Mercurial > hg > early-roguelike
view xrogue/util.c @ 304:e52a8a7ad4c5
Fix many compiler warnings.
There should only be two changes in behavior:
arogue7/fight.c, arogue7/fight.c: a to-hit bonus is now correctly
applied to characters who are not monks instead of monks who are not
empty-handed.
urogue/fight.c: fixed an interaction with the "debug" macro that could
cause the wrong message to be displayed.
author | John "Elwin" Edwards |
---|---|
date | Wed, 14 Apr 2021 18:55:33 -0400 |
parents | d71e5e1f49cf |
children |
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(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 */ void aggravate(bool do_uniques, bool 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. */ bool cansee(int y, int 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(void) { 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 */ void chg_str(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 */ void confus_player(void) { if (off(player, ISCLEAR)) { msg("Wait, what's going on here! Huh? What? Who?"); if (find_slot(unconfuse)) lengthen(unconfuse, HUHDURATION); else fuse(unconfuse, 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 */ int dex_compute(void) { 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 */ bool diag_ok(coord *sp, coord *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(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) & A_CHARTEXT; /* * 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. */ int findmindex(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(int y, 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(int y, 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(void) { 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(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(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(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 */ bool is_current(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 * wakeup: Should we wake up monsters * runend: At end of a run -- for mazes */ void look(bool wakeup, bool runend) { 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) & A_CHARTEXT; 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) & A_CHARTEXT; } /* 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) & A_CHARTEXT; 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 && (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)))