view arogue5/weapons.c @ 227:696277507a2e

Rogue V4, V5: disable a cheat granting permanent monster detection. In these two games, a potion of monster detection turns on the player's SEEMONST flag. A fuse is set to call turn_see() to turn the flag back off. But the save and restore functions do not recognize turn_see() and fail to set the fuse up again. When restoring, Rogue V4 merely sets the fuse's function to NULL and leaves it burning. When it goes off, a segfault results. Rogue V5 clears all the fuse's fields, and the player retains the ability to see all monsters on the level. The save and restore code can now handle the fuse. The function used is a new wrapper, turn_see_off(), which should lead to less problems with daemons being multiple incompatible types. Also, Rogue V4 and Super-Rogue now properly clear unrecognized daemon and fuse slots when restoring a saved game.
author John "Elwin" Edwards
date Sat, 05 Mar 2016 12:10:20 -0500
parents 56e748983fa8
children 28e22fb35989
line wrap: on
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/*
 * Functions for dealing with problems brought about by weapons
 *
 * Advanced Rogue
 * Copyright (C) 1984, 1985 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.
 */

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



/*
 * 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, 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;
		}
		break;
	}
}

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

void
fall(struct linked_list *item, bool pr)
{
	register struct object *obj;
	register struct room *rp;
	register int i;
	coord *fpos = NULL;

	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) {
		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) {
            if (obj->o_type == WEAPON) /* BUGFIX: Identification trick */
                msg("The %s vanishes as it hits the ground.", 
                    weaps[obj->o_which].w_name);
            else
                msg("%s vanishes as it hits the ground.", inv_name(obj,TRUE));
	}
	o_discard(item);
}


/*
 * Does the missile hit the monster
 */

bool
hit_monster(int y, int x, struct object *obj, 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);
		}
		return(fight(&mp, obj, TRUE));
	} else {
		if (!ce(mp, hero)) {
			return(FALSE);
		}
		return(attack(tp, obj, TRUE));
	}
}

/*
 * init_weapon:
 *	Set up the initial goodies for a weapon
 */

void
init_weapon(struct object *weap, char type)
{
	register struct init_weps *iwp;

	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;
	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
 */

void
missile(int ydelta, int xdelta, struct linked_list *item, 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 0	/* Do we really want to make this check */
	if (is_current(obj)) {		/* Are we holding it? */
	    msg(terse ? "Holding it." : "You are already holding it.");
	    return;
	}
#endif

	if (!dropcheck(obj)) return;	/* Can we get rid of it? */

	if(!(obj->o_flags & ISMISL)) {
	    for(;;) {
		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);
	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(int n1, int 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
 */

void
wield(void)
{
	register struct linked_list *item;
	register struct object *obj, *oweapon;

	if ((oweapon = cur_weapon) != NULL) {
	    if (!dropcheck(cur_weapon)) {
		    cur_weapon = oweapon;
		    return;
	    }
	    if (terse)
		addmsg("Was ");
	    else
		addmsg("You were ");
	    msg("wielding %s", inv_name(oweapon, TRUE));
	}
	if ((item = get_item(pack, "wield", WIELDABLE)) == NULL) {
		after = FALSE;
		return;
	}
	obj = OBJPTR(item);
	if (is_current(obj)) {
		msg("Item in use.");
		after = FALSE;
		return;
	}
	if (player.t_ctype != C_FIGHTER &&
	    obj->o_type == WEAPON	&&
	   (obj->o_which == TWOSWORD || obj->o_which == BASWORD)) {
		msg("Only fighters 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;
}