annotate rogue3/weapons.c @ 145:aac28331e71d

Advanced Rogue family: fix the "score" option. Changing the score file (when permitted) now works again, closing the old score file and opening the new one.
author John "Elwin" Edwards
date Wed, 20 May 2015 08:42:17 -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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