annotate srogue/weapons.c @ 315:ad2570b5b21f

Advanced Rogue 5, 7: fix some trading post messages. When attempting to buy an unaffordable object, messages were often of the form "You can't afford that a scroll of hold monster !", because the object description (stored in curpurch) was the same text used in inventory displays. This has been worked around by inspecting the contents of curpurch and using different message templates.
author John "Elwin" Edwards
date Sun, 24 Oct 2021 20:26:21 -0400
parents e52a8a7ad4c5
children
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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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