Mercurial > hg > early-roguelike
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 |
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date | Wed, 20 May 2015 08:42:17 -0400 |
parents | f502bf60e6e4 |
children | e7aab31362af |
rev | line source |
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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)) |