HardenedBSD/games/rogue/hit.c
Jordan K. Hubbard 554eb505f8 Bring in the 4.4 Lite games directory, modulo man page changes and segregation
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
1994-09-04 04:03:31 +00:00

457 lines
9.7 KiB
C

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