annotate rogue3/fight.c @ 87:f871cb0539d3

Don't set the player's ISRUN flag. rogue4 and rogue5 set the player's ISRUN flag upon exit from sleep or holding. This is apparently supposed to indicate that the player can move again. What it actually does is make it harder for monsters to hit the player, until the flag is reset. As this behavior makes little sense and seems like a cheat, it has been deemed a bug and removed.
author John "Elwin" Edwards
date Tue, 13 Aug 2013 09:19:56 -0700
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