Mercurial > hg > early-roguelike
annotate srogue/fight.c @ 301:acc3718f50ab
rogue4: delete a duplicate variable definition.
author | John "Elwin" Edwards |
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date | Sat, 15 Aug 2020 20:27:06 -0400 |
parents | e7aab31362af |
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rev | line source |
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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 <stdlib.h> |
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18 #include <ctype.h> |
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19 #include <string.h> |
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20 #include "rogue.h" |
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21 #include "rogue.ext" |
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22 |
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23 bool roll_em(struct stats *att, struct stats *def, struct object *weap, bool hurl); |
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24 char *mindex(char *cp, char c); |
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25 char *prname(char *who, bool upper); |
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26 void hit(char *er); |
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27 void miss(char *er); |
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28 void thunk(struct object *weap, char *mname); |
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29 void bounce(struct object *weap, char *mname); |
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30 |
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31 /* |
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32 * fight: |
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33 * The player attacks the monster. |
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34 */ |
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35 bool |
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36 fight(struct coord *mp, struct object *weap, bool thrown) |
36
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37 { |
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38 |
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39 reg struct thing *tp; |
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40 reg struct stats *st; |
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41 reg struct linked_list *item; |
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42 bool did_hit = TRUE; |
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43 |
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44 if (pl_on(ISETHER)) /* cant fight when ethereal */ |
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45 return 0; |
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46 |
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47 if ((item = find_mons(mp->y, mp->x)) == NULL) { |
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48 mvaddch(mp->y, mp->x, FLOOR); |
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49 mvwaddch(mw, mp->y, mp->x, ' '); |
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50 look(FALSE); |
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51 msg("That monster must have been an illusion."); |
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52 return 0; |
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53 } |
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54 tp = THINGPTR(item); |
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55 st = &tp->t_stats; |
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56 /* |
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57 * Since we are fighting, things are not quiet so |
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58 * no healing takes place. |
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59 */ |
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60 quiet = 0; |
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61 isfight = TRUE; |
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62 runto(mp, &hero); |
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63 /* |
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64 * Let him know it was really a mimic (if it was one). |
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65 */ |
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66 if(tp->t_type == 'M' && tp->t_disguise != 'M' && pl_off(ISBLIND)) { |
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67 msg("Wait! That's a mimic!"); |
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68 tp->t_disguise = 'M'; |
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69 did_hit = thrown; |
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70 } |
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71 if (did_hit) { |
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72 reg char *mname; |
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73 |
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74 did_hit = FALSE; |
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75 if (pl_on(ISBLIND)) |
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76 mname = "it"; |
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77 else |
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78 mname = monsters[tp->t_indx].m_name; |
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79 /* |
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80 * If the hero can see the invisibles, then |
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81 * make it easier to hit. |
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82 */ |
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83 if (pl_on(CANSEE) && on(*tp, ISINVIS) && off(*tp, WASHIT)) { |
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84 tp->t_flags |= WASHIT; |
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85 st->s_arm += 3; |
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86 } |
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87 if (roll_em(him, st, weap, thrown)) { |
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88 did_hit = TRUE; |
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89 if (thrown) |
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90 thunk(weap, mname); |
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91 else |
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92 hit(NULL); |
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93 if (pl_on(CANHUH)) { |
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94 msg("Your hands stop glowing red"); |
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95 msg("The %s appears confused.", mname); |
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96 tp->t_flags |= ISHUH; |
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97 player.t_flags &= ~CANHUH; |
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98 /* |
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99 * If our hero was stuck by a bone devil, |
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100 * release him now because the devil is |
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101 * confused. |
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102 */ |
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