annotate srogue/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 2128c7dc8a40
children 94a0d9dd5ce1
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36
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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 <ctype.h>
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18 #include "rogue.h"
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19 #include "rogue.ext"
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20
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21 /*
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22 * missile:
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23 * Fire a missile in a given direction
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24 */
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25 missile(ydelta, xdelta)
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26 int ydelta, xdelta;
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27 {
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28 reg struct object *obj, *nowwield;
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29 reg struct linked_list *item, *nitem;
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30
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31 /*
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32 * Get which thing we are hurling
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33 */
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34 nowwield = cur_weapon; /* must save current weap */
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35 if ((item = get_item("throw", WEAPON)) == NULL)
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36 return;
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37 obj = OBJPTR(item);
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38 if (!dropcheck(obj) || is_current(obj))
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39 return;
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40 if (obj == nowwield || obj->o_type != WEAPON) {
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41 reg int c;
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42
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43 msg("Do you want to throw that %s? (y or n)",obj->o_typname);
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44 do {
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45 c = readchar();
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46 if (isupper(c))
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47 c = tolower(c);
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48 if (c == ESCAPE || c == 'n') {
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49 msg("");
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50 cur_weapon = nowwield;
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51 after = FALSE; /* ooops, a mistake */
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52 return;
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53 }
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54 } while (c != 'y'); /* keep looking for good ans */
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55 }
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56 /*
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57 * Get rid of the thing. If it is a non-multiple item object, or
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58 * if it is the last thing, just drop it. Otherwise, create a new
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59 * item with a count of one.
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60 */
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61 if (obj->o_count < 2) {
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62 detach(pack, item);
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63 }
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64 else {
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65 obj->o_count--;
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66 obj->o_vol = itemvol(obj);
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67 nitem = new_item(sizeof *obj);
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68 obj = OBJPTR(nitem);
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69 *obj = *(OBJPTR(item));
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70 obj->o_count = 1;
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71 obj->o_vol = itemvol(obj);
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72 item = nitem;
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73 }
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74 updpack(); /* new pack weight */
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75 do_motion(obj, ydelta, xdelta);
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76 if (!isalpha(mvwinch(mw, obj->o_pos.y, obj->o_pos.x))
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77 || !hit_monster(&obj->o_pos, obj))
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78 fall(item, TRUE);
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79 mvwaddch(cw, hero.y, hero.x, PLAYER);
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80 }
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81
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82 /*
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83 * do the actual motion on the screen done by an object traveling
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84 * across the room
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85 */
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86 do_motion(obj, ydelta, xdelta)
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87 struct object *obj;
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88 int ydelta, 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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104 y = obj->o_pos.y;
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105 x = obj->o_pos.x;
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