view srogue/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
line wrap: on
line source

/*
 * Functions for dealing with weapons
 *
 * @(#)weapons.c	9.0	(rdk)	 7/17/84
 *
 * Super-Rogue
 * Copyright (C) 1984 Robert D. Kindelberger
 * 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.
 */

#include <string.h>
#include <ctype.h>
#include "rogue.h"
#include "rogue.ext"

/*
 * missile:
 *	Fire a missile in a given direction
 */
void
missile(int ydelta, int xdelta)
{
	reg struct object *obj, *nowwield;
	reg struct linked_list *item, *nitem;

	/*
	 * Get which thing we are hurling
	 */
	nowwield = cur_weapon;		/* must save current weap */
	if ((item = get_item("throw", WEAPON)) == NULL)
		return;
	obj = OBJPTR(item);
	if (!dropcheck(obj) || is_current(obj))
		return;
	if (obj == nowwield || obj->o_type != WEAPON) {
		reg int c;

		msg("Do you want to throw that %s? (y or n)",obj->o_typname);
		do {
			c = readchar();
			if (isupper(c))
				c = tolower(c);
			if (c == ESCAPE || c == 'n') {
				msg("");
				cur_weapon = nowwield;
				after = FALSE;		/* ooops, a mistake */
				return;
			}
		} while (c != 'y');	/* keep looking for good ans */
	}
	/*
	 * 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);
	}
	else {
		obj->o_count--;
		obj->o_vol = itemvol(obj);
		nitem = new_item(sizeof *obj);
		obj = OBJPTR(nitem);
		*obj = *(OBJPTR(item));
		obj->o_count = 1;
		obj->o_vol = itemvol(obj);
		item = nitem;
	}
	updpack();						/* new pack weight */
	do_motion(obj, ydelta, xdelta);
	if (!isalpha(mvwinch(mw, obj->o_pos.y, obj->o_pos.x))
	  || !hit_monster(&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)
{
	reg int ch, y, x;

	obj->o_pos = hero;
	while (1) {
		y = obj->o_pos.y;
		x = obj->o_pos.x;
		if (!ce(obj->o_pos, hero) && cansee(unc(obj->o_pos)) &&
		  mvwinch(cw, y, x) != ' ')
			mvwaddch(cw, y, x, show(y, x));
		/*
		 * Get the new position
		 */
		obj->o_pos.y += ydelta;
		obj->o_pos.x += xdelta;
		y = obj->o_pos.y;
		x = obj->o_pos.x;
		ch = winat(y, x);
		if (step_ok(ch) && ch != DOOR) {
			if (cansee(unc(obj->o_pos)) && mvwinch(cw, y, x) != ' ') {
				mvwaddch(cw, y, x, obj->o_type);
				draw(cw);
			}
			continue;
		}
		break;
	}
}

/*
 * fall:
 *	Drop an item someplace around here.
 */

void
fall(struct linked_list *item, bool pr)
{
	reg struct object *obj;
	reg struct room *rp;
	static struct coord fpos;

	obj = OBJPTR(item);
	if (fallpos(&obj->o_pos, &fpos, TRUE)) {
		mvaddch(fpos.y, fpos.x, obj->o_type);
		obj->o_pos = fpos;
		rp = player.t_room;
		if (rp != NULL && !rf_on(rp,ISDARK)) {
			light(&hero);
			mvwaddch(cw, hero.y, hero.x, PLAYER);
		}
		attach(lvl_obj, item);
		return;
	}

	if (pr)
	{
            if (obj->o_type == WEAPON) /* BUGFIX: Identification trick */
		msg("Your %s vanishes as it hits the ground.", w_magic[obj->o_which].mi_name);
            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)
{
	reg struct init_weps *iwp;

	weap->o_type = WEAPON;
	weap->o_which = type;
	iwp = &weaps[type];
	strcpy(weap->o_damage,iwp->w_dam);
	strcpy(weap->o_hurldmg,iwp->w_hrl);
	weap->o_launch = iwp->w_launch;
	weap->o_flags = iwp->w_flags;
	weap->o_weight = iwp->w_wght;
	weap->o_typname = things[TYP_WEAPON].mi_name;
	if (o_on(weap,ISMANY))
		weap->o_count = rnd(8) + 8;
	else
		weap->o_count = 1;
	weap->o_group = newgrp();
	weap->o_vol = itemvol(weap);
}

/*
 * hit_monster:
 *	Does the missile hit the monster
 */
bool
hit_monster(struct coord *mp, struct object *obj)
{
	return fight(mp, obj, TRUE);
}

/*
 * num:
 *	Figure out the plus number for armor/weapons
 */
char *
num(int n1, int n2)
{
	static char numbuf[LINLEN];

	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(void)
{
	reg struct linked_list *item;
	reg 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)
		return;
	obj = OBJPTR(item);
	if (is_current(obj)) {
		after = FALSE;
		return;
	}
	msg("Wielding %s", inv_name(obj, TRUE));
	cur_weapon = obj;
}

/*
 * fallpos:
 *	Pick a random position around the give (y, x) coordinates
 */
bool
fallpos(struct coord *pos, struct coord *newpos, bool passages)
{
	reg int y, x, ch;

	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;
			ch = winat(y, x);
			if (ch == FLOOR || (passages && ch == PASSAGE)) {
				newpos->y = y;
				newpos->x = x;
				return TRUE;
			}
		}
	}
	return FALSE;
}