Mercurial > hg > early-roguelike
diff rogue5/move.c @ 33:f502bf60e6e4
Import Rogue 5.4 from the Roguelike Restoration Project (r1490)
author | elwin |
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date | Mon, 24 May 2010 20:10:59 +0000 |
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--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/rogue5/move.c Mon May 24 20:10:59 2010 +0000 @@ -0,0 +1,425 @@ +/* + * hero movement commands + * + * @(#)move.c 4.49 (Berkeley) 02/05/99 + * + * Rogue: Exploring the Dungeons of Doom + * Copyright (C) 1980-1983, 1985, 1999 Michael Toy, Ken Arnold and Glenn Wichman + * All rights reserved. + * + * See the file LICENSE.TXT for full copyright and licensing information. + */ + +#include <curses.h> +#include <ctype.h> +#include "rogue.h" + +/* + * used to hold the new hero position + */ + + +/* + * do_run: + * Start the hero running + */ + +void +do_run(int 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.) + */ + +void +do_move(int dy, int dx) +{ + int ch, fl; + coord nh; + + firstmove = FALSE; + if (no_move) + { + no_move--; + msg("you are still stuck in the bear trap"); + return; + } + /* + * Do a confused move (maybe) + */ + if (on(player, ISHUH) && rnd(5) != 0) + { + nh = rndmove(&player); + if (ce(nh, hero)) + { + after = FALSE; + running = FALSE; + to_death = FALSE; + return; + } + } + else + { +over: + 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 (nh.x < 0 || nh.x >= NUMCOLS || nh.y <= 0 || nh.y >= NUMLINES - 1) + goto hit_bound; + if (!diag_ok(&hero, &nh)) + { + after = FALSE; + running = FALSE; + return; + } + if (running && ce(hero, nh)) + after = running = FALSE; + fl = flat(nh.y, nh.x); + ch = winat(nh.y, nh.x); + if (!(fl & F_REAL) && ch == FLOOR) + { + if (!on(player, ISLEVIT)) + { + chat(nh.y, nh.x) = ch = TRAP; + flat(nh.y, nh.x) |= F_REAL; + } + } + else if (on(player, ISHELD) && ch != 'F') + { + msg("you are being held"); + return; + } + switch (ch) + { + case ' ': + case '|': + case '-': +hit_bound: + if (passgo && running && (proom->r_flags & ISGONE) + && !on(player, ISBLIND)) + { + int b1, b2; + + switch (runch) + { + case 'h': + case 'l': + b1 = (hero.y != 1 && turn_ok(hero.y - 1, hero.x)); + b2 = (hero.y != NUMLINES - 2 && turn_ok(hero.y + 1, hero.x)); + if (!(b1 ^ b2)) + break; + if (b1) + { + runch = 'k'; + dy = -1; + } + else + { + runch = 'j'; + dy = 1; + } + dx = 0; + turnref(); + goto over; + case 'j': + case 'k': + b1 = (hero.x != 0 && turn_ok(hero.y, hero.x - 1)); + b2 = (hero.x != NUMCOLS - 1 && turn_ok(hero.y, hero.x + 1)); + if (!(b1 ^ b2)) + break; + if (b1) + { + runch = 'h'; + dx = -1; + } + else + { + runch = 'l'; + dx = 1; + } + dy = 0; + turnref(); + goto over; + } + } + running = FALSE; + after = FALSE; + break; + case DOOR: + running = FALSE; + if (flat(hero.y, hero.x) & F_PASS) + enter_room(&nh); + goto move_stuff; + case TRAP: + ch = be_trapped(&nh); + if (ch == T_DOOR || ch == T_TELEP) + return; + goto move_stuff; + case PASSAGE: + /* + * when you're in a corridor, you don't know if you're in + * a maze room or not, and there ain't no way to find out + * if you're leaving a maze room, so it is necessary to + * always recalculate proom. + */ + proom = roomin(&hero); + goto move_stuff; + case FLOOR: + if (!(fl & F_REAL)) + be_trapped(&hero); + goto move_stuff; + case STAIRS: + seenstairs = TRUE; + /* FALLTHROUGH */ + default: + running = FALSE; + if (isupper(ch) || moat(nh.y, nh.x)) + fight(&nh, cur_weapon, FALSE); + else + { + if (ch != STAIRS) + take = ch; +move_stuff: + mvaddch(hero.y, hero.x, floor_at()); + if ((fl & F_PASS) && chat(oldpos.y, oldpos.x) == DOOR) + leave_room(&nh); + hero = nh; + } + } +} + +/* + * turn_ok: + * Decide whether it is legal to turn onto the given space + */ +int +turn_ok(int y, int x) +{ + PLACE *pp; + + pp = INDEX(y, x); + return (pp->p_ch == DOOR + || (pp->p_flags & (F_REAL|F_PASS)) == (F_REAL|F_PASS)); +} + +/* + * turnref: + * Decide whether to refresh at a passage turning or not + */ + +void +turnref(void) +{ + PLACE *pp; + + pp = INDEX(hero.y, hero.x); + if (!(pp->p_flags & F_SEEN)) + { + if (jump) + { + leaveok(stdscr, TRUE); + refresh(); + leaveok(stdscr, FALSE); + } + pp->p_flags |= F_SEEN; + } +} + +/* + * door_open: + * Called to illuminate a room. If it is dark, remove anything + * that might move. + */ + +void +door_open(const struct room *rp) +{ + int y, x; + + if (!(rp->r_flags & ISGONE)) + for (y = rp->r_pos.y; y < rp->r_pos.y + rp->r_max.y; y++) + for (x = rp->r_pos.x; x < rp->r_pos.x + rp->r_max.x; x++) + if (isupper(winat(y, x))) + wake_monster(y, x); +} + +/* + * be_trapped: + * The guy stepped on a trap.... Make him pay. + */ +int +be_trapped(const coord *tc) +{ + PLACE *pp; + THING *arrow; + int tr; + + if (on(player, ISLEVIT)) + return T_RUST; /* anything that's not a door or teleport */ + running = FALSE; + count = FALSE; + pp = INDEX(tc->y, tc->x); + pp->p_ch = TRAP; + tr = pp->p_flags & F_TMASK; + pp->p_flags |= F_SEEN; + switch (tr) + { + case T_DOOR: + level++; + new_level(); + msg("you fell into a trap!"); + when T_BEAR: + no_move += BEARTIME; + msg("you are caught in a bear trap"); + when T_MYST: + switch(rnd(11)) + { + case 0: msg("you are suddenly in a parallel dimension"); + when 1: msg("the light in here suddenly seems %s", rainbow[rnd(cNCOLORS)]); + when 2: msg("you feel a sting in the side of your neck"); + when 3: msg("multi-colored lines swirl around you, then fade"); + when 4: msg("a %s light flashes in your eyes", rainbow[rnd(cNCOLORS)]); + when 5: msg("a spike shoots past your ear!"); + when 6: msg("%s sparks dance across your armor", rainbow[rnd(cNCOLORS)]); + when 7: msg("you suddenly feel very thirsty"); + when 8: msg("you feel time speed up suddenly"); + when 9: msg("time now seems to be going slower"); + when 10: msg("you pack turns %s!", rainbow[rnd(cNCOLORS)]); + } + when T_SLEEP: + no_command += SLEEPTIME; + player.t_flags &= ~ISRUN; + msg("a strange white mist envelops you and you fall asleep"); + when T_ARROW: + if (swing(pstats.s_lvl - 1, pstats.s_arm, 1)) + { + pstats.s_hpt -= roll(1, 6); + if (pstats.s_hpt <= 0) + { + msg("an arrow killed you"); + death('a'); + } + else + msg("oh no! An arrow shot you"); + } + else + { + arrow = new_item(); + init_weapon(arrow, ARROW); + arrow->o_count = 1; + arrow->o_pos = hero; + fall(arrow, FALSE); + msg("an arrow shoots past you"); + } + when T_TELEP: + /* + * since the hero's leaving, look() won't put a TRAP + * down for us, so we have to do it ourself + */ + teleport(); + mvaddch(tc->y, tc->x, TRAP); + when T_DART: + if (!swing(pstats.s_lvl+1, pstats.s_arm, 1)) + msg("a small dart whizzes by your ear and vanishes"); + else + { + pstats.s_hpt -= roll(1, 4); + if (pstats.s_hpt <= 0) + { + msg("a poisoned dart killed you"); + death('d'); + } + if (!ISWEARING(R_SUSTSTR) && !save(VS_POISON)) + chg_str(-1); + msg("a small dart just hit you in the shoulder"); + } + when T_RUST: + msg("a gush of water hits you on the head"); + rust_armor(cur_armor); + } + flush_type(); + return tr; +} + +/* + * rndmove: + * Move in a random direction if the monster/person is confused + */ +coord +rndmove(const THING *who) +{ + THING *obj; + int x, y; + int ch; + coord ret; /* what we will be returning */ + + y = ret.y = who->t_pos.y + rnd(3) - 1; + x = ret.x = who->t_pos.x + rnd(3) - 1; + /* + * Now check to see if that's a legal move. If not, don't move. + * (I.e., bump into the wall or whatever) + */ + if (y == who->t_pos.y && x == who->t_pos.x) + return ret; + if (!diag_ok(&who->t_pos, &ret)) + goto bad; + else + { + ch = winat(y, x); + if (!step_ok(ch)) + goto bad; + if (ch == SCROLL) + { + for (obj = lvl_obj; obj != NULL; obj = next(obj)) + if (y == obj->o_pos.y && x == obj->o_pos.x) + break; + if (obj != NULL && obj->o_which == S_SCARE) + goto bad; + } + } + return ret; + +bad: + ret = who->t_pos; + return ret; +} + +/* + * rust_armor: + * Rust the given armor, if it is a legal kind to rust, and we + * aren't wearing a magic ring. + */ + +void +rust_armor(THING *arm) +{ + if (arm == NULL || arm->o_type != ARMOR || arm->o_which == LEATHER || + arm->o_arm >= 9) + return; + + if ((arm->o_flags & ISPROT) || ISWEARING(R_SUSTARM)) + { + if (!to_death) + msg("the rust vanishes instantly"); + } + else + { + arm->o_arm++; + if (!terse) + msg("your armor appears to be weaker now. Oh my!"); + else + msg("your armor weakens"); + } +}