Mercurial > hg > early-roguelike
view arogue5/move.c @ 93:8f7c082fde46
Don't set DESTDIR via configure.
DESTDIR ought to be set via option passed to 'make install'.
author | John "Elwin" Edwards |
---|---|
date | Mon, 26 Aug 2013 19:58:44 -0700 |
parents | 0ed67132cf10 |
children | a0a57cf42810 |
line wrap: on
line source
/* * Hero movement commands * * Advanced Rogue * Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka and AT&T * All rights reserved. * * Based on "Super-Rogue" * Copyright (C) 1984 Robert D. Kindelberger * All rights reserved. * * Based on "Rogue: Exploring the Dungeons of Doom" * Copyright (C) 1980, 1981 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 */ static coord nh; static const char Moves[3][3] = { { 'y', 'k', 'u' }, { 'h', '\0', 'l' }, { 'b', 'j', 'n' } }; /* * be_trapped: * The guy stepped on a trap.... Make him pay. */ be_trapped(th, tc) register struct thing *th; register coord *tc; { register struct trap *tp; register char ch; register const char *mname = NULL; register bool is_player = (th == &player), can_see; register struct linked_list *mitem = NULL; /* Can the player see the creature? */ can_see = (cansee(tc->y, tc->x) && (is_player || !invisible(th))); tp = trap_at(tc->y, tc->x); /* * if he's wearing boots of elvenkind, he won't set off the trap * unless its a magic pool (they're not really traps) */ if (is_player && cur_misc[WEAR_BOOTS] != NULL && cur_misc[WEAR_BOOTS]->o_which == MM_ELF_BOOTS && tp->tr_type != POOL) return '\0'; /* * if the creature is flying then it won't set off the trap */ if (on(*th, ISFLY)) return '\0'; tp->tr_flags |= ISFOUND; if (!is_player) { mitem = find_mons(th->t_pos.y, th->t_pos.x); mname = monsters[th->t_index].m_name; } else { count = running = FALSE; mvwaddch(cw, tp->tr_pos.y, tp->tr_pos.x, tp->tr_type); } switch (ch = tp->tr_type) { case TRAPDOOR: if (is_player) { level++; pstats.s_hpt -= roll(1, 10); msg("You fell into a trap!"); if (pstats.s_hpt <= 0) death(D_FALL); new_level(NORMLEV); } else { if (can_see) msg("The %s fell into a trap!", mname); /* See if the fall killed the monster */ if ((th->t_stats.s_hpt -= roll(1, 10)) <= 0) { killed(mitem, FALSE, FALSE); } else { /* Just move monster to next level */ check_residue(th); /* Erase the monster from the old position */ if (isalpha(mvwinch(cw, th->t_pos.y, th->t_pos.x))) mvwaddch(cw, th->t_pos.y, th->t_pos.x, th->t_oldch); mvwaddch(mw, th->t_pos.y, th->t_pos.x, ' '); turn_on(*th, ISELSEWHERE); detach(mlist, mitem); attach(tlist, mitem); /* remember him next level */ } } when BEARTRAP: if (is_stealth(th)) { if (is_player) msg("You pass a bear trap."); else if (can_see) msg("The %s passes a bear trap.", mname); } else { th->t_no_move += BEARTIME; if (is_player) msg("You are caught in a bear trap."); else if (can_see) msg("The %s is caught in a bear trap.", mname); } when SLEEPTRAP: if (is_player) { msg("A strange white mist envelops you."); if (!ISWEARING(R_ALERT)) { msg("You fall asleep."); no_command += SLEEPTIME; } } else { if (can_see) msg("A strange white mist envelops the %s.",mname); if (on(*th, ISUNDEAD)) { if (can_see) msg("The mist doesn't seem to affect the %s.",mname); } else { th->t_no_move += SLEEPTIME; } } when ARROWTRAP: if (swing(th->t_ctype, th->t_stats.s_lvl-1, th->t_stats.s_arm, 1)) { if (is_player) { msg("Oh no! An arrow shot you."); if ((pstats.s_hpt -= roll(1, 6)) <= 0) { msg("The arrow killed you."); death(D_ARROW); } } else { if (can_see) msg("An arrow shot the %s.", mname); if ((th->t_stats.s_hpt -= roll(1, 6)) <= 0) { if (can_see) msg("The arrow killed the %s.", mname); killed(mitem, FALSE, FALSE); } } } else { register struct linked_list *item; register struct object *arrow; if (is_player) msg("An arrow shoots past you."); else if (can_see) msg("An arrow shoots by the %s.", mname); item = new_item(sizeof *arrow); arrow = OBJPTR(item); arrow->o_type = WEAPON; arrow->contents = NULL; arrow->o_which = ARROW; arrow->o_hplus = rnd(3) - 1; arrow->o_dplus = rnd(3) - 1; init_weapon(arrow, ARROW); arrow->o_count = 1; arrow->o_pos = *tc; arrow->o_mark[0] = '\0'; fall(item, FALSE); } when TELTRAP: if (is_player) teleport(); else { register int rm; struct room *old_room; /* old room of monster */ /* * Erase the monster from the old position */ if (isalpha(mvwinch(cw, th->t_pos.y, th->t_pos.x))) mvwaddch(cw, th->t_pos.y, th->t_pos.x, th->t_oldch); mvwaddch(mw, th->t_pos.y, th->t_pos.x, ' '); /* * check to see if room should go dark */ if (on(*th, HASFIRE)) { old_room=roomin(&th->t_pos); if (old_room != NULL) { register struct linked_list *fire_item; for (fire_item = old_room->r_fires; fire_item != NULL; fire_item = next(fire_item)) { if (THINGPTR(fire_item) == th) { detach(old_room->r_fires, fire_item); destroy_item(fire_item); if (old_room->r_fires == NULL) { old_room->r_flags &= ~HASFIRE; if (can_see) light(&hero); } } } } } /* Get a new position */ do { rm = rnd_room(); rnd_pos(&rooms[rm], &th->t_pos); } until(winat(th->t_pos.y, th->t_pos.x) == FLOOR); /* Put it there */ mvwaddch(mw, th->t_pos.y, th->t_pos.x, th->t_type); th->t_oldch = CCHAR( mvwinch(cw, th->t_pos.y, th->t_pos.x) ); /* * check to see if room that creature appears in should * light up */ if (on(*th, HASFIRE)) { register struct linked_list *fire_item; fire_item = creat_item(); ldata(fire_item) = (char *) th; attach(rooms[rm].r_fires, fire_item); rooms[rm].r_flags |= HASFIRE; if(cansee(th->t_pos.y, th->t_pos.x) && next(rooms[rm].r_fires) == NULL) light(&hero); } if (can_see) msg("The %s seems to have disappeared!", mname); } when DARTTRAP: if (swing(th->t_ctype, th->t_stats.s_lvl+1, th->t_stats.s_arm, 1)) { if (is_player) { msg("A small dart just hit you in the shoulder."); if ((pstats.s_hpt -= roll(1, 4)) <= 0) { msg("The dart killed you."); death(D_DART); } /* Now the poison */ if (!save(VS_POISON, &player, 0)) { /* 75% chance it will do point damage - else strength */ if (rnd(100) < 75) { pstats.s_hpt /= 2; if (pstats.s_hpt == 0) death(D_POISON); } else if (!ISWEARING(R_SUSABILITY)) chg_str(-1); } } else { if (can_see) msg("A small dart just hit the %s in the shoulder.", mname); if ((th->t_stats.s_hpt -= roll(1,4)) <= 0) { if (can_see) msg("The dart killed the %s.", mname); killed(mitem, FALSE, FALSE); } if (!save(VS_POISON, th, 0)) { th->t_stats.s_hpt /= 2; if (th->t_stats.s_hpt <= 0) { if (can_see) msg("The dart killed the %s.", mname); killed(mitem, FALSE, FALSE); } } } } else { if (is_player) msg("A small dart whizzes by your ear and vanishes."); else if (can_see) msg("A small dart whizzes by the %s's ear and vanishes.", mname); } when POOL: { register int i; i = rnd(100); if (is_player) { if ((tp->tr_flags & ISGONE)) { if (i < 30) { teleport(); /* teleport away */ pool_teleport = TRUE; } else if((i < 45) && level > 2) { level -= rnd(2) + 1; cur_max = level; new_level(NORMLEV); pool_teleport = TRUE; msg("You here a faint groan from below."); } else if(i < 70) { level += rnd(4) + 1; new_level(NORMLEV); pool_teleport = TRUE; msg("You find yourself in strange surroundings."); } else if(i > 95) { msg("Oh no!!! You drown in the pool!!! --More--"); wait_for(cw,' '); death(D_DROWN); } } } else { if (i < 60) { if (can_see) { /* Drowns */ if (i < 30) msg("The %s drowned in the pool!", mname); /* Teleported to another level */ else msg("The %s disappeared!", mname); } killed(mitem, FALSE, FALSE); } } } when MAZETRAP: if (is_player) { pstats.s_hpt -= roll(1, 10); level++; msg("You fell through a trap door!"); if (pstats.s_hpt <= 0) death(D_FALL); new_level(MAZELEV); msg("You are surrounded by twisty passages!"); } else { if (can_see) msg("The %s fell into a trap!", mname); killed(mitem, FALSE, FALSE); } } /* Move the cursor back onto the hero */ wmove(cw, hero.y, hero.x); md_flushinp(); /* flush typeahead */ return(ch); } /* * blue_light: * magically light up a room (or level or make it dark) */ bool blue_light(blessed, cursed) bool blessed, cursed; { register struct room *rp; bool ret_val=FALSE; /* Whether or not affect is known */ rp = roomin(&hero); /* What room is hero in? */ /* Darken the room if the magic is cursed */ if (cursed) { if ((rp == NULL) || !lit_room(rp)) msg(nothing); else { rp->r_flags |= ISDARK; if (!lit_room(rp) && (levtype != OUTSIDE || !daytime)) msg("The %s suddenly goes dark.", levtype == OUTSIDE ? "area" : "room"); else msg(nothing); ret_val = TRUE; } } else { ret_val = TRUE; if (rp && !lit_room(rp) && (levtype != OUTSIDE || !daytime)) { addmsg("The %s is lit", levtype == OUTSIDE ? "area" : "room"); if (!terse) addmsg(" by a %s blue light.", blessed ? "bright" : "shimmering"); endmsg(); } else if (winat(hero.y, hero.x) == PASSAGE) msg("The corridor glows %sand then fades", blessed ? "brightly " : ""); else { ret_val = FALSE; msg(nothing); } if (blessed) { register int i; /* Index through rooms */ for (i=0; i<MAXROOMS; i++) rooms[i].r_flags &= ~ISDARK; } else if (rp) rp->r_flags &= ~ISDARK; } /* * Light the room and put the player back up */ light(&hero); mvwaddch(cw, hero.y, hero.x, PLAYER); return(ret_val); } /* * corr_move: * Check to see that a move is legal. If so, return correct character. * If not, if player came from a legal place, then try to turn him. */ corr_move(dy, dx) int dy, dx; { int legal=0; /* Number of legal alternatives */ register int y, x, /* Indexes though possible positions */ locy = 0, locx = 0; /* Hold delta of chosen location */ /* New position */ nh.y = hero.y + dy; nh.x = hero.x + dx; /* If it is a legal move, just return */ if (nh.x >= 0 && nh.x < COLS && nh.y > 0 && nh.y < LINES - 2) { switch (winat(nh.y, nh.x)) { case WALL: case '|': case '-': break; default: if (diag_ok(&hero, &nh, &player)) return; } } /* Check legal places surrounding the player -- ignore previous position */ for (y = hero.y - 1; y <= hero.y + 1; y++) { if (y < 1 || y > LINES - 3) continue; for (x = hero.x - 1; x <= hero.x + 1; x++) { /* Ignore borders of the screen */ if (x < 0 || x > COLS - 1) continue; /* * Ignore where we came from, where we are, and where we couldn't go */ if ((x == hero.x - dx && y == hero.y - dy) || (x == hero.x + dx && y == hero.y + dy) || (x == hero.x && y == hero.y)) continue; switch (winat(y, x)) { case WALL: case '|': case '-': break; default: nh.y = y; nh.x = x; if (diag_ok(&hero, &nh, &player)) { legal++; locy = y - (hero.y - 1); locx = x - (hero.x - 1); } } } } /* If we have 2 or more legal moves, make no change */ if (legal != 1) { return; } runch = Moves[locy][locx]; /* * For mazes, pretend like it is the beginning of a new run at each turn * in order to get the lighting correct. */ if (levtype == MAZELEV) firstmove = TRUE; return; } /* * dip_it: * Dip an object into a magic pool */ dip_it() { reg struct linked_list *what; reg struct object *ob; reg struct trap *tp; reg int wh, i; tp = trap_at(hero.y,hero.x); if (tp == NULL || tp->tr_type != POOL) { msg("I see no shimmering pool here"); return; } if (tp->tr_flags & ISGONE) { msg("This shimmering pool appears to have used once already"); return; } if ((what = get_item(pack, "dip", ALL)) == NULL) { msg(""); after = FALSE; return; } ob = OBJPTR(what); mpos = 0; if (ob == cur_armor || ob == cur_misc[WEAR_BOOTS] || ob == cur_misc[WEAR_JEWEL] || ob == cur_misc[WEAR_GAUNTLET]|| ob == cur_misc[WEAR_CLOAK] || ob == cur_misc[WEAR_BRACERS] || ob == cur_misc[WEAR_NECKLACE]|| ob == cur_ring[LEFT_1] || ob == cur_ring[LEFT_2] || ob == cur_ring[LEFT_3] || ob == cur_ring[LEFT_4] || ob == cur_ring[RIGHT_1] || ob == cur_ring[RIGHT_2] || ob == cur_ring[RIGHT_3] || ob == cur_ring[RIGHT_4]) { msg("You'll have to take it off first."); return; } tp->tr_flags |= ISGONE; if (ob != NULL) { wh = ob->o_which; ob->o_flags |= ISKNOW; i = rnd(100); switch(ob->o_type) { case WEAPON: if(i < 50) { /* enchant weapon here */ if ((ob->o_flags & ISCURSED) == 0) { ob->o_hplus += 1; ob->o_dplus += 1; } else { /* weapon was prev cursed here */ ob->o_hplus = rnd(2); ob->o_dplus = rnd(2); } ob->o_flags &= ~ISCURSED; msg("The %s glows blue for a moment.",weaps[wh].w_name); } else if(i < 70) { /* curse weapon here */ if ((ob->o_flags & ISCURSED) == 0) { ob->o_hplus = -(rnd(2)+1); ob->o_dplus = -(rnd(2)+1); } else { /* if already cursed */ ob->o_hplus--; ob->o_dplus--; } ob->o_flags |= ISCURSED; msg("The %s glows red for a moment.",weaps[wh].w_name); } else msg(nothing); when ARMOR: if (i < 50) { /* enchant armor */ if((ob->o_flags & ISCURSED) == 0) ob->o_ac -= rnd(2) + 1; else ob->o_ac = -rnd(3)+ armors[wh].a_class; ob->o_flags &= ~ISCURSED; msg("The %s glows blue for a moment",armors[wh].a_name); } else if(i < 75){ /* curse armor */ if ((ob->o_flags & ISCURSED) == 0) ob->o_ac = rnd(3)+ armors[wh].a_class; else ob->o_ac += rnd(2) + 1; ob->o_flags |= ISCURSED; msg("The %s glows red for a moment.",armors[wh].a_name); } else msg(nothing); when STICK: { int j; j = rnd(8) + 1; if(i < 50) { /* add charges */ ob->o_charges += j; ws_know[wh] = TRUE; if (ob->o_flags & ISCURSED) ob->o_flags &= ~ISCURSED; sprintf(outstring,"The %s %s glows blue for a moment.", ws_made[wh],ws_type[wh]); msg(outstring); } else if(i < 65) { /* remove charges */ if ((ob->o_charges -= i) < 0) ob->o_charges = 0; ws_know[wh] = TRUE; if (ob->o_flags & ISBLESSED) ob->o_flags &= ~ISBLESSED; else ob->o_flags |= ISCURSED; sprintf(outstring,"The %s %s glows red for a moment.", ws_made[wh],ws_type[wh]); msg(outstring); } else msg(nothing); } when SCROLL: s_know[wh] = TRUE; msg("The '%s' scroll unfurls.",s_names[wh]); when POTION: p_know[wh] = TRUE; msg("The %s potion bubbles for a moment.",p_colors[wh]); when RING: if(i < 50) { /* enchant ring */ if ((ob->o_flags & ISCURSED) == 0) ob->o_ac += rnd(2) + 1; else ob->o_ac = rnd(2) + 1; ob->o_flags &= ~ISCURSED; } else if(i < 80) { /* curse ring */ if ((ob->o_flags & ISCURSED) == 0) ob->o_ac = -(rnd(2) + 1); else ob->o_ac -= (rnd(2) + 1); ob->o_flags |= ISCURSED; } r_know[wh] = TRUE; msg("The %s ring vibrates for a moment.",r_stones[wh]); when MM: m_know[wh] = TRUE; switch (ob->o_which) { case MM_BRACERS: case MM_PROTECT: if(i < 50) { /* enchant item */ if ((ob->o_flags & ISCURSED) == 0) ob->o_ac += rnd(2) + 1; else ob->o_ac = rnd(2) + 1; ob->o_flags &= ~ISCURSED; } else if(i < 80) { /* curse item */ if ((ob->o_flags & ISCURSED) == 0) ob->o_ac = -(rnd(2) + 1); else ob->o_ac -= (rnd(2) + 1); ob->o_flags |= ISCURSED; } msg("The item vibrates for a moment."); when MM_CHOKE: case MM_DISAPPEAR: ob->o_ac = 0; msg ("The dust dissolves in the pool!"); } otherwise: msg("The pool bubbles for a moment."); } updpack(FALSE); } else msg(nothing); } /* * 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 struct room *rp, *orp; register char ch; coord old_hero; int i, wasfirstmove; wasfirstmove = firstmove; firstmove = FALSE; curprice = -1; /* if in trading post, we've moved off obj */ if (player.t_no_move) { player.t_no_move--; msg("You are still stuck in the bear trap"); return; } /* * Do a confused move (maybe) */ if ((on(player, ISHUH) && rnd(100) < 80) || (on(player, ISDANCE) && rnd(100) < 80) || (ISWEARING(R_DELUSION) && rnd(100) < 25)) nh = *rndmove(&player); else { 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 || !diag_ok(&hero, &nh, &player)) { after = running = FALSE; return; } if (running && ce(hero, nh)) after = running = FALSE; ch = CCHAR( winat(nh.y, nh.x) ); /* Take care of hero trying to move close to something frightening */ if (on(player, ISFLEE)) { if (rnd(100) < 10) { turn_off(player, ISFLEE); msg("You regain your composure."); } else if (DISTANCE(nh.y, nh.x, player.t_dest->y, player.t_dest->x) < DISTANCE(hero.y, hero.x, player.t_dest->y, player.t_dest->x)) return; } /* Take care of hero being held */ if (on(player, ISHELD) && !isalpha(ch)) { msg("You are being held"); return; } /* assume he's not in a wall */ if (!isalpha(ch)) turn_off(player, ISINWALL); switch(ch) { case '|': case '-': if (levtype == OUTSIDE) { hero = nh; new_level(OUTSIDE); return; } case WALL: case SECRETDOOR: if (off(player, CANINWALL) || running) { after = running = FALSE; /* Light if finishing run */ if (levtype == MAZELEV && lit_room(&rooms[0])) look(FALSE, TRUE); after = running = FALSE; return; } turn_on(player, ISINWALL); break; case POOL: if (levtype == OUTSIDE) { lake_check(&nh); running = FALSE; break; } case MAZETRAP: if (levtype == OUTSIDE) { running = FALSE; break; } case TRAPDOOR: case TELTRAP: case BEARTRAP: case SLEEPTRAP: case ARROWTRAP: case DARTTRAP: ch = be_trapped(&player, &nh); if (ch == TRAPDOOR || ch == TELTRAP || pool_teleport || ch == MAZETRAP) { pool_teleport = FALSE; return; } break; case GOLD: case POTION: case SCROLL: case FOOD: case WEAPON: case ARMOR: case RING: case MM: case RELIC: case STICK: running = FALSE; take = ch; break; case DOOR: case STAIRS: running = FALSE; break; case POST: running = FALSE; new_level(POSTLEV); return; default: break; } if (isalpha(ch)) { /* if its a monster then fight it */ running = FALSE; i = 1; if (player.t_ctype == C_FIGHTER) i += pstats.s_lvl/10; while (i--) fight(&nh, cur_weapon, FALSE); return; } /* * if not fighting then move the hero */ old_hero = hero; /* Save hero's old position */ hero = nh; /* Move the hero */ rp = roomin(&hero); orp = roomin(&old_hero); /* Unlight any possible cross-corridor */ if (levtype == MAZELEV) { register bool call_light = FALSE; register char wall_check; if (wasfirstmove && lit_room(&rooms[0])) { /* Are we moving out of a corridor? */ switch (runch) { case 'h': case 'l': if (old_hero.y + 1 < LINES - 2) { wall_check = CCHAR( winat(old_hero.y + 1, old_hero.x) ); if (!isrock(wall_check)) call_light = TRUE; } if (old_hero.y - 1 > 0) { wall_check = CCHAR( winat(old_hero.y - 1, old_hero.x) ); if (!isrock(wall_check)) call_light = TRUE; } break; case 'j': case 'k': if (old_hero.x + 1 < COLS) { wall_check = CCHAR( winat(old_hero.y, old_hero.x + 1) ); if (!isrock(wall_check)) call_light = TRUE; } if (old_hero.x - 1 >= 0) { wall_check = CCHAR( winat(old_hero.y, old_hero.x - 1) ); if (!isrock(wall_check)) call_light = TRUE; } break; default: call_light = TRUE; } player.t_oldpos = old_hero; if (call_light) light(&old_hero); } } else if (orp != NULL && rp == NULL) { /* Leaving a room -- darken it */ orp->r_flags |= FORCEDARK; /* Fake darkness */ light(&old_hero); orp->r_flags &= ~FORCEDARK; /* Restore light state */ } else if (rp != NULL && orp == NULL){/* Entering a room */ light(&hero); } ch = CCHAR( winat(old_hero.y, old_hero.x) ); wmove(cw, unc(old_hero)); waddch(cw, ch); wmove(cw, unc(hero)); waddch(cw, PLAYER); } /* * do_run: * Start the hero running */ do_run(ch) char ch; { firstmove = TRUE; running = TRUE;