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); + 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++ ) {
