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File: [local] / src / games / larn / Attic / global.c (download)

Revision 1.5, Sun May 30 02:23:16 1999 UTC (25 years ago) by pjanzen
Branch: MAIN
CVS Tags: OPENBSD_3_2_BASE, OPENBSD_3_2, OPENBSD_3_1_BASE, OPENBSD_3_1, OPENBSD_3_0_BASE, OPENBSD_3_0, OPENBSD_2_9_BASE, OPENBSD_2_9, OPENBSD_2_8_BASE, OPENBSD_2_8, OPENBSD_2_7_BASE, OPENBSD_2_7, OPENBSD_2_6_BASE, OPENBSD_2_6
Changes since 1.4: +3 -2 lines

use standard isalpha() and isdigit(); check that screen is big enough;
correct a typo, and fix up some man page paths.

/*	$OpenBSD: global.c,v 1.5 1999/05/30 02:23:16 pjanzen Exp $	*/
/*	$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
 */
#ifndef lint
static char rcsid[] = "$OpenBSD: global.c,v 1.5 1999/05/30 02:23:16 pjanzen Exp $";
#endif /* not lint */

#include <stdlib.h>
#include <string.h>
#include <unistd.h>
#include "header.h"
#include "extern.h"

extern int	score[], srcount, dropflag;
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();
		lbeep();
		lprintf("\nWelcome to level %d", (long) c[LEVEL]);	/* if we changed levels	 */
	}
	bottomline();
}

/*
 *	***************
 *	LOSE 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();
		lbeep();
		lprintf("\nYou went down to level %d!", (long) c[LEVEL]);
	}
	bottomline();
}

/*
 *	*******
 *	LOSE 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) {
		lbeep();
		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;
}

/*
 *	***********
 *	LOSE 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 = lgetchar();
		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 ");
	lstandout("space");
	lprcat(" to continue --- ");
	while (lgetchar() != ' ');
}

/*
 *	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]) {
		lbeep();
		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();
			lbeep();
			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();
		lbeep();
		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 ((lgetchar() != '"') && (--i > 0));
	i = 36;
	while (--i > 0) {
		if ((j = lgetchar()) != '"')
			*str++ = j;
		else
			i = 0;
	}
	*str = 0;
	i = 50;
	if (j != '"')
		/* if end due to too long, then find closing quote */
		while ((lgetchar() != '"') && (--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 = lgetchar();
	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 ((random() % x) + 1);
}

int
rund(x)
	int	x;
{
	return (random() % x);
}
#endif	/* MACRORND */