annotate srogue/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
date Sun, 15 May 2016 19:04:46 -0400
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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