annotate arogue5/move.c @ 221:71cb5b647f2b

Rogue V5: remove troublesome automatic platform detection. configure.ac used AC_CANONICAL_SYSTEM to guess the GNU system description triplets. The target description was substituted into the Makefile and formatted into the filename for the binary distribution tarball. But 'target' is only intended for cross-compilers. 'host_os' might have been a better choice. The tarball filename can still be changed manually, by running make with an argument of 'DESTSYS=systemname'. Cross-compiling may be more difficult now, but I am not certain that it worked properly previously, and due to pending autoconf changes, it was likely to break anyway. The top-level config.guess and config.sub are no longer needed, but they may reappear if better support for cross-compilation is added.
author John "Elwin" Edwards
date Fri, 12 Feb 2016 14:25:47 -0500
parents a0a57cf42810
children 56e748983fa8
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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 be_trapped(th, tc)
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41 register struct thing *th;
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42 register coord *tc;
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43 {
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44 register struct trap *tp;
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45 register char ch;
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46 register const char *mname = NULL;
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47 register bool is_player = (th == &player),
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48 can_see;
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49 register struct linked_list *mitem = NULL;
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50
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51
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52 /* Can the player see the creature? */
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53 can_see = (cansee(tc->y, tc->x) && (is_player || !invisible(th)));
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54
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55 tp = trap_at(tc->y, tc->x);
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56 /*
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57 * if he's wearing boots of elvenkind, he won't set off the trap
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58 * unless its a magic pool (they're not really traps)
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59 */
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60 if (is_player &&
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61 cur_misc[WEAR_BOOTS] != NULL &&
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62 cur_misc[WEAR_BOOTS]->o_which == MM_ELF_BOOTS &&
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63 tp->tr_type != POOL)
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64 return '\0';
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65
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66 /*
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67 * if the creature is flying then it won't set off the trap
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68 */
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69 if (on(*th, ISFLY))
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70 return '\0';
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71
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72 tp->tr_flags |= ISFOUND;
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73
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74 if (!is_player) {
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75 mitem = find_mons(th->t_pos.y, th->t_pos.x);
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76 mname = monsters[th->t_index].m_name;
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77 }
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78 else {
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79 count = running = FALSE;
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80 mvwaddch(cw, tp->tr_pos.y, tp->tr_pos.x, tp->tr_type);
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81 }
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82 switch (ch = tp->tr_type) {
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83 case TRAPDOOR:
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84 if (is_player) {
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85 level++;
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86 pstats.s_hpt -= roll(1, 10);
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87 if (pstats.s_hpt <= 0) death(D_FALL);
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88 new_level(NORMLEV);
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89 msg("You fell into a trap!");
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90 }
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91 else {
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92 if (can_see) msg("The %s fell into a trap!", mname);
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93
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94 /* See if the fall killed the monster */
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95 if ((th->t_stats.s_hpt -= roll(1, 10)) <= 0) {
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96 killed(mitem, FALSE, FALSE);
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97 }
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98 else { /* Just move monster to next level */
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99 check_residue(th);
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100
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101 /* Erase the monster from the old position */
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102 if (isalpha(mvwinch(cw, th->t_pos.y, th->t_pos.x)))
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103 mvwaddch(cw, th->t_pos.y, th->t_pos.x, th->t_oldch);
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104 mvwaddch(mw, th->t_pos.y, th->t_pos.x, ' ');