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Annotation of early-roguelike/rogue4/weapons.c, Revision 1.1.1.1

1.1       rubenllo    1: /*
                      2:  * Functions for dealing with problems brought about by weapons
                      3:  *
                      4:  * @(#)weapons.c       4.14 (Berkeley) 4/6/82
                      5:  *
                      6:  * Rogue: Exploring the Dungeons of Doom
                      7:  * Copyright (C) 1980, 1981, 1982 Michael Toy, Ken Arnold and Glenn Wichman
                      8:  * All rights reserved.
                      9:  *
                     10:  * See the file LICENSE.TXT for full copyright and licensing information.
                     11:  */
                     12:
                     13: #include <curses.h>
                     14: #include <ctype.h>
                     15: #include <string.h>
                     16: #include "rogue.h"
                     17:
                     18: #define NONE 100
                     19:
                     20: static struct init_weps {
                     21:     char *iw_dam;      /* Damage when wielded */
                     22:     char *iw_hrl;      /* Damage when thrown */
                     23:     char iw_launch;    /* Launching weapon */
                     24:     int iw_flags;      /* Miscellaneous flags */
                     25: } init_dam[MAXWEAPONS] = {
                     26:     { "2d4",   "1d3",  NONE,           0 },            /* Mace */
                     27:     { "3d4",   "1d2",  NONE,           0 },            /* Long sword */
                     28:     { "1d1",   "1d1",  NONE,           0 },            /* Bow */
                     29:     { "1d1",   "2d3",  BOW,            ISMANY|ISMISL },/* Arrow */
                     30:     { "1d6",   "1d4",  NONE,           ISMISL },       /* Dagger */
                     31:     { "4d4",   "1d2",  NONE,           0 },            /* 2h sword */
                     32:     { "1d1",   "1d3",  NONE,           ISMANY|ISMISL },/* Dart */
                     33:     { "1d1",   "1d1",  NONE,           0 },            /* Crossbow */
                     34:     { "1d2",   "2d5",  CROSSBOW,       ISMANY|ISMISL },/* Crossbow bolt */
                     35:     { "2d3",   "1d6",  NONE,           ISMISL }        /* Spear */
                     36: };
                     37:
                     38: /*
                     39:  * missile:
                     40:  *     Fire a missile in a given direction
                     41:  */
                     42: void
                     43: missile(int ydelta, int xdelta)
                     44: {
                     45:     register THING *obj, *nitem;
                     46:
                     47:     /*
                     48:      * Get which thing we are hurling
                     49:      */
                     50:     if ((obj = get_item("throw", WEAPON)) == NULL)
                     51:        return;
                     52:     if (!dropcheck(obj) || is_current(obj))
                     53:        return;
                     54:     /*
                     55:      * Get rid of the thing.  If it is a non-multiple item object, or
                     56:      * if it is the last thing, just drop it.  Otherwise, create a new
                     57:      * item with a count of one.
                     58:      */
                     59:     if (obj->o_count < 2)
                     60:     {
                     61:        detach(pack, obj);
                     62:        inpack--;
                     63:     }
                     64:     else
                     65:     {
                     66:        obj->o_count--;
                     67:        if (obj->o_group == 0)
                     68:            inpack--;
                     69:        nitem = new_item();
                     70:        *nitem = *obj;
                     71:        nitem->o_count = 1;
                     72:        obj = nitem;
                     73:     }
                     74:     do_motion(obj, ydelta, xdelta);
                     75:     /*
                     76:      * AHA! Here it has hit something.  If it is a wall or a door,
                     77:      * or if it misses (combat) the monster, put it on the floor
                     78:      */
                     79:     if (moat(obj->o_pos.y, obj->o_pos.x) == NULL
                     80:        || !hit_monster(unc(obj->o_pos), obj))
                     81:            fall(obj, TRUE);
                     82: }
                     83:
                     84: /*
                     85:  * do_motion:
                     86:  *     Do the actual motion on the screen done by an object traveling
                     87:  *     across the room
                     88:  */
                     89: void
                     90: do_motion(THING *obj, int ydelta, int xdelta)
                     91: {
                     92:     /*
                     93:      * Come fly with us ...
                     94:      */
                     95:     obj->o_pos = hero;
                     96:     for (;;)
                     97:     {
                     98:        register int ch;
                     99:
                    100:        /*
                    101:         * Erase the old one
                    102:         */
                    103:        if (!ce(obj->o_pos, hero) && cansee(unc(obj->o_pos)))
                    104:            mvaddch(obj->o_pos.y, obj->o_pos.x, chat(obj->o_pos.y, obj->o_pos.x));
                    105:        /*
                    106:         * Get the new position
                    107:         */
                    108:        obj->o_pos.y += ydelta;
                    109:        obj->o_pos.x += xdelta;
                    110:        if (step_ok(ch = winat(obj->o_pos.y, obj->o_pos.x)) && ch != DOOR)
                    111:        {
                    112:            /*
                    113:             * It hasn't hit anything yet, so display it
                    114:             * If it alright.
                    115:             */
                    116:            if (cansee(unc(obj->o_pos)))
                    117:            {
                    118:                mvaddch(obj->o_pos.y, obj->o_pos.x, obj->o_type);
                    119:                refresh();
                    120:            }
                    121:            continue;
                    122:        }
                    123:        break;
                    124:     }
                    125: }
                    126:
                    127: /*
                    128:  * fall:
                    129:  *     Drop an item someplace around here.
                    130:  */
                    131: void
                    132: fall(THING *obj, bool pr)
                    133: {
                    134:     static coord fpos;
                    135:     register int index;
                    136:
                    137:     if (fallpos(&obj->o_pos, &fpos, TRUE))
                    138:     {
                    139:        index = INDEX(fpos.y, fpos.x);
                    140:        _level[index] = obj->o_type;
                    141:        obj->o_pos = fpos;
                    142:        if (cansee(fpos.y, fpos.x))
                    143:        {
                    144:            mvaddch(fpos.y, fpos.x, obj->o_type);
                    145:            if (_monst[index] != NULL)
                    146:                _monst[index]->t_oldch = obj->o_type;
                    147:        }
                    148:        attach(lvl_obj, obj);
                    149:        return;
                    150:     }
                    151:
                    152:     if (pr)
                    153:                msg("the %s vanishes as it hits the ground",
                    154:                        /* BUGFIX: Identification trick */
                    155:                        (obj->o_type==WEAPON) ? w_names[obj->o_which] : inv_name(obj,TRUE));
                    156:
                    157:        discard(obj);
                    158: }
                    159:
                    160: /*
                    161:  * init_weapon:
                    162:  *     Set up the initial goodies for a weapon
                    163:  */
                    164: void
                    165: init_weapon(THING *weap, char type)
                    166: {
                    167:     register struct init_weps *iwp;
                    168:
                    169:     iwp = &init_dam[type];
                    170:     strncpy(weap->o_damage, iwp->iw_dam, 8);
                    171:     strncpy(weap->o_hurldmg, iwp->iw_hrl, 8);
                    172:     weap->o_launch = iwp->iw_launch;
                    173:     weap->o_flags = iwp->iw_flags;
                    174:     if (weap->o_flags & ISMANY)
                    175:     {
                    176:        weap->o_count = rnd(8) + 8;
                    177:        weap->o_group = group++;
                    178:     }
                    179:     else
                    180:        weap->o_count = 1;
                    181: }
                    182:
                    183: /*
                    184:  * hit_monster:
                    185:  *     Does the missile hit the monster?
                    186:  */
                    187: bool
                    188: hit_monster(int y, int x, THING *obj)
                    189: {
                    190:     static coord mp;
                    191:
                    192:     mp.y = y;
                    193:     mp.x = x;
                    194:     return fight(&mp, moat(y, x)->t_type, obj, TRUE);
                    195: }
                    196:
                    197: /*
                    198:  * num:
                    199:  *     Figure out the plus number for armor/weapons
                    200:  */
                    201: char *
                    202: num(int n1, int n2, char type)
                    203: {
                    204:     static char numbuf[10];
                    205:
                    206:     sprintf(numbuf, "%s%d", n1 < 0 ? "" : "+", n1);
                    207:     if (type == WEAPON)
                    208:        sprintf(&numbuf[strlen(numbuf)], ",%s%d", n2 < 0 ? "" : "+", n2);
                    209:     return numbuf;
                    210: }
                    211:
                    212: /*
                    213:  * wield:
                    214:  *     Pull out a certain weapon
                    215:  */
                    216: void
                    217: wield(void)
                    218: {
                    219:     register THING *obj, *oweapon;
                    220:     register char *sp;
                    221:
                    222:     oweapon = cur_weapon;
                    223:     if (!dropcheck(cur_weapon))
                    224:     {
                    225:        cur_weapon = oweapon;
                    226:        return;
                    227:     }
                    228:     cur_weapon = oweapon;
                    229:     if ((obj = get_item("wield", WEAPON)) == NULL)
                    230:     {
                    231: bad:
                    232:        after = FALSE;
                    233:        return;
                    234:     }
                    235:
                    236:     if (obj->o_type == ARMOR)
                    237:     {
                    238:        msg("you can't wield armor");
                    239:        goto bad;
                    240:     }
                    241:     if (is_current(obj))
                    242:         goto bad;
                    243:
                    244:     sp = inv_name(obj, TRUE);
                    245:     cur_weapon = obj;
                    246:     if (!terse)
                    247:        addmsg("you are now ");
                    248:     msg("wielding %s (%c)", sp, pack_char(obj));
                    249: }
                    250:
                    251: /*
                    252:  * fallpos:
                    253:  *     Pick a random position around the give (y, x) coordinates
                    254:  */
                    255: bool
                    256: fallpos(coord *pos, coord *newpos, bool pass)
                    257: {
                    258:     register int y, x, cnt, ch;
                    259:
                    260:     cnt = 0;
                    261:     for (y = pos->y - 1; y <= pos->y + 1; y++)
                    262:        for (x = pos->x - 1; x <= pos->x + 1; x++)
                    263:        {
                    264:            /*
                    265:             * check to make certain the spot is empty, if it is,
                    266:             * put the object there, set it in the level list
                    267:             * and re-draw the room if he can see it
                    268:             */
                    269:            if (y == hero.y && x == hero.x)
                    270:                continue;
                    271:            if (((ch = chat(y, x)) == FLOOR || (pass && ch == PASSAGE))
                    272:                                        && rnd(++cnt) == 0)
                    273:            {
                    274:                newpos->y = y;
                    275:                newpos->x = x;
                    276:            }
                    277:        }
                    278:     return (cnt != 0);
                    279: }

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