Mercurial > hg > early-roguelike
view rogue3/move.c @ 234:c10fe421b8fb
Fix various overlooked causes of warnings.
GCC5 now produces under 300 lines of warnings, but the remaining ones
will require more complex solutions.
author | John "Elwin" Edwards |
---|---|
date | Sun, 06 Mar 2016 21:02:59 -0500 |
parents | d9e44e18eeec |
children |
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/* * Hero movement commands * * @(#)move.c 3.26 (Berkeley) 6/15/81 * * 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 */ coord nh; /* * 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; firstmove = FALSE; if (no_move) { no_move--; msg("You are still stuck in the bear trap"); return; } /* * Do a confused move (maybe) */ if (rnd(100) < 80 && on(player, ISHUH)) 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 < 0 || nh.y > LINES - 1 || !diag_ok(&hero, &nh)) { after = FALSE; running = FALSE; return; } if (running && ce(hero, nh)) after = running = FALSE; ch = winat(nh.y, nh.x); if (on(player, ISHELD) && ch != 'F') { msg("You are being held"); return; } switch(ch) { case ' ': case '|': case '-': case SECRETDOOR: after = running = FALSE; return; case TRAP: ch = be_trapped(&nh); if (ch == TRAPDOOR || ch == TELTRAP) return; goto move_stuff; case GOLD: case POTION: case SCROLL: case FOOD: case WEAPON: case ARMOR: case RING: case AMULET: case STICK: running = FALSE; take = ch; default: move_stuff: if (ch == PASSAGE && winat(hero.y, hero.x) == DOOR) light(&hero); else if (ch == DOOR) { running = FALSE; if (winat(hero.y, hero.x) == PASSAGE) light(&nh); } else if (ch == STAIRS) running = FALSE; else if (isupper(ch)) { running = FALSE; fight(&nh, ch, cur_weapon, FALSE); return; } ch = winat(hero.y, hero.x); wmove(cw, unc(hero)); waddch(cw, ch); hero = nh; wmove(cw, unc(hero)); waddch(cw, PLAYER); } } /* * Called to illuminate a room. * If it is dark, remove anything that might move. */ void light(coord *cp) { struct room *rp; int j, k; int ch; int rch; struct linked_list *item; if ((rp = roomin(cp)) != NULL && !on(player, ISBLIND)) { for (j = 0; j < rp->r_max.y; j++) { for (k = 0; k < rp->r_max.x; k++) { ch = show(rp->r_pos.y + j, rp->r_pos.x + k); wmove(cw, rp->r_pos.y + j, rp->r_pos.x + k); /* * Figure out how to display a secret door */ if (ch == SECRETDOOR) { if (j == 0 || j == rp->r_max.y - 1) ch = '-'; else ch = '|'; } /* * If the room is a dark room, we might want to remove * monsters and the like from it (since they might * move) */ if (isupper(ch)) { item = wake_monster(rp->r_pos.y+j, rp->r_pos.x+k); if (((struct thing *) ldata(item))->t_oldch == ' ') if (!(rp->r_flags & ISDARK)) ((struct thing *) ldata(item))->t_oldch = mvwinch(stdscr, rp->r_pos.y+j, rp->r_pos.x+k); } if (rp->r_flags & ISDARK) { rch = mvwinch(cw, rp->r_pos.y+j, rp->r_pos.x+k); switch (rch) { case DOOR: case STAIRS: case TRAP: case '|': case '-': case ' ': ch = rch; when FLOOR: ch = (on(player, ISBLIND) ? FLOOR : ' '); otherwise: ch = ' '; } } mvwaddch(cw, rp->r_pos.y+j, rp->r_pos.x+k, ch); } } } } /* * show: * returns what a certain thing will display as to the un-initiated */ int show(int y, int x) { int ch = winat(y, x); struct linked_list *it; struct thing *tp; if (ch == TRAP) return (trap_at(y, x)->tr_flags & ISFOUND) ? TRAP : FLOOR; else if (ch == 'M' || ch == 'I') { if ((it = find_mons(y, x)) == NULL) fatal("Can't find monster in show"); tp = (struct thing *) ldata(it); if (ch == 'M') ch = tp->t_disguise; /* * Hide invisible monsters */ else if (off(player, CANSEE)) ch = mvwinch(stdscr, y, x); } return ch; } /* * be_trapped: * The guy stepped on a trap.... Make him pay. */ int be_trapped(coord *tc) { struct trap *tp; int ch; tp = trap_at(tc->y, tc->x); count = running = FALSE; mvwaddch(cw, tp->tr_pos.y, tp->tr_pos.x, TRAP); tp->tr_flags |= ISFOUND; switch (ch = tp->tr_type) { case TRAPDOOR: level++; new_level(); msg("You fell into a trap!"); when BEARTRAP: no_move += BEARTIME; msg("You are caught in a bear trap"); when SLEEPTRAP: no_command += SLEEPTIME; msg("A strange white mist envelops you and you fall asleep"); when ARROWTRAP: if (swing(pstats.s_lvl-1, pstats.s_arm, 1)) { msg("Oh no! An arrow shot you"); if ((pstats.s_hpt -= roll(1, 6)) <= 0) { msg("The arrow killed you."); death('a'); } } else { struct linked_list *item; struct object *arrow; msg("An arrow shoots past you."); item = new_item(sizeof *arrow); arrow = (struct object *) ldata(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; /* "arrow bug" FIX */ fall(item, FALSE); } when TELTRAP: teleport(); when DARTTRAP: if (swing(pstats.s_lvl+1, pstats.s_arm, 1)) { 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'); } if (!ISWEARING(R_SUSTSTR)) chg_str(-1); } else msg("A small dart whizzes by your ear and vanishes."); } flush_type(); /* flush typeahead */ return(ch); } /* * trap_at: * find the trap at (y,x) on screen. */ struct trap * trap_at(int y, int x) { struct trap *tp, *ep; ep = &traps[ntraps]; for (tp = traps; tp < ep; tp++) if (tp->tr_pos.y == y && tp->tr_pos.x == x) break; if (tp == ep) { sprintf(prbuf, "Trap at %d,%d not in array", y, x); fatal(prbuf); } return tp; } /* * rndmove: * move in a random direction if the monster/person is confused */ coord * rndmove(struct thing *who) { int x, y; int ch; int ex, ey, nopen = 0; struct linked_list *item; struct object *obj = NULL; static coord ret; /* what we will be returning */ static coord dest; ret = who->t_pos; /* * Now go through the spaces surrounding the player and * set that place in the array to true if the space can be * moved into */ ey = ret.y + 1; ex = ret.x + 1; for (y = who->t_pos.y - 1; y <= ey; y++) if (y >= 0 && y < LINES) for (x = who->t_pos.x - 1; x <= ex; x++) { if (x < 0 || x >= COLS) continue; ch = winat(y, x); if (step_ok(ch)) { dest.y = y; dest.x = x; if (!diag_ok(&who->t_pos, &dest)) continue; if (ch == SCROLL) { item = NULL; for (item = lvl_obj; item != NULL; item = next(item)) { obj = (struct object *) ldata(item); if (y == obj->o_pos.y && x == obj->o_pos.x) break; } if (item != NULL && obj->o_which == S_SCARE) continue; } if (rnd(++nopen) == 0) ret = dest; } } return &ret; }