Mercurial > hg > early-roguelike
comparison rogue3/weapons.c @ 0:527e2150eaf0
Import Rogue 3.6 from the Roguelike Restoration Project (r1490)
author | edwarj4 |
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date | Tue, 13 Oct 2009 13:33:34 +0000 |
parents | |
children | 84651832f967 |
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-1:000000000000 | 0:527e2150eaf0 |
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1 /* | |
2 * Functions for dealing with problems brought about by weapons | |
3 * | |
4 * @(#)weapons.c 3.17 (Berkeley) 6/15/81 | |
5 * | |
6 * Rogue: Exploring the Dungeons of Doom | |
7 * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman | |
8 * All rights reserved. | |
9 * | |
10 * See the file LICENSE.TXT for full copyright and licensing information. | |
11 */ | |
12 | |
13 #include "curses.h" | |
14 #include <ctype.h> | |
15 #include <string.h> | |
16 #include "rogue.h" | |
17 | |
18 #define NONE 100 | |
19 | |
20 char *w_names[MAXWEAPONS] = { | |
21 "mace", | |
22 "long sword", | |
23 "int bow", | |
24 "arrow", | |
25 "dagger", | |
26 "rock", | |
27 "two handed sword", | |
28 "sling", | |
29 "dart", | |
30 "crossbow", | |
31 "crossbow bolt", | |
32 "spear", | |
33 }; | |
34 | |
35 static struct init_weps { | |
36 char *iw_dam; | |
37 char *iw_hrl; | |
38 int iw_launch; | |
39 int iw_flags; | |
40 } init_dam[MAXWEAPONS] = { | |
41 "2d4", "1d3", NONE, 0, /* Mace */ | |
42 "1d10", "1d2", NONE,0, /* Long sword */ | |
43 "1d1", "1d1", NONE, 0, /* Bow */ | |
44 "1d1", "1d6", BOW, ISMANY|ISMISL, /* Arrow */ | |
45 "1d6", "1d4", NONE, ISMISL, /* Dagger */ | |
46 "1d2", "1d4", SLING,ISMANY|ISMISL, /* Rock */ | |
47 "3d6", "1d2", NONE, 0, /* 2h sword */ | |
48 "0d0", "0d0", NONE, 0, /* Sling */ | |
49 "1d1", "1d3", NONE, ISMANY|ISMISL, /* Dart */ | |
50 "1d1", "1d1", NONE, 0, /* Crossbow */ | |
51 "1d2", "1d10", CROSSBOW, ISMANY|ISMISL,/* Crossbow bolt */ | |
52 "1d8", "1d6", NONE, ISMISL, /* Spear */ | |
53 }; | |
54 | |
55 /* | |
56 * missile: | |
57 * Fire a missile in a given direction | |
58 */ | |
59 | |
60 void | |
61 missile(int ydelta, int xdelta) | |
62 { | |
63 struct object *obj; | |
64 struct linked_list *item, *nitem; | |
65 | |
66 /* | |
67 * Get which thing we are hurling | |
68 */ | |
69 if ((item = get_item("throw", WEAPON)) == NULL) | |
70 return; | |
71 obj = (struct object *) ldata(item); | |
72 if (!dropcheck(obj) || is_current(obj)) | |
73 return; | |
74 /* | |
75 * Get rid of the thing. If it is a non-multiple item object, or | |
76 * if it is the last thing, just drop it. Otherwise, create a new | |
77 * item with a count of one. | |
78 */ | |
79 if (obj->o_count < 2) | |
80 { | |
81 detach(pack, item); | |
82 inpack--; | |
83 } | |
84 else | |
85 { | |
86 obj->o_count--; | |
87 if (obj->o_group == 0) | |
88 inpack--; | |
89 nitem = (struct linked_list *) new_item(sizeof *obj); | |
90 obj = (struct object *) ldata(nitem); | |
91 *obj = *((struct object *) ldata(item)); | |
92 obj->o_count = 1; | |
93 item = nitem; | |
94 } | |
95 do_motion(obj, ydelta, xdelta); | |
96 /* | |
97 * AHA! Here it has hit something. If it is a wall or a door, | |
98 * or if it misses (combat) the mosnter, put it on the floor | |
99 */ | |
100 if (!isupper(mvwinch(mw, obj->o_pos.y, obj->o_pos.x)) | |
101 || !hit_monster(unc(obj->o_pos), obj)) | |
102 fall(item, TRUE); | |
103 mvwaddch(cw, hero.y, hero.x, PLAYER); | |
104 } | |
105 | |
106 /* | |
107 * do the actual motion on the screen done by an object traveling | |
108 * across the room | |
109 */ | |
110 void | |
111 do_motion(struct object *obj, int ydelta, int xdelta) | |
112 { | |
113 /* | |
114 * Come fly with us ... | |
115 */ | |
116 obj->o_pos = hero; | |
117 for (;;) | |
118 { | |
119 int ch; | |
120 | |
121 /* | |
122 * Erase the old one | |
123 */ | |
124 if (!ce(obj->o_pos, hero) && cansee(unc(obj->o_pos)) && | |
125 mvwinch(cw, obj->o_pos.y, obj->o_pos.x) != ' ') | |
126 mvwaddch(cw, obj->o_pos.y, obj->o_pos.x, | |
127 show(obj->o_pos.y, obj->o_pos.x)); | |
128 /* | |
129 * Get the new position | |
130 */ | |
131 obj->o_pos.y += ydelta; | |
132 obj->o_pos.x += xdelta; | |
133 if (step_ok(ch = winat(obj->o_pos.y, obj->o_pos.x)) && ch != DOOR) | |
134 { | |
135 /* | |
136 * It hasn't hit anything yet, so display it | |
137 * If it alright. | |
138 */ | |
139 if (cansee(unc(obj->o_pos)) && | |
140 mvwinch(cw, obj->o_pos.y, obj->o_pos.x) != ' ') | |
141 { | |
142 mvwaddch(cw, obj->o_pos.y, obj->o_pos.x, obj->o_type); | |
143 draw(cw); | |
144 } | |
145 continue; | |
146 } | |
147 break; | |
148 } | |
149 } | |
150 | |
151 /* | |
152 * fall: | |
153 * Drop an item someplace around here. | |
154 */ | |
155 | |
156 void | |
157 fall(struct linked_list *item, int pr) | |
158 { | |
159 struct object *obj; | |
160 struct room *rp; | |
161 static coord fpos; | |
162 | |
163 obj = (struct object *) ldata(item); | |
164 if (fallpos(&obj->o_pos, &fpos, TRUE)) | |
165 { | |
166 mvaddch(fpos.y, fpos.x, obj->o_type); | |
167 obj->o_pos = fpos; | |
168 if ((rp = roomin(&hero)) != NULL && !(rp->r_flags & ISDARK)) | |
169 { | |
170 light(&hero); | |
171 mvwaddch(cw, hero.y, hero.x, PLAYER); | |
172 } | |
173 attach(lvl_obj, item); | |
174 return; | |
175 } | |
176 if (pr) | |
177 if (obj->o_type == WEAPON) /* BUGFUX: Identification trick */ | |
178 msg("Your %s vanishes as it hits the ground.", w_names[obj->o_which]); | |
179 else | |
180 msg("%s vanishes as it hits the ground.", inv_name(obj,TRUE)); | |
181 discard(item); | |
182 } | |
183 | |
184 /* | |
185 * init_weapon: | |
186 * Set up the initial goodies for a weapon | |
187 */ | |
188 | |
189 void | |
190 init_weapon(struct object *weap, int type) | |
191 { | |
192 struct init_weps *iwp; | |
193 | |
194 iwp = &init_dam[type]; | |
195 strcpy(weap->o_damage,iwp->iw_dam); | |
196 strcpy(weap->o_hurldmg,iwp->iw_hrl); | |
197 weap->o_launch = iwp->iw_launch; | |
198 weap->o_flags = iwp->iw_flags; | |
199 if (weap->o_flags & ISMANY) | |
200 { | |
201 weap->o_count = rnd(8) + 8; | |
202 weap->o_group = newgrp(); | |
203 } | |
204 else | |
205 weap->o_count = 1; | |
206 } | |
207 | |
208 /* | |
209 * Does the missile hit the monster | |
210 */ | |
211 | |
212 int | |
213 hit_monster(int y, int x, struct object *obj) | |
214 { | |
215 static coord mp; | |
216 | |
217 mp.y = y; | |
218 mp.x = x; | |
219 return fight(&mp, winat(y, x), obj, TRUE); | |
220 } | |
221 | |
222 /* | |
223 * num: | |
224 * Figure out the plus number for armor/weapons | |
225 */ | |
226 | |
227 char * | |
228 num(int n1, int n2) | |
229 { | |
230 static char numbuf[80]; | |
231 | |
232 if (n1 == 0 && n2 == 0) | |
233 return "+0"; | |
234 if (n2 == 0) | |
235 sprintf(numbuf, "%s%d", n1 < 0 ? "" : "+", n1); | |
236 else | |
237 sprintf(numbuf, "%s%d,%s%d", | |
238 n1 < 0 ? "" : "+", n1, n2 < 0 ? "" : "+", n2); | |
239 return numbuf; | |
240 } | |
241 | |
242 /* | |
243 * wield: | |
244 * Pull out a certain weapon | |
245 */ | |
246 | |
247 void | |
248 wield() | |
249 { | |
250 struct linked_list *item; | |
251 struct object *obj, *oweapon; | |
252 | |
253 oweapon = cur_weapon; | |
254 if (!dropcheck(cur_weapon)) | |
255 { | |
256 cur_weapon = oweapon; | |
257 return; | |
258 } | |
259 cur_weapon = oweapon; | |
260 if ((item = get_item("wield", WEAPON)) == NULL) | |
261 { | |
262 bad: | |
263 after = FALSE; | |
264 return; | |
265 } | |
266 | |
267 obj = (struct object *) ldata(item); | |
268 if (obj->o_type == ARMOR) | |
269 { | |
270 msg("You can't wield armor"); | |
271 goto bad; | |
272 } | |
273 if (is_current(obj)) | |
274 goto bad; | |
275 | |
276 if (terse) | |
277 addmsg("W"); | |
278 else | |
279 addmsg("You are now w"); | |
280 msg("ielding %s", inv_name(obj, TRUE)); | |
281 cur_weapon = obj; | |
282 } | |
283 | |
284 /* | |
285 * pick a random position around the give (y, x) coordinates | |
286 */ | |
287 int | |
288 fallpos(coord *pos, coord *newpos, int passages) | |
289 { | |
290 int y, x, cnt, ch; | |
291 | |
292 cnt = 0; | |
293 for (y = pos->y - 1; y <= pos->y + 1; y++) | |
294 for (x = pos->x - 1; x <= pos->x + 1; x++) | |
295 { | |
296 /* | |
297 * check to make certain the spot is empty, if it is, | |
298 * put the object there, set it in the level list | |
299 * and re-draw the room if he can see it | |
300 */ | |
301 if (y == hero.y && x == hero.x) | |
302 continue; | |
303 if (((ch = winat(y, x)) == FLOOR || (passages && ch == PASSAGE)) | |
304 && rnd(++cnt) == 0) | |
305 { | |
306 newpos->y = y; | |
307 newpos->x = x; | |
308 } | |
309 } | |
310 return (cnt != 0); | |
311 } |