Mercurial > hg > early-roguelike
annotate arogue5/move.c @ 294:fe6b7a1a6dfc
Improve the documentation build process.
The choice between troff implementations is now made at configure time,
rather than using shell logic in the Makefile to choose while building.
author | John "Elwin" Edwards |
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date | Sat, 30 Dec 2017 14:15:52 -0500 |
parents | 56e748983fa8 |
children | e52a8a7ad4c5 |
rev | line source |
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63
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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 char |
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41 be_trapped(struct thing *th, coord *tc) |
63
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42 { |
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43 register struct trap *tp; |
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44 register char ch; |
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45 register const char *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 |
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50 |
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51 /* Can the player see the creature? */ |
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52 can_see = (cansee(tc->y, tc->x) && (is_player || !invisible(th))); |
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53 |
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54 tp = trap_at(tc->y, tc->x); |
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55 /* |
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56 * if he's wearing boots of elvenkind, he won't set off the trap |
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57 * unless its a magic pool (they're not really traps) |
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58 */ |
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59 if (is_player && |
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60 cur_misc[WEAR_BOOTS] != NULL && |
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61 cur_misc[WEAR_BOOTS]->o_which == MM_ELF_BOOTS && |
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62 tp->tr_type != POOL) |
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63 return '\0'; |
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64 |
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65 /* |
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66 * if the creature is flying then it won't set off the trap |
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67 */ |
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68 if (on(*th, ISFLY)) |
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69 return '\0'; |
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70 |
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71 tp->tr_flags |= ISFOUND; |
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72 |
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73 if (!is_player) { |
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74 mitem = find_mons(th->t_pos.y, th->t_pos.x); |
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75 mname = monsters[th->t_index].m_name; |
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76 } |
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77 else { |
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78 count = running = FALSE; |
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79 mvwaddch(cw, tp->tr_pos.y, tp->tr_pos.x, tp->tr_type); |
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80 } |
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81 switch (ch = tp->tr_type) { |
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82 case TRAPDOOR: |
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83 if (is_player) { |
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84 level++; |
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85 pstats.s_hpt -= roll(1, 10); |
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86 if (pstats.s_hpt <= 0) death(D_FALL); |
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87 new_level(NORMLEV); |
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88 msg("You fell into a trap!"); |
63
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89 } |
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90 else { |
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91 if (can_see) msg("The %s fell into a trap!", mname); |
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92 |
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93 /* See if the fall killed the monster */ |
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94 if ((th->t_stats.s_hpt -= roll(1, 10)) <= 0) { |
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95 killed(mitem, FALSE, FALSE); |
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96 } |
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97 else { /* Just move monster to next level */ |
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98 check_residue(th); |
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99 |
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100 /* Erase the monster from the old position */ |
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101 if (isalpha(mvwinch(cw, th->t_pos.y, th->t_pos.x))) |
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102 mvwaddch(cw, th->t_pos.y, th->t_pos.x, th->t_oldch); |
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103 mvwaddch(mw, th->t_pos.y, th->t_pos.x, ' '); |
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104 turn_on(*th, ISELSEWHERE); |
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