Mercurial > hg > early-roguelike
annotate srogue/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 | 2128c7dc8a40 |
children | 94a0d9dd5ce1 |
rev | line source |
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36
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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 9.0 (rdk) 7/17/84 |
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5 * |
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6 * Super-Rogue |
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7 * Copyright (C) 1984 Robert D. Kindelberger |
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8 * All rights reserved. |
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9 * |
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10 * Based on "Rogue: Exploring the Dungeons of Doom" |
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11 * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman |
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12 * All rights reserved. |
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13 * |
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14 * See the file LICENSE.TXT for full copyright and licensing information. |
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15 */ |
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16 |
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17 #include <ctype.h> |
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18 #include "rogue.h" |
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19 #include "rogue.ext" |
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20 |
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21 |
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22 /* |
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23 * fight: |
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24 * The player attacks the monster. |
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25 */ |
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26 fight(mp, weap, thrown) |
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27 struct coord *mp; |
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28 struct object *weap; |
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29 bool thrown; |
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30 { |
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31 |
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32 reg struct thing *tp; |
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33 reg struct stats *st; |
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34 reg struct linked_list *item; |
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35 bool did_hit = TRUE; |
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36 |
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37 if (pl_on(ISETHER)) /* cant fight when ethereal */ |
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38 return 0; |
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39 |
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40 if ((item = find_mons(mp->y, mp->x)) == NULL) { |
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41 mvaddch(mp->y, mp->x, FLOOR); |
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42 mvwaddch(mw, mp->y, mp->x, ' '); |
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43 look(FALSE); |
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44 msg("That monster must have been an illusion."); |
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45 return 0; |
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46 } |
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47 tp = THINGPTR(item); |
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48 st = &tp->t_stats; |
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49 /* |
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50 * Since we are fighting, things are not quiet so |
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51 * no healing takes place. |
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52 */ |
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53 quiet = 0; |
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54 isfight = TRUE; |
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55 runto(mp, &hero); |
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56 /* |
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57 * Let him know it was really a mimic (if it was one). |
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58 */ |
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59 if(tp->t_type == 'M' && tp->t_disguise != 'M' && pl_off(ISBLIND)) { |
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60 msg("Wait! That's a mimic!"); |
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61 tp->t_disguise = 'M'; |
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62 did_hit = thrown; |
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63 } |
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64 if (did_hit) { |
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65 reg char *mname; |
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66 |
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67 did_hit = FALSE; |
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68 if (pl_on(ISBLIND)) |
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69 mname = "it"; |
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70 else |
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71 mname = monsters[tp->t_indx].m_name; |
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72 /* |
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73 * If the hero can see the invisibles, then |
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74 * make it easier to hit. |
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75 */ |
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76 if (pl_on(CANSEE) && on(*tp, ISINVIS) && off(*tp, WASHIT)) { |
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77 tp->t_flags |= WASHIT; |
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78 st->s_arm += 3; |
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79 } |
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80 if (roll_em(him, st, weap, thrown)) { |
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81 did_hit = TRUE; |
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82 if (thrown) |
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83 thunk(weap, mname); |
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84 else |
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85 hit(NULL); |
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86 if (pl_on(CANHUH)) { |
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87 msg("Your hands stop glowing red"); |
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88 msg("The %s appears confused.", mname); |
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89 tp->t_flags |= ISHUH; |
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90 player.t_flags &= ~CANHUH; |
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91 /* |
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92 * If our hero was stuck by a bone devil, |
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93 * release him now because the devil is |
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94 * confused. |
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95 */ |
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96 if (pl_on(ISHELD)) |
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97 unhold(tp->t_type); |
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98 } |
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99 if (st->s_hpt <= 0) |
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100 killed(item, TRUE); |
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101 else if (monhurt(tp) && off(*tp, ISWOUND)) { |
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102 if (levtype != MAZELEV && tp->t_room != NULL && |
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103 !rf_on(tp->t_room, ISTREAS)) { |
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104 tp->t_flags |= ISWOUND; |
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105 msg("You wounded %s.",prname(mname,FALSE)); |
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106 unhold(tp->t_type); |