annotate arogue7/fight.c @ 182:1fe660009fd3

rogue4: don't try to close the scorefile if it isn't open. The MSVC library uses a debug assertion to prevent closing file descriptors that are negative. This is always the case with the scoreboard file descriptor if the scoreboard has been compiled out.
author John "Elwin" Edwards
date Fri, 31 Jul 2015 20:12:33 -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)) &&
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