Mercurial > hg > early-roguelike
annotate srogue/weapons.c @ 230:4960be2c8f3e
Rogue V5: prevent error messages from 'make clean'.
Using 'rm -f' will not cause an error if the file to be removed is
already gone.
author | John "Elwin" Edwards |
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date | Sun, 06 Mar 2016 17:03:47 -0500 |
parents | 94a0d9dd5ce1 |
children | e52a8a7ad4c5 |
rev | line source |
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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 <string.h> |
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18 #include <ctype.h> |
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19 #include "rogue.h" |
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20 #include "rogue.ext" |
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21 |
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22 /* |
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23 * missile: |
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24 * Fire a missile in a given direction |
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25 */ |
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26 void |
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27 missile(int ydelta, int xdelta) |
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28 { |
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29 reg struct object *obj, *nowwield; |
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30 reg struct linked_list *item, *nitem; |
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31 |
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32 /* |
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33 * Get which thing we are hurling |
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34 */ |
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35 nowwield = cur_weapon; /* must save current weap */ |
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36 if ((item = get_item("throw", WEAPON)) == NULL) |
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37 return; |
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38 obj = OBJPTR(item); |
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39 if (!dropcheck(obj) || is_current(obj)) |
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40 return; |
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41 if (obj == nowwield || obj->o_type != WEAPON) { |
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42 reg int c; |
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43 |
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44 msg("Do you want to throw that %s? (y or n)",obj->o_typname); |
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45 do { |
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46 c = readchar(); |
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47 if (isupper(c)) |
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48 c = tolower(c); |
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49 if (c == ESCAPE || c == 'n') { |
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50 msg(""); |
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51 cur_weapon = nowwield; |
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52 after = FALSE; /* ooops, a mistake */ |
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53 return; |
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54 } |
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55 } while (c != 'y'); /* keep looking for good ans */ |
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56 } |
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57 /* |
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58 * Get rid of the thing. If it is a non-multiple item object, or |
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59 * if it is the last thing, just drop it. Otherwise, create a new |
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60 * item with a count of one. |
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61 */ |
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62 if (obj->o_count < 2) { |
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63 detach(pack, item); |
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64 } |
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65 else { |
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66 obj->o_count--; |
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67 obj->o_vol = itemvol(obj); |
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68 nitem = new_item(sizeof *obj); |
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69 obj = OBJPTR(nitem); |
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70 *obj = *(OBJPTR(item)); |
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71 obj->o_count = 1; |
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72 obj->o_vol = itemvol(obj); |
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73 item = nitem; |
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74 } |
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75 updpack(); /* new pack weight */ |
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76 do_motion(obj, ydelta, xdelta); |
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77 if (!isalpha(mvwinch(mw, obj->o_pos.y, obj->o_pos.x)) |
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78 || !hit_monster(&obj->o_pos, obj)) |
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79 fall(item, TRUE); |
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80 mvwaddch(cw, hero.y, hero.x, PLAYER); |
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81 } |
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82 |
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83 /* |
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84 * do the actual motion on the screen done by an object traveling |
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85 * across the room |
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86 */ |
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87 void |
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88 do_motion(struct object *obj, int ydelta, int 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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106 ch = winat(y, x); |
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107 if (step_ok(ch) && ch != DOOR) { |
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108 if (cansee(unc(obj->o_pos)) && mvwinch(cw, y, x) != ' ') { |
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109 mvwaddch(cw, y, x, obj->o_type); |
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110 draw(cw); |
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111 } |
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112 continue; |
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113 } |
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114 break; |
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115 } |
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116 } |
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117 |
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118 /* |
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119 * fall: |
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120 * Drop an item someplace around here. |
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121 */ |
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122 |
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123 void |
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124 fall(struct linked_list *item, bool pr) |
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125 { |
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126 reg struct object *obj; |
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127 reg struct room *rp; |
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128 static struct coord fpos; |
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129 |
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130 obj = OBJPTR(item); |
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131 if (fallpos(&obj->o_pos, &fpos, TRUE)) { |
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132 mvaddch(fpos.y, fpos.x, obj->o_type); |
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133 obj->o_pos = fpos; |
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134 rp = player.t_room; |
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135 if (rp != NULL && !rf_on(rp,ISDARK)) { |
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136 light(&hero); |
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137 mvwaddch(cw, hero.y, hero.x, PLAYER); |
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138 } |
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139 attach(lvl_obj, item); |
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140 return; |
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141 } |
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142 |
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143 if (pr) |
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144 if (obj->o_type == WEAPON) /* BUGFIX: Identification trick */ |
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145 msg("Your %s vanishes as it hits the ground.", w_magic[obj->o_which].mi_name); |
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146 else |
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147 msg("%s vanishes as it hits the ground.", inv_name(obj,TRUE)); |
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148 |
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149 discard(item); |
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150 } |
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151 |
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152 /* |
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153 * init_weapon: |
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154 * Set up the initial goodies for a weapon |
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155 */ |
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156 |
217
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157 void |
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158 init_weapon(struct object *weap, int type) |
36
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159 { |
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160 reg struct init_weps *iwp; |
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161 |
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162 weap->o_type = WEAPON; |
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163 weap->o_which = type; |
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164 iwp = &weaps[type]; |
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165 strcpy(weap->o_damage,iwp->w_dam); |
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166 strcpy(weap->o_hurldmg,iwp->w_hrl); |
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167 weap->o_launch = iwp->w_launch; |
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168 weap->o_flags = iwp->w_flags; |
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169 weap->o_weight = iwp->w_wght; |
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170 weap->o_typname = things[TYP_WEAPON].mi_name; |
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171 if (o_on(weap,ISMANY)) |
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172 weap->o_count = rnd(8) + 8; |
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173 else |
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174 weap->o_count = 1; |
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175 weap->o_group = newgrp(); |
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176 weap->o_vol = itemvol(weap); |
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177 } |
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178 |
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179 /* |
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180 * hit_monster: |
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181 * Does the missile hit the monster |
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182 */ |
217
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183 bool |
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184 hit_monster(struct coord *mp, struct object *obj) |
36
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185 { |
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186 return fight(mp, obj, TRUE); |
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187 } |
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188 |
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189 /* |
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190 * num: |
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191 * Figure out the plus number for armor/weapons |
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192 */ |
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193 char * |
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194 num(int n1, int n2) |
36
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195 { |
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196 static char numbuf[LINLEN]; |
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197 |
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198 if (n1 == 0 && n2 == 0) |
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199 return "+0"; |
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200 if (n2 == 0) |
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201 sprintf(numbuf, "%s%d", n1 < 0 ? "" : "+", n1); |
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202 else |
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203 sprintf(numbuf,"%s%d,%s%d",n1<0 ? "":"+",n1,n2<0 ? "":"+",n2); |
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204 return numbuf; |
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205 } |
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206 |
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207 /* |
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208 * wield: |
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209 * Pull out a certain weapon |
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210 */ |
217
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211 void |
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212 wield(void) |
36
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213 { |
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214 reg struct linked_list *item; |
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215 reg struct object *obj, *oweapon; |
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216 |
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217 oweapon = cur_weapon; |
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218 if (!dropcheck(cur_weapon)) { |
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219 cur_weapon = oweapon; |
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220 return; |
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|
221 } |
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222 cur_weapon = oweapon; |
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223 if ((item = get_item("wield", WEAPON)) == NULL) |
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224 return; |
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225 obj = OBJPTR(item); |
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226 if (is_current(obj)) { |
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227 after = FALSE; |
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228 return; |
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229 } |
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230 msg("Wielding %s", inv_name(obj, TRUE)); |
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231 cur_weapon = obj; |
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232 } |
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233 |
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234 /* |
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235 * fallpos: |
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236 * Pick a random position around the give (y, x) coordinates |
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237 */ |
217
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238 bool |
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239 fallpos(struct coord *pos, struct coord *newpos, bool passages) |
36
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240 { |
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241 reg int y, x, ch; |
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242 |
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243 for (y = pos->y - 1; y <= pos->y + 1; y++) { |
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244 for (x = pos->x - 1; x <= pos->x + 1; x++) { |
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245 /* |
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246 * check to make certain the spot is empty, if it is, |
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247 * put the object there, set it in the level list |
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248 * and re-draw the room if he can see it |
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249 */ |
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250 if (y == hero.y && x == hero.x) |
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251 continue; |
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252 ch = winat(y, x); |
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253 if (ch == FLOOR || (passages && ch == PASSAGE)) { |
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254 newpos->y = y; |
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255 newpos->x = x; |
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256 return TRUE; |
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257 } |
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258 } |
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259 } |
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changeset
|
260 return FALSE; |
2128c7dc8a40
Import Super-Rogue 9.0 from the Roguelike Restoration Project (r1490)
elwin
parents:
diff
changeset
|
261 } |