omega-rpg/util.c

1155 lines
28 KiB
C

/* copyright (c) 1987,1988,1989 by Laurence Raphael Brothers */
/* utils.c */
/* Random utility functions called from all over */
#ifndef MSDOS_SUPPORTED_ANTIQUE
#include <sys/types.h>
#include <sys/time.h>
#include <sys/wait.h>
#include <unistd.h>
int setreuid(uid_t ruid, uid_t euid);
#include <stdlib.h>
#endif
#include "glob.h"
void setPlayerXY(int x, int y)
{
Player.x = x;
Player.y = y;
}
/* x and y on level? */
int inbounds(int x, int y)
{
if (Current_Environment != E_COUNTRYSIDE)
{
return((x>=0)&&(y>=0)&&(x<(Level->level_width))&&(y<(Level->level_length)));
}
else
return((x>=0)&&(y>=0)&&(x<COUNTRY_WIDTH)&&(y<COUNTRY_LENGTH));
}
/* RANDFUNCTION is defined in odefs.h */
unsigned random_range(unsigned k)
{
return( k==0 ? 0 : (int) (RANDFUNCTION() % k) ) ;
/*return( k==0 ? 0 : (int) ((RANDFUNCTION()%10000)*k)/10000); */
}
/* modify absolute y coord relative to which part of level we are on */
int screenmody(int y)
{
return(y-ScreenOffset);
}
/* modify absolute x coord relative to which part of level we are on */
/* PGM - horizontal scrolling */
int screenmodx(int x)
{
return(x-ScreenXOffset);
}
/* this could be optimized; is it neccessary? PGM */
int offscreen(int x, int y)
{
/* PGM : The Country not acually being a level, it is naturally a
* special case... PGM */
int width = COUNTRY_WIDTH;
int length = COUNTRY_LENGTH;
int xyes, yyes;
if (Current_Environment != E_COUNTRYSIDE)
{
width = Level->level_width;
length = Level->level_length;
}
yyes = ((y<0)||
(y<ScreenOffset) ||
(y>ScreenOffset+ScreenLength-1) ||
(y>length));
xyes = ((x<0)||
(x<ScreenXOffset) ||
(x>ScreenXOffset+ScreenWidth-1) ||
(x>width));
return ( xyes || yyes );
}
/* always hit on a natural 0; never hit on a natural 19 */
int hitp(int hit, int ac)
{
int roll = random_range(20);
if (roll == 0) return(TRUE);
else if (roll == 19) return(FALSE);
else return((roll < (hit - ac)) ? TRUE : FALSE );
}
/* number of moves from x1,y1 to x2,y2 */
int distance(int x1, int y1, int x2, int y2)
{
return(max(abs(x2-x1),abs(y2-y1)));
}
/* can you shoot, or move monsters through a spot? */
int unblocked(int x, int 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(pmt m, int x, int 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 (loc_statusp(x,y,SECRET)) {
if (m->movef == M_MOVE_SMART) {
if (los_p(x, y, Player.x, Player.y)) {
mprint("You see a secret door swing open!");
lreset(x, y, SECRET);
lset(x, y, CHANGED);
}
else
mprint("You hear a door creak open, and then close again.");
/* smart monsters would close secret doors behind them if the */
/* player didn't see them using it */
return(TRUE);
}
else
return(m_statusp(m,INTANGIBLE));
}
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))
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,INTANGIBLE) ||
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;
lset(x, y, CHANGED);
return(TRUE);
}
else if (random_range(m->dmg) > random_range(100)) {
mprint("You hear a door shattering.");
Level->site[x][y].locchar = RUBBLE;
lset(x, y, CHANGED);
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,INTANGIBLE) ||
m_statusp(m,FLYING));
else if (Level->site[x][y].locchar == FIRE)
return(m_statusp(m,INTANGIBLE) ||
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,INTANGIBLE) ||
m_statusp(m,FLYING));
else return(TRUE);
}
/* can you see through a spot? */
int view_unblocked(int x, int 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);
}
#ifndef MSDOS_SUPPORTED_ANTIQUE
/* 8 moves in Dirs */
void initdirs(void)
{
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;
}
#endif
/* 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(Symbol pyx, int *x1, int *y1, int x2, int y2)
{
int dx,dy,ox,oy;
int major, minor;
int error, delta, step;
int blocked;
if (x2 - *x1 < 0) dx = 5;
else if (x2 - *x1 > 0) dx = 4;
else dx = -1;
if (y2 - *y1 < 0) dy = 7;
else if (y2 - *y1 > 0) dy = 6;
else dy = -1;
if (abs(x2 - *x1) > abs(y2 - *y1)) {
major = dx;
minor = dy;
step = abs(x2 - *x1);
delta = 2*abs(y2 - *y1);
}
else {
major = dy;
minor = dx;
step = abs(y2 - *y1);
delta = 2*abs(x2 - *x1);
}
if (major == -1) /* x1,y2 already == x2,y2 */
return;
error = 0;
do {
ox = *x1; oy = *y1;
*x1 += Dirs[0][major];
*y1 += Dirs[1][major];
error += delta;
if (error > step) { /* don't need to check that minor >= 0 */
*x1 += Dirs[0][minor];
*y1 += Dirs[1][minor];
error -= 2*step;
}
blocked = !unblocked(*x1,*y1);
if (error < 0 && (*x1 != x2 || *y1 != y2) && blocked) {
*x1 -= Dirs[0][minor];
*y1 -= Dirs[1][minor];
error += 2*step;
blocked = !unblocked(*x1,*y1);
}
Level->site[*x1][*y1].showchar = pyx;
plotchar(pyx,*x1,*y1);
plotspot(ox,oy,TRUE);
usleep(50000);
} while ((*x1 != x2 || *y1 != y2) && !blocked);
plotspot(*x1,*y1,TRUE);
levelrefresh();
}
/* This is the same as do_los, except we stop before hitting nonliving
obstructions */
void do_object_los(Symbol pyx, int *x1, int *y1, int x2, int y2)
{
int dx,dy,ox,oy;
int major, minor;
int error, delta, step;
int blocked;
if (x2 - *x1 < 0) dx = 5;
else if (x2 - *x1 > 0) dx = 4;
else dx = -1;
if (y2 - *y1 < 0) dy = 7;
else if (y2 - *y1 > 0) dy = 6;
else dy = -1;
if (abs(x2 - *x1) > abs(y2 - *y1)) {
major = dx;
minor = dy;
step = abs(x2 - *x1);
delta = 2*abs(y2 - *y1);
}
else {
major = dy;
minor = dx;
step = abs(y2 - *y1);
delta = 2*abs(x2 - *x1);
}
if (major == -1) /* x1,y2 already == x2,y2 */
return;
error = 0;
do {
ox = *x1; oy = *y1;
*x1 += Dirs[0][major];
*y1 += Dirs[1][major];
error += delta;
if (error > step) { /* don't need to check that minor >= 0 */
*x1 += Dirs[0][minor];
*y1 += Dirs[1][minor];
error -= 2*step;
}
blocked = !unblocked(*x1,*y1);
if (error < 0 && (*x1 != x2 || *y1 != y2) && blocked) {
*x1 -= Dirs[0][minor];
*y1 -= Dirs[1][minor];
error += 2*step;
blocked = !unblocked(*x1,*y1);
}
plotspot(ox,oy,TRUE);
if (unblocked(*x1,*y1)) {
plotchar(pyx,*x1,*y1);
Level->site[*x1][*y1].showchar = pyx;
usleep(50000);
}
} while ((*x1 != x2 || *y1 != y2) && !blocked);
if (Level->site[*x1][*y1].creature == NULL && blocked) {
*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(int x1, int y1, int x2, int y2)
{
int dx,dy;
int major, minor;
int error, delta, step;
int blocked;
if (x2-x1 < 0) dx = 5;
else if (x2-x1 > 0) dx = 4;
else dx = -1;
if (y2-y1 < 0) dy = 7;
else if (y2-y1 > 0) dy = 6;
else dy = -1;
if (abs(x2-x1) > abs(y2-y1)) {
major = dx;
minor = dy;
step = abs(x2 - x1);
delta = 2*abs(y2 - y1);
}
else {
major = dy;
minor = dx;
step = abs(y2 - y1);
delta = 2*abs(x2 - x1);
}
if (major == -1) /* x1,y2 already == x2,y2 */
return TRUE;
error = 0;
do {
x1 += Dirs[0][major];
y1 += Dirs[1][major];
error += delta;
if (error > step) { /* don't need to check that minor >= 0 */
x1 += Dirs[0][minor];
y1 += Dirs[1][minor];
error -= 2*step;
}
blocked = !unblocked(x1,y1);
if (error < 0 && (x1 != x2 || y1 != y2) && blocked) {
x1 -= Dirs[0][minor];
y1 -= Dirs[1][minor];
error += 2*step;
blocked = !unblocked(x1,y1);
}
} while ((x1 != x2 || y1 != y2) && !blocked);
return((x1==x2) && (y1==y2));
}
/* view_los_p sees through monsters */
int view_los_p(int x1, int y1, int x2, int y2)
{
int dx,dy;
int major, minor;
int error, delta, step;
int blocked;
if (x2-x1 < 0) dx = 5;
else if (x2-x1 > 0) dx = 4;
else dx = -1;
if (y2-y1 < 0) dy = 7;
else if (y2-y1 > 0) dy = 6;
else dy = -1;
if (abs(x2-x1) > abs(y2-y1)) {
major = dx;
minor = dy;
step = abs(x2 - x1);
delta = 2*abs(y2 - y1);
}
else {
major = dy;
minor = dx;
step = abs(y2 - y1);
delta = 2*abs(x2 - x1);
}
if (major == -1) /* x1,y2 already == x2,y2 */
return TRUE;
error = 0;
do {
x1 += Dirs[0][major];
y1 += Dirs[1][major];
error += delta;
if (error > step) {
x1 += Dirs[0][minor];
y1 += Dirs[1][minor];
error -= 2*step;
}
blocked = !view_unblocked(x1,y1);
if (error < 0 && (x1 != x2 || y1 != y2) && blocked) {
x1 -= Dirs[0][minor];
y1 -= Dirs[1][minor];
error += 2*step;
blocked = !view_unblocked(x1,y1);
}
} while ((x1 != x2 || y1 != y2) && !blocked);
return((x1==x2) && (y1==y2));
}
#ifndef MSDOS_SUPPORTED_ANTIQUE
/* returns the command direction from the index into Dirs */
char inversedir(int dirindex)
{
switch (dirindex) {
case 0:return('n');
case 1:return('u');
case 2:return('b');
case 3:return('y');
case 4:return('l');
case 5:return('h');
case 6:return('j');
case 7:return('k');
default:return('\0');
}
}
#endif
long calc_points(void)
{
int i;
long 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(void)
{
return((int)(((Time+720) / 60) % 24));
}
/* returns 0, 10, 20, 30, 40, or 50 */
int showminute(void)
{
return((int)((Time % 60)/10)*10);
}
/* returns the 12 hour clock hour */
int showhour(void)
{
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(void)
{
return((hour() > 20) || (hour() < 7));
}
char *getarticle(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(void)
{
return ((Date % 30) + 1);
}
char *ordinal(int number)
{
if ((number == 11) || (number == 12) || (number == 13)) return("th");
else switch(number % 10) {
case 1:return("st");
case 2:return("nd");
case 3:return("rd");
default: return("th");
}
}
char *month(void)
{
switch((Date % 360) / 30) {
case 0: return("Freeze");
case 1: return("Ice");
case 2: return("Mud");
case 3: return("Storm");
case 4: return("Breeze");
case 5: return("Light");
case 6: return("Flame");
case 7: return("Broil");
case 8: return("Cool");
case 9: return("Haunt");
case 10: return("Chill");
case 11: return("Dark");
case 12: return("Twixt");
default: return("***Error***");
}
}
/* finds floor space on level with buildaux not equal to baux,
sets x,y there. There must *be* floor space somewhere on level */
static int spaceok (int x_idx, int y_idx, int baux)
{
if (FLOOR != Level->site[x_idx][y_idx].locchar) return FALSE;
if (Level->site[x_idx][y_idx].creature) return FALSE;
if (loc_statusp(x_idx, y_idx, SECRET)) return FALSE;
if (Level->site[x_idx][y_idx].buildaux == baux) return FALSE;
return TRUE;
}
static int findspace_method_one (int * x_idx, int * y_idx, struct level * lev, int baux)
{
int count = 0;
for (count = 0; count < (lev->level_width * lev->level_length / 4); ++count)
{
*x_idx = random_range(lev->level_width);
*y_idx = random_range(lev->level_length);
if (spaceok(*x_idx, *y_idx, baux))
return TRUE;
}
return FALSE;
}
static int findspace_method_two (int * x_out, int * y_out, struct level * lev, int baux)
{
int x_start, x_idx;
int y_start, y_idx;
int x_dir, y_dir;
x_idx = x_start = random_range(lev->level_width);
y_idx = y_start = random_range(lev->level_length);
x_dir = random_range(2);
y_dir = random_range(2);
if (random_range(2))
{
if (x_dir)
{
if (y_dir)
{
// case 0: X in outer loop, decrement X, decrement Y
do
{
do
{
if (spaceok(x_idx, y_idx, baux))
goto found_space;
--y_idx;
if (y_idx == -1)
y_idx = lev->level_length - 1;
}
while (y_idx != y_start);
--x_idx;
if (x_idx == -1)
x_idx = lev->level_width - 1;
}
while (x_idx != x_start);
}
else
{
// case 1: X in outer loop, decrement X, increment Y
do
{
do
{
if (spaceok(x_idx, y_idx, baux))
goto found_space;
++y_idx;
if (y_idx == lev->level_length)
y_idx = 0;
}
while (y_idx != y_start);
--x_idx;
if (x_idx == -1)
x_idx = lev->level_width - 1;
}
while (x_idx != x_start);
}
}
else
{
if (y_dir)
{
// case 2: X in outer loop, increment X, decrement Y
do
{
do
{
if (spaceok(x_idx, y_idx, baux))
goto found_space;
--y_idx;
if (y_idx == -1)
y_idx = lev->level_length - 1;
}
while (y_idx != y_start);
++x_idx;
if (x_idx == lev->level_width)
x_idx = 0;
}
while (x_idx != x_start);
}
else
{
// case 3: X in outer loop, increment X, increment Y
do
{
do
{
if (spaceok(x_idx, y_idx, baux))
goto found_space;
++y_idx;
if (y_idx == lev->level_length)
y_idx = 0;
}
while (y_idx != y_start);
++x_idx;
if (x_idx == lev->level_width)
x_idx = 0;
}
while (x_idx != x_start);
}
}
}
else
{
if (y_dir)
{
if (x_dir)
{
// case 4: Y in outer loop, decrement X, decrement Y
do
{
do
{
if (spaceok(x_idx, y_idx, baux))
goto found_space;
--x_idx;
if (x_idx == -1)
x_idx = lev->level_width - 1;
}
while (x_idx != x_start);
--y_idx;
if (y_idx == -1)
y_idx = lev->level_length - 1;
}
while (y_idx != y_start);
}
else
{
// case 5: Y in outer loop, decrement X, increment Y
do
{
do
{
if (spaceok(x_idx, y_idx, baux))
goto found_space;
++x_idx;
if (x_idx == lev->level_width)
x_idx = 0;
}
while (x_idx != x_start);
--y_idx;
if (y_idx == -1)
y_idx = lev->level_length - 1;
}
while (y_idx != y_start);
}
}
else
{
if (x_dir)
{
// case 6: Y in outer loop, increment X, decrement Y
do
{
do
{
if (spaceok(x_idx, y_idx, baux))
goto found_space;
--x_idx;
if (x_idx == -1)
x_idx = lev->level_width - 1;
}
while (x_idx != x_start);
++y_idx;
if (y_idx == lev->level_length)
y_idx = 0;
}
while (y_idx != y_start);
}
else
{
// case 7: Y in outer loop, increment X, increment Y
do
{
do
{
if (spaceok(x_idx, y_idx, baux))
goto found_space;
++x_idx;
if (x_idx == lev->level_width)
x_idx = 0;
}
while (x_idx != x_start);
++y_idx;
if (y_idx == lev->level_length)
y_idx = 0;
}
while (y_idx != y_start);
}
}
}
return FALSE;
found_space:
*x_out = x_idx;
*y_out = y_idx;
return TRUE;
}
void findspace (int * x_out, int * y_out, int baux)
{
/* try to quickly find a space by sampling randomly */
if (findspace_method_one(x_out, y_out, Level, baux))
return;
/* examine every space on the level */
if (findspace_method_two(x_out, y_out, Level, baux))
return;
/* this could theoretically happen but if it does, it's an error */
assert(FALSE);
}
/* is prefix a prefix of s? */
int strprefix(char *prefix, char *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);
}
}
/* WSS - Maybe I'm not understanding something here, but isn't "strmem" just */
/* WSS - a lame version of the standard library function strchr? */
/* is character c a member of string s */
int strmem(char c, char *s)
{
int i,found=FALSE;
for(i=0;((i<strlen(s)) && (! found));i++)
found = (s[i] == c);
return(found);
}
void calc_weight(void)
{
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=0;i<MAXPACK;i++)
if (Player.pack[i] != NULL)
weight += Player.pack[i]->weight *
Player.pack[i]->number;
Player.itemweight = weight;
dataprint();
}
char joinString[256], temp[256];
char *strjoin(char*one, char*two)
{
assert(one != two);
if (joinString == one) goto DirectJoin;
if (joinString == two) {strcpy(temp,two); two = temp;}
strcpy(joinString,one);
DirectJoin:
strcat(joinString,two);
return joinString;
}
/* returns true if its ok to get rid of a level */
int ok_to_free(plv level)
{
if (level == NULL) return(FALSE);
else return((level->environment != E_CITY) &&
(level->environment != E_VILLAGE) &&
(level->environment != Current_Dungeon));
}
/* DAG frees object; if flag true, final free, free any allocated corpse string */
void free_obj( pob obj, int flag )
{
if ( flag && (obj->id == CORPSEID) && (obj->level & ALLOC) )
free( obj->objstr );
free( (char *) obj );
}
pob copy_obj ( pob obj )
{
pob new;
new = ((pob) checkmalloc(sizeof(objtype)));
*new = *obj;
if ( (obj->id == CORPSEID) && (obj->level & ALLOC) )
{
new->objstr = new->cursestr = new->truename = salloc( obj->objstr );
}
return new;
}
void free_objlist(pol pobjlist)
{
pol tmp;
while (pobjlist) {
free_obj( (tmp = pobjlist)->thing, TRUE );
pobjlist = pobjlist->next;
free(tmp);
}
}
void free_mons_and_objs(pml mlist)
{
pml tmp;
while (mlist) {
free_objlist((tmp = mlist)->m->possessions);
/* DAG free the monstring & corpsestr if allocated */
if ( m_statusp( tmp->m, ALLOC ) )
{
free( tmp->m->monstring );
free( tmp->m->corpsestr );
}
free(tmp->m);
mlist = mlist->next;
free(tmp);
}
}
/* Free up monsters and items on a level*/
void free_level(plv level)
{
int i,j;
free_mons_and_objs(level->mlist);
for (i = 0; i < level->level_width; i++)
for (j = 0; j < level->level_length; j++)
if (level->site[i][j].things) {
free_objlist(level->site[i][j].things);
level->site[i][j].things = NULL;
}
#ifndef SAVE_LEVELS
free(level);
#endif
}
/* malloc function that checks its return value - if NULL, tries to free */
/* some memory... */
void *checkmalloc(unsigned int bytes)
{
void *ptr = malloc(bytes);
struct level *curr, **prev, **oldest;
if (ptr)
return ptr;
for (curr = Dungeon, oldest = prev = &Dungeon; curr; curr = curr->next) {
if ((*oldest)->last_visited > curr->last_visited)
oldest = prev;
prev = &(curr->next);
}
if (*oldest && *oldest != Level) {
curr = *oldest;
*oldest = (*oldest)->next;
free_level(curr);
ptr = malloc(bytes);
}
if (ptr)
return ptr;
else {
print1("Out of memory! Saving and quitting.");
morewait();
save(FALSE, TRUE);
endgraf();
exit(0);
}
}
/* alloc just enough string space for str, strcpy, and return pointer */
char *salloc(char *str)
{
char *s=checkmalloc((unsigned)(strlen(str)+1));
strcpy(s,str);
return(s);
}
#ifdef MSDOS
/* ****Moved here from another file**** */
/* reads a string from a file. If it is a line with more than 80 char's,
then remainder of line to \n is consumed */
void filescanstring(FILE *fd, char *fstr)
{
int i= -1;
int byte='x';
while ((i<80) && (byte != '\n') && (byte != EOF)) {
i++;
byte=fgetc(fd);
fstr[i] = byte;
}
if (byte != '\n')
while((byte!='\n') && (byte != EOF))
byte=fgetc(fd);
fstr[i]=0;
}
#endif
#ifdef MSDOS_SUPPORTED_ANTIQUE
/* ****Moved here from another file**** */
/* returns a "level of difficulty" based on current environment
and depth in dungeon. Is somewhat arbitrary. value between 1 and 10.
May not actually represent real difficulty, but instead level
of items, monsters encountered. */
int difficulty(void)
{
int depth = 1;
if (Level != NULL) depth = Level->depth;
switch(Current_Environment) {
case E_COUNTRYSIDE: return(7);
case E_CITY: return(3);
case E_VILLAGE: return(1);
case E_TACTICAL_MAP: return(7);
case E_SEWERS: return(depth/6)+3;
case E_CASTLE: return(depth/4)+4;
case E_CAVES: return(depth/3)+1;
case E_VOLCANO: return(depth/4)+5;
case E_ASTRAL: return(8);
case E_ARENA: return(5);
case E_HOVEL: return(3);
case E_MANSION: return(7);
case E_HOUSE: return(5);
case E_DLAIR: return(9);
case E_ABYSS: return(10);
case E_STARPEAK: return(9);
case E_CIRCLE: return(8);
case E_MAGIC_ISLE: return(8);
case E_TEMPLE: return(8);
/* PGM why is this duplicated in lev.c ? */
case E_PALACE: /* varies by phase of moon */
{
int diff = 0;
switch(Phase/2) {
case 0: diff = 0; break;
case 1: case 11: diff = 1; break;
case 2: case 10: diff = 2; break;
case 3: case 9: diff = 3; break;
case 4: case 8: diff = 5; break;
case 5: case 7: diff = 6; break;
case 6: diff = 7; break;
}
return( min( ((depth+diff)/3)+4,9));
}
default: return(3);
}
}
#endif
char cryptkey(char *fname)
{
int pos, key = 0;
for (pos = 0; fname[pos]; pos++)
key += 3*(fname[pos] - ' ');
return (key&0xff);
}
int game_uid;
int user_uid;
void init_perms(void)
{
#if (defined(BSD) || defined(SYSV)) && !defined(__DJGPP__)
user_uid = getuid();
game_uid = geteuid();
#endif
}
/*
#ifdef BSD
void setreuid(int, int);
#endif
*/
void change_to_user_perms(void)
{
#if (defined( BSD ) || defined( SYSV )) && !defined(__EMX__) && !defined(__DJGPP__)
#ifdef BSD
setreuid(game_uid, user_uid);
#else /* SYSV */
seteuid(user_uid);
#endif /* BSD */
#endif /* BSD || SYSV */
}
void change_to_game_perms(void)
{
#if (defined( BSD ) || defined( SYSV )) && !defined(__EMX__) && !defined(__DJGPP__)
#ifdef BSD
setreuid(user_uid, game_uid);
#else /* SYSV */
seteuid(game_uid);
#endif /* BSD */
#endif /* BSD || SYSV */
}
#ifdef NO_USLEEP
void usleep(int usecs)
{
fd_set null;
struct timeval timeout;
FD_ZERO(&null);
timeout.tv_usec = usecs;
timeout.tv_sec = 0;
select(0, &null, &null, &null, &timeout);
}
#endif