Mercurial > hg > early-roguelike
annotate arogue5/util.c @ 237:2236ef808bcb
XRogue: fix some uses of entire structs instead of their members.
Some calls to runto() were given a pointer to the player struct instead
of to the player's coordinates. A call to death() was passed a pointer
to a monster instead of the monster's type number.
author | John "Elwin" Edwards |
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date | Tue, 08 Mar 2016 20:47:57 -0500 |
parents | 56e748983fa8 |
children | d71e5e1f49cf |
rev | line source |
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1 /* |
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2 * all sorts of miscellaneous routines |
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3 * |
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4 * Advanced Rogue |
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5 * Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka and AT&T |
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6 * All rights reserved. |
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7 * |
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8 * Based on "Rogue: Exploring the Dungeons of Doom" |
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9 * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman |
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10 * All rights reserved. |
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11 * |
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12 * See the file LICENSE.TXT for full copyright and licensing information. |
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13 */ |
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14 |
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15 #include "curses.h" |
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16 #include "rogue.h" |
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17 #include <ctype.h> |
67 | 18 #include <string.h> |
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19 |
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20 /* |
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21 * aggravate: |
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22 * aggravate all the monsters on this level |
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23 */ |
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24 |
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25 void |
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26 aggravate(void) |
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27 { |
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28 register struct linked_list *mi; |
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29 |
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30 for (mi = mlist; mi != NULL; mi = next(mi)) |
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31 runto(THINGPTR(mi), &hero); |
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32 } |
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33 |
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34 /* |
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35 * cansee: |
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36 * returns true if the hero can see a certain coordinate. |
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37 */ |
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38 |
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39 bool |
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40 cansee(int y, int x) |
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41 { |
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42 register struct room *rer; |
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43 register int radius; |
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44 coord tp; |
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45 |
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46 if (on(player, ISBLIND)) |
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47 return FALSE; |
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48 |
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49 tp.y = y; |
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50 tp.x = x; |
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51 rer = roomin(&tp); |
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52 |
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53 /* How far can we see? */ |
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54 if (levtype == OUTSIDE) { |
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55 if (daytime) radius = 36; |
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56 else if (lit_room(rer)) radius = 9; |
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57 else radius = 3; |
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58 } |
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59 else radius = 3; |
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60 |
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61 /* |
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62 * We can only see if the hero in the same room as |
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63 * the coordinate and the room is lit or if it is close. |
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64 */ |
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65 return ((rer != NULL && |
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66 levtype != OUTSIDE && |
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67 (levtype != MAZELEV || /* Maze level needs direct line */ |
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68 maze_view(tp.y, tp.x)) && |
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69 rer == roomin(&hero) && |
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70 lit_room(rer)) || |
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71 DISTANCE(y, x, hero.y, hero.x) < radius); |
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72 } |
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73 |
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74 /* |
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75 * check_level: |
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76 * Check to see if the guy has gone up a level. |
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77 * |
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78 * Return points needed to obtain next level. |
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79 * |
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80 * These are the beginning experience levels for all players. |
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81 * All further experience levels are computed by muliplying by 2 |
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82 * up through MAXDOUBLE. |
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83 */ |
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84 #define MAXDOUBLE 14 /* Maximum number of times score is doubled */ |
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85 static struct { |
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86 long base; /* What it starts out at for doubling */ |
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87 long cap; /* The maximum before doubling stops */ |
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88 } e_levels[4] = { |
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89 /* You must change MAXDOUBLE if you change the cap figure */ |
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90 { 90L, 1474560L }, /* Fighter */ |
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91 { 130L, 2129920L }, /* Magician */ |
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92 { 110L, 1802240L }, /* cleric */ |
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93 { 75L, 1228800L } /* Thief */ |
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94 }; |
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95 |
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96 long |
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97 check_level(bool get_spells) |
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98 { |
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99 register int i, j, add = 0; |
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100 register unsigned long exp; |
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101 long retval; /* Return value */ |
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102 int nsides = 0; |
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103 |
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