Mercurial > hg > early-roguelike
annotate rogue5/move.c @ 168:82b2a046d151
arogue7: fix inventory display bug again.
Removing the call to msg() in restore() resulted in msgw remaining as
it was when the game was saved. This results in another display glitch
like that fixed by r163. Adding an empty message puts msgw into a
reliable state.
author | John "Elwin" Edwards |
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date | Tue, 30 Jun 2015 12:00:02 -0400 |
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rev | line source |
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33
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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: |