Mercurial > hg > early-roguelike
annotate xrogue/util.c @ 249:9e35b2f9c2ea
Added tag rel2016.06 for changeset 182e26224f92
author | John "Elwin" Edwards |
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date | Wed, 01 Jun 2016 20:16:23 -0400 |
parents | 7c1cb43f346e |
children | d71e5e1f49cf |
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1 /* |
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2 util.c - all sorts of miscellaneous routines |
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3 |
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4 XRogue: Expeditions into the Dungeons of Doom |
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5 Copyright (C) 1991 Robert Pietkivitch |
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6 All rights reserved. |
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7 |
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8 Based on "Advanced Rogue" |
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9 Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka and AT&T |
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10 All rights reserved. |
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11 |
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12 Based on "Rogue: Exploring the Dungeons of Doom" |
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13 Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman |
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14 All rights reserved. |
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15 |
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16 See the file LICENSE.TXT for full copyright and licensing information. |
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17 */ |
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18 |
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19 #include <curses.h> |
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20 #include <ctype.h> |
135 | 21 #include <string.h> |
133
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22 #include "rogue.h" |
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23 |
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24 /* |
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25 * this routine computes the players current AC without dex bonus's |
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26 */ |
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27 |
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28 int |
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29 ac_compute(bool ignoremetal) |
133
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30 { |
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31 register int ac; |
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32 |
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33 ac = pstats.s_arm; /* base armor of "skin" */ |
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34 if (cur_armor) { |
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35 if (!ignoremetal || |
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36 (cur_armor->o_which != LEATHER && |
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37 cur_armor->o_which != STUDDED_LEATHER && |
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38 cur_armor->o_which != PADDED_ARMOR)) |
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39 ac -= (10 - cur_armor->o_ac); |
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40 } |
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41 if (player.t_ctype == C_MONK) |
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42 ac -= pstats.s_lvl * 3 / 5; |
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43 ac -= ring_value(R_PROTECT); |
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44 if (cur_misc[WEAR_BRACERS] != NULL) |
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45 ac -= cur_misc[WEAR_BRACERS]->o_ac; |
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46 if (cur_misc[WEAR_CLOAK] != NULL) |
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47 ac -= cur_misc[WEAR_CLOAK]->o_ac; |
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48 |
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49 /* If player has the cloak, must be wearing it */ |
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50 if (cur_relic[EMORI_CLOAK]) ac -= 15; |
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51 |
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52 if (ac > 25) |
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53 ac = 25; |
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54 return(ac); |
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55 } |
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56 |
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57 /* |
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58 * aggravate: |
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59 * aggravate all the monsters on this level |
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60 */ |
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61 |
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62 void |
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63 aggravate(bool do_uniques, bool do_good) |
133
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64 { |
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65 register struct linked_list *mi; |
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66 register struct thing *thingptr; |
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67 |
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68 for (mi = mlist; mi != NULL; mi = next(mi)) { |
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69 thingptr = THINGPTR(mi); |
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70 if (do_good == FALSE && off(*thingptr, ISMEAN)) continue; |
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71 if (do_uniques || off(*thingptr, ISUNIQUE)) runto(thingptr, &hero); |
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72 } |
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73 } |
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74 |
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75 /* |
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76 * cansee: |
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77 * returns true if the hero can see a certain coordinate. |
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78 */ |
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79 |
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80 bool |
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81 cansee(int y, int x) |
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82 { |
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83 register struct room *rer; |
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84 register int radius; |
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85 coord tp; |
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86 |
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87 if (on(player, ISBLIND)) |
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88 return FALSE; |
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89 |
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90 tp.y = y; |
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91 tp.x = x; |
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92 rer = roomin(&tp); |
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