Mercurial > hg > early-roguelike
comparison xrogue/weapons.c @ 142:6b5fbd7c3ece
Merge arogue7 and xrogue trees.
author | John "Elwin" Edwards |
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date | Tue, 12 May 2015 21:39:39 -0400 |
parents | ce0cf824c192 |
children | f54901b9c39b |
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132:66b0263af424 | 142:6b5fbd7c3ece |
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1 /* | |
2 weapons.c - Functions for dealing with problems brought about by weapons | |
3 | |
4 XRogue: Expeditions into the Dungeons of Doom | |
5 Copyright (C) 1991 Robert Pietkivitch | |
6 All rights reserved. | |
7 | |
8 Based on "Advanced Rogue" | |
9 Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka and AT&T | |
10 All rights reserved. | |
11 | |
12 Based on "Rogue: Exploring the Dungeons of Doom" | |
13 Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman | |
14 All rights reserved. | |
15 | |
16 See the file LICENSE.TXT for full copyright and licensing information. | |
17 */ | |
18 | |
19 #include <curses.h> | |
20 #include <ctype.h> | |
21 #include <string.h> | |
22 #include "rogue.h" | |
23 | |
24 boomerang(ydelta, xdelta, item, tp) | |
25 int ydelta, xdelta; | |
26 register struct linked_list *item; | |
27 register struct thing *tp; | |
28 { | |
29 register struct object *obj; | |
30 struct thing midpoint; | |
31 coord oldpos; | |
32 | |
33 obj = OBJPTR(item); | |
34 oldpos = obj->o_pos; | |
35 | |
36 /* | |
37 * make it appear to fly at the target | |
38 */ | |
39 do_motion(obj, ydelta, xdelta, tp); | |
40 hit_monster(unc(obj->o_pos), obj, tp); | |
41 | |
42 /* | |
43 * Now let's make it fly back to the wielder. We need to | |
44 * use midpoint to fool do_motion into thinking the action | |
45 * starts there. Do_motion only looks at the t_pos field. | |
46 */ | |
47 midpoint.t_pos = obj->o_pos; /* Simulate a new start position */ | |
48 do_motion(obj, -ydelta, -xdelta, &midpoint); | |
49 | |
50 obj->o_pos = oldpos; | |
51 } | |
52 | |
53 /* | |
54 * do the actual motion on the screen done by an object traveling | |
55 * across the room. Note that we should not look at any field in | |
56 * tp other than t_pos unless we change boomerang(). | |
57 */ | |
58 | |
59 do_motion(obj, ydelta, xdelta, tp) | |
60 register struct object *obj; | |
61 register int ydelta, xdelta; | |
62 register struct thing *tp; | |
63 { | |
64 | |
65 /* | |
66 * Come fly with us ... | |
67 */ | |
68 obj->o_pos = tp->t_pos; | |
69 for (;;) { | |
70 register int ch; | |
71 /* | |
72 * Erase the old one | |
73 */ | |
74 if (!ce(obj->o_pos, tp->t_pos) && | |
75 cansee(unc(obj->o_pos)) && | |
76 mvwinch(cw, obj->o_pos.y, obj->o_pos.x) != ' ') { | |
77 mvwaddch(cw, obj->o_pos.y, obj->o_pos.x, show(obj->o_pos.y, obj->o_pos.x)); | |
78 } | |
79 /* | |
80 * Get the new position | |
81 */ | |
82 obj->o_pos.y += ydelta; | |
83 obj->o_pos.x += xdelta; | |
84 if (shoot_ok(ch = winat(obj->o_pos.y, obj->o_pos.x)) && ch != DOOR && !ce(obj->o_pos, hero)) { | |
85 /* | |
86 * It hasn't hit anything yet, so display it | |
87 * If it alright. | |
88 */ | |
89 if (cansee(unc(obj->o_pos)) && | |
90 mvwinch(cw, obj->o_pos.y, obj->o_pos.x) != ' ') { | |
91 if (obj->o_type == MISSILE) nofont(cw); | |
92 mvwaddch(cw, obj->o_pos.y, obj->o_pos.x, obj->o_type); | |
93 newfont(cw); | |
94 draw(cw); | |
95 } | |
96 continue; | |
97 } | |
98 | |
99 /* | |
100 * Did we stop because of a monster or the hero? If we did | |
101 * not, we want to move our position back one because we could | |
102 * not actually make it this far. | |
103 */ | |
104 if (!isalpha(ch) && | |
105 !(obj->o_pos.y == hero.y && obj->o_pos.x == hero.x)) { | |
106 obj->o_pos.y -= ydelta; | |
107 obj->o_pos.x -= xdelta; | |
108 } | |
109 | |
110 break; | |
111 } | |
112 } | |
113 | |
114 | |
115 /* | |
116 * fall: | |
117 * Drop an item someplace around here. | |
118 */ | |
119 | |
120 fall(item, pr) | |
121 register struct linked_list *item; | |
122 bool pr; | |
123 { | |
124 register struct object *obj; | |
125 register struct room *rp; | |
126 register int i; | |
127 struct object *tobj; | |
128 struct linked_list *titem; | |
129 coord *fpos = NULL; | |
130 | |
131 obj = OBJPTR(item); | |
132 /* | |
133 * try to drop the item, look up to 3 squares away for now | |
134 */ | |
135 for (i=1; i<4; i++) { | |
136 if ((fpos = fallpos(&obj->o_pos, FALSE, i)) != NULL) | |
137 break; | |
138 } | |
139 | |
140 if (fpos != NULL) { | |
141 if (obj->o_group) { /* try to add groups together */ | |
142 for(titem=lvl_obj; titem!=NULL; titem=next(titem)) { | |
143 tobj = OBJPTR(titem); | |
144 if (tobj->o_group == obj->o_group && | |
145 tobj->o_pos.y == fpos->y && | |
146 tobj->o_pos.x == fpos->x) { | |
147 tobj->o_count += obj->o_count; | |
148 o_discard(item); | |
149 return; | |
150 } | |
151 } | |
152 } | |
153 mvaddch(fpos->y, fpos->x, obj->o_type); | |
154 obj->o_pos = *fpos; | |
155 if ((rp = roomin(&hero)) != NULL && | |
156 lit_room(rp)) { | |
157 light(&hero); | |
158 mvwaddch(cw, hero.y, hero.x, PLAYER); | |
159 } | |
160 attach(lvl_obj, item); | |
161 return; | |
162 } | |
163 if (pr) { | |
164 msg("The %s vanishes as it hits the ground.", | |
165 weaps[obj->o_which].w_name); | |
166 } | |
167 o_discard(item); | |
168 } | |
169 | |
170 /* | |
171 * Does the missile hit the monster | |
172 */ | |
173 | |
174 hit_monster(y, x, obj, tp) | |
175 register int y, x; | |
176 struct object *obj; | |
177 register struct thing *tp; | |
178 { | |
179 static coord mp; | |
180 | |
181 mp.y = y; | |
182 mp.x = x; | |
183 if (tp == &player) { | |
184 /* Make sure there is a monster where it landed */ | |
185 if (!isalpha(mvwinch(mw, y, x))) { | |
186 return(FALSE); | |
187 } | |
188 | |
189 /* Player hits monster */ | |
190 return(fight(&mp, obj, TRUE)); | |
191 } else { | |
192 if (!ce(mp, hero)) { | |
193 /* Monster hits monster */ | |
194 return(skirmish(tp, &mp, obj, TRUE)); | |
195 } | |
196 | |
197 /* Monster hits player */ | |
198 return(attack(tp, obj, TRUE)); | |
199 } | |
200 } | |
201 | |
202 /* | |
203 * init_weapon: | |
204 * Set up the initial goodies for a weapon | |
205 */ | |
206 | |
207 init_weapon(weap, type) | |
208 register struct object *weap; | |
209 char type; | |
210 { | |
211 register struct init_weps *iwp; | |
212 | |
213 iwp = &weaps[type]; | |
214 strcpy(weap->o_damage,iwp->w_dam); | |
215 strcpy(weap->o_hurldmg,iwp->w_hrl); | |
216 weap->o_launch = iwp->w_launch; | |
217 weap->o_flags = iwp->w_flags; | |
218 weap->o_weight = iwp->w_wght; | |
219 if (weap->o_flags & ISMANY) { | |
220 weap->o_count = rnd(8) + 8; | |
221 weap->o_group = newgrp(); | |
222 } else { | |
223 weap->o_count = 1; | |
224 } | |
225 } | |
226 | |
227 /* | |
228 * missile: | |
229 * Fire a missile in a given direction | |
230 */ | |
231 | |
232 missile(ydelta, xdelta, item, tp) | |
233 int ydelta, xdelta; | |
234 register struct linked_list *item; | |
235 register struct thing *tp; | |
236 { | |
237 register struct object *obj; | |
238 register struct linked_list *nitem; | |
239 char ch; | |
240 | |
241 /* | |
242 * Get which thing we are hurling | |
243 */ | |
244 if (item == NULL) { | |
245 return; | |
246 } | |
247 obj = OBJPTR(item); | |
248 if (obj->o_type == RELIC && obj->o_which == AXE_AKLAD) { | |
249 boomerang(ydelta, xdelta, item, tp); | |
250 return; | |
251 } | |
252 | |
253 if (!dropcheck(obj)) return; /* Can we get rid of it? */ | |
254 | |
255 if(!(obj->o_flags & ISMISL)) { | |
256 for(;;) { | |
257 msg(terse ? "Really throw? (y or n): " | |
258 : "Do you really want to throw %s? (y or n): ", | |
259 inv_name(obj, TRUE)); | |
260 mpos = 0; | |
261 ch = wgetch(cw); | |
262 if (ch == 'n' || ch == ESC) { | |
263 after = FALSE; | |
264 return; | |
265 } | |
266 if (ch == 'y') | |
267 break; | |
268 } | |
269 } | |
270 /* | |
271 * Get rid of the thing. If it is a non-multiple item object, or | |
272 * if it is the last thing, just drop it. Otherwise, create a new | |
273 * item with a count of one. | |
274 */ | |
275 if (obj->o_count < 2) { | |
276 detach(tp->t_pack, item); | |
277 if (tp->t_pack == pack) { | |
278 inpack--; | |
279 } | |
280 } | |
281 else { | |
282 obj->o_count--; | |
283 nitem = (struct linked_list *) new_item(sizeof *obj); | |
284 obj = OBJPTR(nitem); | |
285 *obj = *(OBJPTR(item)); | |
286 obj->o_count = 1; | |
287 item = nitem; | |
288 } | |
289 updpack(FALSE, tp); | |
290 do_motion(obj, ydelta, xdelta, tp); | |
291 /* | |
292 * AHA! Here it has hit something. If it is a wall or a door, | |
293 * or if it misses (combat) the monster, put it on the floor | |
294 */ | |
295 if (!hit_monster(unc(obj->o_pos), obj, tp)) { | |
296 fall(item, TRUE); | |
297 } | |
298 else | |
299 o_discard(item); | |
300 | |
301 mvwaddch(cw, hero.y, hero.x, PLAYER); | |
302 | |
303 } | |
304 | |
305 /* | |
306 * num: | |
307 * Figure out the plus number for armor/weapons | |
308 */ | |
309 | |
310 char * | |
311 num(n1, n2) | |
312 register int n1, n2; | |
313 { | |
314 static char numbuf[LINELEN/2]; | |
315 | |
316 if (n1 == 0 && n2 == 0) { | |
317 return "+0"; | |
318 } | |
319 if (n2 == 0) { | |
320 sprintf(numbuf, "%s%d", n1 < 0 ? "" : "+", n1); | |
321 } else { | |
322 sprintf(numbuf, "%s%d, %s%d", n1 < 0 ? "" : "+", n1, n2 < 0 ? "" : "+", n2); | |
323 } | |
324 return(numbuf); | |
325 } | |
326 | |
327 /* | |
328 * wield: | |
329 * Pull out a certain weapon | |
330 */ | |
331 | |
332 wield() | |
333 { | |
334 register struct linked_list *item; | |
335 register struct object *obj, *oweapon; | |
336 | |
337 /* | |
338 * It takes 2 movement periods to unwield a weapon and 2 movement | |
339 * periods to wield a weapon. | |
340 */ | |
341 if (player.t_action != C_WIELD) { | |
342 player.t_action = C_WIELD; | |
343 player.t_using = NULL; /* Make sure this is NULL! */ | |
344 if (cur_weapon != NULL) { | |
345 player.t_no_move = 2 * movement(&player); | |
346 return; | |
347 } | |
348 } | |
349 | |
350 if ((oweapon = cur_weapon) != NULL) { | |
351 /* At this point we have waited at least 2 units */ | |
352 if (!dropcheck(cur_weapon)) { | |
353 cur_weapon = oweapon; | |
354 player.t_action = A_NIL; | |
355 return; | |
356 } | |
357 if (terse) | |
358 addmsg("Was "); | |
359 else | |
360 addmsg("You were "); | |
361 msg("wielding %s", inv_name(oweapon, TRUE)); | |
362 } | |
363 | |
364 /* We we have something picked out? */ | |
365 if (player.t_using == NULL) { | |
366 /* Now, what does he want to wield? */ | |
367 if ((item = get_item(pack, "wield", WIELDABLE, FALSE, FALSE)) == NULL) { | |