Annotation of early-roguelike/xrogue/util.c, Revision 1.1
1.1 ! rubenllo 1: /*
! 2: util.c - all sorts of miscellaneous routines
! 3:
! 4: XRogue: Expeditions into the Dungeons of Doom
! 5: Copyright (C) 1991 Robert Pietkivitch
! 6: All rights reserved.
! 7:
! 8: Based on "Advanced Rogue"
! 9: Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka and AT&T
! 10: All rights reserved.
! 11:
! 12: Based on "Rogue: Exploring the Dungeons of Doom"
! 13: Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman
! 14: All rights reserved.
! 15:
! 16: See the file LICENSE.TXT for full copyright and licensing information.
! 17: */
! 18:
! 19: #include <curses.h>
! 20: #include <ctype.h>
! 21: #include <string.h>
! 22: #include "rogue.h"
! 23:
! 24: /*
! 25: * this routine computes the players current AC without dex bonus's
! 26: */
! 27:
! 28: int
! 29: ac_compute(bool ignoremetal)
! 30: {
! 31: register int ac;
! 32:
! 33: ac = pstats.s_arm; /* base armor of "skin" */
! 34: if (cur_armor) {
! 35: if (!ignoremetal ||
! 36: (cur_armor->o_which != LEATHER &&
! 37: cur_armor->o_which != STUDDED_LEATHER &&
! 38: cur_armor->o_which != PADDED_ARMOR))
! 39: ac -= (10 - cur_armor->o_ac);
! 40: }
! 41: if (player.t_ctype == C_MONK)
! 42: ac -= pstats.s_lvl * 3 / 5;
! 43: ac -= ring_value(R_PROTECT);
! 44: if (cur_misc[WEAR_BRACERS] != NULL)
! 45: ac -= cur_misc[WEAR_BRACERS]->o_ac;
! 46: if (cur_misc[WEAR_CLOAK] != NULL)
! 47: ac -= cur_misc[WEAR_CLOAK]->o_ac;
! 48:
! 49: /* If player has the cloak, must be wearing it */
! 50: if (cur_relic[EMORI_CLOAK]) ac -= 15;
! 51:
! 52: if (ac > 25)
! 53: ac = 25;
! 54: return(ac);
! 55: }
! 56:
! 57: /*
! 58: * aggravate:
! 59: * aggravate all the monsters on this level
! 60: */
! 61:
! 62: void
! 63: aggravate(bool do_uniques, bool do_good)
! 64: {
! 65: register struct linked_list *mi;
! 66: register struct thing *thingptr;
! 67:
! 68: for (mi = mlist; mi != NULL; mi = next(mi)) {
! 69: thingptr = THINGPTR(mi);
! 70: if (do_good == FALSE && off(*thingptr, ISMEAN)) continue;
! 71: if (do_uniques || off(*thingptr, ISUNIQUE)) runto(thingptr, &hero);
! 72: }
! 73: }
! 74:
! 75: /*
! 76: * cansee:
! 77: * returns true if the hero can see a certain coordinate.
! 78: */
! 79:
! 80: bool
! 81: cansee(int y, int x)
! 82: {
! 83: register struct room *rer;
! 84: register int radius;
! 85: coord tp;
! 86:
! 87: if (on(player, ISBLIND))
! 88: return FALSE;
! 89:
! 90: tp.y = y;
! 91: tp.x = x;
! 92: rer = roomin(&tp);
! 93:
! 94: /* How far can we see? */
! 95: if (levtype == OUTSIDE) {
! 96: if (daytime) radius = 36;
! 97: else if (lit_room(rer)) radius = 9;
! 98: else radius = 3;
! 99: }
! 100: else radius = 3;
! 101:
! 102: /*
! 103: * We can only see if the hero in the same room as
! 104: * the coordinate and the room is lit or if it is close.
! 105: */
! 106: return ((rer != NULL &&
! 107: levtype != OUTSIDE &&
! 108: (levtype != MAZELEV || /* Maze level needs direct line */
! 109: maze_view(tp.y, tp.x)) &&
! 110: rer == roomin(&hero) &&
! 111: lit_room(rer)) ||
! 112: DISTANCE(y, x, hero.y, hero.x) < radius);
! 113: }
! 114:
! 115: /*
! 116: * check_level:
! 117: * Check to see if the guy has gone up a level.
! 118: *
! 119: * Return points needed to obtain next level.
! 120: *
! 121: * These are certain beginning experience levels for all players.
! 122: * All further experience levels are computed by muliplying by 2
! 123: * up through MAXDOUBLE. Then the cap is added in to compute
! 124: * further levels
! 125: */
! 126:
! 127: long
! 128: check_level(void)
! 129: {
! 130: register int i, j, add = 0;
! 131: register unsigned long exp;
! 132: long retval; /* Return value */
! 133: int nsides;
! 134:
! 135: pstats.s_lvl -= pstats.s_lvladj; /* correct for level adjustment */
! 136: /* See if we are past the doubling stage */
! 137: exp = char_class[player.t_ctype].cap;
! 138: if (pstats.s_exp >= exp) {
! 139: i = pstats.s_exp/exp; /* First get amount above doubling area */
! 140: retval = exp + i * exp; /* Compute next higher boundary */
! 141: i += MAXDOUBLE; /* Add in the previous doubled levels */
! 142: }
! 143: else {
! 144: i = 0;
! 145: exp = char_class[player.t_ctype].start_exp;
! 146: while (exp <= pstats.s_exp) {
! 147: i++;
! 148: exp <<= 1;
! 149: }
! 150: retval = exp;
! 151: }
! 152: if (++i > pstats.s_lvl) {
! 153: nsides = char_class[player.t_ctype].hit_pts;
! 154: for (j=0; j<(i-pstats.s_lvl); j++) /* Take care of multi-level jumps */
! 155: add += max(1, roll(1,nsides) + const_bonus());
! 156: max_stats.s_hpt += add;
! 157: if ((pstats.s_hpt += add) > max_stats.s_hpt)
! 158: pstats.s_hpt = max_stats.s_hpt;
! 159: msg("Welcome, %s, to level %d",
! 160: cnames[player.t_ctype][min(i-1, NUM_CNAMES-1)], i);
! 161: }
! 162: pstats.s_lvl = i;
! 163: pstats.s_lvl += pstats.s_lvladj; /* correct for level adjustment */
! 164: return(retval);
! 165: }
! 166:
! 167: /*
! 168: * Used to modify the players strength
! 169: * it keeps track of the highest it has been, just in case
! 170: */
! 171:
! 172: void
! 173: chg_str(int amt)
! 174: {
! 175: register int ring_str; /* ring strengths */
! 176: register struct stats *ptr; /* for speed */
! 177:
! 178: ptr = &pstats;
! 179: ring_str = ring_value(R_ADDSTR);
! 180: ptr->s_str -= ring_str;
! 181: ptr->s_str += amt;
! 182: if (ptr->s_str > MAXATT) ptr->s_str = MAXATT;
! 183: if (ptr->s_str > max_stats.s_str)
! 184: max_stats.s_str = ptr->s_str;
! 185: ptr->s_str += ring_str;
! 186: if (ptr->s_str <= 0) {
! 187: pstats.s_hpt = -1;
! 188: death(D_STRENGTH);
! 189: }
! 190: updpack(TRUE, &player);
! 191: }
! 192:
! 193: /*
! 194: * let's confuse the player
! 195: */
! 196:
! 197: void
! 198: confus_player(void)
! 199: {
! 200: if (off(player, ISCLEAR))
! 201: {
! 202: msg("Wait, what's going on here! Huh? What? Who?");
! 203: if (find_slot(unconfuse))
! 204: lengthen(unconfuse, HUHDURATION);
! 205: else
! 206: fuse(unconfuse, NULL, HUHDURATION, AFTER);
! 207: turn_on(player, ISHUH);
! 208: }
! 209: else msg("You feel dizzy for a moment, but it quickly passes.");
! 210: }
! 211:
! 212: /*
! 213: * this routine computes the players current dexterity
! 214: */
! 215:
! 216: int
! 217: dex_compute(void)
! 218: {
! 219: if (cur_misc[WEAR_GAUNTLET] != NULL &&
! 220: cur_misc[WEAR_GAUNTLET]->o_which == MM_G_DEXTERITY) {
! 221: if (cur_misc[WEAR_GAUNTLET]->o_flags & ISCURSED)
! 222: return (3);
! 223: else
! 224: return (21);
! 225: }
! 226: else
! 227: return (pstats.s_dext);
! 228: }
! 229:
! 230: /*
! 231: * diag_ok:
! 232: * Check to see if the move is legal if it is diagonal
! 233: */
! 234:
! 235: bool
! 236: diag_ok(coord *sp, coord *ep, struct thing *flgptr)
! 237: {
! 238: register int numpaths = 0;
! 239:
! 240: /* Horizontal and vertical moves are always ok */
! 241: if (ep->x == sp->x || ep->y == sp->y)
! 242: return TRUE;
! 243:
! 244: /* Diagonal moves are not allowed if there is a horizontal or
! 245: * vertical path to the destination
! 246: */
! 247: if (step_ok(ep->y, sp->x, MONSTOK, flgptr)) numpaths++;
! 248: if (step_ok(sp->y, ep->x, MONSTOK, flgptr)) numpaths++;
! 249: return(numpaths != 1);
! 250: }
! 251:
! 252: /*
! 253: * pick a random position around the give (y, x) coordinates
! 254: */
! 255:
! 256: coord *
! 257: fallpos(coord *pos, bool be_clear, int range)
! 258: {
! 259: register int tried, i, j;
! 260: register char ch;
! 261: static coord ret;
! 262: static short masks[] = {
! 263: 0x01, 0x02, 0x04, 0x08, 0x10, 0x20, 0x40, 0x80, 0x100 };
! 264:
! 265: /*
! 266: * Pick a spot at random centered on the position given by 'pos' and
! 267: * up to 'range' squares away from 'pos'
! 268: *
! 269: * If 'be_clear' is TRUE, the spot must be either FLOOR or PASSAGE
! 270: * inorder to be considered valid
! 271: *
! 272: * Generate a number from 0 to 8, representing the position to pick.
! 273: * Note that this DOES include the positon 'pos' itself
! 274: *
! 275: * If this position is not valid, mark it as 'tried', and pick another.
! 276: * Whenever a position is picked that has been tried before,
! 277: * sequentially find the next untried position. This eliminates costly
! 278: * random number generation
! 279: */
! 280:
! 281: tried = 0;
! 282: while( tried != 0x1ff ) {
! 283: i = rnd(9);
! 284: while( tried & masks[i] )
! 285: i = (i + 1) % 9;
! 286:
! 287: tried |= masks[i];
! 288:
! 289: for( j = 1; j <= range; j++ ) {
! 290: ret.x = pos->x + j*grid[i].x;
! 291: ret.y = pos->y + j*grid[i].y;
! 292:
! 293: if (ret.x == hero.x && ret.y == hero.y)
! 294: continue; /* skip the hero */
! 295:
! 296: if (ret.x < 0 || ret.x > cols - 1 ||
! 297: ret.y < 1 || ret.y > lines - 3)
! 298: continue; /* off the screen? */
! 299:
! 300: ch = winat(ret.y, ret.x);
! 301:
! 302: /*
! 303: * Check to make certain the spot is valid
! 304: */
! 305: switch( ch ) {
! 306: case FLOOR:
! 307: case PASSAGE:
! 308: return( &ret );
! 309: case GOLD:
! 310: case SCROLL:
! 311: case POTION:
! 312: case STICK:
! 313: case RING:
! 314: case WEAPON:
! 315: case ARMOR:
! 316: case MM:
! 317: case FOOD:
! 318: if(!be_clear && levtype != POSTLEV)
! 319: return( &ret );
! 320: default:
! 321: break;
! 322: }
! 323: }
! 324: }
! 325: return( NULL );
! 326: }
! 327:
! 328: /*
! 329: * findmindex:
! 330: * Find the index into the monster table of a monster given its name.
! 331: */
! 332:
! 333: int
! 334: findmindex(char *name)
! 335: {
! 336: int which;
! 337:
! 338: for (which=1; which<NUMMONST; which++) {
! 339: if (strcmp(name, monsters[which].m_name) == 0)
! 340: break;
! 341: }
! 342: if (which >= NUMMONST) {
! 343: debug("couldn't find monster index");
! 344: which = 1;
! 345: }
! 346: return(which);
! 347: }
! 348:
! 349: /*
! 350: * find_mons:
! 351: * Find the monster from his coordinates
! 352: */
! 353:
! 354: struct linked_list *
! 355: find_mons(int y, int x)
! 356: {
! 357: register struct linked_list *item;
! 358: register struct thing *th;
! 359:
! 360: for (item = mlist; item != NULL; item = next(item))
! 361: {
! 362: th = THINGPTR(item);
! 363: if (th->t_pos.y == y && th->t_pos.x == x)
! 364: return item;
! 365: }
! 366: return NULL;
! 367: }
! 368:
! 369: /*
! 370: * find_obj:
! 371: * find the unclaimed object at y, x
! 372: */
! 373:
! 374: struct linked_list *
! 375: find_obj(int y, int x)
! 376: {
! 377: register struct linked_list *obj;
! 378: register struct object *op;
! 379:
! 380: for (obj = lvl_obj; obj != NULL; obj = next(obj))
! 381: {
! 382: op = OBJPTR(obj);
! 383: if (op->o_pos.y == y && op->o_pos.x == x)
! 384: return obj;
! 385: }
! 386: return NULL;
! 387: }
! 388:
! 389: /*
! 390: * get coordinates from the player using the cursor keys (or mouse)
! 391: */
! 392:
! 393: coord
! 394: get_coordinates(void)
! 395: {
! 396: register int which;
! 397: coord c;
! 398:
! 399: c = hero;
! 400: wmove(cw, hero.y, hero.x);
! 401: draw(cw);
! 402: for (;;) {
! 403: which = (wgetch(cw) & 0177);
! 404: switch(which) {
! 405: case ESC:
! 406: c = hero;
! 407: wmove(cw, c.y, c.x);
! 408: draw(cw);
! 409: case '\n':
! 410: case '\r':
! 411: return(c);
! 412: when 'h':
! 413: case 'H':
! 414: c.x--;
! 415: when 'j':
! 416: case 'J':
! 417: c.y++;
! 418: when 'k':
! 419: case 'K':
! 420: c.y--;
! 421: when 'l':
! 422: case 'L':
! 423: c.x++;
! 424: when 'y':
! 425: case 'Y':
! 426: c.x--; c.y--;
! 427: when 'u':
! 428: case 'U':
! 429: c.x++; c.y--;
! 430: when 'b':
! 431: case 'B':
! 432: c.x--; c.y++;
! 433: when 'n':
! 434: case 'N':
! 435: c.x++; c.y++;
! 436: when '*':
! 437: mpos = 0;
! 438: msg("Use h,j,k,l,y,u,b,n to position cursor, then press enter.");
! 439: }
! 440: c.y = max(c.y, 1);
! 441: c.y = min(c.y, lines - 3);
! 442: c.x = max(c.x, 0);
! 443: c.x = min(c.x, cols - 1);
! 444: wmove(cw, c.y, c.x);
! 445: draw(cw);
! 446: }
! 447: }
! 448:
! 449: /*
! 450: * set up the direction co_ordinate for use in various "prefix" commands
! 451: */
! 452:
! 453: bool
! 454: get_dir(coord *direction)
! 455: {
! 456: register char *prompt;
! 457: register bool gotit;
! 458: int x,y;
! 459:
! 460: prompt = terse ? "Direction?" : "Which direction? ";
! 461: msg(prompt);
! 462: do
! 463: {
! 464: gotit = TRUE;
! 465: switch (wgetch(msgw))
! 466: {
! 467: case 'h': case'H': direction->y = 0; direction->x = -1;
! 468: when 'j': case'J': direction->y = 1; direction->x = 0;
! 469: when 'k': case'K': direction->y = -1; direction->x = 0;
! 470: when 'l': case'L': direction->y = 0; direction->x = 1;
! 471: when 'y': case'Y': direction->y = -1; direction->x = -1;
! 472: when 'u': case'U': direction->y = -1; direction->x = 1;
! 473: when 'b': case'B': direction->y = 1; direction->x = -1;
! 474: when 'n': case'N': direction->y = 1; direction->x = 1;
! 475: when ESC: return (FALSE);
! 476: otherwise:
! 477: mpos = 0;
! 478: msg(prompt);
! 479: gotit = FALSE;
! 480: }
! 481: } until (gotit);
! 482: if ((on(player, ISHUH) || on(player, ISDANCE)) && rnd(100) > 20) {
! 483: do
! 484: {
! 485: *direction = grid[rnd(9)];
! 486: } while (direction->y == 0 && direction->x == 0);
! 487: }
! 488: else if (on(player, ISFLEE)) {
! 489: y = hero.y;
! 490: x = hero.x;
! 491: while (shoot_ok(winat(y, x))) {
! 492: y += direction->y;
! 493: x += direction->x;
! 494: }
! 495: if (isalpha(mvwinch(mw, y, x))) {
! 496: if (y == player.t_dest->y && x == player.t_dest->x) {
! 497: mpos = 0;
! 498: msg("You are too frightened to!");
! 499: return(FALSE);
! 500: }
! 501: }
! 502: }
! 503: mpos = 0;
! 504: return TRUE;
! 505: }
! 506:
! 507:
! 508: /*
! 509: * get_worth:
! 510: * Calculate an objects worth in gold
! 511: */
! 512:
! 513: long
! 514: get_worth(struct object *obj)
! 515: {
! 516: reg long worth, wh;
! 517:
! 518: worth = 0;
! 519: wh = obj->o_which;
! 520: switch (obj->o_type) {
! 521: case FOOD:
! 522: worth = 2;
! 523: when WEAPON:
! 524: if (wh < MAXWEAPONS) {
! 525: worth = weaps[wh].w_worth;
! 526: worth += s_magic[S_ALLENCH].mi_worth *
! 527: (obj->o_hplus + obj->o_dplus);
! 528: }
! 529: when ARMOR:
! 530: if (wh < MAXARMORS) {
! 531: worth = armors[wh].a_worth;
! 532: worth += s_magic[S_ALLENCH].mi_worth *
! 533: (armors[wh].a_class - obj->o_ac);
! 534: }
! 535: when SCROLL:
! 536: if (wh < MAXSCROLLS)
! 537: worth = s_magic[wh].mi_worth;
! 538: when POTION:
! 539: if (wh < MAXPOTIONS)
! 540: worth = p_magic[wh].mi_worth;
! 541: when RING:
! 542: if (wh < MAXRINGS) {
! 543: worth = r_magic[wh].mi_worth;
! 544: worth += obj->o_ac * 40;
! 545: }
! 546: when STICK:
! 547: if (wh < MAXSTICKS) {
! 548: worth = ws_magic[wh].mi_worth;
! 549: worth += 20 * obj->o_charges;
! 550: }
! 551: when MM:
! 552: if (wh < MAXMM) {
! 553: worth = m_magic[wh].mi_worth;
! 554: switch (wh) {
! 555: case MM_BRACERS: worth += 40 * obj->o_ac;
! 556: when MM_PROTECT: worth += 60 * obj->o_ac;
! 557: when MM_DISP: /* ac already figured in price*/
! 558: otherwise: worth += 20 * obj->o_ac;
! 559: }
! 560: }
! 561: when RELIC:
! 562: if (wh < MAXRELIC) {
! 563: worth = rel_magic[wh].mi_worth;
! 564: if (wh == quest_item) worth *= 10;
! 565: }
! 566: otherwise:
! 567: worth = 0;
! 568: }
! 569: if (obj->o_flags & ISPROT) /* 300% more for protected */
! 570: worth *= 3;
! 571: if (obj->o_flags & ISBLESSED) /* 50% more for blessed */
! 572: worth = worth * 3 / 2;
! 573: if (obj->o_flags & ISCURSED) /* half for cursed */
! 574: worth /= 2;
! 575: if (worth < 0)
! 576: worth = 0;
! 577: return worth;
! 578: }
! 579:
! 580: /*
! 581: * invisible()
! 582: */
! 583:
! 584: bool
! 585: invisible(struct thing *monst)
! 586: {
! 587: register bool ret_code;
! 588:
! 589: ret_code = on(*monst, CANSURPRISE);
! 590: ret_code &= !ISWEARING(R_ALERT);
! 591: ret_code |= (on(*monst, ISINVIS) ||
! 592: (on(*monst, ISSHADOW) && rnd(100) < 90)) &&
! 593: off(player, CANSEE);
! 594: return( ret_code );
! 595: }
! 596:
! 597: /*
! 598: * see if the object is one of the currently used items
! 599: */
! 600:
! 601: bool
! 602: is_current(struct object *obj)
! 603: {
! 604: if (obj == NULL)
! 605: return FALSE;
! 606: if (obj == cur_armor || obj == cur_weapon ||
! 607: obj == cur_ring[LEFT_1] || obj == cur_ring[LEFT_2] ||
! 608: obj == cur_ring[LEFT_3] || obj == cur_ring[LEFT_4] ||
! 609: obj == cur_ring[RIGHT_1] || obj == cur_ring[RIGHT_2] ||
! 610: obj == cur_ring[RIGHT_3] || obj == cur_ring[RIGHT_4] ||
! 611: obj == cur_misc[WEAR_BOOTS] || obj == cur_misc[WEAR_JEWEL] ||
! 612: obj == cur_misc[WEAR_BRACERS] || obj == cur_misc[WEAR_CLOAK] ||
! 613: obj == cur_misc[WEAR_GAUNTLET] || obj == cur_misc[WEAR_NECKLACE]) {
! 614:
! 615: return TRUE;
! 616: }
! 617:
! 618: /* Is it a "current" relic? */
! 619: if (obj->o_type == RELIC) {
! 620: switch (obj->o_which) {
! 621: case MUSTY_DAGGER:
! 622: case EMORI_CLOAK:
! 623: case HEIL_ANKH:
! 624: case YENDOR_AMULET:
! 625: case STONEBONES_AMULET:
! 626: case HRUGGEK_MSTAR:
! 627: case AXE_AKLAD:
! 628: case YEENOGHU_FLAIL:
! 629: case SURTUR_RING:
! 630: if (cur_relic[obj->o_which]) return TRUE;
! 631: }
! 632: }
! 633:
! 634: return FALSE;
! 635: }
! 636:
! 637:
! 638: /*
! 639: * Look:
! 640: * A quick glance all around the player
! 641: * wakeup: Should we wake up monsters
! 642: * runend: At end of a run -- for mazes
! 643: */
! 644:
! 645: void
! 646: look(bool wakeup, bool runend)
! 647: {
! 648: register int x, y, radius;
! 649: register unsigned char ch, och;
! 650: register int oldx, oldy;
! 651: register bool inpass, horiz, vert, do_light = FALSE, do_blank = FALSE;
! 652: register int passcount = 0, curfloorcount = 0, nextfloorcount = 0;
! 653: register struct room *rp;
! 654: register int ey, ex;
! 655:
! 656: inpass = ((rp = roomin(&hero)) == NULL); /* Are we in a passage? */
! 657:
! 658: /* Are we moving vertically or horizontally? */
! 659: if (runch == 'h' || runch == 'l') horiz = TRUE;
! 660: else horiz = FALSE;
! 661: if (runch == 'j' || runch == 'k') vert = TRUE;
! 662: else vert = FALSE;
! 663:
! 664: /* How far around himself can the player see? */
! 665: if (levtype == OUTSIDE) {
! 666: if (daytime) radius = 9;
! 667: else if (lit_room(rp)) radius = 3;
! 668: else radius = 1;
! 669: }
! 670: else radius = 1;
! 671:
! 672: getyx(cw, oldy, oldx); /* Save current position */
! 673:
! 674: /* Blank out the floor around our last position and check for
! 675: * moving out of a corridor in a maze.
! 676: */
! 677: if (levtype == OUTSIDE) do_blank = !daytime;
! 678: else if (oldrp != NULL && !lit_room(oldrp) && off(player, ISBLIND))
! 679: do_blank = TRUE;
! 680:
! 681: /* Now move around the old position and blank things out */
! 682: ey = player.t_oldpos.y + radius;
! 683: ex = player.t_oldpos.x + radius;
! 684: for (x = player.t_oldpos.x - radius; x <= ex; x++)
! 685: if (x >= 0 && x < cols)
! 686: for (y = player.t_oldpos.y - radius; y <= ey; y++) {
! 687: struct linked_list *it;
! 688: coord here; /* Current <x,y> coordinate */
! 689: unsigned char savech; /* Saves character in monster window */
! 690: bool in_room; /* Are we in a room? */
! 691:
! 692: if (y < 1 || y > lines - 3) continue;
! 693:
! 694: /* See what's there -- ignore monsters, just see what they're on */
! 695: savech = mvwinch(mw, y, x);
! 696: waddch(mw, ' ');
! 697: ch = show(y, x);
! 698: mvwaddch(mw, y, x, savech); /* Restore monster */
! 699:
! 700: /*
! 701: * If we have a monster that we can't see anymore, make sure
! 702: * that we can note that fact.
! 703: */
! 704: if (isalpha(savech) &&
! 705: (y < hero.y - radius || y > hero.y + radius ||
! 706: x < hero.x - radius || x > hero.x + radius)) {
! 707: /* Find the monster */
! 708: it = find_mons(y, x);
! 709: }
! 710: else it = NULL;
! 711:
! 712: /* Are we in a room? */
! 713: here.y = y;
! 714: here.x = x;
! 715: in_room = (roomin(&here) != NULL);
! 716:
! 717: if ((do_blank || !in_room) && (y != hero.y || x != hero.x))
! 718: switch (ch) {
! 719: case DOOR:
! 720: case SECRETDOOR:
! 721: case PASSAGE:
! 722: case STAIRS:
! 723: case TRAPDOOR:
! 724: case TELTRAP:
! 725: case BEARTRAP:
! 726: case SLEEPTRAP:
! 727: case ARROWTRAP:
! 728: case DARTTRAP:
! 729: case WORMHOLE:
! 730: case MAZETRAP:
! 731: case POOL:
! 732: case POST:
! 733: case VERTWALL:
! 734: case HORZWALL:
! 735: case WALL:
! 736: /* If there was a monster showing, make it disappear */
! 737: if (isalpha(savech)) {
! 738: mvwaddch(cw, y, x, ch);
! 739:
! 740: /*
! 741: * If we found it (we should!), set it to
! 742: * the right character!
! 743: */
! 744: if (it) (THINGPTR(it))->t_oldch = ch;
! 745: }
! 746: break;
! 747: when FLOOR:
! 748: case FOREST:
! 749: default:
! 750: mvwaddch(cw, y, x, in_room ? ' ' : PASSAGE);
! 751:
! 752: /* If we found a monster, set it to darkness! */
! 753: if (it) (THINGPTR(it))->t_oldch = mvwinch(cw, y, x);
! 754: }
! 755:
! 756: /* Moving out of a corridor? */
! 757: if (levtype == MAZELEV && !ce(hero, player.t_oldpos) &&
! 758: !running && !isrock(ch) && /* Not running and not a wall */
! 759: ((vert && x != player.t_oldpos.x && y==player.t_oldpos.y) ||
! 760: (horiz && y != player.t_oldpos.y && x==player.t_oldpos.x)))
! 761: do_light = off(player, ISBLIND);
! 762: }
! 763:
! 764: /* Take care of unlighting a corridor */
! 765: if (do_light && lit_room(rp)) light(&player.t_oldpos);
! 766:
! 767: /* Are we coming or going between a wall and a corridor in a maze? */
! 768: och = show(player.t_oldpos.y, player.t_oldpos.x);
! 769: ch = show(hero.y, hero.x);
! 770: if (levtype == MAZELEV &&
! 771: ((isrock(och) && !isrock(ch)) || (isrock(ch) && !isrock(och)))) {
! 772: do_light = off(player, ISBLIND); /* Light it up if not blind */
! 773:
! 774: /* Unlight what we just saw */
! 775: if (do_light && lit_room(&rooms[0])) light(&player.t_oldpos);
! 776: }
! 777:
! 778: /* Look around the player */
! 779: ey = hero.y + radius;
! 780: ex = hero.x + radius;
! 781: for (x = hero.x - radius; x <= ex; x++)
! 782: if (x >= 0 && x < cols) for (y = hero.y - radius; y <= ey; y++) {
! 783: if (y < 1 || y >= lines - 2)
! 784: continue;
! 785: if (isalpha(mvwinch(mw, y, x)))
! 786: {
! 787: register struct linked_list *it;
! 788: register struct thing *tp;
! 789:
! 790: if (wakeup)
! 791: it = wake_monster(y, x);
! 792: else
! 793: it = find_mons(y, x);
! 794:
! 795: if (it) {
! 796: tp = THINGPTR(it);
! 797: tp->t_oldch = mvinch(y, x);
! 798: if (isatrap(tp->t_oldch)) {
! 799: register struct trap *trp = trap_at(y, x);
! 800:
! 801: tp->t_oldch = (trp->tr_flags & ISFOUND) ? tp->t_oldch
! 802: : trp->tr_show;
! 803: }
! 804: if (tp->t_oldch == FLOOR && !lit_room(rp) &&
! 805: off(player, ISBLIND))
! 806: tp->t_oldch = ' ';
! 807: }
! 808: }
! 809:
! 810: /*
! 811: * Secret doors show as walls
! 812: */
! 813: if ((ch = show(y, x)) == SECRETDOOR)
! 814: ch = secretdoor(y, x);
! 815: /*
! 816: * Don't show room walls if he is in a passage and
! 817: * check for maze turns
! 818: */
! 819: if (off(player, ISBLIND))
! 820: {
! 821: if (y == hero.y && x == hero.x
! 822: || (inpass && (ch == HORZWALL || ch == VERTWALL)))
! 823: continue;
! 824:
! 825: /* Did we come to a crossroads in a maze? */
! 826: if (levtype == MAZELEV &&
! 827: (runend || !ce(hero, player.t_oldpos)) &&
! 828: !isrock(ch) && /* Not a wall */
! 829: ((vert && x != hero.x && y == hero.y) ||
! 830: (horiz && y != hero.y && x == hero.x)))
! 831: /* Just came to a turn */
! 832: do_light = off(player, ISBLIND);
! 833: }
! 834: else if (y != hero.y || x != hero.x)
! 835: continue;
! 836:
! 837: wmove(cw, y, x);
! 838: waddch(cw, ch);
! 839: if (door_stop && !firstmove && running)
! 840: {
! 841: switch (runch)
! 842: {
! 843: case 'h':
! 844: if (x == hero.x + 1)
! 845: continue;
! 846: when 'j':
! 847: if (y == hero.y - 1)
! 848: continue;
! 849: when 'k':
! 850: if (y == hero.y + 1)
! 851: continue;
! 852: when 'l':
! 853: if (x == hero.x - 1)
! 854: continue;
! 855: when 'y':
! 856: if ((x + y) - (hero.x + hero.y) >= 1)
! 857: continue;
! 858: when 'u':
! 859: if ((y - x) - (hero.y - hero.x) >= 1)
! 860: continue;
! 861: when 'n':
! 862: if ((x + y) - (hero.x + hero.y) <= -1)
! 863: continue;
! 864: when 'b':
! 865: if ((y - x) - (hero.y - hero.x) <= -1)
! 866: continue;
! 867: }
! 868: switch (ch)
! 869: {
! 870: case DOOR:
! 871: if (x == hero.x || y == hero.y)
! 872: running = FALSE;
! 873: break;
! 874: case PASSAGE:
! 875: if (x == hero.x || y == hero.y)
! 876: passcount++;
! 877: break;
! 878: case FLOOR:
! 879: /* Stop by new passages in a maze (floor next to us) */
! 880: if ((levtype == MAZELEV) &&
! 881: !(hero.y == y && hero.x == x)) {
! 882: if (vert) { /* Moving vertically */
! 883: /* We have a passage on our row */
! 884: if (y == hero.y) curfloorcount++;
! 885:
! 886: /* Some passage on the next row */
! 887: else if (y != player.t_oldpos.y)
! 888: nextfloorcount++;
! 889: }
! 890: else { /* Moving horizontally */
! 891: /* We have a passage on our column */
! 892: if (x == hero.x) curfloorcount++;
! 893:
! 894: /* Some passage in the next column */
! 895: else if (x != player.t_oldpos.x)
! 896: nextfloorcount++;
! 897: }
! 898: }
! 899: case VERTWALL:
! 900: case HORZWALL:
! 901: case ' ':
! 902: break;
! 903: default:
! 904: running = FALSE;
! 905: break;
! 906: }
! 907: }
! 908: }
! 909:
! 910: /* Have we passed a side passage, with multiple choices? */
! 911: if (curfloorcount > 0 && nextfloorcount > 0) running = FALSE;
! 912:
! 913: else if (door_stop && !firstmove && passcount > 1)
! 914: running = FALSE;
! 915:
! 916: /* Do we have to light up the area (just stepped into a new corridor)? */
! 917: if (do_light && !running && lit_room(rp)) light(&hero);
! 918:
! 919: mvwaddch(cw, hero.y, hero.x, PLAYER);
! 920: wmove(cw, oldy, oldx);
! 921: if (!ce(player.t_oldpos, hero)) {
! 922: player.t_oldpos = hero; /* Don't change if we didn't move */
! 923: oldrp = rp;
! 924: }
! 925: }
! 926:
! 927: /*
! 928: * Lower a level of experience
! 929: */
! 930:
! 931: void
! 932: lower_level(short who)
! 933: {
! 934: int fewer, nsides;
! 935: unsigned long exp;
! 936:
! 937: msg("You suddenly feel less skillful.");
! 938: if (--pstats.s_lvl == 0) {
! 939: pstats.s_hpt = -1;
! 940: death(who); /* All levels gone */
! 941: }
! 942: if (pstats.s_lvladj > 0) { /* lose artificial levels first */
! 943: pstats.s_lvladj--;
! 944: return;
! 945: }
! 946: exp = char_class[player.t_ctype].cap;
! 947: if (pstats.s_exp >= exp*2)
! 948: pstats.s_exp -= exp;
! 949: else
! 950: pstats.s_exp /= 2;
! 951:
! 952: nsides = char_class[player.t_ctype].hit_pts;
! 953: fewer = max(1, roll(1,nsides) + const_bonus());
! 954: pstats.s_hpt -= fewer;
! 955: max_stats.s_hpt -= fewer;
! 956: if (max_stats.s_hpt <= 0)
! 957: max_stats.s_hpt = 0;
! 958: if (pstats.s_hpt <= 0) {
! 959: pstats.s_hpt = -1;
! 960: death(who);
! 961: }
! 962: }
! 963:
! 964: /*
! 965: * print out the name of a monster
! 966: */
! 967:
! 968: char *
! 969: monster_name(struct thing *tp)
! 970: {
! 971: prbuf[0] = '\0';
! 972: if (on(*tp, ISFLEE) || on(*tp, WASTURNED))
! 973: strcat(prbuf, "terrified ");
! 974: if (on(*tp, ISHUH))
! 975: strcat(prbuf, "confused ");
! 976: if (on(*tp, ISCHARMED))
! 977: strcat(prbuf, "charmed ");
! 978: else if (on(*tp, ISFLY))
! 979: strcat(prbuf, "flying ");
! 980:
! 981: /* If it is sleeping or stoned, write over any of the above attributes */
! 982: if (off(*tp, ISRUN))
! 983: strcpy(prbuf, "sleeping ");
! 984: if (on(*tp, ISSTONE))
! 985: strcpy(prbuf, "petrified ");
! 986:
! 987: if (tp->t_name) strcat(prbuf, tp->t_name);
! 988: else strcat(prbuf, monsters[tp->t_index].m_name);
! 989:
! 990: return(prbuf);
! 991: }
! 992:
! 993: /*
! 994: * move_hero:
! 995: * Try to move the hero somplace besides next to where he is. We ask him
! 996: * where. There can be restrictions based on why he is moving.
! 997: */
! 998:
! 999: bool
! 1000: move_hero(int why)
! 1001: {
! 1002: char *action = NULL;
! 1003: unsigned char which;
! 1004: coord c;
! 1005:
! 1006: switch (why) {
! 1007: case H_TELEPORT:
! 1008: action = "teleport";
! 1009: }
! 1010:
! 1011: msg("Where do you wish to %s to? (* for help) ", action);
! 1012: c = get_coordinates();
! 1013: mpos = 0;
! 1014: which = winat(c.y, c.x);
! 1015: switch (which) {
! 1016: default:
! 1017: if (!isrock(which) || off(player, CANINWALL)) break;
! 1018:
! 1019: case FLOOR:
! 1020: case PASSAGE:
! 1021: case DOOR:
! 1022: case STAIRS:
! 1023: case POST:
! 1024: case GOLD:
! 1025: case POTION:
! 1026: case SCROLL:
! 1027: case FOOD:
! 1028: case WEAPON:
! 1029: case ARMOR:
! 1030: case RING:
! 1031: case MM:
! 1032: case RELIC:
! 1033: case STICK:
! 1034: hero = c;
! 1035: return(TRUE);
! 1036: }
! 1037: return(FALSE);
! 1038: }
! 1039:
! 1040: /*
! 1041: * raise_level:
! 1042: * The guy just magically went up a level.
! 1043: */
! 1044:
! 1045: void
! 1046: raise_level(void)
! 1047: {
! 1048: unsigned long test; /* Next level -- be sure it is not an overflow */
! 1049:
! 1050: test = check_level(); /* Get next boundary */
! 1051:
! 1052: /* Be sure it is higher than what we have no -- else overflow */
! 1053: if (test > pstats.s_exp) pstats.s_exp = test;
! 1054: check_level();
! 1055:
! 1056: /* Give him a bonus */
! 1057: switch (player.t_ctype) {
! 1058: case C_FIGHTER:
! 1059: (*add_abil[A_STRENGTH])(1);
! 1060: when C_RANGER:
! 1061: case C_PALADIN:
! 1062: (*add_abil[A_CHARISMA])(1);
! 1063: when C_MAGICIAN:
! 1064: (*add_abil[A_INTELLIGENCE])(1);
! 1065: when C_CLERIC:
! 1066: case C_DRUID:
! 1067: (*add_abil[A_WISDOM])(1);
! 1068: when C_THIEF:
! 1069: case C_ASSASSIN:
! 1070: (*add_abil[A_DEXTERITY])(1);
! 1071: when C_MONK:
! 1072: (*add_abil[A_CONSTITUTION])(1);
! 1073: }
! 1074: }
! 1075:
! 1076: /*
! 1077: * saving throw matrix for character saving throws
! 1078: * this table is indexed by char type and saving throw type
! 1079: */
! 1080:
! 1081: static const char st_matrix[NUM_CHARTYPES][5] = {
! 1082: /* Poison, Petrify, wand, Breath, Magic */
! 1083: { 13, 14, 15, 16, 17 },
! 1084: { 13, 14, 15, 16, 17 },
! 1085: { 13, 14, 15, 16, 17 },
! 1086: { 11, 12, 13, 14, 15 },
! 1087: { 11, 12, 13, 14, 15 },
! 1088: { 12, 13, 14, 15, 16 },
! 1089: { 12, 13, 14, 15, 16 },
! 1090: { 11, 12, 12, 14, 15 },
! 1091: { 12, 13, 14, 15, 16 },
! 1092: { 13, 14, 15, 16, 17 }
! 1093: };
! 1094:
! 1095: /*
! 1096: * save:
! 1097: * See if a creature saves against something
! 1098: * which: which type of save
! 1099: * who: who is saving
! 1100: * adj: saving throw adjustment
! 1101: */
! 1102:
! 1103: bool
! 1104: save(int which, struct thing *who, int adj)
! 1105: {
! 1106: register int need, level, protect;
! 1107:
! 1108: protect = 0;
! 1109: level = who->t_stats.s_lvl;
! 1110: need = st_matrix[who->t_ctype][which];
! 1111: switch (who->t_ctype) {
! 1112: case C_FIGHTER:
! 1113: case C_RANGER:
! 1114: case C_PALADIN:
! 1115: need -= (2 * (level-1) / 5) - 1; /* for level 61; -= 25 */
! 1116: when C_THIEF:
! 1117: case C_ASSASSIN:
! 1118: case C_MONK:
! 1119: case C_MONSTER:
! 1120: need -= (2 * (level-1) / 5) - 3; /* for level 61; -= 27 */
! 1121: when C_MAGICIAN:
! 1122: case C_CLERIC:
! 1123: case C_DRUID:
! 1124: need -= (2 * (level-1) / 5) - 5; /* for level 61; -= 29 */
! 1125: }
! 1126: /*
! 1127: * add in pluses against poison for execeptional constitution
! 1128: */
! 1129: if (which == VS_POISON && who->t_stats.s_const > 18)
! 1130: need -= (who->t_stats.s_const - 17) / 2;
! 1131: if (who == &player) {
! 1132: /*
! 1133: * does the player have a ring of protection on?
! 1134: */
! 1135: protect += ring_value(R_PROTECT);
! 1136: /*
! 1137: * does the player have a cloak of protection on?
! 1138: */
! 1139: if (cur_misc[WEAR_CLOAK])
! 1140: protect += cur_misc[WEAR_CLOAK]->o_ac;
! 1141:
! 1142: protect = min(protect, 10);/* limit protection to +10 */
! 1143: need -= protect;
! 1144: }
! 1145: need -= adj;
! 1146: /*
! 1147: * always miss or save on a 1 (except for UNIQUEs
! 1148: */
! 1149: if (who == &player || off(*who, ISUNIQUE))
! 1150: need = max(need, 2);
! 1151: need = min(20, need); /* always make our save on a 20 */
! 1152: debug("need a %d to save", need);
! 1153: return (roll(1, 20) >= need);
! 1154: }
! 1155:
! 1156: /*
! 1157: * secret_door:
! 1158: * Figure out what a secret door looks like.
! 1159: */
! 1160:
! 1161: char
! 1162: secretdoor(int y, int x)
! 1163: {
! 1164: register int i;
! 1165: register struct room *rp;
! 1166: register coord *cpp;
! 1167: static coord cp;
! 1168:
! 1169: cp.y = y;
! 1170: cp.x = x;
! 1171: cpp = &cp;
! 1172: for (rp = rooms, i = 0; i < MAXROOMS; rp++, i++)
! 1173: if (inroom(rp, cpp))
! 1174: if (y == rp->r_pos.y || y == rp->r_pos.y + rp->r_max.y - 1)
! 1175: return(HORZWALL);
! 1176: else
! 1177: return(VERTWALL);
! 1178:
! 1179: return('p');
! 1180: }
! 1181:
! 1182: /*
! 1183: * this routine computes the players current strength
! 1184: */
! 1185:
! 1186: int
! 1187: str_compute(void)
! 1188: {
! 1189: if (cur_misc[WEAR_GAUNTLET] != NULL &&
! 1190: cur_misc[WEAR_GAUNTLET]->o_which == MM_G_OGRE) {
! 1191: if (cur_misc[WEAR_GAUNTLET]->o_flags & ISCURSED)
! 1192: return (3);
! 1193: else
! 1194: return (21);
! 1195: }
! 1196: else
! 1197: return (pstats.s_str);
! 1198: }
! 1199:
! 1200: /*
! 1201: * copy string using unctrl for things
! 1202: */
! 1203:
! 1204: void
! 1205: strucpy(char *s1, char *s2, int len)
! 1206: {
! 1207: const char *sp;
! 1208: while (len--)
! 1209: {
! 1210: strcpy(s1, (sp = unctrl(*s2)));
! 1211: s1 += strlen(sp);
! 1212: s2++;
! 1213: }
! 1214: *s1 = '\0';
! 1215: }
! 1216:
! 1217: /*
! 1218: * tr_name:
! 1219: * print the name of a trap
! 1220: */
! 1221:
! 1222: char *
! 1223: tr_name(char ch)
! 1224: {
! 1225: register char *s = NULL;
! 1226:
! 1227: switch (ch)
! 1228: {
! 1229: case TRAPDOOR:
! 1230: s = terse ? "A trapdoor." : "You found a trapdoor.";
! 1231: when BEARTRAP:
! 1232: s = terse ? "A beartrap." : "You found a beartrap.";
! 1233: when SLEEPTRAP:
! 1234: s = terse ? "A sleeping gas trap.":"You found a sleeping gas trap.";
! 1235: when ARROWTRAP:
! 1236: s = terse ? "An arrow trap." : "You found an arrow trap.";
! 1237: when TELTRAP:
! 1238: s = terse ? "A teleport trap." : "You found a teleport trap.";
! 1239: when DARTTRAP:
! 1240: s = terse ? "A dart trap." : "You found a poison dart trap.";
! 1241: when POOL:
! 1242: s = terse ? "A shimmering pool." : "You found a shimmering pool";
! 1243: when MAZETRAP:
! 1244: s = terse ? "A maze entrance." : "You found a maze entrance";
! 1245: when WORMHOLE:
! 1246: s = terse ? "A worm hole." : "You found a worm hole entrance";
! 1247: }
! 1248: return s;
! 1249: }
! 1250:
! 1251: /*
! 1252: * for printfs: if string starts with a vowel, return "n" for an "an"
! 1253: */
! 1254:
! 1255: char *
! 1256: vowelstr(char *str)
! 1257: {
! 1258: switch (*str)
! 1259: {
! 1260: case 'a':
! 1261: case 'e':
! 1262: case 'i':
! 1263: case 'o':
! 1264: case 'u':
! 1265: return "n";
! 1266: default:
! 1267: return "";
! 1268: }
! 1269: }
! 1270:
! 1271: /*
! 1272: * wake up a room full (hopefully) of creatures
! 1273: */
! 1274:
! 1275: void
! 1276: wake_room(struct room *rp)
! 1277: {
! 1278: register struct linked_list *item;
! 1279: register struct thing *tp;
! 1280:
! 1281: for (item=mlist; item!=NULL; item=next(item)) {
! 1282: tp = THINGPTR(item);
! 1283: if (off(*tp,ISRUN) && on(*tp,ISMEAN) && roomin(&tp->t_pos) == rp)
! 1284: runto(tp, &hero);
! 1285: }
! 1286: }
! 1287:
! 1288:
! 1289: /*
! 1290: * waste_time:
! 1291: * Do nothing but let other things happen
! 1292: */
! 1293:
! 1294: void
! 1295: waste_time(void)
! 1296: {
! 1297: if (inwhgt) /* if from wghtchk then done */
! 1298: return;
! 1299: do_daemons(BEFORE);
! 1300: do_fuses(BEFORE);
! 1301: do_daemons(AFTER);
! 1302: do_fuses(AFTER);
! 1303: }
! 1304:
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