Mercurial > hg > early-roguelike
annotate srogue/weapons.c @ 201:6fb21004a981
Fix some preprocessor directives.
Include process.h in the right place, and use the correct definition of
PATH_MAX, when compiling on Windows.
author | John "Elwin" Edwards |
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date | Wed, 12 Aug 2015 16:56:19 -0400 |
parents | 2128c7dc8a40 |
children | 94a0d9dd5ce1 |
rev | line source |
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36
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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 <ctype.h> |
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18 #include "rogue.h" |
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19 #include "rogue.ext" |
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20 |
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21 /* |
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22 * missile: |
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23 * Fire a missile in a given direction |
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24 */ |
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25 missile(ydelta, xdelta) |
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26 int ydelta, xdelta; |
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27 { |
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28 reg struct object *obj, *nowwield; |
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29 reg struct linked_list *item, *nitem; |
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30 |
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31 /* |
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32 * Get which thing we are hurling |
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33 */ |
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34 nowwield = cur_weapon; /* must save current weap */ |
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35 if ((item = get_item("throw", WEAPON)) == NULL) |
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36 return; |
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37 obj = OBJPTR(item); |
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38 if (!dropcheck(obj) || is_current(obj)) |
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39 return; |
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40 if (obj == nowwield || obj->o_type != WEAPON) { |
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41 reg int c; |
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42 |
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43 msg("Do you want to throw that %s? (y or n)",obj->o_typname); |
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44 do { |
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45 c = readchar(); |
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46 if (isupper(c)) |
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47 c = tolower(c); |
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48 if (c == ESCAPE || c == 'n') { |
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49 msg(""); |
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50 cur_weapon = nowwield; |
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51 after = FALSE; /* ooops, a mistake */ |
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52 return; |
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53 } |
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54 } while (c != 'y'); /* keep looking for good ans */ |
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55 } |
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56 /* |
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57 * Get rid of the thing. If it is a non-multiple item object, or |
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58 * if it is the last thing, just drop it. Otherwise, create a new |
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59 * item with a count of one. |
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60 */ |
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61 if (obj->o_count < 2) { |
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62 detach(pack, item); |
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63 } |
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64 else { |
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65 obj->o_count--; |
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66 obj->o_vol = itemvol(obj); |
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67 nitem = new_item(sizeof *obj); |
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68 obj = OBJPTR(nitem); |
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69 *obj = *(OBJPTR(item)); |
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70 obj->o_count = 1; |
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71 obj->o_vol = itemvol(obj); |
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72 item = nitem; |
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73 } |
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74 updpack(); /* new pack weight */ |
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75 do_motion(obj, ydelta, xdelta); |
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76 if (!isalpha(mvwinch(mw, obj->o_pos.y, obj->o_pos.x)) |
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77 || !hit_monster(&obj->o_pos, obj)) |
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78 fall(item, TRUE); |
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79 mvwaddch(cw, hero.y, hero.x, PLAYER); |
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80 } |
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81 |
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82 /* |
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83 * do the actual motion on the screen done by an object traveling |
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84 * across the room |
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85 */ |
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86 do_motion(obj, ydelta, xdelta) |
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87 struct object *obj; |
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88 int ydelta, 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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104 y = obj->o_pos.y; |
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105 x = obj->o_pos.x; |
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106 ch = winat(y, x); |
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107 if (step_ok(ch) && ch != DOOR) { |
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108 if (cansee(unc(obj->o_pos)) && mvwinch(cw, y, x) != ' ') { |
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109 mvwaddch(cw, y, x, obj->o_type); |
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110 draw(cw); |
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111 } |
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112 continue; |
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113 } |
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114 break; |
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115 } |
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116 } |
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117 |
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118 /* |
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119 * fall: |
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120 * Drop an item someplace around here. |
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121 */ |
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122 |
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123 fall(item, pr) |
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124 struct linked_list *item; |
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125 bool pr; |
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126 { |
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127 reg struct object *obj; |
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128 reg struct room *rp; |
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129 static struct coord fpos; |
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130 |
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131 obj = OBJPTR(item); |
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132 if (fallpos(&obj->o_pos, &fpos, TRUE)) { |
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133 mvaddch(fpos.y, fpos.x, obj->o_type); |
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134 obj->o_pos = fpos; |
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135 rp = player.t_room; |
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136 if (rp != NULL && !rf_on(rp,ISDARK)) { |
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137 light(&hero); |
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138 mvwaddch(cw, hero.y, hero.x, PLAYER); |
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139 } |
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140 attach(lvl_obj, item); |
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141 return; |
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142 } |
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143 |
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144 if (pr) |
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145 if (obj->o_type == WEAPON) /* BUGFIX: Identification trick */ |
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146 msg("Your %s vanishes as it hits the ground.", w_magic[obj->o_which].mi_name); |
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147 else |
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148 msg("%s vanishes as it hits the ground.", inv_name(obj,TRUE)); |
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149 |
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150 discard(item); |
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151 } |
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152 |
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153 /* |
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154 * init_weapon: |
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155 * Set up the initial goodies for a weapon |
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156 */ |
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157 |
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158 init_weapon(weap, type) |
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159 struct object *weap; |
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160 int type; |
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161 { |
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162 reg struct init_weps *iwp; |
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163 |
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164 weap->o_type = WEAPON; |
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165 weap->o_which = type; |
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166 iwp = &weaps[type]; |
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167 strcpy(weap->o_damage,iwp->w_dam); |
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168 strcpy(weap->o_hurldmg,iwp->w_hrl); |
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169 weap->o_launch = iwp->w_launch; |
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170 weap->o_flags = iwp->w_flags; |
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171 weap->o_weight = iwp->w_wght; |
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172 weap->o_typname = things[TYP_WEAPON].mi_name; |
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173 if (o_on(weap,ISMANY)) |
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174 weap->o_count = rnd(8) + 8; |
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175 else |
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176 weap->o_count = 1; |
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177 weap->o_group = newgrp(); |
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178 weap->o_vol = itemvol(weap); |
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179 } |
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180 |
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181 /* |
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182 * hit_monster: |
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183 * Does the missile hit the monster |
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184 */ |
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185 hit_monster(mp, obj) |
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186 struct coord *mp; |
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187 struct object *obj; |
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188 { |
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189 return fight(mp, obj, TRUE); |
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190 } |
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191 |
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192 /* |
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193 * num: |
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194 * Figure out the plus number for armor/weapons |
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195 */ |
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196 char * |
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197 num(n1, n2) |
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198 int n1, n2; |
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199 { |
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200 static char numbuf[LINLEN]; |
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201 |
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202 if (n1 == 0 && n2 == 0) |
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203 return "+0"; |
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204 if (n2 == 0) |
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205 sprintf(numbuf, "%s%d", n1 < 0 ? "" : "+", n1); |
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206 else |
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207 sprintf(numbuf,"%s%d,%s%d",n1<0 ? "":"+",n1,n2<0 ? "":"+",n2); |
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208 return numbuf; |
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209 } |
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210 |
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211 /* |
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212 * wield: |
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213 * Pull out a certain weapon |
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214 */ |
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215 wield() |
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216 { |
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217 reg struct linked_list *item; |
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218 reg struct object *obj, *oweapon; |
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219 |
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220 oweapon = cur_weapon; |
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221 if (!dropcheck(cur_weapon)) { |
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222 cur_weapon = oweapon; |
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223 return; |
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|
224 } |
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225 cur_weapon = oweapon; |
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226 if ((item = get_item("wield", WEAPON)) == NULL) |
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227 return; |
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228 obj = OBJPTR(item); |
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229 if (is_current(obj)) { |
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230 after = FALSE; |
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231 return; |
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|
232 } |
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233 msg("Wielding %s", inv_name(obj, TRUE)); |
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234 cur_weapon = obj; |
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|
235 } |
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|
236 |
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237 /* |
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238 * fallpos: |
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239 * Pick a random position around the give (y, x) coordinates |
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240 */ |
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241 fallpos(pos, newpos, passages) |
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242 struct coord *pos, *newpos; |
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243 bool passages; |
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244 { |
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245 reg int y, x, ch; |
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246 |
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247 for (y = pos->y - 1; y <= pos->y + 1; y++) { |
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248 for (x = pos->x - 1; x <= pos->x + 1; x++) { |
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249 /* |
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250 * check to make certain the spot is empty, if it is, |
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251 * put the object there, set it in the level list |
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252 * and re-draw the room if he can see it |
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253 */ |
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254 if (y == hero.y && x == hero.x) |
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255 continue; |
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256 ch = winat(y, x); |
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257 if (ch == FLOOR || (passages && ch == PASSAGE)) { |
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258 newpos->y = y; |
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259 newpos->x = x; |
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260 return TRUE; |
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Import Super-Rogue 9.0 from the Roguelike Restoration Project (r1490)
elwin
parents:
diff
changeset
|
261 } |
2128c7dc8a40
Import Super-Rogue 9.0 from the Roguelike Restoration Project (r1490)
elwin
parents:
diff
changeset
|
262 } |
2128c7dc8a40
Import Super-Rogue 9.0 from the Roguelike Restoration Project (r1490)
elwin
parents:
diff
changeset
|
263 } |
2128c7dc8a40
Import Super-Rogue 9.0 from the Roguelike Restoration Project (r1490)
elwin
parents:
diff
changeset
|
264 return FALSE; |
2128c7dc8a40
Import Super-Rogue 9.0 from the Roguelike Restoration Project (r1490)
elwin
parents:
diff
changeset
|
265 } |