view rogue4/move.c @ 246:61283e71037c

Rogue V5: don't limit the high score list to 1 on Windows. The Visual Studio project file failed to define ALLSCORES, causing the score file to be limited to one entry per UID. Since the UID is always set to 42 on Windows, only one entry could ever appear in the list.
author John "Elwin" Edwards
date Sun, 15 May 2016 19:04:46 -0400
parents 1b73a8641b37
children
line wrap: on
line source

/*
 * 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"

void turnref(void);
char be_trapped(coord *tc);

/*
 * Used to hold the new hero position
 */

coord nh;

/*
 * do_run:
 *	Start the hero running
 */
void
do_run(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.)
 */
void
do_move(int dy, int 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
 */
void
turnref(void)
{
    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.
 */
void
door_open(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.
 */
char
be_trapped(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(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;
}