Mercurial > hg > early-roguelike
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 |
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date | Sun, 07 Feb 2016 14:39:21 -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; |