view srogue/weapons.c @ 229:50b89f165a34

Use uniform return types for functions related to options. Functions for printing options now return void. Functions for setting options now return int. Argument types still vary, though converting all the option pointers to void* would be possible.
author John "Elwin" Edwards
date Sun, 06 Mar 2016 14:45:18 -0500
parents 94a0d9dd5ce1
children e52a8a7ad4c5
line wrap: on
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/*
 * 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;
}