Mercurial > hg > early-roguelike
annotate arogue5/fight.c @ 222:a666e4a034ed
Fix curses library detection.
A custom autoconf macro searched for the curses library, and provided an
option to use ncurses instead of a (presumably deficient) curses
implementation. Unfortunately, some of the Makefiles ignored the
search's results.
Now that this is fixed, building against pdcurses should be easier too.
author | John "Elwin" Edwards |
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date | Fri, 12 Feb 2016 15:12:37 -0500 |
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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