mirror of
https://github.com/nealey/rogue
synced 2025-01-19 21:34:43 -07:00
578 lines
10 KiB
C
578 lines
10 KiB
C
|
/*
|
||
|
* All sorts of miscellaneous routines
|
||
|
*
|
||
|
* @(#)edit.c 4.66 (Berkeley) 08/06/83
|
||
|
*/
|
||
|
|
||
|
#include <curses.h>
|
||
|
#include "netprot.h"
|
||
|
#include <ctype.h>
|
||
|
|
||
|
/*
|
||
|
* look:
|
||
|
* A quick glance all around the player
|
||
|
*/
|
||
|
# undef DEBUG
|
||
|
|
||
|
void
|
||
|
look(bool wakeup)
|
||
|
{
|
||
|
int x, y;
|
||
|
int ch;
|
||
|
THING *tp;
|
||
|
PLACE *pp;
|
||
|
struct room *rp;
|
||
|
int ey, ex;
|
||
|
int passcount;
|
||
|
char pfl, *fp, pch;
|
||
|
int sy, sx, sumhero, diffhero;
|
||
|
# ifdef DEBUG
|
||
|
static bool done = FALSE;
|
||
|
|
||
|
if (done)
|
||
|
return;
|
||
|
done = TRUE;
|
||
|
# endif DEBUG
|
||
|
passcount = 0;
|
||
|
rp = Proom;
|
||
|
if (!ce(Oldpos, Hero))
|
||
|
{
|
||
|
erase_lamp(&Oldpos, Oldrp);
|
||
|
Oldpos = Hero;
|
||
|
Oldrp = rp;
|
||
|
}
|
||
|
ey = Hero.y + 1;
|
||
|
ex = Hero.x + 1;
|
||
|
sx = Hero.x - 1;
|
||
|
sy = Hero.y - 1;
|
||
|
if (Door_stop && !Firstmove && Running)
|
||
|
{
|
||
|
sumhero = Hero.y + Hero.x;
|
||
|
diffhero = Hero.y - Hero.x;
|
||
|
}
|
||
|
pp = INDEX(Hero.y, Hero.x);
|
||
|
pch = pp->p_ch;
|
||
|
pfl = pp->p_flags;
|
||
|
|
||
|
for (y = sy; y <= ey; y++)
|
||
|
if (y > 0 && y < NUMLINES - 1) for (x = sx; x <= ex; x++)
|
||
|
{
|
||
|
if (x < 0 || x >= NUMCOLS)
|
||
|
continue;
|
||
|
if (!on(Player, ISBLIND))
|
||
|
{
|
||
|
if (y == Hero.y && x == Hero.x)
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
pp = INDEX(y, x);
|
||
|
ch = pp->p_ch;
|
||
|
if (ch == ' ') /* nothing need be done with a ' ' */
|
||
|
continue;
|
||
|
fp = &pp->p_flags;
|
||
|
if (pch != DOOR && ch != DOOR)
|
||
|
if ((pfl & F_PASS) != (*fp & F_PASS))
|
||
|
continue;
|
||
|
if (((*fp & F_PASS) || ch == DOOR) &&
|
||
|
((pfl & F_PASS) || pch == DOOR))
|
||
|
{
|
||
|
if (Hero.x != x && Hero.y != y &&
|
||
|
!step_ok(chat(y, Hero.x)) && !step_ok(chat(Hero.y, x)))
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
if ((tp = pp->p_monst) == NULL)
|
||
|
ch = trip_ch(y, x, ch);
|
||
|
else
|
||
|
if (on(Player, SEEMONST) && on(*tp, ISINVIS))
|
||
|
{
|
||
|
if (Door_stop && !Firstmove)
|
||
|
Running = FALSE;
|
||
|
continue;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if (wakeup)
|
||
|
wake_monster(y, x);
|
||
|
if (see_monst(tp))
|
||
|
if (on(Player, ISHALU))
|
||
|
ch = rnd(26) + 'A';
|
||
|
else
|
||
|
ch = tp->t_disguise;
|
||
|
}
|
||
|
if (on(Player, ISBLIND) && (y != Hero.y || x != Hero.x))
|
||
|
continue;
|
||
|
|
||
|
move(y, x);
|
||
|
|
||
|
if ((Proom->r_flags & ISDARK) && !See_floor && ch == FLOOR)
|
||
|
ch = ' ';
|
||
|
|
||
|
if (tp != NULL || ch != inch())
|
||
|
addch(ch);
|
||
|
|
||
|
if (Door_stop && !Firstmove && Running)
|
||
|
{
|
||
|
switch (Runch)
|
||
|
{
|
||
|
when 'h':
|
||
|
if (x == ex)
|
||
|
continue;
|
||
|
when 'j':
|
||
|
if (y == sy)
|
||
|
continue;
|
||
|
when 'k':
|
||
|
if (y == ey)
|
||
|
continue;
|
||
|
when 'l':
|
||
|
if (x == sx)
|
||
|
continue;
|
||
|
when 'y':
|
||
|
if ((y + x) - sumhero >= 1)
|
||
|
continue;
|
||
|
when 'u':
|
||
|
if ((y - x) - diffhero >= 1)
|
||
|
continue;
|
||
|
when 'n':
|
||
|
if ((y + x) - sumhero <= -1)
|
||
|
continue;
|
||
|
when 'b':
|
||
|
if ((y - x) - diffhero <= -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:
|
||
|
case '|':
|
||
|
case '-':
|
||
|
case ' ':
|
||
|
break;
|
||
|
default:
|
||
|
Running = FALSE;
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
if (Door_stop && !Firstmove && passcount > 1)
|
||
|
Running = FALSE;
|
||
|
if (!Running || !Jump)
|
||
|
mvaddch(Hero.y, Hero.x, PLAYER);
|
||
|
# ifdef DEBUG
|
||
|
done = FALSE;
|
||
|
# endif DEBUG
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
* trip_ch:
|
||
|
* Return the character appropriate for this space, taking into
|
||
|
* account whether or not the player is tripping.
|
||
|
*/
|
||
|
int
|
||
|
trip_ch(int y, int x, char ch)
|
||
|
{
|
||
|
if (on(Player, ISHALU) && After)
|
||
|
switch (ch)
|
||
|
{
|
||
|
case FLOOR:
|
||
|
case ' ':
|
||
|
case PASSAGE:
|
||
|
case '-':
|
||
|
case '|':
|
||
|
case DOOR:
|
||
|
case TRAP:
|
||
|
break;
|
||
|
default:
|
||
|
if (y != Stairs.y || x != Stairs.x || !Seenstairs)
|
||
|
ch = rnd_thing();
|
||
|
break;
|
||
|
}
|
||
|
return ch;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
* erase_lamp:
|
||
|
* Erase the area shown by a lamp in a dark room.
|
||
|
*/
|
||
|
void
|
||
|
erase_lamp(coord *pos, struct room *rp)
|
||
|
{
|
||
|
int y, x, ey, sy, ex;
|
||
|
|
||
|
if (!(See_floor && (rp->r_flags & (ISGONE|ISDARK)) == ISDARK
|
||
|
&& !on(Player,ISBLIND)))
|
||
|
return;
|
||
|
|
||
|
ey = pos->y + 1;
|
||
|
ex = pos->x + 1;
|
||
|
sy = pos->y - 1;
|
||
|
for (x = pos->x - 1; x <= ex; x++)
|
||
|
for (y = sy; y <= ey; y++)
|
||
|
{
|
||
|
if (y == Hero.y && x == Hero.x)
|
||
|
continue;
|
||
|
move(y, x);
|
||
|
if (inch() == FLOOR)
|
||
|
addch(' ');
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
* show_floor:
|
||
|
* Should we show the floor in her room at this time?
|
||
|
*/
|
||
|
bool
|
||
|
show_floor(void)
|
||
|
{
|
||
|
if ((Proom->r_flags & (ISGONE|ISDARK)) == ISDARK && !on(Player, ISBLIND))
|
||
|
return See_floor;
|
||
|
else
|
||
|
return TRUE;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
* find_obj:
|
||
|
* Find the unclaimed object at y, x
|
||
|
*/
|
||
|
THING *
|
||
|
find_obj(int y, int x)
|
||
|
{
|
||
|
THING *obj;
|
||
|
|
||
|
for (obj = Lvl_obj; obj != NULL; obj = next(obj))
|
||
|
{
|
||
|
if (obj->o_pos.y == y && obj->o_pos.x == x)
|
||
|
return obj;
|
||
|
}
|
||
|
#ifdef MASTER
|
||
|
msg(sprintf(Prbuf, "Non-object %d,%d", y, x));
|
||
|
return NULL;
|
||
|
#else
|
||
|
/* NOTREACHED */
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
* eat:
|
||
|
* She wants to eat something, so let her try
|
||
|
*/
|
||
|
void
|
||
|
eat(void)
|
||
|
{
|
||
|
THING *obj;
|
||
|
|
||
|
if ((obj = get_item("eat", FOOD)) == NULL)
|
||
|
return;
|
||
|
if (obj->o_type != FOOD)
|
||
|
{
|
||
|
if (!Terse)
|
||
|
msg("ugh, you would get ill if you ate that");
|
||
|
else
|
||
|
msg("that's Inedible!");
|
||
|
return;
|
||
|
}
|
||
|
if (Food_left < 0)
|
||
|
Food_left = 0;
|
||
|
if ((Food_left += HUNGERTIME - 200 + rnd(400)) > STOMACHSIZE)
|
||
|
Food_left = STOMACHSIZE;
|
||
|
Hungry_state = 0;
|
||
|
if (obj == Cur_weapon)
|
||
|
Cur_weapon = NULL;
|
||
|
leave_pack(obj, FALSE, FALSE);
|
||
|
if (obj->o_which == 1)
|
||
|
msg("my, that was a yummy %s", Fruit);
|
||
|
else
|
||
|
if (rnd(100) > 70)
|
||
|
{
|
||
|
Pstats.s_exp++;
|
||
|
msg("%s, this food tastes awful", choose_str("bummer", "yuk"));
|
||
|
check_level();
|
||
|
}
|
||
|
else
|
||
|
msg("%s, that tasted good", choose_str("oh, wow", "yum"));
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
* check_level:
|
||
|
* Check to see if the guy has gone up a level.
|
||
|
*/
|
||
|
void
|
||
|
check_level(void)
|
||
|
{
|
||
|
int i, add, olevel;
|
||
|
|
||
|
for (i = 0; E_levels[i] != 0; i++)
|
||
|
if (E_levels[i] > Pstats.s_exp)
|
||
|
break;
|
||
|
i++;
|
||
|
olevel = Pstats.s_lvl;
|
||
|
Pstats.s_lvl = i;
|
||
|
if (i > olevel)
|
||
|
{
|
||
|
add = roll(i - olevel, 10);
|
||
|
Max_hp += add;
|
||
|
Pstats.s_hpt += add;
|
||
|
msg("welcome to level %d", i);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
* chg_str:
|
||
|
* Used to modify the playes strength. It keeps track of the
|
||
|
* highest it has been, just in case
|
||
|
*/
|
||
|
void
|
||
|
chg_str(int amt)
|
||
|
{
|
||
|
auto str_t comp;
|
||
|
|
||
|
if (amt == 0)
|
||
|
return;
|
||
|
add_str(&Pstats.s_str, amt);
|
||
|
comp = Pstats.s_str;
|
||
|
if (ISRING(LEFT, R_ADDSTR))
|
||
|
add_str(&comp, -Cur_ring[LEFT]->o_arm);
|
||
|
if (ISRING(RIGHT, R_ADDSTR))
|
||
|
add_str(&comp, -Cur_ring[RIGHT]->o_arm);
|
||
|
if (comp > Max_stats.s_str)
|
||
|
Max_stats.s_str = comp;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
* add_str:
|
||
|
* Perform the actual add, checking upper and lower bound limits
|
||
|
*/
|
||
|
add_str(str_t *sp, int amt)
|
||
|
{
|
||
|
if ((*sp += amt) < 3)
|
||
|
*sp = 3;
|
||
|
else if (*sp > 31)
|
||
|
*sp = 31;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
* add_haste:
|
||
|
* Add a haste to the player
|
||
|
*/
|
||
|
bool
|
||
|
add_haste(bool potion)
|
||
|
{
|
||
|
if (on(Player, ISHASTE))
|
||
|
{
|
||
|
No_command += rnd(8);
|
||
|
Player.t_flags &= ~(ISRUN|ISHASTE);
|
||
|
extinguish(nohaste);
|
||
|
msg("you faint from exhaustion");
|
||
|
return FALSE;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
Player.t_flags |= ISHASTE;
|
||
|
if (potion)
|
||
|
fuse(nohaste, 0, rnd(4)+4, AFTER);
|
||
|
return TRUE;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
* aggravate:
|
||
|
* Aggravate all the monsters on this level
|
||
|
*/
|
||
|
void
|
||
|
aggravate(void)
|
||
|
{
|
||
|
THING *mp;
|
||
|
|
||
|
for (mp = Mlist; mp != NULL; mp = next(mp))
|
||
|
runto(&mp->t_pos);
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
* vowelstr:
|
||
|
* For printfs: if string starts with a vowel, return "n" for an
|
||
|
* "an".
|
||
|
*/
|
||
|
char *
|
||
|
vowelstr(char *str)
|
||
|
{
|
||
|
switch (*str)
|
||
|
{
|
||
|
case 'a': case 'A':
|
||
|
case 'e': case 'E':
|
||
|
case 'i': case 'I':
|
||
|
case 'o': case 'O':
|
||
|
case 'u': case 'U':
|
||
|
return "n";
|
||
|
default:
|
||
|
return "";
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
* is_current:
|
||
|
* See if the object is one of the currently used items
|
||
|
*/
|
||
|
bool
|
||
|
is_current(THING *obj)
|
||
|
{
|
||
|
if (obj == NULL)
|
||
|
return FALSE;
|
||
|
if (obj == Cur_armor || obj == Cur_weapon || obj == Cur_ring[LEFT]
|
||
|
|| obj == Cur_ring[RIGHT])
|
||
|
{
|
||
|
if (!Terse)
|
||
|
addmsg("That's already ");
|
||
|
msg("in use");
|
||
|
return TRUE;
|
||
|
}
|
||
|
return FALSE;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
* get_dir:
|
||
|
* Set up the direction co_ordinate for use in varios "prefix"
|
||
|
* commands
|
||
|
*/
|
||
|
bool
|
||
|
get_dir(void)
|
||
|
{
|
||
|
char *prompt;
|
||
|
bool gotit;
|
||
|
static coord last_delt;
|
||
|
|
||
|
if (Again && Last_dir != '\0')
|
||
|
{
|
||
|
Delta.y = last_delt.y;
|
||
|
Delta.x = last_delt.x;
|
||
|
Dir_ch = Last_dir;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if (!Terse)
|
||
|
msg(prompt = "which direction? ");
|
||
|
else
|
||
|
prompt = "direction: ";
|
||
|
do
|
||
|
{
|
||
|
gotit = TRUE;
|
||
|
switch (Dir_ch = readchar())
|
||
|
{
|
||
|
when 'h': case'H': Delta.y = 0; Delta.x = -1;
|
||
|
when 'j': case'J': Delta.y = 1; Delta.x = 0;
|
||
|
when 'k': case'K': Delta.y = -1; Delta.x = 0;
|
||
|
when 'l': case'L': Delta.y = 0; Delta.x = 1;
|
||
|
when 'y': case'Y': Delta.y = -1; Delta.x = -1;
|
||
|
when 'u': case'U': Delta.y = -1; Delta.x = 1;
|
||
|
when 'b': case'B': Delta.y = 1; Delta.x = -1;
|
||
|
when 'n': case'N': Delta.y = 1; Delta.x = 1;
|
||
|
when ESCAPE: Last_dir = '\0'; reset_last(); return FALSE;
|
||
|
otherwise:
|
||
|
Mpos = 0;
|
||
|
msg(prompt);
|
||
|
gotit = FALSE;
|
||
|
}
|
||
|
} until (gotit);
|
||
|
if (isupper(Dir_ch))
|
||
|
Dir_ch = tolower(Dir_ch);
|
||
|
Last_dir = Dir_ch;
|
||
|
last_delt.y = Delta.y;
|
||
|
last_delt.x = Delta.x;
|
||
|
}
|
||
|
if (on(Player, ISHUH) && rnd(5) == 0)
|
||
|
do
|
||
|
{
|
||
|
Delta.y = rnd(3) - 1;
|
||
|
Delta.x = rnd(3) - 1;
|
||
|
} while (Delta.y == 0 && Delta.x == 0);
|
||
|
Mpos = 0;
|
||
|
return TRUE;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
* sign:
|
||
|
* Return the sign of the number
|
||
|
*/
|
||
|
int
|
||
|
sign(int nm)
|
||
|
{
|
||
|
if (nm < 0)
|
||
|
return -1;
|
||
|
else
|
||
|
return (nm > 0);
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
* spread:
|
||
|
* Give a spread around a given number (+/- 20%)
|
||
|
*/
|
||
|
int
|
||
|
spread(int nm)
|
||
|
{
|
||
|
return nm - nm / 20 + rnd(nm / 10);
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
* call_it:
|
||
|
* Call an object something after use.
|
||
|
*/
|
||
|
void
|
||
|
call_it(struct obj_info *info)
|
||
|
{
|
||
|
if (info->oi_know)
|
||
|
{
|
||
|
if (info->oi_guess)
|
||
|
{
|
||
|
free(info->oi_guess);
|
||
|
info->oi_guess = NULL;
|
||
|
}
|
||
|
}
|
||
|
else if (!info->oi_guess)
|
||
|
{
|
||
|
msg(Terse ? "call it: " : "what do you want to call it? ");
|
||
|
if (get_str(Prbuf, stdscr) == NORM)
|
||
|
{
|
||
|
if (info->oi_guess != NULL)
|
||
|
free(info->oi_guess);
|
||
|
info->oi_guess = malloc((unsigned int) strlen(Prbuf) + 1);
|
||
|
strcpy(info->oi_guess, Prbuf);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
* rnd_thing:
|
||
|
* Pick a random thing appropriate for this level
|
||
|
*/
|
||
|
int
|
||
|
rnd_thing(void)
|
||
|
{
|
||
|
int i;
|
||
|
static char thing_list[] = {
|
||
|
POTION, SCROLL, RING, STICK, FOOD, WEAPON, ARMOR, STAIRS, GOLD, AMULET
|
||
|
};
|
||
|
|
||
|
if (Level >= AMULETLEVEL)
|
||
|
i = rnd(sizeof thing_list / sizeof (char));
|
||
|
else
|
||
|
i = rnd(sizeof thing_list / sizeof (char) - 1);
|
||
|
return thing_list[i];
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
str str:
|
||
|
* Choose the first or second string depending on whether it the
|
||
|
* player is tripping
|
||
|
*/
|
||
|
char *
|
||
|
choose_str(char *ts, char *ns)
|
||
|
{
|
||
|
return (on(Player, ISHALU) ? ts : ns);
|
||
|
}
|