global.c revision 1.1 1 1.1 cgd /* global.c Larn is copyrighted 1986 by Noah Morgan.
2 1.1 cgd *
3 1.1 cgd * raiselevel() subroutine to raise the player one level
4 1.1 cgd * loselevel() subroutine to lower the player by one level
5 1.1 cgd * raiseexperience(x) subroutine to increase experience points
6 1.1 cgd * loseexperience(x) subroutine to lose experience points
7 1.1 cgd * losehp(x) subroutine to remove hit points from the player
8 1.1 cgd * losemhp(x) subroutine to remove max # hit points from the player
9 1.1 cgd * raisehp(x) subroutine to gain hit points
10 1.1 cgd * raisemhp(x) subroutine to gain maximum hit points
11 1.1 cgd * losespells(x) subroutine to lose spells
12 1.1 cgd * losemspells(x) subroutine to lose maximum spells
13 1.1 cgd * raisespells(x) subroutine to gain spells
14 1.1 cgd * raisemspells(x) subroutine to gain maximum spells
15 1.1 cgd * recalc() function to recalculate the armor class of the player
16 1.1 cgd * makemonst(lev) function to return monster number for a randomly selected monster
17 1.1 cgd * positionplayer() function to be sure player is not in a wall
18 1.1 cgd * quit() subroutine to ask if the player really wants to quit
19 1.1 cgd */
20 1.1 cgd
21 1.1 cgd #include "header.h"
22 1.1 cgd extern int score[],srcount,dropflag;
23 1.1 cgd extern int random;/* the random number seed */
24 1.1 cgd extern short playerx,playery,lastnum;
25 1.1 cgd extern char cheat,level,monstnamelist[];
26 1.1 cgd extern char lastmonst[],*what[],*who[];
27 1.1 cgd extern char winner[];
28 1.1 cgd extern char logname[],monstlevel[];
29 1.1 cgd extern char sciv[SCORESIZE+1][26][2],*potionname[],*scrollname[];
30 1.1 cgd /*
31 1.1 cgd ***********
32 1.1 cgd RAISE LEVEL
33 1.1 cgd ***********
34 1.1 cgd raiselevel()
35 1.1 cgd
36 1.1 cgd subroutine to raise the player one level
37 1.1 cgd uses the skill[] array to find level boundarys
38 1.1 cgd uses c[EXPERIENCE] c[LEVEL]
39 1.1 cgd */
40 1.1 cgd raiselevel()
41 1.1 cgd {
42 1.1 cgd if (c[LEVEL] < MAXPLEVEL) raiseexperience((long)(skill[c[LEVEL]]-c[EXPERIENCE]));
43 1.1 cgd }
44 1.1 cgd
45 1.1 cgd /*
46 1.1 cgd ***********
47 1.1 cgd LOOSE LEVEL
48 1.1 cgd ***********
49 1.1 cgd loselevel()
50 1.1 cgd
51 1.1 cgd subroutine to lower the players character level by one
52 1.1 cgd */
53 1.1 cgd loselevel()
54 1.1 cgd {
55 1.1 cgd if (c[LEVEL] > 1) loseexperience((long)(c[EXPERIENCE] - skill[c[LEVEL]-1] + 1));
56 1.1 cgd }
57 1.1 cgd
58 1.1 cgd /*
59 1.1 cgd ****************
60 1.1 cgd RAISE EXPERIENCE
61 1.1 cgd ****************
62 1.1 cgd raiseexperience(x)
63 1.1 cgd
64 1.1 cgd subroutine to increase experience points
65 1.1 cgd */
66 1.1 cgd raiseexperience(x)
67 1.1 cgd register long x;
68 1.1 cgd {
69 1.1 cgd register int i,tmp;
70 1.1 cgd i=c[LEVEL]; c[EXPERIENCE]+=x;
71 1.1 cgd while (c[EXPERIENCE] >= skill[c[LEVEL]] && (c[LEVEL] < MAXPLEVEL))
72 1.1 cgd {
73 1.1 cgd tmp = (c[CONSTITUTION]-c[HARDGAME])>>1;
74 1.1 cgd c[LEVEL]++; raisemhp((int)(rnd(3)+rnd((tmp>0)?tmp:1)));
75 1.1 cgd raisemspells((int)rund(3));
76 1.1 cgd if (c[LEVEL] < 7-c[HARDGAME]) raisemhp((int)(c[CONSTITUTION]>>2));
77 1.1 cgd }
78 1.1 cgd if (c[LEVEL] != i)
79 1.1 cgd {
80 1.1 cgd cursors();
81 1.1 cgd beep(); lprintf("\nWelcome to level %d",(long)c[LEVEL]); /* if we changed levels */
82 1.1 cgd }
83 1.1 cgd bottomline();
84 1.1 cgd }
85 1.1 cgd
86 1.1 cgd /*
87 1.1 cgd ****************
88 1.1 cgd LOOSE EXPERIENCE
89 1.1 cgd ****************
90 1.1 cgd loseexperience(x)
91 1.1 cgd
92 1.1 cgd subroutine to lose experience points
93 1.1 cgd */
94 1.1 cgd loseexperience(x)
95 1.1 cgd register long x;
96 1.1 cgd {
97 1.1 cgd register int i,tmp;
98 1.1 cgd i=c[LEVEL]; c[EXPERIENCE]-=x;
99 1.1 cgd if (c[EXPERIENCE] < 0) c[EXPERIENCE]=0;
100 1.1 cgd while (c[EXPERIENCE] < skill[c[LEVEL]-1])
101 1.1 cgd {
102 1.1 cgd if (--c[LEVEL] <= 1) c[LEVEL]=1; /* down one level */
103 1.1 cgd tmp = (c[CONSTITUTION]-c[HARDGAME])>>1; /* lose hpoints */
104 1.1 cgd losemhp((int)rnd((tmp>0)?tmp:1)); /* lose hpoints */
105 1.1 cgd if (c[LEVEL] < 7-c[HARDGAME]) losemhp((int)(c[CONSTITUTION]>>2));
106 1.1 cgd losemspells((int)rund(3)); /* lose spells */
107 1.1 cgd }
108 1.1 cgd if (i!=c[LEVEL])
109 1.1 cgd {
110 1.1 cgd cursors();
111 1.1 cgd beep(); lprintf("\nYou went down to level %d!",(long)c[LEVEL]);
112 1.1 cgd }
113 1.1 cgd bottomline();
114 1.1 cgd }
115 1.1 cgd
116 1.1 cgd /*
117 1.1 cgd ********
118 1.1 cgd LOOSE HP
119 1.1 cgd ********
120 1.1 cgd losehp(x)
121 1.1 cgd losemhp(x)
122 1.1 cgd
123 1.1 cgd subroutine to remove hit points from the player
124 1.1 cgd warning -- will kill player if hp goes to zero
125 1.1 cgd */
126 1.1 cgd losehp(x)
127 1.1 cgd register int x;
128 1.1 cgd {
129 1.1 cgd if ((c[HP] -= x) <= 0)
130 1.1 cgd {
131 1.1 cgd beep(); lprcat("\n"); nap(3000); died(lastnum);
132 1.1 cgd }
133 1.1 cgd }
134 1.1 cgd
135 1.1 cgd losemhp(x)
136 1.1 cgd register int x;
137 1.1 cgd {
138 1.1 cgd c[HP] -= x; if (c[HP] < 1) c[HP]=1;
139 1.1 cgd c[HPMAX] -= x; if (c[HPMAX] < 1) c[HPMAX]=1;
140 1.1 cgd }
141 1.1 cgd
142 1.1 cgd /*
143 1.1 cgd ********
144 1.1 cgd RAISE HP
145 1.1 cgd ********
146 1.1 cgd raisehp(x)
147 1.1 cgd raisemhp(x)
148 1.1 cgd
149 1.1 cgd subroutine to gain maximum hit points
150 1.1 cgd */
151 1.1 cgd raisehp(x)
152 1.1 cgd register int x;
153 1.1 cgd {
154 1.1 cgd if ((c[HP] += x) > c[HPMAX]) c[HP] = c[HPMAX];
155 1.1 cgd }
156 1.1 cgd
157 1.1 cgd raisemhp(x)
158 1.1 cgd register int x;
159 1.1 cgd {
160 1.1 cgd c[HPMAX] += x; c[HP] += x;
161 1.1 cgd }
162 1.1 cgd
163 1.1 cgd /*
164 1.1 cgd ************
165 1.1 cgd RAISE SPELLS
166 1.1 cgd ************
167 1.1 cgd raisespells(x)
168 1.1 cgd raisemspells(x)
169 1.1 cgd
170 1.1 cgd subroutine to gain maximum spells
171 1.1 cgd */
172 1.1 cgd raisespells(x)
173 1.1 cgd register int x;
174 1.1 cgd {
175 1.1 cgd if ((c[SPELLS] += x) > c[SPELLMAX]) c[SPELLS] = c[SPELLMAX];
176 1.1 cgd }
177 1.1 cgd
178 1.1 cgd raisemspells(x)
179 1.1 cgd register int x;
180 1.1 cgd {
181 1.1 cgd c[SPELLMAX]+=x; c[SPELLS]+=x;
182 1.1 cgd }
183 1.1 cgd
184 1.1 cgd /*
185 1.1 cgd ************
186 1.1 cgd LOOSE SPELLS
187 1.1 cgd ************
188 1.1 cgd losespells(x)
189 1.1 cgd losemspells(x)
190 1.1 cgd
191 1.1 cgd subroutine to lose maximum spells
192 1.1 cgd */
193 1.1 cgd losespells(x)
194 1.1 cgd register int x;
195 1.1 cgd {
196 1.1 cgd if ((c[SPELLS] -= x) < 0) c[SPELLS]=0;
197 1.1 cgd }
198 1.1 cgd
199 1.1 cgd losemspells(x)
200 1.1 cgd register int x;
201 1.1 cgd {
202 1.1 cgd if ((c[SPELLMAX] -= x) < 0) c[SPELLMAX]=0;
203 1.1 cgd if ((c[SPELLS] -= x) < 0) c[SPELLS]=0;
204 1.1 cgd }
205 1.1 cgd
206 1.1 cgd /*
207 1.1 cgd makemonst(lev)
208 1.1 cgd int lev;
209 1.1 cgd
210 1.1 cgd function to return monster number for a randomly selected monster
211 1.1 cgd for the given cave level
212 1.1 cgd */
213 1.1 cgd makemonst(lev)
214 1.1 cgd register int lev;
215 1.1 cgd {
216 1.1 cgd register int tmp,x;
217 1.1 cgd if (lev < 1) lev = 1; if (lev > 12) lev = 12;
218 1.1 cgd tmp=WATERLORD;
219 1.1 cgd if (lev < 5)
220 1.1 cgd while (tmp==WATERLORD) tmp=rnd((x=monstlevel[lev-1])?x:1);
221 1.1 cgd else while (tmp==WATERLORD)
222 1.1 cgd tmp=rnd((x=monstlevel[lev-1]-monstlevel[lev-4])?x:1)+monstlevel[lev-4];
223 1.1 cgd
224 1.1 cgd while (monster[tmp].genocided && tmp<MAXMONST) tmp++; /* genocided? */
225 1.1 cgd return(tmp);
226 1.1 cgd }
227 1.1 cgd
228 1.1 cgd /*
229 1.1 cgd positionplayer()
230 1.1 cgd
231 1.1 cgd function to be sure player is not in a wall
232 1.1 cgd */
233 1.1 cgd positionplayer()
234 1.1 cgd {
235 1.1 cgd int try;
236 1.1 cgd try = 2;
237 1.1 cgd while ((item[playerx][playery] || mitem[playerx][playery]) && (try))
238 1.1 cgd if (++playerx >= MAXX-1)
239 1.1 cgd {
240 1.1 cgd playerx = 1;
241 1.1 cgd if (++playery >= MAXY-1)
242 1.1 cgd { playery = 1; --try; }
243 1.1 cgd }
244 1.1 cgd if (try==0) lprcat("Failure in positionplayer\n");
245 1.1 cgd }
246 1.1 cgd
247 1.1 cgd /*
248 1.1 cgd recalc() function to recalculate the armor class of the player
249 1.1 cgd */
250 1.1 cgd recalc()
251 1.1 cgd {
252 1.1 cgd register int i,j,k;
253 1.1 cgd c[AC] = c[MOREDEFENSES];
254 1.1 cgd if (c[WEAR] >= 0)
255 1.1 cgd switch(iven[c[WEAR]])
256 1.1 cgd {
257 1.1 cgd case OSHIELD: c[AC] += 2 + ivenarg[c[WEAR]]; break;
258 1.1 cgd case OLEATHER: c[AC] += 2 + ivenarg[c[WEAR]]; break;
259 1.1 cgd case OSTUDLEATHER: c[AC] += 3 + ivenarg[c[WEAR]]; break;
260 1.1 cgd case ORING: c[AC] += 5 + ivenarg[c[WEAR]]; break;
261 1.1 cgd case OCHAIN: c[AC] += 6 + ivenarg[c[WEAR]]; break;
262 1.1 cgd case OSPLINT: c[AC] += 7 + ivenarg[c[WEAR]]; break;
263 1.1 cgd case OPLATE: c[AC] += 9 + ivenarg[c[WEAR]]; break;
264 1.1 cgd case OPLATEARMOR: c[AC] += 10 + ivenarg[c[WEAR]]; break;
265 1.1 cgd case OSSPLATE: c[AC] += 12 + ivenarg[c[WEAR]]; break;
266 1.1 cgd }
267 1.1 cgd
268 1.1 cgd if (c[SHIELD] >= 0) if (iven[c[SHIELD]] == OSHIELD) c[AC] += 2 + ivenarg[c[SHIELD]];
269 1.1 cgd if (c[WIELD] < 0) c[WCLASS] = 0; else
270 1.1 cgd {
271 1.1 cgd i = ivenarg[c[WIELD]];
272 1.1 cgd switch(iven[c[WIELD]])
273 1.1 cgd {
274 1.1 cgd case ODAGGER: c[WCLASS] = 3 + i; break;
275 1.1 cgd case OBELT: c[WCLASS] = 7 + i; break;
276 1.1 cgd case OSHIELD: c[WCLASS] = 8 + i; break;
277 1.1 cgd case OSPEAR: c[WCLASS] = 10 + i; break;
278 1.1 cgd case OFLAIL: c[WCLASS] = 14 + i; break;
279 1.1 cgd case OBATTLEAXE: c[WCLASS] = 17 + i; break;
280 1.1 cgd case OLANCE: c[WCLASS] = 19 + i; break;
281 1.1 cgd case OLONGSWORD: c[WCLASS] = 22 + i; break;
282 1.1 cgd case O2SWORD: c[WCLASS] = 26 + i; break;
283 1.1 cgd case OSWORD: c[WCLASS] = 32 + i; break;
284 1.1 cgd case OSWORDofSLASHING: c[WCLASS] = 30 + i; break;
285 1.1 cgd case OHAMMER: c[WCLASS] = 35 + i; break;
286 1.1 cgd default: c[WCLASS] = 0;
287 1.1 cgd }
288 1.1 cgd }
289 1.1 cgd c[WCLASS] += c[MOREDAM];
290 1.1 cgd
291 1.1 cgd /* now for regeneration abilities based on rings */
292 1.1 cgd c[REGEN]=1; c[ENERGY]=0;
293 1.1 cgd j=0; for (k=25; k>0; k--) if (iven[k]) {j=k; k=0; }
294 1.1 cgd for (i=0; i<=j; i++)
295 1.1 cgd {
296 1.1 cgd switch(iven[i])
297 1.1 cgd {
298 1.1 cgd case OPROTRING: c[AC] += ivenarg[i] + 1; break;
299 1.1 cgd case ODAMRING: c[WCLASS] += ivenarg[i] + 1; break;
300 1.1 cgd case OBELT: c[WCLASS] += ((ivenarg[i]<<1)) + 2; break;
301 1.1 cgd
302 1.1 cgd case OREGENRING: c[REGEN] += ivenarg[i] + 1; break;
303 1.1 cgd case ORINGOFEXTRA: c[REGEN] += 5 * (ivenarg[i]+1); break;
304 1.1 cgd case OENERGYRING: c[ENERGY] += ivenarg[i] + 1; break;
305 1.1 cgd }
306 1.1 cgd }
307 1.1 cgd }
308 1.1 cgd
309 1.1 cgd
310 1.1 cgd /*
311 1.1 cgd quit()
312 1.1 cgd
313 1.1 cgd subroutine to ask if the player really wants to quit
314 1.1 cgd */
315 1.1 cgd quit()
316 1.1 cgd {
317 1.1 cgd register int i;
318 1.1 cgd cursors(); strcpy(lastmonst,"");
319 1.1 cgd lprcat("\n\nDo you really want to quit?");
320 1.1 cgd while (1)
321 1.1 cgd {
322 1.1 cgd i=getchar();
323 1.1 cgd if (i == 'y') { died(300); return; }
324 1.1 cgd if ((i == 'n') || (i == '\33')) { lprcat(" no"); lflush(); return; }
325 1.1 cgd lprcat("\n"); setbold(); lprcat("Yes"); resetbold(); lprcat(" or ");
326 1.1 cgd setbold(); lprcat("No"); resetbold(); lprcat(" please? Do you want to quit? ");
327 1.1 cgd }
328 1.1 cgd }
329 1.1 cgd
330 1.1 cgd /*
331 1.1 cgd function to ask --more-- then the user must enter a space
332 1.1 cgd */
333 1.1 cgd more()
334 1.1 cgd {
335 1.1 cgd lprcat("\n --- press "); standout("space"); lprcat(" to continue --- ");
336 1.1 cgd while (getchar() != ' ');
337 1.1 cgd }
338 1.1 cgd
339 1.1 cgd /*
340 1.1 cgd function to put something in the players inventory
341 1.1 cgd returns 0 if success, 1 if a failure
342 1.1 cgd */
343 1.1 cgd take(itm,arg)
344 1.1 cgd int itm,arg;
345 1.1 cgd {
346 1.1 cgd register int i,limit;
347 1.1 cgd /* cursors(); */
348 1.1 cgd if ((limit = 15+(c[LEVEL]>>1)) > 26) limit=26;
349 1.1 cgd for (i=0; i<limit; i++)
350 1.1 cgd if (iven[i]==0)
351 1.1 cgd {
352 1.1 cgd iven[i] = itm; ivenarg[i] = arg; limit=0;
353 1.1 cgd switch(itm)
354 1.1 cgd {
355 1.1 cgd case OPROTRING: case ODAMRING: case OBELT: limit=1; break;
356 1.1 cgd case ODEXRING: c[DEXTERITY] += ivenarg[i]+1; limit=1; break;
357 1.1 cgd case OSTRRING: c[STREXTRA] += ivenarg[i]+1; limit=1; break;
358 1.1 cgd case OCLEVERRING: c[INTELLIGENCE] += ivenarg[i]+1; limit=1; break;
359 1.1 cgd case OHAMMER: c[DEXTERITY] += 10; c[STREXTRA]+=10;
360 1.1 cgd c[INTELLIGENCE]-=10; limit=1; break;
361 1.1 cgd
362 1.1 cgd case OORBOFDRAGON: c[SLAYING]++; break;
363 1.1 cgd case OSPIRITSCARAB: c[NEGATESPIRIT]++; break;
364 1.1 cgd case OCUBEofUNDEAD: c[CUBEofUNDEAD]++; break;
365 1.1 cgd case ONOTHEFT: c[NOTHEFT]++; break;
366 1.1 cgd case OSWORDofSLASHING: c[DEXTERITY] +=5; limit=1; break;
367 1.1 cgd };
368 1.1 cgd lprcat("\nYou pick up:"); srcount=0; show3(i);
369 1.1 cgd if (limit) bottomline(); return(0);
370 1.1 cgd }
371 1.1 cgd lprcat("\nYou can't carry anything else"); return(1);
372 1.1 cgd }
373 1.1 cgd
374 1.1 cgd /*
375 1.1 cgd subroutine to drop an object returns 1 if something there already else 0
376 1.1 cgd */
377 1.1 cgd drop_object(k)
378 1.1 cgd int k;
379 1.1 cgd {
380 1.1 cgd int itm;
381 1.1 cgd if ((k<0) || (k>25)) return(0);
382 1.1 cgd itm = iven[k]; cursors();
383 1.1 cgd if (itm==0) { lprintf("\nYou don't have item %c! ",k+'a'); return(1); }
384 1.1 cgd if (item[playerx][playery])
385 1.1 cgd { beep(); lprcat("\nThere's something here already"); return(1); }
386 1.1 cgd if (playery==MAXY-1 && playerx==33) return(1); /* not in entrance */
387 1.1 cgd item[playerx][playery] = itm;
388 1.1 cgd iarg[playerx][playery] = ivenarg[k];
389 1.1 cgd srcount=0; lprcat("\n You drop:"); show3(k); /* show what item you dropped*/
390 1.1 cgd know[playerx][playery] = 0; iven[k]=0;
391 1.1 cgd if (c[WIELD]==k) c[WIELD]= -1; if (c[WEAR]==k) c[WEAR] = -1;
392 1.1 cgd if (c[SHIELD]==k) c[SHIELD]= -1;
393 1.1 cgd adjustcvalues(itm,ivenarg[k]);
394 1.1 cgd dropflag=1; /* say dropped an item so wont ask to pick it up right away */
395 1.1 cgd return(0);
396 1.1 cgd }
397 1.1 cgd
398 1.1 cgd /*
399 1.1 cgd function to enchant armor player is currently wearing
400 1.1 cgd */
401 1.1 cgd enchantarmor()
402 1.1 cgd {
403 1.1 cgd register int tmp;
404 1.1 cgd if (c[WEAR]<0) { if (c[SHIELD] < 0)
405 1.1 cgd { cursors(); beep(); lprcat("\nYou feel a sense of loss"); return; }
406 1.1 cgd else { tmp=iven[c[SHIELD]]; if (tmp != OSCROLL) if (tmp != OPOTION) { ivenarg[c[SHIELD]]++; bottomline(); } } }
407 1.1 cgd tmp = iven[c[WEAR]];
408 1.1 cgd if (tmp!=OSCROLL) if (tmp!=OPOTION) { ivenarg[c[WEAR]]++; bottomline(); }
409 1.1 cgd }
410 1.1 cgd
411 1.1 cgd /*
412 1.1 cgd function to enchant a weapon presently being wielded
413 1.1 cgd */
414 1.1 cgd enchweapon()
415 1.1 cgd {
416 1.1 cgd register int tmp;
417 1.1 cgd if (c[WIELD]<0)
418 1.1 cgd { cursors(); beep(); lprcat("\nYou feel a sense of loss"); return; }
419 1.1 cgd tmp = iven[c[WIELD]];
420 1.1 cgd if (tmp!=OSCROLL) if (tmp!=OPOTION)
421 1.1 cgd { ivenarg[c[WIELD]]++;
422 1.1 cgd if (tmp==OCLEVERRING) c[INTELLIGENCE]++; else
423 1.1 cgd if (tmp==OSTRRING) c[STREXTRA]++; else
424 1.1 cgd if (tmp==ODEXRING) c[DEXTERITY]++; bottomline(); }
425 1.1 cgd }
426 1.1 cgd
427 1.1 cgd /*
428 1.1 cgd routine to tell if player can carry one more thing
429 1.1 cgd returns 1 if pockets are full, else 0
430 1.1 cgd */
431 1.1 cgd pocketfull()
432 1.1 cgd {
433 1.1 cgd register int i,limit;
434 1.1 cgd if ((limit = 15+(c[LEVEL]>>1)) > 26) limit=26;
435 1.1 cgd for (i=0; i<limit; i++) if (iven[i]==0) return(0);
436 1.1 cgd return(1);
437 1.1 cgd }
438 1.1 cgd
439 1.1 cgd /*
440 1.1 cgd function to return 1 if a monster is next to the player else returns 0
441 1.1 cgd */
442 1.1 cgd nearbymonst()
443 1.1 cgd {
444 1.1 cgd register int tmp,tmp2;
445 1.1 cgd for (tmp=playerx-1; tmp<playerx+2; tmp++)
446 1.1 cgd for (tmp2=playery-1; tmp2<playery+2; tmp2++)
447 1.1 cgd if (mitem[tmp][tmp2]) return(1); /* if monster nearby */
448 1.1 cgd return(0);
449 1.1 cgd }
450 1.1 cgd
451 1.1 cgd /*
452 1.1 cgd function to steal an item from the players pockets
453 1.1 cgd returns 1 if steals something else returns 0
454 1.1 cgd */
455 1.1 cgd stealsomething()
456 1.1 cgd {
457 1.1 cgd register int i,j;
458 1.1 cgd j=100;
459 1.1 cgd while (1)
460 1.1 cgd {
461 1.1 cgd i=rund(26);
462 1.1 cgd if (iven[i]) if (c[WEAR]!=i) if (c[WIELD]!=i) if (c[SHIELD]!=i)
463 1.1 cgd {
464 1.1 cgd srcount=0; show3(i);
465 1.1 cgd adjustcvalues(iven[i],ivenarg[i]); iven[i]=0; return(1);
466 1.1 cgd }
467 1.1 cgd if (--j <= 0) return(0);
468 1.1 cgd }
469 1.1 cgd }
470 1.1 cgd
471 1.1 cgd /*
472 1.1 cgd function to return 1 is player carrys nothing else return 0
473 1.1 cgd */
474 1.1 cgd emptyhanded()
475 1.1 cgd {
476 1.1 cgd register int i;
477 1.1 cgd for (i=0; i<26; i++)
478 1.1 cgd if (iven[i]) if (i!=c[WIELD]) if (i!=c[WEAR]) if (i!=c[SHIELD]) return(0);
479 1.1 cgd return(1);
480 1.1 cgd }
481 1.1 cgd
482 1.1 cgd /*
483 1.1 cgd function to create a gem on a square near the player
484 1.1 cgd */
485 1.1 cgd creategem()
486 1.1 cgd {
487 1.1 cgd register int i,j;
488 1.1 cgd switch(rnd(4))
489 1.1 cgd {
490 1.1 cgd case 1: i=ODIAMOND; j=50; break;
491 1.1 cgd case 2: i=ORUBY; j=40; break;
492 1.1 cgd case 3: i=OEMERALD; j=30; break;
493 1.1 cgd default: i=OSAPPHIRE; j=20; break;
494 1.1 cgd };
495 1.1 cgd createitem(i,rnd(j)+j/10);
496 1.1 cgd }
497 1.1 cgd
498 1.1 cgd /*
499 1.1 cgd function to change character levels as needed when dropping an object
500 1.1 cgd that affects these characteristics
501 1.1 cgd */
502 1.1 cgd adjustcvalues(itm,arg)
503 1.1 cgd int itm,arg;
504 1.1 cgd {
505 1.1 cgd register int flag;
506 1.1 cgd flag=0;
507 1.1 cgd switch(itm)
508 1.1 cgd {
509 1.1 cgd case ODEXRING: c[DEXTERITY] -= arg+1; flag=1; break;
510 1.1 cgd case OSTRRING: c[STREXTRA] -= arg+1; flag=1; break;
511 1.1 cgd case OCLEVERRING: c[INTELLIGENCE] -= arg+1; flag=1; break;
512 1.1 cgd case OHAMMER: c[DEXTERITY] -= 10; c[STREXTRA] -= 10;
513 1.1 cgd c[INTELLIGENCE] += 10; flag=1; break;
514 1.1 cgd case OSWORDofSLASHING: c[DEXTERITY] -= 5; flag=1; break;
515 1.1 cgd case OORBOFDRAGON: --c[SLAYING]; return;
516 1.1 cgd case OSPIRITSCARAB: --c[NEGATESPIRIT]; return;
517 1.1 cgd case OCUBEofUNDEAD: --c[CUBEofUNDEAD]; return;
518 1.1 cgd case ONOTHEFT: --c[NOTHEFT]; return;
519 1.1 cgd case OLANCE: c[LANCEDEATH]=0; return;
520 1.1 cgd case OPOTION: case OSCROLL: return;
521 1.1 cgd
522 1.1 cgd default: flag=1;
523 1.1 cgd };
524 1.1 cgd if (flag) bottomline();
525 1.1 cgd }
526 1.1 cgd
527 1.1 cgd /*
528 1.1 cgd function to read a string from token input "string"
529 1.1 cgd returns a pointer to the string
530 1.1 cgd */
531 1.1 cgd gettokstr(str)
532 1.1 cgd register char *str;
533 1.1 cgd {
534 1.1 cgd register int i,j;
535 1.1 cgd i=50;
536 1.1 cgd while ((getchar() != '"') && (--i > 0));
537 1.1 cgd i=36;
538 1.1 cgd while (--i > 0)
539 1.1 cgd {
540 1.1 cgd if ((j=getchar()) != '"') *str++ = j; else i=0;
541 1.1 cgd }
542 1.1 cgd *str = 0;
543 1.1 cgd i=50;
544 1.1 cgd if (j != '"') while ((getchar() != '"') && (--i > 0)); /* if end due to too long, then find closing quote */
545 1.1 cgd }
546 1.1 cgd
547 1.1 cgd /*
548 1.1 cgd function to ask user for a password (no echo)
549 1.1 cgd returns 1 if entered correctly, 0 if not
550 1.1 cgd */
551 1.1 cgd static char gpwbuf[33];
552 1.1 cgd getpassword()
553 1.1 cgd {
554 1.1 cgd register int i,j;
555 1.1 cgd register char *gpwp;
556 1.1 cgd extern char *password;
557 1.1 cgd scbr(); /* system("stty -echo cbreak"); */
558 1.1 cgd gpwp = gpwbuf; lprcat("\nEnter Password: "); lflush();
559 1.1 cgd i = strlen(password);
560 1.1 cgd for (j=0; j<i; j++) read(0,gpwp++,1); gpwbuf[i]=0;
561 1.1 cgd sncbr(); /* system("stty echo -cbreak"); */
562 1.1 cgd if (strcmp(gpwbuf,password) != 0)
563 1.1 cgd { lprcat("\nSorry\n"); lflush(); return(0); }
564 1.1 cgd else return(1);
565 1.1 cgd }
566 1.1 cgd
567 1.1 cgd /*
568 1.1 cgd subroutine to get a yes or no response from the user
569 1.1 cgd returns y or n
570 1.1 cgd */
571 1.1 cgd getyn()
572 1.1 cgd {
573 1.1 cgd register int i;
574 1.1 cgd i=0; while (i!='y' && i!='n' && i!='\33') i=getchar();
575 1.1 cgd return(i);
576 1.1 cgd }
577 1.1 cgd
578 1.1 cgd /*
579 1.1 cgd function to calculate the pack weight of the player
580 1.1 cgd returns the number of pounds the player is carrying
581 1.1 cgd */
582 1.1 cgd packweight()
583 1.1 cgd {
584 1.1 cgd register int i,j,k;
585 1.1 cgd k=c[GOLD]/1000; j=25; while ((iven[j]==0) && (j>0)) --j;
586 1.1 cgd for (i=0; i<=j; i++)
587 1.1 cgd switch(iven[i])
588 1.1 cgd {
589 1.1 cgd case 0: break;
590 1.1 cgd case OSSPLATE: case OPLATEARMOR: k += 40; break;
591 1.1 cgd case OPLATE: k += 35; break;
592 1.1 cgd case OHAMMER: k += 30; break;
593 1.1 cgd case OSPLINT: k += 26; break;
594 1.1 cgd case OSWORDofSLASHING: case OCHAIN:
595 1.1 cgd case OBATTLEAXE: case O2SWORD: k += 23; break;
596 1.1 cgd case OLONGSWORD: case OSWORD:
597 1.1 cgd case ORING: case OFLAIL: k += 20; break;
598 1.1 cgd case OLANCE: case OSTUDLEATHER: k += 15; break;
599 1.1 cgd case OLEATHER: case OSPEAR: k += 8; break;
600 1.1 cgd case OORBOFDRAGON: case OBELT: k += 4; break;
601 1.1 cgd case OSHIELD: k += 7; break;
602 1.1 cgd case OCHEST: k += 30 + ivenarg[i]; break;
603 1.1 cgd default: k++;
604 1.1 cgd };
605 1.1 cgd return(k);
606 1.1 cgd }
607 1.1 cgd
608 1.1 cgd #ifndef MACRORND
609 1.1 cgd /* macros to generate random numbers 1<=rnd(N)<=N 0<=rund(N)<=N-1 */
610 1.1 cgd rnd(x)
611 1.1 cgd int x;
612 1.1 cgd {
613 1.1 cgd return((((randx=randx*1103515245+12345)>>7)%(x))+1);
614 1.1 cgd }
615 1.1 cgd
616 1.1 cgd rund(x)
617 1.1 cgd int x;
618 1.1 cgd {
619 1.1 cgd return((((randx=randx*1103515245+12345)>>7)%(x)) );
620 1.1 cgd }
621 1.1 cgd #endif MACRORND
622