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WEAPONS.C
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WEAPONS.C
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/*
* Functions for dealing with problems brought about by weapons
*
* weapons.c 1.4 (AI Design) 12/22/84
*/
#include "rogue.h"
#include "curses.h"
#define NONE 100
static struct init_weps {
char *iw_dam; /* Damage when wielded */
char *iw_hrl; /* Damage when thrown */
char iw_launch; /* Launching weapon */
int iw_flags; /* Miscellaneous flags */
} init_dam[MAXWEAPONS] = {
"2d4", "1d3", NONE, 0, /* Mace */
"3d4", "1d2", NONE, 0, /* Long sword */
"1d1", "1d1", NONE, 0, /* Bow */
"1d1", "2d3", BOW, ISMANY|ISMISL, /* Arrow */
"1d6", "1d4", NONE, ISMISL, /* Dagger */
"4d4", "1d2", NONE, 0, /* 2h sword */
"1d1", "1d3", NONE, ISMANY|ISMISL, /* Dart */
"1d1", "1d1", NONE, 0, /* Crossbow */
"1d2", "2d5", CROSSBOW, ISMANY|ISMISL, /* Crossbow bolt */
"2d3", "1d6", NONE, ISMISL /* Spear */
};
/*
* missile:
* Fire a missile in a given direction
*/
missile(ydelta, xdelta)
int ydelta, xdelta;
{
register THING *obj, *nitem;
/*
* Get which thing we are hurling
*/
if ((obj = get_item("throw", WEAPON)) == NULL)
return;
if (!can_drop(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.
*/
hack:
if (obj->o_count < 2) {
detach(pack, obj);
inpack--;
} else {
/*
* here is a quick hack to check if we can get a new item
*/
if ((nitem = new_item()) == NULL) {
obj->o_count = 1;
msg("something in your pack explodes!!!");
goto hack;
}
obj->o_count--;
if (obj->o_group == 0)
inpack--;
bcopy(*nitem,*obj);
nitem->o_count = 1;
obj = 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 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
*/
do_motion(obj, ydelta, xdelta)
THING *obj;
register int ydelta, xdelta;
{
register byte under = '@';
/*
* Come fly with us ...
*/
bcopy(obj->o_pos,hero);
for (;;) {
register int ch;
/*
* Erase the old one
*/
if (under != '@' && !ce(obj->o_pos, hero) && cansee(unc(obj->o_pos)))
mvaddch(obj->o_pos.y, obj->o_pos.x, under);
/*
* 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))) {
under = chat(obj->o_pos.y, obj->o_pos.x);
mvaddch(obj->o_pos.y, obj->o_pos.x, obj->o_type);
tick_pause();
} else
under = '@';
continue;
}
break;
}
}
char *
short_name(obj)
THING *obj;
{
switch (obj->o_type) {
case WEAPON: return w_names[obj->o_which];
case ARMOR: return a_names[obj->o_which];
case FOOD: return "food";
case POTION:
case SCROLL:
case AMULET:
case STICK:
case RING:
return index(inv_name(obj, TRUE), ' ') + 1;
default:
return "bizzare thing";
}
}
/*
* fall:
* Drop an item someplace around here.
*/
fall(obj, pr)
THING *obj;
bool pr;
{
static coord fpos;
register int index;
switch (fallpos(obj, &fpos))
{
case 1:
index = INDEX(fpos.y, fpos.x);
_level[index] = obj->o_type;
bcopy(obj->o_pos,fpos);
if (cansee(fpos.y, fpos.x))
{
if ((flat(obj->o_pos.y, obj->o_pos.x) & F_PASS) ||
(flat(obj->o_pos.y, obj->o_pos.x) & F_MAZE))
standout();
mvaddch(fpos.y, fpos.x, obj->o_type);
standend();
if (moat(fpos.y,fpos.x) != NULL)
moat(fpos.y,fpos.x)->t_oldch = obj->o_type;
}
attach(lvl_obj, obj);
return;
case 2:
pr = 0;
}
if (pr)
msg("the %s vanishes%s.", short_name(obj),
noterse(" as it hits the ground"));
discard(obj);
}
/*
* init_weapon:
* Set up the initial goodies for a weapon
*/
init_weapon(weap, type)
register THING *weap;
byte type;
{
register struct init_weps *iwp;
iwp = &init_dam[type];
weap->o_damage = iwp->iw_dam;
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 = group++;
}
else
weap->o_count = 1;
}
/*
* hit_monster:
* Does the missile hit the monster?
*/
hit_monster(y, x, obj)
register int y, x;
THING *obj;
{
static coord mp;
register THING *mo;
if (mo = moat(y, x)) {
mp.y = y;
mp.x = x;
return fight(&mp, mo->t_type, obj, TRUE);
}
return FALSE;
}
/*
* num:
* Figure out the plus number for armor/weapons
*/
char *
num(n1, n2, type)
register int n1, n2;
register char type;
{
static char numbuf[10];
sprintf(numbuf, "%s%d", n1 < 0 ? "" : "+", n1);
if (type == WEAPON)
sprintf(&numbuf[strlen(numbuf)], ",%s%d", n2 < 0 ? "" : "+", n2);
return numbuf;
}
/*
* wield:
* Pull out a certain weapon
*/
wield()
{
register THING *obj, *oweapon;
register char *sp;
oweapon = cur_weapon;
if (!can_drop(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;
ifterse2("now wielding %s (%c)","you are now wielding %s (%c)", sp, pack_char(obj));
}
/*
* fallpos:
* Pick a random position around the given (y, x) coordinates
*/
fallpos(obj, newpos)
register coord *newpos;
THING *obj;
{
register int y, x, cnt = 0, ch;
THING *onfloor;
for (y = obj->o_pos.y - 1; y <= obj->o_pos.y + 1; y++)
for (x = obj->o_pos.x - 1; x <= obj->o_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) || offmap(y,x))
continue;
if ((ch = chat(y, x)) == FLOOR || ch == PASSAGE) {
if (rnd(++cnt) == 0) {
newpos->y = y;
newpos->x = x;
}
continue;
}
if (step_ok(ch)
&& (onfloor = find_obj(y, x))
&& onfloor->o_type == obj->o_type
&& onfloor->o_group
&& onfloor->o_group == obj->o_group)
{
onfloor->o_count += obj->o_count;
return 2;
}
}
return(cnt != 0);
}
tick_pause()
{
register int otick;
extern int tick;
otick = tick;
while (otick == tick)
;
}