annotate xrogue/fight.c @ 168:82b2a046d151

arogue7: fix inventory display bug again. Removing the call to msg() in restore() resulted in msgw remaining as it was when the game was saved. This results in another display glitch like that fixed by r163. Adding an empty message puts msgw into a reliable state.
author John "Elwin" Edwards
date Tue, 30 Jun 2015 12:00:02 -0400
parents 856017d63519
children f54901b9c39b
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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 XRogue: Expeditions into the Dungeons of Doom
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5 Copyright (C) 1991 Robert Pietkivitch
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6 All rights reserved.
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7
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8 Based on "Advanced Rogue"
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9 Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka and AT&T
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10 All rights reserved.
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11
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12 Based on "Rogue: Exploring the Dungeons of Doom"
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13 Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman
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14 All rights reserved.
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15
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16 See the file LICENSE.TXT for full copyright and licensing information.
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17 */
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18
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19 #include <curses.h>
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20 #include <ctype.h>
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21 #include <string.h>
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22 #include "rogue.h"
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23
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24 #define CONF_DAMAGE -1
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25 #define PARAL_DAMAGE -2
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26 #define DEST_DAMAGE -3
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27 #define DRAIN_DAMAGE -4
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28
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29 int killed_chance = 0; /* cumulative chance for goodies to loose it */
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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
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35 player_can_hit(tp, weap)
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36 register struct thing *tp;
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37 register struct object *weap;
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38 {
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39 if (off(*tp, CMAGICHIT) && off(*tp, BMAGICHIT) && off(*tp, MAGICHIT))
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40 return(TRUE);
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41 if (weap && weap->o_type == RELIC)
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42 return(TRUE);
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43 if (on(*tp, CMAGICHIT) && weap && (weap->o_hplus>2 || weap->o_dplus>2))
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44 return(TRUE);
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45 if (on(*tp, BMAGICHIT) && weap && (weap->o_hplus>1 || weap->o_dplus>1))
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46 return(TRUE);
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47 if (on(*tp, MAGICHIT) && weap && (weap->o_hplus>0 || weap->o_dplus>0))
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48 return(TRUE);
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49 if (player.t_ctype == C_MONK) {
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50 if (on(*tp, CMAGICHIT) && pstats.s_lvl > 15)
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51 return(TRUE);
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52 if (on(*tp, BMAGICHIT) && pstats.s_lvl > 10)
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53 return(TRUE);
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54 if (on(*tp, MAGICHIT) && pstats.s_lvl > 5)
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55 return(TRUE);
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56 }
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57 return(FALSE);
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58 }
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59
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60 /*
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61 * fight:
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62 * The player attacks the monster.
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63 */
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64
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65 fight(mp, weap, thrown)
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66 register coord *mp;
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67 struct object *weap;
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68 bool thrown;
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69 {
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70 register struct thing *tp;
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71 register struct linked_list *item;
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72 register bool did_hit = TRUE;
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73 bool see_def, back_stab = FALSE;
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74 register char *mname;
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75
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76 /*
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77 * Find the monster we want to fight
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78 */
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79 if ((item = find_mons(mp->y, mp->x)) == NULL) {
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80 return(FALSE); /* must have killed him already */
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81 }
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82 tp = THINGPTR(item);
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83
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84 /*
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85 * Since we are fighting, things are not quiet so no healing takes
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86 * place. The -1 also tells us that we are in a fight.
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87 */
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88 player.t_quiet = -1;
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89 tp->t_quiet = -1;
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90
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91 see_def = ((off(*tp, ISINVIS) || on(player, CANSEE)) &&
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92 (off(*tp, ISSHADOW) || on(player, CANSEE)) &&
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