Mercurial > hg > early-roguelike
annotate rogue3/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 | 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 |