Mercurial > hg > early-roguelike
annotate rogue3/move.c @ 24:4967c46f1320
rogue4: make sure score list appears when exiting
author | edwarj4 |
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date | Tue, 24 Nov 2009 13:02:34 +0000 |
parents | 527e2150eaf0 |
children | d9e44e18eeec |
rev | line source |
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0
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1 /* |
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2 * Hero movement commands |
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3 * |
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4 * @(#)move.c 3.26 (Berkeley) 6/15/81 |
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5 * |
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6 * Rogue: Exploring the Dungeons of Doom |
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7 * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman |
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8 * All rights reserved. |
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9 * |
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10 * See the file LICENSE.TXT for full copyright and licensing information. |
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11 */ |
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12 |
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13 #include "curses.h" |
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14 #include <ctype.h> |
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15 #include "rogue.h" |
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16 |
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17 /* |
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18 * Used to hold the new hero position |
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19 */ |
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20 |
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21 coord nh; |
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22 |
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23 /* |
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24 * do_run: |
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25 * Start the hero running |
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26 */ |
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27 |
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28 void |
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29 do_run(int ch) |
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30 { |
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31 running = TRUE; |
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32 after = FALSE; |
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33 runch = ch; |
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34 } |
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35 |
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36 /* |
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37 * do_move: |
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38 * Check to see that a move is legal. If it is handle the |
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39 * consequences (fighting, picking up, etc.) |
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40 */ |
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41 |
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42 void |
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43 do_move(int dy, int dx) |
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44 { |
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45 int ch; |
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46 |
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47 firstmove = FALSE; |
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48 if (no_move) |
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49 { |
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50 no_move--; |
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51 msg("You are still stuck in the bear trap"); |
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52 return; |
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53 } |
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54 /* |
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55 * Do a confused move (maybe) |
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56 */ |
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57 if (rnd(100) < 80 && on(player, ISHUH)) |
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58 nh = *rndmove(&player); |
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59 else |
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60 { |
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61 nh.y = hero.y + dy; |
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62 nh.x = hero.x + dx; |
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63 } |
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64 |
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65 /* |
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66 * Check if he tried to move off the screen or make an illegal |
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67 * diagonal move, and stop him if he did. |
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68 */ |
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69 if (nh.x < 0 || nh.x > COLS-1 || nh.y < 0 || nh.y > LINES - 1 |
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70 || !diag_ok(&hero, &nh)) |
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71 { |
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72 after = FALSE; |
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73 running = FALSE; |
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74 return; |
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75 } |
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76 if (running && ce(hero, nh)) |
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77 after = running = FALSE; |
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78 ch = winat(nh.y, nh.x); |
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79 if (on(player, ISHELD) && ch != 'F') |
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80 { |
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81 msg("You are being held"); |
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82 return; |
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83 } |
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84 switch(ch) |
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85 { |
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86 case ' ': |
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87 case '|': |
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88 case '-': |
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89 case SECRETDOOR: |
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90 after = running = FALSE; |
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91 return; |
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92 case TRAP: |
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93 ch = be_trapped(&nh); |
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94 if (ch == TRAPDOOR || ch == TELTRAP) |
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95 return; |
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96 goto move_stuff; |
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97 case GOLD: |
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98 case POTION: |
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99 case SCROLL: |
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100 case FOOD: |
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101 case WEAPON: |
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102 case ARMOR: |
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103 case RING: |
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104 case AMULET: |
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105 case STICK: |
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106 running = FALSE; |
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107 take = ch; |
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