annotate arogue7/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 382ff498acdd
children f9ef86cf22b2
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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)) &&