Mercurial > hg > early-roguelike
annotate srogue/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 | 2128c7dc8a40 |
children | 94a0d9dd5ce1 |
rev | line source |
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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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