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);
+	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;