comparison arogue7/weapons.c @ 125:adfa37e67084

Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
author John "Elwin" Edwards
date Fri, 08 May 2015 15:24:40 -0400
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children b786053d2f37
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124:d10fc4a065ac 125:adfa37e67084
1 /*
2 * weapons.c - Functions for dealing with problems brought about by weapons
3 *
4 * Advanced Rogue
5 * Copyright (C) 1984, 1985, 1986 Michael Morgan, Ken Dalka and AT&T
6 * All rights reserved.
7 *
8 * Based on "Rogue: Exploring the Dungeons of Doom"
9 * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman
10 * All rights reserved.
11 *
12 * See the file LICENSE.TXT for full copyright and licensing information.
13 */
14
15 /*
16 * Functions for dealing with problems brought about by weapons
17 *
18 */
19
20 #include "curses.h"
21 #include <ctype.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 do_motion(obj, ydelta, xdelta, tp)
59 register struct object *obj;
60 register int ydelta, xdelta;
61 register struct thing *tp;
62 {
63
64 /*
65 * Come fly with us ...
66 */
67 obj->o_pos = tp->t_pos;
68 for (; ;) {
69 register int ch;
70 /*
71 * Erase the old one
72 */
73 if (!ce(obj->o_pos, tp->t_pos) &&
74 cansee(unc(obj->o_pos)) &&
75 mvwinch(cw, obj->o_pos.y, obj->o_pos.x) != ' ') {
76 mvwaddch(cw, obj->o_pos.y, obj->o_pos.x, show(obj->o_pos.y, obj->o_pos.x));
77 }
78 /*
79 * Get the new position
80 */
81 obj->o_pos.y += ydelta;
82 obj->o_pos.x += xdelta;
83 if (shoot_ok(ch = winat(obj->o_pos.y, obj->o_pos.x)) && ch != DOOR && !ce(obj->o_pos, hero)) {
84 /*
85 * It hasn't hit anything yet, so display it
86 * If it alright.
87 */
88 if (cansee(unc(obj->o_pos)) &&
89 mvwinch(cw, obj->o_pos.y, obj->o_pos.x) != ' ') {
90 mvwaddch(cw, obj->o_pos.y, obj->o_pos.x, obj->o_type);
91 draw(cw);
92 }
93 continue;
94 }
95
96 /*
97 * Did we stop because of a monster or the hero? If we did
98 * not, we want to move our position back one because we could
99 * not actually make it this far.
100 */
101 if (!isalpha(ch) &&
102 !(obj->o_pos.y == hero.y && obj->o_pos.x == hero.x)) {
103 obj->o_pos.y -= ydelta;
104 obj->o_pos.x -= xdelta;
105 }
106
107 break;
108 }
109 }
110
111
112 /*
113 * fall:
114 * Drop an item someplace around here.
115 */
116
117 fall(item, pr)
118 register struct linked_list *item;
119 bool pr;
120 {
121 register struct object *obj;
122 register struct room *rp;
123 register int i;
124 struct object *tobj;
125 struct linked_list *titem;
126 coord *fpos;
127
128 obj = OBJPTR(item);
129 /*
130 * try to drop the item, look up to 3 squares away for now
131 */
132 for (i=1; i<4; i++) {
133 if ((fpos = fallpos(&obj->o_pos, FALSE, i)) != NULL)
134 break;
135 }
136
137 if (fpos != NULL) {
138 if (obj->o_group) { /* try to add groups together */
139 for(titem=lvl_obj; titem!=NULL; titem=next(titem)) {
140 tobj = OBJPTR(titem);
141 if (tobj->o_group == obj->o_group &&
142 tobj->o_pos.y == fpos->y &&
143 tobj->o_pos.x == fpos->x) {
144 tobj->o_count += obj->o_count;
145 o_discard(item);
146 return;
147 }
148 }
149 }
150 mvaddch(fpos->y, fpos->x, obj->o_type);
151 obj->o_pos = *fpos;
152 if ((rp = roomin(&hero)) != NULL &&
153 lit_room(rp)) {
154 light(&hero);
155 mvwaddch(cw, hero.y, hero.x, PLAYER);
156 }
157 attach(lvl_obj, item);
158 return;
159 }
160 if (pr) {
161 msg("The %s vanishes as it hits the ground.",
162 weaps[obj->o_which].w_name);
163 }
164 o_discard(item);
165 }
166
167
168 /*
169 * Does the missile hit the monster
170 */
171
172 hit_monster(y, x, obj, tp)
173 register int y, x;
174 struct object *obj;
175 register struct thing *tp;
176 {
177 static coord mp;
178
179 mp.y = y;
180 mp.x = x;
181 if (tp == &player) {
182 /* Make sure there is a monster where it landed */
183 if (!isalpha(mvwinch(mw, y, x))) {
184 return(FALSE);
185 }
186
187 /* Player hits monster */
188 return(fight(&mp, obj, TRUE));
189 } else {
190 if (!ce(mp, hero)) {
191 /* Monster hits monster */
192 return(skirmish(tp, &mp, obj, TRUE));
193 }
194
195 /* Monster hits player */
196 return(attack(tp, obj, TRUE));
197 }
198 }
199
200 /*
201 * init_weapon:
202 * Set up the initial goodies for a weapon
203 */
204
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