Mercurial > hg > early-roguelike
annotate xrogue/effects.c @ 236:7c1cb43f346e
XRogue: get rid of VOID as an alias for long.
Maybe some compilers in 1986 didn't handle void pointers well, but they
are no longer a concern.
author | John "Elwin" Edwards |
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date | Mon, 07 Mar 2016 20:44:01 -0500 |
parents | f54901b9c39b |
children | e1cd27c5464f |
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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 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) |
133
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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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