diff rogue5/misc.c @ 33:f502bf60e6e4

Import Rogue 5.4 from the Roguelike Restoration Project (r1490)
author elwin
date Mon, 24 May 2010 20:10:59 +0000
parents
children
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--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/rogue5/misc.c	Mon May 24 20:10:59 2010 +0000
@@ -0,0 +1,600 @@
+/*
+ * All sorts of miscellaneous routines
+ *
+ * @(#)misc.c	4.66 (Berkeley) 08/06/83
+ *
+ * Rogue: Exploring the Dungeons of Doom
+ * Copyright (C) 1980-1983, 1985, 1999 Michael Toy, Ken Arnold and Glenn Wichman
+ * All rights reserved.
+ *
+ * See the file LICENSE.TXT for full copyright and licensing information.
+ */
+
+#include <stdlib.h>
+#include <curses.h>
+#include <string.h>
+#include <ctype.h>
+#include "rogue.h"
+
+/*
+ * look:
+ *	A quick glance all around the player
+ */
+#undef DEBUG
+
+
+void
+look(int wakeup)
+{
+    int x, y;
+    chtype ch;
+    THING *tp;
+    PLACE *pp;
+    struct room *rp;
+    int ey, ex;
+    int passcount;
+    int pfl, *fp, pch;
+    int sy, sx, sumhero = 0, diffhero = 0;
+# ifdef DEBUG
+    static int done = FALSE;
+
+    if (done)
+	return;
+    done = TRUE;
+# endif /* DEBUG */
+    passcount = 0;
+    rp = proom;
+    if (!ce(oldpos, hero))
+    {
+	erase_lamp(&oldpos, oldrp);
+	oldpos = hero;
+	oldrp = rp;
+    }
+    ey = hero.y + 1;
+    ex = hero.x + 1;
+    sx = hero.x - 1;
+    sy = hero.y - 1;
+    if (door_stop && !firstmove && running)
+    {
+	sumhero = hero.y + hero.x;
+	diffhero = hero.y - hero.x;
+    }
+    pp = INDEX(hero.y, hero.x);
+    pch = pp->p_ch;
+    pfl = pp->p_flags;
+
+    for (y = sy; y <= ey; y++)
+	if (y > 0 && y < NUMLINES - 1) for (x = sx; x <= ex; x++)
+	{
+	    if (x < 0 || x >= NUMCOLS)
+		continue;
+	    if (!on(player, ISBLIND))
+	    {
+		if (y == hero.y && x == hero.x)
+		    continue;
+	    }
+
+	    pp = INDEX(y, x);
+	    ch = pp->p_ch;
+	    if (ch == ' ')		/* nothing need be done with a ' ' */
+		    continue;
+	    fp = &pp->p_flags;
+	    if (pch != DOOR && ch != DOOR)
+		if ((pfl & F_PASS) != (*fp & F_PASS))
+		    continue;
+	    if (((*fp & F_PASS) || ch == DOOR) && 
+		 ((pfl & F_PASS) || pch == DOOR))
+	    {
+		if (hero.x != x && hero.y != y &&
+		    !step_ok(chat(y, hero.x)) && !step_ok(chat(hero.y, x)))
+			continue;
+	    }
+
+	    if ((tp = pp->p_monst) == NULL)
+		ch = trip_ch(y, x, ch);
+	    else
+		if (on(player, SEEMONST) && on(*tp, ISINVIS))
+		{
+		    if (door_stop && !firstmove)
+			running = FALSE;
+		    continue;
+		}
+		else
+		{
+		    if (wakeup)
+			wake_monster(y, x);
+		    if (see_monst(tp))
+		    {
+			if (on(player, ISHALU))
+			    ch = rnd(26) + 'A';
+			else
+			    ch = tp->t_disguise;
+		    }
+		}
+	    if (on(player, ISBLIND) && (y != hero.y || x != hero.x))
+		continue;
+
+	    move(y, x);
+
+	    if ((proom->r_flags & ISDARK) && !see_floor && ch == FLOOR)
+		ch = ' ';
+
+	    if (tp != NULL || ch != CCHAR( inch() ))
+		addch(ch);
+
+	    if (door_stop && !firstmove && running)
+	    {
+		switch (runch)
+		{
+		    case 'h':
+			if (x == ex)
+			    continue;
+		    when 'j':
+			if (y == sy)
+			    continue;
+		    when 'k':
+			if (y == ey)
+			    continue;
+		    when 'l':
+			if (x == sx)
+			    continue;
+		    when 'y':
+			if ((y + x) - sumhero >= 1)
+			    continue;
+		    when 'u':
+			if ((y - x) - diffhero >= 1)
+			    continue;
+		    when 'n':
+			if ((y + x) - sumhero <= -1)
+			    continue;
+		    when 'b':
+			if ((y - x) - diffhero <= -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:
+		    case '|':
+		    case '-':
+		    case ' ':
+			break;
+		    default:
+			running = FALSE;
+			break;
+		}
+	    }
+	}
+    if (door_stop && !firstmove && passcount > 1)
+	running = FALSE;
+    if (!running || !jump)
+	mvaddch(hero.y, hero.x, PLAYER);
+# ifdef DEBUG
+    done = FALSE;
+# endif /* DEBUG */
+}
+
+/*
+ * trip_ch:
+ *	Return the character appropriate for this space, taking into
+ *	account whether or not the player is tripping.
+ */
+int
+trip_ch(int y, int x, int ch)
+{
+    if (on(player, ISHALU) && after)
+	switch (ch)
+	{
+	    case FLOOR:
+	    case ' ':
+	    case PASSAGE:
+	    case '-':
+	    case '|':
+	    case DOOR:
+	    case TRAP:
+		break;
+	    default:
+		if (y != stairs.y || x != stairs.x || !seenstairs)
+		    ch = rnd_thing();
+		break;
+	}
+    return ch;
+}
+
+/*
+ * erase_lamp:
+ *	Erase the area shown by a lamp in a dark room.
+ */
+
+void
+erase_lamp(const coord *pos, const struct room *rp)
+{
+    int y, x, ey, sy, ex;
+
+    if (!(see_floor && (rp->r_flags & (ISGONE|ISDARK)) == ISDARK
+	&& !on(player,ISBLIND)))
+	    return;
+
+    ey = pos->y + 1;
+    ex = pos->x + 1;
+    sy = pos->y - 1;
+    for (x = pos->x - 1; x <= ex; x++)
+	for (y = sy; y <= ey; y++)
+	{
+	    if (y == hero.y && x == hero.x)
+		continue;
+	    move(y, x);
+	    if (CCHAR( inch() ) == FLOOR)
+		addch(' ');
+	}
+}
+
+/*
+ * show_floor:
+ *	Should we show the floor in her room at this time?
+ */
+int
+show_floor(void)
+{
+    if ((proom->r_flags & (ISGONE|ISDARK)) == ISDARK && !on(player, ISBLIND))
+	return see_floor;
+    else
+	return TRUE;
+}
+
+/*
+ * find_obj:
+ *	Find the unclaimed object at y, x
+ */
+THING *
+find_obj(int y, int x)
+{
+    THING *obj;
+
+    for (obj = lvl_obj; obj != NULL; obj = next(obj))
+    {
+	if (obj->o_pos.y == y && obj->o_pos.x == x)
+		return obj;
+    }
+#ifdef MASTER
+    sprintf(prbuf, "Non-object %d,%d", y, x);
+    msg(prbuf);
+    return NULL;
+#else
+    /* NOTREACHED */
+    return NULL;
+#endif
+}
+
+/*
+ * eat:
+ *	She wants to eat something, so let her try
+ */
+
+void
+eat(void)
+{
+    THING *obj;
+
+    if ((obj = get_item("eat", FOOD)) == NULL)
+	return;
+    if (obj->o_type != FOOD)
+    {
+	if (!terse)
+	    msg("ugh, you would get ill if you ate that");
+	else
+	    msg("that's Inedible!");
+	return;
+    }
+    if (food_left < 0)
+	food_left = 0;
+    if ((food_left += HUNGERTIME - 200 + rnd(400)) > STOMACHSIZE)
+	food_left = STOMACHSIZE;
+    hungry_state = 0;
+    if (obj == cur_weapon)
+	cur_weapon = NULL;
+    if (obj->o_which == 1)
+	msg("my, that was a yummy %s", fruit);
+    else
+	if (rnd(100) > 70)
+	{
+	    pstats.s_exp++;
+	    msg("%s, this food tastes awful", choose_str("bummer", "yuk"));
+	    check_level();
+	}
+	else
+	    msg("%s, that tasted good", choose_str("oh, wow", "yum"));
+    leave_pack(obj, FALSE, FALSE);
+}
+
+/*
+ * check_level:
+ *	Check to see if the guy has gone up a level.
+ */
+
+void
+check_level(void)
+{
+    int i, add, olevel;
+
+    for (i = 0; e_levels[i] != 0; i++)
+	if (e_levels[i] > pstats.s_exp)
+	    break;
+    i++;
+    olevel = pstats.s_lvl;
+    pstats.s_lvl = i;
+    if (i > olevel)
+    {
+	add = roll(i - olevel, 10);
+	max_hp += add;
+	pstats.s_hpt += add;
+	msg("welcome to level %d", i);
+    }
+}
+
+/*
+ * chg_str:
+ *	used to modify the playes strength.  It keeps track of the
+ *	highest it has been, just in case
+ */
+
+void
+chg_str(int amt)
+{
+    int comp;
+
+    if (amt == 0)
+	return;
+    add_str(&pstats.s_str, amt);
+    comp = pstats.s_str;
+    if (ISRING(LEFT, R_ADDSTR))
+	add_str(&comp, -cur_ring[LEFT]->o_arm);
+    if (ISRING(RIGHT, R_ADDSTR))
+	add_str(&comp, -cur_ring[RIGHT]->o_arm);
+    if (comp > max_stats.s_str)
+	max_stats.s_str = comp;
+}
+
+/*
+ * add_str:
+ *	Perform the actual add, checking upper and lower bound limits
+ */
+void
+add_str(int *sp, int amt)
+{
+    if ((*sp += amt) < 3)
+	*sp = 3;
+    else if (*sp > 31)
+	*sp = 31;
+}
+
+/*
+ * add_haste:
+ *	Add a haste to the player
+ */
+int
+add_haste(int potion)
+{
+    if (on(player, ISHASTE))
+    {
+	no_command += rnd(8);
+	player.t_flags &= ~(ISRUN|ISHASTE);
+	extinguish(nohaste);
+	msg("you faint from exhaustion");
+	return FALSE;
+    }
+    else
+    {
+	player.t_flags |= ISHASTE;
+	if (potion)
+	    fuse(nohaste, 0, rnd(4)+4, AFTER);
+	return TRUE;
+    }
+}
+
+/*
+ * aggravate:
+ *	Aggravate all the monsters on this level
+ */
+
+void
+aggravate(void)
+{
+    THING *mp;
+
+    for (mp = mlist; mp != NULL; mp = next(mp))
+	runto(&mp->t_pos);
+}
+
+/*
+ * vowelstr:
+ *      For printfs: if string starts with a vowel, return "n" for an
+ *	"an".
+ */
+char *
+vowelstr(const char *str)
+{
+    switch (*str)
+    {
+	case 'a': case 'A':
+	case 'e': case 'E':
+	case 'i': case 'I':
+	case 'o': case 'O':
+	case 'u': case 'U':
+	    return "n";
+	default:
+	    return "";
+    }
+}
+
+/* 
+ * is_current:
+ *	See if the object is one of the currently used items
+ */
+int
+is_current(const THING *obj)
+{
+    if (obj == NULL)
+	return FALSE;
+    if (obj == cur_armor || obj == cur_weapon || obj == cur_ring[LEFT]
+	|| obj == cur_ring[RIGHT])
+    {
+	if (!terse)
+	    addmsg("That's already ");
+	msg("in use");
+	return TRUE;
+    }
+    return FALSE;
+}
+
+/*
+ * get_dir:
+ *      Set up the direction co_ordinate for use in varios "prefix"
+ *	commands
+ */
+int
+get_dir(void)
+{
+    char *prompt;
+    int gotit;
+    static coord last_delt= {0,0};
+
+    if (again && last_dir != '\0')
+    {
+	delta.y = last_delt.y;
+	delta.x = last_delt.x;
+	dir_ch = last_dir;
+    }
+    else
+    {
+	if (!terse)
+	    msg(prompt = "which direction? ");
+	else
+	    prompt = "direction: ";
+	do
+	{
+	    gotit = TRUE;
+	    switch (dir_ch = readchar())
+	    {
+		case 'h': case'H': delta.y =  0; delta.x = -1;
+		when 'j': case'J': delta.y =  1; delta.x =  0;
+		when 'k': case'K': delta.y = -1; delta.x =  0;
+		when 'l': case'L': delta.y =  0; delta.x =  1;
+		when 'y': case'Y': delta.y = -1; delta.x = -1;
+		when 'u': case'U': delta.y = -1; delta.x =  1;
+		when 'b': case'B': delta.y =  1; delta.x = -1;
+		when 'n': case'N': delta.y =  1; delta.x =  1;
+		when ESCAPE: last_dir = '\0'; reset_last(); msg(""); return FALSE;
+		otherwise:
+		    mpos = 0;
+		    msg(prompt);
+		    gotit = FALSE;
+	    }
+	} until (gotit);
+	if (isupper(dir_ch))
+	    dir_ch = tolower(dir_ch);
+	last_dir = dir_ch;
+	last_delt.y = delta.y;
+	last_delt.x = delta.x;
+    }
+    if (on(player, ISHUH) && rnd(5) == 0)
+	do
+	{
+	    delta.y = rnd(3) - 1;
+	    delta.x = rnd(3) - 1;
+	} while (delta.y == 0 && delta.x == 0);
+    mpos = 0;
+    msg("");
+    return TRUE;
+}
+
+/*
+ * sign:
+ *	Return the sign of the number
+ */
+int
+sign(int nm)
+{
+    if (nm < 0)
+	return -1;
+    else
+	return (nm > 0);
+}
+
+/*
+ * spread:
+ *	Give a spread around a given number (+/- 20%)
+ */
+int
+spread(int nm)
+{
+    return nm - nm / 20 + rnd(nm / 10);
+}
+
+/*
+ * call_it:
+ *	Call an object something after use.
+ */
+
+void
+call_it(struct obj_info *info)
+{
+    if (info->oi_know)
+    {
+	if (info->oi_guess)
+	{
+	    free(info->oi_guess);
+	    info->oi_guess = NULL;
+	}
+    }
+    else if (!info->oi_guess)
+    {
+	msg(terse ? "call it: " : "what do you want to call it? ");
+	if (get_str(prbuf, stdscr) == NORM)
+	{
+	    if (info->oi_guess != NULL)
+		free(info->oi_guess);
+	    info->oi_guess = malloc(strlen(prbuf) + 1);
+		if (info->oi_guess != NULL)
+			strcpy(info->oi_guess, prbuf);
+	}
+	msg("");
+    }
+}
+
+/*
+ * rnd_thing:
+ *	Pick a random thing appropriate for this level
+ */
+int
+rnd_thing(void)
+{
+    int i;
+    int thing_list[] = {
+	POTION, SCROLL, RING, STICK, FOOD, WEAPON, ARMOR, STAIRS, GOLD, AMULET
+    };
+
+    if (level >= AMULETLEVEL)
+        i = rnd(sizeof thing_list / sizeof (int));
+    else
+        i = rnd(sizeof thing_list / sizeof (int) - 1);
+    return thing_list[i];
+}
+
+/*
+ str str:
+ *	Choose the first or second string depending on whether it the
+ *	player is tripping
+ */
+const char *
+choose_str(const char *ts, const char *ns)
+{
+	return (on(player, ISHALU) ? ts : ns);
+}