Mercurial > hg > early-roguelike
comparison srogue/weapons.c @ 36:2128c7dc8a40
Import Super-Rogue 9.0 from the Roguelike Restoration Project (r1490)
author | elwin |
---|---|
date | Thu, 25 Nov 2010 12:21:41 +0000 |
parents | |
children | 94a0d9dd5ce1 |
comparison
equal
deleted
inserted
replaced
35:05018c63a721 | 36:2128c7dc8a40 |
---|---|
1 /* | |
2 * Functions for dealing with weapons | |
3 * | |
4 * @(#)weapons.c 9.0 (rdk) 7/17/84 | |
5 * | |
6 * Super-Rogue | |
7 * Copyright (C) 1984 Robert D. Kindelberger | |
8 * All rights reserved. | |
9 * | |
10 * Based on "Rogue: Exploring the Dungeons of Doom" | |
11 * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman | |
12 * All rights reserved. | |
13 * | |
14 * See the file LICENSE.TXT for full copyright and licensing information. | |
15 */ | |
16 | |
17 #include <ctype.h> | |
18 #include "rogue.h" | |
19 #include "rogue.ext" | |
20 | |
21 /* | |
22 * missile: | |
23 * Fire a missile in a given direction | |
24 */ | |
25 missile(ydelta, xdelta) | |
26 int ydelta, xdelta; | |
27 { | |
28 reg struct object *obj, *nowwield; | |
29 reg struct linked_list *item, *nitem; | |
30 | |
31 /* | |
32 * Get which thing we are hurling | |
33 */ | |
34 nowwield = cur_weapon; /* must save current weap */ | |
35 if ((item = get_item("throw", WEAPON)) == NULL) | |
36 return; | |
37 obj = OBJPTR(item); | |
38 if (!dropcheck(obj) || is_current(obj)) | |
39 return; | |
40 if (obj == nowwield || obj->o_type != WEAPON) { | |
41 reg int c; | |
42 | |
43 msg("Do you want to throw that %s? (y or n)",obj->o_typname); | |
44 do { | |
45 c = readchar(); | |
46 if (isupper(c)) | |
47 c = tolower(c); | |
48 if (c == ESCAPE || c == 'n') { | |
49 msg(""); | |
50 cur_weapon = nowwield; | |
51 after = FALSE; /* ooops, a mistake */ | |
52 return; | |
53 } | |
54 } while (c != 'y'); /* keep looking for good ans */ | |
55 } | |
56 /* | |
57 * Get rid of the thing. If it is a non-multiple item object, or | |
58 * if it is the last thing, just drop it. Otherwise, create a new | |
59 * item with a count of one. | |
60 */ | |
61 if (obj->o_count < 2) { | |
62 detach(pack, item); | |
63 } | |
64 else { | |
65 obj->o_count--; | |
66 obj->o_vol = itemvol(obj); | |
67 nitem = new_item(sizeof *obj); | |
68 obj = OBJPTR(nitem); | |
69 *obj = *(OBJPTR(item)); | |
70 obj->o_count = 1; | |
71 obj->o_vol = itemvol(obj); | |
72 item = nitem; | |
73 } | |
74 updpack(); /* new pack weight */ | |
75 do_motion(obj, ydelta, xdelta); | |
76 if (!isalpha(mvwinch(mw, obj->o_pos.y, obj->o_pos.x)) | |
77 || !hit_monster(&obj->o_pos, obj)) | |
78 fall(item, TRUE); | |
79 mvwaddch(cw, hero.y, hero.x, PLAYER); | |
80 } | |
81 | |
82 /* | |
83 * do the actual motion on the screen done by an object traveling | |
84 * across the room | |
85 */ | |
86 do_motion(obj, ydelta, xdelta) | |
87 struct object *obj; | |
88 int ydelta, xdelta; | |
89 { | |
90 reg int ch, y, x; | |
91 | |
92 obj->o_pos = hero; | |
93 while (1) { | |
94 y = obj->o_pos.y; | |
95 x = obj->o_pos.x; | |
96 if (!ce(obj->o_pos, hero) && cansee(unc(obj->o_pos)) && | |
97 mvwinch(cw, y, x) != ' ') | |
98 mvwaddch(cw, y, x, show(y, x)); | |
99 /* | |
100 * Get the new position | |
101 */ | |
102 obj->o_pos.y += ydelta; | |
103 obj->o_pos.x += xdelta; | |
104 y = obj->o_pos.y; | |
105 x = obj->o_pos.x; | |
106 ch = winat(y, x); | |
107 if (step_ok(ch) && ch != DOOR) { | |
108 if (cansee(unc(obj->o_pos)) && mvwinch(cw, y, x) != ' ') { | |
109 mvwaddch(cw, y, x, obj->o_type); | |
110 draw(cw); | |
111 } | |
112 continue; | |
113 } | |
114 break; | |
115 } | |
116 } | |
117 | |
118 /* | |
119 * fall: | |
120 * Drop an item someplace around here. | |
121 */ | |
122 | |
123 fall(item, pr) | |
124 struct linked_list *item; | |
125 bool pr; | |
126 { | |
127 reg struct object *obj; | |
128 reg struct room *rp; | |
129 static struct coord fpos; | |
130 | |
131 obj = OBJPTR(item); | |
132 if (fallpos(&obj->o_pos, &fpos, TRUE)) { | |
133 mvaddch(fpos.y, fpos.x, obj->o_type); | |
134 obj->o_pos = fpos; | |
135 rp = player.t_room; | |
136 if (rp != NULL && !rf_on(rp,ISDARK)) { | |
137 light(&hero); | |
138 mvwaddch(cw, hero.y, hero.x, PLAYER); | |
139 } | |
140 attach(lvl_obj, item); | |
141 return; | |
142 } | |
143 | |
144 if (pr) | |
145 if (obj->o_type == WEAPON) /* BUGFIX: Identification trick */ | |
146 msg("Your %s vanishes as it hits the ground.", w_magic[obj->o_which].mi_name); | |
147 else | |
148 msg("%s vanishes as it hits the ground.", inv_name(obj,TRUE)); | |
149 | |
150 discard(item); | |
151 } | |
152 | |
153 /* | |
154 * init_weapon: | |
155 * Set up the initial goodies for a weapon | |
156 */ | |
157 | |
158 init_weapon(weap, type) | |
159 struct object *weap; | |
160 int type; | |
161 { | |
162 reg struct init_weps *iwp; | |
163 | |
164 weap->o_type = WEAPON; | |
165 weap->o_which = type; | |
166 iwp = &weaps[type]; | |
167 strcpy(weap->o_damage,iwp->w_dam); | |
168 strcpy(weap->o_hurldmg,iwp->w_hrl); | |
169 weap->o_launch = iwp->w_launch; | |
170 weap->o_flags = iwp->w_flags; | |
171 weap->o_weight = iwp->w_wght; | |
172 weap->o_typname = things[TYP_WEAPON].mi_name; | |
173 if (o_on(weap,ISMANY)) | |
174 weap->o_count = rnd(8) + 8; | |
175 else | |
176 weap->o_count = 1; | |
177 weap->o_group = newgrp(); | |
178 weap->o_vol = itemvol(weap); | |
179 } | |
180 | |
181 /* | |
182 * hit_monster: | |
183 * Does the missile hit the monster | |
184 */ | |
185 hit_monster(mp, obj) | |
186 struct coord *mp; | |
187 struct object *obj; | |
188 { | |
189 return fight(mp, obj, TRUE); | |
190 } | |
191 | |
192 /* | |
193 * num: | |
194 * Figure out the plus number for armor/weapons | |
195 */ | |
196 char * | |
197 num(n1, n2) | |
198 int n1, n2; | |
199 { | |
200 static char numbuf[LINLEN]; | |
201 | |
202 if (n1 == 0 && n2 == 0) | |
203 return "+0"; | |
204 if (n2 == 0) | |
205 sprintf(numbuf, "%s%d", n1 < 0 ? "" : "+", n1); | |
206 else | |
207 sprintf(numbuf,"%s%d,%s%d",n1<0 ? "":"+",n1,n2<0 ? "":"+",n2); | |
208 return numbuf; | |
209 } | |
210 | |
211 /* | |
212 * wield: | |
213 * Pull out a certain weapon | |
214 */ | |
215 wield() | |
216 { | |
217 reg struct linked_list *item; | |
218 reg struct object *obj, *oweapon; | |
219 | |
220 oweapon = cur_weapon; | |
221 if (!dropcheck(cur_weapon)) { | |
222 cur_weapon = oweapon; | |
223 return; | |
224 } | |
225 cur_weapon = oweapon; | |
226 if ((item = get_item("wield", WEAPON)) == NULL) | |
227 return; | |
228 obj = OBJPTR(item); | |
229 if (is_current(obj)) { | |
230 after = FALSE; | |
231 return; | |
232 } | |
233 msg("Wielding %s", inv_name(obj, TRUE)); | |
234 cur_weapon = obj; | |
235 } | |
236 | |
237 /* | |
238 * fallpos: | |
239 * Pick a random position around the give (y, x) coordinates | |
240 */ | |
241 fallpos(pos, newpos, passages) | |
242 struct coord *pos, *newpos; | |
243 bool passages; | |
244 { | |
245 reg int y, x, ch; | |
246 | |
247 for (y = pos->y - 1; y <= pos->y + 1; y++) { | |
248 for (x = pos->x - 1; x <= pos->x + 1; x++) { | |
249 /* | |
250 * check to make certain the spot is empty, if it is, | |
251 * put the object there, set it in the level list | |
252 * and re-draw the room if he can see it | |
253 */ | |
254 if (y == hero.y && x == hero.x) | |
255 continue; | |
256 ch = winat(y, x); | |
257 if (ch == FLOOR || (passages && ch == PASSAGE)) { | |
258 newpos->y = y; | |
259 newpos->x = x; | |
260 return TRUE; | |
261 } | |
262 } | |
263 } | |
264 return FALSE; | |
265 } |