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Annotation of early-roguelike/rogue5/move.c, Revision 1.1

1.1     ! rubenllo    1: /*
        !             2:  * hero movement commands
        !             3:  *
        !             4:  * @(#)move.c  4.49 (Berkeley) 02/05/99
        !             5:  *
        !             6:  * Rogue: Exploring the Dungeons of Doom
        !             7:  * Copyright (C) 1980-1983, 1985, 1999 Michael Toy, Ken Arnold and Glenn Wichman
        !             8:  * All rights reserved.
        !             9:  *
        !            10:  * See the file LICENSE.TXT for full copyright and licensing information.
        !            11:  */
        !            12:
        !            13: #include <curses.h>
        !            14: #include <ctype.h>
        !            15: #include "rogue.h"
        !            16:
        !            17: /*
        !            18:  * used to hold the new hero position
        !            19:  */
        !            20:
        !            21:
        !            22: /*
        !            23:  * do_run:
        !            24:  *     Start the hero running
        !            25:  */
        !            26:
        !            27: void
        !            28: do_run(int ch)
        !            29: {
        !            30:     running = TRUE;
        !            31:     after = FALSE;
        !            32:     runch = ch;
        !            33: }
        !            34:
        !            35: /*
        !            36:  * do_move:
        !            37:  *     Check to see that a move is legal.  If it is handle the
        !            38:  * consequences (fighting, picking up, etc.)
        !            39:  */
        !            40:
        !            41: void
        !            42: do_move(int dy, int dx)
        !            43: {
        !            44:     int ch, fl;
        !            45:     coord nh;
        !            46:
        !            47:     firstmove = FALSE;
        !            48:     if (no_move)
        !            49:     {
        !            50:        no_move--;
        !            51:        msg("you are still stuck in the bear trap");
        !            52:        return;
        !            53:     }
        !            54:     /*
        !            55:      * Do a confused move (maybe)
        !            56:      */
        !            57:     if (on(player, ISHUH) && rnd(5) != 0)
        !            58:     {
        !            59:        nh = rndmove(&player);
        !            60:        if (ce(nh, hero))
        !            61:        {
        !            62:            after = FALSE;
        !            63:            running = FALSE;
        !            64:            to_death = FALSE;
        !            65:            return;
        !            66:        }
        !            67:     }
        !            68:     else
        !            69:     {
        !            70: over:
        !            71:        nh.y = hero.y + dy;
        !            72:        nh.x = hero.x + dx;
        !            73:     }
        !            74:
        !            75:     /*
        !            76:      * Check if he tried to move off the screen or make an illegal
        !            77:      * diagonal move, and stop him if he did.
        !            78:      */
        !            79:     if (nh.x < 0 || nh.x >= NUMCOLS || nh.y <= 0 || nh.y >= NUMLINES - 1)
        !            80:        goto hit_bound;
        !            81:     if (!diag_ok(&hero, &nh))
        !            82:     {
        !            83:        after = FALSE;
        !            84:        running = FALSE;
        !            85:        return;
        !            86:     }
        !            87:     if (running && ce(hero, nh))
        !            88:        after = running = FALSE;
        !            89:     fl = flat(nh.y, nh.x);
        !            90:     ch = winat(nh.y, nh.x);
        !            91:     if (!(fl & F_REAL) && ch == FLOOR)
        !            92:     {
        !            93:        if (!on(player, ISLEVIT))
        !            94:        {
        !            95:            chat(nh.y, nh.x) = ch = TRAP;
        !            96:            flat(nh.y, nh.x) |= F_REAL;
        !            97:        }
        !            98:     }
        !            99:     else if (on(player, ISHELD) && ch != 'F')
        !           100:     {
        !           101:        msg("you are being held");
        !           102:        return;
        !           103:     }
        !           104:     switch (ch)
        !           105:     {
        !           106:        case ' ':
        !           107:        case '|':
        !           108:        case '-':
        !           109: hit_bound:
        !           110:            if (passgo && running && (proom->r_flags & ISGONE)
        !           111:                && !on(player, ISBLIND))
        !           112:            {
        !           113:                int     b1, b2;
        !           114:
        !           115:                switch (runch)
        !           116:                {
        !           117:                    case 'h':
        !           118:                    case 'l':
        !           119:                        b1 = (hero.y != 1 && turn_ok(hero.y - 1, hero.x));
        !           120:                        b2 = (hero.y != NUMLINES - 2 && turn_ok(hero.y + 1, hero.x));
        !           121:                        if (!(b1 ^ b2))
        !           122:                            break;
        !           123:                        if (b1)
        !           124:                        {
        !           125:                            runch = 'k';
        !           126:                            dy = -1;
        !           127:                        }
        !           128:                        else
        !           129:                        {
        !           130:                            runch = 'j';
        !           131:                            dy = 1;
        !           132:                        }
        !           133:                        dx = 0;
        !           134:                        turnref();
        !           135:                        goto over;
        !           136:                    case 'j':
        !           137:                    case 'k':
        !           138:                        b1 = (hero.x != 0 && turn_ok(hero.y, hero.x - 1));
        !           139:                        b2 = (hero.x != NUMCOLS - 1 && turn_ok(hero.y, hero.x + 1));
        !           140:                        if (!(b1 ^ b2))
        !           141:                            break;
        !           142:                        if (b1)
        !           143:                        {
        !           144:                            runch = 'h';
        !           145:                            dx = -1;
        !           146:                        }
        !           147:                        else
        !           148:                        {
        !           149:                            runch = 'l';
        !           150:                            dx = 1;
        !           151:                        }
        !           152:                        dy = 0;
        !           153:                        turnref();
        !           154:                        goto over;
        !           155:                }
        !           156:            }
        !           157:            running = FALSE;
        !           158:            after = FALSE;
        !           159:            break;
        !           160:        case DOOR:
        !           161:            running = FALSE;
        !           162:            if (flat(hero.y, hero.x) & F_PASS)
        !           163:                enter_room(&nh);
        !           164:            goto move_stuff;
        !           165:        case TRAP:
        !           166:            ch = be_trapped(&nh);
        !           167:            if (ch == T_DOOR || ch == T_TELEP)
        !           168:                return;
        !           169:            goto move_stuff;
        !           170:        case PASSAGE:
        !           171:            /*
        !           172:             * when you're in a corridor, you don't know if you're in
        !           173:             * a maze room or not, and there ain't no way to find out
        !           174:             * if you're leaving a maze room, so it is necessary to
        !           175:             * always recalculate proom.
        !           176:             */
        !           177:            proom = roomin(&hero);
        !           178:            goto move_stuff;
        !           179:        case FLOOR:
        !           180:            if (!(fl & F_REAL))
        !           181:                be_trapped(&hero);
        !           182:            goto move_stuff;
        !           183:        case STAIRS:
        !           184:            seenstairs = TRUE;
        !           185:            /* FALLTHROUGH */
        !           186:        default:
        !           187:            running = FALSE;
        !           188:            if (isupper(ch) || moat(nh.y, nh.x))
        !           189:                fight(&nh, cur_weapon, FALSE);
        !           190:            else
        !           191:            {
        !           192:                if (ch != STAIRS)
        !           193:                    take = ch;
        !           194: move_stuff:
        !           195:                mvaddch(hero.y, hero.x, floor_at());
        !           196:                if ((fl & F_PASS) && chat(oldpos.y, oldpos.x) == DOOR)
        !           197:                    leave_room(&nh);
        !           198:                hero = nh;
        !           199:            }
        !           200:     }
        !           201: }
        !           202:
        !           203: /*
        !           204:  * turn_ok:
        !           205:  *     Decide whether it is legal to turn onto the given space
        !           206:  */
        !           207: int
        !           208: turn_ok(int y, int x)
        !           209: {
        !           210:     PLACE *pp;
        !           211:
        !           212:     pp = INDEX(y, x);
        !           213:     return (pp->p_ch == DOOR
        !           214:        || (pp->p_flags & (F_REAL|F_PASS)) == (F_REAL|F_PASS));
        !           215: }
        !           216:
        !           217: /*
        !           218:  * turnref:
        !           219:  *     Decide whether to refresh at a passage turning or not
        !           220:  */
        !           221:
        !           222: void
        !           223: turnref(void)
        !           224: {
        !           225:     PLACE *pp;
        !           226:
        !           227:     pp = INDEX(hero.y, hero.x);
        !           228:     if (!(pp->p_flags & F_SEEN))
        !           229:     {
        !           230:        if (jump)
        !           231:        {
        !           232:            leaveok(stdscr, TRUE);
        !           233:            refresh();
        !           234:            leaveok(stdscr, FALSE);
        !           235:        }
        !           236:        pp->p_flags |= F_SEEN;
        !           237:     }
        !           238: }
        !           239:
        !           240: /*
        !           241:  * door_open:
        !           242:  *     Called to illuminate a room.  If it is dark, remove anything
        !           243:  *     that might move.
        !           244:  */
        !           245:
        !           246: void
        !           247: door_open(const struct room *rp)
        !           248: {
        !           249:     int y, x;
        !           250:
        !           251:     if (!(rp->r_flags & ISGONE))
        !           252:        for (y = rp->r_pos.y; y < rp->r_pos.y + rp->r_max.y; y++)
        !           253:            for (x = rp->r_pos.x; x < rp->r_pos.x + rp->r_max.x; x++)
        !           254:                if (isupper(winat(y, x)))
        !           255:                    wake_monster(y, x);
        !           256: }
        !           257:
        !           258: /*
        !           259:  * be_trapped:
        !           260:  *     The guy stepped on a trap.... Make him pay.
        !           261:  */
        !           262: int
        !           263: be_trapped(const coord *tc)
        !           264: {
        !           265:     PLACE *pp;
        !           266:     THING *arrow;
        !           267:     int tr;
        !           268:
        !           269:     if (on(player, ISLEVIT))
        !           270:        return T_RUST;  /* anything that's not a door or teleport */
        !           271:     running = FALSE;
        !           272:     count = FALSE;
        !           273:     pp = INDEX(tc->y, tc->x);
        !           274:     pp->p_ch = TRAP;
        !           275:     tr = pp->p_flags & F_TMASK;
        !           276:     pp->p_flags |= F_SEEN;
        !           277:     switch (tr)
        !           278:     {
        !           279:        case T_DOOR:
        !           280:            level++;
        !           281:            new_level();
        !           282:            msg("you fell into a trap!");
        !           283:        when T_BEAR:
        !           284:            no_move += BEARTIME;
        !           285:            msg("you are caught in a bear trap");
        !           286:         when T_MYST:
        !           287:             switch(rnd(11))
        !           288:             {
        !           289:                 case 0: msg("you are suddenly in a parallel dimension");
        !           290:                 when 1: msg("the light in here suddenly seems %s", rainbow[rnd(cNCOLORS)]);
        !           291:                 when 2: msg("you feel a sting in the side of your neck");
        !           292:                 when 3: msg("multi-colored lines swirl around you, then fade");
        !           293:                 when 4: msg("a %s light flashes in your eyes", rainbow[rnd(cNCOLORS)]);
        !           294:                 when 5: msg("a spike shoots past your ear!");
        !           295:                 when 6: msg("%s sparks dance across your armor", rainbow[rnd(cNCOLORS)]);
        !           296:                 when 7: msg("you suddenly feel very thirsty");
        !           297:                 when 8: msg("you feel time speed up suddenly");
        !           298:                 when 9: msg("time now seems to be going slower");
        !           299:                 when 10: msg("you pack turns %s!", rainbow[rnd(cNCOLORS)]);
        !           300:             }
        !           301:        when T_SLEEP:
        !           302:            no_command += SLEEPTIME;
        !           303:            player.t_flags &= ~ISRUN;
        !           304:            msg("a strange white mist envelops you and you fall asleep");
        !           305:        when T_ARROW:
        !           306:            if (swing(pstats.s_lvl - 1, pstats.s_arm, 1))
        !           307:            {
        !           308:                pstats.s_hpt -= roll(1, 6);
        !           309:                if (pstats.s_hpt <= 0)
        !           310:                {
        !           311:                    msg("an arrow killed you");
        !           312:                    death('a');
        !           313:                }
        !           314:                else
        !           315:                    msg("oh no! An arrow shot you");
        !           316:            }
        !           317:            else
        !           318:            {
        !           319:                arrow = new_item();
        !           320:                init_weapon(arrow, ARROW);
        !           321:                arrow->o_count = 1;
        !           322:                arrow->o_pos = hero;
        !           323:                fall(arrow, FALSE);
        !           324:                msg("an arrow shoots past you");
        !           325:            }
        !           326:        when T_TELEP:
        !           327:            /*
        !           328:             * since the hero's leaving, look() won't put a TRAP
        !           329:             * down for us, so we have to do it ourself
        !           330:             */
        !           331:            teleport();
        !           332:            mvaddch(tc->y, tc->x, TRAP);
        !           333:        when T_DART:
        !           334:            if (!swing(pstats.s_lvl+1, pstats.s_arm, 1))
        !           335:                msg("a small dart whizzes by your ear and vanishes");
        !           336:            else
        !           337:            {
        !           338:                pstats.s_hpt -= roll(1, 4);
        !           339:                if (pstats.s_hpt <= 0)
        !           340:                {
        !           341:                    msg("a poisoned dart killed you");
        !           342:                    death('d');
        !           343:                }
        !           344:                if (!ISWEARING(R_SUSTSTR) && !save(VS_POISON))
        !           345:                    chg_str(-1);
        !           346:                msg("a small dart just hit you in the shoulder");
        !           347:            }
        !           348:        when T_RUST:
        !           349:            msg("a gush of water hits you on the head");
        !           350:            rust_armor(cur_armor);
        !           351:     }
        !           352:     flush_type();
        !           353:     return tr;
        !           354: }
        !           355:
        !           356: /*
        !           357:  * rndmove:
        !           358:  *     Move in a random direction if the monster/person is confused
        !           359:  */
        !           360: coord
        !           361: rndmove(const THING *who)
        !           362: {
        !           363:     THING *obj;
        !           364:     int x, y;
        !           365:     int ch;
        !           366:     coord ret;  /* what we will be returning */
        !           367:
        !           368:     y = ret.y = who->t_pos.y + rnd(3) - 1;
        !           369:     x = ret.x = who->t_pos.x + rnd(3) - 1;
        !           370:     /*
        !           371:      * Now check to see if that's a legal move.  If not, don't move.
        !           372:      * (I.e., bump into the wall or whatever)
        !           373:      */
        !           374:     if (y == who->t_pos.y && x == who->t_pos.x)
        !           375:        return ret;
        !           376:     if (!diag_ok(&who->t_pos, &ret))
        !           377:        goto bad;
        !           378:     else
        !           379:     {
        !           380:        ch = winat(y, x);
        !           381:        if (!step_ok(ch))
        !           382:            goto bad;
        !           383:        if (ch == SCROLL)
        !           384:        {
        !           385:            for (obj = lvl_obj; obj != NULL; obj = next(obj))
        !           386:                if (y == obj->o_pos.y && x == obj->o_pos.x)
        !           387:                    break;
        !           388:            if (obj != NULL && obj->o_which == S_SCARE)
        !           389:                goto bad;
        !           390:        }
        !           391:     }
        !           392:     return ret;
        !           393:
        !           394: bad:
        !           395:     ret = who->t_pos;
        !           396:     return ret;
        !           397: }
        !           398:
        !           399: /*
        !           400:  * rust_armor:
        !           401:  *     Rust the given armor, if it is a legal kind to rust, and we
        !           402:  *     aren't wearing a magic ring.
        !           403:  */
        !           404:
        !           405: void
        !           406: rust_armor(THING *arm)
        !           407: {
        !           408:     if (arm == NULL || arm->o_type != ARMOR || arm->o_which == LEATHER ||
        !           409:        arm->o_arm >= 9)
        !           410:            return;
        !           411:
        !           412:     if ((arm->o_flags & ISPROT) || ISWEARING(R_SUSTARM))
        !           413:     {
        !           414:        if (!to_death)
        !           415:            msg("the rust vanishes instantly");
        !           416:     }
        !           417:     else
        !           418:     {
        !           419:        arm->o_arm++;
        !           420:        if (!terse)
        !           421:            msg("your armor appears to be weaker now. Oh my!");
        !           422:        else
        !           423:            msg("your armor weakens");
        !           424:     }
        !           425: }

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