view rogue4/weapons.c @ 115:1cf517d5d2a8

arogue5: make alchemy jugs survive a save and restore. Alchemy jugs are refilled by the alchemy() fuse, which takes a pointer to the jug object as an argument. When written to a save file and read back out, the pointer is unlikely to point anywhere useful. Instead, rs_write_daemons() now stores an index into the player's pack or the list of objects on the floor. rs_read_daemons() uses this number to locate the object when restoring. This change should not cause any new issues with old savefiles, but it is unable to make a broken alchemy jug work again.
author John "Elwin" Edwards
date Fri, 28 Mar 2014 15:51:43 -0700
parents 9535a08ddc39
children 1b73a8641b37
line wrap: on
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/*
 * 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);
}