Subject: v12i058: larn2 - dungeon type adventure game (V12.3), Part05/12 Newsgroups: comp.sources.games Approved: billr@saab.CNA.TEK.COM Submitted-by: routley@tle.ENET.DEC.COM (Kevin Routley) Posting-number: Volume 12, Issue 58 Archive-name: larn2/Part05 Supersedes: larn: Volume 11, Issue 84-94 Environment: Unix, VMS, MS-DOS, OS/2, termcap #! /bin/sh # This is a shell archive. Remove anything before this line, then unpack # it by saving it into a file and typing "sh file". To overwrite existing # files, type "sh file -c". You can also feed this as standard input via # unshar, or by typing "sh 'display.c' <<'END_OF_FILE' X/* display.c */ X#include "header.h" X#include "larndefs.h" X#include "objects.h" X#include "player.h" X X#define botsub( _idx, _x, _y, _str ) \ X if ( c[(_idx)] != cbak[(_idx)] ) \ X { \ X cbak[(_idx)] = c[(_idx)]; \ X cursor( (_x), (_y) ); \ X lprintf( (_str), (long)c[(_idx)] ); \ X } X Xstatic int minx,maxx,miny,maxy,k; Xstatic char bot1f=0,bot2f=0,bot3f=0; Xstatic char always=0; X char regen_bottom = 0; X X/* X bottomline() X X now for the bottom line of the display X */ Xbottomline() X { recalc(); bot1f=1; } Xbottomhp() X { bot2f=1; } Xbottomspell() X { bot3f=1; } Xbottomdo() X { X if (bot1f) { bot3f=bot1f=bot2f=0; bot_linex(); return; } X if (bot2f) { bot2f=0; bot_hpx(); } X if (bot3f) { bot3f=0; bot_spellx(); } X } X Xbot_linex() X { X register int i; X if ( regen_bottom || (always)) X { X regen_bottom = FALSE ; X cursor( 1,18); X if (c[SPELLMAX]>99) lprintf("Spells:%3d(%3d)",(long)c[SPELLS],(long)c[SPELLMAX]); X else lprintf("Spells:%3d(%2d) ",(long)c[SPELLS],(long)c[SPELLMAX]); X lprintf(" AC: %-3d WC: %-3d Level",(long)c[AC],(long)c[WCLASS]); X if (c[LEVEL]>99) lprintf("%3d",(long)c[LEVEL]); X else lprintf(" %-2d",(long)c[LEVEL]); X lprintf(" Exp: %-9d %s\n",(long)c[EXPERIENCE],class[c[LEVEL]-1]); X lprintf("HP: %3d(%3d) STR=%-2d INT=%-2d ", X (long)c[HP],(long)c[HPMAX],(long)(c[STRENGTH]+c[STREXTRA]),(long)c[INTELLIGENCE]); X lprintf("WIS=%-2d CON=%-2d DEX=%-2d CHA=%-2d LV:", X (long)c[WISDOM],(long)c[CONSTITUTION],(long)c[DEXTERITY],(long)c[CHARISMA]); X X if ((level==0) || (wizard)) c[TELEFLAG]=0; X if (c[TELEFLAG]) lprcat(" ?"); else lprcat(levelname[level]); X lprintf(" Gold: %-6d",(long)c[GOLD]); X always=1; botside(); X c[TMP] = c[STRENGTH]+c[STREXTRA]; X for (i=0; i<100; i++) cbak[i]=c[i]; X return; X } X X botsub(SPELLS,8,18,"%3d"); X if (c[SPELLMAX]>99) X { X botsub(SPELLMAX,12,18,"%3d)"); X } X else X botsub(SPELLMAX,12,18,"%2d) "); X botsub(HP,5,19,"%3d"); X botsub(HPMAX,9,19,"%3d"); X botsub(AC,21,18,"%-3d"); X botsub(WCLASS,30,18,"%-3d"); X botsub(EXPERIENCE,49,18,"%-9d"); X if (c[LEVEL] != cbak[LEVEL]) X { X cursor(59,18); X lprcat(class[c[LEVEL]-1]); X } X if (c[LEVEL]>99) X { X botsub(LEVEL,40,18,"%3d"); X } X else X botsub(LEVEL,40,18," %-2d"); X c[TMP] = c[STRENGTH]+c[STREXTRA]; X botsub(TMP,18,19,"%-2d"); X botsub(INTELLIGENCE,25,19,"%-2d"); X botsub(WISDOM,32,19,"%-2d"); X botsub(CONSTITUTION,39,19,"%-2d"); X botsub(DEXTERITY,46,19,"%-2d"); X botsub(CHARISMA,53,19,"%-2d"); X if ((level != cbak[CAVELEVEL]) || (c[TELEFLAG] != cbak[TELEFLAG])) X { X if ((level==0) || (wizard)) X c[TELEFLAG]=0; X cbak[TELEFLAG] = c[TELEFLAG]; X cbak[CAVELEVEL] = level; X cursor(59,19); X if (c[TELEFLAG]) X lprcat(" ?"); X else X lprcat(levelname[level]); X } X botsub(GOLD,69,19,"%-6d"); X botside(); X } X X/* X special subroutine to update only the gold number on the bottomlines X called from ogold() X */ Xbottomgold() X { X botsub(GOLD,69,19,"%-6d"); X } X X/* X special routine to update hp and level fields on bottom lines X called in monster.c hitplayer() and spattack() X */ Xstatic bot_hpx() X { X if (c[EXPERIENCE] != cbak[EXPERIENCE]) X { X recalc(); X bot_linex(); X } X else X botsub(HP,5,19,"%3d"); X } X X/* X special routine to update number of spells called from regen() X */ Xstatic bot_spellx() X { X botsub(SPELLS,9,18,"%2d"); X } X X/* X common subroutine for a more economical bottomline() X */ Xstatic struct bot_side_def X { X int typ; X char *string; X } X bot_data[] = X { X STEALTH,"stealth", UNDEADPRO,"undead pro", SPIRITPRO,"spirit pro", X CHARMCOUNT,"Charm", TIMESTOP,"Time Stop", HOLDMONST,"Hold Monst", X GIANTSTR,"Giant Str", FIRERESISTANCE,"Fire Resit", DEXCOUNT,"Dexterity", X STRCOUNT,"Strength", SCAREMONST,"Scare", HASTESELF,"Haste Self", X CANCELLATION,"Cancel", INVISIBILITY,"Invisible", ALTPRO,"Protect 3", X PROTECTIONTIME,"Protect 2", WTW,"Wall-Walk" X }; X Xstatic botside() X { X register int i,idx; X for (i=0; i<17; i++) X { X idx = bot_data[i].typ; X if ((always) || (c[idx] != cbak[idx])) X { X if ((always) || (cbak[idx] == 0)) X { if (c[idx]) { cursor(70,i+1); lprcat(bot_data[i].string); } } else X if (c[idx]==0) { cursor(70,i+1); lprcat(" "); } X cbak[idx]=c[idx]; X } X } X always=0; X } X X/* X * subroutine to draw only a section of the screen X * only the top section of the screen is updated. If entire lines are being X * drawn, then they will be cleared first. X */ Xstatic int d_xmin=0,d_xmax=MAXX,d_ymin=0,d_ymax=MAXY; /* for limited screen drawing */ Xdraws(xmin,xmax,ymin,ymax) X int xmin,xmax,ymin,ymax; X { X register int i,idx; X if (xmin==0 && xmax==MAXX) /* clear section of screen as needed */ X { X if (ymin==0) cl_up(79,ymax); X else for (i=ymin; i ileft ) X if (know[iright][j]) X break ; /* exitloop while */ X X /* now print the line, after positioning the cursor. X print the line with bold objects in a different X loop for effeciency X */ X cursor( ileft+1, j+1 ); X if (boldobjects) X for ( i=ileft ; i <= iright ; i++ ) X X /* we still need to check for the location being known, X for we might have an unknown spot in the middle of X an otherwise known line. X */ X if ( know[i][j] == 0 ) X nlprc( ' ' ); X else if ( know[i][j] & HAVESEEN ) X { X /* if monster there and the user still knows the place, X then show the monster. Otherwise, show what was X there before. X */ X if (( i == playerx ) && X ( j == playery )) X nlprc('@'); X else if (( k = mitem[i][j] ) && X ( know[i][j] & KNOWHERE )) X nlprc( monstnamelist[k] ); X else if (((k=item[i][j]) == OWALL ) || X (objnamelist[k] == floorc)) X nlprc( objnamelist[k] ); X else X { X setbold(); X nlprc( objnamelist[k] ); X resetbold(); X } X } X else X /* error condition. recover by resetting location X to an 'unknown' state. X */ X { X nlprc( ' ' ); X mitem[i][j] = item[i][j] = 0 ; X } X else /* non-bold objects here */ X for ( i=ileft ; i <= iright ; i++ ) X X /* we still need to check for the location being known, X for we might have an unknown spot in the middle of X an otherwise known line. X */ X if ( know[i][j] == 0 ) X nlprc( ' ' ); X else if ( know[i][j] & HAVESEEN ) X { X /* if monster there and the user still knows the place, X then show the monster. Otherwise, show what was X there before. X */ X if (( i == playerx ) && X ( j == playery )) X nlprc('@'); X else if (( k = mitem[i][j] ) && X ( know[i][j] & KNOWHERE )) X nlprc( monstnamelist[k] ); X else X nlprc( objnamelist[item[i][j]] ); X } X else X /* error condition. recover by resetting location X to an 'unknown' state. X */ X { X nlprc( ' ' ); X mitem[i][j] = item[i][j] = 0 ; X } X } /* if (ileft < d_xmax ) */ X } /* for (j) */ X X#ifdef DECRainbow X if (DECRainbow) X DECgraphicsOFF(); X#endif DECRainbow X resetbold(); X if (d_flag) { always=1; botside(); always=1; bot_linex(); } X/* X oldx=99; X*/ X d_xmin = d_ymin = 0; d_xmax = MAXX; d_ymax = MAXY; /* for limited screen drawing */ X } X X/* X showcell(x,y) X X subroutine to display a cell location on the screen X */ Xshowcell(x,y) X int x,y; X { X register int i,j,k,m; X if (c[BLINDCOUNT]) return; /* see nothing if blind */ X if (c[AWARENESS]) { minx = x-3; maxx = x+3; miny = y-3; maxy = y+3; } X else { minx = x-1; maxx = x+1; miny = y-1; maxy = y+1; } X X if (minx < 0) minx=0; if (maxx > MAXX-1) maxx = MAXX-1; X if (miny < 0) miny=0; if (maxy > MAXY-1) maxy = MAXY-1; X X for (j=miny; j<=maxy; j++) X for (m=minx; m<=maxx; m++) X if ((know[m][j] & KNOWHERE) == 0) X { X cursor(m+1,j+1); X x=maxx; X while (know[x][j] & KNOWHERE) X --x; X for (i=m; i<=x; i++) X { X if ((k=mitem[i][j]) != 0) lprc(monstnamelist[k]); X else switch(k=item[i][j]) X { X case OWALL: case 0: case OIVTELETRAP: case OTRAPARROWIV: X case OIVDARTRAP: case OIVTRAPDOOR: X#ifdef DECRainbow X if (DECRainbow) { X DEClprc(objnamelist[k]); X } else X#endif DECRainbow X lprc(objnamelist[k]); X break; X default: X if (boldobjects) X setbold(); X lprc(objnamelist[k]); X if (boldobjects) X resetbold(); X break; X }; X know[i][j] = KNOWALL; X } X m = maxx; X#ifdef DECRainbow X if (DECRainbow) X DECgraphicsOFF(); X#endif DECRainbow X } X } X X/* X this routine shows only the spot that is given it. the spaces around X these coordinated are not shown X used in godirect() in monster.c for missile weapons display X */ Xshow1cell(x,y) X int x,y; X { X cursor(x+1,y+1); X X /* see nothing if blind, but clear previous player position X */ X if (c[BLINDCOUNT]) X { X if ((x == oldx) && (y == oldy)) X lprc(' '); X return; X } X X if ((k=mitem[x][y])) X lprc(monstnamelist[k]); X else switch(k=item[x][y]) X { X case OWALL: case 0: case OIVTELETRAP: case OTRAPARROWIV: X case OIVDARTRAP: case OIVTRAPDOOR: X# ifdef DECRainbow X if (DECRainbow) { X DEClprc(objnamelist[k]); X DECgraphicsOFF(); X } else X# endif X lprc(objnamelist[k]); X break; X X default: X if (boldobjects) X setbold(); X lprc(objnamelist[k]); X if (boldobjects) X resetbold(); X break; X }; X know[x][y] = KNOWALL; /* we end up knowing about it */ X } X X/* X showplayer() X X subroutine to show where the player is on the screen X cursor values start from 1 up X */ Xshowplayer() X { X show1cell( oldx, oldy ); X cursor(playerx+1,playery+1); X lprc('@'); X cursor(playerx+1,playery+1); X oldx=playerx; oldy=playery; X } X X/* X moveplayer(dir) X X subroutine to move the player from one room to another X returns 0 if can't move in that direction or hit a monster or on an object X else returns 1 X nomove is set to 1 to stop the next move (inadvertent monsters hitting X players when walking into walls) if player walks off screen or into wall X */ Xshort diroffx[] = { 0, 0, 1, 0, -1, 1, -1, 1, -1 }; Xshort diroffy[] = { 0, 1, 0, -1, 0, -1, -1, 1, 1 }; Xmoveplayer(dir) X int dir; /* from = present room # direction = [1-north] X [2-east] [3-south] [4-west] [5-northeast] X [6-northwest] [7-southeast] [8-southwest] X if direction=0, don't move--just show where he is */ X { X register int k,m,i,j; X extern char prayed ; X X if (c[CONFUSE]) if (c[LEVEL]=MAXX || m<0 || m>=MAXY) { nomove=1; return(yrepcount = 0); } X i = item[k][m]; j = mitem[k][m]; X X /* prevent the player from moving onto a wall, or a closed door when X in command mode, unless the character has Walk-Through-Walls. X */ X if ((i==OCLOSEDDOOR && !prompt_mode) || (i==OWALL) && c[WTW]==0) X { X nomove=1; X return(yrepcount = 0); X } X if (k==33 && m==MAXY-1 && level==1) X { X newcavelevel(0); X for (k=0; k0) X { hitmonster(k,m); return(yrepcount = 0); } X X /* check for the player ignoring an altar when in command mode. X */ X if ((!prompt_mode) && X (item[playerx][playery] == OALTAR) && X (!prayed)) X { X cursors(); X lprcat("\nYou have ignored the altar!"); X act_ignore_altar(); X } X prayed = 0 ; X X lastpx = playerx; lastpy = playery; X playerx = k; playery = m; X if (i && i!=OTRAPARROWIV && i!=OIVTELETRAP && i!=OIVDARTRAP && i!=OIVTRAPDOOR) X return(yrepcount = 0); X else X return(1); X } X X/* X * function to show what magic items have been discovered thus far X * enter with -1 for just spells, anything else will give scrolls & potions X */ Xstatic int lincount,count; Xseemagic(arg) X int arg; X { X register int i,j,k,number; X char sort[SPNUM+1]; /* OK as long as SPNUM > MAXSCROLL,MAXPOTION */ X X count = lincount = 0; X nosignal=1; X X /* count and sort the known spell codes X */ X for (j=0; j <= SPNUM ; j++ ) X sort[j] = SPNUM ; X for (number = i = 0 ; i < SPNUM ; i++ ) X if (spelknow[i]) X { X number++; X j = 0 ; X while ( strncmp( spelcode[ sort[j] ], spelcode[ i ], 3 ) < 0 ) X j++ ; X k = number - 1; X while ( k > j ) X sort[k] = sort[ k-1 ], k-- ; X sort[j] = i ; X } X X if (arg == -1) /* if display spells while casting one */ X { X cl_up(79, ((number + 2) / 3 + 4 )); /* lines needed for display */ X cursor(1,1); X } X else X { X resetscroll(); X clear(); X } X X lprcat("The magic spells you have discovered thus far:\n\n"); X for (i=0; i j ) X sort[k] = sort[ k-1 ], k-- ; X sort[j] = i ; X } X X lprcat("\nThe magic scrolls you have found to date are:\n\n"); X count=0; X for (i=0; i < number; i++ ) X { X lprintf("%-26s", &scrollname[sort[i]][1]); X seepage(); X } X X lincount += 3; X if ( count != 0 ) X { X count=2; X seepage(); X } X X /* count and sort the known potions X */ X for (j=0; j <= MAXPOTION ; j++ ) X sort[j] = MAXPOTION ; X for (number = i = 0 ; i < MAXPOTION ; i++ ) X if (potionname[i][0]) X { X number++; X j = 0 ; X while ( strcmp( &potionname[sort[j]][1], &potionname[i][1] ) < 0 ) X j++ ; X k = number - 1; X while ( k > j ) X sort[k] = sort[ k-1 ], k-- ; X sort[j] = i ; X } X X lprcat("\nThe magic potions you have found to date are:\n\n"); X count=0; X for (i=0; i < number; i++) X { X lprintf("%-26s",&potionname[sort[i]][1]); X seepage(); X } X X if (lincount!=0) X more(FALSE); X nosignal=0; X setscroll(); X drawscreen(); X } X X/* X * subroutine to paginate the seemagic function X */ Xstatic seepage() X { X if (++count==3) X { X lincount++; count=0; lprc('\n'); X if (lincount>17) { lincount=0; more(FALSE); clear(); } X } X } END_OF_FILE if test 21096 -ne `wc -c <'display.c'`; then echo shar: \"'display.c'\" unpacked with wrong size! fi # end of 'display.c' fi if test -f 'os2larn.def' -a "${1}" != "-c" ; then echo shar: Will not clobber existing file \"'os2larn.def'\" else echo shar: Extracting \"'os2larn.def'\" \(70 characters\) sed "s/^X//" >'os2larn.def' <<'END_OF_FILE' XNAME LARN WINDOWCOMPAT LONGNAMES X XDESCRIPTION 'LARN for OS/2 V12.3.0' END_OF_FILE if test 70 -ne `wc -c <'os2larn.def'`; then echo shar: \"'os2larn.def'\" unpacked with wrong size! fi # end of 'os2larn.def' fi if test -f 'store.c' -a "${1}" != "-c" ; then echo shar: Will not clobber existing file \"'store.c'\" else echo shar: Extracting \"'store.c'\" \(29004 characters\) sed "s/^X//" >'store.c' <<'END_OF_FILE' X/* store.c */ X/* XThis module contains data and routines to handle buildings at the home level. XRoutines: X X dnd_2hed X dnd_hed X dndstore The DND store main routine X handsfull To tell the player he can carry no more X out_of_stock To tell the player an item is out of stock X no_gold To tell the player he has no gold X dnditem Display DND store items X sch_head print the school header X oschool main school routine X obank Larn National Bank X obank2 5th level branch of the bank X banktitle bank header X ointerest accrue interest to bank account X obanksub bank main subroutine X otradhead trading post header X otradepost trading post main function X cnsitm X olrs larn revenue service function X*/ X X#include "header.h" X#include "larndefs.h" X#include "objects.h" X#include "player.h" X Xstatic int dndcount=0,dnditm=0; X X/* number of items in the dnd inventory table */ X#define MAXITM 83 X X/* this is the data for the stuff in the dnd store */ Xstruct _itm itm[90] = { X/*cost memory iven name iven arg how X gp pointer iven[] ivenarg[] many */ X X{ 2, 0, OLEATHER, 0, 3 }, X{ 10, 0, OSTUDLEATHER, 0, 2 }, X{ 40, 0, ORING, 0, 2 }, X{ 85, 0, OCHAIN, 0, 2 }, X{ 220, 0, OSPLINT, 0, 1 }, X{ 400, 0, OPLATE, 0, 1 }, X{ 900, 0, OPLATEARMOR, 0, 1 }, X{ 2600, 0, OSSPLATE, 0, 1 }, X{ 150, 0, OSHIELD, 0, 1 }, X X/*cost memory iven name iven arg how X gp pointer iven[] ivenarg[] many */ X X{ 2, 0, ODAGGER, 0, 3 }, X{ 20, 0, OSPEAR, 0, 3 }, X{ 80, 0, OFLAIL, 0, 2 }, X{ 150, 0, OBATTLEAXE, 0, 2 }, X{ 450, 0, OLONGSWORD, 0, 2 }, X{ 1000, 0, O2SWORD, 0, 2 }, X{ 5000, 0, OSWORD, 0, 1 }, X{ 16500, 0, OLANCE, 0, 1 }, X{ 6000, 0, OSWORDofSLASHING, 0, 0 }, X{ 10000, 0, OHAMMER, 0, 0 }, X X/*cost memory iven name iven arg how X gp pointer iven[] ivenarg[] many */ X X{ 150, 0, OPROTRING, 1, 1 }, X{ 85, 0, OSTRRING, 1, 1 }, X{ 120, 0, ODEXRING, 1, 1 }, X{ 120, 0, OCLEVERRING, 1, 1 }, X{ 180, 0, OENERGYRING, 0, 1 }, X{ 125, 0, ODAMRING, 0, 1 }, X{ 220, 0, OREGENRING, 0, 1 }, X{ 1000, 0, ORINGOFEXTRA, 0, 1 }, X X{ 280, 0, OBELT, 0, 1 }, X X{ 400, 0, OAMULET, 0, 1 }, X X{ 6500, 0, OORBOFDRAGON, 0, 0 }, X{ 5500, 0, OSPIRITSCARAB, 0, 0 }, X{ 5000, 0, OCUBEofUNDEAD, 0, 0 }, X{ 6000, 0, ONOTHEFT, 0, 0 }, X X{ 590, 0, OCHEST, 6, 1 }, X{ 200, 0, OBOOK, 8, 1 }, X{ 10, 0, OCOOKIE, 0, 3 }, X X/*cost memory iven name iven arg how X gp pointer iven[] ivenarg[] many */ X X{ 20, potionname, OPOTION, 0, 6 }, X{ 90, potionname, OPOTION, 1, 5 }, X{ 520, potionname, OPOTION, 2, 1 }, X{ 100, potionname, OPOTION, 3, 2 }, X{ 50, potionname, OPOTION, 4, 2 }, X{ 150, potionname, OPOTION, 5, 2 }, X{ 70, potionname, OPOTION, 6, 1 }, X{ 30, potionname, OPOTION, 7, 7 }, X{ 200, potionname, OPOTION, 8, 1 }, X{ 50, potionname, OPOTION, 9, 1 }, X{ 80, potionname, OPOTION, 10, 1 }, X X/*cost memory iven name iven arg how X gp pointer iven[] ivenarg[] many */ X X{ 30, potionname, OPOTION, 11, 3 }, X{ 20, potionname, OPOTION, 12, 5 }, X{ 40, potionname, OPOTION, 13, 3 }, X{ 35, potionname, OPOTION, 14, 2 }, X{ 520, potionname, OPOTION, 15, 1 }, X{ 90, potionname, OPOTION, 16, 2 }, X{ 200, potionname, OPOTION, 17, 2 }, X{ 220, potionname, OPOTION, 18, 4 }, X{ 80, potionname, OPOTION, 19, 6 }, X{ 370, potionname, OPOTION, 20, 3 }, X{ 50, potionname, OPOTION, 22, 1 }, X{ 150, potionname, OPOTION, 23, 3 }, X X/*cost memory iven name iven arg how X gp pointer iven[] ivenarg[] many */ X X{ 100, scrollname, OSCROLL, 0, 2 }, X{ 125, scrollname, OSCROLL, 1, 2 }, X{ 60, scrollname, OSCROLL, 2, 4 }, X{ 10, scrollname, OSCROLL, 3, 4 }, X{ 100, scrollname, OSCROLL, 4, 3 }, X{ 200, scrollname, OSCROLL, 5, 2 }, X{ 110, scrollname, OSCROLL, 6, 1 }, X{ 500, scrollname, OSCROLL, 7, 2 }, X{ 200, scrollname, OSCROLL, 8, 2 }, X{ 250, scrollname, OSCROLL, 9, 4 }, X{ 20, scrollname, OSCROLL, 10, 5 }, X{ 30, scrollname, OSCROLL, 11, 3 }, X X/*cost memory iven name iven arg how X gp pointer iven[] ivenarg[] many */ X X{ 340, scrollname, OSCROLL, 12, 1 }, X{ 340, scrollname, OSCROLL, 13, 1 }, X{ 300, scrollname, OSCROLL, 14, 2 }, X{ 400, scrollname, OSCROLL, 15, 2 }, X{ 500, scrollname, OSCROLL, 16, 2 }, X{ 1000, scrollname, OSCROLL, 17, 1 }, X{ 500, scrollname, OSCROLL, 18, 1 }, X{ 340, scrollname, OSCROLL, 19, 2 }, X{ 220, scrollname, OSCROLL, 20, 3 }, X{ 3900, scrollname, OSCROLL, 21, 0 }, X{ 610, scrollname, OSCROLL, 22, 1 }, X{ 3000, scrollname, OSCROLL, 23, 0 } X }; X X/* X for the college of larn X */ Xchar course[26]; /* the list of courses taken */ Xstatic char coursetime[] = { 10, 15, 10, 20, 10, 10, 10, 5 }; X X/* X function for the dnd store X */ Xstatic dnd_2hed() X { X lprcat("Welcome to the Larn Thrift Shoppe. We stock many items explorers find useful\n"); X lprcat(" in their adventures. Feel free to browse to your hearts content.\n"); X lprcat("Also be advised, if you break 'em, you pay for 'em."); X } X Xstatic dnd_hed() X { X register int i; X for (i=dnditm; i<26+dnditm; i++) dnditem(i); X cursor(50,18); lprcat("You have "); X } X Xdndstore() X { X register int i; X dnditm = 0; X nosignal = 1; /* disable signals */ X clear(); dnd_2hed(); X if (outstanding_taxes>0) X { X lprcat("\n\nThe Larn Revenue Service has ordered us to not do business with tax evaders.\n"); beep(); X lprintf("They have also told us that you owe %d gp in back taxes, and as we must\n",(long)outstanding_taxes); X lprcat("comply with the law, we cannot serve you at this time. Soo Sorry.\n"); X cursors(); X lprcat("\nPress "); standout("escape"); lprcat(" to leave: "); lflush(); X i=0; X while (i!='\33') i=ttgetch(); X drawscreen(); nosignal = 0; /* enable signals */ return; X } X X dnd_hed(); X while (1) X { X cursor(59,18); lprintf("%d gold pieces",(long)c[GOLD]); X cltoeoln(); cl_dn(1,20); /* erase to eod */ X lprcat("\nEnter your transaction ["); standout("space"); X lprcat(" for more, "); standout("escape"); X lprcat(" to leave]? "); X i=0; X while ((i<'a' || i>'z') && (i!=' ') && (i!='\33') && (i!=12)) i=ttgetch(); X if (i==12) { clear(); dnd_2hed(); dnd_hed(); } X else if (i=='\33') X { drawscreen(); nosignal = 0; /* enable signals */ return; } X else if (i==' ') X { X cl_dn(1,4); X if ((dnditm += 26) >= MAXITM) X dnditm=0; X dnd_hed(); X } X else X { /* buy something */ X lprc(i); /* echo the byte */ X i += dnditm - 'a'; X if (i>=MAXITM) outofstock(); else X if (itm[i].qty <= 0) outofstock(); else X if (pocketfull()) handsfull(); else X if (c[GOLD] < (long) itm[i].price * 10) nogold(); else X { X if (itm[i].mem != 0) *itm[i].mem[itm[i].arg] = ' '; X c[GOLD] -= (long) itm[i].price * 10; X itm[i].qty--; take(itm[i].obj,itm[i].arg); X if (itm[i].qty==0) dnditem(i); nap(1001); X } X } X X } X } X X/* X function for the players hands are full X */ Xstatic handsfull() X { lprcat("\nYou can't carry anything more!"); lflush(); nap(2200); } Xstatic outofstock() X { lprcat("\nSorry, but we are out of that item."); lflush(); nap(2200); } Xstatic nogold() X { lprcat("\nYou don't have enough gold to pay for that!"); lflush(); nap(2200); } X X/* X dnditem(index) X X to print the item list; used in dndstore() enter with the index into itm X */ Xstatic dnditem(i) X register int i; X { X register int j,k; X if (i >= MAXITM) return; X cursor( (j=(i&1)*40+1) , (k=((i%26)>>1)+5) ); X if (itm[i].qty == 0) { lprintf("%39s",""); return; } X lprintf("%c) ",(i%26)+'a'); X if (itm[i].obj == OPOTION) X { lprcat("potion of "); lprintf("%s",&potionname[itm[i].arg][1]); } X else if (itm[i].obj == OSCROLL) X { lprcat("scroll of "); lprintf("%s",&scrollname[itm[i].arg][1]); } X else lprintf("%s",objectname[itm[i].obj]); X cursor( j+31,k ); lprintf("%6d", (long) itm[i].price * 10); X } X X X/* X function to display the header info for the school X */ Xstatic sch_hed() X { X clear(); X lprcat("The College of Larn offers the exciting opportunity of higher education to\n"); X lprcat("all inhabitants of the caves. Here is a list of the class schedule:\n\n\n"); X lprcat("\t\t Course Name \t Time Needed\n\n"); X X if (course[0]==0) lprcat("\t\ta) Fighters Training I 10 mobuls"); /*line 7 of crt*/ X lprc('\n'); X if (course[1]==0) lprcat("\t\tb) Fighters Training II 15 mobuls"); X lprc('\n'); X if (course[2]==0) lprcat("\t\tc) Introduction to Wizardry 10 mobuls"); X lprc('\n'); X if (course[3]==0) lprcat("\t\td) Applied Wizardry 20 mobuls"); X lprc('\n'); X if (course[4]==0) lprcat("\t\te) Behavioral Psychology 10 mobuls"); X lprc('\n'); X if (course[5]==0) lprcat("\t\tf) Faith for Today 10 mobuls"); X lprc('\n'); X if (course[6]==0) lprcat("\t\tg) Contemporary Dance 10 mobuls"); X lprc('\n'); X if (course[7]==0) lprcat("\t\th) History of Larn 5 mobuls"); X X lprcat("\n\n\t\tAll courses cost 250 gold pieces."); X cursor(30,18); X lprcat("You are presently carrying "); X } X Xoschool() X { X register int i; X long time_used; X nosignal = 1; /* disable signals */ X sch_hed(); X while (1) X { X cursor(57,18); lprintf("%d gold pieces. ",(long)c[GOLD]); cursors(); X lprcat("\nWhat is your choice ["); standout("escape"); X lprcat(" to leave] ? "); yrepcount=0; X i=0; while ((i<'a' || i>'h') && (i!='\33') && (i!=12)) i=ttgetch(); X if (i==12) { sch_hed(); continue; } X else if (i=='\33') X { nosignal = 0; drawscreen(); /* enable signals */ return; } X lprc(i); X if (c[GOLD] < 250) nogold(); else X if (course[i-'a']) X { lprcat("\nSorry, but that class is filled."); nap(1000); } X else X if (i <= 'h') X { X c[GOLD] -= 250; time_used=0; X switch(i) X { X case 'a': c[STRENGTH] += 2; c[CONSTITUTION]++; X lprcat("\nYou feel stronger!"); X cl_line(16,7); X break; X X case 'b': if (course[0]==0) X { X lprcat("\nSorry, but this class has a prerequisite of Fighters Training I"); X c[GOLD]+=250; time_used= -10000; break; X } X lprcat("\nYou feel much stronger!"); X cl_line(16,8); X c[STRENGTH] += 2; c[CONSTITUTION] += 2; break; X X case 'c': c[INTELLIGENCE] += 2; X lprcat("\nThe task before you now seems more attainable!"); X cl_line(16,9); break; X X case 'd': if (course[2]==0) X { X lprcat("\nSorry, but this class has a prerequisite of Introduction to Wizardry"); X c[GOLD]+=250; time_used= -10000; break; X } X lprcat("\nThe task before you now seems very attainable!"); X cl_line(16,10); X c[INTELLIGENCE] += 2; break; X X case 'e': c[CHARISMA] += 3; X lprcat("\nYou now feel like a born leader!"); X cl_line(16,11); break; X X case 'f': c[WISDOM] += 2; X lprcat("\nYou now feel more confident that you can find the potion in time!"); X cl_line(16,12); break; X X case 'g': c[DEXTERITY] += 3; X lprcat("\nYou feel like dancing!"); X cl_line(16,13); break; X X case 'h': c[INTELLIGENCE]++; X lprcat("\nYour instructor told you that the Eye of Larn is rumored to be guarded\n"); X lprcat("by a platinum dragon who possesses psionic abilities. "); X cl_line(16,14); break; X } X time_used += coursetime[i-'a']*100; X if (time_used > 0) X { X gtime += time_used; X course[i-'a']++; /* remember that he has taken that course */ X c[HP] = c[HPMAX]; c[SPELLS] = c[SPELLMAX]; /* he regenerated */ X X if (c[BLINDCOUNT]) c[BLINDCOUNT]=1; /* cure blindness too! */ X if (c[CONFUSE]) c[CONFUSE]=1; /* end confusion */ X adjtime((long)time_used); /* adjust parameters for time change */ X } X nap(1000); X } X } X } X X/* X * for the first national bank of Larn X */ Xint lasttime=0; /* last time he was in bank */ Xobank() X { X banktitle(" Welcome to the First National Bank of Larn."); X } Xobank2() X { X banktitle("Welcome to the 5th level branch office of the First National Bank of Larn."); X /* because we state the level in the title, clear the '?' in the X level display at the bottom, if the user teleported. X */ X c[TELEFLAG] = 0; X } Xstatic banktitle(str) X char *str; X { X nosignal = 1; /* disable signals */ X clear(); lprcat(str); X if (outstanding_taxes>0) X { X register int i; X lprcat("\n\nThe Larn Revenue Service has ordered that your account be frozen until all\n"); beep(); X lprintf("levied taxes have been paid. They have also told us that you owe %d gp in\n",(long)outstanding_taxes); X lprcat("taxes, and we must comply with them. We cannot serve you at this time. Sorry.\n"); X lprcat("We suggest you go to the LRS office and pay your taxes.\n"); X cursors(); X lprcat("\nPress "); standout("escape"); lprcat(" to leave: "); lflush(); X i=0; X while (i!='\33') i=ttgetch(); X drawscreen(); nosignal = 0; /* enable signals */ return; X } X lprcat("\n\n\tGemstone\t Appraisal\t\tGemstone\t Appraisal"); X obanksub(); nosignal = 0; /* enable signals */ X drawscreen(); X } X X/* X * function to put interest on your bank account X */ Xointerest() X { X register int i; X if (c[BANKACCOUNT]<0) c[BANKACCOUNT] = 0; X else if ((c[BANKACCOUNT]>0) && (c[BANKACCOUNT]<500000)) X { X i = (gtime-lasttime)/100; /* # mobuls elapsed */ X while ((i-- > 0) && (c[BANKACCOUNT]<500000)) X c[BANKACCOUNT] += c[BANKACCOUNT]/250; X if (c[BANKACCOUNT]>500000) c[BANKACCOUNT]=500000; /* interest limit */ X } X lasttime = (gtime/100)*100; X } X Xstatic obanksub() X { X short gemorder[26]; /* the reference to screen location for each gem */ X long gemvalue[26]; /* the appraisal of the gems */ X unsigned long amt; X register int i,k,gems_sold=0; X X ointerest(); /* credit any needed interest */ X X for (k=i=0; i<26; i++) X switch(iven[i]) X { X case OLARNEYE: case ODIAMOND: case OEMERALD: X case ORUBY: case OSAPPHIRE: X X if (iven[i]==OLARNEYE) X { X gemvalue[i]=250000-((gtime*7)/100)*100; X if (gemvalue[i]<50000) gemvalue[i]=50000; X } X else gemvalue[i] = (255&ivenarg[i])*100; X gemorder[i]=k; X cursor( (k%2)*40+1 , (k>>1)+4 ); X lprintf("%c) %s",i+'a',objectname[iven[i]]); X cursor( (k%2)*40+33 , (k>>1)+4 ); X lprintf("%5d",(long)gemvalue[i]); k++; X break; X X default: /* make sure player can't sell non-existant gems */ X gemvalue[i] = 0 ; X gemorder[i] = 0 ; X }; X cursor(31,17); lprintf("You have %8d gold pieces in the bank.",(long)c[BANKACCOUNT]); X cursor(40,18); lprintf("You have %8d gold pieces",(long)c[GOLD]); X if (c[BANKACCOUNT]+c[GOLD] >= 500000) X lprcat("\nNote: Larndom law states that only deposits under 500,000gp can earn interest."); X while (1) X { X cl_dn(1,20); X lprcat("\nYour wish? [("); standout("d"); lprcat(") deposit, ("); X standout("w"); lprcat(") withdraw, ("); standout("s"); X lprcat(") sell a stone, or "); standout("escape"); lprcat("] "); X yrepcount=0; X i=0; while (i!='d' && i!='w' && i!='s' && i!='\33') i=ttgetch(); X switch(i) X { X# ifdef MSDOS X case 'd': X lprcat("deposit\n"); X cltoeoln(); X lprcat("How much? "); amt = readnum((long)c[GOLD]); X# else X case 'd': lprcat("deposit\nHow much? "); amt = readnum((long)c[GOLD]); X# endif X if (amt<0) { lprcat("\nSorry, but we can't take negative gold!"); nap(2000); amt=0; } else X if (amt>c[GOLD]) X { lprcat(" You don't have that much."); nap(2000); } X else { c[GOLD] -= amt; c[BANKACCOUNT] += amt; } X break; X X case 'w': lprcat("withdraw\nHow much? "); amt = readnum((long)c[BANKACCOUNT]); X if (amt<0) { lprcat("\nSorry, but we don't have any negative gold!"); nap(2000); amt=0; } X else if (amt > c[BANKACCOUNT]) X { lprcat("\nYou don't have that much in the bank!"); nap(2000); } X else { c[GOLD] += amt; c[BANKACCOUNT] -= amt; } X break; X X case 's': lprcat("\nWhich stone would you like to sell? "); X i=0; while ((i<'a' || i>'z') && i!='*' && i!='\33') X i=ttgetch(); X if (i=='*') X { X for (i=0; i<26; i++) X { X if (gemvalue[i]) X { X gems_sold = TRUE ; X c[GOLD]+=gemvalue[i]; iven[i]=0; X gemvalue[i]=0; k = gemorder[i]; X cursor( (k%2)*40+1 , (k>>1)+4 ); X lprintf("%39s",""); X } X } X if (!gems_sold) X { X lprcat("\nYou have no gems to sell!"); X nap(2000); X } X } X else if ( i != '\33' ) X { X if (gemvalue[i=i-'a']==0) X { X lprintf("\nItem %c is not a gemstone!",i+'a'); X nap(2000); break; X } X c[GOLD]+=gemvalue[i]; iven[i]=0; X gemvalue[i]=0; k = gemorder[i]; X cursor( (k%2)*40+1 , (k>>1)+4 ); lprintf("%39s",""); X } X break; X X case '\33': return; X }; X cursor(40,17); lprintf("%8d",(long)c[BANKACCOUNT]); X cursor(49,18); lprintf("%8d",(long)c[GOLD]); X } X } X X/* X function for the trading post X */ Xstatic otradhead() X { X clear(); X lprcat("Welcome to the Larn Trading Post. We buy items that explorers no longer find\n"); X lprcat("useful. Since the condition of the items you bring in is not certain,\n"); X lprcat("and we incur great expense in reconditioning the items, we usually pay\n"); X lprcat("only 20% of their value were they to be new. If the items are badly\n"); X lprcat("damaged, we will pay only 10% of their new value.\n\n"); X X lprcat("Here are the items we would be willing to buy from you:\n"); X } X Xstatic short tradorder[26]; /* screen locations for trading post inventory */ Xstatic otradiven() X { X int i,j ; X X /* Print user's iventory like bank */ X for (j=i=0 ; i<26 ; i++) X if (iven[i]) X { X cursor( (j%2)*40+1, (j>>1)+8 ); X tradorder[i] = 0 ; /* init position on screen to zero */ X switch (iven[i]) X { X case OPOTION: X if ( potionname[ivenarg[i]][0] != 0 ) X { X tradorder[i] = j++ ; /* will display only if identified */ X lprintf( "%c) %s", i+'a', objectname[iven[i]] ); X lprintf(" of%s", potionname[ivenarg[i]] ); X } X break; X case OSCROLL: X if ( scrollname[ivenarg[i]][0] != 0 ) X { X tradorder[i] = j++ ; /* will display only if identified */ X lprintf( "%c) %s", i+'a', objectname[iven[i]] ); X lprintf(" of%s", scrollname[ivenarg[i]] ); X } X break; X case OLARNEYE: X case OBOOK: X case OSPIRITSCARAB: X case ODIAMOND: X case ORUBY: X case OEMERALD: X case OCHEST: X case OSAPPHIRE: X case OCUBEofUNDEAD: X case OCOOKIE: X case ONOTHEFT: X tradorder[i] = j++ ; /* put on screen */ X lprintf( "%c) %s", i+'a', objectname[iven[i]] ); X break; X default: X tradorder[i] = j++ ; /* put on screen */ X lprintf( "%c) %s", i+'a', objectname[iven[i]] ); X if (ivenarg[i] > 0) X lprintf(" +%d", (long)ivenarg[i] ); X else if (ivenarg[i] < 0) X lprintf(" %d", (long)ivenarg[i] ); X break; X } X } X else X tradorder[i] = 0; /* make sure order array is clear */ X } X Xstatic cleartradiven( i ) Xint i ; X { X int j; X j = tradorder[i] ; X cursor( (j%2)*40+1, (j>>1)+8 ); X lprintf( "%39s", "" ); X tradorder[i] = 0; X } X Xotradepost() X { X register int i,j,isub,izarg,found; X register long value; X X dnditm = dndcount = 0; X nosignal = 1; /* disable signals */ X otradhead(); X otradiven(); X X while (1) X { X cl_dn(1,21); X lprcat("\nWhat item do you want to sell to us ["); X standout("escape"); lprcat("] ? "); X i=0; X while ( i>'z' || i<'a' && i!=12 && i!='\33' ) X i=ttgetch(); X if (i == '\33') X { X recalc(); X drawscreen(); X nosignal=0; /* enable signals */ X return; X } X while (1) /* inner loop for simpler control */ X { X if (i == 12) X { X clear(); X otradhead(); X otradiven(); X break; /* leave inner while */ X } X X isub = i - 'a' ; X if (iven[isub] == 0) X { X lprintf("\nYou don't have item %c!",isub+'a'); X nap(2000); X break; /* leave inner while */ X } X if (iven[isub]==OSCROLL) X if (scrollname[ivenarg[isub]][0]==0) X { X cnsitm(); X break; /* leave inner while */ X } X if (iven[isub]==OPOTION) X if (potionname[ivenarg[isub]][0]==0) X { X cnsitm(); X break; /* leave inner while */ X } X if (iven[isub]==ODIAMOND || X iven[isub]==ORUBY || X iven[isub]==OEMERALD || X iven[isub]==OSAPPHIRE ) X value = 20L * (ivenarg[isub] & 255); X else if (iven[isub]==OLARNEYE) X { X value = 50000 - (((gtime*7) / 100) * 20 ); X if (value < 10000) X value = 10000; X } X else X { X /* find object in itm[] list for price info */ X found = MAXITM ; X for (j=0; j= 0) value *= 2; X while ((izarg-- > 0) && ((value=14*(67+value)/10) < 500000)); X } X } X /* we have now found the value of the item, and dealt with any error X cases. Print the object's value, let the user sell it. X */ X lprintf("\nItem (%c) is worth %d gold pieces to us. Do you want to sell it? ",i,(long)value); X yrepcount=0; X if (getyn()=='y') X { X lprcat("yes\n"); c[GOLD]+=value; X if (c[WEAR] == isub) c[WEAR] = -1; X if (c[WIELD] == isub) c[WIELD] = -1; X if (c[SHIELD] == isub) c[SHIELD] = -1; X adjustcvalues(iven[isub],ivenarg[isub]); X iven[isub]=0; X cleartradiven( isub ); X } X else X { X lprcat("no thanks.\n"); X nap(500); X } X break; /* exit inner while */ X } /* end of inner while */ X } /* end of outer while */ X } /* end of routine */ X Xstatic cnsitm() X { X lprcat("\nSorry, we can't accept unidentified objects."); X nap(2000); X } X X/* X * for the Larn Revenue Service X */ Xolrs() X { X register int i,first; X unsigned long amt; X first = nosignal = 1; /* disable signals */ X clear(); resetscroll(); cursor(1,4); X lprcat("Welcome to the Larn Revenue Service district office. How can we help you?"); X while (1) X { X if (first) { first=0; goto nxt; } X setscroll(); X cursors(); X lprcat("\n\nYour wish? [("); X standout("p"); X lprcat(") pay taxes, or "); X standout("escape"); X lprcat("] "); yrepcount=0; X i=0; while (i!='p' && i!='\33') i=ttgetch(); X switch(i) X { X case 'p': lprcat("pay taxes\nHow much? "); amt = readnum((long)c[GOLD]); X if (amt<0) { lprcat("\nSorry, but we can't take negative gold\n"); amt=0; } else X if (amt>c[GOLD]) lprcat(" You don't have that much.\n"); X else c[GOLD] -= paytaxes((long)amt); X break; X X case '\33': nosignal = 0; /* enable signals */ X setscroll(); drawscreen(); return; X }; X Xnxt: cursor(1,6); X if (outstanding_taxes>0) X lprintf("You presently owe %d gp in taxes. ",(long)outstanding_taxes); X else X lprcat("You do not owe us any taxes. "); X cursor(1,8); X if (c[GOLD]>0) X lprintf("You have %6d gp. ",(long)c[GOLD]); X else X lprcat("You have no gold pieces. "); X } X } END_OF_FILE if test 29004 -ne `wc -c <'store.c'`; then echo shar: \"'store.c'\" unpacked with wrong size! fi # end of 'store.c' fi if test -f 'termcap.pc' -a "${1}" != "-c" ; then echo shar: Will not clobber existing file \"'termcap.pc'\" else echo shar: Extracting \"'termcap.pc'\" \(439 characters\) sed "s/^X//" >'termcap.pc' <<'END_OF_FILE' X# X# Monochrome IBMPC. X# This is a termcap for the NANSI.SYS device driver. X# It is the same as the ANSI termcap, except NANSI supports X# line insert (al) and delete (dl) while ANSI does not. X# Xibmpc-mono:\ X :co#80:\ X :li#24:\ X :cl=\E[;H\E[2J:\ X :bs:\ X :ho=\E[H:\ X :cm=\E[%i%2;%2H:\ X :up=\E[A:\ X :xd=\E[B:\ X :nd=\E[C:\ X :bc=\E[D:\ X :ce=\E[K:\ X :ti=\E[m:\ X :te=\E[m:\ X :so=\E[1m:\ X :se=\E[m:\ X :us=\E[4m:\ X :ue=\E[m:\ X :al=\E[L:\ X :dl=\E[M: END_OF_FILE if test 439 -ne `wc -c <'termcap.pc'`; then echo shar: \"'termcap.pc'\" unpacked with wrong size! fi # end of 'termcap.pc' fi echo shar: End of archive 5 \(of 12\). cp /dev/null ark5isdone MISSING="" for I in 1 2 3 4 5 6 7 8 9 10 11 12 ; do if test ! -f ark${I}isdone ; then MISSING="${MISSING} ${I}" fi done if test "${MISSING}" = "" ; then echo You have unpacked all 12 archives. rm -f ark[1-9]isdone ark[1-9][0-9]isdone else echo You still need to unpack the following archives: echo " " ${MISSING} fi ## End of shell archive. exit 0