diff arogue7/util.c @ 125:adfa37e67084

Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
author John "Elwin" Edwards
date Fri, 08 May 2015 15:24:40 -0400
parents
children b786053d2f37
line wrap: on
line diff
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/arogue7/util.c	Fri May 08 15:24:40 2015 -0400
@@ -0,0 +1,1283 @@
+/*
+ * util.c  -  all sorts of miscellaneous routines
+ *
+ * Advanced Rogue
+ * Copyright (C) 1984, 1985, 1986 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>
+#ifdef PC7300
+#include <track.h>
+#include <kcodes.h>
+#include <sys/window.h>
+extern struct uwdata wdata;
+#endif
+
+/*
+ * all sorts of miscellaneous routines
+ *
+ */
+
+
+
+
+/*
+ * this routine computes the players current AC without dex bonus's
+ */
+int 
+ac_compute(ignoremetal)
+bool ignoremetal;
+{
+    register int ac;
+
+    ac = pstats.s_arm; /* base armor of "skin" */
+    if (cur_armor) {
+	if (!ignoremetal || 
+	     (cur_armor->o_which != LEATHER		&& 
+	      cur_armor->o_which != STUDDED_LEATHER	&& 
+	      cur_armor->o_which != PADDED_ARMOR))
+		ac -= (10 - cur_armor->o_ac);
+    }
+    if (player.t_ctype == C_MONK)
+	ac -= pstats.s_lvl * 2 / 3;
+    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);
+}
+
+/*
+ * aggravate:
+ *	aggravate all the monsters on this level
+ */
+
+aggravate(do_uniques, do_good)
+bool do_uniques, do_good;
+{
+    register struct linked_list *mi;
+    register struct thing *thingptr;
+
+    for (mi = mlist; mi != NULL; mi = next(mi)) {
+	thingptr = THINGPTR(mi);
+	if (do_good == FALSE && off(*thingptr, ISMEAN)) continue;
+	if (do_uniques || off(*thingptr, ISUNIQUE)) runto(thingptr, &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 certain beginning experience levels for all players.
+ * All further experience levels are computed by muliplying by 2
+ * up through MAXDOUBLE. Then the cap is added in to compute
+ * further levels
+ */
+long
+check_level()
+{
+    register int i, j, add = 0;
+    register unsigned long exp;
+    long retval;	/* Return value */
+    int nsides;
+
+    pstats.s_lvl -= pstats.s_lvladj; /* correct for level adjustment */
+    /* See if we are past the doubling stage */
+    exp = char_class[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 = char_class[player.t_ctype].start_exp;
+	while (exp <= pstats.s_exp) {
+	    i++;
+	    exp <<= 1;
+	}
+	retval = exp;
+    }
+    if (++i > pstats.s_lvl) {
+	nsides = char_class[player.t_ctype].hit_pts;
+	for (j=0; j<(i-pstats.s_lvl); j++) /* Take care of multi-level jumps */
+	    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;
+	msg("Welcome, %s, to level %d",
+	    cnames[player.t_ctype][min(i-1, NUM_CNAMES-1)], i);
+    }
+    pstats.s_lvl = i;
+    pstats.s_lvl += pstats.s_lvladj; /* correct for level adjustment */
+    return(retval);
+}
+
+/*
+ * Used to modify the players 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, &player);
+}
+
+/*
+ * let's confuse the player
+ */
+confus_player()
+{
+    if (off(player, ISCLEAR))
+    {
+	msg("Wait, what's going on here. Huh? What? Who?");
+	if (find_slot(unconfuse))
+	    lengthen(unconfuse, HUHDURATION);
+	else
+	    fuse(unconfuse, 0, HUHDURATION, AFTER);
+	turn_on(player, ISHUH);
+    }
+    else msg("You feel dizzy for a moment, but it quickly passes.");
+}
+
+/*
+ * 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);
+}
+
+/*
+ * 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 );
+}
+
+
+/*
+ * findmindex:
+ *	Find the index into the monster table of a monster given its name.
+ */
+
+findmindex(name)
+char *name;
+{
+    int which;
+
+    for (which=1; which<NUMMONST; which++) {
+	 if (strcmp(name, monsters[which].m_name) == 0)
+	     break;
+    }
+    if (which >= NUMMONST) {
+	 debug("couldn't find monster index");
+	 which = 1;
+    }
+    return(which);
+}
+
+/*
+ * find_mons:
+ *	Find the monster from his coordinates
+ */
+
+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;
+}
+
+/*
+ * get coordinates from the player using the cursor keys (or mouse)
+ */
+coord 
+get_coordinates()
+{
+    register int which;
+    coord c;
+#ifdef PC7300
+    struct umdata startmouse, listenmouse;	/* Mouse parameters */
+    int xmouse,	/* x-position of mouse */
+	ymouse, /* y-position of mouse */
+	bmouse, /* button value of mouse */
+	rmouse; /* reason for mouse change */
+#endif
+
+    c = hero;
+    wmove(cw, hero.y, hero.x);
+    draw(cw);
+#ifdef PC7300
+    keypad(0, 1);	/* Turn on escape sequences */
+    ioctl(0, WIOCGETMOUSE, &startmouse); /* Get current mouse parameters */
+    listenmouse = startmouse;	/* Make a copy */
+    listenmouse.um_flags |= MSDOWN;	/* Enable detection of button down */
+    ioctl(0, WIOCSETMOUSE, &listenmouse);	/* Make the change */
+#endif
+    for (;;) {
+#ifdef PC7300
+	which = wgetc(0);
+#else
+	which = (getchar() & 0177);
+#endif
+	switch(which) {
+#ifdef PC7300
+	    case Home:
+		c.x = 0; c.y = 1;
+	    when Beg:
+		c.x = 0;
+	    when End:
+		c.x = cols - 1;
+	    when Mouse:
+	    case ESCAPE:
+	    case Cancl:
+	    case s_Cancl:
+		if (which == Mouse) {
+		    if (wreadmouse(0,&xmouse,&ymouse,&bmouse,&rmouse) != 0 ||
+			(rmouse & MSDOWN) == 0)
+			break;
+		    c.y = ymouse / wdata.uw_vs;
+		    c.x = xmouse / wdata.uw_hs;
+		    c.y = max(c.y, 1);
+		    c.y = min(c.y, lines - 3);
+		    c.x = max(c.x, 0);
+		    c.x = min(c.x, cols - 1);
+		}
+		else c = hero;
+		wmove(cw, c.y, c.x);
+		draw(cw);
+	    case '\n':
+	    case '\c':
+		keypad(0, 0);	/* Turn off escape interpretation */
+		ioctl(0, WIOCSETMOUSE, &startmouse); /* No mouse tracking */
+		return(c);
+	    when 'h':
+	    case 'H':
+	    case Back:
+	    case s_Back:
+		c.x--;
+	    when 'j':
+	    case 'J':
+	    case Down:
+	    case RollDn:
+		c.y++;
+	    when 'k':
+	    case 'K':
+	    case Up:
+	    case RollUp:
+		c.y--;
+	    when 'l':
+	    case 'L':
+	    case Forward:
+	    case s_Forward:
+		c.x++;
+	    when 'y':
+	    case 'Y':
+	    case Prev:
+		c.x--; c.y--;
+	    when 'u':
+	    case 'U':
+	    case Next:
+		c.x++; c.y--;
+	    when 'b':
+	    case 'B':
+	    case s_Prev:
+		c.x--; c.y++;
+	    when 'n':
+	    case 'N':
+	    case s_Next:
+		c.x++; c.y++;
+	    when '*':
+		msg("Select location via mouse, or");
+		msg("Use cursor keys,h,j,k,l,y,u,b,or n, then hit return.");
+#else
+	    case ESCAPE:
+		c = hero;
+		wmove(cw, c.y, c.x);
+		draw(cw);
+	    case '\n':
+	    case '\r':
+		return(c);
+	    when 'h':
+	    case 'H':
+		c.x--;
+	    when 'j':
+	    case 'J':
+		c.y++;
+	    when 'k':
+	    case 'K':
+		c.y--;
+	    when 'l':
+	    case 'L':
+		c.x++;
+	    when 'y':
+	    case 'Y':
+		c.x--; c.y--;
+	    when 'u':
+	    case 'U':
+		c.x++; c.y--;
+	    when 'b':
+	    case 'B':
+		c.x--; c.y++;
+	    when 'n':
+	    case 'N':
+		c.x++; c.y++;
+	    when '*':
+		msg("Use h,j,k,l,y,u,b,n to position cursor, then hit return.");
+#endif
+	}
+	c.y = max(c.y, 1);
+	c.y = min(c.y, lines - 3);
+	c.x = max(c.x, 0);
+	c.x = min(c.x, cols - 1);
+	wmove(cw, c.y, c.x);
+	draw(cw);
+    } 
+}
+
+/*
+ * set up the direction co_ordinate for use in various "prefix" commands
+ */
+bool
+get_dir(direction)
+coord *direction;
+{
+    register char *prompt;
+    register bool gotit;
+    int x,y;
+
+    prompt = terse ? "Direction?" :  "Which direction? ";
+    msg(prompt);
+    do
+    {
+	gotit = TRUE;
+	switch (md_readchar(msgw))
+	{
+	    case 'h': case'H': direction->y =  0; direction->x = -1;
+	    when 'j': case'J': direction->y =  1; direction->x =  0;
+	    when 'k': case'K': direction->y = -1; direction->x =  0;
+	    when 'l': case'L': direction->y =  0; direction->x =  1;
+	    when 'y': case'Y': direction->y = -1; direction->x = -1;
+	    when 'u': case'U': direction->y = -1; direction->x =  1;
+	    when 'b': case'B': direction->y =  1; direction->x = -1;
+	    when 'n': case'N': direction->y =  1; direction->x =  1;
+	    case 0:
+	    when 3: quit(0);
+		    return(FALSE);
+	    when ESCAPE: return (FALSE);
+	    otherwise:
+		mpos = 0;
+		msg(prompt);
+		gotit = FALSE;
+	}
+    } until (gotit);
+    if ((on(player, ISHUH) || on(player, ISDANCE)) && rnd(100) > 20) {
+	do
+	{
+	    *direction = grid[rnd(9)];
+	} while (direction->y == 0 && direction->x == 0);
+    }
+    else if (on(player, ISFLEE)) {
+	    y = hero.y;
+	    x = hero.x;
+	    while (shoot_ok(winat(y, x))) {
+		y += direction->y;
+		x += direction->x;
+	    }
+	    if (isalpha(mvwinch(mw, y, x))) {
+		if (y == player.t_dest->y && x == player.t_dest->x) {
+		    mpos = 0;
+		    msg("You are too frightened to!");
+		    return(FALSE);
+	    }
+	}
+    }
+    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 STONEBONES_AMULET:
+	    case HRUGGEK_MSTAR:
+	    case AXE_AKLAD:
+	    case YEENOGHU_FLAIL:
+	    case SURTUR_RING:
+		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++) {
+	    struct linked_list *it;
+	    coord here;		/* Current <x,y> coordinate */
+	    char savech;	/* Saves character in monster window */
+	    bool in_room;	/* Are we in a room? */
+
+	    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 we have a monster that we can't see anymore, make sure
+	     * that we can note that fact.
+	     */
+	    if (isalpha(savech) &&
+		(y < hero.y - radius || y > hero.y + radius ||
+		 x < hero.x - radius || x > hero.x + radius)) {
+		/* Find the monster */
+		it = find_mons(y, x);
+	    }
+	    else it = NULL;
+
+	    /* Are we in a room? */
+	    here.y = y;
+	    here.x = x;
+	    in_room = (roomin(&here) != NULL);
+
+	    if ((do_blank || !in_room) && (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);
+
+			    /* 
+			     * If we found it (we should!), set it to
+			     * the right character!
+			     */
+			    if (it) (THINGPTR(it))->t_oldch = ch;
+			}
+			break;
+		    when FLOOR:
+		    case FOREST:
+		    default:
+			mvwaddch(cw, y, x, in_room ? ' ' : PASSAGE);
+
+			/* If we found a monster, set it to darkness! */
+			if (it) (THINGPTR(it))->t_oldch = CCHAR( mvwinch(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);
+
+		if (it) {
+		    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;
+			break;
+		    case PASSAGE:
+			if (x == hero.x || y == hero.y)
+			    passcount++;
+			break;
+		    case FLOOR:
+			/* Stop by new passages in a maze (floor next to us) */
+			if ((levtype == MAZELEV) &&
+			    !(hero.y == y && hero.x == x)) {
+			    if (vert) {	/* Moving vertically */
+				/* We have a passage on our row */
+				if (y == hero.y) curfloorcount++;
+
+				/* Some passage on the next row */
+				else if (y != player.t_oldpos.y)
+				    nextfloorcount++;
+			    }
+			    else {	/* Moving horizontally */
+				/* We have a passage on our column */
+				if (x == hero.x) curfloorcount++;
+
+				/* Some passage in the next column */
+				else if (x != player.t_oldpos.x)
+				    nextfloorcount++;
+			    }
+			}
+		    case '|':
+		    case '-':
+		    case ' ':
+			break;
+		    default:
+			running = FALSE;
+			break;
+		}
+	    }
+	}
+
+    /* Have we passed a side passage, with multiple choices? */
+    if (curfloorcount > 0 && nextfloorcount > 0) running = FALSE;
+
+    else if (door_stop && !firstmove && passcount > 1)
+	running = FALSE;
+
+    /* Do we have to light up the area (just stepped into a new corridor)? */
+    if (do_light && !running && lit_room(rp)) light(&hero);
+
+    mvwaddch(cw, hero.y, hero.x, PLAYER);
+    wmove(cw, oldy, oldx);
+    if (!ce(player.t_oldpos, hero)) {
+	player.t_oldpos = hero; /* Don't change if we didn't move */
+	oldrp = rp;
+    }
+}
+
+/* 
+ * Lower a level of experience 
+ */
+
+lower_level(who)
+short who;
+{
+    int fewer, nsides;
+    unsigned int exp;
+
+    msg("You suddenly feel less skillful.");
+    if (--pstats.s_lvl == 0)
+	death(who);		/* All levels gone */
+    if (pstats.s_lvladj > 0) { /* lose artificial levels first */
+	pstats.s_lvladj--;
+	return;
+    }
+    exp = char_class[player.t_ctype].cap;
+    if (pstats.s_exp >= exp*2)
+	pstats.s_exp -= exp;
+    else
+	pstats.s_exp /= 2;
+
+    nsides = char_class[player.t_ctype].hit_pts;
+    fewer = max(1, roll(1,nsides) + const_bonus());
+    pstats.s_hpt -= fewer;
+    max_stats.s_hpt -= fewer;
+    if (pstats.s_hpt < 1)
+	pstats.s_hpt = 1;
+    if (max_stats.s_hpt < 1)
+	death(who);
+}
+
+/*
+ * print out the name of a monster
+ */
+char *
+monster_name(tp)
+register struct thing *tp;
+{
+    prbuf[0] = '\0';
+    if (on(*tp, ISFLEE) || on(*tp, WASTURNED))
+	strcat(prbuf, "terrified ");
+    if (on(*tp, ISHUH))
+	strcat(prbuf, "confused ");
+    if (on(*tp, ISCHARMED))
+	strcat(prbuf, "charmed ");
+    else if (on(*tp, ISFLY))
+	strcat(prbuf, "flying ");
+
+    /* If it is sleeping or stoned, write over any of the above attributes */
+    if (off(*tp, ISRUN))
+	strcpy(prbuf, "sleeping ");
+    if (on(*tp, ISSTONE))
+	strcpy(prbuf, "petrified ");
+
+    if (tp->t_name) strcat(prbuf, tp->t_name);
+    else strcat(prbuf, monsters[tp->t_index].m_name);
+
+    return(prbuf);
+}
+
+/*
+ * move_hero:
+ *	Try to move the hero somplace besides next to where he is.  We ask him
+ *	where.  There can be restrictions based on why he is moving.
+ */
+
+bool
+move_hero(why)
+int why;
+{
+    char *action;
+    char which;
+    coord c;
+
+    switch (why) {
+	case H_TELEPORT:
+	    action = "teleport";
+    }
+
+    msg("Where do you wish to %s to? (* for help) ", action);
+    c = get_coordinates();
+    mpos = 0;
+    which = CCHAR( winat(c.y, c.x) );
+    switch (which) {
+	default:
+	    if (!isrock(which) || off(player, CANINWALL)) break;
+
+	case FLOOR:
+	case PASSAGE:
+	case DOOR:
+	case STAIRS:
+	case POST:
+	case GOLD:
+	case POTION:
+	case SCROLL:
+	case FOOD:
+	case WEAPON:
+	case ARMOR:
+	case RING:
+	case MM:
+	case RELIC:
+	case STICK:
+	    hero = c;
+	    return(TRUE);
+    }
+    return(FALSE);
+}
+
+/*
+ * raise_level:
+ *	The guy just magically went up a level.
+ */
+
+raise_level()
+{
+    unsigned long test;	/* Next level -- be sure it is not an overflow */
+
+    test = check_level();	/* Get next boundary */
+
+    /* Be sure it is higher than what we have no -- else overflow */
+    if (test > pstats.s_exp) pstats.s_exp = test;
+    check_level();
+}
+
+/*
+ * saving throw matrix for character saving throws
+ * this table is indexed by char type and saving throw type
+ */
+static int st_matrix[NUM_CHARTYPES][5] = {
+/* Poison,	Petrify,	wand,		Breath,		Magic */
+{ 14,		15,		16,		16,		17 },
+{ 14,		15,		16,		16,		17 },
+{ 14,		15,		16,		16,		17 },
+{ 14,		13,		11,		15,		12 },
+{ 10,		13,		14,		16,		15 },
+{ 13,		12,		14,		16,		15 },
+{ 13,		12,		14,		16,		15 },
+{ 10,		13,		14,		16,		15 },
+{ 13,		12,		14,		16,		15 },
+{ 14,		15,		16,		16,		17 }
+};
+
+/*
+ * save:
+ *	See if a creature saves against something
+ */
+save(which, who, adj)
+int which;		/* which type of save */
+struct thing *who;	/* who is saving */
+int adj;		/* saving throw adjustment */
+{
+    register int need, level, protect;
+
+    protect = 0;
+    level = who->t_stats.s_lvl;
+    need = st_matrix[who->t_ctype][which];
+    switch (who->t_ctype) {
+    case C_FIGHTER:
+    case C_RANGER:
+    case C_PALADIN:
+    case C_MONSTER:
+	need -= (level-1) / 2;
+    when C_MAGICIAN:
+	need -= 2 * (level-1) / 5;
+    when C_CLERIC:
+    case C_DRUID:
+	need -= (level-1) / 3;
+    when C_THIEF:
+    case C_ASSASIN:
+    case C_MONK:
+	need -= 2 * (level-1) / 4;
+    }
+    /* 
+     * add in pluses against poison for execeptional constitution 
+     */
+    if (which == VS_POISON && who->t_stats.s_const > 18)
+	need -= (who->t_stats.s_const - 17) / 2;
+    if (who == &player) {
+	/*
+	 * does the player have a ring of protection on?
+	 */
+	protect +=  ring_value(R_PROTECT);
+	/*
+	 * does the player have a cloak of protection on?
+	 */
+        if (cur_misc[WEAR_CLOAK])
+	    protect += cur_misc[WEAR_CLOAK]->o_ac;
+
+        protect = min(protect, 4);/* no more than a +4 bonus */
+        need -= protect;
+    }
+    need -= adj;
+    /*
+     * always miss or save on a 1 (except for UNIQUEs
+     */
+    if (who == &player || off(*who, ISUNIQUE))
+	need = max(need, 2);
+    need = min(20, need); /* always make our save on a 20 */
+    debug("need a %d to save", need);
+    return (roll(1, 20) >= need);
+}
+
+
+/*
+ * secret_door:
+ *	Figure out what a secret door looks like.
+ */
+
+secretdoor(y, x)
+register int y, x;
+{
+    register int i;
+    register struct room *rp;
+    register coord *cpp;
+    static coord cp;
+
+    cp.y = y;
+    cp.x = x;
+    cpp = &cp;
+    for (rp = rooms, i = 0; i < MAXROOMS; rp++, i++)
+	if (inroom(rp, cpp))
+	    if (y == rp->r_pos.y || y == rp->r_pos.y + rp->r_max.y - 1)
+		return('-');
+	    else
+		return('|');
+
+    return('p');
+}
+
+/*
+ * 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);
+}
+
+/*
+ * copy string using unctrl for things
+ */
+strucpy(s1, s2, len)
+register char *s1, *s2;
+register int len;
+{
+    register char *sp;
+
+    while (len--)
+    {
+	strcpy(s1, (sp = unctrl(*s2++)));
+	s1 += strlen(sp);
+    }
+    *s1 = '\0';
+}
+
+/*
+ * tr_name:
+ *	print the name of a trap
+ */
+
+char *
+tr_name(ch)
+char ch;
+{
+    register char *s;
+
+    switch (ch)
+    {
+	case TRAPDOOR:
+	    s = terse ? "A trapdoor." : "You found a trapdoor.";
+	when BEARTRAP:
+	    s = terse ? "A beartrap." : "You found a beartrap.";
+	when SLEEPTRAP:
+	    s = terse ? "A sleeping gas trap.":"You found a sleeping gas trap.";
+	when ARROWTRAP:
+	    s = terse ? "An arrow trap." : "You found an arrow trap.";
+	when TELTRAP:
+	    s = terse ? "A teleport trap." : "You found a teleport trap.";
+	when DARTTRAP:
+	    s = terse ? "A dart trap." : "You found a poison dart trap.";
+	when POOL:
+	    s = terse ? "A shimmering pool." : "You found a shimmering pool";
+	when MAZETRAP:
+	    s = terse ? "A maze entrance." : "You found a maze entrance";
+    }
+    return s;
+}
+
+/*
+ * for printfs: if string starts with a vowel, return "n" for an "an"
+ */
+char *
+vowelstr(str)
+register char *str;
+{
+    switch (*str)
+    {
+	case 'a':
+	case 'e':
+	case 'i':
+	case 'o':
+	case 'u':
+	    return "n";
+	default:
+	    return "";
+    }
+}
+
+/*
+ * wake up a room full (hopefully) of creatures
+ */
+wake_room(rp)
+register struct room *rp;
+{
+	register struct linked_list *item;
+	register struct thing *tp;
+
+	for (item=mlist; item!=NULL; item=next(item)) {
+	    tp = THINGPTR(item);
+	    if (off(*tp,ISRUN) && on(*tp,ISMEAN) && roomin(&tp->t_pos) == rp)
+		runto(tp, &hero);
+	}
+}
+		
+
+/*
+ * waste_time:
+ *	Do nothing but let other things happen
+ */
+
+waste_time()
+{
+    if (inwhgt)			/* if from wghtchk then done */
+	return;
+    do_daemons(BEFORE);
+    do_fuses(BEFORE);
+    do_daemons(AFTER);
+    do_fuses(AFTER);
+}