Mercurial > hg > early-roguelike
annotate rogue3/weapons.c @ 246:61283e71037c
Rogue V5: don't limit the high score list to 1 on Windows.
The Visual Studio project file failed to define ALLSCORES, causing the
score file to be limited to one entry per UID. Since the UID is always
set to 42 on Windows, only one entry could ever appear in the list.
author | John "Elwin" Edwards |
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date | Sun, 15 May 2016 19:04:46 -0400 |
parents | 84651832f967 |
children | 0250220d8cdd |
rev | line source |
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0
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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 3.17 (Berkeley) 6/15/81 |
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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 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 char *w_names[MAXWEAPONS] = { |
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21 "mace", |
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22 "long sword", |
89
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23 "short bow", |
0
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24 "arrow", |
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25 "dagger", |
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26 "rock", |
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27 "two handed sword", |
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28 "sling", |
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29 "dart", |
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30 "crossbow", |
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31 "crossbow bolt", |
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32 "spear", |
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33 }; |
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34 |
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35 static struct init_weps { |
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36 char *iw_dam; |
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37 char *iw_hrl; |
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38 int iw_launch; |
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39 int iw_flags; |
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40 } init_dam[MAXWEAPONS] = { |
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41 "2d4", "1d3", NONE, 0, /* Mace */ |
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42 "1d10", "1d2", NONE,0, /* Long sword */ |
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43 "1d1", "1d1", NONE, 0, /* Bow */ |
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44 "1d1", "1d6", BOW, ISMANY|ISMISL, /* Arrow */ |
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45 "1d6", "1d4", NONE, ISMISL, /* Dagger */ |
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46 "1d2", "1d4", SLING,ISMANY|ISMISL, /* Rock */ |
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47 "3d6", "1d2", NONE, 0, /* 2h sword */ |
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48 "0d0", "0d0", NONE, 0, /* Sling */ |
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49 "1d1", "1d3", NONE, ISMANY|ISMISL, /* Dart */ |
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50 "1d1", "1d1", NONE, 0, /* Crossbow */ |
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51 "1d2", "1d10", CROSSBOW, ISMANY|ISMISL,/* Crossbow bolt */ |
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52 "1d8", "1d6", NONE, ISMISL, /* Spear */ |
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53 }; |
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54 |
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55 /* |
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56 * missile: |
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57 * Fire a missile in a given direction |
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58 */ |
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59 |
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60 void |
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61 missile(int ydelta, int xdelta) |
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62 { |
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63 struct object *obj; |
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64 struct linked_list *item, *nitem; |
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65 |
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66 /* |
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67 * Get which thing we are hurling |
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68 */ |
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69 if ((item = get_item("throw", WEAPON)) == NULL) |
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70 return; |
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71 obj = (struct object *) ldata(item); |
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72 if (!dropcheck(obj) || is_current(obj)) |
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73 return; |
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74 /* |
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75 * Get rid of the thing. If it is a non-multiple item object, or |
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76 * if it is the last thing, just drop it. Otherwise, create a new |
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77 * item with a count of one. |
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78 */ |
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79 if (obj->o_count < 2) |
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80 { |
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81 detach(pack, item); |
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82 inpack--; |
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83 } |
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84 else |
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85 { |
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86 obj->o_count--; |
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87 if (obj->o_group == 0) |
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88 inpack--; |
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89 nitem = (struct linked_list *) new_item(sizeof *obj); |
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90 obj = (struct object *) ldata(nitem); |
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91 *obj = *((struct object *) ldata(item)); |
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92 obj->o_count = 1; |
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93 item = nitem; |
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94 } |
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95 do_motion(obj, ydelta, xdelta); |
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96 /* |
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97 * AHA! Here it has hit something. If it is a wall or a door, |
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98 * or if it misses (combat) the mosnter, put it on the floor |
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99 */ |
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100 if (!isupper(mvwinch(mw, obj->o_pos.y, obj->o_pos.x)) |
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101 || !hit_monster(unc(obj->o_pos), obj)) |
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102 fall(item, TRUE); |
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103 mvwaddch(cw, hero.y, hero.x, PLAYER); |