Mercurial > hg > early-roguelike
comparison rogue5/weapons.c @ 33:f502bf60e6e4
Import Rogue 5.4 from the Roguelike Restoration Project (r1490)
author | elwin |
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date | Mon, 24 May 2010 20:10:59 +0000 |
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32:2dcd75e6a736 | 33:f502bf60e6e4 |
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1 /* | |
2 * Functions for dealing with problems brought about by weapons | |
3 * | |
4 * @(#)weapons.c 4.34 (Berkeley) 02/05/99 | |
5 * | |
6 * Rogue: Exploring the Dungeons of Doom | |
7 * Copyright (C) 1980-1983, 1985, 1999 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 <string.h> | |
15 #include <ctype.h> | |
16 #include "rogue.h" | |
17 | |
18 #define NO_WEAPON -1 | |
19 | |
20 static const struct init_weaps { | |
21 char *iw_dam; /* Damage when wielded */ | |
22 char *iw_hrl; /* Damage when thrown */ | |
23 int iw_launch; /* Launching weapon */ | |
24 int iw_flags; /* Miscellaneous flags */ | |
25 } init_dam[MAXWEAPONS] = { | |
26 { "2x4", "1x3", NO_WEAPON, 0, }, /* Mace */ | |
27 { "3x4", "1x2", NO_WEAPON, 0, }, /* Long sword */ | |
28 { "1x1", "1x1", NO_WEAPON, 0, }, /* Bow */ | |
29 { "1x1", "2x3", BOW, ISMANY|ISMISL, }, /* Arrow */ | |
30 { "1x6", "1x4", NO_WEAPON, ISMISL|ISMISL, }, /* Dagger */ | |
31 { "4x4", "1x2", NO_WEAPON, 0, }, /* 2h sword */ | |
32 { "1x1", "1x3", NO_WEAPON, ISMANY|ISMISL, }, /* Dart */ | |
33 { "1x2", "2x4", NO_WEAPON, ISMANY|ISMISL, }, /* Shuriken */ | |
34 { "2x3", "1x6", NO_WEAPON, ISMISL, }, /* Spear */ | |
35 }; | |
36 | |
37 /* | |
38 * missile: | |
39 * Fire a missile in a given direction | |
40 */ | |
41 | |
42 void | |
43 missile(int ydelta, int xdelta) | |
44 { | |
45 THING *obj; | |
46 | |
47 /* | |
48 * Get which thing we are hurling | |
49 */ | |
50 if ((obj = get_item("throw", WEAPON)) == NULL) | |
51 return; | |
52 if (!dropcheck(obj) || is_current(obj)) | |
53 return; | |
54 obj = leave_pack(obj, TRUE, FALSE); | |
55 do_motion(obj, ydelta, xdelta); | |
56 /* | |
57 * AHA! Here it has hit something. If it is a wall or a door, | |
58 * or if it misses (combat) the monster, put it on the floor | |
59 */ | |
60 if (moat(obj->o_pos.y, obj->o_pos.x) == NULL || | |
61 !hit_monster(unc(obj->o_pos), obj)) | |
62 fall(obj, TRUE); | |
63 } | |
64 | |
65 /* | |
66 * do_motion: | |
67 * Do the actual motion on the screen done by an object traveling | |
68 * across the room | |
69 */ | |
70 | |
71 void | |
72 do_motion(THING *obj, int ydelta, int xdelta) | |
73 { | |
74 int ch; | |
75 | |
76 /* | |
77 * Come fly with us ... | |
78 */ | |
79 obj->o_pos = hero; | |
80 for (;;) | |
81 { | |
82 /* | |
83 * Erase the old one | |
84 */ | |
85 if (!ce(obj->o_pos, hero) && cansee(unc(obj->o_pos)) && !terse) | |
86 { | |
87 ch = chat(obj->o_pos.y, obj->o_pos.x); | |
88 if (ch == FLOOR && !show_floor()) | |
89 ch = ' '; | |
90 mvaddch(obj->o_pos.y, obj->o_pos.x, ch); | |
91 } | |
92 /* | |
93 * Get the new position | |
94 */ | |
95 obj->o_pos.y += ydelta; | |
96 obj->o_pos.x += xdelta; | |
97 if (step_ok(ch = winat(obj->o_pos.y, obj->o_pos.x)) && ch != DOOR) | |
98 { | |
99 /* | |
100 * It hasn't hit anything yet, so display it | |
101 * If it alright. | |
102 */ | |
103 if (cansee(unc(obj->o_pos)) && !terse) | |
104 { | |
105 mvaddch(obj->o_pos.y, obj->o_pos.x, obj->o_type); | |
106 refresh(); | |
107 } | |
108 continue; | |
109 } | |
110 break; | |
111 } | |
112 } | |
113 | |
114 /* | |
115 * fall: | |
116 * Drop an item someplace around here. | |
117 */ | |
118 | |
119 void | |
120 fall(THING *obj, int pr) | |
121 { | |
122 PLACE *pp; | |
123 coord fpos; | |
124 | |
125 if (fallpos(&obj->o_pos, &fpos)) | |
126 { | |
127 pp = INDEX(fpos.y, fpos.x); | |
128 pp->p_ch = obj->o_type; | |
129 obj->o_pos = fpos; | |
130 if (cansee(fpos.y, fpos.x)) | |
131 { | |
132 if (pp->p_monst != NULL) | |
133 pp->p_monst->t_oldch = obj->o_type; | |
134 else | |
135 mvaddch(fpos.y, fpos.x, obj->o_type); | |
136 } | |
137 attach(lvl_obj, obj); | |
138 return; | |
139 } | |
140 if (pr) | |
141 { | |
142 if (has_hit) | |
143 { | |
144 endmsg(); | |
145 has_hit = FALSE; | |
146 } | |
147 msg("the %s vanishes as it hits the ground", | |
148 weap_info[obj->o_which].oi_name); | |
149 } | |
150 discard(obj); | |
151 } | |
152 | |
153 /* | |
154 * init_weapon: | |
155 * Set up the initial goodies for a weapon | |
156 */ | |
157 | |
158 void | |
159 init_weapon(THING *weap, int which) | |
160 { | |
161 const struct init_weaps *iwp; | |
162 | |
163 weap->o_type = WEAPON; | |
164 weap->o_which = which; | |
165 iwp = &init_dam[which]; | |
166 strncpy(weap->o_damage, iwp->iw_dam, sizeof(weap->o_damage)); | |
167 strncpy(weap->o_hurldmg,iwp->iw_hrl, sizeof(weap->o_hurldmg)); | |
168 weap->o_launch = iwp->iw_launch; | |
169 weap->o_flags = iwp->iw_flags; | |
170 weap->o_hplus = 0; | |
171 weap->o_dplus = 0; | |
172 if (which == DAGGER) | |
173 { | |
174 weap->o_count = rnd(4) + 2; | |
175 weap->o_group = group++; | |
176 } | |
177 else if (weap->o_flags & ISMANY) | |
178 { | |
179 weap->o_count = rnd(8) + 8; | |
180 weap->o_group = group++; | |
181 } | |
182 else | |
183 { | |
184 weap->o_count = 1; | |
185 weap->o_group = 0; | |
186 } | |
187 } | |
188 | |
189 /* | |
190 * hit_monster: | |
191 * Does the missile hit the monster? | |
192 */ | |
193 int | |
194 hit_monster(int y, int x, const THING *obj) | |
195 { | |
196 coord mp; | |
197 | |
198 mp.y = y; | |
199 mp.x = x; | |
200 return fight(&mp, obj, TRUE); | |
201 } | |
202 | |
203 /* | |
204 * num: | |
205 * Figure out the plus number for armor/weapons | |
206 */ | |
207 const char * | |
208 num(int n1, int n2, int type) | |
209 { | |
210 static char numbuf[10]; | |
211 | |
212 sprintf(numbuf, n1 < 0 ? "%d" : "+%d", n1); | |
213 if (type == WEAPON) | |
214 sprintf(&numbuf[strlen(numbuf)], n2 < 0 ? ",%d" : ",+%d", n2); | |
215 return numbuf; | |
216 } | |
217 | |
218 /* | |
219 * wield: | |
220 * Pull out a certain weapon | |
221 */ | |
222 | |
223 void | |
224 wield(void) | |
225 { | |
226 THING *obj, *oweapon; | |
227 char *sp; | |
228 | |
229 oweapon = cur_weapon; | |
230 if (!dropcheck(cur_weapon)) | |
231 { | |
232 cur_weapon = oweapon; | |
233 return; | |
234 } | |
235 cur_weapon = oweapon; | |
236 if ((obj = get_item("wield", WEAPON)) == NULL) | |
237 { | |
238 bad: | |
239 after = FALSE; | |
240 return; | |
241 } | |
242 | |
243 if (obj->o_type == ARMOR) | |
244 { | |
245 msg("you can't wield armor"); | |
246 goto bad; | |
247 } | |
248 if (is_current(obj)) | |
249 goto bad; | |
250 | |
251 sp = inv_name(obj, TRUE); | |
252 cur_weapon = obj; | |
253 if (!terse) | |
254 addmsg("you are now "); | |
255 msg("wielding %s (%c)", sp, obj->o_packch); | |
256 } | |
257 | |
258 /* | |
259 * fallpos: | |
260 * Pick a random position around the give (y, x) coordinates | |
261 */ | |
262 int | |
263 fallpos(const coord *pos, coord *newpos) | |
264 { | |
265 int y, x, cnt, ch; | |
266 | |
267 cnt = 0; | |
268 for (y = pos->y - 1; y <= pos->y + 1; y++) | |
269 for (x = pos->x - 1; x <= pos->x + 1; x++) | |
270 { | |
271 /* | |
272 * check to make certain the spot is empty, if it is, | |
273 * put the object there, set it in the level list | |
274 * and re-draw the room if he can see it | |
275 */ | |
276 if (y == hero.y && x == hero.x) | |
277 continue; | |
278 if (((ch = chat(y, x)) == FLOOR || ch == PASSAGE) | |
279 && rnd(++cnt) == 0) | |
280 { | |
281 newpos->y = y; | |
282 newpos->x = x; | |
283 } | |
284 } | |
285 return (cnt != 0); | |
286 } |