annotate arogue7/effects.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
date Fri, 22 Jan 2016 19:19:48 -0500
parents b786053d2f37
children f9ef86cf22b2
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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 * 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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b786053d2f37 arogue7: add missing header includes.
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15 #include <string.h>
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16 #include "curses.h"
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17 #include "rogue.h"
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18
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19 /*
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20 * effect:
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21 * Check for effects of one thing hitting another thing. Return
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22 * the reason code if the defender is killed. Otherwise return 0.
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23 */
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24 effect(att, def, weap, thrown, see_att, see_def)
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25 register struct thing *att, *def;
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26 struct object *weap;
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27 bool thrown;
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28 register bool see_att, see_def;
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29 {
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30 register bool att_player, def_player;
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31 char attname[LINELEN+1], defname[LINELEN+1];
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32
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33 /* See if the attacker or defender is the player */
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34 att_player = (att == &player);
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35 def_player = (def == &player);
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36
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37 /*
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38 * If the player could see the attacker or defender, they can't
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39 * surprise anymore (don't bother checking if they could).
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40 */
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41 if (see_att) turn_off(*att, CANSURPRISE);
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42 if (see_def) turn_off(*def, CANSURPRISE);
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43
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44 /* What are the attacker and defender names? */
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45 if (att_player) strcpy(attname, "you");
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46 else {
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47 if (see_att) strcpy(attname, monster_name(att));
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48 else strcpy(attname, "something");
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49 }
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50
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51 if (def_player) strcpy(defname, "you");
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52 else {
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53 if (see_def) strcpy(defname, monster_name(def));
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54 else strcpy(defname, "something");
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55 }
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56
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57 /*
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58 * See what happens to the attacker first. We can skip this
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59 * whole section, however, if the defender is the player.
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60 * Nothing happens (yet) to anyone just for hitting the player.
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61 */
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62 if (!def_player) {
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63 if (!thrown) { /* Some things require a direct hit. */
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64 /*
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65 * If the attacker hits a rusting monster, The weapon
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66 * may be damaged
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67 */
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68 if (on(*def, CANRUST) && weap &&
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69 weap->o_type != RELIC && (weap->o_flags & ISMETAL) &&
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70 !(weap->o_flags & ISPROT)) {
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71 if ((weap->o_hplus < 1 && weap->o_dplus < 1) ||
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72 roll(1,20) < weap->o_hplus+weap->o_dplus+10) {
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73 if (rnd(100) < 50) weap->o_hplus--;
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74 else weap->o_dplus--;
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75 if (att_player)
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76 msg(terse ? "Your %s weakens!"
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77 : "Your %s appears to be weaker now!",
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78 weaps[weap->o_which].w_name);
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79 }
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80 }
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81 }
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82
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83 /* If the attacker hit something that shrieks, wake the dungeon */
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84 if (on(*def, CANSHRIEK)) {
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85 turn_off(*def, CANSHRIEK);
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86 if (see_def)
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87 msg("%s emits a piercing shriek.", prname(defname, TRUE));
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88 else msg("You hear a piercing shriek.");
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89 aggravate(TRUE, TRUE);
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90 }
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