Annotation of early-roguelike/rogue4/misc.c, Revision 1.1
1.1 ! rubenllo 1: /*
! 2: * All sorts of miscellaneous routines
! 3: *
! 4: * @(#)misc.c 4.30 (Berkeley) 4/6/82
! 5: *
! 6: * Rogue: Exploring the Dungeons of Doom
! 7: * Copyright (C) 1980, 1981, 1982 Michael Toy, Ken Arnold and Glenn Wichman
! 8: * All rights reserved.
! 9: *
! 10: * See the file LICENSE.TXT for full copyright and licensing information.
! 11: */
! 12:
! 13: #include <stdlib.h>
! 14: #include <curses.h>
! 15: #include <ctype.h>
! 16: #include <string.h>
! 17: #include "rogue.h"
! 18:
! 19: /*
! 20: * tr_name:
! 21: * Print the name of a trap
! 22: */
! 23: char *
! 24: tr_name(char type)
! 25: {
! 26: switch (type)
! 27: {
! 28: case T_DOOR:
! 29: return terse ? "a trapdoor" : "you found a trapdoor";
! 30: case T_BEAR:
! 31: return terse ? "a beartrap" : "you found a beartrap";
! 32: case T_SLEEP:
! 33: return terse ? "a sleeping gas trap":"you found a sleeping gas trap";
! 34: case T_ARROW:
! 35: return terse ? "an arrow trap" : "you found an arrow trap";
! 36: case T_TELEP:
! 37: return terse ? "a teleport trap" : "you found a teleport trap";
! 38: case T_DART:
! 39: return terse ? "a dart trap" : "you found a poison dart trap";
! 40: }
! 41: msg("wierd trap: %d", type);
! 42: return NULL;
! 43: }
! 44:
! 45: /*
! 46: * look:
! 47: * A quick glance all around the player
! 48: */
! 49: void
! 50: look(bool wakeup)
! 51: {
! 52: register int x, y;
! 53: register unsigned char ch;
! 54: register int index;
! 55: register THING *tp;
! 56: register struct room *rp;
! 57: register int ey, ex;
! 58: register int passcount = 0;
! 59: register char pfl, *fp, pch;
! 60: register int sy, sx, sumhero = 0, diffhero = 0;
! 61: register int oldx, oldy;
! 62:
! 63: getyx(stdscr, oldy, oldx);
! 64: rp = proom;
! 65: if (!ce(oldpos, hero))
! 66: {
! 67: if ((oldrp->r_flags & (ISGONE|ISDARK)) == ISDARK && !on(player,ISBLIND))
! 68: {
! 69: ey = oldpos.y + 1;
! 70: ex = oldpos.x + 1;
! 71: sy = oldpos.y - 1;
! 72: for (x = oldpos.x - 1; x <= ex; x++)
! 73: for (y = sy; y <= ey; y++)
! 74: {
! 75: if (y == hero.y && x == hero.x)
! 76: continue;
! 77: move(y, x);
! 78: if (inch() == FLOOR)
! 79: addch(' ');
! 80: }
! 81: }
! 82: oldpos = hero;
! 83: oldrp = rp;
! 84: }
! 85: ey = hero.y + 1;
! 86: ex = hero.x + 1;
! 87: sx = hero.x - 1;
! 88: sy = hero.y - 1;
! 89: if (door_stop && !firstmove && running)
! 90: {
! 91: sumhero = hero.y + hero.x;
! 92: diffhero = hero.y - hero.x;
! 93: }
! 94: index = INDEX(hero.y, hero.x);
! 95: pfl = _flags[index];
! 96: pch = _level[index];
! 97: for (y = sy; y <= ey; y++)
! 98: if (y > 0 && y < LINES - 1) for (x = sx; x <= ex; x++)
! 99: {
! 100: if (x <= 0 || x >= COLS)
! 101: continue;
! 102: if (!on(player, ISBLIND))
! 103: {
! 104: if (y == hero.y && x == hero.x)
! 105: continue;
! 106: }
! 107: else if (y != hero.y || x != hero.x)
! 108: continue;
! 109:
! 110: index = INDEX(y, x);
! 111: /*
! 112: * THIS REPLICATES THE moat() MACRO. IF MOAT IS CHANGED,
! 113: * THIS MUST BE CHANGED ALSO
! 114: */
! 115: fp = &_flags[index];
! 116: ch = _level[index];
! 117: if (pch != DOOR && ch != DOOR)
! 118: if ((pfl & F_PASS) != (*fp & F_PASS))
! 119: continue;
! 120: else if ((*fp & F_PASS) && (*fp & F_PNUM) != (pfl & F_PNUM))
! 121: continue;
! 122:
! 123: if ((tp = _monst[index]) != NULL)
! 124: if (on(player, SEEMONST) && on(*tp, ISINVIS))
! 125: {
! 126: if (door_stop && !firstmove)
! 127: running = FALSE;
! 128: continue;
! 129: }
! 130: else
! 131: {
! 132: if (wakeup)
! 133: wake_monster(y, x);
! 134: if (tp->t_oldch != ' ' ||
! 135: (!(rp->r_flags & ISDARK) && !on(player, ISBLIND)))
! 136: tp->t_oldch = _level[index];
! 137: if (see_monst(tp))
! 138: ch = tp->t_disguise;
! 139: }
! 140:
! 141: move(y, x);
! 142: if (ch != inch())
! 143: addch(ch);
! 144:
! 145: if (door_stop && !firstmove && running)
! 146: {
! 147: switch (runch)
! 148: {
! 149: case 'h':
! 150: if (x == ex)
! 151: continue;
! 152: when 'j':
! 153: if (y == sy)
! 154: continue;
! 155: when 'k':
! 156: if (y == ey)
! 157: continue;
! 158: when 'l':
! 159: if (x == sx)
! 160: continue;
! 161: when 'y':
! 162: if ((y + x) - sumhero >= 1)
! 163: continue;
! 164: when 'u':
! 165: if ((y - x) - diffhero >= 1)
! 166: continue;
! 167: when 'n':
! 168: if ((y + x) - sumhero <= -1)
! 169: continue;
! 170: when 'b':
! 171: if ((y - x) - diffhero <= -1)
! 172: continue;
! 173: }
! 174: switch (ch)
! 175: {
! 176: case DOOR:
! 177: if (x == hero.x || y == hero.y)
! 178: running = FALSE;
! 179: break;
! 180: case PASSAGE:
! 181: if (x == hero.x || y == hero.y)
! 182: passcount++;
! 183: break;
! 184: case FLOOR:
! 185: case '|':
! 186: case '-':
! 187: case ' ':
! 188: break;
! 189: default:
! 190: running = FALSE;
! 191: break;
! 192: }
! 193: }
! 194: }
! 195: if (door_stop && !firstmove && passcount > 1)
! 196: running = FALSE;
! 197: move(hero.y, hero.x);
! 198: addch(PLAYER);
! 199: }
! 200:
! 201: /*
! 202: * find_obj:
! 203: * Find the unclaimed object at y, x
! 204: */
! 205: THING *
! 206: find_obj(int y, int x)
! 207: {
! 208: register THING *op;
! 209:
! 210: for (op = lvl_obj; op != NULL; op = next(op))
! 211: {
! 212: if (op->o_pos.y == y && op->o_pos.x == x)
! 213: return op;
! 214: }
! 215: #ifdef WIZARD
! 216: sprintf(prbuf, "Non-object %d,%d", y, x);
! 217: debug(prbuf);
! 218: #endif
! 219: return NULL;
! 220: }
! 221:
! 222: /*
! 223: * eat:
! 224: * She wants to eat something, so let her try
! 225: */
! 226: void
! 227: eat(void)
! 228: {
! 229: register THING *obj;
! 230:
! 231: if ((obj = get_item("eat", FOOD)) == NULL)
! 232: return;
! 233: if (obj->o_type != FOOD)
! 234: {
! 235: if (!terse)
! 236: msg("ugh, you would get ill if you ate that");
! 237: else
! 238: msg("that's Inedible!");
! 239: return;
! 240: }
! 241: inpack--;
! 242:
! 243: if (food_left < 0)
! 244: food_left = 0;
! 245: if ((food_left += HUNGERTIME - 200 + rnd(400)) > STOMACHSIZE)
! 246: food_left = STOMACHSIZE;
! 247: hungry_state = 0;
! 248: if (obj == cur_weapon)
! 249: cur_weapon = NULL;
! 250: if (obj->o_which == 1)
! 251: msg("my, that was a yummy %s", fruit);
! 252: else
! 253: if (rnd(100) > 70)
! 254: {
! 255: pstats.s_exp++;
! 256: msg("yuk, this food tastes awful");
! 257: check_level();
! 258: }
! 259: else
! 260: msg("yum, that tasted good");
! 261:
! 262: if (--obj->o_count < 1)
! 263: {
! 264: detach(pack, obj);
! 265: discard(obj);
! 266: }
! 267: }
! 268:
! 269: /*
! 270: * chg_str:
! 271: * Used to modify the playes strength. It keeps track of the
! 272: * highest it has been, just in case
! 273: */
! 274: void
! 275: chg_str(int amt)
! 276: {
! 277: str_t comp;
! 278:
! 279: if (amt == 0)
! 280: return;
! 281: add_str(&pstats.s_str, amt);
! 282: comp = pstats.s_str;
! 283: if (ISRING(LEFT, R_ADDSTR))
! 284: add_str(&comp, -cur_ring[LEFT]->o_ac);
! 285: if (ISRING(RIGHT, R_ADDSTR))
! 286: add_str(&comp, -cur_ring[RIGHT]->o_ac);
! 287: if (comp > max_stats.s_str)
! 288: max_stats.s_str = comp;
! 289: }
! 290:
! 291: /*
! 292: * add_str:
! 293: * Perform the actual add, checking upper and lower bound limits
! 294: */
! 295: void
! 296: add_str(str_t *sp, int amt)
! 297: {
! 298: if ((*sp += amt) < 3)
! 299: *sp = 3;
! 300: else if (*sp > 31)
! 301: *sp = 31;
! 302: }
! 303:
! 304: /*
! 305: * add_haste:
! 306: * Add a haste to the player
! 307: */
! 308: bool
! 309: add_haste(bool potion)
! 310: {
! 311: if (on(player, ISHASTE))
! 312: {
! 313: no_command += rnd(8);
! 314: player.t_flags &= ~ISRUN;
! 315: extinguish(nohaste);
! 316: player.t_flags &= ~ISHASTE;
! 317: msg("you faint from exhaustion");
! 318: return FALSE;
! 319: }
! 320: else
! 321: {
! 322: player.t_flags |= ISHASTE;
! 323: if (potion)
! 324: fuse(nohaste, 0, rnd(4)+4, AFTER);
! 325: return TRUE;
! 326: }
! 327: }
! 328:
! 329: /*
! 330: * aggravate:
! 331: * Aggravate all the monsters on this level
! 332: */
! 333: void
! 334: aggravate(void)
! 335: {
! 336: register THING *mi;
! 337:
! 338: for (mi = mlist; mi != NULL; mi = next(mi))
! 339: runto(&mi->t_pos, &hero);
! 340: }
! 341:
! 342: /*
! 343: * vowelstr:
! 344: * For printfs: if string starts with a vowel, return "n" for an
! 345: * "an".
! 346: */
! 347: char *
! 348: vowelstr(const char *str)
! 349: {
! 350: switch (*str)
! 351: {
! 352: case 'a': case 'A':
! 353: case 'e': case 'E':
! 354: case 'i': case 'I':
! 355: case 'o': case 'O':
! 356: case 'u': case 'U':
! 357: return "n";
! 358: default:
! 359: return "";
! 360: }
! 361: }
! 362:
! 363: /*
! 364: * is_current:
! 365: * See if the object is one of the currently used items
! 366: */
! 367: bool
! 368: is_current(THING *obj)
! 369: {
! 370: if (obj == NULL)
! 371: return FALSE;
! 372: if (obj == cur_armor || obj == cur_weapon || obj == cur_ring[LEFT]
! 373: || obj == cur_ring[RIGHT])
! 374: {
! 375: if (!terse)
! 376: addmsg("That's already ");
! 377: msg("in use");
! 378: return TRUE;
! 379: }
! 380: return FALSE;
! 381: }
! 382:
! 383: /*
! 384: * get_dir:
! 385: * Set up the direction co_ordinate for use in varios "prefix"
! 386: * commands
! 387: */
! 388: bool
! 389: get_dir(void)
! 390: {
! 391: register char *prompt;
! 392: register bool gotit;
! 393:
! 394: if (!terse)
! 395: msg(prompt = "which direction? ");
! 396: else
! 397: prompt = "direction: ";
! 398: do
! 399: {
! 400: gotit = TRUE;
! 401: switch (readchar())
! 402: {
! 403: case 'h': case'H': delta.y = 0; delta.x = -1;
! 404: when 'j': case'J': delta.y = 1; delta.x = 0;
! 405: when 'k': case'K': delta.y = -1; delta.x = 0;
! 406: when 'l': case'L': delta.y = 0; delta.x = 1;
! 407: when 'y': case'Y': delta.y = -1; delta.x = -1;
! 408: when 'u': case'U': delta.y = -1; delta.x = 1;
! 409: when 'b': case'B': delta.y = 1; delta.x = -1;
! 410: when 'n': case'N': delta.y = 1; delta.x = 1;
! 411: when ESCAPE: return FALSE;
! 412: otherwise:
! 413: mpos = 0;
! 414: msg(prompt);
! 415: gotit = FALSE;
! 416: }
! 417: } until (gotit);
! 418: if (on(player, ISHUH) && rnd(5) == 0)
! 419: do
! 420: {
! 421: delta.y = rnd(3) - 1;
! 422: delta.x = rnd(3) - 1;
! 423: } while (delta.y == 0 && delta.x == 0);
! 424: mpos = 0;
! 425: return TRUE;
! 426: }
! 427:
! 428: /*
! 429: * sign:
! 430: * Return the sign of the number
! 431: */
! 432: int
! 433: sign(int nm)
! 434: {
! 435: if (nm < 0)
! 436: return -1;
! 437: else
! 438: return (nm > 0);
! 439: }
! 440:
! 441: /*
! 442: * spread:
! 443: * Give a spread around a given number (+/- 10%)
! 444: */
! 445: int
! 446: spread(int nm)
! 447: {
! 448: return nm - nm / 10 + rnd(nm / 5);
! 449: }
! 450:
! 451: /*
! 452: * call_it:
! 453: * Call an object something after use.
! 454: */
! 455: void
! 456: call_it(bool know, char **guess)
! 457: {
! 458: if (know && *guess)
! 459: {
! 460: free(*guess);
! 461: *guess = NULL;
! 462: }
! 463: else if (!know && askme && *guess == NULL)
! 464: {
! 465: msg(terse ? "call it: " : "what do you want to call it? ");
! 466: if (get_str(prbuf, stdscr) == NORM)
! 467: {
! 468: *guess = malloc((unsigned int) strlen(prbuf) + 1);
! 469: strcpy(*guess, prbuf);
! 470: }
! 471: }
! 472: }
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