annotate arogue5/weapons.c @ 221:71cb5b647f2b

Rogue V5: remove troublesome automatic platform detection. configure.ac used AC_CANONICAL_SYSTEM to guess the GNU system description triplets. The target description was substituted into the Makefile and formatted into the filename for the binary distribution tarball. But 'target' is only intended for cross-compilers. 'host_os' might have been a better choice. The tarball filename can still be changed manually, by running make with an argument of 'DESTSYS=systemname'. Cross-compiling may be more difficult now, but I am not certain that it worked properly previously, and due to pending autoconf changes, it was likely to break anyway. The top-level config.guess and config.sub are no longer needed, but they may reappear if better support for cross-compilation is added.
author John "Elwin" Edwards
date Fri, 12 Feb 2016 14:25:47 -0500
parents c49f7927b0fa
children 56e748983fa8
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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 * Advanced Rogue
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5 * Copyright (C) 1984, 1985 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 #include "curses.h"
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16 #include <ctype.h>
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c49f7927b0fa arogue5: add missing header files.
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17 #include <string.h>
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18 #include "rogue.h"
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19
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20
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21
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22 /*
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23 * do the actual motion on the screen done by an object traveling
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24 * across the room
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25 */
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26 do_motion(obj, ydelta, xdelta, tp)
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27 register struct object *obj;
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28 register int ydelta, xdelta;
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29 register struct thing *tp;
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30 {
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31
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32 /*
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33 * Come fly with us ...
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34 */
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35 obj->o_pos = tp->t_pos;
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36 for (; ;) {
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37 register int ch;
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38 /*
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39 * Erase the old one
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40 */
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41 if (!ce(obj->o_pos, tp->t_pos) &&
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42 cansee(unc(obj->o_pos)) &&
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43 mvwinch(cw, obj->o_pos.y, obj->o_pos.x) != ' ') {
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44 mvwaddch(cw, obj->o_pos.y, obj->o_pos.x, show(obj->o_pos.y, obj->o_pos.x));
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45 }
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46 /*
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47 * Get the new position
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48 */
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49 obj->o_pos.y += ydelta;
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50 obj->o_pos.x += xdelta;
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51 if (shoot_ok(ch = winat(obj->o_pos.y, obj->o_pos.x)) && ch != DOOR && !ce(obj->o_pos, hero)) {
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52 /*
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53 * It hasn't hit anything yet, so display it
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54 * If it alright.
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55 */
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56 if (cansee(unc(obj->o_pos)) &&
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57 mvwinch(cw, obj->o_pos.y, obj->o_pos.x) != ' ') {
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58 mvwaddch(cw, obj->o_pos.y, obj->o_pos.x, obj->o_type);
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59 draw(cw);
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60 }
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61 continue;
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62 }
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63 break;
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64 }
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65 }
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66
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67
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68 /*
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69 * fall:
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70 * Drop an item someplace around here.
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71 */
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72
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73 fall(item, pr)
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74 register struct linked_list *item;
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75 bool pr;
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76 {
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77 register struct object *obj;
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78 register struct room *rp;
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79 register int i;
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80 coord *fpos = NULL;
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81
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82 obj = OBJPTR(item);
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83 /*
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84 * try to drop the item, look up to 3 squares away for now
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85 */
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86 for (i=1; i<4; i++) {
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87 if ((fpos = fallpos(&obj->o_pos, FALSE, i)) != NULL)
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88 break;
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89 }
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90
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91 if (fpos != NULL) {
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92 mvaddch(fpos->y, fpos->x, obj->o_type);
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93 obj->o_pos = *fpos;
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94 if ((rp = roomin(&hero)) != NULL &&
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95 lit_room(rp)) {
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96 light(&hero);
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97 mvwaddch(cw, hero.y, hero.x, PLAYER);
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98 }
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99 attach(lvl_obj, item);
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100 return;
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101 }
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102
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103
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104 if (pr) {