/* $OpenBSD: hit.c,v 1.8 2009/10/27 23:59:26 deraadt Exp $ */ /* $NetBSD: hit.c,v 1.3 1995/04/22 10:27:30 cgd Exp $ */ /* * 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. 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. */ /* * 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[HIT_MESSAGE_LEN] = ""; void mon_hit(object *monster) { short damage, hit_chance; const 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) { messagef(1, "%sthe %s misses", hit_message, mn); hit_message[0] = 0; } return; } if (!fight_monster) { messagef(1, "%sthe %s hit", hit_message, mn); 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); } } void rogue_hit(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) strlcpy(hit_message, "you miss ", sizeof(hit_message)); } 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) strlcpy(hit_message, "you hit ", sizeof(hit_message)); } } RET: check_gold_seeker(monster); wake_up(monster); } } void rogue_damage(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); } } int get_damage(const char *ds, boolean r) { int i = 0, j, n, d, total = 0; while (ds[i]) { n = get_number(ds + i); while ((ds[i] != 'd') && ds[i]) i++; if (ds[i] == 'd') i++; d = get_number(ds + i); while ((ds[i] != '/') && ds[i]) i++; if (ds[i] == '/') i++; for (j = 0; j < n; j++) { if (r) { total += get_rand(1, d); } else { total += d; } } } return(total); } int get_w_damage(const object *obj) { char new_damage[32]; int tmp_to_hit, tmp_damage; int i = 0; if ((!obj) || (obj->what_is != WEAPON)) { return(-1); } tmp_to_hit = get_number(obj->damage) + obj->hit_enchant; while ((obj->damage[i++] != 'd') && obj->damage[i]) i++; if (obj->damage[i] == 'd') i++; tmp_damage = get_number(obj->damage + i) + obj->d_enchant; snprintf(new_damage, sizeof(new_damage), "%dd%d", tmp_to_hit, tmp_damage); return(get_damage(new_damage, 1)); } int get_number(const char *s) { int i = 0; int total = 0; while ((s[i] >= '0') && (s[i] <= '9')) { total = (10 * total) + (s[i] - '0'); i++; } return(total); } int to_hit(object *obj) { if (!obj) { return(1); } return(get_number(obj->damage) + obj->hit_enchant); } int damage_for_strength(void) { 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); } int mon_damage(object *monster, short damage) { const 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); messagef(1, "%sdefeated the %s", hit_message, mn); 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); } void fight(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)) { beep(); if (first_miss) { messagef(0, "direction?"); 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))) { messagef(0, "I see no monster there"); 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; } } } } void get_dir_rc(short dir, short *row, short *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; } } int get_hit_chance(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); } int get_weapon_damage(object *weapon) { short damage; damage = get_w_damage(weapon); damage += damage_for_strength(); damage += ((((rogue.exp + ring_exp) - r_rings) + 1) / 2); return(damage); } void s_con_mon(object *monster) { if (con_mon) { monster->m_flags |= CONFUSED; monster->moves_confused += get_rand(12, 22); messagef(0, "the monster appears confused"); con_mon = 0; } }