annotate xrogue/weapons.c @ 133:e6179860cb76

Import XRogue 8.0 from the Roguelike Restoration Project (r1490)
author John "Elwin" Edwards
date Tue, 21 Apr 2015 08:55:20 -0400
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children ce0cf824c192
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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 "rogue.h"
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22
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23 boomerang(ydelta, xdelta, item, tp)
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24 int ydelta, xdelta;
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25 register struct linked_list *item;
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26 register struct thing *tp;
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27 {
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28 register struct object *obj;
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29 struct thing midpoint;
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30 coord oldpos;
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31
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32 obj = OBJPTR(item);
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33 oldpos = obj->o_pos;
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34
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35 /*
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36 * make it appear to fly at the target
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37 */
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38 do_motion(obj, ydelta, xdelta, tp);
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39 hit_monster(unc(obj->o_pos), obj, tp);
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40
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41 /*
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42 * Now let's make it fly back to the wielder. We need to
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43 * use midpoint to fool do_motion into thinking the action
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44 * starts there. Do_motion only looks at the t_pos field.
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45 */
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46 midpoint.t_pos = obj->o_pos; /* Simulate a new start position */
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47 do_motion(obj, -ydelta, -xdelta, &midpoint);
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48
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49 obj->o_pos = oldpos;
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50 }
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51
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52 /*
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53 * do the actual motion on the screen done by an object traveling
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54 * across the room. Note that we should not look at any field in
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55 * tp other than t_pos unless we change boomerang().
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56 */
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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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90 if (obj->o_type == MISSILE) nofont(cw);
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