annotate srogue/fight.c @ 246:61283e71037c

Rogue V5: don't limit the high score list to 1 on Windows. The Visual Studio project file failed to define ALLSCORES, causing the score file to be limited to one entry per UID. Since the UID is always set to 42 on Windows, only one entry could ever appear in the list.
author John "Elwin" Edwards
date Sun, 15 May 2016 19:04:46 -0400
parents e7aab31362af
children
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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 <stdlib.h>
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18 #include <ctype.h>
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19 #include <string.h>
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20 #include "rogue.h"
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21 #include "rogue.ext"
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22
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23 bool roll_em(struct stats *att, struct stats *def, struct object *weap, bool hurl);
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24 char *mindex(char *cp, char c);
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25 char *prname(char *who, bool upper);
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26 void hit(char *er);
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27 void miss(char *er);
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28 void thunk(struct object *weap, char *mname);
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29 void bounce(struct object *weap, char *mname);
36
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30
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31 /*
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32 * fight:
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33 * The player attacks the monster.
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34 */
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35 bool
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36 fight(struct coord *mp, struct object *weap, bool thrown)
36
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37 {
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38
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39 reg struct thing *tp;
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40 reg struct stats *st;
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41 reg struct linked_list *item;
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42 bool did_hit = TRUE;
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43
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44 if (pl_on(ISETHER)) /* cant fight when ethereal */
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45 return 0;
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46
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47 if ((item = find_mons(mp->y, mp->x)) == NULL) {
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48 mvaddch(mp->y, mp->x, FLOOR);
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49 mvwaddch(mw, mp->y, mp->x, ' ');
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50 look(FALSE);
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51 msg("That monster must have been an illusion.");
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52 return 0;
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53 }
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54 tp = THINGPTR(item);
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55 st = &tp->t_stats;
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56 /*
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57 * Since we are fighting, things are not quiet so
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58 * no healing takes place.
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59 */
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60 quiet = 0;
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61 isfight = TRUE;
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62 runto(mp, &hero);
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63 /*
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64 * Let him know it was really a mimic (if it was one).
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65 */
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66 if(tp->t_type == 'M' && tp->t_disguise != 'M' && pl_off(ISBLIND)) {
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67 msg("Wait! That's a mimic!");
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68 tp->t_disguise = 'M';
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69 did_hit = thrown;
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70 }
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71 if (did_hit) {
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72 reg char *mname;
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73
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74 did_hit = FALSE;
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75 if (pl_on(ISBLIND))
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76 mname = "it";
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77 else
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78 mname = monsters[tp->t_indx].m_name;
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79 /*
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80 * If the hero can see the invisibles, then
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81 * make it easier to hit.
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82 */
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83 if (pl_on(CANSEE) && on(*tp, ISINVIS) && off(*tp, WASHIT)) {
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84 tp->t_flags |= WASHIT;
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85 st->s_arm += 3;
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86 }
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87 if (roll_em(him, st, weap, thrown)) {
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88 did_hit = TRUE;
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89 if (thrown)
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90 thunk(weap, mname);
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91 else
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92 hit(NULL);
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93 if (pl_on(CANHUH)) {
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94 msg("Your hands stop glowing red");
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95 msg("The %s appears confused.", mname);
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96 tp->t_flags |= ISHUH;
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97 player.t_flags &= ~CANHUH;
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98 /*
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99 * If our hero was stuck by a bone devil,
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100 * release him now because the devil is
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101 * confused.
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102 */
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