diff 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
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--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/arogue5/util.c	Thu Aug 09 22:58:48 2012 +0000
@@ -0,0 +1,921 @@
+/*
+ * all sorts of miscellaneous routines
+ *
+ * Advanced Rogue
+ * Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka and AT&T
+ * All rights reserved.
+ *
+ * Based on "Rogue: Exploring the Dungeons of Doom"
+ * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman
+ * All rights reserved.
+ *
+ * See the file LICENSE.TXT for full copyright and licensing information.
+ */
+
+#include "curses.h"
+#include "rogue.h"
+#include <ctype.h>
+
+/*
+ * aggravate:
+ *	aggravate all the monsters on this level
+ */
+
+aggravate()
+{
+    register struct linked_list *mi;
+
+    for (mi = mlist; mi != NULL; mi = next(mi))
+	runto(THINGPTR(mi), &hero);
+}
+
+/*
+ * cansee:
+ *	returns true if the hero can see a certain coordinate.
+ */
+
+cansee(y, x)
+register int y, x;
+{
+    register struct room *rer;
+    register int radius;
+    coord tp;
+
+    if (on(player, ISBLIND))
+	return FALSE;
+
+    tp.y = y;
+    tp.x = x;
+    rer = roomin(&tp);
+
+    /* How far can we see? */
+    if (levtype == OUTSIDE) {
+	if (daytime) radius = 36;
+	else if (lit_room(rer)) radius = 9;
+	else radius = 3;
+    }
+    else radius = 3;
+
+    /*
+     * We can only see if the hero in the same room as
+     * the coordinate and the room is lit or if it is close.
+     */
+    return ((rer != NULL && 
+	     levtype != OUTSIDE &&
+	     (levtype != MAZELEV ||	/* Maze level needs direct line */
+	      maze_view(tp.y, tp.x)) &&
+	     rer == roomin(&hero) &&
+	     lit_room(rer)) ||
+	    DISTANCE(y, x, hero.y, hero.x) < radius);
+}
+
+/*
+ * check_level:
+ *	Check to see if the guy has gone up a level.
+ *
+ *	Return points needed to obtain next level.
+ *
+ * These are the beginning experience levels for all players.
+ * All further experience levels are computed by muliplying by 2
+ * up through MAXDOUBLE.
+ */
+#define MAXDOUBLE 14	/* Maximum number of times score is doubled */
+static struct {
+    long base;	/* What it starts out at for doubling */
+    long cap;	/* The maximum before doubling stops */
+} e_levels[4] = {
+	/* You must change MAXDOUBLE if you change the cap figure */
+	{ 90L,	1474560L },	/* Fighter */
+	{ 130L,	2129920L }, 	/* Magician */
+	{ 110L, 1802240L },	/* cleric */
+	{ 75L,	1228800L }	/* Thief */
+};
+
+long
+check_level(get_spells)
+bool get_spells;
+{
+    register int i, j, add = 0;
+    register unsigned long exp;
+    long retval;	/* Return value */
+    int nsides = 0;
+
+    /* See if we are past the doubling stage */
+    exp = e_levels[player.t_ctype].cap;
+    if (pstats.s_exp >= exp) {
+	i = pstats.s_exp/exp;	/* First get amount above doubling area */
+	retval = exp + i * exp; /* Compute next higher boundary */
+	i += MAXDOUBLE;	/* Add in the previous doubled levels */
+    }
+    else {
+	i = 0;
+	exp = e_levels[player.t_ctype].base;
+	while (exp <= pstats.s_exp) {
+	    i++;
+	    exp <<= 1;
+	}
+	retval = exp;
+    }
+    if (++i > pstats.s_lvl) {
+	switch (player.t_ctype) {
+	    case C_FIGHTER:	nsides = 10;
+	    when C_MAGICIAN:	nsides = 4;
+	    when C_CLERIC:	nsides = 8;
+	    when C_THIEF:	nsides = 6;
+	}
+
+	/* Take care of multi-level jumps */
+	for (j=0; j < (i-pstats.s_lvl); j++)
+	    add += max(1, roll(1,nsides) + const_bonus());
+	max_stats.s_hpt += add;
+	if ((pstats.s_hpt += add) > max_stats.s_hpt)
+	    pstats.s_hpt = max_stats.s_hpt;
+	sprintf(outstring,"Welcome, %s, to level %d",
+	    cnames[player.t_ctype][min(i-1, 10)], i);
+	msg(outstring);