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File: [cvs.NetBSD.org] / src / games / larn / global.c (download)

Revision 1.12, Mon Feb 4 01:07:01 2008 UTC (11 years, 10 months ago) by dholland
Branch: MAIN
CVS Tags: yamt-pf42-baseX, yamt-pf42-base4, yamt-pf42-base3, yamt-pf42-base2, yamt-pf42-base, yamt-pf42, yamt-pagecache-base3, yamt-pagecache-base2, yamt-pagecache-base, wrstuden-revivesa-base-3, wrstuden-revivesa-base-2, wrstuden-revivesa-base-1, wrstuden-revivesa-base, wrstuden-revivesa, netbsd-6-base, netbsd-6-1-RELEASE, netbsd-6-1-RC4, netbsd-6-1-RC3, netbsd-6-1-RC2, netbsd-6-1-RC1, netbsd-6-1-5-RELEASE, netbsd-6-1-4-RELEASE, netbsd-6-1-3-RELEASE, netbsd-6-1-2-RELEASE, netbsd-6-1-1-RELEASE, netbsd-6-1, netbsd-6-0-RELEASE, netbsd-6-0-RC2, netbsd-6-0-RC1, netbsd-6-0-6-RELEASE, netbsd-6-0-5-RELEASE, netbsd-6-0-4-RELEASE, netbsd-6-0-3-RELEASE, netbsd-6-0-2-RELEASE, netbsd-6-0-1-RELEASE, netbsd-6-0, netbsd-6, netbsd-5-base, netbsd-5-2-RELEASE, netbsd-5-2-RC1, netbsd-5-2-3-RELEASE, netbsd-5-2-2-RELEASE, netbsd-5-2-1-RELEASE, netbsd-5-2, netbsd-5-1-RELEASE, netbsd-5-1-RC4, netbsd-5-1-RC3, netbsd-5-1-RC2, netbsd-5-1-RC1, netbsd-5-1-5-RELEASE, netbsd-5-1-4-RELEASE, netbsd-5-1-3-RELEASE, netbsd-5-1-2-RELEASE, netbsd-5-1-1-RELEASE, netbsd-5-1, netbsd-5-0-RELEASE, netbsd-5-0-RC4, netbsd-5-0-RC3, netbsd-5-0-RC2, netbsd-5-0-RC1, netbsd-5-0-2-RELEASE, netbsd-5-0-1-RELEASE, netbsd-5-0, netbsd-5, mjf-devfs2-base, mjf-devfs2, matt-premerge-20091211, matt-nb6-plus-nbase, matt-nb6-plus-base, matt-nb6-plus, matt-nb5-pq3-base, matt-nb5-pq3, matt-nb5-mips64-u2-k2-k4-k7-k8-k9, matt-nb5-mips64-u1-k1-k5, matt-nb5-mips64-premerge-20101231, matt-nb5-mips64-premerge-20091211, matt-nb5-mips64-k15, matt-nb5-mips64, matt-nb4-mips64-k7-u2a-k9b, matt-mips64-premerge-20101231, matt-mips64-base2, matt-armv6-nbase, keiichi-mipv6-base, keiichi-mipv6, jym-xensuspend-nbase, jym-xensuspend-base, jym-xensuspend, hpcarm-cleanup-nbase, hpcarm-cleanup-base, cherry-xenmp-base, cherry-xenmp, bouyer-quota2-nbase, bouyer-quota2-base, bouyer-quota2
Branch point for: yamt-pagecache
Changes since 1.11: +4 -48 lines

More assorted cleanup merged from larn 12.2.

/*	$NetBSD: global.c,v 1.12 2008/02/04 01:07:01 dholland Exp $	*/

/*
 * global.c 		Larn is copyrighted 1986 by Noah Morgan.
 * 
 * raiselevel()		subroutine to raise the player one level
 * loselevel()		subroutine to lower the player by one level
 * raiseexperience(x)	subroutine to increase experience points
 * loseexperience(x)	subroutine to lose experience points
 * losehp(x)		subroutine to remove hit points from the player
 * losemhp(x)		subroutine to remove max # hit points from the player
 * raisehp(x) 		subroutine to gain hit points
 * raisemhp(x)		subroutine to gain maximum hit points
 * losemspells(x)	subroutine to lose maximum spells
 * raisemspells(x)	subroutine to gain maximum spells
 * makemonst(lev)	function to return monster number for a randomly
 *			selected monster
 * positionplayer()	function to be sure player is not in a wall
 * recalc()		function to recalculate the armor class of the player
 * quit()		subroutine to ask if the player really wants to quit
 */
#include <sys/cdefs.h>
#ifndef lint
__RCSID("$NetBSD: global.c,v 1.12 2008/02/04 01:07:01 dholland Exp $");
#endif /* not lint */

#include <string.h>
#include <unistd.h>
#include "header.h"
#include "extern.h"
extern int      score[], dropflag;
extern char     *what[], *who[];
extern char     winner[];
extern char     sciv[SCORESIZE + 1][26][2];
extern char    *password;

/*
	raiselevel()

	subroutine to raise the player one level
	uses the skill[] array to find level boundarys
	uses c[EXPERIENCE]  c[LEVEL]
 */
void
raiselevel()
{
	if (c[LEVEL] < MAXPLEVEL)
		raiseexperience((long) (skill[c[LEVEL]] - c[EXPERIENCE]));
}

/*
    loselevel()

	subroutine to lower the players character level by one
 */
void
loselevel()
{
	if (c[LEVEL] > 1)
		loseexperience((long) (c[EXPERIENCE] - skill[c[LEVEL] - 1] + 1));
}

/*
	raiseexperience(x)

	subroutine to increase experience points
 */
void
raiseexperience(x)
	long   x;
{
	int    i, tmp;
	i = c[LEVEL];
	c[EXPERIENCE] += x;
	while (c[EXPERIENCE] >= skill[c[LEVEL]] && (c[LEVEL] < MAXPLEVEL)) {
		tmp = (c[CONSTITUTION] - c[HARDGAME]) >> 1;
		c[LEVEL]++;
		raisemhp((int) (rnd(3) + rnd((tmp > 0) ? tmp : 1)));
		raisemspells((int) rund(3));
		if (c[LEVEL] < 7 - c[HARDGAME])
			raisemhp((int) (c[CONSTITUTION] >> 2));
	}
	if (c[LEVEL] != i) {
		cursors();
		beep();
		lprintf("\nWelcome to level %ld", (long) c[LEVEL]);	/* if we changed levels	 */
	}
	bottomline();
}

/*
	loseexperience(x)

	subroutine to lose experience points
 */
void
loseexperience(x)
	long   x;
{
	int    i, tmp;
	i = c[LEVEL];
	c[EXPERIENCE] -= x;
	if (c[EXPERIENCE] < 0)
		c[EXPERIENCE] = 0;
	while (c[EXPERIENCE] < skill[c[LEVEL] - 1]) {
		if (--c[LEVEL] <= 1)
			c[LEVEL] = 1;	/* down one level		 */
		tmp = (c[CONSTITUTION] - c[HARDGAME]) >> 1;	/* lose hpoints */
		losemhp((int) rnd((tmp > 0) ? tmp : 1));	/* lose hpoints */
		if (c[LEVEL] < 7 - c[HARDGAME])
			losemhp((int) (c[CONSTITUTION] >> 2));
		losemspells((int) rund(3));	/* lose spells		 */
	}
	if (i != c[LEVEL]) {
		cursors();
		beep();
		lprintf("\nYou went down to level %ld!", (long) c[LEVEL]);
	}
	bottomline();
}

/*
	losehp(x)
	losemhp(x)

	subroutine to remove hit points from the player
	warning -- will kill player if hp goes to zero
 */
void
losehp(x)
	int    x;
{
	if ((c[HP] -= x) <= 0) {
		beep();
		lprcat("\n");
		nap(3000);
		died(lastnum);
	}
}

void
losemhp(x)
	int    x;
{
	c[HP] -= x;
	if (c[HP] < 1)
		c[HP] = 1;
	c[HPMAX] -= x;
	if (c[HPMAX] < 1)
		c[HPMAX] = 1;
}

/*
	raisehp(x)
	raisemhp(x)

	subroutine to gain maximum hit points
 */
void
raisehp(x)
	int    x;
{
	if ((c[HP] += x) > c[HPMAX])
		c[HP] = c[HPMAX];
}

void
raisemhp(x)
	int    x;
{
	c[HPMAX] += x;
	c[HP] += x;
}

/*
	raisemspells(x)

	subroutine to gain maximum spells
 */
void
raisemspells(x)
	int    x;
{
	c[SPELLMAX] += x;
	c[SPELLS] += x;
}

/*
	losemspells(x)

	subroutine to lose maximum spells
 */
void
losemspells(x)
	int    x;
{
	if ((c[SPELLMAX] -= x) < 0)
		c[SPELLMAX] = 0;
	if ((c[SPELLS] -= x) < 0)
		c[SPELLS] = 0;
}

/*
	makemonst(lev)
		int lev;

	function to return monster number for a randomly selected monster
		for the given cave level
 */
int
makemonst(lev)
	int    lev;
{
	int    tmp, x;
	if (lev < 1)
		lev = 1;
	if (lev > 12)
		lev = 12;
	tmp = WATERLORD;
	if (lev < 5)
		while (tmp == WATERLORD)
			tmp = rnd((x = monstlevel[lev - 1]) ? x : 1);
	else
		while (tmp == WATERLORD)
			tmp = rnd((x = monstlevel[lev - 1] - monstlevel[lev - 4]) ? x : 1) + monstlevel[lev - 4];

	while (monster[tmp].genocided && tmp < MAXMONST)
		tmp++;		/* genocided? */
	return (tmp);
}

/*
	positionplayer()

	function to be sure player is not in a wall
 */
void
positionplayer()
{
	int             try;
	try = 2;
	while ((item[playerx][playery] || mitem[playerx][playery]) && (try))
		if (++playerx >= MAXX - 1) {
			playerx = 1;
			if (++playery >= MAXY - 1) {
				playery = 1;
				--try;
			}
		}
	if (try == 0)
		lprcat("Failure in positionplayer\n");
}

/*
	recalc()	function to recalculate the armor class of the player
 */
void
recalc()
{
	int    i, j, k;
	c[AC] = c[MOREDEFENSES];
	if (c[WEAR] >= 0)
		switch (iven[c[WEAR]]) {
		case OSHIELD:
			c[AC] += 2 + ivenarg[c[WEAR]];
			break;
		case OLEATHER:
			c[AC] += 2 + ivenarg[c[WEAR]];
			break;
		case OSTUDLEATHER:
			c[AC] += 3 + ivenarg[c[WEAR]];
			break;
		case ORING:
			c[AC] += 5 + ivenarg[c[WEAR]];
			break;
		case OCHAIN:
			c[AC] += 6 + ivenarg[c[WEAR]];
			break;
		case OSPLINT:
			c[AC] += 7 + ivenarg[c[WEAR]];
			break;
		case OPLATE:
			c[AC] += 9 + ivenarg[c[WEAR]];
			break;
		case OPLATEARMOR:
			c[AC] += 10 + ivenarg[c[WEAR]];
			break;
		case OSSPLATE:
			c[AC] += 12 + ivenarg[c[WEAR]];
			break;
		}

	if (c[SHIELD] >= 0)
		if (iven[c[SHIELD]] == OSHIELD)
			c[AC] += 2 + ivenarg[c[SHIELD]];
	if (c[WIELD] < 0)
		c[WCLASS] = 0;
	else {
		i = ivenarg[c[WIELD]];
		switch (iven[c[WIELD]]) {
		case ODAGGER:
			c[WCLASS] = 3 + i;
			break;
		case OBELT:
			c[WCLASS] = 7 + i;
			break;
		case OSHIELD:
			c[WCLASS] = 8 + i;
			break;
		case OSPEAR:
			c[WCLASS] = 10 + i;
			break;
		case OFLAIL:
			c[WCLASS] = 14 + i;
			break;
		case OBATTLEAXE:
			c[WCLASS] = 17 + i;
			break;
		case OLANCE:
			c[WCLASS] = 19 + i;
			break;
		case OLONGSWORD:
			c[WCLASS] = 22 + i;
			break;
		case O2SWORD:
			c[WCLASS] = 26 + i;
			break;
		case OSWORD:
			c[WCLASS] = 32 + i;
			break;
		case OSWORDofSLASHING:
			c[WCLASS] = 30 + i;
			break;
		case OHAMMER:
			c[WCLASS] = 35 + i;
			break;
		default:
			c[WCLASS] = 0;
		}
	}
	c[WCLASS] += c[MOREDAM];

	/* now for regeneration abilities based on rings	 */
	c[REGEN] = 1;
	c[ENERGY] = 0;
	j = 0;
	for (k = 25; k > 0; k--)
		if (iven[k]) {
			j = k;
			k = 0;
		}
	for (i = 0; i <= j; i++) {
		switch (iven[i]) {
		case OPROTRING:
			c[AC] += ivenarg[i] + 1;
			break;
		case ODAMRING:
			c[WCLASS] += ivenarg[i] + 1;
			break;
		case OBELT:
			c[WCLASS] += ((ivenarg[i] << 1)) + 2;
			break;

		case OREGENRING:
			c[REGEN] += ivenarg[i] + 1;
			break;
		case ORINGOFEXTRA:
			c[REGEN] += 5 * (ivenarg[i] + 1);
			break;
		case OENERGYRING:
			c[ENERGY] += ivenarg[i] + 1;
			break;
		}
	}
}


/*
	quit()

	subroutine to ask if the player really wants to quit
 */
void
quit()
{
	int    i;
	cursors();
	strcpy(lastmonst, "");
	lprcat("\n\nDo you really want to quit?");
	while (1) {
		i = ttgetch();
		if (i == 'y') {
			died(300);
			return;
		}
		if ((i == 'n') || (i == '\33')) {
			lprcat(" no");
			lflush();
			return;
		}
		lprcat("\n");
		setbold();
		lprcat("Yes");
		resetbold();
		lprcat(" or ");
		setbold();
		lprcat("No");
		resetbold();
		lprcat(" please?   Do you want to quit? ");
	}
}

/*
	function to ask --more-- then the user must enter a space
 */
void
more()
{
	lprcat("\n  --- press ");
	standout("space");
	lprcat(" to continue --- ");
	while (ttgetch() != ' ');
}

/*
	function to put something in the players inventory
	returns 0 if success, 1 if a failure
 */
int
take(int theitem, int arg)
{
	int    i, limit;
	/* cursors(); */
	if ((limit = 15 + (c[LEVEL] >> 1)) > 26)
		limit = 26;
	for (i = 0; i < limit; i++)
		if (iven[i] == 0) {
			iven[i] = theitem;
			ivenarg[i] = arg;
			limit = 0;
			switch (theitem) {
			case OPROTRING:
			case ODAMRING:
			case OBELT:
				limit = 1;
				break;
			case ODEXRING:
				c[DEXTERITY] += ivenarg[i] + 1;
				limit = 1;
				break;
			case OSTRRING:
				c[STREXTRA] += ivenarg[i] + 1;
				limit = 1;
				break;
			case OCLEVERRING:
				c[INTELLIGENCE] += ivenarg[i] + 1;
				limit = 1;
				break;
			case OHAMMER:
				c[DEXTERITY] += 10;
				c[STREXTRA] += 10;
				c[INTELLIGENCE] -= 10;
				limit = 1;
				break;

			case OORBOFDRAGON:
				c[SLAYING]++;
				break;
			case OSPIRITSCARAB:
				c[NEGATESPIRIT]++;
				break;
			case OCUBEofUNDEAD:
				c[CUBEofUNDEAD]++;
				break;
			case ONOTHEFT:
				c[NOTHEFT]++;
				break;
			case OSWORDofSLASHING:
				c[DEXTERITY] += 5;
				limit = 1;
				break;
			};
			lprcat("\nYou pick up:");
			srcount = 0;
			show3(i);
			if (limit)
				bottomline();
			return (0);
		}
	lprcat("\nYou can't carry anything else");
	return (1);
}

/*
	subroutine to drop an object
	returns 1 if something there already else 0
 */
int
drop_object(k)
	int             k;
{
	int             theitem;
	if ((k < 0) || (k > 25))
		return (0);
	theitem = iven[k];
	cursors();
	if (theitem == 0) {
		lprintf("\nYou don't have item %c! ", k + 'a');
		return (1);
	}
	if (item[playerx][playery]) {
		beep();
		lprcat("\nThere's something here already");
		return (1);
	}
	if (playery == MAXY - 1 && playerx == 33)
		return (1);	/* not in entrance */
	item[playerx][playery] = theitem;
	iarg[playerx][playery] = ivenarg[k];
	srcount = 0;
	lprcat("\n  You drop:");
	show3(k);		/* show what item you dropped */
	know[playerx][playery] = 0;
	iven[k] = 0;
	if (c[WIELD] == k)
		c[WIELD] = -1;
	if (c[WEAR] == k)
		c[WEAR] = -1;
	if (c[SHIELD] == k)
		c[SHIELD] = -1;
	adjustcvalues(theitem, ivenarg[k]);
	dropflag = 1;		/* say dropped an item so wont ask to pick it
				 * up right away */
	return (0);
}

/*
	function to enchant armor player is currently wearing
 */
void
enchantarmor()
{
	int    tmp;
	if (c[WEAR] < 0) {
		if (c[SHIELD] < 0) {
			cursors();
			beep();
			lprcat("\nYou feel a sense of loss");
			return;
		} else {
			tmp = iven[c[SHIELD]];
			if (tmp != OSCROLL)
				if (tmp != OPOTION) {
					ivenarg[c[SHIELD]]++;
					bottomline();
				}
		}
	}
	tmp = iven[c[WEAR]];
	if (tmp != OSCROLL)
		if (tmp != OPOTION) {
			ivenarg[c[WEAR]]++;
			bottomline();
		}
}

/*
	function to enchant a weapon presently being wielded
 */
void
enchweapon()
{
	int    tmp;
	if (c[WIELD] < 0) {
		cursors();
		beep();
		lprcat("\nYou feel a sense of loss");
		return;
	}
	tmp = iven[c[WIELD]];
	if (tmp != OSCROLL)
		if (tmp != OPOTION) {
			ivenarg[c[WIELD]]++;
			if (tmp == OCLEVERRING)
				c[INTELLIGENCE]++;
			else if (tmp == OSTRRING)
				c[STREXTRA]++;
			else if (tmp == ODEXRING)
				c[DEXTERITY]++;
			bottomline();
		}
}

/*
	routine to tell if player can carry one more thing
	returns 1 if pockets are full, else 0
 */
int
pocketfull()
{
	int    i, limit;
	if ((limit = 15 + (c[LEVEL] >> 1)) > 26)
		limit = 26;
	for (i = 0; i < limit; i++)
		if (iven[i] == 0)
			return (0);
	return (1);
}

/*
	function to return 1 if a monster is next to the player else returns 0
 */
int
nearbymonst()
{
	int    tmp, tmp2;
	for (tmp = playerx - 1; tmp < playerx + 2; tmp++)
		for (tmp2 = playery - 1; tmp2 < playery + 2; tmp2++)
			if (mitem[tmp][tmp2])
				return (1);	/* if monster nearby */
	return (0);
}

/*
	function to steal an item from the players pockets
	returns 1 if steals something else returns 0
 */
int
stealsomething()
{
	int    i, j;
	j = 100;
	while (1) {
		i = rund(26);
		if (iven[i])
			if (c[WEAR] != i)
				if (c[WIELD] != i)
					if (c[SHIELD] != i) {
						srcount = 0;
						show3(i);
						adjustcvalues(iven[i], ivenarg[i]);
						iven[i] = 0;
						return (1);
					}
		if (--j <= 0)
			return (0);
	}
}

/*
	function to return 1 is player carrys nothing else return 0
 */
int
emptyhanded()
{
	int    i;
	for (i = 0; i < 26; i++)
		if (iven[i])
			if (i != c[WIELD])
				if (i != c[WEAR])
					if (i != c[SHIELD])
						return (0);
	return (1);
}

/*
	function to create a gem on a square near the player
 */
void
creategem()
{
	int    i, j;
	switch (rnd(4)) {
	case 1:
		i = ODIAMOND;
		j = 50;
		break;
	case 2:
		i = ORUBY;
		j = 40;
		break;
	case 3:
		i = OEMERALD;
		j = 30;
		break;
	default:
		i = OSAPPHIRE;
		j = 20;
		break;
	};
	createitem(i, rnd(j) + j / 10);
}

/*
	function to change character levels as needed when dropping an object
	that affects these characteristics
 */
void
adjustcvalues(int theitem, int arg)
{
	int    flag;
	flag = 0;
	switch (theitem) {
	case ODEXRING:
		c[DEXTERITY] -= arg + 1;
		flag = 1;
		break;
	case OSTRRING:
		c[STREXTRA] -= arg + 1;
		flag = 1;
		break;
	case OCLEVERRING:
		c[INTELLIGENCE] -= arg + 1;
		flag = 1;
		break;
	case OHAMMER:
		c[DEXTERITY] -= 10;
		c[STREXTRA] -= 10;
		c[INTELLIGENCE] += 10;
		flag = 1;
		break;
	case OSWORDofSLASHING:
		c[DEXTERITY] -= 5;
		flag = 1;
		break;
	case OORBOFDRAGON:
		--c[SLAYING];
		return;
	case OSPIRITSCARAB:
		--c[NEGATESPIRIT];
		return;
	case OCUBEofUNDEAD:
		--c[CUBEofUNDEAD];
		return;
	case ONOTHEFT:
		--c[NOTHEFT];
		return;
	case OLANCE:
		c[LANCEDEATH] = 0;
		return;
	case OPOTION:
	case OSCROLL:
		return;

	default:
		flag = 1;
	};
	if (flag)
		bottomline();
}

/*
	function to ask user for a password (no echo)
	returns 1 if entered correctly, 0 if not
 */
static char     gpwbuf[33];
int
getpassword()
{
	int    i, j;
	char  *gpwp;
	scbr();			/* system("stty -echo cbreak"); */
	gpwp = gpwbuf;
	lprcat("\nEnter Password: ");
	lflush();
	i = strlen(password);
	for (j = 0; j < i; j++)
		*gpwp++ = ttgetch();
	gpwbuf[i] = 0;
	sncbr();		/* system("stty echo -cbreak"); */
	if (strcmp(gpwbuf, password) != 0) {
		lprcat("\nSorry\n");
		lflush();
		return (0);
	} else
		return (1);
}

/*
	subroutine to get a yes or no response from the user
	returns y or n
 */
int
getyn()
{
	int    i;
	i = 0;
	while (i != 'y' && i != 'n' && i != '\33')
		i = ttgetch();
	return (i);
}

/*
	function to calculate the pack weight of the player
	returns the number of pounds the player is carrying
 */
int
packweight()
{
	int    i, j, k;
	k = c[GOLD] / 1000;
	j = 25;
	while ((iven[j] == 0) && (j > 0))
		--j;
	for (i = 0; i <= j; i++)
		switch (iven[i]) {
		case 0:
			break;
		case OSSPLATE:
		case OPLATEARMOR:
			k += 40;
			break;
		case OPLATE:
			k += 35;
			break;
		case OHAMMER:
			k += 30;
			break;
		case OSPLINT:
			k += 26;
			break;
		case OSWORDofSLASHING:
		case OCHAIN:
		case OBATTLEAXE:
		case O2SWORD:
			k += 23;
			break;
		case OLONGSWORD:
		case OSWORD:
		case ORING:
		case OFLAIL:
			k += 20;
			break;
		case OLANCE:
		case OSTUDLEATHER:
			k += 15;
			break;
		case OLEATHER:
		case OSPEAR:
			k += 8;
			break;
		case OORBOFDRAGON:
		case OBELT:
			k += 4;
			break;
		case OSHIELD:
			k += 7;
			break;
		case OCHEST:
			k += 30 + ivenarg[i];
			break;
		default:
			k++;
		};
	return (k);
}

#ifndef MACRORND
/* macros to generate random numbers   1<=rnd(N)<=N   0<=rund(N)<=N-1 */
int
rnd(x)
	int             x;
{
	return ((((randx = randx * 1103515245 + 12345) >> 7) % (x)) + 1);
}

int
rund(x)
	int             x;
{
	return ((((randx = randx * 1103515245 + 12345) >> 7) % (x)));
}
#endif	/* MACRORND */