annotate arogue7/weapons.c @ 146:5a77931393f4

xrogue: add an exit prompt. This gives the player a chance to see the high score list when playing via dgamelaunch.
author John "Elwin" Edwards
date Wed, 20 May 2015 12:51:16 -0400
parents b786053d2f37
children f9ef86cf22b2
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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 * Advanced Rogue
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5 * Copyright (C) 1984, 1985, 1986 Michael Morgan, Ken Dalka and AT&T
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6 * All rights reserved.
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7 *
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8 * Based on "Rogue: Exploring the Dungeons of Doom"
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9 * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman
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10 * All rights reserved.
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11 *
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12 * See the file LICENSE.TXT for full copyright and licensing information.
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13 */
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14
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15 /*
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16 * Functions for dealing with problems brought about by weapons
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17 *
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18 */
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19
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20 #include "curses.h"
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21 #include <ctype.h>
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b786053d2f37 arogue7: add missing header includes.
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22 #include <string.h>
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23 #include "rogue.h"
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24
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25 boomerang(ydelta, xdelta, item, tp)
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26 int ydelta, xdelta;
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27 register struct linked_list *item;
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28 register struct thing *tp;
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29 {
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30 register struct object *obj;
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31 struct thing midpoint;
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32 coord oldpos;
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33
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34 obj = OBJPTR(item);
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35 oldpos = obj->o_pos;
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36
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37 /*
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38 * make it appear to fly at the target
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39 */
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40 do_motion(obj, ydelta, xdelta, tp);
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41 hit_monster(unc(obj->o_pos), obj, tp);
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42
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43 /*
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44 * Now let's make it fly back to the wielder. We need to
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45 * use midpoint to fool do_motion into thinking the action
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46 * starts there. Do_motion only looks at the t_pos field.
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47 */
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48 midpoint.t_pos = obj->o_pos; /* Simulate a new start position */
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49 do_motion(obj, -ydelta, -xdelta, &midpoint);
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50
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51 obj->o_pos = oldpos;
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52 }
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53
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54 /*
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55 * do the actual motion on the screen done by an object traveling
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56 * across the room. Note that we should not look at any field in
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57 * tp other than t_pos unless we change boomerang().
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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 mvwaddch(cw, obj->o_pos.y, obj->o_pos.x, obj->o_type);