Mercurial > hg > early-roguelike
diff rogue5/misc.c @ 33:f502bf60e6e4
Import Rogue 5.4 from the Roguelike Restoration Project (r1490)
author | elwin |
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date | Mon, 24 May 2010 20:10:59 +0000 |
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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); +}