Mercurial > hg > early-roguelike
view arogue5/util.c @ 93:8f7c082fde46
Don't set DESTDIR via configure.
DESTDIR ought to be set via option passed to 'make install'.
author | John "Elwin" Edwards |
---|---|
date | Mon, 26 Aug 2013 19:58:44 -0700 |
parents | c49f7927b0fa |
children | 56e748983fa8 |
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/* * all sorts of miscellaneous routines * * 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 "rogue.h" #include <ctype.h> #include <string.h> /* * aggravate: * aggravate all the monsters on this level */ aggravate() { register struct linked_list *mi; for (mi = mlist; mi != NULL; mi = next(mi)) runto(THINGPTR(mi), &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 the beginning experience levels for all players. * All further experience levels are computed by muliplying by 2 * up through MAXDOUBLE. */ #define MAXDOUBLE 14 /* Maximum number of times score is doubled */ static struct { long base; /* What it starts out at for doubling */ long cap; /* The maximum before doubling stops */ } e_levels[4] = { /* You must change MAXDOUBLE if you change the cap figure */ { 90L, 1474560L }, /* Fighter */ { 130L, 2129920L }, /* Magician */ { 110L, 1802240L }, /* cleric */ { 75L, 1228800L } /* Thief */ }; long check_level(get_spells) bool get_spells; { register int i, j, add = 0; register unsigned long exp; long retval; /* Return value */ int nsides = 0; /* See if we are past the doubling stage */ exp = e_levels[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 = e_levels[player.t_ctype].base; while (exp <= pstats.s_exp) { i++; exp <<= 1; } retval = exp; } if (++i > pstats.s_lvl) { switch (player.t_ctype) { case C_FIGHTER: nsides = 10; when C_MAGICIAN: nsides = 4; when C_CLERIC: nsides = 8; when C_THIEF: nsides = 6; } /* Take care of multi-level jumps */ for (j=0; j < (i-pstats.s_lvl); j++) 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; sprintf(outstring,"Welcome, %s, to level %d", cnames[player.t_ctype][min(i-1, 10)], i); msg(outstring); if (get_spells) { pray_time = 0; /* A new round of prayers */ spell_power = 0; /* A new round of spells */ } } pstats.s_lvl = i; return(retval); } /* * Used to modify the playes 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 > 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); } /* * this routine computes the players current AC without dex bonus's */ int ac_compute() { register int ac; ac = cur_armor != NULL ? cur_armor->o_ac : pstats.s_arm; 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); } /* * this routine computes the players current strength */ str_compute() { if (cur_misc[WEAR_GAUNTLET] != NULL && cur_misc[WEAR_GAUNTLET]->o_which == MM_G_OGRE) { if (cur_misc[WEAR_GAUNTLET]->o_flags & ISCURSED) return (3); else return (18); } else return (pstats.s_str); } /* * 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 (18); } 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); } /* * eat: * He wants to eat something, so let him try */ eat() { register struct linked_list *item; if ((item = get_item(pack, "eat", FOOD)) == NULL) return; if ((OBJPTR(item))->o_which == 1) msg("My, that was a yummy %s", fruit); else { if (rnd(100) > 70) { msg("Yuk, this food tastes awful"); /* Do a check for overflow before increasing experience */ if (pstats.s_exp + 1L > pstats.s_exp) pstats.s_exp++; check_level(TRUE); } else msg("Yum, that tasted good"); } if ((food_left += HUNGERTIME + rnd(400) - 200) > STOMACHSIZE) food_left = STOMACHSIZE; del_pack(item); hungry_state = F_OKAY; updpack(TRUE); } /* * 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 = 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 ); } /* * find_mons: * Find the monster from his corrdinates */ 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; } /* * set up the direction co_ordinate for use in varios "prefix" commands */ get_dir() { register char *prompt; register bool gotit; prompt = terse ? "Direction?" : "Which direction? "; msg(prompt); 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 ((on(player, ISHUH) || on(player, ISDANCE)) && rnd(100) > 20) { do { delta = grid[rnd(9)]; } while (delta.y == 0 && delta.x == 0); } mpos = 0; return TRUE; } /* * 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 HRUGGEK_MSTAR: case YEENOGHU_FLAIL: 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 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++) { char savech; /* Saves character in monster window */ 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 (do_blank && (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); break; when FLOOR: case FOREST: default: mvwaddch(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); 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++; } } case '|': case '-': case ' ': break; default: running = FALSE; break; } } } /* Have we passed a side passage, with multiple choices? */ if (curfloorcount > 0 && nextfloorcount > 0) running = FALSE; else if (door_stop && !firstmove && passcount > 1) running = FALSE; /* Do we have to light up the area (just stepped into a new corridor)? */ if (do_light && !running && lit_room(rp)) light(&hero); mvwaddch(cw, hero.y, hero.x, PLAYER); wmove(cw, oldy, oldx); if (!ce(player.t_oldpos, hero)) { player.t_oldpos = hero; /* Don't change if we didn't move */ oldrp = rp; } } /* * raise_level: * The guy just magically went up a level. */ raise_level(get_spells) bool get_spells; { unsigned long test; /* Next level -- be sure it is not an overflow */ test = check_level(FALSE); /* Get next boundary */ /* Be sure it is higher than what we have no -- else overflow */ if (test > pstats.s_exp) pstats.s_exp = test; check_level(get_spells); } /* * saving throw matrix for character saving throws * this table is indexed by char type and saving throw type */ static int st_matrix[5][5] = { /* Poison, Petrify, wand, Breath, Magic */ { 14, 15, 16, 16, 17 }, { 14, 13, 11, 15, 12 }, { 10, 13, 14, 16, 15 }, { 13, 12, 14, 16, 15 }, { 14, 15, 16, 16, 17 } }; /* * save: * See if a creature saves against something */ save(which, who, adj) int which; /* which type of save */ struct thing *who; /* who is saving */ int adj; /* saving throw adjustment */ { register int need, level; level = who->t_stats.s_lvl; need = st_matrix[who->t_ctype][which]; switch (who->t_ctype) { case C_FIGHTER: need -= (level-1) / 2; when C_MAGICIAN: need -= 2 * (level-1) / 5; when C_CLERIC: need -= (level-1) / 3; when C_THIEF: need -= 2 * (level-1) / 4; when C_MONSTER: need -= level / 2; } /* * add in pluses against poison for execeptional constitution */ if (which == VS_POISON && who->t_stats.s_const > 18) need -= (who->t_stats.s_const - 17) / 2; /* * does the player have a ring of protection on? */ if (who == &player) need -= (min(ring_value(R_PROTECT),3)); /* no more than +3 bonus */ /* * does the player have a cloak of protection on? */ if (who == &player && cur_misc[WEAR_CLOAK]) need -= (min(cur_misc[WEAR_CLOAK]->o_ac,3)); /* no more than +3 bonus */ need -= adj; debug("need a %d to save", need); return (roll(1, 20) >= need); } /* * secret_door: * Figure out what a secret door looks like. */ secretdoor(y, x) register int y, x; { register int i; register struct room *rp; register coord *cpp; static coord cp; cp.y = y; cp.x = x; cpp = &cp; for (rp = rooms, i = 0; i < MAXROOMS; rp++, i++) if (inroom(rp, cpp)) if (y == rp->r_pos.y || y == rp->r_pos.y + rp->r_max.y - 1) return('-'); else return('|'); return('p'); } /* * copy string using unctrl for things */ strucpy(s1, s2, len) register char *s1, *s2; register int len; { register char *sp; while (len--) { strcpy(s1, (sp = unctrl(*s2))); s1 += strlen(sp); s2++; } *s1 = '\0'; } /* * tr_name: * print the name of a trap */ char * tr_name(ch) char ch; { register char *s = NULL; switch (ch) { case TRAPDOOR: s = terse ? "A trapdoor." : "You found a trapdoor."; when BEARTRAP: s = terse ? "A beartrap." : "You found a beartrap."; when SLEEPTRAP: s = terse ? "A sleeping gas trap.":"You found a sleeping gas trap."; when ARROWTRAP: s = terse ? "An arrow trap." : "You found an arrow trap."; when TELTRAP: s = terse ? "A teleport trap." : "You found a teleport trap."; when DARTTRAP: s = terse ? "A dart trap." : "You found a poison dart trap."; when POOL: s = terse ? "A shimmering pool." : "You found a shimmering pool"; when MAZETRAP: s = terse ? "A maze entrance." : "You found a maze entrance"; } return s; } /* * for printfs: if string starts with a vowel, return "n" for an "an" */ char * vowelstr(str) register char *str; { switch (*str) { case 'a': case 'e': case 'i': case 'o': case 'u':