xref: /dragonfly/games/larn/global.c (revision 25a2db75)
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
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
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
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
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
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
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
148 raisehp(int x)
149 {
150 	if ((c[HP] += x) > c[HPMAX])
151 		c[HP] = c[HPMAX];
152 }
153 
154 void
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
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
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
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 (monster[tmp].genocided && tmp < MAXMONST)	/* 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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
845 rnd(int x)
846 {
847 	return ((random() % x) + 1);
848 }
849 
850 int
851 rund(int x)
852 {
853 	return (random() % x);
854 }
855 #endif /* MACRORND */
856