annotate rogue3/weapons.c @ 129:9c4e50b5825c

arogue7: prevent changing protected options. When using the savedir, whoami, file_name, and score_file cannot be changed.
author John "Elwin" Edwards
date Mon, 11 May 2015 19:41:46 -0400
parents 84651832f967
children 0250220d8cdd
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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",
89
84651832f967 rogue3: short bows should not be called int bows.
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23 "short bow",
0
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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