/*
* 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",
"short 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);
}