Mercurial > hg > early-roguelike
annotate arogue5/fight.c @ 167:a0a57cf42810
ARogue family: don't hide messages caused by moving to a new level.
new_level() redraws the whole screen, including the message line, so if
msg() has just been called, the message will likely not last long
enough to be noticed. These cases have been changed so that msg() is
called after new_level().
If a fall through a trapdoor is fatal, "You fall into a trap!" is no
longer printed, but the tombstone should make things clear.
author | John "Elwin" Edwards |
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date | Mon, 29 Jun 2015 20:37:32 -0400 |
parents | 0ed67132cf10 |
children | 56e748983fa8 |
rev | line source |
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63
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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)) ) ) ) |
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