annotate xrogue/effects.c @ 309:11aeff9acc07

Advanced Rogue 7: ignore file locations in the save file when restoring. The variables file_name, score_file, and home are no longer overwritten with the values stored in the save file. Those values could be inaccurate if the files have been moved or configuration has changed.
author John "Elwin" Edwards
date Sun, 02 May 2021 21:54:11 -0400
parents e1cd27c5464f
children
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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
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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)
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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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