Mercurial > hg > early-roguelike
view rogue4/move.c @ 221:71cb5b647f2b
Rogue V5: remove troublesome automatic platform detection.
configure.ac used AC_CANONICAL_SYSTEM to guess the GNU system
description triplets. The target description was substituted into the
Makefile and formatted into the filename for the binary distribution
tarball. But 'target' is only intended for cross-compilers. 'host_os'
might have been a better choice.
The tarball filename can still be changed manually, by running make with
an argument of 'DESTSYS=systemname'.
Cross-compiling may be more difficult now, but I am not certain that it
worked properly previously, and due to pending autoconf changes, it was
likely to break anyway.
The top-level config.guess and config.sub are no longer needed, but they
may reappear if better support for cross-compilation is added.
author | John "Elwin" Edwards |
---|---|
date | Fri, 12 Feb 2016 14:25:47 -0500 |
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; }