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620 lines
12 KiB
620 lines
12 KiB
// Copyright (c) 2016-2021 The Hush developers
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// Distributed under the GPLv3 software license, see the accompanying
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// file COPYING or https://www.gnu.org/licenses/gpl-3.0.en.html
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/*
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* All sorts of miscellaneous routines
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*
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* @(#)misc.c 4.66 (Berkeley) 08/06/83
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*
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* Rogue: Exploring the Dungeons of Doom
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* Copyright (C) 1980-1983, 1985, 1999 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 <string.h>
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//#include <ctype.h>
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#include "rogue.h"
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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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#undef DEBUG
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void
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look(struct rogue_state *rs,bool wakeup)
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{
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int x, y;
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int ch;
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THING *tp;
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PLACE *pp;
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struct room *rp;
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int ey, ex;
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int passcount;
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char pfl, *fp, pch;
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int sy, sx, sumhero = 0, diffhero = 0;
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# ifdef DEBUG
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static bool done = FALSE;
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if (done)
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return;
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done = TRUE;
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# endif /* DEBUG */
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passcount = 0;
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rp = proom;
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if (!ce(oldpos, hero))
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{
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erase_lamp(&oldpos, oldrp);
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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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pp = INDEX(hero.y, hero.x);
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pch = pp->p_ch;
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pfl = pp->p_flags;
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for (y = sy; y <= ey; y++)
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if (y > 0 && y < NUMLINES - 1) for (x = sx; x <= ex; x++)
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{
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if (x < 0 || x >= NUMCOLS)
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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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pp = INDEX(y, x);
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ch = pp->p_ch;
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if (ch == ' ') /* nothing need be done with a ' ' */
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continue;
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fp = &pp->p_flags;
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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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if (((*fp & F_PASS) || ch == DOOR) &&
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((pfl & F_PASS) || pch == DOOR))
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{
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if (hero.x != x && hero.y != y &&
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!step_ok(chat(y, hero.x)) && !step_ok(chat(hero.y, x)))
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continue;
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}
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if ((tp = pp->p_monst) == NULL)
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ch = trip_ch(y, x, ch);
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else
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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(rs,y, x);
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if (see_monst(tp))
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{
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if (on(player, ISHALU))
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ch = rnd(26) + 'A';
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else
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ch = tp->t_disguise;
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}
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}
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if (on(player, ISBLIND) && (y != hero.y || x != hero.x))
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continue;
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move(y, x);
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if ((proom->r_flags & ISDARK) && !see_floor && ch == FLOOR)
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ch = ' ';
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if (tp != NULL || ch != CCHAR( 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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if (!running || !jump)
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mvaddch(hero.y, hero.x, PLAYER);
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# ifdef DEBUG
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done = FALSE;
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# endif /* DEBUG */
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}
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/*
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* trip_ch:
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* Return the character appropriate for this space, taking into
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* account whether or not the player is tripping.
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*/
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int
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trip_ch(int y, int x, int ch)
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{
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if (on(player, ISHALU) && after)
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switch (ch)
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{
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case FLOOR:
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case ' ':
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case PASSAGE:
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case '-':
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case '|':
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case DOOR:
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case TRAP:
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break;
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default:
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if (y != stairs.y || x != stairs.x || !seenstairs)
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ch = rnd_thing();
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break;
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}
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return ch;
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}
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/*
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* erase_lamp:
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* Erase the area shown by a lamp in a dark room.
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*/
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void
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erase_lamp(coord *pos, struct room *rp)
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{
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int y, x, ey, sy, ex;
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if (!(see_floor && (rp->r_flags & (ISGONE|ISDARK)) == ISDARK
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&& !on(player,ISBLIND)))
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return;
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ey = pos->y + 1;
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ex = pos->x + 1;
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sy = pos->y - 1;
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for (x = pos->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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/*
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* show_floor:
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* Should we show the floor in her room at this time?
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*/
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bool
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show_floor()
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{
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if ((proom->r_flags & (ISGONE|ISDARK)) == ISDARK && !on(player, ISBLIND))
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return see_floor;
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else
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return TRUE;
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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(struct rogue_state *rs,int y, int x)
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{
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THING *obj;
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for (obj = lvl_obj; obj != NULL; obj = next(obj))
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{
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if (obj->o_pos.y == y && obj->o_pos.x == x)
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return obj;
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}
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#ifdef MASTER
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sprintf(prbuf, "Non-object %d,%d", y, x);
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msg(rs,prbuf);
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return NULL;
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#else
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/* NOTREACHED */
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return NULL;
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#endif
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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(struct rogue_state *rs)
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{
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THING *obj;
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if ((obj = get_item(rs,"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(rs,"ugh, you would get ill if you ate that");
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else
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msg(rs,"that's Inedible!");
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return;
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}
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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(rs,"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(rs,"%s, this food tastes awful", choose_str("bummer", "yuk"));
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check_level(rs);
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}
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else
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msg(rs,"%s, that tasted good", choose_str("oh, wow", "yum"));
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leave_pack(rs,obj, FALSE, FALSE);
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}
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/*
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* check_level:
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* Check to see if the guy has gone up a level.
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*/
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void
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check_level(struct rogue_state *rs)
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{
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int i, add, olevel;
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for (i = 0; e_levels[i] != 0; i++)
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if (e_levels[i] > pstats.s_exp)
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break;
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i++;
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olevel = pstats.s_lvl;
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pstats.s_lvl = i;
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if (i > olevel)
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{
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add = roll(i - olevel, 10);
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max_hp += add;
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pstats.s_hpt += add;
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msg(rs,"welcome to level %d", i);
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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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void
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chg_str(int amt)
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{
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//auto jl777: strange compiler error
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uint32_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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pstats.s_str += amt;
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if ( pstats.s_str < 3 )
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pstats.s_str = 3;
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else if ( pstats.s_str > 31 )
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pstats.s_str = 31;
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comp = pstats.s_str;
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if (ISRING(LEFT, R_ADDSTR))
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{
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// add_str(&comp, -cur_ring[LEFT]->o_arm);
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comp += -cur_ring[LEFT]->o_arm;
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if ( comp < 3 )
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comp = 3;
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else if ( comp > 31 )
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comp = 31;
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}
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if (ISRING(RIGHT, R_ADDSTR))
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{
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//add_str(&comp, -cur_ring[RIGHT]->o_arm);
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comp += -cur_ring[RIGHT]->o_arm;
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if ( comp < 3 )
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comp = 3;
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else if ( comp > 31 )
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comp = 31;
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}
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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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void
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add_str(str_t *sp, 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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bool
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add_haste(struct rogue_state *rs,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|ISHASTE);
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extinguish(nohaste);
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msg(rs,"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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void
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aggravate(struct rogue_state *rs)
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{
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THING *mp;
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for (mp = mlist; mp != NULL; mp = next(mp))
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runto(rs,&mp->t_pos);
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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(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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bool
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is_current(struct rogue_state *rs,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(rs,"That's already ");
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msg(rs,"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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bool
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get_dir(struct rogue_state *rs)
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{
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char *prompt;
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bool gotit;
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static coord last_delt= {0,0};
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if (again && last_dir != '\0')
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{
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delta.y = last_delt.y;
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delta.x = last_delt.x;
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dir_ch = last_dir;
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}
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else
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{
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if (!terse)
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msg(rs,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 (dir_ch = readchar(rs))
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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: last_dir = '\0'; reset_last(); return FALSE;
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otherwise:
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mpos = 0;
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msg(rs,prompt);
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gotit = FALSE;
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}
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} until (gotit);
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if (isupper(dir_ch))
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dir_ch = (char) tolower(dir_ch);
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last_dir = dir_ch;
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last_delt.y = delta.y;
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last_delt.x = delta.x;
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}
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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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int
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sign(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 (+/- 20%)
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*/
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int
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spread(int nm)
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{
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return nm - nm / 20 + rnd(nm / 10);
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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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void
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call_it(struct rogue_state *rs,struct obj_info *info)
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{
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if (info->oi_know)
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{
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if (info->oi_guess)
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{
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free(info->oi_guess);
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info->oi_guess = NULL;
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}
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}
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else if (!info->oi_guess)
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{
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msg(rs,terse ? (char *)"call it: " : (char *)"what do you want to call it? ");
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if (get_str(rs,prbuf, stdscr) == NORM)
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{
|
|
if (info->oi_guess != NULL)
|
|
free(info->oi_guess);
|
|
info->oi_guess = (char *)malloc((unsigned int) strlen(prbuf) + 1);
|
|
strcpy(info->oi_guess, prbuf);
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
* rnd_thing:
|
|
* Pick a random thing appropriate for this level
|
|
*/
|
|
char
|
|
rnd_thing()
|
|
{
|
|
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);
|
|
}
|
|
|