annotate arogue5/util.c @ 120:d6b7c3fb37ea

srogue: add and use more md_* portable functions. Privileges and memory usage checks are now more portable.
author John "Elwin" Edwards
date Fri, 02 May 2014 15:06:23 -0700
parents c49f7927b0fa
children 56e748983fa8
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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>
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c49f7927b0fa arogue5: add missing header files.
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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 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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