annotate rogue5/move.c @ 101:15f8229f38c1

srogue: begin porting to autoconf. Super-Rogue can now be built with './configure && make', though 'make install' does not work yet, and there may be problems with portability.
author John "Elwin" Edwards
date Sun, 01 Sep 2013 20:50:52 -0700
parents f502bf60e6e4
children
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33
f502bf60e6e4 Import Rogue 5.4 from the Roguelike Restoration Project (r1490)
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1 /*
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2 * hero movement commands
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3 *
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4 * @(#)move.c 4.49 (Berkeley) 02/05/99
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5 *
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6 * Rogue: Exploring the Dungeons of Doom
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7 * Copyright (C) 1980-1983, 1985, 1999 Michael Toy, Ken Arnold and Glenn Wichman
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8 * All rights reserved.
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9 *
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10 * See the file LICENSE.TXT for full copyright and licensing information.
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11 */
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12
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13 #include <curses.h>
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14 #include <ctype.h>
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15 #include "rogue.h"
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16
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17 /*
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18 * used to hold the new hero position
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19 */
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20
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21
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22 /*
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23 * do_run:
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24 * Start the hero running
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25 */
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26
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27 void
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28 do_run(int ch)
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29 {
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30 running = TRUE;
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31 after = FALSE;
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32 runch = ch;
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33 }
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34
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35 /*
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36 * do_move:
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37 * Check to see that a move is legal. If it is handle the
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38 * consequences (fighting, picking up, etc.)
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39 */
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40
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41 void
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42 do_move(int dy, int dx)
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43 {
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44 int ch, fl;
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45 coord nh;
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46
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47 firstmove = FALSE;
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48 if (no_move)
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49 {
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50 no_move--;
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51 msg("you are still stuck in the bear trap");
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52 return;
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53 }
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54 /*
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55 * Do a confused move (maybe)
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56 */
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57 if (on(player, ISHUH) && rnd(5) != 0)
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58 {
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59 nh = rndmove(&player);
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60 if (ce(nh, hero))
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61 {
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62 after = FALSE;
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63 running = FALSE;
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64 to_death = FALSE;
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65 return;
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66 }
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67 }
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68 else
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69 {
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70 over:
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71 nh.y = hero.y + dy;
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72 nh.x = hero.x + dx;
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73 }
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74
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75 /*
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76 * Check if he tried to move off the screen or make an illegal
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77 * diagonal move, and stop him if he did.
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78 */
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79 if (nh.x < 0 || nh.x >= NUMCOLS || nh.y <= 0 || nh.y >= NUMLINES - 1)
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80 goto hit_bound;
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81 if (!diag_ok(&hero, &nh))
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82 {
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83 after = FALSE;
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84 running = FALSE;
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85 return;
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86 }
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87 if (running && ce(hero, nh))
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88 after = running = FALSE;
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89 fl = flat(nh.y, nh.x);
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90 ch = winat(nh.y, nh.x);
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91 if (!(fl & F_REAL) && ch == FLOOR)
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92 {
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93 if (!on(player, ISLEVIT))
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94 {
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95 chat(nh.y, nh.x) = ch = TRAP;
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96 flat(nh.y, nh.x) |= F_REAL;
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97 }
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98 }
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99 else if (on(player, ISHELD) && ch != 'F')
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100 {
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101 msg("you are being held");
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102 return;
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103 }
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104 switch (ch)
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105 {
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106 case ' ':
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107 case '|':
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108 case '-':
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109 hit_bound:
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