Mercurial > hg > early-roguelike
diff arogue7/util.c @ 125:adfa37e67084
Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
author | John "Elwin" Edwards |
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date | Fri, 08 May 2015 15:24:40 -0400 |
parents | |
children | b786053d2f37 |
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--- /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;