annotate arogue5/fight.c @ 221:71cb5b647f2b

Rogue V5: remove troublesome automatic platform detection. configure.ac used AC_CANONICAL_SYSTEM to guess the GNU system description triplets. The target description was substituted into the Makefile and formatted into the filename for the binary distribution tarball. But 'target' is only intended for cross-compilers. 'host_os' might have been a better choice. The tarball filename can still be changed manually, by running make with an argument of 'DESTSYS=systemname'. Cross-compiling may be more difficult now, but I am not certain that it worked properly previously, and due to pending autoconf changes, it was likely to break anyway. The top-level config.guess and config.sub are no longer needed, but they may reappear if better support for cross-compilation is added.
author John "Elwin" Edwards
date Fri, 12 Feb 2016 14:25:47 -0500
parents 0ed67132cf10
children 56e748983fa8
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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 * Advanced Rogue
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5 * Copyright (C) 1984, 1985 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 #include "curses.h"
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16 #include <ctype.h>
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17 #include <string.h>
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18 #include "rogue.h"
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19
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20 #define CONF_DAMAGE -1
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21 #define PARAL_DAMAGE -2
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22 #define DEST_DAMAGE -3
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23
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24 static const struct matrix att_mat[5] = {
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25 /* Base Max_lvl, Factor, Offset, Range */
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26 { 10, 25, 2, 1, 2 },
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27 { 9, 18, 2, 1, 5 },
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28 { 10, 19, 2, 1, 3 },
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29 { 10, 21, 2, 1, 4 },
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30 { 7, 25, 1, 0, 2 }
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31 };
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32
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33 /*
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34 * fight:
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35 * The player attacks the monster.
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36 */
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37
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38 fight(mp, weap, thrown)
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39 register coord *mp;
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40 struct object *weap;
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41 bool thrown;
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42 {
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43 register struct thing *tp;
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44 register struct linked_list *item;
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45 register bool did_hit = TRUE;
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46 bool back_stab = FALSE;
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47
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48 /*
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49 * Find the monster we want to fight
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50 */
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51 if ((item = find_mons(mp->y, mp->x)) == NULL) {
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52 return(FALSE); /* must have killed him already */
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53 }
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54 tp = THINGPTR(item);
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55 /*
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56 * Since we are fighting, things are not quiet so no healing takes
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57 * place.
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58 */
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59 player.t_quiet = 0;
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60 tp->t_quiet = 0;
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61
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62 /*
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63 * if its in the wall, we can't hit it
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64 */
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65 if (on(*tp, ISINWALL) && off(player, CANINWALL))
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66 return(FALSE);
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67
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68 /*
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69 * Let him know it was really a mimic (if it was one).
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70 */
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71 if (on(*tp, ISDISGUISE) && (tp->t_type != tp->t_disguise) &&
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72 off(player, ISBLIND))
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73 {
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74 msg("Wait! That's a %s!", monsters[tp->t_index].m_name);
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75 turn_off(*tp, ISDISGUISE);
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76 did_hit = thrown;
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77 }
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78 if (on(*tp, CANSURPRISE) && off(player, ISBLIND) && !ISWEARING(R_ALERT)) {
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79 msg("Wait! There's a %s!", monsters[tp->t_index].m_name);
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80 turn_off(*tp, CANSURPRISE);
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81 did_hit = thrown;
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82 }
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83 /*
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84 * if he's a thief and the creature is asleep then he gets a chance
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85 * for a backstab
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86 */
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87 if (player.t_ctype == C_THIEF &&
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88 (!on(*tp, ISRUN) || on(*tp, ISHELD) || tp->t_no_move > 0)&&
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89 !on(*tp, NOSTAB))
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90 back_stab = TRUE;
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91
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92 runto(tp, &hero);
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93
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94 if (did_hit)
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95 {
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96 register const char *mname;
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97
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98 did_hit = FALSE;
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99 mname = (on(player, ISBLIND)) ? "it" : monsters[tp->t_index].m_name;
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100 if (!can_blink(tp) &&
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101 ( ((weap != NULL) && (weap->o_type == RELIC)) ||
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102 ((off(*tp, MAGICHIT) || ((weap != NULL) && (weap->o_hplus > 0 || weap->o_dplus > 0)) ) &&
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103 (off(*tp, BMAGICHIT) || ((weap != NULL) && (weap->o_hplus > 1 || weap->o_dplus > 1)) ) &&
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104 (off(*tp, CMAGICHIT) || ((weap != NULL) && (weap->o_hplus > 2 || weap->o_dplus > 2)) ) ) )