Mercurial > hg > early-roguelike
annotate arogue7/weapons.c @ 155:1af259ac4ed2
arogue7, xrogue: fix save/restore of alchemy jugs.
state.c now saves the fuse that refills alchemy jugs, using the method
of numbering objects previously applied to Advanced Rogue 5. Alchemy
jugs that are empty when the game is saved will continue to function
after it is restored.
Savefile compatibility should not be affected.
author | John "Elwin" Edwards |
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date | Fri, 29 May 2015 17:34:04 -0400 |
parents | b786053d2f37 |
children | f9ef86cf22b2 |
rev | line source |
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125
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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 * Advanced Rogue |
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5 * Copyright (C) 1984, 1985, 1986 Michael Morgan, Ken Dalka and AT&T |
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6 * All rights reserved. |
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7 * |
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8 * Based on "Rogue: Exploring the Dungeons of Doom" |
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9 * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman |
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10 * All rights reserved. |
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11 * |
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12 * See the file LICENSE.TXT for full copyright and licensing information. |
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13 */ |
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14 |
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15 /* |
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16 * Functions for dealing with problems brought about by weapons |
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17 * |
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18 */ |
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19 |
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20 #include "curses.h" |
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21 #include <ctype.h> |
126 | 22 #include <string.h> |
125
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23 #include "rogue.h" |
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24 |
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25 boomerang(ydelta, xdelta, item, tp) |
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26 int ydelta, xdelta; |
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27 register struct linked_list *item; |
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28 register struct thing *tp; |
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29 { |
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30 register struct object *obj; |
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31 struct thing midpoint; |
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32 coord oldpos; |
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33 |
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34 obj = OBJPTR(item); |
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35 oldpos = obj->o_pos; |
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36 |
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37 /* |
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38 * make it appear to fly at the target |
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39 */ |
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40 do_motion(obj, ydelta, xdelta, tp); |
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41 hit_monster(unc(obj->o_pos), obj, tp); |
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42 |
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43 /* |
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44 * Now let's make it fly back to the wielder. We need to |
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45 * use midpoint to fool do_motion into thinking the action |
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46 * starts there. Do_motion only looks at the t_pos field. |
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47 */ |
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48 midpoint.t_pos = obj->o_pos; /* Simulate a new start position */ |
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49 do_motion(obj, -ydelta, -xdelta, &midpoint); |
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50 |
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51 obj->o_pos = oldpos; |
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52 } |
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53 |
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54 /* |
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55 * do the actual motion on the screen done by an object traveling |
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56 * across the room. Note that we should not look at any field in |
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57 * tp other than t_pos unless we change boomerang(). |
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58 */ |
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59 do_motion(obj, ydelta, xdelta, tp) |
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60 register struct object *obj; |
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61 register int ydelta, xdelta; |
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62 register struct thing *tp; |
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63 { |
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64 |
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65 /* |
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66 * Come fly with us ... |
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67 */ |
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68 obj->o_pos = tp->t_pos; |
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69 for (; ;) { |
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70 register int ch; |
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71 /* |
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72 * Erase the old one |
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73 */ |
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74 if (!ce(obj->o_pos, tp->t_pos) && |
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75 cansee(unc(obj->o_pos)) && |
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76 mvwinch(cw, obj->o_pos.y, obj->o_pos.x) != ' ') { |
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77 mvwaddch(cw, obj->o_pos.y, obj->o_pos.x, show(obj->o_pos.y, obj->o_pos.x)); |
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78 } |
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79 /* |
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80 * Get the new position |
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81 */ |
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82 obj->o_pos.y += ydelta; |
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83 obj->o_pos.x += xdelta; |
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84 if (shoot_ok(ch = winat(obj->o_pos.y, obj->o_pos.x)) && ch != DOOR && !ce(obj->o_pos, hero)) { |
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85 /* |
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86 * It hasn't hit anything yet, so display it |
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87 * If it alright. |
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88 */ |
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89 if (cansee(unc(obj->o_pos)) && |
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90 mvwinch(cw, obj->o_pos.y, obj->o_pos.x) != ' ') { |
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91 mvwaddch(cw, obj->o_pos.y, obj->o_pos.x, obj->o_type); |