annotate arogue7/effects.c @ 264:778938a5c21d

UltraRogue: add location for character files. When using the -n option, UltraRogue will look for character files in a single location, similar to save files. The location is chosen by defining CHRDIR in getplay.c, at least until UltraRogue gets integrated with the build systems.
author John "Elwin" Edwards
date Sun, 19 Feb 2017 19:47:09 -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 * 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
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b786053d2f37 arogue7: add missing header includes.
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15 #include <string.h>
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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 int
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25 effect(struct thing *att, struct thing *def, struct object *weap, bool thrown,
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26 bool see_att, bool see_def)
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27 {
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28 register bool att_player, def_player;
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29 char attname[LINELEN+1], defname[LINELEN+1];
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30
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31 /* See if the attacker or defender is the player */
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32 att_player = (att == &player);
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33 def_player = (def == &player);
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34
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35 /*
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36 * If the player could see the attacker or defender, they can't
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37 * surprise anymore (don't bother checking if they could).
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38 */
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39 if (see_att) turn_off(*att, CANSURPRISE);
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40 if (see_def) turn_off(*def, CANSURPRISE);
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41
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42 /* What are the attacker and defender names? */
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43 if (att_player) strcpy(attname, "you");
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44 else {
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45 if (see_att) strcpy(attname, monster_name(att));
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46 else strcpy(attname, "something");
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47 }
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48
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49 if (def_player) strcpy(defname, "you");
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50 else {
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51 if (see_def) strcpy(defname, monster_name(def));
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52 else strcpy(defname, "something");
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53 }
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54
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55 /*
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56 * See what happens to the attacker first. We can skip this
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57 * whole section, however, if the defender is the player.
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58 * Nothing happens (yet) to anyone just for hitting the player.
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59 */
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60 if (!def_player) {
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61 if (!thrown) { /* Some things require a direct hit. */
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62 /*
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63 * If the attacker hits a rusting monster, The weapon
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64 * may be damaged
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65 */
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66 if (on(*def, CANRUST) && weap &&
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67 weap->o_type != RELIC && (weap->o_flags & ISMETAL) &&
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68 !(weap->o_flags & ISPROT)) {
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69 if ((weap->o_hplus < 1 && weap->o_dplus < 1) ||
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70 roll(1,20) < weap->o_hplus+weap->o_dplus+10) {
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71 if (rnd(100) < 50) weap->o_hplus--;
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72 else weap->o_dplus--;
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73 if (att_player)
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74 msg(terse ? "Your %s weakens!"
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75 : "Your %s appears to be weaker now!",
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76 weaps[weap->o_which].w_name);
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77 }
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78 }
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79 }
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80
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81 /* If the attacker hit something that shrieks, wake the dungeon */
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82 if (on(*def, CANSHRIEK)) {
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83 turn_off(*def, CANSHRIEK);
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84 if (see_def)
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85 msg("%s emits a piercing shriek.", prname(defname, TRUE));
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86 else msg("You hear a piercing shriek.");
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87 aggravate(TRUE, TRUE);
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88 }
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89
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