/*
* all sorts of miscellaneous routines
*
* Advanced Rogue
* Copyright (C) 1984, 1985 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.
*/
#include "curses.h"
#include "rogue.h"
#include <ctype.h>
#include <string.h>
/*
* aggravate:
* aggravate all the monsters on this level
*/
void
aggravate(void)
{
register struct linked_list *mi;
for (mi = mlist; mi != NULL; mi = next(mi))
runto(THINGPTR(mi), &hero);
}
/*
* cansee:
* returns true if the hero can see a certain coordinate.
*/
bool
cansee(int y, int x)
{
register struct room *rer;
register int radius;
coord tp;
if (on(player, ISBLIND))
return FALSE;
tp.y = y;
tp.x = x;
rer = roomin(&tp);
/* How far can we see? */
if (levtype == OUTSIDE) {
if (daytime) radius = 36;
else if (lit_room(rer)) radius = 9;
else radius = 3;
}
else radius = 3;
/*
* We can only see if the hero in the same room as
* the coordinate and the room is lit or if it is close.
*/
return ((rer != NULL &&
levtype != OUTSIDE &&
(levtype != MAZELEV || /* Maze level needs direct line */
maze_view(tp.y, tp.x)) &&
rer == roomin(&hero) &&
lit_room(rer)) ||
DISTANCE(y, x, hero.y, hero.x) < radius);
}
/*
* check_level:
* Check to see if the guy has gone up a level.
*
* Return points needed to obtain next level.
*
* These are the beginning experience levels for all players.
* All further experience levels are computed by muliplying by 2
* up through MAXDOUBLE.
*/
#define MAXDOUBLE 14 /* Maximum number of times score is doubled */
static struct {
long base; /* What it starts out at for doubling */
long cap; /* The maximum before doubling stops */
} e_levels[4] = {
/* You must change MAXDOUBLE if you change the cap figure */
{ 90L, 1474560L }, /* Fighter */
{ 130L, 2129920L }, /* Magician */
{ 110L, 1802240L }, /* cleric */
{ 75L, 1228800L } /* Thief */
};
long
check_level(bool get_spells)
{
register int i, j, add = 0;
register unsigned long exp;
long retval; /* Return value */
int nsides = 0;
/* See if we are past the doubling stage */
exp = e_levels[player.t_ctype].cap;
if (pstats.s_exp >= exp) {
i = pstats.s_exp/exp; /* First get amount above doubling area */
retval = exp + i * exp; /* Compute next higher boundary */
i += MAXDOUBLE; /* Add in the previous doubled levels */
}
else {
i = 0;
exp = e_levels[player.t_ctype].base;
while (exp <= pstats.s_exp) {
i++;
exp <<= 1;
}
retval = exp;
}
if (++i > pstats.s_lvl) {
switch (player.t_ctype) {
case C_FIGHTER: nsides = 10;
when C_MAGICIAN: nsides = 4;
when C_CLERIC: nsides = 8;
when C_THIEF: nsides = 6;
}
/* Take care of multi-level jumps */
for (j=0; j < (i-pstats.s_lvl); j++)
add += max(1, roll(1,nsides) + const_bonus());
max_stats.s_hpt += add;
if ((pstats.s_hpt += add) > max_stats.s_hpt)
pstats.s_hpt = max_stats.s_hpt;
sprintf(outstring,"Welcome, %s, to level %d",
cnames[player.t_ctype][min(i-1, 10)], i);
msg(outstring);
if (get_spells) {
pray_time = 0; /* A new round of prayers */
spell_power = 0; /* A new round of spells */
}
}
pstats.s_lvl = i;
return(retval);
}
/*
* Used to modify the playes strength
* it keeps track of the highest it has been, just in case
*/
void
chg_str(int amt)
{
register int ring_str; /* ring strengths */
register struct stats *ptr; /* for speed */
ptr = &pstats;
ring_str = ring_value(R_ADDSTR);
ptr->s_str -= ring_str;
ptr->s_str += amt;
if (ptr->s_str > 25)
ptr->s_str = 25;
if (ptr->s_str > max_stats.s_str)
max_stats.s_str = ptr->s_str;
ptr->s_str += ring_str;
if (ptr->s_str <= 0)
death(D_STRENGTH);
updpack(TRUE);
}
/*
* this routine computes the players current AC without dex bonus's
*/
int
ac_compute(void)
{
register int ac;
ac = cur_armor != NULL ? cur_armor->o_ac : pstats.s_arm;
ac -= ring_value(R_PROTECT);
if (cur_misc[WEAR_BRACERS] != NULL)
ac -= cur_misc[WEAR_BRACERS]->o_ac;
if (cur_misc[WEAR_CLOAK] != NULL)
ac -= cur_misc[WEAR_CLOAK]->o_ac;
/* If player has the cloak, must be wearing it */
if (cur_relic[EMORI_CLOAK]) ac -= 5;
if (ac > 10)
ac = 10;
return(ac);
}
/*
* this routine computes the players current strength
*/
int
str_compute(void)
{
if (cur_misc[WEAR_GAUNTLET] != NULL &&
cur_misc[WEAR_GAUNTLET]->o_which == MM_G_OGRE) {
if (cur_misc[WEAR_GAUNTLET]->o_flags & ISCURSED)
return (3);
else
return (18);
}
else
return (pstats.s_str);
}
/*
* this routine computes the players current dexterity
*/
int
dex_compute(void)
{
if (cur_misc[WEAR_GAUNTLET] != NULL &&
cur_misc[WEAR_GAUNTLET]->o_which == MM_G_DEXTERITY) {
if (cur_misc[WEAR_GAUNTLET]->o_flags & ISCURSED)
return (3);
else
return (18);
}
else
return (pstats.s_dext);
}
/*
* diag_ok:
* Check to see if the move is legal if it is diagonal
*/
bool
diag_ok(coord *sp, coord *ep, struct thing *flgptr)
{
register int numpaths = 0;
/* Horizontal and vertical moves are always ok */
if (ep->x == sp->x || ep->y == sp->y)
return TRUE;
/* Diagonal moves are not allowed if there is a horizontal or
* vertical path to the destination
*/
if (step_ok(ep->y, sp->x, MONSTOK, flgptr)) numpaths++;
if (step_ok(sp->y, ep->x, MONSTOK, flgptr)) numpaths++;
return(numpaths != 1);
}
/*
* eat:
* He wants to eat something, so let him try
*/
void
eat(void)
{
register struct linked_list *item;
if ((item = get_item(pack, "eat", FOOD)) == NULL)
return;
if ((OBJPTR(item))->o_which == 1)
msg("My, that was a yummy %s", fruit);
else {
if (rnd(100) > 70) {
msg("Yuk, this food tastes awful");
/* Do a check for overflow before increasing experience */
if (pstats.s_exp + 1L > pstats.s_exp) pstats.s_exp++;
check_level(TRUE);
}
else
msg("Yum, that tasted good");
}
if ((food_left += HUNGERTIME + rnd(400) - 200) > STOMACHSIZE)
food_left = STOMACHSIZE;
del_pack(item);
hungry_state = F_OKAY;
updpack(TRUE);
}
/*
* pick a random position around the give (y, x) coordinates
*/
coord *
fallpos(coord *pos, bool be_clear, int range)
{
register int tried, i, j;
register char ch;
static coord ret;
static short masks[] = {
0x01, 0x02, 0x04, 0x08, 0x10, 0x20, 0x40, 0x80, 0x100 };
/*
* Pick a spot at random centered on the position given by 'pos' and
* up to 'range' squares away from 'pos'
*
* If 'be_clear' is TRUE, the spot must be either FLOOR or PASSAGE
* inorder to be considered valid
*
*
* Generate a number from 0 to 8, representing the position to pick.
* Note that this DOES include the positon 'pos' itself
*
* If this position is not valid, mark it as 'tried', and pick another.
* Whenever a position is picked that has been tried before,
* sequentially find the next untried position. This eliminates costly
* random number generation
*/
tried = 0;
while( tried != 0x1ff ) {
i = rnd(9);
while( tried & masks[i] )
i = (i + 1) % 9;
tried |= masks[i];
for( j = 1; j <= range; j++ ) {
ret.x = pos->x + j*grid[i].x;
ret.y = pos->y + j*grid[i].y;
if (ret.x == hero.x && ret.y == hero.y)
continue; /* skip the hero */
if (ret.x < 0 || ret.x > COLS - 1 ||
ret.y < 1 || ret.y > LINES - 3)
continue; /* off the screen? */
ch = CCHAR( winat(ret.y, ret.x) );
/*
* Check to make certain the spot is valid
*/
switch( ch ) {
case FLOOR:
case PASSAGE:
return( &ret );
case GOLD:
case SCROLL:
case POTION:
case STICK:
case RING:
case WEAPON:
case ARMOR:
case MM:
case FOOD:
if(!be_clear && levtype != POSTLEV)
return( &ret );
default:
break;
}
}
}
return( NULL );
}
/*
* find_mons:
* Find the monster from his corrdinates
*/
struct linked_list *
find_mons(int y, int x)
{
register struct linked_list *item;
register struct thing *th;
for (item = mlist; item != NULL; item = next(item))
{
th = THINGPTR(item);
if (th->t_pos.y == y && th->t_pos.x == x)
return item;
}
return NULL;
}
/*
* find_obj:
* find the unclaimed object at y, x
*/
struct linked_list *
find_obj(int y, int x)
{
register struct linked_list *obj;
register struct object *op;
for (obj = lvl_obj; obj != NULL; obj = next(obj))
{
op = OBJPTR(obj);
if (op->o_pos.y == y && op->o_pos.x == x)
return obj;
}
return NULL;
}
/*
* set up the direction co_ordinate for use in varios "prefix" commands
*/
bool
get_dir(void)
{
register char *prompt;
register bool gotit;
prompt = terse ? "Direction?" : "Which direction? ";
msg(prompt);
do
{
gotit = TRUE;
switch (readchar())
{
case 'h': case'H': delta.y = 0; delta.x = -1;
when 'j': case'J': delta.y = 1; delta.x = 0;
when 'k': case'K': delta.y = -1; delta.x = 0;
when 'l': case'L': delta.y = 0; delta.x = 1;
when 'y': case'Y': delta.y = -1; delta.x = -1;
when 'u': case'U': delta.y = -1; delta.x = 1;
when 'b': case'B': delta.y = 1; delta.x = -1;
when 'n': case'N': delta.y = 1; delta.x = 1;
when ESCAPE: return FALSE;
otherwise:
mpos = 0;
msg(prompt);
gotit = FALSE;
}
} until (gotit);
if ((on(player, ISHUH) || on(player, ISDANCE)) && rnd(100) > 20) {
do
{
delta = grid[rnd(9)];
} while (delta.y == 0 && delta.x == 0);
}
mpos = 0;
return TRUE;
}
/*
* see if the object is one of the currently used items
*/
bool
is_current(struct object *obj)
{
if (obj == NULL)
return FALSE;
if (obj == cur_armor || obj == cur_weapon ||
obj == cur_ring[LEFT_1] || obj == cur_ring[LEFT_2] ||
obj == cur_ring[LEFT_3] || obj == cur_ring[LEFT_4] ||
obj == cur_ring[RIGHT_1] || obj == cur_ring[RIGHT_2] ||
obj == cur_ring[RIGHT_3] || obj == cur_ring[RIGHT_4] ||
obj == cur_misc[WEAR_BOOTS] || obj == cur_misc[WEAR_JEWEL] ||
obj == cur_misc[WEAR_BRACERS] || obj == cur_misc[WEAR_CLOAK] ||
obj == cur_misc[WEAR_GAUNTLET] || obj == cur_misc[WEAR_NECKLACE]) {
return TRUE;
}
/* Is it a "current" relic? */
if (obj->o_type == RELIC) {
switch (obj->o_which) {
case MUSTY_DAGGER:
case EMORI_CLOAK:
case HEIL_ANKH:
case YENDOR_AMULET:
case HRUGGEK_MSTAR:
case YEENOGHU_FLAIL:
if (cur_relic[obj->o_which]) return TRUE;
}
}
return FALSE;
}
/*
* Look:
* A quick glance all around the player
* wakeup: Should we wake up monsters
* runend: At end of a run -- for mazes
*/
void
look(bool wakeup, bool runend)
{
register int x, y, radius;
register char ch, och;
register int oldx, oldy;
register bool inpass, horiz, vert, do_light = FALSE, do_blank = FALSE;
register int passcount = 0, curfloorcount = 0, nextfloorcount = 0;
register struct room *rp;
register int ey, ex;
inpass = ((rp = roomin(&hero)) == NULL); /* Are we in a passage? */
/* Are we moving vertically or horizontally? */
if (runch == 'h' || runch == 'l') horiz = TRUE;
else horiz = FALSE;
if (runch == 'j' || runch == 'k') vert = TRUE;
else vert = FALSE;
/* How far around himself can the player see? */
if (levtype == OUTSIDE) {
if (daytime) radius = 6;
else if (lit_room(rp)) radius = 3;
else radius = 1;
}
else radius = 1;
getyx(cw, oldy, oldx); /* Save current position */
/* Blank out the floor around our last position and check for
* moving out of a corridor in a maze.
*/
if (levtype == OUTSIDE) do_blank = !daytime;
else if (oldrp != NULL && !lit_room(oldrp) && off(player, ISBLIND))
do_blank = TRUE;
/* Now move around the old position and blank things out */
ey = player.t_oldpos.y + radius;
ex = player.t_oldpos.x + radius;
for (x = player.t_oldpos.x - radius; x <= ex; x++)
if (x >= 0 && x < COLS)
for (y = player.t_oldpos.y - radius; y <= ey; y++) {
char savech; /* Saves character in monster window */
if (y < 1 || y > LINES - 3) continue;
/* See what's there -- ignore monsters, just see what they're on */
savech = CCHAR( mvwinch(mw, y, x) );
waddch(mw, ' ');
ch = show(y, x);
mvwaddch(mw, y, x, savech); /* Restore monster */
if (do_blank && (y != hero.y || x != hero.x))
switch (ch) {
case DOOR:
case SECRETDOOR:
case PASSAGE:
case STAIRS:
case TRAPDOOR:
case TELTRAP:
case BEARTRAP:
case SLEEPTRAP:
case ARROWTRAP:
case DARTTRAP:
case MAZETRAP:
case POOL:
case POST:
case '|':
case '-':
case WALL:
/* If there was a monster showing, make it disappear */
if (isalpha(savech)) mvwaddch(cw, y, x, ch);
break;
when FLOOR:
case FOREST:
default:
mvwaddch(cw, y, x, ' ');
}
/* Moving out of a corridor? */
if (levtype == MAZELEV && !ce(hero, player.t_oldpos) &&
!running && !isrock(ch) && /* Not running and not a wall */
((vert && x != player.t_oldpos.x && y==player.t_oldpos.y) ||
(horiz && y != player.t_oldpos.y && x==player.t_oldpos.x)))
do_light = off(player, ISBLIND);
}
/* Take care of unlighting a corridor */
if (do_light && lit_room(rp)) light(&player.t_oldpos);
/* Are we coming or going between a wall and a corridor in a maze? */
och = show(player.t_oldpos.y, player.t_oldpos.x);
ch = show(hero.y, hero.x);
if (levtype == MAZELEV &&
((isrock(och) && !isrock(ch)) || (isrock(ch) && !isrock(och)))) {
do_light = off(player, ISBLIND); /* Light it up if not blind */
/* Unlight what we just saw */
if (do_light && lit_room(&rooms[0])) light(&player.t_oldpos);
}
/* Look around the player */
ey = hero.y + radius;
ex = hero.x + radius;
for (x = hero.x - radius; x <= ex; x++)
if (x >= 0 && x < COLS) for (y = hero.y - radius; y <= ey; y++) {
if (y < 1 || y >= LINES - 2)
continue;
if (isalpha(mvwinch(mw, y, x)))
{
register struct linked_list *it;
register struct thing *tp;
if (wakeup)
it = wake_monster(y, x);
else
it = find_mons(y, x);
tp = THINGPTR(it);
tp->t_oldch = CCHAR( mvinch(y, x) );
if (isatrap(tp->t_oldch)) {
register struct trap *trp = trap_at(y, x);
tp->t_oldch = (trp->tr_flags & ISFOUND) ? tp->t_oldch
: trp->tr_show;
}
if (tp->t_oldch == FLOOR && !lit_room(rp) &&
off(player, ISBLIND))
tp->t_oldch = ' ';
}
/*
* Secret doors show as walls
*/
if ((ch = show(y, x)) == SECRETDOOR)
ch = secretdoor(y, x);
/*
* Don't show room walls if he is in a passage and
* check for maze turns
*/
if (off(player, ISBLIND))
{
if (y == hero.y && x == hero.x
|| (inpass && (ch == '-' || ch == '|')))
continue;
/* Did we come to a crossroads in a maze? */
if (levtype == MAZELEV &&
(runend || !ce(hero, player.t_oldpos)) &&
!isrock(ch) && /* Not a wall */
((vert && x != hero.x && y == hero.y) ||
(horiz && y != hero.y && x == hero.x)))
/* Just came to a turn */
do_light = off(player, ISBLIND);
}
else if (y != hero.y || x != hero.x)
continue;
wmove(cw, y, x);
waddch(cw, ch);
if (door_stop && !firstmove && running)
{
switch (runch)
{
case 'h':
if (x == hero.x + 1)
continue;
when 'j':
if (y == hero.y - 1)
continue;
when 'k':
if (y == hero.y + 1)
continue;
when 'l':
if (x == hero.x - 1)
continue;
when 'y':
if ((x + y) - (hero.x + hero.y) >= 1)
continue;
when 'u':
if ((y - x) - (hero.y - hero.x) >= 1)
continue;
when 'n':
if ((x + y) - (hero.x + hero.y) <= -1)
continue;
when 'b':
if ((y - x) - (hero.y - hero.x) <= -1)
continue;
}
switch (ch)
{
case DOOR:
if (x == hero.x || y == hero.y)
running = FALSE;
break;
case PASSAGE:
if (x == hero.x || y == hero.y)
passcount++;
break;
case FLOOR:
/* Stop by new passages in a maze (floor next to us) */
if ((levtype == MAZELEV) &&
!(hero.y == y && hero.x == x)) {
if (vert) { /* Moving vertically */
/* We have a passage on our row */
if (y == hero.y) curfloorcount++;
/* Some passage on the next row */
else if (y != player.t_oldpos.y)
nextfloorcount++;
}
else { /* Moving horizontally */
/* We have a passage on our column */
if (x == hero.x) curfloorcount++;
/* Some passage in the next column */
else if (x != player.t_oldpos.x)
nextfloorcount++;
}
}
case '|':
case '-':
case ' ':
break;
default:
running = FALSE;
break;
}
}
}
/* Have we passed a side passage, with multiple choices? */
if (curfloorcount > 0 && nextfloorcount > 0) running = FALSE;
else if (door_stop && !firstmove && passcount > 1)
running = FALSE;
/* Do we have to light up the area (just stepped into a new corridor)? */
if (do_light && !running && lit_room(rp)) light(&hero);
mvwaddch(cw, hero.y, hero.x, PLAYER);
wmove(cw, oldy, oldx);
if (!ce(player.t_oldpos, hero)) {
player.t_oldpos = hero; /* Don't change if we didn't move */
oldrp = rp;
}
}
/*
* raise_level:
* The guy just magically went up a level.
*/
void
raise_level(bool get_spells)
{
unsigned long test; /* Next level -- be sure it is not an overflow */
test = check_level(FALSE); /* Get next boundary */
/* Be sure it is higher than what we have no -- else overflow */
if (test > pstats.s_exp) pstats.s_exp = test;
check_level(get_spells);
}
/*
* saving throw matrix for character saving throws
* this table is indexed by char type and saving throw type
*/
static int st_matrix[5][5] = {
/* Poison, Petrify, wand, Breath, Magic */
{ 14, 15, 16, 16, 17 },
{ 14, 13, 11, 15, 12 },
{ 10, 13, 14, 16, 15 },
{ 13, 12, 14, 16, 15 },
{ 14, 15, 16, 16, 17 }
};
/*
* save:
* See if a creature saves against something
* which: which type of save
* who: who is saving
* adj: saving throw adjustment
*/
bool
save(int which, struct thing *who, int adj)
{
register int need, level;
level = who->t_stats.s_lvl;
need = st_matrix[who->t_ctype][which];
switch (who->t_ctype) {
case C_FIGHTER:
need -= (level-1) / 2;
when C_MAGICIAN:
need -= 2 * (level-1) / 5;
when C_CLERIC:
need -= (level-1) / 3;
when C_THIEF:
need -= 2 * (level-1) / 4;
when C_MONSTER:
need -= level / 2;
}
/*
* add in pluses against poison for execeptional constitution
*/
if (which == VS_POISON && who->t_stats.s_const > 18)
need -= (who->t_stats.s_const - 17) / 2;
/*
* does the player have a ring of protection on?
*/
if (who == &player)
need -= (min(ring_value(R_PROTECT),3)); /* no more than +3 bonus */
/*
* does the player have a cloak of protection on?
*/
if (who == &player && cur_misc[WEAR_CLOAK])
need -= (min(cur_misc[WEAR_CLOAK]->o_ac,3)); /* no more than +3 bonus */
need -= adj;
debug("need a %d to save", need);
return (roll(1, 20) >= need);
}
/*
* secret_door:
* Figure out what a secret door looks like.
*/
char
secretdoor(int y, int x)
{
register int i;
register struct room *rp;
register coord *cpp;
static coord cp;
cp.y = y;
cp.x = x;
cpp = &cp;
for (rp = rooms, i = 0; i < MAXROOMS; rp++, i++)
if (inroom(rp, cpp))
if (y == rp->r_pos.y || y == rp->r_pos.y + rp->r_max.y - 1)
return('-');
else
return('|');
return('p');
}
/*
* copy string using unctrl for things
*/
void
strucpy(char *s1, char *s2, int len)
{
const char *sp;
while (len--)
{
strcpy(s1, (sp = unctrl(*s2)));
s1 += strlen(sp);
s2++;
}
*s1 = '\0';
}
/*
* tr_name:
* print the name of a trap
*/
char *
tr_name(char ch)
{
register char *s = NULL;
switch (ch)
{
case TRAPDOOR:
s = terse ? "A trapdoor." : "You found a trapdoor.";
when BEARTRAP:
s = terse ? "A beartrap." : "You found a beartrap.";
when SLEEPTRAP:
s = terse ? "A sleeping gas trap.":"You found a sleeping gas trap.";
when ARROWTRAP:
s = terse ? "An arrow trap." : "You found an arrow trap.";
when TELTRAP:
s = terse ? "A teleport trap." : "You found a teleport trap.";
when DARTTRAP:
s = terse ? "A dart trap." : "You found a poison dart trap.";
when POOL:
s = terse ? "A shimmering pool." : "You found a shimmering pool";
when MAZETRAP:
s = terse ? "A maze entrance." : "You found a maze entrance";
}
return s;
}
/*
* for printfs: if string starts with a vowel, return "n" for an "an"
*/
char *
vowelstr(char *str)
{
switch (*str)
{
case 'a':
case 'e':
case 'i':
case 'o':
case 'u':
return "n";
default:
return "";
}
}
/*
* waste_time:
* Do nothing but let other things happen
*/
void
waste_time(void)
{
if (inwhgt) /* if from wghtchk then done */
return;
do_daemons(BEFORE);
do_fuses(BEFORE);
do_daemons(AFTER);
do_fuses(AFTER);
}