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annotate rogue4/fight.c @ 104:fbc75509f4cd
Add config.h to the list of headers in the Makefiles.
Some .o files need to be rebuilt if config.h changes. Adding it to the
list of headers may still fail to solve the problem, because some of
the Makefiles use implicit rules or do not list dependencies properly.
author | John "Elwin" Edwards |
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date | Tue, 03 Sep 2013 14:14:48 -0700 |
parents | 9535a08ddc39 |
children | 1b73a8641b37 |
rev | line source |
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12
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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. |