xref: /dragonfly/games/larn/global.c (revision 4b700f7e6e201a39c957dad3665953138e01c2d1)
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 1.5 2006/08/26 17:05:05 pavalos Exp $
4  *
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  * losemspells(x)   subroutine to lose maximum spells
14  * raisemspells(x)  subroutine to gain maximum spells
15  * makemonst(lev)   function to return monster number for a randomly
16  *                            selected monster
17  * positionplayer() function to be sure player is not in a wall
18  * recalc()                   function to recalculate the armor class of the player
19  * quit()           subroutine to ask if the player really wants to quit
20  *
21  */
22 
23 #include "header.h"
24 extern int score[], dropflag;
25 extern char *what[], *who[];
26 extern char password[], winner[];
27 extern char sciv[SCORESIZE + 1][26][2];
28 
29 /*
30           raiselevel()
31 
32           subroutine to raise the player one level
33           uses the skill[] array to find level boundarys
34           uses c[EXPERIENCE]  c[LEVEL]
35  */
36 void
raiselevel(void)37 raiselevel(void)
38 {
39           if (c[LEVEL] < MAXPLEVEL)
40                     raiseexperience((long)(skill[c[LEVEL]] - c[EXPERIENCE]));
41 }
42 
43 /*
44     loselevel()
45 
46           subroutine to lower the players character level by one
47  */
48 void
loselevel(void)49 loselevel(void)
50 {
51           if (c[LEVEL] > 1)
52                     loseexperience((long)(c[EXPERIENCE] - skill[c[LEVEL] - 1] + 1));
53 }
54 
55 /*
56           raiseexperience(x)
57 
58           subroutine to increase experience points
59  */
60 void
raiseexperience(long x)61 raiseexperience(long x)
62 {
63           int i, tmp;
64           i = c[LEVEL];
65           c[EXPERIENCE] += x;
66           while (c[EXPERIENCE] >= skill[c[LEVEL]] && (c[LEVEL] < MAXPLEVEL)) {
67                     tmp = (c[CONSTITUTION] - c[HARDGAME]) >> 1;
68                     c[LEVEL]++;
69                     raisemhp((int)(rnd(3) + rnd((tmp > 0) ? tmp : 1)));
70                     raisemspells((int)rund(3));
71                     if (c[LEVEL] < 7 - c[HARDGAME])
72                               raisemhp((int)(c[CONSTITUTION] >> 2));
73           }
74           if (c[LEVEL] != i) {
75                     cursors();
76                     beep();
77                     lprintf("\nWelcome to level %d", (long)c[LEVEL]); /* if we changed levels */
78           }
79           bottomline();
80 }
81 
82 /*
83           loseexperience(x)
84 
85           subroutine to lose experience points
86  */
87 void
loseexperience(long x)88 loseexperience(long x)
89 {
90           int i, tmp;
91           i = c[LEVEL];
92           c[EXPERIENCE] -= x;
93           if (c[EXPERIENCE] < 0)
94                     c[EXPERIENCE] = 0;
95           while (c[EXPERIENCE] < skill[c[LEVEL] - 1]) {
96                     if (--c[LEVEL] <= 1)                    /* down one level */
97                               c[LEVEL] = 1;
98                     tmp = (c[CONSTITUTION] - c[HARDGAME]) >> 1;       /* lose hpoints */
99                     losemhp((int)rnd((tmp > 0) ? tmp : 1));           /* lose hpoints */
100                     if (c[LEVEL] < 7 - c[HARDGAME])
101                               losemhp((int)(c[CONSTITUTION] >> 2));
102                     losemspells((int)rund(3));              /* lose spells */
103           }
104           if (i != c[LEVEL]) {
105                     cursors();
106                     beep();
107                     lprintf("\nYou went down to level %d!", (long)c[LEVEL]);
108           }
109           bottomline();
110 }
111 
112 /*
113           losehp(x)
114           losemhp(x)
115 
116           subroutine to remove hit points from the player
117           warning -- will kill player if hp goes to zero
118  */
119 void
losehp(int x)120 losehp(int x)
121 {
122           if ((c[HP] -= x) <= 0) {
123                     beep();
124                     lprcat("\n");
125                     nap(3000);
126                     died(lastnum);
127           }
128 }
129 
130 void
losemhp(int x)131 losemhp(int x)
132 {
133           c[HP] -= x;
134           if (c[HP] < 1)
135                     c[HP] = 1;
136           c[HPMAX] -= x;
137           if (c[HPMAX] < 1)
138                     c[HPMAX] = 1;
139 }
140 
141 /*
142           raisehp(x)
143           raisemhp(x)
144 
145           subroutine to gain maximum hit points
146  */
147 void
raisehp(int x)148 raisehp(int x)
149 {
150           if ((c[HP] += x) > c[HPMAX])
151                     c[HP] = c[HPMAX];
152 }
153 
154 void
raisemhp(int x)155 raisemhp(int x)
156 {
157           c[HPMAX] += x;
158           c[HP] += x;
159 }
160 
161 /*
162           raisemspells(x)
163 
164           subroutine to gain maximum spells
165  */
166 void
raisemspells(int x)167 raisemspells(int x)
168 {
169           c[SPELLMAX] += x;
170           c[SPELLS] += x;
171 }
172 
173 /*
174           losemspells(x)
175 
176           subroutine to lose maximum spells
177  */
178 void
losemspells(int x)179 losemspells(int x)
180 {
181           if ((c[SPELLMAX] -= x) < 0)
182                     c[SPELLMAX] = 0;
183           if ((c[SPELLS] -= x) < 0)
184                     c[SPELLS] = 0;
185 }
186 
187 /*
188           makemonst(lev)
189                     int lev;
190 
191           function to return monster number for a randomly selected monster
192                     for the given cave level
193  */
194 int
makemonst(int lev)195 makemonst(int lev)
196 {
197           int tmp, x;
198           if (lev < 1)
199                     lev = 1;
200           if (lev > 12)
201                     lev = 12;
202           tmp = WATERLORD;
203           if (lev < 5)
204                     while (tmp == WATERLORD)
205                               tmp = rnd((x = monstlevel[lev - 1]) ? x : 1);
206           else
207                     while (tmp == WATERLORD)
208                               tmp = rnd((x = monstlevel[lev - 1] - monstlevel[lev - 4])
209                                   ? x : 1) + monstlevel[lev - 4];
210 
211           while (tmp < MAXMONST && monster[tmp].genocided)  /* genocided? */
212                     tmp++;
213           return (tmp);
214 }
215 
216 /*
217           positionplayer()
218 
219           function to be sure player is not in a wall
220  */
221 void
positionplayer(void)222 positionplayer(void)
223 {
224           int try;
225           try = 2;
226           while ((item[playerx][playery] || mitem[playerx][playery]) && (try))
227                     if (++playerx >= MAXX - 1) {
228                               playerx = 1;
229                               if (++playery >= MAXY - 1) {
230                                         playery = 1;
231                                         --try;
232                               }
233                     }
234           if (try == 0)
235                     lprcat("Failure in positionplayer\n");
236 }
237 
238 /*
239           recalc()  function to recalculate the armor class of the player
240  */
241 void
recalc(void)242 recalc(void)
243 {
244           int i, j, k;
245           c[AC] = c[MOREDEFENSES];
246           if (c[WEAR] >= 0)
247                     switch (iven[c[WEAR]]) {
248                     case OSHIELD:
249                               c[AC] += 2 + ivenarg[c[WEAR]];
250                               break;
251                     case OLEATHER:
252                               c[AC] += 2 + ivenarg[c[WEAR]];
253                               break;
254                     case OSTUDLEATHER:
255                               c[AC] += 3 + ivenarg[c[WEAR]];
256                               break;
257                     case ORING:
258                               c[AC] += 5 + ivenarg[c[WEAR]];
259                               break;
260                     case OCHAIN:
261                               c[AC] += 6 + ivenarg[c[WEAR]];
262                               break;
263                     case OSPLINT:
264                               c[AC] += 7 + ivenarg[c[WEAR]];
265                               break;
266                     case OPLATE:
267                               c[AC] += 9 + ivenarg[c[WEAR]];
268                               break;
269                     case OPLATEARMOR:
270                               c[AC] += 10 + ivenarg[c[WEAR]];
271                               break;
272                     case OSSPLATE:
273                               c[AC] += 12 + ivenarg[c[WEAR]];
274                               break;
275                     }
276 
277           if (c[SHIELD] >= 0)
278                     if (iven[c[SHIELD]] == OSHIELD)
279                               c[AC] += 2 + ivenarg[c[SHIELD]];
280           if (c[WIELD] < 0)
281                     c[WCLASS] = 0;
282           else {
283                     i = ivenarg[c[WIELD]];
284                     switch (iven[c[WIELD]]) {
285                     case ODAGGER:
286                               c[WCLASS] = 3 + i;
287                               break;
288                     case OBELT:
289                               c[WCLASS] = 7 + i;
290                               break;
291                     case OSHIELD:
292                               c[WCLASS] = 8 + i;
293                               break;
294                     case OSPEAR:
295                               c[WCLASS] = 10 + i;
296                               break;
297                     case OFLAIL:
298                               c[WCLASS] = 14 + i;
299                               break;
300                     case OBATTLEAXE:
301                               c[WCLASS] = 17 + i;
302                               break;
303                     case OLANCE:
304                               c[WCLASS] = 19 + i;
305                               break;
306                     case OLONGSWORD:
307                               c[WCLASS] = 22 + i;
308                               break;
309                     case O2SWORD:
310                               c[WCLASS] = 26 + i;
311                               break;
312                     case OSWORD:
313                               c[WCLASS] = 32 + i;
314                               break;
315                     case OSWORDofSLASHING:
316                               c[WCLASS] = 30 + i;
317                               break;
318                     case OHAMMER:
319                               c[WCLASS] = 35 + i;
320                               break;
321                     default:
322                               c[WCLASS] = 0;
323                     }
324           }
325           c[WCLASS] += c[MOREDAM];
326 
327           /* now for regeneration abilities based on rings */
328           c[REGEN] = 1;
329           c[ENERGY] = 0;
330           j = 0;
331           for (k = 25; k > 0; k--)
332                     if (iven[k]) {
333                               j = k;
334                               k = 0;
335                     }
336           for (i = 0; i <= j; i++) {
337                     switch (iven[i]) {
338                     case OPROTRING:
339                               c[AC] += ivenarg[i] + 1;
340                               break;
341                     case ODAMRING:
342                               c[WCLASS] += ivenarg[i] + 1;
343                               break;
344                     case OBELT:
345                               c[WCLASS] += ((ivenarg[i] << 1)) + 2;
346                               break;
347 
348                     case OREGENRING:
349                               c[REGEN] += ivenarg[i] + 1;
350                               break;
351                     case ORINGOFEXTRA:
352                               c[REGEN] += 5 * (ivenarg[i] + 1);
353                               break;
354                     case OENERGYRING:
355                               c[ENERGY] += ivenarg[i] + 1;
356                               break;
357                     }
358           }
359 }
360 
361 
362 /*
363           quit()
364 
365           subroutine to ask if the player really wants to quit
366  */
367 void
quit(void)368 quit(void)
369 {
370           int i;
371           cursors();
372           strcpy(lastmonst, "");
373           lprcat("\n\nDo you really want to quit?");
374           while (1) {
375                     i = getchr();
376                     if (i == 'y') {
377                               died(300);
378                               return;
379                     }
380                     if ((i == 'n') || (i == '\33')) {
381                               lprcat(" no");
382                               lflush();
383                               return;
384                     }
385                     lprcat("\n");
386                     setbold();
387                     lprcat("Yes");
388                     resetbold();
389                     lprcat(" or ");
390                     setbold();
391                     lprcat("No");
392                     resetbold();
393                     lprcat(" please?   Do you want to quit? ");
394           }
395 }
396 
397 /*
398           function to ask --more-- then the user must enter a space
399  */
400 void
more(void)401 more(void)
402 {
403           lprcat("\n  --- press ");
404           standout("space");
405           lprcat(" to continue --- ");
406           while (getchr() != ' ')
407                     ; /* nothing */
408 }
409 
410 /*
411           function to put something in the players inventory
412           returns 0 if success, 1 if a failure
413  */
414 int
take(int itm,int arg)415 take(int itm, int arg)
416 {
417           int i, limit;
418           if ((limit = 15 + (c[LEVEL] >> 1)) > 26)
419                     limit = 26;
420           for (i = 0; i < limit; i++)
421                     if (iven[i] == 0) {
422                               iven[i] = itm;
423                               ivenarg[i] = arg;
424                               limit = 0;
425                               switch (itm) {
426                               case OPROTRING:
427                               case ODAMRING:
428                               case OBELT:
429                                         limit = 1;
430                                         break;
431                               case ODEXRING:
432                                         c[DEXTERITY] += ivenarg[i] + 1;
433                                         limit = 1;
434                                         break;
435                               case OSTRRING:
436                                         c[STREXTRA] += ivenarg[i] + 1;
437                                         limit = 1;
438                                         break;
439                               case OCLEVERRING:
440                                         c[INTELLIGENCE] += ivenarg[i] + 1;
441                                         limit = 1;
442                                         break;
443                               case OHAMMER:
444                                         c[DEXTERITY] += 10;
445                                         c[STREXTRA] += 10;
446                                         c[INTELLIGENCE] -= 10;
447                                         limit = 1;
448                                         break;
449 
450                               case OORBOFDRAGON:
451                                         c[SLAYING]++;
452                                         break;
453                               case OSPIRITSCARAB:
454                                         c[NEGATESPIRIT]++;
455                                         break;
456                               case OCUBEofUNDEAD:
457                                         c[CUBEofUNDEAD]++;
458                                         break;
459                               case ONOTHEFT:
460                                         c[NOTHEFT]++;
461                                         break;
462                               case OSWORDofSLASHING:
463                                         c[DEXTERITY] += 5;
464                                         limit = 1;
465                                         break;
466                               }
467                               lprcat("\nYou pick up:");
468                               srcount = 0;
469                               show3(i);
470                               if (limit)
471                                         bottomline();
472                               return (0);
473                     }
474           lprcat("\nYou can't carry anything else");
475           return (1);
476 }
477 
478 /*
479           subroutine to drop an object
480           returns 1 if something there already else 0
481  */
482 int
drop_object(int k)483 drop_object(int k)
484 {
485           int itm;
486           if ((k < 0) || (k > 25))
487                     return (0);
488           itm = iven[k];
489           cursors();
490           if (itm == 0) {
491                     lprintf("\nYou don't have item %c! ", k + 'a');
492                     return (1);
493           }
494           if (item[playerx][playery]) {
495                     beep();
496                     lprcat("\nThere's something here already");
497                     return (1);
498           }
499           if (playery == MAXY - 1 && playerx == 33)         /* not in entrance */
500                     return (1);
501           item[playerx][playery] = itm;
502           iarg[playerx][playery] = ivenarg[k];
503           srcount = 0;
504           lprcat("\n  You drop:");
505           show3(k);           /* show what item you dropped*/
506           know[playerx][playery] = 0;
507           iven[k] = 0;
508           if (c[WIELD] == k)
509                     c[WIELD] = -1;
510           if (c[WEAR] == k)
511                     c[WEAR] = -1;
512           if (c[SHIELD] == k)
513                     c[SHIELD] = -1;
514           adjustcvalues(itm, ivenarg[k]);
515           /* say dropped an item so wont ask to pick it up right away */
516           dropflag = 1;
517           return (0);
518 }
519 
520 /*
521           function to enchant armor player is currently wearing
522  */
523 void
enchantarmor(void)524 enchantarmor(void)
525 {
526           int tmp;
527           if (c[WEAR] < 0) {
528                     if (c[SHIELD] < 0) {
529                               cursors();
530                               beep();
531                               lprcat("\nYou feel a sense of loss");
532                               return;
533                     } else {
534                               tmp = iven[c[SHIELD]];
535                               if (tmp != OSCROLL)
536                                         if (tmp != OPOTION) {
537                                                   ivenarg[c[SHIELD]]++;
538                                                   bottomline();
539                                         }
540                     }
541           }
542           tmp = iven[c[WEAR]];
543           if (tmp != OSCROLL)
544                     if (tmp != OPOTION) {
545                               ivenarg[c[WEAR]]++;
546                               bottomline();
547                     }
548 }
549 
550 /*
551           function to enchant a weapon presently being wielded
552  */
553 void
enchweapon(void)554 enchweapon(void)
555 {
556           int tmp;
557           if (c[WIELD] < 0) {
558                     cursors();
559                     beep();
560                     lprcat("\nYou feel a sense of loss");
561                     return;
562           }
563           tmp = iven[c[WIELD]];
564           if (tmp != OSCROLL)
565                     if (tmp != OPOTION) {
566                               ivenarg[c[WIELD]]++;
567                               if (tmp == OCLEVERRING)
568                                         c[INTELLIGENCE]++;
569                               else if (tmp == OSTRRING)
570                                         c[STREXTRA]++;
571                               else if (tmp == ODEXRING)
572                                         c[DEXTERITY]++;
573                               bottomline();
574                     }
575 }
576 
577 /*
578           routine to tell if player can carry one more thing
579           returns 1 if pockets are full, else 0
580  */
581 int
pocketfull(void)582 pocketfull(void)
583 {
584           int i, limit;
585           if ((limit = 15 + (c[LEVEL] >> 1)) > 26)
586                     limit = 26;
587           for (i = 0; i < limit; i++)
588                     if (iven[i] == 0)
589                               return (0);
590           return (1);
591 }
592 
593 /*
594           function to return 1 if a monster is next to the player else returns 0
595  */
596 int
nearbymonst(void)597 nearbymonst(void)
598 {
599           int tmp, tmp2;
600           for (tmp = playerx - 1; tmp < playerx + 2; tmp++)
601                     for (tmp2 = playery - 1; tmp2 < playery + 2; tmp2++)
602                               if (mitem[tmp][tmp2])         /* if monster nearby */
603                                         return (1);
604           return (0);
605 }
606 
607 /*
608           function to steal an item from the players pockets
609           returns 1 if steals something else returns 0
610  */
611 int
stealsomething(void)612 stealsomething(void)
613 {
614           int i, j;
615           j = 100;
616           while (1) {
617                     i = rund(26);
618                     if (iven[i])
619                               if (c[WEAR] != i)
620                                         if (c[WIELD] != i)
621                                                   if (c[SHIELD] != i) {
622                                                             srcount = 0;
623                                                             show3(i);
624                                                             adjustcvalues(iven[i], ivenarg[i]);
625                                                             iven[i] = 0;
626                                                             return (1);
627                                                   }
628                     if (--j <= 0)
629                               return (0);
630           }
631 }
632 
633 /*
634           function to return 1 is player carrys nothing else return 0
635  */
636 int
emptyhanded(void)637 emptyhanded(void)
638 {
639           int i;
640           for (i = 0; i < 26; i++)
641                     if (iven[i])
642                               if (i != c[WIELD])
643                                         if (i != c[WEAR])
644                                                   if (i != c[SHIELD])
645                                                             return (0);
646           return (1);
647 }
648 
649 /*
650           function to create a gem on a square near the player
651  */
652 void
creategem(void)653 creategem(void)
654 {
655           int i, j;
656           switch (rnd(4)) {
657           case 1:
658                     i = ODIAMOND;
659                     j = 50;
660                     break;
661           case 2:
662                     i = ORUBY;
663                     j = 40;
664                     break;
665           case 3:
666                     i = OEMERALD;
667                     j = 30;
668                     break;
669           default:
670                     i = OSAPPHIRE;
671                     j = 20;
672                     break;
673           }
674           createitem(i, rnd(j) + j / 10);
675 }
676 
677 /*
678           function to change character levels as needed when dropping an object
679           that affects these characteristics
680  */
681 void
adjustcvalues(int itm,int arg)682 adjustcvalues(int itm, int arg)
683 {
684           int flag;
685           flag = 0;
686           switch (itm) {
687           case ODEXRING:
688                     c[DEXTERITY] -= arg + 1;
689                     flag = 1;
690                     break;
691           case OSTRRING:
692                     c[STREXTRA] -= arg + 1;
693                     flag = 1;
694                     break;
695           case OCLEVERRING:
696                     c[INTELLIGENCE] -= arg + 1;
697                     flag = 1;
698                     break;
699           case OHAMMER:
700                     c[DEXTERITY] -= 10;
701                     c[STREXTRA] -= 10;
702                     c[INTELLIGENCE] += 10;
703                     flag = 1;
704                     break;
705           case OSWORDofSLASHING:
706                     c[DEXTERITY] -= 5;
707                     flag = 1;
708                     break;
709           case OORBOFDRAGON:
710                     --c[SLAYING];
711                     return;
712           case OSPIRITSCARAB:
713                     --c[NEGATESPIRIT];
714                     return;
715           case OCUBEofUNDEAD:
716                     --c[CUBEofUNDEAD];
717                     return;
718           case ONOTHEFT:
719                     --c[NOTHEFT];
720                     return;
721           case OLANCE:
722                     c[LANCEDEATH] = 0;
723                     return;
724           case OPOTION:
725           case OSCROLL:
726                     return;
727 
728           default:
729                     flag = 1;
730           }
731           if (flag)
732                     bottomline();
733 }
734 
735 /*
736           function to ask user for a password (no echo)
737           returns 1 if entered correctly, 0 if not
738  */
739 static char gpwbuf[33];
740 
741 int
getpassword(void)742 getpassword(void)
743 {
744           int   i, j;
745           char *gpwp;
746           scbr();
747           gpwp = gpwbuf;
748           lprcat("\nEnter Password: ");
749           lflush();
750           i = strlen(password);
751           for (j = 0; j < i; j++)
752                     read(0, gpwp++, 1);
753           gpwbuf[i] = 0;
754           sncbr();
755           if (strcmp(gpwbuf, password) != 0) {
756                     lprcat("\nSorry\n");
757                     lflush();
758                     return (0);
759           } else
760                     return (1);
761 }
762 
763 /*
764           subroutine to get a yes or no response from the user
765           returns y or n
766  */
767 int
getyn(void)768 getyn(void)
769 {
770           int i;
771           i = 0;
772           while (i != 'y' && i != 'n' && i != '\33')
773                     i = getchr();
774           return (i);
775 }
776 
777 /*
778           function to calculate the pack weight of the player
779           returns the number of pounds the player is carrying
780  */
781 int
packweight(void)782 packweight(void)
783 {
784           int i, j, k;
785           k = c[GOLD] / 1000;
786           j = 25;
787           while ((iven[j] == 0) && (j > 0))
788                     --j;
789           for (i = 0; i <= j; i++)
790                     switch (iven[i]) {
791                     case 0:
792                               break;
793                     case OSSPLATE:
794                     case OPLATEARMOR:
795                               k += 40;
796                               break;
797                     case OPLATE:
798                               k += 35;
799                               break;
800                     case OHAMMER:
801                               k += 30;
802                               break;
803                     case OSPLINT:
804                               k += 26;
805                               break;
806                     case OSWORDofSLASHING:
807                     case OCHAIN:
808                     case OBATTLEAXE:
809                     case O2SWORD:
810                               k += 23;
811                               break;
812                     case OLONGSWORD:
813                     case OSWORD:
814                     case ORING:
815                     case OFLAIL:
816                               k += 20;
817                               break;
818                     case OLANCE:
819                     case OSTUDLEATHER:
820                               k += 15;
821                               break;
822                     case OLEATHER:
823                     case OSPEAR:
824                               k += 8;
825                               break;
826                     case OORBOFDRAGON:
827                     case OBELT:
828                               k += 4;
829                               break;
830                     case OSHIELD:
831                               k += 7;
832                               break;
833                     case OCHEST:
834                               k += 30 + ivenarg[i];
835                               break;
836                     default:
837                               k++;
838                     }
839           return (k);
840 }
841 
842 #ifndef MACRORND
843 /* macros to generate random numbers   1<=rnd(N)<=N   0<=rund(N)<=N-1 */
844 int
rnd(int x)845 rnd(int x)
846 {
847           return ((random() % x) + 1);
848 }
849 
850 int
rund(int x)851 rund(int x)
852 {
853           return (random() % x);
854 }
855 #endif /* MACRORND */
856