Mercurial > hg > early-roguelike
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 |
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date | Wed, 14 Apr 2021 18:55:33 -0400 |
parents | f54901b9c39b |
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rev | line source |
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133
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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; |