Mercurial > hg > early-roguelike
diff arogue5/util.c @ 63:0ed67132cf10
Import Advanced Rogue 5.8 from the Roguelike Restoration Project (r1490)
author | elwin |
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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); + if (get_spells) { + pray_time = 0; /* A new round of prayers */ + spell_power = 0; /* A new round of spells */ + } + } + pstats.s_lvl = i; + return(retval); +} + +/* + * Used to modify the playes strength + * it keeps track of the highest it has been, just in case + */ + +chg_str(amt) +register int amt; +{ + register int ring_str; /* ring strengths */ + register struct stats *ptr; /* for speed */ + + ptr = &pstats; + ring_str = ring_value(R_ADDSTR); + ptr->s_str -= ring_str; + ptr->s_str += amt; + if (ptr->s_str > 25) + ptr->s_str = 25; + if (ptr->s_str > max_stats.s_str) + max_stats.s_str = ptr->s_str; + ptr->s_str += ring_str; + if (ptr->s_str <= 0) + death(D_STRENGTH); + updpack(TRUE); +} + +/* + * this routine computes the players current AC without dex bonus's + */ +int +ac_compute() +{ + register int ac; + + ac = cur_armor != NULL ? cur_armor->o_ac : pstats.s_arm; + ac -= ring_value(R_PROTECT); + if (cur_misc[WEAR_BRACERS] != NULL) + ac -= cur_misc[WEAR_BRACERS]->o_ac; + if (cur_misc[WEAR_CLOAK] != NULL) + ac -= cur_misc[WEAR_CLOAK]->o_ac; + + /* If player has the cloak, must be wearing it */ + if (cur_relic[EMORI_CLOAK]) ac -= 5; + + if (ac > 10) + ac = 10; + return(ac); +} + +/* + * this routine computes the players current strength + */ +str_compute() +{ + if (cur_misc[WEAR_GAUNTLET] != NULL && + cur_misc[WEAR_GAUNTLET]->o_which == MM_G_OGRE) { + if (cur_misc[WEAR_GAUNTLET]->o_flags & ISCURSED) + return (3); + else + return (18); + } + else + return (pstats.s_str); +} + +/* + * this routine computes the players current dexterity + */ +dex_compute() +{ + if (cur_misc[WEAR_GAUNTLET] != NULL && + cur_misc[WEAR_GAUNTLET]->o_which == MM_G_DEXTERITY) { + if (cur_misc[WEAR_GAUNTLET]->o_flags & ISCURSED) + return (3); + else + return (18); + } + else + return (pstats.s_dext); +} + + +/* + * diag_ok: + * Check to see if the move is legal if it is diagonal + */ + +diag_ok(sp, ep, flgptr) +register coord *sp, *ep; +struct thing *flgptr; +{ + register int numpaths = 0; + + /* Horizontal and vertical moves are always ok */ + if (ep->x == sp->x || ep->y == sp->y) + return TRUE; + + /* Diagonal moves are not allowed if there is a horizontal or + * vertical path to the destination + */ + if (step_ok(ep->y, sp->x, MONSTOK, flgptr)) numpaths++; + if (step_ok(sp->y, ep->x, MONSTOK, flgptr)) numpaths++; + return(numpaths != 1); +} + +/* + * eat: + * He wants to eat something, so let him try + */ + +eat() +{ + register struct linked_list *item; + + if ((item = get_item(pack, "eat", FOOD)) == NULL) + return; + if ((OBJPTR(item))->o_which == 1) + msg("My, that was a yummy %s", fruit); + else { + if (rnd(100) > 70) { + msg("Yuk, this food tastes awful"); + + /* Do a check for overflow before increasing experience */ + if (pstats.s_exp + 1L > pstats.s_exp) pstats.s_exp++; + check_level(TRUE); + } + else + msg("Yum, that tasted good"); + } + if ((food_left += HUNGERTIME + rnd(400) - 200) > STOMACHSIZE) + food_left = STOMACHSIZE; + del_pack(item); + hungry_state = F_OKAY; + updpack(TRUE); +} + +/* + * pick a random position around the give (y, x) coordinates + */ +coord * +fallpos(pos, be_clear, range) +register coord *pos; +bool be_clear; +int range; +{ + register int tried, i, j; + register char ch; + static coord ret; + static short masks[] = { + 0x01, 0x02, 0x04, 0x08, 0x10, 0x20, 0x40, 0x80, 0x100 }; + +/* + * Pick a spot at random centered on the position given by 'pos' and + * up to 'range' squares away from 'pos' + * + * If 'be_clear' is TRUE, the spot must be either FLOOR or PASSAGE + * inorder to be considered valid + * + * + * Generate a number from 0 to 8, representing the position to pick. + * Note that this DOES include the positon 'pos' itself + * + * If this position is not valid, mark it as 'tried', and pick another. + * Whenever a position is picked that has been tried before, + * sequentially find the next untried position. This eliminates costly + * random number generation + */ + + tried = 0; + while( tried != 0x1ff ) { + i = rnd(9); + while( tried & masks[i] ) + i = (i + 1) % 9; + + tried |= masks[i]; + + for( j = 1; j <= range; j++ ) { + ret.x = pos->x + j*grid[i].x; + ret.y = pos->y + j*grid[i].y; + + if (ret.x == hero.x && ret.y == hero.y) + continue; /* skip the hero */ + + if (ret.x < 0 || ret.x > COLS - 1 || + ret.y < 1 || ret.y > LINES - 3) + continue; /* off the screen? */ + + ch = CCHAR( winat(ret.y, ret.x) ); + + /* + * Check to make certain the spot is valid + */ + switch( ch ) { + case FLOOR: + case PASSAGE: + return( &ret ); + case GOLD: + case SCROLL: + case POTION: + case STICK: + case RING: + case WEAPON: + case ARMOR: + case MM: + case FOOD: + if(!be_clear && levtype != POSTLEV) + return( &ret ); + default: + break; + } + } + } + return( NULL ); +} + + +/* + * find_mons: + * Find the monster from his corrdinates + */ + +struct linked_list * +find_mons(y, x) +register int y; +register int x; +{ + register struct linked_list *item; + register struct thing *th; + + for (item = mlist; item != NULL; item = next(item)) + { + th = THINGPTR(item); + if (th->t_pos.y == y && th->t_pos.x == x) + return item; + } + return NULL; +} + +/* + * find_obj: + * find the unclaimed object at y, x + */ + +struct linked_list * +find_obj(y, x) +register int y; +register int x; +{ + register struct linked_list *obj; + register struct object *op; + + for (obj = lvl_obj; obj != NULL; obj = next(obj)) + { + op = OBJPTR(obj); + if (op->o_pos.y == y && op->o_pos.x == x) + return obj; + } + return NULL; +} + + +/* + * set up the direction co_ordinate for use in varios "prefix" commands + */ +get_dir() +{ + register char *prompt; + register bool gotit; + + prompt = terse ? "Direction?" : "Which direction? "; + msg(prompt); + do + { + gotit = TRUE; + switch (readchar()) + { + case 'h': case'H': delta.y = 0; delta.x = -1; + when 'j': case'J': delta.y = 1; delta.x = 0; + when 'k': case'K': delta.y = -1; delta.x = 0; + when 'l': case'L': delta.y = 0; delta.x = 1; + when 'y': case'Y': delta.y = -1; delta.x = -1; + when 'u': case'U': delta.y = -1; delta.x = 1; + when 'b': case'B': delta.y = 1; delta.x = -1; + when 'n': case'N': delta.y = 1; delta.x = 1; + when ESCAPE: return FALSE; + otherwise: + mpos = 0; + msg(prompt); + gotit = FALSE; + } + } until (gotit); + if ((on(player, ISHUH) || on(player, ISDANCE)) && rnd(100) > 20) { + do + { + delta = grid[rnd(9)]; + } while (delta.y == 0 && delta.x == 0); + } + mpos = 0; + return TRUE; +} + +/* + * see if the object is one of the currently used items + */ +is_current(obj) +register struct object *obj; +{ + if (obj == NULL) + return FALSE; + if (obj == cur_armor || obj == cur_weapon || + obj == cur_ring[LEFT_1] || obj == cur_ring[LEFT_2] || + obj == cur_ring[LEFT_3] || obj == cur_ring[LEFT_4] || + obj == cur_ring[RIGHT_1] || obj == cur_ring[RIGHT_2] || + obj == cur_ring[RIGHT_3] || obj == cur_ring[RIGHT_4] || + obj == cur_misc[WEAR_BOOTS] || obj == cur_misc[WEAR_JEWEL] || + obj == cur_misc[WEAR_BRACERS] || obj == cur_misc[WEAR_CLOAK] || + obj == cur_misc[WEAR_GAUNTLET] || obj == cur_misc[WEAR_NECKLACE]) { + + return TRUE; + } + + /* Is it a "current" relic? */ + if (obj->o_type == RELIC) { + switch (obj->o_which) { + case MUSTY_DAGGER: + case EMORI_CLOAK: + case HEIL_ANKH: + case YENDOR_AMULET: + case HRUGGEK_MSTAR: + case YEENOGHU_FLAIL: + if (cur_relic[obj->o_which]) return TRUE; + } + } + + return FALSE; +} + + +/* + * Look: + * A quick glance all around the player + */ + +look(wakeup, runend) +bool wakeup; /* Should we wake up monsters */ +bool runend; /* At end of a run -- for mazes */ +{ + register int x, y, radius; + register char ch, och; + register int oldx, oldy; + register bool inpass, horiz, vert, do_light = FALSE, do_blank = FALSE; + register int passcount = 0, curfloorcount = 0, nextfloorcount = 0; + register struct room *rp; + register int ey, ex; + + inpass = ((rp = roomin(&hero)) == NULL); /* Are we in a passage? */ + + /* Are we moving vertically or horizontally? */ + if (runch == 'h' || runch == 'l') horiz = TRUE; + else horiz = FALSE; + if (runch == 'j' || runch == 'k') vert = TRUE; + else vert = FALSE; + + /* How far around himself can the player see? */ + if (levtype == OUTSIDE) { + if (daytime) radius = 6; + else if (lit_room(rp)) radius = 3; + else radius = 1; + } + else radius = 1; + + getyx(cw, oldy, oldx); /* Save current position */ + + /* Blank out the floor around our last position and check for + * moving out of a corridor in a maze. + */ + if (levtype == OUTSIDE) do_blank = !daytime; + else if (oldrp != NULL && !lit_room(oldrp) && off(player, ISBLIND)) + do_blank = TRUE; + + /* Now move around the old position and blank things out */ + ey = player.t_oldpos.y + radius; + ex = player.t_oldpos.x + radius; + for (x = player.t_oldpos.x - radius; x <= ex; x++) + if (x >= 0 && x < COLS) + for (y = player.t_oldpos.y - radius; y <= ey; y++) { + char savech; /* Saves character in monster window */ + + if (y < 1 || y > LINES - 3) continue; + + /* See what's there -- ignore monsters, just see what they're on */ + savech = CCHAR( mvwinch(mw, y, x) ); + waddch(mw, ' '); + ch = show(y, x); + mvwaddch(mw, y, x, savech); /* Restore monster */ + + if (do_blank && (y != hero.y || x != hero.x)) + switch (ch) { + case DOOR: + case SECRETDOOR: + case PASSAGE: + case STAIRS: + case TRAPDOOR: + case TELTRAP: + case BEARTRAP: + case SLEEPTRAP: + case ARROWTRAP: + case DARTTRAP: + case MAZETRAP: + case POOL: + case POST: + case '|': + case '-': + case WALL: + /* If there was a monster showing, make it disappear */ + if (isalpha(savech)) mvwaddch(cw, y, x, ch); + break; + when FLOOR: + case FOREST: + default: + mvwaddch(cw, y, x, ' '); + } + + /* Moving out of a corridor? */ + if (levtype == MAZELEV && !ce(hero, player.t_oldpos) && + !running && !isrock(ch) && /* Not running and not a wall */ + ((vert && x != player.t_oldpos.x && y==player.t_oldpos.y) || + (horiz && y != player.t_oldpos.y && x==player.t_oldpos.x))) + do_light = off(player, ISBLIND); + } + + /* Take care of unlighting a corridor */ + if (do_light && lit_room(rp)) light(&player.t_oldpos); + + /* Are we coming or going between a wall and a corridor in a maze? */ + och = show(player.t_oldpos.y, player.t_oldpos.x); + ch = show(hero.y, hero.x); + if (levtype == MAZELEV && + ((isrock(och) && !isrock(ch)) || (isrock(ch) && !isrock(och)))) { + do_light = off(player, ISBLIND); /* Light it up if not blind */ + + /* Unlight what we just saw */ + if (do_light && lit_room(&rooms[0])) light(&player.t_oldpos); + } + + /* Look around the player */ + ey = hero.y + radius; + ex = hero.x + radius; + for (x = hero.x - radius; x <= ex; x++) + if (x >= 0 && x < COLS) for (y = hero.y - radius; y <= ey; y++) { + if (y < 1 || y >= LINES - 2) + continue; + if (isalpha(mvwinch(mw, y, x))) + { + register struct linked_list *it; + register struct thing *tp; + + if (wakeup) + it = wake_monster(y, x); + else + it = find_mons(y, x); + tp = THINGPTR(it); + tp->t_oldch = CCHAR( mvinch(y, x) ); + if (isatrap(tp->t_oldch)) { + register struct trap *trp = trap_at(y, x); + + tp->t_oldch = (trp->tr_flags & ISFOUND) ? tp->t_oldch + : trp->tr_show; + } + if (tp->t_oldch == FLOOR && !lit_room(rp) && + off(player, ISBLIND)) + tp->t_oldch = ' '; + } + + /* + * Secret doors show as walls + */ + if ((ch = show(y, x)) == SECRETDOOR) + ch = secretdoor(y, x); + /* + * Don't show room walls if he is in a passage and + * check for maze turns + */ + if (off(player, ISBLIND)) + { + if (y == hero.y && x == hero.x + || (inpass && (ch == '-' || ch == '|'))) + continue; + + /* Did we come to a crossroads in a maze? */ + if (levtype == MAZELEV && + (runend || !ce(hero, player.t_oldpos)) && + !isrock(ch) && /* Not a wall */ + ((vert && x != hero.x && y == hero.y) || + (horiz && y != hero.y && x == hero.x))) + /* Just came to a turn */ + do_light = off(player, ISBLIND); + } + else if (y != hero.y || x != hero.x) + continue; + + wmove(cw, y, x); + waddch(cw, ch); + if (door_stop && !firstmove && running) + { + switch (runch) + { + case 'h': + if (x == hero.x + 1) + continue; + when 'j': + if (y == hero.y - 1) + continue; + when 'k': + if (y == hero.y + 1) + continue; + when 'l': + if (x == hero.x - 1) + continue; + when 'y': + if ((x + y) - (hero.x + hero.y) >= 1) + continue; + when 'u': + if ((y - x) - (hero.y - hero.x) >= 1) + continue; + when 'n': + if ((x + y) - (hero.x + hero.y) <= -1) + continue; + when 'b': + if ((y - x) - (hero.y - hero.x) <= -1) + continue; + } + switch (ch) + { + case DOOR: + if (x == hero.x || y == hero.y) + running = FALSE;