Mercurial > hg > early-roguelike
annotate rogue5/fight.c @ 81:0e212d46b68f
rogue4: don't put savefile metadata into the savefile.
The save_file() function in save.c stored the savefile's device number,
inode number, creation time, and modification time in the file. The
restore() function read them back, and apparently used to compare them
to protect against cheaters.
Unfortunately, the types and sizes of these numbers differ from system
to system, which ruins the Roguelike Restoration Project's fine
portability work. So they have been removed from the savefile.
This BREAKS SAVEFILE COMPATIBILITY, but old files can be converted by
excising the chunk starting at offset 0x22 with length sizeof(ino_t) +
sizeof(dev_t) + 2 * sizeof(time_t). That's 0x14 on i686 and 0x20 on
x86_64, at least with current versions of Linux and glibc.
author | John "Elwin" Edwards |
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date | Mon, 05 Aug 2013 20:49:41 -0700 |
parents | f502bf60e6e4 |
children | e7aab31362af |
rev | line source |
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33
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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 4.67 (Berkeley) 09/06/83 |
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5 * |
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6 * Rogue: Exploring the Dungeons of Doom |
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7 * Copyright (C) 1980-1983, 1985, 1999 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 <stdlib.h> |
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14 #include <curses.h> |
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15 #include <string.h> |
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16 #include <ctype.h> |
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17 #include "rogue.h" |
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18 |
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19 #define EQSTR(a, b) (strcmp(a, b) == 0) |
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20 |
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21 static const char *h_names[] = { /* strings for hitting */ |
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22 " scored an excellent hit on ", |
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23 " hit ", |
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24 " have injured ", |
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25 " swing and hit ", |
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26 " scored an excellent hit on ", |
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27 " hit ", |
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28 " has injured ", |
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29 " swings and hits " |
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30 }; |
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31 |
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32 static const char *m_names[] = { /* strings for missing */ |
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33 " miss", |
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34 " swing and miss", |
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35 " barely miss", |
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36 " don't hit", |
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37 " misses", |
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38 " swings and misses", |
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39 " barely misses", |
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40 " doesn't hit", |
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41 }; |
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42 |
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43 /* |
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44 * adjustments to hit probabilities due to strength |
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45 */ |
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46 static int str_plus[] = { |
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47 -7, -6, -5, -4, -3, -2, -1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, |
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48 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 3, |
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49 }; |
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50 |
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51 /* |
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52 * adjustments to damage done due to strength |
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53 */ |
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54 static int add_dam[] = { |
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55 -7, -6, -5, -4, -3, -2, -1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 2, 3, |
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56 3, 4, 5, 5, 5, 5, 5, 5, 5, 5, 5, 6 |
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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 int |
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64 fight(const coord *mp, const THING *weap, int thrown) |
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65 { |
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66 THING *tp; |
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67 int did_hit = TRUE; |
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68 const char *mname; |
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69 int ch; |
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70 |
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71 /* |
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72 * Find the monster we want to fight |
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73 */ |
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74 if ((tp = moat(mp->y, mp->x)) == NULL) |
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75 { |
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76 #ifdef MASTER |
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77 debug("Fight what @ %d,%d", mp->y, mp->x); |
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78 #endif |
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79 return FALSE; |
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80 } |
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81 /* |
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82 * Since we are fighting, things are not quiet so no healing takes |
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83 * place. |
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84 */ |
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85 count = 0; |
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86 quiet = 0; |
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87 runto(mp); |
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88 /* |
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89 * Let him know it was really a xeroc (if it was one). |
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90 */ |
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91 ch = '\0'; |
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92 if (tp->t_type == 'X' && tp->t_disguise != 'X' && !on(player, ISBLIND)) |
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93 { |
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94 tp->t_disguise = 'X'; |
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95 if (on(player, ISHALU)) { |
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96 ch = rnd(26) + 'A'; |
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97 mvaddch(tp->t_pos.y, tp->t_pos.x, ch); |
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98 } |
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99 msg(choose_str("heavy! That's a nasty critter!", |
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100 "wait! That's a xeroc!")); |
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101 if (!thrown) |
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102 return FALSE; |
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103 } |
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104 mname = set_mname(tp); |
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105 did_hit = FALSE; |
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106 has_hit = (terse && !to_death); |
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107 if (roll_em(&player, tp, weap, thrown)) |