Mercurial > hg > early-roguelike
annotate xrogue/weapons.c @ 312:029c1f5c5588
Update the Autoconf files.
These are mostly automatic updates for obsolete macros.
author | John "Elwin" Edwards |
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date | Tue, 11 May 2021 22:30:03 -0400 |
parents | 28e22fb35989 |
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rev | line source |
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133
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1 /* |
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2 weapons.c - Functions for dealing with problems brought about by weapons |
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3 |
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4 XRogue: Expeditions into the Dungeons of Doom |
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5 Copyright (C) 1991 Robert Pietkivitch |
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6 All rights reserved. |
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7 |
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8 Based on "Advanced Rogue" |
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9 Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka and AT&T |
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10 All rights reserved. |
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11 |
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12 Based on "Rogue: Exploring the Dungeons of Doom" |
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13 Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman |
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14 All rights reserved. |
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15 |
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16 See the file LICENSE.TXT for full copyright and licensing information. |
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17 */ |
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18 |
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19 #include <curses.h> |
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20 #include <ctype.h> |
135 | 21 #include <string.h> |
133
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22 #include "rogue.h" |
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23 |
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24 void |
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25 boomerang(int ydelta, int xdelta, struct linked_list *item, struct thing *tp) |
133
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26 { |
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27 register struct object *obj; |
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28 struct thing midpoint; |
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29 coord oldpos; |
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30 |
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31 obj = OBJPTR(item); |
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32 oldpos = obj->o_pos; |
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33 |
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34 /* |
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35 * make it appear to fly at the target |
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36 */ |
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37 do_motion(obj, ydelta, xdelta, tp); |
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38 hit_monster(unc(obj->o_pos), obj, tp); |
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39 |
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40 /* |
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41 * Now let's make it fly back to the wielder. We need to |
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42 * use midpoint to fool do_motion into thinking the action |
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43 * starts there. Do_motion only looks at the t_pos field. |
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44 */ |
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45 midpoint.t_pos = obj->o_pos; /* Simulate a new start position */ |
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46 do_motion(obj, -ydelta, -xdelta, &midpoint); |
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47 |
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48 obj->o_pos = oldpos; |
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49 } |
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50 |
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51 /* |
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52 * do the actual motion on the screen done by an object traveling |
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53 * across the room. Note that we should not look at any field in |
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54 * tp other than t_pos unless we change boomerang(). |
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55 */ |
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56 |
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57 void |
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58 do_motion(struct object *obj, int ydelta, int xdelta, struct thing *tp) |
133
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59 { |
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60 |
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61 /* |
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62 * Come fly with us ... |
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63 */ |
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64 obj->o_pos = tp->t_pos; |
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65 for (;;) { |
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66 register int ch; |
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67 /* |
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68 * Erase the old one |
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69 */ |
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70 if (!ce(obj->o_pos, tp->t_pos) && |
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71 cansee(unc(obj->o_pos)) && |
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72 mvwinch(cw, obj->o_pos.y, obj->o_pos.x) != ' ') { |
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73 mvwaddch(cw, obj->o_pos.y, obj->o_pos.x, show(obj->o_pos.y, obj->o_pos.x)); |
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74 } |
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75 /* |
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76 * Get the new position |
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77 */ |
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78 obj->o_pos.y += ydelta; |
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79 obj->o_pos.x += xdelta; |
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80 if (shoot_ok(ch = winat(obj->o_pos.y, obj->o_pos.x)) && ch != DOOR && !ce(obj->o_pos, hero)) { |
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81 /* |
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82 * It hasn't hit anything yet, so display it |
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83 * If it alright. |
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84 */ |
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85 if (cansee(unc(obj->o_pos)) && |
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86 mvwinch(cw, obj->o_pos.y, obj->o_pos.x) != ' ') { |
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87 if (obj->o_type == MISSILE) nofont(cw); |
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88 mvwaddch(cw, obj->o_pos.y, obj->o_pos.x, obj->o_type); |
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89 newfont(cw); |
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90 draw(cw); |
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91 } |
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92 continue; |
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93 } |
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94 |
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95 /* |
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96 * Did we stop because of a monster or the hero? If we did |
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97 * not, we want to move our position back one because we could |
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98 * not actually make it this far. |
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99 */ |
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100 if (!isalpha(ch) && |
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101 !(obj->o_pos.y == hero.y && obj->o_pos.x == hero.x)) { |
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102 obj->o_pos.y -= ydelta; |
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103 obj->o_pos.x -= xdelta; |
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104 } |
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105 |
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106 break; |
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107 } |
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108 } |
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109 |
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110 |
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111 /* |
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112 * fall: |
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113 * Drop an item someplace around here. |
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114 */ |
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115 |
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116 void |
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117 fall(struct linked_list *item, bool pr) |
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118 { |
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119 register struct object *obj; |
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120 register struct room *rp; |
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121 register int i; |
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122 struct object *tobj; |
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123 struct linked_list *titem; |
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124 coord *fpos = NULL; |
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125 |
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126 obj = OBJPTR(item); |
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127 /* |
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128 * try to drop the item, look up to 3 squares away for now |
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129 */ |
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130 for (i=1; i<4; i++) { |
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131 if ((fpos = fallpos(&obj->o_pos, FALSE, i)) != NULL) |
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132 break; |
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133 } |
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134 |
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135 if (fpos != NULL) { |
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136 if (obj->o_group) { /* try to add groups together */ |
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137 for(titem=lvl_obj; titem!=NULL; titem=next(titem)) { |
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138 tobj = OBJPTR(titem); |
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139 if (tobj->o_group == obj->o_group && |
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140 tobj->o_pos.y == fpos->y && |
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141 tobj->o_pos.x == fpos->x) { |
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142 tobj->o_count += obj->o_count; |
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143 o_discard(item); |
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144 return; |
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145 } |
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146 } |
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147 } |
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148 mvaddch(fpos->y, fpos->x, obj->o_type); |
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149 obj->o_pos = *fpos; |
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150 if ((rp = roomin(&hero)) != NULL && |
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151 lit_room(rp)) { |
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152 light(&hero); |
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153 mvwaddch(cw, hero.y, hero.x, PLAYER); |
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154 } |
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155 attach(lvl_obj, item); |
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156 return; |
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157 } |
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158 if (pr) { |
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159 msg("The %s vanishes as it hits the ground.", |
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160 weaps[obj->o_which].w_name); |
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161 } |
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162 o_discard(item); |
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163 } |
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164 |
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165 /* |
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166 * Does the missile hit the monster |
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167 */ |
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168 |
220
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169 bool |
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170 hit_monster(int y, int x, struct object *obj, struct thing *tp) |
133
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171 { |
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172 static coord mp; |
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173 |
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174 mp.y = y; |
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175 mp.x = x; |
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176 if (tp == &player) { |
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177 /* Make sure there is a monster where it landed */ |
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178 if (!isalpha(mvwinch(mw, y, x))) { |
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179 return(FALSE); |
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180 } |
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181 |
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182 /* Player hits monster */ |
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183 return(fight(&mp, obj, TRUE)); |
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184 } else { |
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185 if (!ce(mp, hero)) { |
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186 /* Monster hits monster */ |
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187 return(skirmish(tp, &mp, obj, TRUE)); |
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188 } |
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189 |
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190 /* Monster hits player */ |
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191 return(attack(tp, obj, TRUE)); |
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192 } |
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193 } |
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194 |
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195 /* |
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196 * init_weapon: |
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197 * Set up the initial goodies for a weapon |
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198 */ |
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199 |
220
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200 void |
311
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220
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201 init_weapon(struct object *weap, int type) |
133
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202 { |
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203 register struct init_weps *iwp; |
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204 |
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205 iwp = &weaps[type]; |
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206 strcpy(weap->o_damage,iwp->w_dam); |
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207 strcpy(weap->o_hurldmg,iwp->w_hrl); |
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208 weap->o_launch = iwp->w_launch; |
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209 weap->o_flags = iwp->w_flags; |
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210 weap->o_weight = iwp->w_wght; |
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211 if (weap->o_flags & ISMANY) { |
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212 weap->o_count = rnd(8) + 8; |
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213 weap->o_group = newgrp(); |
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214 } else { |
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215 weap->o_count = 1; |
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216 } |
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217 } |
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218 |
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219 /* |
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220 * missile: |
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221 * Fire a missile in a given direction |
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222 */ |
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223 |
220
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135
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224 void |
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225 missile(int ydelta, int xdelta, struct linked_list *item, struct thing *tp) |
133
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226 { |
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227 register struct object *obj; |
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228 register struct linked_list *nitem; |
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229 char ch; |
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230 |
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231 /* |
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232 * Get which thing we are hurling |
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233 */ |
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|
234 if (item == NULL) { |
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235 return; |
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|
236 } |
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|
237 obj = OBJPTR(item); |
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238 if (obj->o_type == RELIC && obj->o_which == AXE_AKLAD) { |
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239 boomerang(ydelta, xdelta, item, tp); |
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240 return; |
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241 } |
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242 |
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243 if (!dropcheck(obj)) return; /* Can we get rid of it? */ |
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244 |
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245 if(!(obj->o_flags & ISMISL)) { |
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246 for(;;) { |
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247 msg(terse ? "Really throw? (y or n): " |
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248 : "Do you really want to throw %s? (y or n): ", |
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249 inv_name(obj, TRUE)); |
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250 mpos = 0; |
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251 ch = wgetch(cw); |
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252 if (ch == 'n' || ch == ESC) { |
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253 after = FALSE; |
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254 return; |
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|
255 } |
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|
256 if (ch == 'y') |
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parents:
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|
257 break; |
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258 } |
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259 } |
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260 /* |
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261 * Get rid of the thing. If it is a non-multiple item object, or |
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262 * if it is the last thing, just drop it. Otherwise, create a new |
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263 * item with a count of one. |
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264 */ |
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265 if (obj->o_count < 2) { |
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266 detach(tp->t_pack, item); |
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267 if (tp->t_pack == pack) { |
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268 inpack--; |
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269 } |
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270 } |
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271 else { |
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272 obj->o_count--; |
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273 nitem = (struct linked_list *) new_item(sizeof *obj); |
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274 obj = OBJPTR(nitem); |
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275 *obj = *(OBJPTR(item)); |
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276 obj->o_count = 1; |
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277 item = nitem; |
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278 } |
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279 updpack(FALSE, tp); |
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280 do_motion(obj, ydelta, xdelta, tp); |
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281 /* |
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282 * AHA! Here it has hit something. If it is a wall or a door, |
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283 * or if it misses (combat) the monster, put it on the floor |
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284 */ |
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285 if (!hit_monster(unc(obj->o_pos), obj, tp)) { |
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286 fall(item, TRUE); |
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287 } |
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288 else |
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289 o_discard(item); |
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290 |
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291 mvwaddch(cw, hero.y, hero.x, PLAYER); |
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292 |
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293 } |
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294 |
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295 /* |
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296 * num: |
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297 * Figure out the plus number for armor/weapons |
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298 */ |
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299 |
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300 char * |
220
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301 num(int n1, int n2) |
133
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302 { |
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303 static char numbuf[LINELEN/2]; |
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304 |
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305 if (n1 == 0 && n2 == 0) { |
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306 return "+0"; |
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307 } |
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308 if (n2 == 0) { |
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309 sprintf(numbuf, "%s%d", n1 < 0 ? "" : "+", n1); |
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310 } else { |
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311 sprintf(numbuf, "%s%d, %s%d", n1 < 0 ? "" : "+", n1, n2 < 0 ? "" : "+", n2); |
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312 } |
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313 return(numbuf); |
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314 } |
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315 |
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316 /* |
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317 * wield: |
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318 * Pull out a certain weapon |
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319 */ |
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320 |
220
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321 void |
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322 wield(void) |
133
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323 { |
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324 register struct linked_list *item; |
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325 register struct object *obj, *oweapon; |
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326 |
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327 /* |
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328 * It takes 2 movement periods to unwield a weapon and 2 movement |
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329 * periods to wield a weapon. |
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330 */ |
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331 if (player.t_action != C_WIELD) { |
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332 player.t_action = C_WIELD; |
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333 player.t_using = NULL; /* Make sure this is NULL! */ |
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334 if (cur_weapon != NULL) { |
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335 player.t_no_move = 2 * movement(&player); |
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336 return; |
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337 } |
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338 } |
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339 |
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340 if ((oweapon = cur_weapon) != NULL) { |
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341 /* At this point we have waited at least 2 units */ |
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342 if (!dropcheck(cur_weapon)) { |
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343 cur_weapon = oweapon; |
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344 player.t_action = A_NIL; |
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345 return; |
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346 } |
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347 if (terse) |
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348 addmsg("Was "); |
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349 else |
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350 addmsg("You were "); |
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351 msg("wielding %s", inv_name(oweapon, TRUE)); |
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352 } |
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353 |
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354 /* We we have something picked out? */ |
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355 if (player.t_using == NULL) { |
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356 /* Now, what does he want to wield? */ |
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357 if ((item = get_item(pack, "wield", WIELDABLE, FALSE, FALSE)) == NULL) { |
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358 player.t_action = A_NIL; |
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359 after = FALSE; |
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parents:
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|
360 return; |
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diff
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|
361 } |
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|
362 player.t_using = item; |
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|
363 player.t_no_move = 2 * movement(&player); |
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|
364 return; |
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parents:
diff
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|
365 } |
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|
366 |
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367 /* We have waited our time, let's wield the weapon */ |
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368 item = player.t_using; |
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369 player.t_using = NULL; |
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370 player.t_action = A_NIL; |
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diff
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371 |
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372 obj = OBJPTR(item); |
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373 |
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374 if (is_current(obj)) { |
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|
375 msg("Item in use."); |
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|
376 after = FALSE; |
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parents:
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|
377 return; |
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|
378 } |
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379 if (player.t_ctype != C_FIGHTER && |
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parents:
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380 player.t_ctype != C_RANGER && |
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381 player.t_ctype != C_PALADIN && |
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382 obj->o_type == WEAPON && |
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383 obj->o_which == TWOSWORD) { |
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parents:
diff
changeset
|
384 switch (rnd(3)) { |
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parents:
diff
changeset
|
385 case 0: |
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parents:
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|
386 msg("Only fighter types can wield the two-handed sword."); |
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parents:
diff
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|
387 when 1: |
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parents:
diff
changeset
|
388 msg("Your hand does not fit the two-handed sword."); |
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Import XRogue 8.0 from the Roguelike Restoration Project (r1490)
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parents:
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389 otherwise: |
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390 msg("You can not wield the two-handed sword."); |
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Import XRogue 8.0 from the Roguelike Restoration Project (r1490)
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391 } |
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Import XRogue 8.0 from the Roguelike Restoration Project (r1490)
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392 return; |
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Import XRogue 8.0 from the Roguelike Restoration Project (r1490)
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parents:
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393 } |
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Import XRogue 8.0 from the Roguelike Restoration Project (r1490)
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394 if (player.t_ctype != C_FIGHTER && |
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Import XRogue 8.0 from the Roguelike Restoration Project (r1490)
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parents:
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395 player.t_ctype != C_ASSASSIN && |
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Import XRogue 8.0 from the Roguelike Restoration Project (r1490)
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396 player.t_ctype != C_THIEF && |
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Import XRogue 8.0 from the Roguelike Restoration Project (r1490)
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397 player.t_ctype != C_MONK && |
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Import XRogue 8.0 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
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398 obj->o_type == WEAPON && |
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Import XRogue 8.0 from the Roguelike Restoration Project (r1490)
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399 obj->o_which == BASWORD) { |
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Import XRogue 8.0 from the Roguelike Restoration Project (r1490)
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parents:
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400 switch (rnd(3)) { |
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Import XRogue 8.0 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
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401 case 0: |
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Import XRogue 8.0 from the Roguelike Restoration Project (r1490)
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parents:
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402 msg("Only thief types can wield the bastard sword."); |
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Import XRogue 8.0 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
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403 when 1: |
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Import XRogue 8.0 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
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404 msg("Your hand does not fit the bastard sword."); |
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Import XRogue 8.0 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
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405 otherwise: |
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Import XRogue 8.0 from the Roguelike Restoration Project (r1490)
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parents:
diff
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406 msg("You can not wield the bastard sword."); |
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Import XRogue 8.0 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
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407 } |
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Import XRogue 8.0 from the Roguelike Restoration Project (r1490)
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parents:
diff
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408 return; |
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Import XRogue 8.0 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
|
409 } |
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Import XRogue 8.0 from the Roguelike Restoration Project (r1490)
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parents:
diff
changeset
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410 |
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Import XRogue 8.0 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
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411 if (terse) { |
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Import XRogue 8.0 from the Roguelike Restoration Project (r1490)
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parents:
diff
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412 addmsg("W"); |
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Import XRogue 8.0 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
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413 } else { |
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Import XRogue 8.0 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
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414 addmsg("You are now w"); |
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Import XRogue 8.0 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
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|
415 } |
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Import XRogue 8.0 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
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416 msg("ielding %s", inv_name(obj, TRUE)); |
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Import XRogue 8.0 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
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417 cur_weapon = obj; |
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Import XRogue 8.0 from the Roguelike Restoration Project (r1490)
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parents:
diff
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418 } |
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parents:
diff
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419 |