HardenedBSD/games/larn/global.c
Jordan K. Hubbard 554eb505f8 Bring in the 4.4 Lite games directory, modulo man page changes and segregation
of the x11 based games.  I'm not going to tag the originals with bsd_44_lite
and do this in two stages since it's just not worth it for this collection,
and I've got directory renames to deal with that way.  Bleah.
Submitted by:	jkh
1994-09-04 04:03:31 +00:00

622 lines
15 KiB
C

/* 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"
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