annotate rogue4/move.c @ 145:aac28331e71d

Advanced Rogue family: fix the "score" option. Changing the score file (when permitted) now works again, closing the old score file and opening the new one.
author John "Elwin" Edwards
date Wed, 20 May 2015 08:42:17 -0400
parents 9535a08ddc39
children 1b73a8641b37
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12
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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 4.24 (Berkeley) 5/12/82
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5 *
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6 * Rogue: Exploring the Dungeons of Doom
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7 * Copyright (C) 1980, 1981, 1982 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 coord nh;
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22
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23 /*
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24 * do_run:
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25 * Start the hero running
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26 */
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27 do_run(ch)
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28 char 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 do_move(dy, dx)
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41 int dy, dx;
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42 {
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43 register char ch, fl;
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44
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45 firstmove = FALSE;
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46 if (no_move)
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47 {
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48 no_move--;
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49 msg("you are still stuck in the bear trap");
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50 return;
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51 }
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52 /*
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53 * Do a confused move (maybe)
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54 */
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55 if (on(player, ISHUH) && rnd(5) != 0)
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56 {
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57 nh = *rndmove(&player);
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58 if (ce(nh, hero))
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59 {
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60 after = FALSE;
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61 running = FALSE;
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62 return;
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63 }
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64 }
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65 else
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66 {
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67 over:
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68 nh.y = hero.y + dy;
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69 nh.x = hero.x + dx;
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70 }
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71
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72 /*
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73 * Check if he tried to move off the screen or make an illegal
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74 * diagonal move, and stop him if he did.
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75 */
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76 if (nh.x < 0 || nh.x > COLS-1 || nh.y < 1 || nh.y > LINES - 2)
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77 goto hit_bound;
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78 if (!diag_ok(&hero, &nh))
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79 {
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80 after = FALSE;
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81 running = FALSE;
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82 return;
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83 }
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84 if (running && ce(hero, nh))
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85 after = running = FALSE;
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86 fl = flat(nh.y, nh.x);
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87 ch = winat(nh.y, nh.x);
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88 if (!(fl & F_REAL) && ch == FLOOR)
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89 {
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90 chat(nh.y, nh.x) = ch = TRAP;
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91 flat(nh.y, nh.x) |= F_REAL;
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92 }
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93 else
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94 if (on(player, ISHELD) && ch != 'F')
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95 {
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96 msg("you are being held");
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97 return;
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98 }
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99 switch (ch)
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100 {
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101 case ' ':
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102 case '|':
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103 case '-':
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104 hit_bound:
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105 if (passgo && running && (proom->r_flags & ISGONE)
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106 && !on(player, ISBLIND))
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107 {
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