/*
* 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 <string.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.
*/
char
be_trapped(struct thing *th, coord *tc)
{
register struct trap *tp;
register char ch, *mname = "";
register bool is_player = (th == &player),
can_see;
register struct linked_list *mitem = NULL;
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(bool blessed, bool 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.
*/
void
corr_move(int dy, int 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
*/
void
dip_it(void)
{
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.)
*/
void
do_move(int dy, int dx)
{
register struct room *rp, *orp;
register char ch;
struct linked_list *item;
register struct thing *tp = NULL;
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. */
if (isalpha(ch) && on(*tp, ISFRIENDLY) && off(*tp, ISHELD)) {
coord tpos, /* Where monster may have been going */
current; /* Current hero position */
int action; /* The monster's action */
current = hero;
tpos = tp->t_newpos;
action = tp->t_action;
/* Disrupt whatever our friend was doing */
tp->t_action = A_NIL;
/* Tentatively move us to where he is */
hero = tp->t_pos;
/* See if we can move him to where we were */
tp->t_newpos = current;
do_chase(tp);
/* Did we succeed? */
if (ce(tp->t_pos, current)) {
/* Reset our idea of what ch is */
ch = CCHAR( winat(nh.y, nh.x) );
/* Let it be known that we made the switch */
changed = TRUE;
old_hero = current;
/* Make the monster think it didn't move */
tp->t_oldpos = current;
tp->t_doorgoal = NULL;
/* Let the player know something funny happened. */
msg("What a sidestep!");
}
else {
/* Restore things -- we couldn't move */
hero = current;
tp->t_newpos = tpos;
tp->t_action = action;
}
}
/* assume he's not in a wall */
if (!isalpha(ch)) turn_off(player, ISINWALL);
switch (ch) {
case '|':
case '-':
if (levtype == OUTSIDE) {
hero = nh;
new_level(OUTSIDE);
return;
}
case WALL:
case SECRETDOOR:
if (off(player, CANINWALL) || running) {
after = running = FALSE;
/* Light if finishing run */
if (levtype == MAZELEV && lit_room(&rooms[0]))
look(FALSE, TRUE);
after = running = FALSE;
return;
}
turn_on(player, ISINWALL);
break;
case POOL:
if (levtype == OUTSIDE) {
lake_check(&nh);
running = FALSE;
break;
}
case MAZETRAP:
if (levtype == OUTSIDE) {
running = FALSE;
break;
}
case TRAPDOOR:
case TELTRAP:
case BEARTRAP:
case SLEEPTRAP:
case ARROWTRAP:
case DARTTRAP:
ch = be_trapped(&player, &nh);
if (ch == TRAPDOOR || ch == TELTRAP ||
pool_teleport || ch == MAZETRAP) {
pool_teleport = FALSE;
return;
}
break;
case GOLD:
case POTION:
case SCROLL:
case FOOD:
case WEAPON:
case ARMOR:
case RING:
case MM:
case RELIC:
case STICK:
running = FALSE;
take = ch;
break;
case DOOR:
case STAIRS:
case POST:
running = FALSE;
break;
default:
break;
}
if (isalpha(ch)) { /* if its a monster then fight it */
/*
* If we were running down a corridor and didn't start right
* next to the critter, don't do anything.
*/
if (running && wasfirstmove == FALSE && roomin(&hero) == NULL) {
struct linked_list *item;
item = find_mons(nh.y, nh.x);
if (item != NULL && !invisible(THINGPTR(item))) {
after = running = FALSE;
return;
}
}
/* We have to add time because we're attacking */
player.t_no_move = FIGHTBASE;
player.t_no_move += weap_move(&player, cur_weapon);
if (on(player, ISHASTE))
player.t_no_move /= 2;
else if (on(player, ISSLOW))
player.t_no_move *= 2;
/* We may attack faster if we're high enough level
* and the right class
*/
switch(player.t_ctype) {
case C_FIGHTER: num_hits = player.t_stats.s_lvl/9 + 1;
when C_PALADIN: num_hits = player.t_stats.s_lvl/12 + 1;
when C_RANGER: num_hits = player.t_stats.s_lvl/13 + 1;
when C_MONK: if(cur_weapon) num_hits= 1;
else num_hits= player.t_stats.s_lvl/5 + 1;
otherwise: num_hits = 1;
}
/*
* The player has already moved the initial movement period.
* Let's add that in, do our division, and then subtract it
* out so that the total time is divided, not just the
* additional attack time.
*/
moved = movement(&player),
player.t_no_move += moved;
player.t_no_move /= num_hits;
player.t_no_move -= moved;
running = FALSE;
/* Mark that we are attacking and save the attack coordinate */
player.t_action = A_ATTACK;
player.t_newpos = nh;
runch = Moves[dy+1][dx+1]; /* Remember the direction */
if (player.t_no_move <= 0) after = FALSE;
return;
}
/*
* if not fighting then move the hero
*/
if (changed == FALSE) {
old_hero = hero; /* Save hero's old position */
hero = nh; /* Move the hero */
}
rp = roomin(&hero);
orp = roomin(&old_hero);
/* Unlight any possible cross-corridor */
if (levtype == MAZELEV) {
register bool call_light = FALSE;
register char wall_check;
if (wasfirstmove && lit_room(&rooms[0])) {
/* Are we moving out of a corridor? */
switch (runch) {
case 'h':
case 'l':
if (old_hero.y + 1 < lines - 2) {
wall_check = CCHAR( winat(old_hero.y + 1, old_hero.x) );
if (!isrock(wall_check)) call_light = TRUE;
}
if (old_hero.y - 1 > 0) {
wall_check = CCHAR( winat(old_hero.y - 1, old_hero.x) );
if (!isrock(wall_check)) call_light = TRUE;
}
break;
case 'j':
case 'k':
if (old_hero.x + 1 < cols) {
wall_check = CCHAR( winat(old_hero.y, old_hero.x + 1) );
if (!isrock(wall_check)) call_light = TRUE;
}
if (old_hero.x - 1 >= 0) {
wall_check = CCHAR( winat(old_hero.y, old_hero.x - 1) );
if (!isrock(wall_check)) call_light = TRUE;
}
break;
default:
call_light = TRUE;
}
player.t_oldpos = old_hero;
if (call_light) light(&old_hero);
}
}
else if (orp != NULL && rp == NULL) { /* Leaving a room -- darken it */
orp->r_flags |= FORCEDARK; /* Fake darkness */
light(&old_hero);
orp->r_flags &= ~FORCEDARK; /* Restore light state */
}
else if (rp != NULL && orp == NULL){/* Entering a room */
light(&hero);
if (rp->r_flags & ISTREAS)
wake_room(rp);
}
ch = CCHAR( winat(old_hero.y, old_hero.x) );
wmove(cw, unc(old_hero));
waddch(cw, ch);
wmove(cw, unc(hero));
waddch(cw, PLAYER);
}
/*
* do_run:
* Start the hero running
*/
void
do_run(char ch)
{
firstmove = TRUE;
running = TRUE;
after = FALSE;
runch = ch;
}
/*
* getdelta:
* Takes a movement character (eg. h, j, k, l) and returns the
* y and x delta corresponding to it in the remaining arguments.
* Returns TRUE if it could find it, FALSE otherwise.
*/
bool
getdelta(char match, int *dy, int *dx)
{
int y, x;
for (y = 0; y < 3; y++)
for (x = 0; x < 3; x++)
if (Moves[y][x] == match) {
*dy = y - 1;
*dx = x - 1;
return(TRUE);
}
return(FALSE);
}
/*
* isatrap:
* Returns TRUE if this character is some kind of trap
*/
bool
isatrap(char ch)
{
switch(ch) {
case DARTTRAP:
case TELTRAP:
case TRAPDOOR:
case ARROWTRAP:
case SLEEPTRAP:
case BEARTRAP: return(TRUE);
case MAZETRAP:
case POOL: return(levtype != OUTSIDE);
default: return(FALSE);
}
}
/*
* Called to illuminate a room.
* If it is dark, remove anything that might move.
*/
void
light(coord *cp)
{
register struct room *rp;
register int j, k, x, y;
register char ch, rch, sch;
register struct linked_list *item;
int jlow, jhigh, klow, khigh; /* Boundaries of lit area */
if ((rp = roomin(cp)) != NULL) {
/*
* is he wearing ring of illumination?
*/
if (&hero == cp && ISWEARING(R_LIGHT)) /* Must be hero's room */
rp->r_flags &= ~ISDARK;
/* If we are in a maze, don't look at the whole room (level) */
if (levtype == MAZELEV) {
int see_radius;
see_radius = 1;
/* If we are looking at the hero in a rock, broaden our sights */
if (&hero == cp || &player.t_oldpos == cp) {
ch = CCHAR( winat(hero.y, hero.x) );
if (isrock(ch)) see_radius = 2;
ch = CCHAR( winat(player.t_oldpos.y, player.t_oldpos.x) );
if (isrock(ch)) see_radius = 2;
}
jlow = max(0, cp->y - see_radius - rp->r_pos.y);
jhigh = min(rp->r_max.y, cp->y + see_radius + 1 - rp->r_pos.y);
klow = max(0, cp->x - see_radius - rp->r_pos.x);
khigh = min(rp->r_max.x, cp->x + see_radius + 1 - rp->r_pos.x);
}
else {
jlow = klow = 0;
jhigh = rp->r_max.y;
khigh = rp->r_max.x;
}
for (j = 0; j < rp->r_max.y; j++)
{
for (k = 0; k < rp->r_max.x; k++)
{
bool see_here, see_before;
/* Is this in the give area -- needed for maze */
if ((j < jlow || j >= jhigh) && (k < klow || k >= khigh))
continue;
y = rp->r_pos.y + j;
x = rp->r_pos.x + k;
/*
* If we are in a maze do not look at this area unless
* we can see it from where we are or where we last were
* (for erasing purposes).
*/
if (levtype == MAZELEV) {
/* If we can't see it from here, could we see it before? */
if ((see_here = maze_view(y, x)) == FALSE) {
coord savhero;
/* Could we see it from where we were? */
savhero = hero;
hero = player.t_oldpos;
see_before = maze_view(y, x);
hero = savhero;
if (!see_before) continue;
}
}
ch = show(y, x);
wmove(cw, y, x);
/*
* Figure out how to display a secret door
*/
if (ch == SECRETDOOR) {
if (j == 0 || j == rp->r_max.y - 1)
ch = '-';
else
ch = '|';
}
/* For monsters, if they were previously not seen and
* now can be seen, or vice-versa, make sure that will
* happen. This is for dark rooms as opposed to invisibility.
*
* Call winat() in the test because ch will not reveal
* invisible monsters.
*/
if (isalpha(winat(y, x))) {
struct thing *tp; /* The monster */
item = wake_monster(y, x);
tp = THINGPTR(item);
/* Previously not seen -- now can see it */
if (tp->t_oldch == ' ' && cansee(tp->t_pos.y, tp->t_pos.x))
tp->t_oldch = CCHAR( mvinch(y, x) );
/* Previously seen -- now can't see it */
else if (!cansee(tp->t_pos.y, tp->t_pos.x) &&
roomin(&tp->t_pos) != NULL)
switch (tp->t_oldch) {
/*
* Only blank it out if it is in a room and not
* the border (or other wall) of the room.
*/
case DOOR:
case SECRETDOOR:
case '-':
case '|':
break;
otherwise:
tp->t_oldch = ' ';
}
}
/*
* If the room is a dark room, we might want to remove
* monsters and the like from it (since they might
* move).
* A dark room.
*/
if ((!lit_room(rp) && (levtype != OUTSIDE)) ||
(levtype == OUTSIDE && !daytime) ||
on(player, ISBLIND) ||
(rp->r_flags & FORCEDARK) ||
(levtype == MAZELEV && !see_here && see_before)) {
sch = CCHAR( mvwinch(cw, y, x) ); /* What's seen */
rch = CCHAR( mvinch(y, x) ); /* What's really there */
switch (rch) {
case DOOR:
case SECRETDOOR:
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 (isalpha(sch)) ch = rch;
else if (sch != FLOOR) ch = sch;
else ch = ' '; /* Hide undiscoverd things */
when FLOOR:
ch = ' ';
otherwise:
ch = ' ';
}
/* Take care of our magic bookkeeping. */
switch (sch) {
case MAGIC:
case BMAGIC:
case CMAGIC:
ch = sch;
}
}
mvwaddch(cw, y, x, ch);
}
}
}
}
/*
* lit_room:
* Called to see if the specified room is lit up or not.
*/
bool
lit_room(struct room *rp)
{
register struct linked_list *fire_item;
register struct thing *fire_creature;
if (!(rp->r_flags & ISDARK)) return(TRUE); /* A definitely lit room */
/* Is it lit by fire light? */
if (rp->r_flags & HASFIRE) {
switch ((int)levtype) {
case MAZELEV:
/* See if a fire creature is in line of sight */
for (fire_item = rp->r_fires; fire_item != NULL;
fire_item = next(fire_item)) {
fire_creature = THINGPTR(fire_item);
if (maze_view(fire_creature->t_pos.y,
fire_creature->t_pos.x)) return(TRUE);
}
/* Couldn't find any in line-of-sight */
return(FALSE);
/* We should probably do something special for the outside */
otherwise:
return TRUE;
}
}
return(FALSE);
}
/*
* movement:
* Given a pointer to a player/monster structure, calculate the
* movement rate for that character.
*/
short
movement(struct thing *tp)
{
register int result;
register int carry; /* Percentage carried */
result = 0;
/* Adjust for armor (player only) */
if (tp == &player && cur_armor) {
int diff; /* Now armor class differs from normal one of same type */
/* Blessed armor adds less */
diff = cur_armor->o_ac - armors[cur_armor->o_which].a_class;
switch (cur_armor->o_which) {
case LEATHER:
case RING_MAIL:
case STUDDED_LEATHER:
case SCALE_MAIL:
case PADDED_ARMOR:
diff += 1;
when CHAIN_MAIL:
case SPLINT_MAIL:
case BANDED_MAIL:
case PLATE_MAIL:
diff += 2;
when PLATE_ARMOR:
diff += 3;
otherwise:
debug("forgot an armor in movement()");
}
if (diff < 0) diff = 0;
result += diff;
}
/* Adjust for the pack */
carry = 100 * tp->t_stats.s_pack / tp->t_stats.s_carry;
if (carry > 75) result++;
/* Get a bonus for dexterity */
result -= dext_plus(tp == &player ? dex_compute() : tp->t_stats.s_dext);
/* only allow adjust for the minus's */
if (result < 0) result = 0;
result += tp->t_movement; /* now add in movement rate */
/* Is the character slowed? */
if (on(*tp, ISSLOW) || on(*tp, ISDANCE)) result *= 2;
/* Is the character hasted? */
if (on(*tp, ISHASTE)) result /= 2;
/* We have a minimum of 1 */
if (result < 1) result = 1;
return(result);
}
/*
* rndmove:
* move in a random direction if the monster/person is confused
*/
coord *
rndmove(struct thing *who)
{
register int x, y;
register int ex, ey, nopen = 0;
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 - 2)
for (x = who->t_pos.x - 1; x <= ex; x++)
{
if (x < 0 || x >= cols)
continue;
if (step_ok(y, x, NOMONST, who) == TRUE)
{
dest.y = y;
dest.x = x;
if (!diag_ok(&who->t_pos, &dest, who))
continue;
if (rnd(++nopen) == 0)
ret = dest;
}
}
return &ret;
}
#define TRAPTYPES 9 /* 9 total trap types that can be set */
#define WIZARDTRAPS 3 /* Only wizards can set 3 of these */
static char *trap_types[TRAPTYPES] = {
"Trap Door",
"Bear Trap",
"Sleep Trap",
"Arrow Trap",
"Teleport Trap",
"Dart Trap",
"Magic pool",
"Maze Trap",
"Trading Post"
};
#ifdef PC7300
#define TRAPWIDTH 13 /* Length of longest named trap from above list */
#define TRAPPREFIX 4 /* Length of prefix (eg. "[9] ") */
static menu_t Display; /* The menu structure */
static mitem_t Dispitems[TRAPTYPES+1]; /* Info for each line */
static char Displines[TRAPTYPES+1][TRAPWIDTH+TRAPPREFIX+1];
#endif
/*
* set_trap:
* set a trap at (y, x) on screen.
*/
void
set_trap(struct thing *tp, int y, int x)
{
register bool is_player = (tp == &player);
register int selection = rnd(TRAPTYPES-WIZARDTRAPS) + '1';
register int i, num_traps;
register char ch, och;
int thief_bonus = 0;
int s_dext;
if (is_player && player.t_ctype != C_THIEF && player.t_ctype != C_ASSASIN) {
msg("Only thieves and assassins can set traps.");
return;
}
switch (och = CCHAR( mvinch(y, x) )) {
case WALL:
case FLOOR:
case PASSAGE:
break;
default:
if (is_player) msg("The trap failed!");
return;
}
if (is_player) {
int state = 0, /* 0 -> current screen, 1 -> prompt screen, 2 -> done */
units; /* Number of movement units for the given trap */
if (player.t_action == C_SETTRAP) {
selection = player.t_selection;
player.t_selection = 0;
player.t_using = NULL;
player.t_action = A_NIL;
}
else {
msg("Which kind of trap do you wish to set? (* for a list): ");
num_traps = TRAPTYPES - (wizard ? 0 : WIZARDTRAPS);
do {
selection = tolower(readchar());
switch (selection) {
case '*':
if (state != 1) {
#ifdef PC7300
for (i=0; i<TRAPTYPES; i++) {
/*
* Add numbers so the player can use a
* number later, if he knows it. Let's
* put the number on here instead of in
* trap_types in case we want to drop it
* later.
*/
sprintf(Displines[i], "[%d] %s",
i+1, trap_types[i]);
Dispitems[i].mi_name = Displines[i];
Dispitems[i].mi_flags = 0;
Dispitems[i].mi_val = i+'1';
}
/* Place an end marker for the items */
Dispitems[num_traps].mi_name = 0;
/* Set up the main menu structure */
Display.m_label = "Trap Creation";
Display.m_title = "Trap Types";
Display.m_prompt = "Select a trap type or press Cancl.";
Display.m_curptr = '\0';
Display.m_markptr = '\0';
Display.m_flags = 0;
Display.m_selcnt = 1;
Display.m_items = Dispitems;
Display.m_curi = 0;
/*
* Try to display the menu. If we don't have a local
* terminal, the call will fail and we will just
* continue with the normal mode.
*/
if (menu(&Display) >= 0) {
if (Display.m_selcnt == 0) {
/* Cancelled menu */
msg("");
trap_tries--; /* Don't count this one */
after = FALSE;
return;
}
selection = Display.m_curi->mi_val;
state = 2;
break;
}
#endif
wclear(hw);
touchwin(hw);
for (i=0; i<num_traps; i++) {
wmove(hw, i+2, 0);
wprintw(hw, "[%d] %s", i+1, trap_types[i]);
}
mvwaddstr(hw, 0, 0,
"Which kind of trap do you wish to set? ");
if (menu_overlay)
/*
* Put out the selection. The longest line is
* the prompt line (39 characters long).
*/
over_win(cw, hw, num_traps + 3, 41, 0, 39, '\0');
else
draw(hw);
state = 1; /* Now in prompt window */
}
break;
case ESCAPE:
if (state == 1) {
clearok(cw, FALSE); /* Set up for redraw */
touchwin(cw);
}
msg("");
trap_tries--; /* Don't count this one */
after = FALSE;
return;
case '1':
case '2':
case '3':
case '4':
case '5':
case '6':
case '7':
case '8':
case '9':
if (selection < '7' || wizard) {
if (state == 1) { /* In prompt window */
clearok(cw, FALSE); /* Set up for redraw */
touchwin(cw);
}
msg("");
/*
* Make sure there is a floor below us for trap
* doors.
*/
if (selection == '1' && level >= nfloors) {
if (state == 1) draw(cw);
msg("There is no level below this one.");
return;
}
state = 2; /* Finished */
break;
}
/* Fall through for non-wizard, unusual trap case */
default:
if (state == 1) { /* In the prompt window */
wmove(hw, 0, 0);
wprintw(hw,
"Please enter a selection between 1 and %d: ",
num_traps);
if (menu_overlay)
/*
* Put out the selection. The longest line is
* the prompt line (43 characters long).
*/
over_win(cw, hw, num_traps+3, 45, 0, 43, '\0');
else
draw(hw);
}
else { /* Normal window */
mpos = 0;
msg("Please enter a selection between 1 and %d: ",
num_traps);
}
}
} while (state != 2);
switch ((player.t_selection = selection)) {
case '1': units = 20; /* Trap door */
when '2': units = 5; /* Bear trap */
when '3': units = 6; /* Sleeping gas trap */
when '4': units = 5; /* Arrow trap */
when '5': units = 8; /* Teleport trap */
when '6': units = 5; /* Dart trap */
otherwise: units = 10; /* Unknown trap */
}
player.t_no_move = units * movement(&player);
player.t_action = C_SETTRAP;
player.t_using = NULL;
return;
}
}
if (is_player && player.t_ctype == C_THIEF) thief_bonus = 30;
if (is_player && player.t_ctype == C_ASSASIN) thief_bonus = 20;
s_dext = (tp == &player) ? dex_compute() : tp->t_stats.s_dext;
if (ntraps >= MAXTRAPS || ++trap_tries >= MAXTRPTRY || levtype == POSTLEV ||
rnd(80) >= (s_dext + tp->t_stats.s_lvl/2 + thief_bonus)) {
if (is_player) msg("The trap failed!");
return;
}
switch (selection) {
case '1': ch = TRAPDOOR;
when '2': ch = BEARTRAP;
when '3': ch = SLEEPTRAP;
when '4': ch = ARROWTRAP;
when '5': ch = TELTRAP;
when '6': ch = DARTTRAP;
when '7': ch = POOL;
when '8': ch = MAZETRAP;
when '9': ch = POST;
}
mvaddch(y, x, ch);
traps[ntraps].tr_show = och;
traps[ntraps].tr_type = ch;
traps[ntraps].tr_pos.y = y;
traps[ntraps].tr_pos.x = x;
if (is_player)
traps[ntraps].tr_flags = ISTHIEFSET;
if (ch == POOL || ch == POST) {
traps[ntraps].tr_flags |= ISFOUND;
}
ntraps++;
}
/*
* show:
* returns what a certain thing will display as to the un-initiated
*/
char
show(int y, int x)
{
register char ch = CCHAR( winat(y, x) );
register struct linked_list *it;
register struct thing *tp;
if (isatrap(ch)) {
register struct trap *trp = trap_at(y, x);
return (trp->tr_flags & ISFOUND) ? ch : trp->tr_show;
}
else if (isalpha(ch)) {
if ((it = find_mons(y, x)) == NULL) {
msg("Show: Can't find monster in show (%d, %d)", y, x);
return(mvwinch(stdscr, y, x));
}
tp = THINGPTR(it);
if (on(*tp, ISDISGUISE)) ch = tp->t_disguise; /* As a mimic */
/* Hide invisible creatures */
else if (invisible(tp)) {
/* We can't see surprise-type creatures through "see invisible" */
if (off(player,CANSEE) || on(*tp,CANSURPRISE))
ch = CCHAR( mvwinch(stdscr, y, x) ); /* Invisible */
}
else if (on(*tp, CANINWALL)) {
if (isrock(mvwinch(stdscr, y, x))) ch = CCHAR( winch(stdscr) ); /* As Xorn */
}
}
return ch;
}
/*
* trap_at:
* find the trap at (y,x) on screen.
*/
struct trap *
trap_at(int y, int x)
{
register 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)
debug((sprintf(prbuf, "Trap at %d,%d not in array", y, x), prbuf));
return tp;
}
/*
* weap_move:
* Calculate how many segments it will take to swing the given
* weapon (note that the weapon may actually be a stick or
* even something else).
* wielder: Who's wielding the weapon
* weap: The weapon
*/
int
weap_move(struct thing *wielder, struct object *weap)
{
register int weap_rate;
int dexterity;
int strength;
if (weap == NULL) return(1); /* hand, claw, bite attacks are quick */
switch (weap->o_type) {
case STICK:
if (EQUAL(ws_type[weap->o_which], "staff"))
weap_rate = 2;
else weap_rate = 1; /* A wand */
when WEAPON:
weap_rate = weaps[weap->o_which].w_rate;
/* Adjust for blessed or cursed weapon */
if (weap->o_hplus < 0) /* Cursed */
weap_rate -= (weap->o_hplus - 2) / 3;
else if (weap_rate > 0) /* Blessed */
weap_rate -= (2*weap->o_hplus + weap_rate - 1) / weap_rate;
when RELIC:
switch (weap->o_which) {
case MUSTY_DAGGER:
case HRUGGEK_MSTAR:
case AXE_AKLAD:
case YEENOGHU_FLAIL:
case MING_STAFF:
case ORCUS_WAND:
case ASMO_ROD:
/* These operate in the blink of an eye */
weap_rate = 1;
otherwise:
/* What is it? */
weap_rate = 10;
debug("unknown weapon in weap_move()");
}
otherwise:
/* What is it? */
weap_rate = 10;
debug("unknown weapon in weap_move()");
}
/* Put in a dexterity bonus */
if (wielder == &player) dexterity = dex_compute();
else dexterity = wielder->t_stats.s_dext;
weap_rate -= dext_plus(dexterity) / 2;
/* Put in a strength bonus */
if (wielder == &player) strength = str_compute();
else strength = wielder->t_stats.s_str;
weap_rate -= str_plus(strength) / 2;
/* It can't speed you up and it must take SOME time */
if (weap_rate <= 0) weap_rate = 1;
/* Do we need to adjust for fast/slow movement? */
if (on(*wielder, ISSLOW) || on(*wielder, ISDANCE)) weap_rate *= 2;
if (on(*wielder, ISHASTE)) weap_rate /= 2;
/* Return the result */
return(weap_rate);
}