Mercurial > hg > early-roguelike
annotate arogue7/fight.c @ 155:1af259ac4ed2
arogue7, xrogue: fix save/restore of alchemy jugs.
state.c now saves the fuse that refills alchemy jugs, using the method
of numbering objects previously applied to Advanced Rogue 5. Alchemy
jugs that are empty when the game is saved will continue to function
after it is restored.
Savefile compatibility should not be affected.
author | John "Elwin" Edwards |
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date | Fri, 29 May 2015 17:34:04 -0400 |
parents | 66b0263af424 |
children | 1cd604c827a3 |
rev | line source |
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125
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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> |
126 | 22 #include <string.h> |
125
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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)) && |
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