1 /* global.c Larn is copyrighted 1986 by Noah Morgan.
2 * $FreeBSD: src/games/larn/global.c,v 1.5 1999/11/16 02:57:21 billf Exp $
3 * $DragonFly: src/games/larn/global.c,v 1.2 2003/06/17 04:25:24 dillon Exp $
5 * raiselevel() subroutine to raise the player one level
6 * loselevel() subroutine to lower the player by one level
7 * raiseexperience(x) subroutine to increase experience points
8 * loseexperience(x) subroutine to lose experience points
9 * losehp(x) subroutine to remove hit points from the player
10 * losemhp(x) subroutine to remove max # hit points from the player
11 * raisehp(x) subroutine to gain hit points
12 * raisemhp(x) subroutine to gain maximum hit points
13 * losespells(x) subroutine to lose spells
14 * losemspells(x) subroutine to lose maximum spells
15 * raisespells(x) subroutine to gain spells
16 * raisemspells(x) subroutine to gain maximum spells
17 * recalc() function to recalculate the armor class of the player
18 * makemonst(lev) function to return monster number for a randomly selected monster
19 * positionplayer() function to be sure player is not in a wall
20 * quit() subroutine to ask if the player really wants to quit
25 extern int score[],srcount,dropflag;
26 extern short playerx,playery,lastnum;
27 extern char cheat,level,monstnamelist[];
28 extern char lastmonst[],*what[],*who[];
30 extern char logname[],monstlevel[];
31 extern char sciv[SCORESIZE+1][26][2],*potionname[],*scrollname[];
38 subroutine to raise the player one level
39 uses the skill[] array to find level boundarys
40 uses c[EXPERIENCE] c[LEVEL]
44 if (c[LEVEL] < MAXPLEVEL) raiseexperience((long)(skill[c[LEVEL]]-c[EXPERIENCE]));
53 subroutine to lower the players character level by one
57 if (c[LEVEL] > 1) loseexperience((long)(c[EXPERIENCE] - skill[c[LEVEL]-1] + 1));
66 subroutine to increase experience points
72 i=c[LEVEL]; c[EXPERIENCE]+=x;
73 while (c[EXPERIENCE] >= skill[c[LEVEL]] && (c[LEVEL] < MAXPLEVEL))
75 tmp = (c[CONSTITUTION]-c[HARDGAME])>>1;
76 c[LEVEL]++; raisemhp((int)(rnd(3)+rnd((tmp>0)?tmp:1)));
77 raisemspells((int)rund(3));
78 if (c[LEVEL] < 7-c[HARDGAME]) raisemhp((int)(c[CONSTITUTION]>>2));
83 beep(); lprintf("\nWelcome to level %d",(long)c[LEVEL]); /* if we changed levels */
94 subroutine to lose experience points
100 i=c[LEVEL]; c[EXPERIENCE]-=x;
101 if (c[EXPERIENCE] < 0) c[EXPERIENCE]=0;
102 while (c[EXPERIENCE] < skill[c[LEVEL]-1])
104 if (--c[LEVEL] <= 1) c[LEVEL]=1; /* down one level */
105 tmp = (c[CONSTITUTION]-c[HARDGAME])>>1; /* lose hpoints */
106 losemhp((int)rnd((tmp>0)?tmp:1)); /* lose hpoints */
107 if (c[LEVEL] < 7-c[HARDGAME]) losemhp((int)(c[CONSTITUTION]>>2));
108 losemspells((int)rund(3)); /* lose spells */
113 beep(); lprintf("\nYou went down to level %d!",(long)c[LEVEL]);
125 subroutine to remove hit points from the player
126 warning -- will kill player if hp goes to zero
131 if ((c[HP] -= x) <= 0)
133 beep(); lprcat("\n"); nap(3000); died(lastnum);
140 c[HP] -= x; if (c[HP] < 1) c[HP]=1;
141 c[HPMAX] -= x; if (c[HPMAX] < 1) c[HPMAX]=1;
151 subroutine to gain maximum hit points
156 if ((c[HP] += x) > c[HPMAX]) c[HP] = c[HPMAX];
162 c[HPMAX] += x; c[HP] += x;
172 subroutine to gain maximum spells
177 if ((c[SPELLS] += x) > c[SPELLMAX]) c[SPELLS] = c[SPELLMAX];
183 c[SPELLMAX]+=x; c[SPELLS]+=x;
193 subroutine to lose maximum spells
198 if ((c[SPELLS] -= x) < 0) c[SPELLS]=0;
204 if ((c[SPELLMAX] -= x) < 0) c[SPELLMAX]=0;
205 if ((c[SPELLS] -= x) < 0) c[SPELLS]=0;
212 function to return monster number for a randomly selected monster
213 for the given cave level
219 if (lev < 1) lev = 1; if (lev > 12) lev = 12;
222 while (tmp==WATERLORD) tmp=rnd((x=monstlevel[lev-1])?x:1);
223 else while (tmp==WATERLORD)
224 tmp=rnd((x=monstlevel[lev-1]-monstlevel[lev-4])?x:1)+monstlevel[lev-4];
226 while (monster[tmp].genocided && tmp<MAXMONST) tmp++; /* genocided? */
233 function to be sure player is not in a wall
239 while ((item[playerx][playery] || mitem[playerx][playery]) && (try))
240 if (++playerx >= MAXX-1)
243 if (++playery >= MAXY-1)
244 { playery = 1; --try; }
246 if (try==0) lprcat("Failure in positionplayer\n");
250 recalc() function to recalculate the armor class of the player
255 c[AC] = c[MOREDEFENSES];
257 switch(iven[c[WEAR]])
259 case OSHIELD: c[AC] += 2 + ivenarg[c[WEAR]]; break;
260 case OLEATHER: c[AC] += 2 + ivenarg[c[WEAR]]; break;
261 case OSTUDLEATHER: c[AC] += 3 + ivenarg[c[WEAR]]; break;
262 case ORING: c[AC] += 5 + ivenarg[c[WEAR]]; break;
263 case OCHAIN: c[AC] += 6 + ivenarg[c[WEAR]]; break;
264 case OSPLINT: c[AC] += 7 + ivenarg[c[WEAR]]; break;
265 case OPLATE: c[AC] += 9 + ivenarg[c[WEAR]]; break;
266 case OPLATEARMOR: c[AC] += 10 + ivenarg[c[WEAR]]; break;
267 case OSSPLATE: c[AC] += 12 + ivenarg[c[WEAR]]; break;
270 if (c[SHIELD] >= 0) if (iven[c[SHIELD]] == OSHIELD) c[AC] += 2 + ivenarg[c[SHIELD]];
271 if (c[WIELD] < 0) c[WCLASS] = 0; else
273 i = ivenarg[c[WIELD]];
274 switch(iven[c[WIELD]])
276 case ODAGGER: c[WCLASS] = 3 + i; break;
277 case OBELT: c[WCLASS] = 7 + i; break;
278 case OSHIELD: c[WCLASS] = 8 + i; break;
279 case OSPEAR: c[WCLASS] = 10 + i; break;
280 case OFLAIL: c[WCLASS] = 14 + i; break;
281 case OBATTLEAXE: c[WCLASS] = 17 + i; break;
282 case OLANCE: c[WCLASS] = 19 + i; break;
283 case OLONGSWORD: c[WCLASS] = 22 + i; break;
284 case O2SWORD: c[WCLASS] = 26 + i; break;
285 case OSWORD: c[WCLASS] = 32 + i; break;
286 case OSWORDofSLASHING: c[WCLASS] = 30 + i; break;
287 case OHAMMER: c[WCLASS] = 35 + i; break;
288 default: c[WCLASS] = 0;
291 c[WCLASS] += c[MOREDAM];
293 /* now for regeneration abilities based on rings */
294 c[REGEN]=1; c[ENERGY]=0;
295 j=0; for (k=25; k>0; k--) if (iven[k]) {j=k; k=0; }
300 case OPROTRING: c[AC] += ivenarg[i] + 1; break;
301 case ODAMRING: c[WCLASS] += ivenarg[i] + 1; break;
302 case OBELT: c[WCLASS] += ((ivenarg[i]<<1)) + 2; break;
304 case OREGENRING: c[REGEN] += ivenarg[i] + 1; break;
305 case ORINGOFEXTRA: c[REGEN] += 5 * (ivenarg[i]+1); break;
306 case OENERGYRING: c[ENERGY] += ivenarg[i] + 1; break;
315 subroutine to ask if the player really wants to quit
320 cursors(); strcpy(lastmonst,"");
321 lprcat("\n\nDo you really want to quit?");
325 if (i == 'y') { died(300); return; }
326 if ((i == 'n') || (i == '\33')) { lprcat(" no"); lflush(); return; }
327 lprcat("\n"); setbold(); lprcat("Yes"); resetbold(); lprcat(" or ");
328 setbold(); lprcat("No"); resetbold(); lprcat(" please? Do you want to quit? ");
333 function to ask --more-- then the user must enter a space
337 lprcat("\n --- press "); standout("space"); lprcat(" to continue --- ");
338 while (getchar() != ' ');
342 function to put something in the players inventory
343 returns 0 if success, 1 if a failure
350 if ((limit = 15+(c[LEVEL]>>1)) > 26) limit=26;
351 for (i=0; i<limit; i++)
354 iven[i] = itm; ivenarg[i] = arg; limit=0;
357 case OPROTRING: case ODAMRING: case OBELT: limit=1; break;
358 case ODEXRING: c[DEXTERITY] += ivenarg[i]+1; limit=1; break;
359 case OSTRRING: c[STREXTRA] += ivenarg[i]+1; limit=1; break;
360 case OCLEVERRING: c[INTELLIGENCE] += ivenarg[i]+1; limit=1; break;
361 case OHAMMER: c[DEXTERITY] += 10; c[STREXTRA]+=10;
362 c[INTELLIGENCE]-=10; limit=1; break;
364 case OORBOFDRAGON: c[SLAYING]++; break;
365 case OSPIRITSCARAB: c[NEGATESPIRIT]++; break;
366 case OCUBEofUNDEAD: c[CUBEofUNDEAD]++; break;
367 case ONOTHEFT: c[NOTHEFT]++; break;
368 case OSWORDofSLASHING: c[DEXTERITY] +=5; limit=1; break;
370 lprcat("\nYou pick up:"); srcount=0; show3(i);
371 if (limit) bottomline(); return(0);
373 lprcat("\nYou can't carry anything else"); return(1);
377 subroutine to drop an object returns 1 if something there already else 0
383 if ((k<0) || (k>25)) return(0);
384 itm = iven[k]; cursors();
385 if (itm==0) { lprintf("\nYou don't have item %c! ",k+'a'); return(1); }
386 if (item[playerx][playery])
387 { beep(); lprcat("\nThere's something here already"); return(1); }
388 if (playery==MAXY-1 && playerx==33) return(1); /* not in entrance */
389 item[playerx][playery] = itm;
390 iarg[playerx][playery] = ivenarg[k];
391 srcount=0; lprcat("\n You drop:"); show3(k); /* show what item you dropped*/
392 know[playerx][playery] = 0; iven[k]=0;
393 if (c[WIELD]==k) c[WIELD]= -1; if (c[WEAR]==k) c[WEAR] = -1;
394 if (c[SHIELD]==k) c[SHIELD]= -1;
395 adjustcvalues(itm,ivenarg[k]);
396 dropflag=1; /* say dropped an item so wont ask to pick it up right away */
401 function to enchant armor player is currently wearing
406 if (c[WEAR]<0) { if (c[SHIELD] < 0)
407 { cursors(); beep(); lprcat("\nYou feel a sense of loss"); return; }
408 else { tmp=iven[c[SHIELD]]; if (tmp != OSCROLL) if (tmp != OPOTION) { ivenarg[c[SHIELD]]++; bottomline(); } } }
410 if (tmp!=OSCROLL) if (tmp!=OPOTION) { ivenarg[c[WEAR]]++; bottomline(); }
414 function to enchant a weapon presently being wielded
420 { cursors(); beep(); lprcat("\nYou feel a sense of loss"); return; }
421 tmp = iven[c[WIELD]];
422 if (tmp!=OSCROLL) if (tmp!=OPOTION)
423 { ivenarg[c[WIELD]]++;
424 if (tmp==OCLEVERRING) c[INTELLIGENCE]++; else
425 if (tmp==OSTRRING) c[STREXTRA]++; else
426 if (tmp==ODEXRING) c[DEXTERITY]++; bottomline(); }
430 routine to tell if player can carry one more thing
431 returns 1 if pockets are full, else 0
436 if ((limit = 15+(c[LEVEL]>>1)) > 26) limit=26;
437 for (i=0; i<limit; i++) if (iven[i]==0) return(0);
442 function to return 1 if a monster is next to the player else returns 0
447 for (tmp=playerx-1; tmp<playerx+2; tmp++)
448 for (tmp2=playery-1; tmp2<playery+2; tmp2++)
449 if (mitem[tmp][tmp2]) return(1); /* if monster nearby */
454 function to steal an item from the players pockets
455 returns 1 if steals something else returns 0
464 if (iven[i]) if (c[WEAR]!=i) if (c[WIELD]!=i) if (c[SHIELD]!=i)
467 adjustcvalues(iven[i],ivenarg[i]); iven[i]=0; return(1);
469 if (--j <= 0) return(0);
474 function to return 1 is player carrys nothing else return 0
480 if (iven[i]) if (i!=c[WIELD]) if (i!=c[WEAR]) if (i!=c[SHIELD]) return(0);
485 function to create a gem on a square near the player
492 case 1: i=ODIAMOND; j=50; break;
493 case 2: i=ORUBY; j=40; break;
494 case 3: i=OEMERALD; j=30; break;
495 default: i=OSAPPHIRE; j=20; break;
497 createitem(i,rnd(j)+j/10);
501 function to change character levels as needed when dropping an object
502 that affects these characteristics
504 adjustcvalues(itm,arg)
511 case ODEXRING: c[DEXTERITY] -= arg+1; flag=1; break;
512 case OSTRRING: c[STREXTRA] -= arg+1; flag=1; break;
513 case OCLEVERRING: c[INTELLIGENCE] -= arg+1; flag=1; break;
514 case OHAMMER: c[DEXTERITY] -= 10; c[STREXTRA] -= 10;
515 c[INTELLIGENCE] += 10; flag=1; break;
516 case OSWORDofSLASHING: c[DEXTERITY] -= 5; flag=1; break;
517 case OORBOFDRAGON: --c[SLAYING]; return;
518 case OSPIRITSCARAB: --c[NEGATESPIRIT]; return;
519 case OCUBEofUNDEAD: --c[CUBEofUNDEAD]; return;
520 case ONOTHEFT: --c[NOTHEFT]; return;
521 case OLANCE: c[LANCEDEATH]=0; return;
522 case OPOTION: case OSCROLL: return;
526 if (flag) bottomline();
530 function to read a string from token input "string"
531 returns a pointer to the string
538 while ((getchar() != '"') && (--i > 0));
542 if ((j=getchar()) != '"') *str++ = j; else i=0;
546 if (j != '"') while ((getchar() != '"') && (--i > 0)); /* if end due to too long, then find closing quote */
550 function to ask user for a password (no echo)
551 returns 1 if entered correctly, 0 if not
553 static char gpwbuf[33];
558 extern char *password;
559 scbr(); /* system("stty -echo cbreak"); */
560 gpwp = gpwbuf; lprcat("\nEnter Password: "); lflush();
561 i = strlen(password);
562 for (j=0; j<i; j++) read(0,gpwp++,1); gpwbuf[i]=0;
563 sncbr(); /* system("stty echo -cbreak"); */
564 if (strcmp(gpwbuf,password) != 0)
565 { lprcat("\nSorry\n"); lflush(); return(0); }
570 subroutine to get a yes or no response from the user
576 i=0; while (i!='y' && i!='n' && i!='\33') i=getchar();
581 function to calculate the pack weight of the player
582 returns the number of pounds the player is carrying
587 k=c[GOLD]/1000; j=25; while ((iven[j]==0) && (j>0)) --j;
592 case OSSPLATE: case OPLATEARMOR: k += 40; break;
593 case OPLATE: k += 35; break;
594 case OHAMMER: k += 30; break;
595 case OSPLINT: k += 26; break;
596 case OSWORDofSLASHING: case OCHAIN:
597 case OBATTLEAXE: case O2SWORD: k += 23; break;
598 case OLONGSWORD: case OSWORD:
599 case ORING: case OFLAIL: k += 20; break;
600 case OLANCE: case OSTUDLEATHER: k += 15; break;
601 case OLEATHER: case OSPEAR: k += 8; break;
602 case OORBOFDRAGON: case OBELT: k += 4; break;
603 case OSHIELD: k += 7; break;
604 case OCHEST: k += 30 + ivenarg[i]; break;
611 /* macros to generate random numbers 1<=rnd(N)<=N 0<=rund(N)<=N-1 */
615 return((random()%x)+1);