Mercurial > hg > early-roguelike
annotate arogue7/effects.c @ 215:1b73a8641b37
rogue4: fix most GCC5 warnings.
Converting all function definitions to ANSI style accounts for most of
the change. This has exposed other problems, such as daemons not
actually being their stated type, that will require more careful
solutions.
author | John "Elwin" Edwards |
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date | Wed, 27 Jan 2016 19:41:05 -0500 |
parents | b786053d2f37 |
children | f9ef86cf22b2 |
rev | line source |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
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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 |
126 | 15 #include <string.h> |
125
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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 } |