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authorTheo de Raadt <deraadt@cvs.openbsd.org>1995-10-18 08:53:40 +0000
committerTheo de Raadt <deraadt@cvs.openbsd.org>1995-10-18 08:53:40 +0000
commitd6583bb2a13f329cf0332ef2570eb8bb8fc0e39c (patch)
treeece253b876159b39c620e62b6c9b1174642e070e /games/larn/global.c
initial import of NetBSD tree
Diffstat (limited to 'games/larn/global.c')
-rw-r--r--games/larn/global.c626
1 files changed, 626 insertions, 0 deletions
diff --git a/games/larn/global.c b/games/larn/global.c
new file mode 100644
index 00000000000..8e7049eab05
--- /dev/null
+++ b/games/larn/global.c
@@ -0,0 +1,626 @@
+#ifndef lint
+static char rcsid[] = "$NetBSD: global.c,v 1.4 1995/04/24 12:23:52 cgd Exp $";
+#endif /* not lint */
+
+/* global.c Larn is copyrighted 1986 by Noah Morgan.
+ *
+ * raiselevel() subroutine to raise the player one level
+ * loselevel() subroutine to lower the player by one level
+ * raiseexperience(x) subroutine to increase experience points
+ * loseexperience(x) subroutine to lose experience points
+ * losehp(x) subroutine to remove hit points from the player
+ * losemhp(x) subroutine to remove max # hit points from the player
+ * raisehp(x) subroutine to gain hit points
+ * raisemhp(x) subroutine to gain maximum hit points
+ * losespells(x) subroutine to lose spells
+ * losemspells(x) subroutine to lose maximum spells
+ * raisespells(x) subroutine to gain spells
+ * raisemspells(x) subroutine to gain maximum spells
+ * recalc() function to recalculate the armor class of the player
+ * makemonst(lev) function to return monster number for a randomly selected monster
+ * positionplayer() function to be sure player is not in a wall
+ * quit() subroutine to ask if the player really wants to quit
+ */
+
+#include "header.h"
+#include <string.h>
+extern int score[],srcount,dropflag;
+extern int random;/* the random number seed */
+extern short playerx,playery,lastnum;
+extern char cheat,level,monstnamelist[];
+extern char lastmonst[],*what[],*who[];
+extern char winner[];
+extern char logname[],monstlevel[];
+extern char sciv[SCORESIZE+1][26][2],*potionname[],*scrollname[];
+/*
+ ***********
+ RAISE LEVEL
+ ***********
+ raiselevel()
+
+ subroutine to raise the player one level
+ uses the skill[] array to find level boundarys
+ uses c[EXPERIENCE] c[LEVEL]
+ */
+raiselevel()
+ {
+ if (c[LEVEL] < MAXPLEVEL) raiseexperience((long)(skill[c[LEVEL]]-c[EXPERIENCE]));
+ }
+
+/*
+ ***********
+ LOOSE LEVEL
+ ***********
+ loselevel()
+
+ subroutine to lower the players character level by one
+ */
+loselevel()
+ {
+ if (c[LEVEL] > 1) loseexperience((long)(c[EXPERIENCE] - skill[c[LEVEL]-1] + 1));
+ }
+
+/*
+ ****************
+ RAISE EXPERIENCE
+ ****************
+ raiseexperience(x)
+
+ subroutine to increase experience points
+ */
+raiseexperience(x)
+ register long x;
+ {
+ register int i,tmp;
+ i=c[LEVEL]; c[EXPERIENCE]+=x;
+ while (c[EXPERIENCE] >= skill[c[LEVEL]] && (c[LEVEL] < MAXPLEVEL))
+ {
+ tmp = (c[CONSTITUTION]-c[HARDGAME])>>1;
+ c[LEVEL]++; raisemhp((int)(rnd(3)+rnd((tmp>0)?tmp:1)));
+ raisemspells((int)rund(3));
+ if (c[LEVEL] < 7-c[HARDGAME]) raisemhp((int)(c[CONSTITUTION]>>2));
+ }
+ if (c[LEVEL] != i)
+ {
+ cursors();
+ beep(); lprintf("\nWelcome to level %d",(long)c[LEVEL]); /* if we changed levels */
+ }
+ bottomline();
+ }
+
+/*
+ ****************
+ LOOSE EXPERIENCE
+ ****************
+ loseexperience(x)
+
+ subroutine to lose experience points
+ */
+loseexperience(x)
+ register long x;
+ {
+ register int i,tmp;
+ i=c[LEVEL]; c[EXPERIENCE]-=x;
+ if (c[EXPERIENCE] < 0) c[EXPERIENCE]=0;
+ while (c[EXPERIENCE] < skill[c[LEVEL]-1])
+ {
+ if (--c[LEVEL] <= 1) c[LEVEL]=1; /* down one level */
+ tmp = (c[CONSTITUTION]-c[HARDGAME])>>1; /* lose hpoints */
+ losemhp((int)rnd((tmp>0)?tmp:1)); /* lose hpoints */
+ if (c[LEVEL] < 7-c[HARDGAME]) losemhp((int)(c[CONSTITUTION]>>2));
+ losemspells((int)rund(3)); /* lose spells */
+ }
+ if (i!=c[LEVEL])
+ {
+ cursors();
+ beep(); lprintf("\nYou went down to level %d!",(long)c[LEVEL]);
+ }
+ bottomline();
+ }
+
+/*
+ ********
+ LOOSE HP
+ ********
+ losehp(x)
+ losemhp(x)
+
+ subroutine to remove hit points from the player
+ warning -- will kill player if hp goes to zero
+ */
+losehp(x)
+ register int x;
+ {
+ if ((c[HP] -= x) <= 0)
+ {
+ beep(); lprcat("\n"); nap(3000); died(lastnum);
+ }
+ }
+
+losemhp(x)
+ register int x;
+ {
+ c[HP] -= x; if (c[HP] < 1) c[HP]=1;
+ c[HPMAX] -= x; if (c[HPMAX] < 1) c[HPMAX]=1;
+ }
+
+/*
+ ********
+ RAISE HP
+ ********
+ raisehp(x)
+ raisemhp(x)
+
+ subroutine to gain maximum hit points
+ */
+raisehp(x)
+ register int x;
+ {
+ if ((c[HP] += x) > c[HPMAX]) c[HP] = c[HPMAX];
+ }
+
+raisemhp(x)
+ register int x;
+ {
+ c[HPMAX] += x; c[HP] += x;
+ }
+
+/*
+ ************
+ RAISE SPELLS
+ ************
+ raisespells(x)
+ raisemspells(x)
+
+ subroutine to gain maximum spells
+ */
+raisespells(x)
+ register int x;
+ {
+ if ((c[SPELLS] += x) > c[SPELLMAX]) c[SPELLS] = c[SPELLMAX];
+ }
+
+raisemspells(x)
+ register int x;
+ {
+ c[SPELLMAX]+=x; c[SPELLS]+=x;
+ }
+
+/*
+ ************
+ LOOSE SPELLS
+ ************
+ losespells(x)
+ losemspells(x)
+
+ subroutine to lose maximum spells
+ */
+losespells(x)
+ register int x;
+ {
+ if ((c[SPELLS] -= x) < 0) c[SPELLS]=0;
+ }
+
+losemspells(x)
+ register int x;
+ {
+ if ((c[SPELLMAX] -= x) < 0) c[SPELLMAX]=0;
+ if ((c[SPELLS] -= x) < 0) c[SPELLS]=0;
+ }
+
+/*
+ makemonst(lev)
+ int lev;
+
+ function to return monster number for a randomly selected monster
+ for the given cave level
+ */
+makemonst(lev)
+ register int lev;
+ {
+ register int tmp,x;
+ if (lev < 1) lev = 1; if (lev > 12) lev = 12;
+ tmp=WATERLORD;
+ if (lev < 5)
+ while (tmp==WATERLORD) tmp=rnd((x=monstlevel[lev-1])?x:1);
+ else while (tmp==WATERLORD)
+ tmp=rnd((x=monstlevel[lev-1]-monstlevel[lev-4])?x:1)+monstlevel[lev-4];
+
+ while (monster[tmp].genocided && tmp<MAXMONST) tmp++; /* genocided? */
+ return(tmp);
+ }
+
+/*
+ positionplayer()
+
+ function to be sure player is not in a wall
+ */
+positionplayer()
+ {
+ int try;
+ try = 2;
+ while ((item[playerx][playery] || mitem[playerx][playery]) && (try))
+ if (++playerx >= MAXX-1)
+ {
+ playerx = 1;
+ if (++playery >= MAXY-1)
+ { playery = 1; --try; }
+ }
+ if (try==0) lprcat("Failure in positionplayer\n");
+ }
+
+/*
+ recalc() function to recalculate the armor class of the player
+ */
+recalc()
+ {
+ register int i,j,k;
+ c[AC] = c[MOREDEFENSES];
+ if (c[WEAR] >= 0)
+ switch(iven[c[WEAR]])
+ {
+ case OSHIELD: c[AC] += 2 + ivenarg[c[WEAR]]; break;
+ case OLEATHER: c[AC] += 2 + ivenarg[c[WEAR]]; break;
+ case OSTUDLEATHER: c[AC] += 3 + ivenarg[c[WEAR]]; break;
+ case ORING: c[AC] += 5 + ivenarg[c[WEAR]]; break;
+ case OCHAIN: c[AC] += 6 + ivenarg[c[WEAR]]; break;
+ case OSPLINT: c[AC] += 7 + ivenarg[c[WEAR]]; break;
+ case OPLATE: c[AC] += 9 + ivenarg[c[WEAR]]; break;
+ case OPLATEARMOR: c[AC] += 10 + ivenarg[c[WEAR]]; break;
+ case OSSPLATE: c[AC] += 12 + ivenarg[c[WEAR]]; break;
+ }
+
+ if (c[SHIELD] >= 0) if (iven[c[SHIELD]] == OSHIELD) c[AC] += 2 + ivenarg[c[SHIELD]];
+ if (c[WIELD] < 0) c[WCLASS] = 0; else
+ {
+ i = ivenarg[c[WIELD]];
+ switch(iven[c[WIELD]])
+ {
+ case ODAGGER: c[WCLASS] = 3 + i; break;
+ case OBELT: c[WCLASS] = 7 + i; break;
+ case OSHIELD: c[WCLASS] = 8 + i; break;
+ case OSPEAR: c[WCLASS] = 10 + i; break;
+ case OFLAIL: c[WCLASS] = 14 + i; break;
+ case OBATTLEAXE: c[WCLASS] = 17 + i; break;
+ case OLANCE: c[WCLASS] = 19 + i; break;
+ case OLONGSWORD: c[WCLASS] = 22 + i; break;
+ case O2SWORD: c[WCLASS] = 26 + i; break;
+ case OSWORD: c[WCLASS] = 32 + i; break;
+ case OSWORDofSLASHING: c[WCLASS] = 30 + i; break;
+ case OHAMMER: c[WCLASS] = 35 + i; break;
+ default: c[WCLASS] = 0;
+ }
+ }
+ c[WCLASS] += c[MOREDAM];
+
+/* now for regeneration abilities based on rings */
+ c[REGEN]=1; c[ENERGY]=0;
+ j=0; for (k=25; k>0; k--) if (iven[k]) {j=k; k=0; }
+ for (i=0; i<=j; i++)
+ {
+ switch(iven[i])
+ {
+ case OPROTRING: c[AC] += ivenarg[i] + 1; break;
+ case ODAMRING: c[WCLASS] += ivenarg[i] + 1; break;
+ case OBELT: c[WCLASS] += ((ivenarg[i]<<1)) + 2; break;
+
+ case OREGENRING: c[REGEN] += ivenarg[i] + 1; break;
+ case ORINGOFEXTRA: c[REGEN] += 5 * (ivenarg[i]+1); break;
+ case OENERGYRING: c[ENERGY] += ivenarg[i] + 1; break;
+ }
+ }
+ }
+
+
+/*
+ quit()
+
+ subroutine to ask if the player really wants to quit
+ */
+quit()
+ {
+ register int i;
+ cursors(); strcpy(lastmonst,"");
+ lprcat("\n\nDo you really want to quit?");
+ while (1)
+ {
+ i=getchar();
+ if (i == 'y') { died(300); return; }
+ if ((i == 'n') || (i == '\33')) { lprcat(" no"); lflush(); return; }
+ lprcat("\n"); setbold(); lprcat("Yes"); resetbold(); lprcat(" or ");
+ setbold(); lprcat("No"); resetbold(); lprcat(" please? Do you want to quit? ");
+ }
+ }
+
+/*
+ function to ask --more-- then the user must enter a space
+ */
+more()
+ {
+ lprcat("\n --- press "); standout("space"); lprcat(" to continue --- ");
+ while (getchar() != ' ');
+ }
+
+/*
+ function to put something in the players inventory
+ returns 0 if success, 1 if a failure
+ */
+take(itm,arg)
+ int itm,arg;
+ {
+ register int i,limit;
+/* cursors(); */
+ if ((limit = 15+(c[LEVEL]>>1)) > 26) limit=26;
+ for (i=0; i<limit; i++)
+ if (iven[i]==0)
+ {
+ iven[i] = itm; ivenarg[i] = arg; limit=0;
+ switch(itm)
+ {
+ case OPROTRING: case ODAMRING: case OBELT: limit=1; break;
+ case ODEXRING: c[DEXTERITY] += ivenarg[i]+1; limit=1; break;
+ case OSTRRING: c[STREXTRA] += ivenarg[i]+1; limit=1; break;
+ case OCLEVERRING: c[INTELLIGENCE] += ivenarg[i]+1; limit=1; break;
+ case OHAMMER: c[DEXTERITY] += 10; c[STREXTRA]+=10;
+ c[INTELLIGENCE]-=10; limit=1; break;
+
+ case OORBOFDRAGON: c[SLAYING]++; break;
+ case OSPIRITSCARAB: c[NEGATESPIRIT]++; break;
+ case OCUBEofUNDEAD: c[CUBEofUNDEAD]++; break;
+ case ONOTHEFT: c[NOTHEFT]++; break;
+ case OSWORDofSLASHING: c[DEXTERITY] +=5; limit=1; break;
+ };
+ lprcat("\nYou pick up:"); srcount=0; show3(i);
+ if (limit) bottomline(); return(0);
+ }
+ lprcat("\nYou can't carry anything else"); return(1);
+ }
+
+/*
+ subroutine to drop an object returns 1 if something there already else 0
+ */
+drop_object(k)
+ int k;
+ {
+ int itm;
+ if ((k<0) || (k>25)) return(0);
+ itm = iven[k]; cursors();
+ if (itm==0) { lprintf("\nYou don't have item %c! ",k+'a'); return(1); }
+ if (item[playerx][playery])
+ { beep(); lprcat("\nThere's something here already"); return(1); }
+ if (playery==MAXY-1 && playerx==33) return(1); /* not in entrance */
+ item[playerx][playery] = itm;
+ iarg[playerx][playery] = ivenarg[k];
+ srcount=0; lprcat("\n You drop:"); show3(k); /* show what item you dropped*/
+ know[playerx][playery] = 0; iven[k]=0;
+ if (c[WIELD]==k) c[WIELD]= -1; if (c[WEAR]==k) c[WEAR] = -1;
+ if (c[SHIELD]==k) c[SHIELD]= -1;
+ adjustcvalues(itm,ivenarg[k]);
+ dropflag=1; /* say dropped an item so wont ask to pick it up right away */
+ return(0);
+ }
+
+/*
+ function to enchant armor player is currently wearing
+ */
+enchantarmor()
+ {
+ register int tmp;
+ if (c[WEAR]<0) { if (c[SHIELD] < 0)
+ { cursors(); beep(); lprcat("\nYou feel a sense of loss"); return; }
+ else { tmp=iven[c[SHIELD]]; if (tmp != OSCROLL) if (tmp != OPOTION) { ivenarg[c[SHIELD]]++; bottomline(); } } }
+ tmp = iven[c[WEAR]];
+ if (tmp!=OSCROLL) if (tmp!=OPOTION) { ivenarg[c[WEAR]]++; bottomline(); }
+ }
+
+/*
+ function to enchant a weapon presently being wielded
+ */
+enchweapon()
+ {
+ register int tmp;
+ if (c[WIELD]<0)
+ { cursors(); beep(); lprcat("\nYou feel a sense of loss"); return; }
+ tmp = iven[c[WIELD]];
+ if (tmp!=OSCROLL) if (tmp!=OPOTION)
+ { ivenarg[c[WIELD]]++;
+ if (tmp==OCLEVERRING) c[INTELLIGENCE]++; else
+ if (tmp==OSTRRING) c[STREXTRA]++; else
+ if (tmp==ODEXRING) c[DEXTERITY]++; bottomline(); }
+ }
+
+/*
+ routine to tell if player can carry one more thing
+ returns 1 if pockets are full, else 0
+ */
+pocketfull()
+ {
+ register int i,limit;
+ if ((limit = 15+(c[LEVEL]>>1)) > 26) limit=26;
+ for (i=0; i<limit; i++) if (iven[i]==0) return(0);
+ return(1);
+ }
+
+/*
+ function to return 1 if a monster is next to the player else returns 0
+ */
+nearbymonst()
+ {
+ register int tmp,tmp2;
+ for (tmp=playerx-1; tmp<playerx+2; tmp++)
+ for (tmp2=playery-1; tmp2<playery+2; tmp2++)
+ if (mitem[tmp][tmp2]) return(1); /* if monster nearby */
+ return(0);
+ }
+
+/*
+ function to steal an item from the players pockets
+ returns 1 if steals something else returns 0
+ */
+stealsomething()
+ {
+ register int i,j;
+ j=100;
+ while (1)
+ {
+ i=rund(26);
+ if (iven[i]) if (c[WEAR]!=i) if (c[WIELD]!=i) if (c[SHIELD]!=i)
+ {
+ srcount=0; show3(i);
+ adjustcvalues(iven[i],ivenarg[i]); iven[i]=0; return(1);
+ }
+ if (--j <= 0) return(0);
+ }
+ }
+
+/*
+ function to return 1 is player carrys nothing else return 0
+ */
+emptyhanded()
+ {
+ register int i;
+ for (i=0; i<26; i++)
+ if (iven[i]) if (i!=c[WIELD]) if (i!=c[WEAR]) if (i!=c[SHIELD]) return(0);
+ return(1);
+ }
+
+/*
+ function to create a gem on a square near the player
+ */
+creategem()
+ {
+ register int i,j;
+ switch(rnd(4))
+ {
+ case 1: i=ODIAMOND; j=50; break;
+ case 2: i=ORUBY; j=40; break;
+ case 3: i=OEMERALD; j=30; break;
+ default: i=OSAPPHIRE; j=20; break;
+ };
+ createitem(i,rnd(j)+j/10);
+ }
+
+/*
+ function to change character levels as needed when dropping an object
+ that affects these characteristics
+ */
+adjustcvalues(itm,arg)
+ int itm,arg;
+ {
+ register int flag;
+ flag=0;
+ switch(itm)
+ {
+ case ODEXRING: c[DEXTERITY] -= arg+1; flag=1; break;
+ case OSTRRING: c[STREXTRA] -= arg+1; flag=1; break;
+ case OCLEVERRING: c[INTELLIGENCE] -= arg+1; flag=1; break;
+ case OHAMMER: c[DEXTERITY] -= 10; c[STREXTRA] -= 10;
+ c[INTELLIGENCE] += 10; flag=1; break;
+ case OSWORDofSLASHING: c[DEXTERITY] -= 5; flag=1; break;
+ case OORBOFDRAGON: --c[SLAYING]; return;
+ case OSPIRITSCARAB: --c[NEGATESPIRIT]; return;
+ case OCUBEofUNDEAD: --c[CUBEofUNDEAD]; return;
+ case ONOTHEFT: --c[NOTHEFT]; return;
+ case OLANCE: c[LANCEDEATH]=0; return;
+ case OPOTION: case OSCROLL: return;
+
+ default: flag=1;
+ };
+ if (flag) bottomline();
+ }
+
+/*
+ function to read a string from token input "string"
+ returns a pointer to the string
+ */
+gettokstr(str)
+ register char *str;
+ {
+ register int i,j;
+ i=50;
+ while ((getchar() != '"') && (--i > 0));
+ i=36;
+ while (--i > 0)
+ {
+ if ((j=getchar()) != '"') *str++ = j; else i=0;
+ }
+ *str = 0;
+ i=50;
+ if (j != '"') while ((getchar() != '"') && (--i > 0)); /* if end due to too long, then find closing quote */
+ }
+
+/*
+ function to ask user for a password (no echo)
+ returns 1 if entered correctly, 0 if not
+ */
+static char gpwbuf[33];
+getpassword()
+ {
+ register int i,j;
+ register char *gpwp;
+ extern char *password;
+ scbr(); /* system("stty -echo cbreak"); */
+ gpwp = gpwbuf; lprcat("\nEnter Password: "); lflush();
+ i = strlen(password);
+ for (j=0; j<i; j++) read(0,gpwp++,1); gpwbuf[i]=0;
+ sncbr(); /* system("stty echo -cbreak"); */
+ if (strcmp(gpwbuf,password) != 0)
+ { lprcat("\nSorry\n"); lflush(); return(0); }
+ else return(1);
+ }
+
+/*
+ subroutine to get a yes or no response from the user
+ returns y or n
+ */
+getyn()
+ {
+ register int i;
+ i=0; while (i!='y' && i!='n' && i!='\33') i=getchar();
+ return(i);
+ }
+
+/*
+ function to calculate the pack weight of the player
+ returns the number of pounds the player is carrying
+ */
+packweight()
+ {
+ register int i,j,k;
+ k=c[GOLD]/1000; j=25; while ((iven[j]==0) && (j>0)) --j;
+ for (i=0; i<=j; i++)
+ switch(iven[i])
+ {
+ case 0: break;
+ case OSSPLATE: case OPLATEARMOR: k += 40; break;
+ case OPLATE: k += 35; break;
+ case OHAMMER: k += 30; break;
+ case OSPLINT: k += 26; break;
+ case OSWORDofSLASHING: case OCHAIN:
+ case OBATTLEAXE: case O2SWORD: k += 23; break;
+ case OLONGSWORD: case OSWORD:
+ case ORING: case OFLAIL: k += 20; break;
+ case OLANCE: case OSTUDLEATHER: k += 15; break;
+ case OLEATHER: case OSPEAR: k += 8; break;
+ case OORBOFDRAGON: case OBELT: k += 4; break;
+ case OSHIELD: k += 7; break;
+ case OCHEST: k += 30 + ivenarg[i]; break;
+ default: k++;
+ };
+ return(k);
+ }
+
+#ifndef MACRORND
+ /* macros to generate random numbers 1<=rnd(N)<=N 0<=rund(N)<=N-1 */
+rnd(x)
+ int x;
+ {
+ return((((randx=randx*1103515245+12345)>>7)%(x))+1);
+ }
+
+rund(x)
+ int x;
+ {
+ return((((randx=randx*1103515245+12345)>>7)%(x)) );
+ }
+#endif MACRORND