powder118_src/0000755000175300010010000000000013244453400010366 5ustar powder118_src/support/0000755000175300010010000000000013244453377012117 5ustar powder118_src/support/builddpdf/0000755000175300010010000000000013244453361014045 5ustar powder118_src/support/builddpdf/dpdf.cpp0000644000175300010010000002060710741271644015474 0ustar /* * PROPRIETARY INFORMATION. This software is proprietary to POWDER * Development, and is not to be reproduced, transmitted, or disclosed * in any way without written permission. * * Produced by: Jeff Lait * * POWDER Development * * NAME: dpdf.cpp ( POWDER Support Library, C++ ) * * COMMENTS: */ #include #include "dpdf.h" #include inline int MAX(int a, int b) { if (a > b) return a; return b; } inline int MIN(int a, int b) { if (a < b) return a; return b; } double rand_double() { assert(!"No random library linked in!"); return 0.0; } DPDF::DPDF() { myMin = myMax = 0; myProb = new double[1]; myProb[0] = 1.0; } DPDF::DPDF(int constant) { myMin = constant; myMax = constant; myProb = new double[1]; myProb[0] = 1.0; } DPDF::DPDF(int min, int max) { int i, range; double prob; // Ensure positive. if (min > max) { i = max; max = min; min = i; } // Inclusive! range = max - min + 1; prob = 1.0 / range; myMin = min; myMax = max; myProb = new double[range]; for (i = 0; i < range; i++) { myProb[i] = prob; } assert(isValid()); } DPDF::DPDF(const DPDF &dpdf) { myProb = 0; *this = dpdf; } DPDF::~DPDF() { delete [] myProb; } DPDF & DPDF::operator=(const DPDF &dpdf) { delete [] myProb; myMin = dpdf.myMin; myMax = dpdf.myMax; myProb = new double [myMax - myMin + 1]; memcpy(myProb, dpdf.myProb, sizeof(double) * (myMax - myMin + 1)); return *this; } double DPDF::probability(int num) const { if (num < myMin || num > myMax) return 0.0; return myProb[num - myMin]; } double DPDF::expectedValue() const { double total = 0; int i; for (i = myMin; i <= myMax; i++) { total += i * probability(i); } return total; } int DPDF::evaluate() const { double val, total = 0; int i; val = rand_double(); for (i = myMin; i <= myMax; i++) { total += probability(i); if (val < total) return i; } // Failed to find, we'll just return max. return myMax; } double DPDF::probabilityGreaterThan(int num) const { double total = 0.0; // Note this is strictly greater than, thus the initial // ++ for (num++; num <= myMax; num++) { total += probability(num); } return total; } void DPDF::applyGivenGreaterThan(int num) { // Trivial case... if (myMin > num) return; double *prob; double scale; int i; // This is the amount of probability left. scale = probabilityGreaterThan(num); // If !scale, we have a problem because all the bases belong // to them! We assert and punt by converting to a constant. if (!scale) { *this = DPDF(num+1); } else { scale = 1.0 / scale; prob = new double [myMax - (num+1) + 1]; // copy subset... for (i = num+1; i <= myMax; i++) { prob[i - (num+1)] = probability(i); } // Write in our new max/min myMin = num+1; delete [] myProb; myProb = prob; // Scale by the scale factor to normalize... scaleComponentWise(scale); } assert(isValid()); } void DPDF::max(DPDF a, DPDF b) { // We know this is max of rnages... *this = DPDF(MAX(a.myMin, b.myMin), MAX(a.myMax, b.myMax)); // If i > myMax, then max->prob(i) = dpdf->prob(i) // By symmetry, if i > dpdf->myMax, max->prob(i) = prob(i) // max->prob(i) = a->prob(i) * b->prob(<=i) // + b->prob(i) * a->prob(prob(i) = a->prob(i) * b->prob(>=i) // + b->prob(i) * a->prob(>i) // Note use of < rather than <= to avoid double counting the case // where the two probabilities are equal. int i; for (i = myMin; i <= myMax; i++) { myProb[i-myMin] = a.probability(i) * (b.probabilityGreaterThan(i)) + b.probability(i) * (a.probabilityGreaterThan(i-1)); } assert(isValid()); } void DPDF::negate() { int i; DPDF dpdf(-myMax, -myMin); for (i = myMin; i <= myMax; i++) { // Merely reverse the array. dpdf.myProb[myMax - i] = probability(i); } // And assign... *this = dpdf; assert(isValid()); } void DPDF::expandRange(int min, int max) { expandRange(min); expandRange(max); } void DPDF::expandRange(const DPDF &dpdf) { expandRange(dpdf.myMin, dpdf.myMax); } void DPDF::expandRange(int num) { double *prob; if (num < myMin) { prob = new double [myMax - num + 1]; memset(prob, 0, sizeof(double) * (myMax - num + 1)); memcpy(&prob[myMin - num], myProb, sizeof(double) * (myMax - myMin + 1)); myMin = num; delete [] myProb; myProb = prob; } if (num > myMax) { prob = new double [num - myMin + 1]; memset(prob, 0, sizeof(double) * (num - myMin + 1)); memcpy(prob, myProb, sizeof(double) * (myMax - myMin + 1)); myMax = num; delete [] myProb; myProb = prob; } } void DPDF::addComponentWise(const DPDF &dpdf) { int i; expandRange(dpdf.myMin, dpdf.myMax); for (i = myMin; i <= myMax; i++) { myProb[i-myMin] += dpdf.probability(i); } } void DPDF::scaleComponentWise(double scale) { int i; for (i = myMin; i <= myMax; i++) { myProb[i-myMin] *= scale; } } void DPDF::zero() { int i; for (i = myMin; i <= myMax; i++) { myProb[i-myMin] = 0.0; } } DPDF & DPDF::operator*=(double prob) { int i; // Need to have zero. expandRange(0); // Scale everything. for (i = myMin; i <= myMax; i++) { myProb[i-myMin] *= prob; } // All of the missing probability goes to 0. myProb[0 - myMin] += 1.0 - prob; assert(isValid()); return *this; } DPDF & DPDF::operator+=(int constant) { // A simple shift sufficies... myMin += constant; myMax += constant; assert(isValid()); return *this; } DPDF & DPDF::operator-=(const DPDF &dpdf) { DPDF neg; neg = dpdf; neg.negate(); *this += neg; assert(isValid()); return *this; } DPDF & DPDF::operator+=(const DPDF &dpdf) { int i; DPDF total(myMin), sum(myMin); // Zero out the total. total.zero(); for (i = dpdf.myMin; i <= dpdf.myMax; i++) { // Make a copy of this. sum = *this; // Add in i. sum += i; // Scale by the probability of i being chosen in dpdf. sum.scaleComponentWise(dpdf.probability(i)); // Add in to the total. total.addComponentWise(sum); } // Set ourselves to the total *this = total; assert(isValid()); return *this; } void DPDF::getQuartile(int &min, int &q1, int &q2, int &q3, int &max) const { min = getPercentile(0.0); q1 = getPercentile(0.25); q2 = getPercentile(0.5); q3 = getPercentile(0.75); max = getPercentile(1.0); } int DPDF::getPercentile(double percent) const { double total = 0; int i; for (i = myMin; i <= myMax; i++) { total += probability(i); if (total > percent) return i; } // Ran off the top, search backwards for first non-zero for (i = myMax; i >= myMin; i--) { if (probability(i)) return i; } // Pretty arbitrary at this point. return myMax; } double DPDF::totalprob() const { int i; double total = 0.0; for (i = myMin; i <= myMax; i++) { total += probability(i); } return total; } bool DPDF::isValid(double tol) const { double total; total = totalprob(); if (total > 1.0 + tol || total < 1.0 - tol) { assert(false); return false; } return true; } void DPDF::save(ostream &os) const { int i; os.write((const char *) &myMin, sizeof(int)); os.write((const char *) &myMax, sizeof(int)); for (i = myMin; i <= myMax; i++) { os.write((const char *) &myProb[i-myMin], sizeof(double)); } } void DPDF::load(istream &is) { delete [] myProb; int i; is.read((char *) &myMin, sizeof(int)); is.read((char *) &myMax, sizeof(int)); myProb = new double[myMax - myMin + 1]; for (i = myMin; i <= myMax; i++) { is.read((char *) &myProb[i-myMin], sizeof(double)); } } powder118_src/support/builddpdf/Makefile0000644000175300010010000000012210737036267015506 0ustar TARGET = builddpdf OFILES = builddpdf.o \ dpdf.o include ../../make/makerules powder118_src/support/builddpdf/dpdf.h0000644000175300010010000000755710633405567015155 0ustar /* * PROPRIETARY INFORMATION. This software is proprietary to POWDER * Development, and is not to be reproduced, transmitted, or disclosed * in any way without written permission. * * Produced by: Jeff Lait * * POWDER Development * * NAME: dpdf.h ( POWDER Support Library, C++ ) * * COMMENTS: * Stores and manipulates a discrete probability function. * Tracks the probability of a function returning certain numbers. * Allows you to compose dpdfs in obvious fashions. */ #ifndef __dpdf__ #define __dpdf__ #include using namespace std; class DPDF { public: // Constructors... DPDF(); DPDF(int constant); // Always returns given constant. // NOT explicit as we want to be able // to cast up! DPDF(int min, int max); // Uniform distribution in [min..max] DPDF(const DPDF &dpdf); // Copy constructor virtual ~DPDF(); void save(ostream &os) const; void load(istream &is); DPDF &operator=(const DPDF &dpdf); // Assignment operator. double probability(int num) const; double expectedValue() const; // Uses the random number generator to pick a random integer inside // our DPDF using our DPDF. int evaluate() const; // Returns the probability of this function returning something // strictly greater than the given number. double probabilityGreaterThan(int num) const; // Clips out any values less than or equal to the number. void applyGivenGreaterThan(int num); // Creates the DPDF of the sum of two DPDFs. DPDF &operator+=(const DPDF &dpdf); DPDF &operator-=(const DPDF &dpdf); // The maximum operator applied to DPDFs // Rewrites this. // We force a copy constructor so this can be a parameter. void max(DPDF a, DPDF b); // Ditto, but min. void min(DPDF a, DPDF b); // Adds a constant value to the DPDF - this is somewhat of a no-op // as it just shifts the DPDF. // Note that this is equivalent to upcasting the constant to a // DPDF and then adding, thus meaning we aren't making an ambiguity // with casting operations // It is just this is more effecient, and more importantly, the // DPDF += uses this as an atomic operation. DPDF &operator+=(int constant); // Multiplies this DPDF by the given PROBABILITY. This multiplies // all entries by PROBABILITY and adds to the 0 entry 1-PROBABIILITY DPDF &operator*=(double prob); // Negates the range of the probability [myMin..myMax] -> [-myMax..-myMin] // and a similar reversal of the actual values. void negate(); void getQuartile(int &min, int &q1, int &q2, int &q3, int &max) const; // Returns the smallest i such that prob(<=i) > percent int getPercentile(double percent) const; protected: // Sums our probabilities. This is supposed to be one. double totalprob() const; // Verifies our total is 1.0 bool isValid(double tol=1e-4f) const; // Expands this to encompass the given range, adding zero probability // as necessary void expandRange(int min, int max); // Expands the range to include the given number. void expandRange(int min); // Expands to include range of other dpdf. void expandRange(const DPDF &dpdf); // The following math operations are not DPDF operations! They are, // however, useful in building them if you don't care about // efficiency. // (DPDF operations have the property that the resulting DPDF // always sums to 1) // Adds each probability into this dpdf in a component wise manner. // Expands this as necessary. void addComponentWise(const DPDF &dpdf); // Multiplies all entries by the given scale. void scaleComponentWise(double scale); // Zeros the system void zero(); private: int myMin, myMax; // Min & max possible values. double *myProb; // Probability for each value. }; #endif powder118_src/support/builddpdf/builddpdf.cpp0000644000175300010010000000433010633407171016503 0ustar // txt2c.cpp : This simple app builds a table // of discrete probability distribution functions // and generates a .cpp/.h file that describe them. // #include #include #include #include #include #include "dpdf.h" using namespace std; int main(int argc, char* argv[]) { if (argc < 4) { cerr << "Usage is " << argv[0] << " maxsides maxrolls scale" << endl; cerr << "This will build dpdf_table.cpp and dpdf_table.h" << endl; return -2; } ifstream is(argv[1], ios::in); int maxsides, maxrolls, scale, roll, side; maxsides = atoi(argv[1]); maxrolls = atoi(argv[2]); scale = atoi(argv[3]); ofstream os("dpdf_table.cpp"); if (!os) { cerr << "Couldn't open for write " << "dpdf_table.cpp" << endl; } ofstream hos("dpdf_table.h"); if (!hos) { cerr << "Couldn't open for write " << "dpdf_table.h" << endl; } // Build the header file. hos << "// dpdf_table.h" << endl << "// Automagically generated by builddpdf" << endl << "// DO NOT HAND EDIT. Yes, this means you." << endl << endl; hos << "// Dimensions of table, these are inclusive." << endl; hos << "#define DPDF_MAXSIDES " << maxsides << endl; hos << "#define DPDF_MAXROLLS " << maxrolls << endl; hos << "#define DPDF_SCALE " << scale << endl; hos << endl; hos << "// Since 0 and 1 are obvious for sides, hence the -1" << endl; hos << "extern const int glb_dpdftable[DPDF_MAXROLLS+1][DPDF_MAXSIDES-1];" << endl; os << "// dpdf_table.cpp" << endl << "// Automagically generated by builddpdf" << endl << "// DO NOT HAND EDIT. Yes, this means you." << endl << endl; os << "#include \"dpdf_table.h\"" << endl << endl; os << "const int glb_dpdftable[DPDF_MAXROLLS+1][DPDF_MAXSIDES-1] =" << endl << "{" << endl; for (roll = 0; roll <= maxrolls; roll++) { os << " { "; for (side = 2; side <= maxsides; side++) { DPDF r(1, side), u(1, side); int mean; int i; for (i = 0; i < roll; i++) { r.max(r, u); } mean = (int) (r.expectedValue() * scale + 0.5); os << mean << ", "; } os << "}," << endl; } os << "};" << endl; return 0; } powder118_src/support/compendium/0000755000175300010010000000000013244453360014247 5ustar powder118_src/support/compendium/compendium.vcproj0000644000175300010010000000763310745256152017650 0ustar powder118_src/support/compendium/compendium.cpp0000644000175300010010000002301610745526267017127 0ustar /* * PROPRIETARY INFORMATION. This software is proprietary to POWDER * Development, and is not to be reproduced, transmitted, or disclosed * in any way without written permission. * * Produced by: Jeff Lait * * POWDER Development * * NAME: compendium.cpp ( POWDER Library, C++ ) * * COMMENTS: * Extracts relevant info from game data into something * parseable by the website. */ #include "mygba.h" #include "../../glbdef.h" #include "../../encyclopedia.h" #include "../../buf.h" #include "../../gfx/all_bitmaps.h" #include #include #include #include const encyclopedia_entry * encyc_getentry(const char *bookname, int key) { const encyclopedia_book *book; int booknum; int entrynum; for (booknum = 0; booknum < NUM_ENCYCLOPEDIA_BOOKS; booknum++) { book = glb_encyclopedia[booknum]; if (strcmp(book->bookname, bookname)) continue; for (entrynum = 0; entrynum < book->numentries; entrynum++) { if (book->entries[entrynum]->key == key) return book->entries[entrynum]; } } return 0; } static void writeportableshort(FILE *fp, u16 v) { u8 c[2]; c[0] = v & 0xff; c[1] = v >> 8; fwrite(c, 2, 1, fp); } static void writeportableint(FILE *fp, u32 v) { writeportableshort(fp, v & 0xffff); writeportableshort(fp, v >> 16); } void convertTo24bit(u16 clr, u8 &red, u8 &green, u8 &blue) { red = clr & 31; red <<= 3; red += 4; clr >>= 5; green = clr & 31; green <<= 3; green += 4; clr >>= 5; blue = clr & 31; blue <<= 3; blue += 4; } // A 256 pixel image doesn't need a 256 colour palette :> // Storing 24bit actually saves 512 byes, meaning png looks less tempting. void writeDataToBmp24bit(const char *fname, const u8 *data, const u16 *palette) { FILE *fp; int i, x, y; u8 red, green, blue, index; fp = fopen(fname, "wb"); if (!fp) { printf("Failed to open %s for writing\n", fname); return; } // Write the header. fwrite("BM", 2, 1, fp); writeportableint(fp, 16*16*3+54); // size writeportableint(fp, 0); // reserved writeportableint(fp, 54); // Header size + palette writeportableint(fp, 40); // Info size writeportableint(fp, 16); // Width writeportableint(fp, 16); // Height writeportableshort(fp, 1); // Bit planes writeportableshort(fp, 24); // Bits writeportableint(fp, 0); // Compression writeportableint(fp, 0); // image data size writeportableint(fp, 0); // xpel/m writeportableint(fp, 0); // ypel/m writeportableint(fp, 0); // used colours writeportableint(fp, 0); // important colours // Write out our data. Our source data is tilified so we // need to invert the operation here // 16*3 divides four evenly so we have no craziness with our // scanline widths. for (y = 16; y --> 0;) // the elusive --> operator. { for (x = 0; x < 16; x++) { // Simple sub-tile index i = x & 7; i += (y & 7) * 8; // Which tile if (x & 8) i += 8 * 8; if (y & 8) i += 2 * 8 * 8; index = data[i]; convertTo24bit(palette[index], red, green, blue); if (!index) { // Colour zero gets hard coded to POWDER brown. red = 0xAF; green = 0xA2; blue = 0x90; } fwrite(&blue, 1, 1, fp); fwrite(&green, 1, 1, fp); fwrite(&red, 1, 1, fp); } } fclose(fp); } void writeDataToBmp8bit(const char *fname, const u8 *data, const u16 *palette) { FILE *fp; int i, x, y; u8 red, green, blue, zero = 0; fp = fopen(fname, "wb"); if (!fp) { printf("Failed to open %s for writing\n", fname); return; } // Write the header. fwrite("BM", 2, 1, fp); writeportableint(fp, 16*16+1078); // size writeportableint(fp, 0); // reserved writeportableint(fp, 1078); // Header size + palette writeportableint(fp, 40); // Info size writeportableint(fp, 16); // Width writeportableint(fp, 16); // Height writeportableshort(fp, 1); // Bit planes writeportableshort(fp, 8); // Bits writeportableint(fp, 0); // Compression writeportableint(fp, 0); // image data size writeportableint(fp, 0); // xpel/m writeportableint(fp, 0); // ypel/m writeportableint(fp, 0); // used colours writeportableint(fp, 0); // important colours // Write out our palette... // Format is BGRA, where A is unused. for (i = 0; i < 256; i++) { convertTo24bit(palette[i], red, green, blue); if (!i) { // Colour zero gets hard coded to POWDER brown. red = 0xAF; green = 0xA2; blue = 0x90; } fwrite(&blue, 1, 1, fp); fwrite(&green, 1, 1, fp); fwrite(&red, 1, 1, fp); fwrite(&zero, 1, 1, fp); } // Write out our data. Our source data is tilified so we // need to invert the operation here // 16 divides four evenly so we have no craziness with our // scanline widths. for (y = 16; y --> 0;) // the elusive --> operator. { for (x = 0; x < 16; x++) { // Simple sub-tile index i = x & 7; i += (y & 7) * 8; // Which tile if (x & 8) i += 8 * 8; if (y & 8) i += 2 * 8 * 8; fwrite(&data[i], 1, 1, fp); } } fclose(fp); } void writeTileToBmp(BUF fname, int tile) { // Find address of data... const u8 *data; data = &glb_tilesets[4].dungeon[tile * 4 * 8 * 8]; writeDataToBmp24bit(fname.buffer(), data, glb_tilesets[4].palette); } void writeSpriteToBmp(BUF fname, int tile) { // Find address of data... const u8 *data; data = &glb_tilesets[4].sprite[tile * 4 * 8 * 8]; writeDataToBmp24bit(fname.buffer(), data, glb_tilesets[4].spritepalette); } // Does this char mark the end of a sentence? bool gram_isendsentence(char c) { switch (c) { case '.': case '!': case '?': return true; } return false; } BUF gram_capitalize(BUF buf) { bool hard = false; char *s; bool docaps = true; // Start of sentence, caps. BUF result; const char *str = buf.buffer(); result = buf; // THis cast to char * is safe as we only assign to s after a harden. for (s = (char *) str; *s; s++) { if (!isspace(*s)) { // Note we do not eat up caps if we get a non-alpha, ie: // "foo bar" will become "Foo bar" (ignoring the quote) // Note that numerical keys are ignored, so // "+1 mace" becomes "+1 Mace" if (docaps && isalpha(*s)) { if (islower(*s)) { if (!hard) { result.uniquify(); s = result.evildata() + (s - str); hard = true; } *s = toupper(*s); } // Eat the caps. docaps = false; } // Determine if this is end-sentence, if so, the next // char should be capped. if (gram_isendsentence(*s)) docaps = true; } } return result; } void writeFile(FILE *fplist, const char *rawname, const encyclopedia_entry *entry, bool istile, int tile) { BUF fname, bmpname, imgname, name; FILE *fp; int i; fname.sprintf("%s.txt", rawname); fname.makeFileSafe(); bmpname.sprintf("%s.bmp", rawname); bmpname.makeFileSafe(); imgname.sprintf("%s", rawname); imgname.makeFileSafe(); // We create bmps, but link to pngs as we expect // later people to convert.... // Rather than harcoding ourselves, our icon has no // extesion so it is trivial to add it in the template. fp = fopen(fname.buffer(), "wt"); // Header info fprintf(fp, "Icon: %s\n", imgname.buffer()); name.strcpy(rawname); name = gram_capitalize(name); fprintf(fp, "Name: %s\n", name.buffer()); fprintf(fp, "~~~~\n"); // Contents. Lines aren't wrapped, but we don't care. for (i = 0; i < entry->numlines; i++) { fprintf(fp, "%s\n", entry->lines[i]); } // All done! fclose(fp); // Output the relevant .bmp if (istile) writeTileToBmp(bmpname, tile); else writeSpriteToBmp(bmpname, tile); fprintf(fplist, "%s\n", fname.buffer()); } int main() { MOB_NAMES mob; SPELL_NAMES spell; const encyclopedia_entry *entry; FILE *fplist; encyclopedia_entry e; fplist = fopen("moblist.txt", "wt"); // Bestiary entry.... e.numlines = 1; e.lines = new const char*[1]; e.lines[0] = "Piecing together the tales of those few that have escaped the dungeon depths, we have assembled this bestiary to help forewarn you of the dangers you face. Be warned it is incomplete: we've heard tale of many fearsome foes not on this paltry list!"; writeFile(fplist, "bestiary", &e, true, TILE_VOID); FOREACH_MOB(mob) { if (!glb_mobdefs[mob].publish) continue; // Write out relevant data... entry = encyc_getentry("MOB", mob); if (entry) { writeFile(fplist, glb_mobdefs[mob].name, entry, true, glb_mobdefs[mob].tile); } } fclose(fplist); fplist = fopen("spelllist.txt", "wt"); e.lines[0] = "Wizards jealously guard their secrets, so any attempt to assemble all magic in one location is doomed to be incomplete. Consider this a mere primer for the wide range of spells that you may encounter on your journey."; writeFile(fplist, "spelltome", &e, true, TILE_BLUESPELLBOOK); FOREACH_SPELL(spell) { if (!glb_spelldefs[spell].publish) continue; entry = encyc_getentry("SPELL", spell); if (entry) { writeFile(fplist, glb_spelldefs[spell].name, entry, false, glb_spelldefs[spell].tile); } } fclose(fplist); // We also want to write out the spellbook icon of choice. BUF buf; buf.reference("spellbook.bmp"); writeTileToBmp(buf, TILE_BLUESPELLBOOK); return 0; } powder118_src/support/compendium/mygba.h0000644000175300010010000000143010745212025015507 0ustar /* * PROPRIETARY INFORMATION. This software is proprietary to POWDER * Development, and is not to be reproduced, transmitted, or disclosed * in any way without written permission. * * Produced by: Jeff Lait * * POWDER Development * * NAME: mygba.h ( POWDER Library, C++ ) * * COMMENTS: * Global types and includes, I guess a reimp of * stdafx.h. Most of the POWDER files require * this to exist. */ #ifndef __mygba__ #define __mygba__ #define USING_SDL #ifdef LINUX #define stricmp(a, b) strcasecmp(a, b) #endif typedef unsigned char u8; typedef signed char s8; typedef unsigned short u16; typedef signed short s16; typedef unsigned int u32; typedef signed int s32; #include #include #include #include #endif powder118_src/support/compendium/compendium.sln0000644000175300010010000000161510745256152017133 0ustar Microsoft Visual Studio Solution File, Format Version 8.00 Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "compendium", "compendium.vcproj", "{3BA434C1-228B-4698-AAF0-A81DF8322857}" ProjectSection(ProjectDependencies) = postProject EndProjectSection EndProject Global GlobalSection(SolutionConfiguration) = preSolution Debug = Debug Release = Release EndGlobalSection GlobalSection(ProjectConfiguration) = postSolution {3BA434C1-228B-4698-AAF0-A81DF8322857}.Debug.ActiveCfg = Debug|Win32 {3BA434C1-228B-4698-AAF0-A81DF8322857}.Debug.Build.0 = Debug|Win32 {3BA434C1-228B-4698-AAF0-A81DF8322857}.Release.ActiveCfg = Release|Win32 {3BA434C1-228B-4698-AAF0-A81DF8322857}.Release.Build.0 = Release|Win32 EndGlobalSection GlobalSection(ExtensibilityGlobals) = postSolution EndGlobalSection GlobalSection(ExtensibilityAddIns) = postSolution EndGlobalSection EndGlobal powder118_src/support/compendium/Makefile0000644000175300010010000000024110745212025015676 0ustar TARGET = compendium OFILES = compendium.o \ ../../glbdef.o \ ../../gfx/all_bitmaps.o \ ../../buf.o \ ../../encyclopedia.o include ../../make/makerules powder118_src/support/encyclopedia2c/0000755000175300010010000000000013244453351014773 5ustar powder118_src/support/encyclopedia2c/encyclopedia2c.vcproj0000644000175300010010000000722710027110771021104 0ustar powder118_src/support/encyclopedia2c/encyclopedia2c.sln0000644000175300010010000000160010027110771020362 0ustar Microsoft Visual Studio Solution File, Format Version 8.00 Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "encyclopedia2c", "encyclopedia2c.vcproj", "{28CEEED6-1188-4321-9B7D-874A584E9C62}" ProjectSection(ProjectDependencies) = postProject EndProjectSection EndProject Global GlobalSection(SolutionConfiguration) = preSolution Debug = Debug Release = Release EndGlobalSection GlobalSection(ProjectConfiguration) = postSolution {28CEEED6-1188-4321-9B7D-874A584E9C62}.Debug.ActiveCfg = Debug|Win32 {28CEEED6-1188-4321-9B7D-874A584E9C62}.Debug.Build.0 = Debug|Win32 {28CEEED6-1188-4321-9B7D-874A584E9C62}.Release.ActiveCfg = Release|Win32 {28CEEED6-1188-4321-9B7D-874A584E9C62}.Release.Build.0 = Release|Win32 EndGlobalSection GlobalSection(ExtensibilityGlobals) = postSolution EndGlobalSection GlobalSection(ExtensibilityAddIns) = postSolution EndGlobalSection EndGlobal powder118_src/support/encyclopedia2c/ReadMe.txt0000644000175300010010000000244210027110771016663 0ustar ======================================================================== CONSOLE APPLICATION : encyclopedia2c Project Overview ======================================================================== AppWizard has created this encyclopedia2c application for you. This file contains a summary of what you will find in each of the files that make up your encyclopedia2c application. encyclopedia2c.vcproj This is the main project file for VC++ projects generated using an Application Wizard. It contains information about the version of Visual C++ that generated the file, and information about the platforms, configurations, and project features selected with the Application Wizard. encyclopedia2c.cpp This is the main application source file. ///////////////////////////////////////////////////////////////////////////// Other standard files: StdAfx.h, StdAfx.cpp These files are used to build a precompiled header (PCH) file named encyclopedia2c.pch and a precompiled types file named StdAfx.obj. ///////////////////////////////////////////////////////////////////////////// Other notes: AppWizard uses "TODO:" comments to indicate parts of the source code you should add to or customize. ///////////////////////////////////////////////////////////////////////////// powder118_src/support/encyclopedia2c/stdafx.cpp0000644000175300010010000000044510027110771016763 0ustar // stdafx.cpp : source file that includes just the standard includes // encyclopedia2c.pch will be the pre-compiled header // stdafx.obj will contain the pre-compiled type information #include "stdafx.h" // TODO: reference any additional headers you need in STDAFX.H // and not in this file powder118_src/support/encyclopedia2c/stdafx.h0000644000175300010010000000051311122254462016427 0ustar // stdafx.h : include file for standard system include files, // or project specific include files that are used frequently, but // are changed infrequently // #ifndef __STDAFX_H__ #define __STDAFX_H__ #include #include #include #include #ifdef WIN32 #include #endif #endif powder118_src/support/encyclopedia2c/encyclopedia2c.cpp0000644000175300010010000003104211647546742020377 0ustar // encyclopedia2c.cpp : Defines the entry point for the console application. // #include "stdafx.h" #include #include using namespace std; void writeQuotedString(ostream &os, const char *s) { os << "\""; while (*s) { if (*s == '"') { os << "\\\""; } else if (*s == '\\') { os << "\\"; } else os << *s; s++; } os << "\""; } class LINE { public: explicit LINE(const char *line); ~LINE(); LINE *getNext() const { return myNext; } void setNext(LINE *line) { myNext = line; } const char *getLine() const { return myLine; } private: LINE *myNext; char *myLine; }; LINE::LINE(const char *line) { myNext = 0; myLine = strdup(line); } LINE::~LINE() { free(myLine); delete myNext; } class ENTRY { public: explicit ENTRY(const char *key, const char *name); ~ENTRY(); ENTRY *getNext() const { return myNext; } void setNext(ENTRY *next) { myNext = next; } const char *getKey() const { return myKey; } // This appends the given text, taking into account // merging adjacent lines & implicit paragraphs/ // returns. void appendText(const char *text); void save(ostream &os, ostream &hs) const; private: // This appends the given line as a new LINE structure. void appendLine(const char *line); LINE *myLines; ENTRY *myNext; char *myKey, *myName; char *myLastLine; }; ENTRY::ENTRY(const char *key, const char *name) { myKey = strdup(key); myName = strdup(name); myNext = 0; myLines = 0; myLastLine = 0; } ENTRY::~ENTRY() { free(myKey); free(myName); delete myLines; delete myNext; } void ENTRY::appendLine(const char *txtline) { LINE *line, *last; line = new LINE(txtline); for (last = myLines; last && last->getNext(); last = last->getNext()); if (last) last->setNext(line); else myLines = line; } void ENTRY::appendText(const char *text) { size_t linelen; linelen = strlen(text); if (!linelen) { // We want to do a new paragraph. // We thus finish any current line, // and append a blank line for // good measure. if (myLastLine) appendLine(myLastLine); appendLine(""); delete [] myLastLine; myLastLine = 0; return; } // Append into our last line structure. if (myLastLine) { char *newlast; char lastchar; newlast = new char[linelen + strlen(myLastLine) + 5]; strcpy(newlast, myLastLine); if (strlen(newlast)) { lastchar = newlast[strlen(newlast)-1]; // If we didn't have a trailing space, make sure // we add one. If we had a punctuation, we must // make sure we do two spaces. if (strchr(".!?", lastchar)) { strcat(newlast, " "); } else if (lastchar != ' ') strcat(newlast, " "); } strcat(newlast, text); delete [] myLastLine; myLastLine = newlast; } else { myLastLine = new char[linelen+3]; strcpy(myLastLine, text); } if (linelen <= 30) { // This is an implied return. appendLine(myLastLine); delete [] myLastLine; myLastLine = 0; } } void ENTRY::save(ostream &os, ostream &hs) const { int numline = 0; LINE *line; // Save our line list. os << "const char *glb_encyclopedia_entry_" << myKey << "_lines[] =" << endl; os << "{" << endl; // Trim blank lines. bool hasblank = true; LINE *last; while (hasblank) { hasblank = false; last = 0; for (line = myLines; line && line->getNext(); line = line->getNext()) { last = line; } // See if last line was blank... // Can't delete only line. if (line && last) { if (!strcmp(line->getLine(), "")) { hasblank = true; last->setNext(0); delete line; } } } for (line = myLines; line; line = line->getNext()) { os << " "; writeQuotedString(os, line->getLine()); if (line->getNext()) os << ","; os << endl; numline++; } os << "};" << endl; os << endl; // Now, save the actual entry. os << "const encyclopedia_entry glb_encyclopedia_entry_" << myKey << " =" << endl; os << "{" << endl; os << " " << myKey << "," << endl; os << " "; writeQuotedString(os, myName); os << "," << endl; os << " " << numline << "," << endl; os << " glb_encyclopedia_entry_" << myKey << "_lines" << endl; os << "};" << endl; os << endl; } class BOOK { public: explicit BOOK(const char *bookname); ~BOOK(); static BOOK *getBook(const char *name); BOOK *getNext() const { return myNext; } void setNext(BOOK *book) { myNext = book; } const char *getName() const { return myName; } void appendEntry(ENTRY *entry); void save(ostream &os, ostream &hs) const; private: ENTRY *myEntries; char *myName; BOOK *myNext; }; BOOK *glb_booklist = 0; BOOK::BOOK(const char *bookname) { myName = strdup(bookname); myEntries = 0; myNext = 0; } BOOK::~BOOK() { delete myEntries; free(myName); } BOOK * BOOK::getBook(const char *name) { BOOK *book, *last; last = 0; for (book = glb_booklist; book; book = book->getNext()) { if (!strcmp(book->myName, name)) return book; last = book; } // We need a new book. book = new BOOK(name); if (last) last->setNext(book); else glb_booklist = book; return book; } void BOOK::appendEntry(ENTRY *entry) { ENTRY *last; for (last = myEntries; last && last->getNext(); last = last->getNext()); if (last) last->setNext(entry); else myEntries = entry; } void BOOK::save(ostream &os, ostream &hs) const { int numentry; ENTRY *entry; numentry = 0; for (entry = myEntries; entry; entry = entry->getNext()) { entry->save(os, hs); numentry++; } // Save our list of entry list. os << "const encyclopedia_entry *glb_encyclopedia_book_" << myName << "_entrylist[] =" << endl; os << "{" << endl; for (entry = myEntries; entry; entry = entry->getNext()) { os << " &glb_encyclopedia_entry_" << entry->getKey(); if (entry->getNext()) os << ","; os << endl; } os << "};" << endl; os << endl; // Save the book proper. os << "const encyclopedia_book glb_encyclopedia_book_" << myName << " =" << endl; os << "{" << endl; os << " "; writeQuotedString(os, myName); os << "," << endl; os << " " << numentry << "," << endl; os << " glb_encyclopedia_book_" << myName << "_entrylist" << endl; os << "};" << endl; os << endl; } // // Stream controls. // These allow one to undo the fetching of a line. // bool glb_putbackline = false; char raw_input[1024]; char tabless_input[8192]; // Enough for 1k of tabs. // Removes tabs treating them as mod 8 events. void killtabs(char *raw, char *tabless) { int off; for (off = 0; *raw; raw++) { if (*raw == '\t') { tabless[off++] = ' '; while (off & 7) tabless[off++] = ' '; } else { tabless[off++] = *raw; } } tabless[off++] = '\0'; } bool input_waiting(ifstream &is) { if (glb_putbackline) return true; if (is) return true; return false; } char * input_getline(ifstream &is) { if (glb_putbackline) { glb_putbackline = false; // Ensure we don't have corrupted input, retab. killtabs(raw_input, tabless_input); return tabless_input; } // read a line. is.getline(raw_input, 1020); killtabs(raw_input, tabless_input); return tabless_input; } void input_putbackline() { glb_putbackline = true; } int main(int argc, char* argv[]) { if (argc < 2) { cerr << "Usage:" << endl; cerr << "\tencyclopedia2c encyclopedia.txt" << endl; cerr << "This will create encyclopedia.cpp and encyclopedia.h" << endl; return -1; } // Construct our output file names. char *headername, *cppname; headername = new char[strlen(argv[1]) + 10]; cppname = new char[strlen(argv[1]) + 10]; strcpy(headername, argv[1]); strcpy(cppname, argv[1]); if (strrchr(headername, '.')) *strrchr(headername, '.') = '\0'; if (strrchr(cppname, '.')) *strrchr(cppname, '.') = '\0'; strcat(headername, ".h"); strcat(cppname, ".cpp"); // See if we can open the incoming stream. ifstream is(argv[1]); if (!is) { cerr << "Unable to open " << argv[1] << " for reading." << endl; return -1; } // Open the output streams. ofstream os(cppname), hs(headername); if (!os) { cerr << "Unable to open " << cppname << " for writing." << endl; return -2; } if (!hs) { cerr << "Unable to open " << headername << " for writing." << endl; return -3; } // Standard header information. hs << "//" << endl; hs << "// " << headername << endl; hs << "// Automagically Generated by " << argv[0] << endl; hs << "// DO NOT HAND EDIT." << endl; hs << "// (Yes, this does mean you!)" << endl; hs << "//" << endl; hs << endl; os << "//" << endl; os << "// " << cppname << endl; os << "// Automagically Generated by " << argv[0] << endl; os << "// DO NOT HAND EDIT." << endl; os << "// (Yes, this does mean you!)" << endl; os << "//" << endl; os << endl; os << "#include \"encyclopedia.h\"" << endl; os << "#include \"glbdef.h\"" << endl; os << endl; // Create our data structures. hs << "struct encyclopedia_entry" << endl; hs << "{" << endl; hs << " int key;" << endl; hs << " const char *name;" << endl; hs << " int numlines;" << endl; hs << " const char **lines;" << endl; hs << "};" << endl; hs << endl; hs << "struct encyclopedia_book" << endl; hs << "{" << endl; hs << " const char *bookname;" << endl; hs << " int numentries;" << endl; hs << " const encyclopedia_entry**entries;" << endl; hs << "};" << endl; hs << endl; // Start reading in lines... while (input_waiting(is)) { char *line; line = input_getline(is); if (*line == '#') { // Ignore comments. continue; } // Parse out the book/key/entry name. char bookname[1024], keyname[1024], entryname[1024]; char *readhead; // If line is blank, ignore it. for (readhead = line; *readhead == ' '; readhead++); if (!*readhead) continue; readhead = line; strcpy(bookname, line); if (strchr(bookname, ':')) *strchr(bookname, ':') = '\0'; for (readhead = line; *readhead; readhead++) { if (*readhead == ':' && readhead[1] == ':') break; } if (!*readhead) { cerr << "Improper formatted line:" << endl; cerr << line; continue; } readhead += 2; if (*readhead == '-') { cerr << "Improper formatted line:" << endl; cerr << line; continue; } strcpy(keyname, bookname); strcat(keyname, "_"); strcat(keyname, readhead); if (*keyname != '-' && strchr(keyname, '-')) strchr(keyname, '-')[-1] = '\0'; for (; *readhead; readhead++) { if (*readhead == '-' && readhead[-1] == ' ' && readhead[1] == ' ') break; } if (!readhead) { cerr << "Improper formatted line:" << endl; cerr << line; continue; } strcpy(entryname, readhead+2); // Create a new entry matching this setup. ENTRY *entry; entry = new ENTRY(keyname, entryname); BOOK *book; book = BOOK::getBook(bookname); book->appendEntry(entry); // Now add every line that occurs... while (input_waiting(is)) { line = input_getline(is); // Add blank lines. for (readhead = line; *readhead == ' '; readhead++); if (!*readhead) { // Append a truly blank line. entry->appendText(""); continue; } // Verify we have 4 spaces. if (line[0] != ' ' && line[1] != ' ' && line[2] != ' ' && line[3] != ' ') { // Likely start of another entry. input_putbackline(); break; } // Add the line. entry->appendText(&line[4]); } } // We have now read in all the books: output. if (glb_booklist) { BOOK *book; int numbook = 0; for (book = glb_booklist; book; book = book->getNext()) { book->save(os, hs); numbook++; } // Now, build global list. hs << "#define NUM_ENCYCLOPEDIA_BOOKS " << numbook << endl; hs << "extern const encyclopedia_book *glb_encyclopedia[NUM_ENCYCLOPEDIA_BOOKS];" << endl; os << "const encyclopedia_book *glb_encyclopedia[NUM_ENCYCLOPEDIA_BOOKS] =" << endl; os << "{" << endl; for (book = glb_booklist; book; book = book->getNext()) { os << " &glb_encyclopedia_book_" << book->getName(); if (book->getNext()) os << ","; os << endl; } os << "};" << endl; } return 0; } powder118_src/support/encyclopedia2c/encyclopedia2c_vc9.vcproj0000644000175300010010000001001011501171562021650 0ustar powder118_src/support/encyclopedia2c/prebuild_encyclopedia.bat0000755000175300010010000000031011501171562022000 0ustar @echo off if !%1==! goto error echo Prebuilding encyclopedia... ..\%1\encyclopedia2c.exe ..\..\..\encyclopedia.txt goto exit :error echo Usage: prebuild_bitmaps.bat (Debug^|Release) :exit powder118_src/support/encyclopedia2c/Makefile0000644000175300010010000000013610737036267016442 0ustar TARGET = encyclopedia2c OFILES = encyclopedia2c.o \ stdafx.o include ../../make/makerules powder118_src/support/encyclopedia2c/.cvsignore0000644000175300010010000000003210126003651016754 0ustar Release Debug *.ncb *.suo powder118_src/support/splicebmp/0000755000175300010010000000000013244453360014065 5ustar powder118_src/support/splicebmp/ReadMe.txt0000644000175300010010000001241710135670070015763 0ustar ======================================================================== CONSOLE APPLICATION : splicebmp Project Overview ======================================================================== //////////////////////////////////////////////////////////////////////// // Version: //////////////////////////////////////////////////////////////////////// This is release 002 of splicebmp. When run, splicebmp will report its version number. This may not be visable due to the console window immediately closing. In this case, run it in a command line. //////////////////////////////////////////////////////////////////////// // Usage: //////////////////////////////////////////////////////////////////////// splicebmp No command line parameters are required. "powder.gba" is assumed to be the name of the original POWDER ROM. "dungeon16.bmp" is assumed to be the name of the bitmap to replace the POWDER bitmap. "powder_c.gba" is the name of the generated spliced ROM. If an error occurs, an appropriate message is output. However, if it is run from the Windows desktop the console application may close before the message can be read. Run it from the command line to learn what the errors may be. //////////////////////////////////////////////////////////////////////// // Description: //////////////////////////////////////////////////////////////////////// splicebmp is a tool for splicing custom bitmaps into the POWDER executable. As POWDER is a Gameboy Advance ROM, it has no way of reading external files. Thus, the ROM itself has to be hacked to replace the bitmaps. This is somewhat complicated by the need to ensure the palettes match, and the fact the bitmap is diced into tiles inside the ROM. //////////////////////////////////////////////////////////////////////// // Where to get: //////////////////////////////////////////////////////////////////////// splicebmp can be retrieved at: http://www.zincland.com/powder This is also the place to look for the most recent art pack. With a new release, you may need to get a new art pack to get the new items (or new resolution bitmap). Occasionaly, you may need to get a new splicebmp pack. //////////////////////////////////////////////////////////////////////// // Important Points: //////////////////////////////////////////////////////////////////////// * splicebmp.exe requires the MSVC 7 runtime dlls. These are provided with the Windows version of POWDER. If you get an error about missing .dlls, try copying the .dlls from the Windows POWDER installation into the directory where splicebmp is run from. * dungeon16.bmp must be a 256 colour Windows bitmap Other types of bitmaps and other file formats will not be accepted. * Colour index 0 is transparent The default palette colour for this is black. However, the palette colour is ignored. The background of all tiles should be this index, however. * The GameboyAdvance has a 15 bit colour palette While each of RGB can have one of 256 different values in most modern systems, the GameboyAdvance only has 15 bit colours. The provided colours will be quantized to this range. This means you have only 32 levels of pure red, for example. (In practice you have even less! See the next point) * Bright Green is actually Black. splicebmp automagically will remap bright green, (0, 255, 0), to black, (0, 0, 0), so that one can have true black despite index 0 being black. This accomadates programs like gfx2gba which aggressively merge palette colours. * You may add additional colours. You may change palette colours. Note, however, that the pre-existing palette colours will be preserved so that other internal bitmaps continue to work. Thus, you cannot create 255 entirely new colours. It is undefined what will happen to the colours that overflow this list. * The resolution of dungeon16.bmp should not be changed. Changing it will result in a crash and/or a corrupted ROM. * The GameboyAdvance is *dark* Even with the Afterburner installed, the GBA's screen has a very different gamma from your monitor. What looks garish and high contrast on your monitor often comes out muted on the GBA. The GBA SP has significantly better colour. To give an example: when you bring up the minimap in POWDER, unexplored area is drawn as dark brown. On the GBA, this is black. On the GBA SP, this is barely recognizeable as dark brown. * Overriding the overlay icons is currently not supported. Thus there isn't a way to change what your avatar looks like or how he is dressed. //////////////////////////////////////////////////////////////////////// // Questions: //////////////////////////////////////////////////////////////////////// If you have any questions about the operation of this program, or POWDER in general, please contact: jmlait@zincland.com //////////////////////////////////////////////////////////////////////// // Warranty: //////////////////////////////////////////////////////////////////////// There is none. Use at your own risk. powder118_src/support/splicebmp/stdafx.cpp0000644000175300010010000000044010027111132016040 0ustar // stdafx.cpp : source file that includes just the standard includes // splicebmp.pch will be the pre-compiled header // stdafx.obj will contain the pre-compiled type information #include "stdafx.h" // TODO: reference any additional headers you need in STDAFX.H // and not in this file powder118_src/support/splicebmp/stdafx.h0000644000175300010010000000051311122254462015521 0ustar // stdafx.h : include file for standard system include files, // or project specific include files that are used frequently, but // are changed infrequently // #ifndef __STDAFX_H__ #define __STDAFX_H__ #include #include #include #include #ifdef WIN32 #include #endif #endif powder118_src/support/splicebmp/splicebmp.cpp0000644000175300010010000002112410135670070016542 0ustar // splicebmp.cpp : Defines the entry point for the console application. // #include "stdafx.h" #include #include using namespace std; // // This key is from line 384 to line 384+15 of gfx/classic/dungeon16_16.c // It is the picture of the well. It occasionally changes with palette // shifts. // const int image_keylen = 8*8*2*2; const unsigned char image_key[image_keylen] = { 0x02, 0x02, 0x02, 0x03, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x03, 0x02, 0x02, 0x02, 0x02, 0x03, 0x03, 0x03, 0x03, 0x0a, 0x0b, 0x0a, 0x0a, 0x02, 0x02, 0x02, 0x0a, 0x12, 0x0a, 0x12, 0x12, 0x02, 0x02, 0x0a, 0x12, 0x07, 0x07, 0x07, 0x07, 0x02, 0x02, 0x0a, 0x0b, 0x07, 0x07, 0x07, 0x07, 0x02, 0x02, 0x0b, 0x0a, 0x0b, 0x0a, 0x0b, 0x0b, 0x03, 0x03, 0x0b, 0x0a, 0x0a, 0x0b, 0x0a, 0x0a, 0x02, 0x02, 0x02, 0x02, 0x02, 0x03, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x03, 0x02, 0x02, 0x01, 0x0b, 0x0a, 0x03, 0x03, 0x03, 0x03, 0x03, 0x12, 0x0a, 0x12, 0x0a, 0x02, 0x02, 0x02, 0x02, 0x07, 0x07, 0x07, 0x12, 0x0b, 0x02, 0x02, 0x02, 0x07, 0x07, 0x07, 0x0a, 0x0b, 0x02, 0x02, 0x02, 0x0a, 0x0b, 0x0a, 0x0a, 0x0b, 0x02, 0x02, 0x02, 0x0b, 0x0a, 0x0b, 0x0b, 0x0a, 0x03, 0x03, 0x03, 0x02, 0x02, 0x0b, 0x0a, 0x0b, 0x0a, 0x0a, 0x0b, 0x02, 0x02, 0x0a, 0x0b, 0x0a, 0x0b, 0x0a, 0x0b, 0x02, 0x02, 0x0a, 0x0b, 0x0a, 0x0a, 0x0b, 0x0a, 0x02, 0x02, 0x0b, 0x0a, 0x0b, 0x0a, 0x0b, 0x0a, 0x03, 0x03, 0x03, 0x0a, 0x0a, 0x0b, 0x0a, 0x0b, 0x02, 0x02, 0x02, 0x03, 0x0a, 0x0b, 0x0a, 0x0a, 0x02, 0x02, 0x02, 0x03, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x03, 0x02, 0x02, 0x02, 0x02, 0x0a, 0x0a, 0x0b, 0x0a, 0x0b, 0x02, 0x03, 0x02, 0x0b, 0x0a, 0x0b, 0x0a, 0x0a, 0x02, 0x03, 0x02, 0x0a, 0x0b, 0x0a, 0x0b, 0x0a, 0x02, 0x03, 0x02, 0x0a, 0x0b, 0x0a, 0x0b, 0x0a, 0x02, 0x03, 0x02, 0x0b, 0x0a, 0x0a, 0x0b, 0x03, 0x03, 0x03, 0x03, 0x0a, 0x0b, 0x0a, 0x02, 0x02, 0x03, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x03, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x03, 0x02, 0x02, }; const int palette_keylen = 16; const unsigned char palette_key[palette_keylen] = { 0x00, 0x00, 0xef, 0x3d, 0x10, 0x00, 0x1f, 0x00, 0x10, 0x02, 0xff, 0x03, 0x00, 0x40, 0x00, 0x7c }; int findOffset(const unsigned char *data, int datalen, const unsigned char *key, int keylen) { int off, i; for (off = 0; off < datalen - keylen; off++) { for (i = 0; i < keylen; i++) { if (data[i + off] != key[i]) { // Mis match! break; } } if (i == keylen) { // Full match! return off; } } // No match return -1; } #pragma pack(push, 1) struct BMPHEAD { char id[2]; int size; int reserved; int headersize; int infosize; int width; int depth; short biplane; short bits; int comp; int imagesize; int xpelperm; int ypelpm; int clrused; int clrimport; }; #pragma pack(pop) struct RGBQUAD { unsigned char blue; unsigned char green; unsigned char red; unsigned char filler; }; unsigned char * loadbitmap(const char *name, unsigned char *palette, int &size) { ifstream is; BMPHEAD head; is.open(name, ios_base::in | ios_base::binary); if (!is) { cerr << "Failure to open: " << name << endl; return 0; } is.read((char *) &head, sizeof(BMPHEAD)); if (head.bits != 8) { cerr << "Head.bits is " << head.bits << endl; cerr << "Cannot support non-256 colour bitmaps." << endl; return 0; } unsigned char *result; size = head.imagesize; result = new unsigned char [size]; // Read the palette. Stored 4 bytes per entry // so needs some processing RGBQUAD filepalette[256]; int i; is.read((char *) &filepalette, sizeof(RGBQUAD) * 256); for (i = 0; i < 256; i++) { // Convert to 15 bit BGR. // Bright green is made black. if (filepalette[i].green == 0xff && !filepalette[i].red && !filepalette[i].blue) filepalette[i].green = 0; // Convert all to 5 bits from 8 bits. filepalette[i].red >>= 3; filepalette[i].green >>= 3; filepalette[i].blue >>= 3; // Account for endian issues & repack palette[i*2+1] = (filepalette[i].blue << 2) | (filepalette[i].green >> 3); palette[i*2] = (filepalette[i].green << 5) | filepalette[i].red; } // Read data. Assume width is 4 byte aligned. is.read((char *)result, size); return result; } void buildpalettelut(unsigned char *palette_lut, unsigned char *newpal, unsigned char *oldpal) { // We wish to alter the new palette so it matches the old palette. // To do this: // 1) Find valid colours in old palette. (Count 0s from end) // 2) Find LUT of each of new palette into old palette. // 3) Write out unused colours. int i, j, oldsize; for (i = 255; i >= 0; i--) { if (oldpal[i*2] || oldpal[i*2-1]) { // Valid palette, break; } } oldsize = i; // palette_lut is all 0, for no mapping. Only valid 0 mapping // is 0->0. memset(palette_lut, 0, 256); for (i = 1; i < 256; i++) { // Find match. for (j = 1; j < oldsize; j++) { if (newpal[i*2] == oldpal[j*2] && newpal[i*2+1] == oldpal[j*2+1]) { // Valid mapping palette_lut[i] = j; break; } } } // Now, create the new palette. unsigned char tmppal[512]; // Clear out all of it. memset(tmppal, 0, 512); memcpy(tmppal, oldpal, oldsize * 2); // Assign all unused ones from the new list. j = oldsize; for (i = 1; i < 256; i++) { if (j > 255) break; if (!palette_lut[i]) { palette_lut[i] = j; tmppal[j*2] = newpal[i*2]; tmppal[j*2+1] = newpal[i*2+1]; j++; } } memcpy(newpal, tmppal, 512); } unsigned char * tilify(const unsigned char *flat, int len, const unsigned char *palette_lut) { // This tilifies the flat bitmap into 2x2 clusters of 8x8 tiles. int width = 384, bytesperrow, tileperrow = width / 16; int tx, ty, sx, sy, x, y; unsigned char *result; int off = 0; int th; result = new unsigned char[len]; bytesperrow = 8 * 8 * 2 * 2 * tileperrow; th = len / bytesperrow; for (ty = 0; ty < th; ty++) { for (tx = 0; tx < 384 / 16; tx++) { for (sy = 0; sy < 2; sy++) { for (sx = 0; sx < 2; sx++) { for (y = 0; y < 8; y++) { for (x = 0; x < 8; x++) { result[off++] = palette_lut[flat[ ((th - ty - 1) * 16 + (1-sy) * 8 + (7-y)) * width + (tx * 16 + sx * 8 + x) ]]; } } } } } } //memcpy(result, flat, off); //memset(result, 0, 8*8*2*2); return result; } void splicedata(unsigned char *dst, int offset, unsigned char *src, int len) { int i; for (i = 0; i < len; i++) { dst[offset+i] = src[i]; } } int main(int argc, char* argv[]) { ifstream is; cout << "splicebmp: Version 002" << endl; is.open("powder.gba", ios_base::in | ios_base::binary); if (!is) { cerr << "Unable to open \"powder.gba\", aborting." << endl; return -1; } // Read in the original file. unsigned char *powdergba; int powderlen; is.seekg(0, ios_base::end); powderlen = is.tellg(); powdergba = new unsigned char [powderlen]; is.seekg(0, ios_base::beg); is.read((char *)powdergba, powderlen); is.close(); int powderoff; powderoff = findOffset(powdergba, powderlen, image_key, image_keylen); if (powderoff < 0) { cerr << "Unable to find old image in \"powder.gba\", aborting." << endl; return -2; } // Adjust the powder offset as it refers to the well icon powderoff -= 384 * 16; int paletteoff; paletteoff = findOffset(powdergba, powderlen, palette_key, palette_keylen); if (paletteoff < 0) { cerr << "Unable to find old palette in \"powder.gba\", aborting." << endl; return -2; } unsigned char *bitmap, palette[512], *tiled; int bitmaplen; bitmap = loadbitmap("dungeon16.bmp", palette, bitmaplen); if (!bitmap) { cerr << "Unable to load \"dungeon16.bmp\", aborting." << endl; return -3; } unsigned char palette_lut[256]; buildpalettelut(palette_lut, palette, &powdergba[paletteoff]); tiled = tilify(bitmap, bitmaplen, palette_lut); splicedata(powdergba, powderoff, tiled, bitmaplen); splicedata(powdergba, paletteoff, palette, 512); // Save out result. ofstream os; os.open("powder_c.gba", ios_base::out | ios_base::trunc | ios_base::binary); if (!os) { cerr << "Cannot write to \"powder_c.gba\", aborting." << endl; return -4; } os.write((char *)powdergba, powderlen); os.close(); cout << "Successfully spliced data!" << endl; return 0; } powder118_src/support/splicebmp/splicebmp.sln0000644000175300010010000000156610027111132016551 0ustar Microsoft Visual Studio Solution File, Format Version 8.00 Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "splicebmp", "splicebmp.vcproj", "{174B0B35-83D7-4894-8827-95892B9A5D57}" ProjectSection(ProjectDependencies) = postProject EndProjectSection EndProject Global GlobalSection(SolutionConfiguration) = preSolution Debug = Debug Release = Release EndGlobalSection GlobalSection(ProjectConfiguration) = postSolution {174B0B35-83D7-4894-8827-95892B9A5D57}.Debug.ActiveCfg = Debug|Win32 {174B0B35-83D7-4894-8827-95892B9A5D57}.Debug.Build.0 = Debug|Win32 {174B0B35-83D7-4894-8827-95892B9A5D57}.Release.ActiveCfg = Release|Win32 {174B0B35-83D7-4894-8827-95892B9A5D57}.Release.Build.0 = Release|Win32 EndGlobalSection GlobalSection(ExtensibilityGlobals) = postSolution EndGlobalSection GlobalSection(ExtensibilityAddIns) = postSolution EndGlobalSection EndGlobal powder118_src/support/splicebmp/splicebmp.vcproj0000644000175300010010000000726610027111132017263 0ustar powder118_src/support/splicebmp/Makefile0000644000175300010010000000012410737036267015531 0ustar TARGET = splicebmp OFILES = splicebmp.o \ stdafx.o include ../../make/makerules powder118_src/support/splicebmp/.cvsignore0000644000175300010010000000003210126003651016046 0ustar Release Debug *.ncb *.suo powder118_src/support/enummaker/0000755000175300010010000000000013422572400014066 5ustar powder118_src/support/enummaker/enummaker.sln0000644000175300010010000000156610027111033016565 0ustar Microsoft Visual Studio Solution File, Format Version 8.00 Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "enummaker", "enummaker.vcproj", "{B80838ED-3A1B-4F15-A09D-896DC14432E6}" ProjectSection(ProjectDependencies) = postProject EndProjectSection EndProject Global GlobalSection(SolutionConfiguration) = preSolution Debug = Debug Release = Release EndGlobalSection GlobalSection(ProjectConfiguration) = postSolution {B80838ED-3A1B-4F15-A09D-896DC14432E6}.Debug.ActiveCfg = Debug|Win32 {B80838ED-3A1B-4F15-A09D-896DC14432E6}.Debug.Build.0 = Debug|Win32 {B80838ED-3A1B-4F15-A09D-896DC14432E6}.Release.ActiveCfg = Release|Win32 {B80838ED-3A1B-4F15-A09D-896DC14432E6}.Release.Build.0 = Release|Win32 EndGlobalSection GlobalSection(ExtensibilityGlobals) = postSolution EndGlobalSection GlobalSection(ExtensibilityAddIns) = postSolution EndGlobalSection EndGlobal powder118_src/support/enummaker/ReadMe.txt0000644000175300010010000000225010027111033015750 0ustar ======================================================================== CONSOLE APPLICATION : enummaker ======================================================================== AppWizard has created this enummaker application for you. This file contains a summary of what you will find in each of the files that make up your enummaker application. enummaker.dsp This file (the project file) contains information at the project level and is used to build a single project or subproject. Other users can share the project (.dsp) file, but they should export the makefiles locally. enummaker.cpp This is the main application source file. ///////////////////////////////////////////////////////////////////////////// Other standard files: StdAfx.h, StdAfx.cpp These files are used to build a precompiled header (PCH) file named enummaker.pch and a precompiled types file named StdAfx.obj. ///////////////////////////////////////////////////////////////////////////// Other notes: AppWizard uses "TODO:" to indicate parts of the source code you should add to or customize. ///////////////////////////////////////////////////////////////////////////// powder118_src/support/enummaker/enummaker_vc9.vcproj0000644000175300010010000001004411501171562020057 0ustar powder118_src/support/enummaker/prebuild_enummaker.bat0000755000175300010010000000032311501171562020431 0ustar @echo off if !%1==! goto error echo Prebuilding enums... pushd . cd ..\..\.. port\windows\%1\enummaker.exe source.txt popd goto exit :error echo Usage: prebuild_bitmaps.bat (Debug^|Release) :exit powder118_src/support/enummaker/StdAfx.h0000644000175300010010000000135310027111033015417 0ustar // stdafx.h : include file for standard system include files, // or project specific include files that are used frequently, but // are changed infrequently // #if !defined(AFX_STDAFX_H__29A21164_76E4_455D_BE94_ADCA59D2FCC0__INCLUDED_) #define AFX_STDAFX_H__29A21164_76E4_455D_BE94_ADCA59D2FCC0__INCLUDED_ #if _MSC_VER > 1000 #pragma once #endif // _MSC_VER > 1000 #define WIN32_LEAN_AND_MEAN // Exclude rarely-used stuff from Windows headers #include // TODO: reference additional headers your program requires here //{{AFX_INSERT_LOCATION}} // Microsoft Visual C++ will insert additional declarations immediately before the previous line. #endif // !defined(AFX_STDAFX_H__29A21164_76E4_455D_BE94_ADCA59D2FCC0__INCLUDED_) powder118_src/support/enummaker/Makefile0000644000175300010010000000012410737036267015537 0ustar TARGET = enummaker OFILES = enummaker.o \ StdAfx.o include ../../make/makerules powder118_src/support/enummaker/StdAfx.cpp0000644000175300010010000000044010062542316015761 0ustar // stdafx.cpp : source file that includes just the standard includes // enummaker.pch will be the pre-compiled header // stdafx.obj will contain the pre-compiled type information #include "StdAfx.h" // TODO: reference any additional headers you need in STDAFX.H // and not in this file powder118_src/support/enummaker/enummaker.cpp0000644000175300010010000004176011536015633016572 0ustar // // Enummaker // This takes a {} delimmitted text file and outputs the required // sets of enumerations to properly build everything for Powder. // #include "StdAfx.h" #include #include #include #include #include #include using namespace std; // Portability crap #ifndef WIN32 #define stricmp strcasecmp #endif int glbcurline = 0; char *glbpushedtoken = 0; enum TYPE_NAMES { TYPE_BOOL, TYPE_U8, TYPE_U16, TYPE_S8, TYPE_S16, TYPE_CST, TYPE_INT, TYPE_ENM, TYPE_ENM16, TYPE_DICE, TYPE_ENMLIST, NUM_TYPES }; int glbBitSize[NUM_TYPES] = { 1, 8, 16, 8, 16, 32, 32, 8, // enum is u8 16, // This is a lie as it is 3 u16s, however we care about align 32, // pointer }; const char * getTypeName(TYPE_NAMES name) { switch (name) { case TYPE_BOOL: return "bool "; case TYPE_U8: return "u8 "; case TYPE_S8: return "s8 "; case TYPE_U16: return "u16 "; case TYPE_S16: return "s16 "; case TYPE_CST: return "const char *"; case TYPE_INT: return "int "; case TYPE_ENM: return "u8 "; case TYPE_ENM16: return "u16 "; case TYPE_DICE: return "DICE "; case TYPE_ENMLIST: return "const char *"; } return "UNKNOWN "; } const char * getTypePostfix(TYPE_NAMES name) { switch (name) { case TYPE_BOOL: return " : 1"; case TYPE_U8: case TYPE_S8: case TYPE_U16: case TYPE_S16: case TYPE_CST: case TYPE_INT: case TYPE_ENM: case TYPE_ENM16: case TYPE_DICE: case TYPE_ENMLIST: return ""; } return "UNKNOWN "; } TYPE_NAMES getTypeName(const char *name) { if (!stricmp(name, "BOOL")) return TYPE_BOOL; else if (!stricmp(name, "U8")) return TYPE_U8; else if (!stricmp(name, "S8")) return TYPE_S8; else if (!stricmp(name, "U16")) return TYPE_U16; else if (!stricmp(name, "S16")) return TYPE_S16; else if (!stricmp(name, "CST")) return TYPE_CST; else if (!stricmp(name, "INT")) return TYPE_INT; else if (!stricmp(name, "ENM")) return TYPE_ENM; else if (!stricmp(name, "ENM16")) return TYPE_ENM16; else if (!stricmp(name, "DICE")) return TYPE_DICE; else if (!stricmp(name, "ENMLIST")) return TYPE_ENMLIST; return NUM_TYPES; } char eatWS(istream &is) { char c; while (is) { is.read(&c, 1); if (c == '\n') glbcurline++; if (!isspace((unsigned char) c)) return c; } return 0; } // Max depth of one. void pushToken(char *oldtoken) { if (glbpushedtoken) { cerr << "Overwrote old token " << glbpushedtoken << endl; } glbpushedtoken = oldtoken; } // This allocates a new buffer that is returned, use free to get rid of it. char * getToken(istream &is) { char buf[512]; char c; char *d; bool dq = false; bool sq = false; // Check if there is a pushed token, if so, use it. if (glbpushedtoken) { d = glbpushedtoken; glbpushedtoken = 0; return d; } c = eatWS(is); if (!is) return 0; d = buf; *d++ = c; if (c == '\"') dq = true; if (c == '\'') sq = true; while (is) { is.read(&c, 1); if (c == '\n') glbcurline++; if (c == '\\') { // Blindly read next char... Join multiple lines. is.read(&c, 1); if (c != '\n') *d++ = c; else glbcurline++; continue; } if (dq) { if (c == '\"') { // Proper end of a quote... *d++ = c; break; } if (c == '\n') { // New line in quote, bad business. cerr << "Newline in quote line " << glbcurline << endl; break; } } else if (sq) { if (c == '\'') { // Proper end of a quote... *d++ = c; break; } if (c == '\n') { // New line in quote, bad business. cerr << "Newline in quote line " << glbcurline << endl; break; } } else { if (isspace((unsigned char) c)) break; } *d++ = c; } // Terminate... *d++ = '\0'; // And return.. return strdup(buf); } int atoi_verify(const char *text) { const char *c = text; for (; *c; c++) { unsigned char d = *c; if (!isdigit(d) && (c != text || d != '+') && (c != text || d != '-')) { break; } } if (*c) { // unexpected char. cerr << "ERROR: Bad atoi " << text << " on line " << glbcurline << endl; } return atoi(text); } // This returns a dice initializer of the form { num, side, bonus } // given a plain text dice of the form [#[d|D]#][[+|-]#]|[+|-]# char * parseDice(const char *rawsrc) { char buf[512]; char *d; int num, sides, bonus = 0; char *src; src = strdup(rawsrc); d = strchr(src, 'd'); if (!d) d = strchr(src, 'D'); if (!d) { // No "d" or "D" so must be a straight bonus. sprintf(buf, "{ 0, 0, %d }", atoi_verify(src)); } else { // Extract number.. *d = '\0'; num = atoi_verify(src); src = d + 1; d = strchr(src, '+'); if (!d) d = strchr(src, '-'); if (d) { // We have a bonus... bonus = atoi_verify(d); *d = '\0'; } // Read out the sides... sides = atoi_verify(src); sprintf(buf, "{ %d, %d, %d }", num, sides, bonus); } return strdup(buf); } // This returns true or false given some form of plain text code. // If it is not recongizned, an error is output. const char * parseBool(const char *rawsrc) { if (!stricmp(rawsrc, "true")) return "true"; else if (!stricmp(rawsrc, "false")) return "false"; else if (!stricmp(rawsrc, "on")) return "true"; else if (!stricmp(rawsrc, "off")) return "false"; // Try for raw numbers. if (!stricmp(rawsrc, "0")) return "false"; else if (!stricmp(rawsrc, "1")) return "true"; // Unided number. cerr << "ERROR: Bad bool value " << rawsrc << endl; if (atoi_verify(rawsrc)) return "true"; else return "false"; } const char * makeLower(const char *src) { static char buf[512]; char *d; d = buf; while (*src) { *d++ = tolower(*src++); } *d++ = 0; return buf; } class ITEM { public: ITEM(); char *myVarName; char *myValue; char *myPrefix; TYPE_NAMES myType; ITEM *myNext; // Calculates number of bits needed to store. int getBitSize(); }; ITEM::ITEM() { myVarName = 0; myValue = 0; myPrefix = 0; myNext = 0; } int ITEM::getBitSize() { return glbBitSize[myType]; } // This is a definition of an enumeration. class DEF { public: DEF(); ITEM *getItem(const char *varname); ITEM *appendItem(); void sortItems(); char *myToken; ITEM *myItem; // Linked list. DEF *myNext; int myIndex; }; DEF::DEF() { myToken = 0; myItem = 0; myNext = 0; myIndex = -666; } ITEM * DEF::getItem(const char *varname) { ITEM *item; for (item = myItem; item; item = item->myNext) { if (!strcmp(item->myVarName, varname)) return item; } return 0; } ITEM * DEF::appendItem() { ITEM *item, *last; item = new ITEM; for (last = myItem; last && last->myNext; last = last->myNext) { } if (!last) myItem = item; else last->myNext = item; return item; } void DEF::sortItems() { ITEM *sorted, *min, *minprev, *item, *prev; sorted = 0; // This is O(n^2), but so is our append. while (myItem) { // Find the minimum. Go as far as possible // in the list as we will prepend to sorted // and want a stable sort. prev = 0; min = 0; for (item = myItem; item; item = item->myNext) { // Determine if item is smallest size if (!min || item->getBitSize() <= min->getBitSize()) { min = item; minprev = prev; } prev = item; } // Extract the minimum. if (minprev) minprev->myNext = min->myNext; else myItem = min->myNext; // Put min on front of list. min->myNext = sorted; sorted = min; } // Set our item list to be sorted myItem = sorted; } class TYPE { public: TYPE(); DEF *findDef(const char *deftype); int getDefNumber(const char *deftype); DEF *appendDef(char *deftype); char *myPrefix; // Ie, TILE or MOB DEF *myDefault; DEF *myDef; TYPE *myNext; }; TYPE::TYPE() { myDefault = 0; myDef = 0; myNext = 0; myPrefix = 0; } DEF * TYPE::findDef(const char *deftype) { DEF *def; for (def = myDef; def; def = def->myNext) { if (!strcmp(def->myToken, deftype)) return def; } return 0; } int TYPE::getDefNumber(const char *deftype) { DEF *def; int idx = 0; for (def = myDef; def; def = def->myNext) { if (!strcmp(def->myToken, deftype)) return idx; idx++; } cerr << "ERROR: Unknown enumeration " << deftype << endl; return 0; } DEF * TYPE::appendDef(char *deftype) { DEF *last = 0, *def; for (last = myDef; last && last->myNext; last = last->myNext) { } def = new DEF; def->myToken = deftype; if (!last) myDef = def; else last->myNext = def; return def; } TYPE * findType(TYPE *root, const char *type) { while (root) { if (!strcmp(root->myPrefix, type)) return root; root = root->myNext; } return 0; } TYPE * appendType(TYPE *&root) { TYPE *t; t = new TYPE; t->myNext = root; root = t; return t; } // This processes char * parseEnumList(const char *clist, TYPE *enumtype) { char *list = strdup(clist); char *e, *s; char tmp[10]; char *r = tmp; static char output[1024]; int val; strcpy(output, "\""); for (s = list; *s; ) { for (e = s; *e && *e != ' '; e++); if (*e == ' ') { *e = '\0'; e++; } // s is now a word to test. val = enumtype->getDefNumber(s); sprintf(tmp, "\\x%02x", val); strcat(output, tmp); s = e; } strcat(output, "\""); return output; } int main(int argc, char* argv[]) { TYPE *type, *root = 0; DEF *def; ITEM *item, *sitem; char *token, *vartype, *varname, *varvalue; int start; if (argc < 2) { cerr << "Usage is " << argv[0] << " source.txt" << endl; cerr << "This will generate glbdef.h and glbdef.cpp" << endl; return -2; } ifstream is(argv[1], ios::in); if (!is) { cerr << "Failure to open " << argv[1] << endl; return -1; } // Read in tokens until done... glbcurline = 0; while (token = getToken(is)) { if (!strcmp(token, "COMMENT")) { token = getToken(is); if (strcmp(token, "{")) { cerr << "Missing { on line " << glbcurline << endl; return -1; } // REad until matched int nest = 1; start = glbcurline; while (token = getToken(is)) { if (!strcmp(token, "{")) nest++; else if (!strcmp(token, "}")) nest--; if (!nest) break; } if (!token) { cerr << "Unexpected EOF starting from line " << start << endl; } } else if (!strcmp(token, "DEFINE")) { // We have a new type... type = appendType(root); // We get the type prefix. token = getToken(is); type->myPrefix = token; start = glbcurline; // We now load the type's stuff... token = getToken(is); if (strcmp(token, "{")) { cerr << "Missing { on line " << glbcurline << endl; return -1; } def = new DEF; type->myDefault = def; // Load the defaults.. while (token = getToken(is)) { if (!strcmp(token, "}")) { break; // HIt the end.. } vartype = token; varname = getToken(is); varvalue = getToken(is); item = def->appendItem(); item->myVarName = varname; item->myType = getTypeName(vartype); if (item->myType == TYPE_ENM || item->myType == TYPE_ENM16 || item->myType == TYPE_ENMLIST) { item->myPrefix = varvalue; item->myValue = getToken(is); } else item->myValue = varvalue; } if (!token) { cerr << "Unexpected EOF from line " << start << endl; return -1; } def->sortItems(); } else if (type = findType(root, token)) { // We found the type. Now, get the definition name... token = getToken(is); def = type->appendDef(token); start = glbcurline; token = getToken(is); // Check for a number... if (token && (isdigit((unsigned char) *token) || *token=='-')) { def->myIndex = atoi_verify(token); token = getToken(is); } if (!token || strcmp(token, "{")) { // This dude has no content section. pushToken(token); continue; } // Load the definition... while (token = getToken(is)) { if (!strcmp(token, "}")) { break; // HIt the end.. } varname = token; varvalue = getToken(is); // First, we verify the default has this var name. If not // we have an error. if (!(sitem = type->myDefault->getItem(varname))) { cerr << "WARNING: Varname " << varname << " not in definition, line " << glbcurline << endl; } // Now, determine if we already have this value. If we do, // we should replace, except for enum lists that append... item = def->getItem(varname); if (item && (sitem->myType == TYPE_ENMLIST || sitem->myType == TYPE_CST)) { // Properly append to this item... char *total; total = (char *) malloc(strlen(item->myValue) + strlen(varvalue) + 3); strcpy(total, item->myValue); strcat(total, " "); strcat(total, varvalue); varvalue = total; } else if (item) { cerr << "WARNING: Varname " << varname << " defined twice in definition, line " << glbcurline << endl; } if (!item) item = def->appendItem(); item->myVarName = varname; item->myValue = varvalue; } if (!token) { cerr << "ERROR: Unexpected EOF from " << start<< endl; return -1; } } else { cerr << "WARNING: Unknown token " << token << " on " << glbcurline << endl; } } ofstream os("glbdef.h"); ofstream fs("glbdef.cpp"); fs << "// Automagically generated by enummaker.exe." << endl; fs << "// DO NOT EDIT THIS FILE (Yes, I mean you!)" << endl; fs << endl; fs << "#include \"mygba.h\"" << endl; fs << "#include \"glbdef.h\"" << endl; os << "// Automagically generated by enummaker.exe." << endl; os << "// DO NOT EDIT THIS FILE (Yes, I mean you!)" << endl; os << "#ifndef __glbdef_h__" << endl; os << "#define __glbdef_h__" << endl; os << endl; os << "#include \"mygba.h\"" << endl; os << "#include \"rand.h\"" << endl; // Output... for (type = root; type; type = type->myNext) { // Output the enum.. os << endl; os << "// Definitions for " << type->myPrefix << endl; os << "enum " << type->myPrefix << "_NAMES" << endl; os << "{" << endl; for (def = type->myDef; def; def = def->myNext) { os << " " << type->myPrefix << "_" << def->myToken; if (def->myIndex != -666) os << " = " << def->myIndex; os << "," << endl; } os << " NUM_" << type->myPrefix << "S" << endl; os << "};" << endl; // Output the foreach loop for the enum os << endl; os << "// Macros for " << type->myPrefix << endl; os << "#define FOREACH_" << type->myPrefix << "(x) \\" << endl; os << " for ((x) = (" << type->myPrefix << "_NAMES) 0; \\" << endl; os << " (x) < NUM_" << type->myPrefix << "S; \\" << endl; os << " (x) = (" << type->myPrefix << "_NAMES) ((int)(x)+1))" << endl; // Output the structure defintition... if (type->myDefault->myItem) { os << endl; os << "struct " << type->myPrefix << "_DEF" << endl; os << "{" << endl; for (item = type->myDefault->myItem; item; item = item->myNext) { os << " " << getTypeName(item->myType) << item->myVarName << getTypePostfix(item->myType) << ";" << endl; } os << "};" << endl; os << endl; os << "extern const " << type->myPrefix << "_DEF glb_" << makeLower(type->myPrefix) << "defs[];" << endl; } // Output the actual definition... if (type->myDefault->myItem) { fs << endl; fs << "// Definitions for " << type->myPrefix << endl; fs << "const " << type->myPrefix << "_DEF" << endl; fs << "glb_" << makeLower(type->myPrefix) << "defs[NUM_" << type->myPrefix << "S] =" << endl; fs << "{" << endl; for (def = type->myDef; def; def = def->myNext) { fs << " {" << endl; for (sitem = type->myDefault->myItem; sitem; sitem = sitem->myNext) { item = def->getItem(sitem->myVarName); if (!item) item = sitem; if (sitem->myType == TYPE_ENM || sitem->myType == TYPE_ENM16) fs << " " << sitem->myPrefix << "_" << item->myValue << "," << endl; else if (sitem->myType == TYPE_ENMLIST) fs << " " << parseEnumList(item->myValue, findType(root, sitem->myPrefix) ) << "," << endl; else if (sitem->myType == TYPE_DICE) fs << " " << parseDice(item->myValue) << "," << endl; else if (sitem->myType == TYPE_BOOL) fs << " " << parseBool(item->myValue) << "," << endl; else fs << " " << item->myValue << "," << endl; } fs << " }," << endl; } fs << "};" << endl; } } os << "#endif" << endl; return 0; } powder118_src/support/enummaker/enummaker.vcproj0000644000175300010010000001131210027111033017262 0ustar powder118_src/support/enummaker/.cvsignore0000644000175300010010000000003210126003651016054 0ustar Release Debug *.ncb *.suo powder118_src/support/bmp2c/0000755000175300010010000000000013244453357013120 5ustar powder118_src/support/bmp2c/bmp2c.vcproj0000644000175300010010000000715210027110721015332 0ustar powder118_src/support/bmp2c/bmp2c_vc9.vcproj0000644000175300010010000000766611501171562016135 0ustar powder118_src/support/bmp2c/ReadMe.txt0000644000175300010010000000235410027110721014777 0ustar ======================================================================== CONSOLE APPLICATION : bmp2c Project Overview ======================================================================== AppWizard has created this bmp2c application for you. This file contains a summary of what you will find in each of the files that make up your bmp2c application. bmp2c.vcproj This is the main project file for VC++ projects generated using an Application Wizard. It contains information about the version of Visual C++ that generated the file, and information about the platforms, configurations, and project features selected with the Application Wizard. bmp2c.cpp This is the main application source file. ///////////////////////////////////////////////////////////////////////////// Other standard files: StdAfx.h, StdAfx.cpp These files are used to build a precompiled header (PCH) file named bmp2c.pch and a precompiled types file named StdAfx.obj. ///////////////////////////////////////////////////////////////////////////// Other notes: AppWizard uses "TODO:" comments to indicate parts of the source code you should add to or customize. ///////////////////////////////////////////////////////////////////////////// powder118_src/support/bmp2c/stdafx.cpp0000644000175300010010000000043410027110721015073 0ustar // stdafx.cpp : source file that includes just the standard includes // bmp2c.pch will be the pre-compiled header // stdafx.obj will contain the pre-compiled type information #include "stdafx.h" // TODO: reference any additional headers you need in STDAFX.H // and not in this file powder118_src/support/bmp2c/stdafx.h0000644000175300010010000000051311122254462014546 0ustar // stdafx.h : include file for standard system include files, // or project specific include files that are used frequently, but // are changed infrequently // #ifndef __STDAFX_H__ #define __STDAFX_H__ #include #include #include #include #ifdef WIN32 #include #endif #endif powder118_src/support/bmp2c/Makefile0000644000175300010010000000011410737036267014555 0ustar TARGET = bmp2c OFILES = bmp2c.o \ stdafx.o include ../../make/makerules powder118_src/support/bmp2c/prebuild_bitmaps.bat0000755000175300010010000000065411501171562017132 0ustar @echo off if !%1==! goto error echo Prebuilding bitmaps... pushd . cd ..\..\..\gfx ..\port\windows\%1\bmp2c.exe slug_and_blood.bmp ..\port\windows\%1\bmp2c.exe slug_and_blood_hires.bmp ..\port\windows\%1\bmp2c.exe icon_sdl.bmp ..\port\windows\%1\bmp2c.exe tridude_goodbye.bmp ..\port\windows\%1\bmp2c.exe tridude_goodbye_hires.bmp popd goto exit :error echo Usage: prebuild_bitmaps.bat (Debug^|Release) :exit powder118_src/support/bmp2c/bmp2c.cpp0000644000175300010010000001076310741271130014620 0ustar // bmp2c.cpp : Defines the entry point for the console application. // #include "stdafx.h" #include #include using namespace std; #pragma pack(push, 1) struct BMPHEAD { char id[2]; int size; int reserved; int headersize; int infosize; int width; int depth; short biplane; short bits; int comp; int imagesize; int xpelperm; int ypelperm; int clrused; int clrimport; }; #pragma pack(pop) static short gfx_readportableshort(istream &is) { unsigned char c[2]; short result; // This is one of my top-ten stupid conversions. // If MSVC weren't such crap, I could just use char * everywhere. is.read((char *) c, 2); // By reading a byte at a time we can re-assemble the short // without worrying about the native format as arithimatic is the // same. result = c[0]; result |= c[1] << 8; return result; } static int gfx_readportableint(istream &is) { unsigned short s1, s2; int result; s1 = (unsigned short) gfx_readportableshort(is); s2 = (unsigned short) gfx_readportableshort(is); result = s1; result |= s2 << 16; return result; } unsigned short * loadbitmap(const char *name, int &size) { ifstream is; BMPHEAD head; int i, x, y; is.open(name, ios_base::in | ios_base::binary); if (!is) { cerr << "Failure to open: " << name << endl; return 0; } is.read(head.id, 2); head.size = gfx_readportableint(is); head.reserved = gfx_readportableint(is); head.headersize = gfx_readportableint(is); head.infosize = gfx_readportableint(is); head.width = gfx_readportableint(is); head.depth = gfx_readportableint(is); head.biplane = gfx_readportableshort(is); head.bits = gfx_readportableshort(is); head.comp = gfx_readportableint(is); head.imagesize = gfx_readportableint(is); head.xpelperm = gfx_readportableint(is); head.ypelperm = gfx_readportableint(is); head.clrused = gfx_readportableint(is); head.clrimport = gfx_readportableint(is); if (head.bits != 24) { cerr << "Head.bits is " << head.bits << endl; cerr << "Can only support 24 bit colour bitmaps." << endl; cerr << "If this is 6144, maybe endianness problem?" << endl; return 0; } unsigned short *result; size = head.imagesize / 3; result = new unsigned short [size]; // BMPs are stored bottom up, so we reverse it here. for (y = head.depth - 1; y >= 0; y--) { for (x = 0; x < head.width; x++) { unsigned char red, blue, green; // BMPs are stored BGR. is.read((char *) &blue, 1); is.read((char *) &green, 1); is.read((char *) &red, 1); // Convert to 15 bit BGR. // Convert all to 5 bits from 8 bits. red >>= 3; green >>= 3; blue >>= 3; // Account for endian issues & repack i = x + y * head.width; //result[i] = (((blue << 2) | (green >> 3)) << 8) | // (((green << 5) | red)); result[i] = blue; result[i] <<= 5; result[i] |= green; result[i] <<= 5; result[i] |= red; // Swap endianness. // Because we save this as 16 bit text we don't // have to correct for the machine's endianess. I hope. //result[i] = (result[i] << 8) | (result[i] >> 8); } } return result; } int main(int argc, char *argv[]) { cout << "bmp2c: Version 001" << endl; if (argc < 2) { cerr << "No given source file, aborting." << endl; return -1; } unsigned short *result; int size; int i; result = loadbitmap(argv[1], size); if (!result) return -1; char outputname[500]; char varname[500]; sprintf(outputname, "%s.c", argv[1]); ofstream os(outputname); if (!os) { cerr << "Unable to write to " << outputname << ", aborting." << endl; return -1; } strcpy(varname, argv[1]); // Terminate at . if (strchr(varname, '.')) *strchr(varname, '.') = '\0'; os << "// Auto-generated .bmp file" << endl; os << "// DO NOT HAND EDIT" << endl; os << "// Generated from " << argv[1] << endl; os << endl; os << "const unsigned short bmp_" << varname << "[" << size << "] = {" << endl; for (i = 0; i < size; i++) { char buf[100]; sprintf(buf, "0x%04x", (unsigned int) result[i]); if (i < size-1) strcat(buf, ", "); os << buf; if ((i & 7) == 7) os << endl; } if (i & 7) os << endl; os << "};" << endl; return 0; } powder118_src/support/bmp2c/bmp2c.sln0000644000175300010010000000155610027110721014625 0ustar Microsoft Visual Studio Solution File, Format Version 8.00 Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "bmp2c", "bmp2c.vcproj", "{632C0081-5C4D-47D3-B814-1085FAC2336D}" ProjectSection(ProjectDependencies) = postProject EndProjectSection EndProject Global GlobalSection(SolutionConfiguration) = preSolution Debug = Debug Release = Release EndGlobalSection GlobalSection(ProjectConfiguration) = postSolution {632C0081-5C4D-47D3-B814-1085FAC2336D}.Debug.ActiveCfg = Debug|Win32 {632C0081-5C4D-47D3-B814-1085FAC2336D}.Debug.Build.0 = Debug|Win32 {632C0081-5C4D-47D3-B814-1085FAC2336D}.Release.ActiveCfg = Release|Win32 {632C0081-5C4D-47D3-B814-1085FAC2336D}.Release.Build.0 = Release|Win32 EndGlobalSection GlobalSection(ExtensibilityGlobals) = postSolution EndGlobalSection GlobalSection(ExtensibilityAddIns) = postSolution EndGlobalSection EndGlobal powder118_src/support/bmp2c/.cvsignore0000644000175300010010000000003210126003651015073 0ustar Release Debug *.ncb *.suo powder118_src/support/map2c/0000755000175300010010000000000013422572400013104 5ustar powder118_src/support/map2c/ReadMe.txt0000644000175300010010000000235410027111072014776 0ustar ======================================================================== CONSOLE APPLICATION : map2c Project Overview ======================================================================== AppWizard has created this map2c application for you. This file contains a summary of what you will find in each of the files that make up your map2c application. map2c.vcproj This is the main project file for VC++ projects generated using an Application Wizard. It contains information about the version of Visual C++ that generated the file, and information about the platforms, configurations, and project features selected with the Application Wizard. map2c.cpp This is the main application source file. ///////////////////////////////////////////////////////////////////////////// Other standard files: StdAfx.h, StdAfx.cpp These files are used to build a precompiled header (PCH) file named map2c.pch and a precompiled types file named StdAfx.obj. ///////////////////////////////////////////////////////////////////////////// Other notes: AppWizard uses "TODO:" comments to indicate parts of the source code you should add to or customize. ///////////////////////////////////////////////////////////////////////////// powder118_src/support/map2c/map2c.vcproj0000644000175300010010000000715210027111072015330 0ustar powder118_src/support/map2c/stdafx.cpp0000644000175300010010000000043410027111072015072 0ustar // stdafx.cpp : source file that includes just the standard includes // map2c.pch will be the pre-compiled header // stdafx.obj will contain the pre-compiled type information #include "stdafx.h" // TODO: reference any additional headers you need in STDAFX.H // and not in this file powder118_src/support/map2c/stdafx.h0000644000175300010010000000051311122254462014545 0ustar // stdafx.h : include file for standard system include files, // or project specific include files that are used frequently, but // are changed infrequently // #ifndef __STDAFX_H__ #define __STDAFX_H__ #include #include #include #include #ifdef WIN32 #include #endif #endif powder118_src/support/map2c/map2c.sln0000644000175300010010000000155610027111072014623 0ustar Microsoft Visual Studio Solution File, Format Version 8.00 Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "map2c", "map2c.vcproj", "{7DF8998A-2258-48D4-A558-36D79D388A70}" ProjectSection(ProjectDependencies) = postProject EndProjectSection EndProject Global GlobalSection(SolutionConfiguration) = preSolution Debug = Debug Release = Release EndGlobalSection GlobalSection(ProjectConfiguration) = postSolution {7DF8998A-2258-48D4-A558-36D79D388A70}.Debug.ActiveCfg = Debug|Win32 {7DF8998A-2258-48D4-A558-36D79D388A70}.Debug.Build.0 = Debug|Win32 {7DF8998A-2258-48D4-A558-36D79D388A70}.Release.ActiveCfg = Release|Win32 {7DF8998A-2258-48D4-A558-36D79D388A70}.Release.Build.0 = Release|Win32 EndGlobalSection GlobalSection(ExtensibilityGlobals) = postSolution EndGlobalSection GlobalSection(ExtensibilityAddIns) = postSolution EndGlobalSection EndGlobal powder118_src/support/map2c/prebuild_rooms.bat0000755000175300010010000000262711501171562016633 0ustar @echo off if !%1==! goto error echo Compiling rooms... pushd . cd ..\..\..\rooms REM %%i needed instead of %i for for-loops REM % ~ n i means filename without extension REM (and I had to insert spaces, because DOS-batch will evaluate this term even in remarks...) REM MS-DOS-SET: Beware of spaces around = set nummap=0 for %%i in (*.map) do echo Compiling %%i... && ..\port\windows\%1\map2c %%i %%~ni.cpp && set /a nummap+=1 set /a nummapx=nummap+1 echo Building header file... echo // Auto-generated .h file > allrooms.h echo // DO NOT HAND EDIT >> allrooms.h echo // Generated by prebuild_rooms.bat >> allrooms.h echo. >> allrooms.h echo #define NUM_ALLROOMDEFS %nummap% >> allrooms.h echo extern const ROOM_DEF *glb_allroomdefs[%nummapx%]; >> allrooms.h echo Building .cpp file.. echo // Auto-generated .cpp file > allrooms.cpp echo // DO NOT HAND EDIT >> allrooms.cpp echo // Generated by prebuild_rooms.bat >> allrooms.cpp echo. >> allrooms.cpp echo #include "../map.h" >> allrooms.cpp for %%i in (*.map) do echo #include "%%~ni.cpp" >> allrooms.cpp echo. >> allrooms.cpp echo const ROOM_DEF *glb_allroomdefs[%nummapx%] = >> allrooms.cpp echo { >> allrooms.cpp REM ^ is the batch escape character, & wouldn't be printed for %%i in (*.map) do echo ^&glb_%%~ni_roomdef, >> allrooms.cpp echo 0 >> allrooms.cpp echo }; >> allrooms.cpp popd goto exit :error echo Usage: prebuild_bitmaps.bat (Debug^|Release) :exit powder118_src/support/map2c/Makefile0000644000175300010010000000011410737036267014554 0ustar TARGET = map2c OFILES = map2c.o \ stdafx.o include ../../make/makerules powder118_src/support/map2c/map2c.cpp0000644000175300010010000002566211256550616014635 0ustar // map2c.cpp : Defines the entry point for the console application. // #include "stdafx.h" #include #include #include // Portability crap #ifndef WIN32 #define stricmp strcasecmp #endif using namespace std; struct MAP_LUT { char letter; char *entry; MAP_LUT *next; }; struct OUT_ENTRY { const char *name; int x, y; OUT_ENTRY *next; }; MAP_LUT *glbLUTRoot = 0; char **glbMap = 0; int glbWidth = 0, glbHeight = 0; int glb_minlevel = -1, glb_maxlevel = -1; int glb_rarity = 100; int glb_mandatory = 0, glb_onlyonce = 0; int glb_allowstairs = 1; int glb_allowgeneration = 1; int glb_allowdig = 1; int glb_allowitems = 1; int glb_allowtele = 1; int glb_x = -1, glb_y = -1; char *glb_quest = "-1"; void writeList(ostream &os, const char *prefix, const char *listtype, OUT_ENTRY *list) { OUT_ENTRY *entry; int i; os << "const PT2 glb_" << prefix << "_" << listtype << "list[] =" << endl; os << "{" << endl; i = 0; for (entry = list; entry; entry = entry->next) { if (i) os << "," << endl; os << "\t{ " << entry->x << ", " << entry->y; os << ", " << entry->name << " }"; i++; } os << endl; os << "};" << endl; os << endl; } void readMap(istream &is, const char *firstline) { // Determine width from the line. int i; char line[1024]; for (i = 1; firstline[i] == '-'; i++); if (firstline[i] != '+') { cerr << "No terminating + on first map line!" << endl; return; } if (glbMap) { cerr << "Multiple maps defined!" << endl; return; } glbWidth = i - 1; glbMap = new char *[100]; glbHeight = 0; while (is.getline(line, 1000)) { if (line[0] == '+') { // Hit the end! break; } if (line[0] != '|') { cerr << "Missing opening | in map!" << endl; return; } if (strlen(line) != glbWidth + 2) { cerr << "Line: \"" << line << "\" is wrong length" << endl; return; } glbMap[glbHeight] = new char [glbWidth+3]; strcpy(glbMap[glbHeight], &line[1]); glbMap[glbHeight][glbWidth] = '\0'; glbHeight++; if (glbHeight >= 100) { cerr << "Too many lines in the map!" << endl; return; } } } void readLUT(char *line) { char c; MAP_LUT *lut; char *word; c = line[0]; line += 2; word = strtok(line, ", \t\n"); while (word) { lut = new MAP_LUT; lut->next = glbLUTRoot; lut->letter = c; lut->entry = strdup(word); glbLUTRoot = lut; word = strtok(0, ", \t\n"); } } int check_boolean(char *word) { if (!stricmp(word, "true") || !stricmp(word, "on") || !stricmp(word, "yes")) return 1; if (!stricmp(word, "false") || !stricmp(word, "off") || !stricmp(word, "no")) return 0; return atoi(word); } void readVarAssign(char *line) { char *var; char *val; var = strtok(line, " =\t\n"); val = strtok(0, " =\t\n"); if (!var || !val) { cerr << "Illformed var assign ignored." << endl; } // Test known variables: if (!stricmp(var, "minlevel")) glb_minlevel = atoi(val); else if (!stricmp(var, "maxlevel")) glb_maxlevel = atoi(val); else if (!stricmp(var, "rarity")) glb_rarity = atoi(val); else if (!stricmp(var, "mandatory")) glb_mandatory = check_boolean(val); else if (!stricmp(var, "onlyonce")) glb_onlyonce = check_boolean(val); else if (!stricmp(var, "allowstairs")) glb_allowstairs = check_boolean(val); else if (!stricmp(var, "allowgeneration")) glb_allowgeneration = check_boolean(val); else if (!stricmp(var, "allowdig")) glb_allowdig = check_boolean(val); else if (!stricmp(var, "allowtele")) glb_allowtele = check_boolean(val); else if (!stricmp(var, "allowitems")) glb_allowitems = check_boolean(val); else if (!stricmp(var, "quest")) glb_quest = strdup(val); else if (!stricmp(var, "pos")) { glb_x = atoi(val); val = strtok(0, " ,=\t\n"); if (val) glb_y = atoi(val); else cerr << "pos command has no y component!" << endl; } else { cerr << "Unknown variable " << var << endl; } } int main(int argc, char* argv[]) { if (argc < 3) { cerr << "map2c input.map output.cpp" << endl; return -1; } char *prefix; int i; ifstream is(argv[1]); if (!is) { cerr << "Could not open to read " << argv[1] << endl; return -1; } char line[1024]; while (is.getline(line, 1000)) { // Skip blank lines. if (!line[0] || !line[1]) continue; // Skip comments. if (line[0] == '#' && isspace(line[1])) continue; // If we are +-, we are the start of a map. if (line[0] == '+' && line[1] == '-') { readMap(is, line); continue; } // If : is second character, it is a definition. if (line[1] == ':') { readLUT(line); continue; } if (strchr(line, '=')) { readVarAssign(line); continue; } cerr << "Ignoring unknown line:" << endl; cerr << "\t\"" << line << "\"" << endl; } if (!glbLUTRoot) { cerr << "No look ups found, aborting" << endl; return -1; } if (!glbMap) { cerr << "No map found, aborting" << endl; return -1; } ofstream os(argv[2]); if (!os) { cerr << "Could not open for write " << argv[2] << endl; return -1; } prefix = strdup(argv[2]); if (strchr(prefix, '.')) *strchr(prefix, '.') = '\0'; // Output our lists.... os << "// Auto-generated .map file" << endl; os << "// DO NOT HAND EDIT" << endl; os << "// Generated from " << argv[1] << endl; os << endl; os << "#include \"../map.h\"" << endl; os << "#include \"../glbdef.h\"" << endl; os << endl; // Output out our lookups.. int x, y; MAP_LUT *lut; bool foundany; OUT_ENTRY *moblist = 0; OUT_ENTRY *moblevellist = 0; OUT_ENTRY *itemlist = 0; OUT_ENTRY *itemtypelist = 0; OUT_ENTRY *intrinsiclist = 0; OUT_ENTRY *squareflaglist = 0; OUT_ENTRY *signpostlist = 0; OUT_ENTRY *entry; // We must null terminate our lists. moblist = new OUT_ENTRY; moblist->next = 0; moblist->name = "MOB_NONE"; moblist->x = -1; moblist->y = -1; itemlist = new OUT_ENTRY; itemlist->next = 0; itemlist->name = "ITEM_NONE"; itemlist->x = -1; itemlist->y = -1; moblevellist = new OUT_ENTRY; moblevellist->next = 0; moblevellist->name = "MOBLEVEL_NONE"; moblevellist->x = -1; moblevellist->y = -1; itemtypelist = new OUT_ENTRY; itemtypelist->next = 0; itemtypelist->name = "ITEMTYPE_NONE"; itemtypelist->x = -1; itemtypelist->y = -1; intrinsiclist = new OUT_ENTRY; intrinsiclist->next = 0; intrinsiclist->name = "INTRINSIC_NONE"; intrinsiclist->x = -1; intrinsiclist->y = -1; squareflaglist = new OUT_ENTRY; squareflaglist->next = 0; squareflaglist->name = "SQUAREFLAG_NONE"; squareflaglist->x = -1; squareflaglist->y = -1; signpostlist = new OUT_ENTRY; signpostlist->next = 0; signpostlist->name = "SIGNPOST_NONE"; signpostlist->x = -1; signpostlist->y = -1; os << "const SQUARE_NAMES glb_" << prefix << "_squarelist[] =" << endl; os << "{" << endl; i = 0; for (y = 0; y < glbHeight; y++) { for (x = 0; x < glbWidth; x++) { if (i) os << ",\t"; if (i && !(i & 3)) os << endl; foundany = false; for (lut = glbLUTRoot; lut; lut = lut->next) { if (lut->letter == glbMap[y][x]) { // Found a valid legend. foundany = true; if (!strncmp(lut->entry, "MOBLEVEL", 8)) { entry = new OUT_ENTRY; entry->next = moblevellist; moblevellist = entry; entry->name = lut->entry; entry->x = x; entry->y = y; } else if (!strncmp(lut->entry, "MOB", 3)) { entry = new OUT_ENTRY; entry->next = moblist; moblist = entry; entry->name = lut->entry; entry->x = x; entry->y = y; } else if (!strncmp(lut->entry, "SQUAREFLAG", 10)) { entry = new OUT_ENTRY; entry->next = squareflaglist; squareflaglist = entry; entry->name = lut->entry; entry->x = x; entry->y = y; } else if (!strncmp(lut->entry, "INTRINSIC", 9)) { entry = new OUT_ENTRY; entry->next = intrinsiclist; intrinsiclist = entry; entry->name = lut->entry; entry->x = x; entry->y = y; } else if (!strncmp(lut->entry, "SQUARE", 6)) { os << lut->entry; i++; } else if (!strncmp(lut->entry, "ITEMTYPE", 8)) { entry = new OUT_ENTRY; entry->next = itemtypelist; itemtypelist = entry; entry->name = lut->entry; entry->x = x; entry->y = y; } else if (!strncmp(lut->entry, "ITEM", 4)) { entry = new OUT_ENTRY; entry->next = itemlist; itemlist = entry; entry->name = lut->entry; entry->x = x; entry->y = y; } else if (!strncmp(lut->entry, "SIGNPOST", 8)) { entry = new OUT_ENTRY; entry->next = signpostlist; signpostlist = entry; entry->name = lut->entry; entry->x = x; entry->y = y; } else { cerr << "Unknown square type " << lut->entry << ", ignoring" << endl; } } } if (!foundany) { fprintf(stderr, "Could not find symbol %c in Legend!\r\n", glbMap[y][x]); } } } os << endl; os << "};" << endl; os << endl; // Output our moblist & itemlist. writeList(os, prefix, "mob", moblist); writeList(os, prefix, "item", itemlist); writeList(os, prefix, "itemtype", itemtypelist); writeList(os, prefix, "moblevel", moblevellist); writeList(os, prefix, "intrinsic", intrinsiclist); writeList(os, prefix, "squareflag", squareflaglist); writeList(os, prefix, "signpost", signpostlist); // Finally, the stuff to link it together. os << "const ROOM_DEF glb_" << prefix << "_roomdef =" << endl; os << "{" << endl; os << "\t{ " << glbWidth << ", " << glbHeight << ", 0 }," << endl; os << "\tglb_" << prefix << "_squarelist," << endl; os << "\tglb_" << prefix << "_squareflaglist," << endl; os << "\tglb_" << prefix << "_itemlist," << endl; os << "\tglb_" << prefix << "_moblist," << endl; os << "\tglb_" << prefix << "_itemtypelist," << endl; os << "\tglb_" << prefix << "_moblevellist," << endl; os << "\tglb_" << prefix << "_intrinsiclist," << endl; os << "\tglb_" << prefix << "_signpostlist," << endl; // Global values: os << "\t" << glb_minlevel << ", " << glb_maxlevel << "," << endl; os << "\t" << glb_rarity << "," << endl; os << "\t" << glb_mandatory << ", " << glb_onlyonce << "," << endl; os << "\t" << glb_allowstairs << "," << endl; os << "\t" << glb_allowgeneration << "," << endl; os << "\t" << glb_allowdig << "," << endl; os << "\t" << glb_allowitems << "," << endl; os << "\t" << glb_allowtele << "," << endl; os << "\t" << glb_x << ", " << glb_y << ", " << endl; os << "\t" << glb_quest << ", " << endl; // Insert new globals here so you get the comma proper! os << "\t" << "\"" << prefix << "\"" << endl; os << "};" << endl; return 0; } powder118_src/support/map2c/map2c_vc9.vcproj0000644000175300010010000000777411501171562016133 0ustar powder118_src/support/map2c/.cvsignore0000644000175300010010000000003210126003651015072 0ustar Release Debug *.ncb *.suo powder118_src/support/txt2c/0000755000175300010010000000000013244453360013153 5ustar powder118_src/support/txt2c/txt2c.cpp0000644000175300010010000000262610062542316014724 0ustar // txt2c.cpp : This simple app takes a text file // and generates a .cpp file which will embed the // contents of the text file as plain text. // #include "StdAfx.h" #include #include #include #include #include using namespace std; void quoteLine(char *d, const char *s) { while (*s) { switch (*s) { case '"': case '\\': { *d++ = '\\'; *d++ = *s++; break; } default: *d++ = *s++; break; } } *d++ = '\0'; } int main(int argc, char* argv[]) { if (argc < 3) { cerr << "Usage is " << argv[0] << " source.txt result.cpp" << endl; cerr << "This will transform source.txt into an embeddable string." << endl; return -2; } ifstream is(argv[1], ios::in); if (!is) { cerr << "Couldn't open " << argv[1] << endl; return -1; } ofstream os(argv[2]); if (!os) { cerr << "Couldn't open for write " << argv[2] << endl; } char line[2005]; char quote[4000]; // Build the name to write to from the name of the file.. char *name; name = strdup(argv[2]); if (strchr(name, '.')) *strchr(name, '.') = '\0'; os << "const char *glb_txt_" << name << " =" << endl; while (is) { is.getline(line, 2000); if (!is) break; quoteLine(quote, line); os << "\"" << quote << "\\n\"" << endl; } os << ";" << endl; return 0; } powder118_src/support/txt2c/ReadMe.txt0000644000175300010010000000222010027111207015030 0ustar ======================================================================== CONSOLE APPLICATION : txt2c ======================================================================== AppWizard has created this txt2c application for you. This file contains a summary of what you will find in each of the files that make up your txt2c application. txt2c.dsp This file (the project file) contains information at the project level and is used to build a single project or subproject. Other users can share the project (.dsp) file, but they should export the makefiles locally. txt2c.cpp This is the main application source file. ///////////////////////////////////////////////////////////////////////////// Other standard files: StdAfx.h, StdAfx.cpp These files are used to build a precompiled header (PCH) file named txt2c.pch and a precompiled types file named StdAfx.obj. ///////////////////////////////////////////////////////////////////////////// Other notes: AppWizard uses "TODO:" to indicate parts of the source code you should add to or customize. ///////////////////////////////////////////////////////////////////////////// powder118_src/support/txt2c/StdAfx.h0000644000175300010010000000135310027111207014502 0ustar // stdafx.h : include file for standard system include files, // or project specific include files that are used frequently, but // are changed infrequently // #if !defined(AFX_STDAFX_H__41F57E52_61AC_4145_A7BD_234451502F6C__INCLUDED_) #define AFX_STDAFX_H__41F57E52_61AC_4145_A7BD_234451502F6C__INCLUDED_ #if _MSC_VER > 1000 #pragma once #endif // _MSC_VER > 1000 #define WIN32_LEAN_AND_MEAN // Exclude rarely-used stuff from Windows headers #include // TODO: reference additional headers your program requires here //{{AFX_INSERT_LOCATION}} // Microsoft Visual C++ will insert additional declarations immediately before the previous line. #endif // !defined(AFX_STDAFX_H__41F57E52_61AC_4145_A7BD_234451502F6C__INCLUDED_) powder118_src/support/txt2c/txt2c_vc9.vcproj0000644000175300010010000000767211501171562016234 0ustar powder118_src/support/txt2c/prebuild_textfiles.bat0000755000175300010010000000042411501171562017536 0ustar @echo off if !%1==! goto error echo Prebuilding text files... pushd . cd ..\..\.. port\windows\%1\txt2c.exe LICENSE.TXT license.cpp port\windows\%1\txt2c.exe CREDITS.TXT credits.cpp popd goto exit :error echo Usage: prebuild_bitmaps.bat (Debug^|Release) :exit powder118_src/support/txt2c/txt2c.vcproj0000644000175300010010000001124210027111207015427 0ustar powder118_src/support/txt2c/txt2c.sln0000644000175300010010000000155610027111207014727 0ustar Microsoft Visual Studio Solution File, Format Version 8.00 Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "txt2c", "txt2c.vcproj", "{3520E652-FB69-4659-A6BB-1F56E8FD220D}" ProjectSection(ProjectDependencies) = postProject EndProjectSection EndProject Global GlobalSection(SolutionConfiguration) = preSolution Debug = Debug Release = Release EndGlobalSection GlobalSection(ProjectConfiguration) = postSolution {3520E652-FB69-4659-A6BB-1F56E8FD220D}.Debug.ActiveCfg = Debug|Win32 {3520E652-FB69-4659-A6BB-1F56E8FD220D}.Debug.Build.0 = Debug|Win32 {3520E652-FB69-4659-A6BB-1F56E8FD220D}.Release.ActiveCfg = Release|Win32 {3520E652-FB69-4659-A6BB-1F56E8FD220D}.Release.Build.0 = Release|Win32 EndGlobalSection GlobalSection(ExtensibilityGlobals) = postSolution EndGlobalSection GlobalSection(ExtensibilityAddIns) = postSolution EndGlobalSection EndGlobal powder118_src/support/txt2c/Makefile0000644000175300010010000000011410737036267014616 0ustar TARGET = txt2c OFILES = txt2c.o \ StdAfx.o include ../../make/makerules powder118_src/support/txt2c/StdAfx.cpp0000644000175300010010000000043410062542316015044 0ustar // stdafx.cpp : source file that includes just the standard includes // txt2c.pch will be the pre-compiled header // stdafx.obj will contain the pre-compiled type information #include "StdAfx.h" // TODO: reference any additional headers you need in STDAFX.H // and not in this file powder118_src/support/txt2c/.cvsignore0000644000175300010010000000003210126003651015134 0ustar Release Debug *.ncb *.suo powder118_src/support/tile2c/0000755000175300010010000000000013244453357013277 5ustar powder118_src/support/tile2c/prebuild_tilesets.bat0000755000175300010010000000203011501171562017474 0ustar @echo off if !%1==! goto error echo Prebuilding tiles... pushd . echo Building tileset classic cd ..\..\..\gfx\classic ..\..\port\windows\%1\tile2c.exe echo Building tileset distorted cd ..\distorted ..\..\port\windows\%1\tile2c.exe echo Building tileset adambolt cd ..\adambolt ..\..\port\windows\%1\tile2c.exe echo Building tileset nethack cd ..\nethack ..\..\port\windows\%1\tile2c.exe echo Building tileset ascii cd ..\ascii ..\..\port\windows\%1\tile2c.exe echo Building tileset akoimeexx cd ..\akoimeexx ..\..\port\windows\%1\tile2c.exe echo Building tileset akoi10 cd ..\akoi10 ..\..\port\windows\%1\tile2c.exe echo Building tileset akoi12 cd ..\akoi12 ..\..\port\windows\%1\tile2c.exe echo Building tileset akoi3x cd ..\akoi3x ..\..\port\windows\%1\tile2c.exe echo Building tileset ibsongrey cd ..\ibsongrey ..\..\port\windows\%1\tile2c.exe echo Building tileset lomaka cd ..\lomaka ..\..\port\windows\%1\tile2c.exe popd goto exit :error echo Usage: prebuild_bitmaps.bat (Debug^|Release) :exit powder118_src/support/tile2c/bmp.h0000644000175300010010000000160410742543324014221 0ustar /* * PROPRIETARY INFORMATION. This software is proprietary to POWDER * Development, and is not to be reproduced, transmitted, or disclosed * in any way without written permission. * * Produced by: Jeff Lait * * POWDER Development * * NAME: bmp.h ( bmp Library, C++ ) * * COMMENTS: */ #ifndef __bmp__ #define __bmp__ #include #include #include #include typedef unsigned char u8; typedef unsigned short u16; typedef signed char s8; typedef signed short s16; // Does all the magic stuff. bool bmp_convertTileset(); // Loads the given named bitmap. // Returns 0 on failure. // If success, the buffer has been new[]ed and has 15bit RGB data. // w & h have been assigned to the width and height. // If quiet is set, supresses failure to open errors. unsigned short * bmp_load(const char *name, int &w, int &h, bool quiet); #endif powder118_src/support/tile2c/tile2c.vcproj0000644000175300010010000001146711142721066015705 0ustar powder118_src/support/tile2c/tile2c.cpp0000644000175300010010000000053610742543324015163 0ustar // tile2c.cpp : Defines the entry point for the console application. // #include "bmp.h" #include int main(int argc, char *argv[]) { // Ideally this would be generalized into a gfx2gba style program // with more options. But I just want to get it working now. bmp_convertTileset(); return 0; } powder118_src/support/tile2c/bmp.cpp0000644000175300010010000003207511137116252014555 0ustar /* * PROPRIETARY INFORMATION. This software is proprietary to POWDER * Development, and is not to be reproduced, transmitted, or disclosed * in any way without written permission. * * Produced by: Jeff Lait * * POWDER Development * * NAME: bmp.cpp ( BMP Library, C++ ) * * COMMENTS: */ #include "bmp.h" #include #ifdef USING_DS #include #include #define iprintf printf #else #endif struct BMPHEAD { char id[2]; int size; int reserved; int headersize; int infosize; int width; int depth; short biplane; short bits; int comp; int imagesize; int xpelperm; int ypelperm; int clrused; int clrimport; }; struct RGBQUAD { u8 blue; u8 green; u8 red; u8 filler; }; u16 rgbtoshort(u8 red, u8 green, u8 blue) { u16 result; // Reduce to 5 bits. red >>= 3; green >>= 3; blue >>= 3; result = blue; result <<= 5; result |= green; result <<= 5; result |= red; return result; } static short gfx_readportableshort(FILE *fp) { u8 c[2]; short result; fread(c, 2, 1, fp); result = c[0]; result |= c[1] << 8; return result; } static int gfx_readportableint(FILE *fp) { unsigned short s1, s2; int result; s1 = (unsigned short) gfx_readportableshort(fp); s2 = (unsigned short) gfx_readportableshort(fp); result = s1; result |= s2 << 16; return result; } unsigned short * bmp_load(const char *name, int &w, int &h, bool quiet) { // printf("Load bmp %s\n", name); FILE *fp; BMPHEAD head; int i, x, y; fp = fopen(name, "rb"); if (!fp) { if (!quiet) printf("Failure to open %s\n", name); return 0; } fread(head.id, 2, 1, fp); head.size = gfx_readportableint(fp); head.reserved = gfx_readportableint(fp); head.headersize = gfx_readportableint(fp); head.infosize = gfx_readportableint(fp); head.width = gfx_readportableint(fp); head.depth = gfx_readportableint(fp); head.biplane = gfx_readportableshort(fp); head.bits = gfx_readportableshort(fp); head.comp = gfx_readportableint(fp); head.imagesize = gfx_readportableint(fp); head.xpelperm = gfx_readportableint(fp); head.ypelperm = gfx_readportableint(fp); head.clrused = gfx_readportableint(fp); head.clrimport = gfx_readportableint(fp); if (head.id[0] != 'B' && head.id[1] != 'M') { printf("%s does not look like a bitmap!\n", name); fclose(fp); return 0; } if (head.bits != 24 && head.bits != 8) { printf("Cannot support %d bit bmp.\n", head.bits); printf("Only 24 or 8 bit supported.\n"); fclose(fp); return 0; } u16 *result; h = head.depth; w = head.width; // printf("Desired image is %d by %d\n", h, w); result = new u16 [h * w]; RGBQUAD palette[256]; if (head.bits == 8) { int numentries = 256; // Clear out palette to start. memset(palette, 0, 256*sizeof(RGBQUAD)); // A non-zero clrused means we only have that number of // colours in our header. if (head.clrused) numentries = head.clrused; fread(palette, sizeof(RGBQUAD), numentries, fp); } // BMPs are stored bottom up, so we reverse it here. for (y = head.depth - 1; y >= 0; y--) { for (x = 0; x < head.width; x++) { u8 red, blue, green, idx; if (head.bits == 24) { // BMPs are stored BGR. fread(&blue, 1, 1, fp); fread(&green, 1, 1, fp); fread(&red, 1, 1, fp); } else { fread(&idx, 1, 1, fp); blue = palette[idx].blue; green = palette[idx].green; red = palette[idx].red; } // Account for endian issues & repack i = x + y * head.width; // Reduce to 5 bits. result[i] = rgbtoshort(red, green, blue); } // NOTE: We need to align our scan lines to 4 byte boundaries. if ((x * 3) & 3) { int extra; u8 data; extra = 4 - (x * 3 & 3); while (extra--) fread(&data, 1, 1, fp); } } return result; } static u8 * bmp_tilify(const u16 *flat, int w, int h, s16 *cd_to_pal, int tilewidth, int tileheight, int numtilex, int numtiley) { int bytesperrow, tileperrow; int tx, ty, sx, sy, x, y; u8 *result; int off = 0; int th; int len; len = w * h; result = new u8 [len]; tileperrow = w / (tilewidth * numtilex); bytesperrow = (tilewidth * tileheight * numtilex * numtiley) * tileperrow; th = len / bytesperrow; for (ty = 0; ty < th; ty++) { for (tx = 0; tx < w / (tilewidth * numtilex); tx++) { for (sy = 0; sy < numtiley; sy++) { for (sx = 0; sx < numtilex; sx++) { for (y = 0; y < tileheight; y++) { for (x = 0; x < tilewidth; x++) { result[off++] = (u8) cd_to_pal[flat[ (ty * tileheight * numtiley + sy * tileheight + y) * w + (tx * numtilex * tilewidth + sx * tilewidth + x) ]]; } } } } } } return result; } void saveToC(const char *fname, const char *dataname, u16 *data, int len) { FILE *fp; int column; fp = fopen(fname, "wt"); if (!fp) { printf("Failure to write to %s\n", fname); return; } fprintf(fp, "const unsigned short %s[%d] = {\n", dataname, len); column = 0; while (len--) { fprintf(fp, "0x%04x", *data++); if (len) fprintf(fp, ", "); column++; if (!(column & 7)) fprintf(fp, "\n"); } if (column & 7) fprintf(fp, "\n"); fprintf(fp, "};\n"); fclose(fp); } void saveToC(const char *fname, const char *dataname, u8 *data, int len) { FILE *fp; int column; fp = fopen(fname, "wt"); if (!fp) { printf("Failure to write to %s\n", fname); return; } fprintf(fp, "const unsigned char %s[%d] = {\n", dataname, len); column = 0; while (len--) { fprintf(fp, "0x%02x", *data++); if (len) fprintf(fp, ","); column++; if (!(column & 15)) fprintf(fp, "\n"); } if (column & 15) fprintf(fp, "\n"); fprintf(fp, "};\n"); fclose(fp); } #define NUM_ALPHA 5 bool bmp_convertTileset() { // First, load our alphabet, dungeon, and minimap. We load them // as 15 bit images. u16 *a16[NUM_ALPHA], *d16, *m16, *mf16, *sprite16; int aw, ah, dw, dh, mw, mh, sw, sh; bool failed = false, alphafailed = false; const char *aname[NUM_ALPHA] = { "alphabet_classic", "alphabet_brass", "alphabet_shadow", "alphabet_light", "alphabet_heavy", }; char buf[100], buf2[100]; // Tilified versions of our data. // palettes stay 16 bit. u8 *a8[NUM_ALPHA], *d8, *m8, *mf8, *sprite8; u16 *mainpalette, *spritepalette; int anum; int tilewidth = -1; for (anum = 0; anum < NUM_ALPHA; anum++) { sprintf(buf, "%s.bmp", aname[anum]); a16[anum] = bmp_load(buf, aw, ah, true); if (!a16[anum]) { printf("Failed to load %s\n", buf); alphafailed = true; } else { // Recompute our tilewidth assuming 10 chars across if (tilewidth < 0) tilewidth = aw / 10; if ((aw != tilewidth * 10) || (ah < tilewidth * 11)) { printf("alphabet_*.bmp incorrect size, must be %dx%d\n", tilewidth*10, tilewidth * 11); failed = true; } } } d16 = bmp_load("dungeon16.bmp", dw, dh, true); m16 = bmp_load("mini16.bmp", mw, mh, true); mf16 = bmp_load("minif16.bmp", mw, mh, true); sprite16 = bmp_load("sprite16.bmp", sw, sh, true); // Check if any failed... if (alphafailed || !d16 || !m16 || !mf16 || !sprite16) { if (!d16) printf("Failed to load dungeon16.bmp\n"); if (!m16) printf("Failed to load mini16.bmp\n"); if (!mf16) printf("Failed to load minif16.bmp\n"); if (!sprite16) printf("Failed to load sprite16.bmp\n"); failed = true; } // Verify our sizes are accurate. if (d16 && (dw != tilewidth*48 || dh < tilewidth*24)) { printf("dungeon16.bmp incorrect size, must be %dx%d\n", tilewidth*48, tilewidth*24); failed = true; } if (m16 && (mw != tilewidth*48 || mh < tilewidth * 8)) { printf("mini16.bmp incorrect size, must be %dx%d\n", tilewidth*48, tilewidth*8); failed = true; } if (sprite16 && (sw != tilewidth*48 || sh < tilewidth*4)) { printf("sprite16.bmp incorrect size, must be %dx%d\n", tilewidth*48, tilewidth*4); failed = true; } if (failed) { for (anum = 0; anum < NUM_ALPHA; anum++) delete [] a16[anum]; delete [] d16; delete [] m16; delete [] mf16; delete [] sprite16; return false; } // We now want to build a consolidated palette. // We can be wasteful of memory here as this is startup and the DS // has 4Mb anyways. s16 *cd_to_pal; u16 *palette; // Set everything to unallocated. cd_to_pal = new s16[(1<<15)]; memset(cd_to_pal, 0xff, sizeof(s16) * (1<<15)); // Palette maps back from palette space to raw space palette = new u16[256]; memset(palette, 0, sizeof(u16) * 256); int numcol = 0; // Total assigned colours. u16 cd; // We always want black to map to transparent, so assign it first. cd = 0; cd_to_pal[cd] = numcol; palette[numcol] = cd; numcol++; // Likewise, force a bright red, bright green, and bright yellow // for our selfish text purposes. cd = rgbtoshort(255, 128, 128); cd_to_pal[cd] = numcol; palette[numcol] = cd; numcol++; cd = rgbtoshort(255, 255, 128); cd_to_pal[cd] = numcol; palette[numcol] = cd; numcol++; cd = rgbtoshort(128, 255, 128); cd_to_pal[cd] = numcol; palette[numcol] = cd; numcol++; // Now, collect all colours. int overflow = 0; // Ignored mappings. int i; for (anum = 0; anum < NUM_ALPHA; anum++) { for (i = 0; i < aw * ah; i++) { if (cd_to_pal[a16[anum][i]] == -1) { cd_to_pal[a16[anum][i]] = numcol; palette[numcol] = a16[anum][i]; numcol++; if (numcol > 255) { numcol--; overflow++; } } } } for (i = 0; i < mw * mh; i++) { if (cd_to_pal[m16[i]] == -1) { cd_to_pal[m16[i]] = numcol; palette[numcol] = m16[i]; numcol++; if (numcol > 255) { numcol--; overflow++; } } if (cd_to_pal[mf16[i]] == -1) { cd_to_pal[mf16[i]] = numcol; palette[numcol] = mf16[i]; numcol++; if (numcol > 255) { numcol--; overflow++; } } } for (i = 0; i < dw * dh; i++) { if (cd_to_pal[d16[i]] == -1) { cd_to_pal[d16[i]] = numcol; palette[numcol] = d16[i]; numcol++; if (numcol > 255) { numcol--; overflow++; } } } // We have now built our look up table. Report any errors in building. if (overflow) { printf("%d colours lost in truncation to 256 palette.\n", overflow); } // Convert to black our magic green. for (i = 0; i < numcol; i++) { if (palette[i] == 0x3e0) palette[i] = 0; } // Create tiled versions. mainpalette = palette; for (anum = 0; anum < NUM_ALPHA; anum++) a8[anum] = bmp_tilify(a16[anum], aw, ah, cd_to_pal, tilewidth, tilewidth, 1, 1); d8 = bmp_tilify(d16, dw, dh, cd_to_pal, tilewidth, tilewidth, 2, 2); m8 = bmp_tilify(m16, mw, mh, cd_to_pal, tilewidth, tilewidth, 2, 2); mf8 = bmp_tilify(mf16, mw, mh, cd_to_pal, tilewidth, tilewidth, 2, 2); // Now repeat the process again, this time for our sprite bitmap. // Set everything to unallocated. memset(cd_to_pal, 0xff, sizeof(s16) * (1<<15)); // Palette maps back from palette space to raw space palette = new u16[256]; memset(palette, 0, sizeof(u16) * 256); // We always want black to map to transparent, so assign it first. cd_to_pal[0] = 0; palette[0] = 0; // Now, collect all colours. numcol = 1; // Total assigned colours. overflow = 0; // Ignored mappings. for (i = 0; i < sw * sh; i++) { if (cd_to_pal[sprite16[i]] == -1) { cd_to_pal[sprite16[i]] = numcol; palette[numcol] = sprite16[i]; numcol++; if (numcol > 255) { numcol--; overflow++; } } } // We have now built our look up table. Report any errors in building. if (overflow) { printf("%d colours lost in truncation to 256 palette in sprites.\n", overflow); } // Convert to black our magic green. for (i = 0; i < numcol; i++) { if (palette[i] == 0x3e0) palette[i] = 0; } spritepalette = palette; sprite8 = bmp_tilify(sprite16, sw, sh, cd_to_pal, tilewidth, tilewidth, 2, 2); // Free unused structures for (anum = 0; anum < NUM_ALPHA; anum++) delete [] a16[anum]; delete [] d16; delete [] m16; delete [] mf16; delete [] sprite16; delete [] cd_to_pal; // Save out our generated files. saveToC("master.pal.c", "master_Palette", mainpalette, 256); saveToC("dungeon16_16.c", "dungeon16_Tiles", d8, dw * dh); saveToC("mini16_16.c", "mini16_Tiles", m8, mw * mh); saveToC("minif16_16.c", "minif16_Tiles", mf8, mw * mh); for (anum = 0; anum < NUM_ALPHA; anum++) { sprintf(buf, "%s_8.c", aname[anum]); sprintf(buf2, "%s_Tiles", aname[anum]); saveToC(buf, buf2, a8[anum], aw * ah); } saveToC("sprite16_16.c", "sprite16_Tiles", sprite8, sw * sh); saveToC("sprite.pal.c", "sprite_Palette", spritepalette, 256); return true; } powder118_src/support/tile2c/Makefile0000644000175300010010000000011310742543364014730 0ustar TARGET = tile2c OFILES = tile2c.o \ bmp.o include ../../make/makerules powder118_src/support/tile2c/tile2c.sln0000644000175300010010000000154711142721066015174 0ustar Microsoft Visual Studio Solution File, Format Version 9.00 # Visual Studio 2005 Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "tile2c", "tile2c.vcproj", "{FBA50E7D-9D11-43B1-BB49-328198CA3FB1}" EndProject Global GlobalSection(SolutionConfigurationPlatforms) = preSolution Debug|Win32 = Debug|Win32 Release|Win32 = Release|Win32 EndGlobalSection GlobalSection(ProjectConfigurationPlatforms) = postSolution {FBA50E7D-9D11-43B1-BB49-328198CA3FB1}.Debug|Win32.ActiveCfg = Debug|Win32 {FBA50E7D-9D11-43B1-BB49-328198CA3FB1}.Debug|Win32.Build.0 = Debug|Win32 {FBA50E7D-9D11-43B1-BB49-328198CA3FB1}.Release|Win32.ActiveCfg = Release|Win32 {FBA50E7D-9D11-43B1-BB49-328198CA3FB1}.Release|Win32.Build.0 = Release|Win32 EndGlobalSection GlobalSection(SolutionProperties) = preSolution HideSolutionNode = FALSE EndGlobalSection EndGlobal powder118_src/support/tile2c/tile2c_vc9.vcproj0000644000175300010010000000767211501171562016470 0ustar powder118_src/queue.h0000644000175300010010000000331711316771721011676 0ustar /* * Licensed under BSD license. See LICENCE.TXT * * Produced by: Jeff Lait * * 7DRL Development * * NAME: queue.h ( Letter Hunt Library, C++ ) * * COMMENTS: * Implements a simple queue. * Is threadsafe. Has the ability to block until an item * is available. */ #ifndef __queue_h__ #define __queue_h__ #include "ptrlist.h" #include "thread.h" template class QUEUE { public: QUEUE() { myMaxSize = 0; } explicit QUEUE(int maxsize) { myMaxSize = maxsize; } ~QUEUE() {} // Because we are multithreaded, this is not meant to remain valid // outside of a lock. bool isEmpty() const { return myList.entries() == 0; } // Non-blocking empty of the queue, no freeing of the results. // May not be empty afterward due to multithreading! void flush() { PTR item; while (remove(item)); } // Removes item, returns false if failed because queue is empty. bool remove(PTR &item) { AUTOLOCK l(myLock); if (isEmpty()) return false; item = myList.removeFirst(); return true; } // Blocks till an element is ready. PTR waitAndRemove() { AUTOLOCK l(myLock); PTR result; while (!remove(result)) { myCond.wait(myLock); } return result; } bool append(const PTR &item) { AUTOLOCK l(myLock); // Fail to append if we are full. if (myMaxSize && myList.entries() >= myMaxSize) return false; myList.append(item); myCond.trigger(); return true; } private: // Copying locks scares me. QUEUE(const QUEUE &ref) {} QUEUE &operator=(const QUEUE &ref) {} PTRLIST myList; LOCK myLock; CONDITION myCond; int myMaxSize; }; #endif powder118_src/stylus.h0000644000175300010010000000755211372412476012123 0ustar /* * PROPRIETARY INFORMATION. This software is proprietary to POWDER * Development, and is not to be reproduced, transmitted, or disclosed * in any way without written permission. * * Produced by: Jeff Lait * * POWDER Development * * NAME: stylus.h ( POWDER Library, C++ ) * * COMMENTS: */ #ifndef __stylus__ #define __stylus__ #include class MOB; enum STYLUSREGIONS { REGION_NONE = 0, // The increasingly inaccurately named bottom buttons. REGION_BOTTOMBUTTON = 1, REGION_MAPTILES = 2, REGION_INVENTORY = 4, REGION_SLOTS = 8, REGION_MENU = 16, REGION_DISPLAYTEXT = 32, REGION_TENDIR = 64, REGION_FOURDIR = 128, REGION_KEYBOARD = 256, REGION_SIDEBUTTON = 512, }; // Create this object at the start of a method that will query the // stylus to ensure stylus processing is activated & cleared as // expected. class STYLUSLOCK { public: explicit STYLUSLOCK(int regions = 0); virtual ~STYLUSLOCK(); // You can only call this once and only if no region was specified // in the constructor. void setRegion(int regions); // This is an *inclusive* range! // Specified relative to GBA. // Specified in *tile* coordinates - ie, everything is multiplied // by 8. // -1 means not to clip. void setRange(int left, int top, int right, int bottom); bool snap(int &x, int &y); // Returns true if inside user specified range. bool inRange(int x, int y); // Processes the stylus, possibly drawing the sprite overlay if // needed. void update(); // Clears any pending stylus buttons void clear(); // Waits for a proper stylus press on an inventory item, returning it. bool selectinventoryitem(int &cx, int &cy); // Waits for a proper click on an itemslot. bool selectinventoryslot(int &slot); // Queries for a menu choice in the given range. bool selectmenu(int &menu, int x, int y, bool &inbounds); // Performs any drag requests, updating the action strip accordingly bool performDrags(int menuy, int startoflist, int endoflist, const u8 *menu, u8 *actionstrip); // Perform inventory drags. We are returned the start & end slots // if we return true. // This doesn't use "locking" but rather soft touch. // That sentence doesn't make any sense, does it? // This is like stylus_queryinventory in that it is independent // of normal menu options. bool performInventoryDrag(int &sx, int &sy, int &ex, int &ey, MOB *owner, bool &dirty); // Returns true if a click occured in the bottom // row of buttons, each 16x16 and starting on y=160. // buttonsel is which button was pressed. // Nothing is consumed if the click is outside this range. bool getbottombutton(int &buttonsel); // Returns true if proper press. dy is set to +/-1 or 0. bool getdisplaytext(int &dy); // Sets the ten dir options, sets cancel if a valid click outside. bool gettendir(int &dx, int &dy, int &dz, bool &cancel); // Sets the ten dir options, sets cancel if a valid click outside. bool getfourdir(int &dx, int &dy, bool &cancel); // Returns which character tile was hit. bool getchartile(int &cx, int &cy); // Returns true if a click has occured. // Cancel will be true if it was a cancel select // mx & my will store the map coordinates of where the click occured. bool getmaptile(int &mx, int &my, bool &cancel); private: STYLUSLOCK *myParent; int myRegion; int myLeft, myRight, myTop, myBottom; // Flags controlling our current state. bool myWaitForDown; bool myStarted, myValid, myButton, myBadSnap; bool myDragging; int myStartX, myStartY; int myLastDragX, myLastDragY; }; // Sets cx/cy to inventory item if stylus is currently over them. bool stylus_queryinventoryitem(int &cx, int &cy); #endif powder118_src/sramstream.cpp0000644000175300010010000004015613166510616013264 0ustar /* * PROPRIETARY INFORMATION. This software is proprietary to POWDER * Development, and is not to be reproduced, transmitted, or disclosed * in any way without written permission. * * Produced by: Jeff Lait * * POWDER Development * * NAME: sramstream.cpp ( POWDER Library, C++ ) * * COMMENTS: * The SRAMSTREAM class provides the routines to push bits * into the saved memory space. It also does implicit zero * compression, so the more zeros present, the less space * required. */ #include "sramstream.h" #include #include "sramstream.h" #include "msg.h" #include "assert.h" #include "mygba.h" // Crappy flashers require one to specify your save type. // Since we aren't using the official HDK, we have to roll our own // signifier: const char *glbSaveType = "SRAM_V113"; static void delay() { static volatile int delay = 0; delay *= delay + 1; } SRAMSTREAM::SRAMSTREAM(bool silent) { mySRAMPtr = 0; myPos = 0; myBit = 0; myNumBlocks = 0; mySilent = silent; } SRAMSTREAM::~SRAMSTREAM() { } void SRAMSTREAM::rewind() { mySRAMPtr = 0; myPos = 0; myBit = 0; myNumBlocks = 0; } bool SRAMSTREAM::writeRaw(const char *data, int length) { char *startsram = hamfake_writeLockSRAM(), *sram; int i; if (mySRAMPtr + length > 63000) { // Fail to write! return false; } sram = startsram; sram += mySRAMPtr; for (i = 0; i < length; i++) { *sram++ = *data++; delay(); } mySRAMPtr += length; hamfake_writeUnlockSRAM(startsram); return true; } bool SRAMSTREAM::readRaw(char *data, int len) { char *sram, *startsram = hamfake_readLockSRAM(); int i; sram = startsram; sram += mySRAMPtr; for (i = 0; i < len; i++) { *data++ = *sram++; delay(); } mySRAMPtr += len; hamfake_readUnlockSRAM(startsram); return true; } bool SRAMSTREAM::write(int val, int bits) { // Only support full int writes for now. while (bits > 0) { myBuffer[myPos++] = val & 0xff; val >>= 8; bits -= 8; if (myPos >= 1024) { writeToSRAM(myBuffer, 1024); myPos = 0; } } // Does not yet handle fractional. UT_ASSERT(!bits); return true; } bool SRAMSTREAM::uread(int &val, int bits) { int offset = 0; int newval; val = 0; while (bits > 0) { if (!myPos && !myBit) { // myBuffer not yet read... readFromSRAM((char *)myBuffer, 256 * sizeof(int)); } newval = myBuffer[myPos++]; newval &= 0xff; val |= newval << offset; offset += 8; bits -= 8; if (myPos >= 1024) myPos = 0; } UT_ASSERT(!bits); // Should be even bytes. return true; } bool SRAMSTREAM::read(int &val, int bits) { uread(val, bits); if (bits < 32) { if (val & (1 << (bits-1))) { // Sign extend... val |= ~(int)((1 << bits) - 1); } } return true; } bool SRAMSTREAM::readString(char *dst, int maxlen) { int i; int val; for (i = 0; i < maxlen-1; i++) { if (!uread(val, 8)) { dst[i] = 0; return false; } dst[i] = val; if (!dst[i]) return true; // success. } // Clipped, likely corrupt now. dst[i] = 0; return false; } bool SRAMSTREAM::writeString(const char *src, int maxlen) { int i; int val; if (!src) src = ""; for (i = 0; i < maxlen-1; i++) { val = src[i]; if (!write(val, 8)) { return false; } if (!src[i]) return true; // success. } // Clip the string. val = 0; if (!write(val, 8)) return false; return true; } bool SRAMSTREAM::flush() { BUF buf; if (myPos || myBit) { int i; // We want to zero out the end parts to reduce the saved size... for (i = myPos+1; i < 256; i++) { myBuffer[i] = 0; } writeToSRAM((char *)myBuffer, 256 * sizeof(int)); } buf.sprintf("Completed save of %d bytes, %d blocks.", mySRAMPtr, myNumBlocks); if (!mySilent) msg_report(buf); return true; } void SRAMSTREAM::writeToSRAM(char *data, int len) { char *sram = hamfake_writeLockSRAM(); if (mySRAMPtr > 63000) { // Fail to write! return; } sram += mySRAMPtr; UT_ASSERT(len == 1024); mySRAMPtr += compress(sram, data, len); myNumBlocks++; hamfake_writeUnlockSRAM(sram); } void SRAMSTREAM::readFromSRAM(char *data, int len) { char *sram = hamfake_readLockSRAM(); sram += mySRAMPtr; UT_ASSERT(len == 1024); mySRAMPtr += decompress(data, sram, len); myNumBlocks++; hamfake_readUnlockSRAM(sram); } // This will compress 1k block into dst. int SRAMSTREAM::compress(char *dst, char *src, int blocklen) { // First, we determine the best method... int zero = 0; // Number zeros.. int rlesave = 0; // Amount saved by RLE int zeroprebyte = 0; // Zeros with byte preproc int zeropreshort = 0; // Zeros with short preproc int zeropreint = 0; // Zeros with int preproc int currunlen, minzero; int isconstant = 1; int zerotablesize; int i; PREPROCESS_TYPE preprocess; bool istopblock = false; #if 1 if (blocklen == 1024) istopblock = true; #endif // Number of bytes needed for a zerotable of this blocklen. zerotablesize = (blocklen + 7) >> 3; currunlen = 0; for (i = 0; i < blocklen; i++) { if (src[i] == 0) zero++; if (i && src[i] == src[i-1]) { currunlen++; } else currunlen = 1; // Difference, run of 1. if (currunlen > 3) rlesave++; // After three codes we save... if ((!i && !src[i]) || (src[i] == src[i-1])) zeroprebyte++; if ((i < 2 && !src[i]) || (src[i] == src[i-2])) zeropreshort++; if ((i < 4 && !src[i]) || (src[i] == src[i-4])) zeropreint++; else isconstant = 0; } if ((0)) { BUF buf; buf.sprintf("Z:%d,B:%d,S:%d,I:%d", zero, zeroprebyte, zeropreshort, zeropreint); if (!mySilent) msg_report(buf); } // Find best preprocess... if (zero >= zeroprebyte) { minzero = zero; preprocess = PREPROCESS_NONE; } else { minzero = zeroprebyte; preprocess = PREPROCESS_BYTE; } if (minzero < zeropreshort) { preprocess = PREPROCESS_SHORT; minzero = zeropreshort; } if (minzero < zeropreint) { preprocess = PREPROCESS_INT; minzero = zeropreint; } // Determine best method... if (isconstant) { //msg_report("Constant..."); if (!mySilent) { if (istopblock) msg_report("_"); } return compressConstant(dst, src); } // May have to punt for uncompressed... if ((blocklen - minzero + zerotablesize) > blocklen) // && // (blocklen + 8 - rlesave) > blocklen) { // msg_report("None..."); if (!mySilent) { if (istopblock) msg_report("x"); } return compressNone(dst, src, blocklen); } //if ((blocklen - minzero + zerotablesize) < (blocklen - rlesave)) if ((1)) { //msg_report("ZeroTable..."); if (!mySilent) { if (istopblock) msg_report("."); } return compressZeroTable(dst, src, preprocess, blocklen); } else { if (!mySilent) { if (istopblock) msg_report("r"); } return compressRLE(dst, src, blocklen); } } // This will decompress into a 1k block. int SRAMSTREAM::decompress(char *dst, char *src, int blocklen) { PREPROCESS_TYPE preprocess; COMPRESS_TYPE compress; char c; bool istopblock = false; #if 1 if (blocklen == 1024) istopblock = true; #endif // Get type code... c = *src++; delay(); compress = (COMPRESS_TYPE) (c & 0xf); preprocess = (PREPROCESS_TYPE) ((c >> 4) & 0xf); switch (compress) { case COMPRESS_NONE: //msg_report("None..."); if (istopblock && !mySilent) msg_report("x"); return decompressNone(dst, src, blocklen) + 1; case COMPRESS_CONSTANT: //msg_report("Constant..."); if (istopblock && !mySilent) msg_report("_"); return decompressConstant(dst, src, blocklen) + 1; case COMPRESS_ZEROTABLE: //msg_report("ZeroTable..."); if (istopblock && !mySilent) msg_report("."); return decompressZeroTable(dst, src, preprocess, blocklen) + 1; case COMPRESS_RLE: //msg_report("RLE..."); if (istopblock && !mySilent) msg_report("r"); return decompressRLE(dst, src, blocklen); default: UT_ASSERT(!"Unknown compression type!"); return 0; } } int SRAMSTREAM::compressConstant(char *dst, char *src) { // Write out the constant code, than the four bytes needed... *dst++ = COMPRESS_CONSTANT; delay(); *dst++ = *src++; delay(); *dst++ = *src++; delay(); *dst++ = *src++; delay(); *dst++ = *src++; delay(); return 5; // Fixed 5 bytes.. } int SRAMSTREAM::decompressConstant(char *dst, char *src, int len) { int i; UT_ASSERT(! (len & 3)); for (i = 0; i < (len >> 2); i++) { *dst++ = src[0]; delay(); *dst++ = src[1]; delay(); *dst++ = src[2]; delay(); *dst++ = src[3]; delay(); } return 4; } int SRAMSTREAM::compressNone(char *dst, char *src, int len, bool header) { int i; if (header) { *dst++ = COMPRESS_NONE; delay(); } for (i = 0; i < len; i++) { *dst++ = *src++; delay(); } return len + (header ? 1 : 0); // Fixed size.. } int SRAMSTREAM::decompressNone(char *dst, char *src, int len) { int i; for (i = 0; i < len; i++) { *dst++ = *src++; delay(); } return len; } int SRAMSTREAM::compressZeroTable(char *dst, char *src, PREPROCESS_TYPE preprocess, int blocklen) { char zerotable[128]; int zerotablelen; int i, j, pos, prelen; char *dststart = dst; zerotablelen = (blocklen + 7) >> 3; UT_ASSERT(! (blocklen & 7)); *dst++ = COMPRESS_ZEROTABLE | (preprocess << 4); delay(); switch (preprocess) { case PREPROCESS_NONE: //msg_report("prenone"); prelen = 0; break; case PREPROCESS_BYTE: //msg_report("prebyte"); prelen = 1; break; case PREPROCESS_SHORT: //msg_report("preshort"); prelen = 2; break; case PREPROCESS_INT: //msg_report("preint"); prelen = 4; break; default: UT_ASSERT(0); prelen = 1024; break; } // First, we build the zero table... pos = 0; for (i = 0; i < zerotablelen; i++) { zerotable[i] = 0; for (j = 0; j < 8; j++) { // If before prelen, act as if pre was zero... if (pos < prelen) { if (src[pos]) zerotable[i] |= 1 << j; } else { switch (preprocess) { case PREPROCESS_NONE: if (src[pos]) zerotable[i] |= 1 << j; break; case PREPROCESS_BYTE: case PREPROCESS_SHORT: case PREPROCESS_INT: if (src[pos] != src[pos - prelen]) zerotable[i] |= 1 << j; break; } } pos++; } } // Now save it using simple RLE.. //dst += compressRLE(dst, zerotable, 128, false); // If zerotablelen is short enough, go to no compression. if (zerotablelen < 20) dst += compressNone(dst, zerotable, zerotablelen, false); else dst += compress(dst, zerotable, zerotablelen); // And now save the non-zero entries... pos = 0; for (i = 0; i < zerotablelen; i++) { for (j = 0; j < 8; j++) { if (pos < prelen || (preprocess == PREPROCESS_NONE)) { if (zerotable[i] & (1 << j)) { *dst++ = src[pos]; delay(); } } else { // Modulate our result by the prelen previous one.. if (zerotable[i] & (1 << j)) { *dst++ = src[pos] ^ src[pos-prelen]; delay(); } } pos++; } } return (dst - dststart); } int SRAMSTREAM::decompressZeroTable(char *dst, char *src, PREPROCESS_TYPE preprocess, int blocklen) { char zerotable[128]; int zerotablelen; char *srcstart = src; int prelen; int i, j, pos; char c; zerotablelen = (blocklen + 7) >> 3; UT_ASSERT(! (blocklen & 7) ); // Fetch the zero table... //src += decompressRLE(zerotable, src, 128); if (zerotablelen < 20) src += decompressNone(zerotable, src, zerotablelen); else src += decompress(zerotable, src, zerotablelen); switch (preprocess) { case PREPROCESS_NONE: //msg_report("prenone"); prelen = 0; break; case PREPROCESS_BYTE: //msg_report("prebyte"); prelen = 1; break; case PREPROCESS_SHORT: //msg_report("preshort"); prelen = 2; break; case PREPROCESS_INT: //msg_report("preint"); prelen = 4; break; default: UT_ASSERT(0); prelen = 1024; break; } pos = 0; for (i = 0; i < zerotablelen; i++) { for (j = 0; j < 8; j++) { if (pos < prelen || (preprocess == PREPROCESS_NONE)) { c = 0; } else { c = dst[-prelen]; } if (zerotable[i] & (1 << j)) { c ^= *src++; } *dst++ = c; delay(); pos++; } } return (src - srcstart); } int SRAMSTREAM::compressRLE(char *dst, char *src, int len, bool header) { char *dststart = dst; int currun, i; int runsame; int n, j; UT_ASSERT(!"RLE IS BROKEN!"); if (header) { *dst++ = COMPRESS_RLE; delay(); } // The rule is if we see something 3 long, we do a run. This doesn't // save anything, except it might collapse one of the 8 mandatory // restarts in an 8k table. currun = 0; runsame = 0; i = 0; while (i < 1024) { if (currun && (src[i-1] == src[i])) runsame++; else { // We have hit the end of a same run.. Properly write out // if 3 or greater. if (runsame > 3) { // TODO: Is this off by one? j = i - currun; // Get back to the start... n = currun - runsame; // number different prior to same. if (n) { *dst++ = n-1; // No high bit, raw data... delay(); while (n--) { *dst++ = src[j++]; delay(); } } // Now, dump out the run proper... *dst++ = (runsame-1) | 0x80; // high bit for rle delay(); *dst++ = src[i-1]; // Last valid... delay(); // We now want i to be on the stack, so a currun of 1 // and runsame of 1. runsame = currun = 1; i++; continue; } // Otherwise, we keep trucking resetting runsame to 1. runsame = 1; } currun++; if (currun == 128) { // We need to dump out this sequence and reset... // If runsame == currun, we had 128 in a row the same. // Otherwise, it is raw data time... if (runsame == currun) { // NOTE: This errors out on MSVC. // Good thing we don't use runlength due to some // other error *dst++ = (char) (unsigned char)0xFF; // (128 - 1) | 0x80 delay(); *dst++ = src[i]; delay(); } else { j = i - currun; n = 128; *dst++ = n-1; // No high bit, raw data... delay(); while (n--) { *dst++ = src[j++]; delay(); } } // Now we have dumped out a full block, reset everything.. runsame = currun = 0; i++; continue; } i++; } // i hit 1024. Need to dump what is left... if (currun) { if (runsame == currun) { *dst++ = 0x80 | (currun - 1); delay(); *dst++ = src[i]; delay(); } else { j = i - currun; n = currun; *dst++ = n-1; // No high bit, raw data... delay(); while (n--) { *dst++ = src[j++]; delay(); } } } return (dst - dststart); } int SRAMSTREAM::decompressRLE(char *dst, char *src, int len) { int n; char c; char *srcstart = src; while (len > 0) { c = *src++; delay(); if (c & 0x80) { // RLE... n = c & 0x7f; n++; c = *src++; delay(); while (n--) { *dst++ = c; len--; } } else { // Raw data... n = c & 0x7f; n++; while (n--) { *dst++ = *src++; len--; delay(); } } } return (src - srcstart); } // // Hamfake methods defined in the non-SDL world. // #if !defined(USING_SDL) && !defined(USING_DS) char * hamfake_readLockSRAM() { return (char *) 0xE000000; } void hamfake_readUnlockSRAM(char *) { } char * hamfake_writeLockSRAM() { return (char *) 0xE000000; } void hamfake_writeUnlockSRAM(char *) { } // This is being written whilst travelling at a great land speed. // I'm on the Nozomi Super Express Shinkasen, speeding past Mt. Fuji. void hamfake_endWritingSession() { } #endif powder118_src/make/0000755000175300010010000000000013244453370011311 5ustar powder118_src/make/makerules0000644000175300010010000000034711500563151013220 0ustar ifeq ($(CXXFLAGS),) CXXFLAGS=-O3 endif .cpp.o: $(CXX) -I . -DLINUX -c $< -o $@ $(CXXFLAGS) all: $(TARGET) $(TARGET): $(OFILES) $(CXX) -o $(TARGET) $(OFILES) $(CXXFLAGS) $(LDFLAGS) clean: $(RM) $(OFILES) $(RM) $(TARGET) powder118_src/make/makerules.LINUX0000644000175300010010000000101711500563151014111 0ustar ifeq ($(CXXFLAGS),) CXXFLAGS=-O3 endif .cpp.o: $(CXX) -DLINUX -I ../../port/sdl `sdl-config --cflags` -c $< -o $@ $(CXXFLAGS) all: $(TARGET) $(TARGET): $(OFILES) # This extra step is from: # http://www.trilithium.com/johan/2005/06/static-libstdc/ # and is to try and ensure we end up with a static link # of stdc++. $(RM) libstdc++.a ln -s `$(CXX) -print-file-name=libstdc++.a` $(CXX) -static-libgcc -L. -o $(TARGET) $(OFILES) `sdl-config --libs` $(CXXFLAGS) $(LDFLAGS) clean: $(RM) $(OFILES) $(RM) $(TARGET) powder118_src/make/makerules.GP2X0000644000175300010010000000041011134747461013741 0ustar ifeq ($(CXXFLAGS),) CXXFLAGS=-O3 endif .cpp.o: $(CC) -DLINUX -I. -I../../port/sdl $(CFLAGS) -c $< -o $@ $(CXXFLAGS) all: $(TARGET) $(TARGET): $(OFILES) $(CC) -static -L. -o $(TARGET) $(OFILES) $(LIBS) $(CXXFLAGS) clean: $(RM) $(OFILES) $(RM) $(TARGET) powder118_src/make/makerules.OSX0000644000175300010010000000147213231177175013702 0ustar ifeq ($(CXXFLAGS),) CXXFLAGS=-O3 endif .cpp.o: $(CXX) -isysroot /Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX10.13.sdk -DLINUX -DMACOSX -I../sdl -I/Library/Frameworks/SDL.framework/Headers -c $< -o $@ $(CXXFLAGS) -mmacosx-version-min=10.5 .m.o: $(CXX) -isysroot /Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX10.13.sdk -DLINUX -DMACOSX -I../sdl -I/Library/Frameworks/SDL.framework/Headers -c $< -o $@ $(CXXFLAGS) -mmacosx-version-min=10.5 all: $(TARGET) $(TARGET): $(OFILES) $(CXX) -isysroot /Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX10.13.sdk -framework Cocoa -framework SDL -o $(TARGET) $(OFILES) $(CXXFLAGS) -mmacosx-version-min=10.5 clean: $(RM) $(OFILES) $(RM) $(TARGET) powder118_src/grammar.h0000644000175300010010000000654611122255404012175 0ustar /* * PROPRIETARY INFORMATION. This software is proprietary to POWDER * Development, and is not to be reproduced, transmitted, or disclosed * in any way without written permission. * * Produced by: Jeff Lait * * POWDER Development * * NAME: grammar.h ( POWDER Library, C++ ) * * COMMENTS: * These handle all the bizarre exceptions which English can * throw at us. Well, theoritically they are all handled, but * as exceptions are found, this is where to add them. */ #ifndef __grammar_h__ #define __grammar_h__ #include "buf.h" class MOB; class ITEM; enum VERB_PERSON { VERB_I, VERB_YOU, VERB_HE, VERB_SHE, VERB_IT, VERB_WE, VERB_YALL, VERB_HES, VERB_SHES, VERB_THEY, NUM_VERBS }; // Utility functions to expand ctype. bool gram_ispronoun(const char *word); inline bool gram_ispronoun(BUF buf) { return gram_ispronoun(buf.buffer()); } // Utility function to capitalize a sentence... // This will also capitalize any sub sentences. BUF gram_capitalize(const char *str); BUF gram_capitalize(BUF buf); // This will convert the given name into the possessive tense. // Ie, you -> your, orc -> orc's, moss -> moss' BUF gram_makepossessive(const char *str); BUF gram_makepossessive(BUF str); // This will convert the given name into a plural BUF gram_makeplural(const char *phrase); BUF gram_makeplural(BUF phrase); // XXX hits the Foo. // he/she/it/you/I const char * gram_getpronoun(VERB_PERSON person); // XXX rock dissolved in acid. // his/her/its/your/my const char * gram_getpossessive(VERB_PERSON person); // That rock is XXX. // his/hers/its/yours/mine const char * gram_getownership(VERB_PERSON person); // Suicidially, Foo hits XXX. // himself/herself/itself/yourself/myself const char * gram_getreflexive(VERB_PERSON person); // Foo hits XXX. // him/her/it/you/me const char * gram_getaccusative(VERB_PERSON person); bool gram_isvowel(char c); // True if c is the end of a sentence. bool gram_isendsentence(char c); bool gram_isplural(const char *noun); inline bool gram_isplural(BUF buf) { return gram_isplural(buf.buffer()); } // This takes a complicated name, like: // holy +3 wand of fireballs (5) // and determines if "wand" is plural. bool gram_isnameplural(const char *name); inline bool gram_isnameplural(BUF buf) { return gram_isnameplural(buf.buffer()); } // This will fetch the appropriate article, ie: a, an, the. // As the article may be empty (for proper nouns or plural nouns) // the trailing space is included, so it would be "a ". const char * gram_getarticle(const char *noun); inline const char * gram_getarticle(BUF buf) { return gram_getarticle(buf.buffer()); } // This builds the appropriate phrase, such as "5 arrows of dragon slaying" // or "no tea" according to the singular basename and the count variable. // If article is false, it will not use "a" or "the" in the singular // cases. BUF gram_createcount(const char *basename, int count, bool article); BUF gram_createcount(BUF basename, int count, bool article); // This builds the appropriate place number. Ie, 1st, 2nd, 23rd. BUF gram_createplace(int place); // Conjugates the given infinitive verb according the given person. BUF gram_conjugate(const char *verb, VERB_PERSON person, bool past = false); inline BUF gram_conjugate(BUF verb, VERB_PERSON person, bool past = false) { return gram_conjugate(verb.buffer(), person, past); } #endif powder118_src/ptrlist.cpp0000644000175300010010000001247011374117047012605 0ustar /* * Licensed under BSD license. See LICENCE.TXT * * Produced by: Jeff Lait * * 7DRL Development * * NAME: ptrlist.cpp ( Utility Library, C++ ) * * COMMENTS: * Implementation of the ptrlist functions */ #include #include "assert.h" #include "ptrlist.h" template PTRLIST::PTRLIST() { myEntries = 0; mySize = 0; myList = 0; myStartPos = 0; } template PTRLIST::~PTRLIST() { delete [] myList; } template PTRLIST::PTRLIST(const PTRLIST &ref) { myList = 0; *this = ref; } template PTRLIST & PTRLIST::operator=(const PTRLIST &ref) { int i; if (this == &ref) return *this; delete [] myList; myList = new PTR[ref.myEntries]; mySize = ref.myEntries; myEntries = ref.myEntries; // Reset our list. myStartPos = 0; for (i = 0; i < myEntries; i++) { set(i, ref(i)); } return *this; } template void PTRLIST::append(PTR item) { if (myEntries + myStartPos >= mySize) { // Need to expand the extra stack. PTR *newlist; mySize = mySize * 2 + 10; newlist = new PTR[mySize]; if (myList) { for (int i = 0; i < myEntries; i++) newlist[i] = myList[i+myStartPos]; } delete [] myList; myList = newlist; // Take this chance to reset our leading edge. myStartPos = 0; } myList[myEntries+myStartPos] = item; myEntries++; } template void PTRLIST::append(const PTRLIST &list) { int i; for (i = 0; i < list.entries(); i++) append(list(i)); } template void PTRLIST::resize(int size) { while (myEntries < size) append((PTR) 0); myEntries = size; } template void PTRLIST::set(int idx, PTR item) { UT_ASSERT(idx < entries()); UT_ASSERT(idx >= 0); if (idx < 0) return; if (idx >= entries()) return; myList[idx + myStartPos] = item; } template void PTRLIST::insert(int idx, PTR item) { int offset; // Deal with simple case. if (idx == entries()) { append(item); return; } UT_ASSERT(idx < entries()); UT_ASSERT(idx >= 0); // Duplicate end. append(top()); // Now make room for (offset = entries()-1; offset > idx; offset--) { set(offset, (*this)(offset-1)); } set(idx, item); } template PTR PTRLIST::operator()(int idx) const { UT_ASSERT(idx >= 0 && idx < myEntries); return myList[idx + myStartPos]; } template int PTRLIST::entries() const { return myEntries; } template void PTRLIST::clear() { myEntries = 0; // Likewise, might as well reset our offset myStartPos = 0; } template void PTRLIST::constant(PTR val) { int i; for (i = 0; i < myEntries; i++) set(i, val); } template void PTRLIST::reverse() { PTR tmp; int i, n, r; n = entries(); for (i = 0; i < n / 2; i++) { // Reversed entry. r = n - 1 - i; tmp = (*this)(i); set(i, (*this)(r)); set(r, tmp); } } template void PTRLIST::removePtr(PTR item) { int s, d, n; n = entries(); s = d = 0; while (s < n) { if ((*this)(s) == item) { // Don't copy this value. } else { // Copy this value. if (s != d) set(d, (*this)(s)); d++; } // Go to next value. s++; } // Final n is d. myEntries = d; } template void PTRLIST::removeAt(int idx) { int s, n; UT_ASSERT(idx >= 0); UT_ASSERT(idx < entries()); n = entries(); for (s = idx; s < n-1; s++) { set(s, (*this)(s+1)); } myEntries--; } template PTR PTRLIST::pop() { int n; PTR result; n = entries(); if (!n) { // We should do an inplace new on result here so it // works with all types. // Inplace newis buggy for enums on AMD64, however, so I'll // play it safe. result = 0; return result; } result = (*this)(n-1); myEntries = n-1; return result; } template void PTRLIST::swapEntries(int i1, int i2) { if (i1 == i2) return; PTR tmp; tmp = (*this)(i1); set(i1, (*this)(i2)); set(i2, tmp); } template PTR PTRLIST::removeFirst() { int n; PTR result; n = entries(); if (!n) { // We should do an inplace new on result here so it // works with all types. // Inplace newis buggy for enums on AMD64, however, so I'll // play it safe. return (PTR) 0; } result = (*this)(0); // A little bit more efficient than moving. // We wait until the next resize to bother with clearing up // since at that resize we have to move anyways. myStartPos++; myEntries--; return result; } template int PTRLIST::find(PTR item) const { int i, n; n = entries(); for (i = 0; i < n; i++) { if ((*this)(i) == item) return i; } return -1; } template void PTRLIST::collapse() { int i, j, n; n = entries(); for (i = j = 0; i < n; i++) { if ((*this)(i)) { // Valid... if (i != j) set(j, (*this)(i)); j++; } else { // Do not copy over, do not inc j. } } myEntries = j; } powder118_src/thread_linux.cpp0000644000175300010010000000335612075421627013576 0ustar /* * Licensed under CLIFE license. See LICENCE.TXT * * Produced by: Jeff Lait * * CLIFE Development * * NAME: thread_linux.h ( CLIFE, C++ ) * * COMMENTS: * Attempt at a threading class. */ #include "thread_linux.h" THREAD_LINUX::THREAD_LINUX() { myExists = false; myRunning = false; } THREAD_LINUX::~THREAD_LINUX() { if (isActive()) join(); #ifndef ANDROID if (myExists) pthread_cancel(mySelf); #endif } void THREAD_LINUX::start(THREADmainFunc func, void *data) { // If we are still running, block until the current task completes. if (isActive()) join(); myCB = func; myCBData = data; if (!myExists) { pthread_attr_t attr; pthread_cond_init(&myStateChangeEvent, 0); pthread_mutex_init(&myLock, 0); pthread_attr_init(&attr); myExists = true; pthread_create(&mySelf, &attr, THREAD::wrapper, this); pthread_attr_destroy(&attr); } jobsready(); } void THREAD_LINUX::jobsready() { pthread_mutex_lock(&myLock); myRunning = true; pthread_cond_broadcast(&myStateChangeEvent); pthread_mutex_unlock(&myLock); } void THREAD_LINUX::iamdonenow() { pthread_mutex_lock(&myLock); myRunning = false; pthread_cond_broadcast(&myStateChangeEvent); pthread_mutex_unlock(&myLock); } void THREAD_LINUX::waittillimready() { pthread_mutex_lock(&myLock); while (!myRunning) pthread_cond_wait(&myStateChangeEvent, &myLock); pthread_mutex_unlock(&myLock); } void THREAD_LINUX::join() { pthread_mutex_lock(&myLock); while (myRunning) pthread_cond_wait(&myStateChangeEvent, &myLock); pthread_mutex_unlock(&myLock); } void THREAD_LINUX::kill() { if (myExists) { #ifndef ANDROID pthread_cancel(mySelf); #endif myExists = false; } } powder118_src/name.cpp0000644000175300010010000000770510033634425012024 0ustar /* * PROPRIETARY INFORMATION. This software is proprietary to POWDER * Development, and is not to be reproduced, transmitted, or disclosed * in any way without written permission. * * Produced by: Jeff Lait * * POWDER Development * * NAME: name.cpp ( POWDER Library, C++ ) * * COMMENTS: * This handles tracking the name library. */ #include "mygba.h" #include #include "sramstream.h" #include "assert.h" #include "name.h" #include "msg.h" #define INVALID_NAME 65535 int glb_numnames = 0; char **glb_names = 0; u8 *glb_namerefs = 0; void name_init(int numnames) { int i; for (i = 0; i < glb_numnames; i++) { if (glb_names[i]) free(glb_names[i]); } delete [] glb_names; delete [] glb_namerefs; if (numnames < 64) numnames = 64; glb_numnames = numnames; glb_names = new char *[glb_numnames]; glb_namerefs = new u8[glb_numnames]; memset(glb_names, 0, sizeof(char *) * glb_numnames); memset(glb_namerefs, 0, sizeof(u8) * glb_numnames); } int name_alloc(const char *name) { int i; for (i = 0; i < glb_numnames; i++) { if (!glb_namerefs[i]) { // Found a free name! break; } } if (i == glb_numnames) { // Need to realloc. int newsize; char **newnames; u8 *newref; newsize = glb_numnames * 2; newnames = new char *[newsize]; newref = new u8[newsize]; memset(newnames, 0, sizeof(char *) * newsize); memset(newref, 0, sizeof(u8) * newsize); // Copy old ones. memcpy(newnames, glb_names, sizeof(char *) * glb_numnames); memcpy(newref, glb_namerefs, sizeof(u8) * glb_numnames); // Delete & change over. // Note that i is now a valid index. glb_numnames = newsize; delete [] glb_names; glb_names = newnames; delete [] glb_namerefs; glb_namerefs = newref; } UT_ASSERT(glb_namerefs[i] == 0); glb_namerefs[i] = 1; glb_names[i] = strdup(name); return i; } void name_addref(int idx) { if (idx < 0) return; if (idx == INVALID_NAME) return; if (idx >= glb_numnames) { UT_ASSERT(0); return; } glb_namerefs[idx]++; } void name_decref(int idx) { if (idx < 0) return; if (idx == INVALID_NAME) return; if (idx >= glb_numnames) { UT_ASSERT(0); return; } if (glb_namerefs[idx] == 0) { UT_ASSERT(0); return; } glb_namerefs[idx]--; if (!glb_namerefs[idx]) { free(glb_names[idx]); glb_names[idx] = 0; } } void name_load(SRAMSTREAM &is) { int i; int numnames; char buf[40]; is.uread(numnames, 16); name_init(numnames); for (i = 0; i < numnames; i++) { is.readString(buf, 30); if (buf[0]) { // This is a real string... glb_names[i] = strdup(buf); } } } void name_save(SRAMSTREAM &os) { int numnames, i; // Count backward to find number of real names. for (numnames = glb_numnames-1; numnames >= 0 && !glb_names[numnames]; numnames--); // Include the last guy found. numnames++; os.write(numnames, 16); for (i = 0; i < numnames; i++) { os.writeString(glb_names[i], 30); } } // // Now for the actual NAME definitions // NAME::NAME() { myIdx = INVALID_NAME; } NAME::~NAME() { name_decref(myIdx); } NAME::NAME(const NAME &name) { myIdx = name.myIdx; name_addref(myIdx); } NAME & NAME::operator=(const NAME &name) { name_addref(name.myIdx); name_decref(myIdx); myIdx = name.myIdx; return *this; } const char * NAME::getName() const { if (myIdx == INVALID_NAME) return 0; if (myIdx >= glb_numnames) { UT_ASSERT(0); return 0; } return glb_names[myIdx]; } void NAME::setName(const char *name) { name_decref(myIdx); if (name && *name) myIdx = name_alloc(name); else myIdx = INVALID_NAME; } void NAME::save(SRAMSTREAM &os) const { os.write(myIdx, 16); } void NAME::load(SRAMSTREAM &is) { int val; name_decref(myIdx); is.uread(val, 16); myIdx = val; name_addref(myIdx); } powder118_src/creature.h0000644000175300010010000011556011647546742012402 0ustar /* * PROPRIETARY INFORMATION. This software is proprietary to POWDER * Development, and is not to be reproduced, transmitted, or disclosed * in any way without written permission. * * Produced by: Jeff Lait * * POWDER Development * * NAME: creature.h ( POWDER Library, C++ ) * * COMMENTS: * This provides the definition of all mob types. Individual * instances are copied out of the main ROM table so they can store * their non-static data. */ #ifndef __creature_h__ #define __creature_h__ #include "grammar.h" #include "glbdef.h" #include "intrinsic.h" #include "mobref.h" #include "name.h" #include "speed.h" #include "map.h" class ITEM; class SRAMSTREAM; class MOB; // One time mob initialization. void mob_init(); // AI initialization, resetting, saving, loading void ai_init(); void ai_reset(); // invoked by save/loadGlobal void ai_save(SRAMSTREAM &os); void ai_load(SRAMSTREAM &is); // // Used for the drag and drop menu system to go to and from u8 and // our action/spell values. // These are usually tied to actions, hence their presence here. // u8 action_packStripButton(ACTION_NAMES action); u8 action_packStripButton(SPELL_NAMES spell); void action_unpackStripButton(u8 value, ACTION_NAMES &action, SPELL_NAMES &spell); // The grey value will be 0 if this sprite isn't useable, so should be grey // to 256 for a fully charged sprite. SPRITE_NAMES action_spriteFromStripButton(u8 value, int *grey = 0); void action_indexToOverlayPos(int index, int &x, int &y); // Kill counters. extern u16 glbKillCount[NUM_MOBS]; // Inventory size... #define MOBINV_WIDTH 12 #define MOBINV_HEIGHT 8 // AI State variables. These are volatile #define AI_DIRTY_INVENTORY 0x8000 #define AI_HAS_THROWABLE 0x4000 #define AI_HAS_ATTACKWAND 0x2000 #define AI_HAS_EDIBLE 0x1000 #define AI_LAST_HIT_LOC 0x03ff // AI FSM Modes. This is non-volatile. #define AI_FSM_NORMAL 0 #define AI_FSM_ATTACK 1 #define AI_FSM_GUARD 2 #define AI_FSM_STAY 3 #define AI_FSM_JUSTBORN 4 // Intrinsic source flags #define INTRINSIC_FROM_ITEM 1 #define INTRINSIC_FROM_PERMAMENT 2 #define INTRINSIC_FROM_TEMPORARY 4 class INTRINSIC_COUNTER { public: #ifdef STRESS_TEST ~INTRINSIC_COUNTER() { // Verify that we are no longer referenced by anyone. if (glbCurLevel) glbCurLevel->verifyCounterGone(this); } #endif INTRINSIC_NAMES myIntrinsic; int myTurns; INTRINSIC_COUNTER *myNext; // Tracks who put this counter on! MOBREF myInflictor; }; // Instance of a mob. // Do not make this virtual or you will have misunderstood the // point of the exercise! class MOB { private: MOB(); // Create mobs with ::create please. public: ~MOB(); // Resets all the mob counts, such as the number of creatures slain, // etc. static void init(); // Loads & saves the global state. static void saveGlobal(SRAMSTREAM &os); static void loadGlobal(SRAMSTREAM &is); // The avatar is the special mob through which everything is viewed. // It also gets the pronoun "you". static MOB *getAvatar(); static void setAvatar(MOB *mob); static void saveAvatar(SRAMSTREAM &os); static void loadAvatar(SRAMSTREAM &is); // Mobs can belong to lists... MOB *getNext() { return myNext; } void setNext(MOB *mob) { myNext = mob; } bool isAvatar() const { return getAvatar() == this; } static bool isAvatarOnFreshSquare() { return ourAvatarOnFreshSquare; } static void setAvatarOnFreshSquare(bool fresh) { ourAvatarOnFreshSquare = fresh; } // Are we currently polymorphed? bool isPolymorphed() const { return !myBaseType.isNull(); } // Returns the base creature type. This is what you are // before polymorphing. MOB *getBaseType() const { return myBaseType.getMob(); } // Get our MOBREF. Pass by reference to minimize reconstruction. // DO NOT USE THIS. Instead, use MOBREF.setMob(this), which has // the advantage of dealing with the MOB * being null. const MOBREF &getMobRef() const { return myOwnRef; } // This alert tells us to invalidate any references to the given mob. void alertMobGone(MOB *mob); // This clears all the references on this mob as a result of it // being unregistered from a map. void clearReferences(); static MOB *create(MOB_NAMES definition); // Equips self with an ascension worthy set of equipment/abilities. void buildAscensionKit(); // Creates a new mob, possibly updating the avatar. static MOB *load(SRAMSTREAM &is); // Writes out mob data... void save(SRAMSTREAM &os); // Verifies our MOBREFs are valid. // Reports 0 if nulls, ! if bad link. bool verifyMob() const; // Verifies that we don't see the given INTRINISC_COUNTER anywhere. bool verifyCounterGone(INTRINSIC_COUNTER *counter) const; // Chooses an NPC def given a threat level static MOB_NAMES chooseNPC(int threatlevel); // Creates an NPC given a threat level. static MOB *createNPC(int threatlevel); // Turn this mob into a unique. // This should be done just after create! void makeUnique(); // Is the mob physically capable of being on the given square. // checksafety will prohibit squares that will damage the // critter. bool canMove(int nx, int ny, bool checkitem, bool allowdoor = false, bool checksafety = false) const; // Checks if the mob can move through a diagonal passage. We // prohibit kiddie-corner style moves. If dx and dy are not both // non-zero, turns into a normal canMove. // In case of diagonal, the orthogonal passages are only tested // for MOVE flags, not for bolders, mobs, safety, etc. bool canMoveDelta(int dx, int dy, bool checkitem, bool allowdoor = false, bool checksafety = false) const; // This returns true if this is aware of mob. This means that: // A) this cannot see, has telepathy, and mob has a mind. // B) this can see, mob is visible, has los, and mob is lit // C) this can see, can see invisible, mob is invisible, has los, and lit. // D) if either party is in a pit, the distance is 1. // E) both parties are same submerge state. // F) not deaf, noiselevel of other critter is high enough // G) has warning, other creature in range. // The LOS check is skipped if checklos = false. // If only sight is true, only sight checks are made. bool canSense(const MOB *mob, bool checklos = true, bool onlysight = false) const; // Returns *how* you can sense the given mob. SENSE_NAMES getSenseType(const MOB *mob) const; // This is the movement mask we currently can do, modified by items, // etc. MOVE_NAMES getMoveType() const; int getX() const { return myX; } int getY() const { return myY; } int getDLevel() const { return myDLevel; } void setDLevel(int d) { myDLevel = d; } int getTile() const; // This is Upper left. int getTileLL() const; int getTileLR() const; int getTileUR() const; MOB_NAMES getDefinition() const { return (MOB_NAMES) myDefinition; } void setOrigDefinition(MOB_NAMES origdefn) { myOrigDefinition = origdefn; } // Changes our internal & original type. If reset, we wipe // out our mp/hp type stats. void changeDefinition(MOB_NAMES newdefn, bool reset); MOBTYPE_NAMES getMobType() const { return (MOBTYPE_NAMES) glb_mobdefs[myDefinition].mobtype; } const MOB_DEF &defn() const { return defn(getDefinition()); } static const MOB_DEF &defn(MOB_NAMES mob) { return glb_mobdefs[mob]; } int getHP() const { return myHP; } int getMaxHP() const { return myMaxHP; } void incrementMaxHP(int amount); void setMinimalHP() { myHP = 1; } void setMaximalHP() { myHP = myMaxHP; } void forceHP(int hp) { myMaxHP = myHP = hp; } int getHitDie() const { return myHitDie / 2; } void incrementHitDie(int amount) { myHitDie += amount*2; } int getExpLevel() const { return myExpLevel; } int getMP() const { return myMP; } int getMaxMP() const { return myMaxMP; } void incrementMaxMP(int amount); int getMagicDie() const { return myMagicDie / 2; } void incrementMagicDie(int amount) { myMagicDie += amount*2; } int getExp() const { return myExp; } int getStrength() const { return glb_mobdefs[myDefinition].strength; } int getSmarts() const { return glb_mobdefs[myDefinition].smarts; } SIZE_NAMES getSize() const { return (SIZE_NAMES) glb_mobdefs[myDefinition].size; } // This gets the maximum AC of the creature. int getAC() const; // Computes the score, only really sensible for the avatar int calcScore(bool haswon) const; // This properly rolls the AC to find out what it is for this // particular hit. int rollAC(MOB *attacker) const; MATERIAL_NAMES getMaterial() const { return (MATERIAL_NAMES) glb_mobdefs[myDefinition].material; } bool hasBreathAttack() const; ATTACK_NAMES getBreathAttack() const; bool isBreathAttackCharged() const; int getBreathRange() const; const char *getBreathSubstance() const; bool isTalkative() const; void submergeItemEffects(SQUARE_NAMES tile); bool hasItem(ITEM_NAMES def) const; // This finds out if the mob emits light, and if so, how far. bool isLight() const; int getLightRadius() const; // Determines if we are allowed to move on diagonals // (obscure reference to diabolizing matrices) bool canMoveDiabolically() const; bool canResurrectFromCorpse() const; bool isBoneless() const; bool isBloodless() const; void setAIFSM(int fsm) { myAIFSM = fsm; } void setAITarget(MOB *mob) { myAITarget.setMob(mob); } void clearAITarget() { myAITarget.setMob(0); } MOB *getAITarget() const { return myAITarget.getMob(); } // Returns the master of this mob. This is who the mob // immediately reports to MOB *getMaster() const; // Returns true if this mob is at some level a slave of the given // critter. // You are not a slave to yourself. bool isSlave(const MOB *owner) const; // Makes this a slave of the given master. void makeSlaveOf(const MOB *owner); // Returns true if we have a common master. bool hasCommonMaster(const MOB *other) const; bool hasIntrinsic(INTRINSIC_NAMES intrinsic, bool allowitem=true) const; // Return bit field showing all sources of the intrinsic int intrinsicFromWhat(INTRINSIC_NAMES intrinsic) const; // Return a string giving the identifier for the intrinsic source const char *intrinsicFromWhatLetter(INTRINSIC_NAMES intrinsic) const; // These just chain to the relevant intrinsic, but allow for // more legible code. bool hasSkill(SKILL_NAMES skill, bool allowitem=true, bool ignoreamnesia=false) const; bool hasSpell(SPELL_NAMES spell, bool allowitem=true, bool ignoreamnesia=false) const; // Rolls to see if the given skill meets its proc chance bool skillProc(SKILL_NAMES skill) const; // These determine if you have the necessary prereqs. // If explain is true, the list of failed prereqs is given. bool canLearnSkill(SKILL_NAMES skill, bool explain=false) const; int getUsedSkillSlots() const; int getFreeSkillSlots() const; bool canLearnSpell(SPELL_NAMES spell, bool explain=false) const; int getUsedSpellSlots() const; int getFreeSpellSlots() const; void clearDeathIntrinsics(bool silent); bool canDigest(ITEM *item) const; bool safeToDigest(ITEM *item) const; bool canFly() const; // Return true if anything we are wearing is made of that material. bool isWearing(MATERIAL_NAMES material) const; // Sorts our linked list invenroy to match the expected slot // order void sortInventoryBySlot(); // This sets the intrinsic permamently & instantly. void setIntrinsic(INTRINSIC_NAMES intrinsic); // Merges into our intrinsic all those in the given string void mergeIntrinsicsFromString(const char *rawstr); // This removes the intrinsic. It does so instantly & permamently. void clearIntrinsic(INTRINSIC_NAMES intrinsic, bool silent=false); // This sets the given intrinsic for the given number of turns. // Turns are eaten every heartbeat. // If the intrinsic is already on permamently, it doesn't affect // anything. // We are not guaranteed to return a counter. // If quiet is set, we never announce the gain/loss void setTimedIntrinsic(MOB *inflictor, INTRINSIC_NAMES intrinsic, int turns, bool quiet = false); int getAttackBonus(const ATTACK_DEF *attack, ATTACKSTYLE_NAMES style); // Returns the probability, 0..100 inclusive, that the second // weapon should be allowed to proc. // This is zero if there is no second weapon, etc. int getSecondWeaponChance() const; // This gets THIS mobs attitude towards APPRAISEE. ATTITUDE_NAMES getAttitude(const MOB *appraisee) const; AI_NAMES getAI() const { return (AI_NAMES) glb_mobdefs[myDefinition].ai; } // Move the mob into the given tile, updating the gfx map & // applying any relevant callbacks. // Note the new mob x/y is not necessarily nx ny! // Returns false if the creature is now dead. bool move(int nx, int ny, bool interlevel = false); // This runs all the every-turn things this mob should do. This will // cause the mob to age, consume food, regain magic & hits, etc. This // is often in the MOBs time frame, not the world time frame, so usually // occurs before the mob's AI frame (so faster mobs consume faster) // This returns true if the mob can still perform an action. It // returns false if the mob's ai should be skipped (eg: the mob died) bool doHeartbeat(); // This finds a random dx,dy pair for which canMove returns true. // The move will not move into the owner. void findRandomValidMove(int &dx, int &dy, MOB *owner); // Determines if the creature is confused. It then will adjust // the dx, dy, and dz values appropriately. It does the random // chance to keep the original decision. // Care must be taken to not end up with double jeopardy. void applyConfusion(int &dx, int &dy); void applyConfusionNoSelf(int &dx, int &dy); void applyConfusion(int &dx, int &dy, int &dz); // Returns number of foes that are melee adjacent, // does not count friends, sleeping, or paralysed. int calculateFoesSurrounding() const; // Returns true if this mob should doAI on the given phase. bool validMovePhase(PHASE_NAMES phase); // This does the prequel actions prior to the creature getting its // move. It's move would either be the user action or the doAI // action. // true is returned if the user should act, false if the prequel // ate their action. bool doMovePrequel(); // AI: All ai prefixed functions, along with doAI, are found in // ai.cpp. // // This runs the AI script on this MOB, which will cause it to run // some action or another. void doAI(); // Returns true if we successfully move in the given direction. // We will try and jump if possible. // actionBump will be used, but blockers will be avoided. // if target mob blocks, an attack will still be made. // This can handle dx & dy both being non zero, in which case it // picks one of them. bool aiMoveInDirection(int dx, int dy, int distx, int disty, MOB *target); // Decays knowledge of us. void aiDecayKnowledgeBase(); // Returns true if we know that the given target has a resistance // to the element. This means we should likely not bother with // an attack based on that element. bool aiCanTargetResist(MOB *target, ELEMENT_NAMES element) const; // Tries to note that the given target has the given intrinsic, // internally tranforms into a call to CanResist. void aiNoteThatTargetHasIntrinsic(MOB *target, INTRINSIC_NAMES intrinsic); // Tries to note that the given target can resist the given element void aiNoteThatTargetCanResist(MOB *target, ELEMENT_NAMES element); // Internal function when we've passed the tests. void aiTrulyNoteThatTargetCanResist(MOB *target, ELEMENT_NAMES element); // Returns true if acted. // Searches inventory for useful items and uses them. bool aiUseInventory(); // Picks up whatever is on the ground. bool aiBePackrat(); // Searches through one's invenotry for yummy stuff and eats it. bool aiEatStuff(); // Tries to leave melee combat through teleportation, etc. // Only does so if it decides it's unsafe (low hp, etc) bool aiDoFleeMelee(MOB *target); // Looks for any battle preperations it can do. Ie, casting // buffs, etc. // The dx, dy is the offset to our target. bool aiDoBattlePrep(int diffx, int diffy); // Heal, cure, etc. bool aiDoUrgentMoves(); // Specific action ai: // Attacks: These will attack in the given direction at the // given range. bool aiDoRangedAttack(int dx, int dy, int range); bool aiDoThrownAttack(int dx, int dy, int range); bool aiDoWandAttack(int dx, int dy, int range); bool aiDoSpellAttack(int dx, int dy, int range); // Heals: These attempt to restore health/cure poison. bool aiDoHealSelf(); bool aiDoCurePoisonSelf(); // This attempts to immerse onself in water. bool aiDoDouseSelf(); // Attempts to freeze the square I stand on bool aiDoFreezeMySquare(); // Try to get off my current square onto a safe square bool aiDoEscapeMySquare(); // This will attempt to stop stoning, provided we care about it. bool aiDoStopStoningSelf(); // Specific AI behaviours: // Mice run around with the right hand rule getting into mischief. bool aiDoMouse(); // Testing functions. bool aiIsItemCooler(ITEM *item, ITEMSLOT_NAMES slot); bool aiIsItemThrowable(ITEM *item, MOB *target = 0) const; bool aiIsItemZapAttack(ITEM *item) const; bool aiIsPoisoned() const; bool aiWillOpenDoors() const; // Actions... This is where all the creature smarts go. At the // root is the actionBump - this is a request by a creature to go // in a certain direction. What it means is creature dependent... // Actions return true if they consumed a timeslot, and false if // they failed. // All of the "action" prefixed functions can be found in action.cpp. bool actionBump(int dx, int dy); // The creature uses its breath attack in the given direction. bool actionBreathe(int dx, int dy); // Note all these callbacks take a MOBREF * inside data! static bool meltRocksCBStatic(int x, int y, bool final, void *data); // The attack is in ourEffectAttack. static bool areaAttackCBStatic(int x, int y, bool final, void *data); // Spell is in ourZapSpell. static bool zapCallbackStatic(int x, int y, bool final, void *data); // This tries to swap with a creature in the given direction. bool actionSwap(int dx, int dy); // Talk to someone or something bool actionTalk(int dx, int dy); // Puts the mob to sleep for 50 turns. bool actionSleep(); // This tries to push on the given direction. bool actionPush(int dx, int dy); // This will move in the given direction. It does no intelligence // checks! bool actionWalk(int dx, int dy, bool spacewalk = false); // This will jump in the given direction. This will move you // two squares. It can jump over things, but not through walls. // Destination must be visible and lit. bool actionJump(int dx, int dy); // Applies the magic door effect, only valid for avatars. // Coords are absolute location of magical door. bool actionMagicDoorEffect(int x, int y); // This will try to open the object in the given direction. bool actionOpen(int dx, int dy); // THis will try to close the object. bool actionClose(int dx, int dy); // This causes this MOB to search the given square, spamming // the appropriate discovery and revealling it to the world. // It returns true if anything was found. // The isaction controls if it was purposeful or not. This affects // the probability in dark areas. Darkness penalty only applies // to purposeful search attempts. (Finding stuff accidentally is // bad, so should be encouraged :>) bool searchSquare(int x, int y, bool isaction); // This searches at the square we are now on. bool actionSearch(); // This will attack what is in the given direction. bool actionAttack(int dx, int dy, int multiplierbonus = 0); // This handles attempts to climb things. bool actionClimb(); bool actionClimbUp(); bool actionClimbDown(); bool actionDig(int dx, int dy, int dz, int range, bool magical); // Picks up whats on the floor. // The specified item is which item to pickup. // Note that picking up an item may destroy it when it merges // with a stack, newitem will be set to the resulting item. bool actionPickUp(ITEM *item, ITEM **newitem = 0); // Tries to drop the given item. bool actionDrop(int ix, int iy); // Sorts the inventory items. bool actionSort(); // Tries to eat. // This doubles as drinking. bool actionEat(int ix, int iy); // Tries to throw. bool actionThrow(int ix, int iy, int dx, int dy, int dz); // Throws a quivered item. bool actionFire(int dx, int dy, int dz); // Puts the specified object into the quiver. bool actionQuiver(int ix, int iy); // Verifies you can zap bool ableToZap(int ix, int iy, int dx, int dy, int dz, bool quiet); // Tries to zap. bool actionZap(int ix, int iy, int dx, int dy, int dz); // Tries to cast. bool actionCast(SPELL_NAMES spell, int dx, int dy, int dz); // Verifies if you can read. bool ableToRead(int ix, int iy, bool quiet); // Tries to read. bool actionRead(int ix, int iy); // The potion is what to dip into, the i() is what to dip. bool actionDip(int potionx, int potiony, int ix, int iy); // This will cause you to query the gods as to your current // status. bool actionPray(); // Take control of given mob, only really works for avatar. bool actionPossess(MOB *mob, int duration); // Removes our possession and returns ourself to our original // body, provided it exists. bool actionReleasePossession(bool systemshock = false); // This will perform a random teleport, unless the creature has // teleport control, in which case it will use its own AI (or // user input) for the destination. // allowcontrol will enable teleport control to be tested. // givecontrol will grant the creature telecontrol for this action. // Xloc and yloc give the teleport destination, if present. bool actionTeleport(bool allowcontrol=true, bool givecontrol=false, int xloc=-1, int yloc=-1); bool actionForget(SPELL_NAMES spell, SKILL_NAMES skill); // UPdates our tile according to what we are wearing. void rebuildAppearance(); // Update our worn intrinsic according to what we have equipped. void rebuildWornIntrinsic(); // Determines how well dressed the creature is. // per god amounts optionally stored in dressiness. 0 is nothing // nice, no consistent maximum. void determineClassiness(int *dressiness = 0); // Verifies you can equip the item. bool ableToEquip(int ix, int iy, ITEMSLOT_NAMES slot, bool quiet); // Tries to equip the item in the given inventory slot. bool actionEquip(int ix, int iy, ITEMSLOT_NAMES slot, bool quiet=false); // Verifies you can remove the item. bool ableToDequip(ITEMSLOT_NAMES slot, bool quiet); // Tries to take off the item in the given slot. bool actionDequip(ITEMSLOT_NAMES slot, bool quiet = false); // Returns the total skill the creature has with the given // armour or weapon. int getWeaponSkillLevel(const ITEM *weapon, ATTACKSTYLE_NAMES attackstyle) const; int getArmourSkillLevel(const ITEM *armour) const; // This records that src tried to attack us. // We may choose to disregard this if we feel it is friendly fire, // or currently have someone we hate more. void noteAttacker(MOB *src); // Receptor functions... // The attacking item may be null, in which case the mob attacks // alone. // These return false if the creature dies. // The actuallyhit is set to true if any attack landed. // It is NOT set to false otherwise! bool receiveAttack(ATTACK_NAMES attack, MOB *src, ITEM *weapon, ITEM *launcher, ATTACKSTYLE_NAMES style, bool *actuallyhit = 0, int multiplier = 0); bool receiveAttack(const ATTACK_DEF *attack, MOB *src, ITEM *weapon, ITEM *launcher, ATTACKSTYLE_NAMES style, bool *actuallyhit = 0, int multiplier = 0); bool receiveDamage(ATTACK_NAMES attack, MOB *src, ITEM *weapon, ITEM *launcher, ATTACKSTYLE_NAMES style, int multiplier = 1, int damage_reduction = 0); bool receiveDamage(const ATTACK_DEF *attack, MOB *src, ITEM *weapon, ITEM *launcher, ATTACKSTYLE_NAMES style, int multiplier = 1, int damage_reduction = 0); void receiveDeathExp(int explevel); void receiveExp(int exp); // Clears all experience: Ouch! void wipeExp(); // Enchant a random piece of armour by the given amounts. // ITEMSLOT_NAMES -1 means a random armour piece. void receiveArmourEnchant(ITEMSLOT_NAMES slot, int bonus, bool shudder); // Enchant your weapon. void receiveWeaponEnchant(int bonus, bool shudder); // Curses random item that isn't already cursed, starting with // your equipped items. // onlyequip true will ensure only equipped items will be cursed. // forceany prevents the code from preferring equipped items. void receiveCurse(bool onlyequip, bool forceany); // Uncurses random cursed item, starting with equipped items. // Doall true means it will uncurse everything. void receiveUncurse(bool doall); // Only update HP through these methods to ensure consistent treatment // vampiric heals prevent Tlosh from growing angry. bool receiveHeal(int hp, MOB *src, bool vampiric = false); bool receiveMana(int mp, MOB *src); bool receiveCure(); bool receiveSlowPoison(); SPELL_NAMES findSpell(GOD_NAMES god, int *numspell = 0) const; SKILL_NAMES findSkill(GOD_NAMES god, int *numskill = 0) const; void learnSpell(SPELL_NAMES spell, int duration = -1); void learnSkill(SKILL_NAMES skill, int duration = -1); // Returns if we are able to cast the spell, ie have enough mana, // have the right intrinsic, etc. bool canCastSpell(SPELL_NAMES spell); // Returns how close we are to casting the spell. 0 means // not possible, 256 we can cast it this instant. int spellCastability(SPELL_NAMES spell); void gainLevel(); // Undo casting cost of the spell. void cancelSpell(SPELL_NAMES spell); // // piety functions. These are implemented in piety.cpp. // They control the implicity worship given to one or more gods // by just about any action. // // Currently only the avatar triggers these, but theoritically // that could be expanded. // void pietyGainLevel(); void pietyKill(MOB *mob, ATTACKSTYLE_NAMES style); void pietyEat(ITEM *item, int foodval); void pietyDress(INTRINSIC_NAMES intrinsic); void pietyZapWand(ITEM *wand); void pietySurrounded(int numenemy); void pietyHeal(int amount, bool self, bool enemy, bool vampiric); void pietyCastSpell(SPELL_NAMES spell); void pietyCreateTrap(); void pietyFindSecret(); void pietyAttack(MOB *mob, const ATTACK_DEF *attack, ATTACKSTYLE_NAMES style); // You made the given amount of noise. void pietyMakeNoise(int noise); // You identified something. void pietyIdentify(ITEM_NAMES itemdef); // Broke an item void pietyBreak(ITEM *item); // Prints out a report of the current piety levels of all gods. void pietyReport(); // Announces the whim of xom if you are following ><0|V| void pietyAnnounceWhimOfXom(); // Runs the god AI to determine what to do with the poor player. void pietyRungods(); // Used to actually apply piety points to a given god. void pietyGrant(GOD_NAMES god, int amount, bool forbidden = false); // Applied when one performs a forbidden action. void pietyTransgress(GOD_NAMES god); // Applied to use up some god points in doling out punishment. void pietyPunish(GOD_NAMES god); // Applied to use up some god points in doling out rewards. void pietyBoon(GOD_NAMES god); // Returns true if the player can benefit from the given boon. bool pietyBoonValid(BOON_NAMES boon); // What sort of crappy comment is this? // "The string can take certain parameters..." void reportMessage(const char *str) const; inline void reportMessage(BUF buf) const { reportMessage(buf.buffer()); } // This reports a message with mob specific connotations: // %U means the mob itself. // %u means the mob itself without any article. // %i means the item identified at class level // %R means the possessive of the mob. (full name!) // %r means the possessive, pronoun. // %A means the accusative of the mob. // %p means the pronoun. // %M? means the mob, using the same code as above. // %I? means the item, using the same code as above. // %I1? means the singular item, using the same code as above. // means to conjugate foo with this mob. // and conjugate respectively. // %B1, %B2, refer to an ancillary buffer with a specific // numbering order. void formatAndReport(const char *str); void formatAndReport(const char *str, const char *b1, const char *b2 = 0, const char *b3 = 0); inline void formatAndReport(const char *str, BUF b1) { formatAndReport(str, b1.buffer()); } void formatAndReport(const char *str, const MOB *mob, const char *b1 = 0, const char *b2 = 0, const char *b3 = 0); inline void formatAndReport(const char *str, const MOB *mob, BUF b1) { formatAndReport(str, mob, b1.buffer()); } void formatAndReport(const char *str, const ITEM *item, const char *b1 = 0, const char *b2 = 0, const char *b3 = 0); inline void formatAndReport(const char *str, const ITEM *item, BUF b1) { formatAndReport(str, item, b1.buffer()); } void formatAndReportExplicit(const char *str, const MOB *mob, const ITEM *item, const char *b1 = 0, const char *b2 = 0, const char *b3 = 0); inline void formatAndReportExplicit(const char *str, const MOB *mob, const ITEM *item, BUF b1) { formatAndReportExplicit(str, mob, item, b1.buffer()); } static BUF formatToString(const char *str, const MOB *self, const ITEM *selfitem, const MOB *mob, const ITEM *item, const char *b1 = 0, const char *b2 = 0, const char *b3 = 0); static BUF formatToString(const char *str, const MOB *self, const ITEM *selfitem, const MOB *mob, const ITEM *item, BUF b1, BUF b2, BUF b3); // Conjugates a verb with our own tense. If this is an avatar, // that means "You", otherwise "It". BUF conjugate(const char *infinitive, bool past=false) const; // This gets the tense which this mob should be addressed with, ie, // me, you, he, she, it, they? VERB_PERSON getPerson() const; VERB_PERSON getGender() const; // you, it, he, she, they, etc. const char *getPronoun() const; // your, its, his, her, their, etc. const char *getPossessive() const; // yours, its, his, hers, theirs, etc. const char *getOwnership() const; // yourself, itself, himself, herself, etc const char *getReflexive() const; // you, it, him, her, etc. const char *getAccusative() const; // dragon, the dragon, a dragon, etc. BUF getName(bool usearticle = true, bool usedefinite = true, bool forcevisible = false, bool neverpronoun = false) const; // The headless is in perfect health. It would be a hard fight. BUF getDescription() const; // This displays the long description of this particular mob. // It will also provide all the other cool facts, like what they // are wearing, etc. void viewDescription() const; // Displays a character dump of the characters abilities. // Also saves to a file on the PC version. void characterDump(bool ondeath, bool didwin, bool savefile, int truetime = -1); void pageCharacterDump(bool ondeath, bool didwin, int truetime = -1); // Determines if this mob moved last turn. Only works // for the avatar. bool hasMovedLastTurn() const; void getLastMoveDirection(int &dx, int &dy) const; void resetLastMoveDirection() const; void flagLastMoveAsOld() const; // Rename the MOB this name. void christen(const char *name); void christen(BUF buf) { christen(buf.buffer()); } // Perform a smarts/str check against the given difficulty. // Result is: // -1 - Guaranteed fail // 0 - Failed a check. // 1 - Succeeded check. // 2 - Guaranteed success. // One should have different text for each so people know if they // should test again. int smartsCheck(int smarts); int strengthCheck(int str); // Picks up an item, assigns it into a slot. // Returns false if failed (item is there, or no room) // Note that this *CAN* delete item! This occurs if it gets // merged into a stack in the inventory. bool acquireItem(ITEM *item, int sx, int sy, ITEM **newitem = 0); bool acquireItem(ITEM *item, ITEM **newitem = 0); // Finds first free item slot, returns false if none. bool findItemSlot(int &sx, int &sy) const; // Gets the item given a slot. Possible null. ITEM *getItem(int sx, int sy) const; // Returns a random item from our inventory, null if there are no // items. ITEM *randomItem() const; // Unlinks & returns the item from the given slot. ITEM *dropItem(int sx, int sy); // Destroys all items in this inventory. void destroyInventory(); // Reverses the order of our inventory. Theoritically this // should be a no-op, but our quiver uses this order. void reverseInventory(); // Drops one of the rings the creature is wearing, provide // at least two rings are worn. void dropOneRing(); // Gets the item from the specified equipped slot (same as // getItem(0, (int)name) ITEM *getEquippedItem(ITEMSLOT_NAMES slot) const; // Determine if any item is equipped (faster than testing // each slot in turn...) bool hasAnyEquippedItems() const; bool hasSlot(ITEMSLOT_NAMES slot) const; // Note: May return 0 if there is no such slot! const char *getSlotName(ITEMSLOT_NAMES slot) const; // Returns the first equipped item, if any, that grants the // given intrinsic. ITEM *getSourceOfIntrinsic(INTRINSIC_NAMES intrinsic) const; // Returns the mob that inflicted the timed intrinsic, if any. MOB *getInflictorOfIntrinsic(INTRINSIC_NAMES intrinsic) const; // This will create a new MOB for ourself. // All stashed mob references will be transfered to the new mob. // Polymorphing a morphed mob returns it to its original state. bool actionPolymorph(bool allowcontrol = true, bool forcecontrol = false, MOB_NAMES newdef = MOB_NONE); // This undoes the effect of polymorph. bool actionUnPolymorph(bool silent = false, bool systemshock = false); // This turns the creature into stone. bool actionPetrify(); // This usually does nothing :> bool actionUnPetrify(); HUNGER_NAMES getHungerLevel() const; void starve(int foodval); void feed(int foodval); // Applies system shock to this, 10% of maxhp lost void systemshock(); // Attempts to save this creatures life. Does not attempt // reverting to original form style saving, only INTRINSIC_LIFESAVED // type saving. // Returns true if critter saved, false if not saved. Will destroy // source of saving. bool attemptLifeSaving(const char *deathmsg); // This marks this mob as having just died. This will increment // the kill counts & also do proper victory stuff when the // user gets axed. // This does not mean any one gets the exp, or the mob won't be // back. For example, kill/res loops will count, as will // petrifies. // becameitem flags if the monster died in a way in which it // can come back void triggerAsDeath(ATTACK_NAMES attack, MOB *src, ITEM *weapon, bool becameitem); void triggerAsDeath(const ATTACK_DEF *attack, MOB *src, ITEM *weapon, bool becameitem); // This adds the given noise to this mob. void makeNoise(int noiselevel); // This adds any noise from the given slot. void makeEquipNoise(ITEMSLOT_NAMES slot); // This reveals the amount of noise this mob is making. // If the observer is null, it is the total noise. If it is // a creature, it is a random number from 0 to max noise. The trick // is that this will be the same for every call on this time slice // and with this pair of critters. int getNoiseLevel(const MOB *observer) const; protected: // Internal methods to handle intrinsic counters: INTRINSIC_COUNTER *getCounter(INTRINSIC_NAMES intrinsic) const; void removeCounter(INTRINSIC_NAMES intrinsic); INTRINSIC_COUNTER *addCounter(MOB *inflictor, INTRINSIC_NAMES intrinsic, int turns); // myDefinition is what we are now. myOrigDefinition is // what we were when we were created. Polymorph doesn't // create this difference, stuff like ghastify does. u8 myDefinition, myOrigDefinition; u8 myX, myY, myExpLevel; // These actually store twice our hit die to allow us to // gain fractional levels. u8 myHitDie, myMagicDie; // This is the amount of noise the mob has made so far. Not saved. u8 myNoiseLevel; u8 myDLevel; u8 myGender; // Current state in AI FSM. Stored to disk. u8 myAIFSM; MOBREF myOwnRef; // When we are polymorphed, this is non-null and holds the base critter // type. MOBREF myBaseType; // Stores relevant AI state stuff. Not saved. u16 myAIState; // Food levels. u16 myFoodLevel; // Note, HP had better be able to go negative. short myHP, myMaxHP; short myMP, myMaxMP; short myExp; MOB *myNext; // AI related state information: MOBREF myAITarget; NAME myName; ITEM *myInventory; INTRINSIC myIntrinsic; INTRINSIC *myWornIntrinsic; INTRINSIC_COUNTER *myCounters; static s8 ourAvatarDx, ourAvatarDy; static SPELL_NAMES ourZapSpell; static ATTACK_NAMES ourEffectAttack; static int ourFireBallCount; static bool ourAvatarOnFreshSquare; static bool ourAvatarMoveOld; }; #endif powder118_src/hiscore.h0000644000175300010010000000324011030300473012162 0ustar /* * PROPRIETARY INFORMATION. This software is proprietary to POWDER * Development, and is not to be reproduced, transmitted, or disclosed * in any way without written permission. * * Produced by: Jeff Lait * * POWDER Development * * NAME: hiscore.h ( POWDER Library, C++ ) * * COMMENTS: * Provides routines to manage our high score list. */ #ifndef __hiscore__ #define __hiscore__ class MOB; class SRAMSTREAM; struct HISCORE_ENTRY; extern bool glbRNGValid; extern int glbRNGSeed; // Inspects the SRAM to determine save version, erases save file // if necessary. void hiscore_init(); // Returns version of POWDER. int hiscore_getversion(); // Returns the current hiscore save count. // 0 means no save game. // 1 means a valid save game. // 2 or higher means a save scummed game! int hiscore_savecount(); // Sets the save count. void hiscore_setsavecount(int newval); // Bumps the save count up one. void hiscore_bumpsavecount(); // Flags as a new game. void hiscore_flagnewgame(bool isnewgame); // Returns if this is a new game. bool hiscore_isnewgame(); // Returns if we've got 15 games in high score, this is // used to activate advanced mode. bool hiscore_advancedmode(); // Displays hiscore list. void hiscore_display(HISCORE_ENTRY *bonus, bool ischeater); // Returns true if we add the player to our list. // Displays the high score, along with the player's place in it. // If ischeater is set, we will not add to the high score list. bool hiscore_addAndDisplayEntry(MOB *player, bool haswon, bool ischeater); // This must be loaded first! void hiscore_load(SRAMSTREAM &os); // This must be saved first! void hiscore_save(SRAMSTREAM &is); #endif powder118_src/stylus.cpp0000644000175300010010000005070411372412476012453 0ustar /* * PROPRIETARY INFORMATION. This software is proprietary to POWDER * Development, and is not to be reproduced, transmitted, or disclosed * in any way without written permission. * * Produced by: Jeff Lait * * POWDER Development * * NAME: stylus.cpp ( POWDER Library, C++ ) * * COMMENTS: */ #include "stylus.h" #include #include "gfxengine.h" #include "assert.h" #ifdef USING_SDL #define TILEWIDTH (gfx_gettilewidth()) #define TILEHEIGHT (gfx_gettileheight()) #define MODBYTILE(x, tw) (x - ((x)%(tw))) #define SNAPTX(x) (MODBYTILE(x,TILEWIDTH*2) + TILEWIDTH) #define SNAPTY(y) (MODBYTILE(y,TILEHEIGHT*2) + TILEHEIGHT) #define SNAPCX(x) (MODBYTILE(x,TILEWIDTH) + TILEWIDTH/2) #define SNAPCY(y) (MODBYTILE(y,TILEHEIGHT) + TILEHEIGHT/2) #define SNAPTX_o(x) (MODBYTILE(x+TILEWIDTH,TILEWIDTH*2)) #define SNAPTY_o(y) (MODBYTILE(y+TILEHEIGHT,TILEHEIGHT*2)) #define SNAPTX_k(x) (SNAPTX(x-myLeft+TILEWIDTH/2)+myLeft-TILEWIDTH/2) #define SNAPTY_k(y) (SNAPTY(y-myTop+TILEHEIGHT/2)+myTop-TILEHEIGHT/2) #else #define TILEWIDTH 8 #define TILEHEIGHT 8 #define SNAPTX(x) (((x) & ~15)+8) #define SNAPTY(x) SNAPTX(x) #define SNAPCX(x) (((x) & ~7)+4) #define SNAPCY(x) SNAPCX(x) #define SNAPTX_o(x) ((x+8) & ~15) #define SNAPTY_o(x) SNAPTX_o(x) #define SNAPTX_k(x) (((x-myLeft+4) & ~15)+4+myLeft) #define SNAPTY_k(x) (((x-myTop+4) & ~15)+4+myTop) #endif // Ugliness for our dragging of inventory items. #include "creature.h" #include "item.h" STYLUSLOCK *glbStylusActive = 0; STYLUSLOCK::STYLUSLOCK(int regions) { myParent = glbStylusActive; myDragging = false; if (regions) setRegion(regions); } void STYLUSLOCK::setRegion(int regions) { myParent = glbStylusActive; glbStylusActive = this; myDragging = false; // Ensure we start with a clean slate. clear(); // If the stylus is currently down we don't want to process it // since it is a press from before our stylus lock. myWaitForDown = hamfake_getstylusstate(); myRegion = regions; myLeft = myRight = myTop = myBottom = -1; } STYLUSLOCK::~STYLUSLOCK() { glbStylusActive = myParent; // Even if we left by another code path we don't want // to leave half a click. clear(); } bool STYLUSLOCK::inRange(int x, int y) { if (myLeft >= 0 && x < myLeft) return false; if (myRight >= 0 && x > myRight) return false; if (myTop >= 0 && y < myTop) return false; if (myBottom >= 0 && y > myBottom) return false; return true; } bool STYLUSLOCK::snap(int &x, int &y) { bool valid = false; if (myRegion & REGION_BOTTOMBUTTON) { if ((y >= 20*TILEHEIGHT || y < 0) && x >= 0 && x < 30*TILEWIDTH) { valid = true; if (y >= 20*TILEHEIGHT) y = 20*TILEHEIGHT + TILEHEIGHT; else y = -TILEHEIGHT; x = SNAPTX(x); gfx_cursortile(SPRITE_TILE); } } if (myRegion & REGION_SIDEBUTTON) { if (y < 20*TILEHEIGHT && y >= 0) { if (x < TILEWIDTH || x >= 29*TILEWIDTH) { valid = true; if (x > 20*TILEWIDTH) x = 30*TILEWIDTH; else x = 0; // Set the y pos y = SNAPTY(y); gfx_cursortile(SPRITE_TILE); } } } if (myRegion & REGION_MAPTILES) { x = SNAPTX(x); y = SNAPTY_o(y); valid = true; gfx_cursortile(SPRITE_CURSOR); } if (myRegion & REGION_KEYBOARD) { if (inRange(x, y)) { x = SNAPTX_k(x); y = SNAPTY_k(y); valid = true; gfx_cursortile(SPRITE_TEXT); } else { // Rest of map is used for cancelling. valid = true; gfx_cursortile(SPRITE_CANCEL); } } if (myRegion & REGION_INVENTORY) { int sx = x, sy = y; valid = true; if (sx >= TILEWIDTH*4 && sy >= TILEHEIGHT*2 && sx < TILEWIDTH*30 && sy < TILEHEIGHT*18) { // Ignore central column if (sx < TILEWIDTH*6 || sx >= TILEWIDTH*8) { gfx_cursortile(SPRITE_CURSOR); x = SNAPTX(x); y = SNAPTY(y); } else gfx_cursortile(SPRITE_CANCEL); } else gfx_cursortile(SPRITE_CANCEL); } if (myRegion & REGION_SLOTS) { int sx = x, sy = y; valid = true; if (sx >= TILEWIDTH*4 && sy >= TILEHEIGHT*2 && sx < TILEWIDTH*6 && sy < TILEHEIGHT*18) { gfx_cursortile(SPRITE_CURSOR); x = SNAPTX(x); y = SNAPTX(y); } else { gfx_cursortile(SPRITE_CANCEL); } } if (myRegion & REGION_MENU) { if (inRange(x, y)) { valid = true; gfx_cursortile(SPRITE_TEXT); x = SNAPCX(x); y = SNAPCY(y); } else { // Rest of map is used for cancelling. valid = true; gfx_cursortile(SPRITE_CANCEL); } } if (myRegion & REGION_DISPLAYTEXT) { valid = true; if (y < TILEHEIGHT*8) gfx_cursortile(SPRITE_NORTH); else if (y < TILEHEIGHT*15) gfx_cursortile(SPRITE_CANCEL); else gfx_cursortile(SPRITE_SOUTH); } if (myRegion & REGION_TENDIR) { int sx = x, sy = y; // Select around center sy += TILEHEIGHT; sx /= TILEWIDTH*2; sy /= TILEHEIGHT*2; sx -= 7; sy -= 5; // We now have +/-1 with option of +/-2 in y. if ((ABS(sx) <= 1 && ABS(sy) <= 1) || (sx == 0 && ABS(sy) == 2)) { valid = true; x = SNAPTX(x); y = SNAPTY_o(y); switch (sx) { case -1: if (sy == -1) gfx_cursortile(SPRITE_NORTHWEST); else if (sy == 0) gfx_cursortile(SPRITE_WEST); else gfx_cursortile(SPRITE_SOUTHWEST); break; case 0: if (sy == -2) gfx_cursortile(SPRITE_UP); else if (sy == 2) gfx_cursortile(SPRITE_DOWN); else if (sy == -1) gfx_cursortile(SPRITE_NORTH); else if (sy == 0) gfx_cursortile(SPRITE_CURSOR); else gfx_cursortile(SPRITE_SOUTH); break; case 1: if (sy == -1) gfx_cursortile(SPRITE_NORTHEAST); else if (sy == 0) gfx_cursortile(SPRITE_EAST); else gfx_cursortile(SPRITE_SOUTHEAST); break; } } else { // Cancel valid = true; gfx_cursortile(SPRITE_CANCEL); } } if (myRegion & REGION_FOURDIR) { int sx = x, sy = y; // Select around center sy += TILEHEIGHT; sx /= TILEWIDTH*2; sy /= TILEHEIGHT*2; sx -= 7; sy -= 5; if (ABS(sx) <= 1 && ABS(sy) <= 1 && (sx * sy == 0)) { valid = true; x = SNAPTX(x); y = SNAPTY_o(y); switch (sx) { case -1: gfx_cursortile(SPRITE_WEST); break; case 0: if (sy == -1) gfx_cursortile(SPRITE_NORTH); else if (sy == 0) gfx_cursortile(SPRITE_CURSOR); else gfx_cursortile(SPRITE_SOUTH); break; case 1: gfx_cursortile(SPRITE_EAST); break; } } else { // Cancel valid = true; gfx_cursortile(SPRITE_CANCEL); } } return valid; } void STYLUSLOCK::setRange(int left, int top, int right, int bottom) { myLeft = left*TILEWIDTH; myTop = top*TILEHEIGHT; myRight = right*TILEWIDTH + TILEWIDTH-1; myBottom = bottom*TILEHEIGHT + TILEHEIGHT-1; } void STYLUSLOCK::update() { // Check if we are waiting for a down event to end. if (myWaitForDown) { if (hamfake_getstylusstate()) { // Still down, keep wiating. return; } else { // Has gone up, valid stylus events now myWaitForDown = false; } } if (!myStarted) { // Check to see if stylus is now down. if (hamfake_getstylusstate()) { myStarted = true; myValid = true; myButton = false; myDragging = false; hamfake_getstyluspos(myStartX, myStartY); myBadSnap = !snap(myStartX, myStartY); if (!myBadSnap) gfx_drawcursor(myStartX, myStartY); } else { // Make sure we clear any bad state. myBadSnap = false; } } else { // Check if stylus is released or continued. if (hamfake_getstylusstate()) { // User is still waffling... // Determine if we are inbounds and update sprite accordingly! int nx, ny; hamfake_getstyluspos(nx, ny); if (ABS(nx - myStartX) < TILEWIDTH && ABS(ny - myStartY) < TILEHEIGHT) { // Still valid... myValid = true; if (!myBadSnap) gfx_drawcursor(myStartX, myStartY); } else { // User dragged away from the click pos so we want to cancel. myValid = false; if (!myBadSnap) gfx_removecursor(); } } else { // Stylus released, we have a button click! myStarted = false; myDragging = false; myButton = true; if (!myBadSnap) gfx_removecursor(); } } } void STYLUSLOCK::clear() { myButton = false; myStarted = false; myBadSnap = false; myDragging = false; gfx_removecursor(); } bool stylus_postoinventory(int x, int y, int &cx, int &cy) { // Convert the mouse location to an inventory item. // Return false if doesn't line up. if (x < 0) return false; if (x >= TILEWIDTH*30) return false; if (y < 0) return false; if (y >= TILEHEIGHT*20) return false; x /= TILEWIDTH*2; // First two columns are text if (x < 2) return false; x -= 2; if (x) { // There is a blank column for the text by the slots. if (x == 1) return false; x--; } y /= TILEHEIGHT * 2; if (!y) { // Top line is status messages return false; } y--; // Only 8 lines of inventory if (y >= 8) return false; cx = x; cy = y; return true; } bool stylus_queryinventoryitem(int &cx, int &cy) { int x, y; if (!hamfake_getstylusstate()) return false; hamfake_getstyluspos(x, y); return stylus_postoinventory(x, y, cx, cy); } bool STYLUSLOCK::selectinventoryitem(int &cx, int &cy) { // Should not be called on an inactive stylus. update(); // Check for a valid click. if (myButton && myValid) { // Determine if a valid inventory click. bool valid; // A succesful click. myButton = false; valid = stylus_postoinventory(myStartX, myStartY, cx, cy); if (!valid) { // It is a click, but somewhere else! Return invalid // so user can cancel the inventory screen cx = cy = -1; } return true; } return false; } bool STYLUSLOCK::selectinventoryslot(int &slot) { update(); // Check for a valid click. if (myButton && myValid) { // Determine if a valid inventory click. bool valid; int cx, cy; myButton = false; valid = stylus_postoinventory(myStartX, myStartY, cx, cy); if (!valid) { // It is a click, but somewhere else! Make it a cancel. slot = -1; } else if (cx) { // A succesful click. But was it on an inventory slot? slot = -1; } else { // All good slot = cy; } return true; } return false; } bool STYLUSLOCK::getbottombutton(int &buttonsel) { int bottom = TILEHEIGHT*20; update(); if (myButton && myValid) { // Ignore anyone outside our range if (myStartY < bottom && myStartY >= 0) { if (myRegion & REGION_SIDEBUTTON) { // Check side buttons... if (myStartX < TILEWIDTH || myStartX >= TILEWIDTH*29) { // Consume the button myButton = false; buttonsel = myStartY / (TILEHEIGHT*2); if (myStartX > TILEWIDTH*20) buttonsel += 10; buttonsel += 30; return true; } } return false; } // Ignore the corner buttons if (myStartX < 0 || myStartX >= TILEWIDTH*30) return false; // Consume the button myButton = false; buttonsel = myStartX / (TILEWIDTH*2); if (myStartY >= bottom) buttonsel += 15; return true; } return false; } bool STYLUSLOCK::selectmenu(int &menu, int x, int y, bool &inbounds) { update(); if (myButton) { myButton = false; if (!myValid) return false; if (!inRange(myStartX, myStartY)) { // Outside of the valid menu area. inbounds = false; menu = -1; return true; } inbounds = true; // Truncate to our menu choice menu = (myStartY / TILEHEIGHT) - (y / TILEHEIGHT); return true; } return false; } bool STYLUSLOCK::getdisplaytext(int &dy) { update(); if (myButton) { myButton = false; if (!myValid) return false; if (myStartY < TILEHEIGHT*8) dy = -10; else if (myStartY < TILEHEIGHT*15) dy = 0; else dy = 10; return true; } // See if we can start a drag, ie, we are started but have moved // outside of a click range. if (!myDragging && myStarted && !myValid) { myLastDragX = myStartX; myLastDragY = myStartY; myDragging = true; } // Check if we are dragging. if (myDragging) { int curx, cury; hamfake_getstyluspos(curx, cury); int newy, oldy; // We make sure our deltas are positive to avoid annoying // round to zero problems oldy = myLastDragY - myStartY + TILEHEIGHT*32; oldy /= TILEHEIGHT; newy = cury - myStartY + TILEHEIGHT*32; newy /= TILEHEIGHT; oldy -= newy; if (oldy) { myLastDragY = cury; myLastDragX = curx; dy = oldy; return true; } } return false; } bool STYLUSLOCK::gettendir(int &dx, int &dy, int &dz, bool &cancel) { update(); if (myButton) { myButton = false; if (!myValid) return false; int sx = myStartX, sy = myStartY; // Select around center sy += TILEHEIGHT; sx /= TILEWIDTH*2; sy /= TILEHEIGHT*2; sx -= 7; sy -= 5; // We now have +/-1 with option of +/-2 in y. if ((ABS(sx) <= 1 && ABS(sy) <= 1)) { dz = 0; dx = sx; dy = sy; cancel = false; return true; } if (sx == 0 && ABS(sy) == 2) { dz = -SIGN(sy); dx = 0; dy = 0; cancel = false; return true; } // Cancel request. cancel = true; return true; } return false; } bool STYLUSLOCK::getfourdir(int &dx, int &dy, bool &cancel) { update(); if (myButton) { myButton = false; if (!myValid) return false; int sx = myStartX, sy = myStartY; // Select around center sy += TILEHEIGHT; sx /= TILEWIDTH*2; sy /= TILEHEIGHT*2; sx -= 7; sy -= 5; // We now have +/-1 with option of +/-2 in y. if ((ABS(sx) <= 1 && ABS(sy) <= 1) && (sx * sy == 0)) { dx = sx; dy = sy; cancel = false; return true; } // Cancel request. cancel = true; return true; } return false; } bool STYLUSLOCK::getchartile(int &cx, int &cy) { update(); if (myButton) { myButton = false; if (!myValid) return false; int sx = myStartX, sy = myStartY; if (inRange(sx, sy)) { // Compute the actual tile location. if (myLeft >= 0) sx -= myLeft; if (myTop >= 0) sy -= myTop; sx /= TILEWIDTH*2; sy /= TILEHEIGHT*2; cx = sx; cy = sy; return true; } } return false; } bool STYLUSLOCK::getmaptile(int &mx, int &my, bool &cancel) { update(); // We are a simple soul and care only for a button. if (myButton) { int cx, cy; myButton = false; // Now trigger the requested click by downsampling. cancel = !myValid; mx = myStartX; my = myStartY + TILEHEIGHT; mx /= TILEWIDTH*2; my /= TILEHEIGHT*2; gfx_getscrollcenter(cx, cy); mx += cx; my += cy; // Joyous constants propagated without mercy mx -= 7; my -= 5; // Now clamp to the mapwidth/height mx &= MAP_WIDTH-1; my &= MAP_HEIGHT-1; return true; } // No valid stylus yet return false; } bool STYLUSLOCK::performDrags(int menuy, int startoflist, int endoflist, const u8 *menu, u8 *actionstrip) { update(); // First question: Do we have a drag at all? // We should be inside a current button press: myStarted == true. // We should have left our button location - myValid == false. if (myStarted && !myValid) { // We tight loop until either: // 1) Drag completed // 2) User returns to the original box. // In the case of 2 it is important to leave things as they were // so people can press the button properly. int x, y, i, stripstart, stripend; u8 startaction, endaction; x = myStartX; y = myStartY; stripstart = -1; startaction = 0; // Determine what cursor to use. if (y < 0 || y >= TILEHEIGHT*20) { i = x / (TILEWIDTH*2); if (y >= TILEHEIGHT*20) i += 15; if (i < 0) i = 0; if (i > 30) i = 29; stripstart = i; startaction = actionstrip[i]; } else if ((myRegion & REGION_SIDEBUTTON) && (x < TILEWIDTH || x >= TILEWIDTH*29)) { i = y / (TILEHEIGHT*2); if (x >= TILEWIDTH*20) i += 10; if (i < 0) i = 0; if (i > 20) i = 19; i += 30; stripstart = i; startaction = actionstrip[i]; } else if (inRange(x, y)) { // Trancate to our menu choice. i = (y/TILEHEIGHT) - (menuy / TILEHEIGHT); // Account for the up arrows. if (startoflist) i--; if (i >= 0) { // Adjust for our start of list. i += startoflist; if (i <= endoflist) { startaction = menu[i]; } } } if (startaction == 0) { // Nothing to do! return false; } gfx_cursortile(action_spriteFromStripButton(startaction)); while (1) { if (!gfx_isnewframe()) continue; if (hamfake_forceQuit()) break; bool state; // Poll events... hamfake_peekKeyPress(); state = hamfake_getstylusstate(); if (!state) { // User released the stylus - completed the drag. break; } hamfake_getstyluspos(x, y); // Still good, move the curosr. gfx_drawcursor(x, y); } // Getting here implies drag completed. // But is our destination a valid tile? // In any case, if source was a strip, we swap it // Which means ACTION_NONE if destination invalid. stripend = -1; endaction = 0; // Determine where we ended up if (y < 0 || y >= TILEHEIGHT*20) { i = x / (TILEWIDTH*2); if (y >= TILEHEIGHT*20) i += 15; if (i < 0) i = 0; if (i > 30) i = 29; stripend = i; endaction = actionstrip[i]; } else if ((myRegion & REGION_SIDEBUTTON) && (x < TILEWIDTH || x >= TILEWIDTH*29)) { i = y / (TILEHEIGHT*2); if (x >= TILEWIDTH*20) i += 10; if (i < 0) i = 0; if (i > 20) i = 19; i += 30; stripend = i; endaction = actionstrip[i]; } else if (inRange(x, y)) { // Trancate to our menu choice. i = (y/TILEHEIGHT) - (menuy / TILEHEIGHT); // Adjust for our start of list. if (i >= 0) { i += startoflist; if (i <= endoflist) { endaction = menu[i]; } } } // Swap the two if (stripstart >= 0) actionstrip[stripstart] = endaction; if (stripend >= 0) actionstrip[stripend] = startaction; clear(); // We were ignoring keypresses during drag. hamfake_clearKeyboardBuffer(); return true; } return false; } bool STYLUSLOCK::performInventoryDrag(int &sx, int &sy, int &ex, int &ey, MOB *owner, bool &dirtiedsprites) { dirtiedsprites = false; update(); // First question: Do we have a drag at all? // We want the mouse to be currently down this is set in myStarted // in the right way. if (myStarted) { // We tight loop until drag is complete. int x, y, rx, ry; ITEM *item; bool result = true; // We use the start position, *not* the current position, // as that ensures someone dragging an action button won't // suddenly pick an inventory item. x = myStartX; y = myStartY; if (!stylus_postoinventory(x, y, sx, sy)) { // We didn't start on an inventory item! return false; } // Convert start position into a precise location so // we measure our 8 pixels from the center of the tile. ry = sy * TILEHEIGHT*2 + TILEHEIGHT + TILEHEIGHT*2; rx = sx * TILEWIDTH*2 + (sx ? TILEWIDTH*2 : 0) + TILEWIDTH*4 + TILEWIDTH; // Make sure we have dragged far enough. 8 pixels lets us escape // our standard sized box so is our threshold hamfake_getstyluspos(x, y); if (ABS(x - rx) < TILEWIDTH && ABS(y - ry) < TILEHEIGHT) { // Not yet escaped return false; } item = owner->getItem(sx, sy); if (!item) { // Dragging an empty slot, no-op return false; } // Switch to dungeon tiles and set the cursor. gfx_spritemode(false); dirtiedsprites = true; gfx_spritefromdungeon(0, item->getTile()); hamfake_movesprite(0, x-TILEWIDTH, y-TILEHEIGHT); hamfake_enablesprite(0, true); // Hide the inventory item. gfx_setabsmob(sx ? (sx + 3) : (sx+2), sy+1, TILE_VOID); while (1) { if (!gfx_isnewframe()) continue; if (hamfake_forceQuit()) break; bool state; // Poll events... hamfake_peekKeyPress(); state = hamfake_getstylusstate(); if (!state) { // User released the stylus - completed the drag. break; } hamfake_getstyluspos(x, y); // Still good, move the curosr. hamfake_movesprite(0, x-TILEWIDTH, y-TILEHEIGHT); } // Getting here implies drag completed. // But is our destination a valid inventory slot? if (!stylus_postoinventory(x, y, ex, ey)) result = false; // Switch back to sprites. gfx_spritemode(true); clear(); // We were ignoring keypresses during drag. hamfake_clearKeyboardBuffer(); return result; } return false; } powder118_src/bmp.h0000644000175300010010000000141110626445747011332 0ustar /* * PROPRIETARY INFORMATION. This software is proprietary to POWDER * Development, and is not to be reproduced, transmitted, or disclosed * in any way without written permission. * * Produced by: Jeff Lait * * POWDER Development * * NAME: bmp.h ( bmp Library, C++ ) * * COMMENTS: */ #ifndef __bmp__ #define __bmp__ /// Attempts to read external tileset from gfx subdirectory. /// Returns true if loaded. bool bmp_loadExtraTileset(); // Loads the given named bitmap. // Returns 0 on failure. // If success, the buffer has been new[]ed and has 15bit RGB data. // w & h have been assigned to the width and height. // If quiet is set, supresses failure to open errors. unsigned short * bmp_load(const char *name, int &w, int &h, bool quiet); #endif powder118_src/signpost.cpp0000644000175300010010000000371410666133643012756 0ustar /* * PROPRIETARY INFORMATION. This software is proprietary to POWDER * Development, and is not to be reproduced, transmitted, or disclosed * in any way without written permission. * * Produced by: Jeff Lait * * POWDER Development * * NAME: signpost.cpp ( POWDER Library, C++ ) * * COMMENTS: * Tracks signposts and their values. Creates a heap of signposts * which can be queried to get a sign at a position. O(N) to * access so be wary! */ #include "signpost.h" #include "sramstream.h" void SIGNPOSTDATA::init(SIGNPOST_NAMES sign, int x, int y) { myPos = y & 31; myPos <<= 5; myPos |= x & 31; mySign = sign; } bool SIGNPOSTDATA::isPos(int x, int y) const { int x1, y1; getPos(x1, y1); return (x1 == x) && (y1 == y); } void SIGNPOSTDATA::getPos(int &x, int &y) const { x = myPos & 31; y = myPos >> 5; } SIGNPOST_NAMES SIGNPOSTDATA::getSign() const { return (SIGNPOST_NAMES) mySign; } void SIGNPOSTDATA::save(SRAMSTREAM &os) const { int collapse; collapse = mySign << 10 | myPos; os.write(collapse, 16); } void SIGNPOSTDATA::load(SRAMSTREAM &is) { int val; is.uread(val, 16); myPos= val & 1023; mySign= val >> 10; } SIGNLIST::SIGNLIST() { } SIGNLIST::~SIGNLIST() { } SIGNPOST_NAMES SIGNLIST::find(int x, int y) const { int i; for (i = 0; i < myPosts.entries(); i++) { if (myPosts(i).isPos(x, y)) return myPosts(i).getSign(); } return SIGNPOST_NONE; } void SIGNLIST::append(SIGNPOST_NAMES sign, int x, int y) { SIGNPOSTDATA post; post.init(sign, x, y); myPosts.append(post); } void SIGNLIST::save(SRAMSTREAM &os) const { int i; os.write(myPosts.entries(), 8); for (i = 0; i < myPosts.entries(); i++) { myPosts(i).save(os); } } void SIGNLIST::load(SRAMSTREAM &is) { int i; int val; is.uread(val, 8); for (i = 0; i < val; i++) { SIGNPOSTDATA post; post.load(is); myPosts.append(post); } } powder118_src/input.h0000644000175300010010000000160011122255404011670 0ustar /* * PROPRIETARY INFORMATION. This software is proprietary to POWDER * Development, and is not to be reproduced, transmitted, or disclosed * in any way without written permission. * * Produced by: Jeff Lait * * POWDER Development * * NAME: input.h ( POWDER Library, C++ ) * * COMMENTS: * This provides a way of getting input from the user using the * standard 4 button approach. * * By "standard", I mean unique to POWDER and completely uninituitive to * the rest of the world. */ #ifndef __input_h__ #define __input_h__ // This inputs a line into the given buffer, maximum length of len. // lx & ly is where to write the line's text. // gx & gy is where the gnomon is to be placed (uses 3x3 grid centered there) // initialtext is the initial text. void input_getline(char *text, int len, int lx, int ly, int gx, int gy, const char *initialtext = 0); #endif powder118_src/assert.cpp0000644000175300010010000000332711122255404012375 0ustar /* * PROPRIETARY INFORMATION. This software is proprietary to POWDER * Development, and is not to be reproduced, transmitted, or disclosed * in any way without written permission. * * Produced by: Jeff Lait * * POWDER Development * * NAME: assert.cpp ( POWDER Library, C++ ) * * COMMENTS: * This implements the UT_ASSERT methods for POWDER. These are * a bit more complex than your usual int3 as you don't have * a debugger on the hardware. */ #include "assert.h" // // Assert implementation // #include "assert.h" #include #include "control.h" #include "gfxengine.h" #include "buf.h" #ifdef USING_SDL #include #endif // THis is a blank line so we can undo the assert message. #define blank " " void triggerassert(int cond, const char *msg, int line, const char *file) { #ifdef HAS_PRINTF if (!cond) { printf("Assertion failure: File %s, Line %d\n", file, line); assert(0); } #else if (!cond) { BUF buf; // Print the message... gfx_printtext(0, 10, msg); buf.sprintf("%s: %d", file, line); gfx_printtext(0, 11, buf); // Wait for R & L to go low. This way if an assert occurs while // the user has double pressed, it doesn't go away quickly. while (ctrl_rawpressed(BUTTON_R) || ctrl_rawpressed(BUTTON_L)) { } // Wait for R & L to go high. while (!ctrl_rawpressed(BUTTON_R) || !ctrl_rawpressed(BUTTON_L)) { } // Wait for them to go low again... while (ctrl_rawpressed(BUTTON_R) || ctrl_rawpressed(BUTTON_L)) { } // Clear out the assert... gfx_printtext(0, 10, blank); gfx_printtext(0, 11, blank); // Now we return to our regularly scheduled program, which will // likely crash. } #endif } powder118_src/hiscore.cpp0000644000175300010010000002346112077060515012540 0ustar /* * PROPRIETARY INFORMATION. This software is proprietary to POWDER * Development, and is not to be reproduced, transmitted, or disclosed * in any way without written permission. * * Produced by: Jeff Lait * * POWDER Development * * NAME: hiscore.cpp ( POWDER Library, C++ ) * * COMMENTS: * Manages high score table */ #include #include "hiscore.h" #include "sramstream.h" #include "creature.h" #include "gfxengine.h" #include "map.h" #include "victory.h" #include "msg.h" #define MAX_SCORES 15 #define FLAG_WON 2 #define FLAG_HAVEHEART 1 #define FLAG_NOONE 4 // #pragma pack(push, 1) int glbVersion = 118; int glbSaveCount = 0; bool glbIsNewGame = false; bool glbRNGValid = false; int glbRNGSeed = 0; extern u8 *getGlobalActionStrip(); extern void saveOptions(SRAMSTREAM &is); extern void loadOptions(SRAMSTREAM &os); void saveActionStrip(SRAMSTREAM &os) { // Save the memory on the GBA... #ifdef HAS_STYLUS u8 *astrip = getGlobalActionStrip(); os.writeRaw((char *) astrip, 50); #endif } void loadActionStrip(SRAMSTREAM &is) { // Save the memory on the GBA... #ifdef HAS_STYLUS u8 *astrip = getGlobalActionStrip(); is.readRaw((char *) astrip, 50); #endif } struct HISCORE_ENTRY { // score of this character u16 score; // Number of turns taken. u16 turns; // Up to 8 chars in name. char name[8]; // Max depth, death depth u8 maxdlevel, deathdlevel; // Magic die & Hit die s16 mp, hp; u8 mpdie, hitdie; // What version u8 version; // Flags for winning, etc. u8 deathflag; }; // #pragma pack(pop) HISCORE_ENTRY glbScoreList[MAX_SCORES]; int hiscore_savecount() { return glbSaveCount; } void hiscore_setsavecount(int newval) { glbSaveCount = newval; } void hiscore_bumpsavecount() { if (hiscore_savecount() < 100) hiscore_setsavecount(hiscore_savecount()+1); } void hiscore_flagnewgame(bool isnewgame) { glbIsNewGame = isnewgame; } bool hiscore_isnewgame() { return glbIsNewGame; } bool hiscore_advancedmode() { if (glbScoreList[MAX_SCORES-1].turns == 0) return false; else return true; } void hiscore_clearEntry(HISCORE_ENTRY *entry) { strcpy(entry->name, "No One"); entry->maxdlevel = entry->deathdlevel = 0; entry->mp = entry->hp = 0; entry->mpdie = entry->hitdie = 0; entry->deathflag = FLAG_NOONE; entry->score = 0; entry->turns = 0; entry->version = glbVersion; } void hiscore_saveEntry(SRAMSTREAM &os, HISCORE_ENTRY *entry) { os.writeRaw((char *)entry, sizeof(HISCORE_ENTRY)); } void hiscore_loadEntry(SRAMSTREAM &is, HISCORE_ENTRY *entry) { is.readRaw((char *)entry, sizeof(HISCORE_ENTRY)); } void hiscore_formatScore(char *line1, char *line2, HISCORE_ENTRY *entry, bool highlight) { char name[9]; const char *state; int i; // Null terminate name. memcpy(name, entry->name, 8); name[8] = 0; // Add spaces to name. for (i = 0; i < 8; i++) if (!name[i]) break; for (; i < 8; i++) name[i] = ' '; // Format: // 123456789012345678901234567890 // +Brask Hhit/hdMmag/md Ldd/md // Heart $65536 t:83323 v061 sprintf(line1, "%c%s%c%03d/%02d%c%03d/%02d %c%02d/%02d", (highlight ? '+' : ' '), name, SYMBOL_HEART, entry->hp, entry->hitdie, SYMBOL_MAGIC, entry->mp, entry->mpdie, SYMBOL_DLEVEL, entry->deathdlevel, entry->maxdlevel); if (entry->deathflag & FLAG_WON) state = "Won!"; else if (entry->deathflag & FLAG_HAVEHEART) state = "Heart"; else state = "Dead"; sprintf(line2, " %s $%d t:%d v%03d", state, entry->score, entry->turns, entry->version); } void hiscore_init() { SRAMSTREAM is(false); // Load the hiscore, which triggers the appropriate rebuilding hiscore_load(is); } int hiscore_getversion() { return glbVersion; } void hiscore_load(SRAMSTREAM &is) { char prefix[6]; bool clearsave = false, keepscore = true; int i; u8 version; u8 data; is.readRaw(prefix, 6); if (memcmp(prefix, "POWDER", 6)) { // This is an invalid memory chunk, rebuild! clearsave = true; keepscore = false; for (i = 0; i < MAX_SCORES; i++) { hiscore_clearEntry(&glbScoreList[i]); } } else { // Check the version number. is.readRaw((char *) &version, 1); if (version != hiscore_getversion()) { // Invalid version, hiscore is cool, but wipe save. clearsave = true; } } // Read save count. is.readRaw((char *) &data, 1); if (clearsave) { // Consider it invalid. glbSaveCount = 0; } else { glbSaveCount = data; } // Read the score entries. HISCORE_ENTRY blank; for (i = 0; i < MAX_SCORES; i++) { if (keepscore) hiscore_loadEntry(is, &glbScoreList[i]); else hiscore_loadEntry(is, &blank); } // Read random seed and action bars settings. // These are reset with every new version since we don't want // to guarantee that ACTION_NAMEs or SPELL_NAMEs are consistent. glbRNGValid = false; if (!clearsave) { glbRNGValid = true; is.readRaw((char *) &glbRNGSeed, sizeof(glbRNGSeed)); loadActionStrip(is); loadOptions(is); } // If the memory was entirely corrupt, rewrite with the valid stuff. if (!keepscore) { SRAMSTREAM os(false); hiscore_save(os); hamfake_endWritingSession(); } } void hiscore_save(SRAMSTREAM &os) { int i; u8 data; os.writeRaw("POWDER", 6); data = hiscore_getversion(); os.writeRaw((char *) &data, 1); data = glbSaveCount; os.writeRaw((char *) &data, 1); for (i = 0; i < MAX_SCORES; i++) { hiscore_saveEntry(os, &glbScoreList[i]); } // Write out the current RNG value. glbRNGSeed = rand_getseed(); os.writeRaw((const char *) &glbRNGSeed, sizeof(glbRNGSeed)); saveActionStrip(os); saveOptions(os); } void hiscore_display(HISCORE_ENTRY *bonus, bool ischeater) { int i; char line1[100], line2[100]; bool bonuswon, curwon, hadbonus; int place = -1; hadbonus = false; if (bonus) hadbonus = true; bonuswon = false; if (bonus && (bonus->deathflag & FLAG_WON)) bonuswon = true; for (i = 0; i < MAX_SCORES; i++) { // Check to see if we insert bonus. curwon = (glbScoreList[i].deathflag & FLAG_WON) ? true : false; // We only compare winners with other winners. A winner always // scores higher than a loser. if ((!ischeater && bonus) && ((bonus->score >= glbScoreList[i].score && (curwon == bonuswon)) || (bonuswon && !curwon) ) ) { hiscore_formatScore(line1, line2, bonus, true); gfx_pager_addsingleline(line1); gfx_pager_addsingleline(line2); bonus = 0; place = i; } // Ignore empty entries. if (glbScoreList[i].deathflag & FLAG_NOONE) continue; hiscore_formatScore(line1, line2, &glbScoreList[i], false); gfx_pager_addsingleline(line1); gfx_pager_addsingleline(line2); } // If still no bonus, put at end. if (bonus) { gfx_pager_addsingleline("... ..."); hiscore_formatScore(line1, line2, bonus, true); gfx_pager_addsingleline(line1); gfx_pager_addsingleline(line2); } // Inform user how they placed: if (hadbonus) { BUF buf; if (place >= 0) { BUF placename = gram_createplace(place+1); buf.sprintf("You came in %s place! ", placename.buffer()); } else if (ischeater) { buf.reference("Your save scumming disqualified you from the list. "); } else { buf.reference("You did not make the high score list. "); } msg_report(buf); } int center; if (place < 0) center = MAX_SCORES * 2; else center = place * 2; if (!hadbonus) center = 0; gfx_pager_display(center); } bool hiscore_addAndDisplayEntry(MOB *mob, bool haswon, bool ischeater) { int score; int i, j; bool hasheart; HISCORE_ENTRY newentry; hiscore_clearEntry(&newentry); score = mob->calcScore(haswon); hasheart = mob->hasItem(ITEM_BLACKHEART); newentry.score = score; if (speed_gettime() >= 65535) newentry.turns = 65535; else newentry.turns = speed_gettime(); // Compute the current and final depths. MAP *map, *lastmap; int maxdepth, depth; depth = glbCurLevel->getDepth(); lastmap = glbCurLevel; for (map = glbCurLevel; map; map = map->getMapDown(false)) { lastmap = map; } maxdepth = lastmap->getDepth(); // copy avatar name. memcpy(newentry.name, glbAvatarName, 8); newentry.deathdlevel = depth; newentry.maxdlevel = maxdepth; newentry.mp = mob->getMP(); newentry.hp = mob->getHP(); newentry.mpdie = mob->getMagicDie(); newentry.hitdie = mob->getHitDie(); newentry.version = hiscore_getversion(); newentry.deathflag = 0; if (haswon) newentry.deathflag |= FLAG_WON; if (hasheart) newentry.deathflag |= FLAG_HAVEHEART; hiscore_display(&newentry, ischeater); // Add in the new score. for (i = 0; i < MAX_SCORES; i++) { bool curwon; // Don't add cheaters if (ischeater) break; curwon = (glbScoreList[i].deathflag & FLAG_WON) ? true : false; // We only compare winners with other winners. A winner always // scores higher than a loser. if ( (newentry.score >= glbScoreList[i].score && (curwon == haswon)) || (haswon && !curwon) ) { // Replace this entry. for (j = MAX_SCORES-1; j > i; j--) { memcpy(&glbScoreList[j], &glbScoreList[j-1], sizeof(HISCORE_ENTRY)); } memcpy(&glbScoreList[i], &newentry, sizeof(HISCORE_ENTRY)); SRAMSTREAM os(false); hiscore_save(os); hamfake_endWritingSession(); return true; } } // Even if no highscore achieved, still resave the high score // table so options are saved. SRAMSTREAM os(false); hiscore_save(os); hamfake_endWritingSession(); return false; } powder118_src/item.cpp0000644000175300010010000031670411640645714012054 0ustar /* * PROPRIETARY INFORMATION. This software is proprietary to POWDER * Development, and is not to be reproduced, transmitted, or disclosed * in any way without written permission. * * Produced by: Jeff Lait * * POWDER Development * * NAME: item.cpp ( POWDER Library, C++ ) * * COMMENTS: * Implementation of the item manipulation routines */ #include #include #include #include #include "assert.h" #include "artifact.h" #include "item.h" #include "itemstack.h" #include "creature.h" #include "gfxengine.h" #include "msg.h" #include "map.h" #include "sramstream.h" #include "mobref.h" #include "victory.h" #include "piety.h" #include "encyc_support.h" // // ITEM defintions // // Global data: // This is a list of what true magic item each mundane item will correspond // to. What type it refers to varies depending on the item's type, ie: // potions will refer to POTION_. u8 glb_magicitem[NUM_ITEMS]; // This tracks if each given item type has been ided. This is different from // a specic item has been ided. A generically ided item will properly // index its glb_magicitem class to give its type (acid potion rather than // purple potion), a specific id will do this and its own state (bless vs curse) bool glb_itemid[NUM_ITEMS]; // This is the overloaded name someone has given this dude. // It has been strduped so should be freed. char *glb_itemnames[NUM_ITEMS]; int glbItemCount = 0; // This is for the callback to track who did the zapping. MOBREF ITEM::ourZapper; void item_init() { memset(glb_itemnames, 0, sizeof(char *) * NUM_ITEMS); } ITEM::ITEM() { myNext = 0; myName.setName(0); glbItemCount++; } ITEM::~ITEM() { MOB *mob; mob = myCorpseMob.getMob(); if (mob) { // This MUST be safe, as we own it! // We want to punish the owner if we are a familiar. // This will catch the case of corpses decaying... // (Or being eaten!) // One problem is I think double jeapordy for smashing a statue // of your familiar. But such evil scum that do that deserve // to be punished. if (mob->hasIntrinsic(INTRINSIC_FAMILIAR)) { MOB *master; master = mob->getMaster(); if (master) { master->systemshock(); master->formatAndReport("%U a great loss."); } } delete mob; } glbItemCount--; } void item_randomizetype(MAGICTYPE_NAMES magictype, int num) { int i, j; u8 *lut; lut = new u8[num]; for (i = 0; i < num; i++) { lut[i] = i; } // Now, mix randomly... rand_shuffle(lut, num); // Now, run through our items and assign the relevant type for each // potion, asserting we have enough! j = 0; for (i = 0; i < NUM_ITEMS; i++) { if (glb_itemdefs[i].magictype == magictype) { glb_magicitem[i] = lut[j++]; UT_ASSERT(j <= num); } } delete [] lut; // Verify we gave away each item exactly once. UT_ASSERT(j == num); } void ITEM::init() { int i; // Clear the item names. for (i = 0; i < NUM_ITEMS; i++) { if (glb_itemnames[i]) free(glb_itemnames[i]); glb_itemnames[i] = 0; } // Build all the magic lookup tables... memset(glb_magicitem, 0, NUM_ITEMS); // Clear out the id flags. memset(glb_itemid, 0, NUM_ITEMS); // Now, for each of the special types, enumerate them... item_randomizetype(MAGICTYPE_POTION, NUM_POTIONS); item_randomizetype(MAGICTYPE_SCROLL, NUM_SCROLLS); item_randomizetype(MAGICTYPE_RING, NUM_RINGS); item_randomizetype(MAGICTYPE_HELM, NUM_HELMS); item_randomizetype(MAGICTYPE_BOOTS, NUM_BOOTSS); item_randomizetype(MAGICTYPE_AMULET, NUM_AMULETS); item_randomizetype(MAGICTYPE_WAND, NUM_WANDS); item_randomizetype(MAGICTYPE_SPELLBOOK, NUM_SPELLBOOKS); item_randomizetype(MAGICTYPE_STAFF, NUM_STAFFS); } ITEM * ITEM::createClone() const { ITEM *clone; clone = ITEM::create((ITEM_NAMES) myDefinition); clone->myStackCount = myStackCount; clone->myX = myX; clone->myY = myY; clone->myName = myName; clone->myEnchantment = myEnchantment; clone->myCharges = myCharges; clone->myPoison = myPoison; clone->myPoisonCharges = myPoisonCharges; clone->myFlag1 = myFlag1; clone->myCorpseMob.setMob(0); return clone; } bool ITEM::petrify(MAP *map, MOB *petrifier) { // Mounds of flesh turn into boulders. // Things made of flesh become stones. if (myDefinition == ITEM_MOUNDFLESH) { myDefinition = ITEM_BOULDER; myFlag1 = (ITEMFLAG1_NAMES) (myFlag1 | ITEMFLAG1_ISBLOCKING); formatAndReport("The mound of flesh hardens into a boulder."); return true; } if (getMaterial() == MATERIAL_FLESH) { if (defn().isquest) { // No petrification of quest items! formatAndReport("%U the petrification!"); return false; } // This is made of flesh. Should turn into a rock. formatAndReport("%U into a rock."); myDefinition = ITEM_ROCK; return true; } return false; } bool ITEM::unpetrify(MAP *map, MOB *unpetrifier) { if (myDefinition == ITEM_STATUE) { // This is at least possible MOB *mob; mob = myCorpseMob.getMob(); if (!mob) { // Mobless statue. formatAndReport("%U, being but a work of art, into a meatball."); myDefinition = ITEM_MEATBALL; return true; } // Bring back to life mob->clearIntrinsic(INTRINSIC_DEAD); // Register on the map. mob->move(getX(), getY(), true); map->registerMob(mob); // We may have somehow been looted in the meantime. mob->rebuildAppearance(); mob->rebuildWornIntrinsic(); mob->formatAndReport("The statue of %U comes to life!"); // Important so we don't delete ourselves :> myCorpseMob.setMob(0); map->dropItem(this); delete this; return true; } if (myDefinition == ITEM_BOULDER) { // Becomes a mound of flesh. formatAndReport("%U into a mound of flesh."); myDefinition = ITEM_MOUNDFLESH; myFlag1 = (ITEMFLAG1_NAMES) (myFlag1 & ~ITEMFLAG1_ISBLOCKING); return true; } if (getMaterial() == MATERIAL_STONE) { if (defn().isquest) { // No petrification of quest items! formatAndReport("%U stony!"); return false; } // Transforms into a meatball. formatAndReport("%U ..."); myDefinition = ITEM_MEATBALL; formatAndReport("into %U."); return true; } return false; } ITEM * ITEM::polymorph(MOB *polyer) { // Flavour text... formatAndReport(polyer, "A shimmering cloud engulfs %U."); // Check for poly-immune items. if (defn().isquest || hasIntrinsic(INTRINSIC_UNCHANGING) || isArtifact()) { formatAndReport("%U ."); return 0; } // Create a new item of the same type. ITEMTYPE_NAMES itemtype; itemtype = getItemType(); // Note artifacts can never arise from polying. ITEM *newitem; newitem = ITEM::createRandomType(itemtype, false); newitem->formatAndReport(polyer, "The cloud dissipates revealing %U."); return newitem; } bool ITEM::resurrect(MAP *map, MOB *resser, int x, int y) { if (myDefinition == ITEM_BONES || myDefinition == ITEM_CORPSE) { // This is at least possible MOB *mob; mob = myCorpseMob.getMob(); if (!mob) { // This likely should be an assert: Why does a corpse/bones // lack a mob? resser->reportMessage("The spirit has travelled too far."); return false; } // See if we can find room in which to resurrect the mob. // The closest valid square is used. // We or in STD_SWIM here as we want creatures brought back // inside water to stay in the water. if (!map->findCloseTile(x, y, (MOVE_NAMES) (mob->getMoveType() | MOVE_STD_SWIM))) { formatAndReport("%U feebily."); return false; } // Bring back to the verge of death. mob->setMinimalHP(); if (mob->canResurrectFromCorpse()) { // Trolls get full hit points. mob->setMaximalHP(); } mob->clearIntrinsic(INTRINSIC_DEAD); // Register on the map. mob->move(x, y, true); map->registerMob(mob); // The mob may have been looted on death. Thus, we rebuild // it's worn intrinisics. mob->rebuildWornIntrinsic(); mob->rebuildAppearance(); mob->formatAndReport("%U from the dead!"); // After being resurrected, one is, of course, thankful. mob->makeSlaveOf(resser); // Important so we don't delete ourselves :> myCorpseMob.setMob(0); // Drop back into whatever liquid we were in. This is a bit // mean as pets that die in pits will insta die on resurrecting // as they will fall back into the pit. However, you can easily // fix this by carrying the corpse out. map->dropMobs(mob->getX(), mob->getY(), true, resser); return true; } return false; } bool ITEM::raiseZombie(MAP *map, MOB *raiser) { if (myDefinition == ITEM_CORPSE) { // This is at least possible MOB *mob, *zombie; // It doesn't matter if the mob is there, it just allows // us to get extra hits. mob = myCorpseMob.getMob(); // Note we don't clear out myCorpseMob which means that // if the mob is a familiar we will be punished by zombifying // it. // On reflection, I think this is appropriate. zombie = MOB::create(MOB_ZOMBIE); zombie->destroyInventory(); if (mob) { zombie->forceHP(mob->getMaxHP()); zombie->setOrigDefinition(mob->getDefinition()); } // Register on the map. zombie->move(getX(), getY(), true); map->registerMob(zombie); zombie->formatAndReport("%U from the dead!"); // The zombie is marked as tame... zombie->makeSlaveOf(raiser); return true; } return false; } bool ITEM::raiseSkeleton(MAP *map, MOB *raiser) { if (myDefinition == ITEM_BONES) { // This is at least possible MOB *mob, *skeleton; // It doesn't matter if the mob is there, it just allows // us to get extra hits. mob = myCorpseMob.getMob(); skeleton = MOB::create(MOB_SKELETON); skeleton->destroyInventory(); if (mob) { skeleton->forceHP(mob->getMaxHP()); skeleton->setOrigDefinition(mob->getDefinition()); } // Register on the map. skeleton->move(getX(), getY(), true); map->registerMob(skeleton); skeleton->formatAndReport("%U from the dead!"); // The skeleton is marked as tame... skeleton->makeSlaveOf(raiser); return true; } return false; } bool ITEM::doBreak(int dc, MOB *breaker, MOB *owner, MAP *map, int x, int y) { bool shouldbreak = false; bool deleteself = false; // Determine if this DC is enough to break the item... // For now, potions break... if (getItemType() == ITEMTYPE_POTION) { shouldbreak = true; } if (getDefinition() == ITEM_BOTTLE) shouldbreak = true; if (getDefinition() == ITEM_MINDACIDHAND) { deleteself = true; shouldbreak = true; } // TODO: Build break chance into item properties, // can have Glass Swords then. if (getDefinition() == ITEM_ARROW || getDefinition() == ITEM_FIREARROW) { // Blessed arrows much less likely to break than cursed. int chance; chance = 10; if (isCursed()) chance = 50; if (isBlessed()) chance = 1; // A bit more likely to break... if (getDefinition() == ITEM_FIREARROW) chance *= 2; // If the breaker is a ranger, we don't break! if (breaker && breaker->hasIntrinsic(INTRINSIC_DRESSED_RANGER)) chance = 0; if (rand_chance(chance)) { deleteself = true; shouldbreak = true; } } // Exit early if there is no breakage. if (!shouldbreak) return false; // Stash this before piety as piety may kill us. ourZapper.setMob(breaker); // Provide the breaker with piety... if (breaker) breaker->pietyBreak(this); // Switch on type & hence effect. switch (getItemType()) { case ITEMTYPE_MISC: { if (getDefinition() == ITEM_BOTTLE) { // Empty bottles grenade... // FALL THROUGH } else break; } case ITEMTYPE_POTION: { // Potions are always fully destroyed deleteself = true; // Give the appropriate dialog... formatAndReport("%U ."); if (map) { map->fireBall(x, y, 1 + isBlessed() - isCursed(), true, grenadeCallbackStatic, this); } break; } case ITEMTYPE_AMULET: case ITEMTYPE_WEAPON: case ITEMTYPE_ARMOUR: case ITEMTYPE_RING: case ITEMTYPE_SCROLL: case ITEMTYPE_SPELLBOOK: case ITEMTYPE_WAND: case ITEMTYPE_STAFF: case NUM_ITEMTYPES: case ITEMTYPE_NONE: case ITEMTYPE_ANY: case ITEMTYPE_ARTIFACT: break; } // Destroy our self if required. if (deleteself) { // If we are stacked, we can escape actually breaking... if (getStackCount() > 1) { ITEM *top; // This is very round about. The theory goes we may // do something zany in splitStack or delete... top = splitStack(); delete top; // Well, it broke, but the ITEM * is still valid... return false; } if (owner) { owner->dropItem(getX(), getY()); owner->rebuildAppearance(); owner->rebuildWornIntrinsic(); } delete this; } // Breakage occurred! return true; } void ITEM::renameType(const char *newname) { if (glb_itemnames[myDefinition]) free(glb_itemnames[myDefinition]); if (newname && newname[0]) { glb_itemnames[myDefinition] = strdup(newname); } else { glb_itemnames[myDefinition] = 0; } } void ITEM::rename(const char *newname) { myName.setName(newname); } void ITEM::rename(BUF buf) { rename(buf.buffer()); } const char * ITEM::getPersonalName() const { return myName.getName(); } ITEM * ITEM::create(ITEM_NAMES definition, bool allowartifact, bool nocurse) { ITEM *item; item = new ITEM(); item->myDefinition = definition; item->myStackCount = rand_dice(glb_itemdefs[item->myDefinition].stacksize); item->myX = item->myY = 0; item->myFlag1 = (ITEMFLAG1_NAMES)glb_itemdefs[item->myDefinition].flag1; item->myNext = 0; item->myEnchantment = 0; item->myCharges = 0; item->myPoison = POISON_NONE; item->myPoisonCharges = 0; // Determine cursed state... CURSECHANCE_NAMES cursechance; cursechance = (CURSECHANCE_NAMES) glb_itemdefs[item->myDefinition].cursechance; // Do indirection on special magic types... switch ((MAGICTYPE_NAMES) glb_itemdefs[item->myDefinition].magictype) { case MAGICTYPE_POTION: cursechance = (CURSECHANCE_NAMES) glb_potiondefs[glb_magicitem[item->myDefinition]].cursechance; break; case MAGICTYPE_SCROLL: cursechance = (CURSECHANCE_NAMES) glb_scrolldefs[glb_magicitem[item->myDefinition]].cursechance; break; case MAGICTYPE_RING: cursechance = (CURSECHANCE_NAMES) glb_ringdefs[glb_magicitem[item->myDefinition]].cursechance; break; case MAGICTYPE_HELM: cursechance = (CURSECHANCE_NAMES) glb_helmdefs[glb_magicitem[item->myDefinition]].cursechance; break; case MAGICTYPE_BOOTS: cursechance = (CURSECHANCE_NAMES) glb_bootsdefs[glb_magicitem[item->myDefinition]].cursechance; break; case MAGICTYPE_AMULET: cursechance = (CURSECHANCE_NAMES) glb_amuletdefs[glb_magicitem[item->myDefinition]].cursechance; break; case MAGICTYPE_WAND: cursechance = (CURSECHANCE_NAMES) glb_wanddefs[glb_magicitem[item->myDefinition]].cursechance; break; case MAGICTYPE_SPELLBOOK: cursechance = (CURSECHANCE_NAMES) glb_spellbookdefs[glb_magicitem[item->myDefinition]].cursechance; break; case MAGICTYPE_STAFF: cursechance = (CURSECHANCE_NAMES) glb_staffdefs[glb_magicitem[item->myDefinition]].cursechance; break; case MAGICTYPE_NONE: break; case NUM_MAGICTYPES: UT_ASSERT(!"Unknown magic type!"); break; } // Probabilities of each. int curse, normal, bless; curse = glb_cursechancedefs[cursechance].curse; normal = glb_cursechancedefs[cursechance].normal; bless = glb_cursechancedefs[cursechance].bless; UT_ASSERT(curse + normal + bless == 100); int percent; percent = rand_choice(100); if (!nocurse) { if (percent < curse) item->myFlag1 = (ITEMFLAG1_NAMES) (item->myFlag1 | ITEMFLAG1_ISCURSED); else if (percent < curse + bless) item->myFlag1 = (ITEMFLAG1_NAMES) (item->myFlag1 | ITEMFLAG1_ISBLESSED); } // Determine enchantment. Only certain types of items will // have a default enchantment. // You can enchant anything, however. if (item->isBoots() || item->isHelmet() || item->isShield() || item->isJacket() || item->isWeapon()) { // Armour enchant or weapon // We have a 10% chance of +/-, 50-50 for each. // This gives 1% for +2 or -2, 18% chance for +1 and 18% chance for -1. // Bah, not very good. This makes 40% of items enchanted... // Thus, we hard code: // 1% +2 // 9% +1 // 9% -1 // 1% -2 // This is also silly, as we get limitted to +/-2. // Instead, just use a power distribution and have 10% less chance // for every bonus. // The major flaw with this is that we go from a 20% enchanted // to a 10% enchanted. Thus, we encompsass the first test // with a 20% check. // Randomly determine if we will increase or decrease the enchantment. int enchantdir; if (rand_choice(2)) enchantdir = 1; else enchantdir = -1; item->myEnchantment = 0; if (rand_chance(20)) { item->enchant(enchantdir); // Each additional level of enchantment has 10% chance of going // through. // This loop will terminate. I hope. // Call me paranoid... int maxenchant = 50; while (rand_chance(10)) { item->enchant(enchantdir); maxenchant--; if (!maxenchant) { UT_ASSERT(!"Excessive enchantment!"); break; } } } // If the enchantment was negative, we get an extra 30% chance // of it being (more) cursed. if (item->myEnchantment < 0 && rand_chance(30)) item->makeCursed(); // Otherwise, if it is positive, there is a chance for blessed. if (item->myEnchantment > 0 && rand_chance(30)) item->makeBlessed(); } // Add in charges... if (item->getMagicType() == MAGICTYPE_WAND) { item->myCharges = rand_dice(glb_wanddefs[item->getMagicClass()].charges); } if (item->getMagicType() == MAGICTYPE_SPELLBOOK) { item->myCharges = rand_dice(glb_spellbookdefs[item->getMagicClass()].charges); } // One in a hundred mundanes is a real artifact! Woot! if (allowartifact && rand_chance(1)) item->makeArtifact(); return item; } ITEM_NAMES ITEM::lookupMagicItem(MAGICTYPE_NAMES magictype, int magicclass) { int itemtype; for (itemtype = 0; itemtype < NUM_ITEMS; itemtype++) { if (glb_itemdefs[itemtype].magictype == magictype) { if (glb_magicitem[itemtype] == magicclass) { return (ITEM_NAMES) itemtype; } } } return ITEM_NONE; } ITEM * ITEM::createMagicItem(MAGICTYPE_NAMES magictype, int magicclass, bool allowartifact, bool nocurse) { ITEM_NAMES item; item = lookupMagicItem(magictype, magicclass); if (item != ITEM_NONE) return ITEM::create(item, allowartifact, nocurse); return 0; } ITEM * ITEM::createRandom(bool allowartifact) { int table[NUM_ITEMS]; int i, max; int prob; max = 0; for (i = 0; i < NUM_ITEMS; i++) { if (glb_itemdefs[i].magictype == MAGICTYPE_SCROLL) prob = glb_scrolldefs[glb_magicitem[i]].rarity; else prob = glb_itemdefs[i].rarity; prob *= ((int)glb_itemtypedefs[glb_itemdefs[i].itemtype].rarity); table[i] = prob; max += prob; } return createRandomFromTable(table, max, allowartifact); } ITEM * ITEM::createRandomType(ITEMTYPE_NAMES type, bool allowartifact) { int table[NUM_ITEMS]; int i, max; int prob; // Special case item types. if (type == ITEMTYPE_ANY) return ITEM::createRandom(allowartifact); if (type == ITEMTYPE_ARTIFACT) { ITEM *item; item = ITEM::createRandom(false); item->makeArtifact(); return item; } max = 0; for (i = 0; i < NUM_ITEMS; i++) { if (glb_itemdefs[i].itemtype == type) { if (glb_itemdefs[i].magictype == MAGICTYPE_SCROLL) prob = glb_scrolldefs[glb_magicitem[i]].rarity; else prob = glb_itemdefs[i].rarity; } else prob = 0; table[i] = prob; max += prob; } return createRandomFromTable(table, max, allowartifact); } ITEM * ITEM::createRandomFromTable(int *table, int max_prob, bool allowartifact) { int item, i; if (!max_prob) { UT_ASSERT(!"No such items."); return 0; } item = rand_choice(max_prob); for (i = 0; i < NUM_ITEMS; i++) { item -= table[i]; if (item < 0) return create((ITEM_NAMES) i, allowartifact); } UT_ASSERT(!"Could not find item!"); return 0; } ITEM * ITEM::createCorpse(MOB *mob) { ITEM *item; item = ITEM::create(ITEM_CORPSE, false); item->myCorpseMob.setMob(mob); item->myCharges = 20; // Boneless critters get extra time as corpses as they have // no skeleton state. if (mob->isBoneless()) item->myCharges += 20; return item; } ITEM * ITEM::createStatue(MOB *mob) { ITEM *item; item = ITEM::create(ITEM_STATUE, false); item->myCorpseMob.setMob(mob); return item; } void ITEM::setPos(int x, int y) { myX = x; myY = y; } void ITEM::enchant(int delta) { int newval; newval = myEnchantment + delta; if (newval < -99) newval = -99; if (newval > 99) newval = 99; myEnchantment = newval; } void ITEM::makeArtifact(const char *name) { myFlag1 = (ITEMFLAG1_NAMES) (myFlag1 | ITEMFLAG1_ISARTIFACT); if (!name) rename(artifact_buildname(getDefinition())); else rename(name); } void ITEM::makeVanilla() { // Ensure it isn't artifact. myFlag1 = (ITEMFLAG1_NAMES) (myFlag1 & ~ITEMFLAG1_ISARTIFACT); rename(0); makePoisoned(POISON_NONE, 0); myEnchantment = 0; myCharges = 0; // Ensure neither bless nor cursed. myFlag1 = (ITEMFLAG1_NAMES) (myFlag1 & ~ITEMFLAG1_ISBLESSED); myFlag1 = (ITEMFLAG1_NAMES) (myFlag1 & ~ITEMFLAG1_ISCURSED); } bool ITEM::doHeartbeat(MAP *map, MOB *owner) { // Determine if we are in a proper phase. if (!speed_isheartbeatphase()) return true; // Run mind acid decay... if (myDefinition == ITEM_MINDACIDHAND) { if (myCharges) myCharges--; else { // Has fully decayed... // The owner is confused. if (owner) { owner->formatAndReport("Mind-acid soaks into %R skin."); owner->setTimedIntrinsic(owner, INTRINSIC_CONFUSED, rand_dice(3, 5, 10)); } // Request deletion. return false; } } // Run decay... if (myDefinition == ITEM_CORPSE || myDefinition == ITEM_BONES) { // Check for the "preserved" bit... if (myCharges == 255) return true; if (myCharges) myCharges--; else { // Has fully decayed... if (myDefinition == ITEM_CORPSE) { // We may want to resurrect ourselves. MOB *mob; mob = myCorpseMob.getMob(); if (mob) { if (mob->canResurrectFromCorpse()) { // Trigger resurrection on self. if (owner) { if (resurrect(glbCurLevel, mob, owner->getX(), owner->getY())) { return false; } } else { if (resurrect(glbCurLevel, mob, getX(), getY())) { return false; } } } if (mob->isBoneless()) { // Don't create bones... return false; } } myDefinition = ITEM_BONES; myCharges = 20; } else { // Erase. return false; } } } return true; } MATERIAL_NAMES ITEM::getMaterial() const { // If we are a corpse, inherit from our base type. MOB *corpse; corpse = getCorpseMob(); if (corpse) { return corpse->getMaterial(); } return (MATERIAL_NAMES) glb_itemdefs[myDefinition].material; } ATTACK_NAMES ITEM::getAttackName() const { return (ATTACK_NAMES) glb_itemdefs[myDefinition].attack; } ATTACK_NAMES ITEM::getThrownAttackName() const { return (ATTACK_NAMES) glb_itemdefs[myDefinition].thrownattack; } SKILL_NAMES ITEM::getAttackSkill() const { return (SKILL_NAMES) glb_itemdefs[myDefinition].attackskill; } SKILL_NAMES ITEM::getSpecialSkill() const { return (SKILL_NAMES) glb_itemdefs[myDefinition].specialskill; } const ATTACK_DEF * ITEM::getAttack() const { const ARTIFACT *art; art = getArtifact(); if (art && art->hasattack) { return &art->attack; } return &glb_attackdefs[glb_itemdefs[myDefinition].attack]; } const ATTACK_DEF * ITEM::getThrownAttack() const { const ARTIFACT *art; art = getArtifact(); if (art && art->hasthrownattack) { return &art->thrownattack; } return &glb_attackdefs[glb_itemdefs[myDefinition].thrownattack]; } bool ITEM::requiresLauncher() const { if (glb_itemdefs[myDefinition].launcher == ITEM_NONE) return false; return true; } bool ITEM::canLaunchThis(ITEM *launcher) const { if (!launcher) return false; if (launcher->getDefinition() == glb_itemdefs[myDefinition].launcher) return true; return false; } SIZE_NAMES ITEM::getSize() const { return (SIZE_NAMES) glb_itemdefs[myDefinition].size; } int ITEM::getNoiseLevel() const { return glb_itemdefs[myDefinition].noise; } MOB * ITEM::getCorpseMob() const { if (myDefinition != ITEM_CORPSE && myDefinition != ITEM_BONES) return 0; return myCorpseMob.getMob(); } MOB * ITEM::getStatueMob() const { if (myDefinition != ITEM_STATUE) return 0; return myCorpseMob.getMob(); } int ITEM::calcAverageDamage() const { ATTACK_NAMES same; int dam = 0; const ATTACK_DEF *attack, *sameattack; attack = getAttack(); while (attack) { sameattack = attack; while (sameattack) { dam += (sameattack->damage.myNumdie * (1 + sameattack->damage.mySides)) / 2; dam += sameattack->damage.myBonus; dam += getEnchantment(); // Non physical attacks are always cooler. if (sameattack->element != ELEMENT_PHYSICAL) dam += 2; same = (ATTACK_NAMES)sameattack->sameattack; if (same == ATTACK_NONE) sameattack = 0; else sameattack = &glb_attackdefs[same]; } if (attack->nextattack == ATTACK_NONE) attack = 0; else attack = &glb_attackdefs[attack->nextattack]; } // Extra stuff: bonus for poisoned. if (isPoisoned()) { dam += 4; } // Being made of silver is just cool. if (getMaterial() == MATERIAL_SILVER) { dam += 4; } return dam; } ITEMTYPE_NAMES ITEM::getItemType() const { return (ITEMTYPE_NAMES) glb_itemdefs[getDefinition()].itemtype; } bool ITEM::isCarryIntrinsic() const { const ARTIFACT *art; // Artifacts may have carry intrinsics... art = getArtifact(); if (art && art->iscarryintrinsic) return true; return glb_itemdefs[myDefinition].iscarryintrinsic; } bool ITEM::isFullyIdentified() const { return isIdentified() && isKnownCursed() && isKnownEnchant() && isKnownCharges() && isKnownPoison(); } bool ITEM::isIdentified() const { return glb_itemid[myDefinition]; } bool ITEM::isKnownCursed() const { return (myFlag1 & ITEMFLAG1_ISKNOWCURSE) ? true : false; } bool ITEM::isKnownNotCursed() const { return (myFlag1 & ITEMFLAG1_ISKNOWNOTCURSE) ? true : false; } bool ITEM::isKnownEnchant() const { return (myFlag1 & ITEMFLAG1_ISKNOWENCHANT) ? true : false; } bool ITEM::isKnownCharges() const { return (myFlag1 & ITEMFLAG1_ISKNOWCHARGES) ? true : false; } bool ITEM::isKnownPoison() const { return (myFlag1 & ITEMFLAG1_ISKNOWPOISON) ? true : false; } bool ITEM::isKnownClass() const { if (glb_itemid[myDefinition]) return true; return false; } bool ITEM::isInventory() const { return (myFlag1 & ITEMFLAG1_ISINVENTORY) ? true : false; } bool ITEM::isArtifact() const { return (myFlag1 & ITEMFLAG1_ISARTIFACT) ? true : false; } const ARTIFACT * ITEM::getArtifact() const { if (!isArtifact()) return 0; return artifact_buildartifact(myName.getName(), getDefinition()); } void ITEM::setInventory(bool isinventory) { if (isinventory) myFlag1 = (ITEMFLAG1_NAMES) (myFlag1 | ITEMFLAG1_ISINVENTORY); else myFlag1 = (ITEMFLAG1_NAMES) (myFlag1 & ~ITEMFLAG1_ISINVENTORY); } void ITEM::markIdentified(bool silent) { markEnchantKnown(); markCursedKnown(); markChargesKnown(); markPoisonKnown(); markClassKnown(silent); } void ITEM::markClassKnown(bool silent) { // Avatar gets piety for this. if (!glb_itemid[myDefinition]) { MOB *avatar; avatar = MOB::getAvatar(); if (avatar) { // Only spam for interesting class changes. if (!silent && getMagicType() != MAGICTYPE_NONE) avatar->formatAndReport("%U that %IU %Ii.", this); avatar->pietyIdentify((ITEM_NAMES) myDefinition); } } glb_itemid[myDefinition] = 1; } void ITEM::markEnchantKnown() { myFlag1 = (ITEMFLAG1_NAMES) (myFlag1 | ITEMFLAG1_ISKNOWENCHANT); } void ITEM::markCursedKnown() { myFlag1 = (ITEMFLAG1_NAMES) (myFlag1 | ITEMFLAG1_ISKNOWCURSE); } void ITEM::markNotCursedKnown(bool newknown) { if (newknown) myFlag1 = (ITEMFLAG1_NAMES) (myFlag1 | ITEMFLAG1_ISKNOWNOTCURSE); else myFlag1 = (ITEMFLAG1_NAMES) (myFlag1 & ~ITEMFLAG1_ISKNOWNOTCURSE); } void ITEM::markChargesKnown() { myFlag1 = (ITEMFLAG1_NAMES) (myFlag1 | ITEMFLAG1_ISKNOWCHARGES); } void ITEM::clearChargesKnown() { myFlag1 = (ITEMFLAG1_NAMES) (myFlag1 & (~ITEMFLAG1_ISKNOWCHARGES)); } void ITEM::markPoisonKnown() { myFlag1 = (ITEMFLAG1_NAMES) (myFlag1 | ITEMFLAG1_ISKNOWPOISON); } void ITEM::makeCursed() { if (myFlag1 & ITEMFLAG1_ISBLESSED) myFlag1 = (ITEMFLAG1_NAMES) (myFlag1 & ~ITEMFLAG1_ISBLESSED); else myFlag1 = (ITEMFLAG1_NAMES) (myFlag1 | ITEMFLAG1_ISCURSED); // Regardless, anyone's theories about this are now wrong. // One could argue we should not clear this flag as if they // cursing was obvious we usually do a markCursedKnown, so if // that is not done it is truly the avatar that doesn't know // the change, and hence the player shouldn't as well. // For now, I consider that logic too mean. markNotCursedKnown(false); } void ITEM::makeBlessed() { if (myFlag1 & ITEMFLAG1_ISCURSED) myFlag1 = (ITEMFLAG1_NAMES) (myFlag1 & ~ITEMFLAG1_ISCURSED); else myFlag1 = (ITEMFLAG1_NAMES) (myFlag1 | ITEMFLAG1_ISBLESSED); } void ITEM::makePoisoned(POISON_NAMES poison, int charges) { myPoison = poison; myPoisonCharges = charges; } bool ITEM::isPoisoned() const { if (myPoison != POISON_NONE && myPoisonCharges) return true; return false; } void ITEM::applyPoison(MOB *src, MOB *target, bool force) { if (!force && rand_choice(glb_poisondefs[myPoison].modulus)) return; if (!isPoisoned()) return; // Is this a sensible time? target->setTimedIntrinsic( src, (INTRINSIC_NAMES) glb_poisondefs[myPoison].intrinsic, rand_dice(3, 3, 0) ); myPoisonCharges--; } bool ITEM::isCursed() const { return (myFlag1 & ITEMFLAG1_ISCURSED) ? true : false; } bool ITEM::isBlessed() const { return (myFlag1 & ITEMFLAG1_ISBLESSED) ? true : false; } bool ITEM::isQuivered() const { return (myFlag1 & ITEMFLAG1_ISQUIVERED) ? true : false; } void ITEM::markQuivered(bool newquiver) { if (newquiver) myFlag1 = (ITEMFLAG1_NAMES) (myFlag1 | ITEMFLAG1_ISQUIVERED); else myFlag1 = (ITEMFLAG1_NAMES) (myFlag1 & ~ITEMFLAG1_ISQUIVERED); } bool ITEM::isFavorite() const { return (myFlag1 & ITEMFLAG1_ISFAVORITE) ? true : false; } void ITEM::markFavorite(bool newfavorite) { if (newfavorite) myFlag1 = (ITEMFLAG1_NAMES) (myFlag1 | ITEMFLAG1_ISFAVORITE); else myFlag1 = (ITEMFLAG1_NAMES) (myFlag1 & ~ITEMFLAG1_ISFAVORITE); } bool ITEM::isMapped() const { return (myFlag1 & ITEMFLAG1_ISMAPPED) ? true : false; } void ITEM::markMapped(bool val) { if (val) myFlag1 = (ITEMFLAG1_NAMES) (myFlag1 | ITEMFLAG1_ISMAPPED); else myFlag1 = (ITEMFLAG1_NAMES) (myFlag1 & ~ITEMFLAG1_ISMAPPED); } bool ITEM::isBelowGrade() const { return (myFlag1 & ITEMFLAG1_ISBELOWGRADE) ? true : false; } void ITEM::markBelowGrade(bool val) { if (val) myFlag1 = (ITEMFLAG1_NAMES) (myFlag1 | ITEMFLAG1_ISBELOWGRADE); else myFlag1 = (ITEMFLAG1_NAMES) (myFlag1 & ~ITEMFLAG1_ISBELOWGRADE); } bool ITEM::isWeapon() const { // Not the simplest of computation as we can equip anything... if (getAttackName() != ATTACK_MISUSED) return true; return false; } bool ITEM::isArmor() const { return (myFlag1 & ITEMFLAG1_ARMORSLOTMASK) ? true : false; } bool ITEM::isBoots() const { return (myFlag1 & ITEMFLAG1_ARMORSLOTMASK) == ITEMFLAG1_ISBOOTS; } bool ITEM::isHelmet() const { return (myFlag1 & ITEMFLAG1_ARMORSLOTMASK) == ITEMFLAG1_ISHELMET; } bool ITEM::isJacket() const { return (myFlag1 & ITEMFLAG1_ARMORSLOTMASK) == ITEMFLAG1_ISJACKET; } bool ITEM::isShield() const { return (myFlag1 & ITEMFLAG1_ARMORSLOTMASK) == ITEMFLAG1_ISSHIELD; } bool ITEM::isRing() const { return (myFlag1 & ITEMFLAG1_ARMORSLOTMASK) == ITEMFLAG1_ISRING; } bool ITEM::isAmulet() const { return (myFlag1 & ITEMFLAG1_ARMORSLOTMASK) == ITEMFLAG1_ISAMULET; } bool ITEM::isPassable() const { return !(myFlag1 & ITEMFLAG1_ISBLOCKING); } int ITEM::getStackOrder() const { // This is used to force the sorting of items. We want users // to quickly see if there are interesting drops so put corpses // on the bottom. Likewise, impassable objects need to be known // or people won't know why they can't move there - this currently // only means boulders. // Finally, artifacts are put on the top to draw attention to them // as they are cool. if (myDefinition == ITEM_CORPSE || myDefinition == ITEM_BONES) { return 0; } if (!isPassable()) return 3; if (isArtifact()) return 2; // Default level. return 1; } const char * ITEM::getItemName(ITEM_NAMES item, bool forceid) { const char *rawname = 0; if (forceid || glb_itemid[item]) { switch ((MAGICTYPE_NAMES) glb_itemdefs[item].magictype) { case NUM_MAGICTYPES: case MAGICTYPE_NONE: rawname = glb_itemdefs[item].name; break; case MAGICTYPE_POTION: rawname = glb_potiondefs[glb_magicitem[item]].name; break; case MAGICTYPE_SCROLL: rawname = glb_scrolldefs[glb_magicitem[item]].name; break; case MAGICTYPE_RING: rawname = glb_ringdefs[glb_magicitem[item]].name; break; case MAGICTYPE_HELM: rawname = glb_helmdefs[glb_magicitem[item]].name; break; case MAGICTYPE_BOOTS: rawname = glb_bootsdefs[glb_magicitem[item]].name; break; case MAGICTYPE_AMULET: rawname = glb_amuletdefs[glb_magicitem[item]].name; break; case MAGICTYPE_WAND: rawname = glb_wanddefs[glb_magicitem[item]].name; break; case MAGICTYPE_SPELLBOOK: rawname = glb_spellbookdefs[glb_magicitem[item]].name; break; case MAGICTYPE_STAFF: rawname = glb_staffdefs[glb_magicitem[item]].name; break; } } else { rawname = glb_itemdefs[item].name; } return rawname; } const char * ITEM::getRawName(bool idclass) const { const char *rawname = 0; rawname = ITEM::getItemName(getDefinition(), idclass); return rawname; } BUF ITEM::getName(bool article, bool shortname, bool neverpronoun, bool idclass, bool forcesingle) const { BUF rawname; bool ignorecurse = false; BUF result; rawname.reference(getRawName(idclass)); // In some cases, the actual name comes from what mob it actually is. if (myDefinition == ITEM_BONES || myDefinition == ITEM_CORPSE || myDefinition == ITEM_STATUE) { MOB *mob; mob = myCorpseMob.getMob(); if (mob) { BUF buf, mobname; mobname = mob->getName(false, false, true); buf.sprintf("%s%s %s", (myCharges == 255 ? "preserved " : ""), mobname.buffer(), rawname.buffer()); rawname = buf; } } // We have a special case off the front here. We don't want blessed // bottles of water to be "a holy bottle of water", but rather be // "a bottle of holy water". This is because it is the water that // is affected, not the bottle. if (myDefinition == ITEM_WATER) { if (isKnownCursed()) { if (isCursed()) rawname.reference("bottle of unholy water"); if (isBlessed()) rawname.reference("bottle of holy water"); ignorecurse = true; } } // NB: This must handle every case which causes further tmp buffers // to be needed. if (!article && (forcesingle || (getStackCount() == 1)) && (shortname || ((!isKnownCursed() || ignorecurse) && !isKnownEnchant() && !isKnownCharges() && !isKnownPoison() && !glb_itemnames[myDefinition] && !myName.getName()))) { return rawname; } BUF buf; if (shortname || ((!isKnownCursed() || ignorecurse) && !isKnownEnchant() && !isKnownCharges() && !isKnownPoison() && !glb_itemnames[myDefinition] && !myName.getName())) { // We require an article, but that is it. return gram_createcount(rawname, forcesingle ? 1 : getStackCount(), article); } else { // We first build the name without the article, as the prefix // may alter what the proper article is. Eg: an evil sword. // The problem with this are cases where there should // be no article - in these cases, the presence of the prefix // may trick us into adding an unnecessary article, Eg: // an evil Baezl'bub's black heart. BUF nonarticle; nonarticle.clear(); if (isKnownCursed() && !ignorecurse) { if (isCursed()) nonarticle.strcat("evil "); if (isBlessed()) nonarticle.strcat("holy "); } if (isKnownPoison() && isPoisoned()) { nonarticle.strcat("poisoned "); } if (isKnownEnchant()) { // Don't waste space on +0 unless something where that // counts. if (getEnchantment() != 0 || isBoots() || isHelmet() || isShield() || isJacket() || isWeapon()) { BUF tmp; tmp.sprintf("%+d ", getEnchantment()); nonarticle.strcat(tmp); } } nonarticle.strcat(rawname); if (article && isArtifact() && (forcesingle || (getStackCount() == 1))) { buf.strcpy("the "); buf.strcat(nonarticle); } else { buf = gram_createcount(nonarticle, forcesingle ? 1 : getStackCount(), article); } // Now, we append the charge count if we know it, and the magictype // is something with charges. Currently, that means wands or // spellbooks. if (isKnownCharges() && (getMagicType() == MAGICTYPE_WAND || getMagicType() == MAGICTYPE_SPELLBOOK || getDefinition() == ITEM_LIGHTNINGRAPIER)) { BUF tmp; tmp.sprintf(" (%d)", myCharges); buf.strcat(tmp); } if (myName.getName()) { // User named items are called. Artifact items // just *are* that name. Ie: the long sword foobar. if (isArtifact()) buf.strcat(" "); else buf.strcat(" called "); buf.strcat(myName.getName()); } else if (glb_itemnames[myDefinition]) { buf.strcat(" named "); buf.strcat(glb_itemnames[myDefinition]); } } return buf; } void ITEM::formatAndReport(const char *str) { formatAndReport(0, str); } void ITEM::formatAndReport(MOB *owner, const char *str) { BUF buf; if (!str) return; // Ignore if we are loading so we don't spam about re-wetting // sunk treasure. if (MAP::isLoading()) return; buf = MOB::formatToString(str, 0, this, 0, 0); if (!owner && !isInventory()) { // Spam our report to the map glbCurLevel->reportMessage(buf, getX(), getY()); } else { if (owner) owner->reportMessage(buf); else if (MOB::getAvatar()) MOB::getAvatar()->reportMessage(buf); } } void ITEM::viewDiscoveries() { ITEM_NAMES item; int num = 0; // Written while waiting for C967 to show up in the line // at the passport office. gfx_pager_addtext("Your discoveries:"); gfx_pager_newline(); gfx_pager_separator(); FOREACH_ITEM(item) { // Check to see if this is a meaningful id // Unlike nethack, I don't think iding longswords is interesting. const char *basename, *idname; idname = ITEM::getItemName(item); basename = glb_itemdefs[item].name; // No need for strcmp here since we are using the // prebuilt tables. if (idname != basename) { BUF buf; buf.sprintf("%s:", basename); gfx_pager_addtext(gram_capitalize(buf)); gfx_pager_newline(); buf.sprintf(" %s", idname); gfx_pager_addtext(gram_capitalize(buf)); gfx_pager_newline(); num++; } } if (!num) { gfx_pager_addtext("You have learned nothing."); gfx_pager_newline(); } gfx_pager_display(); } void ITEM::viewDescription() const { pageDescription(false); gfx_pager_display(); } BUF ITEM::buildAttackName(const ATTACK_DEF *attack) { BUF buf; buf.strcpy(""); while (attack) { BUF section; bool skipbonus = false; if (attack->damage.myNumdie) { if (attack->damage.mySides < 2) { // Constant damage. Fold in the bonus damage // and report just this. section.sprintf("%d", attack->damage.myNumdie + attack->damage.myBonus); skipbonus = true; buf.strcat(section); } else { section.sprintf("%d", attack->damage.myNumdie); buf.strcat(section); section.sprintf("d%d", attack->damage.mySides); buf.strcat(section); } } if (!skipbonus && attack->damage.myBonus) { section.sprintf("%+d", attack->damage.myBonus); buf.strcat(section); } if (attack->bonustohit) { section.sprintf("[%+d]", attack->bonustohit); buf.strcat(section); } section.sprintf(" (%s)", glb_elementdefs[attack->element].name); buf.strcat(section); if (attack->nextattack != ATTACK_NONE) { buf.strcat(", {"); section = buildAttackName(&glb_attackdefs[attack->nextattack]); buf.strcat(section); buf.strcat("}"); } if (attack->sameattack != ATTACK_NONE) { buf.strcat(", "); attack = &glb_attackdefs[attack->sameattack]; } else attack = 0; } return buf; } void ITEM::pageDescription(bool brief) const { BUF buf; int skilllevel; gfx_pager_addtext(gram_capitalize(getName())); gfx_pager_newline(); // Add the identify info. const ARTIFACT *art = getArtifact(); if ((isIdentified() && !art) || (isFullyIdentified() && art)) { bool hasany = false; INTRINSIC_NAMES intrinsic; const char *prequel; if (!brief) { gfx_pager_separator(); } if (art) prequel = "This artifact grants "; else prequel = "This item grants "; for (intrinsic = INTRINSIC_NONE; intrinsic < NUM_INTRINSICS; intrinsic = (INTRINSIC_NAMES) (intrinsic + 1)) { if (hasIntrinsic(intrinsic)) { if (!hasany) { gfx_pager_addtext(prequel); hasany = true; } else gfx_pager_addtext(", "); gfx_pager_addtext(glb_intrinsicdefs[intrinsic].name); } } // Light radius: if (isLight()) { if (!hasany) { gfx_pager_addtext(prequel); hasany = true; } else gfx_pager_addtext(", "); buf.sprintf("light radius %d", getLightRadius()); gfx_pager_addtext(buf); } // Amour class if (getAC()) { if (!hasany) { gfx_pager_addtext(prequel); hasany = true; } else gfx_pager_addtext(", "); buf.sprintf("armour %d", getAC()); gfx_pager_addtext(buf); } // Finish off the special stuff list, and go to mandatory list. if (hasany) { gfx_pager_addtext(". "); gfx_pager_newline(); } if (isCarryIntrinsic()) { gfx_pager_addtext("Intrinsics are granted by carrying this item."); gfx_pager_newline(); } const ATTACK_DEF *attack; gfx_pager_addtext("Melee: "); buf = buildAttackName(getAttack()); gfx_pager_addtext(buf); gfx_pager_newline(); gfx_pager_addtext("Thrown "); attack = getThrownAttack(); buf.sprintf("%d: ", attack->range); gfx_pager_addtext(buf); buf = buildAttackName(attack); gfx_pager_addtext(buf); gfx_pager_newline(); } // Skip out here if brief. if (brief) return; // Add the boring stats. gfx_pager_separator(); buf.strcpy("Size: "); buf.strcat(gram_capitalize(glb_sizedefs[getSize()].name)); gfx_pager_addtext(buf); gfx_pager_newline(); buf.strcpy("Material: "); buf.strcat(gram_capitalize(glb_materialdefs[getMaterial()].name)); gfx_pager_addtext(buf); gfx_pager_newline(); buf.sprintf("Weight: %d", glb_itemdefs[getDefinition()].weight); gfx_pager_addtext(buf); gfx_pager_newline(); const char *noisetext; switch (getNoiseLevel()) { case 0: noisetext = "Silent"; break; case 1: noisetext = "Quiet"; break; case 2: noisetext = "Average"; break; case 3: noisetext = "Loud"; break; default: case 4: noisetext = "Very Loud"; break; } buf.sprintf("Noise: %s", noisetext); gfx_pager_addtext(buf); gfx_pager_newline(); gfx_pager_addtext("Attack Style: "); buf.strcpy(glb_skilldefs[getAttackSkill()].name); // Remove first space. { char *c; for (c = buf.evildata(); *c && !isspace(*c); c++); *c = '\0'; } gfx_pager_addtext(buf); gfx_pager_newline(); // Special skill, if any. if (getSpecialSkill() != SKILL_NONE) { gfx_pager_addtext("Special Skill: "); gfx_pager_addtext(glb_skilldefs[getSpecialSkill()].name); gfx_pager_newline(); } // Calculate your attack ability. skilllevel = MOB::getAvatar()->getWeaponSkillLevel(this, ATTACKSTYLE_MELEE); if (skilllevel) { gfx_pager_addtext("Melee Skill: "); while (skilllevel--) { gfx_pager_addtext("*"); } gfx_pager_newline(); } skilllevel = MOB::getAvatar()->getWeaponSkillLevel(this, ATTACKSTYLE_THROWN); if (skilllevel) { gfx_pager_addtext("Thrown Skill: "); while (skilllevel--) { gfx_pager_addtext("*"); } gfx_pager_newline(); } skilllevel = MOB::getAvatar()->getArmourSkillLevel(this); if (skilllevel) { gfx_pager_addtext("Armour Skill: "); while (skilllevel--) { gfx_pager_addtext("*"); } gfx_pager_newline(); } // Add encyclopedia description. if (encyc_hasentry("ITEM", getDefinition())) { gfx_pager_separator(); encyc_pageentry("ITEM", getDefinition()); } // Add the magical encylopedia entry if (isIdentified() && getMagicType() != MAGICTYPE_NONE) { if (encyc_hasentry(glb_magictypedefs[getMagicType()].cycname, getMagicClass())) { gfx_pager_separator(); encyc_pageentry(glb_magictypedefs[getMagicType()].cycname, getMagicClass()); } } } const char * ITEM::getPronoun() const { return gram_getpronoun(getPerson()); } const char * ITEM::getPossessive() const { return gram_getpossessive(getPerson()); } const char * ITEM::getReflexive() const { return gram_getreflexive(getPerson()); } const char * ITEM::getAccusative() const { return gram_getaccusative(getPerson()); } BUF ITEM::conjugate(const char *infinitive, bool past) const { return gram_conjugate(infinitive, getPerson(), past); } VERB_PERSON ITEM::getPerson() const { // Determine our plurality... if (myStackCount > 1) { // We are stacked, we are plural no matter what... return VERB_THEY; } const char *name; // *cries* // Guess who called getPronoun inside of getName? name = getRawName(); if (gram_isnameplural(name)) { return VERB_THEY; } return VERB_IT; } bool ITEM::isLight() const { if (glb_itemdefs[myDefinition].lightradius) return true; // Check for ring of light... if (getMagicType() == MAGICTYPE_RING && getMagicClass() == RING_LIGHT) { return true; } const ARTIFACT *art; art = getArtifact(); if (art && art->lightradius) return true; return false; } int ITEM::getLightRadius() const { int radius; radius = glb_itemdefs[myDefinition].lightradius; // Check for ring of light... if (getMagicType() == MAGICTYPE_RING && getMagicClass() == RING_LIGHT) { if (radius < 3) radius = 3; } const ARTIFACT *art; art = getArtifact(); if (art) { if (radius < art->lightradius) radius = art->lightradius; } return radius; } TILE_NAMES ITEM::getTile() const { return (TILE_NAMES) glb_itemdefs[myDefinition].tile; } MINI_NAMES ITEM::getMiniTile() const { return (MINI_NAMES) glb_itemdefs[myDefinition].minitile; } // // Stack Routines // bool ITEM::canMerge(ITEM *item) const { // Verify we match on all particulars. if (item->myDefinition != myDefinition) return false; // If either of our items have a name, we can't merge. if (item->myName.getName() || myName.getName()) { // However, if both have a name if (item->myName.getName() && myName.getName()) { // And the names match if (!strcmp(item->myName.getName(), myName.getName())) { // We can merge! } else return false; } else return false; } // Prohibit merging of artifacts unless both are artifacts. // Otherwise, naming an item the same as an artifact would allow // the creation of artifacts. if (item->isArtifact() != isArtifact()) return false; // Prohibit merging of corpses! // This is required as we keep the mob * underneath them. // We also don't want to merge statues for the same reason. // Thus, if either item has a non-zero corpsemob, it is illegal. if (!item->myCorpseMob.isNull() || !myCorpseMob.isNull()) return false; if (item->myEnchantment != myEnchantment) return false; if (item->myCharges != myCharges) return false; if (item->myPoison != myPoison) return false; if (item->myPoisonCharges != myPoisonCharges) return false; // Flags are a bit trickier, as we only care about some of them. if (item->isBlessed() != isBlessed()) return false; if (item->isCursed() != isCursed()) return false; // We don't want to reveal curse states by merging, so known items // won't merge with unknown. if (item->isKnownCursed() != isKnownCursed()) return false; // We only care about enchantment amounts where it is armour or // weapon. if (getItemType() == ITEMTYPE_ARMOUR || getItemType() == ITEMTYPE_WEAPON) { if (item->isKnownEnchant() != isKnownEnchant()) return false; } // We only care about charges with books and wands... if (getItemType() == ITEMTYPE_SPELLBOOK || getItemType() == ITEMTYPE_WAND) { if (item->isKnownCharges() != isKnownCharges()) return false; } // We only care about poison if there is poison. This does // let people id non-poisoned things but this is less of an // issue than the pain of detect curse not letting stuff stack. if (myPoisonCharges) if (item->isKnownPoison() != isKnownPoison()) return false; // Make sure a merge would not overflow our stack count. if (myStackCount + item->myStackCount > 99) return false; // These items are indistinguishable, merge them! return true; } void ITEM::mergeStack(ITEM *item) { UT_ASSERT(canMerge(item)); UT_ASSERT(myStackCount + item->myStackCount <= 99); myStackCount += item->myStackCount; // Make sure we have the union of knowledge. // We don't want to lose any knowledge as a result of a merge, // even if that knowledge is deemed useless. if (item->isKnownCharges()) markChargesKnown(); if (item->isKnownEnchant()) markEnchantKnown(); if (item->isKnownPoison()) markPoisonKnown(); } ITEM * ITEM::splitStack(int count) { UT_ASSERT(count > 0); UT_ASSERT(count < myStackCount); ITEM *item; item = createClone(); item->myStackCount = count; myStackCount -= count; return item; } void ITEM::splitAndDeleteStack(int count) { ITEM *split; split = splitStack(count); delete split; } int ITEM::getAC() const { int ac; ac = glb_itemdefs[myDefinition].ac; // Enchantments... Only counts if it is armour if (isBoots() || isHelmet() || isJacket() || isShield() || isAmulet()) { ac += getEnchantment(); } // Add in the artifact bonus. const ARTIFACT *art; art = getArtifact(); if (art) ac += art->acbonus; return ac; } int ITEM::getCoolness() const { int cool = 0; // Find coolness from magic type. switch (getMagicType()) { case MAGICTYPE_RING: cool += glb_ringdefs[getMagicClass()].coolness; break; case MAGICTYPE_AMULET: cool += glb_amuletdefs[getMagicClass()].coolness; break; default: break; } return cool; } int ITEM::getWeight() const { int weight; weight = glb_itemdefs[myDefinition].weight; return weight; } int ITEM::getCharges() const { int charges; charges = myCharges; return charges; } void ITEM::addCharges(int add) { int charges; // Divide the charges among the number of items. add += getStackCount() / 2; add /= getStackCount(); // Because I am nice, always restore one charge if (add < 1) add = 1; charges = myCharges; charges += add; if (charges < 0) charges = 0; if (charges > 99) charges = 99; myCharges = charges; } void ITEM::useCharge() { if (myCharges) myCharges--; } void ITEM::setAsPreserved() { myCharges = 255; } MAGICTYPE_NAMES ITEM::getMagicType() const { return (MAGICTYPE_NAMES) glb_itemdefs[myDefinition].magictype; } int ITEM::getMagicClass() const { return glb_magicitem[myDefinition]; } void ITEM::buildIntrinsicTable(INTRINSIC *&intrinsic) const { if (glb_itemdefs[myDefinition].intrinsic[0]) { if (!intrinsic) intrinsic = new INTRINSIC; intrinsic->mergeFromString(glb_itemdefs[myDefinition].intrinsic); } // Try the artifact class. const ARTIFACT *art; art = getArtifact(); if (art && art->intrinsics) { if (!intrinsic) intrinsic = new INTRINSIC; intrinsic->mergeFromString(art->intrinsics); } // Try the magic item type... switch ((MAGICTYPE_NAMES) getMagicType()) { case MAGICTYPE_RING: if (glb_ringdefs[getMagicClass()].intrinsic[0]) { if (!intrinsic) intrinsic = new INTRINSIC; intrinsic->mergeFromString( glb_ringdefs[getMagicClass()].intrinsic); } break; case MAGICTYPE_HELM: if (glb_helmdefs[getMagicClass()].intrinsic[0]) { if (!intrinsic) intrinsic = new INTRINSIC; intrinsic->mergeFromString( glb_helmdefs[getMagicClass()].intrinsic); } break; case MAGICTYPE_BOOTS: if (glb_bootsdefs[getMagicClass()].intrinsic[0]) { if (!intrinsic) intrinsic = new INTRINSIC; intrinsic->mergeFromString( glb_bootsdefs[getMagicClass()].intrinsic); } break; case MAGICTYPE_AMULET: if (glb_amuletdefs[getMagicClass()].intrinsic[0]) { if (!intrinsic) intrinsic = new INTRINSIC; intrinsic->mergeFromString( glb_amuletdefs[getMagicClass()].intrinsic); } break; case MAGICTYPE_STAFF: if (glb_staffdefs[getMagicClass()].intrinsic[0]) { if (!intrinsic) intrinsic = new INTRINSIC; intrinsic->mergeFromString( glb_staffdefs[getMagicClass()].intrinsic); } break; case MAGICTYPE_NONE: case MAGICTYPE_POTION: case MAGICTYPE_SPELLBOOK: case MAGICTYPE_SCROLL: case MAGICTYPE_WAND: break; case NUM_MAGICTYPES: UT_ASSERT(!"Unhandled MAGICTYPE"); break; } } bool ITEM::hasIntrinsic(INTRINSIC_NAMES intrinsic) const { // Check base item type... if (INTRINSIC::hasIntrinsic(glb_itemdefs[myDefinition].intrinsic, intrinsic)) return true; // Try the artifact class. const ARTIFACT *art; art = getArtifact(); if (art) { if (INTRINSIC::hasIntrinsic(art->intrinsics, intrinsic)) return true; } // Try the magic item type... switch ((MAGICTYPE_NAMES) getMagicType()) { case MAGICTYPE_RING: { if (INTRINSIC::hasIntrinsic(glb_ringdefs[getMagicClass()].intrinsic, intrinsic) ) return true; break; } case MAGICTYPE_HELM: { if (INTRINSIC::hasIntrinsic(glb_helmdefs[getMagicClass()].intrinsic, intrinsic) ) return true; break; } case MAGICTYPE_BOOTS: { if (INTRINSIC::hasIntrinsic(glb_bootsdefs[getMagicClass()].intrinsic, intrinsic) ) return true; break; } case MAGICTYPE_AMULET: { if (INTRINSIC::hasIntrinsic(glb_amuletdefs[getMagicClass()].intrinsic, intrinsic) ) return true; break; } case MAGICTYPE_STAFF: { if (INTRINSIC::hasIntrinsic(glb_staffdefs[getMagicClass()].intrinsic, intrinsic) ) return true; break; } case MAGICTYPE_NONE: case MAGICTYPE_POTION: case MAGICTYPE_SPELLBOOK: case MAGICTYPE_SCROLL: case MAGICTYPE_WAND: { // These guys all have no built in intrinsics return false; } case NUM_MAGICTYPES: { UT_ASSERT(!"Unhandled MAGICTYPE"); return false; } } return false; } bool ITEM::dissolve(MOB *dissolver, bool *interesting) { if (interesting) *interesting = true; if (canDissolve()) { formatAndReport(dissolver, "%U in the acid!"); return true; } if (interesting) *interesting = false; return false; } bool ITEM::canDissolve() const { bool dodissolve = false; MATERIAL_NAMES material; material = getMaterial(); dodissolve = glb_materialdefs[material].soluble; // If we have resistance to acid, we never dissolve // If we have vulnerability, we always dissolve. // If we have both, it is as normal. if (hasIntrinsic(INTRINSIC_RESISTACID)) { if (!hasIntrinsic(INTRINSIC_VULNACID)) { dodissolve = false; } } else if (hasIntrinsic(INTRINSIC_VULNACID)) { dodissolve = true; } // Check for quest flag. We don't want to dissolve those! if (glb_itemdefs[getDefinition()].isquest) dodissolve = false; return dodissolve; } bool ITEM::ignite(MOB *igniter, bool *interesting) { if (interesting) *interesting = true; // If we dip a sword, it becomes a flaming sword. if (getDefinition() == ITEM_LONGSWORD) { formatAndReport(igniter, "%U on fire!"); myDefinition = ITEM_FLAMESWORD; return false; } if (getDefinition() == ITEM_ICEMACE) { formatAndReport(igniter, "%U to room temperature."); myDefinition = ITEM_MACE; return false; } if (getDefinition() == ITEM_ARROW) { formatAndReport(igniter, "%U on fire!"); myDefinition = ITEM_FIREARROW; return false; } // If we dip a club, it becomes a torch. if (getDefinition() == ITEM_CLUB) { formatAndReport(igniter, "%U on fire!"); myDefinition = ITEM_TORCH; // Set our shield flag. myFlag1 = (ITEMFLAG1_NAMES) (myFlag1 | glb_itemdefs[ITEM_TORCH].flag1); return false; } // Check for burning up if (canBurn()) { formatAndReport(igniter, "%U up."); return true; } // Got here, nothing interesting happened. if (interesting) *interesting = false; return false; } bool ITEM::electrify(int points, MOB *shocker, bool *interesting) { if (interesting) *interesting = true; // Energize rapiers. if (getDefinition() == ITEM_RAPIER) { formatAndReport(shocker, "%U filled with electricity!"); myDefinition = ITEM_LIGHTNINGRAPIER; addCharges(points); clearChargesKnown(); return false; } if (getDefinition() == ITEM_LIGHTNINGRAPIER) { formatAndReport(shocker, "%U deeply from the electric current!"); addCharges(points*2); clearChargesKnown(); return false; } // Got here, nothing interesting happened. if (interesting) *interesting = false; return false; } bool ITEM::canBurn() const { bool doburn = false; MATERIAL_NAMES material; material = getMaterial(); doburn = glb_materialdefs[material].burnable; // If we have resistance to fire, we never burn // If we have vulnerability, we always burn. // If we have both, it is as normal. if (hasIntrinsic(INTRINSIC_RESISTFIRE)) { if (!hasIntrinsic(INTRINSIC_VULNFIRE)) { doburn = false; } } else if (hasIntrinsic(INTRINSIC_VULNFIRE)) { doburn = true; } // Check for quest flag. We don't want to burn those! if (glb_itemdefs[getDefinition()].isquest) doburn = false; return doburn; } // This was factored out in White Rock BC. bool ITEM::douse(MOB *douser, bool *interesting) { if (interesting) *interesting = true; // If the dipped item is a flaming sword, it goes out. if (getDefinition() == ITEM_FLAMESWORD) { formatAndReport(douser, "%U extinguished."); myDefinition = ITEM_LONGSWORD; } else if (getDefinition() == ITEM_FIREARROW) { formatAndReport(douser, "%U extinguished."); myDefinition = ITEM_ARROW; } // As do torches. else if (getDefinition() == ITEM_TORCH) { formatAndReport(douser, "%U extinguished."); myDefinition = ITEM_CLUB; // Clear out the isshield flag. myFlag1 = (ITEMFLAG1_NAMES) (myFlag1 & ~glb_itemdefs[ITEM_TORCH].flag1); } // Empty bottles fill. This may seem odd as smashing one bottle may // fill ten, but the same happens with dipping. else if (getDefinition() == ITEM_BOTTLE) { formatAndReport(douser, "%U filled."); myDefinition = ITEM_WATER; } else { formatAndReport(douser, "%U wet."); if (interesting) *interesting = false; } // Water destroys nothing right now. return false; } bool ITEM::actionDip(MOB *dipper, ITEM *dippee, ITEM *&newpotion, ITEM *&newitem) { bool consumed = false; bool possible = false; BUF buf; UT_ASSERT(dippee != this); // This should already be unlinked. UT_ASSERT(!getNext()); UT_ASSERT(!dippee->getNext()); newpotion = this; newitem = dippee; // Check for magic type potion... switch ((MAGICTYPE_NAMES) getMagicType()) { case MAGICTYPE_POTION: { switch ((POTION_NAMES) getMagicClass()) { case POTION_GREEKFIRE: { bool interesting = false; possible = true; consumed = true; buf = MOB::formatToString("%MU %IU into %U.", 0, this, dipper, dippee); dipper->reportMessage(buf); if (dippee->ignite(dipper, &interesting)) { // Burned up... delete dippee; newitem = 0; newpotion = ITEM::create(ITEM_BOTTLE, false, true); // Id it... markIdentified(); // Delete self delete this; break; } else if (interesting) { // Something happened. newpotion = ITEM::create(ITEM_BOTTLE, false, true); // Id it... markIdentified(); // Delete self delete this; break; } else { dipper->formatAndReport("Nothing happens."); } break; } case POTION_HEAL: case POTION_BLIND: case POTION_SMOKE: buf = MOB::formatToString("%MU %IU into %U. Nothing happens.", 0, this, dipper, dippee); dipper->reportMessage(buf); possible = true; consumed = true; break; case POTION_MANA: buf = MOB::formatToString("%MU %IU into %U.", 0, this, dipper, dippee); dipper->reportMessage(buf); if (dippee->getMagicType() == MAGICTYPE_WAND) { // Dipping a wand into a mana potion recharges it. dipper->formatAndReport("%IU hungrily the liquid!", dippee); newpotion = ITEM::create(ITEM_BOTTLE, false, true); int netnewcharges; netnewcharges = rand_dice(1, 6 - isCursed()*3, isBlessed()*3); // Charge the wand. dippee->addCharges(netnewcharges); // New number of charges is not known. dippee->clearChargesKnown(); // Id it... markIdentified(); // Delete self delete this; possible = true; consumed = true; } else if (dippee->getMagicType() == MAGICTYPE_SPELLBOOK) { // Dipping a spellbook into a mana potion recharges it. dipper->formatAndReport("The pages of %IU swiftly absorb the liquid!", dippee); newpotion = ITEM::create(ITEM_BOTTLE, false, true); int netnewcharges; netnewcharges = rand_dice(1, 3 - isCursed()*2, isBlessed()); // Charge the spellbook. dippee->addCharges(netnewcharges); // New number of charges is not known. dippee->clearChargesKnown(); // Id it... markIdentified(); // Delete self delete this; possible = true; consumed = true; } else { // Fail the dip. dipper->reportMessage("Nothing happens."); possible = true; consumed = true; } break; case POTION_CURE: if (dippee->isPoisoned()) { dippee->makePoisoned(POISON_NONE, 0); // If the user knew it was poisoned, they get // a message. Otherwise, no visible effect. // Well, the potion is removed that is a bit // of a give away... if (dippee->isKnownPoison()) { buf = MOB::formatToString("%MU %IU into %U.", 0, this, dipper, dippee); dipper->reportMessage(buf); buf = MOB::formatToString("The poison on %U is neutralized by %IU.", 0, dippee, 0, this); dipper->reportMessage(buf); } else { buf = MOB::formatToString("%MU %IU into %U. Nothing happens.", 0, this, dipper, dippee); dipper->reportMessage(buf); } newpotion = ITEM::create(ITEM_BOTTLE, false, true); // Id it... markIdentified(); // Delete self delete this; possible = true; consumed = true; } else { // Fail the dip. buf = MOB::formatToString("%MU %IU into %U. Nothing happens.", 0, this, dipper, dippee); dipper->reportMessage(buf); possible = true; consumed = true; } break; case POTION_ENLIGHTENMENT: if (dippee->isFullyIdentified()) { // No id, no effect. buf = MOB::formatToString("%MU %IU into %U. Nothing happens.", 0, this, dipper, dippee); dipper->reportMessage(buf); possible = true; consumed = true; } else { buf = MOB::formatToString("%MU %IU into %U.", 0, this, dipper, dippee); dipper->reportMessage(buf); // Identify the dippee. if (dipper->isAvatar()) dippee->markIdentified(); dipper->formatAndReport("%U insight into the nature of %IU.", dippee); newpotion = ITEM::create(ITEM_BOTTLE, false, true); // Id it... markIdentified(); // Delete self delete this; possible = true; consumed = true; } break; case POTION_POISON: { POISON_NAMES poison; buf = MOB::formatToString("%MU %IU into %U.", 0, this, dipper, dippee); dipper->reportMessage(buf); if (dippee->hasIntrinsic(INTRINSIC_RESISTPOISON)) { // Fail the dip. dipper->reportMessage("Nothing happens."); possible = true; consumed = true; break; } buf.sprintf("A thick slime coats %s.", dippee->getAccusative()); dipper->reportMessage(buf); if (isCursed()) poison = POISON_MILD; else if (isBlessed()) poison = POISON_STRONG; else poison = POISON_NORMAL; dippee->makePoisoned(poison, rand_dice(1, 3, 0)); if (dipper == MOB::getAvatar()) dippee->markPoisonKnown(); newpotion = ITEM::create(ITEM_BOTTLE, false, true); // Id it... markIdentified(); // Delete self delete this; possible = true; consumed = true; break; } case POTION_ACID: { buf = MOB::formatToString("%MU %IU into %U.", 0, this, dipper, dippee); dipper->reportMessage(buf); if (dippee->dissolve(dipper)) { newitem = 0; newpotion = ITEM::create(ITEM_BOTTLE, false, true); // Id it... markIdentified(); delete dippee; // Delete self delete this; } else { dipper->reportMessage("Nothing happens."); } possible = true; consumed = true; break; } case NUM_POTIONS: { UT_ASSERT(0); buf.sprintf("Unknown potion type %d", getMagicClass()); dipper->reportMessage(buf); break; } } break; } // Other magic types do nothing: case MAGICTYPE_NONE: case MAGICTYPE_HELM: case MAGICTYPE_BOOTS: case MAGICTYPE_WAND: case MAGICTYPE_SCROLL: case MAGICTYPE_AMULET: case MAGICTYPE_RING: case MAGICTYPE_SPELLBOOK: case MAGICTYPE_STAFF: case NUM_MAGICTYPES: break; } // Check for specific items... // Only do this if previous checks failed. if (!consumed) { switch ((ITEM_NAMES) myDefinition) { case ITEM_WATER: { // If the potion is holy, make new guy holy. // If potion evil, make new guy evil. // If potion plain, just wet new guy. if (isCursed()) { dipper->formatAndReport("%IU black.", dippee); dippee->makeCursed(); if (dipper->isAvatar()) dippee->markCursedKnown(); possible = true; consumed = true; newpotion = ITEM::create(ITEM_BOTTLE, false, true); delete this; } else if (isBlessed()) { dipper->formatAndReport("%IU blue.", dippee); dippee->makeBlessed(); if (dipper->isAvatar()) dippee->markCursedKnown(); possible = true; consumed = true; newpotion = ITEM::create(ITEM_BOTTLE, false, true); delete this; } else { bool interesting; if (dippee->douse(dipper, &interesting)) { newitem = 0; delete dippee; newpotion = ITEM::create(ITEM_BOTTLE, false, true); delete this; } else if (interesting) { newpotion = ITEM::create(ITEM_BOTTLE, false, true); delete this; } possible = true; consumed = true; } } default: break; } } if (!possible) { // No one managed to do anything... buf = MOB::formatToString("%MU cannot figure out how to dip %IU into %U.", 0, this, dipper, dippee); dipper->reportMessage(buf); } return consumed; } bool ITEM::actionZap(MOB *zapper, int dx, int dy, int dz) { bool consumed = false; bool possible = false; bool targetself = false; const char *directionflavour = 0; bool destroythis = false; bool doid = false; bool forceid = false; BUF buf; // Zapper position. int zx, zy; zx = zapper->getX(); zy = zapper->getY(); if (!dx && !dy && !dz) { targetself = true; directionflavour = zapper->getReflexive(); } if (dz) { if (dz < 0) directionflavour = "the floor"; else directionflavour = "the ceiling"; } // Try the magic type. switch ((MAGICTYPE_NAMES)getMagicType()) { case MAGICTYPE_WAND: { // Print prequel message.. zapper->formatAndReport("%U %IU%B1%B2.", this, directionflavour ? " at " : "", directionflavour ? directionflavour : ""); // Determine if we have enough charges... if (myCharges == 0) { // Check for wrest-last-charge // 1 in 20 to be nice as it is much harder UI wise // than in Nethack. // I have since reduced this even farther as the goal // is to make it not a tactical decision. if (!rand_choice(7)) { zapper->formatAndReport("%U one last charge."); destroythis = true; } else { zapper->reportMessage("Nothing happens."); possible = true; consumed = true; // To be nice, we record the wand is out of charges. markChargesKnown(); // EARLY EXIT: break; } } // Getting here implies we successfully zapped. if (myCharges) myCharges--; if (!destroythis && !isKnownCharges()) { if (zapper->isAvatar()) { if (!rand_choice(10)) { markChargesKnown(); buf = MOB::formatToString("%U %r %Iu better. ", zapper, 0, 0, this); // This is important enough to be broadcast. msg_announce(gram_capitalize(buf)); } } } // Check to see if it is cursed and fizzled on the user. if (isCursed() && rand_chance(10)) { doid = false; // This is a pretty simple wand to do... zapper->formatAndReport("%IU .", this); if (zapper->isAvatar()) { // We now know it is cursed markCursedKnown(); } possible = true; consumed = true; break; } // Apply any of our artifact based powers. if (isArtifact()) { const ARTIFACT *art; MOB *target; target = glbCurLevel->getMob(zx + dx, zy + dy); if (target) { art = getArtifact(); const char *intrinsics; intrinsics = art->intrinsics; while (intrinsics && *intrinsics) { target->setTimedIntrinsic(zapper, (INTRINSIC_NAMES) *intrinsics, rand_dice(3+isBlessed()-isCursed(), 50, 100)); intrinsics++; } } } switch ((WAND_NAMES) getMagicClass()) { case WAND_NOTHING: { doid = false; // This is a pretty simple wand to do... zapper->reportMessage("Nothing happens."); possible = true; consumed = true; break; } case WAND_CREATEMONSTER: { doid = false; possible = true; consumed = true; if (glbCurLevel->getMob(zx + dx, zy + dy)) { zapper->reportMessage("Nothing happens."); break; } MOB *mob; mob = MOB::createNPC(100); if (!mob->canMove(zx + dx, zy + dy, true)) { zapper->reportMessage("Nothing happens."); delete mob; break; } mob->move(zx + dx, zy + dy, true); glbCurLevel->registerMob(mob); mob->formatAndReport("%U out of thin air!"); // We have a chance of getting a tamed creature // based on the BUC of the wand. int tamechance = 5; int hostilechance = 0; if (isBlessed()) tamechance += 15; if (isCursed()) { tamechance = 1; hostilechance = 20; } if (rand_chance(tamechance)) { mob->makeSlaveOf(zapper); } else if (rand_chance(hostilechance)) { // The creature turns on the zapper! mob->setAITarget(zapper); } // Imbue the created creature with our wands // abilities. if (isArtifact()) { const ARTIFACT *art; art = getArtifact(); const char *intrinsics; intrinsics = art->intrinsics; while (intrinsics && *intrinsics) { mob->setTimedIntrinsic(zapper, (INTRINSIC_NAMES) *intrinsics, rand_dice(3+isBlessed()-isCursed(), 50, 100)); intrinsics++; } } zapper->pietyZapWand(this); doid = true; break; } case WAND_CREATETRAP: { possible = true; consumed = true; doid = glbCurLevel->createTrap(zx + dx, zy + dy, zapper); if (doid) { zapper->formatAndReport("%U a hidden surprise."); zapper->pietyZapWand(this); } else zapper->reportMessage("Nothing happens."); break; } case WAND_LIGHT: { MOB *target; doid = true; possible = true; consumed = true; ourZapper.setMob(zapper); zapper->formatAndReport("A lit field surrounds %U."); glbCurLevel->applyFlag(SQUAREFLAG_LIT, zx + dx, zy + dy, 5, false, true); zapper->pietyZapWand(this); // Blind the target, if any. if (!dz) { zapper = ourZapper.getMob(); target = glbCurLevel->getMob(zx+dx, zy+dy); if (target) { // Wands always apply damage... target->receiveDamage(ATTACK_LIGHTWAND, zapper, this, 0, ATTACKSTYLE_WAND); } } zapper = ourZapper.getMob(); break; } case WAND_TELEPORT: { MOB *tele = 0; possible = true; consumed = true; // If it went vertical, nothing happens.. if (!dz) { tele = glbCurLevel->getMob(zx + dx, zy + dy); } if (tele) { // Teleport the monster ourZapper.setMob(zapper); tele->actionTeleport(); zapper = ourZapper.getMob(); if (zapper) zapper->pietyZapWand(this); doid = true; } // Tracked down a bug here. // Bug was: "TODO: Teleport items" // :> // Still in the airport lounge enjoying free beer. // Fear this code! // No doubt as a result of aforementioned free beer, // I foolishly dereferenced zapper->getX() to get the // tile location. Zapper might be tele in which case // it might very well be dead. In any case, this // would end up teleporting items at your destination // square rather than source square! ITEMSTACK stack; glbCurLevel->getItemStack(stack, zx + dx, zy + dy); if (stack.entries()) { ITEM *item; doid = true; // We don't want to double count this zap. if (zapper && !tele) zapper->pietyZapWand(this); for (int i = 0; i < stack.entries(); i++) { item = stack(i); item->randomTeleport(glbCurLevel, true, zapper); } } if (!doid && zapper) { zapper->reportMessage("Nothing happens."); } break; } case WAND_POLYMORPH: { MOB *poly = 0; ITEM *item = 0; possible = true; consumed = true; // If it went vertical, nothing happens.. if (!dz) { poly = glbCurLevel->getMob(zx + dx, zy + dy); } if (poly) { MOBREF zapmobref; zapmobref.setMob(zapper); // Polymorph the monster // If the monster was us, zapper may now point // to the base object rather than the top object. // Thus we track the ref. poly->actionPolymorph(); zapper = zapmobref.getMob(); doid = true; } // Zapping the ground means polying on the ground. // (doid here means did something) if (dz <= 0 && !doid) { item = glbCurLevel->getItem(zx + dx, zy + dy); } if (item) { ITEM *newitem; newitem = item->polymorph(zapper); if (newitem) { if (item->getStackCount() > 1) item = item->splitStack(1); else glbCurLevel->dropItem(item); glbCurLevel->acquireItem(newitem, zx + dx, zy + dy, zapper); delete item; } doid = true; } if (!doid && zapper) { zapper->reportMessage("Nothing happens."); } else if (zapper) { zapper->pietyZapWand(this); } break; } case WAND_INVISIBLE: { MOB *invis = 0; bool getpiety = false; possible = true; consumed = true; // If it went vertical, nothing happens.. if (!dz) { invis = glbCurLevel->getMob(zx + dx, zy + dy); } if (invis) { // Invisible the monster // We notice something if the monster // is not already invisible. bool quietchange = false; if (!invis->hasIntrinsic(INTRINSIC_INVISIBLE)) { if (invis != MOB::getAvatar()) { invis->formatAndReport("%U from sight."); } doid = true; // We must determine if we can see the monster // *before* we make it invisible. If we wait // for normal doid check, the monster may // be invisible which prevents us from // iding the wand. if (zapper == MOB::getAvatar() || (MOB::getAvatar() && MOB::getAvatar()->canSense(zapper))) { forceid = true; } } else { quietchange = true; } invis->setTimedIntrinsic(zapper, INTRINSIC_INVISIBLE, rand_dice(3+isBlessed()-isCursed(), 50, 100), quietchange); getpiety = true; } SQUARE_NAMES tile; tile = glbCurLevel->getTileSafe(zx+dx, zy+dy); // Check to see if we can make a door invisible switch (tile) { // Open doors need to be closed first to avoid // this nerfing the knock spell. case SQUARE_DOOR: case SQUARE_BLOCKEDDOOR: doid = true; if (zapper == MOB::getAvatar() || glbCurLevel->hasFOV(zx+dx, zy+dy)) { forceid = true; } glbCurLevel->reportMessage("The door fades into the wall.", zx+dx, zy+dy); glbCurLevel->setTile(zx+dx, zy+dy, SQUARE_SECRETDOOR); getpiety = true; break; case SQUARE_FLOORSMOKEVENT: case SQUARE_PATHSMOKEVENT: case SQUARE_FLOORPOISONVENT: case SQUARE_PATHPOISONVENT: case SQUARE_FLOORTELEPORTER: case SQUARE_PATHTELEPORTER: case SQUARE_FLOORHOLE: case SQUARE_PATHHOLE: case SQUARE_FLOORPIT: case SQUARE_PATHPIT: case SQUARE_FLOORSPIKEDPIT: case SQUARE_PATHSPIKEDPIT: { BUF buf; doid = true; if (zapper == MOB::getAvatar() || glbCurLevel->hasFOV(zx+dx, zy+dy)) { forceid = true; } buf.sprintf("%s fades into the ground.", glb_squaredefs[tile].description); glbCurLevel->reportMessage(buf, zx+dx, zy+dy); glbCurLevel->setTile(zx+dx, zy+dy, (SQUARE_NAMES) glb_squaredefs[tile].invissquare); getpiety = true; break; } default: // Do nothing break; } if (!doid) { zapper->reportMessage("Nothing happens."); } if (getpiety) zapper->pietyZapWand(this); break; } case WAND_SPEED: { MOB *speed = 0; possible = true; consumed = true; // If it went vertical, nothing happens.. if (!dz) { speed = glbCurLevel->getMob(zx + dx, zy + dy); } if (speed) { // Quicken the monster // We notice something if the monster // is not already quick. if (!speed->hasIntrinsic(INTRINSIC_QUICK)) { doid = true; } speed->setTimedIntrinsic(zapper, INTRINSIC_QUICK, rand_dice(3+isBlessed()-isCursed(), 50, 100)); zapper->pietyZapWand(this); } if (!doid) { zapper->reportMessage("Nothing happens."); } break; } case WAND_SLOW: { MOB *slow = 0; possible = true; consumed = true; // If it went vertical, nothing happens.. if (!dz) { slow = glbCurLevel->getMob(zx + dx, zy + dy); } if (slow) { // Quicken the monster // We notice something if the monster // is not already quick. if (!slow->hasIntrinsic(INTRINSIC_SLOW)) { doid = true; } slow->setTimedIntrinsic(zapper, INTRINSIC_SLOW, rand_dice(3+isBlessed()-isCursed(), 50, 100)); zapper->pietyZapWand(this); } if (!doid) { zapper->reportMessage("Nothing happens."); } break; } case WAND_FIRE: case WAND_ICE: { possible = true; consumed = true; doid = true; // This is pretty obvious. ourZapper.setMob(zapper); zapper->pietyZapWand(this); if (targetself || dz) { bool dosquareeffect = false; // While underwater, always works. if (zapper->hasIntrinsic(INTRINSIC_SUBMERGED)) dosquareeffect = true; if (dz && !dosquareeffect) { // Shot downwards? affect square if (dz < 0) dosquareeffect = true; zapper->reportMessage("The ray bounces."); } // Affect the square. if (dosquareeffect && (WAND_NAMES) getMagicClass() == WAND_ICE) { glbCurLevel->freezeSquare(zx, zy, zapper); } if (dosquareeffect && (WAND_NAMES) getMagicClass() == WAND_FIRE) { glbCurLevel->burnSquare(zx, zy, zapper); } // Apply to self.. zapCallback(zx, zy); } else { glbCurLevel->fireRay(zx, zy, dx, dy, 6, MOVE_STD_FLY, true, zapCallbackStatic, this); } zapper = ourZapper.getMob(); break; } case WAND_SLEEP: { possible = true; consumed = true; doid = true; // This is pretty obvious. ourZapper.setMob(zapper); zapper->pietyZapWand(this); if (targetself || dz) { if (dz) { zapper->reportMessage("The ray bounces."); } // Apply to self.. zapCallback(zx, zy); } else { glbCurLevel->fireRay(zx, zy, dx, dy, 6, MOVE_STD_FLY, true, zapCallbackStatic, this); } zapper = ourZapper.getMob(); break; } case WAND_DIGGING: { possible = true; consumed = true; doid = true; // Wands of digging autoid. ourZapper.setMob(zapper); zapper->pietyZapWand(this); zapper->actionDig(dx, dy, dz, 6, true); zapper = ourZapper.getMob(); break; } case NUM_WANDS: { UT_ASSERT(!"Unhandled wand type!"); break; } } } // Other MAGICTYPES that, of course, do nothing... case MAGICTYPE_NONE: case MAGICTYPE_POTION: case MAGICTYPE_SPELLBOOK: case MAGICTYPE_SCROLL: case MAGICTYPE_RING: case MAGICTYPE_HELM: case MAGICTYPE_BOOTS: case MAGICTYPE_AMULET: case MAGICTYPE_STAFF: case NUM_MAGICTYPES: break; } // Try the definition. if (!possible) { switch ((ITEM_NAMES) myDefinition) { case ITEM_LIGHTNINGRAPIER: { possible = true; consumed = true; doid = false; // Already ided. ourZapper.setMob(zapper); // Rapiers still count as wands in terms of piety. zapper->pietyZapWand(this); zapper = ourZapper.getMob(); // Electrocution by lighting rapiers // only occurs if fired while submerged, // not if merely fired at the ground. if (zapper && zapper->hasIntrinsic(INTRINSIC_SUBMERGED)) { // Drain our charges.. zapper->formatAndReport("%R %Iu violently .", this); myCharges = 0; setDefinition(ITEM_RAPIER); zapper->rebuildAppearance(); // Affect the square. glbCurLevel->electrocuteSquare(zx, zy, zapper); // All done, your targetting has no effect break; } zapper = ourZapper.getMob(); // Getting here implies we successfully zapped. if (myCharges > 10) myCharges -= 10; else myCharges = 0; if (!myCharges) { if (zapper) zapper->formatAndReport("%R %Iu down.", this); setDefinition(ITEM_RAPIER); if (zapper) zapper->rebuildAppearance(); } if (myCharges && !isKnownCharges()) { if (zapper && zapper->isAvatar()) { if (!rand_choice(10)) { markChargesKnown(); buf = MOB::formatToString("%U %r %Iu better. ", zapper, 0, 0, this); // This is important enough to be broadcast. msg_announce(gram_capitalize(buf)); } } } if (targetself || dz) { if (dz && zapper) { zapper->reportMessage("The ray bounces."); } // Apply to self.. zapCallback(zx, zy); } else { glbCurLevel->fireRay(zx, zy, dx, dy, 6, MOVE_STD_FLY, true, zapCallbackStatic, this); } zapper = ourZapper.getMob(); break; } default: // Nothing... break; } } // Check if zapper is dead. if (zapper) { if (zapper->hasIntrinsic(INTRINSIC_DEAD)) { zapper = 0; } } if (!possible && zapper) { // Noone figured out how to zap it. zapper->formatAndReport("%U cannot figure out how to zap %IU.", this); } // Check if we should id this... // Ideally you could id a wand by a creature killing itself with it, // but that makes the canSense call rather difficult. if (doid && zapper) { if (forceid || zapper == MOB::getAvatar() || (MOB::getAvatar() && MOB::getAvatar()->canSense(zapper))) { // We only id type, not the particulars! markClassKnown(); } } // If we are to destroy this, do so... // Wands that crumble to dust with the same charge that kills their // owner get a saving throw. // (By saving throw, I mean that they don't get destroyed :>) if (destroythis && zapper) { ITEM *drop; zapper->formatAndReport("%IU to dust.", this); drop = zapper->dropItem(getX(), getY()); UT_ASSERT(drop == this); delete this; } return consumed; } bool ITEM::grenadeCallbackStatic(int x, int y, bool final, void *data) { return ((ITEM *)data)->grenadeCallback(x, y); } bool ITEM::grenadeCallback(int x, int y) { MOB *victim; BUF buf; // Get the mob at this location. victim = glbCurLevel->getMob(x, y); // Magic potions.. if (getMagicType() == MAGICTYPE_POTION) { POTION_NAMES potion; potion = (POTION_NAMES) getMagicClass(); switch (potion) { case POTION_HEAL: { if (!victim) break; int heal; if (isBlessed()) heal = rand_dice(1, 10, 10); else if (isCursed()) heal = rand_dice(1, 10, 0); else heal = rand_dice(1, 20, 0); if (victim->receiveHeal(heal, ourZapper.getMob())) { victim->formatAndReport("%U healthier."); if (victim->isAvatar() || (MOB::getAvatar() && MOB::getAvatar()->canSense(victim))) markIdentified(); } break; } case POTION_MANA: { if (!victim) break; int magic; if (isBlessed()) magic = rand_dice(1, 20, 20); else if (isCursed()) magic = rand_dice(1, 20, 0); else magic = rand_dice(1, 40, 0); if (victim->receiveMana(magic, ourZapper.getMob())) { victim->formatAndReport("%U recharged."); if (victim->isAvatar() || (MOB::getAvatar() && MOB::getAvatar()->canSense(victim))) markIdentified(); } break; } case POTION_ACID: { // Check to see if we upconvert smoke into acid. if (glbCurLevel->getSmoke(x, y) == SMOKE_SMOKE) { glbCurLevel->reportMessage("The smoke is acidified.", x, y); if (MOB::getAvatar() && glbCurLevel->hasLOS(MOB::getAvatar()->getX(), MOB::getAvatar()->getY(), x, y)) { markIdentified(); } glbCurLevel->setSmoke(x, y, SMOKE_ACID, ourZapper.getMob()); } if (!victim) break; // Do identify if the avatar can sense this square. if (glbCurLevel->hasFOV(x, y)) markIdentified(); victim->receiveDamage(ATTACK_ACIDPOTION, ourZapper.getMob(), this, 0, ATTACKSTYLE_MISC); break; } case POTION_GREEKFIRE: { // Check for burning squares. We identify if the // avatar witnesses this. if (glbCurLevel->burnSquare(x, y, ourZapper.getMob())) { if (glbCurLevel->hasFOV(x, y)) markIdentified(); } // Burning the square may kill our victim, // so we refetch. victim = glbCurLevel->getMob(x, y); if (!victim) break; // Do identify if the avatar can sense this square. if (glbCurLevel->hasFOV(x, y)) markIdentified(); victim->receiveDamage(ATTACK_GREEKFIREPOTION, ourZapper.getMob(), this, 0, ATTACKSTYLE_MISC); break; } case POTION_SMOKE: { // We can only put smoke where things can fly. if (!(glb_squaredefs[glbCurLevel->getTile(x, y)].movetype & MOVE_STD_FLY)) break; // Do identify if the avatar can sense this. if (glbCurLevel->hasFOV(x, y)) markIdentified(); // Make this square smokey. // If the smoke potion is poisoned, act accordinly if (isPoisoned()) glbCurLevel->setSmoke(x, y, SMOKE_POISON, ourZapper.getMob()); else glbCurLevel->setSmoke(x, y, SMOKE_SMOKE, ourZapper.getMob()); break; } case POTION_BLIND: { if (!victim) break; int turns; // You get 3d20 turns of blindness. if (isBlessed()) turns = rand_dice(3, 10, 30); else if (isCursed()) turns = rand_dice(3, 10, 0); else turns = rand_dice(3, 20, 0); // Determine if we notice anything... if (victim->isAvatar() || (MOB::getAvatar() && MOB::getAvatar()->canSense(victim))) { markIdentified(); } victim->setTimedIntrinsic(ourZapper.getMob(), INTRINSIC_BLIND, turns); break; } case POTION_POISON: { // Check to see if we upconvert smoke into poison. if (glbCurLevel->getSmoke(x, y) == SMOKE_SMOKE) { glbCurLevel->reportMessage("The smoke is poisoned.", x, y); if (MOB::getAvatar() && glbCurLevel->hasLOS(MOB::getAvatar()->getX(), MOB::getAvatar()->getY(), x, y)) { markIdentified(); } glbCurLevel->setSmoke(x, y, SMOKE_POISON, ourZapper.getMob()); } if (!victim) break; int turns; POISON_NAMES poison; turns = rand_dice(4, 5, 0); if (isBlessed()) poison = POISON_STRONG; else if (isCursed()) poison = POISON_MILD; else poison = POISON_NORMAL; victim->setTimedIntrinsic(ourZapper.getMob(), (INTRINSIC_NAMES) glb_poisondefs[poison].intrinsic, turns); // The avatar is exempt as the permament intrinsic // will duplicate this. if (!victim->isAvatar()) { victim->formatAndReport("%U poisoned."); } // Determine if we notice anything... if (victim->isAvatar() || (MOB::getAvatar() && MOB::getAvatar()->canSense(victim))) { markIdentified(); } break; } case POTION_CURE: { // Check to see if we downconvert poison smoke into smoke. if (glbCurLevel->getSmoke(x, y) == SMOKE_POISON) { glbCurLevel->reportMessage("The poisoned smoke is neutralized.", x, y); if (MOB::getAvatar() && glbCurLevel->hasLOS(MOB::getAvatar()->getX(), MOB::getAvatar()->getY(), x, y)) { markIdentified(); } glbCurLevel->setSmoke(x, y, SMOKE_SMOKE, ourZapper.getMob()); } if (!victim) break; if (victim->receiveCure()) { victim->formatAndReport( "The poison is expunged from %R veins."); if (victim->isAvatar() || (MOB::getAvatar() && MOB::getAvatar()->canSense(victim))) markIdentified(); } break; } case POTION_ENLIGHTENMENT: { if (!victim) break; glbShowIntrinsic(victim); markIdentified(); break; } case NUM_POTIONS: UT_ASSERT(!"Unknown potion class!"); break; } } else { // Regular stuff... switch (getDefinition()) { case ITEM_WATER: { glbCurLevel->douseSquare(x, y, isBlessed(), ourZapper.getMob()); break; } case ITEM_BOTTLE: { if (!victim) break; // Do normal piercing damage victim->receiveDamage(ATTACK_GLASSFRAGMENTS, ourZapper.getMob(), this, 0, ATTACKSTYLE_THROWN); break; } default: // Do nothing! // Not handled currently. UT_ASSERT(!"Unknown grenade!"); break; } } return true; } bool ITEM::zapCallbackStatic(int x, int y, bool final, void *data) { if (final) return false; return ((ITEM *)data)->zapCallback(x, y); } bool ITEM::zapCallback(int x, int y) { MOB *mob; ATTACK_NAMES attack = ATTACK_NONE; mob = glbCurLevel->getMob(x, y); if (mob) { if (getMagicType() == MAGICTYPE_WAND) { switch ((WAND_NAMES) getMagicClass()) { case WAND_FIRE: attack = ATTACK_FIREWAND; break; case WAND_ICE: attack = ATTACK_ICEWAND; break; case WAND_DIGGING: if (mob->getDefinition() == MOB_EARTHELEMENTAL) { attack = ATTACK_DIGEARTHELEMENTAL; } break; case WAND_SLEEP: attack = ATTACK_SLEEPWAND; break; default: break; } } switch (getDefinition()) { case ITEM_LIGHTNINGRAPIER: // note it is very important that this can't charge lightning // rapiers! attack = ATTACK_ZAPLIGHTNINGRAPIER; break; default: // No, I am not going to list all the items here to take // advantage of enumeration warnings. break; } if (attack != ATTACK_NONE) { mob->receiveDamage(attack, ourZapper.getMob(), this, 0, ATTACKSTYLE_WAND); } } // Special square related stuff... if (getMagicType() == MAGICTYPE_WAND && getMagicClass() == WAND_DIGGING) { SQUARE_NAMES tile; tile = (SQUARE_NAMES) glbCurLevel->getTile(x, y); switch (tile) { case SQUARE_EMPTY: case SQUARE_WALL: { glbCurLevel->setTile(x, y, SQUARE_CORRIDOR); break; } case SQUARE_DOOR: case SQUARE_BLOCKEDDOOR: case SQUARE_SECRETDOOR: { // Can't tunnel through these! return false; } default: break; } } if (getMagicType() == MAGICTYPE_WAND && getMagicClass() == WAND_ICE) { // On successful freeze, fizzle out wand. if (glbCurLevel->freezeSquare(x, y, ourZapper.getMob())) return false; } if (getMagicType() == MAGICTYPE_WAND && getMagicClass() == WAND_FIRE) { // Fire wands keep burning :> glbCurLevel->burnSquare(x, y, ourZapper.getMob()); } return true; } bool ITEM::randomTeleport(MAP *map, bool mapownsitem, MOB *teleporter) { // Check for tele fixed items. if (hasIntrinsic(INTRINSIC_TELEFIXED)) { formatAndReport("%U ."); return false; } bool teleported = false; int x, y; if (map->findRandomLoc(x, y, MOVE_WALK, true, false, false, false, false, false)) { // Teleport the item formatAndReport("%U ."); // We lose our mapping information. markMapped(false); if (mapownsitem) map->dropItem(this); // This ensures our item maps are updated // and it drops in lava, etc. map->acquireItem(this, x, y, teleporter); teleported = true; } return teleported; } bool ITEM::fallInHole(MAP *curLevel, bool mapownsitem, MOB *dropper) { MAP *nextmap; int x, y; nextmap = curLevel->getMapDown(); if (!nextmap) { formatAndReport("%R fall stopped by an invisible barrier."); return false; } if (!nextmap->findRandomLoc(x, y, MOVE_WALK, true, false, false, false, false, false)) { formatAndReport("%U on the edge of a hole."); return false; } formatAndReport("%U into a hole."); // We no longer know where it is markMapped(false); if (mapownsitem) curLevel->dropItem(this); nextmap->acquireItem(this, x, y, dropper); return true; } ITEM * ITEM::load(SRAMSTREAM &is) { ITEM *me; int val; me = new ITEM(); is.uread(val, 8); me->myDefinition = val; me->myName.load(is); is.uread(val, 8); val ^= 1; me->myStackCount = val; is.uread(val, 8); me->myX = val; is.uread(val, 8); me->myY = val; is.read(val, 8); me->myEnchantment = val; is.uread(val, 8); me->myCharges = val; is.uread(val, 8); me->myPoison = val; is.uread(val, 8); me->myPoisonCharges = val; is.uread(val, 32); val ^= glb_itemdefs[me->myDefinition].flag1; me->myFlag1 = (ITEMFLAG1_NAMES) val; // Read in the corpse mob. me->myCorpseMob.load(is); if (!me->myCorpseMob.isNull()) { MOB *mob; mob = MOB::load(is); // myCorpseMob will already point to mob, but might as well // assert. UT_ASSERT(mob == me->myCorpseMob.getMob()); } return me; } void ITEM::save(SRAMSTREAM &os) { os.write(myDefinition, 8); myName.save(os); os.write(myStackCount ^ 1, 8); os.write(myX, 8); os.write(myY, 8); os.write(myEnchantment, 8); os.write(myCharges, 8); os.write(myPoison, 8); os.write(myPoisonCharges, 8); os.write(myFlag1 ^ glb_itemdefs[myDefinition].flag1, 32); // Save our corpse mob. // If it is non-zero, we also will save the mob itself. MOB *mob; mob = myCorpseMob.getMob(); myCorpseMob.save(os); if (mob) mob->save(os); // TODO: Save the name??? } bool ITEM::verifyMob() const { MOB *mob; mob = myCorpseMob.getMob(); if (mob) return mob->verifyMob(); return true; } bool ITEM::verifyCounterGone(INTRINSIC_COUNTER *counter) const { MOB *mob; mob = myCorpseMob.getMob(); if (mob) return mob->verifyCounterGone(counter); return true; } void ITEM::loadGlobal(SRAMSTREAM &is) { int i, val; for (i = 0; i < NUM_ITEMS; i++) { is.uread(val, 8); glb_magicitem[i] = val; } for (i = 0; i < NUM_ITEMS; i++) { is.uread(val, 8); glb_itemid[i] = val ? true : false; } for (i = 0; i < NUM_ITEMS; i++) { char buf[100]; is.readString(buf, 100); if (glb_itemnames[i]) free(glb_itemnames[i]); if (buf[0]) glb_itemnames[i] = strdup(buf); else glb_itemnames[i] = 0; } } void ITEM::saveGlobal(SRAMSTREAM &is) { int i, val; for (i = 0; i < NUM_ITEMS; i++) { val = glb_magicitem[i]; is.write(val, 8); } for (i = 0; i < NUM_ITEMS; i++) { val = glb_itemid[i]; is.write(val, 8); } for (i = 0; i < NUM_ITEMS; i++) { is.writeString(glb_itemnames[i], 100); } } powder118_src/artifact.cpp0000644000175300010010000002603511035423241012671 0ustar /* * PROPRIETARY INFORMATION. This software is proprietary to POWDER * Development, and is not to be reproduced, transmitted, or disclosed * in any way without written permission. * * Produced by: Jeff Lait * * POWDER Development * * NAME: artifact.cpp ( POWDER Library, C++ ) * * COMMENTS: * This code manages the list of allocated artifacts, and the code * required to build artifacts. */ #include "artifact.h" #include "rand.h" #include "grammar.h" // This is the root artifact pointer. Disgusting O(N) search for // each artifact, but likely cheaper than rebuilding from the string. // Theoritically, total number of artifacts is low. ARTIFACT *glb_artifacts = 0; int glb_artifactseed = 0; ARTIFACT::ARTIFACT() { // We want to ensure all of the attacks are fully initialized. // This is more difficult than one may think, as their data structure // changes when source.txt does. // By initializing from safe attacks, new attack bits won't // be uninitalized when our build code doesn't know about them. memcpy(&attack, &glb_attackdefs[ATTACK_MISUSED], sizeof(ATTACK_DEF)); memcpy(&thrownattack, &glb_attackdefs[ATTACK_MISTHROWN], sizeof(ATTACK_DEF)); hasattack = false; hasthrownattack = false; acbonus = 0; lightradius = 0; iscarryintrinsic = 0; intrinsics = 0; name = 0; baseitem = ITEM_NONE; next = 0; } ARTIFACT::~ARTIFACT() { if (intrinsics) free(intrinsics); if (name) free(name); delete next; } // // Artifact functions // int artifact_rand() { // This is straight from K & R glb_artifactseed = (1103515245 * glb_artifactseed + 12345); glb_artifactseed &= 32767; return glb_artifactseed; } // Seeds the artifact RNG with the given name. // We don't want to just reseed our main RNG as we don't have // an efficient seed/unseed procedure. (getseed will truncate // the RNG state to 32 bits) void artifact_seed(const char *name) { glb_artifactseed = 0; while (*name) { glb_artifactseed *= 37; glb_artifactseed += *name; name++; } glb_artifactseed = glb_artifactseed & 32767; // We want to iterate the random number generator a few times // to remove the highly dependent variables // (as we are seeding from a string hash, our initial values // are likely strongly correlated) // cf: http://home1.gte.net/deleyd/random/random4.html artifact_rand(); artifact_rand(); artifact_rand(); } int artifact_randchoice(int num) { int v; // Choice of 0 or 1 is always 0. if (num < 2) return 0; v = abs(artifact_rand()); v %= num; return v; } bool artifact_randchance(int percentage) { int percent; percent = artifact_randchoice(100); // We want strict less than so percentage 0 will never pass, // and percentage 99 will pass only one in 100. return percent < percentage; } void artifact_init() { delete glb_artifacts; glb_artifacts = 0; } BUF artifact_buildname(ITEM_NAMES /*definition*/) { BUF buf; // A collection of self-serving syllables, often dredged from // r.g.r.d. // Should divide into different categories. Some are true syllables // (such as "oma") which should be appended together. Other are // miniwords (like "shock") that should be joined with hyphens or // mixed case (as in: ShockFrost) const char *syllables[] = { "shock", "frost", "amy", "wang", "whiz", "wor", "brask", "trey", "klay", "oma", "upa", "relat", "froody", "bar", "baz", "zub", "tree", "orc", "smash", "yyz", "were", "slug", 0 }; int num_syllable, syl; for (num_syllable = 0; syllables[num_syllable]; num_syllable++); // 2-3 syllables. // Ideally we should sometimes hyphenate these. // This would all, I think, be much easier in German than English. syl = rand_choice(num_syllable); buf.strcpy(syllables[syl]); syl = rand_choice(num_syllable); buf.strcat(syllables[syl]); // A strong effect can be achieved by doubling the last // syllable, so increase the probability of that (Orcsmashsmash) if (!rand_choice(3)) { if (rand_choice(3)) buf.strcat(syllables[rand_choice(num_syllable)]); else buf.strcat(syllables[syl]); } return (gram_capitalize(buf)); } // // Either looks up the artifact, or builds it from scratch and adds it // to our cache. // The artifact data structure tells the ITEM::get functions how to // overload the items behaviour. // Just started a nice glass of wine with those code. // Be warned. Music just stopped. Must restart it. New song is: // Gypsy Kings: Bem, Bem, Maria // ARTIFACT * artifact_buildartifact(const char *name, ITEM_NAMES baseitem) { // Search for an existing artifact definition. ARTIFACT *art; ITEMTYPE_NAMES itemtype; if (!name) return 0; for (art = glb_artifacts; art; art = art->next) { if (baseitem == art->baseitem && !strcmp(art->name, name)) { return art; } } // No artifact found. Build a new one. art = new ARTIFACT(); art->next = glb_artifacts; glb_artifacts = art; art->name = strdup(name); art->baseitem = baseitem; itemtype = (ITEMTYPE_NAMES) glb_itemdefs[baseitem].itemtype; // Now onto Guns & Roses: You're Crazy. INTRINSIC_NAMES int_good[] = { INTRINSIC_FAST, INTRINSIC_UNCHANGING, INTRINSIC_RESISTSTONING, INTRINSIC_RESISTFIRE, INTRINSIC_RESISTCOLD, INTRINSIC_RESISTSHOCK, INTRINSIC_RESISTACID, INTRINSIC_RESISTPOISON, // INTRINSIC_RESISTPHYSICAL, // I think this is too powerful. INTRINSIC_TELEPORTCONTROL, INTRINSIC_REGENERATION, INTRINSIC_REFLECTION, INTRINSIC_SEARCH, // In someways, this is bad :> INTRINSIC_INVISIBLE, INTRINSIC_SEEINVISIBLE, INTRINSIC_TELEPATHY, INTRINSIC_NOBREATH, INTRINSIC_LIFESAVE, // You don't want this on +7 sword :> // Especially if it kicks in prior to // your amulet :> INTRINSIC_RESISTSLEEP, INTRINSIC_FREEDOM, INTRINSIC_WATERWALK, INTRINSIC_JUMP, INTRINSIC_WARNING, INTRINSIC_DIG, INTRINSIC_NONE }; INTRINSIC_NAMES int_bad[] = { INTRINSIC_SLOW, INTRINSIC_TELEPORT, INTRINSIC_TELEFIXED, INTRINSIC_POSITIONREVEALED, INTRINSIC_MISSINGFINGER, INTRINSIC_MAGICDRAIN, INTRINSIC_BLEED, INTRINSIC_VULNSILVER, INTRINSIC_VULNFIRE, INTRINSIC_VULNCOLD, INTRINSIC_VULNACID, INTRINSIC_VULNSHOCK, INTRINSIC_VULNPHYSICAL, INTRINSIC_BLIND, INTRINSIC_STRANGLE, INTRINSIC_TIRED, INTRINSIC_AFLAME, // Look forward to fireresist + aflame :> INTRINSIC_POLYMORPH, INTRINSIC_NOISY, INTRINSIC_DEAF, INTRINSIC_CONFUSED, INTRINSIC_AMNESIA, INTRINSIC_NOREGEN, INTRINSIC_NONE }; int numgood, numbad; // There is a cool sizeof() method that could simplify this. // Too lazy to figure it out, however. for (numgood = 0; int_good[numgood] != INTRINSIC_NONE; numgood++); for (numbad = 0; int_bad[numbad] != INTRINSIC_NONE; numbad++); // Ensure we start picking well artifact_seed(name); // There is a 90% chance of one bonus intrinsic. // After that, we have a 10% chance per intrinsic. char intbuf[100]; int numints; numints = 0; if (artifact_randchance(90)) { do { intbuf[numints++] = int_good[artifact_randchoice(numgood)]; } while (artifact_randchance(10) && numints < 99); } // There is a cumalative 10% chance of a bad intrinsic. while (artifact_randchance(10) && numints < 99) { intbuf[numints++] = int_bad[artifact_randchoice(numbad)]; } // If we had any intrinsics, we want to add them to art. if (numints) { intbuf[numints++] = '\0'; art->intrinsics = strdup(intbuf); } // Determine light radius. Artifacts lacking intrinsics // will always get light. Light is really cool! // NOTE: Because of this, a lit artifact has a 50% chance // of having no intrinsics! if (!numints || artifact_randchance(10)) { art->lightradius = 2; // 30% for each higher amount. while (art->lightradius < 6 && artifact_randchance(30)) { art->lightradius++; } } // Determine if we get carry intrinsic. This is *very* powerful. // Be careful about giving this. if (numints && artifact_randchance(1)) art->iscarryintrinsic = 1; // Armour types get an AC bonus. // Weapons have a 10% chance of a bonus. Extra bonuses // occur with a 30% chance. int acbonus = 0; bool weapac = artifact_randchance(10); do { acbonus++; } while (artifact_randchance(30) && (acbonus < 99)); if (itemtype == ITEMTYPE_ARMOUR || (itemtype == ITEMTYPE_WEAPON && weapac)) { art->acbonus = acbonus; } // Determine bonus attacks. // Weapons always get a bonus attack. Other things // a 10% chance. int numverbs, verb; // Possible verb/element combinations const char *verbs[] = { "pulverize", "burn", "freeze", "zap", "dissolve", "blind", "drain", 0 }; const ELEMENT_NAMES elements[] = { ELEMENT_PHYSICAL, ELEMENT_FIRE, ELEMENT_COLD, ELEMENT_SHOCK, ELEMENT_ACID, ELEMENT_LIGHT, ELEMENT_DEATH }; for (numverbs = 0; verbs[numverbs]; numverbs++); art->hasattack = false; if (itemtype == ITEMTYPE_WEAPON || artifact_randchance(10)) { art->hasattack = true; verb = artifact_randchoice(numverbs); art->attack.verb = verbs[verb]; // A random damage amount. art->attack.damage.myNumdie = artifact_randchoice(2) + 1; art->attack.damage.mySides = artifact_randchoice(8) + 1; art->attack.damage.myBonus = artifact_randchoice(4); // Inherit our base item's bonus to hit art->attack.bonustohit = glb_attackdefs[glb_itemdefs[baseitem].attack].bonustohit; // And get a bit extra... while (artifact_randchance(30) && (art->attack.bonustohit < 99)) { art->attack.bonustohit++; } art->attack.element = elements[verb]; // Chain the attack. if (glb_itemdefs[baseitem].attack != ATTACK_MISUSED) art->attack.sameattack = glb_itemdefs[baseitem].attack; } // Determine thrown attack. // Weapons have a 10% chance. Thrown weapons 100% chance. art->hasthrownattack = false; if (itemtype == ITEMTYPE_WEAPON && (glb_itemdefs[baseitem].thrownattack != ATTACK_MISTHROWN || artifact_randchance(10))) { art->hasthrownattack = true; // Determine the range... art->thrownattack.range = glb_attackdefs[glb_itemdefs[baseitem].thrownattack].range; while (artifact_randchance(30) && (art->thrownattack.range < 99)) { art->thrownattack.range++; } // Inherit our base item's bonus to hit art->thrownattack.bonustohit = glb_attackdefs[glb_itemdefs[baseitem].thrownattack].bonustohit; // And get a bit extra... while (artifact_randchance(30) && (art->thrownattack.bonustohit < 99)) { art->thrownattack.bonustohit++; } // A random damage amount. art->thrownattack.damage.myNumdie = artifact_randchoice(2) + 1; art->thrownattack.damage.mySides = artifact_randchoice(8) + 1; art->thrownattack.damage.myBonus = artifact_randchoice(4); // Chain the attack. if (glb_itemdefs[baseitem].thrownattack != ATTACK_MISTHROWN) art->thrownattack.sameattack = glb_itemdefs[baseitem].thrownattack; } // TODO: Zappable artifacts! return art; } powder118_src/msg.h0000644000175300010010000000403411316000404011314 0ustar /* * PROPRIETARY INFORMATION. This software is proprietary to POWDER * Development, and is not to be reproduced, transmitted, or disclosed * in any way without written permission. * * Produced by: Jeff Lait * * POWDER Development * * NAME: msg.h ( POWDER Library, C++ ) * * COMMENTS: * Platform independent message handler. * * This is the message glue library. It handles the writing * of status messages or prompts to the display. It deals with * -more-, scrollback, wordwrap, etc. * * For displaying a block of scrollable text, see the gfx_ * functions in gfx_engine. */ #ifndef __msg_h__ #define __msg_h__ #include "buf.h" void msg_init(); // Waits for any net-new keypress. void msg_awaitaccept(); // Send a standard message across. This program will handle line wrapping, // pausing for user to read long messages or for the previous message // to clear, etc. void msg_report(const char *msg, bool wait=true); void msg_report(BUF buf, bool wait=true); // Much like msg_report, except the message is first broadcast across // the center of the screen. It is then placed into the message buffer // for scrollback purposes. void msg_announce(const char *msg); void msg_announce(BUF buf); // This does an append-style message. It will allow this message to break // between lines (but not "pages"), and be tacked on after other messages. void msg_append(const char *msg); // This message requires an accept before it continues. void msg_alert(const char *msg); // Asks the user for a questions, return false if cancelled bool msg_askdir(const char *question, int &dx, int &dy, bool allowdiag=false); // Clear all messages. void msg_clear(); // Reports if queue is empty. bool msg_isempty(); // Restores the last message that was cleared. // Using this repeatedly will get earlier messages, and restorelast // of false will get later messages. If it is outside its valid range, // false is returned. bool msg_restore(bool restorelast); // Shows the entire message history in the pager. void msg_displayhistory(); #endif powder118_src/mt19937ar.c0000644000175300010010000001461210573562004012121 0ustar /* A C-program for MT19937, with initialization improved 2002/1/26. Coded by Takuji Nishimura and Makoto Matsumoto. Before using, initialize the state by using init_genrand(seed) or init_by_array(init_key, key_length). Copyright (C) 1997 - 2002, Makoto Matsumoto and Takuji Nishimura, All rights reserved. Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met: 1. Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer. 2. Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution. 3. The names of its contributors may not be used to endorse or promote products derived from this software without specific prior written permission. THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. Any feedback is very welcome. http://www.math.sci.hiroshima-u.ac.jp/~m-mat/MT/emt.html email: m-mat @ math.sci.hiroshima-u.ac.jp (remove space) */ /* This has been modified for POWDER * - The state vector is no longer static but allocated dynamically. */ #include /* Period parameters */ #define N 624 #define M 397 #define MATRIX_A 0x9908b0dfUL /* constant vector a */ #define UPPER_MASK 0x80000000UL /* most significant w-r bits */ #define LOWER_MASK 0x7fffffffUL /* least significant r bits */ /* We allocate the state dynamically so it doesn't rob the stack. */ static unsigned long *mt; /* the array for the state vector */ static int mti=N+1; /* mti==N+1 means mt[N] is not initialized */ /* initializes mt[N] with a seed */ void init_genrand(unsigned long s) { mt[0]= s & 0xffffffffUL; for (mti=1; mti> 30)) + mti); /* See Knuth TAOCP Vol2. 3rd Ed. P.106 for multiplier. */ /* In the previous versions, MSBs of the seed affect */ /* only MSBs of the array mt[]. */ /* 2002/01/09 modified by Makoto Matsumoto */ mt[mti] &= 0xffffffffUL; /* for >32 bit machines */ } } /* initialize by an array with array-length */ /* init_key is the array for initializing keys */ /* key_length is its length */ /* slight change for C++, 2004/2/26 */ void init_by_array(unsigned long init_key[], int key_length) { int i, j, k; init_genrand(19650218UL); i=1; j=0; k = (N>key_length ? N : key_length); for (; k; k--) { mt[i] = (mt[i] ^ ((mt[i-1] ^ (mt[i-1] >> 30)) * 1664525UL)) + init_key[j] + j; /* non linear */ mt[i] &= 0xffffffffUL; /* for WORDSIZE > 32 machines */ i++; j++; if (i>=N) { mt[0] = mt[N-1]; i=1; } if (j>=key_length) j=0; } for (k=N-1; k; k--) { mt[i] = (mt[i] ^ ((mt[i-1] ^ (mt[i-1] >> 30)) * 1566083941UL)) - i; /* non linear */ mt[i] &= 0xffffffffUL; /* for WORDSIZE > 32 machines */ i++; if (i>=N) { mt[0] = mt[N-1]; i=1; } } mt[0] = 0x80000000UL; /* MSB is 1; assuring non-zero initial array */ } /* generates a random number on [0,0xffffffff]-interval */ unsigned long genrand_int32(void) { unsigned long y; static unsigned long mag01[2]={0x0UL, MATRIX_A}; /* mag01[x] = x * MATRIX_A for x=0,1 */ if (mti >= N) { /* generate N words at one time */ int kk; if (mti == N+1) /* if init_genrand() has not been called, */ init_genrand(5489UL); /* a default initial seed is used */ for (kk=0;kk> 1) ^ mag01[y & 0x1UL]; } for (;kk> 1) ^ mag01[y & 0x1UL]; } y = (mt[N-1]&UPPER_MASK)|(mt[0]&LOWER_MASK); mt[N-1] = mt[M-1] ^ (y >> 1) ^ mag01[y & 0x1UL]; mti = 0; } y = mt[mti++]; /* Tempering */ y ^= (y >> 11); y ^= (y << 7) & 0x9d2c5680UL; y ^= (y << 15) & 0xefc60000UL; y ^= (y >> 18); return y; } /* generates a random number on [0,0x7fffffff]-interval */ long genrand_int31(void) { return (long)(genrand_int32()>>1); } /* generates a random number on [0,1]-real-interval */ double genrand_real1(void) { return genrand_int32()*(1.0/4294967295.0); /* divided by 2^32-1 */ } /* generates a random number on [0,1)-real-interval */ double genrand_real2(void) { return genrand_int32()*(1.0/4294967296.0); /* divided by 2^32 */ } /* generates a random number on (0,1)-real-interval */ double genrand_real3(void) { return (((double)genrand_int32()) + 0.5)*(1.0/4294967296.0); /* divided by 2^32 */ } /* generates a random number on [0,1) with 53-bit resolution*/ double genrand_res53(void) { unsigned long a=genrand_int32()>>5, b=genrand_int32()>>6; return(a*67108864.0+b)*(1.0/9007199254740992.0); } /* These real versions are due to Isaku Wada, 2002/01/09 added */ #if 0 int main(void) { int i; unsigned long init[4]={0x123, 0x234, 0x345, 0x456}, length=4; init_by_array(init, length); printf("1000 outputs of genrand_int32()\n"); for (i=0; i<1000; i++) { printf("%10lu ", genrand_int32()); if (i%5==4) printf("\n"); } printf("\n1000 outputs of genrand_real2()\n"); for (i=0; i<1000; i++) { printf("%10.8f ", genrand_real2()); if (i%5==4) printf("\n"); } return 0; } #endif powder118_src/README.TXT0000644000175300010010000000770311256550501011734 0ustar Welcome to POWDER! This is the distribution of the POWDER roguelike created by me (Jeff Lait) for the Gameboy Advance. There's not much in this README, primarily because I've been to lazy to turn questions into a FAQ, but also because I'm relying on the built-in help to provide proper documentation. Check out: http://www.zincland.com/powder If that website is gone, I recommend mashing all the keys on your GBA until you find out what controls what. To get in game help on the Gameboy, while playing hit [Start], scroll down to Options..., then select Help. The Gameboy help option will explain how the Gameboy buttons work. If you want to work on POWDER, please contact me! I am not adverse to outside input - the tilesets other than classic are all from POWDER players. Special room maps are also relatively easy to build. Coding is also an option - POWDER's source is available on the zincland website. Please read COPYING.TXT in the source distribution for details. Thanks to Will Shattuck, we now have a key-assignment list for those playing the PC versions of POWDER: ========================== POWDER Key Assignments ========= Movement: ========= k 8 h.l or 4.6 or arrow keys j 2 Both > and < can be used to climb ladders, dive into or swim out of pools, or climb into or out of pits. By default, you attack things when you move into them. If you change your safewalk status, either permamently with the safe walk option, or temporarily by hitting Ctrl, you will not attack when you try to move into creatures. Shift-moving will swap in that direction. Alt-moving will jump. =========== Other Keys: =========== [ENTER], Space, 5 = select current entry, bring up context menu, Esc, 0 = cancel current entry or menu These can be pressed when walking around the map. ? = Help i = Inventory O = Options Menu o = Open c = Close e = Eat B = Breathe (Not very interesting in your default state) W = Move (Also not very interesting... usually) <, > = Climb up (<) or down (>) , or g = Pick up Item S = Swap position with a creature. R = Go to sleep and rest. q = Release control of possessed creature. s = search . or w or 5 = Wait r = Run until you see something interesting. x = Look. Get detailed monster info by looking at them. z = Cast a spell J = Jump m or X = Mini-map N = Name a creature C = Command a creature _ = Pray. F = Forget Something. Useful when you have run out of skill/spell slots. f = Fire quivered item p or ^p = Previous message v = View message history V = Command List & = Make a wish ===================== Inventory Quick Keys: ===================== Instead of using the context sensitive menu in the inventory menu, you can hit these keys directly. w = Wear or Wield T = Take off d = Drop e = Eat or Quaff r = Read. When reading a book, hit 'i' or '?' to get info on that spell or skill. ! = Dip z = Zap f = Mark as a favorite. Favorite items are outlined yellow and sorted first. q = Put in Quiver. Quiverred items are 'f'ired. They are also autopicked up for free when you walk over them. t = Throw n = Name s = Sort inventory S = Split Stack x = Examine ========================== POWDER Status Line S12H010/01M010/00X932L02 LR AB ^ ^^ ^ ^^ ^ ^^ ^ ^ ^ ^ | || | || | || | | | \-- Button mappings on GBA, Zinc on SDL | || | || | || | | \------ Current Dungeon Level | || | || | || | \-------- Ladder icon | || | || | || \---------- Experience, new level every 1000 | || | || | |\------------ X for Experience | || | || | \------------- Magic Level, +1 spell slot per level | || | || \----------------- Magic Points | || | |\------------------- Purple Wizard Hat | || | \-------------------- Physical Level, +1 skill slot per level | || \------------------------ Hit Points | |\-------------------------- Red Heart | \--------------------------- AC: How much armour you have \----------------------------- Shield If you have read this, please contact me at: jmlait@zincland.com powder118_src/piety.cpp0000644000175300010010000010300611647546742012245 0ustar /* * PROPRIETARY INFORMATION. This software is proprietary to POWDER * Development, and is not to be reproduced, transmitted, or disclosed * in any way without written permission. * * Produced by: Jeff Lait * * POWDER Development * * NAME: piety.cpp ( POWDER Library, C++ ) * * COMMENTS: * This implements all the piety handling code. */ #include "glbdef.h" #include "assert.h" #include #include "creature.h" #include "piety.h" #include "sramstream.h" #include "item.h" #include "itemstack.h" #include "msg.h" #include "map.h" #include "encyc_support.h" // // This stores our total piety & total action points. // s16 glbPiety[NUM_GODS]; s16 glbGodPoints[NUM_GODS]; GOD_NAMES glbChosenGod = GOD_AGNOSTIC; GOD_NAMES glbWhimOfXOM; u8 glbWhimOfXOMTimer; u8 glbFlameStrikeTimer; GOD_NAMES glbFlameGod; // // Global Piety Functions // GOD_NAMES piety_randomnonxomgod() { int god; while (1) { god = rand_choice(NUM_GODS); if (god == GOD_AGNOSTIC || god == GOD_CULTIST) continue; break; } return (GOD_NAMES) god; } void piety_init() { GOD_NAMES god; FOREACH_GOD(god) { glbPiety[god] = 0; glbGodPoints[god] = 0; } // We do not set our god here as it was set in the god selection // stage // glbChosenGod = GOD_AGNOSTIC; glbWhimOfXOM = piety_randomnonxomgod(); glbWhimOfXOMTimer = rand_range(100, 200); glbFlameStrikeTimer = 0; glbFlameGod = GOD_AGNOSTIC; } GOD_NAMES piety_chosengod() { return glbChosenGod; } int piety_chosengodspiety() { GOD_NAMES god = piety_chosengod(); if (god == GOD_AGNOSTIC) return 0; return glbPiety[god]; } void piety_setgod(GOD_NAMES god) { glbChosenGod = god; } void piety_load(SRAMSTREAM &is) { int val; GOD_NAMES god; FOREACH_GOD(god) { is.read(val, 16); glbPiety[god] = val; is.read(val, 16); glbGodPoints[god] = val; } is.read(val, 8); glbChosenGod = (GOD_NAMES) val; is.read(val, 8); glbWhimOfXOM = (GOD_NAMES) val; is.read(val, 8); glbWhimOfXOMTimer = val; is.read(val, 8); glbFlameStrikeTimer = val; is.read(val, 8); glbFlameGod = (GOD_NAMES) val; } void piety_save(SRAMSTREAM &os) { GOD_NAMES god; FOREACH_GOD(god) { os.write(glbPiety[god], 16); os.write(glbGodPoints[god], 16); } os.write(glbChosenGod, 8); os.write(glbWhimOfXOM, 8); os.write(glbWhimOfXOMTimer, 8); os.write(glbFlameStrikeTimer, 8); os.write(glbFlameGod, 8); } // // MOB::piety Functions // void MOB::pietyKill(MOB *mob, ATTACKSTYLE_NAMES attackstyle) { int val; // Check to see if we are a slave. If so, grant the piety // to our master as well. MOB *master; master = getMaster(); if (master) { master->pietyKill(mob, ATTACKSTYLE_MINION); } val = mob->getExpLevel(); if (val < getExpLevel() - 5) val = 1; else if (val < getExpLevel() + 2) val = 2; else val = 3; if (attackstyle != ATTACKSTYLE_SPELL) pietyGrant(GOD_FIGHTER, val * 2); if (attackstyle == ATTACKSTYLE_MELEE) pietyGrant(GOD_BARB, val); else pietyGrant(GOD_NECRO, val); if (attackstyle == ATTACKSTYLE_SPELL) pietyGrant(GOD_WIZARD, val); if (attackstyle == ATTACKSTYLE_THROWN) pietyGrant(GOD_ROGUE, val); if (mob->defn().mobtype == MOBTYPE_UNDEAD) { pietyGrant(GOD_CLERIC, val); } } void MOB::pietyEat(ITEM *item, int foodval) { if (item->getCorpseMob()) { // Fallen foe.... // Only counts if you aren't hungry. if (getHungerLevel() > HUNGER_HUNGRY) pietyGrant(GOD_CLERIC, -2); } } void MOB::pietyDress(INTRINSIC_NAMES intrinsic) { // Only one in 5 chance of actually responding to this state. if (rand_choice(5)) return; if (intrinsic == INTRINSIC_DRESSED_WIZARD) pietyGrant(GOD_WIZARD, 1); if (intrinsic == INTRINSIC_DRESSED_FIGHTER) pietyGrant(GOD_FIGHTER, 1); if (intrinsic == INTRINSIC_DRESSED_RANGER) pietyGrant(GOD_ROGUE, 1); if (intrinsic == INTRINSIC_DRESSED_CLERIC) { // Pax isn't too impressed by all this.. if (rand_choice(8)) return; pietyGrant(GOD_CLERIC, 1); } if (intrinsic == INTRINSIC_DRESSED_NECROMANCER) { // Necros should not be about piety. if (rand_choice(4)) return; pietyGrant(GOD_NECRO, 1); } if (intrinsic == INTRINSIC_DRESSED_BARBARIAN) { // H'ruth isn't into fashion. if (rand_choice(8)) return; pietyGrant(GOD_BARB, 1); } } void MOB::pietyZapWand(ITEM *wand) { pietyGrant(GOD_ROGUE, 2); pietyGrant(GOD_WIZARD, 1); pietyGrant(GOD_BARB, -1); } void MOB::pietySurrounded(int numenemy) { // Barbarian bonus: if (numenemy > 1) { // TODO: This would be a good time to grant BERSERK. pietyGrant(GOD_BARB, numenemy * 2); // Wizards do not like to be surrounded. pietyGrant(GOD_WIZARD, -1); } } void MOB::pietyHeal(int amount, bool self, bool enemy, bool vampiric) { // Necros are rewarded for healing enemies, as it is assumed // one merely wants them to suffer longer. // Otherwise, it isn't something one should be doing. if (enemy || vampiric) pietyGrant(GOD_NECRO, 1); else pietyGrant(GOD_NECRO, -5); // Clerics are of two minds of enemy healing. It is a no-op // as otherwise it would encourage uncleric like behaviour. // We get massive bonuses for healing our pets. if (!enemy) { // vampiric styles of healing are not appreciated. if (vampiric) pietyGrant(GOD_CLERIC, -1); else pietyGrant(GOD_CLERIC, self ? 1 : 3); } } void MOB::pietyCastSpell(SPELL_NAMES spell) { int val; val = glb_spelldefs[spell].mpcost + (glb_spelldefs[spell].hpcost/2) + (glb_spelldefs[spell].xpcost/10); // An additional point is given for every 5 vals. val /= 5; if (val <= 0) val = 1; pietyGrant(GOD_WIZARD, val); if (glb_spelldefs[spell].type == SPELLTYPE_DEATH) { pietyGrant(GOD_NECRO, (val + 1) / 2); pietyGrant(GOD_CLERIC, -val, true); } if (glb_spelldefs[spell].type == SPELLTYPE_HEAL) { pietyGrant(GOD_NECRO, -val, true); pietyGrant(GOD_CLERIC, (val + 1) / 2); } // Forbidden for barbarians! pietyGrant(GOD_BARB, -val, true); } void MOB::pietyCreateTrap() { pietyGrant(GOD_ROGUE, 5); } void MOB::pietyFindSecret() { pietyGrant(GOD_ROGUE, 5); } void MOB::pietyAttack(MOB *mob, const ATTACK_DEF *attack, ATTACKSTYLE_NAMES style) { // Determine if it is a friendly attack. ATTITUDE_NAMES attitude; attitude = mob->getAttitude(this); // Check for attacking friendly or what not. if (attitude == ATTITUDE_FRIENDLY) { // Killing friendly undead is an act of mercy. if (mob->defn().mobtype != MOBTYPE_UNDEAD) pietyGrant(GOD_CLERIC, -5); } if (attitude == ATTITUDE_NEUTRAL) { // It is not *that* bad to start combat. // However, if the target is undead, Pax has no issues. if (mob->defn().mobtype != MOBTYPE_UNDEAD) pietyGrant(GOD_CLERIC, -1); } if ( ( mob->hasIntrinsic(INTRINSIC_PARALYSED) && !mob->hasIntrinsic(INTRINSIC_FREEDOM)) || (mob->hasIntrinsic(INTRINSIC_ASLEEP)) ) { // Strike helpless. pietyGrant(GOD_ROGUE, 1); pietyGrant(GOD_NECRO, 2); // The exception is undead. You are free to // engage them regardless of their status. if (mob->defn().mobtype != MOBTYPE_UNDEAD) { pietyGrant(GOD_CLERIC, -2); } } if (style == ATTACKSTYLE_THROWN) { // Ranged attack. pietyGrant(GOD_ROGUE, 1); pietyGrant(GOD_BARB, -2); } if (style == ATTACKSTYLE_MELEE) { // Melee attack if (!rand_choice(5)) { pietyGrant(GOD_WIZARD, -1); pietyGrant(GOD_NECRO, -1); } } } void MOB::pietyMakeNoise(int noiselevel) { if (noiselevel > 2) { if (!rand_choice(30)) pietyGrant(GOD_ROGUE, -1 * (noiselevel - 2)); } } void MOB::pietyIdentify(ITEM_NAMES /*itemdef*/) { pietyGrant(GOD_ROGUE, 5); pietyGrant(GOD_WIZARD, 3); } void MOB::pietyBreak(ITEM *item) { if (glbWhimOfXOM == GOD_CLERIC) { // The hint makes it seem like that breaking things abuses // ><0|V| The wiki picked up on this and I'd hate for // it to be incorrect so I've retconned this pathway pietyGrant(GOD_CULTIST, -2); } } void MOB::pietyGrant(GOD_NAMES god, int amount, bool forbidden) { // Only record piety for the avatar. if (!isAvatar()) return; // If this god is CULTIST, we need to see what the current // whim of ><0|V| is, and act accordingly. if (god == glbWhimOfXOM) { pietyGrant(GOD_CULTIST, amount, forbidden); } // If the action is forbidden, we want to zero out // our piety in one go. if (forbidden && glbPiety[god] > 0) { // You will likely invoke the wrath of the god. If it is // your god, you will wipe your xp. pietyTransgress(god); glbPiety[god] += amount*10; } // If the piety is negative, and it is your chosen god, // it is twice as bad. if (god == glbChosenGod && amount < 0) amount *= 2; // DIminish returns on positive piety gain to prevent people // stacking up 10k piety for constant healing if (amount > 0) { if (glbPiety[god] > 200) { // Lose 1/16th chance for every 100 piety above this // up to 15 * 100 + 200 = 1700.. int goal = (glbPiety[god]-200)/100; if (goal >= 15) goal = 14; if (rand_choice(16) <= goal) amount = 0; // Double jeopardy for every 1000 there on (Caps at 10k) if (glbPiety[god] > 2000) { if (rand_choice(16) < (glbPiety[god]-2000)/1000) { amount = 0; } } } } // Adjust our piety & god points. if (glbPiety[god] * amount > 0) { // Both piety & amount have same sign, increment god points. if (amount > 0) glbGodPoints[god] += amount; else glbGodPoints[god] -= amount; } glbPiety[god] += amount; // Clamp piety to reasonable limits to avoid overflow/underflow if (glbPiety[god] > 10000) glbPiety[god] = 10000; if (glbPiety[god] < -10000) glbPiety[god] = -10000; // Reduce god points to not become larger than piety. if (abs(glbPiety[god]) < glbGodPoints[god]) glbGodPoints[god] = abs(glbPiety[god]); #if 0 BUF buf; buf.sprintf("%s: %d:%d. ", glb_goddefs[god].name, glbPiety[god], amount); msg_report(buf); #endif } void MOB::pietyTransgress(GOD_NAMES god) { // The user did something forbidden to this god. // The penalty is determined by: // 1) If you are currently following this god, wipe experience, // report transgression, and dump all god piety into punishment. // 2) If you are not, check to see if the god points are more than // your current god's piety. If so, punish. Otherwise it is // assumed that your own god stood in the way. // // We wipe out our god points, but don't wipe out our piety. BUF buf; // First, the god is given as many points as he wants to play with! glbGodPoints[god] = glbPiety[god]; if (god == glbChosenGod) { const char *abusemsg[] = { "Your Actions Defile Me!", "Do you value me so little?", "Respect My Commands!" }; buf.sprintf("%s: %s ", glb_goddefs[god].name, abusemsg[rand_choice(3)]); msg_announce(buf); wipeExp(); pietyPunish(god); } else { if (glbChosenGod == GOD_AGNOSTIC) { const char *agnosticsavemsg[] = { "You sense celestial displeasure. ", "You wonder if there are gods after all? ", "A painful hangnail briefly distracts you. " }; msg_announce(agnosticsavemsg[rand_choice(3)]); // Your powers of disbelief succeed. glbGodPoints[god] = 0; } else if (glbGodPoints[god] > glbPiety[glbChosenGod]) { // Your current god cannot come to your rescue. const char *abusemsg[] = { "%s: Do not look to %s to protect you! ", "%s: You should obey Me! ", "%s: You cannot hide from Me! " }; buf.sprintf(abusemsg[rand_choice(3)], glb_goddefs[god].name, glb_goddefs[glbChosenGod].name); msg_announce(buf); pietyPunish(god); } else { // Let the player know a divine struggle just occurred. const char *godsavemsg[] = { "%s: %s shall not meddle with my disciple! ", "%s: Fear not %s while you follow me! ", "%s: %s! Leave my people alone! " }; buf.sprintf(godsavemsg[rand_choice(3)], glb_goddefs[glbChosenGod].name, glb_goddefs[god].name); msg_announce(buf); // This will cost you piety with your god! glbPiety[glbChosenGod] -= glbGodPoints[god]; // We may have moved our piety to 0. If we leave // our god points, this could result in us being // punished! // Thus, we ensure god points are less than piety. if (glbGodPoints[glbChosenGod] > abs(glbPiety[glbChosenGod])) glbGodPoints[glbChosenGod] = abs(glbPiety[glbChosenGod]); // They all get nullified against your chosen god. glbGodPoints[god] = 0; } } glbPiety[god] = glbGodPoints[god]; glbGodPoints[god] = 0; } void MOB::pietyPunish(GOD_NAMES god) { // Choose a punishment that fits the god and fits the available points. PUNISH_NAMES valid[NUM_PUNISHS]; int numvalid = 0; int points; PUNISH_NAMES punish; BUF buf; points = glbGodPoints[god]; FOREACH_PUNISH(punish) { if (glb_punishdefs[punish].points <= points) { if (strchr(glb_punishdefs[punish].god, (char) god)) { // This god is willing to do this punishment. valid[numvalid++] = punish; } } } // If there is no valid punishments, quit. if (!numvalid) return; punish = valid[rand_choice(numvalid)]; // Subtract the points & apply the punishment. glbGodPoints[god] -= glb_punishdefs[punish].points; switch (punish) { case PUNISH_FLAMESTRIKE: { formatAndReport("%U sulphur."); glbFlameStrikeTimer = rand_range(3, 6); glbFlameGod = god; break; } case PUNISH_SUMMON: { buf.sprintf("%s: Prove your worth! ", glb_goddefs[god].name); msg_announce(buf); MOB *mob; int dx, dy; for (dy = -1; dy <= 1; dy++) { for (dx = -1; dx <= 1; dx++) { if (glbCurLevel->getMob(getX()+dx, getY()+dy)) continue; mob = MOB::createNPC(getExpLevel()+3); if (!mob->canMove(getX() + dx, getY() + dy, true)) { delete mob; continue; } mob->move(getX() + dx, getY() + dy, true); glbCurLevel->registerMob(mob); mob->formatAndReport("%U out of thin air!"); // Ensure we want to kill the target, which is this. mob->setAITarget(this); } } break; } case PUNISH_CURSE_WORN: { buf.sprintf("%s: To the pits with you! ", glb_goddefs[god].name); msg_announce(buf); // Curse only equpped items. receiveCurse(true, false); break; } case PUNISH_CURSE_ANY: { buf.sprintf("%s: A pox on you! ", glb_goddefs[god].name); msg_announce(buf); // Curse all items with equal chance. receiveCurse(false, true); break; } case PUNISH_DISENCHANT_WEAPON: { buf.sprintf("%s: You are an inferior tool! ", glb_goddefs[god].name); msg_announce(buf); // gods do not invoke shuddering. receiveWeaponEnchant(-1, false); break; } case PUNISH_DISENCHANT_ARMOUR: { buf.sprintf("%s: You deserve no protection! ", glb_goddefs[god].name); msg_announce(buf); // gods do not invoke shuddering. receiveArmourEnchant((ITEMSLOT_NAMES)-1, -1, false); break; } case PUNISH_POISON: { buf.sprintf("%s: Drink the poison you have brewed! ", glb_goddefs[god].name); msg_announce(buf); setTimedIntrinsic(0, INTRINSIC_POISON_STRONG, 20); break; } case PUNISH_PARALYSE: { buf.sprintf("%s: Freeze with Fright at my Wrath! ", glb_goddefs[god].name); msg_announce(buf); setTimedIntrinsic(0, INTRINSIC_PARALYSED, 5); break; } case PUNISH_SLEEP: { buf.sprintf("%s: Dream in Terror! ", glb_goddefs[god].name); msg_announce(buf); setTimedIntrinsic(0, INTRINSIC_ASLEEP, 30); break; } case PUNISH_POLY: { MOB_NAMES mob; // Determine a suitable pathetic beast. MOB_NAMES targets[3] = { MOB_MOUSE, MOB_BROWNSLUG, MOB_GRIDBUG }; if (god == GOD_NECRO) mob = MOB_SKELETON; else mob = targets[rand_choice(3)]; buf.sprintf("%s: Learn Humility! ", glb_goddefs[god].name); msg_announce(buf); // And poly the loser into it! actionPolymorph(false, true, mob); break; } case PUNISH_MANADRAIN: { buf.sprintf("%s: Your Magic Will Not Avail You! ", glb_goddefs[god].name); msg_announce(buf); // drain magic. // 50 + 5d10 turns. setTimedIntrinsic(0, INTRINSIC_MAGICDRAIN, rand_dice(5, 10, 50)); break; } case PUNISH_POLYWEAPON: { ITEM *weapon; weapon = getEquippedItem(ITEMSLOT_RHAND); if (!weapon) { // Should not occur? buf.sprintf("%s: I have caught you empty handed! Ha! ", glb_goddefs[god].name); msg_announce(buf); break; } BUF weapname = weapon->getName(); buf.sprintf("%s: Your over use of %s bores me! ", glb_goddefs[god].name, weapname.buffer()); msg_announce(buf); // polymorph the weapon... ITEM *newweapon; newweapon = weapon->polymorph(this); // If the polymorph fails, we don't want to delete // their weapon! if (!newweapon) { // We haven't yet dropped the old weapon, // so just break for status quo break; } // Some day I will make a less error prone way of writing // this. This is not that day! weapon = dropItem(weapon->getX(), weapon->getY()); // If the weapon has a stack, we split & reacquire. Otherwise // we destroy. if (weapon->getStackCount() > 1) { weapon->splitAndDeleteStack(); // Try and reacquire as a non-weapon. if (!acquireItem(weapon)) { // Failed to put in inventory, drop. formatAndReport("%U room for %IU.", weapon); glbCurLevel->acquireItem(weapon, getX(), getY(), 0); } } else { // Toss the item silently delete weapon; } // Re-equip the new item. This could fail. // First, we need it in our inventory. if (!acquireItem(newweapon, &newweapon)) { // Failed to acquire, drop on ground. formatAndReport("%U room for %IU.", newweapon); glbCurLevel->acquireItem(newweapon, getX(), getY(), 0); } else { // It is now in our inventory. Try to equip it, // including failure messages! actionEquip(newweapon->getX(), newweapon->getY(), ITEMSLOT_RHAND); } break; } case NUM_PUNISHS: { // Confusion! buf.sprintf("%s wails in confusion. ", glb_goddefs[god].name); msg_announce(buf); break; } } } bool MOB::pietyBoonValid(BOON_NAMES boon) { ITEM *item; bool haswater = false; bool hascursed = false; bool hasweapon = false; bool hasarmour = false; bool hasnonid = false; // Check for items needed. for (item = myInventory; item; item = item->getNext()) { // Check for potential sanctify: if ( item->getDefinition() == ITEM_WATER && !item->isBlessed()) haswater = true; // Check if the item is an unided artifact or unided // magic type. if (!item->isIdentified() && item->getMagicType() != MAGICTYPE_NONE) hasnonid = true; if (item->getArtifact() && !item->isFullyIdentified()) hasnonid = true; // Check for an uncursing. if (item->isCursed() && item->getX() == 0) hascursed = true; if (item->getX() == 0 && item->getY() == ITEMSLOT_RHAND) hasweapon = true; if (item->getX() == 0 && (item->getY() == ITEMSLOT_LHAND || item->getY() == ITEMSLOT_HEAD || item->getY() == ITEMSLOT_BODY || item->getY() == ITEMSLOT_FEET)) hasarmour = true; } switch (boon) { case BOON_UNCURSE: return hascursed; case BOON_HEAL: if (getHP() < getMaxHP() / 3) return true; return false; case BOON_LICHFORM: if (getHP() < getMaxHP() / 4) return true; return false; case BOON_CURE: return aiIsPoisoned(); case BOON_SANCTIFY: return haswater; case BOON_SURROUNDATTACK: // Verify you are surrounded by a foe... if (calculateFoesSurrounding() > 1) { return true; } break; case BOON_UNSTONE: // If you are turning to stone, and are not actively resisting // turning to stone, then help. return hasIntrinsic(INTRINSIC_STONING) && !hasIntrinsic(INTRINSIC_RESISTSTONING) && !hasIntrinsic(INTRINSIC_UNCHANGING); case BOON_ENCHANT_WEAPON: return hasweapon; case BOON_ENCHANT_ARMOUR: return hasarmour; case BOON_GRANT_SPELL: // TODO: Find if we have any holes in our spell schools. return true; // Trivially true boons: case BOON_GIFT_WEAPON: case BOON_GIFT_ARMOUR: case BOON_GIFT_WAND: case BOON_GIFT_SPELLBOOK: case BOON_GIFT_STAFF: return true; case BOON_IDENTIFY: return hasnonid; case NUM_BOONS: break; } return false; } void MOB::pietyBoon(GOD_NAMES god) { BOON_NAMES valid[NUM_BOONS], boon; int numvalid = 0; BUF buf; ITEM *item; bool hasrescue = false; // Run through the boons determining if they apply and if they // can be paid for. FOREACH_BOON(boon) { // See if we can afford the cost. if (glb_boondefs[boon].points > glbGodPoints[god]) continue; // See if this is a valid god. if (!strchr(glb_boondefs[boon].god, (char) god)) continue; // Check to see if it applies. Eg, no point curing // someone not poisoned. if (pietyBoonValid(boon)) { if (hasrescue && !glb_boondefs[boon].isrescue) continue; if (glb_boondefs[boon].isrescue && !hasrescue) { hasrescue = true; numvalid = 0; } valid[numvalid++] = boon; } } // If no valid boons, quit. if (!numvalid) return; boon = valid[rand_choice(numvalid)]; // Pay the cost. glbGodPoints[god] -= glb_boondefs[boon].points; // Do the boon: switch (boon) { case BOON_UNCURSE: buf.sprintf("%s: Allow me to aid you. ", glb_goddefs[god].name); msg_announce(buf); receiveUncurse(false); break; case BOON_HEAL: buf.sprintf("%s: Your flesh shall mend! ", glb_goddefs[god].name); msg_announce(buf); // Full heal receiveHeal(getMaxHP() - getHP(), 0); break; case BOON_LICHFORM: buf.sprintf("%s: Show your devotion! ", glb_goddefs[god].name); msg_announce(buf); setTimedIntrinsic(0, INTRINSIC_LICHFORM, 2); break; case BOON_SURROUNDATTACK: { buf.sprintf("%s: You've proven your worth!", glb_goddefs[god].name); msg_announce(buf); int dx, dy; FORALL_4DIR(dx, dy) { MOB *mob; mob = glbCurLevel->getMob(getX()+dx, getY()+dy); if (mob && mob->getAttitude(this) == ATTITUDE_HOSTILE) { mob->receiveAttack(ATTACK_SURROUNDSMITE, 0, 0, 0, ATTACKSTYLE_SPELL); } } break; } case BOON_CURE: buf.sprintf("%s: Your affliction pains me! ", glb_goddefs[god].name); msg_announce(buf); receiveCure(); break; case BOON_UNSTONE: buf.sprintf("%s: I wish no more statues. ", glb_goddefs[god].name); msg_announce(buf); clearIntrinsic(INTRINSIC_STONING); setTimedIntrinsic(0, INTRINSIC_RESISTSTONING, 10); break; case BOON_SANCTIFY: { buf.sprintf("%s: Your water is blessed! ", glb_goddefs[god].name); msg_announce(buf); for (item = myInventory; item; item = item->getNext()) { if (item->getDefinition() == ITEM_WATER) { // Twice to ensure we end up at blessed status. item->makeBlessed(); item->makeBlessed(); // It is rather obvious that the water must now be // holy water. item->markCursedKnown(); } } break; } case BOON_ENCHANT_WEAPON: { buf.sprintf("%s: You are my weapon: Cut Deeply! ", glb_goddefs[god].name); msg_announce(buf); receiveWeaponEnchant(1, false); break; } case BOON_ENCHANT_ARMOUR: { buf.sprintf("%s: Accept my protection. ", glb_goddefs[god].name); msg_announce(buf); receiveArmourEnchant((ITEMSLOT_NAMES) -1, 1, false); break; } case BOON_GRANT_SPELL: { buf.sprintf("%s: Knowledge is Power! ", glb_goddefs[god].name); msg_announce(buf); // Random spell.. SPELL_NAMES spell; spell = findSpell(god); if (spell == SPELL_NONE) { // You are so cool you already know all // the spells you can! Deity is suitably impressed. msg_announce("You already have knowledge. Now gain power! "); // Maximize MP. if (getMP() < getMaxMP()) { formatAndReport("%U energized."); myMP = getMaxMP(); } // Bonus XP. formatAndReport("%U experience."); receiveExp(100); } else learnSpell(spell); break; } case BOON_GIFT_WEAPON: case BOON_GIFT_ARMOUR: case BOON_GIFT_WAND: case BOON_GIFT_SPELLBOOK: case BOON_GIFT_STAFF: { buf.sprintf("%s: Use my gift wisely. ", glb_goddefs[god].name); msg_announce(buf); ITEM *gift; gift = ITEM::createRandomType((ITEMTYPE_NAMES) glb_boondefs[boon].gifttype); // Ensure it is blessed and a +3 enchant. gift->makeBlessed(); gift->makeBlessed(); gift->enchant(3 - gift->getEnchantment()); // Drop at feet: buf = formatToString("%IU by %R %B1.", this, 0, 0, gift, getSlotName(ITEMSLOT_FEET) ? getSlotName(ITEMSLOT_FEET) : "shadow"); reportMessage(buf); glbCurLevel->acquireItem(gift, getX(), getY(), 0); break; } case BOON_IDENTIFY: { ITEMSTACK stack; ITEM *item; buf.sprintf("%s: Know Your Tools! ", glb_goddefs[god].name); msg_announce(buf); for (item = myInventory; item; item = item->getNext()) { if (!item->isIdentified() && item->getMagicType() != MAGICTYPE_NONE) stack.append(item); else if (item->getArtifact() && !item->isFullyIdentified()) stack.append(item); } UT_ASSERT(stack.entries()); if (!stack.entries()) break; item = stack(rand_choice(stack.entries())); if (isAvatar()) item->markIdentified(); formatAndReport("%U insight into the nature of %IU.", item); break; } case NUM_BOONS: // Should not occur. break; } } void MOB::pietyAnnounceWhimOfXom() { // If you worship ><0|V|, you get a clue as to his new preference. if (glbChosenGod == GOD_CULTIST) { msg_announce(glb_goddefs[glbWhimOfXOM].whimofxom); } } void MOB::pietyRungods() { GOD_NAMES god; // Only run the god code on the avatar. if (!isAvatar()) return; // Update ><0|V|s whim. if (rand_chance(80)) glbWhimOfXOMTimer--; if (!glbWhimOfXOMTimer) { glbWhimOfXOMTimer = rand_range(100, 200); glbWhimOfXOM = piety_randomnonxomgod(); pietyAnnounceWhimOfXom(); } // If we are worshipping no one god, we get no benefits or punishments. if (glbChosenGod == GOD_AGNOSTIC) { return; } if (glbFlameStrikeTimer) { glbFlameStrikeTimer--; if (!glbFlameStrikeTimer) { BUF buf; buf.sprintf("%s: Suffer my Wrath! ", glb_goddefs[glbFlameGod].name); msg_announce(buf); // Peform flamestrike. // TODO: Have MOBs for placeholders for the gods. receiveAttack(ATTACK_FLAMESTRIKE, 0, 0, 0, ATTACKSTYLE_SPELL); return; } } FOREACH_GOD(god) { // Fickle gods do not always act. // this is broken and should be continue, not return, or we bias // against later gods. if (!rand_choice(10)) return; if (glbGodPoints[god] > 100) { // Consider granting a boon. // TODO: Track number of levels gained and bias // accordingly. if (god == glbChosenGod || !rand_choice(50)) { if (glbPiety[god] > 0) pietyBoon((GOD_NAMES) god); else pietyPunish((GOD_NAMES) god); // Do not test anything else in case we died return; } } } } void MOB::pietyGainLevel() { GOD_NAMES godlist[NUM_GODS], god; int numvalid = 0, i, choice, y; int aorb = 0; MOB *base; SPELL_NAMES spell = (SPELL_NAMES) -1; BUF buf; SKILL_NAMES skill = SKILL_NONE; int newpts; base = myBaseType.getMob(); const char *gainmsg[] = { "You have gained a level! ", "Welcome to the next level. ", "Level Up! ", "You learn from experience. ", "Another kill, Another level. " }; // This message announce helps avoid accidental button presses. msg_announce(gainmsg[rand_choice(5)]); // Report current god... BUF curgod; curgod.sprintf("You currently worship %s. ", glb_goddefs[glbChosenGod].name); msg_report(curgod); FOREACH_GOD(god) { // Is this a valid god? Agnostic is always valid. if (god == GOD_AGNOSTIC || glbPiety[god] >= 10) { godlist[numvalid++] = god; } } // Ask the user to pick a level. char **menu; menu = new char *[numvalid+2]; // First choice is a sentinel to insure rapid clickers don't get // get the wrong choice. menu[0] = "Select a god"; for (i = 0; i < numvalid; i++) { if (godlist[i] != GOD_AGNOSTIC) { // Give some detailed info about the god. // I think providing both numbers is a bit confusing, so // we'll stick with the Piety menu[i+1] = new char [30]; sprintf(menu[i+1], "%-11s (%d)", glb_goddefs[godlist[i]].classname, glbPiety[godlist[i]]); } else menu[i+1] = (char *) glb_goddefs[godlist[i]].classname; } menu[numvalid+1] = 0; while (1) { choice = gfx_selectmenu(30 - 20, 3, (const char **)menu, aorb); for (y = 3; y < 19; y++) gfx_cleartextline(y); if (hamfake_forceQuit()) { // We sadly have to force-pick a god to be able // to save successfully. Adventurer is likely the safest. god = GOD_AGNOSTIC; break; } // Valid choices,,,, if (choice >= 1 && !aorb) { BUF godchoice; // Fix off by one due to sentinel choice--; // User chose godlist[choice]. god = godlist[choice]; // Inform the user of their future decision. // Display the info text. encyc_viewentry("GOD", god); godchoice.sprintf("Follow %s?", glb_goddefs[god].name); // Verify user is serious. if (gfx_yesnomenu(godchoice)) break; } } // Wipe out our menu. for (i = 0; i < numvalid; i++) { if (godlist[i] != GOD_AGNOSTIC) { delete [] menu[i+1]; } } delete [] menu; glbChosenGod = god; formatAndReport("%U %B1.", glb_goddefs[god].name); // Add an exp level. myExpLevel++; // Add our health & magic. myHitDie += glb_goddefs[god].physical; // 3-5 points per level with a bias to 4. Considered having it // controled by piety but that just forces people away from // experimentation. // 2d2+1 newpts = rand_dice(glb_goddefs[god].physical*2, 2, glb_goddefs[god].physical); incrementMaxHP(newpts); if (base) { base->myHitDie += glb_goddefs[god].physical; } myMagicDie += glb_goddefs[god].mental; newpts = rand_dice(glb_goddefs[god].mental*2, 2, glb_goddefs[god].mental); incrementMaxMP(newpts); if (base) { base->myMagicDie += glb_goddefs[god].mental; } int numskill = 0, numspell = 0; skill = findSkill(god, &numskill); spell = findSpell(god, &numspell); // You only get one of skill or spell, never both. // We bias according to the number of valid choices. if (spell != SPELL_NONE && skill != SKILL_NONE) { if (rand_choice(numspell + numskill) < numskill) spell = SPELL_NONE; else skill = SKILL_NONE; } // Special cases for gods... switch (god) { case GOD_CULTIST: { // Gain random hit & magic dice. int phys, ment; phys = rand_choice(5); ment = rand_choice(5); myHitDie += phys; myMagicDie += ment; if (base) { base->myHitDie += phys; base->myMagicDie += ment; } phys = rand_choice(phys * 10); ment = rand_choice(ment * 10); incrementMaxHP(phys); incrementMaxMP(ment); break; } case GOD_WIZARD: { break; } case GOD_CLERIC: { break; } case GOD_NECRO: { break; } case GOD_AGNOSTIC: { // Do nothing! break; } case GOD_FIGHTER: { break; } case GOD_ROGUE: { break; } case GOD_BARB: { break; } case NUM_GODS: { break; } } learnSpell(spell); learnSkill(skill); // Report number of free slots buf.sprintf("You have %d free spell and %d free skill slots.", getFreeSpellSlots(), getFreeSkillSlots()); reportMessage(buf); // If you just started following Xom, pretty important. pietyAnnounceWhimOfXom(); } void MOB::pietyReport() { char *menu[NUM_GODS + 1]; int dressiness[NUM_GODS]; int i, aorb; GOD_NAMES god; determineClassiness(dressiness); FOREACH_GOD(god) { menu[god] = new char[30]; sprintf(menu[god], "%10s: %d (%d)", glb_goddefs[god].name, glbPiety[god], glbGodPoints[god]); if (dressiness[god]) { // Pad out a tad strcat(menu[god], " "); } for (int i = 2; i <= dressiness[god]; i+=2) strcat(menu[god], "*"); if (dressiness[god] & 1) strcat(menu[god], "+"); } menu[NUM_GODS] = 0; { BUF buf; buf.sprintf("Now Worshipping: %s", glb_goddefs[glbChosenGod].name); gfx_printtext(2, 4, buf.buffer()); } gfx_selectmenu(5, 6, (const char **) menu, aorb, glbChosenGod); // And clear it... for (i = 3; i < 18; i++) { gfx_cleartextline(i); } for (i = 0; i < NUM_GODS; i++) delete [] menu[i]; } powder118_src/itemstack.cpp0000644000175300010010000000540311122255404013055 0ustar /* * PROPRIETARY INFORMATION. This software is proprietary to POWDER * Development, and is not to be reproduced, transmitted, or disclosed * in any way without written permission. * * Produced by: Jeff Lait * * POWDER Development * * NAME: itemstack.cpp ( POWDER Library, C++ ) * * COMMENTS: * Implementation of the itemstack functions */ #include #include "assert.h" #include "itemstack.h" template PTRSTACK::PTRSTACK() { myEntries = 0; myExtraSize = 0; myExtraList = 0; } template PTRSTACK::~PTRSTACK() { delete [] myExtraList; } template void PTRSTACK::append(PTR item) { if (myEntries >= PTRSTACK_MINSIZE) { // Need to add to the extra stack. if (myEntries >= PTRSTACK_MINSIZE + myExtraSize) { // Need to expand the extra stack. PTR *newlist; myExtraSize = myExtraSize * 2 + PTRSTACK_MINSIZE; newlist = new PTR[myExtraSize]; if (myExtraList) memcpy(newlist, myExtraList, sizeof(PTR) * (myEntries - PTRSTACK_MINSIZE)); delete [] myExtraList; myExtraList = newlist; } myExtraList[myEntries - PTRSTACK_MINSIZE] = item; } else myLocal[myEntries] = item; myEntries++; } template void PTRSTACK::set(int idx, PTR item) { UT_ASSERT(idx < entries()); UT_ASSERT(idx >= 0); if (idx < 0) return; if (idx >= entries()) return; if (idx >= PTRSTACK_MINSIZE) { idx -= PTRSTACK_MINSIZE; myExtraList[idx] = item; } else myLocal[idx] = item; } template void PTRSTACK::setEntries(int entries) { UT_ASSERT(entries <= myEntries); if (entries > myEntries) return; myEntries = entries; } template PTR PTRSTACK::operator()(int idx) const { UT_ASSERT(idx >= 0 && idx < myEntries); if (idx < 0 || idx >= myEntries) { // This is so you only have to implement an int constructor. return 0; } if (idx < PTRSTACK_MINSIZE) return myLocal[idx]; idx -= PTRSTACK_MINSIZE; return myExtraList[idx]; } template int PTRSTACK::entries() const { return myEntries; } template void PTRSTACK::clear() { setEntries(0); } template void PTRSTACK::collapse() { int i, j; for (i = 0, j = 0; i < entries(); i++) { if (!(*this)(i)) { // Don't increment j! } else { if (i != j) set(j++, (*this)(i)); else j++; } } // Update number of entries. setEntries(j); } template void PTRSTACK::reverse() { PTR tmp; int i, n, r; n = entries(); for (i = 0; i < n / 2; i++) { // Reversed entry. r = n - 1 - i; tmp = (*this)(i); set(i, (*this)(r)); set(r, tmp); } } powder118_src/artifact.h0000644000175300010010000000306110732556373012350 0ustar /* * PROPRIETARY INFORMATION. This software is proprietary to POWDER * Development, and is not to be reproduced, transmitted, or disclosed * in any way without written permission. * * Produced by: Jeff Lait * * POWDER Development * * NAME: artifact.h ( POWDER Library, C++ ) * * COMMENTS: * This handles the randart (cool name - always read that as * random artwork rather than random artifacts). The idea is that * artifact's properties are generated by their names. Thus, the * long sword Foobar will be the same from game to game. */ #ifndef __artifact__ #define __artifact__ #include "mygba.h" #include "glbdef.h" #include "buf.h" class ARTIFACT { public: ARTIFACT(); ~ARTIFACT(); bool hasattack; ATTACK_DEF attack; bool hasthrownattack; ATTACK_DEF thrownattack; s8 acbonus; u8 lightradius; u8 iscarryintrinsic; char *intrinsics; // This is used internally to chain the allocated artifacts. // Treat this as private. char *name; ITEM_NAMES baseitem; ARTIFACT *next; }; // Global initialization code. // This will reset the artifact tables. It should be called // on new game or load. void artifact_init(); // Builds a random artifact name. BUF artifact_buildname(ITEM_NAMES baseitem); // // This builds an artifact table for the given item. // The long sword Foobar has different properties than // the wooden shield Foobar. // // The returned pointer is persistant. // ARTIFACT * artifact_buildartifact(const char *name, ITEM_NAMES baseitem); #endif powder118_src/rand.h0000644000175300010010000000673513166510567011511 0ustar /* * PROPRIETARY INFORMATION. This software is proprietary to POWDER * Development, and is not to be reproduced, transmitted, or disclosed * in any way without written permission. * * Produced by: Jeff Lait * * POWDER Development * * NAME: rand.h ( POWDER Library, C++ ) * * COMMENTS: * All the good old random number routines that form the * backbone of any Roguelike. */ #ifndef __rand_h__ #define __rand_h__ struct DICE { u16 myNumdie, mySides; s16 myBonus; }; // Used to generate our percentile table. #if 0 void rand_print(); #endif void rand_pushstate(); void rand_popstate(); // A safe way to push/pop the state inside a function. class RAND_STATEPUSH { public: RAND_STATEPUSH() { rand_pushstate(); } ~RAND_STATEPUSH() { rand_popstate(); } }; // Needs to be called once. void rand_init(); // Random in inclusive range. int rand_range(int min, int max); // Random from 0..num-1 int rand_choice(int num); // Giving a null terminated list of strings, pick one of the strings // at random const char *rand_string(const char **stringlist); // Rolls the specific number sided die. The reroll count // is how many rerolls you get. Largest is returned. // Result is between 1..num, unless num is 0, in which case it is 0, // or negative, in which case -1..-num. // Negative reroll means you get rerolls but the LEAST is returned. int rand_roll(int sides, int reroll = 0); // Returns the expected value of the rand_roll function, multiplied // by the given scale, rounded to nearest. int rand_rollMean(int sides, int reroll, int scale); // Roll numdieDsides + bonus int rand_dice(int numdie, int sides, int bonus); int rand_dice(const DICE &dice, int multiplier = 1); // Returns the expected result from rolling the dice. int rand_diceMean(const DICE &dice, int multiplier = 1); // Returns the current seed. long rand_getseed(); // Sets the seed... void rand_setseed(long seed); // Returns true percentage % of the time. bool rand_chance(int percentage); // Returns -1 or 1. int rand_sign(); // Initializes dx & dy, only one of which is non-zero. void rand_direction(int &dx, int &dy); // Initializes dx & dy, both of which are not zero. void rand_eightwaydirection(int &dx, int &dy); // Given a direction from 0..3, returns the dx,dy pair for that direction. void getDirection(int dir, int &dx, int &dy); // Given an angle 0..7, returns dx, dy pair. void rand_angletodir(int angle, int &dx, int &dy); // Given a dx & dy, returns the angle. int rand_dirtoangle(int dx, int dy); // Shuffles the given set of numbers... void rand_shuffle(u8 *set, int n); void rand_shuffle(int *set, int n); unsigned int rand_wanginthash(unsigned int key); unsigned int rand_hashstring(const char *s); // Never use this as floats are attrociously slow on GBA double rand_double(); // Builds a random player name void rand_name(char *text, int len); // Some standard methods... #ifndef MIN #define MIN(a, b) ((a) < (b) ? (a) : (b)) #endif #ifndef MAX #define MAX(a, b) ((a) > (b) ? (a) : (b)) #endif #ifndef BOUND #define BOUND(val, low, high) MAX(MIN(val, high), low) #endif #ifndef SIGN #define SIGN(a) ((a) < 0 ? -1 : (a) > 0 ? 1 : 0) #endif #ifndef ABS #define ABS(a) ((a) < 0 ? -(a) : (a)) #endif // Useful to iterate over all directions. #define FORALL_4DIR(dx, dy) \ for (int lcl_angle = 0; getDirection(lcl_angle, dx, dy), lcl_angle < 4; lcl_angle++) #define FORALL_8DIR(dx, dy) \ for (int lcl_angle = 0; rand_angletodir(lcl_angle, dx, dy), lcl_angle < 8; lcl_angle++) #endif powder118_src/bmp.cpp0000644000175300010010000003227011003353121011642 0ustar /* * PROPRIETARY INFORMATION. This software is proprietary to POWDER * Development, and is not to be reproduced, transmitted, or disclosed * in any way without written permission. * * Produced by: Jeff Lait * * POWDER Development * * NAME: bmp.cpp ( BMP Library, C++ ) * * COMMENTS: */ #include "bmp.h" #include "gfx/all_bitmaps.h" #include "mygba.h" #include "gfxengine.h" #ifdef USING_DS #include #include #define iprintf printf #else #endif struct BMPHEAD { char id[2]; int size; int reserved; int headersize; int infosize; int width; int depth; short biplane; short bits; int comp; int imagesize; int xpelperm; int ypelperm; int clrused; int clrimport; }; struct RGBQUAD { u8 blue; u8 green; u8 red; u8 filler; }; void shorttorgb(u16 cd, u8 &r, u8 &g, u8 &b) { r = cd & 31; r <<= 3; cd >>= 5; g = cd & 31; g <<= 3; cd >>= 5; b = cd & 31; } u16 rgbtoshort(u8 red, u8 green, u8 blue) { u16 result; // Reduce to 5 bits. red >>= 3; green >>= 3; blue >>= 3; result = blue; result <<= 5; result |= green; result <<= 5; result |= red; return result; } static short gfx_readportableshort(FILE *fp) { u8 c[2]; short result; fread(c, 2, 1, fp); result = c[0]; result |= c[1] << 8; return result; } static int gfx_readportableint(FILE *fp) { unsigned short s1, s2; int result; s1 = (unsigned short) gfx_readportableshort(fp); s2 = (unsigned short) gfx_readportableshort(fp); result = s1; result |= s2 << 16; return result; } unsigned short * bmp_load(const char *name, int &w, int &h, bool quiet) { // printf("Load bmp %s\n", name); FILE *fp; BMPHEAD head; int i, x, y; fp = hamfake_fopen(name, "rb"); if (!fp) { if (!quiet) printf("Failure to open %s\n", name); return 0; } fread(head.id, 2, 1, fp); head.size = gfx_readportableint(fp); head.reserved = gfx_readportableint(fp); head.headersize = gfx_readportableint(fp); head.infosize = gfx_readportableint(fp); head.width = gfx_readportableint(fp); head.depth = gfx_readportableint(fp); head.biplane = gfx_readportableshort(fp); head.bits = gfx_readportableshort(fp); head.comp = gfx_readportableint(fp); head.imagesize = gfx_readportableint(fp); head.xpelperm = gfx_readportableint(fp); head.ypelperm = gfx_readportableint(fp); head.clrused = gfx_readportableint(fp); head.clrimport = gfx_readportableint(fp); if (head.id[0] != 'B' && head.id[1] != 'M') { printf("%s does not look like a bitmap!\n", name); fclose(fp); return 0; } if (head.bits != 24 && head.bits != 8) { printf("Cannot support %d bit bmp.\n", head.bits); printf("Only 24 or 8 bit supported.\n"); fclose(fp); return 0; } u16 *result; h = head.depth; w = head.width; // printf("Desired image is %d by %d\n", h, w); result = new u16 [h * w]; RGBQUAD palette[256]; if (head.bits == 8) { int numentries = 256; // Clear out palette to start. memset(palette, 0, 256*sizeof(RGBQUAD)); // A non-zero clrused means we only have that number of // colours in our header. if (head.clrused) numentries = head.clrused; fread(palette, sizeof(RGBQUAD), numentries, fp); } // BMPs are stored bottom up, so we reverse it here. for (y = head.depth - 1; y >= 0; y--) { for (x = 0; x < head.width; x++) { u8 red, blue, green, idx; if (head.bits == 24) { // BMPs are stored BGR. fread(&blue, 1, 1, fp); fread(&green, 1, 1, fp); fread(&red, 1, 1, fp); } else { fread(&idx, 1, 1, fp); blue = palette[idx].blue; green = palette[idx].green; red = palette[idx].red; } // Account for endian issues & repack i = x + y * head.width; // Reduce to 5 bits. red >>= 3; green >>= 3; blue >>= 3; result[i] = blue; result[i] <<= 5; result[i] |= green; result[i] <<= 5; result[i] |= red; } // NOTE: We need to align our scan lines to 4 byte boundaries. if ((x * 3) & 3) { int extra; u8 data; extra = 4 - (x * 3 & 3); while (extra--) fread(&data, 1, 1, fp); } } return result; } static u8 * bmp_tilify(const u16 *flat, int w, int h, s16 *cd_to_pal, int tilewidth, int tileheight, int numtilex, int numtiley) { int bytesperrow, tileperrow; int tx, ty, sx, sy, x, y; u8 *result; int off = 0; int th; int len; len = w * h; result = new u8 [len]; tileperrow = w / (tilewidth * numtilex); bytesperrow = (tilewidth * tileheight * numtilex * numtiley) * tileperrow; th = len / bytesperrow; for (ty = 0; ty < th; ty++) { for (tx = 0; tx < w / (tilewidth * numtilex); tx++) { for (sy = 0; sy < numtiley; sy++) { for (sx = 0; sx < numtilex; sx++) { for (y = 0; y < tileheight; y++) { for (x = 0; x < tilewidth; x++) { result[off++] = (u8) cd_to_pal[flat[ (ty * tileheight * numtiley + sy * tileheight + y) * w + (tx * numtilex * tilewidth + sx * tilewidth + x) ]]; } } } } } } return result; } #define NUM_ALPHA 5 void floodColours(s16 *cd_to_pal) { bool found = true; int i = 0, axis; u8 color[3]; u16 cd; s16 *other; other = new s16[(1<<15)]; int round = 0; while (found) { found = false; for (i = 0; i < (1<<15); i++) { other[i] = cd_to_pal[i]; if (cd_to_pal[i] != -1) { continue; } shorttorgb(i, color[0], color[1], color[2]); for (axis = 0; axis < 3; axis++) { color[axis] >>= 3; } for (axis = 0; axis < 3; axis++) { if (color[axis]) { color[axis]--; cd = rgbtoshort(color[0]*8, color[1]*8, color[2]*8); if (cd_to_pal[cd] != -1) { other[i] = cd_to_pal[cd]; found = true; } color[axis]++; } if (color[axis] < 31) { color[axis]++; cd = rgbtoshort(color[0]*8, color[1]*8, color[2]*8); if (cd_to_pal[cd] != -1) { other[i] = cd_to_pal[cd]; found = true; } color[axis]--; } } } if (found) { memcpy(cd_to_pal, other, (1<<15) * sizeof(s16)); } } delete [] other; } bool bmp_loadExtraTileset() { // First, load our alphabet, dungeon, and minimap. We load them // as 15 bit images. u16 *a16[NUM_ALPHA], *d16, *m16, *mf16, *sprite16; int aw, ah, dw, dh, mw, mh, sw, sh; bool failed = false, alphafail = false; int anum; int tilewidth = 8; const char *aname[NUM_ALPHA] = { "alphabet_classic", "alphabet_brass", "alphabet_shadow", "alphabet_light", "alphabet_heavy", }; BUF buf; for (anum = 0; anum < NUM_ALPHA; anum++) { buf.sprintf("gfx/%s.bmp", aname[anum]); a16[anum] = bmp_load(buf.buffer(), aw, ah, true); if (!a16[anum]) alphafail = true; } d16 = bmp_load("gfx/dungeon16.bmp", dw, dh, true); m16 = bmp_load("gfx/mini16.bmp", mw, mh, true); mf16 = bmp_load("gfx/minif16.bmp", mw, mh, true); sprite16 = bmp_load("gfx/sprite16.bmp", sw, sh, true); // Check if any failed... if (alphafail || !d16 || !mf16 || !m16 || !sprite16) { // IF partial failure, spam. if (!alphafail || d16 || mf16 || m16 || sprite16) { if (alphafail) printf("Failed to load gfx/alphabet_*.bmp\n"); if (!d16) printf("Failed to load gfx/dungeon16.bmp\n"); if (!m16) printf("Failed to load gfx/mini16.bmp\n"); if (!mf16) printf("Failed to load gfx/minif16.bmp\n"); if (!sprite16) printf("Failed to load gfx/sprite16.bmp\n"); } failed = true; } // Calculate our tile width. This is only legal in true SDL // modes. #ifdef USING_SDL tilewidth = aw / 10; #endif // Verify our sizes are accurate. if (!alphafail && (aw != 10*tilewidth || ah < 88)) { printf("gfx/alphabet.bmp incorrect size, must be 80x88\n"); failed = true; } if (d16 && (dw != 48*tilewidth || dh < 192)) { printf("gfx/dungeon16.bmp incorrect size, must be 384x192\n"); failed = true; } if (m16 && (mw != 48*tilewidth || mh < 64)) { printf("gfx/mini16.bmp incorrect size, must be 384x64\n"); failed = true; } if (sprite16 && (sw != 48*tilewidth || sh < 96)) { printf("gfx/sprite16.bmp incorrect size, must be 384x96\n"); failed = true; } if (failed) { for (anum = 0; anum < NUM_ALPHA; anum++) delete [] a16[anum]; delete [] d16; delete [] m16; delete [] mf16; delete [] sprite16; return false; } // We now want to build a consolidated palette. // We can be wasteful of memory here as this is startup and the DS // has 4Mb anyways. s16 *cd_to_pal; u16 *palette; // Set everything to unallocated. cd_to_pal = new s16[(1<<15)]; memset(cd_to_pal, 0xff, sizeof(s16) * (1<<15)); // Palette maps back from palette space to raw space palette = new u16[256]; memset(palette, 0, sizeof(u16) * 256); int numcol = 0; // Total assigned colours. u16 cd; // We always want black to map to transparent, so assign it first. cd = 0; cd_to_pal[cd] = numcol; palette[numcol] = cd; numcol++; // Likewise, force a bright red, bright green, and bright yellow // for our selfish text purposes. cd = rgbtoshort(255, 128, 128); cd_to_pal[cd] = numcol; palette[numcol] = cd; numcol++; cd = rgbtoshort(255, 255, 128); cd_to_pal[cd] = numcol; palette[numcol] = cd; numcol++; cd = rgbtoshort(128, 255, 128); cd_to_pal[cd] = numcol; palette[numcol] = cd; numcol++; // Now, collect all colours. int overflow = 0; // Ignored mappings. int i; for (i = 0; i < mw * mh; i++) { if (cd_to_pal[m16[i]] == -1) { cd_to_pal[m16[i]] = numcol; palette[numcol] = m16[i]; numcol++; if (numcol > 255) { floodColours(cd_to_pal); numcol--; overflow++; } } if (cd_to_pal[mf16[i]] == -1) { cd_to_pal[mf16[i]] = numcol; palette[numcol] = mf16[i]; numcol++; if (numcol > 255) { floodColours(cd_to_pal); numcol--; overflow++; } } } for (i = 0; i < dw * dh; i++) { if (cd_to_pal[d16[i]] == -1) { cd_to_pal[d16[i]] = numcol; palette[numcol] = d16[i]; numcol++; if (numcol > 255) { floodColours(cd_to_pal); numcol--; overflow++; } } } for (anum = 0; anum < NUM_ALPHA; anum++) { for (i = 0; i < aw * ah; i++) { if (cd_to_pal[a16[anum][i]] == -1) { cd_to_pal[a16[anum][i]] = numcol; palette[numcol] = a16[anum][i]; numcol++; if (numcol > 255) { floodColours(cd_to_pal); numcol--; overflow++; } } } } // We have now built our look up table. Report any errors in building. if (overflow) { printf("%d colours lost in truncation to 256 palette.\n", overflow); } // Convert to black our magic green. for (i = 0; i < numcol; i++) { if (palette[i] == 0x3e0) palette[i] = 0; } // Set our tileset's palette. glb_tilesets[NUM_TILESETS-1].palette = palette; glb_tilesets[NUM_TILESETS-1].tilewidth = tilewidth; // Create tiled versions. for (anum = 0; anum < NUM_ALPHA; anum++) { glb_tilesets[NUM_TILESETS-1].alphabet[anum] = bmp_tilify(a16[anum], aw, ah, cd_to_pal, tilewidth, tilewidth, 1, 1); } glb_tilesets[NUM_TILESETS-1].dungeon = bmp_tilify(d16, dw, dh, cd_to_pal, tilewidth, tilewidth, 2, 2); glb_tilesets[NUM_TILESETS-1].mini = bmp_tilify(m16, mw, mh, cd_to_pal, tilewidth, tilewidth, 2, 2); glb_tilesets[NUM_TILESETS-1].minif = bmp_tilify(mf16, mw, mh, cd_to_pal, tilewidth, tilewidth, 2, 2); // Now repeat the process again, this time for our sprite bitmap. // Set everything to unallocated. memset(cd_to_pal, 0xff, sizeof(s16) * (1<<15)); // Palette maps back from palette space to raw space palette = new u16[256]; memset(palette, 0, sizeof(u16) * 256); // We always want black to map to transparent, so assign it first. cd_to_pal[0] = 0; palette[0] = 0; // Now, collect all colours. numcol = 1; // Total assigned colours. overflow = 0; // Ignored mappings. for (i = 0; i < sw * sh; i++) { if (cd_to_pal[sprite16[i]] == -1) { cd_to_pal[sprite16[i]] = numcol; palette[numcol] = sprite16[i]; numcol++; if (numcol > 255) { floodColours(cd_to_pal); numcol--; overflow++; } } } // We have now built our look up table. Report any errors in building. if (overflow) { printf("%d colours lost in truncation to 256 palette in sprites.\n", overflow); } // Convert to black our magic green. for (i = 0; i < numcol; i++) { if (palette[i] == 0x3e0) palette[i] = 0; } glb_tilesets[NUM_TILESETS-1].spritepalette = palette; glb_tilesets[NUM_TILESETS-1].sprite = bmp_tilify(sprite16, sw, sh, cd_to_pal, tilewidth, tilewidth, 2, 2); // Free unused structures for (anum = 0; anum < NUM_ALPHA; anum++) delete [] a16[anum]; delete [] d16; delete [] m16; delete [] mf16; delete [] sprite16; delete [] cd_to_pal; return true; } powder118_src/dpdf_table.cpp0000644000175300010010000000372010633407243013163 0ustar // dpdf_table.cpp // Automagically generated by builddpdf // DO NOT HAND EDIT. Yes, this means you. #include "dpdf_table.h" const int glb_dpdftable[DPDF_MAXROLLS+1][DPDF_MAXSIDES-1] = { { 384, 512, 640, 768, 896, 1024, 1152, 1280, 1408, 1536, 1664, 1792, 1920, 2048, 2176, 2304, 2432, 2560, 2688, 2816, 2944, 3072, 3200, 3328, 3456, 3584, 3712, 3840, 3968, 4096, 4224, 4352, 4480, 4608, 4736, 4864, 4992, 5120, 5248, 5376, 5504, 5632, 5760, 5888, 6016, 6144, 6272, 6400, 6528, }, { 448, 626, 800, 973, 1145, 1317, 1488, 1659, 1830, 2001, 2172, 2343, 2514, 2685, 2856, 3027, 3198, 3368, 3539, 3710, 3881, 4051, 4222, 4393, 4564, 4734, 4905, 5076, 5247, 5417, 5588, 5759, 5929, 6100, 6271, 6442, 6612, 6783, 6954, 7124, 7295, 7466, 7636, 7807, 7978, 8148, 8319, 8490, 8660, }, { 480, 683, 880, 1075, 1269, 1463, 1656, 1849, 2042, 2234, 2427, 2619, 2811, 3004, 3196, 3388, 3580, 3773, 3965, 4157, 4349, 4541, 4733, 4925, 5118, 5310, 5502, 5694, 5886, 6078, 6270, 6462, 6654, 6846, 7038, 7230, 7422, 7614, 7806, 7998, 8190, 8383, 8575, 8767, 8959, 9151, 9343, 9535, 9727, }, { 496, 714, 926, 1135, 1343, 1549, 1756, 1962, 2167, 2373, 2578, 2784, 2989, 3194, 3399, 3605, 3810, 4015, 4220, 4425, 4630, 4835, 5040, 5245, 5450, 5654, 5859, 6064, 6269, 6474, 6679, 6884, 7089, 7294, 7498, 7703, 7908, 8113, 8318, 8523, 8728, 8932, 9137, 9342, 9547, 9752, 9957, 10161, 10366, }, { 504, 733, 955, 1174, 1390, 1606, 1821, 2036, 2251, 2465, 2679, 2893, 3107, 3321, 3535, 3748, 3962, 4176, 4389, 4603, 4816, 5030, 5244, 5457, 5671, 5884, 6098, 6311, 6524, 6738, 6951, 7165, 7378, 7592, 7805, 8018, 8232, 8445, 8659, 8872, 9085, 9299, 9512, 9726, 9939, 10152, 10366, 10579, 10793, }, { 508, 745, 974, 1200, 1423, 1646, 1868, 2089, 2310, 2530, 2751, 2971, 3191, 3411, 3631, 3851, 4071, 4290, 4510, 4730, 4950, 5169, 5389, 5609, 5828, 6048, 6267, 6487, 6707, 6926, 7146, 7365, 7585, 7804, 8024, 8243, 8463, 8682, 8902, 9121, 9341, 9560, 9780, 9999, 10219, 10438, 10658, 10877, 11097, }, }; powder118_src/signpost.h0000644000175300010010000000244410666674657012441 0ustar /* * PROPRIETARY INFORMATION. This software is proprietary to POWDER * Development, and is not to be reproduced, transmitted, or disclosed * in any way without written permission. * * Produced by: Jeff Lait * * POWDER Development * * NAME: signpost.h ( POWDER Library, C++ ) * * COMMENTS: * Tracks signposts and their values. Creates a heap of signposts * which can be queried to get a sign at a position. O(N) to * access so be wary! */ #ifndef __signpost_h__ #define __signpost_h__ #include "glbdef.h" #include "itemstack.h" class SRAMSTREAM; class SIGNPOSTDATA { public: SIGNPOSTDATA() {} SIGNPOSTDATA(int zero) {} void init(SIGNPOST_NAMES sign, int x, int y); bool isPos(int x, int y) const; void getPos(int &x, int &y) const; SIGNPOST_NAMES getSign() const; void save(SRAMSTREAM &os) const; void load(SRAMSTREAM &is); protected: unsigned int myPos:10; unsigned int mySign:6; }; class SIGNLIST { public: SIGNLIST(); ~SIGNLIST(); SIGNPOST_NAMES find(int x, int y) const; void append(SIGNPOST_NAMES sign, int x, int y); int entries() const { return myPosts.entries(); } void save(SRAMSTREAM &os) const; void load(SRAMSTREAM &is); protected: PTRSTACK myPosts; }; #endif powder118_src/dpdf_table.h0000644000175300010010000000052410633407243012627 0ustar // dpdf_table.h // Automagically generated by builddpdf // DO NOT HAND EDIT. Yes, this means you. // Dimensions of table, these are inclusive. #define DPDF_MAXSIDES 50 #define DPDF_MAXROLLS 5 #define DPDF_SCALE 256 // Since 0 and 1 are obvious for sides, hence the -1 extern const int glb_dpdftable[DPDF_MAXROLLS+1][DPDF_MAXSIDES-1]; powder118_src/speed.h0000644000175300010010000000320411122255404011633 0ustar /* * PROPRIETARY INFORMATION. This software is proprietary to POWDER * Development, and is not to be reproduced, transmitted, or disclosed * in any way without written permission. * * Produced by: Jeff Lait * * POWDER Development * * NAME: speed.h ( POWDER Library, C++ ) * * COMMENTS: * This controls the speed system of POWDER. * The speed system is intentionaly simplistic. More complicated * systems are attempts to kludge a continuous process on an essentially * turn oriented game. * Hopefully this decision does not become too regretable. */ #ifndef __speed_h__ #define __speed_h__ class SRAMSTREAM; // // These are the possible phases we can be in each turn. // MOBs get actions every phase, but may want to skip their move // or their heartbeat depending on the phase. enum PHASE_NAMES { PHASE_NORMAL, // heartbeats, everyone gets action. PHASE_SLOW, // heartbeats. Slowed people get no action. PHASE_FAST, // no heart, fast get action PHASE_QUICK, // no heart, quick get action. NUM_PHASES }; // One time speed initialization. void speed_init(); // Returns the current phase. PHASE_NAMES speed_getphase(); // Returns true if we are in a heartbeat phase. bool speed_isheartbeatphase(); // Returns true if we are on this modulus of the heartbeat bool speed_matchheartbeat(int modulus); // Increments the global time void speed_ticktime(); // Resets the time to 0 for a new game. void speed_reset(); // Get the current time value. int speed_gettime(); // Save the speed related information. void speed_save(SRAMSTREAM &os); // And load void speed_load(SRAMSTREAM &is); #endif powder118_src/map.cpp0000644000175300010010000041035413166512112011655 0ustar /* * PROPRIETARY INFORMATION. This software is proprietary to POWDER * Development, and is not to be reproduced, transmitted, or disclosed * in any way without written permission. * * Produced by: Jeff Lait * * POWDER Development * * NAME: map.cpp ( POWDER Library, C++ ) * * COMMENTS: * Routines to handle the map data structure. * * Note that code relevant to the creation of levels is in build.cpp. */ #include #include #include "mygba.h" #include "map.h" #include "msg.h" #include "gfxengine.h" #include "rand.h" #include "assert.h" #include "creature.h" #include "item.h" #include "itemstack.h" #include "sramstream.h" #include "piety.h" #include "victory.h" #include "ptrlist.h" MAP *glbCurLevel = 0; int glbMapCount = 0; u16 *MAP::ourItemMap = 0; u16 *MAP::ourMobMap = 0; // Temporary map used to mark if stuff are walls or not. u8 *MAP::ourWallMap = 0; // Used while building our levels. u16 *MAP::ourDistanceMap = 0; int *MAP::ourCells = 0; int *MAP::ourCutOuts = 0; // Used for smelling.. u16 *MAP::ourAvatarSmell = 0; u16 MAP::ourAvatarSmellWatermark = 64; MOBREF *MAP::ourMobRefMap = 0; ITEM **MAP::ourItemPtrMap = 0; MOBREF *MAP::ourMobGuiltyMap = 0; bool MAP::ourIsLoading = false; s8 MAP::ourWindDX = 0; s8 MAP::ourWindDY = 0; int MAP::ourWindCounter = 0; bool MAP::ourMapDirty = true; // Marks if we have a pending level change. MAP *MAP::ourDelayedLevelChange = 0; u32 glbBlockingTiles[32] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }; u32 glbWalkTiles1[32] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }; u32 glbWalkTiles2[32] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }; static int sign(int d) { if (d == 0) return 0; else if (d < 0) return -1; else return 1; } MAP::MAP(int level, BRANCH_NAMES branch) { glbMapCount++; mySquares = new u8[MAP_WIDTH * MAP_HEIGHT]; myFlags = new u8[MAP_WIDTH * MAP_HEIGHT]; // Default abilities for all levels. myGlobalFlags = 0; myGlobalFlags |= MAPFLAG_DIG; myGlobalFlags |= MAPFLAG_NEWMOBS; if (!ourItemMap) ourItemMap = new u16[MAP_WIDTH * MAP_HEIGHT]; if (!ourMobMap) ourMobMap = new u16[MAP_WIDTH * MAP_HEIGHT]; if (!ourWallMap) ourWallMap = new u8[MAP_WIDTH * MAP_HEIGHT]; if (!ourDistanceMap) ourDistanceMap = new u16[MAP_WIDTH * MAP_HEIGHT]; if (!ourCells) ourCells = new int[1024]; if (!ourCutOuts) ourCutOuts = new int[512]; if (!ourAvatarSmell) ourAvatarSmell = new u16[MAP_WIDTH * MAP_HEIGHT]; if (!ourMobRefMap) ourMobRefMap = new MOBREF[MAP_WIDTH * MAP_HEIGHT]; if (!ourItemPtrMap) ourItemPtrMap = new ITEM*[MAP_WIDTH * MAP_HEIGHT]; if (!ourMobGuiltyMap) ourMobGuiltyMap = new MOBREF[MAP_WIDTH * MAP_HEIGHT]; myMobCount = 0; myItemCount = 0; myMapDown = 0; myMapUp = 0; myMapBranch = 0; myItemHead = 0; myMobHead = 0; myMobSafeNext = 0; mySignList = 0; clear(); myDepth = level; myBranch = branch; myFOVX = myFOVY = -1; } MAP::~MAP() { delete [] mySquares; delete [] myFlags; delete mySignList; glbMapCount--; } void MAP::deleteAllMaps() { MOB *mob; ITEM *item; // Clear out our mob refs. if (this == glbCurLevel) { int x, y; for (y = 0; y < MAP_HEIGHT; y++) for (x = 0; x < MAP_WIDTH; x++) { ourMobRefMap[(y) * MAP_WIDTH + x].setMob(0); ourMobGuiltyMap[(y) * MAP_WIDTH + x].setMob(0); } } for (mob = getMobHead(); mob; mob = getMobHead()) { myMobHead = mob->getNext(); mob->setNext(0); delete mob; } for (item = getItemHead(); item; item = getItemHead()) { myItemHead = item->getNext(); item->setNext(0); delete item; } if (myMapUp) { myMapUp->myMapDown = 0; myMapUp->deleteAllMaps(); } if (myMapDown) { myMapDown->myMapUp = 0; myMapDown->deleteAllMaps(); } if (myMapBranch) { // Break the branch. myMapBranch->myMapBranch = 0; myMapBranch->deleteAllMaps(); } myMapUp = myMapDown = myMapBranch = 0; delete this; changeCurrentLevel(0); } bool MAP::findPath(int sx, int sy, int ex, int ey, MOVE_NAMES movetype, bool allowmob, bool allowdoor, int &dx, int &dy) { int x, y, iterations; u32 mask, val, endmask, diff; u32 *curtile, *lasttile, *tmp; UT_ASSERT(sx >= 0 && sx < 32); UT_ASSERT(sy >= 0 && sy < 32); UT_ASSERT(ex >= 0 && ex < 32); UT_ASSERT(ey >= 0 && ey < 32); if (sx == ex && sy == ey) { // Already there, trivial. dx = dy = 0; return true; } // Initialize the blocking tiles. for (y = 0; y < 32; y++) { val = 0; mask = 1; for (x = 0; x < 32; x++) { if (canMove(x, y, movetype, allowmob, allowdoor)) val |= mask; mask <<= 1; } glbBlockingTiles[y] = val; } // Initialize the current array to the destination location. memset(glbWalkTiles1, 0, sizeof(u32) * 32); glbWalkTiles1[ey] = (1 << ex); // Now, walk until we get a match... curtile = glbWalkTiles1; lasttile = glbWalkTiles2; endmask = (1 << sx); // We explicitly allow walking to the end square. If allowmob // is false, for example, we may falsely report we can't get to the // mob. glbBlockingTiles[sy] |= endmask; iterations = 0; while (1) { // Write from curtile into lasttile the effect of one step. for (y = 0; y < 32; y++) { // Include effects of stepping left and right. lasttile[y] = curtile[y] | (curtile[y] << 1) | (curtile[y] >> 1); } // Now, merge in vertical steps. for (y = 1; y < 31; y++) { lasttile[y] |= curtile[y-1] | curtile[y+1]; } // Special cases. lasttile[0] |= curtile[1]; lasttile[31] |= curtile[30]; // Now, clear out the relevant mask. At the same time, // we track if we have any differences. If there are no // differences, we can't reach our destination. diff = 0; for (y = 0; y < 32; y++) { lasttile[y] &= glbBlockingTiles[y]; diff |= lasttile[y] ^ curtile[y]; } if (!diff) { #if 0 BUF buf; buf.sprintf(buf, "Same effect at %d. ", iterations); msg_report(buf); #endif return false; } // Swap last & cur. tmp = curtile; curtile = lasttile; lasttile = tmp; // If the curtile now has the end bit set, we are done. if (curtile[sy] & endmask) break; iterations++; } if ((0)) { BUF buf; buf.sprintf("Found end at %d. ", iterations); msg_report(buf); } // We have successfully built a path to the start. To determine // the best path, we check the previous step. All the neighbouring // squares of the previous step are, by definition, closer. Further, // at least one must be set. int numdir, dir, dirlist[4]; numdir = 0; for (dir = 0; dir < 4; dir++) { getDirection(dir, dx, dy); x = sx + dx; y = sy + dy; if (x >= 0 && x < 32 && y >= 0 && y < 32) { if (lasttile[y] & (1 << x)) { dirlist[numdir++] = dir; } } } if (!numdir) { UT_ASSERT(!"No direction found?"); return false; } // Pick a direction at random... dir = rand_choice(numdir); dir = dirlist[dir]; getDirection(dir, dx, dy); return true; } void MAP::updateAvatarSmell(int x, int y, int smell) { int cursmell; UT_ASSERT(x >= 0 && x < MAP_WIDTH); UT_ASSERT(y >= 0 && y < MAP_HEIGHT); // Move to top of current watermark. smell += ourAvatarSmellWatermark; // Get current smell at this square. cursmell = ourAvatarSmell[y * MAP_WIDTH + x]; // Update if better... if (cursmell < smell || cursmell > ourAvatarSmellWatermark) ourAvatarSmell[y * MAP_WIDTH + x] = smell; } int MAP::getAvatarSmell(int x, int y) const { u16 usmell; // You smell int ismell; // I smell // char wiismell; // We smell. usmell = ourAvatarSmell[y * MAP_WIDTH + x]; // If we are farther than the watermark, it is zero. if (usmell > ourAvatarSmellWatermark) return 0; // Find negative smell. Lower is less smelly, but is centered // with 0 being closest. ismell = (int) usmell - (int)ourAvatarSmellWatermark; // Normalize. ismell += 65535; return ismell; } bool MAP::getAvatarSmellGradient(MOB *mob, int x, int y, int &dx, int &dy) const { int maxsmell = 0, smell; int ddx, ddy; FORALL_8DIR(ddx, ddy) { if (mob && mob->canMove(x+ddx, y+ddy, true)) { // Possible smelly square to move to. smell = getAvatarSmell(x+ddx, y+ddy); if (smell > maxsmell) { dx = ddx; dy = ddy; maxsmell = smell; } } } // See if we got a good direction... if (maxsmell) return true; return false; } void MAP::populate() { int desiredcount; MOB *mob; int x, y; int fails; int i, n; desiredcount = getDesiredMobCount(); // desiredcount = 100; fails = 0; while (myMobCount < desiredcount && (fails < 20)) { // No worry about FOV here. if (!createAndPlaceNPC(false)) fails++; } // Create a dimensional portal on the correct level if (myDepth == 20 && branchName() == BRANCH_MAIN) { int tries = 20; while (tries--) { if (findRandomLoc(x, y, MOVE_STD_SWIM, true, false, false, false, false, false)) { // Make sure this isn't an invulnerable square. SQUARE_NAMES square; square = getTile(x, y); if (!glb_squaredefs[square].invulnerable) { setTile(x, y, SQUARE_DIMDOOR); // Dimensional door glows! setFlag(x, y, SQUAREFLAG_LIT); break; } } } UT_ASSERT(tries); } // Check if we are a special level.. if (myDepth == 25 && branchName() == BRANCH_MAIN) { // Add the daemon... mob = MOB::create(MOB_BAEZLBUB); if (findRandomLoc(x, y, mob->getMoveType(), false, mob->getSize() >= SIZE_GARGANTUAN, false, false, true, true)) { if (!mob->move(x, y, true)) { UT_ASSERT(!"COOL MOB INSTA KILLED"); } else { registerMob(mob); // We want this to be a global broadcast. msg_report("You sense your doom approaching! "); } } else { UT_ASSERT(!"Couldn't place cool mob!"); delete mob; } } // Populate the floor of the dungeon. n = 10 + rand_choice(myDepth); // Do not put anything on the wilderness map. if (!allowItemGeneration()) n = 0; for (i = 0; i < n; i++) { ITEM *item; // Don't generate items in nomob locations such as star fields. if (findRandomLoc(x, y, MOVE_WALK, true, false, false, false, false, true)) { item = ITEM::createRandom(); #if 0 item = ITEM::create(ITEM_BOULDER); #endif acquireItem(item, x, y, 0); } } } bool MAP::createAndPlaceNPC(bool avoidfov) { MOB *mob; int x, y; bool avoidfire = true, avoidacid = true; mob = MOB::createNPC(getThreatLevel()); if (rand_chance(1)) mob->makeUnique(); if (mob->hasIntrinsic(INTRINSIC_RESISTFIRE) && !mob->hasIntrinsic(INTRINSIC_VULNFIRE)) avoidfire = false; if ((mob->getMoveType() & MOVE_FLY)) avoidacid = false; if (mob->hasIntrinsic(INTRINSIC_RESISTACID) && !mob->hasIntrinsic(INTRINSIC_VULNACID)) avoidacid = false; // We don't want the new dude to show up in the FOV. if (findRandomLoc(x, y, mob->getMoveType(), false, mob->getSize() >= SIZE_GARGANTUAN, avoidfov, avoidfire, avoidacid, true)) { // Do an interlevel move to skip trap checking. // Still check for move death. if (mob->move(x, y, true)) { registerMob(mob); return true; } } // Failed to place the mob, ignore. delete mob; return false; } void MAP::refresh(bool preserve_ray) { int x, y, tile, mobtile; MOB *mob; ITEM *item; bool avatarblind = false; bool avatarinvis = false; bool avatarinpit = false; bool avatarintree = false; bool avatarsubmerged = false; bool forcelit; memset(ourItemMap, TILE_VOID, sizeof(u16) * MAP_HEIGHT * MAP_WIDTH); memset(ourMobMap, TILE_VOID, sizeof(u16) * MAP_HEIGHT * MAP_WIDTH); // Cycle through all MOBs... MOB *avatar = MOB::getAvatar(); int ax = 0, ay = 0; if (avatar) { avatarblind = avatar->hasIntrinsic(INTRINSIC_BLIND); avatarinpit = avatar->hasIntrinsic(INTRINSIC_INPIT); avatarintree = avatar->hasIntrinsic(INTRINSIC_INTREE); avatarsubmerged = avatar->hasIntrinsic(INTRINSIC_SUBMERGED); ax = avatar->getX(); ay = avatar->getY(); } // Cycle through all items... for (item = getItemHead(); item; item = item->getNext()) { int ix, iy; ix = item->getX(); iy = item->getY(); // Items that are below grade (in pits, or under water) // an only be seen by avatars that are below grade, // in pits or underwater. if (item->isBelowGrade()) { if (avatar) { // One's in a pit are only seen by avatars on that // square. if (avatarinpit) { if (ix != ax || iy != ay) { // Can't see, not in our own pit. continue; } } // If the avatar is underwater, can see all below // grade stuff (if it has LOS, of course :>) else if (!avatarsubmerged) { // Not in a pit, not underwater. continue; } } } else { if (avatarinpit || avatarsubmerged) { // Can't see anything above ground if we are // underground. continue; } // Can't see anything under tree canopy when in trees. if (avatarintree && glb_squaredefs[getTile(ix,iy)].isforest) continue; } // Figure out rejection criteria from expensive to cheap... if (item->isMapped()) { // Trivially true. ourItemMap[iy * MAP_WIDTH + ix] = item->getTile(); continue; } if (!getFlag(ix, iy, SQUAREFLAG_MAPPED)) { // Trivially false... continue; } // Now, check if ix, iy is visible to us. Our square is always // visible, even if blind. Otherwise, if we can see, we use // LOS. if (ix == ax && iy == ay) { item->markMapped(); ourItemMap[iy * MAP_WIDTH + ix] = item->getTile(); continue; } // Check if avatar is blind, that is trivial no see. if (avatarblind) continue; // Check if square is lit. If not, can't see. // We can always feel around to neighbouring squares if it // is merely dark. forcelit = false; if ((ix - ax >= -1) && (ix - ax <= 1) && (iy - ay >= -1) && (iy - ay <= 1)) forcelit = true; if (!forcelit && !isLit(ix, iy)) continue; // Finally, check LOS. Have LOS, can see. UT_ASSERT(ix >= 0 && ix < MAP_WIDTH); UT_ASSERT(iy >= 0 && iy < MAP_HEIGHT); if (hasLOS(ax, ay, ix, iy)) { item->markMapped(); ourItemMap[iy * MAP_WIDTH + ix] = item->getTile(); } } for (mob = getMobHead(); mob; mob = mob->getNext()) { if (avatar ? avatar->canSense(mob) : true) { if (avatar && avatar->getSenseType(mob) == SENSE_WARN) { // MOB tile gets changed to a ? ourMobMap[mob->getY() * MAP_WIDTH + mob->getX()] = TILE_UNKNOWN; if (mob->getSize() >= SIZE_GARGANTUAN && mob->getX() < MAP_WIDTH - 1 && mob->getY() < MAP_HEIGHT - 1) { ourMobMap[(mob->getY()+1) * MAP_WIDTH + mob->getX()] = TILE_UNKNOWN; ourMobMap[(mob->getY()+1) * MAP_WIDTH + mob->getX()+1] = TILE_UNKNOWN; ourMobMap[mob->getY() * MAP_WIDTH + mob->getX()+1] = TILE_UNKNOWN; } } else { ourMobMap[mob->getY() * MAP_WIDTH + mob->getX()] = mob->getTile(); if (mob->getSize() >= SIZE_GARGANTUAN && mob->getX() < MAP_WIDTH - 1 && mob->getY() < MAP_HEIGHT - 1) { ourMobMap[(mob->getY()+1) * MAP_WIDTH + mob->getX()] = mob->getTileLL(); ourMobMap[(mob->getY()+1) * MAP_WIDTH + mob->getX()+1] = mob->getTileLR(); ourMobMap[mob->getY() * MAP_WIDTH + mob->getX()+1] = mob->getTileUR(); } } } else if (mob->isAvatar()) { // Can't see oneself! avatarinvis = true; } } for (y = 0; y < MAP_HEIGHT; y++) { for (x = 0; x < MAP_WIDTH; x++) { if (getFlag(x, y, SQUAREFLAG_MAPPED)) tile = glb_squaredefs[mySquares[y * MAP_WIDTH + x]].tile; else tile = TILE_VOID; mobtile = TILE_VOID; if (ourItemMap[y * MAP_WIDTH + x] != TILE_VOID) mobtile = ourItemMap[y * MAP_WIDTH + x]; if (ourMobMap[y * MAP_WIDTH + x] != TILE_VOID) mobtile = ourMobMap[y * MAP_WIDTH + x]; // Clear out underneath the mob if opaque tiles are on. if (mobtile != TILE_VOID && glbOpaqueTiles) tile = TILE_VOID; gfx_settile(x, y, tile); gfx_setmoblayer(x, y, mobtile); // See if we force the tile as lit due to avatar being // dead or this being next to avatar. forcelit = false; if (!avatar) forcelit = true; else if (!avatarblind) { int diffx, diffy; diffx = ax - x; diffy = ay - y; if (diffx >= -1 && diffx <= 1 && diffy >= -1 && diffy <= 1) { forcelit = true; } } // If the avatar is blind, everything is shadow. if (!avatarblind && hasFOV(x, y) && (forcelit || isLit(x, y))) { // It isn't shadow. It might be a smokey square though. if (getFlag(x, y, SQUAREFLAG_SMOKE)) { SMOKE_NAMES smoke; smoke = getSmoke(x, y); tile = glb_smokedefs[smoke].tile; } else tile = TILE_VOID; } else tile = TILE_SHADOW; // Exception: If this is a mob, we want to reveal how // we saw the mob. // We have to apply this to all mobs. If a mob is in a lit // area but we only sense with hearing, we want to put // the hearing overlay on. if ((tile == TILE_SHADOW || tile == TILE_VOID) && ourMobMap[y * MAP_WIDTH + x] != TILE_VOID) { if (avatar) { switch (avatar->getSenseType(getMob(x, y))) { case SENSE_SIGHT: { MOB *mob = getMob(x, y); tile = TILE_VOID; if (mob) { // If the creature is burning, draw special if (mob->hasIntrinsic(INTRINSIC_AFLAME)) { tile = TILE_AFLAME; } else if (mob->hasIntrinsic(INTRINSIC_TAME) && mob->isSlave(MOB::getAvatar())) { tile = TILE_TAMEMOB; } else if (mob->hasIntrinsic(INTRINSIC_UNIQUE)) { tile = TILE_UNIQUEMOB; } else if (mob->hasIntrinsic(INTRINSIC_ASLEEP)) { tile = TILE_ASLEEP; } } break; } case SENSE_NONE: // Should not happen. // Maybe black tile? tile = TILE_SHADOW; break; case SENSE_HEAR: tile = TILE_SHADOW_HEAR; break; case SENSE_WARN: tile = TILE_SHADOW_ESP; break; case SENSE_ESP: tile = TILE_SHADOW_ESP; break; case NUM_SENSES: UT_ASSERT(!"Invalid sense!"); break; } } } // Exception: If this is the avatar's location, and the // avatar isn't displayed due to being invisible, draw // the invisible avatar overlay tile. if (avatarinvis) { if (x == ax && y == ay) { tile = TILE_INVISIBLEAVATAR; } } // Exception: If there is no mob here, but there is // an item which is an artifact, flag as such. if (tile == TILE_VOID && mobtile != TILE_VOID && ourMobMap[y * MAP_WIDTH + x] == TILE_VOID) { // Returns topmost item quickly. item = getItem(x, y); if (item && item->isArtifact()) { // Okay, a bit misnamed now. tile = TILE_UNIQUEMOB; } } // If preserve ray is turned on, we check the current // overlay tile and see if we have manually updated // it into a ray tile. If so, we don't want to // overwrite it. // Alternatively, we may want to preserve anything that // is *not* one of the standard shadow tiles? if (preserve_ray) { int raytile; raytile = gfx_getoverlay(x, y); switch (raytile) { case TILE_RAYSLASH: case TILE_RAYPIPE: case TILE_RAYDASH: case TILE_RAYBACKSLASH: // Preseve the tile tile = raytile; break; default: // Leave tile unchanged. break; } } gfx_setoverlay(x, y, tile); } } } MOB * MAP::getGuiltyMob(int x, int y) const { if (this != glbCurLevel) return 0; return ourMobGuiltyMap[y*MAP_WIDTH+x].getMob(); } void MAP::setGuiltyMob(int x, int y, MOB *mob) { if (this != glbCurLevel) return; ourMobGuiltyMap[y*MAP_WIDTH+x].setMob(mob); } void MAP::moveMob(MOB *mob, int ox, int oy, int nx, int ny) { int dx, dy; // Note that the mob may not be in its old position, it may // have already been overwritten. // Note also that the old position may be invalid. if (this != glbCurLevel) return; if (ox >= 0 && ox < MAP_WIDTH && oy >= 0 && oy < MAP_HEIGHT) { // Clear old spot. if (ourMobRefMap[oy * MAP_WIDTH + ox].getMob() == mob) ourMobRefMap[oy * MAP_WIDTH + ox].setMob(0); if (mob->getSize() >= SIZE_GARGANTUAN) { for (dx = 0; dx < 2; dx++) { for (dy = 0; dy < 2; dy++) { if (ourMobRefMap[(oy + dy) * MAP_WIDTH + (ox+dx)].getMob() == mob) ourMobRefMap[(oy + dy) * MAP_WIDTH + (ox+dx)].setMob(0); } } } } if (nx >= 0 && nx < MAP_WIDTH && ny >= 0 && ny < MAP_HEIGHT) { // Mark new spot. ourMobRefMap[ny * MAP_WIDTH + nx].setMob(mob); if (mob->getSize() >= SIZE_GARGANTUAN) { for (dx = 0; dx < 2; dx++) { for (dy = 0; dy < 2; dy++) { ourMobRefMap[(ny + dy) * MAP_WIDTH + (nx+dx)].setMob(mob); } } } } } void MAP::wallCrush(MOB *mob) { UT_ASSERT(mob != 0); if (!mob) return; if (mob->getSize() < SIZE_GARGANTUAN) return; int dx, dy, x, y; MOB *movemob; x = mob->getX(); y = mob->getY(); for (dy = 0; dy < 2; dy++) { for (dx = 0; dx < 2; dx++) { if (!canMove(x+dx, y+dy, MOVE_STD_FLY)) { if (glb_squaredefs[getTile(x+dx, y+dy)].invulnerable) { // Don't destroy invulernable walls. mob->formatAndReport("%U the wall, but the wall withstands the impact!"); } else { mob->formatAndReport("%U the walls!"); setTile(x+dx, y+dy, SQUARE_CORRIDOR); } } movemob = getMobPrecise(x+dx, y+dy); if (movemob && (movemob != mob)) { movemob->formatAndReport("%U pushed out of the way."); int nx, ny; nx = movemob->getX(); ny = movemob->getY(); if (findCloseTile(nx, ny, movemob->getMoveType(), false)) { movemob->move(nx, ny); } else { movemob->formatAndReport("But there is no where to move!"); } } } } } void MAP::registerMob(MOB *mob) { mob->setNext(myMobHead); mob->setDLevel(myDepth); myMobHead = mob; myMobCount++; if (glbCurLevel == this) { ourMobRefMap[mob->getY() * MAP_WIDTH + mob->getX()].setMob(mob); if (mob->getSize() >= SIZE_GARGANTUAN) { int dx, dy; for (dx = 0; dx < 2; dx++) for (dy = 0; dy < 2; dy++) ourMobRefMap[(mob->getY() + dy) * MAP_WIDTH + mob->getX() + dx].setMob(mob); } } } void MAP::unregisterMob(MOB *mob) { // TODO: If this is deadly, a double linked list would get us // O(1) removal... MOB *cur; mob->setDLevel(-1); mob->clearReferences(); if (glbCurLevel == this) { ourMobRefMap[mob->getY() * MAP_WIDTH + mob->getX()].setMob(0); if (mob->getSize() >= SIZE_GARGANTUAN) { ourMobRefMap[(mob->getY()+1) * MAP_WIDTH + mob->getX()].setMob(0); ourMobRefMap[(mob->getY()+1) * MAP_WIDTH + mob->getX()+1].setMob(0); ourMobRefMap[mob->getY() * MAP_WIDTH + mob->getX()+1].setMob(0); } } // Ensure any safe mob loops don't crash. if (myMobSafeNext == mob) myMobSafeNext = mob->getNext(); for (cur = getMobHead(); cur; cur = cur->getNext()) { if (cur != mob) cur->alertMobGone(mob); } if (mob == myMobHead) { myMobHead = myMobHead->getNext(); mob->setNext(0); myMobCount--; return; } for (cur = myMobHead; cur->getNext(); cur = cur->getNext()) { if (mob == cur->getNext()) { cur->setNext(mob->getNext()); mob->setNext(0); myMobCount--; return; } } UT_ASSERT(!"Removal of non-present mob"); } MOB * MAP::getMob(int x, int y) const { MOB *cur; if (this == glbCurLevel) { if (x < 0 || x >= MAP_WIDTH || y < 0 || y >= MAP_HEIGHT) return 0; return ourMobRefMap[y * MAP_WIDTH + x].getMob(); } for (cur = getMobHead(); cur; cur = cur->getNext()) { if (cur->getX() == x && cur->getY() == y) return cur; if (cur->getSize() >= SIZE_GARGANTUAN) { if ( (cur->getX()+1 == x || cur->getX() == x) && (cur->getY()+1 == y || cur->getY() == y) ) { return cur; } } } return 0; } MOB * MAP::getMobPrecise(int x, int y) const { MOB *cur; for (cur = getMobHead(); cur; cur = cur->getNext()) { if (cur->getX() == x && cur->getY() == y) return cur; } return 0; } void MAP::chaseMobOnStaircase(SQUARE_NAMES destsquare, int srcx, int srcy, MOB *chasee, MAP *nextmap) { MOB *safenext, *chaser; int range; bool follow; int x, y; for (chaser = getMobHead(); chaser; chaser = safenext) { safenext = chaser->getNext(); range = MAX(abs(chaser->getX() - srcx), abs(chaser->getY() - srcy)); follow = false; if (range <= 1) { // Within range, this dude can make it to the staircase. // However, he may not be interested. // Avatar is never moved implicitly. if (chaser->isAvatar()) continue; // Double square mobs won't find correct spots on otherside // of the stair case, so don't chase for now. if (chaser->getSize() >= SIZE_GARGANTUAN) { continue; } if (chaser->isSlave(chasee)) { // Our owner went downstairs, we follow follow = true; } if (chaser->getAITarget() == chasee) { // Someone we want to kill went downstiars, follow. follow = true; } } if (follow) { if (nextmap->findTile(destsquare, x, y) && nextmap->findCloseTile(x, y, chaser->getMoveType())) { // We have a valid destination, unlink and move! unregisterMob(chaser); chaser->move(x, y, true); nextmap->registerMob(chaser); } } } } bool MAP::findRandomLoc(int &ox, int &oy, int movetype, bool allowmob, bool doublesize, bool avoidfov, bool avoidfire, bool avoidacid, bool avoidnomob) { // TODO: This is 2k we could save. static u16 validlist[MAP_WIDTH * MAP_HEIGHT]; int numvalid = 0; int x, y, tile, i; ITEM *item; for (y = 0; y < MAP_HEIGHT; y++) { for (x = 0; x < MAP_WIDTH; x++) { // Don't allow spots with FOV set if this is enabled. if (avoidfov && hasFOV(x, y)) continue; if (avoidnomob && getFlag(x, y, SQUAREFLAG_NOMOB)) continue; // Check if this tile is valid. tile = getTile(x, y); if (avoidfire && tile == SQUARE_LAVA) continue; if (avoidacid && tile == SQUARE_ACID) continue; if (glb_squaredefs[tile].movetype & movetype) { // Check if it has a mob... if (allowmob || !getMob(x, y)) { // Check to see if there is an immovable item. item = getItem(x, y); if (item && !item->isPassable()) continue; if (doublesize) { if (x < MAP_WIDTH - 1 && y < MAP_HEIGHT - 1) { if ((glb_squaredefs[getTile(x+1,y)].movetype & movetype) && (glb_squaredefs[getTile(x+1,y+1)].movetype & movetype) && (glb_squaredefs[getTile(x,y+1)].movetype & movetype)) { if (allowmob || (!getMob(x+1,y) && !getMob(x+1,y+1) && !getMob(x,y+1))) { validlist[numvalid++] = x + y * MAP_WIDTH; } } } } else validlist[numvalid++] = x + y * MAP_WIDTH; } } } } // If valid list is empty, we have no valid squares. if (!numvalid) { // This can happen in places like the Hell Level if a lot // of creatures are spawned (as found in the stress test) //UT_ASSERT(!"Failed to find valid square"); return false; } // Now, we pick an entry at random... i = rand_range(0, numvalid-1); ox = validlist[i] & (MAP_WIDTH-1); oy = validlist[i] / MAP_WIDTH; return true; } void MAP::moveNPCs() { MOB *mob; for (mob = getMobHead(); mob; mob = myMobSafeNext) { myMobSafeNext = mob->getNext(); // What if next is killed by doAI? // - handled by using myMobSafeNext (hack) // What if mob is killed by doAI? // - ignored since is last stage of processing // What if mob is killed by heartbeat? // - handled by returning false from doHeartbeat (unrobust) if (mob->isAvatar()) continue; // Ignore the PC. // Heartbeat returns true if AI can run. if (mob->doHeartbeat()) if (mob->doMovePrequel()) mob->doAI(); } } int MAP::getThreatLevel() const { int threatlevel = myDepth; if (glbStressTest && !glbMapStats) return 50; // Surface world doesn't have monsters. if (!threatlevel) return threatlevel; if (MOB::getAvatar()) { MOB *avatar = MOB::getAvatar(); if (avatar->isPolymorphed()) { avatar = avatar->getBaseType(); if (!avatar) { UT_ASSERT(!"No base type!"); avatar = MOB::getAvatar(); } } threatlevel += avatar->getHitDie() + avatar->getMagicDie(); } return threatlevel; } int MAP::getDesiredMobCount() const { if (!allowMobGeneration()) return 0; return getThreatLevel() / 2; } void MAP::doHeartbeat() { // In all cases, update our smell watermark so we can get proper // gradients. ourAvatarSmellWatermark++; if (ourAvatarSmellWatermark == 65535) { // We overflowed our watermark. We clear our map and set it // to the defualt distance of 64. I wonder if anyone will notice // that every 65k moves all creatures become confused? ourAvatarSmellWatermark = 64; memset(ourAvatarSmell, 0xff, sizeof(u16) * MAP_WIDTH * MAP_HEIGHT); } // Determine if we are in a proper phase. if (!speed_isheartbeatphase()) return; // Determine if our number of mobs makes sense for our // threat level... int spawnchance = 0; int desiredcount; // Our probability of spawning will never go to zero. It will // attempt to maintain the proper number of mobs for this threat // level. If we have less than our desired number, we spawn // at 10% (one every 10 turns). If we have ten more than that number, // we spawn at 1%. Between that is interpolated. // The desired number is threatlevel / 2, maxed at 20. desiredcount = getDesiredMobCount(); if (desiredcount > 20) desiredcount = 20; if (myMobCount < desiredcount) spawnchance = 10; else if (myMobCount - 10 < desiredcount) spawnchance = 10 - (desiredcount - myMobCount); else spawnchance = 1; if (!desiredcount) spawnchance = 0; // if (1) if (rand_chance(spawnchance)) { createAndPlaceNPC(true); } // Run the heartbeat on all the items... ITEM *cur, *next; for (cur = getItemHead(); cur; cur = next) { next = cur->getNext(); if (!cur->doHeartbeat(glbCurLevel, 0)) { dropItem(cur); delete cur; } } } ITEM * MAP::getItem(int x, int y) const { ITEM *cur, *result = 0; if (this == glbCurLevel) { // Use the item map. if (x < 0 || x >= MAP_WIDTH || y < 0 || y >= MAP_HEIGHT) return 0; return ourItemPtrMap[y * MAP_WIDTH + x]; } // Because the drawn item is the top item, it is also the guy we // return here. for (cur = getItemHead(); cur; cur = cur->getNext()) { if (cur->getX() == x && cur->getY() == y) result = cur; } return result; } ITEM * MAP::getItem(int x, int y, bool submerged) const { ITEM *cur, *result = 0; if (this == glbCurLevel) { // Use the item map. if (x < 0 || x >= MAP_WIDTH || y < 0 || y >= MAP_HEIGHT) return 0; cur = ourItemPtrMap[y * MAP_WIDTH + x]; if (cur && cur->isBelowGrade()) { if (submerged) result = cur; } else { if (!submerged) result = cur; } // TODO: Doesn't work for water walking on top of submerged // stuff! return result; } // Because the drawn item is the top item, it is also the guy we // return here. for (cur = getItemHead(); cur; cur = cur->getNext()) { if (cur->getX() == x && cur->getY() == y) { if (cur->isBelowGrade()) { if (submerged) result = cur; } else { if (!submerged) result = cur; } } } return result; } int MAP::getItemStack(ITEMSTACK &stack, int x, int y, int submergecheck, bool checkmapped) const { int numadded = 0; ITEM *item; bool subboolean = (submergecheck ? true : false); // Because the drawn item is the top item, it is also the guy we // return here. for (item = getItemHead(); item; item = item->getNext()) { if (item->getX() == x && item->getY() == y) { if (submergecheck < 0 || (subboolean == item->isBelowGrade())) { if (checkmapped && !item->isMapped()) continue; stack.append(item); numadded++; } } } return numadded; } int MAP::getPets(MOBSTACK &stack, MOB *owner, bool onlysensable) const { MOB *mob; stack.clear(); if (!owner) return 0; for (mob = myMobHead; mob; mob = mob->getNext()) { if (mob == owner) continue; if (mob->getMaster() == owner) { // Verify we can sense the mob. if (onlysensable) { if (!owner->canSense(mob)) continue; } stack.append(mob); } } return stack.entries(); } // If this is a bottle, and if it dropped into liquid, we want // to fill it with the liquid. // We preserve the blessed/curse status of the bottle. void MAP::fillBottle(ITEM *item, int x, int y) const { int tile; if (item->getDefinition() != ITEM_BOTTLE) return; tile = getTile(x, y); switch (tile) { case SQUARE_WATER: { // Convert to water. item->formatAndReport("%U with water."); item->setDefinition(ITEM_WATER); break; } case SQUARE_LAVA: { // Fill with lava. item->formatAndReport("%U infused with fire."); item->setDefinition(ITEM::lookupMagicItem(MAGICTYPE_POTION, POTION_GREEKFIRE)); break; } case SQUARE_ACID: { // Fill with acid. item->formatAndReport("%U with acid."); item->setDefinition(ITEM::lookupMagicItem(MAGICTYPE_POTION, POTION_ACID)); break; } default: // Safe to do nothing. break; } } void MAP::acquireItem(ITEM *item, int x, int y, MOB *dropper, ITEM **newitem, bool ignoregrade) { ITEM *last, *cur, *oldtopitem; bool settopitem = false; bool falldown = false; bool dropinliquid = false; BUF buf; int tile, trap; if (newitem) *newitem = item; // The item should already be removed from its own list. UT_ASSERT(!item->getNext()); myItemCount++; oldtopitem = 0; if (this == glbCurLevel) { // Impassable items remain on the top of the heap. if (!ourItemPtrMap[y * MAP_WIDTH + x] || ourItemPtrMap[y * MAP_WIDTH + x]->getStackOrder() <= item->getStackOrder()) { settopitem = true; oldtopitem = ourItemPtrMap[y * MAP_WIDTH + x]; ourItemPtrMap[y * MAP_WIDTH + x] = item; } } // Determine if the item is going below grade. If so, // generate the flavour text. tile = getTile(x, y); trap = glb_squaredefs[tile].trap; switch ((TRAP_NAMES) trap) { case TRAP_HOLE: { // Item falls to the next level. item->setPos(x, y); item->markMapped(false); if (item->fallInHole(this, false, dropper)) { // Clear out the boulder from our top list. if (settopitem) { ourItemPtrMap[y * MAP_WIDTH + x] = oldtopitem; } // Callers should be warned we no longer exist. if (newitem) *newitem = 0; return; } break; } case TRAP_PIT: case TRAP_SPIKEDPIT: // Item falls into a pit. falldown = true; buf = MOB::formatToString("%U into a %B1.", 0, item, 0, 0, glb_trapdefs[trap].name); break; case TRAP_TELEPORT: { item->setPos(x, y); if (item->randomTeleport(this, false, dropper)) { // That's the end of the story. The item's new position is // handled by its own call to acquireItem. if (settopitem) { ourItemPtrMap[y * MAP_WIDTH + x] = oldtopitem; } return; } break; } case TRAP_SMOKEVENT: case TRAP_POISONVENT: case TRAP_NONE: case NUM_TRAPS: // Do nothing. break; } // Switch on floor type: switch (tile) { case SQUARE_WATER: falldown = true; dropinliquid = true; buf = MOB::formatToString("%U into the water.", 0, item, 0, 0); if (item->douse()) { delete item; if (newitem) *newitem = 0; // Our top item map is now invalid. refreshPtrMaps(); return; } break; case SQUARE_ACID: { // If we can dissolve: Good bye item! item->setPos(x, y); if (item->dissolve()) { delete item; if (newitem) *newitem = 0; // Our top item map is now invalid. refreshPtrMaps(); return; } falldown = true; dropinliquid = true; buf = MOB::formatToString("%U into the acid.", 0, item, 0, 0); break; } case SQUARE_LAVA: // If we can burn: Good bye item! item->setPos(x, y); if (item->ignite()) { delete item; if (newitem) *newitem = 0; // Our top item map is now invalid. refreshPtrMaps(); return; } falldown = true; dropinliquid = true; buf = MOB::formatToString("%U into the lava.", 0, item, 0, 0); break; } if (dropinliquid) { if (item->hasIntrinsic(INTRINSIC_WATERWALK)) falldown = false; } if (!ignoregrade && falldown) { // Only report the fall down message if we are not // below grade. if (!item->isBelowGrade()) { item->markBelowGrade(true); reportMessage(buf, x, y); } if (dropinliquid) { fillBottle(item, x, y); } } else if (!ignoregrade) { item->markBelowGrade(false); } // Check to see if we should merge with an existing pile. for (cur = getItemHead(); cur; cur = cur->getNext()) { if (cur->getX() == x && cur->getY() == y) { if (cur->canMerge(item)) { cur->mergeStack(item); delete item; if (newitem) *newitem = cur; // Account for our over estimate: myItemCount--; if (settopitem) { ourItemPtrMap[y * MAP_WIDTH + x] = oldtopitem; } return; } } } // We add the item where it fits according to its sort order. last = 0; for (cur = getItemHead(); cur; cur = cur->getNext()) { if (cur->getStackOrder() > item->getStackOrder()) break; last = cur; } // We wish to insert before cur. Note cur & last may be null. item->setNext(cur); if (!last) { // Insert at beginning. myItemHead = item; } else { // Insert before cur. last->setNext(item); UT_ASSERT(last != item); } item->setPos(x, y); // Now, check to see if we have to fill a pit, or similar. NOTE: // this may delete the item! fillSquare(item, dropper, newitem); } ITEM * MAP::dropItem(int x, int y) { ITEM *item; item = getItem(x, y); if (item) dropItem(item); return item; } void MAP::dropItem(ITEM *item) { ITEM *cur, *prev = 0; for (cur = getItemHead(); cur; cur = cur->getNext()) { if (cur == item) { break; } prev = cur; } UT_ASSERT(cur && cur == item); if (!cur || cur != item) return; myItemCount--; if (prev) prev->setNext(item->getNext()); else myItemHead = item->getNext(); item->markBelowGrade(false); item->setNext(0); if (this == glbCurLevel && ourItemPtrMap[item->getY() * MAP_WIDTH + item->getX()] == cur) { // TODO: Find next on stack! refreshPtrMaps(); } } void MAP::buildFOV(int ox, int oy, int radx, int rady) { int sx, ex; int sy, ey; int x, y, r; // Reset FOV stash location... myFOVX = myFOVY = -1; sx = ox - radx; if (sx < 0) sx = 0; ex = ox + radx; if (ex >= MAP_WIDTH) ex = MAP_WIDTH-1; sy = oy - rady; if (sy < 0) sy = 0; ey = oy + rady; if (ey >= MAP_HEIGHT) ey = MAP_HEIGHT-1; for (y = 0; y < sy; y++) { for (x = 0; x < MAP_WIDTH; x++) clearFlag(x, y, SQUAREFLAG_FOV); } for (; y <= ey; y++) { for (x = 0; x < sx; x++) clearFlag(x, y, SQUAREFLAG_FOV); for (; x <= ex; x++) { if (hasLOS(ox, oy, x, y)) { setFlag(x, y, SQUAREFLAG_FOV, true); // Update our distance table... r = ABS(x - ox) + ABS(y - oy); updateAvatarSmell(x, y, -r); } else clearFlag(x, y, SQUAREFLAG_FOV); } for (; x < MAP_WIDTH; x++) clearFlag(x, y, SQUAREFLAG_FOV); } for (; y < MAP_HEIGHT; y++) { for (x = 0; x < MAP_WIDTH; x++) clearFlag(x, y, SQUAREFLAG_FOV); } myFOVX = ox; myFOVY = oy; } bool MAP::hasFOV(int x, int y) const { UT_ASSERT(x >= 0 && y >= 0); UT_ASSERT(x < MAP_WIDTH && y < MAP_HEIGHT); return getFlag(x, y, SQUAREFLAG_FOV) ? true : false; } bool MAP::allowDiggingDown() const { if (myGlobalFlags & MAPFLAG_DIG) return true; return false; } bool MAP::allowMobGeneration() const { if (myGlobalFlags & MAPFLAG_NEWMOBS) return true; return false; } bool MAP::allowItemGeneration() const { if (myGlobalFlags & MAPFLAG_NOITEMS) return false; return true; } bool MAP::allowTeleportation() const { if (myGlobalFlags & MAPFLAG_NOTELE) return false; return true; } void MAP::markMapped(int ox, int oy, int radx, int rady, bool uselos) { int sx, ex; int sy, ey; int x, y; bool forcelit; sx = ox - radx; if (sx < 0) sx = 0; ex = ox + radx; if (ex >= MAP_WIDTH) ex = MAP_WIDTH-1; sy = oy - rady; if (sy < 0) sy = 0; ey = oy + rady; if (ey >= MAP_HEIGHT) ey = MAP_HEIGHT-1; for (y = sy; y <= ey; y++) { for (x = sx; x <= ex; x++) { forcelit = false; if (uselos) { int diffx, diffy; diffx = ox - x; diffy = oy - y; if (diffx >= -1 && diffx <= 1 && diffy >= -1 && diffy <= 1) { forcelit = true; } } if (!uselos || (hasLOS(ox, oy, x, y) && (forcelit || isLit(x, y)))) setFlag(x, y, SQUAREFLAG_MAPPED); } } } bool MAP::isTransparent(int x, int y) const { SQUARE_NAMES square; // Read squares definition to learn if it blocks LOS. // This is more complicated than if it blocks movement! square = getTile(x, y); bool forcetrans = false; // If the avatar is in a tree trees don't block sight. // This is wrong as it lets creatures see through the trees // as soon as the avatar does. However, creatures still can't // see the avatar due to the in-tree rules for visibility, so this // just affects mob/mob and mob/pet which hopefully people don't // notice. Pet/mob is retconned by the avatar directing the pets. if (square == SQUARE_FOREST || square == SQUARE_FORESTFIRE) { if (MOB::getAvatar() && MOB::getAvatar()->hasIntrinsic(INTRINSIC_INTREE)) { forcetrans = true; } } if (!forcetrans && !glb_squaredefs[square].transparent) return false; // Smokey squares block LOS. if (getFlag(x, y, SQUAREFLAG_SMOKE)) return false; return true; } bool MAP::hasLOS(int x1, int y1, int x2, int y2) const { // Check to see if the start, (x1,y1), is the stashed FOV location // If so, we use the prebuilt FOV table. if (x1 == myFOVX && y1 == myFOVY) { return hasFOV(x2, y2); } else if (x2 == myFOVX && y2 == myFOVY) { // While hasLOS is not symmetric, we force it to be // in the case of FOV as that avoids hockeystick // paradoxes. (And is more efficient) return hasFOV(x1, y1); } int cx, cy, x, y, acx, acy; cx = x2 - x1; cy = y2 - y1; acx = abs(cx); acy = abs(cy); // Check for trivial LOS (and divide by zero) if (acx <= 1 && acy <= 1) return true; if (acx > acy) { int dx, dy, error; dx = sign(cx); dy = sign(cy); error = 0; error = acy; y = y1; for (x = x1 + dx; x != x2; x += dx) { if (error >= acx) { error -= acx; y += dy; } if (!isTransparent(x, y)) return false; error += acy; } } else { int dx, dy, error; dx = sign(cx); dy = sign(cy); error = 0; error = acx; x = x1; for (y = y1 + dy; y != y2; y += dy) { if (error >= acy) { error -= acy; x += dx; } if (!isTransparent(x, y)) return false; error += acx; } } // Successful LOS. return true; } bool MAP::hasSlowLOS(int x1, int y1, int x2, int y2) const { int cx, cy, dx, dy, x, y, acx, acy; cx = x2 - x1; cy = y2 - y1; acx = abs(cx); acy = abs(cy); // Check for trivial LOS (and divide by zero) if (acx <= 1 && acy <= 1) return true; if (acx > acy) { float truey; float deltay; int fy; deltay = cy / (float) abs(cx); dx = sign(cx); truey = y1 + deltay; for (x = x1 + dx; x != x2; x += dx) { fy = (int)floor(truey + 0.5f); if (!isTransparent(x, fy)) { return false; } truey += deltay; } } else { float truex; float deltax; int fx; deltax = cx / (float) abs(cy); dy = sign(cy); truex = x1 + deltax; for (y = y1 + dy; y != y2; y += dy) { fx = (int)floor(truex+0.5f); if (!isTransparent(fx, y)) { return false; } truex += deltax; } } // Successful LOS. return true; } bool MAP::hasDrunkLOS(int x1, int y1, int x2, int y2) const { int x, y; float truex, truey; // This does somewhat more correct LOS by drawing a straight line // between ourselves and the destintation... // You have the direct floating point LOS line between two points. // An LOS exists if EITHER of the integer solutions of said line // are valid. // Trivial cases... if (x1 == x2 && y1 == y2) { return true; } // Step through... x = x1; y = y1; if (abs(x2 - x1) > abs(y2 - y1)) { // X major, use truey. while (x != x2) { x += sign(x2 - x1); truey = (y2 - y1) * ( (float)(x - x1) / (x2 - x1) ) + y1; if (!isTransparent(x, (int)(truey)) && !isTransparent(x, (int)(truey)+1)) { return false; } } return true; } else { // Y major, use truex. while (y != y2) { y += sign(y2 - y1); truex = (x2 - x1) * ( (float)(y - y1) / (y2 - y1) ) + x1; if (!isTransparent((int)(truex), y) && !isTransparent((int)(truex)+1, y)) { return false; } } return true; } } bool MAP::hasManhattenLOS(int x1, int y1, int x2, int y2) const { int dx, dy; // NOTE: The dominance matrix approach won't gain us much here // as it is basically a prebuilt left/right/diagonal LUT that // is only efficient if we restrict ourselves to 4x4. // A square is visible if it has a LOS to the source. // We are saying anything with walk/swim/fly is visible. // We consider any manhatten walk between origin and dest a valid // LOS. // Trivial... if (x1 == x2 && y1 == y2) { return true; } // Beside is trivial... if (abs(x1 - x2) == 1 && y1 == y2) return true; if (abs(y1 - y2) == 1 && x1 == x2) return true; // Find the direction... dx = sign(x2 - x1); dy = sign(y2 - y1); if (dx) { // Check if visible in dx direction... if (isTransparent(x1 + dx, y1)) { if (hasManhattenLOS(x1 + dx, y1, x2, y2)) return true; } } if (dy) { // Check if visible in dy direction... if (isTransparent(x1, y1 + dy)) { if (hasManhattenLOS(x1, y1 + dy, x2, y2)) return true; } } // Failed in all directions. return false; } bool MAP::isLit(int x, int y) const { if (getFlag(x, y, SQUAREFLAG_LIT) || getFlag(x, y, SQUAREFLAG_TEMPLIT)) { return true; } return false; } bool MAP::isDiggable(int x, int y) const { switch (getTile(x, y)) { case SQUARE_EMPTY: case SQUARE_WALL: case SQUARE_SECRETDOOR: case SQUARE_VIEWPORT: return true; } ITEM *item; item = glbCurLevel->getItem(x, y); if (item && item->getDefinition() == ITEM_BOULDER) { return true; } return false; } void MAP::updateLights() { int x, y; MOB *mob; ITEM *item; // First, clear out all dynamic lights. for (y = 0; y < MAP_HEIGHT; y++) { for (x = 0; x < MAP_WIDTH; x++) { // Set the temp lit according to the square's status int tile; tile = getTile(x, y); if (glb_squaredefs[tile].islit) setFlag(x, y, SQUAREFLAG_TEMPLIT); else clearFlag(x, y, SQUAREFLAG_TEMPLIT); } } // Now run through our object & mob list looking for lights... for (mob = getMobHead(); mob; mob = mob->getNext()) { if (mob->isLight()) { applyTempLight(mob->getX(), mob->getY(), mob->getLightRadius()); } } for (item = getItemHead(); item; item = item->getNext()) { if (item->isLight()) { applyTempLight(item->getX(), item->getY(), item->getLightRadius()); } } } void MAP::applyTempLight(int x, int y, int radius) { applyFlag(SQUAREFLAG_TEMPLIT, x, y, radius, true, true); } void MAP::applyFlag(SQUAREFLAG_NAMES flag, int cx, int cy, int radius, bool uselos, bool state) { int x, y; for (y = cy - radius; y <= cy + radius; y++) { if (y < 0 || y >= MAP_WIDTH) continue; for (x = cx - radius; x <= cx + radius; x++) { if (x < 0 || x >= MAP_WIDTH) continue; if (!uselos || hasLOS(cx, cy, x, y)) { setFlag(x, y, flag, state); } } } } bool MAP::isSquareInLockedRoom(int x, int y) const { int nx, ny; bool founddoor = false; // Note this room might be non square. // Thus we want do do a flood fill of flyable squares, // looking for an open door. bool *checkedsquare; checkedsquare = new bool [MAP_HEIGHT * MAP_WIDTH]; memset(checkedsquare, 0, MAP_HEIGHT * MAP_WIDTH); PTRLIST stack; stack.append(x + y * MAP_WIDTH); checkedsquare[x+y*MAP_WIDTH] = true; while (!founddoor && stack.entries()) { int idx = stack.pop(), idxtest; SQUARE_NAMES tile; nx = idx & (MAP_WIDTH-1); ny = idx / MAP_HEIGHT; tile = getTile(nx, ny); if (!isTileWall(tile)) { // an empty door is a door. if (tile == SQUARE_CORRIDOR) founddoor = true; // Spread out in 4 directions. if (nx) { idxtest = idx-1; if (!checkedsquare[idxtest]) { checkedsquare[idxtest] = true; stack.append(idxtest); } } if (nx < MAP_WIDTH-1) { idxtest = idx+1; if (!checkedsquare[idxtest]) { checkedsquare[idxtest] = true; stack.append(idxtest); } } if (ny) { idxtest = idx-MAP_WIDTH; if (!checkedsquare[idxtest]) { checkedsquare[idxtest] = true; stack.append(idxtest); } } if (ny < MAP_HEIGHT-1) { idxtest = idx+MAP_WIDTH; if (!checkedsquare[idxtest]) { checkedsquare[idxtest] = true; stack.append(idxtest); } } } else { // We stop here. But if it is a door, we are done. switch (tile) { case SQUARE_DOOR: case SQUARE_BLOCKEDDOOR: case SQUARE_OPENDOOR: founddoor = true; break; default: break; } } } delete [] checkedsquare; return !founddoor; } bool MAP::findTile(SQUARE_NAMES tile, int &ox, int &oy) { int x, y; // First, we find an instance of the given tile... for (y = 0; y < MAP_HEIGHT; y++) { for (x = 0; x < MAP_WIDTH; x++) { if (getTile(x, y) == tile) { // Success. ox = x; oy = y; return true; } } } // Nothing worked, leave x & y unchanged and return false... return false; } bool MAP::findCloseTile(int &x, int &y, MOVE_NAMES move, bool allowmob, int maxradius) { int rad = 0; int ox, oy, d; ox = x; oy = y; // Search in ever increasing circles until we get a hit. for (rad = 0; rad < maxradius; rad++) { for (d = -rad; d <= rad; d++) { x = ox + rad; y = oy + d; if (x >= 0 && x < MAP_WIDTH && y >= 0 && y < MAP_HEIGHT) if (canMove(x, y, move, allowmob)) return true; x = ox - rad; y = oy + d; if (x >= 0 && x < MAP_WIDTH && y >= 0 && y < MAP_HEIGHT) if (canMove(x, y, move, allowmob)) return true; x = ox + d; y = oy + rad; if (x >= 0 && x < MAP_WIDTH && y >= 0 && y < MAP_HEIGHT) if (canMove(x, y, move, allowmob)) return true; x = ox + d; y = oy - rad; if (x >= 0 && x < MAP_WIDTH && y >= 0 && y < MAP_HEIGHT) if (canMove(x, y, move, allowmob)) return true; } } // Nothing found, fail. x = ox; y = oy; return false; } MAP * MAP::peekMapUp() const { return myMapUp; } MAP * MAP::getMapUp(bool create) { if (myMapUp) return myMapUp; if (!create) return 0; if (myDepth == 0) return 0; // Nothing up there! myMapUp = new MAP(myDepth - 1, branchName()); myMapUp->setMapDown(this); myMapUp->build(false); myMapUp->populate(); return myMapUp; } MAP * MAP::peekMapDown() const { return myMapDown; } MAP * MAP::getMapDown(bool create) { if (myMapDown) return myMapDown; if (!create) return 0; myMapDown = new MAP(myDepth + 1, branchName()); myMapDown->setMapUp(this); myMapDown->build(false); myMapDown->populate(); return myMapDown; } MAP * MAP::peekMapBranch() const { return myMapBranch; } BRANCH_NAMES MAP::offshootName() const { // THis is way more complicated than it should be. const int tridudedepth = 20; switch (branchName()) { case BRANCH_MAIN: if (getDepth() == tridudedepth) return BRANCH_TRIDUDE; case BRANCH_TRIDUDE: if (getDepth() == tridudedepth) return BRANCH_MAIN; break; case BRANCH_NONE: case NUM_BRANCHS: UT_ASSERT(!"Invalid source branch name"); break; } return BRANCH_NONE; } BRANCH_NAMES MAP::branchName() const { return (BRANCH_NAMES) myBranch; } MAP * MAP::getMapBranch(bool create) { if (myMapBranch) return myMapBranch; if (!create) return 0; BRANCH_NAMES branch; branch = offshootName(); if (branch == BRANCH_NONE) { return 0; } myMapBranch = new MAP(getDepth(), branch); myMapBranch->setMapBranch(this); myMapBranch->build(false); myMapBranch->populate(); return myMapBranch; } bool MAP::describeSquare(int x, int y, bool blind, bool includeself) { bool describe, started; BUF buf; ITEMSTACK stack; MOB *mob; const char *prefix; const char *here; bool ownsquare = false; bool checksubmerged; int tile; int i, n; if (x == MOB::getAvatar()->getX() && y == MOB::getAvatar()->getY()) { here = " here. "; // We also want to explicitly map this square. Mapping may // occur after walking, so this avoids getting a know nothing // if you teleport, etc. markMapped(x, y, 0, 0, false); ownsquare = true; } else here = " there. "; checksubmerged = false; if (ownsquare) if (MOB::getAvatar()->hasIntrinsic(INTRINSIC_INPIT)) checksubmerged = true; if (MOB::getAvatar()->hasIntrinsic(INTRINSIC_SUBMERGED)) checksubmerged = true; describe = false; started = false; // MUST check mobs first as they don't chain! // Check all MOBs. Do not report the avatar as we are the one doing // the describing.. mob = getMob(x, y); if (mob && !mob->isAvatar() && MOB::getAvatar()->canSense(mob)) { buf.strcat(mob->getDescription()); describe = false; started = true; } else if (includeself && mob && mob->isAvatar()) { if (blind || (mob->hasIntrinsic(INTRINSIC_INVISIBLE) && !mob->hasIntrinsic(INTRINSIC_SEEINVISIBLE))) buf.strcat("You feel yourself"); else buf.strcat("You see yourself"); describe = true; started = true; } // We do not care if the items are mapped if they are on our own // square. Indeed, the act of stepping on them will trigger them // to be mapped. getItemStack(stack, x, y, checksubmerged, !ownsquare); n = stack.entries(); if (ownsquare) { // Map all the items. for (i = 0; i < n; i++) { stack(i)->markMapped(); } } // Print out all the items. We cap at 5 items and just // report many items. for (i = 0; i < n; i++) { if (!describe) { if (!ownsquare && (!hasFOV(x, y) || !isLit(x, y) || blind)) { // We are working from memory. buf.strcat("You recall "); } else if (blind) { buf.strcat("You feel "); } else { buf.strcat("You see "); } } else { buf.strcat(", "); } describe = true; if (n > 5) { buf.strcat("many items"); break; } buf.strcat(stack(i)->getName()); } // Check if the square is mapped... // If not, the only thing we could have is the MOB report or // any known items. if (!getFlag(x, y, SQUAREFLAG_MAPPED)) { if (!describe) { if (!started) buf.sprintf("You know nothing of this spot. "); } else { if (blind) { buf.strcat(here); } else buf.strcat(". "); } msg_report(buf); return true; } // Check for special tiles... if (!describe) { if (!ownsquare && (!hasFOV(x, y) || !isLit(x, y) || blind)) prefix = "You recall "; else if (blind) prefix = "You feel "; else prefix = "You see "; } else prefix = ", "; SMOKE_NAMES smoke = getSmoke(x, y); if (smoke != SMOKE_NONE) { buf.strcat(prefix); buf.strcat(glb_smokedefs[smoke].name); prefix = " and "; describe = true; } tile = getTile(x, y); if (glb_squaredefs[tile].description) { buf.strcat(prefix); buf.strcat(glb_squaredefs[tile].description); describe = true; } if (describe) { if (blind) buf.strcat(here); else buf.strcat(". "); msg_report(buf); } else if (started) { msg_report(buf); } return describe || started; } bool MAP::canMove(int x, int y, MOVE_NAMES movetype, bool allowmob, bool allowdoor, bool allowitem) { SQUARE_NAMES square; // Cannot move outside of the map. if (x < 0 || x >= MAP_WIDTH || y < 0 || y >= MAP_HEIGHT) return false; if (!allowmob) { if (getMob(x, y)) return false; } if (!allowitem) { ITEM *item; item = getItem(x, y); if (item && !item->isPassable()) return false; } square = getTile(x, y); if (allowdoor) { if (square == SQUARE_DOOR) return true; } if (!(glb_squaredefs[getTile(x, y)].movetype & movetype)) { return false; } return true; } bool MAP::canRayMove(int x, int y, MOVE_NAMES movetype, bool reflect, bool *didreflect) { MOB *mob; if (didreflect) *didreflect = false; // All rays terminate at map boundaries. if (x < 0 || x >= MAP_WIDTH) return false; if (y < 0 || y >= MAP_HEIGHT) return false; if (!(glb_squaredefs[getTile(x, y)].movetype & movetype)) { return false; } // Non-reflecting beams ignore reflection. if (!reflect) return true; // Check for mobs with reflection... mob = getMob(x, y); if (mob) { if (mob->hasIntrinsic(INTRINSIC_REFLECTION)) { if (didreflect) *didreflect = true; return false; } } return true; } void MAP::throwItem(int x, int y, int dx, int dy, ITEM *missile, ITEM *stack, ITEM *launcher, MOB *thrower, const ATTACK_DEF *attack, bool ricochet) { int cansee; bool didhit; MOB *mob; int range; int oldoverlay; BUF buf; x += dx; y += dy; range = attack->range; oldoverlay = -1; didhit = false; while (canMove(x, y, MOVE_STD_FLY) && range > 0) { cansee = glbCurLevel->getFlag(x, y, SQUAREFLAG_FOV); // Erase old overlay... if (oldoverlay >= 0) { gfx_setoverlay(x - dx, y - dy, oldoverlay); } // And put the item in as the new overlay. if (cansee) { oldoverlay = gfx_getoverlay(x, y); gfx_setoverlay(x, y, missile->getTile()); } else oldoverlay = -1; if (cansee) { gfx_sleep(6); } // Determine if we have a hit... mob = getMob(x, y); if (mob) { mob->receiveAttack(attack, thrower, missile, launcher, ATTACKSTYLE_THROWN, &didhit); if (didhit) { range = 0; break; } } range--; if (range) { // Check for ricochet if (ricochet && !canMove(x+dx, y+dy, MOVE_STD_FLY)) { bool didbounce = false; int ox = x, oy = y; // Diagonal test, only obvious bounce. if (dx && dy) { if (canMove(x+dx,y,MOVE_STD_FLY) && !canMove(x,y+dy,MOVE_STD_FLY)) { y += dy; dy = -dy; didbounce = true; } else if (!canMove(x+dx,y,MOVE_STD_FLY) && canMove(x,y+dy,MOVE_STD_FLY)) { x += dx; dx = -dx; didbounce = true; } } else if (dx) { // Horizontal, bounce into diagonal provided // a path open. if (canMove(x, y+1, MOVE_STD_FLY)) { didbounce = true; dy = 1; } if (canMove(x, y-1, MOVE_STD_FLY) && (!didbounce || rand_choice(2))) { didbounce = true; dy = -1; } if (didbounce) { x += dx; dx = -dx; } } else if (dy) { // Vertical, bounce into diagonal provided // a path open. if (canMove(x+1, y, MOVE_STD_FLY)) { didbounce = true; dx = 1; } if (canMove(x-1, y, MOVE_STD_FLY) && (!didbounce || rand_choice(2))) { didbounce = true; dx = -1; } if (didbounce) { y += dy; dy = -dy; } } if (didbounce) { buf = MOB::formatToString("%U .", 0, missile, 0, 0); reportMessage(buf, x+dx, y+dy); // Clear out the old position. if (oldoverlay >= 0) { gfx_setoverlay(ox, oy, oldoverlay); oldoverlay = -1; } } } x += dx; y += dy; } } if (range) { // Stopped short, undo last step so we don't leave it in a wall. x -= dx; y -= dy; } // Clean up... We always have our old position here... if (oldoverlay >= 0) { gfx_setoverlay(x, y, oldoverlay); } // Always get a break at the end of a throw. if (missile->doBreak(10, thrower, 0, this, x, y)) return; // If we did not break it, there is a chance we ided it. if (didhit && thrower && thrower->isAvatar()) { if (!missile->isKnownEnchant()) { int skill, chance; skill = thrower->getWeaponSkillLevel(missile, ATTACKSTYLE_THROWN); chance = 5; if (skill >= 1) chance += 5; if (skill >= 2) chance += 10; // About 20 hits to figure it out with 0 skill, 10 for // one level skill, and 5 for 2 levels skill. if (rand_chance(chance)) { missile->markEnchantKnown(); if (stack) stack->markEnchantKnown(); buf = MOB::formatToString("%U %r %Iu better. ", thrower, 0, 0, missile); // This is important enough to be broadcast. msg_announce(gram_capitalize(buf)); } } } // Drop the item on the ground. acquireItem(missile, x, y, thrower); } void MAP::fireRay(int ox, int oy, int dx, int dy, int length, MOVE_NAMES movetype, bool dobounce, bool raycallback(int x, int y, bool final, void *data), void *data) { if (length <= 0) { if (raycallback) raycallback(ox, oy, true, data); return; } // Technically a bool, but deprecated for // performance. int cansee; bool validreport = true; bool didreflect; UT_ASSERT(dx || dy); if (!(dx || dy)) { if (raycallback) raycallback(ox, oy, true, data); return; } // See if we can pass... int x, y; x = ox + dx; y = oy + dy; // Determine if we can see the new ray square. // This could be out of bounds so adjust appropriately. if (x < 0 || x >= MAP_WIDTH || y < 0 || y >= MAP_HEIGHT) { // Cansee is determined by old position. This may still // be out of bounds. if (ox >= 0 && ox < MAP_WIDTH && oy >= 0 && oy < MAP_HEIGHT) { cansee = false; validreport = true; } else { cansee = false; validreport = false; } } else { cansee = getFlag(x, y, SQUAREFLAG_FOV); // We always report to ox/oy if (ox < 0 || ox >= MAP_WIDTH || oy < 0 || oy >= MAP_HEIGHT) { validreport = false; } else validreport = cansee; } if (!canRayMove(x, y, movetype, dobounce, &didreflect)) { // Can't move in this direction. if (!dobounce) { // Blow up in previous place! if (raycallback) raycallback(ox, oy, true, data); return; // Ray is done. } if (validreport) reportMessage("The ray bounces.", ox, oy); // If it reflected due to reflection, and we have an attacker, // make the appropriate note. // TODO: This isn't currently possible :< // If the ray is in one direction, we merely negate the direction // and resend from the new position. This will then rehit // ox & oy. We decrement length here, resulting in the // bounce costing one hit. if (!dx || !dy) { // Report the message.. fireRay(x, y, -dx, -dy, length-1, movetype, dobounce, raycallback, data); return; } // We have a complicated bounce... bool canx, cany; canx = canRayMove(ox+dx, oy, movetype, dobounce); cany = canRayMove(ox, oy+dy, movetype, dobounce); if ((canx && cany) || (!canx && !cany)) { // We have a corner, inside or outside, so bounce straight // back. fireRay(x, y, -dx, -dy, length-1, movetype, dobounce, raycallback, data); return; } // We can have a bounce. We want to move into the square we // can move to. Thus, if it is canx, we'd like to go to the // new y pos, with the old x, reversing dy. Complicated? Yep. if (canx) fireRay(ox, y, dx, -dy, length-1, movetype, dobounce, raycallback, data); else // MUST be cany... fireRay(x, oy, -dx, dy, length-1, movetype, dobounce, raycallback, data); // Did something, so return... return; } // We are not blocked! Stash the old overlay, drop in the ray, // call the callback, and pause. Then progress... int oldoverlay = TILE_VOID; if (cansee) { oldoverlay = gfx_getoverlay(x, y); if (!dx) gfx_setoverlay(x, y, TILE_RAYPIPE); else if (!dy) gfx_setoverlay(x, y, TILE_RAYDASH); else if (dx * dy > 0) gfx_setoverlay(x, y, TILE_RAYBACKSLASH); else gfx_setoverlay(x, y, TILE_RAYSLASH); } if (raycallback) { if (!raycallback(x, y, false, data)) { // Ray requested to end at this person. return; } } // Only sleep if the avatar can see the ray! if (cansee) gfx_sleep(6); // Fire to the next level... fireRay(x, y, dx, dy, length-1, movetype, dobounce, raycallback, data); // Restore the screen... if (cansee) gfx_setoverlay(x, y, oldoverlay); } void MAP::fireBall(int ox, int oy, int rad, bool includeself, bool ballcallback(int x, int y, bool final, void *data), void *data) { int dx, dy, diam, x, y; int *oldoverlay; bool canbeseen = false; UT_ASSERT(rad >= 0); diam = rad * 2 + 1; oldoverlay = new int[diam * diam]; // Draw the overlay... for (dx = -rad; dx <= rad; dx++) { x = ox + dx; if (x < 0) continue; if (x >= MAP_WIDTH) continue; for (dy = -rad; dy <= rad; dy++) { y = oy + dy; if (y < 0) continue; if (y >= MAP_HEIGHT) continue; oldoverlay[dx + rad + (dy + rad) * diam] = gfx_getoverlay(x, y); // Only draw the ball effect if we can see it. if (!hasFOV(x, y)) continue; if (!dx && !dy) continue; canbeseen = true; if (!dx) gfx_setoverlay(x, y, TILE_RAYDASH); else if (!dy) gfx_setoverlay(x, y, TILE_RAYPIPE); else if (dx * dy > 0) gfx_setoverlay(x, y, TILE_RAYSLASH); else gfx_setoverlay(x, y, TILE_RAYBACKSLASH); } } // Apply the effect. for (dx = -rad; dx <= rad; dx++) { x = ox + dx; if (x < 0) continue; if (x >= MAP_WIDTH) continue; for (dy = -rad; dy <= rad; dy++) { y = oy + dy; if (y < 0) continue; if (y >= MAP_HEIGHT) continue; if (!includeself && !dx && !dy) continue; if (ballcallback) ballcallback(x, y, false, data); } } // Sleep for the effect to be visible. if (canbeseen) gfx_sleep(15); // Restore the overlay. for (dx = -rad; dx <= rad; dx++) { x = ox + dx; if (x < 0) continue; if (x >= MAP_WIDTH) continue; for (dy = -rad; dy <= rad; dy++) { y = oy + dy; if (y < 0) continue; if (y >= MAP_HEIGHT) continue; if (!dx && !dy) continue; gfx_setoverlay(x, y, oldoverlay[dx + rad + (dy + rad) * diam]); } } delete [] oldoverlay; } bool MAP::knockbackMob(int tx, int ty, int dx, int dy, bool infinitemass, bool ignoremob) { // We now want to knock back the critter. This // may also knock back ourselves if we are smaller. // Note both myself and the critter may be dead now. MOB *caster, *target; caster = glbCurLevel->getMob(tx - dx, ty - dy); target = glbCurLevel->getMob(tx, ty); if (infinitemass) caster = 0; // If we have both a caster and a target, knockback // is possible. If either died, or they are the same // person (think Baazl'bub here) no knock back occurs. if ((infinitemass && target) || (caster && target && (caster != target))) { MOB *knockee; MOVE_NAMES move; // Determine who flies back and in what direction. // The larger critter stays put. In a tie, // it is random. // However, if only one creature can // knockback, that creature moves, // Determine if target can fly back. move = target->getMoveType(); // We want to allow knocking into water because // we are very cruel. move = (MOVE_NAMES) (move | MOVE_SWIM); if (!glbCurLevel->canMove(tx+dx, ty+dy, move, ignoremob, false, false)) { target = 0; } if (caster) { // Determine if caster can knock back move = caster->getMoveType(); // We want to allow knocking into water because // we are very cruel. move = (MOVE_NAMES) (move | MOVE_SWIM); if (!glbCurLevel->canMove(tx-2*dx, ty-2*dy, move, ignoremob, false, false)) { caster = 0; } } // Choose which one will knock back, ie, the // knockee. if (target && (!caster || (caster->getSize() > target->getSize()) || (caster->getSize() == target->getSize() && rand_choice(2))) ) { // The target is sent flying in dx/dy. knockee = target; } else { // The caster is sent backwards. knockee = caster; dx = -dx; dy = -dy; } // If knockee was false, no knockback is // possible if (knockee) { // A valid move! Yay! tx = knockee->getX() + dx; ty = knockee->getY() + dy; knockee->formatAndReport("%U knocked back."); knockee->move(tx, ty); return true; } } // Failed knockback return false; } void MAP::saveGlobal(SRAMSTREAM &os) { int x, y; os.write(ourWindCounter, 32); if (ourWindCounter) { os.write(ourWindDX, 8); os.write(ourWindDY, 8); } for (y = 0; y < MAP_HEIGHT; y++) { for (x = 0; x < MAP_WIDTH; x++) { ourMobGuiltyMap[y*MAP_WIDTH+x].save(os); } } } void MAP::loadGlobal(SRAMSTREAM &is) { int val; int x, y; is.read(val, 32); ourWindCounter = val; if (ourWindCounter) { is.read(val, 8); ourWindDX = val; is.read(val, 8); ourWindDY = val; } // We may be loading globals before we load any particular map. if (!ourMobGuiltyMap) ourMobGuiltyMap = new MOBREF[MAP_WIDTH * MAP_HEIGHT]; for (y = 0; y < MAP_HEIGHT; y++) { for (x = 0; x < MAP_WIDTH; x++) { ourMobGuiltyMap[y*MAP_WIDTH+x].load(is); } } } void MAP::loadBranch(SRAMSTREAM &is, bool checkbranch) { MAP *map; int cont; // Read ourself. load(is, checkbranch); // Read parents. map = this; while (1) { is.uread(cont, 8); if (cont) break; map->setMapUp(new MAP(0, BRANCH_NONE)); map->getMapUp()->setMapDown(map); map = map->getMapUp(false); map->load(is); } // And the children map = this; while (1) { is.uread(cont, 8); if (cont) break; map->setMapDown(new MAP(0, BRANCH_NONE)); map->getMapDown()->setMapUp(map); map = map->getMapDown(false); map->load(is); } } void MAP::saveBranch(SRAMSTREAM &os, bool savebranch) { MAP *map; save(os, savebranch); for (map = getMapUp(false); map; map = map->getMapUp(false)) { os.write(0, 8); map->save(os); } os.write(1, 8); for (map = getMapDown(false); map; map = map->getMapDown(false)) { os.write(0, 8); map->save(os); } os.write(1, 8); } bool MAP::save(SRAMSTREAM &os, bool savebranch) { int x, y, tile; ITEM *item; MOB *mob; MAP *comp; // While we aren't exactly loading, we don't want the build to // trigger creation. ourIsLoading = true; // Save our private data... os.write(myDepth, 8); os.write(mySeed, 32); os.write(myGlobalFlags, 8); os.write(myBranch, 8); mySmokeStack.save(os); comp = new MAP(myDepth, branchName()); rand_setseed(mySeed); comp->build(true); for (y = 0; y < MAP_HEIGHT; y++) { for (x = 0; x < MAP_WIDTH; x++) { tile = getTile(x, y); tile ^= comp->getTile(x, y); os.write(tile, 8); } } for (y = 0; y < MAP_HEIGHT; y++) { for (x = 0; x < MAP_WIDTH; x++) { tile = getRawFlag(x, y); // Clear out temporary flags that we don't care about, // as we will be rebuilding them anyways. tile &= ~ (SQUAREFLAG_TEMPLIT | SQUAREFLAG_FOV); tile ^= comp->getRawFlag(x, y); os.write(tile, 8); } } // Write out our signposts. While we could likely compress well // against the comparison map, the only signpost heavy level // is the tutorial we don't care about compressing. if (mySignList) mySignList->save(os); else os.write(0, 8); delete comp; for (mob = getMobHead(); mob; mob = mob->getNext()) { // Write that there is a mob... os.write(0, 8); // And the mob data... mob->save(os); } // Write no more mobs... os.write(1, 8); for (item = getItemHead(); item; item = item->getNext()) { // Write that there is an item... os.write(0, 8); // And the item data item->save(os); } // Write no more items... os.write(1, 8); ourIsLoading = false; // Now, once we are done, check for a branch. if (savebranch) { if (getMapBranch(false)) { MAP *map = getMapBranch(false); os.write(1, 8); map->saveBranch(os, false); } else { os.write(0, 8); } } return true; } bool MAP::load(SRAMSTREAM &is, bool checkbranch) { int x, y, tile, val; ourIsLoading = true; // Load private data... is.read(val, 8); myDepth = val; is.uread(val, 32); mySeed = val; is.uread(val, 8); myGlobalFlags = val; is.uread(val, 8); myBranch = val; mySmokeStack.load(is); // Rebuild according to our settings... rand_setseed(mySeed); build(true); for (y = 0; y < MAP_HEIGHT; y++) { for (x = 0; x < MAP_WIDTH; x++) { is.uread(tile, 8); setTile(x, y, (SQUARE_NAMES) (tile ^ getTile(x, y))); } } for (y = 0; y < MAP_HEIGHT; y++) { for (x = 0; x < MAP_WIDTH; x++) { is.uread(tile, 8); setRawFlag(x, y, tile ^ getRawFlag(x, y)); } } // Load the signposts. delete mySignList; mySignList = new SIGNLIST; mySignList->load(is); if (!mySignList->entries()) { // Don't bother to keep empty signpost lists. delete mySignList; mySignList = 0; } // Load mobs... MOB *mob; int cont; while (1) { is.uread(cont, 8); if (cont) break; mob = MOB::load(is); registerMob(mob); } // Load items... ITEM *item; while (1) { is.uread(cont, 8); if (cont) break; item = ITEM::load(is); acquireItem(item, item->getX(), item->getY(), 0, 0, true); } ourIsLoading = false; // Conservative... ourMapDirty = true; // Having finished loading ourself, we check for a branch // and load that. if (checkbranch) { is.uread(val, 8); if (val) { MAP *branch; branch = new MAP(0, BRANCH_NONE); setMapBranch(branch); branch->setMapBranch(this); branch->loadBranch(is, false); } } return true; } bool MAP::verifyMobLocal() const { MOB *mob; ITEM *item; bool valid = true; for (mob = getMobHead(); mob; mob = mob->getNext()) { valid &= mob->verifyMob(); } for (item = getItemHead(); item; item = item->getNext()) { valid &= item->verifyMob(); } return valid; } bool MAP::verifyMob() const { // Recurse in both directions, up and down. const MAP *map; bool valid = true; for (map = this; map; map = map->peekMapUp()) { valid &= map->verifyMobLocal(); } for (map = peekMapDown(); map; map = map->peekMapDown()) { valid &= map->verifyMobLocal(); } return valid; } bool MAP::verifyCounterGoneLocal(INTRINSIC_COUNTER *counter) const { MOB *mob; ITEM *item; bool valid = true; for (mob = getMobHead(); mob; mob = mob->getNext()) { valid &= mob->verifyCounterGone(counter); } for (item = getItemHead(); item; item = item->getNext()) { valid &= item->verifyCounterGone(counter); } return valid; } bool MAP::verifyCounterGone(INTRINSIC_COUNTER *counter) const { // Recurse in both directions, up and down. const MAP *map; bool valid = true; for (map = this; map; map = map->peekMapUp()) { valid &= map->verifyCounterGoneLocal(counter); } for (map = peekMapDown(); map; map = map->peekMapDown()) { valid &= map->verifyCounterGoneLocal(counter); } return valid; } void MAP::digHole(int x, int y, MOB *digger) { SQUARE_NAMES tile, newtile; UT_ASSERT(x >= 0 && x < MAP_WIDTH); UT_ASSERT(y >= 0 && y < MAP_HEIGHT); // If we don't allow digging in this level, prohibit it. if (!allowDiggingDown()) { if (digger) { digger->reportMessage("The ground on this level is to hard to dig deep!"); } digPit(x, y, digger); return; } // Determine type at this square... tile = getTile(x, y); switch (tile) { case SQUARE_FLOOR: case SQUARE_FLOORPIT: newtile = SQUARE_FLOORHOLE; break; case SQUARE_CORRIDOR: case SQUARE_PATHPIT: newtile = SQUARE_PATHHOLE; break; case SQUARE_FLOORHOLE: case SQUARE_PATHHOLE: { // Already a hole here! if (digger) { digger->formatAndReport("%U slightly the existing hole."); } return; } default: newtile = tile; break; } if (newtile != tile) { // You actuallly dig... setTile(x, y, newtile); setGuiltyMob(x, y, digger); // drop the items before falling to the new level, in case avatar is // the digger dropItems(x, y, digger); if (digger) { digger->formatAndReport("%U a hole in the floor."); // See if the digger should fall through... MAP *nextmap; int nx, ny; nextmap = getMapDown(); if (nextmap && nextmap->isUnlocked() && nextmap->findRandomLoc(nx, ny, digger->getMoveType(), false, digger->getSize() >= SIZE_GARGANTUAN, false, false, false, true)) { digger->formatAndReport("%U through the hole in the ground!"); unregisterMob(digger); if (!digger->move(nx, ny, true)) return; nextmap->registerMob(digger); if (digger->isAvatar()) { changeCurrentLevel(nextmap); } } else { digger->formatAndReport("%U the bottom of the hole blocked."); } } } else { // Can't dig here. if (digger) { digger->formatAndReport("%U in vain."); } } } void MAP::digPit(int x, int y, MOB *digger) { SQUARE_NAMES tile, newtile; UT_ASSERT(x >= 0 && x < MAP_WIDTH); UT_ASSERT(y >= 0 && y < MAP_HEIGHT); // Determine type at this square... tile = getTile(x, y); switch (tile) { case SQUARE_FLOOR: newtile = SQUARE_FLOORPIT; break; case SQUARE_CORRIDOR: case SQUARE_GRASS: newtile = SQUARE_PATHPIT; break; case SQUARE_FLOORPIT: case SQUARE_PATHPIT: { // Already a hole here! setGuiltyMob(x, y, digger); if (digger) { digger->formatAndReport("%U slightly the existing pit."); // If we are in the pit, we sink with it. if (digger->getX() == x && digger->getY() == y) { digger->setIntrinsic(INTRINSIC_INPIT); } // Anyone on the square will fall down again due to // the widening... dropMobs(x, y, true, digger); } return; } default: newtile = tile; break; } if (newtile != tile) { // You actuallly dig... setTile(x, y, newtile); setGuiltyMob(x, y, digger); if (digger) { digger->formatAndReport("%U a pit in the floor."); if (digger->getX() == x && digger->getY() == y) { digger->setIntrinsic(INTRINSIC_INPIT); } } dropItems(x, y, digger); dropMobs(x, y, true, digger); } else { // Can't dig here. if (digger) { digger->formatAndReport("%U in vain."); } } } bool MAP::digSquare(int x, int y, MOB *digger) { SQUARE_NAMES tile; UT_ASSERT(x >= 0 && x < MAP_WIDTH); UT_ASSERT(y >= 0 && y < MAP_HEIGHT); // Determine type at this square... tile = getTile(x, y); switch (tile) { case SQUARE_EMPTY: case SQUARE_WALL: { setTile(x, y, SQUARE_CORRIDOR); break; } case SQUARE_SECRETDOOR: { reportMessage( "Stone falls away, revealing a secret door.", x, y); setTile(x, y, SQUARE_DOOR); return false; } case SQUARE_VIEWPORT: { reportMessage("The glass wall shatters.", x, y); setTile(x, y, SQUARE_BROKENVIEWPORT); // Ends the bolt return false; } case SQUARE_DOOR: case SQUARE_BLOCKEDDOOR: { // Can't tunnel through these! return false; } default: break; } ITEM *item; item = getItem(x, y); if (item && item->getDefinition() == ITEM_BOULDER) { item->formatAndReport("%U ."); // Destroy the item. dropItem(item); delete item; } // Can still keep tunneling. return true; } void MAP::growForest(int x, int y, MOB *grower) { SQUARE_NAMES tile; UT_ASSERT(x >= 0 && x < MAP_WIDTH); UT_ASSERT(y >= 0 && y < MAP_HEIGHT); // Determine type at this square... tile = getTile(x, y); if (glb_squaredefs[tile].invulnerable) { if (grower) grower->formatAndReport("The trees cannot gain a roothold and quickly collapse."); return; } if (glb_squaredefs[tile].movetype == MOVE_SWIM) { if (grower) grower->formatAndReport("The trees lack ground for their roots and quickly collapse."); return; } if (glb_squaredefs[tile].movetype != MOVE_WALK) { if (grower) grower->formatAndReport("The trees lack room to grow and quickly collapse."); return; } // Check to see if it is already a forest if (tile == SQUARE_FOREST) { if (grower) grower->formatAndReport("The forest appears a bit denser."); return; } if (tile == SQUARE_FORESTFIRE) { if (grower) grower->formatAndReport("More fuel is added to the fire."); return; } // You actuallly grow... setTile(x, y, SQUARE_FOREST); setGuiltyMob(x, y, grower); } void MAP::douseSquare(int x, int y, bool holy, MOB *douser) { MOB *victim = getMob(x, y); bool didanything = false; MOBREF dref; dref.setMob(douser); // Check to see if we upconvert smoke into acid. if (getSmoke(x, y) == SMOKE_ACID) { reportMessage("The water reacts violently with the acid.", x, y); setSmoke(x, y, SMOKE_STEAM, douser); } if (victim) victim->submergeItemEffects(SQUARE_WATER); // Wet everything on this square. { ITEMSTACK items; int i; getItemStack(items, x, y); for (i = 0; i < items.entries(); i++) { if (items(i)->douse(dref.getMob())) { dropItem(items(i)); delete items(i); } } } if (victim && victim->getDefinition() == MOB_FIREELEMENTAL) { victim->receiveDamage(ATTACK_DOUSEFIREELEMENTAL, dref.getMob(), 0, 0, ATTACKSTYLE_MISC); // Create steam. glbCurLevel->setSmoke(x, y, SMOKE_STEAM, dref.getMob()); didanything = true; } if (!didanything && victim && victim->getMobType() == MOBTYPE_UNDEAD) { if (holy) { // Holy water burns undead. victim->receiveDamage(ATTACK_HOLYWATER, dref.getMob(), 0, 0, ATTACKSTYLE_MISC); didanything = true; } } // Put out fire. Ben Shadwick actually tried this, // and failed. Shame accrues with me! if (!didanything && victim && victim->hasIntrinsic(INTRINSIC_AFLAME)) { victim->formatAndReport("The water puts out %R flames."); victim->clearIntrinsic(INTRINSIC_AFLAME); didanything = true; } // Hmm... Should water put out a forest fire? // If we decide not to, make sure we freezeSquare inside downPour if (glbCurLevel->getTile(x, y) == SQUARE_FORESTFIRE) { glbCurLevel->reportMessage("The water douses the forest fire.", x, y); glbCurLevel->setTile(x, y, SQUARE_FOREST); setGuiltyMob(x, y, dref.getMob()); glbCurLevel->setSmoke(x, y, SMOKE_STEAM, dref.getMob()); didanything = true; } // If this was a lava square, steam will be generated. if (glbCurLevel->getTile(x, y) == SQUARE_LAVA) { glbCurLevel->reportMessage("The water vaporizes on contact with the lava.", x, y); glbCurLevel->setSmoke(x, y, SMOKE_STEAM, dref.getMob()); didanything = true; } // Soak the creature. if (victim && !didanything) { victim->formatAndReport("%U soaked with water."); } } void MAP::downPour(int x, int y, MOB *pourer) { SQUARE_NAMES tile; BUF buf; MOBREF dref; UT_ASSERT(x >= 0 && x < MAP_WIDTH); UT_ASSERT(y >= 0 && y < MAP_HEIGHT); dref.setMob(pourer); // Directly apply water to the square, this will damage fire eles, // etc. douseSquare(x, y, false, dref.getMob()); // Determine type at this square... tile = getTile(x, y); if (tile == SQUARE_LAVA) { // While we don't let normal water extinguish lava, this is // a lot of water. freezeSquare(x, y, dref.getMob()); } switch ((TRAP_NAMES) glb_squaredefs[tile].trap) { case TRAP_TELEPORT: { int tx, ty; reportMessage("Water disappears into the teleporter.", x, y); if (findRandomLoc(tx, ty, MOVE_STD_FLY, true, false, true, true, true, false)) { // We prohibit landing on a teleporter as I'm paranoid // of infinite recursion if (glb_squaredefs[getTile(tx,ty)].trap != TRAP_TELEPORT) { downPour(tx, ty, dref.getMob()); } } break; } case TRAP_HOLE: reportMessage("Water flows down the hole.", x, y); // TODO downpour on next level! break; case TRAP_PIT: case TRAP_SPIKEDPIT: floodSquare(SQUARE_WATER, x, y, dref.getMob()); break; case TRAP_SMOKEVENT: case TRAP_POISONVENT: case TRAP_NONE: case NUM_TRAPS: // Do nothing. break; } } void MAP::floodSquare(SQUARE_NAMES newtile, int x, int y, MOB *flooder) { SQUARE_NAMES tile; MOB *mob; BUF buf; UT_ASSERT(x >= 0 && x < MAP_WIDTH); UT_ASSERT(y >= 0 && y < MAP_HEIGHT); // Determine type at this square... tile = getTile(x, y); if (newtile != tile) { const char *desc; const char *liquid = "UNKNOWN LIQUID"; desc = glb_squaredefs[tile].description; if (!desc) desc = "the floor"; switch (newtile) { case SQUARE_LAVA: liquid = "Lava"; break; case SQUARE_WATER: liquid = "Water"; break; case SQUARE_ACID: liquid = "Acid"; break; default: UT_ASSERT(!"Unknown liquid"); break; } // Determine if the flood is successful. It fails // if the current tile is invulnerable. if (glb_squaredefs[tile].invulnerable) { newtile = tile; buf.sprintf("%s floods %s, leaving it unchanged.", liquid, desc); } else { // You actuallly flood... setTile(x, y, newtile); setGuiltyMob(x, y, flooder); buf.sprintf("%s floods %s.", liquid, desc); } reportMessage(buf, x, y); } // Finish submerging. We recheck newtile == tile // as it may have been made equal by a failed flood. if (newtile != tile) { // Ensure anyone with IN_PIT intrinsic gets SUBMERGED. mob = getMob(x, y); if (mob) { if (mob->hasIntrinsic(INTRINSIC_INPIT)) { mob->clearIntrinsic(INTRINSIC_INPIT); mob->setIntrinsic(INTRINSIC_SUBMERGED); } } // Apply drop mobs to anyone still standing. dropMobs(x, y, true, flooder, true); dropItems(x, y, flooder); } } void MAP::dropItems(int x, int y, MOB *revealer) { int tile, trap; bool drop = false; bool dropintoliquid = false; bool dropintolava = false; bool dropintoacid = false; bool dropintowater = false; bool dropintohole = false; const char *dropname = ""; ITEM *item, *next; ITEM *squarefiller = 0; BUF buf; tile = getTile(x, y); trap = glb_squaredefs[tile].trap; switch ((TRAP_NAMES) trap) { case TRAP_HOLE: drop = true; dropintohole = true; break; case TRAP_PIT: case TRAP_SPIKEDPIT: drop = true; dropname = glb_trapdefs[trap].name; break; case TRAP_TELEPORT: // Random teleport is handled in acquireItem. break; case TRAP_POISONVENT: case TRAP_SMOKEVENT: case TRAP_NONE: case NUM_TRAPS: // Nothing to do. break; } switch (tile) { case SQUARE_WATER: drop = true; dropname = "water"; dropintoliquid = true; dropintowater = true; break; case SQUARE_ACID: drop = true; dropname = "acid"; dropintoliquid = true; dropintoacid = true; break; case SQUARE_LAVA: drop = true; dropname = "lava"; dropintoliquid = true; dropintolava = true; break; } if (!drop) return; // Now, drop all the items here into the pit: for (item = getItemHead(); item; item = next) { next = item->getNext(); if (item->getX() == x && item->getY() == y) { // If we are dealing with acid, we should dissolve what // we can. if ((dropintoacid && item->dissolve()) || (dropintolava && item->ignite()) || (dropintowater && item->douse())) { // Yes, this also axes waterwalk items as they dissolve // as they float in the acid! // Only exception would be flying items. dropItem(item); delete item; continue; } // If the item is a boulder, mark that we should fill the square // as well. if (item->getDefinition() == ITEM_BOULDER) squarefiller = item; else if (dropintohole && item->fallInHole(this, true, revealer)) { continue; } // If the item is submerged, you discover it. // If not, it falls in. if (item->isBelowGrade()) { if (dropintoliquid && item->hasIntrinsic(INTRINSIC_WATERWALK)) { item->formatAndReport("%U to the surface."); item->markBelowGrade(false); } else { if (revealer) buf = MOB::formatToString("%U %IU!", revealer, 0, 0, item); else buf = MOB::formatToString("%U revealed.", 0, item, 0, 0); reportMessage(buf, x, y); // Check to see if we have to fill the item with // new liquid fillBottle(item, x, y); } } else { // The item falls into the pit. // If it is going into water and the item waterwalks, // it floats. if (dropintoliquid && item->hasIntrinsic(INTRINSIC_WATERWALK)) { // Do nothing. } else { buf = MOB::formatToString("%U into the %B1.", 0, item, 0, 0, dropname, 0); reportMessage(buf, x, y); item->markBelowGrade(true); // Check to see if we have to fill the item with // new liquid fillBottle(item, x, y); } } } } if (squarefiller) { // Note the revealer also becomes guilty of filling. fillSquare(squarefiller, revealer); } } bool MAP::fillSquare(ITEM *boulder, MOB *filler, ITEM **newitem) { if (newitem) *newitem = boulder; // Check this is a fillable item. if (boulder->getDefinition() != ITEM_BOULDER) return false; // Check the square if fillable. SQUARE_NAMES tile, newtile; TRAP_NAMES trap; bool dofill = false; bool dropintoliquid = false; const char *fillname = 0; BUF buf; MOB *mob; tile = getTile(boulder->getX(), boulder->getY()); newtile = tile; trap = (TRAP_NAMES) glb_squaredefs[tile].trap; switch (trap) { case TRAP_HOLE: case TRAP_PIT: case TRAP_SPIKEDPIT: fillname = glb_trapdefs[trap].name; newtile = (SQUARE_NAMES) glb_squaredefs[tile].disarmsquare; dofill = true; break; case TRAP_TELEPORT: // Do nothing here, since the boulder would have already // teleported in acquireItem, or this is an impossible situation // for a teleport to exist in (called here during water->pit // transformation, for example). I hope. break; case TRAP_SMOKEVENT: case TRAP_POISONVENT: case TRAP_NONE: case NUM_TRAPS: break; } switch (tile) { case SQUARE_WATER: dofill = true; fillname = "water"; dropintoliquid = true; newtile = SQUARE_CORRIDOR; break; case SQUARE_ACID: dofill = true; fillname = "acid"; dropintoliquid = true; newtile = SQUARE_CORRIDOR; break; case SQUARE_LAVA: dofill = true; fillname = "lava"; dropintoliquid = true; newtile = SQUARE_CORRIDOR; break; default: break; } if (!dofill) return false; UT_ASSERT(fillname != 0); if (!fillname) fillname = "ERROR"; // And now do the appropriate message. if (dropintoliquid) buf = MOB::formatToString("%U into the %B1, filling it.", 0, boulder, 0, 0, fillname, 0); else buf = MOB::formatToString("%U the %B1.", 0, boulder, 0, 0, fillname, 0); reportMessage(buf, boulder->getX(), boulder->getY()); setGuiltyMob(boulder->getX(), boulder->getY(), filler); // Chnage the tile: setTile(boulder->getX(), boulder->getY(), newtile); // Transmute any buried warhammers. if (getItem(boulder->getX(), boulder->getY())) { ITEMSTACK items; int i; // Only fetch buried items... getItemStack(items, boulder->getX(), boulder->getY(), true); for (i = 0; i < items.entries(); i++) { ITEM *item = items(i); if (item->getDefinition() == ITEM_WARHAMMER) { reportMessage("A yellow glow shines briefly through the ground.", boulder->getX(), boulder->getY()); item->setDefinition(ITEM_EARTHHAMMER); // If the boulder is an artifact tranmute the hammer if (boulder->isArtifact() && !item->isArtifact()) { item->makeArtifact(boulder->getPersonalName()); } } } } // Ensure anyone with IN_PIT intrinsic gets SUBMERGED. mob = getMob(boulder->getX(), boulder->getY()); if (mob) { if (mob->hasIntrinsic(INTRINSIC_INPIT)) { mob->clearIntrinsic(INTRINSIC_INPIT); mob->setIntrinsic(INTRINSIC_SUBMERGED); } } // Now, we want to delete the boulder as it was be consumed. dropItem(boulder); delete boulder; if (newitem) *newitem = 0; return true; } bool MAP::dropMobs(int x, int y, bool forcetrap, MOB *revealer, bool noskillevade) { SQUARE_NAMES tile; TRAP_NAMES trap; BUF buf; MOB *mob; // Assume only one mob per square. mob = getMob(x, y); if (!mob) return true; tile = getTile(x, y); trap = (TRAP_NAMES) glb_squaredefs[tile].trap; // Drop us out of trees if they cease to exist. if (!glb_squaredefs[tile].isforest && mob->hasIntrinsic(INTRINSIC_INTREE)) { mob->formatAndReport("%U to the ground."); mob->clearIntrinsic(INTRINSIC_INTREE); } if (mob->getSize() >= SIZE_GARGANTUAN) { // Giant mobs can't fall. return true; } if (trap != TRAP_NONE && !(glb_trapdefs[trap].moveevade & mob->getMoveType())) { // Note that rangers never trigger traps. They are just // too cool looking. if (!mob->hasIntrinsic(INTRINSIC_DRESSED_RANGER) && (noskillevade || !mob->hasIntrinsic(INTRINSIC_SKILL_EVADETRAP)) && (forcetrap || rand_chance(glb_trapdefs[trap].triggerchance))) { // Trigger the trap! switch (trap) { case TRAP_HOLE: { MAP *nextmap; int x, y; nextmap = getMapDown(); if (!nextmap || !nextmap->isUnlocked()) { mob->formatAndReport("%R fall stopped by an invisible barrier."); break; } // See if there is room... // We just go somewhere random (but moveable!) if (!nextmap->findRandomLoc(x, y, mob->getMoveType(), false, mob->getSize() >= SIZE_GARGANTUAN, false, false, false, true)) { mob->formatAndReport("%U the hold blocked."); break; } // We must report this message before unregistering // or the avatar won't see things fall into holes. mob->formatAndReport("%U into the hole."); // Move to it... unregisterMob(mob); if (!mob->move(x, y, true)) return false; nextmap->registerMob(mob); if (mob->isAvatar()) { MAP::changeCurrentLevel(nextmap); } // Any further falling should occur on the new level. return true; } case TRAP_PIT: case TRAP_SPIKEDPIT: { ATTACK_NAMES attack; // If we are already in the pit, not much to do! if (mob->hasIntrinsic(INTRINSIC_INPIT)) break; attack = (ATTACK_NAMES) glb_trapdefs[trap].attack; // Inform the user they fell into the pit. buf = MOB::formatToString("%U into the %B1.", mob, 0, 0, 0, glb_trapdefs[trap].name, 0); mob->reportMessage(buf); // Set our in pit flag. // We do this prior to damage so on death we // get the proper intrinsics. mob->setIntrinsic(INTRINSIC_INPIT); MOB *attacker; attacker = getGuiltyMob(x, y); if (!attacker) attacker = mob; // Take the damage... if (!mob->receiveDamage(attack, attacker, 0, 0, ATTACKSTYLE_MISC)) { return false; } break; } case TRAP_SMOKEVENT: case TRAP_POISONVENT: { if (trap == TRAP_SMOKEVENT) reportMessage("Smoke billows from the vent.", x, y); else reportMessage("Poison smoke billows from the vent.", x, y); setSmoke(x, y, ((trap == TRAP_SMOKEVENT) ? SMOKE_SMOKE : SMOKE_POISON), getGuiltyMob(x, y)); break; } case TRAP_TELEPORT: { mob->formatAndReport("%U a teleport trap."); mob->actionTeleport(); // The mob is no longer at x,y so further // drop invocation doesn't make sense // In any case, it might have died as a result of // the teleport. return true; } case TRAP_NONE: case NUM_TRAPS: UT_ASSERT(!"BAD CODE PATH WITH TRAPS"); break; } } else { // Evade the trap. // Report that you evade it. // If you are already in a pit, don't report. // Note that this is incorrect for evading holes. However, // I hope you can't have the inpit flag set whilst on a hole. if (!mob->hasIntrinsic(INTRINSIC_INPIT)) { buf = MOB::formatToString("%U the %B1.", mob, 0, 0, 0, glb_trapdefs[trap].name, 0); mob->reportMessage(buf); } } } // Determine special swimming effects. switch (tile) { case SQUARE_LAVA: case SQUARE_WATER: case SQUARE_ACID: { if (mob->hasIntrinsic(INTRINSIC_SUBMERGED)) { // Already underwater, nothing to do. break; } // These movetypes allow one to negate sinking. if (mob->getMoveType() & (MOVE_FLY | MOVE_PHASE)) { break; } if (mob->hasIntrinsic(INTRINSIC_WATERWALK)) { // Water walkers can't sink. break; } // Chance of sinking! 10% chance in lava. // 50% chance in water. int sink_chance; const char *liquid; switch (tile) { case SQUARE_LAVA: sink_chance = 10; liquid = "lava"; break; case SQUARE_WATER: sink_chance = 50; liquid = "water"; break; case SQUARE_ACID: sink_chance = 50; liquid = "acid"; break; default: UT_ASSERT(!"UNHANDLED SQUARE TYPE"); liquid = "INVALID LIQUID"; sink_chance = 0; break; } if (!forcetrap && !rand_chance(sink_chance)) { // You manage to keep your head above the liquid. break; } buf = MOB::formatToString("%U below the %B1.", mob, 0, 0, 0, liquid, 0); mob->reportMessage(buf); mob->setIntrinsic(INTRINSIC_SUBMERGED); break; } default: { // You, by definition are no longer in water. If stepped // out, say so. if (mob->hasIntrinsic(INTRINSIC_SUBMERGED)) { // We can't say we stepped out of the liquid as we may // have escaped from being underground! mob->formatAndReport("%U the surface."); mob->clearIntrinsic(INTRINSIC_SUBMERGED); } break; } } return true; } bool MAP::createTrap(int x, int y, MOB *trapper) { SQUARE_NAMES tile, newtile; // If spot is outside of map, it always fails // (Zapping wands of create trap doesn't bounds check, nor // should it) if (x < 0 || y < 0 || x >= MAP_WIDTH || y >= MAP_HEIGHT) return false; tile = getTile(x, y); newtile = tile; // Determine if it is a valid tile. if (tile == SQUARE_CORRIDOR || tile == SQUARE_FLOOR) { // Determine possible traps, which is modulated by // the dungeon level. TRAP_NAMES traps[NUM_TRAPS]; int numtraps = 0, i; for (i = 0; i < NUM_TRAPS; i++) { if (glb_trapdefs[i].level <= myDepth) traps[numtraps++] = (TRAP_NAMES) i; } UT_ASSERT(numtraps); if (!numtraps) return false; // Switch on the possible trap types: switch (traps[rand_choice(numtraps)]) { case TRAP_SPIKEDPIT: if (tile == SQUARE_CORRIDOR) newtile = SQUARE_SECRETPATHSPIKEDPIT; else newtile = SQUARE_SECRETFLOORSPIKEDPIT; break; case TRAP_HOLE: // If we prohibit holes, we fall through to // pit traps. if (allowDiggingDown()) { if (tile == SQUARE_CORRIDOR) newtile = SQUARE_SECRETPATHHOLE; else newtile = SQUARE_SECRETFLOORHOLE; break; } // FALL THROUGH case TRAP_PIT: if (tile == SQUARE_CORRIDOR) newtile = SQUARE_SECRETPATHPIT; else newtile = SQUARE_SECRETFLOORPIT; break; case TRAP_SMOKEVENT: if (tile == SQUARE_CORRIDOR) newtile = SQUARE_SECRETPATHSMOKEVENT; else newtile = SQUARE_SECRETFLOORSMOKEVENT; break; case TRAP_POISONVENT: if (tile == SQUARE_CORRIDOR) newtile = SQUARE_SECRETPATHPOISONVENT; else newtile = SQUARE_SECRETFLOORPOISONVENT; break; case TRAP_TELEPORT: if (tile == SQUARE_CORRIDOR) newtile = SQUARE_SECRETPATHTELEPORTER; else newtile = SQUARE_SECRETFLOORTELEPORTER; break; case TRAP_NONE: case NUM_TRAPS: break; } // Done. if (newtile != tile) { setTile(x, y, newtile); setGuiltyMob(x, y, trapper); if (trapper) trapper->pietyCreateTrap(); return true; } } return false; } bool MAP::freezeSquare(int x, int y, MOB *freezer) { SQUARE_NAMES tile, newtile; tile = getTile(x, y); switch (tile) { case SQUARE_WATER: reportMessage("The water freezes.", x, y); newtile = SQUARE_ICE; // Any maces so embedded are frostified if (getItem(x, y)) { ITEMSTACK items; int i; // Only fetch buried items... getItemStack(items, x, y, true); for (i = 0; i < items.entries(); i++) { ITEM *item = items(i); if (item->getDefinition() == ITEM_MACE) { reportMessage("A blue glow shines briefly through the ice.", x, y); item->setDefinition(ITEM_ICEMACE); } } } break; case SQUARE_LAVA: reportMessage("The lava hardens.", x, y); newtile = SQUARE_CORRIDOR; break; case SQUARE_FORESTFIRE: reportMessage("The forest fire is extinguished.", x, y); newtile = SQUARE_FOREST; break; case SQUARE_ACID: // Acid doesn't freeze. default: // Nothing happens. newtile = tile; break; } if (newtile != tile) { setTile(x, y, newtile); setGuiltyMob(x, y, freezer); return true; } return false; } bool MAP::electrocuteSquare(int x, int y, MOB *shocker) { SQUARE_NAMES tile; tile = getTile(x, y); switch (tile) { case SQUARE_WATER: case SQUARE_ACID: // Dissolved ions implies conductivity. if (tile == SQUARE_WATER) reportMessage("Electricty arcs through the water.", x, y); else reportMessage("Electricty arcs through the acid.", x, y); // TODO: // Apply an attack to all connected tiles of same type, // water acid barrier for some reason acts as insulator break; default: // Nothing happens. break; } return false; } bool MAP::burnSquare(int x, int y, MOB *burner) { SQUARE_NAMES tile, newtile; bool hadeffect = false; tile = getTile(x, y); switch (tile) { case SQUARE_ICE: reportMessage("The ice melts.", x, y); newtile = SQUARE_WATER; hadeffect = true; break; case SQUARE_WATER: reportMessage("The water boils.", x, y); // No change to the tile. // should fill with adjacent water. newtile = SQUARE_PATHPIT; hadeffect = true; // Generate smoke. setSmoke(x, y, SMOKE_STEAM, burner); break; case SQUARE_ACID: reportMessage("The acid boils.", x, y); newtile = SQUARE_PATHPIT; hadeffect = true; // Generate smoke. setSmoke(x, y, SMOKE_ACID, burner); break; case SQUARE_FOREST: reportMessage("The forest catches on fire.", x, y); newtile = SQUARE_FORESTFIRE; hadeffect = true; break; default: // Nothing happens. newtile = tile; break; } if (newtile != tile) { setTile(x, y, newtile); setGuiltyMob(x, y, burner); dropItems(x, y, burner); // We want to demand a reaction throw. dropMobs(x, y, true, burner); // TODO: Submerged mobs should become inpit! return true; } return hadeffect; } bool MAP::electrifySquare(int x, int y, int points, MOB *shocker) { SQUARE_NAMES tile, newtile; bool hadeffect = false; tile = getTile(x, y); switch (tile) { // There are currently no tile transitions. default: // Nothing happens. newtile = tile; break; } if (newtile != tile) { setTile(x, y, newtile); setGuiltyMob(x, y, shocker); dropItems(x, y, shocker); // We want to demand a reaction throw. dropMobs(x, y, true, shocker); // TODO: Submerged mobs should become inpit! return true; } // Affect any items if (getItem(x, y)) { ITEMSTACK items; ITEM *item; int i; // Don't want to charge underwater items getItemStack(items, x, y, false); for (i = 0; i < items.entries(); i++) { item = items(i); if (item->electrify(points, shocker, 0)) { dropItem(item); delete item; } } } return hadeffect; } bool MAP::resurrectCorpses(int x, int y, MOB *resser) { ITEM *cur; // Can't res if a mob is already there. if (getMob(x, y)) return false; // Find all items on this square & res them. for (cur = getItemHead(); cur; cur = cur->getNext()) { if (cur->getX() == x && cur->getY() == y) { if (cur->resurrect(this, resser, x, y)) { dropItem(cur); delete cur; return true; } } } return false; } bool MAP::raiseZombie(int x, int y, MOB *resser) { ITEM *cur; // Can't res if a mob is already there. if (getMob(x, y)) return false; // Find all items on this square & res them. for (cur = getItemHead(); cur; cur = cur->getNext()) { if (cur->getX() == x && cur->getY() == y) { if (cur->raiseZombie(this, resser)) { dropItem(cur); delete cur; return true; } } } return false; } bool MAP::raiseSkeleton(int x, int y, MOB *resser) { ITEM *cur; // Can't res if a mob is already there. if (getMob(x, y)) return false; // Find all items on this square & res them. for (cur = getItemHead(); cur; cur = cur->getNext()) { if (cur->getX() == x && cur->getY() == y) { if (cur->raiseSkeleton(this, resser)) { dropItem(cur); delete cur; return true; } } } return false; } void MAP::moveSmoke() { int x, y, nx, ny; int ex, ey, idx, idy; int wdx, wdy; // Determine if we are in a proper phase. if (!speed_isheartbeatphase()) return; if (ourWindCounter > 0) { wdx = ourWindDX; wdy = ourWindDY; ourWindCounter--; if (!ourWindCounter) { // The wind has changed! Global alert! msg_report("The wind shifts. "); } } else { // We only have a 1 in 3 chance to want to move the smoke. if (!rand_choice(3)) { wdx = rand_choice(3)-1; wdy = rand_choice(3)-1; } else { wdx = 0; wdy = 0; } } if (!mySmokeStack.entries()) return; // We want to update in a direction that ensures we make room // for the exitting smoke. // Ie, positive wdx means we should update right to left. // wdx & wdy are the wind direction. // Each unit of smoke has a 1 in 10 chance of dissipating. if (wdy < 0) { y = 0; ey = MAP_HEIGHT; idy = 1; } else { y = MAP_HEIGHT-1; ey = -1; idy = -1; } for (; y != ey; y += idy) { if (wdx < 0) { x = 0; ex = MAP_WIDTH; idx = 1; } else { x = MAP_WIDTH-1; ex = -1; idx = -1; } for (; x != ex; x += idx) { if (getFlag(x, y, SQUAREFLAG_SMOKE)) { MOB *owner; SMOKE_NAMES smoke; smoke = getSmoke(x, y, &owner); // The probability of the smoke decaying depends on the // type of the smoke. if (rand_chance(glb_smokedefs[smoke].decayrate)) { setSmoke(x, y, SMOKE_NONE, 0); } else { // We want to move it in the correct direction. // Check to make sure new square is moveable & // doesn't have smoke already. nx = x + wdx; ny = y + wdy; if (nx >= 0 && nx < MAP_WIDTH && ny >= 0 && ny < MAP_HEIGHT) { if (!getFlag(nx, ny, SQUAREFLAG_SMOKE) && (glb_squaredefs[getTile(nx, ny)].movetype & MOVE_STD_FLY)) { // Move the smoke. setSmoke(x, y, SMOKE_NONE, 0); setSmoke(nx, ny, smoke, owner); } } } } } } // Remove now empty entries: mySmokeStack.collapse(); } SMOKE_NAMES MAP::getSmoke(int x, int y, MOB **owner) const { if (owner) *owner = 0; if (x < 0 || x >= MAP_WIDTH) return SMOKE_NONE; if (y < 0 || y >= MAP_HEIGHT) return SMOKE_NONE; // Verify we have smoke according to the bitflag. if (getFlag(x, y, SQUAREFLAG_SMOKE)) { // Find the exact smoke type: return mySmokeStack.get(x, y, owner); } return SMOKE_NONE; } SIGNPOST_NAMES MAP::getSignPost(int x, int y) const { if (x < 0 || x >= MAP_WIDTH) return SIGNPOST_NONE; if (y < 0 || y >= MAP_HEIGHT) return SIGNPOST_NONE; // Ensure this is a proper signpost. if (mySignList && getTile(x, y) == SQUARE_SIGNPOST) { return mySignList->find(x, y); } return SIGNPOST_NONE; } void MAP::setSmoke(int x, int y, SMOKE_NAMES smoke, MOB *owner) { UT_ASSERT(x >= 0 && x < MAP_WIDTH); UT_ASSERT(y >= 0 && y < MAP_WIDTH); // Add the square flag so we know this is a smoke square. if (smoke == SMOKE_NONE) { // We early exit as a no-op if we are requested to clear // a tile where there is no smoke. if (!getFlag(x, y, SQUAREFLAG_SMOKE)) return; clearFlag(x, y, SQUAREFLAG_SMOKE); } else setFlag(x, y, SQUAREFLAG_SMOKE); // Add the specific type to our smoke stack. mySmokeStack.set(x, y, smoke, owner); } bool MAP::hasNeighbouringTile(int x, int y, SQUARE_NAMES tile, MOB *&srcmob) { if (x > 0) if (getTile(x-1, y) == tile) { srcmob = getGuiltyMob(x-1, y); return true; } if (x < MAP_WIDTH-1) if (getTile(x+1, y) == tile) { srcmob = getGuiltyMob(x+1, y); return true; } if (y > 0) if (getTile(x, y-1) == tile) { srcmob = getGuiltyMob(x, y-1); return true; } if (y < MAP_HEIGHT-1) if (getTile(x, y+1) == tile) { srcmob = getGuiltyMob(x, y+1); return true; } return false; } void MAP::applySuction(int x, int y) { int dx, dy; int odx, ody; int mx, my; int mnx, mny; int s, t; MOB *mob; ITEMSTACK itemlist; FORALL_4DIR(dx, dy) { if (glb_squaredefs[getTile(x+dx,y+dy)].isstars) break; } odx = !dx; ody = !dy; for (s = 3; s >= -3; s--) { for (t = -ABS(s); t <= ABS(s); t++) { // Current suction square mx = x + dx*s + odx*t; my = y + dy*s + ody*t; // Where we suck to. mnx = mx + dx; mnx += SIGN(s*t) * odx; mny = my + dy; mny += SIGN(s*t) * ody; if (mnx < 0 || mnx >= MAP_WIDTH || mny < 0 || mny >= MAP_HEIGHT) continue; if (mx < 0 || mx >= MAP_WIDTH || my < 0 || my >= MAP_HEIGHT) continue; mob = getMob(mx, my); if (mob && mob->canMove(mnx, mny, true)) { mob->move(mnx, mny); } itemlist.clear(); getItemStack(itemlist, mx, my); ITEM *item; for (int i = 0; i < itemlist.entries(); i++) { item = itemlist(i); dropItem(item); item->markMapped(false); acquireItem(item, mnx, mny, 0); } if (getFlag(mx, my, SQUAREFLAG_SMOKE) && !getFlag(mnx, mny, SQUAREFLAG_SMOKE)) { // Move the smoke over.. MOB *owner; SMOKE_NAMES smoke; smoke = getSmoke(mx, my, &owner); if (glb_squaredefs[getTile(mnx, mny)].movetype & MOVE_STD_FLY) { setSmoke(mx, my, SMOKE_NONE, 0); setSmoke(mnx, mny, smoke, owner); } } } } } void MAP::moveFluids() { // Determine if we are in a proper phase. if (!speed_isheartbeatphase()) return; if (!ourMapDirty) return; // Update all map tiles with the following rules: // 1) If a pit, and posseses neighbouring liquid, fill in. // 2) If lava, and possesses neighbouring water, steam & dry out. // 3) If ice, and neighbour is lava, turn to water. // We don't want instant chain reactions, so the order of // operation is important. int x, y; u8 newtiles[MAP_HEIGHT][MAP_WIDTH]; int numnew = 0; MOB *srcmob; for (y = 0; y < MAP_HEIGHT; y++) { for (x = 0; x < MAP_WIDTH; x++) { newtiles[y][x] = NUM_SQUARES; srcmob = 0; switch (getTile(x, y)) { case SQUARE_BROKENVIEWPORT: // Auto-repair technology is in effect. if (rand_chance(5)) { newtiles[y][x] = SQUARE_VIEWPORT; reportMessage("The glass wall mends itself.", x, y); } else { applySuction(x, y); } numnew++; break; case SQUARE_FORESTFIRE: if (hasNeighbouringTile(x, y, SQUARE_WATER, srcmob)) { if (rand_chance(20)) newtiles[y][x] = SQUARE_FOREST; } if (rand_chance(10)) { newtiles[y][x] = SQUARE_CORRIDOR; } numnew++; if (rand_chance(20)) setSmoke(x, y, SMOKE_SMOKE, 0); break; case SQUARE_FOREST: if (hasNeighbouringTile(x, y, SQUARE_LAVA, srcmob)) { newtiles[y][x] = SQUARE_FORESTFIRE; // forest grower guilty if fire source unowned. if (srcmob) setGuiltyMob(x, y, srcmob); numnew++; } if (hasNeighbouringTile(x, y, SQUARE_FORESTFIRE, srcmob)) { if (rand_chance(30)) { newtiles[y][x] = SQUARE_FORESTFIRE; // forest grower guilty if fire source unowned. if (srcmob) setGuiltyMob(x, y, srcmob); } numnew++; } break; case SQUARE_ICE: if (hasNeighbouringTile(x, y, SQUARE_LAVA, srcmob)) { newtiles[y][x] = SQUARE_WATER; if (srcmob) setGuiltyMob(x, y, srcmob); numnew++; } break; case SQUARE_LAVA: if (hasNeighbouringTile(x, y, SQUARE_WATER, srcmob)) { newtiles[y][x] = SQUARE_CORRIDOR; // entombment goes to lava maker first if (!getGuiltyMob(x, y)) setGuiltyMob(x, y, srcmob); numnew++; } break; case SQUARE_WATER: if (hasNeighbouringTile(x, y, SQUARE_LAVA, srcmob)) { newtiles[y][x] = SQUARE_PATHPIT; if (srcmob) setGuiltyMob(x, y, srcmob); numnew++; } break; case SQUARE_ACID: if (hasNeighbouringTile(x, y, SQUARE_LAVA, srcmob)) { newtiles[y][x] = SQUARE_PATHPIT; if (srcmob) setGuiltyMob(x, y, srcmob); numnew++; } break; case SQUARE_FLOORPIT: case SQUARE_PATHPIT: case SQUARE_FLOORSPIKEDPIT: case SQUARE_PATHSPIKEDPIT: // Lava first so water takes priority, as it // flows faster. if (hasNeighbouringTile(x, y, SQUARE_LAVA, srcmob)) { newtiles[y][x] = SQUARE_LAVA; if (srcmob) setGuiltyMob(x, y, srcmob); numnew++; } if (hasNeighbouringTile(x, y, SQUARE_ACID, srcmob)) { newtiles[y][x] = SQUARE_ACID; if (srcmob) setGuiltyMob(x, y, srcmob); numnew++; } if (hasNeighbouringTile(x, y, SQUARE_WATER, srcmob)) { newtiles[y][x] = SQUARE_WATER; if (srcmob) setGuiltyMob(x, y, srcmob); numnew++; } break; default: break; } } } // Early exit for no-op. if (!numnew) { ourMapDirty = false; return; } // Process all the tiles. for (y = 0; y < MAP_HEIGHT; y++) { for (x = 0; x < MAP_WIDTH; x++) { if (newtiles[y][x] == NUM_SQUARES) continue; // Because we propagated guilt already, we can use our own guilt // for source. // This system built at very high altitude likely over the Pacific // (the map feature is broken on this plane, the only // entertainment I like :<) // Hopefully it holds together at sea level. switch (getTile(x, y)) { case SQUARE_ICE: burnSquare(x, y, getGuiltyMob(x, y)); break; case SQUARE_LAVA: freezeSquare(x, y, getGuiltyMob(x, y)); break; case SQUARE_WATER: burnSquare(x,y, getGuiltyMob(x, y)); break; case SQUARE_ACID: // WTF? Why burn? burnSquare(x,y, getGuiltyMob(x, y)); break; case SQUARE_FOREST: // Only transition is to burn. burnSquare(x, y, getGuiltyMob(x, y)); break; case SQUARE_BROKENVIEWPORT: if (newtiles[y][x] == SQUARE_VIEWPORT) setTile(x, y, SQUARE_VIEWPORT); break; case SQUARE_FORESTFIRE: // May have burned out or been doused. if (newtiles[y][x] == SQUARE_CORRIDOR) { // Directly extinguish setTile(x, y, SQUARE_CORRIDOR); // Drop from trees. dropMobs(x, y, true, getGuiltyMob(x, y), true); } else { // Freeze is same as douse. freezeSquare(x, y, getGuiltyMob(x, y)); } break; case SQUARE_FLOORPIT: case SQUARE_PATHPIT: case SQUARE_FLOORSPIKEDPIT: case SQUARE_PATHSPIKEDPIT: floodSquare((SQUARE_NAMES)newtiles[y][x], x, y, getGuiltyMob(x, y)); break; default: break; } } } } void MAP::reportMessage(const char *str, int x, int y) const { if (!str) return; // Ignore non-level messages. if (this != glbCurLevel) return; UT_ASSERT(x >= 0 && x < MAP_WIDTH); UT_ASSERT(y >= 0 && y < MAP_HEIGHT); // Ignore out of bound messages. if (x < 0 || x >= MAP_WIDTH || y < 0 || y >= MAP_HEIGHT) return; // The FOV check is guaranteed to be the same as the hasLOS for // the avatar. if (MOB::getAvatar() && !hasLOS(MOB::getAvatar()->getX(), MOB::getAvatar()->getY(), x, y)) { // Eat the message. return; } msg_report(gram_capitalize(str)); // We always trail with some spaces, this will not cause line wrap, // but will ensure successive messages are all froody. msg_append(" "); } bool MAP::isMobOnMap(MOB *mob) const { MOB *m; for (m = myMobHead; m; m = m->getNext()) { if (m == mob) return true; } return false; } MAP * MAP::findMapWithMob(MOB *mob, bool usebranch) const { MAP *map, *branch; if (isMobOnMap(mob)) return (MAP *)this; if (usebranch && peekMapBranch()) { map = peekMapBranch()->findMapWithMob(mob, false); if (map) return map; } for (map = peekMapUp(); map; map = map->peekMapUp()) { if (map->isMobOnMap(mob)) return map; if (map->peekMapBranch()) { branch = map->peekMapBranch()->findMapWithMob(mob, false); if (branch) return branch; } } for (map = peekMapDown(); map; map = map->peekMapDown()) { if (map->isMobOnMap(mob)) return map; if (map->peekMapBranch()) { branch = map->peekMapBranch()->findMapWithMob(mob, false); if (branch) return branch; } } // Couldn't find the mob anywhere... return 0; } void MAP::collapseDungeon(bool dobranch) { MAP *map; // Rough guestimate of memory usage: // items: 20 bytes each // intrinscs, 167 -> 21 bytes // mobs: 48 + 21 = 69 bytes each // maps: 2k each // Need 27 maps, 54k // In 200k, 2968 mobs or 10,240 items fit. // Estimate ~500 mobs in bad game, say 72 bytes each, say 32bytes for // items gives 5,275 items. Seems like I'm still missing somethiing // big. // Static maps: itemmap, 2k, mobmap 2k, wallmap 1k, distmap 2k, smell 2k // celllist 4k, cutouts 4k, refmap 2k, itemmap 4k, all told is 23k. // That cuts it to 4,539 items :> if (dobranch) { if (peekMapBranch()) { peekMapBranch()->collapseThisDungeon(); peekMapBranch()->collapseDungeon(false); } } for (map = peekMapUp(); map; map = map->peekMapUp()) { map->collapseThisDungeon(); } for (map = peekMapDown(); map; map = map->peekMapDown()) { map->collapseThisDungeon(); } } void MAP::collapseThisDungeon() { // Destroy all items that are destroyable.. ITEM *item, *next; for (item = getItemHead(); item; item = next) { next = item->getNext(); if (!item->defn().isquest) { dropItem(item); delete item; } } } void MAP::delayedLevelChange(MAP *newcurrent) { ourDelayedLevelChange = newcurrent; } void MAP::checkForAvatarMapChange() { if (ourDelayedLevelChange) { changeCurrentLevel(ourDelayedLevelChange); ourDelayedLevelChange = 0; } } void MAP::changeCurrentLevel(MAP *newcurrent) { int x, y; // Whatever it was is now invalid. ourDelayedLevelChange = 0; glbCurLevel = newcurrent; if (glbCurLevel) glbCurLevel->refreshPtrMaps(); // Reset our smell map... memset(ourAvatarSmell, 0xff, sizeof(u16) * MAP_WIDTH * MAP_HEIGHT); // Reset our watermark ourAvatarSmellWatermark = 64; // Ensure we start looking for water and stuff to move ourMapDirty = true; // Reset our guilty map for (y = 0; y < MAP_HEIGHT; y++) for (x = 0; x < MAP_WIDTH; x++) ourMobGuiltyMap[(y) * MAP_WIDTH + x].setMob(0); // Output any level feelings... if (newcurrent && newcurrent->branchName() == BRANCH_MAIN) { switch (newcurrent->getDepth()) { case 20: msg_announce("><0|V|: Expand your horizons! "); break; case 21: msg_announce("Belweir: Welcome to my library! "); break; case 22: msg_announce("Quizar: Find your way through! "); break; case 23: msg_announce("H'ruth: Prove your worth in my combat arena! "); break; case 24: msg_announce("Klaskov: This village is under attack from orcs! "); break; case 25: msg_report("You have entered the fiery pits of hell! "); break; } } } void MAP::refreshPtrMaps() { MOB *mob; ITEM *item; int x, y; for (y = 0; y < MAP_HEIGHT; y++) for (x = 0; x < MAP_WIDTH; x++) ourMobRefMap[(y) * MAP_WIDTH + x].setMob(0); memset(ourItemPtrMap, 0, sizeof(ITEM *) * MAP_WIDTH * MAP_HEIGHT); for (mob = getMobHead(); mob; mob = mob->getNext()) { ourMobRefMap[mob->getY() * MAP_WIDTH + mob->getX()].setMob(mob); if (mob->getSize() >= SIZE_GARGANTUAN) { int dx, dy; for (dx = 0; dx < 2; dx++) for (dy = 0; dy < 2; dy++) ourMobRefMap[(mob->getY() + dy) * MAP_WIDTH + mob->getX() + dx].setMob(mob); } } for (item = getItemHead(); item; item = item->getNext()) { int offset = item->getY() * MAP_WIDTH + item->getX(); // We want to auto-sort to ensure the right people are on top. if (!ourItemPtrMap[offset] || ourItemPtrMap[offset]->getStackOrder() <= item->getStackOrder()) ourItemPtrMap[offset] = item; } } void MAP::setWindDirection(int dx, int dy, int duration) { ourWindCounter = duration; ourWindDX = dx; ourWindDY = dy; } void MAP::getWindDirection(int &dx, int &dy) { if (ourWindCounter) { dx = ourWindDX; dy = ourWindDY; } else { dx = 0; dy = 0; } } void MAP::getAmbientWindDirection(int &dx, int &dy) { if (ourWindCounter) { dx = ourWindDX; dy = ourWindDY; } else { dx = rand_choice(3)-1; dy = rand_choice(3)-1; } } bool MAP::isUnlocked() const { #ifdef iPOWDER if (hamfake_isunlocked()) return true; if (getDepth() > 15) return false; return true; #else return true; #endif } #ifdef MAPSTATS void MAP::printStatsHeader(FILE *fp) { fprintf(fp, "Seed, Walkable, LadderDist, NumMob, TotalMobLevel, WallRatio\n"); } bool MAP::printStats(FILE *fp) { fprintf(fp, "%d, ", mySeed); int numwalk = 0; int difficulty = 0; int nummob = 0; int numwall = 0; int x, y; MOB *mob; for (y = 0; y < MAP_HEIGHT; y++) { for (x = 0; x < MAP_WIDTH; x++) { if (canMove(x, y, MOVE_STD_FLY, true, true, true)) { int dx, dy; numwalk++; FORALL_4DIR(dx, dy) { if (canMove(x+dx, y+dy, MOVE_STD_FLY, true, true, true)) { numwall++; } } } } } fprintf(fp, "%d, ", numwalk); for (mob = getMobHead(); mob; mob = mob->getNext()) { if (mob->isAvatar()) continue; difficulty += mob->getExpLevel(); nummob++; } int ux = 0, uy = 0, dx = 0, dy = 0; bool founda, foundb; founda = findTile(SQUARE_LADDERUP, ux, uy); foundb = findTile(SQUARE_LADDERDOWN, dx, dy); UT_ASSERT(founda && foundb); buildMoveDistance(dx, dy, MOVE_STD_FLY); int maxdist = 256; int dist = ourDistanceMap[uy * MAP_WIDTH + ux]; if (dist > maxdist) dist = maxdist; fprintf(fp, "%d, ", dist); fprintf(fp, "%d, ", nummob); fprintf(fp, "%d, ", difficulty); fprintf(fp, "%f, ", ((float)numwall) / numwalk); fprintf(fp, "\n"); dist--; #if 1 if (dist == maxdist) { for (y = 0; y < MAP_HEIGHT; y++) { for (x = 0; x < MAP_WIDTH; x++) { int dist = ourDistanceMap[y * MAP_WIDTH + x]; if (getTile(x, y) == SQUARE_LADDERUP) fprintf(fp, "z"); else if (getTile(x, y) == SQUARE_LADDERDOWN) fprintf(fp, "y"); else if (dist >= maxdist) { if (canMove(x, y, MOVE_STD_FLY, true, true, true)) { fprintf(fp, "+"); } else if (getTile(x, y) == SQUARE_SECRETDOOR || getTile(x, y) == SQUARE_DOOR || getTile(x, y) == SQUARE_BLOCKEDDOOR) { fprintf(fp, "/"); } else { fprintf(fp, "#"); } } else fprintf(fp, "."); } fprintf(fp, "\n"); } } #endif return dist == maxdist; } #endif powder118_src/map.h0000644000175300010010000006510211674430511011323 0ustar /* * PROPRIETARY INFORMATION. This software is proprietary to POWDER * Development, and is not to be reproduced, transmitted, or disclosed * in any way without written permission. * * Produced by: Jeff Lait * * POWDER Development * * NAME: map.h ( POWDER Library, C++ ) * * COMMENTS: * The MAP structure. This defines one levels information. It * contains all the items that are on the floor and all the mobs * that are in the level. */ #ifndef __map_h__ #define __map_h__ //#define MAPSTATS #include "assert.h" #include "glbdef.h" #include "gfxengine.h" #include "smokestack.h" #include "itemstack.h" #include "signpost.h" class MAP; class MOB; class ITEM; class SRAMSTREAM; class INTRINSIC_COUNTER; extern MAP *glbCurLevel; struct PT2 { int x, y; int data; }; struct ROOM_DEF { PT2 size; const SQUARE_NAMES *squarelist; // Per square lists const PT2 *squareflaglist; const PT2 *itemlist; const PT2 *moblist; const PT2 *itemtypelist; const PT2 *moblevellist; const PT2 *intrinsiclist; const PT2 *signpostlist; // Global defines int minlevel, maxlevel; u8 rarity; u8 mandatory; u8 onlyonce; u8 allowstairs; u8 allowgeneration; u8 allowdig; u8 allowitems; u8 allowtel; int x, y; s8 quest; const char *name; // Specific room name from file name. }; struct ROOM { PT2 l, h; const ROOM_DEF *definition; int rotation; }; #define ROOM_FLIP_X 1 #define ROOM_FLIP_Y 2 #define ROOM_FLOP 4 class MAP { public: MAP(int level, BRANCH_NAMES branch); virtual ~MAP(); // Retrieves the random seed used to build this map. long getSeed() const { return mySeed; } // This deletes this map and all attached maps void deleteAllMaps(); // This returns true if their is a path between (sx,sy) and // (ex,ey). The next step is returned in (dx,dy). This must // be stateless. // If two paths are equally cool (ie, cutting diagonals) picks // one at random. bool findPath(int sx, int sy, int ex, int ey, MOVE_NAMES movetype, bool allowmob, bool allowdoor, int &dx, int &dy); // This updates the avatar smell at the given location. // The smell should be 0 where the avatar is and lower the farther // away. void updateAvatarSmell(int x, int y, int smell); // Determines the level of smell at the given square. // Higher is smellier or closer to the avatar. To make things // normalized, 65535 is at the avatar, 0 is as far as possible. int getAvatarSmell(int x, int y) const; // Determines the direction closest to the avatar from the given point. // If no direction is closer, returns false. bool getAvatarSmellGradient(MOB *mob, int x, int y, int &dx, int &dy) const; // This takes an empty map and adds people up to its desired // monster count. void populate(); // This creates a monster appropriate for our level and puts // it somewhere on the level. // Returns true if successful bool createAndPlaceNPC(bool avoidfov); // Refresh will update the gfx engine from this map. // If preserve ray is turned on, any ray tiles in the // overly plane will be preserved. void refresh(bool preserve_ray = false); // This will clear out & rebuild the dynamic light lists. void updateLights(); int getDesiredMobCount() const; int getThreatLevel() const; // This runs the level's heartbeat script. It may birth mobs // if the world seems sparse. void doHeartbeat(); // Digger can be null. Otherwise, it reports the appropriate messages // about the possibility, and falls through the hole. void digHole(int x, int y, MOB *digger); // Digger can be null. Otherwise, it reports the appropriate messages // about the possibility, and ends up in the pit. // Does not create holes if already pit. void digPit(int x, int y, MOB *digger); // Excavates a square. Destroys boulders bool digSquare(int x, int y, MOB *digger); // Grows a nice forest here. void growForest(int x, int y, MOB *grower); // Torrential rain falls here void downPour(int x, int y, MOB *pourer); // This floods the pit with the given fluid type, such as SQUARE_LAVA // or SQUARE_WATER. void floodSquare(SQUARE_NAMES tile, int x, int y, MOB *flooder); // This maintaince function will drop all items on the given // square. The revealer is optional and says who gets credit for the // discovery. This does nothing if the square doesn't have depth. void dropItems(int x, int y, MOB *revealer); // This will try and fill the square that the item is on // with the item itself. This plugs holes, fills water, etc. // filler is the person to blame if someone is buried alive. // This returns true if filling occured, in which case the item // was deleted. bool fillSquare(ITEM *boulder, MOB *filler, ITEM **newitem = 0); // This will drop all mobs on the given square into the holes, // provided they don't save via reflex. They will also sink. // forcetrap negates the reflex save, but they may still save // due to flight, water walking, etc. They may also save due // to the SKILL_EVADETRAP, unless noskillevade is set. // This returns false if a mob gets killed. bool dropMobs(int x, int y, bool forcetrap, MOB *revealer, bool noskillevade=false); // Trapper can be null. Otherwise the trapper SHOULD gain // responsibility for any deaths from the trap :> // Returns whether trap creation was successful. It can fail // if the square is untrappable (Ie, not plain) bool createTrap(int x, int y, MOB *trapper); // This will apply a strong cold effect to the square, // turning water to ice, lava to rock. bool freezeSquare(int x, int y, MOB *freezer); // This will apply electricity to the square // If it is liquid, everyone in the liquid or touching it // is fried bool electrocuteSquare(int x, int y, MOB *shocker); // Places a moderate amount of water on the square. void douseSquare(int x, int y, bool holy, MOB *douser); // This will apply a strong heat to the square, melting ice. bool burnSquare(int x, int y, MOB *burner); // This will zap the square with electicity. bool electrifySquare(int x, int y, int points, MOB *shocker); // This will bring all corpses/bones at given square back to life. // Returns true if something happens. bool resurrectCorpses(int x, int y, MOB *resser); // This creates a zombie out of the corpses. bool raiseZombie(int x, int y, MOB *raiser); // This creates a skeleton out of the bones. bool raiseSkeleton(int x, int y, MOB *raiser); // This moves all of the smoke on the level. void moveSmoke(); // This queries our additional smoke structures that maintain the // type and ownership of smoke squares. SMOKE_NAMES getSmoke(int x, int y, MOB **owner=0) const; // Queries our signpost structure for the proper sign post data SIGNPOST_NAMES getSignPost(int x, int y) const; // This creates smoke at the given square. It should be used // rather than trying to explicitly set the SQUAREFLAG values. // Owner is dude responsible for the effects. void setSmoke(int x, int y, SMOKE_NAMES smoke, MOB *owner); // Applies a suck-into-space effect at the given coordinate, // assumes a 4 way neighbour is space. void applySuction(int x, int y); // This moves all the fluids on the level, filling pits, etc. void moveFluids(); void setWindDirection(int dx, int dy, int duration); // This only reports powerful winds such as the direct wind // spell. It is assumed people can easily override the slow // currents that are present normally. void getWindDirection(int &dx, int &dy); // This reports transient zephyrs as well void getAmbientWindDirection(int &dx, int &dy); // // Access methods. Explicitly inlined. // inline void setTile(u8 x, u8 y, SQUARE_NAMES tile) { UT_ASSERT(x < MAP_WIDTH && y < MAP_HEIGHT); ourMapDirty = true; mySquares[x + y * MAP_WIDTH] = tile; } inline SQUARE_NAMES getTile(u8 x, u8 y) const { UT_ASSERT(x < MAP_WIDTH && y < MAP_HEIGHT); return (SQUARE_NAMES) mySquares[x + y * MAP_WIDTH]; } // Allows for out of bounds queries, returns SQUARE_EMPTY for those inline SQUARE_NAMES getTileSafe(u8 x, u8 y) const { if (x >= MAP_WIDTH || y >= MAP_HEIGHT) { return SQUARE_EMPTY; } return (SQUARE_NAMES) mySquares[x + y * MAP_WIDTH]; } inline u8 compareTile(u8 x, u8 y, SQUARE_NAMES tile) { if (x >= MAP_WIDTH || y >= MAP_HEIGHT) return false; return (getTile(x, y) == tile); } bool hasNeighbouringTile(int x, int y, SQUARE_NAMES tile, MOB *&srcmob); inline void setFlag(u8 x, u8 y, int flag, bool state=true) { UT_ASSERT(x < MAP_WIDTH && y < MAP_HEIGHT); if (!state) clearFlag(x, y, flag); else myFlags[x + y * MAP_WIDTH] |= flag; } inline void clearFlag(u8 x, u8 y, int flag) { UT_ASSERT(x < MAP_WIDTH && y < MAP_HEIGHT); myFlags[x + y * MAP_WIDTH] &= ~flag; } // Note this does *not* return bool, as it does // not return 0 or 1, but 0 or flag. This is // for silly performance reasons. inline int getFlag(u8 x, u8 y, int flag) const { UT_ASSERT(x < MAP_WIDTH && y < MAP_HEIGHT); return myFlags[x + y * 32] & flag; } inline u8 getRawFlag(u8 x, u8 y) const { UT_ASSERT(x < MAP_WIDTH && y < MAP_HEIGHT); return myFlags[x + y * 32]; } inline void setRawFlag(u8 x, u8 y, int flag) { UT_ASSERT(x < MAP_WIDTH && y < MAP_HEIGHT); myFlags[x + y * 32] = flag; } int getDepth() const { return myDepth; } bool allowDiggingDown() const; bool allowMobGeneration() const; bool allowItemGeneration() const; bool allowTeleportation() const; // This marks as mapped everything within the given radius & los. void markMapped(int x, int y, int radx, int rady, bool uselos = true); // This updates the temporary light field. void applyTempLight(int x, int y, int radius); // This applies a map flag to everything in the given radius. void applyFlag(SQUAREFLAG_NAMES flag, int cx, int cy, int radius, bool uselos, bool state); // Is it transparent, can we see through it? bool isTransparent(int x, int y) const; // Is lit, by some means or another? bool isLit(int x, int y) const; // Is digging not a noop? Includes boulders, but not creatures bool isDiggable(int x, int y) const; // This builds a field of view table. It sets the FOV temp flag // to true whereever it is within range of rx & ry. void buildFOV(int x, int y, int rx, int ry); bool hasFOV(int x, int y) const; // This determines if there is a straightline, +/- 1, between the // locations. bool hasLOS(int x1, int y1, int x2, int y2) const; // This is a crappy FP algorithm. bool hasSlowLOS(int x1, int y1, int x2, int y2) const; // This LOS algorithm was written while rather drunk. bool hasDrunkLOS(int x1, int y1, int x2, int y2) const; // This determines if there exists any manhatten walk between the two // locations. // Definitely one of my stupider ideas. bool hasManhattenLOS(int x1, int y1, int x2, int y2) const; void moveMob(MOB *mob, int ox, int oy, int nx, int ny); void registerMob(MOB *mob); void unregisterMob(MOB *mob); MOB *getMobHead() const { return myMobHead; } // Crushes any surrounding breakable walls to make room for this void wallCrush(MOB *mob); // This finds all mobs interested in the given mob, which are also // adjacent to the staircase, and causes them to go downstairs. // The avatar is explicitly exempt from this. Be careful as your // pets may chase people down stairs :> void chaseMobOnStaircase(SQUARE_NAMES destsquare, int srcx, int srcy, MOB *chasee, MAP *nextmap); // Gives a brief listing of what is at the square... // blind tells us if the viewer is blind. bool describeSquare(int x, int y, bool blind, bool includeself); // This fetches the maps below or above us. If they don't exist, // they are created, unless they shouldn't exist when you will // get 0 back. MAP *getMapUp(bool create = true); MAP *peekMapUp() const; MAP *getMapDown(bool create = true); MAP *peekMapDown() const; // What branch getMapBranch() would be on - where this map // has a branch *to*. BRANCH_NONE for no branch from here. BRANCH_NAMES offshootName() const; // The branch *this is on. BRANCH_MAIN is, of course, the default. BRANCH_NAMES branchName() const; MAP *getMapBranch(bool create = true); MAP *peekMapBranch() const; // This is used internally to set up a cross reference... void setMapUp(MAP *map) { myMapUp = map; } void setMapDown(MAP *map) { myMapDown = map; } void setMapBranch(MAP *branch) { myMapBranch = branch; } // This finds the mob in the specified square. Currently very slow. MOB *getMob(int x, int y) const; // Does a full search for the mob, ignoring the cache. // Does not respect garguantuan for important reasons! MOB *getMobPrecise(int x, int y) const; // Returns whoever is responsible for the status of this square MOB *getGuiltyMob(int x, int y) const; void setGuiltyMob(int x, int y, MOB *mob); ITEM *getItemHead() const { return myItemHead; } ITEM *getItem(int x, int y) const; ITEM *getItem(int x, int y, bool submerged) const; // This builds an itemstack of everything on the ground. Submerged // check, if positive, determines if submerged status is used. // Note this just appends to the itemstack! // If checkmapped is true, it only adds items that have their // mapped bit set. int getItemStack(ITEMSTACK &stack, int x, int y, int submergecheck = -1, bool checkmapped = false) const; // This builds a mob stack of all tamed mobs directly in the // control of the given mob. // Returns number of pets. // If sensable is true, only returns the pets that are sensable. int getPets(MOBSTACK &stack, MOB *owner, bool onlysensable) const; // This is the tile acquiring the item. // This sets newitem to the stack it gets merged to, otherwise itself. // Note item *can* be deleted here! // If we are to believe the item's grade status, set ignoregrade. // This is used for loading. // The item can *also* be dropped down a hole so end up on a // different level. In this case, newitem is also set to 0. void acquireItem(ITEM *item, int x, int y, MOB *dropper, ITEM **newitem = 0, bool ignoregrade = false); // This is the tile relieving & unlinking the item (as opposed to get) ITEM *dropItem(int x, int y); void dropItem(ITEM *item); // If item is a bottle, fills with the liquid in tile x,y void fillBottle(ITEM *item, int x, int y) const; // This gets a random location on the map that fits the given profile. // It returns false if no such location was found. bool findRandomLoc(int &x, int &y, int movetype, bool allowmob, bool doublesize, bool avoidfov, bool avoidfire, bool avoidacid, bool avoidnomob); // This finds an instance of the given tile. // Returns false if no such tile exists. bool findTile(SQUARE_NAMES tile, int &x, int &y); // This finds the closest tile to the given x/y coordinate that // is legal according to the provided move mask & mob mask. // It does a spiral search, and ignores LOS. bool findCloseTile(int &x, int &y, MOVE_NAMES move, bool allowmob = false, int maxradius = MAP_WIDTH); // Does a simple search to see if this square is inside a room // with no non-hidden exits. This lets us warn the player that // it isn't a dead end. bool isSquareInLockedRoom(int x, int y) const; // This will run the heartbeat & doAI on all the critters that // are not the avatar. void moveNPCs(); // Determines if the given movetype can go into the given square. // Return false if it fails. bool canMove(int x, int y, MOVE_NAMES movetype, bool allowmob = true, bool allowdoor = false, bool allowitem = true); // Determines if a ray can move into the given square. // If a mob there has reflection, it can't move there. // If reflect is false, no reflection checks occur. // didreflect is set to true if reflection occured. bool canRayMove(int x, int y, MOVE_NAMES movetype, bool reflect, bool *didreflect = 0); // Throws an item in a certain direction. void throwItem(int x, int y, int dx, int dy, ITEM *item, ITEM *stack, ITEM *launcher, MOB *thrower, const ATTACK_DEF *attack, bool ricochet); // This draws a ray through the environment, appropriate overlay // tiles. If dobounce is true, it will bounce properly when // it hits something impassable according to movetype. // Each square it will trigger the raycallback, which can // return false if the ray should die. // The ray starts one square in the direction dx/dy. // One of dx & dy must be non zero. void fireRay(int ox, int oy, int dx, int dy, int length, MOVE_NAMES movetype, bool dobounce, bool raycallback(int x, int y, bool final, void *data), void *data); // This draws a ball in the environment, appropriate overlay tiles. // Each square affected will trigger the ballcallback. The result // code of the ball callback is unused. void fireBall(int ox, int oy, int rad, bool includecenter, bool ballcallback(int x, int y, bool final, void *data), void *data); // Performs a knockback with the (possibly) two creatures. // We specify the target of the knockback and the direction to apply // it in. If infinitemass is true, the source isn't eligible to // be knocked back. bool knockbackMob(int tx, int ty, int dx, int dy, bool infinitemass, bool ignoremob = false); // Save/load the global information to all maps static void saveGlobal(SRAMSTREAM &os); static void loadGlobal(SRAMSTREAM &is); // Save the map... void saveBranch(SRAMSTREAM &is, bool savebranch = true); bool save(SRAMSTREAM &os, bool savebranch = true); // And load... void loadBranch(SRAMSTREAM &is, bool checkbranch = true); bool load(SRAMSTREAM &is, bool checkbranch = true); bool verifyMob() const; bool verifyMobLocal() const; bool verifyCounterGone(INTRINSIC_COUNTER *counter) const; bool verifyCounterGoneLocal(INTRINSIC_COUNTER *counter) const; // The map can report messages. These are eaten unless // the avatar can see (x, y). void reportMessage(const char *str, int x, int y) const; void reportMessage(BUF buf, int x, int y) const { reportMessage(buf.buffer(), x, y); } int getItemCount() const { return myItemCount; } int getMobCount() const { return myMobCount; } // Returns the map which has the given mob, 0 if it shows up on // no map. MAP *findMapWithMob(MOB *mob, bool usebranch=true) const; bool isMobOnMap(MOB *mob) const; // Collapses the dungeon by destroying all non-quest items. void collapseDungeon(bool dobranch = true); void collapseThisDungeon(); // Flags that we want to (eventually) change the current level // but can't immediately as we are in some ugly code stack that // uses glbCurLevel static void delayedLevelChange(MAP *newcurrent); // Looks for stashed level changes and applies them. static void checkForAvatarMapChange(); // This handles bookkeeping of glbCurLevel. Do not set by hand! static void changeCurrentLevel(MAP *newcurrent); // This will rebuild the pointer maps to be accurate for this. // Should be glbCurLevel->refreshPtrMaps whenever glbCurLevel is changed. void refreshPtrMaps(); // // Build methods. // These methods are defined in build.cpp // They are used to construct the map. // // Generic build method, does different things depending on level, // random chance, etc. // The alreadysavedseed is a flag to ensure we don't resave the seed, // as that would cause the random number seed to be changed when // we try and force an exact rebuild by pre-setting the seed. void build(bool alreadysavedseed); static bool isLoading() { return ourIsLoading; } // Is this map unlocked? bool isUnlocked() const; protected: // This wipes out the map and fills it with a blank map. // This will also delete all mobs and all creatures in the map. void clear(); // Specific map builders. void buildRoguelike(); void buildQuest(GOD_NAMES god); void buildBigRoom(); void buildDrunkenCavern(bool islit, bool allowlakes, bool allowroom, bool buildstaircase); void buildMaze(int stride); // Attempts to smooth a map removing small dead end nooks. void smooth(SQUARE_NAMES floor, SQUARE_NAMES wall); // Does a flood fill with the given tile type, replacing the // given tile void fillWithTile(int x, int y, SQUARE_NAMES newtile, SQUARE_NAMES oldtile); // Qix style level, Bunch of walls subdividing the level. void drawQixWall(int x, int y, int dx, int dy, bool islit); void buildQix(bool islit); // A cavern bisected by a river. void buildRiverRoom(); void buildSurfaceWorld(); void buildTutorial(); // Builds the tridude spaceship void buildSpaceShip(); // Builds Baezl'bub's lair - lots of water, lava, and caverns. void buildHello(); void drawCircle(int cx, int cy, int rad, SQUARE_NAMES tile, SQUAREFLAG_NAMES flag, bool overwrite = false); void drawLine(int x1, int y1, int x2, int y2, SQUARE_NAMES tile, bool overwrite = false); // Specific type of move building bool buildMoveDistance(int px, int py, MOVE_NAMES move); // This builds the distance function given the given walk function... bool buildDistance(int px, int py); // Builder functions. bool drawPath(int sx, int sy, int ex, int ey, bool lit = false); bool drawPathStraight(int sx, int sy, int ex, int ey, bool lit = false); void drawPath_old(int sx, int sy, int ex, int ey, bool lit = false); bool drawCorridor(int sx, int sy, int sdx, int sdy, int ex, int ey, int edx, int edy, bool lit = false); void createColouredTridudeLair(int x, int y, MOB_NAMES tridude, MOB *trueleader); MOB *createGoldenTridudeLair(int x, int y); static const ROOM_DEF *chooseRandomRoom(int depth); void buildRandomRoom(ROOM &room); public: void buildRandomRoomFromDefinition(ROOM &room, const ROOM_DEF *def); void populateRoom(const ROOM &room); void drawRoom(const ROOM &room, bool lit, bool mazetype, bool caverntype); protected: void chooseRandomExit(int *enter, int *delta, const ROOM &room); void closeUnusedExits(const ROOM &room, bool force); void roomToMapCoords(int &mx, int &my, const ROOM &room, int rx, int ry); void mapToRoomCoords(int &rx, int &ry, const ROOM &room, int mx, int my); // Builder query functions, these aren't necessarily valid outside // the building code. bool isTileWall(int tile) const; bool isMapWall(int x, int y) const; bool isMapExit(int x, int y) const; bool isRoomExit(const ROOM &room, int x, int y) const; bool isMapPathway(int x, int y) const; bool checkRoomFits(const ROOM &room); // This draws a path element, or a door if the destinatin is a wall. void setPathTile(int x, int y, bool lit, bool usefloor); void addSignPost(SIGNPOST_NAMES post, int x, int y); public: #ifdef MAPSTATS static void printStatsHeader(FILE *fp); bool printStats(FILE *fp); #endif private: // Data... long mySeed; // Random number seed used. int myGlobalFlags; // Global flags for this map. // Indices into SQUARE. u8 *mySquares; // These are the state flags for each world square... u8 *myFlags; // Stashed coords of the FOV map. s8 myFOVX, myFOVY; // What branch we are on. u8 myBranch; // How deep this map is. s8 myDepth; // Indices into SQUARE, TILE_VOID if blank. // These are temporary arrays for efficient map refreshing. static u16 *ourItemMap; static u16 *ourMobMap; // This is 0 if not a wall, 1 if a wall. static u8 *ourWallMap; // This is how far each square is from the desired destination, // thus allowing gradiant computatin and path finding. static u16 *ourDistanceMap; static u16 *ourAvatarSmell; static u16 ourAvatarSmellWatermark; // These track our cell positions & cutout values used by the // build functions. static int *ourCells; static int *ourCutOuts; // These are pointers to the first mob or item on each square. // They are only valid for the current level. static MOBREF *ourMobRefMap; static ITEM **ourItemPtrMap; // This tracks who is responsible for each square // It is not saved per level - changing level loses responsibility static MOBREF *ourMobGuiltyMap; // This is the mob list.. int myMobCount; int myItemCount; MOB *myMobHead; // If we unregister this mob, we will autobump it. MOB *myMobSafeNext; // And the item list... ITEM *myItemHead; // Pointers to the double linked list of maps... // Zero means not yet built. MAP *myMapUp; MAP *myMapDown; // My branch and myself are on the same "level", // myMapBranch->myMapBranch == this. MAP *myMapBranch; // Bleh... List of all valid smoke on the level. // Entries may be SMOKE_NONE, in which case they are cleared out // and waiting compression. SMOKESTACK mySmokeStack; SIGNLIST *mySignList; // Flags whether we are currently loading or not. static bool ourIsLoading; // Flags the current wind direction and count down. // Shared by all levels. If count down is out, wind direction // is random static s8 ourWindDX, ourWindDY; static int ourWindCounter; static bool ourMapDirty; static MAP *ourDelayedLevelChange; }; #endif powder118_src/encyclopedia.txt0000644000175300010010000035657712455615532013626 0ustar # This is the encyclopedia of POWDER # "# " prefixed lines are comments. # # Entries should be of the form: # # MOB::FIREBEETLE fire beetle # The fire beetle spits two streams of liquid which, when # combined, ignite. GOD::AGNOSTIC - no one god Gods? Let them come to me! Adventurers worship no one god. This leaves them safe from their meddlings, but also unable to reap the gifts that fall to the faithful. Followers have no special conducts. Followers receive +5/+5 per level. GOD::FIGHTER - Klaskov Klaskov the Ironclad is the patron deity of fighters. He is best known for the burnished set of full plate he wears into any battle. Followers are encouraged to kill, and dress well. Followers are discouraged from casting spells. Followers receive +15/+0 per level. GOD::WIZARD - Belweir Belweir the Near Sighted is the patron deity of Wizards. Belweir incorporates in the form of a large rock mole. Belweir's knowledge of mystical matters exceeds all other beings. `Know what is in front of you before seeking that afar.' Followers are encouraged to cast spells, identify things, and dress well. Followers are discouraged from melee combat. Followers receive +0/+15 per level. GOD::ROGUE - Quizar Quizar the Black is the patron deity of rogues. On the mortal plane, Quizar takes the form of a large black squirrel. Followers are encouraged to attack from afar, identify items, find secrets, dress well, and strike the helpless. Followers are discouraged from making a lot of noise. Followers gain +10/+5 per level. GOD::NECRO - Tlosh The Arch-Lich Tlosh is the patron deity of necromancers. Though not technically a god, Tlosh's power is such that few argue the point. Followers are encouraged to kill at a distance, practice death magic, dress well, and strike at the helpless. Followers are discouraged from all forms of healing and melee combat. Followers are forbidden from using healing spells. Followers gain +5/+10 per level. GOD::BARB - H'ruth The Horselord H'ruth is the patron deity of true warriors. To those who measure civilization by cloth or scratches on parchment, H'ruth's followers are called barbarians. Followers are encouraged to kill and wade into the thick of battle, ideally whilst properly garbed. Followers are discouraged from attacking from afar. Followers are forbidden from using any spells. Followers gain +20/0 per level. GOD::CLERIC - Pax The Principle of Pax guides every move of would-be clerics. Violence is the last resort of the incompetent. Followers are encouraged to heal, wear appropriate attire, and to destroy the undead. Followers are discouraged from initiating combat, feasting on the fallen when not hungry, and striking the helpless. Followers are forbidden from using death magic or harming those who are friendly. Followers gain +10/+10 per level. GOD::CULTIST - ><0|V| Few are so foolish as to be a cultist of ><0|V|. Their fate is either to be envied or pitied. ITEM::KNIFE - knife A stout knife suitable for carving meat or throwing. ITEM::DAGGER - dagger A short blade well weighted for flight. ITEM::SILVERDAGGER - silver dagger A short blade made of silver. Pretty to look at, but likely annoying to keep clean. ITEM::WARHAMMER - warhammer A finely crafted block of steel tops the stout handle. This weapon can easily smash through the strongest of armour. ITEM::SPEAR - spear An iron-tipped wooden spear. ITEM::SILVERSPEAR - silver spear A silver-tipped wooden spear. ITEM::CLUB - club Nothing more than a short piece of wood. Still, it can get the job done. ITEM::SILVERSWORD - silver sword Some pompous prince thought it fit to make a long sword out of pure silver. Surely the prince knew it would dull easily and likely break in real combat? ITEM::SHORTSWORD - short sword The smaller cousin of the eternally popular long sword. ITEM::LONGSWORD - long sword The staple of any stylish fighter, the long sword makes an effective weapon. Critics denounce the trend for everyone to wield a long sword, citing that it leads to boring battle scenes and little originality in battle gear. Said critics likely don't have to wander dangerous dungeons, however, so are best ignored. ITEM::RAPIER - rapier Swashbuckling adventurers would feel naked without this sword at their side. The rapier is a long, thin, blade designed for thrusting rather than cutting. Its popularity among civilian duels has led some to hold the weapon in contempt, but in more practical combat it can hold its own against less stylish blades. ITEM::FLAMESWORD - flaming sword This long sword has been coated with a substance that allows it to burn brightly. If the steel does not slay them, the flame will. ITEM::LIGHTNINGRAPIER - lightning rapier This rapier crackles with powerful electric currents. The suppressed lightning makes the blade feel light and nimble - as if it were eager to ground against a foe. ITEM::ICEMACE - ice mace The metal of this mace has been chilled to the point where the very air seems to condense on to its surface. You need to be careful to hold only by the leather grip or fear suffering frostbite yourself. ITEM::EARTHHAMMER - earth hammer Forged from living stone, this hammer seems to glow yellow in the dungeon light. It feels very heavy in your hands, but when you try swinging it you find it moves swiftly and accurately. The only odd behaviour is a slight pull towards the walls, as if the hammer were eager to reunite with the stone from which it was forged. ITEM::MACE - mace What maces lack in subtlety, they make up for in brute power. The mace is a club which is fashioned of iron rather than mere wood. This gives it greater power in a more compact form factor. ITEM::BOW - bow Fine yew wood has been placed under strain by the bowstring. Wise warriors stick their foes with arrows before they can close. ITEM::ARROW - arrow A wooden arrow with a stone head. The arrow shaft is straight and true. You have only your lack of skill to account for missing with this arrow. ITEM::FIREARROW - fire arrow This arrow has been dipped in some form of thick naptha. The burning liquid will splash on contact, setting any victim aflame. This powerful secondary damage is why archers are willing to tolerate both the corresponding reduction in piercing damage and higher breaking rate of these arrows. ITEM::HAT - floppy hat A felt cap dyed a gaudy blue. It would offer only the most meager of protection to your head. ITEM::LEATHERCAP - leather cap Boiled leather shaped into a head piece provides some protection against having your brains spilled by an unfortunate blow. ITEM::HELM - iron helm A sturdy iron helm provides excellent protection against hits to the head. Unfortunately, the sound of rain on it would soon drive you mad. It is good there is no rain in the dungeon. ITEM::SANDALS - sandals Mere scraps of leather with leather thongs, sandals nonetheless keep your feet from being cut by the jagged rocks of less traveled passages. ITEM::HIKINGBOOTS - hiking boots Sturdy leather boots which provide excellent ankle support. These would help keep your balance when negotiating tough terrain. ITEM::IRONSHOES - iron shoes Iron plates placed over the toes and along the sole ensure that your feet will be safe from most common mishaps. ITEM::WINGEDBOOTS - winged boots These leather shoes have decorative wings made of pigeon feathers attached to them. ITEM::RIDINGBOOTS - riding boots These calf length leather boots would seem better suited to riding a horse than clomping about a dungeon. ITEM::POINTEDSLIPPERS - pointed slippers These soft cloth slippers would be excellent for lounging about the fire while recounting the glory of your adventures. Too bad you are currently *in* the adventure! ITEM::WOODENSHIELD - wooden shield Constructed of several pieces of wood cleverly joined, the wooden shield is intended as disposable protection. ITEM::BUCKLER - buckler A small iron shield designed to be strapped to the arm, the buckler has the notable advantage of not encumbering your off hand. ITEM::ROUNDSHIELD - round shield A medium sized iron shield. ITEM::KITESHIELD - kite shield The distinctively shaped kite shield provides effective defence against attack. ITEM::TOWERSHIELD - tower shield The tower shield provides the best defence against attack. ITEM::REFLECTSHIELD - mirror shield This silver shield has been shined to a high polish. You can easily see your reflection in its surface. ITEM::TORCH - torch A torch will brightly light the dungeon around you when equipped. ITEM::BLUEPOTION - blue potion The bottle is filled with a viscous blue fluid. ITEM::REDPOTION - red potion The red fluid in the bottle looks disconcertingly like blood. ITEM::PURPLEPOTION - purple potion While the alliteration is tempting, you cannot bring your self to call this a "pleasing purple potion". Maybe "peculiar purple potion"? ITEM::YELLOWPOTION - yellow potion Everyone on the surface world knows that yellow potions are Heal potions. Everyone cannot be wrong! Drink up! ITEM::GREYPOTION - grey potion The grey coloured sludge in this potion bottle seems to stick to the sides of the bottle. And seems to contain fibres. Ugh! ITEM::WHITEPOTION - white potion This bottle seems to contain some colloid whose sub-surface scattering reflects evenly all wavelengths of visible light. ITEM::BLACKPOTION - black potion While the general colour of this potion must be called black, looking at the surface reveals an iridescent rainbow of colours. It is really a rather pretty effect. ITEM::CYANPOTION - cyan potion Even though the bottle is tightly stoppered, you can smell something like the tang of metal. ITEM::GLOWINGPOTION - glowing potion "Never eat anything that glows of its own accord" - Wise Saying. ITEM::WATER - bottle of water The importance of potable water is not to be underestimated. Not only does water have obvious practical use, but it is also able to to bless and curse items if it is itself so imbued. ITEM::BOTTLE - empty bottle The logical consequence of emptying a bottle is this: an empty bottle. You have heard in some realms the glass blowing guild is so powerful that adventurers are required by law to destroy their bottles immediately after consuming the contents. You are glad you are in a realm that encourages recycling, even if that might mean cluttering your backpack. ITEM::ROBE - plain robe Flowing cloth robes may hide your figure, but aren't very effective at blocking blows. These robes have been dyed a gaudy blue. ITEM::LEATHERTUNIC - leather tunic A boiled leather tunic deflects most edged weapons, and softens the blow of blunt weapons. ITEM::STUDDEDLEATHER - studded leather tunic This boiled leather tunic has had numerous metal studs riveted to its surface for added protection. ITEM::CHAINMAIL - chainmail Composed of many tiny loops of metal linked and riveted together, chainmail provides a flexible and effective form of protection. ITEM::MITHRILMAIL - mithril chainmail This chain mail is composed not of mundane iron, but of the very rare metal known as mithril. ITEM::BANDEDMAIL - banded mail Long strips of metal are riveted on top of a leather tunic to provide more consistent protection than that afforded by studded leather tunics. ITEM::SPLINTMAIL - splint mail Long strips of metal are riveted on top of a leather tunic to provide more consistent protection than that afforded by studded leather tunics. ITEM::PLATEMAIL - plate mail Composed of solid plates of iron, platemail provides an effective, if heavy, armour. ITEM::CRYSTALPLATE - crystal platemail Fashioned in the manner of platemail, but with some form of hardened crystal rather than iron. One would expect it to shatter at the first hit, but it seems more resilient than its nature would suggest. ITEM::BOULDER - boulder An immense granite boulder that practically fills the dungeon corridors. Conveniently, its shape is spherical enough to permit a sufficiently strong shove to roll it a few feet. ITEM::MOUNDFLESH - mound of flesh A disgusting ten-foot diameter mound of unspecified-flesh. You can only hope it never belonged to a living creature. ITEM::STATUE - statue It would look very pretty in your garden. Too bad you are in a dungeon. ITEM::CORPSE - corpse The main form of sustenance for adventurers deep in the dungeons. Many have asked why one would eat a steaming pile of raw flesh, but you will soon acquire a taste for it. It can be quite delicious once you pick the gristle out. Or so you keep telling yourself. ITEM::BONES - bones Not as filling as corpses, but just as tasty. Be careful you don't get bone slivers stuck in your teeth! ITEM::ROCK - rock A small stone. Unlike most small stones that you find in a dungeon, this one has the right heft and size to make an excellent missile weapon. ITEM::MEATBALL - meatball Small spheroid of meat products. One is cautioned not to investigate too closely what sort of meat went into its construction. You mouth waters briefly at the thought of Kobe-style meat balls mixed with havarti cheese in a bowl of rice. Sadly, this meatball promises to be a tasteless morsel. ITEM::PEARLNECKLACE - pearl necklace Numerous pearls have been threaded together to form a continuous chain. While there is no catch to open the chain, the necklace is large enough to fit over your head as is. ITEM::GOLDNECKLACE - gold necklace A thick gold chain has one of the links engineered as a simple clasp. Styling! ITEM::RUBYNECKLACE - ruby necklace A clear ruby is in a delicate gold setting. The thin gold chain that supports the setting looks equally delicate, but feeling it you get the impression it could withstand a stronger pull than you'd suspect. ITEM::IRONTORC - iron torc A close fitting neck-piece which is composed of heavy, inflexible, pieces. The clasp closes with a solid KCHUNK. With all the creatures seeking your head, the idea of applying armour to your neck suddenly seems like a good idea. ITEM::STUDDEDGORGET - studded gorget A boiled leather collar studded with metal spikes. You are considering wearing it for its protective value. Not to match your spurred boots. Right? ITEM::FEATHERHELM - feathered helm An iron helm with a large feather stuck in it. ITEM::SILVERCIRCLET - silver circlet A circlet composed of solid silver. ITEM::BLACKHEART This is the black heart of Baezl'bub, carved from his still bleeding corpse. This is what the entire quest was about - now that you have it, you merely must take it to the surface. ITEM::YRUNE A stone the size of your hand. On the stone's surface glows a blue Y. Like any good adventurer, you recognize something so unique must have a purpose later in the dungeon, so resolve to carry it with you. HELM::DRAIN Experiments with trying to produce the fabled Helm of Brilliance often result in creating a Helm of Draining. Rather than amplifying the wearers magic, they instead drain it, leaving the magician bereft of their usual magic regeneration. Sadly, most people do not use spells, so enamoured by the obviously magical nature of these helms, purchase them from deceptive merchants. This results in Helms of Draining accumulating in the dungeons wherever their last wearer died (or more hopefully, discarded it when they learned the true nature). HELM::TELEPATHY Treska of the Seven Alphabets is often credited with the invention of these handy helms. It is rumoured her goal was to be able to read the thoughts of her servants and thus dispatch of any with carnal thoughts. Thankfully for the rest of us, her attempt failed. However, the helm does allow one to detect the general type of thought, letting one distinguish orc from troll through closed doors. The thoughts presented are weak, however, and often overwhelmed by visual sensory data. This limitation can be overcome if the broadcaster is willing. It is an interesting footnote that Treska never discovered this fact as apparently none of her servants were inclined to cooperate. HELM::WARNING Helms of Warning work on an ingenious principle. Unlike Helms of Telepathy, which seek to detect the thoughts of others, and hence are prone to sensory overload or failure to read mindless creatures, helms of warning instead read *your* innermost thoughts. They reach into your innate inner self, the seat of your intuition. Here they sense those tremulous fears which the presence of foes invokes, amplify them, and present them to your conscious mind. HELP::POWDER Welcome to POWDER! Your goal is simple: dive to level 25 of the dungeon to reach Baezl'bub, slay him, and return to the surface with his black heart. Plenty of nasty monsters stand in your way, however. Fortunately, the dungeon is littered with useful equipment. Check for updates at www.zincland.com/powder. HELP::POWDER_LOCKED Welcome to POWDER! Your goal is simple: dive to level 25 of the dungeon to reach Baezl'bub, slay him, and return to the surface with his black heart. Plenty of nasty monsters stand in your way, however. Fortunately, the dungeon is littered with useful equipment. Note: You must unlock to go deeper than level 15. Check for updates at www.zincland.com/powder. HELP::KEYBOARD If you are using a computer to play POWDER, you will be using the keyboard entry method. Use the arrow keys to move around. Bumping into things will perform the most likely action. For example, bumping into a monster will attack it with your weapon. Bumping into a door will attempt to open it. You can also use hjkl or 4826 to move around. If you press control you will toggle your safe-walk options and thus not attack creatures even if you step into them. If you press shift, you will try to swap places with creatures. If you press alt, you will try to jump in that direction. Cancel menus with Escape. Select menu entries with Enter or Space. Hitting i will bring up your inventory screen. You can hit enter or space on an item to get a context sensitive menu of what you can do with that item. Sometimes you will have to specify a second target. For example, if you Equip a sword, you need to specify you want to put it in your right hand. You can also hit a quick key to directly choose a menu item. Hitting O (note the capital!) will bring up the Options menu. This is where saving, loading, selecting tilesets, etc, is done. Other key definitions are: o - Open c - Close e - Eat B - Breathe W - Move <, > - Climb ,, g - Pick up an item S - Swap q - Release R - Rest s - search ., w, 5 - Wait r - Run x - Look z - Cast a spell J - Jump m, X - Mini-map N - Name a creature C - Command a creature _ - Pray O - Options ? - Help F - Forget something f - Fire Quivered Item p - Previous message v - View Message History V - Command Menu & - Make a wish Inventory quick keys are: w - Wear or Wield T - Take off d - Drop e - Eat or Quaff r - Read ! - Dip z - Zap f - Mark as Favorite q - Put in Quiver t - Throw n - Name s - Sort Inventory S - Split Stack x - Examine HELP::GAMEBOY If you are using a Gameboy Advance to play POWDER, you are using the button input method. Use the directional pad to move around. Bumping into things will do the most appropriate action. Bumping into a monster will attack it, bumping into a door will open it. Cancel menus with the B button. Select menu entries with the A button. When wandering the world, the A, B, L, and R (and X and Y on the DS) buttons act according to their current mappings. You can remap them by hitting Start, selecting the desired action, hitting Select to activate binding, and then hitting the button you want mapped there. The status line will update to reflect the new mapping. Note you can bind immediately to L and R without hitting the Select button. Start brings up the Command Menu. The Options... selection is special as it does not create a mapping, but rather brings up another menu. Here you can load and save and set the tilesets. (And get to this help) A will immediately perform the selected action and B will cancel this menu. Select brings up your inventory. By hitting A on an item, you will get a context sensitive menu which allows you to use the item. HELP::STYLUS POWDER can be played entirely using only a stylus, or, equivalently, the left mouse button. This method is available in the SDL and DS versions. When wandering the dungeon, click on the screen to move in that direction. If you click more than one tile away from yourself, you will do a "safe" move that won't open doors or attack creatures. Clicking on an adjacent tile will attack the creature or open the door. You can search by clicking on yourself. The bottom of the screen has an Action Bar. This is a series of buttons that do different actions. An important one is the brown bag that brings up the inventory menu. When the inventory is on screen, clicking on an item will give a one line description. The action bar will update showing what are valid things to do with this item. Clicking the inventory button again will close it. The command menu (>) button brings up a very long menu. This is a list of every action that is possible. You can scroll it by clicking outside to the top or bottom. Clicking on an action name will perform that action. An important action on the verb list is the Options... action. This brings up the configuration menu and has the Save & Quit option. HELP::TOUCH While POWDER can be played solely with on screen controls, in practice one's fingers are not pointed enough to make the precision presses required. To allow precision input in times of life or death, the direction pad and [A] and [B] buttons are present. Use the directional pad to move around. Bumping into things will do the most appropriate action. Bumping into a monster will attack it, bumping into a door will open it. Cancel menus with the B button. Select menu entries with the A button. POWDER can also be played by directly touching the play area. When wandering the dungeon, press on the screen to move in that direction. If you touch more than one tile away from yourself, you will do a "safe" move that won't open doors or attack creatures. Touching an adjacent tile will attack the creature or open the door. You can search by pressing on yourself. It was with great reluctance I didn't use the same verb as before in that sentence. On the top and bottom of the screen are action buttons. These buttons are all tied to different actions. An important one is the brown bag that brings up the inventory menu. When the inventory is on screen, touching an item will give a one line description. You can either press an action button to do something with the item, or press the [A] button to open a context menu. Clicking the inventory button again will close it. The Command menu (>) button brings up a very long menu. This is a list of every action that is possible. You can scroll it by clicking outside to the top or bottom. Clicking on an action name will perform that action. The Options menu (hammer and screw driver) button raises the configuration options. Of especial note is the Buttons configuration - this allows you to change the layout of the buttons and add new buttons for different actions and to cast spells. HELP::STATUSLINE The status line is across the bottom of the screen. It reads: A shield icon followed by a two digit number. This is your AC, or armour class. A higher number makes you harder to hit. A heart followed by a three digit number, slash, and two digit number. The three digit number is your current number of hit points. The two digit number is your physical level. You usually have ten times your physical level in max hitpoints. Hitpoints regenerate slowly over time. A wizard hat (Yes, that is what that is!) followed by a three digit number, a slash, and a two digit number. The three digit number is your current magic points. The two digit number is your magic level. You usually have a max magic of ten times the magic level. Magic points regenerate over time. An X followed by a three digit number. This lists your experience. As soon as it gets to one thousand, it resets, and you gain a level. On gaining a level, you choose which god you wish to worship for your next level. The choice of god determines what class you gain for that level. The number of experience you get per monster is a function of the difficulty of the monster and your character level (the sum of physical and magic levels) A ladder followed by a two digit number. This gives the current dungeon level you are on. A single space. Two character symbols. These give the current mappings of the [L] and [R] buttons. The first is [L] and second [R]. If this is the SDL version, instead of these mappings you will have the helpful word "Zinc". If this is the DS version, the mappings for [Y] and [X] are presented here. A single space. Two character symbols. These give the current mappings of the [A] and [B] buttons. The first is [B] and second [A] (This may seem backwards, but [B] is to the left of [A], so it makes sense in practice) HELP::DEATH You have died. You will get used to this. In other games, you may have saved & reloaded your character to get past tough battles. This is not recommended in POWDER. Most likely, you will get yourself in a situation where no saving and restoring can save you and end up frustrated. Instead, die often and try to learn from your deaths. Whether it is to avoid attacking some otherwise peaceful dungeon inhabitants or exercising restraint in identifying items, there is a lesson in almost every death. The good news is that the random nature of the levels makes every game a new adventure. SPELL::FLASH A blinding white light sears the optic nerve of any unfortunates targeted by this spell. If the light doesn't kill them, their temporary blindness will likely nonetheless make them easy pickings. SPELL::STICKYFLAMES The secret alchemy of Greek Fire is scoffed at by advanced wizards. They instead point to the ease with which they achieve the same effect through sorcery. SPELL::MAGICMISSILE The first attempt to project one's will at a distance is always the hardest. The Magic Missile spell is most novices first experience with summoning kinetic energy, so is often scoffed at by higher level mages as a cantrip for newbies. Wise wizards learn well the lessons that it teaches, and are always watching for a chance to use it. SPELL::CHILL The cold of the abyss is channeled into the wizard's hands. On touching a foe, this fearsome chill is transferred to it, freezing flesh and draining vitality. SPELL::SPARK The wild, uncontrolled nature of galvanic magic is best shown with this spell. No target is required, just cast and watch as your opponents are jolted. Not recommended for those who have many friends. SPELL::FROSTBOLT A chilling blast of supercooled air flies forward from the mage's hands. As it flies forward, both water and CO2 sublimate into a ghostly frost which gives this spell its name. SPELL::LIVINGFROST Once in a thousand years a confluence of hurricanes can result in an uber-storm. The mammoth downdraft so generated can bring super-chilled air down from the stratosphere. Unwitting ground creatures can find the ambient air temperature dropping a hundred degrees within seconds, flash freezing them into grisly popsicles. The Living Frost spell seeks to mimic these horrific effects with mundane magic. Early experiments with flash freezing found a freaky phenomenon. At sufficiently low temperatures, the air seemed to acquire a malignant intelligence of its own! It was the renowned summoner Kratsbury who first added a simple compulsion cantrip to the frozen air spell, thus creating the first documented wizard-controlled Living Frost. SPELL::BLIZZARD The power barely contained in a Living Frost can be unraveled. The resulting explosion of ice and sleet affects all in a large radius, so the caster is cautioned to ensure he has retreated to a safe distance first. SPELL::FIREBALL The mainstay of any mage worth his salt. What would a mage be if he cannot fling balls of fire? One is forewarned not to get too carried away, or the person crisped might be oneself. SPELL::FLAMESTRIKE The most holy and devout can request a special favour from their deity. A giant pillar of flame engulfs any chosen foe within sight of the mage-priest. Study the effect well, for if you displease your deity, you may be at the receiving end. SPELL::LIGHTNINGBOLT The actinic glare of a lightning bolt searing through a darkened corridor would be enough to strike terror in the most stout of warrior. One can only imagine their fear when the bolt, which seemed to just miss them, bounces off a wall to strike them straight on! SPELL::CHAINLIGHTNING The wild-mage R'tar was said to be particularly fond of this destructive spell. While he had found a secret method to avoid being hit by the resulting chain reaction, his friends had not. The natural consequence is that R'tar is now friendless. SPELL::SUNFIRE Some magic is just too potent for mere mortals. None should have learned the words for this spell. If any had learned it, none should have written them down. The High Kingdom of Qwar places the penalty for speaking of the spell at death by fire. Needless to say, it is quite readily available in any well stocked library. SPELL::ACIDSPLASH A thick spray of highly corrosive acid is shot forth. The massive damage inflicted by this spell attracts many mages. They soon learn that the risk of backsplash hitting them tempers the usefulness of this otherwise potent spell. SPELL::ACIDICMIST A knowledgeable mage can combine the water droplets in the air with the naturally occurring nitrogen. By condensing the resulting nitric acid into large enough particles, it forms a dense acidic mist that wreaks havoc on those who breathe the noxious fumes. SPELL::CORROSIVEEXPLOSION The Plane of Acid is not uninhabited. The skilled mage can bring forth one of the denizens of this plane. The semi-living blob of acid will instantly consume any items it touches. However, it doesn't last long - within moments it destabilizes and explodes. The strength and size of the explosion depends on the number of items it fed on, so this spell is best cast on a stack of unwanted equipment. And best cast if you already have acid resistance. SPELL::ACIDPOOL A fountain of acid is summoned from the Plane of Acid and directed at a specific point. So corrosive is this acid that it almost always dissolves the location entirely; leaving in its wake a fuming pool of acid. SPELL::MINDACID A powerful psychoactive acid is synthesized from the outer layers of the skin of your hands. By touching a foe with this acid, you can disrupt their mental processes with confusing effects. Be careful you apply the acid quickly, because in time it will be absorbed into your own skin, making you the victim! SPELL::DISINTEGRATE The effects of disintegration care not for your strength. All victims are treated equally before the powerful magic of this spell. The very atoms of the victim's being are ripped apart, leaving behind ghastly wounds. The larger the victim, the larger the wounds. SPELL::REGENERATE Some warriors scoff at this spell. They claim it is better to have the instant-gratification of a heal spell. Wise fighters, however, know that it is often easier to cast a spell before a battle than during it! Further, this spell has been specially formulated to require minimal magic to cast. It instead draws power from magic the mage *would* have regenerated. Being able to borrow magic points from the future can make the difference of life or death. SPELL::SLOWPOISON Vile serpents and bloated spiders lurk under every rock. It is only a matter of time before one receives a sting which poisons one's flesh. While no substitute for a cure, this spell can provide temporary immunity for the ongoing damage to tissue and organ. Some warriors swear by casting this spell prior to becoming poisoned - they then need not worry about curing during combat. SPELL::HEAL The mainstay of any would-be cleric, this simple spell closes wounds and restores vitality. SPELL::CUREPOISON There is a reason why some poisons are called "Deadly". Those poisons are the reason why it is foolish to not have some way to cure. This simple spell instantly flushes all toxins from the body, preventing any further damage. SPELL::MAJORHEAL Designed for more serious wounds than Heal, the Major Heal spell also boasts greater mana to health efficiency. It does have a higher base mana cost, so clerics are recommended to keep Heal well practiced. SPELL::RESURRECT The ultimate power for any cleric is not that of death, but that of life. This complicated ritual can, at great cost to the cleric, revive any fallen creature. The creature so restored from death will be loyal to the cleric. Be warned that one so raised is very weak, and should be healed forthwith. SPELL::LIGHT Let dark and dank dungeons be well-lit and dank dungeons! The light spell makes dangerous corridors into mundane hallways. SPELL::DARKNESS There are certain people who prefer their deeds not be witnessed. For them, it can be convenient to ensure the light of day does not shine where they choose. SPELL::KNOCK A sticky door giving you problems? A locked chest won't budge? The simple Knock spell can effortless open any object capable of being opened. A second application will then equally swiftly return the object to a closed state. Open. Close. Open. Close. You could do this all day. Indeed, a common punishment for misbehaving apprentices is to open and close a door two hundred times. SPELL::TRACK The track spell builds up a standing magic field around the target. This standing wave is attached and powered by the life-essence of the target, so moves with the target wherever they go. Creatures so marked can be sensed by anyone, not just the original caster. Treska of the Seven Alphabets is said to have demanded that her students submit to a Track spell. Only then could she be satisfied that her students were not going to less reputable parts of town. Fortunately for Treska's students, the standing field does dissipate over time if not renewed. SPELL::WIZARDSEYE What better way to scout the passage ahead than a floating eyeball that can move easily though stone? The Wizard's Eye is a phase-shifted version of the common floating eye summoned to do the mage's spying. It is important to remember that while one is peeping in the form of the wizard's eye, one's body is lying helpless where you left it. SPELL::POSSESS Casters of this spell have no need to impose their will through clever dialogue or the brandishing of weapons. Instead, they confront their foe on the mental plane. If successful, they subsume their target's will to their own, granting them control of every action. Note that one's own body is left defenceless during the possession so it is wise to plan ahead. If your possessed creature dies you will return to your own body - but be warned the shock exacts a price, so you might consider Releasing your spirit before the final blow is dealt. SPELL::DIAGNOSE The first step in any treatment should be to discover what the ailment is. This powerful piece of divination magic seeks to remove the guesswork from triage. A quick cast will let you know not just the relative health of the creature, but what its absolute health is. SPELL::PRESERVE The dungeon is filled with worms, insects, and bacteria. All of these are eager to consume any fresh carrion that falls to the floor. First time dungeon explorers are often shocked at how quickly a dead foe is stripped to the bones, and then the bones themselves are carried off. Before he became an Arch-Lich, Tlosh was often aggravated by how quickly his research subjects decomposed. His research resulted in a localised stasis field that can arrest the decay process. Preserve has become a staple among necromancers for whom the fallen is a fuel. SPELL::MAGICMAP Dungeons can be twisty, turny places. Often one *knows* there is something nearby, but cannot figure out how to get there. This spell provides a magic vision of the surroundings to the mage. This vision is an accurate portrayal of the local area, including areas completely inaccessible to normal travel. SPELL::DETECTCURSE It is a foolish and short lived adventurer that tries on whatever is found in the dungeon. While this can serve to identify items, some items are cursed so will not be so easy to take off. In the case of certain amulets that may spell certain doom. For those not willing to go to the effort or expense to fully identify every item, it is often sufficient to just separate the cursed from the blessed. This simple spell attunes the caster to their possessions; allowing them to detect the status of each of their items. SPELL::IDENTIFY Items found on a dungeon floor may contain great power. The trouble with great power is that it can be for both good and evil. Often, even things which are made with the best of intentions, can cause great harm when an ignorant Barbarian starts to toy with it. This spell lets you determine the functionality and nature of one item. SPELL::BLINK A quick get away is 9/10ths of the law. Blink lets you do a controlled teleport anywhere in sight for a small cost. A few quick Blinks can confuse the chasers and get one to safety. SPELL::FETCH Nowhere is the laziness of wizards better exemplified than in this spell. Not content with being able to move mountains or burn forests with an incantation, the modern mage must also be able to summon his minions or retrieve his fallen pen without stirring from his desk. SPELL::TELEPORT With the proper incantation and skilled direction of magical energies, one can increase the similarity of two different locations. When the two locations become the same up to 2^-20 cm, the universe itself no longer can tell them apart. The net effect is that, while to outsiders the wizard has seemingly teleported from one location to the other, what has actually happened is that the source location became the destination location! One must be forewarned that if an area has sufficiently high magical flux, it cannot be stabilized sufficiently to achieve such levels of similarity! Also, some items, due to their essentially unique nature, prevent the space around them from being similarized. SPELL::TELEWITHCONTROL To choose your location for teleportation requires not only greater focus, but greater power as well. While the normal teleport spell finds a location whose gradients make it easy to achieve similarity, the teleport with control spell seeks to bend the gradients at *any* location. There are still limitations, however. One cannot teleport into something one can't move in normally. SPELL::DIRECTWIND The power of the air is yours! You can command a stiff breeze to blow in the direction of your choosing! Most mages discount this spell as entirely useless. They only learn it when it is forced upon them to achieve more powerful effects. Wise mages, however, treasure this innocuous seeming spell. SPELL::FORCEBOLT A bolt of pure force is created and slammed forward with devastating effect. While the range is very short, it is more than made up for with the power. Many objects are instantly shattered by the strength of this spell. SPELL::SUMMON_FAMILIAR More than just a faithful companion, a familiar can be thought of as an extension of oneself. Much like one's own heart, if well tended the familiar will grow and be a valuable ally. Neglected, more than just the familiar will suffer. SPELL::TRANSFER_KNOWLEDGE It is often said that there are no shortcuts to the hard-won lessons of real world experience. This sort of thing is said by those who lack access to this powerful spell. Converting the mage's raw experience into a form of intermediary magical particles, this spell then applies those particles to the designated target. As the particles decay they release the experience in the recipient. SPELL::FORCEWALL A wall of pure force is created and projected outwards from the caster with devastating force. Creatures struck by the wall are knocked backwards, only to be hit again as the wall continues its inexorable motion. The final radius of the wall is dependent on the perimeter, so wise mages note that this spell has greater range in a corridor than in an open room. SPELL::DIG The spell of Dig carefully controls its energies in the Plane of Earth. It focuses on the removal of dirt and stone from one's path, allowing one to fashion dungeon complexes of one's own design. Care must be taken that the rock fragments blasted free do not cause harm! SPELL::SANDSTORM Refinements of the dig spell to have it operate at a distance from the caster encountered difficulties. The additional energy to project afar would be released at the point of impact, causing a large expolsion engulfing the caster. Research stalled until a clever solution was found - generate at the same time a powerful cyclone to keep the supersonic fragments trapped in a small area until their velocity is dissipated by friction. Of course, this means it is all the more important to keep workers back from the digging site! Note that care must be taken in computing the safety margin to factor in the current wind direction. SPELL::CREATEPIT The excavating powers of the Dig spell need not be directed at walls. One may instead direct them at the floor. Ideally, the floor beneath your enemies. Even if they are not killed when they fall into the resulting pit, the time it takes them to climb out of the pit is time not spent attacking you! SPELL::GROWFOREST When the Druids of Estan discovered that Tlosh had been funding their research into this spell, they should have stopped their inquiries at once. Instead they convinced themselves that this showed a change in Tlosh's heart - after all, what possible ill purpose could a spell to create a forest have? The Druids of Estan have regretted their choice ever since. SPELL::ANIMATEFOREST When the Druids of Estan were sent into hiding by Tlosh's undead army of archers, they faced the difficult prospect of transplanting their sacred groves. Unearthing a tree and replanting it is a delicate task which can often shock the tree in ways it will never recover. It was the Druid Bazz who made the breakthrough that solved this issue: why not have the trees transplant themselves? By accelerating the tree's metabolism and imbuing it with a simple goal seeking mentality, the tree is able to lift itself out of its soil, walk on its roots to its new location, and safely replant itself there. It is a sad commentary on the rest of "civilization" that this spell is best known, not for its horticulture purposes, but merely as an efficient way to acquire giant fighting trees for warfare. SPELL::DOWNPOUR Originally formulated to deal with the crippling droughts that faced the Western Pederbar region, Downpour was never successfully used in that capacity. The intensity of the deluge ensures any parched soil targeted will be washed away, defeating its use as a direct rain replacement. Attempts to use it to replenish reservoirs for irrigation systems were abandoned when it was realized that, unlike the version used by Water Elementals, this spell actually acquires its water from the surrounding air instead of the Plane of Water. As such, it will only worsen drought conditions. Downpour is now only learned by wizards who appreciate the ability to use the threat of a good soaking to keep unruly apprentices in line. SPELL::ROLLINGBOULDER Rather than disintegrate all of the rock in a section of wall, one may instead crudely shape it into a large spherical boulder. Add to this a large jolt of pure force, and you can have the boulder rolling towards your enemies. Unfortunately, this spell was designed by none other than Prakal the Earth mage, who is at least as renowned for his short-sightedness as his skill at deriving new earth-related spells. Do not be too surprised when the resulting boulders all start rolling in your direction. SPELL::PETRIFY The dread power of the Cockatrice can be yours. Zapping a foe with this spell starts a process of petrification, wherein their flesh is replaced by solid stone! Cruel mages take advantage of the high black market value for such art. SPELL::STONETOFLESH The grisly reversal of the Petrify Spell is not for the faint of heart. While it is essential for restoring those who have become statues, the process is not something one should watch closely. Equally disturbing is the effect of applying it to stone which was never living. SPELL::ENTOMB It is said that Prakal, the Earth Mage, perfected a version of this spell which does not require Dig as a prerequisite. We can only guess what it was. Prakal's mummified remains, found buried in solid rock, have told us nothing. SPELL::RAISE_UNDEAD If bringing the dead to life is the ultimate goal of the cleric, the ultimate goal of a necromancer is to bring the dead to undeath. Raise Undead allows a necromancer to infuse the fallen bodies of foes with a sick parody of life. Fresh corpses yield shambling zombies, whilst a necromancer willing to wait for bones will gain fleeter moving skeletons. SPELL::RECLAIM_SOUL While Tlosh disapproves of all forms of healing, necromancers have found in practice it is important that they keep their still-mortal frame intact. The soul reclamation spell fulfills this in a Tlosh-friendly way by using the life energy of another to power the recuperation, thereby avoiding any contact with the positive energies that traditional healing spells tap into. This spell, when targeted at an undead under one's control, recovers the negative energy used to power the undead and repurposes it to close one's own wounds. SPELL::DARK_RITUAL One's minions can be consumed for more than just a quick heal. The negative energy of undead under your control can be transformed into a powerful attack to destroy your foes. On the completion of this dark ritual any adjacent undead will be so converted. It is rumoured that this spell is the first step in transforming into a lich. SPELL::GHASTIFY This ghastly spell does not wait for the foe to die. Any creature at death's gate can be the target of this cruel magic. The remaining life force is used to power a grisly transformation from life into unlife. The resulting ghast makes an excellent addition to any necromancer's undead army. SPELL::BINDSOUL With greater control over the powers of death, necromancers can extract the souls from dead corpses and use them as fuel. This can be used to transform innocent creatures into sinister pets. It is also believed the soul can be consumed with this spell and used to construct animated golems. While most golems made in this way soon vanish, it is rumoured that more complicated rituals can make stone golems that are permanent. SPELL::SOULSUCK No matter how healthy the opponent, they have no defence against this vile magic. Their inner essence is ripped out and bound to yourself. You acquire their skills and spells while they are left in an amnesic daze. The one downside is that the binding isn't permanent. SPELL::POISONITEM Reaching into the Plane of Decay, this spell brings forth vile fluids and binds them into a viscous mass. This is then applied to your wielded weapon, ready for you to apply to the foe of your choice. SPELL::POISONBOLT A physical bolt of solidified poison is shaped and then sent forth with great speed. Those struck take both the physical damage of the bolt and suffer the harsh poison that it is composed of. SPELL::SUMMON_IMP Why anyone would want more of these troublemakers is a question often asked when this spell is taught. However, one advantage of this spell is that the imp is only summoned temporarily. This means the necromancer need not worry about conserving the imps life. Many necromancers thus swear by this spell as their replacement for Fireball. SPELL::SUMMON_DEMON Nine out of ten necromancers agree that daemons make much more suitable companions than their smaller imps. The tenth necromancer, however, was Tlosh. They are still finding pieces of the other nine necromancers in the astral plane. Summoned for much longer than imps, daemons have correspondingly greater strength. As a bonus, even if you like imps, you can let the daemon deal with summoning such underlings for you. SPELL::CLOUDKILL A truly ferocious spell. You begin by spitting at a chosen foe. As the spittle flies from your mouth, it transforms into a venomous ball of green poison. If it successfully strikes your foe, it will explode into a cloud of choking poisonous fumes. These will linger long after your foe has succumbed, killing mercilessly any who stray within. Even if you have the misfortune of missing your foe, fear not, for the venomous ball will explode wherever it terminates. SPELL::FINGEROFDEATH When one considers the years of study required to learn this most potent spell, one would think the users would be wise. The rules of reflection governing spell bounces should be well known by anyone who has cast the pre-requisite, Magic Missile. Nonetheless, careless Finger of Death accidents claim dozens of necromancers every year! Do not become another statistic! SKILL::DODGE Careful study has allowed you to predict most foes' moves. Long hours of practice has trained your reflexes. You can now occasionally evade enemy attacks, regardless of how skilled the enemy might be. SKILL::MOVINGTARGET Let the barbarians charge in straight lines. You know the folly of such bravado. While you waste no time in closing with the enemy, you wisely seek cover and sudden changes in your direction. By presenting a moving target to foes, you have a high chance of avoiding ranged attacks so long as you are moving. SKILL::SEARCH Diligent observation combined with experience has led you to be able to readily identify secret doors and hidden traps. A quick glance around will reveal to you what others must spend many turns looking for. SKILL::EVADETRAP Fast reflexes and nimble feet allow you to leap safely to the pit's edge before falling into the spikes below. The only way for you to fall down a hole is to climb into it willingly. SKILL::ENDUREHUNGER Years on the open plain have taught your body how to conserve its energy in times of short ration. Not only are you able to continue functioning while hungry long after others have collapsed, but your extensive knowledge of plants, animals, and fungi, ensure you can see a rich banquet where others see only an empty field. SKILL::BUTCHERY While city-dwellers may believe that Barbarians eat their prey like wild animals, Barbarians know that there is a lot to be gained by a more careful separation of meat from sinew. Wise Barbarians learn butchery skills so they can make the most of their meals. Knowledge of the key organs allow them to extract the most out of any corpse they decide to eat. Careful dressing of the kill does more than provide more sustenance. The separation of various organs and humours allows one to avoid poisonous portions, either native to the creature or inflicted prior to death. Further, any special virtues of the corpse can be acquired without relying on chance ingestion of the proper portions. SKILL::CLEANKILL Barbarians hunting on the steppes have learned that it does not suffice to defeat one's prey. One must defeat them in a manner that leaves their corpse still salvageable, or one faces hunger as surely as if one did not hunt at all. The Clean Kill Skill represents the study of these techniques. Once mastered, creatures slain in melee combat will be much more likely to leave behind a tasty corpse. SKILL::LEAPATTACK It takes more than courage to leap into the middle of a heated melee; what it takes is a certain suicidal disregard for self preservation. Would-be leaping barbarians are cautioned that while the lessons taught with this skill let one attack when landing from a leap, it is of little help if one cannot make the heroic leap in the first place. SKILL::CHARGE Weapon set, blood-curdling scream on lips, the valiant warrior charges into the battle! The momentum, both physical and emotional, generated by a swift charge can be translated into crushing damage. SKILL::ARMOUR_HELMET You realize well that your head is the most valuable location. You know how to properly adjust the myriad straps and belts which are used to secure a helmet in place. Because you correctly put on and properly adjust the size of your helms you derive additional protection from them. SKILL::ARMOUR_SHIELD It might be fine for a Barbarian to strap a shield to an arm and consider training complete. You know, however, that correctly parrying attacks is an art unto itself. You derive additional protection from shields. SKILL::ARMOUR_BODY Most of one's vitals lie within the torso, so it is wise indeed to know how to properly protect them. Many a fool has felt secure in plate only to receive a dirk to the kidneys which ended his day. You derive additional protection from body armour. SKILL::ARMOUR_BOOTS Dungeon floors are uneven at best, and littered with sharp-pointy things at worst. A good pair of boots is a must, but so is proper usage of the boots. One's laces must be tight, one's shoes must be adjusted to fit one's own feet, the requirements go on. From this skill, you derive additional protection from boots. SKILL::ARMOUR_CLOTH You understand the care and maintenance of cloth based armours. This allows you to properly wear them and use them for maximum defence. SKILL::ARMOUR_LEATHER You are familiar with medium weight armours, such as those made from leather or wood. You can properly care for the items and thus use them to full effect. SKILL::ARMOUR_IRON This is the Iron Age, after all. While you may not be able to smelt raw ore and fashion a suit of mail from scratch, you do know enough to fix the dings and scratches of a suit of iron mail. By properly repairing these items, you gain better protection value from them. SKILL::ARMOUR_EXOTIC Suits of plate mail made of gold. Helmets formed of the skull case of giant beetles. The deeps have many odd and wonderful types of armour. You have devoted yourself to researching the myriad methods of building armour from sundry scraps, and now reap the benefits with your ability to properly use even the oddest of defensive accruements. SKILL::WEAPON_SMALL Small, light weight, weapons have their own code of usage. One cannot rely on the weight of the weapon to do your work, but instead must practice finesse and precision. This skill improves your ability with all weapons sized Small and lower. SKILL::WEAPON_MEDIUM Medium weapons are the mainstay of most armouries. They require a balance of finesse and brute force to wield. This skill improves your ability with all weapons sized Medium. SKILL::WEAPON_LARGE Large weapons are favoured by Barbarian hordes. Their massive size means crushing damage, and also means great strength is required to wield them. Subtlety is definitely not a requirement. This skill improves your ability with all weapons sized Large and higher. SKILL::WEAPON_RANGED Ranged weapons require you to judge distances and properly aim. This skill improves your ability with all weapons that are thrown. SKILL::WEAPON_EDGED Edged weapons, such as swords, rely on slashing attacks to perform their damage. As such, one must adjust one's style to gain the best effect. This skill improves your ability with all edged weapons. SKILL::WEAPON_BLUNT Blunt weapons cause damage by brute force. One's targeted area tends to be bigger, so different vitals may be chosen. This skill improves your ability with all blunt weapons. SKILL::WEAPON_POINTED Pointed weapons, such as spears, are designed to be stabbed at one's foes. This can allow force to be applied to a small area, which, provided the area is chosen correctly, can have devastating results. This skill improves your ability with all pointed weapons. SKILL::WEAPON_IMPROVISE To the knowledgeable assassin, anything is a weapon. This skill improves your ability to wield non-weapon objects as a weapon. SKILL::TWOWEAPON Many naive warriors learn this skill thinking double the weapons means double the damage. They then learn that it is important to become skilled with both weapons that they wish to wield. Even then, one may only get an extra attack with the offhand for every two attacks with the primary hand. Those harbouring fantasies of entering battle with twin longswords should be cautioned that when the weapon in the off hand is not smaller than the one in the main hand it is even harder to wield. SKILL::AMBIDEXTROUS Instead of concentrating on your strengths, you focused on your weaknesses. Your so-called "off hand" is no longer distinguishable from your primary hand. You can use either hand equally effectively. This means it is no longer important that the second weapon be lighter than the first. SKILL::WEAPON_KNOCKOUT The more lightweight blunt weapons should not be discounted. The increased control they afford allows a precision blow to knock an enemy unconscious. This gives the chance to escape, or for the less sporting, the chance for some free hits. SKILL::WEAPON_STUN While blunt weapons may not produce severed arteries, the concussive force of a well placed blow can leave an opponent dazed. A stunned foe will flail randomly, as likely to hurt an ally as an enemy. SKILL::WEAPON_KNOCKBACK Using the momentum of large weapons to the best advantage, you can send enemies flying backwards with a single hit. The time they spend regaining their ground is time you can spend readying the next devastating blow. SKILL::WEAPON_BLEEDINGWOUND The skilled rogue knows the weak points of any enemy. A quick dagger thrust in the right artery can inflict a heavily bleeding wound. The resulting bloodloss can bring down all but the strongest of foes. SKILL::WEAPON_DISARM Fencing masters can lift their opponent's weapons out of their grasp and send them clattering to the floor. Where no weapon is present, they can opt instead to trip up their opponent, leaving them unable to attack successfully until they regain their footing. SKILL::WEAPON_IMPALE Many tales speak of strong warriors who can drive a spear right through an opponent. Fewer tales tell of the barbarians who can continue the stroke with enough strength and precision to strike the next rank of foes. Tales of the Horselord H'ruth, before he ascended to godhood, say that he was known to skewer a half dozen hill orcs with a single thrust of his silver spear Relattrey. SKILL::WEAPON_RICOCHET Flying arrows do not need to stop when they first hit a wall. The skilled (and, if possessing allies nearby, foolhardy) archer can bounce the arrows off the walls to strike those not in a clear line of fire. SKILL::WEAPON_TRUEAIM With sufficient practice throwing knives the skilled rogue achieves uncanny abilities. It is said that they cannot miss a target that they choose. SKILL::WEAPON_RIPOSTE When an adversary strikes is the best time to counterstrike. Light weapons allow the practiced fighter to use the opportunity of an attack to gain the chance of a counter attack. SKILL::WEAPON_PARRY The skilled fighter does not rely on his armour alone to absorb the blows of an enemy. Instead, by meeting blade with blade, one can stop many attacks from falling true. MOB::AVATAR - you Adventurers may start off soft and tasty, but dungeon denizens are warned that they can quickly become obscenely powerful. Single adventurers have been known to slaughter every living creature in a dungeon for no more reason than "because they were there". MOB::GREENDRAGON - green dragon The scales of this ferocious beast are coated with a thin veneer of greenish slime. This gives more than just the name to the beast - it is also the source of the green dragon's feared poison. MOB::WHITEDRAGON - white dragon Unlike most cold blooded creatures, which merely maintain the ambient temperature, white dragons are truly cold blooded. A refrigerant process chills their blood to well below the freezing point of most liquids. MOB::REDDRAGON - red dragon Red dragons are the best known example of the myriad draconian species. As such, their fireball breath need not be mentioned, no? MOB::BLUEDRAGON - blue dragon A nimbus of electrical arcs surrounds this fearsome beast. The crackling of these bursts of electricity can be heard for quite some distance. Be careful lest they discharge through you! MOB::YELLOWDRAGON - yellow dragon Yellow dragons normally live on desolate wastelands. There they hollow out complicated lairs through the use of powerful acids created in their gizzard. Adventurers have reported that when threatened, this acid can be spit to devastating effect! MOB::COCKATRICE - cockatrice The odd appearance of the cockatrice - half rooster, half lizard - would be a source of jokes, if it were not for its devastating ability. So deadly is this attack that most adventurers suggest avoiding cockatrices at all costs. The renowned half-thief Parkdat claims to have survived an encounter with a cockatrice by clever application of items she had on hand. While she has not revealed what technique she used, spies report she has been making inquiries about rings of acid resistance. MOB::DAEMON - daemon Hailing from the pits of hell, this minor daemon has been brought to the surface to give the living a taste of what they have in store. MOB::ICEDAEMON - ice daemon Those who are waiting for hell to freeze may be shocked to learn large portions of it are already frozen. From these bitter ice expanses come the dreaded ice daemons. MOB::BAEZLBUB - Baezl'bub Known also as "He whose name cannot be spelt correctly", Baezl'bub has left his stygian abyss to lay some smack down on the surface world. You guessed it: You are the only hope to stop his nefarious scheme. The task is simple: Kill him, take his heart, take it to the surface. The devil, as they say, is in the details. This is one *big* detail. MOB::CRETAN_MINOTAUR - Cretan Minotaur The Minotaur, a fearsome monster half human and half bull, resides at the center of a twisted maze. Daedelus was clever to ensure the passages of the maze were too narrow for the minotaur to escape. Hopefully you are equally clever and stick to small passages. MOB::TRIDUDE - tridude Exhibiting rare trilateral symmetry, some speculate that the green skinned tridudes are not native to our plane. This doesn't stop the tridudes from killing unwary adventurers, however, so save the philosophy until you have escaped the dungeon. MOB::REDTRIDUDE - red tridude If you learned anything from dragons, it is that a creature in a new colour skin likely has some new abilities. MOB::BLUETRIDUDE - blue tridude This blue-hued representative of the three-legged tridude kind zaps and crackles with latent electricity. MOB::PURPLETRIDUDE - purple tridude If Wpark the Wonderful had encountered the purple tridude he likely would have dropped his studies on kobolds entirely. Not only are they a more pleasing shade of lavender, but the glint of the three eyes shows considerable intelligence. Do not let the three stubby legs fool you - the purple tridude is an avid tool user who has also mastered control of the forces that hold the universe together. MOB::GOLDTRIDUDE - Golden Tridude A massive representative of tridude-kind towers above you. Its skin is a blinding gold that presents a shimmering mirror of the surrounding dungeon. You fervently hope that this is as big as tridudes come. MOB::FIREBEETLE - fire beetle The fire beetle gains its name from the self-igniting fluid it can spray on those that threaten it. Those who do not want to get burned should let these beetles be. MOB::GOLDBEETLE - gold beetle When the Deeper Depths Mining Company contracted Prakal the Earth Mage to increase the profitability of their gold mines, they had envisioned some new variant of the Dig spell that would extract gold from baser metals. What they did not expect was for Prakal to instead design a living creature! The Gold Beetle is wondrously designed. Living on a diet of gold, it is little surprise that it has a 24 carat body. Prakal's intention was that Deeper Depths could release a population of beetles in their mines, wait, and then harvest the fully grown beetles. The presence of this beetle in front of you tells you that not everything went according to plan. The released beetles showed little interest in hanging around the low yield gold mines - they quickly migrated to dangerous dungeons where tasty golden nuggets abound. Worse yet, the mechanism used to digest gold triggers a powerful allergy in flesh and blood creatures, one that makes them unable to stand the presence of gold. MOB::ICESNAKE - ice snake This small serpent is more at home in glaciers than a dungeon. Its bite can still inflict frostbite reminiscent of such glaciers, so be warned. MOB::GREENSNAKE - green snake This small snake usually has smaller prey in mind than humans. Nonetheless, one should be wary of its poisonous bite, and leave it to live by its own whim. MOB::FIRESNAKE - fire snake A snake measuring 30 to 50 centimeters in length with scales coloured in an impressive red and yellow pattern. Many people in the surface world value the scales for the creation of fancy-looking boots. If it weren't for the snake's fiery bite, this demand could have spelt its extinction. MOB::MOUSE - mouse Small mice scurry anywhere that food scraps may be found. To the novice, their movement may seem chaotic and random. The skilled mouser learns to anticipate their every move. As a Hero on a Great Quest, you surely don't care about becoming a better mouser. MOB::RAT - rat Rats live where humans live. That doesn't stop humans from hating them. While excuses like "spreaders of filth and disease" are usually provided, the cynical point out that if rats had nice bushy tails rather than ugly naked tails, the cohabitation may have been more peaceful. MOB::GIANTRAT - giant rat This is a BIG rat. It likely weighs as much as you do! Giant rats generally hate humans. While excuses like "spreaders of filth and disease" are usually provided, the cynical point out that if humans had nice fur covering their bodies rather than being almost entirely naked, the cohabitation may have been more peaceful. MOB::GRIDBUG - grid bug *kzzap* The grid bug is dismissed by most as just another type of vermin. However, scholars often have wondered at the origins of these purple xs. Why is it that they crackle with electric power? Are they some form of electric elemental? What grants them the ability to move in directions unavailable to anyone else? Do they come from some higher dimension where more degrees of freedom are present? Barbarians report that the corpses are spicy if eaten fresh. MOB::SHITOMI - shitomi The friendly shitomi is a large rat with lavender fur. The shitomi's pleasant disposition endears most dungeon goers and only the most rabid would seek to do battle. MOB::TRICERATOP - triceratops The triceratops is a long extinct animal. As such, what we know about it comes from the occasional fossilized bones. The size and strength of these bones suggests a powerful creature. No doubt it also had a cruel and barbaric demeanour - living, as it did, in the pre-civilised jungles of antiquity. In summary: if you should see such a beast, make sure you attack first! And do try to preserve the corpse as the scientific community will appreciate the research material. MOB::LUX - lux Rheo the Book Eater was named after his voracious appetite for books. He would read an entire library in a fortnight. He soon, however, became frustrated with the poor lighting afforded by torches. Light spells tended to be static to an area, not at all helpful to a wandering mage like Rheo. Being a mage of no little power, he felt there must be a better solution. He first constructed what he called a desk lamp - a metal stand with an articulated arm holding a permanent light source. This could be carried about and adjusted to illuminate any book. Not satisfied, he continued tinkering. First, he granted the lamp locomotive ability so it could hop behind him and carrying would no longer be necessary. He next provided the ability for the lamp to reproduce itself (thus saving on eventual manufacturing costs). Finally, he added the ability for the lamp to orient itself to its master's eyes. Sadly, a bright light oriented at your eyes tends to blind you. Too late, he realized he should have had it point itself to what its master was looking at. He never got the chance to correct the mistake since his only sample blinded him and hopped away before he recovered. Since then, the lux, as it has come to be known, has eked out an existence in the underworld. Despite its rather aggressive nature, it is largely tolerated as a good source of light. MOB::PURPLESLUG - purple slug The purple slug is both bigger and more ferocious than the brown slug. Its acid is stronger so unprepared adventurers should take advantage of its slow speed and run away. MOB::BROWNSLUG - brown slug The lowest of the giant slugs is the brown slug. It uses a mild acid to defeat its foes and then scrapes up the partially digested remains with its radula. MOB::DEATHSLUG - death slug The dreaded Death Slug is the next stage of the Purple Slug's growth. A hideous horn has grown from its forehead with which it can impale attackers. Those who think their acid resistance means they can ignore all slugs end up unpleasantly surprised. MOB::FLOATINGEYE - floating eye A floating eye is aptly named. It is a 50 centimeter diameter floating eyeball. Thankfully, it has lids that cover the back half, so it is not too disgusting to see. Some theorize the first floating eye was a Distance Seeing spell that went awry. This does not explain why those that try to hit the eye in melee often find themselves paralysed by its gaze. MOB::WIZARDSEYE - wizard's eye While it is generally believed that the floating eye is a result of a magic experiment, it wasn't until Pqar the Prudent developed the wizard's eye spell that there was any proof. Her spell was created by studying the existent floating eyes so possess the same unusual attack ability. She further augmented the summoned creatures by shifting their phase so they can float through solid stone - all the better for spying. MOB::GELATINOUSCUBE - gelatinous cube The gelatinous cube is a large cube of semi-transparent jelly. One can often see the shape of incompletely dissolved items inside the cube. Cubes blindly scour the dungeon, eating anything metallic. When they grow to sufficient size, they split into two smaller cubes. Attackers should be wary of the paralyzing nature of the acid splash that is produced by piercing their skin. MOB::SCORPION - scorpion The scorpion is renowned for its powerful sting. Crushing the scorpion does no good if you die shortly after from the poison of its sting. MOB::CAVESPIDER - cave spider The small inoffensive cave spider is often targeted by adventurers for the nutritious and tasty meat it provides. Care is advised that a hungry adventurer not mistake it for its giant kin. MOB::GIANTSPIDER - giant spider This spider is bloated with the unmentionable contents of its previous meals. Care is cautioned lest you be the next victim to be liquified and sucked into its gullet. MOB::KIWI - kiwi The kiwi, native to New Zealand, is peculiar in that it is not just a flightless bird, but a wingless bird as well. Its nocturnal habit allows it to live peacefully in the depths, feasting on insects snuffled out with its long beak. Antagonizing the kiwi is strongly discouraged for that same snout can inflict a devastating piercing attack. MOB::BAT - bat Explorers of dungeon depths should be thankful for bats for their part in minimizing the buzzing insects that would otherwise mar the spelunking adventure. Naysayers point out that bats do most of their hunting outside of the cave and leave more than enough guano within the cave to mitigate any beneficial effect they might have. It is said that only by carefully sifting through and washing bat guano can one acquire enough mosquito eyes to make the famed mosquito eye soup. This tidbit of knowledge leaves unanswered the question of why one would desire such a soup in the first place. MOB::LARGEBAT - large bat Unsurprising, where there are bats, there will be bigger bats. Those who have grown accustomed to feasting on bats are warned that while there is more meat on these bones, there is also more fight. MOB::VAMPIREBAT - vampire bat Blood sucking vampire bats traditionally acquire their nutrients from sleeping cattle. You may have noticed the lack of bovines in the dungeons. Sleep tight! MOB::STALKER - invisible stalker Ever have the feeling that someone was watching you? And turned around suddenly to confront the watcher only to see no one? Someone may still be watching you. Someone invisible. With fangs. That drip acid. MOB::FROG - frog The large cave frog swiftly hops through the tunnels looking for a pond to call its own. A wise adventurer will not try to get in its way. An unwise adventurer will form the frog's next snack. MOB::SKELETON - skeleton What is dead should stay dead! Why then do these bones move? No ligaments connect the joints. No muscles power the motion. Yet these facts do not prevent the skeleton from clacking inexorably forward. MOB::ZOMBIE - zombie The dead bloated corpse twitches. An effect of rigor mortis setting in? No. It is the vile necromantic art animating the corpse, transforming the decaying meat into a shambling undead monstrosity. MOB::GHAST - ghast Twisted hunchbacked bipeds, ghasts are dreadful undead that swipe at foes with their noxious claws. Some warriors have been known to leave weapons for ghasts to pick up in the hope that they can face a mere sword rather than the claws. MOB::LICH - lich Powerful necromancers dissatisfied with the limitations of mortality can perform a complicated ritual to transform themselves into the undead lich. In their new form they fear not the concerns that once plagued them. MOB::SOULSUCKER - soul sucker Adventurers who escape the deepest levels of the dungeon report of hideously powerful creatures. One that haunts the memory of any who hears of it is the dreaded soul sucker. Most creatures imperil only your physical body, but the soul sucker can use necromantic magic to absorb your soul! If you are so unfortunate as to suffer this fate, you will find yourself without memory of any of the hard-earned skills or spells that you had acquired. Worse yet, the soul sucker will have gained those spells in turn and will show no hesitation in using them against you! MOB::IMP - imp Much like cockroaches infest all human habitations, imps infest all infernal habitations. From the slightly-balmy upper circles of hell where the merely slightly-not-good dwell, down to the fiery deeps where dwell the truly evil, explorers have reported the presence of imps. Rather than try and exterminate imps directly, the daemons instead have devised summoning spells to bring imps in as cannon fodder. MOB::KOBOLD - kobold Kobolds are a small purple-furred race of bipedal dogs. Their pack-like tendencies and cunning nature compensates for their weak stature. MOB::KOBOLDMAGE - kobold mage In Wpark the Wonderful's youth he believed that the kobold species held great promise. It was only their lack of higher knowledge that prevented them from being accepted as equals among civilized nations. He set out on a pilgrimage to teach the kobolds the wisdom of the world. While Wpark has refused to ever speak of his experiences, it was only after then that blue-robed kobold mages began to terrorize the underworld. Their use of modern magic spells and wearing of the signature blue wizard robe suggest Wpark may have been at least partly successful. MOB::KOBOLDASSASSIN - kobold assassin "There are many scurrilous lies spread about the noble kobold race. The most ridiculous is surely that of the so-called Kobold Assassin. Every so often, I hear reports of one of these kobold subtypes. The report usually describes them as black clad members of a secret kobold organization that will stop at nothing to defend kobold kind and keep themselves secret. "Every time I try and track down the originators of these reports, the primary witness is always conveniently away on some long term business trip, or has gotten himself killed in some tragic accident. The lack of any first hand accounts proves that the Kobold Assassin is nothing more than hearsay spread to discredit kobold kind." From an early journal of Wpark the Wonderful. MOB::KOBOLDFIGHTER - kobold fighter While any kobold is willing to pick up a sword to take what they desire, kobold fighters are more likely to be already be properly equipped and trained in such weapons. Many adventurers that had come to scorn kobolds received a harsh lesson in manners from an affronted kobold fighter. MOB::KOBOLDTHIEF - kobold thief The highest caste in kobold society belongs not to the warriors who bravely defend the warrens against intrusion, but to the thieves that use sneaky subterfuge to extract treasure from other civilizations for the benefit of kobold-kind. Those encountering the kobold thief should keep a close eye on their valuables or they may win the fight only to lose their wallet. MOB::TROLL - troll The brutish nature of a troll cannot be understated. They attack with clumsy, but devastating, force. They have thick skins able to withstand the sharpest barbs. And the worst part? When you finally think you have killed them... they come back! MOB::CAVETROLL When Prakal the Earth Mage was faced with a large band of trolls, he did what seemed reasonable to him at the time. A few quick casts of petrify would, he thought, result in a nice addition to his museum of curiosities. Unfortunately, the powerful regenerative nature of trolls prevailed over even Prakal's potent magics. The trolls were petrified into stone. Being made of stone didn't make them any more tractable, however. Unfortunately for the world at large, Prakal took the better part of valour and ran away. This left the stone trolls to breed and multiply into what are now properly termed as Cave Trolls. MOB::LIZARDMAN - lizardman The cold blood of a lizardman seems to lead to cool thinking. Lizardmen show no mercy to the weak. Their native habitat is the swamplands of the surface world, but they have adapted well to the underground depths. MOB::TURTLOID - turtloid The thick armour shell of these turtle people makes them formidable opponents in a fight. MOB::LARGETURTLOID - large turtloid It is said that turtloids never die of old age, but instead just keep growing to ever larger sizes. Perhaps it is a good idea to slay them when they are still only this small? MOB::ORC - orc The filthy orcs are disdained by all species that have developed a language sophisticated enough to include the word "disdain". MOB::HILLORC - hill orc Native to the hills of Abr'po, the vicious hill orc is often used as a scape goat for any local problems. Indeed, most army leaders of Abr'po enlist a token hill orc squad. At the end of combat, the hill orc squad is accused of all the various war crimes that occurred and summarily executed. Scholars debate if the fact that hill orcs still eagerly apply for such positions is a sign of their lack of mental acuity or overriding desire to commit war crimes. MOB::HEADLESS - headless The origin of these abominations is unknown. Well, it is pretty clear that some mad wizard was responsible, but WHICH mad wizard remains in doubt. Rheo the Book Eater certainly wouldn't have had the foresight to provide them with a crude form of telepathy to compensate for their lack of eyes. Wpark the Wonderful's fascination with the colour puce rules him out - he'd have surely dyed their hide. And Treska of the Seven Alphabets? Her prudish nature would have ensured there was no second generation of headlesses to terrorize the world. MOB::CHAMELEON - chameleon This rather large lizard is a distant cousin of the more familiar desert dwelling chameleon. Exposure to powerful magic forces seems to have amplified its colour shifting ability into the ability to adopt the form of almost any creature! Be warned it gains the creature's special powers when it transforms. A large number of dungeoneers thus advocate destroying chameleons before they have a chance to change into something even more frightening. MOB::LIVINGTREE - animated tree While pedants are quick to point out that all trees are animate - one glance at the destruction wrought by the roots of an oak should settle the skeptical - those who have witnessed a true animate tree feel there is an important distinction between the slow inexorable growth of normal trees and these creatures. The most obvious difference is that it is a lot harder to run away from an animate tree! There is good news for adventurers beset by tree problems. The animate trees are the result of a spell that hastens the natural life forces. When the spell's power is used up the trees will revert once again to the pleasant shade-giving plants one is used to. MOB::EARTHELEMENTAL - earth elemental Hailing from the elemental plane of Earth, these fearsome foes threaten all but the strongest adventurers. Their bodies, made from the very dirt animated, can absorb tremendous damage. Their attacks will shock the most stalwart. MOB::AIRELEMENTAL - air elemental We often take the air for granted. We breathe and walk through this fluid without thinking of the force it represents. The destructive power of air elementals swiftly remind adventurers that the most insubstantial of things still hurts if it hits you hard enough. By controlling the movement of airborne dust, and hence the friction between the airborne dust, air elementals can create massive charge disparities. These ground themselves with devastating lightning bolts. MOB::FIREELEMENTAL - fire elemental Staring into the flame of a candle can grant you enlightenment. Staring into the flame of an fire elemental can grant you a swift death. MOB::WATERELEMENTAL - water elemental One of the most feared elementals, water elementals combine an extraordinary strength with a truly sinister attack. When hit by a water elemental, one takes little direct damage. A part of the elemental dislodges itself, however, and blocks your trachea. Many a brave adventurer has met a miserable death by drowning despite having slain the elemental. MOB::FLESHGOLEM - flesh golem Anyone can take a mound of flesh and fashion it in a crude mockery of a biped. The trick is to get it to walk under its own power. While golems themselves possess no soul or life, it is said that necromancers who make them require a soul of a creature to power the animation process. MOB::STONEGOLEM - stone golem A stone golem consists of a collection of ten to twenty boulders. Strange magics can be seen flickering between the boulders, holding them into a vaguely man like shape. No soul or life is detectable in the resulting creation, but it is rumoured that one was consumed to power their creation. MOB::IRONGOLEM - iron golem The grinding of gears and clanking of metal precedes the arrival of an iron golem. Wise adventurers use the warning to flee. Unwise adventurers die. MOB::GHOST - ghost Death, they say, is but the start of a new journey. Some, it would seem, are not yet interested in that new journey, but remain in this world to plague the living. Ghosts are the incorporeal souls of the restless dead. They possess a hatred of those who still enjoy the feel of fresh air. Warriors tell of trying to fight ghosts, but being overcome by fright at their hideous appearance, or finding that their weapons seemed to have no effect. MOB::LIVINGFROST - living frost A cloud of super cooled air glares at you menacingly. You are not sure how a mere cloud of ice crystals can glare. And you are equally unsure how said cloud keeps moving relentlessly towards you. These are not the questions you should be asking yourself, however. You should instead be wondering how you will survive long enough to see the frost dissipate. MOB::ELDER - village elder An old woman. bent double with age, who is well respected in the local village for her wisdom. She is the one that led you to the cave when you volunteered to defeat the evil within. No doubt she can now lead you back where hopefully celebrations await! MAGICDOOR::NOTENOUGHDOORS - not enough doors The magical door radiates a sense of loss. You have the eerie feeling that the local dungeon is incomplete. It seems unlikely you will be opening this door on this adventure. MAGICDOOR::NOITEMS - no items to consume As you try to open the magical door, a verse suddenly enters your mind. "Wands, Rings, Scrolls, and Potions. Four of each and no more. Place with utmost symmetry. And much knowledge will be thine." You mutter under your breath at the appalling lack of meter. MAGICDOOR::INSUFFICIENTITEMS - not enough items consumed As you watch your magical items disappear into the aether, you wonder if what is hidden by this door is worth the trouble? Hopefully a pattern emerges before you must sacrifice your useful items. MAGICDOOR::SUCCESS - door opens As the last item vibrates, the purple glow fades from the door. Tentatively, you try the handle. The door, it seems, is no longer magical, and easily opens to your push. You hope Belweir has not sent you on a wild goose chase. SIGNPOST_GBA::WELCOME Welcome to the Tutorial! Press up and down to scroll through this message. Faster scrolling can be done by [R] and [L]. You've read it all when the arrows disappear at the bottom. Buttons on the Gameboy Advance (GBA) are placed in [Square] brackets. [A] and [B] are on the front and labelled. [L] and [R] are the shoulder buttons on the far side of the GBA. [Start] and [Select] are the small buttons labelled as such. On the DS, [X] and [Y] can be used instead of [Start] and [Select]. The DS also supports the touch screen - POWDER can be played with the stylus only. Special stylus hints will be provided at the end of these help descriptions. When you have menus visible you can select the current entry with [A]. To cancel the menu hit [B]. The first task is to move! You can move in four directions, up, down, left, and right by pressing the directional pad. Stylus: Clicking on the screen will also cause you to move in that direction. You can hold down the stylus to keep moving in the desired direction. You do not need to hit the adjacent tile either. Now move down the hallway to the next signpost! SIGNPOST_GBA::MINIMAP Help and Minimap ---------------- While playing you can get help. Hit [Start] to bring up the Command menu. Choose Options... The Options... menu has a Help choice. As you explore the dungeon you reveal more of the map. You can press and hold [R] to view a minimap to see what you have explored. Your location is a white square. Up and down stair cases are green squares. Stylus: The bottom of the screen has a row of action buttons. There are buttons for Help and Minimap there. SIGNPOST_GBA::LOOK Look and History ---------------- Hit [Start] and choose Look. This puts you in look mode that lets you scroll around. Selecting a monster with [A] will provide detailed information about that monster. Hit [Start] and choose History. This brings up the history of messages you have received. Stylus: The eyeball engages look mode. To stop looking, select the current cursor position. The history on the DS is in the top window. SIGNPOST_GBA::BOULDER Boulders -------- Boulders are too large to pick up but can be pushed through the dungeon. If you get yourself stuck behind a boulder, you can Swap places with it. First, remove your equipped items using the inventory screen. Hit [Start] and choose Swap. After choosing the direction of the boulder, you will swap places with it. Note you can also swap with friendly monsters. Stylus: The Swap command is on the action bar. Note that to push a boulder you must click on the tile adjacent to you - it will not be pushed in run mode. SIGNPOST_GBA::MELEE Combat ------ Behind this door is a fearsome foe! Attacking an enemy with your equipped weapon is simple. Just walk into it! Note that tame or friendly creatures won't be attacked this way - you will instead swap positions. Adventuring can make one hungry. If a corpse is left you will be prompted to eat it when you walk over it. Be warned that you are what you eat. Stylus: You need to click on the creature when it is adjacent to attack - if you click past the creature you will just stop moving. SIGNPOST_GBA::INVENTORY Inventory --------- While you start the adventure not wearing anything, that doesn't mean you are empty handed. You have some equipment in your inventory! Hit [Select] to bring up the inventory screen. Use the cursor to target the chain mail. Hit [A] to bring up the context menu. Select Equip. Target the body slot and hit [A] to put the chainmail on your body. Stylus: The brown bag action bar icon brings up the inventory screen. When you select an item, the action bar reflects things you can do with it. The fully dressed person means equip. SIGNPOST_GBA::PICKUP Pick Up ------- Look! Some earlier adventurer has left an item on the dungeon floor! All the better to equip yourself with! Walk over the longsword. You will be prompted to pick it up. Then use [Select] to bring up your inventory and to equip it in your Main Hand. SIGNPOST_GBA::DOOR Doors ----- Passages in the dungeon can be blocked by simple wooden doors. Opening is straightforward: walk into the door and you will try and open it. If at first you don't succeed, try, try again! Stylus: You need to click on the door when standing beside it - clicking past the door will have you stop at the door. SIGNPOST_GBA::USE Item Use -------- Three different items are here. What sort of items is a mystery. They could be beneficial or dangerous. The easiest way to learn is by trial! Pick up the items by walking over them. Use [Select] to bring up your inventory and select the items with [A]. Try to Drink the potion, to Zap the wand, and to Read the scroll. SIGNPOST_GBA::WATER Water ----- Your way forward is blocked by a large pool of water. Without some magical assistance, you will likely sink in the water if you walk on it. When underwater you will take drowning damage until you resurface. You can try and return to the surface by walking back onto land. You can explicitly climb out of water or up an down staircases with [Start] followed by Climb. Stylus: The ladder action bar icon performs Climb. SIGNPOST_GBA::SEARCH Secret Doors ------------ This room would seem to be a dead end. However, not everything is as it seems. Press [Start] to bring up the Command menu. You could hit [A] on Search to search once. Instead, hit [L] on Search. This will bind [L] to Search. Then repeatedly press [L] while standing by the walls of this room to search for secret doors. Note that almost any entry of the Command menu can be bound to [L] or [R] in this way. To bind to [A] or [B] hit [Select] over the command and then [A] or [B]. The bottom of the status line provides hints as to the currently bound commands. After binding search, the far left will change from M to s. Stylus: Click on yourself to search. SIGNPOST_GBA::SPELLS Spells and Skills ----------------- As you explore the dungeons of POWDER you will encounter books that hold powerful skills and arcane spells. To unlock these, first pick up the book by walking on it. Then raise your inventory with [Select]. Select the book and choose the Read option to learn what skills and spells are possible. When you are reading a book you can hit [A] to try and learn the current skill or spell. It may have prerequisites that prevent you from learning it just yet. [B] will stop reading. [Select] will bring up help on that specific spell. There is a maximum number of skills you can know based on your physical level and a maximum number of spells based on your mental level. These levels increase when you gain 1000 experience. The amount they increase depends on the god you pick. You can free up spells and skills by the Forget command. [Start] for the Command menu and select Forget. Skills take effect automatically so you do not need to explicitly invoke them. Spells can be cast by hitting [B] provided you have enough magic points for the spell. Stylus: The lightning bolt icon casts a spell. The Forget command can be found on the Command menu which is the > icon on the action bar. SIGNPOST_GBA::DIP Dipping Items ------------- You can dip items into potions. This can be useful to discover the property of the potion or to apply some effect to the item. Pick up the long sword and potion. [Select] for the inventory screen, and then select the long sword with [A]. Choose the Dip from the menu. Then pick the potion and select it as the target. Most likely, nothing will happen. SIGNPOST_GBA::QUIVER Quivering Ammo -------------- You can throw individual items by [Select] to the inventory screen, selecting the item with [A], and choosing the Throw command from the menu. You will then pick a direction. You can throw in 10 directions. In addition to the movement directions, you can throw along the four diagonals. You can also throw up and down by selecting the square two squares up or two squares down from you. Be warned that things that are thrown upwards tend to fall back down. This process can get tedious, however. Instead you can quiver items that you want to throw often. [Select] to inventory, select your item, and pick Quiver. A q will appear beside the item to mark it as quivered. Quivered items have the dequiver option to undo this. To throw a quivered item hit [A] and choose a direction. Note that when you walk over items that were quivered you will automatically pick them up without taking a turn. SIGNPOST_GBA::DARK Darkness -------- Not all of POWDER is well lit. Many areas are dark, only allowing you to see your immediate surroundings. Light sources can be invaluable in mapping these areas faster and ensuring you get the jump on foes, rather than the other way around. SIGNPOST_GBA::DRAGONS Dragons ------- Here be dragons! SIGNPOST_GBA::WONTUTORIAL The whole point of those dragons was to ensure you would die. I had thought I had put enough in there. Clearly, I underestimated either your skill or persistence. Or maybe both. It is not recommended that you let me know you read this. I will probably just respond by adding more dragons. - Jeff Lait SIGNPOST_GBA::KIWI Down this corridor is one of the most feared of creatures: the kiwi! This fear is misfounded as the kiwi is a peaceable sort that will only attack if provoked. Sometimes you may find your way blocked by a kiwi. If waiting isn't an option, you can try and swap places. Hit [Start] and choose Swap. Then select the direction of the kiwi to switch places peacefully. If you look at a creature and it isn't described as hostile, there is no need to attack it as it will leave you alone. SIGNPOST_GBA::WON WARNING: Cave may contain the ultimate evil, Baalz'bub. NOTE: Entrance has a magic one-way seal to prevent anything from escaping. Anything includes you! SIGNPOST_SDL::WELCOME Welcome to the Tutorial! Press up and down to scroll through this message. Faster scrolling can be done with [Page Up] and [Page Down]. You've read it all when the arrows disappear at the bottom. Keypresses are written inside square brackets. Note that the case matters - to hit [S] for swap you must use shift-s. POWDER can also be played entirely with the mouse. Special mouse hints are at the end of these help sections. When you have menus visible you can select the current entry with [Enter]. To cancel the menu hit [Escape]. The first task is to move! You can move in four directions, up, down, left, and right by pressing the cursor keys. Mouse: Clicking on the screen will also cause you to move in that direction. You can hold down the stylus to keep moving in the desired direction. You do not need to hit the adjacent tile either. Now move down the hallway to the next signpost! SIGNPOST_SDL::MINIMAP Help and Minimap ---------------- While playing you can get help. Hit [?] to bring up the help menu. As you explore the dungeon you reveal more of the map. You can hit [m] to view a minimap to see what you have explored. Your location is a white square. Up and down staircases are green squares. Mouse: The bottom of the screen has a row of action buttons. There are buttons for Help and Minimap there. SIGNPOST_SDL::LOOK Look and History ---------------- Hit [x]. This puts you in look mode that lets you scroll around. Selecting a monster with [Enter] will provide detailed information about that monster. Select yourself to see your current state. Hit [v]. This brings up the history of messages you have received. Mouse: The eyeball engages look mode. To stop looking, select the current cursor position. SIGNPOST_SDL::BOULDER Boulders -------- Boulders are too large to pick up but can be pushed through the dungeon. If you get yourself stuck behind a boulder, you can Swap places with it. First, remove your equipped items using the inventory screen. Hit [S] (shift-s). After choosing the direction of the boulder, you will swap places with it. Note you can also swap with friendly monsters. Mouse: The Swap command is on the action bar. Note that to push a boulder you must click on the tile adjacent to you - it will not be pushed in run mode. SIGNPOST_SDL::MELEE Combat ------ Behind this door is a fearsome foe! Attacking an enemy with your equipped weapon is simple. Just walk into it! Note that tame or friendly creatures won't be attacked this way - you will instead swap positions. Adventuring can make one hungry. If a corpse is left you can hit [e] to eat it. Be warned that you are what you eat. Mouse: You need to click on the creature when it is adjacent to attack - if you click past the creature you will just stop moving. SIGNPOST_SDL::INVENTORY Inventory --------- While you start the adventure not wearing anything, that doesn't mean you are empty handed. You have some equipment in your inventory! Hit [i] to bring up the inventory screen. Use the cursor to target the chain mail. Hit [Enter] to bring up the context menu. Select Equip. Target the body slot and hit [Enter] to put the chainmail on your body. Mouse: The brown bag action bar icon brings up the inventory screen. When you select an item, the action bar reflects things you can do with it. The fully dressed person means equip. SIGNPOST_SDL::PICKUP Pick Up ------- Look! Some earlier adventurer has left an item on the dungeon floor! All the better to equip yourself with! Walk over the longsword. Hit [g] to pick up the sword. Then use [i] to bring up your inventory and to equip it in your Main Hand. Mouse: The action bar has a pickup command. SIGNPOST_SDL::DOOR Doors ----- Passages in the dungeon can be blocked by simple wooden doors. Opening is straightforward: walk into the door and you will try and open it. If at first you don't succeed, try, try again! Mouse: You need to click on the door when standing beside it - clicking past the door will have you stop at the door. SIGNPOST_SDL::USE Item Use -------- Three different items are here. What sort of items is a mystery. They could be beneficial or dangerous. The easiest way to learn is by trial! Pick up the items by walking over them and hitting [g]. Use [i] for your inventory and select the items with [Enter]. Try to Drink the potion, to Zap the wand, and to Read the scroll. SIGNPOST_SDL::WATER Water ----- Your way forward is blocked by a large pool of water. Without some magical assistance, you will likely sink in the water if you walk on it. When underwater you will take drowning damage until you resurface. You can try and return to the surface by walking back onto land. You can also climb out of water or up and down staircases with [>] and [<]. Mouse: The ladder action bar icon performs Climb. SIGNPOST_SDL::SEARCH Secret Doors ------------ This room would seem to be a dead end. However, not everything is as it seems. Repeatedly press [s] while standing by the walls of this room to search for secret doors. Mouse: Click on yourself to search. SIGNPOST_SDL::SPELLS Spells and Skills ----------------- As you explore the dungeons of POWDER you will encounter books that hold powerful skills and arcane spells. To unlock these, first pick up the book by walking on it and hitting [g]. Then raise your inventory with [i]. Select the book and choose the Read option to learn what skills and spells are possible. When you are reading a book you can hit [Enter] to try and learn the current skill or spell. It may have prerequisites that prevent you from learning it just yet. [Escape] will stop reading. [i] will bring up help on that specific spell. There is a maximum number of skills you can know based on your physical level and a maximum number of spells based on your mental level. These levels increase when you gain 1000 experience. The amount they increase depends on the god you pick. You can free up spells and skills by hitting [F] (shift-f) for the Forget command. Skills take effect automatically so you do not need to explicitly invoke them. Spells can be cast by hitting [z] provided you have enough magic points for the spell. Mouse: The lightning bolt icon casts a spell. The Forget command can be found on the Command menu which is the > icon on the action bar. SIGNPOST_SDL::DIP Dipping Items ------------- You can dip items into potions. This can be useful to discover the property of the potion or to apply some effect to the item. Pick up the long sword and potion. Hit [i] for the inventory screen and select the long sword with [Enter]. Choose the Dip command from the menu. Then pick the potion and select it as the target. Most likely, nothing will happen. SIGNPOST_SDL::QUIVER Quivering Ammo -------------- You can throw individual items by [i] to the inventory screen, selecting the item with [Enter], and choosing the Throw command from the menu. You will then pick a direction. You can throw in 10 directions. In addition to the movement directions, you can throw along the four diagonals. You can also throw up and down by selecting the square two squares up or two squares down from you. Be warned that things that are thrown upwards tend to fall back down. This process can get tedious, however. Instead you can quiver items that you want to throw often. [i] to inventory, select your item, and pick Quiver. A q will appear beside the item to mark it as quivered. Quivered items have the dequiver option to undo this. To throw a quivered item hit [f] and choose a direction. Note that when you walk over items that were quivered you will automatically pick them up without taking a turn. SIGNPOST_SDL::DARK Darkness -------- Not all of POWDER is well lit. Many areas are dark, only allowing you to see your immediate surroundings. Light sources can be invaluable in mapping these areas faster and ensuring you get the jump on foes, rather than the other way around. SIGNPOST_SDL::DRAGONS Dragons ------- Here be dragons! SIGNPOST_SDL::WONTUTORIAL The whole point of those dragons was to ensure you would die. I had thought I had put enough in there. Clearly, I underestimated either your skill or persistence. Or maybe both. It is not recommended that you let me know you read this. I will probably just respond by adding more dragons. - Jeff Lait SIGNPOST_SDL::KIWI Down this corridor is one of the most feared of creatures: the kiwi! This fear is misfounded as the kiwi is a peaceable sort that will only attack if provoked. Sometimes you may find your way blocked by a kiwi. If waiting isn't an option, you can try and swap places. Hit [S] (shift-s) and select the direction of the kiwi to switch places peacefully. If you look at a creature and it isn't described as hostile, there is no need to attack it as it will leave you alone. SIGNPOST_SDL::WON WARNING: Cave may contain the ultimate evil, Baalz'bub. NOTE: Entrance has a magic one-way seal to prevent anything from escaping. Anything includes you! SIGNPOST_iPOWDER::WELCOME Welcome to the Tutorial! Tap the top and bottom to scroll through this message. You've read it all when the arrows disappear at the bottom. There are three buttons on screen, a green [A], red [B], and a blue directional pad. [A] usually means Okay, [B] means Cancel, and the directional pad are the four directions. When you have menus visible you can select the current entry with [A]. To cancel the menu hit [B]. The first task is to move! You can move in four directions, up, down, left, and right by pressing the directional pad or tapping on the screen. Tapping on yourself will search in place. Now move down the hallway to the next signpost! SIGNPOST_iPOWDER::MINIMAP Help and Minimap ---------------- While playing you can get help. Hit ? button to bring up the help menu. As you explore the dungeon you reveal more of the map. There is a map button you can press to bring up the mini map. Your location is a white square. Up and down staircases are green squares. SIGNPOST_iPOWDER::LOOK Look and History ---------------- Tap the eyeball. This puts you in look mode that lets you scroll around. Selecting a monster and tapping [A] will provide detailed information about that monster. Select yourself to see your current state. Tap the clock. This brings up the history of messages you have received. SIGNPOST_iPOWDER::BOULDER Boulders -------- Boulders are too large to pick up but can be pushed through the dungeon. If you get yourself stuck behind a boulder, you can Swap places with it. First, remove your equipped items using the inventory screen. Then tap the swap button. After choosing the direction of the boulder, you will swap places with it. Note you can also swap with friendly monsters. Note that to push a boulder by tapping on the screen you you tap click on the tile adjacent to you - it will not be pushed in run mode. SIGNPOST_iPOWDER::MELEE Combat ------ Behind this door is a fearsome foe! Attacking an enemy with your equipped weapon is simple. Just walk into it! Note that tame or friendly creatures won't be attacked this way - you will instead swap positions. If you are using the directional pad, attacking is the default. If you are tapping on the screen to move, you will only attack if you tap directly on an adjacent monster. Adventuring can make one hungry. If a corpse is left you can accept the auto-prompt to eat it. Be warned that you are what you eat! SIGNPOST_iPOWDER::INVENTORY Inventory --------- While you start the adventure not wearing anything, that doesn't mean you are empty handed. You have some equipment in your inventory! Tap the bag to bring up the inventory screen. Use the cursor to target the chain mail. Hit [A] to bring up the context menu. Select Equip. Target the body slot and hit [A] to put the chainmail on your body. SIGNPOST_iPOWDER::PICKUP Pick Up ------- Look! Some earlier adventurer has left an item on the dungeon floor! All the better to equip yourself with! Walk over the longsword. Accept the auto-prompt to pick up the sword. Then use the bag button to bring up your inventory and to equip it in your Main Hand. SIGNPOST_iPOWDER::DOOR Doors ----- Passages in the dungeon can be blocked by simple wooden doors. Opening is straightforward: walk into the door and you will try and open it. If at first you don't succeed, try, try again! If tapping on the screen to move, note that you will only attempt to open the door if you tap directly on an adjacent door. SIGNPOST_iPOWDER::USE Item Use -------- Three different items are here. What sort of items is a mystery. They could be beneficial or dangerous. The easiest way to learn is by trial! Pick up the items by walking over them and accepting the prompt. Tap the bag for your inventory and select the items with [A]. Try to Drink the potion, to Zap the wand, and to Read the scroll. SIGNPOST_iPOWDER::WATER Water ----- Your way forward is blocked by a large pool of water. Without some magical assistance, you will likely sink in the water if you walk on it. When underwater you will take drowning damage until you resurface. You can try and return to the surface by walking back onto land. You can also climb out of water by selecting the Climb command from the command menu (> button), or by adding a Climb action button. SIGNPOST_iPOWDER::SEARCH Secret Doors ------------ This room would seem to be a dead end. However, not everything is as it seems. Repeatedly press the door-with-question mark button while standing by the walls of this room to search for secret doors. SIGNPOST_iPOWDER::SPELLS Spells and Skills ----------------- As you explore the dungeons of POWDER you will encounter books that hold powerful skills and arcane spells. To unlock these, first pick up the book by walking on it and accepting the autoprompt. Then raise your inventory with bag button. Select the book and choose the Read option to learn what skills and spells are possible. When you are reading a book you can hit [A] to try and learn the current skill or spell. It may have prerequisites that prevent you from learning it just yet. [B] will stop reading. There is a maximum number of skills you can know based on your physical level and a maximum number of spells based on your mental level. These levels increase when you gain 1000 experience. The amount they increase depends on the god you pick. You can free up spells and skills by using the Forget action. You can use this from the Command Menu (> button) or by creating a the Forget action button. Skills take effect automatically so you do not need to explicitly invoke them. Spells can be cast by hitting the lightning bolt button provided you have enough magic points for the spell. Note you can also create spell buttons to simplify the casting process. SIGNPOST_iPOWDER::DIP Dipping Items ------------- You can dip items into potions. This can be useful to discover the property of the potion or to apply some effect to the item. Pick up the long sword and potion. Tap the bag button for the inventory screen and select the long sword with [A]. Tap the Dip command from the menu, this is the potion with the downward arrow. Then pick the potion and select it as the target. Most likely, nothing will happen. SIGNPOST_iPOWDER::QUIVER Quivering Ammo -------------- You can throw individual items by going to the inventory screen, selecting the item with [A], and choosing the Throw command from the menu. You will then pick a direction. You can throw in 10 directions. In addition to the movement directions, you can throw along the four diagonals. You can also throw up and down by selecting the square two squares up or two squares down from you. Be warned that things that are thrown upwards tend to fall back down. This process can get tedious, however. Instead you can quiver items that you want to throw often. Go to inventory, select your item, and pick Quiver. A q will appear beside the item to mark it as quivered. Quivered items have the dequiver option to undo this. To throw a quivered item tap the bow button from the main screen and choose a direction. Note that when you walk over items that were quivered you will automatically pick them up without taking a turn. SIGNPOST_iPOWDER::DARK Darkness -------- Not all of POWDER is well lit. Many areas are dark, only allowing you to see your immediate surroundings. Light sources can be invaluable in mapping these areas faster and ensuring you get the jump on foes, rather than the other way around. SIGNPOST_iPOWDER::DRAGONS Dragons ------- Here be dragons! SIGNPOST_iPOWDER::WONTUTORIAL The whole point of those dragons was to ensure you would die. I had thought I had put enough in there. Clearly, I underestimated either your skill or persistence. Or maybe both. It is not recommended that you let me know you read this. I will probably just respond by adding more dragons. - Jeff Lait SIGNPOST_iPOWDER::KIWI Down this corridor is one of the most feared of creatures: the kiwi! This fear is misfounded as the kiwi is a peaceable sort that will only attack if provoked. Sometimes you may find your way blocked by a kiwi. If waiting isn't an option, you can try and swap places. Tap the swap button and select the direction of the kiwi to switch places peacefully. If you look at a creature and it isn't described as hostile, there is no need to attack it as it will leave you alone. SIGNPOST_iPOWDER::WON WARNING: Cave may contain the ultimate evil, Baalz'bub. NOTE: Entrance has a magic one-way seal to prevent anything from escaping. Anything includes you! TALK::ELDER - village elder So the omens were true! You have defeated the great evil in the cave. Not just those of the village, but the whole kingdom can sleep better now. Your strength and tenacity in the face of incredible odds should be celebrated! I have just such a celebration prepared at the village. When you are ready I can lead you there. powder118_src/input.cpp0000644000175300010010000002217213166510740012241 0ustar /* * PROPRIETARY INFORMATION. This software is proprietary to POWDER * Development, and is not to be reproduced, transmitted, or disclosed * in any way without written permission. * * Produced by: Jeff Lait * * POWDER Development * * NAME: input.cpp ( POWDER Library, C++ ) * * COMMENTS: * Routines to accept input... */ #include "input.h" #include "assert.h" #include "gfxengine.h" #include "input.h" #include "control.h" #include "rand.h" #include "stylus.h" #define KEYWIDTH 14 #define KEYHEIGHT 5 #define KEYTOP 6 #define KEYLEFT 1 #ifdef USING_SDL #define TILEWIDTH (gfx_gettilewidth()) #define TILEHEIGHT (gfx_gettileheight()) #else #define TILEWIDTH 8 #define TILEHEIGHT 8 #endif // Given the direction, this determines the character... char input_getstatechar(int dx, int dy, bool shifted) { int code = 0; int bits; UT_ASSERT(dx || dy); if (dx) code = (dx < 0) ? 0 : 1; else code = (dy < 0) ? 2 : 3; // Now, we could just have a bit field for the additional buttons, // but that would make priority calculations difficult. Instead, // we go: // , A, B, L, | R, L+R, A+L, A+R, // A+L+R, B+L, B+R, B+L+R,| A+B, A+B+L, A+B+R, A+B+L+R static const int bitlut[16] = // , A, B, A+B, L, L+A, L+B, L+A+B, { 0, 1, 2, 12, 3, 6, 9, 13, // R, R+A, R+B, R+A+B, R+L, R+L+A, R+L+B, R+L+B+A 4, 7, 10, 14, 5, 8, 11, 15 }; // 65 so we have the null terminator. static const char charlut[65] = "\b \t\n" "abcd" "efgh" "ijkl" "mnop" "qrst" "uvwx" "yz'\"" "0123" "4567" "89!#" "+-/*" "|_^&" "()[]" "{}<>" ".,:;"; static const char charlutshift[65] = "\b \t\n" "ABCD" "EFGH" "IJKL" "MNOP" "QRST" "UVWX" "YZ'\"" "0123" "4567" "89!#" "+-/*" "|_^&" "()[]" "{}<>" ".,:;"; bits = (ctrl_rawpressed(BUTTON_A)) | (ctrl_rawpressed(BUTTON_B) << 1) | (ctrl_rawpressed(BUTTON_L) << 2) | (ctrl_rawpressed(BUTTON_R) << 3); // Mix in the X & Y so DS users have it even easier. bits |= (ctrl_rawpressed(BUTTON_X) << 3); bits |= (ctrl_rawpressed(BUTTON_Y) << 2); code = code | (bitlut[bits] << 2); if (shifted) return charlutshift[code]; else return charlut[code]; } void input_updategnomon(int gx, int gy, bool shifted) { int dx, dy; for (dy = -1; dy <= 1; dy++) { for (dx = -1; dx <= 1; dx++) { if ((!dx) ^ (!dy)) { gfx_printchar(gx+dx, gy+dy, input_getstatechar(dx, dy, shifted)); } } } } const char glbKeyboard[KEYWIDTH * KEYHEIGHT + 1] = "=1234567890-\b\b" " qwertyuiop\\ " SYMBOLSTRING_TRIDUDE " asdfghjkl;' \n" " zxcvbnm,./ \n" "\t`\\ \b \n []\t "; const char glbKeyboardShift[KEYWIDTH * KEYHEIGHT + 1] = "+!@#$%^&*()_ \b" " QWERTYUIOP| " SYMBOLSTRING_TRIDUDE " ASDFGHJKL:\" \n" " ZXCVBNM<>? \n" "\t~| \b \n {}\t "; char input_lookupkey(int x, int y, bool shifted) { if (x < 0 || x >= KEYWIDTH) return 0; if (y < 0 || y >= KEYHEIGHT) return 0; if (shifted) return glbKeyboardShift[x + y * KEYWIDTH]; else return glbKeyboard[x + y * KEYWIDTH]; } void input_drawkeyboard(bool shifted) { // GBA has no stylus so gets no keyboard. They are stuck // with the one true input method. // That is, until the fateful day we decided to abandon // the one true input method. int x, y; const char *key; if (shifted) key = glbKeyboardShift; else key = glbKeyboard; for (y = 0; y < KEYHEIGHT; y++) { for (x = 0; x < KEYWIDTH; x++) { gfx_printchar(KEYLEFT+x*2, KEYTOP+y*2, *key); key++; gfx_setabsoverlay(x, 3+y, TILE_EMPTYSLOT); } } } void input_erasecursor(int kx, int ky) { gfx_printchar(kx*2 + KEYLEFT-1, ky*2 + KEYTOP, ' '); gfx_printchar(kx*2 + KEYLEFT+1, ky*2 + KEYTOP, ' '); gfx_printchar(kx*2 + KEYLEFT, ky*2 + KEYTOP-1, ' '); gfx_printchar(kx*2 + KEYLEFT, ky*2 + KEYTOP+1, ' '); } void input_drawcursor(int kx, int ky) { gfx_printcolourchar(kx*2 + KEYLEFT-1, ky*2 + KEYTOP, SYMBOL_RIGHT, COLOUR_RED); gfx_printcolourchar(kx*2 + KEYLEFT+1, ky*2 + KEYTOP, SYMBOL_LEFT, COLOUR_RED); gfx_printcolourchar(kx*2 + KEYLEFT, ky*2 + KEYTOP-1, SYMBOL_DOWN, COLOUR_RED); gfx_printcolourchar(kx*2 + KEYLEFT, ky*2 + KEYTOP+1, SYMBOL_UP, COLOUR_RED); } int input_getchar(int gx, int gy, bool shifted) { STYLUSLOCK styluslock(REGION_KEYBOARD); int sx, sy; styluslock.setRange(KEYLEFT, KEYTOP, KEYLEFT+2*KEYWIDTH-1, KEYTOP+2*KEYHEIGHT-1); #ifdef HAS_KEYBOARD while (1) { int key; // We do a random just to keep things ticking... rand_choice(3); hamfake_rebuildScreen(); hamfake_awaitEvent(); key = hamfake_getKeyPress(false); // Ignore mouse keys as we want the stylus lock to work. if (key == GFX_KEYLMB || key == GFX_KEYMMB || key == GFX_KEYRMB) key = 0; if (key) return key; // Check stylus. if (styluslock.getchartile(sx, sy)) { key = input_lookupkey(sx, sy, shifted); if (key) return key; } } #else int dx, dy, key = 0; // I have no idea what character this is! static int key_x = 5, key_y = 2; input_drawcursor(key_x, key_y); while (1) { // We do a random just to keep things ticking... rand_choice(3); if (hamfake_forceQuit()) return '\n'; #ifdef USE_VIRTUAL_SCREEN if (hamfake_hasbeenshaken()) { return GFX_KEYF3; } #endif hamfake_rebuildScreen(); hamfake_awaitEvent(); ctrl_getdir(dx, dy); if (dx || dy) { // Move the current key. input_erasecursor(key_x, key_y); key_x += dx; key_y += dy; key_x %= KEYWIDTH; key_y %= KEYHEIGHT; if (key_x < 0) key_x += KEYWIDTH; if (key_y < 0) key_y += KEYHEIGHT; input_drawcursor(key_x, key_y); } if (ctrl_hit(BUTTON_A)) { key = input_lookupkey(key_x, key_y, shifted); if (key) break; } // Other buttons are tied to certain built in keypresses. if (ctrl_hit(BUTTON_L)) { key = '\b'; break; } if (ctrl_hit(BUTTON_R)) { key = ' '; break; } if (ctrl_hit(BUTTON_B)) { // This should be an Escape and thus quit without // actually saving a line of text, except we don't support // that option in general and it is much more useful to be // able to hit enter without fiddling with our key position. key = '\n'; break; } // Start makes sense to start the game so select your text if (ctrl_hit(BUTTON_START)) { key = '\n'; break; } // Select is for toggling shift - selecting the font? if (ctrl_hit(BUTTON_SELECT)) { key = '\t'; break; } // Check stylus. if (styluslock.getchartile(sx, sy)) { key = input_lookupkey(sx, sy, shifted); if (key) { // Also adjust our button press location input_erasecursor(key_x, key_y); key_x = sx; key_y = sy; break; } } } input_erasecursor(key_x, key_y); return key; #endif } void input_getline(char *text, int len, int lx, int ly, int gx, int gy, const char *initialtext) { int pos = 0; int c; bool shifted = false; #ifdef USE_VIRTUAL_SCREEN // Ensure the latest text is on screen. hamfake_rebuildScreen(); if (initialtext) strcpy(glbInputData.myText, initialtext); else glbInputData.myText[0] = '\0'; glbInputData.myMaxLen = len; glbInputData.myX = lx; glbInputData.myY = ly; hamfake_buttonreq(7, 0); // On return we have our string! int i; for (i = 0; i < len; i++) { // Yes, I trust no one, not even myself. text[i] = glbInputData.myText[i]; if (!text[i]) break; } text[i] = '\0'; return; #else // Wait for the person to release the a button... #ifndef HAS_KEYBOARD while (ctrl_anyrawpressed()) { hamfake_awaitEvent(); } #endif // Clear any keyboard buffer. hamfake_clearKeyboardBuffer(); // Input the initial text. if (initialtext) { while (*initialtext) { c = *initialtext++; if (pos < len) { text[pos] = c; gfx_printchar(lx+pos, ly, c); pos++; } } } gfx_nudgecenter(-TILEWIDTH/2, TILEHEIGHT/2); input_drawkeyboard(shifted); #ifdef USE_VIRTUAL_SCREEN hamfake_hasbeenshaken(); #endif while (1) { gfx_printchar(lx+pos, ly, SYMBOL_CURSOR); c = input_getchar(gx, gy, shifted); if (hamfake_forceQuit()) { c = '\n'; } switch (c) { case '\r': case '\n': text[pos] = '\0'; // Our absolute tiles need to be reset. gfx_nudgecenter(0, 0); gfx_refreshtiles(); return; case '\b': if (pos) { gfx_printchar(lx+pos, ly, ' '); pos--; } break; case '\t': shifted = !shifted; input_drawkeyboard(shifted); break; case GFX_KEYF3: // F3 because it is a tridude. case SYMBOL_TRIDUDE: while (pos) { gfx_printchar(lx+pos, ly, ' '); pos--; } rand_name(text, len); while (text[pos]) { gfx_printchar(lx+pos, ly, text[pos]); pos++; } break; default: if (pos < len && c < 256) { text[pos] = c; gfx_printchar(lx+pos, ly, c); pos++; } break; } hamfake_rebuildScreen(); } // Our absolute tiles need to be reset. gfx_nudgecenter(0, 0); gfx_refreshtiles(); #endif } powder118_src/rooms/0000755000175300010010000000000013244453375011540 5ustar powder118_src/rooms/tridude2.map0000644000175300010010000000073711031474574013764 0ustar # The Lair of Red Tridudes allowstairs = false minlevel = 10 +-------+ |###x###| |###.#~#| |#Tt.~~x| |#..t'##| |x'~'.##| |#~~..t#| |#####x#| +-------+ : SQUARE_EMPTY x: SQUARE_BLOCKEDDOOR, SQUAREFLAG_LIT .: SQUARE_FLOOR, SQUAREFLAG_LIT #: SQUARE_WALL, SQUAREFLAG_LIT t: SQUARE_FLOOR, MOB_REDTRIDUDE, SQUAREFLAG_LIT T: SQUARE_FLOOR, MOB_REDTRIDUDE, MOBLEVEL_UNIQUE, INTRINSIC_LEADER, SQUAREFLAG_LIT ': SQUARE_FLOOR, ITEM_BOULDER, SQUAREFLAG_LIT ~: SQUARE_LAVA, SQUAREFLAG_LIT powder118_src/rooms/kobold_hideout.map0000644000175300010010000000137111031474574015230 0ustar # The Kobold Hideout. allowstairs = false minlevel = 5 +---------+ |#x## | |#..#.a. | |#^k#m.K | |x.^s...5 | |#^k#m.K | |#..#.a. | |#x## | +---------+ : SQUARE_EMPTY s: SQUARE_SECRETDOOR, SQUAREFLAG_LIT x: SQUARE_BLOCKEDDOOR, SQUAREFLAG_LIT .: SQUARE_FLOOR, SQUAREFLAG_LIT #: SQUARE_WALL, SQUAREFLAG_LIT ^: SQUARE_FLOORSPIKEDPIT, SQUAREFLAG_LIT 5: SQUARE_FLOOR, MOB_KOBOLDFIGHTER, MOBLEVEL_UNIQUE, SQUAREFLAG_LIT, ITEMTYPE_ARTIFACT, INTRINSIC_LEADER K: SQUARE_FLOOR, MOB_KOBOLDFIGHTER, SQUAREFLAG_LIT, ITEMTYPE_POTION m: SQUARE_FLOOR, MOB_KOBOLDMAGE, SQUAREFLAG_LIT, ITEMTYPE_WAND, ITEMTYPE_POTION k: SQUARE_FLOOR, MOB_KOBOLD, SQUAREFLAG_LIT, ITEMTYPE_ARMOUR, ITEMTYPE_WEAPON a: SQUARE_FLOOR, MOB_KOBOLDASSASSIN, SQUAREFLAG_LIT, ITEMTYPE_ARMOUR powder118_src/rooms/zoo2.map0000644000175300010010000000041711031474574013126 0ustar # A bigger zoo. # 4x5 monsters allowstairs = false +------+ |####x#| |#mmmm#| |xmmmm#| |#mmmmx| |#mmmm#| |#mmmm#| |##x###| +------+ #: SQUARE_WALL, SQUAREFLAG_LIT x: SQUARE_BLOCKEDDOOR, SQUAREFLAG_LIT m: SQUARE_FLOOR, SQUAREFLAG_LIT, MOBLEVEL_NORMAL, INTRINSIC_ASLEEP powder118_src/rooms/lava2.map0000644000175300010010000000044410074250573013237 0ustar # A pool of toasty lava. minlevel = 5 +-------+ | x | | ~~~~x| |x~~~~~ | | ~~~~ | | x | +-------+ : SQUARE_EMPTY x: SQUARE_DOOR, SQUAREFLAG_LIT s: SQUARE_SECRETDOOR, SQUAREFLAG_LIT .: SQUARE_CORRIDOR, SQUAREFLAG_LIT #: SQUARE_WALL, SQUAREFLAG_LIT ~: SQUARE_LAVA, SQUAREFLAG_LIT powder118_src/rooms/river2.map0000644000175300010010000000044310006365421013434 0ustar # A simple subterranean river, horizontal... +-----+ |##x##| |#...#| |#~~~#| |#~~~#| |#...#| |##x##| +-----+ : SQUARE_EMPTY x: SQUARE_DOOR, SQUAREFLAG_LIT s: SQUARE_SECRETDOOR, SQUAREFLAG_LIT .: SQUARE_FLOOR, SQUAREFLAG_LIT #: SQUARE_WALL, SQUAREFLAG_LIT ~: SQUARE_WATER, SQUAREFLAG_LIT powder118_src/rooms/hall2.map0000644000175300010010000000044610025224172013226 0ustar # A room divided into 4 sub rooms. +--------+ |######x#| |x...s..#| |#...#..#| |#...##x#| |#x###..x| |#...s..#| |#...#..#| |##x#####| +--------+ : SQUARE_EMPTY x: SQUARE_DOOR, SQUAREFLAG_LIT s: SQUARE_SECRETDOOR, SQUAREFLAG_LIT .: SQUARE_FLOOR, SQUAREFLAG_LIT #: SQUARE_WALL, SQUAREFLAG_LIT powder118_src/rooms/sokoban.map0000644000175300010010000000044610006365421013662 0ustar # Sample sokoban style level. allowstairs = false +---------+ | ###### | |##..#.###| |x'.....'x| |###.#..##| | ###### | +---------+ : SQUARE_EMPTY x: SQUARE_DOOR, SQUAREFLAG_LIT .: SQUARE_FLOOR, SQUAREFLAG_LIT #: SQUARE_WALL, SQUAREFLAG_LIT ': SQUARE_FLOOR, ITEM_BOULDER, SQUAREFLAG_LIT powder118_src/rooms/tridude3.map0000644000175300010010000000106111031474574013754 0ustar # The Lair of Purple Tridudes # This is very mean when they cast fetch. allowstairs = false minlevel = 13 +--------+ |###x####| |#~~~~~##| |#~t..~~x| |#~.'t'~#| |#~..T.~#| |#~...'~#| |x~~'.t~#| |##~~~~~#| |######x#| +--------+ : SQUARE_EMPTY x: SQUARE_BLOCKEDDOOR, SQUAREFLAG_LIT .: SQUARE_FLOOR, SQUAREFLAG_LIT #: SQUARE_WALL, SQUAREFLAG_LIT t: SQUARE_FLOOR, MOB_PURPLETRIDUDE, SQUAREFLAG_LIT T: SQUARE_FLOOR, MOB_PURPLETRIDUDE, MOBLEVEL_UNIQUE, INTRINSIC_LEADER, SQUAREFLAG_LIT ': SQUARE_FLOOR, ITEM_BOULDER, SQUAREFLAG_LIT ~: SQUARE_ACID, SQUAREFLAG_LIT powder118_src/rooms/crypt2.map0000644000175300010010000000067511031474574013466 0ustar # An ancient crypt, 2 allowstairs = false minlevel = 2 +---------+ |#########| |xz#z#z#S#| |#.#.g..z#| |#..z..#S#| |#####x###| |##z....zx| |##x######| +---------+ : SQUARE_EMPTY x: SQUARE_BLOCKEDDOOR, SQUAREFLAG_LIT .: SQUARE_CORRIDOR, SQUAREFLAG_LIT #: SQUARE_WALL, SQUAREFLAG_LIT z: SQUARE_CORRIDOR, MOB_ZOMBIE, SQUAREFLAG_LIT S: SQUARE_CORRIDOR, MOB_SKELETON, SQUAREFLAG_LIT g: SQUARE_CORRIDOR, MOB_GHAST, SQUAREFLAG_LIT, ITEMTYPE_ARMOUR powder118_src/rooms/daemon2.map0000644000175300010010000000115611031474574013563 0ustar # Ice daemons allowstairs = false minlevel = 6 +-----------+ |#######x###| |x.........#| |#######...#| |##..~~~~#.x| |##.&~~&~###| |#.~~~&~~&##| |#~&~&~~####| |##~1~~.$$$#| |###########| +-----------+ x: SQUARE_BLOCKEDDOOR, SQUAREFLAG_LIT .: SQUARE_FLOOR, SQUAREFLAG_LIT ~: SQUARE_ICE, SQUAREFLAG_LIT #: SQUARE_WALL, SQUAREFLAG_LIT &: SQUARE_ICE, MOB_ICEDAEMON, SQUAREFLAG_LIT 1: SQUARE_ICE, MOB_ICEDAEMON, MOBLEVEL_UNIQUE, SQUAREFLAG_LIT, ITEMTYPE_ARTIFACT, INTRINSIC_LEADER (: SQUARE_FLOOR, ITEMTYPE_WEAPON, SQUAREFLAG_LIT [: SQUARE_FLOOR, ITEMTYPE_ARMOUR, SQUAREFLAG_LIT $: ITEMTYPE_ANY, SQUARE_FLOOR, SQUAREFLAG_LIT powder118_src/rooms/belweir.map0000644000175300010010000000164111031474574013666 0ustar # Belweir's Quest allowstairs = false allowdig = false minlevel = 21 maxlevel = 21 mandatory = 1 +-------------+ |###+### | |#11.11# | |#11.11# | |+.....# | |#11.11# | |#11.11*******| |***%***,,,,,*| |*,,,,,,,###,*| |*,=?==,====,*| |*,####,####,*| |*,====,=?==,*| |*,####,####,*| |*,==?=,====,*| |*,,#######,,*| |**,+=,^,=+,**| | *********** | +-------------+ .: SQUARE_FLOOR, SQUAREFLAG_LIT ,: SQUARE_FLOOR, SQUAREFLAG_LIT, SQUAREFLAG_NOMOB #: SQUARE_WALL, SQUAREFLAG_LIT *: SQUARE_REINFORCEDWALL, SQUAREFLAG_LIT : SQUARE_EMPTY +: SQUARE_BLOCKEDDOOR, SQUAREFLAG_LIT =: SQUARE_FLOOR, ITEMTYPE_SPELLBOOK, SQUAREFLAG_LIT, SQUAREFLAG_NOMOB ?: SQUARE_FLOOR, ITEMTYPE_SCROLL, ITEMTYPE_SCROLL, ITEMTYPE_SCROLL, ITEMTYPE_SCROLL, ITEMTYPE_SCROLL, SQUAREFLAG_LIT, SQUAREFLAG_NOMOB 1: SQUARE_FLOORALTAR, SQUAREFLAG_LIT %: SQUARE_MAGICDOOR, SQUAREFLAG_LIT ^: SQUARE_FLOORHOLE, SQUAREFLAG_LIT, SQUAREFLAG_NOMOB powder118_src/rooms/troll.map0000644000175300010010000000106311031474574013367 0ustar # The dungeon of Trolls. allowstairs = false minlevel = 5 +---------+ |#x#######| |#.#(5[#.#| |#t#T.T#t#| |#.##.##.#| |x..t.t..x| |####x####| +---------+ : SQUARE_EMPTY x: SQUARE_BLOCKEDDOOR, SQUAREFLAG_LIT .: SQUARE_FLOOR, SQUAREFLAG_LIT T: SQUARE_FLOOR, MOB_CAVETROLL, SQUAREFLAG_LIT t: SQUARE_FLOOR, MOB_TROLL, SQUAREFLAG_LIT 5: SQUARE_FLOOR, MOB_CAVETROLL, MOBLEVEL_UNIQUE, SQUAREFLAG_LIT, ITEMTYPE_ARTIFACT, INTRINSIC_LEADER #: SQUARE_WALL, SQUAREFLAG_LIT (: SQUARE_FLOOR, ITEMTYPE_WEAPON, SQUAREFLAG_LIT [: SQUARE_FLOOR, ITEMTYPE_ARMOUR, SQUAREFLAG_LIT powder118_src/rooms/ReadMe.txt0000644000175300010010000000773110416350013013425 0ustar //////////////////////////////////////////////////////////////////////// // POWDER Rooms //////////////////////////////////////////////////////////////////////// This is the definition of the .map file format as used in POWDER. //////////////////////////////////////////////////////////////////////// // Format //////////////////////////////////////////////////////////////////////// A .map file consists of: 1) Lines starting with "# ". These are comments and are ignored. 2) An ascii map. This is a + followed by W -s, and then another +. Each successive H lines must consist of | followed by W printable characters, followed by a terminating |. After H lines, a line consisting of +, W -s, and a final + must occur. This will define a W x H room. 3) A legend entry. This is any printable character followed by a : After the : should a series of comma seperated attributes defining what the printable character should represent. Any instance of the character in the map will be replaced by these attributes. A given legend entry does not have to appear in the map, but every character in the map must have a legend entry. 4) A global definition. This is the name of some global variable followed by =, and then followed by the value. The global variable for this map will get the value to the right of the =. Global variables have default values so do not have to be specified. //////////////////////////////////////////////////////////////////////// // Attributes //////////////////////////////////////////////////////////////////////// Attributes are in ALL CAPS. Attributes have a TYPE followed by an _ followed by the specific name. The attribute names correspond to those generated by source.txt. Valid types are: SQUARE This is a floor tile. It is a mandatory attribute, and there can only be one. SQUAREFLAG This is a flag for the tile. Often it is set to SQUAREFLAG_LIT to specify a lit map square. MOB This creates the specified creature. MOBLEVEL This creates a creature of a given level range, depending on the threat level of the dungeon the room is in. ITEM This creates the specified item. ITEMTYPE This creates a random item of the given type. To create an entirely random item, use ITEMTYPE_ANY. INTRINSIC This will set the given intrinsic to any MOBs also on this square. For example, INTRINSIC_ASLEEP will ensure the MOB starts off asleep. //////////////////////////////////////////////////////////////////////// // Global Variables //////////////////////////////////////////////////////////////////////// Valid global variables are: minlevel Defaults to -1, for no limit. The room will not be created if the dungeon level is less than this. maxlevel Defaults to -1, for no limit. The room will not be created if the dungeon level is greater than this. rarity Defaults to 100 for normal. This affects how often the map will show up. Lower numbers is rarer. 0 will prevent it from being generated. mandatory Defaults to false. This controls whether the room MUST show up on at least one level. Not yet implemented. onlyonce Defaults to false. This controls whether the room show up at MOST once. Not yet implemented. allowstairs Defaults to true. This controls whether staircases can be built in the room. Rooms with big nasties (like zoos) or from which their may be no exit, should not get stairs. allowgeneration Defaults to true Determines if a map containing this room is allowed to have monster generation allowdig Defaults to true Determines if one is allowed to dig down in levels with this map. quest Whose quest this is. Defaults to GOD_NONE. Determines which god's quest this is map is attached to. pos Defaults to -1, for no location Creates the room at the given X Y coordinates. powder118_src/rooms/circle.map0000644000175300010010000000043710742564376013510 0ustar # A circular lair. +----------+ | ##x### | | ##....## | | #......##| |##.......#| |x........x| |#........#| |#.......##| |###.....# | | ##....# | | ###x## | +----------+ : SQUARE_EMPTY x: SQUARE_DOOR, SQUAREFLAG_LIT .: SQUARE_FLOOR, SQUAREFLAG_LIT #: SQUARE_WALL, SQUAREFLAG_LIT powder118_src/rooms/triceratops.map0000644000175300010010000000061111674730011014562 0ustar # Jurasic Lair allowstairs = false minlevel = 9 +-------+ |### | |x.#,iT | |#.s,,$ | |#.#,iT | |#x# | +-------+ : SQUARE_EMPTY x: SQUARE_DOOR, SQUAREFLAG_LIT s: SQUARE_SECRETDOOR, SQUAREFLAG_LIT .: SQUARE_FLOOR, SQUAREFLAG_LIT ,: SQUARE_CORRIDOR #: SQUARE_WALL, SQUAREFLAG_LIT T: SQUARE_CORRIDOR, MOB_TRICERATOP i: ITEMTYPE_ANY, SQUARE_CORRIDOR $: SQUARE_CORRIDOR, ITEMTYPE_ARTIFACT powder118_src/rooms/zoo3.map0000644000175300010010000000040011031474574013117 0ustar # A midsize zoo. # 3x4 monsters allowstairs = false +-----+ |###x#| |#mmm#| |xmmm#| |#mmmx| |#mmm#| |##x##| +-----+ #: SQUARE_WALL, SQUAREFLAG_LIT x: SQUARE_BLOCKEDDOOR, SQUAREFLAG_LIT m: SQUARE_FLOOR, SQUAREFLAG_LIT, MOBLEVEL_NORMAL, INTRINSIC_ASLEEP powder118_src/rooms/zoo4.map0000644000175300010010000000050111031474574013122 0ustar # A tough zoo. # 3x4 monsters allowstairs = false +-----+ |###x#| |#mmm#| |xmMm#| |#mMmx| |#mmm#| |##x##| +-----+ #: SQUARE_WALL, SQUAREFLAG_LIT x: SQUARE_BLOCKEDDOOR, SQUAREFLAG_LIT m: SQUARE_FLOOR, SQUAREFLAG_LIT, MOBLEVEL_NORMAL, INTRINSIC_ASLEEP M: SQUARE_FLOOR, SQUAREFLAG_LIT, MOBLEVEL_STRONG, INTRINSIC_ASLEEP powder118_src/rooms/orc_lair.map0000644000175300010010000000104011031474574014020 0ustar # An orcish Lair allowstairs = false minlevel = 10 +-------+ | ##x## | | #o.o##| |##[O(.x| |#o.1#o#| |x.[O(.#| |##o..##| | ##x## | +-------+ : SQUARE_EMPTY x: SQUARE_BLOCKEDDOOR, SQUAREFLAG_LIT .: SQUARE_FLOOR, SQUAREFLAG_LIT #: SQUARE_WALL, SQUAREFLAG_LIT O: SQUARE_FLOOR, MOB_HILLORC, SQUAREFLAG_LIT o: SQUARE_FLOOR, MOB_ORC, SQUAREFLAG_LIT 1: SQUARE_FLOOR, MOB_HILLORC, MOBLEVEL_UNIQUE, SQUAREFLAG_LIT, ITEMTYPE_ARTIFACT, INTRINSIC_LEADER (: SQUARE_FLOOR, ITEMTYPE_WEAPON, SQUAREFLAG_LIT [: SQUARE_FLOOR, ITEMTYPE_ARMOUR, SQUAREFLAG_LIT powder118_src/rooms/lava.map0000644000175300010010000000043110006365421013143 0ustar # A lava pool! minlevel = 3 +------+ |#x####| |#..~.#| |#~~~.x| |#.~~~#| |x.~..#| |####x#| +------+ : SQUARE_EMPTY x: SQUARE_DOOR, SQUAREFLAG_LIT s: SQUARE_SECRETDOOR, SQUAREFLAG_LIT .: SQUARE_FLOOR, SQUAREFLAG_LIT #: SQUARE_WALL, SQUAREFLAG_LIT ~: SQUARE_LAVA, SQUAREFLAG_LIT powder118_src/rooms/slug.map0000644000175300010010000000107611031474574013211 0ustar # Slug Pit allowstairs = false minlevel = 6 +-----------+ |########x##| |x.s...#s..#| |#...D.#..S#| |##S.....D.#| |####~..####| |#1.~~...S.#| |#.D~~...D.x| |##.##..s..#| |###########| +-----------+ x: SQUARE_BLOCKEDDOOR, SQUAREFLAG_LIT .: SQUARE_CORRIDOR, SQUAREFLAG_LIT #: SQUARE_EMPTY, SQUAREFLAG_LIT 1: SQUARE_CORRIDOR, SQUAREFLAG_LIT, MOB_DEATHSLUG, MOBLEVEL_UNIQUE, ITEMTYPE_ARTIFACT D: SQUARE_CORRIDOR, SQUAREFLAG_LIT, MOB_DEATHSLUG S: SQUARE_CORRIDOR, SQUAREFLAG_LIT, MOB_PURPLESLUG s: SQUARE_CORRIDOR, SQUAREFLAG_LIT, MOB_BROWNSLUG ~: SQUARE_ACID, SQUAREFLAG_LIT powder118_src/rooms/buildrooms.bash0000755000175300010010000000257110737036267014567 0ustar #!/bin/bash echo If this fails due to trying to write echo to allrooms.cpp, make sure you do not echo have MSVC running, as it is trying to echo do an auto-load and thrashing. echo Compiling rooms... nummap=`ls -r *.map | wc -w` for s in *.map; do echo Compiling $s... # I really hate bash. cname=`echo ${s} | sed s/.map/.cpp/g` ../support/map2c/map2c $s $cname done echo Building header file... echo "// Auto-generated .h file" > allrooms.h echo "// DO NOT HAND EDIT" >> allrooms.h echo "// Generated by buildrooms.sh" >> allrooms.h echo " " >> allrooms.h echo "#define NUM_ALLROOMDEFS $nummap" >> allrooms.h echo "extern const ROOM_DEF *glb_allroomdefs[$nummap+1];" >> allrooms.h echo Building .cpp file.. echo "// Auto-generated .cpp file" > allrooms.cpp echo "// DO NOT HAND EDIT" >> allrooms.cpp echo "// Generated by buildrooms.sh" >> allrooms.cpp echo " " >> allrooms.cpp echo '#include "../map.h"' >> allrooms.cpp for s in *.map; do echo -n '#include "' >> allrooms.cpp cname=`echo ${s} | sed s/.map/.cpp/g` echo -n $cname >> allrooms.cpp echo '"' >> allrooms.cpp done echo " " >> allrooms.cpp echo "const ROOM_DEF *glb_allroomdefs[$nummap+1] =" >> allrooms.cpp echo "{" >> allrooms.cpp for s in *.map; do cname=`echo ${s} | sed s/.map//g` echo " &glb_${cname}_roomdef," >> allrooms.cpp done echo " 0" >> allrooms.cpp echo "};" >> allrooms.cpp powder118_src/rooms/river.map0000644000175300010010000000043410006365421013352 0ustar # A simple subterranean river... +-------+ |#######| |#..~..#| |x..~..x| |#..~..#| |#######| +-------+ : SQUARE_EMPTY x: SQUARE_DOOR, SQUAREFLAG_LIT s: SQUARE_SECRETDOOR, SQUAREFLAG_LIT .: SQUARE_FLOOR, SQUAREFLAG_LIT #: SQUARE_WALL, SQUAREFLAG_LIT ~: SQUARE_WATER, SQUAREFLAG_LIT powder118_src/rooms/crypt4.map0000644000175300010010000000146411031474574013465 0ustar # An ancient crypt # Created by Zak allowstairs = false minlevel = 2 +-------------+ |#############| |#(#z#Z#(#[#Z#| |#.#.#.#.#z#.#| |#....g......#| |#...........#| |####x######x#| |x....#[L/#/L#| |####x##x#####| |#...........#| |#...g.......#| |#.#.#.#.#.#.#| |#Z#[#[#Z#z#z#| |#############| +-------------+ : SQUARE_EMPTY x: SQUARE_BLOCKEDDOOR, SQUAREFLAG_LIT .: SQUARE_FLOOR, SQUAREFLAG_LIT s: SQUARE_SECRETDOOR, SQUAREFLAG_LIT #: SQUARE_WALL, SQUAREFLAG_LIT (: SQUARE_FLOOR, ITEMTYPE_WEAPON, SQUAREFLAG_LIT [: SQUARE_FLOOR, ITEMTYPE_ARMOUR, SQUAREFLAG_LIT /: SQUARE_FLOOR, ITEMTYPE_WAND, SQUAREFLAG_LIT z: SQUARE_FLOOR, MOB_ZOMBIE, SQUAREFLAG_LIT Z: SQUARE_FLOOR, MOB_SKELETON, SQUAREFLAG_LIT L: SQUARE_FLOOR, MOB_LICH, SQUAREFLAG_LIT, ITEMTYPE_WEAPON g: SQUARE_FLOOR, MOB_GHAST, SQUAREFLAG_LIT, ITEMTYPE_ARMOUR powder118_src/rooms/turtloid_pond.map0000644000175300010010000000110011031474574015111 0ustar # A haven for Turtleoids minlevel = 20 allowstairs = false +---------+ | x | | t ~t~~ | |x~~~~~~ | | ~ ~~ | | ~T5T~ | | ~~ ~~~~x| | ~t~~~t | | x | +---------+ : SQUARE_EMPTY x: SQUARE_BLOCKEDDOOR, SQUAREFLAG_LIT s: SQUARE_SECRETDOOR, SQUAREFLAG_LIT .: SQUARE_CORRIDOR, SQUAREFLAG_LIT #: SQUARE_WALL, SQUAREFLAG_LIT ~: SQUARE_WATER, SQUAREFLAG_LIT 5: SQUARE_CORRIDOR, MOB_LARGETURTLOID, MOBLEVEL_UNIQUE, SQUAREFLAG_LIT, ITEMTYPE_ARTIFACT, INTRINSIC_LEADER T: SQUARE_WATER, MOB_LARGETURTLOID, SQUAREFLAG_LIT t: SQUARE_WATER, MOB_TURTLOID, SQUAREFLAG_LIT powder118_src/rooms/troll3.map0000644000175300010010000000125011031474574013450 0ustar # The dungeon of Trolls. allowstairs = false minlevel = 5 +---------+ |#########| |#[.t.t.[#| |#.......#| |#x#...#x#| |#.#...#.#| |#t#T/T#.#| |x.#[5[#tx| |#########| +---------+ : SQUARE_EMPTY x: SQUARE_BLOCKEDDOOR, SQUAREFLAG_LIT .: SQUARE_FLOOR, SQUAREFLAG_LIT T: SQUARE_CORRIDOR, MOB_CAVETROLL, SQUAREFLAG_LIT t: SQUARE_FLOOR, MOB_TROLL, SQUAREFLAG_LIT 5: SQUARE_CORRIDOR, MOB_CAVETROLL, MOBLEVEL_UNIQUE, SQUAREFLAG_LIT, ITEMTYPE_ARTIFACT, ITEMTYPE_ARMOUR, ITEMTYPE_WEAPON, INTRINSIC_LEADER #: SQUARE_WALL, SQUAREFLAG_LIT (: SQUARE_CORRIDOR, ITEMTYPE_WEAPON, SQUAREFLAG_LIT [: SQUARE_CORRIDOR, ITEMTYPE_ARMOUR, SQUAREFLAG_LIT /: SQUARE_FLOOR, ITEMTYPE_WAND, SQUAREFLAG_LIT powder118_src/rooms/kobold_barrack.map0000644000175300010010000000116611031474574015176 0ustar # The Kobold Barracks. allowstairs = false minlevel = 5 +--------+ |#x######| |#k#K.m##| |#^#m.K##| |xm^K..5#| |#^#m.K##| |#k#K.m##| |#x######| +--------+ : SQUARE_EMPTY x: SQUARE_BLOCKEDDOOR, SQUAREFLAG_LIT .: SQUARE_FLOOR, SQUAREFLAG_LIT #: SQUARE_WALL, SQUAREFLAG_LIT ^: SQUARE_FLOORSPIKEDPIT, SQUAREFLAG_LIT 5: SQUARE_FLOOR, MOB_KOBOLDFIGHTER, MOBLEVEL_UNIQUE, SQUAREFLAG_LIT, ITEMTYPE_ARTIFACT, INTRINSIC_LEADER K: SQUARE_FLOOR, MOB_KOBOLDFIGHTER, SQUAREFLAG_LIT, ITEMTYPE_POTION m: SQUARE_FLOOR, MOB_KOBOLDMAGE, SQUAREFLAG_LIT, ITEMTYPE_WAND, ITEMTYPE_POTION k: SQUARE_FLOOR, MOB_KOBOLD, SQUAREFLAG_LIT, ITEMTYPE_ARMOUR powder118_src/rooms/crypt3.map0000644000175300010010000000105511031474574013460 0ustar # An ancient crypt, 3 allowstairs = false minlevel = 8 +---------+ |#######x#| |xS'.L.'S#| |#.*l.l*.#| |#g*...*g#| |#.*****.#| |#.z...z.x| |####x####| +---------+ : SQUARE_EMPTY x: SQUARE_BLOCKEDDOOR, SQUAREFLAG_LIT .: SQUARE_CORRIDOR ': SQUARE_CORRIDOR, ITEM_BOULDER #: SQUARE_WALL, SQUAREFLAG_LIT *: SQUARE_EMPTY z: SQUARE_CORRIDOR, MOB_ZOMBIE S: SQUARE_CORRIDOR, MOB_SKELETON g: SQUARE_CORRIDOR, MOB_GHAST, ITEMTYPE_ARMOUR L: SQUARE_CORRIDOR, MOB_LICH, MOBLEVEL_UNIQUE, ITEMTYPE_ARTIFACT, INTRINSIC_LEADER l: SQUARE_CORRIDOR, MOB_LICH, ITEMTYPE_WAND powder118_src/rooms/zoo5.map0000644000175300010010000000036111031474574013127 0ustar # A prison sell for a single evil creature... allowstairs = false +---+ |#x#| |xMx| |#x#| +---+ #: SQUARE_WALL, SQUAREFLAG_LIT x: SQUARE_BLOCKEDDOOR, SQUAREFLAG_LIT M: SQUARE_FLOOR, SQUAREFLAG_LIT, MOBLEVEL_OVERPOWERING, INTRINSIC_ASLEEP powder118_src/rooms/lair.map0000644000175300010010000000077710006365421013164 0ustar # A more complicated lair... # This has a guaranteed mirror shield. allowstairs = false +--------------+ | , | |,,,, ######## | |###, #...#D]# | |#.s,,s...s.D# | |### ,#...#D.# | | ,,,,######## | | , | +--------------+ : SQUARE_EMPTY x: SQUARE_DOOR, SQUAREFLAG_LIT s: SQUARE_SECRETDOOR, SQUAREFLAG_LIT .: SQUARE_FLOOR, SQUAREFLAG_LIT ,: SQUARE_CORRIDOR #: SQUARE_WALL, SQUAREFLAG_LIT D: SQUARE_FLOOR, MOB_BLUEDRAGON, SQUAREFLAG_LIT ]: SQUARE_FLOOR, ITEM_REFLECTSHIELD, SQUAREFLAG_LIT powder118_src/rooms/isle2.map0000644000175300010010000000066710742564376013272 0ustar # A more complex island. minlevel = 4 allowstairs = false +----------+ | ~~~~~~~ | |~~.....~~x| |~...11..~~| |~~~~~~..~~| |~~...~~~~~| | ~~..11..~| |x.~~~..~~~| | x~~~~ | +----------+ : SQUARE_EMPTY x: SQUARE_DOOR, SQUAREFLAG_LIT s: SQUARE_SECRETDOOR, SQUAREFLAG_LIT .: SQUARE_CORRIDOR, SQUAREFLAG_LIT #: SQUARE_WALL, SQUAREFLAG_LIT ~: SQUARE_WATER, SQUAREFLAG_LIT 1: SQUARE_CORRIDOR, SQUAREFLAG_LIT, MOBLEVEL_NORMAL, ITEMTYPE_ANY powder118_src/rooms/lair2.map0000644000175300010010000000055511031474574013251 0ustar # A grid bug hangout. allowstairs = false +-----+ |###x#| |xX'X#| |#'X'#| |#X'Xx| |#x###| +-----+ : SQUARE_EMPTY x: SQUARE_BLOCKEDDOOR, SQUAREFLAG_LIT s: SQUARE_SECRETDOOR, SQUAREFLAG_LIT .: SQUARE_FLOOR, SQUAREFLAG_LIT ,: SQUARE_CORRIDOR #: SQUARE_WALL, SQUAREFLAG_LIT ': SQUARE_FLOOR, SQUAREFLAG_LIT, ITEM_BOULDER X: SQUARE_FLOOR, SQUAREFLAG_LIT, MOB_GRIDBUG powder118_src/rooms/hauntedisle.map0000644000175300010010000000103711031474574014541 0ustar # A haunted island. # Ghosts, I believe, are restricted from walking over water. minlevel = 3 allowstairs = false +--------+ | ~~~~~ | |~~...~~x| |~~!G$.~~| | ~~!..G~| |x.~~~G.~| | x~~~~| +--------+ : SQUARE_EMPTY x: SQUARE_BLOCKEDDOOR, SQUAREFLAG_LIT s: SQUARE_SECRETDOOR, SQUAREFLAG_LIT .: SQUARE_CORRIDOR, SQUAREFLAG_LIT #: SQUARE_WALL, SQUAREFLAG_LIT ~: SQUARE_WATER, SQUAREFLAG_LIT G: SQUARE_CORRIDOR, MOB_GHOST, SQUAREFLAG_LIT !: SQUARE_CORRIDOR, ITEMTYPE_ANY, SQUAREFLAG_LIT $: SQUARE_CORRIDOR, ITEMTYPE_ARTIFACT, SQUAREFLAG_LIT powder118_src/rooms/pillar2.map0000644000175300010010000000034010006365421013564 0ustar # A smaller pillar. +-----+ |#x###| |#...x| |#.#.#| |x...#| |###x#| +-----+ : SQUARE_EMPTY x: SQUARE_DOOR, SQUAREFLAG_LIT s: SQUARE_SECRETDOOR, SQUAREFLAG_LIT .: SQUARE_FLOOR, SQUAREFLAG_LIT #: SQUARE_WALL, SQUAREFLAG_LIT powder118_src/rooms/vault.map0000644000175300010010000000071310076727023013365 0ustar # A double guarded secret room # Created by Zak allowstairs = false +--------+ |##x#####| |#....s.#| |#....#i#| |#....#g#| |x....#i#| |#....#s#| |#....#i#| |#....#g#| |#....#i#| |##x#####| +--------+ : SQUARE_EMPTY x: SQUARE_DOOR, SQUAREFLAG_LIT s: SQUARE_SECRETDOOR, SQUAREFLAG_LIT .: SQUARE_FLOOR, SQUAREFLAG_LIT #: SQUARE_WALL, SQUAREFLAG_LIT g: SQUARE_FLOOR, MOBLEVEL_STRONG, ITEMTYPE_ANY, SQUAREFLAG_LIT i: ITEMTYPE_ANY, SQUARE_FLOOR, SQUAREFLAG_LIT powder118_src/rooms/orc_lair2.map0000644000175300010010000000137511031474574014115 0ustar # A larger orcish Lair allowstairs = false minlevel = 10 +----------+ | #x###### | | #.o....##| |#####x#o.x| |#.(O..####| |#....O...#| |#o.#..#.o#| |#(.#(1#.(#| |#..##s#..#| |####$$####| | | +----------+ : SQUARE_EMPTY x: SQUARE_BLOCKEDDOOR, SQUAREFLAG_LIT .: SQUARE_FLOOR, SQUAREFLAG_LIT #: SQUARE_WALL, SQUAREFLAG_LIT O: SQUARE_FLOOR, MOB_HILLORC, SQUAREFLAG_LIT, ITEMTYPE_ARMOUR o: SQUARE_FLOOR, MOB_ORC, SQUAREFLAG_LIT, ITEMTYPE_ARMOUR 1: SQUARE_FLOOR, MOB_HILLORC, MOBLEVEL_UNIQUE, SQUAREFLAG_LIT, ITEMTYPE_ARTIFACT, INTRINSIC_LEADER, ITEMTYPE_ARMOUR (: SQUARE_FLOOR, ITEMTYPE_WEAPON, SQUAREFLAG_LIT [: SQUARE_FLOOR, ITEMTYPE_ARMOUR, SQUAREFLAG_LIT s: SQUARE_SECRETDOOR, SQUAREFLAG_LIT $: SQUARE_CORRIDOR, ITEMTYPE_ANY, ITEMTYPE_ANY, ITEMTYPE_ANY powder118_src/rooms/isle.map0000644000175300010010000000046110074250573013165 0ustar # A simple island. minlevel = 3 +--------+ | ~~~~~ | |~~...~~x| |~~....~~| | ~~....~| |x.~~~..~| | x~~~~| +--------+ : SQUARE_EMPTY x: SQUARE_DOOR, SQUAREFLAG_LIT s: SQUARE_SECRETDOOR, SQUAREFLAG_LIT .: SQUARE_CORRIDOR, SQUAREFLAG_LIT #: SQUARE_WALL, SQUAREFLAG_LIT ~: SQUARE_WATER, SQUAREFLAG_LIT powder118_src/rooms/tridude.map0000644000175300010010000000056611031474574013702 0ustar # The Tridude Breeding Grounds allowstairs = false +-------+ |#####x#| |#'t.~~x| |#ttt'.#| |x..'t'#| |#~~ttt#| |###x###| +-------+ : SQUARE_EMPTY x: SQUARE_BLOCKEDDOOR, SQUAREFLAG_LIT .: SQUARE_FLOOR, SQUAREFLAG_LIT #: SQUARE_WALL, SQUAREFLAG_LIT t: SQUARE_FLOOR, MOB_TRIDUDE, SQUAREFLAG_LIT ': SQUARE_FLOOR, ITEM_BOULDER, SQUAREFLAG_LIT ~: SQUARE_WATER, SQUAREFLAG_LIT powder118_src/rooms/lava3.map0000644000175300010010000000076711031474574013253 0ustar # A pool of toasty lava. minlevel = 20 allowstairs = false +--------+ | x | | ~~~~ | | ~~~1~~x| | ~121~ | |x~~~~~ | | ~~~ ~~ | | x x | +--------+ : SQUARE_EMPTY x: SQUARE_BLOCKEDDOOR, SQUAREFLAG_LIT s: SQUARE_SECRETDOOR, SQUAREFLAG_LIT .: SQUARE_CORRIDOR, SQUAREFLAG_LIT #: SQUARE_WALL, SQUAREFLAG_LIT ~: SQUARE_LAVA, SQUAREFLAG_LIT 1: SQUARE_LAVA, SQUAREFLAG_LIT, MOB_FIREELEMENTAL 2: SQUARE_LAVA, SQUAREFLAG_LIT, MOB_FIREELEMENTAL, MOBLEVEL_UNIQUE, ITEMTYPE_ARTIFACT, INTRINSIC_LEADER powder118_src/rooms/spiral.map0000644000175300010010000000040110006365421013507 0ustar # A simple spiral +-------+ |#######| |x.....#| |#####.#| |#.....#| |#.#####| |#.....x| |#######| +-------+ : SQUARE_EMPTY x: SQUARE_DOOR, SQUAREFLAG_LIT s: SQUARE_SECRETDOOR, SQUAREFLAG_LIT .: SQUARE_FLOOR, SQUAREFLAG_LIT #: SQUARE_WALL, SQUAREFLAG_LIT powder118_src/rooms/hall.map0000644000175300010010000000044710025224172013145 0ustar # A simple hallway with side rooms. +-------+ |#######| |#.....x| |#.....#| |###x###| |x.....x| |###x###| |#.....#| |#.....#| |###x###| +-------+ : SQUARE_EMPTY x: SQUARE_DOOR, SQUAREFLAG_LIT s: SQUARE_SECRETDOOR, SQUAREFLAG_LIT .: SQUARE_FLOOR, SQUAREFLAG_LIT #: SQUARE_WALL, SQUAREFLAG_LIT powder118_src/rooms/vault2.map0000644000175300010010000000064210162233360013440 0ustar # A double guarded secret room, mark 2 allowstairs = false +--------+ |##x#####| |#..#.s.#| |#..#g#i#| |#..#.#g#| |x..sg#g#| |#..#.#i#| |##x#####| +--------+ : SQUARE_EMPTY x: SQUARE_DOOR, SQUAREFLAG_LIT s: SQUARE_SECRETDOOR, SQUAREFLAG_LIT .: SQUARE_FLOOR, SQUAREFLAG_LIT #: SQUARE_WALL, SQUAREFLAG_LIT g: SQUARE_FLOOR, MOBLEVEL_STRONG, ITEMTYPE_ANY, SQUAREFLAG_LIT i: ITEMTYPE_ANY, SQUARE_FLOOR, SQUAREFLAG_LIT powder118_src/rooms/temple.map0000644000175300010010000000126011031474574013520 0ustar # The temple of the Kobold God # Created by Zak allowstairs = false minlevel = 3 +-----------+ |###########| |#...1"K...#| |#.#k.k.k#.#| |#.#######.#| |#.........#| |#[#..#..#(#| |###..#..###| |x.........x| |#.#..#..#.#| |#.........#| |#####x#####| +-----------+ : SQUARE_EMPTY x: SQUARE_BLOCKEDDOOR, SQUAREFLAG_LIT .: SQUARE_FLOOR, SQUAREFLAG_LIT #: SQUARE_WALL, SQUAREFLAG_LIT ": SQUARE_FLOOR, ITEMTYPE_AMULET, SQUAREFLAG_LIT K: SQUARE_FLOOR, MOB_KOBOLDMAGE, SQUAREFLAG_LIT 1: SQUARE_FLOOR, MOB_KOBOLDMAGE, SQUAREFLAG_LIT, INTRINSIC_LEADER k: SQUARE_FLOOR, MOB_KOBOLD, SQUAREFLAG_LIT (: SQUARE_FLOOR, ITEMTYPE_WEAPON, SQUAREFLAG_LIT [: SQUARE_FLOOR, ITEMTYPE_ARMOUR, SQUAREFLAG_LIT powder118_src/rooms/slug2.map0000644000175300010010000000116411031474574013271 0ustar # Slug Pit # If wishes were slugs, the slime pits would be full. allowstairs = false minlevel = 6 +----------+ |########x#| |x.s.S@...#| |####~#.###| |#1.~~#.S.#| |#.D~~###D#| |##D~##s..#| |######x###| +----------+ x: SQUARE_BLOCKEDDOOR, SQUAREFLAG_LIT @: SQUARE_SECRETDOOR, SQUAREFLAG_LIT .: SQUARE_CORRIDOR, SQUAREFLAG_LIT #: SQUARE_EMPTY, SQUAREFLAG_LIT 1: SQUARE_CORRIDOR, SQUAREFLAG_LIT, MOB_DEATHSLUG, MOBLEVEL_UNIQUE, ITEMTYPE_ARTIFACT D: SQUARE_CORRIDOR, SQUAREFLAG_LIT, MOB_DEATHSLUG S: SQUARE_CORRIDOR, SQUAREFLAG_LIT, MOB_PURPLESLUG s: SQUARE_CORRIDOR, SQUAREFLAG_LIT, MOB_BROWNSLUG ~: SQUARE_ACID, SQUAREFLAG_LIT powder118_src/rooms/vault3.map0000644000175300010010000000072610434746256013463 0ustar # An impenetrable store house - except to teleportation! allowstairs = false +--------+ |####x# | |#....# | |#..%%%%%| |#..%i^i%| |x..%iAi%| |#..%iii%| |##x%%%%%| +--------+ : SQUARE_EMPTY x: SQUARE_DOOR, SQUAREFLAG_LIT .: SQUARE_FLOOR, SQUAREFLAG_LIT ^: SQUARE_FLOORTELEPORTER, SQUAREFLAG_LIT #: SQUARE_WALL, SQUAREFLAG_LIT %: SQUARE_REINFORCEDWALL, SQUAREFLAG_LIT i: ITEMTYPE_ANY, SQUARE_FLOOR, SQUAREFLAG_LIT A: ITEMTYPE_ARTIFACT, SQUARE_FLOOR, SQUAREFLAG_LIT powder118_src/rooms/ratwarren2.map0000644000175300010010000000105111031474574014317 0ustar # A warren of rats. # some cool loot too. allowstairs = false +------+ |######| |#.r.r/| |#r#r.#| |#r##r#| |#(r###| |#[=R+#| |######| +------+ .: SQUARE_FLOOR, SQUAREFLAG_LIT r: SQUARE_FLOOR, MOB_GIANTRAT, SQUAREFLAG_LIT R: SQUARE_FLOOR, MOB_GIANTRAT, SQUAREFLAG_LIT, MOBLEVEL_UNIQUE #: SQUARE_WALL, SQUAREFLAG_LIT /: SQUARE_BLOCKEDDOOR, SQUAREFLAG_LIT (: SQUARE_FLOOR, ITEMTYPE_WEAPON, SQUAREFLAG_LIT [: SQUARE_FLOOR, ITEMTYPE_ARMOUR, SQUAREFLAG_LIT =: SQUARE_FLOOR, ITEMTYPE_RING, SQUAREFLAG_LIT +: SQUARE_FLOOR, ITEMTYPE_SPELLBOOK, SQUAREFLAG_LIT powder118_src/rooms/zoo.map0000644000175300010010000000036011031474574013041 0ustar # A simple zoo. # 2x3 monsters. allowstairs = false +----+ |#x##| |xmm#| |#mmx| |#mm#| |##x#| +----+ #: SQUARE_WALL, SQUAREFLAG_LIT x: SQUARE_BLOCKEDDOOR, SQUAREFLAG_LIT m: SQUARE_FLOOR, SQUAREFLAG_LIT, MOBLEVEL_NORMAL, INTRINSIC_ASLEEP powder118_src/rooms/circle2.map0000644000175300010010000000033510006365421013546 0ustar # A smaller circle +-------+ | ##x## | |##...##| |#.....x| |#.....#| |x.....#| |##...##| | ##x## | +-------+ : SQUARE_EMPTY x: SQUARE_DOOR, SQUAREFLAG_LIT .: SQUARE_FLOOR, SQUAREFLAG_LIT #: SQUARE_WALL, SQUAREFLAG_LIT powder118_src/rooms/hruth.map0000644000175300010010000000412211031474574013364 0ustar # H'ruth's Quest allowstairs = false allowgeneration = false allowdig = false allowitems = false allowtele = false quest = GOD_BARB rarity = 0 pos = 0 0 +------------------------------+ |##############################| |#####....##...5###############| |####......#.#.##..############| |####..6...+.#..+..+....#######| |####......######4.#....#######| |#####....##...##..#..3.#######| |#####.####.....####....#######| |#####+#<)+..1..+.2+....#######| |#####.####.....###############| |##.......##...##.......#######| |#.........######..9.9..#######| |#...7..7..#....+.......#######| |#.........+..8.#..9..9.+.#####| |##.......##....#.......#A#####| |########################.#####| |#^^^^^^^^#.........#.###+###.#| |#^&&^&&^^#.C.C.C...###.....###| |#^&&&&&&^#.........#..B...B..#| |#^&D^&D&&+.C.C.C...+.........#| |#^&&&&&&^#.........#.........#| |#^&D&&D^^#.C.C.C...###.....###| |#^&&^&&&^#.........###########| |#^&^^^^^^#####################| |##+#######....################| |##.......+..E.+>##############| |##########....################| |##############################| |##############################| +------------------------------+ .: SQUARE_FLOOR, SQUAREFLAG_LIT #: SQUARE_REINFORCEDWALL, SQUAREFLAG_LIT ^: SQUARE_MOUNTAIN, SQUAREFLAG_LIT &: SQUARE_FOREST, SQUAREFLAG_LIT +: SQUARE_BLOCKEDDOOR, SQUAREFLAG_LIT ): SQUARE_FLOOR, ITEMTYPE_WEAPON, SQUAREFLAG_LIT >: SQUARE_LADDERDOWN, SQUAREFLAG_LIT <: SQUARE_LADDERUP, SQUAREFLAG_LIT 1: SQUARE_FLOOR, SQUAREFLAG_LIT, MOB_DAEMON 2: SQUARE_FLOOR, SQUAREFLAG_LIT, MOB_COCKATRICE 3: SQUARE_FLOOR, SQUAREFLAG_LIT, MOB_YELLOWDRAGON 4: SQUARE_FLOOR, SQUAREFLAG_LIT, MOB_GREENDRAGON 5: SQUARE_FLOOR, SQUAREFLAG_LIT, MOB_LICH 6: SQUARE_FLOOR, SQUAREFLAG_LIT, MOB_HILLORC 7: SQUARE_FLOOR, SQUAREFLAG_LIT, MOB_ORC 8: SQUARE_FLOOR, SQUAREFLAG_LIT, MOB_IRONGOLEM 9: SQUARE_FLOOR, SQUAREFLAG_LIT, MOB_GHAST A: SQUARE_FLOOR, SQUAREFLAG_LIT, MOB_WATERELEMENTAL B: SQUARE_FLOOR, SQUAREFLAG_LIT, MOB_FIREELEMENTAL C: SQUARE_FLOOR, SQUAREFLAG_LIT, MOB_KOBOLDFIGHTER D: SQUARE_FOREST, SQUAREFLAG_LIT, MOB_KOBOLDASSASSIN E: SQUARE_FLOOR, SQUAREFLAG_LIT, MOB_LARGETURTLOID, MOBLEVEL_UNIQUE powder118_src/rooms/tutorial.map0000644000175300010010000000603611031474574014103 0ustar # Tutorial Level # Things learned # 1) We want to get to interesting point quickly # This means enough to really play POWDER # 2) We want people to learn that POWDER is non-linear # The open approach to exploration helps teach this. # 3) Not too many sign posts before first fight! allowstairs = false allowgeneration = false allowdig = false allowitems = false allowtele = false rarity = 0 pos = 0 0 +------------------------------+ |##############################| |#...##...##.......#...##..8.##| |#<.1...2.##...b6..+.r.##.k..##| |#...##...##.......#+#+#####.##| |#######.###########.#....#H.##| |######...#..(..####7####.##.##| |######.3...4..5.+...####.##+##| |######...#.....######.......##| |#####################...9...##| |##########rrr####.....!./.?.##| |##~~...####+#####.###.......##| |##~~.C..##.=..#....##+###.####| |##~~###....=B.s.A..##.###...##| |##~~###s##....#....##.#####+##| |##!?r...###+#########.###!0..#| |##//###### , ########+###(...#| |######### , #####.....######| |######### ,,, #####..E.d+..rr#| |######## ,F, #####.....#...r#| |######## ,,, #############| |######## , ,, ##| |######## ,,,,G,+,,, ,,, , #| |######### ,,, ,,,,,,,,,,, #| |############ ,, ,,,,z,,,,,, #| |############ ,,,z,,, #| |################,,, ,,, ##| |############...s,,,,z,,,, ####| |############.D.##,,,,,, ####| |############...### #####| |##############################| |##############################| +------------------------------+ .: SQUARE_FLOOR, SQUAREFLAG_LIT #: SQUARE_WALL, SQUAREFLAG_LIT : SQUARE_EMPTY ,: SQUARE_CORRIDOR ~: SQUARE_WATER, SQUAREFLAG_LIT +: SQUARE_BLOCKEDDOOR, SQUAREFLAG_LIT s: SQUARE_SECRETDOOR, SQUAREFLAG_LIT <: SQUARE_LADDERUP (: SQUARE_FLOOR, ITEM_LONGSWORD, SQUAREFLAG_LIT /: SQUARE_FLOOR, ITEMTYPE_WAND, SQUAREFLAG_LIT =: SQUARE_FLOOR, ITEMTYPE_SPELLBOOK, SQUAREFLAG_LIT !: SQUARE_FLOOR, ITEMTYPE_POTION, SQUAREFLAG_LIT ?: SQUARE_FLOOR, ITEMTYPE_SCROLL, SQUAREFLAG_LIT r: SQUARE_FLOOR, MOB_RAT, SQUAREFLAG_LIT d: SQUARE_FLOOR, ITEM_DAGGER, ITEM_DAGGER, ITEM_DAGGER, ITEM_DAGGER, SQUAREFLAG_LIT b: SQUARE_FLOOR, ITEM_BOULDER, SQUAREFLAG_LIT k: SQUARE_FLOOR, MOB_KIWI, SQUAREFLAG_LIT z: SQUARE_CORRIDOR, MOB_REDDRAGON 1: SQUARE_SIGNPOST, SQUAREFLAG_LIT, SIGNPOST_WELCOME 2: SQUARE_SIGNPOST, SQUAREFLAG_LIT, SIGNPOST_MINIMAP 3: SQUARE_SIGNPOST, SQUAREFLAG_LIT, SIGNPOST_INVENTORY 4: SQUARE_SIGNPOST, SQUAREFLAG_LIT, SIGNPOST_PICKUP 5: SQUARE_SIGNPOST, SQUAREFLAG_LIT, SIGNPOST_DOOR 6: SQUARE_SIGNPOST, SQUAREFLAG_LIT, SIGNPOST_BOULDER 7: SQUARE_SIGNPOST, SQUAREFLAG_LIT, SIGNPOST_MELEE 8: SQUARE_SIGNPOST, SQUAREFLAG_LIT, SIGNPOST_LOOK 9: SQUARE_SIGNPOST, SQUAREFLAG_LIT, SIGNPOST_USE 0: SQUARE_SIGNPOST, SQUAREFLAG_LIT, SIGNPOST_DIP A: SQUARE_SIGNPOST, SQUAREFLAG_LIT, SIGNPOST_SEARCH B: SQUARE_SIGNPOST, SQUAREFLAG_LIT, SIGNPOST_SPELLS C: SQUARE_SIGNPOST, SQUAREFLAG_LIT, SIGNPOST_WATER D: SQUARE_SIGNPOST, SQUAREFLAG_LIT, SIGNPOST_WONTUTORIAL E: SQUARE_SIGNPOST, SQUAREFLAG_LIT, SIGNPOST_QUIVER F: SQUARE_SIGNPOST, SIGNPOST_DARK G: SQUARE_SIGNPOST, SIGNPOST_DRAGONS H: SQUARE_SIGNPOST, SIGNPOST_KIWI powder118_src/rooms/tridude4.map0000644000175300010010000000100111031474574013747 0ustar # The Lair of Blue Tridudes allowstairs = false minlevel = 10 +--------+ |###x####| |###..###| |##..'.##| |##.t..##| |##..T.##| |#.t.'t.x| |x.'##..#| |#..##..#| |######x#| +--------+ : SQUARE_EMPTY x: SQUARE_BLOCKEDDOOR, SQUAREFLAG_LIT .: SQUARE_FLOOR, SQUAREFLAG_LIT #: SQUARE_WALL, SQUAREFLAG_LIT t: SQUARE_FLOOR, MOB_BLUETRIDUDE, SQUAREFLAG_LIT T: SQUARE_FLOOR, MOB_BLUETRIDUDE, MOBLEVEL_UNIQUE, INTRINSIC_LEADER, SQUAREFLAG_LIT ': SQUARE_FLOOR, ITEM_BOULDER, SQUAREFLAG_LIT ~: SQUARE_ACID, SQUAREFLAG_LIT powder118_src/rooms/temple2.map0000644000175300010010000000124311031474574013603 0ustar # Another temple to the Kobold God allowstairs = false minlevel = 3 +-----------+ |#########x#| |#.."....#.#| |#..1K#k(#.#| |#.####[.#.#| |#.k(....#.#| |#.[.....x.#| |#####x###.#| |x..#k.k#..x| |#..#...#..#| |#.........#| |#####x#####| +-----------+ : SQUARE_EMPTY x: SQUARE_BLOCKEDDOOR, SQUAREFLAG_LIT .: SQUARE_FLOOR, SQUAREFLAG_LIT #: SQUARE_WALL, SQUAREFLAG_LIT ": SQUARE_FLOOR, ITEMTYPE_AMULET, SQUAREFLAG_LIT K: SQUARE_FLOOR, MOB_KOBOLDMAGE, SQUAREFLAG_LIT 1: SQUARE_FLOOR, MOB_KOBOLDMAGE, SQUAREFLAG_LIT, INTRINSIC_LEADER k: SQUARE_FLOOR, MOB_KOBOLD, SQUAREFLAG_LIT (: SQUARE_FLOOR, ITEMTYPE_WEAPON, SQUAREFLAG_LIT [: SQUARE_FLOOR, ITEMTYPE_ARMOUR, SQUAREFLAG_LIT powder118_src/rooms/sokoban2.map0000644000175300010010000000037710006365421013747 0ustar # A simple switch. allowstairs = false +-----+ | #x# | |##.##| |x.'.x| |##.##| | #x# | +-----+ : SQUARE_EMPTY x: SQUARE_DOOR, SQUAREFLAG_LIT .: SQUARE_FLOOR, SQUAREFLAG_LIT #: SQUARE_WALL, SQUAREFLAG_LIT ': SQUARE_FLOOR, ITEM_BOULDER, SQUAREFLAG_LIT powder118_src/rooms/kiwi.map0000644000175300010010000000052311327424226013173 0ustar # Kiwi's hide a secret. allowstairs = false +-------+ |##### | |x.k.si | |#...#i | |#k.k#i | |###x# | +-------+ : SQUARE_EMPTY x: SQUARE_DOOR, SQUAREFLAG_LIT s: SQUARE_SECRETDOOR, SQUAREFLAG_LIT .: SQUARE_FLOOR, SQUAREFLAG_LIT #: SQUARE_WALL, SQUAREFLAG_LIT i: ITEMTYPE_ANY, SQUARE_CORRIDOR k: SQUARE_FLOOR, SQUAREFLAG_LIT, MOB_KIWI powder118_src/rooms/secret.map0000644000175300010010000000034110006365421013505 0ustar # A secret wall +-------+ |#######| |x..#..#| |#..s..x| |#######| +-------+ : SQUARE_EMPTY x: SQUARE_DOOR, SQUAREFLAG_LIT s: SQUARE_SECRETDOOR, SQUAREFLAG_LIT .: SQUARE_FLOOR, SQUAREFLAG_LIT #: SQUARE_WALL, SQUAREFLAG_LIT powder118_src/rooms/crypt5.map0000644000175300010010000000057110743536604013466 0ustar # I think Prakal was here? allowstairs = false minlevel = 2 +------+ |####x#| |x....#| |# .#| |# L .#| |# .x| |######| +------+ : SQUARE_EMPTY x: SQUARE_DOOR, SQUAREFLAG_LIT .: SQUARE_FLOOR, SQUAREFLAG_LIT s: SQUARE_SECRETDOOR, SQUAREFLAG_LIT #: SQUARE_WALL, SQUAREFLAG_LIT L: SQUARE_FLOOR, MOB_LICH, SQUAREFLAG_LIT, ITEMTYPE_WEAPON, ITEMTYPE_ARTIFACT, MOBLEVEL_UNIQUE powder118_src/rooms/ratwarren.map0000644000175300010010000000074711031474574014250 0ustar # A warren of rats. # some cool loot too. allowstairs = false +------+ |######| |+.r.r#| |#r.r.#| |####r#| |#("r.#| |#[=.r#| |######| +------+ .: SQUARE_FLOOR, SQUAREFLAG_LIT r: SQUARE_FLOOR, MOB_GIANTRAT, SQUAREFLAG_LIT #: SQUARE_WALL, SQUAREFLAG_LIT +: SQUARE_BLOCKEDDOOR, SQUAREFLAG_LIT (: SQUARE_FLOOR, ITEMTYPE_WEAPON, SQUAREFLAG_LIT [: SQUARE_FLOOR, ITEMTYPE_ARMOUR, SQUAREFLAG_LIT =: SQUARE_FLOOR, ITEMTYPE_RING, SQUAREFLAG_LIT ": SQUARE_FLOOR, ITEMTYPE_AMULET, SQUAREFLAG_LIT powder118_src/rooms/poison.map0000644000175300010010000000106611031474574013545 0ustar # A poisonous area... minlevel = 10 allowstairs = false +--------+ |########| |#1x....#| |###.#..#| |+..s#S.#| |#...#..#| |#..S#s.#| |#.D.#D.+| |#...#..#| |###+####| +--------+ : SQUARE_EMPTY +: SQUARE_BLOCKEDDOOR, SQUAREFLAG_LIT x: SQUARE_SECRETDOOR, SQUAREFLAG_LIT s: SQUARE_FLOOR, MOB_SCORPION, SQUAREFLAG_LIT S: SQUARE_FLOOR, MOB_GIANTSPIDER, SQUAREFLAG_LIT D: SQUARE_FLOOR, MOB_GREENDRAGON, SQUAREFLAG_LIT .: SQUARE_FLOOR, SQUAREFLAG_LIT #: SQUARE_WALL, SQUAREFLAG_LIT 1: SQUARE_CORRIDOR, SQUAREFLAG_LIT, MOB_GREENDRAGON, MOBLEVEL_UNIQUE, ITEMTYPE_ARTIFACT powder118_src/rooms/crypt.map0000644000175300010010000000126111031505614013362 0ustar # An ancient crypt # Created by Zak allowstairs = false +-------------+ |#############| |#(#z#z#.#[#z#| |#s#.#s#.#s#.#| |#...........#| |#...........#| |#........####| |x........x+L#| |#........####| |#...........#| |#...........#| |#s#.#s#.#s#.#| |#z#.#[#z#z#z#| |#############| +-------------+ : SQUARE_EMPTY x: SQUARE_BLOCKEDDOOR, SQUAREFLAG_LIT s: SQUARE_SECRETDOOR, SQUAREFLAG_LIT .: SQUARE_FLOOR, SQUAREFLAG_LIT #: SQUARE_WALL, SQUAREFLAG_LIT (: SQUARE_FLOOR, ITEMTYPE_WEAPON, SQUAREFLAG_LIT [: SQUARE_FLOOR, ITEMTYPE_ARMOUR, SQUAREFLAG_LIT z: SQUARE_FLOOR, MOB_ZOMBIE, SQUAREFLAG_LIT L: SQUARE_FLOOR, MOB_LICH, SQUAREFLAG_LIT +: SQUARE_FLOOR, ITEMTYPE_SPELLBOOK, SQUAREFLAG_LIT powder118_src/rooms/quizar.map0000644000175300010010000000362111031474574013550 0ustar # Quizar's Quest allowstairs = false allowgeneration = false allowdig = false allowitems = true allowtele = false quest = GOD_ROGUE rarity = 0 pos = 0 0 +------------------------------+ |##############################| |#1### ....###....########1##| |#Ddd ..B.B.#...B...AAA##AY##| |## d......^^^^^^^^^^^^AAyAy###| |# .^.....^.B#....B...^AAy####| |#...^. ...^..#..B...^^^.AA.###| |# ..^ .^..#......^....^B.##| |# .^.....^.###....^^.B.B^..##| |## .^ ##^^^^^^^^^^.####^####| |## .^ ####^#####^######..^.###| |# .^^#^L^^#####^..#....B^..##| |# ...^#^#^######^.B#B....^...#| |# ^^^^^#^^IIIFI^..#...^^^^B.#| |###B.^####IIIffIIB.#..B^..^^^#| |#.#<.^#..###IfIIII.#...^B.^>^#| |#.B..^#....##IIIII.#...^..^^^#| |#....^#.B.B.^III.^^^^^^^..^B.#| |# . #^#.....^.IIII.#...^^B^..#| |#####^#B...^^......#....^^^..#| |#....^^^^^^^...B..B#....^...##| |#.B..^##.B.^^^^.#..##...^..###| |#..B.^.#......^^^^^.####^#####| |#....^.#...B....#.^..B..^.####| |#.B..^^^^^^^^..##.^.B..B^BLL##| |#...B^..B...^^^^^^^^.LLL^LL###| |#WWWW^.........##..^^LLLLL####| |####WW.B..B...#####.LLrLL#####| |##WeWeW..B..####YY###LLrLrLL##| |##E#WW#######......########R##| |##1##WWWWW+AA...YY.+EE11###1##| |##############################| +------------------------------+ .: SQUARE_CORRIDOR #: SQUARE_REINFORCEDWALL : SQUARE_EMPTY ^: SQUARE_PATHPIT +: SQUARE_BLOCKEDDOOR L: SQUARE_LAVA W: SQUARE_WATER A: SQUARE_ACID I: SQUARE_ICE >: SQUARE_LADDERDOWN <: SQUARE_LADDERUP 1: SQUARE_CORRIDOR, ITEMTYPE_ARTIFACT B: SQUARE_CORRIDOR, ITEM_BOULDER y: SQUARE_ACID, MOB_YELLOWDRAGON Y: SQUARE_ACID, MOB_YELLOWDRAGON, MOBLEVEL_UNIQUE r: SQUARE_LAVA, MOB_REDDRAGON R: SQUARE_LAVA, MOB_REDDRAGON, MOBLEVEL_UNIQUE f: SQUARE_ICE, MOB_WHITEDRAGON F: SQUARE_ICE, MOB_WHITEDRAGON, MOBLEVEL_UNIQUE e: SQUARE_WATER, MOB_WATERELEMENTAL E: SQUARE_WATER, MOB_WATERELEMENTAL, MOBLEVEL_UNIQUE d: SQUARE_PATHPIT, MOB_EARTHELEMENTAL D: SQUARE_PATHPIT, MOB_EARTHELEMENTAL, MOBLEVEL_UNIQUE powder118_src/rooms/forest2.map0000644000175300010010000000101211031474574013611 0ustar # A forested maze allowstairs = false +--------+ |###x####| |#&&&&#&x| |x&##&&&#| |#&###&##| |#&#V#&&#| |###v##&#| |#&B&&B&#| |########| +--------+ : SQUARE_EMPTY x: SQUARE_BLOCKEDDOOR, SQUAREFLAG_LIT #: SQUARE_WALL, SQUAREFLAG_LIT .: SQUARE_CORRIDOR, SQUAREFLAG_LIT &: SQUARE_FOREST, SQUAREFLAG_LIT V: SQUARE_FOREST, SQUAREFLAG_LIT, MOB_VAMPIREBAT, MOBLEVEL_UNIQUE, ITEMTYPE_ANY, ITEMTYPE_ANY, ITEMTYPE_ANY, ITEMTYPE_ANY v: SQUARE_FOREST, SQUAREFLAG_LIT, MOB_VAMPIREBAT B: SQUARE_FOREST, SQUAREFLAG_LIT, MOB_LARGEBAT powder118_src/rooms/vault4.map0000644000175300010010000000072210570717166013457 0ustar # A double guarded secret room, mark 3 allowstairs = false +--------+ |##x# | |x..#,ii | |#..#,Gi | |#..# | |#..sg,g | |#..#,gi | |#x## | +--------+ : SQUARE_EMPTY x: SQUARE_DOOR, SQUAREFLAG_LIT s: SQUARE_SECRETDOOR, SQUAREFLAG_LIT .: SQUARE_FLOOR, SQUAREFLAG_LIT #: SQUARE_WALL, SQUAREFLAG_LIT g: SQUARE_CORRIDOR, MOBLEVEL_STRONG, ITEMTYPE_ANY G: SQUARE_CORRIDOR, MOBLEVEL_UNIQUE, ITEMTYPE_ARTIFACT i: ITEMTYPE_ANY, SQUARE_CORRIDOR ,: SQUARE_CORRIDOR powder118_src/rooms/pillar.map0000644000175300010010000000043610742564376013531 0ustar # A pillar to dance around +--------+ |####x###| |#......#| |#.#s##.#| |x.#..#.x| |#.#..#.#| |#.##s#.#| |#......#| |####x###| +--------+ : SQUARE_EMPTY x: SQUARE_DOOR, SQUAREFLAG_LIT s: SQUARE_SECRETDOOR, SQUAREFLAG_LIT .: SQUARE_FLOOR, SQUAREFLAG_LIT #: SQUARE_WALL, SQUAREFLAG_LIT powder118_src/rooms/minotaur.map0000644000175300010010000000122610625736037014075 0ustar # The halls of the Minotaur! allowstairs = false minlevel = 15 maxlevel = 15 mandatory = 1 +---------------+ |###x###x###x###| |##..#.....#...#| |#...#.....###.x| |x......#....###| |#......#......#| |#..#######....#| |#..#..)..#....x| |x..#..M/.#..###| |#..#.....#....#| |#..###..##..#.#| |#...........#.x| |x...........#.#| |#x###########.#| |#......#......#| |####x###x###x##| +---------------+ : SQUARE_EMPTY x: SQUARE_FLOOR, SQUAREFLAG_LIT #: SQUARE_WALL, SQUAREFLAG_LIT .: SQUARE_FLOOR, SQUAREFLAG_LIT M: SQUARE_FLOOR, SQUAREFLAG_LIT, MOB_CRETAN_MINOTAUR ): SQUARE_FLOOR, SQUAREFLAG_LIT, ITEMTYPE_ARTIFACT /: SQUARE_FLOOR, SQUAREFLAG_LIT, ITEMTYPE_WAND powder118_src/rooms/klaskov.map0000644000175300010010000000340210667660605013712 0ustar # Klaskov Quest allowstairs = false allowgeneration = false allowdig = false allowitems = false allowtele = false rarity = 0 quest = GOD_FIGHTER pos = 0 0 +------------------------------+ |^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^| |^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^| |^^^^^^^^^^^^^^^^^^^^^^^>^^^^^^| |^^^^^^^^^^^^^^^^^^^^^^&&^^^^^^| |^^^^^^^^^^^^^^^^^^^^&&&.^^^^^^| |^^^^^^^^^^^...&&&&&&&^^^^^^^^^| |^^^^^^^^^..HHH!HHH&&&^^^^^^^^^| |^^^^^^^^...HHHHHHH.&&^^^^^^^^^| |^^^^^^^^...hhhhhhh...^^^^^^^^^| |^^^^^^^^^..hhhhhhh.^^^^^^^^^^^| |^^^^^^^^^^......^^^^^^^^^^^^^^| |^^^^^^^^^^^^..^^^^^^^^^^^^^^^^| |^^^^^^^^^^^^..^^^^^^^^^^^^^^^^| |^^^^^^^^&&.......^^^^^^^^^^^^^| |^^^^^^&&&&........^^^^^^^^^^^^| |^^^^^&&~~~.......&&&^^^^^^^^^^| |^^^^&&~~~~~~~...~~~&&^^^^^^^^^| |^^^^&&&&.~~~~..~~~~&&&^^^^^^^^| |^^^^&&&&&..........&&^^^^^^^^^| |^^^^^&&&..@.....@..&&^^^^^^^^^| |^^^^^^&&.#####.#+##^^^^^^^^^^^| |^^^^^^...+,,<#.#,,#..^^^^^^^^^| |^^^^^^...#,,t#.#,t+....^^^^^^^| |^^^^^^^..#####.##+#...^^^^^^^^| |^^^^^^^^.......#,,#.^^^^^^^^^^| |^^^^^^^^^^.....####^^^^^^^^^^^| |^^^^^^^^^^^.......^^^^^^^^^^^^| |^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^| |^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^| |^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^| +------------------------------+ .: SQUARE_GRASS, SQUAREFLAG_LIT ,: SQUARE_FLOOR, SQUAREFLAG_LIT t: SQUARE_FLOOR, SQUAREFLAG_LIT #: SQUARE_WALL, SQUAREFLAG_LIT ^: SQUARE_MOUNTAIN, SQUAREFLAG_LIT &: SQUARE_FOREST, SQUAREFLAG_LIT ~: SQUARE_WATER, SQUAREFLAG_LIT +: SQUARE_DOOR, SQUAREFLAG_LIT =: SQUARE_FLOOR, ITEMTYPE_SPELLBOOK, SQUAREFLAG_LIT >: SQUARE_LADDERDOWN, SQUAREFLAG_LIT <: SQUARE_LADDERUP, SQUAREFLAG_LIT @: SQUARE_GRASS, SQUAREFLAG_LIT h: SQUARE_GRASS, SQUAREFLAG_LIT, MOB_ORC H: SQUARE_GRASS, SQUAREFLAG_LIT, MOB_HILLORC !: SQUARE_GRASS, SQUAREFLAG_LIT, MOB_HILLORC, MOBLEVEL_UNIQUE, INTRINSIC_LEADER powder118_src/rooms/forest.map0000644000175300010010000000053311031474574013536 0ustar # A tranquil forest glade minlevel = 8 allowstairs = false +--------+ | x | | .....x| |x..&&&& | | &&&&& | | &&&a& | | &a&&&& | | &&&& | | | +--------+ : SQUARE_EMPTY x: SQUARE_BLOCKEDDOOR, SQUAREFLAG_LIT .: SQUARE_CORRIDOR, SQUAREFLAG_LIT &: SQUARE_FOREST, SQUAREFLAG_LIT a: SQUARE_FOREST, SQUAREFLAG_LIT, MOB_KOBOLDASSASSIN powder118_src/rooms/turtloid_pond2.map0000644000175300010010000000104111031474574015177 0ustar # Another haven for turtloids. minlevel = 17 allowstairs = false +--------+ | | | T~t~~x| | ~5t | |x~t~t~ | | ~~~~x| | x | +--------+ : SQUARE_EMPTY x: SQUARE_BLOCKEDDOOR, SQUAREFLAG_LIT s: SQUARE_SECRETDOOR, SQUAREFLAG_LIT .: SQUARE_CORRIDOR, SQUAREFLAG_LIT #: SQUARE_WALL, SQUAREFLAG_LIT ~: SQUARE_WATER, SQUAREFLAG_LIT 5: SQUARE_CORRIDOR, MOB_TURTLOID, MOBLEVEL_UNIQUE, SQUAREFLAG_LIT, ITEMTYPE_ARTIFACT, INTRINSIC_LEADER T: SQUARE_WATER, MOB_LARGETURTLOID, SQUAREFLAG_LIT t: SQUARE_WATER, MOB_TURTLOID, SQUAREFLAG_LIT powder118_src/rooms/buildrooms.sh0000755000175300010010000000232410162211454014241 0ustar #!/bin/csh echo If this fails due to trying to write echo to allrooms.cpp, make sure you do not echo have MSVC running, as it is trying to echo do an auto-load and thrashing. echo Compiling rooms... set nummap = `ls -r *.map | wc -w` foreach s (*.map) echo Compiling $s... map2c $s $s:r.cpp end echo Building header file... echo "// Auto-generated .h file" > allrooms.h echo "// DO NOT HAND EDIT" >> allrooms.h echo "// Generated by buildrooms.sh" >> allrooms.h echo " " >> allrooms.h echo "#define NUM_ALLROOMDEFS $nummap" >> allrooms.h echo "extern const ROOM_DEF *glb_allroomdefs[$nummap+1];" >> allrooms.h echo Building .cpp file.. echo "// Auto-generated .cpp file" > allrooms.cpp echo "// DO NOT HAND EDIT" >> allrooms.cpp echo "// Generated by buildrooms.sh" >> allrooms.cpp echo " " >> allrooms.cpp echo '#include "../map.h"' >> allrooms.cpp foreach s (*.map) echo -n '#include "' >> allrooms.cpp echo -n $s:r.cpp >> allrooms.cpp echo '"' >> allrooms.cpp end echo " " >> allrooms.cpp echo "const ROOM_DEF *glb_allroomdefs[$nummap+1] =" >> allrooms.cpp echo "{" >> allrooms.cpp foreach s (*.map) echo " &glb_$s:r_roomdef," >> allrooms.cpp end echo " 0" >> allrooms.cpp echo "};" >> allrooms.cpp powder118_src/rooms/daemon1.map0000644000175300010010000000111711031474574013557 0ustar # Fire daemons allowstairs = false minlevel = 6 +-----------+ |###########| |x..&......#| |#&[#####..#| |#($#$$$#&.x| |####.1.#.&#| |####&.&#..#| |####...#..#| |#####.....#| |#####x#####| +-----------+ x: SQUARE_BLOCKEDDOOR, SQUAREFLAG_LIT .: SQUARE_FLOOR, SQUAREFLAG_LIT #: SQUARE_WALL, SQUAREFLAG_LIT &: SQUARE_FLOOR, MOB_DAEMON, SQUAREFLAG_LIT 1: SQUARE_FLOOR, MOB_DAEMON, MOBLEVEL_UNIQUE, SQUAREFLAG_LIT, ITEMTYPE_ARTIFACT, INTRINSIC_LEADER (: SQUARE_FLOOR, ITEMTYPE_WEAPON, SQUAREFLAG_LIT [: SQUARE_FLOOR, ITEMTYPE_ARMOUR, SQUAREFLAG_LIT $: ITEMTYPE_ANY, SQUARE_FLOOR, SQUAREFLAG_LIT powder118_src/rooms/why.map0000644000175300010010000000032010006365421013024 0ustar # Why not? +-----+ |#x#x#| |#.#.#| |#...#| |##x##| +-----+ : SQUARE_EMPTY x: SQUARE_DOOR, SQUAREFLAG_LIT s: SQUARE_SECRETDOOR, SQUAREFLAG_LIT .: SQUARE_FLOOR, SQUAREFLAG_LIT #: SQUARE_WALL, SQUAREFLAG_LIT powder118_src/rooms/pillar3.map0000644000175300010010000000064010745512551013600 0ustar # Not your usual pillar allowstairs = false +--------+ |####x###| |#......#| |#.#s##.#| |x.#Mm#.x| |#.#mM#.#| |#.##s#.#| |#......#| |####x###| +--------+ : SQUARE_EMPTY x: SQUARE_DOOR, SQUAREFLAG_LIT s: SQUARE_SECRETDOOR, SQUAREFLAG_LIT .: SQUARE_FLOOR, SQUAREFLAG_LIT #: SQUARE_WALL, SQUAREFLAG_LIT m: SQUARE_FLOOR, SQUAREFLAG_LIT, MOBLEVEL_NORMAL M: SQUARE_FLOOR, SQUAREFLAG_LIT, MOBLEVEL_STRONG, ITEMTYPE_ANY powder118_src/rooms/lava4.map0000644000175300010010000000077511031474574013253 0ustar # A pool of toasty lava. minlevel = 6 allowstairs = false +--------+ | x | | .....x| |x.. . | | ~~~ | | 1~~~~ | | ~~111~ | | ~~2 | | | +--------+ : SQUARE_EMPTY x: SQUARE_BLOCKEDDOOR, SQUAREFLAG_LIT s: SQUARE_SECRETDOOR, SQUAREFLAG_LIT .: SQUARE_CORRIDOR, SQUAREFLAG_LIT #: SQUARE_WALL, SQUAREFLAG_LIT ~: SQUARE_LAVA, SQUAREFLAG_LIT 1: SQUARE_LAVA, SQUAREFLAG_LIT, MOB_REDDRAGON 2: SQUARE_CORRIDOR, SQUAREFLAG_LIT, MOB_REDDRAGON, MOBLEVEL_UNIQUE, ITEMTYPE_ARTIFACT, INTRINSIC_LEADER powder118_src/rooms/.cvsignore0000644000175300010010000000001210461531647013526 0ustar *.cpp *.h powder118_src/rooms/troll2.map0000644000175300010010000000125011031474574013447 0ustar # The dungeon of Trolls. allowstairs = false minlevel = 5 +---------+ |#x#######| |#..t##T5#| |#...#[(T#| |#t/.x[T(#| |#.t.#####| |###...t.#| |x...t./.x| |####x####| +---------+ : SQUARE_EMPTY x: SQUARE_BLOCKEDDOOR, SQUAREFLAG_LIT .: SQUARE_FLOOR, SQUAREFLAG_LIT T: SQUARE_CORRIDOR, MOB_CAVETROLL, SQUAREFLAG_LIT t: SQUARE_FLOOR, MOB_TROLL, SQUAREFLAG_LIT 5: SQUARE_CORRIDOR, MOB_CAVETROLL, MOBLEVEL_UNIQUE, SQUAREFLAG_LIT, ITEMTYPE_ARTIFACT, ITEMTYPE_ARMOUR, ITEMTYPE_WEAPON, INTRINSIC_LEADER #: SQUARE_WALL, SQUAREFLAG_LIT (: SQUARE_CORRIDOR, ITEMTYPE_WEAPON, SQUAREFLAG_LIT [: SQUARE_CORRIDOR, ITEMTYPE_ARMOUR, SQUAREFLAG_LIT /: SQUARE_FLOOR, ITEMTYPE_WAND, SQUAREFLAG_LIT powder118_src/thread_win.h0000644000175300010010000000204111310064517012657 0ustar /* * Licensed under CLIFE license. See LICENCE.TXT * * Produced by: Jeff Lait * * CLIFE Development * * NAME: thread_win.h ( CLIFE, C++ ) * * COMMENTS: * Attempt at a threading class. */ #ifndef __threadwin_h__ #define __threadwin_h__ #include "thread.h" #define _THREAD_SAFE #define _WIN32_WINNT 0x0400 #include #ifdef max #undef max #endif #ifdef min #undef min #endif class THREAD_WIN : public THREAD { public: // (Re)starts this, invoking the given function as the main // thread program. virtual void start(THREADmainFunc func, void *data); // Blocks until this is done virtual void join(); // Terminates this thread. virtual void kill(); THREAD_WIN(); virtual ~THREAD_WIN(); protected: // Blocks until the thread is ready to process. virtual void waittillimready(); virtual void iamdonenow(); virtual void jobsready(); CRITICAL_SECTION myCritSec; HANDLE myDoneEvent; HANDLE myStartEvent; HANDLE mySelf; }; #endif powder118_src/buildall.sh0000755000175300010010000000434211355226365012531 0ustar #!/bin/bash if [ -z "$CXXFLAGS" ]; then export CXXFLAGS=-O3 fi PREFIX_DOC=$DESTDIR/usr/share/doc/powder PREFIX_BIN=$DESTDIR/opt/bin function usage { echo Usage: `basename $0` [options] echo -e "--install\t - install POWDER" echo -e "--uninstall\t - uninstall POWDER" echo -e "--help (-h)\t - this help" echo -e "--use-home-dir \t - compile with ~/.powder for saving data" echo echo Script uses these environment variables: echo CXXFLAGS, DESTDIR echo Installation will be done to echo DESTDIR/usr/share/doc/powder echo DESTDIR/opt/bin echo If you do not specify anything, POWDER echo will just be compiled. echo Only one option can be present. echo -e "--install implies changing save to ~/.powder" echo -e "--install does *NOT* rebuild if powder exists" } function compile { echo Run this from the root of the source tree. echo Rebuild all of POWDER echo Build support binaries cd support/bmp2c make clean make cd ../encyclopedia2c make clean make cd ../enummaker make clean make cd ../map2c make clean make cd ../txt2c make clean make cd ../tile2c make clean make echo Clean... cd ../../port/linux make clean echo Premake make premake echo Final install make powder-static cp powder ../.. cd ../.. echo Run powder to play } function install { if [ ! -f powder ]; then compile fi cp powder $PREFIX_BIN || exit 1 mkdir -p $PREFIX_DOC || exit 1 for file in README.TXT LICENSE.TXT CREDITS.TXT; do cp $file $PREFIX_DOC || exit 1 done echo "Installation complete" } function uninstall { rm $PREFIX_BIN/powder for file in README.TXT LICENSE.TXT CREDITS.TXT; do rm $PREFIX_DOC/$file done rmdir $PREFIX_DOC } for arg in "$@" do if [ "$arg" = "-h" ] || [ "$arg" = "--help" ]; then usage exit fi if [ "$arg" = "--install" ]; then CXXFLAGS="$CXXFLAGS -DCHANGE_WORK_DIRECTORY" INSTALL=1 fi if [ "$arg" = "--use-home-dir" ]; then CXXFLAGS="$CXXFLAGS -DCHANGE_WORK_DIRECTORY" fi if [ "$arg" = "--uninstall" ]; then uninstall exit fi done if [ "$INSTALL" == "1" ]; then install else compile fi powder118_src/main.cpp0000644000175300010010000043210513231204614012020 0ustar /* * PROPRIETARY INFORMATION. This software is proprietary to POWDER * Development, and is not to be reproduced, transmitted, or disclosed * in any way without written permission. * * Produced by: Jeff Lait * * POWDER Development * * NAME: main.cpp ( POWDER Library, C++ ) * * COMMENTS: * Good old main. * * This is where the main game loop resides. It is also where * a lot of the UI interaction has ended up. Code here, almost * by definition, should be refactored somewhere else. */ #include "mygba.h" #include #include #include "gfxengine.h" #include "gfx/all_bitmaps.h" #include "artifact.h" #include "encyc_support.h" #include "control.h" #include "glbdef.h" #include "creature.h" #include "map.h" #include "assert.h" #include "msg.h" #include "item.h" #include "itemstack.h" #include "input.h" #include "sramstream.h" #include "victory.h" #include "mobref.h" #include "speed.h" #include "piety.h" #include "hiscore.h" #include "stylus.h" #include "rooms/allrooms.h" #ifdef USE_VIRTUAL_SCREEN #include "thread.h" #endif #if defined(USING_SDL) || defined(USING_DS) #include #endif // Defines whether we are in map testing mode. //#define MAPTEST // MULTIBOOT // The following comment is preserved to provide sufficinet irony // to avoid the danger of code anemia. /* ---------------------------------- This is a simple mapping application... ---------------------------------- */ #ifdef USING_SDL #define TILEWIDTH (gfx_gettilewidth()) #define TILEHEIGHT (gfx_gettileheight()) #else #define TILEWIDTH 8 #define TILEHEIGHT 8 #endif // // No one likes autoprompt. Boohoo! // But I have used it for a year now, so screw the user! // In the end, it turned out to be a keyboard centric issue. Those // lacking keyboards love autoprompt, those with hate. Thankfully // this is a compile time issue. // #ifdef HAS_KEYBOARD bool glbAutoPrompt = false; #else bool glbAutoPrompt = true; #endif bool glbSuppressAutoClimb = false; // Do we allow the user to tap on the screen to move? bool glbScreenTap = true; #ifdef iPOWDER bool glbActionBar = false; #else bool glbActionBar = true; #endif bool glbColouredFont = true; bool glbFinishedASave = false; bool glbSafeWalk = false; bool glbToggleSafeWalk = false; bool glbSwap = false; bool glbToggleSwap = false; bool glbJump = false; bool glbToggleJump = false; int glbAutoRunDX = 0; int glbAutoRunDY = 0; bool glbAutoRunEnabled = false; bool glbAutoRunOpenSpace = false; bool glbHasJustSearched = false; int glbSearchCount = 0; extern int glbMapCount; extern int glbMobCount; extern int glbItemCount; ACTION_NAMES glb_actionbuttons[NUM_BUTTONS]; #ifdef USE_VIRTUAL_SCREEN // Note the default of 0 actually is rather sensible here int glb_spellgreylist[NUM_SPELLS]; #endif #define STRIPLENGTH 50 // Specifies the default. const ACTION_NAMES glb_globaldefaultactionstrip[STRIPLENGTH] = { ACTION_HELP, ACTION_NONE, ACTION_NONE, ACTION_NONE, ACTION_NONE, ACTION_NONE, ACTION_NONE, ACTION_NONE, ACTION_NONE, ACTION_NONE, ACTION_NONE, ACTION_NONE, ACTION_NONE, ACTION_NONE, ACTION_OPTIONS, // Bottom row. ACTION_LOOK, ACTION_PICKUP, ACTION_CLIMB, ACTION_ZAP, ACTION_FIRE, ACTION_EAT, ACTION_CLOSE, ACTION_PRAY, ACTION_SWAP, ACTION_NAME, ACTION_MINIMAP, ACTION_JUMP, ACTION_COMMAND, ACTION_INVENTORY, ACTION_VERBLIST, // Left ACTION_NONE, ACTION_NONE, ACTION_NONE, ACTION_NONE, ACTION_NONE, ACTION_NONE, ACTION_NONE, ACTION_NONE, ACTION_NONE, ACTION_NONE, // Right ACTION_NONE, ACTION_NONE, ACTION_NONE, ACTION_NONE, ACTION_NONE, ACTION_NONE, ACTION_NONE, ACTION_NONE, ACTION_NONE, ACTION_NONE, }; u8 glb_globalactionstrip[STRIPLENGTH]; u8 * getGlobalActionStrip() { return glb_globalactionstrip; } // This is not remappable so is fixed. const ACTION_NAMES glb_inventoryactionstrip[STRIPLENGTH] = { // Top ACTION_FAVORITE, ACTION_NONE, ACTION_NONE, ACTION_NONE, ACTION_NONE, ACTION_NONE, ACTION_NONE, ACTION_NONE, ACTION_NONE, ACTION_NONE, ACTION_NONE, ACTION_NONE, ACTION_NONE, ACTION_NONE, ACTION_NONE, // Bottom ACTION_EQUIP, ACTION_DEQUIP, ACTION_DIP, ACTION_QUAFF, ACTION_READ, ACTION_ZAP, ACTION_EAT, ACTION_DROP, ACTION_EXAMINE, ACTION_QUIVER, ACTION_THROW, ACTION_SPLITSTACK, ACTION_NAME, ACTION_INVENTORY, ACTION_SORT, // Left ACTION_NONE, ACTION_NONE, ACTION_NONE, ACTION_NONE, ACTION_NONE, ACTION_NONE, ACTION_NONE, ACTION_NONE, ACTION_NONE, ACTION_NONE, // Right ACTION_NONE, ACTION_NONE, ACTION_NONE, ACTION_NONE, ACTION_NONE, ACTION_NONE, ACTION_NONE, ACTION_NONE, ACTION_NONE, ACTION_NONE, }; void attemptunlock() { #ifdef iPOWDER gfx_pager_addtext( "POWDER is not like many similar looking games. It " "is entirely reasonable for you to spend the next " "year actively playing it and still not reach " "dungeon level 15." ); gfx_pager_newline(); gfx_pager_newline(); gfx_pager_addtext( "This is not because of an arduous grind! You could win a game " "of POWDER in three hours of play time. It is because " "POWDER is hard, unforgiving, and a heck of a lot of fun." ); gfx_pager_newline(); gfx_pager_newline(); gfx_pager_addtext( "To explore deeper than dungeon level 15, however, you " "must unlock POWDER. To help you reach those levels, as an " "added bonus, when unlocked, you gain access to the " "powerful Wish command that allows you to summon any item or " "creature. Finally, unlocking will enable the stress " "test." ); gfx_pager_newline(); gfx_pager_display(); if (!hamfake_allowunlocks()) { gfx_pager_addtext( "You have disabled in-app purchases. Please re-enable " "and try again." ); gfx_pager_newline(); gfx_pager_display(); return; } if (!gfx_yesnomenu("Unlock POWDER now?")) { return; } hamfake_buttonreq(6); // This may take a while, let the user know it is asynchronous. gfx_pager_addtext( "Accessing the store..." ); gfx_pager_newline(); gfx_pager_newline(); gfx_pager_addtext( "This may take a while. System pop-ups will take you through " "the rest of the process. In the meantime, we return you to " "your regularly scheduled game." ); gfx_pager_newline(); gfx_pager_display(); #endif } ACTION_NAMES getInventoryActionStrip(int button) { return glb_inventoryactionstrip[button]; } void resetDefaultActionStrip() { int i; // Initialize the button strip. for (i = 0; i < STRIPLENGTH; i++) { glb_globalactionstrip[i] = action_packStripButton(glb_globaldefaultactionstrip[i]); } } const BUTTONS glb_mapbuttons[] = { BUTTON_A, BUTTON_B, BUTTON_R, BUTTON_L, #ifdef HAS_XYBUTTON BUTTON_X, BUTTON_Y, #endif NUM_BUTTONS }; char getActionChar(ACTION_NAMES action) { return glb_actiondefs[action].hint[0]; } void hideSideActionBar() { #ifdef HAS_STYLUS int x, sx, sy; if (glbActionBar) { for (x = 0; x < STRIPLENGTH; x++) { action_indexToOverlayPos(x, sx, sy); if (sx == -1 || sx == 29) { hamfake_enablesprite(x+1, false); } } } #endif } bool getMask(u8 val, int mask) { if (val & mask) return true; return false; } u8 setMask(bool state, int mask) { if (state) return mask; return 0; } void loadOptions(SRAMSTREAM &is) { u8 val; int i; // Load our action key mappings. for (i = 0; glb_mapbuttons[i] != NUM_BUTTONS; i++) { is.readRaw((char *) &val, 1); glb_actionbuttons[glb_mapbuttons[i]] = (ACTION_NAMES) val; } is.readRaw((char *) &val, 1); glbAutoPrompt = getMask(val, 1); glbActionBar = getMask(val, 2); glbOpaqueTiles = getMask(val, 4); glbColouredFont = getMask(val, 8); glbGender = getMask(val, 16); glbSafeWalk = getMask(val, 32); // We save the opposite sense so people get the expected for // versions that didn't save it. glbScreenTap = !getMask(val, 64); is.readRaw((char *) &val, 1); int pset, sset; pset = val & 0xf; sset = val >> 4; // Verify the tileset is legal. if (pset >= NUM_TILESETS - !hamfake_extratileset()) pset = 0; if (sset >= NUM_TILESETS - !hamfake_extratileset()) sset = 0; gfx_settilesetmode(0, pset); gfx_settilesetmode(1, sset); // Load our current font is.readRaw((char *) &val, 1); if (val >= NUM_FONTS) val = 0; gfx_switchfonts(val); is.readRaw(glbAvatarName, 23); glbAvatarName[23] = 0; } void saveOptions(SRAMSTREAM &os) { u8 val; int i; // Save our current action key mappings. for (i = 0; glb_mapbuttons[i] != NUM_BUTTONS; i++) { val = glb_actionbuttons[glb_mapbuttons[i]]; os.writeRaw((const char *) &val, 1); } val = 0; val |= setMask(glbAutoPrompt, 1); val |= setMask(glbActionBar, 2); val |= setMask(glbOpaqueTiles, 4); val |= setMask(glbColouredFont, 8); val |= setMask(glbGender, 16); val |= setMask(glbSafeWalk, 32); val |= setMask(!glbScreenTap, 64); glbSuppressAutoClimb = false; os.writeRaw((const char *) &val, 1); // Save our current tileset val = gfx_gettilesetmode(0) | (gfx_gettilesetmode(1) << 4); os.writeRaw((const char *) &val, 1); val = gfx_getfont(); os.writeRaw((const char *) &val, 1); // Not necessarily null terminated! os.writeRaw(glbAvatarName, 23); } bool makeAWish(MOB *avatar) { bool didsomething = false; const char *topmenu[] = { "Item by Type", "Magic Item", "Monster", "Spell", "Skill", "Experience", "Befriend Gods", "Level Teleport", "Create Room", "Shape Shift", 0 }; static int topchoice = 0; int select, aorb; select = gfx_selectmenu(5, 3, topmenu, aorb, topchoice); if (select < 0 || aorb) { for (int y = 3; y < 19; y++) gfx_cleartextline(y); return false; } topchoice = select; switch (topchoice) { case 0: // Item by type... { const char *typelist[NUM_ITEMTYPES+1]; ITEMTYPE_NAMES itype; static int lasttype = 0; FOREACH_ITEMTYPE(itype) { typelist[itype] = glb_itemtypedefs[itype].name; } typelist[NUM_ITEMTYPES] = 0; select = gfx_selectmenu(5, 3, typelist, aorb, lasttype); if (select < 0 || aorb) break; itype = (ITEMTYPE_NAMES) select; lasttype = select; // Build our list of matching items. const char *itemlist[NUM_ITEMS+1]; ITEM_NAMES itemname[NUM_ITEMS+1], item; int i = 0; FOREACH_ITEM(item) { if (itype == ITEMTYPE_ANY || itype == ITEMTYPE_ARTIFACT || glb_itemdefs[item].itemtype == itype) { itemlist[i] = glb_itemdefs[item].name; itemname[i] = item; i++; } } itemlist[i] = 0; // Empty list means no selection possible if (!i) break; static int lastitemchoice = 0; select = gfx_selectmenu(5, 3, itemlist, aorb, lastitemchoice); if (select < 0 || aorb) break; lastitemchoice = select; { // Acquire the item... ITEM *wish; wish = ITEM::create((ITEM_NAMES) itemname[select]); if (itype == ITEMTYPE_ARTIFACT) { wish->makeArtifact(); } // Some items need built in charges if (itemname[select] == ITEM_BONES || itemname[select] == ITEM_CORPSE) { wish->addCharges(20); } avatar->formatAndReport("%U for %IU.", wish); if (!avatar->acquireItem(wish)) { avatar->formatAndReport("%IU at %r feet.", wish); glbCurLevel->acquireItem(wish, avatar->getX(), avatar->getY(), avatar); } } didsomething = true; break; } case 1: // Magic Item { const char *typelist[NUM_MAGICTYPES+1]; MAGICTYPE_NAMES mtype; static int lasttype = 0; FOREACH_MAGICTYPE(mtype) { typelist[mtype] = glb_magictypedefs[mtype].name; } typelist[NUM_MAGICTYPES] = 0; select = gfx_selectmenu(5, 3, typelist, aorb, lasttype); if (select < 0 || aorb) break; mtype = (MAGICTYPE_NAMES) select; lasttype = select; int numtype[NUM_MAGICTYPES] = { 0, NUM_POTIONS, NUM_SCROLLS, NUM_RINGS, NUM_HELMS, NUM_WANDS, NUM_AMULETS, NUM_SPELLBOOKS, NUM_BOOTSS, NUM_STAFFS }; const char *itemlist[NUM_ITEMS+1]; int i = 0; for (i = 0; i < numtype[mtype]; i++) { switch (mtype) { case MAGICTYPE_NONE: case NUM_MAGICTYPES: UT_ASSERT(!"Illegal magic type"); itemlist[i] = "illegal"; break; case MAGICTYPE_POTION: itemlist[i] = glb_potiondefs[i].name; break; case MAGICTYPE_SCROLL: itemlist[i] = glb_scrolldefs[i].name; break; case MAGICTYPE_RING: itemlist[i] = glb_ringdefs[i].name; break; case MAGICTYPE_HELM: itemlist[i] = glb_helmdefs[i].name; break; case MAGICTYPE_WAND: itemlist[i] = glb_wanddefs[i].name; break; case MAGICTYPE_AMULET: itemlist[i] = glb_amuletdefs[i].name; break; case MAGICTYPE_SPELLBOOK: itemlist[i] = glb_spellbookdefs[i].name; break; case MAGICTYPE_BOOTS: itemlist[i] = glb_bootsdefs[i].name; break; case MAGICTYPE_STAFF: itemlist[i] = glb_staffdefs[i].name; break; } } itemlist[i] = 0; // Nothing in the list, nothing to do. if (!i) break; static int lastitemchoice = 0; select = gfx_selectmenu(5, 3, itemlist, aorb, lastitemchoice); if (select < 0 || aorb) break; lastitemchoice = select; { // Acquire the item... ITEM *wish; wish = ITEM::createMagicItem(mtype, select); avatar->formatAndReport("%U for %IU.", wish); if (!avatar->acquireItem(wish)) { avatar->formatAndReport("%IU at %r feet.", wish); glbCurLevel->acquireItem(wish, avatar->getX(), avatar->getY(), avatar); } } didsomething = true; break; } case 2: // Monster... { const char *moblist[NUM_MOBS+1]; MOB_NAMES mobname; static int lastmob = 0; int tx, ty; FOREACH_MOB(mobname) { moblist[mobname] = glb_mobdefs[mobname].name; } moblist[NUM_MOBS] = 0; select = gfx_selectmenu(5, 3, moblist, aorb, lastmob); if (select < 0 || aorb) break; mobname = (MOB_NAMES) select; lastmob = select; for (int y = 3; y < 19; y++) gfx_cleartextline(y); // Ask for creation location. avatar->formatAndReport("Create where?"); tx = avatar->getX(); ty = avatar->getY(); if (!gfx_selecttile(tx, ty)) break; MOB *mob = MOB::create(mobname); mob->move(tx, ty); glbCurLevel->registerMob(mob); avatar->formatAndReport("%U for %MU.", mob); didsomething = true; break; } case 3: // Spell... { const char *spelllist[NUM_SPELLS+1]; SPELL_NAMES spellname; static int lastspell = 0; FOREACH_SPELL(spellname) { spelllist[spellname] = glb_spelldefs[spellname].name; } spelllist[NUM_SPELLS] = 0; select = gfx_selectmenu(5, 3, spelllist, aorb, lastspell); if (select < 0 || aorb) break; spellname = (SPELL_NAMES) select; lastspell = select; for (int y = 3; y < 19; y++) gfx_cleartextline(y); avatar->formatAndReport("%U for %B1.", spelllist[spellname]); if (!avatar->canCastSpell(spellname)) { // Make sure this is a "free" spell and we don't run // out of spell points.. avatar->incrementMagicDie(1); // Likewise, verify we have sufficient mana for it. avatar->incrementMaxMP(glb_spelldefs[spellname].mpcost); avatar->learnSpell(spellname); didsomething = true; } else { avatar->formatAndReport("%U already know %B1.", spelllist[spellname]); } break; } case 4: // Skill... { const char *skilllist[NUM_SKILLS+1]; SKILL_NAMES skillname; static int lastskill = 0; FOREACH_SKILL(skillname) { skilllist[skillname] = glb_skilldefs[skillname].name; } skilllist[NUM_SKILLS] = 0; select = gfx_selectmenu(5, 3, skilllist, aorb, lastskill); if (select < 0 || aorb) break; skillname = (SKILL_NAMES) select; lastskill = select; for (int y = 3; y < 19; y++) gfx_cleartextline(y); avatar->formatAndReport("%U for %B1.", skilllist[skillname]); if (!avatar->hasSkill(skillname)) { avatar->incrementHitDie(1); avatar->learnSkill(skillname); didsomething = true; } else { avatar->formatAndReport("%U already know %B1.", skilllist[skillname]); } break; } case 5: // Experience { const char *xpmenu[] = { "250 XP", "1 Level", "10 Levels", "Ascension Kit", 0 }; int xpval[] = { 250, 1000, 10000, -1 }; select = gfx_selectmenu(5, 3, xpmenu, aorb); if (select < 0 || aorb) break; // GAining exp triggers level up warnings for (int y = 3; y < 19; y++) gfx_cleartextline(y); avatar->formatAndReport("You gain experience..."); if (xpval[select] < 0) avatar->buildAscensionKit(); else avatar->receiveExp(xpval[select]); didsomething = true; break; } case 6: // Befriend gods { const char *godlist[NUM_GODS+1]; GOD_NAMES godname; FOREACH_GOD(godname) { godlist[godname] = glb_goddefs[godname].name; } godlist[NUM_GODS] = 0; select = gfx_selectmenu(5, 3, godlist, aorb); if (select < 0 || aorb) break; godname = (GOD_NAMES) select; avatar->formatAndReport("%U the favour of %B1.", godlist[godname]); avatar->pietyGrant(godname, 100); didsomething = true; break; } case 7: // Level teleport { char buf[50]; int lvl; { for (int y = 3; y < 19; y++) gfx_cleartextline(y); } gfx_printtext(0, 4, "Level? "); input_getline(buf, 3, 7, 4, 23, 8); { int y; for (y = 0; y < 20; y++) gfx_cleartextline(y); } if (!isdigit(buf[0])) break; // It is suspected that there exist platforms where // atoi does not work. Sigh. // What is more depressing that this has taken me // three tries to get right. lvl = 0; int off = 0; while (isdigit(buf[off])) { lvl *= 10; lvl += buf[off] - '0'; off++; } // Our depth is a s8 so can't support greater than 127, // we just cap at 100 (anyways, the game proper stops at 25 // so not much point for the higher options) // This avoids infinite loops if someone asks for a really deep // level. if (lvl > 100) lvl = 100; // Move to level lvl! MAP *newlevel; glbCurLevel->unregisterMob(avatar); newlevel = glbCurLevel; while (newlevel && newlevel->getDepth() != lvl) { if (lvl < newlevel->getDepth()) newlevel = newlevel->getMapUp(); else newlevel = newlevel->getMapDown(); } if (newlevel) { MAP::changeCurrentLevel(newlevel); } int x, y; if (!glbCurLevel->findTile(SQUARE_LADDERUP, x, y)) { if (!glbCurLevel->findTile(SQUARE_LADDERDOWN, x, y)) { if (!glbCurLevel->findTile(SQUARE_DIMDOOR, x, y)) { // Default paranoid position. x = y = 15; } } } // Find a tile where we don't sit on an existing mob. // If walk/swim fail, just go on top of existing mob. if (!glbCurLevel->findCloseTile(x, y, MOVE_WALK)) glbCurLevel->findCloseTile(x, y, MOVE_WALK); avatar->move(x, y, true); glbCurLevel->registerMob(avatar); didsomething = true; break; } case 8: // Create a room { const char *roomlist[NUM_ALLROOMDEFS+1]; int rnum; int tx, ty; static int lastroom = 0; for (rnum = 0; rnum < NUM_ALLROOMDEFS; rnum++) { roomlist[rnum] = glb_allroomdefs[rnum]->name; } roomlist[rnum] = 0; select = gfx_selectmenu(5, 3, roomlist, aorb, lastroom); if (select < 0 || aorb) break; lastroom = select; rnum = select; for (int y = 3; y < 19; y++) gfx_cleartextline(y); avatar->formatAndReport("Create where?"); tx = avatar->getX(); ty = avatar->getY(); if (!gfx_selecttile(tx, ty)) break; avatar->formatAndReport("%U for %B1.", roomlist[rnum]); ROOM room; glbCurLevel->buildRandomRoomFromDefinition(room, glb_allroomdefs[rnum]); // Center on desired tx/ty int dx, dy; dx = tx - (room.l.x + room.h.x)/2; if (room.l.x + dx < 1) dx = 1 - room.l.x; if (room.h.x + dx > MAP_WIDTH - 2) dx = MAP_WIDTH-2 - room.h.x; dy = ty - (room.l.y + room.h.y)/2; if (room.l.y + dy < 1) dy = 1 - room.l.y; if (room.h.y + dy > MAP_HEIGHT - 2) dy = MAP_HEIGHT-2 - room.h.y; room.l.x += dx; room.h.x += dx; room.l.y += dy; room.h.y += dy; glbCurLevel->drawRoom(room, false, false, false); glbCurLevel->populateRoom(room); didsomething = true; break; } case 9: // Shape Shift { const char *moblist[NUM_MOBS+1]; MOB_NAMES mobname; static int lastmob = 0; int tx, ty; FOREACH_MOB(mobname) { moblist[mobname] = glb_mobdefs[mobname].name; } moblist[NUM_MOBS] = 0; select = gfx_selectmenu(5, 3, moblist, aorb, lastmob); if (select < 0 || aorb) break; mobname = (MOB_NAMES) select; lastmob = select; for (int y = 3; y < 19; y++) gfx_cleartextline(y); // Determine if we should reset our stats. if (gfx_yesnomenu("Match monster stats?")) avatar->changeDefinition(mobname, true); else avatar->changeDefinition(mobname, false); didsomething = true; break; } } for (int y = 3; y < 19; y++) gfx_cleartextline(y); return didsomething; } void writeYesNoBar() { #ifdef HAS_STYLUS if (!glbActionBar) return; int x, sx, sy; for (x = 0; x < STRIPLENGTH; x++) { if (x == 18) { gfx_spritetile(x+1, SPRITE_YESWAY); } else if (x == 26) { gfx_spritetile(x+1, SPRITE_NOWAY); } else { hamfake_enablesprite(x+1, false); continue; } action_indexToOverlayPos(x, sx, sy); hamfake_movesprite(x+1, sx*TILEWIDTH, sy*TILEHEIGHT); hamfake_enablesprite(x+1, true); } #endif } void writeGlobalActionBar(bool useemptyslot) { // Set the absolute overlay tiles we need? #ifdef HAS_STYLUS int x, sx, sy, endx; hamfake_setinventorymode(false); #ifdef USE_VIRTUAL_SCREEN // Post the current grey values for all spells SPELL_NAMES spell; FOREACH_SPELL(spell) { int grey; action_spriteFromStripButton(action_packStripButton(spell), &grey); glb_spellgreylist[spell] = grey; } #endif endx = STRIPLENGTH; if (!glbActionBar) { // Only draw if in drag mode, then only top bar. #ifdef HAS_KEYBOARD if (useemptyslot) endx = 15; else endx = 0; #else // If we lack a keyboard, we don't want the F shortcuts put up // there to confuse people. endx = 0; #endif } for (x = 0; x < endx; x++) { if (!glb_globalactionstrip[x]) { if (!useemptyslot) { hamfake_enablesprite(x+1, false); continue; } else { gfx_spritetile(x+1, SPRITE_EMPTYSLOT); } } else { SPRITE_NAMES sprite, overlay = SPRITE_INVALID; int grey; sprite = action_spriteFromStripButton(glb_globalactionstrip[x], &grey); if (grey == 256) overlay = SPRITE_SPELLREADY; gfx_spritetile_grey(x+1, sprite, grey, overlay); } action_indexToOverlayPos(x, sx, sy); hamfake_movesprite(x+1, sx*TILEWIDTH, sy*TILEHEIGHT); hamfake_enablesprite(x+1, true); } // Disable any remaining sprites. for (; x < STRIPLENGTH; x++) { hamfake_enablesprite(x+1, false); } #endif } COLOUR_NAMES getColourFromRatio(int cur, int max) { if (cur < 5 || (cur < max / 6)) return COLOUR_LIGHTRED; if (cur < max / 2) return COLOUR_LIGHTYELLOW; return COLOUR_LIGHTGREEN; } void writeStatusLine() { BUF text; MOB *avatar; HUNGER_NAMES hunger; u8 dsymbol; if (glbCurLevel) dsymbol = glb_branchdefs[glbCurLevel->branchName()].symbol; else dsymbol = SYMBOL_DLEVEL; avatar = MOB::getAvatar(); if (avatar) { #ifdef HAS_KEYBOARD text.sprintf( "%c%2d%c%03d/%02d%c%03d/%02d%c%03d%c%02d Zinc ", SYMBOL_AC, avatar->getAC(), SYMBOL_HEART, avatar->getHP(),avatar->getHitDie(), SYMBOL_MAGIC, avatar->getMP(),avatar->getMagicDie(), SYMBOL_EXP, avatar->getExp(), dsymbol, glbCurLevel->getDepth()); #else #ifdef HAS_XYBUTTON text.sprintf( "%c%2d%c%03d/%02d%c%03d/%02d%c%03d%c%02d%c%c%c%c%c%c", SYMBOL_AC, avatar->getAC(), SYMBOL_HEART, avatar->getHP(),avatar->getHitDie(), SYMBOL_MAGIC, avatar->getMP(),avatar->getMagicDie(), SYMBOL_EXP, avatar->getExp(), dsymbol, glbCurLevel->getDepth(), // As the A is on the RHS, we do this B then A. // Likewise for Y then X. getActionChar(glb_actionbuttons[BUTTON_L]), getActionChar(glb_actionbuttons[BUTTON_R]), getActionChar(glb_actionbuttons[BUTTON_Y]), getActionChar(glb_actionbuttons[BUTTON_X]), getActionChar(glb_actionbuttons[BUTTON_B]), getActionChar(glb_actionbuttons[BUTTON_A])); #else text.sprintf( "%c%2d%c%03d/%02d%c%03d/%02d%c%03d%c%02d %c%c %c%c", SYMBOL_AC, avatar->getAC(), SYMBOL_HEART, avatar->getHP(),avatar->getHitDie(), SYMBOL_MAGIC, avatar->getMP(),avatar->getMagicDie(), SYMBOL_EXP, avatar->getExp(), dsymbol, glbCurLevel->getDepth(), // As the A is on the RHS, we do this B then A. getActionChar(glb_actionbuttons[BUTTON_L]), getActionChar(glb_actionbuttons[BUTTON_R]), getActionChar(glb_actionbuttons[BUTTON_B]), getActionChar(glb_actionbuttons[BUTTON_A])); #endif #endif // text.sprintf( "Time: %d ", speed_gettime()); gfx_printtext(0, 19, text); COLOUR_NAMES colour; int x; // Rewrite our health in coloured text... if (glbColouredFont && avatar->getHP() < avatar->getMaxHP()) { colour = getColourFromRatio(avatar->getHP(), avatar->getMaxHP()); for (x = 0; x < 3; x++) gfx_printcolourchar(4+x, 19, text.buffer()[4+x], colour); } // And the magic... if (glbColouredFont && avatar->getMP() < avatar->getMaxMP()) { colour = getColourFromRatio(avatar->getMP(), avatar->getMaxMP()); for (x = 0; x < 3; x++) gfx_printcolourchar(11+x, 19, text.buffer()[11+x], colour); } // Build the status line... Check the stats we think are cool. text.clear(); hunger = avatar->getHungerLevel(); if (glb_hungerdefs[hunger].name) { text.strcat(glb_hungerdefs[hunger].name); text.strcat(" "); } if (avatar->hasIntrinsic(INTRINSIC_STONING)) text.strcat("Hardening "); if (avatar->hasIntrinsic(INTRINSIC_AFLAME)) text.strcat("Aflame "); if (avatar->hasIntrinsic(INTRINSIC_STRANGLE)) text.strcat("Strangled "); if (avatar->hasIntrinsic(INTRINSIC_PARALYSED)) text.strcat("Paralysed "); if (avatar->hasIntrinsic(INTRINSIC_ASLEEP)) text.strcat("Asleep "); if (avatar->hasIntrinsic(INTRINSIC_CONFUSED)) text.strcat("Confused "); if (avatar->hasIntrinsic(INTRINSIC_POISON_DEADLY)) text.strcat("Deadly Poisoned "); if (avatar->hasIntrinsic(INTRINSIC_POISON_HARSH)) text.strcat("Harshly Poisoned "); if (avatar->hasIntrinsic(INTRINSIC_POISON_STRONG)) text.strcat("Strongly Poisoned "); if (avatar->hasIntrinsic(INTRINSIC_POISON_NORMAL)) text.strcat("Poisoned "); if (avatar->hasIntrinsic(INTRINSIC_POISON_MILD)) text.strcat("Mildly Poisoned "); if (avatar->hasIntrinsic(INTRINSIC_BLEED)) text.strcat("Bleeding "); if (avatar->hasIntrinsic(INTRINSIC_BLIND)) text.strcat("Blind "); if (avatar->hasIntrinsic(INTRINSIC_DEAF)) text.strcat("Deaf "); if (avatar->hasIntrinsic(INTRINSIC_TIRED)) text.strcat("Tired "); if (avatar->hasIntrinsic(INTRINSIC_SUBMERGED)) { // Switch on tile type... int tile; tile = glbCurLevel->getTile(avatar->getX(), avatar->getY()); if (glb_squaredefs[tile].submergeattack == ATTACK_DROWN) text.strcat("Submerged "); else text.strcat("Buried "); } if (avatar->hasIntrinsic(INTRINSIC_INPIT)) text.strcat("In Pit "); if (avatar->hasIntrinsic(INTRINSIC_INTREE)) text.strcat("In Tree "); if (avatar->hasIntrinsic(INTRINSIC_SLOW)) text.strcat("Slow "); if (avatar->hasIntrinsic(INTRINSIC_AMNESIA)) text.strcat("Amnesic "); if (avatar->hasIntrinsic(INTRINSIC_OFFBALANCE)) text.strcat("Off Balance "); if (glbHasJustSearched) { if (avatar->hasIntrinsic(INTRINSIC_SEARCH)) text.strcat("Searching "); else if (glbSearchCount == 1) text.strcat("Searched "); else text.appendSprintf("Searched x%d ", glbSearchCount); } gfx_cleartextline(18); gfx_printtext(0, 18, text); } else { gfx_printtext(0, 19, SYMBOLSTRING_STRENGTH "0" SYMBOLSTRING_SMARTS "0" SYMBOLSTRING_AC "00" SYMBOLSTRING_HEART "000/00" SYMBOLSTRING_MAGIC "000/00" SYMBOLSTRING_EXP "000" SYMBOLSTRING_DLEVEL "00" " "); gfx_cleartextline(18); if (glbHasAlreadyWon) gfx_printtext(0, 18, "Celebrating"); else gfx_printtext(0, 18, "Dead"); } // Write out our buttons... writeGlobalActionBar(false); } // This menu should be freed with delete [] const char ** buildMenu(ACTION_NAMES *menu, u8 **stripvalue = 0) { int num; int i; const char **result; // Count number of actions... for (i = 0; menu[i] != ACTION_NONE; i++); num = i; result = new const char *[num+1]; if (stripvalue) *stripvalue = new u8 [num+1]; for (i = 0; menu[i] != ACTION_NONE; i++) { result[i] = glb_actiondefs[menu[i]].name; if (stripvalue) (*stripvalue)[i] = action_packStripButton(menu[i]); } // Terminating null... result[i] = 0; if (stripvalue) (*stripvalue)[i] = action_packStripButton(ACTION_NONE); return result; } ACTION_NAMES selectMenu(ACTION_NAMES *menu) { const char **m; int select, aorb, def; static ACTION_NAMES lastaction = ACTION_NONE; m = buildMenu(menu); // Find our default... { ACTION_NAMES *iter; def = 0; for (iter = menu; *iter != ACTION_NONE; iter++) { if (*iter == lastaction) def = iter - menu; } } select = gfx_selectmenu(30-10, 3, m, aorb, def); if (aorb != 0) select = -1; delete [] m; if (select == -1) return ACTION_NONE; else { lastaction = menu[select]; return menu[select]; } } // aorb = 0, a, 1, then b ACTION_NAMES selectAssignment(ACTION_NAMES *menu, int &button) { const char **m; static int lastsel = 0; int select; u8 *stripvalue; m = buildMenu(menu, &stripvalue); select = gfx_selectmenu(30-12, 3, m, button, lastsel, true, true, stripvalue, glb_globalactionstrip); if (select >= 0) lastsel = select; delete [] m; delete [] stripvalue; if (select == -1) return ACTION_NONE; else return menu[select]; } // // Prebuilt action menus // // These are generic actions that can be assigned to a or b. ACTION_NAMES menu_generic[] = { ACTION_CLIMB, ACTION_SEARCH, ACTION_ZAP, ACTION_FIRE, ACTION_JUMP, ACTION_LOOK, ACTION_WAIT, ACTION_PICKUP, ACTION_EAT, ACTION_OPEN, ACTION_CLOSE, // ACTION_LOCK, // Does nothing. Should be item activated anyways. ACTION_BREATHE, // Breathes in a selected direction. ACTION_WISH, // Wishes that you knew the wizard password. ACTION_RELEASE, ACTION_COMMAND, ACTION_NAME, ACTION_SWAP, ACTION_SLEEP, ACTION_FORGET, ACTION_MOVE, ACTION_SAFEWALK, ACTION_RUN, ACTION_MINIMAP, // Message queue + minimap. Only back queues on L. ACTION_HISTORY, // Brings up message history display. ACTION_PRAY, ACTION_USE, ACTION_VERBLIST, // Needed so you can bind to this list itself ACTION_INVENTORY, // Likewise required for binding targets. ACTION_OPTIONS, ACTION_NONE }; void buildActionMenu(ITEM *item, ACTION_NAMES *menu) { bool equipped = false; if (!item) { // Trivially true... *menu++ = ACTION_SORT; *menu++ = ACTION_NONE; return; } if (!item->getX()) equipped = true; // Standard actions.. if (item->getMagicType() == MAGICTYPE_POTION || item->getDefinition() == ITEM_WATER) *menu++ = ACTION_QUAFF; if (item->getMagicType() == MAGICTYPE_SCROLL || item->getMagicType() == MAGICTYPE_SPELLBOOK) *menu++ = ACTION_READ; if (item->getMagicType() == MAGICTYPE_WAND) *menu++ = ACTION_ZAP; if (item->getDefinition() == ITEM_LIGHTNINGRAPIER) *menu++ = ACTION_ZAP; if (equipped) { // A smaller set of actions is valid for equipped items. *menu++ = ACTION_DEQUIP; *menu++ = ACTION_DIP; *menu++ = ACTION_NAME; *menu++ = ACTION_FAVORITE; *menu++ = ACTION_EXAMINE; *menu++ = ACTION_SORT; } else { // Standard actions.. *menu++ = ACTION_EQUIP; *menu++ = ACTION_EAT; *menu++ = ACTION_DIP; *menu++ = ACTION_DROP; *menu++ = ACTION_SORT; // If there is more than one item in a stack, you can split // the stack. if (item->getStackCount() > 1) *menu++ = ACTION_SPLITSTACK; *menu++ = ACTION_NAME; *menu++ = ACTION_FAVORITE; *menu++ = ACTION_EXAMINE; *menu++ = ACTION_QUIVER; *menu++ = ACTION_THROW; } // End the sequence. *menu++ = ACTION_NONE; } void writeItemActionBar(ITEM *item, bool onlyexamine = false) { ACTION_NAMES menu[NUM_ACTIONS]; hamfake_setinventorymode(true); if (onlyexamine) { ACTION_NAMES *m = menu; *m++ = ACTION_INVENTORY; if (item) *m++ = ACTION_EXAMINE; *m++ = ACTION_NONE; } else buildActionMenu(item, menu); // Set the absolute overlay tiles we need? #ifdef HAS_STYLUS ACTION_NAMES action; int x, sx, sy; if (!glbActionBar) { for (x = 0; x < STRIPLENGTH; x++) { hamfake_enablesprite(x+1, false); } return; } for (x = 0; x < STRIPLENGTH; x++) { bool enable = true; action = glb_inventoryactionstrip[x]; action_indexToOverlayPos(x, sx, sy); hamfake_movesprite(x+1, sx*TILEWIDTH, sy*TILEHEIGHT); // First parse always succeed/always fail. // Then look at our action menu for insight. if (action == ACTION_NONE) enable = false; else if (action == ACTION_INVENTORY) enable = true; else { int j; // See if we can find it in our menu. for (j = 0; menu[j] != ACTION_NONE; j++) { if (menu[j] == action) break; } if (menu[j] == ACTION_NONE) enable = false; else enable = true; } // Display if enabled. hamfake_enablesprite(x+1, enable); if (enable) { gfx_spritetile(x+1, (SPRITE_NAMES) glb_actiondefs[action].tile); } } #endif } void introMessage() { // Display the intro message. #ifndef MAPTEST if (hamfake_isunlocked()) encyc_viewentry("HELP", HELP_POWDER); else encyc_viewentry("HELP", HELP_POWDER_LOCKED); #endif } // Paranoid much? /* Original: "By Jeff Lait " */ static unsigned char glb_author[] = { 'B'+34, 'y'+13, ' '+22, 'J'+94, 'e'+22, 'f'+13, 'f'+52, ' '+54, 'L'+72, 'a'+45, 'i'+64, 't'+90, ' '+32, 0 }; static const unsigned char glb_author_off[] = { 34,13,22,94,22,13,52,54,72,45,64,90,32, }; static const char * get_glb_author() { int i; if (glb_author[0] != 66) { for (i=0; i<13; i++) glb_author[i] -= glb_author_off[i]; } return (const char *)glb_author; } // This makes me feel like it is 1988. void processOptions(); bool intro_screen() { MAINMENU_NAMES selection; static int def = 0; { int y; for (y = 2; y < 19; y++) gfx_cleartextline(y); } glbAutoRunEnabled = false; #ifdef ANDROID while (1) #else while (!hamfake_forceQuit()) #endif { for (int y = 2; y < 19; y++) gfx_cleartextline(y); gfx_printtext(10, 1, "POWDER 118"); gfx_printtext(30 - strlen(get_glb_author()), 19, get_glb_author()); #ifdef iPOWDER // So what *can* I badge this? //gfx_printtext(0, 18, "Built with *redacted*"); if (hamfake_isunlocked()) gfx_printtext(0, 18, "Full Version"); #else #ifdef ANDROID gfx_printtext(0, 18, "Built with Android 2.2"); #else #ifdef USING_SDL gfx_printtext(0, 18, "Built with SDL 1.2"); #else #ifdef USING_DS gfx_printtext(0, 18, "Built with DevkitPro 1.4.4 r21"); #else gfx_printtext(0, 18, "Built with HAM 2.8"); #endif #endif #endif #endif // Ask the user what they want to do. { int aorb; const char *textmenu[NUM_MAINMENUS]; int i; const MAINMENU_NAMES menu[] = { MAINMENU_NEWGAME, MAINMENU_TUTORIAL, MAINMENU_VIEWSCORES, MAINMENU_OPTIONS, #if defined(USING_SDL) && !defined(SYS_PSP) && !defined(ANDROID) #ifndef iPOWDER MAINMENU_QUIT, #endif #ifdef iPOWDER MAINMENU_STRESSTEST, MAINMENU_UNLOCK, #endif #endif MAINMENU_NONE }; const MAINMENU_NAMES menu_load[] = { MAINMENU_LOAD, MAINMENU_NEWGAME, MAINMENU_TUTORIAL, MAINMENU_VIEWSCORES, MAINMENU_OPTIONS, #if defined(USING_SDL) && !defined(SYS_PSP) && !defined(ANDROID) #ifndef iPOWDER MAINMENU_QUIT, #endif #ifdef iPOWDER MAINMENU_STRESSTEST, MAINMENU_UNLOCK, #endif #endif MAINMENU_NONE }; const MAINMENU_NAMES menu_scum[] = { MAINMENU_NEWGAME, MAINMENU_TUTORIAL, MAINMENU_SAVESCUM, MAINMENU_VIEWSCORES, MAINMENU_OPTIONS, #if defined(USING_SDL) && !defined(SYS_PSP) && !defined(ANDROID) #ifndef iPOWDER MAINMENU_QUIT, #endif #ifdef iPOWDER MAINMENU_STRESSTEST, MAINMENU_UNLOCK, #endif #endif MAINMENU_NONE }; const MAINMENU_NAMES *usemenu; switch (hiscore_savecount()) { case 0: usemenu = menu; break; case 1: usemenu = menu_load; break; default: usemenu = menu_scum; break; } for (i = 0; usemenu[i] != MAINMENU_NONE; i++) { #ifdef iPOWDER // Disable the unlock if unlocked. if (usemenu[i] == MAINMENU_UNLOCK && hamfake_isunlocked()) break; #endif textmenu[i] = glb_mainmenudefs[usemenu[i]].name; } textmenu[i] = 0; int rawchoice; rawchoice = gfx_selectmenu(2, 6, textmenu, aorb, def); // If we have reset, we reset our selection here as // we will have just greedily picked the first one. if (hamfake_forceQuit()) { hamfake_softReset(); continue; } // Ignore bad selection. if (rawchoice < 0) continue; def = rawchoice; // Ignore b. if (aorb) continue; selection = usemenu[rawchoice]; } // Selection is greater than 0. // Special case: Quit if (selection == MAINMENU_QUIT) { hamfake_softReset(); // No return from the valley of the dead! // Except, of course, the Android. continue; } // Special case: View scores. if (selection == MAINMENU_VIEWSCORES) { hiscore_display(0, false); { int y; for (y = 2; y < 19; y++) gfx_cleartextline(y); } // Continue continue; } // Special case: Options. if (selection == MAINMENU_OPTIONS) { int y; for (y = 2; y < 19; y++) gfx_cleartextline(y); processOptions(); hamfake_clearKeyboardBuffer(); for (y = 2; y < 19; y++) gfx_cleartextline(y); // Do not start a new game :> continue; } if (selection == MAINMENU_STRESSTEST) { #ifdef iPOWDER if (!hamfake_isunlocked()) { // Let them know they have to unlock! for (int y = 2; y < 19; y++) gfx_cleartextline(y); gfx_pager_addtext( "The stress test will automatically play short " "games of POWDER, picking random levels and " "random actions to perform. It is " "surprisingly soothing to watch the computer " "lose as often as you do."); gfx_pager_newline(); gfx_pager_newline(); gfx_pager_addtext( "Access to the stress test requires your copy " "of POWDER to be unlocked, however." ); gfx_pager_display(); continue; } #endif } if (selection == MAINMENU_UNLOCK) { attemptunlock(); // We can't test for success here as we return immediately // from posting even though the user is still mucking // about trying to decide if they want to pay the paltry // unlock fee or not. // (After XX years I can call it paltry compared to may // own contribution to the cause) def = 0; continue; } if (selection == MAINMENU_NEWGAME) { // Double check if they have an active game. // It doesn't always overwrite, but likely will thanks // to Quit & Save being the default everywhere. if (hiscore_savecount() == 1) { int y; for (y = 2; y < 19; y++) gfx_cleartextline(y); if (!gfx_yesnomenu("Replace your active game?")) continue; } } // Fall out. break; } { int y; for (y = 2; y < 19; y++) gfx_cleartextline(y); } glbTutorial = false; if (selection == MAINMENU_NEWGAME) { // Request a deity to worship. Since this involves extra decisions // violates the principle of POWDER that one can just start // playing without thinking. However, many advanced players // would want to try a specific god so end up start-scumming // until they got equipment good for that god. I'm strongly // opposed to start scumming, so thus the decision to allow // advanced players to select a starting god, and thus // implied equipment. Grats to Derek S. Ray for writing // a patch for this and allowing me to wash hands of any // hypocrisy for going against my official policy. if (hiscore_advancedmode()) { GOD_NAMES god; const char *menu[NUM_GODS+1]; FOREACH_GOD(god) { menu[god] = glb_goddefs[god].name; } menu[NUM_GODS] = 0; static int startgod = 0; int choice; while (1) { if (hamfake_forceQuit()) hamfake_softReset(); int aorb, y; gfx_printtext(5,3, "Initial God?"); choice = gfx_selectmenu(30 - 20, 4, menu, aorb, startgod); for (y = 3; y < 19; y++) gfx_cleartextline(y); if (choice >= 0) break; } startgod = choice; god = (GOD_NAMES) choice; piety_setgod(god); } else { // Default to no one god, the classic value. piety_setgod(GOD_AGNOSTIC); } // Request the gender. This is before name so those who pick // randomly can pick an appropriate name. // Default to a random gender choice on boot up, after that // keep the users last preference. if (glbGender == -1) glbGender = rand_choice(2); const char *gendermenu[] = { "Male", "Female", 0 }; int aorb; gfx_printtext(0, 6, "Gender? "); glbGender = gfx_selectmenu(5, 7, gendermenu, aorb, glbGender); // Secret code: [Start] to pick random gender. if (glbGender == -1) glbGender = rand_choice(2); { int y; for (y = 6; y < 10; y++) gfx_cleartextline(y); } // Request the name. BUF welcome; welcome.sprintf("You are a %s %s.", glbGender ? "female" : "male", glb_goddefs[piety_chosengod()].classname); gfx_printtext(0, 3, welcome); // Now get their name. gfx_printtext(0, 4, "Name? "); input_getline(glbAvatarName, 23, 6, 4, 23, 8, glbAvatarName); // See if it is time to invoke the stress test. #ifndef iPOWDER if (rand_hashstring(glbAvatarName) == 0x7a51ad9b) glbStressTest = true; else #endif glbStressTest = false; // We don't want to save the game if the user just // hit home on the name screen! if (hamfake_forceQuit()) hamfake_softReset(); } if (selection == MAINMENU_TUTORIAL) { // Tutorial has no name strcpy(glbAvatarName, "George"); glbTutorial = true; } if (selection == MAINMENU_STRESSTEST) { // Getting here implies we are unlocked. strcpy(glbAvatarName, "Defiant"); glbStressTest = true; } { int y; for (y = 0; y < 20; y++) gfx_cleartextline(y); } if (hamfake_forceQuit()) hamfake_softReset(); // Return whether one should load or not. return (selection == MAINMENU_LOAD || selection == MAINMENU_SAVESCUM); } void loadGame() { // For testing, we can verify the new map... SRAMSTREAM is(false); int val; glbAutoRunEnabled = false; // Verify we can load... if (!hiscore_savecount()) { msg_report("No saved game! Aborting load!"); return; } // Flag that this is now longer a new game. hiscore_flagnewgame(false); // If we are a save scummer... if (hiscore_savecount() > 1) { BUF buf; buf.sprintf("You have save scummed %d times. ", hiscore_savecount() - 1); msg_report(buf); } msg_report("Loading..."); ai_reset(); if (glbCurLevel) glbCurLevel->deleteAllMaps(); artifact_init(); // Load hiscore details. hiscore_load(is); // Load our name. is.readString(glbAvatarName, 30); is.read(val, 8); glbWizard = val ? true : false; is.read(val, 8); glbTutorial = val ? true : false; is.read(val, 8); glbHasAlreadyWon = val ? true : false; int totaltime; is.read(totaltime, 32); // Push our time back in time to account for already // used time. glbGameStartFrame = gfx_getframecount() - totaltime; // Get the number of moves. speed_load(is); // Load our name table. name_load(is); ITEM::loadGlobal(is); MOB::loadGlobal(is); MAP::loadGlobal(is); piety_load(is); MAP::changeCurrentLevel(new MAP(0, BRANCH_NONE)); glbCurLevel->loadBranch(is); // At the very end, we load the avatar number. // This way we ensure the avatar has been // loaded before we try and load its refid. MOB::loadAvatar(is); // Rebuild FOV & Light tables. // They were wiped out by the save to // save space. gfx_forceLockTile(TILE_AVATAR, 2); if (MOB::getAvatar()) { gfx_scrollcenter(MOB::getAvatar()->getX(), MOB::getAvatar()->getY()); MOB::getAvatar()->rebuildAppearance(); glbCurLevel->buildFOV(MOB::getAvatar()->getX(), MOB::getAvatar()->getY(), 7, 5); } glbCurLevel->updateLights(); glbCurLevel->refresh(); writeStatusLine(); msg_report("Done!"); // Successfully loaded. Any reload is thus a save scum. hiscore_bumpsavecount(); // Save the new hiscore with the new save count! { SRAMSTREAM os(false); hiscore_save(os); // Trigger non-GBA sessions to complete the save. hamfake_endWritingSession(); } // Report whim of xom if (MOB::getAvatar()) MOB::getAvatar()->pietyAnnounceWhimOfXom(); #ifdef STRESS_TEST // Finished loading our game, verify our mob structure. bool valid; valid = glbCurLevel->verifyMob(); if (!valid) msg_report("MOBREF Corrupt. "); else msg_report("MOBREF Intact. "); #endif } void rebuild_all() { // Ensure there is no avatar currently! MOB::setAvatar(0); // Ensure we don't get any embarassing level changes. MAP::delayedLevelChange(0); ai_reset(); if (glbCurLevel) glbCurLevel->deleteAllMaps(); // Everything should be gone now! // printf("Map: %d, Mob: %d, Item: %d\n", glbMapCount, glbMobCount, glbItemCount); glbWizard = false; glbHasAlreadyWon = false; MOB::init(); ITEM::init(); piety_init(); artifact_init(); MAP *map; map = new MAP(1, BRANCH_MAIN); map->build(false); map->populate(); MAP::changeCurrentLevel(map); map->setWindDirection(0, 0, 0); // Dude's position. int x, y; MOB *avatar; bool found = false; // Find a valid x & y... // Ideally we want to always start on the up stair case. found = glbCurLevel->findTile(SQUARE_LADDERUP, x, y); if (found) found = glbCurLevel->findCloseTile(x, y, MOVE_WALK); if (!found) { found = glbCurLevel->findTile(SQUARE_DIMDOOR, x, y); if (found) found = glbCurLevel->findCloseTile(x, y, MOVE_WALK); if (!found) { found = glbCurLevel->findRandomLoc(x, y, MOVE_WALK, false, false, false, false, false, true); if (!found) { // This could be hell and nothing but lava. found = glbCurLevel->findRandomLoc(x, y, MOVE_STD_SWIM, false, false, false, false, false, true); if (!found) { // Very bad! UT_ASSERT(!"No valid starting location!"); x = y = 15; } } } } avatar = MOB::create(MOB_AVATAR); avatar->move(x, y); glbCurLevel->registerMob(avatar); glbCurLevel->buildFOV(x, y, 7, 5); MOB::setAvatar(avatar); // ID all items... ITEM *id; for (y = 0; y < MOBINV_HEIGHT; y++) for (x = 0; x < MOBINV_WIDTH; x++) { id = avatar->getItem(x, y); #if 1 if (id) { id->markIdentified(true); id->markMapped(); } #endif } #ifndef MAPTEST gfx_scrollcenter(avatar->getX(), avatar->getY()); #endif glbCurLevel->doHeartbeat(); glbCurLevel->updateLights(); // Only mark mapped with full range if we are not blind... if (avatar->hasIntrinsic(INTRINSIC_BLIND)) glbCurLevel->markMapped(avatar->getX(), avatar->getY(), 0, 0); else glbCurLevel->markMapped(avatar->getX(), avatar->getY(), 7, 5); glbCurLevel->refresh(); gfx_forceLockTile(TILE_AVATAR, 2); avatar->rebuildAppearance(); glbGameStartFrame = gfx_getframecount(); speed_reset(); msg_clear(); writeStatusLine(); if (!glbStressTest) { hamfake_rebuildScreen(); introMessage(); avatar->reportMessage("Welcome to POWDER!"); // Describe where the avatar is standing, in case there // is some item. glbCurLevel->describeSquare(avatar->getX(), avatar->getY(), avatar->hasIntrinsic(INTRINSIC_BLIND), false); avatar->pietyAnnounceWhimOfXom(); if (glbCurLevel->isSquareInLockedRoom(avatar->getX(), avatar->getY())) { avatar->reportMessage("There is a secret door in the walls of this room. Keep Searching!"); } } // Second write is to restore the action bar. writeStatusLine(); } void processWorld() { // We check for avatar map consistency both at the start and the // end of this method. MAP::checkForAvatarMapChange(); // Update our smoke. // This is an annoying time to do this - you get insta-flood and // insta-smoke move. We want the newly created pit to last one // turn before it floods. // I have no idea how to do this. We sort of want the update // after the user chooses, but before the user acts? glbCurLevel->moveSmoke(); glbCurLevel->moveFluids(); if (MOB::getAvatar()) { gfx_scrollcenter(MOB::getAvatar()->getX(), MOB::getAvatar()->getY()); glbCurLevel->buildFOV(MOB::getAvatar()->getX(), MOB::getAvatar()->getY(), 7, 5); } // This needs to be done so rays hit where you are, not where // you will be. // This is too expensive, however. Our solution is to update // the display whenever the status line scrolls. This way you'll // always get the partial effects. // glbCurLevel->refresh(); // Move the NPCs... glbCurLevel->moveNPCs(); // Give the gods a chance to meddle. if (speed_isheartbeatphase()) if (MOB::getAvatar()) MOB::getAvatar()->pietyRungods(); speed_ticktime(); writeStatusLine(); // Rebuild our map... glbCurLevel->doHeartbeat(); glbCurLevel->updateLights(); if (MOB::getAvatar()) { if (MOB::getAvatar()->hasIntrinsic(INTRINSIC_BLIND)) glbCurLevel->markMapped(MOB::getAvatar()->getX(), MOB::getAvatar()->getY(), 0, 0); else glbCurLevel->markMapped(MOB::getAvatar()->getX(), MOB::getAvatar()->getY(), 7, 5); } //if (ctrl_rawpressed(BUTTON_R)) MAP::checkForAvatarMapChange(); // If the avatar exists, we only refresh on valid move phases. // Note this is tested AFTER speed_ticktime! This actually means // that we refresh just before a turn in which the avatar will // be able to move. If we used the pretick value, we'd refresh on // processWorlds that occur after the avatar move, but not update // for any succeeding non-avatar moves. if (!MOB::getAvatar() || MOB::getAvatar()->validMovePhase(speed_getphase())) glbCurLevel->refresh(); } bool performAutoPickup() { MOB *avatar = MOB::getAvatar(); ITEMSTACK stack; ITEM *item; bool submerged, didpickup; int i, n; if (!avatar) return false; if (avatar->hasIntrinsic(INTRINSIC_INTREE)) return false; submerged = avatar->hasIntrinsic(INTRINSIC_INPIT) || avatar->hasIntrinsic(INTRINSIC_SUBMERGED); glbCurLevel->getItemStack(stack, avatar->getX(), avatar->getY(), submerged); didpickup = false; n = stack.entries(); for (i = 0; i < n; i++) { if (stack(i)->isQuivered()) { item = stack(i); didpickup = avatar->actionPickUp(item); if (!didpickup) { // We failed to pickup! Better not try any more items. return false; } } } // Return if we found anything to pickup. return didpickup; } bool performRandomAction(MOB *avatar) { ITEM *item; int ix, iy; int dx, dy, dz; bool doitem; if (!avatar) return false; doitem = avatar->findItemSlot(ix, iy); switch (rand_choice(1 + doitem * 4)) { case 0: // spell { SPELL_NAMES spell; // Cast a random spell spell = (SPELL_NAMES) rand_choice(NUM_SPELLS); if (spell == SPELL_NONE) break; // Ensure we have sufficient xp,hp,mp avatar->incrementMaxMP(glb_spelldefs[spell].mpcost); avatar->incrementMaxHP(glb_spelldefs[spell].hpcost); if (avatar->getExp() < glb_spelldefs[spell].xpcost) { avatar->receiveExp(glb_spelldefs[spell].xpcost); } avatar->setIntrinsic((INTRINSIC_NAMES)glb_spelldefs[spell].intrinsic); dx = dy = dz = 0; if (glb_spelldefs[spell].needsdir) { dx = rand_range(-1, 1); dy = rand_range(-1, 1); if (!dx && !dy) { dz = rand_range(-1, 1); } } if (glb_spelldefs[spell].needstarget) { // Really should try to target someone... dx = rand_range(-3, 3); dy = rand_range(-3, 3); } return avatar->actionCast(spell, dx, dy, dz); } case 1: // quaff item = ITEM::createRandomType(ITEMTYPE_POTION); avatar->acquireItem(item, ix, iy); return avatar->actionEat(ix, iy); case 2: // zap item = ITEM::createRandomType(ITEMTYPE_WAND); avatar->acquireItem(item, ix, iy); dx = rand_range(-1, 1); dy = rand_range(-1, 1); dz = 0; if (!dx && !dy) { dz = rand_range(-1, 1); } return avatar->actionZap(ix, iy, dx, dy, dz); case 3: // read item = ITEM::createRandomType(ITEMTYPE_SCROLL); avatar->acquireItem(item, ix, iy); return avatar->actionRead(ix, iy); case 4: // dip { ITEM *dipper; item = ITEM::createRandomType(ITEMTYPE_POTION); avatar->acquireItem(item, ix, iy); dipper = avatar->randomItem(); if (dipper) { return avatar->actionDip(ix, iy, dipper->getX(), dipper->getY()); } break; } default: UT_ASSERT(!"Invalid choice for random action"); break; } return false; } void performAutoRead() { MOB *avatar = MOB::getAvatar(); SIGNPOST_NAMES signpost; if (!avatar) return; // Check to see if we are on a signpost, in which case we want // to spam the proper message signpost = glbCurLevel->getSignPost(avatar->getX(), avatar->getY()); if (signpost != SIGNPOST_NONE) { #if defined(iPOWDER) || defined(ANDROID) encyc_viewentry("SIGNPOST_iPOWDER", signpost); #else #ifdef HAS_KEYBOARD encyc_viewentry("SIGNPOST_SDL", signpost); #else encyc_viewentry("SIGNPOST_GBA", signpost); #endif #endif } } void performAutoPrompt() { MOB *avatar = MOB::getAvatar(); ITEMSTACK stack, eatstack; bool submerged; bool hasladder = false, didclimb = false; bool consumed; int i, j, n, aorb, select, laddernum, cancelnum; SQUARE_NAMES square; if (!avatar) return; if (avatar->hasIntrinsic(INTRINSIC_INTREE)) return; submerged = avatar->hasIntrinsic(INTRINSIC_INPIT) || avatar->hasIntrinsic(INTRINSIC_SUBMERGED); glbCurLevel->getItemStack(stack, avatar->getX(), avatar->getY(), submerged); // Determine if we are on a ladder that the user might want to climb. square = glbCurLevel->getTile(avatar->getX(), avatar->getY()); hasladder = glb_squaredefs[square].promptclimb; // Whenever we climb we disable the next autoprompt to avoid // having the user get a double-prompt if they manually climb. if (glbSuppressAutoClimb) hasladder = false; glbSuppressAutoClimb = false; // Repeatedly prompt the user until they either accept or run out // of things to do. while (stack.entries() || hasladder) { // Build our accept/reject string. char **list; n = stack.entries(); list = new char *[stack.entries()*2 + 2 + hasladder]; stack.reverse(); i = 0; for (j = 0; j < n; j++) { list[i++] = stack(j)->getName(false).strdup(); } // Add the option of eating any corpses here eatstack.clear(); for (j = 0; j < n; j++) { if (avatar->canDigest(stack(j))) { BUF buf; buf.strcpy("eat "); buf.strcat(stack(j)->getName()); list[i++] = strdup(buf.buffer()); // Track our edible items eatstack.append(stack(j)); } } laddernum = i; if (hasladder) { if (square == SQUARE_DIMDOOR) list[i++] = strdup("Enter Portal"); else list[i++] = strdup("Climb Ladder"); } cancelnum = i; list[i++] = strdup("cancel"); list[i] = 0; // Determine what the user wants. gfx_printtext(1, 3, "Action?"); select = gfx_selectmenu(3, 4, (const char **) list, aorb); // Handle cancels. if (select == cancelnum) select = -1; // Empty the screen: for (i = 3; i < 18; i++) { gfx_cleartextline(i); } if (select < 0 || aorb) { // The user has cancelled, quit! break; } // Check if the use climbed or picked up. if (hasladder && (select == laddernum)) { // Climb request consumed = avatar->actionClimb(); didclimb = true; } else if (select >= n) { // Eat request... j = select - n; if (j >= eatstack.entries()) { // Cancel request. break; } // Perform the eat ITEM *newitem = 0; consumed = avatar->actionPickUp(eatstack(j), &newitem); if (newitem && newitem->isInventory()) { consumed |= avatar->actionEat(newitem->getX(), newitem->getY()); didclimb = true; } } else { // Pick up request. consumed = avatar->actionPickUp(stack(select)); } // Destroy the list. for (i = 0; list[i]; i++) { free(list[i]); } delete [] list; // If, and only if, we consumed, pass time. // We really need to abstract this! while (consumed) { if (MOB::getAvatar()) MOB::getAvatar()->doHeartbeat(); processWorld(); // The mob may be paralysed or what not. If a save // request occurs during this time slice, we want to // ensure we quit *this* turn! if (hamfake_forceQuit()) { return; } // Run the move prequel code. If this return false, // it means we should skip the move - ie: process heartbeat // and world and continue. // Thus, if it passes, we want to break out and // go to the normal control selection. if (!MOB::getAvatar() || MOB::getAvatar()->doMovePrequel()) { break; } } // Recover if we have no avatar anymore. avatar = MOB::getAvatar(); if (!avatar) break; // Update the item stack stack.clear(); submerged = avatar->hasIntrinsic(INTRINSIC_INPIT) || avatar->hasIntrinsic(INTRINSIC_SUBMERGED); glbCurLevel->getItemStack(stack, avatar->getX(), avatar->getY(), submerged); // If we climbed, we don't want to continue. if (didclimb) break; } } bool useInventory(MOB *avatar, bool quickselect) { // Something will happen, clear the message queue. msg_clear(); bool done = false; bool consumed = true; bool forceconsume = false; int aorb = 0; STYLUSLOCK styluslock(REGION_BOTTOMBUTTON); // If we are doing quickselect, determine which key will cause // the quick select. if (quickselect) { if (ctrl_rawpressed(BUTTON_A)) aorb = BUTTON_A; else if (ctrl_rawpressed(BUTTON_B)) aorb = BUTTON_B; else if (ctrl_rawpressed(BUTTON_R)) aorb = BUTTON_R; else if (ctrl_rawpressed(BUTTON_L)) aorb = BUTTON_L; else if (ctrl_rawpressed(BUTTON_X)) aorb = BUTTON_X; else if (ctrl_rawpressed(BUTTON_Y)) aorb = BUTTON_Y; else { // They let go of quick select before we got here! return false; } } gfx_showinventory(avatar); hamfake_enableexternalactions(true); { int cx, cy; ITEM *item; gfx_getinvcursor(cx, cy); item = avatar->getItem(cx, cy); writeItemActionBar(item); } // Wait for a key... while (!done) { if (!gfx_isnewframe()) continue; if (hamfake_forceQuit()) break; ITEM *item; int dx = 0, dy = 0, cx, cy; bool apress, bpress, dirty; int sx, sy, ex, ey; ACTION_NAMES action = ACTION_NONE; // Select cancels... if (ctrl_hit(BUTTON_SELECT)) { consumed = forceconsume; break; } if (styluslock.performInventoryDrag(sx, sy, ex, ey, avatar, dirty)) { // No mater what, we // Update our cursor location. gfx_setinvcursor(ex, ey, false); if (!sx) { // If they drag to another equip slot, no-op // In any case, our final slot location should be the // staring slot, not the ending slot, as the ending // slot isn't where the item ends up. // (We could try and figure that out, but it is very // difficult due to stack merges, etc) gfx_setinvcursor(sx, sy, false); if (ex) { // Item is in equip slots, dequip. // TODO: move it to the requested location? gfx_hideinventory(); consumed = avatar->actionDequip((ITEMSLOT_NAMES) sy); done = true; break; } } else { // Dragging from inventory. If it goes onto an equipment // slot it is an equip request. if (!ex) { gfx_hideinventory(); consumed = avatar->actionEquip(sx, sy, (ITEMSLOT_NAMES) ey); done = true; break; } else { // Swap of items, this is safe since we use // linked lists right now. ITEM *i1, *i2; i1 = avatar->getItem(sx, sy); i2 = avatar->getItem(ex, ey); if (i1) i1->setPos(ex, ey); if (i2) i2->setPos(sx, sy); } } } if (dirty) { ITEM *item; gfx_getinvcursor(cx, cy); // Redisplay the inventory as we'll have erased the void tile. gfx_hideinventory(); item = avatar->getItem(cx, cy); writeItemActionBar(item); gfx_showinventory(avatar); } ctrl_getdir(dx, dy); if (quickselect) { apress = false; if (!ctrl_rawpressed(aorb)) { apress = true; } bpress = false; } else { apress = ctrl_hit(BUTTON_A); bpress = ctrl_hit(BUTTON_B); // Allow more generous cancelling so one can get out // the way one got in. bpress |= ctrl_hit(BUTTON_X); bpress |= ctrl_hit(BUTTON_Y); } // Abort with b. if (bpress) { consumed = forceconsume; break; } // Check to see if we are hovering an inventory item if (stylus_queryinventoryitem(sx, sy)) { gfx_getinvcursor(cx, cy); dx = sx - cx; dy = sy - cy; } if (dx || dy) { // A direction key is hit, update the cursor pos. gfx_getinvcursor(cx, cy); cx += dx; cy += dy; gfx_setinvcursor(cx, cy, false); // No more tests... // Refetch the cursor to handle wrapping... gfx_getinvcursor(cx, cy); item = avatar->getItem(cx, cy); writeItemActionBar(item); continue; } // Determine if we have key press, so thus a fake action. if (!apress) { int keypress; keypress = hamfake_getKeyPress(false); switch (keypress) { case 'E': case 'w': action = ACTION_EQUIP; apress = true; break; case 'u': case 'T': action = ACTION_DEQUIP; apress = true; break; case 'd': action = ACTION_DROP; apress = true; break; case 'e': action = ACTION_EAT; apress = true; break; case 'r': action = ACTION_READ; apress = true; break; case '!': case 'D': action = ACTION_DIP; apress = true; break; case 'z': action = ACTION_ZAP; apress = true; break; case 't': action = ACTION_THROW; apress = true; break; case 'f': action = ACTION_FAVORITE; apress = true; break; case 'q': action = ACTION_QUIVER; apress = true; break; case 'n': action = ACTION_NAME; apress = true; break; case 's': action = ACTION_SORT; apress = true; break; case 'S': action = ACTION_SPLITSTACK; apress = true; break; case 'x': action = ACTION_EXAMINE; apress = true; break; } } if (!apress) { int button; // Check to see if the action menu was used. if (glbActionBar && styluslock.getbottombutton(button)) { action = glb_inventoryactionstrip[button]; if (action != ACTION_NONE) { apress = true; } } } if (!apress) { int iact, ispell; hamfake_externalaction(iact, ispell); if (iact != ACTION_NONE) { action = (ACTION_NAMES) iact; apress = true; } } if (apress) { // User has selected something, process the // request... gfx_getinvcursor(cx, cy); item = avatar->getItem(cx, cy); if (!item) { if (quickselect) { consumed = false; break; } if (action != ACTION_INVENTORY && action != ACTION_SORT) continue; // Ignore } // Build the menu... ACTION_NAMES menu[NUM_ACTIONS]; buildActionMenu(item, menu); // If the user selected quickly from keyboard, we don't // need an action here. if (action == ACTION_NONE) action = selectMenu(menu); // Clear out the selection menu. gfx_showinventory(avatar); switch (action) { case ACTION_NONE: // Do nothing... break; case ACTION_QUAFF: // Drink is same as eat case ACTION_EAT: gfx_hideinventory(); consumed = avatar->actionEat(cx, cy); done = true; break; case ACTION_QUIVER: gfx_hideinventory(); consumed = avatar->actionQuiver(cx, cy); // Since quiver is free, we let people chain // quivers. done = false; gfx_showinventory(avatar); break; case ACTION_FAVORITE: gfx_hideinventory(); item->markFavorite(!item->isFavorite()); // Since favorite is free, we let // people chain favorites. done = false; gfx_showinventory(avatar); break; case ACTION_READ: gfx_hideinventory(); consumed = avatar->actionRead(cx, cy); // If someone aborts a read, they should get // back to menu. done = consumed; // Clear out the description viewer. if (!done) gfx_showinventory(avatar); break; case ACTION_EXAMINE: gfx_hideinventory(); item->viewDescription(); consumed = false; // Do not return to the main screen as they likely // are examinig a chain of items. // This is the sort of impressive change I make while // waiting in the Signet Ana lounge for my first class // seat. // done = true; // Clear out the description viewer. gfx_showinventory(avatar); break; case ACTION_NAME: { char buf[100]; int nametype; gfx_hideinventory(); msg_clear(); gfx_printtext(0, 0, "Specific or type? "); { const char *nametype_menu[] = { "Specific", "Type", 0 }; static int namedef = 1; int aorb; nametype = gfx_selectmenu(30-10, 3, nametype_menu, aorb, namedef); // B button cancels. if (aorb) nametype = -1; if (nametype >= 0) namedef = nametype; } { int y; for (y = 0; y < 18; y++) gfx_cleartextline(y); } if (nametype < 0) { consumed = false; done = true; break; } // Prohibit renaming artifacts. if (item->isArtifact() && !nametype) { msg_report("You cannot rename an artifact! "); consumed = false; done = true; break; } gfx_printtext(0, 0, "New Name? "); input_getline(buf, 19, 10, 0, 23, 8); { int y; for (y = 0; y < 18; y++) gfx_cleartextline(y); } if (nametype) item->renameType(buf); else item->rename(buf); consumed = false; done = true; break; } case ACTION_THROW: { // Find the zap direction... BUF buf; int tx, ty; int dx, dy, dz; gfx_hideinventory(); done = true; avatar->formatAndReport("Throw %I1U where?", item); tx = avatar->getX(); ty = avatar->getY(); if (gfx_selectdirection(tx, ty, dx, dy, dz)) { msg_clear(); consumed = avatar->actionThrow( cx, cy, dx, dy, dz); } else { // Cancelled... msg_clear(); consumed = false; } break; } case ACTION_DIP: { // Request a second item, dip this into // that item. Check if we are on a well // in which case we want to dip into // the well. int selectx, selecty; selectx = cx; selecty = cy; avatar->formatAndReport("Dip %IU in what?", item); if (gfx_selectinventory(selectx, selecty)) { // Attempt to dip the two // selected items together... gfx_getinvcursor(selectx, selecty); // Restore cursor to start item. gfx_setinvcursor(cx, cy, false); gfx_hideinventory(); consumed = avatar->actionDip( selectx, selecty, cx, cy); done = true; } else { // Wipe our dip prompt. gfx_setinvcursor(cx, cy, false); msg_clear(); } break; } case ACTION_DROP: gfx_hideinventory(); consumed = avatar->actionDrop(cx, cy); // We allow an arbitrary number of drops at once. done = false; // We want to cost a turn. forceconsume = true; gfx_showinventory(avatar); break; case ACTION_EQUIP: { bool madechoice = false; int slotx, sloty; BUF buf; slotx = 0; sloty = ITEMSLOT_RHAND; avatar->formatAndReport("Equip %I1U where?", item); // We want to make it easy for the user, so default // to the most logical slot. if (item->isHelmet()) sloty = ITEMSLOT_HEAD; if (item->isBoots()) sloty = ITEMSLOT_FEET; if (item->isShield()) sloty = ITEMSLOT_LHAND; if (item->isJacket()) sloty = ITEMSLOT_BODY; if (item->isAmulet()) sloty = ITEMSLOT_AMULET; if (item->isRing()) { sloty = ITEMSLOT_RRING; if (avatar->getEquippedItem(ITEMSLOT_RRING) && !avatar->getEquippedItem(ITEMSLOT_LRING)) sloty = ITEMSLOT_LRING; } // If the item is a bow, default to the left hand. if (item->getDefinition() == ITEM_BOW) { sloty = ITEMSLOT_LHAND; } // Item is in main inventory, equip. // Get the user to choose a inventory slot... gfx_setinvcursor(slotx, sloty, true); STYLUSLOCK styluslock(REGION_SLOTS); while (1) { if (!gfx_isnewframe()) continue; if (hamfake_forceQuit()) break; ctrl_getdir(dx, dy); apress = ctrl_hit(BUTTON_A); bpress = ctrl_hit(BUTTON_B); if (bpress) { // cancel. madechoice = false; break; } if (apress) { // Made a choice. madechoice = true; break; } int sslot; if (styluslock.selectinventoryslot(sslot)) { if (sslot == -1) madechoice = false; else { madechoice = true; sloty = sslot; gfx_setinvcursor(slotx, sloty, true); } break; } // Consume invalid keys. hamfake_getKeyPress(false); // Move in dy direction... gfx_getinvcursor(slotx, sloty); sloty += dy; gfx_setinvcursor(slotx, sloty, true); } // If aborted, reset cursor to cx/cy if (!madechoice) { gfx_setinvcursor(cx, cy, false); msg_clear(); } else { // Try to do the action... gfx_getinvcursor(slotx, sloty); // Even if we accepted, leave the cursor // where it started as this seems to be // what I expect. (And I am all who // counts here, right???) gfx_setinvcursor(cx, cy, false); gfx_hideinventory(); msg_clear(); consumed = avatar->actionEquip(cx, cy, (ITEMSLOT_NAMES) sloty); done = true; } break; } case ACTION_DEQUIP: { if (cx) { avatar->formatAndReport("%U not wearing %IU.", item); consumed = false; } else { // Item is in equip slots, dequip. gfx_hideinventory(); consumed = avatar->actionDequip((ITEMSLOT_NAMES) cy); done = true; } break; } case ACTION_ZAP: { // Find the zap direction... BUF buf; int tx, ty; int dx, dy, dz; gfx_hideinventory(); done = true; avatar->formatAndReport("Zap %IU where?", item); tx = avatar->getX(); ty = avatar->getY(); if (gfx_selectdirection(tx, ty, dx, dy, dz)) { msg_clear(); consumed = avatar->actionZap( cx, cy, dx, dy, dz); } else { // Cancelled... msg_clear(); consumed = false; } break; } case ACTION_SORT: { // Re arrange backpack gfx_hideinventory(); consumed = avatar->actionSort(); done = false; // Clear out the description viewer. gfx_showinventory(avatar); break; } case ACTION_SPLITSTACK: { // This doesn't take a turn or cost time. done = false; consumed = false; // Take one item from this stack and add back // to our inventory. if (item->getStackCount() <= 1) { // Illegal split. avatar->formatAndReport("%U can't split %IU in two.", item); break; } ITEM *split; int sx, sy; if (avatar->findItemSlot(sx, sy)) { // Have to update the inventory so they // can see that something happened. gfx_hideinventory(); split = item->splitStack(); avatar->formatAndReport("%U %IU.", split); avatar->acquireItem(split, sx, sy); gfx_showinventory(avatar); } else { avatar->formatAndReport("%U space to split the stack."); break; } break; } case ACTION_INVENTORY: // We just want to quit back to the game. gfx_hideinventory(); // We don't want to waste a turn doing this! consumed = forceconsume; done = true; break; default: { UT_ASSERT(!"Unhandled ACTION!"); break; } } // If the avatar is not done yet, we want to rebuild the lost // action bar. if (!done) { gfx_getinvcursor(cx, cy); item = avatar->getItem(cx, cy); writeItemActionBar(item); } if (quickselect) { // Even if the user didn't make a valid choice, // we still exit the inventory screen. consumed = false; break; } } } if (!done) gfx_hideinventory(); return consumed; } void processHelp() { while (1) { HELP_NAMES helplist[NUM_HELPS]; const char *helptype[NUM_HELPS]; int helpidx = 0; if (hamfake_isunlocked()) helplist[helpidx++] = HELP_POWDER; else helplist[helpidx++] = HELP_POWDER_LOCKED; #ifdef HAS_KEYBOARD helplist[helpidx++] = HELP_KEYBOARD; #endif #ifdef HAS_STYLUS #if defined(iPOWDER) || defined(ANDROID) helplist[helpidx++] = HELP_TOUCH; #else helplist[helpidx++] = HELP_STYLUS; #endif #endif #ifndef HAS_KEYBOARD #if !defined(iPOWDER) && !defined(ANDROID) helplist[helpidx++] = HELP_GAMEBOY; #endif #endif helplist[helpidx++] = HELP_STATUSLINE; helplist[helpidx++] = HELP_SPELL; helplist[helpidx++] = HELP_SKILL; helplist[helpidx++] = HELP_GOD; for (int i = 0; i < helpidx; i++) { helptype[i] = glb_helpdefs[helplist[i]].menu; } helptype[helpidx] = 0; int selection, aorb; static int helpdef = 0; selection = gfx_selectmenu(30 - 15, 3, helptype, aorb, helpdef); if (aorb || selection < 0) { // TODO: Return to start menu rather than cancelling all! return; } helpdef = selection; selection = helplist[selection]; switch (selection) { case HELP_GOD: { // Secondary menu. const char *menu[NUM_GODS+1]; int god; for (god = 0; god < NUM_GODS; god++) { menu[god] = glb_goddefs[god].name; } menu[god] = 0; static int goddef = 0; while (1) { god = gfx_selectmenu(30 - 15, 3, menu, aorb, goddef); if (aorb || god < 0) { break; } goddef = god; encyc_viewentry("GOD", god); } break; } case HELP_SPELL: { // Secondary menu. const char *menu[NUM_SPELLS+1]; int spell; // Skip first as it is no-spell. for (spell = 1; spell < NUM_SPELLS; spell++) { menu[spell-1] = glb_spelldefs[spell].name; } menu[spell-1] = 0; static int spelldef = 0; while (1) { spell = gfx_selectmenu(30 - 15, 3, menu, aorb, spelldef); if (aorb || spell < 0) { break; } spelldef = spell; // Increment by one for no-spell encyc_viewSpellDescription((SPELL_NAMES)(spell+1)); } break; } case HELP_SKILL: { // Secondary menu. const char *menu[NUM_SKILLS+1]; int skill; // Skip first as it is no-skill. for (skill = 1; skill < NUM_SKILLS; skill++) { menu[skill-1] = glb_skilldefs[skill].name; } menu[skill-1] = 0; static int skilldef = 0; while (1) { skill = gfx_selectmenu(30 - 15, 3, menu, aorb, skilldef); if (aorb || skill < 0) { break; } skilldef = skill; // Increment by one for no-skill encyc_viewSkillDescription((SKILL_NAMES)(skill+1)); } break; } default: encyc_viewentry("HELP", selection); break; } } } void killAvatar() { MOB *avatar; avatar = MOB::getAvatar(); MOB::setAvatar(0); // Kill the avatar. if (avatar) { glbCurLevel->unregisterMob(avatar); delete avatar; } } void saveGame(bool withnoquit) { SRAMSTREAM os(withnoquit); if (!withnoquit) msg_report("Saving..."); // If the save count is 0, // - we are writing a new game for the first time. // If the save count is 1, // - we are overwriting a valid game. // If the save count is 2, // - We are resaving a game we loaded. // Else, we have cheated! // If we have flagged as a new game, we know we should reset. if (hiscore_isnewgame() || hiscore_savecount() <= 2) hiscore_setsavecount(1); else hiscore_setsavecount(hiscore_savecount()-1); // In any case, it is no longer a new game. hiscore_flagnewgame(false); hiscore_save(os); // Save our name. os.writeString(glbAvatarName, 30); os.write(glbWizard, 8); os.write(glbTutorial, 8); os.write(glbHasAlreadyWon, 8); // Save our current total time so far. int totaltime; totaltime = gfx_getframecount() - glbGameStartFrame; os.write(totaltime, 32); // Save total moves so far. speed_save(os); // Save our speed table. name_save(os); ITEM::saveGlobal(os); MOB::saveGlobal(os); MAP::saveGlobal(os); piety_save(os); glbCurLevel->saveBranch(os); // Now save our avatar... MOB::saveAvatar(os); os.flush(); // Trigger non-GBA sessions to complete the save. hamfake_endWritingSession(); // The saving process may generate temp levels // that will refresh... glbCurLevel->refresh(); if (!withnoquit) msg_report("Done!"); #ifdef STRESS_TEST // Verify the mobref structure is good. bool valid; valid = glbCurLevel->verifyMob(); if (!valid) msg_report("MOBREF Corrupt. "); else msg_report("MOBREF Intact. "); #endif // Having saved, we now axe the avatar, forcing a reload. if (!withnoquit) killAvatar(); hamfake_clearKeyboardBuffer(); } void processOptions() { int selection; OPTION_NAMES option; int aorb; static int def = 0, defnoavatar = 0; const char *menu[] = { "Help", "Save&Quit", #ifdef USE_VIRTUAL_SCREEN "Buttons", #endif "Tiles", "Opacity", "Fonts", "ColorText", "AutoPrompt", "SafeWalk", "ActionBar", "CharDump", "KnownItems", "DebugInfo", "Collapse", "Quit", "Defaults", 0, // Full Screen. 0 }; OPTION_NAMES menuopt[] = { OPTION_HELP, OPTION_SAVE, #ifdef USE_VIRTUAL_SCREEN OPTION_BUTTONS, #endif OPTION_TILES, OPTION_OPACITY, OPTION_FONTS, OPTION_COLOUREDFONTS, OPTION_AUTOPROMPT, OPTION_SAFEWALK, OPTION_ACTIONBAR, OPTION_CHARDUMP, OPTION_KNOWNITEMS, OPTION_DEBUGINFO, OPTION_COLLAPSE, OPTION_QUIT, OPTION_DEFAULTS, OPTION_FULLSCREEN }; const char *menunoavatar[] = { "Help", "Tiles", "Opacity", "Fonts", "ColorText", "AutoPrompt", "SafeWalk", "ActionBar", "Defaults", #ifdef iPOWDER "Unlocking", #endif 0, // Full Screen. 0 }; OPTION_NAMES menunoavataropt[] = { OPTION_HELP, OPTION_TILES, OPTION_OPACITY, OPTION_FONTS, OPTION_COLOUREDFONTS, OPTION_AUTOPROMPT, OPTION_SAFEWALK, OPTION_ACTIONBAR, OPTION_DEFAULTS, #ifdef iPOWDER OPTION_UNLOCKING, #endif OPTION_FULLSCREEN }; #if defined(USING_SDL) && !defined(iPOWDER) && !defined(ANDROID) int i; // Toggle the Full Screen option depending on our actual full // screen settings. for (i = 0; menu[i]; i++); if (hamfake_isFullScreen()) menu[i] = "Windowed"; else menu[i] = "FullScreen"; for (i = 0; menunoavatar[i]; i++); if (hamfake_isFullScreen()) menunoavatar[i] = "Windowed"; else menunoavatar[i] = "FullScreen"; #endif option = OPTION_NONE; if (MOB::getAvatar()) { selection = gfx_selectmenu(30-11, 3, menu, aorb, def); if (selection >= 0 && !aorb) { def = selection; option = menuopt[selection]; } } else { selection = gfx_selectmenu(30-11, 3, menunoavatar, aorb, defnoavatar); if (selection >= 0 && !aorb) { defnoavatar = selection; option = menunoavataropt[selection]; } } if (option == OPTION_NONE) return; // Cancel on b press if (aorb) return; if (option == OPTION_SAVE) { saveGame(false); glbFinishedASave = true; return; } if (option == OPTION_QUIT) { if (gfx_yesnomenu("Really quit?", false)) { // Suicide the avatar. MOB *avatar; avatar = MOB::getAvatar(); MOB::setAvatar(0); // Kill the avatar. if (avatar) { glbCurLevel->unregisterMob(avatar); delete avatar; } glbFinishedASave = true; return; } } if (option == OPTION_LOAD) { // Check the current time. If we are too late // we don't want to axe the current game! if (speed_gettime() > 100) { BUF buf; buf.sprintf("%s cries: I still have a chance! " "Let me continue! ", glbAvatarName[0] ? glbAvatarName : "Lazy Player"); msg_report(buf); } else { loadGame(); } return; } if (option == OPTION_CHARDUMP) { if (MOB::getAvatar()) MOB::getAvatar()->characterDump(false, false, true); return; } if (option == OPTION_KNOWNITEMS) { ITEM::viewDiscoveries(); return; } if (option == OPTION_DEBUGINFO) { BUF buf; bool valid; // Perform mob verification. if (glbCurLevel) { valid = glbCurLevel->verifyMob(); if (valid) gfx_pager_addtext("MOBREF chain valid. "); else gfx_pager_addtext("MOBREF chain broken! "); gfx_pager_newline(); } buf.sprintf("%d mobs, %d tables, %d buffers", mobref_getnumrefs(), mobref_getnumtables(), buf_numbufs()); gfx_pager_addtext(buf); gfx_pager_newline(); buf.sprintf("%d items, %d mobs, %d maps.", glbItemCount, glbMobCount, glbMapCount); gfx_pager_addtext(buf); gfx_pager_newline(); gfx_pager_addtext("Meaningless Stats:"); gfx_pager_newline(); buf.sprintf("%d Mob Types", NUM_MOBS); gfx_pager_addtext(buf); gfx_pager_newline(); buf.sprintf("%d Item Types", NUM_ITEMS); gfx_pager_addtext(buf); gfx_pager_newline(); buf.sprintf("%d Wand Types", NUM_WANDS); gfx_pager_addtext(buf); gfx_pager_newline(); buf.sprintf("%d Book Types", NUM_SPELLBOOKS); gfx_pager_addtext(buf); gfx_pager_newline(); buf.sprintf("%d Amulet Types", NUM_AMULETS); gfx_pager_addtext(buf); gfx_pager_newline(); buf.sprintf("%d Helms Types", NUM_HELMS); gfx_pager_addtext(buf); gfx_pager_newline(); buf.sprintf("%d Ring Types", NUM_RINGS); gfx_pager_addtext(buf); gfx_pager_newline(); buf.sprintf("%d Scroll Types", NUM_SCROLLS); gfx_pager_addtext(buf); gfx_pager_newline(); buf.sprintf("%d Potion Types", NUM_POTIONS); gfx_pager_addtext(buf); gfx_pager_newline(); buf.sprintf("%d Attack Types", NUM_ATTACKS); gfx_pager_addtext(buf); gfx_pager_newline(); buf.sprintf("%d Element Types", NUM_ELEMENTS); gfx_pager_addtext(buf); gfx_pager_newline(); buf.sprintf("%d Spells", NUM_SPELLS); gfx_pager_addtext(buf); gfx_pager_newline(); buf.sprintf("%d Skills", NUM_SKILLS); gfx_pager_addtext(buf); gfx_pager_newline(); buf.sprintf("%d Intrinsics", NUM_INTRINSICS); gfx_pager_addtext(buf); gfx_pager_newline(); buf.sprintf("%d Actions", NUM_ACTIONS); gfx_pager_addtext(buf); gfx_pager_newline(); buf.sprintf("%d Sprites", NUM_SPRITES); gfx_pager_addtext(buf); gfx_pager_newline(); buf.sprintf("%d Tiles", NUM_TILES); gfx_pager_addtext(buf); gfx_pager_newline(); buf.sprintf("%d Paperdoll Tiles", NUM_MINIS); gfx_pager_addtext(buf); gfx_pager_newline(); gfx_pager_display(); return; } if (option == OPTION_COLLAPSE) { const char *actionbar[] = { "Collapse the Dungeon", "Cancel", 0 }; // Always default to 1. selection = gfx_selectmenu(30 - 20, 3, actionbar, aorb, 1); if (aorb || selection < 0) { // TODO: Return to start menu rather than cancelling all! return; } if (!selection) { MOB::getAvatar()->formatAndReport("%U a distant rumble. The world feels more empty."); glbCurLevel->collapseDungeon(); } return; } if (option == OPTION_FULLSCREEN) { hamfake_setFullScreen(!hamfake_isFullScreen()); return; } if (option == OPTION_DEFAULTS) { const char *actionbar[] = { "Revert to Defaults", "Cancel", 0 }; selection = gfx_selectmenu(30 - 20, 3, actionbar, aorb); if (aorb || selection < 0) { // TODO: Return to start menu rather than cancelling all! return; } if (!selection) { resetDefaultActionStrip(); writeGlobalActionBar(false); hamfake_buttonreq(4); } return; } if (option == OPTION_BUTTONS) { const char *buttons[] = { "Move Buttons", "Create Action", "Create Spell", "Delete Button", "Screen Tap", "Cancel", 0 }; MOB *avatar; avatar = MOB::getAvatar(); static int def = 0; selection = gfx_selectmenu(30 - 20, 3, buttons, aorb, def); if (aorb || selection < 0 || selection == 5) { // TODO: Return to start menu rather than cancelling all! return; } // Remember last choice. // Damn newb mistake, but just made it. def = selection; if (selection == 0) // move { hamfake_buttonreq(0); } else if (selection == 1) // action { const char *m[NUM_ACTIONS + 3]; ACTION_NAMES a[NUM_ACTIONS+3]; int i, j, choice, aorb; static int lastchoice = 0; for (i = 0; menu_generic[i] != ACTION_NONE; i++) { m[i] = glb_actiondefs[menu_generic[i]].name; a[i] = menu_generic[i]; } a[i] = ACTION_NONE; m[i] = "cancel"; m[i+1] = 0; for (int y = 3; y <= 19; y++) gfx_cleartextline(y); gfx_printtext(0, 3, "Which action?"); choice = gfx_selectmenu(5, 4, m, aorb, lastchoice); if (aorb || (choice != -1 && a[choice] == ACTION_NONE)) choice = -1; if (choice != -1) { // Create the button hamfake_buttonreq(1, a[choice]); } } else if (selection == 2) // spell { const char *m[NUM_SPELLS + 3]; SPELL_NAMES s[NUM_SPELLS + 3]; SPELL_NAMES spell; int i, j, choice, aorb; static int lastchoice = 0; // Select a magic spell j = 0; FOREACH_SPELL(spell) { if (avatar->hasSpell(spell)) { s[j] = spell; m[j] = glb_spelldefs[spell].name; j++; } } // Include cancel option to cast nothing. s[j] = SPELL_NONE; m[j] = "cancel"; j++; m[j] = 0; if (j <= 1) { avatar->reportMessage("You know no spells!"); return; } for (int y = 3; y <= 19; y++) gfx_cleartextline(y); gfx_printtext(0, 3, "Which spell?"); choice = gfx_selectmenu(5, 4, m, aorb, lastchoice); if (aorb || (choice != -1 && s[choice] == SPELL_NONE)) choice = -1; if (choice != -1) { // Create the button hamfake_buttonreq(2, s[choice]); } } else if (selection == 3) // delete { hamfake_buttonreq(3); } else if (selection == 4) // Toggle screen tapping { const char *screentap[] = { "Disable Screen Tap", "Enable Screen Tap", 0 }; for (int y = 3; y <= 19; y++) gfx_cleartextline(y); int screentapdef; screentapdef = glbScreenTap; selection = gfx_selectmenu(30 - 20, 3, screentap, aorb, screentapdef); if (aorb || selection < 0) { // TODO: Return to start menu rather than cancelling all! return; } glbScreenTap = selection ? true : false; return; } return; } #ifdef iPOWDER if (option == OPTION_UNLOCKING) { const char *actionbar[] = { "Restore Unlock", "Erase Unlock", "Cancel", 0 }; selection = gfx_selectmenu(30 - 20, 3, actionbar, aorb); if (aorb || selection < 0) { // TODO: Return to start menu rather than cancelling all! return; } if (selection == 0) { if (hamfake_isunlocked()) { gfx_pager_addtext( "Your copy of POWDER is already unlocked, so there is nothing " "to restore." ); gfx_pager_newline(); gfx_pager_display(); } else { hamfake_buttonreq(6, 1); gfx_pager_addtext( "Accessing the store..." ); gfx_pager_newline(); gfx_pager_newline(); gfx_pager_addtext( "This may take a while. System pop-ups will take you through " "the rest of the process. In the meantime, we return you to " "your regularly scheduled game." ); gfx_pager_newline(); gfx_pager_display(); } } else if (selection == 1) { if (!hamfake_isunlocked()) { gfx_pager_addtext( "Your copy of POWDER isn't unlocked yet, so there " "is no status to revoke." ); gfx_pager_newline(); gfx_pager_display(); } else { if (gfx_yesnomenu("Lose your unlock status?")) { hamfake_setunlocked(false); FILE *fp; fp = hamfake_fopen("powder.unlockcode", "w"); if (fp) { fputs("This is not the unlock code.", fp); fclose(fp); } } else { gfx_pager_addtext( "A wise decision." ); gfx_pager_newline(); gfx_pager_display(); } } } return; } #endif if (option == OPTION_ACTIONBAR) { const char *actionbar[] = { "Disable Action Bar", "Enable Action Bar", 0 }; int actionbardef; actionbardef = glbActionBar; selection = gfx_selectmenu(30 - 20, 3, actionbar, aorb, actionbardef); if (aorb || selection < 0) { // TODO: Return to start menu rather than cancelling all! return; } glbActionBar = selection ? true : false; return; } if (option == OPTION_AUTOPROMPT) { const char *autoprompt[] = { "Disable Prompt", "Enable Prompt", 0 }; int autopromptdef; autopromptdef = glbAutoPrompt; selection = gfx_selectmenu(30 - 15, 3, autoprompt, aorb, autopromptdef); if (aorb || selection < 0) { // TODO: Return to start menu rather than cancelling all! return; } glbAutoPrompt = selection ? true : false; glbSuppressAutoClimb = false; return; } if (option == OPTION_SAFEWALK) { const char *autoprompt[] = { "Attack by Default", "Walk by Default", 0 }; int autopromptdef; autopromptdef = glbSafeWalk; selection = gfx_selectmenu(30 - 20, 3, autoprompt, aorb, autopromptdef); if (aorb || selection < 0) { // TODO: Return to start menu rather than cancelling all! return; } glbSafeWalk = selection ? true : false; return; } if (option == OPTION_COLOUREDFONTS) { const char *autoprompt[] = { "No Colored Text", "Colored Text", 0 }; int autopromptdef; autopromptdef = glbColouredFont; selection = gfx_selectmenu(30 - 15, 3, autoprompt, aorb, autopromptdef); if (aorb || selection < 0) { // TODO: Return to start menu rather than cancelling all! return; } glbColouredFont = selection ? true : false; return; } if (option == OPTION_OPACITY) { const char *autoprompt[] = { "Transparent", "Opaque", 0 }; int opaquepromptdef; opaquepromptdef = glbOpaqueTiles; selection = gfx_selectmenu(30 - 15, 3, autoprompt, aorb, opaquepromptdef); if (aorb || selection < 0) { // TODO: Return to start menu rather than cancelling all! return; } glbOpaqueTiles = selection ? true : false; return; } if (option == OPTION_TILES) { const char *tiles[NUM_TILESETS + 2]; int i; for (i = 0; i < NUM_TILESETS; i++) { tiles[i] = glb_tilesets[i].name; } tiles[NUM_TILESETS] = 0; // Clear out from disk if requested. if (!hamfake_extratileset()) tiles[NUM_TILESETS-1] = 0; int tiledef = gfx_gettileset(); selection = gfx_selectmenu(30 - 15, 3, tiles, aorb, tiledef); if (aorb || selection < 0) { // TODO: Return to start menu rather than cancelling all! return; } // New tile default. tiledef = selection; // Switch to the new tiles. gfx_switchtilesets(selection); return; } if (option == OPTION_FONTS) { const char *fonts[] = { "Classic", "Brass", "Shadow", "Heavy", "Light", 0 }; int fontdef = gfx_getfont(); selection = gfx_selectmenu(30 - 15, 3, fonts, aorb, fontdef); if (aorb || selection < 0) { // TODO: Return to start menu rather than cancelling all! return; } // New tile default. fontdef = selection; // Switch to the new tiles. gfx_switchfonts(selection); return; } if (option == OPTION_HELP) { processHelp(); return; } } ACTION_NAMES processVerbList() { // Nothing will happen as we will merely build an // assignment here... int button; int y; ACTION_NAMES action; action = selectAssignment(menu_generic, button); // Wait for the action to go high so we don't get // another trigger for USE... while (ctrl_rawpressed(button)); switch (button) { case BUTTON_SELECT: { bool found = false; int test = 0; BUF buf; if (action == ACTION_NONE) break; // Perform a remap of A or B. for (y = 3; y <= 19; y++) gfx_cleartextline(y); writeStatusLine(); buf.sprintf("Bind %s to? ", glb_actiondefs[action].name); msg_report(buf); while (!found) { for (test = BUTTON_A; test <= BUTTON_Y; test++) { if (ctrl_hit(test)) { found = true; break; } } } // We bind it to test. if (action != ACTION_NONE) glb_actionbuttons[test] = action; // Report appropriate message. if (test == BUTTON_START || test == BUTTON_SELECT) { // Cancel. msg_report("Aborted. "); } else { msg_report("Bound. "); } // But don't process... action = ACTION_NONE; break; } case BUTTON_START: case BUTTON_B: // Quick bind of X & Y works poorly with the default of one // of them being the verb list - you want to hit it again to // make the verb list go bye-bye but that then rebinds! case BUTTON_X: case BUTTON_Y: // Abort operation. action = ACTION_NONE; break; case BUTTON_A: // Force the action break; case BUTTON_L: case BUTTON_R: // Immediate remap. if (action != ACTION_NONE) glb_actionbuttons[button] = action; action = ACTION_NONE; break; } // Now, rebuild our scene & status line... for (y = 3; y <= 19; y++) gfx_cleartextline(y); writeStatusLine(); return action; } bool processAction(ACTION_NAMES action, SPELL_NAMES forcespell, MOB *avatar) { int dx, dy; bool done = false, success; switch (action) { case ACTION_NONE: break; case ACTION_EQUIP: UT_ASSERT(0); break; case ACTION_DEQUIP: UT_ASSERT(0); break; case ACTION_DROP: UT_ASSERT(0); break; case ACTION_INVENTORY: done = useInventory(avatar, false); break; case ACTION_VERBLIST: action = processVerbList(); if (action != ACTION_NONE && action != ACTION_VERBLIST) done = processAction(action, SPELL_NONE, avatar); break; // Special case: ACTION_OPTIONS... case ACTION_OPTIONS: case ACTION_HELP: { if (action == ACTION_OPTIONS) processOptions(); else processHelp(); // Now, rebuild our scene & status line... int y; for (y = 3; y <= 19; y++) gfx_cleartextline(y); writeStatusLine(); done = false; break; } case ACTION_OPEN: success = msg_askdir("Open in what direction?", dx, dy, avatar->canMoveDiabolically()); if (success) { done = avatar->actionOpen(dx, dy); } break; case ACTION_CLOSE: // Prompt direction, close that door. success = msg_askdir("Close in what direction?", dx, dy, avatar->canMoveDiabolically()); if (success) { done = avatar->actionClose(dx, dy); } break; case ACTION_WISH: #ifdef iPOWDER if (!glbWizard) { if (hamfake_isunlocked()) { if (gfx_yesnomenu("Enable Wishing?")) { glbWizard = true; } } else { if (gfx_yesnomenu("Unlock Wishing?")) { attemptunlock(); // We can't set wizard here as we don't know // when/if they succeed in the unlock. } } } #endif if (glbStressTest || !glbWizard) { // A couple of friendly rumours to justify this // option to those who do not know the super sekrit // password. const char *wizlist[] = { "%U %p knew the wizard password.", "If wishes were slugs, the slime pits would be full.", "%U %p had some more pickled slugs. Yum!", "%U very, very hard. Nothing happens.", "If wishes were kiwis, we'd all be dead by now.", "If wishes were granted, this game would be easier.", "%U %p knew the purpose of the Y-rune.", "A flock of bats, a quarry of cockatrices. %U %p were at home.", "%U for advice. %U a fighter's voice: \"It's the mushroom fume making us weary. We need lighter armour to keep in shape.\"", "%U for advice. %U a priest's voice: \"It's no use going down there. The blue dragons are everywhere. I haven't seen them, but I *know* it.\"", "%U for advice. %U a wizard's voice: \"The shallowest part of the dungeon has some wicked magical energies running in it. I swear I didn't fumble and cast it myself!\"", "%U for advice. %U a thief's voice: \"They come in packs of three and sparkle so loud you can hear them through four meters of thick gravel!\"", "%U for advice. %U a thief's voice: \"Invisible == Invincible? I wonder...\"", "%U for advice. %U an adventurer's voice: \"If the water of the lake freezes: Run!\"", "%U for advice. %U a necromancer's voice: \"Be content with the zombies, disturb not the middle room!\"", "%U for advice. %U a thief's voice: \"The kiwi's are hiding something!\"", 0 }; avatar->formatAndReport(rand_string(wizlist)); // Yes, this uses a turn. I am cruel that way. done = true; } else { done = makeAWish(avatar); } break; case ACTION_FIRE: { // Find the fire direction... int tx, ty; int dx, dy, dz; done = true; avatar->reportMessage("Fire where?"); tx = avatar->getX(); ty = avatar->getY(); if (gfx_selectdirection(tx, ty, dx, dy, dz)) { msg_clear(); done = avatar->actionFire(dx, dy, dz); } else { // Cancelled... msg_clear(); done = false; } break; } case ACTION_MOVE: { // Find the movement direction... int dx, dy, dz, tx, ty; done = true; avatar->reportMessage("Move where?"); tx = avatar->getX(); ty = avatar->getY(); if (gfx_selectdirection(tx, ty, dx, dy, dz)) { msg_clear(); if (dz) { if (dz > 0) done = avatar->actionClimbUp(); else done = avatar->actionClimbDown(); } else { if (dx && dy && !avatar->canMoveDiabolically()) { msg_clear(); msg_report("You cannot move in that fashion."); } else done = avatar->actionBump(dx, dy); } } else { // Cancelled... msg_clear(); done = false; } break; } case ACTION_BREATHE: { // Find the breath direction... int tx, ty; int dx, dy, dz; done = true; avatar->reportMessage("Breathe where?"); tx = avatar->getX(); ty = avatar->getY(); if (gfx_selectdirection(tx, ty, dx, dy, dz)) { msg_clear(); done = avatar->actionBreathe(dx, dy); } else { // Cancelled... msg_clear(); done = false; } break; } case ACTION_LOCK: // Prompt dir, lock. break; case ACTION_CLIMB: // Try to climb the square we are on. done = avatar->actionClimb(); break; case ACTION_PICKUP: { ITEMSTACK stack; bool submerged; ITEM *item; submerged = avatar->hasIntrinsic(INTRINSIC_INPIT) || avatar->hasIntrinsic(INTRINSIC_SUBMERGED); // Pick up from our square. glbCurLevel->getItemStack(stack, avatar->getX(), avatar->getY(), submerged); stack.reverse(); if (stack.entries() == 0) item = 0; else if (stack.entries() == 1) item = stack(0); else { // Ask the user what to pick up. avatar->reportMessage("Pick up what?"); char **list; int i, n, aorb, select; n = stack.entries(); list = new char *[n+1]; for (i = 0; i < n; i++) { list[i] = stack(i)->getName(false).strdup(); } list[i] = 0; // Select the item to pickup select = gfx_selectmenu(3, 3, (const char **) list, aorb); if (select < 0 || aorb) item = 0; else item = stack(select); // Free the list. for (i = 0; i < n; i++) free(list[i]); delete [] list; // And clear it... for (i = 3; i < 18; i++) { gfx_cleartextline(i); } if (!item) { avatar->reportMessage("You decide against it."); break; } } done = avatar->actionPickUp(item); break; } case ACTION_QUAFF: case ACTION_EAT: { ITEMSTACK stack; bool submerged; ITEM *item, *newitem; submerged = avatar->hasIntrinsic(INTRINSIC_INPIT) || avatar->hasIntrinsic(INTRINSIC_SUBMERGED); // Eat from our square. glbCurLevel->getItemStack(stack, avatar->getX(), avatar->getY(), submerged); stack.reverse(); if (stack.entries() == 0) item = 0; else if (stack.entries() == 1) item = stack(0); else { // Ask the user what to pick up. avatar->reportMessage("Eat what?"); char **list; int i, n, aorb, select; n = stack.entries(); list = new char *[n+1]; for (i = 0; i < n; i++) { list[i] = stack(i)->getName(false).strdup(); } list[i] = 0; // Select the item to pickup select = gfx_selectmenu(3, 3, (const char **) list, aorb); if (select < 0 || aorb) item = 0; else item = stack(select); // Free the list. for (i = 0; i < n; i++) free(list[i]); delete [] list; // And clear it... for (i = 3; i < 18; i++) { gfx_cleartextline(i); } if (!item) { avatar->reportMessage("You decide against it."); break; } } if (!item) { avatar->reportMessage("There is nothing here to eat!"); break; } // First, pick the item up... newitem = 0; done = avatar->actionPickUp(item, &newitem); // Determine if we picked it up. if (newitem && newitem->isInventory()) { // Attempt to eat... done |= avatar->actionEat(newitem->getX(), newitem->getY()); } break; } case ACTION_SWAP: success = msg_askdir("Swap places in what direction?", dx, dy, avatar->canMoveDiabolically()); if (success) { done = avatar->actionSwap(dx, dy); } break; case ACTION_RELEASE: done = avatar->actionReleasePossession(); break; case ACTION_SLEEP: done = avatar->actionSleep(); break; case ACTION_FORGET: { SKILL_NAMES *skill_list; SPELL_NAMES *spell_list; const char **options; int i, n, choice, aorb; SPELL_NAMES spell = SPELL_NONE; SKILL_NAMES skill = SKILL_NONE; n = 0; for (i = 0; i < NUM_SKILLS; i++) { if (avatar->hasSkill((SKILL_NAMES)i)) n++; } for (i = 0; i < NUM_SPELLS; i++) { if (avatar->hasSpell((SPELL_NAMES)i)) n++; } if (!n) { avatar->reportMessage("You have nothing to forget."); break; } avatar->reportMessage("Forget what?"); skill_list = new SKILL_NAMES[n]; spell_list = new SPELL_NAMES[n]; options = new const char *[n+1]; n = 0; for (i = 0; i < NUM_SKILLS; i++) { if (avatar->hasSkill((SKILL_NAMES)i)) { skill_list[n] = (SKILL_NAMES) i; spell_list[n] = SPELL_NONE; options[n] = glb_skilldefs[i].name; n++; } } for (i = 0; i < NUM_SPELLS; i++) { if (avatar->hasSpell((SPELL_NAMES)i)) { spell_list[n] = (SPELL_NAMES) i; skill_list[n] = SKILL_NONE; options[n] = glb_spelldefs[i].name; n++; } } options[n] = 0; // Get the forget choice. static int lastforget = 0; choice = gfx_selectmenu(12, 4, options, aorb, lastforget); if (aorb) choice = -1; msg_clear(); { int y; for (y = 3; y < 19; y++) gfx_cleartextline(y); } if (choice >= 0) { lastforget = choice; skill = skill_list[choice]; spell = spell_list[choice]; // Verify the player wants to forget this BUF forgetprompt; if (skill != SKILL_NONE) forgetprompt.sprintf("Forget %s?", glb_skilldefs[skill].name); else forgetprompt.sprintf("Forget %s?", glb_spelldefs[spell].name); if (!gfx_yesnomenu(forgetprompt)) choice = -1; } if (choice >= 0) { done = avatar->actionForget(spell, skill); } delete [] skill_list; delete [] spell_list; delete [] options; break; } case ACTION_SEARCH: // Look all around us... done = avatar->actionSearch(); break; case ACTION_JUMP: success = msg_askdir("Jump where?", dx, dy, avatar->canMoveDiabolically()); if (success) { done = avatar->actionJump(dx, dy); } break; case ACTION_WAIT: // Do nothing for a turn... done = true; break; case ACTION_RUN: if (avatar->hasIntrinsic(INTRINSIC_BLIND)) { avatar->formatAndReport("%U against running around blindly."); break; } // Note we prohibit diagonal running as our run code // doesn't like it. Er, that sounds suspiciously like // laziness! I mean, because moving diabolically requires // utmost concentration so cannot be done in a haphazard // manner! success = msg_askdir("Run where?", dx, dy, false); if (success && (dx || dy)) { glbAutoRunDX = dx; glbAutoRunDY = dy; glbAutoRunEnabled = true; glbAutoRunOpenSpace = true; // Note we do not consume a turn here, but instead // let the main loop pick up those global variables. // We do wait for the direct to go high as we // don't want our direction key to interrupt the run. #ifndef HAS_KEYBOARD while (ctrl_anyrawpressed()) hamfake_awaitEvent(); #endif } break; case ACTION_LOOK: { int tx, ty; int oldoverlay; int aorb = 0; // This needs to be cleaned up, as it can be of sync // with how map determines the invisible avatar. // Too bad I'm relaxing in the ANA Signet Lounge drinking free // beer to care. // The code that used to be here has been elided as I have // since realized it is wiser just to read the overlay // from the screen itself. avatar->reportMessage("Where do you want to look?"); tx = avatar->getX(); ty = avatar->getY(); // Rather than trying to guess our overlay tile, // just read it directly from the screen. oldoverlay = gfx_getoverlay(tx, ty); while (1) { bool stylus, select; int ox, oy; ox = tx; oy = ty; select = gfx_selecttile(tx, ty, true, &oldoverlay, &aorb, &stylus); // Complete selection on a stylus press. if (select && !stylus) break; // Finish stylus selction if they select themselves if (select && stylus && (tx == ox) && (ty == oy)) break; msg_clear(); // Describe that square... if (!glbCurLevel->describeSquare(tx, ty, avatar->hasIntrinsic(INTRINSIC_BLIND), true)) { // Nothing to report, so say so.. avatar->reportMessage("There is nothing of interest there."); } } msg_clear(); // Give extended description of mobs. MOB *mob; mob = glbCurLevel->getMob(tx, ty); // We only do full describe if [A] is hit. if (!aorb && mob) { if (mob->isAvatar() || avatar->getSenseType(mob) == SENSE_SIGHT) { // We can see the avatar, we can see what they are wearing. // Build the long description text. mob->viewDescription(); } } break; } case ACTION_NAME: { int tx, ty; avatar->reportMessage("Who do you want to name?"); tx = avatar->getX(); ty = avatar->getY(); if (gfx_selecttile(tx, ty)) { MOB *mob; mob = glbCurLevel->getMob(tx, ty); // You can't name what isn't there. You shouldn't // find out about invisible mobs by naming. if (!mob || !avatar->canSense(mob)) { avatar->reportMessage("There is noone there to name."); } else if (mob->hasIntrinsic(INTRINSIC_UNIQUE)) { avatar->reportMessage("You cannot rename uniques."); } else { char buf[50]; msg_clear(); gfx_printtext(0, 0, "New Name? "); input_getline(buf, 19, 10, 0, 23, 8); { int y; for (y = 0; y < 18; y++) gfx_cleartextline(y); } // Special case: renaming the mob will rename // the glbAvatarName. if (mob->isAvatar()) { strcpy(glbAvatarName, buf); } else mob->christen(buf); } } else { avatar->reportMessage("You decide against it."); } break; } case ACTION_COMMAND: { MOBSTACK pets; glbCurLevel->getPets(pets, avatar, true); if (!pets.entries()) { // Failed as no pets. avatar->reportMessage("You have no visible pets to command."); break; } char **menu; static int lastchoice = 0; int i, choice, aorb; MOB *target = 0; BUF buf; menu = new char *[pets.entries() + 2]; for (i = 0; i < pets.entries(); i++) { menu[i] = pets(i)->getName(false, false, true, true).strdup(); } // Add in all. menu[i++] = "All Pets"; menu[i++] = 0; // Let the user pick. gfx_printtext(0, 3, "Command Which Pet?"); choice = gfx_selectmenu(5, 4, (const char **) menu, aorb, lastchoice); if (choice != -1) lastchoice = choice; // Erase... for (i = 3; i < 19; i++) gfx_cleartextline(i); // Free the menu for (i = 0; i < pets.entries(); i++) { free(menu[i]); } delete [] menu; if (aorb || choice == -1) { // B is hit, so cancel... break; } const char *commandlist[] = { "Kill...", "Guard Me", "Stay", 0 }; static int lastcommand = 0; int command; gfx_printtext(0, 3, "Command?"); command = gfx_selectmenu(5, 4, commandlist, aorb, lastcommand); if (command != -1) lastcommand = command; // Erase... for (i = 3; i < 19; i++) gfx_cleartextline(i); // Setup the target. switch (command) { case 0: // Kill... { int tx, ty; avatar->reportMessage("Kill who?"); tx = avatar->getX(); ty = avatar->getY(); if (!gfx_selecttile(tx, ty)) { msg_clear(); break; } target = glbCurLevel->getMob(tx, ty); // Can only target people we know! if (!avatar->canSense(target)) target = 0; msg_clear(); break; } case 1: // Guard Me case 2: // Stay break; } // If we are to kill and have no target, abort. if (command == 0 && !target) { avatar->reportMessage("You decide against violence."); break; } // Apply the command to all critters. for (i = 0; i < pets.entries(); i++) { // Skip unless it is the right creature, or // the user picked all. God this is disgusting code. if (choice != pets.entries() && choice != i) continue; BUF petname = pets(i)->getName(false, false, true, true); switch (command) { case 0: // Kill! buf.sprintf("%s kill!", petname.buffer()); avatar->reportMessage(buf); pets(i)->setAIFSM(AI_FSM_ATTACK); pets(i)->setAITarget(target); break; case 1: // Guard me! buf.sprintf("%s guard me!", petname.buffer()); avatar->reportMessage(buf); pets(i)->setAIFSM(AI_FSM_GUARD); pets(i)->clearAITarget(); break; case 2: // Stay! buf.sprintf("%s stay!", petname.buffer()); avatar->reportMessage(buf); pets(i)->setAIFSM(AI_FSM_STAY); pets(i)->clearAITarget(); break; } } done = true; break; } case ACTION_ZAP: { const char *m[NUM_SPELLS + 3]; u8 stripbutton[NUM_SPELLS+3]; SPELL_NAMES s[NUM_SPELLS + 3]; SPELL_NAMES spell; int i, j, choice, aorb; int dx, dy, dz; static int lastchoice = 0; BUF buf; // Cast a magic spell j = 0; FOREACH_SPELL(spell) { if (avatar->hasSpell(spell)) { s[j] = spell; m[j] = glb_spelldefs[spell].name; if (!avatar->canCastSpell(spell)) { char *mi = new char[strlen(m[j])+10]; sprintf(mi, "%s (!)", m[j]); m[j] = mi; } stripbutton[j] = action_packStripButton(spell); j++; } } // Include cancel option to cast nothing. s[j] = SPELL_NONE; m[j] = "cancel"; stripbutton[j] = action_packStripButton(ACTION_NONE); j++; m[j] = 0; if (j <= 1) { avatar->reportMessage("You know no spells!"); break; } spell = forcespell; choice = -1; while (spell == SPELL_NONE) { gfx_printtext(0, 3, "Which spell?"); choice = gfx_selectmenu(5, 4, m, aorb, lastchoice, true, false, stripbutton, glb_globalactionstrip); // Add cancel option. if (choice != -1 && s[choice] == SPELL_NONE) choice = -1; if (choice != -1) { lastchoice = choice; } if (aorb == BUTTON_SELECT && choice != -1) { // Give long description.. encyc_viewSpellDescription((SPELL_NAMES) s[choice]); } if (aorb == BUTTON_B || choice == -1) { // B is hit, so cancel... choice = -1; break; } // Check for selection if (aorb == BUTTON_A) break; } // Erase... for (i = 3; i < 19; i++) gfx_cleartextline(i); for (i = 0; i < j; i++) { if (s[i] != SPELL_NONE && m[i] != glb_spelldefs[s[i]].name) { delete [] m[i]; } } if (spell == SPELL_NONE && choice == -1) break; if (spell == SPELL_NONE) spell = s[choice]; // This may seem silly, but you may be using // quick keys if (!avatar->hasSpell(spell)) { avatar->formatAndReport("%U not know that spell."); break; } // Now, cast the spell... First, get a direction... dx = dy = dz = 0; if (glb_spelldefs[spell].needsdir) { int tx, ty; avatar->formatAndReport("Cast %B1 in direction?", glb_spelldefs[spell].name); tx = avatar->getX(); ty = avatar->getY(); if (!gfx_selectdirection(tx, ty, dx, dy, dz)) { msg_clear(); break; } // Chose direction, clear message... msg_clear(); } else if (glb_spelldefs[spell].needstarget) { int tx, ty; avatar->formatAndReport("Cast %B1 at?", glb_spelldefs[spell].name); tx = avatar->getX(); ty = avatar->getY(); if (!gfx_selecttile(tx, ty)) { msg_clear(); break; } // Choose direction, clear message... dx = tx - avatar->getX(); dy = ty - avatar->getY(); msg_clear(); } // A hit, so cast the spell. Check if we have the MP. if (avatar->getMP() < glb_spelldefs[spell].mpcost) { buf.sprintf("You need %d magic points!", glb_spelldefs[spell].mpcost); avatar->reportMessage(buf); break; } // Check for HP... if (avatar->getHP() < glb_spelldefs[spell].hpcost) { buf.sprintf("You need %d health points!", glb_spelldefs[spell].hpcost); avatar->reportMessage(buf); break; } // Check for XP... if (avatar->getExp() < glb_spelldefs[spell].xpcost) { buf.sprintf("You need %d free experience points!", glb_spelldefs[spell].xpcost); avatar->reportMessage(buf); break; } // NOw, cast the spell... done = avatar->actionCast(spell, dx, dy, dz); break; } case ACTION_USE: { done = useInventory(avatar, true); break; } case ACTION_PRAY: { done = avatar->actionPray(); break; } case ACTION_HISTORY: { // History doesn't consume time (duh) done = false; msg_displayhistory(); break; } case ACTION_SAFEWALK: { // Selecting this will toggle the current mode // permamently (as opposed to binding which lets // you just enter and leave) done = false; glbSafeWalk = !glbSafeWalk; if (glbSafeWalk) avatar->formatAndReport("%U carefully through the corridors."); else avatar->formatAndReport("%U for battle at a moments notice."); break; } case ACTION_MINIMAP: { // Minimap doesn't consume time. done = false; // Display, wait for keypress, return. gfx_displayminimap(glbCurLevel); msg_awaitaccept(); gfx_hideminimap(); break; } default: UT_ASSERT(0); break; } return done; } bool processDirectionStylus(int &dx, int &dy, bool &walkonly, bool &xmajor, bool allowdiag) { int x, y; walkonly = true; xmajor = false; // If the user has turned off screen tapping, we don't move // when the screen is hit. if (!glbScreenTap) return false; hamfake_getstyluspos(x, y); x -= 15*TILEWIDTH; y -= 10*TILEHEIGHT; // We want a very large active area! // Indeed, argueably there should be no limit! // The 8 pixel border ensures the DS has a 16 pixel border // which can be used for the side buttons. // But, if we have the action bar disabled, this dead zone is of // no use to us! if (glbActionBar) if (ABS(x) > 14*TILEWIDTH || ABS(y) > 9*TILEHEIGHT) return false; dx = dy = 0; // This means search. if (ABS(x) < TILEWIDTH && ABS(y) < TILEHEIGHT) return true; // Check if we click on one of the 8 squares around us. This means // bump. if (ABS(x) <= 3*TILEWIDTH && ABS(y) < TILEHEIGHT) { walkonly = false; } else if (ABS(x) < TILEWIDTH && ABS(y) <= 3*TILEHEIGHT) { walkonly = false; } else if (allowdiag && ABS(x) <= 3*TILEWIDTH && ABS(y) < 3*TILEHEIGHT) { walkonly = false; } if (ABS(x) > ABS(y)) { xmajor = true; dx = SIGN(x); // We want values less than 8 to be zero y /= TILEHEIGHT; dy = SIGN(y); } else { xmajor = false; x /= TILEWIDTH; dx = SIGN(x); dy = SIGN(y); } return true; } void checkMiniMapButtons() { int i; // Check for new map request... for (i = 0; glb_mapbuttons[i] != NUM_BUTTONS; i++) { if (glb_actionbuttons[glb_mapbuttons[i]] == ACTION_MINIMAP && ctrl_rawpressed(glb_mapbuttons[i])) { bool minimap = false; // L button goes back, all other ones go forward. if (!msg_restore(glb_mapbuttons[i] == BUTTON_L)) { minimap = true; gfx_displayminimap(glbCurLevel); } // Wait for it to be released... while (ctrl_rawpressed(glb_mapbuttons[i])); if (minimap) gfx_hideminimap(); } } } void checkModifierButtons() { // Update our safewalk status. glbToggleSafeWalk = false; if (hamfake_getKeyModifiers() & GFX_KEYMODCTRL) { glbToggleSafeWalk = true; } glbToggleSwap = false; if (hamfake_getKeyModifiers() & GFX_KEYMODSHIFT) { glbToggleSwap = true; } glbToggleJump = false; if (hamfake_getKeyModifiers() & GFX_KEYMODALT) { glbToggleJump = true; } int i; // Check for new map request... for (i = 0; glb_mapbuttons[i] != NUM_BUTTONS; i++) { if (glb_actionbuttons[glb_mapbuttons[i]] == ACTION_SAFEWALK && ctrl_rawpressed(glb_mapbuttons[i])) { glbToggleSafeWalk = true; } } } void processAllInput(ACTION_NAMES &action, SPELL_NAMES &spell, int &dx, int &dy) { STYLUSLOCK styluslock(REGION_BOTTOMBUTTON | REGION_SIDEBUTTON); // Check for forced actions. if (glbAutoRunEnabled) { if (!MOB::getAvatar()) glbAutoRunEnabled = false; if (hamfake_peekKeyPress()) glbAutoRunEnabled = false; #ifndef HAS_KEYBOARD if (ctrl_anyrawpressed()) glbAutoRunEnabled = false; #endif if (!glbAutoRunEnabled) msg_report("Running interrupted."); } if (glbAutoRunEnabled) { MOB *avatar = MOB::getAvatar(), *mob; int dx, dy, ax, ay, cx, cy; ax = avatar->getX(); ay = avatar->getY(); // Verify there are no non-friendly creatures around us. FORALL_4DIR(dx, dy) { mob = glbCurLevel->getMob(ax+dx, ay+dy); if (mob && avatar->getAttitude(mob) != ATTITUDE_FRIENDLY) { if (glbAutoRunEnabled) avatar->formatAndReport("Seeing a foe, %U running."); glbAutoRunEnabled = false; } } dx = glbAutoRunDX; dy = glbAutoRunDY; cx = !dx; cy = !dy; // I am being *extraordinarily* kind here and not letting // people run into acid pools. I doubt players will recognize // it as an act of kindness, though. if (avatar->canMoveDelta(dx, dy, true, false, true)) { // We can move forward. It is required that we cannot // move to either side or we have a branch and must abort. if (avatar->canMoveDelta(cx, cy, true, false, true) || avatar->canMoveDelta(-cx, -cy, true, false, true)) { if (!glbAutoRunOpenSpace) { if (glbAutoRunEnabled) avatar->formatAndReport("%U at an open area."); glbAutoRunEnabled = false; } } else { // We have entered a corridor, so next time we are in // open space we'll abort. glbAutoRunOpenSpace = false; } } else { // We can't move forward. If we can move in only one // of the cross directions, yay, that is our new direction // Otherwise we abort confused. // If we have not yet left open space we do not turn! // Otherwise in a closed room we'd happily run in circles, // which is cute, but not what we really want. if (glbAutoRunOpenSpace) { if (glbAutoRunEnabled) avatar->formatAndReport("%U to take %R bearings."); glbAutoRunEnabled = false; } if (avatar->canMoveDelta(cx, cy, true, false, true)) { if (!avatar->canMoveDelta(-cx, -cy, true, false, true)) { glbAutoRunDX = cx; glbAutoRunDY = cy; } else { if (glbAutoRunEnabled) avatar->formatAndReport("%U at a crossroads."); glbAutoRunEnabled = false; } } else if (avatar->canMoveDelta(-cx, -cy, true, false, true)) { glbAutoRunDX = -cx; glbAutoRunDY = -cy; } else { if (glbAutoRunEnabled) avatar->formatAndReport("%U at a dead end."); glbAutoRunEnabled = false; } } } // If we still have auto run, force us to bump in the current direction. if (glbAutoRunEnabled) { action = ACTION_NONE; spell = SPELL_NONE; dx = glbAutoRunDX; dy = glbAutoRunDY; return; } hamfake_enableexternalactions(true); while (1) { // Wait for a new frame... while (!gfx_isnewframe()); if (hamfake_forceQuit()) break; bool forceaction = false; bool walkonly = false; bool xmajor = false; MOB *avatar = MOB::getAvatar(); action = ACTION_NONE; dx = dy = 0; // We only work when the avatar lives. if (!avatar) { return; } // Check for an inventory request. if (ctrl_hit(BUTTON_SELECT)) { action = ACTION_INVENTORY; return; } if (ctrl_hit(BUTTON_START)) { action = ACTION_VERBLIST; return; } checkMiniMapButtons(); int actionbutton = NUM_BUTTONS; // Move our dude if the button is down and it is possible. ctrl_getdir(dx, dy, 0, avatar->canMoveDiabolically()); // We do not want to clear our keyboard buffer here // because we want direction keys to repeat!! // hamfake_clearKeyboardBuffer(); checkModifierButtons(); if (dx || dy) { // Trigger a walk mode.. if (glbToggleSafeWalk != glbSafeWalk) { // Walking has no real sense of a major direction // so we just ensure we are sane for ortho cases if (dx) xmajor = true; else xmajor = false; forceaction = true; action = ACTION_WALK; } if (glbToggleSwap != glbSwap) { if (dx) xmajor = true; else xmajor = false; forceaction = true; action = ACTION_SWAP; } if (glbToggleJump != glbJump) { if (dx) xmajor = true; else xmajor = false; forceaction = true; action = ACTION_JUMP; } } #ifdef HAS_KEYBOARD // Get the keypress here. Note that we will always consume // the keypress! Our hope is that the previous tests, which // occur after the awaitEvent, will help us avoid losing // good keypresses here. int keypress; keypress = hamfake_getKeyPress(false); if (forceaction) keypress = 0; else action = ACTION_NONE; switch (keypress) { case GFX_KEYF1: case GFX_KEYF2: case GFX_KEYF3: case GFX_KEYF4: case GFX_KEYF5: case GFX_KEYF6: case GFX_KEYF7: case GFX_KEYF8: case GFX_KEYF9: case GFX_KEYF10: case GFX_KEYF11: case GFX_KEYF12: case GFX_KEYF13: case GFX_KEYF14: case GFX_KEYF15: // Use the mapped key. action_unpackStripButton( glb_globalactionstrip[keypress - GFX_KEYF1], action, spell); break; case 'o': action = ACTION_OPEN; break; case '&': action = ACTION_WISH; break; case 'c': action = ACTION_CLOSE; break; case 'e': action = ACTION_EAT; break; case 'B': action = ACTION_BREATHE; break; case '<': case '>': action = ACTION_CLIMB; break; case 'S': action = ACTION_SWAP; break; case 'R': action = ACTION_SLEEP; break; case 'q': action = ACTION_RELEASE; break; case 'F': action = ACTION_FORGET; break; case 'f': action = ACTION_FIRE; break; case 'W': action = ACTION_MOVE; break; case 's': action = ACTION_SEARCH; break; case '.': case '5': // Num pad option. case 'w': action = ACTION_WAIT; break; case 'r': action = ACTION_RUN; break; case 'x': action = ACTION_LOOK; break; case 'z': action = ACTION_ZAP; break; case 'J': action = ACTION_JUMP; break; case 'm': case 'X': action = ACTION_MINIMAP; break; case 'C': action = ACTION_COMMAND; break; case 'N': action = ACTION_NAME; break; case '_': action = ACTION_PRAY; break; case '?': action = ACTION_HELP; break; case 'O': action = ACTION_OPTIONS; break; case 'v': action = ACTION_HISTORY; break; case 'V': action = ACTION_VERBLIST; break; case ',': case 'g': action = ACTION_PICKUP; break; case 'p': case '\x10': // ^p msg_restore(true); break; case GFX_KEYLMB: if (processDirectionStylus(dx, dy, walkonly, xmajor, avatar->canMoveDiabolically())) { if (!dx && !dy) action = ACTION_SEARCH; else if (walkonly) action = ACTION_WALK; } break; } #else if (!forceaction) { for (int i = 0; glb_mapbuttons[i] != NUM_BUTTONS; i++) { if (ctrl_hit(glb_mapbuttons[i])) actionbutton = glb_mapbuttons[i]; } if (actionbutton != NUM_BUTTONS) action = glb_actionbuttons[actionbutton]; else action = ACTION_NONE; // We do not accept minimap actions at this juncture - they // are handled outside this loop so we can use the press-and-hold // paradigm like cool people. if (action == ACTION_MINIMAP) action = ACTION_NONE; // Likewise, safewalk is a toggle if (action == ACTION_SAFEWALK) action = ACTION_NONE; if (ctrl_hit(BUTTON_TOUCH)) { if (processDirectionStylus(dx, dy, walkonly, xmajor, avatar->canMoveDiabolically())) { if (!dx && !dy) action = ACTION_SEARCH; else if (walkonly) action = ACTION_WALK; } } } #endif // If we are set to ACTION_WALK we want to clear out the dx/dy // appropriately if there is something for us to bump into. // Monsters do *not* trigger a collision as if they are hostile // we do want to come to a stop so the user can attack and if // they are friendly we will swap. if (action == ACTION_WALK) { bool blockdir = true; if (dx && dy && avatar->canMoveDiabolically()) { // If we are able to move on diagonal, keep it! if (avatar->canMoveDelta(dx, dy, false, false, false)) { blockdir = false; } } if (!blockdir) { } else if (xmajor) { // See if blocked in x. IF so, zero x so we bump in // dy. If not, zero dy. if (avatar->canMove(avatar->getX() + dx, avatar->getY(), false, false, false)) { dy = 0; } else { dx = 0; } } else { // See if blocked in y. IF so, zero y so we bump in // dx. If not, zero dx. if (avatar->canMove(avatar->getX(), avatar->getY() + dy, false, false, false)) { dx = 0; } else { dy = 0; } } // If our direction is zeroed, clear the action if (!dx && !dy) action = ACTION_NONE; } int buttonsel; if (action == ACTION_NONE && glbActionBar && styluslock.getbottombutton(buttonsel)) { action_unpackStripButton(glb_globalactionstrip[buttonsel], action, spell); } if (action == ACTION_NONE && spell == SPELL_NONE) { int iact, ispell; hamfake_externalaction(iact, ispell); action = (ACTION_NAMES) iact; spell = (SPELL_NAMES) ispell; } // If we now have a valid action or dx/dy, return it! if (action != ACTION_NONE || dx || dy || spell != SPELL_NONE) { return; } } } #ifdef USE_VIRTUAL_SCREEN int fake_main(); void * fakemainCB(void *) { fake_main(); return 0; } void ipowder_main(const char *path) { static THREAD *powderthread; // Already started, don't restart! if (powderthread) return; hamfake_setdatapath(path); powderthread = THREAD::alloc(); powderthread->start(fakemainCB, 0); } bool android_main(const char *path) { static THREAD *powderthread; hamfake_setdatapath(path); // Already started, continue from where we left off. if (powderthread) { hamfake_clearForceQuit(); hamfake_postResurrect(); return true; } powderthread = THREAD::alloc(); powderthread->start(fakemainCB, 0); hamfake_setdatapath(path); return false; } #define main fake_main #endif #ifdef MAPSTATS void buildMapStats() { glbStressTest = true; glbMapStats = true; int maxiter = 10000; int level = 3; MAP *map; FILE *fp; fp = fopen("mapstats.csv", "wt"); MAP::printStatsHeader(fp); int i; for (i = 0; i < maxiter; i++) { rebuild_all(); MAP *newlevel; newlevel = glbCurLevel; while (newlevel && newlevel->getDepth() != level) { if (level < newlevel->getDepth()) newlevel = newlevel->getMapUp(); else newlevel = newlevel->getMapDown(); } if (newlevel->printStats(fp)) break; } fclose(fp); if (i == maxiter) exit(0); } #endif int main(void) { int lastturn = -1; int howlongdead = 0; // Initialize button maps: #ifdef USE_VIRTUAL_SCREEN glb_actionbuttons[BUTTON_A] = ACTION_NONE; glb_actionbuttons[BUTTON_B] = ACTION_NONE; #else glb_actionbuttons[BUTTON_A] = ACTION_FIRE; glb_actionbuttons[BUTTON_B] = ACTION_ZAP; #endif glb_actionbuttons[BUTTON_R] = ACTION_MINIMAP; glb_actionbuttons[BUTTON_L] = ACTION_MINIMAP; glb_actionbuttons[BUTTON_X] = ACTION_VERBLIST; glb_actionbuttons[BUTTON_Y] = ACTION_INVENTORY; resetDefaultActionStrip(); rand_init(); gfx_init(); ctrl_init(); msg_init(); item_init(); mob_init(); mobref_init(); speed_init(); ai_init(); name_init(); artifact_init(); // Ensure we are happy with our original tileset // We do this before hiscore_init as it will invoke loadOptions // and thus set the users desired tileset. #ifdef USE_VIRTUAL_SCREEN #ifdef ANDROID gfx_settilesetmode(0, 2); // 8 pixel gfx_settilesetmode(1, 4); // 10 pixel #else gfx_settilesetmode(0, 4); // 10 pixel gfx_settilesetmode(1, 3); // 12 pixel #endif #else gfx_settilesetmode(0, 4); // Akoi Meexx #endif hiscore_init(); // Even if we have a valid RNG from hiscore load, or even if we // don't, we still want to muss up the seed a bit! // Mix in any other entropy we might have. #if defined(USING_SDL) || defined(USING_DS) glbRNGSeed ^= time(0); #elif defined(_WIN32_WCE) glbRNGSeed ^= GetTickCount(); #endif rand_setseed(glbRNGSeed); #ifdef MAPSTATS gfx_setmode(0); buildMapStats(); glbMapStats = false; glbStressTest = false; glbWizard = true; #else // Run the intro screen. bool doload = false; // Start in graphics mode: gfx_setmode(3); #ifdef FORCESTRESSTEST glbStressTest = true; #else doload = intro_screen(); #endif // Switch to tiled mode. gfx_setmode(0); { int y; for (y = 0; y < 20; y++) gfx_cleartextline(y); } if (doload) loadGame(); else { hiscore_flagnewgame(true); { SRAMSTREAM os(false); hiscore_save(os); } rebuild_all(); } #endif while(1) { if (gfx_isnewframe()) { ACTION_NAMES action = ACTION_NONE; SPELL_NAMES spell = SPELL_NONE; // Quick cast a spell! int dx, dy; if (glbStressTest) { static int phase = 100; static int totalmoves = 0; totalmoves++; if (hamfake_forceQuit()) { // quit request, run away! #ifdef ANDROID // We do want to abandon the stress test. glbStressTest = false; // Ensure avatar is dead. // We don't want players picking up from this point. killAvatar(); continue; #else break; #endif } if (phase <= 0) { // printf("Total moves: %d\n", totalmoves); rebuild_all(); //MOB::getAvatar()->receiveDamage(ATTACK_SPELL_LIGHTNING, 0, 0); // Allow a little bit longer for the avatar to explore phase = rand_range(100,1000); continue; } phase--; // A chance of the avatar doing a zany action if (MOB::getAvatar() && rand_chance(1)) { UT_ASSERT(!MOB::getAvatar()->hasIntrinsic(INTRINSIC_DEAD)); performRandomAction(MOB::getAvatar()); } // Always run the processWorld without avatar movement. if (MOB::getAvatar()) { UT_ASSERT(!MOB::getAvatar()->hasIntrinsic(INTRINSIC_DEAD)); if (MOB::getAvatar()->doHeartbeat()) { // If you lose possesssion during heartbeat // the avatar flag may be set to null. if (MOB::getAvatar()) { UT_ASSERT(!MOB::getAvatar()->hasIntrinsic(INTRINSIC_DEAD)); } if (MOB::getAvatar() && MOB::getAvatar()->doMovePrequel()) { UT_ASSERT(!MOB::getAvatar()->hasIntrinsic(INTRINSIC_DEAD)); MOB::getAvatar()->doAI(); } } processWorld(); continue; } else { // Don't waste more than 50 moves after the avatar // has died if (phase > 50) phase = 50; processWorld(); continue; } } if (hamfake_forceQuit()) { #ifdef ANDROID // Only save when we are not in tutorial! if (MOB::getAvatar() && !glbTutorial) saveGame(true); hamfake_softReset(); // We loaded the game, albeit virtually, so // we must restore the save scum flag. hiscore_bumpsavecount(); glbCurLevel->refresh(); writeStatusLine(); continue; #else // Only save when we are not in tutorial! if (MOB::getAvatar() && !glbTutorial) saveGame(false); break; #endif } // Run the move prequel code. If this return false, // it means we should skip the move - ie: process heartbeat // and world and continue. // We only want to run the move prequel on net new turns, // otherwise probabilistic failures will be tied to world // clock not game clock. if (MOB::getAvatar() && lastturn != speed_gettime() && !MOB::getAvatar()->doMovePrequel()) { lastturn = speed_gettime(); MOB::getAvatar()->doHeartbeat(); processWorld(); continue; } lastturn = speed_gettime(); // For each button which is assigned to the minimap action, // check to see if it is pressed. checkMiniMapButtons(); // Handle free auto-pickup. if (MOB::isAvatarOnFreshSquare()) { bool anychange = false; anychange |= performAutoPickup(); // Rebuild our map. There may have been light changes // if we picked up torches, for example. if (anychange) { glbCurLevel->updateLights(); glbCurLevel->refresh(); } // Prompt the user for any auto pickup. performAutoRead(); if (glbAutoPrompt) { performAutoPrompt(); } MOB::setAvatarOnFreshSquare(false); } // Check to see if the avatar is dead, and if the start // is hit. Then restart. if (!MOB::getAvatar()) { bool restart = glbFinishedASave; #ifdef HAS_KEYBOARD int key; // Blocking wait. At least the mouse properly triggers // keypresses. key = hamfake_getKeyPress(false); if (!key) continue; if (key == '\n' || key == '\r') restart = true; if (key == GFX_KEYLMB) { // We want to support pure stylus devices so these // count as hitting top of screen. // Literal minded people can HIT the Enter text :> int sx, sy; hamfake_getstyluspos(sx, sy); if (sy < 2*TILEHEIGHT) restart = true; } char *msg = "Hit [Enter] to play again. "; #else bool hit = false; int i; for (i = BUTTON_UP; i < NUM_BUTTONS; i++) { if (ctrl_hit((BUTTONS) i)) { hit = true; if (i == BUTTON_START) restart = true; if (i == BUTTON_TOUCH) { int sx, sy; hamfake_getstyluspos(sx, sy); if (sy < 2*TILEHEIGHT) restart = true; } } } // Do nothing if no button hit. if (!hit) continue; #ifdef USE_VIRTUAL_SCREEN const char *msg = "Tap [Here] to play again. "; #else const char *msg = "Hit [Start] to play again. "; #endif #endif // Wait for a key if start wasn't hit. if (!restart) { if (!(howlongdead & 63)) { msg_clear(); msg_report(msg); } howlongdead++; processWorld(); continue; } howlongdead = 0; // Getting here means we have a restart request! bool doload; glbFinishedASave = false; { int y; for (y = 0; y < 20; y++) gfx_cleartextline(y); } hamfake_clearKeyboardBuffer(); #ifndef HAS_KEYBOARD while (ctrl_anyrawpressed() && !hamfake_forceQuit()) { if (gfx_isnewframe()) continue; } #endif // Reset our inventory position so we start the // new game with a reasonable location gfx_setinvcursor(1, 0, false); doload = intro_screen(); { int y; for (y = 0; y < 20; y++) gfx_cleartextline(y); } glbCurLevel->deleteAllMaps(); if (doload) loadGame(); else { hiscore_flagnewgame(true); { SRAMSTREAM os(false); hiscore_save(os); } rebuild_all(); } hamfake_clearKeyboardBuffer(); #ifndef HAS_KEYBOARD while (ctrl_anyrawpressed()) { if (gfx_isnewframe() && !hamfake_forceQuit()) continue; } #endif } if (glbHasJustSearched) glbSearchCount++; else glbSearchCount = 1; glbHasJustSearched = false; // All interesting things can be so easily summarized. processAllInput(action, spell, dx, dy); // No dir key? No go... if (!dx && !dy && action == ACTION_NONE && spell == SPELL_NONE) continue; // Something will happen, clear the message queue. msg_clear(); // Check if the avatar is still alive... if (MOB::getAvatar()) { bool done = false; MOB::getAvatar()->flagLastMoveAsOld(); if (action == ACTION_WALK) { done = MOB::getAvatar()->actionWalk(dx, dy); } else if ((action == ACTION_SWAP) && (dx || dy)) { done = MOB::getAvatar()->actionSwap(dx, dy); } else if ((action == ACTION_JUMP) && (dx || dy)) { done = MOB::getAvatar()->actionJump(dx, dy); } else if (action == ACTION_NONE) { // If it is a cast request? if (spell != SPELL_NONE) { done = processAction(ACTION_ZAP, spell, MOB::getAvatar()); } else { // Default to bump. done = MOB::getAvatar()->actionBump(dx, dy); } } else { done = processAction(action, SPELL_NONE, MOB::getAvatar()); } if (!done) { writeStatusLine(); continue; // Aborted the action, nothing done. } if (MOB::getAvatar()) { // Actually did a move so we complete the reset // of the last move direction. This will only // clear the dx/dy if it is flagged as old. MOB::getAvatar()->resetLastMoveDirection(); MOB::getAvatar()->doHeartbeat(); } #if 0 // Give the Avatar some extra experience... if (MOB::getAvatar()) MOB::getAvatar()->receiveExp(100); #endif processWorld(); } else { msg_report("Being dead, you do nothing. "); processWorld(); } } } hamfake_postShutdown(); return 0; } powder118_src/action.cpp0000644000175300010010000060661713166511313012370 0ustar /* * PROPRIETARY INFORMATION. This software is proprietary to POWDER * Development, and is not to be reproduced, transmitted, or disclosed * in any way without written permission. * * Produced by: Jeff Lait * * POWDER Development * * NAME: action.cpp ( POWDER Library, C++ ) * * COMMENTS: * This file is responsible for implementing all the ui-independent * actions that a MOB can perform. These actions should encompass * any action which the Player can perform. Their arguments should * fully qualify the players choice (Ie: which item, what direction, * etc). * * The theory is that if the actions are properly abstracted, it * will be equally easy to perform them from the AI routines as * from the User Interface routines. * * Note that most actions are implicitly stacked. actionClimb * will resolve itself to actionClimbUp or actionClimbDown depending * on the context. */ #include "mygba.h" #include #include #include "assert.h" #include "artifact.h" #include "creature.h" #include "glbdef.h" #include "rand.h" #include "map.h" #include "gfxengine.h" #include "msg.h" #include "grammar.h" #include "item.h" #include "itemstack.h" #include "intrinsic.h" #include "control.h" #include "victory.h" #include "piety.h" #include "encyc_support.h" #include "stylus.h" void writeGlobalActionBar(bool useemptyslot); void hideSideActionBar(); extern bool glbSuppressAutoClimb; extern void attemptunlock(); // // ACTIONS // bool MOB::actionBump(int dx, int dy) { int nx, ny; nx = getX() + dx; ny = getY() + dy; // Check if a monster is here. // Is it hostile? Kill! // Is it friendly? Shove. // Is it neutral? Kill! MOB *mob; ITEM *item; mob = glbCurLevel->getMob(nx, ny); if (mob == this) mob = 0; // This is very fucked up. // It should be rewritten by someone not drunk. // This has now been rewritten by someone not drunk. It doesn't // necessarily work any better. if (!mob && getSize() >= SIZE_GARGANTUAN) { if (dx) { if (dx < 0) mob = glbCurLevel->getMob(nx, ny+1); else { mob = glbCurLevel->getMob(nx+1, ny); if (!mob) mob = glbCurLevel->getMob(nx+1, ny+1); } } else { if (dy < 0) mob = glbCurLevel->getMob(nx+1, ny); else { mob = glbCurLevel->getMob(nx, ny+1); if (!mob) mob = glbCurLevel->getMob(nx+1, ny+1); } } if (mob == this) mob = 0; if (mob) { dx = mob->getX() - getX(); dy = mob->getY() - getY(); } } if (mob) { if (getAttitude(mob) == ATTITUDE_HOSTILE) { // Attack! return actionAttack(dx, dy); } else if (getAttitude(mob) == ATTITUDE_NEUTRAL) { // Attack! THis is bloodthirsty game, after all. // Only the avatar is bloodthirsty. Other people // are nice and kind. if (isAvatar()) return actionAttack(dx, dy); else return false; // No bump, no swap. } else if (getAttitude(mob) == ATTITUDE_FRIENDLY) { // Check if the friendship is reciprocated. If so, // we can swap position. if (mob->getAttitude(this) == ATTITUDE_FRIENDLY) { // swap. // Okay, this is extradorinarily frustrating! // Dancing grid bugs: No more! // Only the avatar can swap by defualt (if he is // polyied into a critter which is swappable, etc) if (isAvatar()) { // Check if we are to talk if (mob->isTalkative()) return actionTalk(dx, dy); else return actionSwap(dx, dy); } else return false; } else { // Nothing to do. return false; } } } // Check if creature can physically move in that direction... if (canMoveDelta(dx, dy, false)) { // We can physically move that way. However, this is no // guarantee of freedom. // Check for item here. item = glbCurLevel->getItem(nx, ny); if (item && !item->isPassable()) { // Can we push it? // Boulder is in the way, try and push. return actionPush(dx, dy); } // An empty, valid square. // Will it hurt us? Are we smart enough to know that? // All clear! Move with no embellishments. return actionWalk(dx, dy); } else { // Find out why. Perhaps the creature has an alternative action? if (nx < 0 || nx >= MAP_WIDTH || ny < 0 || ny >= MAP_HEIGHT) { // Simple enough reason, abort! // Add a funny message depending on direction if (isAvatar()) { if (dx) { formatAndReport("%U the sound of someone mashing buttons."); } else { formatAndReport("Do not go there! You will break the backlight!"); } } return false; } SQUARE_NAMES tile; tile = glbCurLevel->getTile(nx, ny); switch (tile) { case SQUARE_BLOCKEDDOOR: // Only avatar can open these if (!isAvatar()) break; // FALL THROUGH case SQUARE_DOOR: case SQUARE_MAGICDOOR: // If we are smart enough, open it. if (getSmarts() >= SMARTS_FOOL) { return actionOpen(dx, dy); } break; default: break; } // Check for the ability to dig... if (hasIntrinsic(INTRINSIC_DIG)) { return actionDig(dx, dy, 0, 1, false); } // Report nothing, just fail. return false; } } bool MOB::actionTalk(int dx, int dy) { applyConfusion(dx, dy); MOB *mob; mob = glbCurLevel->getMob(getX()+dx, getY()+dy); if (!mob) { formatAndReport("%U into empty air."); return false; } if (mob == this) { formatAndReport("%U to %A."); return false; } if (!mob->isTalkative()) { formatAndReport("%U to %MA.", mob); formatAndReport("%MU does not answer.", mob); return false; } // Well, for now it means the village elder! if (!isAvatar()) return false; // No talking to the elder! if (glbStressTest) return false; encyc_viewentry("TALK", TALK_ELDER); if (gfx_yesnomenu("Leave for the feast?")) { glbVictoryScreen(true, 0, this, 0); glbHasAlreadyWon = true; // Remove the avatar and elder to the feast glbCurLevel->unregisterMob(this); glbCurLevel->unregisterMob(mob); setAvatar(0); delete mob; delete this; // required as we're dead return false; } return false; } bool MOB::actionBreathe(int dx, int dy) { ATTACK_NAMES attack; BUF buf; applyConfusion(dx, dy); attack = getBreathAttack(); if (attack == ATTACK_NONE) { if (hasIntrinsic(INTRINSIC_NOBREATH)) formatAndReport("%U not need to breathe."); else if (hasIntrinsic(INTRINSIC_STRANGLE)) formatAndReport("%U unable to breathe."); else if (hasIntrinsic(INTRINSIC_SUBMERGED)) formatAndReport("%U ."); else formatAndReport("%U heavily."); return true; } if (!dx && !dy) { // Breathing on self. formatAndReport("%U %r breath."); return true; } // Check if we are out of breath... if (hasIntrinsic(INTRINSIC_TIRED)) { formatAndReport("%U "); return true; } buf = formatToString("%U %B1.", this, 0, 0, 0, getBreathSubstance(), 0); reportMessage(buf); // Breathing fire may kill ourselves, so we must set the // intrinsic prior to sending the ray. // After this, we want to time out for the breath delay time... setTimedIntrinsic(this, INTRINSIC_TIRED, rand_dice(glb_mobdefs[myDefinition].breathdelay)); // Now, run the attack with the breath... MOBREF myself; myself.setMob(this); ourEffectAttack = getBreathAttack(); glbCurLevel->fireRay(getX(), getY(), dx, dy, getBreathRange(), MOVE_STD_FLY, glb_attackdefs[ourEffectAttack].reflect, areaAttackCBStatic, &myself); return true; } bool MOB::actionJump(int dx, int dy) { int nx, ny, mx, my; int tile; bool leapattack = false; bool singlestep = false; if (!hasIntrinsic(INTRINSIC_JUMP)) { formatAndReport("%U cannot jump very far."); return false; } // If we are standing on liquid, we can only jump if we have water walk // or we don't have enough traction. tile = glbCurLevel->getTile(getX(), getY()); if (!(glb_squaredefs[tile].movetype & MOVE_WALK)) { if (!hasIntrinsic(INTRINSIC_WATERWALK) || !(glb_squaredefs[tile].movetype & MOVE_SWIM)) { // The ground isn't solid enough! formatAndReport("%U traction to jump."); return false; } } else if (hasIntrinsic(INTRINSIC_SUBMERGED)) { // We are buried alive. formatAndReport("%U room to jump."); return false; } if (glb_squaredefs[tile].isstars && !defn().spacewalk) { // Can't jump in space formatAndReport("%U to brace yourself against vacuum."); return false; } if (hasIntrinsic(INTRINSIC_INPIT)) { // Jumping out of a pit only moves you a single square. singlestep = true; } applyConfusion(dx, dy); // Verify the square they will jump over is passable. nx = getX() + dx; ny = getY() + dy; mx = nx; my = ny; tile = glbCurLevel->getTile(nx, ny); if (!(glb_squaredefs[tile].movetype & MOVE_STD_FLY)) { // You try and jump through a wall or something. formatAndReport("%U to jump, then %U better of it."); return false; } if (!singlestep) { nx = nx + dx; ny = ny + dy; } // Note we want to not jump to unmapped squares. However, that is // avatar only. The only time isLit does not suffice is if we // are jumping blind. Hence we prohibit blind jumping. if (!canMove(nx, ny, true) || !glbCurLevel->isLit(nx, ny) || hasIntrinsic(INTRINSIC_BLIND)) { formatAndReport("%U at the leap!"); return false; } // Prohibit you jumping onto a creature if a creature is in the way. if (glbCurLevel->getMob(nx, ny) && (glbCurLevel->getMob(nx, ny) != this)) { // Check if we have the leap attack skill. if (!hasSkill(SKILL_LEAPATTACK) || getSize() >= SIZE_GARGANTUAN || glbCurLevel->getMob(nx, ny)->getSize() >= SIZE_GARGANTUAN) { formatAndReport("%U at the leap!"); return false; } // Do a leap attack! leapattack = true; } // Report that we are leaping. formatAndReport("%U ."); // Clearly jumping should noise your feet. makeEquipNoise(ITEMSLOT_FEET); if (leapattack) { // Push the creature at our destination out of the way. // First knock back the intermediate creature into our own square. if (glbCurLevel->getMob(mx, my)) { // Allow us to overwrite our own position as we'll // be moving shortly anyways. glbCurLevel->knockbackMob(mx, my, -dx, -dy, true, true); } // Next, knockback our target creature into the middle square. glbCurLevel->knockbackMob(nx, ny, -dx, -dy, true); } // Move! We may die here, hence the test. if (!move(nx, ny)) return true; // Attack the vacated creature if still alive. if (leapattack && glbCurLevel->getMob(mx, my)) { // Note that because we attack backwards I think you can // trigger a charge by running away and then leaping back... // Most curious... I wonder if anyone will notice, and if they // do, consider it a bug? actionAttack(-dx, -dy, 1); } // Report what we stepped on... // We recheck isAvatar() here as it will go false if this is deleted. if (isAvatar()) { glbCurLevel->describeSquare(getX(), getY(), hasIntrinsic(INTRINSIC_BLIND), false); } return true; } bool MOB::actionWalk(int dx, int dy, bool spacewalk) { int nx, ny; ITEM *item; MOB *mob; applyConfusion(dx, dy); nx = getX() + dx; ny = getY() + dy; if (!canMoveDelta(dx, dy, true)) return false; // If there is a monster, can't move. mob = glbCurLevel->getMob(nx, ny); if (mob && (mob != this)) { // Check to see if we can swap if (getAttitude(mob) == ATTITUDE_FRIENDLY) { // Check if the friendship is reciprocated. If so, // we can swap position. if (mob->getAttitude(this) == ATTITUDE_FRIENDLY) { // swap. // Okay, this is extradorinarily frustrating! // Dancing grid bugs: No more! // Only the avatar can swap by defualt (if he is // polyied into a critter which is swappable, etc) if (isAvatar()) return actionSwap(dx, dy); } } return false; } // If there is an item, and it is not steppable, no move. item = glbCurLevel->getItem(nx, ny); if (item && !item->isPassable()) return false; // If we are on a star tile, we can only move if we can space // walk if (!spacewalk && !defn().spacewalk) { SQUARE_NAMES oldtile; oldtile = glbCurLevel->getTile(getX(), getY()); if (glb_squaredefs[oldtile].isstars) { formatAndReport("%U against unyielding vacuum!"); return true; } } // If we are in a pit, we first must climb out of it. if (hasIntrinsic(INTRINSIC_INPIT)) { // The user must first climb out of the pit. Thus, we try // to climb: return actionClimbUp(); } if (hasIntrinsic(INTRINSIC_INTREE)) { SQUARE_NAMES newtile; // The user must first climb out of the tree. Thus, we try // to climb: // We are allowed to travel from tree to tree, however. newtile = glbCurLevel->getTile(nx, ny); if (newtile != SQUARE_FOREST && newtile != SQUARE_FORESTFIRE) return actionClimbDown(); } // If we are submerged, and our destination isn't something // you can be submerged in, we must first climb out. if (hasIntrinsic(INTRINSIC_SUBMERGED)) { SQUARE_NAMES newtile; newtile = glbCurLevel->getTile(nx, ny); if (newtile != SQUARE_WATER && newtile != SQUARE_LAVA && newtile != SQUARE_ACID) { return actionClimbUp(); } } // Because we move, make any noise that stems from our // footwear. makeEquipNoise(ITEMSLOT_FEET); // Move. if (!move(nx, ny)) return true; // Report what we stepped on... if (isAvatar()) { // Store the delta. ourAvatarDx = dx; ourAvatarDy = dy; ourAvatarMoveOld = false; glbCurLevel->describeSquare(getX(), getY(), hasIntrinsic(INTRINSIC_BLIND), false); } return true; } bool MOB::actionPush(int dx, int dy) { int nx, ny, px, py; MOB *mob; ITEM *item, *blockitem; BUF buf; applyConfusion(dx, dy); nx = getX() + dx; ny = getY() + dy; mob = glbCurLevel->getMob(nx, ny); if (mob) { // TODO: Aggro the victim? // TODO: Strength/size check, and allow pushing into water? formatAndReport("%U %MU.", mob); return true; } item = glbCurLevel->getItem(nx, ny); if (item) { // Check to see if there is room. px = nx + dx; py = ny + dy; if (px < 0 || px >= MAP_WIDTH || py < 0 || py >= MAP_HEIGHT || !glbCurLevel->canMove(px, py, MOVE_STD_FLY) ) { // Can't move as no room for the item. formatAndReport("%U , but %IU not budge.", item); return true; } mob = glbCurLevel->getMob(px, py); if (mob) { formatAndReportExplicit("%IU blocked by %MU.", mob, item); return true; } // Determine if it is blocked by another item. blockitem = glbCurLevel->getItem(px, py); if (blockitem && !blockitem->isPassable()) { buf = MOB::formatToString("%U blocked by %IU.", 0, item, 0, blockitem); reportMessage(buf); return true; } // We report prior to moving as moving may cause it to be deleted, // for example if it falls into a hole. formatAndReport("%U %IU.", item); // Move the item. glbCurLevel->dropItem(item); glbCurLevel->acquireItem(item, px, py, this); return true; } // Reduced to pushing map features. // TODO: Pushing doors, walls, etc. formatAndReport("%U thin air."); return false; } bool MOB::actionAttack(int dx, int dy, int multiplierbonus) { int nx, ny; MOB *mob, *thismob; ITEM *weapon; BUF buf; int ox, oy, pdx, pdy; bool didhit = false; bool firstweapon = true; bool improvised = true; bool ischarge = false; applyConfusionNoSelf(dx, dy); ox = getX(); oy = getY(); nx = getX() + dx; ny = getY() + dy; mob = glbCurLevel->getMob(nx, ny); if (!mob) { formatAndReport("%U wildly at the air!"); return true; } getLastMoveDirection(pdx, pdy); // See if this is a charge if (pdx == dx && pdy == dy && (dx || dy)) { if (hasSkill(SKILL_CHARGE)) ischarge = true; } if (ischarge) { const char *chargemsg[] = { "%U !", "%U a warcry!", "%U your weapon!", "%U into battle!", 0 }; formatAndReport(rand_string(chargemsg)); multiplierbonus++; } // Apply damage to mob. const ATTACK_DEF *attack; // Determining attack is simple. If we have anything in our right // hand, we use that. Otherwise, we use our native attack // from our definition file. weapon = getEquippedItem(ITEMSLOT_RHAND); if (weapon) { attack = weapon->getAttack(); // We have a chance of iding a weapon any time it is used. if (isAvatar()) { if (!weapon->isKnownEnchant()) { int skill, chance; skill = getWeaponSkillLevel(weapon, ATTACKSTYLE_MELEE); chance = 5; if (skill >= 1) chance += 5; if (skill >= 2) chance += 10; // About 20 hits to figure it out with 0 skill, 10 for // one level skill, and 5 for 2 levels skill. if (rand_chance(chance)) { weapon->markEnchantKnown(); buf = MOB::formatToString("%U %r %Iu better. ", this, 0, 0, weapon); // This is important enough to be broadcast. msg_announce(gram_capitalize(buf)); } } } } else attack = &glb_attackdefs[glb_mobdefs[myDefinition].attack]; thismob = this; while (attack) { mob->receiveAttack(attack, thismob, weapon, 0, ATTACKSTYLE_MELEE, &didhit, multiplierbonus); // Refetch the mob as it may have died, teleported, or what // have you... if (mob != glbCurLevel->getMob(nx, ny)) break; // Refetch ourselves, as we may have died in the attack. if (thismob != glbCurLevel->getMob(ox, oy)) break; if (attack->nextattack != ATTACK_NONE) attack = &glb_attackdefs[attack->nextattack]; else attack = 0; // If we have run out of attacks with this weapon, see if // we should break it! if (!attack && weapon && didhit && (thismob == glbCurLevel->getMob(ox, oy))) { bool didbreak; didbreak = weapon->doBreak(10, this, this, glbCurLevel, nx, ny); // Don't want to use special abilities of broken weapons :> if (didbreak) weapon = 0; } // If we have run out of attacks with a weapon, see if we // should invoke its special skill. if (!attack && weapon && didhit && (thismob == glbCurLevel->getMob(ox, oy)) && (mob == glbCurLevel->getMob(nx, ny))) { // 10% chance of power move. if (skillProc(weapon->getSpecialSkill()) && hasSkill(weapon->getSpecialSkill())) { // Perform special attack. switch (weapon->getSpecialSkill()) { case SKILL_WEAPON_BLEEDINGWOUND: if (!mob->isBloodless()) { formatAndReport("%U deeply!"); mob->setTimedIntrinsic(thismob, INTRINSIC_BLEED, rand_range(4,6)); } break; case SKILL_WEAPON_DISARM: { weapon = mob->getEquippedItem(ITEMSLOT_RHAND); if (weapon) { const char *slotname = mob->getSlotName(ITEMSLOT_RHAND); formatAndReportExplicit( "%U %IU from %Mr %B1!", mob, weapon, (slotname ? slotname : "grasp")); weapon = mob->dropItem(weapon->getX(), weapon->getY()); UT_ASSERT(weapon != 0); if (weapon) { glbCurLevel->acquireItem(weapon, mob->getX(), mob->getY(), this); } } else { // Weaponless creaturs are thrown // off balance. formatAndReport("%U %MU.", mob); mob->setTimedIntrinsic(thismob, INTRINSIC_OFFBALANCE, 3); } break; } case SKILL_WEAPON_KNOCKOUT: // Only can knock unconscious conscious critters :> if (mob->getSmarts() > SMARTS_NONE && !mob->hasIntrinsic(INTRINSIC_RESISTSLEEP) && !mob->hasIntrinsic(INTRINSIC_ASLEEP)) { formatAndReport("%U %MU unconscious!", mob); mob->setTimedIntrinsic(thismob, INTRINSIC_ASLEEP, rand_range(6,10)); } break; case SKILL_WEAPON_STUN: // We confuse the poor critter. if (mob->getSmarts() > SMARTS_NONE) { formatAndReport("%U %MU!", mob); mob->setTimedIntrinsic(thismob, INTRINSIC_CONFUSED, rand_range(3,5)); } break; case SKILL_WEAPON_KNOCKBACK: // Knock the target back // Infinite mass is set as this is an attack. glbCurLevel->knockbackMob(nx, ny, dx, dy, true); break; case SKILL_WEAPON_IMPALE: { // We drive our weapon straight through the // creature, possibly impaling whoever is standing // behind! MOB *nextvictim = 0; int nnx, nny; nnx = nx + SIGN(dx); nny = ny + SIGN(dy); if (nnx >= 0 && nnx < MAP_WIDTH && nny >= 0 && nny < MAP_HEIGHT) { nextvictim = glbCurLevel->getMob(nnx, nny); } if (nextvictim) { formatAndReportExplicit("%U %r %Iu straight through %MU!", mob, weapon); // Do a second attack.. actionAttack(nnx-ox, nny-oy); } break; } default: break; } } } if (!attack && firstweapon && (thismob == glbCurLevel->getMob(ox, oy))) { // Try switching to our second weapon. firstweapon = false; didhit = false; // Get the second weapon weapon = getEquippedItem(ITEMSLOT_LHAND); if (weapon) { // Set up our new attack. attack = weapon->getAttack(); } // See if we pass the chance. if (!rand_chance(getSecondWeaponChance())) attack = 0; // We will now go on to the next attack.. } // Check for the chance to proc on some artifact equipment. if (!attack && !firstweapon && improvised && (thismob == glbCurLevel->getMob(ox, oy))) { int procchance = 5; // See if we are eligible to proc. if (hasSkill(SKILL_WEAPON_IMPROVISE)) { procchance = 20; } improvised = false; ITEMSLOT_NAMES slot; ITEMSLOT_NAMES validchoice[NUM_ITEMSLOTS]; int numchoice = 0; ITEM *item; // The right way would be FOREACH_ITEMSLOT followed // by getEquippedItem, but we happen to know we have // O(n) search inside getEquippedItem, so might as well // make this 8 times faster. for (item = myInventory; item; item = item->getNext()) { // Ignore not equipped if (item->getX()) continue; // Cast over slot number slot = (ITEMSLOT_NAMES) item->getY(); switch (slot) { // The shield is only valid if it is a // shield. Artifact shields can get double // weapon proc by both this code path // and the two handed code path. case ITEMSLOT_LHAND: { if (!item->isShield()) break; // FALL THROUGH } case ITEMSLOT_HEAD: case ITEMSLOT_BODY: case ITEMSLOT_RRING: case ITEMSLOT_LRING: case ITEMSLOT_FEET: { const ATTACK_DEF *attack; // Check that the attack is something // weird. attack = item->getAttack(); if (attack == &glb_attackdefs[ATTACK_MISUSED] || attack == &glb_attackdefs[ATTACK_MISUSED_BUTWEAPON] || attack == &glb_attackdefs[ATTACK_MISTHROWN]) { break; } // Valid choice! validchoice[numchoice++] = slot; break; } // I really can't think of a way that the // amulet can be used. case ITEMSLOT_AMULET: // The right hand is covered by normal combat. case ITEMSLOT_RHAND: // This ensures we cover all valid code paths case NUM_ITEMSLOTS: break; } } // Given our base procchance of procchance, // and a number of choices of numchoice, we want a combined // choice total. // This is so that the probability of procing with both // a helmet and a shield is greater than with just one. // Our formula is: // 1 - (1 - procchance)^numchoice // This is slightly unfair as we don't allow two attacks // in a single round so you get a penalty for double equipping, // but I'm hoping it is close enough. // First, we handle common & trivial cases. if (!numchoice) procchance = 0; else if (numchoice > 1) // Equality leaves it unchanged. { int negchance, iter, basechance; negchance = 100 - procchance; // Make base 1024. negchance *= 1024; negchance += 50; negchance /= 100; basechance = negchance; // Repeatedly exponentiate and normalize the base. // Start at 1 as we already have a single chance. for (iter = 1; iter < numchoice; iter++) { negchance *= basechance; // Remove the 1024 base. negchance >>= 10; } // Back to base 100 negchance *= 100; negchance += 512; negchance >>= 10; // And invert... procchance = 100 - negchance; } // Choose a random value if possible if (rand_chance(procchance)) { slot = validchoice[rand_choice(numchoice)]; ITEM *weapon; weapon = getEquippedItem(slot); UT_ASSERT(weapon != 0); // Create some pretty text. switch (slot) { case ITEMSLOT_HEAD: formatAndReport("%U head with %r %Iu.", weapon); break; case ITEMSLOT_BODY: formatAndReport("%U body with %r %Iu.", weapon); break; case ITEMSLOT_LHAND: formatAndReport("%U shield with %r %Iu.", weapon); break; case ITEMSLOT_RRING: case ITEMSLOT_LRING: formatAndReport("%U with %r %Iu.", weapon); break; case ITEMSLOT_FEET: formatAndReport("%U with %r %Iu.", weapon); break; // These should not occur. case ITEMSLOT_AMULET: case ITEMSLOT_RHAND: case NUM_ITEMSLOTS: UT_ASSERT(!"Invalid itemslot selected"); break; } // This triggers us to try once more with the // new weapon. attack = weapon->getAttack(); } } } return true; } bool MOB::actionSwap(int dx, int dy) { int nx, ny; MOB *mob; bool doswap, taketurn; applyConfusion(dx, dy); nx = getX() + dx; ny = getY() + dy; if (!canMoveDelta(dx, dy, false)) { formatAndReport("%U cannot go there, so cannot swap places."); return false; } if (hasIntrinsic(INTRINSIC_INPIT)) { formatAndReport("%U cannot swap places while in a pit."); return false; } if (hasIntrinsic(INTRINSIC_INTREE)) { formatAndReport("%U cannot swap places while up a tree."); return false; } if (hasIntrinsic(INTRINSIC_SUBMERGED)) { formatAndReport("%U cannot swap places while submerged."); return false; } // Check to see if there is an item in the way. Note that // you can swap places with a boulder! if (!canMoveDelta(dx, dy, true)) { ITEM *boulder; boulder = glbCurLevel->getItem(nx, ny); if (boulder && boulder->getDefinition() == ITEM_BOULDER) { // Check to see if you have anything equipped. if (hasAnyEquippedItems()) { formatAndReport("%U wearing too much to swap places with %IU.", boulder); return false; } // We can swap with the boulder. // Should be strength check? formatAndReport("%U positions with %IU.", boulder); // Move the boulder. glbCurLevel->dropItem(boulder); glbCurLevel->acquireItem(boulder, getX(), getY(), this); // Move the avatar. move(nx, ny); // Report what we stepped on... // As both mob & this moved, we report if either of them is // the avatar. // If either died, the MOB::getAvatar should be reset to 0, // so neither of these paths should be taken. if (isAvatar()) { glbCurLevel->describeSquare(getX(), getY(), hasIntrinsic(INTRINSIC_BLIND), false); } return true; } else if (boulder) formatAndReport("%U cannot swap places with %IU.", boulder); else formatAndReport("%U cannot go there, so cannot swap places."); return false; } // We can only swap with a monster. mob = glbCurLevel->getMob(nx, ny); if (!mob) { reportMessage("There is no one there to swap places with."); return false; } // If either ourselves or the MOB is giant sized, we can't swap. if (getSize() >= SIZE_GARGANTUAN) { formatAndReport("%U too big to swap places."); return false; } if (mob->getSize() >= SIZE_GARGANTUAN) { formatAndReport("%MU too big to swap places.", mob); return false; } // Check that the mob can move onto our square. if (!mob->canMove(getX(), getY(), true)) { formatAndReport("%MU cannot step here!", mob); return false; } // If either you or the mob is in a pit, you can't swap, // no free exits! // We check for yourself at the start so we don't allow swapping // with boulders to escape. if (mob->hasIntrinsic(INTRINSIC_INPIT)) { formatAndReport("%U cannot swap places with %MU because %Mp in a pit.", mob); return false; } if (mob->hasIntrinsic(INTRINSIC_INTREE)) { formatAndReport("%U cannot swap places with %MU because %Mp up a tree.", mob); return false; } if (mob->hasIntrinsic(INTRINSIC_SUBMERGED)) { formatAndReport("%U cannot swap places with %MU because %Mp submerged.", mob); return false; } // If mob is friendly, swap for free. // If neutral, swap with strength check // If hostile, no go. doswap = false; taketurn = false; switch (mob->getAttitude(this)) { case ATTITUDE_FRIENDLY: doswap = true; taketurn = true; formatAndReport("%U places with %MU.", mob); break; case ATTITUDE_NEUTRAL: taketurn = true; // TODO: Chance of becoming hostile? switch (strengthCheck(mob->getStrength())) { case -1: formatAndReport("%U cannot budge %MU.", mob); doswap = false; break; case 0: formatAndReport("%U cannot quite shift %MU.", mob); doswap = false; break; case 1: formatAndReport("%U %MU out of the way.", mob); doswap = true; break; case 2: formatAndReport("%U past %MU.", mob); doswap = true; break; } break; case ATTITUDE_HOSTILE: taketurn = false; doswap = false; formatAndReport("%U cannot swap places with someone %p fighting!"); break; case NUM_ATTITUDES: UT_ASSERT(!"UNKNOWN ATTITUDE!"); taketurn = false; doswap = false; break; } if (doswap) { // Swap... // Note either party may die here, but we don't use them // herein. mob->move(getX(), getY()); move(nx, ny); // Report what we stepped on... // As both mob & this moved, we report if either of them is // the avatar. // If either died, the MOB::getAvatar should be reset to 0, // so neither of these paths should be taken. if (isAvatar()) { glbCurLevel->describeSquare(getX(), getY(), hasIntrinsic(INTRINSIC_BLIND), false); } if (mob->isAvatar()) { glbCurLevel->describeSquare(mob->getX(), mob->getY(), mob->hasIntrinsic(INTRINSIC_BLIND), false); } } return taketurn; } bool MOB::actionSleep() { formatAndReport("%U down to sleep."); if (hasIntrinsic(INTRINSIC_RESISTSLEEP)) { formatAndReport("%U wide awake!"); return true; } // Set our sleep flag. setTimedIntrinsic(this, INTRINSIC_ASLEEP, 50); return true; } static MAGICTYPE_NAMES getSudokuType(int idx, unsigned int seed) { int x, y, i, j; MAGICTYPE_NAMES type; int pattern[4][4] = { { 0, 1, 2, 3 }, { 2, 3, 0, 1 }, { 1, 0, 3, 2 }, { 3, 2, 1, 0 } }; MAGICTYPE_NAMES reorder[4] = { MAGICTYPE_WAND, MAGICTYPE_SCROLL, MAGICTYPE_POTION, MAGICTYPE_RING }; // Reorder according to reorder pattern. for (i = 0; i < 4; i++) { j = i + (seed % (4 - i)); seed = rand_wanginthash(seed); if (i != j) { type = reorder[i]; reorder[i] = reorder[j]; reorder[j] = type; } } for (y = 0; y < 4; y++) for (x = 0; x < 4; x++) pattern[y][x] = reorder[pattern[y][x]]; // Now, permute our pattern according to the seed. if (seed & 1) { for (y = 0; y < 4; y++) { i = pattern[y][0]; pattern[y][0] = pattern[y][1]; pattern[y][1] = i; } } if (seed & 2) { for (y = 0; y < 4; y++) { i = pattern[y][2]; pattern[y][2] = pattern[y][3]; pattern[y][3] = i; } } if (seed & 4) { for (x = 0; x < 4; x++) { i = pattern[0][x]; pattern[0][x] = pattern[1][x]; pattern[1][x] = i; } } if (seed & 8) { for (x = 0; x < 4; x++) { i = pattern[2][x]; pattern[2][x] = pattern[3][x]; pattern[3][x] = i; } } // We should now permute entire squares, but I am drunk now. // But, I just realized that swapping squares == flipping on x // plus two column flips. x = idx & 3; y = idx >> 2; // Flip/flop if (seed & 16) x = 3 - x; if (seed & 32) y = 3 - y; if (seed & 64) { i = x; x = y; y = i; } return (MAGICTYPE_NAMES) pattern[y][x]; } static int consumeSudokuKeys(ITEMSTACK &stack, int idx, long seed, int &eaten) { int i; int valid = 0; ITEM *item; MAGICTYPE_NAMES type; BUF buf; type = getSudokuType(idx, seed); for (i = 0; i < stack.entries(); i++) { item = stack(i); if (item->getMagicType() != type) { item->formatAndReport("%U in a puff of smoke."); glbCurLevel->dropItem(item); delete item; eaten++; } else { // A valid item, vibrate and set true item->formatAndReport("%U ."); valid = 1; } } return valid; } bool MOB::actionMagicDoorEffect(int x, int y) { // Search the level for the sudoku keys (ie, altars...) int numaltar = 0, numused, eaten; int altarx[16], altary[16]; int mx, my; int idx; ITEMSTACK items; for (my = 0; my < MAP_HEIGHT; my++) { if (numaltar >= 16) break; for (mx = 0; mx < MAP_WIDTH; mx++) { if (numaltar >= 16) break; if (glbCurLevel->getTile(mx, my) == SQUARE_FLOORALTAR) { altarx[numaltar] = mx; altary[numaltar] = my; numaltar++; } } } // If we don't have 16 altars, nothing to do. if (numaltar != 16) { encyc_viewentry("MAGICDOOR", MAGICDOOR_NOTENOUGHDOORS); return false; } // Inspect the contents of each altar. numused = 0; eaten = 0; for (idx = 0; idx < 16; idx++) { items.clear(); glbCurLevel->getItemStack(items, altarx[idx], altary[idx]); numused += consumeSudokuKeys(items, idx, glbCurLevel->getSeed(), eaten); } if (numused < 16 && eaten) { encyc_viewentry("MAGICDOOR", MAGICDOOR_INSUFFICIENTITEMS); return true; } else if (numused < 16) { encyc_viewentry("MAGICDOOR", MAGICDOOR_NOITEMS); return true; } // Door opens! glbCurLevel->setTile(x, y, SQUARE_OPENDOOR); encyc_viewentry("MAGICDOOR", MAGICDOOR_SUCCESS); return true; } bool MOB::actionOpen(int dx, int dy) { SQUARE_NAMES tile; bool consumed = false, doopen = false; applyConfusion(dx, dy); // Now check to see if the square itself is openable. tile = glbCurLevel->getTile(getX() + dx, getY() + dy); switch (tile) { case SQUARE_BLOCKEDDOOR: if (!isAvatar()) { formatAndReport("$U the door latched."); break; } // FALL THROUGH case SQUARE_DOOR: // Check if we were strong enough. switch (strengthCheck(STRENGTH_HUMAN)) { case -1: formatAndReport("%U cannot budge the door!"); break; case 0: formatAndReport("%U cannot quite shift the door."); break; case 1: doopen = true; formatAndReport("%U the door open."); break; case 2: doopen = true; formatAndReport("%U the door smoothly."); break; } if (doopen) { glbCurLevel->setTile(getX() + dx, getY() + dy, SQUARE_OPENDOOR); } consumed = true; break; case SQUARE_OPENDOOR: // Can't reopen... reportMessage("The door is already open."); break; case SQUARE_MAGICDOOR: if (!isAvatar()) { // Non-avatar's can't trigger this door. return false; } consumed = actionMagicDoorEffect(getX() + dx, getY() + dy); break; default: reportMessage("That is not openable!"); break; } return consumed; } bool MOB::actionClose(int dx, int dy) { SQUARE_NAMES tile; bool consumed = false, doclose = false; MOB *mob; ITEM *item; applyConfusion(dx, dy); // Now check to see if the square itself is openable. tile = glbCurLevel->getTile(getX() + dx, getY() + dy); switch (tile) { case SQUARE_OPENDOOR: // Check if there is a mob in the way. mob = glbCurLevel->getMob(getX() + dx, getY() + dy); if (mob) { formatAndReport("%MU the door open!", mob); return true; } // Check to see if there is an item. item = glbCurLevel->getItem(getX() + dx, getY() + dy); if (item) { formatAndReport("The door is blocked by %IU.", item); return true; } // Check if we were strong enough. // Doors are much easier to close than open. switch (strengthCheck(STRENGTH_WEAK)) { case -1: formatAndReport("%U cannot budge the door!"); break; case 0: formatAndReport("%U cannot quite shift the door!"); break; case 1: doclose = true; formatAndReport("%U the door."); break; case 2: doclose = true; formatAndReport("%U the door shut."); break; } if (doclose) { glbCurLevel->setTile(getX() + dx, getY() + dy, SQUARE_DOOR); } consumed = true; break; case SQUARE_BLOCKEDDOOR: case SQUARE_DOOR: // Can't reclose... reportMessage("The door is already closed."); break; default: reportMessage("That is not closeable!"); break; } return consumed; } extern bool glbHasJustSearched; bool MOB::actionSearch() { int dx, dy; bool found = false; ITEM *item; bool shouldreveal = false; if (isAvatar()) { glbHasJustSearched = true; } // We always map everything around us. // No need for LOS here. // No need for LOS? // Really? // Even if an NPC decides to invoke actionSearch? // Because of, perhaps, wielding a ring of searching? // Past-Jeff was stupid. // The easy answer is to just make this test if we are the avatar, // but I know those people at armoredtactis will be reading this change, // so I might as well throw in an exception whereby your pets will // be allowed to map the level for you. // Not that is particularly useful since they either follow or stay, // but some glorious future they may get an explore command? if (isAvatar() || hasCommonMaster(MOB::getAvatar())) shouldreveal = true; if (shouldreveal) glbCurLevel->markMapped(getX(), getY(), 1, 1, false); // Now, examine every square around us... for (dy = -1; dy <= 1; dy++) { if (getY() + dy < 0 || getY() + dy >= MAP_HEIGHT) continue; for (dx = -1; dx <= 1; dx++) { if (getX() + dx < 0 || getX() + dx >= MAP_WIDTH) continue; // We want to mark any items on this square as // known. // For speed, we just mark the top item as mapped. // Really, we should mark the entire stack... if (shouldreveal) { item = glbCurLevel->getItem(getX()+dx, getY()+dy); if (item) item->markMapped(); } // Don't examine own square, may kill us! if (!dx && !dy) continue; found |= searchSquare(getX() + dx, getY() + dy, true); } } // Last to search is our own square, in case we die. found |= searchSquare(getX(), getY(), true); if (!found) { // I think this is too noisy so have axed it. // NOTE: Not safe to enable it, because we may be dead now! #if 0 formatAndReport("%U and find nothing."); #endif } // Consume... return true; } bool MOB::actionClimb() { SQUARE_NAMES tile; int trap; tile = glbCurLevel->getTile(getX(), getY()); trap = glb_squaredefs[tile].trap; switch ((TRAP_NAMES) trap) { case TRAP_TELEPORT: return actionClimbDown(); case TRAP_NONE: case TRAP_POISONVENT: case TRAP_SMOKEVENT: case NUM_TRAPS: break; case TRAP_HOLE: return actionClimbDown(); case TRAP_PIT: case TRAP_SPIKEDPIT: if (hasIntrinsic(INTRINSIC_INPIT)) return actionClimbUp(); else return actionClimbDown(); } // If we are submerged, it is straight forward: climbup. if (hasIntrinsic(INTRINSIC_SUBMERGED)) return actionClimbUp(); switch (tile) { case SQUARE_LADDERUP: return actionClimbUp(); case SQUARE_LADDERDOWN: return actionClimbDown(); case SQUARE_DIMDOOR: return actionClimbDown(); // If you are in the relevant liquid, you will have already // gone to climb up. case SQUARE_LAVA: return actionClimbDown(); case SQUARE_WATER: return actionClimbDown(); case SQUARE_ACID: return actionClimbDown(); case SQUARE_FOREST: case SQUARE_FORESTFIRE: if (hasIntrinsic(INTRINSIC_INTREE)) return actionClimbDown(); else return actionClimbUp(); default: formatAndReport("%U to climb thin air!"); return false; } } bool MOB::actionClimbUp() { SQUARE_NAMES tile; int trap; BUF buf; tile = glbCurLevel->getTile(getX(), getY()); trap = glb_squaredefs[tile].trap; switch ((TRAP_NAMES) trap) { case TRAP_HOLE: case TRAP_NONE: case TRAP_TELEPORT: case TRAP_POISONVENT: case TRAP_SMOKEVENT: case NUM_TRAPS: break; case TRAP_PIT: case TRAP_SPIKEDPIT: { if (hasIntrinsic(INTRINSIC_INPIT)) { if (canFly()) { // Trivially escape the pit. formatAndReport("%U out of the pit."); clearIntrinsic(INTRINSIC_INPIT); return true; } // Try to climb out... makeEquipNoise(ITEMSLOT_FEET); if (rand_chance(50)) { // Success. formatAndReport("%U out of the pit."); clearIntrinsic(INTRINSIC_INPIT); } else { formatAndReport("%U and back into the pit."); } return true; } else { // You are already out of the pit! // Will fall through to thin air. } } } if (hasIntrinsic(INTRINSIC_SUBMERGED)) { // Try to swim to the surface... int chance; BUF success; bool haswaterwalk; haswaterwalk = hasIntrinsic(INTRINSIC_WATERWALK); switch (tile) { case SQUARE_LAVA: chance = 90; // Easy to get out of lava. buf = formatToString("%U in the lava.", this, 0, 0, 0); if (haswaterwalk) success = formatToString("%U out of the lava.", this, 0, 0, 0); else success = formatToString("%U out of the lava.", this, 0, 0, 0); if (haswaterwalk) chance = 100; break; case SQUARE_WATER: chance = 50; // Harder to keep on top of. buf = formatToString("%U in the water.", this, 0, 0, 0); if (haswaterwalk) success = formatToString("%U to the surface.", this, 0, 0, 0); else success = formatToString("%U to the surface.", this, 0, 0, 0); if (haswaterwalk) chance = 100; break; case SQUARE_ACID: chance = 50; // Harder to keep on top of. buf = formatToString("%U in the acid.", this, 0, 0, 0); if (haswaterwalk) success = formatToString("%U to the surface.", this, 0, 0, 0); else success = formatToString("%U to the surface.", this, 0, 0, 0); if (haswaterwalk) chance = 100; break; case SQUARE_ICE: chance = 0; buf = formatToString("%U on the ice in vain.", this, 0, 0, 0); break; default: // Buried alive. chance = 0; buf = formatToString("The enclosing rock fastly imprisons %U.", this, 0, 0, 0); break; } if (chance && rand_chance(chance)) { reportMessage(success); clearIntrinsic(INTRINSIC_SUBMERGED); } else { reportMessage(buf); } return true; } switch (tile) { case SQUARE_LADDERUP: { // Climb to the given map... MAP *nextmap; int x, y, ox, oy; if (!canFly()) makeEquipNoise(ITEMSLOT_FEET); // Special case of climbing top stair case... if (glbCurLevel->getDepth() == 1) { if (isAvatar()) { // Determine if we have the heart of baezl'bub... bool hasheart = false; hasheart = hasItem(ITEM_BLACKHEART); if (hasheart) { formatAndReport("%U to the sweet air of the surface world."); } else { formatAndReport("Until %U slain Baezl'bub and " "have his black heart, the surface " "world cannot help %p."); return true; } } else { // Some critter is trying to escape, they think // better of it. formatAndReport("%U from the light of the surface world."); return true; } } nextmap = glbCurLevel->getMapUp(); if (!nextmap) { formatAndReport("%U %r head on an invisible barrier."); return true; } // See if there is room... if (!nextmap->findTile(SQUARE_LADDERDOWN, x, y) || !nextmap->findCloseTile(x, y, getMoveType())) { formatAndReport("%U cannot find room at the end of the ladder."); return true; } if (canFly()) formatAndReport("%U up the ladder."); else formatAndReport("%U the ladder."); ox = getX(); oy = getY(); // Move to it... glbCurLevel->unregisterMob(this); if (!move(x, y, true)) return true; nextmap->registerMob(this); glbCurLevel->chaseMobOnStaircase(SQUARE_LADDERDOWN, ox, oy, this, nextmap); if (isAvatar()) { glbSuppressAutoClimb = true; MAP::changeCurrentLevel(nextmap); // Need to rebuild our screen! Refreshing will be handled // by the message wait code. gfx_scrollcenter(getX(), getY()); glbCurLevel->buildFOV(getX(), getY(), 7, 5); if (!hasIntrinsic(INTRINSIC_BLIND)) glbCurLevel->markMapped(getX(), getY(), 7, 5); glbCurLevel->describeSquare(getX(), getY(), hasIntrinsic(INTRINSIC_BLIND), false); } return true; } case SQUARE_FOREST: case SQUARE_FORESTFIRE: { if (!hasIntrinsic(INTRINSIC_INTREE)) { if (canFly()) formatAndReport("%U up into the tree."); else formatAndReport("%U up the tree."); setIntrinsic(INTRINSIC_INTREE); return true; } else { formatAndReport("%U already at the top of the tree."); return false; } } default: if (canFly()) formatAndReport("%U up and hit the roof."); else formatAndReport("%U to climb up thin air!"); return false; } } bool MOB::actionClimbDown() { SQUARE_NAMES tile; TRAP_NAMES trap; tile = glbCurLevel->getTile(getX(), getY()); trap = (TRAP_NAMES) glb_squaredefs[tile].trap; switch (trap) { case TRAP_NONE: case TRAP_POISONVENT: case TRAP_SMOKEVENT: case NUM_TRAPS: break; case TRAP_TELEPORT: { // Trigger the teleport trap. if (canFly()) formatAndReport("%U into the teleporter."); else formatAndReport("%U into the teleporter."); return actionTeleport(); } case TRAP_HOLE: { // Climb to the given map... MAP *nextmap; int x, y; makeEquipNoise(ITEMSLOT_FEET); nextmap = glbCurLevel->getMapDown(); if (!nextmap || !nextmap->isUnlocked()) { formatAndReport("%U stopped by an invisible barrier."); return true; } // See if there is room... // We just go somewhere random (but moveable!) if (!nextmap->findRandomLoc(x, y, getMoveType(), false, getSize() >= SIZE_GARGANTUAN, false, false, false, true)) { formatAndReport("%U the hole blocked."); return true; } // Move to it... glbCurLevel->unregisterMob(this); if (!move(x, y, true)) return true; nextmap->registerMob(this); if (canFly()) formatAndReport("%U down the hole."); else formatAndReport("%U into the hole."); if (isAvatar()) { MAP::changeCurrentLevel(nextmap); glbCurLevel->describeSquare(getX(), getY(), hasIntrinsic(INTRINSIC_BLIND), false); } return true; } case TRAP_PIT: case TRAP_SPIKEDPIT: { if (hasIntrinsic(INTRINSIC_INPIT)) { // Already inside the pit, can't dig deeper. // Will fall through to scramble on ground. } else { makeEquipNoise(ITEMSLOT_FEET); // You can safely descend into the pit with // no chance of damage. formatAndReport("%U carefully into the pit."); setIntrinsic(INTRINSIC_INPIT); // Report what we stepped on... if (isAvatar()) { glbCurLevel->describeSquare(getX(), getY(), hasIntrinsic(INTRINSIC_BLIND), false); } return true; } } } switch (tile) { case SQUARE_LADDERDOWN: { // Climb to the given map... MAP *nextmap; int x, y; int ox, oy; makeEquipNoise(ITEMSLOT_FEET); nextmap = glbCurLevel->getMapDown(); if (!nextmap) { formatAndReport("%U stopped by an invisible barrier."); return true; } if (!nextmap->isUnlocked()) { formatAndReport("%U that the ladder is locked."); attemptunlock(); return false; } // See if there is room... if (!nextmap->findTile(SQUARE_LADDERUP, x, y) || !nextmap->findCloseTile(x, y, getMoveType())) { formatAndReport("%U cannot find room at the end of the ladder."); return true; } if (canFly()) formatAndReport("%U down the ladder."); else formatAndReport("%U the ladder."); ox = getX(); oy = getY(); // Move to it... glbCurLevel->unregisterMob(this); if (!move(x, y, true)) return true; nextmap->registerMob(this); glbCurLevel->chaseMobOnStaircase(SQUARE_LADDERUP, ox, oy, this, nextmap); if (isAvatar()) { glbSuppressAutoClimb = true; MAP::changeCurrentLevel(nextmap); // Need to rebuild our screen! Refreshing will be handled // by the message wait code. gfx_scrollcenter(getX(), getY()); glbCurLevel->buildFOV(getX(), getY(), 7, 5); if (!hasIntrinsic(INTRINSIC_BLIND)) glbCurLevel->markMapped(getX(), getY(), 7, 5); glbCurLevel->describeSquare(getX(), getY(), hasIntrinsic(INTRINSIC_BLIND), false); } return true; } case SQUARE_DIMDOOR: { // Climb to the portal map. MAP *nextmap; int x, y; int ox, oy; // Make sure you have the dimdoor key! if (!hasItem(ITEM_YRUNE)) { formatAndReport("The portal refuses to open without the key."); return true; } makeEquipNoise(ITEMSLOT_FEET); nextmap = glbCurLevel->getMapBranch(); if (!nextmap || !nextmap->isUnlocked()) { formatAndReport("%U from a seeming infinite abyss."); return true; } // See if there is room... if (!nextmap->findTile(SQUARE_DIMDOOR, x, y) || !nextmap->findCloseTile(x, y, getMoveType())) { formatAndReport("%U cannot find room at the end of the portal."); return true; } if (canFly()) formatAndReport("%U into the portal."); else formatAndReport("%U into the portal."); ox = getX(); oy = getY(); // Move to it... glbCurLevel->unregisterMob(this); if (!move(x, y, true)) return true; nextmap->registerMob(this); glbCurLevel->chaseMobOnStaircase(SQUARE_DIMDOOR, ox, oy, this, nextmap); if (isAvatar()) { MAP::changeCurrentLevel(nextmap); // Need to rebuild our screen! Refreshing will be handled // by the message wait code. gfx_scrollcenter(getX(), getY()); glbCurLevel->buildFOV(getX(), getY(), 7, 5); if (!hasIntrinsic(INTRINSIC_BLIND)) glbCurLevel->markMapped(getX(), getY(), 7, 5); glbCurLevel->describeSquare(getX(), getY(), hasIntrinsic(INTRINSIC_BLIND), false); BRANCH_NAMES branch = glbCurLevel->branchName(); formatAndReport(glb_branchdefs[branch].welcome); } return true; } case SQUARE_LAVA: { formatAndReport("%U into the lava."); setIntrinsic(INTRINSIC_SUBMERGED); // Report what we stepped on... if (isAvatar()) { glbCurLevel->describeSquare(getX(), getY(), hasIntrinsic(INTRINSIC_BLIND), false); } return true; } case SQUARE_WATER: { formatAndReport("%U into the water."); setIntrinsic(INTRINSIC_SUBMERGED); // Report what we stepped on... if (isAvatar()) { glbCurLevel->describeSquare(getX(), getY(), hasIntrinsic(INTRINSIC_BLIND), false); } return true; } case SQUARE_ACID: { formatAndReport("%U into the acid."); setIntrinsic(INTRINSIC_SUBMERGED); // Report what we stepped on... if (isAvatar()) { glbCurLevel->describeSquare(getX(), getY(), hasIntrinsic(INTRINSIC_BLIND), false); } return true; } case SQUARE_FOREST: case SQUARE_FORESTFIRE: if (hasIntrinsic(INTRINSIC_INTREE)) { if (canFly()) formatAndReport("%U down from the tree."); else formatAndReport("%U down the tree."); clearIntrinsic(INTRINSIC_INTREE); return true; } else { // FALLTHROUGH } default: formatAndReport("%U at the floor!"); return false; } } bool MOB::actionPickUp(ITEM *item, ITEM **newitem) { BUF buf; bool submerged; submerged = hasIntrinsic(INTRINSIC_INPIT) || hasIntrinsic(INTRINSIC_SUBMERGED); if (hasIntrinsic(INTRINSIC_INTREE)) { // Items never stay in tree branches, so people in tree // can't get anything. formatAndReport("%U cannot reach %IU.", item); return false; } if (!item) { formatAndReport("%U on the floor foolishly!"); return false; } // Verify the item is in square. if (item->getX() != getX() || item->getY() != getY()) { formatAndReport("%U cannot reach %IU.", item); return false; } // Verify we can reach it. if (item->isBelowGrade() != submerged) { formatAndReport("%U cannot reach %IU.", item); return false; } glbCurLevel->dropItem(item); // Try to acquire the item ourselves.... // We must get the item name first as the item may be deleted by // acquireItem. BUF itemname = item->getName(); if (acquireItem(item, newitem)) { // Success! buf = formatToString("%U up %B1.", this, 0, 0, 0, itemname.buffer()); reportMessage(buf); } else { // Drop back on the floor. glbCurLevel->acquireItem(item, getX(), getY(), this, newitem); buf = formatToString("%U to pick up %B1 and .", this, 0, 0, 0, itemname.buffer()); reportMessage(buf); return false; } return true; } bool MOB::actionDrop(int ix, int iy) { ITEM *item, *drop; item = getItem(ix, iy); // Verify there is an item. if (!item) { formatAndReport("%U nothing."); return true; } // Verify the item is not equipped. if (!ix) { formatAndReport("%U cannot drop %IU because it equipped.", item); return true; } // Drop the item... drop = dropItem(ix, iy); UT_ASSERT(drop == item); // Report the item dropped before acquiring to the ground, // this prevents out of order messages if it then sinks. formatAndReport("%U %IU.", item); // Mark the item below grade if we are. if (hasIntrinsic(INTRINSIC_INPIT) || hasIntrinsic(INTRINSIC_SUBMERGED)) { drop->markBelowGrade(true); } // Check if item falls to the ground if (hasIntrinsic(INTRINSIC_INTREE)) { formatAndReport("%IU to the ground.", item); // Try to break the item if (item->doBreak(10, this, 0, glbCurLevel, getX(), getY())) return true; } glbCurLevel->acquireItem(drop, getX(), getY(), this); return true; } static int glb_itemsortcompare(const void *v1, const void *v2) { const ITEM *i1, *i2; i1 = *((const ITEM **) v1); i2 = *((const ITEM **) v2); // Favorite items always go first. if (i1->isFavorite() && !i2->isFavorite()) return -1; if (!i1->isFavorite() && i2->isFavorite()) return 1; if (i1->getItemType() < i2->getItemType()) return -1; if (i1->getItemType() > i2->getItemType()) return 1; // Itemtypes are equal, sort by exact item. if (i1->getDefinition() < i2->getDefinition()) return -1; if (i1->getDefinition() > i2->getDefinition()) return 1; int comp; // Compare our item names. comp = i1->getName().strcmp(i2->getName()); if (comp != 0) return comp; return 0; } bool MOB::actionSort() { formatAndReport("%U through %r backpack."); // Sort all the items... ITEM *item; int numitems, i, j; // Count how many items we have so we can make a flat array. numitems = 0; for (item = myInventory; item; item = item->getNext()) { // Only counts if item is not equipped, as we don't sort // equipped items. if (item->getX() == 0) continue; numitems++; } // This is a trivially true path. if (!numitems) return false; ITEM **flatarray; // Create a flat array of all the items. flatarray = new ITEM *[numitems]; i = 0; for (item = myInventory; item; item = item->getNext()) { // Only counts if item is not equipped, as we don't sort // equipped items. if (item->getX() == 0) continue; flatarray[i] = item; i++; } // Now, we sort the item pointers according to our rules: qsort(flatarray, numitems, sizeof(ITEM *), glb_itemsortcompare); // Now merge adjacent items. We rely on identical items // getting sorted together. This likely fails for id vs non id // cases. // We thus escape this by continuing to look for merge potentials // until we get the first item with a different definition. #if 1 for (i = 0; i < numitems; i++) { // If this entry is null, we already merged it if (!flatarray[i]) continue; for (j = i+1; j < numitems; j++) { // Skip already merged items. if (!flatarray[j]) continue; // If the items have different definitions, we must be done. if (flatarray[i]->getDefinition() != flatarray[j]->getDefinition()) break; // Check to see if we can merge item j onto item i. if (flatarray[i]->canMerge(flatarray[j])) { ITEM *drop; drop = dropItem(flatarray[j]->getX(), flatarray[j]->getY()); if (drop != flatarray[j]) { UT_ASSERT(!"Drop failed!"); break; } else { flatarray[i]->mergeStack(flatarray[j]); delete flatarray[j]; flatarray[j] = 0; } } } } #endif // Now, using the flat array, assign new item positions for everything. j = 0; for (i = 0; i < numitems; i++) { if (flatarray[i]) { flatarray[i]->setPos( (j / MOBINV_HEIGHT) + 1, j % MOBINV_HEIGHT ); j++; } } delete [] flatarray; return false; } bool MOB::actionEat(int ix, int iy) { ITEM *item, *drop, *newitem = 0, *stackitem = 0; BUF buf; bool doeat = false, triedeat = false; bool skippoison = false; int foodval = 0; item = getItem(ix, iy); // Verify there is an item. if (!item) { formatAndReport("%U thin air."); return false; } // Verify the item is not equipped. if (!ix) { // Exception - you can eat from left and right hands. if (iy != ITEMSLOT_LHAND && iy != ITEMSLOT_RHAND) { formatAndReport("%U cannot eat %IU because it is equipped.", item); return false; } } if (getHungerLevel() >= HUNGER_FULL) { formatAndReport("%U too full to eat anything more."); return false; } if (item->getStackCount() > 1) { stackitem = item; item = stackitem->splitStack(1); } switch (item->getMagicType()) { case MAGICTYPE_POTION: { int magicclass; doeat = true; triedeat = true; // Magic potions have a food value of 10. foodval = 10; newitem = ITEM::create(ITEM_BOTTLE, false, true); // Print the drink message.... formatAndReport("%U %IU.", item); // Get the magic type... magicclass = item->getMagicClass(); UT_ASSERT(item->getMagicType() == MAGICTYPE_POTION); // If it is ided on drinking, make it so! // If it is ided on drinking, also id it if the avatar // can see the drinker. if (glb_potiondefs[magicclass].autoid && (isAvatar() || (MOB::getAvatar() && MOB::getAvatar()->canSense(this)))) item->markIdentified(); // Apply any bonus effects due to it being an artifact. if (item->isArtifact()) { const ARTIFACT *art; const char *intrinsics; int min_range, max_range; if (item->isBlessed()) max_range = 2000; else max_range = 500; if (item->isCursed()) min_range = 2; else min_range = 300; art = item->getArtifact(); intrinsics = art->intrinsics; while (intrinsics && *intrinsics) { setTimedIntrinsic(this, (INTRINSIC_NAMES) *intrinsics, rand_range(min_range, max_range)); intrinsics++; } } // Apply the effect: switch ((POTION_NAMES) magicclass) { case POTION_HEAL: { int heal; if (item->isBlessed()) heal = rand_dice(1, 10, 10); else if (item->isCursed()) heal = rand_dice(1, 10, 0); else heal = rand_dice(1, 20, 0); if (receiveHeal(heal, this)) { formatAndReport("The %Iu %U.", item); if (isAvatar() || (MOB::getAvatar() && MOB::getAvatar()->canSense(this))) item->markIdentified(); } else { // Grant bonus magic... if (item->isBlessed()) heal = rand_dice(3, 2, -2); else if (item->isCursed()) heal = 1; else heal = rand_dice(2, 2, -1); incrementMaxHP(heal); formatAndReport("%U more robust."); if (isAvatar() || (MOB::getAvatar() && MOB::getAvatar()->canSense(this))) item->markIdentified(); } break; } case POTION_ACID: if (!receiveDamage(ATTACK_ACIDPOTION, 0, item, 0, ATTACKSTYLE_MISC)) { // Do nothing more if we die. // TODO: This will then drop the bottle we ate??? if (stackitem) delete item; return true; } break; case POTION_BLIND: { int turns; // You get 3d20 turns of blindness. if (item->isBlessed()) turns = rand_dice(3, 10, 30); else if (item->isCursed()) turns = rand_dice(3, 10, 0); else turns = rand_dice(3, 20, 0); // Determine if we notice anything... if (isAvatar() && !hasIntrinsic(INTRINSIC_BLIND)) { item->markIdentified(); } setTimedIntrinsic(this, INTRINSIC_BLIND, turns); } break; case POTION_POISON: { int turns; POISON_NAMES poison; turns = rand_dice(4, 5, 0); if (item->isBlessed()) poison = POISON_STRONG; else if (item->isCursed()) poison = POISON_MILD; else poison = POISON_NORMAL; setTimedIntrinsic(this, (INTRINSIC_NAMES) glb_poisondefs[poison].intrinsic, turns); break; } case POTION_CURE: { bool add_resist, cured; add_resist = item->isBlessed(); cured = receiveCure(); if (add_resist) { // We grant poison resistance for a 5 + 1d5 turns. formatAndReport("%R metabolism stabilizes."); setTimedIntrinsic(this, INTRINSIC_RESISTPOISON, rand_dice(1, 5, 6)); } if (cured) { formatAndReport("The poison is expunged from %R veins."); } // Check for identification if (cured || add_resist) { if (isAvatar() || (MOB::getAvatar() && MOB::getAvatar()->canSense(this))) item->markIdentified(); } else { formatAndReport("Nothing happens."); } break; } case POTION_GREEKFIRE: { formatAndReport("The liquid catches on fire as it leaves the bottle! Burning liquid covers %U!"); if (!receiveDamage(ATTACK_GREEKFIREPOTION, 0, item, 0, ATTACKSTYLE_MISC)) { // Do nothing more if we die. // TODO: Does this get rid of the bottle? if (stackitem) delete item; return true; } break; } case POTION_ENLIGHTENMENT: { formatAndReport("%U insight."); if (isAvatar()) { glbShowIntrinsic(this); } break; } case POTION_SMOKE: { formatAndReport("Smoke billows out of %IU.", item); ITEM::setZapper(this); // Identification is handled by the grenadecallback. glbCurLevel->fireBall(getX(), getY(), 1, true, ITEM::grenadeCallbackStatic, item); break; } case POTION_MANA: { int mana; if (item->isBlessed()) mana = rand_dice(3, 10, 30); else if (item->isCursed()) mana = rand_dice(3, 10, 0); else mana = rand_dice(3, 20, 0); if (receiveMana(mana, this)) { formatAndReport("The %Iu %U.", item); if (isAvatar() || (MOB::getAvatar() && MOB::getAvatar()->canSense(this))) item->markIdentified(); } else { // Grant bonus magic... if (item->isBlessed()) mana = rand_dice(3, 2, -2); else if (item->isCursed()) mana = 1; else mana = rand_dice(2, 2, -1); incrementMaxMP(mana); formatAndReport("%U a boost."); if (isAvatar() || (MOB::getAvatar() && MOB::getAvatar()->canSense(this))) item->markIdentified(); } break; } case NUM_POTIONS: UT_ASSERT(!"Unknown potion class!"); break; } break; } case MAGICTYPE_SPELLBOOK: { SPELLBOOK_NAMES book = (SPELLBOOK_NAMES) item->getMagicClass(); const u8 *spells; int min_range, max_range; if (!canDigest(item) || glb_itemdefs[item->getDefinition()].isquest) { // If you can't actually eat the book, you shouldn't // gain the bonus. break; } if (item->isBlessed()) max_range = 200; else max_range = 80; if (item->isCursed()) min_range = 2; else min_range = 30; min_range *= item->getCharges(); max_range *= item->getCharges(); spells = (const u8 *) glb_spellbookdefs[book].spells; while (spells && *spells) { setTimedIntrinsic(this, (INTRINSIC_NAMES) glb_spelldefs[*spells].intrinsic, rand_range(min_range, max_range)); spells++; } spells = (const u8 *) glb_spellbookdefs[book].skills; while (spells && *spells) { setTimedIntrinsic(this, (INTRINSIC_NAMES) glb_skilldefs[*spells].intrinsic, rand_range(min_range, max_range)); spells++; } break; } case MAGICTYPE_NONE: case MAGICTYPE_SCROLL: case MAGICTYPE_RING: case MAGICTYPE_HELM: case MAGICTYPE_WAND: case MAGICTYPE_AMULET: case MAGICTYPE_BOOTS: case MAGICTYPE_STAFF: break; case NUM_MAGICTYPES: UT_ASSERT(!"Invalid magic type"); break; } switch (item->getDefinition()) { case ITEM_WATER: { doeat = true; triedeat = true; foodval = 1; newitem = ITEM::create(ITEM_BOTTLE, false, true); // Print the drink message.... formatAndReport("%U %IU.", item); // Apply any bonus effects due to it being an artifact. if (item->isArtifact()) { const ARTIFACT *art; const char *intrinsics; int min_range, max_range; if (item->isBlessed()) max_range = 2000; else max_range = 500; if (item->isCursed()) min_range = 2; else min_range = 300; art = item->getArtifact(); intrinsics = art->intrinsics; while (intrinsics && *intrinsics) { setTimedIntrinsic(this, (INTRINSIC_NAMES) *intrinsics, rand_range(min_range, max_range)); intrinsics++; } } // If you are undead, should not be a pleasant experience. if (item->isBlessed() && getMobType() == MOBTYPE_UNDEAD) { if (!receiveDamage(ATTACK_ACIDPOTION, 0, item, 0, ATTACKSTYLE_MISC)) { // Do nothing more if we die. // TODO: This will then drop the bottle we ate??? if (stackitem) delete item; return true; } } break; } case ITEM_BOTTLE: doeat = true; triedeat = true; foodval = 0; formatAndReport("%U on broken glass."); if (!receiveDamage(ATTACK_GLASSSHARDS, 0, item, 0, ATTACKSTYLE_MISC)) { // Do nothing more if we die. // TODO: This will then drop the bottle we ate??? if (stackitem) delete item; return true; } break; case ITEM_BLACKHEART: { formatAndReport("%U eating %IU, but sanity prevails.", item); doeat = false; triedeat = true; break; } default: break; } if (!triedeat) { // Determine if it is the sort of thing we // can digest. if (canDigest(item) && item->defn().isquest) { triedeat = true; formatAndReport("Powerful magic forces prevent %U from eating %IU.", item); } else if (canDigest(item)) { MOB *corpse; const char *verb; const char *verbchoice[] = { "%U %IU.", "%U %IU.", "%U on %IU.", "%U on %IU.", 0 }; verb = rand_string(verbchoice); triedeat = true; formatAndReport(verb, item); // How much health do we get? Depends on the item... // Using weight seemed clever at the time, but tiny corpses // like mice have a foodval of 50! // Thus the 10 times multiplier foodval = item->getWeight() * 10; corpse = item->getCorpseMob(); if (corpse) { bool isbones; INTRINSIC_NAMES intrinsic; isbones = item->getDefinition() == ITEM_BONES; foodval = glb_sizedefs[corpse->getSize()].foodval; if (isbones) foodval /= 2; // Bonus food if you have butchery. if (hasSkill(SKILL_BUTCHERY)) foodval += foodval/2; if (corpse->defn().acidiccorpse) { clearIntrinsic(INTRINSIC_STONING); if (!hasIntrinsic(INTRINSIC_RESISTACID) || hasIntrinsic(INTRINSIC_VULNACID)) { if (isAvatar()) { formatAndReport("%r stomach burns!"); } if (!receiveDamage(ATTACK_ACIDICCORPSE, 0, item, 0, ATTACKSTYLE_MISC)) { // Do nothing more if we die. if (stackitem) delete item; return true; } } } for (intrinsic = INTRINSIC_NONE; intrinsic < NUM_INTRINSICS; intrinsic = (INTRINSIC_NAMES) (intrinsic+1)) { if (INTRINSIC::hasIntrinsic( corpse->defn().eatgrant, intrinsic)) { // Don't grant poison if we can butcher // properly. if (hasSkill(SKILL_BUTCHERY)) { if (glb_intrinsicdefs[intrinsic].ispoison) continue; } if (hasSkill(SKILL_BUTCHERY) || rand_chance(50)) { int duration; // We cap poison duration to something sensible, // most inflicted poison attacks are 5d3, so // we just go with the 5d5 if (glb_intrinsicdefs[intrinsic].ispoison) duration = rand_dice(5, 5, 0); else duration = foodval + rand_choice(foodval); setTimedIntrinsic(this, intrinsic, duration); } } } // If we have the butchery skill, we can also // remove any poison from the surface if (hasSkill(SKILL_BUTCHERY)) skippoison = true; // If the corpse grants magic, add a bonus. int mpbonus; mpbonus = rand_dice(corpse->defn().eatmp); if (mpbonus) { incrementMaxMP(mpbonus); formatAndReport("%U a boost."); } } doeat = true; } else { formatAndReport("%U cannot digest %IU.", item); } } if (doeat) { pietyEat(item, foodval); if (!skippoison) item->applyPoison(this, this, true); // Remove the item from our inventory. // If it was stacked, we can just delete item. if (stackitem) { delete item; } else { drop = dropItem(ix, iy); UT_ASSERT(drop == item); delete drop; } // Place the result, if any. if (newitem) { if (!acquireItem(newitem)) { // We failed to acquire the item. Likely out of room. formatAndReport("%U %IU on the ground.", newitem); glbCurLevel->acquireItem(newitem, getX(), getY(), this); } } // Feed the mob the foodvalue. feed(foodval); } else { // Failed to eat. If we ripped this off a stack, // we need to add it back to a stack. if (stackitem) { stackitem->mergeStack(item); delete item; } } return true; } bool MOB::actionRead(int ix, int iy) { ITEM *item, *drop, *newitem = 0, *itemstack = 0; BUF buf; bool doread = false; bool costturn = true; item = getItem(ix, iy); // Verify there is an item. if (!item) { formatAndReport("%U thin air."); return false; } // Check to ensure we are not blind. Blind people can't read. if (hasIntrinsic(INTRINSIC_BLIND)) { formatAndReport("%U cannot read %IU, as %p blind.", item); return false; } // There is no objection to readding equipped scrolls. // Perhaps we should give a bonus some day? if (item->getStackCount() > 1) { itemstack = item; item = itemstack->splitStack(1); } // Check if its magic class is scroll.. if (item->getMagicType() == MAGICTYPE_SCROLL) { int magicclass; doread = true; // Print the read message... formatAndReport("%U %IU.", item); // Apply any bonus effects due to it being an artifact. if (item->isArtifact()) { const ARTIFACT *art; const char *intrinsics; int min_range, max_range; if (item->isBlessed()) max_range = 2000; else max_range = 500; if (item->isCursed()) min_range = 2; else min_range = 300; art = item->getArtifact(); intrinsics = art->intrinsics; while (intrinsics && *intrinsics) { setTimedIntrinsic(this, (INTRINSIC_NAMES) *intrinsics, rand_range(min_range, max_range)); intrinsics++; } } magicclass = item->getMagicClass(); // If it autoids on reading do so. if (glb_scrolldefs[magicclass].autoid && (isAvatar() || (MOB::getAvatar() && MOB::getAvatar()->canSense(this))) ) item->markIdentified(); // Apply any contact poison. item->applyPoison(this, this); // Apply the effect: switch ((SCROLL_NAMES) magicclass) { case SCROLL_ID: { formatAndReport("%U more aware of %r possessions!"); if (isAvatar()) { // ID all items... ITEM *id; int x, y; for (y = 0; y < MOBINV_HEIGHT; y++) for (x = 0; x < MOBINV_WIDTH; x++) { id = getItem(x, y); if (id) id->markIdentified(); } } break; } case SCROLL_REMOVECURSE: { if (item->isCursed()) { receiveCurse(false, false); } else { receiveUncurse(item->isBlessed()); } break; } case SCROLL_FIRE: { int x, y; MOB *oldself; MOBREF myself; formatAndReport("A pillar of fire engulfs %U!"); x = getX(); y = getY(); oldself = this; myself.setMob(this); ourEffectAttack = ATTACK_FIRESCROLL; glbCurLevel->fireBall(getX(), getY(), 1, true, areaAttackCBStatic, &myself); // If die, return immediately. if (oldself != glbCurLevel->getMob(x, y)) { if (itemstack) delete item; return true; } break; } case SCROLL_LIGHT: { int radius = 5; bool islight = true; if (item->isCursed()) { radius = 7; islight = false; } if (item->isBlessed()) radius = 7; if (islight) { formatAndReport("A warm light spreads from %U."); } else { formatAndReport("An inky blackness spreads from %U."); } // Draw a square radius light. glbCurLevel->applyFlag(SQUAREFLAG_LIT, getX(), getY(), radius, false, islight); break; } case SCROLL_MAP: { if (item->isCursed()) formatAndReport("%U less aware of %r surroundings."); else if (item->isBlessed()) formatAndReport("%U very aware of %r surroundings."); else formatAndReport("%U more aware of %r surroundings."); // If blessed, get entire level. // If regular, get 10 radius (almost entire level) // If cursed, lose level :> if (isAvatar()) { if (item->isCursed()) glbCurLevel->applyFlag(SQUAREFLAG_MAPPED, getX(), getY(), MAP_WIDTH, false, false); else if (item->isBlessed()) glbCurLevel->markMapped(getX(), getY(), MAP_WIDTH, MAP_HEIGHT, false); else glbCurLevel->markMapped(getX(), getY(), 10, 10, false); } break; } case SCROLL_HEAL: { formatAndReport("%R wounds are healed."); receiveHeal(15 - (item->isCursed() * 5) + (item->isBlessed() * 5), this); break; } case SCROLL_TELEPORT: { actionTeleport(!item->isCursed(), item->isBlessed()); break; } case SCROLL_ENCHANTARMOUR: { int enchantment; enchantment = 1; if (item->isCursed()) { enchantment = -1; } if (item->isBlessed()) { enchantment += rand_choice(2); // 50% chance of +2. } receiveArmourEnchant((ITEMSLOT_NAMES) -1, enchantment, true); break; } case SCROLL_ENCHANTWEAPON: { int enchantment; enchantment = 1; if (item->isCursed()) { enchantment = -1; } if (item->isBlessed()) { if (rand_choice(2)) { enchantment++; } } receiveWeaponEnchant(enchantment, true); break; } case SCROLL_MAKEARTIFACT: { ITEM *item; item = getEquippedItem(ITEMSLOT_RHAND); if (!item) { // Oops! This was wasted :> formatAndReport("%U omnipotent!"); formatAndReport("The feeling passes."); // Do not consume the scroll! That is just evil! doread = false; break; } // We have a valid item to make into an artifact. // If it is already an artifact, nothing happens. if (item->isArtifact()) { formatAndReport("%R %IU is already as all-powerful as it can get.", item); // Do not consume the scroll! That is just evil! doread = false; break; } // Transform the item into an artifact. formatAndReport("Eldritch energies from planes both higher and lower swirl through the air."); formatAndReport("They condense into a thick plasma which surrounds %R %Iu!", item); formatAndReport("%IU now named by the gods!", item); item->makeArtifact(); formatAndReport("%Ip now known as %IU!", item); break; } case NUM_SCROLLS: { UT_ASSERT(!"INVALID SCROLL NUMBER!"); break; } } } else if (item->getMagicType() == MAGICTYPE_SPELLBOOK) { int magicclass; doread = true; // Print the read message... formatAndReport("%U %IU.", item); magicclass = item->getMagicClass(); // Apply any contact poison. item->applyPoison(this, this); // Ask the user what to read. if (!isAvatar()) { UT_ASSERT(!"Reading not supported for non-avatar!"); doread = false; } else { int num_options; SKILL_NAMES skill = SKILL_NONE; SPELL_NAMES spell = SPELL_NONE; num_options = strlen(glb_spellbookdefs[magicclass].spells) + strlen(glb_spellbookdefs[magicclass].skills); if (!num_options) { // Nothing you can learn from this book! doread = false; } else { char **options; int *enumvalue; bool *isspell; int i; // Remind the user the number of free slots. if (strlen(glb_spellbookdefs[magicclass].spells)) { buf.sprintf("You have %d free %s %s.", getFreeSpellSlots(), "spell", ((getFreeSpellSlots() == 1) ? "slot" : "slots")); } else { buf.sprintf("You have %d free %s %s.", getFreeSkillSlots(), "skill", ((getFreeSkillSlots() == 1) ? "slot" : "slots")); } reportMessage(buf); options = new char *[num_options+2]; enumvalue = new int[num_options]; isspell = new bool[num_options]; const u8 *stuff; i = 0; for (stuff = (const u8 *)glb_spellbookdefs[magicclass].spells; *stuff; stuff++) { // Add a spell. spell = (SPELL_NAMES) *stuff; options[i] = new char [strlen(glb_spelldefs[spell].name) + 5]; strcpy(options[i], intrinsicFromWhatLetter((INTRINSIC_NAMES) glb_spelldefs[spell].intrinsic)); strcat(options[i], glb_spelldefs[spell].name); isspell[i] = true; enumvalue[i] = spell; i++; } for (stuff = (const u8 *)glb_spellbookdefs[magicclass].skills; *stuff; stuff++) { // Add a skill. skill = (SKILL_NAMES) *stuff; options[i] = new char [strlen(glb_skilldefs[skill].name) + 5]; strcpy(options[i], intrinsicFromWhatLetter((INTRINSIC_NAMES) glb_skilldefs[skill].intrinsic)); strcat(options[i], glb_skilldefs[skill].name); isspell[i] = false; enumvalue[i] = skill; i++; } UT_ASSERT(i == num_options); // Add in the cancel option. options[i++] = "cancel"; // Null terminate options[i] = 0; // And prompt for choice: spell = SPELL_NONE; skill = SKILL_NONE; bool tryagain = true; while (tryagain) { static int lastchoice = 0; int choice; int aorb; tryagain = false; choice = gfx_selectmenu(15, 3, (const char **) options, aorb, lastchoice, true); if (choice == num_options) choice = -1; if (choice >= 0) lastchoice = choice; if (choice >= 0 && (aorb == BUTTON_SELECT || aorb == BUTTON_X)) { // Give long description.. if (isspell[choice]) encyc_viewSpellDescription((SPELL_NAMES) enumvalue[choice]); else encyc_viewSkillDescription((SKILL_NAMES) enumvalue[choice]); tryagain = true; } if (aorb != BUTTON_A) choice = -1; if (choice >= 0) { if (isspell[choice]) spell = (SPELL_NAMES) enumvalue[choice]; else skill = (SKILL_NAMES) enumvalue[choice]; } } // Delete everything for (i = 0; i < num_options; i++) { delete [] options[i]; } delete [] options; delete [] isspell; delete [] enumvalue; { int y; for (y = 3; y < 19; y++) gfx_cleartextline(y); } // Give long description.. // Lets the user know what they are in for. const char *name = 0; if (spell != SPELL_NONE) { encyc_viewSpellDescription(spell); name = glb_spelldefs[spell].name; } else if (skill != SKILL_NONE) { encyc_viewSkillDescription(skill); name = glb_skilldefs[skill].name; } if (name) { BUF spelltext; spelltext.sprintf("Learn %s?", name); if (!gfx_yesnomenu(spelltext)) { // A request to cancel spell = SPELL_NONE; skill = SKILL_NONE; } } // Learn the relevant spell or skill doread = false; if (spell != SPELL_NONE) { if (canLearnSpell(spell, true)) { doread = true; learnSpell(spell); } } if (skill != SKILL_NONE) { if (canLearnSkill(skill, true)) { doread = true; learnSkill(skill); } } if (spell == SPELL_NONE && skill == SKILL_NONE) { // If the user aborts reading the spell book, // ie: just glances to see the titles, // we want to not cost a turn. costturn = false; } } } // Autoid spellbooks... // We don't want to markIdentified as we don't insta-id the // charges. // Because the avatar sees the menu of choices, there is no // case in which we *don't* want to identify. if (isAvatar()) item->markClassKnown(); if (doread) { // Use a charge from the spellbook: item->useCharge(); // If no charges, fade away. if (item->getCharges()) { doread = false; // Chance of figuring out the number of pages left. if (isAvatar() && !item->isKnownCharges()) { if (!rand_choice(20)) { item->markChargesKnown(); formatAndReport("%U the number of pages in %IU.", item); } } } else { doread = true; formatAndReport("%IU away.", item); } } } else { // Try to read the specific object type. switch (item->getDefinition()) { default: doread = false; formatAndReport("%U at %IU but cannot find any writing.", item); break; } } if (doread) { // Remove the item from our inventory. if (itemstack) { delete item; } else { drop = dropItem(ix, iy); UT_ASSERT(drop == item); delete drop; } // Place the result, if any. if (newitem) acquireItem(newitem); } else { // Merge the scroll back if required. // Doing a mergeStack will be wrong, as spell books // would be falsely merged and fail to decrement // their usage. Instead, we reacquire the item. if (itemstack) { if (!acquireItem(item)) { // Not enough room, drop on the ground. glbCurLevel->acquireItem(item, getX(), getY(), this); } } } return costturn; } bool MOB::actionDip(int potionx, int potiony, int ix, int iy) { ITEM *potion, *item, *drop, *newpotion, *newitem; ITEM *potionstack = 0; bool consumed = false; // First, get the items and ensure they exist (and are of the right // type) potion = getItem(potionx, potiony); if (!potion) { formatAndReport("%U to dip into thin air!"); return false; } item = getItem(ix, iy); if (!item) { formatAndReport("%U nothing into %IU. Suprisingly, nothing happens!", potion); return false; } // If the potion is the same as the item, bad stuff will happen. // Thus we avert that with a humerous message. if (item == potion) { formatAndReport("%IU not a klein bottle!", potion); return false; } // If the potion is being wielded, we forbid the dip. // This avoids being able to dequip items by dipping stuff into them. if (!potionx) { formatAndReport("%U cannot dip anything into an equipped item."); return false; } // Now, note that we can dip a stack. However, we always dip // into one potion. // Remove the items from our inventory for the duration of the dip... if (potion->getStackCount() > 1) { potionstack = potion; potion = potionstack->splitStack(1); } else { drop = dropItem(potionx, potiony); UT_ASSERT(drop == potion); } drop = dropItem(ix, iy); UT_ASSERT(drop == item); // Do the dip.... consumed = potion->actionDip(this, item, newpotion, newitem); // Acquire the new items! // If the actionDip failed to dip and the same potion was returned, // this will also implicitly merge it into our stack. In the // case it generates an empty bottle, it will have deleted our // split potion for us. if (newitem) { if (!acquireItem(newitem, ix, iy)) { formatAndReport("Lacking room, %U %IU", newitem); // Mark the item below grade if we are. if (hasIntrinsic(INTRINSIC_INPIT) || hasIntrinsic(INTRINSIC_SUBMERGED)) { newitem->markBelowGrade(true); } glbCurLevel->acquireItem(newitem, getX(), getY(), this); } } if (newpotion) { if (!acquireItem(newpotion)) { formatAndReport("Lacking room, %U %IU.", newpotion); // Mark the item below grade if we are. if (hasIntrinsic(INTRINSIC_INPIT) || hasIntrinsic(INTRINSIC_SUBMERGED)) { newpotion->markBelowGrade(true); } glbCurLevel->acquireItem(newpotion, getX(), getY(), this); } } // If ix == 0, this is an equpped item. Dipping may thus // change what we have equipped, so we must rebuild appearance. if (ix == 0) rebuildAppearance(); return consumed; } bool MOB::actionThrow(int ix, int iy, int dx, int dy, int dz) { ITEM *missile, *launcher, *stack = 0; BUF buf; const ATTACK_DEF *missileattack; applyConfusion(dx, dy, dz); missile = getItem(ix, iy); if (!missile) { formatAndReport("%U throwing something."); return false; } // Can't throw items you have equipped. if (!ix) { formatAndReport("%U cannot throw equipped items."); return false; } if (!dx && !dy && !dz) { formatAndReport("%U %IU from hand to hand.", missile); return false; } if (missile->getStackCount() > 1) { stack = missile; missile = stack->splitStack(1); } else { missile = dropItem(ix, iy); } // Figure out what our launcher, if any, is. launcher = 0; if (missile->requiresLauncher()) { launcher = getEquippedItem(ITEMSLOT_RHAND); if (launcher) { if (!missile->canLaunchThis(launcher)) launcher = 0; } // Try also our left hand. Either hand is allowed to have the launcher. if (!launcher) { launcher = getEquippedItem(ITEMSLOT_LHAND); if (launcher) { if (!missile->canLaunchThis(launcher)) launcher = 0; } } } // If we should have a launcher, but don't, we need to use misused. missileattack = missile->getThrownAttack(); if (missile->requiresLauncher() && !launcher) missileattack = &glb_attackdefs[ATTACK_MISTHROWN]; if (!dz) { // Throwing outwards. If this is cursed, we want a chance // to fumble. if (missile->isCursed() && (missile->getItemType() == ITEMTYPE_WEAPON || missile->getItemType() == ITEMTYPE_POTION)) { // Check we don't have misthrown, don't want to id // swords this way. if (missile->defn().thrownattack != ATTACK_MISTHROWN) { if (rand_chance(10)) { formatAndReport("%U !"); // Reset throw direction to the ground dx = dy = 0; dz = -1; // If thrown by avatar, note if (isAvatar()) { missile->markCursedKnown(); if (stack) stack->markCursedKnown(); } } } } } if (dz) { if (dz < 0) { formatAndReport("%U %IU onto the ground.", missile); if (missile->doBreak(10, this, 0, glbCurLevel, getX(), getY())) return true; glbCurLevel->acquireItem(missile, getX(), getY(), this); return true; } else { int dropx, dropy; bool selflives; // Throwing into the air, it lands on you :> formatAndReport("%U %IU into the air.", missile); dropx = getX(); dropy = getY(); formatAndReport("%IU on %A!", missile); selflives = receiveDamage(missileattack, this, missile, launcher, ATTACKSTYLE_THROWN); if (missile->doBreak(10, (selflives ? this : 0), 0, glbCurLevel, dropx, dropy)) return true; glbCurLevel->acquireItem(missile, dropx, dropy, this); return true; } } if (launcher) formatAndReport("%U %IU.", missile); else formatAndReport("%U %IU.", missile); bool ricochet = false; // Check for special skill... if (missile->defn().specialskill == SKILL_WEAPON_RICOCHET) { // Requires a launcher if (launcher && hasSkill(SKILL_WEAPON_RICOCHET)) { ricochet = true; } } MOBREF myself; myself.setMob(this); glbCurLevel->throwItem(getX(), getY(), dx, dy, missile, stack, launcher, this, missileattack, ricochet); // If we died, there is no point worrying about floating back // on star squares. // This is also necessary if we de-poly with the splash damage. MOB *mob = myself.getMob(); if (!mob || mob->hasIntrinsic(INTRINSIC_DEAD)) return true; // Check if you are on a star square, in which case you float // in opposite direction SQUARE_NAMES tile = glbCurLevel->getTile(mob->getX(), mob->getY()); if (glb_squaredefs[tile].isstars) { mob->formatAndReport("%U in the opposite direction."); mob->actionWalk(-dx, -dy, true); } return true; } bool MOB::actionFire(int dx, int dy, int dz) { // Find an item in the quiver. ITEM *ammo; for (ammo = myInventory; ammo; ammo = ammo->getNext()) { // Ignore worn items. if (ammo->getX() == 0) continue; if (ammo->isQuivered()) break; } if (!ammo) { formatAndReport("%U nothing quivered."); return false; } // We succeeded! Throw! return actionThrow(ammo->getX(), ammo->getY(), dx, dy, dz); } bool MOB::actionQuiver(int ix, int iy) { ITEM *ammo; ammo = getItem(ix, iy); if (!ammo) { formatAndReport("%U empty air!"); return false; } // Toggle state. if (ammo->isQuivered()) { formatAndReport("%U %IU.", ammo); ammo->markQuivered(false); } else { formatAndReport("%U %IU.", ammo); ammo->markQuivered(true); } return false; } bool MOB::ableToZap(int ix, int iy, int dx, int dy, int dz, bool quiet) { ITEM *wand; wand = getItem(ix, iy); if (!wand) { if (!quiet) formatAndReport("%U to zap nothing!"); return false; } return true; } bool MOB::actionZap(int ix, int iy, int dx, int dy, int dz) { ITEM *wand; bool consumed = false; applyConfusion(dx, dy, dz); // First, get the items and ensure they exist (and are of the right // type) if (!ableToZap(ix, iy, dx, dy, dz, false)) return false; wand = getItem(ix, iy); // If the wand was in a stack, unpeel it from the stack before zapping. if (wand->getStackCount() > 1) { int sx, sy; if (findItemSlot(sx, sy)) { wand = wand->splitStack(); acquireItem(wand, sx, sy); } else { formatAndReport("%U no free space!"); return false; } } // Do the zap.... consumed = wand->actionZap(this, dx, dy, dz); return consumed; } void MOB::cancelSpell(SPELL_NAMES spell) { // Un-Pay the spell cost... myHP += glb_spelldefs[spell].hpcost; myMP += glb_spelldefs[spell].mpcost; myExp += glb_spelldefs[spell].xpcost; } bool MOB::actionCast(SPELL_NAMES spell, int dx, int dy, int dz) { MOB *target; BUF buf; int i, n; const char *directionflavour = 0; bool targetself = false; bool istargetlit = false; applyConfusion(dx, dy, dz); // Targetted square. int tx = getX() + dx; int ty = getY() + dy; MOBREF myself; myself.setMob(this); tx &= MAP_WIDTH-1; ty &= MAP_HEIGHT-1; // Determine if our target is lit... if ((abs(dx) <= 1 && abs(dy) <= 1) || glbCurLevel->isLit(tx, ty)) { istargetlit = true; } // TODO: Sanity test... // Text for casting the spell... buf = formatToString("%U %B1.", this, 0, 0, 0, glb_spelldefs[spell].name); reportMessage(buf); // Pay the spell cost... myHP -= glb_spelldefs[spell].hpcost; myMP -= glb_spelldefs[spell].mpcost; myExp -= glb_spelldefs[spell].xpcost; target = glbCurLevel->getMob(tx, ty); if (!dx && !dy && !dz) { targetself = true; directionflavour = getReflexive(); } if (dz) { if (dz < 0) directionflavour = "the floor"; else directionflavour = "the ceiling"; } // Switch on spell... switch (spell) { case SPELL_NONE: { formatAndReport("%U in vain."); return true; } case SPELL_FLASH: // Even if no creature was targeted, the square // hit becomes lit. glbCurLevel->setFlag(tx, ty, SQUAREFLAG_LIT, true); if (!target) { formatAndReport("%U empty air."); return true; } formatAndReport("%U a blinding flash at %MU.", target); pietyCastSpell(spell); target->receiveDamage(ATTACK_SPELL_FLASH, this, 0, 0, ATTACKSTYLE_SPELL); return true; case SPELL_STICKYFLAMES: if (!target) { formatAndReport("%U at thin air."); return true; } formatAndReport("%U %MU alight.", target); target->setTimedIntrinsic(this, INTRINSIC_AFLAME, rand_dice(3, 2, 3)); pietyCastSpell(spell); return true; case SPELL_CHILL: if (!target) { formatAndReport("%U at thin air."); return true; } formatAndReport("%U %MU.", target); pietyCastSpell(spell); target->receiveDamage(ATTACK_SPELL_CHILL, this, 0, 0, ATTACKSTYLE_SPELL); return true; case SPELL_SPARK: formatAndReport("Electrical sparks fly from %U."); pietyCastSpell(spell); ourEffectAttack = ATTACK_SPELL_SPARK; glbCurLevel->fireBall(getX(), getY(), 1, false, areaAttackCBStatic, &myself); return true; case SPELL_MAGICMISSILE: formatAndReport("%U a magic missile from %r fingertip."); ourZapSpell = spell; ourFireBallCount = getMagicDie(); pietyCastSpell(spell); if (targetself || dz) { if (dz) reportMessage("The ray bounces."); zapCallbackStatic(getX(), getY(), false, &myself); } else { glbCurLevel->fireRay(getX(), getY(), dx, dy, 5 + getMagicDie(), MOVE_STD_FLY, true, zapCallbackStatic, &myself); } return true; case SPELL_ACIDSPLASH: if (!target) { formatAndReport("%U at thin air."); return true; } formatAndReport("%U corrosive acid."); pietyCastSpell(spell); target->receiveDamage(ATTACK_SPELL_ACIDSPLASH, this, 0, 0, ATTACKSTYLE_SPELL); // Destroy a random inventory item. // If we targeted ourself, we may be dead, however. if ((myself.getMob() == this) && !hasIntrinsic(INTRINSIC_DEAD)) { int ix, iy; ITEM *item; ix = rand_range(0, MOBINV_WIDTH-1); iy = rand_range(0, MOBINV_HEIGHT-1); item = getItem(ix, iy); if (item) { formatAndReport("The backsplash drenches %r %Iu!", item); if (item->canDissolve()) { // Peel off one instance if stacked, otherwise // take the whole thing. if (item->getStackCount() > 1) { item = item->splitStack(1); } else { item = dropItem(item->getX(), item->getY()); } formatAndReport("%IU dissolved.", item); delete item; // Rebuild our appearance. if (!ix) rebuildAppearance(); } else if (item->getDefinition() == ITEM_BOTTLE) { // Fill bottle with acid! formatAndReport("Acid fills %IU.", item); item->setDefinition(ITEM::lookupMagicItem(MAGICTYPE_POTION, POTION_ACID)); // If we can see this happening, we now know // what acid potions are. if (MOB::getAvatar() && MOB::getAvatar()->canSense(this)) item->markClassKnown(); } else { formatAndReport("%IU unaffected.", item); } } } return true; case SPELL_ACIDICMIST: // Determine if we can see the coords. if (!hasIntrinsic(INTRINSIC_BLIND) && glbCurLevel->canMove(tx, ty, MOVE_STD_FLY) && istargetlit && glbCurLevel->hasLOS(getX(), getY(), tx, ty)) { pietyCastSpell(spell); formatAndReport("%U an acidic mist."); glbCurLevel->setSmoke(tx, ty, SMOKE_ACID, this); return true; } // The creature cannot see its destination - acidic mist is // illegal! formatAndReport("%U in vain."); cancelSpell(spell); return true; case SPELL_CORROSIVEEXPLOSION: if (!hasIntrinsic(INTRINSIC_BLIND) && glbCurLevel->canMove(tx, ty, MOVE_STD_FLY) && istargetlit && glbCurLevel->hasLOS(getX(), getY(), tx, ty)) { ITEMSTACK itemstack; int numitems, i; glbCurLevel->getItemStack(itemstack, tx, ty); formatAndReport("%U a highly volatile blob of acid."); numitems = 0; for (i = 0; i < itemstack.entries(); i++) { if (itemstack(i)->canDissolve()) { const char *flavour[] = { "devours", "consumes", "dissolves", "eats", 0 }; BUF itemname = itemstack(i)->getName(); // Stacks of arrows become very powerful :> numitems += itemstack(i)->getStackCount(); buf.sprintf("The blob %s %s.", rand_string(flavour), itemname.buffer()); glbCurLevel->reportMessage(buf, tx, ty); glbCurLevel->dropItem(itemstack(i)); delete itemstack(i); } } if (!numitems) { glbCurLevel->reportMessage("With nothing to sustain it, the blob fizzles away.", tx, ty); return true; } // Successful cast! pietyCastSpell(spell); // Explosion!!! int radius; int reps; radius = numitems - 1; if (radius > 10) radius = 10; reps = (numitems / 4) + 1; for (i = 0; i < reps; i++) { glbCurLevel->reportMessage("The acid blob explodes violently!", tx, ty); ourEffectAttack = ATTACK_SPELL_CORROSIVEEXPLOSION; glbCurLevel->fireBall(tx, ty, radius, true, areaAttackCBStatic, &myself); // See if we are done. if (reps > 1 && (i == reps-1)) glbCurLevel->reportMessage("The acid blob has dissipated.", tx, ty); } return true; } // The creature cannot see its destination - corrosive explosion is // illegal! // (I had a very promising character die to a potion of blindness // on Klaskov's level when he had leap-attacked into the middle // of the orcs in preparation for a massive corrosive // explosion...) formatAndReport("%U in vain."); cancelSpell(spell); return true; case SPELL_ACIDPOOL: if (!hasIntrinsic(INTRINSIC_BLIND) && istargetlit && glbCurLevel->hasLOS(getX(), getY(), tx, ty)) { formatAndReport("%U a fountain of acid."); pietyCastSpell(spell); glbCurLevel->floodSquare(SQUARE_ACID, tx, ty, this); return true; } // Creature can't see where to put the pool, not possible. formatAndReport("%U in vain."); cancelSpell(spell); return true; case SPELL_MINDACID: { ITEM *item; // Determine if we have hands. if (!getSlotName(ITEMSLOT_RHAND)) { formatAndReport("A blob of mind-acid appears beside %U and then dissipates."); return true; } // Determine if we can disarm the main weapon. if (getEquippedItem(ITEMSLOT_RHAND)) { actionDequip(ITEMSLOT_RHAND); item = getEquippedItem(ITEMSLOT_RHAND); if (item) { // Failed to dequip, likely due to curse or // out of inventory. formatAndReport("%R mind acid is blocked by %r %Iu.", item); return true; } } pietyCastSpell(spell); // The right hand is now free. Create our mind-acid // object. // We do not want artifact mind acid! item = ITEM::create(ITEM_MINDACIDHAND, false); // 5 turns to dispell it. item->addCharges(5); // We don't want to have an enchanted hand, as that // may create a hand that does no damage. item->enchant(-item->getEnchantment()); // Let user count down the charges. item->markChargesKnown(); buf.sprintf("Mind acid coats %s %s.", getPossessive(), getSlotName(ITEMSLOT_RHAND)); reportMessage(buf); acquireItem(item, 0, ITEMSLOT_RHAND); return true; } case SPELL_DISINTEGRATE: { // Much like the hoe of destruction, does half damage to all // foes. if (!target) { reportMessage("The air boils as its contituent atoms are rent asunder."); return true; } pietyCastSpell(spell); formatAndReport("%MR atoms are rent asunder by %R dread magic.", target); // Build our own attack def. ATTACK_DEF attack; DICE dice; attack = glb_attackdefs[ATTACK_SPELL_DISINTEGRATE]; dice.myNumdie = 0; dice.mySides = 1; dice.myBonus = (target->getMaxHP() + 1) / 2; attack.damage = dice; target->receiveDamage(&attack, this, 0, 0, ATTACKSTYLE_SPELL); return true; } case SPELL_FORCEBOLT: formatAndReport("A bolt of force slams forward."); ourZapSpell = spell; pietyCastSpell(spell); if (targetself || dz) { if (dz) { buf.sprintf("The %s seems unaffected.", ((dz < 0) ? "floor" : "ceiling")); reportMessage(buf); } else { zapCallbackStatic(getX(), getY(), false, &myself); } } else { glbCurLevel->fireRay(getX(), getY(), dx, dy, 1, MOVE_ALL, false, zapCallbackStatic, &myself); glbCurLevel->knockbackMob(tx, ty, dx, dy, false); } return true; case SPELL_FORCEWALL: { formatAndReport("A wall of force builds around %U and then slams outwards."); ourZapSpell = spell; pietyCastSpell(spell); // No target, always run in all directions. int rad, numwalls; bool *lastwallstatus; int rdx = 0, rdy = 0, i, circle; int wdx, wdy, symbol = TILE_VOID; int cwdx = 0, cwdy = 0; int maxwalls = 25; numwalls = 0; lastwallstatus = new bool[11*11]; memset(lastwallstatus, 0, sizeof(bool) * 11 * 11); // The current position of the avatar is marked as // having a force wall to start from. lastwallstatus[5*11+5] = true; for (rad = 1; rad < 6 && numwalls < maxwalls; rad++) { // Circle around... // 11112 // 112 4 2 // 4 2 -> 4 2 // 433 4 2 // 43333 for (circle = 0; circle < 4 && numwalls < maxwalls; circle++) { for (i = 0; i < rad * 2 && numwalls < maxwalls; i++) { switch (circle) { case 0: rdy = 5 - rad; rdx = 5 - rad + i; break; case 1: rdx = 5 + rad; rdy = 5 - rad + i; break; case 2: rdx = 5 + rad - i; rdy = 5 + rad; break; case 3: rdx = 5 - rad; rdy = 5 + rad - i; break; } // Disable the ray if it can't move into this square. if (!glbCurLevel->canRayMove(getX()+rdx-5, getY()+rdy-5, MOVE_STD_FLY, false)) { continue; } // rdx, rdy are now our entry into lastwallstatus. // We need to check if any previous direction // has a wall, and if so, what symbol we should use. // TODO: We should bias our direction based // on circle! symbol = TILE_VOID; for (wdy = -1; wdy <= 1; wdy++) { for (wdx = -1; wdx <= 1; wdx++) { if (!(wdy || wdx)) continue; // Test if in bounds... if (rdx + wdx < 0 || rdx + wdx >= 11) continue; if (rdy + wdy < 0 || rdy + wdy >= 11) continue; // Valid test, see if there was a wall here! if (lastwallstatus[rdx + wdx + (rdy+wdy)*11]) { // Aesthetics: always replace slashes // with non slashes. if (wdx && wdy) { if (symbol != TILE_VOID) continue; if (wdx * wdy < 0) symbol = TILE_RAYSLASH; else symbol = TILE_RAYBACKSLASH; } else { if (wdx) symbol = TILE_RAYPIPE; else symbol = TILE_RAYDASH; } cwdx = wdx; cwdy = wdy; } } } if (symbol != TILE_VOID) { // We found a direction that is stored in // cwdx, cwdy. Note this is the *from* // direction. glbCurLevel->fireRay(getX() + rdx - 5 + cwdx, getY() + rdy - 5 + cwdy, -cwdx, -cwdy, 1, MOVE_STD_FLY, false, zapCallbackStatic, &myself); // Knock back mobs so they get hit again! glbCurLevel->knockbackMob( getX() + rdx - 5, getY() + rdy - 5, -cwdx, -cwdy, true); // Mark this square as a valid source lastwallstatus[rdx+rdy*11] = true; // Increment number of dudes numwalls++; } } } } delete [] lastwallstatus; return true; } case SPELL_FROSTBOLT: formatAndReport("A bolt of ice speeds from %r hands."); ourZapSpell = spell; pietyCastSpell(spell); if (targetself || dz) { if (dz) reportMessage("The ray fizzles out."); else zapCallbackStatic(getX(), getY(), false, &myself); } else { glbCurLevel->fireRay(getX(), getY(), dx, dy, 4, MOVE_STD_FLY, false, zapCallbackStatic, &myself); } return true; case SPELL_LIVINGFROST: { // Determine if an frost could be there... tx = getX(); ty = getY(); if (!glbCurLevel->findCloseTile(tx, ty, MOVE_STD_FLY)) { glbCurLevel->reportMessage( "The air chills briefly.", tx, ty); return true; } MOB *frost; pietyCastSpell(spell); frost = MOB::create(MOB_LIVINGFROST); // Summoned creatures never have inventory. frost->destroyInventory(); frost->move(tx, ty, true); glbCurLevel->registerMob(frost); frost->formatAndReport("%U into existence!"); frost->makeSlaveOf(this); frost->setTimedIntrinsic(this, INTRINSIC_SUMMONED, 8); return true; } case SPELL_BLIZZARD: { bool candetonate = false; // Determine if the given coordinates are visable.. // If we can sense the target by any means, we are allowed // to detonate it! if (target && ((target == this) || canSense(target))) candetonate = true; if (!candetonate && (!istargetlit || !glbCurLevel->hasLOS(getX(), getY(), tx, ty))) { // Cannot see the position, illegal. formatAndReport("%U into the darkness."); cancelSpell(spell); return true; } // Check if no creature is there. if (!target) { formatAndReport("%U to detonate thin air."); cancelSpell(spell); return true; } // Verify the target is an undead. if (target->getDefinition() != MOB_LIVINGFROST) { formatAndReport("%MU insufficiently cold to be a source.", target); return true; } // Note we do *not* need to command the living frost! // Ice daemons are our friends :> // Phew! We have a winner... formatAndReport("%U the magics that stablize %MU.", target); // Destroy the living frost. glbCurLevel->unregisterMob(target); target->triggerAsDeath(ATTACK_BLIZZARD_SOURCE, this, 0, false); delete target; // Success! pietyCastSpell(spell); // Create the blizzard. glbCurLevel->reportMessage("A large blizzard fills the air with sleet and snow!", tx, ty); ourEffectAttack = ATTACK_SPELL_BLIZZARD; glbCurLevel->fireBall(tx, ty, 3, true, areaAttackCBStatic, &myself); return true; } case SPELL_DIG: formatAndReport("%U magically earth."); pietyCastSpell(spell); if (!dz && (dx || dy) && glbCurLevel->isDiggable(getX()+dx, getY()+dy)) { MOBREF myself; myself.setMob(this); ourEffectAttack = ATTACK_SPELL_SANDBLAST; int angle = rand_dirtoangle(dx, dy); int rdx, rdy; int sx = getX(), sy = getY(); rand_angletodir(angle+3, rdx, rdy); glbCurLevel->fireRay(sx+dx, sy+dy, rdx, rdy, 1, MOVE_STD_FLY, false, areaAttackCBStatic, &myself); rand_angletodir(angle+5, rdx, rdy); glbCurLevel->fireRay(sx+dx, sy+dy, rdx, rdy, 1, MOVE_STD_FLY, false, areaAttackCBStatic, &myself); if (!myself.getMob()) return true; } return actionDig(dx, dy, dz, 1, true); case SPELL_CREATEPIT: // You can excavate anything you have LOS on, regardless // of sight rays. if (glbCurLevel->hasLOS(getX(), getY(), tx, ty)) { pietyCastSpell(spell); formatAndReport("Dirt flies as %U %r will."); glbCurLevel->digPit(tx, ty, this); return true; } // The creature cannot see its destination, excavate // is illegal. formatAndReport("%U in vain."); cancelSpell(spell); return true; case SPELL_SANDSTORM: { if ((!istargetlit || !glbCurLevel->hasLOS(getX(), getY(), tx, ty))) { // Cannot see the position, illegal. formatAndReport("%U into the darkness."); cancelSpell(spell); return true; } // Determine if the given coordinates are valid.. if (!glbCurLevel->isDiggable(tx, ty)) { formatAndReport("There is nothing for %U to build a sandstorm from."); cancelSpell(spell); return true; } // Phew! We have a winner... formatAndReport("%U the rock and it in a cyclone of air."); // Success! pietyCastSpell(spell); // Create the sandstorm. glbCurLevel->reportMessage("A sandstorm fills the air with abrasive dirt!", tx, ty); ourEffectAttack = ATTACK_SPELL_SANDSTORM; int wx, wy; glbCurLevel->getAmbientWindDirection(wx, wy); glbCurLevel->fireBall(tx+wx, ty+wy, 1, true, areaAttackCBStatic, &myself); // Now dig! glbCurLevel->digSquare(tx, ty, myself.getMob()); return true; } case SPELL_GROWFOREST: // You can grow anywhere you have LOS. if (glbCurLevel->hasLOS(getX(), getY(), tx, ty)) { pietyCastSpell(spell); formatAndReport("Verdant forest springs from the ground."); glbCurLevel->growForest(tx, ty, this); return true; } // The creature cannot see its destination, excavate // is illegal. formatAndReport("%U in vain."); cancelSpell(spell); return true; case SPELL_ANIMATEFOREST: // You can grow anywhere you have LOS. if (glbCurLevel->hasLOS(getX(), getY(), tx, ty)) { SQUARE_NAMES tile; tile = glbCurLevel->getTile(tx, ty); if (tile == SQUARE_FORESTFIRE) { formatAndReport("The flames prevent %R magic from taking effect."); return true; } if (tile != SQUARE_FOREST) { formatAndReport("Without trees to focus on, %R animation magic fizzles."); return true; } if (glbCurLevel->getMob(tx, ty)) { formatAndReport("A creature's presences prevents the forest from awakening."); return true; } formatAndReport("The forest comes to life!"); glbCurLevel->setTile(tx, ty, SQUARE_CORRIDOR); MOB *tree; // LIVINGTREE... as opposed to DEADTREE? // (This nitpick is made whilst half way between // TO and SF at some inordinate altitude) tree = MOB::create(MOB_LIVINGTREE); tree->destroyInventory(); tree->move(tx, ty, true); glbCurLevel->registerMob(tree); tree->makeSlaveOf(this); tree->setTimedIntrinsic(this, INTRINSIC_SUMMONED, 30); pietyCastSpell(spell); return true; } // The creature cannot see its destination, excavate // is illegal. formatAndReport("%U in vain."); cancelSpell(spell); return true; case SPELL_DOWNPOUR: // You can create a downpour where you have LOS. if (glbCurLevel->hasLOS(getX(), getY(), tx, ty)) { pietyCastSpell(spell); formatAndReport("%U thick clouds that release a torrential downpour."); glbCurLevel->downPour(tx, ty, this); return true; } // The creature cannot see its destination, excavate // is illegal. formatAndReport("%U in vain."); cancelSpell(spell); return true; case SPELL_ROLLINGBOULDER: { SQUARE_NAMES tile; bool hadboulder = false; ITEM *boulder; MOB *victim; MOB *rollee = 0; // You need to have LOS on the target wall. if (!glbCurLevel->hasLOS(getX(), getY(), tx, ty)) { formatAndReport("%U %r energy."); return true; } // Check to see that it is a wall... tile = glbCurLevel->getTile(tx, ty); switch (tile) { case SQUARE_EMPTY: case SQUARE_WALL: case SQUARE_SECRETDOOR: break; default: // Check to see if we have a boulder. boulder = glbCurLevel->getItem(tx, ty); if (boulder && boulder->getDefinition() == ITEM_BOULDER) { hadboulder = true; // Describe that the boulder starts to move.. glbCurLevel->reportMessage("A large boulder starts to roll.", tx, ty); } else { // Might be able to roll the monster rollee = glbCurLevel->getMob(tx, ty); if (!rollee) { formatAndReport("%U to get rock from air."); return true; } if (rollee->getMaterial() != MATERIAL_STONE) { formatAndReport("%R magic slips off %MU.", rollee); return true; } // Pull them out of pits or water rollee->clearIntrinsic(INTRINSIC_INPIT); rollee->clearIntrinsic(INTRINSIC_SUBMERGED); } break; } pietyCastSpell(spell); // The wall in question turns into a boulder. // Unless there was already a boulder. if (!hadboulder && !rollee) { boulder = ITEM::create(ITEM_BOULDER, false, true); glbCurLevel->setTile(tx, ty, SQUARE_CORRIDOR); // We do the message after the change so we might get // a map update... glbCurLevel->reportMessage("A large boulder is carved out of the wall.", tx, ty); // In case acquiring does something odd.. glbCurLevel->acquireItem(boulder, tx, ty, this); } // Now, try to roll the boulder. // First, determine the likely direction. int bdx, bdy, range; bool cansee; MOBREF thismob; ITEM *blocker; int oldoverlay; thismob.setMob(this); bdx = getX() - tx; bdy = getY() - ty; // If one is bigger than the other, zero the other. // (ie, usually do horizontal moves) if (abs(bdx) > abs(bdy)) bdy = 0; else if (abs(bdx) < abs(bdy)) bdx = 0; bdx = SIGN(bdx); bdy = SIGN(bdy); // If we are casting on ourself (perhaps to escape // entombment?) point randomly. if (!bdx && !bdy) rand_direction(bdx, bdy); oldoverlay = -1; for (range = 0; range < 5; range++) { // Let the user see the boulder here... cansee = glbCurLevel->getFlag(tx, ty, SQUAREFLAG_FOV); // Retrieve the boulder... if (rollee) { MOB *nmob = glbCurLevel->getMob(tx, ty); // Check if died or fell in a hole if (nmob != rollee) break; // If they are in a pit or submerged stop them if (rollee->hasIntrinsic(INTRINSIC_INPIT) || rollee->hasIntrinsic(INTRINSIC_SUBMERGED)) break; } else { boulder = glbCurLevel->getItem(tx, ty); // The boulder may have falling into a pit or what not... if (!boulder || boulder->getDefinition() != ITEM_BOULDER) break; } victim = glbCurLevel->getMob(tx+bdx, ty+bdy); blocker = glbCurLevel->getItem(tx+bdx, ty+bdy); // Verify the boulder can move... // Huge creatures just have boulder hit their feet // for no damage! if (!glbCurLevel->canMove(tx+bdx, ty+bdy, MOVE_STD_FLY) || (victim && victim->getSize() >= SIZE_GARGANTUAN) || (blocker && !blocker->isPassable())) { if (rollee) rollee->formatAndReport("%U to a stop."); else glbCurLevel->reportMessage("The boulder shudders to a stop.", tx, ty); break; } // Erase old overlay... if (oldoverlay >= 0) { gfx_setoverlay(tx, ty, oldoverlay); } // Move the boulder... if (rollee) { tx += bdx; ty += bdy; // And put the item in as the new overlay. if (cansee) { oldoverlay = gfx_getoverlay(tx, ty); gfx_setoverlay(tx, ty, rollee->getTile()); gfx_sleep(6); } else oldoverlay = -1; // Crush the poor person! victim = glbCurLevel->getMob(tx, ty); if (victim) { rollee->actionAttack(bdx, bdy, 1); break; } if (!rollee->move(tx, ty)) break; } else { glbCurLevel->dropItem(boulder); tx += bdx; ty += bdy; // And put the item in as the new overlay. if (cansee) { oldoverlay = gfx_getoverlay(tx, ty); gfx_setoverlay(tx, ty, TILE_BOULDER); gfx_sleep(6); } else oldoverlay = -1; // Crush the poor person! victim = glbCurLevel->getMob(tx, ty); if (victim) { victim->receiveAttack(ATTACK_ROLLINGBOULDER, thismob.getMob(), boulder, 0, ATTACKSTYLE_MISC); } glbCurLevel->acquireItem(boulder, tx, ty, thismob.getMob()); } } // Clean up... if (oldoverlay >= 0) { gfx_setoverlay(tx, ty, oldoverlay); } return true; } case SPELL_ENTOMB: { int tile; bool anyeffect = false; for (dy = -1; dy <= 1; dy++) { if (ty+dy < 0 || ty+dy >= MAP_HEIGHT) continue; for (dx = -1; dx <= 1; dx++) { if (tx+dx < 0 || tx+dx >= MAP_HEIGHT) continue; if (!dx && !dy) continue; // Change this tile into solid rock, if possible. // Can't entomb critters. if (glbCurLevel->getMob(tx + dx, ty + dy)) continue; tile = glbCurLevel->getTile(tx+dx, ty+dy); if (glb_squaredefs[tile].invulnerable) continue; // Set the tile. if (tile != SQUARE_EMPTY) anyeffect = true; glbCurLevel->setTile(tx+dx, ty+dy, SQUARE_EMPTY); } } if (!anyeffect) { formatAndReport("%U the ground shudder. Blocked, the rock summoned from the plane of earth returs whence it came."); } else { formatAndReport("Solid rock rises from the ground, entombing %U."); pietyCastSpell(spell); } return true; } case SPELL_FIREBALL: ourZapSpell = spell; ourFireBallCount = 0; pietyCastSpell(spell); if (targetself || dz) { if (dz) { buf.sprintf("The ray hits the %s.", directionflavour); reportMessage(buf); } zapCallbackStatic(getX(), getY(), true, &myself); } else { // After much soul searching, the bouncing fireballs // have been axed during a flight over the atlantic, this // time on return form IRDC'09 which was held at CERN. // For reasons of economy, however, my own departure is a few // weeks later and via Paris. // Due to this airbus 320 lacking any power outlet, I am // at the mercy of the p1610's 5 hours of battery life. // Since I also plan on playing some Civ 4, this session // must be truncated to fit withing the 8 hour flight. glbCurLevel->fireRay(getX(), getY(), dx, dy, 6, MOVE_STD_FLY, false, zapCallbackStatic, &myself); } return true; case SPELL_LIGHTNINGBOLT: formatAndReport("Lightning flies from %r hand."); pietyCastSpell(spell); ourZapSpell = spell; if (targetself || dz) { if (dz) { reportMessage("The ray bounces."); } zapCallbackStatic(getX(), getY(), false, &myself); } else { glbCurLevel->fireRay(getX(), getY(), dx, dy, 6, MOVE_STD_FLY, true, zapCallbackStatic, &myself); } return true; case SPELL_CHAINLIGHTNING: pietyCastSpell(spell); ourZapSpell = spell; ourFireBallCount = 0; if (targetself || dz) { if (dz) { reportMessage("The ray bounces."); } zapCallbackStatic(getX(), getY(), false, &myself); } else { glbCurLevel->fireRay(getX(), getY(), dx, dy, 6, MOVE_STD_FLY, true, zapCallbackStatic, &myself); } return true; case SPELL_SUNFIRE: { int delay; formatAndReport("%U to the sun..."); if (hasIntrinsic(INTRINSIC_TIRED)) { formatAndReport("The sun ignores %r prayers!"); return true; } pietyCastSpell(spell); // Report that the sun answers... formatAndReport("The sun answers %r prayers!"); reportMessage("Darkness falls on the surface world as the sun's " "energies are focussed."); reportMessage("A blinding blast of light falls from the roof."); // First we blast everyone in the area with the sunfire // blast. ourEffectAttack = ATTACK_SUNFIREBLAST; glbCurLevel->fireBall(getX(), getY(), 3, false, areaAttackCBStatic, &myself); // Next, melt the rocks. reportMessage("The very rocks melt!"); glbCurLevel->fireBall(getX(), getY(), 3, false, meltRocksCBStatic, &myself); delay = rand_dice(20, 20, 20); setTimedIntrinsic(this, INTRINSIC_TIRED, delay); return true; } case SPELL_REGENERATE: if (!target || ((target != this) && !canSense(target))) { formatAndReport("%U at thin air."); cancelSpell(spell); return true; } // You get 30 + 3d10 turns of REGENERATION. // You get 5 + 1d10 turns of MAGICDRAIN. target->setTimedIntrinsic(this, INTRINSIC_REGENERATION, rand_dice(3, 10, 30)); target->setTimedIntrinsic(this, INTRINSIC_MAGICDRAIN, rand_dice(1, 10, 5)); pietyCastSpell(spell); target->formatAndReport("%U surrounded by a healthy aura."); return true; case SPELL_HEAL: if (!target || ((target != this) && !canSense(target))) { formatAndReport("%U at thin air."); cancelSpell(spell); return true; } if (target->receiveHeal(10, this)) { target->formatAndReport("%R wounds close."); pietyCastSpell(spell); } else { target->formatAndReport("%U no better."); } return true; case SPELL_SLOWPOISON: if (!target || ((target != this) && !canSense(target))) { formatAndReport("%U at thin air."); cancelSpell(spell); return true; } #if 0 if (target->receiveSlowPoison()) { target->formatAndReport("The poison slows in %R veins."); pietyCastSpell(spell); } else { target->formatAndReport("%U not poisoned."); } #else // We grant poison resistance for a 5 + 1d5 turns. target->formatAndReport("%R metabolism stabilizes."); target->setTimedIntrinsic(this, INTRINSIC_RESISTPOISON, rand_dice(1, 5, 6)); #endif return true; case SPELL_MAJORHEAL: if (!target || ((target != this) && !canSense(target))) { formatAndReport("%U at thin air."); cancelSpell(spell); return true; } if (target->receiveHeal(30, this)) { target->formatAndReport("%R wounds close."); pietyCastSpell(spell); } else { target->formatAndReport("%U no better."); } return true; case SPELL_CUREPOISON: if (!target || ((target != this) && !canSense(target))) { formatAndReport("%U at thin air."); cancelSpell(spell); return true; } if (target->receiveCure()) { formatAndReport("The poison is expunged from %MR veins.", target); pietyCastSpell(spell); } else { formatAndReport("%M not poisoned.", target); } return true; case SPELL_RESURRECT: // Determine the corpse that is pointed at... if (target) { target->formatAndReport("%U not in need of aid."); cancelSpell(spell); return true; } // Resurrect all corpses at the target square... if (!glbCurLevel->resurrectCorpses(tx, ty, this)) { formatAndReport("The stones fail to come to life."); return true; } else pietyCastSpell(spell); return true; case SPELL_SUMMON_FAMILIAR: { // Find a location for the familiar tx = getX(); ty = getY(); if (!glbCurLevel->findCloseTile(tx, ty, MOVE_WALK)) { glbCurLevel->reportMessage( "A famliar briefly appears before thinking better of it.", tx, ty); return true; } MOB *familiar; familiar = MOB::create(MOB_BAT); // Bats always start with their full possible health. // No reason to be evil with 1 HP bats :> familiar->forceHP(10); // Likewise, they get some magic points to play with familiar->incrementMaxMP(10 - familiar->getMaxMP()); // Summoned creatures never have inventory. familiar->destroyInventory(); familiar->move(tx, ty, true); glbCurLevel->registerMob(familiar); familiar->formatAndReport("%U to %MR call!", this); familiar->makeSlaveOf(this); familiar->setIntrinsic(INTRINSIC_FAMILIAR); pietyCastSpell(spell); return true; } case SPELL_TRANSFER_KNOWLEDGE: { if (!target || !canSense(target)) { // Unable to transfer to destination. formatAndReport("%U watch helplessly as %R hard earned experience evaporates."); return true; } target->formatAndReport("%U wiser."); // Thanks to the pyramid scheme, you will get half the experience // back. This might thus be too powerful. target->receiveExp(250); pietyCastSpell(spell); return true; } case SPELL_FETCH: { bool somethinghappened = false; int i; ITEM *item; // You don't need visible coordinates. // You do need to either recall the item at the coordinates // or sense the creature at the coordinates. if (target && canSense(target)) { int fx, fy; // Summon the creature to your presence! formatAndReport("%U %MU.", target); // We also want the summoned creature to know what happened. target->formatAndReport("%U summoned to %MR presence.", this); // Find the closest valid square to us. fx = getX(); fy = getY(); glbCurLevel->findCloseTile(fx, fy, target->getMoveType()); target->actionTeleport(false, true, fx, fy); somethinghappened = true; } ITEMSTACK stack; // Return a list of all mapped items. glbCurLevel->getItemStack(stack, tx, ty, -1, true); for (i = 0; i < stack.entries(); i++) { item = stack(i); if (item->hasIntrinsic(INTRINSIC_TELEFIXED)) { item->formatAndReport("%U ."); continue; } formatAndReport("%U %IU.", item); glbCurLevel->dropItem(item); glbCurLevel->acquireItem(item, getX(), getY(), this); somethinghappened = true; } if (!somethinghappened) { formatAndReport("%R summons go unheeded."); } else { pietyCastSpell(spell); } return true; } case SPELL_BLINK: // Determine if the given coordinates are visable.. if (!hasIntrinsic(INTRINSIC_BLIND) && istargetlit && glbCurLevel->hasLOS(getX(), getY(), tx, ty)) { if (target && target != this) { formatAndReport("%U at %MU.", target); return true; } else { pietyCastSpell(spell); return actionTeleport(false, true, tx, ty); } } // The creature cannot see its destination - blink is // illegal! formatAndReport("%U into darkness."); cancelSpell(spell); return true; case SPELL_FLAMESTRIKE: if (target && ((target == this) || canSense(target))) { formatAndReport("%U on %r god's power!"); pietyCastSpell(spell); if (isAvatar()) { // Compute our piety... ATTACK_DEF attack; memcpy(&attack, &glb_attackdefs[ATTACK_FLAMESTRIKE], sizeof(ATTACK_DEF)); // Every doubling of piety adds another die. // Zero or less piety gets no dice // We know we are capped at 10k, or 2^13 for an awesome // 13d6 attack. int piety = piety_chosengodspiety(); attack.damage.myNumdie = 0; while (piety > 1) { attack.damage.myNumdie++; piety >>= 1; } target->receiveAttack(&attack, this, 0, 0, ATTACKSTYLE_SPELL); } else target->receiveAttack(ATTACK_FLAMESTRIKE, this, 0, 0, ATTACKSTYLE_SPELL); } else { formatAndReport("%U foolishly %r god to strike thin air."); cancelSpell(spell); } return true; case SPELL_TELEPORT: pietyCastSpell(spell); return actionTeleport(); case SPELL_TELEWITHCONTROL: pietyCastSpell(spell); return actionTeleport(true, true); case SPELL_DETECTCURSE: { // All items in our inventory have their status marked. // Only get credit if this changed something. if (!isAvatar()) return true; ITEM *item; bool didid = false; formatAndReport("%U attuned to %r possessions..."); for (item = myInventory; item; item = item->getNext()) { if (!item->isKnownCursed()) { const char *colour = "grey"; if (item->isBlessed()) colour = "white"; else if (item->isCursed()) colour = "black"; formatAndReport("%R %Iu %B1.", item, colour); item->markCursedKnown(); didid = true; } } if (didid) { pietyCastSpell(spell); } else { formatAndReport("%U nothing new."); } return true; } case SPELL_IDENTIFY: { // This had better be the player. UT_ASSERT(isAvatar()); if (!isAvatar()) return true; // No UI during stress test. if (glbStressTest) return true; // Select item to identify. int selectx, selecty; ITEM *item = 0; gfx_showinventory(this); gfx_getinvcursor(selectx, selecty); if (gfx_selectinventory(selectx, selecty)) { item = getItem(selectx, selecty); } gfx_hideinventory(); writeGlobalActionBar(true); // We perform the identify after hiding the inventory // so we don't lose the final line of the identification // to the inventory clear. if (item) { item->markIdentified(); formatAndReport("%U %IU.", item); pietyCastSpell(spell); } else { // Undo cost... cancelSpell(spell); return false; } return true; } case SPELL_LIGHT: formatAndReport("Light spreads out from %U."); pietyCastSpell(spell); glbCurLevel->applyFlag(SQUAREFLAG_LIT, getX() + dx, getY() + dy, 5, false, true); return true; case SPELL_DARKNESS: formatAndReport("Darkness spreads out from %U."); pietyCastSpell(spell); glbCurLevel->applyFlag(SQUAREFLAG_LIT, getX() + dx, getY() + dy, 5, false, false); return true; case SPELL_MAGICMAP: // Only applicable to avatar. if (!isAvatar()) return true; formatAndReport("A map forms in %r mind"); pietyCastSpell(spell); glbCurLevel->markMapped(getX() + dx, getY() + dy, 10, 10, false); return true; case SPELL_KNOCK: if (!hasIntrinsic(INTRINSIC_BLIND) && istargetlit && glbCurLevel->hasLOS(getX(), getY(), tx, ty)) { SQUARE_NAMES tile; // Determine if there is a door or secret door // in the targetted square... tile = glbCurLevel->getTile(tx, ty); switch (tile) { case SQUARE_OPENDOOR: { // Find a dx/dy. int dx, dy; MOB *mob; ITEM *item; // Knock is always away from caster dx = SIGN(tx - getX()); dy = SIGN(ty - getY()); if (glbCurLevel->canMove(tx+dx,ty,MOVE_STD_FLY,false)) { dy = 0; } else if (glbCurLevel->canMove(tx,ty+dy,MOVE_STD_FLY,false)) { dx = 0; } else { dy = dx = 0; } if (dx || dy) { // Check to see if a creature or item // blocks the square. mob = glbCurLevel->getMob(tx, ty); if (mob) { if (glbCurLevel->knockbackMob(tx, ty, dx, dy, true)) { mob = glbCurLevel->getMob(tx+dx, ty+dy); if (mob) mob->receiveDamage( ATTACK_DOORSLAM, this, 0, 0, ATTACKSTYLE_SPELL); } } } // Check for any blockers. mob = glbCurLevel->getMob(tx, ty); if (mob) { mob->formatAndReport("%U the door open!"); return true; } // Check to see if there is an item. item = glbCurLevel->getItem(tx, ty); if (item) { formatAndReport("The door is blocked by %IU.", item); return true; } reportMessage("The door closes."); glbCurLevel->setTile(tx, ty, SQUARE_DOOR); pietyCastSpell(spell); break; } case SQUARE_DOOR: case SQUARE_BLOCKEDDOOR: reportMessage("The door opens."); glbCurLevel->setTile(tx, ty, SQUARE_OPENDOOR); pietyCastSpell(spell); break; case SQUARE_MAGICDOOR: reportMessage("A voice booms: \"My test is not so easily bypassed!\""); break; case SQUARE_SECRETDOOR: reportMessage("A secret door opens."); glbCurLevel->setTile(tx, ty, SQUARE_OPENDOOR); pietyCastSpell(spell); break; default: reportMessage("Nothing happens."); break; } return true; } formatAndReport("%U a distant knock."); return true; case SPELL_TRACK: // Determine if there is a creature there that // we can sense. if (target && ((target == this) || canSense(target))) { formatAndReport("%U a standing wave of magic."); target->formatAndReport("%U revealed to all."); target->setTimedIntrinsic(this, INTRINSIC_POSITIONREVEALED, 100); pietyCastSpell(spell); } else { formatAndReport("%U to track the wind."); cancelSpell(spell); } return true; case SPELL_DIAGNOSE: // Determine if there is a creature there that // we can sense. if (target && ((target == this) || canSense(target))) { formatAndReport("%U into %MU with your magic.", target); target->characterDump(false, false, false); pietyCastSpell(spell); } else { formatAndReport("%U the empty air in surprisingly good condition."); cancelSpell(spell); } return true; case SPELL_POSSESS: { if (target) { // Control target // Attempt a mental roll. int check = smartsCheck(target->getSmarts()); switch (check) { case -1: // Force failure. formatAndReport("%MU easily %R attempt at control.", target); break; case 0: // Failure, but could work. formatAndReport("%MU %R attempt at control.", target); break; case 1: // Success, but could fail. formatAndReport("%U %MR mental defences.", target); break; case 2: // Success always formatAndReport("%U easily %MR mental defences.", target); break; default: UT_ASSERT(!"Invalid smarts check"); break; } if (check >= 1) { actionPossess(target, rand_range(50, 100)); target->pietyCastSpell(spell); } else { // Still get noticed by the gods, as this is equivalent // to missing. pietyCastSpell(spell); } } else { formatAndReport("%U nothing to possess."); cancelSpell(spell); } break; } case SPELL_PRESERVE: { ITEMSTACK stack; bool anythinghappen = false; formatAndReport("%U
a stasis field."); if (target) { // Preserve the target. target->formatAndReport("%U encased in a purple glow."); // Designed to be long enough to prevent stoning. target->setTimedIntrinsic(this, INTRINSIC_UNCHANGING, 6); anythinghappen = true; } glbCurLevel->getItemStack(stack, tx, ty); n = stack.entries(); for (i = 0; i < n; i++) { // If this is a corpse, set its charges to 255 // to preserve it. if (stack(i)->getDefinition() == ITEM_BONES || stack(i)->getDefinition() == ITEM_CORPSE) { stack(i)->formatAndReport("%U encased in a purple glow."); stack(i)->setAsPreserved(); anythinghappen = true; } } if (!anythinghappen) reportMessage("Nothing happens."); else pietyCastSpell(spell); return true; } case SPELL_PETRIFY: { bool anythinghappen = false; ITEMSTACK stack; if (target) { // Petrify the target. anythinghappen = true; formatAndReport("A layer of dust covers %MU.", target); if (target->hasIntrinsic(INTRINSIC_RESISTSTONING)) { formatAndReport("The dust falls to the floor."); } else target->setTimedIntrinsic(this, INTRINSIC_STONING, 3); } glbCurLevel->getItemStack(stack, tx, ty); n = stack.entries(); for (i = 0; i < n; i++) anythinghappen |= stack(i)->petrify(glbCurLevel, this); if (!anythinghappen) reportMessage("Nothing happens."); else pietyCastSpell(spell); return true; } case SPELL_STONETOFLESH: { bool anythinghappen = false; ITEMSTACK stack; SQUARE_NAMES tile; if (target) { anythinghappen = true; formatAndReport("A layer of dandruff covers %MU.", target); // Grant temporary stoning resistance. target->setTimedIntrinsic(this, INTRINSIC_RESISTSTONING, rand_dice(1, 5, 6)); // UnPetrify the target. This is bad news // for earth elementals :> target->actionUnPetrify(); } glbCurLevel->getItemStack(stack, tx, ty); n = stack.entries(); for (i = 0; i < n; i++) anythinghappen |= stack(i)->unpetrify(glbCurLevel, this); // Check to see if the tile is stone, in which case // we turn it to a mound of flesh. tile = glbCurLevel->getTile(tx, ty); switch (tile) { case SQUARE_WALL: case SQUARE_EMPTY: case SQUARE_SECRETDOOR: { ITEM *flesh; anythinghappen = true; glbCurLevel->reportMessage("The wall slumps into a large mound of flesh.", tx, ty); glbCurLevel->setTile(tx, ty, SQUARE_CORRIDOR); flesh = ITEM::create(ITEM_MOUNDFLESH, false, true); glbCurLevel->acquireItem(flesh, tx, ty, this); break; } default: break; } if (!anythinghappen) reportMessage("Nothing happens."); else pietyCastSpell(spell); return true; } case SPELL_DIRECTWIND: { // I have never understood wind names. const char *direction[9] = { "southeast", "south", "southwest", "east", "invalid", "west", "northeast", "north", "northwest" }; const char *windname; int windidx; windidx = (dx + 1) + (dy + 1) * 3; windname = direction[windidx]; if (dx || dy) { buf.sprintf("A strong wind blows from the %s. ", windname); } else { buf.reference("The air stills to an unnatural calm. "); } // Global message. msg_report(buf); glbCurLevel->setWindDirection(dx, dy, 20 + rand_choice(20)); pietyCastSpell(spell); break; } case SPELL_RAISE_UNDEAD: { // Determine if the given coordinates are visable.. if (hasIntrinsic(INTRINSIC_BLIND) || !istargetlit || !glbCurLevel->hasLOS(getX(), getY(), tx, ty)) { // Cannot see the position, illegal. formatAndReport("%U into the darkness."); cancelSpell(spell); return true; } // Check to see if a living creature is there. if (target) { formatAndReport("%MU still twitching.", target); return true; } // Try to raise a zombie first. if (!glbCurLevel->raiseZombie(tx, ty, this)) { // If that fails, raise a skeleton. if (!glbCurLevel->raiseSkeleton(tx, ty, this)) { // All failed. formatAndReport("Without any corpses or bones, the magic is wasted."); return true; } } // Success! pietyCastSpell(spell); return true; } case SPELL_RECLAIM_SOUL: { // Determine if the given coordinates are visable.. if (hasIntrinsic(INTRINSIC_BLIND) || !istargetlit || !glbCurLevel->hasLOS(getX(), getY(), tx, ty)) { // Cannot see the position, illegal. formatAndReport("%U into the darkness."); cancelSpell(spell); return true; } // Check if no creature is there. if (!target) { formatAndReport("%U to extract a soul from empty air."); return true; } // Verify the target is an undead. if (target->defn().mobtype != MOBTYPE_UNDEAD) { formatAndReport("The soul of %MU is still bound too tightly.", target); return true; } // Verify we are not oneself. if (target == this) { formatAndReport("The laws of thermodynamics forbid %U from using %MU as a power source.", target); return true; } // Verify we command the undead. if (!target->isSlave(this)) { formatAndReport("%MU is not under the control of %U.", target); return true; } // Phew! We have a winner... formatAndReport("%U vile tendrils that envelope %MU and yank free the last vestiges of unlife.", target); // Increase our health. int extrahp, maxhp; // Maximum heal is the target's strength extrahp = target->getHP(); // We cap again according to the undead type. switch (target->getDefinition()) { case MOB_ZOMBIE: maxhp = 10; break; case MOB_SKELETON: maxhp = 5; break; case MOB_GHAST: maxhp = 20; break; default: // I don't think any other type can fall through to here, // but let us prepare for inevitable programmer error. maxhp = 30; break; } if (extrahp > maxhp) extrahp = maxhp; // Heal ourself. receiveHeal(extrahp, this, true); // Destroy the target. glbCurLevel->unregisterMob(target); target->triggerAsDeath(ATTACK_RECLAIM_SOUL, this, 0, false); delete target; // Success! pietyCastSpell(spell); return true; } case SPELL_DARK_RITUAL: { int dx, dy; ATTACK_NAMES datk[4] = { ATTACK_SPELL_DARK_RITUAL_EAST, ATTACK_SPELL_DARK_RITUAL_SOUTH, ATTACK_SPELL_DARK_RITUAL_WEST, ATTACK_SPELL_DARK_RITUAL_NORTH }; int dir; int numkilled = 0; MOBREF myself; formatAndReport("%U blood in a rough pentagram and start the unspeakable ritual."); myself.setMob(this); for (dir = 0; dir < 4; dir++) { getDirection(dir, dx, dy); // Determine if their is an owned undead in this direction. target = glbCurLevel->getMob(getX() + dx, getY() + dy); if (!target) continue; // See if undead & owned. if (target->defn().mobtype != MOBTYPE_UNDEAD) continue; if (!target->isSlave(this)) continue; numkilled++; // Transform the undead & empower the attack. formatAndReport("%U a deadly attack by consuming %MU.", target); // Destroy the target. glbCurLevel->unregisterMob(target); target->triggerAsDeath(ATTACK_DARK_RITUAL_CONSUME, this, 0, false); delete target; // Apply the attack. ourEffectAttack = datk[dir]; // Todo, maybe cone attack instead? glbCurLevel->fireBall(getX() + dx * 2, getY() + dy * 2, 1, true, areaAttackCBStatic, &myself); // Check if we died... if (!myself.getMob() || myself.getMob() != this || myself.getMob()->hasIntrinsic(INTRINSIC_DEAD)) { return true; } } if (numkilled) { pietyCastSpell(spell); if (numkilled == 4) { // Charge us up! setTimedIntrinsic(0, INTRINSIC_LICHFORM, 2); } } else { // No visual effect. formatAndReport("With no willing victims, %R ritual has no effect.", target); return true; } return true; } case SPELL_GHASTIFY: // You must be targetting a creature. if (!target) { formatAndReport("Cruel magics envelope thin air and dissipate."); cancelSpell(spell); return true; } // The target must have some life force. if (glb_mobdefs[target->getDefinition()].mobtype == MOBTYPE_UNDEAD) { formatAndReport("%MU no life force to convert.", target); return true; } // The target must be at death's gate. if ((target->getHP() >= target->getMaxHP()) || (target->getHP() != 1)) { formatAndReport("%MU, not being at death's gate, .", target); return true; } if (target->hasIntrinsic(INTRINSIC_UNCHANGING)) { target->formatAndReport("%U as malevolent magics dissipate."); return true; } // GHASTIFY! formatAndReport("Malevolent magics surround %MU, twisting %MA into a ghast!", target); pietyCastSpell(spell); // Yes, they keep all of their powers. Perhaps this is too evil // We'll see... target->myDefinition = MOB_GHAST; // All of their health is instantly returned. // This allows this to be used as a "save self" spell. target->setMaximalHP(); target->makeSlaveOf(this); return true; case SPELL_BINDSOUL: { ITEMSTACK stack; ITEM *item, *corpse = 0; int i, n; glbCurLevel->getItemStack(stack, tx, ty); n = stack.entries(); for (i = 0; i < n; i++) { item = stack(i); if (item->getDefinition() == ITEM_BONES || item->getDefinition() == ITEM_CORPSE) { corpse = item; } } if (!corpse) { formatAndReport("With no corpse, %R energies dissipate."); return true; } if (!corpse->getCorpseMob()) { reportMessage("The soul has left the corpse."); return true; } // If there is target, we want to poly it into // the given corpse tyoe if (target) { bool forcetame = false; MOBREF newpet; formatAndReport("Dark energies swirl around %MU.", target); pietyCastSpell(spell); if (target != this) forcetame = true; newpet.setMob(target); target->actionPolymorph(false, false, corpse->getCorpseMob()->getDefinition()); // WARNING this is now invalid if we self-polymorphed! // Only enslave if poly success. if (target == newpet.getMob()) forcetame = false; target = newpet.getMob(); if (forcetame) { target->makeSlaveOf(this); } // Destroy the corpse. glbCurLevel->dropItem(corpse); delete corpse; return true; } // Check to see if there is a mound of flesh. Then // we can make a Flesh Golem. // In case of a boulder, we get a stone golem. { ITEM *mound = 0; bool isboulder = false; n = stack.entries(); for (i = 0; i < n; i++) { item = stack(i); if (item->getDefinition() == ITEM_MOUNDFLESH) { mound = item; isboulder = false; } if (item->getDefinition() == ITEM_BOULDER) { mound = item; isboulder = true; } } if (mound) { BUF corpsename = corpse->getName(); BUF moundname = mound->getName(); buf.sprintf("Shadowy tendrils yank the soul from %s and infuse it in %s.", corpsename.buffer(), moundname.buffer()); reportMessage(buf); pietyCastSpell(spell); // Destroy the corpse. glbCurLevel->dropItem(corpse); delete corpse; // Destory the mound of flesh. glbCurLevel->dropItem(mound); delete mound; // Create the appropriate golem. MOB *golem; if (isboulder) golem = MOB::create(MOB_STONEGOLEM); else golem = MOB::create(MOB_FLESHGOLEM); // Make tame and summoned. golem->makeSlaveOf(this); golem->setTimedIntrinsic(this, INTRINSIC_SUMMONED, isboulder ? 500 : 2000); // Add to the map. golem->move(tx, ty, true); glbCurLevel->registerMob(golem); return true; } } // Check if we can create a stone golem out of // solid rock. These are permament. SQUARE_NAMES tile; tile = glbCurLevel->getTile(tx, ty); if (tile == SQUARE_WALL || tile == SQUARE_EMPTY) { BUF corpsename = corpse->getName(); buf.sprintf("The wall collapses, reforming itself with the soul of %s.", corpsename.buffer()); reportMessage(buf); pietyCastSpell(spell); glbCurLevel->setTile(tx, ty, SQUARE_CORRIDOR); // Destroy the corpse. glbCurLevel->dropItem(corpse); delete corpse; // Create the permament golem. MOB *golem; golem = MOB::create(MOB_STONEGOLEM); // Make tame golem->makeSlaveOf(this); // Add to the map. golem->move(tx, ty, true); glbCurLevel->registerMob(golem); return true; } if ((tile == SQUARE_CORRIDOR || tile == SQUARE_FLOOR) && corpse->isBelowGrade()) { // Dig a pit for the golem. formatAndReport("The ground churns as %IU it with power.", corpse); pietyCastSpell(spell); // Destroy the corpse. glbCurLevel->dropItem(corpse); delete corpse; glbCurLevel->digPit(tx, ty, 0); // Create the permament golem. MOB *golem; golem = MOB::create(MOB_STONEGOLEM); // Make tame golem->makeSlaveOf(this); // Add to the map. golem->move(tx, ty, true); glbCurLevel->registerMob(golem); return true; } formatAndReport("%IU .", corpse); return true; } case SPELL_SOULSUCK: { if (target && ((target == this) || canSense(target))) { target->formatAndReport("A black cloud surrounds %U."); formatAndReport("Oily smoke, inky black, streams to %U."); // Check if target already amnesiac if (target->hasIntrinsic(INTRINSIC_AMNESIA)) { formatAndReport("The smoke has no substance."); return true; } // Steal all of the target's spells for the duration int duration; duration = rand_range(100, 250); if (target != this) { SPELL_NAMES spell; SKILL_NAMES skill; FOREACH_SPELL(spell) { if (target->hasSpell(spell, false)) { learnSpell(spell, duration); } } FOREACH_SKILL(skill) { if (target->hasSkill(skill, false)) { learnSkill(skill, duration); } } } // Apply amnesia target->setTimedIntrinsic(this, INTRINSIC_AMNESIA, duration); target->setTimedIntrinsic(this, INTRINSIC_CONFUSED, 5); pietyCastSpell(spell); } else { formatAndReport("%U in %r attempt to extract a soul from thin air."); cancelSpell(spell); } return true; } case SPELL_WIZARDSEYE: { // Determine if an imp could be there... tx = getX(); ty = getY(); if (!glbCurLevel->findCloseTile(tx, ty, MOVE_STD_FLY)) { glbCurLevel->reportMessage( "A floating eye briefly appears before thinking better of it.", tx, ty); return true; } MOB *eye; eye = MOB::create(MOB_WIZARDSEYE); // Summoned creatures never have inventory. eye->destroyInventory(); eye->move(tx, ty, true); glbCurLevel->registerMob(eye); eye->formatAndReport("%U in a puff of smoke!"); // Possess the eye for a few turns eye->setTimedIntrinsic(this, INTRINSIC_SUMMONED, 30); // Also make it tame. eye->makeSlaveOf(this); actionPossess(eye, 29); eye->pietyCastSpell(spell); return true; } case SPELL_SUMMON_IMP: { // Determine if an imp could be there... tx = getX(); ty = getY(); if (!glbCurLevel->findCloseTile(tx, ty, MOVE_WALK)) { glbCurLevel->reportMessage( "An imp briefly appears before thinking better of it.", tx, ty); return true; } MOB *imp; imp = MOB::create(MOB_IMP); // Summoned creatures never have inventory. imp->destroyInventory(); imp->move(tx, ty, true); glbCurLevel->registerMob(imp); imp->formatAndReport("%U in a puff of smoke!"); imp->makeSlaveOf(this); imp->setTimedIntrinsic(this, INTRINSIC_SUMMONED, 30); pietyCastSpell(spell); return true; } case SPELL_SUMMON_DEMON: { // Determine if an demon could be there... tx = getX(); ty = getY(); if (!glbCurLevel->findCloseTile(tx, ty, MOVE_STD_FLY)) { glbCurLevel->reportMessage( "A daemon briefly appears before thinking better of it.", tx, ty); return true; } MOB *imp; imp = MOB::create(MOB_DAEMON); // Summoned creatures never have inventory. imp->destroyInventory(); imp->move(tx, ty, true); glbCurLevel->registerMob(imp); imp->formatAndReport("%U in a puff of smoke!"); imp->makeSlaveOf(this); imp->setTimedIntrinsic(this, INTRINSIC_SUMMONED, 100); pietyCastSpell(spell); return true; } case SPELL_POISONITEM: { ITEM *item; item = getEquippedItem(ITEMSLOT_RHAND); if (!item) { // No item to poison. buf = formatToString("A greenish glow appears around %R %B1.", this, 0, 0, 0, (getSlotName(ITEMSLOT_RHAND) ? getSlotName(ITEMSLOT_RHAND) : "vicinity"), 0); reportMessage(buf); return true; } // If the item is an empty bottle, make a poison potion. if (item->getDefinition() == ITEM_BOTTLE) { formatAndReport("A thick slime fills %IU.", item); pietyCastSpell(spell); item->setDefinition(ITEM::lookupMagicItem(MAGICTYPE_POTION, POTION_POISON)); // It is safe to assume the user knows what casting // poison item on a bottle would fill the bottle with. if (MOB::getAvatar() && MOB::getAvatar()->canSense(this)) item->markClassKnown(); return true; } // Poison the item. formatAndReport("A thick slime coats %R %Iu.", item); pietyCastSpell(spell); item->makePoisoned(POISON_NORMAL, 5); if (MOB::getAvatar() && MOB::getAvatar()->canSense(this)) item->markPoisonKnown(); return true; } case SPELL_POISONBOLT: formatAndReport("A poison bolt shoots from %r fingertip."); pietyCastSpell(spell); ourZapSpell = spell; if (targetself || dz) { if (dz) reportMessage("The ray fizzles."); else zapCallbackStatic(getX(), getY(), false, &myself); } else { glbCurLevel->fireRay(getX(), getY(), dx, dy, 6, MOVE_STD_FLY, false, zapCallbackStatic, &myself); } return true; case SPELL_CLOUDKILL: formatAndReport("%U ."); pietyCastSpell(spell); ourZapSpell = spell; if (targetself || dz) { zapCallbackStatic(getX(), getY(), true, &myself); } else { glbCurLevel->fireRay(getX(), getY(), dx, dy, 6, MOVE_STD_FLY, false, zapCallbackStatic, &myself); } return true; case SPELL_FINGEROFDEATH: formatAndReport("A jet black ray flies from %r eyes."); pietyCastSpell(spell); ourZapSpell = spell; if (targetself || dz) { if (dz) reportMessage("The ray bounces."); zapCallbackStatic(getX(), getY(), false, &myself); } else { glbCurLevel->fireRay(getX(), getY(), dx, dy, 6, MOVE_STD_FLY, true, zapCallbackStatic, &myself); } return true; case NUM_SPELLS: UT_ASSERT(!"UNHANDLED SPELL!"); return false; } return false; } bool MOB::actionDig(int dx, int dy, int dz, int range, bool magical) { applyConfusion(dx, dy, dz); // TODO: Handle mundane digging. if (!magical) { // Special messages for special equipment... ITEM *item = getSourceOfIntrinsic(INTRINSIC_DIG); if (item) { formatAndReport("%U with %r %Iu.", item); } else { formatAndReport("%U ."); } } // Do actual excavation: // Dig yourself. if (!dx && !dy && !dz) { formatAndReport("%r stomach feels empty."); starve(500); return true; } // Dig upwards. if (dz > 0) { bool fancymove = false; // If you are submerged, digging upwards will // clear a path. If you are buried alive, // it will turn your square into a pit. // If you are under ice, it will break the ice // and raise you up. if (hasIntrinsic(INTRINSIC_SUBMERGED)) { SQUARE_NAMES tile, newtile; bool setinpit = false; tile = glbCurLevel->getTile(getX(), getY()); newtile = tile; // We let the creature escape first. This way you see the report // message even if they were invisible when entombed. clearIntrinsic(INTRINSIC_SUBMERGED); switch (tile) { case SQUARE_WATER: formatAndReport("The water parts above %U."); fancymove = true; break; case SQUARE_ACID: formatAndReport("The acid parts above %U."); fancymove = true; break; case SQUARE_LAVA: formatAndReport("The lava parts above %U."); fancymove = true; break; case SQUARE_ICE: formatAndReport("The ice breaks above %U."); newtile = SQUARE_WATER; fancymove = true; break; default: formatAndReport("The rocks shatter above %U."); setinpit = true; fancymove = true; break; } if (newtile != tile) { glbCurLevel->setTile(getX(), getY(), newtile); glbCurLevel->dropItems(getX(), getY(), this); } if (setinpit) { // Don't identify us as zapper as // not normal type. glbCurLevel->digPit(getX(), getY(), 0); setIntrinsic(INTRINSIC_INPIT); } } if (!fancymove) { if (glbCurLevel->branchName() == BRANCH_TRIDUDE) { formatAndReport("The metal roof is unaffected."); } else if (glbCurLevel->getDepth() == 0) { formatAndReport("The clear blue sky remains unimpressed."); } else { // Zap at the ceiling, rocks fall down. formatAndReport("Rocks fall from the ceiling onto %r head."); ITEM *rocks = ITEM::create(ITEM_ROCK, false); glbCurLevel->acquireItem(rocks, getX(), getY(), this); // TODO: We would like a nicer message? receiveDamage(ATTACK_CEILINGROCKS, this, 0, 0, ATTACKSTYLE_MISC); } } return true; } if (dz < 0) { // If we are digging into water or lava, we have a no-op. // If we are digging into ice, we break the ice and end up // in the drink. (Unless we are submerged.) switch (glbCurLevel->getTile(getX(), getY())) { case SQUARE_WATER: formatAndReport("The water briefly parts below %U.."); // Another chance to drop due to the air being revealed. glbCurLevel->dropMobs(getX(), getY(), false, this); return true; case SQUARE_ACID: formatAndReport("The acid briefly parts below %U."); // Another chance to drop due to the air being revealed. glbCurLevel->dropMobs(getX(), getY(), false, this); return true; case SQUARE_LAVA: formatAndReport("The lava briefly parts below %U."); // Another chance to drop due to the air being revealed. glbCurLevel->dropMobs(getX(), getY(), false, this); return true; case SQUARE_ICE: if (!hasIntrinsic(INTRINSIC_SUBMERGED)) { formatAndReport("The ice breaks below %U."); glbCurLevel->setTile(getX(), getY(), SQUARE_WATER); glbCurLevel->dropMobs(getX(), getY(), false, this); } else { formatAndReport("The water briefly parts below %U.."); } return true; default: break; } // Zap at the floor. We make a pit, and fall down it. // The map handles falling through it. // The exception is if we are digging a pit, ie: short range. // The exception with that is if you are already in a pit. if (range > 1 || hasIntrinsic(INTRINSIC_INPIT)) glbCurLevel->digHole(getX(), getY(), this); else glbCurLevel->digPit(getX(), getY(), this); return true; } // Now, the theoritically easy part... ourZapSpell = SPELL_DIG; MOBREF myself; myself.setMob(this); glbCurLevel->fireRay(getX(), getY(), dx, dy, range, MOVE_ALL, false, zapCallbackStatic, &myself); return true; } bool MOB::actionTeleport(bool allowcontrol, bool givecontrol, int xloc, int yloc) { int tx, ty; BUF buf; if (hasIntrinsic(INTRINSIC_TELEFIXED)) { formatAndReport("%U ."); return true; } // Check for failure due to being on a level that prohibits // teleportation if (!glbCurLevel->allowTeleportation()) { // We allow people to blink as it isn't quite so bad a form // of cheating... This may change :> if (xloc >= 0 && yloc >= 0) { // Blink, allow. } else { formatAndReport("The dungeon briefly distorts around %U."); return true; } } if (allowcontrol && (givecontrol || hasIntrinsic(INTRINSIC_TELEPORTCONTROL))) { if (!glbStressTest && isAvatar()) { buf.sprintf("Where do you want to teleport?"); reportMessage(buf); tx = getX(); ty = getY(); if (gfx_selecttile(tx, ty)) { // Check to see if that is a legal location. if (canMove(tx, ty, true) && !glbCurLevel->getMob(tx, ty) && !glbCurLevel->getFlag(tx, ty, SQUAREFLAG_NOMOB)) { // A legal move! formatAndReport("%U ."); } else { // If you decide to stay put, don't report that you // are blocked (since you will, of course, fail to // move into your own square!) if (tx == getX() && ty == getY()) { formatAndReport("%U to stay put."); } else { formatAndReport("%U blocked!"); tx = getX(); ty = getY(); } } } else { tx = getX(); ty = getY(); formatAndReport("%U to stay put."); } } else { // Use AI. Try to teleport to the stairs. if (glbCurLevel->findTile(SQUARE_LADDERUP, tx, ty) && glbCurLevel->findCloseTile(tx, ty, getMoveType())) { formatAndReport("%U away."); } else { // Go somewhere random instead of the stairs as they // are blocked. if (glbCurLevel->findRandomLoc(tx, ty, getMoveType(), false, getSize() >= SIZE_GARGANTUAN, false, true, true, true)) { formatAndReport("%U away."); } else { // Teleport to where we are. formatAndReport("%U out of sight briefly."); tx = getX(); ty = getY(); } } } } else { // Determine a random destination... if (xloc >= 0 && yloc >= 0) { formatAndReport("%U ."); tx = xloc; ty = yloc; } else if (glbCurLevel->findRandomLoc(tx, ty, getMoveType(), false, getSize() >= SIZE_GARGANTUAN, false, false, false, true)) { formatAndReport("%U ."); } else { // Failed to teleport, you shudder... tx = getX(); ty = getY(); formatAndReport("%U violently."); } } bool didmove = false; if (tx != getX() || ty != getY()) didmove = true; // Move to the given destination. if (!move(tx, ty, !didmove)) return true; // Report what we stepped on... if (didmove && isAvatar()) { // Need to rebuild our screen! Refreshing will be handled // by the message wait code. gfx_scrollcenter(getX(), getY()); glbCurLevel->buildFOV(getX(), getY(), 7, 5); glbCurLevel->describeSquare(getX(), getY(), hasIntrinsic(INTRINSIC_BLIND), false); } return true; } bool MOB::actionUnPolymorph(bool silent, bool systemshock) { MOB *origmob; if (hasIntrinsic(INTRINSIC_UNCHANGING)) { // Explicitly prevent polymorphing... if (!silent) formatAndReport("%U ."); return true; } origmob = myBaseType.getMob(); if (!origmob) { // Nothing to do! return true; } // Be paranoid and trigger a mobref check. #ifdef STRESS_TEST if (glbCurLevel) { if (!glbCurLevel->verifyMob()) { msg_report("MOBREF corruption: pre-unpoly. "); } } #endif if (!silent) formatAndReport("%U to %r original shape!"); bool shouldwallcrush = false; if (origmob->getSize() >= SIZE_GARGANTUAN && getSize() < SIZE_GARGANTUAN) { shouldwallcrush = true; } // Transfer the name of the mob to the base level. This accounts // for cases where the player has named the mob. origmob->myName = myName; // Transfer all the items. // We could just steal the inventory pointer, but that would be // evil if items ever get back references. There is also no // guarantee that the intrinsics/rebuild will work correctly. ITEM *item, *next, *drop; bool anydrop = false; for (item = myInventory; item; item = next) { next = item->getNext(); drop = dropItem(item->getX(), item->getY()); UT_ASSERT(drop == item); if (!origmob->acquireItem(item, item->getX(), item->getY())) { // We have to report the dropping before doing it // as dropping may merge stacks and delete item. // Note that we don't want to use newitem as that // may report an unusual new stack count. formatAndReport("%IU on the ground!", item); // If we fail to acquire, we have to drop on the ground. glbCurLevel->acquireItem(item, getX(), getY(), this); anydrop = true; } } // Make sure stuff ends up in the water, etc. if (anydrop) glbCurLevel->dropItems(getX(), getY(), 0); UT_ASSERT(!myInventory); // Transfer the raw mob pointers... MOBREF tmpref; INTRINSIC_NAMES intrinsic; tmpref = myOwnRef; myOwnRef = origmob->myOwnRef; origmob->myOwnRef = tmpref; // Fix up the underlying pointers to match the global level. if (!myOwnRef.transferMOB(this)) { UT_ASSERT(!"UnPoly Fail Transfer To"); } if (!origmob->myOwnRef.transferMOB(origmob)) { UT_ASSERT(!"UnPoly Fail Transfer From"); } origmob->move(getX(), getY(), true); // Clear out our base type. (It points to ourself now, // so would be rather disasterous to delete it as is!) myBaseType.setMob(0); glbCurLevel->unregisterMob(this); glbCurLevel->registerMob(origmob); // We don't need to transfer back experience as it has been // accumulating for us. // Transfer food level. origmob->myFoodLevel = myFoodLevel; // Transfer all the intrinsics that should survive. for (intrinsic = INTRINSIC_NONE; intrinsic < NUM_INTRINSICS; intrinsic = (INTRINSIC_NAMES) (intrinsic + 1)) { if (glb_intrinsicdefs[intrinsic].surviveunpoly && hasIntrinsic(intrinsic)) { INTRINSIC_COUNTER *counter; // We may already have the intrinsic, so don't want // to double count things. origmob->clearIntrinsic(intrinsic); counter = getCounter(intrinsic); if (counter) { origmob->setTimedIntrinsic(counter->myInflictor.getMob(), intrinsic, counter->myTurns); } else origmob->setIntrinsic(intrinsic); } // If the intrinsic shouldn't survive, remove ourselves. if (glb_intrinsicdefs[intrinsic].clearonpoly) clearIntrinsic(intrinsic); } // Transfer the ai target. origmob->myAITarget.setMob(getAITarget()); delete this; origmob->rebuildAppearance(); origmob->rebuildWornIntrinsic(); // Put the system shock to the end so the message makes sense. // Apply system shock: The base types max hit points are damaged // as a result of the pain. if (systemshock) { origmob->systemshock(); } // Crush surrounding walls if we return to gargantuan size if (shouldwallcrush) { glbCurLevel->wallCrush(origmob); } #ifdef STRESS_TEST // Be paranoid and trigger a mobref check. if (glbCurLevel) { if (!glbCurLevel->verifyMob()) { msg_report("MOBREF corruption: unpoly. "); } } #endif // All done! No one should be the wiser! return true; } bool MOB::actionPolymorph(bool allowcontrol, bool forcecontrol, MOB_NAMES newdef) { MOB *newmob; BUF buf; if (hasIntrinsic(INTRINSIC_UNCHANGING)) { // Explicitly prevent polymorphing... formatAndReport("%U ."); return true; } #ifdef STRESS_TEST // Be paranoid and trigger a mobref check. if (glbCurLevel) { if (!glbCurLevel->verifyMob()) { msg_report("MOBREF corruption: pre-poly. "); } } #endif // If we are already polyed, we first return to our original state // before going on to polymorph... if (myBaseType.getMob()) { newmob = myBaseType.getMob(); actionUnPolymorph(true); return newmob->actionPolymorph(allowcontrol, forcecontrol, newdef); } // newdef = MOB_CRETAN_MINOTAUR; if (allowcontrol && (forcecontrol || hasIntrinsic(INTRINSIC_POLYCONTROL))) { formatAndReport("%U control of the transformation!"); if (!glbStressTest && isAvatar()) { // Make a list of all killed critters and prompt. MOB_NAMES mobtypes[NUM_MOBS]; const char *moblist[NUM_MOBS+2]; // room for null, nochange int i, numtype, aorb, selection; victory_buildSortedKillList(mobtypes, &numtype); // Option to remain unchanged... moblist[0] = "yourself"; // Create names for (i = 0; i < numtype; i++) { moblist[i+1] = glb_mobdefs[mobtypes[i]].name; } // Null terminate moblist[numtype+1] = 0; while (1) { int y; gfx_printtext(0, 3, "Transform into what?"); selection = gfx_selectmenu(5, 4, (const char **) moblist, aorb); for (y = 3; y < 19; y++) gfx_cleartextline(y); // You are not allowed to cancel. if (!aorb) break; } if (!selection) { // Person chose to resist. // No shudder message as this might involve turning // *back* to your original form. return true; } selection--; newdef = mobtypes[selection]; } else { // Find the end of our advancment and turn into it. newdef = getDefinition(); while (glb_mobdefs[newdef].evolvetarget != MOB_NONE) { newdef = (MOB_NAMES) glb_mobdefs[newdef].evolvetarget; } // If I have no evolve target, go for random poly unless // we are in good health. if (newdef == getDefinition()) { if (getHP() >= (getMaxHP() >> 3) + 1) { // We are happy with what we are. return true; } else { // We may be seeking escape. newdef = MOB_NONE; } } } } // If newdef is not MOB_NONE, that is the forced value. // We manually add an upper bound as one may have locked // the NPC to only be of a certain type, that will then infinite // loop int maxtries = 100; while (newdef == MOB_NONE) { newdef = MOB::chooseNPC(100); // Reject self-polymorph as it is embarrassing. if (newdef == getDefinition() && (maxtries --> 0)) newdef = MOB_NONE; } newmob = MOB::create(newdef); // This bit of logic was cut and paste on the Narita Express whilst // somewhat drunk on beer and sake. Not enough beer and sake, obviously, // since I'm still able to cut and paste. Not much to see outside at // 8:15, however, it is already very dark. Clearly I'm preparing // for my more northerly summers and expectations of the sun setting // some time after dusk. bool shouldwallcrush = false; if (newmob->getSize() >= SIZE_GARGANTUAN && getSize() < SIZE_GARGANTUAN) { shouldwallcrush = true; } // The new mob doesn't get to keep any cool possessions! newmob->destroyInventory(); // Transfer all the items. // We could just steal the inventory pointer, but that would be // evil if items ever get back references. There is also no // guarantee that the intrinsics/rebuild will work correctly. ITEM *item, *next, *drop; bool anydrop = false; for (item = myInventory; item; item = next) { next = item->getNext(); drop = dropItem(item->getX(), item->getY()); UT_ASSERT(drop == item); if (!newmob->acquireItem(item, item->getX(), item->getY())) { // We have to report the dropping before doing it // as dropping may merge stacks and delete item. // Note that we don't want to use newitem as that // may report an unusual new stack count. // If we fail to acquire, we have to drop on the ground. formatAndReport("%IU on the ground!", item); glbCurLevel->acquireItem(item, getX(), getY(), this); anydrop = true; } } // Make sure stuff ends up in the water, etc. if (anydrop) glbCurLevel->dropItems(getX(), getY(), 0); UT_ASSERT(!myInventory); // Move the getX()/getY() so we don't get "transforms into it". newmob->move(getX(), getY(), true); // Set the mob's dlevel so we don't get transforms into it. newmob->setDLevel(getDLevel()); // Set the mob's name to match our own name. newmob->myName = myName; // Spam the effect! // If we are the avatar, we force the new form to be visible. Otherwise, // polying whilst invisible and no see invisible would be // "you turn into it" // Except.... That is a feature. After all, you have no // idea of knowing what your new form is? // Bah, disable for now until we properly use "something". // We now use soemething, so it is a feature again. formatAndReport("%U into %B1!", newmob->getName(true, false, false /*isAvatar()*/)); // We want all mob references to go to newmob rather than this: MOBREF tmpref; INTRINSIC_NAMES intrinsic; tmpref = myOwnRef; myOwnRef = newmob->myOwnRef; newmob->myOwnRef = tmpref; // Fix up the underlying pointers to match the global level. if (!myOwnRef.transferMOB(this)) { UT_ASSERT(!"Poly transfer to"); } if (!newmob->myOwnRef.transferMOB(newmob)) { UT_ASSERT(!"Poly transfer from"); } // Important to do this AFTER the transfer! newmob->myBaseType.setMob(this); glbCurLevel->unregisterMob(this); glbCurLevel->registerMob(newmob); // Transfer any experience to the new mob. newmob->myExp = myExp; // Transfer food level. newmob->myFoodLevel = myFoodLevel; // Transfer all the intrinsics that should survive. for (intrinsic = INTRINSIC_NONE; intrinsic < NUM_INTRINSICS; intrinsic = (INTRINSIC_NAMES) (intrinsic + 1)) { if (glb_intrinsicdefs[intrinsic].survivepoly && hasIntrinsic(intrinsic)) { INTRINSIC_COUNTER *counter; counter = getCounter(intrinsic); if (counter) { newmob->setTimedIntrinsic(counter->myInflictor.getMob(), intrinsic, counter->myTurns); } else newmob->setIntrinsic(intrinsic); } // If the intrinsic shouldn't survive, remove ourselves. if (glb_intrinsicdefs[intrinsic].clearonpoly) clearIntrinsic(intrinsic); } // Transfer the ai target. newmob->myAITarget.setMob(getAITarget()); newmob->rebuildAppearance(); newmob->rebuildWornIntrinsic(); // Crush surrounding walls if we return to gargantuan size if (shouldwallcrush) { glbCurLevel->wallCrush(newmob); } // All done! No one should be the wiser! #ifdef STRESS_TEST // Be paranoid and trigger a mobref check. if (glbCurLevel) { if (!glbCurLevel->verifyMob()) { msg_report("MOBREF corruption: poly. "); } } #endif return true; } bool MOB::actionPetrify() { // Ensure we are made of flesh. Otherwise, not much to do. if (getMaterial() != MATERIAL_FLESH || hasIntrinsic(INTRINSIC_UNCHANGING)) { formatAndReport("%U momentarily stony."); return false; } // Special case: Flesh golems become stone golems. if (getDefinition() == MOB_FLESHGOLEM) { formatAndReport("%U into a stone golem!"); myDefinition = MOB_STONEGOLEM; return true; } // Special case: Trolls become cave trolls. if (getDefinition() == MOB_TROLL) { formatAndReport("%U into a cave troll!"); myDefinition = MOB_CAVETROLL; return true; } // Determine if the user can save their life. if (attemptLifeSaving("%U into a statue!")) { return true; } #ifdef STRESS_TEST if (glbCurLevel) { if (!glbCurLevel->verifyMob()) { msg_report("MOBREF corruption: pre-petrify. "); } } #endif formatAndReport("%U into a statue!"); // Release any possession if (hasIntrinsic(INTRINSIC_POSSESSED)) actionReleasePossession(true); // Create the new statue. ITEM *statue; glbCurLevel->unregisterMob(this); statue = ITEM::createStatue(this); glbCurLevel->acquireItem(statue, getX(), getY(), this); if (isAvatar()) { // Note we want to auto-map our own statue so the user // gets to see it. statue->markMapped(); } triggerAsDeath(ATTACK_TURNED_TO_STONE, 0, 0, true); // Clear their death intrinsics so if they are ressed, they // don't keep burning... clearDeathIntrinsics(true); // One may be better categorized as in stasis, but this does // mean that people should stop following you. setIntrinsic(INTRINSIC_DEAD); #ifdef STRESS_TEST // Be paranoid and trigger a mobref check. if (glbCurLevel) { if (!glbCurLevel->verifyMob()) { msg_report("MOBREF corruption: petrify. "); } } #endif return true; } bool MOB::actionUnPetrify() { // Clear out the stoning intrinsic clearIntrinsic(INTRINSIC_STONING); // Ensure we are made of stone. Otherwise, not much to do. if (getMaterial() != MATERIAL_STONE || hasIntrinsic(INTRINSIC_UNCHANGING)) { formatAndReport("%U momentarily fleshy."); return false; } // Special case: Flesh golems become stone golems. if (getDefinition() == MOB_STONEGOLEM) { formatAndReport("%U into a flesh golem!"); myDefinition = MOB_FLESHGOLEM; return true; } // Special case: Cave trolls become trolls. if (getDefinition() == MOB_CAVETROLL) { formatAndReport("%U into a troll!"); myDefinition = MOB_TROLL; return true; } // Check if we can save our life... if (attemptLifeSaving("%U into a mound of featureless flesh!")) { return true; } // Ew! Icky! formatAndReport("%U into a mound of flesh!"); // Create the new flesh mound. ITEM *flesh; glbCurLevel->unregisterMob(this); // Drop our inventory on the ground. { ITEM *cur; // Drop our inventory on this square... while ((cur = myInventory)) { // We manually drop the item for efficiency. // (Creature is dead, so no need for efficiency) myInventory = cur->getNext(); cur->setNext(0); glbCurLevel->acquireItem(cur, getX(), getY(), this); } } flesh = ITEM::create(ITEM_MOUNDFLESH, false, true); glbCurLevel->acquireItem(flesh, getX(), getY(), this); if (isAvatar()) { // Note we want to auto-map our own mound of flesh so the user // gets to see it. flesh->markMapped(); } // WHile you do become an item, there is no restoration possibility... triggerAsDeath(ATTACK_TURNED_TO_FLESH, 0, 0, false); // Self is most definitely dead. delete this; return true; } bool MOB::ableToEquip(int ix, int iy, ITEMSLOT_NAMES slot, bool quiet) { // First, ensure there is an item... ITEM *item, *olditem, *otheritem; BUF buf; bool fit; bool dualdequip = false; // Determine if we have the given slot... if (!hasSlot(slot)) { if (!quiet) { formatAndReport("%U no %B1!", glb_itemslotdefs[slot].bodypart); } return false; } item = getItem(ix, iy); if (!item) { if (!quiet) formatAndReport("%U to equip nothing!"); return false; } // Check to see if it can fit. Note anything will fit in the right // hand, as anything can be used as a weapon. fit = false; switch (slot) { case ITEMSLOT_HEAD: fit = item->isHelmet(); break; case ITEMSLOT_RHAND: fit = true; // We need two hands to equip large items. if (item->getSize() > getSize()) { // Check to see if the right hand is free. Specifically, // if the left hand has an item, we can't fit a large weapon. otheritem = getEquippedItem(ITEMSLOT_LHAND); if ((otheritem && otheritem->getDefinition() != ITEM_BUCKLER) || !hasSlot(ITEMSLOT_LHAND)) { // We demand a double dequip dualdequip = true; } } break; case ITEMSLOT_LHAND: // Anything fits in the right hand. // However, we still prohibit stacking (as that is only // allowed for doing enchantments) // We only idac if it is a shield. fit = true; // Check to see if the left hand is free. Specifically, // if the right hand has a large weapon in it, we can't // equip in the left hand. // Note: If you have a left hand, you always have a right hand. // Note: Bucklers are special because you strap them to // your forearm. otheritem = getEquippedItem(ITEMSLOT_RHAND); if (otheritem && (otheritem->getSize() > getSize()) && (item->getDefinition() != ITEM_BUCKLER)) { if (!quiet) { formatAndReport("%U two hands to wield %IU!", otheritem); } return false; } break; case ITEMSLOT_BODY: fit = item->isJacket(); break; case ITEMSLOT_FEET: fit = item->isBoots(); break; case ITEMSLOT_AMULET: fit = item->isAmulet(); break; case ITEMSLOT_RRING: case ITEMSLOT_LRING: { // If we have the missing finger intrinsic, this will // only work if we are replacing the ring or have no // rings, ie, the other slot is free. if (hasIntrinsic(INTRINSIC_MISSINGFINGER)) { if (getEquippedItem( (slot==ITEMSLOT_RRING) ? ITEMSLOT_LRING : ITEMSLOT_RRING)) { if (!quiet) { formatAndReport("%U surprised to find no %B1!", getSlotName(slot)); } // Yes, you get to find out for free... return false; } } fit = item->isRing(); break; } default: { UT_ASSERT(!"Unhandled ITEMSLOT"); fit = false; break; } } if (!fit) { if (!quiet) { buf = formatToString("%U to put %IU %B1 %r %B2.", this, 0, 0, item, glb_itemslotdefs[slot].preposition, getSlotName(slot)); reportMessage(buf); } return false; } // Verify we are able to dequip the old slot. olditem = getEquippedItem(slot); if (olditem) { if (!ableToDequip(slot, quiet)) return false; } if (dualdequip) { if (!ableToDequip(ITEMSLOT_LHAND, quiet)) return false; } return true; } bool MOB::actionEquip(int ix, int iy, ITEMSLOT_NAMES slot, bool quiet) { // First, ensure there is an item... ITEM *item, *olditem, *offhand; BUF buf; bool idac = false; // Do we now know the ac? bool allowstack = false; // Verify this is a legal operation. if (!ableToEquip(ix, iy, slot, quiet)) return false; item = getItem(ix, iy); switch (slot) { case ITEMSLOT_HEAD: idac = true; break; case ITEMSLOT_RHAND: allowstack = item->defn().equipstack; break; case ITEMSLOT_LHAND: idac = item->isShield(); break; case ITEMSLOT_BODY: idac = true; break; case ITEMSLOT_FEET: idac = true; break; case ITEMSLOT_AMULET: break; case ITEMSLOT_RRING: case ITEMSLOT_LRING: break; default: { UT_ASSERT(!"Unhandled ITEMSLOT"); break; } } // It fits. First, we remove whatever was there... olditem = getEquippedItem(slot); if (olditem) { actionDequip(slot); } // It is possible dequiping failed. In that case, we abort early. // (We do check that we are ableToDequip, but let's still be paranoid) if (getEquippedItem(slot)) return true; // Check to see if we need secondary dequip. if (slot == ITEMSLOT_RHAND && item->getSize() > getSize()) { offhand = getEquippedItem(ITEMSLOT_LHAND); // See if we need to dequip the left hand or not. // Bucklers are special. // Only do so if an item is present to avoid spam. // (Written on GO train, less prestigous than first class...) if (offhand && offhand->getDefinition() != ITEM_BUCKLER) { // Force double dequip. actionDequip(ITEMSLOT_LHAND, quiet); // Check for failure, possibly full inventory? // (Cursed should be handled in ableToDequip...) if (getEquippedItem(ITEMSLOT_LHAND)) return true; } } // Strip off the top item of a stack. ITEM *itemstack = 0; if (!allowstack) { if (item->getStackCount() > 1) { itemstack = item; item = itemstack->splitStack(1); } } // Move the old item into the slot which we equipped from. // Note that we require a spare slot to dequip into, but we // will ensure the cursor is over the dequipped item, so one // can easily swap weapons. // Note that if we equipped from a stack, the stack will // remain in the old pos, so thus we don't want to do this. if (olditem && !itemstack) { // If we are equipping from a slot, we have to verify // it is legal to put the old item into that slot. // Or you can end up wearing a sword. if (ix != 0 || ableToEquip(olditem->getX(), olditem->getY(), (ITEMSLOT_NAMES) iy, true)) olditem->setPos(item->getX(), item->getY()); } // Move this item into the slot... if (!itemstack) item->setPos(0, slot); else { // As we have verified above that the slot is empty, // this will not fail nor result in item being deleted. acquireItem(item, 0, slot); } if (!quiet) { buf = formatToString("%U %IU %B1 %r %B2.", this, 0, 0, item, glb_itemslotdefs[slot].preposition, getSlotName(slot)); reportMessage(buf); } // Poison ourselves if the item is poisoned: item->applyPoison(this, this); // If we now can figure out the ac, we mark it as known. if (idac && isAvatar()) item->markEnchantKnown(); // Auto identify the item if it is cursed and we didn't know // the status. if (!item->isKnownCursed() && item->isCursed() && isAvatar()) { if (!quiet) { formatAndReport("%IU %r %B1!", item, getSlotName(slot)); } item->markCursedKnown(); } // If the avatar equips something that doesn't curse them, // the avatar can note it is now not cursed. if (!item->isKnownNotCursed() && !item->isCursed() && isAvatar()) { // No spam for this. item->markNotCursedKnown(); } // If the new item grants missing finger, we should ensure we have // a free finger... if (item->hasIntrinsic(INTRINSIC_MISSINGFINGER)) { dropOneRing(); } rebuildAppearance(); rebuildWornIntrinsic(); return true; } bool MOB::ableToDequip(ITEMSLOT_NAMES slot, bool quiet) { ITEM *item; BUF buf; int ix, iy; item = getEquippedItem(slot); if (!item) { // Trying to dequip something you don't have on. if (!hasSlot(slot)) { buf = formatToString("%U no %B1!", this, 0, 0, 0, glb_itemslotdefs[slot].bodypart); } else { buf = formatToString("%U nothing %B1 %r %B2!", this, 0, 0, 0, glb_itemslotdefs[slot].preposition, getSlotName(slot)); } if (!quiet) reportMessage(buf); return false; } // Check if the item is cursed. Can't remove cursed items. if (item->isCursed()) { if (!quiet) { formatAndReport("%U to remove %IU, but %Ip evil!", item); } if (isAvatar()) item->markCursedKnown(); return false; } // Find a slot for it to go to. if (!findItemSlot(ix, iy)) { if (!quiet) { formatAndReport("%U no room to hold %IU.", item); } return false; } return true; } bool MOB::actionDequip(ITEMSLOT_NAMES slot, bool quiet) { ITEM *item; BUF buf; int ix, iy; if (!ableToDequip(slot, quiet)) return false; item = getEquippedItem(slot); // Find a slot for it to go to. findItemSlot(ix, iy); // Take the item off... item->setPos(ix, iy); if (!quiet) formatAndReport("%U %IU from %r %B1.", item, getSlotName(slot)); rebuildAppearance(); rebuildWornIntrinsic(); return true; } bool MOB::actionPray() { // Non avatars have it simple. if (!isAvatar()) { formatAndReport("%U a quick prayer."); return true; } formatAndReport("%U the gods..."); pietyReport(); return true; } bool MOB::actionPossess(MOB *target, int duration) { if (target == this) { formatAndReport("%U already %MU.", target); return true; } target->setTimedIntrinsic(this, INTRINSIC_POSSESSED, duration); formatAndReport("%U control of %MU.", target); // Transfer avatarhood. if (isAvatar()) setAvatar(target); // The source creature is marked as braindead. setIntrinsic(INTRINSIC_BRAINDEAD); return true; } bool MOB::actionReleasePossession(bool systemshock) { if (!hasIntrinsic(INTRINSIC_POSSESSED)) { formatAndReport("%U already of one mind."); return true; } MOB *orig; orig = getInflictorOfIntrinsic(INTRINSIC_POSSESSED); if (!orig || orig->hasIntrinsic(INTRINSIC_DEAD)) { formatAndReport("%U %r original body is no more!"); // Clear status to return original controller clearIntrinsic(INTRINSIC_POSSESSED); // This counts as another death - which handles the avatar // suiciding here. // Hmm... If our orig exists we technically should be becameitem // since we are now a corpse... Though, on further thought, // tha twas handled *when* it became a corpse and this is // about the victory screen. If we allow the user to wait // for their body to decay, this needs to be tightned // up anyways. triggerAsDeath(ATTACK_LOSTBODY, 0, 0, false); return true; } // Remove any braindead status orig->clearIntrinsic(INTRINSIC_BRAINDEAD); // If we are the avatar, restore avatar pointer if (isAvatar()) { MAP *avatarmap; avatarmap = glbCurLevel->findMapWithMob(orig); setAvatar(orig); if (avatarmap && avatarmap != glbCurLevel) { // Technically, we want to change levels right away // However, that is a very dangerous thing to do inside of // actionReleasePossession as people like receiveDamage // naively assume that glbCurLevel remains constant. You // can't just fix those guys either, as they are called // multiple times - say if an area attack fireball kills // the possessed critter. // MAP::changeCurrentLevel(avatarmap); MAP::delayedLevelChange(avatarmap); } } // Clear status to return original controller orig->formatAndReport("%U control of %MU.", this); clearIntrinsic(INTRINSIC_POSSESSED); // Apply system shock now. if (systemshock) orig->systemshock(); return true; } bool MOB::actionForget(SPELL_NAMES spell, SKILL_NAMES skill) { bool canforget = false; BUF buf; ITEM *item; int i; const char *prereq; if (spell == SPELL_NONE && skill == SKILL_NONE) { // Nothing to foget. formatAndReport("%U from deja vu."); return true; } // Each in turn. if (spell != SPELL_NONE) { if (!hasSpell(spell)) { formatAndReport("%U %B1 before knowing it. Impressive.", glb_spelldefs[spell].name); } else if ((item = getSourceOfIntrinsic((INTRINSIC_NAMES) glb_spelldefs[spell].intrinsic))) { formatAndReport("%U cannot forget %B1 while using %IU.", item, glb_spelldefs[spell].name); } else { canforget = true; // Check that nothing we know prevents us from forgetting it. for (i = 0; i < NUM_SPELLS; i++) { if (i == spell) continue; if (!hasSpell((SPELL_NAMES) i)) continue; prereq = glb_spelldefs[i].prereq; while (*prereq) { if (*((u8 *) prereq) == spell) { canforget = false; buf.sprintf("Knowing %s prevents %s from being forgotten.", glb_spelldefs[i].name, glb_spelldefs[spell].name); reportMessage(buf); } prereq++; } } if (canforget) { formatAndReport("%U to forget %B1.", glb_spelldefs[spell].name); clearIntrinsic((INTRINSIC_NAMES) glb_spelldefs[spell].intrinsic); // Remove from base type, if present. MOB *base; base = getBaseType(); if (base) base->clearIntrinsic((INTRINSIC_NAMES) glb_spelldefs[spell].intrinsic); // Report new number of slots. formatAndReport("%U %B1.", gram_createcount("free spell slot", getFreeSpellSlots(), true)); } } } if (skill != SKILL_NONE) { if (!hasSkill(skill)) { formatAndReport("%U %B1 before knowing it. Impressive.", glb_skilldefs[skill].name); } else if ((item = getSourceOfIntrinsic((INTRINSIC_NAMES) glb_skilldefs[skill].intrinsic))) { formatAndReport("%U cannot forget %B1 while using %IU.", item, glb_skilldefs[skill].name); } else { canforget = true; // Check that nothing we know prevents us from forgetting it. for (i = 0; i < NUM_SKILLS; i++) { if (i == skill) continue; if (!hasSkill((SKILL_NAMES) i)) continue; prereq = glb_skilldefs[i].prereq; while (*prereq) { if (*((u8 *) prereq) == spell) { canforget = false; buf.sprintf("Knowing %s prevents %s from being forgotten.", glb_skilldefs[i].name, glb_skilldefs[skill].name); reportMessage(buf); } prereq++; } } if (canforget) { formatAndReport("%U to forget %B1.", glb_skilldefs[skill].name); clearIntrinsic((INTRINSIC_NAMES) glb_skilldefs[skill].intrinsic); // Remove from base type, if present. MOB *base; base = getBaseType(); if (base) base->clearIntrinsic((INTRINSIC_NAMES) glb_skilldefs[spell].intrinsic); // Report new number of slots. // Report new number of slots. formatAndReport("%U %B1.", gram_createcount("free skill slot", getFreeSkillSlots(), true)); } } } return canforget; } // We store what our action bars are bound to in this packed // structure. This both reduces the size required and ensures // we can store both spells and actions. // // It also secretly clamps our number of spells at 127 and number // of action commands to 127. The latter is likely not a problem, // but I look forward to some day running into the former limit // and cursing the fool that left it here. u8 action_packStripButton(ACTION_NAMES action) { return action; } u8 action_packStripButton(SPELL_NAMES spell) { return spell | 128; } void action_unpackStripButton(u8 value, ACTION_NAMES &action, SPELL_NAMES &spell) { spell = SPELL_NONE; action = ACTION_NONE; if (value & 128) spell = (SPELL_NAMES) (value & 127); else action = (ACTION_NAMES) value; } SPRITE_NAMES action_spriteFromStripButton(u8 value, int *grey) { SPELL_NAMES spell; ACTION_NAMES action; action_unpackStripButton(value, action, spell); if (grey) *grey = 257; if (spell != SPELL_NONE) { if (grey) { MOB *avatar = MOB::getAvatar(); if (avatar) { *grey = avatar->spellCastability(spell); } else { // Dead people have no spells! *grey = 0; } } return (SPRITE_NAMES) glb_spelldefs[spell].tile; } else return (SPRITE_NAMES) glb_actiondefs[action].tile; } void action_indexToOverlayPos(int index, int &x, int &y) { if (index < 15) { x = index * 2; y = -2; } else if (index < 30) { x = index - 15; x *= 2; y = 20; } else if (index < 40) { x = -1; y = (index - 30) * 2; } else if (index < 50) { x = 29; y = (index - 40) * 2; } else { UT_ASSERT(!"Invalid buttons strip"); x = 7 * 2; y = 5 * 2; } } powder118_src/control.h0000644000175300010010000000344411122255404012221 0ustar /* * PROPRIETARY INFORMATION. This software is proprietary to POWDER * Development, and is not to be reproduced, transmitted, or disclosed * in any way without written permission. * * Produced by: Jeff Lait * * POWDER Development * * NAME: control.h ( POWDER Library, C++ ) * * COMMENTS: * Platform independent control interface */ #ifndef __control__ #define __control__ // This allows the standard Game Boy Advance controls or their equivalents, // namely: // Direction, any or all of up/down/left/right // Buttons A & B // Buttons R & L // Buttons Start & Select. // Gameboy DS: X & Y, TOUCH and LID. // Button definitions enum BUTTONS { BUTTON_UP, BUTTON_DOWN, BUTTON_LEFT, BUTTON_RIGHT, BUTTON_A, BUTTON_B, BUTTON_START, BUTTON_SELECT, BUTTON_R, BUTTON_L, BUTTON_X, BUTTON_Y, BUTTON_TOUCH, BUTTON_LID, NUM_BUTTONS }; // Initialize the control library. void ctrl_init(); // Set the repeat rate for keypresses. void ctrl_setrepeat(int timedelay); // Determine if any button is pressed. int ctrl_anyrawpressed(); // Check to see if a button is currently pressed. int ctrl_rawpressed(int button); // Check to see if a button has been pressed. This triggers on button // down. It will not retrigger until the button is released, or a timer // is exceeded. Each call will reset this status, so a second call will // always report unpressed. bool ctrl_hit(int button); // This convience function will build your dx/dy. Raw determines if // it uses ctrl_hit or rawpressed. void ctrl_getdir(int &dx, int &dy, int raw = 0, bool allowdiag=false); // This convience function will build your dx/dy from a keypress. // Handles those nifty hjkl crap. void ctrl_getdirfromkey(int keypress, int &dx, int &dy, bool allowdiag=false); #endif powder118_src/mobref.h0000644000175300010010000000430211122255404012005 0ustar /* * PROPRIETARY INFORMATION. This software is proprietary to POWDER * Development, and is not to be reproduced, transmitted, or disclosed * in any way without written permission. * * Produced by: Jeff Lait * * POWDER Development * * NAME: mobref.h ( POWDER Library, C++ ) * * COMMENTS: * Definition for mob references * * These light weight classes use reference counting internally * to allow you to track MOB * without having to worry about * the MOB being deleted (you will then just get 0 back) * It also allows swapping MOB * behind the users back, * potentially compressing MOBs, etc. Also, you can always save/reload * the raw MOBREFs rather than MOB * which don't save & load very well. */ #ifndef __mobref_h__ #define __mobref_h__ // needed for u16. #include "mygba.h" class SRAMSTREAM; class MOB; // Required one time initialization. void mobref_init(); // This wipes all the tables. Do not call if you still have MOBREF // pointers lying around! // It's provided to make it easier to shoot yourself in the foot. void mobref_clearallrefs(); // Debugging information. int mobref_getnumrefs(); int mobref_getnumtables(); class MOBREF { public: MOBREF(); ~MOBREF(); // Copy constructor & assignment operators. MOBREF(const MOBREF &ref); MOBREF &operator=(const MOBREF &ref); void load(SRAMSTREAM &is); void save(SRAMSTREAM &os) const; // Clears this reference & then creates a new ref for MOB. // Should only be done by MOB itself! void createAndSetMOB(MOB *mob); // Changes the underlying mob * to the new one. // returns false if something really bad happened. bool transferMOB(MOB *mob); // Changes our reference to be the given mob's reference. This // handles the pain of dealing with null MOB*. void setMob(const MOB *mob); MOB *getMob() const; // Returns if the reference is null, NOT if what it points to // is null! bool isNull() const { return myId == 0; } // Returns the base id. Should only be used to hash mobs! // Note that these *are* recycled! And change on reload! int getId() const { return myId; } private: mutable u16 myId; }; #endif powder118_src/ai.cpp0000644000175300010010000015500513166511507011477 0ustar /* * PROPRIETARY INFORMATION. This software is proprietary to POWDER * Development, and is not to be reproduced, transmitted, or disclosed * in any way without written permission. * * Produced by: Jeff Lait * * POWDER Development * * NAME: ai.cpp ( POWDER Library, C++ ) * * COMMENTS: * ai.cpp contains all the AI for MOBs in POWDER. * * The hook for all these routines is doAI(), which is called when * MOBs get an action phase. This will call a series of utility * functions with the "ai" prefix to perform what would be the * best action for this MOB at this time. * * Actually performing the action is done by invoking the correct * "action" prefixed method. These ai methods thus *do* nothing, * they merely determine what should be done, and then call action* * to do it. */ #include "mygba.h" #include #include #include "assert.h" #include "creature.h" #include "glbdef.h" #include "rand.h" #include "map.h" #include "item.h" #include "itemstack.h" #include "intrinsic.h" #include "control.h" #include "sramstream.h" struct MOB_MEMORY { // Who remembers this fact MOBREF id; // How many turns it will be remembered for. u8 turns; // What element this consists of. u8 element; }; PTRSTACK glbMobMemory; void ai_init() { ai_reset(); } void ai_reset() { int idx; for (idx = 0; idx < glbMobMemory.entries(); idx++) { delete glbMobMemory(idx); } glbMobMemory.clear(); } void ai_save(SRAMSTREAM &os) { int idx; // FIrst, collapse list so no zeros glbMobMemory.collapse(); os.write(glbMobMemory.entries(), 32); for (idx = 0; idx < glbMobMemory.entries(); idx++) { glbMobMemory(idx)->id.save(os); os.write(glbMobMemory(idx)->turns, 8); os.write(glbMobMemory(idx)->element, 8); } } void ai_load(SRAMSTREAM &is) { // Reset global list ai_reset(); int val, i, count; is.uread(count, 32); for (i = 0; i < count; i++) { MOB_MEMORY *mem; mem = new MOB_MEMORY; mem->id.load(is); is.uread(val, 8); mem->turns = val; is.uread(val, 8); mem->element = val; } } static int sign(int d) { if (d == 0) return 0; else if (d < 0) return -1; else return 1; } bool mob_shouldCast(int rarity = 0) { return !rand_choice(3+rarity); } // // doAI: This runs the AI script for any MOB. It should handle all // MOB types. // void MOB::doAI() { int diffx, diffy; int dx, dy; int distx, disty; int range; bool skipmovecheck; int ai = glb_mobdefs[myDefinition].ai; bool targetinfov = false; MOB *killtarget; MOB *aitarget; MOB *avatar = MOB::getAvatar(); MOB *owner = getMaster(); // Determine if our FSM is currently on the just-born // delay state. If so, revert to standard command. if (myAIFSM == AI_FSM_JUSTBORN) { myAIFSM = AI_FSM_NORMAL; return; } if (hasIntrinsic(INTRINSIC_BRAINDEAD)) { // The AI has been deactivated, likely due to having // possessed another creature. return; } // Specific types of AI have specific types of actions... if (getAI() == AI_MOUSE) { if (aiDoMouse()) return; } // These are the highest priority moves. Stuff like healing, etc. if (aiDoUrgentMoves()) return; // Check to see if we can see our enemy... killtarget = 0; // Process our AI state. switch (myAIFSM) { case AI_FSM_JUSTBORN: myAIFSM = AI_FSM_NORMAL; break; case AI_FSM_NORMAL: if (owner) { myAIFSM = AI_FSM_GUARD; } break; case AI_FSM_ATTACK: // If our target is dead, return to guarding. aitarget = getAITarget(); if (!aitarget || aitarget->hasIntrinsic(INTRINSIC_DEAD)) { // Return to guarding. myAIFSM = AI_FSM_GUARD; } break; case AI_FSM_GUARD: if (!owner) myAIFSM = AI_FSM_NORMAL; else { // Look at our owner's ai target. We do NOT target ourselves, // even if our owner did. // We also refuse to target any pets, or fellow pets. // (They should have never set their ai target anyways, // but life is full of surprises.) aitarget = owner->getAITarget(); if (aitarget && aitarget != this && !aitarget->hasCommonMaster(this)) { // Convert to kill! myAIFSM = AI_FSM_ATTACK; setAITarget(aitarget); } } break; case AI_FSM_STAY: if (!owner) myAIFSM = AI_FSM_NORMAL; // Always stay! break; } aitarget = getAITarget(); if (aitarget) { // Double check our aitarget lives. It may have died // and we just a have a corpse reference. if (aitarget->hasIntrinsic(INTRINSIC_DEAD)) { clearAITarget(); aitarget = 0; } else { if (canSense(aitarget)) killtarget = aitarget; } } // If our ai type attacks the avatar, check that... if (!killtarget && avatar && (avatar != owner)) { // Check to see if we are an avatar hunter. // ie, the hostile flag is set. if (getAttitude(avatar) == ATTITUDE_HOSTILE) { // If we are in the avatar's FOV, we will charge... if (canSense(avatar)) { // One final test if the avatar is part of the same // chain as we are. This way imps summoned by demons // won't target you. if (!hasCommonMaster(avatar)) killtarget = avatar; } } } if (killtarget) { // Determine shortest direction... diffx = killtarget->getX() - getX(); diffy = killtarget->getY() - getY(); dx = sign(diffx); dy = sign(diffy); distx = abs(diffx); disty = abs(diffy); range = MAX(distx, disty); targetinfov = true; // If the kill target is the avatar, // check to see if we have a pure LOS to the avatar, // ie, if we are in the FOV. If not, we want to use the smell // gradient. if (killtarget->isAvatar() && !glbCurLevel->hasFOV(getX(), getY())) { glbCurLevel->getAvatarSmellGradient(this, getX(), getY(), dx, dy); targetinfov = false; } } // If so, we try to kill it. if (killtarget) { // We only get here if we know where the target is, so don't // need to recheck LOS. // We now know the location of our enemy, so mark it. if (glb_aidefs[getAI()].markattackpos) { myAIState &= ~AI_LAST_HIT_LOC; myAIState |= killtarget->getX() | killtarget->getY() * MAP_WIDTH; } // Check if we have a straight line. if (!dx || !dy || (distx == disty) ) { if (targetinfov && aiDoRangedAttack(dx, dy, range)) return; } // Check to see if any way is passable... // Because we have someone we hate, we try not to make // any new enemies. skipmovecheck = false; // If we are one distance away, don't need to check. // This allows us to attack people on unmoveable terrain. if (((distx == 1) && (disty == 0)) || ((distx == 0) && (disty == 1))) { skipmovecheck = true;; } // Grid bugs are allowed to skip if both are one. if (canMoveDiabolically() && distx == 1 && disty == 1) { skipmovecheck = true; } // If we are 2x2 in size, we can attack with certain // other combinations. if (getSize() >= SIZE_GARGANTUAN) { // Walk east. if (dx == 1 && distx == 2 && disty <= 1 && (dy == 0 || dy == 1)) { skipmovecheck = true; dx = 1; dy = 0; } // Walk west: if (dx == -1 && distx == 1 && disty <= 1 && (dy == 0 || dy == 1)) { skipmovecheck = true; dx = -1; dy = 0; } // Walk south: if (dy == 1 && disty == 2 && distx <= 1 && (dx == 0 || dx == 1)) { skipmovecheck = true; dx = 0; dy = 1; } // Walk north: if (dy == -1 && disty == 1 && distx <= 1 && (dx == 0 || dx == 1)) { skipmovecheck = true; dx = 0; dy = -1; } } // If we haven't set skipmove check, we'll be trying to close // in. We, however, don't want to do this if we have battle // prep stuff (Buffs, etc.) if (!skipmovecheck) if (aiDoBattlePrep(diffx, diffy)) return; // If we are currently in melee, we may be wanting to flee. if (skipmovecheck) { if ( (killtarget->getExpLevel() > getExpLevel() + 2) || (getHP() < 5 && getMaxHP() > 20) ) { if (aiDoFleeMelee(killtarget)) return; } // Continue good old melee. actionBump(dx, dy); return; } // Walk in the dx/dy direction. if (aiMoveInDirection(dx, dy, distx, disty, killtarget)) return; } if (!killtarget && aitarget && glb_aidefs[getAI()].markattackpos && (myAIState & AI_LAST_HIT_LOC)) { // Try to move where the attack came from. dx = sign( (myAIState & 31) - getX() ); dy = sign( ((myAIState >> 5) & 31) - getY() ); distx = abs( (myAIState & 31) - getX() ); disty = abs( ((myAIState >> 5) & 31) - getY() ); range = MAX(distx, disty); if (!dx && !dy) { // We got to the loc, but found no one! Clear out // the loc with 30% chance. // This will have the mob become bored of the loc eventually. if (rand_chance(30)) myAIState &= ~AI_LAST_HIT_LOC; } else { MOBREF thismobref; thismobref.setMob(this); if (aiMoveInDirection(dx, dy, distx, disty, aitarget)) { // We *may* now know the location of our enemy. // By double checking here a mob chasing you can see you // at the end of its turn and thus catch up. MOB *thismob; thismob = thismobref.getMob(); if (thismob && glb_aidefs[thismob->getAI()].markattackpos) { aitarget = thismob->getAITarget(); if (aitarget && thismob->canSense(aitarget)) { thismob->myAIState &= ~AI_LAST_HIT_LOC; thismob->myAIState |= aitarget->getX() | aitarget->getY() * MAP_WIDTH; } } return; } } } if (aiUseInventory()) return; if (aiEatStuff()) return; if (aiBePackrat()) return; // Pets told to stay will always stay in place. if (myAIFSM == AI_FSM_STAY) return; // Follow our master... if (owner) { #if 0 dx = sign(owner->getX() - getX()); dy = sign(owner->getY() - getY()); distx = abs(owner->getX() - getX()); disty = abs(owner->getY() - getY()); range = MAX(distx, disty); // If we are beside our owner, no need to follow. That would // just cause us to swap places, which would be annoying. if (range > 1) { // Cancel out invalid follows. if (dx) { if (!canMove(getX()+dx, getY(), true, aiWillOpenDoors()) || glbCurLevel->getMob(getX()+dx, getY())) { dx = 0; } } if (dy) { if (!canMove(getX(), getY()+dy, true, aiWillOpenDoors()) || glbCurLevel->getMob(getX(), getY()+dy)) { dy = 0; } } // If both set, unset one of them. if (dx && dy && !canMoveDiabolically()) { if (rand_choice(2)) dx = 0; else dy = 0; } // Move in the chosen direction, if it exists. if (dx || dy) { actionBump(dx, dy); return; } } #else distx = abs(owner->getX() - getX()); disty = abs(owner->getY() - getY()); range = MAX(distx, disty); if (range > 1) { if (owner->isAvatar() && glbCurLevel->getAvatarSmellGradient(this, getX(), getY(), dx, dy)) { // Target is 0 because we don't want to swap // with the avatar. if (aiMoveInDirection(dx, dy, distx, disty, 0)) { // Only return if we successful use the hint. return; } } #if 0 // This code works, but is SLOW. if (glbCurLevel->findPath( getX(), getY(), owner->getX(), owner->getY(), (MOVE_NAMES) getMoveType(), false, false, dx, dy)) { if (dx || dy) { actionBump(dx, dy); return; } } #endif } #endif } // if we are the avatar and are standing on downstairs, dive deeper! if (isAvatar()) { SQUARE_NAMES tile; tile = glbCurLevel->getTile(getX(), getY()); if (tile == SQUARE_LADDERDOWN) { if (actionClimb()) return; } // TODO: it would be nice if we tried something a bit more // interesting here. // Like, find nearest unexplored square and go to it. } // Random movement... // We have a 25% chance of just waiting. // After all, we have no hurry. This allows the avatar // to position himself, and doesn't guarantee a flee/attack // in narrow corridors. if (!rand_choice(4)) return; findRandomValidMove(dx, dy, owner); actionBump(dx, dy); } bool MOB::aiMoveInDirection(int dx, int dy, int distx, int disty, MOB *target) { bool skipmovecheck = false; MOB *blocker; int delta; // Grid bugs need to do a move check on the diagonal. // If diagonal works, skipmovecheck. if (canMoveDiabolically() && dx && dy) { if (canMoveDelta(dx, dy, true, aiWillOpenDoors(), true)) { // Check to see if we hit someone other than // our target... blocker = glbCurLevel->getMob(getX() + dx, getY() + dy); if (!blocker || (blocker == target)) { // dx+dy is a valid move... skipmovecheck = true; } } } if (!skipmovecheck && dx != 0) { if (canMove(getX() + dx, getY(), true, aiWillOpenDoors(), true)) { delta = dx; if (getSize() >= SIZE_GARGANTUAN) { if (delta > 0) delta *= 2; } // Check to see if we hit someone other than // our target... blocker = glbCurLevel->getMob(getX() + delta, getY()); if (!blocker || (blocker == target)) { // dx maybe a valid move. if (getSize() >= SIZE_GARGANTUAN) { blocker = glbCurLevel->getMob(getX() + delta, getY()+1); if (blocker && blocker != target) dx = 0; } } else dx = 0; } else dx = 0; } if (!skipmovecheck && dy != 0) { if (canMove(getX(), getY() + dy, true, aiWillOpenDoors(), true)) { delta = dy; if (getSize() >= SIZE_GARGANTUAN) { if (delta > 0) delta *= 2; } // Check to see if we hit someone other than // our target... blocker = glbCurLevel->getMob(getX(), getY() + delta); if (!blocker || (blocker == target)) { // dy maybe a valid move... if (getSize() >= SIZE_GARGANTUAN) { blocker = glbCurLevel->getMob(getX()+1, getY() + delta); if (blocker && blocker != target) dy = 0; } } else dy = 0; } else dy = 0; } // If both dx & dy are set, zero out one of them at random. // Grid bugs are the exception, of course. However, if they did // not skip the movecheck, the diagonal was an invalid direction. if (dx && dy && (!canMoveDiabolically() || !skipmovecheck)) { if (rand_choice(2)) dx = 0; else dy = 0; } // If either is set, bump! if (dx || dy) { // Holy fuck does this get complicated quickly. // I never meant to create this monstrosity of a conditional! // (Those who were just grepping for swear words: Shame!) if (( (distx > 2 && dx) || (disty > 2 && dy) ) && hasIntrinsic(INTRINSIC_JUMP) && canMoveDelta(dx * 2, dy * 2, true, false, true) && !hasIntrinsic(INTRINSIC_BLIND) && glbCurLevel->isLit(getX() + dx * 2, getY() + dy * 2) && (!glbCurLevel->getMob(getX() + dx * 2, getY() + dy * 2) || (glbCurLevel->getMob(getX() + dx * 2, getY() + dy * 2) == this))) { int tile; // Verify the ground is solid enough to jump. tile = glbCurLevel->getTile(getX(), getY()); if (!(glb_squaredefs[tile].movetype & MOVE_WALK) && (!hasIntrinsic(INTRINSIC_WATERWALK) || !(glb_squaredefs[tile].movetype & MOVE_SWIM))) { // The ground isn't solid enough! return actionBump(dx, dy); } else { // Note we will still try and jump from buried or // space walk situations, but these problems aren't // any better off with bumping, so no need to special // case. // Jump to close quickly. return actionJump(dx, dy); } } else return actionBump(dx, dy); } return false; } bool MOB::aiCanTargetResist(MOB *target, ELEMENT_NAMES element) const { // We only track info on avatar, so early exit if invalid if (!target || !target->isAvatar()) return false; MOB *master; master = getMaster(); if (master) { // Check master's knowledge base. if (master->aiCanTargetResist(target, element)) return true; // We may know locally as well, so still check our own setting. } // Search through the memory list. int idx; for (idx = 0; idx < glbMobMemory.entries(); idx++) { if (!glbMobMemory(idx)) continue; if (glbMobMemory(idx)->id.getMob() == this && glbMobMemory(idx)->element == element) { // We have a match! return true; } } // Not found, fail return false; } void MOB::aiDecayKnowledgeBase() { // Currently only avatar has such a table if (!isAvatar()) return; int idx; for (idx = 0; idx < glbMobMemory.entries(); idx++) { if (glbMobMemory(idx)) { if (!glbMobMemory(idx)->id.getMob() || !glbMobMemory(idx)->turns) { delete glbMobMemory(idx); glbMobMemory.set(idx, 0); } else glbMobMemory(idx)->turns--; } } // Collpase the list glbMobMemory.collapse(); } void MOB::aiNoteThatTargetHasIntrinsic(MOB *target, INTRINSIC_NAMES intrinsic) { switch (intrinsic) { case INTRINSIC_RESISTFIRE: aiNoteThatTargetCanResist(target, ELEMENT_FIRE); break; case INTRINSIC_RESISTCOLD: aiNoteThatTargetCanResist(target, ELEMENT_COLD); break; case INTRINSIC_RESISTACID: aiNoteThatTargetCanResist(target, ELEMENT_ACID); break; case INTRINSIC_RESISTSHOCK: aiNoteThatTargetCanResist(target, ELEMENT_SHOCK); break; case INTRINSIC_BLIND: aiNoteThatTargetCanResist(target, ELEMENT_LIGHT); break; case INTRINSIC_RESISTPHYSICAL: aiNoteThatTargetCanResist(target, ELEMENT_PHYSICAL); break; // Fake elements: case INTRINSIC_RESISTPOISON: aiNoteThatTargetCanResist(target, ELEMENT_POISON); break; case INTRINSIC_REFLECTION: aiNoteThatTargetCanResist(target, ELEMENT_REFLECTIVITY); break; case INTRINSIC_RESISTSLEEP: aiNoteThatTargetCanResist(target, ELEMENT_SLEEP); break; default: // Everything else is ignored. break; } } void MOB::aiNoteThatTargetCanResist(MOB *target, ELEMENT_NAMES element) { // If the target isn't the avatar, we don't track if (!target || !target->isAvatar()) return; // 50% chance of noting resistance if (!rand_chance(50)) return; aiTrulyNoteThatTargetCanResist(target, element); } void MOB::aiTrulyNoteThatTargetCanResist(MOB *target, ELEMENT_NAMES element) { // Pass on to our master, if any. MOB *master; master = getMaster(); if (master) { master->aiTrulyNoteThatTargetCanResist(target, element); } // Verify we are not the avatar, as we don't care about our own // references :> if (isAvatar()) return; // Check the avatar resist list for this mob. int idx; for (idx = 0; idx < glbMobMemory.entries(); idx++) { if (glbMobMemory(idx)) { if (glbMobMemory(idx)->id.getMob() == this && glbMobMemory(idx)->element == element) { // Restore the counter. glbMobMemory(idx)->turns = 100; return; } } } // Failed to find on list, append. MOB_MEMORY *mem = new MOB_MEMORY; mem->id.setMob(this); mem->element = element; mem->turns = 100; glbMobMemory.append(mem); } bool MOB::aiDoMouse() { int lastdir, dir, newdir; int dx, dy; bool found = false; // Least two bits track our last direction. lastdir = myAIState & 3; // We want to try and track a wall. We want this wall to // be on our right hand side. // Mob looking right: // ?@ <- turn south to keep wall. // X. // // ?@. <= Bad state, no old wall! Keep going straight. // ..? // // ?@. <= Go straight // ?X? // // ?.? // ?@X <= Turn and head north. // XX? // // ?X? // .@X <= Turn around. // ?X? // Is there a wall to the right? getDirection((lastdir + 1) & 3, dx, dy); if (!canMoveDelta(dx, dy, true, aiWillOpenDoors()) || glbCurLevel->getMob(getX() + dx, getY() + dy)) { // Got a wall to the right. Try first available direction. dir = lastdir; while (1) { getDirection(dir, dx, dy); if (canMoveDelta(dx, dy, true, aiWillOpenDoors()) && !glbCurLevel->getMob(getX() + dx, getY() + dy)) { newdir = dir; break; } // Keeping wall on right means turning left first! dir--; dir &= 3; if (dir == lastdir) { newdir = -1; break; } } } else { // No wall to the right. If there is a wall to the right & // behind us, we want to turn right. // Otherwise, we're in a bad state and keep going. int bx, by; getDirection( (lastdir + 2) & 3, bx, by); // This neat trick gets us the back right wall: bx |= dx; by |= dy; if (!canMoveDelta(bx, by, true, aiWillOpenDoors()) || glbCurLevel->getMob(getX() + bx, getY() + by)) { // There is a wall, want to turn right. newdir = lastdir + 1; newdir &= 3; } else { // Go straight. newdir = lastdir; } } if (newdir == -1) newdir = lastdir; else found = true; // Store our last direction. myAIState &= ~3; myAIState |= newdir; if (found) { return actionBump(dx, dy); } // Mouse is cornered! Return to normal AI. return false; } bool MOB::aiDoUrgentMoves() { // This determines if there is any condition that should // trump everything else. // 0) If turning to stone, stop it. if (hasIntrinsic(INTRINSIC_STONING)) { if (aiDoStopStoningSelf()) return true; } // 1) If health is low, heal. int safelevel; safelevel = (getMaxHP() >> 3) + 1; if ((safelevel < getMaxHP()) && (getHP() <= safelevel)) { if (aiDoHealSelf()) return true; } // 2) If poisoned, cure it! if (aiIsPoisoned()) { if (aiDoCurePoisonSelf()) return true; } // 2.5, if on dangerous square, deal with it! SQUARE_NAMES tile = glbCurLevel->getTile(getX(), getY()); bool escape = false; switch (tile) { case SQUARE_LAVA: case SQUARE_FORESTFIRE: if (!hasIntrinsic(INTRINSIC_RESISTFIRE) || hasIntrinsic(INTRINSIC_VULNFIRE)) { if (aiDoFreezeMySquare()) return true; escape = true; } break; case SQUARE_WATER: if (!(getMoveType() & MOVE_FLY) && !hasIntrinsic(INTRINSIC_NOBREATH)) { escape = true; } break; case SQUARE_ACID: if (!(getMoveType() & MOVE_FLY) && (!hasIntrinsic(INTRINSIC_RESISTACID) || hasIntrinsic(INTRINSIC_VULNACID))) { escape = true; } break; case SQUARE_STARS1: case SQUARE_STARS2: case SQUARE_STARS3: case SQUARE_STARS4: case SQUARE_STARS5: if (!hasIntrinsic(INTRINSIC_NOBREATH)) { escape = true; } break; default: break; } if (escape) { if (aiDoEscapeMySquare()) return true; } // 3) If on fire, douse ourselves with a bottle. if (hasIntrinsic(INTRINSIC_AFLAME)) { if (aiDoDouseSelf()) return true; } // Nothing urgent. return false; } bool MOB::aiDoFleeMelee(MOB *target) { ITEM *item; WAND_NAMES wand; MAGICTYPE_NAMES mtype; SQUARE_NAMES tile; TRAP_NAMES trap; int dx = 0, dy = 0; if (target) { dx = SIGN(target->getX()-getX()); dy = SIGN(target->getY()-getY()); } // Check to see if we can jump down a hole or climb stairs. tile = glbCurLevel->getTile(getX(), getY()); trap = (TRAP_NAMES) glb_squaredefs[tile].trap; switch (trap) { case TRAP_NONE: case TRAP_PIT: case TRAP_SPIKEDPIT: case TRAP_SMOKEVENT: case TRAP_POISONVENT: case NUM_TRAPS: break; case TRAP_TELEPORT: return actionClimbDown(); case TRAP_HOLE: return actionClimbDown(); } switch (tile) { case SQUARE_LADDERUP: // We don't want this triggered in stress test. if (isAvatar()) break; return actionClimbUp(); case SQUARE_LADDERDOWN: return actionClimbDown(); default: break; } // Search our items for a way out. if (glb_aidefs[getAI()].zapwands) { for (item = myInventory; item; item = item->getNext()) { mtype = item->getMagicType(); if (mtype == MAGICTYPE_WAND && (item->getCharges() > 0)) { wand = (WAND_NAMES) item->getMagicClass(); switch (wand) { case WAND_TELEPORT: if (target && (hasIntrinsic(INTRINSIC_TELEFIXED) || rand_chance(60))) { // Teleport away the attacker. // This is preferable as it is more annoying // to the player and better matches how players // react to a single powerful threat. return actionZap(item->getX(), item->getY(), dx, dy, 0); } // Zap at self. return actionZap(item->getX(), item->getY(), 0, 0, 0); case WAND_DIGGING: // Zap downwards. return actionZap(item->getX(), item->getY(), 0, 0, -1); case WAND_SLEEP: // If target isn't sleep resist and not already // asleep, zap to escape. if (target && !target->hasIntrinsic(INTRINSIC_ASLEEP) && !aiCanTargetResist(target, ELEMENT_SLEEP)) { // Try to put our enemy asleep. return actionZap(item->getX(), item->getY(), dx, dy, 0); } break; case WAND_FIRE: case WAND_ICE: case WAND_LIGHT: case WAND_NOTHING: case WAND_CREATETRAP: case WAND_INVISIBLE: case WAND_CREATEMONSTER: case WAND_POLYMORPH: case WAND_SPEED: case WAND_SLOW: // Nothing to do with these wands. break; case NUM_WANDS: UT_ASSERT(!"Invalid wand!"); break; } } } } // Try different spells. if (canCastSpell(SPELL_TELEPORT)) { return actionCast(SPELL_TELEPORT, 0, 0, 0); } if (canCastSpell(SPELL_TELEWITHCONTROL)) { return actionCast(SPELL_TELEWITHCONTROL, 0, 0, 0); } // TODO: Support blinking! // We gotta stand and fight. return false; } bool MOB::aiUseInventory() { // Only search if we have something new. if (!(myAIState & AI_DIRTY_INVENTORY)) return false; if (glb_aidefs[getAI()].throwitems) { ITEM *item; bool anythrowable = false; for (item = myInventory; item; item = item->getNext()) { if (aiIsItemThrowable(item)) { anythrowable = true; break; } } if (anythrowable) myAIState |= AI_HAS_THROWABLE; else myAIState &= ~AI_HAS_THROWABLE; } if (glb_aidefs[getAI()].zapwands) { ITEM *item; bool anyzappable = false; for (item = myInventory; item; item = item->getNext()) { if (aiIsItemZapAttack(item)) { anyzappable = true; break; } } if (anyzappable) myAIState |= AI_HAS_ATTACKWAND; else myAIState &= ~AI_HAS_ATTACKWAND; } if (!glb_aidefs[getAI()].useitems) return false; // Check to see if there is anything to equip. ITEM *item; ITEMSLOT_NAMES slot; for (item = myInventory; item; item = item->getNext()) { // Ignore already equipped items. if (!item->getX()) continue; // Determine the optimal slot. slot = NUM_ITEMSLOTS; if (item->isHelmet()) slot = ITEMSLOT_HEAD; if (item->isBoots()) slot = ITEMSLOT_FEET; if (item->isShield()) slot = ITEMSLOT_LHAND; if (item->isJacket()) slot = ITEMSLOT_BODY; if (item->isAmulet()) slot = ITEMSLOT_AMULET; if (item->isRing()) { slot = ITEMSLOT_RRING; if (getEquippedItem(ITEMSLOT_RRING) && !getEquippedItem(ITEMSLOT_LRING)) slot = ITEMSLOT_LRING; } if (slot == NUM_ITEMSLOTS && item->getAttackName() != ATTACK_MISUSED && item->getAttackName() != ATTACK_MISUSED_BUTWEAPON ) { // Consider as a weapon. slot = ITEMSLOT_RHAND; } // Check to see if they could actually equip there... if (slot != NUM_ITEMSLOTS && !ableToEquip(item->getX(), item->getY(), slot, true)) { slot = NUM_ITEMSLOTS; } if (slot != NUM_ITEMSLOTS) { // Verify that the new item is better. if (aiIsItemCooler(item, slot)) { return actionEquip(item->getX(), item->getY(), slot); } } } // Nothing found, clear our ai state. myAIState &= ~AI_DIRTY_INVENTORY; return false; } bool MOB::aiEatStuff() { if (getHungerLevel() > HUNGER_FORAGE) { // Full, so don't eat return false; } if (!(myAIState & AI_HAS_EDIBLE)) { // We don't know of anything... return false; } ITEM *item; for (item = myInventory; item; item = item->getNext()) { if (canDigest(item) && safeToDigest(item)) { return actionEat(item->getX(), item->getY()); } } // We must not have any edible food after all. myAIState &= ~AI_HAS_EDIBLE; return false; } bool MOB::aiBePackrat() { bool hungry = true; bool packrat; packrat = glb_aidefs[getAI()].packrat; if (getHungerLevel() > HUNGER_FORAGE) hungry = false; if (!hungry && !packrat) return false; // Pick stuff up. ITEM *item; bool submerged; if (hasIntrinsic(INTRINSIC_INTREE)) return false; submerged = hasIntrinsic(INTRINSIC_INPIT) || hasIntrinsic(INTRINSIC_SUBMERGED); item = glbCurLevel->getItem(getX(), getY(), submerged); if (item) { // If we are not a packrat, we only pick up food if (!packrat) { if (!canDigest(item)) return false; } // Check to see if our inventory is full. int sx, sy; if (!findItemSlot(sx, sy)) return false; return actionPickUp(item); } return false; } bool MOB::aiDoBattlePrep(int diffx, int diffy) { // We have sighted the enemy, but don't have a straight LOS. // Thus it is time to do some cool stuff. MOB *target = glbCurLevel->getMob(getX()+diffx, getY()+diffy); int range = ABS(diffx) + ABS(diffy); // Try to use our items: if (glb_aidefs[getAI()].useitems) { ITEM *item; MAGICTYPE_NAMES mtype; WAND_NAMES wand; for (item = myInventory; item; item = item->getNext()) { mtype = item->getMagicType(); if (mtype == MAGICTYPE_POTION) { // TODO: Potion cases? } else if (mtype == MAGICTYPE_SCROLL) { // TODO: Scroll cases? } else if (mtype == MAGICTYPE_WAND && item->getCharges() > 0 && glb_aidefs[getAI()].zapwands) { wand = (WAND_NAMES) item->getMagicClass(); switch (wand) { case WAND_INVISIBLE: // Zap at ourself. // If we are already invisble, no need to duplicate. if (hasIntrinsic(INTRINSIC_INVISIBLE)) break; return actionZap(item->getX(), item->getY(), 0, 0, 0); case WAND_SPEED: // Zap at ourself. // If we are already fast, don't redo. if (hasIntrinsic(INTRINSIC_QUICK)) break; return actionZap(item->getX(), item->getY(), 0, 0, 0); case WAND_CREATEMONSTER: { // Find a valid spot to make a mob. int dx, dy; // Evil laugh. for (dy = -1; dy <= 1; dy++) { if (getY() + dy < 0 || getY() + dy > MAP_HEIGHT) continue; for (dx = -1; dx <= 1; dx++) { if (getX() + dx < 0 || getX() + dx > MAP_WIDTH) continue; if (!dx && !dy) continue; if (glbCurLevel->canMove(getX() + dx, getY() + dy, MOVE_WALK) && !glbCurLevel->getMob(getX() + dx, getY() + dy)) { return actionZap(item->getX(), item->getY(), dx, dy, 0); } } } } case WAND_SLOW: case WAND_TELEPORT: case WAND_DIGGING: case WAND_SLEEP: case WAND_FIRE: case WAND_ICE: case WAND_LIGHT: case WAND_NOTHING: case WAND_CREATETRAP: case WAND_POLYMORPH: // Nothing to do with these wands. break; case NUM_WANDS: UT_ASSERT(!"Invalid wand!"); break; } } } } // Try to use spells. // Keep the target visible to us! if (canCastSpell(SPELL_TRACK) && mob_shouldCast()) { // Only do it if our target isn't already if (target && !target->hasIntrinsic(INTRINSIC_POSITIONREVEALED)) { return actionCast(SPELL_TRACK, diffx, diffy, 0); } } // Bring the target into melee range if (target && canCastSpell(SPELL_FETCH) && mob_shouldCast(6)) { return actionCast(SPELL_FETCH, diffx, diffy, 0); } if (canCastSpell(SPELL_SUMMON_DEMON) && mob_shouldCast()) { return actionCast(SPELL_SUMMON_DEMON, 0, 0, 0); } if (canCastSpell(SPELL_SUMMON_IMP) && mob_shouldCast()) { return actionCast(SPELL_SUMMON_IMP, 0, 0, 0); } if (canCastSpell(SPELL_LIVINGFROST) && mob_shouldCast()) { return actionCast(SPELL_LIVINGFROST, 0, 0, 0); } // Poison our item. if (canCastSpell(SPELL_POISONITEM)) { ITEM *item; item = getEquippedItem(ITEMSLOT_RHAND); if (item && !item->isPoisoned()) { return actionCast(SPELL_POISONITEM, 0, 0, 0); } } if (!hasIntrinsic(INTRINSIC_REGENERATION) && canCastSpell(SPELL_REGENERATE)) { return actionCast(SPELL_REGENERATE, 0, 0, 0); } if (!hasIntrinsic(INTRINSIC_RESISTPOISON) && canCastSpell(SPELL_SLOWPOISON)) { return actionCast(SPELL_SLOWPOISON, 0, 0, 0); } if (canCastSpell(SPELL_FLAMESTRIKE) && mob_shouldCast() && !aiCanTargetResist(target, ELEMENT_FIRE)) { if (target && canSense(target)) return actionCast(SPELL_FLAMESTRIKE, diffx, diffy, 0); } // Fire elementals get a special surprise :> if (target && target->getDefinition() == MOB_FIREELEMENTAL && canCastSpell(SPELL_DOWNPOUR) && mob_shouldCast() && canSense(target)) { return actionCast(SPELL_DOWNPOUR, diffx, diffy, 0); } // If the target is in a pit, consider drowning... if (target && target->hasIntrinsic(INTRINSIC_INPIT) && canCastSpell(SPELL_DOWNPOUR) && mob_shouldCast() && canSense(target)) { return actionCast(SPELL_DOWNPOUR, diffx, diffy, 0); } // Yes, I am evil. if (canCastSpell(SPELL_FORCEWALL) && range < 4 && mob_shouldCast(6) && !aiCanTargetResist(target, ELEMENT_PHYSICAL)) { return actionCast(SPELL_FORCEWALL, diffx, diffy, 0); } if (canCastSpell(SPELL_ROLLINGBOULDER) && mob_shouldCast()) { // This is a little bit tricky... const static int sdx[4] = { -1, 1, 0, 0 }; const static int sdy[4] = { 0, 0, -1, 1 }; int i, r; int bx, by; bool found; SQUARE_NAMES tile; ITEM *boulder; for (i = 0; i < 4; i++) { // Check to see if there is a boulder or earth tile // in range... bx = getX() + diffx; by = getY() + diffy; found = false; for (r = 0; r < 5; r++) { bx += sdx[i]; by += sdy[i]; if (bx < 0 || bx >= MAP_WIDTH) break; if (by < 0 || by >= MAP_WIDTH) break; // See if we found something good. tile = glbCurLevel->getTile(bx, by); switch (tile) { case SQUARE_EMPTY: case SQUARE_WALL: case SQUARE_SECRETDOOR: found = true; break; default: // Not a rolling boulder candidate. // If it is not possible to fly through // this square, it will block any potential // boulders so should stop us... if (!glbCurLevel->canMove(bx, by, MOVE_STD_FLY)) { r = 100; } break; } // See if there is a boulder. boulder = glbCurLevel->getItem(bx, by); if (boulder && boulder->getDefinition() == ITEM_BOULDER) found = true; if (found) break; } // If we found a valid source, see if we can start // a boulder from here... if (found) { // Determine what the rolling boulder spell // would do if we triggered from here... int bdx, bdy; bdx = bx - getX(); bdy = by - getY(); // If one is bigger than the other, zero the other. // (ie, usually do horizontal moves) if (abs(bdx) > abs(bdy)) bdy = 0; else if (abs(bdx) < abs(bdy)) bdx = 0; bdx = SIGN(bdx); bdy = SIGN(bdy); // bdx & bdy must match our signed direction // or we won't send the boulder in the right direction. if (bdx == sdx[i] && bdy == sdy[i]) { // Finally, we have to be able to see the potential // boulder source... if (glbCurLevel->hasLOS(getX(), getY(), bx, by)) { // Woohoo! All passes, go for it! return actionCast(SPELL_ROLLINGBOULDER, bx - getX(), by - getY(), 0); } } } } // for each direction. } if (canCastSpell(SPELL_CREATEPIT) && mob_shouldCast()) { // Determine if target isn't already in a pit. switch (glbCurLevel->getTile(getX() + diffx, getY() + diffy)) { case SQUARE_CORRIDOR: case SQUARE_FLOOR: case SQUARE_FLOORPIT: case SQUARE_PATHPIT: { // Determine if target mob is in a pit. MOB *target; target = glbCurLevel->getMob(getX() + diffx, getY() + diffy); if (target && !target->hasIntrinsic(INTRINSIC_INPIT)) return actionCast(SPELL_CREATEPIT, diffx, diffy, 0); break; } default: break; } } // No further preperation needed. return false; } bool MOB::aiDoHealSelf() { // Check for items that can heal... ITEM *item, *polywand = 0; MAGICTYPE_NAMES mtype; POTION_NAMES potion; SCROLL_NAMES scroll; WAND_NAMES wand; if (glb_aidefs[getAI()].useitems) { for (item = myInventory; item; item = item->getNext()) { mtype = item->getMagicType(); if (mtype == MAGICTYPE_POTION) { potion = (POTION_NAMES) item->getMagicClass(); if (potion == POTION_HEAL) { return actionEat(item->getX(), item->getY()); } } else if (mtype == MAGICTYPE_SCROLL) { if (!hasIntrinsic(INTRINSIC_BLIND)) { scroll = (SCROLL_NAMES) item->getMagicClass(); if (scroll == SCROLL_HEAL) { return actionRead(item->getX(), item->getY()); } } } else if (mtype == MAGICTYPE_WAND && (item->getCharges() > 0)) { wand = (WAND_NAMES) item->getMagicClass(); if (wand == WAND_POLYMORPH) { // This is a very desperate measure... // Of course, it is pointless if we are already // polymorphed or have unchanging. if (!hasIntrinsic(INTRINSIC_UNCHANGING) && !isPolymorphed()) { polywand = item; } } } } } // Check for spells. if (canCastSpell(SPELL_MAJORHEAL)) { return actionCast(SPELL_MAJORHEAL, 0, 0, 0); } if (canCastSpell(SPELL_HEAL)) { return actionCast(SPELL_HEAL, 0, 0, 0); } if (!hasIntrinsic(INTRINSIC_REGENERATION) && canCastSpell(SPELL_REGENERATE)) { return actionCast(SPELL_REGENERATE, 0, 0, 0); } // OKay, this is a pretty desperate action, but I think it's reasonable. // Note that if we do this every time we fall into this path, // creatures with poly wands are *very* annoying. They will keep // re-polying themselves until out of charges. We thus throw // a 30% chance in so you can get a few more hits in before they // try again. if (polywand && rand_chance(30)) { return actionZap(polywand->getX(), polywand->getY(), 0, 0, 0); } // No other methods. return false; } bool MOB::aiDoCurePoisonSelf() { // Check for items that can heal... ITEM *item; MAGICTYPE_NAMES mtype; POTION_NAMES potion; if (hasIntrinsic(INTRINSIC_RESISTPOISON)) return false; if (glb_aidefs[getAI()].useitems) { for (item = myInventory; item; item = item->getNext()) { mtype = item->getMagicType(); if (mtype == MAGICTYPE_POTION) { potion = (POTION_NAMES) item->getMagicClass(); if (potion == POTION_CURE) { return actionEat(item->getX(), item->getY()); } } } } // Check for spells. if (canCastSpell(SPELL_CUREPOISON)) { return actionCast(SPELL_CUREPOISON, 0, 0, 0); } if (!hasIntrinsic(INTRINSIC_RESISTPOISON)) { if (canCastSpell(SPELL_SLOWPOISON)) return actionCast(SPELL_SLOWPOISON, 0, 0, 0); } // No other methods. return false; } bool MOB::aiDoDouseSelf() { // Check for water to douse self with. ITEM *item; if (glb_aidefs[getAI()].useitems) { for (item = myInventory; item; item = item->getNext()) { if (item->getDefinition() == ITEM_WATER) { // If the water is holy, and we are undead, we don't // want to do this. if (item->isBlessed() && getMobType() == MOBTYPE_UNDEAD) continue; // Throw at the roof to douse ourselves. return actionThrow(item->getX(), item->getY(), 0, 0, 1); } } } // Check if we can case downpour on ourself if (canCastSpell(SPELL_DOWNPOUR)) { return actionCast(SPELL_DOWNPOUR, 0, 0, 0); } // TODO: Consider diving into pools? // No way to deal with it. return false; } bool MOB::aiDoFreezeMySquare() { // Look for wand to use ITEM *item; // If we are submerged, bad idea to freeze! if (hasIntrinsic(INTRINSIC_SUBMERGED)) return false; if (glb_aidefs[getAI()].zapwands) { for (item = myInventory; item; item = item->getNext()) { if (item->getMagicType() == MAGICTYPE_WAND && item->getMagicClass() == WAND_ICE) { // Verify there are charges if (item->getCharges() > 0) { // Zap at the ground. return actionZap(item->getX(), item->getY(), 0, 0, -1); } } } } // Check if we can cast downpour on ourself if (canCastSpell(SPELL_DOWNPOUR)) { return actionCast(SPELL_DOWNPOUR, 0, 0, 0); } // Check if we can cast frost bolt if (canCastSpell(SPELL_FROSTBOLT)) { return actionCast(SPELL_FROSTBOLT, 0, 0, -1); } // No way to deal with it. return false; } bool MOB::aiDoEscapeMySquare() { int dx, dy; findRandomValidMove(dx, dy, 0); if (dx || dy) { // We need to bump here so we are willing to open doors! // Be embarassing to die on lava with a door beside you that // you are banging your head on. return actionBump(dx, dy); } return false; } bool MOB::aiDoStopStoningSelf() { // Check for ways to stop stoning. ITEM *item; MAGICTYPE_NAMES mtype; POTION_NAMES potion; WAND_NAMES wand; // Check to see if we care about stoning. if (getMaterial() != MATERIAL_FLESH) return false; if (hasIntrinsic(INTRINSIC_UNCHANGING)) return false; if (hasIntrinsic(INTRINSIC_RESISTSTONING)) return false; // Flesh golem's *want* to stone. if (getDefinition() == MOB_FLESHGOLEM) return false; // As do trolls. if (getDefinition() == MOB_TROLL) return false; // The easiest cure is just to cast preservation if (canCastSpell(SPELL_PRESERVE)) { return actionCast(SPELL_PRESERVE, 0, 0, 0); } // Check if we have the unpetrify spell. if (canCastSpell(SPELL_STONETOFLESH)) { // Cast stone to flesh on ourselves to prevent the transformation. return actionCast(SPELL_STONETOFLESH, 0, 0, 0); } if (glb_aidefs[getAI()].useitems) { for (item = myInventory; item; item = item->getNext()) { mtype = item->getMagicType(); if (mtype == MAGICTYPE_POTION) { potion = (POTION_NAMES) item->getMagicClass(); // Quaff acid. if (potion == POTION_ACID) { return actionEat(item->getX(), item->getY()); } } else if (mtype == MAGICTYPE_WAND) { wand = (WAND_NAMES) item->getMagicClass(); if (wand == WAND_POLYMORPH && item->getCharges() > 0) { // Polymorph ourselves! // We do not need to check for unchanging, as if we // had it, we wouldn't be concerned about stoning. return actionZap(item->getX(), item->getY(), 0, 0, 0); } } } } // Last ditch resorts: if (canCastSpell(SPELL_ACIDSPLASH)) { return actionCast(SPELL_ACIDSPLASH, 0, 0, 0); } return false; } bool MOB::aiDoRangedAttack(int dx, int dy, int range) { // Check for a breath attack... if (hasBreathAttack() && isBreathAttackCharged()) { if (range <= getBreathRange()) { // Check main damage of breath attack. ATTACK_NAMES attack; MOB *target = glbCurLevel->getMob(getX() + dx * range, getY() + dy * range); attack = getBreathAttack(); if (!aiCanTargetResist(target, (ELEMENT_NAMES) glb_attackdefs[attack].element)) return actionBreathe(dx, dy); } } // Check for wand zap. if (aiDoWandAttack(dx, dy, range)) return true; // Check for offensive spell. if (aiDoSpellAttack(dx, dy, range)) return true; // Check for throwable. // We only throw with a positive range increment. if (((dx && dy) || (range > 1)) && aiDoThrownAttack(dx, dy, range)) return true; // Nothing to do. return false; } bool MOB::aiDoWandAttack(int dx, int dy, int range) { // Range is the desired range. Check to see if we have // anything in range. If we don't have anything to throw // at all, clear the flag. if (!glb_aidefs[getAI()].zapwands) { myAIState &= ~AI_HAS_ATTACKWAND; return false; } // Abandon if no attack wands present. if (!(myAIState & AI_HAS_ATTACKWAND)) return false; ITEM *item; bool anygood = false; for (item = myInventory; item; item = item->getNext()) { if (aiIsItemZapAttack(item)) { // Guestimate of wand ranges. if (item->getCharges() > 0) { anygood = true; // Default range of zap attacks is 6. int rangeguess = 6; MOB *target; target = glbCurLevel->getMob(getX() + dx*range, getY() + dy*range); if (item->getMagicType() == MAGICTYPE_WAND) { switch (item->getMagicClass()) { case WAND_SLOW: // Slow wands only have a one square effect. rangeguess = 1; // Check if target is slowed. if (target && target->hasIntrinsic(INTRINSIC_SLOW)) rangeguess = -1; break; case WAND_SLEEP: // Check if target is asleep. if (target && target->hasIntrinsic(INTRINSIC_ASLEEP)) rangeguess = -1; break; case WAND_FIRE: if (aiCanTargetResist(target, ELEMENT_FIRE) || aiCanTargetResist(target, ELEMENT_REFLECTIVITY)) rangeguess = -1; break; case WAND_ICE: if (aiCanTargetResist(target, ELEMENT_COLD) || aiCanTargetResist(target, ELEMENT_REFLECTIVITY)) rangeguess = -1; break; } } // We don't ALWAYS use the wand. Usually do, however. if (range <= rangeguess && !rand_choice(3)) { // We have the one we want! return actionZap(item->getX(), item->getY(), dx, dy, 0); } } } } // We could be abandoning due to range. Thus, we only clear // if nothing triggered throwable. if (!anygood) { myAIState &= ~AI_HAS_ATTACKWAND; } return false; } bool MOB::aiDoSpellAttack(int dx, int dy, int range) { // No magic points? Early exit. if (!getMP()) return false; // We do not want to ALWAYS cast the spells! Otherwise, we // never do a variety. We should sometimes decide to cast // no spell... // We thus use our shouldCast() function... MOB *target; target = glbCurLevel->getMob(getX() + dx*range, getY() + dy*range); // Grab the soul if possible if (canCastSpell(SPELL_SOULSUCK) && mob_shouldCast()) { if (target && canSense(target) && !target->hasIntrinsic(INTRINSIC_AMNESIA)) { return actionCast(SPELL_SOULSUCK, dx*range, dy*range, 0); } } // If our target is one unit away & isn't aflame, set them aflame. if (range == 1 && mob_shouldCast() && canCastSpell(SPELL_STICKYFLAMES) && !aiCanTargetResist(target, ELEMENT_FIRE)) { if (target && !target->hasIntrinsic(INTRINSIC_AFLAME)) return actionCast(SPELL_STICKYFLAMES, dx, dy, 0); } #if 0 // I have retreated from allowing this. It is too close to // one-shot kills - anything less than half health can be killed // by two purple tridudes doing a fetch/disintegrate pair. if (range == 1 && mob_shouldCast() && canCastSpell(SPELL_DISINTEGRATE) && !aiCanTargetResist(target, ELEMENT_ACID)) { // Yep, I'm evil. return actionCast(SPELL_DISINTEGRATE, dx, dy, 0); } #endif if (range == 1 && mob_shouldCast() && canCastSpell(SPELL_FLASH) && target && !target->hasIntrinsic(INTRINSIC_BLIND)) { return actionCast(SPELL_FLASH, dx, dy, 0); } if (range == 1 && mob_shouldCast() && canCastSpell(SPELL_CHILL) && !aiCanTargetResist(target, ELEMENT_COLD)) { if (target && !target->hasIntrinsic(INTRINSIC_SLOW)) return actionCast(SPELL_CHILL, dx, dy, 0); } if (range == 1 && mob_shouldCast() && canCastSpell(SPELL_ACIDSPLASH) && !aiCanTargetResist(target, ELEMENT_ACID)) { return actionCast(SPELL_ACIDSPLASH, dx, dy, 0); } // Spells in order of coolness. if (canCastSpell(SPELL_CHAINLIGHTNING) && mob_shouldCast(3) && !aiCanTargetResist(target, ELEMENT_SHOCK)) { return actionCast(SPELL_CHAINLIGHTNING, dx, dy, 0); } if (canCastSpell(SPELL_LIGHTNINGBOLT) && mob_shouldCast() && !aiCanTargetResist(target, ELEMENT_SHOCK)) { return actionCast(SPELL_LIGHTNINGBOLT, dx, dy, 0); } // Don't blow ourselves up with the fireball. if ((range > 1 || hasIntrinsic(INTRINSIC_RESISTFIRE)) && canCastSpell(SPELL_FIREBALL) && mob_shouldCast() && !aiCanTargetResist(target, ELEMENT_FIRE)) { return actionCast(SPELL_FIREBALL, dx, dy, 0); } if (canCastSpell(SPELL_POISONBOLT) && mob_shouldCast() && !aiCanTargetResist(target, ELEMENT_POISON)) { return actionCast(SPELL_POISONBOLT, dx, dy, 0); } // Good old frost bolt. if (canCastSpell(SPELL_FROSTBOLT) && mob_shouldCast() && !aiCanTargetResist(target, ELEMENT_COLD)) { return actionCast(SPELL_FROSTBOLT, dx, dy, 0); } // Magic missile, the stand by of mages. if (canCastSpell(SPELL_MAGICMISSILE) && mob_shouldCast() && !aiCanTargetResist(target, ELEMENT_PHYSICAL)) { return actionCast(SPELL_MAGICMISSILE, dx, dy, 0); } if (range == 1 && mob_shouldCast() && canCastSpell(SPELL_SPARK) && !aiCanTargetResist(target, ELEMENT_SHOCK)) { return actionCast(SPELL_SPARK, 0, 0, 0); } if (range == 1 && mob_shouldCast() && canCastSpell(SPELL_FORCEBOLT) && !aiCanTargetResist(target, ELEMENT_PHYSICAL)) { return actionCast(SPELL_FORCEBOLT, dx, dy, 0); } // No offensive spells. return false; } bool MOB::aiDoThrownAttack(int dx, int dy, int range) { // Range is the desired range. Check to see if we have // anything in range. If we don't have anything to throw // at all, clear the flag. if (!glb_aidefs[getAI()].throwitems) { myAIState &= ~AI_HAS_THROWABLE; return false; } // Abandon if nothing is throwable in our inventory. if (!(myAIState & AI_HAS_THROWABLE)) return false; ITEM *item; bool anygood = false; MOB *target = glbCurLevel->getMob(getX() + dx*range, getY() + dy * range); for (item = myInventory; item; item = item->getNext()) { // If the item is equipped, we can't throw it (PC can't so, // why should we be able to?) if (!item->getX()) continue; if (aiIsItemThrowable(item, target)) { anygood = true; const ATTACK_DEF *attack; attack = item->getThrownAttack(); if (attack->range >= range) { // We have the one we want! return actionThrow(item->getX(), item->getY(), dx, dy, 0); } } } // We could be abandoning due to range. Thus, we only clear // if nothing triggered throwable. if (!anygood) { myAIState &= ~AI_HAS_THROWABLE; } return false; } bool MOB::aiIsItemCooler(ITEM *item, ITEMSLOT_NAMES slot) { ITEM *old; bool defresult = false; // If the item is silver and we are vulnerable to silver, // the item is never cooler. if (item->getMaterial() == MATERIAL_SILVER) { if (hasIntrinsic(INTRINSIC_VULNSILVER)) return false; } old = getEquippedItem(slot); // Something is better than nothing. if (!old) defresult = true; // Smarts: // FOOL: Equips whatever is first. // HUMAN: Picks best AC. // DRAGON: Picks best effect. // Fools never give up their first pick. if (getSmarts() <= SMARTS_FOOL) return defresult; switch (slot) { case ITEMSLOT_HEAD: case ITEMSLOT_LHAND: case ITEMSLOT_BODY: case ITEMSLOT_FEET: { // Pick best AC. int newac, oldac; newac = item->getAC(); oldac = old ? old->getAC() : -1; if (newac > oldac) { // Go for swap. return true; } // Must be strictly better. return defresult; } // Pick best type, so long as smart enough. case ITEMSLOT_LRING: case ITEMSLOT_RRING: case ITEMSLOT_AMULET: if (getSmarts() <= SMARTS_HUMAN) { // Never trade up, no idea what it is. return defresult; } else { int oldcool, newcool; newcool = item->getCoolness(); oldcool = old ? old->getCoolness() : 0; if (!newcool) { // Never trade to this. return false; } else if (newcool > oldcool) return true; return defresult; } case ITEMSLOT_RHAND: { // Weapon: Compare damages. int newdam, olddam; newdam = item->calcAverageDamage(); olddam = old ? old->calcAverageDamage() : -1; if (newdam > olddam) return true; else return defresult; } case NUM_ITEMSLOTS: UT_ASSERT(!"BAD SLOT NAME"); break; } // No idea? Then do nothing! return defresult; } bool MOB::aiIsItemThrowable(ITEM *item, MOB *target) const { ATTACK_NAMES attack; attack = item->getThrownAttackName(); // We never really want to throw rings. if (attack == ATTACK_MISTHROWN || attack == ATTACK_NONE || attack == ATTACK_RINGTHROWN) return false; // Until we fix launcher ai, we disallow anything that needs // a special launcher. if (item->requiresLauncher()) return false; // Potions get this far, but we don't want to throw healing // potions at the avatar! if (item->getMagicType() == MAGICTYPE_POTION) { if (!glb_potiondefs[item->getMagicClass()].isgrenade) return false; if (aiCanTargetResist(target, (ELEMENT_NAMES)glb_potiondefs[item->getMagicClass()].grenadeelement)) return false; } return true; } bool MOB::aiIsItemZapAttack(ITEM *item) const { MAGICTYPE_NAMES mtype; mtype = item->getMagicType(); if (mtype != MAGICTYPE_WAND) { return false; } WAND_NAMES wand; wand = (WAND_NAMES) item->getMagicClass(); switch (wand) { case WAND_FIRE: case WAND_ICE: case WAND_SLEEP: case WAND_SLOW: // These can be used as offensive weapons. return true; case WAND_SPEED: case WAND_LIGHT: case WAND_NOTHING: case WAND_CREATETRAP: case WAND_TELEPORT: case WAND_INVISIBLE: case WAND_DIGGING: // Technically.... case WAND_CREATEMONSTER: case WAND_POLYMORPH: return false; case NUM_WANDS: UT_ASSERT(!"INVALID WAND TYPE"); break; } return false; } bool MOB::aiIsPoisoned() const { int i; bool haspoison = false; // If we can resist poison, we don't consider ourselves poisoned. // This also means gods won't waste piety curing you if you resist. // This could be a bad thing if the final damage would kill the // mob and they could have killed. Likely the use is ready to // reapply the poison anyways, though. if (hasIntrinsic(INTRINSIC_RESISTPOISON)) { return false; } for (i = 0; i < NUM_POISONS; i++) { if (hasIntrinsic((INTRINSIC_NAMES) glb_poisondefs[i].intrinsic)) { haspoison = true; } } return haspoison; } bool MOB::aiWillOpenDoors() const { return glb_aidefs[getAI()].opendoors; } powder118_src/itemstack.h0000644000175300010010000000252111122255404012520 0ustar /* * PROPRIETARY INFORMATION. This software is proprietary to POWDER * Development, and is not to be reproduced, transmitted, or disclosed * in any way without written permission. * * Produced by: Jeff Lait * * POWDER Development * * NAME: itemstack.h ( POWDER Library, C++ ) * * COMMENTS: * This provides a method to get a stack of items, * for example, all the items at a given square. * It avoids dynamic allocation up to the minsize, * but will happily transparently go to dynamic allocation * where necessary. */ #ifndef __itemstack_h__ #define __itemstack_h__ class ITEM; class MOB; #define PTRSTACK_MINSIZE 20 template class PTRSTACK { public: PTRSTACK(); ~PTRSTACK(); void append(PTR item); // Reverses the order of the stack. void reverse(); // Empties the stack void clear(); // Collapses all entries that evaluate ! as true (ie, zero) void collapse(); PTR operator()(int idx) const; int entries() const; void set(int idx, PTR item); void setEntries(int entries); private: PTR *myExtraList; int myEntries; int myExtraSize; PTR myLocal[PTRSTACK_MINSIZE]; }; typedef PTRSTACK ITEMSTACK; typedef PTRSTACK MOBSTACK; // For crappy platforms: #include "itemstack.cpp" #endif powder118_src/build.cpp0000644000175300010010000021642613166511440012206 0ustar /* * PROPRIETARY INFORMATION. This software is proprietary to POWDER * Development, and is not to be reproduced, transmitted, or disclosed * in any way without written permission. * * Produced by: Jeff Lait * * POWDER Development * * NAME: build.cpp ( POWDER Library, C++ ) * * COMMENTS: * build.cpp contains all the routines used to build dungeon levels. * These are as many and varied as are the types of levels that can * be built. * * The major hook is MAP::build, which is where the level layout * is determined and used for determining which generator should * be applied. */ #include #include #include "mygba.h" #include "map.h" #include "msg.h" #include "rand.h" #include "assert.h" #include "creature.h" #include "item.h" #include "victory.h" #include "rooms/allrooms.h" void MAP::clear() { memset(mySquares, 0, MAP_WIDTH * MAP_HEIGHT); memset(myFlags, 0, MAP_WIDTH * MAP_HEIGHT); //memset(myFlags, SQUAREFLAG_LIT, MAP_WIDTH * MAP_HEIGHT); //memset(myFlags, SQUAREFLAG_MAPPED, MAP_WIDTH * MAP_HEIGHT); MOB *mob, *mnext; ITEM *item, *inext; for (mob = myMobHead; mob; mob = mnext) { mnext = mob->getNext(); mob->setNext(0); delete mob; } myMobHead = 0; myMobCount = 0; for (item = myItemHead; item; item = inext) { inext = item->getNext(); item->setNext(0); delete item; } myItemHead = 0; myItemCount = 0; } void MAP::build(bool alreadysavedseed) { // Save our random seed used... if (!alreadysavedseed) mySeed = rand_getseed(); // Empty the map... clear(); // Clear out our wall map. memset(ourWallMap, 0, MAP_WIDTH * MAP_HEIGHT); // Decide what sort of map to build. If the current level is 10 // we do the big room. // Rough map: // 0: Surface World. // 1-5: Roguelikes. // 6-7: Lit QIX. // 8-9: Unlit QIX. // 10: Big Room // 11-14: Mazes // 15: Cretan Minotaur // 16-17: Lit cavern // 18: Dark cavern // 19-20: Dark water cavern // 21: Dark cavern, Belweir // 22: Quizar // 23: Hruth // 24: Klaskov // 25: Circles of Hell. if ((0)) { // Stress test all room generators. static int ct = 0; ct++; switch (ct % 9) { case 0: buildRoguelike(); break; case 1: buildDrunkenCavern(true, false, true, true); break; case 2: { static int ct2 = 0; ct2++; switch (ct2 % 5) { case 0: // We really don't want a crash here! buildSurfaceWorld(); break; case 1: buildQuest(GOD_ROGUE); break; case 2: buildQuest(GOD_BARB); break; case 3: buildQuest(GOD_FIGHTER); break; case 4: buildTutorial(); break; } break; } case 3: buildQix(true); break; case 4: // This breaks, I eat my shoe. buildBigRoom(); break; case 5: buildMaze(rand_choice(4)+1); break; case 6: buildRiverRoom(); break; case 7: buildHello(); break; case 8: buildSpaceShip(); break; } if (!(ct & 127)) printf("Current room count %d\n", ct); } else if (glbStressTest && !glbMapStats) { // Pick a random depth. myDepth = rand_range(0, 25); // Pick a random branch... Currently only tridude supported. if (!rand_choice(15)) myBranch = BRANCH_TRIDUDE; else myBranch = BRANCH_MAIN; } if (glbTutorial) { buildTutorial(); return; } if (branchName() == BRANCH_TRIDUDE) { // Simple enough. buildSpaceShip(); return; } if (myDepth == 0) { buildSurfaceWorld(); } else if (myDepth <= 5) { //buildQix(true); //buildQuest(GOD_ROGUE); buildRoguelike(); } else if (myDepth >= 6 && myDepth <= 7) { buildQix(true); } else if (myDepth >= 8 && myDepth <= 9) { buildQix(false); } else if (myDepth == 10) { buildBigRoom(); } else if (myDepth >= 11 && myDepth <= 15) { buildMaze(rand_choice(4)+1); } else if (myDepth >= 16 && myDepth <= 17) { buildDrunkenCavern(true, false, true, true); } else if (myDepth >= 18 && myDepth <= 18) { buildDrunkenCavern(false, false, true, true); } else if (myDepth >= 19 && myDepth <= 20) { buildDrunkenCavern(false, true, true, true); // If depth is 20, we want hard floors to prevent cheating! myGlobalFlags &= ~MAPFLAG_DIG; } else if (myDepth == 21) { // Belweir's library is here! buildDrunkenCavern(false, false, true, true); } else if (myDepth == 22) { buildQuest(GOD_ROGUE); } else if (myDepth == 23) { buildQuest(GOD_BARB); } else if (myDepth == 24) { buildQuest(GOD_FIGHTER); } else if (myDepth == 25) { buildHello(); } else { // This should not happen. buildRoguelike(); } // Build some random traps. int numtraps, i; numtraps = rand_choice(myDepth); for (i = 0; i < numtraps; i++) { int tries = 10; int x, y; while (tries--) { if (!findRandomLoc(x, y, MOVE_WALK, true, false, false, false, false, false)) { tries = 0; break; } if (createTrap(x, y, 0)) break; } // Failed to find after 10 tries? Give up on all traps! if (!tries) break; } // Verify we have appropriate up and down stairs #ifdef USEASSERT if (myDepth) { int x, y; UT_ASSERT(findTile(SQUARE_LADDERUP, x, y)); } if (myDepth < 25) { int x, y; UT_ASSERT(findTile(SQUARE_LADDERDOWN, x, y)); } #endif } void MAP::roomToMapCoords(int &x, int &y, const ROOM &room, int rx, int ry) { int tmp; if (room.rotation & ROOM_FLIP_X) x = room.definition->size.x - rx - 1; else x = rx; if (room.rotation & ROOM_FLIP_Y) y = room.definition->size.y - ry - 1; else y = ry; if (room.rotation & ROOM_FLOP) { tmp = x; x = y; y = tmp; } x += room.l.x; y += room.l.y; } void MAP::mapToRoomCoords(int &rx, int &ry, const ROOM &room, int x, int y) { int tmp; x -= room.l.x; y -= room.l.y; if (room.rotation & ROOM_FLOP) { tmp = x; x = y; y = tmp; } if (room.rotation & ROOM_FLIP_Y) ry = room.definition->size.y - y - 1; else ry = y; if (room.rotation & ROOM_FLIP_X) rx = room.definition->size.x - x - 1; else rx = x; } // Draws a walled room using the inclusive rectangle specified. void MAP::drawRoom(const ROOM &room, bool lit, bool mazetype, bool caverntype) { int x, y; if (room.definition) { int squarenum; int rx, ry, i; squarenum = 0; for (ry = 0; ry < room.definition->size.y; ry++) { for (rx = 0; rx < room.definition->size.x; rx++) { roomToMapCoords(x, y, room, rx, ry); ourWallMap[y * MAP_WIDTH + x] = 1; SQUARE_NAMES square; square = room.definition->squarelist[squarenum]; if (caverntype && square == SQUARE_WALL) square = SQUARE_EMPTY; if (caverntype && square == SQUARE_FLOOR) square = SQUARE_CORRIDOR; if (mazetype && square == SQUARE_CORRIDOR) square = SQUARE_FLOOR; if (mazetype && square == SQUARE_EMPTY) square = SQUARE_WALL; setTile(x, y, square); squarenum++; } } for (i = 0; room.definition->squareflaglist[i].data != SQUAREFLAG_NONE; i++) { rx = room.definition->squareflaglist[i].x; ry = room.definition->squareflaglist[i].y; roomToMapCoords(x, y, room, rx, ry); setFlag(x, y, room.definition->squareflaglist[i].data); } return; } for (y = room.l.y; y <= room.h.y; y++) { for (x = room.l.x; x <= room.h.x; x++) { // Mark the entire room in the wall map. ourWallMap[y * MAP_WIDTH + x] = 1; if (x == room.l.x || x == room.h.x || y == room.l.y || y == room.h.y) { // Draw a wall. setTile(x, y, caverntype ? SQUARE_EMPTY : SQUARE_WALL); setFlag(x, y, SQUAREFLAG_LIT, lit); } else { // Draw the floor. setTile(x, y, caverntype ? SQUARE_CORRIDOR : SQUARE_FLOOR); setFlag(x, y, SQUAREFLAG_LIT, lit); } } } } bool MAP::isMapExit(int x, int y) const { UT_ASSERT(x >= 0 && x <= MAP_WIDTH); UT_ASSERT(y >= 0 && y <= MAP_HEIGHT); switch (getTile(x, y)) { case SQUARE_DOOR: case SQUARE_BLOCKEDDOOR: case SQUARE_SECRETDOOR: case SQUARE_CORRIDOR: case SQUARE_FLOOR: case SQUARE_OPENDOOR: return true; default: break; } return false; } bool MAP::isRoomExit(const ROOM &room, int x, int y) const { UT_ASSERT(x >= 0 && x < room.definition->size.x); UT_ASSERT(y >= 0 && y < room.definition->size.y); UT_ASSERT(room.definition != 0); switch (room.definition->squarelist[x + y * room.definition->size.x]) { case SQUARE_DOOR: case SQUARE_BLOCKEDDOOR: case SQUARE_SECRETDOOR: case SQUARE_CORRIDOR: case SQUARE_FLOOR: case SQUARE_OPENDOOR: return true; case SQUARE_WATER: case SQUARE_LAVA: case SQUARE_ACID: default: return false; } } bool MAP::isMapPathway(int x, int y) const { if (x < 0 || x >= MAP_WIDTH) return false; if (y < 0 || y >= MAP_HEIGHT) return false; switch (getTile(x, y)) { case SQUARE_CORRIDOR: case SQUARE_FLOOR: case SQUARE_WATER: case SQUARE_LAVA: case SQUARE_ACID: return true; default: break; } return false; } bool MAP::isTileWall(int tile) const { switch (tile) { case SQUARE_WALL: case SQUARE_DOOR: case SQUARE_BLOCKEDDOOR: case SQUARE_SECRETDOOR: case SQUARE_OPENDOOR: return true; default: break; } return false; } bool MAP::isMapWall(int x, int y) const { // The -1 for width & hieght here is to intentionally leave a 1 space // border on the edges so we can scroll past the edges. if (x < 0 || x >= MAP_WIDTH-1) return true; if (y < 0 || y >= MAP_HEIGHT-1) return true; if (ourWallMap[y * MAP_WIDTH + x]) return true; return false; } // // Logic for setting a tile on a path... // void MAP::setPathTile(int x, int y, bool lit, bool usefloor) { SQUARE_NAMES oldtile, newtile; oldtile = getTile(x, y); newtile = oldtile; // Do nothing by default. switch (oldtile) { case SQUARE_EMPTY: if (usefloor) newtile = SQUARE_FLOOR; else newtile = SQUARE_CORRIDOR; break; case SQUARE_FLOOR: newtile = SQUARE_FLOOR; break; case SQUARE_CORRIDOR: if (usefloor) newtile = SQUARE_FLOOR; else newtile = SQUARE_CORRIDOR; break; case SQUARE_BLOCKEDDOOR: // We only have two choices here. We don't want to // turn into a corridor or normal door or we allow creatures // to escape. Secret door is acceptable as creatures don't // yet search by default switch (rand_choice(6)) { case 0: case 1: case 2: case 3: case 4: newtile = SQUARE_BLOCKEDDOOR; lit = true; break; case 5: newtile = SQUARE_SECRETDOOR; // Inherit existing lit flag. lit = getFlag(x, y, SQUAREFLAG_LIT); break; } break; case SQUARE_DOOR: case SQUARE_WALL: case SQUARE_SECRETDOOR: case SQUARE_OPENDOOR: // We have several choices: // 1) Secret door // 2) Door // 3) No door. switch (rand_choice(6)) { case 0: case 1: case 2: newtile = SQUARE_DOOR; lit = true; break; case 3: newtile = SQUARE_OPENDOOR; lit = true; break; case 4: if (usefloor) newtile = SQUARE_FLOOR; else newtile = SQUARE_CORRIDOR; break; case 5: newtile = SQUARE_SECRETDOOR; // Inherit existing lit flag. lit = getFlag(x, y, SQUAREFLAG_LIT); break; } break; // Error checking: default: newtile = SQUARE_WATER; lit = true; break; } // Set the tile. setTile(x, y, newtile); setFlag(x, y, SQUAREFLAG_LIT, lit); } // // This initializes ourDistanceMap with the distance to go, including // tunnelling as allowed. Thus, if isMapWall, we can't go through it. // If we must tunnel, distance is 2. // We return false if there is no path (should not happen!) // #define STACK_SIZE 2048 bool MAP::buildMoveDistance(int px, int py, MOVE_NAMES move) { s8 stackx[STACK_SIZE], stacky[STACK_SIZE]; int stackdepth = 0, stackbot = 0, stacktop = 0; int dist, nextdist; int dx, dy, x, y; // Initialize to infinity. memset(ourDistanceMap, 0xff, MAP_WIDTH * MAP_HEIGHT * sizeof(u16)); // Zero distance to self. ourDistanceMap[py * MAP_WIDTH + px] = 0; // Add to our distance stack... stackx[stacktop] = px; stacky[stacktop] = py; stacktop++; stackdepth++; stacktop &= STACK_SIZE-1; // And recurse... while (stackdepth) { // Pull top guy off the stack... stackdepth--; px = stackx[stackbot]; py = stacky[stackbot]; stackbot++; // Now, see if anyone will have a shorter distance if they came // from here... dist = ourDistanceMap[py * MAP_WIDTH + px]; FORALL_4DIR(dx, dy) { y = py + dy; if (y < 0) continue; if (y > MAP_HEIGHT-1) continue; x = px + dx; if (x < 0) continue; if (x > MAP_WIDTH-1) continue; // See if we can go there... if (// canMove(x, y, move, true, true, true) || (glb_squaredefs[getTile(x, y)].movetype & move) || getTile(x, y) == SQUARE_SECRETDOOR || getTile(x, y) == SQUARE_DOOR || getTile(x, y) == SQUARE_BLOCKEDDOOR) { nextdist = 1; nextdist += dist; // Check if it is strictly faster... if (nextdist < ourDistanceMap[y * MAP_WIDTH + x]) { // Store it. ourDistanceMap[y * MAP_WIDTH + x] = nextdist; // Add to our stack. stackx[stacktop] = x; stacky[stacktop] = y; stackdepth++; stacktop++; stacktop &= STACK_SIZE-1; UT_ASSERT(stackdepth < STACK_SIZE-2); } } } } return true; } bool MAP::buildDistance(int px, int py) { s8 stackx[STACK_SIZE], stacky[STACK_SIZE]; int stackdepth = 0; u16 dist, nextdist; int dx, dy, x, y; // Initialize to infinity. memset(ourDistanceMap, 0xff, MAP_WIDTH * MAP_HEIGHT * sizeof(u16)); // Zero distance to self. ourDistanceMap[py * MAP_WIDTH + py] = 0; // Add to our distance stack... stackx[stackdepth] = px; stacky[stackdepth] = py; stackdepth++; // And recurse... while (stackdepth) { // Pull top guy off the stack... stackdepth--; px = stackx[stackdepth]; py = stacky[stackdepth]; // Now, see if anyone will have a shorter distance if they came // from here... dist = ourDistanceMap[py * MAP_WIDTH + px]; for (dy = -1; dy <= 1; dy++) { y = py + dy; if (y < 0) continue; if (y >= MAP_HEIGHT-1) break; for (dx = -1; dx <= 1; dx++) { if (!dx && !dy) continue; x = px + dx; if (x < 0) continue; if (x >= MAP_WIDTH-1) break; // See if we can go there... if (!isMapWall(x, y)) { nextdist = (getTile(x, y) == SQUARE_EMPTY) ? 2 : 1; //nextdist = 1; nextdist += dist; // Check if it is strictly faster... if (nextdist < ourDistanceMap[y * MAP_WIDTH + x]) { // Store it. ourDistanceMap[y * MAP_WIDTH + x] = nextdist; // Add to our stack. stackx[stackdepth] = x; stacky[stackdepth] = y; stackdepth++; UT_ASSERT(stackdepth < STACK_SIZE); } } } } } return true; } // // Draw path using a distance function. // bool MAP::drawPathStraight(int sx, int sy, int ex, int ey, bool lit) { u16 dist, dp, dn; int d[2]; int dir; int s[2], e[2]; int rev = 0; buildDistance(ex, ey); UT_ASSERT(!"Got to draw..."); // Check to see if a path is possible.... if (ourDistanceMap[sy * MAP_WIDTH + sx] == 0xffff) { UT_ASSERT(!"Impossibly map!"); return false; } s[0] = sx; s[1] = sy; e[0] = ex; e[1] = ey; // Initial random direction. dir = rand_choice(2); setPathTile(s[0], s[1], lit, false); while (s[0] != e[0] || s[1] != e[1]) { // Determine which way is down in dir.... dist = ourDistanceMap[s[1] * MAP_WIDTH + s[0]]; d[!dir] = 0; dp = 0xffff; dn = 0xffff; if ((s[dir] + 1) < MAP_WIDTH) { d[dir] = 1; dp = ourDistanceMap[(s[1] + d[1]) * MAP_WIDTH + s[0] + d[0]]; } if ((s[dir] - 1) >= 0) { d[dir] = -1; dn = ourDistanceMap[(s[1] + d[1]) * MAP_WIDTH + s[0] + d[0]]; } if (dp >= dist && dn >= dist) { // No one has a faster distance! Change direction. UT_ASSERT(!rev); rev++; dir = !dir; continue; } if (dp < dist && dn < dist) { // Both are shorter, this is a cusp which by definition // cannot last. Pick a random direction. d[dir] = rand_sign(); } else if (dp < dist) { d[dir] = 1; } else { UT_ASSERT(dn < dist); // Dn is smallest. d[dir] = -1; } rev = 0; // Go in this direction until it is unprofitable... while (s[0] != e[0] || s[1] != e[1]) { setPathTile(s[0], s[1], lit, false); s[0] += d[0]; s[1] += d[1]; // Check if next tile is good... dist = ourDistanceMap[s[1] * MAP_WIDTH + s[0]]; if (s[dir] + d[dir] < 0) break; if (s[dir] + d[dir] >= MAP_WIDTH) break; if (ourDistanceMap[(s[1]+d[1]) * MAP_WIDTH + s[0] + d[0]] >= dist) { // No longer profitable, stop moving this way! break; } } } setPathTile(s[0], s[1], lit, false); return true; } // // Draw a path from the given location to the given location. // This will avoid walls. // It will return if it failed. It shouldn't, but shit happens. // bool MAP::drawPath(int sx, int sy, int ex, int ey, bool lit) { int d[2]; int i, dir, wallhit; int s[2], e[2], n[2]; int len = 0; int ncnt = 0; s[0] = sx; s[1] = sy; e[0] = ex; e[1] = ey; // Initial random direction. dir = rand_choice(2); setPathTile(s[0], s[1], lit, false); while (s[0] != e[0] || s[1] != e[1]) { // Find our current direction to go... for (i = 0; i < 2; i++) d[i] = SIGN(e[i] - s[i]); // Switch our direction. dir = !dir; // If we are aligned in that direction, try the opposite. if (!d[dir]) dir = !dir; // Move in the direction dir until a random chance fails, // or we get aligned with a destination. wallhit = 0; while (1) { if (rand_chance(40)) { // Stop digging! break; } // Alignment... This only counts for straight moves, // if bounced off a wall we don't want to trigger this. if (!wallhit && s[dir] == e[dir]) break; // Calculate the next pos... n[0] = s[0]; n[1] = s[1]; n[dir] += d[dir]; // Check if our current dig direction is valid... ncnt = 0; while (isMapWall(n[0], n[1])) { // Not a valid dig direction! Rotate 90 degrees // and go in a random direction... // As we never build walls adjacent and they are square, // this guarantees a non-wall. // Except it doesn't. WTF? dir = !dir; if (!d[dir]) d[dir] = rand_sign(); n[0] = s[0]; n[1] = s[1]; n[dir] += d[dir]; wallhit = 1; ncnt++; if (ncnt > 100) { // THis fails when we hit the bottom most wall, // turn to the left, // and then hit the left wall prior to deciding to reset // NOte that alignment will never trigger as wallhit // is true, and we could have been going the wrong // way anyways. // Our abort here is reasonable enough. return false; } } // Move in the desired direction... s[dir] += d[dir]; // Write out the path tile... setPathTile(s[0], s[1], lit, false); len++; if (len > 100) return false; } } return true; } void MAP::drawPath_old(int sx, int sy, int ex, int ey, bool lit) { int dx = 0, dy = 0, dir, dirlen; dir = 0; // 1 is y, -1 is x. while (sx != ex || sy != ey) { // Choose our direction... dx = rand_sign(); if (sx < ex) dx = 1; else if (sx > ex) dx = -1; dy = rand_sign(); if (sy < ey) dy = 1; else if (sy > ey) dy = -1; // Every so often the builder is drunk... if ((0)) // rand_chance(30))) { dx *= -1; dy *= -1; } if (dir != 0) dir *= -1; else { if (dx && dy) { dir = rand_sign(); } else if (dx) dir = -1; else dir = 1; } if (dir < 0) dy = 0; else dx = 0; // Find max len... if (dir < 0) dirlen = abs(ex - sx); else dirlen = abs(ey - sy); if (dirlen > 3) { // Move at least 3, but choose a randome length otherwise... dirlen = rand_range(3, dirlen); } // Move dirlen or a wall, whatever is first... while (dirlen) { setPathTile(sx, sy, lit, false); if (isMapWall(sx + dx, sy + dy)) { // Don't want to tunnel, so quit this path. if (!(dx && dy)) return; break; } // Move forward... sx += dx; sy += dy; dirlen--; } } // Hit the end, draw the last square... setPathTile(ex, ey, lit, false); } bool MAP::drawCorridor(int sx, int sy, int sdx, int sdy, int ex, int ey, int edx, int edy, bool lit) { bool success; success = drawPath(sx+sdx, sy+sdy, ex+edx, ey+edy, lit); // Draw our doors. We only do this if our path creation // was successful. if (success) { setPathTile(sx, sy, true, false); setPathTile(ex, ey, true, false); } return success; } // // Checks to see if we can build the specified room. // The room itself must be filled with void, for one space // around the room we should have no walls (don't want touching rooms // as that will annoy the path builder) // The boundary of the map counts as a wall for this purpose. // bool MAP::checkRoomFits(const ROOM &room) { int x, y; for (y = room.l.y; y <= room.h.y; y++) for (x = room.l.x; x <= room.h.x; x++) if (getTile(x, y) != SQUARE_EMPTY) return false; // Test the border... for (x = room.l.x-1; x <= room.h.x+1; x++) { if (isMapWall(x, room.l.y-1)) return false; if (isMapWall(x, room.h.y+1)) return false; } // And the x sides... for (y = room.l.y-1; y <= room.h.y+1; y++) { if (isMapWall(room.l.x-1, y)) return false; if (isMapWall(room.h.x+1, y)) return false; } // Everything passes... return true; } const ROOM_DEF * MAP::chooseRandomRoom(int depth) { int prob[NUM_ALLROOMDEFS]; const ROOM_DEF *def; int i, totalprob = 0, offset; for (i = 0; i < NUM_ALLROOMDEFS; i++) { def = glb_allroomdefs[i]; prob[i] = def->rarity; if (def->minlevel >= 0 && def->minlevel > depth) prob[i] = 0; if (def->maxlevel >= 0 && def->maxlevel < depth) prob[i] = 0; // Mandatory rooms are always built on any level that // they are legal. if (prob[i] && def->mandatory) return def; totalprob += prob[i]; } offset = rand_choice(totalprob); for (i = 0; i < NUM_ALLROOMDEFS; i++) { if (offset < prob[i]) break; offset -= prob[i]; } if (i >= NUM_ALLROOMDEFS) { UT_ASSERT(!"Could not find a room!"); i = NUM_ALLROOMDEFS-1; } return glb_allroomdefs[i]; } void MAP::buildRandomRoom(ROOM &room) { // We don't let the room lie on a map boundary as then if it gets // an exit on that side, the corridor won't be able to propogate. room.l.x = rand_range(1, MAP_WIDTH-4); room.l.y = rand_range(1, MAP_HEIGHT-4); room.h.x = rand_range(room.l.x + 3, MIN(room.l.x + 8, MAP_WIDTH-2)); room.h.y = rand_range(room.l.y + 3, MIN(room.l.y + 8, MAP_HEIGHT-2)); room.definition = 0; } void MAP::buildRandomRoomFromDefinition(ROOM &room, const ROOM_DEF *def) { UT_ASSERT((int)def); if (!def) { buildRandomRoom(room); return; } int width, height; room.rotation = rand_choice(8); if (room.rotation & ROOM_FLOP) { width = def->size.y; height = def->size.x; } else { width = def->size.x; height = def->size.y; } // We do a bit of a border on these rooms to ensure // that we can always force exits on the maze levels. room.l.x = rand_range(3, MAP_WIDTH - 3 - width); room.l.y = rand_range(3, MAP_HEIGHT - 3 - height); // If the room overrides x or y, override the value. if (def->x >= 0) room.l.x = def->x; if (def->y >= 0) room.l.y = def->y; // Note room's are INCLUSIVE coords, while size defines // exclusive. room.h.x = room.l.x + width - 1; room.h.y = room.l.y + height - 1; UT_ASSERT(room.l.x >= 0); UT_ASSERT(room.h.x < MAP_WIDTH); UT_ASSERT(room.l.y >= 0); UT_ASSERT(room.h.y < MAP_HEIGHT); room.definition = def; } void MAP::closeUnusedExits(const ROOM &room, bool force) { if (room.definition) { // Only close on special rooms. int x, y, rx, ry; int lastx = 0, lasty = 0; int lastdx = 0, lastdy = 0; SQUARE_NAMES lastsquare = SQUARE_FLOOR; for (x = room.l.x; x <= room.h.x; x++) { mapToRoomCoords(rx, ry, room, x, room.l.y); if (isRoomExit(room, rx, ry)) { lastx = x; lasty = room.l.y; lastdx = 0; lastdy = -1; lastsquare = getTile(x, room.l.y); if (!isMapPathway(x, room.l.y-1)) setTile(x, room.l.y, getTile(x-1, room.l.y)); else force = false; } mapToRoomCoords(rx, ry, room, x, room.h.y); if (isRoomExit(room, rx, ry)) { lastx = x; lasty = room.h.y; lastdx = 0; lastdy = 1; lastsquare = getTile(x, room.h.y); if (!isMapPathway(x, room.h.y+1)) setTile(x, room.h.y, getTile(x-1, room.h.y)); else force = false; } } for (y = room.l.y; y <= room.h.y; y++) { mapToRoomCoords(rx, ry, room, room.l.x, y); if (isRoomExit(room, rx, ry)) { lastx = room.l.x; lasty = y; lastdx = -1; lastdy = 0; lastsquare = getTile(room.l.x, y); if (!isMapPathway(room.l.x-1, y)) setTile(room.l.x, y, getTile(room.l.x, y-1)); else force = false; } mapToRoomCoords(rx, ry, room, room.h.x, y); if (isRoomExit(room, rx, ry)) { lastx = room.h.x; lasty = y; lastdx = 1; lastdy = 0; lastsquare = getTile(room.h.x, y); if (!isMapPathway(room.h.x+1, y)) setTile(room.h.x, y, getTile(room.h.x, y-1)); else force = false; } } // TODO: Have option to wipe room if doesn't work out // nicely. if (force) { // We must force at least one exit. // We dig continuously in the direction given by our last exit // until we find a way out. UT_ASSERT(lastdx || lastdy); if (lastdx || lastdy) { bool found = false; SQUARE_NAMES square = SQUARE_WALL; int pass; int curdx = 0, curdy = 0; for (pass = 0; pass < 3; pass++) { found = true; // Determine initial x & curdx & curdy. switch (pass) { case 0: // Straight curdx = lastdx; curdy = lastdy; break; case 1: // Turn curdx = !lastdx; curdy = !lastdy; break; case 2: // Other turn. curdx = -!lastdx; curdy = -!lastdy; break; } // Always move in last delta direction because // that is the one that will get us outside of the // container. x = lastx+lastdx; y = lasty+lastdy; // Only prefetch this if it has a chance of being valid. if (isMapPathway(x, y)) square = getTile(x, y); while (!isMapPathway(x, y)) { if (x < 0 || x >= MAP_WIDTH || y < 0 || y >= MAP_HEIGHT) { // complete failure. found = false; break; } // Check adjacent squares to see if this opened up. if (isMapPathway(x + !curdx, y + !curdy)) { square = getTile(x + !curdx, y + !curdy); break; } if (isMapPathway(x - !curdx, y - !curdy)) { square = getTile(x - !curdx, y - !curdy); break; } x += curdx; y += curdy; if (isMapPathway(x, y)) square = getTile(x, y); } if (found) { lastx += lastdx; lasty += lastdy; break; } } if (found) { // We found a direction! Fill it in! while (x != lastx || y != lasty) { setTile(x, y, square); x -= curdx; y -= curdy; } setTile(x, y, square); // Restore the last square. { x -= lastdx; y -= lastdy; setTile(x, y, lastsquare); } } } } } } void MAP::populateRoom(const ROOM &room) { if (!room.definition) return; // It is very important we apply the room flags before we test // if loading as we want reloaded rooms to have the same flags // Otherwise populate traps will behave differently as it will // think it can make holes (and players can zap wands all of a // sudden) // Apply the flags from the room definition. if (!room.definition->allowgeneration) myGlobalFlags &= ~MAPFLAG_NEWMOBS; if (!room.definition->allowdig) myGlobalFlags &= ~MAPFLAG_DIG; if (!room.definition->allowitems) myGlobalFlags |= MAPFLAG_NOITEMS; if (!room.definition->allowtel) myGlobalFlags |= MAPFLAG_NOTELE; // If we are loading from disk, we've already populated the room // from disk. if (ourIsLoading) return; RAND_STATEPUSH saverng; int x, y; const PT2 *pt; MOB *mob; ITEM *item; MOBSTACK roommobs; // Create listed mobs. for (pt = room.definition->moblist; pt->data != MOB_NONE; pt++) { mob = MOB::create((MOB_NAMES) pt->data); roomToMapCoords(x, y, room, pt->x, pt->y); mob->move(x, y, true); registerMob(mob); roommobs.append(mob); } int i; MOB *leader = 0; // Create mobs of the given level. for (pt = room.definition->moblevellist; pt->data != MOBLEVEL_NONE; pt++) { int threat; // If there is already a mob here, uniquify it. if (pt->data == MOBLEVEL_UNIQUE) { roomToMapCoords(x, y, room, pt->x, pt->y); mob = getMob(x, y); if (mob) { mob->makeUnique(); continue; } } threat = getThreatLevel(); threat += glb_mobleveldefs[pt->data].maxlevel; mob = MOB::createNPC(threat); if (pt->data == MOBLEVEL_UNIQUE) mob->makeUnique(); roomToMapCoords(x, y, room, pt->x, pt->y); mob->move(x, y, true); registerMob(mob); roommobs.append(mob); } // Apply intrinsics to any mobs: for (pt = room.definition->intrinsiclist; pt->data != INTRINSIC_NONE; pt++) { MOB *mob; roomToMapCoords(x, y, room, pt->x, pt->y); mob = getMob(x, y); if (mob) { mob->setIntrinsic((INTRINSIC_NAMES) pt->data); if (pt->data == INTRINSIC_LEADER) { leader = mob; } } } // If there is a leader, tame all the room's mobs to it. // Ideally we'd do something tad smarter to allow multiple // groups to be made. if (leader) { for (i = 0; i < roommobs.entries(); i++) { // Don't self tame :> if (roommobs(i) == leader) continue; roommobs(i)->makeSlaveOf(leader); } } // Create the listed items. for (pt = room.definition->itemlist; pt->data != ITEM_NONE; pt++) { item = ITEM::create((ITEM_NAMES) pt->data); roomToMapCoords(x, y, room, pt->x, pt->y); acquireItem(item, x, y, 0); } // Create the listed item types. for (pt = room.definition->itemtypelist; pt->data != ITEMTYPE_NONE; pt++) { item = ITEM::createRandomType((ITEMTYPE_NAMES) pt->data); roomToMapCoords(x, y, room, pt->x, pt->y); acquireItem(item, x, y, 0); } // Create the signposts for (pt = room.definition->signpostlist; pt->data != SIGNPOST_NONE; pt++) { roomToMapCoords(x, y, room, pt->x, pt->y); addSignPost((SIGNPOST_NAMES) pt->data, x, y); } } void MAP::addSignPost(SIGNPOST_NAMES post, int x, int y) { if (!mySignList) mySignList = new SIGNLIST; mySignList->append(post, x, y); } void MAP::chooseRandomExit(int *entrance, int *delta, const ROOM &room) { if (room.definition) { // We need to find valid door squares on the boundary // only these can be exits. int x, y; int *estack, *dstack; int numexit = 0, choice; // Maximum size of the stacks is the perimeter of the room. estack = new int[ 2 * (room.h.x - room.l.x + 1) + 2 * (room.h.y - room.l.y + 1) ]; dstack = new int[ 2 * (room.h.x - room.l.x + 1) + 2 * (room.h.y - room.l.y + 1) ]; for (x = room.l.x; x <= room.h.x; x++) { if (isMapExit(x, room.l.y)) { estack[numexit*2] = x; estack[numexit*2+1] = room.l.y; dstack[numexit*2] = 0; dstack[numexit*2+1] = -1; numexit++; } if (isMapExit(x, room.h.y)) { estack[numexit*2] = x; estack[numexit*2+1] = room.h.y; dstack[numexit*2] = 0; dstack[numexit*2+1] = 1; numexit++; } } for (y = room.l.y; y <= room.h.y; y++) { if (isMapExit(room.l.x, y)) { estack[numexit*2] = room.l.x; estack[numexit*2+1] = y; dstack[numexit*2] = -1; dstack[numexit*2+1] = 0; numexit++; } if (isMapExit(room.h.x, y)) { estack[numexit*2] = room.h.x; estack[numexit*2+1] = y; dstack[numexit*2] = 1; dstack[numexit*2+1] = 0; numexit++; } } UT_ASSERT(numexit); choice = rand_choice(numexit); entrance[0] = estack[choice*2]; entrance[1] = estack[choice*2+1]; delta[0] = dstack[choice*2]; delta[1] = dstack[choice*2+1]; delete [] estack; delete [] dstack; return; } switch (rand_choice(4)) { case 0: entrance[0] = room.l.x; entrance[1] = rand_range(room.l.y+1, room.h.y-1); delta[0] = -1; delta[1] = 0; break; case 1: entrance[0] = room.h.x; entrance[1] = rand_range(room.l.y+1, room.h.y-1); delta[0] = 1; delta[1] = 0; break; case 2: entrance[0] = rand_range(room.l.x+1, room.h.x-1); entrance[1] = room.l.y; delta[0] = 0; delta[1] = -1; break; case 3: entrance[0] = rand_range(room.l.x+1, room.h.x-1); entrance[1] = room.h.y; delta[0] = 0; delta[1] = 1; break; } } void MAP::buildBigRoom() { ROOM room; int x, y; room.l.x = 1; room.l.y = 1; room.h.x = 30; room.h.y = 30; room.definition = 0; drawRoom(room, true, false, false); // Build random up & down stair cases. while (1) { x = rand_range(2, 29); y = rand_range(2, 29); if (getTile(x, y) == SQUARE_FLOOR) { setTile(x, y, SQUARE_LADDERUP); // setTile(x-1, y, SQUARE_LADDERDOWN); break; } } while (1) { x = rand_range(2, 29); y = rand_range(2, 29); if (getTile(x, y) == SQUARE_FLOOR) { setTile(x, y, SQUARE_LADDERDOWN); break; } } } void MAP::buildRoguelike() { // Draw some rooms... ROOM rooms[20]; int numroom = 0; int fails = 0; int i; int src; int room, x, y; int maxdark, numdark; bool isdark; // Track number of dark rooms. numdark = 0; // Only have up to depth - 1 dark rooms. This prevents // start levels from having lots of dark rooms. maxdark = myDepth-1; // Build as many rooms as fits, up to twenty. while (fails < 40 && numroom < 20) { if (!numroom) { buildRandomRoomFromDefinition(rooms[numroom], chooseRandomRoom(myDepth)); } else { buildRandomRoom(rooms[numroom]); } if (checkRoomFits(rooms[numroom])) { isdark = false; // Decide if it should be dark. if (numdark < maxdark) { isdark = rand_chance(10); } if (isdark) numdark++; drawRoom(rooms[numroom], !isdark, false, false); numroom++; } else fails++; } // Now, build corridors... // We want every room to be connected. // Thus, we have a pool of i connected rooms. We each // round take i+1 and connect it to one of our connect rooms // at random. // If we fail to connect 40 times, we declare this dungeon sucky // and go again... fails = 0; for (i = 0; i < numroom - 1; i++) { int cs[2], ce[2], ds[2], de[2]; src = rand_range(0, i); chooseRandomExit(cs, ds, rooms[src]); chooseRandomExit(ce, de, rooms[i+1]); // Draw a corridor between these two rooms. if (!drawCorridor(cs[0], cs[1], ds[0], ds[1], ce[0], ce[1], de[0], de[1])) { // Failed to draw a corridor, try again. i--; fails++; if (fails > 40) break; continue; } } if (fails > 40) { UT_ASSERT(!"Failed to build a dungeon, retrying!"); build(true); return; } // Now we close any unused exits in our special rooms... for (room = 0; room < numroom; room++) { closeUnusedExits(rooms[room], false); populateRoom(rooms[room]); } // Now, we pick a random up and down stair case... while (1) { room = rand_choice(numroom); // If there was only one room, we trivially allow so we // can't get an infinite loop if said rooms doesn't allow stairs. if (numroom > 1 && rooms[room].definition && !rooms[room].definition->allowstairs) continue; x = rand_range(rooms[room].l.x+1, rooms[room].h.x-1); y = rand_range(rooms[room].l.y+1, rooms[room].h.y-1); if (getTile(x, y) == SQUARE_FLOOR || getTile(x, y) == SQUARE_CORRIDOR) { setTile(x, y, SQUARE_LADDERDOWN); break; } } while (1) { room = rand_choice(numroom); if (numroom > 1 && rooms[room].definition && !rooms[room].definition->allowstairs) continue; x = rand_range(rooms[room].l.x+1, rooms[room].h.x-1); y = rand_range(rooms[room].l.y+1, rooms[room].h.y-1); if (getTile(x, y) == SQUARE_FLOOR || getTile(x, y) == SQUARE_CORRIDOR) { setTile(x, y, SQUARE_LADDERUP); break; } } } static int findCell(int *cells, int c) { int n; n = cells[c]; if (n == c) return c; n = findCell(cells, n); cells[c] = n; return n; } void MAP::smooth(SQUARE_NAMES floor, SQUARE_NAMES wall) { int x, y; int n; for (y = 1; y < MAP_HEIGHT-1; y++) { for (x = 1; x < MAP_WIDTH-1; x++) { if (getTile(x, y) == floor) { // If we have 3 non floor neighbours, delete. n = 0; if (getTile(x-1, y) == wall) n++; if (getTile(x+1, y) == wall) n++; if (getTile(x, y-1) == wall) n++; if (getTile(x, y+1) == wall) n++; if (n >= 3) { setTile(x, y, wall); } } } } } void MAP::fillWithTile(int x, int y, SQUARE_NAMES newtile, SQUARE_NAMES oldtile) { int stackpos; #define STACKSIZE 500 int stack[STACKSIZE]; stackpos = 0; stack[stackpos++] = y * MAP_WIDTH + x; while (stackpos) { stackpos--; x = stack[stackpos] & 31; y = stack[stackpos] >> 5; if (getTile(x, y) == oldtile) { setTile(x, y, newtile); if ((x > 0) && getTile(x-1, y) == oldtile) stack[stackpos++] = (x-1) + (y * MAP_WIDTH); if (stackpos >= STACKSIZE) continue; if ((x < MAP_WIDTH-1) && getTile(x+1, y) == oldtile) stack[stackpos++] = (x+1) + (y * MAP_WIDTH); if (stackpos >= STACKSIZE) continue; if ((y > 0) && getTile(x, y-1) == oldtile) stack[stackpos++] = x + (y - 1) * MAP_WIDTH; if (stackpos >= STACKSIZE) continue; if ((y < MAP_HEIGHT-1) && getTile(x, y+1) == oldtile) stack[stackpos++] = x + (y + 1) * MAP_WIDTH; if (stackpos >= STACKSIZE) continue; } } } void MAP::drawQixWall(int sx, int sy, int dx, int dy, bool islit) { int x, y; int range; // It is possible that we were given an out of range start // value. This is not a problem, but we should not go // writing. if (!compareTile(sx, sy, SQUARE_FLOOR)) return; range = rand_range(5, 20); x = sx; y = sy; while (range) { setTile(x, y, SQUARE_WALL); // See if now adjacent. // These are intentionally crossed over! if (!compareTile(x+dy, y+dx, SQUARE_FLOOR)) break; if (!compareTile(x-dy, y-dx, SQUARE_FLOOR)) break; if (!compareTile(x+dx, y+dy, SQUARE_FLOOR)) break; // Keep building. x += dx; y += dy; range--; } // If we didn't hit anything, rotate. if (!range) { // Rotate... x -= dx; y -= dy; if (dx) { dy = dx; dx = 0; } else { dx = -dy; dy = 0; } x += dx; y += dy; drawQixWall(x, y, dx, dy, islit); } } void MAP::buildQix(bool islit) { int x, y, cx, cy, dx, dy; int i; ROOM room; int numwalls, tries, dir; // Build a drunken cavern to use as our guide. buildDrunkenCavern(islit, false, false, false); smooth(SQUARE_CORRIDOR, SQUARE_EMPTY); // Set the entire map to normal ground: // Boundary becomes walls for (y = 0; y < MAP_HEIGHT; y++) { for (x = 0; x < MAP_WIDTH; x++) { int oldtile; oldtile = getTile(x, y); if (oldtile == SQUARE_CORRIDOR) setTile(x, y, SQUARE_FLOOR); else if (oldtile == SQUARE_EMPTY) setTile(x, y, SQUARE_WALL); // For debugging: // setFlag(x, y, SQUAREFLAG_MAPPED); } } // Create the special room: buildRandomRoomFromDefinition(room, chooseRandomRoom(myDepth)); drawRoom(room, true, true, false); populateRoom(room); numwalls = rand_range(17, 28); while (numwalls--) { // Find a valid wall position. tries = 100; while (tries--) { cx = rand_range(1, MAP_WIDTH-1); cy = rand_range(1, MAP_HEIGHT-1); // Ensure we are not in the special room. if (cx >= room.l.x && cx <= room.h.x && cy >= room.l.y && cy <= room.h.y) { continue; } if (getTile(cx, cy) != SQUARE_FLOOR) continue; // Verify we are not adjacent to a wall. if (getTile(cx, cy+1) != SQUARE_FLOOR) continue; if (getTile(cx, cy-1) != SQUARE_FLOOR) continue; if (getTile(cx+1, cy) != SQUARE_FLOOR) continue; if (getTile(cx-1, cy) != SQUARE_FLOOR) continue; // Valid wall, done. break; } // Couldn't find a valid space. if (!tries) break; dir = rand_choice(4); getDirection(dir, dx, dy); // Now draw walls in two directions until they hit a wall // or become adjacent to a wall drawQixWall(cx, cy, dx, dy, islit); dir += rand_range(1, 3); dir &= 3; getDirection(dir, dx, dy); drawQixWall(cx+dx, cy+dy, dx, dy, islit); } int *cutout = ourCutOuts; int *cell = ourCells; int numcuts = 0, c1, c2; // Find all possible cuts for (y = 1; y < MAP_HEIGHT-1; y++) { for (x = 1; x < MAP_WIDTH-1; x++) { // Ensure we are not in the special room. if (x >= room.l.x && x <= room.h.x && y >= room.l.y && y <= room.h.y) { continue; } // To be a cut, we must be a wall. if (getTile(x, y) != SQUARE_WALL) continue; // To be a valid cut, we need to have a floor // on either side and walls on the opposite sides. if ((getTile(x-1, y) == SQUARE_FLOOR) && (getTile(x+1, y) == SQUARE_FLOOR) && (getTile(x, y-1) == SQUARE_WALL) && (getTile(x, y+1) == SQUARE_WALL)) { cutout[numcuts++] = y * MAP_WIDTH + x; } if ((getTile(x-1, y) == SQUARE_WALL) && (getTile(x+1, y) == SQUARE_WALL) && (getTile(x, y-1) == SQUARE_FLOOR) && (getTile(x, y+1) == SQUARE_FLOOR)) { cutout[numcuts++] = y * MAP_WIDTH + x; } } } UT_ASSERT(numcuts < 512); // Initialize cell array: for (i = 0; i < 1024; i++) cell[i] = i; // Connect anything already connected for (y = 1; y < MAP_HEIGHT-1; y++) { for (x = 1; x < MAP_WIDTH-1; x++) { if (getTile(x, y) != SQUARE_FLOOR) continue; c1 = findCell(cell, y * MAP_WIDTH + x); if (getTile(x+1, y) == SQUARE_FLOOR) { c2 = findCell(cell, y * MAP_WIDTH + (x + 1)); if (c1 < c2) cell[c2] = c1; else if (c1 > c2) cell[c1] = c2; } if (getTile(x, y+1) == SQUARE_FLOOR) { c2 = findCell(cell, (y+1) * MAP_WIDTH + x); if (c1 < c2) cell[c2] = c1; else if (c1 > c2) cell[c1] = c2; } } } // Now, randomize our cut list: rand_shuffle(cutout, numcuts); for (i = 0; i < numcuts; i++) { // Determine direction of cut x = cutout[i] % MAP_WIDTH; y = cutout[i] / MAP_WIDTH; // Find direction. if ((getTile(x+1, y) == SQUARE_WALL) || (getTile(x-1, y) == SQUARE_WALL)) { dx = 0; dy = 1; } if ((getTile(x, y+1) == SQUARE_WALL) || (getTile(x, y-1) == SQUARE_WALL)) { dx = 1; dy = 0; } // Check to see if the cells are different. c1 = findCell(cell, (y+dy)*MAP_WIDTH+(x+dx)); c2 = findCell(cell, (y-dy)*MAP_WIDTH+(x-dx)); if (c1 != c2) { setTile(x, y, SQUARE_DOOR); if (c1 < c2) cell[c2] = c1; else if (c1 > c2) cell[c1] = c2; // Add the door itself to the include list. c1 = findCell(cell, y * MAP_WIDTH + x); if (c1 < c2) cell[c2] = c1; else if (c1 > c2) cell[c1] = c2; } else if (rand_chance(5)) { setTile(x, y, SQUARE_SECRETDOOR); } } // Now destroy any walls that are unconnected. int c1cnt, c2cnt; c1cnt = 0; c1 = -1; for (y = 0; y < MAP_WIDTH; y++) { for (x = 0; x < MAP_WIDTH; x++) { if (x >= room.l.x && x <= room.h.x && y >= room.l.y && y <= room.h.y) { continue; } if (getTile(x, y) == SQUARE_FLOOR || getTile(x, y) == SQUARE_DOOR) { if (c1 < 0) { c1 = findCell(cell, y * MAP_WIDTH + x); c1cnt = 0; for (i = 0; i < 1024; i++) { if (findCell(cell, i) == c1) c1cnt++; } } c2 = findCell(cell, y * MAP_WIDTH + x); if (c1 != c2) { if (c2 == y * MAP_WIDTH + x) { c2cnt = 0; for (i = 0; i < 1024; i++) { if (findCell(cell, i) == c2) c2cnt++; } if (c2cnt > c1cnt) { c1 = c2; c1cnt = c2cnt; // Restart so we rescan earlyer // parts. y = 0; x = 0; continue; } } // Isolated region! Reject! setTile(x, y, SQUARE_WALL); } } } } closeUnusedExits(room, true); // Now, we pick a random up and down stair case... while (1) { findRandomLoc(x, y, MOVE_WALK, true, false, false, false, false, false); if (!room.definition->allowstairs && x >= room.l.x && x <= room.h.x && y >= room.l.y && y <= room.h.y) continue; if (getTile(x, y) == SQUARE_FLOOR) { setTile(x, y, SQUARE_LADDERUP); break; } } while (1) { findRandomLoc(x, y, MOVE_WALK, true, false, false, false, false, false); if (!room.definition->allowstairs && x >= room.l.x && x <= room.h.x && y >= room.l.y && y <= room.h.y) continue; if (getTile(x, y) == SQUARE_FLOOR) { setTile(x, y, SQUARE_LADDERDOWN); break; } } } void MAP::buildMaze(int stride) { // A 32x32 room as 16x16 horizontal cuts and 16x16 vertical cuts, // for a max cut list of 512. int *cutouts; // The cell tracks connected sets. Each cell points to the // cell it is connected to, or to itself if it is the root of // the tree. int *cell; int numcuts; int x, y, cx, cy, dx, dy; int i; int cut; int c1, c2; ROOM room; cell = ourCells; cutouts = ourCutOuts; // Set the entire map to normal walls: for (y = 0; y < MAP_HEIGHT; y++) { for (x = 0; x < MAP_WIDTH; x++) { setTile(x, y, SQUARE_WALL); // It would be very cruel not to light the maze. setFlag(x, y, SQUAREFLAG_LIT); // For debugging: // setFlag(x, y, SQUAREFLAG_MAPPED); } } // We want every other square to be a hole. for (y = 1; y < MAP_HEIGHT-stride; y += stride + 1) { for (x = 1; x < MAP_WIDTH-stride; x += stride + 1) { for (dy = 0; dy < stride; dy++) { for (dx = 0; dx < stride; dx++) { setTile(x+dx, y+dy, SQUARE_FLOOR); } } } } // Create the special room: buildRandomRoomFromDefinition(room, chooseRandomRoom(myDepth)); drawRoom(room, true, true, false); populateRoom(room); // We also want to initialize the cutout array here (which // is a list of all possible wall cuts.) // We do not include any cuts that will bridge the room - ie, either // side of the cut is inside of the room. numcuts = 0; for (y = 1; y < MAP_HEIGHT-stride; y += stride+1) { for (x = 1; x < MAP_WIDTH-stride; x += stride+1) { for (dx = 0; dx < stride; dx++) { if (x+stride < MAP_WIDTH-2) if (x+stride+1 < room.l.x || x > room.h.x || y+dx < room.l.y || y+dx > room.h.y) cutouts[numcuts++] = ((y+dx) * MAP_WIDTH) + x + stride; if (y+stride < MAP_HEIGHT-2) if (x+dx < room.l.x || x+dx > room.h.x || y+stride+1 < room.l.y || y > room.h.y) cutouts[numcuts++] = ((y+stride) * MAP_WIDTH) + x + dx; } } } UT_ASSERT(numcuts < 512); // Initialize cell array: for (i = 0; i < 256; i++) cell[i] = i; // Now, randomize our cut list: rand_shuffle(cutouts, numcuts); // And cut all the cutouts that won't join an existing pair... for (i = 0; i < numcuts; i++) { cut = cutouts[i]; y = cut / MAP_WIDTH; x = cut - y * MAP_WIDTH; cx = (x-1) / (stride+1); cy = (y-1) / (stride+1); c1 = findCell(cell, cy * (MAP_WIDTH / 2) + cx); if (cut & 1) { // Vertical cut... c2 = findCell(cell, (cy+1) * (MAP_WIDTH / 2) + cx); } else { // Horizontal cut... c2 = findCell(cell, cy * (MAP_WIDTH / 2) + cx + 1); } // We only connect if they are different. This ensures // we have a fully branching corridor. It would also // prevent any loop backs and make for lots of backtracking. // Thus, to be kind, we add some extras... if (c1 != c2 || rand_chance(10)) { // We have two different cells that would be joined // by this cut, so make it. setTile(x, y, SQUARE_FLOOR); // And mark the cells the same: cell[c2] = c1; } } closeUnusedExits(room, true); // Now, we pick a random up and down stair case... while (1) { findRandomLoc(x, y, MOVE_WALK, true, false, false, false, false, false); if (!room.definition->allowstairs && x >= room.l.x && x <= room.h.x && y >= room.l.y && y <= room.h.y) continue; if (getTile(x, y) == SQUARE_FLOOR) { setTile(x, y, SQUARE_LADDERUP); break; } } while (1) { findRandomLoc(x, y, MOVE_WALK, true, false, false, false, false, false); if (!room.definition->allowstairs && x >= room.l.x && x <= room.h.x && y >= room.l.y && y <= room.h.y) continue; if (getTile(x, y) == SQUARE_FLOOR) { setTile(x, y, SQUARE_LADDERDOWN); break; } } } void MAP::buildDrunkenCavern(bool islit, bool allowlakes, bool allowroom, bool buildstaircase) { // This time the drunk in the title refers to the algorithm, not // my state when writing it. // int numdrunks, i; int rum, j; int x, y; int dx, dy; int numcuts = 0; SQUARE_NAMES tunneltype; if (islit) { for (y = 0; y < MAP_HEIGHT; y++) { for (x = 0; x < MAP_WIDTH; x++) { setFlag(x, y, SQUAREFLAG_LIT); // For debugging: // setFlag(x, y, SQUAREFLAG_MAPPED); } } } ROOM room; room.definition = 0; if (allowroom) { buildRandomRoomFromDefinition(room, chooseRandomRoom(myDepth)); drawRoom(room, islit, false, false); populateRoom(room); } // 10-30 drunken walks. //numdrunks = rand_range(20, 30); //rum = rand_range(20, 30); //numdrunks = 1; //rum = 900; // We want numdrunks + sqrt(rum) == 20 // The sqrt is because each drunk will move a distance on average // of sqrt(rum). // We may want to: // 1) Bias the birth of drunkards near tunnel terminuses // 2) Turn on back tracking to allow creation of deadends // 3) Tunnel until a certain percentage is execavated. /* numdrunks = rand_range(1, 17); rum = 20 - numdrunks; rum *= rum; */ rum = 300; //BUF buf; //buf.sprintf("Drunk: %d, Len: %d. ", numdrunks, rum); //msg_report(buf); //for (i = 0; i < numdrunks; i++) while (numcuts < (MAP_WIDTH * MAP_HEIGHT / 2)) { // Pick a random drunk starting location. //if (i) if (numcuts) { findRandomLoc(x, y, MOVE_STD_SWIM, true, false, false, false, false, false); if (isMapWall(x, y)) continue; tunneltype = SQUARE_CORRIDOR; } else { while (1) { x = rand_range(3, MAP_WIDTH-3); y = rand_range(3, MAP_HEIGHT-3); if (isMapWall(x, y)) continue; if (getTile(x, y) == SQUARE_EMPTY) break; } // We get free cuts corresponding to the size of the room. if (allowroom) numcuts += (room.h.x - room.l.x) * (room.h.y - room.l.y); if (allowlakes) { tunneltype = SQUARE_WATER; } else tunneltype = SQUARE_CORRIDOR; } // Now start carving out the dungeon... // Initial dig direction: rand_direction(dx, dy); for (j = 0; j < rum; j++) { // Dig out this square... if (getTile(x, y) == SQUARE_EMPTY) numcuts++; // Don't cut out special rooms. if (getTile(x, y) != SQUARE_CORRIDOR && getTile(x, y) != SQUARE_EMPTY && getTile(x, y) != SQUARE_WATER) { break; } if (getTile(x, y) != SQUARE_WATER) setTile(x, y, tunneltype); // Move drunkenly... x += dx; y += dy; // Stumble against the walls. if (x < 1) x = 1; if (x >= MAP_WIDTH-2) x = MAP_WIDTH-2; if (y < 1) y = 1; if (y >= MAP_HEIGHT-2) y = MAP_HEIGHT-2; // Change our direction... switch (rand_choice(3)) { case 0: // Unchanged. break; case 1: // Turn, +1 dx = !dx; dy = !dy; break; case 2: // Turn -1 dx = -!dx; dy = -!dy; break; } } } if (allowroom) closeUnusedExits(room, true); // Build the staircases.. while (buildstaircase) { findRandomLoc(x, y, MOVE_STD_SWIM, true, false, false, false, false, false); if (room.definition && !room.definition->allowstairs && x >= room.l.x && x <= room.h.x && y >= room.l.y && y <= room.h.y) continue; if (getTile(x, y) == SQUARE_CORRIDOR || getTile(x, y) == SQUARE_WATER) { setTile(x, y, SQUARE_LADDERUP); break; } } while (buildstaircase) { findRandomLoc(x, y, MOVE_STD_SWIM, true, false, false, false, false, false); if (room.definition && !room.definition->allowstairs && x >= room.l.x && x <= room.h.x && y >= room.l.y && y <= room.h.y) continue; if (getTile(x, y) == SQUARE_CORRIDOR || getTile(x, y) == SQUARE_WATER) { setTile(x, y, SQUARE_LADDERDOWN); break; } } } void MAP::buildRiverRoom() { int upx = 0, upy; int downx = 0, downy; int minx, maxx; int rx, ry; int i; do { // Empty the map... clear(); // Clear out our wall map. memset(ourWallMap, 0, MAP_WIDTH * MAP_HEIGHT); buildDrunkenCavern(false, false, false, true); // Find the up and down ladders, try to cut through them with a river. if (!findTile(SQUARE_LADDERUP, upx, upy)) continue; if (!findTile(SQUARE_LADDERDOWN, downx, downy)) continue; } while (abs(upx - downx) <= 7); // We are now guaranteed that we have a 5 space room for our river. if (upx < downx) { minx = upx; maxx = downx; } else { minx = downx; maxx = upx; } minx += 3; maxx -= 3; rx = (upx + downx) / 2; for (ry = 0; ry < MAP_HEIGHT; ry++) { // Move rx randomly to left or right. rx += rand_choice(3) - 1; if (rx < minx) rx = minx; if (rx > maxx) rx = maxx; // Draw the river here. for (i = -2; i <= 2; i++) { // We only want to draw over corridor and normal walls. // Otherwise we could write over a special room. switch (getTile(rx+i, ry)) { case SQUARE_CORRIDOR: case SQUARE_EMPTY: setTile(rx+i, ry, SQUARE_WATER); break; default: break; } } } } void MAP::buildSurfaceWorld() { int elevation[MAP_HEIGHT+1][MAP_WIDTH+1]; int scale, step, average, e; int x, y, pass; SQUARE_NAMES tile; // Set our flags appropraitel myGlobalFlags &= ~MAPFLAG_DIG; myGlobalFlags &= ~MAPFLAG_NEWMOBS; myGlobalFlags |= MAPFLAG_NOITEMS; for (scale = 5; scale >= 0; scale--) { step = 1 << scale; for (pass = 0; pass < 2; pass++) { for (y = 0; y <= MAP_HEIGHT; y += step) { for (x = 0; x <= MAP_WIDTH; x += step) { // Clamp boundaries: if (!x || !y || (x == MAP_WIDTH) || (y == MAP_HEIGHT)) elevation[y][x] = 256; else if (x == MAP_WIDTH/2 && y == MAP_HEIGHT/2) elevation[y][x] = 0; else { // First pass we want only edges // Second pass the centers. if (pass) { if (!(x & step) || !(y & step)) continue; average = elevation[y - step][x] + elevation[y + step][x] + elevation[y][x - step] + elevation[y][x + step]; average = (average + 2) / 4; } else { if (!((x & step) ^ (y & step))) continue; if (x & step) { average = elevation[y][x - step] + elevation[y][x + step]; average = (average + 1) / 2; } else { average = elevation[y - step][x] + elevation[y + step][x]; average = (average + 1) / 2; } } average += rand_range(-step*10, step*10); elevation[y][x] = average; } } } } // for pass } for (y = 0; y < MAP_HEIGHT; y++) { for (x = 0; x < MAP_WIDTH; x++) { e = elevation[y][x]; if (e < 50) tile = SQUARE_GRASS; else if (e < 100) tile = SQUARE_WATER; else if (e < 150) tile = SQUARE_GRASS; else if (e < 200) tile = SQUARE_FOREST; else if (e < 240) tile = SQUARE_HILLS; else tile = SQUARE_MOUNTAIN; setTile(x, y, tile); setFlag(x, y, SQUAREFLAG_LIT); } } // One upstairs in the center... setTile(MAP_WIDTH/2, MAP_HEIGHT/2, SQUARE_LADDERDOWN); // Warning sign post setTile(MAP_WIDTH/2+2, MAP_HEIGHT/2, SQUARE_SIGNPOST); addSignPost(SIGNPOST_WON, MAP_WIDTH/2+2, MAP_HEIGHT/2); // Elder y = MAP_HEIGHT/2; for ( ; y < MAP_HEIGHT; y++) { x = MAP_WIDTH/2; for ( ; x < MAP_WIDTH; x++) { if (!canMove(x, y, MOVE_STD_SWIM)) break; } if (canMove(x-1,y, MOVE_WALK)) { x--; break; } } if (y >= MAP_HEIGHT) { // Failed to place far away x = MAP_WIDTH/2-1; y = MAP_HEIGHT/2; } // If we are loading from disk, we've already populated the room // from disk. if (!ourIsLoading) { MOB *mob; mob = MOB::create(MOB_ELDER); // interlevell so no traps // but what do we do about failure??? // currently move never fails with interlevel. if (mob->move(x, y, true)) registerMob(mob); else delete mob; } } void MAP::buildTutorial() { // Find the appropriate room... int i, nummatch, match = -1; nummatch = 0; for (i = 0; i < NUM_ALLROOMDEFS; i++) { if (!strcmp(glb_allroomdefs[i]->name, "tutorial")) { nummatch++; if (!rand_choice(nummatch)) match = i; } } if (match == -1) { // No matching god! buildRoguelike(); return; } // Only have to build the room. It is assumed to have // the required crap in it. ROOM room; buildRandomRoomFromDefinition(room, glb_allroomdefs[match]); drawRoom(room, true, false, false); populateRoom(room); } void MAP::buildQuest(GOD_NAMES god) { // Set our flags appropraitely #if 0 myGlobalFlags &= ~MAPFLAG_DIG; myGlobalFlags &= ~MAPFLAG_NEWMOBS; myGlobalFlags |= MAPFLAG_NOITEMS; #endif // Find the appropriate room... int i, nummatch, match = -1; nummatch = 0; for (i = 0; i < NUM_ALLROOMDEFS; i++) { if (glb_allroomdefs[i]->quest == god) { nummatch++; if (!rand_choice(nummatch)) match = i; } } if (match == -1) { // No matching god! buildRoguelike(); return; } // Only have to build the room. It is assumed to have // the required crap in it. ROOM room; buildRandomRoomFromDefinition(room, glb_allroomdefs[match]); drawRoom(room, true, false, false); populateRoom(room); } class CIRCLE { public: CIRCLE() {} CIRCLE(int r) { CIRCLE::r = r; } int x, y; int r; bool overlaps(const CIRCLE &circle) const; }; bool CIRCLE::overlaps(const CIRCLE &circle) const { int dx, dy, r2, cr2; dx = circle.x - x; dy = circle.y - y; r2 = dx * dx + dy * dy; cr2 = circle.r + r + 2; // Extra two is to get a wall between them. cr2 *= cr2; // See if combined radii of circle is within r2. if (cr2 >= r2) return true; return false; } typedef PTRSTACK CIRCLELIST; bool circleFits(int x, int y, int r, const CIRCLELIST &list) { int i, n; CIRCLE test; test.x = x; test.y = y; test.r = r; n = list.entries(); for (i = 0; i < n; i++) { if (test.overlaps(list(i))) { return false; } } return true; } bool createCircle(CIRCLE &circle, int r, const CIRCLELIST &list) { int x, y, numchoice = 0; for (y = r+1; y < MAP_HEIGHT - (r+1); y++) { for (x = r+1; x < MAP_WIDTH - (r+1); x++) { if (circleFits(x, y, r, list)) { numchoice++; if (!rand_choice(numchoice)) { circle.x = x; circle.y = y; circle.r = r; } } } } if (numchoice) return true; return false; } MOB * MAP::createGoldenTridudeLair(int x, int y) { MOB *leader, *mob; ITEM *artifact; int i; const int numslaves = 9; int placedx[numslaves] = { 0, 0, 0, 1, 2, 3, -1, -2, -3 }; int placedy[numslaves] = { 2, 3, 4,-1,-2,-3, -1, -2, -3 }; MOB_NAMES placetype[numslaves] = { MOB_REDTRIDUDE, MOB_REDTRIDUDE, MOB_REDTRIDUDE, MOB_BLUETRIDUDE, MOB_BLUETRIDUDE, MOB_BLUETRIDUDE, MOB_PURPLETRIDUDE, MOB_PURPLETRIDUDE, MOB_PURPLETRIDUDE }; leader = MOB::create(MOB_GOLDTRIDUDE); leader->setIntrinsic(INTRINSIC_LEADER); leader->move(x, y, true); registerMob(leader); // The leader gets a tasty artifact. artifact = ITEM::createRandomType(ITEMTYPE_ARTIFACT); acquireItem(artifact, x, y, 0); for (i = 0; i < numslaves; i++) { mob = MOB::create(placetype[i]); mob->makeSlaveOf(leader); mob->move(x + placedx[i], y + placedy[i], true); registerMob(mob); } return leader; } void MAP::createColouredTridudeLair(int x, int y, MOB_NAMES tridude, MOB *trueleader) { MOB *leader, *mob; int i; const int numslaves = 6; int placedx[numslaves] = { 0, -1, 1, 0, -2, 2}; int placedy[numslaves] = { 1, -1, -1, 2, -2, -2}; leader = MOB::create(tridude); leader->makeUnique(); leader->setIntrinsic(INTRINSIC_LEADER); leader->move(x, y, true); if (trueleader) leader->makeSlaveOf(trueleader); registerMob(leader); for (i = 0; i < numslaves; i++) { mob = MOB::create(tridude); mob->makeSlaveOf(leader); mob->move(x + placedx[i], y + placedy[i], true); registerMob(mob); } } void MAP::buildSpaceShip() { int x, y, r, dx, dy, i; SQUARE_NAMES square; CIRCLELIST list; CIRCLE circle; // Set our appropriate flags. myGlobalFlags &= ~MAPFLAG_DIG; // We'll do our own populating. myGlobalFlags &= ~MAPFLAG_NEWMOBS; // This is random placement so we try until we get the required mandatory // rooms while (1) { bool created = false; clear(); list.clear(); while (1) { // Dimension door. if (!createCircle(circle, 2, list)) break; drawCircle(circle.x, circle.y, circle.r, SQUARE_METALFLOOR, SQUAREFLAG_LIT); list.append(circle); setTile(circle.x, circle.y, SQUARE_DIMDOOR); // Giant tridude if (!createCircle(circle, 5, list)) break; list.append(circle); drawCircle(circle.x, circle.y, circle.r, SQUARE_METALFLOOR, SQUAREFLAG_LIT); // Tri coloured tridude lairs for (i = 0; i < 3; i++) { if (!createCircle(circle, 4, list)) break; drawCircle(circle.x, circle.y, circle.r, SQUARE_METALFLOOR, SQUAREFLAG_LIT); list.append(circle); } if (i != 3) break; // Some bonus rooms. // We don't care if these fail. for (i = 0; i < 6; i++) { if (!createCircle(circle, 2+rand_choice(2), list)) break; drawCircle(circle.x, circle.y, circle.r, SQUARE_METALFLOOR, SQUAREFLAG_LIT); list.append(circle); } created = true; break; } if (created) break; } // Populate rooms. if (!ourIsLoading) { RAND_STATEPUSH saverng; const int numlair = 3; MOB *goldtridude; MOB_NAMES lairtype[numlair] = { MOB_REDTRIDUDE, MOB_BLUETRIDUDE, MOB_PURPLETRIDUDE }; // Create the golden lair. goldtridude = createGoldenTridudeLair(list(1).x, list(1).y); // Rooms 2, 3, 4 are all tridude lairs for (i = 0; i < numlair; i++) { // Each lair is a feudal system. Knock out the local // leader and they will fight the other packs. createColouredTridudeLair(list(i+2).x, list(i+2).y, lairtype[i], goldtridude); } // Now a smattering of regular tridudes. for (i = 0; i < 10; i++) { MOB *mob; // Abort if no more room for some reason. if (!findRandomLoc(x, y, MOVE_WALK, false, false, false, false, false, false)) break; mob = MOB::create(MOB_TRIDUDE); mob->move(x, y, true); // These all owe allegiance to the giant tridude. mob->makeSlaveOf(goldtridude); registerMob(mob); } } // Connect all rooms. // We have two sets: connected, and unconnected. // We find the closest pair between the two sets and connect them // then add the new room to the connected set. for (i = 1; i < list.entries(); i++) { int j, k; int minr2 = MAP_WIDTH*MAP_WIDTH*4; int minid1 = i, minid2 = 0; for (j = 0; j < i; j++) { for (k = i; k < list.entries(); k++) { dx = list(j).x - list(k).x; dy = list(j).y - list(k).y; r = dx * dx + dy * dy; if (r < minr2) { minid2 = j; minid1 = k; minr2 = r; } } } // Draw a line between the centers. drawLine(list(minid1).x, list(minid1).y, list(minid2).x, list(minid2).y, SQUARE_METALFLOOR); // Min pair is minid2 and minid1. // Swap i with minid1 to mark it connected. circle = list(i); list.set(i, list(minid1)); list.set(minid1, circle); } // Outline all rooms with walls. for (y = 0; y < MAP_HEIGHT; y++) { for (x = 0; x < MAP_WIDTH; x++) { if (getTile(x, y) == SQUARE_EMPTY) { // If a eight way neighbour is not empty and not // a metal wall, convert. for (dy = -1; dy <= 1; dy++) { for (dx = -1; dx <= 1; dx++) { if (!dx && !dy) continue; if (x+dx < 0 || y + dy < 0) continue; if (x+dx >= MAP_WIDTH || y + dy >= MAP_HEIGHT) continue; square = getTile(x+dx, y+dy); if (square != SQUARE_EMPTY && square != SQUARE_METALWALL) { setTile(x, y, SQUARE_METALWALL); dx = dy = 2; } } } } } } // Create viewports anywhere which is bordered on one half by // stars and the other by non-stars and is a metalwall. for (y = 1; y < MAP_HEIGHT-1; y++) { for (x = 1; x < MAP_WIDTH-1; x++) { const int viewportchance = 15; if (getTile(x, y) != SQUARE_METALWALL) continue; if (getTile(x-1, y) != SQUARE_METALWALL && getTile(x+1, y) != SQUARE_METALWALL) { if (getTile(x-1, y) == SQUARE_EMPTY || getTile(x+1, y) == SQUARE_EMPTY) { if (rand_chance(viewportchance)) setTile(x, y, SQUARE_VIEWPORT); } } if (getTile(x, y-1) != SQUARE_METALWALL && getTile(x, y+1) != SQUARE_METALWALL) { if (getTile(x, y-1) == SQUARE_EMPTY || getTile(x, y+1) == SQUARE_EMPTY) { if (rand_chance(viewportchance)) setTile(x, y, SQUARE_VIEWPORT); } } } } const int numstars = 5; // Mark everything lit & having a random star. // We also turn off the mob generation inside stars // to stop you from being teleported there. const SQUARE_NAMES starlist[numstars] = { SQUARE_STARS1, SQUARE_STARS2, SQUARE_STARS3, SQUARE_STARS4, SQUARE_STARS5 }; for (y = 0; y < MAP_HEIGHT; y++) { for (x = 0; x < MAP_WIDTH; x++) { setFlag(x, y, SQUAREFLAG_LIT); // For debugging: // setFlag(x, y, SQUAREFLAG_MAPPED); if (getTile(x, y) == SQUARE_EMPTY) { setTile(x, y, starlist[rand_choice(numstars)]); setFlag(x, y, SQUAREFLAG_NOMOB); } } } } void MAP::buildHello() { int x, y, r; int numcirc; SQUARE_NAMES square; SQUAREFLAG_NAMES flag; // Set our appropriate flags. myGlobalFlags &= ~MAPFLAG_DIG; clear(); ROOM room; // I'm just typing this to note I am currently flying first class // Woohoo! buildRandomRoomFromDefinition(room, chooseRandomRoom(myDepth)); drawRoom(room, true, false, false); populateRoom(room); for (numcirc = 0; numcirc < 20; numcirc++) { x = rand_range(1, MAP_WIDTH); y = rand_range(1, MAP_HEIGHT); r = rand_range(1, 6); switch (rand_choice(3)) { case 0: square = SQUARE_CORRIDOR; flag = SQUAREFLAG_NONE; break; case 1: square = SQUARE_LAVA; flag = SQUAREFLAG_LIT; break; case 2: square = SQUARE_WATER; flag = SQUAREFLAG_NONE; break; default: UT_ASSERT(0); square = SQUARE_EMPTY; flag = SQUAREFLAG_NONE; break; } drawCircle(x, y, r, square, flag); } closeUnusedExits(room, true); // Build the staircases.. while (1) { findRandomLoc(x, y, MOVE_STD_SWIM, true, false, false, false, false, false); if (!room.definition->allowstairs && x >= room.l.x && x <= room.h.x && y >= room.l.y && y <= room.h.y) continue; if (getTile(x, y) == SQUARE_CORRIDOR || getTile(x, y) == SQUARE_WATER || getTile(x, y) == SQUARE_LAVA) { setTile(x, y, SQUARE_LADDERUP); break; } } // There is no down stairs from hello. #if 0 while (1) { findRandomLoc(x, y, MOVE_STD_SWIM, true, false, false, false, false, false); if (!room.definition->allowstairs && x >= room.l.x && x <= room.h.x && y >= room.l.y && y <= room.h.y) continue; if (getTile(x, y) == SQUARE_CORRIDOR || getTile(x, y) == SQUARE_WATER || getTile(x, y) == SQUARE_LAVA) { setTile(x, y, SQUARE_LADDERDOWN); break; } } #endif } void MAP::drawLine(int x1, int y1, int x2, int y2, SQUARE_NAMES square, bool overwrite) { int cx, cy, x, y, acx, acy; cx = x2 - x1; cy = y2 - y1; acx = abs(cx); acy = abs(cy); // Start and beginning are done separately as this code // is stolen from the LOS code that ignore start and end. if (overwrite || getTile(x1, y1) == SQUARE_EMPTY) setTile(x1, y1, square); if (overwrite || getTile(x2, y2) == SQUARE_EMPTY) setTile(x2, y2, square); if (acx > acy) { int dx, dy, error; dx = SIGN(cx); dy = SIGN(cy); error = 0; error = acy; y = y1; for (x = x1 + dx; x != x2; x += dx) { if (error >= acx) { error -= acx; if (overwrite || getTile(x, y) == SQUARE_EMPTY) setTile(x, y, square); y += dy; } error += acy; if (overwrite || getTile(x, y) == SQUARE_EMPTY) setTile(x, y, square); } } else { int dx, dy, error; dx = SIGN(cx); dy = SIGN(cy); error = 0; error = acx; x = x1; for (y = y1 + dy; y != y2; y += dy) { if (error >= acy) { error -= acy; if (overwrite || getTile(x, y) == SQUARE_EMPTY) setTile(x, y, square); x += dx; } error += acx; if (overwrite || getTile(x, y) == SQUARE_EMPTY) setTile(x, y, square); } } } void MAP::drawCircle(int cx, int cy, int rad, SQUARE_NAMES square, SQUAREFLAG_NAMES flag, bool overwrite) { int x, y, r2; // Expand radius by .5 so we don't get pimply circles. r2 = (int) ((rad + 0.5) * (rad + 0.5)); for (y = cy - rad; y <= cy + rad; y++) { if (y < 0) continue; // Leave blank tile if (y >= MAP_HEIGHT-1) break; for (x = cx - rad; x <= cx + rad; x++) { if (x < 0) continue; // Leave blank tile if (x >= MAP_WIDTH-1) break; // Only overwrite earth tiles. if (!overwrite && getTile(x, y) != SQUARE_EMPTY) continue; // Determine if this is in range. // My world for a bressenham circle algorithm! // Okay, not my world. // I've written enough of them that this code is ar esult // of extreme laziness/drunkness, rather than a lack of awareness // of a perfectly fine and fast appraoch. if ((y - cy) * (y - cy) + (x - cx) * (x - cx) < r2) { setTile(x, y, square); setRawFlag(x, y, flag); } } } } powder118_src/makefile0000644000175300010010000000325110732546357012104 0ustar ################################# # HAM Makefile ################################# include $(HAMDIR)/system/master.mak # # Set the name of your desired GBA image name here # PROGNAME = powder # # Set a list of files you want to compile # Please keep these alphabetical. # OFILES += action.o \ ai.o \ artifact.o \ assert.o \ buf.o \ build.o \ control.o \ creature.o \ credits.o \ dpdf_table.o \ encyclopedia.o \ encyc_support.o \ gfxengine.o \ glbdef.o \ grammar.o \ hiscore.o \ input.o \ intrinsic.o \ item.o \ license.o \ main.o \ map.o \ mobref.o \ msg.o \ name.o \ piety.o \ rand.o \ signpost.o \ smokestack.o \ speed.o \ sramstream.o \ stylus.o \ victory.o \ gfx/all_bitmaps.o \ rooms/allrooms.o ###################################### # Standard Makefile targets start here ###################################### all : premake $(PROGNAME).$(EXT) postmake premake: ${HOME}/bin/enummaker source.txt ${HOME}/bin/txt2c LICENSE.TXT license.cpp ${HOME}/bin/txt2c CREDITS.TXT credits.cpp ${HOME}/bin/encyclopedia2c encyclopedia.txt postmake: powder.gba ${HOME}/bin/gbafix powder.gba -tPOWDER`cat VERSION.TXT` # # Most Makefile targets are predefined for you, suchas # vba, clean ... in the following file # include $(HAMDIR)/system/standard-targets.mak ###################################### # custom Makefile targets start here ###################################### gfx: cd gfx gfx2gba -t8 -m -fsrc *.bmp clean: rm -f *.o *.i *.ii *.s rm -f gfx/*.o rm -f rooms/*.o rm -f glbdef.cpp glbdef.h rm -f license.cpp rm -f credits.cpp rm -f encyclopedia.cpp rm -f encyclopedia.h powder118_src/sramstream.h0000644000175300010010000000540512077060515012725 0ustar /* * PROPRIETARY INFORMATION. This software is proprietary to POWDER * Development, and is not to be reproduced, transmitted, or disclosed * in any way without written permission. * * Produced by: Jeff Lait * * POWDER Development * * NAME: sramstream.h ( POWDER Library, C++ ) * * COMMENTS: * This is an attempt to provide a bit level stream to the SRAM * for backup & restoration. */ #ifndef __sramstream_h__ #define __sramstream_h__ // // Hamfake methods for accessing save data. // char *hamfake_readLockSRAM(); void hamfake_readUnlockSRAM(char *); char *hamfake_writeLockSRAM(); void hamfake_writeUnlockSRAM(char *); void hamfake_endWritingSession(); enum COMPRESS_TYPE { COMPRESS_NONE, COMPRESS_CONSTANT, COMPRESS_ZEROTABLE, COMPRESS_RLE }; enum PREPROCESS_TYPE { PREPROCESS_NONE, PREPROCESS_BYTE, PREPROCESS_SHORT, PREPROCESS_INT }; class SRAMSTREAM { public: SRAMSTREAM(bool silent); ~SRAMSTREAM(); // Rest read/write pointer to start of SRAM. void rewind(); bool writeRaw(const char *data, int numbytes); bool readRaw(char *data, int numbytes); // Write given number of bits into stream. Returns false if failed. bool write(int val, int bits); // Reads a given number of bits. Also returns false if failed. bool read(int &val, int bits); // Unsigned read. bool uread(int &val, int bits); // Reads up to maxlen-1, then null terminates. // false for failure. // We have max len on both sides to ensure the two are in sync. bool readString(char *dst, int maxlen); bool writeString(const char *src, int maxlen); // Flushes buffer into SRAM. Do at end of writes to guarantee last // bit is written. bool flush(); protected: void writeToSRAM(char *data, int len); void readFromSRAM(char *data, int len); // Compression methods... int compress(char *dst, char *src, int blocklen); int compressConstant(char *dst, char *src); int compressNone(char *dst, char *src, int len, bool header=true); int compressZeroTable(char *dst, char *src, PREPROCESS_TYPE preprocess, int len); int compressRLE(char *dst, char *src, int len, bool header=true); int decompress(char *dst, char *src, int blocklen); int decompressConstant(char *dst, char *src, int len); int decompressNone(char *dst, char *src, int len); int decompressZeroTable(char *dst, char *src, PREPROCESS_TYPE preprocess, int blocklen); int decompressRLE(char *dst, char *src, int len); private: int mySRAMPtr; // char offset in SRAM int myPos; // char offset in myBuffer int myBit; // bit offset in myBuffer[myPos] char myBuffer[1024]; int myNumBlocks; bool mySilent; }; #endif powder118_src/smokestack.cpp0000644000175300010010000001011111170150774013234 0ustar /* * PROPRIETARY INFORMATION. This software is proprietary to POWDER * Development, and is not to be reproduced, transmitted, or disclosed * in any way without written permission. * * Produced by: Jeff Lait * * POWDER Development * * NAME: smokestack.cpp ( POWDER Library, C++ ) * * COMMENTS: This manages the smokestack class.. */ #include "assert.h" #include "glbdef.h" #include "smokestack.h" #include "sramstream.h" // Needed for MAP_WIDTH/HEIGHT, oddly enough. #include "gfxengine.h" // // Definition of SMOKEITEM // SMOKEITEM::SMOKEITEM() { } SMOKEITEM::~SMOKEITEM() { } SMOKEITEM::SMOKEITEM(const SMOKEITEM &smoke) { myPosSmoke = smoke.myPosSmoke; myOwner = smoke.myOwner; } SMOKEITEM & SMOKEITEM::operator =(const SMOKEITEM &smoke) { myPosSmoke = smoke.myPosSmoke; myOwner = smoke.myOwner; return *this; } void SMOKEITEM::setPosition(int x, int y) { UT_ASSERT(x >= 0 && x <= MAP_WIDTH); UT_ASSERT(y >= 0 && y <= MAP_HEIGHT); x &= MAP_WIDTH-1; y &= MAP_HEIGHT-1; x += y << 5; myPosSmoke &= ~1023; myPosSmoke |= x; } void SMOKEITEM::setData(SMOKE_NAMES smoke, MOB *owner) { myPosSmoke &= 1023; myPosSmoke |= (smoke << 10); myOwner.setMob(owner); } bool SMOKEITEM::isPosition(int x, int y) const { UT_ASSERT(x >= 0 && x <= MAP_WIDTH); UT_ASSERT(y >= 0 && y <= MAP_HEIGHT); x &= MAP_WIDTH-1; y &= MAP_HEIGHT-1; x += y << 5; return ( (myPosSmoke & 1023) == x ); } void SMOKEITEM::getPosition(int &x, int &y) const { x = myPosSmoke & 31; y = (myPosSmoke >> 5) & 31; } void SMOKEITEM::getData(SMOKE_NAMES &smoke, MOB **owner) const { smoke = (SMOKE_NAMES) (myPosSmoke >> 10); if (owner) *owner = myOwner.getMob(); } void SMOKEITEM::save(SRAMSTREAM &os) const { os.write(myPosSmoke, 16); myOwner.save(os); } void SMOKEITEM::load(SRAMSTREAM &is) { int val; is.uread(val, 16); myPosSmoke = val; myOwner.load(is); } // // SMOKESTACK definitions. // SMOKESTACK::SMOKESTACK() { myEntries = 0; mySize = 0; mySmoke = 0; } SMOKESTACK::~SMOKESTACK() { delete [] mySmoke; } void SMOKESTACK::set(int x, int y, SMOKE_NAMES smoke, MOB *owner) { int i; for (i = 0; i < myEntries; i++) { if (mySmoke[i].isPosition(x, y)) { mySmoke[i].setData(smoke, owner); return; } } // We need to append an entry. if (myEntries >= mySize) { int newsize; SMOKEITEM *newsmoke; newsize = myEntries + 32; newsmoke = new SMOKEITEM[newsize]; for (i = 0; i < myEntries; i++) { newsmoke[i] = mySmoke[i]; } delete [] mySmoke; mySmoke = newsmoke; mySize = newsize; } mySmoke[myEntries].setPosition(x, y); mySmoke[myEntries].setData(smoke, owner); myEntries++; } SMOKE_NAMES SMOKESTACK::get(int x, int y, MOB **owner) const { int i; SMOKE_NAMES smoke; for (i = 0; i < myEntries; i++) { if (mySmoke[i].isPosition(x, y)) { mySmoke[i].getData(smoke, owner); return smoke; } } if (owner) *owner = 0; return SMOKE_NONE; } void SMOKESTACK::collapse() { int i, di; SMOKE_NAMES smoke; di = 0; // Write index. for (i = 0; i < myEntries; i++) { mySmoke[i].getData(smoke); if (smoke == SMOKE_NONE) { // We want to delete this dude. // Do nothing. } else { if (di != i) mySmoke[di] = mySmoke[i]; di++; } } myEntries = di; // TODO: Free memory? } void SMOKESTACK::getEntry(int idx, SMOKE_NAMES &smoke, MOB **owner) { UT_ASSERT(idx >= 0); UT_ASSERT(idx < myEntries); mySmoke[idx].getData(smoke, owner); } void SMOKESTACK::save(SRAMSTREAM &os) { int i; // Ensure we are fully collapsed. collapse(); os.write(myEntries, 16); for (i = 0; i < myEntries; i++) { mySmoke[i].save(os); } } void SMOKESTACK::load(SRAMSTREAM &is) { int val, i; is.uread(val, 16); delete [] mySmoke; mySmoke = 0; myEntries = val; if (myEntries) { mySmoke = new SMOKEITEM[myEntries+16]; for (i = 0; i < myEntries; i++) { mySmoke[i].load(is); } } } powder118_src/buildall.gp2x.sh0000755000175300010010000000073711122254676013412 0ustar #!/bin/sh echo Run this from the root of the source tree. echo Rebuild all of POWDER echo Build support binaries cd support/bmp2c make clean make cd ../encyclopedia2c make clean make cd ../enummaker make clean make cd ../map2c make clean make cd ../txt2c make clean make cd ../tile2c make clean make echo Clean... cd ../../port/gp2x make clean cd ../linux make clean echo Premake make premake echo Final install cd ../gp2x make make postmake cd ../.. echo gp2x build complete powder118_src/smokestack.h0000644000175300010010000000431511122255404012703 0ustar /* * PROPRIETARY INFORMATION. This software is proprietary to POWDER * Development, and is not to be reproduced, transmitted, or disclosed * in any way without written permission. * * Produced by: Jeff Lait * * POWDER Development * * NAME: smokestack.h ( POWDER Library, C++ ) * * COMMENTS: This is to provide a simple way to manage all the smoke on * a single level. Currently implemented rather * stupidly - space efficient, but *not* time efficient. */ #ifndef __smokestack__ #define __smokestack__ #include "mobref.h" class SRAMSTREAM; // The smoke item consists of the smoke type & position unioned together // as a bitfield, and the owner stored as a MOBREF. class SMOKEITEM { public: SMOKEITEM(); ~SMOKEITEM(); // Copy constructor & assignment operators. SMOKEITEM(const SMOKEITEM &smoke); SMOKEITEM &operator=(const SMOKEITEM &smoke); void setPosition(int x, int y); void setData(SMOKE_NAMES smoke, MOB *owner); bool isPosition(int x, int y) const; void getPosition(int &x, int &y) const; void getData(SMOKE_NAMES &smoke, MOB **owner = 0) const; void save(SRAMSTREAM &os) const; void load(SRAMSTREAM &is); private: u16 myPosSmoke; MOBREF myOwner; }; class SMOKESTACK { public: SMOKESTACK(); ~SMOKESTACK(); // This will add a new smoke element. If there exists a smoke // element at x,y, it will replace it. If smoke is NONE, it // will be compressed on the next compress call. void set(int x, int y, SMOKE_NAMES smoke, MOB *owner); // Returns the value of the smoke at the given coordinate. SMOKE_NAMES get(int x, int y, MOB **owner = 0) const; // Number of smokey squares - may be an overestimate as some might // be NONE. int entries() const { return myEntries; } // This cleans all of the NONE entries out of the list. It should // be done after extensive processing (ie, moveSmoke) void collapse(); // Retrieve a specific smoke entry. void getEntry(int idx, SMOKE_NAMES &smoke, MOB **owner = 0); void save(SRAMSTREAM &os); void load(SRAMSTREAM &is); private: u16 myEntries; u16 mySize; SMOKEITEM *mySmoke; }; #endif powder118_src/encyc_support.cpp0000644000175300010010000001035311122255404013766 0ustar /* * PROPRIETARY INFORMATION. This software is proprietary to POWDER * Development, and is not to be reproduced, transmitted, or disclosed * in any way without written permission. * * Produced by: Jeff Lait * * POWDER Development * * NAME: encyc_support.cpp ( POWDER Library, C++ ) * * COMMENTS: This defines support functions for the encyclopedia. */ #include "glbdef.h" #include #include "grammar.h" #include "gfxengine.h" #include "encyclopedia.h" #include "encyc_support.h" // // Purely internal functions: // const encyclopedia_entry * encyc_getentry(const char *bookname, int key) { const encyclopedia_book *book; int booknum; int entrynum; for (booknum = 0; booknum < NUM_ENCYCLOPEDIA_BOOKS; booknum++) { book = glb_encyclopedia[booknum]; if (strcmp(book->bookname, bookname)) continue; for (entrynum = 0; entrynum < book->numentries; entrynum++) { if (book->entries[entrynum]->key == key) return book->entries[entrynum]; } } return 0; } // // Externally available functions: // bool encyc_hasentry(const char *book, int key) { const encyclopedia_entry *entry; entry = encyc_getentry(book, key); if (entry) return true; return false; } void encyc_pageentry(const char *book, int key) { const encyclopedia_entry *entry; int i; entry = encyc_getentry(book, key); // Nothing to view? Quit. if (!entry) return; // Build word-wrapped display list. for (i = 0; i < entry->numlines; i++) { gfx_pager_addtext(entry->lines[i]); gfx_pager_newline(); } } void encyc_viewentry(const char *book, int key) { const encyclopedia_entry *entry; entry = encyc_getentry(book, key); // Nothing to view? Quit. if (!entry) return; encyc_pageentry(book, key); gfx_pager_display(); } void encyc_viewSpellDescription(SPELL_NAMES spell) { BUF buf; // Plain description: gfx_pager_addtext(glb_spelldefs[spell].name); gfx_pager_newline(); // Add standard spell stuff gfx_pager_separator(); if (glb_spelldefs[spell].mpcost) { buf.sprintf("Magic Cost: %d", glb_spelldefs[spell].mpcost); gfx_pager_addtext(buf); gfx_pager_newline(); } if (glb_spelldefs[spell].hpcost) { buf.sprintf("Health Cost: %d", glb_spelldefs[spell].hpcost); gfx_pager_addtext(buf); gfx_pager_newline(); } if (glb_spelldefs[spell].xpcost) { buf.sprintf("EXP Cost: %d", glb_spelldefs[spell].xpcost); gfx_pager_addtext(buf); gfx_pager_newline(); } buf.sprintf("Circle: "); buf.strcat(gram_capitalize(glb_spelltypedefs[glb_spelldefs[spell].type].name)); gfx_pager_addtext(buf); gfx_pager_newline(); // Output any prereqs. const u8 *prereq; prereq = (const u8 *) glb_spelldefs[spell].prereq; if (prereq && *prereq) { gfx_pager_addtext("This requires "); while (*prereq) { gfx_pager_addtext(glb_spelldefs[*prereq].name); prereq++; if (*prereq) { if (!prereq[1]) gfx_pager_addtext(" and "); else gfx_pager_addtext(", "); } } gfx_pager_addtext("."); gfx_pager_newline(); } // Add encyclopedia entry, if any. { const encyclopedia_entry *entry; entry = encyc_getentry("SPELL", spell); if (entry) { gfx_pager_separator(); encyc_pageentry("SPELL", spell); } } gfx_pager_display(); } void encyc_viewSkillDescription(SKILL_NAMES skill) { // Plain description: gfx_pager_addtext(glb_skilldefs[skill].name); gfx_pager_newline(); // Add standard skill stuff gfx_pager_separator(); // Output any prereqs. const u8 *prereq; prereq = (const u8 *) glb_skilldefs[skill].prereq; if (prereq && *prereq) { gfx_pager_addtext("This requires "); while (*prereq) { gfx_pager_addtext(glb_skilldefs[*prereq].name); prereq++; if (*prereq) { if (!prereq[1]) gfx_pager_addtext(" and "); else gfx_pager_addtext(", "); } } gfx_pager_addtext("."); gfx_pager_newline(); } // Add encyclopedia entry, if any. { const encyclopedia_entry *entry; entry = encyc_getentry("SKILL", skill); if (entry) { gfx_pager_separator(); encyc_pageentry("SKILL", skill); } } gfx_pager_display(); } powder118_src/control.cpp0000644000175300010010000001334411310074344012555 0ustar /* * PROPRIETARY INFORMATION. This software is proprietary to POWDER * Development, and is not to be reproduced, transmitted, or disclosed * in any way without written permission. * * Produced by: Jeff Lait * * POWDER Development * * NAME: control.cpp ( POWDER Library, C++ ) * * COMMENTS: * Gameboy Advance specific implementation of controls. */ #include "control.h" #include #include "control.h" #include "gfxengine.h" // Global variables, these store our previous button states. // If old state is 1, the oldframe contains which frame the button // was last pressed on. int glb_oldstate[NUM_BUTTONS]; int glb_oldframe[NUM_BUTTONS]; #define SHORT_REPEAT 10 // 6 per sec #define LONG_REPEAT 20 // 3 per sec int glb_repeatrate[NUM_BUTTONS] = { SHORT_REPEAT, // UP SHORT_REPEAT, // DOWN SHORT_REPEAT, // LEFT SHORT_REPEAT, // RIGHT LONG_REPEAT, // A LONG_REPEAT, // B LONG_REPEAT, // START LONG_REPEAT, // SELECT LONG_REPEAT, // R LONG_REPEAT, // L LONG_REPEAT, // X LONG_REPEAT, // Y SHORT_REPEAT, // TOUCH (We use as directions when repeated) LONG_REPEAT // LID }; // Conversion from button enums to valid key presses. #define MAX_KEYEQUIV 3 int glb_buttonkeys[NUM_BUTTONS][MAX_KEYEQUIV] = { { GFX_KEYUP, 'k', '8' }, { GFX_KEYDOWN, 'j', '2' }, { GFX_KEYLEFT, 'h', '4' }, { GFX_KEYRIGHT, 'l', '6' }, { '\r', ' ', '5' }, // A { '\x1b', '0', 0 }, // B { 0, 0, 0 }, // START { 'i', 0, 0 }, // SELECT { 0, 0, 0 }, // R { 'p', 0, 0 }, // L { 0, 0, 0 }, // X { 0, 0, 0 }, // Y { GFX_KEYLMB, 0, 0 }, // TOUCH { 0, 0, 0 }, // LID }; void ctrl_init() { memset(glb_oldstate, 0, sizeof(int) * NUM_BUTTONS); memset(glb_oldframe, 0, sizeof(int) * NUM_BUTTONS); } void ctrl_setrepeat(BUTTONS button, int timedelay) { glb_repeatrate[button] = timedelay; } int ctrl_anyrawpressed() { #ifdef HAS_KEYBOARD return 0; #else if (~R_CTRLINPUT & 0x3FF) return 1; else return 0; #endif } int ctrl_rawpressed(int button) { #ifdef HAS_KEYBOARD return 0; #else switch (button) { case BUTTON_UP: return F_CTRLINPUT_UP_PRESSED; case BUTTON_DOWN: return F_CTRLINPUT_DOWN_PRESSED; case BUTTON_LEFT: return F_CTRLINPUT_LEFT_PRESSED; case BUTTON_RIGHT: return F_CTRLINPUT_RIGHT_PRESSED; case BUTTON_A: return F_CTRLINPUT_A_PRESSED; case BUTTON_B: return F_CTRLINPUT_B_PRESSED; case BUTTON_R: return F_CTRLINPUT_R_PRESSED; case BUTTON_L: return F_CTRLINPUT_L_PRESSED; case BUTTON_SELECT: return F_CTRLINPUT_SELECT_PRESSED; case BUTTON_START: return F_CTRLINPUT_START_PRESSED; #ifdef HAS_XYBUTTON case BUTTON_X: case BUTTON_Y: return hamfake_isPressed((BUTTONS) button); #else case BUTTON_X: case BUTTON_Y: return false; #endif #ifdef USING_DS case BUTTON_TOUCH: case BUTTON_LID: return hamfake_isPressed((BUTTONS) button); #else case BUTTON_TOUCH: return hamfake_getstylusstate(); case BUTTON_LID: return false; #endif } #endif return 0; } bool ctrl_hit(int button) { #ifdef HAS_KEYBOARD int key, equiv; key = hamfake_peekKeyPress(); // Trivial failure if no key hit. if (!key) return false; // See if this key matches this button's list. for (equiv = 0; equiv < MAX_KEYEQUIV; equiv++) { if (glb_buttonkeys[button][equiv] == key) { // Consume the keypress. hamfake_getKeyPress(false); return true; } } // Not found, ignore. return false; #else int curstate; int curframe = -1; // Now, see if we are pressed... curstate = ctrl_rawpressed(button); if (!curstate) { // We know the answer, just make sure our old state is clear. glb_oldstate[button] = 0; return false; } if (glb_oldstate[button]) { curframe = gfx_getframecount(); if (curframe < glb_oldframe[button] + glb_repeatrate[button]) { // Not enough time since the last press, fail. return false; } } // Success! We will return 1 from here, but first update the // old state with our current pos. curframe = gfx_getframecount(); glb_oldframe[button] = curframe; glb_oldstate[button] = 1; return true; #endif } void ctrl_getdir(int &dx, int &dy, int raw, bool allowdiag) { dx = dy = 0; #ifdef HAS_KEYBOARD int key; key = hamfake_peekKeyPress(); ctrl_getdirfromkey(key, dx, dy, allowdiag); if (dx || dy) { // Consume the key hamfake_getKeyPress(false); } #else if (raw) { if (ctrl_rawpressed(BUTTON_LEFT)) dx--; if (ctrl_rawpressed(BUTTON_RIGHT)) dx++; if (ctrl_rawpressed(BUTTON_UP)) dy--; if (ctrl_rawpressed(BUTTON_DOWN)) dy++; } else { if (ctrl_hit(BUTTON_LEFT)) dx--; if (ctrl_hit(BUTTON_RIGHT)) dx++; if (ctrl_hit(BUTTON_UP)) dy--; if (ctrl_hit(BUTTON_DOWN)) dy++; } #endif // We prohibit diagonals as they are really hard to do with our // first down methods. if (!allowdiag && dx && dy) dy = 0; } void ctrl_getdirfromkey(int keypress, int &dx, int &dy, bool allowdiag) { #ifndef HAS_KEYBOARD ctrl_getdir(dx, dy); #else dx = dy = 0; switch (keypress) { case '8': case GFX_KEYUP: case 'k': dy--; break; case '2': case GFX_KEYDOWN: case 'j': dy++; break; case '4': case GFX_KEYLEFT: case 'h': dx--; break; case '6': case GFX_KEYRIGHT: case 'l': dx++; break; } if (allowdiag) { switch (keypress) { case '7': case 'y': dy--; dx--; break; case '9': case 'u': dy--; dx++; break; case '1': case 'b': dy++; dx--; break; case '3': case 'n': dy++; dx++; break; } } #endif } powder118_src/gfx/0000755000175300010010000000000013244453377011167 5ustar powder118_src/gfx/dungeon16.bmp0000644000175300010010000017206610000120423013453 0ustar BM6ô6(€ ð99H~_PPLLL€ÿ€ÿ€€ÿÿ€ÿ€€Ì™ÿÿøPÎùyÙ€€ÿÿ€€€™™™Ì™ÿÀÀÀÌÌÌÿÿÿ@[i                                                                                                                                                                                                                                                                                                                             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                                                      powder118_src/gfx/classic/alphabet_light.bmp0000644000175300010010000002106611147137351016253 0ustar BM6"6(P`ÿÿÿïÿÿÅÅÎB½Þ÷½Œœœ­1œÅ:„ïRµ{ÿÎ{µBœZJcœZ½¥:”!!æ1Zcs:cBÅ­kZc“ÖÿìÌÆÖïÖçç©­3f™Ì3333f3™3Ì3ÿff3fff™fÌfÿ™™3™f™™™Ì™ÿÌÌ3ÌfÌ™ÌÌÌÿÿfÿ™ÿÌ3333f3™3Ì3ÿ3333333f33™33Ì33ÿ3f3f33ff3f™3fÌ3fÿ3™3™33™f3™™3™Ì3™ÿ3Ì3Ì33Ìf3Ì™3ÌÌ3Ìÿ3ÿ33ÿf3ÿ™3ÿÌ3ÿÿff3fff™fÌfÿf3f33f3ff3™f3Ìf3ÿffff3fffff™ffÌf™f™3f™ff™™f™Ìf™ÿfÌfÌ3fÌ™fÌÌfÌÿfÿfÿ3fÿ™fÿÌÌÿÿÌ™™™3™™™™Ì™™33™f™3Ì™ÿ™f™f3™3f™f™™fÌ™3ÿ™™3™™f™™™™™Ì™™ÿ™Ì™Ì3fÌf™Ì™™ÌÌ™Ìÿ™ÿ™ÿ3™Ìf™ÿ™™ÿÌ™ÿÿÌ™3ÌfÌ™ÌÌ™3Ì33Ì3fÌ3™Ì3ÌÌ3ÿÌfÌf3™ffÌf™ÌfÌ™fÿ̙̙3Ì™fÌ™™Ì™ÌÌ™ÿÌÌÌÌ3ÌÌfÌÌ™ÌÌÌÌÌÿÌÿÌÿ3™ÿfÌÿ™ÌÿÌÌÿÿÌ3ÿfÿ™Ì3ÿ33ÿ3fÿ3™ÿ3Ìÿ3ÿÿfÿf3Ìffÿf™ÿfÌÌfÿÿ™ÿ™3ÿ™fÿ™™ÿ™Ìÿ™ÿÿÌÿÌ3ÿÌfÿÌ™ÿÌÌÿÌÿÿÿ3Ìÿfÿÿ™ÿÿÌffÿfÿffÿÿÿffÿfÿÿÿf!¥___www†††–––ËË˲²²×××ÝÝÝãããêêêñññøøøðûÿ¤  €€€ÿÿÿÿÿÿÿÿÿÿÿÿ^^^                                                                                                                                                                                             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0ustar BM6 6(€@   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This software is proprietary to POWDER * Development, and is not to be reproduced, transmitted, or disclosed * in any way without written permission. * * Produced by: Jeff Lait * * POWDER Development * * NAME: all_bitmaps.cpp ( gfx Library, C++ ) * * COMMENTS: * This file inlines all the auto-generated bitmap data, * thereby reducing the compile time for gfxengine.cpp. */ #include "all_bitmaps.h" // Include our raw graphics... // This is done once for each tileset. #ifdef iPOWDER #define USE_SMARTPHONEMAPS #endif #ifdef ANDROID #define USE_SMARTPHONEMAPS #endif const char *glb_fontnames[NUM_FONTS] = { "Classic", "Brass", "Shadow", "Heavy", "Light" }; // // Classic Tiles: // #define dungeon16_Tiles dungeon16_classic_Tiles #define alphabet_classic_Tiles alphabet_classic_classic_Tiles #define alphabet_brass_Tiles alphabet_classic_brass_Tiles #define alphabet_shadow_Tiles alphabet_classic_shadow_Tiles #define alphabet_heavy_Tiles alphabet_classic_heavy_Tiles #define alphabet_light_Tiles alphabet_classic_light_Tiles #define mini16_Tiles mini16_classic_Tiles #define minif16_Tiles minif16_classic_Tiles #define sprite16_Tiles sprite16_classic_Tiles #define master_Palette master_classic_Palette #define sprite_Palette sprite_classic_Palette #include "classic/dungeon16_16.c" #include "classic/alphabet_classic_8.c" #include "classic/alphabet_brass_8.c" #include "classic/alphabet_shadow_8.c" #include "classic/alphabet_heavy_8.c" #include "classic/alphabet_light_8.c" #include "classic/mini16_16.c" #include "classic/minif16_16.c" #include "classic/sprite16_16.c" #include "classic/sprite.pal.c" #include "classic/master.pal.c" #undef dungeon16_Tiles #undef alphabet_classic_Tiles #undef alphabet_brass_Tiles #undef alphabet_shadow_Tiles #undef alphabet_heavy_Tiles #undef alphabet_light_Tiles #undef mini16_Tiles #undef minif16_Tiles #undef sprite16_Tiles #undef master_Palette #undef sprite_Palette #ifndef USE_SMARTPHONEMAPS // // Adam Bolt's Tiles: // #define dungeon16_Tiles dungeon16_adambolt_Tiles #define alphabet_classic_Tiles alphabet_adambolt_classic_Tiles #define alphabet_brass_Tiles alphabet_adambolt_brass_Tiles #define alphabet_shadow_Tiles alphabet_adambolt_shadow_Tiles #define alphabet_heavy_Tiles alphabet_adambolt_heavy_Tiles #define alphabet_light_Tiles alphabet_adambolt_light_Tiles #define mini16_Tiles mini16_adambolt_Tiles #define minif16_Tiles minif16_adambolt_Tiles #define sprite16_Tiles sprite16_adambolt_Tiles #define sprite_Palette sprite_adambolt_Palette #define master_Palette master_adambolt_Palette #include "adambolt/dungeon16_16.c" #include "adambolt/alphabet_classic_8.c" #include "adambolt/alphabet_brass_8.c" #include "adambolt/alphabet_shadow_8.c" #include "adambolt/alphabet_heavy_8.c" #include "adambolt/alphabet_light_8.c" #include "adambolt/mini16_16.c" #include "adambolt/minif16_16.c" #include "adambolt/sprite16_16.c" #include "adambolt/sprite.pal.c" #include "adambolt/master.pal.c" #undef dungeon16_Tiles #undef alphabet_classic_Tiles #undef alphabet_brass_Tiles #undef alphabet_shadow_Tiles #undef alphabet_heavy_Tiles #undef alphabet_light_Tiles #undef mini16_Tiles #undef minif16_Tiles #undef sprite16_Tiles #undef master_Palette #undef sprite_Palette #endif #ifndef USE_SMARTPHONEMAPS // // Nethack Tiles: (Thanks to Andrea Menga) // #define dungeon16_Tiles dungeon16_nethack_Tiles #define alphabet_classic_Tiles alphabet_nethack_classic_Tiles #define alphabet_brass_Tiles alphabet_nethack_brass_Tiles #define alphabet_shadow_Tiles alphabet_nethack_shadow_Tiles #define alphabet_heavy_Tiles alphabet_nethack_heavy_Tiles #define alphabet_light_Tiles alphabet_nethack_light_Tiles #define mini16_Tiles mini16_nethack_Tiles #define minif16_Tiles minif16_nethack_Tiles #define sprite16_Tiles sprite16_nethack_Tiles #define sprite_Palette sprite_nethack_Palette #define master_Palette master_nethack_Palette #include "nethack/dungeon16_16.c" #include "nethack/alphabet_classic_8.c" #include "nethack/alphabet_brass_8.c" #include "nethack/alphabet_shadow_8.c" #include "nethack/alphabet_heavy_8.c" #include "nethack/alphabet_light_8.c" #include "nethack/mini16_16.c" #include "nethack/minif16_16.c" #include "nethack/sprite16_16.c" #include "nethack/sprite.pal.c" #include "nethack/master.pal.c" #undef dungeon16_Tiles #undef alphabet_classic_Tiles #undef alphabet_brass_Tiles #undef alphabet_shadow_Tiles #undef alphabet_heavy_Tiles #undef alphabet_light_Tiles #undef mini16_Tiles #undef minif16_Tiles #undef sprite16_Tiles #undef sprite_Palette #undef master_Palette #endif // // ASCII's Tiles: (Thanks to Kelly Bailey) // #define dungeon16_Tiles dungeon16_ascii_Tiles #define alphabet_classic_Tiles alphabet_ascii_classic_Tiles #define alphabet_brass_Tiles alphabet_ascii_brass_Tiles #define alphabet_shadow_Tiles alphabet_ascii_shadow_Tiles #define alphabet_heavy_Tiles alphabet_ascii_heavy_Tiles #define alphabet_light_Tiles alphabet_ascii_light_Tiles #define mini16_Tiles mini16_ascii_Tiles #define minif16_Tiles minif16_ascii_Tiles #define sprite16_Tiles sprite16_ascii_Tiles #define sprite_Palette sprite_ascii_Palette #define master_Palette master_ascii_Palette #include "ascii/dungeon16_16.c" #include "ascii/alphabet_classic_8.c" #include "ascii/alphabet_brass_8.c" #include "ascii/alphabet_shadow_8.c" #include "ascii/alphabet_heavy_8.c" #include "ascii/alphabet_light_8.c" #include "ascii/mini16_16.c" #include "ascii/minif16_16.c" #include "ascii/sprite16_16.c" #include "ascii/sprite.pal.c" #include "ascii/master.pal.c" #undef dungeon16_Tiles #undef alphabet_classic_Tiles #undef alphabet_brass_Tiles #undef alphabet_shadow_Tiles #undef alphabet_heavy_Tiles #undef alphabet_light_Tiles #undef mini16_Tiles #undef minif16_Tiles #undef sprite16_Tiles #undef sprite_Palette #undef master_Palette #if defined(USING_TILE10) // // Akoi Meexx's Tiles, distorted to 10x10 base tile: // #define dungeon16_Tiles dungeon16_distorted_Tiles #define alphabet_classic_Tiles alphabet_distorted_classic_Tiles #define alphabet_brass_Tiles alphabet_distorted_brass_Tiles #define alphabet_shadow_Tiles alphabet_distorted_shadow_Tiles #define alphabet_heavy_Tiles alphabet_distorted_heavy_Tiles #define alphabet_light_Tiles alphabet_distorted_light_Tiles #define mini16_Tiles mini16_distorted_Tiles #define minif16_Tiles minif16_distorted_Tiles #define sprite16_Tiles sprite16_distorted_Tiles #define sprite_Palette sprite_distorted_Palette #define master_Palette master_distorted_Palette #include "distorted/dungeon16_16.c" #include "distorted/alphabet_classic_8.c" #include "distorted/alphabet_brass_8.c" #include "distorted/alphabet_shadow_8.c" #include "distorted/alphabet_heavy_8.c" #include "distorted/alphabet_light_8.c" #include "distorted/mini16_16.c" #include "distorted/minif16_16.c" #include "distorted/sprite16_16.c" #include "distorted/sprite.pal.c" #include "distorted/master.pal.c" #undef dungeon16_Tiles #undef alphabet_classic_Tiles #undef alphabet_brass_Tiles #undef alphabet_shadow_Tiles #undef alphabet_heavy_Tiles #undef alphabet_light_Tiles #undef mini16_Tiles #undef minif16_Tiles #undef sprite16_Tiles #undef sprite_Palette #undef master_Palette #endif #if defined(USE_SMARTPHONEMAPS) || (defined(USING_SDL) && !defined(_WIN32_WCE)) // // Akoi Meexx's Tiles, 12x12 base tile // #define dungeon16_Tiles dungeon16_akoi12_Tiles #define alphabet_classic_Tiles alphabet_akoi12_classic_Tiles #define alphabet_brass_Tiles alphabet_akoi12_brass_Tiles #define alphabet_shadow_Tiles alphabet_akoi12_shadow_Tiles #define alphabet_heavy_Tiles alphabet_akoi12_heavy_Tiles #define alphabet_light_Tiles alphabet_akoi12_light_Tiles #define mini16_Tiles mini16_akoi12_Tiles #define minif16_Tiles minif16_akoi12_Tiles #define sprite16_Tiles sprite16_akoi12_Tiles #define sprite_Palette sprite_akoi12_Palette #define master_Palette master_akoi12_Palette #include "akoi12/dungeon16_16.c" #include "akoi12/alphabet_classic_8.c" #include "akoi12/alphabet_brass_8.c" #include "akoi12/alphabet_shadow_8.c" #include "akoi12/alphabet_heavy_8.c" #include "akoi12/alphabet_light_8.c" #include "akoi12/mini16_16.c" #include "akoi12/minif16_16.c" #include "akoi12/sprite16_16.c" #include "akoi12/sprite.pal.c" #include "akoi12/master.pal.c" #undef dungeon16_Tiles #undef alphabet_classic_Tiles #undef alphabet_brass_Tiles #undef alphabet_shadow_Tiles #undef alphabet_heavy_Tiles #undef alphabet_light_Tiles #undef mini16_Tiles #undef minif16_Tiles #undef sprite16_Tiles #undef sprite_Palette #undef master_Palette // // Akoi Meexx's Tiles, 10x10 base tile // #define dungeon16_Tiles dungeon16_akoi10_Tiles #define alphabet_classic_Tiles alphabet_akoi10_classic_Tiles #define alphabet_brass_Tiles alphabet_akoi10_brass_Tiles #define alphabet_shadow_Tiles alphabet_akoi10_shadow_Tiles #define alphabet_heavy_Tiles alphabet_akoi10_heavy_Tiles #define alphabet_light_Tiles alphabet_akoi10_light_Tiles #define mini16_Tiles mini16_akoi10_Tiles #define minif16_Tiles minif16_akoi10_Tiles #define sprite16_Tiles sprite16_akoi10_Tiles #define sprite_Palette sprite_akoi10_Palette #define master_Palette master_akoi10_Palette #include "akoi10/dungeon16_16.c" #include "akoi10/alphabet_classic_8.c" #include "akoi10/alphabet_brass_8.c" #include "akoi10/alphabet_shadow_8.c" #include "akoi10/alphabet_heavy_8.c" #include "akoi10/alphabet_light_8.c" #include "akoi10/mini16_16.c" #include "akoi10/minif16_16.c" #include "akoi10/sprite16_16.c" #include "akoi10/sprite.pal.c" #include "akoi10/master.pal.c" #undef dungeon16_Tiles #undef alphabet_classic_Tiles #undef alphabet_brass_Tiles #undef alphabet_shadow_Tiles #undef alphabet_heavy_Tiles #undef alphabet_light_Tiles #undef mini16_Tiles #undef minif16_Tiles #undef sprite16_Tiles #undef sprite_Palette #undef master_Palette #endif #ifndef USING_TILE10 // // Akoi Meexx's Tiles: (Thanks to self-titled author) // #define dungeon16_Tiles dungeon16_akoimeexx_Tiles #define alphabet_classic_Tiles alphabet_akoimeexx_classic_Tiles #define alphabet_brass_Tiles alphabet_akoimeexx_brass_Tiles #define alphabet_shadow_Tiles alphabet_akoimeexx_shadow_Tiles #define alphabet_heavy_Tiles alphabet_akoimeexx_heavy_Tiles #define alphabet_light_Tiles alphabet_akoimeexx_light_Tiles #define mini16_Tiles mini16_akoimeexx_Tiles #define minif16_Tiles minif16_akoimeexx_Tiles #define sprite16_Tiles sprite16_akoimeexx_Tiles #define sprite_Palette sprite_akoimeexx_Palette #define master_Palette master_akoimeexx_Palette #include "akoimeexx/dungeon16_16.c" #include "akoimeexx/alphabet_classic_8.c" #include "akoimeexx/alphabet_brass_8.c" #include "akoimeexx/alphabet_shadow_8.c" #include "akoimeexx/alphabet_heavy_8.c" #include "akoimeexx/alphabet_light_8.c" #include "akoimeexx/mini16_16.c" #include "akoimeexx/minif16_16.c" #include "akoimeexx/sprite16_16.c" #include "akoimeexx/sprite.pal.c" #include "akoimeexx/master.pal.c" #undef dungeon16_Tiles #undef alphabet_classic_Tiles #undef alphabet_brass_Tiles #undef alphabet_shadow_Tiles #undef alphabet_heavy_Tiles #undef alphabet_light_Tiles #undef mini16_Tiles #undef minif16_Tiles #undef sprite16_Tiles #undef sprite_Palette #undef master_Palette #endif #if defined(USING_SDL) && !defined(_WIN32_WCE) // // Ibson the Grey's Tiles: (Thanks to self-titled author) // #define dungeon16_Tiles dungeon16_ibsongrey_Tiles #define alphabet_classic_Tiles alphabet_ibsongrey_classic_Tiles #define alphabet_brass_Tiles alphabet_ibsongrey_brass_Tiles #define alphabet_shadow_Tiles alphabet_ibsongrey_shadow_Tiles #define alphabet_heavy_Tiles alphabet_ibsongrey_heavy_Tiles #define alphabet_light_Tiles alphabet_ibsongrey_light_Tiles #define mini16_Tiles mini16_ibsongrey_Tiles #define minif16_Tiles minif16_ibsongrey_Tiles #define sprite16_Tiles sprite16_ibsongrey_Tiles #define sprite_Palette sprite_ibsongrey_Palette #define master_Palette master_ibsongrey_Palette #include "ibsongrey/dungeon16_16.c" #include "ibsongrey/alphabet_classic_8.c" #include "ibsongrey/alphabet_brass_8.c" #include "ibsongrey/alphabet_shadow_8.c" #include "ibsongrey/alphabet_heavy_8.c" #include "ibsongrey/alphabet_light_8.c" #include "ibsongrey/mini16_16.c" #include "ibsongrey/minif16_16.c" #include "ibsongrey/sprite16_16.c" #include "ibsongrey/sprite.pal.c" #include "ibsongrey/master.pal.c" #undef dungeon16_Tiles #undef alphabet_classic_Tiles #undef alphabet_brass_Tiles #undef alphabet_shadow_Tiles #undef alphabet_heavy_Tiles #undef alphabet_light_Tiles #undef mini16_Tiles #undef minif16_Tiles #undef sprite16_Tiles #undef sprite_Palette #undef master_Palette #endif // // Chris Lomaka's Tiles: (Thanks to self-titled author) // #define dungeon16_Tiles dungeon16_lomaka_Tiles #define alphabet_classic_Tiles alphabet_lomaka_classic_Tiles #define alphabet_brass_Tiles alphabet_lomaka_brass_Tiles #define alphabet_shadow_Tiles alphabet_lomaka_shadow_Tiles #define alphabet_heavy_Tiles alphabet_lomaka_heavy_Tiles #define alphabet_light_Tiles alphabet_lomaka_light_Tiles #define mini16_Tiles mini16_lomaka_Tiles #define minif16_Tiles minif16_lomaka_Tiles #define sprite16_Tiles sprite16_lomaka_Tiles #define sprite_Palette sprite_lomaka_Palette #define master_Palette master_lomaka_Palette #include "lomaka/dungeon16_16.c" #include "lomaka/alphabet_classic_8.c" #include "lomaka/alphabet_brass_8.c" #include "lomaka/alphabet_shadow_8.c" #include "lomaka/alphabet_heavy_8.c" #include "lomaka/alphabet_light_8.c" #include "lomaka/mini16_16.c" #include "lomaka/minif16_16.c" #include "lomaka/sprite16_16.c" #include "lomaka/sprite.pal.c" #include "lomaka/master.pal.c" #undef dungeon16_Tiles #undef alphabet_classic_Tiles #undef alphabet_brass_Tiles #undef alphabet_shadow_Tiles #undef alphabet_heavy_Tiles #undef alphabet_light_Tiles #undef mini16_Tiles #undef minif16_Tiles #undef sprite16_Tiles #undef sprite_Palette #undef master_Palette // // Full Screen Images: // #ifdef USE_SMARTPHONEMAPS #define bmp_sprite16_3x bmp_sprite16_3x_data #include "akoi3x/sprite16_3x.bmp.c" #undef bmp_sprite16_3x const unsigned short *bmp_sprite16_3x = bmp_sprite16_3x_data; #endif #if defined(USING_DS) || defined(USING_SDL) #define bmp_tridude_goodbye_hires bmp_slug_and_blood_data #include "tridude_goodbye_hires.bmp.c" #undef tridude_goodbye_hires const unsigned short *bmp_slug_and_blood = bmp_slug_and_blood_data; #else #define bmp_tridude_goodbye bmp_slug_and_blood_data #include "tridude_goodbye.bmp.c" #undef bmp_tridude_goodbye const unsigned short *bmp_slug_and_blood = bmp_slug_and_blood_data; #endif // // Tileset linkage: // This is intentionaly not const so we can edit it with any // tilesets we find on disk. // TILESET glb_tilesetdata[NUM_TILESETS] = { { { alphabet_classic_classic_Tiles, alphabet_classic_brass_Tiles, alphabet_classic_shadow_Tiles, alphabet_classic_heavy_Tiles, alphabet_classic_light_Tiles, }, dungeon16_classic_Tiles, mini16_classic_Tiles, minif16_classic_Tiles, master_classic_Palette, sprite16_classic_Tiles, sprite_classic_Palette, "Classic", 8 }, #ifndef USE_SMARTPHONEMAPS { { alphabet_adambolt_classic_Tiles, alphabet_adambolt_brass_Tiles, alphabet_adambolt_shadow_Tiles, alphabet_adambolt_heavy_Tiles, alphabet_adambolt_light_Tiles, }, dungeon16_adambolt_Tiles, mini16_adambolt_Tiles, minif16_adambolt_Tiles, master_adambolt_Palette, sprite16_adambolt_Tiles, sprite_adambolt_Palette, "Adam Bolt", 8 }, #endif #ifndef USE_SMARTPHONEMAPS { { alphabet_nethack_classic_Tiles, alphabet_nethack_brass_Tiles, alphabet_nethack_shadow_Tiles, alphabet_nethack_heavy_Tiles, alphabet_nethack_light_Tiles, }, dungeon16_nethack_Tiles, mini16_nethack_Tiles, minif16_nethack_Tiles, master_nethack_Palette, sprite16_nethack_Tiles, sprite_nethack_Palette, "Nethackish", 8 }, #endif { { alphabet_ascii_classic_Tiles, alphabet_ascii_brass_Tiles, alphabet_ascii_shadow_Tiles, alphabet_ascii_heavy_Tiles, alphabet_ascii_light_Tiles, }, dungeon16_ascii_Tiles, mini16_ascii_Tiles, minif16_ascii_Tiles, master_ascii_Palette, sprite16_ascii_Tiles, sprite_ascii_Palette, "Graphical ASCII", 8 }, #ifndef USING_TILE10 { { alphabet_akoimeexx_classic_Tiles, alphabet_akoimeexx_brass_Tiles, alphabet_akoimeexx_shadow_Tiles, alphabet_akoimeexx_heavy_Tiles, alphabet_akoimeexx_light_Tiles, }, dungeon16_akoimeexx_Tiles, mini16_akoimeexx_Tiles, minif16_akoimeexx_Tiles, master_akoimeexx_Palette, sprite16_akoimeexx_Tiles, sprite_akoimeexx_Palette, "Akoi Meexx", 8 }, #endif #if defined(USING_TILE10) { { alphabet_distorted_classic_Tiles, alphabet_distorted_brass_Tiles, alphabet_distorted_shadow_Tiles, alphabet_distorted_heavy_Tiles, alphabet_distorted_light_Tiles, }, dungeon16_distorted_Tiles, mini16_distorted_Tiles, minif16_distorted_Tiles, master_distorted_Palette, sprite16_distorted_Tiles, sprite_distorted_Palette, "Akoi Meexx 10", 10 }, #endif #if defined(USE_SMARTPHONEMAPS) || (defined(USING_SDL) && !defined(_WIN32_WCE)) { { alphabet_akoi12_classic_Tiles, alphabet_akoi12_brass_Tiles, alphabet_akoi12_shadow_Tiles, alphabet_akoi12_heavy_Tiles, alphabet_akoi12_light_Tiles, }, dungeon16_akoi12_Tiles, mini16_akoi12_Tiles, minif16_akoi12_Tiles, master_akoi12_Palette, sprite16_akoi12_Tiles, sprite_akoi12_Palette, "Akoi Meexx 12", 12 }, { { alphabet_akoi10_classic_Tiles, alphabet_akoi10_brass_Tiles, alphabet_akoi10_shadow_Tiles, alphabet_akoi10_heavy_Tiles, alphabet_akoi10_light_Tiles, }, dungeon16_akoi10_Tiles, mini16_akoi10_Tiles, minif16_akoi10_Tiles, master_akoi10_Palette, sprite16_akoi10_Tiles, sprite_akoi10_Palette, "Akoi Meexx 10", 10 }, #endif #if defined(USING_SDL) { { alphabet_ibsongrey_classic_Tiles, alphabet_ibsongrey_brass_Tiles, alphabet_ibsongrey_shadow_Tiles, alphabet_ibsongrey_heavy_Tiles, alphabet_ibsongrey_light_Tiles, }, dungeon16_ibsongrey_Tiles, mini16_ibsongrey_Tiles, minif16_ibsongrey_Tiles, master_ibsongrey_Palette, sprite16_ibsongrey_Tiles, sprite_ibsongrey_Palette, "Ibson the Grey", 16 }, #endif { { alphabet_lomaka_classic_Tiles, alphabet_lomaka_brass_Tiles, alphabet_lomaka_shadow_Tiles, alphabet_lomaka_heavy_Tiles, alphabet_lomaka_light_Tiles, }, dungeon16_lomaka_Tiles, mini16_lomaka_Tiles, minif16_lomaka_Tiles, master_lomaka_Palette, sprite16_lomaka_Tiles, sprite_lomaka_Palette, "Chris Lomaka", 8 }, { { 0, 0, 0, 0, 0, }, 0, 0, 0, 0, 0, 0, "From Disk", 8 } }; TILESET *glb_tilesets = glb_tilesetdata; powder118_src/gfx/alphabet_orig.bmp0000644000175300010010000001766607672474352014513 0ustar BM¶6(PX€€€€€€€€€€ÀÀÀÀÜÀðʦ @ ` €   À à@@ @@@`@€@ @À@à`` `@```€` `À`à€€ €@€`€€€ €À€à    @ ` €   À àÀÀ À@À`À€À ÀÀÀààà à@à`à€à àÀàà@@ @@@`@€@ @À@à@ @ @ @@ `@ €@  @ À@ à@@@@ @@@@@`@@€@@ @@À@@à@`@` @`@@``@`€@` @`À@`à@€@€ @€@@€`@€€@€ @€À@€à@ @  @ @@ `@ €@  @ À@ à@À@À @À@@À`@À€@À @ÀÀ@Àà@à@à @à@@à`@à€@à @àÀ@àà€€ €@€`€€€ €À€à€ € € @€ `€ €€  € À€ à€@€@ €@@€@`€@€€@ €@À€@à€`€` €`@€``€`€€` €`À€`à€€€€ €€@€€`€€€€€ €€À€€à€ €  € @€ `€ €€  € À€ à€À€À €À@€À`€À€€À €ÀÀ€Àà€à€à €à@€à`€à€€à €àÀ€ààÀÀ À@À`À€À ÀÀÀàÀ À À @À `À €À  À ÀÀ àÀ@À@ À@@À@`À@€À@ À@ÀÀ@àÀ`À` À`@À``À`€À` À`ÀÀ`àÀ€À€ À€@À€`À€€À€ À€ÀÀ€àÀ À  À @À `À €À  À ÀÀ àÀÀÀÀ ÀÀ@ÀÀ`ÀÀ€ÀÀ ðûÿ¤  €€€ÿÿÿÿÿÿÿÿÿÿÿÿ¤¤¤¤¤¤ù¤¤úúúú¤¤ùùù¤¤úúúú¤¤ùùùùù¤¤úúúú¤¤ùù¤ùù¤¤úú¤¤¤¤¤¤úú¤¤¤powder118_src/gfx/tridude_goodbye.bmp0000644000175300010010000034106611313306155015033 0ustar BM6Â6(ð Â` ` 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                                                                                                   powder118_src/gfx/adambolt/mini16.bmp0000644000175300010010000006206611036676760014567 0ustar BM6d6(€@`99H~_PPLLL€ÿ€ÿ€€ÿÿ€ÿ€€Ì™ÿÿøPÎùyÙ€€ÿÿ€€€™™™Ì™ÿÀÀÀÌÌÌÿÿÿ                                                                                                                                powder118_src/gfx/adambolt/alphabet_classic.bmp0000644000175300010010000005506611147137351016736 0ustar 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0ustar *.c powder118_src/gfx/all_bitmaps.h0000644000175300010010000000216612077407112013621 0ustar /* * PROPRIETARY INFORMATION. This software is proprietary to POWDER * Development, and is not to be reproduced, transmitted, or disclosed * in any way without written permission. * * Produced by: Jeff Lait * * POWDER Development * * NAME: all_bitmaps.h ( gfx Library, C++ ) * * COMMENTS: */ #ifndef __all_bitmaps__ #define __all_bitmaps__ #include #define NUM_FONTS 5 #if defined(iPOWDER) || defined(ANDROID) #define NUM_TILESETS 8 #else #if defined(USING_SDL) && !defined(_WIN32_WCE) #define NUM_TILESETS 10 #else #define NUM_TILESETS 7 #endif #endif // Definition of a generic tileset. struct TILESET { const unsigned char *alphabet[NUM_FONTS]; const unsigned char *dungeon; const unsigned char *mini; const unsigned char *minif; const unsigned short *palette; const unsigned char *sprite; const unsigned short *spritepalette; const char *name; int tilewidth; }; extern TILESET *glb_tilesets; extern const char *glb_fontnames[NUM_FONTS]; extern const unsigned short *bmp_slug_and_blood; extern const unsigned short 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0ustar BMÖŒ6(dx Œ` ` 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0ustar 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0ustar 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                                                                                                                                                                                                                                                                                                                                       powder118_src/gfx/akoimeexx/minif16.bmp0000644000175300010010000022006611036676760015140 0ustar BM6 6(€@ 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S7 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0ustar BM6 6(€@ 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THE GREY'S POWDER TILESET (32x32) v107 This tileset was designed by Ibson the Grey (a.k.a. Craig Judy) Part of the graphic tiles used in this program are from the public domain roguelike tileset "RLTiles". Nearly all of the tiles have been modified by Ibson the Grey. You can find the original tileset at: http://rltiles.sf.net To use in powder, place the files into a GFX directory in the main powder directory. The option for 'From Disk' will then appear in the 'Tiles' menu under 'Options'. Enjoy! Ibson the Grey (craigj82@hotmail.com) 080722 - Working on my own set of sprites. 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                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                              powder118_src/gfx/nethack/alphabet_light.bmp0000644000175300010010000002106611147137351016247 0ustar BM6"6(P`ÿÿÿïÿÿÅÅÎB½Þ÷½Œœœ­1œÅ:„ïRµ{ÿÎ{µBœZJcœZ½¥:”!!æ1Zcs:cBÅ­kZc“ÖÿìÌÆÖïÖçç©­3f™Ì3333f3™3Ì3ÿff3fff™fÌfÿ™™3™f™™™Ì™ÿÌÌ3ÌfÌ™ÌÌÌÿÿfÿ™ÿÌ3333f3™3Ì3ÿ3333333f33™33Ì33ÿ3f3f33ff3f™3fÌ3fÿ3™3™33™f3™™3™Ì3™ÿ3Ì3Ì33Ìf3Ì™3ÌÌ3Ìÿ3ÿ33ÿf3ÿ™3ÿÌ3ÿÿff3fff™fÌfÿf3f33f3ff3™f3Ìf3ÿffff3fffff™ffÌf™f™3f™ff™™f™Ìf™ÿfÌfÌ3fÌ™fÌÌfÌÿfÿfÿ3fÿ™fÿÌÌÿÿÌ™™™3™™™™Ì™™33™f™3Ì™ÿ™f™f3™3f™f™™fÌ™3ÿ™™3™™f™™™™™Ì™™ÿ™Ì™Ì3fÌf™Ì™™ÌÌ™Ìÿ™ÿ™ÿ3™Ìf™ÿ™™ÿÌ™ÿÿÌ™3ÌfÌ™ÌÌ™3Ì33Ì3fÌ3™Ì3ÌÌ3ÿÌfÌf3™ffÌf™ÌfÌ™fÿ̙̙3Ì™fÌ™™Ì™ÌÌ™ÿÌÌÌÌ3ÌÌfÌÌ™ÌÌÌÌÌÿÌÿÌÿ3™ÿfÌÿ™ÌÿÌÌÿÿÌ3ÿfÿ™Ì3ÿ33ÿ3fÿ3™ÿ3Ìÿ3ÿÿfÿf3Ìffÿf™ÿfÌÌfÿÿ™ÿ™3ÿ™fÿ™™ÿ™Ìÿ™ÿÿÌÿÌ3ÿÌfÿÌ™ÿÌÌÿÌÿÿÿ3Ìÿfÿÿ™ÿÿÌffÿfÿffÿÿÿffÿfÿÿÿf!¥___www†††–––ËË˲²²×××ÝÝÝãããêêêñññøøøðûÿ¤  €€€ÿÿÿÿÿÿÿÿÿÿÿÿ^^^                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                               powder118_src/gfx/nethack/minif16.bmp0000644000175300010010000006206611036676760014567 0ustar BM6d6(€@`99H~_PPLLL€ÿ€ÿ€€ÿÿ€ÿ€€Ì™ÿÿøPÎùyÙ€€ÿÿ€€€™™™Ì™ÿÀÀÀÌÌÌÿÿÿ                                                                                                                                     powder118_src/gfx/nethack/ReadMe.txt0000644000175300010010000000064310062535107014470 0ustar Powder Customized Tiles (NetHack) 1.2 by Widar These are repainted tiles taken from artpack 045. They now look like those of NetHack. Improved some monsters and objects (look at baezl'bub now). Use it how you like the most. Distribute them if you want. I simply ask that you put the credits (if you like them), or nothing (if you don't). Maybe i'll improve them. Suggestions are well accepted. Andrea "Widar" Mengapowder118_src/gfx/nethack/alphabet_brass.bmp0000644000175300010010000002106611147137351016252 0ustar BM6"6(P`ÿÿÿïÿÿÞÿÿ½ÿÿœÿÿ{ÿÿZÿÿ:ÿÿ1ÞïÅÅÎB½Þ)½Þœœ­!œÎ1œÅ:„ïRµ{ÿ{½BœZZ½Z­!!æ1Zcs::œcBÅΜ­œc{Jc333f3™3Ì3ÿff3fff™fÌfÿ™™3™f™™™Ì™ÿÌÌ3ÌfÌ™ÌÌÌÿÿfÿ™ÿÌ3333f3™3Ì3ÿ3333333f33™33Ì33ÿ3f3f33ff3f™3fÌ3fÿ3™3™33™f3™™3™Ì3™ÿ3Ì3Ì33Ìf3Ì™3ÌÌ3Ìÿ3ÿ33ÿf3ÿ™3ÿÌ3ÿÿff3fff™fÌfÿf3f33f3ff3™f3Ìf3ÿffff3fffff™ffÌf™f™3f™ff™™f™Ìf™ÿfÌfÌ3fÌ™fÌÌfÌÿfÿfÿ3fÿ™fÿÌÌÿÿÌ™™™3™™™™Ì™™33™f™3Ì™ÿ™f™f3™3f™f™™fÌ™3ÿ™™3™™f™™™™™Ì™™ÿ™Ì™Ì3fÌf™Ì™™ÌÌ™Ìÿ™ÿ™ÿ3™Ìf™ÿ™™ÿÌ™ÿÿÌ™3ÌfÌ™ÌÌ™3Ì33Ì3fÌ3™Ì3ÌÌ3ÿÌfÌf3™ffÌf™ÌfÌ™fÿ̙̙3Ì™fÌ™™Ì™ÌÌ™ÿÌÌÌÌ3ÌÌfÌÌ™ÌÌÌÌÌÿÌÿÌÿ3™ÿfÌÿ™ÌÿÌÌÿÿÌ3ÿfÿ™Ì3ÿ33ÿ3fÿ3™ÿ3Ìÿ3ÿÿfÿf3Ìffÿf™ÿfÌÌfÿÿ™ÿ™3ÿ™fÿ™™ÿ™Ìÿ™ÿÿÌÿÌ3ÿÌfÿÌ™ÿÌÌÿÌÿÿÿ3Ìÿfÿÿ™ÿÿÌffÿfÿffÿÿÿffÿfÿÿÿf!¥___www†††–––ËË˲²²×××ÝÝÝãããêêêñññøøøðûÿ¤  €€€ÿÿÿÿÿÿÿÿÿÿÿÿ!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! 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BM6"6(P`ÿÿÿïÿÿÅÅÎB½Þ÷½Œœœ­1œÅ:„ïRµ{ÿÎ{µBœZJcœZ½¥:”!!æ1Zcs:cBÅ­kZc“ÖÿìÌÆÖïÖçç©­3f™Ì3333f3™3Ì3ÿff3fff™fÌfÿ™™3™f™™™Ì™ÿÌÌ3ÌfÌ™ÌÌÌÿÿfÿ™ÿÌ3333f3™3Ì3ÿ3333333f33™33Ì33ÿ3f3f33ff3f™3fÌ3fÿ3™3™33™f3™™3™Ì3™ÿ3Ì3Ì33Ìf3Ì™3ÌÌ3Ìÿ3ÿ33ÿf3ÿ™3ÿÌ3ÿÿff3fff™fÌfÿf3f33f3ff3™f3Ìf3ÿffff3fffff™ffÌf™f™3f™ff™™f™Ìf™ÿfÌfÌ3fÌ™fÌÌfÌÿfÿfÿ3fÿ™fÿÌÌÿÿÌ™™™3™™™™Ì™™33™f™3Ì™ÿ™f™f3™3f™f™™fÌ™3ÿ™™3™™f™™™™™Ì™™ÿ™Ì™Ì3fÌf™Ì™™ÌÌ™Ìÿ™ÿ™ÿ3™Ìf™ÿ™™ÿÌ™ÿÿÌ™3ÌfÌ™ÌÌ™3Ì33Ì3fÌ3™Ì3ÌÌ3ÿÌfÌf3™ffÌf™ÌfÌ™fÿ̙̙3Ì™fÌ™™Ì™ÌÌ™ÿÌÌÌÌ3ÌÌfÌÌ™ÌÌÌÌÌÿÌÿÌÿ3™ÿfÌÿ™ÌÿÌÌÿÿÌ3ÿfÿ™Ì3ÿ33ÿ3fÿ3™ÿ3Ìÿ3ÿÿfÿf3Ìffÿf™ÿfÌÌfÿÿ™ÿ™3ÿ™fÿ™™ÿ™Ìÿ™ÿÿÌÿÌ3ÿÌfÿÌ™ÿÌÌÿÌÿÿÿ3Ìÿfÿÿ™ÿÿÌffÿfÿffÿÿÿffÿfÿÿÿf!¥___www†††–––ËË˲²²×××ÝÝÝãããêêêñññøøøðûÿ¤  €€€ÿÿÿÿÿÿÿÿÿÿÿÿ^^^                                                                                                                                                                                                                                                                                                                                                        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                                                                                                   powder118_src/gfx/nethack/mini16.bmp0000644000175300010010000006206611036676760014421 0ustar BM6d6(€@`99H~_PPLLL€ÿ€ÿ€€ÿÿ€ÿ€€Ì™ÿÿøPÎùyÙ€€ÿÿ€€€™™™Ì™ÿÀÀÀÌÌÌÿÿÿ                                                                                                                                powder118_src/gfx/nethack/alphabet_classic.bmp0000644000175300010010000005506611147137351016570 0ustar 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                                                                                                                                                                                                                                                                                                                                                                                                                                                                                   powder118_src/gfx/distorted/minif16.bmp0000644000175300010010000034106611170147455015144 0ustar BM6Â6(àP  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S7 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0ustar BM6Â6(àP  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                                                                                                   powder118_src/gfx/ascii/mini16.bmp0000644000175300010010000006206611036676760014074 0ustar BM6d6(€@`99H~_PPLLL€ÿ€ÿ€€ÿÿ€ÿ€€Ì™ÿÿøPÎùyÙ€€ÿÿ€€€™™™Ì™ÿÀÀÀÌÌÌÿÿÿb                                                                                                                                              powder118_src/gfx/ascii/alphabet_classic.bmp0000644000175300010010000005506611147137351016243 0ustar 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0ustar *.c powder118_src/gfx/mini16.bmp0000644000175300010010000006206607767201041012774 0ustar BM6d6(€@`99H~_PPLLL€ÿ€ÿ€€ÿÿ€ÿ€€Ì™ÿÿøPÎùyÙ€€ÿÿ€€€™™™Ì™ÿÀÀÀÌÌÌÿÿÿ                                                                                                                                                                                        powder118_src/gfx/.cvsignore0000644000175300010010000000000410126003610013132 0ustar *.c powder118_src/item.h0000644000175300010010000003625411640645714011520 0ustar /* * PROPRIETARY INFORMATION. This software is proprietary to POWDER * Development, and is not to be reproduced, transmitted, or disclosed * in any way without written permission. * * Produced by: Jeff Lait * * POWDER Development * * NAME: item.h ( POWDER Library, C++ ) * * COMMENTS: * This provides the definition for all itmes. */ #ifndef __item_h__ #define __item_h__ #include "glbdef.h" #include "grammar.h" #include "mobref.h" #include "name.h" class SRAMSTREAM; class MOB; class INTRINSIC; class INTRINSIC_COUNTER; class MAP; class ARTIFACT; // One time initialization. void item_init(); class ITEM { private: ITEM(); // Create items with ::create please. public: ~ITEM(); static ITEM *create(ITEM_NAMES definition, bool allowartifact = true, bool nocurse = false); // This returns the mundane item enum that goes with the exceptional // magic type. ITEM_NONE is returned if it couldn't be found. static ITEM_NAMES lookupMagicItem(MAGICTYPE_NAMES magictype, int magicclass); static ITEM *createMagicItem(MAGICTYPE_NAMES magictype, int magicclass, bool allowartifact = true, bool nocurse = false); // Creates a clone of this item. All the local data will // match. Note that the corpse mob will be cleared! This is because // we have ownership of it, so bad stuff would happen if we cloned it. ITEM *createClone() const; // Create any random item. static ITEM *createRandom(bool allowartifact = true); // Create a random of a given type. static ITEM *createRandomType(ITEMTYPE_NAMES type, bool allowartifact = true); static ITEM *createRandomFromTable(int *table, int max_prob, bool allowartifact = true); // Creates a corpse from the given mob... static ITEM *createCorpse(MOB *mob); // Creates a statue from the given mob... static ITEM *createStatue(MOB *mob); static ITEM *load(SRAMSTREAM &is); static BUF buildAttackName(const ATTACK_DEF *attack); static void loadGlobal(SRAMSTREAM &is); static void saveGlobal(SRAMSTREAM &is); // This builds, or rebuilds all the itemtype tables.... static void init(); void save(SRAMSTREAM &os); // Verifies any mob's that we may have attached. bool verifyMob() const; // Verifies the counter isn't present bool verifyCounterGone(INTRINSIC_COUNTER *counter) const; // This runs the heartbeat on the item. // Returns false if the item should be destroyed. bool doHeartbeat(MAP *map, MOB *owner); void setPos(int x, int y); int getX() const { return myX; } int getY() const { return myY; } int getEnchantment() const { return myEnchantment; } void enchant(int delta); // Turns this item into an artifact. void makeArtifact(const char *name = 0); // Cancels in the nethack sense into a plain-jane version // Vanilla, it should be noted, is hardly "ordinary", so this // is at best abuse of notation. void makeVanilla(); // Raise, resurrect, etc: // Returns true if success // this is *not* deleted on success, so the caller should // get rid of it or there will be a soulless corpse // left behind. bool resurrect(MAP *map, MOB *resser, int x, int y); bool raiseZombie(MAP *map, MOB *raiser); bool raiseSkeleton(MAP *map, MOB *raiser); bool petrify(MAP *map, MOB *petrifier); bool unpetrify(MAP *map, MOB *unpetrifier); // Polymorphs this item. Returns the newly created item on // success, 0 if failed. Does not delete this on success! ITEM *polymorph(MOB *polyer); // Tries to break this item. The DC is a rough guess of // how strongly it should break. The X/Y is the map location // where the break occurs. The owner is null if no mob // currently owns the item. If no owner, the item is assumed // to be in limbo. // The breaker is the mob responsible for breaking the item. // Returns true if the item is destroyed (It will be deleted then!) // If item is stacked, breaking it will only destroy one element // of the stack! (And also not return true!) bool doBreak(int dc, MOB *breaker, MOB *owner, MAP *map, int x, int y); // Rename my base type. void renameType(const char *newname); // Rename myself. void rename(const char *newname); void rename(BUF buf); // Returns our own name, 0 if not assigned. const char *getPersonalName() const; ITEM *getNext() const { return myNext; } void setNext(ITEM *item) { myNext = item; } // Query methods to determine the nature of the item.. MATERIAL_NAMES getMaterial() const; ATTACK_NAMES getAttackName() const; ATTACK_NAMES getThrownAttackName() const; const ATTACK_DEF *getAttack() const; const ATTACK_DEF *getThrownAttack() const; bool requiresLauncher() const; bool canLaunchThis(ITEM *launcher) const; SKILL_NAMES getAttackSkill() const; SKILL_NAMES getSpecialSkill() const; MOB *getCorpseMob() const; MOB *getStatueMob() const; SIZE_NAMES getSize() const; int getNoiseLevel() const; // This calculates average damage. int calcAverageDamage() const; ITEM_NAMES getDefinition() const { return (ITEM_NAMES) myDefinition; } void setDefinition(ITEM_NAMES def) { myDefinition = def; } ITEMTYPE_NAMES getItemType() const; const ITEM_DEF &defn() const { return defn(getDefinition()); } static const ITEM_DEF &defn(ITEM_NAMES item) { return glb_itemdefs[item]; } // This returns whether the intrinsics of this item should // be granted even if it is just carried and not equipped. bool isCarryIntrinsic() const; // This returns true if the item is fully identified in every way. bool isFullyIdentified() const; // This returns whether the class is identified bool isIdentified() const; // This returns if the bless/cursed status is known. bool isKnownCursed() const; // Do we know if the item is not cursed? // Ie, have we tried it on and not gotten a stuck to our hands? bool isKnownNotCursed() const; // This returns if the enchantment is known. bool isKnownEnchant() const; // Return sif the charges is known. bool isKnownCharges() const; // Returns if poison status is known bool isKnownPoison() const; // Returns if class is known bool isKnownClass() const; // This marks both the specific item, and its class, as ided. // It identifies all aspects of this item. void markIdentified(bool silent = false); // This identifies only the class of the item (Ie; Wand of fireball) // rather than the entire thing (Ie: Wand of fireball (5)) void markClassKnown(bool silent = false); // This marks that we now know the enchant status of this item. void markEnchantKnown(); // This marks that we now know the cursed status of this item. void markCursedKnown(); // Likewise, but we know it is merely not cursed. void markNotCursedKnown(bool isknown=true); // This marks we know the charge status. void markChargesKnown(); void clearChargesKnown(); // This means we know the poison status. void markPoisonKnown(); // Determines if this is currently in some creatures pocket, or // on the world map. bool isInventory() const; void setInventory(bool isinventory); void makeCursed(); void makeBlessed(); bool isCursed() const; bool isBlessed() const; // Armor is all slots, so includes rings and amulets bool isArmor() const; bool isWeapon() const; bool isBoots() const; bool isHelmet() const; bool isShield() const; bool isJacket() const; bool isRing() const; bool isAmulet() const; bool isPassable() const; bool isQuivered() const; bool isFavorite() const; bool isMapped() const; bool isArtifact() const; // Returns the artifact data structure which describes this item. // Used internally to determine behaviour. const ARTIFACT *getArtifact() const; // Dissolves this item, return true if it should be destroyed bool dissolve(MOB *dissolver = 0, bool *interesting = 0); // Determines if we can be dissolved by normal acid. bool canDissolve() const; // Ignites this item return true if it should be destroyed bool ignite(MOB *igniter = 0, bool *interesting = 0); // Electrifies this item bool electrify(int points, MOB *shocker, bool *interesting); // Determines if we will burn up by normal lava bool canBurn() const; // Douses this with water. // Returns true if should destroy item bool douse(MOB *douser = 0, bool *interesting = 0); // Returns the precedence the item should have for stacking on the // floor. Low numbers go under high numbers. Thus, impassables // such as Boulders should have a high stack, junk like corpses // low stack. int getStackOrder() const; void markMapped(bool mapstatus=true); void markQuivered(bool isquivered=true); void markFavorite(bool isfavorite=true); bool isBelowGrade() const; void markBelowGrade(bool belowgrade=true); void makePoisoned(POISON_NAMES poison, int charges); bool isPoisoned() const; void applyPoison(MOB *src, MOB *target, bool force=false); // This finds out if the item emits light, and if so, how far. bool isLight() const; int getLightRadius() const; TILE_NAMES getTile() const; MINI_NAMES getMiniTile() const; // Stack functions: These manipulate stacks of items, which are // collections of identical items. int getStackCount() const { return myStackCount; } // Returns if we can merge with the given item. bool canMerge(ITEM *item) const; // Increments stack count. Caller should likely delete item. We // take the item as it's count size may be greater. We may also // want to amortize some feature, such as a count down timer. void mergeStack(ITEM *item); // Pulls a substack off this stack. The new ITEM * doesn't // belong anywhere, so should be acquired somewhere. You can't // specify 0 or all items here - just move the pointer in that case! ITEM *splitStack(int count=1); // Removes an item from this stack and immediately deletes the item // Does not handle the case of removing the last item! void splitAndDeleteStack(int count=1); // For those times when you want a specific number... // Do not use lightly. Should only be done on item generation. void setStackCount(int newcount) { myStackCount = newcount; } int getAC() const; int getCoolness() const; int getWeight() const; int getCharges() const; // This will automatically split the charges up among // the stack if this is a stacked item. void addCharges(int morecharges); void useCharge(); void setAsPreserved(); MAGICTYPE_NAMES getMagicType() const; int getMagicClass() const; // This merges into the given table all the intrinsics this item has. // It creates the table if it is 0 and there are intrinsics. void buildIntrinsicTable(INTRINSIC *&intrinsic) const; bool hasIntrinsic(INTRINSIC_NAMES intrinsic) const; // Equivalent to glb_itemdefs[item].name, except handles the // case of the item being identified by returning the identified name static const char *getItemName(ITEM_NAMES item, bool forceid=false); // Returns the base name devoid of identifiers const char *getRawName(bool idclass=false) const; BUF getName(bool article=true, bool shortname=false, bool neverpronoun=false, bool idclass=false, bool forcesingle=false) const; // Much like monster formatting. // %U refers to the item. owner isn't part of format string but // is used to determine who spams the message. void formatAndReport(MOB *owner, const char *str); void formatAndReport(const char *str); // Pages a list of all identified item types. static void viewDiscoveries(); void viewDescription() const; // Send the description to the paging system. void pageDescription(bool brief) const; // Returns it, they, etc. const char *getPronoun() const; // your, its, his, her, their, etc. const char *getPossessive() const; // Returns itself, themself, etc. const char *getReflexive() const; // Returns it, them, etc. const char *getAccusative() const; BUF conjugate(const char *infinitive, bool past=false) const; // This gets the tense of this item, which includes the plurality of it. VERB_PERSON getPerson() const; // Actions. // Yep, items can do actions too. // This dips the dippee into this, with dipper being the entity // responsible. Neither this nor dipper should be owned by anyone. // The result of the dip is two items which should be added back in, // NULL if they were destroyed. bool actionDip(MOB *dipper, ITEM *dippee, ITEM *&newpotion, ITEM *&newitem); // This zaps this, with zapper being the entity responsible. // this is assumed to be owned by the zapper. // true is returned if an action is consumed. // dx == dy == dz == 0 means zap self. // dz == +/-1 means ceiling/floor. // this MAY be destroyed by this function! bool actionZap(MOB *zapper, int dx, int dy, int dz); // Zap callback methods bool zapCallback(int x, int y); static bool zapCallbackStatic(int x, int y, bool final, void *data); // Grenade callback methods bool grenadeCallback(int x, int y); static bool grenadeCallbackStatic(int x, int y, bool final, void *data); // Ensure external invokers of grenadeCallback can get the proper // credit. static void setZapper(MOB *mob) { ourZapper.setMob(mob); } // Teleport the item to a randomly selected square. // Map is level to teleport on. bool randomTeleport(MAP *map, bool mapownsitem, MOB *teleporter); // Make the item fall into a hole and drop into the level below. // Pass the map in as the fall may be recursive, if you are unlucky. bool fallInHole(MAP * curLevel, bool mapownsitem, MOB *dropper); protected: // This data must be kept as limitted as possible, as there // are a lot of items. // Make sure this is all initialized in ::create and copied in // ::createClone. u8 myDefinition; u8 myStackCount; u8 myX, myY; s8 myEnchantment; u8 myCharges; u8 myPoison; u8 myPoisonCharges; ITEMFLAG1_NAMES myFlag1; MOBREF myCorpseMob; NAME myName; ITEM *myNext; static MOBREF ourZapper; }; #endif powder118_src/thread.cpp0000644000175300010010000000601712076150370012347 0ustar /* * Licensed under CLIFE license. See LICENCE.TXT * * Produced by: Jeff Lait * * CLIFE Development * * NAME: thread.cpp ( CLIFE, C++ ) * * COMMENTS: * Attempt at a threading class. */ #include "thread.h" #ifdef LINUX #include "thread_linux.h" #ifndef iPOWDER #include #endif #else #include "thread_win.h" #endif THREAD * THREAD::alloc() { #ifdef LINUX return new THREAD_LINUX(); #else return new THREAD_WIN(); #endif } int THREAD::numProcessors() { static int nproc = -1; if (nproc < 0) { #ifdef LINUX #if defined(iPOWDER) || defined(ANDROID) nproc = 1; #else nproc = get_nprocs_conf(); #endif #else SYSTEM_INFO sysinfo; GetSystemInfo(&sysinfo); nproc = sysinfo.dwNumberOfProcessors; #endif // Zany users have managed to muck with thier registery to // get 0 procs returned... if (nproc < 1) nproc = 1; } return nproc; } void * THREAD::wrapper(void *data) { THREAD *thread = (THREAD *) data; while (1) { // Await the thread to be ready. thread->waittillimready(); thread->setActive(true); // Hurray! Trigger callback. if (thread->myCB) thread->myCB(thread->myCBData); thread->iamdonenow(); thread->setActive(false); } return (void *)1; } LOCK::LOCK() { #ifdef LINUX pthread_mutexattr_init(&myLockAttr); #ifdef iPOWDER pthread_mutexattr_settype(&myLockAttr, PTHREAD_MUTEX_RECURSIVE); #else pthread_mutexattr_settype(&myLockAttr, PTHREAD_MUTEX_RECURSIVE_NP); #endif pthread_mutex_init(&myLock, &myLockAttr); #else myLock = new CRITICAL_SECTION; ::InitializeCriticalSection(myLock); #endif } LOCK::~LOCK() { #ifdef LINUX pthread_mutex_destroy(&myLock); pthread_mutexattr_destroy(&myLockAttr); #else DeleteCriticalSection(myLock); delete myLock; #endif } bool LOCK::tryToLock() { #ifdef LINUX return !pthread_mutex_trylock(&myLock); #else return ::TryEnterCriticalSection(myLock) ? true : false; #endif } void LOCK::lock() { #ifdef LINUX pthread_mutex_lock(&myLock); #else ::EnterCriticalSection(myLock); #endif } void LOCK::unlock() { #ifdef LINUX pthread_mutex_unlock(&myLock); #else ::LeaveCriticalSection(myLock); #endif } bool LOCK::isLocked() { if (tryToLock()) { unlock(); return false; } return true; } CONDITION::CONDITION() { #ifdef LINUX pthread_cond_init(&myCond, 0); #else myEvent = CreateEvent(0, false, false, 0); myNumWaiting.set(0); #endif } CONDITION::~CONDITION() { #ifdef LINUX pthread_cond_destroy(&myCond); #else CloseHandle(myEvent); #endif } void CONDITION::wait(LOCK &lock) { #ifdef LINUX pthread_cond_wait(&myCond, &lock.myLock); #else myNumWaiting.add(1); lock.unlock(); WaitForSingleObject(myEvent, INFINITE); myNumWaiting.add(-1); lock.lock(); #endif } void CONDITION::trigger() { #ifdef LINUX pthread_cond_signal(&myCond); #else // This requires the caller has the lock active so no one // will start a wait during our test. if (myNumWaiting > 0) SetEvent(myEvent); #endif } powder118_src/gfxengine.h0000644000175300010010000003342711361462044012524 0ustar /* * PROPRIETARY INFORMATION. This software is proprietary to POWDER * Development, and is not to be reproduced, transmitted, or disclosed * in any way without written permission. * * Produced by: Jeff Lait * * POWDER Development * * NAME: gfxengine.h ( POWDER Library, C++ ) * * COMMENTS: * Platform independent graphics engine. * The mentioned tiles are the tile number in the resource files. * The world consists of 32x32, 16x16 tiles. */ #ifndef __gfxengine_h__ #define __gfxengine_h__ #include "glbdef.h" #include "buf.h" // These are special symbols in our character set. The SYMBOLSTRING // version is "". #define SYMBOL_HEART '\200' #define SYMBOLSTRING_HEART "\200" #define SYMBOL_MAGIC '\201' #define SYMBOLSTRING_MAGIC "\201" #define SYMBOL_LEFT '\202' #define SYMBOLSTRING_LEFT "\202" #define SYMBOL_RIGHT '\203' #define SYMBOLSTRING_RIGHT "\203" #define SYMBOL_UP '\204' #define SYMBOLSTRING_UP "\204" #define SYMBOL_DOWN '\205' #define SYMBOLSTRING_DOWN "\205" #define SYMBOL_NEXT '\206' #define SYMBOLSTRING_NEXT "\206" #define SYMBOL_DLEVEL '\207' #define SYMBOLSTRING_DLEVEL "\207" #define SYMBOL_AC '\210' #define SYMBOLSTRING_AC "\210" #define SYMBOL_TRIDUDE '\211' #define SYMBOLSTRING_TRIDUDE "\211" #define SYMBOL_CURSOR '\212' #define SYMBOLSTRING_CURSOR "\212" #define SYMBOL_UNIQUE '\213' #define SYMBOLSTRING_UNIQUE "\213" // 230 in octal... #define COLOURED_SYMBOLS 152 #define SYMBOL_STRENGTH 'S' #define SYMBOLSTRING_STRENGTH "S" #define SYMBOL_SMARTS 'I' #define SYMBOLSTRING_SMARTS "I" #define SYMBOL_EXP 'X' #define SYMBOLSTRING_EXP "X" // Key defines. #define GFX_KEYMODSHIFT 1 #define GFX_KEYMODCTRL 2 #define GFX_KEYMODALT 4 enum GFX_Keydefine { GFX_KEYSTART = 256, GFX_KEYUP, GFX_KEYLEFT, GFX_KEYRIGHT, GFX_KEYDOWN, GFX_KEYCTRLUP, GFX_KEYCTRLLEFT, GFX_KEYCTRLRIGHT, GFX_KEYCTRLDOWN, GFX_KEYPGUP, GFX_KEYPGDOWN, GFX_KEYLMB, GFX_KEYMMB, GFX_KEYRMB, // We expect these to be contiguous. GFX_KEYF1, GFX_KEYF2, GFX_KEYF3, GFX_KEYF4, GFX_KEYF5, GFX_KEYF6, GFX_KEYF7, GFX_KEYF8, GFX_KEYF9, GFX_KEYF10, GFX_KEYF11, GFX_KEYF12, GFX_KEYF13, GFX_KEYF14, GFX_KEYF15, GFX_KEYLAST }; class MAP; class MOB; // Global defines... #define MAP_WIDTH 32 #define MAP_HEIGHT 32 #define INVALID_TILEIDX 65535 // // Fake ham functions used by SDL code. // void hamfake_rebuildScreen(); void hamfake_awaitEvent(); // Locks the screen for writing as a 240x160x16bit plane. u16 *hamfake_lockScreen(); void hamfake_unlockScreen(u16 *screen); // For systems that support it, get a keypress. int hamfake_peekKeyPress(); int hamfake_getKeyPress(bool onlyascii); void hamfake_clearKeyboardBuffer(); void hamfake_insertKeyPress(int key); int hamfake_getKeyModifiers(); // Returns the current stylus/mouse location. // Returned in terms of screen pixels void hamfake_getstyluspos(int &x, int &y); // Returns if the stylus is currently pressed or not. // If not pressed, you should not trust the pos! bool hamfake_getstylusstate(); // Returns if an extra tileset is present in the system bool hamfake_extratileset(); // Reboots the machine. void hamfake_softReset(); // Returns true if the external UI has demanded POWDER to shutdown. bool hamfake_forceQuit(); // External UI directions. void hamfake_flushdir(); bool hamfake_externaldir(int &dx, int &dy); void hamfake_buttonreq(int mode, // 0 move, 1 action, 2 spell, 3 del // 4 defaults // 5 Direction request. // 6 Unlock request int type = 0); // action/spell value. // awaitShutdown is used by external UI to wait until POWDER has finsihed // an emergency save & quit sparked by forceQuit. // POWDER lets the ui know it is done with the postShutdown void hamfake_awaitShutdown(); void hamfake_postShutdown(); void hamfake_setinventorymode(bool invmode); void hamfake_enableexternalactions(bool enable); void hamfake_externalaction(int &iact, int &ispell); bool hamfake_isunlocked(); // Toggles full screen mode void hamfake_setFullScreen(bool fullscreen); bool hamfake_isFullScreen(); // Controls sprites by their OAM numbers. void hamfake_movesprite(int spriteno, int x, int y); void hamfake_enablesprite(int spriteno, bool enabled); void hamfake_ReloadSpriteGfx(const u16 *data, int tileno, int numtile); void hamfake_setTileSize(int tilewidth, int tileheight); void hamfake_LoadSpritePal(void *data, int bytes); #ifdef HAS_DISKIO FILE *hamfake_fopen(const char *path, const char *mode); bool hamfake_fatvalid(); #endif void gfx_init(); void gfx_setmode(int mode); // This finds a free tile block of the given size... u16 gfx_findFreeTile(int size); // These lock the tile, returning an index to be used in the map. // Failure returns -1. unlockTile frees it for further use. // The actual tile allocated is passed back in result - that is the // value that should be used in the free! u16 gfx_lockTile(TILE_NAMES tile, TILE_NAMES *result); void gfx_unlockTile(TILE_NAMES tile); // Ensures the tile is locked at least given number. The idea is that one // intends to leave a stale lock pointer, but don't want the stale // pointer to accumulate over time. void gfx_forceLockTile(TILE_NAMES tile, int mincount = 1); // These lock character tiles which are on the same tile array // as the other tiles. // The actual tile allocated is passed back in result - that is the // value that should be used in the free! u16 gfx_lockCharTile(u8 c, u8 *result); u16 gfx_lockColourCharTile(u8 c, COLOUR_NAMES colour, u8 *result); void gfx_unlockCharTile(u8 c); // Looking up a tile will find the tile idx for the given name. // It will not lock it. This can be used for refresh, etc. // If it returns the invalid index, the tile doesn't exist and the // generic should be used. u16 gfx_lookupTile(TILE_NAMES tile); // This returns the number of unused tiles. int gfx_getNumFreeTiles(); // Note these all work with TILE_NAMES, NOT the tile index. void gfx_refreshtiles(); void gfx_settile(int tx, int ty, int tileno); // This sets the overlay tile. void gfx_setoverlay(int tx, int ty, int tileno); int gfx_getoverlay(int tx, int ty); // This sets the mob layer tiles void gfx_setmoblayer(int tx, int ty, int tileno); int gfx_getmoblayer(int tx, int ty); // These set tiles using absolute coordinates starting from top left // of the screen. The screen is thus 17x12. // These do NOT use, or set, the tile caches, so refreshtiles will // undo them. void gfx_setabstile(int tx, int ty, int tileno); void gfx_setabsoverlay(int tx, int ty, int tileno); void gfx_setabsmob(int tx, int ty, int tileno); // This clears the given line of any text. void gfx_cleartextline(int y, int startx=0); // This prints the text on the screen relative coords x/y, which // are in text coords, screen is 30x20. void gfx_printtext(int x, int y, const char *text); inline void gfx_printtext(int x, int y, BUF buf) { gfx_printtext(x, y, buf.buffer()); } // This writes a character into a mode 3 buffer. // x & y are pixel level offsets. void gfx_printcharraw(int x, int y, char c); void gfx_printcolourcharraw(int x, int y, char c); // This also works in screen coords, writing a single character. void gfx_printchar(int x, int y, char c); // Remaps the character to a coloured character. // Each coloured character has its own unique tile! void gfx_printcolourchar(int x, int y, char c, COLOUR_NAMES colour); // Returns the current center of the viewport in tiles void gfx_getscrollcenter(int &cx, int &cy); // This scrolls so tx/ty is the center tile in the viewport. void gfx_scrollcenter(int tx, int ty); // Adjust the pixel level scroll by the given number of pixels // on the given layer. void gfx_nudgecenter(int px, int py); // This returns true if we are on a new frame, and then resets // its new frame counter. int gfx_isnewframe(); // This returns the current frame number. int gfx_getframecount(); void gfx_displayminimap(MAP *level); void gfx_hideminimap(); void gfx_showinventory(MOB *mob); void gfx_hideinventory(); void gfx_getinvcursor(int &ix, int &iy); void gfx_setinvcursor(int ix, int iy, bool onlyslots); // Find the palette entry which most closely matches the given RGB. int gfx_lookupcolor(int r, int g, int b); int gfx_lookupcolor(int r, int g, int b, const u16 *palette); // Find the palette entry for the given predefine. int gfx_lookupcolor(COLOUR_NAMES color); void gfx_updatespritegreytable(); const u8 *gfx_getspritegreytable(); // Pauses for the given number of vertical retraces. void gfx_sleep(int vcycles); // Displays a null terminated list. // ylen is the maximum y to write to. // Select will be vaguely centered and will have >< around it. void gfx_displaylist(int x, int y, int ylen, const char **list, int select); // Null terminated list which is prompted at x & y. Returns -1 // if cancelled, otherwise, index into list. // If the any button is set, it will select with R & L. In this case, // aorb is set to the appropraite BUTTON_ value. // Actually, it only selects with R&L if disable paging is set, otherwise // those are pageup/pagedown. SELECT, on the other hand, is enabled // with anykey. // If an action bar is specified, it will become *live* and one can // drag stuff too and from it. int gfx_selectmenu(int x, int y, const char **menu, int &aorb, int def=0, bool anykey = false, bool disablepaging = false, const u8 *menuactions = 0, u8 *actionstrip = 0); // Queries with on screen menu to confirm choice with yes/no prompt // yes returns true, no false. bool gfx_yesnomenu(const char *buf, bool defchoice = true); inline bool gfx_yesnomenu(BUF buf, bool defchoice = true) { return gfx_yesnomenu(buf.buffer(), defchoice); } // This takes a long list which it displays 30 chars at a time, // allowing the user to scroll as necessary. // Any key ends it. (and clears it) void gfx_displayinfotext(const char *text); inline void gfx_displayinfotext(BUF buf) { gfx_displayinfotext(buf.buffer()); } // These routines allow you to dynamically create a long section of text. // Each line can be greater than 30 chars and will word wrap properly. // Nothing will be shown until the gfx_pager_display, at which // point it will all be displayed in a scrollable view until // a key is hit. At that point, the temporary structures will // all be wiped. void gfx_pager_addtext(const char *text); void gfx_pager_addtext(BUF buf); // Adds a single line to the pager. Forces this to start // a new line, adds a new line afterwards. If text is over 30 chars, // it is truncated. void gfx_pager_addsingleline(const char *text); void gfx_pager_newline(); void gfx_pager_reset(); // Adds a --- separator and a new line afterwards. void gfx_pager_separator(); // Sets the width of the pager, does not get auto reset so be careful void gfx_pager_setwidth(int width); // Saves the pager data to a text file. Also resets the pager. void gfx_pager_savetofile(const char *name); inline void gfx_pager_savetofile(BUF buf) { gfx_pager_savetofile(buf.buffer()); } // The given y value is the initial center of the text. void gfx_pager_display(int centery = 0); // Returns true if a tile was selected, false if cancelled. // tx & ty should start off at initial selection position. // if quickselect is true, it will return immediately on the first // movement key. The bool in this case will be false until a or // b is pressed. aorb will be set to 0 if a pressed, 1 if b. // Stylus is set to true if stylus used to do selection. bool gfx_selecttile(int &tx, int &ty, bool quickselect=false, int *quickold=0, int *aorb = 0, bool *stylus = 0); // Assumes inventory currently displayed. selectx & selecty are // starting location to select from. Returns true if user chose // a new slot, false if they aborted. bool gfx_selectinventory(int &selectx, int &selecty); // Returns true if not cancelled. // If dz is set, the user decided up or down. // If nothing is set, they decided themselves. // Otherwise, we have a standard direction. bool gfx_selectdirection(int tx, int ty, int &dx, int &dy, int &dz); // This copies the given mini tile on top of the given destination tile // in graphics memory. void gfx_copytiledata(TILE_NAMES desttile, MINI_NAMES minitile, bool ismale); // This only works ontop of the last dest tile to be written to. void gfx_compositetile(ITEMSLOT_NAMES dstslot, MINI_NAMES minitile, bool ismale); // Allocates a tile and returns the contents, extracting from our // graphics tile list. Requires an explicit tileset as we don't // want to end up with non-power of 2 suddenly. // The result must be free()d u8 *gfx_extractsprite(int tileset, SPRITE_NAMES tile); u8 *gfx_extractlargesprite(SPRITE_NAMES tile, int grey, SPRITE_NAMES overlay); void gfx_switchfonts(int newfont); int gfx_getfont(); // We support two tile sets that external UIs can swap between at their // leisure void gfx_settilesetmode(int mode, int tileset); int gfx_gettilesetmode(int mode); void gfx_tilesetmode(int mode); // These affect/refer to the current set for the current mode. void gfx_switchtilesets(int newtileset); int gfx_gettileset(); int gfx_gettilewidth(); int gfx_gettileheight(); // Cooridinates are in GBA space. void gfx_drawcursor(int x, int y); void gfx_cursortile(SPRITE_NAMES tile); void gfx_removecursor(); // Note that you cannot mix sprite and dungeon tiles. You need to // use one system or the other. void gfx_spritetile(int spriteno, SPRITE_NAMES tile); // The sprite will be greyd out according to the grey variable. // grey of 0 means entirely grey scale, 256 means full colour. // greying starts from the top of the tile. // The overlay tile will then be comped on top. void gfx_spritetile_grey(int spriteno, SPRITE_NAMES tile, int grey, SPRITE_NAMES overlay); // Loads a sprite from the dungeon tileset, note you cannot mix // with normal sprites! void gfx_spritefromdungeon(int spriteno, TILE_NAMES tile); // Switches whether we are in dungeon or sprite mode void gfx_spritemode(bool usesprites); #endif powder118_src/grammar.cpp0000644000175300010010000004502311253314150012520 0ustar /* * PROPRIETARY INFORMATION. This software is proprietary to POWDER * Development, and is not to be reproduced, transmitted, or disclosed * in any way without written permission. * * Produced by: Jeff Lait * * POWDER Development * * NAME: grammar.cpp ( POWDER Library, C++ ) * * COMMENTS: * Implementation of grammar functions. * These handle all the bizarre exceptions which English can * throw at us. Well, theoritically they are all handled, but * as exceptions are found, this is where to add them. */ #include "grammar.h" #include #include #include #include #include "grammar.h" #include "assert.h" #include "creature.h" #include "item.h" static void gram_extractofclause(char *tmp, char *&prefix, char *&noun, char *&suffix) { char *ofclause; // Rules: // Last word is the noun. // (3) is not the noun. // The noun occurs before the first of clause. // Of clause is either " of ", or, if that doesn't exist, " to ", // or, if that is also missing, " named ". // Technically we should likely extract any of these that occurs first. ofclause = strstr(tmp, " of "); if (!ofclause) ofclause = strstr(tmp, " to "); if (!ofclause) ofclause = strstr(tmp, " named "); if (ofclause) { prefix = tmp; // Word preceeding of clause is it... UT_ASSERT(ofclause != tmp); if (ofclause == tmp) { // Original string is " of lbjaslkd", this is bad, real bad. prefix = 0; suffix = 0; noun = tmp; return; } *ofclause = '\0'; suffix = ofclause+1; noun = ofclause-1; while (!isspace(*noun) && noun > tmp) noun--; if (isspace(*noun)) { *noun = '\0'; noun++; } else prefix = 0; } else { prefix = tmp; // Work back from the end of the temp array for the first // alpha char. We want the word that occurs after there. // To facillitate this, we mark all spaces as '\0'. // (that way box43 will be a noun) // Computer beeping at me. Almost out of power. // Must type faster! noun = tmp + strlen(tmp) - 1; suffix = 0; while (noun > tmp && !isalpha(*noun)) { if (isspace(*noun)) suffix = noun; noun--; } // Keep back tracking this dude until we hit the start or space... while (noun > tmp && !isspace(*noun)) noun--; if (suffix) { *suffix = '\0'; suffix++; } if (isspace(*noun)) { *noun = '\0'; noun++; } else prefix = 0; } } bool gram_ispronoun(const char *str) { if (!strcmp(str, "I")) return true; if (!strcmp(str, "you")) return true; if (!strcmp(str, "he")) return true; if (!strcmp(str, "she")) return true; if (!strcmp(str, "it")) return true; if (!strcmp(str, "they")) return true; if (!strcmp(str, "we")) return true; return false; } bool gram_isvowel(char c) { switch (c) { case 'a': case 'e': case 'o': case 'i': case 'u': return true; } // Note: y is not vowel. // Nor is w, Welsh being damned. return false; } // Does this char mark the end of a sentence? bool gram_isendsentence(char c) { switch (c) { case '.': case '!': case '?': return true; } return false; } BUF gram_makeplural(const char *phrase) { // Since we don't know ownership of phrase, must do this the // hardway BUF buf; buf.strcpy(phrase); return gram_makeplural(buf); } BUF gram_makeplural(BUF phrase) { // Check for trivialities... if (gram_isnameplural(phrase)) return phrase; // Extract the of clause... char *tmp; char *noun; char *prefix, *suffix; tmp = strdup(phrase.buffer()); gram_extractofclause(tmp, prefix, noun, suffix); // Now, try to end it... char ending[10]; BUF buf; size_t nounlen = strlen(noun); // Build the ending... const char *e; int epos = 0; for (e = noun; *e; e++); e--; for (epos = 0; epos < 10; epos++) { if (e < noun) ending[epos] = '\0'; else ending[epos] = *e; e--; } if (!strncmp(ending, "esuo", 4) && strncmp(ending, "esuoh", 5)) { // *ouse, but not house. Thus, // louse->lice noun[nounlen-4] = '\0'; buf.sprintf("%s%s%sice%s%s", (prefix ? prefix : ""), (prefix ? " " : ""), noun, (suffix ? " " : ""), (suffix ? suffix : "")); } else if (!strncmp(ending, "dlihc", 5)) { // child -> children buf.sprintf("%s%s%sren%s%s", (prefix ? prefix : ""), (prefix ? " " : ""), noun, (suffix ? " " : ""), (suffix ? suffix : "")); } else if (!strncmp(ending, "nam", 3)) { // man -> men noun[nounlen-3] = '\0'; buf.sprintf("%s%s%smen%s%s", (prefix ? prefix : ""), (prefix ? " " : ""), noun, (suffix ? " " : ""), (suffix ? suffix : "")); } else if (!strncmp(ending, "efi", 3)) { // knife -> knives noun[nounlen-2] = '\0'; buf.sprintf("%s%s%sves%s%s", (prefix ? prefix : ""), (prefix ? " " : ""), noun, (suffix ? " " : ""), (suffix ? suffix : "")); } else if (!strncmp(ending, "fei", 3)) { // thief -> thieves noun[nounlen-1] = '\0'; buf.sprintf("%s%s%sves%s%s", (prefix ? prefix : ""), (prefix ? " " : ""), noun, (suffix ? " " : ""), (suffix ? suffix : "")); } else if (!strcmp(noun, "ox")) { // ox -> oxen buf.sprintf("%s%s%sen%s%s", (prefix ? prefix : ""), (prefix ? " " : ""), noun, (suffix ? " " : ""), (suffix ? suffix : "")); } else if (ending[0] == 's' || !strncmp(ending, "hs", 2) || // bush -> bushes !strncmp(ending, "hc", 2) || // lich -> liches (*ending == 'o') || (*ending == 'x') || (*ending == 'z')) { // We pluralize by adding es. buf.sprintf("%s%s%ses%s%s", (prefix ? prefix : ""), (prefix ? " " : ""), noun, (suffix ? " " : ""), (suffix ? suffix : "")); } else if (*ending == 'y') { if (gram_isvowel(ending[1])) { // tray -> trays buf.sprintf("%s%s%ss%s%s", (prefix ? prefix : ""), (prefix ? " " : ""), noun, (suffix ? " " : ""), (suffix ? suffix : "")); } else { // fly -> flies noun[nounlen-1] = '\0'; buf.sprintf("%s%s%sies%s%s", (prefix ? prefix : ""), (prefix ? " " : ""), noun, (suffix ? " " : ""), (suffix ? suffix : "")); } } else { // Just add s. buf.sprintf("%s%s%ss%s%s", (prefix ? prefix : ""), (prefix ? " " : ""), noun, (suffix ? " " : ""), (suffix ? suffix : "")); } return buf; } // We have to parse name-phrase to find the noun, and then // determine if that noun is plural. bool gram_isnameplural(const char *name) { char *noun, *tmp, *prefix, *suffix; bool isplural = false; tmp = strdup(name); gram_extractofclause(tmp, prefix, noun, suffix); isplural = gram_isplural(noun); free(tmp); return isplural; } bool gram_isplural(const char *noun) { // As most noun decisions are based off the ending, we store the // string reversed ending here: char ending[10]; // Build the ending... const char *e; int epos = 0; for (e = noun; *e; e++); e--; for (epos = 0; epos < 10; epos++) { if (e < noun) ending[epos] = '\0'; else ending[epos] = *e; e--; } // Check if last character is an s.. if (ending[0] == 's') { // If the ending is 'ss', like "Grass", it should be "Grasses", // thus "ss" means not plural. if (ending[1] == 's') { // Except some exception I'll find out later. return false; } // Ended with an s? Plural. return true; } else if (!strncmp(ending, "nem", 3)) { // This is "foomen", like "lizardmen", so is // plural. return true; } else { if (!strcmp(noun, "oxen")) return true; else if (!strcmp(noun, "children")) return true; else if (!strcmp(noun, "feet")) return true; // This is, other than specific cases, singular. return false; } } const char * gram_getarticle(const char *noun) { if (gram_isnameplural(noun)) return ""; if (gram_ispronoun(noun)) return ""; // Check for proper nouns if the noun is capped. // This, I think, is wrong. A proper noun only has a definite article // if we want a definite, and in that case everyone has one, cf: creature // usedefinite clause. // We need to search through our possible noun phrase for any // capped word, as "evil Baezl'bub's black heart" will cause // problems otherwise. // We do not want to search of clauses so "scroll of READ ME" isn't // flagged as a proper noun. // This is still not correct. It should be "the corpse of // Baezl'bug", not "a" or just "corpse". { char *prefix, *propernoun, *suffix; char *tmp; const char *capsearch; int lastspace = true; bool isproper = false; bool isplural; tmp = strdup(noun); gram_extractofclause(tmp, prefix, propernoun, suffix); // We want to search the prefix and proper noun for // caps, not the suffix as we care not for " of " clauses. isplural = gram_isplural(noun); for (capsearch = prefix; capsearch && *capsearch; capsearch++) { if (lastspace && isupper(*capsearch)) isproper = true; lastspace = isspace(*capsearch); } lastspace = true; for (capsearch = propernoun; capsearch && *capsearch; capsearch++) { if (lastspace && isupper(*capsearch)) isproper = true; lastspace = isspace(*capsearch); } free(tmp); if (isproper) return ""; } // Check if first letter is a vowel. if (!gram_isvowel(*noun)) { // These are usually pretty straight forward. However, // some words such as "honourable" cause problems. Contrast // with "horse" and "hone". if (*noun == 'h') { // Honour: if (!strncmp(noun, "hono", 4)) return "an "; // Lots of other cases likely follow... } return "a "; } // It is likely "an", however, a eucliedean geometry. // However, "an eulerian proof". if (!strncmp(noun, "euc", 3)) return "a "; // The entire class of "u" causes problems. Many words, such as // "usually", are pronounced with a "y" prefix, so should use "a ". // Some, such as "urban" remain to cause us unfortunate problems. // The rough rule here is: // Determine if u is hard or soft. If two letters after the // u is a vowel, it is "utility", "usual", or "ubiquitous", so // it is "a ". // If it is two consonents in a row, it is a "urbane" usage, so // should use "an ". if (*noun == 'u') { // The single letter 'u' also use "a ". // Yet, if there is no third character, (Great city of Ur?) it // should be treated as the double consonent case. if (!noun[1] || gram_isvowel(noun[2])) { return "a "; } // We have either a u followed by two consonents or two vowels // in a row. Two vowels in a row we consider to be a "a " case, // though I can't think of any. if (gram_isvowel(noun[1])) return "a "; // Chain to default to "an ".... } // Default to "an "... return "an "; } BUF gram_createcount(const char *basename, int count, bool article) { BUF buf; buf.strcpy(basename); return gram_createcount(buf, count, article); } BUF gram_createcount(BUF basename, int count, bool article) { BUF result; BUF plural; if (count != 1) plural = gram_makeplural(basename); if (!count) { result.sprintf("no %s", plural.buffer()); } else if (count == 1) { if (article) { result.strcpy(gram_getarticle(basename)); result.strcat(basename); } else { return basename; } } else { result.sprintf("%d %s", count, plural.buffer()); } return result; } BUF gram_createplace(int place) { BUF buf; const char *ext; int rem, upperrem; rem = place % 10; // I fucking hate this misfeature of C! if (rem < 0) rem += 10; upperrem = (place - rem) / 10; upperrem %= 10; if (upperrem < 0) upperrem += 10; if (upperrem == 1) { // Eleventies! rem = 0; } switch (rem) { case 1: ext = "st"; break; case 2: ext = "nd"; break; case 3: ext = "rd"; break; default: ext = "th"; break; } buf.sprintf("%d%s", place, ext); return buf; } // Static tables of verbs... const char *glb_verbBE[2][NUM_VERBS] = { { "am", "are", "is", "is", "is", "are", "are", "are", "are", "are" }, { "was", "were", "was", "was", "was", "were", "were", "were", "were", "were" } }; const char *glb_pronoun[NUM_VERBS] = { "I", "you", "he", "she", "it", "we", "you", "they", "they", "they" }; const char *glb_possessive[NUM_VERBS] = { "my", "your", "his", "her", "its", "our", "your", "their", "their", "their" }; const char *glb_ownership[NUM_VERBS] = { "mine", "yours", "his", "hers", "its", "ours", "yours", "theirs", "theirs", "theirs" }; const char *glb_reflexive[NUM_VERBS] = { "myself", "yourself", "himself", "herself", "itself", "ourselves", "yourselves", "themselves", "themselves", "themselves" }; const char *glb_accusative[NUM_VERBS] = { "me", "you", "him", "her", "it", "us", "you", "them", "them" , "them" }; const char * gram_getpronoun(VERB_PERSON person) { return glb_pronoun[person]; } const char * gram_getpossessive(VERB_PERSON person) { return glb_possessive[person]; } const char * gram_getownership(VERB_PERSON person) { return glb_ownership[person]; } const char * gram_getreflexive(VERB_PERSON person) { return glb_reflexive[person]; } const char * gram_getaccusative(VERB_PERSON person) { return glb_accusative[person]; } BUF gram_conjugate(const char *verb, VERB_PERSON person, bool past) { // First, we determine if it is a multiword verb. For example, // "spit at" should be conjugated with the preposition isolated. // We take the first full english word, conjugate it, and append // the rest of the initial verb. // // As I write this, I'm sitting in the Maple Leaf lounge relaxing // on a comfortable leather seat. // First class travel - If only I could get used to it! const char *space; BUF buf; space = strchr(verb, ' '); if (space) { char *tmp; tmp = (char *)malloc(space - verb + 1); memcpy(tmp, verb, space - verb); tmp[space-verb] = '\0'; buf = gram_conjugate(tmp, person, past); buf.strcat(space); free(tmp); return buf; } // As most verb decisions are based off the ending, we store the // string reversed ending here: char ending[10]; size_t verblen = strlen(verb); // Build the ending... const char *e; int epos = 0; for (e = verb; *e; e++); e--; for (epos = 0; epos < 10; epos++) { if (e < verb) ending[epos] = '\0'; else ending[epos] = *e; e--; } // Check for crazy verbs... if (!strcmp(verb, "be")) { buf.reference(glb_verbBE[past][person]); return buf; } if (!strcmp(verb, "have")) { if (past) buf.reference("had"); else if (person == VERB_HE || person == VERB_SHE || person == VERB_IT) buf.reference("has"); else buf.reference("have"); return buf; } // Now, build the verb from the infinitive... if (past) { buf.strcpy(verb); } else { switch (person) { case VERB_I: // hit->hit buf.strcpy(verb); break; case VERB_HE: case VERB_SHE: case VERB_IT: // hit->hits // miss->misses // bash->bashes. // fly->flies. // say->says // go->goes // watch->watches // fix->fixes // buzz->buzzes // have->has // catch->catches if (!strcmp(verb, "have")) { buf.reference("has"); } else if ((*ending == 's') || !strncmp(ending, "hs", 2) || !strncmp(ending, "hc", 2) || (*ending == 'o') || (*ending == 'x') || (*ending == 'z')) { buf.sprintf("%ses", verb); } else if (*ending == 'y') { if (gram_isvowel(ending[1])) { // say -> says buf.sprintf("%ss", verb); } else { // fly -> flies buf.strcat(verb); // Have to manually end it. strncpy // doesn't write the terminating null. buf.evildata()[verblen-1] = '\0'; buf.strcat("ies"); } } else { buf.sprintf("%ss", verb); } break; // These are pretty identical case VERB_YOU: case VERB_YALL: // hit->hit buf.sprintf("%s", verb); break; case VERB_WE: // hit->hit buf.sprintf("%s", verb); break; case VERB_HES: case VERB_SHES: case VERB_THEY: // hit->hit buf.sprintf("%s", verb); break; default: UT_ASSERT(!"Unhandled VERB!"); buf.strcpy(verb); break; } } return buf; } BUF gram_capitalize(const char *str) { BUF srcbuf; // We don't know life time of str so only safe bet is to make // a hard copy :< srcbuf.strcpy(str); return gram_capitalize(srcbuf); } BUF gram_capitalize(BUF buf) { bool hard = false; char *s; bool docaps = true; // Start of sentence, caps. BUF result; const char *str = buf.buffer(); result = buf; // THis cast to char * is safe as we only assign to s after a harden. for (s = (char *) str; *s; s++) { if (!isspace(*s)) { // Note we do not eat up caps if we get a non-alpha, ie: // "foo bar" will become "Foo bar" (ignoring the quote) // Note that numerical keys are ignored, so // "+1 mace" becomes "+1 Mace" if (docaps && isalpha(*s)) { if (islower(*s)) { if (!hard) { result.uniquify(); s = result.evildata() + (s - str); hard = true; } *s = toupper(*s); } // Eat the caps. docaps = false; } // Determine if this is end-sentence, if so, the next // char should be capped. if (gram_isendsentence(*s)) docaps = true; } } return result; } // // This turns the given string into a possessive // you goes to your, foo to foo's, and bars to bars'. // BUF gram_makepossessive(const char *str) { BUF strbuf; strbuf.strcpy(str); return gram_makepossessive(strbuf); } BUF gram_makepossessive(BUF str) { BUF result; // Special cases... if (!str.strcmp("I")) result.reference("my"); if (!str.strcmp("you")) result.reference("your"); if (!str.strcmp("it")) result.reference("its"); // Better not let this go normal rule :> if (!str.strcmp("he")) result.reference("his"); if (!str.strcmp("she")) result.reference("her"); if (!str.strcmp("we")) result.reference("our"); if (!str.strcmp("they")) result.reference("their"); if (result.isstring()) return result; // Now, standard case... result = str; result.uniquify(); if (result.lastchar() == 's') result.strcat("'"); else result.strcat("'s"); return result; } powder118_src/speed.cpp0000644000175300010010000000605511122255404012175 0ustar /* * PROPRIETARY INFORMATION. This software is proprietary to POWDER * Development, and is not to be reproduced, transmitted, or disclosed * in any way without written permission. * * Produced by: Jeff Lait * * POWDER Development * * NAME: speed.cpp ( POWDER Library, C++ ) * * COMMENTS: * Implementation of the speed system. * * Speed is INTENTIONALLY round based. The goal is to allow * predictable movement, rather than the tendency to floating * point speed systems that have confused (IMO) later roguelikes. * * As such, there are three speed modifiers: Fast (F), Quick (Q), * and Slow (S). There are also 4 types of phases: Fast (F), * Quick (Q), Slow (S), and Normal (N). * * doHeartbeat style functions execute only on N & S phases. * * doAI movement operates on the phases according to the following * chart: * * F N S Q N Speed * N x x x 100% * F x x x x 133% * Q x x x x 133% * FQ x x x x x 167% * S x x 67% * FS x x x 100% * QS x x x 100% * FQS x x x x 133% */ #include "speed.h" #include "sramstream.h" #include "assert.h" int glbGameMoves = 0; int glbHeartbeatCount = 0; // We cache this so speed_getphase is fast. PHASE_NAMES glbCurPhase; #define PHASE_SEQ_LEN 5 // This is the prebuilt table of phases. We use it to determine // our current phase given our time tick. const PHASE_NAMES glbPhaseOrder[PHASE_SEQ_LEN] = { PHASE_FAST, PHASE_NORMAL, PHASE_SLOW, PHASE_QUICK, PHASE_NORMAL }; void speed_init() { glbGameMoves = 0; glbHeartbeatCount = 0; // Initial tick to initialize glbCurPhase. speed_ticktime(); } void speed_reset() { glbGameMoves = 0; glbHeartbeatCount = 0; speed_ticktime(); } void speed_ticktime() { glbGameMoves++; glbCurPhase = glbPhaseOrder[glbGameMoves % PHASE_SEQ_LEN]; if (speed_isheartbeatphase()) glbHeartbeatCount++; } int speed_gettime() { return glbGameMoves; } PHASE_NAMES speed_getphase() { return glbCurPhase; } bool speed_isheartbeatphase() { // Determine if we are in a proper phase. switch (speed_getphase()) { case PHASE_FAST: case PHASE_QUICK: // Do not hearbeat on these phases. return false; case PHASE_NORMAL: case PHASE_SLOW: // we want a heartbeat. return true; case NUM_PHASES: UT_ASSERT(!"Invalid phase!"); break; } // Should not go here. return true; } bool speed_matchheartbeat(int modulus) { if (modulus < 2) return true; // Avoid division where possible. switch (modulus) { case 2: if (glbHeartbeatCount & 1) return false; return true; case 4: if (glbHeartbeatCount & 3) return false; return true; case 8: if (glbHeartbeatCount & 7) return false; return true; } if (glbHeartbeatCount % modulus) return false; return true; } void speed_save(SRAMSTREAM &os) { os.write(glbGameMoves, 32); os.write(glbHeartbeatCount, 32); } void speed_load(SRAMSTREAM &is) { is.read(glbGameMoves, 32); is.read(glbHeartbeatCount, 32); } powder118_src/thread.h0000644000175300010010000001105412075421627012016 0ustar /* * Licensed under CLIFE license. See LICENCE.TXT * * Produced by: Jeff Lait * * CLIFE Development * * NAME: thread.h ( CLIFE, C++ ) * * COMMENTS: * Attempt at a threading class. */ #ifndef __thread_h__ #define __thread_h__ typedef void *(*THREADmainFunc)(void *); class THREAD { public: // We use this generator to return the system specific implementation. static THREAD *alloc(); static int numProcessors(); // (Re)starts this, invoking the given function as the main // thread program. virtual void start(THREADmainFunc func, void *data) = 0; // Blocks until this is done virtual void join() = 0; // Is this thread still processing? bool isActive() const { return myActive; } // Terminates this thread. virtual void kill() = 0; protected: THREAD() { myActive = false; } virtual ~THREAD() {} void setActive(bool val) { myActive = val; } // Blocks until the thread is ready to process. virtual void waittillimready() = 0; virtual void iamdonenow() = 0; // Canonical main func for threads. static void *wrapper(void *data); // No public copying. THREAD(const THREAD &) { } THREAD &operator=(const THREAD &) { return *this; } bool myActive; THREADmainFunc myCB; void *myCBData; }; typedef int s32; #ifdef LINUX #include #if defined(iPOWDER) && !defined(ANDROID) #include inline s32 testandset(s32 *addr, s32 val) { // Not natively supported, sadly. // Too lazy to build a lock. Yes this will bite me someday. int result = *addr; *addr = val; return result; } inline s32 testandadd(s32 *addr, s32 val) { // This does not return the original value, but that is // what our code expects. return OSAtomicAdd32(val, addr) - val; } #else // Requires GCC 4.1 ++ // Consider this punishment for 4.3's behaviour with enums. inline s32 testandset(s32 *addr, s32 val) { return __sync_lock_test_and_set(addr, val); } inline s32 testandadd(s32 *addr, s32 val) { return __sync_fetch_and_add(addr, val); } #endif #else #define _THREAD_SAFE #define _WIN32_WINNT 0x0400 #include #include #ifdef max #undef max #endif #ifdef min #undef min #endif #pragma intrinsic (_InterlockedExchange) #pragma intrinsic (_InterlockedExchangeAdd) inline s32 testandset(s32 *addr, s32 val) { return (s32)_InterlockedExchange((long *)addr, (long)val); } inline s32 testandadd(s32 *addr, s32 val) { return (s32)_InterlockedExchangeAdd((long *)addr, (long)val); } #endif class ATOMIC_INT32 { public: explicit ATOMIC_INT32(s32 value = 0) : myValue(value) {} // Swap this and val inline s32 exchange(s32 val) { return testandset(&myValue, val); } // Add val to this, return the old value. inline s32 exchangeAdd(s32 val) { return testandadd(&myValue, val); } // Add val to this, return new value. inline s32 add(s32 val) { return testandadd(&myValue, val) + val; } // Set self to maximum of self and val inline s32 maximum(s32 val) { s32 peek = exchange(val); while (peek > val) { val = peek; peek = exchange(val); } return peek; } void set(s32 val) { myValue = val; } operator s32() const { return myValue; } private: s32 myValue; ATOMIC_INT32(const ATOMIC_INT32 &) {} ATOMIC_INT32 &operator=(const ATOMIC_INT32 &) { return *this; } }; class LOCK { public: LOCK(); ~LOCK(); // Non blocking attempt at the lock, returns true if now locked. bool tryToLock(); void lock(); void unlock(); bool isLocked(); protected: LOCK(const LOCK &) {} LOCK &operator=(const LOCK &) { return *this; } #ifdef LINUX pthread_mutex_t myLock; pthread_mutexattr_t myLockAttr; #else CRITICAL_SECTION *myLock; #endif friend class CONDITION; }; class AUTOLOCK { public: AUTOLOCK(LOCK &lock) : myLock(lock) { myLock.lock(); } ~AUTOLOCK() { myLock.unlock(); } protected: LOCK &myLock; }; class CONDITION { public: CONDITION(); ~CONDITION(); // Lock is currently set. We will unlock it, block, then // when condition is triggered relock it and return. void wait(LOCK &lock); // Trigger, allowing one thread through. // Caller should currently have the wait lock. void trigger(); private: CONDITION(const CONDITION &) {} CONDITION &operator=(const CONDITION &) { return *this; } #ifdef LINUX pthread_cond_t myCond; #else ATOMIC_INT32 myNumWaiting; HANDLE myEvent; #endif }; #endif powder118_src/ptrlist.h0000644000175300010010000000421411310064517012240 0ustar /* * Licensed under BSD license. See LICENCE.TXT * * Produced by: Jeff Lait * * 7DRL Development * * NAME: ptrlist.h ( Letter Hunt Library, C++ ) * * COMMENTS: * Implements a simple list of pointers. * The observent will notice similarities to ptrstack defined * itemstack. */ #ifndef __ptrlist_h__ #define __ptrlist_h__ template class PTRLIST { public: PTRLIST(); ~PTRLIST(); // No copy constructors as you should be passing by reference to build! // That is a noble sentiment, but we live in a corrupt world PTRLIST(const PTRLIST &ref); PTRLIST &operator=(const PTRLIST &ref); void append(PTR item); void append(const PTRLIST &list); // Reverses the order of the stack. void reverse(); // Empties the stack void clear(); // Sets array to constant value void constant(PTR ptr); // Sets entries to the given size. void resize(int size); PTR operator()(int idx) const; int entries() const; void set(int idx, PTR item); void insert(int idx, PTR item); // Removes all instances of "item" from // this list. void removePtr(PTR item); // Removes a given index void removeAt(int idx); // Returns the last item on this list and decreases // the length. PTR pop(); // Swaps two entries void swapEntries(int i1, int i2); // Returns the last element. // The index allows you to specify N elements from the end, where // 0 is the last element and 1 second last. PTR top(int idx = 0) const { return (*this)(entries()-1-idx); } // Returns the first item from this list and // removes it. PTR removeFirst(); // Finds the given item, returns -1 if fails. int find(PTR item) const; // Deletes all zero entries. void collapse(); // I shouldn ot have to explain why you should never call this. PTR *rawptr(int idx=0) const { return &myList[idx]; } private: PTR *myList; int myStartPos; int myEntries; int mySize; }; // For crappy platforms: #include "ptrlist.cpp" #endif powder118_src/intrinsic.cpp0000644000175300010010000000575711122255404013107 0ustar /* * PROPRIETARY INFORMATION. This software is proprietary to POWDER * Development, and is not to be reproduced, transmitted, or disclosed * in any way without written permission. * * Produced by: Jeff Lait * * POWDER Development * * NAME: intrinsic.cpp ( POWDER Library, C++ ) * * COMMENTS: * Bit field functions for handling intrinsics... */ #include "intrinsic.h" #include "assert.h" #include "sramstream.h" INTRINSIC::INTRINSIC() { memset(myData, 0, (NUM_INTRINSICS + 7) / 8); } INTRINSIC::INTRINSIC(const char *rawstr) { loadFromString(rawstr); } void INTRINSIC::loadFromString(const char *rawstr) { clearAll(); mergeFromString(rawstr); } void INTRINSIC::mergeFromString(const char *rawstr) { if (!rawstr) return; while (*rawstr) { setIntrinsic( (INTRINSIC_NAMES) ((u8)*rawstr) ); rawstr++; } } void INTRINSIC::clearAll() { memset(myData, 0, (NUM_INTRINSICS + 7) / 8); } void INTRINSIC::save(SRAMSTREAM &os) { int i; for (i = 0; i < ((NUM_INTRINSICS + 7) / 8); i++) { os.write(myData[i], 8); } } void INTRINSIC::load(SRAMSTREAM &is) { int i, val; for (i = 0; i < ((NUM_INTRINSICS + 7) / 8); i++) { is.uread(val, 8); myData[i] = val; } } bool INTRINSIC::hasIntrinsic(const char *rawstr, INTRINSIC_NAMES intrinsic) { if (!rawstr) return false; while (*rawstr) { if ( ((u8)*rawstr) == intrinsic ) return true; rawstr++; } return false; } bool INTRINSIC::hasIntrinsic(INTRINSIC_NAMES intrinsic) const { int byte, bit, mask; if (intrinsic == INTRINSIC_NONE) return false; UT_ASSERT(intrinsic < NUM_INTRINSICS); bit = intrinsic - 1; byte = bit >> 3; bit &= 7; mask = 1 << bit; return (myData[byte] & mask) ? true : false; } bool INTRINSIC::toggleIntrinsic(INTRINSIC_NAMES intrinsic) { int byte, bit, mask; if (intrinsic == INTRINSIC_NONE) return false; UT_ASSERT(intrinsic < NUM_INTRINSICS); bit = intrinsic - 1; byte = bit >> 3; bit &= 7; mask = 1 << bit; if (myData[byte] & mask) { myData[byte] &= ~mask; return true; } myData[byte] |= mask; return true; } bool INTRINSIC::setIntrinsic(INTRINSIC_NAMES intrinsic, bool newval) { if (!newval) return clearIntrinsic(intrinsic); if (intrinsic == INTRINSIC_NONE) return false; int byte, bit, mask; bool ret = false; UT_ASSERT(intrinsic < NUM_INTRINSICS); bit = intrinsic - 1; byte = bit >> 3; bit &= 7; mask = 1 << bit; if (myData[byte] & mask) ret = true; else myData[byte] |= mask; return ret; } bool INTRINSIC::clearIntrinsic(INTRINSIC_NAMES intrinsic) { int byte, bit, mask; bool ret = false; if (intrinsic == INTRINSIC_NONE) return false; UT_ASSERT(intrinsic < NUM_INTRINSICS); bit = intrinsic - 1; byte = bit >> 3; bit &= 7; mask = 1 << bit; if (myData[byte] & mask) { ret = true; myData[byte] &= ~mask; } return ret; } powder118_src/LICENSE.TXT0000644000175300010010000000670011670670676012075 0ustar THE POWDER LICENSE: ------------------- POWDER is copyright 2003-2009 by Jeff Lait. All rights reserved. Note ---- The Adam Bolt tileset are copyright by Adam Bolt and are licensed separately. Other tilesets are creations of the respective creators - download the latest artpack for details. MSVCP71.DLL and MSVCR71.DLL are owned and licensed entirely by Microsoft. They are redistributed with POWDER as per their edicts. I'd rather not have to include them. Simple DirectMedia Layer (SDL) library is licensed under the GNU Lesser General Public License (LGPL). POWDER conforms to the third clause - where you downloaded this should also have been a link to download a source tarball. Information about SDL can be found at: http://www.libsdl.org/ Information about the LGPL license can be found at: http://www.libsdl.org/license.php http://www.gnu.org.copyleft/lgpl.html Information about the Mersenne Twister can be found at: http://www.math.sci.hiroshima-u.ac.jp/~m-mat/MT/emt.html Execution --------- You are allowed to execute the POWDER binary, either by running it in an emulator or on hardware. Duplication ----------- You are allowed to duplicate the POWDER distribution provided you: 1) Keep the distribution intact. This means keeping this license. 2) Do not charge for the act of duplication, nor for the medium of duplication above the rate which you paid to acquire it. 3) Do not add to the distribution in a manner which obscures the original author. 4) Do not modify the POWDER binary nor accompanying files. This includes, but is not limited to, the removal of any licensing or copyright information embedded in the files. An exception is made when duplicating to a cartridge or similar device for purpose of executing the binary on hardware. In this case, the binary alone needs to be duplicated (as that is all that is practical) An exception is made for patching the binary to run on certain platforms. Transfer -------- You are free to transfer copies of POWDER to others, provided they remain unaltered, and the transfer is performed without payment. You are encouraged to instead show people to the author's current web site where the latest version may be acquired. Reverse Engineering ------------------- You are strongly discouraged from reverse engingeering the POWDER binary. If you have questions about how an algorithm worked, contact the author who will likely freely answer. If would like the source, check the download site where it is available. Disclaimer ---------- Neither the author, nor anyone associated with the distribution of this binary to your system, is responsible for any damage done to your computer, console, or handheld. This includes, but is not limited to, loss of data, work, time, or hardware. In some, or all, places, a limitation of liability may not be possible. It is your responsibility to verify that within your jurisdiction the above disclaimer fully exempts the author from all liability. If it does not, all earlier rights of execution, duplication, and transfer are rescinded. ALL CAPS -------- THIS SECTION OF THE LICENSING AGREEMENT IS WRITTEN IN ALL CAPS TO MAKE IT APPEAR MORE LEGAL. IT ISN'T. INSTEAD, IT IS JUST A FRIENDLY REMINDER TO ENJOY POWDER AND TO CONTACT THE AUTHOR IF YOU PLAY IT. EVEN IF YOU HATE THE GAME. POWDER IS A LABOUR OF LOVE WHICH HAS PAID FOR ITSELF IN THE AUTHOR'S OWN ENJOYMENT, YET THERE IS NO REASON WHY IT CANNOT EARN EVEN MORE DIVIDENDS OF HAPPINESS BY BRINGING JOY TO THE LIVES OF OTHERS. powder118_src/piety.h0000644000175300010010000000152511122255404011671 0ustar /* * PROPRIETARY INFORMATION. This software is proprietary to POWDER * Development, and is not to be reproduced, transmitted, or disclosed * in any way without written permission. * * Produced by: Jeff Lait * * POWDER Development * * NAME: piety.h ( POWDER Library, C++ ) * * COMMENTS: * This handles most of the deity related code. * All the piety access functions that alter the global * piety values are triggered through here. */ #ifndef __piety__ #define __piety__ class SRAMSTREAM; class MOB; class ITEM; // Reset all the piety scores to zero for a new game. void piety_init(); // Load piety & god choice. void piety_load(SRAMSTREAM &is); // Save the current piety & god choice. void piety_save(SRAMSTREAM &os); GOD_NAMES piety_chosengod(); int piety_chosengodspiety(); void piety_setgod(GOD_NAMES god); #endif powder118_src/BUILD.TXT0000644000175300010010000001152511405273642011637 0ustar You, brave soul, have dared to consider building POWDER? Do you not know this source is only released to taunt you? Still undeterred? Well, let us first examine your target platform. (Hint: If it is not Linux/Mac OSX you are in for a world of pain) If you just want to replace the graphics, go no farther! Look for an artpack distribution on a previous release for instructions on how to do this with no compiling needed! ========= = Linux = ========= A script called buildall.sh is here. Invoke it. If nothing goes wrong, you are done. If things go wrong? Perhaps install sdl-dev? Sacrifice another grid bug? The signs are unclear. The tea leaves clear. Make sure you have bash and GNU make! Do not try to run make from the source root. You may need to chmod +x some scripts. Cygwin sucks. =========== = Mac OSX = =========== A script called buildall.OSX.sh is here. Invoke it. If nothing goes wrong, you are done. If things go wrong? Make sure you have installed the SDL framework in /Library/Framework. Otherwise I don't know... Do not try to run make from the source root. Do not try to run make from port/mac either, as it requires ARCH to be set. You may need to chmod +x some scripts. Cygwin sucks. =========== = Windows = =========== .sln is your friend. You need MSVC2003 or later. Build everything in your support directory that has .sln. Put them in your path. Use those tools to build the support files - the buildall.sh contains clues. port/windows may then be loaded and build. ======= = GBA = ======= Purchase a copy of HAM Lib. The free version does not work. Use your local compiler to build all the support directory files and put them in your path. In gfx, run domake.bat. In the source root, run make. ====== = DS = ====== Download devkitPro. Thank Richard Quirk for fixing the r21 compatibility problem, allowing you to merely use the latest version. Use your local compiler to build all the support directory and dump them in your path. Again, you must manually transform the secondary files using buildall.sh as a clue. Finally, invoke make in your MSys devkitpro window in the port/ds directory. Victory shall be thine! ======= = PSP = ======= The PSP port is thanks to the most excellent Marvin Sanchez. Since I don't have a PSP myself, I'm compiling this blindly. He reports success with Cygwin on Windows, I am building under Linux. In either case, you want a copy of pspdev from http://ps2dev.org/psp/Tools. Download the Toolchain specified there. You also need to install/compile the SDL for the PSP. I found this website intructive: http://ttyman.free.fr/?p=8 Then you should be able to follow the DS instructions. ======== = GP2X = ======== The GP2X port is thanks to the most excellent David Parker. Since I don't have a GP2X myself, I'm compiling this blindly. A script called buildall.gp2x.sh is here that should get you going. He used oopo's toolchain, which should work with the given Makefile, but if not you may need to change ports/gp2x/Makefile to the correct paths to your SDK/compiler. Packaging involves copying the Powder2X directory from port/gp2x to your SD card. Follow that by the executable powder in port/gp2x into the Powder2x/pdata directory. Finally, dump the gfx and rooms directories to Powder2X/pdata on the SD card. ========= = WinCE = ========= The Windows CE port is thanks to the most excellent Ilya Kasnacheev. I don't have a Windows CE device nor a build environment, so Ilya has been releasing the versions. In the port/wince directory there is a README should consult on how to get this working. Be warned that setting up the toolchain is not trivial, so it is likely best if you first successfully build a normal Windows POWDER version before trying this. ================= = PORTING NOTES = ================= Compile time flags are: LINUX A Un*x system is being built. This includes Mac OSX. MACOSX A specifically Mac version. WIN32 Built in Windows USING_DS Nintendo DS build _WIN32_WCE Built for Windows CE. USING_TILE10 Use 10x10 base tiles by default rather than 8x8. SYS_PSP PSP build. USING_SDL is also set. NO_HAM A GBA build with devkitPro rather than HAM USING_SDL An SDL based build. HAS_KEYBOARD Keyboard input method present, hamfake_getkey() does something. If not set, buttons are used for the input method. HAS_STYLUS A stylus exists, enabling mouse based input HAS_XYBUTTON A button based input with four normal buttons. HAS_DISKIO System can save and load arbitrary files. HAS_PRINTF printf and assert exist and are used. =============== = POST SCRIPT = =============== Please remember that this is not open source. Thank you. powder118_src/name.h0000644000175300010010000000247610732556373011504 0ustar /* * PROPRIETARY INFORMATION. This software is proprietary to POWDER * Development, and is not to be reproduced, transmitted, or disclosed * in any way without written permission. * * Produced by: Jeff Lait * * POWDER Development * * NAME: name.h ( POWDER Library, C++ ) * * COMMENTS: * This class handles the global namespace which allows * users to name specific creatures or items. We don't * want to waste 32 bits on a pointer, when there can * only be a few names. This also simplifies the marshalling, * etc, of names. */ #ifndef __name__ #define __name__ #include "buf.h" // Required one time initialization. void name_init(int numnames = 0); // Required load/save functions. These save the // actual data of the names. void name_load(SRAMSTREAM &is); void name_save(SRAMSTREAM &os); class NAME { public: NAME(); ~NAME(); // Copy constructor & assignment operators. NAME(const NAME &name); NAME &operator=(const NAME &name); const char *getName() const; // Because you can't change an existing name, setName will // actually allocate a new myIdx. void setName(const char *name); void setName(BUF buf) { setName(buf.buffer()); } void save(SRAMSTREAM &os) const; void load(SRAMSTREAM &is); protected: u16 myIdx; }; #endif powder118_src/encyc_support.h0000644000175300010010000000200311122255404013424 0ustar /* * PROPRIETARY INFORMATION. This software is proprietary to POWDER * Development, and is not to be reproduced, transmitted, or disclosed * in any way without written permission. * * Produced by: Jeff Lait * * POWDER Development * * NAME: encyc_support.h ( POWDER Library, C++ ) * * COMMENTS: This defines support functions for the encyclopedia. */ #ifndef __encyc_support__ #define __encyc_support__ // Views a certain enumerated key from the given // book. Book should be something like "GOD" or "SPELL". void encyc_viewentry(const char *book, int key); // This will add the given entry to the pager. This lets you // add your own commentary berfore / afterwards. void encyc_pageentry(const char *book, int key); // Returns true if the given entry exists. bool encyc_hasentry(const char *book, int key); // Displays a specific spell's info. void encyc_viewSpellDescription(SPELL_NAMES spell); // Displays a specific skill's info. void encyc_viewSkillDescription(SKILL_NAMES skill); #endif powder118_src/buildall.OSX.sh0000755000175300010010000000075013244655425013202 0ustar #!/bin/sh echo Run this from the root of the source tree. echo Rebuild all of POWDER echo Build support binaries cd support/bmp2c make clean make cd ../encyclopedia2c make clean make cd ../enummaker make clean make cd ../map2c make clean make cd ../txt2c make clean make cd ../tile2c make clean make echo Clean... cd ../../port/mac make clean echo Premake make premake echo Final install ./buildubx.sh ./builddmg.sh cp powder ../.. cp powder.dmg ../.. cd ../.. echo Run powder to play powder118_src/buf.h0000644000175300010010000000534511412767157011336 0ustar /* * PROPRIETARY INFORMATION. This software is proprietary to POWDER * Development, and is not to be reproduced, transmitted, or disclosed * in any way without written permission. * * Produced by: Jeff Lait * * POWDER Development * * NAME: buf.h ( POWDER Library, C++ ) * * COMMENTS: * Implements a simple character buffer. Underlying data * is reference counted and can be passed by value. * Uses copy on write semantic. */ #ifndef __buf__ #define __buf__ #include // Returns number of active buffers. // This should be zero most of the time. Or at least bounded. int buf_numbufs(); // Internal buffer representation class BUF_int; class BUF { public: BUF(); BUF(int len); ~BUF(); // Copy constructors BUF(const BUF &buf); BUF &operator=(const BUF &buf); // Allocates a blank buffer of the given size to ourself. void allocate(int len); // Sets us to an empty string, but not a shared empty string! void clear(); // Determines if we are a non-null and non-empty string bool isstring() const; // Read only access. Only valid so long as we are scoped and not // editted. const char *buffer() const; // Acquires ownership of text, will delete [] it. void steal(char *text); // Points to the text without gaining ownership. If you try to write // to this, you will not alter text! void reference(const char *text); // Copies the text into our own buffer, so the source may do as it wishes. void strcpy(const char *text); void strcpy(BUF buf) { *this = buf; } int strcmp(const char *cmp) const; inline int strcmp(BUF buf) const { return strcmp(buf.buffer()); } // Matches strlen. int strlen() const; // Returns a malloc() copy of self, just like strdup(this->buffer()) // THis is safe to call on a temporary, unlike the above construction. char *strdup() const; // Like strcat, but no concerns of overrun void strcat(const char *text); void strcat(BUF buf) { strcat(buf.buffer()); } char lastchar(int nthlast = 0) const; // Adds a single character. void append(char c); // Our good friends. Now with no buffer overruns. int vsprintf(const char *fmt, va_list ap); int sprintf(const char *fmt, ...); int appendSprintf(const char *fmt, ...); // Makes this a writeable buffer. void uniquify(); // Access underlying data. Never use this :> char *evildata(); // Fun string manipulation functions // Converts almost everything into _ so people are happier. void makeFileSafe(); protected: BUF_int *myBuffer; }; #endif powder118_src/rand.cpp0000644000175300010010000003650311122255404012022 0ustar /* * PROPRIETARY INFORMATION. This software is proprietary to POWDER * Development, and is not to be reproduced, transmitted, or disclosed * in any way without written permission. * * Produced by: Jeff Lait * * POWDER Development * * NAME: rand.cpp ( POWDER Library, C++ ) * * COMMENTS: * A collection of utility functions to get random numbers. */ #include "mygba.h" #include "assert.h" #include "rand.h" #include "dpdf_table.h" // Bring in the Mersenne Twister #include "mt19937ar.c" #include class RAND_STATE { public: // Read from current RNG into this void read(); // Write from this into RNG. void write(); RAND_STATE *myOlderState; unsigned long myMT[N]; unsigned int myMTI; }; void RAND_STATE::read() { memcpy(myMT, mt, sizeof(unsigned long) * N); myMTI = mti; } void RAND_STATE::write() { memcpy(mt, myMT, sizeof(unsigned long) * N); mti = myMTI; } RAND_STATE *glbOldRandState = 0; void rand_pushstate() { RAND_STATE *state; state = new RAND_STATE(); state->myOlderState = glbOldRandState; state->read(); glbOldRandState = state; } void rand_popstate() { UT_ASSERT(glbOldRandState != 0); if (!glbOldRandState) return; RAND_STATE *state; state = glbOldRandState; state->write(); glbOldRandState = state->myOlderState; delete state; } void rand_init() { if (!mt) { mt = new unsigned long[N]; } } const u8 glb_percenttable[1024] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 25, 25, 25, 25, 25, 25, 25, 25, 25, 25, 25, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 27, 27, 27, 27, 27, 27, 27, 27, 27, 27, 28, 28, 28, 28, 28, 28, 28, 28, 28, 28, 29, 29, 29, 29, 29, 29, 29, 29, 29, 29, 29, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 31, 31, 31, 31, 31, 31, 31, 31, 31, 31, 32, 32, 32, 32, 32, 32, 32, 32, 32, 32, 33, 33, 33, 33, 33, 33, 33, 33, 33, 33, 33, 34, 34, 34, 34, 34, 34, 34, 34, 34, 34, 35, 35, 35, 35, 35, 35, 35, 35, 35, 35, 36, 36, 36, 36, 36, 36, 36, 36, 36, 36, 37, 37, 37, 37, 37, 37, 37, 37, 37, 37, 37, 38, 38, 38, 38, 38, 38, 38, 38, 38, 38, 39, 39, 39, 39, 39, 39, 39, 39, 39, 39, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 41, 41, 41, 41, 41, 41, 41, 41, 41, 41, 41, 42, 42, 42, 42, 42, 42, 42, 42, 42, 42, 43, 43, 43, 43, 43, 43, 43, 43, 43, 43, 44, 44, 44, 44, 44, 44, 44, 44, 44, 44, 45, 45, 45, 45, 45, 45, 45, 45, 45, 45, 45, 46, 46, 46, 46, 46, 46, 46, 46, 46, 46, 47, 47, 47, 47, 47, 47, 47, 47, 47, 47, 48, 48, 48, 48, 48, 48, 48, 48, 48, 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 51, 51, 51, 51, 51, 51, 51, 51, 51, 51, 52, 52, 52, 52, 52, 52, 52, 52, 52, 52, 53, 53, 53, 53, 53, 53, 53, 53, 53, 53, 54, 54, 54, 54, 54, 54, 54, 54, 54, 54, 54, 55, 55, 55, 55, 55, 55, 55, 55, 55, 55, 56, 56, 56, 56, 56, 56, 56, 56, 56, 56, 57, 57, 57, 57, 57, 57, 57, 57, 57, 57, 58, 58, 58, 58, 58, 58, 58, 58, 58, 58, 58, 59, 59, 59, 59, 59, 59, 59, 59, 59, 59, 60, 60, 60, 60, 60, 60, 60, 60, 60, 60, 61, 61, 61, 61, 61, 61, 61, 61, 61, 61, 62, 62, 62, 62, 62, 62, 62, 62, 62, 62, 62, 63, 63, 63, 63, 63, 63, 63, 63, 63, 63, 64, 64, 64, 64, 64, 64, 64, 64, 64, 64, 65, 65, 65, 65, 65, 65, 65, 65, 65, 65, 66, 66, 66, 66, 66, 66, 66, 66, 66, 66, 66, 67, 67, 67, 67, 67, 67, 67, 67, 67, 67, 68, 68, 68, 68, 68, 68, 68, 68, 68, 68, 69, 69, 69, 69, 69, 69, 69, 69, 69, 69, 70, 70, 70, 70, 70, 70, 70, 70, 70, 70, 70, 71, 71, 71, 71, 71, 71, 71, 71, 71, 71, 72, 72, 72, 72, 72, 72, 72, 72, 72, 72, 73, 73, 73, 73, 73, 73, 73, 73, 73, 73, 74, 74, 74, 74, 74, 74, 74, 74, 74, 74, 75, 75, 75, 75, 75, 75, 75, 75, 75, 75, 75, 76, 76, 76, 76, 76, 76, 76, 76, 76, 76, 77, 77, 77, 77, 77, 77, 77, 77, 77, 77, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 79, 79, 79, 79, 79, 79, 79, 79, 79, 79, 79, 80, 80, 80, 80, 80, 80, 80, 80, 80, 80, 81, 81, 81, 81, 81, 81, 81, 81, 81, 81, 82, 82, 82, 82, 82, 82, 82, 82, 82, 82, 83, 83, 83, 83, 83, 83, 83, 83, 83, 83, 83, 84, 84, 84, 84, 84, 84, 84, 84, 84, 84, 85, 85, 85, 85, 85, 85, 85, 85, 85, 85, 86, 86, 86, 86, 86, 86, 86, 86, 86, 86, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 87, 88, 88, 88, 88, 88, 88, 88, 88, 88, 88, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 91, 91, 91, 91, 91, 91, 91, 91, 91, 91, 91, 92, 92, 92, 92, 92, 92, 92, 92, 92, 92, 93, 93, 93, 93, 93, 93, 93, 93, 93, 93, 94, 94, 94, 94, 94, 94, 94, 94, 94, 94, 95, 95, 95, 95, 95, 95, 95, 95, 95, 95, 95, 96, 96, 96, 96, 96, 96, 96, 96, 96, 96, 97, 97, 97, 97, 97, 97, 97, 97, 97, 97, 98, 98, 98, 98, 98, 98, 98, 98, 98, 98, 99, 99, 99, 99, 99, 99, 99, 99, 99, 99 }; #if 0 void rand_print() { // Build our percenttable. int i; for (i = 0; i < 1023; i++) { float val; val = ((float)i) / 1024; val *= 100; // Round down intentionally. glb_percenttable[i] = (u8) val; } for (i = 0; i < 1023; i++) { printf("%d,", glb_percenttable[i]); if (i && !(i & 15)) printf("\n\t"); else printf(" "); } } #endif int genrandom() { return (int) genrand_int31(); } long rand_getseed() { long seed; // We lose one bit here as we only use 31 bits out of 32. // (Actually, we lose a heck of a lot more because we reduce // the internal state from 624*32 bits to 31 bits.) seed = genrandom(); rand_setseed(seed); return seed; } void rand_setseed(long seed) { init_genrand(seed); } double rand_double() { return genrand_res53(); } int rand_range(int min, int max) { int v; if (min > max) return rand_range(max, min); v = rand_choice(max - min + 1); return v + min; } int rand_choice(int num) { int v; // Choice of 0 or 1 is always 0. if (num < 2) return 0; // Handle simple cases... switch (num) { case 2: return (genrandom() & 1); case 3: { unsigned int fullrandom; fullrandom = genrandom(); // Guaranteed to terminate because we are unsigned. // Slightly biases to 0. while ((fullrandom & 3) == 3) { fullrandom >>= 2; } return fullrandom & 3; } case 4: return (genrandom() & 3); case 8: // We have an affinity for 8 sided dice... return (genrandom() & 7); case 100: { // This is used by the percentile code is is more common // than one might think int index; index = genrandom() & 1023; return glb_percenttable[index]; } } v = abs(genrandom()); v %= num; return v; } const char * rand_string(const char **stringlist) { int n; // Find length of the string list. for (n = 0; stringlist[n]; n++); return stringlist[rand_choice(n)]; } int rand_roll(int num, int reroll) { int max = 0, val; // -1, 0, and 1 all evaluate to themselves always. if (num >= -1 && num <= 1) return num; if (num < 0) { // Negative numbers just invoke this and reverse the results. // Note we can't just negate the result, as we want higher rerolls // to move it closer to -1, not closer to num! val = rand_roll(-num, reroll); val -= num + 1; return val; } if (reroll < 0) { // Negative rerolls means we want to reroll but pick the // smallest result. This is the same as inverting our normal // roll distribution, so thus... val = rand_roll(num, -reroll); val = num + 1 - val; return val; } // I wasn't even drunk when I made reroll of 0 mean roll // once, and thus necissating this change. reroll++; while (reroll--) { val = rand_choice(num) + 1; if (val > max) max = val; } return max; } int rand_rollMean(int sides, int reroll, int scale) { if (sides == 0) return 0; if (sides < 0) { return -rand_rollMean(-sides, reroll, scale); } int mean; // Simple case... if (!reroll) { mean = (sides + 1) * scale; mean = (mean + 1) / 2; return mean; } // Now, more complicated cases... if (reroll < 0) { // Invert distribution // Negative rerolls means we want to reroll but pick the // smallest result. This is the same as inverting our normal // roll distribution, so thus... mean = rand_rollMean(sides, -reroll, scale); mean = (sides + 1)*scale - mean; return mean; } // Given M variates Ri[1..N], what is // mean(max(Ri)) // Very tempted to do bruteforce here. // We do brute force offline with the builddpdf program and // just do a table lookup here. The GBA doesn't like floats // very much :> if (sides < 2) { // A one sided die is obvious // At least, obvious if you remember important things like // including the scale factor! return scale; } // Make sure we are in the table, otherwise just clamp. if (sides > DPDF_MAXSIDES) { UT_ASSERT(!"Too many sides!"); sides = DPDF_MAXSIDES; } if (reroll > DPDF_MAXROLLS) { UT_ASSERT(!"Too many rolls!"); reroll = DPDF_MAXROLLS; } // To apply the user defined scale, we multiply by the users // scale and then divide by our scale. mean = glb_dpdftable[reroll][sides-2]; mean *= scale; mean += DPDF_SCALE / 2; mean /= DPDF_SCALE; return mean; } int rand_dice(int numdie, int sides, int bonus) { int i, total = bonus; for (i = 0; i < numdie; i++) { total += rand_choice(sides) + 1; } return total; } bool rand_chance(int percentage) { int percent; // We want to avoid any random number hijinks if we are invoking // with zero or 100. This can occur due to rand_chance(glbdef.value) // where value is usually one or the other. if (percentage == 0) return false; if (percentage == 100) return true; percent = rand_choice(100); // We want strict less than so percentage 0 will never pass, // and percentage 99 will fail only one in 100. return percent < percentage; } int rand_sign() { return rand_choice(2) * 2 - 1; } void rand_direction(int &dx, int &dy) { if (rand_choice(2)) { dx = rand_sign(); dy = 0; } else { dx = 0; dy = rand_sign(); } } void rand_eightwaydirection(int &dx, int &dy) { dx = rand_sign(); dy = rand_sign(); if (rand_choice(2)) { // Go orthogonal... if (rand_choice(2)) dx = 0; else dy = 0; } } int rand_dice(const DICE &dice, int multiplier) { return rand_dice(dice.myNumdie * multiplier, dice.mySides, dice.myBonus * multiplier); } int rand_diceMean(const DICE &dice, int multiplier) { int i, total = dice.myBonus*256*multiplier; for (i = 0; i < dice.myNumdie * multiplier; i++) { total += rand_rollMean(dice.mySides, 0, 256); } // Round off and normalize total += 128; total >>= 8; return total; } void rand_shuffle(u8 *set, int n) { int i, j; u8 tmp; for (i = n-1; i > 0; i--) { // Want to swap with anything earlier, including self! j = rand_choice(i+1); tmp = set[i]; set[i] = set[j]; set[j] = tmp; } } void rand_shuffle(int *set, int n) { int i, j; int tmp; for (i = n-1; i > 0; i--) { // Want to swap with anything earlier, including self! j = rand_choice(i+1); tmp = set[i]; set[i] = set[j]; set[j] = tmp; } } void getDirection(int dir, int &dx, int &dy) { dir &= 3; const static int dxtable[4] = { 0, 1, 0, -1 }; const static int dytable[4] = { 1, 0, -1, 0 }; dx = dxtable[dir]; dy = dytable[dir]; } void rand_angletodir(int angle, int &dx, int &dy) { angle &= 7; const static int dxtable[8] = { 1, 1, 0,-1,-1,-1, 0, 1 }; const static int dytable[8] = { 0, 1, 1, 1, 0,-1,-1,-1 }; dx = dxtable[angle]; dy = dytable[angle]; } int rand_dirtoangle(int dx, int dy) { int x, y, a; for (a = 0; a < 8; a++) { rand_angletodir(a, x, y); if (x == dx && y == dy) return a; } // This is 0,0, so we just return any angle! return rand_range(0, 7); } unsigned int rand_wanginthash(unsigned int key) { key += ~(key << 16); key ^= (key >> 5); key += (key << 3); key ^= (key >> 13); key += ~(key << 9); key ^= (key >> 17); return key; } unsigned int rand_hashstring(const char *s) { unsigned int hash = 0; if (!s) return hash; while (*s) { hash *= 37; // Stolen from Perl. hash += *s; s++; } return rand_wanginthash(hash); } // Written in a beautiful provincial park in a nice cool June day. // If this were traditional manuscript, it would smell of woodsmoke, // but the curse of digital is the destruction of all sidebands // of history. Which I guess makes comments like this all the // more important. void rand_name(char *text, int len) { // Very simple markov generator. // We repeat letters to make them more likely. const char *vowels = "aaaeeeiiiooouuyy'"; const char *frictive = "rsfhvnmz"; const char *plosive = "tpdgkbc"; const char *weird = "qwjx"; // State transitions.. // v -> f, p, w, v' // v' -> f, p, w // f -> p', v // p -> v, f' // w, p', f' -> v int syllables = 0; char state; int pos = 0; bool prime = false; // Initial state choice if (rand_chance(30)) state = 'v'; else if (rand_chance(40)) state = 'f'; else if (rand_chance(70)) state = 'p'; else state = 'w'; while (pos < len-1) { // Apply current state switch (state) { case 'v': text[pos++] = vowels[rand_choice(strlen(vowels))]; if (!prime) syllables++; break; case 'f': text[pos++] = frictive[rand_choice(strlen(frictive))]; break; case 'p': text[pos++] = plosive[rand_choice(strlen(plosive))]; break; case 'w': text[pos++] = weird[rand_choice(strlen(weird))]; break; } // Chance to stop.. if (syllables && pos >= 3) { if (rand_chance(20+pos*4)) break; } // Transition... switch (state) { case 'v': if (!prime && rand_chance(10)) { state = 'v'; prime = true; break; } else if (rand_chance(40)) state = 'f'; else if (rand_chance(70)) state = 'p'; else state = 'w'; prime = false; break; case 'f': if (!prime && rand_chance(50)) { prime = true; state = 'p'; break; } state = 'v'; prime = false; break; case 'p': if (!prime && rand_chance(10)) { prime = true; state = 'f'; break; } state = 'v'; prime = false; break; case 'w': state = 'v'; prime = false; break; } } text[0] = toupper(text[0]); text[pos++] = '\0'; } powder118_src/victory.h0000644000175300010010000000225111464337230012242 0ustar /* * PROPRIETARY INFORMATION. This software is proprietary to POWDER * Development, and is not to be reproduced, transmitted, or disclosed * in any way without written permission. * * Produced by: Jeff Lait * * POWDER Development * * NAME: victory.h ( POWDER Library, C++ ) * * COMMENTS: * This is where the code associated with victory goes... * It handles the UI associated with listing how cool the avatar is, * or how much they sucked if didwin == false. */ #ifndef __victory_h__ #define __victory_h__ #include "buf.h" // We are really the only one who cares about this now... extern char glbAvatarName[100]; extern int glbGameStartFrame; extern bool glbWizard; extern bool glbTutorial; extern bool glbHasAlreadyWon; extern bool glbStressTest; extern bool glbMapStats; extern bool glbOpaqueTiles; // This is the gender you *selected*, not the one you *are*. extern s8 glbGender; void glbShowIntrinsic(MOB *mob); void victory_buildSortedKillList(MOB_NAMES *mobtypes, int *numtypes=0, int *totalkill=0); void glbVictoryScreen(bool didwin, const ATTACK_DEF *attack, MOB *src, ITEM *weapon); BUF victory_formattime(int endtime, int *scale = 0); #endif powder118_src/buf.cpp0000644000175300010010000001764011412767157011672 0ustar /* * PROPRIETARY INFORMATION. This software is proprietary to POWDER * Development, and is not to be reproduced, transmitted, or disclosed * in any way without written permission. * * Produced by: Jeff Lait * * POWDER Development * * NAME: buf.cpp ( POWDER Library, C++ ) * * COMMENTS: */ #include "assert.h" #include "buf.h" #include #include #include int glbBufferCount = 0; int buf_numbufs() { return glbBufferCount; } class BUF_int { public: BUF_int(); // Takes ownership of the given text, will delete[] it. BUF_int(char *text, int len); // Does not take ownership of the text BUF_int(const char *text); void incref(); void decref(); int refcnt() { return myRefCount; } // Read methods works for shared objects const char *buffer() const { return myData; } int datalen() { return myDataLen; } int strlen() { return ::strlen(myData); } // Write methods require you have a uniqued buffer. void resize(int newlen); char *data() { return myData; } private: ~BUF_int(); private: int myRefCount; char *myData; // Allocated bytes for data. -1 means we don't own it. int myDataLen; }; BUF_int::BUF_int() { myData = (char *) ""; myDataLen = -1; myRefCount = 0; glbBufferCount++; } BUF_int::BUF_int(char *text, int len) { myData = text; myDataLen = len; myRefCount = 0; glbBufferCount++; } BUF_int::BUF_int(const char *text) { myData = (char *) text; myDataLen = -1; myRefCount = 0; glbBufferCount++; } BUF_int::~BUF_int() { UT_ASSERT(myRefCount <= 0); if (myDataLen >= 0) delete [] myData; glbBufferCount--; } void BUF_int::incref() { myRefCount++; } void BUF_int::decref() { myRefCount--; if (myRefCount <= 0) delete this; } void BUF_int::resize(int newlen) { UT_ASSERT(myRefCount <= 1); char *text; int slen; // This is an inplace resize so we can never reduce! slen = strlen() + 1; if (slen > newlen) newlen = slen; // If this is a downsize, ignore it. if (newlen < myDataLen) return; text = new char[newlen]; ::strcpy(text, myData); delete [] myData; myData = text; myDataLen = newlen; } /// /// BUF methods /// BUF::BUF() { myBuffer = 0; } BUF::BUF(int len) { myBuffer = 0; allocate(len); } BUF::~BUF() { if (myBuffer) myBuffer->decref(); } BUF::BUF(const BUF &buf) { myBuffer = 0; *this = buf; } BUF & BUF::operator=(const BUF &buf) { if (buf.myBuffer) buf.myBuffer->incref(); if (myBuffer) myBuffer->decref(); myBuffer = buf.myBuffer; return *this; } const char * BUF::buffer() const { if (!myBuffer) return 0; return myBuffer->buffer(); } void BUF::steal(char *text) { if (myBuffer) myBuffer->decref(); if (!text) myBuffer = 0; else { myBuffer = new BUF_int(text, ::strlen(text)+1); myBuffer->incref(); } } void BUF::reference(const char *text) { if (myBuffer) myBuffer->decref(); if (!text) myBuffer = 0; else { myBuffer = new BUF_int(text); myBuffer->incref(); } } void BUF::strcpy(const char *src) { if (myBuffer) myBuffer->decref(); myBuffer = 0; if (src) { char *text = new char [::strlen(src)+1]; ::strcpy(text, src); steal(text); } } int BUF::strlen() const { if (!myBuffer) return 0; return myBuffer->strlen(); } int BUF::strcmp(const char *cmp) const { if (!myBuffer) { if (!cmp) return 0; return -1; } return ::strcmp(buffer(), cmp); } void BUF::strcat(const char *src) { // Trivial strcat. if (!src) return; if (!myBuffer) { // Equivalent to strcpy strcpy(src); return; } // Find our total length int srclen, mylen; uniquify(); mylen = strlen(); srclen = ::strlen(src); mylen += srclen + 1; myBuffer->resize(mylen); // Now safe... ::strcat(myBuffer->data(), src); } void BUF::append(char c) { char s[2]; s[0] = c; s[1] = '\0'; strcat(s); } void BUF::clear() { uniquify(); evildata()[0] = '\0'; } bool BUF::isstring() const { if (!myBuffer) return false; if (buffer()[0]) return true; return false; } char BUF::lastchar(int nthlast) const { if (!myBuffer) return 0; int len; len = strlen(); len -= nthlast + 1; if (len < 0) return 0; return buffer()[len]; } void BUF::allocate(int len) { char *text = new char[len]; // We always want to be null terminated! *text = 0; if (myBuffer) myBuffer->decref(); myBuffer = new BUF_int(text, len); myBuffer->incref(); } int OURvsnprintf(char *str, size_t size, const char *format, va_list ap) { int result; #ifdef WIN32 result = _vsnprintf(str, size, format, ap); #else va_list ap_copy; // Apparently va_list can't be reused on modern compilers. Same // compilers require support for va_copy which older compilers // lack. *sigh* va_copy(ap_copy, ap); result = vsnprintf(str, size, format, ap_copy); va_end(ap_copy); #endif return result; } int BUF::vsprintf(const char *fmt, va_list ap) { int result; int cursize; // We wipe ourself out, so is safe to allocate. cursize = 100; while (1) { // Reallocate with the new (larger?) size. allocate(cursize); // Marker so we can tell if we overflowed vs having a bad // format tag myBuffer->data()[cursize-1] = '\0'; result = OURvsnprintf(myBuffer->data(), cursize, fmt, ap); if (result < 0) { // Check if the null is still there, signifying something // went wrong with formatting. if (myBuffer->data()[cursize-1] == '\0') { // Treat this as the final buffer. result = strlen(); break; } } // We really must have a final null, thus this paranoia... if (result < 0 || result > cursize-1) { cursize *= 2; } else { // Success! break; } } return result; } int BUF::sprintf(const char *fmt, ...) { va_list marker; int result; va_start(marker, fmt); result = vsprintf(fmt, marker); va_end(marker); return result; } int BUF::appendSprintf(const char *fmt, ...) { BUF newtext; va_list marker; int result; va_start(marker, fmt); result = newtext.vsprintf(fmt, marker); va_end(marker); strcat(newtext); return result; } char * BUF::strdup() const { if (!myBuffer) return ::strdup(""); return ::strdup(buffer()); } char * BUF::evildata() { UT_ASSERT(myBuffer); UT_ASSERT(myBuffer->refcnt() <= 1); return (char *) buffer(); } void BUF::uniquify() { if (!myBuffer) { // We want a writeable buffer allocate(50); } else { // If ref count is 1 or 0, we are only reference, so good. // UNLESS the current dude is a read only buffer. if (myBuffer->refcnt() <= 1 && myBuffer->datalen() >= 0) { // Already writeable. return; } // Copy the current buffer. int len; char *text; if (myBuffer->datalen() >= 0) len = myBuffer->datalen(); else len = myBuffer->strlen() + 1; text = new char[len]; ::strcpy(text, myBuffer->buffer()); // Throw away this buffer and make a new one. myBuffer->decref(); myBuffer = new BUF_int(text, len); myBuffer->incref(); } } void BUF::makeFileSafe() { uniquify(); // Strip out evil characters unsigned char *c; for (c = (unsigned char *)evildata(); *c; c++) { if (!isalnum(*c) && *c != '.') *c = '_'; } } powder118_src/VERSION.TXT0000644000175300010010000000000413244655003012111 0ustar 118 powder118_src/thread_linux.h0000644000175300010010000000210711310064517013224 0ustar /* * Licensed under CLIFE license. See LICENCE.TXT * * Produced by: Jeff Lait * * CLIFE Development * * NAME: thread_linux.h ( CLIFE, C++ ) * * COMMENTS: * Attempt at a threading class. */ #ifndef __threadlinux_h__ #define __threadlinux_h__ #include "thread.h" #include #include #include #include #include #include class THREAD_LINUX : public THREAD { public: // (Re)starts this, invoking the given function as the main // thread program. virtual void start(THREADmainFunc func, void *data); // Blocks until this is done virtual void join(); // Terminates this thread. virtual void kill(); THREAD_LINUX(); virtual ~THREAD_LINUX(); protected: // Blocks until the thread is ready to process. virtual void waittillimready(); virtual void iamdonenow(); virtual void jobsready(); pthread_t mySelf; pthread_mutex_t myLock; pthread_cond_t myStateChangeEvent; bool myRunning; bool myExists; }; #endif powder118_src/assert.h0000644000175300010010000000214211122255404012034 0ustar /* * PROPRIETARY INFORMATION. This software is proprietary to POWDER * Development, and is not to be reproduced, transmitted, or disclosed * in any way without written permission. * * Produced by: Jeff Lait * * POWDER Development * * NAME: assert.h ( POWDER Library, C++ ) * * COMMENTS: * Standard UT_ASSERT definitions. These should be used rather than * system dependent ASSERT or assert. * (The builtin HAM assert is rather annoying as it corrupts vram) * * When an assert is triggered, it freezes game play with the * relevant message until both R & L are pressed & released. */ #ifndef __assert__ #define __assert__ //#define USEASSERT #ifdef STRESS_TEST #define USEASSERT #endif #ifdef USING_SDL #ifdef _DEBUG #define USEASSERT #endif #endif #ifdef USEASSERT void triggerassert(int cond, const char *msg, int line, const char *file); #define UT_ASSERT(cond) \ triggerassert(cond, #cond, __LINE__, __FILE__) #define UT_ASSERT2(cond, msg) \ triggerassert(cond, msg, __LINE__, __FILE__) #else #define UT_ASSERT(cond) #define UT_ASSERT2(cond, msg) #endif #endif powder118_src/victory.cpp0000644000175300010010000004230311464337230012577 0ustar /* * PROPRIETARY INFORMATION. This software is proprietary to POWDER * Development, and is not to be reproduced, transmitted, or disclosed * in any way without written permission. * * Produced by: Jeff Lait * * POWDER Development * * NAME: victory.cpp ( POWDER Library, C++ ) * * COMMENTS: * This handles all the code triggered when you win. Or when * you die. The latter is better tested :> */ #include "glbdef.h" #include "gfxengine.h" #include "creature.h" #include #include #include #include "victory.h" #include "msg.h" #include "item.h" #include "control.h" #include "speed.h" #include "hiscore.h" #include "encyc_support.h" #include "stylus.h" #include "buf.h" // Avatar name... char glbAvatarName[100]; int glbGameStartFrame; bool glbWizard; bool glbHasAlreadyWon; bool glbTutorial; bool glbStressTest = false; bool glbMapStats = false; bool glbOpaqueTiles = false; s8 glbGender = -1; BUF victory_formattime(int endtime, int *scale) { int sec; int min; int hour; int day; int year; BUF buf; // Count number of refreshes... endtime -= glbGameStartFrame; // Conver to seconds... endtime += 30; endtime /= 60; sec = endtime % 60; endtime /= 60; min = endtime % 60; endtime /= 60; hour = endtime % 24; endtime /= 24; day = endtime % 365; endtime /= 365; year = endtime; // Build the buffer... if (year) { if (scale) *scale = 4; buf.sprintf("%d year%s, %d day%s, %d hour%s, %d minute%s and %d second%s", year, (year == 1) ? "" : "s", day, (day == 1) ? "" : "s", hour, (hour == 1) ? "" : "s", min, (min == 1) ? "" : "s", sec, (sec == 1) ? "" : "s"); } else if (day) { if (scale) *scale = 3; buf.sprintf("%d day%s and %dh%dm%ds", day, (day == 1) ? "" : "s", hour, min, sec); } else if (hour) { if (scale) *scale = 2; buf.sprintf("%dh%dm%ds", hour, min, sec); } else if (min) { if (scale) *scale = 1; buf.sprintf("%d minute%s and %d second%s", min, (min == 1) ? "" : "s", sec, (sec == 1) ? "" : "s"); } else { if (scale) *scale = 0; buf.sprintf("%d second%s", sec, (sec == 1) ? "" : "s"); } return buf; } void glbShowIntrinsic(MOB *mob) { int i, j; int aorb; BUF buf; const char *intrinsiclist[NUM_INTRINSICS+1]; buf.sprintf("%s intrinsics are:", mob->getPossessive()); buf = gram_capitalize(buf); gfx_printtext(0, 3, buf.buffer()); j = 0; for (i = 0; i < NUM_INTRINSICS; i++) { if (mob->hasIntrinsic((INTRINSIC_NAMES) i)) { intrinsiclist[j++] = glb_intrinsicdefs[i].name; } } if (!j) intrinsiclist[j++] = "Intrinsicless"; intrinsiclist[j++] = 0; if (!glbStressTest) gfx_selectmenu(5, 4, intrinsiclist, aorb); // And clear it... for (j = 3; j < 18; j++) { gfx_cleartextline(j); } } static int mob_compare(const void *v1, const void *v2) { MOB_NAMES *m1 = (MOB_NAMES *) v1; MOB_NAMES *m2 = (MOB_NAMES *) v2; // We want to sort most experienced mobs first. if (glb_mobdefs[*m1].explevel > glb_mobdefs[*m2].explevel) return -1; else if (glb_mobdefs[*m1].explevel < glb_mobdefs[*m2].explevel) return 1; // Now, sort by name... return stricmp(glb_mobdefs[*m1].name, glb_mobdefs[*m2].name); } void victory_buildSortedKillList(MOB_NAMES *mobtypes, int *numtypes, int *totalkill) { int j; MOB_NAMES mob; if (totalkill) *totalkill = 0; j = 0; FOREACH_MOB(mob) { if (glbKillCount[mob]) { if (mob != MOB_AVATAR) { mobtypes[j++] = mob; if (totalkill) *totalkill += glbKillCount[mob]; } else { // Maybe put something cocky here? } } } qsort(mobtypes, j, sizeof(MOB_NAMES), mob_compare); if (numtypes) *numtypes = j; } void glbShowKillCount() { int i, j, k; MOB_NAMES mobtypes[NUM_MOBS]; char *moblist[NUM_MOBS+1]; // room for null` int aorb; int totalkill; gfx_printtext(0, 3, "Creatures vanquished:"); victory_buildSortedKillList(mobtypes, &j, &totalkill); // Create names. for (i = 0; i < j; i++) { k = mobtypes[i]; // What was I drinking when I put this second check in here? // We already only list things with a non-zero kill count? // This might mean the polycontrol code is broken... if (glbKillCount[k]) { moblist[i] = gram_createcount(glb_mobdefs[k].name, glbKillCount[k], true).strdup(); } } if (!j) { moblist[j++] = strdup("no one"); } moblist[j++] = 0; // Output the total number { BUF buf; // We want to put a comma at the thousand mark. // Anyone who gets to the million mark will overflow our // display space, so we'll laugh at them. // HAHAHAHAHAHAHA. // Okay, I'll have mercy on the poor fool and switch to k // notation. if (totalkill >= 1000000) { buf.sprintf("%d,%03dk", (totalkill / 1000000), ((totalkill / 1000) % 1000)); } else if (totalkill >= 1000) { buf.sprintf("%d,%03d", (totalkill / 1000), (totalkill % 1000)); } else buf.sprintf("%d", totalkill); gfx_printtext(22, 3, buf); } gfx_selectmenu(5, 4, (const char **) moblist, aorb); // Free the created list. for (i = 0; i < j; i++) { if (moblist[i]) free(moblist[i]); } // And clear it... for (j = 3; j < 18; j++) { gfx_cleartextline(j); } } void writeItemActionBar(ITEM *item, bool onlyexamine); ACTION_NAMES getInventoryActionStrip(int button); void glbVictoryScreen(bool didwin, const ATTACK_DEF *attack, MOB *src, ITEM *weapon) { // Two very different possibilities: The avatar died, or lived? BUF buf; const char *prof; MOB *avatar; int h, m; int endtime; bool ischeater = false; h = 1; m = 0; endtime = gfx_getframecount(); if (!glbAvatarName[0]) strcpy(glbAvatarName, "Lazy Player"); // Determine if we are a cheater. // Check for save scumming. if (!hiscore_isnewgame() && hiscore_savecount() > 2) ischeater = true; // Check for Wizard mode. if (glbWizard) ischeater = true; if (glbTutorial) { // Inform the player of the nature of death in roguelikes. encyc_viewentry("HELP", HELP_DEATH); return; } BUF posavatar; // Force upper case as GBA players are lazy. // (Well, in defense, it used to be impossible to input upper case) glbAvatarName[0] = toupper(glbAvatarName[0]); posavatar = gram_makepossessive(glbAvatarName); // Determine the avatar's profession... if ((avatar = MOB::getAvatar())) { if (glbHasAlreadyWon) { // However, there is some sadness as coming here implies // you died. avatar->formatAndReport("%R from retirement ended tragically!"); } h = avatar->getHitDie(); m = avatar->getMagicDie(); if (h + m < 2) { prof = "newbie"; } else if (h + m < 4) { prof = "neophyte"; } else if (h + m > 50) prof = "power gamer"; else if (h > m + 2) { if (h + m < 6) prof = "fighter"; else if (h + m < 10) prof = "warrior"; else prof = "great warrior"; } else if (m > h + 2) { if (h + m < 6) prof = "magician"; else if (h + m < 10) prof = "wizard"; else prof = "great wizard"; } else { // Balanced.... if (h + m < 6) prof = "adventurer"; else if (h + m < 10) prof = "battle-mage"; else prof = "great battle-mage"; } } else prof = "WHAT HAPPEND TO THE AVATAR?"; if (didwin) { // Congratulations are in order! msg_report("Banzai! Banzai! Banzai! "); if (src == avatar) { // You killed it in a manly fight. buf.sprintf("Baezl'bub has been vanquished by the %s " "%s! All on the surface praise %s's bravery! ", prof, glbAvatarName, glbAvatarName); msg_report(buf); } else { // You won by some clever strategem... // First, announce how Baezl'bub fell... if (src) { BUF name = src->getName(true, true, true, true); buf.sprintf("Baezl'bub has fallen to %s! ", name.buffer()); } else { if (weapon) { BUF name = weapon->getName(); buf.sprintf("Baezl'bub's cruel reign of terror has ended, felled by %s! ", name.buffer()); } else buf.sprintf("While many stories have spread about how Baezl'bub died, his death is one fact none can doubt! "); } msg_report(buf); // Next, make sure you get the credit you deserve... :> buf.sprintf("All of the surface know who to thank - the %s known as %s! ", prof, glbAvatarName); msg_report(buf); } } else { // You died. Loser. I mean that in a good way. // First, the death text from the attack, if any... if (attack && attack->deathtext[0]) { buf.sprintf("%s. ", attack->deathtext); msg_report(buf); } else if (src == avatar) { // If you killed yourself, say so... if (weapon) { BUF name = weapon->getName(); buf.sprintf("You committed suicide with the aid of %s. ", name.buffer()); } else buf.sprintf("You committed suicide. "); msg_report(buf); } if (h + m == 1) { // Newbie death... switch (rand_choice(2)) { case 0: buf.sprintf("%s was struck down at a young age. ", glbAvatarName); break; case 1: buf.sprintf("The %s %s became another statistic. ", prof, glbAvatarName); break; } msg_report(buf); if (src == avatar) src = 0; const char *formattxt = "Hopefully future adventurers will learn from %s's sad example to be more careful playing with %s. "; if (src) { BUF name; if (src->hasIntrinsic(INTRINSIC_UNIQUE)) name = src->getName(false, true, true, true); else name = gram_makeplural(src->getName(false, true, true, true)); buf.sprintf(formattxt, glbAvatarName, name.buffer()); } else if (weapon) { BUF name; if (weapon->isArtifact()) name = weapon->getName(false); else name = gram_makeplural(weapon->getName(false)); buf.sprintf(formattxt, glbAvatarName, name.buffer()); } else { // No known source of the death. buf.sprintf(formattxt, glbAvatarName, "themselves" ); } msg_report(buf); } else if (h + m > 15) { // A great has died! buf.sprintf("Men cry and women wail as word reaches the surface of the death of the %s %s! ", prof, glbAvatarName); msg_report(buf); BUF name; if (src) name = src->getName(true, true, true, true); else if (weapon) name = weapon->getName(); else name.reference("overconfidence"); buf.sprintf("So much hope crushed by that most vile of %s, %s. ", src ? "creatures" : "things", name.buffer()); msg_report(buf); } else { // A mundane has died. if (src && src != avatar) { const char *difficulty, *likelyerror; if (h + m > src->getExpLevel() + 10) { difficulty = "mere "; likelyerror = "rash overconfidence"; } else if (h + m > src->getExpLevel() + 5) { difficulty = "lowly "; likelyerror = "overconfidence"; } else if (h + m > src->getExpLevel() + 2) { difficulty = "out-classed "; likelyerror = "poor planning"; } else if (h + m > src->getExpLevel() - 2) { difficulty = 0; likelyerror = "piss-poor luck"; } else if (h + m > src->getExpLevel() - 5) { difficulty = "more powerful "; likelyerror = "biting more than can be chewed"; } else if (h + m > src->getExpLevel() - 10) { difficulty = "much more powerful "; likelyerror = "picking a fight with someone bigger"; } else { // 10 levels upwards. difficulty = "vastly more powerful "; likelyerror = "foolishly underestimating one's foes"; } // Killed by a creature... BUF name = src->getName(false, true, true, true); buf.sprintf("The %s %s death at the hands of %s%s%s will " "serve to remind future %ss of the dangers of " "%s. ", prof, posavatar.buffer(), gram_getarticle(difficulty ? difficulty : name.buffer()), difficulty ? difficulty : "", name.buffer(), prof, likelyerror); msg_report(buf); } else if (src) { buf.sprintf("Why did %s think life was not worth living? " "We will never know. ", glbAvatarName); msg_report(buf); } else if (weapon) { BUF name = gram_makeplural(weapon->getName(false)); buf.sprintf("The %s %s death is used to this day to remind " "children the dangers of playing with %s. ", prof, posavatar.buffer(), name.buffer()); msg_report(buf); } else { buf.sprintf("The %s %s reputation is sullied by an ignoble death. ", prof, posavatar.buffer()); msg_report(buf); } } } // For the purpose of hiscores, out of retirement players can // enter again. if (glbHasAlreadyWon) { didwin = true; } // Report hiscore results. hiscore_addAndDisplayEntry(avatar, didwin, ischeater); // Show mob kills glbShowKillCount(); // First, list intrinsics... glbShowIntrinsic(avatar); // Then give the current god situation. avatar->pietyReport(); // Now, onto listing the avatar's equipment and what not! // First, the generic character dump. avatar->characterDump(true, didwin, true, endtime); // We always examine the equipment. The time spent asking the // question is wasted as cancelling the examine is the same // number of keys! if (1) { ITEM *id; int y, x; for (y = 0; y < MOBINV_HEIGHT; y++) for (x = 0; x < MOBINV_WIDTH; x++) { id = avatar->getItem(x, y); #if 1 if (id) id->markIdentified(); #endif } STYLUSLOCK styluslock(REGION_BOTTOMBUTTON); // Let the user peruse their inventory... gfx_showinventory(avatar); while (1) { int dx = 0, dy = 0, cx, cy, select; if (!gfx_isnewframe()) continue; if (hamfake_forceQuit()) break; // Prep the action bar... { ITEM *item; gfx_getinvcursor(cx, cy); item = avatar->getItem(cx, cy); writeItemActionBar(item, true); } // Handle input from external UI. { ACTION_NAMES action; int iact, ispell; hamfake_externalaction(iact, ispell); if (iact != ACTION_NONE) { action = (ACTION_NAMES) iact; if (action == ACTION_INVENTORY) { // Done break; } else if (action == ACTION_EXAMINE) { ITEM *item; // count as an examine. gfx_setinvcursor(cx, cy, false); item = avatar->getItem(cx, cy); // We don't want to quit on a click off as it is // more likely in the stylus world. if (!item) continue; item->viewDescription(); gfx_showinventory(avatar); continue; } } } // Check for a view request... if (styluslock.getbottombutton(select)) { if (select >= 0) { ACTION_NAMES action; action = getInventoryActionStrip(select); if (action == ACTION_INVENTORY) { // Done break; } else if (action == ACTION_EXAMINE) { ITEM *item; // count as an examine. gfx_setinvcursor(cx, cy, false); item = avatar->getItem(cx, cy); // We don't want to quit on a click off as it is // more likely in the stylus world. if (!item) continue; item->viewDescription(); gfx_showinventory(avatar); continue; } } } if (ctrl_hit(BUTTON_SELECT) || ctrl_hit(BUTTON_B)) break; if (ctrl_hit(BUTTON_A)) { // Examine the item... ITEM *item; gfx_getinvcursor(cx, cy); item = avatar->getItem(cx, cy); if (!item) break; item->viewDescription(); gfx_showinventory(avatar); continue; } ctrl_getdir(dx, dy); if (!dx && !dy) { if (stylus_queryinventoryitem(cx, cy)) { gfx_setinvcursor(cx, cy, false); } // Consume any key in case an invalid key was hit hamfake_getKeyPress(false); continue; } // A direction key is hit, update the cursor pos. gfx_getinvcursor(cx, cy); cx += dx; cy += dy; gfx_setinvcursor(cx, cy, false); } gfx_hideinventory(); } buf.sprintf("You took %d moves. ", speed_gettime()); msg_report(buf); // Report the time. { BUF timename; int scale; timename = victory_formattime(endtime, &scale); // Build the buffer... if (scale == 4) { buf.sprintf("You took %s. That is outright insanity. ", timename.buffer()); } else if (scale == 3) { buf.sprintf("You took %s. Impressive dedication! ", timename.buffer()); } else if (scale == 2) { if (didwin) buf.sprintf("It took you %s to defeat Baezl'bub. ", timename.buffer()); else buf.sprintf("You spent %s. And you still didn't win. ", timename.buffer()); } else if (scale == 1) { buf.sprintf("You spent %s. %s", timename.buffer(), didwin ? "An impressive achievement! " : "Keep playing and you will defeat Baezl'bub! "); } else { buf.sprintf("That was quick - %s. ", timename.buffer()); } msg_report(buf); } if (didwin) { msg_report("Post of your success on RGRM! "); msg_awaitaccept(); } else { msg_report("Better luck next life! "); msg_awaitaccept(); } } powder118_src/COPYING0000644000175300010010000000773510740321147011435 0ustar Looking at the header of the various .cpp and .h files, you will see the following boiler plate: * PROPRIETARY INFORMATION. This software is proprietary to POWDER * Development, and is not to be reproduced, transmitted, or disclosed * in any way without written permission. This would seem to prohibit all use or distribution of this source. So, how on earth did you get a copy? The answer is that the author (Jeff Lait) decided to extend a sort of written permission over the source code. So, the million dollar question, which license? ------------------------- This work is licensed under the Creative Commons Sampling Plus 1.0 License. To view a copy of this license, visit http://creativecommons.org/licenses/sampling+/1.0/ or send a letter to Creative Commons, 171 Second Street, Suite 300, San Francisco, California, 94105, USA. ------------------------- (This, obviously, does not apply to files which state other licenses, for example, mt19937ar.c is separately licensed. Note, in particular, the bitmaps are under a different license(s) that you can find in the relevant artpacks) Now, what does Sampling Plus entail? 1) This is *NOT* an Open Source license. This code is not "free". 2) You can redistribute the UNCHANGED source non-commercially. 3) You can modify the source to port to other platform or get it to compile on your system. ("The above rights include the right to make such modifications as are technically necessary to exercise the rights in other media and formats.") You may also publish the resulting changes to the source. a) You are not required to publish the changes, but I encourage you to provide them to me to roll into the main POWDER baseline. 4) You may *NOT* "fork" the POWDER distribution. But... a) You can extract "samples" from the distribution. These samples can be used commercially. The samples must not constitute a substantial part of your new work. For example, you could lift the Line of Sight routines for your roguelike and merge it into whatever new license you wish. b) You can "mash up" the code. Think "total conversion" - a result which a player would not recognize the similarities to POWDER. The sampling license, you will note, is designed for music, not code. This leaves open some questions of interpretation which I shall interpret here: 1) Warranties. This code is not executable hence requires no more a warranty than the science fiction novel I just read. The compiler of the code is responsible for disclaiming warranties in the resulting executable. This is likely *you*. So, if you are paranoid, read the damn source. 2) The result of sending the source through the compiler is a derived work, but *not* a "highly transformative" work. The purpose of the re-creativity is for there to be an injection of creativity in the process which, barring AI, we shall claim the computer does not possess. 3) If you want to get all rules-lawyersy and what-not about the specifics of what this means, you have two options: a) Contact me (Jeff Lait) regarding your specific application and I will try and find someway to approve it. b) Treat this whole license as invalidly formed and hence reverting to a standard all-rights-reserved distribution. In which case I ask you to please immediately delete your unauthorized copy of the source. HTH. HAND. Finally, a note about patches. I understand it is commonly understood that patches submitted to the creator are implied to be under the creator's license. In this case, I shall consider such patches to be "samples". As such, I will be able to incorprate them burdened only by the need to attribute the patch creator. I will retain the right to re-license the resulting work under another license, either stricter (ie, stop distributing source) or weaker (ie, public domain (if that is even possible, sigh) or GPL) powder118_src/creature.cpp0000644000175300010010000070123413166511260012715 0ustar /* * PROPRIETARY INFORMATION. This software is proprietary to POWDER * Development, and is not to be reproduced, transmitted, or disclosed * in any way without written permission. * * Produced by: Jeff Lait * * POWDER Development * * NAME: creature.cpp ( POWDER Library, C++ ) * * COMMENTS: * This would be better named mob.cpp or mob.h, but the change * to MOB from CREATURE occured a bit late. * * This handles all the generic MOB manipulation routines. * Note that action and ai functions can be found in action.cpp * or ai.cpp. */ #include "creature.h" #include "mygba.h" #include #include #include "assert.h" #include "gfxengine.h" #include "glbdef.h" #include "map.h" #include "creature.h" #include "rand.h" #include "msg.h" #include "grammar.h" #include "item.h" #include "itemstack.h" #include "intrinsic.h" #include "sramstream.h" #include "victory.h" #include "control.h" #include "piety.h" #include "encyc_support.h" #include "hiscore.h" MOBREF glbAvatar; int MOB::ourFireBallCount = 0; SPELL_NAMES MOB::ourZapSpell; ATTACK_NAMES MOB::ourEffectAttack; bool MOB::ourAvatarOnFreshSquare = false; bool MOB::ourAvatarMoveOld = true; u16 glbKillCount[NUM_MOBS]; s8 MOB::ourAvatarDx = 0; s8 MOB::ourAvatarDy = 0; int glbMobCount = 0; // Defined in main.cpp extern bool glbAutoRunEnabled; void mob_init() { // Nothing to do here... yet. } // // MOB::Methods... // MOB::MOB() { myNext = 0; myInventory = 0; myCounters = 0; myWornIntrinsic = 0; glbMobCount++; } MOB::~MOB() { INTRINSIC_COUNTER *counter, *next; // We don't want people pointing to our mob value any more: if (!myOwnRef.transferMOB(0)) { UT_ASSERT(!"Failed transfer in destructor"); } // We obviously don't need these anymore. for (counter = myCounters; counter; counter = next) { next = counter->myNext; delete counter; } myCounters = 0; delete myWornIntrinsic; MOB *mob; mob = myBaseType.getMob(); if (mob) { // This is safe as we own it. delete mob; } // Delete all of our inventory. // Normal in game mob deletions will not have inventory as we'll // drop it first, but when cleaning up after a game we just // delete the mob straight { ITEM *cur, *next; // TODO: This is very dangerous! We may have a quest // item or similar? // Ideally we'll assert false if inventory is present // except when doing map destruction. for (cur = myInventory; cur; cur = next) { next = cur->getNext(); cur->setNext(0); delete cur; } myInventory = 0; } // Mobs should only be destructed after they have been removed // from the relevant lists. UT_ASSERT(!myNext); glbMobCount--; } void MOB::init() { memset(glbKillCount, 0, sizeof(u16) * NUM_MOBS); ourAvatarDx = 0; ourAvatarDy = 0; ourAvatarMoveOld = true; } MOB * MOB::getAvatar() { return glbAvatar.getMob(); } void MOB::setAvatar(MOB *mob) { glbAvatar.setMob(mob); } void MOB::saveAvatar(SRAMSTREAM &os) { glbAvatar.save(os); } void MOB::loadAvatar(SRAMSTREAM &os) { glbAvatar.load(os); } void MOB::buildAscensionKit() { ITEM *item; // This is a recreation of a winning character. item = ITEM::createMagicItem(MAGICTYPE_HELM, HELM_WARNING); acquireItem(item); item = ITEM::createMagicItem(MAGICTYPE_AMULET, AMULET_LIFESAVING); acquireItem(item); item = ITEM::create(ITEM_FLAMESWORD); acquireItem(item); item = ITEM::create(ITEM_REFLECTSHIELD); acquireItem(item); item = ITEM::create(ITEM_PLATEMAIL); acquireItem(item); item = ITEM::createMagicItem(MAGICTYPE_RING, RING_REGENERATE); acquireItem(item); item = ITEM::createMagicItem(MAGICTYPE_BOOTS, BOOTS_SPEED); acquireItem(item); setIntrinsic(INTRINSIC_SKILL_ARMOUR_HELMET); setIntrinsic(INTRINSIC_SKILL_ARMOUR_SHIELD); setIntrinsic(INTRINSIC_SKILL_ARMOUR_BODY); setIntrinsic(INTRINSIC_SKILL_ARMOUR_BOOTS); setIntrinsic(INTRINSIC_SKILL_WEAPON_RANGED); setIntrinsic(INTRINSIC_SKILL_WEAPON_EDGED); setIntrinsic(INTRINSIC_SKILL_WEAPON_MEDIUM); setIntrinsic(INTRINSIC_SKILL_WEAPON_PARRY); setIntrinsic(INTRINSIC_SPELL_MAGICMISSILE); setIntrinsic(INTRINSIC_SPELL_SPARK); setIntrinsic(INTRINSIC_SPELL_LIGHTNINGBOLT); setIntrinsic(INTRINSIC_SPELL_REGENERATE); setIntrinsic(INTRINSIC_SPELL_SLOWPOISON); setIntrinsic(INTRINSIC_SPELL_HEAL); setIntrinsic(INTRINSIC_SPELL_CUREPOISON); setIntrinsic(INTRINSIC_SPELL_MAJORHEAL); setIntrinsic(INTRINSIC_SPELL_RESURRECT); setIntrinsic(INTRINSIC_SPELL_FORCEBOLT); setIntrinsic(INTRINSIC_SPELL_ACIDSPLASH); setIntrinsic(INTRINSIC_SPELL_DISINTEGRATE); setIntrinsic(INTRINSIC_SPELL_DIG); setIntrinsic(INTRINSIC_SPELL_TELEPORT); setIntrinsic(INTRINSIC_SPELL_BLINK); setIntrinsic(INTRINSIC_SPELL_IDENTIFY); setIntrinsic(INTRINSIC_SPELL_DETECTCURSE); setIntrinsic(INTRINSIC_SPELL_PETRIFY); myMP = 147; myMaxMP = 147; myMagicDie = 38; myHitDie = 26; myHP = 103; myMaxHP = 103; } MOB * MOB::create(MOB_NAMES definition) { MOB *mob; mob = new MOB(); mob->myOwnRef.createAndSetMOB(mob); mob->myDefinition = definition; mob->myOrigDefinition = definition; mob->myExpLevel = glb_mobdefs[definition].explevel; mob->myExp = 0; mob->myHitDie = glb_mobdefs[definition].hitdie * 2; mob->myHP = rand_dice(glb_mobdefs[definition].hp); mob->myMaxHP = mob->myHP; mob->myMagicDie = glb_mobdefs[definition].mpdie * 2; mob->myMP = rand_dice(glb_mobdefs[definition].mp); mob->myMaxMP = mob->myMP; mob->myNoiseLevel = 0; { GENDERCHANCE_NAMES genderchance; int male, female, neuter, percent; genderchance = (GENDERCHANCE_NAMES) glb_mobdefs[definition].gender; male = glb_genderchancedefs[genderchance].male; female = glb_genderchancedefs[genderchance].female; neuter = glb_genderchancedefs[genderchance].neuter; UT_ASSERT(male + female + neuter == 100); percent = rand_choice(100); if (percent < male) mob->myGender = VERB_HE; else if (percent < male + female) mob->myGender = VERB_SHE; else mob->myGender = VERB_IT; // After all this, the avatar uses the global glbGender value // to seed their gender. if (definition == MOB_AVATAR) { if (glbGender) mob->myGender = VERB_SHE; else mob->myGender = VERB_HE; } } // Everyone starts of relatively well off. mob->myFoodLevel = 1500; mob->myIntrinsic.loadFromString(glb_mobdefs[definition].intrinsic); { // Determine handedness. ITEMSLOTSET_NAMES slotset; slotset = (ITEMSLOTSET_NAMES) defn(definition).slotset; if (glb_itemslotsetdefs[slotset].lhand_name && glb_itemslotsetdefs[slotset].rhand_name) { // 10% chance of a left handed creature. if (rand_chance(10)) mob->setIntrinsic(INTRINSIC_LEFTHANDED); } } // Set this out of range so we don't munge any old data. mob->myX = (u8) -1; mob->myY = (u8) -1; mob->setDLevel(-1); mob->myAIFSM = AI_FSM_JUSTBORN; mob->myAIState = 0; // Create some treasure... ITEM *item; if (glbTutorial && definition == MOB_AVATAR) { // Special case for the tutorial. You start with a chainmail. item = ITEM::create(ITEM_CHAINMAIL, false, true); if (item) mob->acquireItem(item); // Because it is a tutorial, we take pity and give the player // some bonus strength. mob->myMP = 30; mob->myMaxMP = 30; mob->myMagicDie = 4; mob->myHitDie = 4; mob->myHP = 30; mob->myMaxHP = 30; } else if (definition == MOB_AVATAR) { // You are lucky! You always start with a weapon, an armour, // a book, and a random item. // Rethink... You start with a balanced set that // is always balanced. // // You always wear some clothing as it is otherwise // ugly to see your naked self. (Some may say the charm // of POWDER is starting naked, though :>) // Your weapon strength is the inverse of the body armour // // DSR: Don't update the comments much do you? :) // // JML: I believe comments form a place to engage in a dialog // to better understand not just what the code is, but what it // was, so people can gain the sense of history without // resorting to svn blame. Which is a rationalization for // my not updating them much. // The *really* long dialog is in the createNPC function, IIRC. // ITEM_NAMES armour, weapon; armour = ITEM_PLATEMAIL; weapon = ITEM_WARHAMMER; // Did the user pick something specific? Give him ... // ...well, more or less what he asked for ;) // // The user's pick is judged by the currently worshiped god. // // The adventurer and cultist can have the standard random // selection -- the first is true to original POWDER, // and the second, well, Xom is the god of "random"... ///////////////////////////////////////////////////////////////////// // // The Fighter // // Always gets an edged/blunt large or medium weapon. // Always gets metal 'fabricated' armor. // // Never gets the "guile" skill book as his guaranteed skillbook. // Never gets the "divination" spell book as his guaranteed spellbook. if (piety_chosengod() == GOD_FIGHTER) { ITEM_NAMES weplist[] = { ITEM_LONGSWORD, ITEM_SILVERSWORD, ITEM_WARHAMMER, ITEM_MACE }; ITEM_NAMES armlist[] = { ITEM_PLATEMAIL, ITEM_SPLINTMAIL, ITEM_BANDEDMAIL, ITEM_CHAINMAIL }; weapon = weplist[rand_choice(sizeof(weplist)/sizeof(ITEM_NAMES))]; armour = armlist[rand_choice(sizeof(armlist)/sizeof(ITEM_NAMES))]; } // The Wizard // // Always gets a 'small' weapon. // Always gets a robe. // // Gets two spell books (note he still starts with // one skill and one spell slot, he just gets better choice // in his starting spells). else if (piety_chosengod() == GOD_WIZARD) { ITEM_NAMES weplist[] = { ITEM_KNIFE, ITEM_DAGGER, ITEM_SILVERDAGGER, ITEM_CLUB, ITEM_SHORTSWORD }; weapon = weplist[rand_choice(sizeof(weplist)/sizeof(ITEM_NAMES))]; armour = ITEM_ROBE; } // // The Ranger // // Always gets a bow and some arrows, OR a 'pointed' weapon. // Always gets cloth or leather armor. // // Never receives the book of H'ruth as his guaranteed skillbook. // Never receives the book of healing as his guaranteed spellbook. else if (piety_chosengod() == GOD_ROGUE) { ITEM_NAMES weplist[] = { ITEM_BOW, ITEM_DAGGER, ITEM_SILVERDAGGER, ITEM_SPEAR, ITEM_SILVERSPEAR, ITEM_RAPIER }; ITEM_NAMES armlist[] = { ITEM_ROBE, ITEM_LEATHERTUNIC, ITEM_STUDDEDLEATHER }; weapon = weplist[rand_choice(sizeof(weplist)/sizeof(ITEM_NAMES))]; armour = armlist[rand_choice(sizeof(armlist)/sizeof(ITEM_NAMES))]; } // The Cleric // // Always gets a blunt weapon. // Only one who can start with the 'special' armors; // will never start with leather. // // Never receives the book of Necromancy or Death as his guaranteed // spellbook. else if (piety_chosengod() == GOD_CLERIC) { ITEM_NAMES weplist[] = { ITEM_CLUB, ITEM_MACE, ITEM_WARHAMMER }; ITEM_NAMES armlist[] = { ITEM_ROBE, ITEM_CHAINMAIL, ITEM_MITHRILMAIL, ITEM_BANDEDMAIL, ITEM_SPLINTMAIL, ITEM_PLATEMAIL, ITEM_CRYSTALPLATE }; weapon = weplist[rand_choice(sizeof(weplist)/sizeof(ITEM_NAMES))]; armour = armlist[rand_choice(sizeof(armlist)/sizeof(ITEM_NAMES))]; } // The Necromancer // // Always starts with a knife and wearing a robe. // // Always starts with either the book of Death or Necromancy // as his guaranteed spellbook, to compensate. else if (piety_chosengod() == GOD_NECRO) { weapon = ITEM_KNIFE; armour = ITEM_ROBE; } // The Barbarian // // Always starts with a bashing weapon or spear. // Always starts with leather armor of some form. // // Begins with two skill books; note that he still receives // a single spell and a single skill slot, however. else if (piety_chosengod() == GOD_BARB) { ITEM_NAMES weplist[] = { ITEM_CLUB, ITEM_MACE, ITEM_WARHAMMER, ITEM_SPEAR, ITEM_SILVERSPEAR }; ITEM_NAMES armlist[] = { ITEM_LEATHERTUNIC, ITEM_STUDDEDLEATHER }; weapon = weplist[rand_choice(sizeof(weplist)/sizeof(ITEM_NAMES))]; armour = armlist[rand_choice(sizeof(armlist)/sizeof(ITEM_NAMES))]; } // The Cultist // // Befitting the random nature, you get a random weapon and // random armour with no attempt at balance. Your special // books are likewise entirely random. else if (piety_chosengod() == GOD_CULTIST) { ITEM *temp; temp = ITEM::createRandomType(ITEMTYPE_WEAPON); weapon = temp->getDefinition(); delete temp; temp = ITEM::createRandomType(ITEMTYPE_ARMOUR); armour = temp->getDefinition(); delete temp; } // The Agnostic // // The classic weapon set that is good for any problem. This // is also the default for new players. else if (piety_chosengod() == GOD_AGNOSTIC) { switch (rand_choice(3)) { case 0: // Robe { ITEM_NAMES list[] = { ITEM_LONGSWORD, ITEM_SPEAR, ITEM_MACE, ITEM_RAPIER }; armour = ITEM_ROBE; weapon = list[rand_choice(sizeof(list)/sizeof(ITEM_NAMES))]; break; } case 1: // Leather { ITEM_NAMES list[] = { ITEM_SHORTSWORD, ITEM_CLUB }; armour = ITEM_LEATHERTUNIC; weapon = list[rand_choice(sizeof(list)/sizeof(ITEM_NAMES))]; break; } case 2: // Studded Leather { ITEM_NAMES list[] = { ITEM_DAGGER, ITEM_KNIFE, ITEM_BOW }; armour = ITEM_STUDDEDLEATHER; weapon = list[rand_choice(sizeof(list)/sizeof(ITEM_NAMES))]; break; } } } item = ITEM::create(armour); if (item) { item->makeVanilla(); mob->acquireItem(item); mob->actionEquip(item->getX(), item->getY(), ITEMSLOT_BODY, true); } item = ITEM::create(weapon); if (item) { item->makeVanilla(); mob->acquireItem(item); mob->actionEquip(item->getX(), item->getY(), (item->getDefinition() == ITEM_BOW) ? ITEMSLOT_LHAND : ITEMSLOT_RHAND, true); } // If the item is a bow, add arrows. If it is arrows, // add a bow. if (item && item->getDefinition() == ITEM_BOW) { item = ITEM::create(ITEM_ARROW, false); if (item) { item->makeVanilla(); item->setStackCount(7); item->markQuivered(); mob->acquireItem(item); } } // We want to create on spellbook and one skill book. { SPELLBOOK_NAMES spelllist[NUM_SPELLBOOKS]; SPELLBOOK_NAMES skilllist[NUM_SPELLBOOKS]; int numspell, numskill; SPELLBOOK_NAMES book; numspell = 0; numskill = 0; FOREACH_SPELLBOOK(book) { if (*glb_spellbookdefs[book].spells) { // Note the funny use of continue // inside swtich to abort adding spells/skills switch (piety_chosengod()) { case GOD_BARB: continue; case GOD_NECRO: if (book != SPELLBOOK_DEATH && book != SPELLBOOK_NECRO) continue; break; case GOD_CLERIC: if (book == SPELLBOOK_DEATH || book == SPELLBOOK_NECRO) continue; break; case GOD_FIGHTER: if (book == SPELLBOOK_DIVINATION) continue; break; case GOD_ROGUE: if (book == SPELLBOOK_HEAL) continue; break; case GOD_CULTIST: // Both books are of any type. skilllist[numskill++] = book; break; case NUM_GODS: case GOD_AGNOSTIC: // Nothing special break; case GOD_WIZARD: // Get only spell books so add to skill list. skilllist[numskill++] = book; break; } // It has spells spelllist[numspell++] = book; } else { // Note the funny use of continue // inside swtich to abort adding spells/skills switch (piety_chosengod()) { case GOD_BARB: // Barbarians get two skill books spelllist[numspell++] = book; break; case GOD_NECRO: case GOD_CLERIC: break; case GOD_FIGHTER: // The fighter never gets guile if (book == SPELLBOOK_ROGUE) continue; break; case GOD_ROGUE: // The ranger never gets H'ruth if (book == SPELLBOOK_BARB) continue; break; case GOD_CULTIST: // Both books are of any type. spelllist[numspell++] = book; break; case NUM_GODS: case GOD_AGNOSTIC: // Nothing special break; case GOD_WIZARD: // No skill books for wizards continue; } skilllist[numskill++] = book; } } // Pick one random of each... book = spelllist[rand_choice(numspell)]; item = ITEM::createMagicItem(MAGICTYPE_SPELLBOOK, book, false); if (item) mob->acquireItem(item); book = skilllist[rand_choice(numskill)]; item = ITEM::createMagicItem(MAGICTYPE_SPELLBOOK, book, false); if (item) mob->acquireItem(item); } // The bonus item! item = ITEM::createRandom(); if (item) mob->acquireItem(item); } else { // Standard treasure is a random item... // We, however, don't give it to every creature all the time. if (rand_chance(10)) { item = ITEM::createRandom(); mob->acquireItem(item); } } // Add all the standard loot the critter has. const char *loot; loot = glb_mobdefs[definition].loot; while (*loot) { item = ITEM::create((ITEM_NAMES) *loot); mob->acquireItem(item); loot++; } // Likewise, any loot types... loot = glb_mobdefs[definition].loottype; while (*loot) { item = ITEM::createRandomType((ITEMTYPE_NAMES) *loot); mob->acquireItem(item); loot++; } // if (definition == MOB_AVATAR) // mob->setIntrinsic(INTRINSIC_SPELL_SUMMON_IMP); // Debug insta assign for item testing... #if 0 for (int i = 0; i < 15; i++) { item = ITEM::create(ITEM_WATER); mob->acquireItem(item); } #endif #if 0 if (definition == MOB_AVATAR) { mob->setIntrinsic(INTRINSIC_LICHFORM); item = ITEM::create(ITEM_BLACKHEART); mob->acquireItem(item); item = ITEM::create(ITEM_YRUNE); mob->acquireItem(item); item = ITEM::create(ITEM_ARROW); mob->acquireItem(item); item = ITEM::create(ITEM_BOW); mob->acquireItem(item); // Test cleric dress. item = ITEM::create(ITEM_SANDALS); mob->acquireItem(item); item = ITEM::create(ITEM_RUBYNECKLACE); mob->acquireItem(item); item = ITEM::create(ITEM_CHAINMAIL); mob->acquireItem(item); // Verify mini icons. item = ITEM::create(ITEM_SCROLL_FOOBAR); mob->acquireItem(item); item = ITEM::create(ITEM_PURPLEWAND); mob->acquireItem(item); } #endif // Simple hash. if (definition == MOB_AVATAR) { #ifndef iPOWDER if (rand_hashstring(glbAvatarName) == 3939879139u) { glbWizard = true; } else { glbWizard = false; } #endif } #if 0 // Report the hash to make it easy to change the passwords. if (definition == MOB_AVATAR) { BUF buf; buf.sprintf("%x ", rand_hashstring(glbAvatarName)); msg_report(buf); } #endif #if 0 // You can now wish for all this. if (definition == MOB_AVATAR && glbWizard) { mob->setIntrinsic(INTRINSIC_SPELL_RESURRECT); mob->setIntrinsic(INTRINSIC_SPELL_WIZARDSEYE); mob->setIntrinsic(INTRINSIC_SPELL_POSSESS); mob->setIntrinsic(INTRINSIC_SPELL_BLINK); mob->setIntrinsic(INTRINSIC_SPELL_FETCH); mob->setIntrinsic(INTRINSIC_SPELL_BINDSOUL); mob->setIntrinsic(INTRINSIC_SPELL_ENTOMB); mob->setIntrinsic(INTRINSIC_SPELL_PETRIFY); mob->setIntrinsic(INTRINSIC_SPELL_DETECTCURSE); mob->setIntrinsic(INTRINSIC_SPELL_IDENTIFY); mob->setIntrinsic(INTRINSIC_SPELL_MAJORHEAL); mob->setIntrinsic(INTRINSIC_SPELL_FORCEBOLT); mob->setIntrinsic(INTRINSIC_SPELL_ACIDSPLASH); mob->setIntrinsic(INTRINSIC_SPELL_CORROSIVEEXPLOSION); mob->setIntrinsic(INTRINSIC_SPELL_CREATEPIT); mob->setIntrinsic(INTRINSIC_SPELL_TRACK); mob->setIntrinsic(INTRINSIC_SPELL_DIAGNOSE); mob->setIntrinsic(INTRINSIC_SPELL_ROLLINGBOULDER); mob->setIntrinsic(INTRINSIC_SPELL_SUMMON_DEMON); mob->setIntrinsic(INTRINSIC_SPELL_LIVINGFROST); mob->setIntrinsic(INTRINSIC_SPELL_BLIZZARD); mob->setIntrinsic(INTRINSIC_SPELL_PRESERVE); mob->setIntrinsic(INTRINSIC_SPELL_DIRECTWIND); mob->setIntrinsic(INTRINSIC_SPELL_STICKYFLAMES); mob->setIntrinsic(INTRINSIC_SKILL_WEAPON_RIPOSTE); mob->setIntrinsic(INTRINSIC_SKILL_WEAPON_TRUEAIM); mob->setIntrinsic(INTRINSIC_SKILL_CHARGE); mob->setIntrinsic(INTRINSIC_SKILL_LEAPATTACK); mob->setIntrinsic(INTRINSIC_SKILL_TWOWEAPON); mob->setIntrinsic(INTRINSIC_SKILL_WEAPON_DISARM); mob->setIntrinsic(INTRINSIC_SPELL_DISINTEGRATE); mob->setIntrinsic(INTRINSIC_SPELL_RAISE_UNDEAD); mob->setIntrinsic(INTRINSIC_SPELL_RECLAIM_SOUL); mob->setIntrinsic(INTRINSIC_SPELL_DARK_RITUAL); mob->setIntrinsic(INTRINSIC_SPELL_FORCEWALL); mob->setIntrinsic(INTRINSIC_SPELL_SUMMON_FAMILIAR); mob->setIntrinsic(INTRINSIC_SPELL_TRANSFER_KNOWLEDGE); mob->setIntrinsic(INTRINSIC_REFLECTION); mob->setIntrinsic(INTRINSIC_JUMP); mob->myMP = 200; // mob->myMagicDie = 100; mob->myHitDie = 8; mob->myMaxMP = 200; mob->myHP = 100; mob->myMaxHP = 100; } #endif #if 0 for (int i = 0; definition == MOB_AVATAR && i < 90; i++) //for (int i = 0; i < 90; i++) { // item = ITEM::createRandom(); // We can also create a bunch of items of a given type, useful // for testing... item = ITEM::createRandomType(ITEMTYPE_WAND); mob->acquireItem(item); item = ITEM::createRandomType(ITEMTYPE_WEAPON); mob->acquireItem(item); } // mob->myMagicDie = 38; // mob->myHitDie = 38; #endif if (glbStressTest && !glbMapStats && definition == MOB_AVATAR) { if (rand_chance(80)) { mob->buildAscensionKit(); } else { int i, n; SPELL_NAMES spell; SKILL_NAMES skill; // A much more random character... n = 20; for (i = 0; i < 20; i++) { item = ITEM::createRandomType(ITEMTYPE_ANY); mob->acquireItem(item); } n = rand_range(1, 20); for (i = 0; i < n; i++) { spell = (SPELL_NAMES) rand_range(1, NUM_SPELLS-1); mob->setIntrinsic((INTRINSIC_NAMES)glb_spelldefs[spell].intrinsic); } n = rand_range(1, 20); for (i = 0; i < n; i++) { skill = (SKILL_NAMES) rand_range(1, NUM_SKILLS-1); mob->setIntrinsic((INTRINSIC_NAMES)glb_skilldefs[skill].intrinsic); } mob->myMP = rand_range(30, 150); mob->myMaxMP = mob->myMP; mob->myMagicDie = mob->myMP / 7; mob->myHP = rand_range(30, 150); mob->myMaxHP = mob->myHP; mob->myHitDie = mob->myHP / 7 + 1; } } // Make everyone do a poly dance. // mob->setIntrinsic(INTRINSIC_POLYMORPH); return mob; } void MOB::changeDefinition(MOB_NAMES definition, bool reset) { myDefinition = definition; myOrigDefinition = definition; if (reset) { myExpLevel = glb_mobdefs[definition].explevel; myExp = 0; myHitDie = glb_mobdefs[definition].hitdie * 2; myHP = rand_dice(glb_mobdefs[definition].hp); myMaxHP = myHP; myMagicDie = glb_mobdefs[definition].mpdie * 2; myMP = rand_dice(glb_mobdefs[definition].mp); myMaxMP = myMP; myNoiseLevel = 0; myIntrinsic.clearAll(); myIntrinsic.loadFromString(glb_mobdefs[definition].intrinsic); } } MOB_NAMES MOB::chooseNPC(int threatlevel) { int percentages[NUM_MOBS]; int total = 0; int explevel, guess; bool fuck_the_player = false; MOB_NAMES def; if (piety_chosengod() == GOD_CULTIST) { if (rand_choice(100) == 66) { msg_report("><0|V| laughs."); fuck_the_player = true; } } else { if (rand_choice(5000) == 666) fuck_the_player = true; } if (threatlevel < 0) threatlevel = 0; threatlevel = threatlevel / 2; FOREACH_MOB(def) { if (def == MOB_NONE) percentages[def] = 0; else if (def == MOB_AVATAR) percentages[def] = 0; else { // The "ExpLevel" is the rough guess of the strength of the mob. explevel = glb_mobdefs[def].explevel; // We want to create mobs matching our adjusted threatlevel. // We do this by biassing the creation. Anything within two // levels gets a value of 65536. For every level outside // that, it is dropped in half, to a minimum of 1. So // you could get all powerful creatures in level 1. // This gives a level difference of 18 to mean there isn't // a chance in one direction of successful combat. // I don't like the above schema very much, a level 1 character // has a 1/32 bias against a dragon of any type. As there // is a peak of dragons currnetly, (32 possible monsters, 3 // are non-green dragons, chance of non-green dragon is // one in 341 chance of a dragon. // I'd like something 8 levels away to be 1/1000 chance. // New system: // Things your level have chance 1024. // Every level above your level halves chance, for 1 chance // at 10 over (7 over on dragons is 1/128, or 8) // Below you falls off slower, and halves every two levels. // Creatures an odd number below are 75%. // Screw these schemas. They are all crap. // The first rule is KEEP IT SIMPLE STUPID. // I obviously am not sufficiently stupid. // The new perfect rule is this: // 1) All mobs less than the threat level have equal chance // of spawning. // 2) One higher has 50%. Two higher 10%. // 3) More than two higher? 0%. // If the fuck_the_player flag is set, all mobs are equally likely. if (explevel <= threatlevel) percentages[def] = 10; else if (explevel <= threatlevel+1) percentages[def] = 5; else if (explevel <= threatlevel+2) percentages[def] = 1; else percentages[def] = 0; if (fuck_the_player) percentages[def] = 1; #if 0 // You know... I think I have the following set entirely backwards. // That likely explains why it sucked so much :> if (threatlevel == explevel) percentages[def] = 1024; else if (threatlevel < explevel) { int odd; diff = explevel - threatlevel - 1; if (diff < 0) { percentages[def] = 1024; } else if (diff >= 20) { percentages[def] = 1; } else { odd = diff & 1; diff = (diff + 1) >> 1; percentages[def] = 1 << (10 - diff); if (odd) percentages[def] += percentages[def] >> 1; } } else { diff = threatlevel - explevel; if (diff >= 10) percentages[def] = 1; else percentages[def] = 1 << (10 - diff); } #endif #if 0 if (abs(threatlevel - explevel) <= 2) percentages[def] = 65536; else { diff = abs(threatlevel - explevel) - 2; if (diff > 16) percentages[def] = 1; else percentages[def] = 1 << (16 - diff); } #endif // The percentage is then modulated by the rarity. 100 is // common, smaller numbers less common. // This can reduce the percentage to 0. percentages[def] *= glb_mobdefs[def].rarity; } #if 0 BUF buf; buf.sprintf("%s - %d: %d. ", glb_mobdefs[def].name, def, percentages[def]); msg_report(buf); #endif total += percentages[def]; } guess = rand_choice(total); #if 0 { BUF buf; buf.sprintf("%d of %d, ", guess, total); msg_report(buf); } #endif total = 0; // NB: We could store the sum in percentages rather than the individual // value, then do a binary search here. (or even phonebook search!) FOREACH_MOB(def) { total += percentages[def]; if (total > guess) break; } #if 0 { BUF buf; buf.sprintf("%d. ", def); msg_report(buf); } #endif if (def == NUM_MOBS) { // Ran through wihtout a match, quite a bad case... UT_ASSERT(!"Didn't find a mob!"); def = (MOB_NAMES) (def-1); } // Note we CANNOT hard code to a single MOB as then // self-poly prevention triggers an infinite loop! #if 0 if (rand_choice(2)) def = MOB_GELATINOUSCUBE; else def = MOB_GOLDBEETLE; #endif return def; } MOB * MOB::createNPC(int threatlevel) { MOB_NAMES def; def = chooseNPC(threatlevel); return create(def); } void MOB::makeUnique() { // Build the unique name. const char *syllable[] = { "gor", "blad", "ret", "waz", "por", "ylem", "kral", "qual", "t'rl", "zam", "jon", "eri", "opi", "hjur", 0 }; int i, n; BUF buf; setIntrinsic(INTRINSIC_UNIQUE); for (n = 0; syllable[n]; n++); buf.strcpy(syllable[rand_choice(n)]); if (rand_chance(90)) buf.strcat(syllable[rand_choice(n)]); christen(buf); // Buf the mob. myMaxHP = myMaxHP * 2 + 20; myHP = myMaxHP; if (myMP) { myMaxMP = myMaxMP * 2 + 40; myMP = myMaxMP; } myHitDie = myHitDie * 2; myMagicDie = myMagicDie * 2; myExpLevel = myExpLevel * 2; // We get extra bonus loot! i = 0; while (i < 5) { ITEM *loot; loot = ITEM::createRandom(); acquireItem(loot); i++; if (rand_chance(30)) break; } // We get bonus intrinsics. INTRINSIC_NAMES intrinsics[] = { INTRINSIC_QUICK, INTRINSIC_UNCHANGING, INTRINSIC_RESISTSTONING, INTRINSIC_RESISTFIRE, INTRINSIC_RESISTCOLD, INTRINSIC_RESISTSHOCK, INTRINSIC_RESISTACID, INTRINSIC_RESISTPOISON, INTRINSIC_RESISTPHYSICAL, INTRINSIC_TELEPORTCONTROL, INTRINSIC_REGENERATION, INTRINSIC_REFLECTION, INTRINSIC_SEARCH, // In someways, this is bad :> INTRINSIC_INVISIBLE, INTRINSIC_SEEINVISIBLE, INTRINSIC_TELEPATHY, INTRINSIC_NOBREATH, INTRINSIC_LIFESAVE, // This really sucks on a creature. // Got axed by a red dragon unique // with this. INTRINSIC_RESISTSLEEP, INTRINSIC_FREEDOM, INTRINSIC_WATERWALK, INTRINSIC_JUMP, INTRINSIC_WARNING, INTRINSIC_LICHFORM, // I look forward to this triggering! // This has proven the most fun thing for // people to discover! INTRINSIC_DIG, // Likely nerfed as the ai doesn't wander // into walls INTRINSIC_NONE }; for (n = 0; intrinsics[n] != INTRINSIC_NONE; n++); setIntrinsic(intrinsics[rand_choice(n)]); } MOVE_NAMES MOB::getMoveType() const { MOVE_NAMES movetype; movetype = (MOVE_NAMES) glb_mobdefs[myDefinition].movetype; // The avatar is a special case: They are allowed to // jump in water even though they can't swim. if (isAvatar()) { movetype = (MOVE_NAMES) (movetype | MOVE_STD_SWIM); } else if (hasIntrinsic(INTRINSIC_WATERWALK)) { // If we have water walking and are not the avatar, we can swim movetype = (MOVE_NAMES) (movetype | MOVE_STD_SWIM); } return movetype; } bool MOB::canMove(int nx, int ny, bool checkitem, bool allowdoor, bool checksafety) const { int tile; if (nx < 0 || ny < 0 || nx >= MAP_WIDTH || ny >= MAP_HEIGHT) return false; if (getSize() >= SIZE_GARGANTUAN) if (nx >= MAP_WIDTH-1 || ny >= MAP_HEIGHT-1) return false; // Check for items. if (checkitem) { ITEM *item; item = glbCurLevel->getItem(nx, ny); if (item && !item->isPassable()) return false; } // Get the relevant tile... tile = glbCurLevel->getTile(nx, ny); if ( (glb_squaredefs[tile].movetype & getMoveType()) || (allowdoor && tile == SQUARE_DOOR) || (allowdoor && isAvatar() && tile == SQUARE_BLOCKEDDOOR)) { // Easy as pie... if (getSize() >= SIZE_GARGANTUAN) { if ( (glb_squaredefs[glbCurLevel->getTile(nx+1,ny)].movetype & getMoveType()) && (glb_squaredefs[glbCurLevel->getTile(nx+1,ny+1)].movetype & getMoveType()) && (glb_squaredefs[glbCurLevel->getTile(nx,ny+1)].movetype & getMoveType()) ) { // fall through } else return false; } } else return false; if (checksafety) { // Prohibit moving to tiles that will damage us. switch (tile) { case SQUARE_LAVA: if (!hasIntrinsic(INTRINSIC_RESISTFIRE) || hasIntrinsic(INTRINSIC_VULNFIRE)) return false; break; case SQUARE_ACID: // Flying critters are safe from acid, if (!(getMoveType() & MOVE_FLY)) { // Verify we actually care about acid damage if (!hasIntrinsic(INTRINSIC_RESISTACID) || hasIntrinsic(INTRINSIC_VULNACID)) { return false; } } break; case SQUARE_STARS1: case SQUARE_STARS2: case SQUARE_STARS3: case SQUARE_STARS4: case SQUARE_STARS5: if (!hasIntrinsic(INTRINSIC_NOBREATH)) return false; break; } } return true; } bool MOB::canMoveDelta(int dx, int dy, bool checkitem, bool allowdoor, bool checksafety) const { if (!dx || !dy) return canMove(getX()+dx, getY()+dy, checkitem, allowdoor, checksafety); // Verify either ortho directions satisfy regular movement. if (!canMove(getX()+dx, getY(), false, false, false) && !canMove(getX(), getY()+dy, false, false, false)) { return false; } // Now go back to regular canMove return canMove(getX()+dx, getY()+dy, checkitem, allowdoor, checksafety); } bool MOB::canSense(const MOB *mob, bool checklos, bool onlysight) const { // We try to do these tests from the fastest to slowest. // This fails from ::refresh for no readily apparent reason! // UT_ASSERT(mob != 0); int dist, distx, disty; // A quick sanity test on the mob. if (!mob) return false; bool thisdoublesize = getSize() >= SIZE_GARGANTUAN; bool mobdoublesize = mob->getSize() >= SIZE_GARGANTUAN; // Obviously, different levels are illegal. Either falling // through a trap door, or perhaps -1 because it has not // yet been created. if (mob->getDLevel() != getDLevel()) return false; // Mobs start with -1 position, which should always be out of sight. if (mob->getX() == -1 || mob->getX() == 255) return false; distx = abs(getX() - mob->getX()); disty = abs(getY() - mob->getY()); dist = distx + disty; // See if the target has position revealed, in which case // everyone gets to see them. if (!onlysight && mob->hasIntrinsic(INTRINSIC_POSITIONREVEALED)) { return true; } // See if we can hear our target. if (!onlysight && !hasIntrinsic(INTRINSIC_DEAF)) { // You hear the monster. // You are not allowed to hear yourself! // Hearing is a tricky business, you don't always hear things. if (dist && dist <= mob->getNoiseLevel(this)) return true; } if (!onlysight && mob->isSlave(this)) { if (hasIntrinsic(INTRINSIC_TELEPATHY)) return true; } if (!onlysight && hasIntrinsic(INTRINSIC_WARNING)) { if (dist < 5) return true; } // First, if this is blind, we can see iff we have telepathy and // the target has a mind... if (hasIntrinsic(INTRINSIC_BLIND)) { if (onlysight) return false; if (mob->getSmarts() != 0 && hasIntrinsic(INTRINSIC_TELEPATHY)) { return true; } // Being blind doesn't stop you from seeing yourself. if (mob == this) return true; return false; } // From here on are only sight checks. // Now, if the target is invisible, make sure we can see invisible // or we can't possibly sense. if (mob->hasIntrinsic(INTRINSIC_INVISIBLE)) { if (!hasIntrinsic(INTRINSIC_SEEINVISIBLE)) return false; } // We could potentially see the mob in the usual fashion. // We now check to see if the mob is lit... // We can always be aware of mobs beside us even in the dark. if (mob != this && !mobdoublesize && (MAX(distx, disty) > 1) && !glbCurLevel->isLit(mob->getX(), mob->getY())) return false; // Giant mobs have looser is lit requirements. if (mob != this && mobdoublesize && (MAX(distx, disty) > 1) && !glbCurLevel->isLit(mob->getX(), mob->getY()) && !glbCurLevel->isLit(mob->getX()+1, mob->getY()) && !glbCurLevel->isLit(mob->getX(), mob->getY()+1) && !glbCurLevel->isLit(mob->getX()+1, mob->getY()+1) ) return false; // If either of the mobs is in a pit, we can only see each other // if one square away. if (mob->hasIntrinsic(INTRINSIC_INPIT) || hasIntrinsic(INTRINSIC_INPIT)) { if (MAX(distx, disty) > 1) { return false; } } // If target is in tree, but we are not, only visible at one // square if (mob->hasIntrinsic(INTRINSIC_INTREE) && !hasIntrinsic(INTRINSIC_INTREE)) { if (MAX(distx, disty) > 1) { return false; } } // If one of the mobs is submerged and the other is not, there is // no way to see. if (mob->hasIntrinsic(INTRINSIC_SUBMERGED) ^ hasIntrinsic(INTRINSIC_SUBMERGED)) { return false; } if (!checklos) return true; // Finally, ensure we have LOS. UT_ASSERT(mob->getX() >= 0 && mob->getX() < MAP_WIDTH); UT_ASSERT(mob->getY() >= 0 && mob->getY() < MAP_HEIGHT); if (glbCurLevel->hasLOS(getX(), getY(), mob->getX(), mob->getY())) { return true; } // If we are huge, we gotta check rest of the mob.. if (thisdoublesize && (glbCurLevel->hasLOS(getX()+1, getY(), mob->getX(), mob->getY()) || glbCurLevel->hasLOS(getX(), getY()+1, mob->getX(), mob->getY()) || glbCurLevel->hasLOS(getX()+1, getY()+1, mob->getX(), mob->getY())) ) return true; // If target is huge, gotta check the rest of the mob. if (mobdoublesize && (glbCurLevel->hasLOS(getX(), getY(), mob->getX()+1, mob->getY()) || glbCurLevel->hasLOS(getX(), getY(), mob->getX(), mob->getY()+1) || glbCurLevel->hasLOS(getX(), getY(), mob->getX()+1, mob->getY()+1)) ) return true; // No LOS, no sight... return false; } SENSE_NAMES MOB::getSenseType(const MOB *mob) const { // This is a bit expensive as we have to address // the senses from the most informative to the least. // This fails for no reason from refresh... //UT_ASSERT(mob != 0); // A quick sanity test on the mob. if (!mob) return SENSE_NONE; // Obviously, different levels are illegal. Either falling // through a trap door, or perhaps -1 because it has not // yet been created. if (mob->getDLevel() != getDLevel()) return SENSE_NONE; // Mobs start with -1 position, which should always be out of sight. if (mob->getX() == -1 || mob->getX() == 255) return SENSE_NONE; // Check for boring sensing. if (canSense(mob, true, true)) return SENSE_SIGHT; // First, if this is blind, we can see iff we have telepathy and // the target has a mind... if (hasIntrinsic(INTRINSIC_BLIND)) { if (mob->getSmarts() != 0 && hasIntrinsic(INTRINSIC_TELEPATHY)) { return SENSE_ESP; } // Being blind doesn't stop you from seeing yourself. if (mob == this) return SENSE_ESP; } // If the target has position revealed, we get to sense // the target via ESP. if (mob->hasIntrinsic(INTRINSIC_POSITIONREVEALED)) { return SENSE_ESP; } // If the target is our slave and we have telepathy we get to sense // the target via ESP. if (mob->isSlave(this)) { if (hasIntrinsic(INTRINSIC_TELEPATHY)) return SENSE_ESP; } int dist; dist = abs(getX() - mob->getX()) + abs(getY() - mob->getY()); // See if we can hear our target. if (!hasIntrinsic(INTRINSIC_DEAF)) { // You hear the monster. // You are not allowed to hear yourself! // Hearing is a tricky business, you don't always hear things. if (dist && dist <= mob->getNoiseLevel(this)) return SENSE_HEAR; } // See if warning kicks in. if (hasIntrinsic(INTRINSIC_WARNING)) { if (dist < 5) return SENSE_WARN; } return SENSE_NONE; } void MOB::makeNoise(int noiselevel) { // You don't always gain the full noiselevel. // The general theory is that: // 1) Your noiselevel should be at least the maximum // individual noiselevel // 2) Additional noise sources have some effect. // // We want a system where a + a = a + 1. // The chance of going up is thus 1 in 1 << |a - b| pietyMakeNoise(noiselevel); // Ensure myNoiseLevel is the maximum of the two. if (myNoiseLevel < noiselevel) { int tmp; tmp = myNoiseLevel; myNoiseLevel = noiselevel; noiselevel = tmp; } if (noiselevel) { if (!rand_choice( 1 << (myNoiseLevel - noiselevel) )) myNoiseLevel++; // Clamp the max noise level. // No matter how unlikely, overflow errors are embarrassing. if (myNoiseLevel > 250) myNoiseLevel = 250; } } void MOB::makeEquipNoise(ITEMSLOT_NAMES slot) { ITEM *item; item = getEquippedItem(slot); if (item) { makeNoise(item->getNoiseLevel()); } } int MOB::getNoiseLevel(const MOB *observer) const { if (!observer) return myNoiseLevel; if (!myNoiseLevel) return 0; // Find a hash. u32 hash; MOBREF thisref, obref; thisref.setMob(this); obref.setMob(observer); hash = thisref.getId(); hash = (hash << 16) | (hash >> 16); hash ^= obref.getId(); hash ^= speed_gettime() * 2654435761U; // gold // Now use hash to find a random number. We do this by wang hashing // it and then modulating by the noise level + 1. // http://www.concentric.net/~Ttwang/tech/inthash.htm hash += ~(hash << 15); hash ^= (hash >> 10); hash += (hash << 3); hash ^= (hash >> 6); hash += ~(hash << 11); hash ^= (hash >> 16); // Modulus. hash %= myNoiseLevel + 1; return hash; } int MOB::getTile() const { return glb_mobdefs[myDefinition].tile; } int MOB::getTileLL() const { return glb_mobdefs[myDefinition].tilell; } int MOB::getTileUR() const { return glb_mobdefs[myDefinition].tileur; } int MOB::getTileLR() const { return glb_mobdefs[myDefinition].tilelr; } void MOB::incrementMaxHP(int amount) { MOB *base; // If we our polyed, our base form also gets the bonus/malus. base = myBaseType.getMob(); if (base) base->incrementMaxHP(amount); if (amount < 0) { // do not allow max hp to go negative. if (myMaxHP + amount < 0) myMaxHP = 1; else myMaxHP += amount; // Reduce our HP if necessary. if (myHP > myMaxHP) myHP = myMaxHP; } else { // Avoid embarrassing overflows. if (myMaxHP + amount > 30000) { amount = 30000 - myMaxHP; } // Both our HP and maxHP get boosted. myMaxHP += amount; myHP += amount; } } void MOB::incrementMaxMP(int amount) { MOB *base; // If we our polyed, our base form also gets the bonus/malus. base = myBaseType.getMob(); if (base) base->incrementMaxMP(amount); if (amount < 0) { // do not allow max hp to go negative. if (myMaxMP - amount < 0) myMaxMP = 1; else myMaxMP -= amount; // Reduce our MP if necessary. if (myMP > myMaxMP) myMP = myMaxMP; } else { // Avoid embarrassing overflows. if (myMaxMP + amount > 30000) { amount = 30000 - myMaxMP; } // Both our MP and maxMP get boosted. myMaxMP += amount; myMP += amount; } } bool MOB::move(int nx, int ny, bool interlevel) { UT_ASSERT(nx >= 0 && nx < MAP_WIDTH); UT_ASSERT(ny >= 0 && ny < MAP_HEIGHT); if (interlevel || (myX != nx) || (myY != ny)) { // Any successful move will clear off our in pit flag. clearIntrinsic(INTRINSIC_INPIT); // If the new square isn't a forest, clear the tree flag if (glbCurLevel && (getDLevel() == glbCurLevel->getDepth())) { if (!glb_squaredefs[glbCurLevel->getTileSafe(nx, ny)].isforest) { if (hasIntrinsic(INTRINSIC_INTREE)) { formatAndReport("%U to the ground."); clearIntrinsic(INTRINSIC_INTREE); } } } else // Don't track this for other levels. clearIntrinsic(INTRINSIC_INTREE); // Any successful move of the avatar sets the global avatar // fresh move flag. if (isAvatar()) setAvatarOnFreshSquare(true); } if (interlevel) { // And our submerged... clearIntrinsic(INTRINSIC_SUBMERGED); } // Update the map to reflect the mob's movement: if (glbCurLevel && (getDLevel() == glbCurLevel->getDepth())) { glbCurLevel->moveMob(this, myX, myY, nx, ny); } myX = nx; myY = ny; // We now check to see if, as a result of our move, // we encountered any nasty surprises. // We only do this if we are not teleporting between levels (as // then we don't know if glbCurLevel will be the right place // to find our tile!) if (!interlevel) { // We always implicitly search the square we stand on. This // will also cause us to do the trap detection, and thus // be able to fall into the newly found trap :> // This may be weird as less alert people are less likely // to trigger traps, but we can retcon it by noting less alert // implies less curious, thus less likely to say: "What does // this switch do?" // However, we balance it by forcing the trap to work if the // user found it the hard way :> // Note that searchSquare will call dropMobs with forcetrap // if a new trap is found. Thus new traps will have a double // jeopordy, though the second case is likely irrelevant as if // you survive forcetrap, you are immune. // That being said, you _will_ get spam from the second drop. // Thus, if the search found something, we don't trigger dropMobs. if (searchSquare(nx, ny, false)) return true; return glbCurLevel->dropMobs(nx, ny, false, this); } // The mob lived! return true; } ATTITUDE_NAMES MOB::getAttitude(const MOB *appraisee) const { // Everyone likes themselves :> if (appraisee == this) return ATTITUDE_FRIENDLY; MOB *master; // If the appraisee is possessed by ourselves, it is friendly. if (appraisee->hasIntrinsic(INTRINSIC_POSSESSED)) { master = appraisee->getInflictorOfIntrinsic(INTRINSIC_POSSESSED); if (master == this) return ATTITUDE_FRIENDLY; } master = getMaster(); if (master) { // Check for FSM state. if (myAIFSM == AI_FSM_ATTACK) { if (appraisee == getAITarget()) { // Check for a common master. We don't want // infighting! if (hasCommonMaster(appraisee)) { // It would make sense to clear the ai target // but that is non const. return ATTITUDE_FRIENDLY; } else return ATTITUDE_HOSTILE; } } // Yesh mashter... return master->getAttitude(appraisee); } // If I am the avatar, I have the opinion of the other guy. // This way we are friendly to friendlies, and hate hatreds. if (isAvatar()) return appraisee->getAttitude(this); // If they are our target to kill, clearly we don't like them. if (appraisee == getAITarget()) return ATTITUDE_HOSTILE; // Now, base it off our ai... int ai = glb_mobdefs[myDefinition].ai; // Special case greedy gold beetles. if (getDefinition() == MOB_GOLDBEETLE) { if (appraisee->isWearing(MATERIAL_GOLD)) return ATTITUDE_HOSTILE; } if (getDefinition() == MOB_VAMPIREBAT) { // Not a good source of food? Ignore. if (appraisee->isBloodless()) { return ATTITUDE_NEUTRAL; } } if (glb_aidefs[ai].attackavatar && appraisee->isAvatar()) return ATTITUDE_HOSTILE; if (!glb_aidefs[ai].attacktype) { // Determine if other is of our mobtype. If so, friendly. // If not, go to speciest. // NOTE: UNUSUAL mob types do not ally as this is a catch // all for one offs! if (glb_mobdefs[appraisee->myDefinition].mobtype != MOBTYPE_UNUSUAL) { if (glb_mobdefs[appraisee->myDefinition].mobtype == glb_mobdefs[myDefinition].mobtype) { return ATTITUDE_FRIENDLY; } } } if (!glb_aidefs[ai].attackspecies) { // Determine if other is our species. If so, friendly. // Otherwise, neutral. if (appraisee->myDefinition == myDefinition) return ATTITUDE_FRIENDLY; } // It is an alien, return based on that... if (!glb_aidefs[ai].attackalien) return ATTITUDE_FRIENDLY; return ATTITUDE_NEUTRAL; } int MOB::calculateFoesSurrounding() const { // Check surrounding squares for enemies: int numenemy = 0; int dx, dy; FORALL_4DIR(dx, dy) { MOB *mob; mob = glbCurLevel->getMob(getX()+dx, getY()+dy); if (mob && mob->getAttitude(this) == ATTITUDE_HOSTILE && !mob->hasIntrinsic(INTRINSIC_ASLEEP) && !mob->hasIntrinsic(INTRINSIC_PARALYSED)) { numenemy++; } } return numenemy; } bool MOB::doHeartbeat() { // Remove intrinsics... bool lived = true; bool unchanging; INTRINSIC_COUNTER *counter, *next, *last; #ifdef STRESS_TEST INTRINSIC_COUNTER *ctest; #endif SQUARE_NAMES tile; ITEM *item; POISON_NAMES poison; MOBREF myself; // Determine if we are in a proper phase. if (!speed_isheartbeatphase()) return true; // Determine what sort of square we are on tile = glbCurLevel->getTile(getX(), getY()); // Manually test if we are about to lose possesed status // as it is too complicated to do later. if (hasIntrinsic(INTRINSIC_POSSESSED)) { counter = getCounter(INTRINSIC_POSSESSED); if (counter && counter->myTurns <= 1) { // About to expire, so trigger by hand actionReleasePossession(); } } // Decay all knowledge of ourselves & clear up any null pointers aiDecayKnowledgeBase(); myself.setMob(this); // Reset all of our accumulated noise. myNoiseLevel = 0; // Get the insta-noise from equipment, etc. // Footwear, shields, and weapons only make noise on use. for (item = myInventory; item; item = item->getNext()) { if (item->getX() == 0) { switch ((ITEMSLOT_NAMES) item->getY()) { case ITEMSLOT_HEAD: case ITEMSLOT_AMULET: case ITEMSLOT_LRING: case ITEMSLOT_RRING: case ITEMSLOT_BODY: makeNoise(item->getNoiseLevel()); break; case ITEMSLOT_LHAND: case ITEMSLOT_RHAND: case ITEMSLOT_FEET: case NUM_ITEMSLOTS: break; } } } // Check for noisy intrinsic. if (hasIntrinsic(INTRINSIC_NOISY)) makeNoise(3); // Add our creature base noise. makeNoise(glb_mobdefs[getDefinition()].noise); // If we have a missing finger, we should drop a ring. if (hasIntrinsic(INTRINSIC_MISSINGFINGER)) dropOneRing(); // Check to see if the avatar will wake us. if (hasIntrinsic(INTRINSIC_ASLEEP)) { int noisethreshold = 10; if (hasIntrinsic(INTRINSIC_TIRED)) { noisethreshold = 20; // A small chance of clearing the tired intrinsic early! if (!rand_choice(20)) { clearIntrinsic(INTRINSIC_TIRED); } } if (isAvatar()) { // If we are the avatar, we check all other mobs to // see if any of them will wake us. // Technically, all mobs should use this code path, // but we do have to worry about efficiency somewhere. MOB *mob; for (mob = glbCurLevel->getMobHead(); mob; mob = mob->getNext()) { // Ignore our own noise! if (mob == this) continue; int noise, dist; noise = getNoiseLevel(mob); dist = abs(getX() - mob->getX()) + abs(getY() - mob->getY()); noise -= dist; if (noise > 0) { if (rand_choice(noisethreshold) < noise) { clearIntrinsic(INTRINSIC_ASLEEP); // Can stop the search. break; } } } } else if (getAvatar()) { int noise, dist; noise = getAvatar()->getNoiseLevel(this); dist = abs(getAvatar()->getX() - getX()) + abs(getAvatar()->getY() - getY()); noise -= dist; if (noise > 0) { if (rand_choice(noisethreshold) < noise) clearIntrinsic(INTRINSIC_ASLEEP); } } } unchanging = hasIntrinsic(INTRINSIC_UNCHANGING); // If we have stoning resist, we auto-clear the stoning intrinsic. if (hasIntrinsic(INTRINSIC_RESISTSTONING)) clearIntrinsic(INTRINSIC_STONING); // If we have sleep resist, we autoclear sleeping. if (hasIntrinsic(INTRINSIC_RESISTSLEEP)) clearIntrinsic(INTRINSIC_ASLEEP); // We store what the final poison damage is so we apply it *after* // processing all the counters. Any damage dealt has the potential // of killing but life saving, which clearDeathIntrinsics, which thus // destroys the counter linked list! // Note this only allows us to apply one final poison in a single // heartbeat, but our intention is that one only suffers from // the most powerful poison, so this isn't an error. ATTACK_NAMES finalpoisondamage = ATTACK_NONE; MOBREF finalpoisoninflictor; INTRINSIC_NAMES finalpoisonintrinsic = INTRINSIC_NONE; bool finalpoisonreport = false; bool losttame = false; last = 0; for (counter = myCounters; counter; counter = next) { next = counter->myNext; // Special case amnesia and tame: If the source is dead, cap at five // turns. if (glb_intrinsicdefs[counter->myIntrinsic].losewheninflictordies) { if (!counter->myInflictor.getMob() || (counter->myInflictor.getMob()->hasIntrinsic(INTRINSIC_DEAD))) { // We are about to dec the counter, hence 6 rather // than 5. if (counter->myTurns > 6) counter->myTurns = 6; } } // Special case tame. // Do not decrement if it is over 10k as we want this sort // of tameness to be permament. // But what if your pet resurrects you? They are in a five // turn count down, so will then go wild shortly thereafter. // We thus rephrase this to mean that we lock tame to 10k so // long as the master is alive, so in that currently impossible // resurrection scenario the pet will immediately go full-tame. if (counter->myIntrinsic == INTRINSIC_TAME) { if (counter->myInflictor.getMob() && !counter->myInflictor.getMob()->hasIntrinsic(INTRINSIC_DEAD)) { counter->myTurns = 10000; } } counter->myTurns--; if (counter->myTurns <= 0) { // Intrinsic has expired (and no permament set since, as // that will destroy the counter) if (last) last->myNext = next; else myCounters = next; // Check to see if it is a poison, and if so, if there // is a final damage message.... // NOTE: We ignore poison resistance here! This has been // defined, for now, as a feature, not a bug. if (glb_intrinsicdefs[counter->myIntrinsic].ispoison) { FOREACH_POISON(poison) { if (counter->myIntrinsic == glb_poisondefs[poison].intrinsic) { // Apply the relevant damage... if (glb_poisondefs[poison].finaldamage != ATTACK_NONE) { finalpoisondamage = (ATTACK_NAMES) glb_poisondefs[poison].finaldamage; finalpoisoninflictor = counter->myInflictor; finalpoisonintrinsic = counter->myIntrinsic; } break; } } } // Check to see if it is petrification, in which case // the mob gets stoned. if (counter->myIntrinsic == INTRINSIC_STONING) { // We cached the unchanging state prior to starting this // loop. If unchanging expires the same turn as stoning // takes effect, we give the player the benefit of the doubt // as otherwise juggling Preserve with Stoning is too // unpredictable. if (unchanging) { formatAndReport("%U momentarily stony."); } else if (actionPetrify()) { // Don't do losetxt as it was lost in a most // unfortunate way. myIntrinsic.clearIntrinsic(counter->myIntrinsic); delete counter; #ifdef STRESS_TEST for (ctest = myCounters; ctest; ctest = ctest->myNext) { UT_ASSERT(ctest != counter); } #endif return false; } } // Check to see if it is summoned, in which case the // mob disappears in a puff of smoke. if (counter->myIntrinsic == INTRINSIC_SUMMONED) { // Exception are trees that turn into forest squares if (getDefinition() == MOB_LIVINGTREE) formatAndReport("%U to an inanimate state."); else formatAndReport("%U in a puff of smoke."); // Release any possession if (hasIntrinsic(INTRINSIC_POSSESSED)) actionReleasePossession(true); if (getDefinition() == MOB_LIVINGTREE) { glbCurLevel->growForest(getX(), getY(), this); if (hasIntrinsic(INTRINSIC_AFLAME)) { // Burning trees turn into burning forests if (glbCurLevel->getTile(getX(), getY()) == SQUARE_FOREST) glbCurLevel->setTile(getX(), getY(), SQUARE_FORESTFIRE); } } else glbCurLevel->setSmoke(getX(), getY(), SMOKE_SMOKE, this); glbCurLevel->unregisterMob(this); // Drop the inventory. ITEM *cur; // Drop our inventory on this square... while ((cur = myInventory)) { // We manually drop the item for efficiency. myInventory = cur->getNext(); cur->setNext(0); glbCurLevel->acquireItem(cur, getX(), getY(), 0); } // Destroy the counter that was unlinked. delete counter; #ifdef STRESS_TEST for (ctest = myCounters; ctest; ctest = ctest->myNext) { UT_ASSERT(ctest != counter); } #endif delete this; return false; } // Mark if the creature just went wild if (counter->myIntrinsic == INTRINSIC_TAME) { losttame = true; } if (myIntrinsic.clearIntrinsic(counter->myIntrinsic)) { if (glb_intrinsicdefs[counter->myIntrinsic].affectappearance) rebuildAppearance(); // Was previously set... if (isAvatar() || (getAvatar() && glb_intrinsicdefs[counter->myIntrinsic].visiblechange && getAvatar()->canSense(this))) { if (counter->myIntrinsic == finalpoisonintrinsic) { // Don't report right away as this gives // you are cured before the final damage finalpoisonreport = true; } else formatAndReport( glb_intrinsicdefs[counter->myIntrinsic].losetxt); } } delete counter; #ifdef STRESS_TEST for (ctest = myCounters; ctest; ctest = ctest->myNext) { UT_ASSERT(ctest != counter); } #endif } else { // Intrinsic is still active... last = counter; } } // Apply the final poison damage. if (finalpoisondamage != ATTACK_NONE) { formatAndReport("%U wracked by the last of the poison."); lived = receiveDamage(finalpoisondamage, finalpoisoninflictor.getMob(), 0, 0, ATTACKSTYLE_POISON); if (!lived) { // We died thanks to the final poison damage return false; } // Only if they live do we get cured. if (finalpoisonreport) formatAndReport(glb_intrinsicdefs[finalpoisonintrinsic].losetxt); } // If we went wild this turn, we also grow momentarily confused. if (losttame) setTimedIntrinsic(0, INTRINSIC_CONFUSED, 4); // // Consume food. // starve(1); // Bonus food consumption for specific intrinsics. // This only takes effect when the intrinsic comes from wearing an // item. if (hasIntrinsic(INTRINSIC_INVISIBLE)) { if (getSourceOfIntrinsic(INTRINSIC_INVISIBLE)) starve(1); } if (hasIntrinsic(INTRINSIC_REGENERATION)) { if (getSourceOfIntrinsic(INTRINSIC_REGENERATION)) starve(1); } HUNGER_NAMES hunger; hunger = getHungerLevel(); // If you can endure hunger, you suffer no malus for starving. if (hunger < HUNGER_NORMAL) { if (hasSkill(SKILL_ENDUREHUNGER)) hunger = HUNGER_NORMAL; } // Regain health... bool allowregen = !hasIntrinsic(INTRINSIC_NOREGEN); if (myHP < getMaxHP() && hunger > HUNGER_STARVING) { if (hasIntrinsic(INTRINSIC_REGENERATION)) { // If noregen is present, this only has effect if the // regeneration is temporary. The idea is we want the // regeneration spell to work, but we don't want rings of // regeneration to negate noregen. if (allowregen || (intrinsicFromWhat(INTRINSIC_REGENERATION) & INTRINSIC_FROM_TEMPORARY)) { // We want to regen every turn if full even if // ring of regen is on. Otherwise a ring becomes less // useful when full. if (speed_matchheartbeat(2) || (hunger > HUNGER_NORMAL)) { myHP++; starve(1); } } } else if (allowregen) { // Every 8th turn, at random... if (hunger > HUNGER_HUNGRY) { if (speed_matchheartbeat(8)) { starve(1); myHP++; } else if (hunger > HUNGER_NORMAL) { myHP++; starve(1); } } } if (myHP < getMaxHP() && allowregen && hasIntrinsic(INTRINSIC_DRESSED_FIGHTER)) { // Fighters get half regen! Yowzers! if (speed_matchheartbeat(2)) { myHP++; starve(1); } } // If we are tame and our owner is dressed like a cleric // we get regen... // Cleric induced regen is active even for constructs. if (myHP < getMaxHP()) { MOB *master = getMaster(); if (master) { if (master->hasIntrinsic(INTRINSIC_DRESSED_CLERIC)) { myHP++; starve(1); } } } } // If we have mind drain intrinsic, we loses magic points. if (myMP && hasIntrinsic(INTRINSIC_MAGICDRAIN)) { myMP--; } // Regain magic... if (myMP < getMaxMP() && hunger > HUNGER_STARVING) { // Regain every turn. if (hunger > HUNGER_HUNGRY) { if (speed_matchheartbeat(2)) { myMP++; starve(1); } } else { // Hungry players gain at half rate. if (speed_matchheartbeat(4)) { myMP++; starve(1); } } // Wizards get bonus magic! Yowzers! if (myMP < getMaxMP() && hasIntrinsic(INTRINSIC_DRESSED_WIZARD)) { myMP++; starve(1); } } // Check to see if we teleport... if (hasIntrinsic(INTRINSIC_TELEPORT)) { if (!rand_choice(100)) { // This may kill the player. actionTeleport(); // Check if we died... if (!myself.getMob() || myself.getMob() != this || myself.getMob()->hasIntrinsic(INTRINSIC_DEAD)) { return false; } } } // If we have searching, auto search. if (hasIntrinsic(INTRINSIC_SEARCH)) { actionSearch(); // Searching may reveal a pit that kills us. // Check if we died... if (!myself.getMob() || myself.getMob() != this || myself.getMob()->hasIntrinsic(INTRINSIC_DEAD)) { return false; } } // Handle worn items being affected by liquids if (hasIntrinsic(INTRINSIC_SUBMERGED)) { submergeItemEffects(tile); } // Handle breath related attacks. These are strangling, drowning, // and smoke inhalation. You can only suffer one attack, as // strangling prevents drowning, and drowners can't inhale smoke. // Vaccuum issues are handled by lava effects. if (!hasIntrinsic(INTRINSIC_NOBREATH)) { if (hasIntrinsic(INTRINSIC_STRANGLE)) { // Lose 1d10 hits a turn.. ITEM *strangler; MOB *stranglemob = this; counter = getCounter(INTRINSIC_STRANGLE); if (counter) stranglemob = counter->myInflictor.getMob(); strangler = getSourceOfIntrinsic(INTRINSIC_STRANGLE); if (strangler) stranglemob = 0; lived = receiveDamage(ATTACK_STRANGLED, stranglemob, strangler, 0, ATTACKSTYLE_MISC); } else if (hasIntrinsic(INTRINSIC_SUBMERGED) || // If we are stuck in a wall? // ignore doors as they are thin (!canMove(getX(), getY(), false, true))) { // Lose damage to drowning... // We want to use a different message if suffocating // rather than drowning, so check what sort of square // we are submerged in.. lived = receiveDamage((ATTACK_NAMES) glb_squaredefs[tile].submergeattack, glbCurLevel->getGuiltyMob(getX(), getY()), 0, 0, ATTACKSTYLE_MISC); } else { SMOKE_NAMES smoke; MOB *smoker; smoke = glbCurLevel->getSmoke(getX(), getY(), &smoker); if (smoke != SMOKE_NONE) { // Inflict the smoke damage. lived = receiveDamage( (ATTACK_NAMES)glb_smokedefs[smoke].attack, smoker, 0, 0, ATTACKSTYLE_MISC); } } } // Deal with bleeding.. if (lived && hasIntrinsic(INTRINSIC_BLEED)) { // This likely is impossible, but be careful. if (isBloodless()) clearIntrinsic(INTRINSIC_BLEED); else { counter = getCounter(INTRINSIC_BLEED); lived = receiveDamage(ATTACK_BLEED, (counter ? counter->myInflictor.getMob() : 0), 0, 0, ATTACKSTYLE_MISC); } } // Now, deal with poison... if (lived) { bool resistpoison = hasIntrinsic(INTRINSIC_RESISTPOISON); MOB *inflictor; FOREACH_POISON(poison) { if (!lived) break; if (hasIntrinsic((INTRINSIC_NAMES) glb_poisondefs[poison].intrinsic)) { // Apply the poison damage if the chance passes... if (speed_matchheartbeat(glb_poisondefs[poison].modulus)) { counter = getCounter((INTRINSIC_NAMES) glb_poisondefs[poison].intrinsic); inflictor = (counter ? counter->myInflictor.getMob() : 0); // Report poison resist or apply poison damage. if (resistpoison) { if (inflictor) inflictor->aiNoteThatTargetHasIntrinsic(this, INTRINSIC_RESISTPOISON); } else { lived = receiveDamage( (ATTACK_NAMES)glb_poisondefs[poison].damage, inflictor, 0, 0, ATTACKSTYLE_POISON); } } } } } // Deal with being blown by the wind. if (lived && glb_mobdefs[getDefinition()].blownbywind) { int wdx, wdy; glbCurLevel->getWindDirection(wdx, wdy); if (wdx || wdy) { if (canMoveDelta(wdx, wdy, true)) { // Move! actionWalk(wdx, wdy); // It is unlikely because this is a flying creature, // but moving can kill us. // Note that if the creature changes levels we may get // some weird behaviour here, but I think it is safe // At least that's what the gin & gingerale I'm drinking // is telling me. :> if (!myself.getMob() || myself.getMob() != this || myself.getMob()->hasIntrinsic(INTRINSIC_DEAD)) { lived = false; } } } } // Disperse smoke. if (lived && getDefinition() == MOB_AIRELEMENTAL) { glbCurLevel->setSmoke(getX(), getY(), SMOKE_NONE, 0); } // Burn squares due to our own heat. if (lived && getDefinition() == MOB_FIREELEMENTAL) { glbCurLevel->burnSquare(getX(), getY(), this); // If we are standing on water we will reveal a pit that we // fall into. The resulting pit may kill us. if (!myself.getMob() || myself.getMob() != this || myself.getMob()->hasIntrinsic(INTRINSIC_DEAD)) { lived = false; } } // Freeze squares due to our own chill. if (lived && getDefinition() == MOB_LIVINGFROST) { glbCurLevel->freezeSquare(getX(), getY(), this); // I don't think freezing a square can kill you, but // I don't want to find out the hard way. if (!myself.getMob() || myself.getMob() != this || myself.getMob()->hasIntrinsic(INTRINSIC_DEAD)) { lived = false; } } // Deal with standing on/in bad stuff. if (lived) { switch (tile) { case SQUARE_LAVA: if (!hasIntrinsic(INTRINSIC_RESISTFIRE) || hasIntrinsic(INTRINSIC_VULNFIRE)) { lived = receiveDamage(ATTACK_LAVABURN, 0, 0, 0, ATTACKSTYLE_MISC); } if (lived && !hasIntrinsic(INTRINSIC_AFLAME)) { int delay; delay = rand_dice(1, 4, 2); // Set aflame... setTimedIntrinsic(this, INTRINSIC_AFLAME, delay); } break; case SQUARE_FORESTFIRE: if (!hasIntrinsic(INTRINSIC_RESISTFIRE) || hasIntrinsic(INTRINSIC_VULNFIRE)) { lived = receiveDamage(ATTACK_FORESTFIRE, 0, 0, 0, ATTACKSTYLE_MISC); } break; case SQUARE_ACID: // We only burn if we are submerged or are not // flying if (hasIntrinsic(INTRINSIC_SUBMERGED) || !(getMoveType() & MOVE_FLY)) { lived = receiveDamage(ATTACK_ACIDPOOLBURN, 0, 0, 0, ATTACKSTYLE_MISC); } break; case SQUARE_WATER: if (hasIntrinsic(INTRINSIC_SUBMERGED) && hasIntrinsic(INTRINSIC_AFLAME)) { formatAndReport("The water puts out %R flames."); clearIntrinsic(INTRINSIC_AFLAME); } break; case SQUARE_STARS1: case SQUARE_STARS2: case SQUARE_STARS3: case SQUARE_STARS4: case SQUARE_STARS5: if (!hasIntrinsic(INTRINSIC_NOBREATH) && !hasIntrinsic(INTRINSIC_STRANGLE)) { // We have made sure you didn't already pay // for this cost elsewhere. lived = receiveDamage(ATTACK_ASPHYXIATE, 0, 0, 0, ATTACKSTYLE_MISC); } break; default: break; } } // Now, deal with being set afire. if (lived && (!hasIntrinsic(INTRINSIC_RESISTFIRE) || hasIntrinsic(INTRINSIC_VULNFIRE)) ) { if (hasIntrinsic(INTRINSIC_AFLAME)) { counter = getCounter(INTRINSIC_AFLAME); lived = receiveDamage(ATTACK_AFLAME, (counter ? counter->myInflictor.getMob() : 0), 0, 0, ATTACKSTYLE_MISC); } } // Apply silver damage for anything we are wielding if (lived && hasIntrinsic(INTRINSIC_VULNSILVER)) { for (item = myInventory; item; item = item->getNext()) { if (item->getX() == 0) { if (item->getMaterial() == MATERIAL_SILVER) { lived = receiveDamage(ATTACK_SILVERITEM, 0, item, 0, ATTACKSTYLE_MISC); if (!lived) break; // Note that even if we live, we may delete // items, ie, items of life saving, // and thus may end up with a corrupt inventory // list. // Our hacky solution is to detect life saving // by looking for us having max hp.. if (getHP() == getMaxHP()) break; } } } } // Apply gold damage for anything we are wielding if (lived && hasIntrinsic(INTRINSIC_GOLDALLERGY)) { for (item = myInventory; item; item = item->getNext()) { if (item->getX() == 0) { if (item->getMaterial() == MATERIAL_GOLD) { lived = receiveDamage(ATTACK_GOLDITEM, 0, item, 0, ATTACKSTYLE_MISC); if (!lived) break; // Note that even if we live, we may delete // items, ie, items of life saving, // and thus may end up with a corrupt inventory // list. // Our hacky solution is to detect life saving // by looking for us having max hp.. if (getHP() == getMaxHP()) break; } } } } // Run heartbeat on all our items... if (lived) { ITEM *item, *next; for (item = myInventory; item; item = next) { next = item->getNext(); if (!item->doHeartbeat(glbCurLevel, this)) { ITEM *drop; drop = dropItem(item->getX(), item->getY()); UT_ASSERT(drop == item); delete drop; } } } // This must be last, as it may change our MOB on us! if (lived && hasIntrinsic(INTRINSIC_POLYMORPH) && !unchanging) { if (!rand_choice(300)) { actionPolymorph(); // Note we do not want anyone calling doAI. // We hand wave this by saying it is the shock // of polymorphing. lived = false; } } if (lived && isPolymorphed() && !unchanging) { if (!rand_choice(1000)) { actionUnPolymorph(); // Note we do not want anyone calling doAI. // We hand wave this by saying it is the shock // of polymorphing. lived = false; } } // Check for any per-turn piety conditions. // If piety ever goes beyond avatars, should check for all // MOBs. However, some of these tests are expensive, so // we keep it limitted for now. if (lived && isAvatar()) { if (hasIntrinsic(INTRINSIC_DRESSED_WIZARD)) pietyDress(INTRINSIC_DRESSED_WIZARD); if (hasIntrinsic(INTRINSIC_DRESSED_RANGER)) pietyDress(INTRINSIC_DRESSED_RANGER); if (hasIntrinsic(INTRINSIC_DRESSED_FIGHTER)) pietyDress(INTRINSIC_DRESSED_FIGHTER); if (hasIntrinsic(INTRINSIC_DRESSED_CLERIC)) pietyDress(INTRINSIC_DRESSED_CLERIC); if (hasIntrinsic(INTRINSIC_DRESSED_BARBARIAN)) pietyDress(INTRINSIC_DRESSED_BARBARIAN); if (hasIntrinsic(INTRINSIC_DRESSED_NECROMANCER)) pietyDress(INTRINSIC_DRESSED_NECROMANCER); // Check surrounding squares for enemies: int numenemy = 0; numenemy = calculateFoesSurrounding(); pietySurrounded(numenemy); } return lived; } void MOB::findRandomValidMove(int &dx, int &dy, MOB *owner) { int possible_moves[8]; const static int sdx[8] = { -1, 1, 0, 0, -1, 1, -1, 1 }; const static int sdy[8] = { 0, 0, -1, 1, 1, 1, -1, -1 }; int i, j, max; bool allowdoor = false; bool onlysafe = true; allowdoor = aiWillOpenDoors(); if (isAvatar()) { allowdoor = true; onlysafe = false; } max = 4; if (myDefinition == MOB_GRIDBUG) max = 8; j = 0; for (i = 0; i < max; i++) { if (canMoveDelta(sdx[i], sdy[i], true, allowdoor/*, onlysafe*/)) { // Determine if there is a mob there and if it is // our no swap mob. Displacing our owner is bad form. if (!owner || (glbCurLevel->getMob(getX()+sdx[i], getY()+sdy[i]) != owner)) { possible_moves[j++] = i; } } } if (!j) { dx = dy = 0; return; } i = possible_moves[rand_choice(j)]; dx = sdx[i]; dy = sdy[i]; } void MOB::applyConfusion(int &dx, int &dy) { int dz = 0; applyConfusion(dx, dy, dz); } void MOB::applyConfusionNoSelf(int &dx, int &dy) { int dz = 0; bool notatself = false; if (dx || dy) notatself = true; applyConfusion(dx, dy, dz); if (!dx && !dy && notatself) { // Whoops, redirected at self. Must cancel. rand_eightwaydirection(dx, dy); } } void MOB::applyConfusion(int &dx, int &dy, int &dz) { // Determine if the critter is confused. if (!hasIntrinsic(INTRINSIC_CONFUSED)) return; // Random chance we get to do what we wanted to do. if (rand_chance(80)) return; // If dz is set, randomize it. if (dz) { dz = rand_sign(); } // If dx & dy are within the given range, pick a random direction. // Note this can allow diagonal movement, for example. if (dx >= -1 && dx <= 1 && dy >= -1 && dy <= 1) { dx = rand_range(-1, 1); dy = rand_range(-1, 1); } else { // We are doing an arbitrary ranged command (like teleport) // We thus fall somewhere random. dx = rand_range(-dx*2, dx*2); dy = rand_range(-dy*2, dy*2); } } bool MOB::validMovePhase(PHASE_NAMES phase) { bool skipthismove = false; // Check our phase to see if we are allowed to move. switch (speed_getphase()) { case PHASE_FAST: // If we don't have fast, no go. if (!hasIntrinsic(INTRINSIC_FAST)) skipthismove = true; break; case PHASE_QUICK: // If we don't have quick, no go. if (!hasIntrinsic(INTRINSIC_QUICK)) skipthismove = true; break; case PHASE_NORMAL: // Always allowed this phase. break; case PHASE_SLOW: // So long as we DON'T have slow, we can move. if (hasIntrinsic(INTRINSIC_SLOW)) skipthismove = true; break; case NUM_PHASES: UT_ASSERT(!"Invalid phase!"); break; } return !skipthismove; } bool MOB::doMovePrequel() { if (!validMovePhase(speed_getphase())) return false; // Check for paralysis: if (hasIntrinsic(INTRINSIC_PARALYSED)) { if (!hasIntrinsic(INTRINSIC_FREEDOM)) { // Sit here and do nothing... // We don't want to spam the avatar as it is annoying. // IN any case, it is in the status bar! if (!isAvatar()) { formatAndReport("%U paralysed."); } return false; } else { // People with freedom have paralysis instantly cured. clearIntrinsic(INTRINSIC_PARALYSED); } } // Check to see if we are sleeping. if (hasIntrinsic(INTRINSIC_ASLEEP)) { if (!hasIntrinsic(INTRINSIC_RESISTSLEEP)) { // TODO: Check for any wakeup notifiers! // Snore. Do not snore if one doesn't breath. if (!hasIntrinsic(INTRINSIC_NOBREATH) && !rand_choice(10)) { formatAndReport("%U ."); } return false; } else { // Sleepers with resist sleep instantly awake. clearIntrinsic(INTRINSIC_ASLEEP); } } // Check if starving and auto forage 2% of time if (isAvatar() && getHungerLevel() <= HUNGER_STARVING && !hasSkill(SKILL_ENDUREHUNGER) && rand_chance(2)) { const char *msg[] = { "%U lichen from the wall and it.", "%U a soft-looking rock to eat.", "%U and up an unidentified piece of offal.", "%U and to the growling of %r stomach.", "%U up a fat grub and on it happily.", 0 }; formatAndReport(rand_string(msg)); // We lose this turn return false; } return true; } bool MOB::meltRocksCBStatic(int x, int y, bool final, void *data) { MOBREF *mobref = (MOBREF *) data; if (final) return false; SQUARE_NAMES old = glbCurLevel->getTile(x, y); if (!glb_squaredefs[old].invulnerable) { // If the square is a ladder, we don't want to melt rocks. glbCurLevel->setTile(x, y, SQUARE_LAVA); glbCurLevel->setFlag(x, y, SQUAREFLAG_LIT); glbCurLevel->dropItems(x, y, mobref->getMob()); } return true; } bool MOB::areaAttackCBStatic(int x, int y, bool final, void *data) { MOB *mob; MOBREF *srcmobref; bool hit = false; srcmobref = (MOBREF *) data; if (final) return false; ATTACK_NAMES attack = ourEffectAttack; mob = glbCurLevel->getMob(x, y); if (mob) { mob->receiveAttack(attack, srcmobref->getMob(), 0, 0, ATTACKSTYLE_SPELL, &hit); } // If it was cold or fire, do the right thing. if (glb_attackdefs[attack].element == ELEMENT_FIRE) { glbCurLevel->burnSquare(x, y, srcmobref->getMob()); } if (glb_attackdefs[attack].element == ELEMENT_COLD) { glbCurLevel->freezeSquare(x, y, srcmobref->getMob()); } // Might be tempted to do just shock, but what of less // powerful shocks, ala spark? Do I care? // Answer is to report the amount of damage done so we // can get a fair estimate. if (glb_attackdefs[attack].element == ELEMENT_SHOCK) { glbCurLevel->electrifySquare(x, y, rand_dice(glb_attackdefs[attack].damage), srcmobref->getMob()); } if (hit && glb_attackdefs[attack].stopathit) { return false; } // Continue the breath attack... return true; } bool MOB::searchSquare(int x, int y, bool isaction) { SQUARE_NAMES tile; BUF buf; int findchance; tile = glbCurLevel->getTile(x, y); findchance = glb_squaredefs[tile].findchance; // Half chance to find in the dark. // Note that searching by walking on the square doesn't get // the penalty - people walking in the dark are as likely to set // off a trap door as those walking in the light. (If anything, // we may want to reverse this!) if (isaction && !glbCurLevel->isLit(x, y)) { // Decrease find chance. findchance = (findchance + 1) / 2; } // First, determine if this was a secret square. If so, // the secret is up! if (glb_squaredefs[tile].hiddensquare != SQUARE_EMPTY && (rand_chance(findchance) || hasIntrinsic(INTRINSIC_SKILL_SEARCH))) { tile = (SQUARE_NAMES) glb_squaredefs[tile].hiddensquare; // Grant piety. pietyFindSecret(); buf = formatToString("%U %B1.", this, 0, 0, 0, glb_squaredefs[tile].description, 0); reportMessage(buf); glbCurLevel->setTile(x, y, tile); glbCurLevel->dropItems(x, y, this); // Warning: This may kill this! glbCurLevel->dropMobs(x, y, true, this, true); return true; // Found something. } return false; // Nothing to find. } bool MOB::canCastSpell(SPELL_NAMES spell) { if (!hasIntrinsic((INTRINSIC_NAMES) glb_spelldefs[spell].intrinsic)) return false; if (hasIntrinsic(INTRINSIC_AMNESIA)) return false; if (myMP < glb_spelldefs[spell].mpcost) return false; if (myHP <= glb_spelldefs[spell].hpcost) return false; if (myExp < glb_spelldefs[spell].xpcost) return false; return true; } static void testability(int &ability, int &total, int threshold, int value) { if (threshold) { // Actually test against this requirement. total++; if (value >= threshold) ability += 256; else { // Always round down so exactly equal only occurs when // everything is fulfilled. ability += (value*256) / threshold; } } } int MOB::spellCastability(SPELL_NAMES spell) { if (!hasIntrinsic((INTRINSIC_NAMES) glb_spelldefs[spell].intrinsic)) return 0; if (hasIntrinsic(INTRINSIC_AMNESIA)) return 0; int total = 0; int ability = 0; testability(ability, total, glb_spelldefs[spell].mpcost, myMP); testability(ability, total, glb_spelldefs[spell].hpcost, myHP); testability(ability, total, glb_spelldefs[spell].xpcost, myExp); if (total == 0) { // A spell with no requirements is always castable! return 256; } return ability / total; } HUNGER_NAMES MOB::getHungerLevel() const { HUNGER_NAMES hunger; FOREACH_HUNGER(hunger) { if (myFoodLevel < glb_hungerdefs[hunger].foodlevel) break; } hunger = (HUNGER_NAMES) (hunger-1); // If we can't eat anything, we can't starve. if (!glb_mobdefs[myDefinition].edible || !*glb_mobdefs[myDefinition].edible) return HUNGER_NORMAL; return hunger; } void MOB::starve(int foodvalue) { UT_ASSERT(foodvalue >= 0); // If we can't eat anything, we can't starve. if (!glb_mobdefs[myDefinition].edible || !*glb_mobdefs[myDefinition].edible) return; if (foodvalue < myFoodLevel) myFoodLevel -= foodvalue; else myFoodLevel = 0; } void MOB::feed(int foodvalue) { UT_ASSERT(foodvalue >= 0); // Maximum food value of 10,000. As you can't eat // past full (2500) this should be pretty safe. if (foodvalue + myFoodLevel > 10000) { myFoodLevel = 10000; } else { myFoodLevel += foodvalue; } } void MOB::systemshock() { // Apply system shock: The base types max hit points are damaged // as a result of the pain. int newmax; newmax = getMaxHP(); // Lose 10%. newmax -= (newmax+9) / 10; if (newmax < 1) newmax = 1; // C++'s private definitions are meaningless if I can do crap // like this :> myMaxHP = newmax; if (getHP() > getMaxHP()) setMaximalHP(); // Let people be warned of the effect! formatAndReport("%U a little dead inside."); } int MOB::getWeaponSkillLevel(const ITEM *weapon, ATTACKSTYLE_NAMES attackstyle) const { // Non-avatar are exempt from this. // They get maximum skill. if (!isAvatar()) return 2; // Determine if we have the attack skill. SKILL_NAMES attackskill; const ATTACK_DEF *attack; int skilllevel = 0; bool misused = false; if (weapon) { attack = 0; if (attackstyle == ATTACKSTYLE_MELEE) { attack = weapon->getAttack(); } else if (attackstyle == ATTACKSTYLE_THROWN) { attack = weapon->getThrownAttack(); } if (attack == &glb_attackdefs[ATTACK_MISUSED] || attack == &glb_attackdefs[ATTACK_MISUSED_BUTWEAPON] || attack == &glb_attackdefs[ATTACK_MISTHROWN]) misused = true; attackskill = weapon->getAttackSkill(); if (misused) attackskill = SKILL_WEAPON_IMPROVISE; if (hasSkill(attackskill)) skilllevel++; if (!misused && hasSkill(weapon->getSpecialSkill())) skilllevel++; } // Switch on the attack style. switch (attackstyle) { case ATTACKSTYLE_MELEE: if (weapon) { switch (weapon->getSize()) { case SIZE_TINY: case SIZE_SMALL: if (hasSkill(SKILL_WEAPON_SMALL)) skilllevel++; break; case SIZE_MEDIUM: if (hasSkill(SKILL_WEAPON_MEDIUM)) skilllevel++; break; case SIZE_LARGE: if (hasSkill(SKILL_WEAPON_LARGE)) skilllevel++; break; default: // No adjustment, as no skills for these weapons. break; } } break; case ATTACKSTYLE_THROWN: if (hasSkill(SKILL_WEAPON_RANGED)) skilllevel++; break; default: // It is assumed we are skilled with magic attacks, etc. skilllevel++; break; } return skilllevel; } int MOB::getArmourSkillLevel(const ITEM *armour) const { // Determine what skill we have. // Creatures always get maximum skill if (!isAvatar()) return 2; int skilllevel = 0; if (armour) { // Switch base on type of armour if (armour->isHelmet()) skilllevel += hasSkill(SKILL_ARMOUR_HELMET); if (armour->isJacket()) skilllevel += hasSkill(SKILL_ARMOUR_BODY); if (armour->isShield()) skilllevel += hasSkill(SKILL_ARMOUR_SHIELD); if (armour->isBoots()) skilllevel += hasSkill(SKILL_ARMOUR_BOOTS); // Switch based on material of armour. switch (armour->getMaterial()) { case MATERIAL_CLOTH: case MATERIAL_PAPER: skilllevel += hasSkill(SKILL_ARMOUR_CLOTH); break; case MATERIAL_LEATHER: case MATERIAL_WOOD: skilllevel += hasSkill(SKILL_ARMOUR_LEATHER); break; case MATERIAL_IRON: skilllevel += hasSkill(SKILL_ARMOUR_IRON); break; case MATERIAL_GOLD: case MATERIAL_GLASS: case MATERIAL_MITHRIL: case MATERIAL_SILVER: case MATERIAL_STONE: case MATERIAL_FLESH: skilllevel += hasSkill(SKILL_ARMOUR_EXOTIC); break; case MATERIAL_ETHEREAL: case MATERIAL_WATER: case MATERIAL_NONE: case NUM_MATERIALS: // No skills let you use this. break; } } return skilllevel; } void MOB::noteAttacker(MOB *src) { if (!src) return; // Don't hate self. (This is technically covered by // hasCommonMaster, but it is better safe than sorry - nothing // is more embarrasing than suicidal mobs.) if (src == this) return; // This is likely friendly fire. if (hasCommonMaster(src)) { // TODO: Weaken our bonds! return; } setAITarget(src); if (glb_aidefs[getAI()].markattackpos) { myAIState &= ~AI_LAST_HIT_LOC; myAIState |= src->getX() + src->getY() * MAP_WIDTH; } } bool MOB::receiveAttack(ATTACK_NAMES attack, MOB *src, ITEM *weapon, ITEM *launcher, ATTACKSTYLE_NAMES style, bool *didhit, int multiplierbonus) { return receiveAttack(&glb_attackdefs[attack], src, weapon, launcher, style, didhit, multiplierbonus); } bool MOB::receiveAttack(const ATTACK_DEF *attack, MOB *src, ITEM *weapon, ITEM *launcher, ATTACKSTYLE_NAMES style, bool *didhit, int multiplierbonus) { // Determine if it hit... int hitroll; // Raw d20. int multiplier = 1 + multiplierbonus; int modifier; int acroll; int attackroll; bool lived; int damage_reduction = 0; int skilllevel; bool forcehit = false; bool forcemiss = false; bool abletomove; if (isAvatar()) { // An attempt to hit us will also break the autorun even // if it fails. if (glbAutoRunEnabled) formatAndReport("%U over concerns for your safety."); glbAutoRunEnabled = false; } // Before we get angered, we check with piety. This way // we can detect attacks on friendlies. if (src && src->isAvatar() && src != this) { src->pietyAttack(this, attack, style); } // Someone attacked us! We will make it our target if it exists! noteAttacker(src); // Assign all the noises. // Defender always noises their shield. // Attacker always noises their weapon. // If no weapon, we use the attacker's base noise level (A bit of // hack... Perhaps should use attack's noise level?) makeEquipNoise(ITEMSLOT_LHAND); if (src) { if (weapon) src->makeNoise(weapon->getNoiseLevel()); else src->makeNoise(glb_mobdefs[src->getDefinition()].noise); } // // Summary of To Hit Calculation // // We start with a hitroll = 1..20 // 1 is crit miss, 20 crit threat. // We have an attack bonus (Phys or Magic level), which is 1..20 // depending on how advanced the character is. // This modifier is rolled against depending on skilllevel // Weapon enchantment is added (0..7), this is rolled against // skilllevel. // Target Invisible [0,-4] // Target natural foe [0, 4] // Ranged attack from trees, [0,4] // -10 is added to allow AC 0 to represent 50% hit chance. // Attack Roll is thus: // (1..20) + (1..20]) + (0..7) + [0,-4] + [0,4] + [0,4] - 10 // (() marks a random range, [] a fixed range dependent on some factor.) // AC is calculated // AC is the rolled natural ac (0..20) (Turtleoids go to 40!) // The worn AC of the specific body part // This is the items base AC [0..10] // Worn AC is adjusted by enchantment [0..5] // And again by skilllevel [0..2] // AC adds the rolled worn AC (0..17) // The two are then combined using 1/3rd semantic: // AC = max(nat, worn) + min(nat, worn) / 3. // Usually, we have one system or the other, so have // AC = (0..20) // We then compare the two: // if (attack_roll - 10 >= ac_roll) then hit occurs. // This is: // (1..20) + (0..[0..20]) + [0..7] - 10 >= (0..20) // First, we determine those cases where the attacker is guaranteed // to hit. forcehit = attack->alwayshit; if (src && weapon && (style == ATTACKSTYLE_THROWN)) { // Check for true aim ability. if (weapon->defn().specialskill == SKILL_WEAPON_TRUEAIM) { if (src->hasSkill(SKILL_WEAPON_TRUEAIM)) forcehit = true; } } // Next, if they are guaranteed to miss. Missing always takes // precedence. if (src && src->hasIntrinsic(INTRINSIC_OFFBALANCE) && (style == ATTACKSTYLE_THROWN || style == ATTACKSTYLE_MELEE)) { // Off balance creatures will always miss forcemiss = true; } hitroll = rand_range(1, 20); // Check for guaranteed misses or criticals.... if (forcemiss || (hitroll == 1 && !forcehit)) { // Critical miss. if (src) src->formatAndReport("%U completely !"); else reportMessage("It completely misses!"); return true; } if (src) { modifier = src->getAttackBonus(attack, style); // Determine skill level with this weapon and this style. skilllevel = src->getWeaponSkillLevel(weapon, style); } else { modifier = 0; skilllevel = 2; // Non-sourced match monsters for behaviour. } // The base modifier gets a skilllevel bonus so level 1 people // get a substantial boost for learning their weapons. modifier += skilllevel; // If there is an attacking weapon, its enchantment becomes // a modifier. // We roll these against skill level as well. if (weapon) modifier += weapon->getEnchantment(); if (weapon && launcher) modifier += launcher->getEnchantment(); // We roll against skill level once for total modifier // rather than once per bonus, this will minimize the effectiveness // of the bonus - ie, +1 enchant is just as useful as +1 physical // level. modifier = rand_roll(modifier, skilllevel - 1); // If we are invisible, and the source exists, and it cannot see // invisible, we get a negative modifier of -4. if (src) { if (!src->canSense(this)) { modifier -= 4; } // If we are the natural foe of the attacker, +4 if (src->defn().naturalfoe == defn().mobtype) { modifier += 4; } // If we are attacked by someone in a tree at range, // opposite effect. if (style == ATTACKSTYLE_THROWN && src->hasIntrinsic(INTRINSIC_INTREE) && !hasIntrinsic(INTRINSIC_INTREE)) { modifier += 4; } } attackroll = hitroll + modifier - 10; acroll = rollAC(src); if (hitroll == 20) { int threatroll; // We now have a critical threat. We check to see if we hit // a second time. threatroll = rand_range(1, 20); attackroll = threatroll + modifier - 10; if (threatroll == 20 || (threatroll != 1 && (attackroll >= acroll)) ) { multiplier++; } } else { if (attackroll < acroll && !forcehit) { // A miss... if (src) { // Cannot use M:miss trick as then reflexive is handled // backwards. Maybe reflexive should analyse verb // to find direction? BUF buf = formatToString("%U %MU.", src, 0, this, 0); reportMessage(buf); } else if (weapon) formatAndReport("%IU %U.", weapon); else formatAndReport("It misses %U."); return true; } } // Figure out damage reduction. // We know, other than crits, that attackroll >= acroll. // However, a high acroll should reduce end damage somewhat. // Nethack style damage reduction. Unlike nethack, this // primarily helps the monsters :> if (acroll > 10) damage_reduction = acroll - 10; // We may have a hit. Check for other special skills. // Obviously all these skills require that we can actually move :> // if we can dodge, we get a flat 10% dodge chance. abletomove = false; if (!hasIntrinsic(INTRINSIC_ASLEEP) && (!hasIntrinsic(INTRINSIC_PARALYSED) || hasIntrinsic(INTRINSIC_FREEDOM))) { abletomove = true; // Check for dodging: Flat 10%. if (!forcehit && hasSkill(SKILL_DODGE) && skillProc(SKILL_DODGE)) { const char *dodgelist[] = { "dodge", "sidestep", "evade", 0 }; BUF weapname; BUF buf; if (weapon) weapname = weapon->getName(false); else weapname.reference("attack"); if (src) buf = formatToString("%U <%B1> %MR %B2.", this, 0, src, 0, rand_string(dodgelist), weapname.buffer()); else buf = formatToString("%U <%B1> its %B2.", this, 0, 0, 0, rand_string(dodgelist), weapname.buffer()); reportMessage(buf); return true; } // Check for moving target: 20% if moved last turn. if (!forcehit && (style == ATTACKSTYLE_THROWN || style == ATTACKSTYLE_SPELL || style == ATTACKSTYLE_WAND) && hasMovedLastTurn() && hasSkill(SKILL_MOVINGTARGET) && skillProc(SKILL_MOVINGTARGET)) { // Phew! Wonder if anyone will do this? // Yep, I've seen this in practice :> const char *dodgelist[] = { "avoid", "duck under", "roll clear of", 0 }; BUF weapname; BUF buf; if (weapon) weapname = weapon->getName(false); else weapname.reference("attack"); if (src) buf = formatToString("%U <%B1> %MR %B2.", this, 0, src, 0, rand_string(dodgelist), weapname.buffer()); else buf = formatToString("%U <%B1> its %B2.", this, 0, 0, 0, rand_string(dodgelist), weapname.buffer()); reportMessage(buf); return true; } // Check for parry. if (!forcehit && hasSkill(SKILL_WEAPON_PARRY)) { // Check if we actually have valid weapons. ITEM *myweapon; int slot; for (slot = ITEMSLOT_RHAND; slot <= ITEMSLOT_LHAND; slot++) { myweapon = getEquippedItem((ITEMSLOT_NAMES)slot); if (!myweapon) continue; if (myweapon->getSpecialSkill() != SKILL_WEAPON_PARRY) continue; // This is a parriable weapon.. // Check if this is off hand. if (slot == ITEMSLOT_LHAND) { // One must have two weapon skill and pass // the two weapon test. if (!rand_chance(getSecondWeaponChance())) continue; } // Flat 10% parry chance. if (skillProc(SKILL_WEAPON_PARRY)) { const char *parrylist[] = { "block", "parry", "deflect", 0 }; BUF weapname, myweapname; BUF buf; myweapname = myweapon->getName(false); if (weapon) weapname = weapon->getName(false); else weapname.reference("attack"); if (src) buf = formatToString("%U <%B1> %MR %B2 with %r %B3.", this, 0, src, 0, rand_string(parrylist), weapname.buffer(), myweapname.buffer()); else buf = formatToString("%U <%B1> its %B2 with %r %B3.", this, 0, 0, 0, rand_string(parrylist), weapname.buffer(), myweapname.buffer()); reportMessage(buf); return true; } } } } if (didhit) *didhit = true; lived = receiveDamage(attack, src, weapon, launcher, style, multiplier, damage_reduction); if (lived && weapon) { weapon->applyPoison(src, this); } // We only trigger reflex attacks on melee attacks. if (lived && src && (style == ATTACKSTYLE_MELEE)) { ATTACK_NAMES reflex_attack; reflex_attack = (ATTACK_NAMES) defn().reflex_attack; // Successful attack, get the reflex... if (reflex_attack != ATTACK_NONE) { if (rand_chance(defn().reflex_chance)) { // We do NOT go to receiveAttack here, as we will // get infinite loop. Further, the damage is not // based on to-hit, but rather a flat chance. // Thus, we go straight to receive damage. src->receiveDamage(reflex_attack, this, 0, 0, ATTACKSTYLE_MELEE); } } else if (abletomove) { // Still a chance that we'll decide to riposte the attack. if (hasSkill(SKILL_WEAPON_RIPOSTE)) { // Check if we actually have valid weapons. ITEM *myweapon; int slot; for (slot = ITEMSLOT_RHAND; slot <= ITEMSLOT_LHAND; slot++) { myweapon = getEquippedItem((ITEMSLOT_NAMES)slot); if (!myweapon) continue; if (myweapon->getSpecialSkill() != SKILL_WEAPON_RIPOSTE) continue; // This is a parriable weapon.. // Check if this is off hand. if (slot == ITEMSLOT_LHAND) { // One must have two weapon skill and pass // the two weapon test. if (!rand_chance(getSecondWeaponChance())) continue; } // Flat 10% riposte chance. If you succeed at riposte, // you always do damage without triggering the attackers // reflex. This avoids infinite loops and ensures that // riposte isn't a bad thing. // Well, I guess worshipers of Tlosh may be upset at // losing piety for a melee kill. if (skillProc(SKILL_WEAPON_RIPOSTE)) { const char *ripostelist[] = { "riposte", "counterstrike", "counterattack", 0 }; BUF weapname, myweapname; if (weapon) weapname = weapon->getName(false); else weapname.reference("attack"); myweapname = myweapon->getName(false); BUF buf; if (src) buf = formatToString("%U <%B1> %MR %B2 with %r %B3.", this, 0, src, 0, rand_string(ripostelist), weapname.buffer(), myweapname.buffer()); else buf = formatToString("%U <%B1> its %B2 with %r %B3.", this, 0, 0, 0, rand_string(ripostelist), weapname.buffer(), myweapname.buffer()); reportMessage(buf); // Actually apply riposte effect. src->receiveDamage(myweapon->getAttack(), this, 0, 0, ATTACKSTYLE_MELEE); return lived; } } } } } return lived; } bool MOB::receiveDamage(ATTACK_NAMES attack, MOB *src, ITEM *weapon, ITEM *launcher, ATTACKSTYLE_NAMES style, int initialmultiplier, int initialdamagereduction) { return receiveDamage(&glb_attackdefs[attack], src, weapon, launcher, style, initialmultiplier, initialdamagereduction); } bool MOB::receiveDamage(const ATTACK_DEF *attack, MOB *src, ITEM *weapon, ITEM *launcher, ATTACKSTYLE_NAMES style, int initialmultiplier, int initialdamagereduction) { const char *verb; ELEMENT_NAMES element; int multiplier = initialmultiplier; ATTACK_NAMES attackname; int damage_reduction = initialdamagereduction; bool silversafe = false; bool goldsafe = false; if (isAvatar()) { // Being damaged will always break the auto run. if (glbAutoRunEnabled) formatAndReport("%U over concerns for your well-being."); glbAutoRunEnabled = false; } // TODO: Add innate damage reduction // Roll against damage reduction. // We want a possibility of 0! if (damage_reduction) damage_reduction = rand_roll(damage_reduction + 1, -1) - 1; // Someone attacked us! We will make it our target if it exists! // This covers cases where people damage is "less" intentionally, // ie: zapping wands, reading scrolls, etc. noteAttacker(src); verb = attack->verb; // We may have a critical already... if (multiplier > 1) verb = "crush"; element = (ELEMENT_NAMES) attack->element; // Check elemental resistance or vulnerability. switch (element) { case ELEMENT_FIRE: if (hasIntrinsic(INTRINSIC_RESISTFIRE)) multiplier = 0; if (hasIntrinsic(INTRINSIC_VULNFIRE)) multiplier++; break; case ELEMENT_COLD: if (hasIntrinsic(INTRINSIC_RESISTCOLD)) multiplier = 0; if (hasIntrinsic(INTRINSIC_VULNCOLD)) multiplier++; break; case ELEMENT_ACID: if (hasIntrinsic(INTRINSIC_RESISTACID)) multiplier = 0; if (hasIntrinsic(INTRINSIC_VULNACID)) multiplier++; // In any case, we lose our stoning when we take this // sort of damage. clearIntrinsic(INTRINSIC_STONING); break; case ELEMENT_SHOCK: if (hasIntrinsic(INTRINSIC_RESISTSHOCK)) multiplier = 0; if (hasIntrinsic(INTRINSIC_VULNSHOCK)) multiplier++; break; case ELEMENT_LIGHT: // Blind people obviously don't care about light... if (hasIntrinsic(INTRINSIC_BLIND)) multiplier = 0; // Sleeping people are blind. if (hasIntrinsic(INTRINSIC_ASLEEP)) multiplier = 0; break; case ELEMENT_PHYSICAL: if (hasIntrinsic(INTRINSIC_RESISTPHYSICAL)) multiplier = 0; if (hasIntrinsic(INTRINSIC_VULNPHYSICAL)) multiplier++; break; case ELEMENT_DEATH: // The undead get free resistance // Or should this be death resistance? if (glb_mobdefs[myDefinition].mobtype == MOBTYPE_UNDEAD || glb_mobdefs[myDefinition].mobtype == MOBTYPE_DAEMON) multiplier = 0; if (hasIntrinsic(INTRINSIC_DRESSED_NECROMANCER)) multiplier = 0; // You look too cool to die. break; case ELEMENT_POISON: case ELEMENT_REFLECTIVITY: case NUM_ELEMENTS: // Unknown element.. UT_ASSERT(!"Unhandled ELEMENT!"); break; } // Check if it has a vulnerability to the material... if (hasIntrinsic(INTRINSIC_VULNSILVER)) { if (weapon && weapon->getMaterial() == MATERIAL_SILVER) { multiplier++; verb = "sear"; silversafe = true; } // Creatures made of silver that engage in melee do silver // damage. if (!weapon && src && (style == ATTACKSTYLE_MELEE) && (src->getMaterial() == MATERIAL_SILVER)) { multiplier++; verb = "sear"; } } if (hasIntrinsic(INTRINSIC_GOLDALLERGY)) { if (weapon && weapon->getMaterial() == MATERIAL_GOLD) { multiplier++; verb = "sear"; goldsafe = true; } // Creatures made of gold that engage in melee do gold // damage. if (!weapon && src && (style == ATTACKSTYLE_MELEE) && (src->getMaterial() == MATERIAL_GOLD)) { multiplier++; verb = "sear"; } } // Check if we are to damage silver weapons if (!silversafe && weapon && weapon->getMaterial() == MATERIAL_SILVER && (style == ATTACKSTYLE_MELEE || style == ATTACKSTYLE_THROWN) && !weapon->isArtifact()) { if (rand_chance(1)) { if (src) src->formatAndReport("%R %Iu .", weapon); else formatAndReport("%Iu .", weapon); weapon->enchant(-1); } } // Check if we are to damage gold weapons if (!goldsafe && weapon && weapon->getMaterial() == MATERIAL_GOLD && (style == ATTACKSTYLE_MELEE || style == ATTACKSTYLE_THROWN) && !weapon->isArtifact()) { // Gold is a lot more malleable if (rand_chance(10)) { if (src) src->formatAndReport("%R %Iu .", weapon); else formatAndReport("%Iu .", weapon); weapon->enchant(-1); } } // Earth elementals take extra damage from anyone who can // dig // Provided, of course, it is a melee attack. if (getDefinition() == MOB_EARTHELEMENTAL && ((weapon && weapon->hasIntrinsic(INTRINSIC_DIG)) || (!weapon && src && src->hasIntrinsic(INTRINSIC_DIG) && (style == ATTACKSTYLE_MELEE)))) { multiplier++; verb = "disintegrate"; } // Check to see if damage was resisted. If so, we want the // attacker to make a note of it. Notice that vuln to silver may // cause one to think that someone can't resist fire - this is intended. // (Silver wands of fire are great against he who cannot be spelled // properly) if (!multiplier && src) { src->aiNoteThatTargetCanResist(this, element); } // Apply damage... int damage; damage = rand_dice(attack->damage, multiplier); // If it came from a weapon, the weapon's enchantment is added // in. Note this DOES include the multiplier! // We only add the bonus to the base attack to avoid double-dipping // with flaming swords and what not. // We also roll against the total enchantment to effectively // cap barbarian bonuses. int enchantbonus = 0; if (attack->sameattack == ATTACK_NONE) { if (weapon) enchantbonus += weapon->getEnchantment() * multiplier; if (weapon && launcher) enchantbonus += launcher->getEnchantment() * multiplier; // If there is a multiplier, we boost the re-rolls. enchantbonus = rand_roll(enchantbonus, multiplier-1); } damage += enchantbonus; // Apply damage reduction. This is not allowed to // set the damage to 0. (Or should it?) if (damage > 0) { damage -= damage_reduction; if (damage <= 0) damage = 1; } else { // Damage is not greater than zero. It could, however, // be less than zero. We don't want damage attacks to // heal people! damage = 0; } if (damage == 0) { BUF buf; // The attack did no damage. Likely resistance, should // give feedback so loser doesn't keep acting. if (src) formatAndReport("%U %MR attack.", src); else if (weapon) formatAndReport("%U %IR attack.", weapon); else formatAndReport("%U its attack."); } else { BUF buf; if (attack->eat > 0 && src) { if (!isBloodless()) { src->feed(attack->eat); } } // Regular attack. if (src) buf = formatToString("%U <%B1> %MU", src, 0, this, 0, verb, 0); else if (weapon) buf = formatToString("%U <%B1> %MU", 0, weapon, this, 0, verb, 0); else { buf = formatToString("%p <%B1> %MU", 0, 0, this, 0, verb, 0); } if (damage > 10) buf.append('!'); else buf.append('.'); reportMessage(buf); } // Test for explosion... if (attack->explode_chance && rand_chance(attack->explode_chance)) { // TODO: This is improper conjugation! formatAndReport("%B1 explodes!", attack->explode_name); // Create the relevant smoke. if (attack->explode_smoke != SMOKE_NONE) { int dx, dy; SMOKE_NAMES smoke = (SMOKE_NAMES) attack->explode_smoke; for (dy = -1; dy <= 1; dy++) for (dx = -1; dx <= 1; dx++) if (glbCurLevel->canMove(getX()+dx, getY()+dy, MOVE_STD_FLY)) glbCurLevel->setSmoke(getX()+dx, getY()+dy, smoke, src); } // Inflict the proper attacks... // Do not reply apply to this, or we may kill ourselves. if (src && attack->explode_attack != ATTACK_NONE) { ATTACK_NAMES oldeffect; MOBREF myself; MOBREF srcref; myself.setMob(this); srcref.setMob(src); oldeffect = ourEffectAttack; ourEffectAttack = (ATTACK_NAMES) attack->explode_attack; glbCurLevel->fireBall(getX(), getY(), 1, true, areaAttackCBStatic, &srcref); ourEffectAttack = oldeffect; // Check to see if we are still alive! If not, we want // to return early. if (!myself.getMob() || myself.getMob() != this || myself.getMob()->hasIntrinsic(INTRINSIC_DEAD)) { return false; } } } // TODO: Should we do this even if no damage? if (damage) { // Chance to wake up as a result of being hit. Check before // inflictable in case this is a sleep attack. // Only get woken up 1 in 10 for 1 damage, additional 10% // for each more damage, to guarantee wake up with 10 damage. if (hasIntrinsic(INTRINSIC_ASLEEP)) { int noisethreshold = 10; if (hasIntrinsic(INTRINSIC_TIRED)) noisethreshold = 20; if (rand_choice(noisethreshold) < damage) { // Notification done automatically. clearIntrinsic(INTRINSIC_ASLEEP); } } // Check for inflictable intrinsic... if (attack->inflict_intrinsic != INTRINSIC_NONE) { if (rand_chance(attack->inflict_chance)) { if (!hasIntrinsic((INTRINSIC_NAMES) attack->inflict_resistance) && (!src || !src->hasIntrinsic((INTRINSIC_NAMES) attack->inflict_negate))) { setTimedIntrinsic(src, (INTRINSIC_NAMES) attack->inflict_intrinsic, rand_dice(attack->inflict_duration)); } } } // If the attack uses the light element, it will cause // blindness. if (element == ELEMENT_LIGHT) { // We cap this at 6 to prevent stupidly long blindness // (and also the nerfing of light weapons) setTimedIntrinsic(src, INTRINSIC_BLIND, (damage < 6) ? damage : 6); } // Decrement the weapon's charges to reflect the hit. if (weapon && src) { // Only use charges in melee combat, not in ranged combat // such as by zapping the rapier. if (weapon->getDefinition() == ITEM_LIGHTNINGRAPIER && style == ATTACKSTYLE_MELEE) { weapon->useCharge(); if (!weapon->getCharges()) { src->formatAndReport("%R %Iu down.", weapon); weapon->setDefinition(ITEM_RAPIER); src->rebuildAppearance(); } else { // Quicken! src->setTimedIntrinsic(src, INTRINSIC_QUICK, 2); } } } } myHP -= damage; if (myHP <= 0) { bool madecorpse = false; // Determine if the creature actually dies. They may have life // saving... if (attemptLifeSaving("%U !")) { // Proceed to the next attack. (Which will hopefuly // finish the job in a suitably ironic manner :>) goto nextattack; } // Determine if they can recover through polymorph... if (myBaseType.getMob()) { // However, if they are unchanging, the unpolymorph // will fail, so they should die anyways. if (hasIntrinsic(INTRINSIC_UNCHANGING)) { formatAndReport("%U violently."); } else { // Unpolymorph with system shock. actionUnPolymorph(false, true); // this is now deleted, so return false! return false; } } // Getting here implies that the creature will truly die. const char *deathlist; const char *deathmsg; deathlist = glb_deathmsgdefs[ glb_mobdefs[getDefinition()].deathmsg].msglist; deathmsg = glb_deathmsg_msgdefs[ (u8) deathlist[rand_choice(strlen(deathlist))]].msg; formatAndReport(deathmsg); // If a possessed creature dies, release the possession // with system shock if (hasIntrinsic(INTRINSIC_POSSESSED)) { actionReleasePossession(true); } // Create an item from this dude and dump on the level... madecorpse = rand_chance(defn().corpsechance); // If the dead creature is a familiar we always leave a corpse // to give you the chance to resurrect your pet. // We only do this if there is a non-zero corpse chance // to avoid corpse generation of impossible monsters if (hasIntrinsic(INTRINSIC_FAMILIAR) && defn().corpsechance) { // Writing this while travelling 890km/h in a westerly // direction. Thankfully the new 777s have a normal power // output so I should not have to run out of power on // this 13 hour flight. The p1610 has good battery power, // but not that good! madecorpse = true; } // See if the attacker has the clean kill ability and this was // a melee kill. In that case, we increase the odds of a corpse. if (!madecorpse && defn().corpsechance && style == ATTACKSTYLE_MELEE && src && src->hasSkill(SKILL_CLEANKILL)) { // Re-roll our chance. madecorpse = rand_chance(defn().corpsechance); } // Summoned critters never leave corpses. // Summoned creatures that become familiars likewise leave not // a corpse. if (hasIntrinsic(INTRINSIC_SUMMONED)) madecorpse = false; // Tell the world we were slain. triggerAsDeath(attack, src, weapon, madecorpse); // Find the worst poison that we have so we can apply it // to the corpse. POISON_NAMES worstpoison = POISON_NONE; { int i; for (i = POISON_NONE; i < NUM_POISONS; i++) { if (glb_poisondefs[i].intrinsic != INTRINSIC_NONE) { if (hasIntrinsic((INTRINSIC_NAMES) glb_poisondefs[i].intrinsic)) { worstpoison = (POISON_NAMES) i; } } } } // Clear their death intrinsics so if they are ressed, they // don't keep burning... // We want to do this AFTER the victory screen, or the // death intrinsics won't be listed. clearDeathIntrinsics(true); glbCurLevel->unregisterMob(this); ITEM *cur; bool isbelowgrade; // We wish to track if the resulting items should be put // underground. isbelowgrade = hasIntrinsic(INTRINSIC_INPIT) || hasIntrinsic(INTRINSIC_SUBMERGED); // Drop our inventory on this square... while ((cur = myInventory)) { // We manually drop the item for efficiency. myInventory = cur->getNext(); cur->setNext(0); cur->markBelowGrade(isbelowgrade); // Because we want the grade of the item to be used // we set ignoregrade. This seems entirely backwards // but I'm sure I had a good reason for calling it that. glbCurLevel->acquireItem(cur, getX(), getY(), 0, 0, true); } // Grant experience to the slayer. // ExpLevel is considered differently from hit die as it reflects // the full challenge of the critter. // DO NOT reward experience for suiciding! // (I once gained a level by dying :>) // We do not get experience for offing allies if (src && src != this) { if (!hasCommonMaster(src)) src->receiveDeathExp(myExpLevel); // Grant piety for killing: src->pietyKill(this, style); } // If we created a corpse, the corpse tracks us and thus // will delete this. Otherwise, we better clean up. if (madecorpse) { // We also want to set the dead intrinsic so those // following old mobrefs will correctly determine our state. setIntrinsic(INTRINSIC_DEAD); // Note that acquiring a corpse on a square may delete the // mob, ie: if it falls into a pool of acid. // That is why we had to set the dead intrinsic first. cur = ITEM::createCorpse(this); cur->markBelowGrade(isbelowgrade); // Make the object poisoned. if (worstpoison != POISON_NONE) cur->makePoisoned(worstpoison, 1); // Mark ignore grade so we end up where we died. glbCurLevel->acquireItem(cur, getX(), getY(), 0, 0, true); } else { delete this; } // In any case, the mob is removed from the map list so // is deleted in the eyes of the caller. return false; } nextattack: attackname = (ATTACK_NAMES) attack->sameattack; if (attackname != ATTACK_NONE) return receiveDamage(attackname, src, weapon, launcher, style, initialmultiplier, initialdamagereduction); return true; } void MOB::clearDeathIntrinsics(bool silent) { // Remove all intrinsics that have clearondeath set... INTRINSIC_NAMES intrinsic; for (intrinsic = INTRINSIC_NONE; intrinsic < NUM_INTRINSICS; intrinsic = (INTRINSIC_NAMES) (intrinsic+1)) { if (glb_intrinsicdefs[intrinsic].clearondeath) { clearIntrinsic(intrinsic, silent); } } } void MOB::receiveDeathExp(int explevel) { float basic; float newbiebonus; // The rough attempt at balance is this: // 1) We can kill people of our own exp level easily // 2) You must kill 10 + myExpLevel to get a new level // 3) You get a new level every 1000 exp. basic = 1000.0f / (10 + myExpLevel); while (explevel > myExpLevel) { basic *= 1.10f; explevel--; } while (explevel < myExpLevel) { basic *= 0.8f; explevel++; } newbiebonus = 1.0f; #if 0 // This doubles the rate of experience at early levels. // It has been removed as monster generation is now safer. if (myExpLevel < 10) { newbiebonus = 2.0f - (myExpLevel / 10.0f); } #endif basic *= newbiebonus; // Round up... receiveExp((int)basic + 1); } SPELL_NAMES MOB::findSpell(GOD_NAMES god, int *pnumspell) const { // Pick a random skill SPELL_NAMES spells[NUM_SPELLS]; SPELL_NAMES spell; int numspell = 0; FOREACH_SPELL(spell) { if (spell == SPELL_NONE) continue; if (hasSpell(spell)) continue; if (god == GOD_AGNOSTIC) continue; // See if this is a valid god. if (!strchr(glb_spelldefs[spell].god, (char) god)) continue; // Make sure we have prereq. if (!canLearnSpell(spell)) continue; // Valid addition. spells[numspell++] = spell; } if (numspell) spell = spells[rand_choice(numspell)]; else spell = SPELL_NONE; if (pnumspell) *pnumspell = numspell; return spell; } SKILL_NAMES MOB::findSkill(GOD_NAMES god, int *pnumskill) const { // Pick a random skill SKILL_NAMES skills[NUM_SKILLS]; SKILL_NAMES skill; int numskill = 0; FOREACH_SKILL(skill) { if (skill == SKILL_NONE) continue; if (hasSkill(skill)) continue; if (god == GOD_AGNOSTIC) continue; // See if this is a valid god. if (!strchr(glb_skilldefs[skill].god, (char) god)) continue; // Make sure we have prereq. if (!canLearnSkill(skill)) continue; // Valid addition. skills[numskill++] = skill; } if (numskill) skill = skills[rand_choice(numskill)]; else skill = SKILL_NONE; if (pnumskill) *pnumskill = numskill; return skill; } void MOB::learnSpell(SPELL_NAMES spell, int duration) { int i; // Check for bad spell.. if (spell == (SPELL_NAMES) -1) return; if (spell == SPELL_NONE) return; // Find the right intrinsic... i = glb_spelldefs[spell].intrinsic; UT_ASSERT(i != NUM_INTRINSICS); if (i == NUM_INTRINSICS) { return; } if (duration < 0) { setIntrinsic((INTRINSIC_NAMES) i); } else { setTimedIntrinsic(this, (INTRINSIC_NAMES) i, duration); } // Apply to base self, if present. MOB *base; base = myBaseType.getMob(); if (base) base->learnSpell(spell, duration); } void MOB::learnSkill(SKILL_NAMES skill, int duration) { int i; // Check for bad skill.. if (skill == SKILL_NONE) return; // Find the right intrinsic... i = glb_skilldefs[skill].intrinsic; UT_ASSERT(i != NUM_INTRINSICS); if (i == NUM_INTRINSICS) { return; } if (duration < 0) { setIntrinsic((INTRINSIC_NAMES) i); } else { setTimedIntrinsic(this, (INTRINSIC_NAMES) i, duration); } // Apply to base self, if present. MOB *base; base = myBaseType.getMob(); if (base) base->learnSkill(skill, duration); } void MOB::gainLevel() { // If this is a creature, gain a physical level. If it causes // us to evolve, evolve. if (glbStressTest || !isAvatar()) { MOB *base; BUF buf; base = myBaseType.getMob(); int newhp, newmp = 0; int newhd, newmd = 0; newhd = 2; newhp = rand_dice(newhd, 4, newhd); // If we have magic, grant us another half magic level. if (myMaxMP) { newmd = 1; newmp = rand_dice(newmd, 4, newmd); } myHitDie += newhd; myHP += newhp; myMaxHP += newhp; myMagicDie += newmd; myMP += newmp; myMaxMP += newmp; myExpLevel++; if (base) { base->myHitDie += newhd; base->myHP += newhp; base->myMaxHP += newhp; base->myMagicDie += newmd; base->myMP += newmp; base->myMaxMP += newmp; base->myExpLevel++; } formatAndReport("%U stronger!"); // Only do evolution if we are in our base form. if (!base) { // Check to see if we are now greater than our evolve target. if (defn().evolvetarget != MOB_NONE) { if (myExpLevel >= defn().evolvelevel) { buf.sprintf("%%U into %s%s!", gram_getarticle(glb_mobdefs[defn().evolvetarget].name), glb_mobdefs[defn().evolvetarget].name); formatAndReport(buf.buffer()); // Transform our base type. myDefinition = defn().evolvetarget; // Roll new mp & hp for ourselves with the new type // and adjust us upwards. // This way we ensure we are at least as powerful as // we should be regardless of the actual level gap. newhp = rand_dice(defn().hp); newmp = rand_dice(defn().mp); if (newhp > getMaxHP()) incrementMaxHP(newhp - getMaxHP()); if (newmp > getMaxMP()) incrementMaxMP(newmp - getMaxMP()); // Acquire all the new nifty intrinsics. mergeIntrinsicsFromString(defn().intrinsic); } } // If we are a familiar in our base form, we can // learn, for now, any new spell. Most will be a waste // of XP, but, admittedly, may be needed as a prereq. if (hasIntrinsic(INTRINSIC_FAMILIAR)) { SPELL_NAMES spell; spell = findSpell(GOD_WIZARD); learnSpell(spell); if (spell != SPELL_NONE) { buf.sprintf("%%U %s!", glb_spelldefs[spell].name); formatAndReport(buf.buffer()); } } } return; } // Coming here means that this is the avatar. // We wish the user to select any one of the legal professions: // This is all handled by the piety code, thus the jump to // pietyGainLevel(). pietyGainLevel(); } void MOB::receiveExp(int exp) { int newexp; MOB *base; MOB *master; // The owner of this mob gets his cut. master = getMaster(); if (master) { // Just in case we have an infinite loop here, we verify // we have non-zero exp to propagate. if (exp > 2) master->receiveExp(exp / 2 + 1); } // We do this bit of craziness to allow us to guarantee // that a u16 will fit the experience. newexp = myExp; newexp += exp; while (newexp >= 1000) { newexp -= 1000; gainLevel(); } myExp = newexp; base = myBaseType.getMob(); if (base) base->myExp = myExp; } void MOB::wipeExp() { MOB *base; myExp = 0; base = myBaseType.getMob(); if (base) base->myExp = myExp; } void MOB::receiveArmourEnchant(ITEMSLOT_NAMES slot, int bonus, bool shudder) { int numvalid; ITEM *armour, *drop; ITEMSLOT_NAMES slots[4]; const char *flavour; BUF buf; // First, determine an armour slot to enchant... if (slot == (ITEMSLOT_NAMES) -1) { numvalid = 0; if (getEquippedItem(ITEMSLOT_HEAD)) slots[numvalid++] = ITEMSLOT_HEAD; // Only enchange shields in left hand. armour = getEquippedItem(ITEMSLOT_LHAND); if (armour && !armour->isShield()) armour = 0; if (armour) slots[numvalid++] = ITEMSLOT_LHAND; if (getEquippedItem(ITEMSLOT_BODY)) slots[numvalid++] = ITEMSLOT_BODY; if (getEquippedItem(ITEMSLOT_FEET)) slots[numvalid++] = ITEMSLOT_FEET; if (numvalid) slot = slots[rand_choice(numvalid)]; else slot = ITEMSLOT_BODY; } armour = getEquippedItem(slot); if (armour) { switch (bonus) { case -1: flavour = "dull brown"; break; case 0: // Likely a problem. flavour = "not at all"; break; case 1: flavour = "silver"; break; case 2: flavour = "bright silver"; break; default: // One of the many nods to Crawl. flavour = "aubergine"; break; } formatAndReport("%R %Iu %B1.", armour, flavour); // If this is you, you now know the enchantment: if (isAvatar()) armour->markEnchantKnown(); armour->enchant(bonus); // Warn if enchant is now greater than 3. if (shudder && (armour->getEnchantment() > 3)) { buf = formatToString("%U !", 0, armour, 0, 0); reportMessage(buf); } if (shudder && (armour->getEnchantment() > 5)) { // Determine if it is destroyed! // NOTE: We had better hope the armour is not enchanting itself :> if (rand_choice(2)) { buf = formatToString("%U into dust.", 0, armour, 0, 0); reportMessage(buf); drop = dropItem(armour->getX(), armour->getY()); UT_ASSERT(drop == armour); delete drop; rebuildAppearance(); } } } else { formatAndReport("%R skin hardens."); } } void MOB::receiveWeaponEnchant(int bonus, bool shudder) { ITEM *weapon, *drop; const char *flavour; BUF buf; weapon = getEquippedItem(ITEMSLOT_RHAND); if (!weapon) { // TODO: You may not have hands! if (bonus > 0) formatAndReport("%R hands move quicker."); else if (bonus == 0) formatAndReport("%R hands move the same speed."); else formatAndReport("%R hands move slower."); } else { if (!weapon->isWeapon()) { // Not a real weapon... formatAndReport("%R %Iu briefly.", weapon); } else { switch (bonus) { case -1: flavour = "dull brown"; break; case 0: // Likely a problem. flavour = "not at all"; break; case 1: flavour = "silver"; break; case 2: flavour = "bright silver"; break; default: // One of the many nods to Crawl. flavour = "aubergine"; break; } formatAndReport("%R %Iu %B1.", weapon, flavour); weapon->enchant(bonus); // If this is you, you now know the enchantment: if (isAvatar()) weapon->markEnchantKnown(); // Warn if +5 or higher... if (shudder && (weapon->getEnchantment() > 5)) { buf = formatToString("%U !", 0, weapon, 0, 0); reportMessage(buf); } // Check if it dissolves! if (shudder && (weapon->getEnchantment() > 7)) { // NOTE: We had better hope the weapon is not // enchanting itself! if (rand_choice(2)) { buf = formatToString("%U into dust!", 0, weapon, 0, 0); reportMessage(buf); drop = dropItem(weapon->getX(), weapon->getY()); UT_ASSERT(drop == weapon); delete drop; rebuildAppearance(); } } } } } void MOB::receiveCurse(bool onlyequip, bool forceany) { ITEM *curselist[MOBINV_WIDTH * MOBINV_HEIGHT]; int numcurse = 0; ITEM *item; BUF buf; for (item = myInventory; item; item = item->getNext()) { if (!item->isCursed()) { if (item->getX() == 0) { // This is an equipped item. if (!onlyequip && !forceany) numcurse = 0; onlyequip = true; curselist[numcurse++] = item; } else if (!onlyequip || forceany) { curselist[numcurse++] = item; } } } // If you have no items that are uncursed, we get a black cloud // on a body part. if (!numcurse) { ITEMSLOT_NAMES slot; slot = (ITEMSLOT_NAMES) rand_choice(NUM_ITEMSLOTS); // It could be that the current creature // doesn't have that body part! Then // we give a different message. const char *bodypart = getSlotName(slot); if (!bodypart) { formatAndReport("A black cloud forms nowhere near %U."); } else { // Nothing equipped there. buf = formatToString("A black cloud surrounds %r %B1.", this, 0, 0, 0, bodypart); reportMessage(buf); } return; } // Choose an item to curse at random. item = curselist[rand_choice(numcurse)]; buf = formatToString("%U black.", 0, item, 0, 0); reportMessage(buf); item->makeCursed(); // The black glow is a bit of a give away if (isAvatar()) item->markCursedKnown(); } void MOB::receiveUncurse(bool doall) { bool onlyequip = false; ITEM *uncurselist[MOBINV_WIDTH * MOBINV_HEIGHT]; int numuncurse = 0, i; ITEM *item; BUF buf; for (item = myInventory; item; item = item->getNext()) { if (item->isCursed()) { if (item->getX() == 0) { // This is an equipped item. if (!onlyequip && !doall) numuncurse = 0; onlyequip = true; uncurselist[numuncurse++] = item; } else if (!onlyequip || doall) { uncurselist[numuncurse++] = item; } } } // If you have nothing cursed, get helping message. if (!numuncurse) { formatAndReport("%U as if someone were helping %A."); return; } // Choose an item to uncurse at random, unless doall is set // in which case we uncurse it all. for (i = 0; i < numuncurse; i++) { if (doall) item = uncurselist[i]; else item = uncurselist[rand_choice(numuncurse)]; formatAndReport("%IU blue.", item); item->makeBlessed(); // The blue glow is a bit of a give away if (isAvatar()) item->markCursedKnown(); if (!doall) break; } } bool MOB::receiveHeal(int hp, MOB *src, bool vampiric) { bool didanything = false; if (myHP < getMaxHP()) { didanything = true; // Only top up our health. if (myHP + hp > getMaxHP()) hp = getMaxHP() - myHP; if (src) src->pietyHeal(hp, src == this, getAttitude(src) == ATTITUDE_HOSTILE, vampiric); myHP += hp; } // Cure bleeding. This is done even if you were at max hp. if (hasIntrinsic(INTRINSIC_BLEED)) { clearIntrinsic(INTRINSIC_BLEED); didanything = true; } return didanything; } bool MOB::receiveMana(int mp, MOB *src) { bool didanything = false; if (myMP < getMaxMP()) { didanything = true; // Only top up our health. if (myMP + mp > getMaxMP()) mp = getMaxMP() - myMP; myMP += mp; } // Cure magic drain. This is done even if you were at max mp. if (hasIntrinsic(INTRINSIC_MAGICDRAIN)) { clearIntrinsic(INTRINSIC_MAGICDRAIN); // it could be we got the intrinsic from our armour. Thus, // we only count as it doing something if there was a net change. if (!hasIntrinsic(INTRINSIC_MAGICDRAIN)) didanything = true; } return didanything; } bool MOB::receiveCure() { int i; bool didanything = false; for (i = 0; i < NUM_POISONS; i++) { if (hasIntrinsic((INTRINSIC_NAMES) glb_poisondefs[i].intrinsic)) { clearIntrinsic((INTRINSIC_NAMES) glb_poisondefs[i].intrinsic); didanything = true; } } return didanything; } bool MOB::receiveSlowPoison() { // Half all our poison counters... INTRINSIC_COUNTER *counter; int i; bool didanything = false; for (i = 0; i < NUM_POISONS; i++) { counter = getCounter((INTRINSIC_NAMES) glb_poisondefs[i].intrinsic); if (counter) { counter->myTurns = (counter->myTurns + 1) / 2; didanything = true; } } return didanything; } void MOB::reportMessage(const char *str) const { // We sometimes have certain things null, like gaintxt. if (!str) return; // Check if we can see the source of the message. If not, we // can't very well report it! #if 1 if (isAvatar()) { UT_ASSERT(getX() >= 0 && getX() < MAP_WIDTH); UT_ASSERT(getY() >= 0 && getY() < MAP_HEIGHT); } if (MOB::getAvatar() && !glbCurLevel->hasLOS(MOB::getAvatar()->getX(), MOB::getAvatar()->getY(), getX(), getY())) { // Eat the message. return; } #endif msg_report(gram_capitalize(str)); // We always trail with some spaces, this will not cause line wrap, // but will ensure successive messages are all froody. msg_append(" "); } void MOB::formatAndReport(const char *str) { formatAndReportExplicit(str, 0, 0, 0); } void MOB::formatAndReport(const char *str, const char *b1, const char *b2, const char *b3) { formatAndReportExplicit(str, 0, 0, b1, b2, b3); } void MOB::formatAndReport(const char *str, const MOB *mob, const char *b1, const char *b2, const char *b3) { formatAndReportExplicit(str, mob, 0, b1, b2, b3); } void MOB::formatAndReport(const char *str, const ITEM *item, const char *b1, const char *b2, const char *b3) { formatAndReportExplicit(str, 0, item, b1, b2, b3); } void MOB::formatAndReportExplicit(const char *str, const MOB *mob, const ITEM *item, const char *b1, const char *b2, const char *b3) { BUF buf; // It is valid to call with no string - for example the gaintxt // message of intrinsics. if (!str) return; buf = MOB::formatToString(str, this, 0, mob, item, b1, b2, b3); reportMessage(buf); } BUF MOB::formatToString(const char *str, const MOB *self, const ITEM *selfitem, const MOB *mob, const ITEM *item, const char *b1, const char *b2, const char *b3) { BUF buf1, buf2, buf3; buf1.reference(b1); buf2.reference(b2); buf3.reference(b3); return formatToString(str, self, selfitem, mob, item, buf1, buf2, buf3); } BUF MOB::formatToString(const char *str, const MOB *self, const ITEM *selfitem, const MOB *mob, const ITEM *item, BUF b1, BUF b2, BUF b3) { BUF verbbuf; int targettype; BUF buf; BUF *buflist[3]; bool forcesingle = false; buflist[0] = &b1; buflist[1] = &b2; buflist[2] = &b3; buf.reference(""); // It is acceptable to have a null string. For example, when // being called with gaintxt. if (!str) { return buf; } // Only one of self and selfitem should be true! // HOwever, both can be false in which case we are "something". UT_ASSERT(!self || !selfitem); buf.allocate(100); while (*str) { targettype = 0; // yourself if (*str == '%') { str++; if (*str == 'M') { // The mob targettype = 1; UT_ASSERT(mob != 0); if (!mob) targettype = 0; str++; } else if (*str == 'I') { // the item targettype = 2; str++; if (*str == '1') { str++; forcesingle = true; } UT_ASSERT(item != 0); if (!item) targettype = 0; } if (*str == 'U') { str++; if (targettype == 0) { if (self) buf.strcat(self->getName(true, true, false)); else if (selfitem) buf.strcat(selfitem->getName(true, false, false, false, forcesingle)); else buf.strcat("something"); } else if (targettype == 1) { // If you target yourself, use "yourself". if (mob == self) buf.strcat(mob->getReflexive()); else buf.strcat(mob->getName(true, true, false)); } else if (targettype == 2) buf.strcat(item->getName(true, false, false, false, forcesingle)); } else if (*str == 'B') { // Get the buffer number. int bufnum = str[1] - '1'; if (bufnum < 0) bufnum = 0; if (bufnum > 2) bufnum = 2; buf.strcat(*buflist[bufnum]); str+=2; } else if (*str == 'i') { str++; if (targettype == 0) { if (self) buf.strcat(self->getName(true, true, false)); else if (selfitem) buf.strcat(selfitem->getName(true, false, false, false, forcesingle)); else buf.strcat("something"); } else if (targettype == 1) { // If you target yourself, use "yourself". if (mob == self) buf.strcat(mob->getReflexive()); else buf.strcat(mob->getName(true, true, false)); } else if (targettype == 2) buf.strcat(item->getName(true, false, false, true, forcesingle)); } else if (*str == 'u') { str++; if (targettype == 0) { if (self) buf.strcat(self->getName(false, false, false)); else if (selfitem) buf.strcat(selfitem->getName(false, false, false, false, forcesingle)); else buf.strcat("something"); } else if (targettype == 1) { // If you target yourself, use "yourself". if (mob == self) buf.strcat(mob->getReflexive()); else buf.strcat(mob->getName(false, false, false)); } else if (targettype == 2) buf.strcat(item->getName(false, false, false, false, forcesingle)); } else if (*str == 'R') { str++; if (targettype == 0) { if (self) buf.strcat(gram_makepossessive(self->getName(true, true, false))); else if (selfitem) buf.strcat(gram_makepossessive(selfitem->getName(true, false, false, false, forcesingle))); else buf.strcat("something's"); } else if (targettype == 1) buf.strcat(gram_makepossessive(mob->getName(true, true, false))); else if (targettype == 2) buf.strcat(gram_makepossessive(item->getName(true, false, false, false, forcesingle))); } else if (*str == 'r') { str++; if (targettype == 0) { if (self) buf.strcat(self->getPossessive()); else if (selfitem) buf.strcat(selfitem->getPossessive()); else buf.strcat("its"); } else if (targettype == 1) buf.strcat(mob->getPossessive()); else if (targettype == 2) buf.strcat(item->getPossessive()); } else if (*str == 'A') { str++; if (targettype == 0) { if (self) buf.strcat(self->getAccusative()); else if (selfitem) buf.strcat(selfitem->getAccusative()); else buf.strcat("something"); } else if (targettype == 1) buf.strcat(mob->getAccusative()); else if (targettype == 2) buf.strcat(item->getAccusative()); } else if (*str == 'p') { str++; if (targettype == 0) { if (self) buf.strcat(self->getPronoun()); else if (selfitem) buf.strcat(selfitem->getPronoun()); else buf.strcat("it"); } else if (targettype == 1) buf.strcat(mob->getPronoun()); else if (targettype == 2) buf.strcat(item->getPronoun()); } else if (*str) { buf.append(*str++); } } else if (*str == '<') { // Double angle means a normal angle. if (str[1] == '<') { buf.append(*str++); str++; continue; } targettype = 0; // Check for an item or mob specifier. if (str[1] != '\0' && str[1] != '>' && str[2] == ':') { if (str[1] == 'M') { str += 2; targettype = 1; UT_ASSERT(mob != 0); if (!mob) targettype = 0; } else if (str[1] == 'I') { str += 2; targettype = 2; UT_ASSERT(item != 0); if (!item) targettype = 0; } } // Search for back angle. verbbuf.clear(); str++; if (*str == '%' && str[1] == 'B') { // Read in the specified buffer number int bufnum = str[2] - '1'; if (bufnum < 0) bufnum = 0; if (bufnum > 2) bufnum = 2; verbbuf = *buflist[bufnum]; // Eat up to next close while (*str && *str != '>') str++; } else { while (*str && *str != '>') { verbbuf.append(*str++); } } if (*str) str++; // Conjugate & write out the verb. switch (targettype) { case 0: if (self) buf.strcat(self->conjugate(verbbuf.buffer())); else if (selfitem) buf.strcat(selfitem->conjugate(verbbuf.buffer())); else buf.strcat(gram_conjugate(verbbuf, VERB_IT)); break; case 1: buf.strcat(mob->conjugate(verbbuf.buffer())); break; case 2: buf.strcat(item->conjugate(verbbuf.buffer())); break; } } else { buf.append(*str++); } } return buf; } // Grammar style stuff... BUF MOB::conjugate(const char *verb, bool past) const { return gram_conjugate(verb, getPerson(), past); } VERB_PERSON MOB::getPerson() const { if (isAvatar()) return VERB_YOU; return (VERB_PERSON) myGender; } VERB_PERSON MOB::getGender() const { // We can't just go to getPerson as that returns VERB_YOU which // isn't a gender. return (VERB_PERSON) myGender; } const char * MOB::getPronoun() const { return gram_getpronoun(getPerson()); } const char * MOB::getPossessive() const { return gram_getpossessive(getPerson()); } const char * MOB::getAccusative() const { return gram_getaccusative(getPerson()); } const char * MOB::getOwnership() const { return gram_getownership(getPerson()); } const char * MOB::getReflexive() const { return gram_getreflexive(getPerson()); } BUF MOB::getName(bool usearticle, bool usedefinite, bool forcevisible, bool neverpronoun) const { BUF basename; BUF buf; // The avatar, regardless of his current incarnation, is you. if (isAvatar()) { buf.reference("you"); return buf; } basename.reference(glb_mobdefs[myDefinition].name); // If we are a zombie or skeleton, include our basetype if (myDefinition != myOrigDefinition) { // Check that our new definition is the sort of thing that // gets double counted. Ie, a cave troll turning into a normal // troll should not be double printed, while one becoming a ghast // should. if (defn().usenameasprefix) basename.sprintf("%s %s", glb_mobdefs[myOrigDefinition].name, glb_mobdefs[myDefinition].name); } // Determine if we can see this critter. If we can't, // it is an it. We can always see ourselves in this sense. if (!forcevisible && !isAvatar() && getAvatar()) { SENSE_NAMES sense; sense = getAvatar()->getSenseType(this); switch (sense) { case NUM_SENSES: UT_ASSERT(0); // FALL THROUGH case SENSE_SIGHT: // This is the traditional control path. break; case SENSE_NONE: // We cannot sense the creature at all. // Makes you wonder why we are requesting the name :> buf.reference("something"); return buf; case SENSE_HEAR: // Normal control path. It is assumed the sounds // are sufficient to disambiguate. break; case SENSE_ESP: // Again, normal control path. break; case SENSE_WARN: { // We only have a sense of the relative power. int leveldiff; leveldiff = getExpLevel() - getAvatar()->getExpLevel(); if (leveldiff < -2) basename.reference("wimpy creature"); else if (leveldiff <= -1) basename.reference("weak creature"); else if (leveldiff == 0) basename.reference("creature"); else if (leveldiff <= 2) basename.reference("strong creature"); else if (leveldiff <= 5) basename.reference("scary creature"); else basename.reference("very scary creature"); // Note: We proceed to apply the normal article // rules to this entry! break; } } } // Specifically named critters always have the internal // pronoun, and no external one. // Unseen creatures do not get this path! if (myName.getName()) { buf.sprintf("%s the %s", myName.getName(), basename.buffer()); return buf; } // Default to just the plain basename buf = basename; if (!usearticle) { return buf; } // Some people never use articles. Specifically those which // are pronouns. // This path should not be reached. if (gram_ispronoun(basename)) return buf; // Or those that are proper names, ie, start with upper case. if (isupper(basename.buffer()[0])) return buf; if (usedefinite) { buf.sprintf("the %s", basename.buffer()); } else { buf.sprintf("%s%s", gram_getarticle(basename), basename.buffer()); } return buf; } BUF MOB::getDescription() const { const char *health; const char *con; BUF buf; SENSE_NAMES sense; // Determine how the avatar can sense it. sense = SENSE_SIGHT; if (getAvatar()) { sense = getAvatar()->getSenseType(this); } if (getHP() > getMaxHP()) { health = "in superior condition"; } else if (getHP() == getMaxHP()) { health = "in perfect shape"; } else if (getHP() > getMaxHP() * 0.6) { health = "in good shape"; } else if (getHP() > getMaxHP() * 0.3) { health = "in poor shape"; } else if (getHP() > 1) { health = "near death"; } else health = "at death's gate"; if (getAvatar()) { int leveldiff; leveldiff = getExpLevel() - getAvatar()->getExpLevel(); if (leveldiff < -2) con = "a windshield kill"; else if (leveldiff <= -1) con = "an easy fight"; else if (leveldiff == 0) con = "an even fight"; else if (leveldiff <= 2) con = "a hard fight"; else if (leveldiff <= 5) con = "an impossible fight"; else con = "your funeral"; // We always get the verbose description of ourselves. if (isAvatar()) { sense = SENSE_SIGHT; } BUF name; switch (sense) { case SENSE_SIGHT: buf = formatToString("%U %B1. %p like %B2. ", this, 0, 0, 0, health, con); buf = gram_capitalize(buf); break; case SENSE_HEAR: name = getName(true, false); buf.sprintf("Sounds like %s. ", name.buffer()); break; case SENSE_ESP: name = getName(true, false); buf.sprintf("Thinks like %s. ", name.buffer()); break; case SENSE_WARN: buf.sprintf("It feels like %s. ", con); break; case NUM_SENSES: case SENSE_NONE: buf.sprintf("Seems suspicious.... "); break; } } else { buf = formatToString("%U %B1. ", this, 0, 0, 0, health); } return buf; } void MOB::viewDescription() const { BUF buf; gfx_pager_addtext(getDescription()); gfx_pager_newline(); // If we are unique, add the proper unique description. if (hasIntrinsic(INTRINSIC_UNIQUE)) { // TODO: Randomly generate something that hints at // the given abilities. buf = formatToString("The rampages of %U have become so well known as to earn %A a name! ", this, 0, 0, 0); gfx_pager_addtext(buf); gfx_pager_newline(); } // Add specific intrinsics that we can see at a glance. // These are any intrinsics with the visiblechange flag. INTRINSIC_NAMES intrinsic; bool hasany = false; for (intrinsic = INTRINSIC_NONE; intrinsic < NUM_INTRINSICS; intrinsic = (INTRINSIC_NAMES) (intrinsic + 1)) { // Skip spell and skill as they get listed separately. if (glb_intrinsicdefs[intrinsic].isspell || glb_intrinsicdefs[intrinsic].isskill) continue; // We know if we are amnesiac. if (((intrinsic == INTRINSIC_AMNESIA && isAvatar()) || glb_intrinsicdefs[intrinsic].visiblechange) && hasIntrinsic(intrinsic)) { if (!hasany) { buf = formatToString("%p ", this, 0, 0, 0); buf = gram_capitalize(buf); gfx_pager_addtext(buf); hasany = true; } else gfx_pager_addtext(", "); if (intrinsic == INTRINSIC_TAME) { // It is confusing to call enemy creatures "tame" when // they are in the employ of a foe. Thus we special // case them if (isSlave(getAvatar())) gfx_pager_addtext(glb_intrinsicdefs[intrinsic].name); else gfx_pager_addtext("a follower"); } else { gfx_pager_addtext(glb_intrinsicdefs[intrinsic].name); } } } // Reveal the general noise level as we see it... if (getAvatar()) { int noiselevel; noiselevel = getNoiseLevel(getAvatar()); const char *noisetext; switch (noiselevel) { case 0: noisetext = "silent"; break; case 1: noisetext = "quiet"; break; case 2: noisetext = "noisy"; break; case 3: noisetext = "loud"; break; default: case 4: noisetext = "very loud"; break; } if (!hasany) { buf = formatToString("%p ", this, 0, 0, 0); buf = gram_capitalize(buf); gfx_pager_addtext(buf); hasany = true; } else gfx_pager_addtext(", "); gfx_pager_addtext(noisetext); } // Reveal the friendliness level. We don't do this if we // are tame or neutral. if (!isAvatar() && getAvatar()) { const char *iff = 0; switch (getAttitude(getAvatar())) { case ATTITUDE_HOSTILE: iff = "hostile"; break; case ATTITUDE_FRIENDLY: iff = "friendly"; break; case NUM_ATTITUDES: case ATTITUDE_NEUTRAL: // Report nothing in these cases. break; } if (iff) { if (!hasany) { buf = formatToString("%p ", this, 0, 0, 0); buf = gram_capitalize(buf); gfx_pager_addtext(buf); hasany = true; } else gfx_pager_addtext(", "); gfx_pager_addtext(iff); } } if (hasany) { gfx_pager_addtext(". "); gfx_pager_newline(); } // If this is the avatar, list their spells and skills. if (isAvatar()) { hasany = false; SPELL_NAMES spell; FOREACH_SPELL(spell) { if (hasSpell(spell, true, true)) { if (!hasany) { gfx_pager_newline(); gfx_pager_addtext("Known spells: "); hasany = true; } else gfx_pager_addtext(", "); gfx_pager_addtext(glb_spelldefs[spell].name); } } if (hasany) { gfx_pager_addtext(". "); gfx_pager_newline(); } hasany = false; SKILL_NAMES skill; FOREACH_SKILL(skill) { if (hasSkill(skill, true, true)) { if (!hasany) { gfx_pager_newline(); gfx_pager_addtext("Learned skills: "); hasany = true; } else gfx_pager_addtext(", "); gfx_pager_addtext(glb_skilldefs[skill].name); } } if (hasany) { gfx_pager_addtext(". "); gfx_pager_newline(); } } // Describe what we can see of its equipment. ITEMSLOT_NAMES slot; bool hasitems = false; FOREACH_ITEMSLOT(slot) { ITEM *item; item = getEquippedItem(slot); if (item) { // You can't have anything equipped in empty slots. UT_ASSERT(getSlotName(slot) != 0); if (getSlotName(slot)) { if (!hasitems) { gfx_pager_separator(); gfx_pager_addtext("Equipped Items:"); gfx_pager_newline(); hasitems = true; } BUF itemname = item->getName(false, false, true); buf.sprintf("- %s %s %s.", itemname.buffer(), glb_itemslotdefs[slot].preposition, getSlotName(slot)); buf = gram_capitalize(buf); gfx_pager_addtext(buf); gfx_pager_newline(); } } } // Add encyclopedia entry. if (encyc_hasentry("MOB", getDefinition())) { gfx_pager_separator(); encyc_pageentry("MOB", getDefinition()); } gfx_pager_display(); } void MOB::pageCharacterDump(bool ondeath, bool didwin, int truetime) { BUF buf; if (truetime == -1) truetime = gfx_getframecount(); if (isAvatar()) { buf.sprintf("POWDER %03d", hiscore_getversion()); gfx_pager_addtext(buf); gfx_pager_newline(); // Output our current platform. No real easy way to // do this yet :> #ifdef USING_SDL #ifdef WIN32 gfx_pager_addtext("Windows Version"); #elif defined(MACOSX) gfx_pager_addtext("Mac OSX Version"); #elif defined(SYS_PSP) gfx_pager_addtext("PSP Version"); #elif defined(iPOWDER) gfx_pager_addtext("iPOWDER Version"); #elif defined(ANDROID) gfx_pager_addtext("Android Version"); #elif defined(LINUX) gfx_pager_addtext("Linux Version"); #else gfx_pager_addtext("Unknown SDL Version"); #endif #else #ifdef USING_DS gfx_pager_addtext("NDS Version"); #else gfx_pager_addtext("GBA Version"); #endif #endif gfx_pager_newline(); if (!hiscore_isnewgame() && hiscore_savecount() > 2) { buf.sprintf("You have save scummed %d times.", hiscore_savecount()-2); gfx_pager_addtext(buf); gfx_pager_newline(); } } // Name... if (glbWizard) { // Don't reveal wizard code. buf.sprintf("Wizard mode is activated."); gfx_pager_addtext(buf); } else { gfx_pager_addtext("Name: "); if (isAvatar()) gfx_pager_addtext(glbAvatarName); else gfx_pager_addtext(getName(false)); } gfx_pager_newline(); gfx_pager_separator(); buf.sprintf("Physical: %d/%d (max %d)", getHP(), getHitDie(), getMaxHP()); gfx_pager_addtext(buf); gfx_pager_newline(); buf.sprintf("Mental: %d/%d (max %d)", getMP(), getMagicDie(), getMaxMP()); gfx_pager_addtext(buf); gfx_pager_newline(); buf.sprintf("AC: %d", getAC()); gfx_pager_addtext(buf); gfx_pager_newline(); buf.sprintf("X: %d", getExp()); gfx_pager_addtext(buf); gfx_pager_newline(); if (isAvatar()) { // We take the global level as authoratative. If we are stoned // we are removed from the level map so have a dlevel of -1. if (glbCurLevel) buf.sprintf("Depth: %d", glbCurLevel->getDepth()); else buf.sprintf("Depth: %d", getDLevel()); gfx_pager_addtext(buf); gfx_pager_newline(); buf.sprintf("%d moves over ", speed_gettime()); gfx_pager_addtext(buf); // Report wall clock time taken. buf = victory_formattime(truetime); gfx_pager_addtext(buf); gfx_pager_newline(); if (ondeath) { // Give the final score. buf.sprintf("Score: %d", calcScore(didwin)); gfx_pager_addtext(buf); gfx_pager_newline(); } } // Add all intrinsics. // These are any intrinsics with the visiblechange flag. INTRINSIC_NAMES intrinsic; bool hasany = false; char dash[3] = { '-', ' ', 0 }; FOREACH_INTRINSIC(intrinsic) { // Don't show unnecessary stuff. if (!ondeath && !glb_intrinsicdefs[intrinsic].visiblechange) continue; // Skip spell and skill intrinsics as they'd be duplicate if (glb_intrinsicdefs[intrinsic].isspell || glb_intrinsicdefs[intrinsic].isskill) continue; if (hasIntrinsic(intrinsic)) { if (!hasany) { hasany = true; gfx_pager_separator(); gfx_pager_addtext("Intrinsics:"); gfx_pager_newline(); } dash[0] = *intrinsicFromWhatLetter(intrinsic); gfx_pager_addtext(dash); gfx_pager_addtext(gram_capitalize(glb_intrinsicdefs[intrinsic].name)); gfx_pager_newline(); } } hasany = false; SPELL_NAMES spell; FOREACH_SPELL(spell) { intrinsic = (INTRINSIC_NAMES) glb_spelldefs[spell].intrinsic; if (hasSpell(spell, true, true)) { if (!hasany) { gfx_pager_separator(); gfx_pager_addtext("Spells:"); gfx_pager_newline(); hasany = true; } dash[0] = *intrinsicFromWhatLetter(intrinsic); gfx_pager_addtext(dash); gfx_pager_addtext(glb_spelldefs[spell].name); gfx_pager_newline(); } } hasany = false; SKILL_NAMES skill; FOREACH_SKILL(skill) { intrinsic = (INTRINSIC_NAMES) glb_skilldefs[skill].intrinsic; if (hasSkill(skill, true, true)) { if (!hasany) { gfx_pager_separator(); gfx_pager_addtext("Skills:"); gfx_pager_newline(); hasany = true; } dash[0] = *intrinsicFromWhatLetter(intrinsic); gfx_pager_addtext(dash); gfx_pager_addtext(glb_skilldefs[skill].name); gfx_pager_newline(); } } // Describe what we can see of its equipment. int slot; bool hasitems = false; ITEM *item; for (slot = 0; slot < NUM_ITEMSLOTS; slot++) { item = getEquippedItem((ITEMSLOT_NAMES) slot); if (item) { // You can't have anything equipped in empty slots. UT_ASSERT(getSlotName((ITEMSLOT_NAMES) slot) != 0); if (getSlotName((ITEMSLOT_NAMES) slot)) { if (!hasitems) { gfx_pager_separator(); gfx_pager_addtext("Equipped Items:"); gfx_pager_newline(); hasitems = true; } if (ondeath) item->markIdentified(true); BUF itemname = item->getName(false, false, true); buf.sprintf("- %s %s %s.", itemname.buffer(), glb_itemslotdefs[slot].preposition, getSlotName((ITEMSLOT_NAMES) slot)); buf = gram_capitalize(buf); gfx_pager_addtext(buf); gfx_pager_newline(); } } } sortInventoryBySlot(); // List all artifacts hasitems = false; for (item = myInventory; item; item = item->getNext()) { if (!item->isArtifact()) continue; if (!hasitems) { gfx_pager_separator(); gfx_pager_addtext("Artifacts:"); gfx_pager_newline(); hasitems = true; } else gfx_pager_newline(); if (ondeath) item->markIdentified(true); item->pageDescription(true); } // List all items hasitems = false; for (item = myInventory; item; item = item->getNext()) { if (!hasitems) { gfx_pager_separator(); gfx_pager_addtext("Inventory Items:"); gfx_pager_newline(); hasitems = true; } if (ondeath) item->markIdentified(true); buf.strcpy("- "); buf.strcat(item->getName(false, false, true)); buf.strcat("."); buf = gram_capitalize(buf); gfx_pager_addtext(buf); gfx_pager_newline(); } } void MOB::characterDump(bool ondeath, bool didwin, bool savefile, int truetime) { BUF buf; if (savefile) { gfx_pager_setwidth(72); // Nice USENET width. pageCharacterDump(ondeath, didwin, truetime); // Save the character dump buf.sprintf("%s.txt", glbAvatarName); buf.makeFileSafe(); gfx_pager_savetofile(buf); gfx_pager_setwidth(30); // Back to GBA mode } pageCharacterDump(ondeath, didwin, truetime); gfx_pager_display(); } bool MOB::hasMovedLastTurn() const { if (!isAvatar()) return false; if (ourAvatarDx || ourAvatarDy) return true; return false; } void MOB::getLastMoveDirection(int &dx, int &dy) const { if (!isAvatar()) { dx = 0; dy = 0; return; } dx = ourAvatarDx; dy = ourAvatarDy; } void MOB::resetLastMoveDirection() const { if (!isAvatar()) { return; } if (ourAvatarMoveOld) { ourAvatarDx = 0; ourAvatarDy = 0; } } void MOB::flagLastMoveAsOld() const { ourAvatarMoveOld = true; } void MOB::christen(const char *name) { if (name) myName.setName(gram_capitalize(name)); else myName.setName(0); } int MOB::smartsCheck(int smarts) { int test; // The general theory is that people can adjust their actual // level by +/- 2 whenever they do a test. // Success is greater or equal. if (getSmarts() < smarts-2) return -1; // Force failure. if (getSmarts() >= smarts+2) return 2; // Force success. // Probability curve: // -2 : 1/9 // -1 : 2/9 // 0 : 3/9 // 1 : 2/9 // 2 : 1/9 test = getSmarts() + rand_range(-1, 1) + rand_range(-1, 1); if (test >= smarts) return 1; return 0; } int MOB::strengthCheck(int str) { int test; // The general theory is that people can adjust their actual // level by +/- 2 whenever they do a test. // Success is greater or equal. if (getStrength() < str-2) return -1; // Force failure. if (getStrength() >= str+2) return 2; // Force success. test = getStrength() + rand_range(-1, 1) + rand_range(-1, 1); if (test >= str) return 1; return 0; } int MOB::getAC() const { int natural_ac, worn_ac; int slot; ITEM *item; natural_ac = glb_mobdefs[myDefinition].baseac; worn_ac = 0; // Each slot has a rough multiplier weight we use. for (slot = 0; slot < NUM_ITEMSLOTS; slot++) { item = getEquippedItem((ITEMSLOT_NAMES)slot); if (item) { int skilllevel, itemac; // If the slot is the left hand, we only count it if it // has the shield flag. You can't put platemail in your // left hand and get a super shield :> // We do want to support artifacts that get a armour boost, // however. if (slot == ITEMSLOT_LHAND) { if (!item->isShield() && item->isArmor()) continue; } // We want to give an effective estimate of the ac, // so this should match the expected value of the // rollAC call. skilllevel = getArmourSkillLevel(item); itemac = item->getAC(); itemac += skilllevel; // Shields use skillchance for modifier, everything else // can use the official table if (slot == ITEMSLOT_LHAND) { int parrychance; if (skilllevel <= 0) parrychance = 25; else if (skilllevel == 1) parrychance = 50; else parrychance = 75; worn_ac += itemac * parrychance; } else { // Apply rolling effect. itemac = rand_rollMean(itemac, skilllevel-1, 256); itemac *= glb_itemslotdefs[slot].areaweight; itemac += 128; itemac >>= 8; worn_ac += itemac; } } } // Normalize the worn_ac. We do so against 50, not 100, because // this grants torso armour its apparent full AC, leading to // less user confusion (we can hope :>) // We have to normalize again now that we properly reflect // the fact we roll skill chance into the equation worn_ac = (worn_ac + 24) / 25; // The worn_ac that corresponds to natural_ac only applies for // 33%. // This is easiest calculated by the minimum of the two by three // and adding it up. if (worn_ac < natural_ac) { worn_ac = (worn_ac + 2) / 3; } else { natural_ac = (natural_ac + 2) / 3; } return natural_ac + worn_ac; } int MOB::calcScore(bool haswon) const { int score; bool hasheart; const MOB *mob = this; // We don't want to use score of polyed version. if (mob->getBaseType()) mob = mob->getBaseType(); // First experience level gives no points. score = (mob->getExpLevel() - 1) * 1000; score += mob->getExp(); // If we have the heart, get a bonus hasheart = mob->hasItem(ITEM_BLACKHEART); if (hasheart) { score += 5000; } // Get a bonus for every level explored. MAP *map, *lastmap; int maxdepth, depth; depth = glbCurLevel->getDepth(); lastmap = glbCurLevel; for (map = glbCurLevel; map; map = map->getMapDown(false)) { lastmap = map; } maxdepth = lastmap->getDepth(); // Give no points for the first level. score += (maxdepth - 1) * 500; if (hasheart && depth < 25) { // Gain points for every level you got back up. score += (25 - depth) * 500; } if (haswon) { // We penalize the longer you have been in the dungeon. // Your goal is to save the world, you shouldn't be rewarded // for dilly-dallying killing kobolds on your way back up. // A tiered system is used providing progressively greater // per-turn punishments. This is balanced by the XP score // reward, so the break even point is wherever you can't // make as many XP per turn as your current reward level. score += 100000; int turns = speed_gettime(); score -= turns; if (turns > 20000) score -= (turns-20000); if (turns > 60000) score -= (turns-60000); if (turns > 120000) score -= (turns-120000); if (turns > 240000) score -= 9*(turns-240000); // Please turn off your bot. kthx. // Have pity on the poor fool. if (score < 5) score = 5; } // Total score at this point: // Examplar wins: // Level: 38 39 47 // Turns: 54k 20k 33k // All scores in ks. // 500 * 25 * 2 for exploration: 25 25 25 // 1000 * XP: 38 39 47 // Heart bonus: 5 5 5 // Win bonus: 10 10 10 // 100 - turn 46 80 67 // 114 148 144 // 100 - turn exponential -74 70 28 // -6 137 105 // 100 - two tier turn 12 80 54 // 80 147 131 // 10k flat 78 77 87 // // Finally, normalize the score. score += 5; score /= 10; if (score > 32678) { int bonus; bonus = score - 32768; bonus /= 100; score = 32768 + bonus; if (score > 65535) score = 65535; } return score; } int MOB::rollAC(MOB *attacker) const { int natural_ac; int worn_ac; ITEM *item; ITEM *shield; int skilllevel = 0; ITEMSLOT_NAMES slot; // The natural ac applies to every part of the creature. natural_ac = glb_mobdefs[myDefinition].baseac; // Determine which slot is hit. int *attackprob; int attackloc_roll; // Probability tables. These are for Head, Neck, Body, and Feet, scaled // to 100. // Our old AC contribution of boots was max 3, vs max 7 for body // armour. This suggests a ratio of 1:3:1., or 20:60:20 int attack_by_small[4] = { 5, 1, 55, 39 }; int attack_by_same[4] = { 20, 5, 55, 20 }; int attack_by_large[4] = { 35, 5, 55, 5 }; if (!attacker) attackprob = attack_by_same; else { if (attacker->getSize() > getSize()) attackprob = attack_by_large; else if (attacker->getSize() == getSize()) attackprob = attack_by_same; else attackprob = attack_by_small; } // Find the slot attackloc_roll = rand_choice(100); if (attackloc_roll < attackprob[0]) slot = ITEMSLOT_HEAD; else if (attackloc_roll < (attackprob[0] + attackprob[1])) slot = ITEMSLOT_AMULET; else if (attackloc_roll < (attackprob[0] + attackprob[1] + attackprob[2])) slot = ITEMSLOT_BODY; else slot = ITEMSLOT_FEET; // If we don't have the slot, we obviously won't be hit there // We then assign the body. // I certainly hope we have a body :> if (!hasSlot(slot)) slot = ITEMSLOT_BODY; // Get the armour for the body. item = getEquippedItem(slot); if (item) { worn_ac = item->getAC(); skilllevel = getArmourSkillLevel(item); } else { worn_ac = 0; skilllevel = 0; } // Calculate our effective worn_ac. // We get a bonus based on our skilllevel. This allows // weak armours (which don't benefit from re-rolling) to still // benefit from skills. worn_ac += skilllevel; // Reroll depending on skill level. -1 on reroll means to // pick lowest. worn_ac = rand_roll(worn_ac, skilllevel - 1); // Add in the shield. shield = getEquippedItem(ITEMSLOT_LHAND); if (shield && (shield->isShield() || !shield->isArmor())) { int parrychance; skilllevel = getArmourSkillLevel(shield); if (skilllevel <= 0) parrychance = 25; else if (skilllevel == 1) parrychance = 50; else parrychance = 75; if (rand_chance(parrychance)) { worn_ac += rand_roll(shield->getAC() + skilllevel, skilllevel-1); } } // Roll the natural_ac. No longer any skills for this. natural_ac = rand_roll(natural_ac); // Combine the two. // The minimum is divided by 3 and then they are added together. if (natural_ac > worn_ac) { worn_ac = (worn_ac + 2) / 3; worn_ac += natural_ac; } else { natural_ac = (natural_ac + 2) / 3; worn_ac += natural_ac; } // Actual AC for the purposes of this computation. return worn_ac; } int MOB::getAttackBonus(const ATTACK_DEF *attack, ATTACKSTYLE_NAMES style) { int bonus; // Your exact attack bonus depends on the style. bonus = 0; switch (style) { case ATTACKSTYLE_MELEE: case ATTACKSTYLE_THROWN: bonus += getHitDie(); break; case ATTACKSTYLE_SPELL: bonus += getMagicDie(); break; case ATTACKSTYLE_WAND: bonus += getHitDie() + getMagicDie(); break; case ATTACKSTYLE_MISC: bonus = 0; break; case ATTACKSTYLE_POISON: bonus = 0; break; case NUM_ATTACKSTYLES: case ATTACKSTYLE_MINION: break; } bonus += attack->bonustohit; return bonus; } int MOB::getSecondWeaponChance() const { ITEM *primary, *secondary; int totalskill; int chance; const ATTACK_DEF *attack; // Try for trivial reject. if (!hasSkill(SKILL_TWOWEAPON)) return 0; primary = getEquippedItem(ITEMSLOT_RHAND); secondary = getEquippedItem(ITEMSLOT_LHAND); // You need a second weapon to proc. if (!secondary) return 0; // Find how skilled we are with this pair. totalskill = getWeaponSkillLevel(primary, ATTACKSTYLE_MELEE); totalskill += getWeaponSkillLevel(secondary, ATTACKSTYLE_MELEE); // If secondary is bigger than myself, not possible. if (getSize() < secondary->getSize()) return 0; // If we don't have a proper weapon attack, bail. // We don't check the ATTACK_NAME as we want to proc on weird // artifacts. attack = secondary->getAttack(); if (attack == &glb_attackdefs[ATTACK_MISUSED] || attack == &glb_attackdefs[ATTACK_MISUSED_BUTWEAPON] || attack == &glb_attackdefs[ATTACK_MISTHROWN]) { return 0; } // Add one star of effectiveness if ambidextrous if (hasSkill(SKILL_AMBIDEXTROUS)) totalskill++; // Build the chance table... chance = 10; if (totalskill < 3) chance += totalskill * 8; else chance += 22 + (totalskill-3)*6; // If the secondary is not smaller than the primary, only have 2/3 // chance... // Somewhat ironicly, I type this with only my left hand as S--- // uses the right to go to sleep. // Ambidextrous cancels this. if (primary && (primary->getSize() <= secondary->getSize()) && !hasSkill(SKILL_AMBIDEXTROUS)) { chance = (2*chance + 2) / 3; } return chance; } bool MOB::acquireItem(ITEM *item, int sx, int sy, ITEM **newitem) { ITEM *merge; if (newitem) *newitem = item; // Check if slot is mergeable. merge = getItem(sx, sy); if (merge) { if (merge->canMerge(item)) { // Do a merge. merge->mergeStack(item); delete item; if (newitem) *newitem = merge; return true; } else { // Failure to acquire. Tried to load into a slot // already occupied with a non-mergeable item. return false; } } // Check to see if we have that slot! if (!sx) { if (!hasSlot((ITEMSLOT_NAMES) sy)) return false; } // Add the item to our list.. It should alread be removed // from its own list. UT_ASSERT(!item->getNext()); item->setNext(myInventory); myInventory = item; item->setPos(sx, sy); item->setInventory(true); // If this was acquired in our equipment slot, rebuild our intrinsics. if (!sx || item->isCarryIntrinsic()) { rebuildWornIntrinsic(); rebuildAppearance(); } // Mark that we will need to reinspect our inventory // to see if we should do anything. myAIState |= AI_DIRTY_INVENTORY; if (canDigest(item)) myAIState |= AI_HAS_EDIBLE; return true; } bool MOB::acquireItem(ITEM *item, ITEM **newitem) { int sx, sy; bool foundmerge = false; ITEM *merge; // Test to see if we can merge anywhere. for (merge = myInventory; merge; merge = merge->getNext()) { // Do *not* merge with stuff already equipped. Otherwise // you can easily wear 6 rings. (It should be tough for // someone to do that :>) if (!merge->getX()) continue; if (merge->canMerge(item)) { sx = merge->getX(); sy = merge->getY(); foundmerge = true; } } if (!foundmerge) { if (!findItemSlot(sx, sy)) return false; } acquireItem(item, sx, sy, newitem); return true; } bool MOB::findItemSlot(int &sx, int &sy) const { bool seenempty = false; bool seenfull = false; int x, y; // Default values to ensure someone who forgets the return code // won't cause *too* many problems. sx = 1; sy = 0; // Rather than finding the first available slot, we find the slot // after the last item slot. New items are thus added to the end // even if there are holes in the inventory. // This is a REALLY slow method of doing this! for (x = MOBINV_WIDTH-1; x > 0; x--) { for (y = MOBINV_HEIGHT-1; y >= 0; y--) { if (!getItem(x, y)) { // Empty slot, a valid location. seenempty = true; sx = x; sy = y; if (seenfull) { // Already seen a full slot so this is the last // available hole so we use it. return true; } } else { seenfull = true; // If we have already seen an empty slot, sx and sy // will be initialized to it so we can return accordingly. if (seenempty) return true; // Otherwise, keep looking for a free slot. } } } // If our inventory is entirely empty, we will get here but // be able to succeed return seenempty; } ITEM * MOB::getItem(int sx, int sy) const { ITEM *cur; for (cur = myInventory; cur; cur = cur->getNext()) { if (cur->getX() == sx && cur->getY() == sy) return cur; } return 0; } ITEM * MOB::randomItem() const { ITEM *cur, *result = 0; int numitems = 0; for (cur = myInventory; cur; cur = cur->getNext()) { if (!rand_choice(++numitems)) result = cur; } return result; } ITEM * MOB::getSourceOfIntrinsic(INTRINSIC_NAMES intrinsic) const { ITEM *item; for (item = myInventory; item; item = item->getNext()) { // This should match rebuildWornIntrinsic! if (item->getX() == 0 || item->isCarryIntrinsic()) { if (item->hasIntrinsic(intrinsic)) return item; } } return 0; } MOB * MOB::getInflictorOfIntrinsic(INTRINSIC_NAMES intrinsic) const { INTRINSIC_COUNTER *counter; counter = getCounter(intrinsic); if (!counter) return 0; return counter->myInflictor.getMob(); } ITEM * MOB::getEquippedItem(ITEMSLOT_NAMES slot) const { return getItem(0, slot); } bool MOB::hasAnyEquippedItems() const { ITEM *item; for (item = myInventory; item; item = item->getNext()) { if (item->getX() == 0) return true; } return false; } bool MOB::hasSlot(ITEMSLOT_NAMES slot) const { if (getSlotName(slot)) return true; else return false; } const char * MOB::getSlotName(ITEMSLOT_NAMES slot) const { ITEMSLOTSET_NAMES slotset; bool lefthanded = false; slotset = (ITEMSLOTSET_NAMES) glb_mobdefs[myDefinition].slotset; // Only care about handedness for a few things. if (slot == ITEMSLOT_LHAND || slot == ITEMSLOT_RHAND) { // If the creature only has one "hand", such as a slug, // we consider it right handed. if (glb_itemslotsetdefs[slotset].lhand_name && glb_itemslotsetdefs[slotset].rhand_name) { lefthanded = hasIntrinsic(INTRINSIC_LEFTHANDED); } if (lefthanded) { // Swap slots... if (slot == ITEMSLOT_LHAND) slot = ITEMSLOT_RHAND; else slot = ITEMSLOT_LHAND; } } switch (slot) { case ITEMSLOT_HEAD: return glb_itemslotsetdefs[slotset].head_name; case ITEMSLOT_AMULET: return glb_itemslotsetdefs[slotset].neck_name; case ITEMSLOT_RHAND: return glb_itemslotsetdefs[slotset].rhand_name; case ITEMSLOT_LHAND: return glb_itemslotsetdefs[slotset].lhand_name; case ITEMSLOT_BODY: return glb_itemslotsetdefs[slotset].body_name; case ITEMSLOT_RRING: return glb_itemslotsetdefs[slotset].rring_name; case ITEMSLOT_LRING: return glb_itemslotsetdefs[slotset].lring_name; case ITEMSLOT_FEET: return glb_itemslotsetdefs[slotset].feet_name; case NUM_ITEMSLOTS: UT_ASSERT(!"Invalid slot name!"); return 0; break; } return 0; } ITEM * MOB::dropItem(int sx, int sy) { ITEM *cur, *prev = 0; for (cur = myInventory; cur; cur = cur->getNext()) { if (cur->getX() == sx && cur->getY() == sy) { // Take this guy out of our list. if (prev) prev->setNext(cur->getNext()); else myInventory = cur->getNext(); cur->setNext(0); cur->setInventory(false); // If this was droppped from our equipment slot, // rebuild our intrinsics. if (!cur->getX() || cur->isCarryIntrinsic()) { rebuildWornIntrinsic(); rebuildAppearance(); } return cur; } prev = cur; } return 0; } void MOB::destroyInventory() { ITEM *cur, *next; // TODO: This is very dangerous! We may have a quest // item or similar? for (cur = myInventory; cur; cur = next) { next = cur->getNext(); cur->setNext(0); delete cur; } myInventory = 0; rebuildWornIntrinsic(); } void MOB::reverseInventory() { ITEM *newlist, *cur, *next; newlist = 0; for (cur = myInventory; cur; cur = next) { next = cur->getNext(); cur->setNext(newlist); newlist = cur; } myInventory = newlist; } void MOB::dropOneRing() { if (getEquippedItem(ITEMSLOT_RRING) && getEquippedItem(ITEMSLOT_LRING)) { // Random finger falls off... ITEM *drop, *olditem; BUF buf; const char *slotname; ITEMSLOT_NAMES slot; slot = rand_choice(2) ? ITEMSLOT_LRING : ITEMSLOT_RRING; slotname = getSlotName(slot); // Since you have something equipped there, it better have a name! UT_ASSERT(slotname != 0); if (!slotname) slotname = "finger"; olditem = getEquippedItem(slot); drop = dropItem(olditem->getX(), olditem->getY()); UT_ASSERT(drop == olditem); glbCurLevel->acquireItem(drop, getX(), getY(), this); buf.sprintf("%%IU off %%r %s.", slotname); formatAndReport(buf.buffer(), drop); // We dropped a ring, so must rebuild. rebuildAppearance(); rebuildWornIntrinsic(); } } bool MOB::hasItem(ITEM_NAMES def) const { ITEM *item; for (item = myInventory; item; item = item->getNext()) { if (item->getDefinition() == def) return true; } return false; } bool MOB::isLight() const { int i; ITEM *item; if (glb_mobdefs[myDefinition].lightradius) return true; if (hasIntrinsic(INTRINSIC_AFLAME)) return true; for (i = 0; i < NUM_ITEMSLOTS; i++) { item = getEquippedItem((ITEMSLOT_NAMES) i); if (item && item->isLight()) return true; } return false; } bool MOB::isBoneless() const { return glb_mobdefs[myDefinition].isboneless; } bool MOB::isBloodless() const { return defn().isbloodless; } bool MOB::canResurrectFromCorpse() const { return defn().canresurrectfromcorpse; } MOB * MOB::getMaster() const { if (!hasIntrinsic(INTRINSIC_TAME)) return 0; return getInflictorOfIntrinsic(INTRINSIC_TAME); } bool MOB::isSlave(const MOB *master) const { const MOB *slave, *slavesmaster; if (!master) return false; slave = this; while (slave->hasIntrinsic(INTRINSIC_TAME)) { slavesmaster = slave->getInflictorOfIntrinsic(INTRINSIC_TAME); if (!slavesmaster) { // We are no longer tame as our master has died. // However, this is const... // slave->clearIntrinsic(INTRINSIC_TAME); return false; } slave = slavesmaster; if (slave == master) return true; } return false; } void MOB::makeSlaveOf(const MOB *master) { if (master == this) { // I am already my own master :> return; } setTimedIntrinsic((MOB *) master, INTRINSIC_TAME, 10000); // Reset the ai target in case it is a master's friend. clearAITarget(); } bool MOB::hasCommonMaster(const MOB *other) const { const MOB *master1, *master2; if (!other) return false; master1 = this; while (master1 && master1->hasIntrinsic(INTRINSIC_TAME)) { master1 = master1->getInflictorOfIntrinsic(INTRINSIC_TAME); } master2 = other; while (master2 && master2->hasIntrinsic(INTRINSIC_TAME)) { master2 = master2->getInflictorOfIntrinsic(INTRINSIC_TAME); } if (master1 && (master1 == master2)) return true; return false; } int MOB::getLightRadius() const { int radius = 0; int i; ITEM *item; radius = glb_mobdefs[myDefinition].lightradius; if (hasIntrinsic(INTRINSIC_AFLAME)) { if (radius < 2) radius = 2; } for (i = 0; i < NUM_ITEMSLOTS; i++) { item = getEquippedItem((ITEMSLOT_NAMES) i); if (item && item->isLight() && item->getLightRadius() > radius) radius = item->getLightRadius(); } return radius; } bool MOB::canMoveDiabolically() const { if (getDefinition() == MOB_GRIDBUG) return true; if (hasIntrinsic(INTRINSIC_DRESSED_BARBARIAN)) return true; return false; } bool MOB::canDigest(ITEM *item) const { // If item is acid resistant, no one can digest. if (item->hasIntrinsic(INTRINSIC_RESISTACID)) { if (!item->hasIntrinsic(INTRINSIC_VULNACID)) return false; } else if (item->hasIntrinsic(INTRINSIC_VULNACID)) { return true; } MATERIAL_NAMES mat; const char *edible; mat = item->getMaterial(); edible = glb_mobdefs[myDefinition].edible; if (!edible) return false; while (*edible) { if (*edible == mat) return true; edible++; } return false; } bool MOB::safeToDigest(ITEM *item) const { if (!item) return false; bool ignorepoison; bool ignorestone; bool ignoregold; bool ignoresilver; ignorepoison = hasIntrinsic(INTRINSIC_RESISTPOISON) || hasSkill(SKILL_BUTCHERY); ignorestone = hasIntrinsic(INTRINSIC_UNCHANGING) || hasIntrinsic(INTRINSIC_RESISTSTONING); ignoregold = !isWearing(MATERIAL_GOLD); ignoresilver = !isWearing(MATERIAL_SILVER); // Don't eat intrinsically poisoned stuff // Stuff that got poisoned we may still foolishly eat, // unless we are a familiar. We want to be able to poison others // but we don't want familiars that learn poison bolt to suicide. // We do let familiars eat poly corpses. This is considered amusing // and rare enough for users to avoid if they dislike. // We do let everyone eat acidic, yes it is damaging, but so is // being hungry and I don't want to risk the destoning code path // failing because someone didn't want to take a hit. if (ignorepoison) { if (hasIntrinsic(INTRINSIC_FAMILIAR)) { if (item->isPoisoned()) return false; } } MOB *corpse; corpse = item->getCorpseMob(); if (corpse) { INTRINSIC_NAMES intrinsic; FOREACH_INTRINSIC(intrinsic) { if (INTRINSIC::hasIntrinsic( corpse->defn().eatgrant, intrinsic)) { // See how bad this intrinsic is if (glb_intrinsicdefs[intrinsic].ispoison) { if (!ignorepoison) return false; } if (intrinsic == INTRINSIC_STONING) { if (!ignorestone) return false; } if (intrinsic == INTRINSIC_VULNSILVER) { if (!ignoresilver) return false; } if (intrinsic == INTRINSIC_GOLDALLERGY) { if (!ignoregold) return false; } } } } return true; } bool MOB::canFly() const { if (getMoveType() & MOVE_FLY) return true; return false; } bool MOB::isWearing(MATERIAL_NAMES material) const { ITEM *item; for (item = myInventory; item; item = item->getNext()) { // Ignore inventory items if (item->getX()) continue; if (item->getMaterial() == material) return true; } return false; } static int glb_itemsortcomparebyslot(const void *v1, const void *v2) { const ITEM *i1, *i2; i1 = *((const ITEM **) v1); i2 = *((const ITEM **) v2); // First sort by column if (i1->getX() < i2->getX()) return -1; if (i1->getX() > i2->getX()) return 1; // Then by row if (i1->getY() < i2->getY()) return -1; if (i1->getY() > i2->getY()) return 1; // Really should never happen. return 0; } void MOB::sortInventoryBySlot() { // Sort all the items... ITEM *item; int numitems, i; // Count how many items we have so we can make a flat array. numitems = 0; for (item = myInventory; item; item = item->getNext()) numitems++; // This is a trivially true path. if (!numitems) return; ITEM **flatarray; // Create a flat array of all the items. flatarray = new ITEM *[numitems]; i = 0; for (item = myInventory; item; item = item->getNext()) flatarray[i++] = item; // Now, we sort the item pointers according to our rules: qsort(flatarray, numitems, sizeof(ITEM *), glb_itemsortcomparebyslot); // Now create our item list to match the flat array... myInventory = 0; while (i--) { flatarray[i]->setNext(myInventory); myInventory = flatarray[i]; } delete [] flatarray; } void MOB::alertMobGone(MOB *mob) { // A no-op as our internal pointers are all marshalled. // We could use this to determine when someone has left the leve. // Perhaps we should do stair follow if we can see it? Dive down // the hole? Etc? } void MOB::clearReferences() { // This is used to reset mobs when they change levels. // As all references should be marshalled with MOBREF, I don't know // what this should do. } void MOB::rebuildAppearance() { ITEM *item; bool lefthanded; bool ismale; // Ignore non avatars as we may then equip before we initialize. if (!isAvatar()) return; // Don't rebuild if our tile isn't the avatar tile. This // can happen if we possess someone else - we don't want the // old avatar to update! if (getDefinition() != MOB_AVATAR) return; lefthanded = hasIntrinsic(INTRINSIC_LEFTHANDED); // Default to female, "He"s become male. This leaves "it"s with the // feminine tilest util we make a neuter tileset :> // Interesting bug: getGender was returning "You", so avatars were // always female ;> ismale = false; if (getGender() == VERB_HE) ismale = true; // We have a very specific comp order... if (hasIntrinsic(INTRINSIC_STONING)) gfx_copytiledata(TILE_AVATAR, MINI_NAKEDSTONE, ismale); else if (aiIsPoisoned()) gfx_copytiledata(TILE_AVATAR, MINI_NAKEDPOISON, ismale); else gfx_copytiledata(TILE_AVATAR, MINI_NAKED, ismale); item = getEquippedItem(ITEMSLOT_HEAD); if (item && item->getMiniTile() != MINI_NONE) gfx_compositetile(ITEMSLOT_HEAD, item->getMiniTile(), ismale); item = getEquippedItem(ITEMSLOT_FEET); if (item && item->getMiniTile() != MINI_NONE) gfx_compositetile(ITEMSLOT_FEET, item->getMiniTile(), ismale); item = getEquippedItem(ITEMSLOT_BODY); if (item && item->getMiniTile() != MINI_NONE) gfx_compositetile(ITEMSLOT_BODY, item->getMiniTile(), ismale); item = getEquippedItem(ITEMSLOT_RHAND); if (item && item->getMiniTile() != MINI_NONE) { // This seems backwards. That is just because I drew them // all backwards :> if (lefthanded) gfx_compositetile(ITEMSLOT_RHAND, item->getMiniTile(), ismale); else gfx_compositetile(ITEMSLOT_LHAND, item->getMiniTile(), ismale); } item = getEquippedItem(ITEMSLOT_LHAND); if (item && item->getMiniTile() != MINI_NONE) { if (lefthanded) gfx_compositetile(ITEMSLOT_LHAND, item->getMiniTile(), ismale); else gfx_compositetile(ITEMSLOT_RHAND, item->getMiniTile(), ismale); } item = getEquippedItem(ITEMSLOT_RRING); if (item && item->getMiniTile() != MINI_NONE) gfx_compositetile(ITEMSLOT_RRING, item->getMiniTile(), ismale); item = getEquippedItem(ITEMSLOT_LRING); if (item && item->getMiniTile() != MINI_NONE) gfx_compositetile(ITEMSLOT_LRING, item->getMiniTile(), ismale); item = getEquippedItem(ITEMSLOT_AMULET); if (item && item->getMiniTile() != MINI_NONE) gfx_compositetile(ITEMSLOT_AMULET, item->getMiniTile(), ismale); } void MOB::rebuildWornIntrinsic() { ITEM *item; if (myWornIntrinsic) myWornIntrinsic->clearAll(); for (item = myInventory; item; item = item->getNext()) { // Check to see if it is equipped... if (item->getX() == 0 || item->isCarryIntrinsic()) { // Equipped, build the table: item->buildIntrinsicTable(myWornIntrinsic); } } determineClassiness(); } void MOB::determineClassiness(int *srcdressiness) { // Determine if the player is well dressed. bool wizard = true, fighter = true, ranger = true; bool cleric = true, barb = true, necro = true; ITEM_NAMES itemname; ITEM *item; int lcl_dress[NUM_GODS]; int *dressiness; if (srcdressiness) dressiness = srcdressiness; else dressiness = lcl_dress; memset(dressiness, 0, sizeof(int)*NUM_GODS); item = getEquippedItem(ITEMSLOT_HEAD); if (item) { itemname = item->getDefinition(); if (itemname != ITEM_HAT) wizard = false; else dressiness[GOD_WIZARD]++; if (itemname != ITEM_LEATHERCAP) ranger = false; else dressiness[GOD_ROGUE]++; if (itemname != ITEM_HELM) fighter = false; else dressiness[GOD_FIGHTER]++; if (itemname != ITEM_FEATHERHELM) barb = false; else dressiness[GOD_BARB]++; if (item->getMaterial() != MATERIAL_GOLD) necro = false; else dressiness[GOD_NECRO]++; } else { wizard = false; fighter = false; ranger = false; necro = false; barb = false; } // Check for Tower shield for fighters. if (fighter || srcdressiness) { item = getEquippedItem(ITEMSLOT_LHAND); if (item) { itemname = item->getDefinition(); if (itemname != ITEM_TOWERSHIELD) fighter = false; else dressiness[GOD_FIGHTER]++; } else { fighter = false; } } // Check for spears for barbarians. if (barb || srcdressiness) { item = getEquippedItem(ITEMSLOT_RHAND); if (item) { itemname = item->getDefinition(); if (itemname != ITEM_SPEAR && itemname != ITEM_SILVERSPEAR) { barb = false; } else dressiness[GOD_BARB]++; } else barb = false; } // Check for either the bow or torch for rangers. if (ranger || srcdressiness) { bool rangergood = false; item = getEquippedItem(ITEMSLOT_RHAND); if (item && (item->getDefinition() == ITEM_RAPIER)) { ITEM *lhand; // Check for swashbuckling! dressiness[GOD_ROGUE]++; lhand = getEquippedItem(ITEMSLOT_LHAND); if (lhand && (lhand->getDefinition() == ITEM_BUCKLER)) { rangergood = true; dressiness[GOD_ROGUE]++; } } if (!rangergood && (!item || (item->getDefinition() != ITEM_BOW))) { // Check for torch. Aragorn, after all, wielded // his torch in battle :> item = getEquippedItem(ITEMSLOT_LHAND); if (!item || ((item->getDefinition() != ITEM_TORCH) && (item->getDefinition() != ITEM_BOW) )) ranger = false; else dressiness[GOD_ROGUE]++; } else { if (!rangergood && (item->getDefinition() != ITEM_BOW)) dressiness[GOD_ROGUE]++; } } // Check for a blunt weapon for clerics // I don't think this should be necessary... Spellbooks suffice, IMO. #if 0 if (cleric) { item = getEquippedItem(ITEMSLOT_RHAND); if (!item || item->getAttackSkill() != SKILL_WEAPON_BLUNT) cleric = false; } #endif // Check for book wield for clerics. if (cleric || srcdressiness) { item = getEquippedItem(ITEMSLOT_LHAND); if (!item || item->getItemType() != ITEMTYPE_SPELLBOOK) cleric = false; else dressiness[GOD_CLERIC]++; } // Check for wand or staff for necromancers if (necro || srcdressiness) { item = getEquippedItem(ITEMSLOT_RHAND); if (!item || (item->getItemType() != ITEMTYPE_STAFF && item->getItemType() != ITEMTYPE_WAND)) { item = getEquippedItem(ITEMSLOT_LHAND); if (!item || (item->getItemType() != ITEMTYPE_STAFF && item->getItemType() != ITEMTYPE_WAND)) { necro = false; } else dressiness[GOD_NECRO]++; } else dressiness[GOD_NECRO]++; } if (wizard || ranger || fighter || cleric || necro || barb || srcdressiness) { item = getEquippedItem(ITEMSLOT_BODY); if (item) { itemname = item->getDefinition(); if (itemname != ITEM_ROBE) wizard = false; else dressiness[GOD_WIZARD]++; if (itemname != ITEM_STUDDEDLEATHER && itemname != ITEM_LEATHERTUNIC) ranger = false; else dressiness[GOD_ROGUE]++; if (itemname != ITEM_PLATEMAIL) fighter = false; else dressiness[GOD_FIGHTER]++; if (itemname != ITEM_CRYSTALPLATE) necro = false; else dressiness[GOD_NECRO]++; if (itemname != ITEM_CHAINMAIL && itemname != ITEM_MITHRILMAIL) cleric = false; else dressiness[GOD_CLERIC]++; if (itemname != ITEM_STUDDEDLEATHER && itemname != ITEM_LEATHERTUNIC && itemname != ITEM_CHAINMAIL && itemname != ITEM_MITHRILMAIL) barb = false; else dressiness[GOD_BARB]++; } else { wizard = false; ranger = false; fighter = false; cleric = false; necro = false; barb = false; } } if (wizard || ranger || fighter || cleric || barb || srcdressiness) { item = getEquippedItem(ITEMSLOT_FEET); if (item) { itemname = item->getDefinition(); if (itemname != ITEM_POINTEDSLIPPERS) wizard = false; else dressiness[GOD_WIZARD]++; if (itemname != ITEM_HIKINGBOOTS) ranger = false; else dressiness[GOD_ROGUE]++; if (itemname != ITEM_IRONSHOES) fighter = false; else dressiness[GOD_FIGHTER]++; if (itemname != ITEM_SANDALS) cleric = false; else dressiness[GOD_CLERIC]++; if (itemname != ITEM_RIDINGBOOTS) barb = false; else dressiness[GOD_BARB]++; } else { wizard = false; ranger = false; fighter = false; cleric = false; barb = false; } } // Wizards require both ring slots to be full. // Necros require it full with gold rings. if (wizard || necro || srcdressiness) { item = getEquippedItem(ITEMSLOT_LRING); if (!item) { wizard = false; necro = false; } else if (item->getMaterial() != MATERIAL_GOLD) { necro = false; dressiness[GOD_WIZARD]++; } else { dressiness[GOD_WIZARD]++; dressiness[GOD_NECRO]++; } item = getEquippedItem(ITEMSLOT_RRING); if (!item) { wizard = false; necro = false; } else if (item->getMaterial() != MATERIAL_GOLD) { necro = false; dressiness[GOD_WIZARD]++; } else { dressiness[GOD_WIZARD]++; dressiness[GOD_NECRO]++; } } // Clerics require the proper amulet to be held. // THis should be made a specific amulet as soon as I have one // that looks more like a holy symbol. // Necros are similar, but have specific amulets in mind. // Barbarians just want something protecting their neck. if (cleric || necro || barb || srcdressiness) { item = getEquippedItem(ITEMSLOT_AMULET); if (!item) { cleric = false; necro = false; barb = false; } else if (item->getMaterial() != MATERIAL_GOLD) { necro = false; dressiness[GOD_BARB]++; dressiness[GOD_CLERIC]++; } else { dressiness[GOD_BARB]++; dressiness[GOD_CLERIC]++; dressiness[GOD_NECRO]++; } } if (wizard) setIntrinsic(INTRINSIC_DRESSED_WIZARD); else clearIntrinsic(INTRINSIC_DRESSED_WIZARD); if (ranger) setIntrinsic(INTRINSIC_DRESSED_RANGER); else clearIntrinsic(INTRINSIC_DRESSED_RANGER); if (fighter) setIntrinsic(INTRINSIC_DRESSED_FIGHTER); else clearIntrinsic(INTRINSIC_DRESSED_FIGHTER); if (cleric) setIntrinsic(INTRINSIC_DRESSED_CLERIC); else clearIntrinsic(INTRINSIC_DRESSED_CLERIC); if (necro) setIntrinsic(INTRINSIC_DRESSED_NECROMANCER); else clearIntrinsic(INTRINSIC_DRESSED_NECROMANCER); if (barb) setIntrinsic(INTRINSIC_DRESSED_BARBARIAN); else clearIntrinsic(INTRINSIC_DRESSED_BARBARIAN); } bool MOB::hasIntrinsic(INTRINSIC_NAMES intrinsic, bool allowitem) const { if (myIntrinsic.hasIntrinsic(intrinsic)) return true; if (allowitem && myWornIntrinsic && myWornIntrinsic->hasIntrinsic(intrinsic)) return true; return false; } int MOB::intrinsicFromWhat(INTRINSIC_NAMES intrinsic) const { int src = 0; if (myWornIntrinsic && myWornIntrinsic->hasIntrinsic(intrinsic)) src |= INTRINSIC_FROM_ITEM; if (myIntrinsic.hasIntrinsic(intrinsic)) { // Determine if permament or not. if (getCounter(intrinsic)) src |= INTRINSIC_FROM_TEMPORARY; else src |= INTRINSIC_FROM_PERMAMENT; } return src; } const char * MOB::intrinsicFromWhatLetter(INTRINSIC_NAMES intrinsic) const { int src = intrinsicFromWhat(intrinsic); // This is the sort of exciting thing I get to write while // waiting for the GO train. Again, it is 20 minutes late! if (src == 0) return ""; if (src == INTRINSIC_FROM_ITEM) return "x"; if (src & INTRINSIC_FROM_ITEM) return "*"; // Built in only. return "+"; } bool MOB::hasSkill(SKILL_NAMES skill, bool allowitem, bool ignoreamnesia) const { if (skill == SKILL_NONE) return false; if (!ignoreamnesia && hasIntrinsic(INTRINSIC_AMNESIA)) return false; return hasIntrinsic((INTRINSIC_NAMES) glb_skilldefs[skill].intrinsic, allowitem); } bool MOB::skillProc(SKILL_NAMES skill) const { if (skill == SKILL_NONE) return false; return rand_chance(glb_skilldefs[skill].proc); } int MOB::getUsedSkillSlots() const { bool testedskill[NUM_INTRINSICS]; int i, numslots; memset(testedskill, 0, sizeof(bool) * NUM_INTRINSICS); numslots = 0; for (i = 0; i < NUM_SKILLS; i++) { if (testedskill[glb_skilldefs[i].intrinsic]) continue; if (hasSkill((SKILL_NAMES) i)) { // If this was granted by an item, ignore it. if (getSourceOfIntrinsic((INTRINSIC_NAMES) glb_skilldefs[i].intrinsic)) continue; numslots++; testedskill[glb_skilldefs[i].intrinsic] = true; } } return numslots; } int MOB::getFreeSkillSlots() const { int freeslots; freeslots = getHitDie() - getUsedSkillSlots(); // We've artificially lifted our skill slots by the given hit die, // subtract out our raw form to get how many we have earned. freeslots += defn().baseskills - defn().hitdie; return freeslots; } bool MOB::canLearnSkill(SKILL_NAMES skill, bool explain) const { bool canlearn = true; BUF buf; if (skill == SKILL_NONE) { if (explain) reportMessage("That is not a skill!"); return false; } if (hasIntrinsic(INTRINSIC_AMNESIA)) { if (explain) reportMessage("Your condition seems to be anterograde as well as retrograde."); return false; } if (hasSkill(skill)) { if (explain) { buf.sprintf("You already know %s.", glb_skilldefs[skill].name); reportMessage(buf); } return false; } // Determine if we have any free skills... int freeslots; freeslots = getFreeSkillSlots(); if (freeslots <= 0) { if (explain) { reportMessage("You have no free skill slots."); } return false; } const char *prereq; prereq = glb_skilldefs[skill].prereq; while (*prereq) { if (!hasSkill((SKILL_NAMES) *prereq)) { canlearn = false; if (explain) { buf.sprintf("You must first learn %s.", glb_skilldefs[(u8) *prereq].name); reportMessage(buf); } } prereq++; } return canlearn; } bool MOB::hasSpell(SPELL_NAMES spell, bool allowitem, bool ignoreamnesia) const { if (!ignoreamnesia && hasIntrinsic(INTRINSIC_AMNESIA)) return false; return hasIntrinsic((INTRINSIC_NAMES) glb_spelldefs[spell].intrinsic, allowitem); } int MOB::getUsedSpellSlots() const { bool testedspell[NUM_INTRINSICS]; int i, numslots; memset(testedspell, 0, sizeof(bool) * NUM_INTRINSICS); numslots = 0; for (i = 0; i < NUM_SPELLS; i++) { if (testedspell[glb_spelldefs[i].intrinsic]) continue; if (hasSpell((SPELL_NAMES) i)) { // If this was granted by an item, ignore it. // (Ie, staff granted spells) if (getSourceOfIntrinsic((INTRINSIC_NAMES) glb_spelldefs[i].intrinsic)) continue; numslots++; testedspell[glb_spelldefs[i].intrinsic] = true; } } return numslots; } int MOB::getFreeSpellSlots() const { int freeslots; freeslots = getMagicDie() - getUsedSpellSlots(); freeslots += defn().basespells - defn().mpdie; return freeslots; } bool MOB::canLearnSpell(SPELL_NAMES spell, bool explain) const { bool canlearn = true; BUF buf; if (spell == SPELL_NONE) { if (explain) reportMessage("That is not a spell!"); return false; } if (hasIntrinsic(INTRINSIC_AMNESIA)) { if (explain) reportMessage("Your condition seems to be anterograde as well as retrograde."); return false; } if (hasSpell(spell)) { if (explain) { buf.sprintf("You already know %s.", glb_spelldefs[spell].name); reportMessage(buf); } return false; } // Determine if we have any free skills... int freeslots; // Get a bonus magic spell slot cause we count from zero. freeslots = getFreeSpellSlots(); if (freeslots <= 0) { if (explain) { reportMessage("You have no free spell slots."); } return false; } const char *prereq; prereq = glb_spelldefs[spell].prereq; while (*prereq) { if (!hasSpell((SPELL_NAMES) *prereq)) { canlearn = false; if (explain) { buf.sprintf("You must first learn %s.", glb_spelldefs[(u8) *prereq].name); reportMessage(buf); } } prereq++; } return canlearn; } void MOB::setIntrinsic(INTRINSIC_NAMES intrinsic) { // If we have a counter, we get rid of it. Otherwise this // intrinsic will vanish when the counter is up :> removeCounter(intrinsic); // Set our intrinsic list... if (!myIntrinsic.setIntrinsic(intrinsic)) { if (glb_intrinsicdefs[intrinsic].affectappearance) rebuildAppearance(); // Verify it is not masked be worn clothing if (glb_intrinsicdefs[intrinsic].maskchangeifclothed && myWornIntrinsic && myWornIntrinsic->hasIntrinsic(intrinsic)) { return; } // A net new intrinsic. We broad cast it, possible to the world, // depending on visiblechange. if (isAvatar() || (getAvatar() && glb_intrinsicdefs[intrinsic].visiblechange && getAvatar()->canSense(this))) { formatAndReport(glb_intrinsicdefs[intrinsic].gaintxt); } } } void MOB::mergeIntrinsicsFromString(const char *rawstr) { if (!rawstr) return; while (*rawstr) { setIntrinsic( (INTRINSIC_NAMES) ((u8)*rawstr) ); rawstr++; } } void MOB::clearIntrinsic(INTRINSIC_NAMES intrinsic, bool silent) { // Remove the counter so future counter sets don't get // confused. removeCounter(intrinsic); if (myIntrinsic.clearIntrinsic(intrinsic)) { if (glb_intrinsicdefs[intrinsic].affectappearance) rebuildAppearance(); if (silent) return; // Verify it is not masked be worn clothing if (glb_intrinsicdefs[intrinsic].maskchangeifclothed && myWornIntrinsic && myWornIntrinsic->hasIntrinsic(intrinsic)) { return; } // Was previously set... if (isAvatar() || (getAvatar() && glb_intrinsicdefs[intrinsic].visiblechange && getAvatar()->canSense(this))) { formatAndReport(glb_intrinsicdefs[intrinsic].losetxt); } } } POISON_NAMES getPoisonFromIntrinsic(INTRINSIC_NAMES poison) { if (!glb_intrinsicdefs[poison].ispoison) return POISON_NONE; // Look up current poison. POISON_NAMES pname; FOREACH_POISON(pname) { if (glb_poisondefs[pname].intrinsic == poison) return pname; } UT_ASSERT(!"Poison intrinsic with no poison."); return POISON_NONE; } INTRINSIC_NAMES getNextMorePowerfulPoisonIntrinsic(INTRINSIC_NAMES poison) { if (!glb_intrinsicdefs[poison].ispoison) return INTRINSIC_NONE; // Look up current poison. POISON_NAMES pname; FOREACH_POISON(pname) { if (glb_poisondefs[pname].intrinsic == poison) break; } pname = (POISON_NAMES) (pname + 1); if (pname >= NUM_POISONS) return INTRINSIC_NONE; return (INTRINSIC_NAMES) glb_poisondefs[pname].intrinsic; } void MOB::setTimedIntrinsic(MOB *inflictor, INTRINSIC_NAMES intrinsic, int turns, bool quiet) { INTRINSIC_COUNTER *counter; bool ispoison; ispoison = glb_intrinsicdefs[intrinsic].ispoison; // Check for any intrinisc resistance. These will prevent us // from ever getting the intrinsic in the first place. if (glb_intrinsicdefs[intrinsic].resistance != INTRINSIC_NONE) { if (hasIntrinsic((INTRINSIC_NAMES)glb_intrinsicdefs[intrinsic].resistance)) { // If there is an inflictor, we can tell them that // we resisted. if (inflictor) { inflictor->aiNoteThatTargetHasIntrinsic(this, (INTRINSIC_NAMES)glb_intrinsicdefs[intrinsic].resistance); } return; } } counter = getCounter(intrinsic); if (counter) { if (ispoison) { // When you stack poisons, you always get the next more // powerful poison. INTRINSIC_COUNTER *nextcounter; INTRINSIC_NAMES nextpoison; nextpoison = getNextMorePowerfulPoisonIntrinsic(intrinsic); if (nextpoison == INTRINSIC_NONE) { // Already most powerful poison. counter->myTurns += turns; counter->myInflictor.setMob(inflictor); } else { // See if we already are poisoned with it (we should not be) nextcounter = getCounter(nextpoison); if (nextcounter) { // We are masked by the more powerful poison, so remove // ourselves. // This should never happen. clearIntrinsic(intrinsic, true); return; } // No next more powerful poison exists. // Upgrade and create it. int newcount; newcount = (counter->myTurns + turns + 1) / 2; clearIntrinsic(intrinsic, true); setTimedIntrinsic(inflictor, nextpoison, newcount); return; } } else { // Increment our counter. counter->myTurns += turns; counter->myInflictor.setMob(inflictor); } } else { // If we are a poison, we want to make sure we are not // masked by a more powerful poison. if (ispoison) { INTRINSIC_NAMES nextpoison; for (nextpoison = getNextMorePowerfulPoisonIntrinsic(intrinsic); nextpoison != INTRINSIC_NONE; nextpoison = getNextMorePowerfulPoisonIntrinsic(nextpoison)) { if (hasIntrinsic(nextpoison)) { return; } } // Check to see if there is a weaker poison that we will // mask. If there is, we want to clear it. POISON_NAMES newpoison = getPoisonFromIntrinsic(intrinsic); POISON_NAMES lesserpoison; INTRINSIC_NAMES lesserintrinsic; INTRINSIC_COUNTER *lessercounter; FOREACH_POISON(lesserpoison) { if (lesserpoison == newpoison) break; if (lesserpoison != POISON_NONE) { lesserintrinsic = (INTRINSIC_NAMES) glb_poisondefs[lesserpoison].intrinsic; lessercounter = getCounter(lesserintrinsic); if (lessercounter) turns += (lessercounter->myTurns + 1) >> (int)(newpoison - lesserpoison); clearIntrinsic(lesserintrinsic, true); } } } // Determine if we already have the intrinsic // permamently. If we do, we don't want to set // the counter as we will then LOSE it when it runs // out! if (!myIntrinsic.hasIntrinsic(intrinsic)) counter = addCounter(inflictor, intrinsic, turns); else counter = 0; } if (counter && glb_intrinsicdefs[intrinsic].maxcount) { if (counter->myTurns > glb_intrinsicdefs[intrinsic].maxcount) counter->myTurns = glb_intrinsicdefs[intrinsic].maxcount; } // Always set our main block.. if (!myIntrinsic.setIntrinsic(intrinsic)) { if (glb_intrinsicdefs[intrinsic].affectappearance) rebuildAppearance(); // Was previously unset... if (isAvatar() || (getAvatar() && glb_intrinsicdefs[intrinsic].visiblechange && getAvatar()->canSense(this))) { if (!quiet) formatAndReport(glb_intrinsicdefs[intrinsic].gaintxt); } } } INTRINSIC_COUNTER * MOB::getCounter(INTRINSIC_NAMES intrinsic) const { INTRINSIC_COUNTER *counter; for (counter = myCounters; counter; counter = counter->myNext) { if (counter->myIntrinsic == intrinsic) return counter; } // None found... return 0; } void MOB::removeCounter(INTRINSIC_NAMES intrinsic) { INTRINSIC_COUNTER *counter, *last; last = 0; for (counter = myCounters; counter; counter = counter->myNext) { if (counter->myIntrinsic == intrinsic) break; last = counter; } if (!counter) return; // Trivial remove if (last) last->myNext = counter->myNext; else myCounters = counter->myNext; delete counter; // Debug code to verify the counter was unlinked. #ifdef STRESS_TEST for (last = myCounters; last; last = last->myNext) { UT_ASSERT(last != counter); } #endif } INTRINSIC_COUNTER * MOB::addCounter(MOB *inflictor, INTRINSIC_NAMES intrinsic, int turns) { INTRINSIC_COUNTER *counter; counter = new INTRINSIC_COUNTER; counter->myNext = myCounters; counter->myIntrinsic = intrinsic; counter->myTurns = turns; counter->myInflictor.setMob(inflictor); myCounters = counter; return counter; } void MOB::loadGlobal(SRAMSTREAM &is) { int mob; int val; for (mob = 0; mob < NUM_MOBS; mob++) { is.uread(val, 16); glbKillCount[mob] = val; } is.read(val, 8); ourAvatarDx = val; is.read(val, 8); ourAvatarDy = val; ai_load(is); } void MOB::saveGlobal(SRAMSTREAM &os) { int mob; int val; for (mob = 0; mob < NUM_MOBS; mob++) { val = glbKillCount[mob]; os.write(val, 16); } os.write(ourAvatarDx, 8); os.write(ourAvatarDy, 8); ai_save(os); } MOB * MOB::load(SRAMSTREAM &is) { int val; MOB *me; me = new MOB(); is.uread(val, 8); me->myDefinition = val; is.uread(val, 8); me->myOrigDefinition = val; // Reset this to zero so uninitialized memory doesn't make // everyone loud. me->myNoiseLevel = 0; // Load our self-reference. me->myOwnRef.load(is); if (!me->myOwnRef.transferMOB(me)) { UT_ASSERT(!"Transfer fail in Load"); } me->myName.load(is); is.uread(val, 8); me->myX = val; is.uread(val, 8); me->myY = val; is.uread(val, 8); val ^= glb_mobdefs[me->myDefinition].explevel; me->myExpLevel = val; is.uread(val, 8); me->myDLevel = val; is.uread(val, 8); me->myAIFSM = val; is.uread(val, 16); me->myAIState = val; is.read(val, 16); me->myHP = val; is.read(val, 8); val ^= (glb_mobdefs[me->myDefinition].hitdie * 2); me->myHitDie = val; is.read(val, 16); me->myMaxHP = val; me->myHP ^= me->myMaxHP; is.read(val, 16); me->myMP = val; is.read(val, 8); val ^= (glb_mobdefs[me->myDefinition].mpdie * 2); me->myMagicDie = val; is.read(val, 16); me->myMaxMP = val; me->myMP ^= me->getMaxMP(); is.read(val, 16); me->myExp = val; is.uread(val, 16); me->myFoodLevel = val; is.uread(val, 8); me->myGender = val; me->myAITarget.load(is); // Read in intrinsics... me->myIntrinsic.load(is); // Load counters... while (1) { int i; INTRINSIC_COUNTER *counter; is.uread(val, 8); if (val) break; is.uread(i, 8); is.uread(val, 32); // As it was set in our main block which loaded silently, // we shouldn't get the spurious Intrinsic messages here. // We do not want to call setTimedIntrinsic as that checks // against the main block. Instead, as we know we have the // intrinsic already set in the main block, and we must add // the counter, we just call add. counter = me->addCounter(0, (INTRINSIC_NAMES) i, val); UT_ASSERT(counter != 0); if (counter) counter->myInflictor.load(is); } // Read in items. ITEM *item; while (1) { is.uread(val, 8); if (val) break; item = ITEM::load(is); me->acquireItem(item, item->getX(), item->getY()); } me->reverseInventory(); // Load our poly base, if present: me->myBaseType.load(is); if (!me->myBaseType.isNull()) { MOB *mob; mob = MOB::load(is); // myBaseType will already point to mob, but might as well // assert. UT_ASSERT(mob == me->myBaseType.getMob()); } return me; } void MOB::save(SRAMSTREAM &os) { os.write(myDefinition, 8); os.write(myOrigDefinition, 8); myOwnRef.save(os); myName.save(os); os.write(myX, 8); os.write(myY, 8); os.write(myExpLevel ^ glb_mobdefs[myDefinition].explevel, 8); os.write(myDLevel, 8); os.write(myAIFSM, 8); os.write(myAIState, 16); os.write(myHP ^ myMaxHP, 16); os.write(myHitDie ^ (glb_mobdefs[myDefinition].hitdie * 2), 8); os.write(myMaxHP, 16); os.write(myMP ^ (getMaxMP()), 16); os.write(myMagicDie ^ (glb_mobdefs[myDefinition].mpdie * 2), 8); os.write(myMaxMP, 16); os.write(myExp, 16); os.write(myFoodLevel, 16); os.write(myGender, 8); myAITarget.save(os); // Intrinsics: myIntrinsic.save(os); // Counters... INTRINSIC_COUNTER *counter; for (counter = myCounters; counter; counter = counter->myNext) { // Flag for a counter... os.write(0, 8); os.write(counter->myIntrinsic, 8); os.write(counter->myTurns, 32); counter->myInflictor.save(os); } // End of intrinsic counters... os.write(1, 8); // Inventory: ITEM *item; for (item = myInventory; item; item = item->getNext()) { os.write(0, 8); item->save(os); } os.write(1, 8); // Save our poly base, if present: MOB *mob; mob = myBaseType.getMob(); myBaseType.save(os); if (mob) mob->save(os); } bool MOB::verifyMob() const { bool valid = true; ITEM *item; MOB *self; self = myOwnRef.getMob(); if (!self) { // Null self references... msg_report("0"); valid = false; } else if (self != this) { // Invalid link. msg_report("!"); valid = false; } // Verify all of our inventory. for (item = myInventory; item; item = item->getNext()) { valid &= item->verifyMob(); } if (getBaseType()) { valid &= getBaseType()->verifyMob(); } return valid; } bool MOB::verifyCounterGone(INTRINSIC_COUNTER *counter) const { bool valid = true; ITEM *item; INTRINSIC_COUNTER *test; for (test = myCounters; test; test = test->myNext) { if (test == counter) { UT_ASSERT(!"Counter still exists!"); valid = false; } } // Verify all of our inventory. for (item = myInventory; item; item = item->getNext()) { valid &= item->verifyCounterGone(counter); } if (getBaseType()) { valid &= getBaseType()->verifyCounterGone(counter); } return valid; } bool MOB::hasBreathAttack() const { if (getBreathAttack() != ATTACK_NONE) return true; return false; } ATTACK_NAMES MOB::getBreathAttack() const { return (ATTACK_NAMES) glb_mobdefs[myDefinition].breathattack; } int MOB::getBreathRange() const { ATTACK_NAMES attack; attack = getBreathAttack(); return (glb_attackdefs[attack].range); } bool MOB::isBreathAttackCharged() const { if (hasIntrinsic(INTRINSIC_TIRED)) return false; return true; } const char * MOB::getBreathSubstance() const { return glb_mobdefs[myDefinition].breathsubstance; } bool MOB::isTalkative() const { if (getDefinition() == MOB_ELDER) return true; return false; } void MOB::submergeItemEffects(SQUARE_NAMES tile) { ITEMSLOT_NAMES slot; ITEM *item; bool destroy = false; slot = (ITEMSLOT_NAMES) rand_choice(NUM_ITEMSLOTS); item = getEquippedItem(slot); if (item) { // Drown the item according to the liquid.. glbCurLevel->fillBottle(item, getX(), getY()); // Again find myself relazing on the shinkansen. Truly // a more relaxed way to travel. Spent most of the trip // reviewing for an upcoming meeting, so did not get my // usual POWDER development. // The new trains seem to have power outlets at every seat, however, // so no need to restrict yourself to micro laptops like I am. // But, cables? Who wants to deal with them? switch (tile) { case SQUARE_WATER: destroy = item->douse(); break; case SQUARE_LAVA: destroy = item->ignite(); break; case SQUARE_ACID: destroy = item->dissolve(); break; default: break; } if (destroy) { item = dropItem(item->getX(), item->getY()); delete item; } // We may have just messed with our status.. rebuildAppearance(); rebuildWornIntrinsic(); } } bool MOB::zapCallbackStatic(int x, int y, bool final, void *data) { MOB *mob; MOB *thismob; MOBREF *mobref; bool keepgoing = true, lived = true; bool actuallyhit = false; bool forcehit = false; bool allowfinal = false; ATTACK_NAMES attack; mobref = (MOBREF *) data; thismob = mobref->getMob(); // We need this to determine attack, Ie: digging eath elementals! mob = glbCurLevel->getMob(x, y); attack = ATTACK_NONE; switch (ourZapSpell) { case SPELL_DIG: if (mob && mob->getDefinition() == MOB_EARTHELEMENTAL) { attack = ATTACK_DIGEARTHELEMENTAL; } break; case SPELL_FORCEBOLT: attack = ATTACK_SPELL_FORCEBOLT; break; case SPELL_FORCEWALL: attack = ATTACK_SPELL_FORCEWALL; break; case SPELL_FROSTBOLT: attack = ATTACK_SPELL_FROSTBOLT; break; case SPELL_LIGHTNINGBOLT: attack = ATTACK_SPELL_LIGHTNING; break; case SPELL_MAGICMISSILE: attack = ATTACK_SPELL_MAGICMISSILE; break; case SPELL_FIREBALL: attack = ATTACK_SPELL_FIREBALL; allowfinal = true; break; case SPELL_CHAINLIGHTNING: attack = ATTACK_SPELL_LIGHTNING; break; case SPELL_POISONBOLT: attack = ATTACK_SPELL_POISONBOLT; break; case SPELL_CLOUDKILL: attack = ATTACK_SPELL_CLOUDKILL; allowfinal = true; break; case SPELL_FINGEROFDEATH: attack = ATTACK_SPELL_FINGEROFDEATH; if (thismob && thismob->hasIntrinsic(INTRINSIC_DRESSED_NECROMANCER)) { forcehit = true; } break; default: attack = ATTACK_NONE; break; } // Do nothing on final attacks for these modes. if (!allowfinal && final) return false; // Final attakcs always trigger this path. // Beware, mob may be null! if (mob || final) { if (attack != ATTACK_NONE) { // Check to see if we die... lived = true; actuallyhit = true; if (forcehit && mob && !final) { lived = mob->receiveDamage(attack, thismob, 0, 0, ATTACKSTYLE_SPELL); actuallyhit = true; } else if (mob && !final) { lived = mob->receiveAttack(attack, thismob, 0, 0, ATTACKSTYLE_SPELL, &actuallyhit); } if (!lived && mob == thismob) return false; if (actuallyhit) { // Magic missile can hit one foe per fireball count. if (ourZapSpell == SPELL_MAGICMISSILE) { if (ourFireBallCount > 0) ourFireBallCount--; else keepgoing = false; } if (ourZapSpell == SPELL_POISONBOLT) keepgoing = false; if (ourZapSpell == SPELL_CLOUDKILL) { if (final) { // Generate our smoke // TODO: This is improper conjugation! thismob->formatAndReport("%B1 explodes!", glb_attackdefs[attack].explode_name); // Create the relevant smoke. if (glb_attackdefs[attack].explode_smoke != SMOKE_NONE) { int dx, dy; SMOKE_NAMES smoke = (SMOKE_NAMES) glb_attackdefs[attack].explode_smoke; for (dy = -1; dy <= 1; dy++) for (dx = -1; dx <= 1; dx++) if (glbCurLevel->canMove(x+dx, y+dy, MOVE_STD_FLY)) glbCurLevel->setSmoke(x+dx, y+dy, smoke, thismob); } } keepgoing = false; } if (ourZapSpell == SPELL_FIREBALL && (rand_choice(ourFireBallCount) < 2)) { keepgoing = false; ourFireBallCount++; // Time for an inferno! { BUF buf; buf.sprintf("%s fireball explodes!", (thismob ? thismob->getPossessive() : "the")); glbCurLevel->reportMessage(buf, x, y); } ourEffectAttack = ATTACK_SPELL_FIREBALLBALL; glbCurLevel->fireBall(x, y, 1, true, areaAttackCBStatic, mobref); } // Check for chain lightning. Note that chain lightning // will keep going. if (ourZapSpell == SPELL_CHAINLIGHTNING && (rand_choice(ourFireBallCount) < 5)) { ourFireBallCount++; { BUF buf; buf.sprintf("%s lightning forks!", (thismob ? thismob->getPossessive() : "the")); glbCurLevel->reportMessage(buf, x, y); } int dx, dy; rand_direction(dx, dy); glbCurLevel->fireRay(x, y, dx, dy, 6, MOVE_STD_FLY, true, zapCallbackStatic, mobref); } } } } // Local effects: if (ourZapSpell == SPELL_FROSTBOLT) { if (glbCurLevel->freezeSquare(x, y, thismob)) return false; } if (ourZapSpell == SPELL_FIREBALL) { glbCurLevel->burnSquare(x, y, thismob); // Yes, continue even if melted! } if (ourZapSpell == SPELL_DIG) { if (!glbCurLevel->digSquare(x, y, thismob)) return false; } // This dubious decision to omit the spark spell from this effect // was made whilst flying in economy over the pacific. Much // thanks to my p1610 which is more than up to the task of working // in such confined areas, and thanks to AC for outfitting their 777s // with seatback power so I have no fear of even this eleven // hour flight depleting my battery. // I still think I prefer first class, however. // The dubious decision, it turns out, was of no merit as spark doesn't // use this code path and was added when I provided support for // blue dragons charging rapiers. Please thus ignore that above // comment which no longer applies. Well, the part about first // class certainly applies. if (ourZapSpell == SPELL_LIGHTNINGBOLT || ourZapSpell == SPELL_CHAINLIGHTNING) { // Charge anything on this square... glbCurLevel->electrifySquare(x, y, rand_dice(glb_attackdefs[attack].damage), thismob); } if (ourZapSpell == SPELL_FORCEBOLT || ourZapSpell == SPELL_FORCEWALL) { // Force bolts will: // Shatter doors // Shatter secret doors // Shatter boulders. // Shatters trees. // Shatter viewports SQUARE_NAMES tile; BUF buf; tile = glbCurLevel->getTile(x, y); switch (tile) { case SQUARE_DOOR: case SQUARE_BLOCKEDDOOR: case SQUARE_SECRETDOOR: { buf.sprintf("The force bolt shatters the %s.", (tile == SQUARE_SECRETDOOR ? "secret door" : "door")); glbCurLevel->reportMessage(buf, x, y); glbCurLevel->setTile(x, y, SQUARE_CORRIDOR); // Ends the bolt return false; } case SQUARE_VIEWPORT: { glbCurLevel->reportMessage("The force bolt shatters the glass wall.", x, y); glbCurLevel->setTile(x, y, SQUARE_BROKENVIEWPORT); // Ends the bolt return false; } case SQUARE_FOREST: case SQUARE_FORESTFIRE: { buf.sprintf("The force bolt shatters the %s.", (tile == SQUARE_FOREST ? "tree" : "burning tree")); glbCurLevel->reportMessage(buf, x, y); glbCurLevel->setTile(x, y, SQUARE_CORRIDOR); // People should fall out of trees. glbCurLevel->dropMobs(x, y, true, mobref->getMob(), true); int dx, dy; FORALL_8DIR(dx, dy) { ITEM *arrow; if (tile == SQUARE_FORESTFIRE) arrow = ITEM::create(ITEM_FIREARROW); else arrow = ITEM::create(ITEM_ARROW); // We only want one arrow at a time. arrow->setStackCount(1); // Throw the arrow... glbCurLevel->throwItem(x, y, dx, dy, arrow, 0, 0, mobref->getMob(), arrow->getThrownAttack(), false); } // Consumes the bolt. return false; } default: break; } ITEM *item; item = glbCurLevel->getItem(x, y); if (item && item->getDefinition() == ITEM_BOULDER) { ITEM *rocks; item->formatAndReport("The force bolt shatters %U."); // Destroy the item. glbCurLevel->dropItem(item); delete item; // Create some rocks. rocks = ITEM::create(ITEM_ROCK, false, false); rocks->setStackCount(rand_range(3,8)); glbCurLevel->acquireItem(rocks, x, y, thismob); return false; } if (item && item->getDefinition() == ITEM_STATUE) { MOB *victim; ITEM *rocks; item->formatAndReport("The force bolt shatters %U."); // Create some rocks. rocks = ITEM::create(ITEM_ROCK, false, false); rocks->setStackCount(rand_range(2,4)); glbCurLevel->acquireItem(rocks, x, y, thismob); victim = item->getStatueMob(); if (victim) { // The victim finally dies. victim->triggerAsDeath(ATTACK_NONE, thismob, 0, false); // You get the experience for killing this dude! if (!thismob->hasCommonMaster(victim)) thismob->receiveDeathExp(victim->getExpLevel()); // Good old piety. thismob->pietyKill(victim, ATTACKSTYLE_SPELL); // Drop the victim's stuff on the ground. ITEM *vit, *next, *drop; for (vit = victim->myInventory; vit; vit = next) { next = vit->getNext(); drop = victim->dropItem(vit->getX(), vit->getY()); UT_ASSERT(drop == vit); glbCurLevel->acquireItem(vit, x, y, thismob); } // Note victim will be deleted when the item is. } // Delete the item (and any mob inside of it) glbCurLevel->dropItem(item); delete item; } } // Continue the zap... return keepgoing; } bool MOB::attemptLifeSaving(const char *deathstring) { if (hasIntrinsic(INTRINSIC_LIFESAVE)) { if (getMobType() == MOBTYPE_UNDEAD) { // Life saving doesn't work on the dead. They have // no life to save... formatAndReport("%U too late that being undead means having no life to save."); return false; } // This is either a built in intrinsic (in which case // we now lose it) or its from an item (in which case // it will glow and disappear) if (myIntrinsic.hasIntrinsic(INTRINSIC_LIFESAVE)) { // It is a built in intrinsic. formatAndReport(deathstring); clearIntrinsic(INTRINSIC_LIFESAVE); formatAndReport("But %U to life!"); myHP = myMaxHP; clearDeathIntrinsics(false); return true; } ITEM *lifesaver, *drop; lifesaver = getSourceOfIntrinsic(INTRINSIC_LIFESAVE); if (lifesaver) { // The life saver is what saved our life! formatAndReport(deathstring); formatAndReport("%R %Iu brightly and crumbles to dust!", lifesaver); // If the heart grants life save it could get rather // embarassing. Since we can't destroy the heart, we need // to not rescue the carrier. if (lifesaver->defn().isquest) { formatAndReport("The dust reassembles itself into %Iu!", lifesaver); formatAndReport("%U not return to life."); return false; } formatAndReport("%U to life!"); // If it was our amulet, or we saw the creature regenerate, // we will get the id of the item. if (isAvatar() || (MOB::getAvatar() && MOB::getAvatar()->canSense(this))) { // We only id type, not the particulars! lifesaver->markClassKnown(); } drop = dropItem(lifesaver->getX(), lifesaver->getY()); UT_ASSERT(drop == lifesaver); delete lifesaver; setMaximalHP(); clearDeathIntrinsics(false); return true; } // This might occur if rebuildWornIntrinsic // doesn't match getSourceOfIntrinsic UT_ASSERT(!"UNKNOWN SOURCE OF LIFE SAVING"); // Cute message for this impossible condition. formatAndReport("%U to cheat death - but !"); } else if (hasIntrinsic(INTRINSIC_LICHFORM)) { if (getMobType() == MOBTYPE_UNDEAD) { // The undead can't make use of the imbued evil. formatAndReport("%U %r concentrated evil dissipate uselessly."); return false; } // Transformation forbidden if unchanging. if (hasIntrinsic(INTRINSIC_UNCHANGING)) { formatAndReport("%U as the evil dissipates."); return false; } // This is either a built in intrinsic (in which case // we now lose it) or its from an item (in which case // it will glow and disappear) if (myIntrinsic.hasIntrinsic(INTRINSIC_LICHFORM)) { // It is a built in intrinsic. formatAndReport(deathstring); clearIntrinsic(INTRINSIC_LICHFORM); // "The r in intervene is in memory of Zamkral the giant spider, // who reincarnated himself as a lich when he was killed on // floor 7 of the dungeon." - Oohara Yuuma formatAndReport("But evil forces intervene! %U into a lich!"); // Set your id to Lich. myDefinition = MOB_LICH; // Reacquire full HP setMaximalHP(); // Gain all of the Lich intrinsics... mergeIntrinsicsFromString(glb_mobdefs[MOB_LICH].intrinsic); clearDeathIntrinsics(false); // We become more powerful! gainLevel(); return true; } // For now, we disallow items that grant lichform. This is supposed // to require a proper suicide, after all. UT_ASSERT(!"UNKNOWN SOURCE OF LICH FORM"); // Cute message for this impossible condition. formatAndReport("%U to transform into a lich - but !"); } return false; } void MOB::triggerAsDeath(ATTACK_NAMES attack, MOB *src, ITEM *weapon, bool becameitem) { triggerAsDeath(&glb_attackdefs[attack], src, weapon, becameitem); } void MOB::triggerAsDeath(const ATTACK_DEF *attack, MOB *src, ITEM *weapon, bool becameitem) { // If a familiar dies, the master is punished. // This only occurs when the creature fully decays, so if it is // just transformed into an item. skip. if (hasIntrinsic(INTRINSIC_FAMILIAR) && !becameitem) { MOB *master; master = getMaster(); if (master) { master->systemshock(); master->formatAndReport("%U a great loss."); } } // Increment the killcount. // We do not want to do this if a it was a turn to stone. // Except.... We do could kill/res loops, so we should count // stone/unstone loops here. // No credit to you for that! // Also no credit for killing yourself. if (!isAvatar()) if (glbKillCount[getDefinition()] < 65530) glbKillCount[getDefinition()]++; if (isAvatar()) { // Losing screen. if (!glbStressTest) { glbVictoryScreen(false, attack, src, weapon); } // Mark avatar dead. setAvatar(0); } // Check if it is Baezlebub! Hurrah, good on you, warrior of // light! if (myDefinition == MOB_BAEZLBUB) { msg_report("Baezl'bub has died! Bring his black heart to " "the surface world! "); // Now you do not get victory until retiring to the surface // world. //glbVictoryScreen(true, attack, src, weapon); } } powder118_src/intrinsic.h0000644000175300010010000000234011122255404012535 0ustar /* * PROPRIETARY INFORMATION. This software is proprietary to POWDER * Development, and is not to be reproduced, transmitted, or disclosed * in any way without written permission. * * Produced by: Jeff Lait * * POWDER Development * * NAME: intrinsic.h ( POWDER Library, C++ ) * * COMMENTS: * Definition of all bit field that can hold intrinsics... */ #ifndef __intrinsic_h__ #define __intrinsic_h__ #include "glbdef.h" class SRAMSTREAM; class INTRINSIC { public: INTRINSIC(); // This initializes our intrinsic bit array from the given string. explicit INTRINSIC(const char *rawstr); void loadFromString(const char *rawstr); void mergeFromString(const char *rawstr); static bool hasIntrinsic(const char *rawstr, INTRINSIC_NAMES intrinsic); bool hasIntrinsic(INTRINSIC_NAMES intrinsic) const; // These will all return the OLD value of the intrinsic: bool toggleIntrinsic(INTRINSIC_NAMES intrinsic); bool setIntrinsic(INTRINSIC_NAMES intrinsic, bool newval=true); bool clearIntrinsic(INTRINSIC_NAMES intrinsic); void clearAll(); void save(SRAMSTREAM &os); void load(SRAMSTREAM &os); private: u8 myData[(NUM_INTRINSICS + 7) / 8]; }; #endif powder118_src/CREDITS.TXT0000644000175300010010000001301511721042763012070 0ustar The development of POWDER has been influenced, both directly and indirectly, from many sources. This document is by no means exhaustive. The release notes for the individual versions is likely more complete. -------------------- :Influential People: -------------------- Everyone who has posted on rec.games.roguelike.* while I've lurked there :> --------------- :Bug Reporters: --------------- R. Alan Monroe, Gottardo Zancani (Zak), James Parker, Ben Shadwick, Lauri Vallo, Casey Robinson, Janne Joensuu, Stu, Igor D. WonderLlama, Victor Rehorst, copx, Florian 'The Outrider' Piesche, Andrew Walker, Kelly Bailey, Bill (hotpoo), Carsten Brockmann, Alexander (Monsterz), PBP, Jorge Gonzalez, Brandon Mullins, Lars Radmacher, Cheese Lottery, Andrew Poandl, Syrra, Erik Piper, David Damerell, Clare Boothby, Elias Erkamo, Guy Banay, Arthur Littlefield, James (darkspoon), Mark Ehlke, Elias Erkamo, Yann Vernier, Fancy Carrot, Richard Quirk, Peter Biocini, Akoi Meexx, David Hong, Martin Read, JCM, Brendan, Ben Hjelt, Grothias, Kaddar, John Overmars, Ciaran Walsh, Michal Bielinski, Kantaphon Tongmee, Rachel Elizabeth Dillon, Matthew Rollins, Rapacity, Nick Sabo, Markus Maier, Tomo, Matt, TemporalParadox, wing, Michael Brough, Deozaan, elcugo, Zappa Penguin, Colin Pritchard, sparrohawc, Zach Firth, R. Dan Henry, Xaintrix, stabwound, Oohara Yuuma, Eilu, Robert, Iain McCord, Mark Rushakoff, Korgoth, Malte Helmert, The Rani, Peter Roozemaal, Robert Hamaker, FEG, Bridget Farace, David R. Schultz, Tobias Pierce, Vladimir Stalin, Narius Varigor, jockmo 42, Cuboidz, Meddyan, Stefan O'Rear, Pikadude No. 1, Teun Peelen, Roger Bolton, Mikko Karttunen, SparroHawc, Ambvai, Erik Spigel, Joe B, Strange Child, Kayvon, Stefan O'Rear, Gwazi01, Will Weinzettl, Johaan Strojandogg, Nicholas Young, Lawrence T. Levine, Garron Bailey, Michal Skrzypek, Garron, Eris Discordia, Nathan Bogue, Inu, Kender, Mental Mouse, Patrick Don't have one, Matt_S, Sam Spencer, Alex Marsh, Robert Barber, Mattock, Lorenzo Batallones, Konstantin Stupnik, Paul Nguyen, sulai, Claudio, B. Perry, Julian Agloro, Aapo Rantalainen, Paul Strickland, Michael Gindt, Mike Ratzlaff, Gurkan Sengun, Don Collins, Christopher Ames. --------------- :Patch Writers: --------------- Richard Quirk, Ciaran Walsh, Marvin Sanchez, Oohara Yuuma, Peter Roozemaal, Derek S. Ray, David Parker, Ilya Kasnacheev, Andreas Bohm, Zasenko Sergey, Joe Buck, Michael Sterrett, Matthew Wyatt. ----------------- :Tileset Artists: ----------------- Adam Bolt, Akoi Meexx, Andrea Menga, Zak, Kelly Bailey, Markus Maier, Ibson the Grey, Chris Lomaka. --------------- :Special Notes: --------------- Adam Bolt: Unsurprisingly, the tiles in the Adam Bolt tileset came from Adam Bolt's tileset. Akoi Meexx: The Akoi Meexx tileset, which is now the default POWDER tileset. Andrea Menga (Widar): The Nethackish Tileset. Bill Blake: The PS3 Port Ben Shadwick: Another use for bottles of water, skill level notification, and many other valuable suggestions. Casey Robinson: [Select] to do a one time command on Start menu. Darshan Shaligram: Character Dump option. David Parker: Port of POWDER to the GP2X. Emanuel Schleussinger: Creator of HAM, the library for the GBA that made this much, much, easier. Erik Piper: Numerous UI suggestions for both SDL and GBA versions which I used. Gottardo Zancani (Zak): Binding [L] and [R] buttons. Cool maps. Compiling the Adam Bolt tilesets. Hansjorg Malthaner: Sunfire Spell. Ilya Kasnacheev: WinCE port. Igor D. WonderLlama: Second ascension post on rec.games.roguelike.misc (063). Jose Ignacio Rodriguez Fernandez: Push to multilingualism. Reminder to invalidate games on death. Jonathan Buchanan: The Wii Port Kantaphon Tongmee: Discussion on god code. Kelly Bailey: The ASCII Tileset. Lauri Vallo: First [POWDER] post on rec.games.roguelike.misc. First ascension post on rec.games.roguelike.misc. Inspirational rumours for the Blue Dragon Cavern. Now all I need are fortune cookies of some sort... Markus Maier: Bevy of font redesigns. Marvin Sanchez: Port of POWDER to PSP. R. Alan Monroe: Suggestions for UI improvements. Most of which I haven't used, but know that I should. (One day I'll get around to proportional fonts...) R. Dan Henry: Reminding me the inventory screen is ugly. Richard Quirk: Submitted (the first) code patches for improved DS behaviour. 5parrow: Mouse movement algorithm on rec.games.roguelike.nethack. Takuji Nishimura and Makoto Matsumoto: The most excellent Mersenne Twister. Tim Jordan: Character sheet improvements. Magne Groenhuis: Item teleportation. Victor Rehorst: Requesting better Pogoshell support. William Franklin: Proper death of Skeletons. Will Shattuck: Plain text key assignment list. ------------------- :Influential Games: ------------------- Nethack The first roguelike I played. POWDER seeks to build a similar world of interoperability, where one can say "The dev team thought of everything!" Seeks is the operative word here. ADOM While my introduction to Nethack was a finished game, I had the chance to play ADOM as it evolved. This gave a good insight into the development process. Crawl Started POWDER without having played this. However, when I returned to the roguelike newsgroups after many years absence, I found everyone talking about Crawl. From what I've read, for good reasons. Thus, I've read up on spoilers for Crawl, seeking always the key pieces of game design that can be lifted into POWDER. Sticky Flames, for example, comes from here. After playing Crawl for a bit, I also was motivated to change the shadow code to highlight LOS. powder118_src/gfxengine.cpp0000644000175300010010000026644213166511013013060 0ustar /* * PROPRIETARY INFORMATION. This software is proprietary to POWDER * Development, and is not to be reproduced, transmitted, or disclosed * in any way without written permission. * * Produced by: Jeff Lait * * POWDER Development * * NAME: gfxengine.cpp ( POWDER Library, C++ ) * * COMMENTS: * This simple set of routines allows a somewhat platform independent * way of drawing to the GBA. */ #include "gfxengine.h" #include "gfxengine.h" #include "mygba.h" #include #include #include #include "gfx/all_bitmaps.h" #include "map.h" #include "creature.h" #include "glbdef.h" #include "assert.h" #include "item.h" #include "control.h" #include "msg.h" #include "stylus.h" #include "victory.h" // The number of 8x8 tiles to have. The maximum for 256 colours // on the GBA is 512. SDL is theoritically infinite, except the // 1024 and 2048 bits are used for flip flags. #if defined(USING_SDL) #define TILEARRAY 1023 #else #define TILEARRAY 512 #endif // This is used for the maximum number the bitmap routines can grab. // We can safely bump this up in the SDL case. #if defined(USING_SDL) // Since it is a 16x16 map, this is sufficient. #define TILESTASH 256 #else #define TILESTASH 50 #endif // Gets the number of bytes of a tile in our current tileset #ifdef USING_SDL #define BYTEPERTILE (glb_tilesets[glb_tileset].tilewidth*glb_tilesets[glb_tileset].tilewidth) #define WORDPERTILE (glb_tilesets[glb_tileset].tilewidth*glb_tilesets[glb_tileset].tilewidth / 2) #define TILEWIDTH (glb_tilesets[glb_tileset].tilewidth) #define TILEHEIGHT (glb_tilesets[glb_tileset].tilewidth) #else #define BYTEPERTILE 8*8 #define WORDPERTILE 4*8 #define TILEWIDTH 8 #define TILEHEIGHT 8 #endif #ifdef USING_DS #define RAW_SCREEN_WIDTH 256 #define RAW_SCREEN_HEIGHT 192 #define PLATE_WIDTH 256 #define PLATE_HEIGHT 192 #include #else #ifdef USING_SDL #define RAW_SCREEN_WIDTH (TILEWIDTH * 32) #define RAW_SCREEN_HEIGHT (TILEWIDTH * 24) #define PLATE_WIDTH 256 #define PLATE_HEIGHT 192 #else #define RAW_SCREEN_WIDTH 240 #define RAW_SCREEN_HEIGHT 160 #define PLATE_WIDTH 240 #define PLATE_HEIGHT 160 #endif #endif // Global variables int glb_newframe = 0; volatile int glb_framecount = 0; int glb_gfxmode = -1; // Tileset defaults to Akoi Meexx. #ifndef USE_VIRTUAL_SCREEN int glb_tileset = 4; #else int glb_tileset = 2; int glb_modetilesets[2] = { 2, 2 }; int glb_tilesetmode = 0; #endif // Fonts default to shadowed. int glb_currentfont = 2; // This is our current tile reference array. // glb_tileidx[TILE_NAME] gives the gba tile index. // This has already been multiplied by 4! u16 glb_tileidx[NUM_TILES]; // This is the gba tile that ties to the given character. u16 glb_charidx[256]; #define MAX_COLOUR_CHAR 10 u8 *glb_colourchardata[MAX_COLOUR_CHAR]; // glb_idxcount[gbaidx] gives the number of times that tile // is currently used. u16 glb_idxcount[TILEARRAY]; // This is a map of our current 64x64 tile layout. u16 *glb_tilemap, *glb_shadowmap, *glb_mobmap; u16 *glb_abstilemap, *glb_absmobmap, *glb_absshadowmap; // This is 32x24 and matches the currently displayed characters. u8 *glb_charmap; // Used in our compositing engine for building the paper doll u8 *glb_comptiledata = 0; int glb_lastdesttile; // Used in our greyscale sprite engine, must be global so we // can resize this u8 *glb_greyscaletiledata = 0; // Our one lone sprite. u16 glb_sprite = SPRITE_CURSOR; // This is the current scroll offset of where our tile layout matches // with the tilemap. int glb_scrollx, glb_scrolly; // This is the tile offset of the center tile. We use this for inventory. int glb_offx, glb_offy; // This is the pixel level scroll to nudge all the scrolling planes. s8 glb_nudgex = 0, glb_nudgey = 0; // Current inventory position.. Defaults to where the first added // item will go. int glb_invx = 1, glb_invy = 0; MOB *glb_invmob = 0; // Are we in sprite or dungeon mode? bool glb_usesprites = true; // bg2 tiles. This maps to the screen with 240/8 = 30 to 160/8 = 20 // ratio. Thus, there are are 600 tiles. tile_info_ptr glb_bg2tiles; tile_info_ptr glb_bg1tiles; // This has the same format as tiles! It is XxY for 8x8 blocks, // of which there are 30x20. char *glb_bg2tiledata; // This the palette entry for each of the standard colours. char glb_stdcolor[NUM_COLOURS]; // This is the mapping for each colour in the sprite palette into // the greyscale equivalent. u8 *glb_spritegreyscale = 0; // Text look up tables... const char *glb_texttable[] = { "abcdefghij", "klmnopqrst", "uvwxyz" SYMBOLSTRING_HEART SYMBOLSTRING_MAGIC SYMBOLSTRING_NEXT SYMBOLSTRING_DLEVEL, "ABCDEFGHIJ", "KLMNOPQRST", "UVWXYZ" SYMBOLSTRING_LEFT SYMBOLSTRING_RIGHT SYMBOLSTRING_UP SYMBOLSTRING_DOWN, "0123456789", "!@#$%^&*()", "=-\\',./+_|", "\"<>?[]{}`~", ",.<>;:" SYMBOLSTRING_AC SYMBOLSTRING_TRIDUDE SYMBOLSTRING_CURSOR " ", SYMBOLSTRING_UNIQUE " ", 0 }; u8 rgbtogrey(u8 cr, u8 cg, u8 cb) { // Roughly a 5:6:1 weighting, but scaled up so we // get to divide by 16 for some meaningless efficiency. int grey = cg * 8 + cr * 6 + cb * 2; grey += 7; grey /= 16; if (grey > 255) grey = 255; return grey; } #ifdef USING_SDL static int rawtoplate_x(int x) { int sx = (int) ((x * PLATE_WIDTH) / ((float)(RAW_SCREEN_WIDTH)) + 0.5); if (sx >= PLATE_WIDTH) sx = PLATE_WIDTH-1; return sx; } static int rawtoplate_y(int y) { int sy = (int) ((y * PLATE_HEIGHT) / ((float)(RAW_SCREEN_HEIGHT)) + 0.5); if (sy >= PLATE_HEIGHT) sy = PLATE_HEIGHT-1; return sy; } #else static int rawtoplate_x(int x) { return x; } static int rawtoplate_y(int y) { return y; } #endif int gfx_getchartile(char c) { int textline; const char *text; int pos; // Special cases... switch (c) { case '\b': c = SYMBOL_LEFT; break; case '\n': case '\r': c = SYMBOL_NEXT; break; case '\t': c = SYMBOL_UP; break; } pos = 0; textline = 0; while (glb_texttable[textline]) { text = glb_texttable[textline]; while (*text) { if (*text == c) return pos; pos++; text++; } textline++; } // Failure, lower case a. return 1; } u16 gfx_lockColourCharTile(u8 c, COLOUR_NAMES colour, u8 *result) { u8 virtualtile, charnum; int idx, sourceidx; // Find a free colour tile in our desired range. for (virtualtile = COLOURED_SYMBOLS; virtualtile < COLOURED_SYMBOLS + MAX_COLOUR_CHAR; virtualtile++) { if (glb_charidx[virtualtile] == INVALID_TILEIDX) { // This is a free index! break; } } // Check to see if we failed, if so, return the no tile. // Flag that we shouldn't unlock this tile. if (virtualtile == COLOURED_SYMBOLS + MAX_COLOUR_CHAR) { *result = 0xff; return gfx_lookupTile(TILE_NOTILE); } // Now try and allocate a tile. idx = gfx_findFreeTile(1); if (idx == INVALID_TILEIDX) { // Bah, ran out of tiles! *result = 0xff; return gfx_lookupTile(TILE_NOTILE); } // Now find what origin tile we want to map from. sourceidx = gfx_getchartile(c); charnum = virtualtile - COLOURED_SYMBOLS; // Check to see if our tiledata is available. if (!glb_colourchardata[charnum]) glb_colourchardata[charnum] = (u8 *) new u16[WORDPERTILE]; u8 *dst; const u8 *src; u16 *palette = (u16 *) glb_tilesets[glb_tileset].palette; int i; dst = glb_colourchardata[charnum]; src = (const u8*)&glb_tilesets[glb_tileset].alphabet[glb_currentfont][sourceidx*BYTEPERTILE]; for (i = 0; i < BYTEPERTILE; i++) { // Anything not black or transparent is turned into // our desired colour. if (*src == 0 || *src == glb_stdcolor[COLOUR_BLACK] || !palette[*src] || palette[*src] == 0x842) *dst = *src; else *dst = glb_stdcolor[colour]; dst++; src++; } // And send the resulting tile to VRAM. ham_ReloadTileGfx(glb_bg1tiles, (u16*) glb_colourchardata[charnum], idx, 1); glb_idxcount[idx]++; glb_charidx[virtualtile] = idx; // When we unlock, this is the tile we'll actually unlock! *result = virtualtile; return idx; } u16 gfx_lockCharTile(u8 c, u8 *result) { int idx; int sourceidx; // Check our character tile array to see if it is already done. *result = c; idx = glb_charidx[c]; if (idx != INVALID_TILEIDX) { // Great, already allocated, inc and return. glb_idxcount[idx]++; return idx; } // Must allocate it... idx = gfx_findFreeTile(1); if (idx != INVALID_TILEIDX) { sourceidx = gfx_getchartile(c); ham_ReloadTileGfx(glb_bg1tiles, (u16*)(&glb_tilesets[glb_tileset].alphabet[glb_currentfont][sourceidx * BYTEPERTILE]), idx, 1); glb_idxcount[idx]++; glb_charidx[c] = idx; return idx; } // Damn, failure to allocate! UT_ASSERT(!"Failure to allocate char tile"); // Flag that we shouldn't unlock this tile. *result = 0xff; return gfx_lookupTile(TILE_NOTILE); } void gfx_unlockCharTile(u8 c) { u16 idx; if (c == 0xff) return; // Blank dude. idx = glb_charidx[c]; UT_ASSERT(idx != INVALID_TILEIDX); if (idx == INVALID_TILEIDX) return; UT_ASSERT(glb_idxcount[idx]); if (glb_idxcount[idx]) glb_idxcount[idx]--; if (!glb_idxcount[idx]) { // TIle is now free. glb_charidx[c] = INVALID_TILEIDX; } } u16 gfx_findFreeTile(int size) { int tile, j; for (tile = 0; tile <= TILEARRAY - size; tile++) { if (glb_idxcount[tile]) continue; // We have a zero, check if next size are zero.. for (j = 0; j < size; j++) { if (glb_idxcount[tile+j]) { tile = tile+j; break; } } // Making it here implies that we found a free tile. if (j == size) return tile; } // Failure to find a free one. return INVALID_TILEIDX; } u16 gfx_lookupTile(TILE_NAMES tile) { if (tile == INVALID_TILEIDX) return INVALID_TILEIDX; return glb_tileidx[tile]; } u16 gfx_lockTile(TILE_NAMES tile, TILE_NAMES *result) { u16 idx; if (result) *result = tile; if (tile == INVALID_TILEIDX) return INVALID_TILEIDX; idx = glb_tileidx[tile]; if (idx != INVALID_TILEIDX) { if (tile == TILE_VOID || tile == TILE_NOTILE) { // We only lock these tiles once ever. return idx; } glb_idxcount[idx]++; glb_idxcount[idx+1]++; glb_idxcount[idx+2]++; glb_idxcount[idx+3]++; return idx; } idx = gfx_findFreeTile(4); if (idx != INVALID_TILEIDX) { // A free index! Return it. ham_ReloadTileGfx(glb_bg1tiles, (u16*)(&glb_tilesets[glb_tileset].dungeon[tile * 4 * BYTEPERTILE]), idx, 4); glb_idxcount[idx]++; glb_idxcount[idx+1]++; glb_idxcount[idx+2]++; glb_idxcount[idx+3]++; glb_tileidx[tile] = idx; return idx; } // Failed to find free... UT_ASSERT(!"FAILED TO ALLOC TILE!"); if (result) *result = (TILE_NAMES) INVALID_TILEIDX; return gfx_lookupTile(TILE_NOTILE); } void gfx_forceLockTile(TILE_NAMES tile, int mincount) { int idx, j; // See if our tile is already locked. // Problem: If we have a idx = gfx_lookupTile(tile); if (idx == INVALID_TILEIDX) { // Tile not yet locked, lock it! idx = gfx_lockTile(tile, 0); } // Verify we have the minimum count. for (j = 0; j < 4; j++) { if (glb_idxcount[idx+j] < mincount) glb_idxcount[idx+j] = mincount; } } void gfx_unlockTile(TILE_NAMES tile) { u16 idx; if (tile == INVALID_TILEIDX) return; if (tile == TILE_NOTILE || tile == TILE_VOID) { // Never unlock these special tiles. // We need to be able to always procur them return; } idx = glb_tileidx[tile]; UT_ASSERT(idx != INVALID_TILEIDX); if (idx == INVALID_TILEIDX) return; // Must have already locked it... UT_ASSERT(glb_idxcount[idx]); UT_ASSERT(glb_idxcount[idx+1]); UT_ASSERT(glb_idxcount[idx+2]); UT_ASSERT(glb_idxcount[idx+3]); glb_idxcount[idx]--; glb_idxcount[idx+1]--; glb_idxcount[idx+2]--; glb_idxcount[idx+3]--; if (!glb_idxcount[idx]) { // Tile is now free... glb_tileidx[tile] = INVALID_TILEIDX; } } int gfx_getNumFreeTiles() { int idx, num; num = 0; for (idx = 0; idx < TILEARRAY; idx++) { if (glb_idxcount[idx] == 0) num++; } return num; } // // VBL func // void vblFunc() { glb_newframe = 1; glb_framecount++; } void gfx_buildstdcolors() { COLOUR_NAMES colour; FOREACH_COLOUR(colour) { glb_stdcolor[colour] = gfx_lookupcolor(glb_colourdefs[colour].red, glb_colourdefs[colour].green, glb_colourdefs[colour].blue); } // Build the standard colours... glb_stdcolor[COLOUR_INVISIBLE] = 0; // Always true. // This is also a good time to update our grey table if we have it. gfx_updatespritegreytable(); } void gfx_init() { // Initialize everything... ham_Init(); // Install our interrupt handler #if defined(USING_SDL) || defined(USING_DS) || defined(NO_HAM) ham_StartIntHandler(INT_TYPE_VBL, &vblFunc); #else ham_StartIntHandler(INT_TYPE_VBL, (void *)&vblFunc); #endif // These maps store the TILE_NAMES currently at each map position. // The absolute version do the same for absolute overlays. // This allows us to avoid double writes, and load tiles into // VRAM as necessary. // 0xff is used as INVALID_TILEIDX is 65535. glb_tilemap = new u16[32*32]; glb_shadowmap = new u16[32*32]; glb_mobmap = new u16[32*32]; glb_abstilemap = new u16[17*12]; glb_absmobmap = new u16[17*12]; glb_absshadowmap = new u16[17*12]; glb_charmap = new u8[32*24]; memset(glb_tilemap, 0xff, 32*32 * sizeof(u16)); memset(glb_shadowmap, 0xff, 32*32 * sizeof(u16)); memset(glb_mobmap, 0xff, 32*32 * sizeof(u16)); memset(glb_abstilemap, 0xff, 17*12*sizeof(u16)); memset(glb_absmobmap, 0xff, 17*12*sizeof(u16)); memset(glb_absshadowmap, 0xff, 17*12*sizeof(u16)); memset(glb_charmap, 0xff, 32*24); } void gfx_reblitslugandblood() { u16 *screen; int x, y; screen = hamfake_lockScreen(); #if defined(USING_DS) || defined(USING_SDL) // Scroll back the screen since it was in GBA coords. screen -= TILEWIDTH + 2*TILEHEIGHT * RAW_SCREEN_WIDTH; if (RAW_SCREEN_WIDTH != PLATE_WIDTH || RAW_SCREEN_HEIGHT != PLATE_HEIGHT) { for (y = 0; y < RAW_SCREEN_HEIGHT; y++) { int sy = rawtoplate_y(y); for (x = 0; x < RAW_SCREEN_WIDTH; x++) { int sx = rawtoplate_x(x); screen[y*RAW_SCREEN_WIDTH+x] = bmp_slug_and_blood[sy*PLATE_WIDTH+sx]; } } } else { for (y = 0; y < PLATE_HEIGHT; y++) { for (x = 0; x < PLATE_WIDTH; x++) { screen[y*RAW_SCREEN_WIDTH+x] = bmp_slug_and_blood[y*PLATE_WIDTH+x]; } } } #else for (y = 0; y < PLATE_WIDTH*PLATE_HEIGHT; y++) { screen[y] = bmp_slug_and_blood[y]; } #endif hamfake_unlockScreen(screen); } void gfx_setmode(int mode) { int x, y; map_info_ptr bg2mapset; // A no-op. if (mode == glb_gfxmode) return; glb_gfxmode = mode; if (mode == 3) { // Intro screen... ham_SetBgMode(3); gfx_reblitslugandblood(); // Ensure we have current sprite date. hamfake_LoadSpritePal((void *)glb_tilesets[glb_tileset].spritepalette, 512); hamfake_ReloadSpriteGfx((u16*)(&glb_tilesets[glb_tileset].sprite[glb_sprite*4*BYTEPERTILE]), 0, 4); // NOTE: This actually copies incorrect data! Likely due to it // using 32bit copies or ignoring waitstates. // memcpy( (unsigned short *) 0x06000000, // bmp_slug_and_blood, // 38400*2 ); return; } // Must be tiled mode. UT_ASSERT(mode == 0); // This is all four bgs, no zooming. ham_SetBgMode(0); // Wipe any charmap left over from raw mode. memset(glb_charmap, 0xff, 32*24); ham_LoadBGPal((void *)glb_tilesets[glb_tileset].palette, 512); hamfake_LoadSpritePal((void *)glb_tilesets[glb_tileset].spritepalette, 512); // So, what are our layers? // 0: 32x32: Text and minimap. // 1: 64x64: Terrain tiles // 2: 64x64: Monters/Item tiles // 3: 64x64: Shadow tiles #if 1 // We want a 32x32 as we only will use one screen worth. ham_bg[0].mi = ham_InitMapEmptySet(0, 0); // We want a 64x64 screen. ham_bg[1].mi = ham_InitMapEmptySet(3, 0); // 64x64 map bg2mapset = ham_InitMapEmptySet(3, 0); // We want a 64x64 screen. ham_bg[3].mi = ham_InitMapEmptySet(3, 0); #else // We want a 32x32 as we only will use one screen worth. ham_bg[0].mi = ham_InitMapEmptySet(0, 0); // We want a 64x64 screen. ham_bg[1].mi = ham_bg[0].mi; // 32 x 32 map. bg2mapset = ham_bg[0].mi; // We want a 64x64 screen. ham_bg[3].mi = ham_bg[0].mi; #endif ham_bg[1].ti = ham_InitTileEmptySet(TILEARRAY, 1, 1); // Init the dungeon tile set... // ** EXCESSIVE PROFANITY DETECTED ** // ** DELETING OFFENDING LINES ** // ** RESUMING COMMENT ** // to respond to so FOAD, HTH, HAND. // Thus, we now create a single tile set of TILEARRAY size. // NOTE: We now share this with the bitmap cache, so that // code currently assumes it is contiguous and uses 8x8 rather // than 16x16, so for now we'll keep them the same. //ham_bg[1].ti = ham_InitTileSet((void *)&DUNGEONTILES, // (NUM_TILES-3) * 4 * WORDPERTILE, 1, 1); glb_bg1tiles = ham_bg[1].ti; ham_bg[0].ti = ham_bg[1].ti; // Initialize our arrays to be all empty... memset(glb_tileidx, 0xff, sizeof(u16) * NUM_TILES); memset(glb_charidx, 0xff, sizeof(u16) * 256); memset(glb_idxcount, 0, sizeof(u16) * TILEARRAY); // Create the level 2 bg, where we do all our crazy pixel level // stuff. // You would think this size would have to be 600. That crashes // due to out of vram, yet I seem to be able to write to it just // fine? WTF? // Calculations show that we can't fit, even in an ideal case, // this much data in the 64k available in the tile/map data. // One option is to use the object data set (which is 32k), except // the actual screen required is 37.5k. THus, we instead create // a tilestash which we can read from & deal with that way. // glb_bg2tiles = ham_InitTileEmptySet(TILESTASH, 1, 0); glb_bg2tiles = glb_bg1tiles; // Highest priority as it will sit on top. ham_InitBg(0, 1, 0, 0); ham_InitBg(1, 1, 3, 0); // Create our level 3 background, where we have our lighting overlay // and put blood sprites, etc. ham_bg[3].ti = ham_bg[1].ti; // Above the lower map, but below the text. ham_InitBg(3, 1, 1, 0); memset(glb_tilemap, 0xff, 32*32 * sizeof(u16)); memset(glb_shadowmap, 0xff, 32*32 * sizeof(u16)); memset(glb_mobmap, 0xff, 32*32 * sizeof(u16)); memset(glb_abstilemap, 0xff, 17*12*sizeof(u16)); memset(glb_absmobmap, 0xff, 17*12*sizeof(u16)); memset(glb_absshadowmap, 0xff, 17*12*sizeof(u16)); memset(glb_charmap, 0xff, 32*24); ham_bg[2].ti = glb_bg2tiles; ham_bg[2].mi = bg2mapset; // We allocate a half sized block as u16 and cast back to char // to ensure we are aligned to u16. glb_bg2tiledata = (char *) new u16[WORDPERTILE*TILESTASH]; memset(glb_bg2tiledata, 0, BYTEPERTILE*TILESTASH); // No rot. Above the ground but below the shadow. ham_InitBg(2, 1, 2, 0); gfx_buildstdcolors(); // We always want the no tile locked so we can show it when // things go bad... // We want to lock VOID first as it will be tile 0, and thus // our default screen will be sweet, sweet, black. // Actaully, there is apparently no guarantee that the initial // tile values are 0. Thus, we must manually set all of our // tile planes to void here. int voidtileidx; // We know these locks must always succeed so we don't care to stash // the result. In any case, we have engineered it that they are // never freed. voidtileidx = gfx_lockTile(TILE_VOID, 0); gfx_lockTile(TILE_NOTILE, 0); for (y = 0; y < 64; y++) { for (x = 0; x < 64; x++) { if (x < 32 && y < 32) { ham_SetMapTile(0, x, y, voidtileidx); } ham_SetMapTile(1, x, y, voidtileidx); ham_SetMapTile(2, x, y, voidtileidx); ham_SetMapTile(3, x, y, voidtileidx); } } // Load the sprite. hamfake_ReloadSpriteGfx((u16*)(&glb_tilesets[glb_tileset].sprite[glb_sprite*4*BYTEPERTILE]), 0, 4); } // // This forces a rebuilding of all the tiles from our cache to the // ham space. // void gfx_refreshtiles() { int x, y, tile, tileidx; // Ignore this if we are not in a graphics mode. if (glb_gfxmode) return; // A refresh will also clear anything in the abs maps, so we // first unlock those tiles. for (y = 0; y < 12; y++) { for (x = 0; x < 17; x++) { tile = glb_abstilemap[y * 17 + x]; if (tile != INVALID_TILEIDX) { gfx_unlockTile((TILE_NAMES)tile); glb_abstilemap[y * 17 + x] = INVALID_TILEIDX; } tile = glb_absshadowmap[y * 17 + x]; if (tile != INVALID_TILEIDX) { gfx_unlockTile((TILE_NAMES)tile); glb_absshadowmap[y * 17 + x] = INVALID_TILEIDX; } tile = glb_absmobmap[y * 17 + x]; if (tile != INVALID_TILEIDX) { gfx_unlockTile((TILE_NAMES)tile); glb_absmobmap[y * 17 + x] = INVALID_TILEIDX; } } } // TODO: Insert map might prove a tad bit more efficient, though // would need a full size scratch space. for (y = 0; y < 32; y++) { for (x = 0; x < 32; x++) { tile = glb_tilemap[(y + glb_scrolly) * 32 + x + glb_scrollx]; tileidx = gfx_lockTile((TILE_NAMES)tile, (TILE_NAMES *) &tile); ham_SetMapTile(1, x*2, y*2, tileidx); ham_SetMapTile(1, x*2+1, y*2, tileidx+1); ham_SetMapTile(1, x*2, y*2+1, tileidx+2); ham_SetMapTile(1, x*2+1, y*2+1, tileidx+3); // The above lock should be a double count, so we unlock // afterwards. Any write to glb_tilemap must have done // a lock! gfx_unlockTile((TILE_NAMES)tile); } } // Update overlay buffer... for (y = 0; y < 32; y++) { for (x = 0; x < 32; x++) { tile = glb_shadowmap[(y + glb_scrolly) * 32 + x + glb_scrollx]; tileidx = gfx_lockTile((TILE_NAMES)tile, (TILE_NAMES *) &tile); ham_SetMapTile(3, x*2, y*2, tileidx); ham_SetMapTile(3, x*2+1, y*2, tileidx+1); ham_SetMapTile(3, x*2, y*2+1, tileidx+2); ham_SetMapTile(3, x*2+1, y*2+1, tileidx+3); // See comment above why this is needed. gfx_unlockTile((TILE_NAMES)tile); } } // Update mob buffer... for (y = 0; y < 32; y++) { for (x = 0; x < 32; x++) { tile = glb_mobmap[(y + glb_scrolly) * 32 + x + glb_scrollx]; tileidx = gfx_lockTile((TILE_NAMES)tile, (TILE_NAMES *) &tile); ham_SetMapTile(2, x*2, y*2, tileidx); ham_SetMapTile(2, x*2+1, y*2, tileidx+1); ham_SetMapTile(2, x*2, y*2+1, tileidx+2); ham_SetMapTile(2, x*2+1, y*2+1, tileidx+3); // See comment above why this is needed. gfx_unlockTile((TILE_NAMES)tile); } } #if 0 BUF buf; buf.sprintf("%d, %d, %d, %d...%d, %d, %d, %d...", (int)ham_bg[0].ti->first_block, (int)ham_bg[1].ti->first_block, (int)ham_bg[2].ti->first_block, (int)ham_bg[3].ti->first_block, (int)ham_bg[0].mi->first_block, (int)ham_bg[1].mi->first_block, (int)ham_bg[2].mi->first_block, (int)ham_bg[3].mi->first_block); msg_report(buf); #endif } void gfx_settile(int tx, int ty, int tileno) { int hamx, hamy, tileidx; hamx = tx - glb_scrollx; hamy = ty - glb_scrolly; // Only send onto ham if on screen and is a real change. if (glb_tilemap[ty * 32 + tx] != tileno) // && hamx < 32 && hamy < 32) { gfx_unlockTile((TILE_NAMES)glb_tilemap[ty * 32 + tx]); tileidx = gfx_lockTile((TILE_NAMES)tileno, (TILE_NAMES *) &tileno); ham_SetMapTile(1, tx*2, ty*2, tileidx); ham_SetMapTile(1, tx*2+1, ty*2, tileidx+1); ham_SetMapTile(1, tx*2, ty*2+1, tileidx+2); ham_SetMapTile(1, tx*2+1, ty*2+1, tileidx+3); // UPdate our local map. glb_tilemap[ty * 32 + tx] = tileno; } } void gfx_setabstile(int tx, int ty, int tileno) { // Handle ability to write to -1 column tx++; UT_ASSERT(tx >= 0); UT_ASSERT(tx < 17); UT_ASSERT(ty >= 0); UT_ASSERT(ty < 12); int tx1, ty1, tileidx, abstile; // Update the abs map... abstile = glb_abstilemap[ty * 17 + tx]; if (abstile == tileno) return; gfx_unlockTile((TILE_NAMES)abstile); tileidx = gfx_lockTile((TILE_NAMES)tileno, (TILE_NAMES *)&tileno); glb_abstilemap[ty * 17 + tx] = tileno; // Extra -1 is for our offset. tx += glb_offx - 7 - 1; ty += glb_offy - 5; tx *= 2; ty *= 2; ty += 1; // Correct for the off by one nature of glb_offx tx1 = tx + 1; ty1 = ty + 1; tx &= 63; ty &= 63; tx1 &= 63; ty1 &= 63; ham_SetMapTile(1, tx, ty, tileidx); ham_SetMapTile(1, tx1, ty, tileidx+1); ham_SetMapTile(1, tx, ty1, tileidx+2); ham_SetMapTile(1, tx1, ty1, tileidx+3); } void gfx_setoverlay(int tx, int ty, int tileno) { int hamx, hamy, tileidx; hamx = tx - glb_scrollx; hamy = ty - glb_scrolly; // Only send onto ham if on screen and is a real change. if (glb_shadowmap[ty * 32 + tx] != tileno) // && hamx < 32 && hamy < 32) { gfx_unlockTile((TILE_NAMES)glb_shadowmap[ty * 32 + tx]); tileidx = gfx_lockTile((TILE_NAMES)tileno, (TILE_NAMES *)&tileno); ham_SetMapTile(3, tx*2, ty*2, tileidx); ham_SetMapTile(3, tx*2+1, ty*2, tileidx+1); ham_SetMapTile(3, tx*2, ty*2+1, tileidx+2); ham_SetMapTile(3, tx*2+1, ty*2+1, tileidx+3); // UPdate our local map. glb_shadowmap[ty * 32 + tx] = tileno; } } int gfx_getoverlay(int tx, int ty) { return glb_shadowmap[ty * 32 + tx]; } void gfx_setabsoverlay(int tx, int ty, int tileno) { // Correct for ability to write to -1 column tx++; UT_ASSERT(tx >= 0); UT_ASSERT(tx < 17); UT_ASSERT(ty >= 0); UT_ASSERT(ty < 12); // Ignore this if we are not in a valid mode. if (glb_gfxmode) return; int tx1, ty1, tileidx, abstile; // Update the abs map... abstile = glb_absshadowmap[ty * 17 + tx]; if (abstile == tileno) return; gfx_unlockTile((TILE_NAMES)abstile); tileidx = gfx_lockTile((TILE_NAMES)tileno, (TILE_NAMES *)&tileno); glb_absshadowmap[ty * 17 + tx] = tileno; tx += glb_offx - 7 - 1; // Extra -1 is for writing to -1 column ty += glb_offy - 5; tx *= 2; ty *= 2; ty += 1; // Correct for the off by one nature of glb_offx tx1 = tx + 1; ty1 = ty + 1; tx &= 63; ty &= 63; tx1 &= 63; ty1 &= 63; ham_SetMapTile(3, tx, ty, tileidx); ham_SetMapTile(3, tx1, ty, tileidx+1); ham_SetMapTile(3, tx, ty1, tileidx+2); ham_SetMapTile(3, tx1, ty1, tileidx+3); } void gfx_setmoblayer(int tx, int ty, int tileno) { int hamx, hamy, tileidx; hamx = tx - glb_scrollx; hamy = ty - glb_scrolly; // Only send onto ham if on screen and is a real change. if (glb_mobmap[ty * 32 + tx] != tileno) // && hamx < 32 && hamy < 32) { gfx_unlockTile((TILE_NAMES)glb_mobmap[ty * 32 + tx]); tileidx = gfx_lockTile((TILE_NAMES)tileno, (TILE_NAMES *)&tileno); ham_SetMapTile(2, tx*2, ty*2, tileidx); ham_SetMapTile(2, tx*2+1, ty*2, tileidx+1); ham_SetMapTile(2, tx*2, ty*2+1, tileidx+2); ham_SetMapTile(2, tx*2+1, ty*2+1, tileidx+3); // UPdate our local map. glb_mobmap[ty * 32 + tx] = tileno; } } void gfx_setabsmob(int tx, int ty, int tileno) { // Handle ability to write to -1 column tx++; UT_ASSERT(tx >= 0); UT_ASSERT(tx < 17); UT_ASSERT(ty >= 0); UT_ASSERT(ty < 12); int tx1, ty1, tileidx, abstile; // Update the abs map... abstile = glb_absmobmap[ty * 17 + tx]; if (abstile == tileno) return; gfx_unlockTile((TILE_NAMES)abstile); tileidx = gfx_lockTile((TILE_NAMES)tileno, (TILE_NAMES *)&tileno); glb_absmobmap[ty * 17 + tx] = tileno; // Extra -1 is for our offset. tx += glb_offx - 7 - 1; ty += glb_offy - 5; tx *= 2; ty *= 2; ty += 1; // Correct for the off by one nature of glb_offx tx1 = tx + 1; ty1 = ty + 1; tx &= 63; ty &= 63; tx1 &= 63; ty1 &= 63; ham_SetMapTile(2, tx, ty, tileidx); ham_SetMapTile(2, tx1, ty, tileidx+1); ham_SetMapTile(2, tx, ty1, tileidx+2); ham_SetMapTile(2, tx1, ty1, tileidx+3); } int gfx_getmoblayer(int tx, int ty) { return glb_mobmap[ty * 32 + tx]; } void gfx_printtext(int x, int y, const char *text) { // We silently clip at 30. while (x < 30 && *text) { gfx_printchar(x++, y, *text++); } } void gfx_printcharraw(int x, int y, char c) { int idx, offx, offy; u16 *screen = hamfake_lockScreen(); u8 *chardata; u16 *palette; u16 *backplate; idx = gfx_getchartile(c); glb_charmap[(y/TILEHEIGHT)*32 + (x/TILEWIDTH)] = c; chardata = (u8 *) (&glb_tilesets[glb_tileset].alphabet[glb_currentfont][idx * BYTEPERTILE]); palette = (u16 *) glb_tilesets[glb_tileset].palette; backplate = (u16 *) bmp_slug_and_blood; // Find offset for x & y. // We have to update the backplate location as we were given // GBA coords and backplate is in DS coords. #if defined(USING_DS) || defined(USING_SDL) // This is not tile specific as we don't scale our plate (yet) backplate += 8 + 16 * PLATE_WIDTH; #endif int backx = x; int backoff = 0; x += y * RAW_SCREEN_WIDTH; screen += x; for (offy = 0; offy < TILEHEIGHT; offy++) { backoff = rawtoplate_y(y+offy) * PLATE_WIDTH; for (offx = 0; offx < TILEWIDTH; offx++) { if (*chardata) { *screen = palette[*chardata]; } else // Transparent. *screen = backplate[backoff + rawtoplate_x(backx+offx)]; screen++; chardata++; } screen += RAW_SCREEN_WIDTH - TILEWIDTH; } hamfake_unlockScreen(screen); } void gfx_printcolourcharraw(int x, int y, char c, COLOUR_NAMES colour) { int idx, offx, offy; u16 *screen = hamfake_lockScreen(); u8 *chardata; u16 *palette; u16 *backplate; u16 charcolour, desiredcolour; desiredcolour = (glb_colourdefs[colour].blue >> 3) << 10; desiredcolour |= (glb_colourdefs[colour].green >> 3) << 5; desiredcolour |= (glb_colourdefs[colour].red >> 3); idx = gfx_getchartile(c); glb_charmap[(y/TILEHEIGHT)*32 + (x/TILEWIDTH)] = c; chardata = (u8 *) (&glb_tilesets[glb_tileset].alphabet[glb_currentfont][idx * BYTEPERTILE]); palette = (u16 *) glb_tilesets[glb_tileset].palette; backplate = (u16 *) bmp_slug_and_blood; // Find offset for x & y. // We have to update the backplate location as we were given // GBA coords and backplate is in DS coords. #if defined(USING_DS) || defined(USING_SDL) backplate += 8 + 16 * PLATE_WIDTH; #endif int backx = x; int backoff = 0; x += y * RAW_SCREEN_WIDTH; screen += x; for (offy = 0; offy < TILEHEIGHT; offy++) { backoff = rawtoplate_y(y+offy) * PLATE_WIDTH; for (offx = 0; offx < TILEWIDTH; offx++) { if (*chardata) { // If the palette is black, we pass it through. // Otherwise we use our desired colour. charcolour = palette[*chardata]; if (!charcolour || charcolour == 0x842) *screen = charcolour; else *screen = desiredcolour; } else *screen = backplate[backoff + rawtoplate_x(backx+offx)]; screen++; chardata++; } screen += RAW_SCREEN_WIDTH - TILEWIDTH; } hamfake_unlockScreen(screen); } void gfx_printchar(int x, int y, char c) { int idx; if (glb_gfxmode == 3) { gfx_printcharraw(x * TILEWIDTH, y * TILEHEIGHT, c); return; } // If there is no change, don't do anything... if (glb_charmap[y * 32 + x] == c) return; // Locking error: // 1) Attempt lock on 'a'. Fail and get notile // 2) Update charmap with 'a' // 3) Attempt lock on 'a', succeed. // 4) Unlock this charmap and free the tile despite extra count. // Thus, we request the actual number to record in our charmap // that is set to INVALID if lock fails. // Unlock the old tile... gfx_unlockCharTile(glb_charmap[y*32 + x]); idx = gfx_lockCharTile(c, (u8 *) &c); glb_charmap[y*32 + x] = c; ham_SetMapTile(0, x, y, idx); } void gfx_printcolourchar(int x, int y, char c, COLOUR_NAMES colour) { int idx; if (glb_gfxmode == 3) { gfx_printcolourcharraw(x * TILEWIDTH, y * TILEHEIGHT, c, colour); return; } // There is no such thing as no change in the coloured char world. // Locking error: // 1) Attempt lock on 'a'. Fail and get notile // 2) Update charmap with 'a' // 3) Attempt lock on 'a', succeed. // 4) Unlock this charmap and free the tile despite extra count. // Thus, we request the actual number to record in our charmap // that is set to INVALID if lock fails. // Unlock the old tile... gfx_unlockCharTile(glb_charmap[y*32 + x]); idx = gfx_lockColourCharTile(c, colour, (u8 *) &c); glb_charmap[y*32 + x] = c; ham_SetMapTile(0, x, y, idx); } void gfx_cleartextline(int y, int startx) { int x; for (x = startx; x < 30; x++) gfx_printchar(x, y, ' '); } void gfx_nudgecenter(int px, int py) { int tx, ty; glb_nudgex = px; glb_nudgey = py; gfx_getscrollcenter(tx, ty); gfx_scrollcenter(tx, ty); } void gfx_getscrollcenter(int &tx, int &ty) { tx = glb_offx; ty = glb_offy; } void gfx_scrollcenter(int tx, int ty) { // int dorebuild = 0; // Clamp to the size of the map... #if 0 if (tx - 8 < 0) tx = 8; if (tx + 8 >= MAP_WIDTH) tx = MAP_WIDTH - 8; if (ty - 5 < 0) ty = 5; if (ty + 5 >= MAP_HEIGHT) ty = MAP_HEIGHT - 5; #endif // We want the specified tx/ty to become the center of our tile map. // The problem is if it doesn't fit on our current screen, we must // scroll & rebuild. // Our screen width is 15 tiles and height 10 tiles. // This code allows us to have a real screen larger than 32x32 // by scrolling the area. Sadly, my scroll code sucks and costs // way too much to do, so results in horrible flickering etc, // thus I decided to go back to 32x32. #if 0 if (tx + 8 - glb_scrollx > 16) { glb_scrollx += 16; dorebuild = 1; } if (tx - 8 < glb_scrollx) { glb_scrollx -= 16; dorebuild = 1; } if (ty + 5 - glb_scrolly > 16) { glb_scrolly += 16; dorebuild = 1; } if (ty - 5 < glb_scrolly) { glb_scrolly -= 16; dorebuild = 1; } if (dorebuild) { gfx_refreshtiles(); } #endif // If we are running on the DS we need slightly different magic constants. // Specifically, we have 256 rather than 240 wide, so need an extra // 8 offset horizontally. Likewise, we have 192 rather than 160 vertically // so need an extra 16 vertically. Ideally we will eventually use this // extra space. #ifdef USE_EXTENDED_HEIGHT M_BG1SCRLX_SET((tx-glb_scrollx)*TILEWIDTH*2 - 14*TILEWIDTH - TILEWIDTH + glb_nudgex); M_BG1SCRLY_SET((ty-glb_scrolly)*TILEHEIGHT*2 - 9*TILEHEIGHT - 3*TILEHEIGHT + glb_nudgey); M_BG2SCRLX_SET((tx-glb_scrollx)*TILEWIDTH*2 - 14*TILEWIDTH - TILEWIDTH + glb_nudgex); M_BG2SCRLY_SET((ty-glb_scrolly)*TILEHEIGHT*2 - 9*TILEHEIGHT - 3*TILEHEIGHT + glb_nudgey); M_BG3SCRLX_SET((tx-glb_scrollx)*TILEWIDTH*2 - 14*TILEWIDTH - TILEWIDTH + glb_nudgex); M_BG3SCRLY_SET((ty-glb_scrolly)*TILEHEIGHT*2 - 9*TILEHEIGHT - 3*TILEHEIGHT + glb_nudgey); // We also need to set the text port M_BG0SCRLX_SET(-TILEWIDTH); M_BG0SCRLY_SET(-TILEHEIGHT*3); #elif defined(USING_DS) || defined(USING_SDL) M_BG1SCRLX_SET((tx-glb_scrollx)*TILEWIDTH*2 - 14*TILEWIDTH - TILEWIDTH + glb_nudgex); M_BG1SCRLY_SET((ty-glb_scrolly)*TILEHEIGHT*2 - 9*TILEHEIGHT - 2*TILEHEIGHT + glb_nudgey); M_BG2SCRLX_SET((tx-glb_scrollx)*TILEWIDTH*2 - 14*TILEWIDTH - TILEWIDTH + glb_nudgex); M_BG2SCRLY_SET((ty-glb_scrolly)*TILEHEIGHT*2 - 9*TILEHEIGHT - 2*TILEHEIGHT + glb_nudgey); M_BG3SCRLX_SET((tx-glb_scrollx)*TILEWIDTH*2 - 14*TILEWIDTH - TILEWIDTH + glb_nudgex); M_BG3SCRLY_SET((ty-glb_scrolly)*TILEHEIGHT*2 - 9*TILEHEIGHT - 2*TILEHEIGHT + glb_nudgey); // We also need to set the text port M_BG0SCRLX_SET(-TILEWIDTH); M_BG0SCRLY_SET(-TILEHEIGHT*2); #else M_BG1SCRLX_SET((tx-glb_scrollx)*TILEWIDTH*2 - 14*TILEWIDTH + glb_nudgex); M_BG1SCRLY_SET((ty-glb_scrolly)*TILEHEIGHT*2 - 9*TILEHEIGHT + glb_nudgey); M_BG2SCRLX_SET((tx-glb_scrollx)*TILEWIDTH*2 - 14*TILEWIDTH + glb_nudgex); M_BG2SCRLY_SET((ty-glb_scrolly)*TILEHEIGHT*2 - 9*TILEHEIGHT + glb_nudgey); M_BG3SCRLX_SET((tx-glb_scrollx)*TILEWIDTH*2 - 14*TILEWIDTH + glb_nudgex); M_BG3SCRLY_SET((ty-glb_scrolly)*TILEHEIGHT*2 - 9*TILEHEIGHT + glb_nudgey); // No need to adjust the textport in raw GBA mode. #endif glb_offx = tx; glb_offy = ty; } int gfx_isnewframe() { int result; hamfake_rebuildScreen(); hamfake_awaitEvent(); // The event could be a new frame... result = glb_newframe; glb_newframe = 0; return result; } int gfx_getframecount() { return glb_framecount; } u16 glb_tilestashtiles[TILESTASH]; char glb_tilestashdata[TILESTASH][4]; int glb_tilestashsize = 0; void gfx_updatebitmap() { int i; // Write out bg2tiledata to the bg2tiles. //ham_ReloadTileGfx(glb_bg2tiles, (u16 *)glb_bg2tiledata, 0, 600); //ham_ReloadTileGfx(glb_bg2tiles, (u16 *)glb_bg2tiledata, 0, glb_tilestashsize); for (i = 0; i < glb_tilestashsize; i++) { ham_ReloadTileGfx(glb_bg1tiles, &((u16 *) glb_bg2tiledata)[WORDPERTILE * i], glb_tilestashtiles[i], 1); } } void gfx_putpixel(char c, int x, int y) { int tx, ty; UT_ASSERT(x >= 0 && y >= 0 && x < 240 && y < 160); tx = x >> 3; ty = y >> 3; x = x & 7; y = y & 7; glb_bg2tiledata[tx * BYTEPERTILE + ty * BYTEPERTILE * 30 + y * TILEWIDTH + x] = c; } void gfx_drawverline(char c, int x, int ly, int hy) { while (ly <= hy) gfx_putpixel(c, x, ly++); } void gfx_drawhorline(char c, int lx, int y, int hx) { while (lx <= hx) gfx_putpixel(c, lx++, y); } void gfx_drawbox(char c, int lx, int ly, int hx, int hy, int solid) { if (solid) { while (ly <= hy) gfx_drawhorline(c, lx, ly++, hx); } else { gfx_drawhorline(c, lx, ly, hx); gfx_drawhorline(c, lx, hy, hx); gfx_drawverline(c, lx, ly+1, hy-1); gfx_drawverline(c, hx, ly+1, hy-1); } } // Given a SQUARE number give us the minimap colour. int gfx_getcolfromtile(int tile, int mapped) { COLOUR_NAMES c; if (mapped) { c = (COLOUR_NAMES) glb_squaredefs[tile].minicolour; } else { c = COLOUR_LIGHTBLACK; } return gfx_lookupcolor(c); } static void gfx_resettilestash() { int i; for (i = 0; i < glb_tilestashsize; i++) { // Mark it as freed... glb_idxcount[glb_tilestashtiles[i]] = 0; } glb_tilestashsize = 0; } #ifdef USING_SDL void gfx_fillminimapblock(char *dst, char c[4]) { int sy, sx; for (sy = 0; sy < TILEHEIGHT/2; sy++) { for (sx = 0; sx < TILEWIDTH/2; sx++) *dst++ = c[0]; for (; sx < TILEWIDTH; sx++) *dst++ = c[1]; } for (; sy < TILEHEIGHT; sy++) { for (sx = 0; sx < TILEWIDTH/2; sx++) *dst++ = c[2]; for (; sx < TILEWIDTH; sx++) *dst++ = c[3]; } } #else void gfx_fillminimapblock(char *dst, char c[4]) { int sy; for (sy = 0; sy < 4; sy++) { *dst++ = c[0]; *dst++ = c[0]; *dst++ = c[0]; *dst++ = c[0]; *dst++ = c[1]; *dst++ = c[1]; *dst++ = c[1]; *dst++ = c[1]; } for (sy = 0; sy < 4; sy++) { *dst++ = c[2]; *dst++ = c[2]; *dst++ = c[2]; *dst++ = c[2]; *dst++ = c[3]; *dst++ = c[3]; *dst++ = c[3]; *dst++ = c[3]; } } #endif int gfx_findminimaptilenumber(char c[4]) { int i; u16 tile; // Search the tile stash to see if we are already in it... for (i = 0; i < glb_tilestashsize; i++) { tile = glb_tilestashtiles[i]; // We can flip horizontally, vertically, or both. if (c[0] == glb_tilestashdata[i][0]) { // No flip. if (c[1] == glb_tilestashdata[i][1] && c[2] == glb_tilestashdata[i][2] && c[3] == glb_tilestashdata[i][3]) { return tile; } } if (c[0] == glb_tilestashdata[i][1]) { // Flip horizontally if (c[1] == glb_tilestashdata[i][0] && c[2] == glb_tilestashdata[i][3] && c[3] == glb_tilestashdata[i][2]) { return tile | 1024; } } if (c[0] == glb_tilestashdata[i][2]) { // Flip vertically if (c[1] == glb_tilestashdata[i][3] && c[2] == glb_tilestashdata[i][0] && c[3] == glb_tilestashdata[i][1]) { return tile | 2048; } } if (c[0] == glb_tilestashdata[i][3]) { // Flip both. if (c[1] == glb_tilestashdata[i][2] && c[2] == glb_tilestashdata[i][1] && c[3] == glb_tilestashdata[i][0]) { return tile | 1024 | 2048; } } } // We didn't find the tile. tile = gfx_findFreeTile(1); if (tile == INVALID_TILEIDX) return gfx_lookupTile(TILE_NOTILE); // Ignore for now as we know it occrus on Quizar's map. // Seems rather mean to keep this limit since we know we have // a hard limit with gfx_findFreeTile(1). // Why not allow stash to be bigger and just make sure // we free the tile's afterwards? // UT_ASSERT(i < TILESTASH); if (i >= TILESTASH) { return gfx_lookupTile(TILE_NOTILE); } i = glb_tilestashsize++; glb_tilestashtiles[i] = tile; glb_idxcount[tile]++; // Build the tile. memcpy(glb_tilestashdata[i], c, 4); gfx_fillminimapblock(&glb_bg2tiledata[i * BYTEPERTILE], c); return tile; } // Fill in an 8x8 block given the colour array. Colours are // (0,0), (1,0), (0,1), (1,1). void gfx_drawminimapblock(int bx, int by, char c[4]) { char *dst; dst = &glb_bg2tiledata[by * BYTEPERTILE * 30 + bx * BYTEPERTILE]; gfx_fillminimapblock(dst, c); } void gfx_displayminimap(MAP *level) { gfx_resettilestash(); // gfx_drawbox(glb_stdcolor[COLOUR_RED], 51, 11, 189, 149, 0); char c[4]; int ax, ay; // AVatar position. if (MOB::getAvatar()) { ax = MOB::getAvatar()->getX(); ay = MOB::getAvatar()->getY(); } else { ax = -1; ay = -1; } // The map is 32x32. // With 4 pixel size elements, we have a 128x128 map. // We draw it from 56 to 184 and 16 to 144 // We have a 10 pixel border on all sides. int x, y, bx, by, tile; // For efficiency, we write to one tile at a time. This greatly // improves the efficiency... y = 0; for (by = 0; by < 16; by++) { x = 0; for (bx = 0; bx < 16; bx++) { c[0] = gfx_getcolfromtile(level->getTile(x, y), level->getFlag(x, y, SQUAREFLAG_MAPPED)); c[1] = gfx_getcolfromtile(level->getTile(x+1, y), level->getFlag(x+1, y, SQUAREFLAG_MAPPED)); c[2] = gfx_getcolfromtile(level->getTile(x, y+1), level->getFlag(x, y+1, SQUAREFLAG_MAPPED)); c[3] = gfx_getcolfromtile(level->getTile(x+1, y+1), level->getFlag(x+1, y+1, SQUAREFLAG_MAPPED)); if ((ax >> 1) == bx && (ay >> 1) == by) { c[(ax & 1) + ((ay &1) << 1)] = glb_stdcolor[COLOUR_WHITE]; } tile = gfx_findminimaptilenumber(c); ham_SetMapTile(0, bx+7, by+2, tile); // gfx_drawminimapblock(bx + 7, by + 2, c); x += 2; } y += 2; } #if 0 for (item = level->getItemHead(); item; item = item->getNext()) { gfx_drawbox(glb_stdcolor[COLOUR_GREEN], 56 + item->getX() * 4 + 1, 16 + item->getY() * 4 + 1, 56 + item->getX() * 4 + 2, 16 + item->getY() * 4 + 2, 1); } for (mob = level->getMobHead(); mob; mob = mob->getNext()) { // Turn this #if off in order to get clarivoyance all the // time. #if 1 if (level->hasLOS(MOB::getAvatar()->getX(), MOB::getAvatar()->getY(), mob->getX(), mob->getY())) #endif { gfx_drawbox(glb_stdcolor[COLOUR_WHITE], 56 + mob->getX() * 4 + 1, 16 + mob->getY() * 4 + 1, 56 + mob->getX() * 4 + 2, 16 + mob->getY() * 4 + 2, 1); } } #endif gfx_updatebitmap(); #if 0 { BUF buf; buf.sprintf("%d tiles used", glb_tilestashsize); msg_report(buf); } #endif } void gfx_hideminimap() { // Free up tiles. gfx_resettilestash(); // Erase the tile list. int tile, bx, by; tile = gfx_lookupTile(TILE_VOID); for (by = 0; by < 16; by++) { // We corrupted the text line so just write spaces over it. gfx_cleartextline(by + 2); // The text clear may be a no-op if the tile was already a space // we thus explicitly set the tile to void for (bx = 0; bx < 16; bx++) ham_SetMapTile(0, bx+7, by+2, tile); } } int gfx_lookupcolor(int r, int g, int b) { return gfx_lookupcolor(r, g, b, glb_tilesets[glb_tileset].palette); } int gfx_lookupcolor(int r, int g, int b, const u16 *palette) { int i; int minerror, closematch, cr, cg, cb; // Larger than any possible match. minerror = 255*255*3 + 1; closematch = 0; // We skip colour 0 as that is invisible. for (i = 1; i < (int)512 / 2; i++) { // Unpack the given colour from 5:5:5 cb = (palette[i] >> 10) << 3; cg = ((palette[i] >> 5) & 31) << 3; cr = (palette[i] & 31) << 3; // Find the difference squared. cr -= r; cg -= g; cb -= b; cr *= cr; cg *= cg; cb *= cb; cr += cg; cr += cb; // cr is now the squared difference. If this is a new low, keep. if (cr < minerror) { minerror = cr; closematch = i; } } UT_ASSERT(closematch); // Result is closematch. return closematch; } int gfx_lookupcolor(COLOUR_NAMES color) { UT_ASSERT(color < NUM_COLOURS); return glb_stdcolor[color]; } void gfx_sleep(int vcycles) { if (glbStressTest) return; int start = glb_framecount; while (glb_framecount < start + vcycles) { hamfake_rebuildScreen(); hamfake_awaitEvent(); } } void gfx_updateinventoryline(MOB *mob) { ITEM *item; gfx_cleartextline(18); if (!mob) { gfx_printtext(0, 18, "No item slot"); return; } item = mob->getItem(glb_invx, glb_invy); if (item) gfx_printtext(0, 18, gram_capitalize(item->getName(false, false, true))); else if (glb_invx == 0) { ITEMSLOT_NAMES slot = (ITEMSLOT_NAMES) glb_invy; if (mob->hasSlot(slot)) gfx_printtext(0, 18, gram_capitalize(mob->getSlotName(slot))); else gfx_printtext(0, 18, "No item slot"); } else gfx_printtext(0, 18, "Empty slot"); } void gfx_showinventory(MOB *mob) { int tx, ty, ix, iy; ITEM *item; BUF buf; glb_invmob = mob; // Clear out all the lines... for (ty = 2; ty < 19; ty++) gfx_cleartextline(ty); // Write out the descriptions... for (iy = 0; iy < NUM_ITEMSLOTS; iy++) { gfx_printtext(0, iy * 2 + 2, glb_itemslotdefs[iy].desc1); gfx_printtext(0, iy * 2 + 3, glb_itemslotdefs[iy].desc2); } // Width 12, height 8. // Our complete size 15 x 10 for (iy = 0; iy < MOBINV_HEIGHT; iy++) { ty = iy + 1; for (ix = 0; ix < MOBINV_WIDTH; ix++) { tx = ix + 2 + (ix!=0); // Draw the inventory item with pass thru and clear out // the overlay.. item = mob->getItem(ix, iy); if (!item) gfx_setabstile(tx, ty, TILE_NORMALSLOT); else if (item->isFavorite()) { gfx_setabstile(tx, ty, TILE_FAVORITESLOT); } else { if (item->isKnownCursed()) { if (item->isBlessed()) gfx_setabstile(tx, ty, TILE_HOLYSLOT); else if (item->isCursed()) gfx_setabstile(tx, ty, TILE_CURSEDSLOT); else gfx_setabstile(tx, ty, TILE_NORMALSLOT); } else { if (item->isKnownNotCursed()) gfx_setabstile(tx, ty, TILE_NORMALSLOT); else gfx_setabstile(tx, ty, TILE_EMPTYSLOT); } } if (!ix) { if (!mob->hasSlot((ITEMSLOT_NAMES) iy)) { gfx_setabsmob(tx, ty, TILE_INVALIDSLOT); } else gfx_setabsmob(tx, ty, (item ? item->getTile() : TILE_VOID)); } else gfx_setabsmob(tx, ty, (item ? item->getTile() : TILE_VOID)); if (ix == glb_invx && iy == glb_invy) gfx_setabsoverlay(tx, ty, TILE_CURSOR); else gfx_setabsoverlay(tx, ty, TILE_VOID); // If the item is quivered, add the q flag. if (item && item->isQuivered()) { gfx_printtext(tx * 2 + 1, ty * 2, "q"); } // Flag artifacts. if (item && item->isArtifact()) { gfx_printtext(tx * 2, ty * 2, SYMBOLSTRING_UNIQUE); } // If the stack count is non-unit, we add the number. if (item && item->getStackCount() != 1) { buf.sprintf("%2d", item->getStackCount()); gfx_printtext(tx * 2, ty * 2 + 1, buf); } } } // Update the current inventory item... gfx_updateinventoryline(mob); } void gfx_hideinventory() { int ty; // Clear out all the lines... for (ty = 2; ty < 19; ty++) gfx_cleartextline(ty); gfx_refreshtiles(); glb_invmob = 0; } void gfx_getinvcursor(int &ix, int &iy) { ix = glb_invx; iy = glb_invy; } void gfx_setinvcursor(int ix, int iy, bool onlyslots) { int tx, ty; ITEM *item; // Erase from old pos... tx = glb_invx + 2 + (glb_invx != 0); ty = glb_invy + 1; // but only if inventory currently up if (glb_invmob) gfx_setabsoverlay(tx, ty, TILE_VOID); // Scroll the cursor as you hit the top of the inventory // If we are on the equipment column, we always stay on the // equipment column. // If we are in the inventory area, we loop only in there. // Horizontal movement never adjusts y value. if (iy < 0) { if (ix) { ix--; if (!ix) ix = MOBINV_WIDTH-1; } iy = MOBINV_HEIGHT-1; } else if (iy >= MOBINV_HEIGHT) { if (ix) { ix++; if (ix == MOBINV_WIDTH) ix = 1; } iy = 0; } else if (ix < 0) { ix = MOBINV_WIDTH-1; } else if (ix >= MOBINV_WIDTH) { ix = 0; } // Ensure we never leave the itemslot list... if (onlyslots) ix = 0; // ix/iy might still be out of range, so it makes sense // to reclamp here. // Update new position... glb_invx = ix % MOBINV_WIDTH; if (glb_invx < 0) glb_invx += MOBINV_WIDTH; glb_invy = iy % MOBINV_HEIGHT; if (glb_invy < 0) glb_invy += MOBINV_HEIGHT; tx = glb_invx + 2 + (glb_invx != 0); ty = glb_invy + 1; // Rest of this is only needed if inventory is displayed. if (!glb_invmob) return; gfx_setabsoverlay(tx, ty, TILE_CURSOR); // Update the current inventory item... gfx_updateinventoryline(glb_invmob); } void gfx_displaylist(int x, int y, int ylen, const char **list, int select, int &startoflist, int &endoflist) { int i, j, n, displaylen; int scroll; const char *entry = "You should stop reading the binary!"; // Calculate list size. for (n = 0; list[n]; n++); // Determine the scroll offset required for select to be centered. displaylen = ylen-y; if (n < displaylen) scroll = 0; // No scrolling necessary. else { scroll = select - displaylen/2 + 1; // Do not scroll down past end. if (scroll + displaylen > n) { scroll = n - displaylen+1; } // Do not scroll up past start. // Note that a scroll of 1 merely hides the first entry, so // isn't at all useful. if (scroll <= 1) scroll = 0; } // First, chew up the scrolled entries. for (i = 0; i < scroll; i++) { entry = list[i]; if (!entry) break; } startoflist = scroll; // Now, display & clear the rest of the text. j = y; if (scroll) { // Print the scroll up message gfx_cleartextline(j, x-1); gfx_printtext(x, j, SYMBOLSTRING_UP SYMBOLSTRING_UP SYMBOLSTRING_UP); j++; } for (; j < ylen; j++) { gfx_cleartextline(j, x-1); if (entry) { entry = list[i]; if (entry) { // Last line may be scroll down. This is true so long as // there is extra entries. if (list[i+1] && j == (ylen-1)) { gfx_printtext(x, j, SYMBOLSTRING_DOWN SYMBOLSTRING_DOWN SYMBOLSTRING_DOWN); } else { gfx_printtext(x, j, entry); endoflist = i; } // Highlight current selection. if (i == select) { gfx_printtext(x-1, j, SYMBOLSTRING_RIGHT); gfx_printtext(x+strlen(entry), j, SYMBOLSTRING_LEFT); } } i++; } } } // Evil! void writeGlobalActionBar(bool useemptyslot); // Returns selected menu entry... // x & y is where top left of menu will be. Default is menu[0]. // -1 means the selection was cancelled. int gfx_selectmenu(int x, int y, const char **menu, int &aorb, int def, bool anykey, bool disablepaging, const u8 *menuactions, u8 *actionstrip) { int i, num, select, dx, dy; const char *entry; aorb = -1; num = 0; for (i = 0; (entry = menu[i]); i++) { num++; } // If there are no items to pick, cancel immediately. if (!num) return -1; // Now, we can treat menu as a 0..num-1 array. select = def; if (select >= num) select = 0; // Illegal default given. if (select < 0) select = 0; // Less than zero is also illegal. STYLUSLOCK styluslock((!menuactions) ? REGION_MENU : (REGION_MENU | REGION_BOTTOMBUTTON | REGION_SIDEBUTTON)); int startoflist = 0, endoflist = 0; // If we are in drag mode, we need to free up the borders so they // can be selected. if (menuactions) styluslock.setRange(x, 0, 29, 20); else styluslock.setRange(x, -1, -1, -1); // Display the menu. gfx_displaylist(x, y, 18, menu, select, startoflist, endoflist); // Wait for all buttons to go up to start... // We only check for buttons that we care about. We don't want to // abort key repeat on arrow keys in case someone cancels a popup // window. #ifndef HAS_KEYBOARD while ( (ctrl_rawpressed(BUTTON_A) || ctrl_rawpressed(BUTTON_B)) && !hamfake_forceQuit()) { if (!gfx_isnewframe()) continue; } #endif // Wipe out all of our hit states. hamfake_clearKeyboardBuffer(); if (menuactions) writeGlobalActionBar(true); while (1) { if (!gfx_isnewframe()) continue; if (hamfake_forceQuit()) return -1; #ifdef HAS_KEYBOARD int key; key = hamfake_getKeyPress(false); dx = 0; dy = 0; switch (key) { case GFX_KEYF1: case GFX_KEYF2: case GFX_KEYF3: case GFX_KEYF4: case GFX_KEYF5: case GFX_KEYF6: case GFX_KEYF7: case GFX_KEYF8: case GFX_KEYF9: case GFX_KEYF10: case GFX_KEYF11: case GFX_KEYF12: case GFX_KEYF13: case GFX_KEYF14: case GFX_KEYF15: if (menuactions) { // Bind the first 15 menu actions to our key int index = key - GFX_KEYF1; actionstrip[index] = menuactions[select]; // Rebuild the list. writeGlobalActionBar(true); } break; case 'k': case GFX_KEYUP: case '8': dy = -1; break; case 'j': case GFX_KEYDOWN: case '2': dy = 1; break; case GFX_KEYPGUP: dy = MAX(-10, -select); break; case GFX_KEYPGDOWN: dy = MIN(10, num - select - 1); break; case 'l': case 'h': case GFX_KEYLEFT: case GFX_KEYRIGHT: case '4': case '6': dy = 0; break; // Press a. case ' ': case '\n': case '\r': case '5': aorb = 0; if (anykey) aorb = BUTTON_A; if (menuactions) writeGlobalActionBar(false); return select; // Press b. case '0': case '\x1b': aorb = 1; if (anykey) aorb = BUTTON_B; if (menuactions) writeGlobalActionBar(false); return select; // Request for more information, a select key! case 'i': case '?': if (anykey) { aorb = BUTTON_SELECT; if (menuactions) writeGlobalActionBar(false); return select; } default: dx = 0; dy = 0; break; } #else dx = dy = 0; if (ctrl_hit(BUTTON_START)) { // Cancel if (menuactions) writeGlobalActionBar(false); return -1; } if (ctrl_hit(BUTTON_A)) { // Accept.... aorb = 0; if (anykey) aorb = BUTTON_A; if (menuactions) writeGlobalActionBar(false); return select; } if (ctrl_hit(BUTTON_B)) { aorb = 1; if (anykey) aorb = BUTTON_B; if (menuactions) writeGlobalActionBar(false); return select; } if (anykey) { if (ctrl_hit(BUTTON_SELECT)) { aorb = BUTTON_SELECT; if (menuactions) writeGlobalActionBar(false); return select; } if (ctrl_hit(BUTTON_X)) { aorb = BUTTON_X; if (menuactions) writeGlobalActionBar(false); return select; } if (ctrl_hit(BUTTON_Y)) { aorb = BUTTON_Y; if (menuactions) writeGlobalActionBar(false); return select; } } if (anykey && disablepaging) { if (ctrl_hit(BUTTON_L)) { aorb = BUTTON_L; if (menuactions) writeGlobalActionBar(false); return select; } if (ctrl_hit(BUTTON_R)) { aorb = BUTTON_R; if (menuactions) writeGlobalActionBar(false); return select; } } else { // We clamp page up/down to the limits if (ctrl_hit(BUTTON_L)) dy = MAX(-10, -select); if (ctrl_hit(BUTTON_R)) dy = MIN(10, num - select - 1); } // Change our position if dy not zero. // Only test arrow keys if r or l not pressed if (!dx && !dy) ctrl_getdir(dx, dy); #endif // Process any drag requests. if (menuactions) { if (styluslock.performDrags(y*TILEHEIGHT, startoflist, endoflist, menuactions, actionstrip)) { // Update... if (menuactions) writeGlobalActionBar(true); } } int styluschoice; bool inbounds = false; if (styluslock.selectmenu(styluschoice, x*TILEWIDTH, y*TILEHEIGHT, inbounds)) { if (!inbounds) { // User clicked outside of the menu, consider // a cancel. aorb = 1; if (anykey) aorb = BUTTON_B; if (menuactions) writeGlobalActionBar(false); return select; } else { // A real selection if this was valid. // Check for the case of up arrows. if (startoflist) styluschoice--; if (styluschoice < 0) { // Scroll up. dy = MAX(-10, -select); } else if (startoflist + styluschoice > endoflist) { // Scroll down. dy = MIN(10, num - select - 1); } else { aorb = 0; if (anykey) aorb = BUTTON_A; if (menuactions) writeGlobalActionBar(false); return startoflist + styluschoice; } } } if (!dx && !dy) { // Nothing to do. continue; } else if (dx && !dy) { // Fast paging with left/right for cases where L/R // are already overload. if (ctrl_hit(BUTTON_L)) dy = MAX(-10, -select); if (ctrl_hit(BUTTON_R)) dy = MIN(10, num - select - 1); } if (dy) { // Adjust selection... select += dy; // Note: On the libdns system this triggers a compiler bug // of some sort with -O2. Basically, if dy < 0 we take the // following branch as if select == dy. if (select < 0) select = num-1; if (select >= num) // Not else so zero length lists yield 0 select = 0; gfx_displaylist(x, y, 18, menu, select, startoflist, endoflist); } } if (menuactions) writeGlobalActionBar(false); return -1; } bool gfx_yesnomenu(const char *prompt, bool defchoice) { int aorb; int choice, width; // Prompt... const char *menu[4] = { "Yes", "No", 0 }; width = strlen(prompt); // Build an overlay for our question... { // Erase all tiles. int sx, sy; TILE_NAMES tile; for (sy = 2; sy < 6; sy++) { if (sy == 2) tile = TILE_SCROLL_TOP; else if (sy == 5) tile = TILE_SCROLL_BOTTOM; else tile = TILE_SCROLL_BACK; for (sx = 2; sx < 2 + (width+1)/2; sx++) { // We don't want to write past the end // even for a large prompt. if (sx >= 16) break; gfx_setabsoverlay(sx, sy, tile); } } } // Write out the query. // This really should be made a horizontal // yes/no box! gfx_printtext(4, 6, prompt); choice = gfx_selectmenu(8, 8, menu, aorb, !defchoice); if (aorb) choice = -1; if (choice >= 1) choice = -1; // Clear { int y; for (y = 3; y < 19; y++) gfx_cleartextline(y); } // This is because of our overlay options... gfx_refreshtiles(); if (choice == 0) return true; return false; } void gfx_displayinfoblock(const char *text, bool prevline) { int x, y; gfx_cleartextline(3); gfx_cleartextline(18); if (prevline) { gfx_printchar(0, 3, SYMBOL_UP); gfx_printchar(14, 3, SYMBOL_UP); gfx_printchar(29, 3, SYMBOL_UP); } for (y = 4; y < 18; y++) { for (x = 0; x < 30; x++) { if (!*text) { gfx_printchar(x, y, ' '); } else { gfx_printchar(x, y, *text); text++; } } } // If there is more text (which there should be if we get here) // prompt the fact. if (*text) { gfx_printchar(0, 18, SYMBOL_DOWN); gfx_printchar(14, 18, SYMBOL_DOWN); gfx_printchar(29, 18, SYMBOL_DOWN); } } void gfx_displayinfotext(const char *text) { const char *curtext; int dx, dy, y; STYLUSLOCK styluslock(REGION_DISPLAYTEXT); gfx_displayinfoblock(text, false); curtext = text; while (1) { if (!gfx_isnewframe()) continue; if (hamfake_forceQuit()) return; #ifdef HAS_KEYBOARD int key; bool stop = false; key = hamfake_getKeyPress(false); dy = 0; switch (key) { case 'k': case GFX_KEYUP: case '8': dy = -1; break; case 'j': case GFX_KEYDOWN: case '2': dy = 1; break; case GFX_KEYPGUP: dy = -10; break; case GFX_KEYPGDOWN: dy = 10; break; case 'l': case 'h': case '4': case '6': case GFX_KEYLEFT: case GFX_KEYRIGHT: dy = 0; break; case ' ': case '5': case '0': case '\r': case '\x1b': stop = true; break; default: dy = 0; break; } if (stop) break; #else if (ctrl_hit(BUTTON_A)) break; if (ctrl_hit(BUTTON_B)) break; if (ctrl_hit(BUTTON_R)) { dy = 10; } else if (ctrl_hit(BUTTON_L)) { dy = -10; } else { ctrl_getdir(dx, dy); } hamfake_clearKeyboardBuffer(); #endif if (styluslock.getdisplaytext(dy)) { dy = dy; if (!dy) break; } if (!dy) continue; while (dy) { if (dy < 0) { dy++; // User wants to scroll up. if (curtext != text) { curtext -= 30; } else dy = 0; } if (dy > 0) { dy--; // User wants scroll down. if (strlen(curtext) >= 30 * (18 - 4)) { curtext += 30; } else dy = 0; } } gfx_displayinfoblock(curtext, curtext != text); } for (y = 3; y < 19; y++) gfx_cleartextline(y); } char **glb_pager = 0; int glb_pager_curline = -1, glb_pager_size = 0; int glb_pager_width = 30; void gfx_pager_setwidth(int width) { glb_pager_width = width; } void gfx_pager_addtext(BUF buf) { gfx_pager_addtext(buf.buffer()); } void gfx_pager_addtext(const char *text) { // Make sure we have a line... if (!glb_pager) { glb_pager_curline = -1; glb_pager_size = 0; gfx_pager_newline(); } const char *src; char *dst, *origdst; int dstlen, dstmaxlen; // Point to the next write location... src = text; origdst = dst = glb_pager[glb_pager_curline]; dstmaxlen = glb_pager_width; dstlen = strlen(dst); dst += dstlen; while (*src && dstlen < dstmaxlen) { *dst++ = *src++; dstlen++; } // If we ran out of source material, done. if (!*src) { *dst++ = '\0'; return; } // We have to wrap :< If src is a space, wrapping is trivial. // Otherwise, we backup src until it is a space... while (!isspace(*src) && src > text) { src--; dst--; dstlen--; } // Now, move forward until we ate all the spaces (this seems odd // except if *src was a space going into the last loop) while (*src && isspace(*src)) { src++; } // It could be trailing spaces sent us over the bounds. We will // thus eat these and ignore them. if (!*src) { *dst++ = '\0'; return; } // Avoid throwing this on the stack as we recurse and GBA sucks. char *prefix = new char[30+1]; prefix[0] = '\0'; // Special case: If src == str now, yet our dstlen == 0, we have a // single word over SCREEN_WIDTH. We resolve this by dumping // dstmaxlen - 1 chars, a hyphen, and then continuing as if we // found a space. if (src == text && !dstlen) { while (*src && dstlen < dstmaxlen-1) { *dst++ = *src++; dstlen++; } // Append a hyphen... *dst++ = '-'; } // Special case: If src == str, dstlen != 0, we are tacking onto // the end of an existing word. If that word ends with a space, // great, we wrap as expected. However, we often build up // a string with a series of writes, such as "foo" followed by ", bar". // We want to wrap the last word on dst. If dst doesn't have a sub // word, obviously we avoid this. // Of course, this isn't the full story. It could be that the // previous line got to exactly 30 columns. Any spaces would be // silently eaten so it would look like there are no spaces. // To solve this, we look for special non-breaking characters that // we feel should be enjoined. Specifically, a punctuation on the // LHS means we should break, and a punctuation on the RHS means // we should not. else if (src == text) { char rhs, lhs; rhs = src[0]; lhs = origdst[dstlen-1]; // Check if LHS is breaking, in which case we always break // so ignore this code path. if (!isspace(lhs) && lhs != '.' && lhs != ',' && lhs != '!' && lhs != '?') { // Find the start of the word in dst... int wordstart = dstlen - 1; while (!isspace(origdst[wordstart]) && wordstart > 0) { wordstart--; } // If wordstart is now zero, our previuos entry was the // full length. We might hyphenate here, but I think it // is simpler just to let the break lie where we broke // it before. if (wordstart) { // Since wordstart points to a space, we can safely // mark wordstart as null & strcpy out wordstart+1 strcpy(prefix, &origdst[wordstart+1]); origdst[wordstart] = '\0'; } } } // Wrap to the next line. Null terminate dst and build // a new line. *dst++ = '\0'; gfx_pager_newline(); // And, because we are too lazy to make this a loop, recurse. gfx_pager_addtext(prefix); delete [] prefix; gfx_pager_addtext(src); } void gfx_pager_addsingleline(const char *text) { // Make sure we have a line... if (!glb_pager) { glb_pager_curline = -1; glb_pager_size = 0; gfx_pager_newline(); } const char *src; char *dst; int dstlen, dstmaxlen; // Point to the next write location... src = text; dst = glb_pager[glb_pager_curline]; dstmaxlen = glb_pager_width; dstlen = strlen(dst); if (dstlen > 0) gfx_pager_newline(); dst = glb_pager[glb_pager_curline]; dstmaxlen = glb_pager_width; dstlen = strlen(dst); dst += dstlen; while (*src && dstlen < dstmaxlen) { *dst++ = *src++; dstlen++; } // Even if we didn't run out of source, we truncate and return. *dst++ = '\0'; // Ensure next line starts fresh. gfx_pager_newline(); } void gfx_pager_newline() { // Move to the next line. glb_pager_curline++; // Check for over flow. if (glb_pager_curline >= glb_pager_size) { // Reallocate. char **newpager; newpager = new char *[glb_pager_size + 32]; if (glb_pager) memcpy(newpager, glb_pager, sizeof(char *) * glb_pager_size); glb_pager_size += 32; delete [] glb_pager; glb_pager = newpager; } // And ensure the new buffer is allocated. glb_pager[glb_pager_curline] = new char[glb_pager_width+2]; glb_pager[glb_pager_curline][0] = '\0'; } void gfx_pager_separator() { // This is so long so 80 column print outs get a full separator. gfx_pager_addsingleline("-------------------------------------------------------------------------------"); } void gfx_pager_display_block(int y) { int sx, sy; const char *text; gfx_cleartextline(3); gfx_cleartextline(18); if (y) { gfx_printchar(0, 3, SYMBOL_UP); gfx_printchar(14, 3, SYMBOL_UP); gfx_printchar(29, 3, SYMBOL_UP); } for (sy = 4; sy < 18; sy++, y++) { if (y > glb_pager_curline) gfx_cleartextline(sy); else { text = glb_pager[y]; for (sx = 0; sx < 30; sx++) { if (!*text) { gfx_printchar(sx, sy, ' '); } else { gfx_printchar(sx, sy, *text); text++; } } } } // If we still have rows left, display down arrows. if (y < glb_pager_curline) { gfx_printchar(0, 18, SYMBOL_DOWN); gfx_printchar(14, 18, SYMBOL_DOWN); gfx_printchar(29, 18, SYMBOL_DOWN); } } void gfx_pager_savetofile(const char *name) { #ifdef HAS_DISKIO if (!hamfake_fatvalid()) { gfx_pager_reset(); return; } #ifdef iPOWDER if (hamfake_cansendemail()) { for (int y = 3; y < 19; y++) gfx_cleartextline(y); if (gfx_yesnomenu("Email Game Summary?", false)) { // Send an email. BUF body; for (int i = 0; i <= glb_pager_curline; i++) { body.strcat(glb_pager[i]); body.strcat("\n\r"); } hamfake_sendemail("", name, body.buffer()); } } gfx_pager_reset(); return; #else FILE *fp; fp = hamfake_fopen(name, "wt"); if (!fp) { printf("OPEN %s FAILED!\n", name); return; } int i; for (i = 0; i <= glb_pager_curline; i++) { #if defined(LINUX) || defined(WIN32) fprintf(fp, "%s\n", glb_pager[i]); #else // For embedded systems always use line feeds so // the windows users can parse it easier. // Linux users are more used to crappy line feeds. fprintf(fp, "%s\r\n", glb_pager[i]); #endif } fclose(fp); gfx_pager_reset(); #endif #endif } void hideSideActionBar(); void gfx_pager_display(int y) { if (!glb_pager) return; int dx, dy; int tile; // Make y the center. y -= (18 - 4) / 2; if (y >= glb_pager_curline - (18 - 4)) y = glb_pager_curline - (18 - 4); // Hide the side buttons. hideSideActionBar(); // Clip the requested y position. if (y < 0) y = 0; // Erase all tiles. int sx, sy; for (sy = 1; sy < 10; sy++) { if (sy == 1) tile = TILE_SCROLL_TOP; else if (sy == 9) tile = TILE_SCROLL_BOTTOM; else tile = TILE_SCROLL_BACK; for (sx = -1; sx < 16; sx++) { gfx_setabsoverlay(sx, sy, tile); } } gfx_pager_display_block(y); #ifndef HAS_KEYBOARD // Wait for no button to be hit. while (ctrl_anyrawpressed() && !hamfake_forceQuit()) { hamfake_awaitEvent(); } #endif // Clear the repeat queue of SDL hamfake_clearKeyboardBuffer(); STYLUSLOCK styluslock(REGION_DISPLAYTEXT); while (1) { if (!gfx_isnewframe()) continue; if (hamfake_forceQuit()) return; // Quit immediately in stress test if (glbStressTest) break; #ifdef HAS_KEYBOARD int key; bool stop = false; key = hamfake_getKeyPress(false); dy = 0; switch (key) { case 'k': case GFX_KEYUP: case '8': dy = -1; break; case 'j': case GFX_KEYDOWN: case '2': dy = 1; break; case GFX_KEYPGUP: dy = -10; break; case GFX_KEYPGDOWN: dy = 10; break; case 'l': case 'h': case GFX_KEYLEFT: case GFX_KEYRIGHT: case '4': case '6': dy = 0; break; case ' ': case '\n': case '\r': case '5': case '0': case '\x1b': stop = true; break; default: dy = 0; break; } if (stop) break; #else if (ctrl_hit(BUTTON_A)) break; if (ctrl_hit(BUTTON_B)) break; if (ctrl_hit(BUTTON_R)) { dy = 10; } else if (ctrl_hit(BUTTON_L)) { dy = -10; } else { ctrl_getdir(dx, dy); } hamfake_clearKeyboardBuffer(); #endif if (styluslock.getdisplaytext(dy)) { dy = dy; if (!dy) break; } if (dy < 0) { // User wants to scroll up. if (y) { y += dy; if (y < 0) y = 0; gfx_pager_display_block(y); } } if (dy > 0) { if (y < glb_pager_curline - (18 - 4)) { y += dy; if (y > glb_pager_curline - (18 - 4)) { y = glb_pager_curline - (18 - 4); } gfx_pager_display_block(y); } } } for (y = 3; y < 19; y++) gfx_cleartextline(y); gfx_pager_reset(); // Because we did absolute sets, this will restore. gfx_refreshtiles(); // Clear the repeat queue of SDL hamfake_clearKeyboardBuffer(); } void gfx_pager_reset() { int y; // Clear out our pager. for (y = 0; y <= glb_pager_curline; y++) { delete [] glb_pager[y]; } delete [] glb_pager; glb_pager = 0; glb_pager_size = 0; glb_pager_curline = -1; } bool gfx_selecttile(int &tx, int &ty, bool quickselect, int *quickold, int *aorb, bool *stylus) { int dx, dy; int oldoverlay; bool cancel; STYLUSLOCK styluslock(REGION_MAPTILES); if (stylus) *stylus = false; // If we are quickselecting, our old overlay may be the cursor // itself - we require the caller to maintain its value. oldoverlay = gfx_getoverlay(tx, ty); if (quickselect) oldoverlay = quickold ? *quickold : TILE_VOID; if (aorb) *aorb = 0; gfx_setoverlay(tx, ty, TILE_CURSOR); gfx_scrollcenter(tx, ty); while (1) { if (!gfx_isnewframe()) continue; if (hamfake_forceQuit()) return false; if (ctrl_hit(BUTTON_A)) { // Accept.... gfx_scrollcenter(MOB::getAvatar()->getX(), MOB::getAvatar()->getY()); gfx_setoverlay(tx, ty, oldoverlay); if (aorb) *aorb = 0; hamfake_clearKeyboardBuffer(); return true; } if (ctrl_hit(BUTTON_B)) { // Cancel gfx_scrollcenter(MOB::getAvatar()->getX(), MOB::getAvatar()->getY()); gfx_setoverlay(tx, ty, oldoverlay); if (aorb) *aorb = 1; hamfake_clearKeyboardBuffer(); if (quickselect) return true; else return false; } if (styluslock.getmaptile(dx, dy, cancel)) { // User pressed on a tile successfully. gfx_scrollcenter(MOB::getAvatar()->getX(), MOB::getAvatar()->getY()); gfx_setoverlay(tx, ty, oldoverlay); // Set the new location tx = dx; ty = dy; // Determine the overlay value of the new tile that we // are moving the curosr to. oldoverlay = gfx_getoverlay(tx, ty); if (quickselect && quickold) *quickold = oldoverlay; if (aorb) *aorb = cancel; if (stylus) *stylus = true; hamfake_clearKeyboardBuffer(); return !cancel; } ctrl_getdir(dx, dy); if (!dx && !dy) { // Consume any key in case an invalid key was hit hamfake_getKeyPress(false); continue; } // Erase old... gfx_setoverlay(tx, ty, oldoverlay); tx += dx; ty += dy; tx &= MAP_WIDTH - 1; ty &= MAP_HEIGHT - 1; oldoverlay = gfx_getoverlay(tx, ty); if (quickselect && quickold) *quickold = oldoverlay; gfx_setoverlay(tx, ty, TILE_CURSOR); gfx_scrollcenter(tx, ty); if (quickselect) return false; } } void writeYesNoBar(); bool gfx_selectinventory(int &selectx, int &selecty) { bool madechoice = false; int button; int dx, dy; bool apress, bpress; STYLUSLOCK styluslock(REGION_BOTTOMBUTTON); writeYesNoBar(); gfx_setinvcursor(selectx, selecty, false); while (1) { if (!gfx_isnewframe()) continue; if (hamfake_forceQuit()) return false; ctrl_getdir(dx, dy); apress = ctrl_hit(BUTTON_A); bpress = ctrl_hit(BUTTON_B); if (styluslock.getbottombutton(button)) { // Either a cancel or accept. if (button == 18) apress = true; if (button == 26) bpress = true; } if (bpress) { // Cancel madechoice = false; break; } if (apress) { madechoice = true; break; } if (stylus_queryinventoryitem(selectx, selecty)) { gfx_setinvcursor(selectx, selecty, false); continue; } // Consume invalid keys. hamfake_getKeyPress(false); // We refetch this as this will deal // silently with wrap. gfx_getinvcursor(selectx, selecty); selectx += dx; selecty += dy; gfx_setinvcursor(selectx, selecty, false); } return madechoice; } bool gfx_selectdirection(int otx, int oty, int &rdx, int &rdy, int &rdz) { int dx, dy, ndx, ndy, tx, ty; int oldoverlay; bool chose = false; STYLUSLOCK styluslock(REGION_TENDIR); hamfake_flushdir(); hamfake_buttonreq(5, 1); rdx = rdy = rdz = 0; tx = otx; ty = oty; oldoverlay = gfx_getoverlay(tx, ty); gfx_setoverlay(tx, ty, TILE_CURSOR); dx = dy = 0; while (1) { if (!gfx_isnewframe()) continue; if (hamfake_forceQuit()) return false; if (ctrl_hit(BUTTON_A)) { // Accept.... gfx_setoverlay(tx, ty, oldoverlay); chose = true; break; } if (ctrl_hit(BUTTON_B)) { // Cancel gfx_setoverlay(tx, ty, oldoverlay); chose = false; break; } ctrl_getdir(ndx, ndy); if (hamfake_externaldir(dx, dy)) { gfx_setoverlay(tx, ty, oldoverlay); chose = true; break; } if (styluslock.gettendir(rdx, rdy, rdz, chose)) { // Invert sense of choosing. gfx_setoverlay(tx, ty, oldoverlay); chose = !chose; hamfake_buttonreq(5, 0); return chose; } if (!ndx && !ndy) { // Consume any key in case an invalid key was hit hamfake_getKeyPress(false); continue; } // Erase old... gfx_setoverlay(tx, ty, oldoverlay); dx += ndx; dy += ndy; // Clamp to our funny shape... if (dy >= 2) { dy = 2; dx = 0; } if (dy <= -2) { dy = -2; dx = 0; } if (dx < -1) dx = -1; if (dx > 1) dx = 1; tx = otx + dx; ty = oty + dy; tx &= MAP_WIDTH - 1; ty &= MAP_HEIGHT - 1; oldoverlay = gfx_getoverlay(tx, ty); gfx_setoverlay(tx, ty, TILE_CURSOR); } // Parse out our dx,dy into rdx, rdy, rdz. if (dy == 2) rdz = -1; else if (dy == -2) rdz = 1; else { rdx = dx; rdy = dy; } hamfake_buttonreq(5, 0); return chose; } void gfx_copytiledata(TILE_NAMES desttile, MINI_NAMES minitile, bool ismale) { const u8 *tiledata; int i; u16 tile; tile = gfx_lookupTile(desttile); if (tile == INVALID_TILEIDX) return; if (ismale) tiledata = &glb_tilesets[glb_tileset].mini[minitile * BYTEPERTILE*4]; else tiledata = &glb_tilesets[glb_tileset].minif[minitile * BYTEPERTILE*4]; if (!glb_comptiledata) { // Allocate a u16 to guarantee alignment. u16 *origdata = new u16 [WORDPERTILE*4]; glb_comptiledata = (u8 *) origdata; } for (i = 0; i < BYTEPERTILE*4; i++) glb_comptiledata[i] = tiledata[i]; // HMm... I think ReloadTIleGfx needs aligned data, which is not // guaranteed with a static array. No idea how the minitiles // work around this... glb_lastdesttile = tile; ham_ReloadTileGfx(glb_bg1tiles, (u16 *) glb_comptiledata, glb_lastdesttile, 4); } u8 * gfx_extractsprite(int tileset, SPRITE_NAMES tile) { int w, h, x, y, srcidx; u8 *data, *dataout; u16 c; w = glb_tilesets[tileset].tilewidth; h = glb_tilesets[tileset].tilewidth; data = (u8 *) malloc(4 * w * h * 3); dataout = data; for (y = 0; y < h * 2; y++) { for (x = 0; x < w * 2; x++) { srcidx = 0; srcidx += y * w; srcidx += x; if (x >= w) srcidx += w * h - w; if (y >= h) srcidx += w * h * 2 - w * h; c = glb_tilesets[tileset].spritepalette[glb_tilesets[tileset].sprite[tile * w * h * 4 + srcidx]]; int cb, cg, cr; cb = (c >> 10) << 3; cg = ((c >> 5) & 31) << 3; cr = (c & 31) << 3; *dataout++ = cr; *dataout++ = cg; *dataout++ = cb; } } return data; } u8 * gfx_extractlargesprite(SPRITE_NAMES tile, int grey, SPRITE_NAMES overlay) { #ifdef USE_VIRTUAL_SCREEN int w, h, x, y, srcidx; u8 *data, *dataout; u16 c; w = 48; h = 48; grey = 256 - grey; int cutoff = (grey * h + 128) / 256; data = (u8 *) malloc(w * h * 4); dataout = data; int row, col; if (tile != SPRITE_INVALID) { row = tile / 24; col = tile - row*24; for (y = 0; y < h; y++) { for (x = 0; x < w; x++) { srcidx = col * w + row * w * h * 24; srcidx += y * w * 24; srcidx += x; c = bmp_sprite16_3x[srcidx]; int cb, cg, cr; cb = (c >> 10) << 3; cg = ((c >> 5) & 31) << 3; cr = (c & 31) << 3; if (y < cutoff) { cr = rgbtogrey(cr, cg, cb); cg = cb = cr; } *dataout++ = cr; *dataout++ = cg; *dataout++ = cb; if (c) *dataout++ = 255; else *dataout++ = 0; } } } else { memset(data, 0, w * h * 4); } if (overlay != SPRITE_INVALID) { row = overlay / 24; col = overlay - row*24; dataout = data; for (y = 0; y < h; y++) { for (x = 0; x < w; x++) { srcidx = col * w + row * w * h * 24; srcidx += y * w * 24; srcidx += x; c = bmp_sprite16_3x[srcidx]; if (!c) { dataout += 4; } else { int cb, cg, cr; cb = (c >> 10) << 3; cg = ((c >> 5) & 31) << 3; cr = (c & 31) << 3; *dataout++ = cr; *dataout++ = cg; *dataout++ = cb; *dataout++ = 255; } } } } return data; #else return 0; #endif } void gfx_compositetile(ITEMSLOT_NAMES dstslot, MINI_NAMES minitile, bool ismale) { const u8 *minidata; int x, y, sx, sy; int dstidx, srcidx; // The use of the suffix "f" to denote the female tileset is // derogratory: it implies all humans are male until they are explicitly // labeled FEmale. To atone for this, the parameter to determine gender // has the opposite sense: ismale implies it is the men that must be // explicitly specified. if (ismale) minidata = &glb_tilesets[glb_tileset].mini[minitile * 4 * BYTEPERTILE]; else minidata = &glb_tilesets[glb_tileset].minif[minitile * 4 * BYTEPERTILE]; // Determine our offset. int offx, offy; bool flipx, flipy; offx = glb_itemslotdefs[glb_minidefs[minitile].slot].posx; offx -= glb_itemslotdefs[dstslot].posx; offy = glb_itemslotdefs[glb_minidefs[minitile].slot].posy; offy -= glb_itemslotdefs[dstslot].posy; // Convert our offset into our new tilespace... if (TILEWIDTH != 8) { offx = (int) ((offx / 8.0) * TILEWIDTH + 0.5); } if (TILEHEIGHT != 8) { offy = (int) ((offy / 8.0) * TILEHEIGHT + 0.5); } flipx = glb_itemslotdefs[glb_minidefs[minitile].slot].flipx ^ glb_itemslotdefs[dstslot].flipx; flipy = glb_itemslotdefs[glb_minidefs[minitile].slot].flipy ^ glb_itemslotdefs[dstslot].flipy; for (y = 0; y < TILEHEIGHT*2; y++) { for (x = 0; x < TILEWIDTH*2; x++) { if (flipx) sx = TILEWIDTH*2-1 - x; else sx = x; if (flipy) sy = TILEHEIGHT*2-1 - y; else sy = y; sx += offx; sy += offy; if (sx < 0 || sx >= TILEWIDTH*2) continue; if (sy < 0 || sy >= TILEHEIGHT*2) continue; // Get position inside sub tile. dstidx = 0; dstidx += y * TILEWIDTH; dstidx += x; // Find actual sub tile. if (x >= TILEWIDTH) dstidx += BYTEPERTILE - TILEWIDTH; if (y >= TILEHEIGHT) dstidx += BYTEPERTILE*2 - BYTEPERTILE; srcidx = 0; srcidx += sy * TILEWIDTH; srcidx += sx; if (sx >= TILEWIDTH) srcidx += BYTEPERTILE - TILEWIDTH; if (sy >= TILEHEIGHT) srcidx += BYTEPERTILE*2 - BYTEPERTILE; // Actual comp: if (minidata[srcidx]) glb_comptiledata[dstidx] = minidata[srcidx]; } } ham_ReloadTileGfx(glb_bg1tiles, (u16 *) glb_comptiledata, glb_lastdesttile, 4); } int gfx_getfont() { return glb_currentfont; } void gfx_switchfonts(int newfont) { if (newfont == glb_currentfont) return; glb_currentfont = newfont; // Do nothing in mode 3 or -1. if (glb_gfxmode) return; // Reload all locked font tiles.. int c; int sourceidx; int idx; // Active alphabet tiles: for (c = 0; c < 255; c++) { idx = glb_charidx[c]; if (idx != INVALID_TILEIDX) { sourceidx = gfx_getchartile(c); ham_ReloadTileGfx(glb_bg1tiles, (u16*)(&glb_tilesets[glb_tileset].alphabet[glb_currentfont][sourceidx * BYTEPERTILE]), idx, 1); } } } void gfx_switchtilesets(int newtileset) { int i; if (newtileset == glb_tileset) return; glb_tileset = newtileset; #ifdef USE_VIRTUAL_SCREEN glb_modetilesets[glb_tilesetmode] = newtileset; #endif // TODO: Guard if sizes match, hamfake_setTileSize(glb_tilesets[glb_tileset].tilewidth, glb_tilesets[glb_tileset].tilewidth); // Rebuild our arrays: delete [] glb_bg2tiledata; glb_bg2tiledata = (char *) new u16[WORDPERTILE*TILESTASH]; memset(glb_bg2tiledata, 0, BYTEPERTILE*TILESTASH); delete [] glb_comptiledata; glb_comptiledata = (u8 *) (new u16[WORDPERTILE*4]); for (i = 0; i < MAX_COLOUR_CHAR; i++) { if (glb_colourchardata[i]) { delete [] glb_colourchardata[i]; glb_colourchardata[i] = (u8 *) new u16[WORDPERTILE]; } } delete [] glb_greyscaletiledata; glb_greyscaletiledata = (u8 *) (new u16[WORDPERTILE*4]); // If we are in mode 3, reblit our background! if (glb_gfxmode == 3) { gfx_reblitslugandblood(); for (int y = 0; y < 20; y++) { for (int x = 0; x < 32; x++) { if (glb_charmap[y*32+x] != 0xff) gfx_printcharraw(x*TILEWIDTH, y*TILEHEIGHT, glb_charmap[y*32+x]); } } } // Do nothing in mode 3 or -1. if (glb_gfxmode) return; // Swap palette: ham_LoadBGPal((void *)glb_tilesets[glb_tileset].palette, 512); hamfake_LoadSpritePal((void *)glb_tilesets[glb_tileset].spritepalette, 512); // Rebuild our standard colours gfx_buildstdcolors(); // Reload the sprite. hamfake_ReloadSpriteGfx((u16*)(&glb_tilesets[glb_tileset].dungeon[glb_sprite*4*BYTEPERTILE]), 0, 4); // Reload all locked tiles.. int c; int sourceidx; int idx; // Active alphabet tiles: for (c = 0; c < 255; c++) { idx = glb_charidx[c]; if (idx != INVALID_TILEIDX) { sourceidx = gfx_getchartile(c); ham_ReloadTileGfx(glb_bg1tiles, (u16*)(&glb_tilesets[glb_tileset].alphabet[glb_currentfont][sourceidx * BYTEPERTILE]), idx, 1); } } // Active dungeon tiles: int tile; for (tile = 0; tile < NUM_TILES; tile++) { idx = glb_tileidx[tile]; if (idx == INVALID_TILEIDX) continue; ham_ReloadTileGfx(glb_bg1tiles, (u16*)(&glb_tilesets[glb_tileset].dungeon[tile * 4 * BYTEPERTILE]), idx, 4); } // Rebuild custom dude. if (MOB::getAvatar()) MOB::getAvatar()->rebuildAppearance(); // Reset our center as we may have switched to a different sized // tile and the lower layer stores the offset in pixels int tx, ty; gfx_getscrollcenter(tx, ty); gfx_scrollcenter(tx, ty); } int gfx_gettileset() { return glb_tileset; } int gfx_gettilesetmode(int mode) { #ifdef USE_VIRTUAL_SCREEN return glb_modetilesets[mode]; #else return glb_tileset; #endif } void gfx_tilesetmode(int mode) { #ifdef USE_VIRTUAL_SCREEN if (mode == glb_tilesetmode) return; glb_tilesetmode = mode; gfx_switchtilesets(glb_modetilesets[glb_tilesetmode]); #endif } void gfx_settilesetmode(int mode, int tileset) { #ifdef USE_VIRTUAL_SCREEN glb_modetilesets[mode] = tileset; if (mode == glb_tilesetmode) gfx_switchtilesets(tileset); #else if (!mode) gfx_switchtilesets(tileset); #endif } int gfx_gettilewidth() { return TILEWIDTH; } int gfx_gettileheight() { return TILEHEIGHT; } void gfx_drawcursor(int x, int y) { hamfake_movesprite(0, x-TILEWIDTH, y-TILEHEIGHT); hamfake_enablesprite(0, true); } void gfx_removecursor() { hamfake_enablesprite(0, false); } void gfx_cursortile(SPRITE_NAMES tile) { UT_ASSERT(glb_usesprites); glb_sprite = (u16) tile; hamfake_ReloadSpriteGfx((u16*)(&glb_tilesets[glb_tileset].sprite[glb_sprite*4*BYTEPERTILE]), 0, 4); } void gfx_spritetile(int spriteno, SPRITE_NAMES tile) { UT_ASSERT(glb_usesprites); hamfake_ReloadSpriteGfx((u16*)(&glb_tilesets[glb_tileset].sprite[tile*4*BYTEPERTILE]), spriteno*4, 4); } u8 gfx_togreyscale(u8 src, const u16 *palette) { int cb, cg, cr; cb = (palette[src] >> 10) << 3; cg = ((palette[src] >> 5) & 31) << 3; cr = (palette[src] & 31) << 3; int grey = rgbtogrey(cr, cg, cb); return gfx_lookupcolor(grey, grey, grey, palette); } void gfx_updateGreyTables(u8 *greytable, const u16 *palette) { int i; for (i = 0; i < 256; i++) { greytable[i] = gfx_togreyscale(i, palette); } } void gfx_updatespritegreytable() { if (!glb_spritegreyscale) return; gfx_updateGreyTables(glb_spritegreyscale, glb_tilesets[glb_tileset].spritepalette); } const u8 * gfx_getspritegreytable() { if (!glb_spritegreyscale) { glb_spritegreyscale = new u8[256]; gfx_updatespritegreytable(); } return glb_spritegreyscale; } void gfx_spritetile_grey(int spriteno, SPRITE_NAMES tile, int grey, SPRITE_NAMES overlay) { const u8 *greytable; if (!glb_greyscaletiledata) { u16 *origdata = new u16 [WORDPERTILE*4]; glb_greyscaletiledata = (u8 *) origdata; } greytable = gfx_getspritegreytable(); u8 *src; grey = 256 - grey; int cutoff = (grey * TILEHEIGHT * 2 + 128) / 256; int i; int x, y, t, yc; src = (u8 *) (&glb_tilesets[glb_tileset].sprite[tile*4*BYTEPERTILE]); i = 0; for (t = 0; t < 4; t++) { if (t < 2) y = 0; else y = TILEHEIGHT; for (yc = 0; yc < TILEHEIGHT; yc++) { if (y + yc >= cutoff) { for (x = 0; x < TILEWIDTH; x++) { glb_greyscaletiledata[i] = src[i]; i++; } } else { for (x = 0; x < TILEWIDTH; x++) { glb_greyscaletiledata[i] = greytable[src[i]]; i++; } } } } if (overlay != SPRITE_INVALID) { src = (u8 *) (&glb_tilesets[glb_tileset].sprite[overlay*4*BYTEPERTILE]); for (i = 0; i < BYTEPERTILE * 4; i++) { if (src[i]) glb_greyscaletiledata[i] = src[i]; } } hamfake_ReloadSpriteGfx((u16*)glb_greyscaletiledata, spriteno*4, 4); } void gfx_spritefromdungeon(int spriteno, TILE_NAMES tile) { UT_ASSERT(!glb_usesprites); hamfake_ReloadSpriteGfx((u16*)(&glb_tilesets[glb_tileset].dungeon[tile*4*BYTEPERTILE]), spriteno*4, 4); } void gfx_spritemode(bool usesprites) { int i; // Disable all sprites for (i = 0; i < 128; i++) hamfake_enablesprite(i, false); // Swap palette if (usesprites) hamfake_LoadSpritePal((void *)glb_tilesets[glb_tileset].spritepalette, 512); else hamfake_LoadSpritePal((void *)glb_tilesets[glb_tileset].palette, 512); glb_usesprites = usesprites; } // // Fake Ham Functions // #if !defined(USING_SDL) && !defined(USING_DS) #if !defined(NO_HAM) void hamfake_rebuildScreen() { } void hamfake_awaitEvent() { } u16 * hamfake_lockScreen() { return ((u16 *) 0x06000000); } void hamfake_unlockScreen(u16 *) { } int hamfake_peekKeyPress() { return 0; } int hamfake_getKeyPress(bool) { return 0; } void hamfake_clearKeyboardBuffer() { } void hamfake_insertKeyPress(u8 key) { } void hamfake_softReset() { return; } #endif int hamfake_getKeyModifiers() { return 0; } void hamfake_setFullScreen(bool fullscreen) { } bool hamfake_isFullScreen() { return true; // Always full :> } bool hamfake_extratileset() { return false; // No fat system yet! } void hamfake_getstyluspos(int &x, int &y) { x = y = 0; } bool hamfake_getstylusstate() { return false; } void hamfake_movesprite(int spriteno, int x, int y) { } void hamfake_enablesprite(int spriteno, bool enabled) { } void hamfake_ReloadSpriteGfx(const u16 *data, int tileno, int numtile) { } void hamfake_LoadSpritePal(void *data, int bytes) { } void hamfake_setTileSize(int width, int height) { } #endif #if !defined(USE_VIRTUAL_SCREEN) bool hamfake_forceQuit() { return false; } void hamfake_awaitShutdown() {} void hamfake_postShutdown() {} void hamfake_setinventorymode(bool invmode) {} void hamfake_enableexternalactions(bool enable) {} bool hamfake_isunlocked() { return true; } void hamfake_externalaction(int &iact, int &ispell) { iact = ACTION_NONE; ispell = SPELL_NONE; } void hamfake_flushdir() {} bool hamfake_externaldir(int &dx, int &dy) { return false; } void hamfake_buttonreq(int mode, int type) { } #endif powder118_src/thread_win.cpp0000644000175300010010000000316611310064517013223 0ustar /* * Licensed under CLIFE license. See LICENCE.TXT * * Produced by: Jeff Lait * * CLIFE Development * * NAME: thread_win.h ( CLIFE, C++ ) * * COMMENTS: * Attempt at a threading class. */ #include "thread_win.h" THREAD_WIN::THREAD_WIN() { mySelf = 0; InitializeCriticalSection(&myCritSec); // Default to idle. myDoneEvent = CreateEvent(0, 1, 1, 0); // Default to not started myStartEvent = CreateEvent(0, 1, 0, 0); } THREAD_WIN::~THREAD_WIN() { join(); CloseHandle(myDoneEvent); CloseHandle(myStartEvent); CloseHandle(mySelf); mySelf = 0; DeleteCriticalSection(&myCritSec); } void THREAD_WIN::start(THREADmainFunc func, void *data) { DWORD id; // If we are still running, block until the current task completes. if (mySelf) join(); myCB = func; myCBData = data; if (!mySelf) { mySelf = CreateThread(NULL, 0, (unsigned long(__stdcall *)(void *))THREAD::wrapper, (void *)this, 0, &id); } jobsready(); } void THREAD_WIN::jobsready() { EnterCriticalSection(&myCritSec); ResetEvent(myDoneEvent); SetEvent(myStartEvent); LeaveCriticalSection(&myCritSec); } void THREAD_WIN::iamdonenow() { EnterCriticalSection(&myCritSec); ResetEvent(myStartEvent); SetEvent(myDoneEvent); LeaveCriticalSection(&myCritSec); } void THREAD_WIN::waittillimready() { WaitForSingleObject(myStartEvent, INFINITE); } void THREAD_WIN::join() { WaitForSingleObject(myDoneEvent, INFINITE); } void THREAD_WIN::kill() { if (mySelf) { TerminateThread(mySelf, 0); CloseHandle(mySelf); mySelf = 0; } } powder118_src/port/0000755000175300010010000000000013244453400011352 5ustar powder118_src/port/linux/0000755000175300010010000000000013244453367012525 5ustar powder118_src/port/linux/linuxmain.cpp0000644000175300010010000000033710741310162015220 0ustar #include #ifdef main #undef main #endif #define main gba_main #include "../../main.cpp" #undef main int main(int argc, char **argv) { // Call our main. gba_main(); SDL_Quit( ); return 0; } powder118_src/port/linux/Makefile0000644000175300010010000000374511524271651014167 0ustar TARGET = powder OFILES = linuxmain.o \ ../sdl/hamfake.o \ ../../action.o \ ../../assert.o \ ../../ai.o \ ../../artifact.o \ ../../bmp.o \ ../../build.o \ ../../buf.o \ ../../control.o \ ../../creature.o \ ../../dpdf_table.o \ ../../encyc_support.o \ ../../gfxengine.o \ ../../grammar.o \ ../../hiscore.o \ ../../input.o \ ../../intrinsic.o \ ../../item.o \ ../../map.o \ ../../mobref.o \ ../../msg.o \ ../../name.o \ ../../piety.o \ ../../rand.o \ ../../signpost.o \ ../../smokestack.o \ ../../speed.o \ ../../sramstream.o \ ../../stylus.o \ ../../victory.o \ ../../encyclopedia.o \ ../../glbdef.o \ ../../credits.o \ ../../license.o \ ../../gfx/all_bitmaps.o \ ../../rooms/allrooms.o PREMAKE = ../../support/map2c/map2c \ ../../support/tile2c/tile2c \ ../../support/bmp2c/bmp2c \ ../../support/encyclopedia2c/encyclopedia2c \ ../../support/enummaker/enummaker \ ../../support/txt2c/txt2c all: $(TARGET) powder: $(OFILES) $(CXX) -o $(TARGET) $(OFILES) `sdl-config --libs` $(CXXFLAGS) $(LDFLAGS) .cpp.o: $(CXX) -DLINUX -I ../../port/sdl `sdl-config --cflags` -c $< -o $@ $(CXXFLAGS) powder-static: premake $(OFILES) # This extra step is from: # http://www.trilithium.com/johan/2005/06/static-libstdc/ # and is to try and ensure we end up with a static link # of stdc++. $(RM) libstdc++.a ln -s `$(CXX) -print-file-name=libstdc++.a` $(CXX) -static-libgcc -L. -o $(TARGET) $(OFILES) `sdl-config --libs` $(CXXFLAGS) $(LDFLAGS) clean: $(RM) $(OFILES) $(RM) $(TARGET) @for s in $$( echo "$(PREMAKE)" | tr -s '' '\n'); do \ $(MAKE) clean -C `dirname $$s`; \ done; $(PREMAKE): $(MAKE) -C `dirname $@` premake: $(PREMAKE) cd ../../rooms ; ./buildrooms.bash cd ../../gfx ; ./rebuild.sh cd ../.. ; support/enummaker/enummaker source.txt cd ../.. ; support/txt2c/txt2c LICENSE.TXT license.cpp cd ../.. ; support/txt2c/txt2c CREDITS.TXT credits.cpp cd ../.. ; support/encyclopedia2c/encyclopedia2c encyclopedia.txt powder118_src/port/wince/0000755000175300010010000000000013244453367012473 5ustar powder118_src/port/wince/powder-ibsons.inf0000644000175300010010000000257111137125570015760 0ustar ;.Set Compress=ON [Version] Signature = "$Windows NT$" ; required as-is Provider = "Ibson the Grey" CESignature = "$Windows CE$" ; required as-is [CEStrings] AppName = "Ibson the Grey's tileset for POWDER" ; maximum of 40 characters, full app name will be " " InstallDir = %CE5%\POWDER\gfx ; Program Files\POWDER [SourceDisksNames] ; directory that holds the application's files 1 = , "Ibson Tileset",,gfx\ibsongrey [SourceDisksFiles] ; list of files to be included in .cab alphabet_brass.bmp = 1 alphabet_classic.bmp = 1 alphabet_heavy.bmp = 1 alphabet_light.bmp = 1 alphabet_shadow.bmp = 1 dungeon16.bmp = 1 mini16.bmp = 1 minif16.bmp = 1 sprite16.bmp = 1 [DefaultInstall] ; operations to be completed during install CopyFiles = CopyGfx [DestinationDirs] ; default destination directories for each operation section CopyGfx = 0, %InstallDir% [CopyGfx] ; copy operation file list "alphabet_brass.bmp", alphabet_brass.bmp "alphabet_classic.bmp", alphabet_classic.bmp "alphabet_heavy.bmp", alphabet_heavy.bmp "alphabet_light.bmp", alphabet_light.bmp "alphabet_shadow.bmp", alphabet_shadow.bmp "dungeon16.bmp", dungeon16.bmp "mini16.bmp", mini16.bmp "minif16.bmp", minif16.bmp "sprite16.bmp", sprite16.bmp powder118_src/port/wince/powder.vcp0000644000175300010010000015371511137125570014510 0ustar # Microsoft eMbedded Visual Tools Project File - Name="powder" - Package Owner=<4> # Microsoft eMbedded Visual Tools Generated Build File, Format Version 6.02 # ** DO NOT EDIT ** # TARGTYPE "Win32 (WCE ARMV4) Application" 0xa301 CFG=powder - Win32 (WCE ARMV4) Debug !MESSAGE This is not a valid makefile. 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ADD BASE BSC32 /nologo # ADD BSC32 /nologo LINK32=link.exe # ADD BASE LINK32 commctrl.lib coredll.lib /nologo /base:"0x00010000" /stack:0x10000,0x1000 /entry:"WinMainCRTStartup" /nodefaultlib:"$(CENoDefaultLib)" /subsystem:$(CESubsystem) /align:"4096" /MACHINE:ARM # ADD LINK32 commctrl.lib coredll.lib /nologo /base:"0x00010000" /version:107.2 /stack:0x10000,0x1000 /entry:"WinMainCRTStartup" /nodefaultlib:"$(CENoDefaultLib)" /subsystem:$(CESubsystem) /align:"4096" /MACHINE:ARM !ELSEIF "$(CFG)" == "powder - Win32 (WCE ARMV4) Debug" # PROP BASE Use_MFC 0 # PROP BASE Use_Debug_Libraries 1 # PROP BASE Output_Dir "ARMV4Dbg" # PROP BASE Intermediate_Dir "ARMV4Dbg" # PROP BASE CPU_ID "{ECBEA43D-CD7B-4852-AD55-D4227B5D624B}" # PROP BASE Platform_ID "{8A9A2F80-6887-11D3-842E-005004848CBA}" # PROP BASE Target_Dir "" # PROP Use_MFC 0 # PROP Use_Debug_Libraries 1 # PROP Output_Dir "ARMV4Dbg" # PROP Intermediate_Dir "ARMV4Dbg" # PROP CPU_ID "{ECBEA43D-CD7B-4852-AD55-D4227B5D624B}" # PROP Platform_ID "{8A9A2F80-6887-11D3-842E-005004848CBA}" # PROP Target_Dir "" # ADD BASE RSC /l 0x409 /d UNDER_CE=$(CEVersion) /d _WIN32_WCE=$(CEVersion) /d "DEBUG" /d "UNICODE" /d "_UNICODE" /d "$(CePlatform)" /d "ARM" /d "_ARM_" /d "ARMV4" /r # ADD RSC /l 0x409 /d UNDER_CE=$(CEVersion) /d _WIN32_WCE=$(CEVersion) /d "DEBUG" /d "UNICODE" /d "_UNICODE" /d "$(CePlatform)" /d "ARM" /d "_ARM_" /d "ARMV4" /r # ADD BASE CPP /nologo /W3 /Zi /Od /D "DEBUG" /D "ARM" /D "_ARM_" /D "ARMV4" /D UNDER_CE=$(CEVersion) /D _WIN32_WCE=$(CEVersion) /D "$(CePlatform)" /D "UNICODE" /D "_UNICODE" /YX /M$(CECrtMTDebug) /c # ADD CPP /nologo /W3 /Zi /Od /D "DEBUG" /D "ARM" /D "_ARM_" /D "ARMV4" /D UNDER_CE=$(CEVersion) /D _WIN32_WCE=$(CEVersion) /D "$(CePlatform)" /D "UNICODE" /D "_UNICODE" /YX /M$(CECrtMTDebug) /c # ADD BASE MTL /nologo /D "_DEBUG" /mktyplib203 /o "NUL" /win32 # ADD MTL /nologo /D "_DEBUG" /mktyplib203 /o "NUL" /win32 BSC32=bscmake.exe # ADD BASE BSC32 /nologo # ADD BSC32 /nologo LINK32=link.exe # ADD BASE LINK32 commctrl.lib coredll.lib /nologo /base:"0x00010000" /stack:0x10000,0x1000 /entry:"WinMainCRTStartup" /debug /nodefaultlib:"$(CENoDefaultLib)" /subsystem:$(CESubsystem) /align:"4096" /MACHINE:ARM # ADD LINK32 commctrl.lib coredll.lib /nologo /base:"0x00010000" /stack:0x10000,0x1000 /entry:"WinMainCRTStartup" /debug /nodefaultlib:"$(CENoDefaultLib)" /subsystem:$(CESubsystem) /align:"4096" /MACHINE:ARM !ENDIF # Begin Target # Name "powder - Win32 (WCE ARMV4) Release" # Name "powder - Win32 (WCE ARMV4) Debug" # Begin Group "Source Files" # PROP Default_Filter "cpp;c;cxx;rc;def;r;odl;idl;hpj;bat" # Begin Source File SOURCE=.\action.cpp DEP_CPP_ACTIO=\ ".\artifact.h"\ ".\assert.h"\ ".\buf.h"\ ".\control.h"\ ".\creature.h"\ ".\encyc_support.h"\ ".\gfxengine.h"\ ".\glbdef.h"\ ".\grammar.h"\ ".\include\begin_code.h"\ ".\include\close_code.h"\ ".\include\SDL.h"\ ".\include\SDL_active.h"\ ".\include\SDL_audio.h"\ ".\include\SDL_cdrom.h"\ ".\include\SDL_config.h"\ ".\include\SDL_config_dreamcast.h"\ ".\include\SDL_config_macos.h"\ ".\include\SDL_config_macosx.h"\ ".\include\SDL_config_minimal.h"\ ".\include\SDL_config_os2.h"\ ".\include\SDL_config_symbian.h"\ ".\include\SDL_config_win32.h"\ ".\include\SDL_cpuinfo.h"\ ".\include\SDL_endian.h"\ ".\include\SDL_error.h"\ ".\include\SDL_events.h"\ ".\include\SDL_joystick.h"\ ".\include\SDL_keyboard.h"\ ".\include\SDL_keysym.h"\ ".\include\SDL_loadso.h"\ ".\include\SDL_main.h"\ ".\include\SDL_mouse.h"\ ".\include\SDL_mutex.h"\ ".\include\SDL_platform.h"\ ".\include\SDL_quit.h"\ ".\include\SDL_rwops.h"\ ".\include\SDL_stdinc.h"\ ".\include\SDL_thread.h"\ ".\include\SDL_timer.h"\ ".\include\SDL_version.h"\ ".\include\SDL_video.h"\ ".\intrinsic.h"\ ".\item.h"\ ".\itemstack.cpp"\ ".\itemstack.h"\ ".\map.h"\ ".\mobref.h"\ ".\msg.h"\ ".\name.h"\ ".\piety.h"\ ".\port\sdl\hamfake.h"\ ".\port\sdl\mygba.h"\ ".\rand.h"\ ".\signpost.h"\ ".\smokestack.h"\ ".\speed.h"\ ".\stylus.h"\ ".\victory.h"\ # End Source File # Begin Source File SOURCE=.\ai.cpp DEP_CPP_AI_CP=\ ".\assert.h"\ ".\buf.h"\ ".\control.h"\ ".\creature.h"\ ".\gfxengine.h"\ ".\glbdef.h"\ ".\grammar.h"\ ".\include\begin_code.h"\ ".\include\close_code.h"\ ".\include\SDL.h"\ ".\include\SDL_active.h"\ ".\include\SDL_audio.h"\ ".\include\SDL_cdrom.h"\ ".\include\SDL_config.h"\ ".\include\SDL_config_dreamcast.h"\ ".\include\SDL_config_macos.h"\ ".\include\SDL_config_macosx.h"\ ".\include\SDL_config_minimal.h"\ ".\include\SDL_config_os2.h"\ ".\include\SDL_config_symbian.h"\ ".\include\SDL_config_win32.h"\ ".\include\SDL_cpuinfo.h"\ ".\include\SDL_endian.h"\ ".\include\SDL_error.h"\ ".\include\SDL_events.h"\ ".\include\SDL_joystick.h"\ ".\include\SDL_keyboard.h"\ ".\include\SDL_keysym.h"\ ".\include\SDL_loadso.h"\ ".\include\SDL_main.h"\ ".\include\SDL_mouse.h"\ ".\include\SDL_mutex.h"\ ".\include\SDL_platform.h"\ ".\include\SDL_quit.h"\ ".\include\SDL_rwops.h"\ ".\include\SDL_stdinc.h"\ ".\include\SDL_thread.h"\ ".\include\SDL_timer.h"\ ".\include\SDL_version.h"\ ".\include\SDL_video.h"\ ".\intrinsic.h"\ ".\item.h"\ ".\itemstack.cpp"\ ".\itemstack.h"\ ".\map.h"\ ".\mobref.h"\ ".\name.h"\ ".\port\sdl\hamfake.h"\ ".\port\sdl\mygba.h"\ ".\rand.h"\ ".\signpost.h"\ ".\smokestack.h"\ ".\speed.h"\ ".\sramstream.h"\ # End Source File # Begin Source File SOURCE=.\gfx\all_bitmaps.cpp DEP_CPP_ALL_B=\ ".\gfx\adambolt\alphabet_brass_8.c"\ ".\gfx\adambolt\alphabet_classic_8.c"\ ".\gfx\adambolt\alphabet_heavy_8.c"\ ".\gfx\adambolt\alphabet_light_8.c"\ ".\gfx\adambolt\alphabet_shadow_8.c"\ ".\gfx\adambolt\dungeon16_16.c"\ ".\gfx\adambolt\master.pal.c"\ ".\gfx\adambolt\mini16_16.c"\ ".\gfx\adambolt\minif16_16.c"\ ".\gfx\adambolt\sprite.pal.c"\ ".\gfx\adambolt\sprite16_16.c"\ ".\gfx\akoimeexx\alphabet_brass_8.c"\ ".\gfx\akoimeexx\alphabet_classic_8.c"\ ".\gfx\akoimeexx\alphabet_heavy_8.c"\ ".\gfx\akoimeexx\alphabet_light_8.c"\ ".\gfx\akoimeexx\alphabet_shadow_8.c"\ ".\gfx\akoimeexx\dungeon16_16.c"\ ".\gfx\akoimeexx\master.pal.c"\ ".\gfx\akoimeexx\mini16_16.c"\ ".\gfx\akoimeexx\minif16_16.c"\ ".\gfx\akoimeexx\sprite.pal.c"\ ".\gfx\akoimeexx\sprite16_16.c"\ ".\gfx\all_bitmaps.h"\ ".\gfx\ascii\alphabet_brass_8.c"\ ".\gfx\ascii\alphabet_classic_8.c"\ ".\gfx\ascii\alphabet_heavy_8.c"\ ".\gfx\ascii\alphabet_light_8.c"\ ".\gfx\ascii\alphabet_shadow_8.c"\ ".\gfx\ascii\dungeon16_16.c"\ ".\gfx\ascii\master.pal.c"\ ".\gfx\ascii\mini16_16.c"\ ".\gfx\ascii\minif16_16.c"\ ".\gfx\ascii\sprite.pal.c"\ ".\gfx\ascii\sprite16_16.c"\ ".\gfx\classic\alphabet_brass_8.c"\ ".\gfx\classic\alphabet_classic_8.c"\ ".\gfx\classic\alphabet_heavy_8.c"\ ".\gfx\classic\alphabet_light_8.c"\ ".\gfx\classic\alphabet_shadow_8.c"\ ".\gfx\classic\dungeon16_16.c"\ ".\gfx\classic\master.pal.c"\ ".\gfx\classic\mini16_16.c"\ ".\gfx\classic\minif16_16.c"\ ".\gfx\classic\sprite.pal.c"\ ".\gfx\classic\sprite16_16.c"\ ".\gfx\distorted\alphabet_brass_8.c"\ ".\gfx\distorted\alphabet_classic_8.c"\ ".\gfx\distorted\alphabet_heavy_8.c"\ ".\gfx\distorted\alphabet_light_8.c"\ ".\gfx\distorted\alphabet_shadow_8.c"\ ".\gfx\distorted\dungeon16_16.c"\ ".\gfx\distorted\master.pal.c"\ ".\gfx\distorted\mini16_16.c"\ ".\gfx\distorted\minif16_16.c"\ ".\gfx\distorted\sprite.pal.c"\ ".\gfx\distorted\sprite16_16.c"\ ".\gfx\nethack\alphabet_brass_8.c"\ ".\gfx\nethack\alphabet_classic_8.c"\ ".\gfx\nethack\alphabet_heavy_8.c"\ ".\gfx\nethack\alphabet_light_8.c"\ ".\gfx\nethack\alphabet_shadow_8.c"\ ".\gfx\nethack\dungeon16_16.c"\ ".\gfx\nethack\master.pal.c"\ ".\gfx\nethack\mini16_16.c"\ ".\gfx\nethack\minif16_16.c"\ ".\gfx\nethack\sprite.pal.c"\ ".\gfx\nethack\sprite16_16.c"\ ".\gfx\slug_and_blood.bmp.c"\ ".\gfx\slug_and_blood_hires.bmp.c"\ ".\include\begin_code.h"\ ".\include\close_code.h"\ ".\include\SDL.h"\ ".\include\SDL_active.h"\ ".\include\SDL_audio.h"\ ".\include\SDL_cdrom.h"\ ".\include\SDL_config.h"\ ".\include\SDL_config_dreamcast.h"\ ".\include\SDL_config_macos.h"\ ".\include\SDL_config_macosx.h"\ ".\include\SDL_config_minimal.h"\ ".\include\SDL_config_os2.h"\ ".\include\SDL_config_symbian.h"\ ".\include\SDL_config_win32.h"\ ".\include\SDL_cpuinfo.h"\ ".\include\SDL_endian.h"\ ".\include\SDL_error.h"\ ".\include\SDL_events.h"\ ".\include\SDL_joystick.h"\ ".\include\SDL_keyboard.h"\ ".\include\SDL_keysym.h"\ ".\include\SDL_loadso.h"\ ".\include\SDL_main.h"\ ".\include\SDL_mouse.h"\ ".\include\SDL_mutex.h"\ ".\include\SDL_platform.h"\ ".\include\SDL_quit.h"\ ".\include\SDL_rwops.h"\ ".\include\SDL_stdinc.h"\ ".\include\SDL_thread.h"\ ".\include\SDL_timer.h"\ ".\include\SDL_version.h"\ ".\include\SDL_video.h"\ ".\port\sdl\hamfake.h"\ ".\port\sdl\mygba.h"\ # End Source File # Begin Source File SOURCE=.\rooms\allrooms.cpp DEP_CPP_ALLRO=\ ".\assert.h"\ ".\buf.h"\ ".\gfxengine.h"\ ".\glbdef.h"\ ".\include\begin_code.h"\ ".\include\close_code.h"\ ".\include\SDL.h"\ ".\include\SDL_active.h"\ ".\include\SDL_audio.h"\ ".\include\SDL_cdrom.h"\ ".\include\SDL_config.h"\ ".\include\SDL_config_dreamcast.h"\ ".\include\SDL_config_macos.h"\ ".\include\SDL_config_macosx.h"\ ".\include\SDL_config_minimal.h"\ ".\include\SDL_config_os2.h"\ ".\include\SDL_config_symbian.h"\ ".\include\SDL_config_win32.h"\ ".\include\SDL_cpuinfo.h"\ ".\include\SDL_endian.h"\ ".\include\SDL_error.h"\ ".\include\SDL_events.h"\ ".\include\SDL_joystick.h"\ ".\include\SDL_keyboard.h"\ ".\include\SDL_keysym.h"\ ".\include\SDL_loadso.h"\ ".\include\SDL_main.h"\ ".\include\SDL_mouse.h"\ ".\include\SDL_mutex.h"\ ".\include\SDL_platform.h"\ ".\include\SDL_quit.h"\ ".\include\SDL_rwops.h"\ ".\include\SDL_stdinc.h"\ ".\include\SDL_thread.h"\ ".\include\SDL_timer.h"\ ".\include\SDL_version.h"\ ".\include\SDL_video.h"\ ".\itemstack.cpp"\ ".\itemstack.h"\ ".\map.h"\ ".\mobref.h"\ ".\port\sdl\hamfake.h"\ ".\port\sdl\mygba.h"\ ".\rand.h"\ ".\rooms\belweir.cpp"\ ".\rooms\circle.cpp"\ ".\rooms\circle2.cpp"\ ".\rooms\crypt.cpp"\ ".\rooms\crypt2.cpp"\ ".\rooms\crypt3.cpp"\ ".\rooms\crypt4.cpp"\ ".\rooms\crypt5.cpp"\ ".\rooms\daemon1.cpp"\ ".\rooms\daemon2.cpp"\ ".\rooms\forest.cpp"\ ".\rooms\forest2.cpp"\ ".\rooms\hall.cpp"\ ".\rooms\hall2.cpp"\ ".\rooms\hauntedisle.cpp"\ ".\rooms\hruth.cpp"\ ".\rooms\isle.cpp"\ ".\rooms\isle2.cpp"\ ".\rooms\klaskov.cpp"\ ".\rooms\kobold_barrack.cpp"\ ".\rooms\kobold_hideout.cpp"\ ".\rooms\lair.cpp"\ ".\rooms\lair2.cpp"\ ".\rooms\lava.cpp"\ ".\rooms\lava2.cpp"\ ".\rooms\lava3.cpp"\ ".\rooms\lava4.cpp"\ ".\rooms\minotaur.cpp"\ ".\rooms\orc_lair.cpp"\ ".\rooms\orc_lair2.cpp"\ ".\rooms\pillar.cpp"\ ".\rooms\pillar2.cpp"\ ".\rooms\pillar3.cpp"\ ".\rooms\poison.cpp"\ ".\rooms\quizar.cpp"\ ".\rooms\ratwarren.cpp"\ ".\rooms\ratwarren2.cpp"\ ".\rooms\river.cpp"\ ".\rooms\river2.cpp"\ ".\rooms\secret.cpp"\ ".\rooms\slug.cpp"\ ".\rooms\slug2.cpp"\ ".\rooms\sokoban.cpp"\ ".\rooms\sokoban2.cpp"\ ".\rooms\spiral.cpp"\ ".\rooms\temple.cpp"\ ".\rooms\temple2.cpp"\ ".\rooms\tridude.cpp"\ ".\rooms\tridude2.cpp"\ ".\rooms\tridude3.cpp"\ ".\rooms\tridude4.cpp"\ ".\rooms\troll.cpp"\ ".\rooms\troll2.cpp"\ ".\rooms\troll3.cpp"\ ".\rooms\turtloid_pond.cpp"\ ".\rooms\turtloid_pond2.cpp"\ ".\rooms\tutorial.cpp"\ ".\rooms\vault.cpp"\ ".\rooms\vault2.cpp"\ ".\rooms\vault3.cpp"\ ".\rooms\vault4.cpp"\ ".\rooms\why.cpp"\ ".\rooms\zoo.cpp"\ ".\rooms\zoo2.cpp"\ ".\rooms\zoo3.cpp"\ ".\rooms\zoo4.cpp"\ ".\rooms\zoo5.cpp"\ ".\signpost.h"\ ".\smokestack.h"\ # End Source File # Begin Source File SOURCE=.\artifact.cpp DEP_CPP_ARTIF=\ ".\artifact.h"\ ".\buf.h"\ ".\glbdef.h"\ ".\grammar.h"\ ".\include\begin_code.h"\ ".\include\close_code.h"\ ".\include\SDL.h"\ ".\include\SDL_active.h"\ ".\include\SDL_audio.h"\ ".\include\SDL_cdrom.h"\ ".\include\SDL_config.h"\ ".\include\SDL_config_dreamcast.h"\ ".\include\SDL_config_macos.h"\ ".\include\SDL_config_macosx.h"\ ".\include\SDL_config_minimal.h"\ ".\include\SDL_config_os2.h"\ ".\include\SDL_config_symbian.h"\ ".\include\SDL_config_win32.h"\ ".\include\SDL_cpuinfo.h"\ ".\include\SDL_endian.h"\ ".\include\SDL_error.h"\ ".\include\SDL_events.h"\ ".\include\SDL_joystick.h"\ ".\include\SDL_keyboard.h"\ ".\include\SDL_keysym.h"\ ".\include\SDL_loadso.h"\ ".\include\SDL_main.h"\ ".\include\SDL_mouse.h"\ ".\include\SDL_mutex.h"\ ".\include\SDL_platform.h"\ ".\include\SDL_quit.h"\ ".\include\SDL_rwops.h"\ ".\include\SDL_stdinc.h"\ ".\include\SDL_thread.h"\ ".\include\SDL_timer.h"\ ".\include\SDL_version.h"\ ".\include\SDL_video.h"\ ".\port\sdl\hamfake.h"\ ".\port\sdl\mygba.h"\ ".\rand.h"\ # End Source File # Begin Source File SOURCE=.\assert.cpp DEP_CPP_ASSER=\ ".\assert.h"\ ".\buf.h"\ ".\control.h"\ ".\gfxengine.h"\ ".\glbdef.h"\ ".\include\begin_code.h"\ ".\include\close_code.h"\ ".\include\SDL.h"\ ".\include\SDL_active.h"\ ".\include\SDL_audio.h"\ ".\include\SDL_cdrom.h"\ ".\include\SDL_config.h"\ ".\include\SDL_config_dreamcast.h"\ ".\include\SDL_config_macos.h"\ ".\include\SDL_config_macosx.h"\ ".\include\SDL_config_minimal.h"\ ".\include\SDL_config_os2.h"\ ".\include\SDL_config_symbian.h"\ ".\include\SDL_config_win32.h"\ ".\include\SDL_cpuinfo.h"\ ".\include\SDL_endian.h"\ ".\include\SDL_error.h"\ ".\include\SDL_events.h"\ ".\include\SDL_joystick.h"\ ".\include\SDL_keyboard.h"\ ".\include\SDL_keysym.h"\ ".\include\SDL_loadso.h"\ ".\include\SDL_main.h"\ ".\include\SDL_mouse.h"\ ".\include\SDL_mutex.h"\ ".\include\SDL_platform.h"\ ".\include\SDL_quit.h"\ ".\include\SDL_rwops.h"\ ".\include\SDL_stdinc.h"\ ".\include\SDL_thread.h"\ ".\include\SDL_timer.h"\ ".\include\SDL_version.h"\ ".\include\SDL_video.h"\ ".\port\sdl\hamfake.h"\ ".\port\sdl\mygba.h"\ ".\rand.h"\ {$(INCLUDE)}"assert.h"\ # End Source File # Begin Source File SOURCE=.\bmp.cpp DEP_CPP_BMP_C=\ ".\bmp.h"\ ".\buf.h"\ ".\gfx\all_bitmaps.h"\ ".\gfxengine.h"\ ".\glbdef.h"\ ".\include\begin_code.h"\ ".\include\close_code.h"\ ".\include\SDL.h"\ ".\include\SDL_active.h"\ ".\include\SDL_audio.h"\ ".\include\SDL_cdrom.h"\ ".\include\SDL_config.h"\ ".\include\SDL_config_dreamcast.h"\ ".\include\SDL_config_macos.h"\ ".\include\SDL_config_macosx.h"\ ".\include\SDL_config_minimal.h"\ ".\include\SDL_config_os2.h"\ ".\include\SDL_config_symbian.h"\ ".\include\SDL_config_win32.h"\ ".\include\SDL_cpuinfo.h"\ ".\include\SDL_endian.h"\ ".\include\SDL_error.h"\ ".\include\SDL_events.h"\ ".\include\SDL_joystick.h"\ ".\include\SDL_keyboard.h"\ ".\include\SDL_keysym.h"\ ".\include\SDL_loadso.h"\ ".\include\SDL_main.h"\ ".\include\SDL_mouse.h"\ ".\include\SDL_mutex.h"\ ".\include\SDL_platform.h"\ ".\include\SDL_quit.h"\ ".\include\SDL_rwops.h"\ ".\include\SDL_stdinc.h"\ ".\include\SDL_thread.h"\ ".\include\SDL_timer.h"\ ".\include\SDL_version.h"\ ".\include\SDL_video.h"\ ".\port\sdl\hamfake.h"\ ".\port\sdl\mygba.h"\ ".\rand.h"\ # End Source File # Begin Source File SOURCE=.\buf.cpp DEP_CPP_BUF_C=\ ".\assert.h"\ ".\buf.h"\ ".\include\begin_code.h"\ ".\include\close_code.h"\ ".\include\SDL.h"\ ".\include\SDL_active.h"\ ".\include\SDL_audio.h"\ ".\include\SDL_cdrom.h"\ ".\include\SDL_config.h"\ ".\include\SDL_config_dreamcast.h"\ ".\include\SDL_config_macos.h"\ ".\include\SDL_config_macosx.h"\ ".\include\SDL_config_minimal.h"\ ".\include\SDL_config_os2.h"\ ".\include\SDL_config_symbian.h"\ ".\include\SDL_config_win32.h"\ ".\include\SDL_cpuinfo.h"\ ".\include\SDL_endian.h"\ ".\include\SDL_error.h"\ ".\include\SDL_events.h"\ ".\include\SDL_joystick.h"\ ".\include\SDL_keyboard.h"\ ".\include\SDL_keysym.h"\ ".\include\SDL_loadso.h"\ ".\include\SDL_main.h"\ ".\include\SDL_mouse.h"\ ".\include\SDL_mutex.h"\ ".\include\SDL_platform.h"\ ".\include\SDL_quit.h"\ ".\include\SDL_rwops.h"\ ".\include\SDL_stdinc.h"\ ".\include\SDL_thread.h"\ ".\include\SDL_timer.h"\ ".\include\SDL_version.h"\ ".\include\SDL_video.h"\ ".\port\sdl\hamfake.h"\ ".\port\sdl\mygba.h"\ # End Source File # Begin Source File SOURCE=.\build.cpp DEP_CPP_BUILD=\ ".\assert.h"\ ".\buf.h"\ ".\creature.h"\ ".\gfxengine.h"\ ".\glbdef.h"\ ".\grammar.h"\ ".\include\begin_code.h"\ ".\include\close_code.h"\ ".\include\SDL.h"\ ".\include\SDL_active.h"\ ".\include\SDL_audio.h"\ ".\include\SDL_cdrom.h"\ ".\include\SDL_config.h"\ ".\include\SDL_config_dreamcast.h"\ ".\include\SDL_config_macos.h"\ ".\include\SDL_config_macosx.h"\ ".\include\SDL_config_minimal.h"\ ".\include\SDL_config_os2.h"\ ".\include\SDL_config_symbian.h"\ ".\include\SDL_config_win32.h"\ ".\include\SDL_cpuinfo.h"\ ".\include\SDL_endian.h"\ ".\include\SDL_error.h"\ ".\include\SDL_events.h"\ ".\include\SDL_joystick.h"\ ".\include\SDL_keyboard.h"\ ".\include\SDL_keysym.h"\ ".\include\SDL_loadso.h"\ ".\include\SDL_main.h"\ ".\include\SDL_mouse.h"\ ".\include\SDL_mutex.h"\ ".\include\SDL_platform.h"\ ".\include\SDL_quit.h"\ ".\include\SDL_rwops.h"\ ".\include\SDL_stdinc.h"\ ".\include\SDL_thread.h"\ ".\include\SDL_timer.h"\ ".\include\SDL_version.h"\ ".\include\SDL_video.h"\ ".\intrinsic.h"\ ".\item.h"\ ".\itemstack.cpp"\ ".\itemstack.h"\ ".\map.h"\ ".\mobref.h"\ ".\msg.h"\ ".\name.h"\ ".\port\sdl\hamfake.h"\ ".\port\sdl\mygba.h"\ ".\rand.h"\ ".\rooms\allrooms.h"\ ".\signpost.h"\ ".\smokestack.h"\ ".\speed.h"\ ".\victory.h"\ # End Source File # Begin Source File SOURCE=.\control.cpp DEP_CPP_CONTR=\ ".\buf.h"\ ".\control.h"\ ".\gfxengine.h"\ ".\glbdef.h"\ ".\include\begin_code.h"\ ".\include\close_code.h"\ ".\include\SDL.h"\ ".\include\SDL_active.h"\ ".\include\SDL_audio.h"\ ".\include\SDL_cdrom.h"\ ".\include\SDL_config.h"\ ".\include\SDL_config_dreamcast.h"\ ".\include\SDL_config_macos.h"\ ".\include\SDL_config_macosx.h"\ ".\include\SDL_config_minimal.h"\ ".\include\SDL_config_os2.h"\ ".\include\SDL_config_symbian.h"\ ".\include\SDL_config_win32.h"\ ".\include\SDL_cpuinfo.h"\ ".\include\SDL_endian.h"\ ".\include\SDL_error.h"\ ".\include\SDL_events.h"\ ".\include\SDL_joystick.h"\ ".\include\SDL_keyboard.h"\ ".\include\SDL_keysym.h"\ ".\include\SDL_loadso.h"\ ".\include\SDL_main.h"\ ".\include\SDL_mouse.h"\ ".\include\SDL_mutex.h"\ ".\include\SDL_platform.h"\ ".\include\SDL_quit.h"\ ".\include\SDL_rwops.h"\ ".\include\SDL_stdinc.h"\ ".\include\SDL_thread.h"\ ".\include\SDL_timer.h"\ ".\include\SDL_version.h"\ ".\include\SDL_video.h"\ ".\port\sdl\hamfake.h"\ ".\port\sdl\mygba.h"\ ".\rand.h"\ # End Source File # Begin Source File SOURCE=.\creature.cpp DEP_CPP_CREAT=\ ".\assert.h"\ ".\buf.h"\ ".\control.h"\ ".\creature.h"\ ".\encyc_support.h"\ ".\gfxengine.h"\ ".\glbdef.h"\ ".\grammar.h"\ ".\hiscore.h"\ ".\include\begin_code.h"\ ".\include\close_code.h"\ ".\include\SDL.h"\ ".\include\SDL_active.h"\ ".\include\SDL_audio.h"\ ".\include\SDL_cdrom.h"\ ".\include\SDL_config.h"\ ".\include\SDL_config_dreamcast.h"\ ".\include\SDL_config_macos.h"\ ".\include\SDL_config_macosx.h"\ ".\include\SDL_config_minimal.h"\ ".\include\SDL_config_os2.h"\ ".\include\SDL_config_symbian.h"\ ".\include\SDL_config_win32.h"\ ".\include\SDL_cpuinfo.h"\ ".\include\SDL_endian.h"\ ".\include\SDL_error.h"\ ".\include\SDL_events.h"\ ".\include\SDL_joystick.h"\ ".\include\SDL_keyboard.h"\ ".\include\SDL_keysym.h"\ ".\include\SDL_loadso.h"\ ".\include\SDL_main.h"\ ".\include\SDL_mouse.h"\ ".\include\SDL_mutex.h"\ ".\include\SDL_platform.h"\ ".\include\SDL_quit.h"\ ".\include\SDL_rwops.h"\ ".\include\SDL_stdinc.h"\ ".\include\SDL_thread.h"\ ".\include\SDL_timer.h"\ ".\include\SDL_version.h"\ ".\include\SDL_video.h"\ ".\intrinsic.h"\ ".\item.h"\ ".\itemstack.cpp"\ ".\itemstack.h"\ ".\map.h"\ ".\mobref.h"\ ".\msg.h"\ ".\name.h"\ ".\piety.h"\ ".\port\sdl\hamfake.h"\ ".\port\sdl\mygba.h"\ ".\rand.h"\ ".\signpost.h"\ ".\smokestack.h"\ ".\speed.h"\ ".\sramstream.h"\ ".\victory.h"\ # End Source File # Begin Source File SOURCE=.\credits.cpp # End Source File # Begin Source File SOURCE=.\dpdf_table.cpp DEP_CPP_DPDF_=\ ".\dpdf_table.h"\ # End Source File # Begin Source File SOURCE=.\encyc_support.cpp DEP_CPP_ENCYC=\ ".\buf.h"\ ".\encyc_support.h"\ ".\encyclopedia.h"\ ".\gfxengine.h"\ ".\glbdef.h"\ ".\grammar.h"\ ".\include\begin_code.h"\ ".\include\close_code.h"\ ".\include\SDL.h"\ ".\include\SDL_active.h"\ ".\include\SDL_audio.h"\ ".\include\SDL_cdrom.h"\ ".\include\SDL_config.h"\ ".\include\SDL_config_dreamcast.h"\ ".\include\SDL_config_macos.h"\ ".\include\SDL_config_macosx.h"\ ".\include\SDL_config_minimal.h"\ ".\include\SDL_config_os2.h"\ ".\include\SDL_config_symbian.h"\ ".\include\SDL_config_win32.h"\ ".\include\SDL_cpuinfo.h"\ ".\include\SDL_endian.h"\ ".\include\SDL_error.h"\ ".\include\SDL_events.h"\ ".\include\SDL_joystick.h"\ ".\include\SDL_keyboard.h"\ ".\include\SDL_keysym.h"\ ".\include\SDL_loadso.h"\ ".\include\SDL_main.h"\ ".\include\SDL_mouse.h"\ ".\include\SDL_mutex.h"\ ".\include\SDL_platform.h"\ ".\include\SDL_quit.h"\ ".\include\SDL_rwops.h"\ ".\include\SDL_stdinc.h"\ ".\include\SDL_thread.h"\ ".\include\SDL_timer.h"\ ".\include\SDL_version.h"\ ".\include\SDL_video.h"\ ".\port\sdl\hamfake.h"\ ".\port\sdl\mygba.h"\ ".\rand.h"\ # End Source File # Begin Source File SOURCE=.\encyclopedia.cpp DEP_CPP_ENCYCL=\ ".\encyclopedia.h"\ ".\glbdef.h"\ ".\include\begin_code.h"\ ".\include\close_code.h"\ ".\include\SDL.h"\ ".\include\SDL_active.h"\ ".\include\SDL_audio.h"\ ".\include\SDL_cdrom.h"\ ".\include\SDL_config.h"\ ".\include\SDL_config_dreamcast.h"\ ".\include\SDL_config_macos.h"\ ".\include\SDL_config_macosx.h"\ ".\include\SDL_config_minimal.h"\ ".\include\SDL_config_os2.h"\ ".\include\SDL_config_symbian.h"\ ".\include\SDL_config_win32.h"\ ".\include\SDL_cpuinfo.h"\ ".\include\SDL_endian.h"\ ".\include\SDL_error.h"\ ".\include\SDL_events.h"\ ".\include\SDL_joystick.h"\ ".\include\SDL_keyboard.h"\ ".\include\SDL_keysym.h"\ ".\include\SDL_loadso.h"\ ".\include\SDL_main.h"\ ".\include\SDL_mouse.h"\ ".\include\SDL_mutex.h"\ ".\include\SDL_platform.h"\ ".\include\SDL_quit.h"\ ".\include\SDL_rwops.h"\ ".\include\SDL_stdinc.h"\ ".\include\SDL_thread.h"\ ".\include\SDL_timer.h"\ ".\include\SDL_version.h"\ ".\include\SDL_video.h"\ ".\port\sdl\hamfake.h"\ ".\port\sdl\mygba.h"\ ".\rand.h"\ # End Source File # Begin Source File SOURCE=.\gfxengine.cpp DEP_CPP_GFXEN=\ ".\assert.h"\ ".\buf.h"\ ".\control.h"\ ".\creature.h"\ ".\gfx\all_bitmaps.h"\ ".\gfxengine.h"\ ".\glbdef.h"\ ".\grammar.h"\ ".\include\begin_code.h"\ ".\include\close_code.h"\ ".\include\SDL.h"\ ".\include\SDL_active.h"\ ".\include\SDL_audio.h"\ ".\include\SDL_cdrom.h"\ ".\include\SDL_config.h"\ ".\include\SDL_config_dreamcast.h"\ ".\include\SDL_config_macos.h"\ ".\include\SDL_config_macosx.h"\ ".\include\SDL_config_minimal.h"\ ".\include\SDL_config_os2.h"\ ".\include\SDL_config_symbian.h"\ ".\include\SDL_config_win32.h"\ ".\include\SDL_cpuinfo.h"\ ".\include\SDL_endian.h"\ ".\include\SDL_error.h"\ ".\include\SDL_events.h"\ ".\include\SDL_joystick.h"\ ".\include\SDL_keyboard.h"\ ".\include\SDL_keysym.h"\ ".\include\SDL_loadso.h"\ ".\include\SDL_main.h"\ ".\include\SDL_mouse.h"\ ".\include\SDL_mutex.h"\ ".\include\SDL_platform.h"\ ".\include\SDL_quit.h"\ ".\include\SDL_rwops.h"\ ".\include\SDL_stdinc.h"\ ".\include\SDL_thread.h"\ ".\include\SDL_timer.h"\ ".\include\SDL_version.h"\ ".\include\SDL_video.h"\ ".\intrinsic.h"\ ".\item.h"\ ".\itemstack.cpp"\ ".\itemstack.h"\ ".\map.h"\ ".\mobref.h"\ ".\msg.h"\ ".\name.h"\ ".\port\sdl\hamfake.h"\ ".\port\sdl\mygba.h"\ ".\rand.h"\ ".\signpost.h"\ ".\smokestack.h"\ ".\speed.h"\ ".\stylus.h"\ ".\victory.h"\ # End Source File # Begin Source File SOURCE=.\glbdef.cpp DEP_CPP_GLBDE=\ ".\glbdef.h"\ ".\include\begin_code.h"\ ".\include\close_code.h"\ ".\include\SDL.h"\ ".\include\SDL_active.h"\ ".\include\SDL_audio.h"\ ".\include\SDL_cdrom.h"\ ".\include\SDL_config.h"\ ".\include\SDL_config_dreamcast.h"\ ".\include\SDL_config_macos.h"\ ".\include\SDL_config_macosx.h"\ ".\include\SDL_config_minimal.h"\ ".\include\SDL_config_os2.h"\ ".\include\SDL_config_symbian.h"\ ".\include\SDL_config_win32.h"\ ".\include\SDL_cpuinfo.h"\ ".\include\SDL_endian.h"\ ".\include\SDL_error.h"\ ".\include\SDL_events.h"\ ".\include\SDL_joystick.h"\ ".\include\SDL_keyboard.h"\ ".\include\SDL_keysym.h"\ ".\include\SDL_loadso.h"\ ".\include\SDL_main.h"\ ".\include\SDL_mouse.h"\ ".\include\SDL_mutex.h"\ ".\include\SDL_platform.h"\ ".\include\SDL_quit.h"\ ".\include\SDL_rwops.h"\ ".\include\SDL_stdinc.h"\ ".\include\SDL_thread.h"\ ".\include\SDL_timer.h"\ ".\include\SDL_version.h"\ ".\include\SDL_video.h"\ ".\port\sdl\hamfake.h"\ ".\port\sdl\mygba.h"\ ".\rand.h"\ # End Source File # Begin Source File SOURCE=.\grammar.cpp DEP_CPP_GRAMM=\ ".\assert.h"\ ".\buf.h"\ ".\creature.h"\ ".\gfxengine.h"\ ".\glbdef.h"\ ".\grammar.h"\ ".\include\begin_code.h"\ ".\include\close_code.h"\ ".\include\SDL.h"\ ".\include\SDL_active.h"\ ".\include\SDL_audio.h"\ ".\include\SDL_cdrom.h"\ ".\include\SDL_config.h"\ ".\include\SDL_config_dreamcast.h"\ ".\include\SDL_config_macos.h"\ ".\include\SDL_config_macosx.h"\ ".\include\SDL_config_minimal.h"\ ".\include\SDL_config_os2.h"\ ".\include\SDL_config_symbian.h"\ ".\include\SDL_config_win32.h"\ ".\include\SDL_cpuinfo.h"\ ".\include\SDL_endian.h"\ ".\include\SDL_error.h"\ ".\include\SDL_events.h"\ ".\include\SDL_joystick.h"\ ".\include\SDL_keyboard.h"\ ".\include\SDL_keysym.h"\ ".\include\SDL_loadso.h"\ ".\include\SDL_main.h"\ ".\include\SDL_mouse.h"\ ".\include\SDL_mutex.h"\ ".\include\SDL_platform.h"\ ".\include\SDL_quit.h"\ ".\include\SDL_rwops.h"\ ".\include\SDL_stdinc.h"\ ".\include\SDL_thread.h"\ ".\include\SDL_timer.h"\ ".\include\SDL_version.h"\ ".\include\SDL_video.h"\ ".\intrinsic.h"\ ".\item.h"\ ".\itemstack.cpp"\ ".\itemstack.h"\ ".\map.h"\ ".\mobref.h"\ ".\name.h"\ ".\port\sdl\hamfake.h"\ ".\port\sdl\mygba.h"\ ".\rand.h"\ ".\signpost.h"\ ".\smokestack.h"\ ".\speed.h"\ # End Source File # Begin Source File SOURCE=.\port\sdl\hamfake.cpp DEP_CPP_HAMFA=\ ".\assert.h"\ ".\bmp.h"\ ".\buf.h"\ ".\gfx\icon_sdl.bmp.c"\ ".\gfxengine.h"\ ".\glbdef.h"\ ".\include\begin_code.h"\ ".\include\close_code.h"\ ".\include\SDL.h"\ ".\include\SDL_active.h"\ ".\include\SDL_audio.h"\ ".\include\SDL_cdrom.h"\ ".\include\SDL_config.h"\ ".\include\SDL_config_dreamcast.h"\ ".\include\SDL_config_macos.h"\ ".\include\SDL_config_macosx.h"\ ".\include\SDL_config_minimal.h"\ ".\include\SDL_config_os2.h"\ ".\include\SDL_config_symbian.h"\ ".\include\SDL_config_win32.h"\ ".\include\SDL_cpuinfo.h"\ ".\include\SDL_endian.h"\ ".\include\SDL_error.h"\ ".\include\SDL_events.h"\ ".\include\SDL_joystick.h"\ ".\include\SDL_keyboard.h"\ ".\include\SDL_keysym.h"\ ".\include\SDL_loadso.h"\ ".\include\SDL_main.h"\ ".\include\SDL_mouse.h"\ ".\include\SDL_mutex.h"\ ".\include\SDL_platform.h"\ ".\include\SDL_quit.h"\ ".\include\SDL_rwops.h"\ ".\include\SDL_stdinc.h"\ ".\include\SDL_thread.h"\ ".\include\SDL_timer.h"\ ".\include\SDL_version.h"\ ".\include\SDL_video.h"\ ".\port\sdl\hamfake.h"\ ".\port\sdl\mygba.h"\ ".\rand.h"\ {$(INCLUDE)}"assert.h"\ # End Source File # Begin Source File SOURCE=.\hiscore.cpp DEP_CPP_HISCO=\ ".\assert.h"\ ".\buf.h"\ ".\creature.h"\ ".\gfxengine.h"\ ".\glbdef.h"\ ".\grammar.h"\ ".\hiscore.h"\ ".\include\begin_code.h"\ ".\include\close_code.h"\ ".\include\SDL.h"\ ".\include\SDL_active.h"\ ".\include\SDL_audio.h"\ ".\include\SDL_cdrom.h"\ ".\include\SDL_config.h"\ ".\include\SDL_config_dreamcast.h"\ ".\include\SDL_config_macos.h"\ ".\include\SDL_config_macosx.h"\ ".\include\SDL_config_minimal.h"\ ".\include\SDL_config_os2.h"\ ".\include\SDL_config_symbian.h"\ ".\include\SDL_config_win32.h"\ ".\include\SDL_cpuinfo.h"\ ".\include\SDL_endian.h"\ ".\include\SDL_error.h"\ ".\include\SDL_events.h"\ ".\include\SDL_joystick.h"\ ".\include\SDL_keyboard.h"\ ".\include\SDL_keysym.h"\ ".\include\SDL_loadso.h"\ ".\include\SDL_main.h"\ ".\include\SDL_mouse.h"\ ".\include\SDL_mutex.h"\ ".\include\SDL_platform.h"\ ".\include\SDL_quit.h"\ ".\include\SDL_rwops.h"\ ".\include\SDL_stdinc.h"\ ".\include\SDL_thread.h"\ ".\include\SDL_timer.h"\ ".\include\SDL_version.h"\ ".\include\SDL_video.h"\ ".\intrinsic.h"\ ".\itemstack.cpp"\ ".\itemstack.h"\ ".\map.h"\ ".\mobref.h"\ ".\msg.h"\ ".\name.h"\ ".\port\sdl\hamfake.h"\ ".\port\sdl\mygba.h"\ ".\rand.h"\ ".\signpost.h"\ ".\smokestack.h"\ ".\speed.h"\ ".\sramstream.h"\ ".\victory.h"\ # End Source File # Begin Source File SOURCE=.\input.cpp DEP_CPP_INPUT=\ ".\assert.h"\ ".\buf.h"\ ".\control.h"\ ".\gfxengine.h"\ ".\glbdef.h"\ ".\include\begin_code.h"\ ".\include\close_code.h"\ ".\include\SDL.h"\ ".\include\SDL_active.h"\ ".\include\SDL_audio.h"\ ".\include\SDL_cdrom.h"\ ".\include\SDL_config.h"\ ".\include\SDL_config_dreamcast.h"\ ".\include\SDL_config_macos.h"\ ".\include\SDL_config_macosx.h"\ ".\include\SDL_config_minimal.h"\ ".\include\SDL_config_os2.h"\ ".\include\SDL_config_symbian.h"\ ".\include\SDL_config_win32.h"\ ".\include\SDL_cpuinfo.h"\ ".\include\SDL_endian.h"\ ".\include\SDL_error.h"\ ".\include\SDL_events.h"\ ".\include\SDL_joystick.h"\ ".\include\SDL_keyboard.h"\ ".\include\SDL_keysym.h"\ ".\include\SDL_loadso.h"\ ".\include\SDL_main.h"\ ".\include\SDL_mouse.h"\ ".\include\SDL_mutex.h"\ ".\include\SDL_platform.h"\ ".\include\SDL_quit.h"\ ".\include\SDL_rwops.h"\ ".\include\SDL_stdinc.h"\ ".\include\SDL_thread.h"\ ".\include\SDL_timer.h"\ ".\include\SDL_version.h"\ ".\include\SDL_video.h"\ ".\input.h"\ ".\port\sdl\hamfake.h"\ ".\port\sdl\mygba.h"\ ".\rand.h"\ ".\stylus.h"\ # End Source File # Begin Source File SOURCE=.\intrinsic.cpp DEP_CPP_INTRI=\ ".\assert.h"\ ".\glbdef.h"\ ".\include\begin_code.h"\ ".\include\close_code.h"\ ".\include\SDL.h"\ ".\include\SDL_active.h"\ ".\include\SDL_audio.h"\ ".\include\SDL_cdrom.h"\ ".\include\SDL_config.h"\ ".\include\SDL_config_dreamcast.h"\ ".\include\SDL_config_macos.h"\ ".\include\SDL_config_macosx.h"\ ".\include\SDL_config_minimal.h"\ ".\include\SDL_config_os2.h"\ ".\include\SDL_config_symbian.h"\ ".\include\SDL_config_win32.h"\ ".\include\SDL_cpuinfo.h"\ ".\include\SDL_endian.h"\ ".\include\SDL_error.h"\ ".\include\SDL_events.h"\ ".\include\SDL_joystick.h"\ ".\include\SDL_keyboard.h"\ ".\include\SDL_keysym.h"\ ".\include\SDL_loadso.h"\ ".\include\SDL_main.h"\ ".\include\SDL_mouse.h"\ ".\include\SDL_mutex.h"\ ".\include\SDL_platform.h"\ ".\include\SDL_quit.h"\ ".\include\SDL_rwops.h"\ ".\include\SDL_stdinc.h"\ ".\include\SDL_thread.h"\ ".\include\SDL_timer.h"\ ".\include\SDL_version.h"\ ".\include\SDL_video.h"\ ".\intrinsic.h"\ ".\port\sdl\hamfake.h"\ ".\port\sdl\mygba.h"\ ".\rand.h"\ ".\sramstream.h"\ # End Source File # Begin Source File SOURCE=.\item.cpp DEP_CPP_ITEM_=\ ".\artifact.h"\ ".\assert.h"\ ".\buf.h"\ ".\creature.h"\ ".\encyc_support.h"\ ".\gfxengine.h"\ ".\glbdef.h"\ ".\grammar.h"\ ".\include\begin_code.h"\ ".\include\close_code.h"\ ".\include\SDL.h"\ ".\include\SDL_active.h"\ ".\include\SDL_audio.h"\ ".\include\SDL_cdrom.h"\ ".\include\SDL_config.h"\ ".\include\SDL_config_dreamcast.h"\ ".\include\SDL_config_macos.h"\ ".\include\SDL_config_macosx.h"\ ".\include\SDL_config_minimal.h"\ ".\include\SDL_config_os2.h"\ ".\include\SDL_config_symbian.h"\ ".\include\SDL_config_win32.h"\ ".\include\SDL_cpuinfo.h"\ ".\include\SDL_endian.h"\ ".\include\SDL_error.h"\ ".\include\SDL_events.h"\ ".\include\SDL_joystick.h"\ ".\include\SDL_keyboard.h"\ ".\include\SDL_keysym.h"\ ".\include\SDL_loadso.h"\ ".\include\SDL_main.h"\ ".\include\SDL_mouse.h"\ ".\include\SDL_mutex.h"\ ".\include\SDL_platform.h"\ ".\include\SDL_quit.h"\ ".\include\SDL_rwops.h"\ ".\include\SDL_stdinc.h"\ ".\include\SDL_thread.h"\ ".\include\SDL_timer.h"\ ".\include\SDL_version.h"\ ".\include\SDL_video.h"\ ".\intrinsic.h"\ ".\item.h"\ ".\itemstack.cpp"\ ".\itemstack.h"\ ".\map.h"\ ".\mobref.h"\ ".\msg.h"\ ".\name.h"\ ".\piety.h"\ ".\port\sdl\hamfake.h"\ ".\port\sdl\mygba.h"\ ".\rand.h"\ ".\signpost.h"\ ".\smokestack.h"\ ".\speed.h"\ ".\sramstream.h"\ ".\victory.h"\ # End Source File # Begin Source File SOURCE=.\license.cpp # End Source File # Begin Source File SOURCE=.\map.cpp DEP_CPP_MAP_C=\ ".\assert.h"\ ".\buf.h"\ ".\creature.h"\ ".\gfxengine.h"\ ".\glbdef.h"\ ".\grammar.h"\ ".\include\begin_code.h"\ ".\include\close_code.h"\ ".\include\SDL.h"\ ".\include\SDL_active.h"\ ".\include\SDL_audio.h"\ ".\include\SDL_cdrom.h"\ ".\include\SDL_config.h"\ ".\include\SDL_config_dreamcast.h"\ ".\include\SDL_config_macos.h"\ ".\include\SDL_config_macosx.h"\ ".\include\SDL_config_minimal.h"\ ".\include\SDL_config_os2.h"\ ".\include\SDL_config_symbian.h"\ ".\include\SDL_config_win32.h"\ ".\include\SDL_cpuinfo.h"\ ".\include\SDL_endian.h"\ ".\include\SDL_error.h"\ ".\include\SDL_events.h"\ ".\include\SDL_joystick.h"\ ".\include\SDL_keyboard.h"\ ".\include\SDL_keysym.h"\ ".\include\SDL_loadso.h"\ ".\include\SDL_main.h"\ ".\include\SDL_mouse.h"\ ".\include\SDL_mutex.h"\ ".\include\SDL_platform.h"\ ".\include\SDL_quit.h"\ ".\include\SDL_rwops.h"\ ".\include\SDL_stdinc.h"\ ".\include\SDL_thread.h"\ ".\include\SDL_timer.h"\ ".\include\SDL_version.h"\ ".\include\SDL_video.h"\ ".\intrinsic.h"\ ".\item.h"\ ".\itemstack.cpp"\ ".\itemstack.h"\ ".\map.h"\ ".\mobref.h"\ ".\msg.h"\ ".\name.h"\ ".\piety.h"\ ".\port\sdl\hamfake.h"\ ".\port\sdl\mygba.h"\ ".\rand.h"\ ".\signpost.h"\ ".\smokestack.h"\ ".\speed.h"\ ".\sramstream.h"\ ".\victory.h"\ # End Source File # Begin Source File SOURCE=.\mobref.cpp DEP_CPP_MOBRE=\ ".\assert.h"\ ".\buf.h"\ ".\creature.h"\ ".\gfxengine.h"\ ".\glbdef.h"\ ".\grammar.h"\ ".\include\begin_code.h"\ ".\include\close_code.h"\ ".\include\SDL.h"\ ".\include\SDL_active.h"\ ".\include\SDL_audio.h"\ ".\include\SDL_cdrom.h"\ ".\include\SDL_config.h"\ ".\include\SDL_config_dreamcast.h"\ ".\include\SDL_config_macos.h"\ ".\include\SDL_config_macosx.h"\ ".\include\SDL_config_minimal.h"\ ".\include\SDL_config_os2.h"\ ".\include\SDL_config_symbian.h"\ ".\include\SDL_config_win32.h"\ ".\include\SDL_cpuinfo.h"\ ".\include\SDL_endian.h"\ ".\include\SDL_error.h"\ ".\include\SDL_events.h"\ ".\include\SDL_joystick.h"\ ".\include\SDL_keyboard.h"\ ".\include\SDL_keysym.h"\ ".\include\SDL_loadso.h"\ ".\include\SDL_main.h"\ ".\include\SDL_mouse.h"\ ".\include\SDL_mutex.h"\ ".\include\SDL_platform.h"\ ".\include\SDL_quit.h"\ ".\include\SDL_rwops.h"\ ".\include\SDL_stdinc.h"\ ".\include\SDL_thread.h"\ ".\include\SDL_timer.h"\ ".\include\SDL_version.h"\ ".\include\SDL_video.h"\ ".\intrinsic.h"\ ".\itemstack.cpp"\ ".\itemstack.h"\ ".\map.h"\ ".\mobref.h"\ ".\msg.h"\ ".\name.h"\ ".\port\sdl\hamfake.h"\ ".\port\sdl\mygba.h"\ ".\rand.h"\ ".\signpost.h"\ ".\smokestack.h"\ ".\speed.h"\ ".\sramstream.h"\ # End Source File # Begin Source File SOURCE=.\msg.cpp DEP_CPP_MSG_C=\ ".\assert.h"\ ".\buf.h"\ ".\control.h"\ ".\gfxengine.h"\ ".\glbdef.h"\ ".\grammar.h"\ ".\include\begin_code.h"\ ".\include\close_code.h"\ ".\include\SDL.h"\ ".\include\SDL_active.h"\ ".\include\SDL_audio.h"\ ".\include\SDL_cdrom.h"\ ".\include\SDL_config.h"\ ".\include\SDL_config_dreamcast.h"\ ".\include\SDL_config_macos.h"\ ".\include\SDL_config_macosx.h"\ ".\include\SDL_config_minimal.h"\ ".\include\SDL_config_os2.h"\ ".\include\SDL_config_symbian.h"\ ".\include\SDL_config_win32.h"\ ".\include\SDL_cpuinfo.h"\ ".\include\SDL_endian.h"\ ".\include\SDL_error.h"\ ".\include\SDL_events.h"\ ".\include\SDL_joystick.h"\ ".\include\SDL_keyboard.h"\ ".\include\SDL_keysym.h"\ ".\include\SDL_loadso.h"\ ".\include\SDL_main.h"\ ".\include\SDL_mouse.h"\ ".\include\SDL_mutex.h"\ ".\include\SDL_platform.h"\ ".\include\SDL_quit.h"\ ".\include\SDL_rwops.h"\ ".\include\SDL_stdinc.h"\ ".\include\SDL_thread.h"\ ".\include\SDL_timer.h"\ ".\include\SDL_version.h"\ ".\include\SDL_video.h"\ ".\itemstack.cpp"\ ".\itemstack.h"\ ".\map.h"\ ".\mobref.h"\ ".\msg.h"\ ".\port\sdl\hamfake.h"\ ".\port\sdl\mygba.h"\ ".\rand.h"\ ".\signpost.h"\ ".\smokestack.h"\ ".\stylus.h"\ ".\victory.h"\ # End Source File # Begin Source File SOURCE=.\mt19937ar.c # End Source File # Begin Source File SOURCE=.\name.cpp DEP_CPP_NAME_=\ ".\assert.h"\ ".\buf.h"\ ".\include\begin_code.h"\ ".\include\close_code.h"\ ".\include\SDL.h"\ ".\include\SDL_active.h"\ ".\include\SDL_audio.h"\ ".\include\SDL_cdrom.h"\ ".\include\SDL_config.h"\ ".\include\SDL_config_dreamcast.h"\ ".\include\SDL_config_macos.h"\ ".\include\SDL_config_macosx.h"\ ".\include\SDL_config_minimal.h"\ ".\include\SDL_config_os2.h"\ ".\include\SDL_config_symbian.h"\ ".\include\SDL_config_win32.h"\ ".\include\SDL_cpuinfo.h"\ ".\include\SDL_endian.h"\ ".\include\SDL_error.h"\ ".\include\SDL_events.h"\ ".\include\SDL_joystick.h"\ ".\include\SDL_keyboard.h"\ ".\include\SDL_keysym.h"\ ".\include\SDL_loadso.h"\ ".\include\SDL_main.h"\ ".\include\SDL_mouse.h"\ ".\include\SDL_mutex.h"\ ".\include\SDL_platform.h"\ ".\include\SDL_quit.h"\ ".\include\SDL_rwops.h"\ ".\include\SDL_stdinc.h"\ ".\include\SDL_thread.h"\ ".\include\SDL_timer.h"\ ".\include\SDL_version.h"\ ".\include\SDL_video.h"\ ".\msg.h"\ ".\name.h"\ ".\port\sdl\hamfake.h"\ ".\port\sdl\mygba.h"\ ".\sramstream.h"\ # End Source File # Begin Source File SOURCE=.\piety.cpp DEP_CPP_PIETY=\ ".\assert.h"\ ".\buf.h"\ ".\creature.h"\ ".\encyc_support.h"\ ".\gfxengine.h"\ ".\glbdef.h"\ ".\grammar.h"\ ".\include\begin_code.h"\ ".\include\close_code.h"\ ".\include\SDL.h"\ ".\include\SDL_active.h"\ ".\include\SDL_audio.h"\ ".\include\SDL_cdrom.h"\ ".\include\SDL_config.h"\ ".\include\SDL_config_dreamcast.h"\ ".\include\SDL_config_macos.h"\ ".\include\SDL_config_macosx.h"\ ".\include\SDL_config_minimal.h"\ ".\include\SDL_config_os2.h"\ ".\include\SDL_config_symbian.h"\ ".\include\SDL_config_win32.h"\ ".\include\SDL_cpuinfo.h"\ ".\include\SDL_endian.h"\ ".\include\SDL_error.h"\ ".\include\SDL_events.h"\ ".\include\SDL_joystick.h"\ ".\include\SDL_keyboard.h"\ ".\include\SDL_keysym.h"\ ".\include\SDL_loadso.h"\ ".\include\SDL_main.h"\ ".\include\SDL_mouse.h"\ ".\include\SDL_mutex.h"\ ".\include\SDL_platform.h"\ ".\include\SDL_quit.h"\ ".\include\SDL_rwops.h"\ ".\include\SDL_stdinc.h"\ ".\include\SDL_thread.h"\ ".\include\SDL_timer.h"\ ".\include\SDL_version.h"\ ".\include\SDL_video.h"\ ".\intrinsic.h"\ ".\item.h"\ ".\itemstack.cpp"\ ".\itemstack.h"\ ".\map.h"\ ".\mobref.h"\ ".\msg.h"\ ".\name.h"\ ".\piety.h"\ ".\port\sdl\hamfake.h"\ ".\port\sdl\mygba.h"\ ".\rand.h"\ ".\signpost.h"\ ".\smokestack.h"\ ".\speed.h"\ ".\sramstream.h"\ # End Source File # Begin Source File SOURCE=.\rand.cpp DEP_CPP_RAND_=\ ".\assert.h"\ ".\dpdf_table.h"\ ".\include\begin_code.h"\ ".\include\close_code.h"\ ".\include\SDL.h"\ ".\include\SDL_active.h"\ ".\include\SDL_audio.h"\ ".\include\SDL_cdrom.h"\ ".\include\SDL_config.h"\ ".\include\SDL_config_dreamcast.h"\ ".\include\SDL_config_macos.h"\ ".\include\SDL_config_macosx.h"\ ".\include\SDL_config_minimal.h"\ ".\include\SDL_config_os2.h"\ ".\include\SDL_config_symbian.h"\ ".\include\SDL_config_win32.h"\ ".\include\SDL_cpuinfo.h"\ ".\include\SDL_endian.h"\ ".\include\SDL_error.h"\ ".\include\SDL_events.h"\ ".\include\SDL_joystick.h"\ ".\include\SDL_keyboard.h"\ ".\include\SDL_keysym.h"\ ".\include\SDL_loadso.h"\ ".\include\SDL_main.h"\ ".\include\SDL_mouse.h"\ ".\include\SDL_mutex.h"\ ".\include\SDL_platform.h"\ ".\include\SDL_quit.h"\ ".\include\SDL_rwops.h"\ ".\include\SDL_stdinc.h"\ ".\include\SDL_thread.h"\ ".\include\SDL_timer.h"\ ".\include\SDL_version.h"\ ".\include\SDL_video.h"\ ".\mt19937ar.c"\ ".\port\sdl\hamfake.h"\ ".\port\sdl\mygba.h"\ ".\rand.h"\ # End Source File # Begin Source File SOURCE=.\signpost.cpp DEP_CPP_SIGNP=\ ".\assert.h"\ ".\glbdef.h"\ ".\include\begin_code.h"\ ".\include\close_code.h"\ ".\include\SDL.h"\ ".\include\SDL_active.h"\ ".\include\SDL_audio.h"\ ".\include\SDL_cdrom.h"\ ".\include\SDL_config.h"\ ".\include\SDL_config_dreamcast.h"\ ".\include\SDL_config_macos.h"\ ".\include\SDL_config_macosx.h"\ ".\include\SDL_config_minimal.h"\ ".\include\SDL_config_os2.h"\ ".\include\SDL_config_symbian.h"\ ".\include\SDL_config_win32.h"\ ".\include\SDL_cpuinfo.h"\ ".\include\SDL_endian.h"\ ".\include\SDL_error.h"\ ".\include\SDL_events.h"\ ".\include\SDL_joystick.h"\ ".\include\SDL_keyboard.h"\ ".\include\SDL_keysym.h"\ ".\include\SDL_loadso.h"\ ".\include\SDL_main.h"\ ".\include\SDL_mouse.h"\ ".\include\SDL_mutex.h"\ ".\include\SDL_platform.h"\ ".\include\SDL_quit.h"\ ".\include\SDL_rwops.h"\ ".\include\SDL_stdinc.h"\ ".\include\SDL_thread.h"\ ".\include\SDL_timer.h"\ ".\include\SDL_version.h"\ ".\include\SDL_video.h"\ ".\itemstack.cpp"\ ".\itemstack.h"\ ".\port\sdl\hamfake.h"\ ".\port\sdl\mygba.h"\ ".\rand.h"\ ".\signpost.h"\ ".\sramstream.h"\ # End Source File # Begin Source File SOURCE=.\smokestack.cpp DEP_CPP_SMOKE=\ ".\assert.h"\ ".\buf.h"\ ".\gfxengine.h"\ ".\glbdef.h"\ ".\include\begin_code.h"\ ".\include\close_code.h"\ ".\include\SDL.h"\ ".\include\SDL_active.h"\ ".\include\SDL_audio.h"\ ".\include\SDL_cdrom.h"\ ".\include\SDL_config.h"\ ".\include\SDL_config_dreamcast.h"\ ".\include\SDL_config_macos.h"\ ".\include\SDL_config_macosx.h"\ ".\include\SDL_config_minimal.h"\ ".\include\SDL_config_os2.h"\ ".\include\SDL_config_symbian.h"\ ".\include\SDL_config_win32.h"\ ".\include\SDL_cpuinfo.h"\ ".\include\SDL_endian.h"\ ".\include\SDL_error.h"\ ".\include\SDL_events.h"\ ".\include\SDL_joystick.h"\ ".\include\SDL_keyboard.h"\ ".\include\SDL_keysym.h"\ ".\include\SDL_loadso.h"\ ".\include\SDL_main.h"\ ".\include\SDL_mouse.h"\ ".\include\SDL_mutex.h"\ ".\include\SDL_platform.h"\ ".\include\SDL_quit.h"\ ".\include\SDL_rwops.h"\ ".\include\SDL_stdinc.h"\ ".\include\SDL_thread.h"\ ".\include\SDL_timer.h"\ ".\include\SDL_version.h"\ ".\include\SDL_video.h"\ ".\mobref.h"\ ".\port\sdl\hamfake.h"\ ".\port\sdl\mygba.h"\ ".\rand.h"\ ".\smokestack.h"\ ".\sramstream.h"\ # End Source File # Begin Source File SOURCE=.\speed.cpp DEP_CPP_SPEED=\ ".\assert.h"\ ".\speed.h"\ ".\sramstream.h"\ # End Source File # Begin Source File SOURCE=.\sramstream.cpp DEP_CPP_SRAMS=\ ".\assert.h"\ ".\buf.h"\ ".\include\begin_code.h"\ ".\include\close_code.h"\ ".\include\SDL.h"\ ".\include\SDL_active.h"\ ".\include\SDL_audio.h"\ ".\include\SDL_cdrom.h"\ ".\include\SDL_config.h"\ ".\include\SDL_config_dreamcast.h"\ ".\include\SDL_config_macos.h"\ ".\include\SDL_config_macosx.h"\ ".\include\SDL_config_minimal.h"\ ".\include\SDL_config_os2.h"\ ".\include\SDL_config_symbian.h"\ ".\include\SDL_config_win32.h"\ ".\include\SDL_cpuinfo.h"\ ".\include\SDL_endian.h"\ ".\include\SDL_error.h"\ ".\include\SDL_events.h"\ ".\include\SDL_joystick.h"\ ".\include\SDL_keyboard.h"\ ".\include\SDL_keysym.h"\ ".\include\SDL_loadso.h"\ ".\include\SDL_main.h"\ ".\include\SDL_mouse.h"\ ".\include\SDL_mutex.h"\ ".\include\SDL_platform.h"\ ".\include\SDL_quit.h"\ ".\include\SDL_rwops.h"\ ".\include\SDL_stdinc.h"\ ".\include\SDL_thread.h"\ ".\include\SDL_timer.h"\ ".\include\SDL_version.h"\ ".\include\SDL_video.h"\ ".\msg.h"\ ".\port\sdl\hamfake.h"\ ".\port\sdl\mygba.h"\ ".\sramstream.h"\ # End Source File # Begin Source File SOURCE=.\stylus.cpp DEP_CPP_STYLU=\ ".\assert.h"\ ".\buf.h"\ ".\creature.h"\ ".\gfxengine.h"\ ".\glbdef.h"\ ".\grammar.h"\ ".\include\begin_code.h"\ ".\include\close_code.h"\ ".\include\SDL.h"\ ".\include\SDL_active.h"\ ".\include\SDL_audio.h"\ ".\include\SDL_cdrom.h"\ ".\include\SDL_config.h"\ ".\include\SDL_config_dreamcast.h"\ ".\include\SDL_config_macos.h"\ ".\include\SDL_config_macosx.h"\ ".\include\SDL_config_minimal.h"\ ".\include\SDL_config_os2.h"\ ".\include\SDL_config_symbian.h"\ ".\include\SDL_config_win32.h"\ ".\include\SDL_cpuinfo.h"\ ".\include\SDL_endian.h"\ ".\include\SDL_error.h"\ ".\include\SDL_events.h"\ ".\include\SDL_joystick.h"\ ".\include\SDL_keyboard.h"\ ".\include\SDL_keysym.h"\ ".\include\SDL_loadso.h"\ ".\include\SDL_main.h"\ ".\include\SDL_mouse.h"\ ".\include\SDL_mutex.h"\ ".\include\SDL_platform.h"\ ".\include\SDL_quit.h"\ ".\include\SDL_rwops.h"\ ".\include\SDL_stdinc.h"\ ".\include\SDL_thread.h"\ ".\include\SDL_timer.h"\ ".\include\SDL_version.h"\ ".\include\SDL_video.h"\ ".\intrinsic.h"\ ".\item.h"\ ".\itemstack.cpp"\ ".\itemstack.h"\ ".\map.h"\ ".\mobref.h"\ ".\name.h"\ ".\port\sdl\hamfake.h"\ ".\port\sdl\mygba.h"\ ".\rand.h"\ ".\signpost.h"\ ".\smokestack.h"\ ".\speed.h"\ ".\stylus.h"\ # End Source File # Begin Source File SOURCE=.\victory.cpp DEP_CPP_VICTO=\ ".\assert.h"\ ".\buf.h"\ ".\control.h"\ ".\creature.h"\ ".\encyc_support.h"\ ".\gfxengine.h"\ ".\glbdef.h"\ ".\grammar.h"\ ".\hiscore.h"\ ".\include\begin_code.h"\ ".\include\close_code.h"\ ".\include\SDL.h"\ ".\include\SDL_active.h"\ ".\include\SDL_audio.h"\ ".\include\SDL_cdrom.h"\ ".\include\SDL_config.h"\ ".\include\SDL_config_dreamcast.h"\ ".\include\SDL_config_macos.h"\ ".\include\SDL_config_macosx.h"\ ".\include\SDL_config_minimal.h"\ ".\include\SDL_config_os2.h"\ ".\include\SDL_config_symbian.h"\ ".\include\SDL_config_win32.h"\ ".\include\SDL_cpuinfo.h"\ ".\include\SDL_endian.h"\ ".\include\SDL_error.h"\ ".\include\SDL_events.h"\ ".\include\SDL_joystick.h"\ ".\include\SDL_keyboard.h"\ ".\include\SDL_keysym.h"\ ".\include\SDL_loadso.h"\ ".\include\SDL_main.h"\ ".\include\SDL_mouse.h"\ ".\include\SDL_mutex.h"\ ".\include\SDL_platform.h"\ ".\include\SDL_quit.h"\ ".\include\SDL_rwops.h"\ ".\include\SDL_stdinc.h"\ ".\include\SDL_thread.h"\ ".\include\SDL_timer.h"\ ".\include\SDL_version.h"\ ".\include\SDL_video.h"\ ".\intrinsic.h"\ ".\item.h"\ ".\itemstack.cpp"\ ".\itemstack.h"\ ".\map.h"\ ".\mobref.h"\ ".\msg.h"\ ".\name.h"\ ".\port\sdl\hamfake.h"\ ".\port\sdl\mygba.h"\ ".\rand.h"\ ".\signpost.h"\ ".\smokestack.h"\ ".\speed.h"\ ".\stylus.h"\ ".\victory.h"\ # End Source File # Begin Source File SOURCE=.\port\windows\winmain.cpp DEP_CPP_WINMA=\ ".\artifact.h"\ ".\assert.h"\ ".\buf.h"\ ".\control.h"\ ".\creature.h"\ ".\encyc_support.h"\ ".\gfx\all_bitmaps.h"\ ".\gfxengine.h"\ ".\glbdef.h"\ ".\grammar.h"\ ".\hiscore.h"\ ".\include\begin_code.h"\ ".\include\close_code.h"\ ".\include\SDL.h"\ ".\include\SDL_active.h"\ ".\include\SDL_audio.h"\ ".\include\SDL_cdrom.h"\ ".\include\SDL_config.h"\ ".\include\SDL_config_dreamcast.h"\ ".\include\SDL_config_macos.h"\ ".\include\SDL_config_macosx.h"\ ".\include\SDL_config_minimal.h"\ ".\include\SDL_config_os2.h"\ ".\include\SDL_config_symbian.h"\ ".\include\SDL_config_win32.h"\ ".\include\SDL_cpuinfo.h"\ ".\include\SDL_endian.h"\ ".\include\SDL_error.h"\ ".\include\SDL_events.h"\ ".\include\SDL_joystick.h"\ ".\include\SDL_keyboard.h"\ ".\include\SDL_keysym.h"\ ".\include\SDL_loadso.h"\ ".\include\SDL_main.h"\ ".\include\SDL_mouse.h"\ ".\include\SDL_mutex.h"\ ".\include\SDL_platform.h"\ ".\include\SDL_quit.h"\ ".\include\SDL_rwops.h"\ ".\include\SDL_stdinc.h"\ ".\include\SDL_thread.h"\ ".\include\SDL_timer.h"\ ".\include\SDL_version.h"\ ".\include\SDL_video.h"\ ".\input.h"\ ".\intrinsic.h"\ ".\item.h"\ ".\itemstack.cpp"\ ".\itemstack.h"\ ".\main.cpp"\ ".\map.h"\ ".\mobref.h"\ ".\msg.h"\ ".\name.h"\ ".\piety.h"\ ".\port\sdl\hamfake.h"\ ".\port\sdl\mygba.h"\ ".\rand.h"\ ".\rooms\allrooms.h"\ ".\signpost.h"\ ".\smokestack.h"\ ".\speed.h"\ ".\sramstream.h"\ ".\stylus.h"\ ".\victory.h"\ # End Source File # End Group # Begin Group "Header Files" # PROP Default_Filter "h;hpp;hxx;hm;inl" # Begin Source File SOURCE=.\rooms\allrooms.h # End Source File # Begin Source File SOURCE=.\artifact.h # End Source File # Begin Source File SOURCE=.\assert.h # End Source File # Begin Source File SOURCE=.\bmp.h # End Source File # Begin Source File SOURCE=.\buf.h # End Source File # Begin Source File SOURCE=.\control.h # End Source File # Begin Source File SOURCE=.\creature.h # End Source File # Begin Source File SOURCE=.\dpdf_table.h # End Source File # Begin Source File SOURCE=.\encyc_support.h # End Source File # Begin Source File SOURCE=.\encyclopedia.h # End Source File # Begin Source File SOURCE=.\gfxengine.h # End Source File # Begin Source File SOURCE=.\glbdef.h # End Source File # Begin Source File SOURCE=.\grammar.h # End Source File # Begin Source File SOURCE=.\port\sdl\hamfake.h # End Source File # Begin Source File SOURCE=.\hiscore.h # End Source File # Begin Source File SOURCE=.\input.h # End Source File # Begin Source File SOURCE=.\intrinsic.h # End Source File # Begin Source File SOURCE=.\item.h # End Source File # Begin Source File SOURCE=.\itemstack.h # End Source File # Begin Source File SOURCE=.\map.h # End Source File # Begin Source File SOURCE=.\mobref.h # End Source File # Begin Source File SOURCE=.\msg.h # End Source File # Begin Source File SOURCE=.\port\sdl\mygba.h # End Source File # Begin Source File SOURCE=.\name.h # End Source File # Begin Source File SOURCE=.\piety.h # End Source File # Begin Source File SOURCE=.\rand.h # End Source File # Begin Source File SOURCE=.\signpost.h # End Source File # Begin Source File SOURCE=.\smokestack.h # End Source File # Begin Source File SOURCE=.\speed.h # End Source File # Begin Source File SOURCE=.\sramstream.h # End Source File # Begin Source File SOURCE=.\stylus.h # End Source File # Begin Source File SOURCE=.\victory.h # End Source File # End Group # Begin Group "Resource Files" # PROP Default_Filter "ico;cur;bmp;dlg;rc2;rct;bin;rgs;gif;jpg;jpeg;jpe" # Begin Source File SOURCE=.\port\windows\windows.rc # End Source File # End Group # End Target # End Project powder118_src/port/wince/powder.inf0000644000175300010010000000255211137125570014464 0ustar ;.Set Compress=ON [Version] Signature = "$Windows NT$" ; required as-is Provider = "Jeff Lait" CESignature = "$Windows CE$" ; required as-is [CEStrings] AppName = "POWDER" ; maximum of 40 characters, full app name will be " " InstallDir = %CE1%\%AppName% ; Program Files\POWDER [SourceDisksNames] ; directory that holds the application's files 1 = , "Build directory",,ARMV4Rel 2 = , "Library",,..\SDL-1.2.13\VisualCE\SDL\ARMV4Rel\ [SourceDisksFiles] ; list of files to be included in .cab sdl.dll = 2 powder.exe = 1 [DefaultInstall] ; operations to be completed during install CopyFiles = CopyToProgramFiles CEShortcuts = Shortcuts [DestinationDirs] ; default destination directories for each operation section CopyToProgramFiles = 0, %InstallDir% Shortcuts = 0, %CE14% ; \Windows\Start Menu\Programs\Games [CopyToProgramFiles] ; copy operation file list "powder.exe", powder.exe "sdl.dll", sdl.dll [RegData] ; registry key list HKCU,Software\%AppName%,MajorVersion,0x00010001,110 HKCU,Software\%AppName%,MinorVersion,0x00010001,1 [Shortcuts] ; Shortcut created in destination dir, %CE14% %AppName%,0,powder.exepowder118_src/port/wince/README.building0000644000175300010010000000110511137125570015133 0ustar The build files for eMbedded Visual C. I hope they would also work with regular Visual Studio. Copy the .vcp and .vcw files into powder source directory. Open the .vcw with eMVC. Set 'Release' as the active configuration (I'm too lazy to make Debug work, since I don't have a debugger for Windows CE anyway). You'll also need SDL.dll and SDL.lib and SDLmain.lib in the powder source directory, and SDL includes as include/ directory. The inf files can be used to build CABs to make life easier. Be sure to update version numbers in RegData, not that they are used anywhere :) powder118_src/port/wince/powder.vcw0000644000175300010010000000103611137125570014503 0ustar Microsoft eMbedded Visual Tools Workspace File, Format Version 4.00 # WARNING: DO NOT EDIT OR DELETE THIS WORKSPACE FILE! ############################################################################### Project: "powder"=".\powder.vcp" - Package Owner=<4> Package=<5> {{{ }}} Package=<4> {{{ }}} ############################################################################### Global: Package=<5> {{{ }}} Package=<3> {{{ }}} ############################################################################### powder118_src/port/mac/0000755000175300010010000000000013244453370012120 5ustar powder118_src/port/mac/buildubx.sh0000755000175300010010000000020510744131211014257 0ustar #!/bin/sh echo Building Universal Binary echo Buidling both Version rm -f powder make clean make echo All done: result in powder. powder118_src/port/mac/macmain.cpp0000644000175300010010000000034410741310162014220 0ustar #include #ifdef main #undef main #endif #define main gba_main #include "../../main.cpp" #undef main int SDL_main(int argc, char **argv) { // Call our main. gba_main(); SDL_Quit( ); return 0; } powder118_src/port/mac/Template.app/0000755000175300010010000000000013244453370014452 5ustar powder118_src/port/mac/Template.app/Contents/0000755000175300010010000000000013244453370016247 5ustar powder118_src/port/mac/Template.app/Contents/Info.plist0000644000175300010010000000160610741443774020230 0ustar CFBundleDevelopmentRegionEnglish CFBundleName$(APP_NAME) CFBundleExecutable$(EXEC_NAME) CFBundleIconFile$(ICON_NAME) CFBundleIdentifier$(IDENT) CFBundlePackageTypeAPPL CFBundleShortVersionString$(VERSION) CFBundleSignature$(SIGNATURE) CFBundleVersion$(VERSION) LSRequiresCarbon1 NSAppleScriptEnabledNO NSHumanReadableCopyrightThis software is Copyright by Jeff Lait. powder118_src/port/mac/Template.app/Contents/MacOS/0000755000175300010010000000000013244453370017211 5ustar powder118_src/port/mac/Template.app/Contents/Resources/0000755000175300010010000000000013244453370020221 5ustar powder118_src/port/mac/Template.app/Contents/Frameworks/0000755000175300010010000000000013244453370020367 5ustar powder118_src/port/mac/SDLMain.m0000644000175300010010000002571710741021055013527 0ustar /* SDLMain.m - main entry point for our Cocoa-ized SDL app Initial Version: Darrell Walisser Non-NIB-Code & other changes: Max Horn Feel free to customize this file to suit your needs */ #import "SDL.h" #import "SDLMain.h" #import /* for MAXPATHLEN */ #import /* For some reaon, Apple removed setAppleMenu from the headers in 10.4, but the method still is there and works. To avoid warnings, we declare it ourselves here. */ @interface NSApplication(SDL_Missing_Methods) - (void)setAppleMenu:(NSMenu *)menu; @end /* Use this flag to determine whether we use SDLMain.nib or not */ #define SDL_USE_NIB_FILE 0 /* Use this flag to determine whether we use CPS (docking) or not */ #define SDL_USE_CPS 1 #ifdef SDL_USE_CPS /* Portions of CPS.h */ typedef struct CPSProcessSerNum { UInt32 lo; UInt32 hi; } CPSProcessSerNum; extern OSErr CPSGetCurrentProcess( CPSProcessSerNum *psn); extern OSErr CPSEnableForegroundOperation( CPSProcessSerNum *psn, UInt32 _arg2, UInt32 _arg3, UInt32 _arg4, UInt32 _arg5); extern OSErr CPSSetFrontProcess( CPSProcessSerNum *psn); #endif /* SDL_USE_CPS */ static int gArgc; static char **gArgv; static BOOL gFinderLaunch; static BOOL gCalledAppMainline = FALSE; static NSString *getApplicationName(void) { NSDictionary *dict; NSString *appName = 0; /* Determine the application name */ dict = (NSDictionary *)CFBundleGetInfoDictionary(CFBundleGetMainBundle()); if (dict) appName = [dict objectForKey: @"CFBundleName"]; if (![appName length]) appName = [[NSProcessInfo processInfo] processName]; return appName; } #if SDL_USE_NIB_FILE /* A helper category for NSString */ @interface NSString (ReplaceSubString) - (NSString *)stringByReplacingRange:(NSRange)aRange with:(NSString *)aString; @end #endif @interface SDLApplication : NSApplication @end @implementation SDLApplication /* Invoked from the Quit menu item */ - (void)terminate:(id)sender { /* Post a SDL_QUIT event */ SDL_Event event; event.type = SDL_QUIT; SDL_PushEvent(&event); } @end /* The main class of the application, the application's delegate */ @implementation SDLMain /* Set the working directory to the .app's parent directory */ - (void) setupWorkingDirectory:(BOOL)shouldChdir { if (shouldChdir) { char parentdir[MAXPATHLEN]; CFURLRef url = CFBundleCopyBundleURL(CFBundleGetMainBundle()); CFURLRef url2 = CFURLCreateCopyDeletingLastPathComponent(0, url); if (CFURLGetFileSystemRepresentation(url2, true, (UInt8 *)parentdir, MAXPATHLEN)) { assert ( chdir (parentdir) == 0 ); /* chdir to the binary app's parent */ } CFRelease(url); CFRelease(url2); } } #if SDL_USE_NIB_FILE /* Fix menu to contain the real app name instead of "SDL App" */ - (void)fixMenu:(NSMenu *)aMenu withAppName:(NSString *)appName { NSRange aRange; NSEnumerator *enumerator; NSMenuItem *menuItem; aRange = [[aMenu title] rangeOfString:@"SDL App"]; if (aRange.length != 0) [aMenu setTitle: [[aMenu title] stringByReplacingRange:aRange with:appName]]; enumerator = [[aMenu itemArray] objectEnumerator]; while ((menuItem = [enumerator nextObject])) { aRange = [[menuItem title] rangeOfString:@"SDL App"]; if (aRange.length != 0) [menuItem setTitle: [[menuItem title] stringByReplacingRange:aRange with:appName]]; if ([menuItem hasSubmenu]) [self fixMenu:[menuItem submenu] withAppName:appName]; } [ aMenu sizeToFit ]; } #else static void setApplicationMenu(void) { /* warning: this code is very odd */ NSMenu *appleMenu; NSMenuItem *menuItem; NSString *title; NSString *appName; appName = getApplicationName(); appleMenu = [[NSMenu alloc] initWithTitle:@""]; /* Add menu items */ title = [@"About " stringByAppendingString:appName]; [appleMenu addItemWithTitle:title action:@selector(orderFrontStandardAboutPanel:) keyEquivalent:@""]; [appleMenu addItem:[NSMenuItem separatorItem]]; title = [@"Hide " stringByAppendingString:appName]; [appleMenu addItemWithTitle:title action:@selector(hide:) keyEquivalent:@"h"]; menuItem = (NSMenuItem *)[appleMenu addItemWithTitle:@"Hide Others" action:@selector(hideOtherApplications:) keyEquivalent:@"h"]; [menuItem setKeyEquivalentModifierMask:(NSAlternateKeyMask|NSCommandKeyMask)]; [appleMenu addItemWithTitle:@"Show All" action:@selector(unhideAllApplications:) keyEquivalent:@""]; [appleMenu addItem:[NSMenuItem separatorItem]]; title = [@"Quit " stringByAppendingString:appName]; [appleMenu addItemWithTitle:title action:@selector(terminate:) keyEquivalent:@"q"]; /* Put menu into the menubar */ menuItem = [[NSMenuItem alloc] initWithTitle:@"" action:nil keyEquivalent:@""]; [menuItem setSubmenu:appleMenu]; [[NSApp mainMenu] addItem:menuItem]; /* Tell the application object that this is now the application menu */ [NSApp setAppleMenu:appleMenu]; /* Finally give up our references to the objects */ [appleMenu release]; [menuItem release]; } /* Create a window menu */ static void setupWindowMenu(void) { NSMenu *windowMenu; NSMenuItem *windowMenuItem; NSMenuItem *menuItem; windowMenu = [[NSMenu alloc] initWithTitle:@"Window"]; /* "Minimize" item */ menuItem = [[NSMenuItem alloc] initWithTitle:@"Minimize" action:@selector(performMiniaturize:) keyEquivalent:@"m"]; [windowMenu addItem:menuItem]; [menuItem release]; /* Put menu into the menubar */ windowMenuItem = [[NSMenuItem alloc] initWithTitle:@"Window" action:nil keyEquivalent:@""]; [windowMenuItem setSubmenu:windowMenu]; [[NSApp mainMenu] addItem:windowMenuItem]; /* Tell the application object that this is now the window menu */ [NSApp setWindowsMenu:windowMenu]; /* Finally give up our references to the objects */ [windowMenu release]; [windowMenuItem release]; } /* Replacement for NSApplicationMain */ static void CustomApplicationMain (int argc, char **argv) { NSAutoreleasePool *pool = [[NSAutoreleasePool alloc] init]; SDLMain *sdlMain; /* Ensure the application object is initialised */ [SDLApplication sharedApplication]; #ifdef SDL_USE_CPS { CPSProcessSerNum PSN; /* Tell the dock about us */ if (!CPSGetCurrentProcess(&PSN)) if (!CPSEnableForegroundOperation(&PSN,0x03,0x3C,0x2C,0x1103)) if (!CPSSetFrontProcess(&PSN)) [SDLApplication sharedApplication]; } #endif /* SDL_USE_CPS */ /* Set up the menubar */ [NSApp setMainMenu:[[NSMenu alloc] init]]; setApplicationMenu(); setupWindowMenu(); /* Create SDLMain and make it the app delegate */ sdlMain = [[SDLMain alloc] init]; [NSApp setDelegate:sdlMain]; /* Start the main event loop */ [NSApp run]; [sdlMain release]; [pool release]; } #endif /* * Catch document open requests...this lets us notice files when the app * was launched by double-clicking a document, or when a document was * dragged/dropped on the app's icon. You need to have a * CFBundleDocumentsType section in your Info.plist to get this message, * apparently. * * Files are added to gArgv, so to the app, they'll look like command line * arguments. Previously, apps launched from the finder had nothing but * an argv[0]. * * This message may be received multiple times to open several docs on launch. * * This message is ignored once the app's mainline has been called. */ - (BOOL)application:(NSApplication *)theApplication openFile:(NSString *)filename { const char *temparg; size_t arglen; char *arg; char **newargv; if (!gFinderLaunch) /* MacOS is passing command line args. */ return FALSE; if (gCalledAppMainline) /* app has started, ignore this document. */ return FALSE; temparg = [filename UTF8String]; arglen = SDL_strlen(temparg) + 1; arg = (char *) SDL_malloc(arglen); if (arg == NULL) return FALSE; newargv = (char **) realloc(gArgv, sizeof (char *) * (gArgc + 2)); if (newargv == NULL) { SDL_free(arg); return FALSE; } gArgv = newargv; SDL_strlcpy(arg, temparg, arglen); gArgv[gArgc++] = arg; gArgv[gArgc] = NULL; return TRUE; } /* Called when the internal event loop has just started running */ - (void) applicationDidFinishLaunching: (NSNotification *) note { int status; /* Set the working directory to the .app's parent directory */ [self setupWorkingDirectory:gFinderLaunch]; #if SDL_USE_NIB_FILE /* Set the main menu to contain the real app name instead of "SDL App" */ [self fixMenu:[NSApp mainMenu] withAppName:getApplicationName()]; #endif /* Hand off to main application code */ gCalledAppMainline = TRUE; status = SDL_main (gArgc, gArgv); /* We're done, thank you for playing */ exit(status); } @end @implementation NSString (ReplaceSubString) - (NSString *)stringByReplacingRange:(NSRange)aRange with:(NSString *)aString { unsigned int bufferSize; unsigned int selfLen = [self length]; unsigned int aStringLen = [aString length]; unichar *buffer; NSRange localRange; NSString *result; bufferSize = selfLen + aStringLen - aRange.length; buffer = NSAllocateMemoryPages(bufferSize*sizeof(unichar)); /* Get first part into buffer */ localRange.location = 0; localRange.length = aRange.location; [self getCharacters:buffer range:localRange]; /* Get middle part into buffer */ localRange.location = 0; localRange.length = aStringLen; [aString getCharacters:(buffer+aRange.location) range:localRange]; /* Get last part into buffer */ localRange.location = aRange.location + aRange.length; localRange.length = selfLen - localRange.location; [self getCharacters:(buffer+aRange.location+aStringLen) range:localRange]; /* Build output string */ result = [NSString stringWithCharacters:buffer length:bufferSize]; NSDeallocateMemoryPages(buffer, bufferSize); return result; } @end #ifdef main # undef main #endif /* Main entry point to executable - should *not* be SDL_main! */ int main (int argc, char **argv) { /* Copy the arguments into a global variable */ /* This is passed if we are launched by double-clicking */ if ( argc >= 2 && strncmp (argv[1], "-psn", 4) == 0 ) { gArgv = (char **) SDL_malloc(sizeof (char *) * 2); gArgv[0] = argv[0]; gArgv[1] = NULL; gArgc = 1; gFinderLaunch = YES; } else { int i; gArgc = argc; gArgv = (char **) SDL_malloc(sizeof (char *) * (argc+1)); for (i = 0; i <= argc; i++) gArgv[i] = argv[i]; gFinderLaunch = NO; } #if SDL_USE_NIB_FILE [SDLApplication poseAsClass:[NSApplication class]]; NSApplicationMain (argc, argv); #else CustomApplicationMain (argc, argv); #endif return 0; } powder118_src/port/mac/SDLMain.h0000644000175300010010000000046310741021055013511 0ustar /* SDLMain.m - main entry point for our Cocoa-ized SDL app Initial Version: Darrell Walisser Non-NIB-Code & other changes: Max Horn Feel free to customize this file to suit your needs */ #import @interface SDLMain : NSObject @end powder118_src/port/mac/builddmg.sh0000755000175300010010000000306210742722357014253 0ustar #!/bin/sh # Grats to Warp Rogue where I grabbed this process from. # All errors are mine. # Setup local variables TARGET=powder VERSION=`cat ../../VERSION.TXT` GAME_NAME=POWDER_$VERSION echo $GAME_NAME # Magic sed string to adjust our values INFO_PLIST_PATTERN="s/\$(APP_NAME)/$GAME_NAME/;s/\$(EXEC_NAME)/$TARGET/;s/\$(VERSION)/$VERSION/;s+\$(ICON_NAME)+icon_mac.icns+;s/\$(SIGNATURE)/POWD/;s/\$(IDENT)/com.zincland.powder/" echo Populating app directory rm -rf app mkdir app cp -R Template.app "app/$GAME_NAME.app" sed $INFO_PLIST_PATTERN Template.app/Contents/Info.plist > "app/$GAME_NAME.app/Contents/Info.plist" cp $TARGET "app/$GAME_NAME.app/Contents/MacOS/$TARGET" ln -s "Contents/MacOS/$TARGET" "app/$GAME_NAME.app/$TARGET" # copy in our license, etc. cp ../../LICENSE.TXT "app" cp ../../README.TXT "app" cp ../../CREDITS.TXT "app" # Ensure user doesn't need to install SDL. cp -R "/Library/Frameworks/SDL.framework" "app/$GAME_NAME.app/Contents/Frameworks" # Clean up unnecessary SDL files rm -r "app/$GAME_NAME.app/Contents/Frameworks/SDL.framework/Versions/A/Headers" rm "app/$GAME_NAME.app/Contents/Frameworks/SDL.framework/Headers" # TODO: Copy an icon to Contents/Resources:w cp ../../gfx/icon_mac.icns "app/$GAME_NAME.app/Contents/Resources" echo Building a DMG rm -f "$TARGET.dmg" hdiutil create -srcfolder "app" -fs HFS+ -volname "$GAME_NAME" "$TARGET.tmp.dmg" hdiutil convert -format UDZO -imagekey zlib-level=9 "$TARGET.tmp.dmg" -o "$TARGET.dmg" hdiutil internet-enable -yes "$TARGET.dmg" rm -f "$TARGET.tmp.dmg" echo Installing to home cp $TARGET.dmg ~ powder118_src/port/mac/Makefile0000644000175300010010000000220010744131211013537 0ustar TARGET = powder OFILES = macmain.o \ SDLMain.o \ ../sdl/hamfake.o \ ../../action.o \ ../../assert.o \ ../../ai.o \ ../../artifact.o \ ../../bmp.o \ ../../build.o \ ../../buf.o \ ../../control.o \ ../../creature.o \ ../../dpdf_table.o \ ../../encyc_support.o \ ../../gfxengine.o \ ../../grammar.o \ ../../hiscore.o \ ../../input.o \ ../../intrinsic.o \ ../../item.o \ ../../map.o \ ../../mobref.o \ ../../msg.o \ ../../name.o \ ../../piety.o \ ../../rand.o \ ../../signpost.o \ ../../smokestack.o \ ../../speed.o \ ../../sramstream.o \ ../../stylus.o \ ../../victory.o \ ../../encyclopedia.o \ ../../glbdef.o \ ../../credits.o \ ../../license.o \ ../../gfx/all_bitmaps.o \ ../../rooms/allrooms.o include ../../make/makerules.OSX clean: rm -f $(OFILES) rm -f $(TARGET) premake: cd ../../rooms ; ./buildrooms.bash cd ../../gfx ; ./rebuild.sh cd ../.. ; support/enummaker/enummaker source.txt cd ../.. ; support/txt2c/txt2c LICENSE.TXT license.cpp cd ../.. ; support/txt2c/txt2c CREDITS.TXT credits.cpp cd ../.. ; support/encyclopedia2c/encyclopedia2c encyclopedia.txt powder118_src/port/gba/0000755000175300010010000000000013244453370012111 5ustar powder118_src/port/gba/gbamain.cpp0000644000175300010010000000041210736516170014211 0ustar #ifdef main #undef main #endif #define main gba_main #include "../../main.cpp" #undef main #include int main() { // Before we call our main and crash, we try a toy NDS example. irqInit(); // Call our main. gba_main(); return 0; } powder118_src/port/gba/hamfake.h0000644000175300010010000000607110736516170013663 0ustar /* * PROPRIETARY INFORMATION. This software is proprietary to POWDER * Development, and is not to be reproduced, transmitted, or disclosed * in any way without written permission. * * Produced by: Jeff Lait * * POWDER Development * * NAME: hamfake.h ( POWDER Library, C++ ) * * COMMENTS: */ #ifndef __hamfake__ #define __hamfake__ #include "../../control.h" // // External Hooks // void hamfake_rebuildScreen(); void hamfake_awaitEvent(); u16 *hamfake_lockScreen(); void hamfake_unlockScreen(u16 *screen); void hamfake_softReset(); // // Type clones. // struct tile_info { u8 blockid; // Block address of this tileset. }; typedef tile_info *tile_info_ptr; struct map_info { u8 blockid; // Block address of this map. bool largemap; }; typedef map_info *map_info_ptr; struct bg_info { map_info_ptr mi; tile_info_ptr ti; int scrollx, scrolly; }; extern bg_info ham_bg[]; // // Raw data accessors. // int hamfake_isAnyPressed(); bool hamfake_isPressed(BUTTONS button); #define F_CTRLINPUT_UP_PRESSED hamfake_isPressed(BUTTON_UP) #define F_CTRLINPUT_DOWN_PRESSED hamfake_isPressed(BUTTON_DOWN) #define F_CTRLINPUT_LEFT_PRESSED hamfake_isPressed(BUTTON_LEFT) #define F_CTRLINPUT_RIGHT_PRESSED hamfake_isPressed(BUTTON_RIGHT) #define F_CTRLINPUT_A_PRESSED hamfake_isPressed(BUTTON_A) #define F_CTRLINPUT_B_PRESSED hamfake_isPressed(BUTTON_B) #define F_CTRLINPUT_R_PRESSED hamfake_isPressed(BUTTON_R) #define F_CTRLINPUT_L_PRESSED hamfake_isPressed(BUTTON_L) #define F_CTRLINPUT_SELECT_PRESSED hamfake_isPressed(BUTTON_SELECT) #define F_CTRLINPUT_START_PRESSED hamfake_isPressed(BUTTON_START) #define R_CTRLINPUT \ hamfake_isAnyPressed() // Gets a new keypress. Returns 0 if no keypress is ready. // Clears key after getting it. int hamfake_getKeyPress(bool onlyascii); void hamfake_clearKeyboardBuffer(); void hamfake_insertKeyPress(int key); void hamfake_setScrollX(int layer, int scroll); void hamfake_setScrollY(int layer, int scroll); #define M_BG0SCRLX_SET(xoff) \ hamfake_setScrollX(0, xoff); #define M_BG0SCRLY_SET(yoff) \ hamfake_setScrollY(0, yoff); #define M_BG1SCRLX_SET(xoff) \ hamfake_setScrollX(1, xoff); #define M_BG1SCRLY_SET(yoff) \ hamfake_setScrollY(1, yoff); #define M_BG2SCRLX_SET(xoff) \ hamfake_setScrollX(2, xoff); #define M_BG2SCRLY_SET(yoff) \ hamfake_setScrollY(2, yoff); #define M_BG3SCRLX_SET(xoff) \ hamfake_setScrollX(3, xoff); #define M_BG3SCRLY_SET(yoff) \ hamfake_setScrollY(3, yoff); // // Cloned Ham functions // void ham_Init(); void ham_StartIntHandler(u8 intno, void (*fp)()); void ham_SetBgMode(u8 mode); void ham_LoadBGPal(void *vpal, int bytes); map_info_ptr ham_InitMapEmptySet(u8 size, u8 ); tile_info_ptr ham_InitTileEmptySet(u16 entries, u8 , u8); void ham_InitBg(int layer, int foo, int bar, int baz); void ham_CreateWin(int wid, int x1, int y1, int x2, int y2, int inside, int outside, int fx); void ham_DeleteWin(int wid); void ham_SetMapTile(int layer, int mx, int my, int tileidx); void ham_ReloadTileGfx(tile_info_ptr tiledata, const u16 *data, int destidx, int numtile); #endif powder118_src/port/gba/mygba.h0000644000175300010010000000174110736516170013365 0ustar /* * PROPRIETARY INFORMATION. This software is proprietary to POWDER * Development, and is not to be reproduced, transmitted, or disclosed * in any way without written permission. * * Produced by: Jeff Lait * * POWDER Development * * NAME: mygba.h ( POWDER Library, C++ ) * * COMMENTS: * This is a fake version of the HAM libraries mygba.h. * It redefines the functions we need using hamfake.cpp. */ #ifndef __mygba__ #define __mygba__ #include // #define STRESS_TEST typedef unsigned char u8; typedef signed char s8; typedef unsigned short u16; typedef signed short s16; #if 1 typedef unsigned int u32; typedef signed int s32; #else typedef uint32_t u32; typedef int32_t s32; #endif #define INT_TYPE_VBL 0 #define INT_TYPE_HBL 1 #define WIN_BG0 0x01 #define WIN_BG1 0x02 #define WIN_BG2 0x04 #define WIN_BG3 0x08 #define WIN_OBJ 0x10 #include "hamfake.h" #include #include #include #include #endif powder118_src/port/gba/Makefile0000644000175300010010000001064110741023652013546 0ustar #--------------------------------------------------------------------------------- .SUFFIXES: #--------------------------------------------------------------------------------- ifeq ($(strip $(DEVKITARM)),) $(error "Please set DEVKITARM in your environment. export DEVKITARM=devkitARM") endif include $(DEVKITARM)/gba_rules #--------------------------------------------------------------------------------- # TARGET is the name of the output # BUILD is the directory where object files & intermediate files will be placed # SOURCES is a list of directories containing source code # INCLUDES is a list of directories containing extra header files #--------------------------------------------------------------------------------- TARGET := powder #--------------------------------------------------------------------------------- # any extra libraries we wish to link with the project #--------------------------------------------------------------------------------- LIBS := -lgba #--------------------------------------------------------------------------------- # list of directories containing libraries, this must be the top level containing # include and lib #--------------------------------------------------------------------------------- LIBDIRS := $(LIBGBA) #--------------------------------------------------------------------------------- # options for code generation #--------------------------------------------------------------------------------- ARCH := -mthumb -mthumb-interwork INCLUDE := -I$(LIBGBA)/include -I$(CURDIR) LIBPATHS := $(foreach dir,$(LIBDIRS),-L$(dir)/lib) CFLAGS := -g -Wall -O1\ -mcpu=arm7tdmi -mtune=arm7tdmi -fomit-frame-pointer\ -ffast-math -fno-short-enums \ $(ARCH) CFLAGS += $(INCLUDE) -DNO_HAM CXXFLAGS := $(CFLAGS) -fno-rtti -fno-exceptions ASFLAGS := -g $(ARCH) LDFLAGS = -g $(ARCH) -Wl,-Map,$(notdir $*.map) #--------------------------------------------------------------------------------- # no real need to edit anything past this point unless you need to add additional # rules for different file extensions #--------------------------------------------------------------------------------- #--------------------------------------------------------------------------------- OUTPUT := $(CURDIR)/$(TARGET) VPATH := DEPSDIR := $(CURDIR) CFILES := CPPFILES := gbamain.cpp \ hamfake.cpp \ ../../action.cpp \ ../../assert.cpp \ ../../ai.cpp \ ../../artifact.cpp \ ../../bmp.cpp \ ../../build.cpp \ ../../buf.cpp \ ../../control.cpp \ ../../creature.cpp \ ../../dpdf_table.cpp \ ../../encyc_support.cpp \ ../../gfxengine.cpp \ ../../grammar.cpp \ ../../hiscore.cpp \ ../../input.cpp \ ../../intrinsic.cpp \ ../../item.cpp \ ../../map.cpp \ ../../mobref.cpp \ ../../msg.cpp \ ../../name.cpp \ ../../piety.cpp \ ../../rand.cpp \ ../../signpost.cpp \ ../../smokestack.cpp \ ../../speed.cpp \ ../../sramstream.cpp \ ../../stylus.cpp \ ../../victory.cpp \ ../../encyclopedia.cpp \ ../../glbdef.cpp \ ../../credits.cpp \ ../../license.cpp \ ../../gfx/all_bitmaps.cpp \ ../../rooms/allrooms.cpp SFILES := BINFILES := #--------------------------------------------------------------------------------- # use CXX for linking C++ projects, CC for standard C #--------------------------------------------------------------------------------- LD := $(CXX) OFILES := $(addsuffix .o,$(BINFILES)) \ $(CPPFILES:.cpp=.o) $(CFILES:.c=.o) $(SFILES:.s=.o) DEPENDS := $(OFILES:.o=.d) #--------------------------------------------------------------------------------- # main targets #--------------------------------------------------------------------------------- $(OUTPUT).gba : $(OUTPUT).elf $(OUTPUT).elf : $(OFILES) #--------------------------------------------------------------------------------- %.o : %.bin #--------------------------------------------------------------------------------- @echo $(notdir $<) @$(bin2o) # We include this postfix rule as we want to include the version # number in the ROM tag, not just the title. And we are particular # about our caps. postmake: gbafix powder.gba -tPOWDER`cat ../../VERSION.TXT` -include $(DEPENDS) #--------------------------------------------------------------------------------- #--------------------------------------------------------------------------------- clean: @echo clean ... rm -f $(OFILES) $(DEPENDS) $(TARGET).elf $(TARGET).gba powder118_src/port/gba/hamfake.cpp0000644000175300010010000001467210741320506014214 0ustar /* * PROPRIETARY INFORMATION. This software is proprietary to POWDER * Development, and is not to be reproduced, transmitted, or disclosed * in any way without written permission. * * Produced by: Jeff Lait * * POWDER Development * * NAME: hamfake.cpp ( POWDER Library, C++ ) * * COMMENTS: * This file implements all the fake ham functions. * It also stores the global state of the hardware. */ #include "mygba.h" #include "hamfake.h" #include "../../gfxengine.h" #include "../../bmp.h" #include "../../control.h" #include #define SRAMSIZE 65536 #define KEY_REPEAT_INITIAL 15 #define KEY_REPEAT_AFTER 7 // // Global GBA state: // bg_info ham_bg[4]; int ham_vramtop = 0; u8 ham_winin[2], ham_winout[2]; bool ham_extratileset = false; // Keyboard state: void hamfake_rebuildScreen() { } void updateOAM() { } // Wait for an event to occur. void hamfake_awaitEvent() { updateOAM(); } // Return our internal screen. u16 * hamfake_lockScreen() { return (u16 *) VRAM; } void hamfake_unlockScreen(u16 *) { } // Called to run our event poll void hamfake_pollEvents() { updateOAM(); scanKeys(); } bool hamfake_isPressed(BUTTONS button) { hamfake_pollEvents(); switch (button) { case BUTTON_UP: return keysHeld() & KEY_UP; case BUTTON_DOWN: return keysHeld() & KEY_DOWN; case BUTTON_LEFT: return keysHeld() & KEY_LEFT; case BUTTON_RIGHT: return keysHeld() & KEY_RIGHT; case BUTTON_SELECT: return keysHeld() & KEY_SELECT; case BUTTON_START: return keysHeld() & KEY_START; case BUTTON_A: return keysHeld() & KEY_A; case BUTTON_B: return keysHeld() & KEY_B; case BUTTON_R: return keysHeld() & KEY_R; case BUTTON_L: return keysHeld() & KEY_L; // Not present on this hardware. case BUTTON_X: return false; case BUTTON_Y: return false; case BUTTON_TOUCH: return false; case BUTTON_LID: return false; case NUM_BUTTONS: return false; } return false; } int hamfake_isAnyPressed() { hamfake_pollEvents(); if (keysHeld() == 0) { // For backwards compatability with R_CTRLINPUT the sense of this // return is a bit odd... return 0x3FF; } return 0; } int hamfake_peekKeyPress() { return 0; } int hamfake_getKeyPress(bool onlyascii) { return 0; } void hamfake_insertKeyPress(int key) { return; } void hamfake_clearKeyboardBuffer() { } void hamfake_setScrollX(int layer, int scroll) { BG_OFFSET[layer].x = scroll; } void hamfake_setScrollY(int layer, int scroll) { BG_OFFSET[layer].y = scroll; } void ham_Init() { } void ham_StartIntHandler(u8 intno, void (*fp)()) { // assert(intno == INT_TYPE_VBL); irqSet(IRQ_VBLANK, fp); irqEnable(IRQ_VBLANK); } void ham_SetBgMode(u8 mode) { switch (mode) { case 3: REG_DISPCNT = MODE_3; break; case 0: // Desire tiled mode. REG_DISPCNT = MODE_0 | BG0_ON | BG1_ON | BG2_ON | BG3_ON; // Reset the top of our vram. ham_vramtop = 0; ham_DeleteWin(0); ham_DeleteWin(1); break; } } void ham_LoadBGPal(void *vpal, int bytes) { u16 *pal = (u16 *) vpal; bytes /= 2; int i; for (i = 0; i < bytes; i++) { BG_PALETTE[i] = pal[i]; } } u8 ham_AllocateVramBlock(int bytes, int blocksize) { int blockid; // Round current vram to nearest block. blockid = (ham_vramtop + blocksize-1) / blocksize; ham_vramtop = blockid * blocksize; // Round up bytes to allocate... bytes = (bytes + blocksize -1) / blocksize; bytes *= blocksize; ham_vramtop += bytes; return blockid; } map_info_ptr ham_InitMapEmptySet(u8 size, u8 rot) { map_info_ptr mapinfo; int vramsize; mapinfo = new map_info; // Find size in bytes of map. // if 0 size, is 32x32 so hence 2k. // If 3 size, is 64x64 so hence 8k. vramsize = 0; switch (size) { case 0: vramsize = 2 * 32 * 32; mapinfo->largemap = false; break; case 3: vramsize = 2 * 64 * 64; mapinfo->largemap = true; break; } mapinfo->blockid = ham_AllocateVramBlock(vramsize, 0x800); return mapinfo; } tile_info_ptr ham_InitTileEmptySet(u16 entries, u8 colormode, u8 onlybaseblock) { tile_info_ptr tileinfo; int vramsize; tileinfo = new tile_info; vramsize = entries; if (colormode == 0) vramsize *= 8 * 8 / 2; // 16 colours else vramsize *= 8 * 8; tileinfo->blockid = ham_AllocateVramBlock(vramsize, 0x2000); return tileinfo; } void ham_InitBg(int layer, int active, int priority, int mosaic) { int mapsize; if (ham_bg[layer].mi->largemap) mapsize = BG_SIZE(3); else mapsize = BG_SIZE(0); BGCTRL[layer] = BG_256_COLOR | BG_PRIORITY(priority) | BG_TILE_BASE(ham_bg[layer].ti->blockid) | BG_MAP_BASE(ham_bg[layer].mi->blockid) | mapsize; } void ham_CreateWin(int wid, int x1, int y1, int x2, int y2, int inside, int outside, int fx) { switch (wid) { case 0: // Hmm.. this might be backwards :> // Yep, it was. REG_WIN0H = (x2 | (x1 << 8)); REG_WIN0V = (y2 | (y1 << 8)); break; case 1: REG_WIN1H = (x2 | (x1 << 8)); REG_WIN1V = (y2 | (y1 << 8)); break; } ham_winin[wid] = inside; ham_winout[wid] = outside; // Update control registers. REG_WININ = ham_winin[0] | (ham_winin[1] << 8); // This is wrong. REG_WINOUT = ham_winout[0] | (ham_winout[1] << 8); } void ham_DeleteWin(int wid) { // Allow everything inside & outside. ham_winin[wid] = WIN_BG0 | WIN_BG1 | WIN_BG2 | WIN_BG3 | WIN_OBJ; ham_winout[wid] = WIN_BG0 | WIN_BG1 | WIN_BG2 | WIN_BG3 | WIN_OBJ; REG_WININ = ham_winin[0] | (ham_winin[1] << 8); REG_WINOUT = ham_winout[0] | (ham_winout[1] << 8); } void ham_SetMapTile(int layer, int mx, int my, int tileidx) { int blockid = ham_bg[layer].mi->blockid; u16 *map = (u16 *) SCREEN_BASE_BLOCK(blockid); // We are interleaved in a funny way... if (mx >= 32) { mx -= 32; map += 32 * 32; } if (my >= 32) { my -= 32; map += 2 * 32 * 32; } map[my*32 + mx] = tileidx; } void ham_ReloadTileGfx(tile_info_ptr tiledata, const u16 *data, int destidx, int numtile) { int i; int blockid = tiledata->blockid; u16 *dest = (u16 *) CHAR_BASE_BLOCK(blockid); dest += 4 * 8 * destidx; numtile *= 4 * 8; for (i = 0; i < numtile; i++) { dest[i] = data[i]; } } void hamfake_softReset() { } powder118_src/port/android/0000755000175300010010000000000013244453365013004 5ustar powder118_src/port/android/powder/0000755000175300010010000000000013244453366014305 5ustar powder118_src/port/android/powder/AndroidManifest.xml0000644000175300010010000000146312076702244020074 0ustar powder118_src/port/android/powder/.project0000644000175300010010000000151212326067626015753 0ustar powder com.android.ide.eclipse.adt.ResourceManagerBuilder com.android.ide.eclipse.adt.PreCompilerBuilder org.eclipse.jdt.core.javabuilder com.android.ide.eclipse.adt.ApkBuilder com.android.ide.eclipse.adt.AndroidNature org.eclipse.jdt.core.javanature powder118_src/port/android/powder/res/0000755000175300010010000000000013244453366015076 5ustar powder118_src/port/android/powder/res/drawable-xhdpi/0000755000175300010010000000000013244453366017771 5ustar powder118_src/port/android/powder/res/drawable-xhdpi/ic_launcher.png0000644000175300010010000000260412076150504022743 0ustar ‰PNG  IHDR``â˜w8KIDATxÚímL[UÇIHLÆ& lc«ˆ‡dsQ—èüàœÜLPQã‡i†NÐ͸éAÇÜ0̱¸ ㈆Y7ã¨ó…Lœ0¡Ž2Ä%0çbTæÉ^:Ðuƒò²–òxÏñöÒÊm/½-´ôþOòûrú´÷œç×ÞÛ{î¹÷DE¡     ˆ%ï‰Ä™ßm|¨¼uÛ*K[qµïP±ìiª+Fó|[–iÑ?Zž÷â}3•ò]‘¥«4m\J¦×ï&cö\j|évÕÞÖÑwhšƒ[î$Ãû‹éð·©87¥’娗€˜ªÌ¸Þã9ÉÔ¸FHâZ\É~y6ߘ?Žo¶$ÓÛS"†Ï·&©qh{í|5±—娗€xýSqd\3ç¿ç+ `É6}²4â9RrO¿„dÚ•;XŽ} H`xb! ¨¢€„‰ ÈX§€Æ+MçþÏäð­ðh]€·AM»Ó5³kbÔîZ"^h*IÓÔ/I€Ю¥¿¬±4~¹­ÿ …€ˆ€¡ˆ À`@@@@@€;lˆƒ3MÓÞ%lØöÂ}@ È»=itüƒŽa½Ð¡Wtâ`A*}¶í^K¼k»{×'ÑŽÜ»ü p_Ì#CŽcý³…sý¯Vê5·£¡”•=° ±®6 ±ƒ=\hÿJ6ÖC€XZ0•3ãØ|P×¶lЩš 'GÙ¦TLM„€é à£t2¾7ŸcÈ[Àç„2J^KQxÆþÂ4Àä\€Ü [” p›*àFm€€€€Àc+ñàV€<¼ðøz€À&€ƒpø/c……ܰ’^ ÀPDhóÜŸG Œ úr¶z’œ øôÉXª_ ÁP•e'* (zìV[uV<Õ ‰mÀ’æ/i®“_*äcCÖl›’€øÜe1uE+gû%°Ý;&¨¥4{.ßïi¶Ûaßü7³è…Çã~PZÒ<&qVÔâìûg4¯}`Æ@΃1$QÍê±l£šçù•qY+b›o»e ˱/Ñ¢¡Te˱\Ìeª˜Ûè(…-ZŠ÷W pâÅœ*&E[å_†g5B˜F”ŸIEND®B`‚powder118_src/port/android/powder/res/drawable-ldpi/0000755000175300010010000000000013244453366017605 5ustar powder118_src/port/android/powder/res/drawable-ldpi/ic_launcher.png0000644000175300010010000000174312076150504022562 0ustar ‰PNG  IHDR$$ᘘªIDATxÚíØkHSQðA ¢õ’2¬DŠ(,‚Eô¥h¥Ah°²4Ê4_i9Òje…s=p:—–5§N·™3ÍÒe¶ej¾]j–Vj£ç\¯Ë¡ÙÆ5ø³»Ë=÷üvϹçÜs9üŒ“ì_¤- Þ„g¡›‡EyÅé±Ûmùuw\\´ÔBAãã·MDΩPúrû² õÅÐ\Y õUë%óÒBˆý‡ånÔBA\ Rò d/›=E@Â%VŠüɬèEÃP,ˆKA“ÐîàxLÒs*ÔæÛ6Å‚&ÿÄFiÐPÔˆ uؼ¾f#—ØV Ú|¿ùÈQ6{mׇF¢w× 6ûþƒ¬Rñ}d†%ªWûT‘<$ú8C¸–%×ÎA¹ùÖ%û9¡&ç&Z^Ëaz£@†p=ŒÚf›F#Þ }f ´ |HÏÌB¼ïLÈE^PÜ>Œ‡±|”§!?õ ’ƒ]¡Šs·”«,¸Åå5–ßõú$HÏÍt×&:Ûë S„£ëC=ä­h®ÊGù“X´5è¡IðF¥. 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Powder Rotate View Show Controls Show FPS Revert Defaults Play Logs Stretch Screen powder118_src/port/android/powder/res/values/styles.xml0000644000175300010010000000015512076150504020431 0ustar powder118_src/port/android/powder/.classpath0000644000175300010010000000055412326067626016274 0ustar powder118_src/port/android/powder/jni/0000755000175300010010000000000013244453366015065 5ustar powder118_src/port/android/powder/jni/Android.mk0000644000175300010010000000377012076150370016774 0ustar # Copyright (C) 2009 The Android Open Source Project # # Licensed under the Apache License, Version 2.0 (the "License"); # you may not use this file except in compliance with the License. # You may obtain a copy of the License at # # http://www.apache.org/licenses/LICENSE-2.0 # # Unless required by applicable law or agreed to in writing, software # distributed under the License is distributed on an "AS IS" BASIS, # WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. # See the License for the specific language governing permissions and # limitations under the License. # LOCAL_PATH := $(call my-dir) POWDERROOT := ../../../.. include $(CLEAR_VARS) LOCAL_MODULE := powder-jni LOCAL_C_INCLUDES := $(POWDERROOT)/port/sdl LOCAL_CPPFLAGS := -DLINUX -DANDROID LOCAL_SRC_FILES := powder-jni.cpp \ $(POWDERROOT)/main.cpp \ $(POWDERROOT)/thread.cpp \ $(POWDERROOT)/thread_linux.cpp \ $(POWDERROOT)/port/sdl/hamfake.cpp \ $(POWDERROOT)/action.cpp \ $(POWDERROOT)/assert.cpp \ $(POWDERROOT)/ai.cpp \ $(POWDERROOT)/artifact.cpp \ $(POWDERROOT)/bmp.cpp \ $(POWDERROOT)/build.cpp \ $(POWDERROOT)/buf.cpp \ $(POWDERROOT)/control.cpp \ $(POWDERROOT)/creature.cpp \ $(POWDERROOT)/dpdf_table.cpp \ $(POWDERROOT)/encyc_support.cpp \ $(POWDERROOT)/gfxengine.cpp \ $(POWDERROOT)/grammar.cpp \ $(POWDERROOT)/hiscore.cpp \ $(POWDERROOT)/input.cpp \ $(POWDERROOT)/intrinsic.cpp \ $(POWDERROOT)/item.cpp \ $(POWDERROOT)/map.cpp \ $(POWDERROOT)/mobref.cpp \ $(POWDERROOT)/msg.cpp \ $(POWDERROOT)/name.cpp \ $(POWDERROOT)/piety.cpp \ $(POWDERROOT)/rand.cpp \ $(POWDERROOT)/signpost.cpp \ $(POWDERROOT)/smokestack.cpp \ $(POWDERROOT)/speed.cpp \ $(POWDERROOT)/sramstream.cpp \ $(POWDERROOT)/stylus.cpp \ $(POWDERROOT)/victory.cpp \ $(POWDERROOT)/encyclopedia.cpp \ $(POWDERROOT)/glbdef.cpp \ $(POWDERROOT)/credits.cpp \ $(POWDERROOT)/license.cpp \ $(POWDERROOT)/gfx/all_bitmaps.cpp \ $(POWDERROOT)/rooms/allrooms.cpp include $(BUILD_SHARED_LIBRARY) powder118_src/port/android/powder/jni/powder-jni.cpp0000644000175300010010000001214012077134315017636 0ustar /* * PROPRIETARY INFORMATION. This software is proprietary to POWDER * Development, and is not to be reproduced, transmitted, or disclosed * in any way without written permission. * * Produced by: Jeff Lait * * POWDER Development * * NAME: powder-jni.cpp ( POWDER Library, C++ ) * * COMMENTS: * This provides the interface between Java and C++ */ #include #include #include "mygba.h" #include "hamfake.h" extern bool android_main(const char *path); #define PREFIX(x) Java_com_zincland_powder_PowderActivity_##x extern "C" { JNIEXPORT jboolean JNICALL PREFIX(startPowderThreadJNI)(JNIEnv *env, jobject thiz, jstring path); JNIEXPORT void JNICALL PREFIX(vblJNI)(JNIEnv *env); JNIEXPORT void JNICALL PREFIX(forceSaveJNI)(JNIEnv *env); JNIEXPORT void JNICALL PREFIX(setStylusPosJNI)(JNIEnv *env, jobject thiz, jboolean state, jint x, jint y); JNIEXPORT jintArray JNICALL PREFIX(getFrameBufferJNI)(JNIEnv *env, jobject thiz, jintArray oldarr); JNIEXPORT jint JNICALL PREFIX(getFrameWidthJNI)(JNIEnv *env); JNIEXPORT jint JNICALL PREFIX(getFrameHeightJNI)(JNIEnv *env); JNIEXPORT jint JNICALL PREFIX(pollButtonReqJNI)(JNIEnv *env); JNIEXPORT void JNICALL PREFIX(postInputStringJNI)(JNIEnv *env, jobject thiz, jstring text); JNIEXPORT void JNICALL PREFIX(postDirJNI)(JNIEnv *env, jobject thiz, jint dx, jint dy); JNIEXPORT void JNICALL PREFIX(setFakeButtonJNI)(JNIEnv *env, jobject thiz, jint button, jboolean state); JNIEXPORT void JNICALL PREFIX(postOrientationJNI)(JNIEnv *env, jobject thiz, jboolean isportrait); JNIEXPORT void JNICALL PREFIX(revertDefaultsJNI)(JNIEnv *env, jobject thiz); }; static int glbJNI_FrameWidth, glbJNI_FrameHeight; JNIEXPORT jboolean JNICALL PREFIX(startPowderThreadJNI)(JNIEnv *env, jobject thiz, jstring path) { const char *localtext = env->GetStringUTFChars(path, NULL); bool reused = android_main(localtext); env->ReleaseStringUTFChars(path, localtext); return reused; } JNIEXPORT void JNICALL PREFIX(vblJNI)(JNIEnv *env) { hamfake_callThisFromVBL(); } void hamfake_awaitShutdown(); JNIEXPORT void JNICALL PREFIX(forceSaveJNI)(JNIEnv *env) { hamfake_setForceQuit(); hamfake_awaitShutdown(); } jint *glbFill; int glbLastFillSize; JNIEXPORT jintArray JNICALL PREFIX(getFrameBufferJNI)(JNIEnv *env, jobject thiz, jintArray oldarr) { jintArray result; SCREENDATA screen; hamfake_getActualScreen(screen); const u8 *src = screen.data(); int pixelcount = screen.width() * screen.height(); if (!glbFill || glbLastFillSize != pixelcount) { delete [] glbFill; glbFill = new jint[pixelcount]; glbLastFillSize = pixelcount; } int i = 0; for (int y = 0; y < screen.height(); y++) { for (int x = 0; x < screen.width(); x++) { int val; val = 255; val <<= 8; val |= *src++; val <<= 8; val |= *src++; val <<= 8; val |= *src++; glbFill[i++] = val; } } // See if the old array is big enough. jsize oldsize = (*env).GetArrayLength(oldarr); if (oldsize == pixelcount) { #if 0 (*env).SetIntArrayRegion(oldarr, 0, pixelcount, glbFill); #else jint *rawarr = (*env).GetIntArrayElements(oldarr, 0); memcpy(rawarr, glbFill, sizeof(jint) * pixelcount); (*env).ReleaseIntArrayElements(oldarr, rawarr, 0); #endif result = (*env).NewIntArray(0); } else { result = (*env).NewIntArray(pixelcount); (*env).SetIntArrayRegion(result, 0, pixelcount, glbFill); } glbJNI_FrameWidth = screen.width(); glbJNI_FrameHeight = screen.height(); return result; } JNIEXPORT jint JNICALL PREFIX(getFrameWidthJNI)(JNIEnv *env) { jint w = glbJNI_FrameWidth; return w; } JNIEXPORT jint JNICALL PREFIX(getFrameHeightJNI)(JNIEnv *env) { jint h = glbJNI_FrameHeight; return h; } JNIEXPORT void JNICALL PREFIX(setStylusPosJNI)(JNIEnv *env, jobject thiz, jboolean jstate, jint jx, jint jy) { int x, y; bool state; x = jx; y = jy; state = jstate; hamfake_setstyluspos(state, x, y); } JNIEXPORT jint JNICALL PREFIX(pollButtonReqJNI)(JNIEnv *env) { int mode, type; bool state = hamfake_getbuttonreq(mode, type); if (!state) return -1; return (mode << 16) | type; } extern void hamfake_finishexternalinput(); JNIEXPORT void JNICALL PREFIX(postInputStringJNI)(JNIEnv *env, jobject thiz, jstring text) { const char *localtext = env->GetStringUTFChars(text, NULL); strncpy(glbInputData.myText, localtext, glbInputData.myMaxLen); glbInputData.myText[glbInputData.myMaxLen] = 0; env->ReleaseStringUTFChars(text, localtext); hamfake_finishexternalinput(); } JNIEXPORT void JNICALL PREFIX(postDirJNI)(JNIEnv *env, jobject thiz, jint dx, jint dy) { hamfake_postdir(dx, dy); } JNIEXPORT void JNICALL PREFIX(postOrientationJNI)(JNIEnv *env, jobject thiz, jboolean isportrait) { hamfake_postorientation(isportrait); } JNIEXPORT void JNICALL PREFIX(revertDefaultsJNI)(JNIEnv *env, jobject thiz) { hamfake_revertdefault(); } JNIEXPORT void JNICALL PREFIX(setFakeButtonJNI)(JNIEnv *env, jobject thiz, jint button, jboolean state) { hamfake_setFakeButtonState( (FAKE_BUTTONS) button, state); } powder118_src/port/android/powder/.settings/0000755000175300010010000000000013244453366016223 5ustar powder118_src/port/android/powder/.settings/org.eclipse.jdt.core.prefs0000644000175300010010000000032012326067626023200 0ustar #Tue Jan 15 21:53:46 EST 2013 eclipse.preferences.version=1 org.eclipse.jdt.core.compiler.codegen.targetPlatform=1.5 org.eclipse.jdt.core.compiler.compliance=1.5 org.eclipse.jdt.core.compiler.source=1.5 powder118_src/port/android/powder/src/0000755000175300010010000000000013244453365015073 5ustar powder118_src/port/android/powder/src/com/0000755000175300010010000000000013244453365015651 5ustar powder118_src/port/android/powder/src/com/zincland/0000755000175300010010000000000013244453365017453 5ustar powder118_src/port/android/powder/src/com/zincland/powder/0000755000175300010010000000000013244453365020753 5ustar powder118_src/port/android/powder/src/com/zincland/powder/PowderActivity.java0000644000175300010010000007106512716152675024607 0ustar package com.zincland.powder; import java.io.File; import java.util.ArrayList; import java.util.List; import android.app.Activity; import android.app.AlertDialog; import android.content.Context; import android.content.DialogInterface; import android.content.Intent; import android.content.pm.ActivityInfo; import android.content.pm.PackageManager; import android.graphics.Bitmap; import android.graphics.BitmapFactory; import android.graphics.Canvas; import android.graphics.Color; import android.graphics.Matrix; import android.graphics.Paint; import android.graphics.Point; import android.graphics.Rect; import android.graphics.RectF; import android.net.Uri; import android.os.Bundle; import android.util.Log; import android.view.Display; import android.view.KeyEvent; import android.view.Menu; import android.view.MenuInflater; import android.view.MenuItem; import android.view.MotionEvent; import android.view.Surface; import android.view.View; import android.view.Window; import android.view.WindowManager; import android.widget.AdapterView.AdapterContextMenuInfo; import android.widget.EditText; public class PowderActivity extends Activity { private static final String TAG = "POWDER"; public native int[] getFrameBufferJNI(int [] oldarr); public native int getFrameWidthJNI(); // Valid only after fetching frame buffer! public native int getFrameHeightJNI(); public native boolean startPowderThreadJNI(String filepath); public native void vblJNI(); public native void forceSaveJNI(); public native void setStylusPosJNI(boolean state, int x, int y); public native int pollButtonReqJNI(); public native void postInputStringJNI(String text); public native void postDirJNI(int dx, int dy); public native void setFakeButtonJNI(int button, boolean state); public native void postOrientationJNI(boolean isportrait); public native void revertDefaultsJNI(); static { System.loadLibrary("powder-jni"); } private WindowManager mWindowManager; private Display mDisplay; private PowderView mPowderView; /** Called when the activity is first created. */ @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); mWindowManager = (WindowManager) getSystemService(WINDOW_SERVICE); mDisplay = mWindowManager.getDefaultDisplay(); // Always axe the title, it is useless. requestWindowFeature(Window.FEATURE_NO_TITLE); // We do not want to time out as we are a video game. // People may spend long times staring at their // choice! getWindow().addFlags(WindowManager.LayoutParams.FLAG_KEEP_SCREEN_ON); Log.v(TAG, "Display size " + mDisplay.getWidth() + " " + mDisplay.getHeight()); boolean isportrait = mDisplay.getWidth() < mDisplay.getHeight(); int orientation = getRequestedOrientation(); if (orientation != ActivityInfo.SCREEN_ORIENTATION_PORTRAIT && orientation != ActivityInfo.SCREEN_ORIENTATION_LANDSCAPE) { // Force us into an orientation. We have to guess one here based on the // aspect even though this is wrong for the transformer. if (isportrait) setRequestedOrientation(ActivityInfo.SCREEN_ORIENTATION_PORTRAIT); else setRequestedOrientation(ActivityInfo.SCREEN_ORIENTATION_LANDSCAPE); } if (!isportrait) { getWindow().addFlags(WindowManager.LayoutParams.FLAG_FULLSCREEN); } mPowderView = new PowderView(this); mPowderView.setFocusableInTouchMode(true); setContentView(mPowderView); } @Override protected void onResume() { super.onResume(); Log.v(TAG, "Resume"); File pdir = getExternalFilesDir(null); final String pdirpath; if (pdir == null) { // This is unlikely to work. Should likely warn some how? Log.v(TAG, "No path to a directory found"); pdirpath = "./"; } else { pdirpath = pdir.getAbsolutePath(); Log.v(TAG, "Storage at " + pdirpath); } // We post orientation first as it is just a global and this // ensures we have the right orientation for our first rebuild. postOrientationJNI(getRequestedOrientation() == ActivityInfo.SCREEN_ORIENTATION_PORTRAIT); Log.v(TAG, "Posted orientation"); Log.v(TAG, "Fork to JNI"); boolean reused = startPowderThreadJNI(pdirpath); Log.v(TAG, "Back from JNI! Reuse: " + String.valueOf(reused)); } @Override protected void onPause() { super.onPause(); Log.v(TAG, "Pause"); forceSaveJNI(); Log.v(TAG, "Saved"); } @Override public boolean onCreateOptionsMenu(Menu menu) { MenuInflater inflater = getMenuInflater(); inflater.inflate(R.menu.optionsmenu, menu); return true; } @Override public boolean onOptionsItemSelected(MenuItem item) { switch (item.getItemId()) { case R.id.rotateportrait: int orientation = getRequestedOrientation(); if (orientation == ActivityInfo.SCREEN_ORIENTATION_PORTRAIT) setRequestedOrientation(ActivityInfo.SCREEN_ORIENTATION_LANDSCAPE); else setRequestedOrientation(ActivityInfo.SCREEN_ORIENTATION_PORTRAIT); return true; case R.id.showcontrols: mPowderView.toggleControls(); return true; case R.id.showfps: mPowderView.toggleShowFPS(); return true; case R.id.yesrevertdefault: revertDefaultsJNI(); return true; case R.id.stretchscreen: mPowderView.toggleStretchScreen(); return true; case R.id.openfiles: { File pdir = getExternalFilesDir(null); if (pdir != null) { AlertDialog.Builder alert = new AlertDialog.Builder(this); alert.setCancelable(true); alert.setTitle("View who's history?"); alert.setPositiveButton("Cancel", null); final Context parentcontext = this; File[] filelist = pdir.listFiles(); final ArrayList txtfiles = new ArrayList(); for (int i = 0; i < filelist.length; i++) { if (filelist[i].getName().endsWith(".txt")) { txtfiles.add(filelist[i]); } } CharSequence[] charnames = new String[txtfiles.size()]; for (int i = 0; i < txtfiles.size(); i++) { String name = txtfiles.get(i).getName(); // Since we filtered by .txt, we are safe to remove at . name = name.substring(0, name.lastIndexOf('.')); charnames[i] = name; } alert.setItems(charnames, new DialogInterface.OnClickListener() { public void onClick(DialogInterface dialog, int item) { Uri u = Uri.fromFile(txtfiles.get(item)); Intent intent = new Intent(); intent.setAction(Intent.ACTION_VIEW); intent.setDataAndType(u, "text/*"); final PackageManager packageManager = getPackageManager(); List list = packageManager.queryIntentActivities(intent, PackageManager.MATCH_DEFAULT_ONLY); if (list.size() > 0) { startActivity(intent); dialog.dismiss(); } else { dialog.dismiss(); final AlertDialog.Builder alert = new AlertDialog.Builder(parentcontext); alert.setCancelable(false); alert.setMessage("No text viewer installed on this device."); alert.setPositiveButton("Ok", null); alert.show(); } } }); if (txtfiles.size() > 0) { alert.show(); } else { final AlertDialog.Builder alert2 = new AlertDialog.Builder(this); alert2.setCancelable(false); alert2.setMessage("No character logs have been saved yet."); alert2.setPositiveButton("Ok", null); alert2.show(); } } else { final AlertDialog.Builder alert = new AlertDialog.Builder(this); alert.setCancelable(false); alert.setMessage("No external storage configured for this device!"); alert.setPositiveButton("Ok", null); alert.show(); } return true; } default: return super.onOptionsItemSelected(item); } } // Nothing brittle about this, nosiree! public class FakeButton { public static final int UP = 0; public static final int DOWN = 1; public static final int LEFT = 2; public static final int RIGHT = 3; public static final int A = 4; public static final int B = 5; public static final int START = 6; public static final int SELECT = 7; public static final int R = 8; public static final int L = 9; public static final int X = 10; public static final int Y = 11; public static final int TOUCH = 12; public static final int LID = 13; } public class Tile { public int mX, mY; public int mW, mH; public Bitmap mBitmap; public String mText; public boolean mPressed; public PowderView mView; public Tile(PowderView view, String text, int x, int y, int w, int h) { mView = view; mX = x; mY = y; mW = w; mH = h; mPressed = false; mText = text; rebuildLook(); } public void rebuildLook() { // Draw as pure text. { mBitmap = Bitmap.createBitmap(mW, mH, Bitmap.Config.ARGB_8888); Canvas canvas = new Canvas(mBitmap); Paint bg = new Paint(); bg.setARGB(96,255,255,255); RectF r = new RectF(0, 0, mW, mH); r.inset(2, 2); canvas.drawRoundRect(r, 4, 4, bg); bg.setARGB(255, 0, 0, 0); bg.setTextSize(mH/2); bg.setTextAlign(Paint.Align.CENTER); canvas.drawText(mText, mW/2, 3*(mH/4.0F), bg); } // This hard-coded comparison is here to remind any readers // of the vast gulf that exists between me and John Carmack. if (mText == "H" || mText == "K" || mText == "J" || mText == "L") { Paint paint = new Paint(); paint.setARGB(255,255,255,255); Bitmap piemap = BitmapFactory.decodeResource(mView.getResources(), R.drawable.pie); Bitmap scaledpiemap = Bitmap.createScaledBitmap(piemap, mW, mH, true); Matrix rotmat = new Matrix(); // Oh yeah, forgot Java sucks for a moment... // int anglelist[5] = { 0, 0, 270, 90, 180 }; int angle = 0; if (mText == "H") angle = 0; else if (mText == "J") angle = 270; else if (mText == "K") angle = 90; else if (mText == "L") angle = 180; mBitmap = Bitmap.createBitmap(mW, mH, Bitmap.Config.ARGB_8888); Canvas canvas = new Canvas(mBitmap); rotmat.setRotate(angle, mW / 2, mH / 2); canvas.drawBitmap(scaledpiemap, rotmat, paint); } } public RectF getRect() { RectF r = new RectF(mX, mY, mX+mW, mY+mH); return r; } public void render(Canvas canvas) { if (mPressed) { Paint bg = new Paint(); bg.setARGB(255, 255, 128, 0); RectF r = getRect(); r.inset(-1, -1); canvas.drawRoundRect(r, 4, 4, bg); } canvas.drawBitmap(mBitmap, mX, mY, null); } public void pressTile() { mPressed = true; } public void releaseTile() { // NOt necessarily a click! mPressed = false; } public void clickTile() { } public float hitDist(float px, float py) { RectF r = getRect(); if (!r.contains(px, py)) return 10000; float cx = r.centerX(); float cy = r.centerY(); px -= cx; py -= cy; return (float) Math.sqrt(px * px + py * py); } } public class TileDir extends Tile { public int mDX, mDY; public TileDir(PowderView view, String text, int x, int y, int w, int h, int dx, int dy) { super(view, text, x, y, w, h); mDX = dx; mDY = dy; } @Override public void clickTile() { super.clickTile(); Log.v(TAG, "Post Direction " + String.valueOf(mDX) + ", " + String.valueOf(mDY)); mView.mParent.postDirJNI(-1, 0); } } public class TileButton extends Tile { public int mButton; public TileButton(PowderView view, String text, int x, int y, int w, int h, int button) { super(view, text, x, y, w, h); mButton = button; } @Override public void pressTile() { super.pressTile(); mView.mParent.setFakeButtonJNI(mButton, true); } @Override public void releaseTile() { super.releaseTile(); mView.mParent.setFakeButtonJNI(mButton, false); } } class PowderView extends View { public PowderActivity mParent; private Rect mFrameScreen, mFrameGame; private static final String TAG = "POWDER"; private long mLastCpuTime; private long mLeftOverTime; private int [] mOldFrameBuffer; private Bitmap mFrameBitMap; private boolean mShowControls; private boolean mShowFPS; private boolean mStretchScreen; private ArrayList mTileList; private int mCurTile; private boolean mTouchDown; public PowderView(PowderActivity context) { super(context); mParent = context; mFrameScreen = null; mFrameGame = null; mLastCpuTime = System.nanoTime(); mLeftOverTime = 0; mOldFrameBuffer = new int[0]; mCurTile = -1; mTouchDown = false; mShowControls = true; mShowFPS = false; mTileList = new ArrayList(); mStretchScreen = false; } public void buildAllTiles(int cw, int ch, int width) { int w = width; // We lay vertically if landscape, horizontally if portrait. // The idea is in portrait there is always a bottom strip available. // In landscape, we run two strips on left and right to avoid overlap // with the action bar. if (cw > ch) { // Landscape! // Not alphabetical, but having down and up reversed is just stupid. int margin = width/2; if (false) { // Single column: mTileList.add(new TileButton(this, "H", margin, ch/2 - w*2, width, width, FakeButton.LEFT)); mTileList.add(new TileButton(this, "K", margin, ch/2 - w, width, width, FakeButton.UP)); mTileList.add(new TileButton(this, "J", margin, ch/2, width, width, FakeButton.DOWN)); mTileList.add(new TileButton(this, "L", margin, ch/2+w, width, width, FakeButton.RIGHT)); } else { // Rosette: (<- why doesn't Eclipse recognize this as a word?) mTileList.add(new TileButton(this, "H", margin-w/2, ch/2, width, width, FakeButton.LEFT)); mTileList.add(new TileButton(this, "K", margin, ch/2 - w/2, width, width, FakeButton.UP)); mTileList.add(new TileButton(this, "J", margin, ch/2 + w/2, width, width, FakeButton.DOWN)); mTileList.add(new TileButton(this, "L", margin+w/2, ch/2, width, width, FakeButton.RIGHT)); } mTileList.add(new TileButton(this, "B", cw - margin - width, ch/2 - w *2, width, width, FakeButton.B)); mTileList.add(new TileButton(this, "A", cw - margin - width, ch/2 + w, width, width, FakeButton.A)); } else { // Portrait! int ypos = ch - width - width/2; mTileList.add(new TileButton(this, "H", 16, ypos, width, width, FakeButton.LEFT)); mTileList.add(new TileButton(this, "K", 16+1*w, ypos, width, width, FakeButton.UP)); mTileList.add(new TileButton(this, "J", 16+2*w, ypos, width, width, FakeButton.DOWN)); mTileList.add(new TileButton(this, "L", 16+3*w, ypos, width, width, FakeButton.RIGHT)); mTileList.add(new TileButton(this, "B", 5*w, ypos, width, width, FakeButton.B)); mTileList.add(new TileButton(this, "A", 6*w, ypos, width, width, FakeButton.A)); } } public void toggleControls() { mShowControls = !mShowControls; } public void toggleShowFPS() { mShowFPS = !mShowFPS; } public void toggleStretchScreen() { mStretchScreen = !mStretchScreen; } public void queryName() { Context context = getContext(); final AlertDialog.Builder alert = new AlertDialog.Builder(context); final EditText input = new EditText(context); input.setSingleLine(true); input.setFocusable(true); alert.setView(input); alert.setCancelable(false); alert.setMessage("Name?"); alert.setPositiveButton("Ok", new DialogInterface.OnClickListener() { public void onClick(DialogInterface dialog, int whichButton) { String value = input.getText().toString().trim(); mParent.postInputStringJNI(value); } }); alert.show(); } public void setStylusPos(float x, float y, boolean state) { if (mFrameScreen == null) return; // Convert between spaces. x -= mFrameScreen.left; x /= mFrameScreen.width(); y -= mFrameScreen.top; y /= mFrameScreen.height(); x *= mFrameGame.width(); x += mFrameGame.left; y *= mFrameGame.height(); y += mFrameGame.top; int ix = (int)x; int iy = (int)y; // Now pass on mParent.setStylusPosJNI(state, ix, iy); } public void processButtonRequests() { int bstate = mParent.pollButtonReqJNI(); if (bstate == -1) return; int mode = bstate >> 16; int type = bstate & 0xffff; switch (mode) { case 7: { // Input request! queryName(); break; } } } public void renderTiles(Canvas canvas) { for (int i = 0; i < mTileList.size(); i++) { mTileList.get(i).render(canvas); } } @Override public boolean onTouchEvent(MotionEvent event) { float px = event.getX(0); float py = event.getY(0); if ((event.getAction() & MotionEvent.ACTION_CANCEL) == MotionEvent.ACTION_CANCEL) { // Clear all hover status. for (int i = 0; i < mTileList.size(); i++) { if (mTileList.get(i).mPressed) mTileList.get(i).releaseTile(); } mCurTile = -1; mTouchDown = false; // Pass down a stylus end. setStylusPos(px, py, false); } else { // Always do one more down event. If we also get an up, // we send a terminate. // We need to terminate our series, but first put an extra down event so the // last location is valid if (!mTouchDown && mShowControls) { // Find which tile we pressed, if any. // There may be multiple hits, in which // case we pick the closest to the tile center. mCurTile = -1; float closesthit = 1000; for (int i = 0; i < mTileList.size(); i++) { float hitdist = mTileList.get(i).hitDist(px, py); if (hitdist < closesthit) { closesthit = hitdist; mCurTile = i; } } } mTouchDown = true; if (mCurTile >= 0) { if (mTileList.get(mCurTile).getRect().contains(px, py)) { mTileList.get(mCurTile).pressTile(); } else mTileList.get(mCurTile).releaseTile(); } // In any case, never drop to lower level if we are on a button. boolean overtile = false; for (int i = 0; i < mTileList.size(); i++) { if (mTileList.get(i).getRect().contains(px, py)) { overtile = true; } } if (!mShowControls) overtile = false; if (!overtile && mCurTile < 0) setStylusPos(px, py, true); if ((event.getAction() & MotionEvent.ACTION_UP) == MotionEvent.ACTION_UP) { // Always let the lower layer know we are done. setStylusPos(px, py, false); if (mCurTile >= 0 && mTileList.get(mCurTile).getRect().contains(px, py)) { // Click in this tile! mTileList.get(mCurTile).clickTile(); } // In any case, press off! for (int i = 0; i < mTileList.size(); i++) { if (mTileList.get(i).mPressed) mTileList.get(i).releaseTile(); } mCurTile = -1; mTouchDown = false; } } invalidate(); return true; } @Override public boolean onKeyDown(int keyCode, KeyEvent event) { Log.v(TAG, "Key down " + keyCode); switch (keyCode) { case KeyEvent.KEYCODE_DPAD_LEFT: case KeyEvent.KEYCODE_H: Log.v(TAG, "Post left!"); mParent.setFakeButtonJNI(FakeButton.LEFT, true); return true; case KeyEvent.KEYCODE_DPAD_RIGHT: case KeyEvent.KEYCODE_L: Log.v(TAG, "Post right!"); mParent.setFakeButtonJNI(FakeButton.RIGHT, true); return true; case KeyEvent.KEYCODE_DPAD_UP: case KeyEvent.KEYCODE_K: Log.v(TAG, "Post up!"); mParent.setFakeButtonJNI(FakeButton.UP, true); return true; case KeyEvent.KEYCODE_DPAD_DOWN: case KeyEvent.KEYCODE_J: Log.v(TAG, "Post down!"); mParent.setFakeButtonJNI(FakeButton.DOWN, true); return true; case KeyEvent.KEYCODE_SPACE: mParent.setFakeButtonJNI(FakeButton.A, true); return true; } return false; } @Override public boolean onKeyUp(int keyCode, KeyEvent event) { Log.v(TAG, "Key up " + keyCode); switch (keyCode) { case KeyEvent.KEYCODE_DPAD_LEFT: case KeyEvent.KEYCODE_H: Log.v(TAG, "Post left!"); mParent.setFakeButtonJNI(FakeButton.LEFT, false); return true; case KeyEvent.KEYCODE_DPAD_RIGHT: case KeyEvent.KEYCODE_L: Log.v(TAG, "Post right!"); mParent.setFakeButtonJNI(FakeButton.RIGHT, false); return true; case KeyEvent.KEYCODE_DPAD_UP: case KeyEvent.KEYCODE_K: Log.v(TAG, "Post up!"); mParent.setFakeButtonJNI(FakeButton.UP, false); return true; case KeyEvent.KEYCODE_DPAD_DOWN: case KeyEvent.KEYCODE_J: Log.v(TAG, "Post down!"); mParent.setFakeButtonJNI(FakeButton.DOWN, false); return true; case KeyEvent.KEYCODE_SPACE: mParent.setFakeButtonJNI(FakeButton.A, false); return true; } return false; } protected void drawFrameTime(Canvas canvas, long frameticks, float x, float y) { Paint bg = new Paint(); double frametimems = frameticks / (1000.*1000.); int framems = (int) frametimems; String text = String.valueOf(framems) + "ms"; bg.setARGB(255, 0, 255, 128); canvas.drawText(text, x, y, bg); } @Override protected void onDraw(Canvas canvas) { // Send a series of vbls to catch up with our time delta // Never send more than 5 (1/12th of second) long uiframeticks; long starttime, endtime; { long curtime = System.nanoTime(); long elapsedtime = curtime - mLastCpuTime; elapsedtime += mLeftOverTime; float frametime = 1.0F/60.0F; long blankinterval = (long)(frametime * 1000.0F * 1000.0F * 1000.0F); long vblanks = elapsedtime / blankinterval; if (vblanks > 5) { vblanks = 5; mLeftOverTime = 0; } else { mLeftOverTime = elapsedtime % blankinterval; } for (long i = 0; i < vblanks; i++) { mParent.vblJNI(); } uiframeticks = curtime - mLastCpuTime; mLastCpuTime = curtime; } // CLip our canvas to our canvas size. // Seems rather silly to me. int cwidth = canvas.getWidth(); int cheight = canvas.getHeight(); // If we haven't built our tiles, build them! if (mTileList.size() == 0) { int dpiestimate; if (cwidth < cheight) dpiestimate = cwidth; else dpiestimate = cheight; // Find estimate of 8 pixel tile size. dpiestimate /= 30.0; // Want 4x4 tiles. dpiestimate *= 4; buildAllTiles(cwidth, cheight, dpiestimate); } canvas.clipRect(0, 0, cwidth, cheight); Paint bg = new Paint(); canvas.drawColor(Color.BLACK); // Catch all updates processButtonRequests(); starttime = System.nanoTime(); int[] colors = mParent.getFrameBufferJNI(mOldFrameBuffer); long fetchframebuffertime = System.nanoTime() - starttime; if (colors.length == 0) { } else { mOldFrameBuffer = colors; } int width = mParent.getFrameWidthJNI(); int height = mParent.getFrameHeightJNI(); long createbitmaptime = 0; long drawbitmaptime = 0; // Verify we have a valid screen. if (mOldFrameBuffer.length == width * height && width > 0) { // Center and find a scaling factor int scale = 2; while (width * scale <= cwidth && height * scale <= cheight) { scale++; } scale--; int window_center_x = cwidth/2; int window_center_y = cheight/2; int view_offset_x = - width * scale / 2; int view_offset_y = - height * scale / 2; Rect r_dst; if (mStretchScreen) { // Additional scale to exactly fit. float wscale = ((float)cwidth) / ((float) width); float hscale = ((float)cheight) / ((float) height); if (hscale < wscale) { // Match vertically. r_dst = new Rect(window_center_x - (int)(width * hscale / 2), 0, window_center_x + (int)(width * hscale / 2), cheight); } else { // Match horizontally r_dst = new Rect(0, window_center_y - (int)(height * wscale / 2), cwidth, window_center_y + (int)(height* wscale / 2)); } } else { r_dst = new Rect(window_center_x + view_offset_x, window_center_y + view_offset_y, window_center_x + view_offset_x + width * scale, window_center_y + view_offset_y + height * scale); } mFrameGame = new Rect(0, 0, width, height); mFrameScreen = r_dst; starttime = System.nanoTime(); if (mFrameBitMap == null || mFrameBitMap.getWidth() != width || mFrameBitMap.getHeight() != height) { mFrameBitMap = Bitmap.createBitmap(width, height, Bitmap.Config.ARGB_8888); } mFrameBitMap.setPixels(mOldFrameBuffer, 0, width, 0, 0, width, height); createbitmaptime = System.nanoTime() - starttime; starttime = System.nanoTime(); canvas.drawBitmap(mFrameBitMap, null, r_dst, bg); drawbitmaptime = System.nanoTime() - starttime; } if (mShowControls) { renderTiles(canvas); } // Print FPS if (mShowFPS) { drawFrameTime(canvas, uiframeticks, 10, 10); drawFrameTime(canvas, fetchframebuffertime, 10, 20); drawFrameTime(canvas, createbitmaptime, 10, 30); drawFrameTime(canvas, drawbitmaptime, 10, 40); drawFrameTime(canvas, System.nanoTime() - mLastCpuTime, 10, 50); } // Trigger another redraw invalidate(); } } }powder118_src/port/android/powder/ic_launcher-web.png0000644000175300010010000002217212326067626020046 0ustar ‰PNG  IHDRôxÔú$AIDATxÚíÝy””õ¹àñ£( Í*«"bâ ‰+#nÁ,&&*¸QYwQP”Uq " .HЀР¨Ws½f1™x¯æÎ‰3F£Ñë†,þæýU¿ejú0¹öKSÝÕýyÎùþ‘œã)ª¨æù¼KU—•cŒ1ÆcŒ1ÆcŒ1ÆcŒ1ÆcŒ1ÆcŒ1ÆcŒ1ÆcŒ1ÆcŒ1ÆcŒ1ÆcŒ1ÆcŒ1ÆcŒ1ÆcŒ1ÆcŒ1ÆcŒ1ÆcŒ1¦AÎ’$5ÂL¤Yv¬Ñ—$I*Ájû®Iá æÒÏ/ø’v.¨yÚ.’$•pù}V¸ãvª„f[[ú;,ù]“Z$•'µLk%IR#(¿×ÊÓ]·kv.À@á™FuÄ¿cÁ‘þ.é‹_ŠyÃé¿öú“'­»á”/Þzúòد¦Ÿ¡:nÝœ3—ÿòþs%IÅìÞsrýìŽÓg,™yê¤éã¾Ù?î¾t¶HwbþÌ@£8#°ÃVŽøó‹¿Õ¤“vï÷ô˜¯Ïyášzù–†ßÎ<+¼rÇÐðû». ¿¿û¢¤ªã^žixöÑÑ’¤"¶þ‘Qaýâ‘ᙇG„5 Oß7$übΠÿñð”sFþ¨w¿ô,A!¾T%»üwJOsäÿ™íÚcÉiío[sQŸ ÏÿzøÕõÇ…f^¹sXnQýážKÿw¤ê¸_/ž{|œ$©¨ÍA`Ý¢K\`pX>÷äðÄô£ÂÃ7ì¿aîèî· :¼²Gšoål@I-ÿ£þxÝ£õÌZ|jpÛ¿¬<³mXsÁáÙ±…_]70¼|ë©áwsÎËùW/«QÚýúÁËÂóKÆK’Š\„@<°ö¡ sg"¿õððÐuýÂýº…ûÆwùË•guweº3 Ï”¶¶üã5Ž6?ýnåˆCÚ~—ÿÓIUçw Ï^öÕðâudžü%€ˆ€ØogŸ“ûß¿yføÍŒ!ª£^¼ëìPµà|IRQúIî”ÿš…Ãr‹?V} `pX6wPxü–CÃW÷?MCÀåÝ>¹yØn#âÎLwgÉ  ð´áò¯œ7¨bø/‡´ ùå[uVûð̈>aý¨ýša=?ÿÿµýZzaÇÜM’TÅ£þGoêÝx@˜?±ÇçÿDÀ½ã»…)?ÙmxÜ5Р/ìPpÍÿóå?õØŠŸ\¹qå $Iÿ¨û/ïîÓmãèÓ;œXù{vhȧþ›§×/Ú|»_óÞKOkóöSƒÿߣ€$i+ÈèîÝåí#¨è^(Owkƒ¼Pxê¿EzC‡û¿Ûú®e§W†Žþ@’ô…º/w k˜2´Ó]q—¦;µEK êè?ê?~Œ¡Ý¹¶8øÑU~¼ìŒÊàô?H’jq`l×0ëÒ.ŸrTëƒãNMwkþR@ƒ9 Pxô_žž®ètÇ 6÷/ùqeX Iªæ%˜;ªK¸îœŽ÷ÇZp) Áœ(¼öŸ?úoŸÔmÁ÷Ú¼ðäm$IµÀ=ãª0mxç7ãNMwkþ,@ƒ¸`‡×þsGÿÿÑbÐÂSÚ„'$I™pG€éu3ËÊœ(¼ Þ¿ó?~T¡mR×IÇ”O$m;–••MŽ»5ݱ- >°C}_ÿÏŸþ¯HïVì1í¸Š…™pNÒÐê¼ìËxÕˆÎaõ¨nEíÉËwNê%IuÚü‰–ööÀš²²…q·¦;¶¢Æe€zÀN…§ÿ“ö¸í¸Šå™—ê¸êâìX3¹oX;wI*ù¸¢»Å½°¶¬lyÜ­5.ìÔ¿þ¿±¨sR¯Ç·^ ´íX_V¶:îÖtÇVÜЬ!ܘ¿þß%i¯Ûo] ´íXWVVwkºcó÷Ôë€yäol—~T¡Ïm’@u€gªÐ'ݱí nlÈþ¿{R_I :@ßtÇæ¿ A`—Ø@¨N°w ìRß(üÀéÇ$€êù~#`½ @¨(¨h°˜~|ë5’@uò=kJý$€êý$ @’$ @’>šÐ¯I¥§¦÷ ON+n‹®í M(¤ì=vC/$I$I$I$I$I$IPÛPucŸ°vö~ÅmÎ~þáÔ(z<Àü‰Ý3ÐäZ=¶‡8$5ù:@ IIH€@’’ $$I$I$I$IjxÅ_%üX†]Û$©©õä´~ I’ I’ $€$$ @ IIH€@’’ $€z¯êŠžaÍä¾ÅmÚ>~ˆ%  >‹ Ù”$€$ $I IIH’@’’$$€$ $I II¨{œ•tv uHÀ¶`hÒ¸êb$I$I$$€$ $I IIH’@’’$$€$ $I I’ I’ I’’$$€$ $I IIH’@’’$$€$ $ @’$ @’$ @’@’’$$€$ ÔÔ›“4ã+M£ÙûùûH±5ÓöÉü,µª®ìéï\ €@@H  €$€ @€TPÕ-½CÕM{Öº•×÷ ÎíÜ$zð²=ÃC×õËÔêY~•°@ °UWvÊôüù˜áÆ öÔÑŠÛ÷õ>@H  € @€ €@ P§­Lzèò.™zæÞÁá½×~•©÷ßøuxÿÍßµWVß¾fLýû¿ý 4°ò¾Á™ó¡ëö))|üŸoe~ÌqM“À;ÿû•LùÞ[¯5¼ôÔäÌÏ5.Œ,óÖÿ|©^°xò%u6)+Þxµ*óc¾öÒb¨Uÿú‚°eÃÇ™€À«ëï ß;S ®Ú D°!ù÷áß,ËÔ³_~vû1™š?±;Ô6oø0|ôÆ3µvþy%õÀvÀsÍý#ZÛ~1û„Ü?úYŠÿà@ÃÀ²Y'„ÇnúzQ[xMßâÿ6ÀþÞ|ee¦âoÌòohî½ë·@} ëÄ´úxC@ñðþëÿÞ{õù¢¶öþsŠ€7^­Êü˜¯½´8óë»àª^P²xýåÇrÿ×¶mùGJÿ²ôšð¢ÑEmé´P ¬¼opƒ~@ý`ñäKê߀úÀ†ÞÍý£Ÿ¥Wž¹£¤ð¯/. 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DO NOT MODIFY. * * This class was automatically generated by the * aapt tool from the resource data it found. It * should not be modified by hand. */ package com.zincland.powder; public final class R { public static final class attr { } public static final class drawable { public static final int abutton=0x7f020000; public static final int bbutton=0x7f020001; public static final int ic_launcher=0x7f020002; public static final int pie=0x7f020003; public static final int pie_select=0x7f020004; } public static final class id { public static final int norevertdefault=0x7f070005; public static final int openfiles=0x7f070006; public static final int revertdefaults=0x7f070003; public static final int rotateportrait=0x7f070000; public static final int showcontrols=0x7f070001; public static final int showfps=0x7f070002; public static final int stretchscreen=0x7f070007; public static final int yesrevertdefault=0x7f070004; } public static final class layout { public static final int main=0x7f030000; } public static final class menu { public static final int optionsmenu=0x7f060000; } public static final class string { public static final int app_name=0x7f040001; public static final int hello=0x7f040000; public static final int openfiles=0x7f040006; public static final int revertdefaults=0x7f040005; public static final int rotateportrait=0x7f040002; public static final int showcontrols=0x7f040003; public static final int showfps=0x7f040004; public static final int stretchscreen=0x7f040007; } public static final class style { public static final int windowNoTitle=0x7f050000; } } powder118_src/port/android/powder/proguard.cfg0000644000175300010010000000234012326067626016610 0ustar -optimizationpasses 5 -dontusemixedcaseclassnames -dontskipnonpubliclibraryclasses -dontpreverify -verbose -optimizations !code/simplification/arithmetic,!field/*,!class/merging/* -keep public class * extends android.app.Activity -keep public class * extends android.app.Application -keep public class * extends android.app.Service -keep public class * extends android.content.BroadcastReceiver -keep public class * extends android.content.ContentProvider -keep public class * extends android.app.backup.BackupAgentHelper -keep public class * extends android.preference.Preference -keep public class com.android.vending.licensing.ILicensingService -keepclasseswithmembernames class * { native ; } -keepclasseswithmembers class * { public (android.content.Context, android.util.AttributeSet); } -keepclasseswithmembers class * { public (android.content.Context, android.util.AttributeSet, int); } -keepclassmembers class * extends android.app.Activity { public void *(android.view.View); } -keepclassmembers enum * { public static **[] values(); public static ** valueOf(java.lang.String); } -keep class * implements android.os.Parcelable { public static final android.os.Parcelable$Creator *; } powder118_src/port/android/powder/project.properties0000644000175300010010000000055012075421627020065 0ustar # This file is automatically generated by Android Tools. # Do not modify this file -- YOUR CHANGES WILL BE ERASED! # # This file must be checked in Version Control Systems. # # To customize properties used by the Ant build system use, # "ant.properties", and override values to adapt the script to your # project structure. # Project target. target=android-8 powder118_src/port/windows/0000755000175300010010000000000013244453367013060 5ustar powder118_src/port/windows/win2005.vcproj0000644000175300010010000001560411253321044015377 0ustar powder118_src/port/windows/Powder_vc9.sln0000644000175300010010000001025011501171562015601 0ustar  Microsoft Visual Studio Solution File, Format Version 10.00 # Visual C++ Express 2008 Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "Powder", "Powder_vc9.vcproj", "{252CF4CE-A37B-47D9-A9DF-99E84B651D38}" ProjectSection(ProjectDependencies) = postProject {4356FC1F-6CAD-4D6E-8C48-92101F2A3C29} = {4356FC1F-6CAD-4D6E-8C48-92101F2A3C29} {CEC86F4E-91A9-4B55-B012-1585D5637BDB} = {CEC86F4E-91A9-4B55-B012-1585D5637BDB} {40267354-B68A-4602-B4E1-17FF3A89D5C5} = {40267354-B68A-4602-B4E1-17FF3A89D5C5} {26F91D61-7BA8-49B3-90B1-4E1242C2E7BC} = {26F91D61-7BA8-49B3-90B1-4E1242C2E7BC} {E7ED779D-67B5-4944-920A-97AB6103C6A1} = {E7ED779D-67B5-4944-920A-97AB6103C6A1} {B99125D8-7883-42FB-B390-7CCD829BB795} = {B99125D8-7883-42FB-B390-7CCD829BB795} EndProjectSection EndProject Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "bmp2c", "bmp2c_vc9\bmp2c_vc9.vcproj", "{E7ED779D-67B5-4944-920A-97AB6103C6A1}" EndProject Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "encyclopedia2c", "encyclopedia2c_vc9\encyclopedia2c_vc9.vcproj", "{CEC86F4E-91A9-4B55-B012-1585D5637BDB}" EndProject Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "enummaker", "enummaker_vc9\enummaker_vc9.vcproj", "{26F91D61-7BA8-49B3-90B1-4E1242C2E7BC}" EndProject Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "map2c", "map2c_vc9\map2c_vc9.vcproj", "{4356FC1F-6CAD-4D6E-8C48-92101F2A3C29}" EndProject Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "txt2c", "txt2c_vc9\txt2c_vc9.vcproj", "{B99125D8-7883-42FB-B390-7CCD829BB795}" EndProject Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "tile2c", "tile2c_vc9\tile2c_vc9.vcproj", "{40267354-B68A-4602-B4E1-17FF3A89D5C5}" EndProject Global GlobalSection(SolutionConfigurationPlatforms) = preSolution Debug|Win32 = Debug|Win32 Release|Win32 = Release|Win32 EndGlobalSection GlobalSection(ProjectConfigurationPlatforms) = postSolution {252CF4CE-A37B-47D9-A9DF-99E84B651D38}.Debug|Win32.ActiveCfg = Debug|Win32 {252CF4CE-A37B-47D9-A9DF-99E84B651D38}.Debug|Win32.Build.0 = Debug|Win32 {252CF4CE-A37B-47D9-A9DF-99E84B651D38}.Release|Win32.ActiveCfg = Release|Win32 {252CF4CE-A37B-47D9-A9DF-99E84B651D38}.Release|Win32.Build.0 = Release|Win32 {E7ED779D-67B5-4944-920A-97AB6103C6A1}.Debug|Win32.ActiveCfg = Debug|Win32 {E7ED779D-67B5-4944-920A-97AB6103C6A1}.Debug|Win32.Build.0 = Debug|Win32 {E7ED779D-67B5-4944-920A-97AB6103C6A1}.Release|Win32.ActiveCfg = Release|Win32 {E7ED779D-67B5-4944-920A-97AB6103C6A1}.Release|Win32.Build.0 = Release|Win32 {CEC86F4E-91A9-4B55-B012-1585D5637BDB}.Debug|Win32.ActiveCfg = Debug|Win32 {CEC86F4E-91A9-4B55-B012-1585D5637BDB}.Debug|Win32.Build.0 = Debug|Win32 {CEC86F4E-91A9-4B55-B012-1585D5637BDB}.Release|Win32.ActiveCfg = Release|Win32 {CEC86F4E-91A9-4B55-B012-1585D5637BDB}.Release|Win32.Build.0 = Release|Win32 {26F91D61-7BA8-49B3-90B1-4E1242C2E7BC}.Debug|Win32.ActiveCfg = Debug|Win32 {26F91D61-7BA8-49B3-90B1-4E1242C2E7BC}.Debug|Win32.Build.0 = Debug|Win32 {26F91D61-7BA8-49B3-90B1-4E1242C2E7BC}.Release|Win32.ActiveCfg = Release|Win32 {26F91D61-7BA8-49B3-90B1-4E1242C2E7BC}.Release|Win32.Build.0 = Release|Win32 {4356FC1F-6CAD-4D6E-8C48-92101F2A3C29}.Debug|Win32.ActiveCfg = Debug|Win32 {4356FC1F-6CAD-4D6E-8C48-92101F2A3C29}.Debug|Win32.Build.0 = Debug|Win32 {4356FC1F-6CAD-4D6E-8C48-92101F2A3C29}.Release|Win32.ActiveCfg = Release|Win32 {4356FC1F-6CAD-4D6E-8C48-92101F2A3C29}.Release|Win32.Build.0 = Release|Win32 {B99125D8-7883-42FB-B390-7CCD829BB795}.Debug|Win32.ActiveCfg = Debug|Win32 {B99125D8-7883-42FB-B390-7CCD829BB795}.Debug|Win32.Build.0 = Debug|Win32 {B99125D8-7883-42FB-B390-7CCD829BB795}.Release|Win32.ActiveCfg = Release|Win32 {B99125D8-7883-42FB-B390-7CCD829BB795}.Release|Win32.Build.0 = Release|Win32 {40267354-B68A-4602-B4E1-17FF3A89D5C5}.Debug|Win32.ActiveCfg = Debug|Win32 {40267354-B68A-4602-B4E1-17FF3A89D5C5}.Debug|Win32.Build.0 = Debug|Win32 {40267354-B68A-4602-B4E1-17FF3A89D5C5}.Release|Win32.ActiveCfg = Release|Win32 {40267354-B68A-4602-B4E1-17FF3A89D5C5}.Release|Win32.Build.0 = Release|Win32 EndGlobalSection GlobalSection(SolutionProperties) = preSolution HideSolutionNode = FALSE EndGlobalSection EndGlobal powder118_src/port/windows/Powder_vc9.vcproj0000644000175300010010000002033711501171562016317 0ustar powder118_src/port/windows/POWDER.sln0000644000175300010010000000156210222773665014601 0ustar Microsoft Visual Studio Solution File, Format Version 8.00 Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "windows", "windows.vcproj", "{3BB02D8A-E057-4010-9359-6A89B812E043}" ProjectSection(ProjectDependencies) = postProject EndProjectSection EndProject Global GlobalSection(SolutionConfiguration) = preSolution Debug = Debug Release = Release EndGlobalSection GlobalSection(ProjectConfiguration) = postSolution {3BB02D8A-E057-4010-9359-6A89B812E043}.Debug.ActiveCfg = Debug|Win32 {3BB02D8A-E057-4010-9359-6A89B812E043}.Debug.Build.0 = Debug|Win32 {3BB02D8A-E057-4010-9359-6A89B812E043}.Release.ActiveCfg = Release|Win32 {3BB02D8A-E057-4010-9359-6A89B812E043}.Release.Build.0 = Release|Win32 EndGlobalSection GlobalSection(ExtensibilityGlobals) = postSolution EndGlobalSection GlobalSection(ExtensibilityAddIns) = postSolution EndGlobalSection EndGlobal powder118_src/port/windows/icon1.ico0000644000175300010010000000427611147145565014574 0ustar  ¨( @€€€€€€€€€ÀÀÀÀÜÀðʦ """)))UUUMMMBBB999€|ÿPPÿ“ÖÿìÌÆÖïÖçç©­3f™Ì3333f3™3Ì3ÿff3fff™fÌfÿ™™3™f™™™Ì™ÿÌÌ3ÌfÌ™ÌÌÌÿÿfÿ™ÿÌ3333f3™3Ì3ÿ3333333f33™33Ì33ÿ3f3f33ff3f™3fÌ3fÿ3™3™33™f3™™3™Ì3™ÿ3Ì3Ì33Ìf3Ì™3ÌÌ3Ìÿ3ÿ33ÿf3ÿ™3ÿÌ3ÿÿff3fff™fÌfÿf3f33f3ff3™f3Ìf3ÿffff3fffff™ffÌf™f™3f™ff™™f™Ìf™ÿfÌfÌ3fÌ™fÌÌfÌÿfÿfÿ3fÿ™fÿÌÌÿÿÌ™™™3™™™™Ì™™33™f™3Ì™ÿ™f™f3™3f™f™™fÌ™3ÿ™™3™™f™™™™™Ì™™ÿ™Ì™Ì3fÌf™Ì™™ÌÌ™Ìÿ™ÿ™ÿ3™Ìf™ÿ™™ÿÌ™ÿÿÌ™3ÌfÌ™ÌÌ™3Ì33Ì3fÌ3™Ì3ÌÌ3ÿÌfÌf3™ffÌf™ÌfÌ™fÿ̙̙3Ì™fÌ™™Ì™ÌÌ™ÿÌÌÌÌ3ÌÌfÌÌ™ÌÌÌÌÌÿÌÿÌÿ3™ÿfÌÿ™ÌÿÌÌÿÿÌ3ÿfÿ™Ì3ÿ33ÿ3fÿ3™ÿ3Ìÿ3ÿÿfÿf3Ìffÿf™ÿfÌÌfÿÿ™ÿ™3ÿ™fÿ™™ÿ™Ìÿ™ÿÿÌÿÌ3ÿÌfÿÌ™ÿÌÌÿÌÿÿÿ3Ìÿfÿÿ™ÿÿÌffÿfÿffÿÿÿffÿfÿÿÿf!¥___www†††–––ËË˲²²×××ÝÝÝãããêêêñññøøøðûÿ¤  €€€ÿÿÿÿÿÿÿÿÿÿÿÿ+++++++KKKKKKKKKKKKKKKKKKKKKKKKK+++++RRRRRRRRRRRRRRRRRRRRRKKKKKK+++++RRRRRRRRRRRRRRRRRRRRRRRKKKK+++++++RRRRRRRRRRRRRRRRRRRRRRKKK+++++++RRRRRRRRRRRRRRRRRRRRRRRKK+++++RRRRRRRRRRRRRRRRRRRRRRRRRKK+++++RRRRRRRRRRRRRRRRRRRRRRRRRKK+++++RRRRRRRRRRRRRRRRRRRRRRRRRKK+++++RRRRRRRRRRRRRRRRRRRRRRRRRKK+++++RRRRRRRRRR++++RRRRRRRRRRRKK+++++RRRRRRRRR+KKKKKRRRRRRRRRRKK+++++RRRRRRRR+KKKKKKKRRRRRRRRRKK+++KÿKKKÿÿKÿÿÿÿKÿKKÿKÿKÿKKK+++KÿKKKÿÿÿKÿÿÿKÿÿÿKÿÿÿKÿKÿKKK+++KÿKKKÿKÿKÿKÿKÿKÿKÿKÿKKKÿKÿKKK+++KÿKKKÿKÿKÿKÿKÿKÿKÿKÿKKKÿKÿKKK+++KÿÿKKÿKÿKÿKÿKÿKÿKÿKÿKÿKÿKKK+++KÿKÿKÿKÿKÿKÿKÿKÿKÿKÿKKKÿKKKK+++KÿKÿKÿKÿKÿKÿKÿKÿKÿKÿKKKÿKöKKK+++KÿKÿKÿKÿKÿKÿKÿKÿKÿKÿKKKÿKÿKKK+++KÿÿÿKÿÿÿKÿKKKÿKÿÿKKÿÿÿKÿÿÿKKK+++++RRRRRRRRR+KKKKKRRRRRRRRRRKK+++++RRRRRRRRRR++++RRRRRRRRRRRKK+++++RRRRRRRRRRRRRRRRRRRRRRRRRKK+++++RRRRRRRRRRRRRRRRRRRRRRRRRKK+++++RRRRRRRRRRRRRRRRRRRRRRRRRKK+++++RRRRRRRRRRRRRRRRRRRRRRRRRKK+++++++RRRRRRRRRRRRRRRRRRRRRRRKK+++++++RRRRRRRRRRRRRRRRRRRRRRKKK+++++RRRRRRRRRRRRRRRRRRRRRRRKKKK+++++RRRRRRRRRRRRRRRRRRRRRKKKKKK+++++++KKKKKKKKKKKKKKKKKKKKKKKKKpowder118_src/port/windows/winmain.cpp0000644000175300010010000000122111253321044015202 0ustar /* -- Include the precompiled libraries -- */ #ifdef WIN32 #pragma comment(lib, "SDL.lib") #pragma comment(lib, "SDLmain.lib") #endif #include "SDL.h" #ifdef _WIN32_WCE #include char *strdup(const char *s) { return _strdup(s); } #endif #ifdef main #undef main #endif #define main gba_main #include "../../main.cpp" #undef main #include // We suppress our console window in this fashion. #ifdef WIN32 int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow) #else int main(int argc, char **argv) #endif { // Call our main. gba_main(); SDL_Quit( ); return 0; } powder118_src/port/windows/windows.rc0000644000175300010010000000330311137120601015054 0ustar // Microsoft Visual C++ generated resource script. // // I have absolutely no idea what resource3.h refers to. //#include "resource3.h" #define APSTUDIO_READONLY_SYMBOLS ///////////////////////////////////////////////////////////////////////////// // // Generated from the TEXTINCLUDE 2 resource. // #include "afxres.h" ///////////////////////////////////////////////////////////////////////////// #undef APSTUDIO_READONLY_SYMBOLS ///////////////////////////////////////////////////////////////////////////// // English (U.S.) resources #if !defined(AFX_RESOURCE_DLL) || defined(AFX_TARG_ENU) #ifdef _WIN32 LANGUAGE LANG_ENGLISH, SUBLANG_ENGLISH_US #pragma code_page(1252) #endif //_WIN32 #ifdef APSTUDIO_INVOKED ///////////////////////////////////////////////////////////////////////////// // // TEXTINCLUDE // 1 TEXTINCLUDE BEGIN "resource3.h\0" END 2 TEXTINCLUDE BEGIN "#include ""afxres.h""\r\n" "\0" END 3 TEXTINCLUDE BEGIN "\r\n" "\0" END #endif // APSTUDIO_INVOKED ///////////////////////////////////////////////////////////////////////////// // // Icon // // Icon with lowest ID value placed first to ensure application icon // remains consistent on all systems. IDI_ICON1 ICON "icon1.ico" #endif // English (U.S.) resources ///////////////////////////////////////////////////////////////////////////// #ifndef APSTUDIO_INVOKED ///////////////////////////////////////////////////////////////////////////// // // Generated from the TEXTINCLUDE 3 resource. // ///////////////////////////////////////////////////////////////////////////// #endif // not APSTUDIO_INVOKED powder118_src/port/windows/windows.vcproj0000644000175300010010000001374411253321044015770 0ustar powder118_src/port/windows/POWDER2005.sln0000644000175300010010000000152610600506411015067 0ustar Microsoft Visual Studio Solution File, Format Version 9.00 # Visual Studio 2005 Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "windows", "win2005.vcproj", "{3BB02D8A-E057-4010-9359-6A89B812E043}" EndProject Global GlobalSection(SolutionConfigurationPlatforms) = preSolution Debug|Win32 = Debug|Win32 Release|Win32 = Release|Win32 EndGlobalSection GlobalSection(ProjectConfigurationPlatforms) = postSolution {3BB02D8A-E057-4010-9359-6A89B812E043}.Debug|Win32.ActiveCfg = Debug|Win32 {3BB02D8A-E057-4010-9359-6A89B812E043}.Debug|Win32.Build.0 = Debug|Win32 {3BB02D8A-E057-4010-9359-6A89B812E043}.Release|Win32.ActiveCfg = Release|Win32 {3BB02D8A-E057-4010-9359-6A89B812E043}.Release|Win32.Build.0 = Release|Win32 EndGlobalSection GlobalSection(SolutionProperties) = preSolution HideSolutionNode = FALSE EndGlobalSection EndGlobal powder118_src/port/windows/readme_vc9.txt0000644000175300010010000000130711501171562015624 0ustar POWDER Visual C++ 2008 Express Edition (VC9) Solution File Quick guide: - Download and install Microsoft Visual C++ 2008 Express Edition - Download and extract libSDL Win32 development libraries - Add SDL include and library directories to VC configuration - Download and extract POWDER source code - Extract this archive to POWDER source code directory (all files should be in \port\windows) - Open powder_vc9.sln, VC should start up - Choose configuration (Debug|Release) - Build POWDER - Copy SDL.dll to build directory \port\windows\(Debug|Release) - Start Powder.exe If you want to clean up after you, start prebuild_clean.bat Cheers, Andreas Böhm powder118_src/port/windows/prebuild_cleanup.bat0000755000175300010010000000107511501171562017057 0ustar @echo off echo Cleaning up prebuilt files... del ..\..\gfx\slug_and_blood.bmp.c del ..\..\gfx\slug_and_blood_hires.bmp.c del ..\..\gfx\icon_sdl.bmp.c del ..\..\encyclopedia.h del ..\..\encyclopedia.cpp del ..\..\glbdef.h del ..\..\glbdef.cpp del ..\..\rooms\*.cpp del ..\..\rooms\*.h del ..\..\gfx\classic\*.c del ..\..\gfx\distorted\*.c del ..\..\gfx\adambolt\*.c del ..\..\gfx\nethack\*.c del ..\..\gfx\ascii\*.c del ..\..\gfx\akoimeexx\*.c del ..\..\gfx\ibsongrey\*.c del ..\..\gfx\lomaka\*.c del ..\..\license.cpp del ..\..\credits.cpp powder118_src/port/windows/.cvsignore0000644000175300010010000000004010126003610015024 0ustar Release Debug *.ncb *.suo *.sav powder118_src/port/ds/0000755000175300010010000000000013244453370011766 5ustar powder118_src/port/ds/dsmain.cpp0000644000175300010010000000265710727656471013771 0ustar #ifdef main #undef main #endif #define main gba_main #include "../../main.cpp" #undef main #include int main() { // Before we call our main and crash, we try a toy NDS example. irqInit(); // irqSet(IRQ_VBLANK, Vblank); // irqEnable(IRQ_VBLANK); videoSetMode(0); //not using the main screen videoSetModeSub(MODE_0_2D | DISPLAY_BG0_ACTIVE); //sub bg 0 will be used to print text vramSetBankC(VRAM_C_SUB_BG); // vramSetBankA(VRAM_A_MAIN_BG); vramSetBankA(VRAM_A_LCD); SUB_BG0_CR = BG_MAP_BASE(31); int i; for (i = 0; i < 255; i++) { BG_PALETTE_SUB[i] = RGB15(0,0,0); } BG_PALETTE_SUB[255] = RGB15(31,31,31); //by default font will be rendered with color 255 //consoleInit() is a lot more flexible but this gets you up and running quick consoleInitDefault((u16*)SCREEN_BASE_BLOCK_SUB(31), (u16*)CHAR_BASE_BLOCK_SUB(0), 16); // Push the cursor to the bottom so stuff seems to scroll out of // the top of the play window. for (int i = 0; i < 30; i++) { iprintf("\n"); } iprintf(" POWDER\n"); iprintf(" www.zincland.com/powder\n"); #if 0 while(1) { swiWaitForVBlank(); } #endif // We want the main window to be on the bottom as that is most useful // for all stylus actions. It also ensures that text scrolls as expected. lcdMainOnBottom(); // Call our main. gba_main(); return 0; } powder118_src/port/ds/hamfake.h0000644000175300010010000000656310730407102013532 0ustar /* * PROPRIETARY INFORMATION. This software is proprietary to POWDER * Development, and is not to be reproduced, transmitted, or disclosed * in any way without written permission. * * Produced by: Jeff Lait * * POWDER Development * * NAME: hamfake.h ( POWDER Library, C++ ) * * COMMENTS: */ #ifndef __hamfake__ #define __hamfake__ #include "../../control.h" // // External Hooks // void hamfake_rebuildScreen(); void hamfake_awaitEvent(); u16 *hamfake_lockScreen(); void hamfake_unlockScreen(u16 *screen); char *hamfake_writeLockSRAM(); void hamfake_writeUnlockSRAM(char *); char *hamfake_readLockSRAM(); void hamfake_readUnlockSRAM(char *); // Flags that we are done writing to the SRAM. Allows us to only // write to disk once. void hamfake_endWritingSession(); void hamfake_softReset(); // Is file system present? bool hamfake_fatvalid(); // // Type clones. // struct tile_info { u8 blockid; // Block address of this tileset. }; typedef tile_info *tile_info_ptr; struct map_info { u8 blockid; // Block address of this map. bool largemap; }; typedef map_info *map_info_ptr; struct bg_info { map_info_ptr mi; tile_info_ptr ti; int scrollx, scrolly; }; extern bg_info ham_bg[]; // // Raw data accessors. // int hamfake_isAnyPressed(); bool hamfake_isPressed(BUTTONS button); #define F_CTRLINPUT_UP_PRESSED hamfake_isPressed(BUTTON_UP) #define F_CTRLINPUT_DOWN_PRESSED hamfake_isPressed(BUTTON_DOWN) #define F_CTRLINPUT_LEFT_PRESSED hamfake_isPressed(BUTTON_LEFT) #define F_CTRLINPUT_RIGHT_PRESSED hamfake_isPressed(BUTTON_RIGHT) #define F_CTRLINPUT_A_PRESSED hamfake_isPressed(BUTTON_A) #define F_CTRLINPUT_B_PRESSED hamfake_isPressed(BUTTON_B) #define F_CTRLINPUT_R_PRESSED hamfake_isPressed(BUTTON_R) #define F_CTRLINPUT_L_PRESSED hamfake_isPressed(BUTTON_L) #define F_CTRLINPUT_SELECT_PRESSED hamfake_isPressed(BUTTON_SELECT) #define F_CTRLINPUT_START_PRESSED hamfake_isPressed(BUTTON_START) #define R_CTRLINPUT \ hamfake_isAnyPressed() // Gets a new keypress. Returns 0 if no keypress is ready. // Clears key after getting it. int hamfake_getKeyPress(bool onlyascii); void hamfake_clearKeyboardBuffer(); void hamfake_insertKeyPress(int key); void hamfake_setScrollX(int layer, int scroll); void hamfake_setScrollY(int layer, int scroll); #define M_BG0SCRLX_SET(xoff) \ hamfake_setScrollX(0, xoff); #define M_BG0SCRLY_SET(yoff) \ hamfake_setScrollY(0, yoff); #define M_BG1SCRLX_SET(xoff) \ hamfake_setScrollX(1, xoff); #define M_BG1SCRLY_SET(yoff) \ hamfake_setScrollY(1, yoff); #define M_BG2SCRLX_SET(xoff) \ hamfake_setScrollX(2, xoff); #define M_BG2SCRLY_SET(yoff) \ hamfake_setScrollY(2, yoff); #define M_BG3SCRLX_SET(xoff) \ hamfake_setScrollX(3, xoff); #define M_BG3SCRLY_SET(yoff) \ hamfake_setScrollY(3, yoff); // // Cloned Ham functions // void ham_Init(); void ham_StartIntHandler(u8 intno, void (*fp)()); void ham_SetBgMode(u8 mode); void ham_LoadBGPal(void *vpal, int bytes); map_info_ptr ham_InitMapEmptySet(u8 size, u8 ); tile_info_ptr ham_InitTileEmptySet(u16 entries, u8 , u8); void ham_InitBg(int layer, int foo, int bar, int baz); void ham_CreateWin(int wid, int x1, int y1, int x2, int y2, int inside, int outside, int fx); void ham_DeleteWin(int wid); void ham_SetMapTile(int layer, int mx, int my, int tileidx); void ham_ReloadTileGfx(tile_info_ptr tiledata, const u16 *data, int destidx, int numtile); #endif powder118_src/port/ds/mygba.h0000644000175300010010000000203510762662630013241 0ustar /* * PROPRIETARY INFORMATION. This software is proprietary to POWDER * Development, and is not to be reproduced, transmitted, or disclosed * in any way without written permission. * * Produced by: Jeff Lait * * POWDER Development * * NAME: mygba.h ( POWDER Library, C++ ) * * COMMENTS: * This is a fake version of the HAM libraries mygba.h. * It redefines the functions we need using hamfake.cpp. */ #ifndef __mygba__ #define __mygba__ #include // #define STRESS_TEST #define HAS_XYBUTTON #define HAS_STYLUS #define HAS_DISKIO typedef unsigned char u8; typedef signed char s8; typedef unsigned short u16; typedef signed short s16; #if 0 typedef unsigned int u32; typedef signed int s32; #else typedef uint32_t u32; typedef int32_t s32; #endif #define INT_TYPE_VBL 0 #define INT_TYPE_HBL 1 #define WIN_BG0 0x01 #define WIN_BG1 0x02 #define WIN_BG2 0x04 #define WIN_BG3 0x08 #define WIN_OBJ 0x10 #include "hamfake.h" #include #include #include #include #endif powder118_src/port/ds/Makefile0000644000175300010010000001102310743262770013426 0ustar #--------------------------------------------------------------------------------- .SUFFIXES: #--------------------------------------------------------------------------------- ifeq ($(strip $(DEVKITARM)),) $(error "Please set DEVKITARM in your environment. export DEVKITARM=devkitARM") endif include $(DEVKITARM)/ds_rules #--------------------------------------------------------------------------------- # TARGET is the name of the output # BUILD is the directory where object files & intermediate files will be placed # SOURCES is a list of directories containing source code # INCLUDES is a list of directories containing extra header files #--------------------------------------------------------------------------------- TARGET := powder #--------------------------------------------------------------------------------- # any extra libraries we wish to link with the project #--------------------------------------------------------------------------------- LIBS := -lfat -lnds9 #--------------------------------------------------------------------------------- # list of directories containing libraries, this must be the top level containing # include and lib #--------------------------------------------------------------------------------- LIBDIRS := $(LIBNDS) #--------------------------------------------------------------------------------- # options for code generation #--------------------------------------------------------------------------------- ARCH := -mthumb -mthumb-interwork INCLUDE := -I$(LIBNDS)/include -I$(CURDIR) LIBPATHS := $(foreach dir,$(LIBDIRS),-L$(dir)/lib) CFLAGS := -g -Wall -O1\ -march=armv5te -mtune=arm946e-s -fomit-frame-pointer\ -ffast-math -fno-short-enums \ $(ARCH) CFLAGS += $(INCLUDE) -DARM9 -DUSING_DS CXXFLAGS := $(CFLAGS) -fno-rtti -fno-exceptions ASFLAGS := -g $(ARCH) LDFLAGS = -specs=ds_arm9.specs -g $(ARCH) -mno-fpu -Wl,-Map,$(notdir $*.map) #--------------------------------------------------------------------------------- # no real need to edit anything past this point unless you need to add additional # rules for different file extensions #--------------------------------------------------------------------------------- #--------------------------------------------------------------------------------- OUTPUT := $(CURDIR)/$(TARGET) VPATH := DEPSDIR := $(CURDIR) CFILES := CPPFILES := dsmain.cpp \ hamfake.cpp \ ../../action.cpp \ ../../assert.cpp \ ../../ai.cpp \ ../../artifact.cpp \ ../../bmp.cpp \ ../../build.cpp \ ../../buf.cpp \ ../../control.cpp \ ../../creature.cpp \ ../../dpdf_table.cpp \ ../../encyc_support.cpp \ ../../gfxengine.cpp \ ../../grammar.cpp \ ../../hiscore.cpp \ ../../input.cpp \ ../../intrinsic.cpp \ ../../item.cpp \ ../../map.cpp \ ../../mobref.cpp \ ../../msg.cpp \ ../../name.cpp \ ../../piety.cpp \ ../../rand.cpp \ ../../signpost.cpp \ ../../smokestack.cpp \ ../../speed.cpp \ ../../sramstream.cpp \ ../../stylus.cpp \ ../../victory.cpp \ ../../encyclopedia.cpp \ ../../glbdef.cpp \ ../../credits.cpp \ ../../license.cpp \ ../../gfx/all_bitmaps.cpp \ ../../rooms/allrooms.cpp SFILES := BINFILES := #--------------------------------------------------------------------------------- # use CXX for linking C++ projects, CC for standard C #--------------------------------------------------------------------------------- LD := $(CXX) OFILES := $(addsuffix .o,$(BINFILES)) \ $(CPPFILES:.cpp=.o) $(CFILES:.c=.o) $(SFILES:.s=.o) DEPENDS := $(OFILES:.o=.d) #--------------------------------------------------------------------------------- # main targets #--------------------------------------------------------------------------------- $(OUTPUT).ds.gba : $(OUTPUT).nds # $(OUTPUT).nds : $(OUTPUT).arm9 $(OUTPUT).nds: $(OUTPUT).arm9 ndstool -c powder.nds -7 $(DEVKITPRO)/libnds/basic.arm7 -9 powder.arm9 -b ../../gfx/icon_nds.bmp "POWDER `cat ../../VERSION.TXT`; By Jeff Lait; " $(OUTPUT).arm9 : $(OUTPUT).elf $(OUTPUT).elf : $(OFILES) #--------------------------------------------------------------------------------- %.bin.o : %.bin #--------------------------------------------------------------------------------- @echo $(notdir $<) @$(bin2o) -include $(DEPENDS) #--------------------------------------------------------------------------------- #--------------------------------------------------------------------------------- clean: @echo clean ... rm -f $(OFILES) $(DEPENDS) $(TARGET).elf $(TARGET).nds $(TARGET).arm9 $(TARGET).ds.gba powder118_src/port/ds/hamfake.cpp0000644000175300010010000003365311104734566014102 0ustar /* * PROPRIETARY INFORMATION. This software is proprietary to POWDER * Development, and is not to be reproduced, transmitted, or disclosed * in any way without written permission. * * Produced by: Jeff Lait * * POWDER Development * * NAME: hamfake.cpp ( POWDER Library, C++ ) * * COMMENTS: * This file implements all the fake ham functions. * It also stores the global state of the hardware. */ #include "mygba.h" #include "hamfake.h" #include "../../gfxengine.h" #include "../../bmp.h" #include "../../control.h" #include #include #include #define SRAMSIZE 65536 #define KEY_REPEAT_INITIAL 15 #define KEY_REPEAT_AFTER 7 // // Global GBA state: // bg_info ham_bg[4]; int ham_vramtop = 0; u8 ham_winin[2], ham_winout[2]; bool ham_fatvalid = false; bool ham_extratileset = false; short glbStylusX, glbStylusY; bool glbStylusState; // It is important to use this rather than the SpriteEntry // defined in sprite.h because it uses a union of enums and // we don't allow short enums, so it will have the entirely // wrong size. struct POWDER_SpriteEntry { u16 attribute[4]; }; static const int POWDER_SPRITES = 128; POWDER_SpriteEntry glbSpriteList[POWDER_SPRITES]; bool glbSpriteDirty = false; // This is the path, including trailing slash, where we will // save all of our data such as .SAV files and character dumps. // If it doesn't exist, we create it on start up. If creation // fails, we dump a warning and use / const char *glbAbsoluteDataPath; // Keyboard state: void hamfake_rebuildScreen() { } void updateOAM() { if (!glbSpriteDirty) return; // Compiling without short-enums can cause problems with DS // data structures. DC_FlushRange(glbSpriteList,POWDER_SPRITES*sizeof(POWDER_SpriteEntry)); dmaCopy(glbSpriteList, OAM, POWDER_SPRITES*sizeof(POWDER_SpriteEntry)); glbSpriteDirty = false; } // Wait for an event to occur. void hamfake_awaitEvent() { // Check for the lid going down, in which case we power down until // it goes up... if (ctrl_rawpressed(BUTTON_LID)) { u16 powerstatus; powerstatus = REG_POWERCNT; REG_POWERCNT = 0; while (ctrl_rawpressed(BUTTON_LID)) { // Can't await frame here as we are already doing so :> // Note that they await a VGL, // perhaps that would halt the porcessor // for more savings? // Apparently it does, which is why we added it to // the main loop but foolishly forgot it in the powerdown loop, // ironically thus consuming less CPU power when the lid // is open as opposed to closed. swiWaitForVBlank(); } REG_POWERCNT = powerstatus; } updateOAM(); swiWaitForVBlank(); } // Return our internal screen. u16 * hamfake_lockScreen() { // Because we are the very epitome of laziness, // we give the proper offset to center this GBA style // rather than fixing everything else. return VRAM_A + 8 + 16 * 256; } void hamfake_unlockScreen(u16 *) { } char *glbSRAM = 0; // Deal with our SRAM buffer. char * hamfake_writeLockSRAM() { // TODO: determine if we are proper PASSME or not before // writing to SRAM. if (!glbSRAM) { glbSRAM = (char *)malloc(SRAMSIZE); // Read our .sav file from fat if possible. if (ham_fatvalid) { FILE *fp; fp = hamfake_fopen("powder.sav", "rb"); if (!fp) { iprintf("No save file found.\n"); } else { fread(glbSRAM, SRAMSIZE, 1, fp); fclose(fp); } } } return glbSRAM; } void hamfake_writeUnlockSRAM(char *) { } char * hamfake_readLockSRAM() { return hamfake_writeLockSRAM(); } void hamfake_readUnlockSRAM(char *) { } void hamfake_endWritingSession() { // Why the hell do I have a write unlock if there is an endWritingSession? FILE *fp; fp = hamfake_fopen("powder.sav", "wb"); if (!fp) { iprintf("Failure to open powder.sav for writing!\n"); return; } fwrite(glbSRAM, SRAMSIZE, 1, fp); fclose(fp); } bool hamfake_fatvalid() { return ham_fatvalid; } // Called to run our event poll void hamfake_pollEvents() { updateOAM(); scanKeys(); touchPosition pos = touchReadXY(); glbStylusX = pos.px; glbStylusY = pos.py; glbStylusState = (keysHeld() & KEY_TOUCH) ? true : false; } bool hamfake_isPressed(BUTTONS button) { hamfake_pollEvents(); switch (button) { case BUTTON_UP: return keysHeld() & KEY_UP; case BUTTON_DOWN: return keysHeld() & KEY_DOWN; case BUTTON_LEFT: return keysHeld() & KEY_LEFT; case BUTTON_RIGHT: return keysHeld() & KEY_RIGHT; case BUTTON_SELECT: return keysHeld() & KEY_SELECT; case BUTTON_START: return keysHeld() & KEY_START; case BUTTON_A: return keysHeld() & KEY_A; case BUTTON_B: return keysHeld() & KEY_B; case BUTTON_R: return keysHeld() & KEY_R; case BUTTON_L: return keysHeld() & KEY_L; case BUTTON_X: return keysHeld() & KEY_X; case BUTTON_Y: return keysHeld() & KEY_Y; case BUTTON_TOUCH: return keysHeld() & KEY_TOUCH; case BUTTON_LID: return keysHeld() & KEY_LID; case NUM_BUTTONS: return false; } return false; } int hamfake_isAnyPressed() { hamfake_pollEvents(); if (keysHeld() == 0) { // For backwards compatability with R_CTRLINPUT the sense of this // return is a bit odd... return 0x3FF; } return 0; } int hamfake_peekKeyPress() { return 0; } int hamfake_getKeyPress(bool onlyascii) { return 0; } void hamfake_insertKeyPress(int key) { return; } void hamfake_clearKeyboardBuffer() { } void hamfake_setScrollX(int layer, int scroll) { BG_OFFSET[layer].x = scroll; } void hamfake_setScrollY(int layer, int scroll) { BG_OFFSET[layer].y = scroll; } void ham_Init() { if (fatInitDefault()) { iprintf("FAT system initialized\n"); ham_fatvalid = true; // Determine our save directory struct stat buffer; int status; status = stat("/data", &buffer); if (status < 0) { // An error, try to make the directory. mkdir("/data", S_IRWXU | S_IRWXG | S_IRWXO); } status = stat("/data/powder", &buffer); if (status < 0) { // Again, an error, so try another make. I don't // think mkdir will make two... mkdir("/data/powder", S_IRWXU | S_IRWXG | S_IRWXO); } // And stat again.. status = stat("/data/powder", &buffer); if (!status && S_ISDIR(buffer.st_mode)) { // Everything is cool! glbAbsoluteDataPath = "/data/powder/"; } else { // Failed to create directory... iprintf("Failed to find/create /data/powder. POWDER's data will be saved to the root of your flash card.\n"); } // Attempt to load foreign images. if (bmp_loadExtraTileset()) { ham_extratileset = true; iprintf("Extra tileset loaded.\n"); } } else { iprintf("No FAT system found - save disabled\n"); ham_fatvalid = false; } int i; for (i = 0; i < POWDER_SPRITES; i++) { glbSpriteList[i].attribute[0] = ATTR0_DISABLED; glbSpriteList[i].attribute[1] = ATTR1_SIZE_16; glbSpriteList[i].attribute[2] = 0; glbSpriteList[i].attribute[3] = 0; } } void ham_StartIntHandler(u8 intno, void (*fp)()) { // assert(intno == INT_TYPE_VBL); irqSet(IRQ_VBLANK, fp); irqEnable(IRQ_VBLANK); } void ham_SetBgMode(u8 mode) { switch (mode) { case 3: #if 1 vramSetBankA(VRAM_A_LCD); videoSetMode(MODE_FB0 | DISPLAY_SPR_ACTIVE | DISPLAY_SPR_1D | DISPLAY_SPR_1D_BMP); // Desire a flat memory model. #else videoSetMode(MODE_3_2D | DISPLAY_BG0_ACTIVE | DISPLAY_BG1_ACTIVE | DISPLAY_BG2_ACTIVE | DISPLAY_BG3_ACTIVE); #endif break; case 0: // Desire tiled mode. vramSetBankA(VRAM_A_MAIN_BG); vramSetBankE(VRAM_E_MAIN_SPRITE); videoSetMode(MODE_0_2D | DISPLAY_SPR_ACTIVE | DISPLAY_BG0_ACTIVE | DISPLAY_BG1_ACTIVE | DISPLAY_BG2_ACTIVE | DISPLAY_BG3_ACTIVE | DISPLAY_SPR_1D | // I am too old school. DISPLAY_SPR_1D_BMP | DISPLAY_WIN0_ON); // Reset the top of our vram. ham_vramtop = 0; ham_DeleteWin(0); ham_DeleteWin(1); break; } } void ham_LoadBGPal(void *vpal, int bytes) { u16 *pal = (u16 *) vpal; bytes /= 2; int i; for (i = 0; i < bytes; i++) { BG_PALETTE[i] = pal[i]; } } void hamfake_LoadSpritePal(void *vpal, int bytes) { u16 *pal = (u16 *) vpal; bytes /= 2; int i; for (i = 0; i < bytes; i++) { // The sprite palette could theoritically be entirely independent, // but since we'll likely just be grabbing tiles from the shared // graphics list... SPRITE_PALETTE[i] = pal[i]; } } u8 ham_AllocateVramBlock(int bytes, int blocksize) { int blockid; // Round current vram to nearest block. blockid = (ham_vramtop + blocksize-1) / blocksize; ham_vramtop = blockid * blocksize; // Round up bytes to allocate... bytes = (bytes + blocksize -1) / blocksize; bytes *= blocksize; ham_vramtop += bytes; return blockid; } map_info_ptr ham_InitMapEmptySet(u8 size, u8 rot) { map_info_ptr mapinfo; int vramsize; mapinfo = new map_info; // Find size in bytes of map. // if 0 size, is 32x32 so hence 2k. // If 3 size, is 64x64 so hence 8k. vramsize = 0; switch (size) { case 0: vramsize = 2 * 32 * 32; mapinfo->largemap = false; break; case 3: vramsize = 2 * 64 * 64; mapinfo->largemap = true; break; } mapinfo->blockid = ham_AllocateVramBlock(vramsize, 0x800); return mapinfo; } tile_info_ptr ham_InitTileEmptySet(u16 entries, u8 colormode, u8 onlybaseblock) { tile_info_ptr tileinfo; int vramsize; tileinfo = new tile_info; vramsize = entries; if (colormode == 0) vramsize *= 8 * 8 / 2; // 16 colours else vramsize *= 8 * 8; tileinfo->blockid = ham_AllocateVramBlock(vramsize, 0x2000); return tileinfo; } void ham_InitBg(int layer, int active, int priority, int mosaic) { int mapsize; if (ham_bg[layer].mi->largemap) mapsize = BG_64x64; else mapsize = BG_32x32; BGCTRL[layer] = BG_256_COLOR | BG_PRIORITY(priority) | BG_TILE_BASE(ham_bg[layer].ti->blockid) | BG_MAP_BASE(ham_bg[layer].mi->blockid) | mapsize; } void ham_CreateWin(int wid, int x1, int y1, int x2, int y2, int inside, int outside, int fx) { switch (wid) { case 0: WIN0_X0 = x1; WIN0_X1 = x2; WIN0_Y0 = y1; WIN0_Y1 = y2; break; case 1: WIN1_X0 = x1; WIN1_X1 = x2; WIN1_Y0 = y1; WIN1_Y1 = y2; break; } ham_winin[wid] = inside; ham_winout[wid] = outside; // Update control registers. WIN_IN = ham_winin[0] | (ham_winin[1] << 8); // This is wrong. WIN_OUT = ham_winout[0] | (ham_winout[1] << 8); } void ham_DeleteWin(int wid) { // Allow everything inside & outside. ham_winin[wid] = WIN_BG0 | WIN_BG1 | WIN_BG2 | WIN_BG3 | WIN_OBJ; ham_winout[wid] = WIN_BG0 | WIN_BG1 | WIN_BG2 | WIN_BG3 | WIN_OBJ; WIN_IN = ham_winin[0] | (ham_winin[1] << 8); WIN_OUT = ham_winout[0] | (ham_winout[1] << 8); } void ham_SetMapTile(int layer, int mx, int my, int tileidx) { int blockid = ham_bg[layer].mi->blockid; u16 *map = (u16 *) SCREEN_BASE_BLOCK(blockid); // We are interleaved in a funny way... if (mx >= 32) { mx -= 32; map += 32 * 32; } if (my >= 32) { my -= 32; map += 2 * 32 * 32; } map[my*32 + mx] = tileidx; } void ham_ReloadTileGfx(tile_info_ptr tiledata, const u16 *data, int destidx, int numtile) { int i; int blockid = tiledata->blockid; u16 *dest = (u16 *) CHAR_BASE_BLOCK(blockid); dest += 4 * 8 * destidx; numtile *= 4 * 8; for (i = 0; i < numtile; i++) { dest[i] = data[i]; } } void hamfake_ReloadSpriteGfx(const u16 *data, int destidx, int numtile) { u16 *dest = &SPRITE_GFX[0]; int i; dest += destidx * 4 * 8; numtile *= 4 * 8; for (i = 0; i < numtile; i++) { dest[i] = data[i]; } } void hamfake_softReset() { } void hamfake_setFullScreen(bool fullscreen) { } bool hamfake_isFullScreen() { return true; // Always full :> } bool hamfake_extratileset() { return ham_extratileset; } void hamfake_getstyluspos(int &x, int &y) { x = glbStylusX; y = glbStylusY; // Stylus positions are returned in the original GBA window, // not the extended window of the DS! x -= 8; y -= 16; } bool hamfake_getstylusstate() { return glbStylusState; } void hamfake_movesprite(int spriteno, int x, int y) { // The caller is specifying in GBA space. x += 8; y += 16; // Clear out our old coord. glbSpriteList[spriteno].attribute[0] &= ~255; glbSpriteList[spriteno].attribute[1] &= ~511; // Merge in new coord. y &= 255; x &= 511; glbSpriteList[spriteno].attribute[0] |= y; glbSpriteList[spriteno].attribute[1] |= x; glbSpriteDirty = true; } void hamfake_enablesprite(int spriteno, bool enabled) { // Change the flag to reflect the new value. // Track if dirty to save cycles. if (enabled) { int y; y = glbSpriteList[spriteno].attribute[0] & 255; glbSpriteList[spriteno].attribute[0] = ATTR0_COLOR_256 | ATTR0_SQUARE; glbSpriteList[spriteno].attribute[0] |= y; // We want sprites to always be under the text. // Exception is the cursor. if (spriteno) glbSpriteList[spriteno].attribute[2] = 8 * spriteno | ATTR2_PRIORITY(1); else glbSpriteList[spriteno].attribute[2] = 8 * spriteno; glbSpriteDirty = true; } else { glbSpriteList[spriteno].attribute[0] = ATTR0_DISABLED; glbSpriteDirty = true; } } FILE * hamfake_fopen(const char *path, const char *mode) { FILE *result; // We want to use an absolute path. // Prefix /data/powder. char *buf; buf = new char[strlen(path) + strlen(glbAbsoluteDataPath) + 5]; sprintf(buf, "%s%s", glbAbsoluteDataPath, path); result = fopen(buf, mode); delete [] buf; return result; } void hamfake_setTileSize(int width, int height) { } int hamfake_getKeyModifiers() { return 0; } powder118_src/port/sdl/0000755000175300010010000000000013244453365012146 5ustar powder118_src/port/sdl/hamfake.h0000644000175300010010000001525012077117322013707 0ustar /* * PROPRIETARY INFORMATION. This software is proprietary to POWDER * Development, and is not to be reproduced, transmitted, or disclosed * in any way without written permission. * * Produced by: Jeff Lait * * POWDER Development * * NAME: hamfake.h ( POWDER Library, C++ ) * * COMMENTS: */ #ifndef __hamfake__ #define __hamfake__ // These are the native res of the SDL screen. // measured in tiles. #ifdef USE_EXTENDED_HEIGHT #define HAM_SCRW_T 32 #define HAM_SCRH_T 26 #else #define HAM_SCRW_T 32 #define HAM_SCRH_T 24 #endif // // External Hooks // These are HAMish functions that don't exist in the HAM library, as // they are unneeded or non-existant on the GBA. They have blank // functions if USING_SDL is not defined. // void hamfake_rebuildScreen(); void hamfake_awaitEvent(); u16 *hamfake_lockScreen(); void hamfake_unlockScreen(u16 *screen); #ifdef USE_VIRTUAL_SCREEN class SCREENDATA_REF; class SCREENDATA { public: SCREENDATA(u8 *data, int w, int h, int i); SCREENDATA(); virtual ~SCREENDATA(); SCREENDATA(const SCREENDATA &data); SCREENDATA &operator=(const SCREENDATA &data); int width() const { return myWidth; } int height() const { return myHeight; } const u8 *data(); int id() const { return myId; } protected: SCREENDATA_REF *myRef; int myWidth, myHeight; int myId; }; class INPUTDATA { public: int myX, myY; int myMaxLen; char myText[256]; }; extern INPUTDATA glbInputData; class EMAILDATA { public: const char *myTo; const char *mySubject; const char *myBody; }; extern EMAILDATA glbEmailData; extern volatile bool glbCanSendEmail; bool hamfake_isunlocked(); void hamfake_setunlocked(bool lockstate); // The ability to unlock may be disabled. bool hamfake_allowunlocks(); void hamfake_setallowunlocks(bool state); bool hamfake_cansendemail(); void hamfake_sendemail(const char *to, const char *subject, const char *body); void hamfake_getActualScreen(SCREENDATA &screen); void hamfake_callThisFromVBL(); void hamfake_setstyluspos(bool state, int x, int y); void hamfake_setdatapath(const char *path); void hamfake_postaction(int action, int spell); void hamfake_postdir(int dx, int dy); void hamfake_flushdir(); bool hamfake_externaldir(int &dx, int &dy); void hamfake_postorientation(bool isportrait); void hamfake_revertdefault(); void hamfake_postshake(bool isshook); // This is a latch, so reading resets. bool hamfake_hasbeenshaken(); #endif // REturns false if none pending. bool hamfake_getbuttonreq(int &mode, int &type); void hamfake_externalaction(int &action, int &spell); void hamfake_enableexternalactions(bool allow); bool hamfake_externalactionsenabled(); void hamfake_setinventorymode(bool inventory); bool hamfake_isinventorymode(); // Moves files void hamfake_move(const char *dst, const char *src); char *hamfake_writeLockSRAM(); void hamfake_writeUnlockSRAM(char *); char *hamfake_readLockSRAM(); void hamfake_readUnlockSRAM(char *); // Flags that we are done writing to the SRAM. Allows us to only // write to disk once. void hamfake_endWritingSession(); void hamfake_softReset(); void hamfake_awaitResurrect(); void hamfake_postResurrect(); void hamfake_setFullScreen(bool fullscreen); bool hamfake_isFullScreen(); // // Type clones. // struct tile_info { // Private to hamfake: int numtiles; u8 **tiles; u16 **tiles16; }; typedef tile_info *tile_info_ptr; struct map_info { // Private to hamfake int width, height; int *tiles; }; typedef map_info *map_info_ptr; struct bg_info { map_info_ptr mi; tile_info_ptr ti; int scrollx, scrolly; }; extern bg_info ham_bg[]; #ifndef HAS_KEYBOARD // // Raw data accessors. // enum FAKE_BUTTONS { FAKE_BUTTON_UP, FAKE_BUTTON_DOWN, FAKE_BUTTON_LEFT, FAKE_BUTTON_RIGHT, FAKE_BUTTON_A, FAKE_BUTTON_B, FAKE_BUTTON_START, FAKE_BUTTON_SELECT, FAKE_BUTTON_R, FAKE_BUTTON_L, FAKE_BUTTON_X, FAKE_BUTTON_Y, FAKE_BUTTON_TOUCH, FAKE_BUTTON_LID, NUM_FAKE_BUTTONS }; bool hamfake_isFakeButtonPressed(FAKE_BUTTONS button); void hamfake_setFakeButtonState(FAKE_BUTTONS button, bool state); int hamfake_isAnyPressed(); // Note bizarre return semantics! void hamfake_setForceQuit(); void hamfake_clearForceQuit(); // These data accessors are left for historical reasons. We now // never use our built in key matching tech. #define F_CTRLINPUT_UP_PRESSED \ hamfake_isFakeButtonPressed(FAKE_BUTTON_UP) #define F_CTRLINPUT_DOWN_PRESSED \ hamfake_isFakeButtonPressed(FAKE_BUTTON_DOWN) #define F_CTRLINPUT_LEFT_PRESSED \ hamfake_isFakeButtonPressed(FAKE_BUTTON_LEFT) #define F_CTRLINPUT_RIGHT_PRESSED \ hamfake_isFakeButtonPressed(FAKE_BUTTON_RIGHT) #define F_CTRLINPUT_A_PRESSED \ hamfake_isFakeButtonPressed(FAKE_BUTTON_A) #define F_CTRLINPUT_B_PRESSED \ hamfake_isFakeButtonPressed(FAKE_BUTTON_B) #define F_CTRLINPUT_R_PRESSED \ hamfake_isFakeButtonPressed(FAKE_BUTTON_R) #define F_CTRLINPUT_L_PRESSED \ hamfake_isFakeButtonPressed(FAKE_BUTTON_L) #define F_CTRLINPUT_SELECT_PRESSED \ hamfake_isFakeButtonPressed(FAKE_BUTTON_SELECT) #define F_CTRLINPUT_START_PRESSED \ hamfake_isFakeButtonPressed(FAKE_BUTTON_START) #define R_CTRLINPUT \ hamfake_isAnyPressed() #endif // Gets a new keypress. Returns 0 if no keypress is ready. // Clears key after getting it. int hamfake_peekKeyPress(); int hamfake_getKeyPress(bool onlyascii); void hamfake_clearKeyboardBuffer(); void hamfake_insertKeyPress(int key); // Returns the union of all active modifiers. int hamfake_getModifiers(); void hamfake_setScrollX(int layer, int scroll); void hamfake_setScrollY(int layer, int scroll); #define M_BG0SCRLX_SET(xoff) \ hamfake_setScrollX(0, xoff); #define M_BG0SCRLY_SET(yoff) \ hamfake_setScrollY(0, yoff); #define M_BG1SCRLX_SET(xoff) \ hamfake_setScrollX(1, xoff); #define M_BG1SCRLY_SET(yoff) \ hamfake_setScrollY(1, yoff); #define M_BG2SCRLX_SET(xoff) \ hamfake_setScrollX(2, xoff); #define M_BG2SCRLY_SET(yoff) \ hamfake_setScrollY(2, yoff); #define M_BG3SCRLX_SET(xoff) \ hamfake_setScrollX(3, xoff); #define M_BG3SCRLY_SET(yoff) \ hamfake_setScrollY(3, yoff); // // Cloned Ham functions // void ham_Init(); void ham_StartIntHandler(u8 intno, void (*fp)()); void ham_SetBgMode(u8 mode); void ham_LoadBGPal(void *vpal, int bytes); map_info_ptr ham_InitMapEmptySet(u8 size, u8 ); tile_info_ptr ham_InitTileEmptySet(int entries, int , int); void ham_InitBg(int layer, int foo, int bar, int baz); void ham_CreateWin(int wid, int, int, int, int, int, int, int); void ham_DeleteWin(int wid); void ham_SetMapTile(int layer, int mx, int my, int tileidx); void ham_ReloadTileGfx(tile_info_ptr tiledata, const u16 *data, int destidx, int numtile); #endif powder118_src/port/sdl/mygba.h0000644000175300010010000000253012076150370013406 0ustar /* * PROPRIETARY INFORMATION. This software is proprietary to POWDER * Development, and is not to be reproduced, transmitted, or disclosed * in any way without written permission. * * Produced by: Jeff Lait * * POWDER Development * * NAME: mygba.h ( POWDER Library, C++ ) * * COMMENTS: * This is a fake version of the HAM libraries mygba.h. * It redefines the functions we need using hamfake.cpp. */ #ifndef __mygba__ #define __mygba__ #define USING_SDL #define HAS_DISKIO #define HAS_STYLUS #define HAS_PRINTF #ifdef iPOWDER #define USE_VIRTUAL_SCREEN #define USE_EXTENDED_HEIGHT #endif #ifdef ANDROID #define USE_VIRTUAL_SCREEN #endif // Not all SDL systems have the keyboard. #if !defined(iPOWDER) && !defined(ANDROID) #define HAS_KEYBOARD #endif #ifdef LINUX #define stricmp(a, b) strcasecmp(a, b) #endif #ifdef _WIN32_WCE char *strdup(const char *s); #define stricmp _stricmp #endif // #define STRESS_TEST typedef unsigned char u8; typedef signed char s8; typedef unsigned short u16; typedef signed short s16; typedef unsigned int u32; typedef signed int s32; #define INT_TYPE_VBL 0 #define INT_TYPE_HBL 1 #define WIN_BG0 0x01 #define WIN_BG1 0x02 #define WIN_BG2 0x04 #define WIN_BG3 0x08 #define WIN_OBJ 0x10 #include #include #include #include #include "hamfake.h" #endif powder118_src/port/sdl/hamfake.cpp0000644000175300010010000012502213242643737014252 0ustar /* * PROPRIETARY INFORMATION. This software is proprietary to POWDER * Development, and is not to be reproduced, transmitted, or disclosed * in any way without written permission. * * Produced by: Jeff Lait * * POWDER Development * * NAME: hamfake.cpp ( POWDER Library, C++ ) * * COMMENTS: * This file implements all the fake ham functions. * It also stores the global state of the hardware. */ #ifdef WIN32 #pragma comment(lib, "SDL.lib") #pragma comment(lib, "SDLmain.lib") #endif #ifdef _WIN32_WCE #include #endif #include #include #include #include #ifndef ANDROID #include #endif using namespace std; #include "mygba.h" #include "hamfake.h" #ifndef USE_VIRTUAL_SCREEN #include "SDL.h" #endif #include "../../gfxengine.h" #include "../../bmp.h" #include "../../assert.h" #include "../../buf.h" #include "../../gfx/icon_sdl.bmp.c" #ifdef USE_VIRTUAL_SCREEN #include "../../queue.h" #endif #define SRAMSIZE 65536 #define KEY_REPEAT_INITIAL 15 #define KEY_REPEAT_AFTER 7 #define SAVENAME "powder.sav" #define TRANSACTIONNAME "recover.sav" // // Global GBA state: // void (*glb_vblcallback)() = 0; #ifndef USE_VIRTUAL_SCREEN SDL_Surface *glbVideoSurface; #else // This must be static for thread safety! SCREENDATA glbOurScreen; LOCK glbScreenLock; int glbOurScreenId = 1; QUEUE glbOurEventQueue(1); // Just used for pings, don't accum QUEUE glbOurActionQueue; QUEUE glbOurSpellQueue; QUEUE glbOurButtonQueue; QUEUE glbOurShutdownQueue; QUEUE glbOurResurrectQueue; QUEUE glbOurDirQueue; QUEUE glbOurInputQueue; char *glbOurDataPath = 0; #endif bool glbFullScreen = false; #ifdef USING_TILE10 int glbScreenWidth = 320; int glbScreenHeight = 240; int glbTileWidth = 10; int glbTileHeight = 10; #else int glbScreenWidth = 256; int glbScreenHeight = 192; int glbTileWidth = 8; int glbTileHeight = 8; #endif int glbScaleFactor = 1; int glbScreenFudgeX = 0; int glbScreenFudgeY = 0; // These are set by another thread. volatile int glbStylusX = 0, glbStylusY = 0; volatile bool glbStylusState = false; volatile bool glbExternalActionsEnabled = false; volatile bool glbIsInventoryMode = false; volatile bool glbIsForceQuit = false; volatile bool glbIsPortrait = true; volatile bool glbRevertDefault = false; volatile bool glbHasBeenShook = true; #ifndef HAS_KEYBOARD volatile bool glbFakeButtonState[NUM_FAKE_BUTTONS]; #endif tile_info_ptr glbTheTileSet = 0; #define TILEWIDTH (glbTileWidth) #define TILEHEIGHT (glbTileHeight) #define HAM_SCRW (TILEWIDTH*HAM_SCRW_T) #define HAM_SCRH (TILEWIDTH*HAM_SCRH_T) struct SPRITEDATA { bool active; int x, y; u8 *data; }; SPRITEDATA *glbSpriteList; #define MAX_SPRITES 128 // Do we have an extra tileset loaded? bool ham_extratileset = false; // Keyboard state: #ifndef USE_VIRTUAL_SCREEN bool glb_keystate[SDLK_LAST]; #endif // Key to push int glb_keypusher = 0; int glb_keypusherraw = 0; // Frame to push on. int glb_keypushtime = 0; int glb_keybuf[16]; s8 glb_keybufentry = -1; int glb_keymod = 0; // Background state: bg_info ham_bg[4]; // Always set from vblanks. volatile bool glb_isnewframe = 0; bool glb_isdirty = false; u8 glb_palette[2048]; // Mode 3 screen - a raw 15bit bitmap. u16 *glb_rawscreen = 0; // Paletted version of screen which is scaled into final SDL surface // We use u16 as the high bit selects whether to use sprite or // global palette u16 *glb_nativescreen = 0; char glb_rawSRAM[SRAMSIZE]; int glb_videomode = -1; #ifdef USE_VIRTUAL_SCREEN volatile bool glb_isunlocked = false; volatile bool glbCanSendEmail = true; bool hamfake_isunlocked() { #ifdef ANDROID // One reward of being an open platform which allows side // loading is that we can bypass the whole Jobsian approach // to revenue collection. return true; #else return glb_isunlocked; #endif } void hamfake_setunlocked(bool state) { glb_isunlocked = state; } volatile bool glb_allowunlocks = true; bool hamfake_allowunlocks() { return glb_allowunlocks; } void hamfake_setallowunlocks(bool state) { glb_allowunlocks = state; } bool hamfake_cansendemail() { return glbCanSendEmail; } void hamfake_sendemail(const char *to, const char *subject, const char *body) { glbEmailData.myTo = to; glbEmailData.mySubject = subject; glbEmailData.myBody = body; hamfake_buttonreq(8, 0); glbEmailData.myTo = 0; glbEmailData.mySubject = 0; glbEmailData.myBody = 0; } // // SCREENDATA_REF funcs // class SCREENDATA_REF { public: void incRef(); void decRef(); const u8 *data() { return myData; } // Steals ownership of data! static SCREENDATA_REF *create(u8 *srcdata); private: SCREENDATA_REF(); virtual ~SCREENDATA_REF(); ATOMIC_INT32 myRef; u8 *myData; }; SCREENDATA_REF::SCREENDATA_REF() { myData = 0; myRef.set(0); } SCREENDATA_REF::~SCREENDATA_REF() { delete [] myData; } void SCREENDATA_REF::incRef() { myRef.add(1); } void SCREENDATA_REF::decRef() { int ref = myRef.add(-1); if (ref <= 0) { // Must be only owned by one thread! delete this; } } SCREENDATA_REF * SCREENDATA_REF::create(u8 *data) { SCREENDATA_REF *result; result = new SCREENDATA_REF; result->incRef(); result->myData = data; return result; } // // SCREENDATA funcs // SCREENDATA::SCREENDATA() { myWidth = myHeight = myId = 0; myRef = 0; } SCREENDATA::SCREENDATA(u8 *data, int w, int h, int i) { myWidth = w; myHeight = h; myId = i; myRef = SCREENDATA_REF::create(data); } SCREENDATA::SCREENDATA(const SCREENDATA &data) { myRef = 0; *this = data; } SCREENDATA & SCREENDATA::operator=(const SCREENDATA &data) { if (this == &data) return *this; myWidth = data.myWidth; myHeight = data.myHeight; myId = data.myId; if (data.myRef) data.myRef->incRef(); if (myRef) myRef->decRef(); myRef = data.myRef; return *this; } SCREENDATA::~SCREENDATA() { if (myRef) myRef->decRef(); } const u8 * SCREENDATA::data() { if (!myRef) return 0; return myRef->data(); } void hamfake_postScreenUpdate(u8 *data, int w, int h, int id) { SCREENDATA screen(data, w, h, id); AUTOLOCK a(glbScreenLock); glbOurScreen = screen; } void hamfake_getActualScreen(SCREENDATA &screen) { AUTOLOCK a(glbScreenLock); screen = glbOurScreen; } void hamfake_setdatapath(const char *path) { if (glbOurDataPath) free(glbOurDataPath); glbOurDataPath = strdup(path); } void hamfake_postdir(int dx, int dy) { glbOurDirQueue.flush(); glbOurDirQueue.append( ((dy + 2) << 2) + (dx + 1) ); } void hamfake_finishexternalinput() { glbOurInputQueue.append(0); } void hamfake_flushdir() { glbOurDirQueue.flush(); } bool hamfake_externaldir(int &dx, int &dy) { int val; if (glbOurDirQueue.remove(val)) { dx = (val & 3) - 1; dy = (val >> 2) - 2; return true; } return false; } void hamfake_postaction(int action, int spell) { if (action == 0 && spell == 0) return; // We do not want multiple actions! glbOurActionQueue.flush(); glbOurSpellQueue.flush(); if (action != 0) glbOurActionQueue.append(action); if (spell != 0) glbOurSpellQueue.append(spell); } void hamfake_postorientation(bool isportrait) { glbIsPortrait = isportrait; } void hamfake_revertdefault() { glbRevertDefault = true; } void hamfake_postshake(bool isshook) { glbHasBeenShook = isshook; } bool hamfake_hasbeenshaken() { bool result = glbHasBeenShook; glbHasBeenShook = false; return result; } INPUTDATA glbInputData; EMAILDATA glbEmailData; void hamfake_buttonreq(int mode, int type) { int val; val = (mode << 16) + type; // Email and Keyboard inputs are locked. if (mode == 7 || mode == 8) glbOurInputQueue.flush(); glbOurButtonQueue.append(val); if (mode == 7 || mode == 8) { glbOurInputQueue.waitAndRemove(); glbOurInputQueue.flush(); } } bool hamfake_getbuttonreq(int &mode, int &type) { int val; if (glbOurButtonQueue.remove(val)) { mode = val >> 16; type = val & 0xffff; return true; } return false; } void hamfake_externalaction(int &action, int &spell) { action = 0; spell = 0; glbOurActionQueue.remove(action); glbOurSpellQueue.remove(spell); glbOurActionQueue.flush(); glbOurSpellQueue.flush(); } void hamfake_enableexternalactions(bool allow) { glbExternalActionsEnabled = allow; glbOurActionQueue.flush(); glbOurSpellQueue.flush(); } bool hamfake_externalactionsenabled() { return glbExternalActionsEnabled; } void hamfake_setinventorymode(bool inventory) { glbIsInventoryMode = inventory; } #endif bool hamfake_isinventorymode() { return glbIsInventoryMode; } void rebuildVideoSystemFromGlobals() { #ifndef USE_VIRTUAL_SCREEN int flags = SDL_RESIZABLE; if (glbFullScreen) flags |= SDL_FULLSCREEN; // Yes, we want a guaranteed 24bit video mode. glbVideoSurface = SDL_SetVideoMode(glbScreenWidth, glbScreenHeight, 24, flags); if (!glbVideoSurface) { fprintf(stderr, "Failed to create screen: %s\n", SDL_GetError()); SDL_Quit(); exit(1); } // Setup our window environment. SDL_WM_SetCaption("POWDER", 0); // We want the cursor enabled now that you can click on stuff. // SDL_ShowCursor(SDL_DISABLE); #endif glb_isdirty = true; } void hamfake_setFullScreen(bool fullscreen) { // Pretty straight forward :> glbFullScreen = fullscreen; rebuildVideoSystemFromGlobals(); } bool hamfake_isFullScreen() { return glbFullScreen; } // Updates our glbScreenWidth & glbScreenHeight appropriately. Finds a scale // factor that will fit. void setResolution(int width, int height) { // Find maximum scale factor that fits. glbScaleFactor = 2; while (1) { glbScreenWidth = HAM_SCRW * glbScaleFactor; glbScreenHeight = HAM_SCRH * glbScaleFactor; if (glbScreenWidth > width || glbScreenHeight > height) { glbScaleFactor--; break; } glbScaleFactor++; } glbScreenWidth = width; glbScreenHeight = height; // Do not allow fractional scales. if (glbScreenWidth < HAM_SCRW) glbScreenWidth = HAM_SCRW; if (glbScreenHeight < HAM_SCRH) glbScreenHeight = HAM_SCRH; // Calculate our fudge factor... glbScreenFudgeX = ((glbScreenWidth - HAM_SCRW * glbScaleFactor) / 2); glbScreenFudgeY = ((glbScreenHeight - HAM_SCRH * glbScaleFactor) / 2); // Take effect! rebuildVideoSystemFromGlobals(); } void scaleScreenFromPaletted(u8 *dst, int pitch) { int x, y, s_y, s_x; u8 pixel[3]; u16 idx; u16 *src; // Clear initial dst... memset(dst, 0, pitch * glbScreenHeight); // Add in fudge factor dst += glbScreenFudgeX * 3 + glbScreenFudgeY * pitch; src = glb_nativescreen; for (y = 0; y < HAM_SCRH; y++) { for (s_y = 0; s_y < glbScaleFactor; s_y++) { for (x = 0; x < HAM_SCRW; x++) { // Read in a pixel & decode idx = src[x]; #ifndef USE_VIRTUAL_SCREEN #if SDL_BYTEORDER == SDL_BIG_ENDIAN pixel[0] = glb_palette[idx*4+3]; pixel[1] = glb_palette[idx*4+2]; pixel[2] = glb_palette[idx*4+1]; #else pixel[0] = glb_palette[idx*4+1]; pixel[1] = glb_palette[idx*4+2]; pixel[2] = glb_palette[idx*4+3]; #endif #else pixel[0] = glb_palette[idx*4+3]; pixel[1] = glb_palette[idx*4+2]; pixel[2] = glb_palette[idx*4+1]; #endif // Now write out the needed number of times... for (s_x = 0; s_x < glbScaleFactor; s_x++) { *dst++ = pixel[0]; *dst++ = pixel[1]; *dst++ = pixel[2]; } } // Add remainder of pitch. dst += pitch - 3 * glbScaleFactor * HAM_SCRW; } src += HAM_SCRW; } } void scaleScreenFrom15bit(u8 *dst, int pitch) { int x, y, s_y, s_x; u8 pixel[3]; u16 raw; u16 *src; // Clear initial dst... memset(dst, 0, pitch * glbScreenHeight); // Add in fudge factor dst += glbScreenFudgeX * 3 + glbScreenFudgeY * pitch; src = glb_rawscreen; for (y = 0; y < HAM_SCRH; y++) { for (s_y = 0; s_y < glbScaleFactor; s_y++) { for (x = 0; x < HAM_SCRW; x++) { // Read in a pixel & decode raw = src[x]; #ifndef USE_VIRTUAL_SCREEN #if SDL_BYTEORDER == SDL_BIG_ENDIAN pixel[0] = (raw & 31) << 3; pixel[1] = ((raw >> 5) & 31) << 3; pixel[2] = ((raw >> 10) & 31) << 3; #else pixel[2] = (raw & 31) << 3; pixel[1] = ((raw >> 5) & 31) << 3; pixel[0] = ((raw >> 10) & 31) << 3; #endif #else pixel[0] = (raw & 31) << 3; pixel[1] = ((raw >> 5) & 31) << 3; pixel[2] = ((raw >> 10) & 31) << 3; #endif // Now write out the needed number of times... for (s_x = 0; s_x < glbScaleFactor; s_x++) { *dst++ = pixel[0]; *dst++ = pixel[1]; *dst++ = pixel[2]; } } // Add remainder of pitch. dst += pitch - 3 * glbScaleFactor * HAM_SCRW; } src += HAM_SCRW; } } // Draws the given sprite to the native buffer. void blitSprite(const SPRITEDATA &sprite) { if (sprite.active) { // Finally, blit the sprite. int sx, sy, x, y, tx, ty, srcoffset; u8 src; for (sy = 0; sy < TILEHEIGHT*2; sy++) { for (sx = 0; sx < TILEWIDTH*2; sx++) { x = sprite.x + sx; y = sprite.y + sy; // Convert to DS coords from GBA x += TILEWIDTH; #ifdef USE_EXTENDED_HEIGHT y += 3*TILEHEIGHT; #else y += 2*TILEHEIGHT; #endif tx = (sx >= TILEWIDTH) ? 1 : 0; ty = (sy >= TILEHEIGHT) ? 1 : 0; srcoffset = sx + tx * TILEWIDTH * (TILEHEIGHT-1) + ty * 1 * TILEWIDTH * (TILEHEIGHT) + sy * TILEWIDTH; src = sprite.data[srcoffset]; if (src && x >= 0 && x < HAM_SCRW && y >= 0 && y < HAM_SCRH) { glb_nativescreen[x + y * HAM_SCRW] = src + 256; } } } } } void hamfake_rebuildScreen() { int i, layer, x, y, tileidx, tx, ty, px, py; int offset; static bool oldorient = true; if (glbRevertDefault) { glb_isdirty = true; #ifdef USE_VIRTUAL_SCREEN #ifdef ANDROID gfx_settilesetmode(0, 2); // 8 pixel gfx_settilesetmode(1, 4); // 10 pixel #else gfx_settilesetmode(0, 4); // 10 pixel gfx_settilesetmode(1, 3); // 12 pixel #endif #else gfx_settilesetmode(0, 4); // Akoi Meexx #endif glbRevertDefault = false; } if (glbIsPortrait != oldorient) { oldorient = glbIsPortrait; glb_isdirty = true; gfx_tilesetmode(!glbIsPortrait); } if (!glb_isdirty) return; glb_isdirty = false; if (glb_videomode == 3) { u8 *dst; #ifndef USE_VIRTUAL_SCREEN SDL_LockSurface(glbVideoSurface); dst = (u8 *) glbVideoSurface->pixels; if (!dst) { printf("Lock failure: %s\n", SDL_GetError()); } scaleScreenFrom15bit(dst, glbVideoSurface->pitch); SDL_UnlockSurface(glbVideoSurface); // Rebuild from 15bit screen. SDL_UpdateRect(glbVideoSurface, 0, 0, 0, 0); #else dst = new u8[glbScreenWidth * glbScreenHeight * 3]; scaleScreenFrom15bit(dst, glbScreenWidth*3); // Gains ownership... hamfake_postScreenUpdate(dst, glbScreenWidth, glbScreenHeight, glbOurScreenId); glbOurScreenId++; #endif return; } // Clear our video surface. memset(glb_nativescreen, 0, HAM_SCRH * HAM_SCRW * sizeof(u16)); // Blit each layer in turn. // Hard coded layer order: int lay_ord[4] = { 1, 2, 3, 0 }; for (i = 0; i < 4; i++) { layer = lay_ord[i]; ty = ham_bg[layer].scrolly; if (ty < 0) ty = - ((-ty + TILEHEIGHT-1) / TILEHEIGHT); else ty = (ty + TILEHEIGHT-1) / TILEHEIGHT; py = ham_bg[layer].scrolly % TILEHEIGHT; if (py < 0) { ty++; py += TILEHEIGHT; } ty %= ham_bg[layer].mi->height; if (ty < 0) ty += ham_bg[layer].mi->height; for (y = (py ? 1 : 0); y < HAM_SCRH_T; y++) { tx = ham_bg[layer].scrollx; if (tx < 0) tx = - ((-tx + TILEWIDTH-1) / TILEWIDTH); else tx = (tx + TILEWIDTH-1) / TILEWIDTH; px = ham_bg[layer].scrollx % TILEWIDTH; if (px < 0) { px += TILEWIDTH; tx++; } tx %= ham_bg[layer].mi->width; if (tx < 0) tx += ham_bg[layer].mi->width; for (x = (px ? 1 : 0); x < HAM_SCRW_T; x++) { u8 *tile; tileidx = ham_bg[layer].mi->tiles[ty * ham_bg[layer].mi->width + tx]; // Out of bound tiles are ignored. if ((tileidx & 1023) < ham_bg[layer].ti->numtiles) { tile = ham_bg[layer].ti->tiles[tileidx & 1023]; // Compute offset into native screen // This computation is very suspect and has only // been vetted with px == 4, so may not work with // other sub pixel scroll values. offset = x * TILEWIDTH - px + (y * TILEHEIGHT - py) * HAM_SCRW; // Figure out any flip flags. if (tileidx & (2048 | 1024)) { int sx, sy, fx, fy; for (sy = 0; sy < TILEHEIGHT; sy++) { if (tileidx & 2048) fy = TILEHEIGHT-1 - sy; else fy = sy; for (sx = 0; sx < TILEWIDTH; sx++) { if (tileidx & 1024) fx = TILEWIDTH-1 - sx; else fx = sx; // Write if non-zero if (tile[fx + fy * TILEWIDTH]) glb_nativescreen[offset] = tile[fx + fy * TILEWIDTH]; offset++; } offset += HAM_SCRW - TILEWIDTH; } } else { int sx, sy; // Straight forward write... for (sy = 0; sy < TILEHEIGHT; sy++) { for (sx = 0; sx < TILEWIDTH; sx++) { if (*tile) { glb_nativescreen[offset] = *tile; } tile++; offset++; } offset += HAM_SCRW - TILEWIDTH; } } } tx++; if (tx >= ham_bg[layer].mi->width) tx -= ham_bg[layer].mi->width; } ty++; if (ty >= ham_bg[layer].mi->height) ty -= ham_bg[layer].mi->height; } // Just before the text layer we draw our sprites // This ensures the buttons are under the text. if (i == 2) { int j; // Since we composite on top, we want to do in reverse order of // priority. Hence the backwards loop. // The last sprite is the cursor and is done at the very end. for (j = MAX_SPRITES; j --> 1; ) { blitSprite(glbSpriteList[j]); } } } // Draw the cursor sprite blitSprite(glbSpriteList[0]); // Lock and update the final surface using our lookup... { u8 *dst; #ifndef USE_VIRTUAL_SCREEN SDL_LockSurface(glbVideoSurface); dst = (u8 *) glbVideoSurface->pixels; if (!dst) { printf("Lock failure: %s\n", SDL_GetError()); } scaleScreenFromPaletted(dst, glbVideoSurface->pitch); SDL_UnlockSurface(glbVideoSurface); // Rebuild from 8bit screen. SDL_UpdateRect(glbVideoSurface, 0, 0, 0, 0); #else dst = new u8[glbScreenWidth * glbScreenHeight * 3]; scaleScreenFromPaletted(dst, glbScreenWidth*3); // Gains ownership... hamfake_postScreenUpdate(dst, glbScreenWidth, glbScreenHeight, glbOurScreenId); glbOurScreenId++; #endif } } // Converts a unicode key into an ASCII key. int processSDLKey(int unicode, int sdlkey) { #ifndef USE_VIRTUAL_SCREEN #ifdef _WIN32_WCE // Windows CE defines some hard-coded buttons we // want to re-interpret // Ideally we'd handle these remaps using an actual // new defaults for the character mapping, but since POWDER // is still all 1970's with hardcoded key definitions, we'll // suffer with this for now. switch (unicode) { case 'r': return '\x1b'; case 'p': return 'g'; case 'q': return 'x'; case 's': return 'm'; // Shortcut buttons case 193: return 'O'; case 195: return '\x1b'; case 194: return 'V'; case 196: return 'i'; } #endif // Check to see if we are intelligble unicode. if (unicode && unicode < 128) { // The control characters usually report as unicode // values, we want to instead treat these as the normal // lower case alpha just with the ctrl- modifier set. // This then allows control to be a modifier on any // normal key. if (unicode < ' ') { if (sdlkey >= SDLK_a && sdlkey <= SDLK_z) { return 'a' + sdlkey - SDLK_a; } } // We want delete aliased to backspace because Macs lack // a backspace and I'm too lazy to support both elsewhere. if (unicode == SDLK_DELETE) unicode = '\b'; return unicode; } // Process stupid exceptions. switch (sdlkey) { // The mac often ships without a backspace key. Out of laziness, // alias delete to backspace case SDLK_DELETE: // Remapping backspace should be a no-op, but I'm not // holding my breath and heard reports of backspace going // 'b' on me. case SDLK_BACKSPACE: return '\b'; // Insert several curses here... This isn't necessary // anywhere except WIndows XP it seems... case SDLK_KP0: return '0'; case SDLK_KP1: return '1'; case SDLK_KP2: return '2'; case SDLK_KP3: return '3'; case SDLK_KP4: return '4'; case SDLK_KP5: return '5'; case SDLK_KP6: return '6'; case SDLK_KP7: return '7'; case SDLK_KP8: return '8'; case SDLK_KP9: return '9'; case SDLK_UP: return GFX_KEYUP; case SDLK_DOWN: return GFX_KEYDOWN; case SDLK_LEFT: return GFX_KEYLEFT; case SDLK_RIGHT: return GFX_KEYRIGHT; case SDLK_PAGEUP: return GFX_KEYPGUP; case SDLK_PAGEDOWN: return GFX_KEYPGDOWN; case SDLK_F1: return GFX_KEYF1; case SDLK_F2: return GFX_KEYF2; case SDLK_F3: return GFX_KEYF3; case SDLK_F4: return GFX_KEYF4; case SDLK_F5: return GFX_KEYF5; case SDLK_F6: return GFX_KEYF6; case SDLK_F7: return GFX_KEYF7; case SDLK_F8: return GFX_KEYF8; case SDLK_F9: return GFX_KEYF9; case SDLK_F10: return GFX_KEYF10; case SDLK_F11: return GFX_KEYF11; case SDLK_F12: return GFX_KEYF12; case SDLK_F13: return GFX_KEYF13; case SDLK_F14: return GFX_KEYF14; case SDLK_F15: return GFX_KEYF15; } #endif // Failed to parse key, 0. return 0; } // Wait for an event to occur. void hamfake_awaitEvent() { if (hamfake_forceQuit()) { if (glb_vblcallback) (*glb_vblcallback)(); return; } #ifndef USE_VIRTUAL_SCREEN SDL_WaitEvent(0); #else glbOurEventQueue.waitAndRemove(); glbOurEventQueue.flush(); #endif } #ifdef USE_VIRTUAL_SCREEN void hamfake_awaitShutdown() { glbOurShutdownQueue.waitAndRemove(); } void hamfake_postShutdown() { glbOurShutdownQueue.append(0); } void hamfake_awaitResurrect() { glbOurResurrectQueue.waitAndRemove(); } void hamfake_postResurrect() { glbOurResurrectQueue.append(0); } #endif // Return our internal screen. u16 * hamfake_lockScreen() { // Note we have to offset to the normal GBA start // location to account for our official offset. #ifdef USE_EXTENDED_HEIGHT return glb_rawscreen + TILEWIDTH + 3*TILEHEIGHT * HAM_SCRW; #else return glb_rawscreen + TILEWIDTH + 2*TILEHEIGHT * HAM_SCRW; #endif } void hamfake_unlockScreen(u16 *) { glb_isdirty = true; } // Deal with our SRAM buffer. char * hamfake_writeLockSRAM() { return glb_rawSRAM; } void hamfake_writeUnlockSRAM(char *) { } char * hamfake_readLockSRAM() { return glb_rawSRAM; } void hamfake_readUnlockSRAM(char *) { } void hamfake_endWritingSession() { FILE *fp; int bytes; // We run a simple transaction model here to try // and ensure even if we crash in the process the last // good save file will still be found. fp = hamfake_fopen(TRANSACTIONNAME, "wb"); if (!fp) { fprintf(stderr, "Failure to open " TRANSACTIONNAME " for writing!\r\n"); return; } bytes = fwrite(glb_rawSRAM, 1, SRAMSIZE, fp); fclose(fp); if (bytes != SRAMSIZE) { fprintf(stderr, "Only wrote %d to " TRANSACTIONNAME "\r\n", bytes); return; } // Now delete the old file and rename hamfake_move(SAVENAME, TRANSACTIONNAME); } #ifndef USE_VIRTUAL_SCREEN void processKeyMod(int mod) { #ifdef HAS_KEYBOARD if (mod & KMOD_CTRL || mod & KMOD_META) glb_keymod |= GFX_KEYMODCTRL; else glb_keymod &= ~GFX_KEYMODCTRL; if (mod & KMOD_SHIFT) glb_keymod |= GFX_KEYMODSHIFT; else glb_keymod &= ~GFX_KEYMODSHIFT; // Modal-T? Is that a type of car? if (mod & KMOD_ALT) glb_keymod |= GFX_KEYMODALT; else glb_keymod &= ~GFX_KEYMODALT; #endif } #endif // Called to run our event poll void hamfake_pollEvents() { #ifndef USE_VIRTUAL_SCREEN SDL_Event event; int cookedkey; while (SDL_PollEvent(&event)) { switch (event.type) { case SDL_VIDEORESIZE: setResolution(event.resize.w, event.resize.h); break; case SDL_KEYDOWN: if (event.key.keysym.sym < SDLK_LAST) { glb_keystate[event.key.keysym.sym] = 1; cookedkey = processSDLKey(event.key.keysym.unicode, event.key.keysym.sym); processKeyMod(event.key.keysym.mod); // What sort of drunk would insert the keypress // on a key up? hamfake_insertKeyPress(cookedkey); if (cookedkey) { glb_keypushtime = gfx_getframecount() + KEY_REPEAT_INITIAL; glb_keypusher = cookedkey; glb_keypusherraw = event.key.keysym.sym; } } break; case SDL_KEYUP: if (event.key.keysym.sym < SDLK_LAST) { glb_keystate[event.key.keysym.sym] = 0; // Sadly, unicode is *not* cooked on a keyup! // Damn SDL! // Thus, we always clear out on a key going high. // cookedkey = processSDLKey(event.key.keysym.unicode); // This will annoy copx, however, so we instead // stop being lazy and store the original raw code. // If our currently repeated key goes high, // clear it out. if (event.key.keysym.sym == glb_keypusherraw) { glb_keypusher = 0; } } break; case SDL_MOUSEMOTION: { glbStylusX = event.motion.x; glbStylusY = event.motion.y; int x, y; hamfake_getstyluspos(x, y); break; } case SDL_MOUSEBUTTONDOWN: glbStylusX = event.button.x; glbStylusY = event.button.y; cookedkey = 0; switch (event.button.button) { case SDL_BUTTON_LEFT: cookedkey = GFX_KEYLMB; glbStylusState = true; break; case SDL_BUTTON_MIDDLE: cookedkey = GFX_KEYMMB; break; case SDL_BUTTON_RIGHT: cookedkey = GFX_KEYRMB; break; } if (cookedkey) { hamfake_insertKeyPress(cookedkey); glb_keypushtime = gfx_getframecount() + KEY_REPEAT_INITIAL; glb_keypusher = cookedkey; // Special value for these... glb_keypusherraw = -cookedkey; } break; case SDL_MOUSEBUTTONUP: glbStylusX = event.button.x; glbStylusY = event.button.y; cookedkey = 0; switch (event.button.button) { case SDL_BUTTON_LEFT: glbStylusState = false; cookedkey = GFX_KEYLMB; break; case SDL_BUTTON_MIDDLE: cookedkey = GFX_KEYMMB; break; case SDL_BUTTON_RIGHT: cookedkey = GFX_KEYRMB; break; } // Wipe out the pusher if we match. if (-cookedkey == glb_keypusherraw) { glb_keypusher = 0; } break; case SDL_QUIT: SDL_Quit(); exit(0); break; } } // After chewing up all the events, we pump the keyboard repeat // This ensures it is the same thread as the keyboard repeat // set up. It also ensures that if we are stalling on the main // thread, so weren't able to respond to the users key up command, // we will not send extra keys. // It is reasoned that extra repeats are more frustrating than // missed repeats. { int frame; frame = gfx_getframecount(); if (glb_keypusher) { if (frame >= glb_keypushtime) { hamfake_insertKeyPress(glb_keypusher); glb_keypushtime = frame + KEY_REPEAT_AFTER; } } } #endif } int hamfake_isAnyPressed() { hamfake_pollEvents(); hamfake_rebuildScreen(); int i; #ifndef USE_VIRTUAL_SCREEN for (i = 0; i < SDLK_LAST; i++) if (glb_keystate[i]) return 0x0; #else for (i = 0; i < NUM_FAKE_BUTTONS; i++) if (hamfake_isFakeButtonPressed((FAKE_BUTTONS) i)) return 0; if (glbStylusState) return 0; // Eat any external action key press as an any key. int action, spell; hamfake_externalaction(action, spell); if (action || spell) return 0; #endif return 0x3FF; } #ifdef USE_VIRTUAL_SCREEN bool hamfake_forceQuit() { return glbIsForceQuit; } void hamfake_setForceQuit() { glbIsForceQuit = true; // Ensure we aren't stalled on input. hamfake_finishexternalinput(); // Trigger an event so we wake up immediately. hamfake_callThisFromVBL(); } void hamfake_clearForceQuit() { glbIsForceQuit = false; } #endif #ifndef HAS_KEYBOARD bool hamfake_isFakeButtonPressed(FAKE_BUTTONS button) { if (button < 0 || button >= NUM_FAKE_BUTTONS) return false; hamfake_pollEvents(); hamfake_rebuildScreen(); return glbFakeButtonState[button]; } void hamfake_setFakeButtonState(FAKE_BUTTONS button, bool state) { if (button < 0 || button >= NUM_FAKE_BUTTONS) return; glbFakeButtonState[button] = state; } #endif int hamfake_peekKeyPress() { hamfake_pollEvents(); hamfake_rebuildScreen(); // Nothing available. if (glb_keybufentry < 0) return 0; return glb_keybuf[0]; } int hamfake_getKeyModifiers() { hamfake_pollEvents(); hamfake_rebuildScreen(); return glb_keymod; } int hamfake_getKeyPress(bool onlyascii) { hamfake_pollEvents(); hamfake_rebuildScreen(); // Nothing available. if (glb_keybufentry < 0) return 0; int newkey; newkey = glb_keybuf[0]; // Eat up the keys. if (glb_keybufentry) memmove(glb_keybuf, &glb_keybuf[1], glb_keybufentry * sizeof(int)); glb_keybufentry--; // If the key isn't ascii and we only want ascii, eat the key and try // again. if (onlyascii && newkey > 255) { return hamfake_getKeyPress(onlyascii); } return newkey; } void hamfake_insertKeyPress(int key) { // Ignore illegal keys. if (!key) return; if (glb_keybufentry < 15) { glb_keybuf[glb_keybufentry+1] = key; glb_keybufentry++; } } void hamfake_clearKeyboardBuffer() { // Stop pushing keys! glb_keypusher = 0; // Flush the buffer! glb_keybufentry = -1; #ifndef USE_VIRTUAL_SCREEN // I think this is actually very questionable. The DS, which as // the best stylus support, never releases it. // Release the stylus glbStylusState = false; #else // Empty our action queues. glbOurActionQueue.flush(); glbOurSpellQueue.flush(); #endif } void hamfake_setScrollX(int layer, int scroll) { ham_bg[layer].scrollx = scroll; } void hamfake_setScrollY(int layer, int scroll) { ham_bg[layer].scrolly = scroll; } u8 * convertTo32Bit(const unsigned short *s, int numpixel) { u8 *result, *d; unsigned short p; result = (u8 *) malloc(numpixel * 4); d = result; while (numpixel--) { p = *s++; *d++ = (p & 31) * 8 + 4; p >>= 5; *d++ = (p & 31) * 8 + 4; p >>= 5; *d++ = (p & 31) * 8 + 4; *d++ = 0xff; } return result; } #ifdef CHANGE_WORK_DIRECTORY // This is Linux friendly. #include #include #include #include const char * gethomedir() { static char *home = 0; if (!home) home = getenv("HOME"); if (!home) { struct passwd *pw = getpwuid(getuid()); if (pw) home = pw->pw_dir; } return home; } bool changeworkdir() { struct stat buffer; int status; const char *home = gethomedir(); if (!home) { fprintf(stderr, "Error finding home directory.\r\n"); return false; } if (chdir(home)) { perror("Changing home directory"); return false; } const char *powderdir = ".powder"; status = stat(powderdir, &buffer); if (status) { if (mkdir(powderdir, S_IRWXU | S_IRWXG | S_IRWXO)) { perror(powderdir); return false; } } else if (!S_ISDIR(buffer.st_mode)) { fprintf(stderr, "~/%s is not a directory!\r\n", powderdir); return false; } return !chdir(powderdir); } #endif void ham_Init() { int i; printf("\nPOWDER initializing...\n"); #ifdef CHANGE_WORK_DIRECTORY if (!changeworkdir()) { fprintf(stderr, "Failed to initialize ~/.powder\r\n"); exit(-1); } #endif #ifndef USE_VIRTUAL_SCREEN /* initialize SDL */ if ( SDL_Init( SDL_INIT_VIDEO | SDL_INIT_TIMER ) < 0 ) { fprintf( stderr, "Video initialization failed: %s\n", SDL_GetError( ) ); SDL_Quit( ); } #endif #ifndef USE_VIRTUAL_SCREEN u8 *rgbpixel; rgbpixel = convertTo32Bit(bmp_icon_sdl, 32 * 32); /* SDL interprets each pixel as a 32-bit number, so our masks must depend on the endianness (byte order) of the machine */ #if SDL_BYTEORDER == SDL_BIG_ENDIAN const Uint32 rmask = 0xff000000; const Uint32 gmask = 0x00ff0000; const Uint32 bmask = 0x0000ff00; const Uint32 amask = 0x000000ff; #else const Uint32 rmask = 0x000000ff; const Uint32 gmask = 0x0000ff00; const Uint32 bmask = 0x00ff0000; const Uint32 amask = 0xff000000; #endif SDL_Surface *surf = SDL_CreateRGBSurfaceFrom((char *)rgbpixel, 32, 32, 32, 32*4, rmask, gmask, bmask, amask); SDL_WM_SetIcon(surf, NULL); SDL_EnableUNICODE(1); #endif glbSpriteList = new SPRITEDATA[MAX_SPRITES]; for (i = 0; i < MAX_SPRITES; i++) { glbSpriteList[i].active = false; glbSpriteList[i].data = new u8[TILEWIDTH * TILEHEIGHT * 4]; } #ifndef USE_VIRTUAL_SCREEN memset(glb_keystate, 0, SDLK_LAST); #endif glb_rawscreen = new u16[HAM_SCRW*HAM_SCRH]; memset(glb_rawscreen, 0, HAM_SCRW*HAM_SCRH*sizeof(u16)); glb_nativescreen = new u16[HAM_SCRW*HAM_SCRH]; // Load any save games. // We give preference to the recovery name. If it crashes // post unlink but before moving, this is cool. // We do, however, validate the fread. If it fails to // get SRAMSIZE we had failure to save the complete file // so backup to powder.sav. FILE *fp; bool foundtransaction = false; fp = hamfake_fopen(TRANSACTIONNAME, "rb"); if (fp) { int transactionsize; transactionsize = fread(glb_rawSRAM, 1, SRAMSIZE, fp); if (transactionsize == SRAMSIZE) { // Successful recovery! fprintf(stderr, "Loaded recover.sav\r\n"); foundtransaction = true; } else { fprintf(stderr, TRANSACTIONNAME " is corrupt: %d, ignoring it.\r\n", transactionsize); } fclose(fp); } // Now try to load the normal powder.sav if (!foundtransaction) { fp = hamfake_fopen(SAVENAME, "rb"); if (fp) { int savesize; savesize = fread(glb_rawSRAM, 1, SRAMSIZE, fp); if (savesize != SRAMSIZE) { fprintf(stderr, SAVENAME " is corrupt: %d, but still reading it.\r\n", savesize); } else { fprintf(stderr, "Loaded powder.sav\r\n"); } fclose(fp); } } // Load any extra tilesets. if (bmp_loadExtraTileset()) { ham_extratileset = true; } return; } #ifndef USE_VIRTUAL_SCREEN Uint32 glb_VBLTimerCallback(Uint32 interval, void *fp) { glb_isnewframe = 1; (*glb_vblcallback)(); // Push a fake event so we wake up. SDL_Event event; event.type = SDL_USEREVENT; SDL_PushEvent(&event); return 16; } #else void hamfake_callThisFromVBL() { glb_isnewframe = 1; if (glb_vblcallback) (*glb_vblcallback)(); glbOurEventQueue.append(0); } #endif void ham_StartIntHandler(u8 intno, void (*fp)()) { assert(intno == INT_TYPE_VBL); glb_vblcallback = fp; #ifndef USE_VIRTUAL_SCREEN SDL_AddTimer(16, glb_VBLTimerCallback, 0); #endif } void ham_SetBgMode(u8 mode) { if (glb_videomode == -1) { #if defined(_WIN32_WCE) || defined(USE_VIRTUAL_SCREEN) // For mobiles we want to default to the lowest res. setResolution(HAM_SCRW, HAM_SCRH); #else setResolution(HAM_SCRW * 2, HAM_SCRH * 2); #endif rebuildVideoSystemFromGlobals(); } glb_videomode = mode; } void ham_LoadBGPal(void *vpal, int bytes) { // Need to promote our 15bit palette to a 24 bit one. int entries = bytes / 2, i; u16 *pal = (u16 *) vpal; for (i = 0; i < entries; i++) { glb_palette[i*4+3] = (pal[i] & 31) << 3; glb_palette[i*4+2] = ((pal[i] >> 5) & 31) << 3; glb_palette[i*4+1] = ((pal[i] >> 10) & 31) << 3; if (i) glb_palette[i*4] = 255; else glb_palette[i*4] = 0; } } map_info_ptr ham_InitMapEmptySet(u8 size, u8 ) { map_info_ptr mi; mi = new map_info; if (size == 0) { mi->width = 32; mi->height = 32; } else { mi->width = 64; mi->height = 64; } mi->tiles = new int[mi->width * mi->height]; memset(mi->tiles, 0, sizeof(int) * mi->width * mi->height); return mi; } tile_info_ptr ham_InitTileEmptySet(int entries, int , int) { tile_info_ptr ti; int i; ti = new tile_info; ti->numtiles = entries; ti->tiles = new u8 *[entries]; for (i = 0; i < entries; i++) { ti->tiles[i] = new u8 [TILEWIDTH * TILEHEIGHT]; } glbTheTileSet = ti; return ti; } void ham_InitBg(int layer, int foo, int bar, int baz) { ham_bg[layer].scrollx = 0; ham_bg[layer].scrolly = 0; } void ham_CreateWin(int , int, int, int, int, int, int, int) { } void ham_DeleteWin(int wid) { } void ham_SetMapTile(int layer, int mx, int my, int tileidx) { map_info_ptr mi; mi = ham_bg[layer].mi; mx = (mx % mi->width); if (mx < 0) mx += mi->width; my = (my % mi->height); if (my < 0) my += mi->height; mi->tiles[mx + my * mi->width] = tileidx; glb_isdirty = true; } void hamfake_setTileSize(int tilewidth, int tileheight) { int i; glbTileWidth = tilewidth; glbTileHeight = tileheight; delete [] glb_rawscreen; delete [] glb_nativescreen; glb_rawscreen = new u16[HAM_SCRW*HAM_SCRH]; memset(glb_rawscreen, 0, HAM_SCRW*HAM_SCRH*sizeof(u16)); glb_nativescreen = new u16[HAM_SCRW*HAM_SCRH]; for (i = 0; glbTheTileSet && (i < glbTheTileSet->numtiles); i++) { delete [] glbTheTileSet->tiles[i]; glbTheTileSet->tiles[i] = new u8 [TILEWIDTH * TILEHEIGHT]; memset(glbTheTileSet->tiles[i], 0, TILEWIDTH * TILEHEIGHT); } for (i = 0; i < MAX_SPRITES; i++) { delete [] glbSpriteList[i].data; glbSpriteList[i].data = new u8[TILEWIDTH * TILEHEIGHT * 4]; memset(glbSpriteList[i].data, 0, TILEWIDTH * TILEHEIGHT * 4); } #ifdef USE_VIRTUAL_SCREEN // This platform works with a virtual screen so we never use // the black fudge space. glbScreenWidth = HAM_SCRW; glbScreenHeight = HAM_SCRH; #endif setResolution(glbScreenWidth, glbScreenHeight); } void ham_ReloadTileGfx(tile_info_ptr tiledata, const u16 *data, int destidx, int numtile) { int t; u8 *raw; u8 *dst; raw = (u8*) data; for (t = destidx; t < destidx + numtile; t++) { dst = tiledata->tiles[t]; memcpy(dst, raw, TILEWIDTH*TILEHEIGHT); raw += TILEWIDTH*TILEHEIGHT; } glb_isdirty = true; } void hamfake_ReloadSpriteGfx(const u16 *data, int tileno, int numtile) { tileno /= 4; UT_ASSERT(tileno >= 0 && tileno < MAX_SPRITES); if (tileno < 0 || tileno >= MAX_SPRITES) return; memcpy(glbSpriteList[tileno].data, data, numtile * TILEWIDTH*TILEHEIGHT); glb_isdirty = true; } void hamfake_LoadSpritePal(void *vpal, int bytes) { // Need to promote our 15bit palette to a 24 bit one. int entries = bytes / 2, i; u16 *pal = (u16 *) vpal; for (i = 0; i < entries; i++) { glb_palette[1024+i*4+3] = (pal[i] & 31) << 3; glb_palette[1024+i*4+2] = ((pal[i] >> 5) & 31) << 3; glb_palette[1024+i*4+1] = ((pal[i] >> 10) & 31) << 3; if (i) glb_palette[1024+i*4] = 255; else glb_palette[1024+i*4] = 0; } glb_isdirty = true; } void hamfake_softReset() { hamfake_postShutdown(); #ifdef ANDROID // We do not want to actually kill the android thread // as then we'd have to repopulate our global variables. Instead // we maintain our state in the hopes we'll be magically reactivated. hamfake_clearForceQuit(); hamfake_awaitResurrect(); // Having resurected, we should rebuild hamfake_rebuildScreen(); #else #ifdef USE_VIRTUAL_SCREEN #else SDL_Quit(); #endif exit(0); #endif } bool hamfake_extratileset() { return ham_extratileset; } void hamfake_setstyluspos(bool state, int x, int y) { // Since we are threading, we want to make sure mouse up // occurs always before mouse down! if (!state) { glbStylusState = false; } else { glbStylusX = x; glbStylusY = y; glbStylusState = true; } #ifdef USE_VIRTUAL_SCREEN glbOurEventQueue.append(1); #endif } void hamfake_getstyluspos(int &x, int &y) { x = glbStylusX; y = glbStylusY; // Convert accordint to our scale. x -= glbScreenFudgeX; y -= glbScreenFudgeY; x /= glbScaleFactor; y /= glbScaleFactor; // After conversion we can be out of the valid bounds. if (x < 0) x = 0; if (y < 0) y = 0; if (x >= HAM_SCRW) x = HAM_SCRW-1; if (y >= HAM_SCRH) y = HAM_SCRH-1; // Now return to the GBA coordinate system by adjusting for the DS coords. x -= TILEWIDTH; #ifdef USE_EXTENDED_HEIGHT y -= 3*TILEHEIGHT; #else y -= 2*TILEHEIGHT; #endif } bool hamfake_getstylusstate() { return glbStylusState; } void hamfake_movesprite(int spriteno, int x, int y) { UT_ASSERT(spriteno >= 0 && spriteno < MAX_SPRITES); if (spriteno < 0 || spriteno >= MAX_SPRITES) return; glb_isdirty = true; glbSpriteList[spriteno].x = x; glbSpriteList[spriteno].y = y; } void hamfake_enablesprite(int spriteno, bool enabled) { UT_ASSERT(spriteno >= 0 && spriteno < MAX_SPRITES); if (spriteno < 0 || spriteno >= MAX_SPRITES) return; glb_isdirty = true; glbSpriteList[spriteno].active = enabled; } void hamfake_move(const char *dst, const char *src) { BUF fulldst, fullsrc; #ifdef _WIN32_WCE CreateDirectory(L"\\My Documents", NULL); CreateDirectory(L"\\My Documents\\POWDER", NULL); fulldst.sprintf("\\My Documents\\POWDER\\%s", dst); fullsrc.sprintf("\\My Documents\\POWDER\\%s", src); #else #ifdef USE_VIRTUAL_SCREEN if (glbOurDataPath) { fullsrc.sprintf("%s/%s", glbOurDataPath, src); fulldst.sprintf("%s/%s", glbOurDataPath, dst); } else return; #else fullsrc.strcpy(src); fulldst.strcpy(dst); #endif #endif ::remove(fulldst.buffer()); ::rename(fullsrc.buffer(), fulldst.buffer()); } FILE * hamfake_fopen(const char *path, const char *mode) { #ifdef _WIN32_WCE // No concept of current directory in Windows CE, so we // hard code into their documents. BUF fullpath; CreateDirectory(L"\\My Documents", NULL); CreateDirectory(L"\\My Documents\\POWDER", NULL); fullpath.sprintf("\\My Documents\\POWDER\\%s", path); return fopen(fullpath.buffer(), mode); #else #ifdef USE_VIRTUAL_SCREEN // Prepend our given global path, if it exists. BUF fullpath; // If no data path set yet, we shouldn't write as we should // not rely on the sandbox being secure. if (glbOurDataPath) fullpath.sprintf("%s/%s", glbOurDataPath, path); else return 0; return fopen(fullpath.buffer(), mode); #else // Use the local directory on these platforms. return fopen(path, mode); #endif #endif } bool hamfake_fatvalid() { return true; } powder118_src/port/gp2x/0000755000175300010010000000000013244453370012240 5ustar powder118_src/port/gp2x/hamfake.h0000644000175300010010000000733411026337445014014 0ustar /* * PROPRIETARY INFORMATION. This software is proprietary to POWDER * Development, and is not to be reproduced, transmitted, or disclosed * in any way without written permission. * * Produced by: Jeff Lait * * POWDER Development * * NAME: hamfake.h ( POWDER Library, C++ ) * * COMMENTS: */ #ifndef __hamfake__ #define __hamfake__ #include "SDL.h" #include "../../control.h" // These are the native res of the SDL screen. // measured in tiles. #define HAM_SCRW_T 32 #define HAM_SCRH_T 24 // // External Hooks // These are HAMish functions that don't exist in the HAM library, as // they are unneeded or non-existant on the GBA. They have blank // functions if USING_SDL is not defined. // void hamfake_rebuildScreen(); void hamfake_awaitEvent(); u16 *hamfake_lockScreen(); void hamfake_unlockScreen(u16 *screen); char *hamfake_writeLockSRAM(); void hamfake_writeUnlockSRAM(char *); char *hamfake_readLockSRAM(); void hamfake_readUnlockSRAM(char *); // Flags that we are done writing to the SRAM. Allows us to only // write to disk once. void hamfake_endWritingSession(); void hamfake_softReset(); void hamfake_setFullScreen(bool fullscreen); bool hamfake_isFullScreen(); // // Type clones. // struct tile_info { // Private to hamfake: int numtiles; u8 **tiles; }; typedef tile_info *tile_info_ptr; struct map_info { // Private to hamfake int width, height; int *tiles; }; typedef map_info *map_info_ptr; struct bg_info { map_info_ptr mi; tile_info_ptr ti; int scrollx, scrolly; }; extern bg_info ham_bg[]; // // Raw data accessors. // int hamfake_isAnyPressed(); bool hamfake_isPressed(BUTTONS button); #define F_CTRLINPUT_UP_PRESSED hamfake_isPressed(BUTTON_UP) #define F_CTRLINPUT_DOWN_PRESSED hamfake_isPressed(BUTTON_DOWN) #define F_CTRLINPUT_LEFT_PRESSED hamfake_isPressed(BUTTON_LEFT) #define F_CTRLINPUT_RIGHT_PRESSED hamfake_isPressed(BUTTON_RIGHT) #define F_CTRLINPUT_A_PRESSED hamfake_isPressed(BUTTON_A) #define F_CTRLINPUT_B_PRESSED hamfake_isPressed(BUTTON_B) #define F_CTRLINPUT_R_PRESSED hamfake_isPressed(BUTTON_R) #define F_CTRLINPUT_L_PRESSED hamfake_isPressed(BUTTON_L) #define F_CTRLINPUT_SELECT_PRESSED hamfake_isPressed(BUTTON_SELECT) #define F_CTRLINPUT_START_PRESSED hamfake_isPressed(BUTTON_START) #define R_CTRLINPUT \ hamfake_isAnyPressed() // Gets a new keypress. Returns 0 if no keypress is ready. // Clears key after getting it. int hamfake_peekKeyPress(); int hamfake_getKeyPress(bool onlyascii); void hamfake_clearKeyboardBuffer(); void hamfake_insertKeyPress(int key); void hamfake_setScrollX(int layer, int scroll); void hamfake_setScrollY(int layer, int scroll); #define M_BG0SCRLX_SET(xoff) \ hamfake_setScrollX(0, xoff); #define M_BG0SCRLY_SET(yoff) \ hamfake_setScrollY(0, yoff); #define M_BG1SCRLX_SET(xoff) \ hamfake_setScrollX(1, xoff); #define M_BG1SCRLY_SET(yoff) \ hamfake_setScrollY(1, yoff); #define M_BG2SCRLX_SET(xoff) \ hamfake_setScrollX(2, xoff); #define M_BG2SCRLY_SET(yoff) \ hamfake_setScrollY(2, yoff); #define M_BG3SCRLX_SET(xoff) \ hamfake_setScrollX(3, xoff); #define M_BG3SCRLY_SET(yoff) \ hamfake_setScrollY(3, yoff); // // Cloned Ham functions // void ham_Init(); void ham_StartIntHandler(u8 intno, void (*fp)()); void ham_SetBgMode(u8 mode); void ham_LoadBGPal(void *vpal, int bytes); map_info_ptr ham_InitMapEmptySet(u8 size, u8 ); tile_info_ptr ham_InitTileEmptySet(int entries, int , int); void ham_InitBg(int layer, int foo, int bar, int baz); void ham_CreateWin(int wid, int, int, int, int, int, int, int); void ham_DeleteWin(int wid); void ham_SetMapTile(int layer, int mx, int my, int tileidx); void ham_ReloadTileGfx(tile_info_ptr tiledata, const u16 *data, int destidx, int numtile); #endif powder118_src/port/gp2x/mygba.h0000644000175300010010000000205711026337445013514 0ustar /* * PROPRIETARY INFORMATION. This software is proprietary to POWDER * Development, and is not to be reproduced, transmitted, or disclosed * in any way without written permission. * * Produced by: Jeff Lait * * POWDER Development * * NAME: mygba.h ( POWDER Library, C++ ) * * COMMENTS: * This is a fake version of the HAM libraries mygba.h. * It redefines the functions we need using hamfake.cpp. */ #ifndef __mygba__ #define __mygba__ #define USING_SDL #define HAS_DISKIO //#define HAS_KEYBOARD //#define HAS_STYLUS #define HAS_PRINTF #ifdef LINUX #define stricmp(a, b) strcasecmp(a, b) #endif // #define STRESS_TEST typedef unsigned char u8; typedef signed char s8; typedef unsigned short u16; typedef signed short s16; typedef unsigned int u32; typedef signed int s32; #define INT_TYPE_VBL 0 #define INT_TYPE_HBL 1 #define WIN_BG0 0x01 #define WIN_BG1 0x02 #define WIN_BG2 0x04 #define WIN_BG3 0x08 #define WIN_OBJ 0x10 #include #include #include #include #include "hamfake.h" #endif powder118_src/port/gp2x/Powder2X/0000755000175300010010000000000013244453370013712 5ustar powder118_src/port/gp2x/Powder2X/README_GP2X.TXT0000644000175300010010000000100111026337445016040 0ustar Powder2X version 0.1 ==================== Port of the Roguelike Powder release 104 (see http://www.zincland.com/powder). Controls ======== In Main Menu ------- Joystick - Select option A - Select In Game ------- Joystick - Rotate A - Do action/Fire B - Cancel/Spell L - Bind action R - Map Select - Inventory Start - Menu It's best to do the tutorial to find out the controls in full. Changes ======= Version 0.1 Initial release Contact: ======== drparker@freenet.co.uk powder118_src/port/gp2x/Powder2X/Powder2X.png0000644000175300010010000000072011026337445016071 0ustar ‰PNG  IHDR®9tIMEØ5%¤Œ½ pHYs  šœgAMA± üa_IDATxÚÕ–¡rÃ0 †“Ý@` WÖ½A`a``a``aá`à``áà¡lc-,4K`XzuüßÕ:Ë «ú,åêO²­ÆÓ4EÏÒûÒÄ,Ëœ]ö}ßìçjeÖÿN§Ø÷âÐ}ÞÛÓ°Cä”Tå¹7Žu.ÿ¢µS©{É"ASׯO“ÄØ}Ûz+2¬EáÄ»Ãýqä Þ7wÇXG j³16IScÇapüdCÃ8zÑ[¶ç³±;†•órä1}^ÑûmU9Dí%âm×»-KcÇ#§ BÏ¡Tf ±lr®J?µ½×öà6@¯OÎÓ^C£}'BÓLùâ2œ¸JÐ9/žCØq»ž‰¾-9bzêC’Eâ‚r§ÏÙžçvxi XFÿÆþDko~Îq­f?tÊE?œjè=­õ¿.îœßóÅoû#-!E~dú¸íBÁCIEND®B`‚powder118_src/port/gp2x/Powder2X/Powder2X.gpe0000755000175300010010000000016411026337445016065 0ustar #!/bin/sh export HOME=`pwd`/pdata cd ./powder sync # return to the menu screen cd /usr/gp2x exec /usr/gp2x/gp2xmenu powder118_src/port/gp2x/Powder2X/pdata/0000755000175300010010000000000013244453370015003 5ustar powder118_src/port/gp2x/gp2x.h0000644000175300010010000000145211026337445013273 0ustar #define GP2X_BUTTON_UP (0) #define GP2X_BUTTON_DOWN (4) #define GP2X_BUTTON_LEFT (2) #define GP2X_BUTTON_RIGHT (6) #define GP2X_BUTTON_UPLEFT (1) #define GP2X_BUTTON_UPRIGHT (7) #define GP2X_BUTTON_DOWNLEFT (3) #define GP2X_BUTTON_DOWNRIGHT (5) #define GP2X_BUTTON_CLICK (18) #define GP2X_BUTTON_A (12) #define GP2X_BUTTON_B (13) #define GP2X_BUTTON_X (15) #define GP2X_BUTTON_Y (14) #define GP2X_BUTTON_L (10) #define GP2X_BUTTON_R (11) #define GP2X_BUTTON_START (8) #define GP2X_BUTTON_SELECT (9) #define GP2X_BUTTON_VOLUP (16) #define GP2X_BUTTON_VOLDOWN (17) #define GP2X_NUM_BUTTONS (19) powder118_src/port/gp2x/Makefile0000644000175300010010000000261011031505614013666 0ustar TARGET = powder GP2XSDK=/usr/local/gp2xdev GP2XBIN=$(GP2XSDK)/bin SDL_CONFIG = $(GP2XBIN)/sdl-config DEFAULT_CFLAGS = $(shell $(SDL_CONFIG) --cflags) CC=$(GP2XBIN)/gp2x-g++ OFILES = ../linux/linuxmain.o \ hamfake.o \ ../../action.o \ ../../assert.o \ ../../ai.o \ ../../artifact.o \ ../../bmp.o \ ../../build.o \ ../../buf.o \ ../../control.o \ ../../creature.o \ ../../dpdf_table.o \ ../../encyc_support.o \ ../../gfxengine.o \ ../../grammar.o \ ../../hiscore.o \ ../../input.o \ ../../intrinsic.o \ ../../item.o \ ../../map.o \ ../../mobref.o \ ../../msg.o \ ../../name.o \ ../../piety.o \ ../../rand.o \ ../../signpost.o \ ../../smokestack.o \ ../../speed.o \ ../../sramstream.o \ ../../stylus.o \ ../../victory.o \ ../../encyclopedia.o \ ../../glbdef.o \ ../../credits.o \ ../../license.o \ ../../gfx/all_bitmaps.o \ ../../rooms/allrooms.o include ../../make/makerules.GP2X CFLAGS = -O3 -g -I$(GP2XSDK)/include $(shell $(SDL_CONFIG) --cflags) CXXFLAGS = $(CFLAGS) ASFLAGS = $(CFLAGS) LIBS += $(shell $(SDL_CONFIG) --static-libs) -static clean: cd ../.. ; rm -f *.o cd ../../gfx ; rm -f *.o rm -f *.o cd ../sdl ; rm -f *.o cd ../linux ; rm -f *.o rm -f $(TARGET) postmake: cp ../../CREDITS.TXT Powder2X/CREDITS.TXT cp ../../README.TXT Powder2X/README.TXT cp ../../LICENSE.TXT Powder2X/LICENSE.TXT cp powder Powder2X/pdata powder118_src/port/gp2x/hamfake.cpp0000644000175300010010000006370111104734566014351 0ustar /* * PROPRIETARY INFORMATION. This software is proprietary to POWDER * Development, and is not to be reproduced, transmitted, or disclosed * in any way without written permission. * * Produced by: Jeff Lait * * POWDER Development * * NAME: hamfake.cpp ( POWDER Library, C++ ) * * COMMENTS: * This file implements all the fake ham functions. * It also stores the global state of the hardware. */ #ifdef WIN32 #pragma comment(lib, "SDL.lib") #pragma comment(lib, "SDLmain.lib") #endif #include #include #include #include #include using namespace std; #include "mygba.h" #include "hamfake.h" #include "SDL.h" #include "gp2x.h" #include "../../gfxengine.h" #include "../../bmp.h" #include "../../assert.h" #include "../../control.h" #include "../../gfx/icon_sdl.bmp.c" #define SRAMSIZE 65536 #define KEY_REPEAT_INITIAL 15 #define KEY_REPEAT_AFTER 7 SDL_Joystick *joystick = NULL; // // Global GBA state: // SDL_Surface *glbVideoSurface; bool glbFullScreen = false; int glbScreenWidth = 256; int glbScreenHeight = 192; int glbScaleFactor = 1; int glbScreenFudgeX = 0; int glbScreenFudgeY = 0; int glbStylusX = 0, glbStylusY = 0; bool glbStylusState = false; int glbTileWidth = 8; int glbTileHeight = 8; tile_info_ptr glbTheTileSet = 0; #define TILEWIDTH (glbTileWidth) #define TILEHEIGHT (glbTileHeight) #define HAM_SCRW (TILEWIDTH*HAM_SCRW_T) #define HAM_SCRH (TILEWIDTH*HAM_SCRH_T) struct SPRITEDATA { bool active; int x, y; u8 *data; }; SPRITEDATA *glbSpriteList; #define MAX_SPRITES 128 // Do we have an extra tileset loaded? bool ham_extratileset = false; // Keyboard state: bool glb_keystate[SDLK_LAST]; // Key to push int glb_keypusher = 0; int glb_keypusherraw = 0; // Frame to push on. int glb_keypushtime = 0; int glb_keybuf[16]; s8 glb_keybufentry = -1; // Background state: bg_info ham_bg[4]; bool glb_isnewframe = 0, glb_isdirty = false; u8 glb_palette[2048]; // Mode 3 screen - a raw 15bit bitmap. u16 *glb_rawscreen = 0; // Paletted version of screen which is scaled into final SDL surface // We use u16 as the high bit selects whether to use sprite or // global palette u16 *glb_nativescreen = 0; char glb_rawSRAM[SRAMSIZE]; int glb_videomode = -1; void rebuildVideoSystemFromGlobals() { int flags = SDL_RESIZABLE; if (glbFullScreen) flags |= SDL_FULLSCREEN; // Yes, we want a guaranteed 24bit video mode. glbVideoSurface = SDL_SetVideoMode(glbScreenWidth, glbScreenHeight, 24, flags); if (!glbVideoSurface) { fprintf(stderr, "Failed to create screen: %s\n", SDL_GetError()); SDL_Quit(); exit(1); } // Setup our window environment. SDL_WM_SetCaption("POWDER", 0); SDL_ShowCursor(SDL_DISABLE); glb_isdirty = true; } void hamfake_setFullScreen(bool fullscreen) { // Pretty straight forward :> glbFullScreen = fullscreen; rebuildVideoSystemFromGlobals(); } bool hamfake_isFullScreen() { return glbFullScreen; } // Updates our glbScreenWidth & glbScreenHeight appropriately. Finds a scale // factor that will fit. void setResolution(int width, int height) { // Find maximum scale factor that fits. glbScaleFactor = 2; while (1) { glbScreenWidth = HAM_SCRW * glbScaleFactor; glbScreenHeight = HAM_SCRH * glbScaleFactor; if (glbScreenWidth > width || glbScreenHeight > height) { glbScaleFactor--; break; } glbScaleFactor++; } glbScreenWidth = width; glbScreenHeight = height; // Do not allow fractional scales. if (glbScreenWidth < HAM_SCRW) glbScreenWidth = HAM_SCRW; if (glbScreenHeight < HAM_SCRH) glbScreenHeight = HAM_SCRH; // Calculate our fudge factor... glbScreenFudgeX = ((glbScreenWidth - HAM_SCRW * glbScaleFactor) / 2); glbScreenFudgeY = ((glbScreenHeight - HAM_SCRH * glbScaleFactor) / 2); // Take effect! rebuildVideoSystemFromGlobals(); } void scaleScreenFromPaletted(u8 *dst, int pitch) { int x, y, s_y, s_x; u8 pixel[3]; u16 idx; u16 *src; // Clear initial dst... memset(dst, 0, pitch * glbScreenHeight); // Add in fudge factor dst += glbScreenFudgeX * 3 + glbScreenFudgeY * pitch; src = glb_nativescreen; for (y = 0; y < HAM_SCRH; y++) { for (s_y = 0; s_y < glbScaleFactor; s_y++) { for (x = 0; x < HAM_SCRW; x++) { // Read in a pixel & decode idx = src[x]; #if SDL_BYTEORDER == SDL_BIG_ENDIAN pixel[0] = glb_palette[idx*4+3]; pixel[1] = glb_palette[idx*4+2]; pixel[2] = glb_palette[idx*4+1]; #else pixel[0] = glb_palette[idx*4+1]; pixel[1] = glb_palette[idx*4+2]; pixel[2] = glb_palette[idx*4+3]; #endif // Now write out the needed number of times... for (s_x = 0; s_x < glbScaleFactor; s_x++) { *dst++ = pixel[0]; *dst++ = pixel[1]; *dst++ = pixel[2]; } } // Add remainder of pitch. dst += pitch - 3 * glbScaleFactor * HAM_SCRW; } src += HAM_SCRW; } } void scaleScreenFrom15bit(u8 *dst, int pitch) { int x, y, s_y, s_x; u8 pixel[3]; u16 raw; u16 *src; // Clear initial dst... memset(dst, 0, pitch * glbScreenHeight); // Add in fudge factor dst += glbScreenFudgeX * 3 + glbScreenFudgeY * pitch; src = glb_rawscreen; for (y = 0; y < HAM_SCRH; y++) { for (s_y = 0; s_y < glbScaleFactor; s_y++) { for (x = 0; x < HAM_SCRW; x++) { // Read in a pixel & decode raw = src[x]; #if SDL_BYTEORDER == SDL_BIG_ENDIAN pixel[0] = (raw & 31) << 3; pixel[1] = ((raw >> 5) & 31) << 3; pixel[2] = ((raw >> 10) & 31) << 3; #else pixel[2] = (raw & 31) << 3; pixel[1] = ((raw >> 5) & 31) << 3; pixel[0] = ((raw >> 10) & 31) << 3; #endif // Now write out the needed number of times... for (s_x = 0; s_x < glbScaleFactor; s_x++) { *dst++ = pixel[0]; *dst++ = pixel[1]; *dst++ = pixel[2]; } } // Add remainder of pitch. dst += pitch - 3 * glbScaleFactor * HAM_SCRW; } src += HAM_SCRW; } } // Draws the given sprite to the native buffer. void blitSprite(const SPRITEDATA &sprite) { if (sprite.active) { // Finally, blit the sprite. int sx, sy, x, y, tx, ty, srcoffset; u8 src; for (sy = 0; sy < TILEHEIGHT*2; sy++) { for (sx = 0; sx < TILEWIDTH*2; sx++) { x = sprite.x + sx; y = sprite.y + sy; // Convert to DS coords from GBA x += TILEWIDTH; y += 2*TILEHEIGHT; tx = (sx >= TILEWIDTH) ? 1 : 0; ty = (sy >= TILEHEIGHT) ? 1 : 0; srcoffset = sx + tx * TILEWIDTH * (TILEHEIGHT-1) + ty * 1 * TILEWIDTH * (TILEHEIGHT) + sy * TILEWIDTH; src = sprite.data[srcoffset]; if (src && x >= 0 && x < HAM_SCRW && y >= 0 && y < HAM_SCRH) { glb_nativescreen[x + y * HAM_SCRW] = src + 256; } } } } } void hamfake_rebuildScreen() { int i, layer, x, y, tileidx, tx, ty, px, py; int offset; if (!glb_isdirty) return; glb_isdirty = false; if (glb_videomode == 3) { u8 *dst; SDL_LockSurface(glbVideoSurface); dst = (u8 *) glbVideoSurface->pixels; if (!dst) { printf("Lock failure: %s\n", SDL_GetError()); } scaleScreenFrom15bit(dst, glbVideoSurface->pitch); SDL_UnlockSurface(glbVideoSurface); // Rebuild from 15bit screen. SDL_UpdateRect(glbVideoSurface, 0, 0, 0, 0); return; } // Clear our video surface. memset(glb_nativescreen, 0, HAM_SCRH * HAM_SCRW * sizeof(u16)); // Blit each layer in turn. // Hard coded layer order: int lay_ord[4] = { 1, 2, 3, 0 }; for (i = 0; i < 4; i++) { layer = lay_ord[i]; ty = ham_bg[layer].scrolly; if (ty < 0) ty = - ((-ty + TILEHEIGHT-1) / TILEHEIGHT); else ty = (ty + TILEHEIGHT-1) / TILEHEIGHT; py = ham_bg[layer].scrolly % TILEHEIGHT; if (py < 0) { ty++; py += TILEHEIGHT; } ty %= ham_bg[layer].mi->height; if (ty < 0) ty += ham_bg[layer].mi->height; for (y = (py ? 1 : 0); y < HAM_SCRH_T; y++) { tx = ham_bg[layer].scrollx; if (tx < 0) tx = - ((-tx + TILEWIDTH-1) / TILEWIDTH); else tx = (tx + TILEWIDTH-1) / TILEWIDTH; px = ham_bg[layer].scrollx % TILEWIDTH; if (px < 0) { px += TILEWIDTH; tx++; } tx %= ham_bg[layer].mi->width; if (tx < 0) tx += ham_bg[layer].mi->width; for (x = (px ? 1 : 0); x < HAM_SCRW_T; x++) { u8 *tile; tileidx = ham_bg[layer].mi->tiles[ty * ham_bg[layer].mi->width + tx]; // Out of bound tiles are ignored. if ((tileidx & 1023) < ham_bg[layer].ti->numtiles) { tile = ham_bg[layer].ti->tiles[tileidx & 1023]; // Compute offset into native screen // This computation is very suspect and has only // been vetted with px == 4, so may not work with // other sub pixel scroll values. offset = x * TILEWIDTH - px + (y * TILEHEIGHT - py) * HAM_SCRW; // Figure out any flip flags. if (tileidx & (2048 | 1024)) { int sx, sy, fx, fy; for (sy = 0; sy < TILEHEIGHT; sy++) { if (tileidx & 2048) fy = TILEHEIGHT-1 - sy; else fy = sy; for (sx = 0; sx < TILEWIDTH; sx++) { if (tileidx & 1024) fx = TILEWIDTH-1 - sx; else fx = sx; // Write if non-zero if (tile[fx + fy * TILEWIDTH]) glb_nativescreen[offset] = tile[fx + fy * TILEWIDTH]; offset++; } offset += HAM_SCRW - TILEWIDTH; } } else { int sx, sy; // Straight forward write... for (sy = 0; sy < TILEHEIGHT; sy++) { for (sx = 0; sx < TILEWIDTH; sx++) { if (*tile) { glb_nativescreen[offset] = *tile; } tile++; offset++; } offset += HAM_SCRW - TILEWIDTH; } } } tx++; if (tx >= ham_bg[layer].mi->width) tx -= ham_bg[layer].mi->width; } ty++; if (ty >= ham_bg[layer].mi->height) ty -= ham_bg[layer].mi->height; } // Just before the text layer we draw our sprites // This ensures the buttons are under the text. if (i == 2) { int j; // Since we composite on top, we want to do in reverse order of // priority. Hence the backwards loop. // The last sprite is the cursor and is done at the very end. for (j = MAX_SPRITES; j --> 1; ) { blitSprite(glbSpriteList[j]); } } } // Draw the cursor sprite blitSprite(glbSpriteList[0]); // Lock and update the final surface using our lookup... { u8 *dst; SDL_LockSurface(glbVideoSurface); dst = (u8 *) glbVideoSurface->pixels; if (!dst) { printf("Lock failure: %s\n", SDL_GetError()); } scaleScreenFromPaletted(dst, glbVideoSurface->pitch); SDL_UnlockSurface(glbVideoSurface); // Rebuild from 8bit screen. SDL_UpdateRect(glbVideoSurface, 0, 0, 0, 0); } } // Converts a unicode key into an ASCII key. int processSDLKey(int unicode, int sdlkey) { // Check to see if we are intelligble unicode. if (unicode && unicode < 128) return unicode; // Process stupid exceptions. switch (sdlkey) { // Insert several curses here... This isn't necessary // anywhere except WIndows XP it seems... case SDLK_KP0: return '0'; case SDLK_KP1: return '1'; case SDLK_KP2: return '2'; case SDLK_KP3: return '3'; case SDLK_KP4: return '4'; case SDLK_KP5: return '5'; case SDLK_KP6: return '6'; case SDLK_KP7: return '7'; case SDLK_KP8: return '8'; case SDLK_KP9: return '9'; case SDLK_UP: return GFX_KEYUP; case SDLK_DOWN: return GFX_KEYDOWN; case SDLK_LEFT: return GFX_KEYLEFT; case SDLK_RIGHT: return GFX_KEYRIGHT; case SDLK_PAGEUP: return GFX_KEYPGUP; case SDLK_PAGEDOWN: return GFX_KEYPGDOWN; case SDLK_F1: return GFX_KEYF1; case SDLK_F2: return GFX_KEYF2; case SDLK_F3: return GFX_KEYF3; case SDLK_F4: return GFX_KEYF4; case SDLK_F5: return GFX_KEYF5; case SDLK_F6: return GFX_KEYF6; case SDLK_F7: return GFX_KEYF7; case SDLK_F8: return GFX_KEYF8; case SDLK_F9: return GFX_KEYF9; case SDLK_F10: return GFX_KEYF10; case SDLK_F11: return GFX_KEYF11; case SDLK_F12: return GFX_KEYF12; case SDLK_F13: return GFX_KEYF13; case SDLK_F14: return GFX_KEYF14; case SDLK_F15: return GFX_KEYF15; } // Failed to parse key, 0. return 0; } // Wait for an event to occur. void hamfake_awaitEvent() { SDL_WaitEvent(0); } // Return our internal screen. u16 * hamfake_lockScreen() { // Note we have to offset to the normal GBA start // location to account for our official offset. return glb_rawscreen + TILEWIDTH + 2*TILEHEIGHT * HAM_SCRW; } void hamfake_unlockScreen(u16 *) { glb_isdirty = true; } // Deal with our SRAM buffer. char * hamfake_writeLockSRAM() { return glb_rawSRAM; } void hamfake_writeUnlockSRAM(char *) { } char * hamfake_readLockSRAM() { return glb_rawSRAM; } void hamfake_readUnlockSRAM(char *) { } void hamfake_endWritingSession() { FILE *fp; fp = fopen("powder.sav", "wb"); if (!fp) { cerr << "Failure to open powder.sav for writing!" << endl; return; } fwrite(glb_rawSRAM, SRAMSIZE, 1, fp); fclose(fp); } // Called to run our event poll void hamfake_pollEvents() { SDL_Event event; int cookedkey; while (SDL_PollEvent(&event)) { switch (event.type) { case SDL_VIDEORESIZE: setResolution(event.resize.w, event.resize.h); break; case SDL_KEYDOWN: if (event.key.keysym.sym < SDLK_LAST) { glb_keystate[event.key.keysym.sym] = 1; cookedkey = processSDLKey(event.key.keysym.unicode, event.key.keysym.sym); // What sort of drunk would insert the keypress // on a key up? hamfake_insertKeyPress(cookedkey); if (cookedkey) { glb_keypushtime = gfx_getframecount() + KEY_REPEAT_INITIAL; glb_keypusher = cookedkey; glb_keypusherraw = event.key.keysym.sym; } } break; case SDL_KEYUP: if (event.key.keysym.sym < SDLK_LAST) { glb_keystate[event.key.keysym.sym] = 0; // Sadly, unicode is *not* cooked on a keyup! // Damn SDL! // Thus, we always clear out on a key going high. // cookedkey = processSDLKey(event.key.keysym.unicode); // This will annoy copx, however, so we instead // stop being lazy and store the original raw code. // If our currently repeated key goes high, // clear it out. if (event.key.keysym.sym == glb_keypusherraw) { glb_keypusher = 0; } } break; case SDL_MOUSEMOTION: { glbStylusX = event.motion.x; glbStylusY = event.motion.y; int x, y; hamfake_getstyluspos(x, y); break; } case SDL_MOUSEBUTTONDOWN: glbStylusX = event.button.x; glbStylusY = event.button.y; cookedkey = 0; switch (event.button.button) { case SDL_BUTTON_LEFT: cookedkey = GFX_KEYLMB; glbStylusState = true; break; case SDL_BUTTON_MIDDLE: cookedkey = GFX_KEYMMB; break; case SDL_BUTTON_RIGHT: cookedkey = GFX_KEYRMB; break; } if (cookedkey) { hamfake_insertKeyPress(cookedkey); glb_keypushtime = gfx_getframecount() + KEY_REPEAT_INITIAL; glb_keypusher = cookedkey; // Special value for these... glb_keypusherraw = -cookedkey; } break; case SDL_MOUSEBUTTONUP: glbStylusX = event.button.x; glbStylusY = event.button.y; cookedkey = 0; switch (event.button.button) { case SDL_BUTTON_LEFT: glbStylusState = false; cookedkey = GFX_KEYLMB; break; case SDL_BUTTON_MIDDLE: cookedkey = GFX_KEYMMB; break; case SDL_BUTTON_RIGHT: cookedkey = GFX_KEYRMB; break; } // Wipe out the pusher if we match. if (-cookedkey == glb_keypusherraw) { glb_keypusher = 0; } break; case SDL_QUIT: SDL_Quit(); exit(0); break; } } } bool hamfake_isPressed(BUTTONS button) { hamfake_pollEvents(); hamfake_rebuildScreen(); // Filter directions for e.g. LEFT with LEFT_UP etc if (button == BUTTON_LEFT && SDL_JoystickGetButton(joystick, GP2X_BUTTON_LEFT)) { return true; } if (button == BUTTON_RIGHT && SDL_JoystickGetButton(joystick, GP2X_BUTTON_RIGHT)) { return true; } if (button == BUTTON_UP && SDL_JoystickGetButton(joystick, GP2X_BUTTON_UP)) { return true; } if (button == BUTTON_DOWN && SDL_JoystickGetButton(joystick, GP2X_BUTTON_DOWN)) { return true; } // Straight buttons switch(button) { case BUTTON_LEFT: return (SDL_JoystickGetButton(joystick, GP2X_BUTTON_UPLEFT) || SDL_JoystickGetButton(joystick, GP2X_BUTTON_DOWNLEFT)); case BUTTON_RIGHT: return (SDL_JoystickGetButton(joystick, GP2X_BUTTON_UPRIGHT) || SDL_JoystickGetButton(joystick, GP2X_BUTTON_DOWNRIGHT)); case BUTTON_UP: return (SDL_JoystickGetButton(joystick, GP2X_BUTTON_UPLEFT) || SDL_JoystickGetButton(joystick, GP2X_BUTTON_UPRIGHT)); case BUTTON_DOWN: return (SDL_JoystickGetButton(joystick, GP2X_BUTTON_DOWNLEFT) || SDL_JoystickGetButton(joystick, GP2X_BUTTON_DOWNRIGHT)); case BUTTON_A: return (SDL_JoystickGetButton(joystick, GP2X_BUTTON_A)); case BUTTON_B: return (SDL_JoystickGetButton(joystick, GP2X_BUTTON_B)); case BUTTON_R: return (SDL_JoystickGetButton(joystick, GP2X_BUTTON_R)); case BUTTON_L: return (SDL_JoystickGetButton(joystick, GP2X_BUTTON_L)); case BUTTON_X: return (SDL_JoystickGetButton(joystick, GP2X_BUTTON_X)); case BUTTON_Y: return (SDL_JoystickGetButton(joystick, GP2X_BUTTON_Y)); case BUTTON_START: return (SDL_JoystickGetButton(joystick, GP2X_BUTTON_START)); case BUTTON_SELECT: return (SDL_JoystickGetButton(joystick, GP2X_BUTTON_SELECT)); }; return false; } int hamfake_isAnyPressed() { hamfake_pollEvents(); hamfake_rebuildScreen(); int i; for (i = 0; i < GP2X_NUM_BUTTONS; i++) if (SDL_JoystickGetButton(joystick, i)) return 0x0; return 0x3FF; } int hamfake_peekKeyPress() { return 0; } int hamfake_getKeyPress(bool onlyascii) { return 0; } void hamfake_insertKeyPress(int key) { } void hamfake_clearKeyboardBuffer() { } void hamfake_setScrollX(int layer, int scroll) { ham_bg[layer].scrollx = scroll; } void hamfake_setScrollY(int layer, int scroll) { ham_bg[layer].scrolly = scroll; } u8 * convertTo32Bit(const unsigned short *s, int numpixel) { u8 *result, *d; unsigned short p; result = (u8 *) malloc(numpixel * 4); d = result; while (numpixel--) { p = *s++; *d++ = (p & 31) * 8 + 4; p >>= 5; *d++ = (p & 31) * 8 + 4; p >>= 5; *d++ = (p & 31) * 8 + 4; *d++ = 0xff; } return result; } void ham_Init() { int i; printf("\nPOWDER initializing...\n"); /* initialize SDL */ if ( SDL_Init( SDL_INIT_VIDEO | SDL_INIT_TIMER ) < 0 ) { fprintf( stderr, "Video initialization failed: %s\n", SDL_GetError( ) ); SDL_Quit( ); } if (SDL_InitSubSystem (SDL_INIT_JOYSTICK) == -1) { printf("Unable to initialise joystick: %s\n", SDL_GetError()); } if(SDL_NumJoysticks()) { joystick = SDL_JoystickOpen(0); } else { printf("no joystick detected\n"); } if (joystick) { SDL_JoystickEventState (SDL_ENABLE); } u8 *rgbpixel; rgbpixel = convertTo32Bit(bmp_icon_sdl, 32 * 32); /* SDL interprets each pixel as a 32-bit number, so our masks must depend on the endianness (byte order) of the machine */ #if SDL_BYTEORDER == SDL_BIG_ENDIAN const Uint32 rmask = 0xff000000; const Uint32 gmask = 0x00ff0000; const Uint32 bmask = 0x0000ff00; const Uint32 amask = 0x000000ff; #else const Uint32 rmask = 0x000000ff; const Uint32 gmask = 0x0000ff00; const Uint32 bmask = 0x00ff0000; const Uint32 amask = 0xff000000; #endif SDL_Surface *surf = SDL_CreateRGBSurfaceFrom((char *)rgbpixel, 32, 32, 32, 32*4, rmask, gmask, bmask, amask); SDL_WM_SetIcon(surf, NULL); SDL_EnableUNICODE(1); glbSpriteList = new SPRITEDATA[MAX_SPRITES]; for (i = 0; i < MAX_SPRITES; i++) { glbSpriteList[i].active = false; glbSpriteList[i].data = new u8[TILEWIDTH * TILEHEIGHT * 4]; } memset(glb_keystate, 0, SDLK_LAST); glb_rawscreen = new u16[HAM_SCRW*HAM_SCRH]; memset(glb_rawscreen, 0, HAM_SCRW*HAM_SCRH*sizeof(u16)); glb_nativescreen = new u16[HAM_SCRW*HAM_SCRH]; // Load any save games. FILE *fp; fp = fopen("powder.sav", "rb"); if (fp) { fread(glb_rawSRAM, SRAMSIZE, 1, fp); fclose(fp); } // Load any extra tilesets. if (bmp_loadExtraTileset()) { ham_extratileset = true; printf("External tileset loaded.\n"); } return; } void (*glb_vblcallback)() = 0; Uint32 glb_VBLTimerCallback(Uint32 interval, void *fp) { glb_isnewframe = 1; (*glb_vblcallback)(); // Push a fake event so we wake up. SDL_Event event; event.type = SDL_USEREVENT; SDL_PushEvent(&event); return 16; } void ham_StartIntHandler(u8 intno, void (*fp)()) { assert(intno == INT_TYPE_VBL); glb_vblcallback = fp; SDL_AddTimer(16, glb_VBLTimerCallback, 0); } void ham_SetBgMode(u8 mode) { if (glb_videomode == -1) { setResolution(HAM_SCRW * 2, HAM_SCRH * 2); rebuildVideoSystemFromGlobals(); } glb_videomode = mode; } void ham_LoadBGPal(void *vpal, int bytes) { // Need to promote our 15bit palette to a 24 bit one. int entries = bytes / 2, i; u16 *pal = (u16 *) vpal; for (i = 0; i < entries; i++) { glb_palette[i*4+3] = (pal[i] & 31) << 3; glb_palette[i*4+2] = ((pal[i] >> 5) & 31) << 3; glb_palette[i*4+1] = ((pal[i] >> 10) & 31) << 3; if (i) glb_palette[i*4] = 255; else glb_palette[i*4] = 0; } } map_info_ptr ham_InitMapEmptySet(u8 size, u8 ) { map_info_ptr mi; mi = new map_info; if (size == 0) { mi->width = 32; mi->height = 32; } else { mi->width = 64; mi->height = 64; } mi->tiles = new int[mi->width * mi->height]; memset(mi->tiles, 0, sizeof(int) * mi->width * mi->height); return mi; } tile_info_ptr ham_InitTileEmptySet(int entries, int , int) { tile_info_ptr ti; int i; ti = new tile_info; ti->numtiles = entries; ti->tiles = new u8 *[entries]; for (i = 0; i < entries; i++) { ti->tiles[i] = new u8 [TILEWIDTH * TILEHEIGHT]; } glbTheTileSet = ti; return ti; } void ham_InitBg(int layer, int foo, int bar, int baz) { ham_bg[layer].scrollx = 0; ham_bg[layer].scrolly = 0; } void ham_CreateWin(int , int, int, int, int, int, int, int) { } void ham_DeleteWin(int wid) { } void ham_SetMapTile(int layer, int mx, int my, int tileidx) { map_info_ptr mi; mi = ham_bg[layer].mi; mx = (mx % mi->width); if (mx < 0) mx += mi->width; my = (my % mi->height); if (my < 0) my += mi->height; mi->tiles[mx + my * mi->width] = tileidx; glb_isdirty = true; } void hamfake_setTileSize(int tilewidth, int tileheight) { int i; glbTileWidth = tilewidth; glbTileHeight = tileheight; delete [] glb_rawscreen; delete [] glb_nativescreen; glb_rawscreen = new u16[HAM_SCRW*HAM_SCRH]; memset(glb_rawscreen, 0, HAM_SCRW*HAM_SCRH*sizeof(u16)); glb_nativescreen = new u16[HAM_SCRW*HAM_SCRH]; for (i = 0; glbTheTileSet && (i < glbTheTileSet->numtiles); i++) { delete [] glbTheTileSet->tiles[i]; glbTheTileSet->tiles[i] = new u8 [TILEWIDTH * TILEHEIGHT]; } for (i = 0; i < MAX_SPRITES; i++) { delete [] glbSpriteList[i].data; glbSpriteList[i].data = new u8[TILEWIDTH * TILEHEIGHT * 4]; } setResolution(glbScreenWidth, glbScreenHeight); } void ham_ReloadTileGfx(tile_info_ptr tiledata, const u16 *data, int destidx, int numtile) { int t; u8 *raw; u8 *dst; raw = (u8*) data; for (t = destidx; t < destidx + numtile; t++) { dst = tiledata->tiles[t]; memcpy(dst, raw, TILEWIDTH*TILEHEIGHT); raw += TILEWIDTH*TILEHEIGHT; } glb_isdirty = true; } void hamfake_ReloadSpriteGfx(const u16 *data, int tileno, int numtile) { tileno /= 4; UT_ASSERT(tileno >= 0 && tileno < MAX_SPRITES); if (tileno < 0 || tileno >= MAX_SPRITES) return; memcpy(glbSpriteList[tileno].data, data, numtile * TILEWIDTH*TILEHEIGHT); glb_isdirty = true; } void hamfake_LoadSpritePal(void *vpal, int bytes) { // Need to promote our 15bit palette to a 24 bit one. int entries = bytes / 2, i; u16 *pal = (u16 *) vpal; for (i = 0; i < entries; i++) { glb_palette[1024+i*4+3] = (pal[i] & 31) << 3; glb_palette[1024+i*4+2] = ((pal[i] >> 5) & 31) << 3; glb_palette[1024+i*4+1] = ((pal[i] >> 10) & 31) << 3; if (i) glb_palette[1024+i*4] = 255; else glb_palette[1024+i*4] = 0; } glb_isdirty = true; } void hamfake_softReset() { SDL_Quit(); exit(0); } bool hamfake_extratileset() { return ham_extratileset; } void hamfake_getstyluspos(int &x, int &y) { x = glbStylusX; y = glbStylusY; // Convert accordint to our scale. x -= glbScreenFudgeX; y -= glbScreenFudgeY; x /= glbScaleFactor; y /= glbScaleFactor; // After conversion we can be out of the valid bounds. if (x < 0) x = 0; if (y < 0) y = 0; if (x >= HAM_SCRW) x = HAM_SCRW-1; if (y >= HAM_SCRH) y = HAM_SCRH-1; // Now return to the GBA coordinate system by adjusting for the DS coords. x -= TILEWIDTH; y -= 2*TILEHEIGHT; } bool hamfake_getstylusstate() { return glbStylusState; } void hamfake_movesprite(int spriteno, int x, int y) { UT_ASSERT(spriteno >= 0 && spriteno < MAX_SPRITES); if (spriteno < 0 || spriteno >= MAX_SPRITES) return; glb_isdirty = true; glbSpriteList[spriteno].x = x; glbSpriteList[spriteno].y = y; } void hamfake_enablesprite(int spriteno, bool enabled) { UT_ASSERT(spriteno >= 0 && spriteno < MAX_SPRITES); if (spriteno < 0 || spriteno >= MAX_SPRITES) return; glb_isdirty = true; glbSpriteList[spriteno].active = enabled; } FILE * hamfake_fopen(const char *path, const char *mode) { // Use the local directory on these platforms. return fopen(path, mode); } bool hamfake_fatvalid() { return true; } int hamfake_getKeyModifiers() { return 0; } powder118_src/port/psp/0000755000175300010010000000000013244453367012170 5ustar powder118_src/port/psp/pic1.png0000644000175300010010000042420210762406441013527 0ustar ‰PNG  IHDRàç$0Û pHYsÄÄ•+ OiCCPPhotoshop ICC profilexÚSgTSé=÷ÞôBKˆ€”KoR RB‹€‘&*! 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FÛz*9øjÕ‚Ò’cŠš±Hlf“µ«Þq<Çñ|ŸØ6ØŽK©O&˜Pqž ¡’$‰¢ÞÞ‘©j­–Vy&¨„¾áxëÞŠÒFkX>¿¸|^Ñ0„-\ ÇrHZó)u-Û/,×¥¾ç0V y²B‘%‚«8É¢øHßH¥ZMT"„ G“?î™’Òhc–tW-( a ûÔw˜C}ÊlêSæØv¡P´\‡ú~n9×ø “$L§<Ž{ûG&§ª©Ž¹DÀÈxúž©ŒkcÌÂŽÂÚî2bYØgžÃ\ê3æPŸ0ײŽZ³U`,/ÔÆœG‚«$qÒ×?:1YItÌ'Ƨ²vMÅ™ÒÆÌo÷×/.c ƒ…|æ»Ô%>c.õ só EÛuhÁ·+PF !Œ¤RÄB¦A˜áÀÀèØÄTª’LdDÀT•?¿k*ˆ…1ÐÕ껤Ž:,äQÏcžS²í‚íêX–ïû–ã0ß·,«ÀX*EYVMr?”ŽŽŽM¥*IeF„©ÕÄó»&+¡0æ4;Ç-­w õ¨Ë\ú`!d¡™5l×¥¾oÛV2‚0 Ȥ8—Iª’dhx|dd"ÑI&2,LÊ?LÄYýùœvèí”8°c³–¦¢eÑ #define printf pspDebugScreenPrintf // // External Hooks // These are HAMish functions that don't exist in the HAM library, as // they are unneeded or non-existant on the GBA. They have blank // functions if USING_SDL is not defined. // void hamfake_rebuildScreen(); void hamfake_awaitEvent(); u16 *hamfake_lockScreen(); void hamfake_unlockScreen(u16 *screen); char *hamfake_writeLockSRAM(); void hamfake_writeUnlockSRAM(char *); char *hamfake_readLockSRAM(); void hamfake_readUnlockSRAM(char *); // Flags that we are done writing to the SRAM. Allows us to only // write to disk once. void hamfake_endWritingSession(); void hamfake_softReset(); void hamfake_setFullScreen(bool fullscreen); bool hamfake_isFullScreen(); // // Type clones. // struct tile_info { // Private to hamfake: int numtiles; u8 **tiles; }; typedef tile_info *tile_info_ptr; struct map_info { // Private to hamfake int width, height; int *tiles; }; typedef map_info *map_info_ptr; struct bg_info { map_info_ptr mi; tile_info_ptr ti; int scrollx, scrolly; }; extern bg_info ham_bg[]; // // Raw data accessors. // int hamfake_isAnyPressed(); bool hamfake_isPressed(BUTTONS button); #define F_CTRLINPUT_UP_PRESSED hamfake_isPressed(BUTTON_UP) #define F_CTRLINPUT_DOWN_PRESSED hamfake_isPressed(BUTTON_DOWN) #define F_CTRLINPUT_LEFT_PRESSED hamfake_isPressed(BUTTON_LEFT) #define F_CTRLINPUT_RIGHT_PRESSED hamfake_isPressed(BUTTON_RIGHT) #define F_CTRLINPUT_A_PRESSED hamfake_isPressed(BUTTON_A) #define F_CTRLINPUT_B_PRESSED hamfake_isPressed(BUTTON_B) #define F_CTRLINPUT_R_PRESSED hamfake_isPressed(BUTTON_R) #define F_CTRLINPUT_L_PRESSED hamfake_isPressed(BUTTON_L) #define F_CTRLINPUT_SELECT_PRESSED hamfake_isPressed(BUTTON_SELECT) #define F_CTRLINPUT_START_PRESSED hamfake_isPressed(BUTTON_START) #define R_CTRLINPUT \ hamfake_isAnyPressed() // Gets a new keypress. Returns 0 if no keypress is ready. // Clears key after getting it. int hamfake_peekKeyPress(); int hamfake_getKeyPress(bool onlyascii); void hamfake_clearKeyboardBuffer(); void hamfake_insertKeyPress(int key); void hamfake_setScrollX(int layer, int scroll); void hamfake_setScrollY(int layer, int scroll); #define M_BG0SCRLX_SET(xoff) \ hamfake_setScrollX(0, xoff); #define M_BG0SCRLY_SET(yoff) \ hamfake_setScrollY(0, yoff); #define M_BG1SCRLX_SET(xoff) \ hamfake_setScrollX(1, xoff); #define M_BG1SCRLY_SET(yoff) \ hamfake_setScrollY(1, yoff); #define M_BG2SCRLX_SET(xoff) \ hamfake_setScrollX(2, xoff); #define M_BG2SCRLY_SET(yoff) \ hamfake_setScrollY(2, yoff); #define M_BG3SCRLX_SET(xoff) \ hamfake_setScrollX(3, xoff); #define M_BG3SCRLY_SET(yoff) \ hamfake_setScrollY(3, yoff); // // Cloned Ham functions // void ham_Init(); void ham_StartIntHandler(u8 intno, void (*fp)()); void ham_SetBgMode(u8 mode); void ham_LoadBGPal(void *vpal, int bytes); map_info_ptr ham_InitMapEmptySet(u8 size, u8 ); tile_info_ptr ham_InitTileEmptySet(int entries, int , int); void ham_InitBg(int layer, int foo, int bar, int baz); void ham_CreateWin(int wid, int, int, int, int, int, int, int); void ham_DeleteWin(int wid); void ham_SetMapTile(int layer, int mx, int my, int tileidx); void ham_ReloadTileGfx(tile_info_ptr tiledata, const u16 *data, int destidx, int numtile); #endif powder118_src/port/psp/pspmain.cpp0000644000175300010010000000243510762644517014350 0ustar #include //#include "hamfake.h" #define APP_TITLE "Powder" // PSP #define SDL_main main #include #include #include #include #include PSP_MODULE_INFO(APP_TITLE, 0, 1, 1); PSP_MAIN_THREAD_ATTR(PSP_THREAD_ATTR_USER); //PSP_HEAP_SIZE_KB(20480); #define printf pspDebugScreenPrintf int ExitCallback(int arg1, int arg2, void *common) { sceKernelExitGame(); return 0; } int CallbackThread(SceSize args, void *argp) { int cbid; cbid = sceKernelCreateCallback("exit_callback", ExitCallback, NULL); sceKernelRegisterExitCallback(cbid); sceKernelSleepThreadCB(); return 0; } int SystemSetup(void) { scePowerSetClockFrequency(333, 333, 166); sceDisplaySetMode(0, 480, 272); pspDebugScreenInit(); int thid = 0; thid = sceKernelCreateThread("update_thread", CallbackThread, 0x11, 0xFA0, 0, 0); if (thid >= 0) sceKernelStartThread(thid, 0, 0); return thid; } void SystemShutdown() { sceKernelSleepThread(); } #ifdef main #undef main #endif #define main gba_main #include "../../main.cpp" #undef main int main(int argc, char *argv[]) { SystemSetup(); // run gba_main(); SDL_Quit(); SystemShutdown(); return 0; } powder118_src/port/psp/mygba.h0000644000175300010010000000210010762644517013432 0ustar /* * PROPRIETARY INFORMATION. This software is proprietary to POWDER * Development, and is not to be reproduced, transmitted, or disclosed * in any way without written permission. * * Produced by: Jeff Lait * * POWDER Development * * NAME: mygba.h ( POWDER Library, C++ ) * * COMMENTS: * This is a fake version of the HAM libraries mygba.h. * It redefines the functions we need using hamfake.cpp. */ #ifndef __mygba__ #define __mygba__ #define USING_SDL #define HAS_DISKIO //#define HAS_KEYBOARD //#define HAS_STYLUS #define HAS_XYBUTTON /* #ifdef LINUX #define stricmp(a, b) strcasecmp(a, b) #endif */ // #define STRESS_TEST #include /* typedef unsigned char u8; typedef signed char s8; typedef unsigned short u16; typedef signed short s16; typedef unsigned int u32; typedef signed int s32; */ #define INT_TYPE_VBL 0 #define INT_TYPE_HBL 1 #define WIN_BG0 0x01 #define WIN_BG1 0x02 #define WIN_BG2 0x04 #define WIN_BG3 0x08 #define WIN_OBJ 0x10 #include #include #include #include "hamfake.h" #endif powder118_src/port/psp/icon0.png0000644000175300010010000004156110762406441013706 0ustar ‰PNG  IHDRPyÌk[ pHYsÄÄ•+ OiCCPPhotoshop ICC profilexÚSgTSé=÷ÞôBKˆ€”KoR RB‹€‘&*! 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JᆪpKu!»¶>8080œ‚\O¥ò"A‘ÐÄ¥%‘Ðw¿ñ澑ZjsõŽR&´z¡Rsã§lHMÃ<~jdNcŒ:Y×JA/+ ½ëï>Õ=&;^V®jš¢j¶Å¤UKÓˆï~}oÿà4äF>SîêíîWD¡®¥©˜Ï¼úê½ýS•G#ªˆ\EôÌbîø±AÙ{gÿá§’­Í‰@u¬3Ù_”¹•V_uñdrìÕWßèL¥§Æ„xhå­WÅkbÜ´§&³Gœzs÷[§ºÇÏ=ÆûÿŒr¡,‚£AIEND®B`‚powder118_src/port/psp/Makefile0000644000175300010010000000365411256547027013636 0ustar TARGET = powder PSPSDK = $(shell psp-config --pspsdk-path) PSPBIN = $(shell psp-config --psp-prefix)/bin SDL_CONFIG = $(PSPBIN)/sdl-config DEFAULT_CFLAGS = $(shell $(SDL_CONFIG) --cflags) PSP_FW_VERSION=371 EXTRA_TARGETS = EBOOT.PBP PSP_EBOOT_TITLE = Powder PSP_EBOOT_ICON= icon0.png PSP_EBOOT_PIC1 = pic1.png OBJS = pspmain.o \ hamfake.o \ ../../action.o \ ../../assert.o \ ../../ai.o \ ../../artifact.o \ ../../bmp.o \ ../../build.o \ ../../buf.o \ ../../control.o \ ../../creature.o \ ../../dpdf_table.o \ ../../encyc_support.o \ ../../gfxengine.o \ ../../grammar.o \ ../../hiscore.o \ ../../input.o \ ../../intrinsic.o \ ../../item.o \ ../../map.o \ ../../mobref.o \ ../../msg.o \ ../../name.o \ ../../piety.o \ ../../rand.o \ ../../signpost.o \ ../../smokestack.o \ ../../speed.o \ ../../sramstream.o \ ../../stylus.o \ ../../victory.o \ ../../encyclopedia.o \ ../../glbdef.o \ ../../credits.o \ ../../license.o \ ../../gfx/all_bitmaps.o \ ../../rooms/allrooms.o #include ../../make/makerules.LINUX CFLAGS = -O3 -g -G0 $(GLOBAL_CFLAGS) -Wall -DSYS_PSP $(INCLUDES) -I/usr/local/pspdev/psp/include/freetype2 \ -I/usr/local/pspdev/psp/sdk/include -I/usr/local/pspdev/psp/include/SDL \ -DLINUX -I ../../port/sdl \ -I . CXXFLAGS = $(CFLAGS) -fno-exceptions -fno-rtti ASFLAGS = $(CFLAGS) LIBS += $(shell $(SDL_CONFIG) --libs) \ -lpsppower -lpspaudio -lpspgu -lpsphprm -lpsprtc -lstdc++ -lz -lm include $(PSPSDK)/lib/build.mak all: EBOOT.PBP pclean: cd ../.. ; rm -f *.o cd ../../gfx ; rm -f *.o rm -f *.o cd ../sdl ; rm -f *.o rm -f $(TARGET) premake: cd ../../rooms ; ./buildrooms.bash cd ../../gfx ; ./rebuild.sh cd ../.. ; support/enummaker/enummaker source.txt cd ../.. ; support/txt2c/txt2c LICENSE.TXT license.cpp cd ../.. ; support/txt2c/txt2c CREDITS.TXT credits.cpp cd ../.. ; support/encyclopedia2c/encyclopedia2c encyclopedia.txt powder118_src/port/psp/hamfake.cpp0000644000175300010010000005004211104734566014265 0ustar /* * PROPRIETARY INFORMATION. This software is proprietary to POWDER * Development, and is not to be reproduced, transmitted, or disclosed * in any way without written permission. * * Produced by: Jeff Lait * * POWDER Development * * NAME: hamfake.cpp ( POWDER Library, C++ ) * * COMMENTS: * This file implements all the fake ham functions. * It also stores the global state of the hardware. */ #ifdef WIN32 #pragma comment(lib, "SDL.lib") #pragma comment(lib, "SDLmain.lib") #endif #include #include #include #include using namespace std; #include "mygba.h" #include "hamfake.h" #include "SDL.h" #include "../../gfxengine.h" #include "../../bmp.h" #include "../../assert.h" #include "../../control.h" //#include "../../gfx/icon_sdl.bmp.c" #define SRAMSIZE 65536 #define KEY_REPEAT_INITIAL 15 #define KEY_REPEAT_AFTER 7 SDL_Joystick *joystick = NULL; #define MAX_JOY_BUTTON 12 // // Global GBA state: // SDL_Surface *glbVideoSurface; bool glbFullScreen = false; int glbScreenWidth = HAM_SCRW; int glbScreenHeight = HAM_SCRH; int glbScaleFactor = 1; int glbScreenFudgeX = 0; int glbScreenFudgeY = 0; int glbStylusX = 0, glbStylusY = 0; bool glbStylusState = false; bool glbJoyState[MAX_JOY_BUTTON]; BUTTONS glbJoyToButton[MAX_JOY_BUTTON] = { BUTTON_Y, // Tri BUTTON_B, // Circle BUTTON_A, // Cross BUTTON_X, // Square BUTTON_L, BUTTON_R, BUTTON_DOWN, BUTTON_LEFT, BUTTON_UP, BUTTON_RIGHT, BUTTON_SELECT, BUTTON_START }; struct SPRITEDATA { bool active; int x, y; u8 data[4*8*8]; }; SPRITEDATA *glbSpriteList; #define MAX_SPRITES 128 // Do we have an extra tileset loaded? bool ham_extratileset = false; // Background state: bg_info ham_bg[4]; bool glb_isnewframe = 0, glb_isdirty = false; u8 glb_palette[2048]; // Mode 3 screen - a raw 15bit bitmap. u16 glb_rawscreen[HAM_SCRW*HAM_SCRH]; // Paletted version of screen which is scaled into final SDL surface // We use u16 as the high bit selects whether to use sprite or // global palette u16 glb_nativescreen[HAM_SCRW*HAM_SCRH]; char glb_rawSRAM[SRAMSIZE]; int glb_videomode = -1; void rebuildVideoSystemFromGlobals() { int flags = SDL_RESIZABLE; if (glbFullScreen) flags |= SDL_FULLSCREEN; // do resize, no fullscreen flags = SDL_SWSURFACE;// | SDL_DOUBLEBUF; // Yes, we want a guaranteed 24bit video mode. glbVideoSurface = SDL_SetVideoMode(glbScreenWidth, glbScreenHeight, 32, flags); if (!glbVideoSurface) { //printf("Failed to create screen: %s\n", SDL_GetError()); //SDL_Quit(); return; } // Setup our window environment. //SDL_WM_SetCaption("POWDER", 0); // We want the cursor enabled now that you can click on stuff. // SDL_ShowCursor(SDL_DISABLE); glb_isdirty = true; } void hamfake_setFullScreen(bool fullscreen) { // Pretty straight forward :> glbFullScreen = fullscreen; rebuildVideoSystemFromGlobals(); } bool hamfake_isFullScreen() { return glbFullScreen; } // Updates our glbScreenWidth & glbScreenHeight appropriately. Finds a scale // factor that will fit. void setResolution(int width, int height) { // Find maximum scale factor that fits. glbScaleFactor = 2; while (1) { glbScreenWidth = HAM_SCRW * glbScaleFactor; glbScreenHeight = HAM_SCRH * glbScaleFactor; if (glbScreenWidth > width || glbScreenHeight > height) { glbScaleFactor--; break; } glbScaleFactor++; } glbScreenWidth = width; glbScreenHeight = height; // Do not allow fractional scales. if (glbScreenWidth < HAM_SCRW) glbScreenWidth = HAM_SCRW; if (glbScreenHeight < HAM_SCRH) glbScreenHeight = HAM_SCRH; // Calculate our fudge factor... glbScreenFudgeX = ((glbScreenWidth - HAM_SCRW * glbScaleFactor) / 2); glbScreenFudgeY = ((glbScreenHeight - HAM_SCRH * glbScaleFactor) / 2); // Take effect! rebuildVideoSystemFromGlobals(); } void scaleScreenFromPaletted(u8 *dst, int pitch) { int x, y, s_y, s_x; u8 pixel[3]; u16 idx; u16 *src; // Clear initial dst... memset(dst, 0, pitch * glbScreenHeight); // Add in fudge factor dst += glbScreenFudgeX * 4 + glbScreenFudgeY * pitch; src = glb_nativescreen; for (y = 0; y < HAM_SCRH; y++) { for (s_y = 0; s_y < glbScaleFactor; s_y++) { for (x = 0; x < HAM_SCRW; x++) { // Read in a pixel & decode idx = src[x]; #if SDL_BYTEORDER == SDL_BIG_ENDIAN pixel[0] = glb_palette[idx*4+3]; pixel[1] = glb_palette[idx*4+2]; pixel[2] = glb_palette[idx*4+1]; #else pixel[0] = glb_palette[idx*4+1]; pixel[1] = glb_palette[idx*4+2]; pixel[2] = glb_palette[idx*4+3]; #endif // Now write out the needed number of times... for (s_x = 0; s_x < glbScaleFactor; s_x++) { *dst++ = pixel[2]; *dst++ = pixel[1]; *dst++ = pixel[0]; *dst++ = 0xff; } } // Add remainder of pitch. dst += pitch - 4 * glbScaleFactor * HAM_SCRW; } src += HAM_SCRW; } //SDL_Flip(glbVideoSurface); } void scaleScreenFrom15bit(u8 *dst, int pitch) { int x, y, s_y, s_x; u8 pixel[3]; u16 raw; u16 *src; // Clear initial dst... memset(dst, 0, pitch * glbScreenHeight); // Add in fudge factor dst += glbScreenFudgeX * 4 + glbScreenFudgeY * pitch; src = glb_rawscreen; for (y = 0; y < HAM_SCRH; y++) { for (s_y = 0; s_y < glbScaleFactor; s_y++) { for (x = 0; x < HAM_SCRW; x++) { // Read in a pixel & decode raw = src[x]; #if SDL_BYTEORDER == SDL_BIG_ENDIAN pixel[0] = (raw & 31) << 3; pixel[1] = ((raw >> 5) & 31) << 3; pixel[2] = ((raw >> 10) & 31) << 3; #else pixel[2] = (raw & 31) << 3; pixel[1] = ((raw >> 5) & 31) << 3; pixel[0] = ((raw >> 10) & 31) << 3; #endif // Now write out the needed number of times... for (s_x = 0; s_x < glbScaleFactor; s_x++) { *dst++ = pixel[2]; *dst++ = pixel[1]; *dst++ = pixel[0]; *dst++ = 0xff; } } // Add remainder of pitch. dst += pitch - 4 * glbScaleFactor * HAM_SCRW; } src += HAM_SCRW; } //SDL_Flip(glbVideoSurface); } // Draws the given sprite to the native buffer. void blitSprite(const SPRITEDATA &sprite) { if (sprite.active) { // Finally, blit the sprite. int sx, sy, x, y, tx, ty, srcoffset; u8 src; for (sy = 0; sy < 16; sy++) { for (sx = 0; sx < 16; sx++) { x = sprite.x + sx; y = sprite.y + sy; // Convert to DS coords from GBA x += 8; y += 16; tx = sx >> 3; ty = sy >> 3; srcoffset = (sx & 7) + tx * 8 * 8 + ty * 2 * 8 * 8 + (sy & 7) * 8; src = sprite.data[srcoffset]; if (src && x >= 0 && x < HAM_SCRW && y >= 0 && y < HAM_SCRH) { glb_nativescreen[x + y * HAM_SCRW] = src + 256; } } } } } void hamfake_rebuildScreen() { int i, layer, x, y, tileidx, tx, ty; int offset; if (!glb_isdirty) return; glb_isdirty = false; if (glb_videomode == 3) { u8 *dst = 0; //SDL_LockSurface(glbVideoSurface); if (glbVideoSurface) { dst = (u8 *) glbVideoSurface->pixels; if (!dst) { //printf("Lock failure: %s\n", SDL_GetError()); } scaleScreenFrom15bit(dst, glbVideoSurface->pitch); //SDL_UnlockSurface(glbVideoSurface); // Rebuild from 15bit screen. SDL_UpdateRect(glbVideoSurface, 0, 0, 0, 0); } return; } // Clear our video surface. memset(glb_nativescreen, 0, HAM_SCRH * HAM_SCRW * sizeof(u16)); // Blit each layer in turn. // Hard coded layer order: int lay_ord[4] = { 1, 2, 3, 0 }; for (i = 0; i < 4; i++) { layer = lay_ord[i]; ty = ham_bg[layer].scrolly / 8; ty %= ham_bg[layer].mi->height; if (ty < 0) ty += ham_bg[layer].mi->height; for (y = 0; y < HAM_SCRH / 8; y++) { tx = ham_bg[layer].scrollx / 8; tx %= ham_bg[layer].mi->width; if (tx < 0) tx += ham_bg[layer].mi->width; for (x = 0; x < HAM_SCRW / 8; x++) { u8 *tile; tileidx = ham_bg[layer].mi->tiles[ty * ham_bg[layer].mi->width + tx]; // Out of bound tiles are ignored. if ((tileidx & 1023) < ham_bg[layer].ti->numtiles) { tile = ham_bg[layer].ti->tiles[tileidx & 1023]; // Compute offset into native screen offset = x * 8 + y * 8 * HAM_SCRW; // Figure out any flip flags. if (tileidx & (2048 | 1024)) { int sx, sy, fx, fy; for (sy = 0; sy < 8; sy++) { if (tileidx & 2048) fy = 7 - sy; else fy = sy; for (sx = 0; sx < 8; sx++) { if (tileidx & 1024) fx = 7 - sx; else fx = sx; // Write if non-zero if (tile[fx + fy * 8]) glb_nativescreen[offset] = tile[fx + fy * 8]; offset++; } offset += HAM_SCRW - 8; } } else { int sx, sy; // Straight forward write... for (sy = 0; sy < 8; sy++) { for (sx = 0; sx < 8; sx++) { if (*tile) { glb_nativescreen[offset] = *tile; } tile++; offset++; } offset += HAM_SCRW - 8; } } } tx++; if (tx >= ham_bg[layer].mi->width) tx -= ham_bg[layer].mi->width; } ty++; if (ty >= ham_bg[layer].mi->height) ty -= ham_bg[layer].mi->height; } // Just before the text layer we draw our sprites // This ensures the buttons are under the text. if (i == 2) { int j; // Since we composite on top, we want to do in reverse order of // priority. Hence the backwards loop. // The last sprite is the cursor and is done at the very end. for (j = MAX_SPRITES; j --> 1; ) { blitSprite(glbSpriteList[j]); } } } // Draw the cursor sprite blitSprite(glbSpriteList[0]); // Lock and update the final surface using our lookup... { u8 *dst = 0; //SDL_LockSurface(glbVideoSurface); if (glbVideoSurface) { dst = (u8 *) glbVideoSurface->pixels; if (!dst) { //printf("Lock failure: %s\n", SDL_GetError()); } scaleScreenFromPaletted(dst, glbVideoSurface->pitch); //SDL_UnlockSurface(glbVideoSurface); // Rebuild from 8bit screen. SDL_UpdateRect(glbVideoSurface, 0, 0, 0, 0); } } } // Wait for an event to occur. void hamfake_awaitEvent() { SDL_WaitEvent(0); } // Return our internal screen. u16 * hamfake_lockScreen() { // Note we have to offset to the normal GBA start // location to account for our official offset. return glb_rawscreen + 8 + 16 * 256; } void hamfake_unlockScreen(u16 *) { glb_isdirty = true; } // Deal with our SRAM buffer. char * hamfake_writeLockSRAM() { return glb_rawSRAM; } void hamfake_writeUnlockSRAM(char *) {} char * hamfake_readLockSRAM() { return glb_rawSRAM; } void hamfake_readUnlockSRAM(char *) {} void hamfake_endWritingSession() { FILE *fp; fp = fopen("powder.sav", "wb"); if (!fp) { cerr << "Failure to open powder.sav for writing!" << endl; return; } fwrite(glb_rawSRAM, SRAMSIZE, 1, fp); fclose(fp); } int getJoyButton(BUTTONS button) { int i; for (i = 0; i < MAX_JOY_BUTTON; i++) if (glbJoyToButton[i] == button) return i; return -1; } // Called to run our event poll void hamfake_pollEvents() { SDL_Event event; while (SDL_PollEvent(&event)) { switch (event.type) { case SDL_VIDEORESIZE: setResolution(event.resize.w, event.resize.h); break; case SDL_JOYBUTTONDOWN: // If button press is in range, set our state if (event.jbutton.button < MAX_JOY_BUTTON) glbJoyState[event.jbutton.button] = true; break; case SDL_JOYBUTTONUP: if (event.jbutton.button < MAX_JOY_BUTTON) glbJoyState[event.jbutton.button] = false; break; case SDL_QUIT: SDL_Quit(); exit(0); break; } } } bool hamfake_isPressed(BUTTONS button) { int bnum; hamfake_pollEvents(); hamfake_rebuildScreen(); bnum = getJoyButton(button); if (bnum < 0) return false; return glbJoyState[bnum]; } int hamfake_isAnyPressed() { hamfake_pollEvents(); hamfake_rebuildScreen(); int i; for (i = 0; i < MAX_JOY_BUTTON; i++) if (glbJoyState[i]) return 0x0; return 0x3FF; } int hamfake_peekKeyPress() { return 0; } int hamfake_getKeyPress(bool onlyascii) { return 0; } void hamfake_insertKeyPress(int key) { } void hamfake_clearKeyboardBuffer() { } void hamfake_setScrollX(int layer, int scroll) { ham_bg[layer].scrollx = scroll; } void hamfake_setScrollY(int layer, int scroll) { ham_bg[layer].scrolly = scroll; } u8 * convertTo32Bit(const unsigned short *s, int numpixel) { u8 *result, *d; unsigned short p; result = (u8 *) malloc(numpixel * 4); d = result; while (numpixel--) { p = *s++; *d++ = (p & 31) * 8 + 4; p >>= 5; *d++ = (p & 31) * 8 + 4; p >>= 5; *d++ = (p & 31) * 8 + 4; *d++ = 0xff; } return result; } void ham_Init() { int i; printf("\nPOWDER initializing...\n"); /* initialize SDL */ if ( SDL_Init( SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_JOYSTICK) < 0 ) { printf("Video initialization failed: %s\n", SDL_GetError( ) ); return; } SDL_ShowCursor(0); if(SDL_NumJoysticks()) { joystick = SDL_JoystickOpen(0); } else { printf("no joystick detected\n"); } SDL_WM_SetCaption("Powder", 0); SDL_Delay(1000); glbSpriteList = new SPRITEDATA[MAX_SPRITES]; for (i = 0; i < MAX_SPRITES; i++) { glbSpriteList[i].active = false; } memset(glbJoyState, 0, MAX_JOY_BUTTON * sizeof(bool)); // Load any save games. FILE *fp; fp = fopen("powder.sav", "rb"); if (fp) { fread(glb_rawSRAM, SRAMSIZE, 1, fp); fclose(fp); } // Load any extra tilesets. if (bmp_loadExtraTileset()) { ham_extratileset = true; printf("External tileset loaded.\n"); } return; } void (*glb_vblcallback)() = 0; Uint32 glb_VBLTimerCallback(Uint32 interval, void *fp) { glb_isnewframe = 1; (*glb_vblcallback)(); // Push a fake event so we wake up. SDL_Event event; event.type = SDL_USEREVENT; SDL_PushEvent(&event); return 16; } void ham_StartIntHandler(u8 intno, void (*fp)()) { assert(intno == INT_TYPE_VBL); glb_vblcallback = fp; SDL_AddTimer(16, glb_VBLTimerCallback, 0); } void ham_SetBgMode(u8 mode) { if (glb_videomode == -1) { setResolution(HAM_SCRW * 2, HAM_SCRH * 2); rebuildVideoSystemFromGlobals(); } glb_videomode = mode; } void ham_LoadBGPal(void *vpal, int bytes) { // Need to promote our 15bit palette to a 24 bit one. int entries = bytes / 2, i; u16 *pal = (u16 *) vpal; for (i = 0; i < entries; i++) { glb_palette[i*4+3] = (pal[i] & 31) << 3; glb_palette[i*4+2] = ((pal[i] >> 5) & 31) << 3; glb_palette[i*4+1] = ((pal[i] >> 10) & 31) << 3; if (i) glb_palette[i*4] = 255; else glb_palette[i*4] = 0; } } map_info_ptr ham_InitMapEmptySet(u8 size, u8 ) { map_info_ptr mi; mi = new map_info; if (size == 0) { mi->width = 32; mi->height = 32; } else { mi->width = 64; mi->height = 64; } mi->tiles = new int[mi->width * mi->height]; memset(mi->tiles, 0, sizeof(int) * mi->width * mi->height); return mi; } tile_info_ptr ham_InitTileEmptySet(int entries, int , int) { tile_info_ptr ti; int i; ti = new tile_info; ti->numtiles = entries; ti->tiles = new u8 *[entries]; for (i = 0; i < entries; i++) { ti->tiles[i] = new u8 [8 * 8]; } return ti; } void ham_InitBg(int layer, int foo, int bar, int baz) { ham_bg[layer].scrollx = 0; ham_bg[layer].scrolly = 0; } void ham_CreateWin(int , int, int, int, int, int, int, int) {} void ham_DeleteWin(int wid) {} void ham_SetMapTile(int layer, int mx, int my, int tileidx) { map_info_ptr mi; mi = ham_bg[layer].mi; mx = (mx % mi->width); if (mx < 0) mx += mi->width; my = (my % mi->height); if (my < 0) my += mi->height; mi->tiles[mx + my * mi->width] = tileidx; glb_isdirty = true; } void ham_ReloadTileGfx(tile_info_ptr tiledata, const u16 *data, int destidx, int numtile) { int t; u8 *raw; u8 *dst; raw = (u8*) data; for (t = destidx; t < destidx + numtile; t++) { dst = tiledata->tiles[t]; memcpy(dst, raw, 8*8); raw += 8 * 8; } glb_isdirty = true; } void hamfake_ReloadSpriteGfx(const u16 *data, int tileno, int numtile) { tileno /= 4; UT_ASSERT(tileno >= 0 && tileno < MAX_SPRITES); if (tileno < 0 || tileno >= MAX_SPRITES) return; memcpy(&glbSpriteList[tileno].data, data, numtile * 8 * 8); glb_isdirty = true; } void hamfake_LoadSpritePal(void *vpal, int bytes) { // Need to promote our 15bit palette to a 24 bit one. int entries = bytes / 2, i; u16 *pal = (u16 *) vpal; for (i = 0; i < entries; i++) { glb_palette[1024+i*4+3] = (pal[i] & 31) << 3; glb_palette[1024+i*4+2] = ((pal[i] >> 5) & 31) << 3; glb_palette[1024+i*4+1] = ((pal[i] >> 10) & 31) << 3; if (i) glb_palette[1024+i*4] = 255; else glb_palette[1024+i*4] = 0; } glb_isdirty = true; } void hamfake_softReset() { SDL_Quit(); exit(0); } bool hamfake_extratileset() { return ham_extratileset; } void hamfake_getstyluspos(int &x, int &y) { x = glbStylusX; y = glbStylusY; // Convert accordint to our scale. x -= glbScreenFudgeX; y -= glbScreenFudgeY; x /= glbScaleFactor; y /= glbScaleFactor; // After conversion we can be out of the valid bounds. if (x < 0) x = 0; if (y < 0) y = 0; if (x >= HAM_SCRW) x = HAM_SCRW-1; if (y >= HAM_SCRH) y = HAM_SCRH-1; // Now return to the GBA coordinate system by adjusting for the DS coords. x -= 8; y -= 16; } bool hamfake_getstylusstate() { return glbStylusState; } void hamfake_movesprite(int spriteno, int x, int y) { UT_ASSERT(spriteno >= 0 && spriteno < MAX_SPRITES); if (spriteno < 0 || spriteno >= MAX_SPRITES) return; glb_isdirty = true; glbSpriteList[spriteno].x = x; glbSpriteList[spriteno].y = y; } void hamfake_enablesprite(int spriteno, bool enabled) { UT_ASSERT(spriteno >= 0 && spriteno < MAX_SPRITES); if (spriteno < 0 || spriteno >= MAX_SPRITES) return; glb_isdirty = true; glbSpriteList[spriteno].active = enabled; } FILE * hamfake_fopen(const char *path, const char *mode) { // Use the local directory on these platforms. return fopen(path, mode); } bool hamfake_fatvalid() { return true; } void hamfake_setTileSize(int width, int height) { } int hamfake_getKeyModifiers() { return 0; } powder118_src/mobref.cpp0000644000175300010010000002303711122255404012346 0ustar /* * PROPRIETARY INFORMATION. This software is proprietary to POWDER * Development, and is not to be reproduced, transmitted, or disclosed * in any way without written permission. * * Produced by: Jeff Lait * * POWDER Development * * NAME: mobref.cpp ( POWDER Library, C++ ) * * COMMENTS: * Implementation of MOBREFs. * * MOBREFs are the preferred way to refer to specific MOBs rather than * using MOB *. When a MOB is deleted, its MOBREF will start * returning null (rather than the MOB *, which will point to deleted * data.) Furthermore, MOBREFs are safe to save & load. */ #include #include "mobref.h" #include "creature.h" #include "assert.h" #include "sramstream.h" #include "msg.h" struct MOBREF_REF { MOB *ptr; u16 count; // Note this isn't masked by free ref! Thus, we can use it // to share data between the two. u16 isfree; }; struct MOBREF_FREEREF { u16 prev; u16 next; }; union MOBREF_DATA { MOBREF_REF ref; MOBREF_FREEREF list; }; // We have 20 arrays of 256 entries - maximum number of refs is 5,000. #define MAX_REF_TABLES 20 MOBREF_DATA *glb_refdata[MAX_REF_TABLES]; u16 glb_freelist = 0; u16 glb_numrefs = 0; void mobref_init() { memset(glb_refdata, 0, sizeof(MOBREF_DATA *) * MAX_REF_TABLES); } void mobref_clearallrefs() { int i; for (i = 0; i < MAX_REF_TABLES; i++) { delete [] glb_refdata[i]; glb_refdata[i] = 0; } glb_freelist = 0; glb_numrefs = 0; } int mobref_getnumrefs() { return glb_numrefs; } int mobref_getnumtables() { int i; int numtable = 0; for (i = 0; i < MAX_REF_TABLES; i++) { if (glb_refdata[i]) numtable++; } return numtable; } // Very basic reference handlers: // Finds the data without creating. Result may be a free ref. MOBREF_DATA * mobref_findraw(u16 id) { int table, off; if (!id) return 0; id--; table = id >> 8; off = id & 255; if (!glb_refdata[table]) return 0; return &glb_refdata[table][off]; } // Allocates the given table & updates the free list. void mobref_alloctable(int table) { if (glb_refdata[table]) return; glb_refdata[table] = new MOBREF_DATA [256]; int i, tableidx; // Address of first entry in table: tableidx = table << 8; tableidx++; for (i = 0; i < 256; i++) { glb_refdata[table][i].ref.isfree = 1; glb_refdata[table][i].list.prev = tableidx + i - 1; glb_refdata[table][i].list.next = tableidx + i + 1; } // The very last guy points to current free list, the first guy // becomes the free list. glb_refdata[table][255].list.next = glb_freelist; glb_refdata[table][0].list.prev = 0; // The previous of the current free list must point to our very last guy. // This should be a no-op because we should be calling this because // we ran out of freelist. // However, on load we have to create tables as they are touched. // If we load two isolated mobs on different tables, we'd create a table // while the free list is non-empty. This will cause our double-linked // list to become broken. // Unfortunately, the only damage this seems able to cause is to // cause us to falsely move the glbfreelist forward, thereby // forcing us to allocate more mob tables than we actually need. MOBREF_DATA *head; head = mobref_findraw(glb_freelist); if (head) head->list.prev = tableidx + 255; glb_freelist = tableidx; } // Creates & allocs the refdata for the given id. MOBREF_DATA * mobref_findorcreate(u16 id) { int table, off; MOBREF_DATA *data; // one-correct the id. id--; table = id >> 8; off = id & 255; UT_ASSERT(table < MAX_REF_TABLES); if (!glb_refdata[table]) { mobref_alloctable(table); } data = &glb_refdata[table][off]; // Check if already freed... if (data->ref.isfree) { // Yuck, gotta free out this reference. // Get adjoining references... MOBREF_DATA *prev, *next; prev = mobref_findraw(data->list.prev); next = mobref_findraw(data->list.next); if (prev) { prev->list.next = data->list.next; } else { glb_freelist = data->list.next; } if (next) { next->list.prev = data->list.prev; } // The following turns data into a normal ref. data->ref.count = 0; data->ref.ptr = 0; data->ref.isfree = 0; // printf("Create ref given ID %d\n", id); glb_numrefs++; } return data; } // Allocs a new refdata, giving you the index. u16 mobref_allocid() { if (!glb_freelist) { // Find & allocate a new table, this will update this. int i; for (i = 0; i < MAX_REF_TABLES; i++) { if (!glb_refdata[i]) { mobref_alloctable(i); break; } } // This fails implies we are screwed! UT_ASSERT(i < MAX_REF_TABLES); } if (!glb_freelist) return 0; int newid; MOBREF_DATA *newdata, *next; newid = glb_freelist; #if 0 { BUF buf; buf.sprintf("new id: %d. ", newid); msg_report(buf); } #endif newdata = mobref_findraw(newid); next = mobref_findraw(newdata->list.next); if (next) next->list.prev = 0; glb_freelist = newdata->list.next; #if 0 { BUF buf; buf.sprintf("new free: %d. ", glb_freelist); msg_report(buf); } #endif newdata->ref.isfree = 0; newdata->ref.ptr = 0; newdata->ref.count = 0; // printf("Create ref %d\n", newid); glb_numrefs++; return newid; } // Add a reference to id. increferences must balance decreferences. // If no one has inced this reference before, it is allocated & the // pointer is set to 0. This way load() works seamlessly (eventually // the guilty party will do a transferMOB) // It is valid to increment a null id. void mobref_increference(u16 id) { if (!id) return; MOBREF_DATA *data; data = mobref_findorcreate(id); data->ref.count++; } // Removes a reference, freeing if it hits zero. // Valid to call with null ids - is a noop then. void mobref_decreference(u16 id) { if (!id) return; MOBREF_DATA *data; data = mobref_findraw(id); // If this id is too old, it may point to garbage, sanity check: if (!data) { UT_ASSERT(!"Invlaid dec reference!"); return; } if (data->ref.isfree) { // WTF? Already freed! UT_ASSERT(!"Ref already freed!"); return; } // If the count is 0 or 1, we will delete. // Zero is in case some one allocs and decs before incing... if (data->ref.count <= 1) { data->ref.count = 0; data->ref.isfree = 1; MOBREF_DATA *head; head = mobref_findraw(glb_freelist); // Setup the next/prev pointers & put at front of list. data->list.next = glb_freelist; data->list.prev = 0; if (head) head->list.prev = id; glb_freelist = id; // printf("Id %d done\n", id); glb_numrefs--; } else { // Straightforward... data->ref.count--; } } // Takes the given id & sets the mob to point to it. bool mobref_setptr(u16 id, MOB *mob) { if (!id) return true; MOBREF_DATA *data; data = mobref_findraw(id); if (!data) { UT_ASSERT(!"Stale ref, no data, in setptr!"); return false; } if (data->ref.isfree) { UT_ASSERT(!"Stale ref, freed, in setptr!"); return false; } data->ref.ptr = mob; return true; } MOB * mobref_lookupptr(u16 id) { if (!id) return 0; MOBREF_DATA *data; data = mobref_findraw(id); if (!data || data->ref.isfree) { UT_ASSERT(!"Stale reference in lut!"); return 0; } return data->ref.ptr; } // // MOBREF definitions // MOBREF::MOBREF() { // Clear our id. // No need to ref count nulls. myId = 0; } MOBREF::MOBREF(const MOBREF &ref) { // Another person interested in it (ourselves) mobref_increference(ref.myId); myId = ref.myId; } MOBREF::~MOBREF() { // Nulls ignored by decreference. mobref_decreference(myId); // Zero out our ID in case someone double-deletes a mobref. // Of course, that is a bug for other reasons and won't survive // a debug build, but at least it minimizes the damage on the GBA. myId = 0; } MOBREF & MOBREF::operator=(const MOBREF &ref) { mobref_increference(ref.myId); mobref_decreference(myId); myId = ref.myId; return *this; } void MOBREF::load(SRAMSTREAM &is) { int val; mobref_decreference(myId); is.uread(val, 16); myId = val; mobref_increference(myId); } void MOBREF::save(SRAMSTREAM &os) const { os.write(myId, 16); } void MOBREF::createAndSetMOB(MOB *mob) { // Clear our old ID. mobref_decreference(myId); // If mob is null, we want a null reference. if (!mob) { myId = 0; return; } // Find a new one... myId = mobref_allocid(); mobref_increference(myId); if (!mobref_setptr(myId, mob)) { UT_ASSERT(!"Set failed in create"); } } bool MOBREF::transferMOB(MOB *mob) { // If we are null, this is a problem if mob is not null! if (!myId && mob) { UT_ASSERT(!"Invalid transfer!"); return false; } if (!mobref_setptr(myId, mob)) { UT_ASSERT(!"Set ptr failed in transfer"); return false; } // If new mob is null, we instantly clear ourselves. if (!mob) { mobref_decreference(myId); myId = 0; } return true; } void MOBREF::setMob(const MOB *mob) { if (!mob) { mobref_decreference(myId); myId = 0; } else { *this = mob->getMobRef(); } } MOB * MOBREF::getMob() const { if (!myId) return 0; MOB *mob; mob = mobref_lookupptr(myId); if (!mob) { // Clear out our reference, it's stale. mobref_decreference(myId); myId = 0; } return mob; } powder118_src/source.txt0000644000175300010010000061216211674730261012447 0ustar COMMENT { This file is designed to let us define all the enums used by powder in one place. Definitions with no contents become plain enum listings. } COMMENT { These tile listings should match the actual order in the bitmap. } DEFINE TILE { } TILE INVALID 65535 TILE VOID 0 TILE FLOOR TILE WALL TILE DOOR TILE AVATAR TILE LONGSWORD TILE SHIELD TILE GREENDRAGON TILE PATH TILE WATER TILE OPENDOOR TILE TRIDUDE TILE FIREBEETLE TILE SHADOW TILE LADDERDOWN TILE LADDERUP TILE ICESNAKE TILE FIRESNAKE TILE RAT TILE BLOOD TILE GRIDBUG TILE SHITOMI TILE BOOT TILE SANDAL TILE WELL TILE LUX TILE PURPLESLUG TILE BLUEPOTION TILE CURSOR TILE EMPTYSLOT TILE HELM TILE BOTTLE TILE CHAINTUNIC TILE BLUEROBE TILE LEATHERTUNIC TILE STUDDEDTUNIC TILE PURPLEPOTION TILE BOULDER TILE SCROLL TILE SILVERRING TILE IRONRING TILE WOODENRING TILE GLASSRING TILE RUBYRING TILE DAEMON TILE DIAMONDRING TILE EMERALDRING TILE SAPPHIRERING TILE GOLDRING TILE AMETHYSTRING TILE CLEARPOTION TILE MOBIUSRING TILE BAEZLEBUBUL TILE BAEZLEBUBUR TILE STONERING TILE AQUAMARINERING TILE BLUEDRAGON TILE PLATETUNIC TILE GLASSTUNIC TILE INVISIBLESTALKER TILE REDPOTION TILE YELLOWPOTION TILE GREYPOTION TILE WHITEPOTION TILE BLACKPOTION TILE CYANPOTION TILE RAYSLASH TILE RAYPIPE TILE RAYDASH TILE RAYBACKSLASH TILE PEARLNECKLACE TILE GOLDNECKLACE TILE RUBYNECKLACE TILE GIANTRAT TILE WOODENWAND TILE GLASSWAND TILE BAEZLEBUBLL TILE BAEZLEBUBLR TILE SILVERWAND TILE IRONWAND TILE CURVEDWAND TILE FORKEDWAND TILE KIWI TILE BAT TILE LARGEBAT TILE BROWNSLUG TILE DEATHSLUG TILE SOLIDEARTH TILE CRETAN_MINOTAUR_UL TILE CRETAN_MINOTAUR_UR TILE GOLDTRIDUDE_UL TILE GOLDTRIDUDE_UR TILE HUGE3_UL TILE HUGE3_UR TILE HUGE4_UL TILE HUGE4_UR TILE SILVERSWORD TILE WARHAMMER TILE SILVERDAGGER TILE DAGGER TILE SPEAR TILE SILVERSPEAR TILE CLUB TILE FLAMINGSWORD TILE MACE TILE SHORTSWORD TILE KNIFE TILE NOTILE TILE FLOATINGEYE TILE SCORPION TILE CAVESPIDER TILE GIANTSPIDER TILE CRETAN_MINOTAUR_LL TILE CRETAN_MINOTAUR_LR TILE GOLDTRIDUDE_LL TILE GOLDTRIDUDE_LR TILE HUGE3_LL TILE HUGE3_LR TILE HUGE4_LL TILE HUGE4_LR TILE GREENSNAKE TILE IRONTORC TILE SILVERCIRCLET TILE FEATHEREDHELM TILE FLOPPYHAT TILE BLUESPELLBOOK TILE REDSPELLBOOK TILE LEATHERSPELLBOOK TILE PURPLESPELLBOOK TILE GREYSPELLBOOK TILE PLAIDSPELLBOOK TILE BLACKSPELLBOOK TILE GOLDSPELLBOOK TILE THINBLUESPELLBOOK TILE LOCKEDSPELLBOOK TILE BLUERUNEDSPELLBOOK TILE REDRUNEDSPELLBOOK TILE LEATHERRUNEDSPELLBOOK TILE PURPLERUNEDSPELLBOOK TILE GREYRUNEDSPELLBOOK TILE JEWELEDWAND TILE TWISTEDWAND TILE FLOORHOLE TILE PATHHOLE TILE PATHPIT TILE WHITESPELLBOOK TILE BLOODYSPELLBOOK TILE GLASSSPELLBOOK TILE THINREDSPELLBOOK TILE WHITEDRAGON TILE REDDRAGON TILE ICEDAEMON TILE PATHSPIKEDPIT TILE FLOORPIT TILE FLOORSPIKEDPIT TILE LAVA TILE ICE TILE TORCH TILE PURPLEWAND TILE POINTEDSLIPPER TILE RIDINGBOOT TILE IRONSHOE TILE WINGEDBOOT TILE FROG TILE KOBOLD TILE TROLL TILE LIZARDMAN TILE BLACKHEART TILE GRASS TILE MOUNTAIN TILE HILLS TILE FOREST TILE GELATINOUSCUBE TILE HEADLESS TILE KOBOLDMAGE TILE WOODENSTAFF TILE IRONSHODSTAFF TILE HOOKEDSTAFF TILE GNARLEDSTAFF TILE BEJEWELEDSTAFF TILE SKELETON TILE VAMPIREBAT TILE IMP TILE ZOMBIE TILE LICH TILE GHAST TILE CORPSE TILE BONES TILE STUDDEDGORGET TILE THINLEATHERSPELLBOOK TILE THINPURPLESPELLBOOK TILE THINGREYSPELLBOOK TILE JADEWAND TILE JADERING TILE INVALIDSLOT TILE CHAMELEON TILE MOUSE TILE EARTHELEMENTAL TILE IRONGOLEM TILE STONEGOLEM TILE FLESHGOLEM TILE AIRELEMENTAL TILE FIREELEMENTAL TILE WATERELEMENTAL TILE INVISIBLEAVATAR TILE STATUE TILE COCKATRICE TILE MOUNDFLESH TILE ROCK TILE MEATBALL TILE SMOKE TILE GEMENCRUSTEDWAND TILE STONEWAND TILE GOLDWAND TILE REDWAND TILE BLUEWAND TILE POISONSMOKE TILE ACIDSMOKE TILE YELLOWDRAGON TILE THINPLAIDSPELLBOOK TILE THINBLACKSPELLBOOK TILE THINGOLDSPELLBOOK TILE SHADOW_HEAR TILE SHADOW_SMELL TILE SHADOW_ESP TILE STEAMSMOKE TILE KOBOLDFIGHTER TILE CAVETROLL TILE FLOORSMOKEVENT TILE FLOORPOISONVENT TILE FLOORTELEPORTER TILE PATHSMOKEVENT TILE PATHPOISONVENT TILE PATHTELEPORTER TILE BOW TILE ARROW TILE TURTLOID TILE LARGETURTLOID TILE HILLORC TILE ORC TILE SCROLL_BACK TILE SCROLL_TOP TILE SCROLL_BOTTOM TILE UNKNOWN TILE GOLDCROWN TILE CLOGS TILE GHOST TILE ACIDPOOL TILE MINDACIDHAND TILE KOBOLDASSASSIN TILE GLOWINGPOTION TILE BROWNPOTION TILE GREENPOTION TILE LIVINGFROST TILE REINFORCEDWALL TILE FLOORALTAR TILE MAGICDOOR TILE SOULSUCKER TILE SIGNPOST TILE GOLDBEETLE TILE METALFLOOR TILE METALWALL TILE DIMDOOR TILE YRUNE TILE BLUETRIDUDE TILE REDTRIDUDE TILE PURPLETRIDUDE TILE STARS1 TILE STARS2 TILE STARS3 TILE STARS4 TILE STARS5 TILE VIEWPORT TILE ONYXRING TILE RAPIER TILE FORESTFIRE TILE FIREARROW TILE LIGHTNINGRAPIER TILE ICEMACE TILE KOBOLDTHIEF TILE LEATHERHELM TILE EARTHHAMMER TILE AFLAME TILE BROKENVIEWPORT TILE LIVINGTREE TILE CURSEDSLOT TILE HOLYSLOT TILE NORMALSLOT TILE FAVORITESLOT TILE UNIQUEMOB TILE TAMEMOB TILE MIRRORSHIELD TILE TOWERSHIELD TILE KITESHIELD TILE WOODENSHIELD TILE BUCKLER TILE TRICERATOPS TILE ASLEEP TILE ELDER COMMENT { Sprites exist on their own plane. They also get their own palettes. These are largely for stylus cursors and action buttons which we float above the actual tiles for convenience. } DEFINE SPRITE { } SPRITE INVALID 65535 SPRITE EQUIP 0 SPRITE DEQUIP SPRITE DROP SPRITE EAT SPRITE BREATHE SPRITE WALK SPRITE LOOK SPRITE QUAFF SPRITE READ SPRITE ZAP SPRITE FIRE SPRITE QUIVER SPRITE HELP SPRITE UNUSED SPRITE DIP SPRITE OPEN SPRITE CLOSE SPRITE HISTORY SPRITE INVENTORY SPRITE CLIMB SPRITE PICKUP SPRITE NAME SPRITE FORGET SPRITE MINIMAP SPRITE NORTH SPRITE SOUTH SPRITE EAST SPRITE WEST SPRITE NORTHWEST SPRITE NORTHEAST SPRITE SOUTHEAST SPRITE SOUTHWEST SPRITE UP SPRITE DOWN SPRITE TEXT SPRITE TILE SPRITE CANCEL SPRITE VOID SPRITE CURSOR SPRITE COMMAND SPRITE PRAY SPRITE SORT SPRITE SLEEP SPRITE SPLITSTACK SPRITE JUMP SPRITE SWAP SPRITE VERBLIST SPRITE OPTIONS SPRITE RELEASE SPRITE WAIT SPRITE SEARCH SPRITE EMPTYSLOT SPRITE UNUSEDSPELL SPRITE STICKYFLAMES SPRITE MAGICMISSILE SPRITE CHILL SPRITE SPARK SPRITE FROSTBOLT SPRITE LIVINGFROST SPRITE BLIZZARD SPRITE FIREBALL SPRITE FLAMESTRIKE SPRITE LIGHTNINGBOLT SPRITE CHAINLIGHTNING SPRITE SUNFIRE SPRITE ACIDSPLASH SPRITE ACIDICMIST SPRITE CORROSIVEEXPLOSION SPRITE ACIDPOOL SPRITE MINDACID SPRITE DISINTEGRATE SPRITE REGENERATE SPRITE SLOWPOISON SPRITE HEAL SPRITE CUREPOISON SPRITE MAJORHEAL SPRITE RESURRECT SPRITE SUMMON_FAMILIAR SPRITE TRANSFER_KNOWLEDGE SPRITE LIGHT SPRITE DARKNESS SPRITE KNOCK SPRITE TRACK SPRITE WIZARDSEYE SPRITE DIAGNOSE SPRITE PRESERVE SPRITE POSSESS SPRITE MAGICMAP SPRITE DETECTCURSE SPRITE IDENTIFY SPRITE BLINK SPRITE FETCH SPRITE TELEPORT SPRITE TELEWITHCONTROL SPRITE DIRECTWIND SPRITE FORCEBOLT SPRITE FORCEWALL SPRITE DIG SPRITE CREATEPIT SPRITE ROLLINGBOULDER SPRITE PETRIFY SPRITE STONETOFLESH SPRITE ENTOMB SPRITE RAISE_UNDEAD SPRITE RECLAIM_SOUL SPRITE DARK_RITUAL SPRITE POISONITEM SPRITE POISONBOLT SPRITE GHASTIFY SPRITE BINDSOUL SPRITE SOULSUCK SPRITE SUMMON_IMP SPRITE SUMMON_DEMON SPRITE CLOUDKILL SPRITE FINGEROFDEATH SPRITE YESWAY SPRITE NOWAY SPRITE WISH SPRITE FLASH SPRITE GROWFOREST SPRITE DOWNPOUR SPRITE SPELLREADY SPRITE ANIMATEFOREST SPRITE SANDSTORM COMMENT { Mini tiles are the overlay tiles for the avatar. The slot is where the icon was drawn. Each slot has a home (x,y) coord. Thus, if you put something in a weird slot, we can calculate the offset and do a best-guess render. } DEFINE MINI { ENM slot ITEMSLOT BODY } MINI NAKED MINI HELM { slot HEAD } MINI HAT { slot HEAD } MINI BLUEROBE { slot BODY } MINI LEATHERTUNIC { slot BODY } MINI STUDDEDTUNIC { slot BODY } MINI CHAINTUNIC { slot BODY } MINI SWORD { slot RHAND } MINI CLUB { slot RHAND } MINI MACE { slot RHAND } MINI REDSHIELD { slot LHAND } MINI SANDALS { slot FEET } MINI BOOTS { slot FEET } MINI LEATHERHELM { slot HEAD } MINI SILVERCIRCLET { slot HEAD } MINI CRYSTALPLATE { slot BODY } MINI FEATHEREDHELM { slot HEAD } MINI PLATEMAIL { slot BODY } MINI FLAMINGSWORD { slot RHAND } MINI WARHAMMER { slot RHAND } MINI SPEAR { slot RHAND } MINI MIRRORSHIELD { slot LHAND } MINI TOWERSHIELD { slot LHAND } MINI WOODENSHIELD { slot LHAND } MINI BUCKLER { slot LHAND } MINI ROUNDSHIELD { slot LHAND } MINI TORCH { slot LHAND } MINI IRONSHOES { slot FEET } MINI POINTEDSLIPPERS { slot FEET } MINI RIDINGBOOTS { slot FEET } MINI WINGEDBOOTS { slot FEET } MINI STAFF { slot RHAND } MINI POTION { slot RHAND } MINI BOW { slot RHAND } MINI GOLDCROWN { slot HEAD } MINI CLOGS { slot FEET } MINI MINDACIDHAND { slot RHAND } MINI BOOK { slot RHAND } MINI SCROLL { slot RHAND } MINI SHORTSWORD { slot RHAND } MINI DAGGER { slot RHAND } MINI KNIFE { slot RHAND } MINI PEARLNECKLACE { slot AMULET } MINI GOLDNECKLACE { slot AMULET } MINI RUBYNECKLACE { slot AMULET } MINI IRONTORC { slot AMULET } MINI STUDDEDGORGET { slot AMULET } MINI WAND { slot RHAND } MINI LIGHTNINGRAPIER { slot RHAND } MINI ICEMACE { slot RHAND } MINI RAPIER { slot RHAND } MINI EARTHHAMMER { slot RHAND } MINI NAKEDPOISON MINI NAKEDSTONE MINI NONE DEFINE TRAP { CST name "none" ENM attack ATTACK NONE U8 triggerchance 100 ENM moveevade MOVE NONE U8 level 255 } TRAP NONE TRAP HOLE { name "hole" triggerchance 30 moveevade FLY level 1 } TRAP PIT { name "pit" triggerchance 40 moveevade FLY attack TRAP_PIT level 0 } TRAP SPIKEDPIT { name "spiked pit" triggerchance 40 moveevade FLY attack TRAP_SPIKEDPIT level 2 } TRAP SMOKEVENT { name "smoke vent" triggerchance 40 level 4 } TRAP POISONVENT { name "poison vent" triggerchance 40 level 10 } TRAP TELEPORT { name "teleporter" triggerchance 90 level 3 } DEFINE COLOUR { u8 red 0 u8 green 0 u8 blue 0 } COLOUR INVISIBLE 0 COLOUR BLACK { red 0 green 0 blue 0 } COLOUR LIGHTBLACK { red 32 green 32 blue 32 } COLOUR WHITE { red 255 green 255 blue 255 } COLOUR RED { red 255 green 0 blue 0 } COLOUR LIGHTRED { red 255 green 128 blue 128 } COLOUR GREEN { red 0 green 255 blue 0 } COLOUR LIGHTGREEN { red 128 green 255 blue 128 } COLOUR BLUE { red 0 green 0 blue 255 } COLOUR YELLOW { red 255 green 255 blue 0 } COLOUR LIGHTYELLOW { red 255 green 255 blue 128 } COLOUR CYAN { red 0 green 255 blue 255 } COLOUR MAGENTA { red 255 green 0 blue 255 } COLOUR GREY { red 128 green 128 blue 128 } COLOUR BROWN { red 196 green 128 blue 64 } COLOUR DARKGREEN { red 0 green 128 blue 0 } COLOUR DARKRED { red 128 green 0 blue 0 } COMMENT { HUNGER names are the different levels of hunger that someone experiences. } DEFINE HUNGER { CST name "Hungry" U16 foodlevel 0 } HUNGER STARVING { name "Starving" foodlevel 0 } HUNGER HUNGRY { name "Hungry" foodlevel 100 } HUNGER FORAGE { name 0 foodlevel 500 } HUNGER NORMAL { name 0 foodlevel 1000 } HUNGER FULL { name "Full" foodlevel 2500 } COMMENT { DEATHMSG is collections of death messages for different creature types. This allows each creature type to have its own custom death messages suitable to its type. These use the same format as the intrinsic change list. } DEFINE DEATHMSG_MSG { CST msg 0 } DEFINE DEATHMSG { ENMLIST msglist DEATHMSG_MSG NONE } DEATHMSG_MSG NONE 0 { } DEATHMSG_MSG DIE { msg "%U !" } DEATHMSG_MSG HEAP { msg "%U into a heap!" } DEATHMSG_MSG BLOOD { msg "%U in a pool of blood!" } DEATHMSG_MSG DUST { msg "%U in a pile of dust!" } DEATHMSG_MSG WOOD { msg "%U into a pile of twigs!" } DEATHMSG_MSG SPARK { msg "%U in a cloud of sparks!" } DEATHMSG_MSG ICHOR { msg "%U in a pool of ichor!" } DEATHMSG_MSG FLAME { msg "%U in a burst of flame!" } DEATHMSG_MSG FADE { msg "%U into the void!" } DEATHMSG_MSG WISP { msg "%U into wisps!" } DEATHMSG_MSG WATER { msg "%U in a pool of water!" } DEATHMSG BLOOD { msglist DIE msglist HEAP msglist BLOOD } DEATHMSG DUST { msglist DIE msglist HEAP msglist DUST } DEATHMSG WOOD { msglist DIE msglist HEAP msglist WOOD } DEATHMSG SPARK { msglist DIE msglist HEAP msglist SPARK } DEATHMSG ICHOR { msglist DIE msglist HEAP msglist ICHOR } DEATHMSG FLAME { msglist DIE msglist HEAP msglist FLAME } DEATHMSG WATER { msglist DIE msglist HEAP msglist WATER } DEATHMSG INCORPREAL { msglist WISP msglist FADE } COMMENT { Squares have a lot of stuff describing their properties... tile - Base tile to draw this with trap - Trap type. movetype - What moves can be made onto that square minicolour - What to draw the square as on the minimap findchance - Chance of finding the hidden square hiddensquare - What you would find :> invissquare - What it switches to when made invisible description - Noun description of what is here: "a ladder up". invulnerable - True if nothing should ever change this square. transparent - True if one can look through this square. islit - if true, tile always has templit flag set. } DEFINE SQUARE { ENM16 tile TILE VOID ENM trap TRAP NONE ENM movetype MOVE PHASE ENM minicolour COLOUR BLACK U8 findchance 0 ENM hiddensquare SQUARE EMPTY ENM invissquare SQUARE EMPTY ENM disarmsquare SQUARE EMPTY CST description 0 BOOL invulnerable false BOOL transparent true BOOL promptclimb false BOOL islit false BOOL isforest false ENM submergeattack ATTACK SUFFOCATE BOOL isstars false } SQUARE EMPTY 0 { tile SOLIDEARTH minicolour BLACK transparent false } SQUARE WALL { tile WALL minicolour GREY transparent false description "a stone wall" } SQUARE METALWALL { tile METALWALL minicolour GREY transparent false movetype OTHER invulnerable true description "a metal wall" } SQUARE VIEWPORT { tile VIEWPORT minicolour GREY transparent true movetype OTHER invulnerable true description "a glass wall" } SQUARE BROKENVIEWPORT { tile BROKENVIEWPORT minicolour CYAN transparent true movetype WALK invulnerable true description "a broken glass wall" } SQUARE METALFLOOR { tile METALFLOOR minicolour LIGHTBLACK movetype WALK invulnerable true } SQUARE DIMDOOR { tile DIMDOOR minicolour MAGENTA movetype WALK invulnerable true promptclimb true description "a dimensional portal" } SQUARE REINFORCEDWALL { tile REINFORCEDWALL minicolour GREY transparent false invulnerable true movetype OTHER description "a reinforced wall" } SQUARE STARS1 { tile STARS1 minicolour BLACK transparent true invulnerable true movetype WALK description "stars" isstars true } SQUARE STARS2 { tile STARS2 minicolour BLACK transparent true invulnerable true movetype WALK description "stars" isstars true } SQUARE STARS3 { tile STARS3 minicolour BLACK transparent true invulnerable true movetype WALK description "stars" isstars true } SQUARE STARS4 { tile STARS4 minicolour BLACK transparent true invulnerable true movetype WALK description "stars" isstars true } SQUARE STARS5 { tile STARS5 minicolour BLACK transparent true invulnerable true movetype WALK description "stars" isstars true } SQUARE FLOOR { tile FLOOR movetype WALK minicolour RED } SQUARE FLOORALTAR { tile FLOORALTAR movetype WALK minicolour CYAN description "a fiery altar" } SQUARE FLOORHOLE { tile FLOORHOLE movetype WALK minicolour CYAN description "a hole" disarmsquare FLOOR invissquare SECRETFLOORHOLE trap HOLE } SQUARE PATHHOLE { tile PATHHOLE movetype WALK minicolour CYAN description "a hole" disarmsquare CORRIDOR invissquare SECRETPATHHOLE trap HOLE } SQUARE WATER { tile WATER movetype SWIM minicolour BLUE submergeattack DROWN description "water" } SQUARE ICE { tile ICE movetype WALK minicolour CYAN submergeattack DROWN } SQUARE DOOR { tile DOOR movetype PHASE minicolour YELLOW description "a door" transparent false invissquare SECRETDOOR } COMMENT { Blocked doors are intentionally impossible to distinguish from normal doors, the only difference being that the AI will not open blocked doors. This allows special rooms to properly keep monsters contained. } SQUARE BLOCKEDDOOR { tile DOOR movetype PHASE minicolour YELLOW description "a door" transparent false invissquare SECRETDOOR } SQUARE MAGICDOOR { tile MAGICDOOR movetype OTHER minicolour YELLOW description "a magical door" transparent false invulnerable true } SQUARE OPENDOOR { tile OPENDOOR movetype WALK minicolour YELLOW } SQUARE SECRETDOOR { tile WALL movetype PHASE minicolour GREY hiddensquare DOOR findchance 30 transparent false description "a stone wall" } SQUARE CORRIDOR { tile PATH movetype WALK minicolour BROWN } SQUARE LADDERDOWN { tile LADDERDOWN movetype WALK minicolour DARKGREEN description "a ladder down" invulnerable true promptclimb true } SQUARE LADDERUP { tile LADDERUP movetype WALK minicolour GREEN description "a ladder up" invulnerable true promptclimb true } SQUARE FLOORPIT { tile FLOORPIT minicolour CYAN movetype WALK description "a pit" disarmsquare FLOOR invissquare SECRETFLOORPIT trap PIT } SQUARE PATHPIT { tile PATHPIT minicolour CYAN movetype WALK description "a pit" disarmsquare CORRIDOR invissquare SECRETPATHPIT trap PIT } SQUARE FLOORSPIKEDPIT { tile FLOORSPIKEDPIT minicolour CYAN movetype WALK description "a spiked pit" disarmsquare FLOOR invissquare SECRETFLOORSPIKEDPIT trap SPIKEDPIT } SQUARE PATHSPIKEDPIT { tile PATHSPIKEDPIT minicolour CYAN movetype WALK description "a spiked pit" disarmsquare CORRIDOR invissquare SECRETPATHSPIKEDPIT trap SPIKEDPIT } SQUARE SECRETFLOORSPIKEDPIT { tile FLOOR minicolour RED hiddensquare FLOORSPIKEDPIT movetype WALK findchance 60 } SQUARE SECRETPATHSPIKEDPIT { tile PATH minicolour BROWN hiddensquare PATHSPIKEDPIT movetype WALK findchance 60 } SQUARE SECRETFLOORPIT { tile FLOOR minicolour RED hiddensquare FLOORPIT movetype WALK findchance 60 } SQUARE SECRETPATHPIT { tile PATH minicolour BROWN hiddensquare PATHPIT movetype WALK findchance 60 } SQUARE SECRETFLOORHOLE { tile FLOOR minicolour RED hiddensquare FLOORHOLE movetype WALK findchance 60 } SQUARE SECRETPATHHOLE { tile PATH minicolour BROWN hiddensquare PATHHOLE movetype WALK findchance 60 } SQUARE FLOORPOISONVENT { tile FLOORPOISONVENT minicolour CYAN movetype WALK description "a poison vent" disarmsquare FLOOR invissquare SECRETFLOORPOISONVENT trap POISONVENT } SQUARE PATHPOISONVENT { tile PATHPOISONVENT minicolour CYAN movetype WALK description "a poison vent" disarmsquare CORRIDOR invissquare SECRETPATHPOISONVENT trap POISONVENT } SQUARE FLOORSMOKEVENT { tile FLOORSMOKEVENT minicolour CYAN movetype WALK description "a smoke vent" disarmsquare FLOOR trap SMOKEVENT invissquare SECRETFLOORSMOKEVENT } SQUARE PATHSMOKEVENT { tile PATHSMOKEVENT minicolour CYAN movetype WALK description "a smoke vent" disarmsquare CORRIDOR trap SMOKEVENT invissquare SECRETPATHSMOKEVENT } SQUARE SECRETFLOORPOISONVENT { tile FLOOR minicolour RED hiddensquare FLOORPOISONVENT movetype WALK findchance 60 } SQUARE SECRETFLOORSMOKEVENT { tile FLOOR minicolour RED hiddensquare FLOORSMOKEVENT movetype WALK findchance 60 } SQUARE SECRETPATHPOISONVENT { tile PATH minicolour BROWN hiddensquare PATHPOISONVENT movetype WALK findchance 60 } SQUARE SECRETPATHSMOKEVENT { tile PATH minicolour BROWN hiddensquare PATHSMOKEVENT movetype WALK findchance 60 } SQUARE PATHTELEPORTER { tile PATHTELEPORTER minicolour CYAN movetype WALK description "a teleporter" disarmsquare CORRIDOR trap TELEPORT invissquare SECRETPATHTELEPORTER } SQUARE FLOORTELEPORTER { tile FLOORTELEPORTER minicolour CYAN movetype WALK description "a teleporter" disarmsquare CORRIDOR trap TELEPORT invissquare SECRETFLOORTELEPORTER } SQUARE SECRETFLOORTELEPORTER { tile FLOOR minicolour RED hiddensquare FLOORTELEPORTER movetype WALK findchance 60 } SQUARE SECRETPATHTELEPORTER { tile PATH minicolour BROWN hiddensquare PATHTELEPORTER movetype WALK findchance 60 } SQUARE LAVA { tile LAVA minicolour DARKRED movetype SWIM submergeattack DROWN islit true description "lava" } SQUARE ACID { tile ACIDPOOL minicolour YELLOW movetype SWIM submergeattack DROWN description "acid" } SQUARE GRASS { tile GRASS minicolour GREEN movetype WALK } SQUARE MOUNTAIN { tile MOUNTAIN minicolour GREY movetype PHASE transparent 0 description "mountains" } SQUARE HILLS { tile HILLS minicolour YELLOW movetype WALK description "hills" } SQUARE FOREST { tile FOREST minicolour DARKGREEN movetype WALK transparent false isforest true description "forest" } SQUARE FORESTFIRE { tile FORESTFIRE minicolour DARKRED islit true movetype WALK transparent false isforest true description "a forest fire" } SQUARE SIGNPOST { tile SIGNPOST minicolour BROWN movetype WALK description "a signpost" } COMMENT { Different smoke types allow us to produce different smoke effects. } DEFINE SMOKE { CST name "smoke" ENM16 tile TILE VOID ENM attack ATTACK NONE U8 decayrate 5 } SMOKE NONE { name "clear air" tile VOID } SMOKE SMOKE { name "smoke" tile SMOKE attack INHALE_SMOKE } SMOKE STEAM { name "steam" tile STEAMSMOKE attack INHALE_STEAM decayrate 30 } SMOKE POISON { name "poison gas" tile POISONSMOKE attack INHALE_POISONSMOKE } SMOKE ACID { name "acidic smoke" tile ACIDSMOKE attack INHALE_ACIDSMOKE } COMMENT { This is a bit field used for the global map flags. DIG: Can you dig down in this map to get to the next level. NEWMOBS: Can new mobs be generated? NOITEMS: Prohibits item generation NOTELE: Are you allowed to teleport? (Blink is always allowed) } DEFINE MAPFLAG { } MAPFLAG NONE 0 MAPFLAG DIG 1 MAPFLAG NEWMOBS 2 MAPFLAG NOITEMS 4 MAPFLAG NOTELE 8 COMMENT { This is a bit field used for common square flags. TEMPLIT is cleared every round and is used for dynamic lights, while LIT signifies that the square is self-lit. FOV tracks if a square is visible from the stashed FOV location, which will traditionally be the avatars current position. SMOKE is used to track if there is smoke in the square. NOMOB prevents random generation of monsters (but allows /oCM) prevents teleport *into* or reaching via trap door. MAPPED tracks if the avatar has seen the square TRAPPED is unused. } DEFINE SQUAREFLAG { } SQUAREFLAG NONE 0 SQUAREFLAG LIT 1 SQUAREFLAG TEMPLIT 2 SQUAREFLAG MAPPED 4 SQUAREFLAG TRAPPED 8 SQUAREFLAG FOV 16 SQUAREFLAG SMOKE 32 SQUAREFLAG NOMOB 64 COMMENT { Movement names is a bitfield representing different types of movement. Movement is valid if the type & creature movement is nonzero. Standard names are used for creatures to represent multiple modes. } DEFINE MOVE { } MOVE NONE 0 MOVE WALK 1 MOVE SWIM 2 MOVE FLY 4 MOVE PHASE 8 MOVE OTHER 16 MOVE STD_SWIM 3 MOVE STD_FLY 7 MOVE STD_PHASE 13 MOVE ALL 31 COMMENT { The CURSECHANCE determines for items how often they care cursed. Magic types will override this as we usually base curse on the magic type rather than the curse type. The ratios are: 100 0 0 70 20 10 15 70 15 10 20 70 0 0 100 0 100 0 } DEFINE CURSECHANCE { U8 curse 0 U8 normal 100 U8 bless 0 } CURSECHANCE ALWAYSCURSE { curse 100 normal 0 bless 0 } CURSECHANCE OFTENCURSE { curse 70 normal 20 bless 10 } CURSECHANCE NORMAL { curse 15 normal 70 bless 15 } CURSECHANCE OFTENBLESS { curse 10 normal 20 bless 70 } CURSECHANCE ALWAYSBLESS { curse 0 normal 0 bless 100 } CURSECHANCE ALWAYSMUNDANE { curse 0 normal 100 bless 0 } DEFINE ELEMENT { CST name "none" } ELEMENT PHYSICAL { name "physical" } ELEMENT FIRE { name "fire" } ELEMENT COLD { name "cold" } ELEMENT SHOCK { name "shock" } ELEMENT ACID { name "acid" } ELEMENT LIGHT { name "light" } ELEMENT DEATH { name "death" } COMMENT { These are fake elements used solely for noting resistances in the AI. } ELEMENT POISON { name "poison" } ELEMENT REFLECTIVITY { name "reflectivity" } ELEMENT SLEEP { name "sleep" } COMMENT { INTRINSICS are things people can have. Items can also have them, in which case they will pass them to anyone who equips the item. - clearondeath intrinsics will be eliminated by dying. This means if you life save, you will have the intrinsics removed. - survive poly means if it exists on the non-polyed version, it will be transferred to the new mob. - survive unpoly means that when we un-poly we transfer the intrinsic over. This usually matches survivepoly. - clearonpoly means after polying, the base mob has the attribute cleared. This could be set with survive on poly for interesting behaviour. - maxcount is the maximum length a counter can be set for. Counters over this are just set to this. 0 means no max. - visiblechange marks intrinsics which one gets a message for even if not applied to oneself. - maskchangeifclothed marks intrinsics which only broad cast the change if you aren't wearing something that hides that effect. - Format: %U - You %R - Your - verbify infinitive foo. - affectappearance marks intrinsics that need a rebuildAppearance to keep things in sync. - losewheninflictordies will set a five turn timeout when the inflictor of the intrinsic dies. } DEFINE INTRINSIC { CST name "generic intrinsic" CST gaintxt "%U more generic." CST losetxt "%U less generic." BOOL clearondeath 0 BOOL survivepoly false BOOL surviveunpoly false BOOL clearonpoly false BOOL visiblechange 0 BOOL maskchangeifclothed false BOOL ispoison false U8 maxcount 0 ENM resistance INTRINSIC NONE BOOL isspell false BOOL isskill false BOOL affectappearance false BOOL losewheninflictordies false } INTRINSIC NONE { name "nothing special" gaintxt "%U nothing." losetxt "%U nothing." } INTRINSIC DEAD { name "dead" gaintxt "%U ." losetxt "%U to life." } INTRINSIC LEFTHANDED { name "left handed" gaintxt "%R left hand feels dominant." losetxt "%R right hand feels dominant." } INTRINSIC FAST { name "fast" gaintxt "%U up." losetxt "%U down." visiblechange 1 } INTRINSIC QUICK { name "quick" gaintxt "%U ." losetxt "%U less quick." visiblechange 1 } INTRINSIC SLOW { name "slow" gaintxt "%U ." losetxt "%U ." visiblechange 1 } INTRINSIC DIG { name "can dig" gaintxt "%U can dig." losetxt "%U cannot dig." } INTRINSIC UNCHANGING { name "unchanging" gaintxt "%U change." losetxt "Change is good." } INTRINSIC STONING { name "turning to stone" gaintxt "%U to turn to stone." losetxt "%R flesh softens." clearondeath 1 clearonpoly 1 maxcount 3 visiblechange 1 affectappearance true } INTRINSIC RESISTSTONING { name "stoning resistance" gaintxt "%R skin is soft." losetxt "%R skin is less supple." } INTRINSIC RESISTFIRE { name "fire resistance" gaintxt "%U like roasting marshmallows." losetxt "%U feverish." } INTRINSIC RESISTCOLD { name "cold resistance" gaintxt "%U like ice skating." losetxt "%U an icy chill." } INTRINSIC RESISTSHOCK { name "shock resistance" gaintxt "%U insulated." losetxt "%U electrified." } INTRINSIC RESISTACID { name "acid resistance" gaintxt "%U basic." losetxt "%U acidic." } INTRINSIC RESISTPOISON { name "poison resistance" gaintxt "%U healthy." losetxt "%U weak." } INTRINSIC RESISTPHYSICAL { name "physical immunity" gaintxt "%R skin is like rock." losetxt "%R skin is soft." } INTRINSIC TELEPORT { name "teleport" gaintxt "%U jumpy." losetxt "%U stabilized." } INTRINSIC TELEFIXED { name "position fixed" gaintxt "%U localized." losetxt "%U more mobile." } INTRINSIC POSITIONREVEALED { name "position revealed" gaintxt "%U like someone is always watching." losetxt "%U inconspicuous." } INTRINSIC TELEPORTCONTROL { name "teleport control" gaintxt "%U in control." losetxt "%R mind wanders." } INTRINSIC MISSINGFINGER { name "missing a finger" gaintxt "%U lost a finger!" losetxt "%U regained %R finger." visiblechange 1 } INTRINSIC REGENERATION { name "regeneration" gaintxt "%R bruises fade quickly." losetxt "%R bruises return." } INTRINSIC NOREGEN { name "non-regeneratable" gaintxt "%U self-repairing." losetxt "%U to self-repair." } INTRINSIC BLEED { name "bleeding" gaintxt "%U profusely." losetxt "%U bleeding." clearondeath true clearonpoly true visiblechange true } INTRINSIC MAGICDRAIN { name "magic drained" gaintxt "%R mind slows." losetxt "%R mind races." survivepoly true surviveunpoly true } INTRINSIC REFLECTION { name "reflective" gaintxt "A silvery sheen surrounds %U." losetxt "The silvery sheen dissipates from %U." } INTRINSIC SEARCH { name "search" gaintxt "%U aware!" losetxt "%U paying attention." } INTRINSIC VULNSILVER { name "vulnerable to silver" gaintxt "%U to fear silver." losetxt "%U no longer silver." } INTRINSIC GOLDALLERGY { name "allergic to gold" gaintxt "%U an allergy to gold." losetxt "%U to tolerate gold." } INTRINSIC VULNFIRE { name "vulnerable to fire" gaintxt "%U to fear fire." losetxt "%U no longer fire." } INTRINSIC VULNCOLD { name "vulnerable to cold" gaintxt "%U to fear cold." losetxt "%U no longer cold." } INTRINSIC VULNACID { name "vulnerable to acid" gaintxt "%U to fear acid." losetxt "%U no longer acid." } INTRINSIC VULNSHOCK { name "vulnerable to shock" gaintxt "%U to fear shock." losetxt "%U no longer shock." } INTRINSIC VULNPHYSICAL { name "vulnerable to physical attacks" gaintxt "%R skin bruises easily." losetxt "%R skin seems slightly less soft." } INTRINSIC CONFUSED { name "confused" gaintxt "%U confused." losetxt "%U clear headed." visiblechange 1 survivepoly true surviveunpoly true clearonpoly true } INTRINSIC INVISIBLE { name "invisible" gaintxt "%U invisible." losetxt "%U visible." visiblechange 1 maskchangeifclothed true } INTRINSIC SEEINVISIBLE { name "see invisible" gaintxt "%U can see the wind." losetxt "The wind vanishes." } INTRINSIC BLIND { name "blind" gaintxt "%U blind!" losetxt "%U can see." visiblechange 1 maskchangeifclothed true } INTRINSIC DEAF { name "deaf" gaintxt "%U deafened!" losetxt "%U can hear." visiblechange 1 maskchangeifclothed true } INTRINSIC NOISY { name "noisy" gaintxt "%U heavily." losetxt "%R steps are lighter." } INTRINSIC WARNING { name "warning" gaintxt "%U warned." losetxt "%U no longer are warned." } INTRINSIC TELEPATHY { name "telepathic" gaintxt "%U the chattering of voices." losetxt "%R mind quiets." } INTRINSIC STRANGLE { name "strangled" gaintxt "%U cannot breathe!" losetxt "%U can breathe again." clearondeath 1 clearonpoly 1 visiblechange 1 } INTRINSIC NOBREATH { name "breathless" gaintxt "%U not need to breathe." losetxt "%U deeply." } INTRINSIC LIFESAVE { name "life saved" gaintxt "%U fearless." losetxt "%U caution may be the better part of valour." clearondeath 1 } INTRINSIC TIRED { name "tired" gaintxt "%U fatigued." losetxt "%U rejuvenated." clearondeath 1 survivepoly true surviveunpoly true clearonpoly true } INTRINSIC ASLEEP { name "asleep" gaintxt "%U asleep." losetxt "%U up." clearondeath true survivepoly true surviveunpoly true clearonpoly true visiblechange true resistance RESISTSLEEP } INTRINSIC RESISTSLEEP { name "sleep resistance" gaintxt "%U wide awake." losetxt "%U sleepy." } INTRINSIC PARALYSED { name "paralysed" gaintxt "%U paralysed." losetxt "%U can move again." clearondeath true clearonpoly true visiblechange true resistance FREEDOM } INTRINSIC FREEDOM { name "freedom" gaintxt "Pathways open before %U." losetxt "%U constrained." } INTRINSIC AFLAME { name "aflame" gaintxt "%U on fire." losetxt "%R skin no longer burns." clearondeath 1 survivepoly true surviveunpoly true clearonpoly true visiblechange 1 resistance RESISTFIRE } INTRINSIC WATERWALK { name "walk on water" gaintxt "%U very holy." losetxt "%U a sinking feeling." } INTRINSIC JUMP { name "jump" gaintxt "%R legs feel springy." losetxt "%R legs feel like jelly." } INTRINSIC TAME { name "tame" gaintxt "%U tame." losetxt "%R inner animal escapes!" survivepoly true surviveunpoly false visiblechange 1 losewheninflictordies true } INTRINSIC POSSESSED { name "possessed" gaintxt "%U control." losetxt "%U control." survivepoly true surviveunpoly true clearonpoly true visiblechange true } INTRINSIC BRAINDEAD { name "brain dead" gaintxt "%R mind stops." losetxt "%R mind reactivates." survivepoly true surviveunpoly false visiblechange true } INTRINSIC LEADER { name "a leader" gaintxt "%U like taking a leadership role." losetxt "%U abandoned." survivepoly true surviveunpoly true visiblechange true } INTRINSIC SUMMONED { name "summoned" gaintxt "%U called." losetxt "%U unwanted." survivepoly true surviveunpoly true visiblechange 1 } INTRINSIC FAMILIAR { name "a familiar" gaintxt "%U a very close connection." losetxt "%U a close connection." survivepoly true surviveunpoly true visiblechange true } INTRINSIC INPIT { name "in pit" gaintxt 0 losetxt 0 survivepoly true surviveunpoly true clearonpoly true } INTRINSIC INTREE { name "in tree" gaintxt 0 losetxt 0 survivepoly true surviveunpoly true clearonpoly true } INTRINSIC SUBMERGED { name "submerged" gaintxt 0 losetxt 0 survivepoly true surviveunpoly true clearonpoly true } INTRINSIC POLYMORPH { name "polymorph" gaintxt "%U like a change." losetxt "%U fixed." } INTRINSIC POLYCONTROL { name "polymorph control" gaintxt "%U who %p should be." losetxt "%U who %p should be." } INTRINSIC UNIQUE { name "unique" gaintxt "%U special." losetxt "%U like one of the masses." survivepoly true surviveunpoly true } INTRINSIC AMNESIA { name "amnesic" gaintxt "%U what %U doing." losetxt "Memories flood %R mind." survivepoly true surviveunpoly true clearonpoly true losewheninflictordies true } INTRINSIC OFFBALANCE { name "off balance" gaintxt "%U %r balance." losetxt "%U %r balance." visiblechange true } INTRINSIC LICHFORM { name "imbued with evil" gaintxt "%U imbued with evil!" losetxt "%U evil recede..." maxcount 2 } COMMENT { Skill intrinsics, these just mark what skills you have. } INTRINSIC SKILL_DODGE { name "dodge skill" gaintxt "%U can evade attacks better." losetxt "%U no longer how to evade attacks well." isskill true } INTRINSIC SKILL_MOVINGTARGET { name "moving target skill" gaintxt "%U can move in an evasive manner." losetxt "%U move in straight lines." isskill true } INTRINSIC SKILL_SEARCH { name "search skill" gaintxt "%U more carefully." losetxt "%U no longer carefully." isskill true } INTRINSIC SKILL_EVADETRAP { name "evade trap skill" gaintxt "%U can evade traps." losetxt "%U no longer can evade traps." isskill true } INTRINSIC SKILL_ENDUREHUNGER { name "endure hunger skill" gaintxt "%U can endure hunger." losetxt "%U no longer can endure hunger." isskill true } INTRINSIC SKILL_BUTCHERY { name "butchery skill" gaintxt "%U how to butcher corpses." losetxt "%U no longer how to butcher corpses." isskill true } INTRINSIC SKILL_CLEANKILL { name "clean kill skill" gaintxt "%U how to kill cleanly." losetxt "%U no longer how to kill cleanly." isskill true } INTRINSIC SKILL_CHARGE { name "charge skill" gaintxt "%U how to charge at foes." losetxt "%U no longer how to charge at foes." isskill true } INTRINSIC SKILL_LEAPATTACK { name "leap attack skill" gaintxt "%U how to jump into the fray." losetxt "%U no longer how to jump into the fray." isskill true } INTRINSIC SKILL_TWOWEAPON { name "dual wield skill" gaintxt "%U can wield two weapons." losetxt "%U no longer can wield two weapons." isskill true } INTRINSIC SKILL_AMBIDEXTROUS { name "ambidextrous" gaintxt "%U can control both hands equally." losetxt "%R off hand seems clumsier." isskill true } INTRINSIC SKILL_ARMOUR_HELMET { name "helmet skill" gaintxt "%U helmets better." losetxt "%U no longer helmets well." isskill true } INTRINSIC SKILL_ARMOUR_SHIELD { name "shield skill" gaintxt "%U shields better." losetxt "%U no longer shields well." isskill true } INTRINSIC SKILL_ARMOUR_BODY { name "body armour skill" gaintxt "%U body armour better." losetxt "%U no longer body armour well." isskill true } INTRINSIC SKILL_ARMOUR_BOOTS { name "boots skill" gaintxt "%U boots better." losetxt "%U no longer boots well." isskill true } INTRINSIC SKILL_ARMOUR_CLOTH { name "cloth armour skill" gaintxt "%U cloth armour better." losetxt "%U no longer cloth armour well." isskill true } INTRINSIC SKILL_ARMOUR_LEATHER { name "leather armour skill" gaintxt "%U leather armour better." losetxt "%U no longer leather armour well." isskill true } INTRINSIC SKILL_ARMOUR_IRON { name "iron armour skill" gaintxt "%U iron armour better." losetxt "%U no longer iron armour well." isskill true } INTRINSIC SKILL_ARMOUR_EXOTIC { name "exotic armour skill" gaintxt "%U exotic armour better." losetxt "%U no longer exotic armour well." isskill true } INTRINSIC SKILL_WEAPON_SMALL { name "small weapon skill" gaintxt "%U how to wield small weapons." losetxt "%U no longer how to wield small weapons." isskill true } INTRINSIC SKILL_WEAPON_MEDIUM { name "medium weapon skill" gaintxt "%U how to wield medium weapons." losetxt "%U no longer how to wield medium weapons." isskill true } INTRINSIC SKILL_WEAPON_LARGE { name "large weapon skill" gaintxt "%U how to wield large weapons." losetxt "%U no longer how to wield large weapons." isskill true } INTRINSIC SKILL_WEAPON_RANGED { name "ranged weapon skill" gaintxt "%U how to wield ranged weapons." losetxt "%U no longer how to wield ranged weapons." isskill true } INTRINSIC SKILL_WEAPON_EDGED { name "edged weapon skill" gaintxt "%U how to wield edged weapons." losetxt "%U no longer how to wield edged weapons." isskill true } INTRINSIC SKILL_WEAPON_BLUNT { name "blunt weapon skill" gaintxt "%U how to wield blunt weapons." losetxt "%U no longer how to wield blunt weapons." isskill true } INTRINSIC SKILL_WEAPON_POINTED { name "pointed weapon skill" gaintxt "%U how to wield pointed weapons." losetxt "%U no longer how to wield pointed weapons." isskill true } INTRINSIC SKILL_WEAPON_IMPROVISE { name "improvised weapon skill" gaintxt "%U how to wield improvised weapons." losetxt "%U no longer how to wield improvised weapons." isskill true } INTRINSIC SKILL_WEAPON_BLEEDINGWOUND { name "bleeding wound skill" gaintxt "%U how to inflict bleeding wounds." losetxt "%U no longer how to inflict bleeding wounds." isskill true } INTRINSIC SKILL_WEAPON_DISARM { name "disarm skill" gaintxt "%U how to disarm foes." losetxt "%U no longer how to disarm foes." isskill true } INTRINSIC SKILL_WEAPON_IMPALE { name "impale skill" gaintxt "%U how to impale creatures." losetxt "%U no longer how to impale creatures." isskill true } INTRINSIC SKILL_WEAPON_RIPOSTE { name "riposte skill" gaintxt "%U how to riposte with weapons." losetxt "%U no longer how to riposte with weapons." isskill true } INTRINSIC SKILL_WEAPON_TRUEAIM { name "true aim skill" gaintxt "%U how to throw knives true." losetxt "%U no longer how to throw knives true." isskill true } INTRINSIC SKILL_WEAPON_RICOCHET { name "ricochet skill" gaintxt "%U how to bounce arrows off walls." losetxt "%U no longer how to bounce arrows." isskill true } INTRINSIC SKILL_WEAPON_PARRY { name "parrying skill" gaintxt "%U how to parry with weapons." losetxt "%U no longer how to parry with weapons." isskill true } INTRINSIC SKILL_WEAPON_KNOCKOUT { name "knockout skill" gaintxt "%U how to knock out creatures." losetxt "%U no longer how to knock out creatures." isskill true } INTRINSIC SKILL_WEAPON_STUN { name "stun skill" gaintxt "%U how to stun creatures." losetxt "%U no longer how to stun creatures." isskill true } INTRINSIC SKILL_WEAPON_KNOCKBACK { name "knockback skill" gaintxt "%U how to knockback creatures." losetxt "%U no longer how to knockback creatures." isskill true } COMMENT { Spell intrinsics, these just mark what spells you know... } INTRINSIC SPELL_FLASH { name "cast flash" gaintxt "%U Flash." losetxt "%U no longer Flash." isspell true } INTRINSIC SPELL_STICKYFLAMES { name "cast sticky flames" gaintxt "%U Sticky Flames." losetxt "%U no longer Sticky Flames." isspell true } INTRINSIC SPELL_MAGICMISSILE { name "cast magic missile" gaintxt "%U Magic Missile." losetxt "%U no longer Magic Missile." isspell true } INTRINSIC SPELL_CHILL { name "cast chilling touch" gaintxt "%U Chilling Touch." losetxt "%U no longer Chilling Touch." isspell true } INTRINSIC SPELL_SPARK { name "cast spark" gaintxt "%U Spark." losetxt "%U no longer Spark." isspell true } INTRINSIC SPELL_FROSTBOLT { name "cast frost bolt" gaintxt "%U Frost Bolt." losetxt "%U no longer Frost Bolt." isspell true } INTRINSIC SPELL_LIVINGFROST { name "cast living frost" gaintxt "%U Living Frost." losetxt "%U no longer Living Frost." isspell true } INTRINSIC SPELL_BLIZZARD { name "cast blizzard" gaintxt "%U Blizzard." losetxt "%U no longer Blizzard." isspell true } INTRINSIC SPELL_FIREBALL { name "cast fire ball" gaintxt "%U Fire Ball." losetxt "%U no longer Fire Ball." isspell true } INTRINSIC SPELL_FLAMESTRIKE { name "cast flamestrike" gaintxt "%U Flame Strike." losetxt "%U no longer Flame Strike." isspell true } INTRINSIC SPELL_LIGHTNINGBOLT { name "cast lightning bolt" gaintxt "%U Lightning Bolt." losetxt "%U no longer Lightning Bolt." isspell true } INTRINSIC SPELL_CHAINLIGHTNING { name "cast chain lightning" gaintxt "%U Chain Lightning." losetxt "%U no longer Chain Lightning." isspell true } INTRINSIC SPELL_SUNFIRE { name "cast sunfire" gaintxt "%U Sunfire." losetxt "%U no longer Sunfire." isspell true } INTRINSIC SPELL_ACIDSPLASH { name "cast acid splash" gaintxt "%U Acid Splash." losetxt "%U no longer Acid Splash." isspell true } INTRINSIC SPELL_ACIDICMIST { name "cast acidic mist" gaintxt "%U Acidic Mist." losetxt "%U no longer Acidic Mist." isspell true } INTRINSIC SPELL_CORROSIVEEXPLOSION { name "cast corrosive explosion" gaintxt "%U Corrosive Explosion." losetxt "%U no longer Corrosive Explosion." isspell true } INTRINSIC SPELL_ACIDPOOL { name "cast acid pool" gaintxt "%U Acid Pool." losetxt "%U no longer Acid Pool." isspell true } INTRINSIC SPELL_MINDACID { name "cast mind acid" gaintxt "%U Mind Acid." losetxt "%U no longer Mind Acid." isspell true } INTRINSIC SPELL_DISINTEGRATE { name "cast disintegrate" gaintxt "%U Disintegrate." losetxt "%U no longer Disintegrate." isspell true } INTRINSIC SPELL_REGENERATE { name "cast regenerate" gaintxt "%U Regenerate." losetxt "%U no longer Regenerate." isspell true } INTRINSIC SPELL_SLOWPOISON { name "cast slow poison" gaintxt "%U Slow Poison." losetxt "%U no longer Slow Poison." isspell true } INTRINSIC SPELL_HEAL { name "cast heal" gaintxt "%U Heal." losetxt "%U no longer Heal." isspell true } INTRINSIC SPELL_CUREPOISON { name "cast cure poison" gaintxt "%U Cure Poison." losetxt "%U no longer Cure Poison." isspell true } INTRINSIC SPELL_MAJORHEAL { name "cast major heal" gaintxt "%U Major Heal." losetxt "%U no longer Major Heal." isspell true } INTRINSIC SPELL_RESURRECT { name "cast resurrect" gaintxt "%U Resurrect." losetxt "%U no longer Resurrect." isspell true } INTRINSIC SPELL_SUMMON_FAMILIAR { name "cast summon familiar" gaintxt "%U Summon Familiar." losetxt "%U no longer Summon Familiar." isspell true } INTRINSIC SPELL_TRANSFER_KNOWLEDGE { name "cast transfer knowledge" gaintxt "%U Transfer Knowledge." losetxt "%U no longer Transfer Knowledge." isspell true } INTRINSIC SPELL_LIGHT { name "cast light" gaintxt "%U Light." losetxt "%U no longer Light." isspell true } INTRINSIC SPELL_FORCEBOLT { name "cast force bolt" gaintxt "%U Force Bolt." losetxt "%U no longer Force Bolt." isspell true } INTRINSIC SPELL_FORCEWALL { name "cast force wall" gaintxt "%U Force Wall." losetxt "%U no longer Force Wall." isspell true } INTRINSIC SPELL_DIG { name "cast dig" gaintxt "%U Dig." losetxt "%U no longer Dig." isspell true } INTRINSIC SPELL_CREATEPIT { name "cast create pit" gaintxt "%U Create Pit." losetxt "%U no longer Create Pit." isspell true } INTRINSIC SPELL_SANDSTORM { name "cast sandstorm" gaintxt "%U Sandstorm." losetxt "%U no longer Sandstorm." isspell true } INTRINSIC SPELL_GROWFOREST { name "cast grow forest" gaintxt "%U Grow Forest." losetxt "%U no longer Grow Forest." isspell true } INTRINSIC SPELL_ANIMATEFOREST { name "cast animate forest" gaintxt "%U Animate Forest." losetxt "%U no longer Animate Forest." isspell true } INTRINSIC SPELL_DOWNPOUR { name "cast downpour" gaintxt "%U Down Pour." losetxt "%U no longer Down Pour." isspell true } INTRINSIC SPELL_ROLLINGBOULDER { name "cast rolling boulder" gaintxt "%U Rolling Boulder." losetxt "%U no longer Rolling Boulder." isspell true } INTRINSIC SPELL_ENTOMB { name "cast entomb" gaintxt "%U Entomb." losetxt "%U no longer Entomb." isspell true } INTRINSIC SPELL_KNOCK { name "cast knock" gaintxt "%U Knock." losetxt "%U no longer Knock." isspell true } INTRINSIC SPELL_TRACK { name "cast track" gaintxt "%U Track." losetxt "%U no longer Track." isspell true } INTRINSIC SPELL_WIZARDSEYE { name "cast wizard's eye" gaintxt "%U Wizard's Eye." losetxt "%U no longer Wizard's Eye." isspell true } INTRINSIC SPELL_DIAGNOSE { name "cast diagnose" gaintxt "%U Diagnose." losetxt "%U no longer Diagnose." isspell true } INTRINSIC SPELL_POSSESS { name "cast possess" gaintxt "%U Possess." losetxt "%U no longer Possess." isspell true } INTRINSIC SPELL_PRESERVE { name "cast preserve" gaintxt "%U Preserve." losetxt "%U no longer Preserve." isspell true } INTRINSIC SPELL_MAGICMAP { name "cast magic map" gaintxt "%U Magic Map." losetxt "%U no longer Magic Map." isspell true } INTRINSIC SPELL_TELEPORT { name "cast teleport" gaintxt "%U Teleport." losetxt "%U no longer Teleport." isspell true } INTRINSIC SPELL_BLINK { name "cast blink" gaintxt "%U Blink." losetxt "%U no longer Blink." isspell true } INTRINSIC SPELL_FETCH { name "cast fetch" gaintxt "%U Fetch." losetxt "%U no longer Fetch." isspell true } INTRINSIC SPELL_IDENTIFY { name "cast identify" gaintxt "%U Identify." losetxt "%U no longer Identify." isspell true } INTRINSIC SPELL_DETECTCURSE { name "cast detect curse" gaintxt "%U Detect Curse." losetxt "%U no longer Detect Curse." isspell true } INTRINSIC SPELL_DIRECTWIND { name "cast direct wind" gaintxt "%U Direct Wind." losetxt "%U no longer Direct Wind." isspell true } INTRINSIC SPELL_PETRIFY { name "cast petrify" gaintxt "%U Petrify." losetxt "%U no longer Petrify." isspell true } INTRINSIC SPELL_FINGEROFDEATH { name "cast finger of death" gaintxt "%U Finger of Death." losetxt "%U no longer Finger of Death." isspell true } INTRINSIC SPELL_POISONITEM { name "cast poison item" gaintxt "%U Poison Item." losetxt "%U no longer Poison Item." isspell true } INTRINSIC SPELL_POISONBOLT { name "cast poison bolt" gaintxt "%U Poison Bolt." losetxt "%U no longer Poison Bolt." isspell true } INTRINSIC SPELL_RAISE_UNDEAD { name "cast raise undead" gaintxt "%U Raise Undead." losetxt "%U no longer Raise Undead." isspell true } INTRINSIC SPELL_RECLAIM_SOUL { name "cast reclaim soul" gaintxt "%U Reclaim Soul." losetxt "%U no longer Reclaim Soul." isspell true } INTRINSIC SPELL_DARK_RITUAL { name "cast dark ritual" gaintxt "%U Dark Ritual." losetxt "%U no longer Dark Ritual." isspell true } INTRINSIC SPELL_GHASTIFY { name "cast ghastify" gaintxt "%U Ghastify." losetxt "%U no longer Ghastify." isspell true } INTRINSIC SPELL_BINDSOUL { name "cast bind soul" gaintxt "%U Bind Soul." losetxt "%U no longer Bind Soul." isspell true } INTRINSIC SPELL_SOULSUCK { name "cast soul suck" gaintxt "%U Soul Suck." losetxt "%U no longer Soul Suck." isspell true } INTRINSIC SPELL_SUMMON_IMP { name "cast summon imp" gaintxt "%U Summon Imp." losetxt "%U no longer Summon Imp." isspell true } INTRINSIC SPELL_SUMMON_DEMON { name "cast summon daemon" gaintxt "%U Summon Daemon." losetxt "%U no longer Summon Daemon." isspell true } INTRINSIC SPELL_CLOUDKILL { name "cast cloud kill" gaintxt "%U Cloud Kill." losetxt "%U no longer Cloud Kill." isspell true } COMMENT { Poison related intrinsics... } INTRINSIC POISON_MILD { name "mildly poisoned" gaintxt "%U are mildly poisoned." losetxt "%U are cured." clearondeath 1 ispoison true affectappearance true } INTRINSIC POISON_NORMAL { name "poisoned" gaintxt "%U are poisoned." losetxt "%U are cured." clearondeath 1 ispoison true affectappearance true } INTRINSIC POISON_STRONG { name "strongly poisoned" gaintxt "%U are strongly poisoned." losetxt "%U are cured." clearondeath 1 ispoison true affectappearance true } INTRINSIC POISON_HARSH { name "harshly poisoned" gaintxt "%U are harshly poisoned." losetxt "%U are cured." clearondeath 1 ispoison true affectappearance true } INTRINSIC POISON_DEADLY { name "deadly poisoned" gaintxt "%U are deadly poisoned." losetxt "%U are cured." clearondeath 1 ispoison true affectappearance true } COMMENT { Well dressed intrinsics. } INTRINSIC DRESSED_WIZARD { name "dressed as a wizard" gaintxt "%U look like a wizard!" losetxt "%U look less foolish." } INTRINSIC DRESSED_RANGER { name "dressed as a ranger" gaintxt "%U look like a ranger!" losetxt "%U look less adventurous." } INTRINSIC DRESSED_FIGHTER { name "dressed as a fighter" gaintxt "%U look like a fighter!" losetxt "%U look less belligerent." } INTRINSIC DRESSED_CLERIC { name "dressed as a cleric" gaintxt "%U look like a cleric!" losetxt "%U look less holy." } INTRINSIC DRESSED_NECROMANCER { name "dressed as a necromancer" gaintxt "%U look like a servant of death!" losetxt "%U look less deadly." } INTRINSIC DRESSED_BARBARIAN { name "dressed as a barbarian" gaintxt "%U look like a barbarian!" losetxt "%U look like you could read." } COMMENT { Poisons are different levels of nasty poisons that can afflict the adventurer. They DO stack. name The name of the vile poison modulus The poison will apply every this number of turns. chance The chance of being hurt per turn damage The damage done each turn final The final damage done when it expires intrinsic Which intrinsic this poison maps to. } DEFINE POISON { CST name "non-poison" u8 modulus 1 ENM damage ATTACK NONE ENM finaldamage ATTACK NONE ENM intrinsic INTRINSIC NONE } POISON NONE { name "no poison" modulus 255 } POISON MILD { name "mild poison" modulus 2 damage POISONEFFECT_MILD finaldamage POISONEFFECT_NORMAL intrinsic POISON_MILD } POISON NORMAL { name "poison" modulus 2 damage POISONEFFECT_NORMAL finaldamage POISONEFFECT_STRONG intrinsic POISON_NORMAL } POISON STRONG { name "strong poison" modulus 2 damage POISONEFFECT_STRONG finaldamage POISONEFFECT_HARSH intrinsic POISON_STRONG } POISON HARSH { name "harsh poison" modulus 2 damage POISONEFFECT_HARSH finaldamage POISONEFFECT_DEADLY intrinsic POISON_HARSH } POISON DEADLY { name "deadly poison" modulus 1 damage POISONEFFECT_DEADLY finaldamage POISONEFFECT_INSTANTDEATH intrinsic POISON_DEADLY } COMMENT { SKILLS are things that govern physical powers, and are thus to be contrasted from SPELLS. name - The name action - Which action key this skill unveils. intrinsic - Which intrinsic this skill is tied to. prereq - Which skills must be had to gain this skill. god - List of gods that will grant this skill proc - Chance of the skill going off automatically. } DEFINE SKILL { CST name "wood-working" ENM action ACTION NONE ENM intrinsic INTRINSIC NONE ENMLIST prereq SKILL NONE ENMLIST god GOD AGNOSTIC U8 proc 10 } SKILL NONE { name "no skill" } SKILL DODGE { name "Dodge" intrinsic SKILL_DODGE god ROGUE proc 10 } SKILL MOVINGTARGET { name "Moving Target" intrinsic SKILL_MOVINGTARGET god ROGUE proc 20 } SKILL SEARCH { name "Search" intrinsic SKILL_SEARCH god ROGUE } SKILL EVADETRAP { name "Evade Traps" intrinsic SKILL_EVADETRAP god ROGUE } SKILL ENDUREHUNGER { name "Endure Hunger" intrinsic SKILL_ENDUREHUNGER god BARB god CLERIC } SKILL BUTCHERY { name "Butchery" intrinsic SKILL_BUTCHERY god BARB } SKILL CLEANKILL { name "Clean Kill" intrinsic SKILL_CLEANKILL god BARB } SKILL CHARGE { name "Charge" intrinsic SKILL_CHARGE god BARB god FIGHTER } SKILL LEAPATTACK { name "Leap Attack" intrinsic SKILL_LEAPATTACK god BARB } SKILL TWOWEAPON { name "Dual Wield" intrinsic SKILL_TWOWEAPON god ROGUE god BARB } SKILL AMBIDEXTROUS { name "Ambidextrous" intrinsic SKILL_AMBIDEXTROUS god ROGUE prereq TWOWEAPON } SKILL ARMOUR_HELMET { name "Helmets" intrinsic SKILL_ARMOUR_HELMET god FIGHTER } SKILL ARMOUR_SHIELD { name "Shields" intrinsic SKILL_ARMOUR_SHIELD god FIGHTER } SKILL ARMOUR_BODY { name "Body Armour" intrinsic SKILL_ARMOUR_BODY god FIGHTER } SKILL ARMOUR_BOOTS { name "Boots" intrinsic SKILL_ARMOUR_BOOTS god FIGHTER } SKILL ARMOUR_CLOTH { name "Cloth Armour" intrinsic SKILL_ARMOUR_CLOTH god FIGHTER god ROGUE god WIZARD } SKILL ARMOUR_LEATHER { name "Leather Armour" intrinsic SKILL_ARMOUR_LEATHER prereq ARMOUR_CLOTH god FIGHTER god ROGUE } SKILL ARMOUR_IRON { name "Iron Armour" intrinsic SKILL_ARMOUR_IRON prereq ARMOUR_LEATHER god FIGHTER } SKILL ARMOUR_EXOTIC { name "Exotic Armour" intrinsic SKILL_ARMOUR_EXOTIC prereq ARMOUR_LEATHER god FIGHTER god ROGUE god NECRO } COMMENT { These are differently sized weapons you gain skill with. } SKILL WEAPON_SMALL { name "Small Weapons" intrinsic SKILL_WEAPON_SMALL god FIGHTER god ROGUE } SKILL WEAPON_MEDIUM { name "Medium Weapons" intrinsic SKILL_WEAPON_MEDIUM god BARB god FIGHTER god ROGUE } SKILL WEAPON_LARGE { name "Large Weapons" intrinsic SKILL_WEAPON_LARGE god BARB god FIGHTER } SKILL WEAPON_RANGED { name "Ranged Weapons" intrinsic SKILL_WEAPON_RANGED god ROGUE god FIGHTER } COMMENT { And these are different fighting styles you gain skill with. } SKILL WEAPON_EDGED { name "Edged Attacks" intrinsic SKILL_WEAPON_EDGED god BARB god FIGHTER god ROGUE } SKILL WEAPON_BLUNT { name "Blunt Attacks" intrinsic SKILL_WEAPON_BLUNT god BARB god FIGHTER } SKILL WEAPON_POINTED { name "Pointed Attacks" intrinsic SKILL_WEAPON_POINTED god FIGHTER god ROGUE god BARB } SKILL WEAPON_IMPROVISE { name "Improvised Attacks" intrinsic SKILL_WEAPON_IMPROVISE god ROGUE } SKILL WEAPON_BLEEDINGWOUND { name "Bleeding Wounds" intrinsic SKILL_WEAPON_BLEEDINGWOUND prereq WEAPON_SMALL prereq WEAPON_POINTED god ROGUE proc 20 } SKILL WEAPON_DISARM { name "Disarm" intrinsic SKILL_WEAPON_DISARM prereq WEAPON_MEDIUM prereq WEAPON_POINTED god ROGUE proc 10 } SKILL WEAPON_IMPALE { name "Impale" intrinsic SKILL_WEAPON_IMPALE prereq WEAPON_LARGE prereq WEAPON_POINTED god BARB proc 40 } SKILL WEAPON_TRUEAIM { name "True Aim" intrinsic SKILL_WEAPON_TRUEAIM prereq WEAPON_RANGED prereq WEAPON_EDGED god ROGUE } SKILL WEAPON_RICOCHET { name "Ricochet" intrinsic SKILL_WEAPON_RICOCHET prereq WEAPON_RANGED prereq WEAPON_POINTED god ROGUE } SKILL WEAPON_RIPOSTE { name "Riposte" intrinsic SKILL_WEAPON_RIPOSTE prereq WEAPON_SMALL prereq WEAPON_EDGED god FIGHTER god ROGUE } SKILL WEAPON_PARRY { name "Parry" intrinsic SKILL_WEAPON_PARRY prereq WEAPON_MEDIUM prereq WEAPON_EDGED god FIGHTER god ROGUE proc 10 } SKILL WEAPON_KNOCKOUT { name "Knock Out" intrinsic SKILL_WEAPON_KNOCKOUT prereq WEAPON_SMALL prereq WEAPON_BLUNT god ROGUE proc 10 } SKILL WEAPON_STUN { name "Stun" intrinsic SKILL_WEAPON_STUN prereq WEAPON_MEDIUM prereq WEAPON_BLUNT god FIGHTER god BARB proc 10 } SKILL WEAPON_KNOCKBACK { name "Knockback" intrinsic SKILL_WEAPON_KNOCKBACK prereq WEAPON_LARGE prereq WEAPON_BLUNT god BARB proc 20 } COMMENT { SPELLS are what you can cast if you possess the proper intrinsic Some intrinsics have the SPELL enum other than none. Spells are one of four categories, and are ranked in the order they occur here. Later spells should be more powerful. } DEFINE SPELLTYPE { CST name "random spell type" } SPELLTYPE NONE { name "no such circle" } SPELLTYPE ATTACK { name "attack" } SPELLTYPE HEAL { name "heal" } SPELLTYPE UTILITY { name "utility" } SPELLTYPE DEATH { name "death" } DEFINE SPELL { CST name "Spell Name" u8 mpcost 1 u8 hpcost 0 u16 xpcost 0 ENM type SPELLTYPE ATTACK ENM intrinsic INTRINSIC NONE BOOL needsdir true BOOL needstarget false ENMLIST prereq SPELL NONE ENMLIST god GOD AGNOSTIC ENM tile SPRITE UNUSEDSPELL BOOL publish false } SPELL NONE { name "No Spell" } COMMENT { ATTACK spells These should be low cost. } SPELL FLASH { name "Flash" mpcost 5 type ATTACK intrinsic SPELL_FLASH god WIZARD tile FLASH } SPELL STICKYFLAMES { name "Sticky Flames" mpcost 10 type ATTACK intrinsic SPELL_STICKYFLAMES god WIZARD tile STICKYFLAMES prereq FLASH publish true } SPELL MAGICMISSILE { name "Magic Missile" mpcost 5 type ATTACK intrinsic SPELL_MAGICMISSILE god WIZARD god NECRO tile MAGICMISSILE publish true } SPELL CHILL { name "Chilling Touch" mpcost 5 type ATTACK intrinsic SPELL_CHILL god WIZARD tile CHILL publish true } SPELL SPARK { name "Spark" mpcost 8 type ATTACK needsdir 0 intrinsic SPELL_SPARK god WIZARD tile SPARK publish true } SPELL FROSTBOLT { name "Frost Bolt" mpcost 10 type ATTACK intrinsic SPELL_FROSTBOLT god WIZARD prereq MAGICMISSILE prereq CHILL tile FROSTBOLT } SPELL LIVINGFROST { name "Living Frost" mpcost 20 type ATTACK needsdir 0 intrinsic SPELL_LIVINGFROST god WIZARD prereq DIRECTWIND prereq CHILL tile LIVINGFROST } SPELL BLIZZARD { name "Blizzard" mpcost 15 type ATTACK needsdir false needstarget true intrinsic SPELL_BLIZZARD god WIZARD prereq LIVINGFROST tile BLIZZARD } SPELL FIREBALL { name "Fire Ball" mpcost 20 type ATTACK intrinsic SPELL_FIREBALL god WIZARD prereq FLASH prereq MAGICMISSILE tile FIREBALL publish true } SPELL FLAMESTRIKE { name "Flame Strike" mpcost 25 type ATTACK needsdir 0 needstarget 1 intrinsic SPELL_FLAMESTRIKE god WIZARD god CLERIC prereq FLASH prereq MAJORHEAL tile FLAMESTRIKE } SPELL LIGHTNINGBOLT { name "Lightning Bolt" mpcost 30 type ATTACK intrinsic SPELL_LIGHTNINGBOLT god WIZARD prereq MAGICMISSILE prereq SPARK tile LIGHTNINGBOLT publish true } SPELL CHAINLIGHTNING { name "Chain Lightning" mpcost 50 type ATTACK intrinsic SPELL_CHAINLIGHTNING god WIZARD prereq LIGHTNINGBOLT prereq DIRECTWIND tile CHAINLIGHTNING } SPELL SUNFIRE { name "Sunfire" mpcost 60 type ATTACK needsdir 0 intrinsic SPELL_SUNFIRE god WIZARD prereq FIREBALL prereq DIRECTWIND tile SUNFIRE } SPELL ACIDSPLASH { name "Acid Splash" mpcost 10 type ATTACK needsdir 1 intrinsic SPELL_ACIDSPLASH god WIZARD tile ACIDSPLASH publish true } SPELL ACIDICMIST { name "Acidic Mist" mpcost 15 type ATTACK needsdir 0 needstarget 1 intrinsic SPELL_ACIDICMIST god WIZARD prereq ACIDSPLASH prereq DIRECTWIND tile ACIDICMIST } SPELL CORROSIVEEXPLOSION { name "Corrosive Explosion" mpcost 20 type ATTACK needsdir 0 needstarget 1 intrinsic SPELL_CORROSIVEEXPLOSION god WIZARD prereq ACIDICMIST tile CORROSIVEEXPLOSION } SPELL ACIDPOOL { name "Acid Pool" mpcost 35 type ATTACK needsdir 0 needstarget 1 intrinsic SPELL_ACIDPOOL god WIZARD prereq ACIDICMIST tile ACIDPOOL } SPELL MINDACID { name "Mind Acid" mpcost 10 type ATTACK needsdir 0 intrinsic SPELL_MINDACID god WIZARD prereq ACIDSPLASH prereq POISONITEM tile MINDACID publish true } SPELL DISINTEGRATE { name "Disintegrate" mpcost 40 type ATTACK needsdir 1 intrinsic SPELL_DISINTEGRATE god WIZARD prereq ACIDSPLASH prereq FORCEBOLT tile DISINTEGRATE } COMMENT { Healing spells... These are much higher cost. } SPELL REGENERATE { name "Regenerate" mpcost 5 type HEAL intrinsic SPELL_REGENERATE god WIZARD god CLERIC needsdir false needstarget true tile REGENERATE publish true } SPELL SLOWPOISON { name "Slow Poison" mpcost 5 type HEAL intrinsic SPELL_SLOWPOISON god WIZARD god CLERIC needsdir false needstarget true prereq REGENERATE tile SLOWPOISON publish true } SPELL HEAL { name "Heal" mpcost 10 type HEAL intrinsic SPELL_HEAL god WIZARD god CLERIC needsdir false needstarget true tile HEAL publish true } SPELL CUREPOISON { name "Cure Poison" mpcost 20 type HEAL intrinsic SPELL_CUREPOISON god WIZARD god CLERIC needsdir false needstarget true prereq HEAL tile CUREPOISON } SPELL MAJORHEAL { name "Major Heal" mpcost 20 type HEAL intrinsic SPELL_MAJORHEAL god WIZARD god CLERIC needsdir false needstarget true prereq HEAL tile MAJORHEAL } SPELL RESURRECT { name "Resurrect" mpcost 50 xpcost 100 type HEAL intrinsic SPELL_RESURRECT god WIZARD god CLERIC prereq MAJORHEAL prereq CUREPOISON tile RESURRECT } SPELL SUMMON_FAMILIAR { name "Summon Familiar" mpcost 10 xpcost 250 type HEAL needsdir false needstarget false intrinsic SPELL_SUMMON_FAMILIAR god WIZARD god CLERIC tile SUMMON_FAMILIAR publish true } SPELL TRANSFER_KNOWLEDGE { name "Transfer Knowledge" mpcost 15 xpcost 250 type HEAL intrinsic SPELL_TRANSFER_KNOWLEDGE god WIZARD god CLERIC needsdir false needstarget true prereq SUMMON_FAMILIAR tile TRANSFER_KNOWLEDGE publish true } COMMENT { Utility spells, varying costs... } SPELL LIGHT { name "Light" mpcost 5 type UTILITY needsdir 0 intrinsic SPELL_LIGHT god WIZARD god ROGUE tile LIGHT } SPELL DARKNESS { name "Darkness" mpcost 5 type UTILITY needsdir 0 intrinsic SPELL_LIGHT tile DARKNESS } SPELL KNOCK { name "Knock" mpcost 5 type UTILITY intrinsic SPELL_KNOCK needsdir false needstarget true god WIZARD god ROGUE tile KNOCK } SPELL TRACK { name "Track" mpcost 10 type UTILITY intrinsic SPELL_TRACK god WIZARD god ROGUE needsdir 0 needstarget 1 tile TRACK publish true } SPELL WIZARDSEYE { name "Wizard's Eye" mpcost 10 type UTILITY intrinsic SPELL_WIZARDSEYE god WIZARD god ROGUE needsdir 0 needstarget 0 tile WIZARDSEYE } SPELL DIAGNOSE { name "Diagnose" mpcost 10 type UTILITY intrinsic SPELL_DIAGNOSE god WIZARD god CLERIC needsdir 0 needstarget 1 tile DIAGNOSE } SPELL PRESERVE { name "Preserve" mpcost 10 type UTILITY intrinsic SPELL_PRESERVE god WIZARD god NECRO tile PRESERVE } SPELL POSSESS { name "Possess" mpcost 20 type UTILITY intrinsic SPELL_POSSESS god WIZARD god NECRO god CLERIC needsdir 0 needstarget 1 prereq DIAGNOSE tile POSSESS } SPELL MAGICMAP { name "Magic Map" mpcost 25 type UTILITY needsdir 0 intrinsic SPELL_MAGICMAP god WIZARD god ROGUE prereq LIGHT tile MAGICMAP } SPELL DETECTCURSE { name "Detect Curse" mpcost 10 type UTILITY needsdir 0 intrinsic SPELL_DETECTCURSE god WIZARD god ROGUE tile DETECTCURSE publish true } SPELL IDENTIFY { name "Identify" mpcost 25 xpcost 50 type UTILITY needsdir 0 intrinsic SPELL_IDENTIFY god WIZARD god ROGUE prereq DETECTCURSE tile IDENTIFY } SPELL BLINK { name "Blink" mpcost 5 type UTILITY intrinsic SPELL_BLINK god WIZARD god ROGUE needsdir 0 needstarget 1 prereq TELEPORT tile BLINK publish true } SPELL FETCH { name "Fetch" mpcost 10 type UTILITY intrinsic SPELL_FETCH god WIZARD god CLERIC needsdir 0 needstarget 1 prereq TELEPORT tile FETCH } SPELL TELEPORT { name "Teleport" mpcost 10 type UTILITY needsdir 0 intrinsic SPELL_TELEPORT god WIZARD god ROGUE god CLERIC tile TELEPORT } SPELL TELEWITHCONTROL { name "Teleport with Control" mpcost 20 type UTILITY needsdir 0 intrinsic SPELL_TELEPORT tile TELEWITHCONTROL } SPELL DIRECTWIND { name "Direct Wind" mpcost 5 type UTILITY needsdir 1 intrinsic SPELL_DIRECTWIND god WIZARD tile DIRECTWIND publish true } SPELL FORCEBOLT { name "Force Bolt" mpcost 10 type UTILITY needsdir 1 intrinsic SPELL_FORCEBOLT god WIZARD tile FORCEBOLT publish true } SPELL FORCEWALL { name "Force Wall" mpcost 20 type UTILITY needsdir false intrinsic SPELL_FORCEWALL god WIZARD prereq FORCEBOLT tile FORCEWALL } SPELL DIG { name "Dig" mpcost 10 type UTILITY needsdir 1 intrinsic SPELL_DIG god WIZARD tile DIG publish true } SPELL CREATEPIT { name "Create Pit" mpcost 10 type UTILITY needsdir 0 needstarget 1 intrinsic SPELL_CREATEPIT god WIZARD prereq DIG tile CREATEPIT } SPELL SANDSTORM { name "Sandstorm" mpcost 20 type UTILITY needsdir 0 needstarget 1 intrinsic SPELL_SANDSTORM god WIZARD prereq CREATEPIT prereq DIRECTWIND tile SANDSTORM } SPELL GROWFOREST { name "Grow Forest" mpcost 10 type UTILITY needsdir 0 needstarget 1 intrinsic SPELL_GROWFOREST god WIZARD god ROGUE tile GROWFOREST } SPELL ANIMATEFOREST { name "Animate Forest" mpcost 20 type UTILITY needsdir 0 needstarget 1 intrinsic SPELL_ANIMATEFOREST god WIZARD god ROGUE prereq GROWFOREST tile ANIMATEFOREST } SPELL DOWNPOUR { name "Down Pour" mpcost 10 type UTILITY needsdir 0 needstarget 1 intrinsic SPELL_DOWNPOUR god WIZARD tile DOWNPOUR } SPELL ROLLINGBOULDER { name "Rolling Boulder" mpcost 20 type UTILITY needsdir 0 needstarget 1 intrinsic SPELL_ROLLINGBOULDER god WIZARD prereq DIG tile ROLLINGBOULDER publish true } SPELL PETRIFY { name "Petrify" mpcost 40 type UTILITY needsdir 1 intrinsic SPELL_PETRIFY god WIZARD prereq DIG tile PETRIFY } SPELL STONETOFLESH { name "Stone to Flesh" mpcost 40 type UTILITY needsdir 1 intrinsic SPELL_PETRIFY god WIZARD prereq DIG tile STONETOFLESH } SPELL ENTOMB { name "Entomb" mpcost 20 type UTILITY needsdir 0 intrinsic SPELL_ENTOMB god WIZARD prereq DIG tile ENTOMB publish true } COMMENT { Death spells. Yum! } SPELL RAISE_UNDEAD { name "Raise Undead" mpcost 10 type DEATH needsdir 0 needstarget 1 intrinsic SPELL_RAISE_UNDEAD god WIZARD god NECRO tile RAISE_UNDEAD publish true } SPELL RECLAIM_SOUL { name "Reclaim Soul" mpcost 10 type DEATH needsdir false needstarget true intrinsic SPELL_RECLAIM_SOUL god WIZARD god NECRO prereq RAISE_UNDEAD tile RECLAIM_SOUL publish true } SPELL DARK_RITUAL { name "Dark Ritual" mpcost 20 type DEATH needsdir false needstarget false intrinsic SPELL_DARK_RITUAL god WIZARD god NECRO prereq RECLAIM_SOUL tile DARK_RITUAL publish true } SPELL POISONITEM { name "Poison Item" mpcost 5 type DEATH needsdir 0 intrinsic SPELL_POISONITEM god WIZARD god NECRO tile POISONITEM } SPELL POISONBOLT { name "Poison Bolt" mpcost 15 type DEATH needsdir 1 intrinsic SPELL_POISONBOLT god WIZARD god NECRO prereq MAGICMISSILE prereq POISONITEM tile POISONBOLT } SPELL GHASTIFY { name "Ghastify" mpcost 20 type DEATH needsdir 1 intrinsic SPELL_GHASTIFY god WIZARD god NECRO prereq RAISE_UNDEAD tile GHASTIFY } SPELL BINDSOUL { name "Bind Soul" mpcost 30 type DEATH needsdir 1 intrinsic SPELL_BINDSOUL god WIZARD god NECRO prereq GHASTIFY tile BINDSOUL } SPELL SOULSUCK { name "Soul Suck" mpcost 30 type DEATH needsdir false needstarget true intrinsic SPELL_SOULSUCK god WIZARD god NECRO prereq BINDSOUL tile SOULSUCK } SPELL SUMMON_IMP { name "Summon Imp" mpcost 10 type DEATH needsdir 0 intrinsic SPELL_SUMMON_IMP god WIZARD god NECRO tile SUMMON_IMP publish true } SPELL SUMMON_DEMON { name "Summon Daemon" mpcost 30 type DEATH needsdir 0 intrinsic SPELL_SUMMON_DEMON god WIZARD god NECRO prereq SUMMON_IMP tile SUMMON_DEMON } SPELL CLOUDKILL { name "Cloud Kill" mpcost 30 type DEATH needsdir 1 intrinsic SPELL_CLOUDKILL god WIZARD god NECRO prereq POISONBOLT prereq DIRECTWIND tile CLOUDKILL publish true } SPELL FINGEROFDEATH { name "Finger of Death" mpcost 40 type DEATH needsdir 1 intrinsic SPELL_FINGEROFDEATH god WIZARD god NECRO prereq POISONBOLT prereq GHASTIFY tile FINGEROFDEATH publish true } DEFINE ATTITUDE { } ATTITUDE HOSTILE ATTITUDE NEUTRAL ATTITUDE FRIENDLY COMMENT { ATTACKSTYLEs are used to differentiate different modes of attack. } DEFINE ATTACKSTYLE { } ATTACKSTYLE MELEE ATTACKSTYLE THROWN ATTACKSTYLE SPELL ATTACKSTYLE WAND ATTACKSTYLE POISON ATTACKSTYLE MISC ATTACKSTYLE MINION COMMENT { ATTACKs... Where to start? verb - The infinitive of what damage this attack causes. deathtext - How to describe this death. inflict_intrinsic - What intrinsic to inflict on a hit inflict_duration - How long the intrinsic lasts. -1 means permament. inflict_chance - 0-100% chance of inflicting. inflict_resistance - What intrinsic will prevent the infliction inflict_negate - If the attacker has this intrinsic, infliction is negated. reflex_attack - Attack to do on anyone who manages to hit us. reflex_chance - 0-100% chance of doing reflex. damage - The dice representing the damage, 3d5+5, for example. bonustohit - A modifier on the tohit chance. element - The raw element that the attack damages with. range - Distance the attack can act at. reflect - Does the attack obey reflection? stopathit - Does the ray stop at first hit? alwayshit - Does it hit no matter what? explode_chance - Chance of the attack triggering an explosion. explode_smoke - What sort of smoke the explosion should billow out. explode_attack - Attack to make with explosion. explode_name - name of what is exploding, including article nextattack - A chain to another attack which gets its own attack roll. Note this is not used by spells! sameattack - A chain to another attack which will be stacked on this one if it hits. } DEFINE ATTACK { CST verb "hit" CST deathtext "" DICE damage 1d2 S8 bonustohit 0 ENM element ELEMENT PHYSICAL U8 range 1 U8 eat 0 BOOL reflect 0 BOOL stopathit 0 BOOL alwayshit false U8 explode_chance 0 ENM explode_attack ATTACK NONE ENM explode_smoke SMOKE NONE CST explode_name 0 ENM inflict_intrinsic INTRINSIC NONE DICE inflict_duration 0 U8 inflict_chance 100 ENM inflict_resistance INTRINSIC NONE ENM inflict_negate INTRINSIC NONE ENM nextattack ATTACK NONE ENM sameattack ATTACK NONE } ATTACK NONE 0 { damage 0 range 0 } ATTACK INHALE_SMOKE { verb "choke" damage 1d2 inflict_intrinsic BLIND inflict_chance 10 inflict_duration 2d3 inflict_resistance BLIND } ATTACK INHALE_STEAM { verb "scald" damage 2d4 } ATTACK INHALE_POISONSMOKE { verb "choke" damage 1d2 inflict_intrinsic POISON_HARSH inflict_chance 50 inflict_duration 2 inflict_resistance RESISTPOISON } ATTACK INHALE_ACIDSMOKE { verb "burn" damage 3d4 element ACID } ATTACK FROGBITE { verb "bite" damage 1d4+4 } ATTACK GOLDBEETLE_MANDIBLE { verb "bite" damage 1d3+3 nextattack GOLDBEETLE_FEELER } ATTACK GOLDBEETLE_FEELER { verb "brush" damage 1 inflict_intrinsic GOLDALLERGY inflict_duration 5 inflict_chance 75 } ATTACK COCKATRICE_HISS { verb "hiss at" damage 1 inflict_intrinsic STONING inflict_duration 3 inflict_chance 50 inflict_resistance RESISTSTONING nextattack COCKATRICE_BITE } ATTACK COCKATRICE_BITE { verb "bite" damage 1d4+4 } ATTACK FIREBREATH { verb "burn" deathtext "You were roasted like a marshmallow" damage 3d5 element FIRE explode_chance 50 explode_attack FIREBREATHBALL explode_name "the fireball" stopathit 1 range 5 bonustohit 5 } ATTACK FIREBREATHBALL { verb "burn" deathtext "You were roasted like a marshmallow" damage 2d5 alwayshit true element FIRE } ATTACK ICEBREATH { verb "freeze" deathtext "You were frozen into a popsicle" damage 3d5 element COLD range 5 bonustohit 5 } ATTACK GREENDRAGONBITE { verb "bite" damage 2d5 bonustohit 4 inflict_intrinsic POISON_DEADLY inflict_duration 4d3 inflict_chance 100 } ATTACK LIGHTNINGBREATH { verb "shock" deathtext "You were lit up like a Christmas tree" damage 3d5 element SHOCK reflect 1 range 5 bonustohit 5 } ATTACK ACIDBREATH { verb "dissolve" deathtext "You were liquified." damage 3d5 element ACID stopathit 1 explode_chance 100 explode_smoke ACID explode_name "the acid ball" range 5 bonustohit 5 } ATTACK BLEED { deathtext "You suffered acute anemia." verb "bleed" damage 1d3 } ATTACK POISONEFFECT_MILD { verb "poison" damage 1 } ATTACK POISONEFFECT_NORMAL { verb "poison" damage 1d3 } ATTACK POISONEFFECT_STRONG { verb "poison" damage 2d3 } ATTACK POISONEFFECT_HARSH { verb "poison" damage 4d3 } ATTACK POISONEFFECT_DEADLY { verb "poison" damage 4d6 } ATTACK POISONEFFECT_INSTANTDEATH { verb "poison" damage 8d6 } ATTACK MISUSED { verb "bash" damage 1d2 } ATTACK MISUSED_BUTWEAPON { verb "bash" damage 1d2 } ATTACK MISTHROWN { verb "hit" damage 1d2 range 2 bonustohit -2 } ATTACK STRANGLED { verb "strangle" deathtext "You ran short on breath" damage 1d10 } ATTACK TURNED_TO_STONE { verb "petrify" deathtext "You became an objet d'art" damage 0 } ATTACK TURNED_TO_FLESH { verb "fleshify" deathtext "You became featureless pile of meat" damage 0 } ATTACK LOSTBODY { verb "lost body" deathtext "You misplaced your body" damage 0 } ATTACK RECLAIM_SOUL { verb "recycle" deathtext "Your soul has been reduced, reused, and recycled" damage 0 } ATTACK DARK_RITUAL_CONSUME { verb "repurposed" deathtext "You were consumed to power a magical attack" damage 0 } ATTACK SPELL_DARK_RITUAL_NORTH { verb "poison" damage 1d6 alwayshit true inflict_intrinsic POISON_HARSH inflict_duration 5d3 inflict_chance 100 inflict_resistance RESISTPOISON } ATTACK SPELL_DARK_RITUAL_WEST { verb "freeze" damage 6d3 element COLD alwayshit true inflict_intrinsic SLOW inflict_chance 100 inflict_duration 3d3+3 } ATTACK SPELL_DARK_RITUAL_EAST { verb "dissolve" damage 6d6 element ACID alwayshit true } ATTACK SPELL_DARK_RITUAL_SOUTH { verb "shock" damage 1d60 element SHOCK alwayshit true } ATTACK BLIZZARD_SOURCE { verb "detonate" deathtext "You have been used in the fight against global warming" damage 0 } ATTACK DROWN { verb "drown" deathtext "You found it hard to breathe" damage 2d5 } ATTACK SUFFOCATE { verb "suffocate" deathtext "You failed to breathe dirt" damage 2d5 } ATTACK ASPHYXIATE { verb "asphyxiate" deathtext "You tried to breathe vacuum" damage 2d5 } ATTACK FIREWAND { verb "burn" damage 4d6 element FIRE } ATTACK ICEWAND { verb "freeze" damage 6d4 element COLD } ATTACK SLEEPWAND { verb "sedate" damage 1 inflict_intrinsic ASLEEP inflict_duration 2d5+5 inflict_chance 100 inflict_resistance RESISTSLEEP } ATTACK DIGEARTHELEMENTAL { verb "disintegrate" damage 1d50+50 } ATTACK DOUSEFIREELEMENTAL { verb "douse" damage 1d50+50 } ATTACK HOLYWATER { verb "burn" damage 2d4 } ATTACK CEILINGROCKS { verb "bonk" damage 2d4 deathtext "You were buried in rubble" } ATTACK PUNCH { verb "punch" damage 1d3 } ATTACK WHIP { verb "whip" damage 1d5+1 } ATTACK CLAW { verb "claw" damage 1d3+1 } ATTACK CLUB { verb "club" damage 1d4+1 } ATTACK DOUBLECLUB { verb "club" damage 1d6+1 nextattack CLUB } ATTACK TRIPLECLUB { verb "club" damage 1d8+1 nextattack DOUBLECLUB } ATTACK MACE { verb "smash" damage 1d6+1 } ATTACK WARHAMMER { verb "smash" damage 2d4+3 } ATTACK EARTHHAMMER { verb "smash" damage 2d4+5 } ATTACK KNIFE { verb "jab" bonustohit 1 damage 1d3 } ATTACK KNIFETHROWN { verb "stab" bonustohit 3 damage 1d3+2 range 6 } ATTACK DAGGER { verb "stab" bonustohit 1 damage 1d4 } ATTACK DAGGERTHROWN { verb "stab" bonustohit 2 damage 1d4+2 range 5 } ATTACK SPEAR { verb "stab" damage 1d9+1 } ATTACK SPEARTHROWN { verb "impale" damage 1d8+2 bonustohit 1 range 4 } ATTACK SHORTSWORD { verb "slash" damage 1d6 } ATTACK LONGSWORD { verb "slash" damage 1d8 } ATTACK RAPIER { verb "stab" damage 1d7 bonustohit 2 } ATTACK LIGHTNINGRAPIER { verb "stab" damage 1d12 element SHOCK bonustohit 4 } ATTACK ZAPLIGHTNINGRAPIER { verb "zap" damage 1d10 element SHOCK } ATTACK ICEMACE { verb "chill" damage 2 element COLD sameattack MACE inflict_intrinsic SLOW inflict_chance 100 inflict_duration 2d3 } ATTACK WOODENSTAFF { verb "bash" damage 2d2 } ATTACK IRONSHODSTAFF { verb "hit" damage 2d2+2 } ATTACK TORCH { verb "burn" damage 1d5 element FIRE bonustohit -1 } ATTACK TORCHTHROWN { verb "burn" damage 1d5+2 element FIRE bonustohit -2 range 5 } ATTACK ARROWTHROWN { verb "pierce" damage 2d4 bonustohit 0 range 6 } ATTACK FIREARROWTHROWN { verb "burn" damage 2d3 bonustohit 0 range 6 inflict_intrinsic AFLAME inflict_duration 4 inflict_chance 100 } ATTACK ROCKTHROWN { verb "strike" damage 1d2+2 range 4 } ATTACK POTIONTHROWN { verb "hit" damage 1d2 range 4 } ATTACK RINGTHROWN { verb "hit" damage 1 range 7 } ATTACK FLAMING_SWORD { verb "burn" damage 1d3 element FIRE sameattack LONGSWORD } ATTACK DEMON_SWORD { verb "burn" damage 1d5 element FIRE bonustohit 1 sameattack LONGSWORD } ATTACK FREEZING_SWORD { verb "freeze" damage 1d5 element COLD bonustohit 1 sameattack LONGSWORD } ATTACK MINDACID { verb "confuse" damage 2 element ACID inflict_intrinsic CONFUSED inflict_duration 3d5+10 inflict_chance 100 } ATTACK FIRESPIT { verb "spit at" damage 1d4 element FIRE } ATTACK MOUSEBITE { verb "nibble" damage 1 } ATTACK RATBITE { verb "bite" damage 1d2+1 } ATTACK KIWISTAB { verb "stab" damage 2d4 } ATTACK BATBITE { verb "bite" damage 2d2 } ATTACK LARGEBATBITE { verb "bite" damage 2d4 } ATTACK VAMPIREBATBITE { verb "bite" damage 3d4 eat 50 } ATTACK GHASTCLAW { verb "claw" damage 1d4+2 inflict_intrinsic PARALYSED inflict_chance 20 inflict_duration 1d4+2 inflict_resistance PARALYSED } ATTACK GIANTRATBITE { verb "bite" damage 1d4+1 } ATTACK FIRESNAKEBITE { verb "bite" damage 1d4 bonustohit 1 element FIRE } ATTACK ICESNAKEBITE { verb "bite" damage 1d4 bonustohit 1 element COLD } ATTACK GREENSNAKEBITE { verb "bite" damage 1d4 bonustohit 1 inflict_intrinsic POISON_MILD inflict_duration 2d3 inflict_chance 100 } ATTACK GRIDBUGZAP { verb "zap" damage 3d2-2 bonustohit 1 element SHOCK } ATTACK SHITOMICHU { verb "chu" deathtext "You were kissed to death" damage 2d6 bonustohit -2 } ATTACK LIGHTWAND { verb "blind" deathtext "Important lesson: Do not look directly at the light" damage 2 element LIGHT } ATTACK LIGHTBLAST { verb "blind" deathtext "You followed the light - sadly it was the light that killed you" damage 1d4 element LIGHT } ATTACK SPELL_FLASH { verb "blind" damage 2d4 element LIGHT } ATTACK SUNFIREBLAST { verb "blind" deathtext "You looked too long into the sun" damage 7d7+21 element LIGHT alwayshit true } ATTACK FLAMESTRIKE { verb "immolate" deathtext "You angered the wrong god" damage 6d6 element FIRE alwayshit true } ATTACK SURROUNDSMITE { verb "smite" deathtext "You stood too close to a god's avatar" damage 6d3 alwayshit true } ATTACK SLUGSLIME { verb "slime" damage 2d4 element ACID } ATTACK BROWNSLUG { verb "slime" damage 1d4 element ACID } ATTACK DEATHSLUG { verb "stab" damage 2d6 nextattack SLUGSLIME } ATTACK SCORPION { verb "sting" damage 1d3 inflict_intrinsic POISON_NORMAL inflict_duration 5d3 inflict_chance 50 } ATTACK CAVESPIDER { verb "bite" damage 2d3 } ATTACK GIANTSPIDER { verb "bite" damage 2d3 inflict_intrinsic POISON_HARSH inflict_duration 5d3 inflict_chance 50 } ATTACK FLOATINGEYE_REFLEX { verb "stare at" damage 1 inflict_intrinsic PARALYSED inflict_duration 1d20+1 inflict_chance 100 inflict_resistance BLIND inflict_negate BLIND } ATTACK FLOATINGEYE_TRACK { verb "focus on" damage 1 inflict_intrinsic POSITIONREVEALED inflict_duration 4d5 inflict_chance 100 inflict_resistance BLIND } ATTACK GELATINOUSCUBE { verb "smash" damage 2d6 } ATTACK GELATINOUSCUBE_REFLEX { verb "splatter" damage 1d6 element ACID inflict_intrinsic PARALYSED inflict_duration 3d3 inflict_chance 30 } ATTACK LIVINGTREE { verb "smash" damage 1d6+4 } ATTACK TRICERATOPHORN { verb "gore" damage 3d6+4 nextattack TRICERATOPHORN_2 } ATTACK TRICERATOPHORN_2 { verb "gouge" damage 2d6+4 nextattack TRICERATOPHORN_3 } ATTACK TRICERATOPHORN_3 { verb "gouge" damage 2d6+4 } ATTACK EARTHELEMENTAL { verb "smash" damage 3d6+4 nextattack EARTHELEMENTAL_2 } ATTACK EARTHELEMENTAL_2 { verb "smash" damage 3d6+4 } ATTACK AIRELEMENTAL { verb "buffet" damage 2d6 nextattack AIRELEMENTAL_2 } ATTACK AIRELEMENTAL_2 { verb "zap" damage 2d6 element SHOCK } ATTACK FIREELEMENTAL { verb "burn" damage 2d10 element FIRE } ATTACK WATERELEMENTAL { verb "splash" damage 1d5 inflict_intrinsic STRANGLE inflict_chance 100 inflict_duration 2d4+2 } ATTACK FLESHGOLEM { verb "punch" damage 2d4 nextattack FLESHGOLEM_2 } ATTACK FLESHGOLEM_2 { verb "punch" damage 2d4 } ATTACK STONEGOLEM { verb "punch" damage 8 nextattack STONEGOLEM_2 } ATTACK STONEGOLEM_2 { verb "punch" damage 8 } ATTACK IRONGOLEM { verb "punch" damage 2d4+8 nextattack IRONGOLEM_2 } ATTACK IRONGOLEM_2 { verb "punch" damage 2d4+8 } ATTACK GHOST { verb "frighten" deathtext "You were scared to death" damage 2d3 inflict_intrinsic PARALYSED inflict_chance 20 inflict_duration 1d4+2 inflict_resistance PARALYSED } ATTACK CRETAN_MINOTAUR { verb "gore" damage 3d4 nextattack CRETAN_MINOTAUR_2 } ATTACK CRETAN_MINOTAUR_2 { verb "bite" damage 2d8 nextattack CRETAN_MINOTAUR_3 } ATTACK CRETAN_MINOTAUR_3 { verb "punch" damage 2d5 } ATTACK BAEZELBUB_BITE { verb "bite" damage 3d4 nextattack BAEZLEBUB_SWORDFLAME } ATTACK BAEZLEBUB_SWORDFLAME { verb "burn" damage 3d5 element FIRE bonustohit 4 sameattack BEAZELBUG_SWORD } ATTACK BEAZELBUG_SWORD { verb "slash" damage 2d8 } ATTACK GLASSSHARDS { verb "pierce" deathtext "You had a painful last meal" damage 2d4 } ATTACK GLASSFRAGMENTS { verb "pierce" damage 1d4 } ATTACK ACIDICCORPSE { verb "burn" deathtext "You had a terminal case of heartburn" damage 2d3 element ACID } ATTACK SILVERITEM { verb "sear" deathtext "You suffered from metal poisoning" damage 2d3 } ATTACK GOLDITEM { verb "sear" deathtext "Your greed for gold proved unwise" damage 2d3 } ATTACK ACIDPOTION { verb "burn" deathtext "You realized too late that one shouldn't quaff anything found in a dungeon" damage 4d2 element ACID } ATTACK GREEKFIREPOTION { verb "burn" deathtext "Never look a gift potion down the spout" damage 1d6 element FIRE inflict_intrinsic AFLAME inflict_duration 3d2+2 inflict_chance 100 } ATTACK AFLAME { verb "burn" deathtext "A candle that burns twice as bright burns half as long" damage 1d6 element FIRE } ATTACK LAVABURN { verb "burn" deathtext "You were barbequed to well done" damage 3d3+6 element FIRE } ATTACK FORESTFIRE { verb "burn" deathtext "You became one with the forest: ash in the breeze" damage 3d3+6 element FIRE } ATTACK ACIDPOOLBURN { verb "dissolve" deathtext "Your very bones dissolved" damage 4d3+9 element ACID } ATTACK FIRESCROLL { verb "burn" deathtext "You were flamed" damage 4d5 element FIRE alwayshit true } ATTACK ROLLINGBOULDER { verb "crush" damage 4d5 alwayshit true deathtext "You were flattened to a pancake" } ATTACK TRAP_PIT { verb "crush" damage 2d5 deathtext "You fell and could not get up" } ATTACK TRAP_SPIKEDPIT { verb "impale" damage 3d5 deathtext "You were punished by Vlad" } ATTACK DOORSLAM { verb "slam" damage 1d2 element PHYSICAL alwayshit true deathtext "You opened when opportunity knocked only to have the door slammed in your face" } ATTACK SPELL_FORCEBOLT { verb "slam" damage 4 element PHYSICAL alwayshit true } ATTACK SPELL_SANDBLAST { verb "blast" damage 1d4+2 element PHYSICAL alwayshit true } ATTACK SPELL_SANDSTORM { verb "blast" damage 3d7 element PHYSICAL alwayshit true inflict_intrinsic BLIND inflict_chance 20 inflict_duration 2d3 inflict_resistance BLIND } ATTACK SPELL_FORCEWALL { verb "slam" damage 1d4+4 element PHYSICAL alwayshit true } ATTACK SPELL_FROSTBOLT { verb "freeze" damage 2d5 element COLD } ATTACK LIVINGFROST { verb "freeze" damage 2d5 element COLD } ATTACK SPELL_LIGHTNING { verb "shock" damage 1d60 element SHOCK } ATTACK SPELL_MAGICMISSILE { verb "strike" damage 1d2+2 bonustohit 5 } ATTACK SPELL_CHILL { verb "chill" damage 1d4 element COLD inflict_intrinsic SLOW inflict_chance 100 inflict_duration 2d3+3 } ATTACK SPELL_SPARK { verb "zap" damage 1d15 element SHOCK } ATTACK SPELL_FIREBALL { verb "burn" damage 3d6 element FIRE } ATTACK SPELL_FIREBALLBALL { verb "burn" damage 2d6 element FIRE alwayshit true } ATTACK SPELL_ACIDSPLASH { verb "dissolve" damage 6d4 element ACID } ATTACK SPELL_CORROSIVEEXPLOSION { verb "dissolve" damage 6d6 element ACID alwayshit true } ATTACK SPELL_BLIZZARD { verb "freeze" damage 6d3 element COLD alwayshit true inflict_intrinsic SLOW inflict_chance 100 inflict_duration 3d3+3 sameattack SPELL_BLIZZARD_PUMMEL } ATTACK SPELL_BLIZZARD_PUMMEL { verb "pelt" damage 6d3 } ATTACK SPELL_DISINTEGRATE { verb "disintegrate" damage 0 element ACID alwayshit true } ATTACK SPELL_POISONBOLT { verb "poison" damage 1d6 inflict_intrinsic POISON_HARSH inflict_duration 6 inflict_chance 100 inflict_resistance RESISTPOISON } ATTACK SPELL_CLOUDKILL { verb "choke" damage 1d3 explode_chance 100 explode_smoke POISON explode_name "the venom ball" } ATTACK SPELL_FINGEROFDEATH { verb "slay" damage 1000 element DEATH deathtext "You were slain by the Finger of Death" } COMMENT { One's smarts is measured from 0 to 10ish. } DEFINE SMARTS { } SMARTS NONE 0 SMARTS VEGETABLE SMARTS ANIMAL SMARTS CUNNINGANIMAL SMARTS FOOL SMARTS HUMAN SMARTS WISE DEFINE STRENGTH { } STRENGTH NONE 0 STRENGTH MINIMAL STRENGTH WEAK STRENGTH HUMAN STRENGTH STRONG STRENGTH DRAGON COMMENT { AI is the type of move-chooser the critter will use. It is also used to determine attitude to fellow critters. RABID: Attack everyone PACK: Neutral to others, friendly to same mobtype SPECIEST: Neutral to others, friendly to same creature type. FRIENDLY: Friendly to everyone Some flags are stored with it: attackavatar - Do we attack avatar on sight? attackspecies - Attacks fellow species attacktype - Attacks fellow type attackalien - Attacks non-species/type useitems - Can equip/wield items. throwitems - Can throw items. packrat - Picks everything up. zapwands - Can zap wands. markattackpos - Will record location of last attacker in AI state. This allows charging the location of invisible attackers that use ranged attacks. } DEFINE AI { BOOL attackavatar 1 BOOL attackspecies 0 BOOL attacktype 0 BOOL attackalien 1 BOOL useitems 0 BOOL throwitems 0 BOOL packrat 0 BOOL zapwands 0 BOOL markattackpos 1 BOOL opendoors false } AI NONE 0 { attackavatar 0 attackspecies 0 attacktype 0 attackalien 0 } AI RABID { attackavatar 1 attackspecies 1 attacktype 1 attackalien 1 } AI ANIMAL_PACK { attackavatar 0 attackspecies 0 attacktype 0 attackalien 1 } AI MOUSE { attackavatar 0 attackspecies 0 attacktype 0 attackalien 1 markattackpos 0 } AI PACK { attackavatar 1 attackspecies 0 attacktype 0 attackalien 1 } AI ANIMAL_SPECIEST { attackavatar 0 attackspecies 0 attacktype 1 attackalien 1 } AI SPECIEST { attackavatar 1 attackspecies 0 attacktype 1 attackalien 1 } AI EVILHUMANOID { attackavatar 1 attackspecies 0 attacktype 1 attackalien 1 useitems 1 throwitems 1 zapwands 1 packrat 1 opendoors true } AI GOODHUMANOID { attackavatar 0 attackspecies 0 attacktype 1 attackalien 1 useitems 1 throwitems 1 zapwands 1 packrat 1 opendoors true } AI KOBOLD { attackavatar 1 attackspecies 0 attacktype 0 attackalien 1 useitems 1 throwitems 1 zapwands 1 packrat 1 opendoors true } AI TROLL { attackavatar 1 attackspecies 0 attacktype 0 attackalien 1 useitems 1 throwitems 1 zapwands 1 packrat 1 opendoors false } AI SMARTTRIDUDE { attackavatar 1 attackspecies 0 attacktype 0 attackalien 1 useitems 1 throwitems 1 zapwands 1 packrat 1 opendoors true } AI SCAVENGER { attackavatar 0 attackspecies 0 attacktype 1 attackalien 1 useitems 0 packrat 1 } AI FRIENDLY { attackavatar 0 attackspecies 0 attacktype 0 attackalien 0 } DEFINE SIZE { CST name "bread box sized" U16 foodval 0 } SIZE TINY { name "tiny" foodval 50 } SIZE SMALL { name "small" foodval 100 } SIZE MEDIUM { name "medium" foodval 200 } SIZE LARGE { name "large" foodval 500 } SIZE HUGE { name "huge" foodval 1000 } SIZE GARGANTUAN { name "gargantuan" foodval 2000 } COMMENT { The GENDERCHANCE reflects the probability of a creature being one of the three possible genders. If we have plural genders, they'd be added here. } DEFINE GENDERCHANCE { U8 male 50 U8 female 50 U8 neuter 0 } GENDERCHANCE MALE { male 100 female 0 neuter 0 } GENDERCHANCE FEMALE { male 0 female 100 neuter 0 } GENDERCHANCE NEUTER { male 0 female 0 neuter 100 } GENDERCHANCE MORF { male 50 female 50 neuter 0 } COMMENT { A MOBLEVEL is a way of referring ot a mob of a specific threat level The idea is to allow the specification of guardian monsters without knowing the level the map will show up on ahead of time. The range is the threat level around the map's own level that is allowed. Currently minlevel is ignored, and maxleve is just used as a modifier to the threat level. Thus, a monster level 0..threat-max is generated, so there is no guarantee you'll get uber monsters. } DEFINE MOBLEVEL { S16 minlevel -10 S16 maxlevel +10 } MOBLEVEL NONE { minlevel -100 maxlevel -100 } MOBLEVEL WEAK { minlevel -20 maxlevel -5 } MOBLEVEL NORMAL { minlevel -15 maxlevel 0 } MOBLEVEL STRONG { minlevel -5 maxlevel 5 } MOBLEVEL OVERPOWERING { minlevel 5 maxlevel 10 } MOBLEVEL UNIQUE { minlevel 5 maxlevel 5 } COMMENT { A MOBTYPE is a class of MOBs who are considered to be of the same meta type. Thus, all slugs are together, all dragons, all orcs, etc. } DEFINE MOBTYPE { CST name "mobtype" } MOBTYPE NONE { name "None" } MOBTYPE UNUSUAL { name "Unusual" } MOBTYPE DRAGON { name "Dragon" } MOBTYPE SNAKE { name "Snake" } MOBTYPE INSECT { name "Insect" } MOBTYPE SPIDER { name "Spider" } MOBTYPE HUMANOID { name "Humanoid" } MOBTYPE KOBOLD { name "Kobold" } MOBTYPE TROLL { name "Troll" } MOBTYPE RAT { name "Rat" } MOBTYPE CONSTRUCT { name "Construct" } MOBTYPE DAEMON { name "Daemon" } MOBTYPE SLUG { name "Slug" } MOBTYPE UNDEAD { name "Undead" } MOBTYPE BAT { name "Bat" } MOBTYPE GOLEM { name "Golem" } MOBTYPE ELEMENTAL { name "Elemental" } MOBTYPE GOD { name "god" } MOBTYPE TRIDUDE { name "tridude" } DEFINE MOB { ENM16 tile TILE VOID ENM16 tileur TILE VOID ENM16 tilell TILE VOID ENM16 tilelr TILE VOID CST name "unnamed!" ENM movetype MOVE WALK ENM attack ATTACK NONE DICE hp 10 U8 hitdie 1 U8 baseskills 2 DICE mp 0 U8 mpdie 1 U8 basespells 1 U8 explevel 1 S8 baseac 0 U8 lightradius 0 ENM smarts SMARTS ANIMAL ENM strength STRENGTH HUMAN ENM ai AI PACK ENM naturalfoe MOBTYPE NONE ENM size SIZE MEDIUM ENMLIST intrinsic INTRINSIC NONE ENMLIST eatgrant INTRINSIC NONE DICE eatmp 0 ENM mobtype MOBTYPE UNUSUAL ENM slotset ITEMSLOTSET NONE U8 rarity 100 ENMLIST loot ITEM NONE ENMLIST loottype ITEMTYPE NONE ENMLIST edible MATERIAL NONE ENM material MATERIAL FLESH ENM breathattack ATTACK NONE DICE breathdelay 1d4+1 CST breathsubstance "hot air" ENM reflex_attack ATTACK NONE U8 reflex_chance 100 U8 corpsechance 50 BOOL isboneless 0 BOOL isbloodless false BOOL acidiccorpse 0 BOOL canresurrectfromcorpse 0 BOOL blownbywind false U8 noise 1 BOOL usenameasprefix false ENM deathmsg DEATHMSG BLOOD ENM gender GENDERCHANCE MORF ENM evolvetarget MOB NONE U8 evolvelevel 0 BOOL publish false BOOL spacewalk false } COMMENT { Standard mob template MOB { tile name attack hp hitdie mp mpdie explevel baseac smarts strength size slotset } } MOB NONE 0 { name "no one" tile NOTILE rarity 0 } MOB AVATAR { tile AVATAR name "adventurer" attack PUNCH movetype STD_SWIM hp 15 hitdie 1 mp 10 mpdie 0 baseskills 1 basespells 1 explevel 1 baseac 0 smarts HUMAN strength HUMAN mobtype HUMANOID slotset HUMANOID edible FLESH edible WATER gender MALE ai GOODHUMANOID publish true } MOB GREENDRAGON { tile GREENDRAGON name "green dragon" movetype STD_FLY attack GREENDRAGONBITE hp 1d10+35 hitdie 8 mpdie 1 explevel 12 baseac 12 smarts WISE strength DRAGON ai SPECIEST size LARGE intrinsic RESISTPOISON eatgrant RESISTPOISON mobtype DRAGON slotset ANIMAL edible FLESH edible WATER } MOB WHITEDRAGON { tile WHITEDRAGON name "white dragon" movetype STD_FLY attack LONGSWORD hp 1d10+30 hitdie 8 mpdie 1 explevel 8 baseac 12 smarts WISE strength DRAGON ai SPECIEST size LARGE intrinsic RESISTCOLD eatgrant RESISTCOLD mobtype DRAGON slotset ANIMAL edible FLESH edible WATER breathattack ICEBREATH breathsubstance "ice" } MOB REDDRAGON { tile REDDRAGON name "red dragon" movetype STD_FLY attack LONGSWORD hp 1d10+30 hitdie 8 mpdie 1 explevel 8 baseac 12 smarts WISE strength DRAGON ai SPECIEST size LARGE intrinsic RESISTFIRE eatgrant RESISTFIRE mobtype DRAGON slotset ANIMAL edible FLESH edible WATER breathattack FIREBREATH breathsubstance "fire" } MOB BLUEDRAGON { tile BLUEDRAGON name "blue dragon" movetype STD_FLY attack LONGSWORD hp 1d10+30 hitdie 8 mpdie 1 explevel 8 baseac 12 smarts WISE strength DRAGON ai SPECIEST size LARGE intrinsic RESISTSHOCK eatgrant RESISTSHOCK mobtype DRAGON slotset ANIMAL edible FLESH edible WATER noise 3 breathattack LIGHTNINGBREATH breathsubstance "lightning" } MOB YELLOWDRAGON { tile YELLOWDRAGON name "yellow dragon" movetype STD_FLY attack LONGSWORD hp 2d10+40 hitdie 11 mpdie 2 explevel 10 baseac 14 smarts WISE strength DRAGON ai SPECIEST size LARGE intrinsic RESISTACID intrinsic RESISTSTONING eatgrant RESISTACID mobtype DRAGON slotset ANIMAL edible FLESH edible WATER breathattack ACIDBREATH breathsubstance "acid" acidiccorpse 1 } MOB COCKATRICE { tile COCKATRICE name "cockatrice" movetype STD_FLY attack COCKATRICE_HISS hp 1d30+30 hitdie 6 mpdie 0 explevel 7 baseac 7 smarts ANIMAL strength WEAK ai SPECIEST intrinsic RESISTSTONING eatgrant STONING mobtype UNUSUAL edible FLESH edible WATER slotset BIRD gender MALE } MOB DAEMON { tile DAEMON name "daemon" movetype STD_FLY attack DEMON_SWORD hp 5d10+20 hitdie 7 mpdie 4 mp 2d10+20 baseskills 2 basespells 5 explevel 10 baseac 10 smarts WISE strength DRAGON ai RABID size LARGE intrinsic VULNSILVER intrinsic RESISTFIRE eatgrant VULNSILVER eatgrant RESISTFIRE mobtype DAEMON slotset HUMANOID_ARMOURLESS edible FLESH edible WATER intrinsic SPELL_SUMMON_IMP } MOB ICEDAEMON { tile ICEDAEMON name "ice daemon" movetype STD_FLY attack FREEZING_SWORD hp 5d10+20 hitdie 7 mpdie 4 mp 2d10+20 baseskills 2 basespells 5 explevel 10 baseac 10 smarts WISE strength DRAGON ai RABID size LARGE intrinsic VULNSILVER intrinsic RESISTCOLD eatgrant VULNSILVER eatgrant RESISTCOLD mobtype DAEMON slotset HUMANOID_ARMOURLESS edible FLESH edible WATER intrinsic SPELL_FROSTBOLT intrinsic SPELL_LIVINGFROST } MOB BAEZLBUB { tile BAEZLEBUBUL tileur BAEZLEBUBUR tilell BAEZLEBUBLL tilelr BAEZLEBUBLR name "Baezl'bub" movetype STD_FLY attack BAEZELBUB_BITE hp 300 hitdie 20 mp 100 mpdie 20 baseskills 3 basespells 9 explevel 50 baseac 20 smarts WISE strength DRAGON ai RABID size GARGANTUAN intrinsic VULNSILVER intrinsic RESISTFIRE intrinsic RESISTPOISON eatgrant VULNSILVER eatgrant RESISTFIRE eatgrant RESISTPOISON intrinsic SPELL_STICKYFLAMES intrinsic SPELL_FIREBALL intrinsic SPELL_REGENERATE intrinsic SPELL_MAJORHEAL intrinsic SPELL_PRESERVE intrinsic SPELL_TRACK intrinsic SPELL_FETCH intrinsic SPELL_SUMMON_DEMON mobtype DAEMON slotset HUMANOID_HUGE rarity 0 edible FLESH edible WATER loot BLACKHEART corpsechance 100 gender MALE } MOB CRETAN_MINOTAUR { tile CRETAN_MINOTAUR_UL tileur CRETAN_MINOTAUR_UR tilell CRETAN_MINOTAUR_LL tilelr CRETAN_MINOTAUR_LR name "Cretan Minotaur" attack CRETAN_MINOTAUR hp 10d10+100 hitdie 20 mp 0 mpdie 0 baseskills 4 basespells 1 explevel 18 baseac 16 smarts FOOL strength DRAGON ai RABID size GARGANTUAN intrinsic FAST mobtype HUMANOID slotset HUMANOID_HUGE rarity 0 edible FLESH edible WATER noise 3 loot YRUNE corpsechance 100 gender MALE } MOB TRIDUDE { tile TRIDUDE name "tridude" attack CLUB hp 2d10 hitdie 2 mpdie 0 explevel 4 baseac 5 smarts CUNNINGANIMAL strength HUMAN mobtype TRIDUDE slotset HEADONLY edible FLESH edible WATER ai PACK evolvetarget REDTRIDUDE evolvelevel 13 gender NEUTER publish true spacewalk true } MOB REDTRIDUDE { tile REDTRIDUDE name "red tridude" attack DOUBLECLUB hp 2d10+20 hitdie 13 mp 2d10+20 baseskills 4 basespells 4 mpdie 13 explevel 13 baseac 15 smarts HUMAN strength HUMAN mobtype TRIDUDE slotset HEADONLY edible FLESH edible WATER ai SMARTTRIDUDE rarity 0 intrinsic RESISTFIRE eatgrant RESISTFIRE intrinsic SPELL_FLASH intrinsic SPELL_STICKYFLAMES intrinsic SPELL_FIREBALL evolvetarget BLUETRIDUDE evolvelevel 15 gender NEUTER spacewalk true } MOB BLUETRIDUDE { tile BLUETRIDUDE name "blue tridude" attack DOUBLECLUB hp 2d10+20 hitdie 15 mp 2d10+40 mpdie 10 baseskills 4 basespells 6 explevel 15 baseac 15 smarts CUNNINGANIMAL strength HUMAN mobtype TRIDUDE slotset HEADONLY edible FLESH edible WATER ai SMARTTRIDUDE rarity 0 intrinsic RESISTSHOCK eatgrant RESISTSHOCK intrinsic SPELL_SPARK intrinsic SPELL_LIGHTNINGBOLT intrinsic SPELL_CHAINLIGHTNING evolvetarget PURPLETRIDUDE evolvelevel 17 noise 3 gender NEUTER spacewalk true } MOB PURPLETRIDUDE { tile PURPLETRIDUDE name "purple tridude" attack DOUBLECLUB hp 20 hitdie 2 baseskills 2 basespells 8 mp 1d5+35 mpdie 17 explevel 17 baseac 15 smarts HUMAN strength HUMAN mobtype TRIDUDE slotset HEADONLY edible FLESH edible WATER ai SMARTTRIDUDE rarity 0 intrinsic RESISTPHYSICAL intrinsic NOBREATH intrinsic SPELL_FORCEBOLT intrinsic SPELL_FORCEWALL intrinsic SPELL_TELEPORT intrinsic SPELL_PRESERVE intrinsic SPELL_FETCH intrinsic SPELL_DISINTEGRATE loottype WAND gender NEUTER spacewalk true } MOB GOLDTRIDUDE { tile GOLDTRIDUDE_UL tileur GOLDTRIDUDE_UR tilell GOLDTRIDUDE_LL tilelr GOLDTRIDUDE_LR name "Golden Tridude" attack TRIPLECLUB hp 200 hitdie 20 mp 150 mpdie 20 baseskills 6 basespells 8 explevel 25 baseac 25 smarts WISE strength DRAGON ai SMARTTRIDUDE size GARGANTUAN intrinsic FAST intrinsic RESISTSHOCK intrinsic RESISTFIRE intrinsic RESISTACID intrinsic REFLECTION intrinsic SPELL_ACIDSPLASH intrinsic SPELL_ACIDICMIST intrinsic SPELL_CORROSIVEEXPLOSION eatgrant RESISTSHOCK eatgrant RESISTFIRE eatgrant RESISTACID loottype ARTIFACT loottype ARTIFACT loottype ARTIFACT mobtype TRIDUDE slotset HEADONLY rarity 0 edible FLESH edible WATER corpsechance 100 gender NEUTER spacewalk true } MOB FIREBEETLE { tile FIREBEETLE name "fire beetle" attack FIRESPIT hp 1d10 hitdie 1 mpdie 1 explevel 2 baseac 0 smarts ANIMAL strength HUMAN intrinsic RESISTFIRE intrinsic VULNCOLD eatgrant RESISTFIRE eatgrant VULNCOLD mobtype INSECT slotset INSECT edible FLESH edible WATER ai ANIMAL_SPECIEST size SMALL } MOB GOLDBEETLE { tile GOLDBEETLE name "gold beetle" attack GOLDBEETLE_MANDIBLE hp 1d20+40 hitdie 5 mpdie 0 explevel 6 baseac 8 smarts ANIMAL strength HUMAN intrinsic RESISTACID eatgrant RESISTACID eatgrant GOLDALLERGY mobtype INSECT slotset INSECT edible GOLD material GOLD ai ANIMAL_SPECIEST rarity 25 size SMALL } MOB ICESNAKE { tile ICESNAKE name "ice snake" attack ICESNAKEBITE hp 1d5 hitdie 1 mpdie 0 explevel 2 baseac 5 smarts ANIMAL strength WEAK size SMALL intrinsic VULNFIRE intrinsic RESISTCOLD eatgrant VULNFIRE eatgrant RESISTCOLD mobtype SNAKE slotset SNAKE edible FLESH edible WATER ai ANIMAL_SPECIEST } MOB GREENSNAKE { tile GREENSNAKE name "green snake" attack GREENSNAKEBITE hp 2d5 hitdie 2 mpdie 0 explevel 4 baseac 7 smarts ANIMAL strength WEAK size SMALL intrinsic RESISTPOISON eatgrant POISON_NORMAL mobtype SNAKE slotset SNAKE edible FLESH edible WATER ai ANIMAL_SPECIEST } MOB FIRESNAKE { tile FIRESNAKE name "fire snake" attack FIRESNAKEBITE hp 1d5 hitdie 1 mpdie 0 explevel 2 baseac 5 smarts ANIMAL strength WEAK size SMALL intrinsic VULNCOLD intrinsic RESISTFIRE eatgrant VULNCOLD eatgrant RESISTFIRE mobtype SNAKE slotset SNAKE edible FLESH edible WATER ai ANIMAL_SPECIEST } MOB MOUSE { tile MOUSE name "mouse" attack MOUSEBITE hp 1 hitdie 1 mpdie 0 explevel 1 baseac 5 smarts ANIMAL strength WEAK size TINY mobtype RAT slotset ANIMAL ai MOUSE noise 0 evolvetarget RAT evolvelevel 2 publish true } MOB RAT { tile RAT name "rat" attack RATBITE hp 1d4 hitdie 1 mpdie 0 explevel 1 baseac 0 smarts ANIMAL strength WEAK size SMALL mobtype RAT slotset ANIMAL ai ANIMAL_PACK evolvetarget GIANTRAT evolvelevel 3 publish true } MOB GIANTRAT { tile GIANTRAT name "giant rat" attack GIANTRATBITE hp 3d4 hitdie 3 mpdie 0 explevel 3 baseac 0 smarts ANIMAL strength WEAK size MEDIUM mobtype RAT slotset ANIMAL ai PACK publish true } MOB GRIDBUG { tile GRIDBUG name "grid bug" attack GRIDBUGZAP hp 2d5 hitdie 1 mpdie 0 explevel 1 baseac 3 smarts VEGETABLE strength MINIMAL size SMALL intrinsic RESISTSHOCK eatgrant RESISTSHOCK mobtype UNUSUAL slotset INSECT ai SPECIEST isbloodless true deathmsg SPARK publish true } MOB SHITOMI { tile SHITOMI name "shitomi" attack SHITOMICHU hitdie 3 hp 6d5 mpdie 0 explevel 5 baseac 10 smarts FOOL strength MINIMAL ai FRIENDLY slotset ANIMAL mobtype RAT } MOB TRICERATOP { tile TRICERATOPS name "triceratops" attack TRICERATOPHORN hitdie 25 hp 10d4+80 mpdie 0 explevel 18 baseac 20 smarts FOOL strength STRONG ai FRIENDLY slotset ANIMAL intrinsic SKILL_CHARGE rarity 25 } MOB LUX { tile LUX name "lux" attack LIGHTBLAST hp 10 hitdie 1 mpdie 0 explevel 2 baseac 0 smarts ANIMAL strength MINIMAL size SMALL mobtype CONSTRUCT slotset LUX lightradius 2 ai SPECIEST material IRON intrinsic NOBREATH intrinsic DEAF intrinsic NOREGEN corpsechance 0 isbloodless true noise 2 deathmsg SPARK gender NEUTER } MOB BROWNSLUG { tile BROWNSLUG name "brown slug" attack BROWNSLUG hp 1d10 hitdie 1 mpdie 0 explevel 2 baseac 0 smarts ANIMAL strength MINIMAL size SMALL intrinsic RESISTACID intrinsic RESISTSTONING intrinsic SLOW eatgrant RESISTACID mobtype SLUG slotset SLUG ai PACK edible FLESH edible WATER isboneless 1 acidiccorpse 1 evolvetarget PURPLESLUG evolvelevel 6 publish true } MOB PURPLESLUG { tile PURPLESLUG name "purple slug" attack SLUGSLIME hp 3d10 hitdie 3 mpdie 0 explevel 6 baseac 0 smarts ANIMAL strength MINIMAL intrinsic RESISTACID intrinsic RESISTSTONING intrinsic SLOW eatgrant RESISTACID mobtype SLUG slotset SLUG ai PACK edible FLESH edible WATER isboneless 1 acidiccorpse 1 evolvetarget DEATHSLUG evolvelevel 12 } MOB DEATHSLUG { tile DEATHSLUG name "death slug" attack DEATHSLUG hp 3d10+30 hitdie 6 mpdie 0 explevel 12 baseac 10 smarts ANIMAL strength MINIMAL intrinsic RESISTACID intrinsic RESISTSTONING intrinsic SLOW eatgrant RESISTACID acidiccorpse 1 mobtype SLUG slotset SLUG edible FLESH edible WATER ai PACK } MOB FLOATINGEYE { tile FLOATINGEYE name "floating eye" attack FLOATINGEYE_TRACK movetype STD_FLY hp 2d5 hitdie 3 mpdie 0 explevel 3 baseac 4 smarts ANIMAL strength NONE size SMALL eatgrant TELEPATHY reflex_chance 75 reflex_attack FLOATINGEYE_REFLEX ai ANIMAL_SPECIEST intrinsic DEAF slotset NONE isboneless 1 noise 0 publish true } MOB WIZARDSEYE { tile FLOATINGEYE name "wizard's eye" attack FLOATINGEYE_TRACK movetype ALL hp 1d5+5 hitdie 3 mpdie 0 explevel 3 baseac 4 smarts ANIMAL strength NONE size SMALL eatgrant TELEPATHY reflex_chance 75 reflex_attack FLOATINGEYE_REFLEX ai ANIMAL_SPECIEST intrinsic DEAF slotset NONE isboneless 1 noise 0 lightradius 2 rarity 0 } MOB GELATINOUSCUBE { tile GELATINOUSCUBE name "gelatinous cube" attack GELATINOUSCUBE hp 2d5+30 hitdie 6 mpdie 0 explevel 7 baseac 7 smarts NONE strength MINIMAL reflex_chance 100 reflex_attack GELATINOUSCUBE_REFLEX ai SCAVENGER intrinsic RESISTACID intrinsic RESISTSHOCK intrinsic RESISTSTONING intrinsic NOBREATH intrinsic BLIND intrinsic TELEPATHY eatgrant RESISTACID eatgrant RESISTSHOCK acidiccorpse 1 slotset NONE edible IRON edible SILVER isboneless 1 deathmsg ICHOR gender NEUTER } MOB SCORPION { tile SCORPION name "scorpion" attack SCORPION hp 4d5 hitdie 4 mpdie 0 explevel 5 baseac 6 smarts ANIMAL strength MINIMAL size SMALL intrinsic RESISTPOISON eatgrant POISON_STRONG mobtype INSECT slotset INSECT edible FLESH edible WATER ai SPECIEST publish true } MOB CAVESPIDER { tile CAVESPIDER name "cave spider" attack CAVESPIDER hp 2d5 hitdie 2 mpdie 0 explevel 3 baseac 0 smarts ANIMAL strength MINIMAL size SMALL mobtype SPIDER slotset INSECT edible FLESH edible WATER ai ANIMAL_PACK evolvetarget GIANTSPIDER evolvelevel 8 publish true } MOB GIANTSPIDER { tile GIANTSPIDER name "giant spider" attack GIANTSPIDER hp 3d5+15 hitdie 4 mpdie 0 explevel 8 baseac 6 smarts ANIMAL strength MINIMAL mobtype SPIDER slotset INSECT edible FLESH edible WATER ai ANIMAL_PACK } MOB KIWI { tile KIWI name "kiwi" attack KIWISTAB hp 3d5+15 hitdie 3 mpdie 0 explevel 3 baseac 5 smarts ANIMAL strength MINIMAL ai ANIMAL_SPECIEST slotset WINGLESS_BIRD publish true } MOB BAT { tile BAT name "bat" attack BATBITE movetype STD_FLY hp 1d10 hitdie 1 mpdie 0 explevel 2 baseac 5 smarts ANIMAL strength MINIMAL size SMALL ai ANIMAL_PACK intrinsic FAST eatgrant QUICK mobtype BAT edible FLESH edible WATER slotset BIRD evolvetarget LARGEBAT evolvelevel 4 publish true } MOB LARGEBAT { tile LARGEBAT name "large bat" attack LARGEBATBITE movetype STD_FLY hp 1d10+10 hitdie 2 mpdie 0 explevel 4 baseac 10 smarts ANIMAL strength MINIMAL ai ANIMAL_PACK intrinsic FAST eatgrant QUICK mobtype BAT edible FLESH edible WATER slotset BIRD evolvetarget VAMPIREBAT evolvelevel 7 publish true } MOB VAMPIREBAT { tile VAMPIREBAT name "vampire bat" attack VAMPIREBATBITE movetype STD_FLY hp 2d10+10 hitdie 4 mpdie 0 explevel 7 baseac 13 smarts ANIMAL strength MINIMAL ai PACK intrinsic FAST eatgrant QUICK mobtype BAT edible FLESH edible WATER slotset BIRD } MOB STALKER { tile INVISIBLESTALKER name "invisible stalker" attack SLUGSLIME hp 2d10+20 hitdie 4 mpdie 0 explevel 10 baseac 10 smarts ANIMAL strength MINIMAL intrinsic INVISIBLE intrinsic SEEINVISIBLE mobtype UNUSUAL ai SPECIEST edible FLESH edible WATER eatgrant SEEINVISIBLE eatgrant INVISIBLE acidiccorpse 1 slotset HUMANOID noise 0 } MOB FROG { tile FROG name "giant frog" movetype STD_SWIM attack FROGBITE hp 1d10+20 hitdie 5 mpdie 0 explevel 5 baseac 5 smarts ANIMAL strength WEAK mobtype UNUSUAL ai SPECIEST naturalfoe INSECT intrinsic JUMP intrinsic WATERWALK intrinsic VULNFIRE eatgrant JUMP eatgrant WATERWALK eatgrant VULNFIRE edible FLESH edible WATER slotset ANIMAL } MOB SKELETON { tile SKELETON name "skeleton" attack PUNCH hp 10 hitdie 2 mpdie 0 explevel 2 baseac 4 smarts NONE strength HUMAN ai PACK mobtype UNDEAD slotset HUMANOID intrinsic RESISTPOISON intrinsic NOBREATH corpsechance 0 isbloodless true deathmsg DUST publish true usenameasprefix true } MOB ZOMBIE { tile ZOMBIE name "zombie" attack PUNCH hp 20 hitdie 4 mpdie 0 explevel 4 baseac 4 smarts NONE strength HUMAN ai PACK intrinsic SLOW intrinsic RESISTPOISON mobtype UNDEAD slotset HUMANOID corpsechance 0 isbloodless true publish true usenameasprefix true } MOB GHAST { tile GHAST name "ghast" attack GHASTCLAW hp 30 hitdie 6 mpdie 0 baseskills 7 basespells 1 explevel 7 baseac 6 smarts NONE strength HUMAN ai EVILHUMANOID mobtype UNDEAD slotset HUMANOID intrinsic RESISTPOISON corpsechance 0 isbloodless true usenameasprefix true } MOB LICH { tile LICH name "lich" attack PUNCH hp 2d10+30 hitdie 8 mp 2d10+50 mpdie 8 baseskills 9 basespells 9 explevel 13 baseac 8 smarts WISE strength HUMAN ai EVILHUMANOID mobtype UNDEAD slotset HUMANOID intrinsic RESISTCOLD intrinsic TELEPORTCONTROL intrinsic REGENERATION intrinsic VULNFIRE intrinsic VULNSILVER intrinsic SEEINVISIBLE intrinsic RESISTPOISON intrinsic SPELL_CHILL intrinsic SPELL_FROSTBOLT intrinsic SPELL_LIGHTNINGBOLT intrinsic SPELL_TELEPORT intrinsic SPELL_POISONBOLT intrinsic SPELL_POISONITEM eatgrant VULNSILVER eatgrant TELEPORTCONTROL eatmp 1d7 isbloodless true usenameasprefix true } MOB SOULSUCKER { tile SOULSUCKER name "soul sucker" attack WHIP hp 1d10+40 hitdie 8 mp 6d10+50 mpdie 10 explevel 15 baseac 10 smarts WISE strength WEAK ai EVILHUMANOID mobtype UNUSUAL slotset BRAIN intrinsic SEEINVISIBLE intrinsic SPELL_SOULSUCK eatmp 1d4 } MOB IMP { tile IMP name "imp" attack PUNCH hp 1d10 hitdie 1 mp 20 mpdie 1 baseskills 2 basespells 3 explevel 4 baseac 2 smarts HUMAN strength WEAK mobtype DAEMON slotset HUMANOID ai EVILHUMANOID intrinsic RESISTFIRE intrinsic SEEINVISIBLE eatgrant RESISTFIRE eatgrant SEEINVISIBLE intrinsic SPELL_MAGICMISSILE intrinsic SPELL_FIREBALL intrinsic SPELL_TELEPORT } MOB KOBOLD { tile KOBOLD name "kobold" attack PUNCH hp 1d10+15 hitdie 4 mpdie 0 baseskills 4 basespells 2 explevel 6 baseac 6 smarts HUMAN strength HUMAN mobtype KOBOLD slotset HUMANOID edible FLESH edible WATER ai KOBOLD intrinsic SKILL_EVADETRAP loot SHORTSWORD evolvetarget KOBOLDFIGHTER evolvelevel 14 publish true } MOB KOBOLDMAGE { tile KOBOLDMAGE name "kobold mage" attack PUNCH hp 1d10+25 hitdie 5 mpdie 4 mp 4d10 baseskills 6 basespells 5 explevel 9 baseac 6 smarts HUMAN strength HUMAN mobtype KOBOLD slotset HUMANOID edible FLESH edible WATER ai KOBOLD intrinsic SPELL_STICKYFLAMES intrinsic SPELL_CUREPOISON intrinsic SPELL_HEAL intrinsic SPELL_MAGICMISSILE intrinsic SKILL_EVADETRAP eatmp 1d3 evolvetarget KOBOLDASSASSIN evolvelevel 20 publish true } MOB KOBOLDFIGHTER { tile KOBOLDFIGHTER name "kobold fighter" attack PUNCH hp 1d10+45 hitdie 15 mpdie 0 mp 0 baseskills 8 basespells 1 explevel 14 baseac 10 smarts HUMAN strength HUMAN mobtype KOBOLD slotset HUMANOID edible FLESH edible WATER ai KOBOLD intrinsic SKILL_EVADETRAP intrinsic SKILL_WEAPON_PARRY loot LONGSWORD loot CHAINMAIL loot HELM evolvetarget KOBOLDTHIEF evolvelevel 25 publish true } MOB KOBOLDASSASSIN { tile KOBOLDASSASSIN name "kobold assassin" attack PUNCH hp 1d10+35 hitdie 20 mpdie 10 baseskills 8 basespells 8 mp 1d10+20 explevel 20 baseac 15 smarts HUMAN strength HUMAN mobtype KOBOLD slotset HUMANOID edible FLESH edible WATER ai KOBOLD intrinsic RESISTPOISON intrinsic FAST intrinsic SKILL_EVADETRAP intrinsic SKILL_DODGE intrinsic SKILL_WEAPON_BLEEDINGWOUND intrinsic SPELL_POISONITEM intrinsic SPELL_POISONBOLT intrinsic SPELL_TRACK loot SILVERDAGGER publish true } MOB KOBOLDTHIEF { tile KOBOLDTHIEF name "kobold thief" attack PUNCH hp 1d10+75 hitdie 25 mpdie 0 mp 0 baseskills 8 basespells 1 explevel 25 baseac 20 smarts HUMAN strength HUMAN mobtype KOBOLD slotset HUMANOID edible FLESH edible WATER ai KOBOLD intrinsic SKILL_EVADETRAP intrinsic SKILL_DODGE intrinsic SKILL_WEAPON_DISARM intrinsic FAST loot RAPIER loot STUDDEDLEATHER loot LEATHERCAP } MOB TROLL { tile TROLL name "troll" attack PUNCH hp 2d10+15 hitdie 6 mpdie 0 explevel 8 baseac 8 smarts FOOL strength HUMAN mobtype TROLL slotset HUMANOID edible FLESH edible WATER ai TROLL intrinsic REGENERATION eatgrant REGENERATION canresurrectfromcorpse 1 noise 2 loot CLUB evolvetarget CAVETROLL evolvelevel 16 } MOB CAVETROLL { tile CAVETROLL name "cave troll" attack PUNCH hp 2d10+45 hitdie 20 mpdie 0 explevel 16 baseac 20 smarts FOOL strength HUMAN mobtype TROLL slotset HUMANOID edible STONE material STONE ai TROLL intrinsic REGENERATION eatgrant REGENERATION canresurrectfromcorpse 1 noise 2 loot WARHAMMER } MOB LIZARDMAN { tile LIZARDMAN name "lizardman" attack PUNCH hp 1d10+25 hitdie 6 mpdie 0 explevel 8 baseac 8 smarts HUMAN strength HUMAN mobtype HUMANOID slotset HUMANOID edible FLESH edible WATER ai EVILHUMANOID gender MALE loot SPEAR } MOB TURTLOID { tile TURTLOID name "turtloid" movetype STD_SWIM attack PUNCH hp 3d5+25 hitdie 15 mpdie 0 explevel 15 baseac 30 smarts HUMAN mobtype HUMANOID slotset HUMANOID edible FLESH edible WATER ai EVILHUMANOID intrinsic WATERWALK noise 2 loot SHORTSWORD evolvetarget LARGETURTLOID evolvelevel 20 } MOB LARGETURTLOID { tile LARGETURTLOID name "large turtloid" movetype STD_SWIM attack PUNCH hp 3d5+45 hitdie 20 mpdie 0 explevel 20 baseac 40 smarts HUMAN size LARGE mobtype HUMANOID slotset HUMANOID edible FLESH edible WATER ai EVILHUMANOID intrinsic WATERWALK noise 2 loot SPEAR } MOB ORC { tile ORC name "orc" attack PUNCH hp 3d5+25 hitdie 15 mpdie 0 explevel 12 baseac 12 smarts HUMAN mobtype HUMANOID slotset HUMANOID edible FLESH edible WATER ai EVILHUMANOID loot SPEAR evolvetarget HILLORC evolvelevel 18 } MOB HILLORC { tile HILLORC name "hill orc" attack PUNCH hp 3d10+45 hitdie 20 mpdie 0 explevel 18 baseac 24 smarts HUMAN mobtype HUMANOID slotset HUMANOID edible FLESH edible WATER ai EVILHUMANOID loot LONGSWORD } MOB HEADLESS { tile HEADLESS name "headless" attack CLAW hp 1d10+5 hitdie 2 mpdie 0 explevel 3 baseac 2 smarts FOOL strength HUMAN mobtype HUMANOID slotset HEADLESS ai EVILHUMANOID intrinsic BLIND intrinsic TELEPATHY } MOB CHAMELEON { tile CHAMELEON name "chameleon" attack CLAW hp 1d40 hitdie 4 mpdie 0 explevel 6 baseac 6 smarts ANIMAL strength WEAK mobtype UNUSUAL ai SPECIEST edible FLESH edible WATER intrinsic POLYMORPH eatgrant POLYMORPH slotset ANIMAL } MOB LIVINGTREE { tile LIVINGTREE name "animated tree" attack LIVINGTREE hp 80 hitdie 10 mp 0 mpdie 0 baseskills 2 basespells 1 explevel 20 baseac 15 smarts FOOL strength DRAGON mobtype UNUSUAL ai SPECIEST intrinsic VULNFIRE intrinsic NOBREATH slotset TREE material WOOD noise 4 deathmsg WOOD isbloodless true gender NEUTER rarity 0 } MOB EARTHELEMENTAL { tile EARTHELEMENTAL name "earth elemental" attack EARTHELEMENTAL hp 100 hitdie 10 mp 60 mpdie 0 baseskills 2 basespells 4 explevel 20 baseac 15 smarts FOOL strength DRAGON mobtype ELEMENTAL ai SPECIEST intrinsic RESISTSHOCK intrinsic SLOW intrinsic NOBREATH intrinsic NOREGEN intrinsic SPELL_CREATEPIT intrinsic SPELL_ROLLINGBOULDER intrinsic SKILL_EVADETRAP slotset HUMANOID material STONE noise 4 deathmsg DUST isbloodless true gender NEUTER } MOB AIRELEMENTAL { tile AIRELEMENTAL name "air elemental" movetype STD_FLY attack AIRELEMENTAL hp 2d50 hitdie 20 mp 50 mpdie 5 baseskills 2 basespells 4 explevel 25 baseac 20 smarts FOOL strength STRONG mobtype ELEMENTAL ai SPECIEST blownbywind true intrinsic RESISTSHOCK intrinsic SPELL_LIGHTNINGBOLT intrinsic SPELL_SPARK intrinsic FAST intrinsic QUICK intrinsic NOBREATH intrinsic NOREGEN material ETHEREAL slotset NONE corpsechance 0 isbloodless true deathmsg SPARK gender NEUTER } MOB FIREELEMENTAL { tile FIREELEMENTAL name "fire elemental" attack FIREELEMENTAL hp 2d50+100 hitdie 30 mp 100 mpdie 20 baseskills 2 basespells 4 explevel 30 baseac 25 smarts FOOL strength STRONG ai SPECIEST intrinsic RESISTFIRE intrinsic VULNCOLD intrinsic NOBREATH intrinsic NOREGEN intrinsic SPELL_FLASH intrinsic SPELL_FIREBALL intrinsic SPELL_STICKYFLAMES material ETHEREAL lightradius 3 slotset FIREELEMENTAL corpsechance 0 isbloodless true deathmsg FLAME gender NEUTER } MOB WATERELEMENTAL { tile WATERELEMENTAL name "water elemental" movetype STD_SWIM attack WATERELEMENTAL hp 1d50+100 hitdie 25 mp 30 mpdie 2 baseskills 2 basespells 4 explevel 22 baseac 15 smarts FOOL strength STRONG ai SPECIEST intrinsic WATERWALK intrinsic VULNFIRE intrinsic VULNCOLD intrinsic NOBREATH intrinsic NOREGEN intrinsic SPELL_DOWNPOUR material WATER corpsechance 0 eatgrant STRANGLE isbloodless true slotset HUMANOID deathmsg WATER gender NEUTER } MOB FLESHGOLEM { tile FLESHGOLEM name "flesh golem" attack FLESHGOLEM hp 2d10+30 hitdie 15 mpdie 0 explevel 15 baseac 10 smarts FOOL strength STRONG ai SPECIEST intrinsic REGENERATION intrinsic NOBREATH slotset HUMANOID isbloodless true gender NEUTER } MOB STONEGOLEM { tile STONEGOLEM name "stone golem" attack STONEGOLEM hp 4d10+60 hitdie 20 mpdie 0 explevel 19 baseac 15 smarts FOOL strength STRONG ai SPECIEST material STONE intrinsic NOBREATH intrinsic NOREGEN slotset HUMANOID noise 3 deathmsg DUST isbloodless true gender NEUTER } MOB IRONGOLEM { tile IRONGOLEM name "iron golem" attack IRONGOLEM hp 200 hitdie 25 mp 100 mpdie 20 baseskills 2 basespells 4 explevel 27 baseac 20 smarts FOOL strength STRONG ai SPECIEST material IRON intrinsic NOBREATH intrinsic NOREGEN intrinsic RESISTSHOCK intrinsic SPELL_LIGHTNINGBOLT slotset HUMANOID noise 3 deathmsg SPARK isbloodless true gender NEUTER } MOB GHOST { tile GHOST name "ghost" movetype STD_PHASE attack GHOST hp 2d10+40 hitdie 16 mp 2d10+20 mpdie 10 baseskills 2 basespells 4 explevel 17 baseac 18 smarts WISE strength WEAK ai SPECIEST mobtype UNDEAD intrinsic NOBREATH intrinsic RESISTPOISON intrinsic RESISTPHYSICAL intrinsic VULNSILVER intrinsic SEEINVISIBLE intrinsic WARNING intrinsic INVISIBLE intrinsic SPELL_CHILL intrinsic SPELL_FROSTBOLT material ETHEREAL slotset NONE corpsechance 0 isbloodless true deathmsg INCORPREAL } MOB LIVINGFROST { tile LIVINGFROST name "living frost" movetype STD_FLY attack LIVINGFROST hp 30 hitdie 10 mp 0 mpdie 1 explevel 15 baseac 20 smarts NONE strength NONE blownbywind true intrinsic RESISTSTONING intrinsic UNCHANGING intrinsic RESISTCOLD intrinsic RESISTSHOCK intrinsic RESISTACID intrinsic RESISTPOISON intrinsic RESISTPHYSICAL intrinsic FAST intrinsic QUICK intrinsic VULNFIRE intrinsic NOBREATH material ETHEREAL deathmsg INCORPREAL isbloodless true corpsechance 0 rarity 0 } MOB ELDER { tile ELDER name "village elder" attack LIGHTNINGRAPIER movetype WALK hp 65 hitdie 10 mp 60 mpdie 10 explevel 10 baseac 0 smarts HUMAN strength HUMAN mobtype HUMANOID slotset HUMANOID edible FLESH edible WATER gender FEMALE intrinsic SPELL_LIGHTNINGBOLT intrinsic SPELL_SPARK ai FRIENDLY rarity 0 } COMMENT { Another big section here: ITEMS! } DEFINE MATERIAL { CST name "non-material" BOOL soluble false BOOL burnable false } MATERIAL NONE { name "the complete and total lack of substance" } MATERIAL ETHEREAL { name "aether" soluble false } MATERIAL CLOTH { name "cloth" soluble true } MATERIAL LEATHER { name "leather" soluble true } MATERIAL PAPER { name "paper" soluble true burnable true } MATERIAL WOOD { name "wood" soluble true } MATERIAL IRON { name "iron" soluble true } MATERIAL GLASS { name "glass" soluble false } MATERIAL SILVER { name "silver" soluble true } MATERIAL STONE { name "stone" soluble false } MATERIAL GOLD { name "gold" soluble false } MATERIAL MITHRIL { name "mithril" soluble false } MATERIAL FLESH { name "flesh" soluble true } MATERIAL WATER { name "water" soluble false } DEFINE ITEMFLAG1 { } ITEMFLAG1 NONE 0 ITEMFLAG1 ARMORSLOTMASK 7 ITEMFLAG1 ISBOOTS 1 ITEMFLAG1 ISHELMET 2 ITEMFLAG1 ISSHIELD 3 ITEMFLAG1 ISJACKET 4 ITEMFLAG1 ISRING 5 ITEMFLAG1 ISAMULET 6 ITEMFLAG1 ISCURSED 8 ITEMFLAG1 ISBLESSED 16 ITEMFLAG1 ISBLOCKING 64 COMMENT { Above 128 you can't initialize stuff with this. } ITEMFLAG1 ISQUIVERED 128 ITEMFLAG1 ISMAPPED 256 ITEMFLAG1 ISKNOWENCHANT 512 ITEMFLAG1 ISKNOWCHARGES 1024 ITEMFLAG1 ISKNOWPOISON 2048 ITEMFLAG1 ISBELOWGRADE 4096 ITEMFLAG1 ISKNOWCURSE 8192 ITEMFLAG1 ISINVENTORY 16384 ITEMFLAG1 ISARTIFACT 32768 ITEMFLAG1 ISKNOWNOTCURSE 65536 ITEMFLAG1 ISFAVORITE 131072 DEFINE MAGICTYPE { CST name "Type" CST cycname "TYPE" } MAGICTYPE NONE { name "None" cycname "NONE" } MAGICTYPE POTION { name "Potion" cycname "POTION" } MAGICTYPE SCROLL { name "Scroll" cycname "SCROLL" } MAGICTYPE RING { name "Ring" cycname "RING" } MAGICTYPE HELM { name "Helm" cycname "HELM" } MAGICTYPE WAND { name "Wand" cycname "WAND" } MAGICTYPE AMULET { name "Amulet" cycname "AMULET" } MAGICTYPE SPELLBOOK { name "Book" cycname "SPELLBOOK" } MAGICTYPE BOOTS { name "Boots" cycname "BOOTS" } MAGICTYPE STAFF { name "Staff" cycname "STAFF" } COMMENT { POTION.... Potions are the magical half of potions. The mundane half is governed by the relevant ITEMs. These get mixed up with the item potions at random every new game. name is the id'd name of the potion autoid is whether the potion gets ided after it is drunk by the avatar. isgrenade governs whether creatures will consider it a throwable weapon. } DEFINE POTION { CST name "yummy potion" BOOL autoid true ENM cursechance CURSECHANCE NORMAL BOOL isgrenade false ENM grenadeelement ELEMENT PHYSICAL } POTION HEAL { name "heal potion" autoid false } POTION ACID { name "acid potion" isgrenade true grenadeelement ACID } POTION BLIND { name "potion of blindness" autoid false isgrenade true grenadeelement LIGHT } POTION POISON { name "poison potion" isgrenade true grenadeelement POISON } POTION CURE { name "cure potion" autoid false } POTION GREEKFIRE { name "bottle of greek fire" isgrenade true grenadeelement FIRE } POTION ENLIGHTENMENT { name "potion of enlightenment" } POTION SMOKE { name "smoke potion" isgrenade true } POTION MANA { name "mana potion" autoid false } COMMENT { SCROLL is like potion. The name is the true name, the autoid if it autoids on reading. } DEFINE SCROLL { CST name "interesting scroll" BOOL autoid 1 ENM cursechance CURSECHANCE NORMAL U8 rarity 100 } SCROLL ID { name "scroll of identify" } SCROLL REMOVECURSE { name "scroll of remove curse" } SCROLL FIRE { name "scroll of fire" } SCROLL LIGHT { name "scroll of light" } SCROLL MAP { name "scroll of magic mapping" } SCROLL HEAL { name "scroll of healing" } SCROLL TELEPORT { name "scroll of teleport" } SCROLL ENCHANTWEAPON { name "scroll of enchant weapon" } SCROLL ENCHANTARMOUR { name "scroll of enchant armour" } SCROLL MAKEARTIFACT { name "scroll of omnipotence" rarity 1 } COMMENT { RING is like POTION and SCROLL. name is the true name. No autoid here. coolness is how cool it is for the AI. Larger is better. Things that are 0 coolness are not ever wielded. } DEFINE RING { CST name "magic ring" ENMLIST intrinsic INTRINSIC NONE ENM cursechance CURSECHANCE NORMAL U8 coolness 1 } RING WEDDING { name "wedding ring" coolness 0 } RING REGENERATE { name "ring of regeneration" intrinsic REGENERATION coolness 10 } RING TELEPORT { name "ring of teleportation" intrinsic TELEPORT cursechance OFTENCURSE coolness 0 } RING TELEPORTCONTROL { name "ring of teleport control" intrinsic TELEPORTCONTROL coolness 1 } RING MISSINGFINGER { name "ring of the missing finger" intrinsic MISSINGFINGER cursechance OFTENCURSE coolness 0 } RING SEARCH { name "ring of searching" intrinsic SEARCH coolness 2 } RING FIRE { name "ring of fire resistance" intrinsic RESISTFIRE coolness 7 } RING ICE { name "ring of cold resistance" intrinsic RESISTCOLD coolness 5 } RING ACID { name "ring of acid resistance" intrinsic RESISTACID coolness 7 } RING SHOCK { name "ring of shock resistance" intrinsic RESISTSHOCK coolness 7 } RING LIGHT { name "ring of light" coolness 2 } RING INVISIBLE { name "ring of invisibility" intrinsic INVISIBLE cursechance OFTENCURSE coolness 10 } RING SEEINVISIBLE { name "ring of see invisible" intrinsic SEEINVISIBLE coolness 3 } RING POLYMORPH { name "ring of polymorph" intrinsic POLYMORPH coolness 0 } RING POLYCONTROL { name "ring of polymorph control" intrinsic POLYCONTROL coolness 1 } COMMENT { Another magic type, the HELMs... } DEFINE HELM { CST name "magic helm" ENMLIST intrinsic INTRINSIC NONE ENM cursechance CURSECHANCE NORMAL } HELM DRAIN { name "helm of draining" intrinsic MAGICDRAIN cursechance OFTENCURSE } HELM TELEPATHY { name "helm of telepathy" intrinsic TELEPATHY } HELM WARNING { name "helm of warning" intrinsic WARNING } COMMENT { YAMT, the boots. } DEFINE BOOTS { CST name "magic boots" ENMLIST intrinsic INTRINSIC NONE ENM cursechance CURSECHANCE NORMAL } BOOTS WATERWALK { name "boots of water walking" intrinsic WATERWALK } BOOTS SNOWBOOTS { name "fur-lined boots" intrinsic RESISTCOLD } BOOTS JUMP { name "jump boots" intrinsic JUMP } BOOTS SPEED { name "speed boots" intrinsic FAST } BOOTS SQUEAKY { name "squeaky shoes" intrinsic NOISY } COMMENT { YAMT, the amulets... } DEFINE AMULET { CST name "magic amulet" ENMLIST intrinsic INTRINSIC NONE ENM cursechance CURSECHANCE NORMAL U8 coolness 1 } AMULET STRANGULATION { intrinsic STRANGLE name "amulet of strangulation" cursechance ALWAYSCURSE coolness 0 } AMULET REFLECTION { intrinsic REFLECTION name "amulet of reflection" coolness 3 } AMULET LIFESAVING { intrinsic LIFESAVE name "amulet of life saving" coolness 10 } AMULET POISONRESIST { intrinsic RESISTPOISON name "amulet of poison resistance" coolness 5 } AMULET UNCHANGING { intrinsic UNCHANGING name "amulet of unchanging" coolness 1 } DEFINE WAND { CST name "magic wand" ENM cursechance CURSECHANCE NORMAL DICE charges 3d5-3 } WAND TELEPORT { name "wand of teleport" } WAND LIGHT { name "wand of light" } WAND INVISIBLE { name "wand of invisibility" } WAND FIRE { name "wand of fire" } WAND ICE { name "wand of ice" } WAND NOTHING { name "wand of nothing" } WAND DIGGING { name "wand of digging" } WAND CREATETRAP { name "wand of trapping" } WAND CREATEMONSTER { name "wand of create monster" } WAND POLYMORPH { name "wand of polymorph" } WAND SLOW { name "wand of slowness" } WAND SPEED { name "wand of speed" } WAND SLEEP { name "wand of sleep" } COMMENT { YAMT: Spellbooks name Name of the book cursechance Chance of being cursed spells What spells are in this book. skills What skills are in this book. } DEFINE SPELLBOOK { CST name "normal cookbook" ENM cursechance CURSECHANCE NORMAL DICE charges 2d3 ENMLIST spells SPELL NONE ENMLIST skills SKILL NONE } SPELLBOOK FIRE { name "tome of fire" spells MAGICMISSILE spells FLASH spells STICKYFLAMES spells FIREBALL spells FLAMESTRIKE spells SUNFIRE } SPELLBOOK COLD { name "tome of cold" spells MAGICMISSILE spells CHILL spells FROSTBOLT spells LIVINGFROST spells BLIZZARD spells DIRECTWIND } SPELLBOOK SHOCK { name "shocking tome" spells MAGICMISSILE spells SPARK spells LIGHTNINGBOLT spells CHAINLIGHTNING spells DIRECTWIND } SPELLBOOK HEAL { name "tome of healing" spells REGENERATE spells SLOWPOISON spells HEAL spells CUREPOISON spells MAJORHEAL spells RESURRECT spells DIAGNOSE } SPELLBOOK FAMILIAR { name "familiar tome" spells HEAL spells SUMMON_FAMILIAR spells TRANSFER_KNOWLEDGE spells TELEPORT spells FETCH spells TRACK spells DIAGNOSE spells POSSESS } SPELLBOOK DIVINATION { name "tome of divination" spells LIGHT spells MAGICMAP spells DETECTCURSE spells IDENTIFY spells KNOCK spells TRACK spells DIAGNOSE spells WIZARDSEYE } SPELLBOOK FORCE { name "tome of force" spells FORCEBOLT spells FORCEWALL spells TELEPORT spells BLINK spells FETCH spells PRESERVE spells DIRECTWIND } SPELLBOOK EARTH { name "tome of earth" spells DIG spells CREATEPIT spells SANDSTORM spells GROWFOREST spells ANIMATEFOREST spells DOWNPOUR spells ROLLINGBOULDER spells ENTOMB spells PETRIFY } SPELLBOOK DEATH { name "tome of death" spells MAGICMISSILE spells POISONITEM spells POISONBOLT spells CLOUDKILL spells FINGEROFDEATH } SPELLBOOK NECRO { name "tome of necromancy" spells RAISE_UNDEAD spells RECLAIM_SOUL spells DARK_RITUAL spells GHASTIFY spells BINDSOUL spells SOULSUCK spells SUMMON_IMP spells SUMMON_DEMON spells POSSESS spells DIAGNOSE } SPELLBOOK ACID { name "tome of acid" spells ACIDSPLASH spells ACIDICMIST spells ACIDPOOL spells MINDACID spells CORROSIVEEXPLOSION spells DISINTEGRATE spells DIRECTWIND } SPELLBOOK ARMOUR { name "manual of armour" skills ARMOUR_HELMET skills ARMOUR_SHIELD skills ARMOUR_BODY skills ARMOUR_BOOTS } SPELLBOOK MATERIAL { name "guide to armour" skills ARMOUR_CLOTH skills ARMOUR_LEATHER skills ARMOUR_IRON skills ARMOUR_EXOTIC } SPELLBOOK ROGUE { name "manual of guile" skills DODGE skills MOVINGTARGET skills SEARCH skills EVADETRAP skills TWOWEAPON skills AMBIDEXTROUS skills WEAPON_RANGED skills WEAPON_IMPROVISE } SPELLBOOK BLADES { name "book of blades" skills WEAPON_SMALL skills WEAPON_MEDIUM skills WEAPON_EDGED skills WEAPON_TRUEAIM skills WEAPON_RANGED skills WEAPON_PARRY skills WEAPON_RIPOSTE } SPELLBOOK BASHING { name "book of bashing" skills WEAPON_SMALL skills WEAPON_MEDIUM skills WEAPON_LARGE skills WEAPON_BLUNT skills WEAPON_KNOCKOUT skills WEAPON_STUN skills WEAPON_KNOCKBACK } SPELLBOOK SHARPPOINTS { name "book of sharp points" skills WEAPON_SMALL skills WEAPON_MEDIUM skills WEAPON_LARGE skills WEAPON_RANGED skills WEAPON_POINTED skills WEAPON_BLEEDINGWOUND skills WEAPON_DISARM skills WEAPON_IMPALE skills WEAPON_RICOCHET } SPELLBOOK BARB { name "book of H'ruth" skills ENDUREHUNGER skills BUTCHERY skills CLEANKILL skills CHARGE skills LEAPATTACK } DEFINE STAFF { CST name "magic staff" ENMLIST intrinsic INTRINSIC NONE ENM cursechance CURSECHANCE NORMAL } STAFF HEALING { name "staff of healing" intrinsic SPELL_REGENERATE intrinsic SPELL_HEAL intrinsic SPELL_MAJORHEAL intrinsic SPELL_CUREPOISON intrinsic SPELL_SLOWPOISON } STAFF DEATH { name "staff of death" intrinsic SPELL_FINGEROFDEATH intrinsic SPELL_RAISE_UNDEAD intrinsic SPELL_RECLAIM_SOUL intrinsic SPELL_DARK_RITUAL intrinsic SPELL_GHASTIFY intrinsic SPELL_SUMMON_IMP intrinsic SPELL_CLOUDKILL } STAFF DESTRUCTION { name "staff of destruction" intrinsic SPELL_FIREBALL intrinsic SPELL_SUNFIRE intrinsic SPELL_CHAINLIGHTNING intrinsic SPELL_CORROSIVEEXPLOSION intrinsic SPELL_ACIDPOOL intrinsic SPELL_DISINTEGRATE } STAFF BOLT { name "staff of bolts" intrinsic SPELL_MAGICMISSILE intrinsic SPELL_FROSTBOLT intrinsic SPELL_LIGHTNINGBOLT intrinsic SPELL_POISONBOLT intrinsic SPELL_FORCEBOLT } STAFF UTILITY { name "utility staff" intrinsic SPELL_LIGHT intrinsic SPELL_KNOCK intrinsic SPELL_PRESERVE intrinsic SPELL_DETECTCURSE intrinsic SPELL_DIRECTWIND intrinsic SPELL_TELEPORT intrinsic SPELL_PETRIFY intrinsic SPELL_POSSESS } COMMENT { An ITEMTYPE is a general classification of items. This is used to bias rarity between different specific items. This is also used by polymorphing to keep objects inside the same class. ITEMTYPE_NONE and ITEMTYPE_ANY should not be applied to any items. They are meta-types used by the map definitions. ITMETYPE_ARTIFACT maps to ITEMTYPE_ANY, but makeArtifact will be immediately called. } DEFINE ITEMTYPE { CST name "miscelleneous" U8 rarity 100 } ITEMTYPE NONE { name "none" rarity 0 } ITEMTYPE ANY { name "any" rarity 0 } ITEMTYPE ARTIFACT { name "artifact" rarity 0 } ITEMTYPE AMULET { name "amulet" rarity 10 } ITEMTYPE STAFF { name "staff" rarity 5 } ITEMTYPE WEAPON { name "weapon" rarity 100 } ITEMTYPE ARMOUR { name "armour" rarity 100 } ITEMTYPE RING { name "ring" rarity 20 } ITEMTYPE SCROLL { name "scroll" rarity 50 } ITEMTYPE SPELLBOOK { name "book" rarity 10 } ITEMTYPE POTION { name "potion" rarity 100 } ITEMTYPE WAND { name "wand" rarity 50 } ITEMTYPE MISC { name "miscellaneous" rarity 100 } DEFINE ITEM { CST name "unnamed item!" ENM flag1 ITEMFLAG1 NONE ENM16 tile TILE VOID ENM material MATERIAL ETHEREAL U8 weight 1 S8 ac 0 U8 lightradius 0 ENM attack ATTACK MISUSED ENM thrownattack ATTACK MISTHROWN ENM minitile MINI NONE ENM magictype MAGICTYPE NONE ENMLIST intrinsic INTRINSIC NONE ENM cursechance CURSECHANCE NORMAL U8 rarity 100 ENM launcher ITEM NONE ENM itemtype ITEMTYPE MISC BOOL iscarryintrinsic false BOOL isquest false DICE stacksize 1 BOOL equipstack false ENM size SIZE SMALL ENM attackskill SKILL WEAPON_IMPROVISE ENM specialskill SKILL NONE U8 noise 0 } COMMENT { Here's a blank item template. ITEM { name tile material weight attack } } ITEM NONE { name "nothing" tile NOTILE rarity 0 } ITEM KNIFE { name "knife" tile KNIFE material IRON weight 2 attack KNIFE thrownattack KNIFETHROWN minitile KNIFE itemtype WEAPON size TINY attackskill WEAPON_EDGED specialskill WEAPON_TRUEAIM noise 0 } ITEM DAGGER { name "dagger" tile DAGGER material IRON weight 3 attack DAGGER thrownattack DAGGERTHROWN minitile DAGGER itemtype WEAPON size TINY attackskill WEAPON_POINTED specialskill WEAPON_BLEEDINGWOUND noise 0 } ITEM SILVERDAGGER { name "silver dagger" tile SILVERDAGGER material SILVER weight 3 attack DAGGER thrownattack DAGGERTHROWN minitile DAGGER itemtype WEAPON size SMALL attackskill WEAPON_POINTED specialskill WEAPON_BLEEDINGWOUND noise 0 } ITEM WARHAMMER { name "warhammer" tile WARHAMMER material IRON weight 3 attack WARHAMMER minitile WARHAMMER itemtype WEAPON size LARGE attackskill WEAPON_BLUNT specialskill WEAPON_KNOCKBACK noise 4 } ITEM EARTHHAMMER { name "earth hammer" tile EARTHHAMMER material STONE weight 3 attack EARTHHAMMER minitile EARTHHAMMER itemtype WEAPON size LARGE attackskill WEAPON_BLUNT specialskill WEAPON_KNOCKBACK noise 4 intrinsic DIG rarity 0 } ITEM SPEAR { name "spear" tile SPEAR material IRON weight 3 attack SPEAR thrownattack SPEARTHROWN minitile SPEAR itemtype WEAPON size LARGE attackskill WEAPON_POINTED specialskill WEAPON_IMPALE noise 3 } ITEM SILVERSPEAR { name "silver spear" tile SILVERSPEAR material SILVER weight 3 attack SPEAR thrownattack SPEARTHROWN minitile SPEAR itemtype WEAPON size LARGE attackskill WEAPON_POINTED specialskill WEAPON_IMPALE noise 3 } ITEM CLUB { name "club" tile CLUB material WOOD weight 4 attack CLUB minitile CLUB itemtype WEAPON size SMALL attackskill WEAPON_BLUNT specialskill WEAPON_KNOCKOUT noise 2 } ITEM SILVERSWORD { name "silver sword" tile SILVERSWORD material SILVER weight 8 attack LONGSWORD minitile SWORD itemtype WEAPON size MEDIUM attackskill WEAPON_EDGED specialskill WEAPON_PARRY noise 2 } ITEM SHORTSWORD { name "short sword" tile SHORTSWORD material IRON weight 7 attack SHORTSWORD minitile SHORTSWORD itemtype WEAPON size SMALL attackskill WEAPON_EDGED specialskill WEAPON_RIPOSTE noise 2 } ITEM LONGSWORD { name "long sword" tile LONGSWORD material IRON weight 7 attack LONGSWORD minitile SWORD itemtype WEAPON size MEDIUM attackskill WEAPON_EDGED specialskill WEAPON_PARRY noise 2 } ITEM RAPIER { name "rapier" tile RAPIER material IRON weight 4 attack RAPIER minitile RAPIER itemtype WEAPON size MEDIUM attackskill WEAPON_POINTED specialskill WEAPON_DISARM noise 1 } ITEM LIGHTNINGRAPIER { name "lightning rapier" tile LIGHTNINGRAPIER material IRON weight 4 attack LIGHTNINGRAPIER minitile LIGHTNINGRAPIER itemtype WEAPON rarity 0 size MEDIUM attackskill WEAPON_POINTED specialskill WEAPON_DISARM noise 2 } COMMENT { Note how I managed to find three different ways of saying flaming sword? For someone who bitches about consistency, I suck. } ITEM FLAMESWORD { name "flaming sword" tile FLAMINGSWORD material IRON weight 7 lightradius 2 attack FLAMING_SWORD minitile FLAMINGSWORD itemtype WEAPON rarity 0 size MEDIUM attackskill WEAPON_EDGED specialskill WEAPON_PARRY noise 3 } ITEM MACE { name "mace" tile MACE material IRON weight 6 attack MACE minitile MACE itemtype WEAPON size MEDIUM attackskill WEAPON_BLUNT specialskill WEAPON_STUN noise 3 } ITEM ICEMACE { name "ice mace" tile ICEMACE material IRON weight 6 attack ICEMACE minitile ICEMACE itemtype WEAPON rarity 0 size MEDIUM attackskill WEAPON_BLUNT specialskill WEAPON_STUN noise 3 } ITEM BOW { name "bow" tile BOW material WOOD weight 2 attack MISUSED_BUTWEAPON minitile BOW itemtype WEAPON size MEDIUM } ITEM ARROW { name "arrow" tile ARROW material WOOD weight 1 attack MISUSED_BUTWEAPON thrownattack ARROWTHROWN itemtype WEAPON launcher BOW stacksize 2d4 attackskill WEAPON_POINTED specialskill WEAPON_RICOCHET noise 0 equipstack true } ITEM FIREARROW { name "fire arrow" tile FIREARROW material WOOD weight 1 attack MISUSED_BUTWEAPON thrownattack FIREARROWTHROWN itemtype WEAPON launcher BOW stacksize 2d4 lightradius 1 attackskill WEAPON_POINTED specialskill WEAPON_RICOCHET noise 0 rarity 0 equipstack true } ITEM HAT { name "floppy hat" flag1 ISHELMET tile FLOPPYHAT material CLOTH weight 1 ac 2 minitile HAT itemtype ARMOUR noise 0 } ITEM LEATHERCAP { name "leather cap" flag1 ISHELMET tile LEATHERHELM material LEATHER weight 3 ac 4 minitile LEATHERHELM itemtype ARMOUR noise 0 } ITEM HELM { name "iron helm" flag1 ISHELMET tile HELM material IRON weight 4 ac 6 minitile HELM itemtype ARMOUR noise 1 } ITEM FEATHERHELM { name "feathered helm" flag1 ISHELMET tile FEATHEREDHELM material IRON weight 3 ac 6 minitile FEATHEREDHELM magictype HELM itemtype ARMOUR noise 1 } ITEM SILVERCIRCLET { name "silver circlet" flag1 ISHELMET tile SILVERCIRCLET material SILVER weight 1 ac 3 minitile SILVERCIRCLET magictype HELM itemtype ARMOUR noise 0 } ITEM GOLDCROWN { name "gold crown" flag1 ISHELMET tile GOLDCROWN material GOLD weight 10 ac 3 minitile GOLDCROWN magictype HELM itemtype ARMOUR noise 0 } ITEM SANDALS { name "sandals" flag1 ISBOOTS tile SANDAL material LEATHER weight 2 ac 3 minitile SANDALS itemtype ARMOUR noise 1 } ITEM HIKINGBOOTS { name "hiking boots" flag1 ISBOOTS tile BOOT material LEATHER weight 3 ac 5 minitile BOOTS itemtype ARMOUR magictype BOOTS noise 2 } ITEM IRONSHOES { name "iron shoes" flag1 ISBOOTS tile IRONSHOE material IRON weight 10 ac 7 minitile IRONSHOES itemtype ARMOUR noise 3 } ITEM WINGEDBOOTS { name "winged boots" flag1 ISBOOTS tile WINGEDBOOT material LEATHER weight 3 ac 4 minitile WINGEDBOOTS itemtype ARMOUR magictype BOOTS noise 2 } ITEM RIDINGBOOTS { name "riding boots" flag1 ISBOOTS tile RIDINGBOOT material LEATHER weight 3 ac 6 minitile RIDINGBOOTS itemtype ARMOUR magictype BOOTS noise 2 } ITEM POINTEDSLIPPERS { name "pointed slippers" flag1 ISBOOTS tile POINTEDSLIPPER material CLOTH weight 3 ac 1 minitile POINTEDSLIPPERS itemtype ARMOUR magictype BOOTS noise 0 } ITEM CLOGS { name "clogs" flag1 ISBOOTS tile CLOGS material WOOD weight 3 ac 4 minitile CLOGS itemtype ARMOUR magictype BOOTS noise 3 } ITEM WOODENSHIELD { name "wooden shield" flag1 ISSHIELD tile WOODENSHIELD material WOOD weight 3 ac 1 minitile WOODENSHIELD itemtype ARMOUR noise 1 size MEDIUM } ITEM BUCKLER { name "buckler" flag1 ISSHIELD tile BUCKLER material IRON weight 5 ac 1 minitile BUCKLER itemtype ARMOUR noise 2 size SMALL } ITEM ROUNDSHIELD { name "round shield" flag1 ISSHIELD tile SHIELD material IRON weight 8 ac 2 minitile ROUNDSHIELD itemtype ARMOUR noise 2 size MEDIUM } ITEM KITESHIELD { name "kite shield" flag1 ISSHIELD tile KITESHIELD material WOOD weight 10 ac 3 minitile REDSHIELD itemtype ARMOUR noise 3 size MEDIUM } ITEM TOWERSHIELD { name "tower shield" flag1 ISSHIELD tile TOWERSHIELD material IRON weight 20 ac 4 minitile TOWERSHIELD itemtype ARMOUR noise 4 size LARGE } ITEM REFLECTSHIELD { name "mirror shield" flag1 ISSHIELD tile MIRRORSHIELD material SILVER weight 15 ac 3 minitile MIRRORSHIELD intrinsic REFLECTION itemtype ARMOUR rarity 10 noise 3 size MEDIUM } ITEM TORCH { name "torch" flag1 ISSHIELD tile TORCH material WOOD weight 2 ac 0 minitile TORCH attack TORCH thrownattack TORCHTHROWN lightradius 3 size SMALL attackskill WEAPON_BLUNT noise 2 itemtype WEAPON } ITEM BLUEPOTION { name "blue potion" tile BLUEPOTION minitile POTION weight 1 material GLASS magictype POTION itemtype POTION thrownattack POTIONTHROWN equipstack true } ITEM REDPOTION { name "red potion" tile REDPOTION minitile POTION weight 1 material GLASS magictype POTION itemtype POTION thrownattack POTIONTHROWN equipstack true } ITEM PURPLEPOTION { name "purple potion" tile PURPLEPOTION minitile POTION weight 1 material GLASS magictype POTION itemtype POTION thrownattack POTIONTHROWN equipstack true } ITEM YELLOWPOTION { name "yellow potion" tile YELLOWPOTION minitile POTION weight 1 material GLASS magictype POTION itemtype POTION thrownattack POTIONTHROWN equipstack true } ITEM GREYPOTION { name "grey potion" tile GREYPOTION minitile POTION weight 1 material GLASS magictype POTION itemtype POTION thrownattack POTIONTHROWN equipstack true } ITEM WHITEPOTION { name "white potion" tile WHITEPOTION minitile POTION weight 1 material GLASS magictype POTION itemtype POTION thrownattack POTIONTHROWN equipstack true } ITEM BLACKPOTION { name "black potion" tile BLACKPOTION minitile POTION weight 1 material GLASS magictype POTION itemtype POTION thrownattack POTIONTHROWN equipstack true } ITEM CYANPOTION { name "cyan potion" tile CYANPOTION minitile POTION weight 1 material GLASS magictype POTION itemtype POTION thrownattack POTIONTHROWN equipstack true } ITEM GLOWINGPOTION { name "glowing potion" tile GLOWINGPOTION minitile POTION weight 1 lightradius 1 material GLASS magictype POTION itemtype POTION thrownattack POTIONTHROWN equipstack true } COMMENT { Unused potions: BROWNPOTION GREENPOTION } ITEM BLUESPELLBOOK { name "blue book" tile BLUESPELLBOOK minitile BOOK weight 1 material PAPER magictype SPELLBOOK itemtype SPELLBOOK } ITEM REDSPELLBOOK { name "red book" tile REDSPELLBOOK minitile BOOK weight 1 material PAPER magictype SPELLBOOK itemtype SPELLBOOK } ITEM LEATHERSPELLBOOK { name "leather book" tile LEATHERSPELLBOOK minitile BOOK weight 1 material LEATHER magictype SPELLBOOK itemtype SPELLBOOK } ITEM PURPLESPELLBOOK { name "purple book" tile PURPLESPELLBOOK minitile BOOK weight 1 material PAPER magictype SPELLBOOK itemtype SPELLBOOK } ITEM GREYSPELLBOOK { name "grey book" tile GREYSPELLBOOK minitile BOOK weight 1 material PAPER magictype SPELLBOOK itemtype SPELLBOOK } ITEM PLAIDSPELLBOOK { name "plaid book" tile PLAIDSPELLBOOK minitile BOOK weight 1 material PAPER magictype SPELLBOOK itemtype SPELLBOOK } ITEM BLACKSPELLBOOK { name "black book" tile BLACKSPELLBOOK minitile BOOK weight 1 material PAPER magictype SPELLBOOK itemtype SPELLBOOK } ITEM GOLDSPELLBOOK { name "gold book" tile GOLDSPELLBOOK minitile BOOK weight 1 material GOLD magictype SPELLBOOK itemtype SPELLBOOK } ITEM THINBLUESPELLBOOK { name "thin blue book" tile THINBLUESPELLBOOK minitile BOOK weight 1 material PAPER magictype SPELLBOOK itemtype SPELLBOOK } ITEM LOCKEDSPELLBOOK { name "locked book" tile LOCKEDSPELLBOOK minitile BOOK weight 1 material PAPER magictype SPELLBOOK itemtype SPELLBOOK } ITEM BLUERUNEDSPELLBOOK { name "runed blue book" tile BLUERUNEDSPELLBOOK minitile BOOK weight 1 material PAPER magictype SPELLBOOK itemtype SPELLBOOK } ITEM REDRUNEDSPELLBOOK { name "runed red book" tile REDRUNEDSPELLBOOK minitile BOOK weight 1 material PAPER magictype SPELLBOOK itemtype SPELLBOOK } ITEM LEATHERRUNEDSPELLBOOK { name "runed leather book" tile LEATHERRUNEDSPELLBOOK minitile BOOK weight 1 material LEATHER magictype SPELLBOOK itemtype SPELLBOOK } ITEM GREYRUNEDSPELLBOOK { name "runed grey book" tile GREYRUNEDSPELLBOOK minitile BOOK weight 1 material PAPER magictype SPELLBOOK itemtype SPELLBOOK } ITEM WHITESPELLBOOK { name "white book" tile WHITESPELLBOOK minitile BOOK weight 1 material PAPER magictype SPELLBOOK itemtype SPELLBOOK } ITEM GLASSSPELLBOOK { name "glass book" tile GLASSSPELLBOOK minitile BOOK weight 1 material GLASS magictype SPELLBOOK itemtype SPELLBOOK } ITEM BLOODYSPELLBOOK { name "bloody book" tile BLOODYSPELLBOOK minitile BOOK weight 1 material FLESH magictype SPELLBOOK itemtype SPELLBOOK } ITEM THINREDSPELLBOOK { name "thin red book" tile THINREDSPELLBOOK minitile BOOK weight 1 material PAPER magictype SPELLBOOK itemtype SPELLBOOK } COMMENT { ## Unused spell books... ITEM THINLEATHERSPELLBOOK { name "thin leather book" tile THINLEATHERSPELLBOOK minitile BOOK weight 1 material LEATHER magictype SPELLBOOK itemtype SPELLBOOK } ITEM THINPURPLESPELLBOOK { name "thin purple book" tile THINPURPLESPELLBOOK minitile BOOK weight 1 material PAPER magictype SPELLBOOK itemtype SPELLBOOK } ITEM THINGREYSPELLBOOK { name "thin grey book" tile THINGREYSPELLBOOK minitile BOOK weight 1 material PAPER magictype SPELLBOOK itemtype SPELLBOOK } ITEM THINPLAIDSPELLBOOK { name "thin plaid book" tile THINPLAIDSPELLBOOK minitile BOOK weight 1 material PAPER magictype SPELLBOOK itemtype SPELLBOOK } ## ENd unused books. } COMMENT { Unused books: THINBLACKSPELLBOOK THINGOLDSPELLBOOK } ITEM WOODENSTAFF { name "wooden staff" tile WOODENSTAFF minitile STAFF attack WOODENSTAFF weight 5 material WOOD magictype STAFF itemtype STAFF size LARGE attackskill WEAPON_BLUNT noise 3 } ITEM IRONSHODSTAFF { name "iron-shod staff" tile IRONSHODSTAFF minitile STAFF attack IRONSHODSTAFF weight 5 material WOOD magictype STAFF itemtype STAFF size LARGE attackskill WEAPON_BLUNT noise 4 } ITEM CROOK { name "crook" tile HOOKEDSTAFF minitile STAFF attack WOODENSTAFF weight 5 material WOOD magictype STAFF itemtype STAFF size LARGE attackskill WEAPON_BLUNT noise 3 } ITEM GNARLYSTAFF { name "gnarly staff" tile GNARLEDSTAFF minitile STAFF attack WOODENSTAFF weight 5 material WOOD magictype STAFF itemtype STAFF size LARGE attackskill WEAPON_BLUNT noise 3 } ITEM BEJEWELEDSTAFF { name "bejeweled staff" tile BEJEWELEDSTAFF minitile STAFF attack WOODENSTAFF weight 5 material WOOD magictype STAFF itemtype STAFF size LARGE attackskill WEAPON_BLUNT noise 3 } ITEM WATER { name "bottle of water" tile CLEARPOTION minitile POTION weight 1 material GLASS itemtype POTION thrownattack POTIONTHROWN equipstack true } ITEM BOTTLE { name "empty bottle" tile BOTTLE minitile POTION weight 1 material GLASS itemtype MISC thrownattack POTIONTHROWN cursechance ALWAYSMUNDANE equipstack true } ITEM ROBE { name "plain robe" tile BLUEROBE weight 4 flag1 ISJACKET ac 1 minitile BLUEROBE material CLOTH itemtype ARMOUR size MEDIUM noise 0 } ITEM LEATHERTUNIC { name "leather tunic" tile LEATHERTUNIC weight 8 flag1 ISJACKET ac 2 minitile LEATHERTUNIC material LEATHER itemtype ARMOUR size MEDIUM noise 1 } ITEM STUDDEDLEATHER { name "studded leather tunic" tile STUDDEDTUNIC weight 10 flag1 ISJACKET ac 3 minitile STUDDEDTUNIC material LEATHER itemtype ARMOUR size MEDIUM noise 1 } ITEM CHAINMAIL { name "chainmail" tile CHAINTUNIC weight 10 flag1 ISJACKET ac 4 minitile CHAINTUNIC material IRON itemtype ARMOUR size MEDIUM noise 2 } ITEM MITHRILMAIL { name "mithril chainmail" tile CHAINTUNIC weight 5 flag1 ISJACKET ac 5 minitile CHAINTUNIC material MITHRIL itemtype ARMOUR size MEDIUM noise 2 } ITEM BANDEDMAIL { name "banded mail" tile CHAINTUNIC weight 15 flag1 ISJACKET ac 6 minitile CHAINTUNIC material IRON itemtype ARMOUR size MEDIUM noise 3 } ITEM SPLINTMAIL { name "splint mail" tile CHAINTUNIC weight 15 flag1 ISJACKET ac 6 minitile CHAINTUNIC material IRON itemtype ARMOUR size MEDIUM noise 3 } ITEM PLATEMAIL { name "plate mail" tile PLATETUNIC weight 20 flag1 ISJACKET ac 7 minitile PLATEMAIL material IRON itemtype ARMOUR size MEDIUM noise 4 } ITEM CRYSTALPLATE { name "crystal platemail" tile GLASSTUNIC weight 15 flag1 ISJACKET ac 7 minitile CRYSTALPLATE material GLASS itemtype ARMOUR size MEDIUM noise 4 } ITEM BOULDER { name "boulder" tile BOULDER weight 200 material STONE itemtype MISC flag1 ISBLOCKING rarity 0 size HUGE } ITEM MOUNDFLESH { name "mound of flesh" tile MOUNDFLESH weight 200 material FLESH itemtype MISC rarity 0 size HUGE } ITEM ROCK { name "rock" attack MISUSED_BUTWEAPON thrownattack ROCKTHROWN tile ROCK weight 10 material STONE itemtype MISC rarity 10 stacksize 2d2-1 attackskill WEAPON_BLUNT noise 1 size TINY equipstack true } ITEM MEATBALL { name "meatball" tile MEATBALL weight 10 material FLESH itemtype MISC rarity 0 size TINY equipstack true } ITEM WOODENRING { name "wooden ring" material WOOD magictype RING tile WOODENRING weight 1 flag1 ISRING itemtype RING thrownattack RINGTHROWN size TINY } ITEM SILVERRING { name "silver ring" material SILVER magictype RING tile SILVERRING weight 1 flag1 ISRING itemtype RING thrownattack RINGTHROWN size TINY } ITEM IRONRING { name "iron ring" material IRON magictype RING tile IRONRING weight 1 flag1 ISRING itemtype RING thrownattack RINGTHROWN size TINY } ITEM GLASSRING { name "glass ring" material GLASS magictype RING tile GLASSRING weight 1 flag1 ISRING itemtype RING thrownattack RINGTHROWN size TINY } ITEM RUBYRING { name "ruby ring" material GOLD magictype RING tile RUBYRING weight 1 flag1 ISRING itemtype RING thrownattack RINGTHROWN size TINY } ITEM EMERALDRING { name "emerald ring" material GOLD magictype RING tile EMERALDRING weight 1 flag1 ISRING itemtype RING thrownattack RINGTHROWN size TINY } ITEM SAPPHIRERING { name "sapphire ring" material GOLD magictype RING tile SAPPHIRERING weight 1 flag1 ISRING itemtype RING thrownattack RINGTHROWN size TINY } ITEM GOLDRING { name "gold ring" material GOLD magictype RING tile GOLDRING weight 1 flag1 ISRING itemtype RING thrownattack RINGTHROWN size TINY } ITEM AMETHYSTRING { name "amethyst ring" material GOLD magictype RING tile AMETHYSTRING weight 1 flag1 ISRING itemtype RING thrownattack RINGTHROWN size TINY } ITEM DIAMONDRING { name "diamond ring" material GOLD magictype RING tile DIAMONDRING weight 1 flag1 ISRING itemtype RING thrownattack RINGTHROWN size TINY } ITEM MOBIUSRING { name "mobius ring" material IRON magictype RING tile MOBIUSRING weight 1 flag1 ISRING itemtype RING thrownattack RINGTHROWN size TINY } ITEM STONERING { name "stone ring" material STONE magictype RING tile STONERING weight 1 flag1 ISRING itemtype RING thrownattack RINGTHROWN size TINY } ITEM AQUAMARINERING { name "aquamarine ring" material GOLD magictype RING tile AQUAMARINERING weight 1 flag1 ISRING itemtype RING thrownattack RINGTHROWN size TINY } ITEM JADERING { name "jade ring" material STONE magictype RING tile JADERING weight 1 flag1 ISRING itemtype RING thrownattack RINGTHROWN size TINY } ITEM ONYXRING { name "onyx ring" material GOLD magictype RING tile ONYXRING weight 1 flag1 ISRING itemtype RING thrownattack RINGTHROWN size TINY } ITEM PEARLNECKLACE { name "pearl necklace" material STONE magictype AMULET tile PEARLNECKLACE minitile PEARLNECKLACE weight 2 ac 2 flag1 ISAMULET itemtype AMULET noise 2 } ITEM GOLDNECKLACE { name "gold necklace" material GOLD magictype AMULET tile GOLDNECKLACE minitile GOLDNECKLACE weight 2 ac 4 flag1 ISAMULET itemtype AMULET noise 3 } ITEM RUBYNECKLACE { name "ruby necklace" material GOLD magictype AMULET tile RUBYNECKLACE minitile RUBYNECKLACE weight 2 ac 4 flag1 ISAMULET itemtype AMULET noise 1 } ITEM IRONTORC { name "iron torc" material IRON magictype AMULET tile IRONTORC minitile IRONTORC ac 7 weight 2 flag1 ISAMULET itemtype AMULET noise 1 } ITEM STUDDEDGORGET { name "studded leather gorget" material LEATHER magictype AMULET tile STUDDEDGORGET minitile STUDDEDGORGET ac 5 weight 2 flag1 ISAMULET itemtype AMULET noise 0 } ITEM WOODENWAND { name "wooden wand" material WOOD magictype WAND tile WOODENWAND minitile WAND weight 1 itemtype WAND } ITEM GLASSWAND { name "glass wand" material GLASS magictype WAND tile GLASSWAND minitile WAND weight 1 itemtype WAND } ITEM SILVERWAND { name "silver wand" material SILVER magictype WAND tile SILVERWAND minitile WAND weight 1 itemtype WAND } ITEM IRONWAND { name "iron wand" material IRON magictype WAND tile IRONWAND minitile WAND weight 1 itemtype WAND } ITEM CURVEDWAND { name "curved wand" material WOOD magictype WAND tile CURVEDWAND minitile WAND weight 1 itemtype WAND } ITEM FORKEDWAND { name "forked wand" material WOOD magictype WAND tile FORKEDWAND minitile WAND weight 1 itemtype WAND } ITEM JEWELEDWAND { name "jeweled wand" material WOOD magictype WAND tile JEWELEDWAND minitile WAND weight 1 itemtype WAND } ITEM TWISTEDWAND { name "twisted wand" material WOOD magictype WAND tile TWISTEDWAND minitile WAND weight 1 itemtype WAND } ITEM PURPLEWAND { name "purple wand" material WOOD magictype WAND tile PURPLEWAND minitile WAND weight 1 itemtype WAND } ITEM JADEWAND { name "jade wand" material STONE magictype WAND tile JADEWAND minitile WAND weight 1 itemtype WAND } ITEM GEMENCRUSTEDWAND { name "gem encrusted wand" material WOOD magictype WAND tile GEMENCRUSTEDWAND minitile WAND weight 1 itemtype WAND } ITEM STONEWAND { name "stone wand" material STONE magictype WAND tile STONEWAND minitile WAND weight 1 itemtype WAND } ITEM GOLDWAND { name "gold wand" material GOLD magictype WAND tile GOLDWAND minitile WAND weight 1 itemtype WAND } COMMENT { Wands still unused: REDWAND BLUEWAND } ITEM SCROLL_FOOBAR { name "scroll of FOOBAR" material PAPER weight 1 tile SCROLL minitile SCROLL magictype SCROLL itemtype SCROLL } ITEM SCROLL_README { name "scroll of READ ME" material PAPER weight 1 tile SCROLL minitile SCROLL magictype SCROLL itemtype SCROLL } ITEM SCROLL_KARMA { name "scroll of KARMA" material PAPER weight 1 tile SCROLL minitile SCROLL magictype SCROLL itemtype SCROLL } ITEM SCROLL_REDWOP { name "scroll of REDWOP" material PAPER weight 1 tile SCROLL minitile SCROLL magictype SCROLL itemtype SCROLL } ITEM SCROLL_FOLLORCS { name "scroll of FOL LORCS" material PAPER weight 1 tile SCROLL minitile SCROLL magictype SCROLL itemtype SCROLL } ITEM SCROLL_BEWARE { name "scroll of ERAWEB" material PAPER weight 1 tile SCROLL minitile SCROLL magictype SCROLL itemtype SCROLL } ITEM SCROLL_ANCIENTRUNES { name "scroll of ANCIENT RUNES" material PAPER weight 1 tile SCROLL minitile SCROLL magictype SCROLL itemtype SCROLL } ITEM SCROLL_QUIZAR { name "scroll of QUIZAR" material PAPER weight 1 tile SCROLL minitile SCROLL magictype SCROLL itemtype SCROLL } ITEM SCROLL_XYZZY { name "scroll of XYZZY" material PAPER weight 1 tile SCROLL minitile SCROLL magictype SCROLL itemtype SCROLL } ITEM SCROLL_ATARI { name "scroll of ATARI" material PAPER weight 1 tile SCROLL minitile SCROLL magictype SCROLL itemtype SCROLL } COMMENT { ### Unused scrolls. ### End unused scrolls. } ITEM BLACKHEART { name "Baezl'bub's black heart" tile BLACKHEART weight 20 material FLESH itemtype MISC rarity 0 intrinsic TELEFIXED iscarryintrinsic 1 cursechance ALWAYSCURSE isquest 1 } ITEM YRUNE { name "glowing y-rune" tile YRUNE weight 5 material STONE itemtype MISC rarity 0 isquest 1 lightradius 1 } COMMENT { CORPSE and BONES items are normally chained to a MOB so we know who should be resurrected if the appropriate spell is cast. } ITEM CORPSE { name "corpse" tile CORPSE material FLESH weight 50 rarity 0 } ITEM BONES { name "bones" tile BONES material FLESH weight 20 rarity 0 } ITEM STATUE { name "statue" tile STATUE material STONE weight 200 rarity 0 size LARGE } ITEM MINDACIDHAND { name "mind acid" tile MINDACIDHAND minitile MINDACIDHAND material ETHEREAL weight 0 rarity 0 cursechance ALWAYSCURSE attack MINDACID noise 0 attackskill WEAPON_IMPROVISE size SMALL } COMMENT { Item slot sets are descriptions of what itemslots are possible for each creature. They also list the proper name for the bodypart. 0 means the slot isn't present. A name means it is present and should use that name. } DEFINE ITEMSLOTSET { CST head_name 0 CST neck_name 0 CST rhand_name 0 CST lhand_name 0 CST body_name 0 CST rring_name 0 CST lring_name 0 CST feet_name 0 } ITEMSLOTSET NONE { } ITEMSLOTSET HUMANOID { head_name "head" neck_name "neck" rhand_name "right hand" lhand_name "left hand" body_name "body" rring_name "right finger" lring_name "left finger" feet_name "feet" } ITEMSLOTSET TREE { head_name "crown" rhand_name "right branch" lhand_name "left branch" body_name "trunk" rring_name "right twig" lring_name "left twig" feet_name "roots" } ITEMSLOTSET BRAIN { head_name "media corpus" neck_name "brain stem" rhand_name "right tentacle" lhand_name "left tentacle" } ITEMSLOTSET FIREELEMENTAL { head_name "smoke" rhand_name "right flame" lhand_name "left flame" body_name "reaction zone" } ITEMSLOTSET HEADLESS { rhand_name "right hand" lhand_name "left hand" body_name "body" rring_name "right finger" lring_name "left finger" feet_name "feet" } ITEMSLOTSET HEADONLY { head_name "head" } ITEMSLOTSET ANIMAL { head_name "head" neck_name "neck" rhand_name "right paw" lhand_name "left paw" rring_name "right claw" lring_name "left claw" } ITEMSLOTSET SNAKE { head_name "head" neck_name "body" rring_name "tail tip" } ITEMSLOTSET LUX { head_name "lamp-shade" rring_name "cord" } ITEMSLOTSET SLUG { head_name "head" neck_name "neck" rhand_name "radula" rring_name "right antenna" lring_name "left antenna" } ITEMSLOTSET INSECT { head_name "head" neck_name "neck" rhand_name "right mandible" lhand_name "left mandible" rring_name "right claw" lring_name "left claw" } ITEMSLOTSET HUMANOID_ARMOURLESS { head_name "head" neck_name "neck" rhand_name "right hand" lhand_name "left hand" rring_name "right finger" lring_name "left finger" feet_name "feet" } ITEMSLOTSET HUMANOID_HUGE { head_name "head" rhand_name "right hand" lhand_name "left hand" rring_name "right finger" lring_name "left finger" } ITEMSLOTSET BIRD { head_name "head" neck_name "neck" rhand_name "right wing" lhand_name "left wing" rring_name "right toe-claw" lring_name "left toe-claw" } ITEMSLOTSET WINGLESS_BIRD { head_name "head" neck_name "neck" rring_name "right toe-claw" lring_name "left toe-claw" } COMMENT { These are the 8 inventory slots for worn items. desc1 & desc2 - two line, 4 char each line, description of slot. tile - tile to use when slot is empty. preposition - "on head" versus "in hand" bodypart - where this slot corresponds to. areaweight - Amount this slot contributes to AC, 0..100 Actual values are hardcoded in rollAC, and depend on other factors, but this is used for adhoc measures. posx, posy - Pixel coordinates of "home" of this tile. } DEFINE ITEMSLOT { CST desc1 "" CST desc2 "" CST preposition "on" CST bodypart "" ENM16 tile TILE EMPTYSLOT U8 areaweight 0 U8 posx 0 U8 posy 0 bool flipx false bool flipy false } ITEMSLOT HEAD { desc1 "Head" preposition "on" bodypart "head" areaweight 20 posx 7 posy 2 } ITEMSLOT AMULET { desc1 "Neck" preposition "around" bodypart "neck" areaweight 5 posx 7 posy 5 } ITEMSLOT RHAND { desc1 "Main" desc2 "Hand" preposition "in" bodypart "right hand" areaweight 0 posx 13 posy 7 } ITEMSLOT LHAND { desc1 "Off" desc2 "Hand" preposition "in" bodypart "left hand" areaweight 50 posx 13 posy 7 flipx true } ITEMSLOT BODY { desc1 "Body" preposition "over" bodypart "body" areaweight 55 posx 7 posy 8 } ITEMSLOT RRING { desc1 "Rght" desc2 "Ring" preposition "on" bodypart "right finger" posx 13 posy 7 } ITEMSLOT LRING { desc1 "Left" desc2 "Ring" preposition "on" bodypart "left finger" posx 2 posy 6 } ITEMSLOT FEET { desc1 "Feet" preposition "on" bodypart "feet" areaweight 20 posx 7 posy 13 } COMMENT { MAINMENU are entries of the main menu } DEFINE MAINMENU { CST name "No Choice" } MAINMENU NONE MAINMENU NEWGAME { name "New Game" } MAINMENU TUTORIAL { name "Tutorial" } MAINMENU VIEWSCORES { name "View Scores" } MAINMENU LOAD { name "Load" } MAINMENU OPTIONS { name "Options" } MAINMENU QUIT { name "Quit" } MAINMENU SAVESCUM { name "Save Scum" } MAINMENU STRESSTEST { name "Stress Test" } MAINMENU UNLOCK { name "Unlock" } COMMENT { Options are entries of the options menu^ } DEFINE OPTION { } OPTION NONE OPTION HELP OPTION LOAD OPTION SAVE OPTION QUIT OPTION BUTTONS OPTION TILES OPTION OPACITY OPTION FONTS OPTION AUTOPROMPT OPTION SAFEWALK OPTION ACTIONBAR OPTION COLOUREDFONTS OPTION CHARDUMP OPTION KNOWNITEMS OPTION DEBUGINFO OPTION COLLAPSE OPTION DEFAULTS OPTION FULLSCREEN OPTION UNLOCKING COMMENT { Actions are the various choices that can be made from the built in menus. We can thus use a list of a possible actions to look up into this table and generate the action list. } DEFINE ACTION { CST name "UNKNOWN" CST hint "?" ENM tile SPRITE UNUSED } ACTION NONE { name "none" hint "~" tile UNUSED } ACTION EQUIP { name "Equip" hint "e" tile EQUIP } ACTION DEQUIP { name "Unequip" hint "u" tile DEQUIP } ACTION DROP { name "Drop" hint "d" tile DROP } ACTION EAT { name "Eat" hint "e" tile EAT } ACTION BREATHE { name "Breathe" hint "b" tile BREATHE } ACTION WALK { name "Walk" hint "W" tile WALK } ACTION MOVE { name "Move" hint "W" tile WALK } ACTION RELEASE { name "Release" hint "q" tile RELEASE } ACTION QUAFF { name "Quaff" hint "q" tile QUAFF } ACTION READ { name "Read" hint "r" tile READ } ACTION FORGET { name "Forget" hint "F" tile FORGET } ACTION FIRE { name "Fire" hint "f" tile FIRE } ACTION QUIVER { name "Quiver" hint "q" tile QUIVER } ACTION FAVORITE { name "Favorite" hint "f" tile WISH } ACTION DIP { name "Dip" hint "!" tile DIP } ACTION OPEN { name "Open" hint "o" tile OPEN } ACTION CLOSE { name "Close" hint "c" tile CLOSE } ACTION HISTORY { name "History" hint "H" tile HISTORY } ACTION LOCK { name "Lock" hint "L" } ACTION CLIMB { name "Climb" hint "<" tile CLIMB } ACTION PICKUP { name "Pick Up" hint "," tile PICKUP } ACTION SWAP { name "Swap" hint "S" tile SWAP } ACTION SEARCH { name "Search" hint "s" tile SEARCH } ACTION WAIT { name "Wait" hint "w" tile WAIT } ACTION LOOK { name "Look" hint "l" tile LOOK } ACTION ZAP { name "Zap" hint "z" tile ZAP } ACTION OPTIONS { name "Options" hint "O" tile OPTIONS } ACTION HELP { name "Help" hint "?" tile HELP } ACTION USE { name "Use" hint "u" } ACTION JUMP { name "Jump" hint "j" tile JUMP } ACTION THROW { name "Throw" hint "t" tile FIRE } ACTION NAME { name "Name" hint "n" tile NAME } ACTION COMMAND { name "Command" hint "C" tile COMMAND } ACTION MINIMAP { name "MiniMap" hint "M" tile MINIMAP } ACTION SORT { name "Sort" hint "S" tile SORT } ACTION SPLITSTACK { name "Split" hint "S" tile SPLITSTACK } ACTION PRAY { name "Pray" hint "P" tile PRAY } ACTION EXAMINE { name "Examine" hint "x" tile LOOK } ACTION SLEEP { name "Sleep" hint "R" tile SLEEP } ACTION INVENTORY { name "Inventory" hint "i" tile INVENTORY } ACTION VERBLIST { name "Command Menu" hint "V" tile VERBLIST } ACTION WISH { name "Wish" hint "W" tile WISH } ACTION SAFEWALK { name "SafeWalk" hint "W" tile WALK } ACTION RUN { name "Run" hint "r" tile WALK } COMMENT { There is one facet of godhood representing each class. One pledges allegiance to one of these when one chooses a class. Each god has a mob associated with it that allows messages, etc, to properly credit the god. } DEFINE GOD { CST name "One True God" CST classname "Worshiper" U8 mental 0 U8 physical 0 ENM mob MOB NONE CST whimofxom "><0|V| is bored. " } GOD AGNOSTIC { name "no one god" classname "adventurer" whimofxom "><0|V| rolls to disbelieve... And fails! " mental 1 physical 1 } GOD FIGHTER { name "Klaskov" classname "fighter" whimofxom "><0|V| yearns for metal crashing on metal. " mental 0 physical 3 mob GOD_KLASKOV } MOB GOD_KLASKOV { name "Klaskov" rarity 0 mobtype GOD } GOD WIZARD { name "Belweir" classname "wizard" whimofxom "><0|V| would like to see some parlour tricks. " mental 3 physical 0 mob GOD_BELWEIR } MOB GOD_BELWEIR { name "Belweir" rarity 0 mobtype GOD } GOD ROGUE { name "Quizar" classname "rogue" whimofxom "><0|V| hides his desires from you. " mental 1 physical 2 mob GOD_QUIZAR } MOB GOD_QUIZAR { name "Quizar" rarity 0 mobtype GOD } GOD NECRO { name "Tlosh" classname "necromancer" whimofxom "><0|V| wishes for death and decay. " mental 2 physical 1 mob GOD_TLOSH } MOB GOD_TLOSH { name "Tlosh" rarity 0 mobtype GOD } GOD BARB { name "H'ruth" classname "barbarian" whimofxom "><0|V| thirsts for BLOOD! " mental 0 physical 4 mob GOD_HRUTH } MOB GOD_HRUTH { name "H'ruth" rarity 0 mobtype GOD } GOD CLERIC { name "Pax" classname "cleric" whimofxom "><0|V| wants you to stop breaking things. " mental 2 physical 2 mob GOD_PAX } MOB GOD_PAX { name "Pax" rarity 0 mobtype GOD } GOD CULTIST { name "><0|V|" classname "cultist" whimofxom "><0|V| desires what ><0|V| desires. " mob GOD_XOM } MOB GOD_XOM { name "><0|V|" rarity 0 mobtype GOD } COMMENT { Punishments are the justice meeted by disgruntled gods. } DEFINE PUNISH { U16 points 0 ENMLIST god GOD AGNOSTIC } PUNISH FLAMESTRIKE { points 100 god CLERIC god WIZARD god ROGUE god NECRO god CULTIST } PUNISH SUMMON { points 50 god FIGHTER god ROGUE god NECRO god BARB god CULTIST } PUNISH CURSE_WORN { points 50 god CLERIC god WIZARD god ROGUE god NECRO god CULTIST } PUNISH CURSE_ANY { points 20 god FIGHTER god CLERIC god WIZARD god ROGUE god NECRO god BARB god CULTIST } PUNISH DISENCHANT_WEAPON { points 100 god FIGHTER god ROGUE god BARB god CULTIST } PUNISH DISENCHANT_ARMOUR { points 100 god FIGHTER god ROGUE god BARB god CULTIST } PUNISH POISON { points 50 god FIGHTER god CLERIC god WIZARD god ROGUE god NECRO god BARB god CULTIST } PUNISH PARALYSE { points 30 god FIGHTER god ROGUE god BARB god CULTIST } PUNISH SLEEP { points 50 god CLERIC god WIZARD god NECRO god CULTIST } PUNISH MANADRAIN { points 30 god WIZARD god CLERIC god NECRO god CULTIST } PUNISH POLY { points 100 god CLERIC god FIGHTER god WIZARD god CULTIST } PUNISH POLYWEAPON { points 200 god CULTIST } DEFINE BOON { U16 points 0 ENMLIST god GOD AGNOSTIC ENM gifttype ITEMTYPE ANY U8 isrescue 0 } COMMENT { Generic god list: god CLERIC god CULTIST god BARB god NECRO god ROGUE god WIZARD god FIGHTER } BOON LICHFORM { points 150 god NECRO god CULTIST } BOON SURROUNDATTACK { points 200 god BARB god CULTIST } BOON UNCURSE { points 20 god CLERIC god CULTIST god BARB god ROGUE god WIZARD god FIGHTER } BOON HEAL { points 20 isrescue 1 god CLERIC god CULTIST god BARB god ROGUE god FIGHTER } BOON CURE { points 20 isrescue 1 god CLERIC god CULTIST god BARB god ROGUE god WIZARD god FIGHTER } BOON UNSTONE { points 20 isrescue 1 god CLERIC god CULTIST god BARB god ROGUE god WIZARD god FIGHTER } BOON SANCTIFY { points 20 god CLERIC god CULTIST } BOON ENCHANT_WEAPON { points 200 god CULTIST god BARB god NECRO god ROGUE god FIGHTER } BOON ENCHANT_ARMOUR { points 200 god CULTIST god NECRO god ROGUE god FIGHTER } BOON GRANT_SPELL { points 200 god WIZARD god CULTIST } BOON GIFT_WEAPON { points 200 god CULTIST god FIGHTER god BARB gifttype WEAPON } BOON GIFT_ARMOUR { points 200 god CULTIST god FIGHTER gifttype ARMOUR } BOON GIFT_WAND { points 200 god ROGUE god WIZARD gifttype WAND } BOON GIFT_SPELLBOOK { points 200 god WIZARD gifttype SPELLBOOK } BOON GIFT_STAFF { points 200 god WIZARD gifttype STAFF } BOON IDENTIFY { points 200 god ROGUE god WIZARD } DEFINE HELP { CST menu "Of Little Help" } HELP NONE { menu "No Help" } HELP POWDER { menu "POWDER" } HELP KEYBOARD { menu "Keyboard" } HELP GAMEBOY { menu "Buttons" } HELP STYLUS { menu "Stylus" } HELP TOUCH { menu "Touch" } HELP STATUSLINE { menu "Status Line" } HELP SPELL { menu "Spells" } HELP SKILL { menu "Skills" } HELP GOD { menu "Gods" } HELP DEATH { menu "Death" } HELP POWDER_LOCKED { menu "POWDER" } DEFINE MAGICDOOR { } MAGICDOOR NOTENOUGHDOORS MAGICDOOR NOITEMS MAGICDOOR INSUFFICIENTITEMS MAGICDOOR SUCCESS DEFINE SENSE { } SENSE NONE SENSE SIGHT SENSE HEAR SENSE ESP SENSE WARN DEFINE SIGNPOST { } SIGNPOST NONE SIGNPOST LOOK SIGNPOST WELCOME SIGNPOST MINIMAP SIGNPOST BOULDER SIGNPOST MELEE SIGNPOST INVENTORY SIGNPOST PICKUP SIGNPOST DOOR SIGNPOST USE SIGNPOST WATER SIGNPOST SPELLS SIGNPOST SEARCH SIGNPOST DIP SIGNPOST QUIVER SIGNPOST DARK SIGNPOST DRAGONS SIGNPOST WONTUTORIAL SIGNPOST KIWI SIGNPOST WON COMMENT { These matching aliases of the signpost are for the sake of the encyclopedia. You must keep them up to date and in order! } DEFINE SIGNPOST_GBA { } SIGNPOST_GBA NONE SIGNPOST_GBA LOOK SIGNPOST_GBA WELCOME SIGNPOST_GBA MINIMAP SIGNPOST_GBA BOULDER SIGNPOST_GBA MELEE SIGNPOST_GBA INVENTORY SIGNPOST_GBA PICKUP SIGNPOST_GBA DOOR SIGNPOST_GBA USE SIGNPOST_GBA WATER SIGNPOST_GBA SPELLS SIGNPOST_GBA SEARCH SIGNPOST_GBA DIP SIGNPOST_GBA QUIVER SIGNPOST_GBA DARK SIGNPOST_GBA DRAGONS SIGNPOST_GBA WONTUTORIAL SIGNPOST_GBA KIWI SIGNPOST_GBA WON DEFINE SIGNPOST_SDL { } SIGNPOST_SDL NONE SIGNPOST_SDL LOOK SIGNPOST_SDL WELCOME SIGNPOST_SDL MINIMAP SIGNPOST_SDL BOULDER SIGNPOST_SDL MELEE SIGNPOST_SDL INVENTORY SIGNPOST_SDL PICKUP SIGNPOST_SDL DOOR SIGNPOST_SDL USE SIGNPOST_SDL WATER SIGNPOST_SDL SPELLS SIGNPOST_SDL SEARCH SIGNPOST_SDL DIP SIGNPOST_SDL QUIVER SIGNPOST_SDL DARK SIGNPOST_SDL DRAGONS SIGNPOST_SDL WONTUTORIAL SIGNPOST_SDL KIWI SIGNPOST_SDL WON DEFINE SIGNPOST_iPOWDER { } SIGNPOST_iPOWDER NONE SIGNPOST_iPOWDER LOOK SIGNPOST_iPOWDER WELCOME SIGNPOST_iPOWDER MINIMAP SIGNPOST_iPOWDER BOULDER SIGNPOST_iPOWDER MELEE SIGNPOST_iPOWDER INVENTORY SIGNPOST_iPOWDER PICKUP SIGNPOST_iPOWDER DOOR SIGNPOST_iPOWDER USE SIGNPOST_iPOWDER WATER SIGNPOST_iPOWDER SPELLS SIGNPOST_iPOWDER SEARCH SIGNPOST_iPOWDER DIP SIGNPOST_iPOWDER QUIVER SIGNPOST_iPOWDER DARK SIGNPOST_iPOWDER DRAGONS SIGNPOST_iPOWDER WONTUTORIAL SIGNPOST_iPOWDER KIWI SIGNPOST_iPOWDER WON DEFINE BRANCH { U8 symbol '>' CST welcome "%U in the order of the stick." } BRANCH NONE { symbol ' ' welcome "%U into the abyss." } BRANCH MAIN { symbol '\\207' welcome "%U to the main dungeon." } BRANCH TRIDUDE { symbol '\\211' welcome "%U a cave made of metal." } DEFINE TALK { } TALK NONE TALK ELDER powder118_src/.cvsignore0000644000175300010010000000020110126003610012345 0ustar .cvsignore *.ii *.s credits.cpp encyclopedia.cpp encyclopedia.h glbdef.cpp glbdef.h license.cpp powder.elf powder.gba powder.sav powder118_src/msg.cpp0000644000175300010010000003404611317273444011676 0ustar /* * PROPRIETARY INFORMATION. This software is proprietary to POWDER * Development, and is not to be reproduced, transmitted, or disclosed * in any way without written permission. * * Produced by: Jeff Lait * * POWDER Development * * NAME: msg.cpp ( POWDER Library, C++ ) * * COMMENTS: * This is the message glue library. It handles the writing * of status messages or prompts to the display. It deals with * -more-, scrollback, wordwrap, etc. * * For displaying a block of scrollable text, see the gfx_ * functions in gfx_engine. */ #include #include #include #include "control.h" #include "gfxengine.h" #include "msg.h" #include "assert.h" #include "grammar.h" #include "map.h" // Needed for refresh. #include "stylus.h" #include "victory.h" // Width of screen in characters #define SCREEN_WIDTH 30 // Number of lines per page. #define PAGE_SIZE 3 // Just used as our default system sucks #define HYPHEN_SYMBOL '-' // Buttons.. #define CONTINUE_BUTTON BUTTON_R #define YES_BUTTON BUTTON_A #define NO_BUTTON BUTTON_B #define NUM_STASHES 20 // The current message. char *glbMsg[PAGE_SIZE]; char *glbStashedMsg[NUM_STASHES][PAGE_SIZE]; int glbCurLine; const char *glbBlank = " "; int glbStashHead, glbStashView; bool glbViewingOld; // Defined in Main. Really ugly to do this. // I feel great shame. extern void writeStatusLine(); extern bool glbAutoRunEnabled; void msg_init() { int i, j; for (i = 0; i < PAGE_SIZE; i++) { glbMsg[i] = new char[SCREEN_WIDTH+1]; for (j = 0; j < NUM_STASHES; j++) { glbStashedMsg[j][i] = new char[SCREEN_WIDTH+1]; glbStashedMsg[j][i][0] = '\0'; } glbMsg[i][0] = '\0'; } glbCurLine = 0; glbViewingOld = false; } void msg_awaitaccept() { // We take this chance to rebuild our display so we can react // to changes. // TODO: Since we may be inside fireball code, we don't want to update // overlay tiles. (Or do we?) if (glbCurLevel) glbCurLevel->refresh(true); writeStatusLine(); if (glbStressTest) return; if (hamfake_forceQuit()) return; // After some play testings, I decided that hitting anything should // bring the next message. It has to be a net new press though. #ifndef HAS_KEYBOARD // Wait for it to go off while (ctrl_anyrawpressed() && !hamfake_forceQuit()); // And on while (!ctrl_anyrawpressed() && !hamfake_forceQuit()); // And off... while (ctrl_anyrawpressed() && !hamfake_forceQuit()); #else hamfake_clearKeyboardBuffer(); // Await a new non-trivial keypress & eat it. while (!hamfake_getKeyPress(false) && !hamfake_forceQuit()) { hamfake_awaitEvent(); } // We don't want the new press to count as repeatable key. hamfake_clearKeyboardBuffer(); #endif #if 0 // Wait for L to go off.. while (ctrl_rawpressed(CONTINUE_BUTTON)); // Wait for it to go on... while (!ctrl_rawpressed(CONTINUE_BUTTON)); // And off again... while (ctrl_rawpressed(CONTINUE_BUTTON)); #endif } // Updates message display - doesn't erase old! static void msg_refresh() { int i; for (i = 0; i < PAGE_SIZE; i++) { gfx_printtext(0, i, glbMsg[i]); } } // Clears the graphics text... static void msg_cleartext() { int i; for (i = 0; i < PAGE_SIZE; i++) { gfx_printtext(0, i, glbBlank); } } // Private methods... static void msg_write(const char *str, bool wait=true) { const char *src; char *dst; char *origdst; int dstlen, dstmaxlen; glbViewingOld = false; src = str; // Find first clear line... origdst = dst = glbMsg[glbCurLine]; // Last line needs extra char for next symbol. dstmaxlen = SCREEN_WIDTH - (glbCurLine == (PAGE_SIZE-1)); dstlen = strlen(dst); dst += dstlen; while (*src && dstlen < dstmaxlen) { *dst++ = *src++; dstlen++; } // If we quit because we ran out of source material, great! // Null terminate and quit... if (!*src) { *dst++ = '\0'; msg_refresh(); return; } // We have to wrap... If src is a space, wrapping is trivial. // Other wise, we backup src until it is a space... while (!isspace(*src) && src > str) { src--; dst--; dstlen--; } // Now, move forward until we ate all the spaces (this seems odd // except if *src was a space going into the last loop) while (*src && isspace(*src)) { src++; } // It could be trailing spaces sent us over the bounds. We will // thus eat these and ignore them. if (!*src) { *dst++ = '\0'; msg_refresh(); return; } char prefix[SCREEN_WIDTH+1]; prefix[0] = '\0'; // Special case: If src == str now, yet our dstlen == 0, we have a // single word over SCREEN_WIDTH. We resolve this by dumping // dstmaxlen - 1 chars, a hyphen, and then continuing as if we // found a space. if (src == str && !dstlen) { while (*src && dstlen < dstmaxlen-1) { *dst++ = *src++; dstlen++; } // Append a hyphen... *dst++ = HYPHEN_SYMBOL; } // Special case: If src == str, dstlen != 0, we are tacking onto // the end of an existing word. If that word ends with a space, // great, we wrap as expected. However, we often build up // a string with a series of writes, such as "foo" followed by ", bar". // We want to wrap the last word on dst. If dst doesn't have a sub // word, obviously we avoid this. // Of course, this isn't the full story. It could be that the // previous line got to exactly 30 columns. Any spaces would be // silently eaten so it would look like there are no spaces. // To solve this, we look for special non-breaking characters that // we feel should be enjoined. Specifically, a punctuation on the // LHS means we should break, and a punctuation on the RHS means // we should not. else if (src == str) { char rhs, lhs; rhs = src[0]; lhs = origdst[dstlen-1]; // Check if LHS is breaking, in which case we always break // so ignore this code path. if (!isspace(lhs) && lhs != '.' && lhs != ',' && lhs != '!' && lhs != '?') { // Find the start of the word in dst... int wordstart = dstlen - 1; while (!isspace(origdst[wordstart]) && wordstart > 0) { wordstart--; } // If wordstart is now zero, our previuos entry was the // full length. We might hyphenate here, but I think it // is simpler just to let the break lie where we broke // it before. if (wordstart) { // Since wordstart points to a space, we can safely // mark wordstart as null & strcpy out wordstart+1 strcpy(prefix, &origdst[wordstart+1]); origdst[wordstart] = '\0'; } } } // Wrap to the next line. We now check if this was the last line, // in which case we dump the next page symbol and wait, and then // reupdate all. Otherwise, we just move forward a bit... if (glbCurLine == PAGE_SIZE-1) { // Append a next line char... *dst++ = SYMBOL_NEXT; *dst++ = '\0'; msg_refresh(); if (wait) msg_awaitaccept(); // Now, reset... msg_clear(); } else { // Null append, go to next line... *dst++ = '\0'; glbCurLine++; } // Write out src to the next line via recursion. msg_write(prefix); msg_write(src); } void msg_report(const char *msg, bool wait) { msg_write(msg, wait); msg_refresh(); } void msg_report(BUF buf, bool wait) { msg_report(buf.buffer(), wait); } void msg_announce(const char *msg) { // Write across the center of the screen: int y, x; const char *cur, *lastword; y = 7; x = 0; // We always break out of auto-run for these important // messages! glbAutoRunEnabled = false; cur = msg; while (*cur) { gfx_printchar(x, y, *cur); cur++; x++; // Check for line wraps. if (x >= SCREEN_WIDTH) { lastword = cur; if (*lastword && !isspace(*lastword)) { // We did not end on a new word. // We try to rewind to the last space. while (x > 0 && lastword > msg) { if (isspace(*lastword)) break; lastword--; x--; } if (x) { // Erase previous line and reset our cur to // last word. // This fails if the single word was more than 30 // char, in which case we just wrap (TODO: Hyphen!) cur = lastword; gfx_cleartextline(y, x); } } // Eat all spaces from cur as they are oldschool. while (*cur && isspace(*cur)) cur++; // Move to next line: x = 0; y++; } } // Await confirmation of having read this announcment. msg_awaitaccept(); // Clear written to lines. while (y >= 7) { gfx_cleartextline(y); y--; } // Do old school report. This way it ends up in our buffer. // We disable the wait for next as the user has already confirmed // reading this message. msg_report(msg, false); } void msg_announce(BUF buf) { msg_announce(buf.buffer()); } void msg_append(const char *msg) { msg_write(msg); msg_refresh(); } void msg_alert(const char *msg) { BUF buf; if (!msg_isempty()) { msg_awaitaccept(); msg_clear(); } buf.sprintf("%s%c", msg, SYMBOL_NEXT); msg_write(buf.buffer()); msg_refresh(); msg_awaitaccept(); msg_clear(); msg_refresh(); } bool msg_askdir(const char *question, int &dx, int &dy, bool allowdiag) { bool found = false; STYLUSLOCK styluslock; hamfake_flushdir(); if (!allowdiag) { styluslock.setRegion(REGION_FOURDIR); hamfake_buttonreq(5, 3); } else { styluslock.setRegion(REGION_TENDIR); // Should be 8-dir! hamfake_buttonreq(5, 2); } msg_write(question); msg_refresh(); #ifdef HAS_KEYBOARD int keypress = 0; bool lock; int dz = 0; while (1) { keypress = hamfake_getKeyPress(false); if (hamfake_forceQuit()) break; if (keypress && keypress != GFX_KEYLMB) { ctrl_getdirfromkey(keypress, dx, dy, allowdiag); found = (dx || dy); break; } if (!allowdiag) lock = styluslock.getfourdir(dx, dy, found); else lock = styluslock.gettendir(dx, dy, dz, found); if (lock) { found = !found; if (found && !dx && !dy) found = false; break; } } #else while (1) { if (!gfx_isnewframe()) continue; if (hamfake_forceQuit()) break; ctrl_getdir(dx, dy); hamfake_clearKeyboardBuffer(); if (dx || dy) { found = true; break; } if (hamfake_externaldir(dx, dy)) { found = true; if (!dx && !dy) found = false; break; } if (styluslock.getfourdir(dx, dy, found)) { found = !found; if (found && !dx && !dy) found = false; break; } // Check for B, which is abort. if (ctrl_hit(BUTTON_B)) break; } #endif msg_clear(); hamfake_buttonreq(5, 0); return found; } void msg_clear() { int i, j; if (msg_isempty()) { glbViewingOld = false; glbStashView = glbStashHead; return; } if (!glbViewingOld) { // Stash the message... glbStashHead++; if (glbStashHead >= NUM_STASHES) glbStashHead = 0; for (i = 0; i < PAGE_SIZE; i++) { strcpy(glbStashedMsg[glbStashHead][i], glbMsg[i]); // Strip continuation characters from the old message // as now irrelvant. This also makes the DS look neater. for (j = 0; glbStashedMsg[glbStashHead][i][j]; j++) { switch (glbStashedMsg[glbStashHead][i][j]) { case SYMBOL_NEXT: glbStashedMsg[glbStashHead][i][j] = ' '; break; } } #ifdef USING_DS if (glbStashedMsg[glbStashHead][i][0] != '\0') { // Print out to console. iprintf(glbStashedMsg[glbStashHead][i]); iprintf("\n"); } #endif } } glbViewingOld = false; glbStashView = glbStashHead; msg_cleartext(); glbCurLine = 0; for (i = 0; i < PAGE_SIZE; i++) { glbMsg[i][0] = '\0'; } } bool msg_isempty() { if (glbCurLine != 0) return false; if (glbMsg[0][0] != '\0') return false; return true; } // Returns false if did nothing. bool msg_restore(bool restorelast) { int i; int newview; bool startview = false; if (!glbViewingOld) { // If someone wants the next message while viewing the // most current, nothing to do... if (!restorelast) return false; if (!msg_isempty()) { // We first need to stash our current message... msg_clear(); } else { // We want to start off viewing the most recent message. startview = true; } } // Determine the new message to view... if (!restorelast && (glbStashView == glbStashHead)) { // We are viewing the most recent and asked for next, // so we abandon. return false; } if (restorelast) { if (startview) newview = glbStashView; else { newview = glbStashView - 1; if (newview < 0) newview = NUM_STASHES-1; if (newview == glbStashHead) { // The user is viewing the oldest possible message // and asked for last - we thus fail. return false; } } } else { newview = glbStashView + 1; if (newview >= NUM_STASHES) newview = 0; } // We have a valid stashedview... glbStashView = newview; glbViewingOld = true; glbCurLine = 0; for (i = 0; i < PAGE_SIZE; i++) { strcpy(glbMsg[i], glbStashedMsg[glbStashView][i]); if (glbMsg[i][0] != '\0') glbCurLine = i; } msg_cleartext(); msg_refresh(); return true; } void msg_displayhistory() { // First, clear out menu. // Also reset if we are viewing an old message. if (!msg_isempty() || glbViewingOld) msg_clear(); // Now read out our entire list. int view, line, numline; // Find first message. view = glbStashHead; numline = 0; do { // Move to newer view view++; if (view >= NUM_STASHES) view -= NUM_STASHES; // Add this message to the pager. for (line = 0; line < PAGE_SIZE; line++) { // Only add the line if it is non empty. if (glbStashedMsg[view][line][0] == '\0') continue; gfx_pager_addsingleline(glbStashedMsg[view][line]); numline++; } } while (view != glbStashHead); gfx_pager_display(numline); }