annotate rogue4/weapons.c @ 164:49af2fd0bb0c

Move some autotools files to where configure can find them. rogue5 uses config.guess and config.sub to find the canonical system names. The configure script expects them to be in the same directory as install-sh. So they have been relocated to the top level. This is a quick and dirty fix. The eventual plan is to relocate them to /dev/null. I also suspect they should be used to set HOST, not TARGET. Rogue is not a cross-compiler.
author John "Elwin" Edwards
date Tue, 16 Jun 2015 11:44:49 -0400
parents 9535a08ddc39
children 1b73a8641b37
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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 * @(#)weapons.c 4.14 (Berkeley) 4/6/82
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5 *
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6 * Rogue: Exploring the Dungeons of Doom
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7 * Copyright (C) 1980, 1981, 1982 Michael Toy, Ken Arnold and Glenn Wichman
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8 * All rights reserved.
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9 *
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10 * See the file LICENSE.TXT for full copyright and licensing information.
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11 */
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12
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13 #include <curses.h>
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14 #include <ctype.h>
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15 #include <string.h>
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16 #include "rogue.h"
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17
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18 #define NONE 100
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19
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20 static struct init_weps {
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21 char *iw_dam; /* Damage when wielded */
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22 char *iw_hrl; /* Damage when thrown */
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23 char iw_launch; /* Launching weapon */
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24 int iw_flags; /* Miscellaneous flags */
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25 } init_dam[MAXWEAPONS] = {
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26 "2d4", "1d3", NONE, 0, /* Mace */
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27 "3d4", "1d2", NONE, 0, /* Long sword */
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28 "1d1", "1d1", NONE, 0, /* Bow */
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29 "1d1", "2d3", BOW, ISMANY|ISMISL, /* Arrow */
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30 "1d6", "1d4", NONE, ISMISL, /* Dagger */
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31 "4d4", "1d2", NONE, 0, /* 2h sword */
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32 "1d1", "1d3", NONE, ISMANY|ISMISL, /* Dart */
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33 "1d1", "1d1", NONE, 0, /* Crossbow */
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34 "1d2", "2d5", CROSSBOW, ISMANY|ISMISL, /* Crossbow bolt */
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35 "2d3", "1d6", NONE, ISMISL, /* Spear */
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36 };
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37
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38 /*
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39 * missile:
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40 * Fire a missile in a given direction
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41 */
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42 missile(ydelta, xdelta)
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43 int ydelta, xdelta;
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44 {
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45 register THING *obj, *nitem;
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46
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47 /*
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48 * Get which thing we are hurling
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49 */
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50 if ((obj = get_item("throw", WEAPON)) == NULL)
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51 return;
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52 if (!dropcheck(obj) || is_current(obj))
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53 return;
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54 /*
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55 * Get rid of the thing. If it is a non-multiple item object, or
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56 * if it is the last thing, just drop it. Otherwise, create a new
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57 * item with a count of one.
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58 */
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59 if (obj->o_count < 2)
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60 {
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61 detach(pack, obj);
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62 inpack--;
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63 }
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64 else
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65 {
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66 obj->o_count--;
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67 if (obj->o_group == 0)
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68 inpack--;
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69 nitem = new_item();
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70 *nitem = *obj;
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71 nitem->o_count = 1;
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72 obj = nitem;
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73 }
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74 do_motion(obj, ydelta, xdelta);
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75 /*
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76 * AHA! Here it has hit something. If it is a wall or a door,
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77 * or if it misses (combat) the monster, put it on the floor
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78 */
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79 if (moat(obj->o_pos.y, obj->o_pos.x) == NULL
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80 || !hit_monster(unc(obj->o_pos), obj))
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81 fall(obj, TRUE);
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82 }
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83
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84 /*
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85 * do_motion:
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86 * Do the actual motion on the screen done by an object traveling
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87 * across the room
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88 */
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89 do_motion(obj, ydelta, xdelta)
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90 register THING *obj;
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91 register int ydelta, xdelta;
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92 {
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93 /*
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94 * Come fly with us ...
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95 */
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96 obj->o_pos = hero;
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97 for (;;)
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98 {
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99 register int ch;
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100
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101 /*
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102 * Erase the old one
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103 */
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104 if (!ce(obj->o_pos, hero) && cansee(unc(obj->o_pos)))