Mercurial > hg > early-roguelike
annotate rogue3/fight.c @ 171:80c060734f51
arogue7: fix messages from detection potions.
Another fix for overwritten messages, this time for potions of monster
detection and magic detection.
I've made the message appear before the display of information, which
may be closer to the originally intended behavior.
author | John "Elwin" Edwards |
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date | Thu, 02 Jul 2015 16:27:39 -0400 |
parents | 527e2150eaf0 |
children | e7aab31362af |
rev | line source |
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0
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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 3.28 (Berkeley) 6/15/81 |
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5 * |
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6 * Rogue: Exploring the Dungeons of Doom |
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7 * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman |
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8 * All rights reserved. |
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9 * |
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10 * See the file LICENSE.TXT for full copyright and licensing information. |
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11 */ |
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12 |
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13 #include "curses.h" |
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14 #include <ctype.h> |
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15 #include <string.h> |
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16 #include <stdlib.h> |
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17 #include "rogue.h" |
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18 |
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19 int e_levels[] = { |
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20 10,20,40,80,160,320,640,1280,2560,5120,10240,20480, |
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21 40920, 81920, 163840, 327680, 655360, 1310720, 2621440, 0 }; |
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22 |
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23 /* |
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24 * fight: |
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25 * The player attacks the monster. |
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26 */ |
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27 |
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28 int |
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29 fight(coord *mp, int mn, struct object *weap, int thrown) |
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30 { |
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31 struct thing *tp; |
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32 struct linked_list *item; |
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33 int did_hit = TRUE; |
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34 |
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35 /* |
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36 * Find the monster we want to fight |
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37 */ |
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38 if ((item = find_mons(mp->y, mp->x)) == NULL) |
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39 { |
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40 debug("Fight what @ %d,%d", mp->y, mp->x); |
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41 return(0); |
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42 } |
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43 tp = (struct thing *) ldata(item); |
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44 /* |
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45 * Since we are fighting, things are not quiet so no healing takes |
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46 * place. |
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47 */ |
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48 quiet = 0; |
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49 runto(mp, &hero); |
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50 /* |
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51 * Let him know it was really a mimic (if it was one). |
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52 */ |
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53 if (tp->t_type == 'M' && tp->t_disguise != 'M' && off(player, ISBLIND)) |
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54 { |
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55 msg("Wait! That's a mimic!"); |
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56 tp->t_disguise = 'M'; |
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57 did_hit = thrown; |
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58 } |
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59 if (did_hit) |
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60 { |
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61 char *mname; |
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62 |
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63 did_hit = FALSE; |
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64 if (on(player, ISBLIND)) |
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65 mname = "it"; |
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66 else |
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67 mname = monsters[mn-'A'].m_name; |
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68 if (roll_em(&pstats, &tp->t_stats, weap, thrown)) |
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69 { |
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70 did_hit = TRUE; |
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71 if (thrown) |
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72 thunk(weap, mname); |
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73 else |
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74 hit(NULL, mname); |
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75 if (on(player, CANHUH)) |
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76 { |
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77 msg("Your hands stop glowing red"); |
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78 msg("The %s appears confused.", mname); |
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79 tp->t_flags |= ISHUH; |
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80 player.t_flags &= ~CANHUH; |
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81 } |
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82 if (tp->t_stats.s_hpt <= 0) |
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83 killed(item, TRUE); |
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84 } |
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85 else |
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86 if (thrown) |
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87 bounce(weap, mname); |
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88 else |
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89 miss(NULL, mname); |
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90 } |
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91 count = 0; |
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92 return did_hit; |
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93 } |
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94 |
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95 /* |
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96 * attack: |
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97 * The monster attacks the player |
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98 */ |
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99 |
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100 int |
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101 attack(struct thing *mp) |
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102 { |
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103 char *mname; |
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104 |
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105 /* |
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106 * Since this is an attack, stop running and any healing that was |