view rogue3/misc.c @ 315:ad2570b5b21f

Advanced Rogue 5, 7: fix some trading post messages. When attempting to buy an unaffordable object, messages were often of the form "You can't afford that a scroll of hold monster !", because the object description (stored in curpurch) was the same text used in inventory displays. This has been worked around by inspecting the contents of curpurch and using different message templates.
author John "Elwin" Edwards
date Sun, 24 Oct 2021 20:26:21 -0400
parents e52a8a7ad4c5
children
line wrap: on
line source

/*
 * all sorts of miscellaneous routines
 *
 * @(#)misc.c	3.13 (Berkeley) 6/15/81
 *
 * 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>

/*
 * tr_name:
 *	print the name of a trap
 */

char *
tr_name(int ch)
{
    char *s = "";

    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.";
    }
    return s;
}

/*
 * Look:
 *	A quick glance all around the player
 */

void
look(int wakeup)
{
    int x, y;
    int ch;
    int oldx, oldy;
    int inpass;
    int passcount = 0;
    struct room *rp;
    int ey, ex;

    getyx(cw, oldy, oldx);
    if (oldrp != NULL && (oldrp->r_flags & ISDARK) && off(player, ISBLIND))
    {
	for (x = oldpos.x - 1; x <= oldpos.x + 1; x++)
	    for (y = oldpos.y - 1; y <= oldpos.y + 1; y++)
		if ((y != hero.y || x != hero.x) && show(y, x) == FLOOR)
		    mvwaddch(cw, y, x, ' ');
    }
    inpass = ((rp = roomin(&hero)) == NULL);
    ey = hero.y + 1;
    ex = hero.x + 1;
    for (x = hero.x - 1; x <= ex; x++)
	if (x >= 0 && x < COLS) for (y = hero.y - 1; y <= ey; y++)
	{
	    if (y <= 0 || y >= LINES - 1)
		continue;
	    if (isupper(mvwinch(mw, y, x)))
	    {
		struct linked_list *it;
		struct thing *tp;

		if (wakeup)
		    it = wake_monster(y, x);
		else
		    it = find_mons(y, x);
		tp = (struct thing *) ldata(it);
		if ((tp->t_oldch = mvinch(y, x)) == TRAP)
		    tp->t_oldch =
			(trap_at(y,x)->tr_flags&ISFOUND) ? TRAP : FLOOR;
		if (tp->t_oldch == FLOOR && (rp != NULL) && (rp->r_flags & ISDARK)
		    && 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
	     */
	    if (off(player, ISBLIND))
	    {
		if ((y == hero.y && x == hero.x)
		 || (inpass && (ch == '-' || ch == '|')))
			continue;
	    }
	    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 == 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++;
			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);
    oldpos = hero;
    oldrp = rp;
}

/*
 * secret_door:
 *	Figure out what a secret door looks like.
 */

int
secretdoor(int y, int x)
{
    int i;
    struct room *rp;
    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');
}

/*
 * find_obj:
 *	find the unclaimed object at y, x
 */

struct linked_list *
find_obj(int y, int x)
{
    struct linked_list *obj;
    struct object *op;

    for (obj = lvl_obj; obj != NULL; obj = next(obj))
    {
	op = (struct object *) ldata(obj);
	if (op->o_pos.y == y && op->o_pos.x == x)
		return obj;
    }
    sprintf(prbuf, "Non-object %d,%d", y, x);
    debug(prbuf);
    return NULL;
}

/*
 * eat:
 *	She wants to eat something, so let her try
 */

void
eat()
{
    struct linked_list *item;
    struct object *obj;

    if ((item = get_item("eat", FOOD)) == NULL)
	return;
    obj = (struct object *) ldata(item);
    if (obj->o_type != FOOD)
    {
	if (!terse)
	    msg("Ugh, you would get ill if you ate that.");
	else
	    msg("That's Inedible!");
	return;
    }
    inpack--;
    if (obj->o_which == 1)
	msg("My, that was a yummy %s", fruit);
    else
	if (rnd(100) > 70)
	{
	    msg("Yuk, this food tastes awful");
	    pstats.s_exp++;
	    check_level();
	}
	else
	    msg("Yum, that tasted good");
    if ((food_left += HUNGERTIME + rnd(400) - 200) > STOMACHSIZE)
	food_left = STOMACHSIZE;
    hungry_state = 0;
    if (obj == cur_weapon)
	cur_weapon = NULL;
    if (--obj->o_count < 1)
    {
	detach(pack, item);
	discard(item);
    }
}

/*
 * Used to modify the playes strength
 * it keeps track of the highest it has been, just in case
 */

void
chg_str(int amt)
{
    if (amt == 0)
	return;
    if (amt > 0)
    {
	while (amt--)
	{
	    if (pstats.s_str.st_str < 18)
		pstats.s_str.st_str++;
	    else if (pstats.s_str.st_add == 0)
		pstats.s_str.st_add = rnd(50) + 1;
	    else if (pstats.s_str.st_add <= 50)
		pstats.s_str.st_add = 51 + rnd(24);
	    else if (pstats.s_str.st_add <= 75)
		pstats.s_str.st_add = 76 + rnd(14);
	    else if (pstats.s_str.st_add <= 90)
		pstats.s_str.st_add = 91;
	    else if (pstats.s_str.st_add < 100)
		pstats.s_str.st_add++;
	}
	if (pstats.s_str.st_str > max_stats.s_str.st_str ||
	    (pstats.s_str.st_str == 18 &&
	     pstats.s_str.st_add > max_stats.s_str.st_add))
		max_stats.s_str = pstats.s_str;
    }
    else
    {
	while (amt++)
	{
	    if (pstats.s_str.st_str < 18 || pstats.s_str.st_add == 0)
		pstats.s_str.st_str--;
	    else if (pstats.s_str.st_add < 51)
		pstats.s_str.st_add = 0;
	    else if (pstats.s_str.st_add < 76)
		pstats.s_str.st_add = 1 + rnd(50);
	    else if (pstats.s_str.st_add < 91)
		pstats.s_str.st_add = 51 + rnd(25);
	    else if (pstats.s_str.st_add < 100)
		pstats.s_str.st_add = 76 + rnd(14);
	    else
		pstats.s_str.st_add = 91 + rnd(8);
	}
	if (pstats.s_str.st_str < 3)
	    pstats.s_str.st_str = 3;
    }
}

/*
 * add_haste:
 *	add a haste to the player
 */

bool
add_haste(int potion)
{
    if (on(player, ISHASTE))
    {
	msg("You faint from exhaustion.");
	no_command += rnd(8);
	player.t_flags &= ~ISHASTE;
	extinguish(nohaste);
	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()
{
    struct linked_list *mi;

    for (mi = mlist; mi != NULL; mi = next(mi))
	runto(&((struct thing *) ldata(mi))->t_pos, &hero);
}

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

/* 
 * see if the object is one of the currently used items
 */
int
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(terse ? "In use." : "That's already in use.");
	return TRUE;
    }
    return FALSE;
}

/*
 * set up the direction co_ordinate for use in varios "prefix" commands
 */
int
get_dir()
{
    char *prompt;
    int gotit;

    if (!terse)
	msg(prompt = "Which direction? ");
    else
	prompt = "Direction: ";
    do
    {
	gotit = TRUE;
	switch (readchar(cw))
	{
	    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) && 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;
}