Mercurial > hg > early-roguelike
view rogue5/weapons.c @ 82:f11eeafc6568
srogue: don't store machine-dependent metadata in the savefile.
Super-Rogue, like Rogue V4, stored data of machine-dependent length in
the savefile, to prevent cheating. This made saved games non-portable.
Also deleted was a check that used this data, and prevented restoring
savefiles from backup.
This change BREAKS SAVEFILE COMPATIBILITY, but old files can be
converted by removing the block at offset 0x1e with length
sizeof(ino_t) + sizeof(dev_t) + 2 * sizeof(time_t). That seems to be
0x14 on i686 and 0x20 on x86_64.
author | John "Elwin" Edwards |
---|---|
date | Tue, 06 Aug 2013 19:02:58 -0700 |
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); }