view srogue/weapons.c @ 171:80c060734f51

arogue7: fix messages from detection potions. Another fix for overwritten messages, this time for potions of monster detection and magic detection. I've made the message appear before the display of information, which may be closer to the originally intended behavior.
author John "Elwin" Edwards
date Thu, 02 Jul 2015 16:27:39 -0400
parents 2128c7dc8a40
children 94a0d9dd5ce1
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 <ctype.h>
#include "rogue.h"
#include "rogue.ext"

/*
 * missile:
 *	Fire a missile in a given direction
 */
missile(ydelta, xdelta)
int ydelta, 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
 */
do_motion(obj, ydelta, xdelta)
struct object *obj;
int ydelta, 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.
 */

fall(item, pr)
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
 */

init_weapon(weap, type)
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
 */
hit_monster(mp, obj)
struct coord *mp;
struct object *obj;
{
	return fight(mp, obj, TRUE);
}

/*
 * num:
 *	Figure out the plus number for armor/weapons
 */
char *
num(n1, n2)
int n1, 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
 */
wield()
{
	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
 */
fallpos(pos, newpos, passages)
struct coord *pos, *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;
}