annotate arogue7/move.c @ 179:ca876944b196

Advanced Rogue 7: rename magic users to magicians. Class names with spaces in them confuse anything that parses the logfile. The documentation does refer mostly to magicians.
author John "Elwin" Edwards
date Sat, 22 Aug 2015 10:55:53 -0400
parents a0a57cf42810
children 1cd604c827a3
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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 * Advanced Rogue
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5 * Copyright (C) 1984, 1985, 1986 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 "Rogue: Exploring the Dungeons of Doom"
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9 * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman
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10 * All rights reserved.
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11 *
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12 * See the file LICENSE.TXT for full copyright and licensing information.
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13 */
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14
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15 /*
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16 * Hero movement commands
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17 *
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18 */
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19
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20 #include "curses.h"
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21 #include <ctype.h>
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22 #include "rogue.h"
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23 #ifdef PC7300
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24 #include "menu.h"
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25 #endif
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26
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27 /*
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28 * Used to hold the new hero position
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29 */
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30
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31 static coord nh;
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32
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33 static char Moves[3][3] = {
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34 { 'y', 'k', 'u' },
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35 { 'h', '.', 'l' },
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36 { 'b', 'j', 'n' }
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37 };
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38
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39 /*
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40 * be_trapped:
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41 * The guy stepped on a trap.... Make him pay.
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42 */
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43
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44 be_trapped(th, tc)
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45 register struct thing *th;
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46 register coord *tc;
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47 {
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48 register struct trap *tp;
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49 register char ch, *mname;
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50 register bool is_player = (th == &player),
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51 can_see;
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52 register struct linked_list *mitem;
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53 register struct thing *mp;
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54
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55
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56 /* Can the player see the creature? */
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57 can_see = (cansee(tc->y, tc->x) && (is_player || !invisible(th)));
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58
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59 tp = trap_at(tc->y, tc->x);
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60 /*
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61 * if he's wearing boots of elvenkind, he won't set off the trap
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62 * unless its a magic pool (they're not really traps)
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63 */
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64 if (is_player &&
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65 cur_misc[WEAR_BOOTS] != NULL &&
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66 cur_misc[WEAR_BOOTS]->o_which == MM_ELF_BOOTS &&
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67 tp->tr_type != POOL)
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68 return '\0';
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69
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70 /*
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71 * if the creature is flying then it won't set off the trap
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72 */
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73 if (on(*th, ISFLY))
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74 return '\0';
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75
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76 tp->tr_flags |= ISFOUND;
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77
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78 if (!is_player) {
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79 mitem = find_mons(th->t_pos.y, th->t_pos.x);
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80 mname = monster_name(th);
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81 }
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82 else {
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83 count = running = FALSE;
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84 mvwaddch(cw, tp->tr_pos.y, tp->tr_pos.x, tp->tr_type);
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85 }
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86 switch (ch = tp->tr_type) {
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87 case TRAPDOOR:
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88 if (is_player) {
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89 level++;
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90 pstats.s_hpt -= roll(1, 10);
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91 if (pstats.s_hpt <= 0) death(D_FALL);
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92 new_level(NORMLEV);
167
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93 msg("You fell into a trap!");