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misc.c
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#include "curses.h"
#include "rogue.h"
#include "move.h"
#include "chase.h"
#include "misc.h"
#include <ctype.h>
#include "monsters.h"
#pragma code-name(push, "LC")
/*
* all sorts of miscellaneous routines
*
* @(#)misc.c 3.13 (Berkeley) 6/15/81
*/
/*
* tr_name:
* print the name of a trap
*/
char *tr_name(char ch)
{
register char *s;
switch (ch)
{
when TRAPDOOR:
s = terse ? "A trapdoor." : "You found a trapdoor.";
when BEARTRAP:
s = terse ? "A beartrap." : "You found a beartrap.";
when SLEEPTRAP:
s = terse ? "A sleeping gas trap.":"You found a sleeping gas trap.";
when ARROWTRAP:
s = terse ? "An arrow trap." : "You found an arrow trap.";
when TELTRAP:
s = terse ? "A teleport trap." : "You found a teleport trap.";
when DARTTRAP:
s = terse ? "A dart trap." : "You found a poison dart trap.";
}
return s;
}
/*
* Look:
* A quick glance all around the player
*/
void look(bool wakeup)
{
register int x, y;
register char ch;
register int oldx, oldy;
register bool inpass;
register int passcount = 0;
register struct room *rp;
register int ey, ex;
getyx(cw, oldy, oldx);
if (oldrp != NULL && (oldrp->r_flags & ISDARK) && off(player, ISBLIND))
{
for (x = oldpos.x - 1; x <= oldpos.x + 1; x++)
for (y = oldpos.y - 1; y <= oldpos.y + 1; y++)
if ((y != hero.y || x != hero.x) && show(y, x) == FLOOR)
mvwaddch(cw, y, x, ' ');
}
inpass = ((rp = roomin(&hero)) == NULL);
ey = hero.y + 1;
ex = hero.x + 1;
for (x = hero.x - 1; x <= ex; x++)
if (x >= 0 && x < COLS)
for (y = hero.y - 1; y <= ey; y++)
{
if (y <= 0 || y >= LINES - 1)
continue;
if (isupper(mvwinch(mw, y, x)))
{
// register struct linked_list *it;
register struct monster *tp;
if (wakeup)
tp = wake_monster(y, x);
// else
// tp = find_mons(y, x);
// tp = (struct monster *) ldata(it);
if ((tp->t_oldch = mvinch(y, x)) == TRAP)
tp->t_oldch = (trap_at(y,x)->tr_flags&ISFOUND) ? TRAP : FLOOR;
if (tp->t_oldch == FLOOR
&& (rp->r_flags & ISDARK)
&& off(player, ISBLIND))
tp->t_oldch = ' ';
}
/*
* Secret doors show as walls
*/
if ((ch = show(y, x)) == SECRETDOOR)
ch = secretdoor(y, x);
/*
* Don't show room walls if he is in a passage
*/
if (off(player, ISBLIND))
{
if (y == hero.y && x == hero.x || (inpass && (ch == '-' || ch == '|')))
continue;
}
else if (y != hero.y || x != hero.x)
continue;
wmove(cw, y, x);
waddch(cw, ch);
if (door_stop && !firstmove && running)
{
switch (runch)
{
when 'h':
if (x == ex)
continue;
when 'j':
if (y == hero.y - 1)
continue;
when 'k':
if (y == ey)
continue;
when 'l':
if (x == hero.x - 1)
continue;
when 'y':
if ((x + y) - (hero.x + hero.y) >= 1)
continue;
when 'u':
if ((y - x) - (hero.y - hero.x) >= 1)
continue;
when 'n':
if ((x + y) - (hero.x + hero.y) <= -1)
continue;
when 'b':
if ((y - x) - (hero.y - hero.x) <= -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;
mvwaddch(cw, hero.y, hero.x, PLAYER);
wmove(cw, oldy, oldx);
oldpos = hero;
oldrp = rp;
}
/*
* secret_door:
* Figure out what a secret door looks like.
*/
char secretdoor(unsigned char y, unsigned char x)
{
register int i;
register struct room *rp;
register coord *cpp;
static coord cp;
cp.y = y;
cp.x = x;
cpp = &cp;
for (rp = rooms, i = 0; i < MAXROOMS; rp++, i++)
if (inroom(rp, cpp))
if (y == rp->r_pos.y || y == rp->r_pos.y + rp->r_max.y - 1)
return('-');
else
return('|');
return('p');
}
/*
* find_obj:
* find the unclaimed object at y, x
*/
//
//struct linked_list *
//find_obj(y, x)
//register int y;
//int x;
//{
// register struct linked_list *obj;
// register struct object *op;
//
// for (obj = lvl_obj; obj != NULL; obj = next(obj))
// {
// op = (struct object *) ldata(obj);
// if (op->o_pos.y == y && op->o_pos.x == x)
// return obj;
// }
// debug(sprintf(prbuf, "Non-object %d,%d", y, x));
// return NULL;
//}
/*
* eat:
* She wants to eat something, so let her try
*/
//
//eat()
//{
// register struct linked_list *item;
// register struct object *obj;
//
// if ((item = get_item("eat", FOOD)) == NULL)
// return;
// obj = (struct object *) ldata(item);
// if (obj->o_type != FOOD)
// {
// if (!terse)
// msg("Ugh, you would get ill if you ate that.");
// else
// msg("That's Inedible!");
// return;
// }
// inpack--;
// if (--obj->o_count < 1)
// {
// detach(pack, item);
// discard(item);
// }
// if (obj->o_which == 1)
// msg("My, that was a yummy %s", fruit);
// else
// if (rnd(100) > 70)
// {
// msg("Yuk, this food tastes awful");
// pstats.s_exp++;
// check_level();
// }
// else
// msg("Yum, that tasted good");
// if ((food_left += HUNGERTIME + rnd(400) - 200) > STOMACHSIZE)
// food_left = STOMACHSIZE;
// hungry_state = 0;
// if (obj == cur_weapon)
// cur_weapon = NULL;
//}
/*
* Used to modify the playes strength
* it keeps track of the highest it has been, just in case
*/
//
//chg_str(amt)
//register int amt;
//{
// if (amt == 0)
// return;
// if (amt > 0)
// {
// while (amt--)
// {
// if (pstats.s_str.st_str < 18)
// pstats.s_str.st_str++;
// else if (pstats.s_str.st_add == 0)
// pstats.s_str.st_add = rnd(50) + 1;
// else if (pstats.s_str.st_add <= 50)
// pstats.s_str.st_add = 51 + rnd(24);
// else if (pstats.s_str.st_add <= 75)
// pstats.s_str.st_add = 76 + rnd(14);
// else if (pstats.s_str.st_add <= 90)
// pstats.s_str.st_add = 91;
// else if (pstats.s_str.st_add < 100)
// pstats.s_str.st_add++;
// }
// if (pstats.s_str.st_str > max_stats.s_str.st_str ||
// (pstats.s_str.st_str == 18 &&
// pstats.s_str.st_add > max_stats.s_str.st_add))
// max_stats.s_str = pstats.s_str;
// }
// else
// {
// while (amt++)
// {
// if (pstats.s_str.st_str < 18 || pstats.s_str.st_add == 0)
// pstats.s_str.st_str--;
// else if (pstats.s_str.st_add < 51)
// pstats.s_str.st_add = 0;
// else if (pstats.s_str.st_add < 76)
// pstats.s_str.st_add = 1 + rnd(50);
// else if (pstats.s_str.st_add < 91)
// pstats.s_str.st_add = 51 + rnd(25);
// else if (pstats.s_str.st_add < 100)
// pstats.s_str.st_add = 76 + rnd(14);
// else
// pstats.s_str.st_add = 91 + rnd(8);
// }
// if (pstats.s_str.st_str < 3)
// pstats.s_str.st_str = 3;
// }
//}
/*
* add_haste:
* add a haste to the player
*/
//
//add_haste(potion)
//bool potion;
//{
// if (on(player, ISHASTE))
// {
// msg("You faint from exhaustion.");
// no_command += rnd(8);
// extinguish(nohaste);
// }
// else
// {
// player.t_flags |= ISHASTE;
// if (potion)
// fuse(nohaste, 0, rnd(4)+4, AFTER);
// }
//}
/*
* aggravate:
* aggravate all the monsters on this level
*/
//
//aggravate()
//{
// register struct linked_list *mi;
//
// for (mi = mlist; mi != NULL; mi = next(mi))
// runto(&((struct monster *) ldata(mi))->t_pos, &hero);
//}
/*
* for printfs: if string starts with a vowel, return "n" for an "an"
*/
//char *
//vowelstr(str)
//register char *str;
//{
// switch (*str)
// {
// case 'a':
// case 'e':
// case 'i':
// case 'o':
// case 'u':
// return "n";
// default:
// return "";
// }
//}
/*
* see if the object is one of the currently used items
*/
//is_current(obj)
//register struct object *obj;
//{
// if (obj == NULL)
// return FALSE;
// if (obj == cur_armor || obj == cur_weapon || obj == cur_ring[LEFT]
// || obj == cur_ring[RIGHT])
// {
// msg(terse ? "In use." : "That's already in use.");
// return TRUE;
// }
// return FALSE;
//}
/*
* set up the direction co_ordinate for use in varios "prefix" commands
*/
//get_dir()
//{
// register char *prompt;
// register bool gotit;
//
// if (!terse)
// msg(prompt = "Which direction? ");
// else
// prompt = "Direction: ";
// do
// {
// gotit = TRUE;
// switch (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: return FALSE;
// otherwise:
// mpos = 0;
// msg(prompt);
// gotit = FALSE;
// }
// } until (gotit);
// if (on(player, ISHUH) && rnd(100) > 80)
// do
// {
// delta.y = rnd(3) - 1;
// delta.x = rnd(3) - 1;
// } while (delta.y == 0 && delta.x == 0);
// mpos = 0;
// return TRUE;
//}
#pragma code-name(pop)