comparison arogue5/util.c @ 63:0ed67132cf10

Import Advanced Rogue 5.8 from the Roguelike Restoration Project (r1490)
author elwin
date Thu, 09 Aug 2012 22:58:48 +0000
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children c49f7927b0fa
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62:0ef99244acb8 63:0ed67132cf10
1 /*
2 * all sorts of miscellaneous routines
3 *
4 * Advanced Rogue
5 * Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka and AT&T
6 * All rights reserved.
7 *
8 * Based on "Rogue: Exploring the Dungeons of Doom"
9 * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman
10 * All rights reserved.
11 *
12 * See the file LICENSE.TXT for full copyright and licensing information.
13 */
14
15 #include "curses.h"
16 #include "rogue.h"
17 #include <ctype.h>
18
19 /*
20 * aggravate:
21 * aggravate all the monsters on this level
22 */
23
24 aggravate()
25 {
26 register struct linked_list *mi;
27
28 for (mi = mlist; mi != NULL; mi = next(mi))
29 runto(THINGPTR(mi), &hero);
30 }
31
32 /*
33 * cansee:
34 * returns true if the hero can see a certain coordinate.
35 */
36
37 cansee(y, x)
38 register int y, x;
39 {
40 register struct room *rer;
41 register int radius;
42 coord tp;
43
44 if (on(player, ISBLIND))
45 return FALSE;
46
47 tp.y = y;
48 tp.x = x;
49 rer = roomin(&tp);
50
51 /* How far can we see? */
52 if (levtype == OUTSIDE) {
53 if (daytime) radius = 36;
54 else if (lit_room(rer)) radius = 9;
55 else radius = 3;
56 }
57 else radius = 3;
58
59 /*
60 * We can only see if the hero in the same room as
61 * the coordinate and the room is lit or if it is close.
62 */
63 return ((rer != NULL &&
64 levtype != OUTSIDE &&
65 (levtype != MAZELEV || /* Maze level needs direct line */
66 maze_view(tp.y, tp.x)) &&
67 rer == roomin(&hero) &&
68 lit_room(rer)) ||
69 DISTANCE(y, x, hero.y, hero.x) < radius);
70 }
71
72 /*
73 * check_level:
74 * Check to see if the guy has gone up a level.
75 *
76 * Return points needed to obtain next level.
77 *
78 * These are the beginning experience levels for all players.
79 * All further experience levels are computed by muliplying by 2
80 * up through MAXDOUBLE.
81 */
82 #define MAXDOUBLE 14 /* Maximum number of times score is doubled */
83 static struct {
84 long base; /* What it starts out at for doubling */
85 long cap; /* The maximum before doubling stops */
86 } e_levels[4] = {
87 /* You must change MAXDOUBLE if you change the cap figure */
88 { 90L, 1474560L }, /* Fighter */
89 { 130L, 2129920L }, /* Magician */
90 { 110L, 1802240L }, /* cleric */
91 { 75L, 1228800L } /* Thief */
92 };
93
94 long
95 check_level(get_spells)
96 bool get_spells;
97 {
98 register int i, j, add = 0;
99 register unsigned long exp;
100 long retval; /* Return value */
101 int nsides = 0;
102
103 /* See if we are past the doubling stage */
104 exp = e_levels[player.t_ctype].cap;
105 if (pstats.s_exp >= exp) {
106 i = pstats.s_exp/exp; /* First get amount above doubling area */
107 retval = exp + i * exp; /* Compute next higher boundary */
108 i += MAXDOUBLE; /* Add in the previous doubled levels */
109 }
110 else {
111 i = 0;
112 exp = e_levels[player.t_ctype].base;
113 while (exp <= pstats.s_exp) {
114 i++;
115 exp <<= 1;
116 }
117 retval = exp;
118 }
119 if (++i > pstats.s_lvl) {
120 switch (player.t_ctype) {
121 case C_FIGHTER: nsides = 10;
122 when C_MAGICIAN: nsides = 4;
123 when C_CLERIC: nsides = 8;
124 when C_THIEF: nsides = 6;
125 }
126
127 /* Take care of multi-level jumps */
128 for (j=0; j < (i-pstats.s_lvl); j++)
129 add += max(1, roll(1,nsides) + const_bonus());
130 max_stats.s_hpt += add;
131 if ((pstats.s_hpt += add) > max_stats.s_hpt)
132 pstats.s_hpt = max_stats.s_hpt;
133 sprintf(outstring,"Welcome, %s, to level %d",
134 cnames[player.t_ctype][min(i-1, 10)], i);
135 msg(outstring);
136 if (get_spells) {
137 pray_time = 0; /* A new round of prayers */
138 spell_power = 0; /* A new round of spells */
139 }
140 }
141 pstats.s_lvl = i;
142 return(retval);
143 }
144
145 /*
146 * Used to modify the playes strength
147 * it keeps track of the highest it has been, just in case
148 */
149
150 chg_str(amt)
151 register int amt;
152 {
153 register int ring_str; /* ring strengths */
154 register struct stats *ptr; /* for speed */
155
156 ptr = &pstats;
157 ring_str = ring_value(R_ADDSTR);
158 ptr->s_str -= ring_str;
159 ptr->s_str += amt;
160 if (ptr->s_str > 25)
161 ptr->s_str = 25;
162 if (ptr->s_str > max_stats.s_str)
163 max_stats.s_str = ptr->s_str;
164 ptr->s_str += ring_str;
165 if (ptr->s_str <= 0)
166 death(D_STRENGTH);
167 updpack(TRUE);
168 }
169
170 /*
171 * this routine computes the players current AC without dex bonus's
172 */
173 int
174 ac_compute()
175 {
176 register int ac;
177
178 ac = cur_armor != NULL ? cur_armor->o_ac : pstats.s_arm;
179 ac -= ring_value(R_PROTECT);
180 if (cur_misc[WEAR_BRACERS] != NULL)
181 ac -= cur_misc[WEAR_BRACERS]->o_ac;
182 if (cur_misc[WEAR_CLOAK] != NULL)
183 ac -= cur_misc[WEAR_CLOAK]->o_ac;
184
185 /* If player has the cloak, must be wearing it */
186 if (cur_relic[EMORI_CLOAK]) ac -= 5;
187
188 if (ac > 10)
189 ac = 10;
190 return(ac);
191 }
192
193 /*
194 * this routine computes the players current strength
195 */
196 str_compute()
197 {
198 if (cur_misc[WEAR_GAUNTLET] != NULL &&
199 cur_misc[WEAR_GAUNTLET]->o_which == MM_G_OGRE) {
200 if (cur_misc[WEAR_GAUNTLET]->o_flags & ISCURSED)
201 return (3);
202 else
203 return (18);
204 }
205 else
206 return (pstats.s_str);
207 }
208
209 /*
210 * this routine computes the players current dexterity
211 */
212 dex_compute()
213 {
214 if (cur_misc[WEAR_GAUNTLET] != NULL &&
215 cur_misc[WEAR_GAUNTLET]->o_which == MM_G_DEXTERITY) {
216 if (cur_misc[WEAR_GAUNTLET]->o_flags & ISCURSED)
217 return (3);
218 else
219 return (18);
220 }
221 else
222 return (pstats.s_dext);
223 }
224
225
226 /*
227 * diag_ok:
228 * Check to see if the move is legal if it is diagonal
229 */
230
231 diag_ok(sp, ep, flgptr)
232 register coord *sp, *ep;
233 struct thing *flgptr;
234 {
235 register int numpaths = 0;
236
237 /* Horizontal and vertical moves are always ok */
238 if (ep->x == sp->x || ep->y == sp->y)
239 return TRUE;
240
241 /* Diagonal moves are not allowed if there is a horizontal or
242 * vertical path to the destination
243 */
244 if (step_ok(ep->y, sp->x, MONSTOK, flgptr)) numpaths++;
245 if (step_ok(sp->y, ep->x, MONSTOK, flgptr)) numpaths++;
246 return(numpaths != 1);
247 }
248
249 /*
250 * eat:
251 * He wants to eat something, so let him try
252 */
253
254 eat()
255 {
256 register struct linked_list *item;
257
258 if ((item = get_item(pack, "eat", FOOD)) == NULL)
259 return;
260 if ((OBJPTR(item))->o_which == 1)
261 msg("My, that was a yummy %s", fruit);
262 else {
263 if (rnd(100) > 70) {
264 msg("Yuk, this food tastes awful");
265
266 /* Do a check for overflow before increasing experience */
267 if (pstats.s_exp + 1L > pstats.s_exp) pstats.s_exp++;
268 check_level(TRUE);
269 }
270 else
271 msg("Yum, that tasted good");
272 }
273 if ((food_left += HUNGERTIME + rnd(400) - 200) > STOMACHSIZE)
274 food_left = STOMACHSIZE;
275 del_pack(item);
276 hungry_state = F_OKAY;
277 updpack(TRUE);
278 }
279
280 /*
281 * pick a random position around the give (y, x) coordinates
282 */
283 coord *
284 fallpos(pos, be_clear, range)
285 register coord *pos;
286 bool be_clear;
287 int range;
288 {
289 register int tried, i, j;
290 register char ch;
291 static coord ret;
292 static short masks[] = {
293 0x01, 0x02, 0x04, 0x08, 0x10, 0x20, 0x40, 0x80, 0x100 };
294
295 /*
296 * Pick a spot at random centered on the position given by 'pos' and
297 * up to 'range' squares away from 'pos'
298 *
299 * If 'be_clear' is TRUE, the spot must be either FLOOR or PASSAGE
300 * inorder to be considered valid
301 *
302 *
303 * Generate a number from 0 to 8, representing the position to pick.
304 * Note that this DOES include the positon 'pos' itself
305 *
306 * If this position is not valid, mark it as 'tried', and pick another.
307 * Whenever a position is picked that has been tried before,
308 * sequentially find the next untried position. This eliminates costly
309 * random number generation
310 */
311
312 tried = 0;
313 while( tried != 0x1ff ) {
314 i = rnd(9);
315 while( tried & masks[i] )
316 i = (i + 1) % 9;
317
318 tried |= masks[i];
319
320 for( j = 1; j <= range; j++ ) {
321 ret.x = pos->x + j*grid[i].x;
322 ret.y = pos->y + j*grid[i].y;
323
324 if (ret.x == hero.x && ret.y == hero.y)
325 continue; /* skip the hero */
326
327 if (ret.x < 0 || ret.x > COLS - 1 ||
328 ret.y < 1 || ret.y > LINES - 3)
329 continue; /* off the screen? */
330
331 ch = CCHAR( winat(ret.y, ret.x) );
332
333 /*
334 * Check to make certain the spot is valid
335 */
336 switch( ch ) {
337 case FLOOR:
338 case PASSAGE:
339 return( &ret );
340 case GOLD:
341 case SCROLL:
342 case POTION:
343 case STICK:
344 case RING:
345 case WEAPON:
346 case ARMOR:
347 case MM:
348 case FOOD:
349 if(!be_clear && levtype != POSTLEV)
350 return( &ret );
351 default:
352 break;
353 }
354 }
355 }
356 return( NULL );
357 }
358
359
360 /*
361 * find_mons:
362 * Find the monster from his corrdinates
363 */
364
365 struct linked_list *
366 find_mons(y, x)
367 register int y;
368 register int x;
369 {
370 register struct linked_list *item;
371 register struct thing *th;
372
373 for (item = mlist; item != NULL; item = next(item))
374 {
375 th = THINGPTR(item);
376 if (th->t_pos.y == y && th->t_pos.x == x)
377 return item;
378 }
379 return NULL;
380 }
381
382 /*
383 * find_obj:
384 * find the unclaimed object at y, x
385 */
386
387 struct linked_list *
388 find_obj(y, x)
389 register int y;
390 register int x;
391 {
392 register struct linked_list *obj;
393 register struct object *op;
394
395 for (obj = lvl_obj; obj != NULL; obj = next(obj))
396 {
397 op = OBJPTR(obj);
398 if (op->o_pos.y == y && op->o_pos.x == x)
399 return obj;
400 }
401 return NULL;
402 }
403
404
405 /*
406 * set up the direction co_ordinate for use in varios "prefix" commands
407 */
408 get_dir()
409 {
410 register char *prompt;
411 register bool gotit;
412
413 prompt = terse ? "Direction?" : "Which direction? ";
414 msg(prompt);
415 do
416 {
417 gotit = TRUE;
418 switch (readchar())
419 {
420 case 'h': case'H': delta.y = 0; delta.x = -1;
421 when 'j': case'J': delta.y = 1; delta.x = 0;
422 when 'k': case'K': delta.y = -1; delta.x = 0;
423 when 'l': case'L': delta.y = 0; delta.x = 1;
424 when 'y': case'Y': delta.y = -1; delta.x = -1;
425 when 'u': case'U': delta.y = -1; delta.x = 1;
426 when 'b': case'B': delta.y = 1; delta.x = -1;
427 when 'n': case'N': delta.y = 1; delta.x = 1;
428 when ESCAPE: return FALSE;
429 otherwise:
430 mpos = 0;
431 msg(prompt);
432 gotit = FALSE;
433 }
434 } until (gotit);
435 if ((on(player, ISHUH) || on(player, ISDANCE)) && rnd(100) > 20) {
436 do
437 {
438 delta = grid[rnd(9)];
439 } while (delta.y == 0 && delta.x == 0);
440 }
441 mpos = 0;
442 return TRUE;
443 }
444
445 /*
446 * see if the object is one of the currently used items
447 */
448 is_current(obj)
449 register struct object *obj;
450 {
451 if (obj == NULL)
452 return FALSE;
453 if (obj == cur_armor || obj == cur_weapon ||
454 obj == cur_ring[LEFT_1] || obj == cur_ring[LEFT_2] ||
455 obj == cur_ring[LEFT_3] || obj == cur_ring[LEFT_4] ||
456 obj == cur_ring[RIGHT_1] || obj == cur_ring[RIGHT_2] ||
457 obj == cur_ring[RIGHT_3] || obj == cur_ring[RIGHT_4] ||
458 obj == cur_misc[WEAR_BOOTS] || obj == cur_misc[WEAR_JEWEL] ||
459 obj == cur_misc[WEAR_BRACERS] || obj == cur_misc[WEAR_CLOAK] ||
460 obj == cur_misc[WEAR_GAUNTLET] || obj == cur_misc[WEAR_NECKLACE]) {
461
462 return TRUE;
463 }
464
465 /* Is it a "current" relic? */
466 if (obj->o_type == RELIC) {
467 switch (obj->o_which) {
468 case MUSTY_DAGGER:
469 case EMORI_CLOAK:
470 case HEIL_ANKH:
471 case YENDOR_AMULET:
472 case HRUGGEK_MSTAR:
473 case YEENOGHU_FLAIL:
474 if (cur_relic[obj->o_which]) return TRUE;
475 }
476 }
477
478 return FALSE;
479 }
480
481
482 /*
483 * Look:
484 * A quick glance all around the player
485 */
486
487 look(wakeup, runend)
488 bool wakeup; /* Should we wake up monsters */
489 bool runend; /* At end of a run -- for mazes */
490 {
491 register int x, y, radius;
492 register char ch, och;
493 register int oldx, oldy;
494 register bool inpass, horiz, vert, do_light = FALSE, do_blank = FALSE;
495 register int passcount = 0, curfloorcount = 0, nextfloorcount = 0;
496 register struct room *rp;
497 register int ey, ex;
498
499 inpass = ((rp = roomin(&hero)) == NULL); /* Are we in a passage? */
500
501 /* Are we moving vertically or horizontally? */
502 if (runch == 'h' || runch == 'l') horiz = TRUE;
503 else horiz = FALSE;
504 if (runch == 'j' || runch == 'k') vert = TRUE;
505 else vert = FALSE;
506
507 /* How far around himself can the player see? */
508 if (levtype == OUTSIDE) {
509 if (daytime) radius = 6;
510 else if (lit_room(rp)) radius = 3;
511 else radius = 1;
512 }
513 else radius = 1;
514
515 getyx(cw, oldy, oldx); /* Save current position */
516
517 /* Blank out the floor around our last position and check for
518 * moving out of a corridor in a maze.
519 */
520 if (levtype == OUTSIDE) do_blank = !daytime;
521 else if (oldrp != NULL && !lit_room(oldrp) && off(player, ISBLIND))
522 do_blank = TRUE;
523
524 /* Now move around the old position and blank things out */
525 ey = player.t_oldpos.y + radius;
526 ex = player.t_oldpos.x + radius;
527 for (x = player.t_oldpos.x - radius; x <= ex; x++)
528 if (x >= 0 && x < COLS)
529 for (y = player.t_oldpos.y - radius; y <= ey; y++) {
530 char savech; /* Saves character in monster window */
531
532 if (y < 1 || y > LINES - 3) continue;
533
534 /* See what's there -- ignore monsters, just see what they're on */
535 savech = CCHAR( mvwinch(mw, y, x) );
536 waddch(mw, ' ');
537 ch = show(y, x);
538 mvwaddch(mw, y, x, savech); /* Restore monster */
539
540 if (do_blank && (y != hero.y || x != hero.x))
541 switch (ch) {
542 case DOOR:
543 case SECRETDOOR:
544 case PASSAGE:
545 case STAIRS:
546 case TRAPDOOR:
547 case TELTRAP:
548 case BEARTRAP:
549 case SLEEPTRAP:
550 case ARROWTRAP:
551 case DARTTRAP:
552 case MAZETRAP:
553 case POOL:
554 case POST:
555 case '|':
556 case '-':
557 case WALL:
558 /* If there was a monster showing, make it disappear */
559 if (isalpha(savech)) mvwaddch(cw, y, x, ch);
560 break;
561 when FLOOR:
562 case FOREST:
563 default:
564 mvwaddch(cw, y, x, ' ');
565 }
566
567 /* Moving out of a corridor? */
568 if (levtype == MAZELEV && !ce(hero, player.t_oldpos) &&
569 !running && !isrock(ch) && /* Not running and not a wall */
570 ((vert && x != player.t_oldpos.x && y==player.t_oldpos.y) ||
571 (horiz && y != player.t_oldpos.y && x==player.t_oldpos.x)))
572 do_light = off(player, ISBLIND);
573 }
574
575 /* Take care of unlighting a corridor */
576 if (do_light && lit_room(rp)) light(&player.t_oldpos);
577
578 /* Are we coming or going between a wall and a corridor in a maze? */
579 och = show(player.t_oldpos.y, player.t_oldpos.x);
580 ch = show(hero.y, hero.x);
581 if (levtype == MAZELEV &&
582 ((isrock(och) && !isrock(ch)) || (isrock(ch) && !isrock(och)))) {
583 do_light = off(player, ISBLIND); /* Light it up if not blind */
584
585 /* Unlight what we just saw */
586 if (do_light && lit_room(&rooms[0])) light(&player.t_oldpos);
587 }
588
589 /* Look around the player */
590 ey = hero.y + radius;
591 ex = hero.x + radius;
592 for (x = hero.x - radius; x <= ex; x++)
593 if (x >= 0 && x < COLS) for (y = hero.y - radius; y <= ey; y++) {
594 if (y < 1 || y >= LINES - 2)
595 continue;
596 if (isalpha(mvwinch(mw, y, x)))
597 {
598 register struct linked_list *it;
599 register struct thing *tp;
600
601 if (wakeup)
602 it = wake_monster(y, x);
603 else
604 it = find_mons(y, x);
605 tp = THINGPTR(it);
606 tp->t_oldch = CCHAR( mvinch(y, x) );
607 if (isatrap(tp->t_oldch)) {
608 register struct trap *trp = trap_at(y, x);
609
610 tp->t_oldch = (trp->tr_flags & ISFOUND) ? tp->t_oldch
611 : trp->tr_show;
612 }
613 if (tp->t_oldch == FLOOR && !lit_room(rp) &&
614 off(player, ISBLIND))
615 tp->t_oldch = ' ';
616 }
617
618 /*
619 * Secret doors show as walls
620 */
621 if ((ch = show(y, x)) == SECRETDOOR)
622 ch = secretdoor(y, x);
623 /*
624 * Don't show room walls if he is in a passage and
625 * check for maze turns
626 */
627 if (off(player, ISBLIND))
628 {
629 if (y == hero.y && x == hero.x
630 || (inpass && (ch == '-' || ch == '|')))
631 continue;
632
633 /* Did we come to a crossroads in a maze? */
634 if (levtype == MAZELEV &&
635 (runend || !ce(hero, player.t_oldpos)) &&
636 !isrock(ch) && /* Not a wall */
637 ((vert && x != hero.x && y == hero.y) ||
638 (horiz && y != hero.y && x == hero.x)))
639 /* Just came to a turn */
640 do_light = off(player, ISBLIND);
641 }
642 else if (y != hero.y || x != hero.x)
643 continue;
644
645 wmove(cw, y, x);
646 waddch(cw, ch);
647 if (door_stop && !firstmove && running)
648 {
649 switch (runch)
650 {
651 case 'h':
652 if (x == hero.x + 1)
653 continue;
654 when 'j':
655 if (y == hero.y - 1)
656 continue;
657 when 'k':
658 if (y == hero.y + 1)
659 continue;
660 when 'l':
661 if (x == hero.x - 1)
662 continue;
663 when 'y':
664 if ((x + y) - (hero.x + hero.y) >= 1)
665 continue;
666 when 'u':
667 if ((y - x) - (hero.y - hero.x) >= 1)
668 continue;
669 when 'n':
670 if ((x + y) - (hero.x + hero.y) <= -1)
671 continue;
672 when 'b':
673 if ((y - x) - (hero.y - hero.x) <= -1)
674 continue;
675 }
676 switch (ch)
677 {
678 case DOOR:
679 if (x == hero.x || y == hero.y)
680 running = FALSE;
681 break;
682 case PASSAGE:
683 if (x == hero.x || y == hero.y)
684 passcount++;
685 break;
686 case FLOOR:
687 /* Stop by new passages in a maze (floor next to us) */
688 if ((levtype == MAZELEV) &&
689 !(hero.y == y && hero.x == x)) {
690 if (vert) { /* Moving vertically */
691 /* We have a passage on our row */
692 if (y == hero.y) curfloorcount++;
693
694 /* Some passage on the next row */
695 else if (y != player.t_oldpos.y)
696 nextfloorcount++;
697 }
698 else { /* Moving horizontally */
699 /* We have a passage on our column */
700 if (x == hero.x) curfloorcount++;
701
702 /* Some passage in the next column */
703 else if (x != player.t_oldpos.x)
704 nextfloorcount++;
705 }
706 }
707 case '|':
708 case '-':
709 case ' ':
710 break;
711 default:
712 running = FALSE;
713 break;
714 }
715 }
716 }
717
718 /* Have we passed a side passage, with multiple choices? */
719 if (curfloorcount > 0 && nextfloorcount > 0) running = FALSE;
720
721 else if (door_stop && !firstmove && passcount > 1)
722 running = FALSE;
723
724 /* Do we have to light up the area (just stepped into a new corridor)? */
725 if (do_light && !running && lit_room(rp)) light(&hero);
726
727 mvwaddch(cw, hero.y, hero.x, PLAYER);
728 wmove(cw, oldy, oldx);
729 if (!ce(player.t_oldpos, hero)) {
730 player.t_oldpos = hero; /* Don't change if we didn't move */
731 oldrp = rp;
732 }
733 }
734
735 /*
736 * raise_level:
737 * The guy just magically went up a level.
738 */
739
740 raise_level(get_spells)
741 bool get_spells;
742 {
743 unsigned long test; /* Next level -- be sure it is not an overflow */
744
745 test = check_level(FALSE); /* Get next boundary */
746
747 /* Be sure it is higher than what we have no -- else overflow */
748 if (test > pstats.s_exp) pstats.s_exp = test;
749 check_level(get_spells);
750 }
751
752 /*
753 * saving throw matrix for character saving throws
754 * this table is indexed by char type and saving throw type
755 */
756 static int st_matrix[5][5] = {
757 /* Poison, Petrify, wand, Breath, Magic */
758 { 14, 15, 16, 16, 17 },
759 { 14, 13, 11, 15, 12 },
760 { 10, 13, 14, 16, 15 },
761 { 13, 12, 14, 16, 15 },
762 { 14, 15, 16, 16, 17 }
763 };
764
765 /*
766 * save:
767 * See if a creature saves against something
768 */
769 save(which, who, adj)
770 int which; /* which type of save */
771 struct thing *who; /* who is saving */
772 int adj; /* saving throw adjustment */
773 {
774 register int need, level;
775
776 level = who->t_stats.s_lvl;
777 need = st_matrix[who->t_ctype][which];
778 switch (who->t_ctype) {
779 case C_FIGHTER:
780 need -= (level-1) / 2;
781 when C_MAGICIAN:
782 need -= 2 * (level-1) / 5;
783 when C_CLERIC:
784 need -= (level-1) / 3;
785 when C_THIEF:
786 need -= 2 * (level-1) / 4;
787 when C_MONSTER:
788 need -= level / 2;
789 }
790 /*
791 * add in pluses against poison for execeptional constitution
792 */
793 if (which == VS_POISON && who->t_stats.s_const > 18)
794 need -= (who->t_stats.s_const - 17) / 2;
795 /*
796 * does the player have a ring of protection on?
797 */
798 if (who == &player)
799 need -= (min(ring_value(R_PROTECT),3)); /* no more than +3 bonus */
800 /*
801 * does the player have a cloak of protection on?
802 */
803 if (who == &player && cur_misc[WEAR_CLOAK])
804 need -= (min(cur_misc[WEAR_CLOAK]->o_ac,3)); /* no more than +3 bonus */
805 need -= adj;
806 debug("need a %d to save", need);
807 return (roll(1, 20) >= need);
808 }
809
810
811 /*
812 * secret_door:
813 * Figure out what a secret door looks like.
814 */
815
816 secretdoor(y, x)
817 register int y, x;
818 {
819 register int i;
820 register struct room *rp;
821 register coord *cpp;
822 static coord cp;
823
824 cp.y = y;
825 cp.x = x;
826 cpp = &cp;
827 for (rp = rooms, i = 0; i < MAXROOMS; rp++, i++)
828 if (inroom(rp, cpp))
829 if (y == rp->r_pos.y || y == rp->r_pos.y + rp->r_max.y - 1)
830 return('-');
831 else
832 return('|');
833
834 return('p');
835 }
836
837 /*
838 * copy string using unctrl for things
839 */
840 strucpy(s1, s2, len)
841 register char *s1, *s2;
842 register int len;
843 {
844 register char *sp;
845
846 while (len--)
847 {
848 strcpy(s1, (sp = unctrl(*s2)));
849 s1 += strlen(sp);
850 s2++;
851 }
852 *s1 = '\0';
853 }
854
855 /*
856 * tr_name:
857 * print the name of a trap
858 */
859
860 char *
861 tr_name(ch)
862 char ch;
863 {
864 register char *s = NULL;
865
866 switch (ch)
867 {
868 case TRAPDOOR:
869 s = terse ? "A trapdoor." : "You found a trapdoor.";
870 when BEARTRAP:
871 s = terse ? "A beartrap." : "You found a beartrap.";
872 when SLEEPTRAP:
873 s = terse ? "A sleeping gas trap.":"You found a sleeping gas trap.";
874 when ARROWTRAP:
875 s = terse ? "An arrow trap." : "You found an arrow trap.";
876 when TELTRAP:
877 s = terse ? "A teleport trap." : "You found a teleport trap.";
878 when DARTTRAP:
879 s = terse ? "A dart trap." : "You found a poison dart trap.";
880 when POOL:
881 s = terse ? "A shimmering pool." : "You found a shimmering pool";
882 when MAZETRAP:
883 s = terse ? "A maze entrance." : "You found a maze entrance";
884 }
885 return s;
886 }
887
888 /*
889 * for printfs: if string starts with a vowel, return "n" for an "an"
890 */
891 char *
892 vowelstr(str)
893 register char *str;
894 {
895 switch (*str)
896 {
897 case 'a':
898 case 'e':
899 case 'i':
900 case 'o':
901 case 'u':
902 return "n";
903 default:
904 return "";
905 }
906 }
907
908 /*
909 * waste_time:
910 * Do nothing but let other things happen
911 */
912
913 waste_time()
914 {
915 if (inwhgt) /* if from wghtchk then done */
916 return;
917 do_daemons(BEFORE);
918 do_fuses(BEFORE);
919 do_daemons(AFTER);
920 do_fuses(AFTER);
921 }