moveloop() sets a flag when a were/poly change should occur, but it delays this change if the hero is Unchanging or cannot be interrupted (e.g. praying). However, by the time the change can be applied, the reason may no longer be valid. Reset the change indicator when this is the case. Avoids possible strange polymorphs and were crashes.
622 lines
15 KiB
C
622 lines
15 KiB
C
/* SCCS Id: @(#)allmain.c 3.4 2002/01/04 */
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/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
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/* NetHack may be freely redistributed. See license for details. */
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/* various code that was replicated in *main.c */
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#include "hack.h"
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#ifndef NO_SIGNAL
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#include <signal.h>
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#endif
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#ifdef POSITIONBAR
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STATIC_DCL void NDECL(do_positionbar);
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#endif
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#ifdef OVL0
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void
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moveloop()
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{
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#if defined(MICRO) || defined(WIN32)
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char ch;
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int abort_lev;
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#endif
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int moveamt = 0, wtcap = 0, change = 0;
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boolean didmove = FALSE, monscanmove = FALSE;
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flags.moonphase = phase_of_the_moon();
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if(flags.moonphase == FULL_MOON) {
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You("are lucky! Full moon tonight.");
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change_luck(1);
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} else if(flags.moonphase == NEW_MOON) {
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pline("Be careful! New moon tonight.");
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}
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flags.friday13 = friday_13th();
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if (flags.friday13) {
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pline("Watch out! Bad things can happen on Friday the 13th.");
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change_luck(-1);
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}
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initrack();
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/* Note: these initializers don't do anything except guarantee that
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we're linked properly.
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*/
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decl_init();
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monst_init();
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monstr_init(); /* monster strengths */
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objects_init();
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#ifdef WIZARD
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if (wizard) add_debug_extended_commands();
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#endif
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(void) encumber_msg(); /* in case they auto-picked up something */
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u.uz0.dlevel = u.uz.dlevel;
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youmonst.movement = NORMAL_SPEED; /* give the hero some movement points */
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for(;;) {
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#ifdef CLIPPING
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cliparound(u.ux, u.uy);
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#endif
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get_nh_event();
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#ifdef POSITIONBAR
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do_positionbar();
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#endif
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didmove = flags.move;
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if(didmove) {
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/* actual time passed */
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youmonst.movement -= NORMAL_SPEED;
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do { /* hero can't move this turn loop */
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wtcap = encumber_msg();
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flags.mon_moving = TRUE;
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do {
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monscanmove = movemon();
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if (youmonst.movement > NORMAL_SPEED)
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break; /* it's now your turn */
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} while (monscanmove);
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flags.mon_moving = FALSE;
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if (!monscanmove && youmonst.movement < NORMAL_SPEED) {
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/* both you and the monsters are out of steam this round */
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/* set up for a new turn */
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struct monst *mtmp;
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mcalcdistress(); /* adjust monsters' trap, blind, etc */
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/* reallocate movement rations to monsters */
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for (mtmp = fmon; mtmp; mtmp = mtmp->nmon)
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mtmp->movement += mcalcmove(mtmp);
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if(!rn2(u.uevent.udemigod ? 25 :
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(depth(&u.uz) > depth(&stronghold_level)) ? 50 : 70))
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(void) makemon((struct permonst *)0, 0, 0, NO_MM_FLAGS);
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/* calculate how much time passed. */
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#ifdef STEED
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if (u.usteed && flags.mv) {
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/* your speed doesn't augment steed's speed */
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moveamt = mcalcmove(u.usteed);
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} else
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#endif
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{
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moveamt = youmonst.data->mmove;
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if (Very_fast) { /* speed boots or potion */
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/* average movement is 1.67 times normal */
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moveamt += NORMAL_SPEED / 2;
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if (rn2(3) == 0) moveamt += NORMAL_SPEED / 2;
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} else if (Fast) {
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/* average movement is 1.33 times normal */
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if (rn2(3) != 0) moveamt += NORMAL_SPEED / 2;
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}
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}
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switch (wtcap) {
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case UNENCUMBERED: break;
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case SLT_ENCUMBER: moveamt -= (moveamt / 4); break;
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case MOD_ENCUMBER: moveamt -= (moveamt / 2); break;
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case HVY_ENCUMBER: moveamt -= ((moveamt * 3) / 4); break;
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case EXT_ENCUMBER: moveamt -= ((moveamt * 7) / 8); break;
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default: break;
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}
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youmonst.movement += moveamt;
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if (youmonst.movement < 0) youmonst.movement = 0;
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settrack();
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monstermoves++;
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moves++;
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/********************************/
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/* once-per-turn things go here */
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/********************************/
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if (flags.bypasses) clear_bypasses();
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if(Glib) glibr();
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nh_timeout();
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run_regions();
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if (u.ublesscnt) u.ublesscnt--;
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if(flags.time && !flags.run)
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flags.botl = 1;
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/* One possible result of prayer is healing. Whether or
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* not you get healed depends on your current hit points.
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* If you are allowed to regenerate during the prayer, the
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* end-of-prayer calculation messes up on this.
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* Another possible result is rehumanization, which requires
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* that encumbrance and movement rate be recalculated.
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*/
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if (u.uinvulnerable) {
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/* for the moment at least, you're in tiptop shape */
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wtcap = UNENCUMBERED;
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} else if (Upolyd && youmonst.data->mlet == S_EEL && !is_pool(u.ux,u.uy) && !Is_waterlevel(&u.uz)) {
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if (u.mh > 1) {
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u.mh--;
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flags.botl = 1;
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} else if (u.mh < 1)
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rehumanize();
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} else if (Upolyd && u.mh < u.mhmax) {
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if (u.mh < 1)
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rehumanize();
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else if (Regeneration ||
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(wtcap < MOD_ENCUMBER && !(moves%20))) {
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flags.botl = 1;
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u.mh++;
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}
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} else if (u.uhp < u.uhpmax &&
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(wtcap < MOD_ENCUMBER || !u.umoved || Regeneration)) {
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if (u.ulevel > 9 && !(moves % 3)) {
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int heal, Con = (int) ACURR(A_CON);
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if (Con <= 12) {
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heal = 1;
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} else {
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heal = rnd(Con);
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if (heal > u.ulevel-9) heal = u.ulevel-9;
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}
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flags.botl = 1;
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u.uhp += heal;
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if(u.uhp > u.uhpmax)
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u.uhp = u.uhpmax;
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} else if (Regeneration ||
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(u.ulevel <= 9 &&
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!(moves % ((MAXULEV+12) / (u.ulevel+2) + 1)))) {
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flags.botl = 1;
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u.uhp++;
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}
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}
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/* moving around while encumbered is hard work */
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if (wtcap > MOD_ENCUMBER && u.umoved) {
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if(!(wtcap < EXT_ENCUMBER ? moves%30 : moves%10)) {
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if (Upolyd && u.mh > 1) {
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u.mh--;
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} else if (!Upolyd && u.uhp > 1) {
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u.uhp--;
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} else {
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You("pass out from exertion!");
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exercise(A_CON, FALSE);
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fall_asleep(-10, FALSE);
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}
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}
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}
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if ((u.uen < u.uenmax) &&
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((wtcap < MOD_ENCUMBER &&
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(!(moves%((MAXULEV + 8 - u.ulevel) *
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(Role_if(PM_WIZARD) ? 3 : 4) / 6))))
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|| Energy_regeneration)) {
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u.uen += rn1((int)(ACURR(A_WIS) + ACURR(A_INT)) / 15 + 1,1);
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if (u.uen > u.uenmax) u.uen = u.uenmax;
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flags.botl = 1;
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}
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if(!u.uinvulnerable) {
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if(Teleportation && !rn2(85)) {
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#ifdef REDO
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xchar old_ux = u.ux, old_uy = u.uy;
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#endif
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tele();
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#ifdef REDO
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if (u.ux != old_ux || u.uy != old_uy) {
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/* clear doagain keystrokes */
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pushch(0);
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savech(0);
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}
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#endif
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}
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/* delayed change may not be valid anymore */
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if ((change == 1 && !Polymorph) ||
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(change == 2 && u.ulycn == NON_PM))
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change = 0;
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if(Polymorph && !rn2(100))
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change = 1;
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else if (u.ulycn >= LOW_PM && !rn2(80 - (20 * night())))
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change = 2;
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if (change && !Unchanging) {
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if (multi >= 0) {
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if (occupation)
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stop_occupation();
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else
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nomul(0);
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if (change == 1) polyself(FALSE);
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else you_were();
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change = 0;
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}
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}
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}
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if(Searching && multi >= 0) (void) dosearch0(1);
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dosounds();
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do_storms();
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gethungry();
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age_spells();
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exerchk();
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invault();
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if (u.uhave.amulet) amulet();
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if (!rn2(40+(int)(ACURR(A_DEX)*3)))
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u_wipe_engr(rnd(3));
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if (u.uevent.udemigod && !u.uinvulnerable) {
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if (u.udg_cnt) u.udg_cnt--;
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if (!u.udg_cnt) {
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intervene();
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u.udg_cnt = rn1(200, 50);
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}
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}
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restore_attrib();
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/* underwater and waterlevel vision are done here */
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if (Is_waterlevel(&u.uz))
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movebubbles();
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else if (Underwater)
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under_water(0);
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/* vision while buried done here */
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else if (u.uburied) under_ground(0);
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/* when immobile, count is in turns */
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if(multi < 0) {
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if (++multi == 0) /* finished yet? */
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unmul((char *)0);
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}
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}
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} while (youmonst.movement<NORMAL_SPEED); /* hero can't move loop */
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/******************************************/
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/* once-per-hero-took-time things go here */
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/******************************************/
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} /* actual time passed */
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/****************************************/
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/* once-per-player-input things go here */
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/****************************************/
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find_ac();
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if(!flags.mv || Blind) {
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/* redo monsters if hallu or wearing a helm of telepathy */
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if (Hallucination) { /* update screen randomly */
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see_monsters();
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see_objects();
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see_traps();
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if (u.uswallow) swallowed(0);
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} else if (Unblind_telepat) {
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see_monsters();
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} else if (Warning || Warn_of_mon)
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see_monsters();
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if (vision_full_recalc) vision_recalc(0); /* vision! */
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}
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if(flags.botl || flags.botlx) bot();
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flags.move = 1;
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if(multi >= 0 && occupation) {
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#if defined(MICRO) || defined(WIN32)
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abort_lev = 0;
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if (kbhit()) {
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if ((ch = Getchar()) == ABORT)
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abort_lev++;
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# ifdef REDO
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else
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pushch(ch);
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# endif /* REDO */
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}
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if (!abort_lev && (*occupation)() == 0)
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#else
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if ((*occupation)() == 0)
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#endif
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occupation = 0;
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if(
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#if defined(MICRO) || defined(WIN32)
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abort_lev ||
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#endif
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monster_nearby()) {
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stop_occupation();
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reset_eat();
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}
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#if defined(MICRO) || defined(WIN32)
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if (!(++occtime % 7))
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display_nhwindow(WIN_MAP, FALSE);
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#endif
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continue;
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}
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if ((u.uhave.amulet || Clairvoyant) &&
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!In_endgame(&u.uz) && !BClairvoyant &&
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!(moves % 15) && !rn2(2))
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do_vicinity_map();
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if(u.utrap && u.utraptype == TT_LAVA) {
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if(!is_lava(u.ux,u.uy))
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u.utrap = 0;
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else if (!u.uinvulnerable) {
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u.utrap -= 1<<8;
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if(u.utrap < 1<<8) {
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killer_format = KILLED_BY;
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killer = "molten lava";
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You("sink below the surface and die.");
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done(DISSOLVED);
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} else if(didmove && !u.umoved) {
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Norep("You sink deeper into the lava.");
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u.utrap += rnd(4);
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}
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}
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}
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#ifdef WIZARD
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if (iflags.sanity_check)
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sanity_check();
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#endif
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u.umoved = FALSE;
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if (multi > 0) {
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lookaround();
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if (!multi) {
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/* lookaround may clear multi */
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flags.move = 0;
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if (flags.time) flags.botl = 1;
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continue;
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}
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if (flags.mv) {
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if(multi < COLNO && !--multi)
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flags.travel = flags.mv = flags.run = 0;
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domove();
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} else {
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--multi;
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rhack(save_cm);
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}
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} else if (multi == 0) {
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#ifdef MAIL
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ckmailstatus();
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#endif
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rhack((char *)0);
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}
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if (u.utotype) /* change dungeon level */
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deferred_goto(); /* after rhack() */
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/* !flags.move here: multiple movement command stopped */
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else if (flags.time && (!flags.move || !flags.mv))
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flags.botl = 1;
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if (vision_full_recalc) vision_recalc(0); /* vision! */
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if (multi && multi%7 == 0)
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display_nhwindow(WIN_MAP, FALSE);
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}
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}
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#endif /* OVL0 */
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#ifdef OVL1
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void
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stop_occupation()
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{
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if(occupation) {
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if (!maybe_finished_meal(TRUE))
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You("stop %s.", occtxt);
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occupation = 0;
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flags.botl = 1; /* in case u.uhs changed */
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/* fainting stops your occupation, there's no reason to sync.
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sync_hunger();
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*/
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#ifdef REDO
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nomul(0);
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pushch(0);
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#endif
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}
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}
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#endif /* OVL1 */
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#ifdef OVLB
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void
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display_gamewindows()
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{
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WIN_MESSAGE = create_nhwindow(NHW_MESSAGE);
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WIN_STATUS = create_nhwindow(NHW_STATUS);
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WIN_MAP = create_nhwindow(NHW_MAP);
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WIN_INVEN = create_nhwindow(NHW_MENU);
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#ifdef MAC
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/*
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* This _is_ the right place for this - maybe we will
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* have to split display_gamewindows into create_gamewindows
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* and show_gamewindows to get rid of this ifdef...
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*/
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if ( ! strcmp ( windowprocs . name , "mac" ) ) {
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SanePositions ( ) ;
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}
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#endif
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/*
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* The mac port is not DEPENDENT on the order of these
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* displays, but it looks a lot better this way...
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*/
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display_nhwindow(WIN_STATUS, FALSE);
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display_nhwindow(WIN_MESSAGE, FALSE);
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clear_glyph_buffer();
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display_nhwindow(WIN_MAP, FALSE);
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}
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void
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newgame()
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{
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int i;
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#ifdef MFLOPPY
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gameDiskPrompt();
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#endif
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flags.ident = 1;
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for (i = 0; i < NUMMONS; i++)
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mvitals[i].mvflags = mons[i].geno & G_NOCORPSE;
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init_objects(); /* must be before u_init() */
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flags.pantheon = -1; /* role_init() will reset this */
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role_init(); /* must be before init_dungeons(), u_init(),
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* and init_artifacts() */
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init_dungeons(); /* must be before u_init() to avoid rndmonst()
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* creating odd monsters for initial tins and
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* eggs */
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u_init();
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init_artifacts();
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#ifndef NO_SIGNAL
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(void) signal(SIGINT, (SIG_RET_TYPE) done1);
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#endif
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#ifdef NEWS
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if(iflags.news) display_file(NEWS, FALSE);
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#endif
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load_qtlist(); /* load up the quest text info */
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/* quest_init();*/ /* Now part of role_init() */
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mklev();
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u_on_upstairs();
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vision_reset(); /* set up internals for level (after mklev) */
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check_special_room(FALSE);
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flags.botlx = 1;
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/* Move the monster from under you or else
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* makedog() will fail when it calls makemon().
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* - ucsfcgl!kneller
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*/
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if(MON_AT(u.ux, u.uy)) mnexto(m_at(u.ux, u.uy));
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(void) makedog();
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docrt();
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if (flags.legacy) {
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flush_screen(1);
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com_pager(1);
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}
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#ifdef INSURANCE
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save_currentstate();
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#endif
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program_state.something_worth_saving++; /* useful data now exists */
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/* Success! */
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welcome(TRUE);
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return;
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}
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/* show "welcome [back] to nethack" message at program startup */
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void
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welcome(new_game)
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|
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*/
|