Mercurial > hg > early-roguelike
comparison arogue7/util.c @ 125:adfa37e67084
Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
| author | John "Elwin" Edwards |
|---|---|
| date | Fri, 08 May 2015 15:24:40 -0400 |
| parents | |
| children | b786053d2f37 |
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| 124:d10fc4a065ac | 125:adfa37e67084 |
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| 1 /* | |
| 2 * util.c - all sorts of miscellaneous routines | |
| 3 * | |
| 4 * Advanced Rogue | |
| 5 * Copyright (C) 1984, 1985, 1986 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 #ifdef PC7300 | |
| 19 #include <track.h> | |
| 20 #include <kcodes.h> | |
| 21 #include <sys/window.h> | |
| 22 extern struct uwdata wdata; | |
| 23 #endif | |
| 24 | |
| 25 /* | |
| 26 * all sorts of miscellaneous routines | |
| 27 * | |
| 28 */ | |
| 29 | |
| 30 | |
| 31 | |
| 32 | |
| 33 /* | |
| 34 * this routine computes the players current AC without dex bonus's | |
| 35 */ | |
| 36 int | |
| 37 ac_compute(ignoremetal) | |
| 38 bool ignoremetal; | |
| 39 { | |
| 40 register int ac; | |
| 41 | |
| 42 ac = pstats.s_arm; /* base armor of "skin" */ | |
| 43 if (cur_armor) { | |
| 44 if (!ignoremetal || | |
| 45 (cur_armor->o_which != LEATHER && | |
| 46 cur_armor->o_which != STUDDED_LEATHER && | |
| 47 cur_armor->o_which != PADDED_ARMOR)) | |
| 48 ac -= (10 - cur_armor->o_ac); | |
| 49 } | |
| 50 if (player.t_ctype == C_MONK) | |
| 51 ac -= pstats.s_lvl * 2 / 3; | |
| 52 ac -= ring_value(R_PROTECT); | |
| 53 if (cur_misc[WEAR_BRACERS] != NULL) | |
| 54 ac -= cur_misc[WEAR_BRACERS]->o_ac; | |
| 55 if (cur_misc[WEAR_CLOAK] != NULL) | |
| 56 ac -= cur_misc[WEAR_CLOAK]->o_ac; | |
| 57 | |
| 58 /* If player has the cloak, must be wearing it */ | |
| 59 if (cur_relic[EMORI_CLOAK]) ac -= 5; | |
| 60 | |
| 61 if (ac > 10) | |
| 62 ac = 10; | |
| 63 return(ac); | |
| 64 } | |
| 65 | |
| 66 /* | |
| 67 * aggravate: | |
| 68 * aggravate all the monsters on this level | |
| 69 */ | |
| 70 | |
| 71 aggravate(do_uniques, do_good) | |
| 72 bool do_uniques, do_good; | |
| 73 { | |
| 74 register struct linked_list *mi; | |
| 75 register struct thing *thingptr; | |
| 76 | |
| 77 for (mi = mlist; mi != NULL; mi = next(mi)) { | |
| 78 thingptr = THINGPTR(mi); | |
| 79 if (do_good == FALSE && off(*thingptr, ISMEAN)) continue; | |
| 80 if (do_uniques || off(*thingptr, ISUNIQUE)) runto(thingptr, &hero); | |
| 81 } | |
| 82 } | |
| 83 | |
| 84 /* | |
| 85 * cansee: | |
| 86 * returns true if the hero can see a certain coordinate. | |
| 87 */ | |
| 88 | |
| 89 cansee(y, x) | |
| 90 register int y, x; | |
| 91 { | |
| 92 register struct room *rer; | |
| 93 register int radius; | |
| 94 coord tp; | |
| 95 | |
| 96 if (on(player, ISBLIND)) | |
| 97 return FALSE; | |
| 98 | |
| 99 tp.y = y; | |
| 100 tp.x = x; | |
| 101 rer = roomin(&tp); | |
| 102 | |
| 103 /* How far can we see? */ | |
| 104 if (levtype == OUTSIDE) { | |
| 105 if (daytime) radius = 36; | |
| 106 else if (lit_room(rer)) radius = 9; | |
| 107 else radius = 3; | |
| 108 } | |
| 109 else radius = 3; | |
| 110 | |
| 111 /* | |
| 112 * We can only see if the hero in the same room as | |
| 113 * the coordinate and the room is lit or if it is close. | |
| 114 */ | |
| 115 return ((rer != NULL && | |
| 116 levtype != OUTSIDE && | |
| 117 (levtype != MAZELEV || /* Maze level needs direct line */ | |
| 118 maze_view(tp.y, tp.x)) && | |
| 119 rer == roomin(&hero) && | |
| 120 lit_room(rer)) || | |
| 121 DISTANCE(y, x, hero.y, hero.x) < radius); | |
| 122 } | |
| 123 | |
| 124 /* | |
| 125 * check_level: | |
| 126 * Check to see if the guy has gone up a level. | |
| 127 * | |
| 128 * Return points needed to obtain next level. | |
| 129 * | |
| 130 * These are certain beginning experience levels for all players. | |
| 131 * All further experience levels are computed by muliplying by 2 | |
| 132 * up through MAXDOUBLE. Then the cap is added in to compute | |
| 133 * further levels | |
| 134 */ | |
| 135 long | |
| 136 check_level() | |
| 137 { | |
| 138 register int i, j, add = 0; | |
| 139 register unsigned long exp; | |
| 140 long retval; /* Return value */ | |
| 141 int nsides; | |
| 142 | |
| 143 pstats.s_lvl -= pstats.s_lvladj; /* correct for level adjustment */ | |
| 144 /* See if we are past the doubling stage */ | |
| 145 exp = char_class[player.t_ctype].cap; | |
| 146 if (pstats.s_exp >= exp) { | |
| 147 i = pstats.s_exp/exp; /* First get amount above doubling area */ | |
| 148 retval = exp + i * exp; /* Compute next higher boundary */ | |
| 149 i += MAXDOUBLE; /* Add in the previous doubled levels */ | |
| 150 } | |
| 151 else { | |
| 152 i = 0; | |
| 153 exp = char_class[player.t_ctype].start_exp; | |
| 154 while (exp <= pstats.s_exp) { | |
| 155 i++; | |
| 156 exp <<= 1; | |
| 157 } | |
| 158 retval = exp; | |
| 159 } | |
| 160 if (++i > pstats.s_lvl) { | |
| 161 nsides = char_class[player.t_ctype].hit_pts; | |
| 162 for (j=0; j<(i-pstats.s_lvl); j++) /* Take care of multi-level jumps */ | |
| 163 add += max(1, roll(1,nsides) + const_bonus()); | |
| 164 max_stats.s_hpt += add; | |
| 165 if ((pstats.s_hpt += add) > max_stats.s_hpt) | |
| 166 pstats.s_hpt = max_stats.s_hpt; | |
| 167 msg("Welcome, %s, to level %d", | |
| 168 cnames[player.t_ctype][min(i-1, NUM_CNAMES-1)], i); | |
| 169 } | |
| 170 pstats.s_lvl = i; | |
| 171 pstats.s_lvl += pstats.s_lvladj; /* correct for level adjustment */ | |
| 172 return(retval); | |
| 173 } | |
| 174 | |
| 175 /* | |
| 176 * Used to modify the players strength | |
| 177 * it keeps track of the highest it has been, just in case | |
| 178 */ | |
| 179 | |
| 180 chg_str(amt) | |
| 181 register int amt; | |
| 182 { | |
| 183 register int ring_str; /* ring strengths */ | |
| 184 register struct stats *ptr; /* for speed */ | |
| 185 | |
| 186 ptr = &pstats; | |
| 187 ring_str = ring_value(R_ADDSTR); | |
| 188 ptr->s_str -= ring_str; | |
| 189 ptr->s_str += amt; | |
| 190 if (ptr->s_str > 25) | |
| 191 ptr->s_str = 25; | |
| 192 if (ptr->s_str > max_stats.s_str) | |
| 193 max_stats.s_str = ptr->s_str; | |
| 194 ptr->s_str += ring_str; | |
| 195 if (ptr->s_str <= 0) | |
| 196 death(D_STRENGTH); | |
| 197 updpack(TRUE, &player); | |
| 198 } | |
| 199 | |
| 200 /* | |
| 201 * let's confuse the player | |
| 202 */ | |
| 203 confus_player() | |
| 204 { | |
| 205 if (off(player, ISCLEAR)) | |
| 206 { | |
| 207 msg("Wait, what's going on here. Huh? What? Who?"); | |
| 208 if (find_slot(unconfuse)) | |
| 209 lengthen(unconfuse, HUHDURATION); | |
| 210 else | |
| 211 fuse(unconfuse, 0, HUHDURATION, AFTER); | |
| 212 turn_on(player, ISHUH); | |
| 213 } | |
| 214 else msg("You feel dizzy for a moment, but it quickly passes."); | |
| 215 } | |
| 216 | |
| 217 /* | |
| 218 * this routine computes the players current dexterity | |
| 219 */ | |
| 220 dex_compute() | |
| 221 { | |
| 222 if (cur_misc[WEAR_GAUNTLET] != NULL && | |
| 223 cur_misc[WEAR_GAUNTLET]->o_which == MM_G_DEXTERITY) { | |
| 224 if (cur_misc[WEAR_GAUNTLET]->o_flags & ISCURSED) | |
| 225 return (3); | |
| 226 else | |
| 227 return (18); | |
| 228 } | |
| 229 else | |
| 230 return (pstats.s_dext); | |
| 231 } | |
| 232 | |
| 233 /* | |
| 234 * diag_ok: | |
| 235 * Check to see if the move is legal if it is diagonal | |
| 236 */ | |
| 237 | |
| 238 diag_ok(sp, ep, flgptr) | |
| 239 register coord *sp, *ep; | |
| 240 struct thing *flgptr; | |
| 241 { | |
| 242 register int numpaths = 0; | |
| 243 | |
| 244 /* Horizontal and vertical moves are always ok */ | |
| 245 if (ep->x == sp->x || ep->y == sp->y) | |
| 246 return TRUE; | |
| 247 | |
| 248 /* Diagonal moves are not allowed if there is a horizontal or | |
| 249 * vertical path to the destination | |
| 250 */ | |
| 251 if (step_ok(ep->y, sp->x, MONSTOK, flgptr)) numpaths++; | |
| 252 if (step_ok(sp->y, ep->x, MONSTOK, flgptr)) numpaths++; | |
| 253 return(numpaths != 1); | |
| 254 } | |
| 255 | |
| 256 /* | |
| 257 * pick a random position around the give (y, x) coordinates | |
| 258 */ | |
| 259 coord * | |
| 260 fallpos(pos, be_clear, range) | |
| 261 register coord *pos; | |
| 262 bool be_clear; | |
| 263 int range; | |
| 264 { | |
| 265 register int tried, i, j; | |
| 266 register char ch; | |
| 267 static coord ret; | |
| 268 static short masks[] = { | |
| 269 0x01, 0x02, 0x04, 0x08, 0x10, 0x20, 0x40, 0x80, 0x100 }; | |
| 270 | |
| 271 /* | |
| 272 * Pick a spot at random centered on the position given by 'pos' and | |
| 273 * up to 'range' squares away from 'pos' | |
| 274 * | |
| 275 * If 'be_clear' is TRUE, the spot must be either FLOOR or PASSAGE | |
| 276 * inorder to be considered valid | |
| 277 * | |
| 278 * | |
| 279 * Generate a number from 0 to 8, representing the position to pick. | |
| 280 * Note that this DOES include the positon 'pos' itself | |
| 281 * | |
| 282 * If this position is not valid, mark it as 'tried', and pick another. | |
| 283 * Whenever a position is picked that has been tried before, | |
| 284 * sequentially find the next untried position. This eliminates costly | |
| 285 * random number generation | |
| 286 */ | |
| 287 | |
| 288 tried = 0; | |
| 289 while( tried != 0x1ff ) { | |
| 290 i = rnd(9); | |
| 291 while( tried & masks[i] ) | |
| 292 i = (i + 1) % 9; | |
| 293 | |
| 294 tried |= masks[i]; | |
| 295 | |
| 296 for( j = 1; j <= range; j++ ) { | |
| 297 ret.x = pos->x + j*grid[i].x; | |
| 298 ret.y = pos->y + j*grid[i].y; | |
| 299 | |
| 300 if (ret.x == hero.x && ret.y == hero.y) | |
| 301 continue; /* skip the hero */ | |
| 302 | |
| 303 if (ret.x < 0 || ret.x > cols - 1 || | |
| 304 ret.y < 1 || ret.y > lines - 3) | |
| 305 continue; /* off the screen? */ | |
| 306 | |
| 307 ch = CCHAR( winat(ret.y, ret.x) ); | |
| 308 | |
| 309 /* | |
| 310 * Check to make certain the spot is valid | |
| 311 */ | |
| 312 switch( ch ) { | |
| 313 case FLOOR: | |
| 314 case PASSAGE: | |
| 315 return( &ret ); | |
| 316 case GOLD: | |
| 317 case SCROLL: | |
| 318 case POTION: | |
| 319 case STICK: | |
| 320 case RING: | |
| 321 case WEAPON: | |
| 322 case ARMOR: | |
| 323 case MM: | |
| 324 case FOOD: | |
| 325 if(!be_clear && levtype != POSTLEV) | |
| 326 return( &ret ); | |
| 327 default: | |
| 328 break; | |
| 329 } | |
| 330 } | |
| 331 } | |
| 332 return( NULL ); | |
| 333 } | |
| 334 | |
| 335 | |
| 336 /* | |
| 337 * findmindex: | |
| 338 * Find the index into the monster table of a monster given its name. | |
| 339 */ | |
| 340 | |
| 341 findmindex(name) | |
| 342 char *name; | |
| 343 { | |
| 344 int which; | |
| 345 | |
| 346 for (which=1; which<NUMMONST; which++) { | |
| 347 if (strcmp(name, monsters[which].m_name) == 0) | |
| 348 break; | |
| 349 } | |
| 350 if (which >= NUMMONST) { | |
| 351 debug("couldn't find monster index"); | |
| 352 which = 1; | |
| 353 } | |
| 354 return(which); | |
| 355 } | |
| 356 | |
| 357 /* | |
| 358 * find_mons: | |
| 359 * Find the monster from his coordinates | |
| 360 */ | |
| 361 | |
| 362 struct linked_list * | |
| 363 find_mons(y, x) | |
| 364 register int y; | |
| 365 register int x; | |
| 366 { | |
| 367 register struct linked_list *item; | |
| 368 register struct thing *th; | |
| 369 | |
| 370 for (item = mlist; item != NULL; item = next(item)) | |
| 371 { | |
| 372 th = THINGPTR(item); | |
| 373 if (th->t_pos.y == y && th->t_pos.x == x) | |
| 374 return item; | |
| 375 } | |
| 376 return NULL; | |
| 377 } | |
| 378 | |
| 379 /* | |
| 380 * find_obj: | |
| 381 * find the unclaimed object at y, x | |
| 382 */ | |
