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Cream of the Crop 1
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Cream of the Crop 1.iso
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PROGRAM
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ULARN.ARJ
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ULARN.TAR
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ularn
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global.c
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C/C++ Source or Header
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1989-10-25
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19KB
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1,023 lines
/* global.c
*
* raiselevel() subroutine to raise the player one level
* loselevel() subroutine to lower the player by one level
* raiseexperience(x) subroutine to increase experience points
* loseexperience(x) subroutine to lose experience points
* losehp(x) subroutine to remove hit points from the player
* losemhp(x) subroutine to remove max # hit points from
* the player
* raisehp(x) subroutine to gain hit points
* raisemhp(x) subroutine to gain maximum hit points
* losespells(x) subroutine to lose spells
* losemspells(x) subroutine to lose maximum spells
* raisespells(x) subroutine to gain spells
* raisemspells(x) subroutine to gain maximum spells
* recalc() function to recalculate the armor class of
* the player
* makemonst(lev) function to return monster number for a randomly
* selected monster
* positionplayer() function to be sure player is not in a wall
* quit() subroutine to ask if the player really wants
* to quit
*/
#include "header.h"
extern int score[],srcount,dropflag;
extern int random;/* the random number seed */
extern short playerx,playery,lastnum;
extern char cheat,level,monstnamelist[];
extern char lastmonst[],*what[],*who[];
extern char winner[];
extern char logname[],monstlevel[];
extern char sciv[SCORESIZE+1][26][2],*potionname[],*scrollname[];
/*
***********
RAISE LEVEL
***********
raiselevel()
subroutine to raise the player one level
uses the skill[] array to find level boundarys
uses c[EXPERIENCE] c[LEVEL]
*/
raiselevel()
{
if (c[LEVEL] < MAXPLEVEL)
raiseexperience((long)(skill[c[LEVEL]]-c[EXPERIENCE]));
}
/*
***********
LOOSE LEVEL
***********
loselevel()
subroutine to lower the players character level by one
*/
loselevel()
{
if (c[LEVEL] > 1) loseexperience((long)(c[EXPERIENCE] - skill[c[LEVEL]-1] + 1));
}
/*
****************
RAISE EXPERIENCE
****************
raiseexperience(x)
subroutine to increase experience points
*/
raiseexperience(x)
register long x;
{
register int i,tmp;
i=c[LEVEL];
c[EXPERIENCE]+=x;
while (c[EXPERIENCE] >= skill[c[LEVEL]] && (c[LEVEL] < MAXPLEVEL)) {
tmp = (c[CONSTITUTION]-c[HARDGAME])>>1;
c[LEVEL]++;
raisemhp((int)(rnd(3)+rnd((tmp>0)?tmp:1)));
raisemspells((int)rund(3));
if (c[LEVEL] < 7-c[HARDGAME])
raisemhp((int)(c[CONSTITUTION]>>2));
}
if (c[LEVEL] != i) {
cursors();
beep();
lprintf("\nWelcome to level %d",(long)c[LEVEL]);
/* if we changed levels */
switch (c[LEVEL]) {
case 94: /* earth guardian */
c[WTW] = 99999L;
break;
case 95: /* air guardian */
c[INVISIBILITY] = 99999L;
break;
case 96: /* fire guardian */
c[FIRERESISTANCE] = 99999L;
break;
case 97: /* water guardian */
c[CANCELLATION] = 99999L;
break;
case 98: /* time guardian */
c[HASTESELF] = 99999L;
break;
case 99: /* ethereal guardian */
c[STEALTH] = 99999L;
c[SPIRITPRO] = 99999L;
break;
case 100:
lprcat("\nYou are now The Creator ");
{
register int i,j;
for (i=0; i<MAXY; i++)
for (j=0; j<MAXX; j++)
know[j][i]=1;
for (i=0; i<SPNUM; i++)
spelknow[i]=1;
for (i=0; i<MAXSCROLL; i++)
scrollname[i][0]=' ';
for (i=0; i<MAXPOTION; i++)
potionname[i][0]=' ';
}
/* c[STEALTH] = 99999L;
c[UNDEADPRO] = 99999L;
c[SPIRITPRO] = 99999L;
c[CHARMCOUNT] = 99999L;
c[GIANTSTR] = 99999L;
c[FIRERESISTANCE] = 99999L;
c[DEXCOUNT] = 99999L;
c[STRCOUNT] = 99999L;
c[SCAREMONST] = 99999L;
c[HASTESELF] = 99999L;
c[CANCELLATION] = 99999L;
c[INVISIBILITY] = 99999L;
c[ALTPRO] = 99999L;
c[WTW] = 99999L;
c[AWARENESS] = 99999L;
*/
break;
}
}
}
/*
****************
LOOSE EXPERIENCE
****************
loseexperience(x)
subroutine to lose experience points
*/
loseexperience(x)
register long x;
{
register int i,tmp;
i=c[LEVEL];
c[EXPERIENCE]-=x;
if (c[EXPERIENCE] < 0) c[EXPERIENCE]=0;
while (c[EXPERIENCE] < skill[c[LEVEL]-1])
{
if (--c[LEVEL] <= 1)
c[LEVEL]=1; /* down one level */
tmp = (c[CONSTITUTION]-c[HARDGAME])>>1; /* lose hpoints */
losemhp((int)rnd((tmp>0)?tmp:1)); /* lose hpoints */
if (c[LEVEL] < 7-c[HARDGAME])
losemhp((int)(c[CONSTITUTION]>>2));
losemspells((int)rund(3)); /* lose spells */
}
if (i!=c[LEVEL])
{
cursors();
beep();
lprintf("\nYou went down to level %d!",(long)c[LEVEL]);
}
bottomline();
}
/*
********
LOOSE HP
********
losehp(x)
losemhp(x)
subroutine to remove hit points from the player
warning -- will kill player if hp goes to zero
*/
losehp(x)
register int x;
{
if ((c[HP] -= x) <= 0)
{
beep();
lprcat("\n");
nap(3000);
died(lastnum);
}
}
losemhp(x)
register int x;
{
c[HP] -= x;
if (c[HP] < 1)
c[HP]=1;
c[HPMAX] -= x;
if (c[HPMAX] < 1)
c[HPMAX]=1;
}
/*
********
RAISE HP
********
raisehp(x)
raisemhp(x)
subroutine to gain maximum hit points
*/
raisehp(x)
register int x;
{
if ((c[HP] += x) > c[HPMAX]) c[HP] = c[HPMAX];
}
raisemhp(x)
register int x;
{
c[HPMAX] += x;
c[HP] += x;
}
/*
************
RAISE SPELLS
************
raisespells(x)
raisemspells(x)
subroutine to gain maximum spells
*/
raisespells(x)
register int x;
{
if ((c[SPELLS] += x) > c[SPELLMAX]) c[SPELLS] = c[SPELLMAX];
}
raisemspells(x)
register int x;
{
c[SPELLMAX]+=x;
c[SPELLS]+=x;
}
/*
************
LOSE SPELLS
************
losespells(x)
losemspells(x)
subroutine to lose maximum spells
*/
losespells(x)
register int x;
{
if ((c[SPELLS] -= x) < 0) c[SPELLS]=0;
}
losemspells(x)
register int x;
{
if ((c[SPELLMAX] -= x) < 0) c[SPELLMAX]=0;
if ((c[SPELLS] -= x) < 0) c[SPELLS]=0;
}
/*
makemonst(lev)
int lev;
function to return monster number for a randomly selected monster
for the given cave level
*/
makemonst(lev)
register int lev;
{
register int tmp,x;
if (lev < 1)
lev = 1;
if (lev > 12)
lev = 12;
tmp=WATERLORD;
if (lev < 5)
while (tmp==WATERLORD)
tmp=rnd((x=monstlevel[lev-1])?x:1);
else while (tmp==WATERLORD)
tmp=rnd((x=monstlevel[lev-1]-monstlevel[lev-4])?x:1)+monstlevel[lev-4];
while (monster[tmp].genocided && tmp<MAXMONST) tmp++; /* genocided? */
if (level < 16)
if (rnd(100)<10) tmp=LEMMING;
return(tmp);
}
/*
positionplayer()
function to be sure player is not in a wall
*/
positionplayer()
{
int try;
try = 2;
while ((item[playerx][playery] || mitem[playerx][playery]) && (try))
if (++playerx >= MAXX-1)
{
playerx = 1;
if (++playery >= MAXY-1)
{
playery = 1;
--try;
}
}
if (try==0) lprcat("Failure in positionplayer\n");
}
/*
recalc() function to recalculate the armor class of the player
*/
recalc()
{
register int i,j,k;
c[AC] = c[MOREDEFENSES];
if (c[WEAR] >= 0)
switch(iven[c[WEAR]]) {
case OSHIELD:
c[AC] += 2 + ivenarg[c[WEAR]];
break;
case OLEATHER:
c[AC] += 2 + ivenarg[c[WEAR]];
break;
case OSTUDLEATHER:
c[AC] += 3 + ivenarg[c[WEAR]];
break;
case ORING:
c[AC] += 5 + ivenarg[c[WEAR]];
break;
case OCHAIN:
c[AC] += 6 + ivenarg[c[WEAR]];
break;
case OSPLINT:
c[AC] += 7 + ivenarg[c[WEAR]];
break;
case OPLATE:
c[AC] += 9 + ivenarg[c[WEAR]];
break;
case OPLATEARMOR:
c[AC] += 10 + ivenarg[c[WEAR]];
break;
case OSSPLATE:
c[AC] += 12 + ivenarg[c[WEAR]];
break;
case OELVENCHAIN:
c[AC] += 15 + ivenarg[c[WEAR]];
break;
}
if (c[SHIELD] >= 0) if (iven[c[SHIELD]] == OSHIELD) c[AC] += 2 + ivenarg[c[SHIELD]];
if (c[WIELD] < 0) c[WCLASS] = 0;
else {
i = ivenarg[c[WIELD]];
switch(iven[c[WIELD]]) {
case ODAGGER:
c[WCLASS] = 3 + i;
break;
case OBELT:
c[WCLASS] = 7 + i;
break;
case OSHIELD:
c[WCLASS] = 8 + i;
break;
case OPSTAFF:
case OSPEAR:
c[WCLASS] = 10 + i;
break;
case OFLAIL:
c[WCLASS] = 14 + i;
break;
case OBATTLEAXE:
c[WCLASS] = 17 + i;
break;
case OLANCE:
c[WCLASS] = 20 + i;
break;
case OLONGSWORD:
c[WCLASS] = 22 + i;
break;
case O2SWORD:
c[WCLASS] = 26 + i;
break;
case OSWORDofSLASHING:
c[WCLASS] = 30 + i;
break;
case OSLAYER:
c[WCLASS] = 30 + i;
break;
case OSWORD:
c[WCLASS] = 32 + i;
break;
case OHAMMER:
c[WCLASS] = 35 + i;
break;
default:
c[WCLASS] = 0;
}
}
c[WCLASS] += c[MOREDAM];
/* now for regeneration abilities based on rings */
c[REGEN]=1;
c[ENERGY]=0;
j=0;
for (k=25; k>0; k--) if (iven[k]) {
j=k;
k=0;
}
for (i=0; i<=j; i++) {
switch(iven[i]) {
case OPROTRING:
c[AC] += ivenarg[i] + 1;
break;
case ODAMRING:
c[WCLASS] += ivenarg[i] + 1;
break;
case OBELT:
c[WCLASS] += ((ivenarg[i]<<1)) + 2;
break;
case OREGENRING:
c[REGEN] += ivenarg[i] + 1;
break;
case ORINGOFEXTRA:
c[REGEN] += 5 * (ivenarg[i]+1);
break;
case OENERGYRING:
c[ENERGY] += ivenarg[i] + 1;
break;
}
}
}
/*
quit()
subroutine to ask if the player really wants to quit
*/
quit()
{
register int i;
cursors();
strcpy(lastmonst,"");
lprcat("\n\nDo you really want to quit? (y)es, (n)o, (s)ave");
while (1) {
i=getcharacter();
if (i == 'y') {
died(300);
return;
}
if ((i == 'n') || (i == '\33')) {
lprcat(" no");
lflush();
return;
}
if (i == 's') {
lprcat(" save");
lflush();
clear();
lprcat("Saving . . .");
lflush();
savegame(savefilename);
wizard=1;
died(-257);
}
lprcat("\n");
if (boldon) setbold();
lprcat("Yes");
if (boldon) resetbold();
lprcat(" ");
if (boldon) setbold();
lprcat("Save");
if (boldon) resetbold();
lprcat(" or ");
if (boldon) setbold();
lprcat("No");
if (boldon) resetbold();
lprcat(" please? Do you want to quit? ");
}
}
/*
function to ask --more-- then the user must enter a space
*/
more()
{
lprcat("\n --- press ");
standout("space");
lprcat(" to continue --- ");
while (getcharacter() != ' ');
}
/*
function to put something in the players inventory
returns 0 if success, 1 if a failure
*/
take(itm,arg)
int itm,arg;
{
register int i,limit;
/* cursors(); */
if ((limit = 15+(c[LEVEL]>>1)) > 26) limit=26;
for (i=0; i<limit; i++)
if (iven[i]==0) {
iven[i] = itm;
ivenarg[i] = arg;
limit=0;
switch(itm) {
case OPROTRING:
case ODAMRING:
case OBELT:
limit=1;
break;
case ODEXRING:
c[DEXTERITY] += ivenarg[i]+1;
limit=1;
break;
case OSTRRING:
c[STREXTRA] += ivenarg[i]+1;
limit=1;
break;
case OCLEVERRING:
c[INTELLIGENCE] += ivenarg[i]+1;
limit=1;
break;
case OHAMMER:
c[DEXTERITY] += 10;
c[STREXTRA]+=10;
c[INTELLIGENCE]-=10;
limit=1;
break;
case OORB:
c[ORB]++;
c[AWARENESS]++;
break;
case OORBOFDRAGON:
c[SLAYING]++;
break;
case OSPIRITSCARAB:
c[NEGATESPIRIT]++;
break;
case OCUBEofUNDEAD:
c[CUBEofUNDEAD]++;
break;
case ONOTHEFT:
c[NOTHEFT]++;
break;
case OSWORDofSLASHING:
c[DEXTERITY] +=5;
limit=1;
break;
case OSLAYER:
c[INTELLIGENCE]+=10;
break;
case OPSTAFF:
c[WISDOM]+=10;
break;
case OLARNEYE:
monstnamelist[DEMONLORD] = '1';
monstnamelist[DEMONLORD+1] = '2';
monstnamelist[DEMONLORD+2] = '3';
monstnamelist[DEMONLORD+3] = '4';
monstnamelist[DEMONLORD+4] = '5';
monstnamelist[DEMONLORD+5] = '6';
monstnamelist[DEMONLORD+6] = '7';
monstnamelist[DEMONPRINCE] = '9';
monstnamelist[LUCIFER] = '0';
break;
};
lprcat("\nYou pick up:");
srcount=0;
show3(i);
if (limit) bottomline();
return(0);
}
lprcat("\nYou can't carry anything else");
return(1);
}
/*
subroutine to drop an object returns 1 if something there already else
k is index into iven list of object to drop
*/
drop_object(k)
int k;
{
int itm;
if ((k<0) || (k>25)) return(0);
itm = iven[k];
cursors();
if (itm==0) {
lprintf("\nYou don't have item %c! ",k+'a');
return(1);
}
if (item[playerx][playery]) {
beep();
lprcat("\nThere's something here already");
return(1);
}
if (playery==MAXY-1 && playerx==33)
return(1); /* not in entrance */
item[playerx][playery] = itm;
iarg[playerx][playery] = ivenarg[k];
srcount=0;
lprcat("\n You drop:");
show3(k); /* show what item you dropped*/
know[playerx][playery] = 0;
iven[k]=0;
if (c[WIELD]==k)
c[WIELD]= -1;
if (c[WEAR]==k)
c[WEAR] = -1;
if (c[SHIELD]==k)
c[SHIELD]= -1;
adjustcvalues(itm,ivenarg[k]);
if (itm==OLANCE) recalc();
/* say dropped an item so wont ask to pick it up right away */
dropflag=1;
return(0);
}
/*
function to enchant armor player is currently wearing
*/
enchantarmor()
{
register int tmp;
if (c[WEAR]<0) {
if (c[SHIELD] < 0)
{
cursors();
beep();
lprcat("\nYou feel a sense of loss");
return;
}
else {
tmp=iven[c[SHIELD]];
if (tmp != OSCROLL) if (tmp != OPOTION) {
ivenarg[c[SHIELD]]++;
bottomline();
}
}
}
tmp = iven[c[WEAR]];
if (tmp!=OSCROLL) if (tmp!=OPOTION) {
ivenarg[c[WEAR]]++;
bottomline();
}
}
/*
function to enchant a weapon presently being wielded
*/
enchweapon()
{
register int tmp;
if (c[WIELD]<0) {
cursors();
beep();
lprcat("\nYou feel depressed");
return;
}
tmp = iven[c[WIELD]];
if (tmp!=OSCROLL) if (tmp!=OPOTION) {
ivenarg[c[WIELD]]++;
if (tmp==OCLEVERRING) c[INTELLIGENCE]++;
else
if (tmp==OSTRRING) c[STREXTRA]++;
else
if (tmp==ODEXRING) c[DEXTERITY]++;
bottomline();
}
}
/*
routine to tell if player can carry one more thing
returns 1 if pockets are full, else 0
*/
pocketfull()
{
register int i,limit;
if ((limit = 15+(c[LEVEL]>>1)) > 26) limit=26;
for (i=0; i<limit; i++) if (iven[i]==0) return(0);
return(1);
}
/*
function to return 1 if a monster is next to the player else returns 0
*/
nearbymonst()
{
register int tmp,tmp2;
for (tmp=playerx-1; tmp<playerx+2; tmp++)
for (tmp2=playery-1; tmp2<playery+2; tmp2++)
if (mitem[tmp][tmp2]) return(1); /* if monster nearby */
return(0);
}
/*
function to steal an item from the players pockets
returns 1 if steals something else returns 0
*/
stealsomething()
{
register int i,j;
j=100;
while (1) {
i=rund(26);
if (iven[i]) if (c[WEAR]!=i) if (c[WIELD]!=i) if (c[SHIELD]!=i) {
srcount=0;
show3(i);
adjustcvalues(iven[i],ivenarg[i]);
iven[i]=0;
return(1);
}
if (--j <= 0) return(0);
}
}
/*
function to return 1 is player carrys nothing else return 0
*/
emptyhanded()
{
register int i;
for (i=0; i<26; i++)
if (iven[i]) if (i!=c[WIELD]) if (i!=c[WEAR]) if (i!=c[SHIELD]) return(0);
return(1);
}
/*
function to create a gem on a square near the player
*/
creategem()
{
register int i,j;
switch(rnd(4))
{
case 1:
i=ODIAMOND;
j=50;
break;
case 2:
i=ORUBY;
j=40;
break;
case 3:
i=OEMERALD;
j=30;
break;
default:
i=OSAPPHIRE;
j=20;
break;
};
createitem(i,rnd(j)+j/10);
}
/*
function to change character levels as needed when dropping an object
that affects these characteristics
*/
adjustcvalues(itm,arg)
int itm,arg;
{
register int flag,i;
flag=0;
switch(itm) {
case ODEXRING:
c[DEXTERITY] -= arg+1;
flag=1;
break;
case OSTRRING:
c[STREXTRA] -= arg+1;
flag=1;
break;
case OCLEVERRING:
c[INTELLIGENCE] -= arg+1;
flag=1;
break;
case OHAMMER:
c[DEXTERITY] -= 10;
c[STREXTRA] -= 10;
c[INTELLIGENCE] += 10;
flag=1;
break;
case OORB:
c[ORB]--;
c[AWARENESS]--;
case OSWORDofSLASHING:
c[DEXTERITY] -= 5;
flag=1;
break;
case OSLAYER:
c[INTELLIGENCE]-=10;
flag=1;
break;
case OPSTAFF:
c[WISDOM]-=10;
flag=1;
break;
case OORBOFDRAGON:
--c[SLAYING];
return;
case OSPIRITSCARAB:
--c[NEGATESPIRIT];
return;
case OCUBEofUNDEAD:
--c[CUBEofUNDEAD];
return;
case ONOTHEFT:
--c[NOTHEFT];
return;
case OLANCE:
c[LANCEDEATH]=0;
return;
case OLARNEYE:
monstnamelist[DEMONLORD] = ' ';
monstnamelist[DEMONLORD+1] = ' ';
monstnamelist[DEMONLORD+2] = ' ';
monstnamelist[DEMONLORD+3] = ' ';
monstnamelist[DEMONLORD+4] = ' ';
monstnamelist[DEMONLORD+5] = ' ';
monstnamelist[DEMONLORD+6] = ' ';
monstnamelist[DEMONPRINCE] = ' ';
monstnamelist[LUCIFER] = ' ';
cursors();
return;
case OPOTION:
case OSCROLL:
return;
default:
flag=1;
};
if (flag) bottomline();
for (i=0;i<6;i++)
if (c[i] < 3)
c[i] = 3;
}
/*
function to read a string from token input "string"
returns a pointer to the string
*/
gettokstr(str)
register char *str;
{
register int i,j;
i=50;
while ((getcharacter() != '"') && (--i > 0));
i=36;
while (--i > 0) {
if ((j=getcharacter()) != '"') *str++ = j;
else i=0;
}
*str = 0;
i=50;
if (j != '"') while ((getcharacter() != '"') && (--i > 0)); /* if end due to too long, then find closing quote */
}
/*
function to ask user for a password (no echo)
returns 1 if entered correctly, 0 if not
*/
static char gpwbuf[33];
getpassword()
{
register int i,j;
register char *gpwp;
extern char *password;
scbr(); /* system("stty -echo cbreak"); */
gpwp = gpwbuf;
lprcat("\nEnter Password: ");
lflush();
i = strlen(password);
for (j=0; j<i; j++) read(0,gpwp++,1);
gpwbuf[i]=0;
sncbr(); /* system("stty echo -cbreak"); */
if (strcmp(gpwbuf,password) != 0) {
lprcat("\nSorry\n");
lflush();
return(0);
}
else return(1);
}
/*
subroutine to get a yes or no response from the user
returns y or n
*/
getyn()
{
register int i;
i=0;
while (i!='y' && i!='n' && i!='\33') i=getcharacter();
return(i);
}
/*
function to calculate the pack weight of the player
returns the number of pounds the player is carrying
*/
packweight()
{
register int i,j,k;
k=c[GOLD]/1000;
j=25;
while ((iven[j]==0) && (j>0)) --j;
for (i=0; i<=j; i++)
switch(iven[i]) {
case 0:
break;
case OSSPLATE:
case OPLATEARMOR:
k += 40;
break;
case OPLATE:
k += 35;
break;
case OHAMMER:
k += 30;
break;
case OSPLINT:
k += 26;
break;
case OCHAIN:
case OBATTLEAXE:
case O2SWORD:
k += 23;
break;
case OLONGSWORD:
case OPSTAFF:
case OSWORD:
case ORING:
case OFLAIL:
k += 20;
break;
case OELVENCHAIN:
case OSWORDofSLASHING:
case OLANCE:
case OSLAYER:
case OSTUDLEATHER:
k += 15;
break;
case OLEATHER:
case OSPEAR:
k += 8;
break;
case OORBOFDRAGON:
case OORB:
case OBELT:
k += 4;
break;
case OSHIELD:
k += 7;
break;
case OCHEST:
k += 30 + ivenarg[i];
break;
default:
k++;
};
return(k);
}