/*
util.c - all sorts of miscellaneous routines
XRogue: Expeditions into the Dungeons of Doom
Copyright (C) 1991 Robert Pietkivitch
All rights reserved.
Based on "Advanced Rogue"
Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka and AT&T
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 <curses.h>
#include <ctype.h>
#include <string.h>
#include "rogue.h"
/*
* this routine computes the players current AC without dex bonus's
*/
int
ac_compute(bool ignoremetal)
{
register int ac;
ac = pstats.s_arm; /* base armor of "skin" */
if (cur_armor) {
if (!ignoremetal ||
(cur_armor->o_which != LEATHER &&
cur_armor->o_which != STUDDED_LEATHER &&
cur_armor->o_which != PADDED_ARMOR))
ac -= (10 - cur_armor->o_ac);
}
if (player.t_ctype == C_MONK)
ac -= pstats.s_lvl * 3 / 5;
ac -= ring_value(R_PROTECT);
if (cur_misc[WEAR_BRACERS] != NULL)
ac -= cur_misc[WEAR_BRACERS]->o_ac;
if (cur_misc[WEAR_CLOAK] != NULL)
ac -= cur_misc[WEAR_CLOAK]->o_ac;
/* If player has the cloak, must be wearing it */
if (cur_relic[EMORI_CLOAK]) ac -= 15;
if (ac > 25)
ac = 25;
return(ac);
}
/*
* aggravate:
* aggravate all the monsters on this level
*/
void
aggravate(bool do_uniques, bool do_good)
{
register struct linked_list *mi;
register struct thing *thingptr;
for (mi = mlist; mi != NULL; mi = next(mi)) {
thingptr = THINGPTR(mi);
if (do_good == FALSE && off(*thingptr, ISMEAN)) continue;
if (do_uniques || off(*thingptr, ISUNIQUE)) runto(thingptr, &hero);
}
}
/*
* cansee:
* returns true if the hero can see a certain coordinate.
*/
bool
cansee(int y, int x)
{
register struct room *rer;
register int radius;
coord tp;
if (on(player, ISBLIND))
return FALSE;
tp.y = y;
tp.x = x;
rer = roomin(&tp);
/* How far can we see? */
if (levtype == OUTSIDE) {
if (daytime) radius = 36;
else if (lit_room(rer)) radius = 9;
else radius = 3;
}
else radius = 3;
/*
* We can only see if the hero in the same room as
* the coordinate and the room is lit or if it is close.
*/
return ((rer != NULL &&
levtype != OUTSIDE &&
(levtype != MAZELEV || /* Maze level needs direct line */
maze_view(tp.y, tp.x)) &&
rer == roomin(&hero) &&
lit_room(rer)) ||
DISTANCE(y, x, hero.y, hero.x) < radius);
}
/*
* check_level:
* Check to see if the guy has gone up a level.
*
* Return points needed to obtain next level.
*
* These are certain beginning experience levels for all players.
* All further experience levels are computed by muliplying by 2
* up through MAXDOUBLE. Then the cap is added in to compute
* further levels
*/
long
check_level(void)
{
register int i, j, add = 0;
register unsigned long exp;
long retval; /* Return value */
int nsides;
pstats.s_lvl -= pstats.s_lvladj; /* correct for level adjustment */
/* See if we are past the doubling stage */
exp = char_class[player.t_ctype].cap;
if (pstats.s_exp >= exp) {
i = pstats.s_exp/exp; /* First get amount above doubling area */
retval = exp + i * exp; /* Compute next higher boundary */
i += MAXDOUBLE; /* Add in the previous doubled levels */
}
else {
i = 0;
exp = char_class[player.t_ctype].start_exp;
while (exp <= pstats.s_exp) {
i++;
exp <<= 1;
}
retval = exp;
}
if (++i > pstats.s_lvl) {
nsides = char_class[player.t_ctype].hit_pts;
for (j=0; j<(i-pstats.s_lvl); j++) /* Take care of multi-level jumps */
add += max(1, roll(1,nsides) + const_bonus());
max_stats.s_hpt += add;
if ((pstats.s_hpt += add) > max_stats.s_hpt)
pstats.s_hpt = max_stats.s_hpt;
msg("Welcome, %s, to level %d",
cnames[player.t_ctype][min(i-1, NUM_CNAMES-1)], i);
}
pstats.s_lvl = i;
pstats.s_lvl += pstats.s_lvladj; /* correct for level adjustment */
return(retval);
}
/*
* Used to modify the players strength
* it keeps track of the highest it has been, just in case
*/
void
chg_str(int amt)
{
register int ring_str; /* ring strengths */
register struct stats *ptr; /* for speed */
ptr = &pstats;
ring_str = ring_value(R_ADDSTR);
ptr->s_str -= ring_str;
ptr->s_str += amt;
if (ptr->s_str > MAXATT) ptr->s_str = MAXATT;
if (ptr->s_str > max_stats.s_str)
max_stats.s_str = ptr->s_str;
ptr->s_str += ring_str;
if (ptr->s_str <= 0) {
pstats.s_hpt = -1;
death(D_STRENGTH);
}
updpack(TRUE, &player);
}
/*
* let's confuse the player
*/
void
confus_player(void)
{
if (off(player, ISCLEAR))
{
msg("Wait, what's going on here! Huh? What? Who?");
if (find_slot(unconfuse))
lengthen(unconfuse, HUHDURATION);
else
fuse(unconfuse, NULL, HUHDURATION, AFTER);
turn_on(player, ISHUH);
}
else msg("You feel dizzy for a moment, but it quickly passes.");
}
/*
* this routine computes the players current dexterity
*/
int
dex_compute(void)
{
if (cur_misc[WEAR_GAUNTLET] != NULL &&
cur_misc[WEAR_GAUNTLET]->o_which == MM_G_DEXTERITY) {
if (cur_misc[WEAR_GAUNTLET]->o_flags & ISCURSED)
return (3);
else
return (21);
}
else
return (pstats.s_dext);
}
/*
* diag_ok:
* Check to see if the move is legal if it is diagonal
*/
bool
diag_ok(coord *sp, coord *ep, struct thing *flgptr)
{
register int numpaths = 0;
/* Horizontal and vertical moves are always ok */
if (ep->x == sp->x || ep->y == sp->y)
return TRUE;
/* Diagonal moves are not allowed if there is a horizontal or
* vertical path to the destination
*/
if (step_ok(ep->y, sp->x, MONSTOK, flgptr)) numpaths++;
if (step_ok(sp->y, ep->x, MONSTOK, flgptr)) numpaths++;
return(numpaths != 1);
}
/*
* pick a random position around the give (y, x) coordinates
*/
coord *
fallpos(coord *pos, bool be_clear, int range)
{
register int tried, i, j;
register char ch;
static coord ret;
static short masks[] = {
0x01, 0x02, 0x04, 0x08, 0x10, 0x20, 0x40, 0x80, 0x100 };
/*
* Pick a spot at random centered on the position given by 'pos' and
* up to 'range' squares away from 'pos'
*
* If 'be_clear' is TRUE, the spot must be either FLOOR or PASSAGE
* inorder to be considered valid
*
* Generate a number from 0 to 8, representing the position to pick.
* Note that this DOES include the positon 'pos' itself
*
* If this position is not valid, mark it as 'tried', and pick another.
* Whenever a position is picked that has been tried before,
* sequentially find the next untried position. This eliminates costly
* random number generation
*/
tried = 0;
while( tried != 0x1ff ) {
i = rnd(9);
while( tried & masks[i] )
i = (i + 1) % 9;
tried |= masks[i];
for( j = 1; j <= range; j++ ) {
ret.x = pos->x + j*grid[i].x;
ret.y = pos->y + j*grid[i].y;
if (ret.x == hero.x && ret.y == hero.y)
continue; /* skip the hero */
if (ret.x < 0 || ret.x > cols - 1 ||
ret.y < 1 || ret.y > lines - 3)
continue; /* off the screen? */
ch = winat(ret.y, ret.x);
/*
* Check to make certain the spot is valid
*/
switch( ch ) {
case FLOOR:
case PASSAGE:
return( &ret );
case GOLD:
case SCROLL:
case POTION:
case STICK:
case RING:
case WEAPON:
case ARMOR:
case MM:
case FOOD:
if(!be_clear && levtype != POSTLEV)
return( &ret );
default:
break;
}
}
}
return( NULL );
}
/*
* findmindex:
* Find the index into the monster table of a monster given its name.
*/
int
findmindex(char *name)
{
int which;
for (which=1; which<NUMMONST; which++) {
if (strcmp(name, monsters[which].m_name) == 0)
break;
}
if (which >= NUMMONST) {
debug("couldn't find monster index");
which = 1;
}
return(which);
}
/*
* find_mons:
* Find the monster from his coordinates
*/
struct linked_list *
find_mons(int y, int x)
{
register struct linked_list *item;
register struct thing *th;
for (item = mlist; item != NULL; item = next(item))
{
th = THINGPTR(item);
if (th->t_pos.y == y && th->t_pos.x == x)
return item;
}
return NULL;
}
/*
* find_obj:
* find the unclaimed object at y, x
*/
struct linked_list *
find_obj(int y, int x)
{
register struct linked_list *obj;
register 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;
}
/*
* get coordinates from the player using the cursor keys (or mouse)
*/
coord
get_coordinates(void)
{
register int which;
coord c;
c = hero;
wmove(cw, hero.y, hero.x);
draw(cw);
for (;;) {
which = (wgetch(cw) & 0177);
switch(which) {
case ESC:
c = hero;
wmove(cw, c.y, c.x);
draw(cw);
case '\n':
case '\r':
return(c);
when 'h':
case 'H':
c.x--;
when 'j':
case 'J':
c.y++;
when 'k':
case 'K':
c.y--;
when 'l':
case 'L':
c.x++;
when 'y':
case 'Y':
c.x--; c.y--;
when 'u':
case 'U':
c.x++; c.y--;
when 'b':
case 'B':
c.x--; c.y++;
when 'n':
case 'N':
c.x++; c.y++;
when '*':
mpos = 0;
msg("Use h,j,k,l,y,u,b,n to position cursor, then press enter.");
}
c.y = max(c.y, 1);
c.y = min(c.y, lines - 3);
c.x = max(c.x, 0);
c.x = min(c.x, cols - 1);
wmove(cw, c.y, c.x);
draw(cw);
}
}
/*
* set up the direction co_ordinate for use in various "prefix" commands
*/
bool
get_dir(coord *direction)
{
register char *prompt;
register bool gotit;
int x,y;
prompt = terse ? "Direction?" : "Which direction? ";
msg(prompt);
do
{
gotit = TRUE;
switch (wgetch(msgw))
{
case 'h': case'H': direction->y = 0; direction->x = -1;
when 'j': case'J': direction->y = 1; direction->x = 0;
when 'k': case'K': direction->y = -1; direction->x = 0;
when 'l': case'L': direction->y = 0; direction->x = 1;
when 'y': case'Y': direction->y = -1; direction->x = -1;
when 'u': case'U': direction->y = -1; direction->x = 1;
when 'b': case'B': direction->y = 1; direction->x = -1;
when 'n': case'N': direction->y = 1; direction->x = 1;
when ESC: return (FALSE);
otherwise:
mpos = 0;
msg(prompt);
gotit = FALSE;
}
} until (gotit);
if ((on(player, ISHUH) || on(player, ISDANCE)) && rnd(100) > 20) {
do
{
*direction = grid[rnd(9)];
} while (direction->y == 0 && direction->x == 0);
}
else if (on(player, ISFLEE)) {
y = hero.y;
x = hero.x;
while (shoot_ok(winat(y, x))) {
y += direction->y;
x += direction->x;
}
if (isalpha(mvwinch(mw, y, x))) {
if (y == player.t_dest->y && x == player.t_dest->x) {
mpos = 0;
msg("You are too frightened to!");
return(FALSE);
}
}
}
mpos = 0;
return TRUE;
}
/*
* get_worth:
* Calculate an objects worth in gold
*/
long
get_worth(struct object *obj)
{
reg long worth, wh;
worth = 0;
wh = obj->o_which;
switch (obj->o_type) {
case FOOD:
worth = 2;
when WEAPON:
if (wh < MAXWEAPONS) {
worth = weaps[wh].w_worth;
worth += s_magic[S_ALLENCH].mi_worth *
(obj->o_hplus + obj->o_dplus);
}
when ARMOR:
if (wh < MAXARMORS) {
worth = armors[wh].a_worth;
worth += s_magic[S_ALLENCH].mi_worth *
(armors[wh].a_class - obj->o_ac);
}
when SCROLL:
if (wh < MAXSCROLLS)
worth = s_magic[wh].mi_worth;
when POTION:
if (wh < MAXPOTIONS)
worth = p_magic[wh].mi_worth;
when RING:
if (wh < MAXRINGS) {
worth = r_magic[wh].mi_worth;
worth += obj->o_ac * 40;
}
when STICK:
if (wh < MAXSTICKS) {
worth = ws_magic[wh].mi_worth;
worth += 20 * obj->o_charges;
}
when MM:
if (wh < MAXMM) {
worth = m_magic[wh].mi_worth;
switch (wh) {
case MM_BRACERS: worth += 40 * obj->o_ac;
when MM_PROTECT: worth += 60 * obj->o_ac;
when MM_DISP: /* ac already figured in price*/
otherwise: worth += 20 * obj->o_ac;
}
}
when RELIC:
if (wh < MAXRELIC) {
worth = rel_magic[wh].mi_worth;
if (wh == quest_item) worth *= 10;
}
otherwise:
worth = 0;
}
if (obj->o_flags & ISPROT) /* 300% more for protected */
worth *= 3;
if (obj->o_flags & ISBLESSED) /* 50% more for blessed */
worth = worth * 3 / 2;
if (obj->o_flags & ISCURSED) /* half for cursed */
worth /= 2;
if (worth < 0)
worth = 0;
return worth;
}
/*
* invisible()
*/
bool
invisible(struct thing *monst)
{
register bool ret_code;
ret_code = on(*monst, CANSURPRISE);
ret_code &= !ISWEARING(R_ALERT);
ret_code |= (on(*monst, ISINVIS) ||
(on(*monst, ISSHADOW) && rnd(100) < 90)) &&
off(player, CANSEE);
return( ret_code );
}
/*
* 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_1] || obj == cur_ring[LEFT_2] ||
obj == cur_ring[LEFT_3] || obj == cur_ring[LEFT_4] ||
obj == cur_ring[RIGHT_1] || obj == cur_ring[RIGHT_2] ||
obj == cur_ring[RIGHT_3] || obj == cur_ring[RIGHT_4] ||
obj == cur_misc[WEAR_BOOTS] || obj == cur_misc[WEAR_JEWEL] ||
obj == cur_misc[WEAR_BRACERS] || obj == cur_misc[WEAR_CLOAK] ||
obj == cur_misc[WEAR_GAUNTLET] || obj == cur_misc[WEAR_NECKLACE]) {
return TRUE;
}
/* Is it a "current" relic? */
if (obj->o_type == RELIC) {
switch (obj->o_which) {
case MUSTY_DAGGER:
case EMORI_CLOAK:
case HEIL_ANKH:
case YENDOR_AMULET:
case STONEBONES_AMULET:
case HRUGGEK_MSTAR:
case AXE_AKLAD:
case YEENOGHU_FLAIL:
case SURTUR_RING:
if (cur_relic[obj->o_which]) return TRUE;
}
}
return FALSE;
}
/*
* Look:
* A quick glance all around the player
* wakeup: Should we wake up monsters
* runend: At end of a run -- for mazes
*/
void
look(bool wakeup, bool runend)
{
register int x, y, radius;
register unsigned char ch, och;
register int oldx, oldy;
register bool inpass, horiz, vert, do_light = FALSE, do_blank = FALSE;
register int passcount = 0, curfloorcount = 0, nextfloorcount = 0;
register struct room *rp;
register int ey, ex;
inpass = ((rp = roomin(&hero)) == NULL); /* Are we in a passage? */
/* Are we moving vertically or horizontally? */
if (runch == 'h' || runch == 'l') horiz = TRUE;
else horiz = FALSE;
if (runch == 'j' || runch == 'k') vert = TRUE;
else vert = FALSE;
/* How far around himself can the player see? */
if (levtype == OUTSIDE) {
if (daytime) radius = 9;
else if (lit_room(rp)) radius = 3;
else radius = 1;
}
else radius = 1;
getyx(cw, oldy, oldx); /* Save current position */
/* Blank out the floor around our last position and check for
* moving out of a corridor in a maze.
*/
if (levtype == OUTSIDE) do_blank = !daytime;
else if (oldrp != NULL && !lit_room(oldrp) && off(player, ISBLIND))
do_blank = TRUE;
/* Now move around the old position and blank things out */
ey = player.t_oldpos.y + radius;
ex = player.t_oldpos.x + radius;
for (x = player.t_oldpos.x - radius; x <= ex; x++)
if (x >= 0 && x < cols)
for (y = player.t_oldpos.y - radius; y <= ey; y++) {
struct linked_list *it;
coord here; /* Current <x,y> coordinate */
unsigned char savech; /* Saves character in monster window */
bool in_room; /* Are we in a room? */
if (y < 1 || y > lines - 3) continue;
/* See what's there -- ignore monsters, just see what they're on */
savech = mvwinch(mw, y, x);
waddch(mw, ' ');
ch = show(y, x);
mvwaddch(mw, y, x, savech); /* Restore monster */
/*
* If we have a monster that we can't see anymore, make sure
* that we can note that fact.
*/
if (isalpha(savech) &&
(y < hero.y - radius || y > hero.y + radius ||
x < hero.x - radius || x > hero.x + radius)) {
/* Find the monster */
it = find_mons(y, x);
}
else it = NULL;
/* Are we in a room? */
here.y = y;
here.x = x;
in_room = (roomin(&here) != NULL);
if ((do_blank || !in_room) && (y != hero.y || x != hero.x))
switch (ch) {
case DOOR:
case SECRETDOOR:
case PASSAGE:
case STAIRS:
case TRAPDOOR:
case TELTRAP:
case BEARTRAP:
case SLEEPTRAP:
case ARROWTRAP:
case DARTTRAP:
case WORMHOLE:
case MAZETRAP:
case POOL:
case POST:
case VERTWALL:
case HORZWALL:
case WALL:
/* If there was a monster showing, make it disappear */
if (isalpha(savech)) {
mvwaddch(cw, y, x, ch);
/*
* If we found it (we should!), set it to
* the right character!
*/
if (it) (THINGPTR(it))->t_oldch = ch;
}
break;
when FLOOR:
case FOREST:
default:
mvwaddch(cw, y, x, in_room ? ' ' : PASSAGE);
/* If we found a monster, set it to darkness! */
if (it) (THINGPTR(it))->t_oldch = mvwinch(cw, y, x);
}
/* Moving out of a corridor? */
if (levtype == MAZELEV && !ce(hero, player.t_oldpos) &&
!running && !isrock(ch) && /* Not running and not a wall */
((vert && x != player.t_oldpos.x && y==player.t_oldpos.y) ||
(horiz && y != player.t_oldpos.y && x==player.t_oldpos.x)))
do_light = off(player, ISBLIND);
}
/* Take care of unlighting a corridor */
if (do_light && lit_room(rp)) light(&player.t_oldpos);
/* Are we coming or going between a wall and a corridor in a maze? */
och = show(player.t_oldpos.y, player.t_oldpos.x);
ch = show(hero.y, hero.x);
if (levtype == MAZELEV &&
((isrock(och) && !isrock(ch)) || (isrock(ch) && !isrock(och)))) {
do_light = off(player, ISBLIND); /* Light it up if not blind */
/* Unlight what we just saw */
if (do_light && lit_room(&rooms[0])) light(&player.t_oldpos);
}
/* Look around the player */
ey = hero.y + radius;
ex = hero.x + radius;
for (x = hero.x - radius; x <= ex; x++)
if (x >= 0 && x < cols) for (y = hero.y - radius; y <= ey; y++) {
if (y < 1 || y >= lines - 2)
continue;
if (isalpha(mvwinch(mw, y, x)))
{
register struct linked_list *it;
register struct thing *tp;
if (wakeup)
it = wake_monster(y, x);
else
it = find_mons(y, x);
if (it) {
tp = THINGPTR(it);
tp->t_oldch = mvinch(y, x);
if (isatrap(tp->t_oldch)) {
register struct trap *trp = trap_at(y, x);
tp->t_oldch = (trp->tr_flags & ISFOUND) ? tp->t_oldch
: trp->tr_show;
}
if (tp->t_oldch == FLOOR && !lit_room(rp) &&
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 and
* check for maze turns
*/
if (off(player, ISBLIND))
{
if (y == hero.y && x == hero.x
|| (inpass && (ch == HORZWALL || ch == VERTWALL)))
continue;
/* Did we come to a crossroads in a maze? */
if (levtype == MAZELEV &&
(runend || !ce(hero, player.t_oldpos)) &&
!isrock(ch) && /* Not a wall */
((vert && x != hero.x && y == hero.y) ||
(horiz && y != hero.y && x == hero.x)))
/* Just came to a turn */
do_light = off(player, ISBLIND);
}
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 == hero.x + 1)
continue;
when 'j':
if (y == hero.y - 1)
continue;
when 'k':
if (y == hero.y + 1)
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:
/* Stop by new passages in a maze (floor next to us) */
if ((levtype == MAZELEV) &&
!(hero.y == y && hero.x == x)) {
if (vert) { /* Moving vertically */
/* We have a passage on our row */
if (y == hero.y) curfloorcount++;
/* Some passage on the next row */
else if (y != player.t_oldpos.y)
nextfloorcount++;
}
else { /* Moving horizontally */
/* We have a passage on our column */
if (x == hero.x) curfloorcount++;
/* Some passage in the next column */
else if (x != player.t_oldpos.x)
nextfloorcount++;
}
}
case VERTWALL:
case HORZWALL:
case ' ':
break;
default:
running = FALSE;
break;
}
}
}
/* Have we passed a side passage, with multiple choices? */
if (curfloorcount > 0 && nextfloorcount > 0) running = FALSE;
else if (door_stop && !firstmove && passcount > 1)
running = FALSE;
/* Do we have to light up the area (just stepped into a new corridor)? */
if (do_light && !running && lit_room(rp)) light(&hero);
mvwaddch(cw, hero.y, hero.x, PLAYER);
wmove(cw, oldy, oldx);
if (!ce(player.t_oldpos, hero)) {
player.t_oldpos = hero; /* Don't change if we didn't move */
oldrp = rp;
}
}
/*
* Lower a level of experience
*/
void
lower_level(short who)
{
int fewer, nsides;
unsigned long exp;
msg("You suddenly feel less skillful.");
if (--pstats.s_lvl == 0) {
pstats.s_hpt = -1;
death(who); /* All levels gone */
}
if (pstats.s_lvladj > 0) { /* lose artificial levels first */
pstats.s_lvladj--;
return;
}
exp = char_class[player.t_ctype].cap;
if (pstats.s_exp >= exp*2)
pstats.s_exp -= exp;
else
pstats.s_exp /= 2;
nsides = char_class[player.t_ctype].hit_pts;
fewer = max(1, roll(1,nsides) + const_bonus());
pstats.s_hpt -= fewer;
max_stats.s_hpt -= fewer;
if (max_stats.s_hpt <= 0)
max_stats.s_hpt = 0;
if (pstats.s_hpt <= 0) {
pstats.s_hpt = -1;
death(who);
}
}
/*
* print out the name of a monster
*/
char *
monster_name(struct thing *tp)
{
prbuf[0] = '\0';
if (on(*tp, ISFLEE) || on(*tp, WASTURNED))
strcat(prbuf, "terrified ");
if (on(*tp, ISHUH))
strcat(prbuf, "confused ");
if (on(*tp, ISCHARMED))
strcat(prbuf, "charmed ");
else if (on(*tp, ISFLY))
strcat(prbuf, "flying ");
/* If it is sleeping or stoned, write over any of the above attributes */
if (off(*tp, ISRUN))
strcpy(prbuf, "sleeping ");
if (on(*tp, ISSTONE))
strcpy(prbuf, "petrified ");
if (tp->t_name) strcat(prbuf, tp->t_name);
else strcat(prbuf, monsters[tp->t_index].m_name);
return(prbuf);
}
/*
* move_hero:
* Try to move the hero somplace besides next to where he is. We ask him
* where. There can be restrictions based on why he is moving.
*/
bool
move_hero(int why)
{
char *action = NULL;
unsigned char which;
coord c;
switch (why) {
case H_TELEPORT:
action = "teleport";
}
msg("Where do you wish to %s to? (* for help) ", action);
c = get_coordinates();
mpos = 0;
which = winat(c.y, c.x);
switch (which) {
default:
if (!isrock(which) || off(player, CANINWALL)) break;
case FLOOR:
case PASSAGE:
case DOOR:
case STAIRS:
case POST:
case GOLD:
case POTION:
case SCROLL:
case FOOD:
case WEAPON:
case ARMOR:
case RING:
case MM:
case RELIC:
case STICK:
hero = c;
return(TRUE);
}
return(FALSE);
}
/*
* raise_level:
* The guy just magically went up a level.
*/
void
raise_level(void)
{
unsigned long test; /* Next level -- be sure it is not an overflow */
test = check_level(); /* Get next boundary */
/* Be sure it is higher than what we have no -- else overflow */
if (test > pstats.s_exp) pstats.s_exp = test;
check_level();
/* Give him a bonus */
switch (player.t_ctype) {
case C_FIGHTER:
(*add_abil[A_STRENGTH])(1);
when C_RANGER:
case C_PALADIN:
(*add_abil[A_CHARISMA])(1);
when C_MAGICIAN:
(*add_abil[A_INTELLIGENCE])(1);
when C_CLERIC:
case C_DRUID:
(*add_abil[A_WISDOM])(1);
when C_THIEF:
case C_ASSASSIN:
(*add_abil[A_DEXTERITY])(1);
when C_MONK:
(*add_abil[A_CONSTITUTION])(1);
}
}
/*
* saving throw matrix for character saving throws
* this table is indexed by char type and saving throw type
*/
static const char st_matrix[NUM_CHARTYPES][5] = {
/* Poison, Petrify, wand, Breath, Magic */
{ 13, 14, 15, 16, 17 },
{ 13, 14, 15, 16, 17 },
{ 13, 14, 15, 16, 17 },
{ 11, 12, 13, 14, 15 },
{ 11, 12, 13, 14, 15 },
{ 12, 13, 14, 15, 16 },
{ 12, 13, 14, 15, 16 },
{ 11, 12, 12, 14, 15 },
{ 12, 13, 14, 15, 16 },
{ 13, 14, 15, 16, 17 }
};
/*
* save:
* See if a creature saves against something
* which: which type of save
* who: who is saving
* adj: saving throw adjustment
*/
bool
save(int which, struct thing *who, int adj)
{
register int need, level, protect;
protect = 0;
level = who->t_stats.s_lvl;
need = st_matrix[who->t_ctype][which];
switch (who->t_ctype) {
case C_FIGHTER:
case C_RANGER:
case C_PALADIN:
need -= (2 * (level-1) / 5) - 1; /* for level 61; -= 25 */
when C_THIEF:
case C_ASSASSIN:
case C_MONK:
case C_MONSTER:
need -= (2 * (level-1) / 5) - 3; /* for level 61; -= 27 */
when C_MAGICIAN:
case C_CLERIC:
case C_DRUID:
need -= (2 * (level-1) / 5) - 5; /* for level 61; -= 29 */
}
/*
* add in pluses against poison for execeptional constitution
*/
if (which == VS_POISON && who->t_stats.s_const > 18)
need -= (who->t_stats.s_const - 17) / 2;
if (who == &player) {
/*
* does the player have a ring of protection on?
*/
protect += ring_value(R_PROTECT);
/*
* does the player have a cloak of protection on?
*/
if (cur_misc[WEAR_CLOAK])
protect += cur_misc[WEAR_CLOAK]->o_ac;
protect = min(protect, 10);/* limit protection to +10 */
need -= protect;
}
need -= adj;
/*
* always miss or save on a 1 (except for UNIQUEs
*/
if (who == &player || off(*who, ISUNIQUE))
need = max(need, 2);
need = min(20, need); /* always make our save on a 20 */
debug("need a %d to save", need);
return (roll(1, 20) >= need);
}
/*
* secret_door:
* Figure out what a secret door looks like.
*/
char
secretdoor(int y, int x)
{
register int i;
register struct room *rp;
register 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(HORZWALL);
else
return(VERTWALL);
return('p');
}
/*
* this routine computes the players current strength
*/
int
str_compute(void)
{
if (cur_misc[WEAR_GAUNTLET] != NULL &&
cur_misc[WEAR_GAUNTLET]->o_which == MM_G_OGRE) {
if (cur_misc[WEAR_GAUNTLET]->o_flags & ISCURSED)
return (3);
else
return (21);
}
else
return (pstats.s_str);
}
/*
* copy string using unctrl for things
*/
void
strucpy(char *s1, char *s2, int len)
{
const char *sp;
while (len--)
{
strcpy(s1, (sp = unctrl(*s2)));
s1 += strlen(sp);
s2++;
}
*s1 = '\0';
}
/*
* tr_name:
* print the name of a trap
*/
char *
tr_name(char ch)
{
register char *s = NULL;
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.";
when POOL:
s = terse ? "A shimmering pool." : "You found a shimmering pool";
when MAZETRAP:
s = terse ? "A maze entrance." : "You found a maze entrance";
when WORMHOLE:
s = terse ? "A worm hole." : "You found a worm hole entrance";
}
return s;
}
/*
* 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 "";
}
}
/*
* wake up a room full (hopefully) of creatures
*/
void
wake_room(struct room *rp)
{
register struct linked_list *item;
register struct thing *tp;
for (item=mlist; item!=NULL; item=next(item)) {
tp = THINGPTR(item);
if (off(*tp,ISRUN) && on(*tp,ISMEAN) && roomin(&tp->t_pos) == rp)
runto(tp, &hero);
}
}
/*
* 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_fuses(BEFORE);
do_daemons(AFTER);
do_fuses(AFTER);
}