Mercurial > hg > early-roguelike
annotate rogue4/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 |
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date | Thu, 28 May 2015 11:08:03 -0400 |
parents | 9535a08ddc39 |
children | 1b73a8641b37 |
rev | line source |
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12
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1 /* |
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2 * All the fighting gets done here |
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3 * |
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4 * @(#)fight.c 4.30 (Berkeley) 4/6/82 |
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5 * |
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6 * Rogue: Exploring the Dungeons of Doom |
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7 * Copyright (C) 1980, 1981, 1982 Michael Toy, Ken Arnold and Glenn Wichman |
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8 * All rights reserved. |
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9 * |
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10 * See the file LICENSE.TXT for full copyright and licensing information. |
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11 */ |
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12 |
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13 #include <curses.h> |
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14 #include <ctype.h> |
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15 #include <string.h> |
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16 #include "rogue.h" |
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17 |
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18 long e_levels[] = { |
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19 10L,20L,40L,80L,160L,320L,640L,1280L,2560L,5120L,10240L,20480L, |
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20 40920L, 81920L, 163840L, 327680L, 655360L, 1310720L, 2621440L, 0L |
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21 }; |
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22 |
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23 /* |
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24 * fight: |
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25 * The player attacks the monster. |
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26 */ |
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27 fight(mp, mn, weap, thrown) |
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28 register coord *mp; |
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29 char mn; |
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30 register THING *weap; |
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31 bool thrown; |
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32 { |
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33 register THING *tp; |
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34 register bool did_hit = TRUE; |
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35 register const char *mname; |
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36 |
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37 /* |
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38 * Find the monster we want to fight |
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39 */ |
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40 #ifdef WIZARD |
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41 if ((tp = moat(mp->y, mp->x)) == NULL) |
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42 debug("Fight what @ %d,%d", mp->y, mp->x); |
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43 #else |
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44 tp = moat(mp->y, mp->x); |
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45 #endif |
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46 /* |
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47 * Since we are fighting, things are not quiet so no healing takes |
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48 * place. |
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49 */ |
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50 count = quiet = 0; |
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51 runto(mp, &hero); |
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52 /* |
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53 * Let him know it was really a mimic (if it was one). |
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54 */ |
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55 if (tp->t_type == 'M' && tp->t_disguise != 'M' && !on(player, ISBLIND)) |
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56 { |
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57 tp->t_disguise = 'M'; |
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58 if (!thrown) |
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59 return FALSE; |
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60 msg("wait! That's a mimic!"); |
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61 } |
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62 did_hit = FALSE; |
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63 if (on(player, ISBLIND)) |
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64 mname = "it"; |
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65 else |
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66 mname = monsters[mn-'A'].m_name; |
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67 if (roll_em(&player, tp, weap, thrown)) |
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68 { |
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69 did_hit = FALSE; |
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70 if (thrown) |
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71 thunk(weap, mname); |
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72 else |
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73 hit(NULL, mname); |
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74 if (on(player, CANHUH)) |
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75 { |
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76 did_hit = TRUE; |
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77 tp->t_flags |= ISHUH; |
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78 player.t_flags &= ~CANHUH; |
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79 msg("your hands stop glowing red"); |
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80 } |
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81 if (tp->t_stats.s_hpt <= 0) |
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82 killed(tp, TRUE); |
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83 else if (did_hit && !on(player, ISBLIND)) |
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84 msg("the %s appears confused", mname); |
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85 did_hit = TRUE; |
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86 } |
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87 else |
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88 if (thrown) |
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89 bounce(weap, mname); |
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90 else |
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91 miss(NULL, mname); |
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92 return did_hit; |
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93 } |
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94 |
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95 /* |
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96 * attack: |
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97 * The monster attacks the player |
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98 */ |
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99 attack(mp) |
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100 register THING *mp; |
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101 { |
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102 register const char *mname; |
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103 |
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104 /* |
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105 * Since this is an attack, stop running and any healing that was |