Mercurial > hg > early-roguelike
annotate arogue5/weapons.c @ 305:3900f3cfe07d
Rogue V4: fix arithmetic operations on boolean variables.
Monsters created by scrolls should now have their placement randomized
correctly again.
author | John "Elwin" Edwards |
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date | Thu, 15 Apr 2021 20:55:34 -0400 |
parents | 56e748983fa8 |
children | 28e22fb35989 |
rev | line source |
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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 * Advanced Rogue |
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5 * Copyright (C) 1984, 1985 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 #include "curses.h" |
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16 #include <ctype.h> |
67 | 17 #include <string.h> |
63
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18 #include "rogue.h" |
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19 |
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20 |
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21 |
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22 /* |
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23 * do the actual motion on the screen done by an object traveling |
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24 * across the room |
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25 */ |
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26 void |
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27 do_motion(struct object *obj, int ydelta, int xdelta, struct thing *tp) |
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28 { |
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29 |
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30 /* |
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31 * Come fly with us ... |
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32 */ |
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33 obj->o_pos = tp->t_pos; |
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34 for (; ;) { |
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35 register int ch; |
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36 /* |
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37 * Erase the old one |
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38 */ |
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39 if (!ce(obj->o_pos, tp->t_pos) && |
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40 cansee(unc(obj->o_pos)) && |
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41 mvwinch(cw, obj->o_pos.y, obj->o_pos.x) != ' ') { |
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42 mvwaddch(cw, obj->o_pos.y, obj->o_pos.x, show(obj->o_pos.y, obj->o_pos.x)); |
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43 } |
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44 /* |
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45 * Get the new position |
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46 */ |
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47 obj->o_pos.y += ydelta; |
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48 obj->o_pos.x += xdelta; |
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49 if (shoot_ok(ch = winat(obj->o_pos.y, obj->o_pos.x)) && ch != DOOR && !ce(obj->o_pos, hero)) { |
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50 /* |
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51 * It hasn't hit anything yet, so display it |
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52 * If it alright. |
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53 */ |
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54 if (cansee(unc(obj->o_pos)) && |
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55 mvwinch(cw, obj->o_pos.y, obj->o_pos.x) != ' ') { |
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56 mvwaddch(cw, obj->o_pos.y, obj->o_pos.x, obj->o_type); |
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57 draw(cw); |
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58 } |
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59 continue; |
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60 } |
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61 break; |
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62 } |
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63 } |
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64 |
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65 |
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66 /* |
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67 * fall: |
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68 * Drop an item someplace around here. |
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69 */ |
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70 |
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71 void |
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72 fall(struct linked_list *item, bool pr) |
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73 { |
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74 register struct object *obj; |
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75 register struct room *rp; |
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76 register int i; |
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77 coord *fpos = NULL; |
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78 |
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79 obj = OBJPTR(item); |
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80 /* |
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81 * try to drop the item, look up to 3 squares away for now |
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82 */ |
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83 for (i=1; i<4; i++) { |
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84 if ((fpos = fallpos(&obj->o_pos, FALSE, i)) != NULL) |
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85 break; |
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86 } |
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87 |
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88 if (fpos != NULL) { |
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89 mvaddch(fpos->y, fpos->x, obj->o_type); |
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90 obj->o_pos = *fpos; |
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91 if ((rp = roomin(&hero)) != NULL && |
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92 lit_room(rp)) { |
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93 light(&hero); |
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94 mvwaddch(cw, hero.y, hero.x, PLAYER); |
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95 } |
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96 attach(lvl_obj, item); |
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97 return; |
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98 } |
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99 |
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100 |
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101 if (pr) { |
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102 if (obj->o_type == WEAPON) /* BUGFIX: Identification trick */ |
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103 msg("The %s vanishes as it hits the ground.", |