Mercurial > hg > early-roguelike
diff rogue4/weapons.c @ 12:9535a08ddc39
Import Rogue 5.2 from the Roguelike Restoration Project (r1490)
author | edwarj4 |
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date | Sat, 24 Oct 2009 16:52:52 +0000 |
parents | |
children | 1b73a8641b37 |
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--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/rogue4/weapons.c Sat Oct 24 16:52:52 2009 +0000 @@ -0,0 +1,285 @@ +/* + * Functions for dealing with problems brought about by weapons + * + * @(#)weapons.c 4.14 (Berkeley) 4/6/82 + * + * Rogue: Exploring the Dungeons of Doom + * Copyright (C) 1980, 1981, 1982 Michael Toy, Ken Arnold and Glenn Wichman + * All rights reserved. + * + * See the file LICENSE.TXT for full copyright and licensing information. + */ + +#include <curses.h> +#include <ctype.h> +#include <string.h> +#include "rogue.h" + +#define NONE 100 + +static struct init_weps { + char *iw_dam; /* Damage when wielded */ + char *iw_hrl; /* Damage when thrown */ + char iw_launch; /* Launching weapon */ + int iw_flags; /* Miscellaneous flags */ +} init_dam[MAXWEAPONS] = { + "2d4", "1d3", NONE, 0, /* Mace */ + "3d4", "1d2", NONE, 0, /* Long sword */ + "1d1", "1d1", NONE, 0, /* Bow */ + "1d1", "2d3", BOW, ISMANY|ISMISL, /* Arrow */ + "1d6", "1d4", NONE, ISMISL, /* Dagger */ + "4d4", "1d2", NONE, 0, /* 2h sword */ + "1d1", "1d3", NONE, ISMANY|ISMISL, /* Dart */ + "1d1", "1d1", NONE, 0, /* Crossbow */ + "1d2", "2d5", CROSSBOW, ISMANY|ISMISL, /* Crossbow bolt */ + "2d3", "1d6", NONE, ISMISL, /* Spear */ +}; + +/* + * missile: + * Fire a missile in a given direction + */ +missile(ydelta, xdelta) +int ydelta, xdelta; +{ + register THING *obj, *nitem; + + /* + * Get which thing we are hurling + */ + if ((obj = get_item("throw", WEAPON)) == NULL) + return; + if (!dropcheck(obj) || is_current(obj)) + return; + /* + * Get rid of the thing. If it is a non-multiple item object, or + * if it is the last thing, just drop it. Otherwise, create a new + * item with a count of one. + */ + if (obj->o_count < 2) + { + detach(pack, obj); + inpack--; + } + else + { + obj->o_count--; + if (obj->o_group == 0) + inpack--; + nitem = new_item(); + *nitem = *obj; + nitem->o_count = 1; + obj = nitem; + } + do_motion(obj, ydelta, xdelta); + /* + * AHA! Here it has hit something. If it is a wall or a door, + * or if it misses (combat) the monster, put it on the floor + */ + if (moat(obj->o_pos.y, obj->o_pos.x) == NULL + || !hit_monster(unc(obj->o_pos), obj)) + fall(obj, TRUE); +} + +/* + * do_motion: + * Do the actual motion on the screen done by an object traveling + * across the room + */ +do_motion(obj, ydelta, xdelta) +register THING *obj; +register int ydelta, xdelta; +{ + /* + * Come fly with us ... + */ + obj->o_pos = hero; + for (;;) + { + register int ch; + + /* + * Erase the old one + */ + if (!ce(obj->o_pos, hero) && cansee(unc(obj->o_pos))) + mvaddch(obj->o_pos.y, obj->o_pos.x, chat(obj->o_pos.y, obj->o_pos.x)); + /* + * Get the new position + */ + obj->o_pos.y += ydelta; + obj->o_pos.x += xdelta; + if (step_ok(ch = winat(obj->o_pos.y, obj->o_pos.x)) && ch != DOOR) + { + /* + * It hasn't hit anything yet, so display it + * If it alright. + */ + if (cansee(unc(obj->o_pos))) + { + mvaddch(obj->o_pos.y, obj->o_pos.x, obj->o_type); + refresh(); + } + continue; + } + break; + } +} + +/* + * fall: + * Drop an item someplace around here. + */ +fall(obj, pr) +register THING *obj; +register bool pr; +{ + static coord fpos; + register int index; + + if (fallpos(&obj->o_pos, &fpos, TRUE)) + { + index = INDEX(fpos.y, fpos.x); + _level[index] = obj->o_type; + obj->o_pos = fpos; + if (cansee(fpos.y, fpos.x)) + { + mvaddch(fpos.y, fpos.x, obj->o_type); + if (_monst[index] != NULL) + _monst[index]->t_oldch = obj->o_type; + } + attach(lvl_obj, obj); + return; + } + + if (pr) + msg("the %s vanishes as it hits the ground", + /* BUGFIX: Identification trick */ + (obj->o_type==WEAPON) ? w_names[obj->o_which] : inv_name(obj,TRUE)); + + discard(obj); +} + +/* + * init_weapon: + * Set up the initial goodies for a weapon + */ +init_weapon(weap, type) +register THING *weap; +char type; +{ + register struct init_weps *iwp; + + iwp = &init_dam[type]; + strncpy(weap->o_damage, iwp->iw_dam, 8); + strncpy(weap->o_hurldmg, iwp->iw_hrl, 8); + weap->o_launch = iwp->iw_launch; + weap->o_flags = iwp->iw_flags; + if (weap->o_flags & ISMANY) + { + weap->o_count = rnd(8) + 8; + weap->o_group = group++; + } + else + weap->o_count = 1; +} + +/* + * hit_monster: + * Does the missile hit the monster? + */ +hit_monster(y, x, obj) +register int y, x; +THING *obj; +{ + static coord mp; + + mp.y = y; + mp.x = x; + return fight(&mp, moat(y, x)->t_type, obj, TRUE); +} + +/* + * num: + * Figure out the plus number for armor/weapons + */ +char * +num(n1, n2, type) +register int n1, n2; +register char type; +{ + static char numbuf[10]; + + sprintf(numbuf, "%s%d", n1 < 0 ? "" : "+", n1); + if (type == WEAPON) + sprintf(&numbuf[strlen(numbuf)], ",%s%d", n2 < 0 ? "" : "+", n2); + return numbuf; +} + +/* + * wield: + * Pull out a certain weapon + */ +wield() +{ + register THING *obj, *oweapon; + register char *sp; + + oweapon = cur_weapon; + if (!dropcheck(cur_weapon)) + { + cur_weapon = oweapon; + return; + } + cur_weapon = oweapon; + if ((obj = get_item("wield", WEAPON)) == NULL) + { +bad: + after = FALSE; + return; + } + + if (obj->o_type == ARMOR) + { + msg("you can't wield armor"); + goto bad; + } + if (is_current(obj)) + goto bad; + + sp = inv_name(obj, TRUE); + cur_weapon = obj; + if (!terse) + addmsg("you are now "); + msg("wielding %s (%c)", sp, pack_char(obj)); +} + +/* + * fallpos: + * Pick a random position around the give (y, x) coordinates + */ +fallpos(pos, newpos, pass) +register coord *pos, *newpos; +register bool pass; +{ + register int y, x, cnt, ch; + + cnt = 0; + for (y = pos->y - 1; y <= pos->y + 1; y++) + for (x = pos->x - 1; x <= pos->x + 1; x++) + { + /* + * check to make certain the spot is empty, if it is, + * put the object there, set it in the level list + * and re-draw the room if he can see it + */ + if (y == hero.y && x == hero.x) + continue; + if (((ch = chat(y, x)) == FLOOR || (pass && ch == PASSAGE)) + && rnd(++cnt) == 0) + { + newpos->y = y; + newpos->x = x; + } + } + return (cnt != 0); +}