Mercurial > hg > early-roguelike
annotate arogue7/weapons.c @ 291:5b6855d5d089
Fix a portability issue with md_hasclreol().
Some games' implementation of md_hasclreol() poked around in ncurses
internals, which does not work for some ncurses build configuration.
Most games did not actually call md_hasclreol(), so it was removed.
There is a standard terminfo function which can retrieve the value of
the clr_eol capability, so this was used for rogue5.
author | John "Elwin" Edwards |
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date | Wed, 27 Dec 2017 10:26:06 -0500 |
parents | f9ef86cf22b2 |
children | 28e22fb35989 |
rev | line source |
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125
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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> |
126 | 22 #include <string.h> |
125
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23 #include "rogue.h" |
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24 |
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25 void |
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26 boomerang(int ydelta, int xdelta, struct linked_list *item, struct thing *tp) |
125
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27 { |
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28 register struct object *obj; |
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29 struct thing midpoint; |
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30 coord oldpos; |
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31 |
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32 obj = OBJPTR(item); |
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33 oldpos = obj->o_pos; |
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34 |
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35 /* |
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36 * make it appear to fly at the target |
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37 */ |
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38 do_motion(obj, ydelta, xdelta, tp); |
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39 hit_monster(unc(obj->o_pos), obj, tp); |
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40 |
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41 /* |
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42 * Now let's make it fly back to the wielder. We need to |
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43 * use midpoint to fool do_motion into thinking the action |
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44 * starts there. Do_motion only looks at the t_pos field. |
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45 */ |
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46 midpoint.t_pos = obj->o_pos; /* Simulate a new start position */ |
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47 do_motion(obj, -ydelta, -xdelta, &midpoint); |
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48 |
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49 obj->o_pos = oldpos; |
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50 } |
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51 |
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52 /* |
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53 * do the actual motion on the screen done by an object traveling |
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54 * across the room. Note that we should not look at any field in |
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55 * tp other than t_pos unless we change boomerang(). |
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56 */ |
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57 void |
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58 do_motion(struct object *obj, int ydelta, int xdelta, struct thing *tp) |
125
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59 { |
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60 |
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61 /* |
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62 * Come fly with us ... |
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63 */ |
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64 obj->o_pos = tp->t_pos; |
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65 for (; ;) { |
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66 register int ch; |
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67 /* |
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68 * Erase the old one |
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69 */ |
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70 if (!ce(obj->o_pos, tp->t_pos) && |
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71 cansee(unc(obj->o_pos)) && |
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72 mvwinch(cw, obj->o_pos.y, obj->o_pos.x) != ' ') { |
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73 mvwaddch(cw, obj->o_pos.y, obj->o_pos.x, show(obj->o_pos.y, obj->o_pos.x)); |
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74 } |
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75 /* |
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76 * Get the new position |
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77 */ |
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78 obj->o_pos.y += ydelta; |
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79 obj->o_pos.x += xdelta; |
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80 if (shoot_ok(ch = winat(obj->o_pos.y, obj->o_pos.x)) && ch != DOOR && !ce(obj->o_pos, hero)) { |
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81 /* |
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82 * It hasn't hit anything yet, so display it |
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83 * If it alright. |
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84 */ |
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85 if (cansee(unc(obj->o_pos)) && |
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86 mvwinch(cw, obj->o_pos.y, obj->o_pos.x) != ' ') { |
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87 mvwaddch(cw, obj->o_pos.y, obj->o_pos.x, obj->o_type); |
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88 draw(cw); |
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89 } |
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