Mercurial > hg > early-roguelike
view xrogue/util.c @ 135:ce0cf824c192
xrogue: add missing includes.
This prevents some warnings.
| author | John "Elwin" Edwards |
|---|---|
| date | Tue, 21 Apr 2015 10:34:01 -0400 |
| parents | e6179860cb76 |
| children | f54901b9c39b |
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/* 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) {
