annotate xrogue/util.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 d71e5e1f49cf
children
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1 /*
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2 util.c - all sorts of miscellaneous routines
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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 <curses.h>
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20 #include <ctype.h>
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21 #include <string.h>
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22 #include "rogue.h"
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23
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24 /*
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25 * this routine computes the players current AC without dex bonus's
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26 */
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27
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28 int
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29 ac_compute(bool ignoremetal)
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30 {
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31 register int ac;
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32
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33 ac = pstats.s_arm; /* base armor of "skin" */
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34 if (cur_armor) {
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35 if (!ignoremetal ||
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36 (cur_armor->o_which != LEATHER &&
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37 cur_armor->o_which != STUDDED_LEATHER &&
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38 cur_armor->o_which != PADDED_ARMOR))
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39 ac -= (10 - cur_armor->o_ac);
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40 }
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41 if (player.t_ctype == C_MONK)
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42 ac -= pstats.s_lvl * 3 / 5;
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43 ac -= ring_value(R_PROTECT);
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44 if (cur_misc[WEAR_BRACERS] != NULL)
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45 ac -= cur_misc[WEAR_BRACERS]->o_ac;
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46 if (cur_misc[WEAR_CLOAK] != NULL)
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47 ac -= cur_misc[WEAR_CLOAK]->o_ac;
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48
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49 /* If player has the cloak, must be wearing it */
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50 if (cur_relic[EMORI_CLOAK]) ac -= 15;
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51
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52 if (ac > 25)
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53 ac = 25;
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54 return(ac);
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55 }
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56
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57 /*
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58 * aggravate:
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59 * aggravate all the monsters on this level
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60 */
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61
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62 void
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63 aggravate(bool do_uniques, bool do_good)
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64 {
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65 register struct linked_list *mi;
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66 register struct thing *thingptr;
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67
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68 for (mi = mlist; mi != NULL; mi = next(mi)) {
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69 thingptr = THINGPTR(mi);
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70 if (do_good == FALSE && off(*thingptr, ISMEAN)) continue;
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71 if (do_uniques || off(*thingptr, ISUNIQUE)) runto(thingptr, &hero);
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72 }
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73 }
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74
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75 /*
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76 * cansee:
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77 * returns true if the hero can see a certain coordinate.
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78 */
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79
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80 bool
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81 cansee(int y, int x)
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82 {
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83 register struct room *rer;
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84 register int radius;
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85 coord tp;
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86
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87 if (on(player, ISBLIND))
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88 return FALSE;
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89
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90 tp.y = y;
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91 tp.x = x;
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92 rer = roomin(&tp);
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