Mercurial > hg > early-roguelike
annotate xrogue/effects.c @ 306:057c5114e244
Super-Rogue: fix some out-of-range constants.
Constants K_ARROW etc., for causes of death other than monsters, are in
the 240-255 range. They were often passed to functions taking char,
which is usually signed, making the values out of range.
The function declarations have been changed to unsigned char, which is
also the type used by the scoreboard code.
author | John "Elwin" Edwards |
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date | Sat, 17 Apr 2021 15:41:12 -0400 |
parents | e1cd27c5464f |
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rev | line source |
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133
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1 /* |
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2 effects.c - functions for dealing with appllying effects to monsters |
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3 |
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4 XRogue: Expeditions into the Dungeons of Doom |
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5 Copyright (C) 1991 Robert Pietkivitch |
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6 All rights reserved. |
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7 |
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8 Based on "Advanced Rogue" |
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9 Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka and AT&T |
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10 All rights reserved. |
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11 |
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12 Based on "Rogue: Exploring the Dungeons of Doom" |
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13 Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman |
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14 All rights reserved. |
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15 |
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16 See the file LICENSE.TXT for full copyright and licensing information. |
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17 */ |
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18 |
135 | 19 #include <string.h> |
133
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20 #include <curses.h> |
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21 #include "rogue.h" |
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22 |
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23 /* |
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24 * effect: |
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25 * Check for effects of one thing hitting another thing. Return |
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26 * the reason code if the defender is killed. Otherwise return 0. |
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27 */ |
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28 |
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29 int |
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30 effect(struct thing *att, struct thing *def, struct object *weap, bool thrown, |
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31 bool see_att, bool see_def) |
133
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32 { |
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33 register bool att_player, def_player; |
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34 char attname[LINELEN+1], defname[LINELEN+1]; |
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35 |
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36 /* See if the attacker or defender is the player */ |
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37 att_player = (att == &player); |
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38 def_player = (def == &player); |
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39 |
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40 /* |
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41 * If the player could see the attacker or defender, they can't |
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42 * surprise anymore (don't bother checking if they could). |
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43 */ |
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44 if (see_att) turn_off(*att, CANSURPRISE); |
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45 if (see_def) turn_off(*def, CANSURPRISE); |
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46 |
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47 /* What are the attacker and defender names? */ |
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48 if (att_player) strcpy(attname, "you"); |
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49 else { |
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50 if (see_att) strcpy(attname, monster_name(att)); |
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51 else strcpy(attname, "something"); |
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52 } |
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53 |
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54 if (def_player) strcpy(defname, "you"); |
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55 else { |
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56 if (see_def) strcpy(defname, monster_name(def)); |
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57 else strcpy(defname, "something"); |
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58 } |
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59 |
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60 /* |
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61 * See what happens to the attacker first. We can skip this |
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62 * whole section, however, if the defender is the player. |
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63 * Nothing happens (yet) to anyone just for hitting the player. |
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64 */ |
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65 if (!def_player) { |
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66 if (!thrown) { /* Some things require a direct hit. */ |
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67 /* |
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68 * If the attacker hits a rusting monster, The weapon |
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69 * may be damaged |
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70 */ |
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71 if (on(*def, CANRUST) && weap && |
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72 weap->o_type != RELIC && (weap->o_flags & ISMETAL) && |
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73 !(weap->o_flags & ISPROT)) { |
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74 if ((weap->o_hplus < 1 && weap->o_dplus < 1) || |
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75 roll(1,20) < weap->o_hplus+weap->o_dplus+10) { |
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76 if (rnd(100) < 50) weap->o_hplus--; |
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77 else weap->o_dplus--; |
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78 if (att_player) |
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79 msg(terse ? "Your %s weakens!" |
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80 : "Your %s gets weaker!", |
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81 weaps[weap->o_which].w_name); |
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82 } |
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83 } |
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84 } |
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85 |
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86 /* If the attacker hit something that shrieks, wake the dungeon */ |
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87 if (on(*def, CANSHRIEK)) { |
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88 if (see_def) |
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89 msg("%s emits an ear piercing shriek! ", prname(defname, TRUE)); |
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90 else |
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