annotate arogue5/move.c @ 89:84651832f967

rogue3: short bows should not be called int bows. I thought I fixed this already.
author John "Elwin" Edwards
date Sat, 24 Aug 2013 13:50:15 -0700
parents 0ed67132cf10
children a0a57cf42810
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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 msg("You fell into a trap!");
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88 if (pstats.s_hpt <= 0) death(D_FALL);
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89 new_level(NORMLEV);
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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, ' ');
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105 turn_on(*th, ISELSEWHERE);
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