Mercurial > hg > early-roguelike
annotate srogue/weapons.c @ 229:50b89f165a34
Use uniform return types for functions related to options.
Functions for printing options now return void. Functions for setting
options now return int. Argument types still vary, though converting
all the option pointers to void* would be possible.
author | John "Elwin" Edwards |
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date | Sun, 06 Mar 2016 14:45:18 -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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