annotate arogue7/fight.c @ 152:0c775afe0072

arogue7, xrogue: fix command repetition. In both games, command() loops and calls the action function twice for each command: once to schedule it by setting player.t_action and player.t_no_move, and again, to actually do it, once player.t_no_move has been reduced to 0. Each loop decremented count, so repeated commands were only repeated half the number of times the player typed. count is now decremented only when ch has been set to the repeated command.
author John "Elwin" Edwards
date Thu, 28 May 2015 11:08:03 -0400
parents 66b0263af424
children 1cd604c827a3
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1 /*
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2 * fight.c - All the fighting gets done here
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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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15 /*
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16 * All the fighting gets done here
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17 *
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18 */
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19
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20 #include "curses.h"
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21 #include <ctype.h>
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b786053d2f37 arogue7: add missing header includes.
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22 #include <string.h>
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23 #include "rogue.h"
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24
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25 int hit(struct object *weapon, bool see_att, bool see_def, char *er, char *ee, bool back_stab, bool thrown, bool short_msg);
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26 #define CONF_DAMAGE -1
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27 #define PARAL_DAMAGE -2
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28 #define DEST_DAMAGE -3
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29 #define DRAIN_DAMAGE -4
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30
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31 /*
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32 * returns true if player has a any chance to hit the monster
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33 */
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34 player_can_hit(tp, weap)
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35 register struct thing *tp;
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36 register struct object *weap;
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37 {
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38 if (off(*tp, CMAGICHIT) && off(*tp, BMAGICHIT) && off(*tp, MAGICHIT))
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39 return(TRUE);
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40 if (weap && weap->o_type == RELIC)
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41 return(TRUE);
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42 if (on(*tp, CMAGICHIT) && weap && (weap->o_hplus>2 || weap->o_dplus>2))
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43 return(TRUE);
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44 if (on(*tp, BMAGICHIT) && weap && (weap->o_hplus>1 || weap->o_dplus>1))
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45 return(TRUE);
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46 if (on(*tp, MAGICHIT) && weap && (weap->o_hplus>0 || weap->o_dplus>0))
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47 return(TRUE);
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48 if (player.t_ctype == C_MONK) {
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49 if (on(*tp, CMAGICHIT) && pstats.s_lvl > 15)
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50 return(TRUE);
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51 if (on(*tp, BMAGICHIT) && pstats.s_lvl > 10)
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52 return(TRUE);
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53 if (on(*tp, MAGICHIT) && pstats.s_lvl > 5)
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54 return(TRUE);
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55 }
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56 return(FALSE);
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57 }
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58
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59 /*
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60 * fight:
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61 * The player attacks the monster.
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62 */
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63
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64 fight(mp, weap, thrown)
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65 register coord *mp;
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66 struct object *weap;
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67 bool thrown;
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68 {
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69 register struct thing *tp;
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70 register struct linked_list *item;
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71 register bool did_hit = TRUE;
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72 bool see_def, back_stab = FALSE;
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73 register char *mname;
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74
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75 /*
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76 * Find the monster we want to fight
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77 */
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78 if ((item = find_mons(mp->y, mp->x)) == NULL) {
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79 return(FALSE); /* must have killed him already */
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80 }
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81 tp = THINGPTR(item);
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82
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83 /*
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84 * Since we are fighting, things are not quiet so no healing takes
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85 * place. The -1 also tells us that we are in a fight.
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86 */
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87 player.t_quiet = -1;
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88 tp->t_quiet = -1;
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89
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90 see_def = ((off(*tp, ISINVIS) || on(player, CANSEE)) &&
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91 (off(*tp, ISSHADOW) || on(player, CANSEE)) &&