Mercurial > hg > early-roguelike
annotate xrogue/effects.c @ 195:beab22b087a1
Advanced Rogue 5: initialize some variables.
author | John "Elwin" Edwards |
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date | Tue, 11 Aug 2015 13:13:08 -0400 |
parents | ce0cf824c192 |
children | f54901b9c39b |
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133
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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 effect(att, def, weap, thrown, see_att, see_def) |
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30 register struct thing *att, *def; |
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31 struct object *weap; |
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32 bool thrown; |
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33 register bool see_att, see_def; |
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34 { |
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35 register bool att_player, def_player; |
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36 char attname[LINELEN+1], defname[LINELEN+1]; |
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37 |
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38 /* See if the attacker or defender is the player */ |
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39 att_player = (att == &player); |
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40 def_player = (def == &player); |
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41 |
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42 /* |
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43 * If the player could see the attacker or defender, they can't |
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44 * surprise anymore (don't bother checking if they could). |
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45 */ |
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46 if (see_att) turn_off(*att, CANSURPRISE); |
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47 if (see_def) turn_off(*def, CANSURPRISE); |
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48 |
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49 /* What are the attacker and defender names? */ |
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50 if (att_player) strcpy(attname, "you"); |
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51 else { |
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52 if (see_att) strcpy(attname, monster_name(att)); |
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53 else strcpy(attname, "something"); |
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54 } |
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55 |
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56 if (def_player) strcpy(defname, "you"); |
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57 else { |
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58 if (see_def) strcpy(defname, monster_name(def)); |
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59 else strcpy(defname, "something"); |
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60 } |
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61 |
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62 /* |
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63 * See what happens to the attacker first. We can skip this |
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64 * whole section, however, if the defender is the player. |
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65 * Nothing happens (yet) to anyone just for hitting the player. |
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66 */ |
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67 if (!def_player) { |
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68 if (!thrown) { /* Some things require a direct hit. */ |
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69 /* |
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70 * If the attacker hits a rusting monster, The weapon |
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71 * may be damaged |
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72 */ |
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73 if (on(*def, CANRUST) && weap && |
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74 weap->o_type != RELIC && (weap->o_flags & ISMETAL) && |
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75 !(weap->o_flags & ISPROT)) { |
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76 if ((weap->o_hplus < 1 && weap->o_dplus < 1) || |
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77 roll(1,20) < weap->o_hplus+weap->o_dplus+10) { |
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78 if (rnd(100) < 50) weap->o_hplus--; |
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79 else weap->o_dplus--; |
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80 if (att_player) |
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81 msg(terse ? "Your %s weakens!" |
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82 : "Your %s gets weaker!", |
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83 weaps[weap->o_which].w_name); |
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84 } |
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85 } |
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86 } |
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87 |
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88 /* If the attacker hit something that shrieks, wake the dungeon */ |
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89 if (on(*def, CANSHRIEK)) { |
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90 if (see_def) |
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91 msg("%s emits an ear piercing shriek! ", prname(defname, TRUE)); |
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