Source:NetHack 3.4.0/allmain.c
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Below is the full text to allmain.c from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/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 3.4 2002/01/04 */ 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. youmonst.movement = NORMAL_SPEED; /* give the hero some movement points */ 61. 62. for(;;) { 63. #ifdef CLIPPING 64. cliparound(u.ux, u.uy); 65. #endif 66. get_nh_event(); 67. #ifdef POSITIONBAR 68. do_positionbar(); 69. #endif 70. 71. didmove = flags.move; 72. if(didmove) { 73. /* actual time passed */ 74. youmonst.movement -= NORMAL_SPEED; 75. 76. do { /* hero can't move this turn loop */ 77. wtcap = encumber_msg(); 78. 79. flags.mon_moving = TRUE; 80. do { 81. monscanmove = movemon(); 82. if (youmonst.movement > NORMAL_SPEED) 83. break; /* it's now your turn */ 84. } while (monscanmove); 85. flags.mon_moving = FALSE; 86. 87. if (!monscanmove && youmonst.movement < NORMAL_SPEED) { 88. /* both you and the monsters are out of steam this round */ 89. /* set up for a new turn */ 90. struct monst *mtmp; 91. mcalcdistress(); /* adjust monsters' trap, blind, etc */ 92. 93. /* reallocate movement rations to monsters */ 94. for (mtmp = fmon; mtmp; mtmp = mtmp->nmon) 95. mtmp->movement += mcalcmove(mtmp); 96. 97. if(!rn2(u.uevent.udemigod ? 25 : 98. (depth(&u.uz) > depth(&stronghold_level)) ? 50 : 70)) 99. (void) makemon((struct permonst *)0, 0, 0, NO_MM_FLAGS); 100. 101. /* calculate how much time passed. */ 102. #ifdef STEED 103. if (u.usteed && flags.mv) { 104. /* your speed doesn't augment steed's speed */ 105. moveamt = mcalcmove(u.usteed); 106. } else 107. #endif 108. { 109. moveamt = youmonst.data->mmove; 110. 111. if (Very_fast) { /* speed boots or potion */ 112. /* average movement is 1.67 times normal */ 113. moveamt += NORMAL_SPEED / 2; 114. if (rn2(3) == 0) moveamt += NORMAL_SPEED / 2; 115. } else if (Fast) { 116. /* average movement is 1.33 times normal */ 117. if (rn2(3) != 0) moveamt += NORMAL_SPEED / 2; 118. } 119. } 120. 121. switch (wtcap) { 122. case UNENCUMBERED: break; 123. case SLT_ENCUMBER: moveamt -= (moveamt / 4); break; 124. case MOD_ENCUMBER: moveamt -= (moveamt / 2); break; 125. case HVY_ENCUMBER: moveamt -= ((moveamt * 3) / 4); break; 126. case EXT_ENCUMBER: moveamt -= ((moveamt * 7) / 8); break; 127. default: break; 128. } 129. 130. youmonst.movement += moveamt; 131. if (youmonst.movement < 0) youmonst.movement = 0; 132. settrack(); 133. 134. monstermoves++; 135. moves++; 136. 137. /********************************/ 138. /* once-per-turn things go here */ 139. /********************************/ 140. 141. if (flags.bypasses) clear_bypasses(); 142. if(Glib) glibr(); 143. nh_timeout(); 144. run_regions(); 145. 146. if (u.ublesscnt) u.ublesscnt--; 147. if(flags.time && !flags.run) 148. flags.botl = 1; 149. 150. /* One possible result of prayer is healing. Whether or 151. * not you get healed depends on your current hit points. 152. * If you are allowed to regenerate during the prayer, the 153. * end-of-prayer calculation messes up on this. 154. * Another possible result is rehumanization, which requires 155. * that encumbrance and movement rate be recalculated. 156. */ 157. if (u.uinvulnerable) { 158. /* for the moment at least, you're in tiptop shape */ 159. wtcap = UNENCUMBERED; 160. } else if (Upolyd && youmonst.data->mlet == S_EEL && !is_pool(u.ux,u.uy) && !Is_waterlevel(&u.uz)) { 161. if (u.mh > 1) { 162. u.mh--; 163. flags.botl = 1; 164. } else if (u.mh < 1) 165. rehumanize(); 166. } else if (Upolyd && u.mh < u.mhmax) { 167. if (u.mh < 1) 168. rehumanize(); 169. else if (Regeneration || 170. (wtcap < MOD_ENCUMBER && !(moves%20))) { 171. flags.botl = 1; 172. u.mh++; 173. } 174. } else if (u.uhp < u.uhpmax && 175. (wtcap < MOD_ENCUMBER || !u.umoved || Regeneration)) { 176. if (u.ulevel > 9 && !(moves % 3)) { 177. int heal, Con = (int) ACURR(A_CON); 178. 179. if (Con <= 12) { 180. heal = 1; 181. } else { 182. heal = rnd(Con); 183. if (heal > u.ulevel-9) heal = u.ulevel-9; 184. } 185. flags.botl = 1; 186. u.uhp += heal; 187. if(u.uhp > u.uhpmax) 188. u.uhp = u.uhpmax; 189. } else if (Regeneration || 190. (u.ulevel <= 9 && 191. !(moves % ((MAXULEV+12) / (u.ulevel+2) + 1)))) { 192. flags.botl = 1; 193. u.uhp++; 194. } 195. } 196. 197. /* moving around while encumbered is hard work */ 198. if (wtcap > MOD_ENCUMBER && u.umoved) { 199. if(!(wtcap < EXT_ENCUMBER ? moves%30 : moves%10)) { 200. if (Upolyd && u.mh > 1) { 201. u.mh--; 202. } else if (!Upolyd && u.uhp > 1) { 203. u.uhp--; 204. } else { 205. You("pass out from exertion!"); 206. exercise(A_CON, FALSE); 207. fall_asleep(-10, FALSE); 208. } 209. } 210. } 211. 212. if ((u.uen < u.uenmax) && 213. ((wtcap < MOD_ENCUMBER && 214. (!(moves%((MAXULEV + 8 - u.ulevel) * 215. (Role_if(PM_WIZARD) ? 3 : 4) / 6)))) 216. || Energy_regeneration)) { 217. u.uen += rn1((int)(ACURR(A_WIS) + ACURR(A_INT)) / 15 + 1,1); 218. if (u.uen > u.uenmax) u.uen = u.uenmax; 219. flags.botl = 1; 220. } 221. 222. if(!u.uinvulnerable) { 223. if(Teleportation && !rn2(85)) { 224. #ifdef REDO 225. xchar old_ux = u.ux, old_uy = u.uy; 226. #endif 227. tele(); 228. #ifdef REDO 229. if (u.ux != old_ux || u.uy != old_uy) { 230. /* clear doagain keystrokes */ 231. pushch(0); 232. savech(0); 233. } 234. #endif 235. } 236. if(Polymorph && !rn2(100)) 237. change = 1; 238. else if (u.ulycn >= LOW_PM && !rn2(80 - (20 * night()))) 239. change = 2; 240. if (change && !Unchanging) { 241. if (multi >= 0) { 242. if (occupation) 243. stop_occupation(); 244. else 245. nomul(0); 246. if (change == 1) polyself(FALSE); 247. else you_were(); 248. change = 0; 249. } 250. } 251. } 252. 253. if(Searching && multi >= 0) (void) dosearch0(1); 254. dosounds(); 255. do_storms(); 256. gethungry(); 257. age_spells(); 258. exerchk(); 259. invault(); 260. if (u.uhave.amulet) amulet(); 261. if (!rn2(40+(int)(ACURR(A_DEX)*3))) 262. u_wipe_engr(rnd(3)); 263. if (u.uevent.udemigod && !u.uinvulnerable) { 264. if (u.udg_cnt) u.udg_cnt--; 265. if (!u.udg_cnt) { 266. intervene(); 267. u.udg_cnt = rn1(200, 50); 268. } 269. } 270. restore_attrib(); 271. /* underwater and waterlevel vision are done here */ 272. if (Is_waterlevel(&u.uz)) 273. movebubbles(); 274. else if (Underwater) 275. under_water(0); 276. /* vision while buried done here */ 277. else if (u.uburied) under_ground(0); 278. 279. /* when immobile, count is in turns */ 280. if(multi < 0) { 281. if (++multi == 0) /* finished yet? */ 282. unmul((char *)0); 283. } 284. } 285. } while (youmonst.movement<NORMAL_SPEED); /* hero can't move loop */ 286. 287. /******************************************/ 288. /* once-per-hero-took-time things go here */ 289. /******************************************/ 290. 291. 292. } /* actual time passed */ 293. 294. /****************************************/ 295. /* once-per-player-input things go here */ 296. /****************************************/ 297. 298. find_ac(); 299. if(!flags.mv || Blind) { 300. /* redo monsters if hallu or wearing a helm of telepathy */ 301. if (Hallucination) { /* update screen randomly */ 302. see_monsters(); 303. see_objects(); 304. see_traps(); 305. if (u.uswallow) swallowed(0); 306. } else if (Unblind_telepat) { 307. see_monsters(); 308. } else if (Warning || Warn_of_mon) 309. see_monsters(); 310. 311. if (vision_full_recalc) vision_recalc(0); /* vision! */ 312. } 313. if(flags.botl || flags.botlx) bot(); 314. 315. flags.move = 1; 316. 317. if(multi >= 0 && occupation) { 318. #ifdef MICRO 319. abort_lev = 0; 320. if (kbhit()) { 321. if ((ch = Getchar()) == ABORT) 322. abort_lev++; 323. # ifdef REDO 324. else 325. pushch(ch); 326. # endif /* REDO */ 327. } 328. if (!abort_lev && (*occupation)() == 0) 329. #else 330. if ((*occupation)() == 0) 331. #endif 332. occupation = 0; 333. if( 334. #ifdef MICRO 335. abort_lev || 336. #endif 337. monster_nearby()) { 338. stop_occupation(); 339. reset_eat(); 340. } 341. #ifdef MICRO 342. if (!(++occtime % 7)) 343. display_nhwindow(WIN_MAP, FALSE); 344. #endif 345. continue; 346. } 347. 348. if ((u.uhave.amulet || Clairvoyant) && 349. !In_endgame(&u.uz) && !BClairvoyant && 350. !(moves % 15) && !rn2(2)) 351. do_vicinity_map(); 352. 353. if(u.utrap && u.utraptype == TT_LAVA) { 354. if(!is_lava(u.ux,u.uy)) 355. u.utrap = 0; 356. else if (!u.uinvulnerable) { 357. u.utrap -= 1<<8; 358. if(u.utrap < 1<<8) { 359. killer_format = KILLED_BY; 360. killer = "molten lava"; 361. You("sink below the surface and die."); 362. done(DISSOLVED); 363. } else if(didmove && !u.umoved) { 364. Norep("You sink deeper into the lava."); 365. u.utrap += rnd(4); 366. } 367. } 368. } 369. 370. #ifdef WIZARD 371. if (iflags.sanity_check) 372. sanity_check(); 373. #endif 374. 375. u.umoved = FALSE; 376. 377. if (multi > 0) { 378. lookaround(); 379. if (!multi) { 380. /* lookaround may clear multi */ 381. flags.move = 0; 382. if (flags.time) flags.botl = 1; 383. continue; 384. } 385. if (flags.mv) { 386. if(multi < COLNO && !--multi) 387. flags.travel = flags.mv = flags.run = 0; 388. domove(); 389. } else { 390. --multi; 391. rhack(save_cm); 392. } 393. } else if (multi == 0) { 394. #ifdef MAIL 395. ckmailstatus(); 396. #endif 397. rhack((char *)0); 398. } 399. if (u.utotype) /* change dungeon level */ 400. deferred_goto(); /* after rhack() */ 401. /* !flags.move here: multiple movement command stopped */ 402. else if (flags.time && (!flags.move || !flags.mv)) 403. flags.botl = 1; 404. 405. if (vision_full_recalc) vision_recalc(0); /* vision! */ 406. if (multi && multi%7 == 0) 407. display_nhwindow(WIN_MAP, FALSE); 408. } 409. } 410. 411. #endif /* OVL0 */ 412. #ifdef OVL1 413. 414. void 415. stop_occupation() 416. { 417. if(occupation) { 418. if (!maybe_finished_meal(TRUE)) 419. You("stop %s.", occtxt); 420. occupation = 0; 421. flags.botl = 1; /* in case u.uhs changed */ 422. /* fainting stops your occupation, there's no reason to sync. 423. sync_hunger(); 424. */ 425. #ifdef REDO 426. nomul(0); 427. pushch(0); 428. #endif 429. } 430. } 431. 432. #endif /* OVL1 */ 433. #ifdef OVLB 434. 435. void 436. display_gamewindows() 437. { 438. WIN_MESSAGE = create_nhwindow(NHW_MESSAGE); 439. WIN_STATUS = create_nhwindow(NHW_STATUS); 440. WIN_MAP = create_nhwindow(NHW_MAP); 441. WIN_INVEN = create_nhwindow(NHW_MENU); 442. 443. #ifdef MAC 444. /* 445. * This _is_ the right place for this - maybe we will 446. * have to split display_gamewindows into create_gamewindows 447. * and show_gamewindows to get rid of this ifdef... 448. */ 449. if ( ! strcmp ( windowprocs . name , "mac" ) ) { 450. SanePositions ( ) ; 451. } 452. #endif 453. 454. /* 455. * The mac port is not DEPENDENT on the order of these 456. * displays, but it looks a lot better this way... 457. */ 458. display_nhwindow(WIN_STATUS, FALSE); 459. display_nhwindow(WIN_MESSAGE, FALSE); 460. clear_glyph_buffer(); 461. display_nhwindow(WIN_MAP, FALSE); 462. } 463. 464. void 465. newgame() 466. { 467. int i; 468. 469. #ifdef MFLOPPY 470. gameDiskPrompt(); 471. #endif 472. 473. flags.ident = 1; 474. 475. for (i = 0; i < NUMMONS; i++) 476. mvitals[i].mvflags = mons[i].geno & G_NOCORPSE; 477. 478. init_objects(); /* must be before u_init() */ 479. 480. flags.pantheon = -1; /* role_init() will reset this */ 481. role_init(); /* must be before init_dungeons(), u_init(), 482. * and init_artifacts() */ 483. 484. init_dungeons(); /* must be before u_init() to avoid rndmonst() 485. * creating odd monsters for initial tins and 486. * eggs */ 487. u_init(); 488. init_artifacts(); 489. 490. #ifndef NO_SIGNAL 491. (void) signal(SIGINT, (SIG_RET_TYPE) done1); 492. #endif 493. #ifdef NEWS 494. if(iflags.news) display_file(NEWS, FALSE); 495. #endif 496. load_qtlist(); /* load up the quest text info */ 497. /* quest_init();*/ /* Now part of role_init() */ 498. 499. mklev(); 500. u_on_upstairs(); 501. vision_reset(); /* set up internals for level (after mklev) */ 502. check_special_room(FALSE); 503. 504. flags.botlx = 1; 505. 506. /* Move the monster from under you or else 507. * makedog() will fail when it calls makemon(). 508. * - ucsfcgl!kneller 509. */ 510. if(MON_AT(u.ux, u.uy)) mnexto(m_at(u.ux, u.uy)); 511. (void) makedog(); 512. docrt(); 513. 514. if (flags.legacy) { 515. flush_screen(1); 516. com_pager(1); 517. } 518. 519. #ifdef INSURANCE 520. save_currentstate(); 521. #endif 522. program_state.something_worth_saving++; /* useful data now exists */ 523. 524. /* Success! */ 525. welcome(TRUE); 526. return; 527. } 528. 529. /* show "welcome [back] to nethack" message at program startup */ 530. void 531. welcome(new_game) 532. boolean new_game; /* false => restoring an old game */ 533. { 534. char buf[BUFSZ]; 535. boolean currentgend = Upolyd ? u.mfemale : flags.female; 536. 537. /* 538. * The "welcome back" message always describes your innate form 539. * even when polymorphed or wearing a helm of opposite alignment. 540. * Alignment is shown unconditionally for new games; for restores 541. * it's only shown if it has changed from its original value. 542. * Sex is shown for new games except when it is redundant; for 543. * restores it's only shown if different from its original value. 544. */ 545. *buf = '\0'; 546. if (new_game || u.ualignbase[A_ORIGINAL] != u.ualignbase[A_CURRENT]) 547. Sprintf(eos(buf), " %s", align_str(u.ualignbase[A_ORIGINAL])); 548. if (!urole.name.f && 549. (new_game ? (urole.allow & ROLE_GENDMASK) == (ROLE_MALE|ROLE_FEMALE) : 550. currentgend != flags.initgend)) 551. Sprintf(eos(buf), " %s", genders[currentgend].adj); 552. 553. pline(new_game ? "%s %s, welcome to NetHack! You are a%s %s %s." 554. : "%s %s, the%s %s %s, welcome back to NetHack!", 555. Hello((struct monst *) 0), plname, buf, urace.adj, 556. (currentgend && urole.name.f) ? urole.name.f : urole.name.m); 557. } 558. 559. #ifdef POSITIONBAR 560. STATIC_DCL void 561. do_positionbar() 562. { 563. static char pbar[COLNO]; 564. char *p; 565. 566. p = pbar; 567. /* up stairway */ 568. if (upstair.sx && 569. (glyph_to_cmap(level.locations[upstair.sx][upstair.sy].glyph) == 570. S_upstair || 571. glyph_to_cmap(level.locations[upstair.sx][upstair.sy].glyph) == 572. S_upladder)) { 573. *p++ = '<'; 574. *p++ = upstair.sx; 575. } 576. if (sstairs.sx && 577. (glyph_to_cmap(level.locations[sstairs.sx][sstairs.sy].glyph) == 578. S_upstair || 579. glyph_to_cmap(level.locations[sstairs.sx][sstairs.sy].glyph) == 580. S_upladder)) { 581. *p++ = '<'; 582. *p++ = sstairs.sx; 583. } 584. 585. /* down stairway */ 586. if (dnstair.sx && 587. (glyph_to_cmap(level.locations[dnstair.sx][dnstair.sy].glyph) == 588. S_dnstair || 589. glyph_to_cmap(level.locations[dnstair.sx][dnstair.sy].glyph) == 590. S_dnladder)) { 591. *p++ = '>'; 592. *p++ = dnstair.sx; 593. } 594. if (sstairs.sx && 595. (glyph_to_cmap(level.locations[sstairs.sx][sstairs.sy].glyph) == 596. S_dnstair || 597. glyph_to_cmap(level.locations[sstairs.sx][sstairs.sy].glyph) == 598. S_dnladder)) { 599. *p++ = '>'; 600. *p++ = sstairs.sx; 601. } 602. 603. /* hero location */ 604. if (u.ux) { 605. *p++ = '@'; 606. *p++ = u.ux; 607. } 608. /* fence post */ 609. *p = 0; 610. 611. update_positionbar(pbar); 612. } 613. #endif 614. 615. #endif /* OVLB */ 616. 617. /*allmain.c*/