annotate xrogue/move.c @ 316:c03d0b87211c

Naming items should not use up a turn. This was fixed by adding "after = FALSE;" to the relevant cases in command(). Rogue V4 and V5 are not affected.
author John "Elwin" Edwards
date Sun, 31 Oct 2021 21:35:53 -0400
parents e52a8a7ad4c5
children
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1 /*
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2 move.c - Hero movement commands
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3
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4 XRogue: Expeditions into the Dungeons of Doom
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5 Copyright (C) 1991 Robert Pietkivitch
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6 All rights reserved.
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7
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8 Based on "Advanced Rogue"
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9 Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka and AT&T
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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 <string.h>
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22 #include "rogue.h"
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23
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24 /*
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25 * Used to hold the new hero position
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26 */
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27
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28 coord move_nh;
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29
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30 static char Moves[3][3] = {
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31 { 'y', 'k', 'u' },
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32 { 'h', '.', 'l' },
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33 { 'b', 'j', 'n' }
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34 };
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35
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36 /*
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37 * be_trapped:
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38 * The guy stepped on a trap.... Make him pay.
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39 */
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40
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41 char
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42 be_trapped(struct thing *th, coord *tc)
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43 {
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44 register struct trap *tp;
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45 register char ch, *mname = NULL;
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46 register bool is_player = (th == &player),
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47 can_see;
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48 register struct linked_list *mitem = NULL;
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49 register struct thing *mp;
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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);
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54 can_see &= (is_player || !invisible(th));
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55
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56 tp = trap_at(tc->y, tc->x);
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57 /*
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58 * if he's wearing boots of elvenkind, he won't set off the trap
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59 * unless its a magic pool (they're not really traps)
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60 */
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61 if (is_player &&
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62 cur_misc[WEAR_BOOTS] != NULL &&
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63 cur_misc[WEAR_BOOTS]->o_which == MM_ELF_BOOTS &&
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64 tp->tr_type != POOL)
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65 return '\0';
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66
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67 /*
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68 * if the creature is flying then it won't set off the trap
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69 */
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70 if (on(*th, ISFLY))
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71 return '\0';
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72
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73 tp->tr_flags |= ISFOUND;
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74
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75 if (!is_player) {
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76 mitem = find_mons(th->t_pos.y, th->t_pos.x);
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77 mname = monster_name(th);
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78 }
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79 else {
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80 count = running = FALSE;
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81 mvwaddch(cw, tp->tr_pos.y, tp->tr_pos.x, tp->tr_type);
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82 }
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83 switch (ch = tp->tr_type) {
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84 case TRAPDOOR:
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85 if (is_player) {
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86 level++;
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87 pstats.s_hpt -= roll(1, 10);
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88 if (pstats.s_hpt < 1) {
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89 pstats.s_hpt = -1;
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90 death(D_FALL);
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91 }
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92 wclear(cw);
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93 wclear(mw);
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