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/* SCCS Id: @(#)allmain.c 3.4 2003/04/02 */
/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
/* NetHack may be freely redistributed. See license for details. */
/* various code that was replicated in *main.c */
#include "hack.h"
#ifdef POSITIONBAR
STATIC_DCL void NDECL(do_positionbar);
#endif
#ifdef OVL0
void
moveloop()
{
#if defined(MICRO) || defined(WIN32)
char ch;
int abort_lev;
#endif
int moveamt = 0, wtcap = 0, change = 0;
boolean didmove = FALSE, monscanmove = FALSE;
flags.moonphase = phase_of_the_moon();
if(flags.moonphase == FULL_MOON) {
You("are lucky! Full moon tonight.");
change_luck(1);
} else if(flags.moonphase == NEW_MOON) {
pline("Be careful! New moon tonight.");
}
flags.friday13 = friday_13th();
if (flags.friday13) {
pline("Watch out! Bad things can happen on Friday the 13th.");
change_luck(-1);
}
initrack();
/* Note: these initializers don't do anything except guarantee that
we're linked properly.
*/
decl_init();
monst_init();
monstr_init(); /* monster strengths */
objects_init();
#ifdef WIZARD
if (wizard) add_debug_extended_commands();
#endif
(void) encumber_msg(); /* in case they auto-picked up something */
u.uz0.dlevel = u.uz.dlevel;
youmonst.movement = NORMAL_SPEED; /* give the hero some movement points */
for(;;) {
get_nh_event();
#ifdef POSITIONBAR
do_positionbar();
#endif
didmove = flags.move;
if(didmove) {
/* actual time passed */
youmonst.movement -= NORMAL_SPEED;
do { /* hero can't move this turn loop */
wtcap = encumber_msg();
flags.mon_moving = TRUE;
do {
monscanmove = movemon();
if (youmonst.movement > NORMAL_SPEED)
break; /* it's now your turn */
} while (monscanmove);
flags.mon_moving = FALSE;
if (!monscanmove && youmonst.movement < NORMAL_SPEED) {
/* both you and the monsters are out of steam this round */
/* set up for a new turn */
struct monst *mtmp;
mcalcdistress(); /* adjust monsters' trap, blind, etc */
/* reallocate movement rations to monsters */
for (mtmp = fmon; mtmp; mtmp = mtmp->nmon)
mtmp->movement += mcalcmove(mtmp);
if(!rn2(u.uevent.udemigod ? 25 :
(depth(&u.uz) > depth(&stronghold_level)) ? 50 : 70))
(void) makemon((struct permonst *)0, 0, 0, NO_MM_FLAGS);
/* calculate how much time passed. */
#ifdef STEED
if (u.usteed && u.umoved) {
/* your speed doesn't augment steed's speed */
moveamt = mcalcmove(u.usteed);
} else
#endif
{
moveamt = youmonst.data->mmove;
if (Very_fast) { /* speed boots or potion */
/* average movement is 1.67 times normal */
moveamt += NORMAL_SPEED / 2;
if (rn2(3) == 0) moveamt += NORMAL_SPEED / 2;
} else if (Fast) {
/* average movement is 1.33 times normal */
if (rn2(3) != 0) moveamt += NORMAL_SPEED / 2;
}
}
switch (wtcap) {
case UNENCUMBERED: break;
case SLT_ENCUMBER: moveamt -= (moveamt / 4); break;
case MOD_ENCUMBER: moveamt -= (moveamt / 2); break;
case HVY_ENCUMBER: moveamt -= ((moveamt * 3) / 4); break;
case EXT_ENCUMBER: moveamt -= ((moveamt * 7) / 8); break;
default: break;
}
youmonst.movement += moveamt;
if (youmonst.movement < 0) youmonst.movement = 0;
settrack();
monstermoves++;
moves++;
/********************************/
/* once-per-turn things go here */
/********************************/
if (flags.bypasses) clear_bypasses();
if(Glib) glibr();
nh_timeout();
run_regions();
if (u.ublesscnt) u.ublesscnt--;
if(flags.time && !flags.run)
flags.botl = 1;
/* One possible result of prayer is healing. Whether or
* not you get healed depends on your current hit points.
* If you are allowed to regenerate during the prayer, the
* end-of-prayer calculation messes up on this.
* Another possible result is rehumanization, which requires
* that encumbrance and movement rate be recalculated.
*/
if (u.uinvulnerable) {
/* for the moment at least, you're in tiptop shape */
wtcap = UNENCUMBERED;
} else if (Upolyd && youmonst.data->mlet == S_EEL && !is_pool(u.ux,u.uy) && !Is_waterlevel(&u.uz)) {
if (u.mh > 1) {
u.mh--;
flags.botl = 1;
} else if (u.mh < 1)
rehumanize();
} else if (Upolyd && u.mh < u.mhmax) {
if (u.mh < 1)
rehumanize();
else if (Regeneration ||
(wtcap < MOD_ENCUMBER && !(moves%20))) {
flags.botl = 1;
u.mh++;
}
} else if (u.uhp < u.uhpmax &&
(wtcap < MOD_ENCUMBER || !u.umoved || Regeneration)) {
if (u.ulevel > 9 && !(moves % 3)) {
int heal, Con = (int) ACURR(A_CON);
if (Con <= 12) {
heal = 1;
} else {
heal = rnd(Con);
if (heal > u.ulevel-9) heal = u.ulevel-9;
}
flags.botl = 1;
u.uhp += heal;
if(u.uhp > u.uhpmax)
u.uhp = u.uhpmax;
} else if (Regeneration ||
(u.ulevel <= 9 &&
!(moves % ((MAXULEV+12) / (u.ulevel+2) + 1)))) {
flags.botl = 1;
u.uhp++;
}
}
/* moving around while encumbered is hard work */
if (wtcap > MOD_ENCUMBER && u.umoved) {
if(!(wtcap < EXT_ENCUMBER ? moves%30 : moves%10)) {
if (Upolyd && u.mh > 1) {
u.mh--;
} else if (!Upolyd && u.uhp > 1) {
u.uhp--;
} else {
You("pass out from exertion!");
exercise(A_CON, FALSE);
fall_asleep(-10, FALSE);
}
}
}
if ((u.uen < u.uenmax) &&
((wtcap < MOD_ENCUMBER &&
(!(moves%((MAXULEV + 8 - u.ulevel) *
(Role_if(PM_WIZARD) ? 3 : 4) / 6))))
|| Energy_regeneration)) {
u.uen += rn1((int)(ACURR(A_WIS) + ACURR(A_INT)) / 15 + 1,1);
if (u.uen > u.uenmax) u.uen = u.uenmax;
flags.botl = 1;
}
if(!u.uinvulnerable) {
if(Teleportation && !rn2(85)) {
xchar old_ux = u.ux, old_uy = u.uy;
tele();
if (u.ux != old_ux || u.uy != old_uy) {
if (!next_to_u()) {
check_leash(old_ux, old_uy);
}
#ifdef REDO
/* clear doagain keystrokes */
pushch(0);
savech(0);
#endif
}
}
/* delayed change may not be valid anymore */
if ((change == 1 && !Polymorph) ||
(change == 2 && u.ulycn == NON_PM))
change = 0;
if(Polymorph && !rn2(100))
change = 1;
else if (u.ulycn >= LOW_PM && !Upolyd &&
!rn2(80 - (20 * night())))
change = 2;
if (change && !Unchanging) {
if (multi >= 0) {
if (occupation)
stop_occupation();
else
nomul(0);
if (change == 1) polyself(FALSE);
else you_were();
change = 0;
}
}
}
if(Searching && multi >= 0) (void) dosearch0(1);
dosounds();
do_storms();
gethungry();
age_spells();
exerchk();
invault();
if (u.uhave.amulet) amulet();
if (!rn2(40+(int)(ACURR(A_DEX)*3)))
u_wipe_engr(rnd(3));
if (u.uevent.udemigod && !u.uinvulnerable) {
if (u.udg_cnt) u.udg_cnt--;
if (!u.udg_cnt) {
intervene();
u.udg_cnt = rn1(200, 50);
}
}
restore_attrib();
/* underwater and waterlevel vision are done here */
if (Is_waterlevel(&u.uz))
movebubbles();
else if (Underwater)
under_water(0);
/* vision while buried done here */
else if (u.uburied) under_ground(0);
/* when immobile, count is in turns */
if(multi < 0) {
if (++multi == 0) { /* finished yet? */
unmul((char *)0);
/* if unmul caused a level change, take it now */
if (u.utotype) deferred_goto();
}
}
}
} while (youmonst.movement<NORMAL_SPEED); /* hero can't move loop */
/******************************************/
/* once-per-hero-took-time things go here */
/******************************************/
} /* actual time passed */
/****************************************/
/* once-per-player-input things go here */
/****************************************/
find_ac();
if(!flags.mv || Blind) {
/* redo monsters if hallu or wearing a helm of telepathy */
if (Hallucination) { /* update screen randomly */
see_monsters();
see_objects();
see_traps();
if (u.uswallow) swallowed(0);
} else if (Unblind_telepat) {
see_monsters();
} else if (Warning || Warn_of_mon)
see_monsters();
if (vision_full_recalc) vision_recalc(0); /* vision! */
}
if(flags.botl || flags.botlx) bot();
flags.move = 1;
if(multi >= 0 && occupation) {
#if defined(MICRO) || defined(WIN32)
abort_lev = 0;
if (kbhit()) {
if ((ch = Getchar()) == ABORT)
abort_lev++;
# ifdef REDO
else
pushch(ch);
# endif /* REDO */
}
if (!abort_lev && (*occupation)() == 0)
#else
if ((*occupation)() == 0)
#endif
occupation = 0;
if(
#if defined(MICRO) || defined(WIN32)
abort_lev ||
#endif
monster_nearby()) {
stop_occupation();
reset_eat();
}
#if defined(MICRO) || defined(WIN32)
if (!(++occtime % 7))
display_nhwindow(WIN_MAP, FALSE);
#endif
continue;
}
if ((u.uhave.amulet || Clairvoyant) &&
!In_endgame(&u.uz) && !BClairvoyant &&
!(moves % 15) && !rn2(2))
do_vicinity_map();
if(u.utrap && u.utraptype == TT_LAVA) {
if(!is_lava(u.ux,u.uy))
u.utrap = 0;
else if (!u.uinvulnerable) {
u.utrap -= 1<<8;
if(u.utrap < 1<<8) {
killer_format = KILLED_BY;
killer = "molten lava";
You("sink below the surface and die.");
done(DISSOLVED);
} else if(didmove && !u.umoved) {
Norep("You sink deeper into the lava.");
u.utrap += rnd(4);
}
}
}
#ifdef WIZARD
if (iflags.sanity_check)
sanity_check();
#endif
#ifdef CLIPPING
/* just before rhack */
cliparound(u.ux, u.uy);
#endif
u.umoved = FALSE;
if (multi > 0) {
lookaround();
if (!multi) {
/* lookaround may clear multi */
flags.move = 0;
if (flags.time) flags.botl = 1;
continue;
}
if (flags.mv) {
if(multi < COLNO && !--multi)
flags.travel = iflags.travel1 = flags.mv = flags.run = 0;
domove();
} else {
--multi;
rhack(save_cm);
}
} else if (multi == 0) {
#ifdef MAIL
ckmailstatus();
#endif
rhack((char *)0);
}
if (u.utotype) /* change dungeon level */
deferred_goto(); /* after rhack() */
/* !flags.move here: multiple movement command stopped */
else if (flags.time && (!flags.move || !flags.mv))
flags.botl = 1;
if (vision_full_recalc) vision_recalc(0); /* vision! */
/* when running in non-tport mode, this gets done through domove() */
if ((!flags.run || iflags.runmode == RUN_TPORT) &&
(multi && (!flags.travel ? !(multi % 7) : !(moves % 7L)))) {
if (flags.time && flags.run) flags.botl = 1;
display_nhwindow(WIN_MAP, FALSE);
}
}
}
#endif /* OVL0 */
#ifdef OVL1
void
stop_occupation()
{
if(occupation) {
if (!maybe_finished_meal(TRUE))
You("stop %s.", occtxt);
occupation = 0;
flags.botl = 1; /* in case u.uhs changed */
/* fainting stops your occupation, there's no reason to sync.
sync_hunger();
*/
#ifdef REDO
nomul(0);
pushch(0);
#endif
}
}
#endif /* OVL1 */
#ifdef OVLB
void
display_gamewindows()
{
WIN_MESSAGE = create_nhwindow(NHW_MESSAGE);
WIN_STATUS = create_nhwindow(NHW_STATUS);
WIN_MAP = create_nhwindow(NHW_MAP);
WIN_INVEN = create_nhwindow(NHW_MENU);
#ifdef MAC
/*
* This _is_ the right place for this - maybe we will
* have to split display_gamewindows into create_gamewindows
* and show_gamewindows to get rid of this ifdef...
*/
if ( ! strcmp ( windowprocs . name , "mac" ) ) {
SanePositions ( ) ;
}
#endif
/*
* The mac port is not DEPENDENT on the order of these
* displays, but it looks a lot better this way...
*/
display_nhwindow(WIN_STATUS, FALSE);
display_nhwindow(WIN_MESSAGE, FALSE);
clear_glyph_buffer();
display_nhwindow(WIN_MAP, FALSE);
}
void
newgame()
{
int i;
#ifdef MFLOPPY
gameDiskPrompt();
#endif
flags.ident = 1;
for (i = 0; i < NUMMONS; i++)
mvitals[i].mvflags = mons[i].geno & G_NOCORPSE;
init_objects(); /* must be before u_init() */
flags.pantheon = -1; /* role_init() will reset this */
role_init(); /* must be before init_dungeons(), u_init(),
* and init_artifacts() */
init_dungeons(); /* must be before u_init() to avoid rndmonst()
* creating odd monsters for any tins and eggs
* in hero's initial inventory */
init_artifacts(); /* before u_init() in case $WIZKIT specifies
* any artifacts */
u_init();
#ifdef NEWS
if(iflags.news) display_file(NEWS, FALSE);
#endif
load_qtlist(); /* load up the quest text info */
/* quest_init();*/ /* Now part of role_init() */
mklev();
u_on_upstairs();
vision_reset(); /* set up internals for level (after mklev) */
check_special_room(FALSE);
flags.botlx = 1;
/* Move the monster from under you or else
* makedog() will fail when it calls makemon().
* - ucsfcgl!kneller
*/
if(MON_AT(u.ux, u.uy)) mnexto(m_at(u.ux, u.uy));
(void) makedog();
docrt();
if (flags.legacy) {
flush_screen(1);
com_pager(1);
}
#ifdef INSURANCE
save_currentstate();
#endif
program_state.something_worth_saving++; /* useful data now exists */
/* Success! */
welcome(TRUE);
return;
}
/* show "welcome [back] to nethack" message at program startup */
void
welcome(new_game)
boolean new_game; /* false => restoring an old game */
{
char buf[BUFSZ];
boolean currentgend = Upolyd ? u.mfemale : flags.female;
/*
* The "welcome back" message always describes your innate form
* even when polymorphed or wearing a helm of opposite alignment.
* Alignment is shown unconditionally for new games; for restores
* it's only shown if it has changed from its original value.
* Sex is shown for new games except when it is redundant; for
* restores it's only shown if different from its original value.
*/
*buf = '\0';
if (new_game || u.ualignbase[A_ORIGINAL] != u.ualignbase[A_CURRENT])
Sprintf(eos(buf), " %s", align_str(u.ualignbase[A_ORIGINAL]));
if (!urole.name.f &&
(new_game ? (urole.allow & ROLE_GENDMASK) == (ROLE_MALE|ROLE_FEMALE) :
currentgend != flags.initgend))
Sprintf(eos(buf), " %s", genders[currentgend].adj);
pline(new_game ? "%s %s, welcome to NetHack! You are a%s %s %s."
: "%s %s, the%s %s %s, welcome back to NetHack!",
Hello((struct monst *) 0), plname, buf, urace.adj,
(currentgend && urole.name.f) ? urole.name.f : urole.name.m);
}
#ifdef POSITIONBAR
STATIC_DCL void
do_positionbar()
{
static char pbar[COLNO];
char *p;
p = pbar;
/* up stairway */
if (upstair.sx &&
(glyph_to_cmap(level.locations[upstair.sx][upstair.sy].glyph) ==
S_upstair ||
glyph_to_cmap(level.locations[upstair.sx][upstair.sy].glyph) ==
S_upladder)) {
*p++ = '<';
*p++ = upstair.sx;
}
if (sstairs.sx &&
(glyph_to_cmap(level.locations[sstairs.sx][sstairs.sy].glyph) ==
S_upstair ||
glyph_to_cmap(level.locations[sstairs.sx][sstairs.sy].glyph) ==
S_upladder)) {
*p++ = '<';
*p++ = sstairs.sx;
}
/* down stairway */
if (dnstair.sx &&
(glyph_to_cmap(level.locations[dnstair.sx][dnstair.sy].glyph) ==
S_dnstair ||
glyph_to_cmap(level.locations[dnstair.sx][dnstair.sy].glyph) ==
S_dnladder)) {
*p++ = '>';
*p++ = dnstair.sx;
}
if (sstairs.sx &&
(glyph_to_cmap(level.locations[sstairs.sx][sstairs.sy].glyph) ==
S_dnstair ||
glyph_to_cmap(level.locations[sstairs.sx][sstairs.sy].glyph) ==
S_dnladder)) {
*p++ = '>';
*p++ = sstairs.sx;
}
/* hero location */
if (u.ux) {
*p++ = '@';
*p++ = u.ux;
}
/* fence post */
*p = 0;
update_positionbar(pbar);
}
#endif
#endif /* OVLB */
/*allmain.c*/
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