Mercurial > hg > early-roguelike
annotate rogue4/weapons.c @ 248:182e26224f92 rel2016.06
README.txt: additions and clarifications.
author | John "Elwin" Edwards |
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date | Sun, 29 May 2016 17:05:38 -0400 |
parents | 1b73a8641b37 |
children | 0250220d8cdd |
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 */ |
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 /* |
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101 * Erase the old one |
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102 */ |
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103 if (!ce(obj->o_pos, hero) && cansee(unc(obj->o_pos))) |
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104 mvaddch(obj->o_pos.y, obj->o_pos.x, chat(obj->o_pos.y, obj->o_pos.x)); |
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105 /* |
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106 * Get the new position |
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107 */ |
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108 obj->o_pos.y += ydelta; |
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109 obj->o_pos.x += xdelta; |
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110 if (step_ok(ch = winat(obj->o_pos.y, obj->o_pos.x)) && ch != DOOR) |
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111 { |
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112 /* |
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113 * It hasn't hit anything yet, so display it |
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114 * If it alright. |
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115 */ |
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116 if (cansee(unc(obj->o_pos))) |
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117 { |
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118 mvaddch(obj->o_pos.y, obj->o_pos.x, obj->o_type); |
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119 refresh(); |
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120 } |
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121 continue; |
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122 } |
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123 break; |
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124 } |
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125 } |
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126 |
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127 /* |
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128 * fall: |
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129 * Drop an item someplace around here. |
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130 */ |
215 | 131 void |
132 fall(THING *obj, bool pr) | |
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133 { |
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134 static coord fpos; |
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135 register int index; |
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136 |
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137 if (fallpos(&obj->o_pos, &fpos, TRUE)) |
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138 { |
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139 index = INDEX(fpos.y, fpos.x); |
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140 _level[index] = obj->o_type; |
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141 obj->o_pos = fpos; |
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142 if (cansee(fpos.y, fpos.x)) |
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143 { |
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144 mvaddch(fpos.y, fpos.x, obj->o_type); |
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145 if (_monst[index] != NULL) |
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146 _monst[index]->t_oldch = obj->o_type; |
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147 } |
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148 attach(lvl_obj, obj); |
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149 return; |
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150 } |
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151 |
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152 if (pr) |
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153 msg("the %s vanishes as it hits the ground", |
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154 /* BUGFIX: Identification trick */ |
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155 (obj->o_type==WEAPON) ? w_names[obj->o_which] : inv_name(obj,TRUE)); |
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156 |
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157 discard(obj); |
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158 } |
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159 |
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160 /* |
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161 * init_weapon: |
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162 * Set up the initial goodies for a weapon |
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163 */ |
215 | 164 void |
165 init_weapon(THING *weap, char type) | |
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166 { |
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167 register struct init_weps *iwp; |
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168 |
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169 iwp = &init_dam[type]; |
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170 strncpy(weap->o_damage, iwp->iw_dam, 8); |
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171 strncpy(weap->o_hurldmg, iwp->iw_hrl, 8); |
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172 weap->o_launch = iwp->iw_launch; |
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173 weap->o_flags = iwp->iw_flags; |
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174 if (weap->o_flags & ISMANY) |
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175 { |
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176 weap->o_count = rnd(8) + 8; |
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177 weap->o_group = group++; |
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178 } |
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179 else |
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180 weap->o_count = 1; |
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181 } |
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182 |
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183 /* |
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184 * hit_monster: |
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185 * Does the missile hit the monster? |
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186 */ |
215 | 187 bool |
188 hit_monster(int y, int x, THING *obj) | |
12
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189 { |
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190 static coord mp; |
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191 |
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192 mp.y = y; |
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193 mp.x = x; |
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194 return fight(&mp, moat(y, x)->t_type, obj, TRUE); |
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195 } |
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196 |
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197 /* |
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198 * num: |
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199 * Figure out the plus number for armor/weapons |
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200 */ |
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201 char * |
215 | 202 num(int n1, int n2, char type) |
12
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203 { |
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204 static char numbuf[10]; |
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205 |
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206 sprintf(numbuf, "%s%d", n1 < 0 ? "" : "+", n1); |
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207 if (type == WEAPON) |
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208 sprintf(&numbuf[strlen(numbuf)], ",%s%d", n2 < 0 ? "" : "+", n2); |
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209 return numbuf; |
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210 } |
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211 |
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212 /* |
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213 * wield: |
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214 * Pull out a certain weapon |
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215 */ |
215 | 216 void |
217 wield(void) | |
12
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218 { |
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219 register THING *obj, *oweapon; |
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220 register char *sp; |
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221 |
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222 oweapon = cur_weapon; |
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223 if (!dropcheck(cur_weapon)) |
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224 { |
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225 cur_weapon = oweapon; |
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226 return; |
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227 } |
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228 cur_weapon = oweapon; |
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229 if ((obj = get_item("wield", WEAPON)) == NULL) |
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230 { |
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231 bad: |
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232 after = FALSE; |
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233 return; |
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234 } |
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235 |
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236 if (obj->o_type == ARMOR) |
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237 { |
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238 msg("you can't wield armor"); |
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239 goto bad; |
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240 } |
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241 if (is_current(obj)) |
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242 goto bad; |
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243 |
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244 sp = inv_name(obj, TRUE); |
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245 cur_weapon = obj; |
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246 if (!terse) |
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247 addmsg("you are now "); |
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248 msg("wielding %s (%c)", sp, pack_char(obj)); |
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249 } |
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250 |
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251 /* |
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252 * fallpos: |
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253 * Pick a random position around the give (y, x) coordinates |
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254 */ |
215 | 255 bool |
256 fallpos(coord *pos, coord *newpos, bool pass) | |
12
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257 { |
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258 register int y, x, cnt, ch; |
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259 |
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260 cnt = 0; |
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261 for (y = pos->y - 1; y <= pos->y + 1; y++) |
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262 for (x = pos->x - 1; x <= pos->x + 1; x++) |
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263 { |
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264 /* |
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265 * check to make certain the spot is empty, if it is, |
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266 * put the object there, set it in the level list |
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267 * and re-draw the room if he can see it |
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268 */ |
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269 if (y == hero.y && x == hero.x) |
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270 continue; |
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271 if (((ch = chat(y, x)) == FLOOR || (pass && ch == PASSAGE)) |
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272 && rnd(++cnt) == 0) |
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273 { |
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274 newpos->y = y; |
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275 newpos->x = x; |
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276 } |
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277 } |
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278 return (cnt != 0); |
9535a08ddc39
Import Rogue 5.2 from the Roguelike Restoration Project (r1490)
edwarj4
parents:
diff
changeset
|
279 } |