annotate urogue/weapons.c @ 295:1e1c81fbb533

Rogue V5: fix elemental wands. Bolts often failed to hit, due to some struct members not being initialized. Reported by 'LazyCat' from RogueTemple.
author John "Elwin" Edwards
date Fri, 12 Jan 2018 18:02:39 -0500
parents c495a4f288c6
children
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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 UltraRogue: The Ultimate Adventure in the Dungeons of Doom
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5 Copyright (C) 1985, 1986, 1992, 1993, 1995 Herb Chong
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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
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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 <ctype.h>
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20 #include <string.h>
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21 #include "rogue.h"
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22
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23 /*
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24 missile()
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25 Fire a missile in a given direction
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26 */
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27
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28 void
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29 missile(int ydelta, int xdelta, struct linked_list *item, struct thing *tp)
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30 {
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31 struct object *obj;
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32 struct linked_list *nitem;
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33
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34 if (item == NULL) /* Get which thing we are hurling */
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35 return;
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36
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37 obj = OBJPTR(item);
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38
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39 if (!dropcheck(obj) || is_current(obj))
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40 return;
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41
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42 /*
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43 * Get rid of the thing. If it is a non-multiple item object, or if
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44 * it is the last thing, just drop it. Otherwise, create a new item
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45 * with a count of one.
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46 */
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47
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48 if (obj->o_count < 2)
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49 {
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50 if (tp->t_pack == pack)
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51 rem_pack(obj);
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52 else
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53 detach(tp->t_pack, item);
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54 }
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55 else
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56 {
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57 obj->o_count--;
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58 nitem = (struct linked_list *) new_item(sizeof *obj);
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59 obj = OBJPTR(nitem);
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60 *obj = *(OBJPTR(item));
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61 obj->o_count = 1;
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62 item = nitem;
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63 }
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64
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65 switch (obj->o_type)
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66 {
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67 case ARTIFACT:
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68 has_artifact &= ~(1 << obj->o_which);
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69 break;
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70
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71 case SCROLL:
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72 if (obj->o_which == S_SCARE && obj->o_flags & ISBLESSED)
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73 obj->o_flags &= ~ISBLESSED;
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74 else
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75 obj->o_flags |= ISCURSED;
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76 }
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77
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78 updpack();
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79 obj->o_pos = do_motion(obj->o_type, ydelta, xdelta, tp);
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80
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81 /*
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82 * AHA! Here it has hit something. If it is a wall or a door, or if
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83 * it misses (combat) the monster, put it on the floor
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84 */
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85
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86 if (!hit_monster(obj->o_pos.y, obj->o_pos.x, obj, tp))
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87 {
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88 if (obj->o_type == WEAPON && obj->o_which == GRENADE)
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89 {
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90 hearmsg("BOOOM!");
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91 aggravate();
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92
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93 if (ntraps + 1 < 2 * MAXTRAPS &&