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📄 throw.c

📁 <B>Digital的Unix操作系统VAX 4.2源码</B>
💻 C
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/* * throw.c * * This source herein may be modified and/or distributed by anybody who * so desires, with the following restrictions: *    1.)  No portion of this notice shall be removed. *    2.)  Credit shall not be taken for the creation of this source. *    3.)  This code is not to be traded, sold, or used for personal *         gain or profit. * */#ifndef lintstatic char sccsid[] = "@(#)throw.c	5.1 (Berkeley) 11/25/87";#endif /* not lint */#include "rogue.h"extern short cur_room;extern char *curse_message;extern char hit_message[];throw(){	short wch, d;	boolean first_miss = 1;	object *weapon;	short dir, row, col;	object *monster;	while (!is_direction(dir = rgetchar(), &d)) {		sound_bell();		if (first_miss) {			message("direction? ", 0);			first_miss = 0;		}	}	check_message();	if (dir == CANCEL) {		return;	}	if ((wch = pack_letter("throw what?", WEAPON)) == CANCEL) {		return;	}	check_message();	if (!(weapon = get_letter_object(wch))) {		message("no such item.", 0);		return;	}	if ((weapon->in_use_flags & BEING_USED) && weapon->is_cursed) {		message(curse_message, 0);		return;	}	row = rogue.row; col = rogue.col;	if ((weapon->in_use_flags & BEING_WIELDED) && (weapon->quantity <= 1)) {		unwield(rogue.weapon);	} else if (weapon->in_use_flags & BEING_WORN) {		mv_aquatars();		unwear(rogue.armor);		print_stats(STAT_ARMOR);	} else if (weapon->in_use_flags & ON_EITHER_HAND) {		un_put_on(weapon);	}	monster = get_thrown_at_monster(weapon, d, &row, &col);	mvaddch(rogue.row, rogue.col, rogue.fchar);	refresh();	if (rogue_can_see(row, col) && ((row != rogue.row) || (col != rogue.col))){		mvaddch(row, col, get_dungeon_char(row, col));	}	if (monster) {		wake_up(monster);		check_gold_seeker(monster);		if (!throw_at_monster(monster, weapon)) {			flop_weapon(weapon, row, col);		}	} else {		flop_weapon(weapon, row, col);	}	vanish(weapon, 1, &rogue.pack);}throw_at_monster(monster, weapon)object *monster, *weapon;{	short damage, hit_chance;	short t;	hit_chance = get_hit_chance(weapon);	damage = get_weapon_damage(weapon);	if ((weapon->which_kind == ARROW) &&		(rogue.weapon && (rogue.weapon->which_kind == BOW))) {		damage += get_weapon_damage(rogue.weapon);		damage = ((damage * 2) / 3);		hit_chance += (hit_chance / 3);	} else if ((weapon->in_use_flags & BEING_WIELDED) &&		((weapon->which_kind == DAGGER) ||		(weapon->which_kind == SHURIKEN) ||		(weapon->which_kind == DART))) {		damage = ((damage * 3) / 2);		hit_chance += (hit_chance / 3);	}	t = weapon->quantity;	weapon->quantity = 1;	sprintf(hit_message, "the %s", name_of(weapon));	weapon->quantity = t;	if (!rand_percent(hit_chance)) {		(void) strcat(hit_message, "misses  ");		return(0);	}	s_con_mon(monster);	(void) strcat(hit_message, "hit  ");	(void) mon_damage(monster, damage);	return(1);}object *get_thrown_at_monster(obj, dir, row, col)object *obj;short dir;short *row, *col;{	short orow, ocol;	short i, ch;	orow = *row; ocol = *col;	ch = get_mask_char(obj->what_is);	for (i = 0; i < 24; i++) {		get_dir_rc(dir, row, col, 0);		if (	(((*col <= 0) || (*col >= DCOLS-1)) ||				(dungeon[*row][*col] == NOTHING)) ||				((dungeon[*row][*col] & (HORWALL | VERTWALL | HIDDEN)) &&					(!(dungeon[*row][*col] & TRAP)))) {			*row = orow;			*col = ocol;			return(0);		}		if ((i != 0) && rogue_can_see(orow, ocol)) {			mvaddch(orow, ocol, get_dungeon_char(orow, ocol));		}		if (rogue_can_see(*row, *col)) {			if (!(dungeon[*row][*col] & MONSTER)) {				mvaddch(*row, *col, ch);			}			refresh();		}		orow = *row; ocol = *col;		if (dungeon[*row][*col] & MONSTER) {			if (!imitating(*row, *col)) {				return(object_at(&level_monsters, *row, *col));			}		}		if (dungeon[*row][*col] & TUNNEL) {			i += 2;		}	}	return(0);}flop_weapon(weapon, row, col)object *weapon;short row, col;{	object *new_weapon, *monster;	short i = 0;	char msg[80];	boolean found = 0;	short mch, dch;	unsigned short mon;	while ((i < 9) && dungeon[row][col] & ~(FLOOR | TUNNEL | DOOR | MONSTER)) {		rand_around(i++, &row, &col);		if ((row > (DROWS-2)) || (row < MIN_ROW) ||			(col > (DCOLS-1)) || (col < 0) || (!dungeon[row][col]) ||			(dungeon[row][col] & ~(FLOOR | TUNNEL | DOOR | MONSTER))) {			continue;		}		found = 1;		break;	}	if (found || (i == 0)) {		new_weapon = alloc_object();		*new_weapon = *weapon;		new_weapon->in_use_flags = NOT_USED;		new_weapon->quantity = 1;		new_weapon->ichar = 'L';		place_at(new_weapon, row, col);		if (rogue_can_see(row, col) &&				((row != rogue.row) || (col != rogue.col))) {			mon = dungeon[row][col] & MONSTER;			dungeon[row][col] &= (~MONSTER);			dch = get_dungeon_char(row, col);			if (mon) {				mch = mvinch(row, col);				if (monster = object_at(&level_monsters, row, col)) {					monster->trail_char = dch;				}				if ((mch < 'A') || (mch > 'Z')) {					mvaddch(row, col, dch);				}			} else {				mvaddch(row, col, dch);			}			dungeon[row][col] |= mon;		}	} else {		short t;		t = weapon->quantity;		weapon->quantity = 1;		sprintf(msg, "the %svanishes as it hits the ground",		name_of(weapon));		weapon->quantity = t;		message(msg, 0);	}}rand_around(i, r, c)short i, *r, *c;{	static char* pos = "\010\007\001\003\004\005\002\006\0";	static short row, col;	short j;	if (i == 0) {		short x, y, o, t;		row = *r;		col = *c;		o = get_rand(1, 8);		for (j = 0; j < 5; j++) {			x = get_rand(0, 8);			y = (x + o) % 9;			t = pos[x];			pos[x] = pos[y];			pos[y] = t;		}	}	switch((short)pos[i]) {	case 0:		*r = row + 1;		*c = col + 1;		break;	case 1:		*r = row + 1;		*c = col - 1;		break;	case 2:		*r = row - 1;		*c = col + 1;		break;	case 3:		*r = row - 1;		*c = col - 1;		break;	case 4:		*r = row;		*c = col + 1;		break;	case 5:		*r = row + 1;		*c = col;		break;	case 6:		*r = row;		*c = col;		break;	case 7:		*r = row - 1;		*c = col;		break;	case 8:		*r = row;		*c = col - 1;		break;	}}

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