Mercurial > hg > early-roguelike
annotate xrogue/effects.c @ 164:49af2fd0bb0c
Move some autotools files to where configure can find them.
rogue5 uses config.guess and config.sub to find the canonical system
names. The configure script expects them to be in the same directory
as install-sh. So they have been relocated to the top level.
This is a quick and dirty fix. The eventual plan is to relocate them
to /dev/null.
I also suspect they should be used to set HOST, not TARGET. Rogue is
not a cross-compiler.
author | John "Elwin" Edwards |
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date | Tue, 16 Jun 2015 11:44:49 -0400 |
parents | ce0cf824c192 |
children | f54901b9c39b |
rev | line source |
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133
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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 | 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 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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