annotate xrogue/actions.c @ 304:e52a8a7ad4c5

Fix many compiler warnings. There should only be two changes in behavior: arogue7/fight.c, arogue7/fight.c: a to-hit bonus is now correctly applied to characters who are not monks instead of monks who are not empty-handed. urogue/fight.c: fixed an interaction with the "debug" macro that could cause the wrong message to be displayed.
author John "Elwin" Edwards
date Wed, 14 Apr 2021 18:55:33 -0400
parents f54901b9c39b
children
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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 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 <ctype.h>
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20 #include <curses.h>
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21 #include <limits.h>
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22 #include "rogue.h"
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23
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24 int mf_count = 0; /* move_free counter - see actions.c(m_act()) */
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25 int mf_jmpcnt = 0; /* move_free counter for # of jumps */
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26
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27 void m_breathe(struct thing *tp);
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28 void m_select(struct thing *th, bool flee);
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29 void m_sonic(struct thing *tp);
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30 void m_spell(struct thing *tp);
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31 void m_summon(struct thing *tp);
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32 bool m_use_it(struct thing *tp, bool flee, struct room *rer, struct room *ree);
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33 bool m_use_pack(struct thing *monster, coord *defend_pos, int dist,
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34 coord *shoot_dir);
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35
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36 /*
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37 * Did we disrupt a spell?
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38 */
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39 void
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40 dsrpt_monster(struct thing *tp, bool always, bool see_him)
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41 {
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42 switch (tp->t_action) {
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43 case A_SUMMON:
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44 case A_MISSILE:
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45 case A_SLOW:
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46 tp->t_action = A_NIL; /* Just make the old fellow start over again */
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47 tp->t_no_move = movement(tp);
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48 tp->t_using = NULL; /* Just to be on the safe side */
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49 turn_on(*tp, WASDISRUPTED);
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50 if (see_him)
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51 msg("%s's spell has been disrupted.",prname(monster_name(tp),TRUE));
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52 /*
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53 * maybe choose something else to do next time since player
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54 * is disrupting us
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55 */
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56 tp->t_summon *= 2;
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57 tp->t_cast /= 2;
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58 return;
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59 }
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60
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61 /* We may want to disrupt other actions, too */
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62 if (always) {
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63 tp->t_action = A_NIL; /* Just make the old fellow start over again */
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64 tp->t_no_move = movement(tp);
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65 tp->t_using = NULL;/* Just to be on the safe side */
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66 }
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67 }
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68
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69 void
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70 dsrpt_player(void)
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71 {
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72 int which, action;
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73 struct linked_list *item;
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74 struct object *obj;
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75
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76 action = player.t_action;
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77 which = player.t_selection;
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78
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79 switch (action) {
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80 case C_CAST: /* Did we disrupt a spell? */
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81 case C_PRAY:
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82 case C_CHANT:
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83 {
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84 msg("Your %s was disrupted!", action == C_CAST ? "spell" : "prayer");
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85
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86 /* Charge him 1/4 anyway */
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87 if (action == C_CAST)
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88 spell_power += magic_spells[which].s_cost / 4;
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89 else if (action == C_PRAY)
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90 pray_time += cleric_spells[which].s_cost / 4;