/*
* Hero movement commands
*
* @(#)move.c 3.26 (Berkeley) 6/15/81
*
* Rogue: Exploring the Dungeons of Doom
* Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman
* All rights reserved.
*
* See the file LICENSE.TXT for full copyright and licensing information.
*/
#include "curses.h"
#include <ctype.h>
#include "rogue.h"
/*
* Used to hold the new hero position
*/
coord nh;
/*
* do_run:
* Start the hero running
*/
void
do_run(int ch)
{
running = TRUE;
after = FALSE;
runch = ch;
}
/*
* do_move:
* Check to see that a move is legal. If it is handle the
* consequences (fighting, picking up, etc.)
*/
void
do_move(int dy, int dx)
{
int ch;
firstmove = FALSE;
if (no_move)
{
no_move--;
msg("You are still stuck in the bear trap");
return;
}
/*
* Do a confused move (maybe)
*/
if (rnd(100) < 80 && on(player, ISHUH))
nh = *rndmove(&player);
else
{
nh.y = hero.y + dy;
nh.x = hero.x + dx;
}
/*
* Check if he tried to move off the screen or make an illegal
* diagonal move, and stop him if he did.
*/
if (nh.x < 0 || nh.x > COLS-1 || nh.y < 0 || nh.y > LINES - 1
|| !diag_ok(&hero, &nh))
{
after = FALSE;
running = FALSE;
return;
}
if (running && ce(hero, nh))
after = running = FALSE;
ch = winat(nh.y, nh.x);
if (on(player, ISHELD) && ch != 'F')
{
msg("You are being held");
return;
}
switch(ch)
{
case ' ':
case '|':
case '-':
case SECRETDOOR:
after = running = FALSE;
return;
case TRAP:
ch = be_trapped(&nh);
if (ch == TRAPDOOR || ch == TELTRAP)
return;
goto move_stuff;
case GOLD:
case POTION:
case SCROLL:
case FOOD:
case WEAPON:
case ARMOR:
case RING:
case AMULET:
case STICK:
running = FALSE;
take = ch;
default:
move_stuff:
if (ch == PASSAGE && winat(hero.y, hero.x) == DOOR)
light(&hero);
else if (ch == DOOR)
{
running = FALSE;
if (winat(hero.y, hero.x) == PASSAGE)
light(&nh);
}
else if (ch == STAIRS)
running = FALSE;
else if (isupper(ch))
{
running = FALSE;
fight(&nh, ch, cur_weapon, FALSE);
return;
}
ch = winat(hero.y, hero.x);
wmove(cw, unc(hero));
waddch(cw, ch);
hero = nh;
wmove(cw, unc(hero));
waddch(cw, PLAYER);
}
}
/*
* Called to illuminate a room.
* If it is dark, remove anything that might move.
*/
void
light(coord *cp)
{
struct room *rp;
int j, k;
int ch;
int rch;
struct linked_list *item;
if ((rp = roomin(cp)) != NULL && !on(player, ISBLIND))
{
for (j = 0; j < rp->r_max.y; j++)
{
for (k = 0; k < rp->r_max.x; k++)
{
ch = show(rp->r_pos.y + j, rp->r_pos.x + k);
wmove(cw, rp->r_pos.y + j, rp->r_pos.x + k);
/*
* Figure out how to display a secret door
*/
if (ch == SECRETDOOR)
{
if (j == 0 || j == rp->r_max.y - 1)
ch = '-';
else
ch = '|';
}
/*
* If the room is a dark room, we might want to remove
* monsters and the like from it (since they might
* move)
*/
if (isupper(ch))
{
item = wake_monster(rp->r_pos.y+j, rp->r_pos.x+k);
if (((struct thing *) ldata(item))->t_oldch == ' ')
if (!(rp->r_flags & ISDARK))
((struct thing *) ldata(item))->t_oldch =
mvwinch(stdscr, rp->r_pos.y+j, rp->r_pos.x+k);
}
if (rp->r_flags & ISDARK)
{
rch = mvwinch(cw, rp->r_pos.y+j, rp->r_pos.x+k);
switch (rch)
{
case DOOR:
case STAIRS:
case TRAP:
case '|':
case '-':
case ' ':
ch = rch;
when FLOOR:
ch = (on(player, ISBLIND) ? FLOOR : ' ');
otherwise:
ch = ' ';
}
}
mvwaddch(cw, rp->r_pos.y+j, rp->r_pos.x+k, ch);
}
}
}
}
/*
* show:
* returns what a certain thing will display as to the un-initiated
*/
int
show(int y, int x)
{
int ch = winat(y, x);
struct linked_list *it;
struct thing *tp;
if (ch == TRAP)
return (trap_at(y, x)->tr_flags & ISFOUND) ? TRAP : FLOOR;
else if (ch == 'M' || ch == 'I')
{
if ((it = find_mons(y, x)) == NULL)
fatal("Can't find monster in show");
tp = (struct thing *) ldata(it);
if (ch == 'M')
ch = tp->t_disguise;
/*
* Hide invisible monsters
*/
else if (off(player, CANSEE))
ch = mvwinch(stdscr, y, x);
}
return ch;
}
/*
* be_trapped:
* The guy stepped on a trap.... Make him pay.
*/
int
be_trapped(coord *tc)
{
struct trap *tp;
int ch;
tp = trap_at(tc->y, tc->x);
count = running = FALSE;
mvwaddch(cw, tp->tr_pos.y, tp->tr_pos.x, TRAP);
tp->tr_flags |= ISFOUND;
switch (ch = tp->tr_type)
{
case TRAPDOOR:
level++;
new_level();
msg("You fell into a trap!");
when BEARTRAP:
no_move += BEARTIME;
msg("You are caught in a bear trap");
when SLEEPTRAP:
no_command += SLEEPTIME;
msg("A strange white mist envelops you and you fall asleep");
when ARROWTRAP:
if (swing(pstats.s_lvl-1, pstats.s_arm, 1))
{
msg("Oh no! An arrow shot you");
if ((pstats.s_hpt -= roll(1, 6)) <= 0)
{
msg("The arrow killed you.");
death('a');
}
}
else
{
struct linked_list *item;
struct object *arrow;
msg("An arrow shoots past you.");
item = new_item(sizeof *arrow);
arrow = (struct object *) ldata(item);
arrow->o_type = WEAPON;
arrow->o_which = ARROW;
init_weapon(arrow, ARROW);
arrow->o_count = 1;
arrow->o_pos = hero;
arrow->o_hplus = arrow->o_dplus = 0; /* "arrow bug" FIX */
fall(item, FALSE);
}
when TELTRAP:
teleport();
when DARTTRAP:
if (swing(pstats.s_lvl+1, pstats.s_arm, 1))
{
msg("A small dart just hit you in the shoulder");
if ((pstats.s_hpt -= roll(1, 4)) <= 0)
{
msg("The dart killed you.");
death('d');
}
if (!ISWEARING(R_SUSTSTR))
chg_str(-1);
}
else
msg("A small dart whizzes by your ear and vanishes.");
}
flush_type(); /* flush typeahead */
return(ch);
}
/*
* trap_at:
* find the trap at (y,x) on screen.
*/
struct trap *
trap_at(int y, int x)
{
struct trap *tp, *ep;
ep = &traps[ntraps];
for (tp = traps; tp < ep; tp++)
if (tp->tr_pos.y == y && tp->tr_pos.x == x)
break;
if (tp == ep)
{
sprintf(prbuf, "Trap at %d,%d not in array", y, x);
fatal(prbuf);
}
return tp;
}
/*
* rndmove:
* move in a random direction if the monster/person is confused
*/
coord *
rndmove(struct thing *who)
{
int x, y;
int ch;
int ex, ey, nopen = 0;
struct linked_list *item;
struct object *obj = NULL;
static coord ret; /* what we will be returning */
static coord dest;
ret = who->t_pos;
/*
* Now go through the spaces surrounding the player and
* set that place in the array to true if the space can be
* moved into
*/
ey = ret.y + 1;
ex = ret.x + 1;
for (y = who->t_pos.y - 1; y <= ey; y++)
if (y >= 0 && y < LINES)
for (x = who->t_pos.x - 1; x <= ex; x++)
{
if (x < 0 || x >= COLS)
continue;
ch = winat(y, x);
if (step_ok(ch))
{
dest.y = y;
dest.x = x;
if (!diag_ok(&who->t_pos, &dest))
continue;
if (ch == SCROLL)
{
item = NULL;
for (item = lvl_obj; item != NULL; item = next(item))
{
obj = (struct object *) ldata(item);
if (y == obj->o_pos.y && x == obj->o_pos.x)
break;
}
if (item != NULL && obj->o_which == S_SCARE)
continue;
}
if (rnd(++nopen) == 0)
ret = dest;
}
}
return &ret;
}