Source:NetHack 3.3.0/allmain.c

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Below is the full text to allmain.c from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/allmain.c#line123]], for example.

Warning! This is the source code from an old release. For the latest release, see Source code

The NetHack General Public License applies to screenshots, source code and other content from NetHack.

This content was modified from the original NetHack source code distribution (by splitting up NetHack content between wiki pages, and possibly further editing). See the page history for a list of who changed it, and on what dates.

1.    /*	SCCS Id: @(#)allmain.c	3.3	1999/11/30	*/
2.    /* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
3.    /* NetHack may be freely redistributed.  See license for details. */
4.    
5.    /* various code that was replicated in *main.c */
6.    
7.    #include "hack.h"
8.    
9.    #ifndef NO_SIGNAL
10.   #include <signal.h>
11.   #endif
12.   
13.   #ifdef POSITIONBAR
14.   STATIC_DCL void NDECL(do_positionbar);
15.   #endif
16.   
17.   #ifdef OVL0
18.   
19.   void
20.   moveloop()
21.   {
22.   #ifdef MICRO
23.   	char ch;
24.   	int abort_lev;
25.   #endif
26.   	int moveamt = 0, wtcap = 0, change = 0;
27.   	boolean didmove = FALSE, monscanmove = FALSE;
28.   
29.   	flags.moonphase = phase_of_the_moon();
30.   	if(flags.moonphase == FULL_MOON) {
31.   		You("are lucky!  Full moon tonight.");
32.   		change_luck(1);
33.   	} else if(flags.moonphase == NEW_MOON) {
34.   		pline("Be careful!  New moon tonight.");
35.   	}
36.   	flags.friday13 = friday_13th();
37.   	if (flags.friday13) {
38.   		pline("Watch out!  Bad things can happen on Friday the 13th.");
39.   		change_luck(-1);
40.   	}
41.   
42.   	initrack();
43.   
44.   
45.   	/* Note:  these initializers don't do anything except guarantee that
46.   		we're linked properly.
47.   	*/
48.   	decl_init();
49.   	monst_init();
50.   	monstr_init();	/* monster strengths */
51.   	objects_init();
52.   
53.   #ifdef WIZARD
54.   	if (wizard) add_debug_extended_commands();
55.   #endif
56.   
57.   	(void) encumber_msg(); /* in case they auto-picked up something */
58.   
59.   	u.uz0.dlevel = u.uz.dlevel;
60.   
61.   	for(;;) {
62.   #ifdef CLIPPING
63.   		cliparound(u.ux, u.uy);
64.   #endif
65.   		get_nh_event();
66.   #ifdef POSITIONBAR
67.   		do_positionbar();
68.   #endif
69.   
70.   		didmove = flags.move;
71.   		if(didmove) {
72.   		    /* actual time passed */
73.   		    if (youmonst.movement >= NORMAL_SPEED) {
74.   			youmonst.movement -= NORMAL_SPEED;
75.   			++moves;
76.   		    }
77.   
78.   		    if (u.utotype) deferred_goto();
79.   		    wtcap = encumber_msg();
80.   		    dosounds();
81.   
82.   		    flags.mon_moving = TRUE;
83.   		    do {
84.   			monscanmove = movemon();
85.   			if (youmonst.movement > NORMAL_SPEED)
86.   			    break;	/* it's now your turn */
87.   		    } while (monscanmove);
88.   		    flags.mon_moving = FALSE;
89.   
90.   		    if (!monscanmove && youmonst.movement < NORMAL_SPEED) {
91.   			/* both you and the monsters are out of steam this round */
92.   			struct monst *mtmp;
93.   			mcalcdistress();	/* adjust monsters' trap, blind, etc */
94.   
95.   			/* reallocate movement rations to monsters */
96.   			for (mtmp = fmon; mtmp; mtmp = mtmp->nmon)
97.   			    mcalcmove(mtmp);
98.   
99.   			if(!rn2(u.uevent.udemigod ? 25 :
100.  				(depth(&u.uz) > depth(&stronghold_level)) ? 50 : 70))
101.  			    (void) makemon((struct permonst *)0, 0, 0, NO_MM_FLAGS);
102.  
103.  			/* calculate how much time passed. */
104.  #ifdef STEED
105.  		      if (u.usteed && flags.mv) {
106.  			/* your speed doesn't augment steed's speed */
107.  			moveamt = u.usteed->movement;
108.  		      } else {
109.  #endif
110.  			moveamt = youmonst.data->mmove;
111.  
112.  			if (Very_fast) {	/* speed boots or potion */
113.  			    /* average movement is 1.67 times normal */
114.  			    moveamt += NORMAL_SPEED / 2;
115.  			    if (rn2(3) == 0) moveamt += NORMAL_SPEED / 2;
116.  			} else if (Fast) {
117.  			    /* average movement is 1.33 times normal */
118.  			    if (rn2(3) != 0) moveamt += NORMAL_SPEED / 2;
119.  			}
120.  #ifdef STEED
121.  		      }
122.  #endif
123.  			switch (wtcap) {
124.  			case UNENCUMBERED: break;
125.  			case SLT_ENCUMBER: moveamt -= (moveamt / 4); break;
126.  			case MOD_ENCUMBER: moveamt -= (moveamt / 2); break;
127.  			case HVY_ENCUMBER: moveamt -= ((moveamt * 3) / 4); break;
128.  			case EXT_ENCUMBER: moveamt -= ((moveamt * 7) / 8); break;
129.  			default: break;
130.  			}
131.  
132.  			youmonst.movement += moveamt;
133.  			if (youmonst.movement < 0) youmonst.movement = 0;
134.  			settrack();
135.  
136.  			monstermoves++;
137.  		    }			
138.  
139.  		    if(Glib) glibr();
140.  		    nh_timeout();
141.  		    run_regions();
142.  
143.  		    if (u.ublesscnt)  u.ublesscnt--;
144.  		    if(flags.time && !flags.run)
145.  			    flags.botl = 1;
146.  
147.  		    /* One possible result of prayer is healing.  Whether or
148.  		     * not you get healed depends on your current hit points.
149.  		     * If you are allowed to regenerate during the prayer, the
150.  		     * end-of-prayer calculation messes up on this.
151.  		     * Another possible result is rehumanization, which requires
152.  		     * that encumbrance and movement rate be recalculated.
153.  		     */
154.  		    if (u.uinvulnerable) {
155.  			/* for the moment at least, you're in tiptop shape */
156.  			wtcap = UNENCUMBERED;
157.  		    } else if (Upolyd && u.mh < u.mhmax) {
158.  			if (u.mh < 1)
159.  			   rehumanize();
160.  			else if (Regeneration ||
161.  				    (wtcap < MOD_ENCUMBER && !(moves%20))) {
162.  			    flags.botl = 1;
163.  			    u.mh++;
164.  			}
165.  		    } else if (u.uhp < u.uhpmax &&
166.  			 (wtcap < MOD_ENCUMBER || !flags.mv || Regeneration)) {
167.  			if (u.ulevel > 9 && !(moves % 3)) {
168.  			    int heal, Con = (int) ACURR(A_CON);
169.  
170.  			    if (Con <= 12) {
171.  				heal = 1;
172.  			    } else {
173.  				heal = rnd(Con);
174.  				if (heal > u.ulevel-9) heal = u.ulevel-9;
175.  			    }
176.  			    flags.botl = 1;
177.  			    u.uhp += heal;
178.  			    if(u.uhp > u.uhpmax)
179.  				u.uhp = u.uhpmax;
180.  			} else if (Regeneration ||
181.  			     (u.ulevel <= 9 &&
182.  			      !(moves % ((MAXULEV+12) / (u.ulevel+2) + 1)))) {
183.  			    flags.botl = 1;
184.  			    u.uhp++;
185.  			}
186.  		    }
187.  
188.  		    if (wtcap > MOD_ENCUMBER && flags.mv) {
189.  			if(!(wtcap < EXT_ENCUMBER ? moves%30 : moves%10)) {
190.  			    if (Upolyd && u.mh > 1) {
191.  				u.mh--;
192.  			    } else if (!Upolyd && u.uhp > 1) {
193.  				u.uhp--;
194.  			    } else {
195.  				You("pass out from exertion!");
196.  				exercise(A_CON, FALSE);
197.  				fall_asleep(-10, FALSE);
198.  			    }
199.  			}
200.  		    }
201.  
202.  		    if ((u.uen < u.uenmax) &&
203.  			((wtcap < MOD_ENCUMBER &&
204.  			  (!(moves%((MAXULEV + 8 - u.ulevel) *
205.  				    (Role_if(PM_WIZARD) ? 3 : 4) / 6))))
206.  			 || Energy_regeneration)) {
207.  			u.uen += rn1((int)(ACURR(A_WIS) + ACURR(A_INT)) / 15 + 1,1);
208.  			if (u.uen > u.uenmax)  u.uen = u.uenmax;
209.  			flags.botl = 1;
210.  		    }
211.  
212.  		    if(!u.uinvulnerable) {
213.  			if(Teleportation && !rn2(85)) {
214.  #ifdef REDO
215.  			    xchar old_ux = u.ux, old_uy = u.uy;
216.  #endif
217.  			    tele();
218.  #ifdef REDO
219.  			    if (u.ux != old_ux || u.uy != old_uy) {
220.  			    	/* clear doagain keystrokes */
221.  				pushch(0);
222.  				savech(0);
223.  			    }
224.  #endif
225.  			}
226.  			if(Polymorph && !rn2(100))
227.  			    change = 1;
228.  			else if (u.ulycn >= LOW_PM && !rn2(80 - (20 * night())))
229.  			    change = 2;
230.  			if (change && !Unchanging) {
231.  			    if (multi >= 0) {
232.  				if (occupation)
233.  				    stop_occupation();
234.  				else
235.  				    nomul(0);
236.  				if (change == 1) polyself();
237.  				else you_were();
238.  				change = 0;
239.  			    }
240.  			}
241.  		    }
242.  
243.  		    if(Searching && multi >= 0) (void) dosearch0(1);
244.  		    do_storms();
245.  		    gethungry();
246.  		    age_spells();
247.  		    exerchk();
248.  		    invault();
249.  		    if (u.uhave.amulet) amulet();
250.  		    if (!rn2(40+(int)(ACURR(A_DEX)*3)))
251.  			u_wipe_engr(rnd(3));
252.  		    if (u.uevent.udemigod && !u.uinvulnerable) {
253.  			if (u.udg_cnt) u.udg_cnt--;
254.  			if (!u.udg_cnt) {
255.  			    intervene();
256.  			    u.udg_cnt = rn1(200, 50);
257.  			}
258.  		    }
259.  		    restore_attrib();
260.  		    /* underwater and waterlevel vision are done here */
261.  		    if (Is_waterlevel(&u.uz))
262.  			movebubbles();
263.  		    else if (Underwater)
264.  		    	under_water(0);
265.  		    /* vision while buried done here */
266.  		    else if (u.uburied) under_ground(0);
267.  		}
268.  		if(multi < 0) {
269.  		    if (++multi == 0)	/* finished yet? */
270.  			unmul((char *)0);
271.  		}
272.  
273.  		find_ac();
274.  		if(!flags.mv || Blind) {
275.  		    /* redo monsters if hallu or wearing a helm of telepathy */
276.  		    if (Hallucination) {	/* update screen randomly */
277.  			see_monsters();
278.  			see_objects();
279.  			see_traps();
280.  			if (u.uswallow) swallowed(0);
281.  		    } else if (Unblind_telepat) {
282.  			see_monsters();
283.  		    }
284.  		    if (vision_full_recalc) vision_recalc(0);	/* vision! */
285.  		}
286.  		if(flags.botl || flags.botlx) bot();
287.  
288.  		flags.move = 1;
289.  
290.  		if(multi >= 0 && occupation) {
291.  #ifdef MICRO
292.  		    abort_lev = 0;
293.  		    if (kbhit()) {
294.  			if ((ch = Getchar()) == ABORT)
295.  			    abort_lev++;
296.  # ifdef REDO
297.  			else
298.  			    pushch(ch);
299.  # endif /* REDO */
300.  		    }
301.  		    if (!abort_lev && (*occupation)() == 0)
302.  #else
303.  		    if ((*occupation)() == 0)
304.  #endif
305.  			occupation = 0;
306.  		    if(
307.  #ifdef MICRO
308.  			   abort_lev ||
309.  #endif
310.  			   monster_nearby()) {
311.  			stop_occupation();
312.  			reset_eat();
313.  		    }
314.  #ifdef MICRO
315.  		    if (!(++occtime % 7))
316.  			display_nhwindow(WIN_MAP, FALSE);
317.  #endif
318.  		    continue;
319.  		}
320.  
321.  		if ((u.uhave.amulet || Clairvoyant) &&
322.  		    !In_endgame(&u.uz) && !BClairvoyant &&
323.  		    !(moves % 15) && !rn2(2))
324.  			do_vicinity_map();
325.  
326.  		if(u.utrap && u.utraptype == TT_LAVA) {
327.  		    if(!is_lava(u.ux,u.uy))
328.  			u.utrap = 0;
329.  		    else {
330.  			u.utrap -= 1<<8;
331.  			if(u.utrap < 1<<8) {
332.  			    killer_format = KILLED_BY;
333.  			    killer = "molten lava";
334.  			    You("sink below the surface and die.");
335.  			    done(DISSOLVED);
336.  			} else if(didmove && !u.umoved) {
337.  			    Norep("You sink deeper into the lava.");
338.  			    u.utrap += rnd(4);
339.  			}
340.  		    }
341.  		}
342.  
343.  #ifdef WIZARD
344.  		if (iflags.sanity_check)
345.  		    sanity_check();
346.  #endif
347.  
348.  		u.umoved = FALSE;
349.  
350.  		if (multi > 0) {
351.  		    lookaround();
352.  		    if (!multi) {
353.  			/* lookaround may clear multi */
354.  			flags.move = 0;
355.  			continue;
356.  		    }
357.  		    if (flags.mv) {
358.  			if(multi < COLNO && !--multi)
359.  			    flags.mv = flags.run = 0;
360.  			domove();
361.  		    } else {
362.  			--multi;
363.  			rhack(save_cm);
364.  		    }
365.  		} else if (multi == 0) {
366.  #ifdef MAIL
367.  		    ckmailstatus();
368.  #endif
369.  		    rhack((char *)0);
370.  		}
371.  		if (u.utotype)		/* change dungeon level */
372.  		    deferred_goto();	/* after rhack() */
373.  		/* !flags.move here: multiple movement command stopped */
374.  		else if (flags.time && (!flags.move || !flags.mv))
375.  		    flags.botl = 1;
376.  
377.  		if (vision_full_recalc) vision_recalc(0);	/* vision! */
378.  		if (multi && multi%7 == 0)
379.  		    display_nhwindow(WIN_MAP, FALSE);
380.  	}
381.  }
382.  
383.  #endif /* OVL0 */
384.  #ifdef OVL1
385.  
386.  void
387.  stop_occupation()
388.  {
389.  	if(occupation) {
390.  		You("stop %s.", occtxt);
391.  		occupation = 0;
392.  /* fainting stops your occupation, there's no reason to sync.
393.  		sync_hunger();
394.  */
395.  #ifdef REDO
396.  		nomul(0);
397.  		pushch(0);
398.  #endif
399.  	}
400.  }
401.  
402.  #endif /* OVL1 */
403.  #ifdef OVLB
404.  
405.  void
406.  display_gamewindows()
407.  {
408.      WIN_MESSAGE = create_nhwindow(NHW_MESSAGE);
409.      WIN_STATUS = create_nhwindow(NHW_STATUS);
410.      WIN_MAP = create_nhwindow(NHW_MAP);
411.      WIN_INVEN = create_nhwindow(NHW_MENU);
412.  
413.  #ifdef MAC
414.      /*
415.       * This _is_ the right place for this - maybe we will
416.       * have to split display_gamewindows into create_gamewindows
417.       * and show_gamewindows to get rid of this ifdef...
418.       */
419.  	if ( ! strcmp ( windowprocs . name , "mac" ) ) {
420.  	    SanePositions ( ) ;
421.  	}
422.  #endif
423.  
424.      /*
425.       * The mac port is not DEPENDENT on the order of these
426.       * displays, but it looks a lot better this way...
427.       */
428.      display_nhwindow(WIN_STATUS, FALSE);
429.      display_nhwindow(WIN_MESSAGE, FALSE);
430.      clear_glyph_buffer();
431.      display_nhwindow(WIN_MAP, FALSE);
432.  }
433.  
434.  void
435.  newgame()
436.  {
437.  	int i;
438.  
439.  #ifdef MFLOPPY
440.  	gameDiskPrompt();
441.  #endif
442.  
443.  	flags.ident = 1;
444.  
445.  	for (i = 0; i < NUMMONS; i++)
446.  		mvitals[i].mvflags = mons[i].geno & G_NOCORPSE;
447.  
448.  	init_objects();		/* must be before u_init() */
449.  	u_init();
450.  	init_dungeons();	/* must be after u_init() */
451.  	init_artifacts();	/* must be after u_init() */
452.  
453.  #ifndef NO_SIGNAL
454.  	(void) signal(SIGINT, (SIG_RET_TYPE) done1);
455.  #endif
456.  #ifdef NEWS
457.  	if(iflags.news) display_file(NEWS, FALSE);
458.  #endif
459.  	load_qtlist();	/* load up the quest text info */
460.  /*	quest_init();*/	/* Now part of role_init() */
461.  
462.  	mklev();
463.  	u_on_upstairs();
464.  	vision_reset();		/* set up internals for level (after mklev) */
465.  	check_special_room(FALSE);
466.  
467.  	flags.botlx = 1;
468.  
469.  	/* Move the monster from under you or else
470.  	 * makedog() will fail when it calls makemon().
471.  	 *			- ucsfcgl!kneller
472.  	 */
473.  	if(MON_AT(u.ux, u.uy)) mnexto(m_at(u.ux, u.uy));
474.  	(void) makedog();
475.  	docrt();
476.  
477.  	if (flags.legacy) {
478.  		flush_screen(1);
479.  		com_pager(1);
480.  	}
481.  
482.  #ifdef INSURANCE
483.  	save_currentstate();
484.  #endif
485.  	program_state.something_worth_saving++;	/* useful data now exists */
486.  
487.  	/* Success! */
488.  	welcome(TRUE);
489.  	return;
490.  }
491.  
492.  /* show "welcome [back] to nethack" message at program startup */
493.  void
494.  welcome(new_game)
495.  boolean new_game;	/* false => restoring an old game */
496.  {
497.      char buf[BUFSZ];
498.      boolean currentgend = Upolyd ? u.mfemale : flags.female;
499.  
500.      /*
501.       * The "welcome back" message always describes your innate form
502.       * even when polymorphed or wearing a helm of opposite alignment.
503.       * Alignment is shown unconditionally for new games; for restores
504.       * it's only shown if it has changed from its original value.
505.       * Sex is shown for new games except when it is redundant; for
506.       * restores it's only shown if different from its original value.
507.       */
508.      *buf = '\0';
509.      if (new_game || u.ualignbase[1] != u.ualignbase[0])
510.  	Sprintf(eos(buf), " %s", align_str(u.ualignbase[1]));
511.      if (!urole.name.f &&
512.  	    (new_game ? (urole.allow & ROLE_GENDMASK) == (ROLE_MALE|ROLE_FEMALE) :
513.  	     currentgend != flags.initgend))
514.  	Sprintf(eos(buf), " %s", genders[currentgend].adj);
515.  
516.      pline(new_game ? "%s %s, welcome to NetHack!  You are a%s %s %s."
517.  		   : "%s %s, the%s %s %s, welcome back to NetHack!",
518.  	  Hello(), plname, buf, urace.adj,
519.  	  (currentgend && urole.name.f) ? urole.name.f : urole.name.m);
520.  }
521.  
522.  #ifdef POSITIONBAR
523.  STATIC_DCL void
524.  do_positionbar()
525.  {
526.  	static char pbar[COLNO];
527.  	char *p;
528.  	
529.  	p = pbar;
530.  	/* up stairway */
531.  	if (upstair.sx &&
532.  	   (glyph_to_cmap(level.locations[upstair.sx][upstair.sy].glyph) ==
533.  	    S_upstair ||
534.   	    glyph_to_cmap(level.locations[upstair.sx][upstair.sy].glyph) ==
535.  	    S_upladder)) {
536.  		*p++ = '<';
537.  		*p++ = upstair.sx;
538.  	}
539.  	if (sstairs.sx &&
540.  	   (glyph_to_cmap(level.locations[sstairs.sx][sstairs.sy].glyph) ==
541.  	    S_upstair ||
542.   	    glyph_to_cmap(level.locations[sstairs.sx][sstairs.sy].glyph) ==
543.  	    S_upladder)) {
544.  		*p++ = '<';
545.  		*p++ = sstairs.sx;
546.  	}
547.  
548.  	/* down stairway */
549.  	if (dnstair.sx &&
550.  	   (glyph_to_cmap(level.locations[dnstair.sx][dnstair.sy].glyph) ==
551.  	    S_dnstair ||
552.   	    glyph_to_cmap(level.locations[dnstair.sx][dnstair.sy].glyph) ==
553.  	    S_dnladder)) {
554.  		*p++ = '>';
555.  		*p++ = dnstair.sx;
556.  	}
557.  	if (sstairs.sx &&
558.  	   (glyph_to_cmap(level.locations[sstairs.sx][sstairs.sy].glyph) ==
559.  	    S_dnstair ||
560.   	    glyph_to_cmap(level.locations[sstairs.sx][sstairs.sy].glyph) ==
561.  	    S_dnladder)) {
562.  		*p++ = '>';
563.  		*p++ = sstairs.sx;
564.  	}
565.  
566.  	/* hero location */
567.  	if (u.ux) {
568.  		*p++ = '@';
569.  		*p++ = u.ux;
570.  	}
571.  	/* fence post */
572.  	*p = 0;
573.  
574.  	update_positionbar(pbar);
575.  }
576.  #endif
577.  
578.  #endif /* OVLB */
579.  
580.  /*allmain.c*/