annotate xrogue/bolt.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
date Fri, 29 May 2015 17:34:04 -0400
parents e6179860cb76
children f54901b9c39b
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1 /*
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2 bolt.c - functions shooting an object across the room
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3
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4 XRogue: Expeditions into the Dungeons of Doom
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5 Copyright (C) 1991 Robert Pietkivitch
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6 All rights reserved.
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7
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8 Based on "Advanced Rogue"
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9 Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka and AT&T
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10 All rights reserved.
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11
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12 Based on "Rogue: Exploring the Dungeons of Doom"
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13 Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman
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14 All rights reserved.
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15
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16 See the file LICENSE.TXT for full copyright and licensing information.
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17 */
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18
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19 #include <curses.h>
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20 #include <ctype.h>
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21 #include "rogue.h"
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22
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23 /*
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24 * shoot_bolt fires a bolt from the given starting point in the
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25 * given direction
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26 */
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27
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28 shoot_bolt(shooter, start, dir, get_points, reason, name, damage)
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29 struct thing *shooter;
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30 coord start, dir;
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31 bool get_points;
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32 short reason;
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33 char *name;
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34 int damage;
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35 {
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36 unsigned char dirch = 0, ch;
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37 bool used, change, see_him;
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38 short y, x, bounces;
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39 coord pos;
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40 struct linked_list *target=NULL;
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41 struct {
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42 coord place;
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43 char oldch;
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44 } spotpos[BOLT_LENGTH];
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45
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46 switch (dir.y + dir.x) {
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47 case 0: dirch = '/';
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48 when 1: case -1: dirch = (dir.y == 0 ? '-' : '|');
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49 when 2: case -2: dirch = '\\';
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50 }
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51 pos.y = start.y + dir.y;
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52 pos.x = start.x + dir.x;
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53 used = FALSE;
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54 change = FALSE;
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55
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56 bounces = 0; /* No bounces yet */
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57 nofont(cw);
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58 for (y = 0; y < BOLT_LENGTH && !used; y++) {
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59 ch = winat(pos.y, pos.x);
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60 spotpos[y].place = pos;
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61 spotpos[y].oldch = mvwinch(cw, pos.y, pos.x);
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62
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63 /* Are we at hero? */
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64 if (ce(pos, hero)) goto at_hero;
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65
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66 switch (ch) {
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67 case SECRETDOOR:
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68 case VERTWALL:
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69 case HORZWALL:
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70 case ' ':
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71 if (dirch == '-' || dirch == '|') {
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72 dir.y = -dir.y;
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73 dir.x = -dir.x;
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74 }
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75 else {
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76 unsigned char chx = mvinch(pos.y-dir.y, pos.x),
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77 chy = mvinch(pos.y, pos.x-dir.x);
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78 bool anychange = FALSE; /* Did we change anthing */
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79
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80 if (chy == WALL || chy == SECRETDOOR ||
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81 chy == HORZWALL || chy == VERTWALL) {
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82 dir.y = -dir.y;
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83 change ^= TRUE; /* Change at least one direction */
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84 anychange = TRUE;
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85 }
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86 if (chx == WALL || chx == SECRETDOOR ||
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87 chx == HORZWALL || chx == VERTWALL) {
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88 dir.x = -dir.x;
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89 change ^= TRUE; /* Change at least one direction */
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90 anychange = TRUE;
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91 }
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92
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93 /* If we didn't make any change, make both changes */