Mercurial > hg > early-roguelike
annotate rogue4/weapons.c @ 223:0e99eade579c
Generate text documentation from the troff source files.
This is done by make, in the 'docs' target, which is now part of the
normal build process.
Unfortunately, not all the games include troff sources. Getting decent
HTML output from groff is still a difficult process which will not be
attempted at this time. There are a few bugs in the 'install' and
'uninstall' rules.
Not to mention that the documentation is sometimes inaccurate.
author | John "Elwin" Edwards |
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date | Sun, 21 Feb 2016 20:47:12 -0500 |
parents | 9535a08ddc39 |
children | 1b73a8641b37 |
rev | line source |
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12
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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 */ |
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42 missile(ydelta, xdelta) |
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43 int ydelta, 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 */ |
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89 do_motion(obj, ydelta, xdelta) |
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90 register THING *obj; |
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91 register int ydelta, xdelta; |
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92 { |
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93 /* |
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94 * Come fly with us ... |
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95 */ |
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96 obj->o_pos = hero; |
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97 for (;;) |
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98 { |
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99 register int ch; |
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100 |
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101 /* |
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102 * Erase the old one |
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103 */ |
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104 if (!ce(obj->o_pos, hero) && cansee(unc(obj->o_pos))) |
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105 mvaddch(obj->o_pos.y, obj->o_pos.x, chat(obj->o_pos.y, obj->o_pos.x)); |
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106 /* |
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107 * Get the new position |
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108 */ |
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109 obj->o_pos.y += ydelta; |
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110 obj->o_pos.x += xdelta; |
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111 if (step_ok(ch = winat(obj->o_pos.y, obj->o_pos.x)) && ch != DOOR) |
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112 { |
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113 /* |
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114 * It hasn't hit anything yet, so display it |
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115 * If it alright. |
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116 */ |
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117 if (cansee(unc(obj->o_pos))) |
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118 { |
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119 mvaddch(obj->o_pos.y, obj->o_pos.x, obj->o_type); |
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120 refresh(); |
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121 } |
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122 continue; |
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123 } |
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124 break; |
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125 } |
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126 } |
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127 |
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128 /* |
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129 * fall: |
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130 * Drop an item someplace around here. |
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131 */ |
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132 fall(obj, pr) |
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133 register THING *obj; |
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134 register bool pr; |
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135 { |
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136 static coord fpos; |
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137 register int index; |
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138 |
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139 if (fallpos(&obj->o_pos, &fpos, TRUE)) |
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140 { |
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141 index = INDEX(fpos.y, fpos.x); |
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142 _level[index] = obj->o_type; |
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143 obj->o_pos = fpos; |
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144 if (cansee(fpos.y, fpos.x)) |
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145 { |
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146 mvaddch(fpos.y, fpos.x, obj->o_type); |
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147 if (_monst[index] != NULL) |
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148 _monst[index]->t_oldch = obj->o_type; |
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149 } |
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150 attach(lvl_obj, obj); |
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151 return; |
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152 } |
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153 |
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154 if (pr) |
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155 msg("the %s vanishes as it hits the ground", |
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156 /* BUGFIX: Identification trick */ |
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157 (obj->o_type==WEAPON) ? w_names[obj->o_which] : inv_name(obj,TRUE)); |
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158 |
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159 discard(obj); |
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160 } |
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161 |
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162 /* |
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163 * init_weapon: |
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164 * Set up the initial goodies for a weapon |
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165 */ |
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166 init_weapon(weap, type) |
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167 register THING *weap; |
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168 char type; |
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169 { |
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170 register struct init_weps *iwp; |
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171 |
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172 iwp = &init_dam[type]; |
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173 strncpy(weap->o_damage, iwp->iw_dam, 8); |
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174 strncpy(weap->o_hurldmg, iwp->iw_hrl, 8); |
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175 weap->o_launch = iwp->iw_launch; |
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176 weap->o_flags = iwp->iw_flags; |
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177 if (weap->o_flags & ISMANY) |
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178 { |
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179 weap->o_count = rnd(8) + 8; |
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180 weap->o_group = group++; |
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181 } |
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182 else |
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183 weap->o_count = 1; |
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184 } |
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185 |
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186 /* |
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187 * hit_monster: |
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188 * Does the missile hit the monster? |
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189 */ |
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190 hit_monster(y, x, obj) |
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191 register int y, x; |
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192 THING *obj; |
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193 { |
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194 static coord mp; |
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195 |
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196 mp.y = y; |
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197 mp.x = x; |
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198 return fight(&mp, moat(y, x)->t_type, obj, TRUE); |
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199 } |
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200 |
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201 /* |
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202 * num: |
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203 * Figure out the plus number for armor/weapons |
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204 */ |
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205 char * |
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206 num(n1, n2, type) |
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207 register int n1, n2; |
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208 register char type; |
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209 { |
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210 static char numbuf[10]; |
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211 |
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212 sprintf(numbuf, "%s%d", n1 < 0 ? "" : "+", n1); |
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213 if (type == WEAPON) |
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214 sprintf(&numbuf[strlen(numbuf)], ",%s%d", n2 < 0 ? "" : "+", n2); |
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215 return numbuf; |
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216 } |
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217 |
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218 /* |
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219 * wield: |
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220 * Pull out a certain weapon |
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221 */ |
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222 wield() |
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223 { |
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224 register THING *obj, *oweapon; |
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225 register char *sp; |
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226 |
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227 oweapon = cur_weapon; |
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228 if (!dropcheck(cur_weapon)) |
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229 { |
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230 cur_weapon = oweapon; |
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231 return; |
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|
232 } |
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233 cur_weapon = oweapon; |
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234 if ((obj = get_item("wield", WEAPON)) == NULL) |
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235 { |
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236 bad: |
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|
237 after = FALSE; |
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238 return; |
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Import Rogue 5.2 from the Roguelike Restoration Project (r1490)
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|
239 } |
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240 |
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241 if (obj->o_type == ARMOR) |
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242 { |
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Import Rogue 5.2 from the Roguelike Restoration Project (r1490)
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243 msg("you can't wield armor"); |
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Import Rogue 5.2 from the Roguelike Restoration Project (r1490)
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|
244 goto bad; |
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Import Rogue 5.2 from the Roguelike Restoration Project (r1490)
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|
245 } |
9535a08ddc39
Import Rogue 5.2 from the Roguelike Restoration Project (r1490)
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|
246 if (is_current(obj)) |
9535a08ddc39
Import Rogue 5.2 from the Roguelike Restoration Project (r1490)
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|
247 goto bad; |
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|
248 |
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249 sp = inv_name(obj, TRUE); |
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250 cur_weapon = obj; |
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251 if (!terse) |
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252 addmsg("you are now "); |
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253 msg("wielding %s (%c)", sp, pack_char(obj)); |
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254 } |
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Import Rogue 5.2 from the Roguelike Restoration Project (r1490)
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|
255 |
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256 /* |
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257 * fallpos: |
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258 * Pick a random position around the give (y, x) coordinates |
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259 */ |
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260 fallpos(pos, newpos, pass) |
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261 register coord *pos, *newpos; |
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262 register bool pass; |
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Import Rogue 5.2 from the Roguelike Restoration Project (r1490)
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263 { |
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264 register int y, x, cnt, ch; |
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Import Rogue 5.2 from the Roguelike Restoration Project (r1490)
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265 |
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266 cnt = 0; |
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267 for (y = pos->y - 1; y <= pos->y + 1; y++) |
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268 for (x = pos->x - 1; x <= pos->x + 1; x++) |
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269 { |
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270 /* |
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271 * check to make certain the spot is empty, if it is, |
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272 * put the object there, set it in the level list |
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273 * and re-draw the room if he can see it |
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274 */ |
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275 if (y == hero.y && x == hero.x) |
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276 continue; |
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277 if (((ch = chat(y, x)) == FLOOR || (pass && ch == PASSAGE)) |
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278 && rnd(++cnt) == 0) |
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279 { |
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280 newpos->y = y; |
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281 newpos->x = x; |
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282 } |
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283 } |
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284 return (cnt != 0); |
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285 } |