Mercurial > hg > early-roguelike
annotate rogue4/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 |
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date | Fri, 12 Feb 2016 14:25:47 -0500 |
parents | 9535a08ddc39 |
children | 1b73a8641b37 |
rev | line source |
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12
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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 4.14 (Berkeley) 4/6/82 |
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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, 1982 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 static struct init_weps { |
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21 char *iw_dam; /* Damage when wielded */ |
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22 char *iw_hrl; /* Damage when thrown */ |
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23 char iw_launch; /* Launching weapon */ |
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24 int iw_flags; /* Miscellaneous flags */ |
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25 } init_dam[MAXWEAPONS] = { |
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26 "2d4", "1d3", NONE, 0, /* Mace */ |
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27 "3d4", "1d2", NONE, 0, /* Long sword */ |
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28 "1d1", "1d1", NONE, 0, /* Bow */ |
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29 "1d1", "2d3", BOW, ISMANY|ISMISL, /* Arrow */ |
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30 "1d6", "1d4", NONE, ISMISL, /* Dagger */ |
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31 "4d4", "1d2", NONE, 0, /* 2h sword */ |
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32 "1d1", "1d3", NONE, ISMANY|ISMISL, /* Dart */ |
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33 "1d1", "1d1", NONE, 0, /* Crossbow */ |
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34 "1d2", "2d5", CROSSBOW, ISMANY|ISMISL, /* Crossbow bolt */ |
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35 "2d3", "1d6", NONE, ISMISL, /* Spear */ |
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36 }; |
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37 |
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38 /* |
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39 * missile: |
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40 * Fire a missile in a given direction |
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41 */ |
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42 missile(ydelta, xdelta) |
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43 int ydelta, xdelta; |
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44 { |
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45 register THING *obj, *nitem; |
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46 |
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47 /* |
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48 * Get which thing we are hurling |
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49 */ |
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50 if ((obj = get_item("throw", WEAPON)) == NULL) |
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51 return; |
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52 if (!dropcheck(obj) || is_current(obj)) |
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53 return; |
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54 /* |
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55 * Get rid of the thing. If it is a non-multiple item object, or |
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56 * if it is the last thing, just drop it. Otherwise, create a new |
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57 * item with a count of one. |
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58 */ |
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59 if (obj->o_count < 2) |
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60 { |
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61 detach(pack, obj); |
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62 inpack--; |
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63 } |
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64 else |
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65 { |
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66 obj->o_count--; |
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67 if (obj->o_group == 0) |
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68 inpack--; |
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69 nitem = new_item(); |
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70 *nitem = *obj; |
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71 nitem->o_count = 1; |
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72 obj = nitem; |
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73 } |
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74 do_motion(obj, ydelta, xdelta); |
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75 /* |
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76 * AHA! Here it has hit something. If it is a wall or a door, |
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77 * or if it misses (combat) the monster, put it on the floor |
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78 */ |
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79 if (moat(obj->o_pos.y, obj->o_pos.x) == NULL |
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80 || !hit_monster(unc(obj->o_pos), obj)) |
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81 fall(obj, TRUE); |
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82 } |
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83 |
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84 /* |
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85 * do_motion: |
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86 * Do the actual motion on the screen done by an object traveling |
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87 * across the room |
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88 */ |
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89 do_motion(obj, ydelta, xdelta) |
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90 register THING *obj; |
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91 register int ydelta, xdelta; |
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92 { |
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93 /* |
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94 * Come fly with us ... |
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95 */ |
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96 obj->o_pos = hero; |
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97 for (;;) |
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98 { |
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99 register int ch; |
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100 |
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101 /* |
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102 * Erase the old one |
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103 */ |
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