annotate rogue3/fight.c @ 124:d10fc4a065ac

rogue5: ignore the file name stored in the save file. state.c had put file_name into the save file. The saved value was used to overwrite file_name on restore. If the save file had been renamed, unlink(file_name) would then fail, because file_name held the old name. To avoid breaking savefile compatibility, file_name is still saved, but it is read back into a temporary buffer and then ignored. I thought I fixed this already.
author John "Elwin" Edwards
date Fri, 16 Jan 2015 13:42:30 -0500
parents 527e2150eaf0
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 3.28 (Berkeley) 6/15/81
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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 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 <stdlib.h>
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17 #include "rogue.h"
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18
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19 int e_levels[] = {
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20 10,20,40,80,160,320,640,1280,2560,5120,10240,20480,
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21 40920, 81920, 163840, 327680, 655360, 1310720, 2621440, 0 };
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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
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28 int
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29 fight(coord *mp, int mn, struct object *weap, int thrown)
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30 {
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31 struct thing *tp;
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32 struct linked_list *item;
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33 int did_hit = TRUE;
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34
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35 /*
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36 * Find the monster we want to fight
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37 */
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38 if ((item = find_mons(mp->y, mp->x)) == NULL)
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39 {
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40 debug("Fight what @ %d,%d", mp->y, mp->x);
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41 return(0);
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42 }
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43 tp = (struct thing *) ldata(item);
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44 /*
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45 * Since we are fighting, things are not quiet so no healing takes
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46 * place.
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47 */
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48 quiet = 0;
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49 runto(mp, &hero);
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50 /*
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51 * Let him know it was really a mimic (if it was one).
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52 */
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53 if (tp->t_type == 'M' && tp->t_disguise != 'M' && off(player, ISBLIND))
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54 {
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55 msg("Wait! That's a mimic!");
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56 tp->t_disguise = 'M';
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57 did_hit = thrown;
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58 }
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59 if (did_hit)
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60 {
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61 char *mname;
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62
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63 did_hit = FALSE;
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64 if (on(player, ISBLIND))
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65 mname = "it";
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66 else
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67 mname = monsters[mn-'A'].m_name;
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68 if (roll_em(&pstats, &tp->t_stats, weap, thrown))
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69 {
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70 did_hit = TRUE;
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71 if (thrown)
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72 thunk(weap, mname);
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73 else
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74 hit(NULL, mname);
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75 if (on(player, CANHUH))
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76 {
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77 msg("Your hands stop glowing red");
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78 msg("The %s appears confused.", mname);
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79 tp->t_flags |= ISHUH;
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80 player.t_flags &= ~CANHUH;
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81 }
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82 if (tp->t_stats.s_hpt <= 0)
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83 killed(item, TRUE);
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84 }
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85 else
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86 if (thrown)
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87 bounce(weap, mname);
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88 else
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89 miss(NULL, mname);
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90 }
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91 count = 0;
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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
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100 int
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101 attack(struct thing *mp)
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102 {
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103 char *mname;
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104
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105 /*
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106 * Since this is an attack, stop running and any healing that was