Eliminate compilation warning.
[unix-history] / games / rogue / throw.c
CommitLineData
15637ed4
RG
1/*
2 * Copyright (c) 1988 The Regents of the University of California.
3 * 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
37#ifndef lint
38static char sccsid[] = "@(#)throw.c 5.3 (Berkeley) 6/1/90";
39#endif /* not lint */
40
41/*
42 * throw.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
55extern short cur_room;
56extern char *curse_message;
57extern char hit_message[];
58
59throw()
60{
61 short wch, d;
62 boolean first_miss = 1;
63 object *weapon;
64 short dir, row, col;
65 object *monster;
66
67 while (!is_direction(dir = rgetchar(), &d)) {
68 sound_bell();
69 if (first_miss) {
70 message("direction? ", 0);
71 first_miss = 0;
72 }
73 }
74 check_message();
75 if (dir == CANCEL) {
76 return;
77 }
78 if ((wch = pack_letter("throw what?", WEAPON)) == CANCEL) {
79 return;
80 }
81 check_message();
82
83 if (!(weapon = get_letter_object(wch))) {
84 message("no such item.", 0);
85 return;
86 }
87 if ((weapon->in_use_flags & BEING_USED) && weapon->is_cursed) {
88 message(curse_message, 0);
89 return;
90 }
91 row = rogue.row; col = rogue.col;
92
93 if ((weapon->in_use_flags & BEING_WIELDED) && (weapon->quantity <= 1)) {
94 unwield(rogue.weapon);
95 } else if (weapon->in_use_flags & BEING_WORN) {
96 mv_aquatars();
97 unwear(rogue.armor);
98 print_stats(STAT_ARMOR);
99 } else if (weapon->in_use_flags & ON_EITHER_HAND) {
100 un_put_on(weapon);
101 }
102 monster = get_thrown_at_monster(weapon, d, &row, &col);
103 mvaddch(rogue.row, rogue.col, rogue.fchar);
104 refresh();
105
106 if (rogue_can_see(row, col) && ((row != rogue.row) || (col != rogue.col))){
107 mvaddch(row, col, get_dungeon_char(row, col));
108 }
109 if (monster) {
110 wake_up(monster);
111 check_gold_seeker(monster);
112
113 if (!throw_at_monster(monster, weapon)) {
114 flop_weapon(weapon, row, col);
115 }
116 } else {
117 flop_weapon(weapon, row, col);
118 }
119 vanish(weapon, 1, &rogue.pack);
120}
121
122throw_at_monster(monster, weapon)
123object *monster, *weapon;
124{
125 short damage, hit_chance;
126 short t;
127
128 hit_chance = get_hit_chance(weapon);
129 damage = get_weapon_damage(weapon);
130 if ((weapon->which_kind == ARROW) &&
131 (rogue.weapon && (rogue.weapon->which_kind == BOW))) {
132 damage += get_weapon_damage(rogue.weapon);
133 damage = ((damage * 2) / 3);
134 hit_chance += (hit_chance / 3);
135 } else if ((weapon->in_use_flags & BEING_WIELDED) &&
136 ((weapon->which_kind == DAGGER) ||
137 (weapon->which_kind == SHURIKEN) ||
138 (weapon->which_kind == DART))) {
139 damage = ((damage * 3) / 2);
140 hit_chance += (hit_chance / 3);
141 }
142 t = weapon->quantity;
143 weapon->quantity = 1;
144 sprintf(hit_message, "the %s", name_of(weapon));
145 weapon->quantity = t;
146
147 if (!rand_percent(hit_chance)) {
148 (void) strcat(hit_message, "misses ");
149 return(0);
150 }
151 s_con_mon(monster);
152 (void) strcat(hit_message, "hit ");
153 (void) mon_damage(monster, damage);
154 return(1);
155}
156
157object *
158get_thrown_at_monster(obj, dir, row, col)
159object *obj;
160short dir;
161short *row, *col;
162{
163 short orow, ocol;
164 short i, ch;
165
166 orow = *row; ocol = *col;
167
168 ch = get_mask_char(obj->what_is);
169
170 for (i = 0; i < 24; i++) {
171 get_dir_rc(dir, row, col, 0);
172 if ( (((*col <= 0) || (*col >= DCOLS-1)) ||
173 (dungeon[*row][*col] == NOTHING)) ||
174 ((dungeon[*row][*col] & (HORWALL | VERTWALL | HIDDEN)) &&
175 (!(dungeon[*row][*col] & TRAP)))) {
176 *row = orow;
177 *col = ocol;
178 return(0);
179 }
180 if ((i != 0) && rogue_can_see(orow, ocol)) {
181 mvaddch(orow, ocol, get_dungeon_char(orow, ocol));
182 }
183 if (rogue_can_see(*row, *col)) {
184 if (!(dungeon[*row][*col] & MONSTER)) {
185 mvaddch(*row, *col, ch);
186 }
187 refresh();
188 }
189 orow = *row; ocol = *col;
190 if (dungeon[*row][*col] & MONSTER) {
191 if (!imitating(*row, *col)) {
192 return(object_at(&level_monsters, *row, *col));
193 }
194 }
195 if (dungeon[*row][*col] & TUNNEL) {
196 i += 2;
197 }
198 }
199 return(0);
200}
201
202flop_weapon(weapon, row, col)
203object *weapon;
204short row, col;
205{
206 object *new_weapon, *monster;
207 short i = 0;
208 char msg[80];
209 boolean found = 0;
210 short mch, dch;
211 unsigned short mon;
212
213 while ((i < 9) && dungeon[row][col] & ~(FLOOR | TUNNEL | DOOR | MONSTER)) {
214 rand_around(i++, &row, &col);
215 if ((row > (DROWS-2)) || (row < MIN_ROW) ||
216 (col > (DCOLS-1)) || (col < 0) || (!dungeon[row][col]) ||
217 (dungeon[row][col] & ~(FLOOR | TUNNEL | DOOR | MONSTER))) {
218 continue;
219 }
220 found = 1;
221 break;
222 }
223
224 if (found || (i == 0)) {
225 new_weapon = alloc_object();
226 *new_weapon = *weapon;
227 new_weapon->in_use_flags = NOT_USED;
228 new_weapon->quantity = 1;
229 new_weapon->ichar = 'L';
230 place_at(new_weapon, row, col);
231 if (rogue_can_see(row, col) &&
232 ((row != rogue.row) || (col != rogue.col))) {
233 mon = dungeon[row][col] & MONSTER;
234 dungeon[row][col] &= (~MONSTER);
235 dch = get_dungeon_char(row, col);
236 if (mon) {
237 mch = mvinch(row, col);
238 if (monster = object_at(&level_monsters, row, col)) {
239 monster->trail_char = dch;
240 }
241 if ((mch < 'A') || (mch > 'Z')) {
242 mvaddch(row, col, dch);
243 }
244 } else {
245 mvaddch(row, col, dch);
246 }
247 dungeon[row][col] |= mon;
248 }
249 } else {
250 short t;
251
252 t = weapon->quantity;
253 weapon->quantity = 1;
254 sprintf(msg, "the %svanishes as it hits the ground",
255 name_of(weapon));
256 weapon->quantity = t;
257 message(msg, 0);
258 }
259}
260
261rand_around(i, r, c)
262short i, *r, *c;
263{
264 static char* pos = "\010\007\001\003\004\005\002\006\0";
265 static short row, col;
266 short j;
267
268 if (i == 0) {
269 short x, y, o, t;
270
271 row = *r;
272 col = *c;
273
274 o = get_rand(1, 8);
275
276 for (j = 0; j < 5; j++) {
277 x = get_rand(0, 8);
278 y = (x + o) % 9;
279 t = pos[x];
280 pos[x] = pos[y];
281 pos[y] = t;
282 }
283 }
284 switch((short)pos[i]) {
285 case 0:
286 *r = row + 1;
287 *c = col + 1;
288 break;
289 case 1:
290 *r = row + 1;
291 *c = col - 1;
292 break;
293 case 2:
294 *r = row - 1;
295 *c = col + 1;
296 break;
297 case 3:
298 *r = row - 1;
299 *c = col - 1;
300 break;
301 case 4:
302 *r = row;
303 *c = col + 1;
304 break;
305 case 5:
306 *r = row + 1;
307 *c = col;
308 break;
309 case 6:
310 *r = row;
311 *c = col;
312 break;
313 case 7:
314 *r = row - 1;
315 *c = col;
316 break;
317 case 8:
318 *r = row;
319 *c = col - 1;
320 break;
321 }
322}