annotate xrogue/monsters.c @ 195:beab22b087a1

Advanced Rogue 5: initialize some variables.
author John "Elwin" Edwards
date Tue, 11 Aug 2015 13:13:08 -0400
parents e6179860cb76
children f54901b9c39b
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1 /*
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2 monsters.c - File with various monster functions in it
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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 "rogue.h"
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23
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24 /*
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25 * Check_residue takes care of any effect of the monster
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26 */
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27
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28 check_residue(tp)
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29 register struct thing *tp;
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30 {
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31 /*
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32 * Take care of special abilities
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33 */
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34 if (on(*tp, DIDHOLD) && (--hold_count == 0)) {
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35 turn_off(player, ISHELD);
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36 turn_off(*tp, DIDHOLD);
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37 }
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38
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39 /* If frightened of this monster, stop */
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40 if (on(player, ISFLEE) &&
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41 player.t_dest == &tp->t_pos) turn_off(player, ISFLEE);
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42
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43 /* If monster was suffocating player, stop it */
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44 if (on(*tp, DIDSUFFOCATE)) {
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45 extinguish(suffocate);
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46 turn_off(*tp, DIDSUFFOCATE);
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47 }
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48
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49 /* If something with fire, may darken */
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50 if (on(*tp, HASFIRE)) {
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51 register struct room *rp=roomin(&tp->t_pos);
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52 register struct linked_list *fire_item;
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53
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54 if (rp) {
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55 for (fire_item = rp->r_fires; fire_item != NULL;
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56 fire_item = next(fire_item)) {
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57 if (THINGPTR(fire_item) == tp) {
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58 detach(rp->r_fires, fire_item);
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59 destroy_item(fire_item);
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60 if (rp->r_fires == NULL) {
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61 rp->r_flags &= ~HASFIRE;
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62 if (cansee(tp->t_pos.y, tp->t_pos.x)) light(&hero);
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63 }
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64 break;
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65 }
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66 }
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67 }
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68 }
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69 }
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70
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71 /*
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72 * Creat_mons creates the specified monster -- any if 0
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73 */
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74
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75 bool
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76 creat_mons(person, monster, report)
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77 struct thing *person; /* Where to create next to */
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78 short monster;
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79 bool report;
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80 {
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81 struct linked_list *nitem;
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82 register struct thing *tp;
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83 struct room *rp;
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84 coord *mp;
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85
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86 if (levtype == POSTLEV)
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87 return(FALSE);
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88 if ((mp = fallpos(&(person->t_pos), FALSE, 2)) != NULL) {
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89 nitem = new_item(sizeof (struct thing));
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90 new_monster(nitem,
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91 monster == 0 ? randmonster(FALSE, FALSE)
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92 : monster,
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