annotate arogue5/fight.c @ 76:ad2cb9a07aaa

arogue5: fix player's typed responses getting put at the wrong place. Some sections of code that prompt the user for a string of input were calling get_str() with cw (the player-visible screen containing the map), which caused whatever the player typed to get printed starting at cw's idea of the cursor position, which was usually the Rogue's @-sign. This corrupted the map. The problem has been fixed by passing msgw (the message line at the top of the screen) to get_str(), so the player's typing appears where msgw thinks the cursor should be, which is in the sensible place right after the prompt. Some other get_str() invocations which used hw or stdscr have been left unmodified.
author John "Elwin" Edwards <elwin@sdf.org>
date Sat, 08 Sep 2012 22:05:05 -0700
parents 0ed67132cf10
children 56e748983fa8
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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 * Advanced Rogue
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5 * Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka and AT&T
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6 * All rights reserved.
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7 *
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8 * Based on "Rogue: Exploring the Dungeons of Doom"
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9 * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman
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10 * All rights reserved.
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11 *
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12 * See the file LICENSE.TXT for full copyright and licensing information.
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13 */
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14
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15 #include "curses.h"
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16 #include <ctype.h>
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17 #include <string.h>
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18 #include "rogue.h"
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19
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20 #define CONF_DAMAGE -1
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21 #define PARAL_DAMAGE -2
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22 #define DEST_DAMAGE -3
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23
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24 static const struct matrix att_mat[5] = {
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25 /* Base Max_lvl, Factor, Offset, Range */
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26 { 10, 25, 2, 1, 2 },
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27 { 9, 18, 2, 1, 5 },
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28 { 10, 19, 2, 1, 3 },
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29 { 10, 21, 2, 1, 4 },
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30 { 7, 25, 1, 0, 2 }
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31 };
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32
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33 /*
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34 * fight:
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35 * The player attacks the monster.
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36 */
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37
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38 fight(mp, weap, thrown)
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39 register coord *mp;
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40 struct object *weap;
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41 bool thrown;
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42 {
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43 register struct thing *tp;
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44 register struct linked_list *item;
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45 register bool did_hit = TRUE;
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46 bool back_stab = FALSE;
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47
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48 /*
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49 * Find the monster we want to fight
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50 */
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51 if ((item = find_mons(mp->y, mp->x)) == NULL) {
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52 return(FALSE); /* must have killed him already */
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53 }
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54 tp = THINGPTR(item);
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55 /*
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56 * Since we are fighting, things are not quiet so no healing takes
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57 * place.
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58 */
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59 player.t_quiet = 0;
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60 tp->t_quiet = 0;
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61
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62 /*
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63 * if its in the wall, we can't hit it
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64 */
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65 if (on(*tp, ISINWALL) && off(player, CANINWALL))
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66 return(FALSE);
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67
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68 /*
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69 * Let him know it was really a mimic (if it was one).
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70 */
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71 if (on(*tp, ISDISGUISE) && (tp->t_type != tp->t_disguise) &&
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72 off(player, ISBLIND))
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73 {
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74 msg("Wait! That's a %s!", monsters[tp->t_index].m_name);
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75 turn_off(*tp, ISDISGUISE);
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76 did_hit = thrown;
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77 }
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78 if (on(*tp, CANSURPRISE) && off(player, ISBLIND) && !ISWEARING(R_ALERT)) {
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79 msg("Wait! There's a %s!", monsters[tp->t_index].m_name);
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80 turn_off(*tp, CANSURPRISE);
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81 did_hit = thrown;
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82 }
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83 /*
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84 * if he's a thief and the creature is asleep then he gets a chance
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85 * for a backstab
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86 */
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87 if (player.t_ctype == C_THIEF &&
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88 (!on(*tp, ISRUN) || on(*tp, ISHELD) || tp->t_no_move > 0)&&
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89 !on(*tp, NOSTAB))
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90 back_stab = TRUE;
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91
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92 runto(tp, &hero);
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93
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94 if (did_hit)
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95 {
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96 register const char *mname;
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97
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98 did_hit = FALSE;
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99 mname = (on(player, ISBLIND)) ? "it" : monsters[tp->t_index].m_name;
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100 if (!can_blink(tp) &&
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101 ( ((weap != NULL) && (weap->o_type == RELIC)) ||
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102 ((off(*tp, MAGICHIT) || ((weap != NULL) && (weap->o_hplus > 0 || weap->o_dplus > 0)) ) &&
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103 (off(*tp, BMAGICHIT) || ((weap != NULL) && (weap->o_hplus > 1 || weap->o_dplus > 1)) ) &&
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104 (off(*tp, CMAGICHIT) || ((weap != NULL) && (weap->o_hplus > 2 || weap->o_dplus > 2)) ) ) )