Mercurial > hg > early-roguelike
view rogue5/weapons.c @ 244:ded75a57405c
Rogue V4, V5: fix messages when viewing the identified items.
The functions for displaying the list of identified items begin by
prompting for the category of item, using msg(). Rogue V4 left this
prompt on the screen after displaying the discovery list. Rogue V5
erased the message window even if the process of printing the list
created another message which the player had not read.
Messages are now cleared in endline(), which is capable of checking
whether clearing should be done.
author | John "Elwin" Edwards |
---|---|
date | Sun, 24 Apr 2016 13:33:17 -0400 |
parents | f502bf60e6e4 |
children |
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/* * Functions for dealing with problems brought about by weapons * * @(#)weapons.c 4.34 (Berkeley) 02/05/99 * * Rogue: Exploring the Dungeons of Doom * Copyright (C) 1980-1983, 1985, 1999 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 <string.h> #include <ctype.h> #include "rogue.h" #define NO_WEAPON -1 static const struct init_weaps { char *iw_dam; /* Damage when wielded */ char *iw_hrl; /* Damage when thrown */ int iw_launch; /* Launching weapon */ int iw_flags; /* Miscellaneous flags */ } init_dam[MAXWEAPONS] = { { "2x4", "1x3", NO_WEAPON, 0, }, /* Mace */ { "3x4", "1x2", NO_WEAPON, 0, }, /* Long sword */ { "1x1", "1x1", NO_WEAPON, 0, }, /* Bow */ { "1x1", "2x3", BOW, ISMANY|ISMISL, }, /* Arrow */ { "1x6", "1x4", NO_WEAPON, ISMISL|ISMISL, }, /* Dagger */ { "4x4", "1x2", NO_WEAPON, 0, }, /* 2h sword */ { "1x1", "1x3", NO_WEAPON, ISMANY|ISMISL, }, /* Dart */ { "1x2", "2x4", NO_WEAPON, ISMANY|ISMISL, }, /* Shuriken */ { "2x3", "1x6", NO_WEAPON, ISMISL, }, /* Spear */ }; /* * missile: * Fire a missile in a given direction */ void missile(int ydelta, int xdelta) { THING *obj; /* * Get which thing we are hurling */ if ((obj = get_item("throw", WEAPON)) == NULL) return; if (!dropcheck(obj) || is_current(obj)) return; obj = leave_pack(obj, TRUE, FALSE); 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 */ void do_motion(THING *obj, int ydelta, int xdelta) { int ch; /* * Come fly with us ... */ obj->o_pos = hero; for (;;) { /* * Erase the old one */ if (!ce(obj->o_pos, hero) && cansee(unc(obj->o_pos)) && !terse) { ch = chat(obj->o_pos.y, obj->o_pos.x); if (ch == FLOOR && !show_floor()) ch = ' '; mvaddch(obj->o_pos.y, obj->o_pos.x, ch); } /* * 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)) && !terse) { mvaddch(obj->o_pos.y, obj->o_pos.x, obj->o_type); refresh(); } continue; } break; } } /* * fall: * Drop an item someplace around here. */ void fall(THING *obj, int pr) { PLACE *pp; coord fpos; if (fallpos(&obj->o_pos, &fpos)) { pp = INDEX(fpos.y, fpos.x); pp->p_ch = obj->o_type; obj->o_pos = fpos; if (cansee(fpos.y, fpos.x)) { if (pp->p_monst != NULL) pp->p_monst->t_oldch = obj->o_type; else mvaddch(fpos.y, fpos.x, obj->o_type); } attach(lvl_obj, obj); return; } if (pr) { if (has_hit) { endmsg(); has_hit = FALSE; } msg("the %s vanishes as it hits the ground", weap_info[obj->o_which].oi_name); } discard(obj); } /* * init_weapon: * Set up the initial goodies for a weapon */ void init_weapon(THING *weap, int which) { const struct init_weaps *iwp; weap->o_type = WEAPON; weap->o_which = which; iwp = &init_dam[which]; strncpy(weap->o_damage, iwp->iw_dam, sizeof(weap->o_damage)); strncpy(weap->o_hurldmg,iwp->iw_hrl, sizeof(weap->o_hurldmg)); weap->o_launch = iwp->iw_launch; weap->o_flags = iwp->iw_flags; weap->o_hplus = 0; weap->o_dplus = 0; if (which == DAGGER) { weap->o_count = rnd(4) + 2; weap->o_group = group++; } else if (weap->o_flags & ISMANY) { weap->o_count = rnd(8) + 8; weap->o_group = group++; } else { weap->o_count = 1; weap->o_group = 0; } } /* * hit_monster: * Does the missile hit the monster? */ int hit_monster(int y, int x, const THING *obj) { coord mp; mp.y = y; mp.x = x; return fight(&mp, obj, TRUE); } /* * num: * Figure out the plus number for armor/weapons */ const char * num(int n1, int n2, int type) { static char numbuf[10]; sprintf(numbuf, n1 < 0 ? "%d" : "+%d", n1); if (type == WEAPON) sprintf(&numbuf[strlen(numbuf)], n2 < 0 ? ",%d" : ",+%d", n2); return numbuf; } /* * wield: * Pull out a certain weapon */ void wield(void) { THING *obj, *oweapon; 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, obj->o_packch); } /* * fallpos: * Pick a random position around the give (y, x) coordinates */ int fallpos(const coord *pos, coord *newpos) { 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 || ch == PASSAGE) && rnd(++cnt) == 0) { newpos->y = y; newpos->x = x; } } return (cnt != 0); }