diff 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
parents
children b786053d2f37
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--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/arogue7/weapons.c	Fri May 08 15:24:40 2015 -0400
@@ -0,0 +1,402 @@
+/*
+ * weapons.c - Functions for dealing with problems brought about by weapons
+ *
+ * Advanced Rogue
+ * Copyright (C) 1984, 1985, 1986 Michael Morgan, Ken Dalka and AT&T
+ * All rights reserved.
+ *
+ * Based on "Rogue: Exploring the Dungeons of Doom"
+ * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman
+ * All rights reserved.
+ *
+ * See the file LICENSE.TXT for full copyright and licensing information.
+ */
+
+/*
+ * Functions for dealing with problems brought about by weapons
+ *
+ */
+
+#include "curses.h"
+#include <ctype.h>
+#include "rogue.h"
+
+boomerang(ydelta, xdelta, item, tp)
+int ydelta, xdelta;
+register struct linked_list *item;
+register struct thing *tp;
+{
+	register struct object *obj;
+	struct thing midpoint;
+	coord oldpos;
+
+	obj = OBJPTR(item);
+	oldpos = obj->o_pos;
+
+	/*
+	 * make it appear to fly at the target
+	 */
+	do_motion(obj, ydelta, xdelta, tp);
+	hit_monster(unc(obj->o_pos), obj, tp);
+
+	/*
+	 * Now let's make it fly back to the wielder.  We need to
+	 * use midpoint to fool do_motion into thinking the action
+	 * starts there.  Do_motion only looks at the t_pos field.
+	 */
+	midpoint.t_pos = obj->o_pos;	/* Simulate a new start position */
+	do_motion(obj, -ydelta, -xdelta, &midpoint);
+
+	obj->o_pos = oldpos;
+}
+
+/*
+ * do the actual motion on the screen done by an object traveling
+ * across the room.  Note that we should not look at any field in
+ * tp other than t_pos unless we change boomerang().
+ */
+do_motion(obj, ydelta, xdelta, tp)
+register struct object *obj;
+register int ydelta, xdelta;
+register struct thing *tp;
+{
+
+	/*
+	* Come fly with us ...
+	*/
+	obj->o_pos = tp->t_pos;
+	for (; ;) {
+		register int ch;
+		/*
+		* Erase the old one
+		*/
+		if (!ce(obj->o_pos, tp->t_pos) &&
+		    cansee(unc(obj->o_pos)) &&
+		    mvwinch(cw, obj->o_pos.y, obj->o_pos.x) != ' ') {
+			mvwaddch(cw, obj->o_pos.y, obj->o_pos.x, show(obj->o_pos.y, obj->o_pos.x));
+		}
+		/*
+		* Get the new position
+		*/
+		obj->o_pos.y += ydelta;
+		obj->o_pos.x += xdelta;
+		if (shoot_ok(ch = winat(obj->o_pos.y, obj->o_pos.x)) && ch != DOOR && !ce(obj->o_pos, hero)) {
+			/*
+			* It hasn't hit anything yet, so display it
+			* If it alright.
+			*/
+			if (cansee(unc(obj->o_pos)) &&
+			    mvwinch(cw, obj->o_pos.y, obj->o_pos.x) != ' ') {
+				mvwaddch(cw, obj->o_pos.y, obj->o_pos.x, obj->o_type);
+				draw(cw);
+			}
+			continue;
+		}
+
+		/*
+		 * Did we stop because of a monster or the hero?  If we did 
+		 * not, we want to move our position back one because we could
+		 * not actually make it this far.
+		 */
+		if (!isalpha(ch) && 
+		    !(obj->o_pos.y == hero.y && obj->o_pos.x == hero.x)) {
+		        obj->o_pos.y -= ydelta;
+		        obj->o_pos.x -= xdelta;
+		}
+
+		break;
+	}
+}
+
+
+/*
+ * fall:
+ *	Drop an item someplace around here.
+ */
+
+fall(item, pr)
+register struct linked_list *item;
+bool pr;
+{
+	register struct object *obj;
+	register struct room *rp;
+	register int i;
+	struct object *tobj;
+	struct linked_list *titem;
+	coord *fpos;
+
+	obj = OBJPTR(item);
+	/*
+	 * try to drop the item, look up to 3 squares away for now
+	 */
+	for (i=1; i<4; i++) {
+	    if ((fpos = fallpos(&obj->o_pos, FALSE, i)) != NULL)
+		break;
+	}
+
+	if (fpos != NULL) {
+		if (obj->o_group) { /* try to add groups together */
+		    for(titem=lvl_obj; titem!=NULL; titem=next(titem)) {
+			tobj = OBJPTR(titem);
+			if (tobj->o_group == obj->o_group	&&
+			    tobj->o_pos.y == fpos->y		&&
+			    tobj->o_pos.x == fpos->x) {
+				tobj->o_count += obj->o_count;
+				o_discard(item);
+				return;
+			}
+		    }
+		}
+		mvaddch(fpos->y, fpos->x, obj->o_type);
+		obj->o_pos = *fpos;
+		if ((rp = roomin(&hero)) != NULL &&
+		    lit_room(rp)) {
+			light(&hero);
+			mvwaddch(cw, hero.y, hero.x, PLAYER);
+		}
+		attach(lvl_obj, item);
+		return;
+	}
+	if (pr) {
+	    msg("The %s vanishes as it hits the ground.",
+		weaps[obj->o_which].w_name);		
+	}
+	o_discard(item);
+}
+
+
+/*
+ * Does the missile hit the monster
+ */
+
+hit_monster(y, x, obj, tp)
+register int y, x;
+struct object *obj;
+register struct thing *tp;
+{
+	static coord mp;
+
+	mp.y = y;
+	mp.x = x;
+	if (tp == &player) {
+		/* Make sure there is a monster where it landed */
+		if (!isalpha(mvwinch(mw, y, x))) {
+			return(FALSE);
+		}
+
+		/* Player hits monster */
+		return(fight(&mp, obj, TRUE));
+	} else {
+		if (!ce(mp, hero)) {
+		    /* Monster hits monster */
+		    return(skirmish(tp, &mp, obj, TRUE));
+		}
+
+		/* Monster hits player */
+		return(attack(tp, obj, TRUE));
+	}
+}
+
+/*
+ * init_weapon:
+ *	Set up the initial goodies for a weapon
+ */
+
+init_weapon(weap, type)
+register struct object *weap;
+char type;
+{
+	register struct init_weps *iwp;
+
+	iwp = &weaps[type];
+	strncpy(weap->o_damage, iwp->w_dam, sizeof(weap->o_damage));
+	strncpy(weap->o_hurldmg, iwp->w_hrl, sizeof(weap->o_hurldmg));
+	weap->o_launch = iwp->w_launch;
+	weap->o_flags = iwp->w_flags;
+	weap->o_weight = iwp->w_wght;
+	if (weap->o_flags & ISMANY) {
+		weap->o_count = rnd(8) + 8;
+		weap->o_group = newgrp();
+	} else {
+		weap->o_count = 1;
+	}
+}
+
+/*
+ * missile:
+ *	Fire a missile in a given direction
+ */
+
+missile(ydelta, xdelta, item, tp)
+int ydelta, xdelta;
+register struct linked_list *item;
+register struct thing *tp;
+{
+	register struct object *obj;
+	register struct linked_list *nitem;
+	char ch;
+
+	/*
+	* Get which thing we are hurling
+	*/
+	if (item == NULL) {
+		return;
+	}
+	obj = OBJPTR(item);
+	if (obj->o_type == RELIC && obj->o_which == AXE_AKLAD) {
+	    boomerang(ydelta, xdelta, item, tp);
+	    return;
+	}
+
+	if (!dropcheck(obj)) return;	/* Can we get rid of it? */
+
+	if(!(obj->o_flags & ISMISL)) {
+	    while (TRUE) {
+		msg(terse ? "Really throw? (y or n): "
+			  : "Do you really want to throw %s? (y or n): ",
+				inv_name(obj, TRUE));
+		mpos = 0;
+		ch = readchar();
+		if (ch == 'n' || ch == ESCAPE) {
+		    after = FALSE;
+		    return;
+		}
+		if (ch == 'y')
+		    break;
+	    }
+	}
+	/*
+	 * 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(tp->t_pack, item);
+		if (tp->t_pack == pack) {
+			inpack--;
+		}
+	} 
+	else {
+		obj->o_count--;
+		nitem = (struct linked_list *) new_item(sizeof *obj);
+		obj = OBJPTR(nitem);
+		*obj = *(OBJPTR(item));
+		obj->o_count = 1;
+		item = nitem;
+	}
+	updpack(FALSE, tp);
+	do_motion(obj, ydelta, xdelta, tp);
+	/*
+	* 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 (!hit_monster(unc(obj->o_pos), obj, tp)) {
+		fall(item, TRUE);
+	}
+	mvwaddch(cw, hero.y, hero.x, PLAYER);
+}
+
+/*
+ * num:
+ *	Figure out the plus number for armor/weapons
+ */
+
+char *
+num(n1, n2)
+register int n1, n2;
+{
+	static char numbuf[LINELEN];
+
+	if (n1 == 0 && n2 == 0) {
+		return "+0";
+	}
+	if (n2 == 0) {
+		sprintf(numbuf, "%s%d", n1 < 0 ? "" : "+", n1);
+	} else {
+		sprintf(numbuf, "%s%d, %s%d", n1 < 0 ? "" : "+", n1, n2 < 0 ? "" : "+", n2);
+	}
+	return(numbuf);
+}
+
+/*
+ * wield:
+ *	Pull out a certain weapon
+ */
+
+wield()
+{
+	register struct linked_list *item;
+	register struct object *obj, *oweapon;
+
+	/*
+	 * It takes 2 movement periods to unwield a weapon and 2 movement
+	 * periods to wield a weapon.
+	 */
+	if (player.t_action != C_WIELD) {
+	    player.t_action = C_WIELD;
+	    player.t_using = NULL;	/* Make sure this is NULL! */
+	    if (cur_weapon != NULL) {
+		player.t_no_move = 2 * movement(&player);
+		return;
+	    }
+	}
+
+	if ((oweapon = cur_weapon) != NULL) {
+	    /* At this point we have waited at least 2 units */
+	    if (!dropcheck(cur_weapon)) {
+		    cur_weapon = oweapon;
+		    player.t_action = A_NIL;
+		    return;
+	    }
+	    if (terse)
+		addmsg("Was ");
+	    else
+		addmsg("You were ");
+	    msg("wielding %s", inv_name(oweapon, TRUE));
+	}
+
+	/* We we have something picked out? */
+	if (player.t_using == NULL) {
+	    /* Now, what does he want to wield? */
+	    if ((item = get_item(pack, "wield", WIELDABLE, FALSE, FALSE)) == NULL) {
+		    player.t_action = A_NIL;
+		    after = FALSE;
+		    return;
+	    }
+	    player.t_using = item;
+	    player.t_no_move = 2 * movement(&player);
+	    return;
+	}
+
+	/* We have waited our time, let's wield the weapon */
+	item = player.t_using;
+	player.t_using = NULL;
+	player.t_action = A_NIL;
+
+	obj = OBJPTR(item);
+
+	if (is_current(obj)) {
+		msg("Item in use.");
+		after = FALSE;
+		return;
+	}
+	if (player.t_ctype != C_FIGHTER && 
+	    player.t_ctype != C_RANGER  &&
+	    player.t_ctype != C_PALADIN &&
+	    obj->o_type == WEAPON	&&
+	   (obj->o_which == TWOSWORD  ||
+	    (obj->o_which == BASWORD &&
+	     player.t_ctype != C_ASSASIN))) {
+		msg("Only fighter types can wield a %s", 
+		    weaps[obj->o_which].w_name);
+		return;
+	}
+	if (terse) {
+		addmsg("W");
+	} else {
+		addmsg("You are now w");
+	}
+	msg("ielding %s", inv_name(obj, TRUE));
+	cur_weapon = obj;
+}
+