billr@saab.CNA.TEK.COM (Bill Randle) (04/24/91)
Submitted-by: routley@tle.ENET.DEC.COM (Kevin Routley)
Posting-number: Volume 12, Issue 58
Archive-name: larn2/Part05
Supersedes: larn: Volume 11, Issue 84-94
Environment: Unix, VMS, MS-DOS, OS/2, termcap
#! /bin/sh
# This is a shell archive. Remove anything before this line, then unpack
# it by saving it into a file and typing "sh file". To overwrite existing
# files, type "sh file -c". You can also feed this as standard input via
# unshar, or by typing "sh <file", e.g.. If this archive is complete, you
# will see the following message at the end:
# "End of archive 5 (of 12)."
# Contents: display.c os2larn.def store.c termcap.pc
# Wrapped by billr@saab on Tue Apr 23 13:50:30 1991
PATH=/bin:/usr/bin:/usr/ucb ; export PATH
if test -f 'display.c' -a "${1}" != "-c" ; then
echo shar: Will not clobber existing file \"'display.c'\"
else
echo shar: Extracting \"'display.c'\" \(21096 characters\)
sed "s/^X//" >'display.c' <<'END_OF_FILE'
X/* display.c */
X#include "header.h"
X#include "larndefs.h"
X#include "objects.h"
X#include "player.h"
X
X#define botsub( _idx, _x, _y, _str ) \
X if ( c[(_idx)] != cbak[(_idx)] ) \
X { \
X cbak[(_idx)] = c[(_idx)]; \
X cursor( (_x), (_y) ); \
X lprintf( (_str), (long)c[(_idx)] ); \
X }
X
Xstatic int minx,maxx,miny,maxy,k;
Xstatic char bot1f=0,bot2f=0,bot3f=0;
Xstatic char always=0;
X char regen_bottom = 0;
X
X/*
X bottomline()
X
X now for the bottom line of the display
X */
Xbottomline()
X { recalc(); bot1f=1; }
Xbottomhp()
X { bot2f=1; }
Xbottomspell()
X { bot3f=1; }
Xbottomdo()
X {
X if (bot1f) { bot3f=bot1f=bot2f=0; bot_linex(); return; }
X if (bot2f) { bot2f=0; bot_hpx(); }
X if (bot3f) { bot3f=0; bot_spellx(); }
X }
X
Xbot_linex()
X {
X register int i;
X if ( regen_bottom || (always))
X {
X regen_bottom = FALSE ;
X cursor( 1,18);
X if (c[SPELLMAX]>99) lprintf("Spells:%3d(%3d)",(long)c[SPELLS],(long)c[SPELLMAX]);
X else lprintf("Spells:%3d(%2d) ",(long)c[SPELLS],(long)c[SPELLMAX]);
X lprintf(" AC: %-3d WC: %-3d Level",(long)c[AC],(long)c[WCLASS]);
X if (c[LEVEL]>99) lprintf("%3d",(long)c[LEVEL]);
X else lprintf(" %-2d",(long)c[LEVEL]);
X lprintf(" Exp: %-9d %s\n",(long)c[EXPERIENCE],class[c[LEVEL]-1]);
X lprintf("HP: %3d(%3d) STR=%-2d INT=%-2d ",
X (long)c[HP],(long)c[HPMAX],(long)(c[STRENGTH]+c[STREXTRA]),(long)c[INTELLIGENCE]);
X lprintf("WIS=%-2d CON=%-2d DEX=%-2d CHA=%-2d LV:",
X (long)c[WISDOM],(long)c[CONSTITUTION],(long)c[DEXTERITY],(long)c[CHARISMA]);
X
X if ((level==0) || (wizard)) c[TELEFLAG]=0;
X if (c[TELEFLAG]) lprcat(" ?"); else lprcat(levelname[level]);
X lprintf(" Gold: %-6d",(long)c[GOLD]);
X always=1; botside();
X c[TMP] = c[STRENGTH]+c[STREXTRA];
X for (i=0; i<100; i++) cbak[i]=c[i];
X return;
X }
X
X botsub(SPELLS,8,18,"%3d");
X if (c[SPELLMAX]>99)
X {
X botsub(SPELLMAX,12,18,"%3d)");
X }
X else
X botsub(SPELLMAX,12,18,"%2d) ");
X botsub(HP,5,19,"%3d");
X botsub(HPMAX,9,19,"%3d");
X botsub(AC,21,18,"%-3d");
X botsub(WCLASS,30,18,"%-3d");
X botsub(EXPERIENCE,49,18,"%-9d");
X if (c[LEVEL] != cbak[LEVEL])
X {
X cursor(59,18);
X lprcat(class[c[LEVEL]-1]);
X }
X if (c[LEVEL]>99)
X {
X botsub(LEVEL,40,18,"%3d");
X }
X else
X botsub(LEVEL,40,18," %-2d");
X c[TMP] = c[STRENGTH]+c[STREXTRA];
X botsub(TMP,18,19,"%-2d");
X botsub(INTELLIGENCE,25,19,"%-2d");
X botsub(WISDOM,32,19,"%-2d");
X botsub(CONSTITUTION,39,19,"%-2d");
X botsub(DEXTERITY,46,19,"%-2d");
X botsub(CHARISMA,53,19,"%-2d");
X if ((level != cbak[CAVELEVEL]) || (c[TELEFLAG] != cbak[TELEFLAG]))
X {
X if ((level==0) || (wizard))
X c[TELEFLAG]=0;
X cbak[TELEFLAG] = c[TELEFLAG];
X cbak[CAVELEVEL] = level;
X cursor(59,19);
X if (c[TELEFLAG])
X lprcat(" ?");
X else
X lprcat(levelname[level]);
X }
X botsub(GOLD,69,19,"%-6d");
X botside();
X }
X
X/*
X special subroutine to update only the gold number on the bottomlines
X called from ogold()
X */
Xbottomgold()
X {
X botsub(GOLD,69,19,"%-6d");
X }
X
X/*
X special routine to update hp and level fields on bottom lines
X called in monster.c hitplayer() and spattack()
X */
Xstatic bot_hpx()
X {
X if (c[EXPERIENCE] != cbak[EXPERIENCE])
X {
X recalc();
X bot_linex();
X }
X else
X botsub(HP,5,19,"%3d");
X }
X
X/*
X special routine to update number of spells called from regen()
X */
Xstatic bot_spellx()
X {
X botsub(SPELLS,9,18,"%2d");
X }
X
X/*
X common subroutine for a more economical bottomline()
X */
Xstatic struct bot_side_def
X {
X int typ;
X char *string;
X }
X bot_data[] =
X {
X STEALTH,"stealth", UNDEADPRO,"undead pro", SPIRITPRO,"spirit pro",
X CHARMCOUNT,"Charm", TIMESTOP,"Time Stop", HOLDMONST,"Hold Monst",
X GIANTSTR,"Giant Str", FIRERESISTANCE,"Fire Resit", DEXCOUNT,"Dexterity",
X STRCOUNT,"Strength", SCAREMONST,"Scare", HASTESELF,"Haste Self",
X CANCELLATION,"Cancel", INVISIBILITY,"Invisible", ALTPRO,"Protect 3",
X PROTECTIONTIME,"Protect 2", WTW,"Wall-Walk"
X };
X
Xstatic botside()
X {
X register int i,idx;
X for (i=0; i<17; i++)
X {
X idx = bot_data[i].typ;
X if ((always) || (c[idx] != cbak[idx]))
X {
X if ((always) || (cbak[idx] == 0))
X { if (c[idx]) { cursor(70,i+1); lprcat(bot_data[i].string); } } else
X if (c[idx]==0) { cursor(70,i+1); lprcat(" "); }
X cbak[idx]=c[idx];
X }
X }
X always=0;
X }
X
X/*
X * subroutine to draw only a section of the screen
X * only the top section of the screen is updated. If entire lines are being
X * drawn, then they will be cleared first.
X */
Xstatic int d_xmin=0,d_xmax=MAXX,d_ymin=0,d_ymax=MAXY; /* for limited screen drawing */
Xdraws(xmin,xmax,ymin,ymax)
X int xmin,xmax,ymin,ymax;
X {
X register int i,idx;
X if (xmin==0 && xmax==MAXX) /* clear section of screen as needed */
X {
X if (ymin==0) cl_up(79,ymax);
X else for (i=ymin; i<ymin; i++) cl_line(1,i+1);
X xmin = -1;
X }
X d_xmin=xmin; d_xmax=xmax; d_ymin=ymin; d_ymax=ymax; /* for limited screen drawing */
X drawscreen();
X if (xmin<=0 && xmax==MAXX) /* draw stuff on right side of screen as needed*/
X {
X for (i=ymin; i<ymax; i++)
X {
X idx = bot_data[i].typ;
X if (c[idx])
X {
X cursor(70,i+1); lprcat(bot_data[i].string);
X }
X cbak[idx]=c[idx];
X }
X }
X }
X
X#ifdef DECRainbow
X static int DECgraphics; /* The graphics mode toggle */
X
X# define DECgraphicsON() if (!DECgraphics) lprc('\16'), DECgraphics = 1
X# define DECgraphicsOFF() if (DECgraphics) lprc('\17'), DECgraphics = 0
X
X/* For debugging on a non-DEC
X# define DECgraphicsON() if (!DECgraphics) lprcat("\33[4m"), DECgraphics = 1
X# define DECgraphicsOFF() if (DECgraphics) lprcat("\33[0m"), DECgraphics = 0
X*/
X
X# define DEClprc(ch) if (ch & 0x80) {\
X DECgraphicsON();\
X lprc(ch ^ 0x80);\
X } else {\
X DECgraphicsOFF();\
X lprc(ch);\
X }
X#define nlprc(_ch) DEClprc(_ch)
X# else
X#define nlprc(_ch) lprc(_ch)
X#endif DECRainbow
X
X/*
X drawscreen()
X
X subroutine to redraw the whole screen as the player knows it
X */
Xstatic char d_flag;
Xdrawscreen()
X {
X register int i,j,k,ileft,iright;
X
X if (d_xmin==0 && d_xmax==MAXX && d_ymin==0 && d_ymax==MAXY)
X {
X d_flag=1; clear(); /* clear the screen */
X }
X else
X {
X d_flag=0; cursor(1,1);
X }
X if (d_xmin<0)
X d_xmin=0; /* d_xmin=-1 means display all without bottomline */
X
X /* display lines of the screen
X */
X for ( j = d_ymin ; j < d_ymax ; j++ )
X {
X /* When we show a spot of the dungeon, we have 4 cases:
X squares we know nothing about
X - know == 0
X squares we've been at and still know whats there
X - know == KNOWALL (== KNOWHERE | HAVESEEN)
X squares we've been at, but don't still recall because
X something else happened there.
X - know == HAVESEEN
X squares we recall, but haven't been at (an error condition)
X - know == KNOWHERE
X
X to minimize printing of spaces, scan from left of line until
X we reach a location that the user knows.
X */
X ileft = d_xmin - 1;
X while ( ++ileft < d_xmax )
X if (know[ileft][j]) /* instead of know[i][j] != 0 */
X break; /* exitloop while */
X
X /* if not a blank line ... */
X if ( ileft < d_xmax )
X {
X /* scan from right of line until we reach a location that the
X user knows.
X */
X iright = d_xmax ;
X while ( --iright > ileft )
X if (know[iright][j])
X break ; /* exitloop while */
X
X /* now print the line, after positioning the cursor.
X print the line with bold objects in a different
X loop for effeciency
X */
X cursor( ileft+1, j+1 );
X if (boldobjects)
X for ( i=ileft ; i <= iright ; i++ )
X
X /* we still need to check for the location being known,
X for we might have an unknown spot in the middle of
X an otherwise known line.
X */
X if ( know[i][j] == 0 )
X nlprc( ' ' );
X else if ( know[i][j] & HAVESEEN )
X {
X /* if monster there and the user still knows the place,
X then show the monster. Otherwise, show what was
X there before.
X */
X if (( i == playerx ) &&
X ( j == playery ))
X nlprc('@');
X else if (( k = mitem[i][j] ) &&
X ( know[i][j] & KNOWHERE ))
X nlprc( monstnamelist[k] );
X else if (((k=item[i][j]) == OWALL ) ||
X (objnamelist[k] == floorc))
X nlprc( objnamelist[k] );
X else
X {
X setbold();
X nlprc( objnamelist[k] );
X resetbold();
X }
X }
X else
X /* error condition. recover by resetting location
X to an 'unknown' state.
X */
X {
X nlprc( ' ' );
X mitem[i][j] = item[i][j] = 0 ;
X }
X else /* non-bold objects here */
X for ( i=ileft ; i <= iright ; i++ )
X
X /* we still need to check for the location being known,
X for we might have an unknown spot in the middle of
X an otherwise known line.
X */
X if ( know[i][j] == 0 )
X nlprc( ' ' );
X else if ( know[i][j] & HAVESEEN )
X {
X /* if monster there and the user still knows the place,
X then show the monster. Otherwise, show what was
X there before.
X */
X if (( i == playerx ) &&
X ( j == playery ))
X nlprc('@');
X else if (( k = mitem[i][j] ) &&
X ( know[i][j] & KNOWHERE ))
X nlprc( monstnamelist[k] );
X else
X nlprc( objnamelist[item[i][j]] );
X }
X else
X /* error condition. recover by resetting location
X to an 'unknown' state.
X */
X {
X nlprc( ' ' );
X mitem[i][j] = item[i][j] = 0 ;
X }
X } /* if (ileft < d_xmax ) */
X } /* for (j) */
X
X#ifdef DECRainbow
X if (DECRainbow)
X DECgraphicsOFF();
X#endif DECRainbow
X resetbold();
X if (d_flag) { always=1; botside(); always=1; bot_linex(); }
X/*
X oldx=99;
X*/
X d_xmin = d_ymin = 0; d_xmax = MAXX; d_ymax = MAXY; /* for limited screen drawing */
X }
X
X/*
X showcell(x,y)
X
X subroutine to display a cell location on the screen
X */
Xshowcell(x,y)
X int x,y;
X {
X register int i,j,k,m;
X if (c[BLINDCOUNT]) return; /* see nothing if blind */
X if (c[AWARENESS]) { minx = x-3; maxx = x+3; miny = y-3; maxy = y+3; }
X else { minx = x-1; maxx = x+1; miny = y-1; maxy = y+1; }
X
X if (minx < 0) minx=0; if (maxx > MAXX-1) maxx = MAXX-1;
X if (miny < 0) miny=0; if (maxy > MAXY-1) maxy = MAXY-1;
X
X for (j=miny; j<=maxy; j++)
X for (m=minx; m<=maxx; m++)
X if ((know[m][j] & KNOWHERE) == 0)
X {
X cursor(m+1,j+1);
X x=maxx;
X while (know[x][j] & KNOWHERE)
X --x;
X for (i=m; i<=x; i++)
X {
X if ((k=mitem[i][j]) != 0) lprc(monstnamelist[k]);
X else switch(k=item[i][j])
X {
X case OWALL: case 0: case OIVTELETRAP: case OTRAPARROWIV:
X case OIVDARTRAP: case OIVTRAPDOOR:
X#ifdef DECRainbow
X if (DECRainbow) {
X DEClprc(objnamelist[k]);
X } else
X#endif DECRainbow
X lprc(objnamelist[k]);
X break;
X default:
X if (boldobjects)
X setbold();
X lprc(objnamelist[k]);
X if (boldobjects)
X resetbold();
X break;
X };
X know[i][j] = KNOWALL;
X }
X m = maxx;
X#ifdef DECRainbow
X if (DECRainbow)
X DECgraphicsOFF();
X#endif DECRainbow
X }
X }
X
X/*
X this routine shows only the spot that is given it. the spaces around
X these coordinated are not shown
X used in godirect() in monster.c for missile weapons display
X */
Xshow1cell(x,y)
X int x,y;
X {
X cursor(x+1,y+1);
X
X /* see nothing if blind, but clear previous player position
X */
X if (c[BLINDCOUNT])
X {
X if ((x == oldx) && (y == oldy))
X lprc(' ');
X return;
X }
X
X if ((k=mitem[x][y]))
X lprc(monstnamelist[k]);
X else switch(k=item[x][y])
X {
X case OWALL: case 0: case OIVTELETRAP: case OTRAPARROWIV:
X case OIVDARTRAP: case OIVTRAPDOOR:
X# ifdef DECRainbow
X if (DECRainbow) {
X DEClprc(objnamelist[k]);
X DECgraphicsOFF();
X } else
X# endif
X lprc(objnamelist[k]);
X break;
X
X default:
X if (boldobjects)
X setbold();
X lprc(objnamelist[k]);
X if (boldobjects)
X resetbold();
X break;
X };
X know[x][y] = KNOWALL; /* we end up knowing about it */
X }
X
X/*
X showplayer()
X
X subroutine to show where the player is on the screen
X cursor values start from 1 up
X */
Xshowplayer()
X {
X show1cell( oldx, oldy );
X cursor(playerx+1,playery+1);
X lprc('@');
X cursor(playerx+1,playery+1);
X oldx=playerx; oldy=playery;
X }
X
X/*
X moveplayer(dir)
X
X subroutine to move the player from one room to another
X returns 0 if can't move in that direction or hit a monster or on an object
X else returns 1
X nomove is set to 1 to stop the next move (inadvertent monsters hitting
X players when walking into walls) if player walks off screen or into wall
X */
Xshort diroffx[] = { 0, 0, 1, 0, -1, 1, -1, 1, -1 };
Xshort diroffy[] = { 0, 1, 0, -1, 0, -1, -1, 1, 1 };
Xmoveplayer(dir)
X int dir; /* from = present room # direction = [1-north]
X [2-east] [3-south] [4-west] [5-northeast]
X [6-northwest] [7-southeast] [8-southwest]
X if direction=0, don't move--just show where he is */
X {
X register int k,m,i,j;
X extern char prayed ;
X
X if (c[CONFUSE]) if (c[LEVEL]<rnd(30)) dir=rund(9); /*if confused any dir*/
X k = playerx + diroffx[dir]; m = playery + diroffy[dir];
X if (k<0 || k>=MAXX || m<0 || m>=MAXY) { nomove=1; return(yrepcount = 0); }
X i = item[k][m]; j = mitem[k][m];
X
X /* prevent the player from moving onto a wall, or a closed door when
X in command mode, unless the character has Walk-Through-Walls.
X */
X if ((i==OCLOSEDDOOR && !prompt_mode) || (i==OWALL) && c[WTW]==0)
X {
X nomove=1;
X return(yrepcount = 0);
X }
X if (k==33 && m==MAXY-1 && level==1)
X {
X newcavelevel(0);
X for (k=0; k<MAXX; k++)
X for (m=0; m<MAXY; m++)
X if (item[k][m]==OENTRANCE)
X {
X playerx=k;
X playery=m;
X positionplayer();
X drawscreen();
X return(0);
X }
X }
X /* hit a monster
X */
X if (j>0)
X { hitmonster(k,m); return(yrepcount = 0); }
X
X /* check for the player ignoring an altar when in command mode.
X */
X if ((!prompt_mode) &&
X (item[playerx][playery] == OALTAR) &&
X (!prayed))
X {
X cursors();
X lprcat("\nYou have ignored the altar!");
X act_ignore_altar();
X }
X prayed = 0 ;
X
X lastpx = playerx; lastpy = playery;
X playerx = k; playery = m;
X if (i && i!=OTRAPARROWIV && i!=OIVTELETRAP && i!=OIVDARTRAP && i!=OIVTRAPDOOR)
X return(yrepcount = 0);
X else
X return(1);
X }
X
X/*
X * function to show what magic items have been discovered thus far
X * enter with -1 for just spells, anything else will give scrolls & potions
X */
Xstatic int lincount,count;
Xseemagic(arg)
X int arg;
X {
X register int i,j,k,number;
X char sort[SPNUM+1]; /* OK as long as SPNUM > MAXSCROLL,MAXPOTION */
X
X count = lincount = 0;
X nosignal=1;
X
X /* count and sort the known spell codes
X */
X for (j=0; j <= SPNUM ; j++ )
X sort[j] = SPNUM ;
X for (number = i = 0 ; i < SPNUM ; i++ )
X if (spelknow[i])
X {
X number++;
X j = 0 ;
X while ( strncmp( spelcode[ sort[j] ], spelcode[ i ], 3 ) < 0 )
X j++ ;
X k = number - 1;
X while ( k > j )
X sort[k] = sort[ k-1 ], k-- ;
X sort[j] = i ;
X }
X
X if (arg == -1) /* if display spells while casting one */
X {
X cl_up(79, ((number + 2) / 3 + 4 )); /* lines needed for display */
X cursor(1,1);
X }
X else
X {
X resetscroll();
X clear();
X }
X
X lprcat("The magic spells you have discovered thus far:\n\n");
X for (i=0; i<number; i++)
X {
X lprintf("%s %-20s ",spelcode[sort[i]],spelname[sort[i]]);
X seepage();
X }
X
X if (arg== -1)
X {
X seepage();
X more(FALSE);
X nosignal=0;
X draws(0,MAXX,0, (( number + 2 ) / 3 + 4 ));
X return;
X }
X
X lincount += 3;
X if (count!=0)
X {
X count=2;
X seepage();
X }
X
X /* count and sort the known scrolls
X */
X for (j=0; j <= MAXSCROLL ; j++ )
X sort[j] = MAXSCROLL ;
X for (number = i = 0 ; i < MAXSCROLL ; i++ )
X if (scrollname[i][0])
X {
X number++;
X j = 0 ;
X while ( strcmp( &scrollname[sort[j]][1], &scrollname[i][1] ) < 0 )
X j++ ;
X k = number - 1;
X while ( k > j )
X sort[k] = sort[ k-1 ], k-- ;
X sort[j] = i ;
X }
X
X lprcat("\nThe magic scrolls you have found to date are:\n\n");
X count=0;
X for (i=0; i < number; i++ )
X {
X lprintf("%-26s", &scrollname[sort[i]][1]);
X seepage();
X }
X
X lincount += 3;
X if ( count != 0 )
X {
X count=2;
X seepage();
X }
X
X /* count and sort the known potions
X */
X for (j=0; j <= MAXPOTION ; j++ )
X sort[j] = MAXPOTION ;
X for (number = i = 0 ; i < MAXPOTION ; i++ )
X if (potionname[i][0])
X {
X number++;
X j = 0 ;
X while ( strcmp( &potionname[sort[j]][1], &potionname[i][1] ) < 0 )
X j++ ;
X k = number - 1;
X while ( k > j )
X sort[k] = sort[ k-1 ], k-- ;
X sort[j] = i ;
X }
X
X lprcat("\nThe magic potions you have found to date are:\n\n");
X count=0;
X for (i=0; i < number; i++)
X {
X lprintf("%-26s",&potionname[sort[i]][1]);
X seepage();
X }
X
X if (lincount!=0)
X more(FALSE);
X nosignal=0;
X setscroll();
X drawscreen();
X }
X
X/*
X * subroutine to paginate the seemagic function
X */
Xstatic seepage()
X {
X if (++count==3)
X {
X lincount++; count=0; lprc('\n');
X if (lincount>17) { lincount=0; more(FALSE); clear(); }
X }
X }
END_OF_FILE
if test 21096 -ne `wc -c <'display.c'`; then
echo shar: \"'display.c'\" unpacked with wrong size!
fi
# end of 'display.c'
fi
if test -f 'os2larn.def' -a "${1}" != "-c" ; then
echo shar: Will not clobber existing file \"'os2larn.def'\"
else
echo shar: Extracting \"'os2larn.def'\" \(70 characters\)
sed "s/^X//" >'os2larn.def' <<'END_OF_FILE'
XNAME LARN WINDOWCOMPAT LONGNAMES
X
XDESCRIPTION 'LARN for OS/2 V12.3.0'
END_OF_FILE
if test 70 -ne `wc -c <'os2larn.def'`; then
echo shar: \"'os2larn.def'\" unpacked with wrong size!
fi
# end of 'os2larn.def'
fi
if test -f 'store.c' -a "${1}" != "-c" ; then
echo shar: Will not clobber existing file \"'store.c'\"
else
echo shar: Extracting \"'store.c'\" \(29004 characters\)
sed "s/^X//" >'store.c' <<'END_OF_FILE'
X/* store.c */
X/*
XThis module contains data and routines to handle buildings at the home level.
XRoutines:
X
X dnd_2hed
X dnd_hed
X dndstore The DND store main routine
X handsfull To tell the player he can carry no more
X out_of_stock To tell the player an item is out of stock
X no_gold To tell the player he has no gold
X dnditem Display DND store items
X sch_head print the school header
X oschool main school routine
X obank Larn National Bank
X obank2 5th level branch of the bank
X banktitle bank header
X ointerest accrue interest to bank account
X obanksub bank main subroutine
X otradhead trading post header
X otradepost trading post main function
X cnsitm
X olrs larn revenue service function
X*/
X
X#include "header.h"
X#include "larndefs.h"
X#include "objects.h"
X#include "player.h"
X
Xstatic int dndcount=0,dnditm=0;
X
X/* number of items in the dnd inventory table */
X#define MAXITM 83
X
X/* this is the data for the stuff in the dnd store */
Xstruct _itm itm[90] = {
X/*cost memory iven name iven arg how
X gp pointer iven[] ivenarg[] many */
X
X{ 2, 0, OLEATHER, 0, 3 },
X{ 10, 0, OSTUDLEATHER, 0, 2 },
X{ 40, 0, ORING, 0, 2 },
X{ 85, 0, OCHAIN, 0, 2 },
X{ 220, 0, OSPLINT, 0, 1 },
X{ 400, 0, OPLATE, 0, 1 },
X{ 900, 0, OPLATEARMOR, 0, 1 },
X{ 2600, 0, OSSPLATE, 0, 1 },
X{ 150, 0, OSHIELD, 0, 1 },
X
X/*cost memory iven name iven arg how
X gp pointer iven[] ivenarg[] many */
X
X{ 2, 0, ODAGGER, 0, 3 },
X{ 20, 0, OSPEAR, 0, 3 },
X{ 80, 0, OFLAIL, 0, 2 },
X{ 150, 0, OBATTLEAXE, 0, 2 },
X{ 450, 0, OLONGSWORD, 0, 2 },
X{ 1000, 0, O2SWORD, 0, 2 },
X{ 5000, 0, OSWORD, 0, 1 },
X{ 16500, 0, OLANCE, 0, 1 },
X{ 6000, 0, OSWORDofSLASHING, 0, 0 },
X{ 10000, 0, OHAMMER, 0, 0 },
X
X/*cost memory iven name iven arg how
X gp pointer iven[] ivenarg[] many */
X
X{ 150, 0, OPROTRING, 1, 1 },
X{ 85, 0, OSTRRING, 1, 1 },
X{ 120, 0, ODEXRING, 1, 1 },
X{ 120, 0, OCLEVERRING, 1, 1 },
X{ 180, 0, OENERGYRING, 0, 1 },
X{ 125, 0, ODAMRING, 0, 1 },
X{ 220, 0, OREGENRING, 0, 1 },
X{ 1000, 0, ORINGOFEXTRA, 0, 1 },
X
X{ 280, 0, OBELT, 0, 1 },
X
X{ 400, 0, OAMULET, 0, 1 },
X
X{ 6500, 0, OORBOFDRAGON, 0, 0 },
X{ 5500, 0, OSPIRITSCARAB, 0, 0 },
X{ 5000, 0, OCUBEofUNDEAD, 0, 0 },
X{ 6000, 0, ONOTHEFT, 0, 0 },
X
X{ 590, 0, OCHEST, 6, 1 },
X{ 200, 0, OBOOK, 8, 1 },
X{ 10, 0, OCOOKIE, 0, 3 },
X
X/*cost memory iven name iven arg how
X gp pointer iven[] ivenarg[] many */
X
X{ 20, potionname, OPOTION, 0, 6 },
X{ 90, potionname, OPOTION, 1, 5 },
X{ 520, potionname, OPOTION, 2, 1 },
X{ 100, potionname, OPOTION, 3, 2 },
X{ 50, potionname, OPOTION, 4, 2 },
X{ 150, potionname, OPOTION, 5, 2 },
X{ 70, potionname, OPOTION, 6, 1 },
X{ 30, potionname, OPOTION, 7, 7 },
X{ 200, potionname, OPOTION, 8, 1 },
X{ 50, potionname, OPOTION, 9, 1 },
X{ 80, potionname, OPOTION, 10, 1 },
X
X/*cost memory iven name iven arg how
X gp pointer iven[] ivenarg[] many */
X
X{ 30, potionname, OPOTION, 11, 3 },
X{ 20, potionname, OPOTION, 12, 5 },
X{ 40, potionname, OPOTION, 13, 3 },
X{ 35, potionname, OPOTION, 14, 2 },
X{ 520, potionname, OPOTION, 15, 1 },
X{ 90, potionname, OPOTION, 16, 2 },
X{ 200, potionname, OPOTION, 17, 2 },
X{ 220, potionname, OPOTION, 18, 4 },
X{ 80, potionname, OPOTION, 19, 6 },
X{ 370, potionname, OPOTION, 20, 3 },
X{ 50, potionname, OPOTION, 22, 1 },
X{ 150, potionname, OPOTION, 23, 3 },
X
X/*cost memory iven name iven arg how
X gp pointer iven[] ivenarg[] many */
X
X{ 100, scrollname, OSCROLL, 0, 2 },
X{ 125, scrollname, OSCROLL, 1, 2 },
X{ 60, scrollname, OSCROLL, 2, 4 },
X{ 10, scrollname, OSCROLL, 3, 4 },
X{ 100, scrollname, OSCROLL, 4, 3 },
X{ 200, scrollname, OSCROLL, 5, 2 },
X{ 110, scrollname, OSCROLL, 6, 1 },
X{ 500, scrollname, OSCROLL, 7, 2 },
X{ 200, scrollname, OSCROLL, 8, 2 },
X{ 250, scrollname, OSCROLL, 9, 4 },
X{ 20, scrollname, OSCROLL, 10, 5 },
X{ 30, scrollname, OSCROLL, 11, 3 },
X
X/*cost memory iven name iven arg how
X gp pointer iven[] ivenarg[] many */
X
X{ 340, scrollname, OSCROLL, 12, 1 },
X{ 340, scrollname, OSCROLL, 13, 1 },
X{ 300, scrollname, OSCROLL, 14, 2 },
X{ 400, scrollname, OSCROLL, 15, 2 },
X{ 500, scrollname, OSCROLL, 16, 2 },
X{ 1000, scrollname, OSCROLL, 17, 1 },
X{ 500, scrollname, OSCROLL, 18, 1 },
X{ 340, scrollname, OSCROLL, 19, 2 },
X{ 220, scrollname, OSCROLL, 20, 3 },
X{ 3900, scrollname, OSCROLL, 21, 0 },
X{ 610, scrollname, OSCROLL, 22, 1 },
X{ 3000, scrollname, OSCROLL, 23, 0 }
X };
X
X/*
X for the college of larn
X */
Xchar course[26]; /* the list of courses taken */
Xstatic char coursetime[] = { 10, 15, 10, 20, 10, 10, 10, 5 };
X
X/*
X function for the dnd store
X */
Xstatic dnd_2hed()
X {
X lprcat("Welcome to the Larn Thrift Shoppe. We stock many items explorers find useful\n");
X lprcat(" in their adventures. Feel free to browse to your hearts content.\n");
X lprcat("Also be advised, if you break 'em, you pay for 'em.");
X }
X
Xstatic dnd_hed()
X {
X register int i;
X for (i=dnditm; i<26+dnditm; i++) dnditem(i);
X cursor(50,18); lprcat("You have ");
X }
X
Xdndstore()
X {
X register int i;
X dnditm = 0;
X nosignal = 1; /* disable signals */
X clear(); dnd_2hed();
X if (outstanding_taxes>0)
X {
X lprcat("\n\nThe Larn Revenue Service has ordered us to not do business with tax evaders.\n"); beep();
X lprintf("They have also told us that you owe %d gp in back taxes, and as we must\n",(long)outstanding_taxes);
X lprcat("comply with the law, we cannot serve you at this time. Soo Sorry.\n");
X cursors();
X lprcat("\nPress "); standout("escape"); lprcat(" to leave: "); lflush();
X i=0;
X while (i!='\33') i=ttgetch();
X drawscreen(); nosignal = 0; /* enable signals */ return;
X }
X
X dnd_hed();
X while (1)
X {
X cursor(59,18); lprintf("%d gold pieces",(long)c[GOLD]);
X cltoeoln(); cl_dn(1,20); /* erase to eod */
X lprcat("\nEnter your transaction ["); standout("space");
X lprcat(" for more, "); standout("escape");
X lprcat(" to leave]? ");
X i=0;
X while ((i<'a' || i>'z') && (i!=' ') && (i!='\33') && (i!=12)) i=ttgetch();
X if (i==12) { clear(); dnd_2hed(); dnd_hed(); }
X else if (i=='\33')
X { drawscreen(); nosignal = 0; /* enable signals */ return; }
X else if (i==' ')
X {
X cl_dn(1,4);
X if ((dnditm += 26) >= MAXITM)
X dnditm=0;
X dnd_hed();
X }
X else
X { /* buy something */
X lprc(i); /* echo the byte */
X i += dnditm - 'a';
X if (i>=MAXITM) outofstock(); else
X if (itm[i].qty <= 0) outofstock(); else
X if (pocketfull()) handsfull(); else
X if (c[GOLD] < (long) itm[i].price * 10) nogold(); else
X {
X if (itm[i].mem != 0) *itm[i].mem[itm[i].arg] = ' ';
X c[GOLD] -= (long) itm[i].price * 10;
X itm[i].qty--; take(itm[i].obj,itm[i].arg);
X if (itm[i].qty==0) dnditem(i); nap(1001);
X }
X }
X
X }
X }
X
X/*
X function for the players hands are full
X */
Xstatic handsfull()
X { lprcat("\nYou can't carry anything more!"); lflush(); nap(2200); }
Xstatic outofstock()
X { lprcat("\nSorry, but we are out of that item."); lflush(); nap(2200); }
Xstatic nogold()
X { lprcat("\nYou don't have enough gold to pay for that!"); lflush(); nap(2200); }
X
X/*
X dnditem(index)
X
X to print the item list; used in dndstore() enter with the index into itm
X */
Xstatic dnditem(i)
X register int i;
X {
X register int j,k;
X if (i >= MAXITM) return;
X cursor( (j=(i&1)*40+1) , (k=((i%26)>>1)+5) );
X if (itm[i].qty == 0) { lprintf("%39s",""); return; }
X lprintf("%c) ",(i%26)+'a');
X if (itm[i].obj == OPOTION)
X { lprcat("potion of "); lprintf("%s",&potionname[itm[i].arg][1]); }
X else if (itm[i].obj == OSCROLL)
X { lprcat("scroll of "); lprintf("%s",&scrollname[itm[i].arg][1]); }
X else lprintf("%s",objectname[itm[i].obj]);
X cursor( j+31,k ); lprintf("%6d", (long) itm[i].price * 10);
X }
X
X
X/*
X function to display the header info for the school
X */
Xstatic sch_hed()
X {
X clear();
X lprcat("The College of Larn offers the exciting opportunity of higher education to\n");
X lprcat("all inhabitants of the caves. Here is a list of the class schedule:\n\n\n");
X lprcat("\t\t Course Name \t Time Needed\n\n");
X
X if (course[0]==0) lprcat("\t\ta) Fighters Training I 10 mobuls"); /*line 7 of crt*/
X lprc('\n');
X if (course[1]==0) lprcat("\t\tb) Fighters Training II 15 mobuls");
X lprc('\n');
X if (course[2]==0) lprcat("\t\tc) Introduction to Wizardry 10 mobuls");
X lprc('\n');
X if (course[3]==0) lprcat("\t\td) Applied Wizardry 20 mobuls");
X lprc('\n');
X if (course[4]==0) lprcat("\t\te) Behavioral Psychology 10 mobuls");
X lprc('\n');
X if (course[5]==0) lprcat("\t\tf) Faith for Today 10 mobuls");
X lprc('\n');
X if (course[6]==0) lprcat("\t\tg) Contemporary Dance 10 mobuls");
X lprc('\n');
X if (course[7]==0) lprcat("\t\th) History of Larn 5 mobuls");
X
X lprcat("\n\n\t\tAll courses cost 250 gold pieces.");
X cursor(30,18);
X lprcat("You are presently carrying ");
X }
X
Xoschool()
X {
X register int i;
X long time_used;
X nosignal = 1; /* disable signals */
X sch_hed();
X while (1)
X {
X cursor(57,18); lprintf("%d gold pieces. ",(long)c[GOLD]); cursors();
X lprcat("\nWhat is your choice ["); standout("escape");
X lprcat(" to leave] ? "); yrepcount=0;
X i=0; while ((i<'a' || i>'h') && (i!='\33') && (i!=12)) i=ttgetch();
X if (i==12) { sch_hed(); continue; }
X else if (i=='\33')
X { nosignal = 0; drawscreen(); /* enable signals */ return; }
X lprc(i);
X if (c[GOLD] < 250) nogold(); else
X if (course[i-'a'])
X { lprcat("\nSorry, but that class is filled."); nap(1000); }
X else
X if (i <= 'h')
X {
X c[GOLD] -= 250; time_used=0;
X switch(i)
X {
X case 'a': c[STRENGTH] += 2; c[CONSTITUTION]++;
X lprcat("\nYou feel stronger!");
X cl_line(16,7);
X break;
X
X case 'b': if (course[0]==0)
X {
X lprcat("\nSorry, but this class has a prerequisite of Fighters Training I");
X c[GOLD]+=250; time_used= -10000; break;
X }
X lprcat("\nYou feel much stronger!");
X cl_line(16,8);
X c[STRENGTH] += 2; c[CONSTITUTION] += 2; break;
X
X case 'c': c[INTELLIGENCE] += 2;
X lprcat("\nThe task before you now seems more attainable!");
X cl_line(16,9); break;
X
X case 'd': if (course[2]==0)
X {
X lprcat("\nSorry, but this class has a prerequisite of Introduction to Wizardry");
X c[GOLD]+=250; time_used= -10000; break;
X }
X lprcat("\nThe task before you now seems very attainable!");
X cl_line(16,10);
X c[INTELLIGENCE] += 2; break;
X
X case 'e': c[CHARISMA] += 3;
X lprcat("\nYou now feel like a born leader!");
X cl_line(16,11); break;
X
X case 'f': c[WISDOM] += 2;
X lprcat("\nYou now feel more confident that you can find the potion in time!");
X cl_line(16,12); break;
X
X case 'g': c[DEXTERITY] += 3;
X lprcat("\nYou feel like dancing!");
X cl_line(16,13); break;
X
X case 'h': c[INTELLIGENCE]++;
X lprcat("\nYour instructor told you that the Eye of Larn is rumored to be guarded\n");
X lprcat("by a platinum dragon who possesses psionic abilities. ");
X cl_line(16,14); break;
X }
X time_used += coursetime[i-'a']*100;
X if (time_used > 0)
X {
X gtime += time_used;
X course[i-'a']++; /* remember that he has taken that course */
X c[HP] = c[HPMAX]; c[SPELLS] = c[SPELLMAX]; /* he regenerated */
X
X if (c[BLINDCOUNT]) c[BLINDCOUNT]=1; /* cure blindness too! */
X if (c[CONFUSE]) c[CONFUSE]=1; /* end confusion */
X adjtime((long)time_used); /* adjust parameters for time change */
X }
X nap(1000);
X }
X }
X }
X
X/*
X * for the first national bank of Larn
X */
Xint lasttime=0; /* last time he was in bank */
Xobank()
X {
X banktitle(" Welcome to the First National Bank of Larn.");
X }
Xobank2()
X {
X banktitle("Welcome to the 5th level branch office of the First National Bank of Larn.");
X /* because we state the level in the title, clear the '?' in the
X level display at the bottom, if the user teleported.
X */
X c[TELEFLAG] = 0;
X }
Xstatic banktitle(str)
X char *str;
X {
X nosignal = 1; /* disable signals */
X clear(); lprcat(str);
X if (outstanding_taxes>0)
X {
X register int i;
X lprcat("\n\nThe Larn Revenue Service has ordered that your account be frozen until all\n"); beep();
X lprintf("levied taxes have been paid. They have also told us that you owe %d gp in\n",(long)outstanding_taxes);
X lprcat("taxes, and we must comply with them. We cannot serve you at this time. Sorry.\n");
X lprcat("We suggest you go to the LRS office and pay your taxes.\n");
X cursors();
X lprcat("\nPress "); standout("escape"); lprcat(" to leave: "); lflush();
X i=0;
X while (i!='\33') i=ttgetch();
X drawscreen(); nosignal = 0; /* enable signals */ return;
X }
X lprcat("\n\n\tGemstone\t Appraisal\t\tGemstone\t Appraisal");
X obanksub(); nosignal = 0; /* enable signals */
X drawscreen();
X }
X
X/*
X * function to put interest on your bank account
X */
Xointerest()
X {
X register int i;
X if (c[BANKACCOUNT]<0) c[BANKACCOUNT] = 0;
X else if ((c[BANKACCOUNT]>0) && (c[BANKACCOUNT]<500000))
X {
X i = (gtime-lasttime)/100; /* # mobuls elapsed */
X while ((i-- > 0) && (c[BANKACCOUNT]<500000))
X c[BANKACCOUNT] += c[BANKACCOUNT]/250;
X if (c[BANKACCOUNT]>500000) c[BANKACCOUNT]=500000; /* interest limit */
X }
X lasttime = (gtime/100)*100;
X }
X
Xstatic obanksub()
X {
X short gemorder[26]; /* the reference to screen location for each gem */
X long gemvalue[26]; /* the appraisal of the gems */
X unsigned long amt;
X register int i,k,gems_sold=0;
X
X ointerest(); /* credit any needed interest */
X
X for (k=i=0; i<26; i++)
X switch(iven[i])
X {
X case OLARNEYE: case ODIAMOND: case OEMERALD:
X case ORUBY: case OSAPPHIRE:
X
X if (iven[i]==OLARNEYE)
X {
X gemvalue[i]=250000-((gtime*7)/100)*100;
X if (gemvalue[i]<50000) gemvalue[i]=50000;
X }
X else gemvalue[i] = (255&ivenarg[i])*100;
X gemorder[i]=k;
X cursor( (k%2)*40+1 , (k>>1)+4 );
X lprintf("%c) %s",i+'a',objectname[iven[i]]);
X cursor( (k%2)*40+33 , (k>>1)+4 );
X lprintf("%5d",(long)gemvalue[i]); k++;
X break;
X
X default: /* make sure player can't sell non-existant gems */
X gemvalue[i] = 0 ;
X gemorder[i] = 0 ;
X };
X cursor(31,17); lprintf("You have %8d gold pieces in the bank.",(long)c[BANKACCOUNT]);
X cursor(40,18); lprintf("You have %8d gold pieces",(long)c[GOLD]);
X if (c[BANKACCOUNT]+c[GOLD] >= 500000)
X lprcat("\nNote: Larndom law states that only deposits under 500,000gp can earn interest.");
X while (1)
X {
X cl_dn(1,20);
X lprcat("\nYour wish? [("); standout("d"); lprcat(") deposit, (");
X standout("w"); lprcat(") withdraw, ("); standout("s");
X lprcat(") sell a stone, or "); standout("escape"); lprcat("] ");
X yrepcount=0;
X i=0; while (i!='d' && i!='w' && i!='s' && i!='\33') i=ttgetch();
X switch(i)
X {
X# ifdef MSDOS
X case 'd':
X lprcat("deposit\n");
X cltoeoln();
X lprcat("How much? "); amt = readnum((long)c[GOLD]);
X# else
X case 'd': lprcat("deposit\nHow much? "); amt = readnum((long)c[GOLD]);
X# endif
X if (amt<0) { lprcat("\nSorry, but we can't take negative gold!"); nap(2000); amt=0; } else
X if (amt>c[GOLD])
X { lprcat(" You don't have that much."); nap(2000); }
X else { c[GOLD] -= amt; c[BANKACCOUNT] += amt; }
X break;
X
X case 'w': lprcat("withdraw\nHow much? "); amt = readnum((long)c[BANKACCOUNT]);
X if (amt<0) { lprcat("\nSorry, but we don't have any negative gold!"); nap(2000); amt=0; }
X else if (amt > c[BANKACCOUNT])
X { lprcat("\nYou don't have that much in the bank!"); nap(2000); }
X else { c[GOLD] += amt; c[BANKACCOUNT] -= amt; }
X break;
X
X case 's': lprcat("\nWhich stone would you like to sell? ");
X i=0; while ((i<'a' || i>'z') && i!='*' && i!='\33')
X i=ttgetch();
X if (i=='*')
X {
X for (i=0; i<26; i++)
X {
X if (gemvalue[i])
X {
X gems_sold = TRUE ;
X c[GOLD]+=gemvalue[i]; iven[i]=0;
X gemvalue[i]=0; k = gemorder[i];
X cursor( (k%2)*40+1 , (k>>1)+4 );
X lprintf("%39s","");
X }
X }
X if (!gems_sold)
X {
X lprcat("\nYou have no gems to sell!");
X nap(2000);
X }
X }
X else if ( i != '\33' )
X {
X if (gemvalue[i=i-'a']==0)
X {
X lprintf("\nItem %c is not a gemstone!",i+'a');
X nap(2000); break;
X }
X c[GOLD]+=gemvalue[i]; iven[i]=0;
X gemvalue[i]=0; k = gemorder[i];
X cursor( (k%2)*40+1 , (k>>1)+4 ); lprintf("%39s","");
X }
X break;
X
X case '\33': return;
X };
X cursor(40,17); lprintf("%8d",(long)c[BANKACCOUNT]);
X cursor(49,18); lprintf("%8d",(long)c[GOLD]);
X }
X }
X
X/*
X function for the trading post
X */
Xstatic otradhead()
X {
X clear();
X lprcat("Welcome to the Larn Trading Post. We buy items that explorers no longer find\n");
X lprcat("useful. Since the condition of the items you bring in is not certain,\n");
X lprcat("and we incur great expense in reconditioning the items, we usually pay\n");
X lprcat("only 20% of their value were they to be new. If the items are badly\n");
X lprcat("damaged, we will pay only 10% of their new value.\n\n");
X
X lprcat("Here are the items we would be willing to buy from you:\n");
X }
X
Xstatic short tradorder[26]; /* screen locations for trading post inventory */
Xstatic otradiven()
X {
X int i,j ;
X
X /* Print user's iventory like bank */
X for (j=i=0 ; i<26 ; i++)
X if (iven[i])
X {
X cursor( (j%2)*40+1, (j>>1)+8 );
X tradorder[i] = 0 ; /* init position on screen to zero */
X switch (iven[i])
X {
X case OPOTION:
X if ( potionname[ivenarg[i]][0] != 0 )
X {
X tradorder[i] = j++ ; /* will display only if identified */
X lprintf( "%c) %s", i+'a', objectname[iven[i]] );
X lprintf(" of%s", potionname[ivenarg[i]] );
X }
X break;
X case OSCROLL:
X if ( scrollname[ivenarg[i]][0] != 0 )
X {
X tradorder[i] = j++ ; /* will display only if identified */
X lprintf( "%c) %s", i+'a', objectname[iven[i]] );
X lprintf(" of%s", scrollname[ivenarg[i]] );
X }
X break;
X case OLARNEYE:
X case OBOOK:
X case OSPIRITSCARAB:
X case ODIAMOND:
X case ORUBY:
X case OEMERALD:
X case OCHEST:
X case OSAPPHIRE:
X case OCUBEofUNDEAD:
X case OCOOKIE:
X case ONOTHEFT:
X tradorder[i] = j++ ; /* put on screen */
X lprintf( "%c) %s", i+'a', objectname[iven[i]] );
X break;
X default:
X tradorder[i] = j++ ; /* put on screen */
X lprintf( "%c) %s", i+'a', objectname[iven[i]] );
X if (ivenarg[i] > 0)
X lprintf(" +%d", (long)ivenarg[i] );
X else if (ivenarg[i] < 0)
X lprintf(" %d", (long)ivenarg[i] );
X break;
X }
X }
X else
X tradorder[i] = 0; /* make sure order array is clear */
X }
X
Xstatic cleartradiven( i )
Xint i ;
X {
X int j;
X j = tradorder[i] ;
X cursor( (j%2)*40+1, (j>>1)+8 );
X lprintf( "%39s", "" );
X tradorder[i] = 0;
X }
X
Xotradepost()
X {
X register int i,j,isub,izarg,found;
X register long value;
X
X dnditm = dndcount = 0;
X nosignal = 1; /* disable signals */
X otradhead();
X otradiven();
X
X while (1)
X {
X cl_dn(1,21);
X lprcat("\nWhat item do you want to sell to us [");
X standout("escape"); lprcat("] ? ");
X i=0;
X while ( i>'z' || i<'a' && i!=12 && i!='\33' )
X i=ttgetch();
X if (i == '\33')
X {
X recalc();
X drawscreen();
X nosignal=0; /* enable signals */
X return;
X }
X while (1) /* inner loop for simpler control */
X {
X if (i == 12)
X {
X clear();
X otradhead();
X otradiven();
X break; /* leave inner while */
X }
X
X isub = i - 'a' ;
X if (iven[isub] == 0)
X {
X lprintf("\nYou don't have item %c!",isub+'a');
X nap(2000);
X break; /* leave inner while */
X }
X if (iven[isub]==OSCROLL)
X if (scrollname[ivenarg[isub]][0]==0)
X {
X cnsitm();
X break; /* leave inner while */
X }
X if (iven[isub]==OPOTION)
X if (potionname[ivenarg[isub]][0]==0)
X {
X cnsitm();
X break; /* leave inner while */
X }
X if (iven[isub]==ODIAMOND ||
X iven[isub]==ORUBY ||
X iven[isub]==OEMERALD ||
X iven[isub]==OSAPPHIRE )
X value = 20L * (ivenarg[isub] & 255);
X else if (iven[isub]==OLARNEYE)
X {
X value = 50000 - (((gtime*7) / 100) * 20 );
X if (value < 10000)
X value = 10000;
X }
X else
X {
X /* find object in itm[] list for price info */
X found = MAXITM ;
X for (j=0; j<MAXITM; j++)
X if (itm[j].obj == iven[isub])
X {
X found = j ;
X break; /* leave for loop */
X }
X if (found == MAXITM)
X {
X lprcat("\nSo sorry, but we are not authorized to accept that item.");
X nap(2000);
X break; /* leave inner while */
X }
X if (iven[isub] == OSCROLL ||
X iven[isub] == OPOTION)
X value = 2 * (long)itm[ j + ivenarg[isub]].price ;
X else
X {
X izarg=ivenarg[isub];
X value = itm[j].price;
X /* appreciate if a +n object */
X if (izarg >= 0) value *= 2;
X while ((izarg-- > 0) && ((value=14*(67+value)/10) < 500000));
X }
X }
X /* we have now found the value of the item, and dealt with any error
X cases. Print the object's value, let the user sell it.
X */
X lprintf("\nItem (%c) is worth %d gold pieces to us. Do you want to sell it? ",i,(long)value);
X yrepcount=0;
X if (getyn()=='y')
X {
X lprcat("yes\n"); c[GOLD]+=value;
X if (c[WEAR] == isub) c[WEAR] = -1;
X if (c[WIELD] == isub) c[WIELD] = -1;
X if (c[SHIELD] == isub) c[SHIELD] = -1;
X adjustcvalues(iven[isub],ivenarg[isub]);
X iven[isub]=0;
X cleartradiven( isub );
X }
X else
X {
X lprcat("no thanks.\n");
X nap(500);
X }
X break; /* exit inner while */
X } /* end of inner while */
X } /* end of outer while */
X } /* end of routine */
X
Xstatic cnsitm()
X {
X lprcat("\nSorry, we can't accept unidentified objects.");
X nap(2000);
X }
X
X/*
X * for the Larn Revenue Service
X */
Xolrs()
X {
X register int i,first;
X unsigned long amt;
X first = nosignal = 1; /* disable signals */
X clear(); resetscroll(); cursor(1,4);
X lprcat("Welcome to the Larn Revenue Service district office. How can we help you?");
X while (1)
X {
X if (first) { first=0; goto nxt; }
X setscroll();
X cursors();
X lprcat("\n\nYour wish? [(");
X standout("p");
X lprcat(") pay taxes, or ");
X standout("escape");
X lprcat("] "); yrepcount=0;
X i=0; while (i!='p' && i!='\33') i=ttgetch();
X switch(i)
X {
X case 'p': lprcat("pay taxes\nHow much? "); amt = readnum((long)c[GOLD]);
X if (amt<0) { lprcat("\nSorry, but we can't take negative gold\n"); amt=0; } else
X if (amt>c[GOLD]) lprcat(" You don't have that much.\n");
X else c[GOLD] -= paytaxes((long)amt);
X break;
X
X case '\33': nosignal = 0; /* enable signals */
X setscroll(); drawscreen(); return;
X };
X
Xnxt: cursor(1,6);
X if (outstanding_taxes>0)
X lprintf("You presently owe %d gp in taxes. ",(long)outstanding_taxes);
X else
X lprcat("You do not owe us any taxes. ");
X cursor(1,8);
X if (c[GOLD]>0)
X lprintf("You have %6d gp. ",(long)c[GOLD]);
X else
X lprcat("You have no gold pieces. ");
X }
X }
END_OF_FILE
if test 29004 -ne `wc -c <'store.c'`; then
echo shar: \"'store.c'\" unpacked with wrong size!
fi
# end of 'store.c'
fi
if test -f 'termcap.pc' -a "${1}" != "-c" ; then
echo shar: Will not clobber existing file \"'termcap.pc'\"
else
echo shar: Extracting \"'termcap.pc'\" \(439 characters\)
sed "s/^X//" >'termcap.pc' <<'END_OF_FILE'
X#
X# Monochrome IBMPC.
X# This is a termcap for the NANSI.SYS device driver.
X# It is the same as the ANSI termcap, except NANSI supports
X# line insert (al) and delete (dl) while ANSI does not.
X#
Xibmpc-mono:\
X :co#80:\
X :li#24:\
X :cl=\E[;H\E[2J:\
X :bs:\
X :ho=\E[H:\
X :cm=\E[%i%2;%2H:\
X :up=\E[A:\
X :xd=\E[B:\
X :nd=\E[C:\
X :bc=\E[D:\
X :ce=\E[K:\
X :ti=\E[m:\
X :te=\E[m:\
X :so=\E[1m:\
X :se=\E[m:\
X :us=\E[4m:\
X :ue=\E[m:\
X :al=\E[L:\
X :dl=\E[M:
END_OF_FILE
if test 439 -ne `wc -c <'termcap.pc'`; then
echo shar: \"'termcap.pc'\" unpacked with wrong size!
fi
# end of 'termcap.pc'
fi
echo shar: End of archive 5 \(of 12\).
cp /dev/null ark5isdone
MISSING=""
for I in 1 2 3 4 5 6 7 8 9 10 11 12 ; do
if test ! -f ark${I}isdone ; then
MISSING="${MISSING} ${I}"
fi
done
if test "${MISSING}" = "" ; then
echo You have unpacked all 12 archives.
rm -f ark[1-9]isdone ark[1-9][0-9]isdone
else
echo You still need to unpack the following archives:
echo " " ${MISSING}
fi
## End of shell archive.
exit 0