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);
+}
+