Mercurial > hg > early-roguelike
annotate rogue3/weapons.c @ 65:7aff18a8d508
arogue5: implement logging.
author | elwin |
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date | Fri, 10 Aug 2012 21:17:14 +0000 |
parents | 527e2150eaf0 |
children | 84651832f967 |
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", |
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23 "int bow", |
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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); |
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104 } |