global.c revision 1.2 1 1.2 mycroft #ifndef lint
2 1.2 mycroft static char rcsid[] = "$Id: global.c,v 1.2 1993/08/02 17:20:02 mycroft Exp $";
3 1.2 mycroft #endif /* not lint */
4 1.2 mycroft
5 1.1 cgd /* global.c Larn is copyrighted 1986 by Noah Morgan.
6 1.1 cgd *
7 1.1 cgd * raiselevel() subroutine to raise the player one level
8 1.1 cgd * loselevel() subroutine to lower the player by one level
9 1.1 cgd * raiseexperience(x) subroutine to increase experience points
10 1.1 cgd * loseexperience(x) subroutine to lose experience points
11 1.1 cgd * losehp(x) subroutine to remove hit points from the player
12 1.1 cgd * losemhp(x) subroutine to remove max # hit points from the player
13 1.1 cgd * raisehp(x) subroutine to gain hit points
14 1.1 cgd * raisemhp(x) subroutine to gain maximum hit points
15 1.1 cgd * losespells(x) subroutine to lose spells
16 1.1 cgd * losemspells(x) subroutine to lose maximum spells
17 1.1 cgd * raisespells(x) subroutine to gain spells
18 1.1 cgd * raisemspells(x) subroutine to gain maximum spells
19 1.1 cgd * recalc() function to recalculate the armor class of the player
20 1.1 cgd * makemonst(lev) function to return monster number for a randomly selected monster
21 1.1 cgd * positionplayer() function to be sure player is not in a wall
22 1.1 cgd * quit() subroutine to ask if the player really wants to quit
23 1.1 cgd */
24 1.1 cgd
25 1.1 cgd #include "header.h"
26 1.1 cgd extern int score[],srcount,dropflag;
27 1.1 cgd extern int random;/* the random number seed */
28 1.1 cgd extern short playerx,playery,lastnum;
29 1.1 cgd extern char cheat,level,monstnamelist[];
30 1.1 cgd extern char lastmonst[],*what[],*who[];
31 1.1 cgd extern char winner[];
32 1.1 cgd extern char logname[],monstlevel[];
33 1.1 cgd extern char sciv[SCORESIZE+1][26][2],*potionname[],*scrollname[];
34 1.1 cgd /*
35 1.1 cgd ***********
36 1.1 cgd RAISE LEVEL
37 1.1 cgd ***********
38 1.1 cgd raiselevel()
39 1.1 cgd
40 1.1 cgd subroutine to raise the player one level
41 1.1 cgd uses the skill[] array to find level boundarys
42 1.1 cgd uses c[EXPERIENCE] c[LEVEL]
43 1.1 cgd */
44 1.1 cgd raiselevel()
45 1.1 cgd {
46 1.1 cgd if (c[LEVEL] < MAXPLEVEL) raiseexperience((long)(skill[c[LEVEL]]-c[EXPERIENCE]));
47 1.1 cgd }
48 1.1 cgd
49 1.1 cgd /*
50 1.1 cgd ***********
51 1.1 cgd LOOSE LEVEL
52 1.1 cgd ***********
53 1.1 cgd loselevel()
54 1.1 cgd
55 1.1 cgd subroutine to lower the players character level by one
56 1.1 cgd */
57 1.1 cgd loselevel()
58 1.1 cgd {
59 1.1 cgd if (c[LEVEL] > 1) loseexperience((long)(c[EXPERIENCE] - skill[c[LEVEL]-1] + 1));
60 1.1 cgd }
61 1.1 cgd
62 1.1 cgd /*
63 1.1 cgd ****************
64 1.1 cgd RAISE EXPERIENCE
65 1.1 cgd ****************
66 1.1 cgd raiseexperience(x)
67 1.1 cgd
68 1.1 cgd subroutine to increase experience points
69 1.1 cgd */
70 1.1 cgd raiseexperience(x)
71 1.1 cgd register long x;
72 1.1 cgd {
73 1.1 cgd register int i,tmp;
74 1.1 cgd i=c[LEVEL]; c[EXPERIENCE]+=x;
75 1.1 cgd while (c[EXPERIENCE] >= skill[c[LEVEL]] && (c[LEVEL] < MAXPLEVEL))
76 1.1 cgd {
77 1.1 cgd tmp = (c[CONSTITUTION]-c[HARDGAME])>>1;
78 1.1 cgd c[LEVEL]++; raisemhp((int)(rnd(3)+rnd((tmp>0)?tmp:1)));
79 1.1 cgd raisemspells((int)rund(3));
80 1.1 cgd if (c[LEVEL] < 7-c[HARDGAME]) raisemhp((int)(c[CONSTITUTION]>>2));
81 1.1 cgd }
82 1.1 cgd if (c[LEVEL] != i)
83 1.1 cgd {
84 1.1 cgd cursors();
85 1.1 cgd beep(); lprintf("\nWelcome to level %d",(long)c[LEVEL]); /* if we changed levels */
86 1.1 cgd }
87 1.1 cgd bottomline();
88 1.1 cgd }
89 1.1 cgd
90 1.1 cgd /*
91 1.1 cgd ****************
92 1.1 cgd LOOSE EXPERIENCE
93 1.1 cgd ****************
94 1.1 cgd loseexperience(x)
95 1.1 cgd
96 1.1 cgd subroutine to lose experience points
97 1.1 cgd */
98 1.1 cgd loseexperience(x)
99 1.1 cgd register long x;
100 1.1 cgd {
101 1.1 cgd register int i,tmp;
102 1.1 cgd i=c[LEVEL]; c[EXPERIENCE]-=x;
103 1.1 cgd if (c[EXPERIENCE] < 0) c[EXPERIENCE]=0;
104 1.1 cgd while (c[EXPERIENCE] < skill[c[LEVEL]-1])
105 1.1 cgd {
106 1.1 cgd if (--c[LEVEL] <= 1) c[LEVEL]=1; /* down one level */
107 1.1 cgd tmp = (c[CONSTITUTION]-c[HARDGAME])>>1; /* lose hpoints */
108 1.1 cgd losemhp((int)rnd((tmp>0)?tmp:1)); /* lose hpoints */
109 1.1 cgd if (c[LEVEL] < 7-c[HARDGAME]) losemhp((int)(c[CONSTITUTION]>>2));
110 1.1 cgd losemspells((int)rund(3)); /* lose spells */
111 1.1 cgd }
112 1.1 cgd if (i!=c[LEVEL])
113 1.1 cgd {
114 1.1 cgd cursors();
115 1.1 cgd beep(); lprintf("\nYou went down to level %d!",(long)c[LEVEL]);
116 1.1 cgd }
117 1.1 cgd bottomline();
118 1.1 cgd }
119 1.1 cgd
120 1.1 cgd /*
121 1.1 cgd ********
122 1.1 cgd LOOSE HP
123 1.1 cgd ********
124 1.1 cgd losehp(x)
125 1.1 cgd losemhp(x)
126 1.1 cgd
127 1.1 cgd subroutine to remove hit points from the player
128 1.1 cgd warning -- will kill player if hp goes to zero
129 1.1 cgd */
130 1.1 cgd losehp(x)
131 1.1 cgd register int x;
132 1.1 cgd {
133 1.1 cgd if ((c[HP] -= x) <= 0)
134 1.1 cgd {
135 1.1 cgd beep(); lprcat("\n"); nap(3000); died(lastnum);
136 1.1 cgd }
137 1.1 cgd }
138 1.1 cgd
139 1.1 cgd losemhp(x)
140 1.1 cgd register int x;
141 1.1 cgd {
142 1.1 cgd c[HP] -= x; if (c[HP] < 1) c[HP]=1;
143 1.1 cgd c[HPMAX] -= x; if (c[HPMAX] < 1) c[HPMAX]=1;
144 1.1 cgd }
145 1.1 cgd
146 1.1 cgd /*
147 1.1 cgd ********
148 1.1 cgd RAISE HP
149 1.1 cgd ********
150 1.1 cgd raisehp(x)
151 1.1 cgd raisemhp(x)
152 1.1 cgd
153 1.1 cgd subroutine to gain maximum hit points
154 1.1 cgd */
155 1.1 cgd raisehp(x)
156 1.1 cgd register int x;
157 1.1 cgd {
158 1.1 cgd if ((c[HP] += x) > c[HPMAX]) c[HP] = c[HPMAX];
159 1.1 cgd }
160 1.1 cgd
161 1.1 cgd raisemhp(x)
162 1.1 cgd register int x;
163 1.1 cgd {
164 1.1 cgd c[HPMAX] += x; c[HP] += x;
165 1.1 cgd }
166 1.1 cgd
167 1.1 cgd /*
168 1.1 cgd ************
169 1.1 cgd RAISE SPELLS
170 1.1 cgd ************
171 1.1 cgd raisespells(x)
172 1.1 cgd raisemspells(x)
173 1.1 cgd
174 1.1 cgd subroutine to gain maximum spells
175 1.1 cgd */
176 1.1 cgd raisespells(x)
177 1.1 cgd register int x;
178 1.1 cgd {
179 1.1 cgd if ((c[SPELLS] += x) > c[SPELLMAX]) c[SPELLS] = c[SPELLMAX];
180 1.1 cgd }
181 1.1 cgd
182 1.1 cgd raisemspells(x)
183 1.1 cgd register int x;
184 1.1 cgd {
185 1.1 cgd c[SPELLMAX]+=x; c[SPELLS]+=x;
186 1.1 cgd }
187 1.1 cgd
188 1.1 cgd /*
189 1.1 cgd ************
190 1.1 cgd LOOSE SPELLS
191 1.1 cgd ************
192 1.1 cgd losespells(x)
193 1.1 cgd losemspells(x)
194 1.1 cgd
195 1.1 cgd subroutine to lose maximum spells
196 1.1 cgd */
197 1.1 cgd losespells(x)
198 1.1 cgd register int x;
199 1.1 cgd {
200 1.1 cgd if ((c[SPELLS] -= x) < 0) c[SPELLS]=0;
201 1.1 cgd }
202 1.1 cgd
203 1.1 cgd losemspells(x)
204 1.1 cgd register int x;
205 1.1 cgd {
206 1.1 cgd if ((c[SPELLMAX] -= x) < 0) c[SPELLMAX]=0;
207 1.1 cgd if ((c[SPELLS] -= x) < 0) c[SPELLS]=0;
208 1.1 cgd }
209 1.1 cgd
210 1.1 cgd /*
211 1.1 cgd makemonst(lev)
212 1.1 cgd int lev;
213 1.1 cgd
214 1.1 cgd function to return monster number for a randomly selected monster
215 1.1 cgd for the given cave level
216 1.1 cgd */
217 1.1 cgd makemonst(lev)
218 1.1 cgd register int lev;
219 1.1 cgd {
220 1.1 cgd register int tmp,x;
221 1.1 cgd if (lev < 1) lev = 1; if (lev > 12) lev = 12;
222 1.1 cgd tmp=WATERLORD;
223 1.1 cgd if (lev < 5)
224 1.1 cgd while (tmp==WATERLORD) tmp=rnd((x=monstlevel[lev-1])?x:1);
225 1.1 cgd else while (tmp==WATERLORD)
226 1.1 cgd tmp=rnd((x=monstlevel[lev-1]-monstlevel[lev-4])?x:1)+monstlevel[lev-4];
227 1.1 cgd
228 1.1 cgd while (monster[tmp].genocided && tmp<MAXMONST) tmp++; /* genocided? */
229 1.1 cgd return(tmp);
230 1.1 cgd }
231 1.1 cgd
232 1.1 cgd /*
233 1.1 cgd positionplayer()
234 1.1 cgd
235 1.1 cgd function to be sure player is not in a wall
236 1.1 cgd */
237 1.1 cgd positionplayer()
238 1.1 cgd {
239 1.1 cgd int try;
240 1.1 cgd try = 2;
241 1.1 cgd while ((item[playerx][playery] || mitem[playerx][playery]) && (try))
242 1.1 cgd if (++playerx >= MAXX-1)
243 1.1 cgd {
244 1.1 cgd playerx = 1;
245 1.1 cgd if (++playery >= MAXY-1)
246 1.1 cgd { playery = 1; --try; }
247 1.1 cgd }
248 1.1 cgd if (try==0) lprcat("Failure in positionplayer\n");
249 1.1 cgd }
250 1.1 cgd
251 1.1 cgd /*
252 1.1 cgd recalc() function to recalculate the armor class of the player
253 1.1 cgd */
254 1.1 cgd recalc()
255 1.1 cgd {
256 1.1 cgd register int i,j,k;
257 1.1 cgd c[AC] = c[MOREDEFENSES];
258 1.1 cgd if (c[WEAR] >= 0)
259 1.1 cgd switch(iven[c[WEAR]])
260 1.1 cgd {
261 1.1 cgd case OSHIELD: c[AC] += 2 + ivenarg[c[WEAR]]; break;
262 1.1 cgd case OLEATHER: c[AC] += 2 + ivenarg[c[WEAR]]; break;
263 1.1 cgd case OSTUDLEATHER: c[AC] += 3 + ivenarg[c[WEAR]]; break;
264 1.1 cgd case ORING: c[AC] += 5 + ivenarg[c[WEAR]]; break;
265 1.1 cgd case OCHAIN: c[AC] += 6 + ivenarg[c[WEAR]]; break;
266 1.1 cgd case OSPLINT: c[AC] += 7 + ivenarg[c[WEAR]]; break;
267 1.1 cgd case OPLATE: c[AC] += 9 + ivenarg[c[WEAR]]; break;
268 1.1 cgd case OPLATEARMOR: c[AC] += 10 + ivenarg[c[WEAR]]; break;
269 1.1 cgd case OSSPLATE: c[AC] += 12 + ivenarg[c[WEAR]]; break;
270 1.1 cgd }
271 1.1 cgd
272 1.1 cgd if (c[SHIELD] >= 0) if (iven[c[SHIELD]] == OSHIELD) c[AC] += 2 + ivenarg[c[SHIELD]];
273 1.1 cgd if (c[WIELD] < 0) c[WCLASS] = 0; else
274 1.1 cgd {
275 1.1 cgd i = ivenarg[c[WIELD]];
276 1.1 cgd switch(iven[c[WIELD]])
277 1.1 cgd {
278 1.1 cgd case ODAGGER: c[WCLASS] = 3 + i; break;
279 1.1 cgd case OBELT: c[WCLASS] = 7 + i; break;
280 1.1 cgd case OSHIELD: c[WCLASS] = 8 + i; break;
281 1.1 cgd case OSPEAR: c[WCLASS] = 10 + i; break;
282 1.1 cgd case OFLAIL: c[WCLASS] = 14 + i; break;
283 1.1 cgd case OBATTLEAXE: c[WCLASS] = 17 + i; break;
284 1.1 cgd case OLANCE: c[WCLASS] = 19 + i; break;
285 1.1 cgd case OLONGSWORD: c[WCLASS] = 22 + i; break;
286 1.1 cgd case O2SWORD: c[WCLASS] = 26 + i; break;
287 1.1 cgd case OSWORD: c[WCLASS] = 32 + i; break;
288 1.1 cgd case OSWORDofSLASHING: c[WCLASS] = 30 + i; break;
289 1.1 cgd case OHAMMER: c[WCLASS] = 35 + i; break;
290 1.1 cgd default: c[WCLASS] = 0;
291 1.1 cgd }
292 1.1 cgd }
293 1.1 cgd c[WCLASS] += c[MOREDAM];
294 1.1 cgd
295 1.1 cgd /* now for regeneration abilities based on rings */
296 1.1 cgd c[REGEN]=1; c[ENERGY]=0;
297 1.1 cgd j=0; for (k=25; k>0; k--) if (iven[k]) {j=k; k=0; }
298 1.1 cgd for (i=0; i<=j; i++)
299 1.1 cgd {
300 1.1 cgd switch(iven[i])
301 1.1 cgd {
302 1.1 cgd case OPROTRING: c[AC] += ivenarg[i] + 1; break;
303 1.1 cgd case ODAMRING: c[WCLASS] += ivenarg[i] + 1; break;
304 1.1 cgd case OBELT: c[WCLASS] += ((ivenarg[i]<<1)) + 2; break;
305 1.1 cgd
306 1.1 cgd case OREGENRING: c[REGEN] += ivenarg[i] + 1; break;
307 1.1 cgd case ORINGOFEXTRA: c[REGEN] += 5 * (ivenarg[i]+1); break;
308 1.1 cgd case OENERGYRING: c[ENERGY] += ivenarg[i] + 1; break;
309 1.1 cgd }
310 1.1 cgd }
311 1.1 cgd }
312 1.1 cgd
313 1.1 cgd
314 1.1 cgd /*
315 1.1 cgd quit()
316 1.1 cgd
317 1.1 cgd subroutine to ask if the player really wants to quit
318 1.1 cgd */
319 1.1 cgd quit()
320 1.1 cgd {
321 1.1 cgd register int i;
322 1.1 cgd cursors(); strcpy(lastmonst,"");
323 1.1 cgd lprcat("\n\nDo you really want to quit?");
324 1.1 cgd while (1)
325 1.1 cgd {
326 1.1 cgd i=getchar();
327 1.1 cgd if (i == 'y') { died(300); return; }
328 1.1 cgd if ((i == 'n') || (i == '\33')) { lprcat(" no"); lflush(); return; }
329 1.1 cgd lprcat("\n"); setbold(); lprcat("Yes"); resetbold(); lprcat(" or ");
330 1.1 cgd setbold(); lprcat("No"); resetbold(); lprcat(" please? Do you want to quit? ");
331 1.1 cgd }
332 1.1 cgd }
333 1.1 cgd
334 1.1 cgd /*
335 1.1 cgd function to ask --more-- then the user must enter a space
336 1.1 cgd */
337 1.1 cgd more()
338 1.1 cgd {
339 1.1 cgd lprcat("\n --- press "); standout("space"); lprcat(" to continue --- ");
340 1.1 cgd while (getchar() != ' ');
341 1.1 cgd }
342 1.1 cgd
343 1.1 cgd /*
344 1.1 cgd function to put something in the players inventory
345 1.1 cgd returns 0 if success, 1 if a failure
346 1.1 cgd */
347 1.1 cgd take(itm,arg)
348 1.1 cgd int itm,arg;
349 1.1 cgd {
350 1.1 cgd register int i,limit;
351 1.1 cgd /* cursors(); */
352 1.1 cgd if ((limit = 15+(c[LEVEL]>>1)) > 26) limit=26;
353 1.1 cgd for (i=0; i<limit; i++)
354 1.1 cgd if (iven[i]==0)
355 1.1 cgd {
356 1.1 cgd iven[i] = itm; ivenarg[i] = arg; limit=0;
357 1.1 cgd switch(itm)
358 1.1 cgd {
359 1.1 cgd case OPROTRING: case ODAMRING: case OBELT: limit=1; break;
360 1.1 cgd case ODEXRING: c[DEXTERITY] += ivenarg[i]+1; limit=1; break;
361 1.1 cgd case OSTRRING: c[STREXTRA] += ivenarg[i]+1; limit=1; break;
362 1.1 cgd case OCLEVERRING: c[INTELLIGENCE] += ivenarg[i]+1; limit=1; break;
363 1.1 cgd case OHAMMER: c[DEXTERITY] += 10; c[STREXTRA]+=10;
364 1.1 cgd c[INTELLIGENCE]-=10; limit=1; break;
365 1.1 cgd
366 1.1 cgd case OORBOFDRAGON: c[SLAYING]++; break;
367 1.1 cgd case OSPIRITSCARAB: c[NEGATESPIRIT]++; break;
368 1.1 cgd case OCUBEofUNDEAD: c[CUBEofUNDEAD]++; break;
369 1.1 cgd case ONOTHEFT: c[NOTHEFT]++; break;
370 1.1 cgd case OSWORDofSLASHING: c[DEXTERITY] +=5; limit=1; break;
371 1.1 cgd };
372 1.1 cgd lprcat("\nYou pick up:"); srcount=0; show3(i);
373 1.1 cgd if (limit) bottomline(); return(0);
374 1.1 cgd }
375 1.1 cgd lprcat("\nYou can't carry anything else"); return(1);
376 1.1 cgd }
377 1.1 cgd
378 1.1 cgd /*
379 1.1 cgd subroutine to drop an object returns 1 if something there already else 0
380 1.1 cgd */
381 1.1 cgd drop_object(k)
382 1.1 cgd int k;
383 1.1 cgd {
384 1.1 cgd int itm;
385 1.1 cgd if ((k<0) || (k>25)) return(0);
386 1.1 cgd itm = iven[k]; cursors();
387 1.1 cgd if (itm==0) { lprintf("\nYou don't have item %c! ",k+'a'); return(1); }
388 1.1 cgd if (item[playerx][playery])
389 1.1 cgd { beep(); lprcat("\nThere's something here already"); return(1); }
390 1.1 cgd if (playery==MAXY-1 && playerx==33) return(1); /* not in entrance */
391 1.1 cgd item[playerx][playery] = itm;
392 1.1 cgd iarg[playerx][playery] = ivenarg[k];
393 1.1 cgd srcount=0; lprcat("\n You drop:"); show3(k); /* show what item you dropped*/
394 1.1 cgd know[playerx][playery] = 0; iven[k]=0;
395 1.1 cgd if (c[WIELD]==k) c[WIELD]= -1; if (c[WEAR]==k) c[WEAR] = -1;
396 1.1 cgd if (c[SHIELD]==k) c[SHIELD]= -1;
397 1.1 cgd adjustcvalues(itm,ivenarg[k]);
398 1.1 cgd dropflag=1; /* say dropped an item so wont ask to pick it up right away */
399 1.1 cgd return(0);
400 1.1 cgd }
401 1.1 cgd
402 1.1 cgd /*
403 1.1 cgd function to enchant armor player is currently wearing
404 1.1 cgd */
405 1.1 cgd enchantarmor()
406 1.1 cgd {
407 1.1 cgd register int tmp;
408 1.1 cgd if (c[WEAR]<0) { if (c[SHIELD] < 0)
409 1.1 cgd { cursors(); beep(); lprcat("\nYou feel a sense of loss"); return; }
410 1.1 cgd else { tmp=iven[c[SHIELD]]; if (tmp != OSCROLL) if (tmp != OPOTION) { ivenarg[c[SHIELD]]++; bottomline(); } } }
411 1.1 cgd tmp = iven[c[WEAR]];
412 1.1 cgd if (tmp!=OSCROLL) if (tmp!=OPOTION) { ivenarg[c[WEAR]]++; bottomline(); }
413 1.1 cgd }
414 1.1 cgd
415 1.1 cgd /*
416 1.1 cgd function to enchant a weapon presently being wielded
417 1.1 cgd */
418 1.1 cgd enchweapon()
419 1.1 cgd {
420 1.1 cgd register int tmp;
421 1.1 cgd if (c[WIELD]<0)
422 1.1 cgd { cursors(); beep(); lprcat("\nYou feel a sense of loss"); return; }
423 1.1 cgd tmp = iven[c[WIELD]];
424 1.1 cgd if (tmp!=OSCROLL) if (tmp!=OPOTION)
425 1.1 cgd { ivenarg[c[WIELD]]++;
426 1.1 cgd if (tmp==OCLEVERRING) c[INTELLIGENCE]++; else
427 1.1 cgd if (tmp==OSTRRING) c[STREXTRA]++; else
428 1.1 cgd if (tmp==ODEXRING) c[DEXTERITY]++; bottomline(); }
429 1.1 cgd }
430 1.1 cgd
431 1.1 cgd /*
432 1.1 cgd routine to tell if player can carry one more thing
433 1.1 cgd returns 1 if pockets are full, else 0
434 1.1 cgd */
435 1.1 cgd pocketfull()
436 1.1 cgd {
437 1.1 cgd register int i,limit;
438 1.1 cgd if ((limit = 15+(c[LEVEL]>>1)) > 26) limit=26;
439 1.1 cgd for (i=0; i<limit; i++) if (iven[i]==0) return(0);
440 1.1 cgd return(1);
441 1.1 cgd }
442 1.1 cgd
443 1.1 cgd /*
444 1.1 cgd function to return 1 if a monster is next to the player else returns 0
445 1.1 cgd */
446 1.1 cgd nearbymonst()
447 1.1 cgd {
448 1.1 cgd register int tmp,tmp2;
449 1.1 cgd for (tmp=playerx-1; tmp<playerx+2; tmp++)
450 1.1 cgd for (tmp2=playery-1; tmp2<playery+2; tmp2++)
451 1.1 cgd if (mitem[tmp][tmp2]) return(1); /* if monster nearby */
452 1.1 cgd return(0);
453 1.1 cgd }
454 1.1 cgd
455 1.1 cgd /*
456 1.1 cgd function to steal an item from the players pockets
457 1.1 cgd returns 1 if steals something else returns 0
458 1.1 cgd */
459 1.1 cgd stealsomething()
460 1.1 cgd {
461 1.1 cgd register int i,j;
462 1.1 cgd j=100;
463 1.1 cgd while (1)
464 1.1 cgd {
465 1.1 cgd i=rund(26);
466 1.1 cgd if (iven[i]) if (c[WEAR]!=i) if (c[WIELD]!=i) if (c[SHIELD]!=i)
467 1.1 cgd {
468 1.1 cgd srcount=0; show3(i);
469 1.1 cgd adjustcvalues(iven[i],ivenarg[i]); iven[i]=0; return(1);
470 1.1 cgd }
471 1.1 cgd if (--j <= 0) return(0);
472 1.1 cgd }
473 1.1 cgd }
474 1.1 cgd
475 1.1 cgd /*
476 1.1 cgd function to return 1 is player carrys nothing else return 0
477 1.1 cgd */
478 1.1 cgd emptyhanded()
479 1.1 cgd {
480 1.1 cgd register int i;
481 1.1 cgd for (i=0; i<26; i++)
482 1.1 cgd if (iven[i]) if (i!=c[WIELD]) if (i!=c[WEAR]) if (i!=c[SHIELD]) return(0);
483 1.1 cgd return(1);
484 1.1 cgd }
485 1.1 cgd
486 1.1 cgd /*
487 1.1 cgd function to create a gem on a square near the player
488 1.1 cgd */
489 1.1 cgd creategem()
490 1.1 cgd {
491 1.1 cgd register int i,j;
492 1.1 cgd switch(rnd(4))
493 1.1 cgd {
494 1.1 cgd case 1: i=ODIAMOND; j=50; break;
495 1.1 cgd case 2: i=ORUBY; j=40; break;
496 1.1 cgd case 3: i=OEMERALD; j=30; break;
497 1.1 cgd default: i=OSAPPHIRE; j=20; break;
498 1.1 cgd };
499 1.1 cgd createitem(i,rnd(j)+j/10);
500 1.1 cgd }
501 1.1 cgd
502 1.1 cgd /*
503 1.1 cgd function to change character levels as needed when dropping an object
504 1.1 cgd that affects these characteristics
505 1.1 cgd */
506 1.1 cgd adjustcvalues(itm,arg)
507 1.1 cgd int itm,arg;
508 1.1 cgd {
509 1.1 cgd register int flag;
510 1.1 cgd flag=0;
511 1.1 cgd switch(itm)
512 1.1 cgd {
513 1.1 cgd case ODEXRING: c[DEXTERITY] -= arg+1; flag=1; break;
514 1.1 cgd case OSTRRING: c[STREXTRA] -= arg+1; flag=1; break;
515 1.1 cgd case OCLEVERRING: c[INTELLIGENCE] -= arg+1; flag=1; break;
516 1.1 cgd case OHAMMER: c[DEXTERITY] -= 10; c[STREXTRA] -= 10;
517 1.1 cgd c[INTELLIGENCE] += 10; flag=1; break;
518 1.1 cgd case OSWORDofSLASHING: c[DEXTERITY] -= 5; flag=1; break;
519 1.1 cgd case OORBOFDRAGON: --c[SLAYING]; return;
520 1.1 cgd case OSPIRITSCARAB: --c[NEGATESPIRIT]; return;
521 1.1 cgd case OCUBEofUNDEAD: --c[CUBEofUNDEAD]; return;
522 1.1 cgd case ONOTHEFT: --c[NOTHEFT]; return;
523 1.1 cgd case OLANCE: c[LANCEDEATH]=0; return;
524 1.1 cgd case OPOTION: case OSCROLL: return;
525 1.1 cgd
526 1.1 cgd default: flag=1;
527 1.1 cgd };
528 1.1 cgd if (flag) bottomline();
529 1.1 cgd }
530 1.1 cgd
531 1.1 cgd /*
532 1.1 cgd function to read a string from token input "string"
533 1.1 cgd returns a pointer to the string
534 1.1 cgd */
535 1.1 cgd gettokstr(str)
536 1.1 cgd register char *str;
537 1.1 cgd {
538 1.1 cgd register int i,j;
539 1.1 cgd i=50;
540 1.1 cgd while ((getchar() != '"') && (--i > 0));
541 1.1 cgd i=36;
542 1.1 cgd while (--i > 0)
543 1.1 cgd {
544 1.1 cgd if ((j=getchar()) != '"') *str++ = j; else i=0;
545 1.1 cgd }
546 1.1 cgd *str = 0;
547 1.1 cgd i=50;
548 1.1 cgd if (j != '"') while ((getchar() != '"') && (--i > 0)); /* if end due to too long, then find closing quote */
549 1.1 cgd }
550 1.1 cgd
551 1.1 cgd /*
552 1.1 cgd function to ask user for a password (no echo)
553 1.1 cgd returns 1 if entered correctly, 0 if not
554 1.1 cgd */
555 1.1 cgd static char gpwbuf[33];
556 1.1 cgd getpassword()
557 1.1 cgd {
558 1.1 cgd register int i,j;
559 1.1 cgd register char *gpwp;
560 1.1 cgd extern char *password;
561 1.1 cgd scbr(); /* system("stty -echo cbreak"); */
562 1.1 cgd gpwp = gpwbuf; lprcat("\nEnter Password: "); lflush();
563 1.1 cgd i = strlen(password);
564 1.1 cgd for (j=0; j<i; j++) read(0,gpwp++,1); gpwbuf[i]=0;
565 1.1 cgd sncbr(); /* system("stty echo -cbreak"); */
566 1.1 cgd if (strcmp(gpwbuf,password) != 0)
567 1.1 cgd { lprcat("\nSorry\n"); lflush(); return(0); }
568 1.1 cgd else return(1);
569 1.1 cgd }
570 1.1 cgd
571 1.1 cgd /*
572 1.1 cgd subroutine to get a yes or no response from the user
573 1.1 cgd returns y or n
574 1.1 cgd */
575 1.1 cgd getyn()
576 1.1 cgd {
577 1.1 cgd register int i;
578 1.1 cgd i=0; while (i!='y' && i!='n' && i!='\33') i=getchar();
579 1.1 cgd return(i);
580 1.1 cgd }
581 1.1 cgd
582 1.1 cgd /*
583 1.1 cgd function to calculate the pack weight of the player
584 1.1 cgd returns the number of pounds the player is carrying
585 1.1 cgd */
586 1.1 cgd packweight()
587 1.1 cgd {
588 1.1 cgd register int i,j,k;
589 1.1 cgd k=c[GOLD]/1000; j=25; while ((iven[j]==0) && (j>0)) --j;
590 1.1 cgd for (i=0; i<=j; i++)
591 1.1 cgd switch(iven[i])
592 1.1 cgd {
593 1.1 cgd case 0: break;
594 1.1 cgd case OSSPLATE: case OPLATEARMOR: k += 40; break;
595 1.1 cgd case OPLATE: k += 35; break;
596 1.1 cgd case OHAMMER: k += 30; break;
597 1.1 cgd case OSPLINT: k += 26; break;
598 1.1 cgd case OSWORDofSLASHING: case OCHAIN:
599 1.1 cgd case OBATTLEAXE: case O2SWORD: k += 23; break;
600 1.1 cgd case OLONGSWORD: case OSWORD:
601 1.1 cgd case ORING: case OFLAIL: k += 20; break;
602 1.1 cgd case OLANCE: case OSTUDLEATHER: k += 15; break;
603 1.1 cgd case OLEATHER: case OSPEAR: k += 8; break;
604 1.1 cgd case OORBOFDRAGON: case OBELT: k += 4; break;
605 1.1 cgd case OSHIELD: k += 7; break;
606 1.1 cgd case OCHEST: k += 30 + ivenarg[i]; break;
607 1.1 cgd default: k++;
608 1.1 cgd };
609 1.1 cgd return(k);
610 1.1 cgd }
611 1.1 cgd
612 1.1 cgd #ifndef MACRORND
613 1.1 cgd /* macros to generate random numbers 1<=rnd(N)<=N 0<=rund(N)<=N-1 */
614 1.1 cgd rnd(x)
615 1.1 cgd int x;
616 1.1 cgd {
617 1.1 cgd return((((randx=randx*1103515245+12345)>>7)%(x))+1);
618 1.1 cgd }
619 1.1 cgd
620 1.1 cgd rund(x)
621 1.1 cgd int x;
622 1.1 cgd {
623 1.1 cgd return((((randx=randx*1103515245+12345)>>7)%(x)) );
624 1.1 cgd }
625 1.1 cgd #endif MACRORND
626