Mercurial > hg > early-roguelike
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 |
| parents | |
| children | c49f7927b0fa |
comparison
equal
deleted
inserted
replaced
| 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 |
