Mercurial > hg > early-roguelike
view xrogue/util.c @ 171:80c060734f51
arogue7: fix messages from detection potions.
Another fix for overwritten messages, this time for potions of monster
detection and magic detection.
I've made the message appear before the display of information, which
may be closer to the originally intended behavior.
author | John "Elwin" Edwards |
---|---|
date | Thu, 02 Jul 2015 16:27:39 -0400 |
parents | ce0cf824c192 |
children | f54901b9c39b |
line wrap: on
line source
/* 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 <string.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; 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 = 9; 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 */ unsigned 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 = 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 WORMHOLE: case MAZETRAP: case POOL: case POST: case VERTWALL: case HORZWALL: 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 = 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 = 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 == HORZWALL || ch == VERTWALL))) continue; /* Did we come to a crossroads in a maze? */ if (levtype == MAZELEV &&