Mercurial > hg > early-roguelike
annotate arogue5/move.c @ 246:61283e71037c
Rogue V5: don't limit the high score list to 1 on Windows.
The Visual Studio project file failed to define ALLSCORES, causing the
score file to be limited to one entry per UID. Since the UID is always
set to 42 on Windows, only one entry could ever appear in the list.
author | John "Elwin" Edwards |
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date | Sun, 15 May 2016 19:04:46 -0400 |
parents | 56e748983fa8 |
children | e52a8a7ad4c5 |
rev | line source |
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63
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1 /* |
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2 * Hero movement commands |
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3 * |
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4 * Advanced Rogue |
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5 * Copyright (C) 1984, 1985 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 "Super-Rogue" |
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9 * Copyright (C) 1984 Robert D. Kindelberger |
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10 * All rights reserved. |
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11 * |
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12 * Based on "Rogue: Exploring the Dungeons of Doom" |
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13 * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman |
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14 * All rights reserved. |
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15 * |
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16 * See the file LICENSE.TXT for full copyright and licensing information. |
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17 */ |
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18 |
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19 #include "curses.h" |
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20 #include <ctype.h> |
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21 #include "rogue.h" |
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22 |
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23 /* |
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24 * Used to hold the new hero position |
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25 */ |
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26 |
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27 static coord nh; |
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28 |
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29 static const char Moves[3][3] = { |
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30 { 'y', 'k', 'u' }, |
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31 { 'h', '\0', 'l' }, |
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32 { 'b', 'j', 'n' } |
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33 }; |
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34 |
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35 /* |
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36 * be_trapped: |
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37 * The guy stepped on a trap.... Make him pay. |
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38 */ |
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39 |
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40 char |
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41 be_trapped(struct thing *th, coord *tc) |
63
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42 { |
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43 register struct trap *tp; |
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44 register char ch; |
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45 register const char *mname = NULL; |
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46 register bool is_player = (th == &player), |
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47 can_see; |
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48 register struct linked_list *mitem = NULL; |
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49 |
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50 |
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51 /* Can the player see the creature? */ |
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52 can_see = (cansee(tc->y, tc->x) && (is_player || !invisible(th))); |
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53 |
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54 tp = trap_at(tc->y, tc->x); |
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55 /* |
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56 * if he's wearing boots of elvenkind, he won't set off the trap |
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57 * unless its a magic pool (they're not really traps) |
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58 */ |
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59 if (is_player && |
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60 cur_misc[WEAR_BOOTS] != NULL && |
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61 cur_misc[WEAR_BOOTS]->o_which == MM_ELF_BOOTS && |
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62 tp->tr_type != POOL) |
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63 return '\0'; |
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64 |
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65 /* |
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66 * if the creature is flying then it won't set off the trap |
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67 */ |
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68 if (on(*th, ISFLY)) |
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69 return '\0'; |
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70 |
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71 tp->tr_flags |= ISFOUND; |
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72 |
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73 if (!is_player) { |
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74 mitem = find_mons(th->t_pos.y, th->t_pos.x); |
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75 mname = monsters[th->t_index].m_name; |
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76 } |
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77 else { |
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78 count = running = FALSE; |
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79 mvwaddch(cw, tp->tr_pos.y, tp->tr_pos.x, tp->tr_type); |
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80 } |
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81 switch (ch = tp->tr_type) { |
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82 case TRAPDOOR: |
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83 if (is_player) { |
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84 level++; |
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85 pstats.s_hpt -= roll(1, 10); |
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86 if (pstats.s_hpt <= 0) death(D_FALL); |
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87 new_level(NORMLEV); |
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88 msg("You fell into a trap!"); |
63
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89 } |
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90 else { |
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91 if (can_see) msg("The %s fell into a trap!", mname); |
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92 |
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93 /* See if the fall killed the monster */ |
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94 if ((th->t_stats.s_hpt -= roll(1, 10)) <= 0) { |
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95 killed(mitem, FALSE, FALSE); |
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96 } |
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97 else { /* Just move monster to next level */ |
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98 check_residue(th); |
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99 |
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100 /* Erase the monster from the old position */ |
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101 if (isalpha(mvwinch(cw, th->t_pos.y, th->t_pos.x))) |
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102 mvwaddch(cw, th->t_pos.y, th->t_pos.x, th->t_oldch); |
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103 mvwaddch(mw, th->t_pos.y, th->t_pos.x, ' '); |
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104 turn_on(*th, ISELSEWHERE); |