Mercurial > hg > early-roguelike
annotate srogue/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 | 2128c7dc8a40 |
children | 94a0d9dd5ce1 |
rev | line source |
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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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