view rogue3/weapons.c @ 87:f871cb0539d3

Don't set the player's ISRUN flag. rogue4 and rogue5 set the player's ISRUN flag upon exit from sleep or holding. This is apparently supposed to indicate that the player can move again. What it actually does is make it harder for monsters to hit the player, until the flag is reset. As this behavior makes little sense and seems like a cheat, it has been deemed a bug and removed.
author John "Elwin" Edwards
date Tue, 13 Aug 2013 09:19:56 -0700
parents 527e2150eaf0
children 84651832f967
line wrap: on
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/*
 * Functions for dealing with problems brought about by weapons
 *
 * @(#)weapons.c	3.17 (Berkeley) 6/15/81
 *
 * 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"

#define NONE 100

char *w_names[MAXWEAPONS] = {
    "mace",
    "long sword",
    "int bow",
    "arrow",
    "dagger",
    "rock",
    "two handed sword",
    "sling",
    "dart",
    "crossbow",
    "crossbow bolt",
    "spear",
};

static struct init_weps {
    char *iw_dam;
    char *iw_hrl;
    int iw_launch;
    int iw_flags;
} init_dam[MAXWEAPONS] = {
    "2d4", "1d3", NONE, 0,		/* Mace */
    "1d10", "1d2", NONE,0,		/* Long sword */
    "1d1", "1d1", NONE,	0,		/* Bow */
    "1d1", "1d6", BOW,	ISMANY|ISMISL,	/* Arrow */
    "1d6", "1d4", NONE,	ISMISL,		/* Dagger */
    "1d2", "1d4", SLING,ISMANY|ISMISL,	/* Rock */
    "3d6", "1d2", NONE,	0,		/* 2h sword */
    "0d0", "0d0", NONE, 0,		/* Sling */
    "1d1", "1d3", NONE,	ISMANY|ISMISL,	/* Dart */
    "1d1", "1d1", NONE, 0,		/* Crossbow */
    "1d2", "1d10", CROSSBOW, ISMANY|ISMISL,/* Crossbow bolt */
    "1d8", "1d6", NONE, ISMISL,		/* Spear */
};

/*
 * missile:
 *	Fire a missile in a given direction
 */

void
missile(int ydelta, int xdelta)
{
    struct object *obj;
    struct linked_list *item, *nitem;

    /*
     * Get which thing we are hurling
     */
    if ((item = get_item("throw", WEAPON)) == NULL)
	return;
    obj = (struct object *) ldata(item);
    if (!dropcheck(obj) || is_current(obj))
	return;
    /*
     * 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);
	inpack--;
    }
    else
    {
	obj->o_count--;
	if (obj->o_group == 0)
	    inpack--;
	nitem = (struct linked_list *) new_item(sizeof *obj);
	obj = (struct object *) ldata(nitem);
	*obj = *((struct object *) ldata(item));
	obj->o_count = 1;
	item = nitem;
    }
    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 mosnter, put it on the floor
     */
    if (!isupper(mvwinch(mw, obj->o_pos.y, obj->o_pos.x))
	|| !hit_monster(unc(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
 */
void
do_motion(struct object *obj, int ydelta, int xdelta)
{
    /*
     * Come fly with us ...
     */
    obj->o_pos = hero;
    for (;;)
    {
	int ch;

	/*
	 * Erase the old one
	 */
	if (!ce(obj->o_pos, hero) && 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 (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)) &&
		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, int pr)
{
    struct object *obj;
    struct room *rp;
    static coord fpos;

    obj = (struct object *) ldata(item);
    if (fallpos(&obj->o_pos, &fpos, TRUE))
    {
	mvaddch(fpos.y, fpos.x, obj->o_type);
	obj->o_pos = fpos;
	if ((rp = roomin(&hero)) != NULL && !(rp->r_flags & ISDARK))
	{
	    light(&hero);
	    mvwaddch(cw, hero.y, hero.x, PLAYER);
	}
	attach(lvl_obj, item);
	return;
    }
    if (pr)
        if (obj->o_type == WEAPON) /* BUGFUX: Identification trick */
            msg("Your %s vanishes as it hits the ground.", w_names[obj->o_which]);
        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
 */

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

    iwp = &init_dam[type];
    strcpy(weap->o_damage,iwp->iw_dam);
    strcpy(weap->o_hurldmg,iwp->iw_hrl);
    weap->o_launch = iwp->iw_launch;
    weap->o_flags = iwp->iw_flags;
    if (weap->o_flags & ISMANY)
    {
	weap->o_count = rnd(8) + 8;
	weap->o_group = newgrp();
    }
    else
	weap->o_count = 1;
}

/*
 * Does the missile hit the monster
 */

int
hit_monster(int y, int x, struct object *obj)
{
    static coord mp;

    mp.y = y;
    mp.x = x;
    return fight(&mp, winat(y, x), obj, TRUE);
}

/*
 * num:
 *	Figure out the plus number for armor/weapons
 */

char *
num(int n1, int n2)
{
    static char numbuf[80];

    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()
{
    struct linked_list *item;
    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)
    {
bad:
	after = FALSE;
	return;
    }

    obj = (struct object *) ldata(item);
    if (obj->o_type == ARMOR)
    {
	msg("You can't wield armor");
	goto bad;
    }
    if (is_current(obj))
        goto bad;

    if (terse)
	addmsg("W");
    else
	addmsg("You are now w");
    msg("ielding %s", inv_name(obj, TRUE));
    cur_weapon = obj;
}

/*
 * pick a random position around the give (y, x) coordinates
 */
int
fallpos(coord *pos, coord *newpos, int passages)
{
    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 = winat(y, x)) == FLOOR || (passages && ch == PASSAGE))
					&& rnd(++cnt) == 0)
	    {
		newpos->y = y;
		newpos->x = x;
	    }
	}
    return (cnt != 0);
}