annotate rogue5/fight.c @ 145:aac28331e71d

Advanced Rogue family: fix the "score" option. Changing the score file (when permitted) now works again, closing the old score file and opening the new one.
author John "Elwin" Edwards
date Wed, 20 May 2015 08:42:17 -0400
parents f502bf60e6e4
children e7aab31362af
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33
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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 4.67 (Berkeley) 09/06/83
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5 *
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6 * Rogue: Exploring the Dungeons of Doom
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7 * Copyright (C) 1980-1983, 1985, 1999 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 <stdlib.h>
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14 #include <curses.h>
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15 #include <string.h>
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16 #include <ctype.h>
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17 #include "rogue.h"
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18
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19 #define EQSTR(a, b) (strcmp(a, b) == 0)
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20
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21 static const char *h_names[] = { /* strings for hitting */
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22 " scored an excellent hit on ",
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23 " hit ",
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24 " have injured ",
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25 " swing and hit ",
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26 " scored an excellent hit on ",
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27 " hit ",
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28 " has injured ",
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29 " swings and hits "
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30 };
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31
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32 static const char *m_names[] = { /* strings for missing */
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33 " miss",
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34 " swing and miss",
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35 " barely miss",
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36 " don't hit",
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37 " misses",
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38 " swings and misses",
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39 " barely misses",
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40 " doesn't hit",
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41 };
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42
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43 /*
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44 * adjustments to hit probabilities due to strength
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45 */
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46 static int str_plus[] = {
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47 -7, -6, -5, -4, -3, -2, -1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1,
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48 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 3,
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49 };
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50
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51 /*
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52 * adjustments to damage done due to strength
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53 */
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54 static int add_dam[] = {
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55 -7, -6, -5, -4, -3, -2, -1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 2, 3,
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56 3, 4, 5, 5, 5, 5, 5, 5, 5, 5, 5, 6
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57 };
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58
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59 /*
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60 * fight:
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61 * The player attacks the monster.
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62 */
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63 int
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64 fight(const coord *mp, const THING *weap, int thrown)
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65 {
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66 THING *tp;
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67 int did_hit = TRUE;
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68 const char *mname;
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69 int ch;
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70
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71 /*
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72 * Find the monster we want to fight
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73 */
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74 if ((tp = moat(mp->y, mp->x)) == NULL)
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75 {
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76 #ifdef MASTER
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77 debug("Fight what @ %d,%d", mp->y, mp->x);
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78 #endif
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79 return FALSE;
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80 }
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81 /*
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82 * Since we are fighting, things are not quiet so no healing takes
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83 * place.
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84 */
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85 count = 0;
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86 quiet = 0;
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87 runto(mp);
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88 /*
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89 * Let him know it was really a xeroc (if it was one).
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90 */
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91 ch = '\0';
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92 if (tp->t_type == 'X' && tp->t_disguise != 'X' && !on(player, ISBLIND))
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93 {
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94 tp->t_disguise = 'X';
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95 if (on(player, ISHALU)) {
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96 ch = rnd(26) + 'A';
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97 mvaddch(tp->t_pos.y, tp->t_pos.x, ch);
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98 }
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99 msg(choose_str("heavy! That's a nasty critter!",
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100 "wait! That's a xeroc!"));
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101 if (!thrown)
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102 return FALSE;
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103 }
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104 mname = set_mname(tp);
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105 did_hit = FALSE;
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106 has_hit = (terse && !to_death);
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107 if (roll_em(&player, tp, weap, thrown))
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