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|
/* $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;
}
}
|