Mercurial > hg > early-roguelike
annotate arogue7/effects.c @ 238:e1cd27c5464f
arogue7, xrogue: improve the handling of the arguments to fuses.
fuse() now expects a pointer as the argument to a fuse function. If
this is one of the functions that takes int, fuse() follows the pointer
and stores that value in the f_list slot, in the integer field of the
argument union. When the fuse goes off, do_fuses() recognizes the
function and passes it the integer field instead of the pointer.
This has the disadvantage of hard-coding the functions that require int
in daemon.c, but since the int is copied into f_list, it no longer has
to be in static or global memory, which simplifies several files.
author | John "Elwin" Edwards |
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date | Fri, 11 Mar 2016 17:40:00 -0500 |
parents | f9ef86cf22b2 |
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rev | line source |
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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 * 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 |
126 | 15 #include <string.h> |
125
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16 #include "curses.h" |
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17 #include "rogue.h" |
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18 |
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19 /* |
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20 * effect: |
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21 * Check for effects of one thing hitting another thing. Return |
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22 * the reason code if the defender is killed. Otherwise return 0. |
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23 */ |
219
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24 int |
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25 effect(struct thing *att, struct thing *def, struct object *weap, bool thrown, |
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26 bool see_att, bool see_def) |
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27 { |
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28 register bool att_player, def_player; |
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29 char attname[LINELEN+1], defname[LINELEN+1]; |
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30 |
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31 /* See if the attacker or defender is the player */ |
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32 att_player = (att == &player); |
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33 def_player = (def == &player); |
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34 |
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35 /* |
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36 * If the player could see the attacker or defender, they can't |
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37 * surprise anymore (don't bother checking if they could). |
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38 */ |
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39 if (see_att) turn_off(*att, CANSURPRISE); |
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40 if (see_def) turn_off(*def, CANSURPRISE); |
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41 |
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42 /* What are the attacker and defender names? */ |
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43 if (att_player) strcpy(attname, "you"); |
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44 else { |
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45 if (see_att) strcpy(attname, monster_name(att)); |
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46 else strcpy(attname, "something"); |
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47 } |
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48 |
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49 if (def_player) strcpy(defname, "you"); |
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50 else { |
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51 if (see_def) strcpy(defname, monster_name(def)); |
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52 else strcpy(defname, "something"); |
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53 } |
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54 |
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55 /* |
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56 * See what happens to the attacker first. We can skip this |
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57 * whole section, however, if the defender is the player. |
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58 * Nothing happens (yet) to anyone just for hitting the player. |
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59 */ |
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60 if (!def_player) { |
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61 if (!thrown) { /* Some things require a direct hit. */ |
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62 /* |
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63 * If the attacker hits a rusting monster, The weapon |
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64 * may be damaged |
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65 */ |
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66 if (on(*def, CANRUST) && weap && |
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67 weap->o_type != RELIC && (weap->o_flags & ISMETAL) && |
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68 !(weap->o_flags & ISPROT)) { |
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69 if ((weap->o_hplus < 1 && weap->o_dplus < 1) || |
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70 roll(1,20) < weap->o_hplus+weap->o_dplus+10) { |
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71 if (rnd(100) < 50) weap->o_hplus--; |
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72 else weap->o_dplus--; |
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73 if (att_player) |
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74 msg(terse ? "Your %s weakens!" |
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75 : "Your %s appears to be weaker now!", |
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76 weaps[weap->o_which].w_name); |
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77 } |
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78 } |
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79 } |
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80 |
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81 /* If the attacker hit something that shrieks, wake the dungeon */ |
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82 if (on(*def, CANSHRIEK)) { |
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83 turn_off(*def, CANSHRIEK); |
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84 if (see_def) |
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85 msg("%s emits a piercing shriek.", prname(defname, TRUE)); |
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86 else msg("You hear a piercing shriek."); |
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87 aggravate(TRUE, TRUE); |
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88 } |
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89 |