1870 lines
45 KiB
C
1870 lines
45 KiB
C
/*
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* move.c - Hero movement commands
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*
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* Advanced Rogue
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* Copyright (C) 1984, 1985, 1986 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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/*
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* Hero movement commands
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*
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*/
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#include "curses.h"
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#include <ctype.h>
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#include <string.h>
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#include "rogue.h"
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#ifdef PC7300
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#include "menu.h"
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#endif
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/*
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* Used to hold the new hero position
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*/
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static coord nh;
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static char Moves[3][3] = {
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{ 'y', 'k', 'u' },
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{ 'h', '.', 'l' },
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{ 'b', 'j', 'n' }
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};
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/*
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* be_trapped:
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* The guy stepped on a trap.... Make him pay.
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*/
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char
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be_trapped(struct thing *th, coord *tc)
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{
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register struct trap *tp;
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register char ch, *mname = "";
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register bool is_player = (th == &player),
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can_see;
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register struct linked_list *mitem = NULL;
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register struct thing *mp;
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/* Can the player see the creature? */
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can_see = (cansee(tc->y, tc->x) && (is_player || !invisible(th)));
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tp = trap_at(tc->y, tc->x);
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/*
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* if he's wearing boots of elvenkind, he won't set off the trap
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* unless its a magic pool (they're not really traps)
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*/
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if (is_player &&
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cur_misc[WEAR_BOOTS] != NULL &&
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cur_misc[WEAR_BOOTS]->o_which == MM_ELF_BOOTS &&
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tp->tr_type != POOL)
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return '\0';
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/*
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* if the creature is flying then it won't set off the trap
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*/
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if (on(*th, ISFLY))
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return '\0';
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tp->tr_flags |= ISFOUND;
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if (!is_player) {
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mitem = find_mons(th->t_pos.y, th->t_pos.x);
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mname = monster_name(th);
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}
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else {
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count = running = FALSE;
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mvwaddch(cw, tp->tr_pos.y, tp->tr_pos.x, tp->tr_type);
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}
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switch (ch = tp->tr_type) {
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case TRAPDOOR:
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if (is_player) {
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level++;
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pstats.s_hpt -= roll(1, 10);
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if (pstats.s_hpt <= 0) death(D_FALL);
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new_level(NORMLEV);
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msg("You fell into a trap!");
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}
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else {
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if (can_see) msg("%s fell into a trap!", prname(mname, TRUE));
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/*
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* See if the fall killed the monster
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* don't let a UNIQUE die since it might have an artifact
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* that we need
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*/
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if (off(*th,ISUNIQUE) && (th->t_stats.s_hpt-=roll(1,10)) <= 0){
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killed(mitem, FALSE, FALSE, FALSE);
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}
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else { /* Just move monster to next level */
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check_residue(th);
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/* Erase the monster from the old position */
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if (isalpha(mvwinch(cw, th->t_pos.y, th->t_pos.x)))
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mvwaddch(cw, th->t_pos.y, th->t_pos.x, th->t_oldch);
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mvwaddch(mw, th->t_pos.y, th->t_pos.x, ' ');
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/* let him summon on next lvl */
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if (on (*th, HASSUMMONED)) {
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turn_off(*th, HASSUMMONED);
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turn_on(*th, CANSUMMON);
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}
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turn_on(*th,ISELSEWHERE);
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detach(mlist, mitem);
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attach(tlist, mitem); /* remember him next level */
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/* Make sure that no one is still chasing us */
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for (mitem = mlist; mitem != NULL; mitem = next(mitem)) {
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mp = THINGPTR(mitem);
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if (mp->t_dest == &th->t_pos) {
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mp->t_dest = &hero;
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mp->t_wasshot = FALSE;
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turn_off(*mp, ISFLEE); /* Don't run away! */
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}
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}
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/* Make sure we were not chasing a monster here */
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th->t_dest = &hero;
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if (on(*th, ISFRIENDLY))
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turn_off(*th, ISFLEE);
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}
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}
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when BEARTRAP:
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if (is_stealth(th)) {
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if (is_player) msg("You pass a bear trap.");
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else if (can_see) msg("%s passes a bear trap.",
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prname(mname, TRUE));
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}
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else {
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th->t_no_move += movement(&player) * BEARTIME;
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th->t_action = A_FREEZE;
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if (is_player) msg("You are caught in a bear trap.");
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else if (can_see) msg("%s is caught in a bear trap.",
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prname(mname, TRUE));
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}
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when SLEEPTRAP:
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if (is_player) {
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msg("A strange white mist envelops you.");
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if (!ISWEARING(R_ALERT)) {
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msg("You fall asleep.");
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player.t_no_move += movement(&player) * SLEEPTIME;
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player.t_action = A_FREEZE;
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}
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}
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else {
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if (can_see)
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msg("A strange white mist envelops %s.",
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prname(mname, FALSE));
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if (on(*th, ISUNDEAD)) {
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if (can_see)
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msg("The mist doesn't seem to affect %s.",
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prname(mname, FALSE));
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}
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else {
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th->t_no_move += movement(th) * SLEEPTIME;
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th->t_action = A_FREEZE;
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}
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}
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when ARROWTRAP:
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if (swing(th->t_ctype, th->t_stats.s_lvl-1, th->t_stats.s_arm, 1))
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{
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if (is_player) {
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msg("Oh no! An arrow shot you.");
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if ((pstats.s_hpt -= roll(1, 6)) <= 0) {
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msg("The arrow killed you.");
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death(D_ARROW);
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}
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}
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else {
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if (can_see)
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msg("An arrow shot %s.", prname(mname, FALSE));
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if ((th->t_stats.s_hpt -= roll(1, 6)) <= 0) {
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if (can_see)
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msg("The arrow killed %s.", prname(mname, FALSE));
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killed(mitem, FALSE, FALSE, TRUE);
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}
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}
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}
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else
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{
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register struct linked_list *item;
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register struct object *arrow;
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if (is_player) msg("An arrow shoots past you.");
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else if (can_see)
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msg("An arrow shoots by %s.", prname(mname, FALSE));
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item = new_item(sizeof *arrow);
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arrow = OBJPTR(item);
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arrow->o_type = WEAPON;
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arrow->contents = NULL;
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arrow->o_which = ARROW;
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arrow->o_hplus = rnd(3) - 1;
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arrow->o_dplus = rnd(3) - 1;
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init_weapon(arrow, ARROW);
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arrow->o_count = 1;
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arrow->o_pos = *tc;
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arrow->o_mark[0] = '\0';
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fall(item, FALSE);
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}
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when TELTRAP:
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if (is_player) teleport();
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else {
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register int rm;
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struct room *old_room; /* old room of monster */
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/*
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* Erase the monster from the old position
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*/
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if (isalpha(mvwinch(cw, th->t_pos.y, th->t_pos.x)))
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mvwaddch(cw, th->t_pos.y, th->t_pos.x, th->t_oldch);
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mvwaddch(mw, th->t_pos.y, th->t_pos.x, ' ');
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/*
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* check to see if room should go dark
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*/
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if (on(*th, HASFIRE)) {
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old_room=roomin(&th->t_pos);
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if (old_room != NULL) {
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register struct linked_list *fire_item;
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for (fire_item = old_room->r_fires; fire_item != NULL;
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fire_item = next(fire_item)) {
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if (THINGPTR(fire_item) == th) {
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detach(old_room->r_fires, fire_item);
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destroy_item(fire_item);
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if (old_room->r_fires == NULL) {
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old_room->r_flags &= ~HASFIRE;
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if (can_see) light(&hero);
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}
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}
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}
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}
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}
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/* Get a new position */
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do {
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rm = rnd_room();
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rnd_pos(&rooms[rm], &th->t_pos);
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} until(winat(th->t_pos.y, th->t_pos.x) == FLOOR);
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/* Put it there */
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mvwaddch(mw, th->t_pos.y, th->t_pos.x, th->t_type);
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th->t_oldch = CCHAR( mvwinch(cw, th->t_pos.y, th->t_pos.x) );
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/*
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* check to see if room that creature appears in should
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* light up
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*/
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if (on(*th, HASFIRE)) {
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register struct linked_list *fire_item;
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fire_item = creat_item();
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ldata(fire_item) = (char *) th;
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attach(rooms[rm].r_fires, fire_item);
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rooms[rm].r_flags |= HASFIRE;
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if(cansee(th->t_pos.y, th->t_pos.x) &&
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next(rooms[rm].r_fires) == NULL)
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light(&hero);
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}
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if (can_see)
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msg("%s seems to have disappeared!", prname(mname, TRUE));
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}
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when DARTTRAP:
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if (swing(th->t_ctype, th->t_stats.s_lvl+1, th->t_stats.s_arm, 1)) {
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if (is_player) {
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msg("A small dart just hit you in the shoulder.");
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if ((pstats.s_hpt -= roll(1, 4)) <= 0) {
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msg("The dart killed you.");
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death(D_DART);
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}
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/* Now the poison */
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if (!save(VS_POISON, &player, 0)) {
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/* 75% chance it will do point damage - else strength */
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if (rnd(100) < 75) {
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pstats.s_hpt /= 2;
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if (pstats.s_hpt == 0) death(D_POISON);
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}
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else if (!ISWEARING(R_SUSABILITY))
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chg_str(-1);
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}
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}
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else {
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if (can_see)
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msg("A small dart just hit %s in the shoulder.",
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prname(mname, FALSE));
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if ((th->t_stats.s_hpt -= roll(1,4)) <= 0) {
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if (can_see)
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msg("The dart killed %s.", prname(mname, FALSE));
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killed(mitem, FALSE, FALSE, TRUE);
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}
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if (!save(VS_POISON, th, 0)) {
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th->t_stats.s_hpt /= 2;
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if (th->t_stats.s_hpt <= 0) {
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if (can_see)
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msg("The dart killed %s.", prname(mname,FALSE));
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killed(mitem, FALSE, FALSE, TRUE);
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}
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}
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}
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}
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else {
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if (is_player)
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msg("A small dart whizzes by your ear and vanishes.");
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else if (can_see)
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msg("A small dart whizzes by %s's ear and vanishes.",
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prname(mname, FALSE));
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}
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when POOL: {
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register int i;
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i = rnd(100);
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if (is_player) {
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if ((tp->tr_flags & ISGONE)) {
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if (i < 30) {
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teleport(); /* teleport away */
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pool_teleport = TRUE;
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}
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else if((i < 45) && level > 2) {
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level -= rnd(2) + 1;
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cur_max = level;
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new_level(NORMLEV);
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pool_teleport = TRUE;
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msg("You here a faint groan from below.");
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}
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else if(i < 70) {
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level += rnd(4) + 1;
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new_level(NORMLEV);
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pool_teleport = TRUE;
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msg("You find yourself in strange surroundings.");
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}
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else if(i > 95) {
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msg("Oh no!!! You drown in the pool!!! --More--");
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wait_for(' ');
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death(D_DROWN);
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||
}
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||
}
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}
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else {
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if (i < 60) {
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if (can_see) {
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/* Drowns */
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if (i < 30)
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msg("%s drowned in the pool!", prname(mname, TRUE));
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/* Teleported to another level */
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else msg("%s disappeared!", prname(mname, TRUE));
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}
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killed(mitem, FALSE, FALSE, TRUE);
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}
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}
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}
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when MAZETRAP:
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if (is_player) {
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pstats.s_hpt -= roll(1, 10);
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level++;
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msg("You fell through a trap door!");
|
||
if (pstats.s_hpt <= 0) death(D_FALL);
|
||
new_level(MAZELEV);
|
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msg("You are surrounded by twisty passages!");
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}
|
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else {
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if (can_see) msg("%s fell into a trap!", prname(mname, TRUE));
|
||
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if (on(*th, ISUNIQUE)) {
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check_residue(th);
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||
|
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/* Erase the monster from the old position */
|
||
if (isalpha(mvwinch(cw, th->t_pos.y, th->t_pos.x)))
|
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mvwaddch(cw, th->t_pos.y, th->t_pos.x, th->t_oldch);
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mvwaddch(mw, th->t_pos.y, th->t_pos.x, ' ');
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||
|
||
/* let him summon on next lvl */
|
||
if (on (*th, HASSUMMONED)) {
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turn_off(*th, HASSUMMONED);
|
||
turn_on(*th, CANSUMMON);
|
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}
|
||
turn_on(*th,ISELSEWHERE);
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detach(mlist, mitem);
|
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attach(tlist, mitem); /* remember him next level */
|
||
|
||
/* Make sure that no one is still chasing us */
|
||
for (mitem = mlist; mitem != NULL; mitem = next(mitem)) {
|
||
mp = THINGPTR(mitem);
|
||
if (mp->t_dest == &th->t_pos) {
|
||
mp->t_dest = &hero;
|
||
mp->t_wasshot = FALSE;
|
||
turn_off(*mp, ISFLEE); /* Don't run away! */
|
||
}
|
||
}
|
||
|
||
/* Make sure we were not chasing a monster here */
|
||
th->t_dest = &hero;
|
||
if (on(*th, ISFRIENDLY))
|
||
turn_off(*th, ISFLEE);
|
||
}
|
||
else
|
||
killed(mitem, FALSE, FALSE, FALSE);
|
||
}
|
||
}
|
||
|
||
/* Move the cursor back onto the hero */
|
||
wmove(cw, hero.y, hero.x);
|
||
|
||
md_flushinp();
|
||
return(ch);
|
||
}
|
||
|
||
/*
|
||
* blue_light:
|
||
* magically light up a room (or level or make it dark)
|
||
*/
|
||
|
||
bool
|
||
blue_light(bool blessed, bool cursed)
|
||
{
|
||
register struct room *rp;
|
||
bool ret_val=FALSE; /* Whether or not affect is known */
|
||
|
||
rp = roomin(&hero); /* What room is hero in? */
|
||
|
||
/* Darken the room if the magic is cursed */
|
||
if (cursed) {
|
||
if ((rp == NULL) || !lit_room(rp)) msg(nothing);
|
||
else {
|
||
rp->r_flags |= ISDARK;
|
||
if (!lit_room(rp) && (levtype != OUTSIDE || !daytime))
|
||
msg("The %s suddenly goes dark.",
|
||
levtype == OUTSIDE ? "area" : "room");
|
||
else msg(nothing);
|
||
ret_val = TRUE;
|
||
}
|
||
}
|
||
else {
|
||
ret_val = TRUE;
|
||
if (rp && !lit_room(rp) &&
|
||
(levtype != OUTSIDE || !daytime)) {
|
||
addmsg("The %s is lit", levtype == OUTSIDE ? "area" : "room");
|
||
if (!terse)
|
||
addmsg(" by a %s blue light.",
|
||
blessed ? "bright" : "shimmering");
|
||
endmsg();
|
||
}
|
||
else if (winat(hero.y, hero.x) == PASSAGE)
|
||
msg("The corridor glows %sand then fades",
|
||
blessed ? "brightly " : "");
|
||
else {
|
||
ret_val = FALSE;
|
||
msg(nothing);
|
||
}
|
||
if (blessed) {
|
||
register int i; /* Index through rooms */
|
||
|
||
for (i=0; i<MAXROOMS; i++)
|
||
rooms[i].r_flags &= ~ISDARK;
|
||
}
|
||
else if (rp) rp->r_flags &= ~ISDARK;
|
||
}
|
||
|
||
/*
|
||
* Light the room and put the player back up
|
||
*/
|
||
light(&hero);
|
||
mvwaddch(cw, hero.y, hero.x, PLAYER);
|
||
return(ret_val);
|
||
}
|
||
|
||
/*
|
||
* corr_move:
|
||
* Check to see that a move is legal. If so, return correct character.
|
||
* If not, if player came from a legal place, then try to turn him.
|
||
*/
|
||
|
||
void
|
||
corr_move(int dy, int dx)
|
||
{
|
||
int legal=0; /* Number of legal alternatives */
|
||
register int y, x, /* Indexes though possible positions */
|
||
locy, locx; /* Hold delta of chosen location */
|
||
|
||
/* New position */
|
||
nh.y = hero.y + dy;
|
||
nh.x = hero.x + dx;
|
||
|
||
/* If it is a legal move, just return */
|
||
if (nh.x >= 0 && nh.x < cols && nh.y > 0 && nh.y < lines - 2) {
|
||
|
||
switch (winat(nh.y, nh.x)) {
|
||
case WALL:
|
||
case '|':
|
||
case '-':
|
||
break;
|
||
default:
|
||
if (diag_ok(&hero, &nh, &player))
|
||
return;
|
||
}
|
||
}
|
||
|
||
/* Check legal places surrounding the player -- ignore previous position */
|
||
for (y = hero.y - 1; y <= hero.y + 1; y++) {
|
||
if (y < 1 || y > lines - 3)
|
||
continue;
|
||
for (x = hero.x - 1; x <= hero.x + 1; x++) {
|
||
/* Ignore borders of the screen */
|
||
if (x < 0 || x > cols - 1)
|
||
continue;
|
||
|
||
/*
|
||
* Ignore where we came from, where we are, and where we couldn't go
|
||
*/
|
||
if ((x == hero.x - dx && y == hero.y - dy) ||
|
||
(x == hero.x + dx && y == hero.y + dy) ||
|
||
(x == hero.x && y == hero.y))
|
||
continue;
|
||
|
||
switch (winat(y, x)) {
|
||
case WALL:
|
||
case '|':
|
||
case '-':
|
||
break;
|
||
default:
|
||
nh.y = y;
|
||
nh.x = x;
|
||
if (diag_ok(&hero, &nh, &player)) {
|
||
legal++;
|
||
locy = y - (hero.y - 1);
|
||
locx = x - (hero.x - 1);
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
/* If we have 2 or more legal moves, make no change */
|
||
if (legal != 1) {
|
||
return;
|
||
}
|
||
|
||
runch = Moves[locy][locx];
|
||
|
||
/*
|
||
* For mazes, pretend like it is the beginning of a new run at each turn
|
||
* in order to get the lighting correct.
|
||
*/
|
||
if (levtype == MAZELEV) firstmove = TRUE;
|
||
return;
|
||
}
|
||
|
||
/*
|
||
* dip_it:
|
||
* Dip an object into a magic pool
|
||
*/
|
||
void
|
||
dip_it(void)
|
||
{
|
||
reg struct linked_list *what;
|
||
reg struct object *ob;
|
||
reg struct trap *tp;
|
||
reg int wh, i;
|
||
|
||
tp = trap_at(hero.y,hero.x);
|
||
if (tp == NULL || tp->tr_type != POOL) {
|
||
msg("I see no shimmering pool here");
|
||
return;
|
||
}
|
||
if (tp->tr_flags & ISGONE) {
|
||
msg("This shimmering pool appears to have been used once already.");
|
||
return;
|
||
}
|
||
|
||
/* It takes 3 movement periods to dip something */
|
||
if (player.t_action != C_DIP) {
|
||
if ((what = get_item(pack, "dip", ALL, FALSE, FALSE)) == NULL) {
|
||
msg("");
|
||
after = FALSE;
|
||
return;
|
||
}
|
||
|
||
ob = OBJPTR(what);
|
||
if (ob == cur_armor ||
|
||
ob == cur_misc[WEAR_BOOTS] || ob == cur_misc[WEAR_JEWEL] ||
|
||
ob == cur_misc[WEAR_GAUNTLET] ||
|
||
ob == cur_misc[WEAR_CLOAK] ||
|
||
ob == cur_misc[WEAR_BRACERS] ||
|
||
ob == cur_misc[WEAR_NECKLACE]||
|
||
ob == cur_ring[LEFT_1] || ob == cur_ring[LEFT_2] ||
|
||
ob == cur_ring[LEFT_3] || ob == cur_ring[LEFT_4] ||
|
||
ob == cur_ring[RIGHT_1] || ob == cur_ring[RIGHT_2] ||
|
||
ob == cur_ring[RIGHT_3] || ob == cur_ring[RIGHT_4]) {
|
||
mpos = 0;
|
||
msg("You'll have to take it off first.");
|
||
return;
|
||
}
|
||
|
||
player.t_using = what; /* Remember what it is */
|
||
player.t_action = C_DIP; /* We are dipping */
|
||
player.t_no_move = 3 * movement(&player);
|
||
return;
|
||
}
|
||
|
||
/* We have waited our time, let's dip it */
|
||
what = player.t_using;
|
||
player.t_using = NULL;
|
||
player.t_action = A_NIL;
|
||
|
||
ob = OBJPTR(what);
|
||
|
||
tp->tr_flags |= ISGONE;
|
||
if (ob != NULL) {
|
||
wh = ob->o_which;
|
||
ob->o_flags |= ISKNOW;
|
||
i = rnd(100);
|
||
switch(ob->o_type) {
|
||
case WEAPON:
|
||
if(i < 50) { /* enchant weapon here */
|
||
if ((ob->o_flags & ISCURSED) == 0) {
|
||
ob->o_hplus += 1;
|
||
ob->o_dplus += 1;
|
||
}
|
||
else { /* weapon was prev cursed here */
|
||
ob->o_hplus = rnd(2);
|
||
ob->o_dplus = rnd(2);
|
||
}
|
||
ob->o_flags &= ~ISCURSED;
|
||
msg("The %s glows blue for a moment.",weaps[wh].w_name);
|
||
}
|
||
else if(i < 70) { /* curse weapon here */
|
||
if ((ob->o_flags & ISCURSED) == 0) {
|
||
ob->o_hplus = -(rnd(2)+1);
|
||
ob->o_dplus = -(rnd(2)+1);
|
||
}
|
||
else { /* if already cursed */
|
||
ob->o_hplus--;
|
||
ob->o_dplus--;
|
||
}
|
||
ob->o_flags |= ISCURSED;
|
||
msg("The %s glows red for a moment.",weaps[wh].w_name);
|
||
}
|
||
else
|
||
msg(nothing);
|
||
when ARMOR:
|
||
if (i < 50) { /* enchant armor */
|
||
if((ob->o_flags & ISCURSED) == 0)
|
||
ob->o_ac -= rnd(2) + 1;
|
||
else
|
||
ob->o_ac = -rnd(3)+ armors[wh].a_class;
|
||
ob->o_flags &= ~ISCURSED;
|
||
msg("The %s glows blue for a moment",armors[wh].a_name);
|
||
}
|
||
else if(i < 75){ /* curse armor */
|
||
if ((ob->o_flags & ISCURSED) == 0)
|
||
ob->o_ac = rnd(3)+ armors[wh].a_class;
|
||
else
|
||
ob->o_ac += rnd(2) + 1;
|
||
ob->o_flags |= ISCURSED;
|
||
msg("The %s glows red for a moment.",armors[wh].a_name);
|
||
}
|
||
else
|
||
msg(nothing);
|
||
when STICK: {
|
||
int j;
|
||
j = rnd(8) + 1;
|
||
if(i < 50) { /* add charges */
|
||
ob->o_charges += j;
|
||
ws_know[wh] = TRUE;
|
||
if (ob->o_flags & ISCURSED)
|
||
ob->o_flags &= ~ISCURSED;
|
||
msg("The %s %s glows blue for a moment.",
|
||
ws_made[wh],ws_type[wh]);
|
||
}
|
||
else if(i < 65) { /* remove charges */
|
||
if ((ob->o_charges -= i) < 0)
|
||
ob->o_charges = 0;
|
||
ws_know[wh] = TRUE;
|
||
if (ob->o_flags & ISBLESSED)
|
||
ob->o_flags &= ~ISBLESSED;
|
||
else
|
||
ob->o_flags |= ISCURSED;
|
||
msg("The %s %s glows red for a moment.",
|
||
ws_made[wh],ws_type[wh]);
|
||
}
|
||
else
|
||
msg(nothing);
|
||
}
|
||
when SCROLL:
|
||
s_know[wh] = TRUE;
|
||
msg("The '%s' scroll unfurls.",s_names[wh]);
|
||
when POTION:
|
||
p_know[wh] = TRUE;
|
||
msg("The %s potion bubbles for a moment.",p_colors[wh]);
|
||
when RING:
|
||
if(i < 50) { /* enchant ring */
|
||
if ((ob->o_flags & ISCURSED) == 0)
|
||
ob->o_ac += rnd(2) + 1;
|
||
else
|
||
ob->o_ac = rnd(2) + 1;
|
||
ob->o_flags &= ~ISCURSED;
|
||
}
|
||
else if(i < 80) { /* curse ring */
|
||
if ((ob->o_flags & ISCURSED) == 0)
|
||
ob->o_ac = -(rnd(2) + 1);
|
||
else
|
||
ob->o_ac -= (rnd(2) + 1);
|
||
ob->o_flags |= ISCURSED;
|
||
}
|
||
r_know[wh] = TRUE;
|
||
msg("The %s ring vibrates for a moment.",r_stones[wh]);
|
||
when MM:
|
||
m_know[wh] = TRUE;
|
||
switch (ob->o_which) {
|
||
case MM_BRACERS:
|
||
case MM_PROTECT:
|
||
if(i < 50) { /* enchant item */
|
||
if ((ob->o_flags & ISCURSED) == 0)
|
||
ob->o_ac += rnd(2) + 1;
|
||
else
|
||
ob->o_ac = rnd(2) + 1;
|
||
ob->o_flags &= ~ISCURSED;
|
||
}
|
||
else if(i < 80) { /* curse item */
|
||
if ((ob->o_flags & ISCURSED) == 0)
|
||
ob->o_ac = -(rnd(2) + 1);
|
||
else
|
||
ob->o_ac -= (rnd(2) + 1);
|
||
ob->o_flags |= ISCURSED;
|
||
}
|
||
msg("The item vibrates for a moment.");
|
||
when MM_CHOKE:
|
||
case MM_DISAPPEAR:
|
||
ob->o_ac = 0;
|
||
msg ("The dust dissolves in the pool!");
|
||
}
|
||
otherwise:
|
||
msg("The pool bubbles for a moment.");
|
||
}
|
||
updpack(FALSE, &player);
|
||
}
|
||
else
|
||
msg(nothing);
|
||
}
|
||
|
||
/*
|
||
* do_move:
|
||
* Check to see that a move is legal. If it is handle the
|
||
* consequences (fighting, picking up, etc.)
|
||
*/
|
||
|
||
void
|
||
do_move(int dy, int dx)
|
||
{
|
||
register struct room *rp, *orp;
|
||
register char ch;
|
||
struct linked_list *item;
|
||
register struct thing *tp = NULL;
|
||
coord old_hero;
|
||
register int wasfirstmove, moved, num_hits;
|
||
bool changed=FALSE; /* Did we switch places with a friendly monster? */
|
||
|
||
wasfirstmove = firstmove;
|
||
firstmove = FALSE;
|
||
curprice = -1; /* if in trading post, we've moved off obj */
|
||
|
||
/*
|
||
* Do a confused move (maybe)
|
||
*/
|
||
if (player.t_action == A_NIL &&
|
||
((on(player, ISHUH) && rnd(100) < 80) ||
|
||
(on(player, ISDANCE) && rnd(100) < 80) ||
|
||
(ISWEARING(R_DELUSION) && rnd(100) < 25)))
|
||
/* Get a random move */
|
||
nh = *rndmove(&player);
|
||
else {
|
||
nh.y = hero.y + dy;
|
||
nh.x = hero.x + dx;
|
||
}
|
||
|
||
/*
|
||
* Check if he tried to move off the screen or make an illegal
|
||
* diagonal move, and stop him if he did.
|
||
*/
|
||
if (nh.x < 0 || nh.x > cols-1 || nh.y < 1 || nh.y >= lines - 2
|
||
|| !diag_ok(&hero, &nh, &player))
|
||
{
|
||
after = running = FALSE;
|
||
player.t_action = A_NIL;
|
||
return;
|
||
}
|
||
if (running && ce(hero, nh))
|
||
after = running = FALSE;
|
||
ch = CCHAR( winat(nh.y, nh.x) );
|
||
|
||
/* Take care of hero trying to move close to something frightening */
|
||
if (on(player, ISFLEE)) {
|
||
if (rnd(100) < 10) {
|
||
turn_off(player, ISFLEE);
|
||
msg("You regain your composure.");
|
||
}
|
||
else if (DISTANCE(nh.y, nh.x, player.t_dest->y, player.t_dest->x) <
|
||
DISTANCE(hero.y, hero.x, player.t_dest->y, player.t_dest->x)) {
|
||
running = FALSE;
|
||
msg("You are too terrified to move that way");
|
||
player.t_action = A_NIL;
|
||
player.t_no_move = movement(&player);
|
||
return;
|
||
}
|
||
}
|
||
|
||
/* If we want to move to a monster, see what it is */
|
||
if (isalpha(ch)) {
|
||
item = find_mons(nh.y, nh.x);
|
||
if (item == NULL) {
|
||
debug("Cannot find monster in move.");
|
||
player.t_action = A_NIL;
|
||
return;
|
||
}
|
||
tp = THINGPTR(item);
|
||
}
|
||
|
||
/*
|
||
* Take care of hero being held. If the player is being held, he
|
||
* can't move unless he is either attacking a non-friendly monster
|
||
* or attacking a friendly monster that can't move.
|
||
*/
|
||
if (on(player, ISHELD) &&
|
||
(!isalpha(ch) || (on(*tp, ISFRIENDLY) && off(*tp, ISHELD)))) {
|
||
msg("You are being held.");
|
||
player.t_action = A_NIL;
|
||
return;
|
||
}
|
||
|
||
/* See if we have to wait for our movement rate */
|
||
if (player.t_action == A_NIL) {
|
||
after = FALSE;
|
||
firstmove = wasfirstmove; /* Remember if this is first move */
|
||
player.t_no_move = movement(&player);
|
||
if (player.t_ctype == C_MONK)
|
||
player.t_no_move -= pstats.s_lvl/6;
|
||
if (on(player, ISFLY))
|
||
player.t_no_move /= 2; /* If flying, speed him up */
|
||
|
||
if (player.t_no_move < 1) player.t_no_move = 1;
|
||
|
||
/* Remember our action */
|
||
player.t_action = Moves[dy+1][dx+1];
|
||
return;
|
||
}
|
||
|
||
/* Now let's forget the old move and just do it */
|
||
player.t_action = A_NIL;
|
||
|
||
/* If we're moving onto a friendly monster, let's change places. */
|
||
if (isalpha(ch) && on(*tp, ISFRIENDLY) && off(*tp, ISHELD)) {
|
||
coord tpos, /* Where monster may have been going */
|
||
current; /* Current hero position */
|
||
int action; /* The monster's action */
|
||
|
||
current = hero;
|
||
tpos = tp->t_newpos;
|
||
action = tp->t_action;
|
||
|
||
/* Disrupt whatever our friend was doing */
|
||
tp->t_action = A_NIL;
|
||
|
||
/* Tentatively move us to where he is */
|
||
hero = tp->t_pos;
|
||
|
||
/* See if we can move him to where we were */
|
||
tp->t_newpos = current;
|
||
do_chase(tp);
|
||
|
||
/* Did we succeed? */
|
||
if (ce(tp->t_pos, current)) {
|
||
/* Reset our idea of what ch is */
|
||
ch = CCHAR( winat(nh.y, nh.x) );
|
||
|
||
/* Let it be known that we made the switch */
|
||
changed = TRUE;
|
||
old_hero = current;
|
||
|
||
/* Make the monster think it didn't move */
|
||
tp->t_oldpos = current;
|
||
tp->t_doorgoal = NULL;
|
||
|
||
/* Let the player know something funny happened. */
|
||
msg("What a sidestep!");
|
||
}
|
||
else {
|
||
/* Restore things -- we couldn't move */
|
||
hero = current;
|
||
tp->t_newpos = tpos;
|
||
tp->t_action = action;
|
||
}
|
||
}
|
||
|
||
/* assume he's not in a wall */
|
||
if (!isalpha(ch)) turn_off(player, ISINWALL);
|
||
|
||
switch (ch) {
|
||
case '|':
|
||
case '-':
|
||
if (levtype == OUTSIDE) {
|
||
hero = nh;
|
||
new_level(OUTSIDE);
|
||
return;
|
||
}
|
||
case WALL:
|
||
case SECRETDOOR:
|
||
if (off(player, CANINWALL) || running) {
|
||
after = running = FALSE;
|
||
|
||
/* Light if finishing run */
|
||
if (levtype == MAZELEV && lit_room(&rooms[0]))
|
||
look(FALSE, TRUE);
|
||
|
||
after = running = FALSE;
|
||
|
||
return;
|
||
}
|
||
turn_on(player, ISINWALL);
|
||
break;
|
||
case POOL:
|
||
if (levtype == OUTSIDE) {
|
||
lake_check(&nh);
|
||
running = FALSE;
|
||
break;
|
||
}
|
||
case MAZETRAP:
|
||
if (levtype == OUTSIDE) {
|
||
running = FALSE;
|
||
break;
|
||
}
|
||
case TRAPDOOR:
|
||
case TELTRAP:
|
||
case BEARTRAP:
|
||
case SLEEPTRAP:
|
||
case ARROWTRAP:
|
||
case DARTTRAP:
|
||
ch = be_trapped(&player, &nh);
|
||
if (ch == TRAPDOOR || ch == TELTRAP ||
|
||
pool_teleport || ch == MAZETRAP) {
|
||
pool_teleport = FALSE;
|
||
return;
|
||
}
|
||
break;
|
||
case GOLD:
|
||
case POTION:
|
||
case SCROLL:
|
||
case FOOD:
|
||
case WEAPON:
|
||
case ARMOR:
|
||
case RING:
|
||
case MM:
|
||
case RELIC:
|
||
case STICK:
|
||
running = FALSE;
|
||
take = ch;
|
||
break;
|
||
case DOOR:
|
||
case STAIRS:
|
||
case POST:
|
||
running = FALSE;
|
||
break;
|
||
default:
|
||
break;
|
||
}
|
||
|
||
if (isalpha(ch)) { /* if its a monster then fight it */
|
||
/*
|
||
* If we were running down a corridor and didn't start right
|
||
* next to the critter, don't do anything.
|
||
*/
|
||
if (running && wasfirstmove == FALSE && roomin(&hero) == NULL) {
|
||
struct linked_list *item;
|
||
|
||
item = find_mons(nh.y, nh.x);
|
||
if (item != NULL && !invisible(THINGPTR(item))) {
|
||
after = running = FALSE;
|
||
return;
|
||
}
|
||
}
|
||
|
||
/* We have to add time because we're attacking */
|
||
player.t_no_move = FIGHTBASE;
|
||
player.t_no_move += weap_move(&player, cur_weapon);
|
||
if (on(player, ISHASTE))
|
||
player.t_no_move /= 2;
|
||
else if (on(player, ISSLOW))
|
||
player.t_no_move *= 2;
|
||
|
||
/* We may attack faster if we're high enough level
|
||
* and the right class
|
||
*/
|
||
switch(player.t_ctype) {
|
||
case C_FIGHTER: num_hits = player.t_stats.s_lvl/9 + 1;
|
||
when C_PALADIN: num_hits = player.t_stats.s_lvl/12 + 1;
|
||
when C_RANGER: num_hits = player.t_stats.s_lvl/13 + 1;
|
||
when C_MONK: if(cur_weapon) num_hits= 1;
|
||
else num_hits= player.t_stats.s_lvl/5 + 1;
|
||
otherwise: num_hits = 1;
|
||
}
|
||
|
||
/*
|
||
* The player has already moved the initial movement period.
|
||
* Let's add that in, do our division, and then subtract it
|
||
* out so that the total time is divided, not just the
|
||
* additional attack time.
|
||
*/
|
||
moved = movement(&player),
|
||
player.t_no_move += moved;
|
||
player.t_no_move /= num_hits;
|
||
player.t_no_move -= moved;
|
||
running = FALSE;
|
||
|
||
/* Mark that we are attacking and save the attack coordinate */
|
||
player.t_action = A_ATTACK;
|
||
player.t_newpos = nh;
|
||
runch = Moves[dy+1][dx+1]; /* Remember the direction */
|
||
|
||
if (player.t_no_move <= 0) after = FALSE;
|
||
return;
|
||
}
|
||
|
||
/*
|
||
* if not fighting then move the hero
|
||
*/
|
||
if (changed == FALSE) {
|
||
old_hero = hero; /* Save hero's old position */
|
||
hero = nh; /* Move the hero */
|
||
}
|
||
rp = roomin(&hero);
|
||
orp = roomin(&old_hero);
|
||
|
||
/* Unlight any possible cross-corridor */
|
||
if (levtype == MAZELEV) {
|
||
register bool call_light = FALSE;
|
||
register char wall_check;
|
||
|
||
if (wasfirstmove && lit_room(&rooms[0])) {
|
||
/* Are we moving out of a corridor? */
|
||
switch (runch) {
|
||
case 'h':
|
||
case 'l':
|
||
if (old_hero.y + 1 < lines - 2) {
|
||
wall_check = CCHAR( winat(old_hero.y + 1, old_hero.x) );
|
||
if (!isrock(wall_check)) call_light = TRUE;
|
||
}
|
||
if (old_hero.y - 1 > 0) {
|
||
wall_check = CCHAR( winat(old_hero.y - 1, old_hero.x) );
|
||
if (!isrock(wall_check)) call_light = TRUE;
|
||
}
|
||
break;
|
||
case 'j':
|
||
case 'k':
|
||
if (old_hero.x + 1 < cols) {
|
||
wall_check = CCHAR( winat(old_hero.y, old_hero.x + 1) );
|
||
if (!isrock(wall_check)) call_light = TRUE;
|
||
}
|
||
if (old_hero.x - 1 >= 0) {
|
||
wall_check = CCHAR( winat(old_hero.y, old_hero.x - 1) );
|
||
if (!isrock(wall_check)) call_light = TRUE;
|
||
}
|
||
break;
|
||
default:
|
||
call_light = TRUE;
|
||
}
|
||
player.t_oldpos = old_hero;
|
||
if (call_light) light(&old_hero);
|
||
}
|
||
}
|
||
|
||
else if (orp != NULL && rp == NULL) { /* Leaving a room -- darken it */
|
||
orp->r_flags |= FORCEDARK; /* Fake darkness */
|
||
light(&old_hero);
|
||
orp->r_flags &= ~FORCEDARK; /* Restore light state */
|
||
}
|
||
else if (rp != NULL && orp == NULL){/* Entering a room */
|
||
light(&hero);
|
||
if (rp->r_flags & ISTREAS)
|
||
wake_room(rp);
|
||
}
|
||
ch = CCHAR( winat(old_hero.y, old_hero.x) );
|
||
wmove(cw, unc(old_hero));
|
||
waddch(cw, ch);
|
||
wmove(cw, unc(hero));
|
||
waddch(cw, PLAYER);
|
||
}
|
||
|
||
/*
|
||
* do_run:
|
||
* Start the hero running
|
||
*/
|
||
|
||
void
|
||
do_run(char ch)
|
||
{
|
||
firstmove = TRUE;
|
||
running = TRUE;
|
||
after = FALSE;
|
||
runch = ch;
|
||
}
|
||
|
||
/*
|
||
* getdelta:
|
||
* Takes a movement character (eg. h, j, k, l) and returns the
|
||
* y and x delta corresponding to it in the remaining arguments.
|
||
* Returns TRUE if it could find it, FALSE otherwise.
|
||
*/
|
||
bool
|
||
getdelta(char match, int *dy, int *dx)
|
||
{
|
||
int y, x;
|
||
|
||
for (y = 0; y < 3; y++)
|
||
for (x = 0; x < 3; x++)
|
||
if (Moves[y][x] == match) {
|
||
*dy = y - 1;
|
||
*dx = x - 1;
|
||
return(TRUE);
|
||
}
|
||
|
||
return(FALSE);
|
||
}
|
||
|
||
/*
|
||
* isatrap:
|
||
* Returns TRUE if this character is some kind of trap
|
||
*/
|
||
bool
|
||
isatrap(char ch)
|
||
{
|
||
switch(ch) {
|
||
case DARTTRAP:
|
||
case TELTRAP:
|
||
case TRAPDOOR:
|
||
case ARROWTRAP:
|
||
case SLEEPTRAP:
|
||
case BEARTRAP: return(TRUE);
|
||
case MAZETRAP:
|
||
case POOL: return(levtype != OUTSIDE);
|
||
default: return(FALSE);
|
||
}
|
||
}
|
||
|
||
/*
|
||
* Called to illuminate a room.
|
||
* If it is dark, remove anything that might move.
|
||
*/
|
||
|
||
void
|
||
light(coord *cp)
|
||
{
|
||
register struct room *rp;
|
||
register int j, k, x, y;
|
||
register char ch, rch, sch;
|
||
register struct linked_list *item;
|
||
int jlow, jhigh, klow, khigh; /* Boundaries of lit area */
|
||
|
||
if ((rp = roomin(cp)) != NULL) {
|
||
/*
|
||
* is he wearing ring of illumination?
|
||
*/
|
||
if (&hero == cp && ISWEARING(R_LIGHT)) /* Must be hero's room */
|
||
rp->r_flags &= ~ISDARK;
|
||
|
||
/* If we are in a maze, don't look at the whole room (level) */
|
||
if (levtype == MAZELEV) {
|
||
int see_radius;
|
||
|
||
see_radius = 1;
|
||
|
||
/* If we are looking at the hero in a rock, broaden our sights */
|
||
if (&hero == cp || &player.t_oldpos == cp) {
|
||
ch = CCHAR( winat(hero.y, hero.x) );
|
||
if (isrock(ch)) see_radius = 2;
|
||
ch = CCHAR( winat(player.t_oldpos.y, player.t_oldpos.x) );
|
||
if (isrock(ch)) see_radius = 2;
|
||
}
|
||
|
||
jlow = max(0, cp->y - see_radius - rp->r_pos.y);
|
||
jhigh = min(rp->r_max.y, cp->y + see_radius + 1 - rp->r_pos.y);
|
||
klow = max(0, cp->x - see_radius - rp->r_pos.x);
|
||
khigh = min(rp->r_max.x, cp->x + see_radius + 1 - rp->r_pos.x);
|
||
}
|
||
else {
|
||
jlow = klow = 0;
|
||
jhigh = rp->r_max.y;
|
||
khigh = rp->r_max.x;
|
||
}
|
||
for (j = 0; j < rp->r_max.y; j++)
|
||
{
|
||
for (k = 0; k < rp->r_max.x; k++)
|
||
{
|
||
bool see_here, see_before;
|
||
|
||
/* Is this in the give area -- needed for maze */
|
||
if ((j < jlow || j >= jhigh) && (k < klow || k >= khigh))
|
||
continue;
|
||
|
||
y = rp->r_pos.y + j;
|
||
x = rp->r_pos.x + k;
|
||
|
||
/*
|
||
* If we are in a maze do not look at this area unless
|
||
* we can see it from where we are or where we last were
|
||
* (for erasing purposes).
|
||
*/
|
||
if (levtype == MAZELEV) {
|
||
/* If we can't see it from here, could we see it before? */
|
||
if ((see_here = maze_view(y, x)) == FALSE) {
|
||
coord savhero;
|
||
|
||
/* Could we see it from where we were? */
|
||
savhero = hero;
|
||
hero = player.t_oldpos;
|
||
see_before = maze_view(y, x);
|
||
hero = savhero;
|
||
|
||
if (!see_before) continue;
|
||
}
|
||
}
|
||
|
||
ch = show(y, x);
|
||
wmove(cw, y, x);
|
||
/*
|
||
* Figure out how to display a secret door
|
||
*/
|
||
if (ch == SECRETDOOR) {
|
||
if (j == 0 || j == rp->r_max.y - 1)
|
||
ch = '-';
|
||
else
|
||
ch = '|';
|
||
}
|
||
/* For monsters, if they were previously not seen and
|
||
* now can be seen, or vice-versa, make sure that will
|
||
* happen. This is for dark rooms as opposed to invisibility.
|
||
*
|
||
* Call winat() in the test because ch will not reveal
|
||
* invisible monsters.
|
||
*/
|
||
if (isalpha(winat(y, x))) {
|
||
struct thing *tp; /* The monster */
|
||
|
||
item = wake_monster(y, x);
|
||
tp = THINGPTR(item);
|
||
|
||
/* Previously not seen -- now can see it */
|
||
if (tp->t_oldch == ' ' && cansee(tp->t_pos.y, tp->t_pos.x))
|
||
tp->t_oldch = CCHAR( mvinch(y, x) );
|
||
|
||
/* Previously seen -- now can't see it */
|
||
else if (!cansee(tp->t_pos.y, tp->t_pos.x) &&
|
||
roomin(&tp->t_pos) != NULL)
|
||
switch (tp->t_oldch) {
|
||
/*
|
||
* Only blank it out if it is in a room and not
|
||
* the border (or other wall) of the room.
|
||
*/
|
||
case DOOR:
|
||
case SECRETDOOR:
|
||
case '-':
|
||
case '|':
|
||
break;
|
||
|
||
otherwise:
|
||
tp->t_oldch = ' ';
|
||
}
|
||
}
|
||
|
||
/*
|
||
* If the room is a dark room, we might want to remove
|
||
* monsters and the like from it (since they might
|
||
* move).
|
||
* A dark room.
|
||
*/
|
||
if ((!lit_room(rp) && (levtype != OUTSIDE)) ||
|
||
(levtype == OUTSIDE && !daytime) ||
|
||
on(player, ISBLIND) ||
|
||
(rp->r_flags & FORCEDARK) ||
|
||
(levtype == MAZELEV && !see_here && see_before)) {
|
||
sch = CCHAR( mvwinch(cw, y, x) ); /* What's seen */
|
||
rch = CCHAR( mvinch(y, x) ); /* What's really there */
|
||
switch (rch) {
|
||
case DOOR:
|
||
case SECRETDOOR:
|
||
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 (isalpha(sch)) ch = rch;
|
||
else if (sch != FLOOR) ch = sch;
|
||
else ch = ' '; /* Hide undiscoverd things */
|
||
when FLOOR:
|
||
ch = ' ';
|
||
otherwise:
|
||
ch = ' ';
|
||
}
|
||
/* Take care of our magic bookkeeping. */
|
||
switch (sch) {
|
||
case MAGIC:
|
||
case BMAGIC:
|
||
case CMAGIC:
|
||
ch = sch;
|
||
}
|
||
}
|
||
mvwaddch(cw, y, x, ch);
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
/*
|
||
* lit_room:
|
||
* Called to see if the specified room is lit up or not.
|
||
*/
|
||
|
||
bool
|
||
lit_room(struct room *rp)
|
||
{
|
||
register struct linked_list *fire_item;
|
||
register struct thing *fire_creature;
|
||
|
||
if (!(rp->r_flags & ISDARK)) return(TRUE); /* A definitely lit room */
|
||
|
||
/* Is it lit by fire light? */
|
||
if (rp->r_flags & HASFIRE) {
|
||
switch ((int)levtype) {
|
||
case MAZELEV:
|
||
/* See if a fire creature is in line of sight */
|
||
for (fire_item = rp->r_fires; fire_item != NULL;
|
||
fire_item = next(fire_item)) {
|
||
fire_creature = THINGPTR(fire_item);
|
||
if (maze_view(fire_creature->t_pos.y,
|
||
fire_creature->t_pos.x)) return(TRUE);
|
||
}
|
||
|
||
/* Couldn't find any in line-of-sight */
|
||
return(FALSE);
|
||
|
||
/* We should probably do something special for the outside */
|
||
otherwise:
|
||
return TRUE;
|
||
}
|
||
}
|
||
return(FALSE);
|
||
}
|
||
|
||
/*
|
||
* movement:
|
||
* Given a pointer to a player/monster structure, calculate the
|
||
* movement rate for that character.
|
||
*/
|
||
|
||
short
|
||
movement(struct thing *tp)
|
||
{
|
||
register int result;
|
||
register int carry; /* Percentage carried */
|
||
|
||
result = 0;
|
||
|
||
/* Adjust for armor (player only) */
|
||
if (tp == &player && cur_armor) {
|
||
int diff; /* Now armor class differs from normal one of same type */
|
||
|
||
/* Blessed armor adds less */
|
||
diff = cur_armor->o_ac - armors[cur_armor->o_which].a_class;
|
||
switch (cur_armor->o_which) {
|
||
case LEATHER:
|
||
case RING_MAIL:
|
||
case STUDDED_LEATHER:
|
||
case SCALE_MAIL:
|
||
case PADDED_ARMOR:
|
||
diff += 1;
|
||
when CHAIN_MAIL:
|
||
case SPLINT_MAIL:
|
||
case BANDED_MAIL:
|
||
case PLATE_MAIL:
|
||
diff += 2;
|
||
when PLATE_ARMOR:
|
||
diff += 3;
|
||
otherwise:
|
||
debug("forgot an armor in movement()");
|
||
}
|
||
if (diff < 0) diff = 0;
|
||
result += diff;
|
||
|
||
}
|
||
|
||
/* Adjust for the pack */
|
||
carry = 100 * tp->t_stats.s_pack / tp->t_stats.s_carry;
|
||
if (carry > 75) result++;
|
||
|
||
/* Get a bonus for dexterity */
|
||
result -= dext_plus(tp == &player ? dex_compute() : tp->t_stats.s_dext);
|
||
|
||
/* only allow adjust for the minus's */
|
||
if (result < 0) result = 0;
|
||
result += tp->t_movement; /* now add in movement rate */
|
||
|
||
/* Is the character slowed? */
|
||
if (on(*tp, ISSLOW) || on(*tp, ISDANCE)) result *= 2;
|
||
|
||
/* Is the character hasted? */
|
||
if (on(*tp, ISHASTE)) result /= 2;
|
||
|
||
/* We have a minimum of 1 */
|
||
if (result < 1) result = 1;
|
||
|
||
return(result);
|
||
}
|
||
|
||
/*
|
||
* rndmove:
|
||
* move in a random direction if the monster/person is confused
|
||
*/
|
||
|
||
coord *
|
||
rndmove(struct thing *who)
|
||
{
|
||
register int x, y;
|
||
register int ex, ey, nopen = 0;
|
||
static coord ret; /* what we will be returning */
|
||
static coord dest;
|
||
|
||
ret = who->t_pos;
|
||
/*
|
||
* Now go through the spaces surrounding the player and
|
||
* set that place in the array to true if the space can be
|
||
* moved into
|
||
*/
|
||
ey = ret.y + 1;
|
||
ex = ret.x + 1;
|
||
for (y = who->t_pos.y - 1; y <= ey; y++)
|
||
if (y > 0 && y < lines - 2)
|
||
for (x = who->t_pos.x - 1; x <= ex; x++)
|
||
{
|
||
if (x < 0 || x >= cols)
|
||
continue;
|
||
if (step_ok(y, x, NOMONST, who) == TRUE)
|
||
{
|
||
dest.y = y;
|
||
dest.x = x;
|
||
if (!diag_ok(&who->t_pos, &dest, who))
|
||
continue;
|
||
if (rnd(++nopen) == 0)
|
||
ret = dest;
|
||
}
|
||
}
|
||
return &ret;
|
||
}
|
||
|
||
|
||
|
||
#define TRAPTYPES 9 /* 9 total trap types that can be set */
|
||
#define WIZARDTRAPS 3 /* Only wizards can set 3 of these */
|
||
|
||
static char *trap_types[TRAPTYPES] = {
|
||
"Trap Door",
|
||
"Bear Trap",
|
||
"Sleep Trap",
|
||
"Arrow Trap",
|
||
"Teleport Trap",
|
||
"Dart Trap",
|
||
"Magic pool",
|
||
"Maze Trap",
|
||
"Trading Post"
|
||
};
|
||
|
||
#ifdef PC7300
|
||
#define TRAPWIDTH 13 /* Length of longest named trap from above list */
|
||
#define TRAPPREFIX 4 /* Length of prefix (eg. "[9] ") */
|
||
static menu_t Display; /* The menu structure */
|
||
static mitem_t Dispitems[TRAPTYPES+1]; /* Info for each line */
|
||
static char Displines[TRAPTYPES+1][TRAPWIDTH+TRAPPREFIX+1];
|
||
#endif
|
||
|
||
/*
|
||
* set_trap:
|
||
* set a trap at (y, x) on screen.
|
||
*/
|
||
|
||
void
|
||
set_trap(struct thing *tp, int y, int x)
|
||
{
|
||
register bool is_player = (tp == &player);
|
||
register int selection = rnd(TRAPTYPES-WIZARDTRAPS) + '1';
|
||
register int i, num_traps;
|
||
register char ch, och;
|
||
int thief_bonus = 0;
|
||
int s_dext;
|
||
|
||
if (is_player && player.t_ctype != C_THIEF && player.t_ctype != C_ASSASIN) {
|
||
msg("Only thieves and assassins can set traps.");
|
||
return;
|
||
}
|
||
switch (och = CCHAR( mvinch(y, x) )) {
|
||
case WALL:
|
||
case FLOOR:
|
||
case PASSAGE:
|
||
break;
|
||
default:
|
||
if (is_player) msg("The trap failed!");
|
||
return;
|
||
}
|
||
|
||
if (is_player) {
|
||
int state = 0, /* 0 -> current screen, 1 -> prompt screen, 2 -> done */
|
||
units; /* Number of movement units for the given trap */
|
||
|
||
if (player.t_action == C_SETTRAP) {
|
||
selection = player.t_selection;
|
||
player.t_selection = 0;
|
||
player.t_using = NULL;
|
||
player.t_action = A_NIL;
|
||
}
|
||
else {
|
||
msg("Which kind of trap do you wish to set? (* for a list): ");
|
||
num_traps = TRAPTYPES - (wizard ? 0 : WIZARDTRAPS);
|
||
do {
|
||
selection = tolower(readchar());
|
||
switch (selection) {
|
||
case '*':
|
||
if (state != 1) {
|
||
#ifdef PC7300
|
||
for (i=0; i<TRAPTYPES; i++) {
|
||
/*
|
||
* Add numbers so the player can use a
|
||
* number later, if he knows it. Let's
|
||
* put the number on here instead of in
|
||
* trap_types in case we want to drop it
|
||
* later.
|
||
*/
|
||
sprintf(Displines[i], "[%d] %s",
|
||
i+1, trap_types[i]);
|
||
Dispitems[i].mi_name = Displines[i];
|
||
Dispitems[i].mi_flags = 0;
|
||
Dispitems[i].mi_val = i+'1';
|
||
}
|
||
|
||
/* Place an end marker for the items */
|
||
Dispitems[num_traps].mi_name = 0;
|
||
|
||
/* Set up the main menu structure */
|
||
Display.m_label = "Trap Creation";
|
||
Display.m_title = "Trap Types";
|
||
Display.m_prompt = "Select a trap type or press Cancl.";
|
||
Display.m_curptr = '\0';
|
||
Display.m_markptr = '\0';
|
||
Display.m_flags = 0;
|
||
Display.m_selcnt = 1;
|
||
Display.m_items = Dispitems;
|
||
Display.m_curi = 0;
|
||
|
||
/*
|
||
* Try to display the menu. If we don't have a local
|
||
* terminal, the call will fail and we will just
|
||
* continue with the normal mode.
|
||
*/
|
||
if (menu(&Display) >= 0) {
|
||
if (Display.m_selcnt == 0) {
|
||
/* Cancelled menu */
|
||
msg("");
|
||
|
||
trap_tries--; /* Don't count this one */
|
||
after = FALSE;
|
||
return;
|
||
}
|
||
selection = Display.m_curi->mi_val;
|
||
state = 2;
|
||
break;
|
||
}
|
||
#endif
|
||
|
||
wclear(hw);
|
||
touchwin(hw);
|
||
for (i=0; i<num_traps; i++) {
|
||
wmove(hw, i+2, 0);
|
||
wprintw(hw, "[%d] %s", i+1, trap_types[i]);
|
||
}
|
||
mvwaddstr(hw, 0, 0,
|
||
"Which kind of trap do you wish to set? ");
|
||
|
||
if (menu_overlay)
|
||
/*
|
||
* Put out the selection. The longest line is
|
||
* the prompt line (39 characters long).
|
||
*/
|
||
over_win(cw, hw, num_traps + 3, 41, 0, 39, '\0');
|
||
else
|
||
draw(hw);
|
||
state = 1; /* Now in prompt window */
|
||
}
|
||
break;
|
||
|
||
case ESCAPE:
|
||
if (state == 1) {
|
||
clearok(cw, FALSE); /* Set up for redraw */
|
||
touchwin(cw);
|
||
}
|
||
msg("");
|
||
|
||
trap_tries--; /* Don't count this one */
|
||
after = FALSE;
|
||
return;
|
||
|
||
case '1':
|
||
case '2':
|
||
case '3':
|
||
case '4':
|
||
case '5':
|
||
case '6':
|
||
case '7':
|
||
case '8':
|
||
case '9':
|
||
if (selection < '7' || wizard) {
|
||
if (state == 1) { /* In prompt window */
|
||
clearok(cw, FALSE); /* Set up for redraw */
|
||
touchwin(cw);
|
||
}
|
||
|
||
msg("");
|
||
|
||
/*
|
||
* Make sure there is a floor below us for trap
|
||
* doors.
|
||
*/
|
||
if (selection == '1' && level >= nfloors) {
|
||
if (state == 1) draw(cw);
|
||
msg("There is no level below this one.");
|
||
return;
|
||
}
|
||
state = 2; /* Finished */
|
||
break;
|
||
}
|
||
|
||
/* Fall through for non-wizard, unusual trap case */
|
||
default:
|
||
if (state == 1) { /* In the prompt window */
|
||
wmove(hw, 0, 0);
|
||
wprintw(hw,
|
||
"Please enter a selection between 1 and %d: ",
|
||
num_traps);
|
||
if (menu_overlay)
|
||
/*
|
||
* Put out the selection. The longest line is
|
||
* the prompt line (43 characters long).
|
||
*/
|
||
over_win(cw, hw, num_traps+3, 45, 0, 43, '\0');
|
||
else
|
||
draw(hw);
|
||
}
|
||
else { /* Normal window */
|
||
mpos = 0;
|
||
msg("Please enter a selection between 1 and %d: ",
|
||
num_traps);
|
||
}
|
||
}
|
||
} while (state != 2);
|
||
|
||
switch ((player.t_selection = selection)) {
|
||
case '1': units = 20; /* Trap door */
|
||
when '2': units = 5; /* Bear trap */
|
||
when '3': units = 6; /* Sleeping gas trap */
|
||
when '4': units = 5; /* Arrow trap */
|
||
when '5': units = 8; /* Teleport trap */
|
||
when '6': units = 5; /* Dart trap */
|
||
otherwise: units = 10; /* Unknown trap */
|
||
}
|
||
player.t_no_move = units * movement(&player);
|
||
player.t_action = C_SETTRAP;
|
||
player.t_using = NULL;
|
||
return;
|
||
}
|
||
}
|
||
|
||
if (is_player && player.t_ctype == C_THIEF) thief_bonus = 30;
|
||
if (is_player && player.t_ctype == C_ASSASIN) thief_bonus = 20;
|
||
|
||
s_dext = (tp == &player) ? dex_compute() : tp->t_stats.s_dext;
|
||
|
||
if (ntraps >= MAXTRAPS || ++trap_tries >= MAXTRPTRY || levtype == POSTLEV ||
|
||
rnd(80) >= (s_dext + tp->t_stats.s_lvl/2 + thief_bonus)) {
|
||
if (is_player) msg("The trap failed!");
|
||
return;
|
||
}
|
||
|
||
switch (selection) {
|
||
case '1': ch = TRAPDOOR;
|
||
when '2': ch = BEARTRAP;
|
||
when '3': ch = SLEEPTRAP;
|
||
when '4': ch = ARROWTRAP;
|
||
when '5': ch = TELTRAP;
|
||
when '6': ch = DARTTRAP;
|
||
when '7': ch = POOL;
|
||
when '8': ch = MAZETRAP;
|
||
when '9': ch = POST;
|
||
}
|
||
|
||
mvaddch(y, x, ch);
|
||
traps[ntraps].tr_show = och;
|
||
traps[ntraps].tr_type = ch;
|
||
traps[ntraps].tr_pos.y = y;
|
||
traps[ntraps].tr_pos.x = x;
|
||
if (is_player)
|
||
traps[ntraps].tr_flags = ISTHIEFSET;
|
||
if (ch == POOL || ch == POST) {
|
||
traps[ntraps].tr_flags |= ISFOUND;
|
||
}
|
||
|
||
ntraps++;
|
||
}
|
||
|
||
/*
|
||
* show:
|
||
* returns what a certain thing will display as to the un-initiated
|
||
*/
|
||
|
||
char
|
||
show(int y, int x)
|
||
{
|
||
register char ch = CCHAR( winat(y, x) );
|
||
register struct linked_list *it;
|
||
register struct thing *tp;
|
||
|
||
if (isatrap(ch)) {
|
||
register struct trap *trp = trap_at(y, x);
|
||
|
||
return (trp->tr_flags & ISFOUND) ? ch : trp->tr_show;
|
||
}
|
||
else if (isalpha(ch)) {
|
||
if ((it = find_mons(y, x)) == NULL) {
|
||
msg("Show: Can't find monster in show (%d, %d)", y, x);
|
||
return(CCHAR( mvwinch(stdscr, y, x) ));
|
||
}
|
||
tp = THINGPTR(it);
|
||
|
||
if (on(*tp, ISDISGUISE)) ch = tp->t_disguise; /* As a mimic */
|
||
|
||
/* Hide invisible creatures */
|
||
else if (invisible(tp)) {
|
||
/* We can't see surprise-type creatures through "see invisible" */
|
||
if (off(player,CANSEE) || on(*tp,CANSURPRISE))
|
||
ch = CCHAR( mvwinch(stdscr, y, x) ); /* Invisible */
|
||
}
|
||
else if (on(*tp, CANINWALL)) {
|
||
if (isrock(mvwinch(stdscr, y, x))) ch = CCHAR( winch(stdscr) ); /* As Xorn */
|
||
}
|
||
}
|
||
return ch;
|
||
}
|
||
|
||
|
||
/*
|
||
* trap_at:
|
||
* find the trap at (y,x) on screen.
|
||
*/
|
||
|
||
struct trap *
|
||
trap_at(int y, int x)
|
||
{
|
||
register struct trap *tp, *ep;
|
||
|
||
ep = &traps[ntraps];
|
||
for (tp = traps; tp < ep; tp++)
|
||
if (tp->tr_pos.y == y && tp->tr_pos.x == x)
|
||
break;
|
||
if (tp == ep)
|
||
debug((sprintf(prbuf, "Trap at %d,%d not in array", y, x), prbuf));
|
||
return tp;
|
||
}
|
||
|
||
/*
|
||
* weap_move:
|
||
* Calculate how many segments it will take to swing the given
|
||
* weapon (note that the weapon may actually be a stick or
|
||
* even something else).
|
||
* wielder: Who's wielding the weapon
|
||
* weap: The weapon
|
||
*/
|
||
|
||
int
|
||
weap_move(struct thing *wielder, struct object *weap)
|
||
{
|
||
register int weap_rate;
|
||
int dexterity;
|
||
int strength;
|
||
|
||
if (weap == NULL) return(1); /* hand, claw, bite attacks are quick */
|
||
|
||
switch (weap->o_type) {
|
||
case STICK:
|
||
if (EQUAL(ws_type[weap->o_which], "staff"))
|
||
weap_rate = 2;
|
||
else weap_rate = 1; /* A wand */
|
||
|
||
when WEAPON:
|
||
weap_rate = weaps[weap->o_which].w_rate;
|
||
|
||
/* Adjust for blessed or cursed weapon */
|
||
if (weap->o_hplus < 0) /* Cursed */
|
||
weap_rate -= (weap->o_hplus - 2) / 3;
|
||
else if (weap_rate > 0) /* Blessed */
|
||
weap_rate -= (2*weap->o_hplus + weap_rate - 1) / weap_rate;
|
||
|
||
when RELIC:
|
||
switch (weap->o_which) {
|
||
case MUSTY_DAGGER:
|
||
case HRUGGEK_MSTAR:
|
||
case AXE_AKLAD:
|
||
case YEENOGHU_FLAIL:
|
||
case MING_STAFF:
|
||
case ORCUS_WAND:
|
||
case ASMO_ROD:
|
||
/* These operate in the blink of an eye */
|
||
weap_rate = 1;
|
||
otherwise:
|
||
/* What is it? */
|
||
weap_rate = 10;
|
||
debug("unknown weapon in weap_move()");
|
||
}
|
||
otherwise:
|
||
/* What is it? */
|
||
weap_rate = 10;
|
||
debug("unknown weapon in weap_move()");
|
||
}
|
||
|
||
/* Put in a dexterity bonus */
|
||
if (wielder == &player) dexterity = dex_compute();
|
||
else dexterity = wielder->t_stats.s_dext;
|
||
weap_rate -= dext_plus(dexterity) / 2;
|
||
|
||
/* Put in a strength bonus */
|
||
if (wielder == &player) strength = str_compute();
|
||
else strength = wielder->t_stats.s_str;
|
||
weap_rate -= str_plus(strength) / 2;
|
||
|
||
/* It can't speed you up and it must take SOME time */
|
||
if (weap_rate <= 0) weap_rate = 1;
|
||
|
||
/* Do we need to adjust for fast/slow movement? */
|
||
if (on(*wielder, ISSLOW) || on(*wielder, ISDANCE)) weap_rate *= 2;
|
||
if (on(*wielder, ISHASTE)) weap_rate /= 2;
|
||
|
||
/* Return the result */
|
||
return(weap_rate);
|
||
}
|