Mercurial > hg > early-roguelike
view arogue7/move.c @ 167:a0a57cf42810
ARogue family: don't hide messages caused by moving to a new level.
new_level() redraws the whole screen, including the message line, so if
msg() has just been called, the message will likely not last long
enough to be noticed. These cases have been changed so that msg() is
called after new_level().
If a fall through a trapdoor is fatal, "You fall into a trap!" is no
longer printed, but the tombstone should make things clear.
author | John "Elwin" Edwards |
---|---|
date | Mon, 29 Jun 2015 20:37:32 -0400 |
parents | adfa37e67084 |
children | 1cd604c827a3 |
line wrap: on
line source
/* * move.c - Hero movement commands * * Advanced Rogue * Copyright (C) 1984, 1985, 1986 Michael Morgan, Ken Dalka and AT&T * 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. */ /* * Hero movement commands * */ #include "curses.h" #include <ctype.h> #include "rogue.h" #ifdef PC7300 #include "menu.h" #endif /* * Used to hold the new hero position */ static coord nh; static char Moves[3][3] = { { 'y', 'k', 'u' }, { 'h', '.', '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, *mname; register bool is_player = (th == &player), can_see; register struct linked_list *mitem; register struct thing *mp; /* 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 = monster_name(th); } 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); if (pstats.s_hpt <= 0) death(D_FALL); new_level(NORMLEV); msg("You fell into a trap!"); } else { if (can_see) msg("%s fell into a trap!", prname(mname, TRUE)); /* * See if the fall killed the monster * don't let a UNIQUE die since it might have an artifact * that we need */ if (off(*th,ISUNIQUE) && (th->t_stats.s_hpt-=roll(1,10)) <= 0){ killed(mitem, FALSE, 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, ' '); /* let him summon on next lvl */ if (on (*th, HASSUMMONED)) { turn_off(*th, HASSUMMONED); turn_on(*th, CANSUMMON); } turn_on(*th,ISELSEWHERE); detach(mlist, mitem); attach(tlist, mitem); /* remember him next level */ /* Make sure that no one is still chasing us */ for (mitem = mlist; mitem != NULL; mitem = next(mitem)) { mp = THINGPTR(mitem); if (mp->t_dest == &th->t_pos) { mp->t_dest = &hero; mp->t_wasshot = FALSE; turn_off(*mp, ISFLEE); /* Don't run away! */ } } /* Make sure we were not chasing a monster here */ th->t_dest = &hero; if (on(*th, ISFRIENDLY), turn_off(*th, ISFLEE)); } } when BEARTRAP: if (is_stealth(th)) { if (is_player) msg("You pass a bear trap."); else if (can_see) msg("%s passes a bear trap.", prname(mname, TRUE)); } else { th->t_no_move += movement(&player) * BEARTIME; th->t_action = A_FREEZE; if (is_player) msg("You are caught in a bear trap."); else if (can_see) msg("%s is caught in a bear trap.", prname(mname, TRUE)); } when SLEEPTRAP: if (is_player) { msg("A strange white mist envelops you."); if (!ISWEARING(R_ALERT)) { msg("You fall asleep."); player.t_no_move += movement(&player) * SLEEPTIME; player.t_action = A_FREEZE; } } else { if (can_see) msg("A strange white mist envelops %s.", prname(mname, FALSE)); if (on(*th, ISUNDEAD)) { if (can_see) msg("The mist doesn't seem to affect %s.", prname(mname, FALSE)); } else { th->t_no_move += movement(th) * SLEEPTIME; th->t_action = A_FREEZE; } } 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 %s.", prname(mname, FALSE)); if ((th->t_stats.s_hpt -= roll(1, 6)) <= 0) { if (can_see) msg("The arrow killed %s.", prname(mname, FALSE)); killed(mitem, FALSE, FALSE, TRUE); } } } 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 %s.", prname(mname, FALSE)); 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("%s seems to have disappeared!", prname(mname, TRUE)); } 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 %s in the shoulder.", prname(mname, FALSE)); if ((th->t_stats.s_hpt -= roll(1,4)) <= 0) { if (can_see) msg("The dart killed %s.", prname(mname, FALSE)); killed(mitem, FALSE, FALSE, TRUE); } 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 %s.", prname(mname,FALSE)); killed(mitem, FALSE, FALSE, TRUE); } } } } else { if (is_player) msg("A small dart whizzes by your ear and vanishes."); else if (can_see) msg("A small dart whizzes by %s's ear and vanishes.", prname(mname, FALSE)); } 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(' '); death(D_DROWN); } } } else { if (i < 60) { if (can_see) { /* Drowns */ if (i < 30) msg("%s drowned in the pool!", prname(mname, TRUE)); /* Teleported to another level */ else msg("%s disappeared!", prname(mname, TRUE)); } killed(mitem, FALSE, FALSE, TRUE); } } } 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("%s fell into a trap!", prname(mname, TRUE)); if (on(*th, ISUNIQUE)) { 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, ' '); /* let him summon on next lvl */ if (on (*th, HASSUMMONED)) { turn_off(*th, HASSUMMONED); turn_on(*th, CANSUMMON); } turn_on(*th,ISELSEWHERE); detach(mlist, mitem); attach(tlist, mitem); /* remember him next level */ /* Make sure that no one is still chasing us */ for (mitem = mlist; mitem != NULL; mitem = next(mitem)) { mp = THINGPTR(mitem); if (mp->t_dest == &th->t_pos) { mp->t_dest = &hero; mp->t_wasshot = FALSE; turn_off(*mp, ISFLEE); /* Don't run away! */ } } /* Make sure we were not chasing a monster here */ th->t_dest = &hero; if (on(*th, ISFRIENDLY), turn_off(*th, ISFLEE)); } else killed(mitem, FALSE, FALSE, FALSE); } } /* Move the cursor back onto the hero */ wmove(cw, hero.y, hero.x); md_flushinp(); 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, locx; /* 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 been used once already."); return; } /* It takes 3 movement periods to dip something */ if (player.t_action != C_DIP) { if ((what = get_item(pack, "dip", ALL, FALSE, FALSE)) == NULL) { msg(""); after = FALSE; return; } ob = OBJPTR(what); 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]) { mpos = 0; msg("You'll have to take it off first."); return; } player.t_using = what; /* Remember what it is */ player.t_action = C_DIP; /* We are dipping */ player.t_no_move = 3 * movement(&player); return; } /* We have waited our time, let's dip it */ what = player.t_using; player.t_using = NULL; player.t_action = A_NIL; ob = OBJPTR(what); 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; msg("The %s %s glows blue for a moment.", ws_made[wh],ws_type[wh]); } 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; msg("The %s %s glows red for a moment.", ws_made[wh],ws_type[wh]); } 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, &player); } 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; struct linked_list *item; register struct thing *tp; coord old_hero; register int wasfirstmove, moved, num_hits; bool changed=FALSE; /* Did we switch places with a friendly monster? */ wasfirstmove = firstmove; firstmove = FALSE; curprice = -1; /* if in trading post, we've moved off obj */ /* * Do a confused move (maybe) */ if (player.t_action == A_NIL && ((on(player, ISHUH) && rnd(100) < 80) || (on(player, ISDANCE) && rnd(100) < 80) || (ISWEARING(R_DELUSION) && rnd(100) < 25))) /* Get a random move */ 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; player.t_action = A_NIL; 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)) { running = FALSE; msg("You are too terrified to move that way"); player.t_action = A_NIL; player.t_no_move = movement(&player); return; } } /* If we want to move to a monster, see what it is */ if (isalpha(ch)) { item = find_mons(nh.y, nh.x); if (item == NULL) { debug("Cannot find monster in move."); player.t_action = A_NIL; return; } tp = THINGPTR(item); } /* * Take care of hero being held. If the player is being held, he * can't move unless he is either attacking a non-friendly monster * or attacking a friendly monster that can't move. */ if (on(player, ISHELD) && (!isalpha(ch) || (on(*tp, ISFRIENDLY) && off(*tp, ISHELD)))) { msg("You are being held."); player.t_action = A_NIL; return; } /* See if we have to wait for our movement rate */ if (player.t_action == A_NIL) { after = FALSE; firstmove = wasfirstmove; /* Remember if this is first move */ player.t_no_move = movement(&player); if (player.t_ctype == C_MONK) player.t_no_move -= pstats.s_lvl/6; if (on(player, ISFLY)) player.t_no_move /= 2; /* If flying, speed him up */ if (player.t_no_move < 1) player.t_no_move = 1; /* Remember our action */ player.t_action = Moves[dy+1][dx+1]; return; } /* Now let's forget the old move and just do it */ player.t_action = A_NIL; /* If we're moving onto a friendly monster, let's change places. */