Mercurial > hg > early-roguelike
view rogue3/weapons.c @ 306:057c5114e244
Super-Rogue: fix some out-of-range constants.
Constants K_ARROW etc., for causes of death other than monsters, are in
the 240-255 range. They were often passed to functions taking char,
which is usually signed, making the values out of range.
The function declarations have been changed to unsigned char, which is
also the type used by the scoreboard code.
author | John "Elwin" Edwards |
---|---|
date | Sat, 17 Apr 2021 15:41:12 -0400 |
parents | e52a8a7ad4c5 |
children |
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/* * Functions for dealing with problems brought about by weapons * * @(#)weapons.c 3.17 (Berkeley) 6/15/81 * * 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. */ #include "curses.h" #include <ctype.h> #include <string.h> #include "rogue.h" #define NONE 100 char *w_names[MAXWEAPONS] = { "mace", "long sword", "short bow", "arrow", "dagger", "rock", "two handed sword", "sling", "dart", "crossbow", "crossbow bolt", "spear", }; static struct init_weps { char *iw_dam; char *iw_hrl; int iw_launch; int iw_flags; } init_dam[MAXWEAPONS] = { { "2d4", "1d3", NONE, 0 }, /* Mace */ { "1d10", "1d2", NONE,0 }, /* Long sword */ { "1d1", "1d1", NONE, 0 }, /* Bow */ { "1d1", "1d6", BOW, ISMANY|ISMISL }, /* Arrow */ { "1d6", "1d4", NONE, ISMISL }, /* Dagger */ { "1d2", "1d4", SLING,ISMANY|ISMISL }, /* Rock */ { "3d6", "1d2", NONE, 0 }, /* 2h sword */ { "0d0", "0d0", NONE, 0 }, /* Sling */ { "1d1", "1d3", NONE, ISMANY|ISMISL }, /* Dart */ { "1d1", "1d1", NONE, 0 }, /* Crossbow */ { "1d2", "1d10", CROSSBOW, ISMANY|ISMISL }, /* Crossbow bolt */ { "1d8", "1d6", NONE, ISMISL } /* Spear */ }; /* * missile: * Fire a missile in a given direction */ void missile(int ydelta, int xdelta) { struct object *obj; struct linked_list *item, *nitem; /* * Get which thing we are hurling */ if ((item = get_item("throw", WEAPON)) == NULL) return; obj = (struct object *) ldata(item); 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, item); inpack--; } else { obj->o_count--; if (obj->o_group == 0) inpack--; nitem = (struct linked_list *) new_item(sizeof *obj); obj = (struct object *) ldata(nitem); *obj = *((struct object *) ldata(item)); obj->o_count = 1; item = 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 mosnter, put it on the floor */ if (!isupper(mvwinch(mw, obj->o_pos.y, obj->o_pos.x)) || !hit_monster(unc(obj->o_pos), obj)) fall(item, TRUE); mvwaddch(cw, hero.y, hero.x, PLAYER); } /* * do the actual motion on the screen done by an object traveling * across the room */ void do_motion(struct object *obj, int ydelta, int xdelta) { /* * Come fly with us ... */ obj->o_pos = hero; for (;;) { int ch; /* * Erase the old one */ if (!ce(obj->o_pos, hero) && 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 (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)) && 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; } break; } } /* * fall: * Drop an item someplace around here. */ void fall(struct linked_list *item, int pr) { struct object *obj; struct room *rp; static coord fpos; obj = (struct object *) ldata(item); if (fallpos(&obj->o_pos, &fpos, TRUE)) { mvaddch(fpos.y, fpos.x, obj->o_type); obj->o_pos = fpos; if ((rp = roomin(&hero)) != NULL && !(rp->r_flags & ISDARK)) { light(&hero); mvwaddch(cw, hero.y, hero.x, PLAYER); } attach(lvl_obj, item); return; } if (pr) { if (obj->o_type == WEAPON) /* BUGFUX: Identification trick */ msg("Your %s vanishes as it hits the ground.", w_names[obj->o_which]); else msg("%s vanishes as it hits the ground.", inv_name(obj,TRUE)); } discard(item); } /* * init_weapon: * Set up the initial goodies for a weapon */ void init_weapon(struct object *weap, int type) { struct init_weps *iwp; iwp = &init_dam[type]; strcpy(weap->o_damage,iwp->iw_dam); strcpy(weap->o_hurldmg,iwp->iw_hrl); 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 = newgrp(); } else weap->o_count = 1; } /* * Does the missile hit the monster */ int hit_monster(int y, int x, struct object *obj) { static coord mp; mp.y = y; mp.x = x; return fight(&mp, winat(y, x), obj, TRUE); } /* * num: * Figure out the plus number for armor/weapons */ char * num(int n1, int n2) { static char numbuf[80]; 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 */ void wield() { struct linked_list *item; struct object *obj, *oweapon; oweapon = cur_weapon; if (!dropcheck(cur_weapon)) { cur_weapon = oweapon; return; } cur_weapon = oweapon; if ((item = get_item("wield", WEAPON)) == NULL) { bad: after = FALSE; return; } obj = (struct object *) ldata(item); if (obj->o_type == ARMOR) { msg("You can't wield armor"); goto bad; } if (is_current(obj)) goto bad; if (terse) addmsg("W"); else addmsg("You are now w"); msg("ielding %s", inv_name(obj, TRUE)); cur_weapon = obj; } /* * pick a random position around the give (y, x) coordinates */ int fallpos(coord *pos, coord *newpos, int passages) { 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 = winat(y, x)) == FLOOR || (passages && ch == PASSAGE)) && rnd(++cnt) == 0) { newpos->y = y; newpos->x = x; } } return (cnt != 0); }