diff options
author | Theo de Raadt <deraadt@cvs.openbsd.org> | 1995-10-18 08:53:40 +0000 |
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committer | Theo de Raadt <deraadt@cvs.openbsd.org> | 1995-10-18 08:53:40 +0000 |
commit | d6583bb2a13f329cf0332ef2570eb8bb8fc0e39c (patch) | |
tree | ece253b876159b39c620e62b6c9b1174642e070e /games/larn/global.c |
initial import of NetBSD tree
Diffstat (limited to 'games/larn/global.c')
-rw-r--r-- | games/larn/global.c | 626 |
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 |