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Assassins - Ultimate CD Games Collection 4
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Assassins 4 (1999)(Weird Science).iso
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adventures_3
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labyrinthii
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mod2.c
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C/C++ Source or Header
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1977-12-31
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15KB
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653 lines
#define MODE_OLDFILE 1005L /* System define, easier than using the whole
* include file */
#define BOYS 24 /* Number of boys in game */
#define GIRLS 24 /* (sex distinction so program can print right pronoun) */
#define STUDENTS BOYS+GIRLS
#define MEN 18
#define WOMEN 4
#define TEACHERS MEN+WOMEN
#define PLAYERS STUDENTS+TEACHERS
#define OBJECTS 44
#define VERBS 38
#define FAWEAPON 7 /* First offensive weapon */
#define FDWEAPON 2 /* First defensive weapon */
#define FTREASURE 31 /* First valuable object */
#define AWEAPONS 24 /* Number of offensive weapons */
#define DWEAPONS 5 /* Number of defensive weapons */
#define TREASURES 14 /* Number of valuable objects */
#define ROOMS 217
#define NAMELEN 30L /* Max length of user-defined name */
#define INLEN 60L /* Max length of input */
#define DESCLEN 40000L /* Amount of memory space for location descriptions */
#define NOWHERE -9999 /* If something is NOWHERE, it no longer exists */
#define MAXCARR 10 /* Maximum number of objects that can be carried */
#define DROPZONE 75 /* Where treasures must be dropped to score points */
long openmouth (),Open (),Read (),RangeRand (),start (),checkinput (),input ();
int lockable (),walk (),numobj ();
#define rnd(x) RangeRand((long)x)
#define MAX(a,b) ((a)>(b)?(a):(b))
#define MIN(a,b) ((a)<(b)?(a):(b))
typedef char flag; /* For a very small range of possible values */
extern char *directions[],*oname[],*verb[],*pname[];
extern int defval[],attval[],value[],ownroom[];
extern flag talking;
extern flag violence; /* Tame or gruesome */
extern flag descriptions; /* 0 for brief to 2 for verbose */
extern flag narration; /* 0/1 ... local/global */
extern int player; /* Who is the player? */
extern int score[PLAYERS+1]; /* +1 is because we're not using element 0 */
extern int strength[PLAYERS+1];
extern int power[PLAYERS+1];
extern int ploc[PLAYERS+1]; /* Location of player */
extern int pcouldbe[PLAYERS+1]; /* For deciding which is one named in input */
extern int oloc[OBJECTS+1]; /* Location of object */
extern int ocouldbe[OBJECTS+1];
extern int exits[ROOMS+1][10]; /* Exits from rooms */
extern int oexits[ROOMS+1][10]; /* Original exits from rooms */
extern flag visited[ROOMS+1]; /* Which rooms have been visited */
extern int Verb,Noun; /* Verb,noun input by player */
extern int oldverb,oldnoun; /* Previous verb, noun */
extern int gameover; /* Is game over? */
extern long waiting; /* How many turns still to wait? */
extern long filehandle; /* Handle for room description file */
extern char namebuf[NAMELEN]; /* buffer for user-defined name */
extern char inbuf[INLEN]; /* buffer for input */
extern char *descs; /* Location of room description file in memory */
extern char *shortdesc[ROOMS+1],*longdesc[ROOMS+1]; /* Location of descriptions */
int doinput ()
{
int i,j,k;
char *a;
if (Verb>3 && Verb<14) /* A direction */
{
i=walk (player,Verb-4);
if (i==1)
print ("The door's locked.\n");
if (i==2 && Verb<12)
print ("You can't go that way.\n");
if (i==2 && Verb==12)
print ("You seem to have got a bit out of practice at the levitation lately.\n");
if (i==2 && Verb==13)
print ("There seems to be a big hard flat thing called the ground in the way.\n");
if (i==0) /* Successful! */
look (ploc[player]); /* so describe new location */
return (0); /* Anyway, return to main program */
}
switch (Verb)
{
case (2): /* Open */
if (oloc[1]!=-player)
{
print ("You can't open anything without keys!\n");
return (1);
}
for (i=0;i<=9;i++)
if (exits[ploc[player]][i]<0)
{
print ("The door opens to the ");
print (directions[i]);
exits[ploc[player]][i]=-exits[ploc[player]][i];
for (j=0;j<=9;j++)
if (exits[exits[ploc[player]][i]][j]==-ploc[player])
exits[exits[ploc[player]][i]][j]=ploc[player];
return (0);
}
print ("There's no locked door here to open.\n");
return (1);
case (3): /* Close */
if (oloc[1]!=-player)
{
print ("You can't close anything without keys!\n");
return (1);
}
for (i=0;i<=9;i++)
if (oexits[ploc[player]][i]<0 && exits[ploc[player]][i]>0)
{
print ("You close and lock the door.\n");
for (j=0;j<=9;j++)
if (exits[exits[ploc[player]][i]][j]==ploc[player])
exits[exits[ploc[player]][i]][j]=-ploc[player];
exits[ploc[player]][i]=-exits[ploc[player]][i];
return (0);
}
print ("I see no open door here which may be locked.\n");
return (1);
case (16): /* Kill */
if (Noun==0)
{
print ("You have to enter the name of a player you wish to attack.\n");
return (1);
}
if (ploc[Noun]!=ploc[player])
{
print (pname[Noun]);
print (" isn't here.\n");
return (1);
}
if (Noun==player)
{
print ("Suicide is not the answer!\n");
return (1);
}
j=40;
k=0;
for (i=0;i<AWEAPONS;i++)
if (attval[i]>j && oloc[i+FAWEAPON]==-player)
{
j=attval[i];
k=i+FAWEAPON;
}
print ("You attack ");
print (pname[Noun]);
if (k)
{
print (" with ");
oprint (k,0);
}
print (".\n");
for (k=0;k<DWEAPONS;k++)
if (oloc[k+FDWEAPON]==-Noun)
j-=defval[k];
strength[Noun]-=j;
if (strength[Noun]<1)
{
ploc[Noun]=NOWHERE;
power[player]+=(power[Noun]/4);
if (violence)
{
switch (rnd(4))
{
case (0):
print ("With one well-placed blow, you cleave ");
print (pname[Noun]);
print ("'s skull. Pinkish-grey brain tissue spatters all over the walls.\n");
break;
case (1):
print ("You get past your exhausted enemy's guard and sever the carotid artery. A bright red stream of ");
print ("blood spurts out, drenching the room.\n");
break;
case (2):
print ("Your attack succeeds in slicing open ");
print (pname[Noun]);
print ("'s belly. A pile of steaming guts spills out onto the floor.\n");
break;
case (3):
print ("You lop ");
print (pname[Noun]);
print ("'s head clean off. It bounces to the floor and the decapitated corpse collapses, jetting a");
print (" stream of blood from the stump of the neck.\n");
}
}
else
{
print (pname[Noun]);
print (" dies.\n");
}
for (i=1;i<=OBJECTS;i++)
if (oloc[i]==-Noun)
{
oloc[i]=ploc[player];
oprint (i,1);
print (" falls to the ground.\n");
}
}
break;
case (18): /* Take */
if (Noun==0)
{
print ("I don't understand what you're referring to.\n");
return (1);
}
if (oloc[Noun]==-player)
{
print ("You already have the ");
print (oname[Noun]);
print (".\n");
return (1);
}
if (oloc[Noun]!=ploc[player])
{
print ("I don't see any ");
print (oname[Noun]);
print (" here.\n");
return (1);
}
if (numobj (-player)>=MAXCARR)
print ("You can't carry any more.\n");
else
{
print ("Taken.\n");
oloc[Noun]=-player;
}
break;
case (19): /* Drop */
if (Noun==0)
{
print ("I don't understand what you want to drop.\n");
return (1);
}
if (oloc[Noun]!=-player)
{
print ("You're not holding any ");
print (oname[Noun]);
print (".\n");
return (1);
}
if (ploc[player]==DROPZONE && Noun>=FTREASURE && Noun<FTREASURE+TREASURES)
{
print ("The ");
print (oname[Noun]);
print (" vanishes in a swirl of light and your score is incremented by ");
printshort (value[Noun-FTREASURE]);
print (" points.\n");
score[player]+=value[Noun-FTREASURE];
oloc[Noun]=NOWHERE;
}
else
{
print ("Dropped.\n");
oloc[Noun]=ploc[player];
}
break;
case (20): /* Wait */
if (Noun)
waiting=Noun-1;
else
waiting=0;
break;
case (21): /* Spectator */
waiting=2000000000;
print ("Entering spectator mode. Press any key to stop.\n");
break;
case (22): /* Quit */
print ("Are you sure you want to stop playing? (Y/N)");
if (yesno ())
gameover=1;
break;
case (23): /* Look */
i=descriptions;
descriptions=2;
look (ploc[player]);
descriptions=i;
break;
case (24): /* Inventory */
print ("You are ");
print (pname[player]);
print (".\n");
print ("Your power is ");
printshort (power[player]);
print (".\n");
print ("Your strength is ");
printshort (strength[player]);
print (".\n");
print ("Your score is ");
printshort (score[player]);
print (".\n");
if (numobj (-player)==0)
print ("You are emptyhanded.\n");
else
{
print ("You are carrying ");
olist (-player);
}
break;
case (25): /* Who */
j=0;
print ("The following players are still around:");
for (i=1;i<=PLAYERS;i++)
if (ploc[i]!=NOWHERE && i!=player)
{
a=inbuf;
if (j)
*a++=',';
*a++=' ';
for (k=0;pname[i][k]!='\0';k++)
a[k]=pname[i][k];
a[k++]='\0';
print (inbuf);
j=1;
}
print (".\n");
break;
case (26): /* Information */
print ("The following players are still around:\n");
for (i=1;i<=PLAYERS;i++)
if (ploc[i]!=NOWHERE && i!=player)
{
a=pname[i];
for (j=0;a[j]!='\0';j++)
inbuf[j]=a[j];
for (;j<30;j++)
inbuf[j]=' ';
inbuf[j++]=' ';
inbuf[j]='\0';
print (inbuf);
a=shortdesc[ploc[i]];
for (j=0;a[j]!='\0';j++)
inbuf[j]=a[j];
for (;j<30;j++)
inbuf[j]=' ';
inbuf[j++]=' ';
inbuf[j]='\0';
print (inbuf);
printshort (strength[i]);
writechar ((long)'\n');
}
break;
case (27): /* Become */
if (Noun==0)
ploc[0]=ploc[player];
if (ploc[Noun]==NOWHERE)
{
print ("That person is dead!\n");
return (1);
}
player=Noun;
print ("You are ");
print (pname[player]);
print (".\n");
break;
case (28): /* Local */
narration=0;
print ("Local narration only.\n");
break;
case (29): /* Global */
narration=1;
print ("Global narration.\n");
break;
case (30): /* Brief */
descriptions=0;
print ("Brief descriptions only.\n");
break;
case (31): /* Normal */
descriptions=1;
print ("Long descriptions only in unvisited rooms.\n");
break;
case (32): /* Verbose */
descriptions=2;
print ("Long descriptions all the time.\n");
break;
case (33): /* Tame */
violence=0;
print ("Tame deaths only.\n");
break;
case (34): /* Gruesome */
violence=1;
print ("Gruesome deaths selected.\n");
break;
case (35): /* Exits */
j=0;
print ("You can go:\n");
for (i=0;i<=9;i++)
if (exits[ploc[player]][i]>0)
{
print (directions[i]);
j=1;
}
if (j==0)
print ("nowhere...\n");
break;
case (36): /* Talk */
if (talking==0)
if (openmouth ())
{
talkerror ();
return (1);
}
talking=1;
print ("Speech on.\n");
break;
case (37): /* Quiet */
if (talking==1)
{
talking=2;
print ("Speech off.\n");
}
else
alreadyquiet ();
break;
default: /* 38=Help */
print ("These are the verbs I understand:\n");
for (i=1;i<=VERBS;i++)
{
print (verb[i]);
if (i<VERBS)
writechar ((long)',');
}
print (".\n");
}
return (0); /* Input understood and acted on */
}
domobile (p)
int p;
{
register int i;
int l,carried,numcarr,j,target;
int pmaxpower,pmostpower; /* Most powerful offensive weapons carried */
int pminpower,pleastpower; /* Least powerful */
int lmaxpower,lmostpower; /* Most powerful in room */
int lmaxdef,lmostdef; /* Most powerful defensive weapons */
int pmaxval,pmostval; /* Most valuable thing carried */
int pminval,pleastval; /* Least valuable */
int lmaxval,lmostval; /* Most valuable in room */
carried=-p;
l=ploc[p];
numcarr=numobj (carried);
/* Get more powerful offensive weapon? */
pmaxpower=lmaxpower=40;
for (i=0;i<AWEAPONS;i++)
{
if (oloc[i+FAWEAPON]==carried && attval[i]>pmaxpower)
{
pmaxpower=attval[i];
pmostpower=i;
}
if (oloc[i+FAWEAPON]==l && attval[i]>lmaxpower)
{
lmaxpower=attval[i];
lmostpower=i;
}
}
if (lmaxpower>pmaxpower && numcarr<MAXCARR)
{
get (p,lmostpower+FAWEAPON);
return;
}
/* Get defensive weapon? */
lmaxdef=0;
for (i=0;i<DWEAPONS;i++)
if (oloc[i+FDWEAPON]==l && defval[i]>lmaxdef)
{
lmaxdef=defval[i];
lmostdef=i;
}
if (lmaxdef && numcarr<MAXCARR)
{
get (p,lmostdef+FDWEAPON);
return;
}
/* Fight? */
target=0;
for (i=PLAYERS;i>0;i--)
if (ploc[i]==l && i!=p)
target=i;
if (target)
{
if (narration && l!=ploc[player])
{
writechar (27L);
nprint ("[32m");
}
if (narration || l==ploc[player])
{
print (pname[p]);
print (" attacks ");
if (target!=player)
print (pname[target]);
else
print ("you");
if (pmaxpower>40)
{
print (" with ");
oprint (pmostpower+FAWEAPON,0);
}
print (".\n");
}
for (i=0;i<DWEAPONS;i++)
if (oloc[i+FDWEAPON]==-target)
pmaxpower-=defval[i];
strength[target]-=pmaxpower;
if (strength[target]<1)
{
ploc[target]=NOWHERE;
power[p]+=(power[target]/4);
if ((narration || l==ploc[player])&& target!=player)
{
print (pname[target]);
print (" dies.\n");
}
if (target==player)
{
print ("You die.\n");
gameover=1;
}
for (i=1;i<=OBJECTS;i++)
if (oloc[i]==-target)
{
oloc[i]=l;
if (l==ploc[player])
{
oprint (i,1);
print (" falls to the ground.\n");
}
}
}
writechar (27L);
nprint ("[0m");
return;
}
/* Drop treasure? */
if (l==DROPZONE)
{
pmaxval=0;
for (i=0;i<TREASURES;i++)
if (oloc[i+FTREASURE]==carried && value[i]>pmaxval)
{
pmaxval=value[i];
pmostval=i;
}
if (pmaxval)
{
drop (p,pmostval+FTREASURE);
return;
}
}
/* Drop excess weight? */
if (numcarr>=MAXCARR)
{
pminpower=9999;
for (i=0;i<AWEAPONS;i++)
if (attval[i]<pminpower && oloc[i+FAWEAPON]==carried)
{
pminpower=attval[i];
pleastpower=i;
}
if (pminpower<pmaxpower)
{
drop (p,pleastpower+FAWEAPON);
return;
}
pminval=32767;
for (i=0;i<TREASURES;i++)
if (value[i]<pminval && oloc[i+FTREASURE]==carried)
{
pminval=value[i];
pleastval=i;
}
if (pminval<32767)
{
drop (p,pleastval+FTREASURE);
return;
}
}
/* Get keys? */
if (oloc[1]==l && numcarr<MAXCARR)
{
get (p,1);
return;
}
/* Get treasure? */
lmaxval=0;
pminval=32767;
for (i=0;i<TREASURES;i++)
{
if (oloc[i+FTREASURE]==l && value[i]>lmaxval)
{
lmaxval=value[i];
lmostval=i;
}
if (oloc[i+FTREASURE]==carried && value[i]<pminval)
{
pminval=value[i];
pleastval=i;
}
}
if (lmaxval && (((numcarr+1)<MAXCARR) || (numcarr<MAXCARR && pminval<lmaxval)))
{
get (p,lmostval+FTREASURE);
return;
}
/* Open door? */
if (strength[p]==power[p] && oloc[1]==carried)
{
for (i=0;i<=9;i++)
if (exits[l][i]<0)
{
exits[l][i]=-exits[l][i];
for (j=0;j<=9;j++)
if (exits[exits[l][i]][j]==-l)
exits[exits[l][i]][j]=l;
if (l==ploc[player])
{
print (pname[p]);
print (" opens a door leading ");
print (directions[i]);
}
return;
}
}
/* Walk in a random direction */
i=rnd (10);
(void)walk (p,i);
}