view srogue/misc.c @ 239:837044d2c362

Merge the GCC5 and build fix branches. This fixes all warnings produced by GCC 5, except the ones related to system functions. Those could be fixed by including the proper headers, but it would be better to replace the system-dependent code with functions from mdport.c.
author John "Elwin" Edwards
date Fri, 11 Mar 2016 19:47:52 -0500
parents 94a0d9dd5ce1
children e52a8a7ad4c5
line wrap: on
line source

/*
 * all sorts of miscellaneous routines
 *
 * @(#)misc.c	9.0	(rdk)	 7/17/84
 *
 * Super-Rogue
 * Copyright (C) 1984 Robert D. Kindelberger
 * 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 "rogue.h"
#include <ctype.h>
#include "rogue.ext"

/*
 * waste_time:
 *	Do nothing but let other things happen
 */
void
waste_time(void)
{
	if (inwhgt)		/* if from wghtchk, then done */
	     return;
	do_daemons(BEFORE);
	do_daemons(AFTER);
	do_fuses();
}

/*
 * getindex:
 *	Convert a type into an index for the things structures
 */
int
getindex(char what)
{
	int index = -1;

	switch (what) {
		case POTION:	index = TYP_POTION;
		when SCROLL:	index = TYP_SCROLL;
		when FOOD:		index = TYP_FOOD;
		when RING:		index = TYP_RING;
		when AMULET:	index = TYP_AMULET;
		when ARMOR:		index = TYP_ARMOR;
		when WEAPON:	index = TYP_WEAPON;
		when STICK:		index = TYP_STICK;
	}
	return index;
}

/*
 * tr_name:
 *	print the name of a trap
 */
char *
tr_name(char ch)
{
	reg char *s;

	switch (ch) {
		case TRAPDOOR:
			s = "A trapdoor.";
		when BEARTRAP:
			s = "A beartrap.";
		when SLEEPTRAP:
			s = "A sleeping gas trap.";
		when ARROWTRAP:
			s = "An arrow trap.";
		when TELTRAP:
			s = "A teleport trap.";
		when DARTTRAP:
			s = "A dart trap.";
		when POOL:
			s = "A magic pool.";
		when POST:
			s = "A trading post.";
		when MAZETRAP:
			s = "A maze trap.";
	otherwise:
		s = "A bottomless pit.";		/* shouldn't get here */
	}
	return s;
}

/*
 * Look:
 *	A quick glance all around the player
 */
void
look(bool wakeup)
{
	reg char ch;
	reg int oldx, oldy, y, x;
	reg struct room *rp;
	int ey, ex, oex, oey;
	int passcount = 0;
	bool inpass, blind;

	getyx(cw, oldy, oldx);
	oex = player.t_oldpos.x;
	oey = player.t_oldpos.y;
	blind = pl_on(ISBLIND);
	if ((oldrp != NULL && rf_on(oldrp,ISDARK)) || blind) {
		for (x = oex - 1; x <= oex + 1; x += 1)
			for (y = oey - 1; y <= oey + 1; y += 1)
				if ((y != hero.y || x != hero.x) && show(y, x) == FLOOR)
					mvwaddch(cw, y, x, ' ');
	}
	rp = player.t_room;
	inpass = (rp == NULL);				/* TRUE when not in a room */
	ey = hero.y + 1;
	ex = hero.x + 1;
	for (x = hero.x - 1; x <= ex; x += 1) {
		if (x >= 0 && x <= COLS - 1) {
			for (y = hero.y - 1; y <= ey; y += 1) {
				if (y <= 0 || y >= LINES - 2)
					continue;
				if (isalpha(mvwinch(mw, y, x))) {
					reg struct linked_list *it;
					reg struct thing *tp;

					if (wakeup || (!inpass && rf_on(rp, ISTREAS)))
						it = wake_monster(y, x);
					else
						it = find_mons(y, x);
					if (it == NULL)				/* lost monster */
						mvaddch(y, x, FLOOR);
					else {
						tp = THINGPTR(it);
						if (isatrap(tp->t_oldch = mvinch(y, x))) {
							struct trap *trp;

							if ((trp = trap_at(y,x)) == NULL)
								break;
							if (trp->tr_flags & ISFOUND)
								tp->t_oldch = trp->tr_type;
							else
								tp->t_oldch = FLOOR;
						}
						if (tp->t_oldch == FLOOR && rf_on(rp,ISDARK))
							if (!blind)
								tp->t_oldch = ' ';
					}
				}
				/*
				 * Secret doors show as walls
				 */
				if ((ch = show(y, x)) == SECRETDOOR) {
					if (inpass || y == rp->r_pos.y || y == rp->r_pos.y + rp->r_max.y - 1)
						ch = '-';
					else
						ch = '|';
				}
				/*
				 * Don't show room walls if he is in a passage
				 */
				if (!blind) {
					if ((y == hero.y && x == hero.x) || (inpass && (ch == '-' || ch == '|')))
						continue;
				}
				else
					ch = ' ';
				wmove(cw, y, x);
				waddch(cw, ch);
				if (door_stop && !firstmove && running) {
					switch (runch) {
						case 'h':
							if (x == ex)
								continue;
						when 'j':
							if (y == hero.y - 1)
								continue;
						when 'k':
							if (y == ey)
								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 += 1;
							break;
						case FLOOR:
						case '|':
						case '-':
						case ' ':
							break;
						default:
							running = FALSE;
							break;
					}
				}
			}
		}
	}
	if (door_stop && !firstmove && passcount > 1)
		running = FALSE;
	mvwaddch(cw, hero.y, hero.x, PLAYER);
	wmove(cw, oldy, oldx);
	player.t_oldpos = hero;
	oldrp = rp;
}

/*
 * find_obj:
 *	find the unclaimed object at y, x
 */
struct linked_list *
find_obj(int y, int x)
{
	reg struct linked_list *obj;
	reg 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;
}

/*
 * eat:
 *	Let the hero eat some food.
 */
void
eat(void)
{
	reg struct linked_list *item;
	reg struct object *obj;
	reg int goodfood, cursed;

	if ((item = get_item("eat", FOOD)) == NULL)
		return;
	obj = OBJPTR(item);
	if (obj->o_type != FOOD) {
		msg("That's Inedible!");
		after = FALSE;
		return;
	}
	cursed = 1;
	if (o_on(obj, ISCURSED))
		cursed += 1;
	else if (o_on(obj, ISBLESS))
		cursed -= 1;
	if (obj->o_which == FRUITFOOD) {
		msg("My, that was a yummy %s.", fruit);
		goodfood = 100;
	}
	else {
		if (rnd(100) > 80 || o_on(obj, ISCURSED)) {
			msg("Yuk, this food tastes like ARA.");
			goodfood = 300;
			him->s_exp += 1;
			check_level();
		}
		else {
			msg("Yum, that tasted good.");
			goodfood = 200;
		}
	}
	goodfood *= cursed;
	if ((food_left += HUNGERTIME + rnd(400) - goodfood) > STOMACHSIZE)
		food_left = STOMACHSIZE;
	hungry_state = F_OKAY;
	updpack();					/* update pack */
	if (obj == cur_weapon)
		cur_weapon = NULL;
	del_pack(item);		/* get rid of the food */
}

/*
 * aggravate:
 *	aggravate all the monsters on this level
 */
void
aggravate(void)
{
	reg struct linked_list *mi;

	for (mi = mlist; mi != NULL; mi = next(mi))
		runto(&(THINGPTR(mi))->t_pos, &hero);
}

/*
 * vowelstr:
 * 	If string starts with a vowel, return "n" for an "an"
 */
char *
vowelstr(char *str)
{
	switch (tolower(*str)) {
		case 'a':
		case 'e':
		case 'i':
		case 'o':
		case 'u':
			return "n";
		default:
			return "";
	}
}

/* 
 * is_current:
 *	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]
	  || obj == cur_ring[RIGHT]) {
		msg("Already in use.");
		return TRUE;
	}
	return FALSE;
}

/*
 * get_dir:
 *	Set up the direction coordinates
 */
bool
get_dir(void)
{
	reg char *prompt;
	reg bool gotit;

	prompt = "Direction: ";
	do {
		gotit = TRUE;
		switch (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: return FALSE;
			otherwise:
				mpos = 0;
				msg(prompt);
				gotit = FALSE;
		}
	} until (gotit);
	if (pl_on(ISHUH) && rnd(100) > 80) {
		do {
			delta.y = rnd(3) - 1;
			delta.x = rnd(3) - 1;
		} while (delta.y == 0 && delta.x == 0);
	}
	mpos = 0;
	return TRUE;
}

/*
 * initfood:
 *	Set up stuff for a food-type object
 */
void
initfood(struct object *what)
{
	what->o_type = FOOD;
	what->o_group = NORMFOOD;
	if (rnd(100) < 15)
		what->o_group = FRUITFOOD;
	what->o_which = what->o_group;
	what->o_count = 1 + extras();
	what->o_flags = ISKNOW;
	what->o_weight = things[TYP_FOOD].mi_wght;
	what->o_typname = things[TYP_FOOD].mi_name;
	what->o_hplus = what->o_dplus = 0;
	what->o_vol = itemvol(what);
}