/*
* all sorts of miscellaneous routines
*
* @(#)misc.c 3.13 (Berkeley) 6/15/81
*
* Rogue: Exploring the Dungeons of Doom
* Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman
* All rights reserved.
*
* See the file LICENSE.TXT for full copyright and licensing information.
*/
#include "curses.h"
#include "rogue.h"
#include <ctype.h>
/*
* tr_name:
* print the name of a trap
*/
char *
tr_name(int ch)
{
char *s = "";
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.";
}
return s;
}
/*
* Look:
* A quick glance all around the player
*/
void
look(int wakeup)
{
int x, y;
int ch;
int oldx, oldy;
int inpass;
int passcount = 0;
struct room *rp;
int ey, ex;
getyx(cw, oldy, oldx);
if (oldrp != NULL && (oldrp->r_flags & ISDARK) && off(player, ISBLIND))
{
for (x = oldpos.x - 1; x <= oldpos.x + 1; x++)
for (y = oldpos.y - 1; y <= oldpos.y + 1; y++)
if ((y != hero.y || x != hero.x) && show(y, x) == FLOOR)
mvwaddch(cw, y, x, ' ');
}
inpass = ((rp = roomin(&hero)) == NULL);
ey = hero.y + 1;
ex = hero.x + 1;
for (x = hero.x - 1; x <= ex; x++)
if (x >= 0 && x < COLS) for (y = hero.y - 1; y <= ey; y++)
{
if (y <= 0 || y >= LINES - 1)
continue;
if (isupper(mvwinch(mw, y, x)))
{
struct linked_list *it;
struct thing *tp;
if (wakeup)
it = wake_monster(y, x);
else
it = find_mons(y, x);
tp = (struct thing *) ldata(it);
if ((tp->t_oldch = mvinch(y, x)) == TRAP)
tp->t_oldch =
(trap_at(y,x)->tr_flags&ISFOUND) ? TRAP : FLOOR;
if (tp->t_oldch == FLOOR && (rp != NULL) && (rp->r_flags & ISDARK)
&& 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
*/
if (off(player, ISBLIND))
{
if (y == hero.y && x == hero.x
|| (inpass && (ch == '-' || ch == '|')))
continue;
}
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 == ex)
continue;
when 'j':
if (y == hero.y - 1)
continue;
when 'k':
if (y == ey)
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:
case '|':
case '-':
case ' ':
break;
default:
running = FALSE;
break;
}
}
}
if (door_stop && !firstmove && passcount > 1)
running = FALSE;
mvwaddch(cw, hero.y, hero.x, PLAYER);
wmove(cw, oldy, oldx);
oldpos = hero;
oldrp = rp;
}
/*
* secret_door:
* Figure out what a secret door looks like.
*/
int
secretdoor(int y, int x)
{
int i;
struct room *rp;
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');
}
/*
* find_obj:
* find the unclaimed object at y, x
*/
struct linked_list *
find_obj(int y, int x)
{
struct linked_list *obj;
struct object *op;
for (obj = lvl_obj; obj != NULL; obj = next(obj))
{
op = (struct object *) ldata(obj);
if (op->o_pos.y == y && op->o_pos.x == x)
return obj;
}
sprintf(prbuf, "Non-object %d,%d", y, x);
debug(prbuf);
return NULL;
}
/*
* eat:
* She wants to eat something, so let her try
*/
void
eat()
{
struct linked_list *item;
struct object *obj;
if ((item = get_item("eat", FOOD)) == NULL)
return;
obj = (struct object *) ldata(item);
if (obj->o_type != FOOD)
{
if (!terse)
msg("Ugh, you would get ill if you ate that.");
else
msg("That's Inedible!");
return;
}
inpack--;
if (obj->o_which == 1)
msg("My, that was a yummy %s", fruit);
else
if (rnd(100) > 70)
{
msg("Yuk, this food tastes awful");
pstats.s_exp++;
check_level();
}
else
msg("Yum, that tasted good");
if ((food_left += HUNGERTIME + rnd(400) - 200) > STOMACHSIZE)
food_left = STOMACHSIZE;
hungry_state = 0;
if (obj == cur_weapon)
cur_weapon = NULL;
if (--obj->o_count < 1)
{
detach(pack, item);
discard(item);
}
}
/*
* Used to modify the playes strength
* it keeps track of the highest it has been, just in case
*/
void
chg_str(int amt)
{
if (amt == 0)
return;
if (amt > 0)
{
while (amt--)
{
if (pstats.s_str.st_str < 18)
pstats.s_str.st_str++;
else if (pstats.s_str.st_add == 0)
pstats.s_str.st_add = rnd(50) + 1;
else if (pstats.s_str.st_add <= 50)
pstats.s_str.st_add = 51 + rnd(24);
else if (pstats.s_str.st_add <= 75)
pstats.s_str.st_add = 76 + rnd(14);
else if (pstats.s_str.st_add <= 90)
pstats.s_str.st_add = 91;
else if (pstats.s_str.st_add < 100)
pstats.s_str.st_add++;
}
if (pstats.s_str.st_str > max_stats.s_str.st_str ||
(pstats.s_str.st_str == 18 &&
pstats.s_str.st_add > max_stats.s_str.st_add))
max_stats.s_str = pstats.s_str;
}
else
{
while (amt++)
{
if (pstats.s_str.st_str < 18 || pstats.s_str.st_add == 0)
pstats.s_str.st_str--;
else if (pstats.s_str.st_add < 51)
pstats.s_str.st_add = 0;
else if (pstats.s_str.st_add < 76)
pstats.s_str.st_add = 1 + rnd(50);
else if (pstats.s_str.st_add < 91)
pstats.s_str.st_add = 51 + rnd(25);
else if (pstats.s_str.st_add < 100)
pstats.s_str.st_add = 76 + rnd(14);
else
pstats.s_str.st_add = 91 + rnd(8);
}
if (pstats.s_str.st_str < 3)
pstats.s_str.st_str = 3;
}
}
/*
* add_haste:
* add a haste to the player
*/
bool
add_haste(int potion)
{
if (on(player, ISHASTE))
{
msg("You faint from exhaustion.");
no_command += rnd(8);
player.t_flags &= ~ISHASTE;
extinguish(nohaste);
return FALSE;
}
else
{
player.t_flags |= ISHASTE;
if (potion)
fuse(nohaste, 0, rnd(4)+4, AFTER);
return TRUE;
}
}
/*
* aggravate:
* aggravate all the monsters on this level
*/
void
aggravate()
{
struct linked_list *mi;
for (mi = mlist; mi != NULL; mi = next(mi))
runto(&((struct thing *) ldata(mi))->t_pos, &hero);
}
/*
* 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 "";
}
}
/*
* see if the object is one of the currently used items
*/
int
is_current(struct object *obj)
{
if (obj == NULL)
return FALSE;
if (obj == cur_armor || obj == cur_weapon || obj == cur_ring[LEFT]
|| obj == cur_ring[RIGHT])
{
msg(terse ? "In use." : "That's already in use.");
return TRUE;
}
return FALSE;
}
/*
* set up the direction co_ordinate for use in varios "prefix" commands
*/
int
get_dir()
{
char *prompt;
int gotit;
if (!terse)
msg(prompt = "Which direction? ");
else
prompt = "Direction: ";
do
{
gotit = TRUE;
switch (readchar(cw))
{
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) && rnd(100) > 80)
do
{
delta.y = rnd(3) - 1;
delta.x = rnd(3) - 1;
} while (delta.y == 0 && delta.x == 0);
mpos = 0;
return TRUE;
}