Import Super-Rogue 9.0 from the Roguelike Restoration Project (r1490)
This commit is contained in:
parent
00669593bd
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48 changed files with 17601 additions and 0 deletions
711
srogue/fight.c
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711
srogue/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 9.0 (rdk) 7/17/84
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*
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* Super-Rogue
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* Copyright (C) 1984 Robert D. Kindelberger
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* All rights reserved.
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*
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* Based on "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 <ctype.h>
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#include "rogue.h"
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#include "rogue.ext"
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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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fight(mp, weap, thrown)
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struct coord *mp;
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struct object *weap;
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bool thrown;
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{
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reg struct thing *tp;
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reg struct stats *st;
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reg struct linked_list *item;
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bool did_hit = TRUE;
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if (pl_on(ISETHER)) /* cant fight when ethereal */
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return 0;
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if ((item = find_mons(mp->y, mp->x)) == NULL) {
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mvaddch(mp->y, mp->x, FLOOR);
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mvwaddch(mw, mp->y, mp->x, ' ');
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look(FALSE);
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msg("That monster must have been an illusion.");
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return 0;
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}
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tp = THINGPTR(item);
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st = &tp->t_stats;
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/*
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* Since we are fighting, things are not quiet so
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* no healing takes place.
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*/
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quiet = 0;
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isfight = TRUE;
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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' && pl_off(ISBLIND)) {
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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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reg char *mname;
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did_hit = FALSE;
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if (pl_on(ISBLIND))
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mname = "it";
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else
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mname = monsters[tp->t_indx].m_name;
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/*
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* If the hero can see the invisibles, then
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* make it easier to hit.
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*/
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if (pl_on(CANSEE) && on(*tp, ISINVIS) && off(*tp, WASHIT)) {
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tp->t_flags |= WASHIT;
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st->s_arm += 3;
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}
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if (roll_em(him, st, weap, thrown)) {
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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);
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if (pl_on(CANHUH)) {
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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 our hero was stuck by a bone devil,
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* release him now because the devil is
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* confused.
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*/
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if (pl_on(ISHELD))
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unhold(tp->t_type);
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}
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if (st->s_hpt <= 0)
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killed(item, TRUE);
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else if (monhurt(tp) && off(*tp, ISWOUND)) {
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if (levtype != MAZELEV && tp->t_room != NULL &&
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!rf_on(tp->t_room, ISTREAS)) {
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tp->t_flags |= ISWOUND;
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msg("You wounded %s.",prname(mname,FALSE));
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unhold(tp->t_type);
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}
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}
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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);
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}
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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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attack(mp)
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struct thing *mp;
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{
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reg char *mname;
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if (pl_on(ISETHER)) /* ethereal players cant be hit */
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return(0);
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if (mp->t_flags & ISPARA) /* paralyzed monsters */
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return(0);
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running = FALSE;
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quiet = 0;
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isfight = TRUE;
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if (mp->t_type == 'M' && pl_off(ISBLIND))
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mp->t_disguise = 'M';
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if (pl_on(ISBLIND))
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mname = "it";
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else
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mname = monsters[mp->t_indx].m_name;
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if (roll_em(&mp->t_stats, him, NULL, FALSE)) {
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if (pl_on(ISINVINC)) {
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msg("%s does not harm you.",prname(mname,TRUE));
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}
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else {
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nochange = FALSE;
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if (mp->t_type != 'E')
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hit(mname);
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if (him->s_hpt <= 0)
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death(mp->t_indx);
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if (off(*mp, ISCANC))
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switch (mp->t_type) {
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case 'R':
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if (hurt_armor(cur_armor)) {
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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 (pl_off(ISBLIND) && player.t_nocmd <= 0) {
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player.t_nocmd = rnd(16) + 25;
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msg("You are transfixed.");
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}
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when 'Q':
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if (!save(VS_POISON) && !iswearing(R_SUSAB)) {
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if (him->s_ef.a_dex > MINABIL) {
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chg_abil(DEX, -1, TRUE);
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msg("You feel less agile.");
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}
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}
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when 'A':
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if (!save(VS_POISON) && herostr() > MINABIL) {
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if (!iswearing(R_SUSTSTR) && !iswearing(R_SUSAB)) {
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if (levcount > 0) {
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chg_abil(STR, -1, TRUE);
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msg("A sting has weakened you");
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}
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}
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else
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msg("Sting has no effect.");
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}
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when 'W':
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if (rnd(100) < 15 && !iswearing(R_SUSAB)) {
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if (him->s_exp <= 0)
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death(mp->t_indx);
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msg("You suddenly feel weaker.");
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if (--him->s_lvl == 0) {
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him->s_exp = 0;
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him->s_lvl = 1;
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}
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else
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him->s_exp = e_levels[him->s_lvl - 1] + 1;
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chg_hpt(-roll(1,10),TRUE,mp->t_indx);
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}
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when 'F':
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player.t_flags |= ISHELD;
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sprintf(monsters[midx('F')].m_stats.s_dmg,"%dd1",++fung_hit);
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when 'L': {
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long lastpurse;
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struct linked_list *lep;
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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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lep = find_mons(mp->t_pos.y,mp->t_pos.x);
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if (lep != NULL)
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{
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remove_monster(&mp->t_pos, lep);
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mp = NULL;
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}
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}
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when 'N': {
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struct linked_list *steal, *list;
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struct object *sobj;
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int stworth = 0, wo;
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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, namely the object worth
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* the most bucks.
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*/
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steal = NULL;
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for (list = pack; list != NULL; list = next(list)) {
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wo = get_worth(OBJPTR(list));
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if (wo > stworth) {
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stworth = wo;
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steal = list;
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}
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}
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if (steal != NULL) {
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sobj = OBJPTR(steal);
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if (o_off(sobj, ISPROT)) {
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struct linked_list *nym;
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nym = find_mons(mp->t_pos.y, mp->t_pos.x);
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if (nym != NULL)
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{
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remove_monster(&mp->t_pos, nym);
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mp = NULL;
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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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cur_null(sobj);
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updpack();
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}
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}
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}
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when 'c':
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if (!save(VS_PETRIFICATION)) {
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msg("Your body begins to solidify.");
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msg("You are turned to stone !!! --More--");
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wait_for(cw, ' ');
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death(mp->t_indx);
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}
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when 'd':
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if (rnd(100) < 50 && !(mp->t_flags & ISHUH))
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player.t_flags |= ISHELD;
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if (!save(VS_POISON)) {
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if (iswearing(R_SUSAB) || iswearing(R_SUSTSTR))
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msg("Sting has no effect.");
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else {
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int fewer, ostr;
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fewer = roll(1,4);
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ostr = herostr();
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chg_abil(STR,-fewer,TRUE);
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if (herostr() < ostr) {
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fewer = ostr - herostr();
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fuse(rchg_str, fewer - 1, 10);
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}
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msg("You feel weaker now.");
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}
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}
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when 'g':
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if (!save(VS_BREATH) && !iswearing(R_BREATH)) {
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msg("You feel singed.");
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chg_hpt(-roll(1,8),FALSE,mp->t_indx);
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}
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when 'h':
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if (!save(VS_BREATH) && !iswearing(R_BREATH)) {
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msg("You are seared.");
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chg_hpt(-roll(1,4),FALSE,mp->t_indx);
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}
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when 'p':
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if (!save(VS_POISON) && herostr() > MINABIL) {
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if (!iswearing(R_SUSTSTR) && !iswearing(R_SUSAB)) {
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msg("You are gnawed.");
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chg_abil(STR,-1,TRUE);
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}
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}
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when 'u':
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if (!save(VS_POISON) && herostr() > MINABIL) {
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if (!iswearing(R_SUSTSTR) && !iswearing(R_SUSAB)) {
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msg("You are bitten.");
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chg_abil(STR, -1, TRUE);
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fuse(rchg_str, 1, roll(5,10));
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}
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}
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when 'w':
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if (!save(VS_POISON) && !iswearing(R_SUSAB)) {
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msg("You feel devitalized.");
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chg_hpt(-1,TRUE,mp->t_indx);
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}
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when 'i':
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if (!save(VS_PARALYZATION) && !iswearing(R_SUSAB)) {
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if (pl_on(ISSLOW))
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lengthen(notslow,roll(3,10));
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else {
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msg("You feel impaired.");
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player.t_flags |= ISSLOW;
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fuse(notslow,TRUE,roll(5,10));
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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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}
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else if (mp->t_type != 'E') {
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if (mp->t_type == 'F') {
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him->s_hpt -= fung_hit;
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if (him->s_hpt <= 0)
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death(mp->t_indx);
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}
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miss(mname);
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}
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flushinp(); /* flush type ahead */
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count = 0;
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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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swing(at_lvl, op_arm, wplus)
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int at_lvl, op_arm, wplus;
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{
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reg int res = rnd(20)+1;
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reg 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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check_level()
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{
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reg int lev, add, dif;
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for (lev = 0; e_levels[lev] != 0; lev++)
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if (e_levels[lev] > him->s_exp)
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break;
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lev += 1;
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if (lev > him->s_lvl) {
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dif = lev - him->s_lvl;
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add = roll(dif, 10) + (dif * getpcon(him));
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him->s_maxhp += add;
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if ((him->s_hpt += add) > him->s_maxhp)
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him->s_hpt = him->s_maxhp;
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msg("Welcome to level %d", lev);
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}
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him->s_lvl = lev;
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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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roll_em(att, def, weap, hurl)
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struct stats *att, *def;
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struct object *weap;
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bool hurl;
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{
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reg char *cp;
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reg int ndice, nsides, def_arm, prop_hplus, prop_dplus;
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reg bool did_hit = FALSE;
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char *mindex();
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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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}
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else if (hurl) {
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if (o_on(weap,ISMISL) && cur_weapon != NULL &&
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cur_weapon->o_which == weap->o_launch) {
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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 = (o_on(weap,ISMISL) ? weap->o_damage : weap->o_hurldmg);
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}
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else {
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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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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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while(1) {
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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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if (att == him && weap == cur_weapon) {
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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 = mindex(cp, 'd')) == NULL)
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break;
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nsides = atoi(++cp);
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if (def == him) { /* defender is hero */
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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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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 /* defender is monster */
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def_arm = def->s_arm;
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if (hurl)
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hplus += getpdex(att,TRUE);
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if (swing(att->s_lvl, def_arm + getpdex(def, FALSE),
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hplus + str_plus(att))) {
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reg int proll;
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proll = roll(ndice, nsides);
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damage = dplus + proll + add_dam(att);
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if (pl_off(ISINVINC) || def != him)
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def->s_hpt -= max(0, damage);
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did_hit = TRUE;
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}
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if ((cp = mindex(cp, '/')) == NULL)
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break;
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cp++;
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}
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return did_hit;
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}
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/*
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* mindex:
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* Look for char 'c' in string pointed to by 'cp'
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*/
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char *
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mindex(cp, c)
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char *cp, c;
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{
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reg int i;
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for (i = 0; i < 3; i++)
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if (*cp != c) cp++;
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if (*cp == c)
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return cp;
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else
|
||||
return NULL;
|
||||
}
|
||||
|
||||
|
||||
/*
|
||||
* prname:
|
||||
* The print name of a combatant
|
||||
*/
|
||||
char *
|
||||
prname(who, upper)
|
||||
char *who;
|
||||
bool upper;
|
||||
{
|
||||
static char tbuf[LINLEN];
|
||||
|
||||
*tbuf = '\0';
|
||||
if (who == 0)
|
||||
strcpy(tbuf, "you");
|
||||
else if (pl_on(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
|
||||
*/
|
||||
hit(er)
|
||||
char *er;
|
||||
{
|
||||
msg("%s hit.",prname(er, TRUE));
|
||||
}
|
||||
|
||||
|
||||
/*
|
||||
* miss:
|
||||
* Print a message to indicate a poor swing
|
||||
*/
|
||||
miss(er)
|
||||
char *er;
|
||||
{
|
||||
msg("%s miss%s.",prname(er, TRUE),(er == 0 ? "":"es"));
|
||||
}
|
||||
|
||||
|
||||
/*
|
||||
* save_throw:
|
||||
* See if a creature saves against something
|
||||
*/
|
||||
save_throw(which, tp)
|
||||
int which;
|
||||
struct thing *tp;
|
||||
{
|
||||
reg int need;
|
||||
reg struct stats *st;
|
||||
|
||||
st = &tp->t_stats;
|
||||
need = 14 + which - (st->s_lvl / 2) - getpwis(st);
|
||||
return (roll(1, 20) >= need);
|
||||
}
|
||||
|
||||
|
||||
/*
|
||||
* save:
|
||||
* See if he saves against various nasty things
|
||||
*/
|
||||
save(which)
|
||||
int which;
|
||||
{
|
||||
return save_throw(which, &player);
|
||||
}
|
||||
|
||||
/*
|
||||
* raise_level:
|
||||
* The guy just magically went up a level.
|
||||
*/
|
||||
raise_level()
|
||||
{
|
||||
him->s_exp = e_levels[him->s_lvl-1] + 1L;
|
||||
check_level();
|
||||
}
|
||||
|
||||
|
||||
/*
|
||||
* thunk:
|
||||
* A missile hits a monster
|
||||
*/
|
||||
thunk(weap, mname)
|
||||
struct object *weap;
|
||||
char *mname;
|
||||
{
|
||||
if (weap->o_type == WEAPON)
|
||||
msg("The %s hits the %s.",w_magic[weap->o_which].mi_name,mname);
|
||||
else
|
||||
msg("You hit the %s.", mname);
|
||||
}
|
||||
|
||||
|
||||
/*
|
||||
* bounce:
|
||||
* A missile misses a monster
|
||||
*/
|
||||
bounce(weap, mname)
|
||||
struct object *weap;
|
||||
char *mname;
|
||||
{
|
||||
if (weap->o_type == WEAPON)
|
||||
msg("The %s misses the %s.", w_magic[weap->o_which].mi_name,mname);
|
||||
else
|
||||
msg("You missed the %s.", mname);
|
||||
}
|
||||
|
||||
|
||||
/*
|
||||
* remove:
|
||||
* Remove a monster from the screen
|
||||
*/
|
||||
remove_monster(mp, item)
|
||||
struct coord *mp;
|
||||
struct linked_list *item;
|
||||
{
|
||||
reg char what;
|
||||
|
||||
mvwaddch(mw, mp->y, mp->x, ' ');
|
||||
if (pl_on(ISBLIND))
|
||||
what = ' '; /* if blind, then a blank */
|
||||
else
|
||||
what = (THINGPTR(item))->t_oldch; /* normal char */
|
||||
mvwaddch(cw, mp->y, mp->x, what);
|
||||
detach(mlist, item);
|
||||
discard(item);
|
||||
}
|
||||
|
||||
|
||||
/*
|
||||
* is_magic:
|
||||
* Returns true if an object radiates magic
|
||||
*/
|
||||
is_magic(obj)
|
||||
struct object *obj;
|
||||
{
|
||||
switch (obj->o_type) {
|
||||
case ARMOR:
|
||||
return obj->o_ac != armors[obj->o_which].a_class;
|
||||
case WEAPON:
|
||||
return obj->o_hplus != 0 || obj->o_dplus != 0;
|
||||
case POTION:
|
||||
case SCROLL:
|
||||
case STICK:
|
||||
case RING:
|
||||
case AMULET:
|
||||
return TRUE;
|
||||
}
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
|
||||
/*
|
||||
* killed:
|
||||
* Called to put a monster to death
|
||||
*/
|
||||
killed(item, pr)
|
||||
struct linked_list *item;
|
||||
bool pr;
|
||||
{
|
||||
reg struct thing *tp;
|
||||
reg struct object *obj;
|
||||
struct linked_list *pitem, *nexti, *itspack;
|
||||
struct coord here;
|
||||
|
||||
nochange = FALSE;
|
||||
tp = THINGPTR(item);
|
||||
here = tp->t_pos;
|
||||
if (pr) {
|
||||
addmsg("Defeated ");
|
||||
if (pl_on(ISBLIND))
|
||||
msg("it.");
|
||||
else
|
||||
msg("%s.", monsters[tp->t_indx].m_name);
|
||||
}
|
||||
him->s_exp += tp->t_stats.s_exp;
|
||||
isfight = FALSE;
|
||||
check_level();
|
||||
unhold(tp->t_type); /* free player if held */
|
||||
if (tp->t_type == 'L') {
|
||||
reg struct room *rp;
|
||||
|
||||
rp = roomin(&here);
|
||||
if (rp != NULL) {
|
||||
if (rp->r_goldval!=0 || fallpos(&here, &rp->r_gold, FALSE)) {
|
||||
rp->r_goldval += GOLDCALC;
|
||||
if (!save_throw(VS_MAGIC,tp))
|
||||
rp->r_goldval += GOLDCALC + GOLDCALC + GOLDCALC
|
||||
+ GOLDCALC + GOLDCALC;
|
||||
mvaddch(rp->r_gold.y, rp->r_gold.x, GOLD);
|
||||
if (!rf_on(rp,ISDARK)) {
|
||||
light(&hero);
|
||||
mvwaddch(cw, hero.y, hero.x, PLAYER);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
pitem = tp->t_pack;
|
||||
itspack = tp->t_pack;
|
||||
remove_monster(&here, item);
|
||||
while (pitem != NULL) {
|
||||
nexti = next(pitem);
|
||||
obj = OBJPTR(pitem);
|
||||
obj->o_pos = here;
|
||||
detach(itspack, pitem);
|
||||
fall(pitem, FALSE);
|
||||
pitem = nexti;
|
||||
}
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue