922 lines
21 KiB
C
922 lines
21 KiB
C
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/*
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* all sorts of miscellaneous routines
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*
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* Advanced Rogue
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* Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka and AT&T
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* All rights reserved.
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*
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* Based on "Rogue: Exploring the Dungeons of Doom"
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* Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman
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* All rights reserved.
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*
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* See the file LICENSE.TXT for full copyright and licensing information.
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*/
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#include "curses.h"
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#include "rogue.h"
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#include <ctype.h>
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/*
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* aggravate:
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* aggravate all the monsters on this level
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*/
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aggravate()
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{
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register struct linked_list *mi;
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for (mi = mlist; mi != NULL; mi = next(mi))
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runto(THINGPTR(mi), &hero);
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}
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/*
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* cansee:
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* returns true if the hero can see a certain coordinate.
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*/
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cansee(y, x)
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register int y, x;
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{
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register struct room *rer;
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register int radius;
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coord tp;
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if (on(player, ISBLIND))
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return FALSE;
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tp.y = y;
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tp.x = x;
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rer = roomin(&tp);
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/* How far can we see? */
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if (levtype == OUTSIDE) {
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if (daytime) radius = 36;
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else if (lit_room(rer)) radius = 9;
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else radius = 3;
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}
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else radius = 3;
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/*
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* We can only see if the hero in the same room as
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* the coordinate and the room is lit or if it is close.
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*/
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return ((rer != NULL &&
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levtype != OUTSIDE &&
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(levtype != MAZELEV || /* Maze level needs direct line */
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maze_view(tp.y, tp.x)) &&
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rer == roomin(&hero) &&
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lit_room(rer)) ||
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DISTANCE(y, x, hero.y, hero.x) < radius);
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}
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/*
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* check_level:
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* Check to see if the guy has gone up a level.
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*
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* Return points needed to obtain next level.
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*
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* These are the beginning experience levels for all players.
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* All further experience levels are computed by muliplying by 2
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* up through MAXDOUBLE.
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*/
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#define MAXDOUBLE 14 /* Maximum number of times score is doubled */
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static struct {
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long base; /* What it starts out at for doubling */
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long cap; /* The maximum before doubling stops */
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} e_levels[4] = {
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/* You must change MAXDOUBLE if you change the cap figure */
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{ 90L, 1474560L }, /* Fighter */
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{ 130L, 2129920L }, /* Magician */
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{ 110L, 1802240L }, /* cleric */
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{ 75L, 1228800L } /* Thief */
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};
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long
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check_level(get_spells)
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bool get_spells;
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{
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register int i, j, add = 0;
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register unsigned long exp;
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long retval; /* Return value */
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int nsides = 0;
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/* See if we are past the doubling stage */
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exp = e_levels[player.t_ctype].cap;
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if (pstats.s_exp >= exp) {
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i = pstats.s_exp/exp; /* First get amount above doubling area */
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retval = exp + i * exp; /* Compute next higher boundary */
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i += MAXDOUBLE; /* Add in the previous doubled levels */
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}
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else {
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i = 0;
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exp = e_levels[player.t_ctype].base;
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while (exp <= pstats.s_exp) {
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i++;
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exp <<= 1;
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}
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retval = exp;
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}
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if (++i > pstats.s_lvl) {
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switch (player.t_ctype) {
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case C_FIGHTER: nsides = 10;
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when C_MAGICIAN: nsides = 4;
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when C_CLERIC: nsides = 8;
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when C_THIEF: nsides = 6;
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}
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/* Take care of multi-level jumps */
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for (j=0; j < (i-pstats.s_lvl); j++)
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add += max(1, roll(1,nsides) + const_bonus());
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max_stats.s_hpt += add;
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if ((pstats.s_hpt += add) > max_stats.s_hpt)
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pstats.s_hpt = max_stats.s_hpt;
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sprintf(outstring,"Welcome, %s, to level %d",
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cnames[player.t_ctype][min(i-1, 10)], i);
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msg(outstring);
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if (get_spells) {
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pray_time = 0; /* A new round of prayers */
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spell_power = 0; /* A new round of spells */
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}
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}
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pstats.s_lvl = i;
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return(retval);
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}
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/*
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* Used to modify the playes strength
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* it keeps track of the highest it has been, just in case
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*/
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chg_str(amt)
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register int amt;
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{
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register int ring_str; /* ring strengths */
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register struct stats *ptr; /* for speed */
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ptr = &pstats;
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ring_str = ring_value(R_ADDSTR);
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ptr->s_str -= ring_str;
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ptr->s_str += amt;
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if (ptr->s_str > 25)
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ptr->s_str = 25;
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if (ptr->s_str > max_stats.s_str)
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max_stats.s_str = ptr->s_str;
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ptr->s_str += ring_str;
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if (ptr->s_str <= 0)
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death(D_STRENGTH);
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updpack(TRUE);
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}
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/*
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* this routine computes the players current AC without dex bonus's
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*/
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int
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ac_compute()
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{
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register int ac;
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ac = cur_armor != NULL ? cur_armor->o_ac : pstats.s_arm;
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ac -= ring_value(R_PROTECT);
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if (cur_misc[WEAR_BRACERS] != NULL)
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ac -= cur_misc[WEAR_BRACERS]->o_ac;
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if (cur_misc[WEAR_CLOAK] != NULL)
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ac -= cur_misc[WEAR_CLOAK]->o_ac;
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/* If player has the cloak, must be wearing it */
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if (cur_relic[EMORI_CLOAK]) ac -= 5;
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if (ac > 10)
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ac = 10;
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return(ac);
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}
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/*
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* this routine computes the players current strength
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*/
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str_compute()
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{
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if (cur_misc[WEAR_GAUNTLET] != NULL &&
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cur_misc[WEAR_GAUNTLET]->o_which == MM_G_OGRE) {
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if (cur_misc[WEAR_GAUNTLET]->o_flags & ISCURSED)
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return (3);
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else
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return (18);
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}
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else
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return (pstats.s_str);
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}
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/*
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* this routine computes the players current dexterity
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*/
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dex_compute()
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{
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if (cur_misc[WEAR_GAUNTLET] != NULL &&
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cur_misc[WEAR_GAUNTLET]->o_which == MM_G_DEXTERITY) {
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if (cur_misc[WEAR_GAUNTLET]->o_flags & ISCURSED)
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return (3);
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else
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return (18);
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}
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else
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return (pstats.s_dext);
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}
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/*
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* diag_ok:
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* Check to see if the move is legal if it is diagonal
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*/
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diag_ok(sp, ep, flgptr)
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register coord *sp, *ep;
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struct thing *flgptr;
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{
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register int numpaths = 0;
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/* Horizontal and vertical moves are always ok */
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if (ep->x == sp->x || ep->y == sp->y)
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return TRUE;
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/* Diagonal moves are not allowed if there is a horizontal or
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* vertical path to the destination
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*/
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if (step_ok(ep->y, sp->x, MONSTOK, flgptr)) numpaths++;
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if (step_ok(sp->y, ep->x, MONSTOK, flgptr)) numpaths++;
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return(numpaths != 1);
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}
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/*
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* eat:
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* He wants to eat something, so let him try
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*/
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eat()
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{
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register struct linked_list *item;
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if ((item = get_item(pack, "eat", FOOD)) == NULL)
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return;
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if ((OBJPTR(item))->o_which == 1)
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msg("My, that was a yummy %s", fruit);
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else {
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if (rnd(100) > 70) {
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msg("Yuk, this food tastes awful");
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/* Do a check for overflow before increasing experience */
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if (pstats.s_exp + 1L > pstats.s_exp) pstats.s_exp++;
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check_level(TRUE);
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}
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else
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msg("Yum, that tasted good");
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}
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if ((food_left += HUNGERTIME + rnd(400) - 200) > STOMACHSIZE)
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food_left = STOMACHSIZE;
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del_pack(item);
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hungry_state = F_OKAY;
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updpack(TRUE);
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}
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/*
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* pick a random position around the give (y, x) coordinates
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*/
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coord *
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fallpos(pos, be_clear, range)
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register coord *pos;
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bool be_clear;
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int range;
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{
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register int tried, i, j;
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register char ch;
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static coord ret;
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static short masks[] = {
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0x01, 0x02, 0x04, 0x08, 0x10, 0x20, 0x40, 0x80, 0x100 };
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/*
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* Pick a spot at random centered on the position given by 'pos' and
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* up to 'range' squares away from 'pos'
|
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*
|
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* If 'be_clear' is TRUE, the spot must be either FLOOR or PASSAGE
|
|||
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* inorder to be considered valid
|
|||
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*
|
|||
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*
|
|||
|
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* Generate a number from 0 to 8, representing the position to pick.
|
|||
|
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* Note that this DOES include the positon 'pos' itself
|
|||
|
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*
|
|||
|
|
* If this position is not valid, mark it as 'tried', and pick another.
|
|||
|
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* Whenever a position is picked that has been tried before,
|
|||
|
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* sequentially find the next untried position. This eliminates costly
|
|||
|
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* random number generation
|
|||
|
|
*/
|
|||
|
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|
|||
|
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tried = 0;
|
|||
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while( tried != 0x1ff ) {
|
|||
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i = rnd(9);
|
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while( tried & masks[i] )
|
|||
|
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i = (i + 1) % 9;
|
|||
|
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|
|||
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tried |= masks[i];
|
|||
|
|
|
|||
|
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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)
|
|||
|
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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':
|
|||
|
|
return "n";
|
|||
|
|
default:
|
|||
|
|
return "";
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
/*
|
|||
|
|
* waste_time:
|
|||
|
|
* Do nothing but let other things happen
|
|||
|
|
*/
|
|||
|
|
|
|||
|
|
waste_time()
|
|||
|
|
{
|
|||
|
|
if (inwhgt) /* if from wghtchk then done */
|
|||
|
|
return;
|
|||
|
|
do_daemons(BEFORE);
|
|||
|
|
do_fuses(BEFORE);
|
|||
|
|
do_daemons(AFTER);
|
|||
|
|
do_fuses(AFTER);
|
|||
|
|
}
|