annotate srogue/fight.c @ 226:b922f66acf4d

Super-Rogue: begin fixing restore failures on Windows. Start to solve the problem by calling md_init() to set _fmode. Now reading a savefile only triggers an error handler and causes an abort instead of a crash.
author John "Elwin" Edwards
date Thu, 03 Mar 2016 21:30:38 -0500
parents 94a0d9dd5ce1
children e7aab31362af
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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);
36
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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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