annotate arogue7/move.c @ 231:455464db5800

Don't force the use of GCC. Due to incomplete autoconfiscation, most of the Makefiles ignored the C compiler found by 'configure' and always used 'gcc'.
author John "Elwin" Edwards
date Sun, 06 Mar 2016 17:09:17 -0500
parents f9ef86cf22b2
children e52a8a7ad4c5
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1 /*
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2 * move.c - Hero movement commands
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3 *
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4 * Advanced Rogue
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5 * Copyright (C) 1984, 1985, 1986 Michael Morgan, Ken Dalka and AT&T
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6 * All rights reserved.
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7 *
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8 * Based on "Rogue: Exploring the Dungeons of Doom"
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9 * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman
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10 * All rights reserved.
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11 *
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12 * See the file LICENSE.TXT for full copyright and licensing information.
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13 */
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14
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15 /*
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16 * Hero movement commands
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17 *
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18 */
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19
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20 #include "curses.h"
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21 #include <ctype.h>
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22 #include <string.h>
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23 #include "rogue.h"
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24 #ifdef PC7300
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25 #include "menu.h"
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26 #endif
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27
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28 /*
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29 * Used to hold the new hero position
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30 */
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31
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32 static coord nh;
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33
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34 static char Moves[3][3] = {
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35 { 'y', 'k', 'u' },
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36 { 'h', '.', 'l' },
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37 { 'b', 'j', 'n' }
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38 };
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39
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40 /*
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41 * be_trapped:
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42 * The guy stepped on a trap.... Make him pay.
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43 */
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44
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45 char
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46 be_trapped(struct thing *th, coord *tc)
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47 {
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48 register struct trap *tp;
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49 register char ch, *mname = "";
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50 register bool is_player = (th == &player),
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51 can_see;
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52 register struct linked_list *mitem = NULL;
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53 register struct thing *mp;
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54
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55
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56 /* Can the player see the creature? */
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57 can_see = (cansee(tc->y, tc->x) && (is_player || !invisible(th)));
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58
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59 tp = trap_at(tc->y, tc->x);
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60 /*
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61 * if he's wearing boots of elvenkind, he won't set off the trap
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62 * unless its a magic pool (they're not really traps)
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63 */
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64 if (is_player &&
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65 cur_misc[WEAR_BOOTS] != NULL &&
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66 cur_misc[WEAR_BOOTS]->o_which == MM_ELF_BOOTS &&
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67 tp->tr_type != POOL)
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68 return '\0';
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69
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70 /*
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71 * if the creature is flying then it won't set off the trap
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72 */
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73 if (on(*th, ISFLY))
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74 return '\0';
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75
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76 tp->tr_flags |= ISFOUND;
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77
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78 if (!is_player) {
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79 mitem = find_mons(th->t_pos.y, th->t_pos.x);
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80 mname = monster_name(th);
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81 }
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82 else {
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83 count = running = FALSE;
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84 mvwaddch(cw, tp->tr_pos.y, tp->tr_pos.x, tp->tr_type);
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85 }
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86 switch (ch = tp->tr_type) {
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87 case TRAPDOOR:
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88 if (is_player) {
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89 level++;
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90 pstats.s_hpt -= roll(1, 10);
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91 if (pstats.s_hpt <= 0) death(D_FALL);
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