comparison rogue5/misc.c @ 33:f502bf60e6e4

Import Rogue 5.4 from the Roguelike Restoration Project (r1490)
author elwin
date Mon, 24 May 2010 20:10:59 +0000
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32:2dcd75e6a736 33:f502bf60e6e4
1 /*
2 * All sorts of miscellaneous routines
3 *
4 * @(#)misc.c 4.66 (Berkeley) 08/06/83
5 *
6 * Rogue: Exploring the Dungeons of Doom
7 * Copyright (C) 1980-1983, 1985, 1999 Michael Toy, Ken Arnold and Glenn Wichman
8 * All rights reserved.
9 *
10 * See the file LICENSE.TXT for full copyright and licensing information.
11 */
12
13 #include <stdlib.h>
14 #include <curses.h>
15 #include <string.h>
16 #include <ctype.h>
17 #include "rogue.h"
18
19 /*
20 * look:
21 * A quick glance all around the player
22 */
23 #undef DEBUG
24
25
26 void
27 look(int wakeup)
28 {
29 int x, y;
30 chtype ch;
31 THING *tp;
32 PLACE *pp;
33 struct room *rp;
34 int ey, ex;
35 int passcount;
36 int pfl, *fp, pch;
37 int sy, sx, sumhero = 0, diffhero = 0;
38 # ifdef DEBUG
39 static int done = FALSE;
40
41 if (done)
42 return;
43 done = TRUE;
44 # endif /* DEBUG */
45 passcount = 0;
46 rp = proom;
47 if (!ce(oldpos, hero))
48 {
49 erase_lamp(&oldpos, oldrp);
50 oldpos = hero;
51 oldrp = rp;
52 }
53 ey = hero.y + 1;
54 ex = hero.x + 1;
55 sx = hero.x - 1;
56 sy = hero.y - 1;
57 if (door_stop && !firstmove && running)
58 {
59 sumhero = hero.y + hero.x;
60 diffhero = hero.y - hero.x;
61 }
62 pp = INDEX(hero.y, hero.x);
63 pch = pp->p_ch;
64 pfl = pp->p_flags;
65
66 for (y = sy; y <= ey; y++)
67 if (y > 0 && y < NUMLINES - 1) for (x = sx; x <= ex; x++)
68 {
69 if (x < 0 || x >= NUMCOLS)
70 continue;
71 if (!on(player, ISBLIND))
72 {
73 if (y == hero.y && x == hero.x)
74 continue;
75 }
76
77 pp = INDEX(y, x);
78 ch = pp->p_ch;
79 if (ch == ' ') /* nothing need be done with a ' ' */
80 continue;
81 fp = &pp->p_flags;
82 if (pch != DOOR && ch != DOOR)
83 if ((pfl & F_PASS) != (*fp & F_PASS))
84 continue;
85 if (((*fp & F_PASS) || ch == DOOR) &&
86 ((pfl & F_PASS) || pch == DOOR))
87 {
88 if (hero.x != x && hero.y != y &&
89 !step_ok(chat(y, hero.x)) && !step_ok(chat(hero.y, x)))
90 continue;
91 }
92
93 if ((tp = pp->p_monst) == NULL)
94 ch = trip_ch(y, x, ch);
95 else
96 if (on(player, SEEMONST) && on(*tp, ISINVIS))
97 {
98 if (door_stop && !firstmove)
99 running = FALSE;
100 continue;
101 }
102 else
103 {
104 if (wakeup)
105 wake_monster(y, x);
106 if (see_monst(tp))
107 {
108 if (on(player, ISHALU))
109 ch = rnd(26) + 'A';
110 else
111 ch = tp->t_disguise;
112 }
113 }
114 if (on(player, ISBLIND) && (y != hero.y || x != hero.x))
115 continue;
116
117 move(y, x);
118
119 if ((proom->r_flags & ISDARK) && !see_floor && ch == FLOOR)
120 ch = ' ';
121
122 if (tp != NULL || ch != CCHAR( inch() ))
123 addch(ch);
124
125 if (door_stop && !firstmove && running)
126 {
127 switch (runch)
128 {
129 case 'h':
130 if (x == ex)
131 continue;
132 when 'j':
133 if (y == sy)
134 continue;
135 when 'k':
136 if (y == ey)
137 continue;
138 when 'l':
139 if (x == sx)
140 continue;
141 when 'y':
142 if ((y + x) - sumhero >= 1)
143 continue;
144 when 'u':
145 if ((y - x) - diffhero >= 1)
146 continue;
147 when 'n':
148 if ((y + x) - sumhero <= -1)
149 continue;
150 when 'b':
151 if ((y - x) - diffhero <= -1)
152 continue;
153 }
154 switch (ch)
155 {
156 case DOOR:
157 if (x == hero.x || y == hero.y)
158 running = FALSE;
159 break;
160 case PASSAGE:
161 if (x == hero.x || y == hero.y)
162 passcount++;
163 break;
164 case FLOOR:
165 case '|':
166 case '-':
167 case ' ':
168 break;
169 default:
170 running = FALSE;
171 break;
172 }
173 }
174 }
175 if (door_stop && !firstmove && passcount > 1)
176 running = FALSE;
177 if (!running || !jump)
178 mvaddch(hero.y, hero.x, PLAYER);
179 # ifdef DEBUG
180 done = FALSE;
181 # endif /* DEBUG */
182 }
183
184 /*
185 * trip_ch:
186 * Return the character appropriate for this space, taking into
187 * account whether or not the player is tripping.
188 */
189 int
190 trip_ch(int y, int x, int ch)
191 {
192 if (on(player, ISHALU) && after)
193 switch (ch)
194 {
195 case FLOOR:
196 case ' ':
197 case PASSAGE:
198 case '-':
199 case '|':
200 case DOOR:
201 case TRAP:
202 break;
203 default:
204 if (y != stairs.y || x != stairs.x || !seenstairs)
205 ch = rnd_thing();
206 break;
207 }
208 return ch;
209 }
210
211 /*
212 * erase_lamp:
213 * Erase the area shown by a lamp in a dark room.
214 */
215
216 void
217 erase_lamp(const coord *pos, const struct room *rp)
218 {
219 int y, x, ey, sy, ex;
220
221 if (!(see_floor && (rp->r_flags & (ISGONE|ISDARK)) == ISDARK
222 && !on(player,ISBLIND)))
223 return;
224
225 ey = pos->y + 1;
226 ex = pos->x + 1;
227 sy = pos->y - 1;
228 for (x = pos->x - 1; x <= ex; x++)
229 for (y = sy; y <= ey; y++)
230 {
231 if (y == hero.y && x == hero.x)
232 continue;
233 move(y, x);
234 if (CCHAR( inch() ) == FLOOR)
235 addch(' ');
236 }
237 }
238
239 /*
240 * show_floor:
241 * Should we show the floor in her room at this time?
242 */
243 int
244 show_floor(void)
245 {
246 if ((proom->r_flags & (ISGONE|ISDARK)) == ISDARK && !on(player, ISBLIND))
247 return see_floor;
248 else
249 return TRUE;
250 }
251
252 /*
253 * find_obj:
254 * Find the unclaimed object at y, x
255 */
256 THING *
257 find_obj(int y, int x)
258 {
259 THING *obj;
260
261 for (obj = lvl_obj; obj != NULL; obj = next(obj))
262 {
263 if (obj->o_pos.y == y && obj->o_pos.x == x)
264 return obj;
265 }
266 #ifdef MASTER
267 sprintf(prbuf, "Non-object %d,%d", y, x);
268 msg(prbuf);
269 return NULL;
270 #else
271 /* NOTREACHED */
272 return NULL;
273 #endif
274 }
275
276 /*
277 * eat:
278 * She wants to eat something, so let her try
279 */
280
281 void
282 eat(void)
283 {
284 THING *obj;
285
286 if ((obj = get_item("eat", FOOD)) == NULL)
287 return;
288 if (obj->o_type != FOOD)
289 {
290 if (!terse)
291 msg("ugh, you would get ill if you ate that");
292 else
293 msg("that's Inedible!");
294 return;
295 }
296 if (food_left < 0)
297 food_left = 0;
298 if ((food_left += HUNGERTIME - 200 + rnd(400)) > STOMACHSIZE)
299 food_left = STOMACHSIZE;
300 hungry_state = 0;
301 if (obj == cur_weapon)
302 cur_weapon = NULL;
303 if (obj->o_which == 1)
304 msg("my, that was a yummy %s", fruit);
305 else
306 if (rnd(100) > 70)
307 {
308 pstats.s_exp++;
309 msg("%s, this food tastes awful", choose_str("bummer", "yuk"));
310 check_level();
311 }
312 else
313 msg("%s, that tasted good", choose_str("oh, wow", "yum"));
314 leave_pack(obj, FALSE, FALSE);
315 }
316
317 /*
318 * check_level:
319 * Check to see if the guy has gone up a level.
320 */
321
322 void
323 check_level(void)
324 {
325 int i, add, olevel;
326
327 for (i = 0; e_levels[i] != 0; i++)
328 if (e_levels[i] > pstats.s_exp)
329 break;
330 i++;
331 olevel = pstats.s_lvl;
332 pstats.s_lvl = i;
333 if (i > olevel)
334 {
335 add = roll(i - olevel, 10);
336 max_hp += add;
337 pstats.s_hpt += add;
338 msg("welcome to level %d", i);
339 }
340 }
341
342 /*
343 * chg_str:
344 * used to modify the playes strength. It keeps track of the
345 * highest it has been, just in case
346 */
347
348 void
349 chg_str(int amt)
350 {
351 int comp;
352
353 if (amt == 0)
354 return;
355 add_str(&pstats.s_str, amt);
356 comp = pstats.s_str;
357 if (ISRING(LEFT, R_ADDSTR))
358 add_str(&comp, -cur_ring[LEFT]->o_arm);
359 if (ISRING(RIGHT, R_ADDSTR))
360 add_str(&comp, -cur_ring[RIGHT]->o_arm);
361 if (comp > max_stats.s_str)
362 max_stats.s_str = comp;
363 }
364
365 /*
366 * add_str:
367 * Perform the actual add, checking upper and lower bound limits
368 */
369 void
370 add_str(int *sp, int amt)
371 {
372 if ((*sp += amt) < 3)
373 *sp = 3;
374 else if (*sp > 31)
375 *sp = 31;
376 }
377
378 /*
379 * add_haste:
380 * Add a haste to the player
381 */
382 int
383 add_haste(int potion)
384 {
385 if (on(player, ISHASTE))
386 {
387 no_command += rnd(8);
388 player.t_flags &= ~(ISRUN|ISHASTE);
389 extinguish(nohaste);
390 msg("you faint from exhaustion");
391 return FALSE;
392 }
393 else
394 {
395 player.t_flags |= ISHASTE;
396 if (potion)
397 fuse(nohaste, 0, rnd(4)+4, AFTER);
398 return TRUE;
399 }
400 }
401
402 /*
403 * aggravate:
404 * Aggravate all the monsters on this level
405 */
406
407 void
408 aggravate(void)
409 {
410 THING *mp;
411
412 for (mp = mlist; mp != NULL; mp = next(mp))
413 runto(&mp->t_pos);
414 }
415
416 /*
417 * vowelstr:
418 * For printfs: if string starts with a vowel, return "n" for an
419 * "an".
420 */
421 char *
422 vowelstr(const char *str)
423 {
424 switch (*str)
425 {
426 case 'a': case 'A':
427 case 'e': case 'E':
428 case 'i': case 'I':
429 case 'o': case 'O':
430 case 'u': case 'U':
431 return "n";
432 default:
433 return "";
434 }
435 }
436
437 /*
438 * is_current:
439 * See if the object is one of the currently used items
440 */
441 int
442 is_current(const THING *obj)
443 {
444 if (obj == NULL)
445 return FALSE;
446 if (obj == cur_armor || obj == cur_weapon || obj == cur_ring[LEFT]
447 || obj == cur_ring[RIGHT])
448 {
449 if (!terse)
450 addmsg("That's already ");
451 msg("in use");
452 return TRUE;
453 }
454 return FALSE;
455 }
456
457 /*
458 * get_dir:
459 * Set up the direction co_ordinate for use in varios "prefix"
460 * commands
461 */
462 int
463 get_dir(void)
464 {
465 char *prompt;
466 int gotit;
467 static coord last_delt= {0,0};
468
469 if (again && last_dir != '\0')
470 {
471 delta.y = last_delt.y;
472 delta.x = last_delt.x;
473 dir_ch = last_dir;
474 }
475 else
476 {
477 if (!terse)
478 msg(prompt = "which direction? ");
479 else
480 prompt = "direction: ";
481 do
482 {
483 gotit = TRUE;
484 switch (dir_ch = readchar())
485 {
486 case 'h': case'H': delta.y = 0; delta.x = -1;
487 when 'j': case'J': delta.y = 1; delta.x = 0;
488 when 'k': case'K': delta.y = -1; delta.x = 0;
489 when 'l': case'L': delta.y = 0; delta.x = 1;
490 when 'y': case'Y': delta.y = -1; delta.x = -1;
491 when 'u': case'U': delta.y = -1; delta.x = 1;
492 when 'b': case'B': delta.y = 1; delta.x = -1;
493 when 'n': case'N': delta.y = 1; delta.x = 1;
494 when ESCAPE: last_dir = '\0'; reset_last(); msg(""); return FALSE;
495 otherwise:
496 mpos = 0;
497 msg(prompt);
498 gotit = FALSE;
499 }
500 } until (gotit);
501 if (isupper(dir_ch))
502 dir_ch = tolower(dir_ch);
503 last_dir = dir_ch;
504 last_delt.y = delta.y;
505 last_delt.x = delta.x;
506 }
507 if (on(player, ISHUH) && rnd(5) == 0)
508 do
509 {
510 delta.y = rnd(3) - 1;
511 delta.x = rnd(3) - 1;
512 } while (delta.y == 0 && delta.x == 0);
513 mpos = 0;
514 msg("");
515 return TRUE;
516 }
517
518 /*
519 * sign:
520 * Return the sign of the number
521 */
522 int
523 sign(int nm)
524 {
525 if (nm < 0)
526 return -1;
527 else
528 return (nm > 0);
529 }
530
531 /*
532 * spread:
533 * Give a spread around a given number (+/- 20%)
534 */
535 int
536 spread(int nm)
537 {
538 return nm - nm / 20 + rnd(nm / 10);
539 }
540
541 /*
542 * call_it:
543 * Call an object something after use.
544 */
545
546 void
547 call_it(struct obj_info *info)
548 {
549 if (info->oi_know)
550 {
551 if (info->oi_guess)
552 {
553 free(info->oi_guess);
554 info->oi_guess = NULL;
555 }
556 }
557 else if (!info->oi_guess)
558 {
559 msg(terse ? "call it: " : "what do you want to call it? ");
560 if (get_str(prbuf, stdscr) == NORM)
561 {
562 if (info->oi_guess != NULL)
563 free(info->oi_guess);
564 info->oi_guess = malloc(strlen(prbuf) + 1);
565 if (info->oi_guess != NULL)
566 strcpy(info->oi_guess, prbuf);
567 }
568 msg("");
569 }
570 }
571
572 /*
573 * rnd_thing:
574 * Pick a random thing appropriate for this level
575 */
576 int
577 rnd_thing(void)
578 {
579 int i;
580 int thing_list[] = {
581 POTION, SCROLL, RING, STICK, FOOD, WEAPON, ARMOR, STAIRS, GOLD, AMULET
582 };
583
584 if (level >= AMULETLEVEL)
585 i = rnd(sizeof thing_list / sizeof (int));
586 else
587 i = rnd(sizeof thing_list / sizeof (int) - 1);
588 return thing_list[i];
589 }
590
591 /*
592 str str:
593 * Choose the first or second string depending on whether it the
594 * player is tripping
595 */
596 const char *
597 choose_str(const char *ts, const char *ns)
598 {
599 return (on(player, ISHALU) ? ts : ns);
600 }