Annotation of early-roguelike/arogue5/util.c, Revision 1.1
1.1 ! rubenllo 1: /*
! 2: * all sorts of miscellaneous routines
! 3: *
! 4: * Advanced Rogue
! 5: * Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka and AT&T
! 6: * All rights reserved.
! 7: *
! 8: * Based on "Rogue: Exploring the Dungeons of Doom"
! 9: * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman
! 10: * All rights reserved.
! 11: *
! 12: * See the file LICENSE.TXT for full copyright and licensing information.
! 13: */
! 14:
! 15: #include "curses.h"
! 16: #include "rogue.h"
! 17: #include <ctype.h>
! 18: #include <string.h>
! 19:
! 20: /*
! 21: * aggravate:
! 22: * aggravate all the monsters on this level
! 23: */
! 24:
! 25: void
! 26: aggravate(void)
! 27: {
! 28: register struct linked_list *mi;
! 29:
! 30: for (mi = mlist; mi != NULL; mi = next(mi))
! 31: runto(THINGPTR(mi), &hero);
! 32: }
! 33:
! 34: /*
! 35: * cansee:
! 36: * returns true if the hero can see a certain coordinate.
! 37: */
! 38:
! 39: bool
! 40: cansee(int y, int x)
! 41: {
! 42: register struct room *rer;
! 43: register int radius;
! 44: coord tp;
! 45:
! 46: if (on(player, ISBLIND))
! 47: return FALSE;
! 48:
! 49: tp.y = y;
! 50: tp.x = x;
! 51: rer = roomin(&tp);
! 52:
! 53: /* How far can we see? */
! 54: if (levtype == OUTSIDE) {
! 55: if (daytime) radius = 36;
! 56: else if (lit_room(rer)) radius = 9;
! 57: else radius = 3;
! 58: }
! 59: else radius = 3;
! 60:
! 61: /*
! 62: * We can only see if the hero in the same room as
! 63: * the coordinate and the room is lit or if it is close.
! 64: */
! 65: return ((rer != NULL &&
! 66: levtype != OUTSIDE &&
! 67: (levtype != MAZELEV || /* Maze level needs direct line */
! 68: maze_view(tp.y, tp.x)) &&
! 69: rer == roomin(&hero) &&
! 70: lit_room(rer)) ||
! 71: DISTANCE(y, x, hero.y, hero.x) < radius);
! 72: }
! 73:
! 74: /*
! 75: * check_level:
! 76: * Check to see if the guy has gone up a level.
! 77: *
! 78: * Return points needed to obtain next level.
! 79: *
! 80: * These are the beginning experience levels for all players.
! 81: * All further experience levels are computed by muliplying by 2
! 82: * up through MAXDOUBLE.
! 83: */
! 84: #define MAXDOUBLE 14 /* Maximum number of times score is doubled */
! 85: static struct {
! 86: long base; /* What it starts out at for doubling */
! 87: long cap; /* The maximum before doubling stops */
! 88: } e_levels[4] = {
! 89: /* You must change MAXDOUBLE if you change the cap figure */
! 90: { 90L, 1474560L }, /* Fighter */
! 91: { 130L, 2129920L }, /* Magician */
! 92: { 110L, 1802240L }, /* cleric */
! 93: { 75L, 1228800L } /* Thief */
! 94: };
! 95:
! 96: long
! 97: check_level(bool get_spells)
! 98: {
! 99: register int i, j, add = 0;
! 100: register unsigned long exp;
! 101: long retval; /* Return value */
! 102: int nsides = 0;
! 103:
! 104: /* See if we are past the doubling stage */
! 105: exp = e_levels[player.t_ctype].cap;
! 106: if (pstats.s_exp >= exp) {
! 107: i = pstats.s_exp/exp; /* First get amount above doubling area */
! 108: retval = exp + i * exp; /* Compute next higher boundary */
! 109: i += MAXDOUBLE; /* Add in the previous doubled levels */
! 110: }
! 111: else {
! 112: i = 0;
! 113: exp = e_levels[player.t_ctype].base;
! 114: while (exp <= pstats.s_exp) {
! 115: i++;
! 116: exp <<= 1;
! 117: }
! 118: retval = exp;
! 119: }
! 120: if (++i > pstats.s_lvl) {
! 121: switch (player.t_ctype) {
! 122: case C_FIGHTER: nsides = 10;
! 123: when C_MAGICIAN: nsides = 4;
! 124: when C_CLERIC: nsides = 8;
! 125: when C_THIEF: nsides = 6;
! 126: }
! 127:
! 128: /* Take care of multi-level jumps */
! 129: for (j=0; j < (i-pstats.s_lvl); j++)
! 130: add += max(1, roll(1,nsides) + const_bonus());
! 131: max_stats.s_hpt += add;
! 132: if ((pstats.s_hpt += add) > max_stats.s_hpt)
! 133: pstats.s_hpt = max_stats.s_hpt;
! 134: sprintf(outstring,"Welcome, %s, to level %d",
! 135: cnames[player.t_ctype][min(i-1, 10)], i);
! 136: msg(outstring);
! 137: if (get_spells) {
! 138: pray_time = 0; /* A new round of prayers */
! 139: spell_power = 0; /* A new round of spells */
! 140: }
! 141: }
! 142: pstats.s_lvl = i;
! 143: return(retval);
! 144: }
! 145:
! 146: /*
! 147: * Used to modify the playes strength
! 148: * it keeps track of the highest it has been, just in case
! 149: */
! 150:
! 151: void
! 152: chg_str(int amt)
! 153: {
! 154: register int ring_str; /* ring strengths */
! 155: register struct stats *ptr; /* for speed */
! 156:
! 157: ptr = &pstats;
! 158: ring_str = ring_value(R_ADDSTR);
! 159: ptr->s_str -= ring_str;
! 160: ptr->s_str += amt;
! 161: if (ptr->s_str > 25)
! 162: ptr->s_str = 25;
! 163: if (ptr->s_str > max_stats.s_str)
! 164: max_stats.s_str = ptr->s_str;
! 165: ptr->s_str += ring_str;
! 166: if (ptr->s_str <= 0)
! 167: death(D_STRENGTH);
! 168: updpack(TRUE);
! 169: }
! 170:
! 171: /*
! 172: * this routine computes the players current AC without dex bonus's
! 173: */
! 174: int
! 175: ac_compute(void)
! 176: {
! 177: register int ac;
! 178:
! 179: ac = cur_armor != NULL ? cur_armor->o_ac : pstats.s_arm;
! 180: ac -= ring_value(R_PROTECT);
! 181: if (cur_misc[WEAR_BRACERS] != NULL)
! 182: ac -= cur_misc[WEAR_BRACERS]->o_ac;
! 183: if (cur_misc[WEAR_CLOAK] != NULL)
! 184: ac -= cur_misc[WEAR_CLOAK]->o_ac;
! 185:
! 186: /* If player has the cloak, must be wearing it */
! 187: if (cur_relic[EMORI_CLOAK]) ac -= 5;
! 188:
! 189: if (ac > 10)
! 190: ac = 10;
! 191: return(ac);
! 192: }
! 193:
! 194: /*
! 195: * this routine computes the players current strength
! 196: */
! 197: int
! 198: str_compute(void)
! 199: {
! 200: if (cur_misc[WEAR_GAUNTLET] != NULL &&
! 201: cur_misc[WEAR_GAUNTLET]->o_which == MM_G_OGRE) {
! 202: if (cur_misc[WEAR_GAUNTLET]->o_flags & ISCURSED)
! 203: return (3);
! 204: else
! 205: return (18);
! 206: }
! 207: else
! 208: return (pstats.s_str);
! 209: }
! 210:
! 211: /*
! 212: * this routine computes the players current dexterity
! 213: */
! 214: int
! 215: dex_compute(void)
! 216: {
! 217: if (cur_misc[WEAR_GAUNTLET] != NULL &&
! 218: cur_misc[WEAR_GAUNTLET]->o_which == MM_G_DEXTERITY) {
! 219: if (cur_misc[WEAR_GAUNTLET]->o_flags & ISCURSED)
! 220: return (3);
! 221: else
! 222: return (18);
! 223: }
! 224: else
! 225: return (pstats.s_dext);
! 226: }
! 227:
! 228:
! 229: /*
! 230: * diag_ok:
! 231: * Check to see if the move is legal if it is diagonal
! 232: */
! 233:
! 234: bool
! 235: diag_ok(coord *sp, coord *ep, struct thing *flgptr)
! 236: {
! 237: register int numpaths = 0;
! 238:
! 239: /* Horizontal and vertical moves are always ok */
! 240: if (ep->x == sp->x || ep->y == sp->y)
! 241: return TRUE;
! 242:
! 243: /* Diagonal moves are not allowed if there is a horizontal or
! 244: * vertical path to the destination
! 245: */
! 246: if (step_ok(ep->y, sp->x, MONSTOK, flgptr)) numpaths++;
! 247: if (step_ok(sp->y, ep->x, MONSTOK, flgptr)) numpaths++;
! 248: return(numpaths != 1);
! 249: }
! 250:
! 251: /*
! 252: * eat:
! 253: * He wants to eat something, so let him try
! 254: */
! 255:
! 256: void
! 257: eat(void)
! 258: {
! 259: register struct linked_list *item;
! 260:
! 261: if ((item = get_item(pack, "eat", FOOD)) == NULL)
! 262: return;
! 263: if ((OBJPTR(item))->o_which == 1)
! 264: msg("My, that was a yummy %s", fruit);
! 265: else {
! 266: if (rnd(100) > 70) {
! 267: msg("Yuk, this food tastes awful");
! 268:
! 269: /* Do a check for overflow before increasing experience */
! 270: if (pstats.s_exp + 1L > pstats.s_exp) pstats.s_exp++;
! 271: check_level(TRUE);
! 272: }
! 273: else
! 274: msg("Yum, that tasted good");
! 275: }
! 276: if ((food_left += HUNGERTIME + rnd(400) - 200) > STOMACHSIZE)
! 277: food_left = STOMACHSIZE;
! 278: del_pack(item);
! 279: hungry_state = F_OKAY;
! 280: updpack(TRUE);
! 281: }
! 282:
! 283: /*
! 284: * pick a random position around the give (y, x) coordinates
! 285: */
! 286: coord *
! 287: fallpos(coord *pos, bool be_clear, int range)
! 288: {
! 289: register int tried, i, j;
! 290: register char ch;
! 291: static coord ret;
! 292: static short masks[] = {
! 293: 0x01, 0x02, 0x04, 0x08, 0x10, 0x20, 0x40, 0x80, 0x100 };
! 294:
! 295: /*
! 296: * Pick a spot at random centered on the position given by 'pos' and
! 297: * up to 'range' squares away from 'pos'
! 298: *
! 299: * If 'be_clear' is TRUE, the spot must be either FLOOR or PASSAGE
! 300: * inorder to be considered valid
! 301: *
! 302: *
! 303: * Generate a number from 0 to 8, representing the position to pick.
! 304: * Note that this DOES include the positon 'pos' itself
! 305: *
! 306: * If this position is not valid, mark it as 'tried', and pick another.
! 307: * Whenever a position is picked that has been tried before,
! 308: * sequentially find the next untried position. This eliminates costly
! 309: * random number generation
! 310: */
! 311:
! 312: tried = 0;
! 313: while( tried != 0x1ff ) {
! 314: i = rnd(9);
! 315: while( tried & masks[i] )
! 316: i = (i + 1) % 9;
! 317:
! 318: tried |= masks[i];
! 319:
! 320: for( j = 1; j <= range; j++ ) {
! 321: ret.x = pos->x + j*grid[i].x;
! 322: ret.y = pos->y + j*grid[i].y;
! 323:
! 324: if (ret.x == hero.x && ret.y == hero.y)
! 325: continue; /* skip the hero */
! 326:
! 327: if (ret.x < 0 || ret.x > COLS - 1 ||
! 328: ret.y < 1 || ret.y > LINES - 3)
! 329: continue; /* off the screen? */
! 330:
! 331: ch = CCHAR( winat(ret.y, ret.x) );
! 332:
! 333: /*
! 334: * Check to make certain the spot is valid
! 335: */
! 336: switch( ch ) {
! 337: case FLOOR:
! 338: case PASSAGE:
! 339: return( &ret );
! 340: case GOLD:
! 341: case SCROLL:
! 342: case POTION:
! 343: case STICK:
! 344: case RING:
! 345: case WEAPON:
! 346: case ARMOR:
! 347: case MM:
! 348: case FOOD:
! 349: if(!be_clear && levtype != POSTLEV)
! 350: return( &ret );
! 351: default:
! 352: break;
! 353: }
! 354: }
! 355: }
! 356: return( NULL );
! 357: }
! 358:
! 359:
! 360: /*
! 361: * find_mons:
! 362: * Find the monster from his corrdinates
! 363: */
! 364:
! 365: struct linked_list *
! 366: find_mons(int y, int x)
! 367: {
! 368: register struct linked_list *item;
! 369: register struct thing *th;
! 370:
! 371: for (item = mlist; item != NULL; item = next(item))
! 372: {
! 373: th = THINGPTR(item);
! 374: if (th->t_pos.y == y && th->t_pos.x == x)
! 375: return item;
! 376: }
! 377: return NULL;
! 378: }
! 379:
! 380: /*
! 381: * find_obj:
! 382: * find the unclaimed object at y, x
! 383: */
! 384:
! 385: struct linked_list *
! 386: find_obj(int y, int x)
! 387: {
! 388: register struct linked_list *obj;
! 389: register struct object *op;
! 390:
! 391: for (obj = lvl_obj; obj != NULL; obj = next(obj))
! 392: {
! 393: op = OBJPTR(obj);
! 394: if (op->o_pos.y == y && op->o_pos.x == x)
! 395: return obj;
! 396: }
! 397: return NULL;
! 398: }
! 399:
! 400:
! 401: /*
! 402: * set up the direction co_ordinate for use in varios "prefix" commands
! 403: */
! 404: bool
! 405: get_dir(void)
! 406: {
! 407: register char *prompt;
! 408: register bool gotit;
! 409:
! 410: prompt = terse ? "Direction?" : "Which direction? ";
! 411: msg(prompt);
! 412: do
! 413: {
! 414: gotit = TRUE;
! 415: switch (readchar())
! 416: {
! 417: case 'h': case'H': delta.y = 0; delta.x = -1;
! 418: when 'j': case'J': delta.y = 1; delta.x = 0;
! 419: when 'k': case'K': delta.y = -1; delta.x = 0;
! 420: when 'l': case'L': delta.y = 0; delta.x = 1;
! 421: when 'y': case'Y': delta.y = -1; delta.x = -1;
! 422: when 'u': case'U': delta.y = -1; delta.x = 1;
! 423: when 'b': case'B': delta.y = 1; delta.x = -1;
! 424: when 'n': case'N': delta.y = 1; delta.x = 1;
! 425: when ESCAPE: return FALSE;
! 426: otherwise:
! 427: mpos = 0;
! 428: msg(prompt);
! 429: gotit = FALSE;
! 430: }
! 431: } until (gotit);
! 432: if ((on(player, ISHUH) || on(player, ISDANCE)) && rnd(100) > 20) {
! 433: do
! 434: {
! 435: delta = grid[rnd(9)];
! 436: } while (delta.y == 0 && delta.x == 0);
! 437: }
! 438: mpos = 0;
! 439: return TRUE;
! 440: }
! 441:
! 442: /*
! 443: * see if the object is one of the currently used items
! 444: */
! 445: bool
! 446: is_current(struct object *obj)
! 447: {
! 448: if (obj == NULL)
! 449: return FALSE;
! 450: if (obj == cur_armor || obj == cur_weapon ||
! 451: obj == cur_ring[LEFT_1] || obj == cur_ring[LEFT_2] ||
! 452: obj == cur_ring[LEFT_3] || obj == cur_ring[LEFT_4] ||
! 453: obj == cur_ring[RIGHT_1] || obj == cur_ring[RIGHT_2] ||
! 454: obj == cur_ring[RIGHT_3] || obj == cur_ring[RIGHT_4] ||
! 455: obj == cur_misc[WEAR_BOOTS] || obj == cur_misc[WEAR_JEWEL] ||
! 456: obj == cur_misc[WEAR_BRACERS] || obj == cur_misc[WEAR_CLOAK] ||
! 457: obj == cur_misc[WEAR_GAUNTLET] || obj == cur_misc[WEAR_NECKLACE]) {
! 458:
! 459: return TRUE;
! 460: }
! 461:
! 462: /* Is it a "current" relic? */
! 463: if (obj->o_type == RELIC) {
! 464: switch (obj->o_which) {
! 465: case MUSTY_DAGGER:
! 466: case EMORI_CLOAK:
! 467: case HEIL_ANKH:
! 468: case YENDOR_AMULET:
! 469: case HRUGGEK_MSTAR:
! 470: case YEENOGHU_FLAIL:
! 471: if (cur_relic[obj->o_which]) return TRUE;
! 472: }
! 473: }
! 474:
! 475: return FALSE;
! 476: }
! 477:
! 478:
! 479: /*
! 480: * Look:
! 481: * A quick glance all around the player
! 482: * wakeup: Should we wake up monsters
! 483: * runend: At end of a run -- for mazes
! 484: */
! 485:
! 486: void
! 487: look(bool wakeup, bool runend)
! 488: {
! 489: register int x, y, radius;
! 490: register char ch, och;
! 491: register int oldx, oldy;
! 492: register bool inpass, horiz, vert, do_light = FALSE, do_blank = FALSE;
! 493: register int passcount = 0, curfloorcount = 0, nextfloorcount = 0;
! 494: register struct room *rp;
! 495: register int ey, ex;
! 496:
! 497: inpass = ((rp = roomin(&hero)) == NULL); /* Are we in a passage? */
! 498:
! 499: /* Are we moving vertically or horizontally? */
! 500: if (runch == 'h' || runch == 'l') horiz = TRUE;
! 501: else horiz = FALSE;
! 502: if (runch == 'j' || runch == 'k') vert = TRUE;
! 503: else vert = FALSE;
! 504:
! 505: /* How far around himself can the player see? */
! 506: if (levtype == OUTSIDE) {
! 507: if (daytime) radius = 6;
! 508: else if (lit_room(rp)) radius = 3;
! 509: else radius = 1;
! 510: }
! 511: else radius = 1;
! 512:
! 513: getyx(cw, oldy, oldx); /* Save current position */
! 514:
! 515: /* Blank out the floor around our last position and check for
! 516: * moving out of a corridor in a maze.
! 517: */
! 518: if (levtype == OUTSIDE) do_blank = !daytime;
! 519: else if (oldrp != NULL && !lit_room(oldrp) && off(player, ISBLIND))
! 520: do_blank = TRUE;
! 521:
! 522: /* Now move around the old position and blank things out */
! 523: ey = player.t_oldpos.y + radius;
! 524: ex = player.t_oldpos.x + radius;
! 525: for (x = player.t_oldpos.x - radius; x <= ex; x++)
! 526: if (x >= 0 && x < COLS)
! 527: for (y = player.t_oldpos.y - radius; y <= ey; y++) {
! 528: char savech; /* Saves character in monster window */
! 529:
! 530: if (y < 1 || y > LINES - 3) continue;
! 531:
! 532: /* See what's there -- ignore monsters, just see what they're on */
! 533: savech = CCHAR( mvwinch(mw, y, x) );
! 534: waddch(mw, ' ');
! 535: ch = show(y, x);
! 536: mvwaddch(mw, y, x, savech); /* Restore monster */
! 537:
! 538: if (do_blank && (y != hero.y || x != hero.x))
! 539: switch (ch) {
! 540: case DOOR:
! 541: case SECRETDOOR:
! 542: case PASSAGE:
! 543: case STAIRS:
! 544: case TRAPDOOR:
! 545: case TELTRAP:
! 546: case BEARTRAP:
! 547: case SLEEPTRAP:
! 548: case ARROWTRAP:
! 549: case DARTTRAP:
! 550: case MAZETRAP:
! 551: case POOL:
! 552: case POST:
! 553: case '|':
! 554: case '-':
! 555: case WALL:
! 556: /* If there was a monster showing, make it disappear */
! 557: if (isalpha(savech)) mvwaddch(cw, y, x, ch);
! 558: break;
! 559: when FLOOR:
! 560: case FOREST:
! 561: default:
! 562: mvwaddch(cw, y, x, ' ');
! 563: }
! 564:
! 565: /* Moving out of a corridor? */
! 566: if (levtype == MAZELEV && !ce(hero, player.t_oldpos) &&
! 567: !running && !isrock(ch) && /* Not running and not a wall */
! 568: ((vert && x != player.t_oldpos.x && y==player.t_oldpos.y) ||
! 569: (horiz && y != player.t_oldpos.y && x==player.t_oldpos.x)))
! 570: do_light = off(player, ISBLIND);
! 571: }
! 572:
! 573: /* Take care of unlighting a corridor */
! 574: if (do_light && lit_room(rp)) light(&player.t_oldpos);
! 575:
! 576: /* Are we coming or going between a wall and a corridor in a maze? */
! 577: och = show(player.t_oldpos.y, player.t_oldpos.x);
! 578: ch = show(hero.y, hero.x);
! 579: if (levtype == MAZELEV &&
! 580: ((isrock(och) && !isrock(ch)) || (isrock(ch) && !isrock(och)))) {
! 581: do_light = off(player, ISBLIND); /* Light it up if not blind */
! 582:
! 583: /* Unlight what we just saw */
! 584: if (do_light && lit_room(&rooms[0])) light(&player.t_oldpos);
! 585: }
! 586:
! 587: /* Look around the player */
! 588: ey = hero.y + radius;
! 589: ex = hero.x + radius;
! 590: for (x = hero.x - radius; x <= ex; x++)
! 591: if (x >= 0 && x < COLS) for (y = hero.y - radius; y <= ey; y++) {
! 592: if (y < 1 || y >= LINES - 2)
! 593: continue;
! 594: if (isalpha(mvwinch(mw, y, x)))
! 595: {
! 596: register struct linked_list *it;
! 597: register struct thing *tp;
! 598:
! 599: if (wakeup)
! 600: it = wake_monster(y, x);
! 601: else
! 602: it = find_mons(y, x);
! 603: tp = THINGPTR(it);
! 604: tp->t_oldch = CCHAR( mvinch(y, x) );
! 605: if (isatrap(tp->t_oldch)) {
! 606: register struct trap *trp = trap_at(y, x);
! 607:
! 608: tp->t_oldch = (trp->tr_flags & ISFOUND) ? tp->t_oldch
! 609: : trp->tr_show;
! 610: }
! 611: if (tp->t_oldch == FLOOR && !lit_room(rp) &&
! 612: off(player, ISBLIND))
! 613: tp->t_oldch = ' ';
! 614: }
! 615:
! 616: /*
! 617: * Secret doors show as walls
! 618: */
! 619: if ((ch = show(y, x)) == SECRETDOOR)
! 620: ch = secretdoor(y, x);
! 621: /*
! 622: * Don't show room walls if he is in a passage and
! 623: * check for maze turns
! 624: */
! 625: if (off(player, ISBLIND))
! 626: {
! 627: if (y == hero.y && x == hero.x
! 628: || (inpass && (ch == '-' || ch == '|')))
! 629: continue;
! 630:
! 631: /* Did we come to a crossroads in a maze? */
! 632: if (levtype == MAZELEV &&
! 633: (runend || !ce(hero, player.t_oldpos)) &&
! 634: !isrock(ch) && /* Not a wall */
! 635: ((vert && x != hero.x && y == hero.y) ||
! 636: (horiz && y != hero.y && x == hero.x)))
! 637: /* Just came to a turn */
! 638: do_light = off(player, ISBLIND);
! 639: }
! 640: else if (y != hero.y || x != hero.x)
! 641: continue;
! 642:
! 643: wmove(cw, y, x);
! 644: waddch(cw, ch);
! 645: if (door_stop && !firstmove && running)
! 646: {
! 647: switch (runch)
! 648: {
! 649: case 'h':
! 650: if (x == hero.x + 1)
! 651: continue;
! 652: when 'j':
! 653: if (y == hero.y - 1)
! 654: continue;
! 655: when 'k':
! 656: if (y == hero.y + 1)
! 657: continue;
! 658: when 'l':
! 659: if (x == hero.x - 1)
! 660: continue;
! 661: when 'y':
! 662: if ((x + y) - (hero.x + hero.y) >= 1)
! 663: continue;
! 664: when 'u':
! 665: if ((y - x) - (hero.y - hero.x) >= 1)
! 666: continue;
! 667: when 'n':
! 668: if ((x + y) - (hero.x + hero.y) <= -1)
! 669: continue;
! 670: when 'b':
! 671: if ((y - x) - (hero.y - hero.x) <= -1)
! 672: continue;
! 673: }
! 674: switch (ch)
! 675: {
! 676: case DOOR:
! 677: if (x == hero.x || y == hero.y)
! 678: running = FALSE;
! 679: break;
! 680: case PASSAGE:
! 681: if (x == hero.x || y == hero.y)
! 682: passcount++;
! 683: break;
! 684: case FLOOR:
! 685: /* Stop by new passages in a maze (floor next to us) */
! 686: if ((levtype == MAZELEV) &&
! 687: !(hero.y == y && hero.x == x)) {
! 688: if (vert) { /* Moving vertically */
! 689: /* We have a passage on our row */
! 690: if (y == hero.y) curfloorcount++;
! 691:
! 692: /* Some passage on the next row */
! 693: else if (y != player.t_oldpos.y)
! 694: nextfloorcount++;
! 695: }
! 696: else { /* Moving horizontally */
! 697: /* We have a passage on our column */
! 698: if (x == hero.x) curfloorcount++;
! 699:
! 700: /* Some passage in the next column */
! 701: else if (x != player.t_oldpos.x)
! 702: nextfloorcount++;
! 703: }
! 704: }
! 705: case '|':
! 706: case '-':
! 707: case ' ':
! 708: break;
! 709: default:
! 710: running = FALSE;
! 711: break;
! 712: }
! 713: }
! 714: }
! 715:
! 716: /* Have we passed a side passage, with multiple choices? */
! 717: if (curfloorcount > 0 && nextfloorcount > 0) running = FALSE;
! 718:
! 719: else if (door_stop && !firstmove && passcount > 1)
! 720: running = FALSE;
! 721:
! 722: /* Do we have to light up the area (just stepped into a new corridor)? */
! 723: if (do_light && !running && lit_room(rp)) light(&hero);
! 724:
! 725: mvwaddch(cw, hero.y, hero.x, PLAYER);
! 726: wmove(cw, oldy, oldx);
! 727: if (!ce(player.t_oldpos, hero)) {
! 728: player.t_oldpos = hero; /* Don't change if we didn't move */
! 729: oldrp = rp;
! 730: }
! 731: }
! 732:
! 733: /*
! 734: * raise_level:
! 735: * The guy just magically went up a level.
! 736: */
! 737:
! 738: void
! 739: raise_level(bool get_spells)
! 740: {
! 741: unsigned long test; /* Next level -- be sure it is not an overflow */
! 742:
! 743: test = check_level(FALSE); /* Get next boundary */
! 744:
! 745: /* Be sure it is higher than what we have no -- else overflow */
! 746: if (test > pstats.s_exp) pstats.s_exp = test;
! 747: check_level(get_spells);
! 748: }
! 749:
! 750: /*
! 751: * saving throw matrix for character saving throws
! 752: * this table is indexed by char type and saving throw type
! 753: */
! 754: static int st_matrix[5][5] = {
! 755: /* Poison, Petrify, wand, Breath, Magic */
! 756: { 14, 15, 16, 16, 17 },
! 757: { 14, 13, 11, 15, 12 },
! 758: { 10, 13, 14, 16, 15 },
! 759: { 13, 12, 14, 16, 15 },
! 760: { 14, 15, 16, 16, 17 }
! 761: };
! 762:
! 763: /*
! 764: * save:
! 765: * See if a creature saves against something
! 766: * which: which type of save
! 767: * who: who is saving
! 768: * adj: saving throw adjustment
! 769: */
! 770: bool
! 771: save(int which, struct thing *who, int adj)
! 772: {
! 773: register int need, level;
! 774:
! 775: level = who->t_stats.s_lvl;
! 776: need = st_matrix[who->t_ctype][which];
! 777: switch (who->t_ctype) {
! 778: case C_FIGHTER:
! 779: need -= (level-1) / 2;
! 780: when C_MAGICIAN:
! 781: need -= 2 * (level-1) / 5;
! 782: when C_CLERIC:
! 783: need -= (level-1) / 3;
! 784: when C_THIEF:
! 785: need -= 2 * (level-1) / 4;
! 786: when C_MONSTER:
! 787: need -= level / 2;
! 788: }
! 789: /*
! 790: * add in pluses against poison for execeptional constitution
! 791: */
! 792: if (which == VS_POISON && who->t_stats.s_const > 18)
! 793: need -= (who->t_stats.s_const - 17) / 2;
! 794: /*
! 795: * does the player have a ring of protection on?
! 796: */
! 797: if (who == &player)
! 798: need -= (min(ring_value(R_PROTECT),3)); /* no more than +3 bonus */
! 799: /*
! 800: * does the player have a cloak of protection on?
! 801: */
! 802: if (who == &player && cur_misc[WEAR_CLOAK])
! 803: need -= (min(cur_misc[WEAR_CLOAK]->o_ac,3)); /* no more than +3 bonus */
! 804: need -= adj;
! 805: debug("need a %d to save", need);
! 806: return (roll(1, 20) >= need);
! 807: }
! 808:
! 809:
! 810: /*
! 811: * secret_door:
! 812: * Figure out what a secret door looks like.
! 813: */
! 814:
! 815: char
! 816: secretdoor(int y, int x)
! 817: {
! 818: register int i;
! 819: register struct room *rp;
! 820: register coord *cpp;
! 821: static coord cp;
! 822:
! 823: cp.y = y;
! 824: cp.x = x;
! 825: cpp = &cp;
! 826: for (rp = rooms, i = 0; i < MAXROOMS; rp++, i++)
! 827: if (inroom(rp, cpp))
! 828: if (y == rp->r_pos.y || y == rp->r_pos.y + rp->r_max.y - 1)
! 829: return('-');
! 830: else
! 831: return('|');
! 832:
! 833: return('p');
! 834: }
! 835:
! 836: /*
! 837: * copy string using unctrl for things
! 838: */
! 839: void
! 840: strucpy(char *s1, char *s2, int len)
! 841: {
! 842: const char *sp;
! 843:
! 844: while (len--)
! 845: {
! 846: strcpy(s1, (sp = unctrl(*s2)));
! 847: s1 += strlen(sp);
! 848: s2++;
! 849: }
! 850: *s1 = '\0';
! 851: }
! 852:
! 853: /*
! 854: * tr_name:
! 855: * print the name of a trap
! 856: */
! 857:
! 858: char *
! 859: tr_name(char ch)
! 860: {
! 861: register char *s = NULL;
! 862:
! 863: switch (ch)
! 864: {
! 865: case TRAPDOOR:
! 866: s = terse ? "A trapdoor." : "You found a trapdoor.";
! 867: when BEARTRAP:
! 868: s = terse ? "A beartrap." : "You found a beartrap.";
! 869: when SLEEPTRAP:
! 870: s = terse ? "A sleeping gas trap.":"You found a sleeping gas trap.";
! 871: when ARROWTRAP:
! 872: s = terse ? "An arrow trap." : "You found an arrow trap.";
! 873: when TELTRAP:
! 874: s = terse ? "A teleport trap." : "You found a teleport trap.";
! 875: when DARTTRAP:
! 876: s = terse ? "A dart trap." : "You found a poison dart trap.";
! 877: when POOL:
! 878: s = terse ? "A shimmering pool." : "You found a shimmering pool";
! 879: when MAZETRAP:
! 880: s = terse ? "A maze entrance." : "You found a maze entrance";
! 881: }
! 882: return s;
! 883: }
! 884:
! 885: /*
! 886: * for printfs: if string starts with a vowel, return "n" for an "an"
! 887: */
! 888: char *
! 889: vowelstr(char *str)
! 890: {
! 891: switch (*str)
! 892: {
! 893: case 'a':
! 894: case 'e':
! 895: case 'i':
! 896: case 'o':
! 897: case 'u':
! 898: return "n";
! 899: default:
! 900: return "";
! 901: }
! 902: }
! 903:
! 904: /*
! 905: * waste_time:
! 906: * Do nothing but let other things happen
! 907: */
! 908:
! 909: void
! 910: waste_time(void)
! 911: {
! 912: if (inwhgt) /* if from wghtchk then done */
! 913: return;
! 914: do_daemons(BEFORE);
! 915: do_fuses(BEFORE);
! 916: do_daemons(AFTER);
! 917: do_fuses(AFTER);
! 918: }
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