annotate arogue5/misc.c @ 222:a666e4a034ed

Fix curses library detection. A custom autoconf macro searched for the curses library, and provided an option to use ncurses instead of a (presumably deficient) curses implementation. Unfortunately, some of the Makefiles ignored the search's results. Now that this is fixed, building against pdcurses should be easier too.
author John "Elwin" Edwards
date Fri, 12 Feb 2016 15:12:37 -0500
parents f2951c4e28d9
children 56e748983fa8
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1 /*
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2 * routines dealing specifically with miscellaneous magic
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3 *
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4 * Advanced Rogue
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5 * Copyright (C) 1984, 1985 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 * See the file LICENSE.TXT for full copyright and licensing information.
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9 */
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10
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11 #include "curses.h"
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12 #include <stdlib.h>
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13 #include <ctype.h>
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14 #include <string.h>
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15 #include "rogue.h"
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16
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17 /*
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18 * See if a monster has some magic it can use. Use it and return TRUE if so.
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19 */
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20 bool
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21 m_use_item(monster, monst_pos, defend_pos)
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22 register struct thing *monster;
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23 register coord *monst_pos, *defend_pos;
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24 {
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25 register struct linked_list *pitem;
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26 register struct object *obj;
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27 register coord *shoot_dir = can_shoot(monst_pos, defend_pos);
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28 int dist=DISTANCE(monst_pos->y, monst_pos->x, defend_pos->y, defend_pos->x);
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29
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30 for (pitem=monster->t_pack; pitem; pitem=next(pitem)) {
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31 obj = OBJPTR(pitem);
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32 if (obj->o_type != RELIC) continue; /* Only care about relics now */
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33 switch (obj->o_which) {
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34 case MING_STAFF: {
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35 static struct object missile = {
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36 MISSILE, {0,0}, "", 0, "", "0d4 " , NULL, 0, WS_MISSILE, 100, 1
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37 };
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38
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39 if (shoot_dir != NULL) {
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40 sprintf(missile.o_hurldmg, "%dd4", monster->t_stats.s_lvl);
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41 do_motion(&missile, shoot_dir->y, shoot_dir->x, monster);
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42 hit_monster(unc(missile.o_pos), &missile, monster);
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43 return(TRUE);
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44 }
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45 }
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46 when ASMO_ROD:
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47 /* The bolt must be able to reach the defendant */
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48 if (shoot_dir != NULL && dist < BOLT_LENGTH * BOLT_LENGTH) {
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49 char *name;
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50
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51 switch (rnd(3)) { /* Select a function */
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52 case 0: name = "lightning bolt";
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53 when 1: name = "flame";
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54 otherwise: name = "ice";
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55 }
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56 shoot_bolt( monster,
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57 *monst_pos,
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58 *shoot_dir,
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59 FALSE,
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60 monster->t_index,
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61 name,
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62 roll(monster->t_stats.s_lvl,6));
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63 return(TRUE);
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64 }
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65 when BRIAN_MANDOLIN:
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66 /* The defendant must be the player and within 2 spaces */
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67 if (ce(*defend_pos, hero) && dist < 9 && no_command == 0 &&
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68 rnd(100) < 33) {
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69 if (!save(VS_MAGIC, &player, -4) &&
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70 !ISWEARING(R_ALERT)) {
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71 msg("Some beautiful music enthralls you.");
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72 no_command += FREEZETIME;
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73 }
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74 else msg("You wince at a sour note.");
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75 return(TRUE);
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76 }
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77 when GERYON_HORN:
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78 /* The defendant must be the player and within 2 spaces */
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79 if (ce(*defend_pos, hero) && dist < 9 &&
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80 (off(player, ISFLEE) || player.t_dest != &monster->t_pos)
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81 && rnd(100) < 33) {
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82 if (!ISWEARING(R_HEROISM) &&
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83 !save(VS_MAGIC, &player, -4)) {
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84 turn_on(player, ISFLEE);
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85 player.t_dest = &monster->t_pos;
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86 msg("A shrill blast terrifies you.");
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87 }
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88 else msg("A shrill blast sends chills up your spine.");
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89 return(TRUE);
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90 }
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91 }
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92 }
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93 return(FALSE);
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94 }
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95
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96 /*
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97 * add something to the contents of something else
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98 */
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99 put_contents(bag, item)
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100 register struct object *bag; /* the holder of the items */
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101 register struct linked_list *item; /* the item to put inside */
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102 {
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103 register struct linked_list *titem;
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