annotate srogue/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
date Sun, 07 Feb 2016 14:39:21 -0500
parents 94a0d9dd5ce1
children e52a8a7ad4c5
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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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