
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if (cur_level >= (AMULET_LEVEL * 2)) {
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hit_chance = 100;
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} else {
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hit_chance = monster->m_hit_chance;
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hit_chance -= (((2 * rogue.exp) + (2 * ring_exp)) - r_rings);
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}
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if (wizard) {
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hit_chance /= 2;
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}
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if (!fight_monster) {
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interrupted = 1;
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}
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mn = mon_name(monster);
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if (!rand_percent(hit_chance)) {
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if (!fight_monster) {
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sprintf(hit_message + strlen(hit_message), "the %s misses", mn);
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message(hit_message, 1);
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hit_message[0] = 0;
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}
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return;
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}
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if (!fight_monster) {
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sprintf(hit_message + strlen(hit_message), "the %s hit", mn);
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message(hit_message, 1);
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hit_message[0] = 0;
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}
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if (!(monster->m_flags & STATIONARY)) {
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damage = get_damage(monster->m_damage, 1);
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if (cur_level >= (AMULET_LEVEL * 2)) {
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minus = (float) ((AMULET_LEVEL * 2) - cur_level);
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} else {
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minus = (float) get_armor_class(rogue.armor) * 3.00;
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minus = minus/100.00 * (float) damage;
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}
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damage -= (short) minus;
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} else {
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damage = monster->stationary_damage++;
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}
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if (wizard) {
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damage /= 3;
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}
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if (damage > 0) {
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rogue_damage(damage, monster, 0);
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}
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if (monster->m_flags & SPECIAL_HIT) {
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special_hit(monster);
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}
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}
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rogue_hit(monster, force_hit)
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register object *monster;
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boolean force_hit;
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{
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short damage, hit_chance;
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if (monster) {
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if (check_imitator(monster)) {
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return;
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}
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hit_chance = force_hit ? 100 : get_hit_chance(rogue.weapon);
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if (wizard) {
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hit_chance *= 2;
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}
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if (!rand_percent(hit_chance)) {
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if (!fight_monster) {
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(void) strcpy(hit_message, "you miss ");
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}
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goto RET;
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}
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damage = get_weapon_damage(rogue.weapon);
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if (wizard) {
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damage *= 3;
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}
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if (con_mon) {
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s_con_mon(monster);
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}
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if (mon_damage(monster, damage)) { /* still alive? */
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if (!fight_monster) {
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(void) strcpy(hit_message, "you hit ");
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}
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}
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RET: check_gold_seeker(monster);
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wake_up(monster);
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}
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}
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rogue_damage(d, monster, other)
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short d;
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object *monster;
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short other;
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{
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if (d >= rogue.hp_current) {
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rogue.hp_current = 0;
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print_stats(STAT_HP);
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killed_by(monster, other);
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}
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if (d > 0) {
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rogue.hp_current -= d;
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print_stats(STAT_HP);
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}
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}
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get_damage(ds, r)
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char *ds;
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boolean r;
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{
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register i = 0, j, n, d, total = 0;
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while (ds[i]) {
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n = get_number(ds+i);
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while (ds[i++] != 'd') ;
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d = get_number(ds+i);
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while ((ds[i] != '/') && ds[i]) i++;
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for (j = 0; j < n; j++) {
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if (r) {
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total += get_rand(1, d);
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} else {
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total += d;
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}
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}
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if (ds[i] == '/') {
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i++;
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}
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}
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return(total);
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}
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get_w_damage(obj)
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object *obj;
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{
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char new_damage[12];
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register to_hit, damage;
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register i = 0;
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if ((!obj) || (obj->what_is != WEAPON)) {
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return(-1);
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}
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to_hit = get_number(obj->damage) + obj->hit_enchant;
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while (obj->damage[i++] != 'd') ;
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damage = get_number(obj->damage + i) + obj->d_enchant;
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sprintf(new_damage, "%dd%d", to_hit, damage);
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return(get_damage(new_damage, 1));
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}
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get_number(s)
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register char *s;
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{
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register i = 0;
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register total = 0;
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while ((s[i] >= '0') && (s[i] <= '9')) {
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total = (10 * total) + (s[i] - '0');
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i++;
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}
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return(total);
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}
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long
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lget_number(s)
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char *s;
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{
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short i = 0;
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long total = 0;
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while ((s[i] >= '0') && (s[i] <= '9')) {
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total = (10 * total) + (s[i] - '0');
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i++;
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}
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return(total);
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}
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to_hit(obj)
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object *obj;
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{
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if (!obj) {
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return(1);
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}
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return(get_number(obj->damage) + obj->hit_enchant);
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}
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damage_for_strength()
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{
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short strength;
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strength = rogue.str_current + add_strength;
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if (strength <= 6) {
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return(strength-5);
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}
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if (strength <= 14) {
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return(1);
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}
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if (strength <= 17) {
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return(3);
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}
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if (strength <= 18) {
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return(4);
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}
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if (strength <= 20) {
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return(5);
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}
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if (strength <= 21) {
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return(6);
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}
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if (strength <= 30) {
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return(7);
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}
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return(8);
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}
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mon_damage(monster, damage)
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object *monster;
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short damage;
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{
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char *mn;
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short row, col;
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monster->hp_to_kill -= damage;
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if (monster->hp_to_kill <= 0) {
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row = monster->row;
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col = monster->col;
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dungeon[row][col] &= ~MONSTER;
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mvaddch(row, col, (int) get_dungeon_char(row, col));
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fight_monster = 0;
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cough_up(monster);
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mn = mon_name(monster);
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sprintf(hit_message+strlen(hit_message), "defeated the %s", mn);
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message(hit_message, 1);
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hit_message[0] = 0;
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add_exp(monster->kill_exp, 1);
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take_from_pack(monster, &level_monsters);
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if (monster->m_flags & HOLDS) {
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being_held = 0;
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}
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free_object(monster);
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return(0);
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}
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return(1);
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}
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fight(to_the_death)
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boolean to_the_death;
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{
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short ch, c, d;
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short row, col;
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boolean first_miss = 1;
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short possible_damage;
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object *monster;
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while (!is_direction(ch = rgetchar(), &d)) {
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sound_bell();
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if (first_miss) {
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message("direction?", 0);
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first_miss = 0;
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}
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}
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check_message();
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if (ch == CANCEL) {
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return;
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}
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row = rogue.row; col = rogue.col;
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get_dir_rc(d, &row, &col, 0);
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c = mvinch(row, col);
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if (((c < 'A') || (c > 'Z')) ||
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(!can_move(rogue.row, rogue.col, row, col))) {
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message("I see no monster there", 0);
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return;
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}
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if (!(fight_monster = object_at(&level_monsters, row, col))) {
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return;
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}
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if (!(fight_monster->m_flags & STATIONARY)) {
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possible_damage = ((get_damage(fight_monster->m_damage, 0) * 2) / 3);
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} else {
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possible_damage = fight_monster->stationary_damage - 1;
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}
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while (fight_monster) {
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(void) one_move_rogue(ch, 0);
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if (((!to_the_death) && (rogue.hp_current <= possible_damage)) ||
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interrupted || (!(dungeon[row][col] & MONSTER))) {
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fight_monster = 0;
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} else {
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monster = object_at(&level_monsters, row, col);
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if (monster != fight_monster) {
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fight_monster = 0;
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}
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}
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}
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}
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get_dir_rc(dir, row, col, allow_off_screen)
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short dir;
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short *row, *col;
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short allow_off_screen;
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{
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switch(dir) {
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case LEFT:
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if (allow_off_screen || (*col > 0)) {
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(*col)--;
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}
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break;
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case DOWN:
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if (allow_off_screen || (*row < (DROWS-2))) {
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(*row)++;
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}
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break;
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case UPWARD:
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if (allow_off_screen || (*row > MIN_ROW)) {
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(*row)--;
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}
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break;
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case RIGHT:
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if (allow_off_screen || (*col < (DCOLS-1))) {
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(*col)++;
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}
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break;
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case UPLEFT:
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if (allow_off_screen || ((*row > MIN_ROW) && (*col > 0))) {
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(*row)--;
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(*col)--;
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}
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break;
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case UPRIGHT:
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if (allow_off_screen || ((*row > MIN_ROW) && (*col < (DCOLS-1)))) {
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(*row)--;
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(*col)++;
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}
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break;
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case DOWNRIGHT:
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if (allow_off_screen || ((*row < (DROWS-2)) && (*col < (DCOLS-1)))) {
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(*row)++;
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(*col)++;
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}
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break;
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case DOWNLEFT:
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if (allow_off_screen || ((*row < (DROWS-2)) && (*col > 0))) {
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(*row)++;
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(*col)--;
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}
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break;
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}
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}
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get_hit_chance(weapon)
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object *weapon;
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{
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short hit_chance;
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hit_chance = 40;
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hit_chance += 3 * to_hit(weapon);
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hit_chance += (((2 * rogue.exp) + (2 * ring_exp)) - r_rings);
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return(hit_chance);
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}
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get_weapon_damage(weapon)
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object *weapon;
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{
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short damage;
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damage = get_w_damage(weapon);
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damage += damage_for_strength();
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damage += ((((rogue.exp + ring_exp) - r_rings) + 1) / 2);
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return(damage);
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}
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s_con_mon(monster)
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object *monster;
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{
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if (con_mon) {
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monster->m_flags |= CONFUSED;
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monster->moves_confused += get_rand(12, 22);
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message("the monster appears confused", 0);
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con_mon = 0;
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}
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}
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