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annotate xrogue/effects.c @ 221:71cb5b647f2b
Rogue V5: remove troublesome automatic platform detection.
configure.ac used AC_CANONICAL_SYSTEM to guess the GNU system
description triplets. The target description was substituted into the
Makefile and formatted into the filename for the binary distribution
tarball. But 'target' is only intended for cross-compilers. 'host_os'
might have been a better choice.
The tarball filename can still be changed manually, by running make with
an argument of 'DESTSYS=systemname'.
Cross-compiling may be more difficult now, but I am not certain that it
worked properly previously, and due to pending autoconf changes, it was
likely to break anyway.
The top-level config.guess and config.sub are no longer needed, but they
may reappear if better support for cross-compilation is added.
author | John "Elwin" Edwards |
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date | Fri, 12 Feb 2016 14:25:47 -0500 |
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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