a8fba37dbd
Games is almost clean; only hack is left...
949 lines
16 KiB
C
949 lines
16 KiB
C
/* $NetBSD: global.c,v 1.6 1997/10/18 20:03:20 christos Exp $ */
|
|
|
|
/*
|
|
* 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 <sys/cdefs.h>
|
|
#ifndef lint
|
|
__RCSID("$NetBSD: global.c,v 1.6 1997/10/18 20:03:20 christos Exp $");
|
|
#endif /* not lint */
|
|
|
|
#include <string.h>
|
|
#include <unistd.h>
|
|
#include "header.h"
|
|
#include "extern.h"
|
|
extern int score[], srcount, dropflag;
|
|
extern int random; /* the random number seed */
|
|
extern short playerx, playery, lastnum, level;
|
|
extern u_char cheat;
|
|
extern char monstnamelist[], logname[];
|
|
extern char lastmonst[], *what[], *who[];
|
|
extern char winner[];
|
|
extern u_char 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]
|
|
*/
|
|
void
|
|
raiselevel()
|
|
{
|
|
if (c[LEVEL] < MAXPLEVEL)
|
|
raiseexperience((long) (skill[c[LEVEL]] - c[EXPERIENCE]));
|
|
}
|
|
|
|
/*
|
|
***********
|
|
LOOSE LEVEL
|
|
***********
|
|
loselevel()
|
|
|
|
subroutine to lower the players character level by one
|
|
*/
|
|
void
|
|
loselevel()
|
|
{
|
|
if (c[LEVEL] > 1)
|
|
loseexperience((long) (c[EXPERIENCE] - skill[c[LEVEL] - 1] + 1));
|
|
}
|
|
|
|
/*
|
|
****************
|
|
RAISE EXPERIENCE
|
|
****************
|
|
raiseexperience(x)
|
|
|
|
subroutine to increase experience points
|
|
*/
|
|
void
|
|
raiseexperience(x)
|
|
long x;
|
|
{
|
|
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
|
|
*/
|
|
void
|
|
loseexperience(x)
|
|
long x;
|
|
{
|
|
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
|
|
*/
|
|
void
|
|
losehp(x)
|
|
int x;
|
|
{
|
|
if ((c[HP] -= x) <= 0) {
|
|
beep();
|
|
lprcat("\n");
|
|
nap(3000);
|
|
died(lastnum);
|
|
}
|
|
}
|
|
|
|
void
|
|
losemhp(x)
|
|
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
|
|
*/
|
|
void
|
|
raisehp(x)
|
|
int x;
|
|
{
|
|
if ((c[HP] += x) > c[HPMAX])
|
|
c[HP] = c[HPMAX];
|
|
}
|
|
|
|
void
|
|
raisemhp(x)
|
|
int x;
|
|
{
|
|
c[HPMAX] += x;
|
|
c[HP] += x;
|
|
}
|
|
|
|
/*
|
|
************
|
|
RAISE SPELLS
|
|
************
|
|
raisespells(x)
|
|
raisemspells(x)
|
|
|
|
subroutine to gain maximum spells
|
|
*/
|
|
void
|
|
raisespells(x)
|
|
int x;
|
|
{
|
|
if ((c[SPELLS] += x) > c[SPELLMAX])
|
|
c[SPELLS] = c[SPELLMAX];
|
|
}
|
|
|
|
void
|
|
raisemspells(x)
|
|
int x;
|
|
{
|
|
c[SPELLMAX] += x;
|
|
c[SPELLS] += x;
|
|
}
|
|
|
|
/*
|
|
************
|
|
LOOSE SPELLS
|
|
************
|
|
losespells(x)
|
|
losemspells(x)
|
|
|
|
subroutine to lose maximum spells
|
|
*/
|
|
void
|
|
losespells(x)
|
|
int x;
|
|
{
|
|
if ((c[SPELLS] -= x) < 0)
|
|
c[SPELLS] = 0;
|
|
}
|
|
|
|
void
|
|
losemspells(x)
|
|
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
|
|
*/
|
|
int
|
|
makemonst(lev)
|
|
int lev;
|
|
{
|
|
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
|
|
*/
|
|
void
|
|
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
|
|
*/
|
|
void
|
|
recalc()
|
|
{
|
|
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
|
|
*/
|
|
void
|
|
quit()
|
|
{
|
|
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
|
|
*/
|
|
void
|
|
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
|
|
*/
|
|
int
|
|
take(itm, arg)
|
|
int itm, arg;
|
|
{
|
|
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
|
|
*/
|
|
int
|
|
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
|
|
*/
|
|
void
|
|
enchantarmor()
|
|
{
|
|
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
|
|
*/
|
|
void
|
|
enchweapon()
|
|
{
|
|
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
|
|
*/
|
|
int
|
|
pocketfull()
|
|
{
|
|
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()
|
|
{
|
|
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()
|
|
{
|
|
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()
|
|
{
|
|
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()
|
|
{
|
|
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(itm, arg)
|
|
int itm, arg;
|
|
{
|
|
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
|
|
*/
|
|
void
|
|
gettokstr(str)
|
|
char *str;
|
|
{
|
|
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 != '"')
|
|
/* if end due to too long, then find closing quote */
|
|
while ((getchar() != '"') && (--i > 0));
|
|
}
|
|
|
|
/*
|
|
function to ask user for a password (no echo)
|
|
returns 1 if entered correctly, 0 if not
|
|
*/
|
|
static char gpwbuf[33];
|
|
int
|
|
getpassword()
|
|
{
|
|
int i, j;
|
|
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
|
|
*/
|
|
int
|
|
getyn()
|
|
{
|
|
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
|
|
*/
|
|
int
|
|
packweight()
|
|
{
|
|
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(x)
|
|
int x;
|
|
{
|
|
return ((((randx = randx * 1103515245 + 12345) >> 7) % (x)) + 1);
|
|
}
|
|
|
|
int
|
|
rund(x)
|
|
int x;
|
|
{
|
|
return ((((randx = randx * 1103515245 + 12345) >> 7) % (x)));
|
|
}
|
|
#endif /* MACRORND */
|