474 lines
8.9 KiB
C
474 lines
8.9 KiB
C
/*
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* All sorts of miscellaneous routines
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*
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* @(#)misc.c 4.30 (Berkeley) 4/6/82
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*
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* Rogue: Exploring the Dungeons of Doom
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* Copyright (C) 1980, 1981, 1982 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 <stdlib.h>
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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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* 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(type)
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char type;
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{
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switch (type)
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{
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case T_DOOR:
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return terse ? "a trapdoor" : "you found a trapdoor";
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case T_BEAR:
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return terse ? "a beartrap" : "you found a beartrap";
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case T_SLEEP:
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return terse ? "a sleeping gas trap":"you found a sleeping gas trap";
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case T_ARROW:
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return terse ? "an arrow trap" : "you found an arrow trap";
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case T_TELEP:
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return terse ? "a teleport trap" : "you found a teleport trap";
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case T_DART:
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return terse ? "a dart trap" : "you found a poison dart trap";
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}
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msg("wierd trap: %d", type);
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return NULL;
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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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look(wakeup)
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bool wakeup;
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{
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register int x, y;
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register unsigned char ch;
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register int index;
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register THING *tp;
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register struct room *rp;
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register int ey, ex;
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register int passcount = 0;
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register char pfl, *fp, pch;
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register int sy, sx, sumhero = 0, diffhero = 0;
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register int oldx, oldy;
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getyx(stdscr, oldy, oldx);
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rp = proom;
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if (!ce(oldpos, hero))
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{
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if ((oldrp->r_flags & (ISGONE|ISDARK)) == ISDARK && !on(player,ISBLIND))
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{
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ey = oldpos.y + 1;
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ex = oldpos.x + 1;
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sy = oldpos.y - 1;
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for (x = oldpos.x - 1; x <= ex; x++)
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for (y = sy; y <= ey; y++)
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{
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if (y == hero.y && x == hero.x)
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continue;
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move(y, x);
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if (inch() == FLOOR)
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addch(' ');
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}
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}
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oldpos = hero;
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oldrp = rp;
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}
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ey = hero.y + 1;
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ex = hero.x + 1;
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sx = hero.x - 1;
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sy = hero.y - 1;
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if (door_stop && !firstmove && running)
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{
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sumhero = hero.y + hero.x;
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diffhero = hero.y - hero.x;
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}
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index = INDEX(hero.y, hero.x);
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pfl = _flags[index];
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pch = _level[index];
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for (y = sy; y <= ey; y++)
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if (y > 0 && y < LINES - 1) for (x = sx; x <= ex; x++)
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{
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if (x <= 0 || x >= COLS)
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continue;
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if (!on(player, ISBLIND))
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{
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if (y == hero.y && x == hero.x)
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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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index = INDEX(y, x);
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/*
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* THIS REPLICATES THE moat() MACRO. IF MOAT IS CHANGED,
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* THIS MUST BE CHANGED ALSO
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*/
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fp = &_flags[index];
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ch = _level[index];
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if (pch != DOOR && ch != DOOR)
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if ((pfl & F_PASS) != (*fp & F_PASS))
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continue;
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else if ((*fp & F_PASS) && (*fp & F_PNUM) != (pfl & F_PNUM))
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continue;
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if ((tp = _monst[index]) != NULL)
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if (on(player, SEEMONST) && on(*tp, ISINVIS))
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{
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if (door_stop && !firstmove)
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running = FALSE;
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continue;
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}
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else
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{
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if (wakeup)
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wake_monster(y, x);
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if (tp->t_oldch != ' ' ||
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(!(rp->r_flags & ISDARK) && !on(player, ISBLIND)))
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tp->t_oldch = _level[index];
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if (see_monst(tp))
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ch = tp->t_disguise;
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}
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move(y, x);
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if (ch != inch())
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addch(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 == sy)
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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 == sx)
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continue;
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when 'y':
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if ((y + x) - sumhero >= 1)
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continue;
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when 'u':
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if ((y - x) - diffhero >= 1)
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continue;
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when 'n':
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if ((y + x) - sumhero <= -1)
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continue;
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when 'b':
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if ((y - x) - diffhero <= -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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move(hero.y, hero.x);
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addch(PLAYER);
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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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THING *
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find_obj(y, x)
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register int y, x;
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{
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register THING *op;
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for (op = lvl_obj; op != NULL; op = next(op))
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{
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if (op->o_pos.y == y && op->o_pos.x == x)
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return op;
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}
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#ifdef WIZARD
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sprintf(prbuf, "Non-object %d,%d", y, x);
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debug(prbuf);
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#endif
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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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eat()
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{
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register THING *obj;
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if ((obj = get_item("eat", FOOD)) == NULL)
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return;
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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 (food_left < 0)
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food_left = 0;
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if ((food_left += HUNGERTIME - 200 + rnd(400)) > 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_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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pstats.s_exp++;
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msg("yuk, this food tastes awful");
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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 (--obj->o_count < 1)
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{
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detach(pack, obj);
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discard(obj);
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}
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}
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/*
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* chg_str:
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* Used to modify the playes strength. It keeps track of the
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* highest it has been, just in case
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*/
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chg_str(amt)
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register int amt;
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{
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str_t comp;
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if (amt == 0)
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return;
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add_str(&pstats.s_str, amt);
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comp = pstats.s_str;
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if (ISRING(LEFT, R_ADDSTR))
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add_str(&comp, -cur_ring[LEFT]->o_ac);
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if (ISRING(RIGHT, R_ADDSTR))
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add_str(&comp, -cur_ring[RIGHT]->o_ac);
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if (comp > max_stats.s_str)
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max_stats.s_str = comp;
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}
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/*
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* add_str:
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* Perform the actual add, checking upper and lower bound limits
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*/
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add_str(sp, amt)
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register str_t *sp;
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int amt;
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{
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if ((*sp += amt) < 3)
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*sp = 3;
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else if (*sp > 31)
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*sp = 31;
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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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add_haste(potion)
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bool potion;
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{
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if (on(player, ISHASTE))
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{
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no_command += rnd(8);
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player.t_flags &= ~ISRUN;
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extinguish(nohaste);
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player.t_flags &= ~ISHASTE;
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msg("you faint from exhaustion");
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return FALSE;
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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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return TRUE;
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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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aggravate()
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{
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register THING *mi;
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for (mi = mlist; mi != NULL; mi = next(mi))
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runto(&mi->t_pos, &hero);
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}
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/*
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* vowelstr:
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* For printfs: if string starts with a vowel, return "n" for an
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* "an".
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*/
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char *
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vowelstr(str)
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register char *str;
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{
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switch (*str)
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{
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case 'a': case 'A':
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case 'e': case 'E':
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case 'i': case 'I':
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case 'o': case 'O':
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case 'u': 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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is_current(obj)
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register THING *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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if (!terse)
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addmsg("That's already ");
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msg("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 co_ordinate for use in varios "prefix"
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* commands
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*/
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get_dir()
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{
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register char *prompt;
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register bool 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())
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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(5) == 0)
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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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/*
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* sign:
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* Return the sign of the number
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*/
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sign(nm)
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register int nm;
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{
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if (nm < 0)
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return -1;
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else
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return (nm > 0);
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}
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/*
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* spread:
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* Give a spread around a given number (+/- 10%)
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*/
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spread(nm)
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register int nm;
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{
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return nm - nm / 10 + rnd(nm / 5);
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}
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/*
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* call_it:
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* Call an object something after use.
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*/
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call_it(know, guess)
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register bool know;
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register char **guess;
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{
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if (know && *guess)
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{
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free(*guess);
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*guess = NULL;
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}
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else if (!know && askme && *guess == NULL)
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{
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msg(terse ? "call it: " : "what do you want to call it? ");
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if (get_str(prbuf, stdscr) == NORM)
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{
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*guess = malloc((unsigned int) strlen(prbuf) + 1);
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strcpy(*guess, prbuf);
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}
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}
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}
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