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
date Fri, 11 Mar 2016 17:40:00 -0500
parents f9ef86cf22b2
children
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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
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b786053d2f37 arogue7: add missing header includes.
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15 #include <string.h>
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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 */
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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