Neale Pickett
·
2011-10-13
edit.c
1/*
2 * All sorts of miscellaneous routines
3 *
4 * @(#)edit.c 4.66 (Berkeley) 08/06/83
5 */
6
7#include <curses.h>
8#include "netprot.h"
9#include <ctype.h>
10
11/*
12 * look:
13 * A quick glance all around the player
14 */
15# undef DEBUG
16
17void
18look(bool wakeup)
19{
20 int x, y;
21 int ch;
22 THING *tp;
23 PLACE *pp;
24 struct room *rp;
25 int ey, ex;
26 int passcount;
27 char pfl, *fp, pch;
28 int sy, sx, sumhero, diffhero;
29# ifdef DEBUG
30 static bool done = FALSE;
31
32 if (done)
33 return;
34 done = TRUE;
35# endif DEBUG
36 passcount = 0;
37 rp = Proom;
38 if (!ce(Oldpos, Hero))
39 {
40 erase_lamp(&Oldpos, Oldrp);
41 Oldpos = Hero;
42 Oldrp = rp;
43 }
44 ey = Hero.y + 1;
45 ex = Hero.x + 1;
46 sx = Hero.x - 1;
47 sy = Hero.y - 1;
48 if (Door_stop && !Firstmove && Running)
49 {
50 sumhero = Hero.y + Hero.x;
51 diffhero = Hero.y - Hero.x;
52 }
53 pp = INDEX(Hero.y, Hero.x);
54 pch = pp->p_ch;
55 pfl = pp->p_flags;
56
57 for (y = sy; y <= ey; y++)
58 if (y > 0 && y < NUMLINES - 1) for (x = sx; x <= ex; x++)
59 {
60 if (x < 0 || x >= NUMCOLS)
61 continue;
62 if (!on(Player, ISBLIND))
63 {
64 if (y == Hero.y && x == Hero.x)
65 continue;
66 }
67
68 pp = INDEX(y, x);
69 ch = pp->p_ch;
70 if (ch == ' ') /* nothing need be done with a ' ' */
71 continue;
72 fp = &pp->p_flags;
73 if (pch != DOOR && ch != DOOR)
74 if ((pfl & F_PASS) != (*fp & F_PASS))
75 continue;
76 if (((*fp & F_PASS) || ch == DOOR) &&
77 ((pfl & F_PASS) || pch == DOOR))
78 {
79 if (Hero.x != x && Hero.y != y &&
80 !step_ok(chat(y, Hero.x)) && !step_ok(chat(Hero.y, x)))
81 continue;
82 }
83
84 if ((tp = pp->p_monst) == NULL)
85 ch = trip_ch(y, x, ch);
86 else
87 if (on(Player, SEEMONST) && on(*tp, ISINVIS))
88 {
89 if (Door_stop && !Firstmove)
90 Running = FALSE;
91 continue;
92 }
93 else
94 {
95 if (wakeup)
96 wake_monster(y, x);
97 if (see_monst(tp))
98 if (on(Player, ISHALU))
99 ch = rnd(26) + 'A';
100 else
101 ch = tp->t_disguise;
102 }
103 if (on(Player, ISBLIND) && (y != Hero.y || x != Hero.x))
104 continue;
105
106 move(y, x);
107
108 if ((Proom->r_flags & ISDARK) && !See_floor && ch == FLOOR)
109 ch = ' ';
110
111 if (tp != NULL || ch != inch())
112 addch(ch);
113
114 if (Door_stop && !Firstmove && Running)
115 {
116 switch (Runch)
117 {
118 when 'h':
119 if (x == ex)
120 continue;
121 when 'j':
122 if (y == sy)
123 continue;
124 when 'k':
125 if (y == ey)
126 continue;
127 when 'l':
128 if (x == sx)
129 continue;
130 when 'y':
131 if ((y + x) - sumhero >= 1)
132 continue;
133 when 'u':
134 if ((y - x) - diffhero >= 1)
135 continue;
136 when 'n':
137 if ((y + x) - sumhero <= -1)
138 continue;
139 when 'b':
140 if ((y - x) - diffhero <= -1)
141 continue;
142 }
143 switch (ch)
144 {
145 case DOOR:
146 if (x == Hero.x || y == Hero.y)
147 Running = FALSE;
148 break;
149 case PASSAGE:
150 if (x == Hero.x || y == Hero.y)
151 passcount++;
152 break;
153 case FLOOR:
154 case '|':
155 case '-':
156 case ' ':
157 break;
158 default:
159 Running = FALSE;
160 break;
161 }
162 }
163 }
164 if (Door_stop && !Firstmove && passcount > 1)
165 Running = FALSE;
166 if (!Running || !Jump)
167 mvaddch(Hero.y, Hero.x, PLAYER);
168# ifdef DEBUG
169 done = FALSE;
170# endif DEBUG
171}
172
173/*
174 * trip_ch:
175 * Return the character appropriate for this space, taking into
176 * account whether or not the player is tripping.
177 */
178int
179trip_ch(int y, int x, char ch)
180{
181 if (on(Player, ISHALU) && After)
182 switch (ch)
183 {
184 case FLOOR:
185 case ' ':
186 case PASSAGE:
187 case '-':
188 case '|':
189 case DOOR:
190 case TRAP:
191 break;
192 default:
193 if (y != Stairs.y || x != Stairs.x || !Seenstairs)
194 ch = rnd_thing();
195 break;
196 }
197 return ch;
198}
199
200/*
201 * erase_lamp:
202 * Erase the area shown by a lamp in a dark room.
203 */
204void
205erase_lamp(coord *pos, struct room *rp)
206{
207 int y, x, ey, sy, ex;
208
209 if (!(See_floor && (rp->r_flags & (ISGONE|ISDARK)) == ISDARK
210 && !on(Player,ISBLIND)))
211 return;
212
213 ey = pos->y + 1;
214 ex = pos->x + 1;
215 sy = pos->y - 1;
216 for (x = pos->x - 1; x <= ex; x++)
217 for (y = sy; y <= ey; y++)
218 {
219 if (y == Hero.y && x == Hero.x)
220 continue;
221 move(y, x);
222 if (inch() == FLOOR)
223 addch(' ');
224 }
225}
226
227/*
228 * show_floor:
229 * Should we show the floor in her room at this time?
230 */
231bool
232show_floor(void)
233{
234 if ((Proom->r_flags & (ISGONE|ISDARK)) == ISDARK && !on(Player, ISBLIND))
235 return See_floor;
236 else
237 return TRUE;
238}
239
240/*
241 * find_obj:
242 * Find the unclaimed object at y, x
243 */
244THING *
245find_obj(int y, int x)
246{
247 THING *obj;
248
249 for (obj = Lvl_obj; obj != NULL; obj = next(obj))
250 {
251 if (obj->o_pos.y == y && obj->o_pos.x == x)
252 return obj;
253 }
254#ifdef MASTER
255 msg(sprintf(Prbuf, "Non-object %d,%d", y, x));
256 return NULL;
257#else
258 /* NOTREACHED */
259#endif
260}
261
262/*
263 * eat:
264 * She wants to eat something, so let her try
265 */
266void
267eat(void)
268{
269 THING *obj;
270
271 if ((obj = get_item("eat", FOOD)) == NULL)
272 return;
273 if (obj->o_type != FOOD)
274 {
275 if (!Terse)
276 msg("ugh, you would get ill if you ate that");
277 else
278 msg("that's Inedible!");
279 return;
280 }
281 if (Food_left < 0)
282 Food_left = 0;
283 if ((Food_left += HUNGERTIME - 200 + rnd(400)) > STOMACHSIZE)
284 Food_left = STOMACHSIZE;
285 Hungry_state = 0;
286 if (obj == Cur_weapon)
287 Cur_weapon = NULL;
288 leave_pack(obj, FALSE, FALSE);
289 if (obj->o_which == 1)
290 msg("my, that was a yummy %s", Fruit);
291 else
292 if (rnd(100) > 70)
293 {
294 Pstats.s_exp++;
295 msg("%s, this food tastes awful", choose_str("bummer", "yuk"));
296 check_level();
297 }
298 else
299 msg("%s, that tasted good", choose_str("oh, wow", "yum"));
300}
301
302/*
303 * check_level:
304 * Check to see if the guy has gone up a level.
305 */
306void
307check_level(void)
308{
309 int i, add, olevel;
310
311 for (i = 0; E_levels[i] != 0; i++)
312 if (E_levels[i] > Pstats.s_exp)
313 break;
314 i++;
315 olevel = Pstats.s_lvl;
316 Pstats.s_lvl = i;
317 if (i > olevel)
318 {
319 add = roll(i - olevel, 10);
320 Max_hp += add;
321 Pstats.s_hpt += add;
322 msg("welcome to level %d", i);
323 }
324}
325
326/*
327 * chg_str:
328 * Used to modify the playes strength. It keeps track of the
329 * highest it has been, just in case
330 */
331void
332chg_str(int amt)
333{
334 auto str_t comp;
335
336 if (amt == 0)
337 return;
338 add_str(&Pstats.s_str, amt);
339 comp = Pstats.s_str;
340 if (ISRING(LEFT, R_ADDSTR))
341 add_str(&comp, -Cur_ring[LEFT]->o_arm);
342 if (ISRING(RIGHT, R_ADDSTR))
343 add_str(&comp, -Cur_ring[RIGHT]->o_arm);
344 if (comp > Max_stats.s_str)
345 Max_stats.s_str = comp;
346}
347
348/*
349 * add_str:
350 * Perform the actual add, checking upper and lower bound limits
351 */
352add_str(str_t *sp, int amt)
353{
354 if ((*sp += amt) < 3)
355 *sp = 3;
356 else if (*sp > 31)
357 *sp = 31;
358}
359
360/*
361 * add_haste:
362 * Add a haste to the player
363 */
364bool
365add_haste(bool potion)
366{
367 if (on(Player, ISHASTE))
368 {
369 No_command += rnd(8);
370 Player.t_flags &= ~(ISRUN|ISHASTE);
371 extinguish(nohaste);
372 msg("you faint from exhaustion");
373 return FALSE;
374 }
375 else
376 {
377 Player.t_flags |= ISHASTE;
378 if (potion)
379 fuse(nohaste, 0, rnd(4)+4, AFTER);
380 return TRUE;
381 }
382}
383
384/*
385 * aggravate:
386 * Aggravate all the monsters on this level
387 */
388void
389aggravate(void)
390{
391 THING *mp;
392
393 for (mp = Mlist; mp != NULL; mp = next(mp))
394 runto(&mp->t_pos);
395}
396
397/*
398 * vowelstr:
399 * For printfs: if string starts with a vowel, return "n" for an
400 * "an".
401 */
402char *
403vowelstr(char *str)
404{
405 switch (*str)
406 {
407 case 'a': case 'A':
408 case 'e': case 'E':
409 case 'i': case 'I':
410 case 'o': case 'O':
411 case 'u': case 'U':
412 return "n";
413 default:
414 return "";
415 }
416}
417
418/*
419 * is_current:
420 * See if the object is one of the currently used items
421 */
422bool
423is_current(THING *obj)
424{
425 if (obj == NULL)
426 return FALSE;
427 if (obj == Cur_armor || obj == Cur_weapon || obj == Cur_ring[LEFT]
428 || obj == Cur_ring[RIGHT])
429 {
430 if (!Terse)
431 addmsg("That's already ");
432 msg("in use");
433 return TRUE;
434 }
435 return FALSE;
436}
437
438/*
439 * get_dir:
440 * Set up the direction co_ordinate for use in varios "prefix"
441 * commands
442 */
443bool
444get_dir(void)
445{
446 char *prompt;
447 bool gotit;
448 static coord last_delt;
449
450 if (Again && Last_dir != '\0')
451 {
452 Delta.y = last_delt.y;
453 Delta.x = last_delt.x;
454 Dir_ch = Last_dir;
455 }
456 else
457 {
458 if (!Terse)
459 msg(prompt = "which direction? ");
460 else
461 prompt = "direction: ";
462 do
463 {
464 gotit = TRUE;
465 switch (Dir_ch = readchar())
466 {
467 when 'h': case'H': Delta.y = 0; Delta.x = -1;
468 when 'j': case'J': Delta.y = 1; Delta.x = 0;
469 when 'k': case'K': Delta.y = -1; Delta.x = 0;
470 when 'l': case'L': Delta.y = 0; Delta.x = 1;
471 when 'y': case'Y': Delta.y = -1; Delta.x = -1;
472 when 'u': case'U': Delta.y = -1; Delta.x = 1;
473 when 'b': case'B': Delta.y = 1; Delta.x = -1;
474 when 'n': case'N': Delta.y = 1; Delta.x = 1;
475 when ESCAPE: Last_dir = '\0'; reset_last(); return FALSE;
476 otherwise:
477 Mpos = 0;
478 msg(prompt);
479 gotit = FALSE;
480 }
481 } until (gotit);
482 if (isupper(Dir_ch))
483 Dir_ch = tolower(Dir_ch);
484 Last_dir = Dir_ch;
485 last_delt.y = Delta.y;
486 last_delt.x = Delta.x;
487 }
488 if (on(Player, ISHUH) && rnd(5) == 0)
489 do
490 {
491 Delta.y = rnd(3) - 1;
492 Delta.x = rnd(3) - 1;
493 } while (Delta.y == 0 && Delta.x == 0);
494 Mpos = 0;
495 return TRUE;
496}
497
498/*
499 * sign:
500 * Return the sign of the number
501 */
502int
503sign(int nm)
504{
505 if (nm < 0)
506 return -1;
507 else
508 return (nm > 0);
509}
510
511/*
512 * spread:
513 * Give a spread around a given number (+/- 20%)
514 */
515int
516spread(int nm)
517{
518 return nm - nm / 20 + rnd(nm / 10);
519}
520
521/*
522 * call_it:
523 * Call an object something after use.
524 */
525void
526call_it(struct obj_info *info)
527{
528 if (info->oi_know)
529 {
530 if (info->oi_guess)
531 {
532 free(info->oi_guess);
533 info->oi_guess = NULL;
534 }
535 }
536 else if (!info->oi_guess)
537 {
538 msg(Terse ? "call it: " : "what do you want to call it? ");
539 if (get_str(Prbuf, stdscr) == NORM)
540 {
541 if (info->oi_guess != NULL)
542 free(info->oi_guess);
543 info->oi_guess = malloc((unsigned int) strlen(Prbuf) + 1);
544 strcpy(info->oi_guess, Prbuf);
545 }
546 }
547}
548
549/*
550 * rnd_thing:
551 * Pick a random thing appropriate for this level
552 */
553int
554rnd_thing(void)
555{
556 int i;
557 static char thing_list[] = {
558 POTION, SCROLL, RING, STICK, FOOD, WEAPON, ARMOR, STAIRS, GOLD, AMULET
559 };
560
561 if (Level >= AMULETLEVEL)
562 i = rnd(sizeof thing_list / sizeof (char));
563 else
564 i = rnd(sizeof thing_list / sizeof (char) - 1);
565 return thing_list[i];
566}
567
568/*
569 str str:
570 * Choose the first or second string depending on whether it the
571 * player is tripping
572 */
573char *
574choose_str(char *ts, char *ns)
575{
576 return (on(Player, ISHALU) ? ts : ns);
577}