view arogue7/util.c @ 237:2236ef808bcb

XRogue: fix some uses of entire structs instead of their members. Some calls to runto() were given a pointer to the player struct instead of to the player's coordinates. A call to death() was passed a pointer to a monster instead of the monster's type number.
author John "Elwin" Edwards
date Tue, 08 Mar 2016 20:47:57 -0500
parents f9ef86cf22b2
children e1cd27c5464f
line wrap: on
line source

/*
 * util.c  -  all sorts of miscellaneous routines
 *
 * Advanced Rogue
 * Copyright (C) 1984, 1985, 1986 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 "rogue.h"
#include <ctype.h>
#include <string.h>
#ifdef PC7300
#include <track.h>
#include <kcodes.h>
#include <sys/window.h>
extern struct uwdata wdata;
#endif

/*
 * all sorts of miscellaneous routines
 *
 */




/*
 * this routine computes the players current AC without dex bonus's
 */
int 
ac_compute(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 * 2 / 3;
    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 -= 5;

    if (ac > 10)
	ac = 10;
    return(ac);
}

/*
 * aggravate:
 *	aggravate all the monsters on this level
 */

void
aggravate(bool do_uniques, bool 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.
 */

bool
cansee(int y, int 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(void)
{
    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
 */

void
chg_str(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 > 25)
	ptr->s_str = 25;
    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)
	death(D_STRENGTH);
    updpack(TRUE, &player);
}

/*
 * let's confuse the player
 */
void
confus_player(void)
{
    if (off(player, ISCLEAR))
    {
	msg("Wait, what's going on here. Huh? What? Who?");
	if (find_slot(unconfuse))
	    lengthen(unconfuse, HUHDURATION);
	else
	    fuse(unconfuse, 0, 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
 */
int
dex_compute(void)
{
    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 (18);
    }
    else
	    return (pstats.s_dext);
}

/*
 * diag_ok:
 *	Check to see if the move is legal if it is diagonal
 */

bool
diag_ok(coord *sp, coord *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(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 = CCHAR( 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.
 */

int
findmindex(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(int y, 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(int y, 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(void)
{
    register int which;
    coord c;
#ifdef PC7300
    struct umdata startmouse, listenmouse;	/* Mouse parameters */
    int xmouse,	/* x-position of mouse */
	ymouse, /* y-position of mouse */
	bmouse, /* button value of mouse */
	rmouse; /* reason for mouse change */
#endif

    c = hero;
    wmove(cw, hero.y, hero.x);
    draw(cw);
#ifdef PC7300
    keypad(0, 1);	/* Turn on escape sequences */
    ioctl(0, WIOCGETMOUSE, &startmouse); /* Get current mouse parameters */
    listenmouse = startmouse;	/* Make a copy */
    listenmouse.um_flags |= MSDOWN;	/* Enable detection of button down */
    ioctl(0, WIOCSETMOUSE, &listenmouse);	/* Make the change */
#endif
    for (;;) {
#ifdef PC7300
	which = wgetc(0);
#else
	which = (getchar() & 0177);
#endif
	switch(which) {
#ifdef PC7300
	    case Home:
		c.x = 0; c.y = 1;
	    when Beg:
		c.x = 0;
	    when End:
		c.x = cols - 1;
	    when Mouse:
	    case ESCAPE:
	    case Cancl:
	    case s_Cancl:
		if (which == Mouse) {
		    if (wreadmouse(0,&xmouse,&ymouse,&bmouse,&rmouse) != 0 ||
			(rmouse & MSDOWN) == 0)
			break;
		    c.y = ymouse / wdata.uw_vs;
		    c.x = xmouse / wdata.uw_hs;
		    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);
		}
		else c = hero;
		wmove(cw, c.y, c.x);
		draw(cw);
	    case '\n':
	    case '\c':
		keypad(0, 0);	/* Turn off escape interpretation */
		ioctl(0, WIOCSETMOUSE, &startmouse); /* No mouse tracking */
		return(c);
	    when 'h':
	    case 'H':
	    case Back:
	    case s_Back:
		c.x--;
	    when 'j':
	    case 'J':
	    case Down:
	    case RollDn:
		c.y++;
	    when 'k':
	    case 'K':
	    case Up:
	    case RollUp:
		c.y--;
	    when 'l':
	    case 'L':
	    case Forward:
	    case s_Forward:
		c.x++;
	    when 'y':
	    case 'Y':
	    case Prev:
		c.x--; c.y--;
	    when 'u':
	    case 'U':
	    case Next:
		c.x++; c.y--;
	    when 'b':
	    case 'B':
	    case s_Prev:
		c.x--; c.y++;
	    when 'n':
	    case 'N':
	    case s_Next:
		c.x++; c.y++;
	    when '*':
		msg("Select location via mouse, or");
		msg("Use cursor keys,h,j,k,l,y,u,b,or n, then hit return.");
#else
	    case ESCAPE:
		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 '*':
		msg("Use h,j,k,l,y,u,b,n to position cursor, then hit return.");
#endif
	}
	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(coord *direction)
{
    register char *prompt;
    register bool gotit;
    int x,y;

    prompt = terse ? "Direction?" :  "Which direction? ";
    msg(prompt);
    do
    {
	gotit = TRUE;
	switch (md_readchar(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;
	    case 0:
	    when 3: quit(0);
		    return(FALSE);
	    when ESCAPE: 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;
}

/* 
 * see if the object is one of the currently used items
 */
bool
is_current(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
 * wakeup: Should we wake up monsters
 * runend: At end of a run -- for mazes
 */

void
look(bool wakeup, bool runend)
{
    register int x, y, radius;
    register 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 = 6;
	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 */
	    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 = CCHAR( 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 MAZETRAP:
		    case POOL:
		    case POST:
		    case '|':
		    case '-':
		    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 = CCHAR( 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 = CCHAR( 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 == '-' || ch == '|')))
			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++;
			    }
			}