Import Rogue 3.6 from the Roguelike Restoration Project (r1490)
This commit is contained in:
commit
4662bbf65b
44 changed files with 15930 additions and 0 deletions
737
rogue3/fight.c
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737
rogue3/fight.c
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/*
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* All the fighting gets done here
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*
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* @(#)fight.c 3.28 (Berkeley) 6/15/81
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*
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* Rogue: Exploring the Dungeons of Doom
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* Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman
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* All rights reserved.
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*
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* See the file LICENSE.TXT for full copyright and licensing information.
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*/
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#include "curses.h"
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#include <ctype.h>
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#include <string.h>
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#include <stdlib.h>
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#include "rogue.h"
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int e_levels[] = {
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10,20,40,80,160,320,640,1280,2560,5120,10240,20480,
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40920, 81920, 163840, 327680, 655360, 1310720, 2621440, 0 };
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/*
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* fight:
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* The player attacks the monster.
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*/
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int
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fight(coord *mp, int mn, struct object *weap, int thrown)
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{
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struct thing *tp;
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struct linked_list *item;
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int did_hit = TRUE;
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/*
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* Find the monster we want to fight
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*/
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if ((item = find_mons(mp->y, mp->x)) == NULL)
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{
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debug("Fight what @ %d,%d", mp->y, mp->x);
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return(0);
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}
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tp = (struct thing *) ldata(item);
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/*
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* Since we are fighting, things are not quiet so no healing takes
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* place.
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*/
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quiet = 0;
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runto(mp, &hero);
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/*
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* Let him know it was really a mimic (if it was one).
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*/
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if (tp->t_type == 'M' && tp->t_disguise != 'M' && off(player, ISBLIND))
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{
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msg("Wait! That's a mimic!");
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tp->t_disguise = 'M';
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did_hit = thrown;
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}
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if (did_hit)
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{
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char *mname;
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did_hit = FALSE;
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if (on(player, ISBLIND))
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mname = "it";
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else
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mname = monsters[mn-'A'].m_name;
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if (roll_em(&pstats, &tp->t_stats, weap, thrown))
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{
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did_hit = TRUE;
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if (thrown)
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thunk(weap, mname);
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else
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hit(NULL, mname);
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if (on(player, CANHUH))
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{
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msg("Your hands stop glowing red");
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msg("The %s appears confused.", mname);
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tp->t_flags |= ISHUH;
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player.t_flags &= ~CANHUH;
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}
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if (tp->t_stats.s_hpt <= 0)
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killed(item, TRUE);
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}
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else
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if (thrown)
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bounce(weap, mname);
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else
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miss(NULL, mname);
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}
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count = 0;
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return did_hit;
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}
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/*
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* attack:
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* The monster attacks the player
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*/
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int
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attack(struct thing *mp)
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{
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char *mname;
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/*
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* Since this is an attack, stop running and any healing that was
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* going on at the time.
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*/
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running = FALSE;
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quiet = 0;
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if (mp->t_type == 'M' && off(player, ISBLIND))
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mp->t_disguise = 'M';
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if (on(player, ISBLIND))
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mname = "it";
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else
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mname = monsters[mp->t_type-'A'].m_name;
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if (roll_em(&mp->t_stats, &pstats, NULL, FALSE))
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{
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if (mp->t_type != 'E')
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hit(mname, NULL);
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if (pstats.s_hpt <= 0)
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death(mp->t_type); /* Bye bye life ... */
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if (off(*mp, ISCANC))
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switch (mp->t_type)
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{
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case 'R':
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/*
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* If a rust monster hits, you lose armor
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*/
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if (cur_armor != NULL && cur_armor->o_ac < 9)
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{
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if (!terse)
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msg("Your armor appears to be weaker now. Oh my!");
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else
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msg("Your armor weakens");
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cur_armor->o_ac++;
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}
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when 'E':
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/*
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* The gaze of the floating eye hypnotizes you
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*/
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if (on(player, ISBLIND))
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break;
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if (!no_command)
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{
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addmsg("You are transfixed");
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if (!terse)
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addmsg(" by the gaze of the floating eye.");
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endmsg();
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}
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no_command += rnd(2)+2;
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if (no_command > 100 && food_left <= 0)
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death('E');
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when 'A':
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/*
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* Ants have poisonous bites
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*/
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if (!save(VS_POISON))
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if (!ISWEARING(R_SUSTSTR))
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{
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chg_str(-1);
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if (!terse)
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msg("You feel a sting in your arm and now feel weaker");
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else
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msg("A sting has weakened you");
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}
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else
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if (!terse)
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msg("A sting momentarily weakens you");
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else
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msg("Sting has no effect");
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when 'W':
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/*
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* Wraiths might drain energy levels
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*/
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if (rnd(100) < 15)
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{
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int fewer;
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if (pstats.s_exp == 0)
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death('W'); /* All levels gone */
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msg("You suddenly feel weaker.");
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if (--pstats.s_lvl == 0)
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{
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pstats.s_exp = 0;
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pstats.s_lvl = 1;
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}
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else
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pstats.s_exp = e_levels[pstats.s_lvl-1]+1;
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fewer = roll(1, 10);
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pstats.s_hpt -= fewer;
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max_hp -= fewer;
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if (pstats.s_hpt < 1)
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pstats.s_hpt = 1;
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if (max_hp < 1)
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death('W');
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}
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when 'F':
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/*
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* Violet fungi stops the poor guy from moving
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*/
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player.t_flags |= ISHELD;
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sprintf(monsters['F'-'A'].m_stats.s_dmg,"%dd1",++fung_hit);
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when 'L':
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{
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/*
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* Leperachaun steals some gold
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*/
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int lastpurse;
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lastpurse = purse;
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purse -= GOLDCALC;
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if (!save(VS_MAGIC))
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purse -= GOLDCALC + GOLDCALC + GOLDCALC + GOLDCALC;
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if (purse < 0)
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purse = 0;
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if (purse != lastpurse)
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msg("Your purse feels lighter");
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remove_monster(&mp->t_pos, find_mons(mp->t_pos.y, mp->t_pos.x));
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mp = NULL;
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}
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when 'N':
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{
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struct linked_list *list, *steal;
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struct object *obj;
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int nobj;
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/*
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* Nymph's steal a magic item, look through the pack
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* and pick out one we like.
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*/
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steal = NULL;
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for (nobj = 0, list = pack; list != NULL; list = next(list))
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{
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obj = (struct object *) ldata(list);
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if (obj != cur_armor &&
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obj != cur_weapon &&
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obj != cur_ring[LEFT] &&
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obj != cur_ring[RIGHT] && /* Nymph bug fix */
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is_magic(obj) &&
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rnd(++nobj) == 0)
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steal = list;
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}
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if (steal != NULL)
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{
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struct object *sobj;
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sobj = (struct object *) ldata(steal);
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remove_monster(&mp->t_pos, find_mons(mp->t_pos.y, mp->t_pos.x));
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mp = NULL;
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if (sobj->o_count > 1 && sobj->o_group == 0)
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{
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int oc;
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oc = sobj->o_count;
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sobj->o_count = 1;
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msg("She stole %s!", inv_name(sobj, TRUE));
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sobj->o_count = oc - 1;
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}
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else
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{
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msg("She stole %s!", inv_name(sobj, TRUE));
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detach(pack, steal);
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discard(steal);
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}
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inpack--;
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}
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}
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otherwise:
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break;
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}
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}
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else if (mp->t_type != 'E')
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{
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if (mp->t_type == 'F')
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{
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pstats.s_hpt -= fung_hit;
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if (pstats.s_hpt <= 0)
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death(mp->t_type); /* Bye bye life ... */
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}
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miss(mname, NULL);
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}
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/*
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* Check to see if this is a regenerating monster and let it heal if
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* it is.
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*/
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if ((mp != NULL) && (on(*mp, ISREGEN) && rnd(100) < 33))
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mp->t_stats.s_hpt++;
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if (fight_flush)
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{
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flush_type(); /* flush typeahead */
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}
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count = 0;
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status();
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if (mp == NULL)
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return(-1);
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else
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return(0);
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}
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/*
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* swing:
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* returns true if the swing hits
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*/
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int
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swing(int at_lvl, int op_arm, int wplus)
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{
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int res = rnd(20)+1;
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int need = (21-at_lvl)-op_arm;
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return (res+wplus >= need);
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}
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/*
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* check_level:
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* Check to see if the guy has gone up a level.
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*/
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void
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check_level()
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{
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int i, add;
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for (i = 0; e_levels[i] != 0; i++)
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if (e_levels[i] > pstats.s_exp)
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break;
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i++;
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if (i > pstats.s_lvl)
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{
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add = roll(i-pstats.s_lvl,10);
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max_hp += add;
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if ((pstats.s_hpt += add) > max_hp)
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pstats.s_hpt = max_hp;
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msg("Welcome to level %d", i);
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}
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pstats.s_lvl = i;
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}
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/*
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* roll_em:
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* Roll several attacks
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*/
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int
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roll_em(struct stats *att, struct stats *def, struct object *weap, int hurl)
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{
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char *cp;
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int ndice, nsides, def_arm;
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int did_hit = FALSE;
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int prop_hplus, prop_dplus;
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prop_hplus = prop_dplus = 0;
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if (weap == NULL)
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cp = att->s_dmg;
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else if (hurl)
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if ((weap->o_flags&ISMISL) && cur_weapon != NULL &&
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cur_weapon->o_which == weap->o_launch)
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{
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cp = weap->o_hurldmg;
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prop_hplus = cur_weapon->o_hplus;
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prop_dplus = cur_weapon->o_dplus;
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}
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else
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cp = (weap->o_flags&ISMISL ? weap->o_damage : weap->o_hurldmg);
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else
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{
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cp = weap->o_damage;
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/*
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* Drain a staff of striking
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*/
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if (weap->o_type == STICK && weap->o_which == WS_HIT
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&& weap->o_charges == 0)
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{
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strcpy(weap->o_damage,"0d0");
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weap->o_hplus = weap->o_dplus = 0;
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}
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}
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for (;;)
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{
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int damage;
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int hplus = prop_hplus + (weap == NULL ? 0 : weap->o_hplus);
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int dplus = prop_dplus + (weap == NULL ? 0 : weap->o_dplus);
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|
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if (weap == cur_weapon)
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{
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if (ISRING(LEFT, R_ADDDAM))
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dplus += cur_ring[LEFT]->o_ac;
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else if (ISRING(LEFT, R_ADDHIT))
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hplus += cur_ring[LEFT]->o_ac;
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if (ISRING(RIGHT, R_ADDDAM))
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dplus += cur_ring[RIGHT]->o_ac;
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else if (ISRING(RIGHT, R_ADDHIT))
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hplus += cur_ring[RIGHT]->o_ac;
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}
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ndice = atoi(cp);
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if ((cp = strchr(cp, 'd')) == NULL)
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break;
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nsides = atoi(++cp);
|
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if (def == &pstats)
|
||||
{
|
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if (cur_armor != NULL)
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def_arm = cur_armor->o_ac;
|
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else
|
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def_arm = def->s_arm;
|
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if (ISRING(LEFT, R_PROTECT))
|
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def_arm -= cur_ring[LEFT]->o_ac;
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else if (ISRING(RIGHT, R_PROTECT))
|
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def_arm -= cur_ring[RIGHT]->o_ac;
|
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}
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else
|
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def_arm = def->s_arm;
|
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if (swing(att->s_lvl, def_arm, hplus+str_plus(&att->s_str)))
|
||||
{
|
||||
int proll;
|
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|
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proll = roll(ndice, nsides);
|
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if (ndice + nsides > 0 && proll < 1)
|
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debug("Damage for %dd%d came out %d.", ndice, nsides, proll);
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damage = dplus + proll + add_dam(&att->s_str);
|
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def->s_hpt -= max(0, damage);
|
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did_hit = TRUE;
|
||||
}
|
||||
if ((cp = strchr(cp, '/')) == NULL)
|
||||
break;
|
||||
cp++;
|
||||
}
|
||||
return did_hit;
|
||||
}
|
||||
|
||||
/*
|
||||
* prname:
|
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* The print name of a combatant
|
||||
*/
|
||||
|
||||
char *
|
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prname(who, upper)
|
||||
char *who;
|
||||
int upper;
|
||||
{
|
||||
static char tbuf[80];
|
||||
|
||||
*tbuf = '\0';
|
||||
if (who == 0)
|
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strcpy(tbuf, "you");
|
||||
else if (on(player, ISBLIND))
|
||||
strcpy(tbuf, "it");
|
||||
else
|
||||
{
|
||||
strcpy(tbuf, "the ");
|
||||
strcat(tbuf, who);
|
||||
}
|
||||
if (upper)
|
||||
*tbuf = toupper(*tbuf);
|
||||
return tbuf;
|
||||
}
|
||||
|
||||
/*
|
||||
* hit:
|
||||
* Print a message to indicate a succesful hit
|
||||
*/
|
||||
|
||||
void
|
||||
hit(char *er, char *ee)
|
||||
{
|
||||
char *s = "";
|
||||
|
||||
addmsg(prname(er, TRUE));
|
||||
if (terse)
|
||||
s = " hit.";
|
||||
else
|
||||
switch (rnd(4))
|
||||
{
|
||||
case 0: s = " scored an excellent hit on ";
|
||||
when 1: s = " hit ";
|
||||
when 2: s = (er == 0 ? " have injured " : " has injured ");
|
||||
when 3: s = (er == 0 ? " swing and hit " : " swings and hits ");
|
||||
}
|
||||
addmsg(s);
|
||||
if (!terse)
|
||||
addmsg(prname(ee, FALSE));
|
||||
endmsg();
|
||||
}
|
||||
|
||||
/*
|
||||
* miss:
|
||||
* Print a message to indicate a poor swing
|
||||
*/
|
||||
|
||||
void
|
||||
miss(char *er, char *ee)
|
||||
{
|
||||
char *s = "";
|
||||
|
||||
addmsg(prname(er, TRUE));
|
||||
switch (terse ? 0 : rnd(4))
|
||||
{
|
||||
case 0: s = (er == 0 ? " miss" : " misses");
|
||||
when 1: s = (er == 0 ? " swing and miss" : " swings and misses");
|
||||
when 2: s = (er == 0 ? " barely miss" : " barely misses");
|
||||
when 3: s = (er == 0 ? " don't hit" : " doesn't hit");
|
||||
}
|
||||
addmsg(s);
|
||||
if (!terse)
|
||||
addmsg(" %s", prname(ee, FALSE));
|
||||
endmsg();
|
||||
}
|
||||
|
||||
/*
|
||||
* save_throw:
|
||||
* See if a creature save against something
|
||||
*/
|
||||
int
|
||||
save_throw(int which, struct thing *tp)
|
||||
{
|
||||
int need;
|
||||
|
||||
need = 14 + which - tp->t_stats.s_lvl / 2;
|
||||
return (roll(1, 20) >= need);
|
||||
}
|
||||
|
||||
/*
|
||||
* save:
|
||||
* See if he saves against various nasty things
|
||||
*/
|
||||
|
||||
int
|
||||
save(int which)
|
||||
{
|
||||
return save_throw(which, &player);
|
||||
}
|
||||
|
||||
/*
|
||||
* str_plus:
|
||||
* compute bonus/penalties for strength on the "to hit" roll
|
||||
*/
|
||||
|
||||
int
|
||||
str_plus(str_t *str)
|
||||
{
|
||||
if (str->st_str == 18)
|
||||
{
|
||||
if (str->st_add == 100)
|
||||
return 3;
|
||||
if (str->st_add > 50)
|
||||
return 2;
|
||||
}
|
||||
if (str->st_str >= 17)
|
||||
return 1;
|
||||
if (str->st_str > 6)
|
||||
return 0;
|
||||
return str->st_str - 7;
|
||||
}
|
||||
|
||||
/*
|
||||
* add_dam:
|
||||
* compute additional damage done for exceptionally high or low strength
|
||||
*/
|
||||
|
||||
int
|
||||
add_dam(str_t *str)
|
||||
{
|
||||
if (str->st_str == 18)
|
||||
{
|
||||
if (str->st_add == 100)
|
||||
return 6;
|
||||
if (str->st_add > 90)
|
||||
return 5;
|
||||
if (str->st_add > 75)
|
||||
return 4;
|
||||
if (str->st_add != 0)
|
||||
return 3;
|
||||
return 2;
|
||||
}
|
||||
if (str->st_str > 15)
|
||||
return 1;
|
||||
if (str->st_str > 6)
|
||||
return 0;
|
||||
return str->st_str - 7;
|
||||
}
|
||||
|
||||
/*
|
||||
* raise_level:
|
||||
* The guy just magically went up a level.
|
||||
*/
|
||||
|
||||
void
|
||||
raise_level()
|
||||
{
|
||||
pstats.s_exp = e_levels[pstats.s_lvl-1] + 1L;
|
||||
check_level();
|
||||
}
|
||||
|
||||
/*
|
||||
* thunk:
|
||||
* A missile hits a monster
|
||||
*/
|
||||
|
||||
void
|
||||
thunk(struct object *weap, char *mname)
|
||||
{
|
||||
if (weap->o_type == WEAPON)
|
||||
msg("The %s hits the %s", w_names[weap->o_which], mname);
|
||||
else
|
||||
msg("You hit the %s.", mname);
|
||||
}
|
||||
|
||||
/*
|
||||
* bounce:
|
||||
* A missile misses a monster
|
||||
*/
|
||||
|
||||
void
|
||||
bounce(struct object *weap, char *mname)
|
||||
{
|
||||
if (weap->o_type == WEAPON)
|
||||
msg("The %s misses the %s", w_names[weap->o_which], mname);
|
||||
else
|
||||
msg("You missed the %s.", mname);
|
||||
}
|
||||
|
||||
/*
|
||||
* remove a monster from the screen
|
||||
*/
|
||||
void
|
||||
remove_monster(coord *mp, struct linked_list *item)
|
||||
{
|
||||
mvwaddch(mw, mp->y, mp->x, ' ');
|
||||
mvwaddch(cw, mp->y, mp->x, ((struct thing *) ldata(item))->t_oldch);
|
||||
detach(mlist, item);
|
||||
discard(item);
|
||||
}
|
||||
|
||||
/*
|
||||
* is_magic:
|
||||
* Returns true if an object radiates magic
|
||||
*/
|
||||
|
||||
int
|
||||
is_magic(struct object *obj)
|
||||
{
|
||||
switch (obj->o_type)
|
||||
{
|
||||
case ARMOR:
|
||||
return obj->o_ac != a_class[obj->o_which];
|
||||
when WEAPON:
|
||||
return obj->o_hplus != 0 || obj->o_dplus != 0;
|
||||
when POTION:
|
||||
case SCROLL:
|
||||
case STICK:
|
||||
case RING:
|
||||
case AMULET:
|
||||
return TRUE;
|
||||
}
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
/*
|
||||
* killed:
|
||||
* Called to put a monster to death
|
||||
*/
|
||||
|
||||
void
|
||||
killed(struct linked_list *item, int pr)
|
||||
{
|
||||
struct thing *tp;
|
||||
struct linked_list *pitem, *nexti;
|
||||
|
||||
tp = (struct thing *) ldata(item);
|
||||
if (pr)
|
||||
{
|
||||
addmsg(terse ? "Defeated " : "You have defeated ");
|
||||
if (on(player, ISBLIND))
|
||||
msg("it.");
|
||||
else
|
||||
{
|
||||
if (!terse)
|
||||
addmsg("the ");
|
||||
msg("%s.", monsters[tp->t_type-'A'].m_name);
|
||||
}
|
||||
}
|
||||
pstats.s_exp += tp->t_stats.s_exp;
|
||||
/*
|
||||
* Do adjustments if he went up a level
|
||||
*/
|
||||
check_level();
|
||||
/*
|
||||
* If the monster was a violet fungi, un-hold him
|
||||
*/
|
||||
switch (tp->t_type)
|
||||
{
|
||||
case 'F':
|
||||
player.t_flags &= ~ISHELD;
|
||||
fung_hit = 0;
|
||||
strcpy(monsters['F'-'A'].m_stats.s_dmg, "000d0");
|
||||
when 'L':
|
||||
{
|
||||
struct room *rp;
|
||||
|
||||
if ((rp = roomin(&tp->t_pos)) == NULL)
|
||||
break;
|
||||
if (rp->r_goldval != 0 || fallpos(&tp->t_pos,&rp->r_gold,FALSE))
|
||||
{
|
||||
rp->r_goldval += GOLDCALC;
|
||||
if (save(VS_MAGIC))
|
||||
rp->r_goldval += GOLDCALC + GOLDCALC
|
||||
+ GOLDCALC + GOLDCALC;
|
||||
mvwaddch(stdscr, rp->r_gold.y, rp->r_gold.x, GOLD);
|
||||
if (!(rp->r_flags & ISDARK))
|
||||
{
|
||||
light(&hero);
|
||||
mvwaddch(cw, hero.y, hero.x, PLAYER);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
/*
|
||||
* Empty the monsters pack
|
||||
*/
|
||||
pitem = tp->t_pack;
|
||||
while (pitem != NULL)
|
||||
{
|
||||
struct object *obj;
|
||||
|
||||
nexti = next(tp->t_pack);
|
||||
obj = (struct object *) ldata(pitem);
|
||||
obj->o_pos = tp->t_pos;
|
||||
detach(tp->t_pack, pitem);
|
||||
fall(pitem, FALSE);
|
||||
pitem = nexti;
|
||||
}
|
||||
/*
|
||||
* Get rid of the monster.
|
||||
*/
|
||||
remove_monster(&tp->t_pos, item);
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue