Mercurial > hg > early-roguelike
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);
