global.c revision 1.4 1 1.2 mycroft #ifndef lint
2 1.4 cgd static char rcsid[] = "$NetBSD: global.c,v 1.4 1995/04/24 12:23:52 cgd 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 1.4 cgd #include <string.h>
27 1.1 cgd extern int score[],srcount,dropflag;
28 1.1 cgd extern int random;/* the random number seed */
29 1.1 cgd extern short playerx,playery,lastnum;
30 1.1 cgd extern char cheat,level,monstnamelist[];
31 1.1 cgd extern char lastmonst[],*what[],*who[];
32 1.1 cgd extern char winner[];
33 1.1 cgd extern char logname[],monstlevel[];
34 1.1 cgd extern char sciv[SCORESIZE+1][26][2],*potionname[],*scrollname[];
35 1.1 cgd /*
36 1.1 cgd ***********
37 1.1 cgd RAISE LEVEL
38 1.1 cgd ***********
39 1.1 cgd raiselevel()
40 1.1 cgd
41 1.1 cgd subroutine to raise the player one level
42 1.1 cgd uses the skill[] array to find level boundarys
43 1.1 cgd uses c[EXPERIENCE] c[LEVEL]
44 1.1 cgd */
45 1.1 cgd raiselevel()
46 1.1 cgd {
47 1.1 cgd if (c[LEVEL] < MAXPLEVEL) raiseexperience((long)(skill[c[LEVEL]]-c[EXPERIENCE]));
48 1.1 cgd }
49 1.1 cgd
50 1.1 cgd /*
51 1.1 cgd ***********
52 1.1 cgd LOOSE LEVEL
53 1.1 cgd ***********
54 1.1 cgd loselevel()
55 1.1 cgd
56 1.1 cgd subroutine to lower the players character level by one
57 1.1 cgd */
58 1.1 cgd loselevel()
59 1.1 cgd {
60 1.1 cgd if (c[LEVEL] > 1) loseexperience((long)(c[EXPERIENCE] - skill[c[LEVEL]-1] + 1));
61 1.1 cgd }
62 1.1 cgd
63 1.1 cgd /*
64 1.1 cgd ****************
65 1.1 cgd RAISE EXPERIENCE
66 1.1 cgd ****************
67 1.1 cgd raiseexperience(x)
68 1.1 cgd
69 1.1 cgd subroutine to increase experience points
70 1.1 cgd */
71 1.1 cgd raiseexperience(x)
72 1.1 cgd register long x;
73 1.1 cgd {
74 1.1 cgd register int i,tmp;
75 1.1 cgd i=c[LEVEL]; c[EXPERIENCE]+=x;
76 1.1 cgd while (c[EXPERIENCE] >= skill[c[LEVEL]] && (c[LEVEL] < MAXPLEVEL))
77 1.1 cgd {
78 1.1 cgd tmp = (c[CONSTITUTION]-c[HARDGAME])>>1;
79 1.1 cgd c[LEVEL]++; raisemhp((int)(rnd(3)+rnd((tmp>0)?tmp:1)));
80 1.1 cgd raisemspells((int)rund(3));
81 1.1 cgd if (c[LEVEL] < 7-c[HARDGAME]) raisemhp((int)(c[CONSTITUTION]>>2));
82 1.1 cgd }
83 1.1 cgd if (c[LEVEL] != i)
84 1.1 cgd {
85 1.1 cgd cursors();
86 1.1 cgd beep(); lprintf("\nWelcome to level %d",(long)c[LEVEL]); /* if we changed levels */
87 1.1 cgd }
88 1.1 cgd bottomline();
89 1.1 cgd }
90 1.1 cgd
91 1.1 cgd /*
92 1.1 cgd ****************
93 1.1 cgd LOOSE EXPERIENCE
94 1.1 cgd ****************
95 1.1 cgd loseexperience(x)
96 1.1 cgd
97 1.1 cgd subroutine to lose experience points
98 1.1 cgd */
99 1.1 cgd loseexperience(x)
100 1.1 cgd register long x;
101 1.1 cgd {
102 1.1 cgd register int i,tmp;
103 1.1 cgd i=c[LEVEL]; c[EXPERIENCE]-=x;
104 1.1 cgd if (c[EXPERIENCE] < 0) c[EXPERIENCE]=0;
105 1.1 cgd while (c[EXPERIENCE] < skill[c[LEVEL]-1])
106 1.1 cgd {
107 1.1 cgd if (--c[LEVEL] <= 1) c[LEVEL]=1; /* down one level */
108 1.1 cgd tmp = (c[CONSTITUTION]-c[HARDGAME])>>1; /* lose hpoints */
109 1.1 cgd losemhp((int)rnd((tmp>0)?tmp:1)); /* lose hpoints */
110 1.1 cgd if (c[LEVEL] < 7-c[HARDGAME]) losemhp((int)(c[CONSTITUTION]>>2));
111 1.1 cgd losemspells((int)rund(3)); /* lose spells */
112 1.1 cgd }
113 1.1 cgd if (i!=c[LEVEL])
114 1.1 cgd {
115 1.1 cgd cursors();
116 1.1 cgd beep(); lprintf("\nYou went down to level %d!",(long)c[LEVEL]);
117 1.1 cgd }
118 1.1 cgd bottomline();
119 1.1 cgd }
120 1.1 cgd
121 1.1 cgd /*
122 1.1 cgd ********
123 1.1 cgd LOOSE HP
124 1.1 cgd ********
125 1.1 cgd losehp(x)
126 1.1 cgd losemhp(x)
127 1.1 cgd
128 1.1 cgd subroutine to remove hit points from the player
129 1.1 cgd warning -- will kill player if hp goes to zero
130 1.1 cgd */
131 1.1 cgd losehp(x)
132 1.1 cgd register int x;
133 1.1 cgd {
134 1.1 cgd if ((c[HP] -= x) <= 0)
135 1.1 cgd {
136 1.1 cgd beep(); lprcat("\n"); nap(3000); died(lastnum);
137 1.1 cgd }
138 1.1 cgd }
139 1.1 cgd
140 1.1 cgd losemhp(x)
141 1.1 cgd register int x;
142 1.1 cgd {
143 1.1 cgd c[HP] -= x; if (c[HP] < 1) c[HP]=1;
144 1.1 cgd c[HPMAX] -= x; if (c[HPMAX] < 1) c[HPMAX]=1;
145 1.1 cgd }
146 1.1 cgd
147 1.1 cgd /*
148 1.1 cgd ********
149 1.1 cgd RAISE HP
150 1.1 cgd ********
151 1.1 cgd raisehp(x)
152 1.1 cgd raisemhp(x)
153 1.1 cgd
154 1.1 cgd subroutine to gain maximum hit points
155 1.1 cgd */
156 1.1 cgd raisehp(x)
157 1.1 cgd register int x;
158 1.1 cgd {
159 1.1 cgd if ((c[HP] += x) > c[HPMAX]) c[HP] = c[HPMAX];
160 1.1 cgd }
161 1.1 cgd
162 1.1 cgd raisemhp(x)
163 1.1 cgd register int x;
164 1.1 cgd {
165 1.1 cgd c[HPMAX] += x; c[HP] += x;
166 1.1 cgd }
167 1.1 cgd
168 1.1 cgd /*
169 1.1 cgd ************
170 1.1 cgd RAISE SPELLS
171 1.1 cgd ************
172 1.1 cgd raisespells(x)
173 1.1 cgd raisemspells(x)
174 1.1 cgd
175 1.1 cgd subroutine to gain maximum spells
176 1.1 cgd */
177 1.1 cgd raisespells(x)
178 1.1 cgd register int x;
179 1.1 cgd {
180 1.1 cgd if ((c[SPELLS] += x) > c[SPELLMAX]) c[SPELLS] = c[SPELLMAX];
181 1.1 cgd }
182 1.1 cgd
183 1.1 cgd raisemspells(x)
184 1.1 cgd register int x;
185 1.1 cgd {
186 1.1 cgd c[SPELLMAX]+=x; c[SPELLS]+=x;
187 1.1 cgd }
188 1.1 cgd
189 1.1 cgd /*
190 1.1 cgd ************
191 1.1 cgd LOOSE SPELLS
192 1.1 cgd ************
193 1.1 cgd losespells(x)
194 1.1 cgd losemspells(x)
195 1.1 cgd
196 1.1 cgd subroutine to lose maximum spells
197 1.1 cgd */
198 1.1 cgd losespells(x)
199 1.1 cgd register int x;
200 1.1 cgd {
201 1.1 cgd if ((c[SPELLS] -= x) < 0) c[SPELLS]=0;
202 1.1 cgd }
203 1.1 cgd
204 1.1 cgd losemspells(x)
205 1.1 cgd register int x;
206 1.1 cgd {
207 1.1 cgd if ((c[SPELLMAX] -= x) < 0) c[SPELLMAX]=0;
208 1.1 cgd if ((c[SPELLS] -= x) < 0) c[SPELLS]=0;
209 1.1 cgd }
210 1.1 cgd
211 1.1 cgd /*
212 1.1 cgd makemonst(lev)
213 1.1 cgd int lev;
214 1.1 cgd
215 1.1 cgd function to return monster number for a randomly selected monster
216 1.1 cgd for the given cave level
217 1.1 cgd */
218 1.1 cgd makemonst(lev)
219 1.1 cgd register int lev;
220 1.1 cgd {
221 1.1 cgd register int tmp,x;
222 1.1 cgd if (lev < 1) lev = 1; if (lev > 12) lev = 12;
223 1.1 cgd tmp=WATERLORD;
224 1.1 cgd if (lev < 5)
225 1.1 cgd while (tmp==WATERLORD) tmp=rnd((x=monstlevel[lev-1])?x:1);
226 1.1 cgd else while (tmp==WATERLORD)
227 1.1 cgd tmp=rnd((x=monstlevel[lev-1]-monstlevel[lev-4])?x:1)+monstlevel[lev-4];
228 1.1 cgd
229 1.1 cgd while (monster[tmp].genocided && tmp<MAXMONST) tmp++; /* genocided? */
230 1.1 cgd return(tmp);
231 1.1 cgd }
232 1.1 cgd
233 1.1 cgd /*
234 1.1 cgd positionplayer()
235 1.1 cgd
236 1.1 cgd function to be sure player is not in a wall
237 1.1 cgd */
238 1.1 cgd positionplayer()
239 1.1 cgd {
240 1.1 cgd int try;
241 1.1 cgd try = 2;
242 1.1 cgd while ((item[playerx][playery] || mitem[playerx][playery]) && (try))
243 1.1 cgd if (++playerx >= MAXX-1)
244 1.1 cgd {
245 1.1 cgd playerx = 1;
246 1.1 cgd if (++playery >= MAXY-1)
247 1.1 cgd { playery = 1; --try; }
248 1.1 cgd }
249 1.1 cgd if (try==0) lprcat("Failure in positionplayer\n");
250 1.1 cgd }
251 1.1 cgd
252 1.1 cgd /*
253 1.1 cgd recalc() function to recalculate the armor class of the player
254 1.1 cgd */
255 1.1 cgd recalc()
256 1.1 cgd {
257 1.1 cgd register int i,j,k;
258 1.1 cgd c[AC] = c[MOREDEFENSES];
259 1.1 cgd if (c[WEAR] >= 0)
260 1.1 cgd switch(iven[c[WEAR]])
261 1.1 cgd {
262 1.1 cgd case OSHIELD: c[AC] += 2 + ivenarg[c[WEAR]]; break;
263 1.1 cgd case OLEATHER: c[AC] += 2 + ivenarg[c[WEAR]]; break;
264 1.1 cgd case OSTUDLEATHER: c[AC] += 3 + ivenarg[c[WEAR]]; break;
265 1.1 cgd case ORING: c[AC] += 5 + ivenarg[c[WEAR]]; break;
266 1.1 cgd case OCHAIN: c[AC] += 6 + ivenarg[c[WEAR]]; break;
267 1.1 cgd case OSPLINT: c[AC] += 7 + ivenarg[c[WEAR]]; break;
268 1.1 cgd case OPLATE: c[AC] += 9 + ivenarg[c[WEAR]]; break;
269 1.1 cgd case OPLATEARMOR: c[AC] += 10 + ivenarg[c[WEAR]]; break;
270 1.1 cgd case OSSPLATE: c[AC] += 12 + ivenarg[c[WEAR]]; break;
271 1.1 cgd }
272 1.1 cgd
273 1.1 cgd if (c[SHIELD] >= 0) if (iven[c[SHIELD]] == OSHIELD) c[AC] += 2 + ivenarg[c[SHIELD]];
274 1.1 cgd if (c[WIELD] < 0) c[WCLASS] = 0; else
275 1.1 cgd {
276 1.1 cgd i = ivenarg[c[WIELD]];
277 1.1 cgd switch(iven[c[WIELD]])
278 1.1 cgd {
279 1.1 cgd case ODAGGER: c[WCLASS] = 3 + i; break;
280 1.1 cgd case OBELT: c[WCLASS] = 7 + i; break;
281 1.1 cgd case OSHIELD: c[WCLASS] = 8 + i; break;
282 1.1 cgd case OSPEAR: c[WCLASS] = 10 + i; break;
283 1.1 cgd case OFLAIL: c[WCLASS] = 14 + i; break;
284 1.1 cgd case OBATTLEAXE: c[WCLASS] = 17 + i; break;
285 1.1 cgd case OLANCE: c[WCLASS] = 19 + i; break;
286 1.1 cgd case OLONGSWORD: c[WCLASS] = 22 + i; break;
287 1.1 cgd case O2SWORD: c[WCLASS] = 26 + i; break;
288 1.1 cgd case OSWORD: c[WCLASS] = 32 + i; break;
289 1.1 cgd case OSWORDofSLASHING: c[WCLASS] = 30 + i; break;
290 1.1 cgd case OHAMMER: c[WCLASS] = 35 + i; break;
291 1.1 cgd default: c[WCLASS] = 0;
292 1.1 cgd }
293 1.1 cgd }
294 1.1 cgd c[WCLASS] += c[MOREDAM];
295 1.1 cgd
296 1.1 cgd /* now for regeneration abilities based on rings */
297 1.1 cgd c[REGEN]=1; c[ENERGY]=0;
298 1.1 cgd j=0; for (k=25; k>0; k--) if (iven[k]) {j=k; k=0; }
299 1.1 cgd for (i=0; i<=j; i++)
300 1.1 cgd {
301 1.1 cgd switch(iven[i])
302 1.1 cgd {
303 1.1 cgd case OPROTRING: c[AC] += ivenarg[i] + 1; break;
304 1.1 cgd case ODAMRING: c[WCLASS] += ivenarg[i] + 1; break;
305 1.1 cgd case OBELT: c[WCLASS] += ((ivenarg[i]<<1)) + 2; break;
306 1.1 cgd
307 1.1 cgd case OREGENRING: c[REGEN] += ivenarg[i] + 1; break;
308 1.1 cgd case ORINGOFEXTRA: c[REGEN] += 5 * (ivenarg[i]+1); break;
309 1.1 cgd case OENERGYRING: c[ENERGY] += ivenarg[i] + 1; break;
310 1.1 cgd }
311 1.1 cgd }
312 1.1 cgd }
313 1.1 cgd
314 1.1 cgd
315 1.1 cgd /*
316 1.1 cgd quit()
317 1.1 cgd
318 1.1 cgd subroutine to ask if the player really wants to quit
319 1.1 cgd */
320 1.1 cgd quit()
321 1.1 cgd {
322 1.1 cgd register int i;
323 1.1 cgd cursors(); strcpy(lastmonst,"");
324 1.1 cgd lprcat("\n\nDo you really want to quit?");
325 1.1 cgd while (1)
326 1.1 cgd {
327 1.1 cgd i=getchar();
328 1.1 cgd if (i == 'y') { died(300); return; }
329 1.1 cgd if ((i == 'n') || (i == '\33')) { lprcat(" no"); lflush(); return; }
330 1.1 cgd lprcat("\n"); setbold(); lprcat("Yes"); resetbold(); lprcat(" or ");
331 1.1 cgd setbold(); lprcat("No"); resetbold(); lprcat(" please? Do you want to quit? ");
332 1.1 cgd }
333 1.1 cgd }
334 1.1 cgd
335 1.1 cgd /*
336 1.1 cgd function to ask --more-- then the user must enter a space
337 1.1 cgd */
338 1.1 cgd more()
339 1.1 cgd {
340 1.1 cgd lprcat("\n --- press "); standout("space"); lprcat(" to continue --- ");
341 1.1 cgd while (getchar() != ' ');
342 1.1 cgd }
343 1.1 cgd
344 1.1 cgd /*
345 1.1 cgd function to put something in the players inventory
346 1.1 cgd returns 0 if success, 1 if a failure
347 1.1 cgd */
348 1.1 cgd take(itm,arg)
349 1.1 cgd int itm,arg;
350 1.1 cgd {
351 1.1 cgd register int i,limit;
352 1.1 cgd /* cursors(); */
353 1.1 cgd if ((limit = 15+(c[LEVEL]>>1)) > 26) limit=26;
354 1.1 cgd for (i=0; i<limit; i++)
355 1.1 cgd if (iven[i]==0)
356 1.1 cgd {
357 1.1 cgd iven[i] = itm; ivenarg[i] = arg; limit=0;
358 1.1 cgd switch(itm)
359 1.1 cgd {
360 1.1 cgd case OPROTRING: case ODAMRING: case OBELT: limit=1; break;
361 1.1 cgd case ODEXRING: c[DEXTERITY] += ivenarg[i]+1; limit=1; break;
362 1.1 cgd case OSTRRING: c[STREXTRA] += ivenarg[i]+1; limit=1; break;
363 1.1 cgd case OCLEVERRING: c[INTELLIGENCE] += ivenarg[i]+1; limit=1; break;
364 1.1 cgd case OHAMMER: c[DEXTERITY] += 10; c[STREXTRA]+=10;
365 1.1 cgd c[INTELLIGENCE]-=10; limit=1; break;
366 1.1 cgd
367 1.1 cgd case OORBOFDRAGON: c[SLAYING]++; break;
368 1.1 cgd case OSPIRITSCARAB: c[NEGATESPIRIT]++; break;
369 1.1 cgd case OCUBEofUNDEAD: c[CUBEofUNDEAD]++; break;
370 1.1 cgd case ONOTHEFT: c[NOTHEFT]++; break;
371 1.1 cgd case OSWORDofSLASHING: c[DEXTERITY] +=5; limit=1; break;
372 1.1 cgd };
373 1.1 cgd lprcat("\nYou pick up:"); srcount=0; show3(i);
374 1.1 cgd if (limit) bottomline(); return(0);
375 1.1 cgd }
376 1.1 cgd lprcat("\nYou can't carry anything else"); return(1);
377 1.1 cgd }
378 1.1 cgd
379 1.1 cgd /*
380 1.1 cgd subroutine to drop an object returns 1 if something there already else 0
381 1.1 cgd */
382 1.1 cgd drop_object(k)
383 1.1 cgd int k;
384 1.1 cgd {
385 1.1 cgd int itm;
386 1.1 cgd if ((k<0) || (k>25)) return(0);
387 1.1 cgd itm = iven[k]; cursors();
388 1.1 cgd if (itm==0) { lprintf("\nYou don't have item %c! ",k+'a'); return(1); }
389 1.1 cgd if (item[playerx][playery])
390 1.1 cgd { beep(); lprcat("\nThere's something here already"); return(1); }
391 1.1 cgd if (playery==MAXY-1 && playerx==33) return(1); /* not in entrance */
392 1.1 cgd item[playerx][playery] = itm;
393 1.1 cgd iarg[playerx][playery] = ivenarg[k];
394 1.1 cgd srcount=0; lprcat("\n You drop:"); show3(k); /* show what item you dropped*/
395 1.1 cgd know[playerx][playery] = 0; iven[k]=0;
396 1.1 cgd if (c[WIELD]==k) c[WIELD]= -1; if (c[WEAR]==k) c[WEAR] = -1;
397 1.1 cgd if (c[SHIELD]==k) c[SHIELD]= -1;
398 1.1 cgd adjustcvalues(itm,ivenarg[k]);
399 1.1 cgd dropflag=1; /* say dropped an item so wont ask to pick it up right away */
400 1.1 cgd return(0);
401 1.1 cgd }
402 1.1 cgd
403 1.1 cgd /*
404 1.1 cgd function to enchant armor player is currently wearing
405 1.1 cgd */
406 1.1 cgd enchantarmor()
407 1.1 cgd {
408 1.1 cgd register int tmp;
409 1.1 cgd if (c[WEAR]<0) { if (c[SHIELD] < 0)
410 1.1 cgd { cursors(); beep(); lprcat("\nYou feel a sense of loss"); return; }
411 1.1 cgd else { tmp=iven[c[SHIELD]]; if (tmp != OSCROLL) if (tmp != OPOTION) { ivenarg[c[SHIELD]]++; bottomline(); } } }
412 1.1 cgd tmp = iven[c[WEAR]];
413 1.1 cgd if (tmp!=OSCROLL) if (tmp!=OPOTION) { ivenarg[c[WEAR]]++; bottomline(); }
414 1.1 cgd }
415 1.1 cgd
416 1.1 cgd /*
417 1.1 cgd function to enchant a weapon presently being wielded
418 1.1 cgd */
419 1.1 cgd enchweapon()
420 1.1 cgd {
421 1.1 cgd register int tmp;
422 1.1 cgd if (c[WIELD]<0)
423 1.1 cgd { cursors(); beep(); lprcat("\nYou feel a sense of loss"); return; }
424 1.1 cgd tmp = iven[c[WIELD]];
425 1.1 cgd if (tmp!=OSCROLL) if (tmp!=OPOTION)
426 1.1 cgd { ivenarg[c[WIELD]]++;
427 1.1 cgd if (tmp==OCLEVERRING) c[INTELLIGENCE]++; else
428 1.1 cgd if (tmp==OSTRRING) c[STREXTRA]++; else
429 1.1 cgd if (tmp==ODEXRING) c[DEXTERITY]++; bottomline(); }
430 1.1 cgd }
431 1.1 cgd
432 1.1 cgd /*
433 1.1 cgd routine to tell if player can carry one more thing
434 1.1 cgd returns 1 if pockets are full, else 0
435 1.1 cgd */
436 1.1 cgd pocketfull()
437 1.1 cgd {
438 1.1 cgd register int i,limit;
439 1.1 cgd if ((limit = 15+(c[LEVEL]>>1)) > 26) limit=26;
440 1.1 cgd for (i=0; i<limit; i++) if (iven[i]==0) return(0);
441 1.1 cgd return(1);
442 1.1 cgd }
443 1.1 cgd
444 1.1 cgd /*
445 1.1 cgd function to return 1 if a monster is next to the player else returns 0
446 1.1 cgd */
447 1.1 cgd nearbymonst()
448 1.1 cgd {
449 1.1 cgd register int tmp,tmp2;
450 1.1 cgd for (tmp=playerx-1; tmp<playerx+2; tmp++)
451 1.1 cgd for (tmp2=playery-1; tmp2<playery+2; tmp2++)
452 1.1 cgd if (mitem[tmp][tmp2]) return(1); /* if monster nearby */
453 1.1 cgd return(0);
454 1.1 cgd }
455 1.1 cgd
456 1.1 cgd /*
457 1.1 cgd function to steal an item from the players pockets
458 1.1 cgd returns 1 if steals something else returns 0
459 1.1 cgd */
460 1.1 cgd stealsomething()
461 1.1 cgd {
462 1.1 cgd register int i,j;
463 1.1 cgd j=100;
464 1.1 cgd while (1)
465 1.1 cgd {
466 1.1 cgd i=rund(26);
467 1.1 cgd if (iven[i]) if (c[WEAR]!=i) if (c[WIELD]!=i) if (c[SHIELD]!=i)
468 1.1 cgd {
469 1.1 cgd srcount=0; show3(i);
470 1.1 cgd adjustcvalues(iven[i],ivenarg[i]); iven[i]=0; return(1);
471 1.1 cgd }
472 1.1 cgd if (--j <= 0) return(0);
473 1.1 cgd }
474 1.1 cgd }
475 1.1 cgd
476 1.1 cgd /*
477 1.1 cgd function to return 1 is player carrys nothing else return 0
478 1.1 cgd */
479 1.1 cgd emptyhanded()
480 1.1 cgd {
481 1.1 cgd register int i;
482 1.1 cgd for (i=0; i<26; i++)
483 1.1 cgd if (iven[i]) if (i!=c[WIELD]) if (i!=c[WEAR]) if (i!=c[SHIELD]) return(0);
484 1.1 cgd return(1);
485 1.1 cgd }
486 1.1 cgd
487 1.1 cgd /*
488 1.1 cgd function to create a gem on a square near the player
489 1.1 cgd */
490 1.1 cgd creategem()
491 1.1 cgd {
492 1.1 cgd register int i,j;
493 1.1 cgd switch(rnd(4))
494 1.1 cgd {
495 1.1 cgd case 1: i=ODIAMOND; j=50; break;
496 1.1 cgd case 2: i=ORUBY; j=40; break;
497 1.1 cgd case 3: i=OEMERALD; j=30; break;
498 1.1 cgd default: i=OSAPPHIRE; j=20; break;
499 1.1 cgd };
500 1.1 cgd createitem(i,rnd(j)+j/10);
501 1.1 cgd }
502 1.1 cgd
503 1.1 cgd /*
504 1.1 cgd function to change character levels as needed when dropping an object
505 1.1 cgd that affects these characteristics
506 1.1 cgd */
507 1.1 cgd adjustcvalues(itm,arg)
508 1.1 cgd int itm,arg;
509 1.1 cgd {
510 1.1 cgd register int flag;
511 1.1 cgd flag=0;
512 1.1 cgd switch(itm)
513 1.1 cgd {
514 1.1 cgd case ODEXRING: c[DEXTERITY] -= arg+1; flag=1; break;
515 1.1 cgd case OSTRRING: c[STREXTRA] -= arg+1; flag=1; break;
516 1.1 cgd case OCLEVERRING: c[INTELLIGENCE] -= arg+1; flag=1; break;
517 1.1 cgd case OHAMMER: c[DEXTERITY] -= 10; c[STREXTRA] -= 10;
518 1.1 cgd c[INTELLIGENCE] += 10; flag=1; break;
519 1.1 cgd case OSWORDofSLASHING: c[DEXTERITY] -= 5; flag=1; break;
520 1.1 cgd case OORBOFDRAGON: --c[SLAYING]; return;
521 1.1 cgd case OSPIRITSCARAB: --c[NEGATESPIRIT]; return;
522 1.1 cgd case OCUBEofUNDEAD: --c[CUBEofUNDEAD]; return;
523 1.1 cgd case ONOTHEFT: --c[NOTHEFT]; return;
524 1.1 cgd case OLANCE: c[LANCEDEATH]=0; return;
525 1.1 cgd case OPOTION: case OSCROLL: return;
526 1.1 cgd
527 1.1 cgd default: flag=1;
528 1.1 cgd };
529 1.1 cgd if (flag) bottomline();
530 1.1 cgd }
531 1.1 cgd
532 1.1 cgd /*
533 1.1 cgd function to read a string from token input "string"
534 1.1 cgd returns a pointer to the string
535 1.1 cgd */
536 1.1 cgd gettokstr(str)
537 1.1 cgd register char *str;
538 1.1 cgd {
539 1.1 cgd register int i,j;
540 1.1 cgd i=50;
541 1.1 cgd while ((getchar() != '"') && (--i > 0));
542 1.1 cgd i=36;
543 1.1 cgd while (--i > 0)
544 1.1 cgd {
545 1.1 cgd if ((j=getchar()) != '"') *str++ = j; else i=0;
546 1.1 cgd }
547 1.1 cgd *str = 0;
548 1.1 cgd i=50;
549 1.1 cgd if (j != '"') while ((getchar() != '"') && (--i > 0)); /* if end due to too long, then find closing quote */
550 1.1 cgd }
551 1.1 cgd
552 1.1 cgd /*
553 1.1 cgd function to ask user for a password (no echo)
554 1.1 cgd returns 1 if entered correctly, 0 if not
555 1.1 cgd */
556 1.1 cgd static char gpwbuf[33];
557 1.1 cgd getpassword()
558 1.1 cgd {
559 1.1 cgd register int i,j;
560 1.1 cgd register char *gpwp;
561 1.1 cgd extern char *password;
562 1.1 cgd scbr(); /* system("stty -echo cbreak"); */
563 1.1 cgd gpwp = gpwbuf; lprcat("\nEnter Password: "); lflush();
564 1.1 cgd i = strlen(password);
565 1.1 cgd for (j=0; j<i; j++) read(0,gpwp++,1); gpwbuf[i]=0;
566 1.1 cgd sncbr(); /* system("stty echo -cbreak"); */
567 1.1 cgd if (strcmp(gpwbuf,password) != 0)
568 1.1 cgd { lprcat("\nSorry\n"); lflush(); return(0); }
569 1.1 cgd else return(1);
570 1.1 cgd }
571 1.1 cgd
572 1.1 cgd /*
573 1.1 cgd subroutine to get a yes or no response from the user
574 1.1 cgd returns y or n
575 1.1 cgd */
576 1.1 cgd getyn()
577 1.1 cgd {
578 1.1 cgd register int i;
579 1.1 cgd i=0; while (i!='y' && i!='n' && i!='\33') i=getchar();
580 1.1 cgd return(i);
581 1.1 cgd }
582 1.1 cgd
583 1.1 cgd /*
584 1.1 cgd function to calculate the pack weight of the player
585 1.1 cgd returns the number of pounds the player is carrying
586 1.1 cgd */
587 1.1 cgd packweight()
588 1.1 cgd {
589 1.1 cgd register int i,j,k;
590 1.1 cgd k=c[GOLD]/1000; j=25; while ((iven[j]==0) && (j>0)) --j;
591 1.1 cgd for (i=0; i<=j; i++)
592 1.1 cgd switch(iven[i])
593 1.1 cgd {
594 1.1 cgd case 0: break;
595 1.1 cgd case OSSPLATE: case OPLATEARMOR: k += 40; break;
596 1.1 cgd case OPLATE: k += 35; break;
597 1.1 cgd case OHAMMER: k += 30; break;
598 1.1 cgd case OSPLINT: k += 26; break;
599 1.1 cgd case OSWORDofSLASHING: case OCHAIN:
600 1.1 cgd case OBATTLEAXE: case O2SWORD: k += 23; break;
601 1.1 cgd case OLONGSWORD: case OSWORD:
602 1.1 cgd case ORING: case OFLAIL: k += 20; break;
603 1.1 cgd case OLANCE: case OSTUDLEATHER: k += 15; break;
604 1.1 cgd case OLEATHER: case OSPEAR: k += 8; break;
605 1.1 cgd case OORBOFDRAGON: case OBELT: k += 4; break;
606 1.1 cgd case OSHIELD: k += 7; break;
607 1.1 cgd case OCHEST: k += 30 + ivenarg[i]; break;
608 1.1 cgd default: k++;
609 1.1 cgd };
610 1.1 cgd return(k);
611 1.1 cgd }
612 1.1 cgd
613 1.1 cgd #ifndef MACRORND
614 1.1 cgd /* macros to generate random numbers 1<=rnd(N)<=N 0<=rund(N)<=N-1 */
615 1.1 cgd rnd(x)
616 1.1 cgd int x;
617 1.1 cgd {
618 1.1 cgd return((((randx=randx*1103515245+12345)>>7)%(x))+1);
619 1.1 cgd }
620 1.1 cgd
621 1.1 cgd rund(x)
622 1.1 cgd int x;
623 1.1 cgd {
624 1.1 cgd return((((randx=randx*1103515245+12345)>>7)%(x)) );
625 1.1 cgd }
626 1.1 cgd #endif MACRORND
627