Mercurial > hg > early-roguelike
annotate arogue5/util.c @ 97:d4bf99f82ea0
arogue5: fix backspace key.
author | John "Elwin" Edwards |
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date | Wed, 28 Aug 2013 08:37:56 -0700 |
parents | c49f7927b0fa |
children | 56e748983fa8 |
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> |
63
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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 aggravate() |
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26 { |
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27 register struct linked_list *mi; |
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28 |
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29 for (mi = mlist; mi != NULL; mi = next(mi)) |
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30 runto(THINGPTR(mi), &hero); |
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31 } |
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32 |
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33 /* |
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34 * cansee: |
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35 * returns true if the hero can see a certain coordinate. |
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36 */ |
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37 |
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38 cansee(y, x) |
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39 register int y, x; |
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40 { |
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41 register struct room *rer; |
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42 register int radius; |
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43 coord tp; |
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44 |
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45 if (on(player, ISBLIND)) |
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46 return FALSE; |
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47 |
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48 tp.y = y; |
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49 tp.x = x; |
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50 rer = roomin(&tp); |
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51 |
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52 /* How far can we see? */ |
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53 if (levtype == OUTSIDE) { |
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54 if (daytime) radius = 36; |
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55 else if (lit_room(rer)) radius = 9; |
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56 else radius = 3; |
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57 } |
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58 else radius = 3; |
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59 |
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60 /* |
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61 * We can only see if the hero in the same room as |
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62 * the coordinate and the room is lit or if it is close. |
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63 */ |
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64 return ((rer != NULL && |
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65 levtype != OUTSIDE && |
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66 (levtype != MAZELEV || /* Maze level needs direct line */ |
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67 maze_view(tp.y, tp.x)) && |
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68 rer == roomin(&hero) && |
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69 lit_room(rer)) || |
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70 DISTANCE(y, x, hero.y, hero.x) < radius); |
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71 } |
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72 |
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73 /* |
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74 * check_level: |
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75 * Check to see if the guy has gone up a level. |
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76 * |
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77 * Return points needed to obtain next level. |
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78 * |
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79 * These are the beginning experience levels for all players. |
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80 * All further experience levels are computed by muliplying by 2 |
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81 * up through MAXDOUBLE. |
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82 */ |
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83 #define MAXDOUBLE 14 /* Maximum number of times score is doubled */ |
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84 static struct { |
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85 long base; /* What it starts out at for doubling */ |
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86 long cap; /* The maximum before doubling stops */ |
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87 } e_levels[4] = { |
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88 /* You must change MAXDOUBLE if you change the cap figure */ |
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89 { 90L, 1474560L }, /* Fighter */ |
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90 { 130L, 2129920L }, /* Magician */ |
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91 { 110L, 1802240L }, /* cleric */ |
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92 { 75L, 1228800L } /* Thief */ |
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93 }; |
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94 |
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95 long |
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96 check_level(get_spells) |
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97 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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104 /* See if we are past the doubling stage */ |
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105 exp = e_levels[player.t_ctype].cap; |
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106 if (pstats.s_exp >= exp) { |