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;