There should only be two changes in behavior: arogue7/fight.c, arogue7/fight.c: a to-hit bonus is now correctly applied to characters who are not monks instead of monks who are not empty-handed. urogue/fight.c: fixed an interaction with the "debug" macro that could cause the wrong message to be displayed.
402 lines
8 KiB
C
402 lines
8 KiB
C
/*
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* all sorts of miscellaneous routines
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*
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* @(#)misc.c 9.0 (rdk) 7/17/84
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*
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* Super-Rogue
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* Copyright (C) 1984 Robert D. Kindelberger
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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 "rogue.h"
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#include <ctype.h>
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#include "rogue.ext"
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/*
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* waste_time:
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* Do nothing but let other things happen
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*/
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void
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waste_time(void)
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{
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if (inwhgt) /* if from wghtchk, then done */
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return;
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do_daemons(BEFORE);
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do_daemons(AFTER);
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do_fuses();
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}
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/*
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* getindex:
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* Convert a type into an index for the things structures
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*/
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int
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getindex(char what)
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{
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int index = -1;
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switch (what) {
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case POTION: index = TYP_POTION;
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when SCROLL: index = TYP_SCROLL;
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when FOOD: index = TYP_FOOD;
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when RING: index = TYP_RING;
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when AMULET: index = TYP_AMULET;
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when ARMOR: index = TYP_ARMOR;
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when WEAPON: index = TYP_WEAPON;
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when STICK: index = TYP_STICK;
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}
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return index;
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}
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/*
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* tr_name:
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* print the name of a trap
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*/
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char *
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tr_name(char ch)
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{
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reg char *s;
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switch (ch) {
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case TRAPDOOR:
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s = "A trapdoor.";
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when BEARTRAP:
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s = "A beartrap.";
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when SLEEPTRAP:
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s = "A sleeping gas trap.";
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when ARROWTRAP:
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s = "An arrow trap.";
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when TELTRAP:
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s = "A teleport trap.";
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when DARTTRAP:
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s = "A dart trap.";
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when POOL:
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s = "A magic pool.";
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when POST:
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s = "A trading post.";
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when MAZETRAP:
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s = "A maze trap.";
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otherwise:
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s = "A bottomless pit."; /* shouldn't get here */
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}
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return s;
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}
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/*
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* Look:
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* A quick glance all around the player
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*/
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void
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look(bool wakeup)
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{
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reg char ch;
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reg int oldx, oldy, y, x;
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reg struct room *rp;
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int ey, ex, oex, oey;
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int passcount = 0;
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bool inpass, blind;
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getyx(cw, oldy, oldx);
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oex = player.t_oldpos.x;
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oey = player.t_oldpos.y;
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blind = pl_on(ISBLIND);
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if ((oldrp != NULL && rf_on(oldrp,ISDARK)) || blind) {
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for (x = oex - 1; x <= oex + 1; x += 1)
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for (y = oey - 1; y <= oey + 1; y += 1)
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if ((y != hero.y || x != hero.x) && show(y, x) == FLOOR)
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mvwaddch(cw, y, x, ' ');
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}
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rp = player.t_room;
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inpass = (rp == NULL); /* TRUE when not in a room */
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ey = hero.y + 1;
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ex = hero.x + 1;
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for (x = hero.x - 1; x <= ex; x += 1) {
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if (x >= 0 && x <= COLS - 1) {
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for (y = hero.y - 1; y <= ey; y += 1) {
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if (y <= 0 || y >= LINES - 2)
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continue;
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if (isalpha(mvwinch(mw, y, x))) {
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reg struct linked_list *it;
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reg struct thing *tp;
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if (wakeup || (!inpass && rf_on(rp, ISTREAS)))
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it = wake_monster(y, x);
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else
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it = find_mons(y, x);
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if (it == NULL) /* lost monster */
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mvaddch(y, x, FLOOR);
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else {
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tp = THINGPTR(it);
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if (isatrap(tp->t_oldch = mvinch(y, x) & A_CHARTEXT)) {
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struct trap *trp;
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if ((trp = trap_at(y,x)) == NULL)
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break;
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if (trp->tr_flags & ISFOUND)
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tp->t_oldch = trp->tr_type;
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else
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tp->t_oldch = FLOOR;
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}
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if (tp->t_oldch == FLOOR && rf_on(rp,ISDARK))
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if (!blind)
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tp->t_oldch = ' ';
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}
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}
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/*
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* Secret doors show as walls
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*/
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if ((ch = show(y, x)) == SECRETDOOR) {
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if (inpass || y == rp->r_pos.y || y == rp->r_pos.y + rp->r_max.y - 1)
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ch = '-';
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else
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ch = '|';
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}
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/*
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* Don't show room walls if he is in a passage
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*/
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if (!blind) {
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if ((y == hero.y && x == hero.x) || (inpass && (ch == '-' || ch == '|')))
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continue;
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}
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else
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ch = ' ';
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wmove(cw, y, x);
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waddch(cw, ch);
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if (door_stop && !firstmove && running) {
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switch (runch) {
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case 'h':
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if (x == ex)
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continue;
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when 'j':
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if (y == hero.y - 1)
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continue;
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when 'k':
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if (y == ey)
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continue;
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when 'l':
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if (x == hero.x - 1)
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continue;
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when 'y':
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if ((x + y) - (hero.x + hero.y) >= 1)
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continue;
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when 'u':
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if ((y - x) - (hero.y - hero.x) >= 1)
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continue;
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when 'n':
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if ((x + y) - (hero.x + hero.y) <= -1)
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continue;
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when 'b':
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if ((y - x) - (hero.y - hero.x) <= -1)
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continue;
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}
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switch (ch) {
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case DOOR:
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if (x == hero.x || y == hero.y)
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running = FALSE;
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break;
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case PASSAGE:
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if (x == hero.x || y == hero.y)
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passcount += 1;
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break;
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case FLOOR:
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case '|':
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case '-':
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case ' ':
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break;
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default:
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running = FALSE;
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break;
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}
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}
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}
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}
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}
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if (door_stop && !firstmove && passcount > 1)
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running = FALSE;
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mvwaddch(cw, hero.y, hero.x, PLAYER);
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wmove(cw, oldy, oldx);
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player.t_oldpos = hero;
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oldrp = rp;
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}
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/*
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* find_obj:
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* find the unclaimed object at y, x
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*/
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struct linked_list *
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find_obj(int y, int x)
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{
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reg struct linked_list *obj;
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reg struct object *op;
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for (obj = lvl_obj; obj != NULL; obj = next(obj)) {
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op = OBJPTR(obj);
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if (op->o_pos.y == y && op->o_pos.x == x)
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return obj;
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}
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return NULL;
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}
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/*
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* eat:
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* Let the hero eat some food.
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*/
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void
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eat(void)
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{
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reg struct linked_list *item;
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reg struct object *obj;
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reg int goodfood, cursed;
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if ((item = get_item("eat", FOOD)) == NULL)
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return;
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obj = OBJPTR(item);
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if (obj->o_type != FOOD) {
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msg("That's Inedible!");
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after = FALSE;
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return;
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}
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cursed = 1;
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if (o_on(obj, ISCURSED))
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cursed += 1;
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else if (o_on(obj, ISBLESS))
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cursed -= 1;
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if (obj->o_which == FRUITFOOD) {
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msg("My, that was a yummy %s.", fruit);
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goodfood = 100;
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}
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else {
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if (rnd(100) > 80 || o_on(obj, ISCURSED)) {
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msg("Yuk, this food tastes like ARA.");
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goodfood = 300;
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him->s_exp += 1;
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check_level();
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}
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else {
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msg("Yum, that tasted good.");
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goodfood = 200;
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}
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}
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goodfood *= cursed;
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if ((food_left += HUNGERTIME + rnd(400) - goodfood) > STOMACHSIZE)
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food_left = STOMACHSIZE;
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hungry_state = F_OKAY;
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updpack(); /* update pack */
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if (obj == cur_weapon)
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cur_weapon = NULL;
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del_pack(item); /* get rid of the food */
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}
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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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void
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aggravate(void)
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{
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reg struct linked_list *mi;
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for (mi = mlist; mi != NULL; mi = next(mi))
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runto(&(THINGPTR(mi))->t_pos, &hero);
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}
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/*
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* vowelstr:
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* If string starts with a vowel, return "n" for an "an"
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*/
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char *
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vowelstr(char *str)
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{
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switch (tolower(*str)) {
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case 'a':
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case 'e':
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case 'i':
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case 'o':
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case 'u':
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return "n";
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default:
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return "";
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}
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}
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/*
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* is_current:
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* See if the object is one of the currently used items
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*/
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bool
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is_current(struct object *obj)
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{
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if (obj == NULL)
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return FALSE;
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if (obj == cur_armor || obj == cur_weapon || obj == cur_ring[LEFT]
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|| obj == cur_ring[RIGHT]) {
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msg("Already in use.");
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return TRUE;
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}
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return FALSE;
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}
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/*
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* get_dir:
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* Set up the direction coordinates
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*/
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bool
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get_dir(void)
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{
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reg char *prompt;
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reg bool gotit;
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prompt = "Direction: ";
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do {
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gotit = TRUE;
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switch (readchar()) {
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case 'h': case'H': delta.y = 0; delta.x = -1;
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when 'j': case'J': delta.y = 1; delta.x = 0;
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when 'k': case'K': delta.y = -1; delta.x = 0;
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when 'l': case'L': delta.y = 0; delta.x = 1;
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when 'y': case'Y': delta.y = -1; delta.x = -1;
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when 'u': case'U': delta.y = -1; delta.x = 1;
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when 'b': case'B': delta.y = 1; delta.x = -1;
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when 'n': case'N': delta.y = 1; delta.x = 1;
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when ESCAPE: return FALSE;
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otherwise:
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mpos = 0;
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msg(prompt);
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gotit = FALSE;
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}
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} until (gotit);
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if (pl_on(ISHUH) && rnd(100) > 80) {
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do {
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delta.y = rnd(3) - 1;
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delta.x = rnd(3) - 1;
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} while (delta.y == 0 && delta.x == 0);
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}
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mpos = 0;
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return TRUE;
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}
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/*
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* initfood:
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* Set up stuff for a food-type object
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*/
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void
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initfood(struct object *what)
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{
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what->o_type = FOOD;
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what->o_group = NORMFOOD;
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if (rnd(100) < 15)
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what->o_group = FRUITFOOD;
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what->o_which = what->o_group;
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what->o_count = 1 + extras();
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what->o_flags = ISKNOW;
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what->o_weight = things[TYP_FOOD].mi_wght;
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what->o_typname = things[TYP_FOOD].mi_name;
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what->o_hplus = what->o_dplus = 0;
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what->o_vol = itemvol(what);
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}
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