annotate arogue7/fight.c @ 156:3e1146666ae5

arogue7, xrogue: begin using autoconf. File locations can be customized via './configure'. 'make install' does not work yet. Options for wizard mode and load checks may not do what is intended. Fun fact: there's an enlightening epigraph in the introduction to the autoconf manual.
author John "Elwin" Edwards
date Thu, 04 Jun 2015 10:41:39 -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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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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