annotate srogue/weapons.c @ 188:135ec7f15ffe

srogue: remove remnants of deleted savefile checks. save_file() used fstat() and direct write() as part of the inode check which was deleted in f11eeafc. These operations no longer had any effect.
author John "Elwin" Edwards
date Mon, 03 Aug 2015 07:04:48 -0400
parents 2128c7dc8a40
children 94a0d9dd5ce1
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36
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1 /*
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2 * Functions for dealing with weapons
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3 *
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4 * @(#)weapons.c 9.0 (rdk) 7/17/84
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5 *
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6 * Super-Rogue
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7 * Copyright (C) 1984 Robert D. Kindelberger
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8 * All rights reserved.
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9 *
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10 * Based on "Rogue: Exploring the Dungeons of Doom"
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11 * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman
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12 * All rights reserved.
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13 *
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14 * See the file LICENSE.TXT for full copyright and licensing information.
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15 */
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16
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17 #include <ctype.h>
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18 #include "rogue.h"
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19 #include "rogue.ext"
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20
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21 /*
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22 * missile:
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23 * Fire a missile in a given direction
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24 */
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25 missile(ydelta, xdelta)
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26 int ydelta, xdelta;
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27 {
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28 reg struct object *obj, *nowwield;
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29 reg struct linked_list *item, *nitem;
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30
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31 /*
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32 * Get which thing we are hurling
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33 */
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34 nowwield = cur_weapon; /* must save current weap */
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35 if ((item = get_item("throw", WEAPON)) == NULL)
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36 return;
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37 obj = OBJPTR(item);
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38 if (!dropcheck(obj) || is_current(obj))
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39 return;
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40 if (obj == nowwield || obj->o_type != WEAPON) {
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41 reg int c;
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42
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43 msg("Do you want to throw that %s? (y or n)",obj->o_typname);
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44 do {
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45 c = readchar();
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46 if (isupper(c))
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47 c = tolower(c);
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48 if (c == ESCAPE || c == 'n') {
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49 msg("");
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50 cur_weapon = nowwield;
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51 after = FALSE; /* ooops, a mistake */
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52 return;
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53 }
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54 } while (c != 'y'); /* keep looking for good ans */
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55 }
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56 /*
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57 * Get rid of the thing. If it is a non-multiple item object, or
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58 * if it is the last thing, just drop it. Otherwise, create a new
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59 * item with a count of one.
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60 */
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61 if (obj->o_count < 2) {
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62 detach(pack, item);
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63 }
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64 else {
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65 obj->o_count--;
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66 obj->o_vol = itemvol(obj);
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67 nitem = new_item(sizeof *obj);
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68 obj = OBJPTR(nitem);
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69 *obj = *(OBJPTR(item));
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70 obj->o_count = 1;
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71 obj->o_vol = itemvol(obj);
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72 item = nitem;
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73 }
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74 updpack(); /* new pack weight */
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75 do_motion(obj, ydelta, xdelta);
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76 if (!isalpha(mvwinch(mw, obj->o_pos.y, obj->o_pos.x))
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77 || !hit_monster(&obj->o_pos, obj))
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78 fall(item, TRUE);
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79 mvwaddch(cw, hero.y, hero.x, PLAYER);
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80 }
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81
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82 /*
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83 * do the actual motion on the screen done by an object traveling
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84 * across the room
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85 */
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86 do_motion(obj, ydelta, xdelta)
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87 struct object *obj;
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88 int ydelta, xdelta;
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89 {
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90 reg int ch, y, x;
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91
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92 obj->o_pos = hero;
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93 while (1) {
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94 y = obj->o_pos.y;
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95 x = obj->o_pos.x;
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96 if (!ce(obj->o_pos, hero) && cansee(unc(obj->o_pos)) &&
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97 mvwinch(cw, y, x) != ' ')
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98 mvwaddch(cw, y, x, show(y, x));
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99 /*
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100 * Get the new position
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101 */
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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 y = obj->o_pos.y;
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105 x = obj->o_pos.x;
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