431 lines
8.6 KiB
C
431 lines
8.6 KiB
C
/*
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* all sorts of miscellaneous routines
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*
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* @(#)misc.c 3.13 (Berkeley) 6/15/81
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*
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* Rogue: Exploring the Dungeons of Doom
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* Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman
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* All rights reserved.
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*
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* See the file LICENSE.TXT for full copyright and licensing information.
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*/
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#include "curses.h"
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#include "rogue.h"
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#include <ctype.h>
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/*
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* 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(int ch)
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{
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char *s = "";
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switch (ch)
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{
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case TRAPDOOR:
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s = terse ? "A trapdoor." : "You found a trapdoor.";
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when BEARTRAP:
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s = terse ? "A beartrap." : "You found a beartrap.";
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when SLEEPTRAP:
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s = terse ? "A sleeping gas trap.":"You found a sleeping gas trap.";
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when ARROWTRAP:
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s = terse ? "An arrow trap." : "You found an arrow trap.";
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when TELTRAP:
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s = terse ? "A teleport trap." : "You found a teleport trap.";
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when DARTTRAP:
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s = terse ? "A dart trap." : "You found a poison dart trap.";
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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(int wakeup)
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{
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int x, y;
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int ch;
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int oldx, oldy;
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int inpass;
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int passcount = 0;
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struct room *rp;
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int ey, ex;
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getyx(cw, oldy, oldx);
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if (oldrp != NULL && (oldrp->r_flags & ISDARK) && off(player, ISBLIND))
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{
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for (x = oldpos.x - 1; x <= oldpos.x + 1; x++)
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for (y = oldpos.y - 1; y <= oldpos.y + 1; y++)
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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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inpass = ((rp = roomin(&hero)) == NULL);
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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++)
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if (x >= 0 && x < COLS) for (y = hero.y - 1; y <= ey; y++)
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{
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if (y <= 0 || y >= LINES - 1)
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continue;
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if (isupper(mvwinch(mw, y, x)))
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{
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struct linked_list *it;
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struct thing *tp;
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if (wakeup)
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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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tp = (struct thing *) ldata(it);
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if ((tp->t_oldch = mvinch(y, x)) == TRAP)
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tp->t_oldch =
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(trap_at(y,x)->tr_flags&ISFOUND) ? TRAP : FLOOR;
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if (tp->t_oldch == FLOOR && (rp != NULL) && (rp->r_flags & ISDARK)
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&& off(player, ISBLIND))
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tp->t_oldch = ' ';
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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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ch = secretdoor(y, x);
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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 (off(player, ISBLIND))
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{
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if (y == hero.y && x == hero.x
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|| (inpass && (ch == '-' || ch == '|')))
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continue;
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}
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else if (y != hero.y || x != hero.x)
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continue;
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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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{
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switch (runch)
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{
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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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{
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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++;
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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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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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oldpos = hero;
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oldrp = rp;
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}
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/*
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* secret_door:
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* Figure out what a secret door looks like.
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*/
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int
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secretdoor(int y, int x)
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{
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int i;
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struct room *rp;
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coord *cpp;
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static coord cp;
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cp.y = y;
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cp.x = x;
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cpp = &cp;
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for (rp = rooms, i = 0; i < MAXROOMS; rp++, i++)
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if (inroom(rp, cpp))
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if (y == rp->r_pos.y || y == rp->r_pos.y + rp->r_max.y - 1)
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return('-');
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else
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return('|');
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return('p');
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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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struct linked_list *obj;
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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 = (struct object *) ldata(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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sprintf(prbuf, "Non-object %d,%d", y, x);
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debug(prbuf);
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return NULL;
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}
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/*
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* eat:
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* She wants to eat something, so let her try
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*/
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void
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eat()
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{
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struct linked_list *item;
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struct object *obj;
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if ((item = get_item("eat", FOOD)) == NULL)
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return;
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obj = (struct object *) ldata(item);
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if (obj->o_type != FOOD)
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{
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if (!terse)
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msg("Ugh, you would get ill if you ate that.");
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else
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msg("That's Inedible!");
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return;
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}
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inpack--;
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if (obj->o_which == 1)
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msg("My, that was a yummy %s", fruit);
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else
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if (rnd(100) > 70)
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{
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msg("Yuk, this food tastes awful");
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pstats.s_exp++;
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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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if ((food_left += HUNGERTIME + rnd(400) - 200) > STOMACHSIZE)
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food_left = STOMACHSIZE;
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hungry_state = 0;
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if (obj == cur_weapon)
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cur_weapon = NULL;
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if (--obj->o_count < 1)
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{
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detach(pack, item);
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discard(item);
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}
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}
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/*
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* Used to modify the playes strength
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* it keeps track of the highest it has been, just in case
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*/
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void
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chg_str(int amt)
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{
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if (amt == 0)
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return;
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if (amt > 0)
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{
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while (amt--)
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{
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if (pstats.s_str.st_str < 18)
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pstats.s_str.st_str++;
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else if (pstats.s_str.st_add == 0)
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pstats.s_str.st_add = rnd(50) + 1;
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else if (pstats.s_str.st_add <= 50)
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pstats.s_str.st_add = 51 + rnd(24);
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else if (pstats.s_str.st_add <= 75)
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pstats.s_str.st_add = 76 + rnd(14);
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else if (pstats.s_str.st_add <= 90)
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pstats.s_str.st_add = 91;
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else if (pstats.s_str.st_add < 100)
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pstats.s_str.st_add++;
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}
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if (pstats.s_str.st_str > max_stats.s_str.st_str ||
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(pstats.s_str.st_str == 18 &&
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pstats.s_str.st_add > max_stats.s_str.st_add))
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max_stats.s_str = pstats.s_str;
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}
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else
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{
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while (amt++)
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{
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if (pstats.s_str.st_str < 18 || pstats.s_str.st_add == 0)
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pstats.s_str.st_str--;
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else if (pstats.s_str.st_add < 51)
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pstats.s_str.st_add = 0;
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else if (pstats.s_str.st_add < 76)
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pstats.s_str.st_add = 1 + rnd(50);
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else if (pstats.s_str.st_add < 91)
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pstats.s_str.st_add = 51 + rnd(25);
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else if (pstats.s_str.st_add < 100)
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pstats.s_str.st_add = 76 + rnd(14);
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else
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pstats.s_str.st_add = 91 + rnd(8);
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}
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if (pstats.s_str.st_str < 3)
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pstats.s_str.st_str = 3;
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}
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}
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/*
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* add_haste:
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* add a haste to the player
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*/
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void
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add_haste(int potion)
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{
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if (on(player, ISHASTE))
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{
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msg("You faint from exhaustion.");
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no_command += rnd(8);
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extinguish(nohaste);
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}
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else
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{
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player.t_flags |= ISHASTE;
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if (potion)
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fuse(nohaste, 0, rnd(4)+4, AFTER);
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}
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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()
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{
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struct linked_list *mi;
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for (mi = mlist; mi != NULL; mi = next(mi))
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runto(&((struct thing *) ldata(mi))->t_pos, &hero);
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}
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/*
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* for printfs: 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 (*str)
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{
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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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* see if the object is one of the currently used items
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*/
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int
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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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{
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msg(terse ? "In use." : "That's 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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* set up the direction co_ordinate for use in varios "prefix" commands
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*/
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int
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get_dir()
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{
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char *prompt;
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int gotit;
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if (!terse)
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msg(prompt = "Which direction? ");
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else
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prompt = "Direction: ";
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do
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{
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gotit = TRUE;
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switch (readchar(cw))
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{
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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 (on(player, ISHUH) && rnd(100) > 80)
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do
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{
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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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mpos = 0;
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return TRUE;
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}
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