Mercurial > hg > early-roguelike
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 |
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date | Sat, 05 Mar 2016 20:49:37 -0500 |
parents | f54901b9c39b |
children | 7c1cb43f346e |
rev | line source |
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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> |
220
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22 #include <stdlib.h> |
133
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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) |
133
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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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