games@tekred.TEK.COM (07/29/88)
Submitted by: "James E. Wilson" <wilson@ji.berkeley.edu>
Comp.sources.games: Volume 5, Issue 48
Archive-name: umoria2/Part14
#! /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 14 (of 18)."
# Contents: generate.c store2.c
# Wrapped by billr@saab on Wed Jul 13 11:16:33 1988
PATH=/bin:/usr/bin:/usr/ucb ; export PATH
if test -f 'generate.c' -a "${1}" != "-c" ; then
echo shar: Will not clobber existing file \"'generate.c'\"
else
echo shar: Extracting \"'generate.c'\" \(26802 characters\)
sed "s/^X//" >'generate.c' <<'END_OF_FILE'
X#include "constants.h"
X#include "config.h"
X#include "types.h"
X#include "externs.h"
X
Xtypedef struct coords {
X int x, y;
X} coords;
X
Xcoords doorstk[100];
Xint doorptr;
X
X
X/* Always picks a correct direction */
Xcorrect_dir(rdir, cdir, y1, x1, y2, x2)
Xint *rdir, *cdir;
Xregister int y1, x1, y2, x2;
X{
X if (y1 < y2)
X *rdir = 1;
X else if (y1 == y2)
X *rdir = 0;
X else
X *rdir = -1;
X if (x1 < x2)
X *cdir = 1;
X else if (x1 == x2)
X *cdir = 0;
X else
X *cdir = -1;
X if ((*rdir != 0) && (*cdir != 0))
X switch(randint(2))
X {
X case 1:
X *rdir = 0;
X break;
X case 2:
X *cdir = 0;
X break;
X }
X}
X
X
X/* Chance of wandering direction */
Xrand_dir(rdir, cdir, y1, x1, y2, x2, chance)
Xint *rdir, *cdir;
Xint y1, x1, y2, x2;
Xint chance;
X{
X switch(randint(chance))
X {
X case 1:
X *rdir = -1;
X *cdir = 0;
X break;
X case 2:
X *rdir = 1;
X *cdir = 0;
X break;
X case 3:
X *rdir = 0;
X *cdir = -1;
X break;
X case 4:
X *rdir = 0;
X *cdir = 1;
X break;
X default:
X correct_dir(rdir, cdir, y1, x1, y2, x2);
X break;
X }
X}
X
X
X/* Blanks out entire cave -RAK- */
Xblank_cave()
X{
X register int i, j;
X register cave_type *c_ptr;
X
X c_ptr = &cave[0][0];
X for (i = 0; i < MAX_HEIGHT; i++)
X for (j = 0; j < MAX_WIDTH; j++)
X *c_ptr++ = blank_floor;
X}
X
X
X/* Fills in empty spots with desired rock -RAK- */
X/* Note: 9 is a temporary value. */
Xfill_cave(fill)
Xfloor_type fill;
X{
X register int i, j;
X register cave_type *c_ptr;
X
X for (i = 1; i < cur_height-1; i++)
X for (j = 1; j < cur_width-1; j++)
X {
X c_ptr = &cave[i][j];
X if ((c_ptr->fval == 0) || (c_ptr->fval == 8) || (c_ptr->fval == 9))
X {
X c_ptr->fval = fill.ftval;
X c_ptr->fopen = fill.ftopen;
X }
X }
X}
X
X
X/* Places indestructible rock around edges of dungeon -RAK- */
Xplace_boundary()
X{
X register int i;
X
X for (i = 0; i < cur_height; i++)
X {
X cave[i][0].fval = boundary_wall.ftval;
X cave[i][0].fopen = boundary_wall.ftopen;
X cave[i][cur_width-1].fval = boundary_wall.ftval;
X cave[i][cur_width-1].fopen = boundary_wall.ftopen;
X }
X for (i = 0; i < cur_width; i++)
X {
X cave[0][i].fval = boundary_wall.ftval;
X cave[0][i].fopen = boundary_wall.ftopen;
X cave[cur_height-1][i].fval = boundary_wall.ftval;
X cave[cur_height-1][i].fopen = boundary_wall.ftopen;
X }
X}
X
X
X/* Places "streamers" of rock through dungeon -RAK- */
Xplace_streamer(rock, treas_chance)
Xfloor_type rock;
Xint treas_chance;
X{
X register int i, tx, ty;
X int y, x, dir, t1, t2;
X int flag;
X register cave_type *c_ptr;
X
X /* Choose starting point and direction */
X y = (cur_height/2.0) + 11 - randint(23);
X x = (cur_width/2.0) + 16 - randint(33);
X
X dir = randint(8); /* Number 1-4, 6-9 */
X if (dir > 4)
X dir = dir + 1;
X
X /* Place streamer into dungeon */
X flag = FALSE; /* Set to true when y, x are out-of-bounds*/
X t1 = 2*DUN_STR_RNG + 1; /* Constants */
X t2 = DUN_STR_RNG + 1;
X do
X {
X for (i = 0; i < DUN_STR_DEN; i++)
X {
X ty = y + randint(t1) - t2;
X tx = x + randint(t1) - t2;
X if (in_bounds(ty, tx))
X {
X c_ptr = &cave[ty][tx];
X if (c_ptr->fval == rock_wall1.ftval)
X {
X c_ptr->fval = rock.ftval;
X c_ptr->fopen = rock.ftopen;
X if (randint(treas_chance) == 1)
X place_gold(ty, tx);
X }
X }
X }
X if (!move(dir, &y, &x))
X flag = TRUE;
X }
X while (!flag);
X}
X
X
X/* Place a trap with a given displacement of point -RAK- */
Xvault_trap(y, x, yd, xd, num)
Xint y, x, yd, xd, num;
X{
X register int count, y1, x1;
X int i, flag;
X register cave_type *c_ptr;
X
X for (i = 0; i < num; i++)
X {
X flag = FALSE;
X count = 0;
X do
X {
X y1 = y - yd - 1 + randint(2*yd+1);
X x1 = x - xd - 1 + randint(2*xd+1);
X c_ptr = &cave[y1][x1];
X if ((c_ptr->fval > 0) && (c_ptr->fval < 8) && (c_ptr->fval != 3))
X if (c_ptr->tptr == 0)
X {
X place_trap(y1, x1, 1, randint(MAX_TRAPA)-1);
X flag = TRUE;
X }
X count++;
X }
X while ((!flag) && (count <= 5));
X }
X}
X
X
X/* Place a trap with a given displacement of point -RAK- */
Xvault_monster(y, x, num)
Xint y, x, num;
X{
X register int i;
X int y1, x1;
X
X for (i = 0; i < num; i++)
X {
X y1 = y;
X x1 = x;
X (void) summon_monster(&y1, &x1, TRUE);
X }
X}
X
X
X/* Builds a room at a row, column coordinate -RAK- */
Xbuild_room(yval, xval)
Xint yval, xval;
X{
X register int i, j;
X register int y_height, y_depth;
X register int x_left, x_right;
X floor_type cur_floor;
X
X if (dun_level <= randint(25))
X cur_floor = lopen_floor; /* Floor with light */
X else
X cur_floor = dopen_floor; /* Dark floor */
X y_height = yval - randint(4);
X y_depth = yval + randint(3);
X x_left = xval - randint(11);
X x_right = xval + randint(11);
X for (i = y_height; i <= y_depth; i++)
X for (j = x_left; j <= x_right; j++)
X {
X cave[i][j].fval = cur_floor.ftval;
X cave[i][j].fopen = cur_floor.ftopen;
X }
X for (i = (y_height - 1); i <= (y_depth + 1); i++)
X {
X cave[i][x_left-1].fval = rock_wall1.ftval;
X cave[i][x_left-1].fopen = rock_wall1.ftopen;
X cave[i][x_right+1].fval = rock_wall1.ftval;
X cave[i][x_right+1].fopen = rock_wall1.ftopen;
X }
X for (i = x_left; i <= x_right; i++)
X {
X cave[y_height-1][i].fval = rock_wall1.ftval;
X cave[y_height-1][i].fopen = rock_wall1.ftopen;
X cave[y_depth+1][i].fval = rock_wall1.ftval;
X cave[y_depth+1][i].fopen = rock_wall1.ftopen;
X }
X}
X
X
X/* Builds a room at a row, column coordinate -RAK- */
X/* Type 1 unusual rooms are several overlapping rectangular ones */
Xbuild_type1(yval, xval)
Xint yval, xval;
X{
X int y_height, y_depth;
X int x_left, x_right;
X register int i0, i, j;
X floor_type cur_floor;
X register cave_type *c_ptr;
X
X if (dun_level <= randint(25))
X cur_floor = lopen_floor; /* Floor with light */
X else
X cur_floor = dopen_floor; /* Dark floor */
X for (i0 = 0; i0 < (1 + randint(2)); i0++)
X {
X y_height = yval - randint(4);
X y_depth = yval + randint(3);
X x_left = xval - randint(11);
X x_right = xval + randint(11);
X for (i = y_height; i <= y_depth; i++)
X for (j = x_left; j <= x_right; j++)
X {
X cave[i][j].fval = cur_floor.ftval;
X cave[i][j].fopen = cur_floor.ftopen;
X }
X for (i = (y_height - 1); i <= (y_depth + 1); i++)
X {
X c_ptr = &cave[i][x_left-1];
X if (c_ptr->fval != cur_floor.ftval)
X {
X c_ptr->fval = rock_wall1.ftval;
X c_ptr->fopen = rock_wall1.ftopen;
X }
X c_ptr = &cave[i][x_right+1];
X if (c_ptr->fval != cur_floor.ftval)
X {
X c_ptr->fval = rock_wall1.ftval;
X c_ptr->fopen = rock_wall1.ftopen;
X }
X }
X for (i = x_left; i <= x_right; i++)
X {
X c_ptr = &cave[y_height-1][i];
X if (c_ptr->fval != cur_floor.ftval)
X {
X c_ptr->fval = rock_wall1.ftval;
X c_ptr->fopen = rock_wall1.ftopen;
X }
X c_ptr = &cave[y_depth+1][i];
X if (c_ptr->fval != cur_floor.ftval)
X {
X c_ptr->fval = rock_wall1.ftval;
X c_ptr->fopen = rock_wall1.ftopen;
X }
X }
X }
X}
X
X
X/* Builds an unusual room at a row, column coordinate -RAK- */
X/* Type 2 unusual rooms all have an inner room: */
X/* 1 - Just an inner room with one door */
X/* 2 - An inner room within an inner room */
X/* 3 - An inner room with pillar(s) */
X/* 4 - Inner room has a maze */
X/* 5 - A set of four inner rooms */
Xbuild_type2(yval, xval)
Xint yval, xval;
X{
X register int i, j;
X register int y_height, y_depth;
X register int x_left, x_right;
X floor_type cur_floor;
X
X if (dun_level <= randint(30))
X cur_floor = lopen_floor; /* Floor with light */
X else
X cur_floor = dopen_floor; /* Dark floor */
X y_height = yval - 4;
X y_depth = yval + 4;
X x_left = xval - 11;
X x_right = xval + 11;
X for (i = y_height; i <= y_depth; i++)
X for (j = x_left; j <= x_right; j++)
X {
X cave[i][j].fval = cur_floor.ftval;
X cave[i][j].fopen = cur_floor.ftopen;
X }
X for (i = (y_height - 1); i <= (y_depth + 1); i++)
X {
X cave[i][x_left-1].fval = rock_wall1.ftval;
X cave[i][x_left-1].fopen = rock_wall1.ftopen;
X cave[i][x_right+1].fval = rock_wall1.ftval;
X cave[i][x_right+1].fopen = rock_wall1.ftopen;
X }
X for (i = x_left; i <= x_right; i++)
X {
X cave[y_height-1][i].fval = rock_wall1.ftval;
X cave[y_height-1][i].fopen = rock_wall1.ftopen;
X cave[y_depth+1][i].fval = rock_wall1.ftval;
X cave[y_depth+1][i].fopen = rock_wall1.ftopen;
X }
X /* The inner room */
X y_height = y_height + 2;
X y_depth = y_depth - 2;
X x_left = x_left + 2;
X x_right = x_right - 2;
X for (i = (y_height - 1); i <= (y_depth + 1); i++)
X {
X cave[i][x_left-1].fval = 8;
X cave[i][x_right+1].fval = 8;
X }
X for (i = x_left; i <= x_right; i++)
X {
X cave[y_height-1][i].fval = 8;
X cave[y_depth+1][i].fval = 8;
X }
X /* Inner room variations */
X switch(randint(5))
X {
X case 1: /* Just an inner room... */
X switch(randint(4)) /* Place a door */
X {
X case 1: place_secret_door(y_height-1, xval); break;
X case 2: place_secret_door(y_depth+1, xval); break;
X case 3: place_secret_door(yval, x_left-1); break;
X case 4: place_secret_door(yval, x_right+1); break;
X }
X vault_monster(yval, xval, 1);
X break;
X case 2: /* Treasure Vault */
X switch(randint(4)) /* Place a door */
X {
X case 1: place_secret_door(y_height-1, xval); break;
X case 2: place_secret_door(y_depth+1, xval); break;
X case 3: place_secret_door(yval, x_left-1); break;
X case 4: place_secret_door(yval, x_right+1); break;
X }
X for (i = yval-1; i <= yval+1; i++)
X {
X cave[i][xval-1].fval = 8;
X cave[i][xval+1].fval = 8;
X }
X cave[yval-1][xval].fval = 8;
X cave[yval+1][xval].fval = 8;
X switch(randint(4)) /* Place a door */
X {
X case 1: place_locked_door(yval-1, xval); break;
X case 2: place_locked_door(yval+1, xval); break;
X case 3: place_locked_door(yval, xval-1); break;
X case 4: place_locked_door(yval, xval+1); break;
X }
X /* Place an object in the treasure vault */
X switch(randint(10))
X {
X case 1: place_up_stairs(yval, xval); break;
X case 2: place_down_stairs(yval, xval); break;
X default: place_object(yval, xval); break;
X }
X /* Guard the treasure well */
X vault_monster(yval, xval, 2+randint(3));
X /* If the monsters don't get 'em... */
X vault_trap(yval, xval, 4, 10, 2+randint(3));
X break;
X case 3: /* Inner pillar(s)... */
X switch(randint(4)) /* Place a door */
X {
X case 1: place_secret_door(y_height-1, xval); break;
X case 2: place_secret_door(y_depth+1, xval); break;
X case 3: place_secret_door(yval, x_left-1); break;
X case 4: place_secret_door(yval, x_right+1); break;
X }
X for (i = yval-1; i <= yval+1; i++)
X for (j = xval-1; j <= xval+1; j++)
X cave[i][j].fval = 8;
X if (randint(2) == 1)
X {
X switch(randint(2))
X {
X case 1:
X for (i = yval-1; i <= yval+1; i++)
X for (j = xval-6; j <= xval-4; j++)
X cave[i][j].fval = 8;
X for (i = yval-1; i <= yval+1; i++)
X for (j = xval+4; j <= xval+6; j++)
X cave[i][j].fval = 8;
X break;
X case 2:
X for (i = yval-1; i <= yval+1; i++)
X for (j = xval-7; j <= xval-5; j++)
X cave[i][j].fval = 8;
X for (i = yval-1; i <= yval+1; i++)
X for (j = xval+5; j <= xval+7; j++)
X cave[i][j].fval = 8;
X break;
X }
X }
X if (randint(3) == 1) /* Inner rooms */
X {
X for (i = xval-5; i <= xval+5; i++)
X {
X cave[yval-1][i].fval = 8;
X cave[yval+1][i].fval = 8;
X }
X cave[yval][xval-5].fval = 8;
X cave[yval][xval+5].fval = 8;
X switch(randint(2))
X {
X case 1: place_secret_door(yval+1, xval-3); break;
X case 2: place_secret_door(yval-1, xval-3); break;
X }
X switch(randint(2))
X {
X case 1: place_secret_door(yval+1, xval+3); break;
X case 2: place_secret_door(yval-1, xval+3); break;
X }
X if (randint(3) == 1) place_object(yval, xval-2);
X if (randint(3) == 1) place_object(yval, xval+2);
X vault_monster(yval, xval-2, randint(2));
X vault_monster(yval, xval+2, randint(2));
X }
X break;
X case 4: /* Maze inside... */
X switch(randint(4)) /* Place a door */
X {
X case 1: place_secret_door(y_height-1, xval); break;
X case 2: place_secret_door(y_depth+1, xval); break;
X case 3: place_secret_door(yval, x_left-1); break;
X case 4: place_secret_door(yval, x_right+1); break;
X }
X for (i = y_height; i <= y_depth; i++)
X for (j = x_left; j <= x_right; j++)
X if (0x1 & (j+i))
X cave[i][j].fval = 8;
X /* Monsters just love mazes... */
X vault_monster(yval, xval-5, randint(3));
X vault_monster(yval, xval+5, randint(3));
X /* Traps make them entertaining... */
X vault_trap(yval, xval-3, 2, 8, randint(3));
X vault_trap(yval, xval+3, 2, 8, randint(3));
X /* Mazes should have some treasure too.. */
X for (i = 0; i < 3; i++)
X random_object(yval, xval, 1);
X break;
X case 5: /* Four small rooms... */
X for (i = y_height; i <= y_depth; i++)
X cave[i][xval].fval = 8;
X for (i = x_left; i <= x_right; i++)
X cave[yval][i].fval = 8;
X switch(randint(2))
X {
X case 1:
X i = randint(10);
X place_secret_door(y_height-1, xval-i);
X place_secret_door(y_height-1, xval+i);
X place_secret_door(y_depth+1, xval-i);
X place_secret_door(y_depth+1, xval+i);
X break;
X case 2:
X i = randint(3);
X place_secret_door(yval+i, x_left-1);
X place_secret_door(yval-i, x_left-1);
X place_secret_door(yval+i, x_right+1);
X place_secret_door(yval-i, x_right+1);
X break;
X }
X /* Treasure in each one... */
X random_object(yval, xval, 2+randint(2));
X /* Gotta have some monsters... */
X vault_monster(yval+2, xval-4, randint(2));
X vault_monster(yval+2, xval+4, randint(2));
X vault_monster(yval-2, xval-4, randint(2));
X vault_monster(yval-2, xval+4, randint(2));
X break;
X }
X}
X
X
X/* Builds a room at a row, column coordinate -RAK- */
X/* Type 3 unusual rooms are cross shaped */
Xbuild_type3(yval, xval)
Xint yval, xval;
X{
X int y_height, y_depth;
X int x_left, x_right;
X register int i0, i, j;
X floor_type cur_floor;
X register cave_type *c_ptr;
X
X if (dun_level <= randint(25))
X cur_floor = lopen_floor; /* Floor with light */
X else
X cur_floor = dopen_floor; /* Dark floor */
X i0 = 2 + randint(2);
X y_height = yval - i0;
X y_depth = yval + i0;
X x_left = xval - 1;
X x_right = xval + 1;
X for (i = y_height; i <= y_depth; i++)
X for (j = x_left; j <= x_right; j++)
X {
X cave[i][j].fval = cur_floor.ftval;
X cave[i][j].fopen = cur_floor.ftopen;
X }
X for (i = (y_height - 1); i <= (y_depth + 1); i++)
X {
X c_ptr = &cave[i][x_left-1];
X c_ptr->fval = rock_wall1.ftval;
X c_ptr->fopen = rock_wall1.ftopen;
X c_ptr = &cave[i][x_right+1];
X c_ptr->fval = rock_wall1.ftval;
X c_ptr->fopen = rock_wall1.ftopen;
X }
X for (i = x_left; i <= x_right; i++)
X {
X c_ptr = &cave[y_height-1][i];
X c_ptr->fval = rock_wall1.ftval;
X c_ptr->fopen = rock_wall1.ftopen;
X c_ptr = &cave[y_depth+1][i];
X c_ptr->fval = rock_wall1.ftval;
X c_ptr->fopen = rock_wall1.ftopen;
X }
X i0 = 2 + randint(9);
X y_height = yval - 1;
X y_depth = yval + 1;
X x_left = xval - i0;
X x_right = xval + i0;
X for (i = y_height; i <= y_depth; i++)
X for (j = x_left; j <= x_right; j++)
X {
X cave[i][j].fval = cur_floor.ftval;
X cave[i][j].fopen = cur_floor.ftopen;
X }
X for (i = (y_height - 1); i <= (y_depth + 1); i++)
X {
X c_ptr = &cave[i][x_left-1];
X if (c_ptr->fval != cur_floor.ftval)
X {
X c_ptr->fval = rock_wall1.ftval;
X c_ptr->fopen = rock_wall1.ftopen;
X }
X c_ptr = &cave[i][x_right+1];
X if (c_ptr->fval != cur_floor.ftval)
X {
X c_ptr->fval = rock_wall1.ftval;
X c_ptr->fopen = rock_wall1.ftopen;
X }
X }
X for (i = x_left; i <= x_right; i++)
X {
X c_ptr = &cave[y_height-1][i];
X if (c_ptr->fval != cur_floor.ftval)
X {
X c_ptr->fval = rock_wall1.ftval;
X c_ptr->fopen = rock_wall1.ftopen;
X }
X c_ptr = &cave[y_depth+1][i];
X if (c_ptr->fval != cur_floor.ftval)
X {
X c_ptr->fval = rock_wall1.ftval;
X c_ptr->fopen = rock_wall1.ftopen;
X }
X }
X /* Special features... */
X switch(randint(4))
X {
X case 1: /* Large middle pillar */
X for (i = yval-1; i <= yval+1; i++)
X for (j = xval-1; j <= xval+1; j++)
X cave[i][j].fval = 8;
X break;
X case 2: /* Inner treasure vault */
X for (i = yval-1; i <= yval+1; i++)
X {
X cave[i][xval-1].fval = 8;
X cave[i][xval+1].fval = 8;
X }
X cave[yval-1][xval].fval = 8;
X cave[yval+1][xval].fval = 8;
X switch(randint(4)) /* Place a door */
X {
X case 1: place_secret_door(yval-1, xval); break;
X case 2: place_secret_door(yval+1, xval); break;
X case 3: place_secret_door(yval, xval-1); break;
X case 4: place_secret_door(yval, xval+1); break;
X }
X /* Place a treasure in the vault */
X place_object(yval, xval);
X /* Let's guard the treasure well... */
X vault_monster(yval, xval, 2+randint(2));
X /* Traps naturally */
X vault_trap(yval, xval, 4, 4, 1+randint(3));
X break;
X case 3:
X if (randint(3) == 1)
X {
X cave[yval-1][xval-2].fval = 8;
X cave[yval+1][xval-2].fval = 8;
X cave[yval-1][xval+2].fval = 8;
X cave[yval-1][xval+2].fval = 8;
X cave[yval-2][xval-1].fval = 8;
X cave[yval-2][xval+1].fval = 8;
X cave[yval+2][xval-1].fval = 8;
X cave[yval+2][xval+1].fval = 8;
X if (randint(3) == 1)
X {
X place_secret_door(yval, xval-2);
X place_secret_door(yval, xval+2);
X place_secret_door(yval-2, xval);
X place_secret_door(yval+2, xval);
X }
X }
X else if (randint(3) == 1)
X {
X cave[yval][xval].fval = 8;
X cave[yval-1][xval].fval = 8;
X cave[yval+1][xval].fval = 8;
X cave[yval][xval-1].fval = 8;
X cave[yval][xval+1].fval = 8;
X }
X else if (randint(3) == 1)
X cave[yval][xval].fval = 8;
X break;
X case 4:
X break;
X }
X}
X
X
X/* Constructs a tunnel between two points */
Xbuild_tunnel(row1, col1, row2, col2)
Xint row1, col1, row2, col2;
X{
X register int tmp_row, tmp_col;
X int row_dir, col_dir;
X register int i, j;
X coords tunstk[1000];
X coords wallstk[1000];
X int tunptr;
X int wallptr;
X int stop_flag, door_flag;
X cave_type *c_ptr, *d_ptr;
X
X /* Main procedure for Tunnel */
X /* Note: 9 is a temporary value */
X stop_flag = FALSE;
X door_flag = FALSE;
X tunptr = 0;
X wallptr = 0;
X correct_dir(&row_dir, &col_dir, row1, col1, row2, col2);
X do
X {
X if (randint(100) > DUN_TUN_CHG)
X rand_dir(&row_dir, &col_dir, row1, col1, row2, col2, DUN_TUN_RND);
X tmp_row = row1 + row_dir;
X tmp_col = col1 + col_dir;
X while (!in_bounds(tmp_row, tmp_col))
X {
X rand_dir(&row_dir, &col_dir, row1, col1, row2, col2, DUN_TUN_RND);
X tmp_row = row1 + row_dir;
X tmp_col = col1 + col_dir;
X }
X c_ptr = &cave[tmp_row][tmp_col];
X if (c_ptr->fval == rock_wall1.ftval)
X {
X row1 = tmp_row;
X col1 = tmp_col;
X wallstk[wallptr].y = row1;
X wallstk[wallptr].x = col1;
X if (wallptr < 1000)
X wallptr++;
X for (i = row1-1; i <= row1+1; i++)
X for (j = col1-1; j <= col1+1; j++)
X if (in_bounds(i, j))
X {
X d_ptr = &cave[i][j];
X if ((d_ptr->fval >= 10) && (d_ptr->fval <= 12))
X d_ptr->fval = 9;
X }
X }
X else if (c_ptr->fval == corr_floor1.ftval)
X {
X row1 = tmp_row;
X col1 = tmp_col;
X if (!door_flag)
X {
X if (doorptr < 100)
X {
X doorstk[doorptr].y = row1;
X doorstk[doorptr].x = col1;
X doorptr++;
X }
X door_flag = TRUE;
X }
X if (randint(100) > DUN_TUN_CON)
X stop_flag = TRUE;
X }
X else if (c_ptr->fval == 0)
X {
X row1 = tmp_row;
X col1 = tmp_col;
X tunstk[tunptr].y = row1;
X tunstk[tunptr].x = col1;
X if (tunptr < 1000)
X tunptr++;
X door_flag = FALSE;
X }
X else if (c_ptr->fval != 9)
X {
X row1 = tmp_row;
X col1 = tmp_col;
X }
X }
X while (((row1 != row2) || (col1 != col2)) && (!stop_flag));
X for (i = 0; i < tunptr; i++)
X {
X cave[tunstk[i].y][tunstk[i].x].fval = corr_floor1.ftval;
X cave[tunstk[i].y][tunstk[i].x].fopen = corr_floor1.ftopen;
X }
X for (i = 0; i < wallptr; i++)
X {
X c_ptr = &cave[wallstk[i].y][wallstk[i].x];
X if (c_ptr->fval == 9)
X {
X if (randint(100) < DUN_TUN_PEN)
X place_door(wallstk[i].y, wallstk[i].x);
X else
X {
X c_ptr->fval = corr_floor2.ftval;
X c_ptr->fopen = corr_floor2.ftopen;
X }
X }
X }
X}
X
X
Xint next_to(y, x)
Xregister int y, x;
X{
X int next;
X
X if (next_to8(y, x, 4, 5, 6) > 2)
X if (((cave[y-1][x].fval >= 10) && (cave[y-1][x].fval <= 12)) &&
X ((cave[y+1][x].fval >= 10) && (cave[y+1][x].fval <= 12)))
X next = TRUE;
X else if (((cave[y][x-1].fval >= 10) && (cave[y][x-1].fval <= 12)) &&
X ((cave[y][x+1].fval >= 10) && (cave[y][x+1].fval <= 12)))
X next = TRUE;
X else
X next = FALSE;
X else
X next = FALSE;
X return(next);
X}
X
X/* Places door at y, x position if at least 2 walls found */
Xtry_door(y, x)
Xregister int y, x;
X{
X if (randint(100) > DUN_TUN_JCT)
X if (cave[y][x].fval == corr_floor1.ftval)
X if (next_to(y, x))
X place_door(y, x);
X}
X
X
X/* Cave logic flow for generation of new dungeon */
Xcave_gen()
X{
X struct spot_type
X {
X int endx;
X int endy;
X };
X int room_map[20][20];
X register int i, j, k;
X int y1, x1, y2, x2;
X int pick1, pick2;
X int row_rooms, col_rooms;
X int alloc_level;
X worlint yloc[400];
X worlint xloc[400];
X
X int set_1_2();
X int set_1_2_4();
X int set_4();
X
X row_rooms = 2*(cur_height/SCREEN_HEIGHT);
X col_rooms = 2*(cur_width /SCREEN_WIDTH);
X for (i = 0; i < row_rooms; i++)
X for (j = 0; j < col_rooms; j++)
X room_map[i][j] = FALSE;
X for (i = 0; i < randnor(DUN_ROO_MEA, 2); i++)
X room_map[randint(row_rooms)-1][randint(col_rooms)-1] = TRUE;
X k = 0;
X for (i = 0; i < row_rooms; i++)
X for (j = 0; j < col_rooms; j++)
X if (room_map[i][j] == TRUE)
X {
X yloc[k] = i * (QUART_HEIGHT * 2 + 1) + QUART_HEIGHT;
X xloc[k] = j * (QUART_WIDTH * 2 + 1) + QUART_WIDTH;
X if (dun_level > randint(DUN_UNUSUAL))
X switch(randint(3))
X {
X case 1: build_type1(yloc[k], xloc[k]); break;
X case 2: build_type2(yloc[k], xloc[k]); break;
X case 3: build_type3(yloc[k], xloc[k]); break;
X }
X else
X build_room(yloc[k], xloc[k]);
X k++;
X }
X for (i = 0; i < k; i++)
X {
X pick1 = randint(k) - 1;
X pick2 = randint(k) - 1;
X y1 = yloc[pick1];
X x1 = xloc[pick1];
X yloc[pick1] = yloc[pick2];
X xloc[pick1] = xloc[pick2];
X yloc[pick2] = y1;
X xloc[pick2] = x1;
X }
X doorptr = 0;
X for (i = 0; i < k-1; i++)
X {
X y1 = yloc[i];
X x1 = xloc[i];
X y2 = yloc[i+1];
X x2 = xloc[i+1];
X build_tunnel(y2, x2, y1, x1);
X }
X fill_cave(rock_wall1);
X for (i = 0; i < DUN_STR_MAG; i++)
X place_streamer(rock_wall2, DUN_STR_MC);
X for (i = 0; i < DUN_STR_QUA; i++)
X place_streamer(rock_wall3, DUN_STR_QC);
X place_boundary();
X /* Place intersection doors */
X for (i = 0; i < doorptr; i++)
X {
X try_door(doorstk[i].y, doorstk[i].x-1);
X try_door(doorstk[i].y, doorstk[i].x+1);
X try_door(doorstk[i].y-1, doorstk[i].x);
X try_door(doorstk[i].y+1, doorstk[i].x);
X }
X alloc_level = (dun_level/3);
X if (alloc_level < 2)
X alloc_level = 2;
X else if (alloc_level > 10)
X alloc_level = 10;
X place_stairs(2, randint(2)+2, 3);
X place_stairs(1, randint(2), 3);
X alloc_monster(set_1_2, (randint(8)+MIN_MALLOC_LEVEL+alloc_level), 0, TRUE);
X alloc_object(set_4, 3, randint(alloc_level));
X alloc_object(set_1_2, 5, randnor(TREAS_ROOM_ALLOC, 3));
X alloc_object(set_1_2_4, 5, randnor(TREAS_ANY_ALLOC, 3));
X alloc_object(set_1_2_4, 4, randnor(TREAS_GOLD_ALLOC, 3));
X alloc_object(set_1_2_4, 1, randint(alloc_level));
X if (dun_level >= WIN_MON_APPEAR) place_win_monster();
X}
X
X
X/* Builds a store at a row, column coordinate */
Xbuild_store(store_num, y, x)
Xint store_num, y, x;
X{
X int yval, y_height, y_depth;
X int xval, x_left, x_right;
X register int i, j;
X int cur_pos;
X register cave_type *c_ptr;
X
X yval = y*10 + 5;
X xval = x*16 + 16;
X y_height = yval - randint(3);
X y_depth = yval + randint(4);
X x_left = xval - randint(6);
X x_right = xval + randint(6);
X for (i = y_height; i <= y_depth; i++)
X for (j = x_left; j <= x_right; j++)
X {
X cave[i][j].fval = boundary_wall.ftval;
X cave[i][j].fopen = boundary_wall.ftopen;
X }
X switch(randint(4))
X {
X case 1:
X i = randint(y_depth-y_height) + y_height - 1;
X j = x_left;
X break;
X case 2:
X i = randint(y_depth-y_height) + y_height - 1;
X j = x_right;
X break;
X case 3:
X i = y_depth;
X j = randint(x_right-x_left) + x_left - 1;
X break;
X case 4:
X i = y_height;
X j = randint(x_right-x_left) + x_left - 1;
X break;
X }
X c_ptr = &cave[i][j];
X c_ptr->fval = corr_floor3.ftval;
X c_ptr->fopen = corr_floor3.ftopen;
X popt(&cur_pos);
X c_ptr->tptr = cur_pos;
X t_list[cur_pos] = store_door[store_num];
X}
X
X
X/* Town logic flow for generation of new town */
Xtown_gen()
X{
X register int i, j, k, l, m;
X int rooms[6];
X
X int set_1_2();
X
X set_seed(town_state, town_seed);
X for (i = 0; i < 6; i++)
X rooms[i] = i;
X l = 6;
X for (i = 0; i < 2; i++)
X for (j = 0; j < 3; j++)
X {
X k = randint(l) - 1;
X build_store(rooms[k], i, j);
X for (m = k; m < l-1; m++)
X rooms[m] = rooms[m+1];
X l--;
X }
X fill_cave(dopen_floor);
X /* make stairs before reset_seed, so that they don't move around */
X place_stairs(2, 1, 0);
X place_boundary();
X reset_seed();
X if (0x1 & (turn / 5000))
X { /* Night */
X for (i = 0; i < cur_height; i++)
X for (j = 0; j < cur_width; j++)
X if (cave[i][j].fval != dopen_floor.ftval)
X cave[i][j].pl = TRUE;
X alloc_monster(set_1_2, MIN_MALLOC_TN, 3, TRUE);
X }
X else
X { /* Day */
X for (i = 0; i < cur_height; i++)
X for (j = 0; j < cur_width; j++)
X cave[i][j].pl = TRUE;
X alloc_monster(set_1_2, MIN_MALLOC_TD, 3, TRUE);
X }
X store_maint();
X}
X
X
X/* Generates a random dungeon level -RAK- */
Xgenerate_cave()
X{
X panel_row_min = 0;
X panel_row_max = 0;
X panel_col_min = 0;
X panel_col_max = 0;
X char_row = -1;
X char_col = -1;
X
X tlink();
X mlink();
X blank_cave();
X
X if (dun_level == 0)
X {
X cur_height = SCREEN_HEIGHT;
X cur_width = SCREEN_WIDTH;
X max_panel_rows = (cur_height/SCREEN_HEIGHT)*2 - 2;
X max_panel_cols = (cur_width /SCREEN_WIDTH )*2 - 2;
X panel_row = max_panel_rows;
X panel_col = max_panel_cols;
X town_gen();
X }
X else
X {
X cur_height = MAX_HEIGHT;
X cur_width = MAX_WIDTH;
X max_panel_rows = (cur_height/SCREEN_HEIGHT)*2 - 2;
X max_panel_cols = (cur_width /SCREEN_WIDTH )*2 - 2;
X panel_row = max_panel_rows;
X panel_col = max_panel_cols;
X cave_gen();
X }
X}
X
END_OF_FILE
if test 26802 -ne `wc -c <'generate.c'`; then
echo shar: \"'generate.c'\" unpacked with wrong size!
fi
# end of 'generate.c'
fi
if test -f 'store2.c' -a "${1}" != "-c" ; then
echo shar: Will not clobber existing file \"'store2.c'\"
else
echo shar: Extracting \"'store2.c'\" \(25318 characters\)
sed "s/^X//" >'store2.c' <<'END_OF_FILE'
X#include <stdio.h>
X
X#include "constants.h"
X#include "config.h"
X#include "types.h"
X#include "externs.h"
X
X#ifdef USG
X#include <string.h>
X#else
X#include <strings.h>
X#endif
X
X#ifdef sun /* correct SUN stupidity in the stdio.h file */
Xchar *sprintf();
X#endif
X
Xdouble chr_adj();
X
X/* Comments vary... -RAK- */
X/* Comment one : Finished haggling */
Xprt_comment1()
X{
X msg_flag = FALSE;
X switch(randint(14))
X {
X case 1: msg_print("Done!"); break;
X case 2: msg_print("Accepted!"); break;
X case 3: msg_print("Fine..."); break;
X case 4: msg_print("Agreed!"); break;
X case 5: msg_print("Okay..."); break;
X case 6: msg_print("Taken!"); break;
X case 7: msg_print("You drive a hard bargain, but taken..."); break;
X case 8: msg_print("You'll force me bankrupt, but it's a deal..."); break;
X case 9: msg_print("Sigh... I'll take it..."); break;
X case 10: msg_print("My poor sick children may starve, but done!"); break;
X case 11: msg_print("Finally! I accept..."); break;
X case 12: msg_print("Robbed again..."); break;
X case 13: msg_print("A pleasure to do business with you!"); break;
X case 14: msg_print("My spouse will skin me, but accepted."); break;
X }
X}
X
X
X/* %A1 is offer, %A2 is asking... */
Xprt_comment2(offer, asking, final)
Xint offer, asking, final;
X{
X vtype comment;
X
X if (final > 0)
X switch(randint(3))
X {
X case 1:
X (void) strcpy(comment,"%A2 is my final offer; take it or leave it...");
X break;
X case 2:
X (void) strcpy(comment, "I'll give you no more than %A2.");
X break;
X case 3:
X (void) strcpy(comment, "My patience grows thin... %A2 is final.");
X break;
X }
X else
X switch(randint(16))
X {
X case 1:
X (void) strcpy(comment,
X "%A1 for such a fine item? HAH! No less than %A2.");
X break;
X case 2:
X (void) strcpy(comment, "%A1 is an insult! Try %A2 gold pieces...");
X break;
X case 3:
X (void) strcpy(comment,
X "%A1??? Thou wouldst rob my poor starving children?");
X break;
X case 4:
X (void) strcpy(comment, "Why, I'll take no less than %A2 gold pieces.");
X break;
X case 5:
X (void) strcpy(comment, "Ha! No less than %A2 gold pieces.");
X break;
X case 6:
X (void) strcpy(comment,
X "Thou knave! No less than %A2 gold pieces.");
X break;
X case 7:
X (void) strcpy(comment, "%A1 is far too little; how about %A2?");
X break;
X case 8:
X (void) strcpy(comment, "I paid more than %A1 for it myself, try %A2.");
X break;
X case 9:
X (void) strcpy(comment,
X "%A1? Are you mad??? How about %A2 gold pieces?");
X break;
X case 10:
X (void) strcpy(comment,
X "As scrap this would bring %A1. Try %A2 in gold.");
X break;
X case 11:
X (void) strcpy(comment,
X "May the fleas of 1000 orcs molest you. I want %A2.");
X break;
X case 12:
X (void) strcpy(comment,
X "My mother you can get for %A1, this costs %A2.");
X break;
X case 13:
X (void) strcpy(comment,
X "May your chickens grow lips. I want %A2 in gold!");
X break;
X case 14:
X (void) strcpy(comment,
X "Sell this for such a pittance? Give me %A2 gold.");
X break;
X case 15:
X (void) strcpy(comment,
X "May the Balrog find you tasty! %A2 gold pieces?");
X break;
X case 16:
X (void) strcpy(comment,"Your mother was a Troll! %A2 or I'll tell...");
X break;
X }
X insert_num(comment, "%A1", offer, FALSE);
X insert_num(comment, "%A2", asking, FALSE);
X msg_print(comment);
X}
X
X
Xprt_comment3(offer, asking, final)
X int offer, asking, final;
X{
X vtype comment;
X
X if (final > 0)
X switch(randint(3))
X {
X case 1:
X (void) strcpy(comment,
X "I'll pay no more than %A1; take it or leave it.");
X break;
X case 2:
X (void) strcpy(comment, "You'll get no more than %A1 from me...");
X break;
X case 3:
X (void) strcpy(comment, "%A1 and that's final.");
X break;
X }
X else
X switch(randint(15))
X {
X case 1:
X (void) strcpy(comment,"%A2 for that piece of junk? No more than %A1");
X break;
X case 2:
X (void) strcpy(comment, "For %A2 I could own ten of those. Try %A1.");
X break;
X case 3:
X (void) strcpy(comment, "%A2? NEVER! %A1 is more like it...");
X break;
X case 4:
X (void) strcpy(comment,
X "Let's be reasonable... How about %A1 gold pieces?");
X break;
X case 5:
X (void) strcpy(comment, "%A1 gold for that junk, no more...");
X break;
X case 6:
X (void) strcpy(comment, "%A1 gold pieces and be thankful for it!");
X break;
X case 7:
X (void) strcpy(comment, "%A1 gold pieces and not a copper more...");
X break;
X case 8:
X (void) strcpy(comment, "%A2 gold? HA! %A1 is more like it...");
X break;
X case 9:
X (void) strcpy(comment, "Try about %A1 gold...");
X break;
X case 10:
X (void) strcpy(comment,
X "I wouldn't pay %A2 for your children, try %A1.");
X break;
X case 11:
X (void) strcpy(comment, "*CHOKE* For that!? Let's say %A1.");
X break;
X case 12:
X (void) strcpy(comment, "How about %A1?");
X break;
X case 13:
X (void) strcpy(comment, "That looks war surplus! Say %A1 gold.");
X break;
X case 14:
X (void) strcpy(comment, "I'll buy it as scrap for %A1.");
X break;
X case 15:
X (void) strcpy(comment, "%A2 is too much; let us say %A1 gold.");
X break;
X }
X insert_num(comment, "%A1", offer, FALSE);
X insert_num(comment, "%A2", asking, FALSE);
X msg_print(comment);
X}
X
X
X/* Kick 'da bum out... -RAK- */
Xprt_comment4()
X{
X msg_flag = FALSE;
X switch(randint(5))
X {
X case 1:
X msg_print("ENOUGH! Thou hast abused me once too often!");
X msg_print("Out of my place!");
X break;
X case 2:
X msg_print("THAT DOES IT! You shall waste my time no more!");
X msg_print("out... Out... OUT!!!");
X break;
X case 3:
X msg_print("This is getting nowhere... I'm going home!");
X msg_print("Come back tomorrow...");
X break;
X case 4:
X msg_print("BAH! No more shall you insult me!");
X msg_print("Leave my place... Begone!");
X break;
X case 5:
X msg_print("Begone! I have had enough abuse for one day.");
X msg_print("Come back when thou art richer...");
X break;
X }
X /* make sure player sees last message, before he is kicked out of store */
X msg_print(" ");
X msg_flag = FALSE;
X}
X
X
Xprt_comment5()
X{
X switch(randint(10))
X {
X case 1: msg_print("You will have to do better than that!"); break;
X case 2: msg_print("That's an insult!"); break;
X case 3: msg_print("Do you wish to do business or not?"); break;
X case 4: msg_print("Hah! Try again..."); break;
X case 5: msg_print("Ridiculous!"); break;
X case 6: msg_print("You've got to be kidding!"); break;
X case 7: msg_print("You'd better be kidding!!"); break;
X case 8: msg_print("You try my patience."); break;
X case 9: msg_print("I don't hear you."); break;
X case 10: msg_print("Hmmm, nice weather we're having..."); break;
X }
X}
X
X
Xprt_comment6()
X{
X switch(randint(5))
X {
X case 1: msg_print("I must have heard you wrong..."); break;
X case 2: msg_print("What was that?"); break;
X case 3: msg_print("I'm sorry, say that again..."); break;
X case 4: msg_print("What did you say?"); break;
X case 5: msg_print("Sorry, what was that again?"); break;
X }
X}
X
X
X/* Displays the set of commands -RAK- */
Xdisplay_commands()
X{
X prt("You may:", 20, 0);
X prt(" p) Purchase an item. b) Browse store's inventory.", 21, 0);
X prt(" s) Sell an item. i) Inventory and Equipment Lists.",
X 22, 0);
X prt("ESC) Exit from Building. ^R) Redraw the screen.", 23, 0);
X}
X
X
X/* Displays the set of commands -RAK- */
Xhaggle_commands(typ)
Xint typ;
X{
X if (typ == -1)
X prt("Specify an asking-price in gold pieces.", 21, 0);
X else
X prt("Specify an offer in gold pieces.", 21, 0);
X prt("ESC) Quit Haggling.", 22, 0);
X prt("", 23, 0); /* clear last line */
X}
X
X
X/* Displays a store's inventory -RAK- */
Xdisplay_inventory(store_num, start)
Xint store_num, start;
X{
X register store_type *s_ptr;
X register treasure_type *i_ptr;
X register int i, j, stop;
X vtype out_val1, out_val2;
X
X s_ptr = &store[store_num];
X i = (start % 12);
X stop = ((start / 12) + 1) * 12;
X if (stop > s_ptr->store_ctr) stop = s_ptr->store_ctr;
X while (start < stop)
X {
X inventory[INVEN_MAX] = s_ptr->store_inven[start].sitem;
X i_ptr = &inventory[INVEN_MAX];
X if ((i_ptr->subval > 255) && (i_ptr->subval < 512))
X i_ptr->number = 1;
X objdes(out_val1, INVEN_MAX, TRUE);
X (void) sprintf(out_val2, "%c) %s", 97+i, out_val1);
X prt(out_val2, i+5, 0);
X if (s_ptr->store_inven[start].scost <= 0)
X {
X j = abs(s_ptr->store_inven[start].scost);
X j += (j * chr_adj());
X if (j <= 0)
X j = 1;
X (void) sprintf(out_val2, "%9d", j);
X }
X else
X (void) sprintf(out_val2,"%9d [Fixed]",s_ptr->store_inven[start].scost);
X prt(out_val2, i+5, 59);
X i++;
X start++;
X }
X if (i < 12)
X for (j = 0; j < (11 - i + 1); j++)
X prt("", j+i+5, 0); /* clear remaining lines */
X if (s_ptr->store_ctr > 12)
X prt("- cont. -", 17, 60);
X else
X prt("", 17, 60); /* clear the line */
X}
X
X
X/* Re-displays only a single cost -RAK- */
Xdisplay_cost(store_num, pos)
Xint store_num, pos;
X{
X register int i, j;
X vtype out_val;
X register store_type *s_ptr;
X
X s_ptr = &store[store_num];
X i = (pos % 12);
X if (s_ptr->store_inven[pos].scost < 0)
X {
X j = abs(s_ptr->store_inven[pos].scost);
X j += (j*chr_adj());
X (void) sprintf(out_val, "%d", j);
X }
X else
X (void) sprintf(out_val, "%9d [Fixed]", s_ptr->store_inven[pos].scost);
X prt(out_val, i+5, 59);
X}
X
X
X/* Displays players gold -RAK- */
Xstore_prt_gold()
X{
X vtype out_val;
X
X (void) sprintf(out_val, "Gold Remaining : %d", py.misc.au);
X prt(out_val, 18, 17);
X}
X
X
X/* Displays store -RAK- */
Xdisplay_store(store_num, cur_top)
Xint store_num, cur_top;
X{
X register store_type *s_ptr;
X
X s_ptr = &store[store_num];
X really_clear_screen();
X prt(owners[s_ptr->owner].owner_name, 3, 9);
X prt(" Item", 4, 0);
X prt("Asking Price", 4, 60);
X store_prt_gold();
X display_commands();
X display_inventory(store_num, cur_top);
X}
X
X
X/* Get the ID of a store item and return it's value -RAK- */
Xint get_store_item(com_val, pmt, i, j)
Xint *com_val;
Xchar *pmt;
Xregister int i, j;
X{
X char command;
X vtype out_val;
X register int flag;
X
X *com_val = -1;
X flag = TRUE;
X (void) sprintf(out_val, "(Items %c-%c, ESC to exit) %s", i+97, j+97, pmt);
X while (((*com_val < i) || (*com_val > j)) && (flag))
X {
X prt(out_val, 0, 0);
X inkey(&command);
X *com_val = (command);
X switch(*com_val)
X {
X case 0: case 27: flag = FALSE; break;
X default: *com_val = *com_val - 97; break;
X }
X }
X msg_flag = FALSE;
X erase_line(MSG_LINE, 0);
X return(flag);
X}
X
X
X/* Increase the insult counter and get pissed if too many -RAK- */
Xint increase_insults(store_num)
Xint store_num;
X{
X register int increase;
X register store_type *s_ptr;
X
X increase = FALSE;
X s_ptr = &store[store_num];
X s_ptr->insult_cur++;
X if (s_ptr->insult_cur > owners[s_ptr->owner].insult_max)
X {
X prt_comment4();
X s_ptr->insult_cur = 0;
X s_ptr->store_open = turn + 2500 + randint(2500);
X increase = TRUE;
X }
X return(increase);
X}
X
X
X/* Decrease insults -RAK- */
Xdecrease_insults(store_num)
Xint store_num;
X{
X register store_type *s_ptr;
X
X s_ptr = &store[store_num];
X s_ptr->insult_cur -= 2;
X if (s_ptr->insult_cur < 0) s_ptr->insult_cur = 0;
X}
X
X
X/* Have insulted while haggling -RAK- */
Xint haggle_insults(store_num)
Xint store_num;
X{
X register int haggle;
X
X haggle = FALSE;
X if (increase_insults(store_num))
X haggle = TRUE;
X else
X prt_comment5();
X return(haggle);
X}
X
X
Xint get_haggle(comment, num)
Xchar *comment;
Xint *num;
X{
X int i;
X vtype out_val;
X register int flag, clen;
X
X flag = TRUE;
X i = 0;
X clen = strlen(comment);
X do
X {
X msg_print(comment);
X msg_flag = FALSE;
X if (!get_string(out_val, 0, clen, 40))
X {
X flag = FALSE;
X erase_line(MSG_LINE, 0);
X }
X (void) sscanf(out_val, "%d", &i);
X }
X while ((i <= 0) && (flag));
X if (flag) *num = i;
X return(flag);
X}
X
X
Xint receive_offer(store_num, comment, new_offer, last_offer, factor)
Xint store_num;
Xchar *comment;
Xint *new_offer;
Xint last_offer, factor;
X{
X register int flag;
X register int receive;
X
X receive = 0;
X flag = FALSE;
X do
X {
X if (get_haggle(comment, new_offer))
X {
X if (*new_offer*factor >= last_offer*factor)
X flag = TRUE;
X else if (haggle_insults(store_num))
X {
X receive = 2;
X flag = TRUE;
X }
X }
X else
X {
X receive = 1;
X flag = TRUE;
X }
X }
X while (!flag);
X return(receive);
X}
X
X
X/* Haggling routine -RAK- */
Xint purchase_haggle(store_num, price, item)
Xint store_num;
Xint *price;
Xtreasure_type item;
X{
X int max_sell, min_sell, max_buy;
X int cost, cur_ask, final_ask, min_offer;
X int last_offer, new_offer, final_flag, x3;
X double x1, x2;
X double min_per, max_per;
X register int flag, loop_flag;
X vtype out_val, comment;
X int purchase;
X register store_type *s_ptr;
X register owner_type *o_ptr;
X
X flag = FALSE;
X purchase = 0;
X *price = 0;
X final_flag = 0;
X msg_flag = FALSE;
X s_ptr = &store[store_num];
X o_ptr = &owners[s_ptr->owner];
X cost = sell_price(store_num, &max_sell, &min_sell, item);
X max_sell = max_sell + (max_sell*chr_adj());
X if (max_sell <= 0) max_sell = 1;
X min_sell = min_sell + (min_sell*chr_adj());
X if (min_sell <= 0) min_sell = 1;
X max_buy = (cost*(1-o_ptr->max_inflate));
X min_per = o_ptr->haggle_per;
X max_per = min_per*3.0;
X haggle_commands(1);
X cur_ask = max_sell;
X final_ask = min_sell;
X min_offer = max_buy;
X last_offer = min_offer;
X (void) strcpy(comment, "Asking : ");
X do
X {
X do
X {
X loop_flag = TRUE;
X (void) sprintf(out_val, "%s %d", comment, cur_ask);
X put_buffer(out_val, 1, 0);
X switch(receive_offer(store_num, "What do you offer? ",
X &new_offer, last_offer, 1))
X {
X case 1:
X purchase = 1;
X flag = TRUE;
X break;
X case 2:
X purchase = 2;
X flag = TRUE;
X break;
X default:
X if (new_offer > cur_ask)
X {
X prt_comment6();
X }
X else if (new_offer == cur_ask)
X {
X flag = TRUE;
X *price = new_offer;
X }
X else
X loop_flag = FALSE;
X }
X }
X while (!flag && loop_flag);
X if (!flag)
X {
X x1 = (double)(new_offer - last_offer)/(double)(cur_ask - last_offer);
X if (x1 < min_per)
X {
X flag = haggle_insults(store_num);
X if (flag) purchase = 2;
X }
X else
X {
X if (x1 > max_per)
X {
X x1 = x1*0.75;
X if (x1 < max_per) x1 = max_per;
X }
X }
X x2 = (x1 + (randint(5) - 3)/100.0);
X x3 = ((cur_ask-new_offer)*x2) + 1;
X /* don't let the price go up */
X if (x3 < 0)
X x3 = 0;
X cur_ask -= x3;
X if (cur_ask < final_ask)
X {
X cur_ask = final_ask;
X (void) strcpy(comment, "Final Offer : ");
X final_flag++;
X if (final_flag > 3)
X {
X if (increase_insults(store_num))
X purchase = 2;
X else
X purchase = 1;
X flag = TRUE;
X }
X }
X else if (new_offer >= cur_ask)
X {
X flag = TRUE;
X *price = new_offer;
X }
X if (!flag)
X {
X last_offer = new_offer;
X prt("", 1, 0); /* clear the line */
X (void) sprintf(out_val, "Your last offer : %d", last_offer);
X put_buffer(out_val, 1, 39);
X prt_comment2(last_offer, cur_ask, final_flag);
X }
X }
X }
X while (!flag);
X prt("", 1, 0); /* clear the line */
X display_commands();
X return(purchase);
X}
X
X
X/* Haggling routine -RAK- */
Xint sell_haggle(store_num, price, item)
Xint store_num;
Xint *price;
Xtreasure_type item;
X{
X int max_sell, max_buy, min_buy;
X int cost, cur_ask, final_ask, min_offer;
X int last_offer, new_offer, final_flag, x3;
X int max_gold;
X double x1, x2;
X double min_per, max_per;
X register int flag, loop_flag;
X vtype comment, out_val;
X register store_type *s_ptr;
X register owner_type *o_ptr;
X int sell;
X
X flag = FALSE;
X sell = 0;
X *price = 0;
X final_flag = 0;
X msg_flag = FALSE;
X s_ptr = &store[store_num];
X cost = item_value(item);
X if (cost < 1)
X {
X sell = 3;
X flag = TRUE;
X }
X else
X {
X o_ptr = &owners[s_ptr->owner];
X cost += -(cost*chr_adj()) -
X (cost*rgold_adj[o_ptr->owner_race][py.misc.prace]);
X if (cost < 1) cost = 1;
X max_sell = (cost*(1+o_ptr->max_inflate));
X max_buy = (cost*(1-o_ptr->max_inflate));
X min_buy = (cost*(1-o_ptr->min_inflate));
X if (min_buy < 1) min_buy = 1;
X if (max_buy < 1) max_buy = 1;
X if (min_buy < max_buy) min_buy = max_buy;
X min_per = o_ptr->haggle_per;
X max_per = min_per*3.0;
X max_gold = o_ptr->max_cost;
X }
X if (!flag)
X {
X haggle_commands(-1);
X if (max_buy > max_gold)
X {
X final_flag= 1;
X (void) strcpy(comment, "Final offer : ");
X cur_ask = max_gold;
X final_ask = max_gold;
X msg_print("I am sorry, but I have not the money to afford such a fine item.");
X /* make sure player see the message */
X msg_print(" ");
X }
X else
X {
X cur_ask = max_buy;
X final_ask = min_buy;
X if (final_ask > max_gold)
X final_ask = max_gold;
X (void) strcpy(comment, "Offer : ");
X }
X min_offer = max_sell;
X last_offer = min_offer;
X if (cur_ask < 1) cur_ask = 1;
X do
X {
X do
X {
X loop_flag = TRUE;
X (void) sprintf(out_val, "%s %d", comment, cur_ask);
X put_buffer(out_val, 1, 0);
X switch(receive_offer(store_num, "What price do you ask? ",
X &new_offer, last_offer, -1))
X {
X case 1:
X sell = 1;
X flag = TRUE;
X break;
X case 2:
X sell = 2;
X flag = TRUE;
X break;
X default:
X if (new_offer < cur_ask)
X {
X prt_comment6();
X }
X else if (new_offer == cur_ask)
X {
X flag = TRUE;
X *price = new_offer;
X }
X else
X loop_flag = FALSE;
X }
X }
X while (!flag && loop_flag);
X if (!flag)
X {
X msg_flag = FALSE;
X x1 = (double)(last_offer - new_offer)/
X (double)(last_offer - cur_ask);
X if (x1 < min_per)
X {
X flag = haggle_insults(store_num);
X if (flag) sell = 2;
X }
X else
X {
X if (x1 > max_per)
X {
X x1 = x1 * 0.75;
X if (x1 < max_per) x1 = max_per;
X }
X }
X x2 = (x1 + (randint(5) - 3)/100.0);
X x3 = ((new_offer-cur_ask)*x2) + 1;
X /* don't let the price go down */
X if (x3 < 0)
X x3 = 0;
X cur_ask += x3;
X if (cur_ask > final_ask)
X {
X cur_ask = final_ask;
X (void) strcpy(comment, "Final Offer : ");
X final_flag++;
X if (final_flag > 3)
X {
X if (increase_insults(store_num))
X sell = 2;
X else
X sell = 1;
X flag = TRUE;
X }
X }
X else if (new_offer <= cur_ask)
X {
X flag = TRUE;
X *price = new_offer;
X }
X if (!flag)
X {
X last_offer = new_offer;
X prt("", 1, 0); /* clear the line */
X (void) sprintf(out_val, "Your last bid %d", last_offer);
X put_buffer(out_val, 1, 39);
X prt_comment3(cur_ask, last_offer, final_flag);
X }
X }
X }
X while (!flag);
X prt("", 1, 0); /* clear the line */
X display_commands();
X }
X return(sell);
X}
X
X
X/* Buy an item from a store -RAK- */
Xint store_purchase(store_num, cur_top)
Xint store_num;
Xint *cur_top;
X{
X int i, item_val, price;
X int item_new, choice;
X int save_number;
X vtype out_val, tmp_str;
X register store_type *s_ptr;
X register treasure_type *i_ptr;
X register inven_record *r_ptr;
X int purchase;
X
X purchase = FALSE;
X s_ptr = &store[store_num];
X /* i == number of objects shown on screen */
X if (*cur_top == 12)
X i = s_ptr->store_ctr - 1 - 12;
X else if (s_ptr->store_ctr > 11)
X i = 11;
X else
X i = s_ptr->store_ctr - 1;
X if (s_ptr->store_ctr < 1)
X msg_print("I am currently out of stock.");
X /* Get the item number to be bought */
X else if (get_store_item(&item_val,
X "Which item are you interested in? ", 0, i))
X {
X item_val = item_val + *cur_top; /* TRUE item_val */
X inventory[INVEN_MAX] = s_ptr->store_inven[item_val].sitem;
X i_ptr = &inventory[INVEN_MAX];
X if ((i_ptr->subval > 255) && (i_ptr->subval < 512))
X {
X save_number = i_ptr->number;
X i_ptr->number = 1;
X }
X else
X save_number = 1;
X if (inven_check_weight())
X if (inven_check_num())
X {
X if (s_ptr->store_inven[item_val].scost > 0)
X {
X price = s_ptr->store_inven[item_val].scost;
X choice = 0;
X }
X else
X choice = purchase_haggle(store_num, &price,
X inventory[INVEN_MAX]);
X switch(choice)
X {
X case 0:
X if (py.misc.au >= price)
X {
X prt_comment1();
X decrease_insults(store_num);
X py.misc.au -= price;
X store_destroy(store_num, item_val, TRUE);
X inven_carry(&item_new);
X objdes(tmp_str, item_new, TRUE);
X (void) sprintf(out_val, "You have %s (%c)",
X tmp_str, item_new+97);
X msg_print(out_val);
X if (*cur_top >= s_ptr->store_ctr)
X {
X *cur_top = 0;
X display_inventory(store_num, *cur_top);
X }
X else
X {
X r_ptr = &s_ptr->store_inven[item_val];
X if (save_number > 1)
X {
X if (r_ptr->scost < 0)
X {
X r_ptr->scost = price;
X display_cost(store_num, item_val);
X }
X }
X else
X display_inventory(store_num, item_val);
X store_prt_gold();
X }
X }
X else
X {
X if (increase_insults(store_num))
X purchase = TRUE;
X else
X {
X prt_comment1();
X msg_print("Liar! You have not the gold!");
X }
X }
X break;
X case 2:
X purchase = TRUE;
X break;
X default:
X break;
X }
X prt("", 1, 0); /* clear the line */
X }
X else
X prt("You cannot carry that many different items.", 0, 0);
X else
X prt("You can not carry that much weight.", 0, 0);
X }
X return(purchase);
X}
X
X
X/* Sell an item to the store -RAK- */
Xint store_sell(store_num, cur_top)
Xint store_num, cur_top;
X{
X int item_val;
X int item_pos, price;
X int redraw;
X vtype out_val, tmp_str;
X register treasure_type *i_ptr;
X register int sell;
X
X sell = FALSE;
X redraw = FALSE;
X if (get_item(&item_val, "Which one? ", &redraw, 0, inven_ctr-1))
X {
X if (redraw) display_store(store_num, cur_top);
X inventory[INVEN_MAX] = inventory[item_val];
X i_ptr = &inventory[INVEN_MAX];
X if ((i_ptr->subval > 255) && (i_ptr->subval < 512))
X i_ptr->number = 1;
X objdes(tmp_str, INVEN_MAX, TRUE);
X (void) sprintf(out_val, "Selling %s (%c)", tmp_str, item_val+97);
X msg_print(out_val);
X /* make sure player sees the message */
X msg_print(" ");
X if ((store_buy[store_num])(inventory[INVEN_MAX].tval))
X if (store_check_num(store_num))
X switch(sell_haggle(store_num, &price, inventory[INVEN_MAX]))
X {
X case 0:
X prt_comment1();
X py.misc.au += price;
X inven_destroy(item_val);
X store_carry(store_num, &item_pos);
X if (item_pos >= 0)
X if (item_pos < 12)
X if (cur_top < 12)
X display_inventory(store_num, item_pos);
X else
X display_inventory(store_num, cur_top);
X else if (cur_top > 11)
X display_inventory(store_num, item_pos);
X store_prt_gold();
X break;
X case 2:
X sell = TRUE;
X break;
X case 3:
X msg_print("How dare you!");
X msg_print("I will not buy that!");
X sell = increase_insults(store_num);
X break;
X default:
X break;
X }
X else
X prt("I have not the room in my store to keep it...", 0, 0);
X else
X prt("I do not buy such items.", 0, 0);
X }
X else if (redraw)
X display_store(store_num, cur_top);
X return(sell);
X}
X
X
X/* Entering a store -RAK- */
Xenter_store(store_num)
Xint store_num;
X{
X int com_val, cur_top;
X char command;
X register int exit_flag;
X register store_type *s_ptr;
X
X s_ptr = &store[store_num];
X if (s_ptr->store_open < turn)
X {
X exit_flag = FALSE;
X cur_top = 0;
X display_store(store_num, cur_top);
X do
X {
X if (get_com("", &command))
X {
X msg_flag = FALSE;
X com_val = (command);
X switch(com_val)
X {
X case 18:
X display_store(store_num, cur_top);
X break;
X case 98:
X if (cur_top == 0)
X if (s_ptr->store_ctr > 12)
X {
X cur_top = 12;
X display_inventory(store_num, cur_top);
X }
X else
X prt("Entire inventory is shown.", 0, 0);
X else
X {
X cur_top = 0;
X display_inventory(store_num, cur_top);
X }
X break;
X case 101: /* Equipment List */
X if (inven_command('e', 0, 0))
X display_store(store_num, cur_top);
X break;
X case 105: /* Inventory */
X if (inven_command('i', 0, 0))
X display_store(store_num, cur_top);
X break;
X case 116: /* Take off */
X if (inven_command('t', 0, 0))
X display_store(store_num, cur_top);
X break;
X case 119: /* Wear */
X if (inven_command('w', 0, 0))
X display_store(store_num, cur_top);
X break;
X case 120: /* Switch weapon */
X if (inven_command('x', 0, 0))
X display_store(store_num, cur_top);
X break;
X case 112:
X exit_flag = store_purchase(store_num, &cur_top);
X break;
X case 115:
X exit_flag = store_sell(store_num, cur_top);
X break;
X default:
X prt("Invalid Command.", 0, 0);
X break;
X }
X }
X else
X exit_flag = TRUE;
X }
X while (!exit_flag);
X draw_cave();
X }
X else
X msg_print("The doors are locked.");
X}
END_OF_FILE
if test 25318 -ne `wc -c <'store2.c'`; then
echo shar: \"'store2.c'\" unpacked with wrong size!
fi
# end of 'store2.c'
fi
echo shar: End of archive 14 \(of 18\).
cp /dev/null ark14isdone
MISSING=""
for I in 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 ; do
if test ! -f ark${I}isdone ; then
MISSING="${MISSING} ${I}"
fi
done
if test "${MISSING}" = "" ; then
echo You have unpacked all 18 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