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
date Thu, 15 Apr 2021 20:55:34 -0400
parents 56e748983fa8
children 28e22fb35989
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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>
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17 #include <string.h>
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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.",