Mercurial > hg > early-roguelike
diff xrogue/util.c @ 133:e6179860cb76
Import XRogue 8.0 from the Roguelike Restoration Project (r1490)
author | John "Elwin" Edwards |
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date | Tue, 21 Apr 2015 08:55:20 -0400 |
parents | |
children | ce0cf824c192 |
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--- /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;