Mercurial > hg > early-roguelike
view rogue4/move.c @ 170:0298a68cc179
Advanced Rogue family: fix messages from some scrolls.
When scrolls of magic mapping or gold detection were read, their
characteristic messages were displayed before overwriting the whole
screen to show the newly discovered information. They are now shown
after updating the screen, so they will be visible.
author | John "Elwin" Edwards |
---|---|
date | Thu, 02 Jul 2015 08:04:16 -0400 |
parents | 9535a08ddc39 |
children | 1b73a8641b37 |
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/* * Hero movement commands * * @(#)move.c 4.24 (Berkeley) 5/12/82 * * Rogue: Exploring the Dungeons of Doom * Copyright (C) 1980, 1981, 1982 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 */ 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; { register char ch, fl; 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; 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 > COLS-1 || nh.y < 1 || nh.y > LINES - 2) 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) { 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)) { register bool b1, b2; switch (runch) { case 'h': case 'l': b1 = (((flat(hero.y - 1, hero.x) & F_PASS) || chat(hero.y - 1, hero.x) == DOOR) && hero.y != 1); b2 = (((flat(hero.y + 1, hero.x) & F_PASS) || chat(hero.y + 1, hero.x) == DOOR) && hero.y != LINES - 2); 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 = (((flat(hero.y, hero.x - 1) & F_PASS) || chat(hero.y, hero.x - 1) == DOOR) && hero.x != 0); b2 = (((flat(hero.y, hero.x + 1) & F_PASS) || chat(hero.y, hero.x + 1) == DOOR) && hero.x != COLS - 1); if (!(b1 ^ b2)) break; if (b1) { runch = 'h'; dx = -1; } else { runch = 'l'; dx = 1; } dy = 0; turnref(); goto over; } } after = running = 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: goto move_stuff; case FLOOR: if (!(fl & F_REAL)) be_trapped(&hero); goto move_stuff; default: running = FALSE; if (isupper(ch) || moat(nh.y, nh.x)) fight(&nh, ch, cur_weapon, FALSE); else { running = FALSE; if (ch != STAIRS) take = ch; move_stuff: mvaddch(hero.y, hero.x, chat(hero.y, hero.x)); if ((fl & F_PASS) && chat(oldpos.y, oldpos.x) == DOOR) leave_room(&nh); hero = nh; } } } /* * turnref: * Decide whether to refresh at a passage turning or not */ turnref() { register int index; index = INDEX(hero.y, hero.x); if (!(_flags[index] & F_SEEN)) { if (jump) { leaveok(stdscr, TRUE); refresh(); leaveok(stdscr, FALSE); } _flags[index] |= F_SEEN; } } /* * door_open: * Called to illuminate a room. If it is dark, remove anything * that might move. */ door_open(rp) struct room *rp; { register int j, k; register char ch; register THING *item; if (!(rp->r_flags & ISGONE) && !on(player, ISBLIND)) for (j = rp->r_pos.y; j < rp->r_pos.y + rp->r_max.y; j++) for (k = rp->r_pos.x; k < rp->r_pos.x + rp->r_max.x; k++) { ch = winat(j, k); move(j, k); if (isupper(ch)) { item = wake_monster(j, k); if (item->t_oldch == ' ' && !(rp->r_flags & ISDARK) && !on(player, ISBLIND)) item->t_oldch = chat(j, k); } } } /* * be_trapped: * The guy stepped on a trap.... Make him pay. */ be_trapped(tc) register coord *tc; { register char tr; register int index; count = running = FALSE; index = INDEX(tc->y, tc->x); _level[index] = TRAP; tr = _flags[index] & F_TMASK; 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_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 { register THING *arrow; arrow = new_item(); arrow->o_type = WEAPON; arrow->o_which = ARROW; init_weapon(arrow, ARROW); arrow->o_count = 1; arrow->o_pos = hero; arrow->o_hplus = arrow->o_dplus = 0; fall(arrow, FALSE); msg("an arrow shoots past you"); } when T_TELEP: teleport(); mvaddch(tc->y, tc->x, TRAP); /* since the hero's leaving, look() won't put it on for us */ when T_DART: if (swing(pstats.s_lvl+1, pstats.s_arm, 1)) { 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"); } else msg("a small dart whizzes by your ear and vanishes"); } flush_type(); return tr; } /* * rndmove: * Move in a random direction if the monster/person is confused */ coord * rndmove(who) THING *who; { register int x, y; register char ch; register THING *obj; static 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 ((y < 0 || y >= LINES - 1) || (x < 0 || x >= COLS)) goto bad; else 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; }