Mercurial > hg > early-roguelike
annotate rogue4/weapons.c @ 306:057c5114e244
Super-Rogue: fix some out-of-range constants.
Constants K_ARROW etc., for causes of death other than monsters, are in
the 240-255 range. They were often passed to functions taking char,
which is usually signed, making the values out of range.
The function declarations have been changed to unsigned char, which is
also the type used by the scoreboard code.
author | John "Elwin" Edwards |
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date | Sat, 17 Apr 2021 15:41:12 -0400 |
parents | e52a8a7ad4c5 |
children |
rev | line source |
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1 /* |
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2 * Functions for dealing with problems brought about by weapons |
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3 * |
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4 * @(#)weapons.c 4.14 (Berkeley) 4/6/82 |
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5 * |
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6 * Rogue: Exploring the Dungeons of Doom |
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7 * Copyright (C) 1980, 1981, 1982 Michael Toy, Ken Arnold and Glenn Wichman |
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8 * All rights reserved. |
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9 * |
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10 * See the file LICENSE.TXT for full copyright and licensing information. |
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11 */ |
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12 |
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13 #include <curses.h> |
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14 #include <ctype.h> |
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15 #include <string.h> |
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16 #include "rogue.h" |
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17 |
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18 #define NONE 100 |
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19 |
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20 static struct init_weps { |
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21 char *iw_dam; /* Damage when wielded */ |
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22 char *iw_hrl; /* Damage when thrown */ |
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23 char iw_launch; /* Launching weapon */ |
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24 int iw_flags; /* Miscellaneous flags */ |
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25 } init_dam[MAXWEAPONS] = { |
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26 { "2d4", "1d3", NONE, 0 }, /* Mace */ |
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27 { "3d4", "1d2", NONE, 0 }, /* Long sword */ |
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28 { "1d1", "1d1", NONE, 0 }, /* Bow */ |
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29 { "1d1", "2d3", BOW, ISMANY|ISMISL },/* Arrow */ |
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30 { "1d6", "1d4", NONE, ISMISL }, /* Dagger */ |
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31 { "4d4", "1d2", NONE, 0 }, /* 2h sword */ |
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32 { "1d1", "1d3", NONE, ISMANY|ISMISL },/* Dart */ |
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33 { "1d1", "1d1", NONE, 0 }, /* Crossbow */ |
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34 { "1d2", "2d5", CROSSBOW, ISMANY|ISMISL },/* Crossbow bolt */ |
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35 { "2d3", "1d6", NONE, ISMISL } /* Spear */ |
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36 }; |
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37 |
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38 /* |
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39 * missile: |
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40 * Fire a missile in a given direction |
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41 */ |
215 | 42 void |
43 missile(int ydelta, int xdelta) | |
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44 { |
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45 register THING *obj, *nitem; |
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46 |
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47 /* |
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48 * Get which thing we are hurling |
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49 */ |
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50 if ((obj = get_item("throw", WEAPON)) == NULL) |
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51 return; |
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52 if (!dropcheck(obj) || is_current(obj)) |
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53 return; |
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54 /* |
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55 * Get rid of the thing. If it is a non-multiple item object, or |
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56 * if it is the last thing, just drop it. Otherwise, create a new |
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57 * item with a count of one. |
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58 */ |
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59 if (obj->o_count < 2) |
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60 { |
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61 detach(pack, obj); |
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62 inpack--; |
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63 } |
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64 else |
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65 { |
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66 obj->o_count--; |
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67 if (obj->o_group == 0) |
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68 inpack--; |
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69 nitem = new_item(); |
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70 *nitem = *obj; |
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71 nitem->o_count = 1; |
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72 obj = nitem; |
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73 } |
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74 do_motion(obj, ydelta, xdelta); |
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75 /* |
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76 * AHA! Here it has hit something. If it is a wall or a door, |
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77 * or if it misses (combat) the monster, put it on the floor |
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78 */ |
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79 if (moat(obj->o_pos.y, obj->o_pos.x) == NULL |
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80 || !hit_monster(unc(obj->o_pos), obj)) |
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81 fall(obj, TRUE); |
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82 } |
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83 |
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84 /* |
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85 * do_motion: |
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86 * Do the actual motion on the screen done by an object traveling |
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87 * across the room |
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88 */ |
215 | 89 void |
90 do_motion(THING *obj, int ydelta, int xdelta) | |
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91 { |
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92 /* |
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93 * Come fly with us ... |
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94 */ |
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95 obj->o_pos = hero; |
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96 for (;;) |
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97 { |
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98 register int ch; |
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99 |
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100 /* |