[comp.sources.games] v02i074: umoria - single player dungeon simulation, Part09/16

games-request@tekred.TEK.COM (11/05/87)

Submitted by: "James E. Wilson" <wilson@ji.berkeley.edu>
Comp.sources.games: Volume 2, Issue 74
Archive-name: umoria/Part09




#! /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 9 (of 16)."
# Contents:  help.c misc2.c
# Wrapped by billr@tekred on Wed Nov  4 09:59:55 1987
PATH=/bin:/usr/bin:/usr/ucb ; export PATH
if test -f help.c -a "${1}" != "-c" ; then 
  echo shar: Will not over-write existing file \"help.c\"
else
echo shar: Extracting \"help.c\" \(11885 characters\)
sed "s/^X//" >help.c <<'END_OF_help.c'
X#include "constants.h"
X#include "types.h"
X#include "externs.h"
X
X
Xident_char()
X{
X  char command;
X
X  if (get_com("Enter character to be identified :", &command)) 
X    switch(command)
X      {
X      case ' ': prt("  - An open pit.", 0, 0); break;
X      case '!': prt("! - A potion.", 0, 0); break;
X      case '"': prt("\" - An amulet, periapt, or necklace.", 0, 0); break;
X      case '#': prt("# - A stone wall.", 0, 0); break;
X      case '$': prt("$ - Treasure.", 0, 0); break;
X	/* case '%': prt("% - Not used.", 0, 0); break; */
X      case '&': prt("& - Treasure chest.", 0, 0); break;
X      case '\'': prt("' - An open door.", 0, 0); break;
X      case '(': prt("( - Soft armor.", 0, 0); break;
X      case ')': prt(") - A shield.", 0, 0); break;
X      case '*': prt("* - Gems.", 0, 0); break;
X      case '+': prt("+ - A closed door.", 0, 0); break;
X      case ',': prt(", - Food or mushroom patch.", 0, 0); break;
X      case '-': prt("- - A wand", 0, 0); break;
X      case '.': prt(". - Floor.", 0, 0); break;
X      case '/': prt("/ - A pole weapon.", 0, 0); break;
X	/* case '0': prt("0 - Not used.", 0, 0); break; */
X      case '1': prt("1 - Entrance to General Store.", 0, 0); break;
X      case '2': prt("2 - Entrance to Armory.", 0, 0); break;
X      case '3': prt("3 - Entrance to Weaponsmith.", 0, 0); break;
X      case '4': prt("4 - Entrance to Temple.", 0, 0); break;
X      case '5': prt("5 - Entrance to Alchemy shop.", 0, 0); break;
X      case '6': prt("6 - Entrance to Magic-Users store.", 0, 0); break;
X	/* case '7': prt("7 - Not used.", 0, 0); break; */
X	/* case '8': prt("8 - Not used.", 0, 0); break; */
X	/* case '9': prt("9 - Not used.", 0, 0);  break;*/
X      case ':': prt(": - Rubble.", 0, 0); break;
X      case ';': prt("; - A loose rock.", 0, 0); break;
X      case '<': prt("< - An up staircase.", 0, 0); break;
X      case '=': prt("= - A ring.", 0, 0); break;
X      case '>': prt("> - A down staircase.", 0, 0); break;
X      case '?': prt("? - A scroll.", 0, 0); break;
X      case '@': prt(py.misc.name, 0, 0); break;
X      case 'A': prt("A - Giant Ant Lion.", 0, 0); break;
X      case 'B': prt("B - The Balrog.", 0, 0); break;
X      case 'C': prt("C - Gelatinous Cube.", 0, 0); break;
X      case 'D': prt("D - An Ancient Dragon (Beware).", 0, 0); break;
X      case 'E': prt("E - Elemental.", 0, 0); break;
X      case 'F': prt("F - Giant Fly.", 0, 0); break;
X      case 'G': prt("G - Ghost.", 0, 0); break;
X      case 'H': prt("H - Hobgoblin.", 0, 0); break;
X      case 'I': prt("I - Invisible Stalker.", 0, 0); break;
X      case 'J': prt("J - Jelly.", 0, 0); break;
X      case 'K': prt("K - Killer Beetle.", 0, 0); break;
X      case 'L': prt("L - Lich.", 0, 0); break;
X      case 'M': prt("M - Mummy.", 0, 0); break;
X	/* case 'N': prt("N - Not used.", 0, 0); break; */
X      case 'O': prt("O - Ooze.", 0, 0); break;
X      case 'P': prt("P - Giant humanoid.", 0, 0); break;
X      case 'Q': prt("Q - Quylthulg (Pulsing Flesh Mound).", 0, 0); break;
X      case 'R': prt("R - Reptile.", 0, 0); break;
X      case 'S': prt("S - Giant Scorpion.", 0, 0); break;
X      case 'T': prt("T - Troll.", 0, 0); break;
X      case 'U': prt("U - Umber Hulk.", 0, 0); break;
X      case 'V': prt("V - Vampire.", 0, 0); break;
X      case 'W': prt("W - Wight or Wraith.", 0, 0); break;
X      case 'X': prt("X - Xorn.", 0, 0); break;
X      case 'Y': prt("Y - Yeti.", 0, 0); break;
X	/* case 'Z': prt("Z - Not used.", 0, 0); break; */
X      case '[': prt("[ - Hard armor.", 0, 0); break;
X      case '\\': prt("\\ - A hafted weapon.", 0, 0); break;
X      case ']': prt("] - Misc. armor.", 0, 0); break;
X      case '^': prt("^ - A trap.", 0, 0); break;
X      case '_': prt("_ - A staff.", 0, 0); break;
X	/* case '`': prt("` - Not used.", 0, 0); break; */
X      case 'a': prt("a - Giant Ant.", 0, 0); break;
X      case 'b': prt("b - Giant Bat.", 0, 0); break;
X      case 'c': prt("c - Giant Centipede.", 0, 0); break;
X      case 'd': prt("d - Dragon.", 0, 0); break;
X      case 'e': prt("e - Floating Eye.", 0, 0); break;
X      case 'f': prt("f - Giant Frog", 0, 0); break;
X      case 'g': prt("g - Golem.", 0, 0); break;
X      case 'h': prt("h - Harpy.", 0, 0); break;
X      case 'i': prt("i - Icky Thing.", 0, 0); break;
X      case 'j': prt("j - Jackal.", 0, 0); break;
X      case 'k': prt("k - Kobold.", 0, 0); break;
X      case 'l': prt("l - Giant Lice.", 0, 0); break;
X      case 'm': prt("m - Mold.", 0, 0); break;
X      case 'n': prt("n - Naga.", 0, 0); break;
X      case 'o': prt("o - Orc or Ogre.", 0, 0); break;
X      case 'p': prt("p - Person (Humanoid).", 0, 0); break;
X      case 'q': prt("q - Quasit.", 0, 0); break;
X      case 'r': prt("r - Rodent.", 0, 0); break;
X      case 's': prt("s - Skeleton.", 0, 0); break;
X      case 't': prt("t - Gaint tick.", 0, 0); break;
X	/* case 'u': prt("u - Not used.", 0, 0); break; */
X	/* case 'v': prt("v - Not used.", 0, 0); break; */
X      case 'w': prt("w - Worm(s).", 0, 0); break;
X	/* case 'x': prt("x - Not used.", 0, 0); break; */
X      case 'y': prt("y - Yeek.", 0, 0); break;
X      case 'z': prt("z - Zombie.", 0, 0); break;
X      case '{': prt("{ - Arrow, bolt, or bullet.", 0, 0); break;
X      case '|': prt("| - A sword or dagger.", 0, 0); break;
X      case '}': prt("} - Bow, crossbow, or sling.", 0, 0); break;
X      case '~': prt("~ - Miscellaneous item.", 0, 0); break;
X      default:  prt("Not Used.", 0, 0); break;
X      }
X}
X
X/* Help for available original commands					*/
Xoriginal_help()
X{
X  clear_screen(0, 0);
X  prt("B <Dir> Bash (object/creature)|  q        Quaff a potion.", 0, 0);
X  prt("C       Display character.    |  r        Read a scroll.", 1, 0);
X  prt("D <Dir> Disarm a trap/chest.  |  s        Search for hidden doors.",
X      2, 0);
X  prt("E       Eat some food.        |  t        Take off an item.", 3, 0);
X  prt("F       Fill lamp with oil.   |  u        Use a staff.", 4, 0);
X  prt("L       Current location.     |  v        Version and credits.", 5, 0);
X  prt("P       Print map.            |  w        Wear/Wield an item.", 6, 0);
X  prt("R       Rest for a period.    |  x        Exchange weapon.", 7, 0);
X  prt("S       Search Mode.          |  /        Identify a character.", 8,0);
X  prt("T <Dir> Tunnel.               |  ?        Display this panel.", 9, 0);
X  prt("a       Aim and fire a wand.  |", 10, 0);
X  prt("b       Browse a book.        |  ^M       Repeat the last message.",
X      11, 0);
X  prt("c <Dir> Close a door.         |  ^R       Redraw the screen.", 12, 0);
X  prt("d       Drop an item.         |  ^K       Quit the game.", 13, 0);
X  prt("e       Equipment list.       |  ^X       Save character and quit.",
X      14, 0);
X  prt("f       Fire/Throw an item.   |   $       Shell out of game.", 15, 0);
X/*  prt("h       Help on key commands. |", 16, 0); */
X  prt("i       Inventory list.       |  < Go up an up-staircase.", 17, 0);
X  prt("j <Dir> Jam a door with spike.|  > Go down a down-staircase.", 18, 0);
X  prt("l <Dir> Look given direction. |  . <Dir>  Move in direction.", 19, 0);
X  prt("m       Cast a magic spell.   |  Movement: 7  8  9", 20, 0);
X  prt("o <Dir> Open a door/chest.    |            4     6    5 == Rest",
X      21, 0);
X  prt("p       Read a prayer.        |            1  2  3", 22, 0);
X  pause_line(23);
X  draw_cave();
X}
X
X
X/* Help for available rogue_like commands				*/
Xrogue_like_help()
X{
X  clear_screen(0, 0);
X  prt("f <Dir> Bash (object/creature)|  q        Quaff a potion.", 0, 0);
X  prt("C       Display character.    |  r        Read a scroll.", 1, 0);
X  prt("D <Dir> Disarm a trap/chest.  |  s        Search for hidden doors.",
X      2, 0);
X  prt("E       Eat some food.        |  T        Take off an item.", 3, 0);
X  prt("F       Fill lamp with oil.   |  Z        Use a staff.", 4, 0);
X  prt("W       Current location.     |  v        Version and credits.", 5, 0);
X  prt("M       Print map.            |  w        Wear/Wield an item.", 6, 0);
X  prt("R       Rest for a period.    |  X        Exchange weapon.", 7, 0);
X  prt("#       Search Mode.          |  /        Identify a character.", 8,0);
X  prt("CTRL <dir> Tunnel             |  ?        Display this panel.", 9, 0);
X  prt("z       Aim and fire a wand.  |", 10, 0);
X  prt("P       Browse a book.        |  ^P       Repeat the last message.",
X      11, 0);
X  prt("c <Dir> Close a door.         |  ^R       Redraw the screen.", 12, 0);
X  prt("d       Drop an item.         |  Q        Quit the game.", 13, 0);
X  prt("e       Equipment list.       |  ^X       Save character and quit.",
X      14, 0);
X  prt("t       Fire/Throw an item.   |   !       Shell out of game.", 15, 0);
X/*  prt("h       Help on key commands. |", 16, 0); */
X  prt("i       Inventory list.       |  < Go up an up-staircase.", 17, 0);
X  prt("S <Dir> Jam a door with spike.|  > Go down a down-staircase.", 18, 0);
X  prt("x <Dir> Look given direction. |  SHIFT <Dir>  Move in direction.", 19, 0);
X  prt("m       Cast a magic spell.   |  Movement: y  k  u", 20, 0);
X  prt("o <Dir> Open a door/chest.    |            h     l    . == Rest",
X      21, 0);
X  prt("p       Read a prayer.        |            b  j  n", 22, 0);
X  pause_line(23);
X  draw_cave();
X}
X
X
X/* Help for available wizard commands				*/
Xoriginal_wizard_help()
X{
X  clear_screen(0, 0);
X  if (wizard2) 
X    {
X      prt("^A - Remove Curse and Cure all maladies.", 0, 0);
X      prt("^B - Print random objects sample.", 1, 0);
X      prt("^D - Down/Up n levels.", 2, 0);
X      prt("^E - Change character.", 3, 0);
X      prt("^F - Delete monsters.", 4, 0);
X      prt("^G - Allocate treasures.", 5, 0);
X      prt("^H - Wizard Help.", 6, 0);
X      prt("^I - Identify.", 7, 0);
X      prt("^J - Gain experience.", 8, 0);
X      prt("^U - Summon monster.", 9, 0);
X      prt("^L - Wizard light.", 10, 0);
X      prt("^N - Print monster dictionary.", 11, 0);
X      prt("^P - Wizard password on/off.", 12, 0);
X      prt("^T - Teleport player.", 13, 0);
X      prt("^V - Restore lost character.", 14, 0);
X      prt("^W - Create any object *CAN CAUSE FATAL ERROR*", 15, 0);
X    }
X  else
X    {
X      prt("^A - Remove Curse and Cure all maladies.", 0, 0);
X      prt("^B - Print random objects sample.", 1, 0);
X      prt("^D - Down/Up n levels.", 2, 0);
X      prt("^H - Wizard Help.", 3, 0);
X      prt("^I - Identify.", 4, 0);
X      prt("^L - Wizard light.", 5, 0);
X      prt("^N - Print monster dictionary.", 6, 0);
X      prt("^P - Wizard password on/off.", 7, 0);
X      prt("^T - Teleport player.", 8, 0);
X      prt("^V - Restore lost character.", 9, 0);
X    }
X  pause_line(23);
X  draw_cave();
X}
X
X
X/* Help for available wizard commands				*/
Xrogue_like_wizard_help()
X{
X  clear_screen(0, 0);
X  if (wizard2) 
X    {
X      prt("^A - Remove Curse and Cure all maladies.", 0, 0);
X      prt("^O - Print random objects sample.", 1, 0);
X      prt("^D - Down/Up n levels.", 2, 0);
X      prt("^E - Change character.", 3, 0);
X      prt("^F - Delete monsters.", 4, 0);
X      prt("^G - Allocate treasures.", 5, 0);
X      prt("^? - Wizard Help.", 6, 0);
X      prt("^I - Identify.", 7, 0);
X      prt("+  - Gain experience.", 8, 0);
X      prt("^U - Summon monster.", 9, 0);
X      prt("*  - Wizard light.", 10, 0);
X      prt("^M - Print monster dictionary.", 11, 0);
X      prt("^W - Wizard password on/off.", 12, 0);
X      prt("^T - Teleport player.", 13, 0);
X      prt("^V - Restore lost character.", 14, 0);
X      prt("^Q - Create any object *CAN CAUSE FATAL ERROR*", 15, 0);
X    }
X  else
X    {
X      prt("^A - Remove Curse and Cure all maladies.", 0, 0);
X      prt("^O - Print random objects sample.", 1, 0);
X      prt("^D - Down/Up n levels.", 2, 0);
X      prt("^? - Wizard Help.", 3, 0);
X      prt("^I - Identify.", 4, 0);
X      prt("*  - Wizard light.", 5, 0);
X      prt("^M - Print monster dictionary.", 6, 0);
X      prt("^W - Wizard password on/off.", 7, 0);
X      prt("^T - Teleport player.", 8, 0);
X      prt("^V - Restore lost character.", 9, 0);
X    }
X  pause_line(23);
X  draw_cave();
X}
END_OF_help.c
if test 11885 -ne `wc -c <help.c`; then
    echo shar: \"help.c\" unpacked with wrong size!
fi
# end of overwriting check
fi
if test -f misc2.c -a "${1}" != "-c" ; then 
  echo shar: Will not over-write existing file \"misc2.c\"
else
echo shar: Extracting \"misc2.c\" \(40587 characters\)
sed "s/^X//" >misc2.c <<'END_OF_misc2.c'
X#include <stdio.h>
X#ifdef USG
X#include <string.h>
X#else
X#include <strings.h>
X#endif
X#include <sys/types.h>
X
X#include "config.h"
X#include "constants.h"
X#include "types.h"
X#include "externs.h"
X
X#ifdef sun   /* correct SUN stupidity in the stdio.h file */
Xchar *sprintf();
X#endif
X
X#if defined(ultrix) || defined(sun) || defined(USG)
Xint getuid();
X#else
Xuid_t getuid();
X#endif
X
X/* Places a particular trap at location y, x		-RAK-	*/
Xplace_trap(y, x, typ, subval)
Xint y, x, typ, subval;
X{
X  int cur_pos;
X  treasure_type cur_trap;
X
X  if (typ == 1) 
X    cur_trap = trap_lista[subval];
X  else
X    cur_trap = trap_listb[subval];
X  popt(&cur_pos);
X  cave[y][x].tptr  = cur_pos;
X  t_list[cur_pos] = cur_trap;
X}
X
X
X/* Places rubble at location y, x 			-RAK-	*/
Xplace_rubble(y, x)
Xint y, x;
X{
X  int cur_pos;
X  cave_type *cave_ptr;
X
X  popt(&cur_pos);
X  cave_ptr = &cave[y][x];
X  cave_ptr->tptr = cur_pos;
X  cave_ptr->fopen = FALSE;
X  t_list[cur_pos] = rubble;
X}
X
X
Xplace_open_door(y, x)
Xint y, x;
X{
X  int cur_pos;
X  cave_type *cave_ptr;
X
X  popt(&cur_pos);
X  cave_ptr = &cave[y][x];
X  cave_ptr->tptr = cur_pos;
X  t_list[cur_pos] = door_list[0];
X  cave_ptr->fval  = corr_floor3.ftval;
X  cave_ptr->fopen = TRUE;
X}
X
X
Xplace_broken_door(y, x)
Xint y, x;
X{
X  int cur_pos;
X  cave_type *cave_ptr;
X
X  popt(&cur_pos);
X  cave_ptr = &cave[y][x];
X  cave_ptr->tptr = cur_pos;
X  t_list[cur_pos] = door_list[0];
X  cave_ptr->fval  = corr_floor3.ftval;
X  cave_ptr->fopen = TRUE;
X  t_list[cur_pos].p1 = 1;
X}
X
X
Xplace_closed_door(y, x)
Xint y, x;
X{
X  int cur_pos;
X  cave_type *cave_ptr;
X
X  popt(&cur_pos);
X  cave_ptr = &cave[y][x];
X  cave_ptr->tptr = cur_pos;
X  t_list[cur_pos] = door_list[1];
X  cave_ptr->fval  = corr_floor3.ftval;
X  cave_ptr->fopen = FALSE;
X}
X
X
Xplace_locked_door(y, x)
Xint y, x;
X{
X  int cur_pos;
X  cave_type *cave_ptr;
X
X  popt(&cur_pos);
X  cave_ptr = &cave[y][x];
X  cave_ptr->tptr = cur_pos;
X  t_list[cur_pos] = door_list[1];
X  cave_ptr->fval  = corr_floor3.ftval;
X  cave_ptr->fopen = FALSE;
X  t_list[cur_pos].p1 = randint(10) + 10;
X}
X
X
Xplace_stuck_door(y, x)
Xint y, x;
X{
X  int cur_pos;
X  cave_type *cave_ptr;
X
X  popt(&cur_pos);
X  cave_ptr = &cave[y][x];
X  cave_ptr->tptr = cur_pos;
X  t_list[cur_pos] = door_list[1];
X  cave_ptr->fval  = corr_floor3.ftval;
X  cave_ptr->fopen = FALSE;
X  t_list[cur_pos].p1 = -randint(10) - 10;
X}
X
X
Xplace_secret_door(y, x)
Xint y, x;
X{
X  int cur_pos;
X  cave_type *cave_ptr;
X
X  popt(&cur_pos);
X  cave_ptr = &cave[y][x];
X  cave_ptr->tptr = cur_pos;
X  t_list[cur_pos] = door_list[2];
X  cave_ptr->fval  = corr_floor4.ftval;
X  cave_ptr->fopen = FALSE;
X}
X
X
Xplace_door(y, x)
Xint y, x;
X{
X  switch(randint(3))
X    {
X    case 1: 
X      switch(randint(4))
X	{
X	case 1: 
X	  place_broken_door(y, x);
X	  break;
X	default:
X	  place_open_door(y, x);
X	  break;
X	}
X      break;
X    case 2: 
X      switch(randint(12))
X	{
X	case 1: case 2:
X	  place_locked_door(y, x);
X	  break;
X	case 3:
X	  place_stuck_door(y, x);
X	  break;
X	default:
X	  place_closed_door(y, x);
X	  break;
X	}
X    case 3:
X      place_secret_door(y, x);
X      break;
X    }
X}
X
X
X/* Place an up staircase at given y, x			-RAK-	*/
Xplace_up_stairs(y, x)
Xint y, x;
X{
X  int cur_pos;
X  cave_type *cave_ptr;
X
X  cave_ptr = &cave[y][x];
X  if (cave_ptr->tptr != 0) 
X    {
X      pusht((int)cave_ptr->tptr);
X      cave_ptr->tptr = 0;
X      cave_ptr->fopen = TRUE;
X    }
X  popt(&cur_pos);
X  cave[y][x].tptr = cur_pos;
X  t_list[cur_pos] = up_stair;
X}
X
X
X/* Place a down staircase at given y, x			-RAK-	*/
Xplace_down_stairs(y, x)
Xint y, x;
X{
X  int cur_pos;
X  cave_type *cave_ptr;
X
X  cave_ptr = &cave[y][x];
X  if (cave_ptr->tptr != 0) 
X    {
X      pusht((int)cave_ptr->tptr);
X      cave_ptr->tptr = 0;
X      cave_ptr->fopen = TRUE;
X    }
X  popt(&cur_pos);
X  cave[y][x].tptr = cur_pos;
X  t_list[cur_pos] = down_stair;
X}
X
X/* Places a staircase 1==up, 2==down			-RAK-	*/
Xplace_stairs(typ, num, walls)
Xint typ, num, walls;
X{
X  int i, j, y1, x1, y2, x2;
X  int flag;
X  cave_type *cave_ptr;
X
X  for (i = 0; i < num; i++)
X    {
X      flag = FALSE;
X      do
X	{
X	  j = 0;
X	  do
X	    {
X	      y1 = randint(cur_height - 12) - 1;
X	      x1 = randint(cur_width  - 12) - 1;
X	      y2 = y1 + 12;
X	      x2 = x1 + 12;
X	      do
X		{
X		  do
X		    {
X		      cave_ptr = &cave[y1][x1];
X		      if ((cave_ptr->fval == 1) || (cave_ptr->fval == 2) ||
X			  (cave_ptr->fval == 4))
X			if (cave_ptr->tptr == 0) 
X			  if (next_to4(y1, x1, 10, 11, 12) >= walls) 
X			    {
X			      flag = TRUE;
X			      switch(typ)
X				{
X				case 1:
X				  place_up_stairs(y1, x1);
X				  break;
X				case 2:
X				  place_down_stairs(y1, x1);
X				  break;
X				}
X			    }
X		      x1++;
X		    }
X		  while ((x1 != x2) && (!flag));
X		  x1 = x2 - 12;
X		  y1++;
X		}
X	      while ((y1 != y2) && (!flag));
X	      j++;
X	    }
X	  while ((!flag) && (j <= 30));
X	  walls--;
X	}
X      while (!flag);
X    }
X}
X
X
X/* Places a treasure (Gold or Gems) at given row, column -RAK-	*/
Xplace_gold(y, x)
Xint y, x;
X{
X  int cur_pos, i;
X  treasure_type *t_ptr;
X
X  popt(&cur_pos);
X  i = ((randint(dun_level+2)+2)/2.0) - 1;
X  if (randint(OBJ_GREAT) == 1) 
X    i += randint(dun_level+1);
X  if (i >= MAX_GOLD) 
X    i = MAX_GOLD - 1;
X  cave[y][x].tptr = cur_pos;
X  t_list[cur_pos] = gold_list[i];
X  t_ptr = &t_list[cur_pos];
X  t_ptr->cost += randint(8*t_ptr->cost);
X}
X
X
X/* Returns the array number of a random object		-RAK-	*/
Xint get_obj_num(level)
Xint level;
X{
X  int i;
X
X  if (level >= MAX_OBJ_LEVEL)
X    level = MAX_OBJ_LEVEL - 1;
X  if (randint(OBJ_GREAT) == 1)
X    level = MAX_OBJ_LEVEL - 1;
X  if (level == 0) 
X    i = randint(t_level[0]) - 1;
X  else
X    i = randint(t_level[level]) - 1;
X  return(i);
X}
X
X
X/* Places an object at given row, column co-ordinate	-RAK-	*/
Xplace_object(y, x)
Xint y, x;
X{
X  int cur_pos;
X
X  popt(&cur_pos);
X  cave[y][x].tptr = cur_pos;
X  t_list[cur_pos] = object_list[get_obj_num(dun_level)];
X  magic_treasure(cur_pos, dun_level);
X}
X
X
X/* Allocates an object for tunnels and rooms		-RAK-	*/
Xalloc_object(alloc_set, typ, num)
Xint (*alloc_set)();
Xint typ, num;
X{
X  int i, j, k;
X
X  for (k = 0; k < num; k++)
X    {
X      do
X	{
X	  i = randint(cur_height) - 1;
X	  j = randint(cur_width) - 1;
X	}
X      while ((!(*alloc_set)(cave[i][j].fval)) ||
X	     (cave[i][j].tptr != 0));
X      switch(typ)
X	{
X	case 1:
X	  place_trap(i, j, 1, randint(MAX_TRAPA)-1);
X	  break;
X	case 2:
X	  place_trap(i, j, 2, randint(MAX_TRAPB)-1);
X	  break;
X	case 3:
X	  place_rubble(i, j);
X	  break;
X	case 4:
X	  place_gold(i, j);
X	  break;
X	case 5:
X	  place_object(i, j);
X	  break;
X	}
X    }
X}
X
X
X/* Creates objects nearby the coordinates given		-RAK-	*/
Xrandom_object(y, x, num)
Xint y, x, num;
X{
X  int i, j, k;
X  cave_type *cave_ptr;
X
X  do
X    {
X      i = 0;
X      do
X	{
X	  j = y - 3 + randint(5);
X	  k = x - 4 + randint(7);
X	  cave_ptr = &cave[j][k];
X	  if ((cave_ptr->fval <= 7) && (cave_ptr->fval >= 1))
X	    if (cave_ptr->tptr == 0) 
X	      {
X		if (randint(100) < 75) 
X		  place_object(j, k);
X		else
X		  place_gold(j, k);
X		i = 9;
X	      }
X	  i++;
X	}
X      while(i <= 10);
X      num--;
X    }
X  while (num != 0);
X}
X
X
X/* Converts stat num into string 			-RAK-	*/
Xcnv_stat(stat, out_val)
Xbyteint stat;
Xchar *out_val;
X{
X  vtype tmp_str;
X  int part1, part2;
X
X  if (stat > 18)
X    {
X      part1 = 18;
X      part2 = stat - 18;
X      if (part2 == 100)
X	(void) strcpy(tmp_str, "18/100");
X      else if (part2 < 10)
X	(void) sprintf(tmp_str, " %2d/0%d", part1, part2);
X      else
X	(void) sprintf(tmp_str, " %2d/%2d", part1, part2);
X    }
X  else
X    (void) sprintf(tmp_str, "%6d", stat);
X  if (strlen(tmp_str) < 6)
X    (void) strcpy(tmp_str, pad(tmp_str, " ", 6));
X  (void) strcpy(out_val, tmp_str);
X}
X
X
X/* Print character stat in given row, column		-RAK-	*/
Xprt_stat(stat_name, stat, row, column)
Xvtype stat_name;
Xbyteint stat;
Xint row, column;
X{
X  stat_type out_val1;
X  vtype out_val2;
X
X  cnv_stat(stat, out_val1);
X  (void) strcpy(out_val2, stat_name);
X  (void) strcat(out_val2, out_val1);
X  put_buffer(out_val2, row, column);
X}
X
X
X/* Print character info in given row, column		-RAK-	*/
Xprt_field(info, row, column)
Xvtype info;
Xint row, column;
X{
X  put_buffer(pad(info, " ", 14), row, column);
X}
X
X
X/* Print number with header at given row, column 	-RAK-	*/
Xprt_num(header, num, row, column)
Xvtype header;
Xint num, row, column;
X{
X  vtype out_val;
X
X  (void) sprintf(out_val, "%s%6d ", header, num);
X  put_buffer(out_val, row, column);
X}
X
X
X/* Adjustment for wisdom 				-JWT-	*/
Xint wis_adj()
X{
X  if (py.stats.cwis > 117) 
X    return(7);
X  else if (py.stats.cwis > 107) 
X    return(6);
X  else if (py.stats.cwis > 87) 
X    return(5);
X  else if (py.stats.cwis > 67) 
X    return(4);
X  else if (py.stats.cwis > 17) 
X    return(3);
X  else if (py.stats.cwis > 14) 
X    return(2);
X  else if (py.stats.cwis > 7) 
X    return(1);
X  else
X    return(0);
X}  
X
X/* adjustment for intelligence				-JWT-	*/
Xint int_adj()
X{
X  if (py.stats.cint > 117) 
X    return(7);
X  else if (py.stats.cint > 107) 
X    return(6);
X  else if (py.stats.cint > 87) 
X    return(5);
X  else if (py.stats.cint > 67) 
X    return(4);
X  else if (py.stats.cint > 17) 
X    return(3);
X  else if (py.stats.cint > 14) 
X    return(2);
X  else if (py.stats.cint > 7) 
X    return(1);
X  else
X    return(0);
X}
X
X
X/* Adjustment for charisma				-RAK-	*/
X/* Percent decrease or increase in price of goods                */
Xdouble chr_adj()
X{
X  if (py.stats.cchr > 117) 
X    return(-0.10);
X  else if (py.stats.cchr > 107) 
X    return(-0.08);
X  else if (py.stats.cchr > 87) 
X    return(-0.06);
X  else if (py.stats.cchr > 67) 
X    return(-0.04);
X  else if (py.stats.cchr > 18) 
X    return(-0.02);
X  else
X    switch(py.stats.cchr)
X      {
X      case 18:  return(0.00);  break;
X      case 17:  return(0.01);  break;
X      case 16:  return(0.02);  break;
X      case 15:  return(0.03);  break;
X      case 14:  return(0.04);  break;
X      case 13:  return(0.06);  break;
X      case 12:  return(0.08);  break;
X      case 11:  return(0.10);  break;
X      case 10:  return(0.12);  break;
X      case 9:  return(0.14);  break;
X      case 8:  return(0.16);  break;
X      case 7:  return(0.18);  break;
X      case 6:  return(0.20);  break;
X      case 5:  return(0.22);  break;
X      case 4:  return(0.24);  break;
X      case 3:  return(0.25);  break;
X      default: return(0.00);  break;   /* Error trap    */
X      }
X  return(0.00);
X}
X
X
X/* Returns a character's adjustment to hit points        -JWT-   */
Xint con_adj()
X{
X  if (py.stats.ccon == 3)
X    return(-4);
X  else if (py.stats.ccon == 4)
X    return(-3);
X  else if (py.stats.ccon == 5)
X    return(-2);
X  else if (py.stats.ccon == 6)
X    return(-1);
X  else if (py.stats.ccon < 17)
X    return(0);
X  else if (py.stats.ccon ==  17) 
X    return(1);
X  else if (py.stats.ccon <  94) 
X    return(2);
X  else if (py.stats.ccon < 117) 
X    return(3);
X  else
X    return(4);
X}
X
X
X/* Calculates hit points for each level that is gained.	-RAK-	*/
Xint get_hitdie()
X{
X  return(randint((int)py.misc.hitdie) + con_adj());
X}
X
X
X/* Prints title of character				-RAK-	*/
Xprt_title()
X{
X  prt_field(py.misc.title, 4, stat_column);
X}
X
X
X/* Prints strength					-RAK-	*/
Xprt_strength()
X{
X  prt_stat("\0", py.stats.cstr, 6, stat_column+6);
X}
X
X
X/* Prints intelligence					-RAK-	*/
Xprt_intelligence()
X{
X  prt_stat("\0", py.stats.cint, 7, stat_column+6);
X}
X
X
X/* Prints wisdom 					-RAK-	*/
Xprt_wisdom()
X{
X  prt_stat("\0", py.stats.cwis, 8, stat_column+6);
X}
X
X
X/* Prints dexterity					-RAK-	*/
Xprt_dexterity()
X{
X  prt_stat("\0", py.stats.cdex, 9, stat_column+6);
X}
X
X
X/* Prints constitution					-RAK-	*/
Xprt_constitution()
X{
X  prt_stat("\0", py.stats.ccon, 10, stat_column+6);
X}
X
X
X/* Prints charisma					-RAK-	*/
Xprt_charisma()
X{
X  prt_stat("\0", py.stats.cchr, 11, stat_column+6);
X}
X
X
X/* Prints level						-RAK-	*/
Xprt_level()
X{
X  prt_num("\0", (int)py.misc.lev, 13, stat_column+6);
X}
X
X
X/* Prints players current mana points (a real number...) -RAK-	*/
Xprt_cmana()
X{
X  prt_num("\0", (int)(py.misc.cmana), 15, stat_column+6);
X}
X
X
X/* Prints Max hit points 				-RAK-	*/
Xprt_mhp()
X{
X  prt_num("\0", py.misc.mhp, 16, stat_column+6);
X}
X
X
X/* Prints players current hit points (a real number...)	-RAK-	*/
Xprt_chp()
X{
X  prt_num("\0", (int)(py.misc.chp), 17, stat_column+6);
X}
X
X
X/* prints current AC					-RAK-	*/
Xprt_pac()
X{
X  prt_num("\0", py.misc.dis_ac, 19, stat_column+6);
X}
X
X
X/* Prints current gold					-RAK-	*/
Xprt_gold()
X{
X  prt_num("\0", py.misc.au, 20, stat_column+6);
X}
X
X
X/* Prints depth in stat area				-RAK-	*/
Xprt_depth()
X{
X  vtype depths;
X  int depth;
X
X  depth = dun_level*50;
X  if (depth == 0) 
X    (void) strcpy(depths, "Town level");
X  else
X    (void) sprintf(depths, "Depth: %d (feet)", depth);
X  prt(depths, 23, 60);
X}
X
X
X/* Prints status of hunger				-RAK-	*/
Xprt_hunger()
X{
X  if (0x000002 & py.flags.status)
X    put_buffer("Weak    ", 23, 0);
X  else if (0x000001 & py.flags.status)
X    put_buffer("Hungry  ", 23, 0);
X  else
X    put_buffer("        ", 23, 0);
X}
X
X
X/* Prints Blind status					-RAK-	*/
Xprt_blind()
X{
X  if (0x000004 & py.flags.status)
X    put_buffer("Blind  ", 23, 8);
X  else
X    put_buffer("       ", 23, 8);
X}
X
X
X/* Prints Confusion status				-RAK-	*/
Xprt_confused()
X{
X  if (0x000008 & py.flags.status)
X    put_buffer("Confused  ", 23, 15);
X  else
X    put_buffer("          ", 23, 15);
X}
X
X
X/* Prints Fear status					-RAK-	*/
Xprt_afraid()
X{
X  if (0x000010 & py.flags.status)
X    put_buffer("Afraid  ", 23, 25);
X  else
X    put_buffer("        ", 23, 25);
X}
X
X
X/* Prints Poisoned status				-RAK-	*/
Xprt_poisoned()
X{
X  if (0x000020 & py.flags.status)
X    put_buffer("Poisoned  ", 23, 33);
X  else
X    put_buffer("          ", 23, 33);
X}
X
X
X/* Prints Searching status				-RAK-	*/
Xprt_search()
X{
X  if (0x000100 & py.flags.status)
X    put_buffer("Searching  ", 23, 43);
X  else
X    put_buffer("           ", 23, 43);
X}
X
X
X/* Prints Resting status 				-RAK-	*/
Xprt_rest()
X{
X  if (0x000200 & py.flags.status)
X    put_buffer("Resting    ", 23, 43);
X  else
X    put_buffer("           ", 23, 43);
X}
X
X
X/* Prints winner status on display			-RAK-	*/
Xprt_winner()
X{
X  put_buffer("*Winner*", 22, 0);
X}
X
X
X/* Increases a stat by one randomized level		-RAK-	*/
Xbyteint in_statp(stat)
Xbyteint stat;
X{
X  if (stat < 18) 
X    stat++;
X  else if (stat < 88) 
X    stat += randint(25);
X  else if (stat < 108) 
X    stat += randint(10);
X  else
X    stat++;
X  if (stat > 118) 
X    stat = 118;
X  return(stat);
X}
X
X
X/* Decreases a stat by one randomized level		-RAK-	*/
Xbyteint de_statp(stat)
Xbyteint stat;
X{
X  if (stat < 19) 
X    stat--;
X  else if (stat < 109) 
X    {
X      stat += -randint(10) - 5;
X      if (stat < 18)
X	stat = 18;
X     } 
X  else
X    stat -= randint(3);
X  if (stat < 3)
X    stat = 3;
X  return(stat);
X}
X
X
X/* Increases a stat by one true level			-RAK-	*/
Xbyteint in_statt(stat)
Xbyteint stat;
X{
X  if (stat < 18) 
X    stat++;
X  else
X    {
X      stat += 10;
X      if (stat > 118) 
X	stat = 118;
X    }
X  return(stat);
X}
X
X
X/* Decreases a stat by true level			-RAK-	*/
Xbyteint de_statt(stat)
Xbyteint stat;
X{
X  if (stat > 27) 
X    stat -= 10;
X  else if (stat > 18) 
X    stat = 18;
X  else
X    {
X      stat--;
X      if (stat < 3)
X	stat = 3;
X    }
X  return(stat);
X}
X
X
X/* Returns a character's adjustment to hit.              -JWT-   */
Xint tohit_adj()
X{
X  int total;
X
X  if      (py.stats.cdex <   4)  total = -3;
X  else if (py.stats.cdex <   6)  total = -2;
X  else if (py.stats.cdex <   8)  total = -1;
X  else if (py.stats.cdex <  16)  total =  0;
X  else if (py.stats.cdex <  17)  total =  1;
X  else if (py.stats.cdex <  18)  total =  2;
X  else if (py.stats.cdex <  69)  total =  3;
X  else if (py.stats.cdex < 118)  total =  4;
X  else                          total =  5;
X  if      (py.stats.cstr <   4)  total -= 3;
X  else if (py.stats.cstr <   5)  total -= 2;
X  else if (py.stats.cstr <   7)  total -= 1;
X  else if (py.stats.cstr <  18)  total -= 0;
X  else if (py.stats.cstr <  94)  total += 1;
X  else if (py.stats.cstr < 109)  total += 2;
X  else if (py.stats.cstr < 117)  total += 3;
X  else                          total += 4;
X  return(total);
X}
X
X
X/* Returns a character's adjustment to armor class       -JWT-   */
Xint toac_adj()
X{
X  if      (py.stats.cdex <   4)  return(-4);
X  else if (py.stats.cdex ==  4)  return(-3);
X  else if (py.stats.cdex ==  5)  return(-2);
X  else if (py.stats.cdex ==  6)  return(-1);
X  else if (py.stats.cdex <  15)  return( 0);
X  else if (py.stats.cdex <  18)  return( 1);
X  else if (py.stats.cdex <  59)  return( 2);
X  else if (py.stats.cdex <  94)  return( 3);
X  else if (py.stats.cdex < 117)  return( 4);
X  else                          return( 5);
X}
X
X
X/* Returns a character's adjustment to disarm            -RAK-   */
Xint todis_adj()
X{
X  if      (py.stats.cdex ==  3)  return(-8);
X  else if (py.stats.cdex ==  4)  return(-6);
X  else if (py.stats.cdex ==  5)  return(-4);
X  else if (py.stats.cdex ==  6)  return(-2);
X  else if (py.stats.cdex ==  7)  return(-1);
X  else if (py.stats.cdex <  13)  return( 0);
X  else if (py.stats.cdex <  16)  return( 1);
X  else if (py.stats.cdex <  18)  return( 2);
X  else if (py.stats.cdex <  59)  return( 4);
X  else if (py.stats.cdex <  94)  return( 5);
X  else if (py.stats.cdex < 117)  return( 6);
X  else                          return( 8);
X}
X
X
X/* Returns a character's adjustment to damage            -JWT-   */
Xint todam_adj()
X{
X  if      (py.stats.cstr <   4)  return(-2);
X  else if (py.stats.cstr <   5)  return(-1);
X  else if (py.stats.cstr <  16)  return( 0);
X  else if (py.stats.cstr <  17)  return( 1);
X  else if (py.stats.cstr <  18)  return( 2);
X  else if (py.stats.cstr <  94)  return( 3);
X  else if (py.stats.cstr < 109)  return( 4);
X  else if (py.stats.cstr < 117)  return( 5);
X  else                          return( 6);
X}
X
X
X/* Prints character-screen info				-RAK-	*/
Xprt_stat_block()
X{
X  prt_field(py.misc.race,                  2, stat_column);
X  prt_field(py.misc.tclass,                3, stat_column);
X  prt_field(py.misc.title,                 4, stat_column);
X  prt_stat("STR : ", py.stats.cstr,         6, stat_column);
X  prt_stat("INT : ", py.stats.cint,         7, stat_column);
X  prt_stat("WIS : ", py.stats.cwis,         8, stat_column);
X  prt_stat("DEX : ", py.stats.cdex,         9, stat_column);
X  prt_stat("CON : ", py.stats.ccon,        10, stat_column);
X  prt_stat("CHR : ", py.stats.cchr,        11, stat_column);
X  prt_num( "LEV : ", (int)py.misc.lev,    13, stat_column);
X  prt_num( "EXP : ", py.misc.exp,         14, stat_column);
X  prt_num( "MANA: ", (int)(py.misc.cmana), 15, stat_column);
X  prt_num( "MHP : ", py.misc.mhp,         16, stat_column);
X  prt_num( "CHP : ", (int)(py.misc.chp),  17, stat_column);
X  prt_num( "AC  : ", py.misc.dis_ac,      19, stat_column);
X  prt_num( "GOLD: ", py.misc.au,          20, stat_column);
X  if (total_winner)  prt_winner();
X  if (0x000003 & py.flags.status)
X    prt_hunger();
X  if (0x000004 & py.flags.status)
X    prt_blind();
X  if (0x000008 & py.flags.status)
X    prt_confused();
X  if (0x000010 & py.flags.status)
X    prt_afraid();
X  if (0x000020 & py.flags.status)
X    prt_poisoned();
X  if (0x000100 & py.flags.status)
X    prt_search();
X  if (0x000200 & py.flags.status)
X    prt_rest();
X}
X
X
X/* Draws entire screen					-RAK-	*/
Xdraw_cave()
X{
X  clear_screen(0, 0);
X  prt_stat_block();
X  prt_map();
X  prt_depth();
X}
X
X
X/* Prints the following information on the screen.	-JWT-	*/
Xput_character()
X{
X  char tmp_str[80];
X
X  clear_screen(0, 0);
X  prt(strcat(strcpy(tmp_str, "Name      : "), py.misc.name), 2, 2);
X  prt(strcat(strcpy(tmp_str, "Race      : "), py.misc.race), 3, 2);
X  prt(strcat(strcpy(tmp_str, "Sex       : "), py.misc.sex), 4, 2);
X  prt(strcat(strcpy(tmp_str, "Class     : "), py.misc.tclass), 5, 2);
X}
X
X
X/* Prints the following information on the screen.	-JWT-	*/
Xput_stats()
X{
X  prt_stat("STR : ", py.stats.cstr, 2, 64);
X  prt_stat("INT : ", py.stats.cint, 3, 64);
X  prt_stat("WIS : ", py.stats.cwis, 4, 64);
X  prt_stat("DEX : ", py.stats.cdex, 5, 64);
X  prt_stat("CON : ", py.stats.ccon, 6, 64);
X  prt_stat("CHR : ", py.stats.cchr, 7, 64);
X  prt_num("+ To Hit   : ", py.misc.dis_th,  9, 3);
X  prt_num("+ To Damage: ", py.misc.dis_td, 10, 3);
X  prt_num("+ To AC    : ", py.misc.dis_tac, 11, 3);
X  prt_num("  Total AC : ", py.misc.dis_ac, 12, 3);
X}
X
X
X/* Returns a rating of x depending on y			-JWT-	*/
Xchar *likert(x, y)
Xint x, y;
X{
X  switch((x/y))
X    {
X      case -3: case -2: case -1: return("Very Bad");
X      case 0: case 1:            return("Bad");
X      case 2:                    return("Poor");
X      case 3: case 4:            return("Fair");
X      case  5:                   return("Good");
X      case 6:                    return("Very Good");
X      case 7: case 8:            return("Superb");
X      default:                   return("Excellent");
X      }
X}
X
X
X/* Prints age, height, weight, and SC			-JWT-	*/
Xput_misc1()
X{
X  prt_num("Age          : ", (int)py.misc.age, 2, 39);
X  prt_num("Height       : ", (int)py.misc.ht, 3, 39);
X  prt_num("Weight       : ", (int)py.misc.wt, 4, 39);
X  prt_num("Social Class : ", (int)py.misc.sc, 5, 39);
X}
X
X
X/* Prints the following information on the screen.	-JWT-	*/
Xput_misc2()
X{
X  prt_num("Level      : ", (int)py.misc.lev, 9, 30);
X  prt_num("Experience : ", py.misc.exp, 10, 30);
X  prt_num("Gold       : ", py.misc.au, 11, 30);
X  prt_num("Max Hit Points : ", py.misc.mhp, 9, 53);
X  prt_num("Cur Hit Points : ", (int)py.misc.chp, 10, 53);
X  prt_num("Max Mana       : ", py.misc.mana, 11, 53);
X  prt_num("Cur Mana       : ", (int)py.misc.cmana, 12, 53);
X}
X
X
X/* Prints ratings on certain abilities			-RAK-	*/
Xput_misc3()
X{
X  int xbth, xbthb, xfos, xsrh, xstl, xdis, xsave, xdev;
X  vtype xinfra;
X  struct misc *p_ptr;
X  char tmp_str[80];
X
X  clear_screen(13, 0);
X  p_ptr = &py.misc;
X  xbth  = p_ptr->bth + p_ptr->lev*BTH_LEV_ADJ + p_ptr->ptohit*BTH_PLUS_ADJ;
X  xbthb = p_ptr->bthb + p_ptr->lev*BTH_LEV_ADJ + p_ptr->ptohit*BTH_PLUS_ADJ;
X  xfos  = 27 - p_ptr->fos;
X  if (xfos < 0)  xfos = 0;
X  xsrh  = p_ptr->srh + int_adj();
X  xstl  = p_ptr->stl;
X  xdis  = p_ptr->disarm + p_ptr->lev + 2*todis_adj() + int_adj();
X  xsave = p_ptr->save + p_ptr->lev + wis_adj();
X  xdev  = p_ptr->save + p_ptr->lev + int_adj();
X  (void) sprintf(xinfra, "%d feet", py.flags.see_infra*10);
X
X  prt("(Miscellaneous Abilities)", 15, 23);
X  put_buffer(strcat(strcpy(tmp_str, "Fighting    : "),
X		    likert(xbth, 12)), 16, 1);
X  put_buffer(strcat(strcpy(tmp_str, "Bows/Throw  : "), 
X		    likert(xbthb, 12)), 17, 1);
X  put_buffer(strcat(strcpy(tmp_str, "Saving Throw: "),
X		    likert(xsave, 6)), 18, 1);
X  put_buffer(strcat(strcpy(tmp_str, "Stealth     : "),
X		    likert(xstl, 1)), 16, 26);
X  put_buffer(strcat(strcpy(tmp_str, "Disarming   : "),
X		    likert(xdis, 8)), 17, 26);
X  put_buffer(strcat(strcpy(tmp_str, "Magic Device: "),
X		    likert(xdev, 7)), 18, 26);
X  put_buffer(strcat(strcpy(tmp_str, "Perception  : "),
X		    likert(xfos, 3)), 16, 51);
X  put_buffer(strcat(strcpy(tmp_str, "Searching   : "),
X		    likert(xsrh, 6)), 17, 51);
X  put_buffer(strcat(strcpy(tmp_str, "Infra-Vision: "), xinfra), 18, 51);
X}
X
X
X/* Used to display the character on the screen.		-RAK-	*/
Xdisplay_char()
X{
X  put_character();
X  put_misc1();
X  put_stats();
X  put_misc2();
X  put_misc3();
X}
X
X
X/* Gets a name for the character 			-JWT-	*/
Xget_name()
X{
X  prt("Enter your player's name  [press <RETURN> when finished]", 21, 2);
X  (void) get_string(py.misc.name, 2, 14, 24);
X  clear_screen(20, 0);
X}
X
X
X/* Chances the name of the character			-JWT-	*/
Xchange_name()
X{
X  char c;
X  int flag;
X
X  flag = FALSE;
X  display_char();
X  do
X    {
X      prt("<c>hange character name.     <ESCAPE> to continue.", 21, 2);
X      inkey(&c);
X      switch(c)
X	{
X	case 99:
X	  get_name();
X	  break;
X	case 0: case 27:
X	  flag = TRUE;
X	  break;
X	default:
X	  break;
X	}
X    }
X  while (!flag);
X}
X
X
X/* Builds passwords					-RAK-	*/
Xbpswd()
X{
X  (void) strcpy(password1, PASSWD1);
X  (void) strcpy(password2, PASSWD2);
X}
X
X
X/* Destroy an item in the inventory			-RAK-	*/
Xinven_destroy(item_val)
Xint item_val;
X{
X  int j;
X  treasure_type *i_ptr;
X
X  inventory[INVEN_MAX] = inventory[item_val];
X  i_ptr = &inventory[item_val];
X  if ((i_ptr->number > 1) && (i_ptr->subval < 512))  
X    {
X      i_ptr->number--;
X      inven_weight -= i_ptr->weight;
X      inventory[INVEN_MAX].number = 1;
X    }
X  else
X    {
X      inven_weight -= i_ptr->weight*i_ptr->number;
X      for (j = item_val; j < inven_ctr-1; j++)
X	inventory[j] = inventory[j+1];
X      inventory[inven_ctr-1] = blank_treasure;
X      inven_ctr--;
X    }
X}
X
X
X/* Drops an item from inventory to given location	-RAK-	*/
Xinven_drop(item_val, y, x)
Xint item_val, y, x;
X{
X  int i;
X  cave_type *cave_ptr;
X
X  cave_ptr = &cave[y][x];
X  if (cave_ptr->tptr != 0)
X    pusht((int)cave_ptr->tptr);
X  inven_destroy(item_val);
X  popt(&i);
X  t_list[i] = inventory[INVEN_MAX];
X  cave_ptr->tptr = i;
X}
X
X
X/* Destroys a type of item on a given percent chance	-RAK-	*/
Xint inven_damage(typ, perc)
Xint (*typ)();
Xint perc;
X{
X  int i, j;
X
X  j = 0;
X  for (i = 0; i < inven_ctr; i++)
X    if ((*typ)(inventory[i].tval))
X      if (randint(100) < perc) 
X	{
X	  inven_destroy(i);
X	  j++;
X	}
X  return(j);
X}
X
X
X/* Computes current weight limit 			-RAK-	*/
Xint weight_limit()
X{
X  int weight_cap;
X
X  weight_cap = py.stats.cstr * PLAYER_WEIGHT_CAP + py.misc.wt;
X  if (weight_cap > 3000)  weight_cap = 3000;
X  return(weight_cap);
X}
X
X
X/* Check inventory for too much weight			-RAK-	*/
Xint inven_check_weight()
X{
X  int item_wgt, max_weight;
X  int check_weight;
X
X  check_weight = FALSE;
X  max_weight = weight_limit();
X  item_wgt = inventory[INVEN_MAX].number*inventory[INVEN_MAX].weight;
X  /* Now, check to see if player can carry object  */
X  if ((inven_weight + item_wgt) <= max_weight) 
X    check_weight = TRUE;   /* Can carry weight      */
X  return(check_weight);
X}
X
X
X/* Check to see if he will be carrying too many objects	-RAK-	*/
Xint inven_check_num()
X{
X  int i;
X  int check_num;
X
X  check_num = FALSE;
X  if (inven_ctr < 22) 
X    check_num = TRUE;
X  else if (inventory[INVEN_MAX].subval > 255) 
X    for (i = 0; i < inven_ctr; i++)
X      if (inventory[i].tval == inventory[INVEN_MAX].tval) 
X	if (inventory[i].subval == inventory[INVEN_MAX].subval) 
X	  check_num = TRUE;
X  return(check_num);
X}
X
X
X/* Insert INVEN_MAX at given location	*/
Xinsert_inv(pos, wgt)
Xint pos, wgt;
X{
X  int i;
X
X  for (i = inven_ctr-1; i >= pos; i--)
X    inventory[i+1] = inventory[i];
X  inventory[pos] = inventory[INVEN_MAX];
X  inven_ctr++;
X  inven_weight += wgt;
X}
X
X
X/* Add the item in INVEN_MAX to players inventory.  Return the	*/
X/* item position for a description if needed...          -RAK-   */
Xinven_carry(item_val)
Xint *item_val;
X{
X  int item_num, wgt;
X  int typ, subt;
X  int flag;
X  treasure_type *i_ptr;
X
X  /* Now, check to see if player can carry object  */
X  *item_val = 0;
X  flag = FALSE;
X  i_ptr = &inventory[INVEN_MAX];
X  item_num = i_ptr->number;
X  typ = i_ptr->tval;
X  subt = i_ptr->subval;
X  wgt = i_ptr->number*i_ptr->weight;
X
X  do
X    {
X      i_ptr = &inventory[*item_val];
X      if (typ == i_ptr->tval) 
X	{
X	  if (subt == i_ptr->subval)  /* Adds to other item    */
X	    if (subt > 255) 
X	      {
X		i_ptr->number += item_num;
X		inven_weight += wgt;
X		flag = TRUE;
X	      }
X	}
X      else if (typ > i_ptr->tval) 
X	{             /* Insert into list              */
X	  insert_inv(*item_val, wgt);
X	  flag = TRUE;
X	}
X      (*item_val)++;
X    }
X  while ((*item_val < inven_ctr) && (!flag));
X  if (!flag)      /* Becomes last item in list     */
X    {
X      insert_inv(inven_ctr, wgt);
X      *item_val = inven_ctr - 1;
X    }
X  else
X    (*item_val)--;
X}
X
X
X/* Returns spell chance of failure for spell		-RAK-	*/
Xspell_chance(spell)
Xspl_rec *spell;
X{
X  spell_type *s_ptr;
X
X  s_ptr = &magic_spell[py.misc.pclass][spell->splnum];
X  spell->splchn = s_ptr->sfail - 3*(py.misc.lev-s_ptr->slevel);
X  if (class[py.misc.pclass].mspell) 
X    spell->splchn -= 3*(int_adj()-1);
X  else
X    spell->splchn -= 3*(wis_adj()-1);
X  if (s_ptr->smana > py.misc.cmana)
X    spell->splchn += 5*(s_ptr->smana-(int)py.misc.cmana);
X  if (spell->splchn > 95) 
X    spell->splchn = 95;
X  else if (spell->splchn < 5) 
X    spell->splchn = 5;
X}
X
X
X/* Print list of spells					-RAK-	*/
Xprint_new_spells(spell, num, redraw)
Xspl_type spell;
Xint num;
Xint *redraw;
X{
X  int i;
X  vtype out_val;
X  spell_type *s_ptr;
X
X  *redraw = TRUE;
X  clear_screen(0, 0);
X  prt("   Name                          Level  Mana  %Failure", 1, 0);
X  for (i = 0; i < num; i++)
X    {
X      s_ptr = &magic_spell[py.misc.pclass][spell[i].splnum];
X      spell_chance(&spell[i]);
X      (void) sprintf(out_val, "%c) %s%d    %d      %d", 97+i,
X	      pad(s_ptr->sname, " ", 30),
X	      s_ptr->slevel, s_ptr->smana, spell[i].splchn);
X      prt(out_val, 2+i, 0);
X    }
X}
X
X
X/* Returns spell pointer 				-RAK-	*/
Xint get_spell(spell, num, sn, sc, prompt, redraw)
Xspl_type spell;
Xint num;
Xint *sn, *sc;
Xvtype prompt;
Xint *redraw;
X{
X  int flag;
X  char choice;
X  vtype out_val1;
X
X  *sn = -1;
X  flag = TRUE;
X  (void) sprintf(out_val1, "(Spells a-%c, *==List, <ESCAPE>=exit) %s",
X	  num+96, prompt);
X  while (((*sn < 0) || (*sn >= num)) && (flag))
X    {
X      prt(out_val1, 0, 0);
X      inkey(&choice);
X      *sn = (choice);
X      switch(*sn)
X	{
X	case 0: case 27:
X	  flag = FALSE;
X	  reset_flag = TRUE;
X	  break;
X	case 42:
X	  print_new_spells(spell, num, redraw);
X          break;
X	default:
X	  *sn -= 97;
X	  break;
X	}
X    }
X  msg_flag = FALSE;
X  if (flag) 
X    {
X      spell_chance(&spell[*sn]);
X      *sc = spell[*sn].splchn;
X      *sn = spell[*sn].splnum;
X    }
X  return(flag);
X}
X
X
X/* Learn some magic spells (Mage)			-RAK-	*/
Xint learn_spell(redraw)
Xint *redraw;
X{
X  unsigned int j;
X  int i, k, sn, sc;
X  int new_spells;
X  unsigned int spell_flag;
X  spl_type spell;
X  int learn;
X  spell_type *s_ptr;
X
X  learn = FALSE;
X  switch(int_adj())
X    {
X    case 0: new_spells = 0; break;
X    case 1: new_spells = 1; break;
X    case 2: new_spells = 1; break;
X    case 3: new_spells = 1; break;
X    case 4: new_spells = randint(2); break;
X    case 5: new_spells = randint(2); break;
X    case 6: new_spells = randint(3); break;
X    case 7: new_spells = randint(2)+1; break;
X    default: new_spells = 0; break;
X    }
X  i = 0;
X  spell_flag = 0;
X  do
X    {
X      if (inventory[i].tval == 90) 
X	spell_flag |= inventory[i].flags;
X      i++;
X    }
X  while (i < inven_ctr);
X  while ((new_spells > 0) && (spell_flag != 0))
X    {
X      i = 0;
X      j = spell_flag;
X      do
X	{
X	  k = bit_pos(&j);
X	  s_ptr = &magic_spell[py.misc.pclass][k];
X	  if (s_ptr->slevel <= py.misc.lev) 
X	    if (!s_ptr->learned) 
X	      {
X		spell[i].splnum = k;
X		i++;
X	      }
X	}
X      while(j != 0);
X      if (i > 0) 
X	{
X	  print_new_spells(spell, i, redraw);
X	  if (get_spell(spell, i, &sn, &sc, "Learn which spell?", redraw)) 
X	    {
X	      magic_spell[py.misc.pclass][sn].learned = TRUE;
X	      learn = TRUE;
X	      if (py.misc.mana == 0) 
X		{
X		  py.misc.mana  = 1;
X		  py.misc.cmana = 1.0;
X		}
X	    }
X	  else
X	    new_spells = 0;
X	}
X      else
X	new_spells = 0;
X      new_spells--;
X    }
X  return(learn);
X}
X
X
X/* Learn some prayers (Priest)				-RAK-	*/
Xint learn_prayer()
X{
X  int i, j, k, l, new_spell;
X  int test_array[32];
X  unsigned int spell_flag;
X  int learn;
X  spell_type *s_ptr;
X
X  i = 0;
X  spell_flag = 0;
X  do
X    {
X      if (inventory[i].tval == 91) 
X	spell_flag |= inventory[i].flags;
X      i++;
X    }
X  while(i < inven_ctr);
X  i = 0;
X  while (spell_flag != 0)
X    {
X      j = bit_pos(&spell_flag);
X      s_ptr = &magic_spell[py.misc.pclass][j];
X      if (s_ptr->slevel <= py.misc.lev) 
X	if (!s_ptr->learned) 
X	  {
X	    test_array[i] = j;
X	    i++;
X	  }
X    }
X  switch(wis_adj())
X    {
X    case 0: j = 0; break;
X    case 1: j = 1; break;
X    case 2: j = 1; break;
X    case 3: j = 1; break;
X    case 4: j = randint(2); break;
X    case 5: j = randint(2); break;
X    case 6: j = randint(3); break;
X    case 7: j = randint(2)+1; break;
X    }
X  new_spell = 0;
X  while ((i > 0) && (j > 0))
X    {
X      k = randint(i) - 1;
X      magic_spell[py.misc.pclass][test_array[k]].learned = TRUE;
X      new_spell++;
X      for (l = k; l <= i-1; l++)
X	test_array[l] = test_array[l+1];
X      i--;       /* One less spell to learn       */
X      j--;       /* Learned one                   */
X    }
X  if (new_spell > 0) 
X    {
X      if (new_spell > 1) 
X	msg_print("You learned new prayers!");
X      else
X	msg_print("You learned a new prayer!");
X      if (py.misc.exp == 0)  msg_print(" ");
X      if (py.misc.mana == 0) 
X	{
X	  py.misc.mana  = 1;
X	  py.misc.cmana = 1.0;
X	}
X      learn = TRUE;
X    }
X  else
X    learn = FALSE;
X  return(learn);
X}
X
X
X/* Gain some mana if you knows at least one spell	-RAK-	*/
Xgain_mana(amount)
Xint amount;
X{
X  int i, new_mana;
X  int knows_spell;
X  
X  knows_spell = FALSE;
X  for (i = 0; i < 31; i++)
X    if (magic_spell[py.misc.pclass][i].learned) 
X      knows_spell = TRUE;
X  if (knows_spell) 
X    {
X      if (0x1 & py.misc.lev) 
X	switch(amount)
X	  {
X	  case 0: new_mana = 0; break;
X	  case 1: new_mana = 1; break;
X	  case 2: new_mana = 1; break;
X	  case 3: new_mana = 1; break;
X	  case 4: new_mana = 2; break;
X	  case 5: new_mana = 2; break;
X	  case 6: new_mana = 3; break;
X	  case 7: new_mana = 4; break;
X	  default: new_mana = 0; break;
X	  }
X      else
X	switch(amount)
X	  {
X	  case 0: new_mana = 0; break;
X	  case 1: new_mana = 1; break;
X	  case 2: new_mana = 1; break;
X	  case 3: new_mana = 2; break;
X	  case 4: new_mana = 2; break;
X	  case 5: new_mana = 3; break;
X	  case 6: new_mana = 3; break;
X	  case 7: new_mana = 4; break;
X	  default: new_mana = 0; break;
X	  }
X      py.misc.mana  += new_mana;
X      py.misc.cmana += new_mana;
X    }
X}
X
X
X/* Increases hit points and level			-RAK-	*/
Xgain_level()
X{
X  int nhp, dif_exp, need_exp;
X  int redraw;
X  vtype out_val;
X  struct misc *p_ptr;
X  class_type *c_ptr;
X
X  p_ptr = &py.misc;
X  nhp = get_hitdie();
X  p_ptr->mhp += nhp;
X  p_ptr->chp += (double)nhp;
X  p_ptr->lev++;
X  need_exp = (player_exp[p_ptr->lev]*p_ptr->expfact);
X  if (py.misc.exp > need_exp) 
X    {
X      dif_exp = py.misc.exp - need_exp;
X      py.misc.exp = need_exp + (dif_exp / 2);
X    }
X  (void) strcpy(p_ptr->title, player_title[p_ptr->pclass][p_ptr->lev-1]);
X  (void) sprintf(out_val, "Welcome to level %d.", (int)p_ptr->lev);
X  msg_print(out_val);
X  msg_print(" ");
X  msg_flag = FALSE;
X  prt_mhp();
X  prt_chp();
X  prt_level();
X  prt_title();
X  c_ptr = &class[p_ptr->pclass];
X  if (c_ptr->mspell) 
X    {
X      redraw = FALSE;
X      (void) learn_spell(&redraw);
X      if (redraw)  draw_cave();
X      gain_mana(int_adj());
X      prt_cmana();
X    }
X  else if (c_ptr->pspell) 
X    {
X      (void) learn_prayer();
X      gain_mana(wis_adj());
X      prt_cmana();
X    }
X}
X
X/* Prints experience					-RAK-	*/
Xprt_experience()
X{
X  struct misc *p_ptr;
X
X  p_ptr = &py.misc;
X  if (p_ptr->exp > player_max_exp) 
X    p_ptr->exp = player_max_exp;
X  if (p_ptr->lev < MAX_PLAYER_LEVEL) 
X    {
X      while ((player_exp[p_ptr->lev]*p_ptr->expfact) <= p_ptr->exp)
X	gain_level();
X      if (p_ptr->exp > p_ptr->max_exp)
X	p_ptr->max_exp = p_ptr->exp;
X    }
X  prt_num("", py.misc.exp, 14, stat_column+6);
X}
X
X
X/* Inserts a string into a string				*/
Xinsert_str(object_str, mtc_str, insert)
Xchar *object_str, *mtc_str, *insert;
X{
X  int mtc_len, obj_len;
X  int bound, pc, i;
X  char *temp_obj, *temp_mtc;
X  char out_val[80];
X
X  mtc_len = strlen(mtc_str);
X  obj_len = strlen(object_str);
X  bound = (int)object_str + obj_len - mtc_len;
X  for (pc = (int)object_str; pc <= bound; pc++)
X    {
X      temp_obj = (char *)pc;
X      temp_mtc = mtc_str;
X      for (i = 0; i < mtc_len; i++)
X	if (*temp_obj++ != *temp_mtc++)
X	  break;
X      if (i == mtc_len)
X	break;
X    }
X
X  if (pc <= bound)
X    {
X      (void) strncpy(out_val, object_str, (pc-(int)object_str));
X      out_val[(pc-(int)object_str)] = '\0';
X      (void) strcat(out_val, insert);
X      (void) strcat(out_val, (char *)(pc+mtc_len));
X      (void) strcpy(object_str, out_val);
X    }
X}
X
X
X/* Inserts a number into a string				*/
Xinsert_num(object_str, mtc_str, number, show_sign)
Xchar *object_str;
Xchar *mtc_str;
Xint number;
Xint show_sign;
X{
X  int pos, mlen;
X  vtype str1, str2;
X  char *string, *tmp_str;
X  int flag;
X
X  flag = 1;
X  tmp_str = object_str;
X  do
X    {
X      string = index(tmp_str, mtc_str[0]);
X      if (string == 0)
X	flag = 0;
X      else 
X	{
X	  flag = strncmp(string, mtc_str, strlen(mtc_str));
X	  if (flag)
X	    tmp_str = string+1;
X	}
X    }
X  while (flag);
X  if (string)
X    pos = strlen(object_str) - strlen(string);
X  else
X    pos = -1;
X  if (pos >= 0) 
X    {
X      mlen = strlen(mtc_str);
X      (void) strncpy(str1, object_str, pos);
X      str1[pos] = '\0';
X      (void) strcpy(str2, &object_str[pos+mlen]);
X      if ((number >= 0) && (show_sign)) 
X	(void) sprintf(object_str, "%s+%d%s", str1, number, str2);
X      else
X	(void) sprintf(object_str, "%s%d%s", str1, number, str2);
X    }
X}
X
X
X/* Checks to see if user is a wizard			-RAK-	*/
Xint check_pswd()
X{
X  int i;
X  char x;
X  char tpw[12];
X  int check;
X
X  check = FALSE;
X  if (getuid() != UID)
X    return(FALSE);
X  i = 0;
X  (void) strcpy(tpw, "            ");
X  prt("Password : ", 0, 0);
X  do
X    {
X      inkey(&x);
X      switch(x)
X	{
X	case 13:
X	  break;
X	default:
X	  tpw[i] = x;
X	  i++;
X	  break;
X	}
X    }
X  while ((i != 12) && (x != 13));
X  tpw[i] = '\0';
X  if (!strcmp(tpw, password1)) 
X    {
X      wizard1 = TRUE;
X      check = TRUE;
X    }
X  else if (!strcmp(tpw, password2)) 
X    {
X      wizard1 = TRUE;
X      wizard2 = TRUE;
X      check = TRUE;
X    }
X  msg_flag = FALSE;
X  erase_line(msg_line, msg_line);
X  return(check);
X}
X
X
X/* Weapon weight VS strength and dexterity		-RAK-	*/
Xint attack_blows(weight, wtohit)
Xint weight;
Xint *wtohit;
X{
X  int adj_weight, blows;
X  struct stats *p_ptr;
X
X  blows  = 1;
X  *wtohit = 0;
X  p_ptr = &py.stats;
X  if ((p_ptr->cstr*15) < weight)
X    *wtohit = p_ptr->cstr*15 - weight;
X  else
X    {
X      if      (p_ptr->cdex <  10)  blows = 1;
X      else if (p_ptr->cdex <  19)  blows = 2;
X      else if (p_ptr->cdex <  68)  blows = 3;
X      else if (p_ptr->cdex < 108)  blows = 4;
X      else if (p_ptr->cdex < 118)  blows = 5;
X      else                         blows = 6;
X      adj_weight = ((p_ptr->cstr*10)/weight);
X      if      (adj_weight < 2)  blows = 1;
X      else if (adj_weight < 3)  blows = (blows/3.0) + 1;
X      else if (adj_weight < 4)  blows = (blows/2.5) + 1;
X      else if (adj_weight < 5)  blows = (blows/2.25) + 1;
X      else if (adj_weight < 7)  blows = (blows/2.00) + 1;
X      else if (adj_weight < 9)  blows = (blows/1.75) + 1;
X      else                      blows = (blows/1.50) + 1;
X    }
X  return(blows);
X}
X
X
X/* Critical hits, Nasty way to die...			-RAK-	*/
Xint critical_blow(weight, plus, dam)
Xint weight, plus, dam;
X{
X  int critical;
X
X  critical = dam;
X  /* Weight of weapon, plusses to hit, and character level all      */
X  /* contribute to the chance of a critical                        */
X  if (randint(5000) <= (int)(weight+5*plus+3*py.misc.lev))
X    {
X      weight += randint(650);
X      if (weight < 400) 
X	{
X	  critical = 2*dam + 5;
X	  msg_print("It was a good hit! (x2 damage)");
X	}
X      else if (weight < 700) 
X	{
X	  critical = 3*dam + 10;
X	  msg_print("It was an excellent hit! (x3 damage)");
X	}
X      else if (weight < 900) 
X	{
X	  critical = 4*dam + 15;
X	  msg_print("It was a superb hit! (x4 damage)");
X	}
X      else
X	{
X	  critical = 5*dam + 20;
X	  msg_print("It was a *GREAT* hit! (x5 damage)");
X	}
X    }
X  return(critical);
X}
X
X
X/* Given direction "dir", returns new row, column location -RAK- */
Xint move(dir, y, x)
Xint dir;
Xint *y, *x;
X{
X  int new_row, new_col;
X  int bool;
X
X  switch(dir)
X    {
X    case 1:
X      new_row = *y + 1;
X      new_col = *x - 1;
X      break;
X    case 2:
X      new_row = *y + 1;
X      new_col = *x;
X      break;
X    case 3:
X      new_row = *y + 1;
X      new_col = *x + 1;
X      break;
X    case 4:
X      new_row = *y;
X      new_col = *x - 1;
X      break;
X    case 5:
X      new_row = *y;
X      new_col = *x;
X      break;
X    case 6:
X      new_row = *y;
X      new_col = *x + 1;
X      break;
X    case 7:
X      new_row = *y - 1;
X      new_col = *x - 1;
X      break;
X    case 8:
X      new_row = *y - 1;
X      new_col = *x;
X      break;
X    case 9:
X      new_row = *y - 1;
X      new_col = *x + 1;
X      break;
X    }
X  bool = FALSE;
X  if ((new_row >= 0) && (new_row < cur_height)) 
X    if ((new_col >= 0) && (new_col < cur_width)) 
X      {
X	*y = new_row;
X	*x = new_col;
X	bool = TRUE;
X      }
X  return(bool);
X}
X
X/* Saving throws for player character... 		-RAK-	*/
Xint player_saves(adjust)
Xint adjust;
X{
X  if (randint(100) <= (py.misc.save + adjust)) 
X    return(TRUE);
X  else
X    return(FALSE);
X}
X
X
X/* Init players with some belongings			-RAK-	*/
Xchar_inven_init()
X{
X  int i, j, dummy;
X
X  /* this is needed for bash to work right, it can't hurt anyway */
X  for (i = 0; i < INVEN_ARRAY_SIZE; i++)
X    inventory[i] = blank_treasure;
X
X  for (i = 0; i < 5; i++)
X    {
X      j = player_init[py.misc.pclass][i];
X      inventory[INVEN_MAX] = inventory_init[j];
X      inven_carry(&dummy);
X    }
X}
END_OF_misc2.c
if test 40587 -ne `wc -c <misc2.c`; then
    echo shar: \"misc2.c\" unpacked with wrong size!
fi
# end of overwriting check
fi
echo shar: End of archive 9 \(of 16\).
cp /dev/null ark9isdone
MISSING=""
for I in 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 ; do
    if test ! -f ark${I}isdone ; then
	MISSING="${MISSING} ${I}"
    fi
done
if test "${MISSING}" = "" ; then
    echo You have unpacked all 16 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