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.
1307 lines
36 KiB
C
1307 lines
36 KiB
C
/*
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util.c - all sorts of miscellaneous routines
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XRogue: Expeditions into the Dungeons of Doom
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Copyright (C) 1991 Robert Pietkivitch
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All rights reserved.
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Based on "Advanced Rogue"
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Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka and AT&T
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All rights reserved.
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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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See the file LICENSE.TXT for full copyright and licensing information.
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*/
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#include <curses.h>
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#include <ctype.h>
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#include <string.h>
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#include "rogue.h"
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/*
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* this routine computes the players current AC without dex bonus's
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*/
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int
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ac_compute(bool ignoremetal)
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{
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register int ac;
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ac = pstats.s_arm; /* base armor of "skin" */
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if (cur_armor) {
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if (!ignoremetal ||
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(cur_armor->o_which != LEATHER &&
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cur_armor->o_which != STUDDED_LEATHER &&
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cur_armor->o_which != PADDED_ARMOR))
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ac -= (10 - cur_armor->o_ac);
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}
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if (player.t_ctype == C_MONK)
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ac -= pstats.s_lvl * 3 / 5;
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ac -= ring_value(R_PROTECT);
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if (cur_misc[WEAR_BRACERS] != NULL)
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ac -= cur_misc[WEAR_BRACERS]->o_ac;
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if (cur_misc[WEAR_CLOAK] != NULL)
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ac -= cur_misc[WEAR_CLOAK]->o_ac;
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/* If player has the cloak, must be wearing it */
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if (cur_relic[EMORI_CLOAK]) ac -= 15;
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if (ac > 25)
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ac = 25;
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return(ac);
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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(bool do_uniques, bool do_good)
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{
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register struct linked_list *mi;
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register struct thing *thingptr;
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for (mi = mlist; mi != NULL; mi = next(mi)) {
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thingptr = THINGPTR(mi);
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if (do_good == FALSE && off(*thingptr, ISMEAN)) continue;
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if (do_uniques || off(*thingptr, ISUNIQUE)) runto(thingptr, &hero);
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}
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}
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/*
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* cansee:
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* returns true if the hero can see a certain coordinate.
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*/
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bool
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cansee(int y, int x)
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{
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register struct room *rer;
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register int radius;
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coord tp;
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if (on(player, ISBLIND))
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return FALSE;
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tp.y = y;
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tp.x = x;
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rer = roomin(&tp);
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/* How far can we see? */
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if (levtype == OUTSIDE) {
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if (daytime) radius = 36;
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else if (lit_room(rer)) radius = 9;
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else radius = 3;
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}
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else radius = 3;
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/*
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* We can only see if the hero in the same room as
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* the coordinate and the room is lit or if it is close.
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*/
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return ((rer != NULL &&
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levtype != OUTSIDE &&
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(levtype != MAZELEV || /* Maze level needs direct line */
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maze_view(tp.y, tp.x)) &&
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rer == roomin(&hero) &&
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lit_room(rer)) ||
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DISTANCE(y, x, hero.y, hero.x) < radius);
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}
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/*
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* check_level:
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* Check to see if the guy has gone up a level.
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*
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* Return points needed to obtain next level.
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*
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* These are certain beginning experience levels for all players.
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* All further experience levels are computed by muliplying by 2
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* up through MAXDOUBLE. Then the cap is added in to compute
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* further levels
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*/
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long
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check_level(void)
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{
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register int i, j, add = 0;
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register unsigned long exp;
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long retval; /* Return value */
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int nsides;
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pstats.s_lvl -= pstats.s_lvladj; /* correct for level adjustment */
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/* See if we are past the doubling stage */
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exp = char_class[player.t_ctype].cap;
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if (pstats.s_exp >= exp) {
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i = pstats.s_exp/exp; /* First get amount above doubling area */
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retval = exp + i * exp; /* Compute next higher boundary */
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i += MAXDOUBLE; /* Add in the previous doubled levels */
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}
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else {
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i = 0;
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exp = char_class[player.t_ctype].start_exp;
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while (exp <= pstats.s_exp) {
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i++;
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exp <<= 1;
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}
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retval = exp;
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}
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if (++i > pstats.s_lvl) {
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nsides = char_class[player.t_ctype].hit_pts;
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for (j=0; j<(i-pstats.s_lvl); j++) /* Take care of multi-level jumps */
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add += max(1, roll(1,nsides) + const_bonus());
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max_stats.s_hpt += add;
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if ((pstats.s_hpt += add) > max_stats.s_hpt)
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pstats.s_hpt = max_stats.s_hpt;
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msg("Welcome, %s, to level %d",
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cnames[player.t_ctype][min(i-1, NUM_CNAMES-1)], i);
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}
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pstats.s_lvl = i;
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pstats.s_lvl += pstats.s_lvladj; /* correct for level adjustment */
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return(retval);
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}
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/*
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* Used to modify the players strength
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* it keeps track of the highest it has been, just in case
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*/
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void
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chg_str(int amt)
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{
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register int ring_str; /* ring strengths */
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register struct stats *ptr; /* for speed */
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ptr = &pstats;
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ring_str = ring_value(R_ADDSTR);
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ptr->s_str -= ring_str;
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ptr->s_str += amt;
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if (ptr->s_str > MAXATT) ptr->s_str = MAXATT;
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if (ptr->s_str > max_stats.s_str)
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max_stats.s_str = ptr->s_str;
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ptr->s_str += ring_str;
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if (ptr->s_str <= 0) {
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pstats.s_hpt = -1;
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death(D_STRENGTH);
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}
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updpack(TRUE, &player);
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}
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/*
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* let's confuse the player
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*/
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void
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confus_player(void)
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{
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if (off(player, ISCLEAR))
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{
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msg("Wait, what's going on here! Huh? What? Who?");
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if (find_slot(unconfuse))
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lengthen(unconfuse, HUHDURATION);
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else
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fuse(unconfuse, NULL, HUHDURATION, AFTER);
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turn_on(player, ISHUH);
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}
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else msg("You feel dizzy for a moment, but it quickly passes.");
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}
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/*
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* this routine computes the players current dexterity
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*/
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int
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dex_compute(void)
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{
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if (cur_misc[WEAR_GAUNTLET] != NULL &&
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cur_misc[WEAR_GAUNTLET]->o_which == MM_G_DEXTERITY) {
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if (cur_misc[WEAR_GAUNTLET]->o_flags & ISCURSED)
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return (3);
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else
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return (21);
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}
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else
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return (pstats.s_dext);
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}
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/*
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* diag_ok:
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* Check to see if the move is legal if it is diagonal
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*/
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bool
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diag_ok(coord *sp, coord *ep, struct thing *flgptr)
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{
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register int numpaths = 0;
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/* Horizontal and vertical moves are always ok */
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if (ep->x == sp->x || ep->y == sp->y)
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return TRUE;
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/* Diagonal moves are not allowed if there is a horizontal or
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* vertical path to the destination
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*/
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if (step_ok(ep->y, sp->x, MONSTOK, flgptr)) numpaths++;
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if (step_ok(sp->y, ep->x, MONSTOK, flgptr)) numpaths++;
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return(numpaths != 1);
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}
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/*
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* pick a random position around the give (y, x) coordinates
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*/
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coord *
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fallpos(coord *pos, bool be_clear, int range)
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{
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register int tried, i, j;
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register char ch;
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static coord ret;
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static short masks[] = {
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0x01, 0x02, 0x04, 0x08, 0x10, 0x20, 0x40, 0x80, 0x100 };
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/*
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* Pick a spot at random centered on the position given by 'pos' and
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* up to 'range' squares away from 'pos'
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*
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* If 'be_clear' is TRUE, the spot must be either FLOOR or PASSAGE
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* inorder to be considered valid
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*
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* Generate a number from 0 to 8, representing the position to pick.
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* Note that this DOES include the positon 'pos' itself
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*
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* If this position is not valid, mark it as 'tried', and pick another.
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* Whenever a position is picked that has been tried before,
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* sequentially find the next untried position. This eliminates costly
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* random number generation
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*/
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tried = 0;
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while( tried != 0x1ff ) {
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i = rnd(9);
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while( tried & masks[i] )
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i = (i + 1) % 9;
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tried |= masks[i];
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for( j = 1; j <= range; j++ ) {
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ret.x = pos->x + j*grid[i].x;
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ret.y = pos->y + j*grid[i].y;
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if (ret.x == hero.x && ret.y == hero.y)
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continue; /* skip the hero */
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if (ret.x < 0 || ret.x > cols - 1 ||
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ret.y < 1 || ret.y > lines - 3)
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continue; /* off the screen? */
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ch = winat(ret.y, ret.x) & A_CHARTEXT;
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/*
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* Check to make certain the spot is valid
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*/
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switch( ch ) {
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case FLOOR:
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case PASSAGE:
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return( &ret );
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case GOLD:
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case SCROLL:
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case POTION:
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case STICK:
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case RING:
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case WEAPON:
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case ARMOR:
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case MM:
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case FOOD:
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if(!be_clear && levtype != POSTLEV)
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return( &ret );
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default:
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break;
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}
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}
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}
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return( NULL );
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}
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/*
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* findmindex:
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* Find the index into the monster table of a monster given its name.
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*/
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int
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findmindex(char *name)
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{
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int which;
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for (which=1; which<NUMMONST; which++) {
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if (strcmp(name, monsters[which].m_name) == 0)
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break;
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}
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if (which >= NUMMONST) {
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debug("couldn't find monster index");
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which = 1;
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}
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return(which);
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}
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/*
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* find_mons:
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* Find the monster from his coordinates
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*/
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struct linked_list *
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find_mons(int y, int x)
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{
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register struct linked_list *item;
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register struct thing *th;
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for (item = mlist; item != NULL; item = next(item))
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{
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th = THINGPTR(item);
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if (th->t_pos.y == y && th->t_pos.x == x)
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return item;
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}
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return NULL;
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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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register struct linked_list *obj;
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register struct object *op;
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for (obj = lvl_obj; obj != NULL; obj = next(obj))
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{
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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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* get coordinates from the player using the cursor keys (or mouse)
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*/
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coord
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get_coordinates(void)
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{
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register int which;
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coord c;
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c = hero;
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wmove(cw, hero.y, hero.x);
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draw(cw);
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for (;;) {
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which = (wgetch(cw) & 0177);
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switch(which) {
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case ESC:
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c = hero;
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wmove(cw, c.y, c.x);
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draw(cw);
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case '\n':
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case '\r':
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return(c);
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when 'h':
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case 'H':
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c.x--;
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when 'j':
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case 'J':
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c.y++;
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when 'k':
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case 'K':
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c.y--;
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when 'l':
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case 'L':
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c.x++;
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when 'y':
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case 'Y':
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c.x--; c.y--;
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when 'u':
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case 'U':
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c.x++; c.y--;
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when 'b':
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case 'B':
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c.x--; c.y++;
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when 'n':
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case 'N':
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c.x++; c.y++;
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when '*':
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mpos = 0;
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msg("Use h,j,k,l,y,u,b,n to position cursor, then press enter.");
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}
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c.y = max(c.y, 1);
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c.y = min(c.y, lines - 3);
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c.x = max(c.x, 0);
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c.x = min(c.x, cols - 1);
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wmove(cw, c.y, c.x);
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draw(cw);
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}
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}
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/*
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* set up the direction co_ordinate for use in various "prefix" commands
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*/
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bool
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get_dir(coord *direction)
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{
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register char *prompt;
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register bool gotit;
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int x,y;
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prompt = terse ? "Direction?" : "Which direction? ";
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msg(prompt);
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do
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{
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gotit = TRUE;
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switch (wgetch(msgw))
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{
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case 'h': case'H': direction->y = 0; direction->x = -1;
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when 'j': case'J': direction->y = 1; direction->x = 0;
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when 'k': case'K': direction->y = -1; direction->x = 0;
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when 'l': case'L': direction->y = 0; direction->x = 1;
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when 'y': case'Y': direction->y = -1; direction->x = -1;
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when 'u': case'U': direction->y = -1; direction->x = 1;
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when 'b': case'B': direction->y = 1; direction->x = -1;
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when 'n': case'N': direction->y = 1; direction->x = 1;
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when ESC: 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 ((on(player, ISHUH) || on(player, ISDANCE)) && rnd(100) > 20) {
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do
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{
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*direction = grid[rnd(9)];
|
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} while (direction->y == 0 && direction->x == 0);
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}
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else if (on(player, ISFLEE)) {
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y = hero.y;
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x = hero.x;
|
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while (shoot_ok(winat(y, x))) {
|
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y += direction->y;
|
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x += direction->x;
|
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}
|
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if (isalpha(mvwinch(mw, y, x))) {
|
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if (y == player.t_dest->y && x == player.t_dest->x) {
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mpos = 0;
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msg("You are too frightened to!");
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return(FALSE);
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}
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}
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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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/*
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* get_worth:
|
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* Calculate an objects worth in gold
|
|
*/
|
|
|
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long
|
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get_worth(struct object *obj)
|
|
{
|
|
reg long worth, wh;
|
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|
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worth = 0;
|
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wh = obj->o_which;
|
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switch (obj->o_type) {
|
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case FOOD:
|
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worth = 2;
|
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when WEAPON:
|
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if (wh < MAXWEAPONS) {
|
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worth = weaps[wh].w_worth;
|
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worth += s_magic[S_ALLENCH].mi_worth *
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(obj->o_hplus + obj->o_dplus);
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}
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when ARMOR:
|
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if (wh < MAXARMORS) {
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worth = armors[wh].a_worth;
|
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worth += s_magic[S_ALLENCH].mi_worth *
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(armors[wh].a_class - obj->o_ac);
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}
|
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when SCROLL:
|
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if (wh < MAXSCROLLS)
|
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worth = s_magic[wh].mi_worth;
|
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when POTION:
|
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if (wh < MAXPOTIONS)
|
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worth = p_magic[wh].mi_worth;
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when RING:
|
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if (wh < MAXRINGS) {
|
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worth = r_magic[wh].mi_worth;
|
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worth += obj->o_ac * 40;
|
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}
|
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when STICK:
|
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if (wh < MAXSTICKS) {
|
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worth = ws_magic[wh].mi_worth;
|
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worth += 20 * obj->o_charges;
|
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}
|
|
when MM:
|
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if (wh < MAXMM) {
|
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worth = m_magic[wh].mi_worth;
|
|
switch (wh) {
|
|
case MM_BRACERS: worth += 40 * obj->o_ac;
|
|
when MM_PROTECT: worth += 60 * obj->o_ac;
|
|
when MM_DISP: /* ac already figured in price*/
|
|
otherwise: worth += 20 * obj->o_ac;
|
|
}
|
|
}
|
|
when RELIC:
|
|
if (wh < MAXRELIC) {
|
|
worth = rel_magic[wh].mi_worth;
|
|
if (wh == quest_item) worth *= 10;
|
|
}
|
|
otherwise:
|
|
worth = 0;
|
|
}
|
|
if (obj->o_flags & ISPROT) /* 300% more for protected */
|
|
worth *= 3;
|
|
if (obj->o_flags & ISBLESSED) /* 50% more for blessed */
|
|
worth = worth * 3 / 2;
|
|
if (obj->o_flags & ISCURSED) /* half for cursed */
|
|
worth /= 2;
|
|
if (worth < 0)
|
|
worth = 0;
|
|
return worth;
|
|
}
|
|
|
|
/*
|
|
* invisible()
|
|
*/
|
|
|
|
bool
|
|
invisible(struct thing *monst)
|
|
{
|
|
register bool ret_code;
|
|
|
|
ret_code = on(*monst, CANSURPRISE);
|
|
ret_code &= !ISWEARING(R_ALERT);
|
|
ret_code |= (on(*monst, ISINVIS) ||
|
|
(on(*monst, ISSHADOW) && rnd(100) < 90)) &&
|
|
off(player, CANSEE);
|
|
return( ret_code );
|
|
}
|
|
|
|
/*
|
|
* see if the object is one of the currently used items
|
|
*/
|
|
|
|
bool
|
|
is_current(struct object *obj)
|
|
{
|
|
if (obj == NULL)
|
|
return FALSE;
|
|
if (obj == cur_armor || obj == cur_weapon ||
|
|
obj == cur_ring[LEFT_1] || obj == cur_ring[LEFT_2] ||
|
|
obj == cur_ring[LEFT_3] || obj == cur_ring[LEFT_4] ||
|
|
obj == cur_ring[RIGHT_1] || obj == cur_ring[RIGHT_2] ||
|
|
obj == cur_ring[RIGHT_3] || obj == cur_ring[RIGHT_4] ||
|
|
obj == cur_misc[WEAR_BOOTS] || obj == cur_misc[WEAR_JEWEL] ||
|
|
obj == cur_misc[WEAR_BRACERS] || obj == cur_misc[WEAR_CLOAK] ||
|
|
obj == cur_misc[WEAR_GAUNTLET] || obj == cur_misc[WEAR_NECKLACE]) {
|
|
|
|
return TRUE;
|
|
}
|
|
|
|
/* Is it a "current" relic? */
|
|
if (obj->o_type == RELIC) {
|
|
switch (obj->o_which) {
|
|
case MUSTY_DAGGER:
|
|
case EMORI_CLOAK:
|
|
case HEIL_ANKH:
|
|
case YENDOR_AMULET:
|
|
case STONEBONES_AMULET:
|
|
case HRUGGEK_MSTAR:
|
|
case AXE_AKLAD:
|
|
case YEENOGHU_FLAIL:
|
|
case SURTUR_RING:
|
|
if (cur_relic[obj->o_which]) return TRUE;
|
|
}
|
|
}
|
|
|
|
return FALSE;
|
|
}
|
|
|
|
|
|
/*
|
|
* Look:
|
|
* A quick glance all around the player
|
|
* wakeup: Should we wake up monsters
|
|
* runend: At end of a run -- for mazes
|
|
*/
|
|
|
|
void
|
|
look(bool wakeup, bool runend)
|
|
{
|
|
register int x, y, radius;
|
|
register unsigned char ch, och;
|
|
register int oldx, oldy;
|
|
register bool inpass, horiz, vert, do_light = FALSE, do_blank = FALSE;
|
|
register int passcount = 0, curfloorcount = 0, nextfloorcount = 0;
|
|
register struct room *rp;
|
|
register int ey, ex;
|
|
|
|
inpass = ((rp = roomin(&hero)) == NULL); /* Are we in a passage? */
|
|
|
|
/* Are we moving vertically or horizontally? */
|
|
if (runch == 'h' || runch == 'l') horiz = TRUE;
|
|
else horiz = FALSE;
|
|
if (runch == 'j' || runch == 'k') vert = TRUE;
|
|
else vert = FALSE;
|
|
|
|
/* How far around himself can the player see? */
|
|
if (levtype == OUTSIDE) {
|
|
if (daytime) radius = 9;
|
|
else if (lit_room(rp)) radius = 3;
|
|
else radius = 1;
|
|
}
|
|
else radius = 1;
|
|
|
|
getyx(cw, oldy, oldx); /* Save current position */
|
|
|
|
/* Blank out the floor around our last position and check for
|
|
* moving out of a corridor in a maze.
|
|
*/
|
|
if (levtype == OUTSIDE) do_blank = !daytime;
|
|
else if (oldrp != NULL && !lit_room(oldrp) && off(player, ISBLIND))
|
|
do_blank = TRUE;
|
|
|
|
/* Now move around the old position and blank things out */
|
|
ey = player.t_oldpos.y + radius;
|
|
ex = player.t_oldpos.x + radius;
|
|
for (x = player.t_oldpos.x - radius; x <= ex; x++)
|
|
if (x >= 0 && x < cols)
|
|
for (y = player.t_oldpos.y - radius; y <= ey; y++) {
|
|
struct linked_list *it;
|
|
coord here; /* Current <x,y> coordinate */
|
|
unsigned char savech; /* Saves character in monster window */
|
|
bool in_room; /* Are we in a room? */
|
|
|
|
if (y < 1 || y > lines - 3) continue;
|
|
|
|
/* See what's there -- ignore monsters, just see what they're on */
|
|
savech = mvwinch(mw, y, x) & A_CHARTEXT;
|
|
waddch(mw, ' ');
|
|
ch = show(y, x);
|
|
mvwaddch(mw, y, x, savech); /* Restore monster */
|
|
|
|
/*
|
|
* If we have a monster that we can't see anymore, make sure
|
|
* that we can note that fact.
|
|
*/
|
|
if (isalpha(savech) &&
|
|
(y < hero.y - radius || y > hero.y + radius ||
|
|
x < hero.x - radius || x > hero.x + radius)) {
|
|
/* Find the monster */
|
|
it = find_mons(y, x);
|
|
}
|
|
else it = NULL;
|
|
|
|
/* Are we in a room? */
|
|
here.y = y;
|
|
here.x = x;
|
|
in_room = (roomin(&here) != NULL);
|
|
|
|
if ((do_blank || !in_room) && (y != hero.y || x != hero.x))
|
|
switch (ch) {
|
|
case DOOR:
|
|
case SECRETDOOR:
|
|
case PASSAGE:
|
|
case STAIRS:
|
|
case TRAPDOOR:
|
|
case TELTRAP:
|
|
case BEARTRAP:
|
|
case SLEEPTRAP:
|
|
case ARROWTRAP:
|
|
case DARTTRAP:
|
|
case WORMHOLE:
|
|
case MAZETRAP:
|
|
case POOL:
|
|
case POST:
|
|
case VERTWALL:
|
|
case HORZWALL:
|
|
case WALL:
|
|
/* If there was a monster showing, make it disappear */
|
|
if (isalpha(savech)) {
|
|
mvwaddch(cw, y, x, ch);
|
|
|
|
/*
|
|
* If we found it (we should!), set it to
|
|
* the right character!
|
|
*/
|
|
if (it) (THINGPTR(it))->t_oldch = ch;
|
|
}
|
|
break;
|
|
when FLOOR:
|
|
case FOREST:
|
|
default:
|
|
mvwaddch(cw, y, x, in_room ? ' ' : PASSAGE);
|
|
|
|
/* If we found a monster, set it to darkness! */
|
|
if (it) (THINGPTR(it))->t_oldch = mvwinch(cw, y, x) &
|
|
A_CHARTEXT;
|
|
}
|
|
|
|
/* Moving out of a corridor? */
|
|
if (levtype == MAZELEV && !ce(hero, player.t_oldpos) &&
|
|
!running && !isrock(ch) && /* Not running and not a wall */
|
|
((vert && x != player.t_oldpos.x && y==player.t_oldpos.y) ||
|
|
(horiz && y != player.t_oldpos.y && x==player.t_oldpos.x)))
|
|
do_light = off(player, ISBLIND);
|
|
}
|
|
|
|
/* Take care of unlighting a corridor */
|
|
if (do_light && lit_room(rp)) light(&player.t_oldpos);
|
|
|
|
/* Are we coming or going between a wall and a corridor in a maze? */
|
|
och = show(player.t_oldpos.y, player.t_oldpos.x);
|
|
ch = show(hero.y, hero.x);
|
|
if (levtype == MAZELEV &&
|
|
((isrock(och) && !isrock(ch)) || (isrock(ch) && !isrock(och)))) {
|
|
do_light = off(player, ISBLIND); /* Light it up if not blind */
|
|
|
|
/* Unlight what we just saw */
|
|
if (do_light && lit_room(&rooms[0])) light(&player.t_oldpos);
|
|
}
|
|
|
|
/* Look around the player */
|
|
ey = hero.y + radius;
|
|
ex = hero.x + radius;
|
|
for (x = hero.x - radius; x <= ex; x++)
|
|
if (x >= 0 && x < cols) for (y = hero.y - radius; y <= ey; y++) {
|
|
if (y < 1 || y >= lines - 2)
|
|
continue;
|
|
if (isalpha(mvwinch(mw, y, x)))
|
|
{
|
|
register struct linked_list *it;
|
|
register struct thing *tp;
|
|
|
|
if (wakeup)
|
|
it = wake_monster(y, x);
|
|
else
|
|
it = find_mons(y, x);
|
|
|
|
if (it) {
|
|
tp = THINGPTR(it);
|
|
tp->t_oldch = mvinch(y, x) & A_CHARTEXT;
|
|
if (isatrap(tp->t_oldch)) {
|
|
register struct trap *trp = trap_at(y, x);
|
|
|
|
tp->t_oldch = (trp->tr_flags & ISFOUND) ? tp->t_oldch
|
|
: trp->tr_show;
|
|
}
|
|
if (tp->t_oldch == FLOOR && !lit_room(rp) &&
|
|
off(player, ISBLIND))
|
|
tp->t_oldch = ' ';
|
|
}
|
|
}
|
|
|
|
/*
|
|
* Secret doors show as walls
|
|
*/
|
|
if ((ch = show(y, x)) == SECRETDOOR)
|
|
ch = secretdoor(y, x);
|
|
/*
|
|
* Don't show room walls if he is in a passage and
|
|
* check for maze turns
|
|
*/
|
|
if (off(player, ISBLIND))
|
|
{
|
|
if ((y == hero.y && x == hero.x)
|
|
|| (inpass && (ch == HORZWALL || ch == VERTWALL)))
|
|
continue;
|
|
|
|
/* Did we come to a crossroads in a maze? */
|
|
if (levtype == MAZELEV &&
|
|
(runend || !ce(hero, player.t_oldpos)) &&
|
|
!isrock(ch) && /* Not a wall */
|
|
((vert && x != hero.x && y == hero.y) ||
|
|
(horiz && y != hero.y && x == hero.x)))
|
|
/* Just came to a turn */
|
|
do_light = off(player, ISBLIND);
|
|
}
|
|
else if (y != hero.y || x != hero.x)
|
|
continue;
|
|
|
|
wmove(cw, y, x);
|
|
waddch(cw, ch);
|
|
if (door_stop && !firstmove && running)
|
|
{
|
|
switch (runch)
|
|
{
|
|
case 'h':
|
|
if (x == hero.x + 1)
|
|
continue;
|
|
when 'j':
|
|
if (y == hero.y - 1)
|
|
continue;
|
|
when 'k':
|
|
if (y == hero.y + 1)
|
|
continue;
|
|
when 'l':
|
|
if (x == hero.x - 1)
|
|
continue;
|
|
when 'y':
|
|
if ((x + y) - (hero.x + hero.y) >= 1)
|
|
continue;
|
|
when 'u':
|
|
if ((y - x) - (hero.y - hero.x) >= 1)
|
|
continue;
|
|
when 'n':
|
|
if ((x + y) - (hero.x + hero.y) <= -1)
|
|
continue;
|
|
when 'b':
|
|
if ((y - x) - (hero.y - hero.x) <= -1)
|
|
continue;
|
|
}
|
|
switch (ch)
|
|
{
|
|
case DOOR:
|
|
if (x == hero.x || y == hero.y)
|
|
running = FALSE;
|
|
break;
|
|
case PASSAGE:
|
|
if (x == hero.x || y == hero.y)
|
|
passcount++;
|
|
break;
|
|
case FLOOR:
|
|
/* Stop by new passages in a maze (floor next to us) */
|
|
if ((levtype == MAZELEV) &&
|
|
!(hero.y == y && hero.x == x)) {
|
|
if (vert) { /* Moving vertically */
|
|
/* We have a passage on our row */
|
|
if (y == hero.y) curfloorcount++;
|
|
|
|
/* Some passage on the next row */
|
|
else if (y != player.t_oldpos.y)
|
|
nextfloorcount++;
|
|
}
|
|
else { /* Moving horizontally */
|
|
/* We have a passage on our column */
|
|
if (x == hero.x) curfloorcount++;
|
|
|
|
/* Some passage in the next column */
|
|
else if (x != player.t_oldpos.x)
|
|
nextfloorcount++;
|
|
}
|
|
}
|
|
case VERTWALL:
|
|
case HORZWALL:
|
|
case ' ':
|
|
break;
|
|
default:
|
|
running = FALSE;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
/* Have we passed a side passage, with multiple choices? */
|
|
if (curfloorcount > 0 && nextfloorcount > 0) running = FALSE;
|
|
|
|
else if (door_stop && !firstmove && passcount > 1)
|
|
running = FALSE;
|
|
|
|
/* Do we have to light up the area (just stepped into a new corridor)? */
|
|
if (do_light && !running && lit_room(rp)) light(&hero);
|
|
|
|
mvwaddch(cw, hero.y, hero.x, PLAYER);
|
|
wmove(cw, oldy, oldx);
|
|
if (!ce(player.t_oldpos, hero)) {
|
|
player.t_oldpos = hero; /* Don't change if we didn't move */
|
|
oldrp = rp;
|
|
}
|
|
}
|
|
|
|
/*
|
|
* Lower a level of experience
|
|
*/
|
|
|
|
void
|
|
lower_level(short who)
|
|
{
|
|
int fewer, nsides;
|
|
unsigned long exp;
|
|
|
|
msg("You suddenly feel less skillful.");
|
|
if (--pstats.s_lvl == 0) {
|
|
pstats.s_hpt = -1;
|
|
death(who); /* All levels gone */
|
|
}
|
|
if (pstats.s_lvladj > 0) { /* lose artificial levels first */
|
|
pstats.s_lvladj--;
|
|
return;
|
|
}
|
|
exp = char_class[player.t_ctype].cap;
|
|
if (pstats.s_exp >= exp*2)
|
|
pstats.s_exp -= exp;
|
|
else
|
|
pstats.s_exp /= 2;
|
|
|
|
nsides = char_class[player.t_ctype].hit_pts;
|
|
fewer = max(1, roll(1,nsides) + const_bonus());
|
|
pstats.s_hpt -= fewer;
|
|
max_stats.s_hpt -= fewer;
|
|
if (max_stats.s_hpt <= 0)
|
|
max_stats.s_hpt = 0;
|
|
if (pstats.s_hpt <= 0) {
|
|
pstats.s_hpt = -1;
|
|
death(who);
|
|
}
|
|
}
|
|
|
|
/*
|
|
* print out the name of a monster
|
|
*/
|
|
|
|
char *
|
|
monster_name(struct thing *tp)
|
|
{
|
|
prbuf[0] = '\0';
|
|
if (on(*tp, ISFLEE) || on(*tp, WASTURNED))
|
|
strcat(prbuf, "terrified ");
|
|
if (on(*tp, ISHUH))
|
|
strcat(prbuf, "confused ");
|
|
if (on(*tp, ISCHARMED))
|
|
strcat(prbuf, "charmed ");
|
|
else if (on(*tp, ISFLY))
|
|
strcat(prbuf, "flying ");
|
|
|
|
/* If it is sleeping or stoned, write over any of the above attributes */
|
|
if (off(*tp, ISRUN))
|
|
strcpy(prbuf, "sleeping ");
|
|
if (on(*tp, ISSTONE))
|
|
strcpy(prbuf, "petrified ");
|
|
|
|
if (tp->t_name) strcat(prbuf, tp->t_name);
|
|
else strcat(prbuf, monsters[tp->t_index].m_name);
|
|
|
|
return(prbuf);
|
|
}
|
|
|
|
/*
|
|
* move_hero:
|
|
* Try to move the hero somplace besides next to where he is. We ask him
|
|
* where. There can be restrictions based on why he is moving.
|
|
*/
|
|
|
|
bool
|
|
move_hero(int why)
|
|
{
|
|
char *action = NULL;
|
|
unsigned char which;
|
|
coord c;
|
|
|
|
switch (why) {
|
|
case H_TELEPORT:
|
|
action = "teleport";
|
|
}
|
|
|
|
msg("Where do you wish to %s to? (* for help) ", action);
|
|
c = get_coordinates();
|
|
mpos = 0;
|
|
which = winat(c.y, c.x) & A_CHARTEXT;
|
|
switch (which) {
|
|
default:
|
|
if (!isrock(which) || off(player, CANINWALL)) break;
|
|
|
|
case FLOOR:
|
|
case PASSAGE:
|
|
case DOOR:
|
|
case STAIRS:
|
|
case POST:
|
|
case GOLD:
|
|
case POTION:
|
|
case SCROLL:
|
|
case FOOD:
|
|
case WEAPON:
|
|
case ARMOR:
|
|
case RING:
|
|
case MM:
|
|
case RELIC:
|
|
case STICK:
|
|
hero = c;
|
|
return(TRUE);
|
|
}
|
|
return(FALSE);
|
|
}
|
|
|
|
/*
|
|
* raise_level:
|
|
* The guy just magically went up a level.
|
|
*/
|
|
|
|
void
|
|
raise_level(void)
|
|
{
|
|
unsigned long test; /* Next level -- be sure it is not an overflow */
|
|
|
|
test = check_level(); /* Get next boundary */
|
|
|
|
/* Be sure it is higher than what we have no -- else overflow */
|
|
if (test > pstats.s_exp) pstats.s_exp = test;
|
|
check_level();
|
|
|
|
/* Give him a bonus */
|
|
switch (player.t_ctype) {
|
|
case C_FIGHTER:
|
|
(*add_abil[A_STRENGTH])(1);
|
|
when C_RANGER:
|
|
case C_PALADIN:
|
|
(*add_abil[A_CHARISMA])(1);
|
|
when C_MAGICIAN:
|
|
(*add_abil[A_INTELLIGENCE])(1);
|
|
when C_CLERIC:
|
|
case C_DRUID:
|
|
(*add_abil[A_WISDOM])(1);
|
|
when C_THIEF:
|
|
case C_ASSASSIN:
|
|
(*add_abil[A_DEXTERITY])(1);
|
|
when C_MONK:
|
|
(*add_abil[A_CONSTITUTION])(1);
|
|
}
|
|
}
|
|
|
|
/*
|
|
* saving throw matrix for character saving throws
|
|
* this table is indexed by char type and saving throw type
|
|
*/
|
|
|
|
static const char st_matrix[NUM_CHARTYPES][5] = {
|
|
/* Poison, Petrify, wand, Breath, Magic */
|
|
{ 13, 14, 15, 16, 17 },
|
|
{ 13, 14, 15, 16, 17 },
|
|
{ 13, 14, 15, 16, 17 },
|
|
{ 11, 12, 13, 14, 15 },
|
|
{ 11, 12, 13, 14, 15 },
|
|
{ 12, 13, 14, 15, 16 },
|
|
{ 12, 13, 14, 15, 16 },
|
|
{ 11, 12, 12, 14, 15 },
|
|
{ 12, 13, 14, 15, 16 },
|
|
{ 13, 14, 15, 16, 17 }
|
|
};
|
|
|
|
/*
|
|
* save:
|
|
* See if a creature saves against something
|
|
* which: which type of save
|
|
* who: who is saving
|
|
* adj: saving throw adjustment
|
|
*/
|
|
|
|
bool
|
|
save(int which, struct thing *who, int adj)
|
|
{
|
|
register int need, level, protect;
|
|
|
|
protect = 0;
|
|
level = who->t_stats.s_lvl;
|
|
need = st_matrix[who->t_ctype][which];
|
|
switch (who->t_ctype) {
|
|
case C_FIGHTER:
|
|
case C_RANGER:
|
|
case C_PALADIN:
|
|
need -= (2 * (level-1) / 5) - 1; /* for level 61; -= 25 */
|
|
when C_THIEF:
|
|
case C_ASSASSIN:
|
|
case C_MONK:
|
|
case C_MONSTER:
|
|
need -= (2 * (level-1) / 5) - 3; /* for level 61; -= 27 */
|
|
when C_MAGICIAN:
|
|
case C_CLERIC:
|
|
case C_DRUID:
|
|
need -= (2 * (level-1) / 5) - 5; /* for level 61; -= 29 */
|
|
}
|
|
/*
|
|
* add in pluses against poison for execeptional constitution
|
|
*/
|
|
if (which == VS_POISON && who->t_stats.s_const > 18)
|
|
need -= (who->t_stats.s_const - 17) / 2;
|
|
if (who == &player) {
|
|
/*
|
|
* does the player have a ring of protection on?
|
|
*/
|
|
protect += ring_value(R_PROTECT);
|
|
/*
|
|
* does the player have a cloak of protection on?
|
|
*/
|
|
if (cur_misc[WEAR_CLOAK])
|
|
protect += cur_misc[WEAR_CLOAK]->o_ac;
|
|
|
|
protect = min(protect, 10);/* limit protection to +10 */
|
|
need -= protect;
|
|
}
|
|
need -= adj;
|
|
/*
|
|
* always miss or save on a 1 (except for UNIQUEs
|
|
*/
|
|
if (who == &player || off(*who, ISUNIQUE))
|
|
need = max(need, 2);
|
|
need = min(20, need); /* always make our save on a 20 */
|
|
debug("need a %d to save", need);
|
|
return (roll(1, 20) >= need);
|
|
}
|
|
|
|
/*
|
|
* secret_door:
|
|
* Figure out what a secret door looks like.
|
|
*/
|
|
|
|
char
|
|
secretdoor(int y, int x)
|
|
{
|
|
register int i;
|
|
register struct room *rp;
|
|
register coord *cpp;
|
|
static coord cp;
|
|
|
|
cp.y = y;
|
|
cp.x = x;
|
|
cpp = &cp;
|
|
for (rp = rooms, i = 0; i < MAXROOMS; rp++, i++) {
|
|
if (inroom(rp, cpp)) {
|
|
if (y == rp->r_pos.y || y == rp->r_pos.y + rp->r_max.y - 1)
|
|
return(HORZWALL);
|
|
else
|
|
return(VERTWALL);
|
|
}
|
|
}
|
|
|
|
return('p');
|
|
}
|
|
|
|
/*
|
|
* this routine computes the players current strength
|
|
*/
|
|
|
|
int
|
|
str_compute(void)
|
|
{
|
|
if (cur_misc[WEAR_GAUNTLET] != NULL &&
|
|
cur_misc[WEAR_GAUNTLET]->o_which == MM_G_OGRE) {
|
|
if (cur_misc[WEAR_GAUNTLET]->o_flags & ISCURSED)
|
|
return (3);
|
|
else
|
|
return (21);
|
|
}
|
|
else
|
|
return (pstats.s_str);
|
|
}
|
|
|
|
/*
|
|
* copy string using unctrl for things
|
|
*/
|
|
|
|
void
|
|
strucpy(char *s1, char *s2, int len)
|
|
{
|
|
const char *sp;
|
|
while (len--)
|
|
{
|
|
strcpy(s1, (sp = unctrl(*s2)));
|
|
s1 += strlen(sp);
|
|
s2++;
|
|
}
|
|
*s1 = '\0';
|
|
}
|
|
|
|
/*
|
|
* tr_name:
|
|
* print the name of a trap
|
|
*/
|
|
|
|
char *
|
|
tr_name(char ch)
|
|
{
|
|
register char *s = NULL;
|
|
|
|
switch (ch)
|
|
{
|
|
case TRAPDOOR:
|
|
s = terse ? "A trapdoor." : "You found a trapdoor.";
|
|
when BEARTRAP:
|
|
s = terse ? "A beartrap." : "You found a beartrap.";
|
|
when SLEEPTRAP:
|
|
s = terse ? "A sleeping gas trap.":"You found a sleeping gas trap.";
|
|
when ARROWTRAP:
|
|
s = terse ? "An arrow trap." : "You found an arrow trap.";
|
|
when TELTRAP:
|
|
s = terse ? "A teleport trap." : "You found a teleport trap.";
|
|
when DARTTRAP:
|
|
s = terse ? "A dart trap." : "You found a poison dart trap.";
|
|
when POOL:
|
|
s = terse ? "A shimmering pool." : "You found a shimmering pool";
|
|
when MAZETRAP:
|
|
s = terse ? "A maze entrance." : "You found a maze entrance";
|
|
when WORMHOLE:
|
|
s = terse ? "A worm hole." : "You found a worm hole entrance";
|
|
}
|
|
return s;
|
|
}
|
|
|
|
/*
|
|
* for printfs: if string starts with a vowel, return "n" for an "an"
|
|
*/
|
|
|
|
char *
|
|
vowelstr(char *str)
|
|
{
|
|
switch (*str)
|
|
{
|
|
case 'a':
|
|
case 'e':
|
|
case 'i':
|
|
case 'o':
|
|
case 'u':
|
|
return "n";
|
|
default:
|
|
return "";
|
|
}
|
|
}
|
|
|
|
/*
|
|
* wake up a room full (hopefully) of creatures
|
|
*/
|
|
|
|
void
|
|
wake_room(struct room *rp)
|
|
{
|
|
register struct linked_list *item;
|
|
register struct thing *tp;
|
|
|
|
for (item=mlist; item!=NULL; item=next(item)) {
|
|
tp = THINGPTR(item);
|
|
if (off(*tp,ISRUN) && on(*tp,ISMEAN) && roomin(&tp->t_pos) == rp)
|
|
runto(tp, &hero);
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
* waste_time:
|
|
* Do nothing but let other things happen
|
|
*/
|
|
|
|
void
|
|
waste_time(void)
|
|
{
|
|
if (inwhgt) /* if from wghtchk then done */
|
|
return;
|
|
do_daemons(BEFORE);
|
|
do_fuses(BEFORE);
|
|
do_daemons(AFTER);
|
|
do_fuses(AFTER);
|
|
}
|
|
|