Mercurial > hg > early-roguelike
annotate urogue/weapons.c @ 292:ebf49a933e51
UltraRogue: ask about unidentified magic items by default.
author | John "Elwin" Edwards |
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date | Fri, 29 Dec 2017 14:16:24 -0500 |
parents | c495a4f288c6 |
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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 UltraRogue: The Ultimate Adventure in the Dungeons of Doom |
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5 Copyright (C) 1985, 1986, 1992, 1993, 1995 Herb Chong |
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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 |
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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 <ctype.h> |
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20 #include <string.h> |
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21 #include "rogue.h" |
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22 |
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23 /* |
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24 missile() |
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25 Fire a missile in a given direction |
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26 */ |
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27 |
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28 void |
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29 missile(int ydelta, int xdelta, struct linked_list *item, struct thing *tp) |
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30 { |
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31 struct object *obj; |
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32 struct linked_list *nitem; |
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33 |
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34 if (item == NULL) /* Get which thing we are hurling */ |
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35 return; |
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36 |
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37 obj = OBJPTR(item); |
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38 |
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39 if (!dropcheck(obj) || is_current(obj)) |
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40 return; |
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41 |
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42 /* |
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43 * Get rid of the thing. If it is a non-multiple item object, or if |
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44 * it is the last thing, just drop it. Otherwise, create a new item |
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45 * with a count of one. |
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46 */ |
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47 |
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48 if (obj->o_count < 2) |
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49 { |
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50 if (tp->t_pack == pack) |
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51 rem_pack(obj); |
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52 else |
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53 detach(tp->t_pack, item); |
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54 } |
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55 else |
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56 { |
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57 obj->o_count--; |
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58 nitem = (struct linked_list *) new_item(sizeof *obj); |
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59 obj = OBJPTR(nitem); |
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60 *obj = *(OBJPTR(item)); |
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61 obj->o_count = 1; |
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62 item = nitem; |
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63 } |
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64 |
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65 switch (obj->o_type) |
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66 { |
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67 case ARTIFACT: |
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68 has_artifact &= ~(1 << obj->o_which); |
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69 break; |
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70 |
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71 case SCROLL: |
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72 if (obj->o_which == S_SCARE && obj->o_flags & ISBLESSED) |
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73 obj->o_flags &= ~ISBLESSED; |
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74 else |
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75 obj->o_flags |= ISCURSED; |
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76 } |
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77 |
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78 updpack(); |
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79 obj->o_pos = do_motion(obj->o_type, ydelta, xdelta, tp); |
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80 |
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81 /* |
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82 * AHA! Here it has hit something. If it is a wall or a door, or if |
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83 * it misses (combat) the monster, put it on the floor |
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84 */ |
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85 |
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86 if (!hit_monster(obj->o_pos.y, obj->o_pos.x, obj, tp)) |
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87 { |
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88 if (obj->o_type == WEAPON && obj->o_which == GRENADE) |
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89 { |
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90 hearmsg("BOOOM!"); |
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91 aggravate(); |
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92 |
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93 if (ntraps + 1 < 2 * MAXTRAPS && |
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