Mercurial > hg > early-roguelike
annotate rogue4/weapons.c @ 218:56e748983fa8
Advanced Rogue 5: convert to ANSI function declarations.
This still leaves over a thousand lines of warning messages, mostly
related to the return types of daemons and fuses.
author | John "Elwin" Edwards |
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date | Sun, 07 Feb 2016 14:39:21 -0500 |
parents | 1b73a8641b37 |
children | 0250220d8cdd |
rev | line source |
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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 */ |
215 | 42 void |
43 missile(int ydelta, int 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 */ |
215 | 89 void |
90 do_motion(THING *obj, int ydelta, int xdelta) | |
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91 { |
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92 /* |
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93 * Come fly with us ... |
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94 */ |
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95 obj->o_pos = hero; |
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96 for (;;) |
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97 { |
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98 register int ch; |
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99 |
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100 /* |
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101 * Erase the old one |
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102 */ |
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103 if (!ce(obj->o_pos, hero) && cansee(unc(obj->o_pos))) |
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