annotate xrogue/weapons.c @ 278:c222f9d56776

Remove an extra bracket from some Autoconf macros.
author John "Elwin" Edwards
date Sun, 10 Sep 2017 17:30:13 -0400
parents f54901b9c39b
children 28e22fb35989
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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>
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21 #include <string.h>
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22 #include "rogue.h"
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23
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24 void
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25 boomerang(int ydelta, int xdelta, struct linked_list *item, struct thing *tp)
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26 {
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27 register struct object *obj;
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28 struct thing midpoint;
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29 coord oldpos;
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30
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31 obj = OBJPTR(item);
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32 oldpos = obj->o_pos;
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33
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34 /*
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35 * make it appear to fly at the target
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36 */
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37 do_motion(obj, ydelta, xdelta, tp);
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38 hit_monster(unc(obj->o_pos), obj, tp);
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39
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40 /*
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41 * Now let's make it fly back to the wielder. We need to
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42 * use midpoint to fool do_motion into thinking the action
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43 * starts there. Do_motion only looks at the t_pos field.
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44 */
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45 midpoint.t_pos = obj->o_pos; /* Simulate a new start position */
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46 do_motion(obj, -ydelta, -xdelta, &midpoint);
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47
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48 obj->o_pos = oldpos;
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49 }
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50
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51 /*
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52 * do the actual motion on the screen done by an object traveling
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53 * across the room. Note that we should not look at any field in
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54 * tp other than t_pos unless we change boomerang().
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55 */
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56
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57 void
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58 do_motion(struct object *obj, int ydelta, int xdelta, struct thing *tp)
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59 {
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60
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61 /*
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62 * Come fly with us ...
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63 */
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64 obj->o_pos = tp->t_pos;
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65 for (;;) {
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66 register int ch;
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67 /*
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68 * Erase the old one
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69 */
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70 if (!ce(obj->o_pos, tp->t_pos) &&
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71 cansee(unc(obj->o_pos)) &&
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72 mvwinch(cw, obj->o_pos.y, obj->o_pos.x) != ' ') {
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73 mvwaddch(cw, obj->o_pos.y, obj->o_pos.x, show(obj->o_pos.y, obj->o_pos.x));
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74 }
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75 /*
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76 * Get the new position
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77 */
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78 obj->o_pos.y += ydelta;
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79 obj->o_pos.x += xdelta;
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80 if (shoot_ok(ch = winat(obj->o_pos.y, obj->o_pos.x)) && ch != DOOR && !ce(obj->o_pos, hero)) {
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81 /*
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82 * It hasn't hit anything yet, so display it
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83 * If it alright.
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84 */
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85 if (cansee(unc(obj->o_pos)) &&
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86 mvwinch(cw, obj->o_pos.y, obj->o_pos.x) != ' ') {
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87 if (obj->o_type == MISSILE) nofont(cw);
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88 mvwaddch(cw, obj->o_pos.y, obj->o_pos.x, obj->o_type);
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89 newfont(cw);
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90 draw(cw);
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91 }