Mercurial > hg > early-roguelike
annotate srogue/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 |
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date | Tue, 16 Jun 2015 11:44:49 -0400 |
parents | 2128c7dc8a40 |
children | 94a0d9dd5ce1 |
rev | line source |
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36
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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 <ctype.h> |
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18 #include "rogue.h" |
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19 #include "rogue.ext" |
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20 |
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21 /* |
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22 * missile: |
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23 * Fire a missile in a given direction |
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24 */ |
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25 missile(ydelta, xdelta) |
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26 int ydelta, xdelta; |
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27 { |
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28 reg struct object *obj, *nowwield; |
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29 reg struct linked_list *item, *nitem; |
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30 |
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31 /* |
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32 * Get which thing we are hurling |
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33 */ |
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34 nowwield = cur_weapon; /* must save current weap */ |
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35 if ((item = get_item("throw", WEAPON)) == NULL) |
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36 return; |
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37 obj = OBJPTR(item); |
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38 if (!dropcheck(obj) || is_current(obj)) |
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39 return; |
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40 if (obj == nowwield || obj->o_type != WEAPON) { |
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41 reg int c; |
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42 |
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43 msg("Do you want to throw that %s? (y or n)",obj->o_typname); |
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44 do { |
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45 c = readchar(); |
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46 if (isupper(c)) |
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47 c = tolower(c); |
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48 if (c == ESCAPE || c == 'n') { |
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49 msg(""); |
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50 cur_weapon = nowwield; |
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51 after = FALSE; /* ooops, a mistake */ |
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52 return; |
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53 } |
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54 } while (c != 'y'); /* keep looking for good ans */ |
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55 } |
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56 /* |
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57 * Get rid of the thing. If it is a non-multiple item object, or |
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58 * if it is the last thing, just drop it. Otherwise, create a new |
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59 * item with a count of one. |
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60 */ |
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61 if (obj->o_count < 2) { |
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62 detach(pack, item); |
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63 } |
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64 else { |
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65 obj->o_count--; |
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66 obj->o_vol = itemvol(obj); |
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67 nitem = new_item(sizeof *obj); |
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68 obj = OBJPTR(nitem); |
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69 *obj = *(OBJPTR(item)); |
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70 obj->o_count = 1; |
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71 obj->o_vol = itemvol(obj); |
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72 item = nitem; |
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73 } |
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74 updpack(); /* new pack weight */ |
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75 do_motion(obj, ydelta, xdelta); |
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76 if (!isalpha(mvwinch(mw, obj->o_pos.y, obj->o_pos.x)) |
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77 || !hit_monster(&obj->o_pos, obj)) |
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78 fall(item, TRUE); |
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79 mvwaddch(cw, hero.y, hero.x, PLAYER); |
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80 } |
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81 |
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82 /* |
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83 * do the actual motion on the screen done by an object traveling |
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84 * across the room |
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85 */ |
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86 do_motion(obj, ydelta, xdelta) |
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87 struct object *obj; |
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88 int ydelta, 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; |