annotate xrogue/weapons.c @ 154:4ef27dfe0492

Mention arogue7 and xrogue in the README.
author John "Elwin" Edwards
date Thu, 28 May 2015 15:39:28 -0400
parents ce0cf824c192
children f54901b9c39b
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1 /*
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2 weapons.c - Functions for dealing with problems brought about by weapons
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3
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4 XRogue: Expeditions into the Dungeons of Doom
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5 Copyright (C) 1991 Robert Pietkivitch
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6 All rights reserved.
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7
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8 Based on "Advanced Rogue"
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9 Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka and AT&T
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10 All rights reserved.
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11
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12 Based on "Rogue: Exploring the Dungeons of Doom"
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13 Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman
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14 All rights reserved.
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15
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16 See the file LICENSE.TXT for full copyright and licensing information.
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17 */
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18
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19 #include <curses.h>
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20 #include <ctype.h>
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ce0cf824c192 xrogue: add missing includes.
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21 #include <string.h>
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22 #include "rogue.h"
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23
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24 boomerang(ydelta, xdelta, item, tp)
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25 int ydelta, xdelta;
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26 register struct linked_list *item;
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27 register struct thing *tp;
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28 {
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29 register struct object *obj;
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30 struct thing midpoint;
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31 coord oldpos;
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32
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33 obj = OBJPTR(item);
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34 oldpos = obj->o_pos;
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35
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36 /*
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37 * make it appear to fly at the target
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38 */
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39 do_motion(obj, ydelta, xdelta, tp);
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40 hit_monster(unc(obj->o_pos), obj, tp);
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41
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42 /*
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43 * Now let's make it fly back to the wielder. We need to
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44 * use midpoint to fool do_motion into thinking the action
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45 * starts there. Do_motion only looks at the t_pos field.
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46 */
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47 midpoint.t_pos = obj->o_pos; /* Simulate a new start position */
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48 do_motion(obj, -ydelta, -xdelta, &midpoint);
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49
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50 obj->o_pos = oldpos;
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51 }
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52
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53 /*
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54 * do the actual motion on the screen done by an object traveling
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55 * across the room. Note that we should not look at any field in
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56 * tp other than t_pos unless we change boomerang().
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57 */
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58
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59 do_motion(obj, ydelta, xdelta, tp)
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60 register struct object *obj;
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61 register int ydelta, xdelta;
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62 register struct thing *tp;
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63 {
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64
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65 /*
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66 * Come fly with us ...
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67 */
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68 obj->o_pos = tp->t_pos;
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69 for (;;) {
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70 register int ch;
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71 /*
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72 * Erase the old one
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73 */
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74 if (!ce(obj->o_pos, tp->t_pos) &&
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75 cansee(unc(obj->o_pos)) &&
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76 mvwinch(cw, obj->o_pos.y, obj->o_pos.x) != ' ') {
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77 mvwaddch(cw, obj->o_pos.y, obj->o_pos.x, show(obj->o_pos.y, obj->o_pos.x));
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78 }
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79 /*
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80 * Get the new position
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81 */
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82 obj->o_pos.y += ydelta;
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83 obj->o_pos.x += xdelta;
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84 if (shoot_ok(ch = winat(obj->o_pos.y, obj->o_pos.x)) && ch != DOOR && !ce(obj->o_pos, hero)) {
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85 /*
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86 * It hasn't hit anything yet, so display it
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87 * If it alright.
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88 */
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89 if (cansee(unc(obj->o_pos)) &&
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90 mvwinch(cw, obj->o_pos.y, obj->o_pos.x) != ' ') {
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91 if (obj->o_type == MISSILE) nofont(cw);
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92 mvwaddch(cw, obj->o_pos.y, obj->o_pos.x, obj->o_type);