annotate urogue/weapons.c @ 292:ebf49a933e51

UltraRogue: ask about unidentified magic items by default.
author John "Elwin" Edwards
date Fri, 29 Dec 2017 14:16:24 -0500
parents c495a4f288c6
children
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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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