Mercurial > hg > early-roguelike
annotate srogue/weapons.c @ 239:837044d2c362
Merge the GCC5 and build fix branches.
This fixes all warnings produced by GCC 5, except the ones related to
system functions. Those could be fixed by including the proper headers,
but it would be better to replace the system-dependent code with
functions from mdport.c.
author | John "Elwin" Edwards |
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date | Fri, 11 Mar 2016 19:47:52 -0500 |
parents | 94a0d9dd5ce1 |
children | e52a8a7ad4c5 |
rev | line source |
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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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