862 lines
15 KiB
C
862 lines
15 KiB
C
/* $NetBSD: global.c,v 1.14 2012/06/19 05:30:43 dholland Exp $ */
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/*
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* global.c Larn is copyrighted 1986 by Noah Morgan.
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*
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* raiselevel() subroutine to raise the player one level
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* loselevel() subroutine to lower the player by one level
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* raiseexperience(x) subroutine to increase experience points
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* loseexperience(x) subroutine to lose experience points
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* losehp(x) subroutine to remove hit points from the player
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* losemhp(x) subroutine to remove max # hit points from the player
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* raisehp(x) subroutine to gain hit points
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* raisemhp(x) subroutine to gain maximum hit points
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* losemspells(x) subroutine to lose maximum spells
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* raisemspells(x) subroutine to gain maximum spells
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* makemonst(lev) function to return monster number for a randomly
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* selected monster
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* positionplayer() function to be sure player is not in a wall
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* recalc() function to recalculate the armor class of the player
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* quit() subroutine to ask if the player really wants to quit
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*/
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#include <sys/cdefs.h>
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#ifndef lint
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__RCSID("$NetBSD: global.c,v 1.14 2012/06/19 05:30:43 dholland Exp $");
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#endif /* not lint */
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#include <string.h>
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#include <unistd.h>
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#include "header.h"
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#include "extern.h"
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extern int score[], dropflag;
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extern char *what[], *who[];
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extern char winner[];
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extern char sciv[SCORESIZE + 1][26][2];
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extern const char *password;
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/*
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raiselevel()
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subroutine to raise the player one level
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uses the skill[] array to find level boundarys
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uses c[EXPERIENCE] c[LEVEL]
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*/
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void
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raiselevel(void)
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{
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if (c[LEVEL] < MAXPLEVEL)
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raiseexperience((long) (skill[c[LEVEL]] - c[EXPERIENCE]));
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}
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/*
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loselevel()
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subroutine to lower the players character level by one
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*/
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void
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loselevel(void)
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{
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if (c[LEVEL] > 1)
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loseexperience((long) (c[EXPERIENCE] - skill[c[LEVEL] - 1] + 1));
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}
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/*
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raiseexperience(x)
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subroutine to increase experience points
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*/
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void
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raiseexperience(long x)
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{
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int i, tmp;
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i = c[LEVEL];
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c[EXPERIENCE] += x;
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while (c[EXPERIENCE] >= skill[c[LEVEL]] && (c[LEVEL] < MAXPLEVEL)) {
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tmp = (c[CONSTITUTION] - c[HARDGAME]) >> 1;
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c[LEVEL]++;
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raisemhp((int) (rnd(3) + rnd((tmp > 0) ? tmp : 1)));
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raisemspells((int) rund(3));
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if (c[LEVEL] < 7 - c[HARDGAME])
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raisemhp((int) (c[CONSTITUTION] >> 2));
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}
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if (c[LEVEL] != i) {
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cursors();
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beep();
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lprintf("\nWelcome to level %ld", (long) c[LEVEL]); /* if we changed levels */
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}
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bottomline();
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}
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/*
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loseexperience(x)
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subroutine to lose experience points
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*/
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void
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loseexperience(long x)
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{
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int i, tmp;
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i = c[LEVEL];
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c[EXPERIENCE] -= x;
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if (c[EXPERIENCE] < 0)
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c[EXPERIENCE] = 0;
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while (c[EXPERIENCE] < skill[c[LEVEL] - 1]) {
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if (--c[LEVEL] <= 1)
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c[LEVEL] = 1; /* down one level */
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tmp = (c[CONSTITUTION] - c[HARDGAME]) >> 1; /* lose hpoints */
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losemhp((int) rnd((tmp > 0) ? tmp : 1)); /* lose hpoints */
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if (c[LEVEL] < 7 - c[HARDGAME])
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losemhp((int) (c[CONSTITUTION] >> 2));
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losemspells((int) rund(3)); /* lose spells */
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}
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if (i != c[LEVEL]) {
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cursors();
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beep();
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lprintf("\nYou went down to level %ld!", (long) c[LEVEL]);
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}
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bottomline();
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}
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/*
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losehp(x)
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losemhp(x)
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subroutine to remove hit points from the player
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warning -- will kill player if hp goes to zero
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*/
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void
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losehp(int x)
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{
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if ((c[HP] -= x) <= 0) {
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beep();
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lprcat("\n");
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nap(3000);
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died(lastnum);
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}
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}
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void
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losemhp(int x)
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{
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c[HP] -= x;
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if (c[HP] < 1)
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c[HP] = 1;
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c[HPMAX] -= x;
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if (c[HPMAX] < 1)
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c[HPMAX] = 1;
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}
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/*
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raisehp(x)
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raisemhp(x)
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subroutine to gain maximum hit points
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*/
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void
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raisehp(int x)
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{
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if ((c[HP] += x) > c[HPMAX])
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c[HP] = c[HPMAX];
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}
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void
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raisemhp(int x)
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{
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c[HPMAX] += x;
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c[HP] += x;
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}
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/*
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raisemspells(x)
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subroutine to gain maximum spells
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*/
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void
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raisemspells(int x)
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{
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c[SPELLMAX] += x;
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c[SPELLS] += x;
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}
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/*
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losemspells(x)
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subroutine to lose maximum spells
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*/
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void
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losemspells(int x)
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{
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if ((c[SPELLMAX] -= x) < 0)
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c[SPELLMAX] = 0;
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if ((c[SPELLS] -= x) < 0)
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c[SPELLS] = 0;
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}
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/*
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makemonst(lev)
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int lev;
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function to return monster number for a randomly selected monster
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for the given cave level
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*/
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int
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makemonst(int lev)
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{
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int tmp, x;
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if (lev < 1)
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lev = 1;
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if (lev > 12)
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lev = 12;
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tmp = WATERLORD;
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if (lev < 5)
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while (tmp == WATERLORD)
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tmp = rnd((x = monstlevel[lev - 1]) ? x : 1);
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else
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while (tmp == WATERLORD)
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tmp = rnd((x = monstlevel[lev - 1] - monstlevel[lev - 4]) ? x : 1) + monstlevel[lev - 4];
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while (monster[tmp].genocided && tmp < MAXMONST)
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tmp++; /* genocided? */
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return (tmp);
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}
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/*
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positionplayer()
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function to be sure player is not in a wall
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*/
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void
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positionplayer(void)
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{
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int try;
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try = 2;
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while ((item[playerx][playery] || mitem[playerx][playery]) && (try))
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if (++playerx >= MAXX - 1) {
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playerx = 1;
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if (++playery >= MAXY - 1) {
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playery = 1;
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--try;
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}
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}
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if (try == 0)
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lprcat("Failure in positionplayer\n");
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}
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/*
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recalc() function to recalculate the armor class of the player
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*/
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void
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recalc(void)
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{
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int i, j, k;
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c[AC] = c[MOREDEFENSES];
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if (c[WEAR] >= 0)
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switch (iven[c[WEAR]]) {
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case OSHIELD:
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c[AC] += 2 + ivenarg[c[WEAR]];
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break;
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case OLEATHER:
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c[AC] += 2 + ivenarg[c[WEAR]];
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break;
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case OSTUDLEATHER:
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c[AC] += 3 + ivenarg[c[WEAR]];
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break;
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case ORING:
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c[AC] += 5 + ivenarg[c[WEAR]];
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break;
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case OCHAIN:
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c[AC] += 6 + ivenarg[c[WEAR]];
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break;
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case OSPLINT:
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c[AC] += 7 + ivenarg[c[WEAR]];
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break;
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case OPLATE:
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c[AC] += 9 + ivenarg[c[WEAR]];
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break;
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case OPLATEARMOR:
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c[AC] += 10 + ivenarg[c[WEAR]];
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break;
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case OSSPLATE:
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c[AC] += 12 + ivenarg[c[WEAR]];
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break;
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}
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if (c[SHIELD] >= 0)
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if (iven[c[SHIELD]] == OSHIELD)
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c[AC] += 2 + ivenarg[c[SHIELD]];
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if (c[WIELD] < 0)
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c[WCLASS] = 0;
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else {
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i = ivenarg[c[WIELD]];
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switch (iven[c[WIELD]]) {
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case ODAGGER:
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c[WCLASS] = 3 + i;
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break;
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case OBELT:
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c[WCLASS] = 7 + i;
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break;
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case OSHIELD:
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c[WCLASS] = 8 + i;
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break;
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case OSPEAR:
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c[WCLASS] = 10 + i;
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break;
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case OFLAIL:
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c[WCLASS] = 14 + i;
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break;
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case OBATTLEAXE:
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c[WCLASS] = 17 + i;
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break;
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case OLANCE:
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c[WCLASS] = 19 + i;
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break;
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case OLONGSWORD:
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c[WCLASS] = 22 + i;
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break;
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case O2SWORD:
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c[WCLASS] = 26 + i;
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break;
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case OSWORD:
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c[WCLASS] = 32 + i;
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break;
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case OSWORDofSLASHING:
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c[WCLASS] = 30 + i;
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break;
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case OHAMMER:
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c[WCLASS] = 35 + i;
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break;
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default:
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c[WCLASS] = 0;
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}
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}
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c[WCLASS] += c[MOREDAM];
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/* now for regeneration abilities based on rings */
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c[REGEN] = 1;
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c[ENERGY] = 0;
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j = 0;
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for (k = 25; k > 0; k--)
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if (iven[k]) {
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j = k;
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k = 0;
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}
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for (i = 0; i <= j; i++) {
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switch (iven[i]) {
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case OPROTRING:
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c[AC] += ivenarg[i] + 1;
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break;
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case ODAMRING:
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c[WCLASS] += ivenarg[i] + 1;
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break;
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case OBELT:
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c[WCLASS] += ((ivenarg[i] << 1)) + 2;
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break;
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case OREGENRING:
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c[REGEN] += ivenarg[i] + 1;
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break;
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case ORINGOFEXTRA:
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c[REGEN] += 5 * (ivenarg[i] + 1);
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break;
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case OENERGYRING:
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c[ENERGY] += ivenarg[i] + 1;
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break;
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}
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}
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}
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/*
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quit()
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subroutine to ask if the player really wants to quit
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*/
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void
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quit(void)
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{
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int i;
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cursors();
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strcpy(lastmonst, "");
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lprcat("\n\nDo you really want to quit?");
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while (1) {
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i = ttgetch();
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if (i == 'y') {
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died(300);
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return;
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}
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if ((i == 'n') || (i == '\33')) {
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lprcat(" no");
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lflush();
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return;
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}
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lprcat("\n");
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setbold();
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lprcat("Yes");
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resetbold();
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lprcat(" or ");
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setbold();
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lprcat("No");
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resetbold();
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lprcat(" please? Do you want to quit? ");
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}
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}
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/*
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function to ask --more-- then the user must enter a space
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*/
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void
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more(void)
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{
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lprcat("\n --- press ");
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standout("space");
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lprcat(" to continue --- ");
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while (ttgetch() != ' ');
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}
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/*
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function to put something in the players inventory
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returns 0 if success, 1 if a failure
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*/
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int
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take(int theitem, int arg)
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{
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int i, limit;
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/* cursors(); */
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if ((limit = 15 + (c[LEVEL] >> 1)) > 26)
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limit = 26;
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for (i = 0; i < limit; i++)
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if (iven[i] == 0) {
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iven[i] = theitem;
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ivenarg[i] = arg;
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limit = 0;
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switch (theitem) {
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case OPROTRING:
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case ODAMRING:
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case OBELT:
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limit = 1;
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break;
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case ODEXRING:
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c[DEXTERITY] += ivenarg[i] + 1;
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limit = 1;
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break;
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case OSTRRING:
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c[STREXTRA] += ivenarg[i] + 1;
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limit = 1;
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break;
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case OCLEVERRING:
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c[INTELLIGENCE] += ivenarg[i] + 1;
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limit = 1;
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break;
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case OHAMMER:
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c[DEXTERITY] += 10;
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c[STREXTRA] += 10;
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c[INTELLIGENCE] -= 10;
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limit = 1;
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break;
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case OORBOFDRAGON:
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c[SLAYING]++;
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break;
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case OSPIRITSCARAB:
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c[NEGATESPIRIT]++;
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break;
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case OCUBEofUNDEAD:
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c[CUBEofUNDEAD]++;
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break;
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case ONOTHEFT:
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c[NOTHEFT]++;
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break;
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case OSWORDofSLASHING:
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c[DEXTERITY] += 5;
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limit = 1;
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break;
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};
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lprcat("\nYou pick up:");
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srcount = 0;
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show3(i);
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if (limit)
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bottomline();
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return (0);
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}
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lprcat("\nYou can't carry anything else");
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return (1);
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}
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/*
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subroutine to drop an object
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returns 1 if something there already else 0
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*/
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int
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drop_object(int k)
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{
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int theitem;
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if ((k < 0) || (k > 25))
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return (0);
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theitem = iven[k];
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cursors();
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if (theitem == 0) {
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lprintf("\nYou don't have item %c! ", k + 'a');
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return (1);
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}
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if (item[playerx][playery]) {
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beep();
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lprcat("\nThere's something here already");
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return (1);
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}
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if (playery == MAXY - 1 && playerx == 33)
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return (1); /* not in entrance */
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item[playerx][playery] = theitem;
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iarg[playerx][playery] = ivenarg[k];
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srcount = 0;
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lprcat("\n You drop:");
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show3(k); /* show what item you dropped */
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know[playerx][playery] = 0;
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iven[k] = 0;
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if (c[WIELD] == k)
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c[WIELD] = -1;
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if (c[WEAR] == k)
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c[WEAR] = -1;
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if (c[SHIELD] == k)
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c[SHIELD] = -1;
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adjustcvalues(theitem, ivenarg[k]);
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dropflag = 1; /* say dropped an item so wont ask to pick it
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* up right away */
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return (0);
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}
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/*
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function to enchant armor player is currently wearing
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*/
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void
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enchantarmor(void)
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{
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int tmp;
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if (c[WEAR] < 0) {
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if (c[SHIELD] < 0) {
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cursors();
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beep();
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lprcat("\nYou feel a sense of loss");
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return;
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} else {
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tmp = iven[c[SHIELD]];
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if (tmp != OSCROLL)
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if (tmp != OPOTION) {
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ivenarg[c[SHIELD]]++;
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bottomline();
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}
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}
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}
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tmp = iven[c[WEAR]];
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if (tmp != OSCROLL)
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if (tmp != OPOTION) {
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ivenarg[c[WEAR]]++;
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bottomline();
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}
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}
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/*
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function to enchant a weapon presently being wielded
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*/
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void
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enchweapon(void)
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{
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int tmp;
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if (c[WIELD] < 0) {
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cursors();
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beep();
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lprcat("\nYou feel a sense of loss");
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return;
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}
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tmp = iven[c[WIELD]];
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if (tmp != OSCROLL)
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if (tmp != OPOTION) {
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ivenarg[c[WIELD]]++;
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if (tmp == OCLEVERRING)
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c[INTELLIGENCE]++;
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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
|
|
*/
|
|
int
|
|
pocketfull(void)
|
|
{
|
|
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
|
|
*/
|
|
int
|
|
nearbymonst(void)
|
|
{
|
|
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
|
|
*/
|
|
int
|
|
stealsomething(void)
|
|
{
|
|
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
|
|
*/
|
|
int
|
|
emptyhanded(void)
|
|
{
|
|
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
|
|
*/
|
|
void
|
|
creategem(void)
|
|
{
|
|
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
|
|
*/
|
|
void
|
|
adjustcvalues(int theitem, int arg)
|
|
{
|
|
int flag;
|
|
flag = 0;
|
|
switch (theitem) {
|
|
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 ask user for a password (no echo)
|
|
returns 1 if entered correctly, 0 if not
|
|
*/
|
|
static char gpwbuf[33];
|
|
int
|
|
getpassword(void)
|
|
{
|
|
int i, j;
|
|
char *gpwp;
|
|
scbr(); /* system("stty -echo cbreak"); */
|
|
gpwp = gpwbuf;
|
|
lprcat("\nEnter Password: ");
|
|
lflush();
|
|
i = strlen(password);
|
|
for (j = 0; j < i; j++)
|
|
*gpwp++ = ttgetch();
|
|
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
|
|
*/
|
|
int
|
|
getyn(void)
|
|
{
|
|
int i;
|
|
i = 0;
|
|
while (i != 'y' && i != 'n' && i != '\33')
|
|
i = ttgetch();
|
|
return (i);
|
|
}
|
|
|
|
/*
|
|
function to calculate the pack weight of the player
|
|
returns the number of pounds the player is carrying
|
|
*/
|
|
int
|
|
packweight(void)
|
|
{
|
|
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 */
|
|
int
|
|
rnd(int x)
|
|
{
|
|
return ((((randx = randx * 1103515245 + 12345) >> 7) % (x)) + 1);
|
|
}
|
|
|
|
int
|
|
rund(int x)
|
|
{
|
|
return ((((randx = randx * 1103515245 + 12345) >> 7) % (x)));
|
|
}
|
|
#endif /* MACRORND */
|