annotate xrogue/effects.c @ 290:2b452dbf0138

UltraRogue: fix options menu. When displaying options, get_restr() did not position the cursor correctly, resulting in values being duplicated.
author John "Elwin" Edwards
date Sun, 26 Nov 2017 11:34:45 -0500
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
ce0cf824c192 xrogue: add missing includes.
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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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