Mercurial > hg > early-roguelike
annotate rogue4/move.c @ 117:2c62bd925c17
rogue5: save the game when SIGHUP is received.
This vital feature was turned off by default, requiring DUMP to be
defined to turn it on. DUMP has the opposite effect in the other
games.
author | John "Elwin" Edwards |
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date | Sat, 26 Apr 2014 08:52:26 -0700 |
parents | 9535a08ddc39 |
children | 1b73a8641b37 |
rev | line source |
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12
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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 4.24 (Berkeley) 5/12/82 |
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5 * |
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6 * Rogue: Exploring the Dungeons of Doom |
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7 * Copyright (C) 1980, 1981, 1982 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 coord nh; |
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22 |
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23 /* |
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24 * do_run: |
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25 * Start the hero running |
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26 */ |
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27 do_run(ch) |
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28 char 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 do_move(dy, dx) |
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41 int dy, dx; |
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42 { |
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43 register char ch, fl; |
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44 |
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45 firstmove = FALSE; |
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46 if (no_move) |
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47 { |
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48 no_move--; |
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49 msg("you are still stuck in the bear trap"); |
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50 return; |
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51 } |
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52 /* |
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53 * Do a confused move (maybe) |
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54 */ |
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55 if (on(player, ISHUH) && rnd(5) != 0) |
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56 { |
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57 nh = *rndmove(&player); |
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58 if (ce(nh, hero)) |
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59 { |
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60 after = FALSE; |
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61 running = FALSE; |
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62 return; |
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63 } |
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64 } |
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65 else |
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66 { |
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67 over: |
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68 nh.y = hero.y + dy; |
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69 nh.x = hero.x + dx; |
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70 } |
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71 |
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72 /* |
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73 * Check if he tried to move off the screen or make an illegal |
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74 * diagonal move, and stop him if he did. |
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75 */ |
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76 if (nh.x < 0 || nh.x > COLS-1 || nh.y < 1 || nh.y > LINES - 2) |
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77 goto hit_bound; |
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78 if (!diag_ok(&hero, &nh)) |
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79 { |
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80 after = FALSE; |
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81 running = FALSE; |
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82 return; |
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83 } |
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84 if (running && ce(hero, nh)) |
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85 after = running = FALSE; |
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86 fl = flat(nh.y, nh.x); |
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87 ch = winat(nh.y, nh.x); |
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88 if (!(fl & F_REAL) && ch == FLOOR) |
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89 { |
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90 chat(nh.y, nh.x) = ch = TRAP; |
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91 flat(nh.y, nh.x) |= F_REAL; |
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92 } |
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93 else |
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94 if (on(player, ISHELD) && ch != 'F') |
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95 { |
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96 msg("you are being held"); |
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97 return; |
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98 } |
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99 switch (ch) |
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100 { |
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101 case ' ': |
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102 case '|': |
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103 case '-': |
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104 hit_bound: |
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105 if (passgo && running && (proom->r_flags & ISGONE) |
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106 && !on(player, ISBLIND)) |
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107 { |
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