Mercurial > hg > early-roguelike
annotate xrogue/weapons.c @ 150:a307ff9cd95e
arogue7: fix the backspace key in prompts.
md_readchar() now translates KEY_BACKSPACE to the erase character.
XRogue seems to work already.
author | John "Elwin" Edwards |
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date | Thu, 28 May 2015 09:41:29 -0400 |
parents | ce0cf824c192 |
children | f54901b9c39b |
rev | line source |
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133
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1 /* |
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2 weapons.c - Functions for dealing with problems brought about by weapons |
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3 |
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4 XRogue: Expeditions into the Dungeons of Doom |
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5 Copyright (C) 1991 Robert Pietkivitch |
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6 All rights reserved. |
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7 |
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8 Based on "Advanced Rogue" |
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9 Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka and AT&T |
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10 All rights reserved. |
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11 |
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12 Based on "Rogue: Exploring the Dungeons of Doom" |
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13 Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman |
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14 All rights reserved. |
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15 |
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16 See the file LICENSE.TXT for full copyright and licensing information. |
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17 */ |
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18 |
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19 #include <curses.h> |
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20 #include <ctype.h> |
135 | 21 #include <string.h> |
133
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22 #include "rogue.h" |
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23 |
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24 boomerang(ydelta, xdelta, item, tp) |
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25 int ydelta, xdelta; |
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26 register struct linked_list *item; |
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27 register struct thing *tp; |
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28 { |
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29 register struct object *obj; |
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30 struct thing midpoint; |
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31 coord oldpos; |
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32 |
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33 obj = OBJPTR(item); |
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34 oldpos = obj->o_pos; |
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35 |
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36 /* |
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37 * make it appear to fly at the target |
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38 */ |
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39 do_motion(obj, ydelta, xdelta, tp); |
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40 hit_monster(unc(obj->o_pos), obj, tp); |
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41 |
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42 /* |
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43 * Now let's make it fly back to the wielder. We need to |
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44 * use midpoint to fool do_motion into thinking the action |
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45 * starts there. Do_motion only looks at the t_pos field. |
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46 */ |
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47 midpoint.t_pos = obj->o_pos; /* Simulate a new start position */ |
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48 do_motion(obj, -ydelta, -xdelta, &midpoint); |
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49 |
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50 obj->o_pos = oldpos; |
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51 } |
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52 |
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53 /* |
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54 * do the actual motion on the screen done by an object traveling |
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55 * across the room. Note that we should not look at any field in |
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56 * tp other than t_pos unless we change boomerang(). |
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57 */ |
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58 |
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59 do_motion(obj, ydelta, xdelta, tp) |
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60 register struct object *obj; |
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61 register int ydelta, xdelta; |
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62 register struct thing *tp; |
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63 { |
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64 |
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65 /* |
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66 * Come fly with us ... |
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67 */ |
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68 obj->o_pos = tp->t_pos; |
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69 for (;;) { |
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70 register int ch; |
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71 /* |
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72 * Erase the old one |
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73 */ |
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74 if (!ce(obj->o_pos, tp->t_pos) && |
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75 cansee(unc(obj->o_pos)) && |
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76 mvwinch(cw, obj->o_pos.y, obj->o_pos.x) != ' ') { |
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77 mvwaddch(cw, obj->o_pos.y, obj->o_pos.x, show(obj->o_pos.y, obj->o_pos.x)); |
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78 } |
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79 /* |
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80 * Get the new position |
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81 */ |
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82 obj->o_pos.y += ydelta; |
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83 obj->o_pos.x += xdelta; |
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84 if (shoot_ok(ch = winat(obj->o_pos.y, obj->o_pos.x)) && ch != DOOR && !ce(obj->o_pos, hero)) { |
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85 /* |
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86 * It hasn't hit anything yet, so display it |
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87 * If it alright. |
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88 */ |
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89 if (cansee(unc(obj->o_pos)) && |
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90 mvwinch(cw, obj->o_pos.y, obj->o_pos.x) != ' ') { |
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91 if (obj->o_type == MISSILE) nofont(cw); |
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92 mvwaddch(cw, obj->o_pos.y, obj->o_pos.x, obj->o_type); |