annotate rogue4/fight.c @ 58:c6d58901ddc0

rogue3: move default locations to /var.
author elwin
date Tue, 24 Jan 2012 18:25:21 +0000
parents 9535a08ddc39
children 1b73a8641b37
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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
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13 #include <curses.h>
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14 #include <ctype.h>
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15 #include <string.h>
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16 #include "rogue.h"
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17
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18 long e_levels[] = {
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19 10L,20L,40L,80L,160L,320L,640L,1280L,2560L,5120L,10240L,20480L,
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20 40920L, 81920L, 163840L, 327680L, 655360L, 1310720L, 2621440L, 0L
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21 };
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22
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23 /*
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24 * fight:
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25 * The player attacks the monster.
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26 */
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27 fight(mp, mn, weap, thrown)
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28 register coord *mp;
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29 char mn;
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30 register THING *weap;
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31 bool thrown;
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32 {
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33 register THING *tp;
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34 register bool did_hit = TRUE;
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35 register const char *mname;
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36
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37 /*
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38 * Find the monster we want to fight
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39 */
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40 #ifdef WIZARD
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41 if ((tp = moat(mp->y, mp->x)) == NULL)
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42 debug("Fight what @ %d,%d", mp->y, mp->x);
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43 #else
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44 tp = moat(mp->y, mp->x);
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45 #endif
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46 /*
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47 * Since we are fighting, things are not quiet so no healing takes
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48 * place.
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49 */
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50 count = quiet = 0;
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51 runto(mp, &hero);
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52 /*
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53 * Let him know it was really a mimic (if it was one).
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54 */
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55 if (tp->t_type == 'M' && tp->t_disguise != 'M' && !on(player, ISBLIND))
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56 {
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57 tp->t_disguise = 'M';
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58 if (!thrown)
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59 return FALSE;
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60 msg("wait! That's a mimic!");
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61 }
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62 did_hit = FALSE;
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63 if (on(player, ISBLIND))
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64 mname = "it";
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65 else
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66 mname = monsters[mn-'A'].m_name;
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67 if (roll_em(&player, tp, weap, thrown))
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68 {
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69 did_hit = FALSE;
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70 if (thrown)
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71 thunk(weap, mname);
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72 else
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73 hit(NULL, mname);
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74 if (on(player, CANHUH))
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75 {
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76 did_hit = TRUE;
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77 tp->t_flags |= ISHUH;
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78 player.t_flags &= ~CANHUH;
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79 msg("your hands stop glowing red");
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80 }
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81 if (tp->t_stats.s_hpt <= 0)
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82 killed(tp, TRUE);
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83 else if (did_hit && !on(player, ISBLIND))
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84 msg("the %s appears confused", mname);
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85 did_hit = TRUE;
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86 }
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87 else
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88 if (thrown)
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89 bounce(weap, mname);
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90 else
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91 miss(NULL, mname);
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92 return did_hit;
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93 }
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94
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95 /*
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96 * attack:
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97 * The monster attacks the player
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98 */
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99 attack(mp)
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100 register THING *mp;
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101 {
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102 register const char *mname;
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103
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104 /*
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105 * Since this is an attack, stop running and any healing that was
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106 * going on at the time.
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