Mercurial > hg > early-roguelike
annotate rogue4/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 | 9535a08ddc39 |
children | 1b73a8641b37 |
rev | line source |
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12
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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 4.30 (Berkeley) 4/6/82 |
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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, 1982 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 "rogue.h" |
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17 |
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18 long e_levels[] = { |
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19 10L,20L,40L,80L,160L,320L,640L,1280L,2560L,5120L,10240L,20480L, |
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20 40920L, 81920L, 163840L, 327680L, 655360L, 1310720L, 2621440L, 0L |
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21 }; |
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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 fight(mp, mn, weap, thrown) |
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28 register coord *mp; |
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29 char mn; |
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30 register THING *weap; |
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31 bool thrown; |
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32 { |
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33 register THING *tp; |
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34 register bool did_hit = TRUE; |
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35 register const char *mname; |
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36 |
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37 /* |
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38 * Find the monster we want to fight |
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39 */ |
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40 #ifdef WIZARD |
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41 if ((tp = moat(mp->y, mp->x)) == NULL) |
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42 debug("Fight what @ %d,%d", mp->y, mp->x); |
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43 #else |
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44 tp = moat(mp->y, mp->x); |
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45 #endif |
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46 /* |
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47 * Since we are fighting, things are not quiet so no healing takes |
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48 * place. |
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49 */ |
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50 count = quiet = 0; |
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51 runto(mp, &hero); |
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52 /* |
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53 * Let him know it was really a mimic (if it was one). |
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54 */ |
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55 if (tp->t_type == 'M' && tp->t_disguise != 'M' && !on(player, ISBLIND)) |
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56 { |
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57 tp->t_disguise = 'M'; |
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58 if (!thrown) |
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59 return FALSE; |
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60 msg("wait! That's a mimic!"); |
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61 } |
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62 did_hit = FALSE; |
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63 if (on(player, ISBLIND)) |
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64 mname = "it"; |
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65 else |
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66 mname = monsters[mn-'A'].m_name; |
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67 if (roll_em(&player, tp, weap, thrown)) |
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68 { |
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69 did_hit = FALSE; |
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70 if (thrown) |
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71 thunk(weap, mname); |
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72 else |
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73 hit(NULL, mname); |
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74 if (on(player, CANHUH)) |
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75 { |
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76 did_hit = TRUE; |
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77 tp->t_flags |= ISHUH; |
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78 player.t_flags &= ~CANHUH; |
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79 msg("your hands stop glowing red"); |
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80 } |
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81 if (tp->t_stats.s_hpt <= 0) |
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82 killed(tp, TRUE); |
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83 else if (did_hit && !on(player, ISBLIND)) |
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84 msg("the %s appears confused", mname); |
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85 did_hit = TRUE; |
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86 } |
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87 else |
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88 if (thrown) |
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89 bounce(weap, mname); |
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90 else |
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91 miss(NULL, mname); |
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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 attack(mp) |
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100 register THING *mp; |
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101 { |
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102 register const char *mname; |
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103 |
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104 /* |
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105 * Since this is an attack, stop running and any healing that was |