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