annotate xrogue/fight.c @ 228:b67b99f6c92b

Daemons and fuses now return void. Functions for starting and stopping daemons and fuses now expect the type 'void (*func)()'. Only a few functions in XRogue needed to be modified to fit. Determining the type of the argument is left for a later date. Building with GCC5 should now produce less than 200 lines of warnings per game.
author John "Elwin" Edwards
date Sat, 05 Mar 2016 20:49:37 -0500
parents f54901b9c39b
children 7c1cb43f346e
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1 /*
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2 fight.c - All the fighting gets done here
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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
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19 #include <curses.h>
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20 #include <ctype.h>
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21 #include <string.h>
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22 #include <stdlib.h>
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23 #include "rogue.h"
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24
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25 #define CONF_DAMAGE -1
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26 #define PARAL_DAMAGE -2
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27 #define DEST_DAMAGE -3
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28 #define DRAIN_DAMAGE -4
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29
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30 bool roll_em(struct thing *att_er, struct thing *def_er, struct object *weap,
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31 bool hurl, struct object *cur_weapon, bool back_stab);
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32 void hit(struct object *weapon, bool see_att, bool see_def, char *er, char *ee,
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33 bool back_stab, bool thrown, bool short_msg);
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34 void miss(struct object *weapon, bool see_att, bool see_def, char *er, char *ee,
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35 bool thrown, bool short_msg);
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36 int add_dam(short str);
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37 int hung_dam(void);
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38
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39 int killed_chance = 0; /* cumulative chance for goodies to loose it */
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40
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41 /*
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42 * returns true if player has a any chance to hit the monster
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43 */
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44
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45 bool
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46 player_can_hit(struct thing *tp, struct object *weap)
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47 {
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48 if (off(*tp, CMAGICHIT) && off(*tp, BMAGICHIT) && off(*tp, MAGICHIT))
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49 return(TRUE);
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50 if (weap && weap->o_type == RELIC)
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51 return(TRUE);
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52 if (on(*tp, CMAGICHIT) && weap && (weap->o_hplus>2 || weap->o_dplus>2))
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53 return(TRUE);
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54 if (on(*tp, BMAGICHIT) && weap && (weap->o_hplus>1 || weap->o_dplus>1))
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55 return(TRUE);
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56 if (on(*tp, MAGICHIT) && weap && (weap->o_hplus>0 || weap->o_dplus>0))
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57 return(TRUE);
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58 if (player.t_ctype == C_MONK) {
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59 if (on(*tp, CMAGICHIT) && pstats.s_lvl > 15)
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60 return(TRUE);
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61 if (on(*tp, BMAGICHIT) && pstats.s_lvl > 10)
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62 return(TRUE);
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63 if (on(*tp, MAGICHIT) && pstats.s_lvl > 5)
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64 return(TRUE);
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65 }
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66 return(FALSE);
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67 }
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68
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69 /*
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70 * fight:
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71 * The player attacks the monster.
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72 */
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73
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74 bool
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75 fight(coord *mp, struct object *weap, bool thrown)
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76 {
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77 register struct thing *tp;
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78 register struct linked_list *item;
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79 register bool did_hit = TRUE;
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80 bool see_def, back_stab = FALSE;
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81 register char *mname;
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82
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83 /*
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84 * Find the monster we want to fight
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85 */
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86 if ((item = find_mons(mp->y, mp->x)) == NULL) {
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87 return(FALSE); /* must have killed him already */
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88 }
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89 tp = THINGPTR(item);
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90
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