annotate arogue7/actions.c @ 181:d53b13637783

rogue4: rearrange some includes. Using MSVC with pdcurses, curses.h has to be included after windows.h and before process.h. This is apparently because bool is now a built-in type which pdcurses is not allowed to redefine. But I don't entirely understand how the headers are interacting, and I don't think the MSDN page does either.
author John "Elwin" Edwards
date Fri, 31 Jul 2015 20:01:44 -0400
parents adfa37e67084
children 1cd604c827a3
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1 /*
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2 * actions.c - functions for dealing with monster actions
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3 *
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4 * Advanced Rogue
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5 * Copyright (C) 1984, 1985, 1986 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 * Based on "Rogue: Exploring the Dungeons of Doom"
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9 * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman
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10 * All rights reserved.
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11 *
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12 * See the file LICENSE.TXT for full copyright and licensing information.
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13 */
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14
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15 #include <ctype.h>
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16 #include <limits.h>
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17 #include "curses.h"
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18 #include "rogue.h"
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19 #define MAXINT INT_MAX
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20 #define MININT INT_MIN
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21 /*
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22 * Did we disrupt a spell?
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23 */
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24 dsrpt_monster(tp, always, see_him)
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25 register struct thing *tp;
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26 bool always, see_him;
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27 {
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28 switch (tp->t_action) {
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29 case A_SUMMON:
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30 case A_MISSILE:
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31 case A_SLOW:
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32 tp->t_action = A_NIL; /* Just make the old fellow start over again */
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33 tp->t_no_move = movement(tp);
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34 tp->t_using = NULL;/* Just to be on the safe side */
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35 turn_on(*tp, WASDISRUPTED);
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36 if (see_him)
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37 msg("%s's spell has been disrupted.",prname(monster_name(tp),TRUE));
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38 /*
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39 * maybe choose something else to do next time since player
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40 * is disrupting us
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41 */
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42 tp->t_summon *= 2;
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43 tp->t_cast /= 2;
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44 return;
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45 }
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46
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47 /* We may want to disrupt other actions, too */
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48 if (always) {
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49 tp->t_action = A_NIL; /* Just make the old fellow start over again */
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50 tp->t_no_move = movement(tp);
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51 tp->t_using = NULL;/* Just to be on the safe side */
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52 }
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53 }
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54
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55 dsrpt_player()
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56 {
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57 int which, action;
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58 struct linked_list *item;
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59 struct object *obj;
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60
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61 action = player.t_action;
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62 which = player.t_selection;
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63
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64 switch (action) {
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65 case C_CAST: /* Did we disrupt a spell? */
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66 case C_PRAY:
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67 case C_CHANT:
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68 {
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69 msg("Your %s was disrupted!", action == C_CAST ? "spell" : "prayer");
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70
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71 /* Charge him anyway */
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72 if (action == C_CAST)
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73 spell_power += magic_spells[which].s_cost;
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74 else if (action == C_PRAY)
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75 pray_time += cleric_spells[which].s_cost;
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76 else if (action == C_CHANT)
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77 chant_time += druid_spells[which].s_cost;
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78 }
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79 when C_COUNT: /* counting of gold? */
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80 {
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81 if (purse > 0) {
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82 msg("Your gold goes flying everywhere!");
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83 do {
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84 item = spec_item(GOLD, NULL, NULL, NULL);
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85 obj = OBJPTR(item);
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86 obj->o_count = min(purse, rnd(10)+1);
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87 purse -= obj->o_count;
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88 obj->o_pos = hero;
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89 fall(item, FALSE);
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90 } while (purse > 0 && rnd(10) != 1);
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91 }
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