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[netbsd-mini2440.git] / games / rogue / throw.c
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1 /* $NetBSD: throw.c,v 1.10 2008/01/14 03:50:03 dholland Exp $ */
3 /*
4 * Copyright (c) 1988, 1993
5 * The Regents of the University of California. All rights reserved.
7 * This code is derived from software contributed to Berkeley by
8 * Timothy C. Stoehr.
10 * Redistribution and use in source and binary forms, with or without
11 * modification, are permitted provided that the following conditions
12 * are met:
13 * 1. Redistributions of source code must retain the above copyright
14 * notice, this list of conditions and the following disclaimer.
15 * 2. Redistributions in binary form must reproduce the above copyright
16 * notice, this list of conditions and the following disclaimer in the
17 * documentation and/or other materials provided with the distribution.
18 * 3. Neither the name of the University nor the names of its contributors
19 * may be used to endorse or promote products derived from this software
20 * without specific prior written permission.
22 * THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND
23 * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
24 * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
25 * ARE DISCLAIMED. IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE
26 * FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
27 * DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS
28 * OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
29 * HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
30 * LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
31 * OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
32 * SUCH DAMAGE.
35 #include <sys/cdefs.h>
36 #ifndef lint
37 #if 0
38 static char sccsid[] = "@(#)throw.c 8.1 (Berkeley) 5/31/93";
39 #else
40 __RCSID("$NetBSD: throw.c,v 1.10 2008/01/14 03:50:03 dholland Exp $");
41 #endif
42 #endif /* not lint */
45 * throw.c
47 * This source herein may be modified and/or distributed by anybody who
48 * so desires, with the following restrictions:
49 * 1.) No portion of this notice shall be removed.
50 * 2.) Credit shall not be taken for the creation of this source.
51 * 3.) This code is not to be traded, sold, or used for personal
52 * gain or profit.
56 #include "rogue.h"
58 static void flop_weapon(object *, short, short);
59 static object *get_thrown_at_monster(object *, short, short *, short *);
60 static boolean throw_at_monster(object *, object *);
62 void
63 throw(void)
65 short wch, d;
66 boolean first_miss = 1;
67 object *weapon;
68 short dir, row, col;
69 object *monster;
71 while (!is_direction(dir = rgetchar(), &d)) {
72 sound_bell();
73 if (first_miss) {
74 messagef(0, "direction? ");
75 first_miss = 0;
78 check_message();
79 if (dir == CANCEL) {
80 return;
82 if ((wch = pack_letter("throw what?", WEAPON)) == CANCEL) {
83 return;
85 check_message();
87 if (!(weapon = get_letter_object(wch))) {
88 messagef(0, "no such item.");
89 return;
91 if ((weapon->in_use_flags & BEING_USED) && weapon->is_cursed) {
92 messagef(0, curse_message);
93 return;
95 row = rogue.row; col = rogue.col;
97 if ((weapon->in_use_flags & BEING_WIELDED) && (weapon->quantity <= 1)) {
98 unwield(rogue.weapon);
99 } else if (weapon->in_use_flags & BEING_WORN) {
100 mv_aquatars();
101 unwear(rogue.armor);
102 print_stats(STAT_ARMOR);
103 } else if (weapon->in_use_flags & ON_EITHER_HAND) {
104 un_put_on(weapon);
106 monster = get_thrown_at_monster(weapon, d, &row, &col);
107 mvaddch(rogue.row, rogue.col, rogue.fchar);
108 refresh();
110 if (rogue_can_see(row, col) && ((row != rogue.row) || (col != rogue.col))){
111 mvaddch(row, col, get_dungeon_char(row, col));
113 if (monster) {
114 wake_up(monster);
115 check_gold_seeker(monster);
117 if (!throw_at_monster(monster, weapon)) {
118 flop_weapon(weapon, row, col);
120 } else {
121 flop_weapon(weapon, row, col);
123 vanish(weapon, 1, &rogue.pack);
126 boolean
127 throw_at_monster(object *monster, object *weapon)
129 short damage, hit_chance;
130 short t;
132 hit_chance = get_hit_chance(weapon);
133 damage = get_weapon_damage(weapon);
134 if ((weapon->which_kind == ARROW) &&
135 (rogue.weapon && (rogue.weapon->which_kind == BOW))) {
136 damage += get_weapon_damage(rogue.weapon);
137 damage = ((damage * 2) / 3);
138 hit_chance += (hit_chance / 3);
139 } else if ((weapon->in_use_flags & BEING_WIELDED) &&
140 ((weapon->which_kind == DAGGER) ||
141 (weapon->which_kind == SHURIKEN) ||
142 (weapon->which_kind == DART))) {
143 damage = ((damage * 3) / 2);
144 hit_chance += (hit_chance / 3);
146 t = weapon->quantity;
147 weapon->quantity = 1;
148 snprintf(hit_message, HIT_MESSAGE_SIZE, "the %s", name_of(weapon));
149 weapon->quantity = t;
151 if (!rand_percent(hit_chance)) {
152 (void)strlcat(hit_message, "misses ", HIT_MESSAGE_SIZE);
153 return(0);
155 s_con_mon(monster);
156 (void)strlcat(hit_message, "hit ", HIT_MESSAGE_SIZE);
157 (void)mon_damage(monster, damage);
158 return(1);
161 object *
162 get_thrown_at_monster(object *obj, short dir, short *row, short *col)
164 short orow, ocol;
165 short i, ch;
167 orow = *row; ocol = *col;
169 ch = get_mask_char(obj->what_is);
171 for (i = 0; i < 24; i++) {
172 get_dir_rc(dir, row, col, 0);
173 if ( (((*col <= 0) || (*col >= DCOLS-1)) ||
174 (dungeon[*row][*col] == NOTHING)) ||
175 ((dungeon[*row][*col] & (HORWALL | VERTWALL | HIDDEN)) &&
176 (!(dungeon[*row][*col] & TRAP)))) {
177 *row = orow;
178 *col = ocol;
179 return(0);
181 if ((i != 0) && rogue_can_see(orow, ocol)) {
182 mvaddch(orow, ocol, get_dungeon_char(orow, ocol));
184 if (rogue_can_see(*row, *col)) {
185 if (!(dungeon[*row][*col] & MONSTER)) {
186 mvaddch(*row, *col, ch);
188 refresh();
190 orow = *row; ocol = *col;
191 if (dungeon[*row][*col] & MONSTER) {
192 if (!imitating(*row, *col)) {
193 return(object_at(&level_monsters, *row, *col));
196 if (dungeon[*row][*col] & TUNNEL) {
197 i += 2;
200 return(0);
203 void
204 flop_weapon(object *weapon, short row, short col)
206 object *new_weapon, *monster;
207 short i = 0;
208 boolean found = 0;
209 short mch, dch;
210 unsigned short mon;
212 if ((row < 0) || (row >= DROWS) || (col < 0) || (col >= DCOLS))
213 clean_up("flop_weapon: weapon landed outside of dungeon");
215 while ((i < 9) && dungeon[row][col] & ~(FLOOR | TUNNEL | DOOR | MONSTER)) {
216 rand_around(i++, &row, &col);
217 if ((row > (DROWS-2)) || (row < MIN_ROW) ||
218 (col > (DCOLS-1)) || (col < 0) || (!dungeon[row][col]) ||
219 (dungeon[row][col] & ~(FLOOR | TUNNEL | DOOR | MONSTER))) {
220 continue;
222 found = 1;
223 break;
226 if (found || (i == 0)) {
227 new_weapon = alloc_object();
228 *new_weapon = *weapon;
229 new_weapon->in_use_flags = NOT_USED;
230 new_weapon->quantity = 1;
231 new_weapon->ichar = 'L';
232 place_at(new_weapon, row, col);
233 if (rogue_can_see(row, col) &&
234 ((row != rogue.row) || (col != rogue.col))) {
235 mon = dungeon[row][col] & MONSTER;
236 dungeon[row][col] &= (~MONSTER);
237 dch = get_dungeon_char(row, col);
238 if (mon) {
239 mch = mvinch(row, col);
240 if ((monster = object_at(&level_monsters,
241 row, col)) != NULL) {
242 monster->trail_char = dch;
244 if ((mch < 'A') || (mch > 'Z')) {
245 mvaddch(row, col, dch);
247 } else {
248 mvaddch(row, col, dch);
250 dungeon[row][col] |= mon;
252 } else {
253 short t;
255 t = weapon->quantity;
256 weapon->quantity = 1;
257 messagef(0, "the %svanishes as it hits the ground",
258 name_of(weapon));
259 weapon->quantity = t;
263 void
264 rand_around(short i, short *r, short *c)
266 static char pos[] = "\010\007\001\003\004\005\002\006\0";
267 static short row, col;
268 short j;
270 if (i == 0) {
271 short x, y, o, t;
273 row = *r;
274 col = *c;
276 o = get_rand(1, 8);
278 for (j = 0; j < 5; j++) {
279 x = get_rand(0, 8);
280 y = (x + o) % 9;
281 t = pos[x];
282 pos[x] = pos[y];
283 pos[y] = t;
286 switch((short)pos[i]) {
287 case 0:
288 *r = row + 1;
289 *c = col + 1;
290 break;
291 case 1:
292 *r = row + 1;
293 *c = col - 1;
294 break;
295 case 2:
296 *r = row - 1;
297 *c = col + 1;
298 break;
299 case 3:
300 *r = row - 1;
301 *c = col - 1;
302 break;
303 case 4:
304 *r = row;
305 *c = col + 1;
306 break;
307 case 5:
308 *r = row + 1;
309 *c = col;
310 break;
311 case 6:
312 *r = row;
313 *c = col;
314 break;
315 case 7:
316 *r = row - 1;
317 *c = col;
318 break;
319 case 8:
320 *r = row;
321 *c = col - 1;
322 break;