annotate rogue5/move.c @ 264:778938a5c21d

UltraRogue: add location for character files. When using the -n option, UltraRogue will look for character files in a single location, similar to save files. The location is chosen by defining CHRDIR in getplay.c, at least until UltraRogue gets integrated with the build systems.
author John "Elwin" Edwards
date Sun, 19 Feb 2017 19:47:09 -0500
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: