Mercurial > hg > early-roguelike
annotate rogue4/fight.c @ 315:ad2570b5b21f
Advanced Rogue 5, 7: fix some trading post messages.
When attempting to buy an unaffordable object, messages were often of
the form "You can't afford that a scroll of hold monster !", because
the object description (stored in curpurch) was the same text used in
inventory displays.
This has been worked around by inspecting the contents of curpurch and
using different message templates.
author | John "Elwin" Edwards |
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date | Sun, 24 Oct 2021 20:26:21 -0400 |
parents | e52a8a7ad4c5 |
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rev | line source |
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12
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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 4.30 (Berkeley) 4/6/82 |
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5 * |
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6 * Rogue: Exploring the Dungeons of Doom |
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7 * Copyright (C) 1980, 1981, 1982 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 |
215 | 13 #include <stdlib.h> |
12
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14 #include <curses.h> |
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15 #include <ctype.h> |
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16 #include <string.h> |
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17 #include "rogue.h" |
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18 |
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19 long e_levels[] = { |
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20 10L,20L,40L,80L,160L,320L,640L,1280L,2560L,5120L,10240L,20480L, |
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21 40920L, 81920L, 163840L, 327680L, 655360L, 1310720L, 2621440L, 0L |
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22 }; |
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23 |
215 | 24 bool roll_em(THING *thatt, THING *thdef, THING *weap, bool hurl); |
233
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25 void hit(const char *er, const char *ee); |
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26 void miss(const char *er, const char *ee); |
215 | 27 int str_plus(str_t str); |
28 int add_dam(str_t str); | |
29 void thunk(THING *weap, const char *mname); | |
30 void bounce(THING *weap, const char *mname); | |
31 | |
12
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32 /* |
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33 * fight: |
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34 * The player attacks the monster. |
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35 */ |
215 | 36 bool |
37 fight(coord *mp, char mn, THING *weap, bool thrown) | |
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38 { |
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39 register THING *tp; |
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40 register bool did_hit = TRUE; |
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41 register const char *mname; |
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42 |
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43 /* |
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44 * Find the monster we want to fight |
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45 */ |
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46 #ifdef WIZARD |
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47 if ((tp = moat(mp->y, mp->x)) == NULL) |
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48 debug("Fight what @ %d,%d", mp->y, mp->x); |
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49 #else |
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50 tp = moat(mp->y, mp->x); |
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51 #endif |
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52 /* |
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53 * Since we are fighting, things are not quiet so no healing takes |
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54 * place. |
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55 */ |
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56 count = quiet = 0; |
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57 runto(mp, &hero); |
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58 /* |
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59 * Let him know it was really a mimic (if it was one). |
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60 */ |
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61 if (tp->t_type == 'M' && tp->t_disguise != 'M' && !on(player, ISBLIND)) |
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62 { |
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63 tp->t_disguise = 'M'; |
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64 if (!thrown) |
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65 return FALSE; |
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66 msg("wait! That's a mimic!"); |
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67 } |
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68 did_hit = FALSE; |
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69 if (on(player, ISBLIND)) |
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70 mname = "it"; |
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71 else |
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72 mname = monsters[mn-'A'].m_name; |
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73 if (roll_em(&player, tp, weap, thrown)) |
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74 { |
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75 did_hit = FALSE; |
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76 if (thrown) |
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77 thunk(weap, mname); |
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78 else |
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79 hit(NULL, mname); |
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80 if (on(player, CANHUH)) |
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81 { |
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82 did_hit = TRUE; |
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83 tp->t_flags |= ISHUH; |
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84 player.t_flags &= ~CANHUH; |
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85 msg("your hands stop glowing red"); |
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86 } |
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87 if (tp->t_stats.s_hpt <= 0) |
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88 killed(tp, TRUE); |
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89 else if (did_hit && !on(player, ISBLIND)) |
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90 msg("the %s appears confused", mname); |
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91 did_hit = TRUE; |
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92 } |
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93 else |
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94 if (thrown) |
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95 bounce(weap, mname); |
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96 else |
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97 miss(NULL, mname); |
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98 return did_hit; |
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99 } |
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100 |
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101 /* |
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102 * attack: |