annotate arogue7/weapons.c @ 125:adfa37e67084

Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
author John "Elwin" Edwards
date Fri, 08 May 2015 15:24:40 -0400
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children b786053d2f37
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adfa37e67084 Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
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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 * Advanced Rogue
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5 * Copyright (C) 1984, 1985, 1986 Michael Morgan, Ken Dalka and AT&T
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6 * All rights reserved.
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7 *
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8 * Based on "Rogue: Exploring the Dungeons of Doom"
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9 * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman
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10 * All rights reserved.
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11 *
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12 * See the file LICENSE.TXT for full copyright and licensing information.
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13 */
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14
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15 /*
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16 * Functions for dealing with problems brought about by weapons
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17 *
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18 */
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19
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20 #include "curses.h"
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21 #include <ctype.h>
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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 do_motion(obj, ydelta, xdelta, tp)
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59 register struct object *obj;
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60 register int ydelta, xdelta;
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61 register struct thing *tp;
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62 {
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63
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64 /*
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65 * Come fly with us ...
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66 */
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67 obj->o_pos = tp->t_pos;
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68 for (; ;) {
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69 register int ch;
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70 /*
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71 * Erase the old one
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72 */
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73 if (!ce(obj->o_pos, tp->t_pos) &&
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74 cansee(unc(obj->o_pos)) &&
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75 mvwinch(cw, obj->o_pos.y, obj->o_pos.x) != ' ') {
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76 mvwaddch(cw, obj->o_pos.y, obj->o_pos.x, show(obj->o_pos.y, obj->o_pos.x));
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77 }
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78 /*
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79 * Get the new position
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80 */
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81 obj->o_pos.y += ydelta;
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82 obj->o_pos.x += xdelta;
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83 if (shoot_ok(ch = winat(obj->o_pos.y, obj->o_pos.x)) && ch != DOOR && !ce(obj->o_pos, hero)) {
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84 /*
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85 * It hasn't hit anything yet, so display it
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86 * If it alright.
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87 */
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88 if (cansee(unc(obj->o_pos)) &&
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89 mvwinch(cw, obj->o_pos.y, obj->o_pos.x) != ' ') {
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