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[bsdgames-darwin.git] / rogue / throw.c
1 /* $NetBSD: throw.c,v 1.7 2006/03/30 05:04:22 jnemeth Exp $ */
2
3 /*
4 * Copyright (c) 1988, 1993
5 * The Regents of the University of California. All rights reserved.
6 *
7 * This code is derived from software contributed to Berkeley by
8 * Timothy C. Stoehr.
9 *
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.
21 *
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.
33 */
34
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 1.7 2006/03/30 05:04:22 jnemeth Exp $");
41 #endif
42 #endif /* not lint */
43
44 /*
45 * throw.c
46 *
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.
53 *
54 */
55
56 #include "rogue.h"
57
58 void
59 throw()
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
122 boolean
123 throw_at_monster(monster, weapon)
124 object *monster, *weapon;
125 {
126 short damage, hit_chance;
127 short t;
128
129 hit_chance = get_hit_chance(weapon);
130 damage = get_weapon_damage(weapon);
131 if ((weapon->which_kind == ARROW) &&
132 (rogue.weapon && (rogue.weapon->which_kind == BOW))) {
133 damage += get_weapon_damage(rogue.weapon);
134 damage = ((damage * 2) / 3);
135 hit_chance += (hit_chance / 3);
136 } else if ((weapon->in_use_flags & BEING_WIELDED) &&
137 ((weapon->which_kind == DAGGER) ||
138 (weapon->which_kind == SHURIKEN) ||
139 (weapon->which_kind == DART))) {
140 damage = ((damage * 3) / 2);
141 hit_chance += (hit_chance / 3);
142 }
143 t = weapon->quantity;
144 weapon->quantity = 1;
145 sprintf(hit_message, "the %s", name_of(weapon));
146 weapon->quantity = t;
147
148 if (!rand_percent(hit_chance)) {
149 (void) strcat(hit_message, "misses ");
150 return(0);
151 }
152 s_con_mon(monster);
153 (void) strcat(hit_message, "hit ");
154 (void) mon_damage(monster, damage);
155 return(1);
156 }
157
158 object *
159 get_thrown_at_monster(obj, dir, row, col)
160 object *obj;
161 short dir;
162 short *row, *col;
163 {
164 short orow, ocol;
165 short i, ch;
166
167 orow = *row; ocol = *col;
168
169 ch = get_mask_char(obj->what_is);
170
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);
180 }
181 if ((i != 0) && rogue_can_see(orow, ocol)) {
182 mvaddch(orow, ocol, get_dungeon_char(orow, ocol));
183 }
184 if (rogue_can_see(*row, *col)) {
185 if (!(dungeon[*row][*col] & MONSTER)) {
186 mvaddch(*row, *col, ch);
187 }
188 refresh();
189 }
190 orow = *row; ocol = *col;
191 if (dungeon[*row][*col] & MONSTER) {
192 if (!imitating(*row, *col)) {
193 return(object_at(&level_monsters, *row, *col));
194 }
195 }
196 if (dungeon[*row][*col] & TUNNEL) {
197 i += 2;
198 }
199 }
200 return(0);
201 }
202
203 void
204 flop_weapon(weapon, row, col)
205 object *weapon;
206 short row, col;
207 {
208 object *new_weapon, *monster;
209 short i = 0;
210 char msg[80];
211 boolean found = 0;
212 short mch, dch;
213 unsigned short mon;
214
215 if ((row < 0) || (row >= DROWS) || (col < 0) || (col >= DCOLS))
216 clean_up("flop_weapon: weapon landed outside of dungeon");
217
218 while ((i < 9) && dungeon[row][col] & ~(FLOOR | TUNNEL | DOOR | MONSTER)) {
219 rand_around(i++, &row, &col);
220 if ((row > (DROWS-2)) || (row < MIN_ROW) ||
221 (col > (DCOLS-1)) || (col < 0) || (!dungeon[row][col]) ||
222 (dungeon[row][col] & ~(FLOOR | TUNNEL | DOOR | MONSTER))) {
223 continue;
224 }
225 found = 1;
226 break;
227 }
228
229 if (found || (i == 0)) {
230 new_weapon = alloc_object();
231 *new_weapon = *weapon;
232 new_weapon->in_use_flags = NOT_USED;
233 new_weapon->quantity = 1;
234 new_weapon->ichar = 'L';
235 place_at(new_weapon, row, col);
236 if (rogue_can_see(row, col) &&
237 ((row != rogue.row) || (col != rogue.col))) {
238 mon = dungeon[row][col] & MONSTER;
239 dungeon[row][col] &= (~MONSTER);
240 dch = get_dungeon_char(row, col);
241 if (mon) {
242 mch = mvinch(row, col);
243 if ((monster = object_at(&level_monsters,
244 row, col)) != NULL) {
245 monster->trail_char = dch;
246 }
247 if ((mch < 'A') || (mch > 'Z')) {
248 mvaddch(row, col, dch);
249 }
250 } else {
251 mvaddch(row, col, dch);
252 }
253 dungeon[row][col] |= mon;
254 }
255 } else {
256 short t;
257
258 t = weapon->quantity;
259 weapon->quantity = 1;
260 sprintf(msg, "the %svanishes as it hits the ground",
261 name_of(weapon));
262 weapon->quantity = t;
263 message(msg, 0);
264 }
265 }
266
267 void
268 rand_around(i, r, c)
269 short i, *r, *c;
270 {
271 static char pos[] = "\010\007\001\003\004\005\002\006\0";
272 static short row, col;
273 short j;
274
275 if (i == 0) {
276 short x, y, o, t;
277
278 row = *r;
279 col = *c;
280
281 o = get_rand(1, 8);
282
283 for (j = 0; j < 5; j++) {
284 x = get_rand(0, 8);
285 y = (x + o) % 9;
286 t = pos[x];
287 pos[x] = pos[y];
288 pos[y] = t;
289 }
290 }
291 switch((short)pos[i]) {
292 case 0:
293 *r = row + 1;
294 *c = col + 1;
295 break;
296 case 1:
297 *r = row + 1;
298 *c = col - 1;
299 break;
300 case 2:
301 *r = row - 1;
302 *c = col + 1;
303 break;
304 case 3:
305 *r = row - 1;
306 *c = col - 1;
307 break;
308 case 4:
309 *r = row;
310 *c = col + 1;
311 break;
312 case 5:
313 *r = row + 1;
314 *c = col;
315 break;
316 case 6:
317 *r = row;
318 *c = col;
319 break;
320 case 7:
321 *r = row - 1;
322 *c = col;
323 break;
324 case 8:
325 *r = row;
326 *c = col - 1;
327 break;
328 }
329 }