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crawl99.cpp
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crawl99.cpp
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#define OUTPUT_NO inv_no
//magic_ability(mag_abil, intel)
#include <stdlib.h>
#include <stdio.h>
#include <curses.h>
#include <string.h>
//#include <math.h>
//#include <time.h>
//#include <alloc.h>
//#include <dos.h>
#include <fstream>
#include <fcntl.h>
//#include <io.h>
#include <sys/stat.h>
//#include <process.h>
#include <unistd.h>
#include <time.h>
//#include <crt0.h>
#include "colours.h"
#include "port.h"
//#include <dos.h>
#include "globvars.h"
//#include "newacces.h"
//#include "specshad.h"
//#include "moreshad.h"
#include "newacces.h"
#include "newview.h"
#include "monspls5.h"
#include "crawlfnc.h"
#include <assert.h>
//#include "spells.h"
#include "fn2.h"
#include "fn3.h"
#include "invent.h"
#include "monsstat.h"
#include "builder2.h"
//#define ITEMS 300
/*
//#include don't!<graphics.h>
// <time.h> - this is for when random numbers are used.
//#include not<iostream.h>
//unsigned char basic_grid [100] [100]; // this is what is _REALLY_ there.
//unsigned char basic_grid_col [100] [100]; // Colour!
//unsigned char grid [140] [140]; // this is what is actually there
//unsigned char show [12] [12]; // this is just what you see
//unsigned char grid_col [100] [100]; // this is the colour of what is shown.
//unsigned char pre_show [12] [12];
//unsigned char show_col [12] [12];
//int x_pos = 10;
//int y_pos = 10;
//int count_x; many of these variables are in my .h header files
//int count_y;
//int nothing;
int playing = 1;
void viewwindow(void);
//int i;
//int j; // REMEMBER directvideo ! ! !
//int k;
//int l;
int m;
int n;
int o;
int x;
int y;
//char keyin;
char keyin_2;
int move_x = 0;
int move_y = 0;
char info [60] [78]; // This is messages sent to the screen via message func.
//int turn; // which turn it is.
int line_no = 0; // which line the message is on.
int info_lines = 0; // how many lines of info displayed this turn.
int info_screens; // how many screens of info displayed this turn.
int counter = 0;
int counter_max = 0;
//int your_colour = 7; // What colour are you?
int can_see; // Are you blind?
char letters [52] [1]; // Holds the letters a-z, A-Z.
int item_got;
int items_here = 0;
int gloggo;
int item_drop_1;
int item_drop_2;
//int hitp; // Hit points!
//int dam; // how much damage you do.
char temp_quant [3]; // used for printing quantities of items.
int quant_drop; // the quantity of a multiple item dropped.
int turnover; // have you done anything this input which uses a turn?
int delay_t = 0;
int delay_doing = 0;
int hunger = 120;
int hung_ch = 0;
int item_wielded = -1;
int item_wield_1;
int item_wield_2;
int armour [0] = -1;
int armour [1] = -1;
int armour [2] = -1;
int armour [3] = -1;
int armour [4] = -1;
int armour [5] = -1;
int armour_wear_1;
int armour_wear_2;
int ring_wear_1;
int ring_wear_2;
int ring [2];
int hand_used;
int beam_range;
int beam_type;
int beam_colour;
int beam_source_x;
int beam_source_y;
int beam_damage;
int beam_hit;
char beam_flavour;
char beam_name [30];
int throw_1;
int throw_2;
int thing_thrown;
int x_plos; int y_plos;
//char killer; // used in monster_die() for what killed the monster
/*
// Character attributes:
int hp = 10; int hp_ch = 1;
int hp_max = 10; int hp_max_ch = 1;
int ep = 3; int ep_ch = 1;
int ep_max = 5; int ep_max_ch = 1;
unsigned int strength = 16; int strength_ch = 1;
unsigned int intel = 13; int intel_ch = 1;
unsigned int dex = 11; int dex_ch = 1;
int AC = 0; int AC_ch = 1; // remember that the AC shown = 10 - AC
int evasion = 10; int evasion_ch = 1;
int damage = 3; int damage_ch = 1; // remember to change damage back to 1!
int nat_damage = 3; // the damage you do unarmed
float rate_regen = 0.06; float incr_regen = 0;
int xp = 0; int xp_ch = 1;
int xl = 1; int xl_ch = 1;
int gp = 0; int gp_ch = 1;
int clas;
char clasnam [13];
float f_abil = 2; // fighting ability, out of whatever
float speed = 1; // 0.75;
float speed_inc = 0;
//char hp_print [3];
//char hp_max_print [3];
//char ep_print [3];
//char ep_max_print [3];
//char strength_print [3];
//char intel_print [3];
//char dex_print [3];
//char AC_print [2];
//char evasion_print [2];
//char damage_print [2];
char st_prn [8];
//char exl_print [2];
//int your_level = 0;
// these are potion/spell counter variables:
int haste = 0; // haste
int might = 0; // might
int lev = 0; // levitation
int poison = 0; // poison!!
// Resistances: Use (res_whatever > 0) when checking, because if you're
// wearing two rings of something you have res_whatever = 2.
char res_fire = 0;
char res_poison = 0;
char res_cold = 0;
// Monster stuff: gmon = general monster, mons = specific monster
char gmon_name [52] [20]; // The name of the monster
//int gmon_HD [52]; // Hit Dice
int gmon_att [52] [4]; // attacks and damage of each attack
char gmon_use [52];
//int gmon_AC [52];
//int gmon_ev [52]; // evasion
//float gmon_speed [52]; // speed - not in use yet
//int gmon_use [52]; // can it use items?
//int mcolour [52];
/*
int mons_class [100];
int mons_hp [100];
int mons_hp_max [100];
int mons_HD [100];
int mons_AC [100];
int mons_ev [100];
//int mons_att [100] [4]; // (don't) use the gmon value for this.
float mons_speed [100];
float mons_speed_inc [100];
int mons_x [100];
int mons_y [100];
int mons_targ_1_x [100]; // these four can probable be reused each time through the loop too.
int mons_targ_1_y [100];
int mons_targ_2_x [100];
int mons_targ_2_y [100];
*/
//int mmov_x; // don't need to be arrays because they are reused
//int mmov_y; // each time through the i loop.
void initialise(void);
//void play(void);
void input(void);
//void more(void);
void move(void);
void run(void);
//void shadowfunc(void);
extern void draw_border(int bord_col);
extern char *ident(char clss, char typ, char plus); // char dam) - not yet
//extern char mons_define(char mclss, char chrct);
//void item(void);
//void message(void);
void item_check(void);
//void inventory(int item_class_inv);
void pickup(void);
void drop(void);
int add_item(void); // adds an item to invent
void item_place(void); // puts an item on the floor somewhere. (used for drop & throw_it (i think))
int conv_lett(int item_drop_3); // converts ASCII number to a number 0-52.
void wield_weapon(void);
void throw_anything(void);
void shoot_thing(void);
void throw_it(void);
void missile(void);
void wear_armour(void);
void takeoff_armour(void);
void eat_food(void);
void food_change(void);
void eaten(int food_eat_3);
void drink(void);
void potion_effect(char pot_eff, int pow);
int check_mons_magres(int mn, int pow);
void puton_ring(void);
void remove_ring(void);
void read_scroll(void);
void magic_missile(char source);
void fireball(char source, int power);
void zap_wand(void);
//void zapping(char ztype);
void zapping(char ztype, int power);
void beam(void);
//void level_change(void);
//void monster_grid(void); // puts monsters into the grid array
void monster(void);
void monster_move(void); // move the monsters around
//void monster_attack(int monster_attacking);
//int inflict_dam (void);
void dragon(void);
void tracer_f(void);
void mons_throw(void);
void mons_pickup(void);
void mons_trap(void);
void plant_spit(void);
//void you_attack(int monster_attacked);
//void monster_die(int monster_killed);
//void load(void);
/*
void save_one(void);
void save_two(void);
void save_three(void);
void save_four(void);
void save_five(void);
void save_six(void);
void save_seven(void);
void save_eight(void);
void save_nine(void);
void save_ten(void);
*/
void you_teleport(void);
//void place_cloud(void);
void open_door(void);
void close_door(void);
void down_stairs(void);
void up_stairs(void);
extern int dir_cursor(char rng);
void cast_a_spell(void);
void your_spells(int spc2, int powc);
void memorise_spell(void);
//extern void message(char inf [60] [78], int inf_lines);
void noisy(void);
void direction(char rnge);
void stethoscope(void);
void mons_cast(void);
void monster_teleport(char monstel);
void summon_demon(void);
//void relay_message(void);
void quit_game(void);
void version(void);
void explosion1(void);
void explosion(void);
void spore_goes_pop(void);
void incrl(void);
void check_links(void);
void fall_into_a_pool(char place, unsigned char grype);
char scramble(void);
void dart_trap(void);
void itrap(void);
void it_name(int itn, char des);
void in_name(int inn, char des);
void burden_change(void);
void torment(void);
void random_uselessness(unsigned char ru);
void mons_in_cloud(void);
void look_around(void);
void identify(char pow);
void remove_curse(void);
void detect_curse(void);
void blink(void);
void random_blink(void);
void manage_shock_shield(void);
void conjure_flame(void);
void stinking_cloud(void);
void stinkcl(char cl_x, char cl_y);
void cast_big_c(int pow, char cty);
void big_cloud(char clouds, char cl_x, char cl_y, int pow);
//void cause_fear(void);
void mass_enchantment(int wh_enchant, int pow);
void cast_ring_of_flames(int power);
void cast_toxic_radiance(void);
void abjuration(int pow);
void cast_fire_storm(int pow);
void cast_lesser_healing(int mabil);
void cast_greater_healing(int mabil);
void cast_cure_poison(int mabil);
void purification(int mabil);
void cast_deaths_door(int pow);
void cast_selective_amnesia(void);
void cast_smiting(int pow);
void turn_undead(int pow);
void holy_word(int pow);
void summon_small_mammals(int pow);
void summon_butter(int pow);
void summon_scorpions(int pow);
void summon_swarm(int pow);
void summon_things(int pow);
void restore_str(void);
void restore_int(void);
void restore_dex(void);
void check_your_resists(void);
void check_mons_resists(void);
void which_spell(void);
int which_spellbook(void);
void read_book(char book_read);
char learn_a_spell(unsigned char splbook, char bitty);
//int mons_ench_f2(char info [78] [78], char info_lines, unsigned char mons_speed [MNST], char mons_ench [MNST] [3], int o, char mons_ench_1 [MNST], int mons_hp [MNST], int mons_hp_max [MNST], int mons_class [MNST], char is_near, char beam_colour, char see_invis, int func_pass [10]);
int mons_ench_f2(int o, char is_near, int func_pass [10]);
char spell_direction(void);
void direct_effect(void);
void mons_direct_effect(void);
void new_level(void);
void original_name(void);
void special_wielded(void);
void invoke_wielded(void);
void staff_spell(char zap_device_2);
//void mons_speed_adjust(void);
//void item(void);
//void monster_grid(void);
// items variables:
//char all_items [30] [10] [30];
// int property [4] [30] [3];
// char mass [10] [30];
// char fake_name [20] [10] [30];This goes with the individual items, I think.
//int icolour [10] [30];
/*
int item_class [200];
int item_type [200];
int item_plus [200]; // +, charges, remaining food value
int item_dam [200]; // damage
int item_quant [200]; // multiple items
int item_x [200]; // x-location
int item_y [200]; // y-location
char fake_name [200] [30]; // fake names of items
*/
/*
char inv_name [52] [30];
char inv_class [52];
char inv_type [52];
char inv_plus [52];
char inv_dam [52];
char inv_col [52];
int inv_quant [52]; // multiple items, eg ammo or potions
int burden; // total weight of items carried.
/ char inv_no; // number of items carried.
*/
/*
float mons_to_hit;
int damage_taken = 0;
int runthru = 0;
// char ench_subj [25];
// char ench_type [25];
// char ench_
// char mons_beh [100]; in view.h
char mons_ench [100] [3];
char mons_ench_1 [100]; // is it enchanted at all?
//unsigned char mons_inv [100] [4];
*/
int main(void)
{
initial(); // in crawlfnc - this must be before initialise();
initialise();
while (playing == 1)
{
input();
// if (hp <= 0) end_game(1);
}
return 0;
}
void initialise(void)
{
// damage = 99;
startup();
strcpy(str_pass, "");
for (i = 0; i < 10; i ++)
{
func_pass [i] = 0;
}
for (i = 0; i < 6; i++)
{
armour [i] = -1;
}
textbackground(0);
your_level = 0;
strcpy(clasnam, "Wizard"); clas = 1;
// directvideo = 1;
for (i = 0; i < 12; i ++)
{
row_of_7s [i] = 7;
}
/*
for (count_x = 0; count_x < 120; count_x ++)
{
for (count_y = 0; count_y < 100; count_y ++)
{
if (( grid [count_x] [count_y] = (char *) malloc(10)) == NULL)
{
printf("Not enough memory to allocate buffer\n");
exit(1); // terminate program if out of memory
}
}
}
*/
//randomize(); // BC
srandom(time(NULL));
clrscr();
// There's a lot of junk from here on.
for (i = 1; i < ITEMS; i++)
{
item_class [i] = -1;
item_type [i] = -1;
//strcpy(fake_name [i], " ");
item_x [i] = 1;
item_y [i] = 1;
item_quant [i] = 0;
item_dam [i] = 0;
item_plus [i] = 0;
item_ident [i] = 0;
item_link [i] = 501;
// icolour [i] = random(16);
}
for (i = 0; i < 20; i ++)
{
strcpy(info [i], "");
}
for (i = 0; i < MNST; i++)
{
mons_class [i] = -1;
mons_speed_inc [i] = 10;
mons_targ_1_x [i] = 155;
mons_ench_1 [i] = 0;
mons_beh [i] = 0; // patrolling
mons_hit [i] = MNST + 1; // nothing
for (j = 0; j < 3; j++)
{
mons_ench [i] [j] = 0;
}
for (j = 0; j < 8; j++)
{
mons_inv [i] [j] = 501;
}
mons_sec [i] = 0;
}
for (i = 0; i < PETS; i ++)
{
// pet_which [i] = 99;
}
//pet_no = 0;
for (i = 0; i < 80; i ++)
{
for (j = 0; j < 70; j ++)
{
igrid [i] [j] = 501;
map [i] [j] = 0;
}
}
for (i = 0; i < CLOUDS; i ++)
{
cloud_x [i] = 0;
cloud_y [i] = 0;
cloud_type [i] = 0;
cloud_decay [i] = 0;
//int cloud_no;
}
cloud_no = 0;
for (i = 0; i < 400; i ++)
{
//for (j = 1; j < 4; j ++) gmon_att [i] [j] = 0;
//gmon_att [i] [0] = 10;
gmon_use [i] = 0;
}
//gmon_att [29] [1] = 5;
//gmon_att [29] [2] = 35;
for (i = 0; i < 52; i++)
{
// strcpy(inv_name [i], "");
inv_quant [i] = 0;
}
for (i = 0; i < 25; i ++)
{
spells [i] = -1;
//cout << (int) spells [i] << ",";
}
//getch();
spells [0] = 60;
spells [4] = 6;
spells [12] = 0;
//spell_no = 3;
newc = new_game(your_name);
ring [0] = -1; ring [1] = -1;
//int gogi = newc;
//if (newc < 50) newc -= 10;
//if (newc > 50) newc -= 100;
//cprintf("restoring");
restore_game(); // Must work on saving regeneration, now that speed seems
load();
new_level();
//cprintf("\n\rgot out of load");
/*
//strcpy(gmon_name [0], "giant ant");
mcolour [0] = 8;
//gmon_att [0] [0] = 8;
gmon_use [0] = 0;
//strcpy(gmon_name [1], "giant bat");
mcolour [1] = 8;
//gmon_att [1] [0] = 1;
gmon_use [1] = 0;
gmon_use [1] = 0;
//strcpy(gmon_name [2], "cockatrice");
mcolour [2] = 14;
//gmon_att [2] [0] = 6;
gmon_use [2] = 0;
//strcpy(gmon_name [3], "devil");
mcolour [3] = 4;
//gmon_att [3] [0] = 16;
gmon_use [3] = 1;
//strcpy(gmon_name [4], "ettin");
mcolour [4] = 6;
//gmon_att [4] [0] = 18;
//gmon_att [4] [1] = 18;
gmon_use [4] = 1;
//strcpy(gmon_name [5], "fungus");
mcolour [5] = 7;
//gmon_att [5] [0] = 0;
gmon_use [5] = 0;
//strcpy(gmon_name [6], "goblin");
mcolour [6] = 7;
//gmon_att [6] [0] = 4;
////gmon_att [6] [1] = 6;
////gmon_att [6] [2] = 6;
gmon_use [6] = 1;
//strcpy(gmon_name [7], "hound");
mcolour [7] = 6;
//gmon_att [7] [0] = 10;
gmon_use [7] = 0;
//strcpy(gmon_name [8], "imp");
mcolour [8] = 7;
//gmon_att [8] [0] = 4;
gmon_use [8] = 0;
//strcpy(gmon_name [9], "jackal");
mcolour [9] = 14;
//gmon_att [9] [0] = 5;
gmon_use [9] = 0;
//strcpy(gmon_name [10], "killer bee");
mcolour [10] = 14;
//gmon_att [10] [0] = 8;
gmon_use [10] = 0;
//strcpy(gmon_name [11], "killer bee larva");
mcolour [11] = 7;
//gmon_att [11] [0] = 3;
gmon_use [11] = 0;
//strcpy(gmon_name [12], "manticore");
mcolour [12] = 6;
//gmon_att [12] [0] = 10;
//gmon_att [12] [1] = 8;
//gmon_att [12] [2] = 8;
gmon_use [12] = 0;
//strcpy(gmon_name [13], "nymph"); // don't know about this one.
mcolour [13] = 10;
//gmon_att [13] [0] = 10;
gmon_use [13] = 1;
//strcpy(gmon_name [14], "orc");
mcolour [14] = 12;
//gmon_att [14] [0] = 5;
gmon_use [14] = 1;
gmon_use [14] = 1;
//strcpy(gmon_name [15], "piercer");
mcolour [15] = 7;
//gmon_att [15] [0] = 5;
gmon_use [15] = 0;
//strcpy(gmon_name [16], "quasit");
mcolour [16] = 7;
//gmon_att [16] [0] = 3;
//gmon_att [16] [1] = 2;
//gmon_att [16] [2] = 2;
gmon_use [16] = 0;
//strcpy(gmon_name [17], "rat");
mcolour [17] = 6;
//gmon_att [17] [0] = 3;
gmon_use [17] = 0;
//strcpy(gmon_name [18], "snake");
mcolour [18] = 2;
//gmon_att [18] [0] = 6;
gmon_use [18] = 0;
//strcpy(gmon_name [19], "tunneling worm");
mcolour [19] = 12;
//gmon_att [19] [0] = 25;
gmon_use [19] = 0;
//strcpy(gmon_name [20], "unicorn");
mcolour [20] = 15;
//gmon_att [20] [0] = 15;
gmon_use [20] = 0;
//strcpy(gmon_name [21], "vulture");
mcolour [21] = 8;
//gmon_att [21] [0] = 3;
gmon_use [21] = 0;
//strcpy(gmon_name [22], "giant wasp");
mcolour [22] = 14;
//gmon_att [22] [0] = 10;
gmon_use [22] = 0;
//strcpy(gmon_name [23], "xax");
mcolour [23] = 13;
//gmon_att [23] [0] = 5;
gmon_use [23] = 0;
//strcpy(gmon_name [24], "yellow light");
mcolour [24] = 14;
//gmon_att [24] [0] = 0;
gmon_use [24] = 0;
//strcpy(gmon_name [25], "small zombie");
mcolour [25] = 6;
//gmon_att [25] [0] = 15;
gmon_use [25] = 0;
//strcpy(gmon_name [26], "abomination");
mcolour [26] = 11;
//gmon_att [26] [0] = 15;
gmon_use [26] = 0;
//strcpy(gmon_name [27], "giant beetle");
mcolour [27] = 8;
//gmon_att [27] [0] = 25;
gmon_use [27] = 0;
//strcpy(gmon_name [28], "cyclops");
mcolour [28] = 6;
//gmon_att [28] [0] = 35;
gmon_use [28] = 1;
//strcpy(gmon_name [29], "dragon");
mcolour [29] = 2;
//gmon_att [29] [0] = 15;
//gmon_att [29] [1] = 7;
//gmon_att [29] [2] = 7;
gmon_use [29] = 0;
//strcpy(gmon_name [30], "elemental");
mcolour [30] = 4;
gmon_use [30] = 0;
//strcpy(gmon_name [31], "pit fiend");
mcolour [31] = 2;
//gmon_att [31] [0] = 40;
//gmon_att [31] [1] = 30;
//gmon_att [31] [2] = 30;
gmon_use [31] = 1;
//strcpy(gmon_name [32], "giant spore");
mcolour [32] = GREEN;
//gmon_att [32] [0] = 0;
////gmon_att [32] [1] = 7;
////gmon_att [32] [2] = 7;
////gmon_att [32] [3] = 4;
//gmon_use [32] = 1;
gmon_use [32] = 0;
//strcpy(gmon_name [33], "hobgoblin");
mcolour [33] = 6;
//gmon_att [33] [0] = 6;
gmon_use [33] = 1;
//strcpy(gmon_name [34], "something invisible"); // not a real creature
mcolour [34] = 15;
gmon_use [34] = 0;
//strcpy(gmon_name [35], "jelly");
mcolour [35] = 6;
//gmon_att [35] [0] = 10;
gmon_use [35] = 0;
//strcpy(gmon_name [36], "kobold");
mcolour [36] = 6;
//gmon_att [36] [0] = 4;
gmon_use [36] = 1;
//strcpy(gmon_name [37], "lich");
mcolour [37] = 15;
//gmon_att [37] [0] = 10;
gmon_use [37] = 1;
//strcpy(gmon_name [38], "mummy");
mcolour [38] = 15;
//gmon_att [38] [0] = 8;
gmon_use [38] = 0;
//strcpy(gmon_name [39], "naga");
mcolour [39] = 11;
//gmon_att [39] [0] = 6;
gmon_use [39] = 0;
//strcpy(gmon_name [40], "ogre");
mcolour [40] = 6;
//gmon_att [40] [0] = 20;
gmon_use [40] = 1;
//strcpy(gmon_name [41], "plant");
mcolour [41] = 2;
gmon_use [41] = 0;
//strcpy(gmon_name [42], "queen bee");
mcolour [42] = 2;
//gmon_att [42] [0] = 13;
gmon_use [42] = 0;
//strcpy(gmon_name [43], "raksasha");
mcolour [43] = 14;
//gmon_att [43] [0] = 7;
gmon_use [43] = 1;
//strcpy(gmon_name [44], "spectre");
mcolour [44] = 2;
//gmon_att [44] [0] = 11;
gmon_use [44] = 0;
//strcpy(gmon_name [45], "troll");
mcolour [45] = 6;
//gmon_att [45] [0] = 15;
//gmon_att [45] [1] = 10;
//gmon_att [45] [2] = 10;
gmon_use [45] = 0;
//strcpy(gmon_name [46], "undine");
mcolour [46] = 6;
//gmon_att [46] [0] = 3;
gmon_use [46] = 0;
//strcpy(gmon_name [47], "vampire");
mcolour [47] = 15;
//gmon_att [47] [0] = 8;
gmon_use [47] = 0;
//strcpy(gmon_name [48], "wraith");
mcolour [48] = 6;
//gmon_att [48] [0] = 7;
gmon_use [48] = 0;
//strcpy(gmon_name [49], "xoryx");
mcolour [49] = 6;
//gmon_att [49] [0] = 20;
//gmon_att [49] [1] = 15;
//gmon_att [49] [2] = 15;
gmon_use [49] = 0;
//strcpy(gmon_name [50], "yak");
mcolour [50] = 15;
//gmon_att [50] [0] = 9;
gmon_use [50] = 0;
//strcpy(gmon_name [51], "large zombie");
mcolour [51] = 15;
//gmon_att [51] [0] = 20;
gmon_use [51] = 0;
//strcpy(gmon_name [52], "orc warrior");
mcolour [52] = 14;
//gmon_att [52] [0] = 12;