Mercurial > hg > early-roguelike
view xrogue/bolt.c @ 134:cfa9d1609b78
xrogue: fix definition of struct delayed_action.
Arrays of struct delayed_action were declared before the definition.
Also, daemon.c and state.c defined it differently. The state.c
definition, in which d_arg is a union, is now used everywhere.
This is the least bad option, but fuses and daemons are still a
disheartening morass that undoubtedly shelters more bugs.
author | John "Elwin" Edwards |
---|---|
date | Tue, 21 Apr 2015 10:11:02 -0400 |
parents | e6179860cb76 |
children | f54901b9c39b |
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/* bolt.c - functions shooting an object across the room XRogue: Expeditions into the Dungeons of Doom Copyright (C) 1991 Robert Pietkivitch All rights reserved. Based on "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 "rogue.h" /* * shoot_bolt fires a bolt from the given starting point in the * given direction */ shoot_bolt(shooter, start, dir, get_points, reason, name, damage) struct thing *shooter; coord start, dir; bool get_points; short reason; char *name; int damage; { unsigned char dirch = 0, ch; bool used, change, see_him; short y, x, bounces; coord pos; struct linked_list *target=NULL; struct { coord place; char oldch; } spotpos[BOLT_LENGTH]; switch (dir.y + dir.x) { case 0: dirch = '/'; when 1: case -1: dirch = (dir.y == 0 ? '-' : '|'); when 2: case -2: dirch = '\\'; } pos.y = start.y + dir.y; pos.x = start.x + dir.x; used = FALSE; change = FALSE; bounces = 0; /* No bounces yet */ nofont(cw); for (y = 0; y < BOLT_LENGTH && !used; y++) { ch = winat(pos.y, pos.x); spotpos[y].place = pos; spotpos[y].oldch = mvwinch(cw, pos.y, pos.x); /* Are we at hero? */ if (ce(pos, hero)) goto at_hero; switch (ch) { case SECRETDOOR: case VERTWALL: case HORZWALL: case ' ': if (dirch == '-' || dirch == '|') { dir.y = -dir.y; dir.x = -dir.x; } else { unsigned char chx = mvinch(pos.y-dir.y, pos.x), chy = mvinch(pos.y, pos.x-dir.x); bool anychange = FALSE; /* Did we change anthing */ if (chy == WALL || chy == SECRETDOOR || chy == HORZWALL || chy == VERTWALL) { dir.y = -dir.y; change ^= TRUE; /* Change at least one direction */ anychange = TRUE; } if (chx == WALL || chx == SECRETDOOR || chx == HORZWALL || chx == VERTWALL) { dir.x = -dir.x; change ^= TRUE; /* Change at least one direction */ anychange = TRUE; } /* If we didn't make any change, make both changes */ if (!anychange) { dir.x = -dir.x; dir.y = -dir.y; } } /* Do we change how the bolt looks? */ if (change) { change = FALSE; if (dirch == '\\') dirch = '/'; else if (dirch == '/') dirch = '\\'; } y--; /* The bounce doesn't count as using up the bolt */ /* Make sure we aren't in an infinite bounce */ if (++bounces > BOLT_LENGTH) used = TRUE; msg("The %s bounces", name); break; default: if (isalpha(ch)) { register struct linked_list *item; struct thing *tp; register char *mname; bool see_monster = cansee(pos.y, pos.x); item = find_mons(unc(pos)); assert(item != NULL); tp = THINGPTR(item); mname = monster_name(tp); /* * If our prey shot this, let's record the fact that * he can shoot, regardless of whether he hits us. */ if (tp->t_dest != NULL && ce(*tp->t_dest, shooter->t_pos)) tp->t_wasshot = TRUE; if (!save(VS_BREATH, tp, -(shooter->t_stats.s_lvl/10))) { if (see_monster) { if (on(*tp, ISDISGUISE) && (tp->t_type != tp->t_disguise)) { msg("Wait! That's a %s!", mname); turn_off(*tp, ISDISGUISE); } turn_off(*tp, CANSURPRISE); msg("The %s hits %s", name, prname(mname, FALSE)); } /* Should we start to chase the shooter? */ if (shooter != &player && shooter != tp && shooter->t_index != tp->t_index && (tp->t_dest == NULL || rnd(100) < 25)) { /* * If we're intelligent enough to realize that this * is a friendly monster, we will attack the hero * instead. */ if (on(*shooter, ISFRIENDLY) && roll(3,6) < tp->t_stats.s_intel) runto(tp, &hero); /* Otherwise, let's chase the monster */ else runto(tp, &shooter->t_pos); } else if (shooter == &player) { runto(tp, &hero); /* * If the player shot a charmed monster, it may * not like being shot at. */ if (on(*tp, ISCHARMED) && save(VS_MAGIC, tp, 0)) { msg("The eyes of %s turn clear.", prname(mname, FALSE)); turn_off(*tp, ISCHARMED); mname = monster_name(tp); } } /* * Let the defender know that the attacker has * missiles! */ if (ce(*tp->t_dest, shooter->t_pos)) tp->t_wasshot = TRUE; used = TRUE; /* Hit the monster -- does it do anything? */ if ((EQUAL(name,"ice") && on(*tp, NOCOLD)) || (EQUAL(name,"flame") && on(*tp, NOFIRE)) || (EQUAL(name,"acid") && on(*tp, NOACID)) || (EQUAL(name,"lightning bolt")&& on(*tp,NOBOLT)) || (EQUAL(name,"nerve gas") &&on(*tp,NOPARALYZE))|| (EQUAL(name,"sleeping gas") && (on(*tp, NOSLEEP) || on(*tp, ISUNDEAD))) || (EQUAL(name,"slow gas") && on(*tp,NOSLOW)) || (EQUAL(name,"fear gas") && on(*tp,NOFEAR)) || (EQUAL(name,"confusion gas") && on(*tp,ISCLEAR)) || (EQUAL(name,"chlorine gas") && on(*tp,NOGAS))) { if (see_monster) msg("The %s has no effect on %s.", name, prname(mname, FALSE)); } else { see_him = !invisible(tp); /* Did a spell get disrupted? */ dsrpt_monster(tp, FALSE, see_him); /* * Check for gas with special effects */ if (EQUAL(name, "nerve gas")) { tp->t_no_move = movement(tp) * FREEZETIME; tp->t_action = A_FREEZE; } else if (EQUAL(name, "sleeping gas")) { tp->t_no_move = movement(tp) * SLEEPTIME; tp->t_action = A_FREEZE; } else if (EQUAL(name, "slow gas")) { if (on(*tp, ISHASTE)) turn_off(*tp, ISHASTE); else turn_on(*tp, ISSLOW); } else if (EQUAL(name, "fear gas")) { turn_on(*tp, ISFLEE); tp->t_dest = &hero; /* It is okay to turn tail */ tp->t_oldpos = tp->t_pos; } else if (EQUAL(name, "confusion gas")) { turn_on(*tp, ISHUH); tp->t_dest = &hero; } else if ((EQUAL(name, "lightning bolt")) && on(*tp, BOLTDIVIDE)) { if (creat_mons(tp, tp->t_index, FALSE)) { if (see_monster) msg("The %s divides %s.", name,prname(mname, FALSE)); light(&hero); } else if (see_monster) msg("The %s has no effect on %s.", name, prname(mname, FALSE)); } else { if (save(VS_BREATH, tp, -(shooter->t_stats.s_lvl/10))) damage /= 2; /* The poor fellow got killed! */ if ((tp->t_stats.s_hpt -= damage) <= 0) { if (see_monster) msg("The %s kills %s", name, prname(mname, FALSE)); else msg("You hear a faint groan in the distance"); /* * Instead of calling killed() here, we * will record that the monster was killed * and call it at the end of the routine, * after we restore what was under the bolt. * We have to do this because in the case * of a bolt that first misses the monster * and then gets it on the bounce. If we * call killed here, the 'missed' space in * spotpos puts the monster back on the * screen */ target = item; } else { /* Not dead, so just scream */ if (!see_monster) msg("You hear a scream in the distance"); } } } } else if (isalpha(show(pos.y, pos.x))) { if (see_monster) { if (terse) msg("%s misses", name); else msg("The %s whizzes past %s", name, prname(mname, FALSE)); } if (get_points) runto(tp, &hero); } } else if (pos.y == hero.y && pos.x == hero.x) { at_hero: if (!save(VS_BREATH, &player, -(shooter->t_stats.s_lvl/10))){ if (terse) msg("The %s hits you", name); else msg("You are hit by the %s", name); used = TRUE; /* * The Amulet of Yendor protects against all "breath" * * The following two if statements could be combined * into one, but it makes the compiler barf, so split * it up */ if (cur_relic[YENDOR_AMULET] || (EQUAL(name,"chlorine gas")&&on(player, NOGAS)) || (EQUAL(name,"acid")&&on(player, NOACID)) || (EQUAL(name,"sleeping gas")&&ISWEARING(R_ALERT))){ msg("The %s has no effect", name); } else if((EQUAL(name, "flame") && on(player, NOFIRE)) || (EQUAL(name, "ice") && on(player, NOCOLD)) || (EQUAL(name,"lightning bolt")&& on(player,NOBOLT)) || (EQUAL(name,"fear gas")&&ISWEARING(R_HEROISM))){ msg("The %s has no effect", name); } else { dsrpt_player(); /* * Check for gas with special effects */ if (EQUAL(name, "nerve gas")) { msg("The nerve gas paralyzes you."); player.t_no_move += movement(&player) * FREEZETIME; player.t_action = A_FREEZE; } else if (EQUAL(name, "sleeping gas")) { msg("The sleeping gas puts you to sleep."); player.t_no_move += movement(&player) * SLEEPTIME; player.t_action = A_FREEZE; } else if (EQUAL(name, "confusion gas")) { if (off(player, ISCLEAR)) { if (on(player, ISHUH)) lengthen(unconfuse, rnd(20)+HUHDURATION); else { turn_on(player, ISHUH); fuse(unconfuse, (VOID *)NULL, rnd(20)+HUHDURATION, AFTER); msg("The confusion gas has confused you."); } } else msg("You feel dizzy for a moment, but it quickly passes."); } else if (EQUAL(name, "slow gas")) { add_slow(); } else if (EQUAL(name, "fear gas")) { turn_on(player, ISFLEE); player.t_dest = &shooter->t_pos; msg("The fear gas terrifies you."); } else { if (EQUAL(name, "acid") && cur_armor != NULL && !(cur_armor->o_flags & ISPROT) && !save(VS_BREATH, &player, -2) && cur_armor->o_ac < pstats.s_arm+1) { msg("Your armor corrodes from the acid"); cur_armor->o_ac++; } if (save(VS_BREATH, &player, -(shooter->t_stats.s_lvl/10)) && off(player, NOACID)) damage /= 2; if ((pstats.s_hpt -= damage) <= 0) death(reason); } } } else msg("The %s whizzes by you", name); } mvwaddch(cw, pos.y, pos.x, dirch); draw(cw); } pos.y += dir.y; pos.x += dir.x; } /* Restore what was under the bolt */ newfont(cw); for (x = y - 1; x >= 0; x--) mvwaddch(cw, spotpos[x].place.y, spotpos[x].place.x, spotpos[x].oldch); /* If we killed something, do so now. This will also blank the monster. */ if (target) killed(target, FALSE, get_points, TRUE); return; }