Mercurial > hg > early-roguelike
annotate arogue7/actions.c @ 212:12e070d1a780
rogue3: replace alarm() calls with a portable function.
Calls to alarm() in main.c are replaced with md_start_checkout_timer(),
so the #ifdefs around nonportable code can be confined to mdport.c.
author | John "Elwin" Edwards |
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date | Fri, 22 Jan 2016 19:19:48 -0500 |
parents | 1cd604c827a3 |
children | f9ef86cf22b2 |
rev | line source |
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1 /* |
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2 * actions.c - functions for dealing with monster actions |
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3 * |
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4 * Advanced Rogue |
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5 * Copyright (C) 1984, 1985, 1986 Michael Morgan, Ken Dalka and AT&T |
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6 * All rights reserved. |
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7 * |
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8 * Based on "Rogue: Exploring the Dungeons of Doom" |
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9 * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman |
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10 * All rights reserved. |
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11 * |
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12 * See the file LICENSE.TXT for full copyright and licensing information. |
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13 */ |
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14 |
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15 #include <ctype.h> |
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16 #include <limits.h> |
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17 #include "curses.h" |
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18 #include "rogue.h" |
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19 #define MAXINT INT_MAX |
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20 #define MININT INT_MIN |
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21 /* |
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22 * Did we disrupt a spell? |
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23 */ |
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24 dsrpt_monster(tp, always, see_him) |
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25 register struct thing *tp; |
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26 bool always, see_him; |
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27 { |
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28 switch (tp->t_action) { |
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29 case A_SUMMON: |
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30 case A_MISSILE: |
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31 case A_SLOW: |
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32 tp->t_action = A_NIL; /* Just make the old fellow start over again */ |
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33 tp->t_no_move = movement(tp); |
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34 tp->t_using = NULL;/* Just to be on the safe side */ |
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35 turn_on(*tp, WASDISRUPTED); |
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36 if (see_him) |
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37 msg("%s's spell has been disrupted.",prname(monster_name(tp),TRUE)); |
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38 /* |
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39 * maybe choose something else to do next time since player |
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40 * is disrupting us |
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41 */ |
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42 tp->t_summon *= 2; |
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43 tp->t_cast /= 2; |
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44 return; |
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45 } |
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46 |
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47 /* We may want to disrupt other actions, too */ |
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48 if (always) { |
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49 tp->t_action = A_NIL; /* Just make the old fellow start over again */ |
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50 tp->t_no_move = movement(tp); |
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51 tp->t_using = NULL;/* Just to be on the safe side */ |
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52 } |
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53 } |
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54 |
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55 dsrpt_player() |
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56 { |
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57 int which, action; |
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58 struct linked_list *item; |
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59 struct object *obj; |
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60 |
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61 action = player.t_action; |
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62 which = player.t_selection; |
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63 |
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64 switch (action) { |
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65 case C_CAST: /* Did we disrupt a spell? */ |
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66 case C_PRAY: |
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67 case C_CHANT: |
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68 { |
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69 msg("Your %s was disrupted!", action == C_CAST ? "spell" : "prayer"); |
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70 |
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71 /* Charge him anyway */ |
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72 if (action == C_CAST) |
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73 spell_power += magic_spells[which].s_cost; |
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74 else if (action == C_PRAY) |
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75 pray_time += cleric_spells[which].s_cost; |
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76 else if (action == C_CHANT) |
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77 chant_time += druid_spells[which].s_cost; |
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78 } |
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79 when C_COUNT: /* counting of gold? */ |
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80 { |
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81 if (purse > 0) { |
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82 msg("Your gold goes flying everywhere!"); |
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83 do { |
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84 item = spec_item(GOLD, NULL, NULL, NULL); |
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85 obj = OBJPTR(item); |
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86 obj->o_count = min(purse, rnd(10)+1); |
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87 purse -= obj->o_count; |
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88 obj->o_pos = hero; |
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89 fall(item, FALSE); |
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90 } while (purse > 0 && rnd(10) != 1); |
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91 } |
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