diff rogue4/misc.c @ 12:9535a08ddc39

Import Rogue 5.2 from the Roguelike Restoration Project (r1490)
author edwarj4
date Sat, 24 Oct 2009 16:52:52 +0000
parents
children 1b73a8641b37
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--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/rogue4/misc.c	Sat Oct 24 16:52:52 2009 +0000
@@ -0,0 +1,474 @@
+/*
+ * All sorts of miscellaneous routines
+ *
+ * @(#)misc.c	4.30 (Berkeley) 4/6/82
+ *
+ * Rogue: Exploring the Dungeons of Doom
+ * Copyright (C) 1980, 1981, 1982 Michael Toy, Ken Arnold and Glenn Wichman
+ * All rights reserved.
+ *
+ * See the file LICENSE.TXT for full copyright and licensing information.
+ */
+
+#include <stdlib.h>
+#include <curses.h>
+#include <ctype.h>
+#include <string.h>
+#include "rogue.h"
+
+/*
+ * tr_name:
+ *	Print the name of a trap
+ */
+char *
+tr_name(type)
+char type;
+{
+    switch (type)
+    {
+	case T_DOOR:
+	    return terse ? "a trapdoor" : "you found a trapdoor";
+	case T_BEAR:
+	    return terse ? "a beartrap" : "you found a beartrap";
+	case T_SLEEP:
+	    return terse ? "a sleeping gas trap":"you found a sleeping gas trap";
+	case T_ARROW:
+	    return terse ? "an arrow trap" : "you found an arrow trap";
+	case T_TELEP:
+	    return terse ? "a teleport trap" : "you found a teleport trap";
+	case T_DART:
+	    return terse ? "a dart trap" : "you found a poison dart trap";
+    }
+    msg("wierd trap: %d", type);
+    return NULL;
+}
+
+/*
+ * look:
+ *	A quick glance all around the player
+ */
+look(wakeup)
+bool wakeup;
+{
+    register int x, y;
+    register unsigned char ch;
+    register int index;
+    register THING *tp;
+    register struct room *rp;
+    register int ey, ex;
+    register int passcount = 0;
+    register char pfl, *fp, pch;
+    register int sy, sx, sumhero = 0, diffhero = 0;
+    register int oldx, oldy;
+
+    getyx(stdscr, oldy, oldx);
+    rp = proom;
+    if (!ce(oldpos, hero))
+    {
+	if ((oldrp->r_flags & (ISGONE|ISDARK)) == ISDARK && !on(player,ISBLIND))
+	{
+	    ey = oldpos.y + 1;
+	    ex = oldpos.x + 1;
+	    sy = oldpos.y - 1;
+	    for (x = oldpos.x - 1; x <= ex; x++)
+		for (y = sy; y <= ey; y++)
+		{
+		    if (y == hero.y && x == hero.x)
+			continue;
+		    move(y, x);
+		    if (inch() == FLOOR)
+			addch(' ');
+		}
+	}
+	oldpos = hero;
+	oldrp = rp;
+    }
+    ey = hero.y + 1;
+    ex = hero.x + 1;
+    sx = hero.x - 1;
+    sy = hero.y - 1;
+    if (door_stop && !firstmove && running)
+    {
+	sumhero = hero.y + hero.x;
+	diffhero = hero.y - hero.x;
+    }
+    index = INDEX(hero.y, hero.x);
+    pfl = _flags[index];
+    pch = _level[index];
+    for (y = sy; y <= ey; y++)
+	if (y > 0 && y < LINES - 1) for (x = sx; x <= ex; x++)
+	{
+	    if (x <= 0 || x >= COLS)
+		continue;
+	    if (!on(player, ISBLIND))
+	    {
+		if (y == hero.y && x == hero.x)
+		    continue;
+	    }
+	    else if (y != hero.y || x != hero.x)
+		continue;
+
+	    index = INDEX(y, x);
+	    /*
+	     * THIS REPLICATES THE moat() MACRO.  IF MOAT IS CHANGED,
+	     * THIS MUST BE CHANGED ALSO
+	     */
+	    fp = &_flags[index];
+	    ch = _level[index];
+	    if (pch != DOOR && ch != DOOR)
+		if ((pfl & F_PASS) != (*fp & F_PASS))
+		    continue;
+		else if ((*fp & F_PASS) && (*fp & F_PNUM) != (pfl & F_PNUM))
+		    continue;
+
+	    if ((tp = _monst[index]) != NULL)
+		if (on(player, SEEMONST) && on(*tp, ISINVIS))
+		{
+		    if (door_stop && !firstmove)
+			running = FALSE;
+		    continue;
+		}
+		else
+		{
+		    if (wakeup)
+			wake_monster(y, x);
+		    if (tp->t_oldch != ' ' ||
+			(!(rp->r_flags & ISDARK) && !on(player, ISBLIND)))
+			    tp->t_oldch = _level[index];
+		    if (see_monst(tp))
+			ch = tp->t_disguise;
+		}
+
+	    move(y, x);
+	    if (ch != inch())
+		addch(ch);
+
+	    if (door_stop && !firstmove && running)
+	    {
+		switch (runch)
+		{
+		    case 'h':
+			if (x == ex)
+			    continue;
+		    when 'j':
+			if (y == sy)
+			    continue;
+		    when 'k':
+			if (y == ey)
+			    continue;
+		    when 'l':
+			if (x == sx)
+			    continue;
+		    when 'y':
+			if ((y + x) - sumhero >= 1)
+			    continue;
+		    when 'u':
+			if ((y - x) - diffhero >= 1)
+			    continue;
+		    when 'n':
+			if ((y + x) - sumhero <= -1)
+			    continue;
+		    when 'b':
+			if ((y - x) - diffhero <= -1)
+			    continue;
+		}
+		switch (ch)
+		{
+		    case DOOR:
+			if (x == hero.x || y == hero.y)
+			    running = FALSE;
+			break;
+		    case PASSAGE:
+			if (x == hero.x || y == hero.y)
+			    passcount++;
+			break;
+		    case FLOOR:
+		    case '|':
+		    case '-':
+		    case ' ':
+			break;
+		    default:
+			running = FALSE;
+			break;
+		}
+	    }
+	}
+    if (door_stop && !firstmove && passcount > 1)
+	running = FALSE;
+    move(hero.y, hero.x);
+    addch(PLAYER);
+}
+
+/*
+ * find_obj:
+ *	Find the unclaimed object at y, x
+ */
+THING *
+find_obj(y, x)
+register int y, x;
+{
+    register THING *op;
+
+    for (op = lvl_obj; op != NULL; op = next(op))
+    {
+	if (op->o_pos.y == y && op->o_pos.x == x)
+		return op;
+    }
+#ifdef WIZARD
+    sprintf(prbuf, "Non-object %d,%d", y, x);
+    debug(prbuf);
+#endif
+    return NULL;
+}
+
+/*
+ * eat:
+ *	She wants to eat something, so let her try
+ */
+eat()
+{
+    register THING *obj;
+
+    if ((obj = get_item("eat", FOOD)) == NULL)
+	return;
+    if (obj->o_type != FOOD)
+    {
+	if (!terse)
+	    msg("ugh, you would get ill if you ate that");
+	else
+	    msg("that's Inedible!");
+	return;
+    }
+    inpack--;
+    
+    if (food_left < 0)
+	food_left = 0;
+    if ((food_left += HUNGERTIME - 200 + rnd(400)) > STOMACHSIZE)
+	food_left = STOMACHSIZE;
+    hungry_state = 0;
+    if (obj == cur_weapon)
+	cur_weapon = NULL;
+    if (obj->o_which == 1)
+	msg("my, that was a yummy %s", fruit);
+    else
+	if (rnd(100) > 70)
+	{
+	    pstats.s_exp++;
+	    msg("yuk, this food tastes awful");
+	    check_level();
+	}
+	else
+	    msg("yum, that tasted good");
+
+	if (--obj->o_count < 1)
+    {
+	detach(pack, obj);
+	discard(obj);
+    }
+}
+
+/*
+ * chg_str:
+ *	Used to modify the playes strength.  It keeps track of the
+ *	highest it has been, just in case
+ */
+chg_str(amt)
+register int amt;
+{
+    str_t comp;
+
+    if (amt == 0)
+	return;
+    add_str(&pstats.s_str, amt);
+    comp = pstats.s_str;
+    if (ISRING(LEFT, R_ADDSTR))
+	add_str(&comp, -cur_ring[LEFT]->o_ac);
+    if (ISRING(RIGHT, R_ADDSTR))
+	add_str(&comp, -cur_ring[RIGHT]->o_ac);
+    if (comp > max_stats.s_str)
+	max_stats.s_str = comp;
+}
+
+/*
+ * add_str:
+ *	Perform the actual add, checking upper and lower bound limits
+ */
+add_str(sp, amt)
+register str_t *sp;
+int amt;
+{
+    if ((*sp += amt) < 3)
+	*sp = 3;
+    else if (*sp > 31)
+	*sp = 31;
+}
+
+/*
+ * add_haste:
+ *	Add a haste to the player
+ */
+add_haste(potion)
+bool potion;
+{
+    if (on(player, ISHASTE))
+    {
+	no_command += rnd(8);
+	player.t_flags &= ~ISRUN;
+	extinguish(nohaste);
+	player.t_flags &= ~ISHASTE;
+	msg("you faint from exhaustion");
+	return FALSE;
+    }
+    else
+    {
+	player.t_flags |= ISHASTE;
+	if (potion)
+	    fuse(nohaste, 0, rnd(4)+4, AFTER);
+	return TRUE;
+    }
+}
+
+/*
+ * aggravate:
+ *	Aggravate all the monsters on this level
+ */
+aggravate()
+{
+    register THING *mi;
+
+    for (mi = mlist; mi != NULL; mi = next(mi))
+	runto(&mi->t_pos, &hero);
+}
+
+/*
+ * vowelstr:
+ *      For printfs: if string starts with a vowel, return "n" for an
+ *	"an".
+ */
+char *
+vowelstr(str)
+register char *str;
+{
+    switch (*str)
+    {
+	case 'a': case 'A':
+	case 'e': case 'E':
+	case 'i': case 'I':
+	case 'o': case 'O':
+	case 'u': case 'U':
+	    return "n";
+	default:
+	    return "";
+    }
+}
+
+/* 
+ * is_current:
+ *	See if the object is one of the currently used items
+ */
+is_current(obj)
+register THING *obj;
+{
+    if (obj == NULL)
+	return FALSE;
+    if (obj == cur_armor || obj == cur_weapon || obj == cur_ring[LEFT]
+	|| obj == cur_ring[RIGHT])
+    {
+	if (!terse)
+	    addmsg("That's already ");
+	msg("in use");
+	return TRUE;
+    }
+    return FALSE;
+}
+
+/*
+ * get_dir:
+ *      Set up the direction co_ordinate for use in varios "prefix"
+ *	commands
+ */
+get_dir()
+{
+    register char *prompt;
+    register bool gotit;
+
+    if (!terse)
+	msg(prompt = "which direction? ");
+    else
+	prompt = "direction: ";
+    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) && rnd(5) == 0)
+	do
+	{
+	    delta.y = rnd(3) - 1;
+	    delta.x = rnd(3) - 1;
+	} while (delta.y == 0 && delta.x == 0);
+    mpos = 0;
+    return TRUE;
+}
+
+/*
+ * sign:
+ *	Return the sign of the number
+ */
+sign(nm)
+register int nm;
+{
+    if (nm < 0)
+	return -1;
+    else
+	return (nm > 0);
+}
+
+/*
+ * spread:
+ *	Give a spread around a given number (+/- 10%)
+ */
+spread(nm)
+register int nm;
+{
+    return nm - nm / 10 + rnd(nm / 5);
+}
+
+/*
+ * call_it:
+ *	Call an object something after use.
+ */
+call_it(know, guess)
+register bool know;
+register char **guess;
+{
+    if (know && *guess)
+    {
+	free(*guess);
+	*guess = NULL;
+    }
+    else if (!know && askme && *guess == NULL)
+    {
+	msg(terse ? "call it: " : "what do you want to call it? ");
+	if (get_str(prbuf, stdscr) == NORM)
+	{
+	    *guess = malloc((unsigned int) strlen(prbuf) + 1);
+	    strcpy(*guess, prbuf);
+	}
+    }
+}