annotate srogue/fight.c @ 146:5a77931393f4

xrogue: add an exit prompt. This gives the player a chance to see the high score list when playing via dgamelaunch.
author John "Elwin" Edwards
date Wed, 20 May 2015 12:51:16 -0400
parents 2128c7dc8a40
children 94a0d9dd5ce1
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36
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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 9.0 (rdk) 7/17/84
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5 *
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6 * Super-Rogue
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7 * Copyright (C) 1984 Robert D. Kindelberger
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8 * All rights reserved.
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9 *
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10 * Based on "Rogue: Exploring the Dungeons of Doom"
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11 * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman
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12 * All rights reserved.
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13 *
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14 * See the file LICENSE.TXT for full copyright and licensing information.
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15 */
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16
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17 #include <ctype.h>
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18 #include "rogue.h"
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19 #include "rogue.ext"
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20
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21
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22 /*
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23 * fight:
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24 * The player attacks the monster.
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25 */
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26 fight(mp, weap, thrown)
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27 struct coord *mp;
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28 struct object *weap;
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29 bool thrown;
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30 {
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31
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32 reg struct thing *tp;
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33 reg struct stats *st;
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34 reg struct linked_list *item;
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35 bool did_hit = TRUE;
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36
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37 if (pl_on(ISETHER)) /* cant fight when ethereal */
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38 return 0;
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39
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40 if ((item = find_mons(mp->y, mp->x)) == NULL) {
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41 mvaddch(mp->y, mp->x, FLOOR);
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42 mvwaddch(mw, mp->y, mp->x, ' ');
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43 look(FALSE);
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44 msg("That monster must have been an illusion.");
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45 return 0;
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46 }
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47 tp = THINGPTR(item);
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48 st = &tp->t_stats;
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49 /*
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50 * Since we are fighting, things are not quiet so
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51 * no healing takes place.
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52 */
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53 quiet = 0;
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54 isfight = TRUE;
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55 runto(mp, &hero);
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56 /*
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57 * Let him know it was really a mimic (if it was one).
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58 */
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59 if(tp->t_type == 'M' && tp->t_disguise != 'M' && pl_off(ISBLIND)) {
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60 msg("Wait! That's a mimic!");
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61 tp->t_disguise = 'M';
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62 did_hit = thrown;
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63 }
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64 if (did_hit) {
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65 reg char *mname;
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66
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67 did_hit = FALSE;
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68 if (pl_on(ISBLIND))
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69 mname = "it";
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70 else
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71 mname = monsters[tp->t_indx].m_name;
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72 /*
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73 * If the hero can see the invisibles, then
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74 * make it easier to hit.
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75 */
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76 if (pl_on(CANSEE) && on(*tp, ISINVIS) && off(*tp, WASHIT)) {
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77 tp->t_flags |= WASHIT;
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78 st->s_arm += 3;
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79 }
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80 if (roll_em(him, st, weap, thrown)) {
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81 did_hit = TRUE;
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82 if (thrown)
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83 thunk(weap, mname);
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84 else
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85 hit(NULL);
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86 if (pl_on(CANHUH)) {
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87 msg("Your hands stop glowing red");
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88 msg("The %s appears confused.", mname);
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89 tp->t_flags |= ISHUH;
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90 player.t_flags &= ~CANHUH;
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91 /*
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92 * If our hero was stuck by a bone devil,
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93 * release him now because the devil is
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94 * confused.
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95 */
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96 if (pl_on(ISHELD))
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97 unhold(tp->t_type);
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98 }
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99 if (st->s_hpt <= 0)
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100 killed(item, TRUE);
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101 else if (monhurt(tp) && off(*tp, ISWOUND)) {
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102 if (levtype != MAZELEV && tp->t_room != NULL &&
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103 !rf_on(tp->t_room, ISTREAS)) {
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104 tp->t_flags |= ISWOUND;
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105 msg("You wounded %s.",prname(mname,FALSE));
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106 unhold(tp->t_type);
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