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|
/* $NetBSD: global.c,v 1.14 2012/06/19 05:30:43 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 1.14 2012/06/19 05:30:43 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 const 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(void)
{
if (c[LEVEL] < MAXPLEVEL)
raiseexperience((long) (skill[c[LEVEL]] - c[EXPERIENCE]));
}
/*
loselevel()
subroutine to lower the players character level by one
*/
void
loselevel(void)
{
if (c[LEVEL] > 1)
loseexperience((long) (c[EXPERIENCE] - skill[c[LEVEL] - 1] + 1));
}
/*
raiseexperience(x)
subroutine to increase experience points
*/
void
raiseexperience(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(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(int x)
{
if ((c[HP] -= x) <= 0) {
beep();
lprcat("\n");
nap(3000);
died(lastnum);
}
}
void
losemhp(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(int x)
{
if ((c[HP] += x) > c[HPMAX])
c[HP] = c[HPMAX];
}
void
raisemhp(int x)
{
c[HPMAX] += x;
c[HP] += x;
}
/*
raisemspells(x)
subroutine to gain maximum spells
*/
void
raisemspells(int x)
{
c[SPELLMAX] += x;
c[SPELLS] += x;
}
/*
losemspells(x)
subroutine to lose maximum spells
*/
void
losemspells(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(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(void)
{
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(void)
{
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(void)
{
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(void)
{
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(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(void)
{
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(void)
{
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(void)
{
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(void)
{
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(void)
{
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(void)
{
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(void)
{
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(void)
{
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(void)
{
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(void)
{
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(int x)
{
return ((((randx = randx * 1103515245 + 12345) >> 7) % (x)) + 1);
}
int
rund(int x)
{
return ((((randx = randx * 1103515245 + 12345) >> 7) % (x)));
}
#endif /* MACRORND */
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