Annotation of early-roguelike/rogue4/misc.c, Revision 1.1.1.1
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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