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/* SCCS Id: @(#)dothrow.c 3.2 96/10/28 */
/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
/* NetHack may be freely redistributed. See license for details. */
/* Contains code for 't' (throw) */
#include "hack.h"
static int FDECL(gem_accept, (struct monst *, struct obj *));
static int FDECL(throw_gold, (struct obj *));
static void FDECL(check_shop_obj, (struct obj *,XCHAR_P,XCHAR_P,BOOLEAN_P));
static boolean FDECL(breaktest, (struct obj *));
static void FDECL(breakobj, (struct obj *,XCHAR_P,XCHAR_P,BOOLEAN_P,BOOLEAN_P));
static void FDECL(breakmsg, (struct obj *,BOOLEAN_P));
static boolean FDECL(toss_up,(struct obj *, BOOLEAN_P));
static NEARDATA const char toss_objs[] =
{ ALLOW_COUNT, GOLD_CLASS, ALL_CLASSES, WEAPON_CLASS, 0 };
/* different default choices when wielding a sling (gold must be included) */
static NEARDATA const char bullets[] =
{ ALLOW_COUNT, GOLD_CLASS, ALL_CLASSES, GEM_CLASS, 0 };
extern boolean notonhead; /* for long worms */
int
dothrow()
{
register struct obj *obj;
if(check_capacity((char *)0)) return(0);
obj = getobj(uwep && uwep->otyp==SLING ? bullets : toss_objs, "throw");
/* it is also possible to throw food */
/* (or jewels, or iron balls... ) */
if (!obj) return(0);
if (!getdir((char *)0)) { /* ask "in what direction?" */
if (obj->oclass == GOLD_CLASS) {
u.ugold += obj->quan;
flags.botl = 1;
dealloc_obj(obj);
}
return(0);
}
if(obj->oclass == GOLD_CLASS) return(throw_gold(obj));
if(!canletgo(obj,"throw"))
return(0);
if (obj->oartifact == ART_MJOLLNIR && obj != uwep) {
pline("%s must be wielded before it can be thrown.",
The(xname(obj)));
return(0);
}
if ((obj->oartifact == ART_MJOLLNIR && ACURR(A_STR) < 125)
|| (obj->otyp == BOULDER && !throws_rocks(uasmon))) {
pline("It's too heavy.");
return(1);
}
if(!u.dx && !u.dy && !u.dz) {
You("cannot throw an object at yourself.");
return(0);
}
u_wipe_engr(2);
if(obj == uwep) {
if(welded(obj)) {
weldmsg(obj);
return(1);
}
if(obj->quan > 1L)
setworn(splitobj(obj, 1L), W_WEP);
/* not setuwep; do not change unweapon */
else {
setuwep((struct obj *)0);
if (uwep) return(1); /* unwielded, died, rewielded */
}
}
else if(obj->quan > 1L)
(void) splitobj(obj, 1L);
freeinv(obj);
throwit(obj);
return(1);
}
/*
* Object hits floor at hero's feet. Called from drop() and throwit().
*/
void
hitfloor(obj)
register struct obj *obj;
{
if (IS_SOFT(levl[u.ux][u.uy].typ) || u.uinwater) {
dropy(obj);
return;
}
if (IS_ALTAR(levl[u.ux][u.uy].typ))
doaltarobj(obj);
else
pline("%s hit%s the %s.", Doname2(obj),
(obj->quan == 1L) ? "s" : "", surface(u.ux,u.uy));
if (hero_breaks(obj, u.ux, u.uy, TRUE)) return;
if (ship_object(obj, u.ux, u.uy, FALSE)) return;
dropy(obj);
}
/*
* The player moves through the air for a few squares as a result of
* throwing or kicking something. To simplify matters, bumping into monsters
* won't cause damage but will wake them and make them angry.
* Auto-pickup isn't done, since you don't have control over your movements
* at the time.
* dx and dy should be the direction of the hurtle, not of the original
* kick or throw.
*/
void
hurtle(dx, dy, range)
int dx, dy, range;
{
register struct monst *mon;
struct obj *obj;
int nx, ny;
/* The chain is stretched vertically, so you shouldn't be able to move
* very far diagonally. The premise that you should be able to move one
* spot leads to calculations that allow you to only move one spot away
* from the ball, if you are levitating over the ball, or one spot
* towards the ball, if you are at the end of the chain. Rather than
* bother with all of that, assume that there is no slack in the chain
* for diagonal movement, give the player a message and return.
*/
if(Punished && !carried(uball)) {
You_feel("a tug from the iron ball.");
nomul(0);
return;
} else if (u.utrap) {
You("are anchored by the %s.",
u.utraptype == TT_WEB ? "web" : u.utraptype == TT_LAVA ? "lava" :
u.utraptype == TT_INFLOOR ? surface(u.ux,u.uy) : "trap");
nomul(0);
return;
}
if(!range || (!dx && !dy) || u.ustuck) return; /* paranoia */
nomul(-range);
You("%s in the opposite direction.", range > 1 ? "hurtle" : "float");
while(range--) {
nx = u.ux + dx;
ny = u.uy + dy;
if(!isok(nx,ny)) break;
if(IS_ROCK(levl[nx][ny].typ) || closed_door(nx,ny) ||
(IS_DOOR(levl[nx][ny].typ) && (levl[nx][ny].doormask & D_ISOPEN))) {
pline("Ouch!");
losehp(rnd(2+range), IS_ROCK(levl[nx][ny].typ) ?
"bumping into a wall" : "bumping into a door", KILLED_BY);
break;
}
if ((obj = sobj_at(BOULDER,nx,ny)) != 0) {
You("bump into a %s. Ouch!", xname(obj));
losehp(rnd(2+range), "bumping into a boulder", KILLED_BY);
break;
}
u.ux = nx;
u.uy = ny;
newsym(u.ux - dx, u.uy - dy);
if ((mon = m_at(u.ux, u.uy)) != 0) {
You("bump into %s.", a_monnam(mon));
wakeup(mon);
if(Is_airlevel(&u.uz))
mnexto(mon);
else {
/* sorry, not ricochets */
u.ux -= dx;
u.uy -= dy;
}
range = 0;
}
vision_recalc(1); /* update for new position */
if(range) {
flush_screen(1);
delay_output();
}
}
}
static void
check_shop_obj(obj, x, y, broken)
register struct obj *obj;
register xchar x, y;
register boolean broken;
{
struct monst *shkp = shop_keeper(*u.ushops);
if(!shkp) return;
if(broken) {
if (obj->unpaid) {
(void)stolen_value(obj, u.ux, u.uy,
(boolean)shkp->mpeaceful, FALSE);
subfrombill(obj, shkp);
}
obj->no_charge = 1;
return;
}
if (!costly_spot(x, y) || *in_rooms(x, y, SHOPBASE) != *u.ushops) {
/* thrown out of a shop or into a different shop */
if (obj->unpaid) {
(void)stolen_value(obj, u.ux, u.uy,
(boolean)shkp->mpeaceful, FALSE);
subfrombill(obj, shkp);
}
} else {
if (costly_spot(u.ux, u.uy) && costly_spot(x, y)) {
if(obj->unpaid) subfrombill(obj, shkp);
else if(!(x == shkp->mx && y == shkp->my))
sellobj(obj, x, y);
}
}
}
/*
* Hero tosses an object upwards with appropriate consequences.
*
* Returns FALSE if the object is gone.
*/
static boolean
toss_up(obj, hitsroof)
struct obj *obj;
boolean hitsroof;
{
const char *almost;
/* note: obj->quan == 1 */
if (hitsroof) {
if (breaktest(obj)) {
pline("%s hits the %s.", Doname2(obj), ceiling(u.ux, u.uy));
breakmsg(obj, !Blind);
breakobj(obj, u.ux, u.uy, TRUE, TRUE);
return FALSE;
}
almost = "";
} else {
almost = " almost";
}
pline("%s%s hits the %s, then falls back on top of your %s.",
Doname2(obj), almost, ceiling(u.ux,u.uy), body_part(HEAD));
/* object now hits you */
if (obj->oclass == POTION_CLASS) {
potionhit(&youmonst, obj);
} else if (breaktest(obj)) {
int otyp = obj->otyp, ocorpsenm = obj->corpsenm;
int blindinc;
breakmsg(obj, !Blind);
breakobj(obj, u.ux, u.uy, TRUE, TRUE);
obj = 0; /* it's now gone */
switch (otyp) {
case EGG:
if (ocorpsenm == PM_COCKATRICE &&
!uarmh && !resists_ston(&youmonst) &&
!(poly_when_stoned(uasmon) && polymon(PM_STONE_GOLEM)))
goto petrify;
case CREAM_PIE:
case BLINDING_VENOM:
pline("You've got it all over your face!");
blindinc = rnd(25);
if (blindinc && !Blindfolded) {
if (otyp != BLINDING_VENOM)
u.ucreamed += blindinc;
else if (!Blind)
pline("It blinds you!");
make_blinded(Blinded + blindinc, FALSE);
}
break;
default:
break;
}
return FALSE;
} else { /* neither potion nor other breaking object */
boolean less_damage = uarmh && is_metallic(uarmh);
int dmg = dmgval(obj, &youmonst);
if (!dmg) { /* probably wasn't a weapon; base damage on weight */
dmg = (int) obj->owt / 100;
if (dmg < 1) dmg = 1;
else if (dmg > 6) dmg = 6;
if (uasmon == &mons[PM_SHADE] &&
objects[obj->otyp].oc_material != SILVER)
dmg = 0;
}
if (dmg > 1 && less_damage) dmg = 1;
if (dmg > 0) dmg += u.udaminc;
if (dmg < 0) dmg = 0; /* beware negative rings of increase damage */
if (uarmh) {
if (less_damage && dmg < (Upolyd ? u.mh : u.uhp))
pline("Fortunately, you are wearing a hard helmet.");
else if (flags.verbose &&
!(obj->otyp == CORPSE && obj->corpsenm == PM_COCKATRICE))
Your("%s does not protect you.", xname(uarmh));
} else if (obj->otyp == CORPSE && obj->corpsenm == PM_COCKATRICE) {
if (!resists_ston(&youmonst) &&
!(poly_when_stoned(uasmon) && polymon(PM_STONE_GOLEM))) {
petrify:
killer_format = KILLED_BY;
killer = "elementary physics"; /* "what goes up..." */
You("turn to stone.");
if (obj) dropy(obj); /* bypass most of hitfloor() */
done(STONING);
return obj ? TRUE : FALSE;
}
}
hitfloor(obj);
losehp(dmg, "falling object", KILLED_BY_AN);
}
return TRUE;
}
void
throwit(obj)
register struct obj *obj;
{
register struct monst *mon;
register int range, urange;
boolean impaired = (Confusion || Stunned || Blind ||
Hallucination || Fumbling);
if ((obj->cursed || obj->greased) && (u.dx || u.dy) && !rn2(7)) {
boolean slipok = TRUE;
if ((obj->oclass == WEAPON_CLASS || obj->oclass == GEM_CLASS)
&& uwep && (objects[obj->otyp].w_propellor > 0) &&
(objects[obj->otyp].w_propellor ==
-objects[uwep->otyp].w_propellor))
pline("%s misfires!", The(xname(obj)));
else {
/* only slip if it's greased or meant to be thrown */
if (obj->greased ||
(obj->oclass == WEAPON_CLASS && /* => oc_wepcat valid */
(objects[obj->otyp].oc_wepcat == WEP_MISSILE ||
objects[obj->otyp].oc_wepcat == WEP_SPEAR ||
(objects[obj->otyp].oc_wepcat == WEP_BLADE &&
(objects[obj->otyp].oc_dir & PIERCE)) ||
obj->otyp == WAR_HAMMER || obj->otyp == AKLYS)))
/* BUG: this message is grammatically incorrect if obj has
a plural name; greased gloves or boots for instance. */
pline("%s slips as you throw it!", The(xname(obj)));
else slipok = FALSE;
}
if (slipok) {
u.dx = rn2(3)-1;
u.dy = rn2(3)-1;
if (!u.dx && !u.dy) u.dz = 1;
impaired = TRUE;
}
}
if(u.uswallow) {
mon = u.ustuck;
bhitpos.x = mon->mx;
bhitpos.y = mon->my;
} else if(u.dz) {
if (u.dz < 0 && Role_is('V') &&
obj->oartifact == ART_MJOLLNIR && !impaired) {
pline("%s hits the %s and returns to your hand!",
The(xname(obj)), ceiling(u.ux,u.uy));
obj = addinv(obj);
(void) encumber_msg();
setuwep(obj);
} else if (u.dz < 0 && !Is_airlevel(&u.uz) &&
!Underwater && !Is_waterlevel(&u.uz)) {
(void) toss_up(obj, rn2(5));
} else {
hitfloor(obj);
}
return;
} else if(obj->otyp == BOOMERANG && !Underwater) {
if(Is_airlevel(&u.uz) || Levitation) hurtle(-u.dx, -u.dy, 1);
mon = boomhit(u.dx, u.dy);
if(mon == &youmonst) { /* the thing was caught */
exercise(A_DEX, TRUE);
(void) addinv(obj);
(void) encumber_msg();
return;
}
} else {
urange = (int)(ACURRSTR)/2;
/* balls are easy to throw or at least roll */
/* also, this insures the maximum range of a ball is greater
* than 1, so the effects from throwing attached balls are
* actually possible
*/
if (obj->otyp == HEAVY_IRON_BALL)
range = urange - (int)(obj->owt/100);
else
range = urange - (int)(obj->owt/40);
if (obj == uball) {
if (u.ustuck) range = 1;
else if (range >= 5) range = 5;
}
if (range < 1) range = 1;
if ((obj->oclass == WEAPON_CLASS || obj->oclass == GEM_CLASS)
&& objects[obj->otyp].w_propellor) {
if (uwep && objects[obj->otyp].w_propellor ==
-objects[uwep->otyp].w_propellor)
range++;
else
range /= 2;
}
if (Is_airlevel(&u.uz) || Levitation) {
/* action, reaction... */
urange -= range;
if(urange < 1) urange = 1;
range -= urange;
if(range < 1) range = 1;
}
if (obj->otyp == BOULDER)
range = 20; /* you must be giant */
else if (obj->oartifact == ART_MJOLLNIR)
range = (range + 1) / 2; /* it's heavy */
else if (obj == uball && u.utrap && u.utraptype == TT_INFLOOR)
range = 1;
if (Underwater) range = 1;
mon = bhit(u.dx,u.dy,range,THROWN_WEAPON,
(int (*)()) 0,(int (*)()) 0,obj);
/* have to do this after bhit() so u.ux & u.uy are correct */
if(Is_airlevel(&u.uz) || Levitation)
hurtle(-u.dx, -u.dy, urange);
}
if(mon) {
if (mon->isshk) {
if (obj->where == OBJ_MINVENT && obj->ocarry == mon)
return; /* alert shk caught it */
if (!inside_shop(u.ux, u.uy) ||
!index(in_rooms(mon->mx, mon->my, SHOPBASE), *u.ushops)) {
wakeup(mon);
hot_pursuit(mon);
}
} else if (!mon->meating || obj->oclass != FOOD_CLASS)
wakeup(mon); /* awake monster if sleeping */
(void) snuff_candle(obj);
notonhead = (bhitpos.x != mon->mx || bhitpos.y != mon->my);
if (thitmonst(mon, obj)) return;
}
if (u.uswallow) {
/* ball is not picked up by monster */
if (obj != uball) mpickobj(u.ustuck,obj);
} else {
/* the code following might become part of dropy() */
int obj_glyph = obj_to_glyph(obj);
if (obj->oartifact == ART_MJOLLNIR &&
Role_is('V') && rn2(100)) {
/* we must be wearing Gauntlets of Power to get here */
/* might already be our location (bounced off a wall) */
if (bhitpos.x != u.ux || bhitpos.y != u.uy) {
int x = bhitpos.x - u.dx, y = bhitpos.y - u.dy;
tmp_at(DISP_FLASH, obj_glyph);
while(x != u.ux || y != u.uy) {
tmp_at(x, y);
delay_output();
x -= u.dx; y -= u.dy;
}
tmp_at(DISP_END, 0);
}
if (!impaired && rn2(100)) {
pline("%s returns to your hand!", The(xname(obj)));
obj = addinv(obj);
(void) encumber_msg();
setuwep(obj);
if(cansee(bhitpos.x, bhitpos.y))
newsym(bhitpos.x,bhitpos.y);
} else {
int dmg = rnd(4);
if (Blind)
pline("%s hits your %s!",
The(xname(obj)), body_part(ARM));
else
pline("%s flies back toward you, hitting your %s!",
The(xname(obj)), body_part(ARM));
(void) artifact_hit((struct monst *) 0, &youmonst,
obj, &dmg, 0);
losehp(dmg, xname(obj), KILLED_BY);
if(ship_object(obj, u.ux, u.uy, FALSE))
return;
dropy(obj);
}
return;
}
if (!IS_SOFT(levl[bhitpos.x][bhitpos.y].typ) &&
breaktest(obj)) {
tmp_at(DISP_FLASH, obj_glyph);
tmp_at(bhitpos.x, bhitpos.y);
delay_output();
tmp_at(DISP_END, 0);
breakmsg(obj, cansee(bhitpos.x, bhitpos.y));
breakobj(obj, bhitpos.x, bhitpos.y, TRUE, TRUE);
return;
}
if(flooreffects(obj,bhitpos.x,bhitpos.y,"fall")) return;
if(obj->otyp == CRYSKNIFE)
obj->otyp = WORM_TOOTH;
if (mon && mon->isshk && obj->otyp == PICK_AXE) {
if (cansee(bhitpos.x, bhitpos.y))
pline("%s snatches up %s.",
Monnam(mon), the(xname(obj)));
mpickobj(mon, obj);
if(*u.ushops)
check_shop_obj(obj, bhitpos.x, bhitpos.y, FALSE);
return;
}
(void) snuff_candle(obj);
if (!mon && ship_object(obj, bhitpos.x, bhitpos.y, FALSE))
return;
place_object(obj, bhitpos.x, bhitpos.y);
if(*u.ushops && obj != uball)
check_shop_obj(obj, bhitpos.x, bhitpos.y, FALSE);
stackobj(obj);
if (obj == uball)
drop_ball(bhitpos.x, bhitpos.y);
if (cansee(bhitpos.x, bhitpos.y))
newsym(bhitpos.x,bhitpos.y);
if (obj_sheds_light(obj))
vision_full_recalc = 1;
}
}
/* an object may hit a monster; various factors adjust the chance of hitting */
int
omon_adj(mon, obj, mon_notices)
struct monst *mon;
struct obj *obj;
boolean mon_notices;
{
int tmp = 0;
/* size of target affects the chance of hitting */
tmp += (mon->data->msize - MZ_MEDIUM); /* -2..+5 */
/* sleeping target is more likely to be hit */
if (mon->msleep) {
tmp += 2;
if (mon_notices) mon->msleep = 0;
}
/* ditto for immobilized target */
if (!mon->mcanmove || !mon->data->mmove) {
tmp += 4;
if (mon_notices && mon->data->mmove && !rn2(10)) {
mon->mcanmove = 1;
mon->mfrozen = 0;
}
}
/* some objects are more likely to hit than others */
switch (obj->otyp) {
case HEAVY_IRON_BALL:
if (obj != uball) tmp += 2;
break;
case BOULDER:
tmp += 6;
break;
default:
if (obj->oclass == WEAPON_CLASS || is_weptool(obj) ||
obj->oclass == GEM_CLASS)
tmp += hitval(obj, mon);
break;
}
return tmp;
}
/*
* Object thrown by player arrives at monster's location.
* Return 1 if obj has disappeared or otherwise been taken care of,
* 0 if caller must take care of it.
*/
int
thitmonst(mon, obj)
register struct monst *mon;
register struct obj *obj;
{
register int tmp; /* Base chance to hit */
register int disttmp; /* distance modifier */
int otyp = obj->otyp;
boolean guaranteed_hit = (u.uswallow && mon == u.ustuck);
/* Differences from melee weapons:
*
* Dex still gives a bonus, but strength does not.
* Polymorphed players lacking attacks may still throw.
* There's a base -1 to hit.
* No bonuses for fleeing or stunned targets (they don't dodge
* melee blows as readily, but dodging arrows is hard anyway).
* Not affected by traps, etc.
* Certain items which don't in themselves do damage ignore tmp.
* Distance and monster size affect chance to hit.
*/
tmp = -1 + Luck + find_mac(mon) + maybe_polyd(uasmon->mlevel, u.ulevel);
if (ACURR(A_DEX) < 4) tmp -= 3;
else if (ACURR(A_DEX) < 6) tmp -= 2;
else if (ACURR(A_DEX) < 8) tmp -= 1;
else if (ACURR(A_DEX) >= 14) tmp += (ACURR(A_DEX) - 14);
/* modify to-hit depending on distance; but keep it sane */
disttmp = 3 - distmin(u.ux, u.uy, mon->mx, mon->my);
if(disttmp < -4) disttmp = -4;
tmp += disttmp;
/* gloves are a hinderance to proper use of bows */
if (uarmg && uwep && -objects[uwep->otyp].w_propellor == WP_BOW) {
switch (uarmg->otyp) {
case GAUNTLETS_OF_POWER: /* metal */
tmp -= 2;
break;
case GAUNTLETS_OF_FUMBLING:
tmp -= 3;
break;
case LEATHER_GLOVES:
case GAUNTLETS_OF_DEXTERITY:
break;
default:
impossible("Unknown type of gloves (%d)", uarmg->otyp);
break;
}
}
tmp += omon_adj(mon, obj, TRUE);
if (is_orc(mon->data) && maybe_polyd(is_elf(uasmon), Role_is('E')))
tmp++;
if (guaranteed_hit) {
tmp += 1000; /* Guaranteed hit */
}
if (obj->oclass == GEM_CLASS && mon->data->mlet == S_UNICORN) {
if (mon->mtame) {
pline("%s catches and drops %s.", Monnam(mon), the(xname(obj)));
return 0;
} else {
pline("%s catches %s.", Monnam(mon), the(xname(obj)));
return gem_accept(mon, obj);
}
}
/* don't make game unwinnable if naive player throws artifact
at leader.... */
if (mon->data->msound == MS_LEADER && is_quest_artifact(obj)) {
if (mon->mcanmove)
pline("%s ignores %s.", Monnam(mon), the(xname(obj)));
return(0);
}
if (obj->oclass == WEAPON_CLASS || is_weptool(obj) ||
obj->oclass == GEM_CLASS) {
if (objects[otyp].oc_wepcat == WEP_AMMO) {
if (!uwep || objects[otyp].w_propellor !=
-objects[uwep->otyp].w_propellor) {
tmp -= 4;
} else {
tmp += uwep->spe - uwep->oeroded;
/*
* Elves and Samurais are highly trained w/bows,
* especially their own special types of bow.
* Polymorphing won't make you a bow expert.
*/
if ((Role_is('E') || Role_is('S')) &&
-objects[uwep->otyp].w_propellor == WP_BOW) {
tmp++;
if (Role_is('E') && uwep->otyp == ELVEN_BOW) tmp++;
else if (Role_is('S') && uwep->otyp == YUMI) tmp++;
}
}
} else if (otyp == BOOMERANG) {
tmp += 4;
}
if (tmp >= rnd(20)) {
if (hmon(mon,obj,1)) { /* mon still alive */
cutworm(mon, bhitpos.x, bhitpos.y, obj);
}
exercise(A_DEX, TRUE);
/* projectiles other than magic stones
sometimes disappear when thrown */
if ((otyp < BOOMERANG ||
(obj->oclass == GEM_CLASS && !objects[otyp].oc_magic))
&& rn2(3)) {
if (*u.ushops)
check_shop_obj(obj, bhitpos.x,bhitpos.y, TRUE);
obfree(obj, (struct obj *)0);
return 1;
}
} else {
miss(xname(obj), mon);
}
} else if (otyp == HEAVY_IRON_BALL) {
exercise(A_STR, TRUE);
if (tmp >= rnd(20)) {
int was_swallowed = guaranteed_hit;
exercise(A_DEX, TRUE);
if (!hmon(mon,obj,1)) { /* mon killed */
if (was_swallowed && !u.uswallow && obj == uball)
return 1; /* already did placebc() */
}
} else {
miss(xname(obj), mon);
}
} else if (otyp == BOULDER) {
exercise(A_STR, TRUE);
if (tmp >= rnd(20)) {
exercise(A_DEX, TRUE);
(void) hmon(mon,obj,1);
} else {
miss(xname(obj), mon);
}
} else if ((otyp == EGG || otyp == CREAM_PIE ||
otyp == BLINDING_VENOM || otyp == ACID_VENOM) &&
(guaranteed_hit || ACURR(A_DEX) > rnd(25))) {
(void) hmon(mon, obj, 1);
return 1; /* hmon used it up */
} else if (obj->oclass == POTION_CLASS &&
(guaranteed_hit || ACURR(A_DEX) > rnd(25))) {
potionhit(mon, obj);
return 1;
} else if (obj->oclass == FOOD_CLASS &&
is_domestic(mon->data) && tamedog(mon,obj)) {
return 1; /* food is gone */
} else {
if (guaranteed_hit)
/* this assumes that guaranteed_hit is due to swallowing */
pline("%s vanishes into %s %s.",
The(xname(obj)), s_suffix(mon_nam(mon)),
is_animal(u.ustuck->data) ? "entrails" : "currents");
else
pline("%s misses %s.", The(xname(obj)), mon_nam(mon));
}
return 0;
}
static int
gem_accept(mon, obj)
register struct monst *mon;
register struct obj *obj;
{
char buf[BUFSZ];
boolean is_buddy = sgn(mon->data->maligntyp) == sgn(u.ualign.type);
boolean is_gem = objects[obj->otyp].oc_material == GEMSTONE;
int ret = 0;
static NEARDATA const char nogood[] = " is not interested in your junk.";
static NEARDATA const char acceptgift[] = " accepts your gift.";
static NEARDATA const char maybeluck[] = " hesitatingly";
static NEARDATA const char noluck[] = " graciously";
static NEARDATA const char addluck[] = " gratefully";
Strcpy(buf,Monnam(mon));
mon->mpeaceful = 1;
/* undo throwit() -> wakeup() -> setmangry() -> adjalign(-1) */
if (is_gem && is_buddy) adjalign(1);
/* object properly identified */
if(obj->dknown && objects[obj->otyp].oc_name_known) {
if(is_gem) {
if(is_buddy) {
Strcat(buf,addluck);
change_luck(5);
} else {
Strcat(buf,maybeluck);
change_luck(rn2(7)-3);
}
} else {
Strcat(buf,nogood);
goto nopick;
}
/* making guesses */
} else if(obj->onamelth || objects[obj->otyp].oc_uname) {
if(is_gem) {
if(is_buddy) {
Strcat(buf,addluck);
change_luck(2);
} else {
Strcat(buf,maybeluck);
change_luck(rn2(3)-1);
}
} else {
Strcat(buf,nogood);
goto nopick;
}
/* value completely unknown to @ */
} else {
if(is_gem) {
if(is_buddy) {
Strcat(buf,addluck);
change_luck(1);
} else {
Strcat(buf,maybeluck);
change_luck(rn2(3)-1);
}
} else {
Strcat(buf,noluck);
}
}
Strcat(buf,acceptgift);
mpickobj(mon, obj);
if(*u.ushops) check_shop_obj(obj, mon->mx, mon->my, TRUE);
ret = 1;
nopick:
if(!Blind) pline(buf);
rloc(mon);
return(ret);
}
/*
* Comments about the restructuring of the old breaks() routine.
*
* There are now three distinct phases to object breaking:
* breaktest() - which makes the check/decision about whether the
* object is going to break.
* breakmsg() - which outputs a message about the breakage,
* appropriate for that particular object. Should
* only be called after a positve breaktest().
* on the object and, if it going to be called,
* it must be called before calling breakobj().
* Calling breakmsg() is optional.
* breakobj() - which actually does the breakage and the side-effects
* of breaking that particular object. This should
* only be called after a positive breaktest() on the
* object.
*
* Each of the above routines is currently static to this source module.
* There are two routines callable from outside this source module which
* perform the routines above in the correct sequence.
*
* hero_breaks() - called when an object is to be broken as a result
* of something that the hero has done. (throwing it,
* kicking it, etc.)
* breaks() - called when an object is to be broken for some
* reason other than the hero doing something to it.
*/
/*
* The hero causes breakage of an object (throwing, dropping it, etc.)
* Return 0 if the object didn't break, 1 if the object broke.
*/
int
hero_breaks(obj, x, y, from_invent)
struct obj *obj;
xchar x, y; /* object location (ox, oy may not be right) */
boolean from_invent; /* thrown or dropped by player; maybe on shop bill */
{
boolean in_view = !Blind;
if (!breaktest(obj)) return 0;
breakmsg(obj, in_view);
breakobj(obj, x, y, TRUE, from_invent);
return 1;
}
/*
* The object is going to break for a reason other than the hero doing
* something to it.
* Return 0 if the object doesn't break, 1 if the object broke.
*/
int
breaks(obj, x, y)
struct obj *obj;
xchar x, y; /* object location (ox, oy may not be right) */
{
boolean in_view = Blind ? FALSE : cansee(x, y);
if (!breaktest(obj)) return 0;
breakmsg(obj, in_view);
breakobj(obj, x, y, FALSE, FALSE);
return 1;
}
/*
* Unconditionally break an object. Assumes all resistance checks
* and break messages have been delivered prior to getting here.
* This routine assumes the cause is the hero if heros_fault is TRUE.
*
*/
static void
breakobj(obj, x, y, heros_fault, from_invent)
struct obj *obj;
xchar x, y; /* object location (ox, oy may not be right) */
boolean heros_fault;
boolean from_invent;
{
switch (obj->oclass == POTION_CLASS ? POT_WATER : obj->otyp) {
case MIRROR:
if (heros_fault)
change_luck(-2);
break;
case POT_WATER: /* really, all potions */
if (obj->oclass == POTION_CLASS) {
if (obj->otyp == POT_OIL && obj->lamplit)
splatter_burning_oil(x,y);
else if (distu(x,y) <= 2) {
/* [what about "familiar odor" when known?] */
if (obj->otyp != POT_WATER)
You("smell a peculiar odor...");
potionbreathe(obj);
}
/* monster breathing isn't handled... [yet?] */
}
break;
case EGG:
if (heros_fault) {
if (obj->spe && obj->corpsenm >= LOW_PM) {
if (obj->quan < 5)
change_luck((schar) -(obj->quan));
else
change_luck(-5);
}
}
break;
}
if (heros_fault) {
if (from_invent) {
if (*u.ushops)
check_shop_obj(obj, x, y, TRUE);
} else if (!obj->no_charge && costly_spot(x, y)) {
/* it is assumed that the obj is a floor-object */
char *o_shop = in_rooms(x, y, SHOPBASE);
struct monst *shkp = shop_keeper(*o_shop);
if (shkp) { /* (implies *o_shop != '\0') */
static NEARDATA long lastmovetime = 0L;
static NEARDATA boolean peaceful_shk = FALSE;
/* We want to base shk actions on her peacefulness
at start of this turn, so that "simultaneous"
multiple breakage isn't drastically worse than
single breakage. (ought to be done via ESHK) */
if (moves != lastmovetime)
peaceful_shk = shkp->mpeaceful;
if (stolen_value(obj, x, y, peaceful_shk, FALSE) > 0L &&
(*o_shop != u.ushops[0] || !inside_shop(u.ux, u.uy)) &&
moves != lastmovetime) make_angry_shk(shkp, x, y);
lastmovetime = moves;
}
}
}
delobj(obj);
}
/*
* Check to see if obj is going to break, but don't actually break it.
* Return 0 if the object isn't going to break, 1 if it is.
*/
static boolean
breaktest(obj)
struct obj *obj;
{
if (obj_resists(obj, 1, 100)) return 0;
switch (obj->oclass == POTION_CLASS ? POT_WATER : obj->otyp) {
case MIRROR:
case CRYSTAL_BALL:
#ifdef TOURIST
case EXPENSIVE_CAMERA:
#endif
case POT_WATER: /* really, all potions */
case EGG:
case CREAM_PIE:
case ACID_VENOM:
case BLINDING_VENOM:
return 1;
default:
return 0;
}
}
static void
breakmsg(obj, in_view)
struct obj *obj;
boolean in_view;
{
const char *to_pieces;
to_pieces = "";
switch (obj->oclass == POTION_CLASS ? POT_WATER : obj->otyp) {
case MIRROR:
case CRYSTAL_BALL:
#ifdef TOURIST
case EXPENSIVE_CAMERA:
#endif
to_pieces = " into a thousand pieces";
/*FALLTHRU*/
case POT_WATER: /* really, all potions */
if (!in_view)
You_hear("%s shatter!", something);
else
pline("%s shatters%s!", Doname2(obj), to_pieces);
break;
case EGG:
pline("Splat!");
break;
case CREAM_PIE:
if (in_view) pline("What a mess!");
break;
case ACID_VENOM:
case BLINDING_VENOM:
pline("Splash!");
break;
}
}
/*
* Note that the gold object is *not* attached to the fobj chain.
*/
static int
throw_gold(obj)
struct obj *obj;
{
int range, odx, ody;
long zorks = obj->quan;
register struct monst *mon;
if(u.uswallow) {
pline(is_animal(u.ustuck->data) ?
"%s in the %s's entrails." : "%s into %s.",
"The gold disappears", mon_nam(u.ustuck));
u.ustuck->mgold += zorks;
dealloc_obj(obj);
return(1);
}
if(u.dz) {
if (u.dz < 0 && !Is_airlevel(&u.uz) &&
!Underwater && !Is_waterlevel(&u.uz)) {
pline_The("gold hits the %s, then falls back on top of your %s.",
ceiling(u.ux,u.uy), body_part(HEAD));
/* some self damage? */
if(uarmh) pline("Fortunately, you are wearing a helmet!");
}
bhitpos.x = u.ux;
bhitpos.y = u.uy;
} else {
/* consistent with range for normal objects */
range = (int)((ACURRSTR)/2 - obj->owt/40);
/* see if the gold has a place to move into */
odx = u.ux + u.dx;
ody = u.uy + u.dy;
if(!ZAP_POS(levl[odx][ody].typ) || closed_door(odx, ody)) {
bhitpos.x = u.ux;
bhitpos.y = u.uy;
} else {
mon = bhit(u.dx, u.dy, range, THROWN_WEAPON,
(int (*)()) 0, (int (*)()) 0, obj);
if(mon) {
if (ghitm(mon, obj)) /* was it caught? */
return 1;
} else {
if(ship_object(obj, bhitpos.x, bhitpos.y, FALSE))
return 1;
}
}
}
if(flooreffects(obj,bhitpos.x,bhitpos.y,"fall")) return(1);
if(u.dz > 0)
pline_The("gold hits the %s.", surface(bhitpos.x,bhitpos.y));
place_object(obj,bhitpos.x,bhitpos.y);
if(*u.ushops) sellobj(obj, bhitpos.x, bhitpos.y);
stackobj(obj);
newsym(bhitpos.x,bhitpos.y);
return(1);
}
/*dothrow.c*/
|