annotate xrogue/effects.c @ 200:1cd604c827a3

Advanced Rogue 7: initialize multiple variables. MSVC complained that they might be used uninitialized. In some cases, this might have been possible. XRogue already has initializations for all these variables.
author John "Elwin" Edwards
date Wed, 12 Aug 2015 15:42:02 -0400
parents ce0cf824c192
children f54901b9c39b
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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
ce0cf824c192 xrogue: add missing includes.
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19 #include <string.h>
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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 effect(att, def, weap, thrown, see_att, see_def)
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30 register struct thing *att, *def;
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31 struct object *weap;
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32 bool thrown;
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33 register bool see_att, see_def;
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34 {
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35 register bool att_player, def_player;
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36 char attname[LINELEN+1], defname[LINELEN+1];
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37
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38 /* See if the attacker or defender is the player */
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39 att_player = (att == &player);
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40 def_player = (def == &player);
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41
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42 /*
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43 * If the player could see the attacker or defender, they can't
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44 * surprise anymore (don't bother checking if they could).
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45 */
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46 if (see_att) turn_off(*att, CANSURPRISE);
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47 if (see_def) turn_off(*def, CANSURPRISE);
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48
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49 /* What are the attacker and defender names? */
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50 if (att_player) strcpy(attname, "you");
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51 else {
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52 if (see_att) strcpy(attname, monster_name(att));
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53 else strcpy(attname, "something");
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54 }
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55
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56 if (def_player) strcpy(defname, "you");
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57 else {
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58 if (see_def) strcpy(defname, monster_name(def));
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59 else strcpy(defname, "something");
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60 }
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61
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62 /*
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63 * See what happens to the attacker first. We can skip this
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64 * whole section, however, if the defender is the player.
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65 * Nothing happens (yet) to anyone just for hitting the player.
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66 */
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67 if (!def_player) {
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68 if (!thrown) { /* Some things require a direct hit. */
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69 /*
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70 * If the attacker hits a rusting monster, The weapon
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71 * may be damaged
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72 */
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73 if (on(*def, CANRUST) && weap &&
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74 weap->o_type != RELIC && (weap->o_flags & ISMETAL) &&
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75 !(weap->o_flags & ISPROT)) {
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76 if ((weap->o_hplus < 1 && weap->o_dplus < 1) ||
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77 roll(1,20) < weap->o_hplus+weap->o_dplus+10) {
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78 if (rnd(100) < 50) weap->o_hplus--;
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79 else weap->o_dplus--;
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80 if (att_player)
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81 msg(terse ? "Your %s weakens!"
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82 : "Your %s gets weaker!",
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83 weaps[weap->o_which].w_name);
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84 }
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85 }
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86 }
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87
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88 /* If the attacker hit something that shrieks, wake the dungeon */
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89 if (on(*def, CANSHRIEK)) {
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90 if (see_def)
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91 msg("%s emits an ear piercing shriek! ", prname(defname, TRUE));