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- /* copyright (c) 1987,1988 by Laurence Raphael Brothers */
- /* outils.c */
-
- /* Random utility functions called from all over */
-
- #include "oglob.h"
-
- /* x and y on level? */
- int inbounds(x,y)
- int x,y;
- {
- return((x>=0)&&(y>=0)&&(x<WIDTH)&&(y<LENGTH));
- }
-
- /* RANDFUNCTION is defined in odefs.h */
- int random_range(k)
- int k;
- {
- return( k==0 ? 0 : (int) RANDFUNCTION % k ) ;
- }
-
-
- /* modify absolute y coord relative to which part of level we are on */
- int screenmod(y)
- int y;
- {
- return(y-ScreenOffset);
- }
-
-
- int offscreen(y)
- int y;
- {
- return((y<0)||
- (y<ScreenOffset) ||
- (y>ScreenOffset+ScreenLength-1) ||
- (y>LENGTH));
- }
-
-
- /* always hit on a natural 0; never hit on a natural 19 */
- int hitp(hit,ac)
- int hit,ac;
- {
- int roll = random_range(20);
- if (roll == 0) return(TRUE);
- else if (roll == 19) return(FALSE);
- else return((roll < (hit - ac)) ? TRUE : FALSE );
- }
-
-
-
- /* this function doesnt seem to exist by itself... */
- int sign(n)
- int n;
- {
- if (n == 0) return(0);
- else return((n < 0) ? -1 : 1);
- }
-
-
- /* why load the math library.... */
- int max(a,b)
- int a,b;
- {
- return((a>b) ? a : b);
- }
-
- /* why load the math library.... */
- int min(a,b)
- int a,b;
- {
- return((a<b) ? a : b);
- }
-
-
- /* number of moves from x1,y1 to x2,y2 */
- int distance(x1,y1,x2,y2)
- int x1,y1,x2,y2;
- {
- return(max(abs(x2-x1),abs(y2-y1)));
- }
-
-
- /* can you shoot, or move monsters through a spot? */
- int unblocked(x,y)
- int x,y;
- {
- if ((! inbounds(x,y)) ||
- (Level->site[x][y].creature != NULL) ||
- (Level->site[x][y].locchar == WALL) ||
- (Level->site[x][y].locchar == PORTCULLIS) ||
- (Level->site[x][y].locchar == STATUE) ||
- (Level->site[x][y].locchar == HEDGE) ||
- (Level->site[x][y].locchar == CLOSED_DOOR) ||
- loc_statusp(x,y,SECRET) ||
- ((x==Player.x) && (y==Player.y)))
- return(FALSE);
- else
- return(TRUE);
- }
-
-
- /* do monsters want to move through a spot */
- int m_unblocked(m,x,y)
- struct monster *m;
- int x,y;
- {
- if ((! inbounds(x,y)) || ((x==Player.x) && (y==Player.y)))
- return(FALSE);
- else if ((Level->site[x][y].creature != NULL) ||
- (Level->site[x][y].locchar == SPACE)) return(FALSE);
- else if (m_statusp(m,ONLYSWIM))
- return(Level->site[x][y].locchar == WATER);
- else if ((Level->site[x][y].locchar == FLOOR) ||
- (Level->site[x][y].locchar == OPEN_DOOR))
- return(TRUE);
- else if ((Level->site[x][y].locchar == PORTCULLIS) ||
- (Level->site[x][y].locchar == WALL) ||
- (Level->site[x][y].locchar == STATUE) ||
- loc_statusp(x,y,SECRET))
- return(m_statusp(m,INTANGIBLE));
- else if (Level->site[x][y].locchar==WATER)
- return(m_statusp(m,SWIMMING) ||
- m_statusp(m,ONLYSWIM) ||
- m_statusp(m,FLYING));
- else if (Level->site[x][y].locchar == CLOSED_DOOR) {
- if (m->movef==M_MOVE_SMART) {
- mprint("You hear a door creak open.");
- Level->site[x][y].locchar = OPEN_DOOR;
- return(TRUE);
- }
- else if (random_range(m->dmg) > random_range(100)) {
- mprint("You hear a door shattering.");
- Level->site[x][y].locchar = RUBBLE;
- return(TRUE);
- }
- else return(m_statusp(m,INTANGIBLE));
- }
- else if (Level->site[x][y].locchar == LAVA)
- return((m_immunityp(m,FLAME) &&
- m_statusp(m,SWIMMING)) ||
- m_statusp(m,FLYING));
- else if (Level->site[x][y].locchar == FIRE)
- return(m_immunityp(m,FLAME));
- else if ((Level->site[x][y].locchar == TRAP) ||
- (Level->site[x][y].locchar == HEDGE) ||
- (Level->site[x][y].locchar == ABYSS))
- return((m->movef == M_MOVE_CONFUSED) ||
- m_statusp(m,FLYING));
- else return(TRUE);
- }
-
-
-
- /* can you see through a spot? */
- int view_unblocked(x,y)
- int x,y;
- {
- if (! inbounds(x,y)) return(FALSE);
- else if ((Level->site[x][y].locchar == WALL) ||
- (Level->site[x][y].locchar == STATUE) ||
- (Level->site[x][y].locchar == HEDGE) ||
- (Level->site[x][y].locchar == FIRE) ||
- (Level->site[x][y].locchar == CLOSED_DOOR) ||
- loc_statusp(x,y,SECRET))
- return(FALSE);
- else
- return(TRUE);
- }
-
-
- /* 8 moves in Dirs */
- void initdirs()
- {
- Dirs[0][0] = 1;
- Dirs[0][1] = 1;
- Dirs[0][2] = -1;
- Dirs[0][3] = -1;
- Dirs[0][4] = 1;
- Dirs[0][5] = -1;
- Dirs[0][6] = 0;
- Dirs[0][7] = 0;
- Dirs[0][8] = 0;
- Dirs[1][0] = 1;
- Dirs[1][1] = -1;
- Dirs[1][2] = 1;
- Dirs[1][3] = -1;
- Dirs[1][4] = 0;
- Dirs[1][5] = 0;
- Dirs[1][6] = 1;
- Dirs[1][7] = -1;
- Dirs[1][8] = 0;
- }
-
-
-
-
-
- /* do_los moves pyx along a lineofsight from x1 to x2 */
- /* x1 and x2 are pointers because as a side effect they are changed */
- /* to the final location of the pyx */
- void do_los(pyx,x1,y1,x2,y2)
- char pyx;
- int *x1,*y1,x2,y2;
- {
- int ox,oy,sx,sy,v;
-
- do {
- ox = *x1;
- oy = *y1;
- sx=sign(x2-*x1);
- sy=sign(y2-*y1);
- if (abs(x2-*x1) > abs(y2-*y1))
- *x1 += sx;
- else if (abs(x2-*x1) < abs(y2-*y1))
- *y1 += sy;
- else {
- *x1 += sx;
- *y1 += sy;
- }
- Level->site[*x1][*y1].showchar = pyx;
- /* delay enough to make pyx visible */
- for(v=1;v<10;v++) plotchar(pyx,*x1,*y1);
- plotspot(ox,oy,FALSE);
- } while(unblocked(*x1,*y1) && ((*x1 != x2) || (*y1 != y2)));
-
- plotspot(*x1,*y1,FALSE);
- levelrefresh();
- }
-
-
- /* This is the same as do_los, except we stop before hitting nonliving
- obstructions */
- void do_object_los(pyx,x1,y1,x2,y2)
- char pyx;
- int *x1,*y1,x2,y2;
- {
- int ox,oy,sx,sy,v;
-
- do {
- ox = *x1;
- oy = *y1;
- sx=sign(x2-*x1);
- sy=sign(y2-*y1);
- if (abs(x2-*x1) > abs(y2-*y1))
- *x1 += sx;
- else if (abs(x2-*x1) < abs(y2-*y1))
- *y1 += sy;
- else {
- *x1 += sx;
- *y1 += sy;
- }
- if (unblocked(*x1,*y1)) {
- for(v=1;v<10;v++) plotchar(pyx,*x1,*y1);
- Level->site[*x1][*y1].showchar = pyx;
- }
- plotspot(ox,oy,TRUE);
- } while(unblocked(*x1,*y1) && ((*x1 != x2) || (*y1 != y2)));
-
- if ((! unblocked(*x1,*y1)) && (Level->site[*x1][*y1].creature == NULL)) {
- *x1 = ox;
- *y1 = oy;
- }
- plotspot(*x1,*y1,TRUE);
- levelrefresh();
- }
-
-
-
-
- /* los_p checks to see whether there is an unblocked los from x1,y1 to x2,y2 */
- int los_p(x1,y1,x2,y2)
- int x1,y1,x2,y2;
- {
- int sx,sy;
- do {
- sx=sign(x2-x1);
- sy=sign(y2-y1);
- if (abs(x2-x1) > abs(y2-y1))
- x1 += sx;
- else if (abs(x2-x1) < abs(y2-y1))
- y1 += sy;
- else {
- x1 += sx;
- y1 += sy;
- }
- } while (unblocked(x1,y1) && ((x1 != x2) || (y1 != y2)));
- return((x1==x2) && (y1==y2));
- }
-
-
- /* view_los_p sees through monsters */
- int view_los_p(x1,y1,x2,y2)
- int x1,y1,x2,y2;
- {
- int sx,sy;
- do {
- sx=sign(x2-x1);
- sy=sign(y2-y1);
- if (abs(x2-x1) > abs(y2-y1))
- x1 += sx;
- else if (abs(x2-x1) < abs(y2-y1))
- y1 += sy;
- else {
- x1 += sx;
- y1 += sy;
- }
- } while (view_unblocked(x1,y1) && ((x1 != x2) || (y1 != y2)));
- return((x1==x2) && (y1==y2));
- }
-
-
-
- int gamestatusp(flag)
- long flag;
- {
- return(GameStatus&flag);
- }
-
- void setgamestatus(flag)
- long flag;
- {
- GameStatus |= flag;
- }
-
- void resetgamestatus(flag)
- long flag;
- {
- GameStatus &= ~flag;
- }
-
-
- /* returns the command direction from the index into Dirs */
- char inversedir(dirindex)
- int dirindex;
- {
- switch (dirindex) {
- case 0:return('n');break;
- case 1:return('u');break;
- case 2:return('b');break;
- case 3:return('y');break;
- case 4:return('l');break;
- case 5:return('h');break;
- case 6:return('j');break;
- case 7:return('k');break;
- }
- }
-
-
- int calc_points()
- {
- int i,points=0;
-
- if (gamestatusp(SPOKE_TO_DRUID)) points += 50;
- if (gamestatusp(COMPLETED_CAVES)) points += 100;
- if (gamestatusp(COMPLETED_SEWERS)) points += 200;
- if (gamestatusp(COMPLETED_CASTLE)) points += 300;
- if (gamestatusp(COMPLETED_ASTRAL)) points += 400;
- if (gamestatusp(COMPLETED_VOLCANO)) points += 500;
- if (gamestatusp(KILLED_DRAGONLORD)) points += 100;
- if (gamestatusp(KILLED_EATER)) points += 100;
- if (gamestatusp(KILLED_LAWBRINGER)) points += 100;
-
- points += Player.xp/50;
-
- points += Player.cash/500;
-
- for (i=0;i<MAXITEMS;i++)
- if (Player.possessions[i] != NULL)
- points += Player.possessions[i]->level*(Player.possessions[i]->known+1);
-
- for (i=0;i<MAXPACK;i++)
- if (Player.pack[i] != NULL)
- points += Player.pack[i]->level*(Player.pack[i]->known+1);
-
- for (i=0;i<NUMRANKS;i++) {
- if (Player.rank[i] == 5) points += 500;
- else points += 20*Player.rank[i];
- }
-
- if (Player.hp < 1)
- points = (points / 2);
-
- else if (Player.rank[ADEPT])
- points *= 10;
-
- return(points);
- }
-
-
- /* returns the 24 hour clock hour */
- int hour()
- {
- return(((Time+720) / 60) % 24);
- }
-
- /* returns 0, 10, 20, 30, 40, or 50 */
- int showminute()
- {
- return(((Time % 60)/10)*10);
- }
-
- /* returns the 12 hour clock hour */
- int showhour()
- {
- int showtime;
- if ((hour() == 0) || (hour() == 12)) showtime = 12;
- else showtime = (hour() % 12);
- return(showtime);
- }
-
- /* nighttime is defined from 9 PM to 6AM */
- int nighttime()
- {
- return((hour() > 20) || (hour() < 7));
- }
-
- char *getarticle(str)
- char *str;
- {
- if ((str[0]=='a') || (str[0]=='A') ||
- (str[0]=='e') || (str[0]=='E') ||
- (str[0]=='i') || (str[0]=='I') ||
- (str[0]=='o') || (str[0]=='O') ||
- (str[0]=='u') || (str[0]=='U') ||
- (((str[0]=='h') || (str[0]=='H')) &&
- ((str[1]=='i') || (str[1]=='e'))))
- return("an ");
- else return("a ");
- }
-
- int day()
- {
- return ((Date % 30) + 1);
- }
-
- char *ordinal(number)
- int number;
- {
- if ((number == 11) || (number == 12) || (number == 13)) return("th");
- else switch(number % 10) {
- case 1:return("st");break;
- case 2:return("nd");break;
- case 3:return("rd");break;
- default: return("th");break;
- }
- }
-
- char *month()
- {
- switch((Date % 360) / 30) {
- case 0: return("Freeze"); break;
- case 1: return("Ice"); break;
- case 2: return("Mud"); break;
- case 3: return("Storm"); break;
- case 4: return("Breeze"); break;
- case 5: return("Light"); break;
- case 6: return("Flame"); break;
- case 7: return("Broil"); break;
- case 8: return("Cool"); break;
- case 9: return("Haunt"); break;
- case 10: return("Chill"); break;
- case 11: return("Dark"); break;
- case 12: return("Twixt"); break;
- }
- }
-
-
- /* finds floor space on level with buildaux not equal to baux,
- sets x,y there. There must *be* floor space somewhere on level.... */
-
- void findspace(x,y,baux)
- int *x,*y;
- {
- int i,j,k,l,done=FALSE;
- i = k = random_range(WIDTH);
- j = l = random_range(LENGTH);
- do {
- i++;
- if (i >= WIDTH) {
- i = 0;
- j++;
- if (j > LENGTH)
- j = 0;
- done = ((i == k) && (j == l));
- }
- done = done ||
- ((Level->site[i][j].locchar == FLOOR) &&
- (Level->site[i][j].creature == NULL) &&
- (Level->site[i][j].buildaux != baux));
- } while (! done);
- *x = i;
- *y = j;
- }
-
- /* is prefix a prefix of s? */
- int strprefix(prefix,s)
- char *prefix,*s;
- {
- int i=0,matched=TRUE;
- if (strlen(prefix) > strlen(s)) return(FALSE);
- else {
- while (matched && (i<strlen(prefix))) {
- matched = (prefix[i] == s[i]);
- i++;
- }
- return(matched);
- }
- }
-
- int confirmation()
- {
- switch(random_range(4)) {
- case 0: mprint("Are you sure? [yn] "); break;
- case 1: mprint("Certain about that? [yn] "); break;
- case 2: mprint("Do you really mean it? [yn] "); break;
- case 3: mprint("Confirm that, would you? [yn] "); break;
- }
- return(ynq()=='y');
- }
-
-
- /* is character c a member of string s */
- int strmem(c,s)
- char c;
- char *s;
- {
- int i,found=FALSE;
- for(i=0;((i<strlen(s)) && (! found));i++)
- found = (s[i] == c);
- return(found);
- }
-
-
- /* returns true if its ok to get rid of a level */
- int ok_to_free(level)
- plv level;
- {
- if (level == NULL) return(FALSE);
- else return((level->environment != E_CITY) &&
- (level->environment != E_VILLAGE) &&
- (level->environment != Current_Dungeon));
- }
-
-
- void calc_weight()
- {
- int i,weight=0;
-
- for(i=1;i<MAXITEMS;i++)
- if (Player.possessions[i] != NULL)
- weight += Player.possessions[i]->weight *
- Player.possessions[i]->number;
-
- if ((Player.possessions[O_WEAPON_HAND] != NULL) &&
- (Player.possessions[O_READY_HAND] == Player.possessions[O_WEAPON_HAND]))
- weight -= Player.possessions[O_READY_HAND]->weight *
- Player.possessions[O_READY_HAND]->number;
-
- for(i=1;i<MAXPACK;i++)
- if (Player.pack[i] != NULL)
- weight += Player.pack[i]->weight *
- Player.pack[i]->number;
-
- Player.itemweight = weight;
-
- dataprint();
- }
-
- /* alloc just enough string space for str, strcpy, and return pointer */
- char *salloc(str)
- char *str;
- {
- char *s=calloc((unsigned)(strlen(str)+1),sizeof(char));
- strcpy(s,str);
- return(s);
- }
-