rogue/edit.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);
}