/*
* all sorts of miscellaneous routines
*
* @(#)misc.c 9.0 (rdk) 7/17/84
*
* Super-Rogue
* Copyright (C) 1984 Robert D. Kindelberger
* 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 "rogue.h"
#include <ctype.h>
#include "rogue.ext"
/*
* 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_daemons(AFTER);
do_fuses();
}
/*
* getindex:
* Convert a type into an index for the things structures
*/
int
getindex(char what)
{
int index = -1;
switch (what) {
case POTION: index = TYP_POTION;
when SCROLL: index = TYP_SCROLL;
when FOOD: index = TYP_FOOD;
when RING: index = TYP_RING;
when AMULET: index = TYP_AMULET;
when ARMOR: index = TYP_ARMOR;
when WEAPON: index = TYP_WEAPON;
when STICK: index = TYP_STICK;
}
return index;
}
/*
* tr_name:
* print the name of a trap
*/
char *
tr_name(char ch)
{
reg char *s;
switch (ch) {
case TRAPDOOR:
s = "A trapdoor.";
when BEARTRAP:
s = "A beartrap.";
when SLEEPTRAP:
s = "A sleeping gas trap.";
when ARROWTRAP:
s = "An arrow trap.";
when TELTRAP:
s = "A teleport trap.";
when DARTTRAP:
s = "A dart trap.";
when POOL:
s = "A magic pool.";
when POST:
s = "A trading post.";
when MAZETRAP:
s = "A maze trap.";
otherwise:
s = "A bottomless pit."; /* shouldn't get here */
}
return s;
}
/*
* Look:
* A quick glance all around the player
*/
void
look(bool wakeup)
{
reg char ch;
reg int oldx, oldy, y, x;
reg struct room *rp;
int ey, ex, oex, oey;
int passcount = 0;
bool inpass, blind;
getyx(cw, oldy, oldx);
oex = player.t_oldpos.x;
oey = player.t_oldpos.y;
blind = pl_on(ISBLIND);
if ((oldrp != NULL && rf_on(oldrp,ISDARK)) || blind) {
for (x = oex - 1; x <= oex + 1; x += 1)
for (y = oey - 1; y <= oey + 1; y += 1)
if ((y != hero.y || x != hero.x) && show(y, x) == FLOOR)
mvwaddch(cw, y, x, ' ');
}
rp = player.t_room;
inpass = (rp == NULL); /* TRUE when not in a room */
ey = hero.y + 1;
ex = hero.x + 1;
for (x = hero.x - 1; x <= ex; x += 1) {
if (x >= 0 && x <= COLS - 1) {
for (y = hero.y - 1; y <= ey; y += 1) {
if (y <= 0 || y >= LINES - 2)
continue;
if (isalpha(mvwinch(mw, y, x))) {
reg struct linked_list *it;
reg struct thing *tp;
if (wakeup || (!inpass && rf_on(rp, ISTREAS)))
it = wake_monster(y, x);
else
it = find_mons(y, x);
if (it == NULL) /* lost monster */
mvaddch(y, x, FLOOR);
else {
tp = THINGPTR(it);
if (isatrap(tp->t_oldch = mvinch(y, x))) {
struct trap *trp;
if ((trp = trap_at(y,x)) == NULL)
break;
if (trp->tr_flags & ISFOUND)
tp->t_oldch = trp->tr_type;
else
tp->t_oldch = FLOOR;
}
if (tp->t_oldch == FLOOR && rf_on(rp,ISDARK))
if (!blind)
tp->t_oldch = ' ';
}
}
/*
* Secret doors show as walls
*/
if ((ch = show(y, x)) == SECRETDOOR) {
if (inpass || y == rp->r_pos.y || y == rp->r_pos.y + rp->r_max.y - 1)
ch = '-';
else
ch = '|';
}
/*
* Don't show room walls if he is in a passage
*/
if (!blind) {
if ((y == hero.y && x == hero.x) || (inpass && (ch == '-' || ch == '|')))
continue;
}
else
ch = ' ';
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 += 1;
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);
player.t_oldpos = hero;
oldrp = rp;
}
/*
* find_obj:
* find the unclaimed object at y, x
*/
struct linked_list *
find_obj(int y, int x)
{
reg struct linked_list *obj;
reg 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;
}
/*
* eat:
* Let the hero eat some food.
*/
void
eat(void)
{
reg struct linked_list *item;
reg struct object *obj;
reg int goodfood, cursed;
if ((item = get_item("eat", FOOD)) == NULL)
return;
obj = OBJPTR(item);
if (obj->o_type != FOOD) {
msg("That's Inedible!");
after = FALSE;
return;
}
cursed = 1;
if (o_on(obj, ISCURSED))
cursed += 1;
else if (o_on(obj, ISBLESS))
cursed -= 1;
if (obj->o_which == FRUITFOOD) {
msg("My, that was a yummy %s.", fruit);
goodfood = 100;
}
else {
if (rnd(100) > 80 || o_on(obj, ISCURSED)) {
msg("Yuk, this food tastes like ARA.");
goodfood = 300;
him->s_exp += 1;
check_level();
}
else {
msg("Yum, that tasted good.");
goodfood = 200;
}
}
goodfood *= cursed;
if ((food_left += HUNGERTIME + rnd(400) - goodfood) > STOMACHSIZE)
food_left = STOMACHSIZE;
hungry_state = F_OKAY;
updpack(); /* update pack */
if (obj == cur_weapon)
cur_weapon = NULL;
del_pack(item); /* get rid of the food */
}
/*
* aggravate:
* aggravate all the monsters on this level
*/
void
aggravate(void)
{
reg struct linked_list *mi;
for (mi = mlist; mi != NULL; mi = next(mi))
runto(&(THINGPTR(mi))->t_pos, &hero);
}
/*
* vowelstr:
* If string starts with a vowel, return "n" for an "an"
*/
char *
vowelstr(char *str)
{
switch (tolower(*str)) {
case 'a':
case 'e':
case 'i':
case 'o':
case 'u':
return "n";
default:
return "";
}
}
/*
* is_current:
* 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]
|| obj == cur_ring[RIGHT]) {
msg("Already in use.");
return TRUE;
}
return FALSE;
}
/*
* get_dir:
* Set up the direction coordinates
*/
bool
get_dir(void)
{
reg char *prompt;
reg bool gotit;
prompt = "Direction: ";
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 (pl_on(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;
}
/*
* initfood:
* Set up stuff for a food-type object
*/
void
initfood(struct object *what)
{
what->o_type = FOOD;
what->o_group = NORMFOOD;
if (rnd(100) < 15)
what->o_group = FRUITFOOD;
what->o_which = what->o_group;
what->o_count = 1 + extras();
what->o_flags = ISKNOW;
what->o_weight = things[TYP_FOOD].mi_wght;
what->o_typname = things[TYP_FOOD].mi_name;
what->o_hplus = what->o_dplus = 0;
what->o_vol = itemvol(what);
}