Mercurial > hg > early-roguelike
annotate xrogue/fight.c @ 181:d53b13637783
rogue4: rearrange some includes.
Using MSVC with pdcurses, curses.h has to be included after windows.h
and before process.h. This is apparently because bool is now a
built-in type which pdcurses is not allowed to redefine. But I don't
entirely understand how the headers are interacting, and I don't think
the MSDN page does either.
author | John "Elwin" Edwards |
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date | Fri, 31 Jul 2015 20:01:44 -0400 |
parents | 856017d63519 |
children | f54901b9c39b |
rev | line source |
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133
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1 /* |
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2 fight.c - All the fighting gets done here |
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3 |
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4 XRogue: Expeditions into the Dungeons of Doom |
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5 Copyright (C) 1991 Robert Pietkivitch |
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6 All rights reserved. |
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7 |
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8 Based on "Advanced Rogue" |
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9 Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka and AT&T |
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10 All rights reserved. |
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11 |
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12 Based on "Rogue: Exploring the Dungeons of Doom" |
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13 Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman |
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14 All rights reserved. |
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15 |
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16 See the file LICENSE.TXT for full copyright and licensing information. |
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17 */ |
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18 |
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19 #include <curses.h> |
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20 #include <ctype.h> |
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21 #include <string.h> |
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22 #include "rogue.h" |
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23 |
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24 #define CONF_DAMAGE -1 |
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25 #define PARAL_DAMAGE -2 |
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26 #define DEST_DAMAGE -3 |
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27 #define DRAIN_DAMAGE -4 |
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28 |
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29 int killed_chance = 0; /* cumulative chance for goodies to loose it */ |
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30 |
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31 /* |
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32 * returns true if player has a any chance to hit the monster |
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33 */ |
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34 |
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35 player_can_hit(tp, weap) |
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36 register struct thing *tp; |
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37 register struct object *weap; |
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38 { |
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39 if (off(*tp, CMAGICHIT) && off(*tp, BMAGICHIT) && off(*tp, MAGICHIT)) |
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40 return(TRUE); |
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41 if (weap && weap->o_type == RELIC) |
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42 return(TRUE); |
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43 if (on(*tp, CMAGICHIT) && weap && (weap->o_hplus>2 || weap->o_dplus>2)) |
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44 return(TRUE); |
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45 if (on(*tp, BMAGICHIT) && weap && (weap->o_hplus>1 || weap->o_dplus>1)) |
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46 return(TRUE); |
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47 if (on(*tp, MAGICHIT) && weap && (weap->o_hplus>0 || weap->o_dplus>0)) |
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48 return(TRUE); |
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49 if (player.t_ctype == C_MONK) { |
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50 if (on(*tp, CMAGICHIT) && pstats.s_lvl > 15) |
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51 return(TRUE); |
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52 if (on(*tp, BMAGICHIT) && pstats.s_lvl > 10) |
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53 return(TRUE); |
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54 if (on(*tp, MAGICHIT) && pstats.s_lvl > 5) |
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55 return(TRUE); |
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56 } |
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57 return(FALSE); |
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58 } |
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59 |
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60 /* |
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61 * fight: |
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62 * The player attacks the monster. |
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63 */ |
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64 |
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65 fight(mp, weap, thrown) |
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66 register coord *mp; |
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67 struct object *weap; |
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68 bool thrown; |
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69 { |
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70 register struct thing *tp; |
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71 register struct linked_list *item; |
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72 register bool did_hit = TRUE; |
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73 bool see_def, back_stab = FALSE; |
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74 register char *mname; |
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75 |
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76 /* |
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77 * Find the monster we want to fight |
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78 */ |
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79 if ((item = find_mons(mp->y, mp->x)) == NULL) { |
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80 return(FALSE); /* must have killed him already */ |
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81 } |
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82 tp = THINGPTR(item); |
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83 |
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84 /* |
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85 * Since we are fighting, things are not quiet so no healing takes |
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86 * place. The -1 also tells us that we are in a fight. |
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87 */ |
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88 player.t_quiet = -1; |
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89 tp->t_quiet = -1; |
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90 |
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91 see_def = ((off(*tp, ISINVIS) || on(player, CANSEE)) && |
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92 (off(*tp, ISSHADOW) || on(player, CANSEE)) && |
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