view rogue5/move.c @ 132:66b0263af424

arogue7: prevent segfaults when backstabbing while empty-handed. The calculation of the backstabbing multiplier checked the current weapon's properties without making sure the current weapon pointer was not NULL.
author John "Elwin" Edwards
date Tue, 12 May 2015 18:57:30 -0400
parents f502bf60e6e4
children
line wrap: on
line source

/*
 * 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");
    }
}