Mercurial > hg > early-roguelike
diff xrogue/util.c @ 133:e6179860cb76
Import XRogue 8.0 from the Roguelike Restoration Project (r1490)
author | John "Elwin" Edwards |
---|---|
date | Tue, 21 Apr 2015 08:55:20 -0400 |
parents | |
children | ce0cf824c192 |
line wrap: on
line diff
--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/xrogue/util.c Tue Apr 21 08:55:20 2015 -0400 @@ -0,0 +1,1313 @@ +/* + util.c - all sorts of miscellaneous routines + + XRogue: Expeditions into the Dungeons of Doom + Copyright (C) 1991 Robert Pietkivitch + All rights reserved. + + Based on "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 <ctype.h> +#include "rogue.h" + +/* + * 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 * 3 / 5; + 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 -= 15; + + if (ac > 25) + ac = 25; + 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 > MAXATT) ptr->s_str = MAXATT; + 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) { + pstats.s_hpt = -1; + 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, (VOID *)NULL, 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 (21); + } + 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 = 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; + + c = hero; + wmove(cw, hero.y, hero.x); + draw(cw); + for (;;) { + which = (wgetch(cw) & 0177); + switch(which) { + case ESC: + 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 '*': + mpos = 0; + msg("Use h,j,k,l,y,u,b,n to position cursor, then press enter."); + } + 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 (wgetch(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; + when ESC: 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; +} + + +/* + * get_worth: + * Calculate an objects worth in gold + */ + +long +get_worth(obj) +reg struct object *obj; +{ + reg long worth, wh; + + worth = 0; + wh = obj->o_which; + switch (obj->o_type) { + case FOOD: + worth = 2; + when WEAPON: + if (wh < MAXWEAPONS) { + worth = weaps[wh].w_worth; + worth += s_magic[S_ALLENCH].mi_worth * + (obj->o_hplus + obj->o_dplus); + } + when ARMOR: + if (wh < MAXARMORS) { + worth = armors[wh].a_worth; + worth += s_magic[S_ALLENCH].mi_worth * + (armors[wh].a_class - obj->o_ac); + } + when SCROLL: + if (wh < MAXSCROLLS) + worth = s_magic[wh].mi_worth; + when POTION: + if (wh < MAXPOTIONS) + worth = p_magic[wh].mi_worth; + when RING: + if (wh < MAXRINGS) { + worth = r_magic[wh].mi_worth; + worth += obj->o_ac * 40; + } + when STICK: + if (wh < MAXSTICKS) { + worth = ws_magic[wh].mi_worth; + worth += 20 * obj->o_charges; + } + when MM: + if (wh < MAXMM) { + worth = m_magic[wh].mi_worth; + switch (wh) { + case MM_BRACERS: worth += 40 * obj->o_ac; + when MM_PROTECT: worth += 60 * obj->o_ac; + when MM_DISP: /* ac already figured in price*/ + otherwise: worth += 20 * obj->o_ac; + } + } + when RELIC: + if (wh < MAXRELIC) { + worth = rel_magic[wh].mi_worth; + if (wh == quest_item) worth *= 10; + } + otherwise: + worth = 0; + } + if (obj->o_flags & ISPROT) /* 300% more for protected */ + worth *= 3; + if (obj->o_flags & ISBLESSED) /* 50% more for blessed */ + worth = worth * 3 / 2; + if (obj->o_flags & ISCURSED) /* half for cursed */ + worth /= 2; + if (worth < 0) + worth = 0; + return worth; +} + +/* + * invisible() + */ + +bool +invisible(monst) +register struct thing *monst; +{ + register bool ret_code; + + ret_code = on(*monst, CANSURPRISE); + ret_code &= !ISWEARING(R_ALERT); + ret_code |= (on(*monst, ISINVIS) || + (on(*monst, ISSHADOW) && rnd(100) < 90)) && + off(player, CANSEE); + return( ret_code ); +} + +/* + * 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 unsigned 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 = 9; + 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 */ + unsigned 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 = 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 WORMHOLE: + case MAZETRAP: + case POOL: + case POST: + case VERTWALL: + case HORZWALL: + 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 = 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 = 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 == HORZWALL || ch == VERTWALL))) + 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 VERTWALL: + case HORZWALL: + 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 long exp; + + msg("You suddenly feel less skillful."); + if (--pstats.s_lvl == 0) { + pstats.s_hpt = -1; + 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 (max_stats.s_hpt <= 0) + max_stats.s_hpt = 0; + if (pstats.s_hpt <= 0) { + pstats.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 = NULL; + unsigned 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 = 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(); + + /* Give him a bonus */ + switch (player.t_ctype) { + case C_FIGHTER: + (*add_abil[A_STRENGTH])(1); + when C_RANGER: + case C_PALADIN: + (*add_abil[A_CHARISMA])(1); + when C_MAGICIAN: + (*add_abil[A_INTELLIGENCE])(1); + when C_CLERIC: + case C_DRUID: + (*add_abil[A_WISDOM])(1); + when C_THIEF: + case C_ASSASSIN: + (*add_abil[A_DEXTERITY])(1); + when C_MONK: + (*add_abil[A_CONSTITUTION])(1); + } +} + +/* + * saving throw matrix for character saving throws + * this table is indexed by char type and saving throw type + */ + +static const char st_matrix[NUM_CHARTYPES][5] = { +/* Poison, Petrify, wand, Breath, Magic */ +{ 13, 14, 15, 16, 17 }, +{ 13, 14, 15, 16, 17 }, +{ 13, 14, 15, 16, 17 }, +{ 11, 12, 13, 14, 15 }, +{ 11, 12, 13, 14, 15 }, +{ 12, 13, 14, 15, 16 }, +{ 12, 13, 14, 15, 16 }, +{ 11, 12, 12, 14, 15 }, +{ 12, 13, 14, 15, 16 }, +{ 13, 14, 15, 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: + need -= (2 * (level-1) / 5) - 1; /* for level 61; -= 25 */ + when C_THIEF: + case C_ASSASSIN: + case C_MONK: + case C_MONSTER: + need -= (2 * (level-1) / 5) - 3; /* for level 61; -= 27 */ + when C_MAGICIAN: + case C_CLERIC: + case C_DRUID: + need -= (2 * (level-1) / 5) - 5; /* for level 61; -= 29 */ + } + /* + * 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, 10);/* limit protection to +10 */ + 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(HORZWALL); + else + return(VERTWALL); + + 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 (21); + } + 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); + s2++; + } + *s1 = '\0'; +} + +/* + * tr_name: + * print the name of a trap + */ + +char * +tr_name(ch) +char ch; +{ + register char *s = NULL; + + 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"; + when WORMHOLE: + s = terse ? "A worm hole." : "You found a worm hole 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); +} +