diff srogue/move.c @ 36:2128c7dc8a40

Import Super-Rogue 9.0 from the Roguelike Restoration Project (r1490)
author elwin
date Thu, 25 Nov 2010 12:21:41 +0000
parents
children 94a0d9dd5ce1
line wrap: on
line diff
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/srogue/move.c	Thu Nov 25 12:21:41 2010 +0000
@@ -0,0 +1,740 @@
+/*
+ * Hero movement commands
+ *
+ * @(#)move.c	9.0	(rdk)	 7/17/84
+ *
+ * Super-Rogue
+ * Copyright (C) 1984 Robert D. Kindelberger
+ * All rights reserved.
+ *
+ * Based on "Rogue: Exploring the Dungeons of Doom"
+ * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman
+ * All rights reserved.
+ *
+ * See the file LICENSE.TXT for full copyright and licensing information.
+ */
+
+#include <ctype.h>
+#include "rogue.h"
+#include "rogue.ext"
+
+/*
+ * Used to hold the new hero position
+ */
+
+struct coord nh;
+
+/*
+ * do_run:
+ *	Start the hero running
+ */
+
+do_run(ch)
+char ch;
+{
+	running = TRUE;
+	after = FALSE;
+	runch = ch;
+}
+
+/*
+ * do_move:
+ *	Check to see that a move is legal.  If it is handle the
+ *	consequences (fighting, picking up, etc.)
+ */
+
+do_move(dy, dx)
+int dy, dx;
+{
+	reg int ch;
+	reg struct room *rp;
+
+	firstmove = FALSE;
+	curprice = -1;
+	inpool = FALSE;
+
+	if (player.t_nomove > 0) {
+		player.t_nomove -= 1;
+		msg("You are still stuck in the bear trap.");
+		return;
+	}
+	/*
+	 * Do a confused move (maybe)
+	 */
+	if ((rnd(100) < 80 && pl_on(ISHUH)) ||
+	  (iswearing(R_DELUS) && rnd(100) < 25))
+		nh = *rndmove(&player);
+	else {
+		nh.y = hero.y + dy;
+		nh.x = hero.x + dx;
+	}
+	/*
+	 * Check if he tried to move off the screen or make
+	 *  an illegal diagonal move, and stop him if he did.
+	 */
+	if (!cordok(nh.y, nh.x) ||
+	  (pl_off(ISETHER) && !diag_ok(&hero, &nh))) {
+		after = running = FALSE;
+		return;
+	}
+	if (running) {
+		ch = winat(nh.y, nh.x);
+		if (dead_end(ch)) {
+			reg int gox, goy, apsg, whichway;
+
+			gox = goy = apsg = 0;
+			if (dy == 0) {
+				ch = show(hero.y+1,hero.x);
+				if (ch == PASSAGE) {
+					apsg += 1;
+					goy = 1;
+				}
+				ch = show(hero.y-1,hero.x);
+				if (ch == PASSAGE) {
+					apsg += 1;
+					goy = -1;
+				}
+			}
+			else if (dx == 0) {
+				ch = show(hero.y,hero.x+1);
+				if (ch == PASSAGE) {
+					gox = 1;
+					apsg += 1;
+				}
+				ch = show(hero.y,hero.x-1);
+				if (ch == PASSAGE) {
+					gox = -1;
+					apsg += 1;
+				}
+			}
+			if (apsg != 1) {
+				running = after = FALSE;
+				return;
+			}
+			else {			/* can still run here */
+				nh.y = hero.y + goy;
+				nh.x = hero.x + gox;
+				whichway = (goy + 1) * 3 + gox + 1;
+				switch(whichway) {
+					case 0: runch = 'y';
+					when 1: runch = 'k';
+					when 2: runch = 'u';
+					when 3: runch = 'h';
+					when 4: runch = '.';	/* shouldn't do */
+					when 5: runch = 'l';
+					when 6: runch = 'b';
+					when 7: runch = 'j';
+					when 8: runch = 'n';
+				}
+			}
+		}
+	}
+	if (running && ce(hero, nh))
+		after = running = FALSE;
+	ch = winat(nh.y, nh.x);
+	if (pl_on(ISHELD) && ch != 'F' && ch != 'd') {
+		msg("You are being held.");
+		return;
+	}
+	if (pl_off(ISETHER)) {
+		if (isatrap(ch)) {
+			ch = be_trapped(&nh, &player);
+			if (nlmove) {
+				nlmove = FALSE;
+				return;
+			}
+			else if (ch == POOL)
+				inpool = TRUE;
+		}
+	 	else if (dead_end(ch)) {
+			after = running = FALSE;
+			return;
+		}
+		else {
+			switch(ch) {
+				case GOLD:	case POTION:	case SCROLL:
+				case FOOD:	case WEAPON:	case ARMOR:
+				case RING:	case AMULET:	case STICK:
+					running = FALSE;
+					take = ch;
+				default:
+					if (illeg_ch(ch)) {
+						running = FALSE;
+						mvaddch(nh.y, nh.x, FLOOR);
+						teleport(rndspot, &player);
+						light(&nh);
+						msg("The spatial warp disappears !");
+						return;
+					}
+			}
+		}
+	}
+	rp = roomin(&nh);
+	if (ch == DOOR) {		/* just stepped on a door */
+		running = FALSE;
+		if (rp != NULL && rf_on(rp, ISTREAS)) {
+			struct linked_list *item;
+			struct thing *tp;
+
+			for (item = mlist; item != NULL; item = next(item)) {
+				tp = THINGPTR(item);
+				if (tp->t_room == rp)
+					runto(&tp->t_pos, &hero);
+			}
+		}
+	}
+	else if (ch == STAIRS && pl_off(ISETHER))
+		running = FALSE;
+	else if (isalpha(ch) && pl_off(ISETHER)) {
+		running = FALSE;
+		fight(&nh, cur_weapon, FALSE);
+		return;
+	}
+	if (rp == NULL && player.t_room != NULL)
+		light(&hero);		/* exiting a room */
+	else if (rp != NULL && player.t_room == NULL)
+		light(&nh);			/* just entering a room */
+	if (pl_on(ISBLIND))
+		ch = ' ';
+	else
+		ch = player.t_oldch;
+	mvwaddch(cw, hero.y, hero.x, ch);
+	mvwaddch(cw, nh.y, nh.x, PLAYER);
+	hero = nh;
+	player.t_room = rp;
+	player.t_oldch = mvinch(hero.y, hero.x);
+}
+
+/*
+ * Called to illuminate a room.
+ * If it is dark, remove anything that might move.
+ */
+light(cp)
+struct coord *cp;
+{
+	reg struct room *rp;
+	reg int j, k, x, y;
+	reg char ch, rch;
+	reg struct linked_list *item;
+
+	rp = roomin(cp);
+	if (rp == NULL)
+		return;
+	if (pl_on(ISBLIND)) {
+		for (j = 0; j < rp->r_max.y; j += 1) {
+			for (k = 0; k < rp->r_max.x; k += 1) {
+				y = rp->r_pos.y + j;
+				x = rp->r_pos.x + k;
+				mvwaddch(cw, y, x, ' ');
+			}
+		}
+		look(FALSE);
+		return;
+	}
+	if (iswearing(R_LIGHT))
+		rp->r_flags &= ~ISDARK;
+	for (j = 0; j < rp->r_max.y; j += 1) {
+		for (k = 0; k < rp->r_max.x; k += 1) {
+			y = rp->r_pos.y + j;
+			x = rp->r_pos.x + k;
+			if (levtype == MAZELEV && !cansee(y, x))
+				continue;
+			ch = show(y, x);
+			wmove(cw, y, x);
+			/*
+			 * Figure out how to display a secret door
+			 */
+			if (ch == SECRETDOOR) {
+				if (j == 0 || j == rp->r_max.y - 1)
+					ch = '-';
+				else
+					ch = '|';
+			}
+			if (isalpha(ch)) {
+				struct thing *mit;
+
+				item = wake_monster(y, x);
+				if (item == NULL) {
+					ch = FLOOR;
+					mvaddch(y, x, ch);
+				}
+				else {
+					mit = THINGPTR(item);
+					if (mit->t_oldch == ' ')
+						if (!rf_on(rp,ISDARK))
+							mit->t_oldch = mvinch(y, x);
+					if (levtype == MAZELEV)
+						ch = mvinch(y, x);
+				}
+			}
+			if (rf_on(rp,ISDARK)) {
+				rch = mvwinch(cw, y, x);
+				if (isatrap(rch)) {
+					ch = rch;			/* if its a trap */
+				}
+				else {					/* try other things */
+					switch (rch) {
+						case DOOR:	case STAIRS:	case '|':
+						case '-':
+							ch = rch;
+						otherwise:
+							ch = ' ';
+					}
+				}
+			}
+			mvwaddch(cw, y, x, ch);
+		}
+	}
+}
+
+/*
+ * show:
+ *	returns what a certain thing will display as to the un-initiated
+ */
+show(y, x)
+int y, x;
+{
+	reg char ch = winat(y, x);
+	reg struct linked_list *it;
+	reg struct thing *tp;
+	reg struct trap *ta;
+
+	if (isatrap(ch)) {
+		if ((ta = trap_at(y, x)) == NULL)
+			return FLOOR;
+		if (iswearing(R_FTRAPS))
+			ta->tr_flags |= ISFOUND;
+		return ((ta->tr_flags & ISFOUND) ? ta->tr_type : FLOOR);
+	}
+	if (ch == SECRETDOOR && iswearing(R_FTRAPS)) {
+		mvaddch(y,x,DOOR);
+		return DOOR;
+	}
+	if ((it = find_mons(y, x)) != NULL) {	/* maybe a monster */
+		tp = THINGPTR(it);
+		if (ch == 'M' || (tp->t_flags & ISINVIS)) {
+			if (ch == 'M')
+				ch = tp->t_disguise;
+			else if (pl_off(CANSEE)) {
+				if (ch == 's')
+					ch = ' ';		/* shadows show as a blank */
+				else
+					ch = mvinch(y, x);	/* hide invisibles */
+			}
+		}
+	}
+	return ch;
+}
+
+/*
+ * be_trapped:
+ *	Hero or monster stepped on a trap.
+ */
+be_trapped(tc, th)
+struct thing *th;
+struct coord *tc;
+{
+	reg struct trap *trp;
+	reg int ch, ishero;
+	struct linked_list *mon;
+	char stuckee[35], seeit, sayso;
+
+	if ((trp = trap_at(tc->y, tc->x)) == NULL)
+		return;
+	ishero = (th == &player);
+	if (ishero) {
+		strcpy(stuckee, "You");
+		count = running = FALSE;
+	}
+	else {
+		sprintf(stuckee, "The %s", monsters[th->t_indx].m_name);
+	}
+	seeit = cansee(tc->y, tc->x);
+	if (seeit)
+		mvwaddch(cw, tc->y, tc->x, trp->tr_type);
+	trp->tr_flags |= ISFOUND;
+	sayso = TRUE;
+	switch (ch = trp->tr_type) {
+		case POST:
+			if (ishero) {
+				nlmove = TRUE;
+				new_level(POSTLEV);
+			}
+			else
+				goto goner;
+		when MAZETRAP:
+			if (ishero) {
+				nlmove = TRUE;
+				level += 1;
+				new_level(MAZELEV);
+				msg("You are surrounded by twisty passages!");
+			}
+			else
+				goto goner;
+		when TELTRAP:
+			nlmove = TRUE;
+			teleport(trp->tr_goto, th);
+		when TRAPDOOR:
+			if (ishero) {
+				level += 1;
+				new_level(NORMLEV);
+			}
+			else {		/* monsters get lost */
+goner:
+				ch = GONER;
+			}
+			nlmove = TRUE;
+			if (seeit && sayso)
+				msg("%s fell into a trap!", stuckee);
+		when BEARTRAP:
+			th->t_nomove += BEARTIME;
+			if (seeit) {
+				strcat(stuckee, (ishero ? " are" : " is"));
+				msg("%s caught in a bear trap.", stuckee);
+			}
+		when SLEEPTRAP:
+			if (ishero && pl_on(ISINVINC))
+				msg("You feel momentarily dizzy.");
+			else {
+				if (ishero)
+					th->t_nocmd += SLEEPTIME;
+				else
+					th->t_nomove += SLEEPTIME;
+				if (seeit)
+					msg("%s fall%s asleep in a strange white mist.",
+					  stuckee, (ishero ? "":"s"));
+			}
+		when ARROWTRAP: {
+			int resist, ac;
+			struct stats *it;
+
+			stuckee[0] = tolower(stuckee[0]);
+			it = &th->t_stats;
+			if (ishero && cur_armor != NULL)
+				ac = cur_armor->o_ac;
+			else
+				ac = it->s_arm;
+			resist = ac + getpdex(it, FALSE);
+			if (ishero && pl_on(ISINVINC))
+				resist = -100;		/* invincible is impossible to hit */
+			if (swing(3 + (level / 4), resist, 1)) {
+				if (seeit)
+					msg("%sAn arrow shot %s.", (ishero ? "Oh no! " : ""),
+					  stuckee);
+				if (ishero)
+					chg_hpt(-roll(1,6),FALSE,K_ARROW);
+				else {
+					it->s_hpt -= roll(1,6);
+					if (it->s_hpt < 1) {
+						sayso = FALSE;
+						goto goner;
+					}
+				}
+			}
+			else {
+				struct linked_list *item;
+				struct object *arrow;
+
+				if (seeit)
+					msg("An arrow shoots past %s.", stuckee);
+				item = new_thing(FALSE, WEAPON, ARROW);
+				arrow = OBJPTR(item);
+				arrow->o_hplus = 3;
+				arrow->o_dplus = rnd(2);
+				arrow->o_count = 1;
+		 		arrow->o_pos = th->t_pos;
+				fall(item, FALSE);
+			}
+		}
+		when DARTTRAP: {
+			int resist, ac;
+			struct stats *it;
+
+			stuckee[0] = tolower(stuckee[0]);
+			it = &th->t_stats;
+			if (ishero && cur_armor != NULL)
+				ac = cur_armor->o_ac;
+			else
+				ac = it->s_arm;
+			resist = ac + getpdex(it, FALSE);
+			if (ishero && pl_on(ISINVINC))
+				resist = -100;		/* invincible is impossible to hit */
+			if (swing(3 + (level / 4), resist, 0)) {
+				if (seeit)
+					msg("A small dart just hit %s.", stuckee);
+				if (ishero) {
+					if (!save(VS_POISON))
+						chg_abil(CON,-1,TRUE);
+					if (!iswearing(R_SUSTSTR))
+						chg_abil(STR,-1,TRUE);
+					chg_hpt(-roll(1, 4),FALSE,K_DART);
+				}
+				else {
+					if (!save_throw(VS_POISON, th))
+						it->s_ef.a_str -= 1;
+					it->s_hpt -= roll(1, 4);
+					if (it->s_hpt < 1) {
+						sayso = FALSE;
+						goto goner;
+					}
+				}
+			}
+			else if (seeit)
+				msg("A small dart whizzes by %s.", stuckee);
+		}
+	    when POOL:
+			if (!ishero && rnd(100) < 10) {
+				if (seeit)
+					msg("The %s drowns !!", stuckee);
+				goto goner;
+			}
+			if ((trp->tr_flags & ISGONE) && rnd(100) < 10) {
+				nlmove = TRUE;
+				if (rnd(100) < 15)
+					teleport(rndspot);	   /* teleport away */
+				else if(rnd(100) < 15 && level > 2) {
+					level -= rnd(2) + 1;
+					new_level(NORMLEV);
+					msg("You here a faint groan from below.");
+				}
+				else if(rnd(100) < 40) {
+					level += rnd(4);
+					new_level(NORMLEV);
+					msg("You find yourself in strange surroundings.");
+				}
+				else if(rnd(100) < 6 && pl_off(ISINVINC)) {
+					msg("Oh no!!! You drown in the pool!!! --More--");
+					wait_for(cw, ' ');
+					death(K_POOL);
+				}
+				else
+					 nlmove = FALSE;
+		}
+	}
+	flushinp();		/* flush typeahead */
+	return ch;
+}
+
+/*
+ * dip_it:
+ *	Dip an object into a magic pool
+ */
+dip_it()
+{
+	reg struct linked_list *what;
+	reg struct object *ob;
+	reg struct trap *tp;
+	reg int wh;
+
+	tp = trap_at(hero.y,hero.x);
+	if (tp == NULL || inpool == FALSE || (tp->tr_flags & ISGONE))
+		return;
+
+	if ((what = get_item("dip",0)) == NULL)
+		return;
+	ob = OBJPTR(what);
+	mpos = 0;
+	/*
+	 * If hero is trying to dip an object OTHER than his
+	 * current weapon, make sure that he could drop his
+	 * current weapon
+	 */
+	if (ob != cur_weapon) {
+		if (cur_weapon != NULL && o_on(cur_weapon, ISCURSED)) {
+			msg("You are unable to release your weapon.");
+			after = FALSE;
+			return;
+		}
+	}
+	if (ob == cur_armor) {
+		msg("You have to take off your armor before you can dip it.");
+		after = FALSE;
+		return;
+	}
+	else if (ob == cur_ring[LEFT] || ob == cur_ring[RIGHT]) {
+		msg("You have to take that ring off before you can dip it.");
+		after = FALSE;
+		return;
+	}
+	wh = ob->o_which;
+	tp->tr_flags |= ISGONE;
+	if (ob != NULL && o_off(ob,ISPROT)) {
+		setoflg(ob,ISKNOW);
+		switch(ob->o_type) {
+		case WEAPON:
+			if(rnd(100) < 20) {		/* enchant weapon here */
+				if (o_off(ob,ISCURSED)) {
+					ob->o_hplus += 1;
+					ob->o_dplus += 1;
+				}
+				else {		/* weapon was prev cursed here */
+					ob->o_hplus = rnd(2);
+					ob->o_dplus = rnd(2);
+				}
+				resoflg(ob,ISCURSED);
+			}
+			else if(rnd(100) < 10) {	/* curse weapon here */
+				if (o_off(ob,ISCURSED)) {
+					ob->o_hplus = -(rnd(2)+1);
+					ob->o_dplus = -(rnd(2)+1);
+				}
+				else {			/* if already cursed */
+					ob->o_hplus--;
+					ob->o_dplus--;
+				}
+				setoflg(ob,ISCURSED);
+			}			
+			msg("The %s glows for a moment.",w_magic[wh].mi_name);
+		when ARMOR:
+			if (rnd(100) < 30) {			/* enchant armor */
+				if(o_off(ob,ISCURSED))
+					ob->o_ac -= rnd(2) + 1;
+				else
+					ob->o_ac = -rnd(3)+ armors[wh].a_class;
+				resoflg(ob,ISCURSED);
+			}
+			else if(rnd(100) < 15){			/* curse armor */
+				if (o_off(ob,ISCURSED))
+					ob->o_ac = rnd(3)+ armors[wh].a_class;
+				else
+					ob->o_ac += rnd(2) + 1;
+				setoflg(ob,ISCURSED);
+			}
+			msg("The %s glows for a moment.",a_magic[wh].mi_name);
+		when STICK: {
+			int i;
+			struct rod *rd;
+
+			i = rnd(8) + 1;
+			if(rnd(100) < 25)		/* add charges */
+				ob->o_charges += i;
+			else if(rnd(100) < 10) {	/* remove charges */
+				if ((ob->o_charges -= i) < 0)
+					ob->o_charges = 0;
+			}
+			ws_know[wh] = TRUE;
+			rd = &ws_stuff[wh];
+			msg("The %s %s glows for a moment.",rd->ws_made,rd->ws_type);
+		}
+		when SCROLL:
+			s_know[wh] = TRUE;
+			msg("The '%s' scroll unfurls.",s_names[wh]);
+		when POTION:
+			p_know[wh] = TRUE;
+			msg("The %s potion bubbles for a moment.",p_colors[wh]);
+		when RING:
+			r_know[wh] = TRUE;
+			if (magring(ob)) {
+				if(rnd(100) < 25) {	 		/* enchant ring */
+					if (o_off(ob,ISCURSED))
+						ob->o_ac += rnd(2) + 1;
+					else
+						ob->o_ac = rnd(2) + 1;
+					resoflg(ob,ISCURSED);
+				}
+				else if(rnd(100) < 10) {	 /* curse ring */
+					if (o_off(ob,ISCURSED))
+						ob->o_ac = -(rnd(2) + 1);
+					else
+						ob->o_ac -= (rnd(2) + 1);
+					setoflg(ob,ISCURSED);
+				}
+			}
+			msg("The %s ring vibrates for a moment.",r_stones[wh]);
+		otherwise:
+			msg("The pool bubbles for a moment.");
+		}
+	}
+	cur_weapon = ob;	/* hero has to weild item to dip it */
+}
+
+
+/*
+ * trap_at:
+ *	Find the trap at (y,x) on screen.
+ */
+struct trap *
+trap_at(y, x)
+int y, x;
+{
+	reg struct trap *tp, *ep;
+
+	ep = &traps[ntraps];
+	for (tp = traps; tp < ep; tp += 1)
+		if (tp->tr_pos.y == y && tp->tr_pos.x == x)
+			break;
+	if (tp >= ep)
+		tp = NULL;
+	return tp;
+}
+
+/*
+ * rndmove:
+ *	move in a random direction if the monster/person is confused
+ */
+struct coord *
+rndmove(who)
+struct thing *who;
+{
+	reg int x, y, ex, ey, ch;
+	int nopen = 0;
+	struct linked_list *item;
+	static struct coord ret;  /* what we will be returning */
+	static struct coord dest;
+
+	ret = who->t_pos;
+	/*
+	 * Now go through the spaces surrounding the player and
+	 * set that place in the array to true if the space can be
+	 * moved into
+	 */
+	ey = ret.y + 1;
+	ex = ret.x + 1;
+	for (y = who->t_pos.y - 1; y <= ey; y += 1) {
+		for (x = who->t_pos.x - 1; x <= ex; x += 1) {
+			if (!cordok(y, x))
+				continue;
+			ch = winat(y, x);