Beispiel #1
0
char *msgscanstring(void)
{
  static char instring[80],byte='x';
  int i=0;

  instring[0]=0;
  byte = mgetc();
  while (byte != '\n') {
    if ((byte == 8) || (byte == 127)) { /* ^h or delete */
      if (i>0){ 
        i--;
        dobackspace();
      }
      instring[i] = 0;
    }
    else {
      instring[i] = byte;
      waddch(Msgw,byte);
      wrefresh(Msgw);
      i++;
      instring[i] = 0;
    }
    byte = mgetc();
  } 
  return(instring);
}
Beispiel #2
0
uint16_t mgeti(char **fp)
{
uint16_t a, b;
	a = mgetc(fp);
	b = mgetc(fp);
	return (b << 8) | a;
}
Beispiel #3
0
uint32_t mgetl(char **fp)
{
uint32_t a, b, c, d;
	a = mgetc(fp);
	b = mgetc(fp);
	c = mgetc(fp);
	d = mgetc(fp);
	return (d<<24)|(c<<16)|(b<<8)|(a);
}
Beispiel #4
0
void omegan_character_stats(void)
{
    int share1,share2,i=0;
    print1("To reroll hit ESCAPE; hit any other key to accept these stats.");
    do {
        i++;
#if REROLLS == -1
        sprintf(Str1, "Generated character # %d", i );
#else
        sprintf(Str1, "You have only %d chance%s to reroll... ", REROLLS - i,
                (i == (REROLLS-1) ) ? "":"s");
#endif
        print2(Str1);
        Player.iq = Player.maxiq = 4 + random_range(5)+
                                   (share1 = random_range(6)) + (share2 = random_range(6));
        Player.pow = Player.maxpow = 4 + random_range(5) + share1 +share2;
        Player.dex = Player.maxdex = 4 + random_range(5)+
                                     (share1 = random_range(6)) + (share2 = random_range(6));
        Player.agi = Player.maxagi = 4 + random_range(5) + share1 +share2;
        Player.str = Player.maxstr = 4 + random_range(5)+
                                     (share1 = random_range(6)) + (share2 = random_range(6));
        Player.con = Player.maxcon = 4 + random_range(5) + share1 +share2;
        Player.cash = random_range(100)+random_range(100)+
                      random_range(100)+random_range(100)+random_range(100);
        Player.hp=Player.maxhp=Player.con;
        Player.mana=Player.maxmana = calcmana();
        calc_melee();
        dataprint();
#if REROLLS == -1
    } while (mgetc() == ESCAPE);
#else
    }
Beispiel #5
0
void bufferprint(void)
{
  int i = bufferpos - 1, c, finished = 0;
  clearmsg();
#ifndef MSDOS_SUPPORTED_ANTIQUE
  wprintw(Msg1w,"^p for previous message, ^n for next, anything else to quit.");
#else
  wprintw(Msg1w,"^o for last message, ^n for next, anything else to quit.");
#endif
  wrefresh(Msg1w);
  do {
    if (i >= STRING_BUFFER_SIZE) i = 0;
    if (i < 0) i = STRING_BUFFER_SIZE - 1;
    wclear(Msg2w);
    wprintw(Msg2w,Stringbuffer[i]);
    wrefresh(Msg2w);
    c = mgetc();
#ifndef MSDOS_SUPPORTED_ANTIQUE
    if (c == 16)	/* ^p */
#else
    if (c == 15)	/* ^o */
#endif
      i--;
    else if (c == 14)	/* ^n */
      i++;
    else
      finished = 1;
  } while (!finished);
  clearmsg();
  omshowcursor(Player.x,Player.y);
}
Beispiel #6
0
/* get a direction: return index into Dirs array corresponding to direction */
int getdir(void)
{
    while (1) {
        mprint("Select direction [hjklyubn, ESCAPE to quit]: ");
        switch (mgetc()) {
        case '4':
        case 'h':
        case 'H':
            return(5);
        case '2':
        case 'j':
        case 'J':
            return(6);
        case '8':
        case 'k':
        case 'K':
            return(7);
        case '6':
        case 'l':
        case 'L':
            return(4);
        case '7':
        case 'y':
        case 'Y':
            return(3);
        case '9':
        case 'u':
        case 'U':
            return(1);
        case '1':
        case 'b':
        case 'B':
            return(2);
        case '3':
        case 'n':
        case 'N':
            return(0);
        case ESCAPE:
            clearmsg();
            return(ABORT);
        default:
            print3("That's not a direction! ");
        }
    }
}
Beispiel #7
0
/* nya ha ha ha ha haaaa.... */
void deathprint(void)
{
  mgetc();
  waddch(Msgw,'D');
  wrefresh(Msgw);
  mgetc();
  waddch(Msgw,'e');
  wrefresh(Msgw);
  mgetc();
  waddch(Msgw,'a');
  wrefresh(Msgw);
  mgetc();
  waddch(Msgw,'t');
  wrefresh(Msgw);
  mgetc();
  waddch(Msgw,'h');
  wrefresh(Msgw);
  mgetc();
}
Beispiel #8
0
/* gain for an item */
void acquire(int blessing)
{
    char otype;
    int index,id = ABORT;
    pob newthing;

    if (blessing < 0) {
        index = random_item();
        if (index == ABORT)
            mprint("You feel fortunate.");
        else {
            print1("Smoke drifts out of your pack.... ");
            print2("Destroyed: ");
            nprint2(itemid(Player.possessions[index]));
            morewait();
            dispose_lost_objects(1,Player.possessions[index]);
        }
    }
    else {
        newthing = ((pob) checkmalloc(sizeof(objtype)));
        /* DAG this assignment looks unneccessary */
        newthing->id = -1;
        if (gamestatusp(CHEATED))
            print1("Acquire which kind of item: !?][}{)/=%%\\& ");
        else
            print1("Acquire which kind of item: !?][}{)/=%%\\ ");
        otype = mgetc();
        switch (otype) {
        case (POTION&0xff):
            if (blessing > 0)
                id = itemlist(POTIONID,NUMPOTIONS);
            else
                id = random_range(NUMPOTIONS);
            if (id < 0) print2("You feel stupid.");
            else make_potion(newthing,id);
            break;
        case (SCROLL&0xff):
            if (blessing > 0)
                id = itemlist(SCROLLID,NUMSCROLLS);
            else
                id = random_range(NUMSCROLLS);
            if (id < 0) print2("You feel stupid.");
            else make_scroll(newthing,id);
            break;
        case (RING&0xff):
            if (blessing > 0)
                id = itemlist(RINGID,NUMRINGS);
            else
                id = random_range(NUMRINGS);
            if (id < 0) print2("You feel stupid.");
            else make_ring(newthing,id);
            break;
        case (STICK&0xff):
            if (blessing > 0)
                id = itemlist(STICKID,NUMSTICKS);
            else
                id = random_range(NUMSTICKS);
            if (id < 0) print2("You feel stupid.");
            else make_stick(newthing,id);
            break;
        case (ARMOR&0xff):
            if (blessing > 0)
                id = itemlist(ARMORID,NUMARMOR);
            else
                id = random_range(NUMARMOR);
            if (id < 0) print2("You feel stupid.");
            else make_armor(newthing,id);
            break;
        case (SHIELD&0xff):
            if (blessing > 0)
                id = itemlist(SHIELDID,NUMSHIELDS);
            else
                id = random_range(NUMSHIELDS);
            if (id < 0) print2("You feel stupid.");
            else make_shield(newthing,id);
            break;
        case (WEAPON&0xff):
            if (blessing > 0)
                id = itemlist(WEAPONID,NUMWEAPONS);
            else
                id = random_range(NUMWEAPONS);
            if (id < 0) print2("You feel stupid.");
            else make_weapon(newthing,id);
            break;
        case (BOOTS&0xff):
            if (blessing > 0)
                id = itemlist(BOOTID,NUMBOOTS);
            else
                id = random_range(NUMBOOTS);
            if (id < 0) print2("You feel stupid.");
            else make_boots(newthing,id);
            break;
        case (CLOAK&0xff):
            if (blessing > 0)
                id = itemlist(CLOAKID,NUMCLOAKS);
            else
                id = random_range(NUMCLOAKS);
            if (id < 0) print2("You feel stupid.");
            else make_cloak(newthing,id);
            break;
        case (FOOD&0xff):
            if (blessing > 0)
                id = itemlist(FOODID,NUMFOODS);
            else
                id = random_range(NUMFOODS);
            if (id < 0) print2("You feel stupid.");
            else make_food(newthing,id);
            break;
        case (THING&0xff):
            if (blessing > 0)
                id = itemlist(THINGID,NUMTHINGS);
            else
                id = random_range(NUMTHINGS);
            if (id < 0) print2("You feel stupid.");
            else make_thing(newthing,id);
            break;
        case (ARTIFACT&0xff):
            if (gamestatusp(CHEATED))
                id = itemlist(ARTIFACTID,NUMARTIFACTS);
            else
                id = -1;
            if (id < 0) print2("You feel stupid.");
            else make_artifact(newthing,id);
            break;
        default:
            print2("You feel stupid.");
        }
        xredraw();
        if (id != ABORT) {
            if (blessing > 0) {
                newthing->known = 2;
                Objects[id].known = 1;
            }
            newthing->used = FALSE;
            gain_item(newthing);
        }
        else
        {
            /* DAG newthing allocated but was not freed... was YA memory leak */
            /* use free() rather than free_obj() since newthing not initialized */
            free( (char *) newthing );
        }
    }
}
Beispiel #9
0
void l_sorcerors(void)
{
  char action;
  int done=FALSE,fee;
  long total;
  print1("The Circle of Sorcerors.");
  if (Player.rank[CIRCLE] == -1) {
    print2("Fool! Didn't we tell you to go away?");
    Player.mana = 0;
    dataprint();
  }
  else  while (! done) {
    if ((Player.rank[CIRCLE]==HIGHSORCEROR) &&
	(Player.level > Primelevel) &&
	find_and_remove_item(CORPSEID,LAWBRINGER)) {
      print2("You obtained the Crown of the Lawgiver!");
      morewait();
      print1("The Crown is ritually sacrificed to the Lords of Chaos.");
      print2("You are now the Prime Sorceror of the Inner Circle!");
      strcpy(Prime,Player.name);
      Primelevel = Player.level;
      morewait();
      Primebehavior = fixnpc(4);
      save_hiscore_npc(10);
      clearmsg();
      print1("You learn the Spell of Disintegration!");
      morewait();
      clearmsg();
      Spells[S_DISINTEGRATE].known = TRUE;
      Player.rank[CIRCLE] = PRIME;
      Player.maxpow += 10;
      Player.pow += 10;
    }
    menuclear();
    menuprint("May we help you?\n\n");
    menuprint("a: Become an Initiate of the Circle.\n");
    menuprint("b: Raise your rank in the Circle.\n");
    menuprint("c: Restore mana points\n");
    menuprint("ESCAPE: Leave these Chambers of Power.\n");
    showmenu();
    action = mgetc();
    if (action == ESCAPE) done = TRUE;
    else if (action == 'a') {
      if (Player.rank[CIRCLE] > 0)
	  print2("You are already an initiate!");
      else if (Player.alignment > 0)
	print2("You may not join -- you reek of Law!");
      else if (Player.rank[COLLEGE] > 0)
	print2("Foolish Mage!  You don't have the right attitude to Power!");
#ifdef INCLUDE_MONKS
      else if (Player.rank[MONKS] > 0)
	print2("Stupid monk. Go Meditate on this!");
#endif
      else {
        fee = 3000;
	fee += Player.alignment*100;
	fee += fee*(12 - Player.pow)/9;
	fee = max(100,fee);
	clearmsg();
	mprint("For you, there is an initiation fee of");
	mnumprint(fee);
	mprint(" Au.");
	print2("Pay it? [yn] ");
	if (ynq2() =='y') {
	  if (Player.cash < fee) 
	    print3("Try again when you have the cash!");
	  else {
	    print1("Prime Sorceror ");
	    nprint1(Prime);
	    print2("conducts your initiation into the circle of novices.");
	    morewait();
	    clearmsg();
	    print1("You learn the Spell of Magic Missiles.");
	    Spells[S_MISSILE].known = TRUE;
	    Player.cash -= fee;
	    dataprint();
	    Player.rank[CIRCLE] = INITIATE;
	    Player.guildxp[CIRCLE] = 1;
	    Player.maxpow++;
	    Player.pow++;
	  }
	}
      }
    }
    else if (action == 'b') {
      if (Player.rank[CIRCLE] == 0)
	print2("You have not even been initiated, yet!");
      else if (Player.alignment > -1) {
	print1("Ahh! You have grown too lawful!!!");
	print2("You are hereby blackballed from the Circle!");
	Player.rank[CIRCLE] = -1;
	morewait();
	clearmsg();
	print1("A pox upon thee!");
	if (! Player.immunity[INFECTION])
	  Player.status[DISEASED]+=100;
	print2("And a curse on your possessions!");
	morewait();
	clearmsg();
	acquire(-1);
	clearmsg();
	enchant(-1);
	bless(-1);
	print3("Die, false sorceror!");
	p_damage(25,UNSTOPPABLE,"a sorceror's curse");
 	done = TRUE;
      }
      else if (Player.rank[CIRCLE]==PRIME) 
	print2("You are at the pinnacle of mastery in the Circle.");
      else if (Player.rank[CIRCLE]==HIGHSORCEROR) {
	if (Player.level <= Primelevel)
	  print2("You are not experienced enough to advance.");
	else 
	  print2("You must return with the Crown of the LawBringer!");
      }
      else if (Player.rank[CIRCLE]==SORCEROR) {
	if (Player.guildxp[CIRCLE] < 4000)
	  print2("You are not experienced enough to advance.");
	else  {
	  print1("You are now a High Sorceror of the Inner Circle!");
	  print2("You learn the Spell of Disruption!");
	  morewait();
	  clearmsg();
	  print1("To advance you must return with the LawBringer's Crown!");
	  print2("The LawBringer resides on Star Peak.");
	  Spells[S_DISRUPT].known = TRUE;
	  Player.rank[CIRCLE] = HIGHSORCEROR;
	  Player.maxpow += 5;
	  Player.pow += 5;
	}
      }
      else if (Player.rank[CIRCLE]==ENCHANTER) {
	if (Player.guildxp[CIRCLE] < 1500)
	  print2("You are not experienced enough to advance.");
	else  {
	  print1("You are now a member of the Circle of Sorcerors!");
	  print2("You learn the Spell of Ball Lightning!");
	  Spells[S_LBALL].known = TRUE;
	  Player.rank[CIRCLE] = SORCEROR;
	  Player.maxpow += 2; 
	  Player.pow+=2;
	}
      }
      else if (Player.rank[CIRCLE]==INITIATE) {
	if (Player.guildxp[CIRCLE] < 400)
	  print2("You are not experienced enough to advance.");
	else  {
	  print1("You are now a member of the Circle of Enchanters!");
	  print2("You learn the Spell of Firebolts.");
	  Spells[S_FIREBOLT].known = TRUE;
	  Player.rank[CIRCLE] = ENCHANTER;
	  Player.maxpow+=2;
	  Player.pow+=2;
	}
      }
    }
    else if (action == 'c') {
      done = TRUE;
      fee = Player.level*100;
      if (Player.rank[CIRCLE]) fee = fee / 2;
      clearmsg();
      print1("That will be: ");
      mnumprint(fee);
      nprint1("Au. Pay it? [yn] ");
      if (ynq1()=='y') {
	if (Player.cash < fee) 
	  print2("Begone, deadbeat, or face the wrath of the Circle!");
	else {
	  Player.cash -= fee;
	  total = calcmana();
	  while (Player.mana < total) {
	    Player.mana++;
	    dataprint();
	  }
	  print2("Have a sorcerous day, now!");
	}
      }
      else print2("Be seeing you!");
    }
  }
  xredraw();
}
Beispiel #10
0
void l_monastery(void)
{
  char action;
  int done=FALSE,enrolled = FALSE;
  print1("Tholian Monastery of Rampart. Founded 12031, AOF.");
  print2("Welcome to our humble hovel.");
  if (nighttime())
    print2("The monastery doors are sealed until dawn.");
  else {
    while (! done) {
      menuclear();
      menuprint("Find your True Course:\n\n");
      menuprint("a: Discover the Way.\n");
      menuprint("b: Meditate on the Path.\n");
      menuprint("c: Meditate on Knowledge.\n");
      menuprint("d: Take an extended Meditation.\n");
      menuprint("ESCAPE: Re-enter the World.\n");
      showmenu();
      action = mgetc();
      if (action == ESCAPE) {
	done = TRUE;
	calc_melee();
      }
      else if (action == 'a') {
	if (Player.rank[MONKS] > 0)
	  print2("You are already initiated, Brother.");
	else if (Player.con < 13) 
	  print2("Your body is too fragile to walk the Path, child.");
	else if (Player.pow < 13) 
	  print2("Your mind is too fragile to follow the Path, child.");
	else if (Player.rank[COLLEGE] > 0)
	  print2("The Collegium has corruputed your spirit, child.");
	else if (Player.rank[CIRCLE] > 0)
	  print2("The Circle has corruputed your spirit, child.");
	else {
	  if (Player.pow > 17) {
	    print2("Your spirit is strong. You may study the Path with us.");
	    morewait();
	    enrolled=TRUE;
	  }
	  else {
	    print1("A substantial cash sacrifice will cleanse your spirit.. ");
	    print2("Donate your worldly goods? [yn] ");
	    if (ynq1() =='y') {
	      if (Player.cash < 1000)
		{
                  /* WDT HACK! I'd rather the monks have some other
		   * criteria for joining. */
		  print2("You have not much to give.");
		}
	      else {
		Player.cash = 0;
		enrolled = TRUE;
		dataprint();
	      }		
	    }
	  }
	  if (enrolled) {
	    print1("Grandmaster ");
	    nprint1(Grandmaster);
	    nprint1(" welcomes you to the Brotherhood.");
	    print2("You are now a Tholian Monk trainee!");
	    morewait();
	    print2("You may study the Way with us.");
	    Studiesleft = 1;
	    Player.rank[MONKS] = MONK_TRAINEE;
	    Player.guildxp[MONKS] = 1;
	    Player.maxpow += 1;
	    Player.pow += 1;
	  }
	}
      }
      else if (action == 'b') {
	if (Player.rank[MONKS] == 0)
	  print2("You are not yet initiated, child.");
	else if (Player.rank[MONKS]==MONK_GRANDMASTER) 
	  print2("Your advancement lies within, Grandmaster.");
	else if (Player.rank[MONKS]==MONK_MASTER_TEARS) {
	  if (Player.level <= Grandmasterlevel)
	    print2("Seek more experience, Master.");
	  else if ((Player.rank[MONKS]==MONK_MASTER_TEARS) &&
		   (Player.level > Grandmasterlevel) &&
		   find_and_remove_item(CORPSEID,EATER))
	    {
	      print1("You brought back the heart of the Eater of Magic!");
	      morewait();
	      print1("The Heart is sent to the placed in the kitchen cauldron.");
	      print2("The Grandmaster steps down. You are the new Grandmaster.");
	      morewait();
	      clearmsg();
	      strcpy(Grandmaster,Player.name);
	      Grandmasterlevel = Player.level;
	      Player.rank[MONKS] = MONK_GRANDMASTER;
	      Player.maxhp += (Player.maxpow * 3);
	      Player.maxiq += 5;
	      Player.iq+= 5;
	      Player.maxpow += 3;
	      Player.pow += 3;
	      Player.maxstr += 3;
	      Player.str += 3;
	      morewait();
	      Grandmasterbehavior = fixnpc(4);
	      save_hiscore_npc(16);
	    }
	  else
	    print2("You must return with the heart of the Eater of Magic!");

	}
	else if (Player.rank[MONKS]==MONK_MASTER_PAINS) {
	  if (Player.guildxp[MONKS] < 40000)
	    print2("Seek more experience, Master.");
	  else  {
	    print1("You have travelled far, Master.");
	    print2("You are now Master of Tears.");
	    Studiesleft += 6;
	    morewait();
	    print1("To become Grandmaster, you must return with the");
	    print2("heart of the Eater of Magic");
	    morewait();
	    clearmsg();
	    print1("The Eater may be found on a desert isle somewhere.");
	    Spells[S_REGENERATE].known = TRUE;
	    Player.rank[MONKS] = MONK_MASTER_TEARS;
	    Player.maxhp += (Player.maxpow * 2);
	    Player.maxpow += 2;
	    Player.pow += 2;
	    Player.maxstr += 2;
	    Player.str += 2;
	    Player.maxagi += 2;
	    Player.agi += 2;
	  }
	}
	else if (Player.rank[MONKS]==MONK_MASTER_SIGHS) {
	  if (Player.guildxp[MONKS] < 15000)
	    print2("Seek more experience, Master.");
	  else  {
	    print1("The Path is long, Master.");
	    print2("You are now Master of Pain.");
	    morewait();
	    print1("You feel enlightened.");
	    morewait();
	    clearmsg();
	    Studiesleft +=4;
	    Spells[S_RITUAL].known = TRUE;
	    Spells[S_RESTORE].known = TRUE;
	    Player.status[ILLUMINATION] = 1500;  /* enlightened */
	    Player.rank[MONKS] = MONK_MASTER_PAINS;
	    Player.maxhp += Player.maxpow;
	    Player.maxcon += 1;
	    Player.con += 1;
	    Player.maxdex += 2;
	    Player.dex += 2;
	  }
	}
	else if (Player.rank[MONKS]==MONK_MASTER) {
	  if (Player.guildxp[MONKS] < 9000)
	    print2("Seek more experience, Master.");
	  else  {
	    print1("Drink, weary Master.");
	    print2("You are now Master of Sighs.");
	    morewait();
	    clearmsg();
	    Studiesleft +=2;
	    Spells[S_HASTE].known = TRUE;
	    Player.rank[MONKS] = MONK_MASTER_SIGHS;
	    Player.maxhp += Player.maxpow;
	    Player.maxcon += 1;
	    Player.con += 1;
	    Player.maxiq += 2;
	    Player.iq += 2;
	  }
	}
	else if (Player.rank[MONKS]==MONK_MONK) {
	  if (Player.guildxp[MONKS] < 3000)
	    print2("Seek more experience, Brother.");
	  else  {
	    print1("A thousand steps on the path, Brother.");
	    print2("You are now a Master.");
	    morewait();
	    clearmsg();
	    Studiesleft +=2;
	    Spells[S_HEAL].known = TRUE;
	    Player.rank[MONKS] = MONK_MASTER;
	    Player.maxhp += Player.maxpow;
	    Player.maxcon += 1;
	    Player.con += 1;
	    Player.maxpow += 2;
	    Player.pow += 5; /* [sic] */
	  }
	}
	else if (Player.rank[MONKS]==MONK_TRAINEE) {
	  if (Player.guildxp[MONKS] < 1500)
	    print2("Seek more experience, Brother.");
	  else  {
	    print1("You have sought wisdom, Brother.");
	    print2("You are now a Tholian Monk.");
	    morewait();
	    clearmsg();
	    Studiesleft +=2;
	    Spells[S_CURE].known = TRUE;
	    Player.rank[MONKS] = MONK_MONK;
	    Player.maxhp += Player.maxpow;
	    Player.maxcon += 1;
	    Player.con += 1;
	    Player.maxpow += 1;
	    Player.pow += 1; 
	  }
	}
      }
      else if (action == 'c') {
	clearmsg();
	if (Studiesleft > 0) {
	  print1("Studies permitted: ");
	  mnumprint(Studiesleft);
	  nprint1(" Studies.");
	  morewait();
	}
	if (Studiesleft < 1) {
	  print1("Sacrifice clears a cluttered heart. ");
	  nprint1("Donate your worldly cash? [yn] ");
	  if (ynq1()=='y') {
	    if (Player.cash < 2000)
	      {
		if ( Player.rank[MONKS] >= MONK_GRANDMASTER )
		  print2("You have not much to give, Grandmaster.");
		else if ( Player.rank[MONKS] >= MONK_MASTER )
		  print2("You have not much to give, Master.");
		else
		  print2("You have not much to give, Brother.");
	      }
	    else {
	      Player.cash = 0;
	      dataprint();
	      Studiesleft = 1;
	    }
	  }
	}
	if (Studiesleft > 0) {
	  learnspell(0);
	  Studiesleft--;
	}
      }
      else if (action == 'd') {
	if (Player.rank[MONKS] < MONK_MASTER) {
	  clearmsg();
	  print1("Only Masters can achieve extended meditation, child.");
	  print2(" ");
	}
	else {
	  int i = 0;
	  clearmsg();
	  print1("Seeking inner truth...");
	  morewait();
	  clearmsg();
	  morewait();
	  toggle_item_use(TRUE);
	  Player.cash = 0;
	  Player.hp = Player.maxhp;
	  Player.str = Player.maxstr;
	  Player.agi = Player.maxagi;
	  Player.con = Player.maxcon;
	  Player.dex = Player.maxdex;
	  Player.iq = Player.maxiq;
	  Player.pow = Player.maxpow;
	  for (i=0;i<NUMSTATI;i++)
	    if (Player.status[i]<1000) Player.status[i]=0;
	  toggle_item_use(FALSE);
	  Player.food = 43;
	  print2("Your body and mind are whole.");
	  if (random_range(2) == 1) {
	    morewait();
	    print1("Extra whole!");
	    Player.maxhp += 1;
	  }
	}
	Time += 60*24*7;
	Date += 7;
	moon_check();
	timeprint();
      }

    }
  }
  xredraw();
}
Beispiel #11
0
void l_college(void)
{
  char action;
  int done=FALSE,enrolled = FALSE;
  print1("The Collegium Magii. Founded 16937, AOF.");
  if (nighttime())
    print2("The Registration desk is closed at night....");
  else {
    while (! done) {
      if ((Player.rank[COLLEGE]==MAGE) &&
	  (Player.level > Archmagelevel) &&
	  find_and_remove_item(CORPSEID,EATER)) {
	print1("You brought back the heart of the Eater of Magic!");
	morewait();
	print1("The Heart is sent to the labs for analysis.");
	print2("The Board of Trustees appoints you Archmage!");
	morewait();
	clearmsg();
	strcpy(Archmage,Player.name);
	Archmagelevel = Player.level;
	Player.rank[COLLEGE] = ARCHMAGE;
	Player.maxiq += 5;
	Player.iq += 5;
	Player.maxpow += 5;
	Player.pow += 5;
	morewait();
	Archmagebehavior = fixnpc(4);
	save_hiscore_npc(9);
      }
      menuclear();
      menuprint("May we help you?\n\n");
      menuprint("a: Enroll in the College.\n");
      menuprint("b: Raise your College rank.\n");
      menuprint("c: Do spell research.\n");
      menuprint("ESCAPE: Leave these hallowed halls.\n");
      showmenu();
      action = mgetc();
      if (action == ESCAPE) done = TRUE;
      else if (action == 'a') {
	if (Player.rank[COLLEGE] > 0)
	  print2("You are already enrolled!");
	else if (Player.iq < 13) 
	  print2("Your low IQ renders you incapable of being educated.");
	else if (Player.rank[CIRCLE] > 0)
	  print2("Sorcery and our Magic are rather incompatible, no?");
#ifdef INCLUDE_MONKS
	else if (Player.rank[MONKS] > 0)
	  print2("Meditation will not leave you enough time for studies.");
#endif
	else {
	  if (Player.iq > 17) {
	    print2("You are given a scholarship!");
	    morewait();
	    enrolled=TRUE;
	  }
	  else {
	    print1("Tuition is 1000Au. ");
	    nprint1("Pay it? [yn] ");
	    if (ynq1() =='y') {
	      if (Player.cash < 1000)
		print2("You don't have the funds!");
	      else {
		Player.cash -= 1000;
		enrolled = TRUE;
		dataprint();
	      }		
	    }
	  }
	  if (enrolled) {
	    print1("Archmage ");
	    nprint1(Archmage);
	    nprint1(" greets you and congratulates you on your acceptance.");
	    print2("You are now enrolled in the Collegium Magii!");
	    morewait();
	    print1("You are now a Novice.");
	    print2("You may research 1 spell, for your intro class.");
	    Spellsleft = 1;
	    Player.rank[COLLEGE] = INITIATE;
	    Player.guildxp[COLLEGE] = 1;
	    Player.maxiq += 1;
	    Player.iq += 1;
	    Player.maxpow += 1;
	    Player.pow += 1;
	  }
	}
      }
      else if (action == 'b') {
	if (Player.rank[COLLEGE] == 0)
	  print2("You have not even been initiated, yet!");
	else if (Player.rank[COLLEGE]==ARCHMAGE) 
	  print2("You are at the pinnacle of mastery in the Collegium.");
	else if (Player.rank[COLLEGE]==MAGE) {
	  if (Player.level <= Archmagelevel)
	    print2("You are not experienced enough to advance.");
	  else
	    print2("You must return with the heart of the Eater of Magic!");
	}
	else if (Player.rank[COLLEGE]==PRECEPTOR) {
	  if (Player.guildxp[COLLEGE] < 4000)
	    print2("You are not experienced enough to advance.");
	  else  {
	    print1("You are now a Mage of the Collegium Magii!");
	    print2("You may research 6 spells for postdoctoral research.");
	    Spellsleft += 6;
	    morewait();
	    print1("To become Archmage, you must return with the");
	    print2("heart of the Eater of Magic");
	    morewait();
	    clearmsg();
	    print1("The Eater may be found on a desert isle somewhere.");
	    Player.rank[COLLEGE] = MAGE;
	    Player.maxiq += 2;
	    Player.iq += 2;
	    Player.maxpow += 2;
	    Player.pow += 2;
	  }
	}
	else if (Player.rank[COLLEGE]==STUDENT) {
	  if (Player.guildxp[COLLEGE] < 1500)
	    print2("You are not experienced enough to advance.");
	  else  {
	    print1("You are now a Preceptor of the Collegium Magii!");
	    print2("You are taught the basics of ritual magic.");
	    morewait();
	    clearmsg();
	    print1("Your position allows you to research 4 spells.");
	    Spellsleft +=4;
	    Spells[S_RITUAL].known = TRUE;
	    Player.rank[COLLEGE] = PRECEPTOR;
	    Player.maxiq += 1;
	    Player.iq += 1;
	    Player.maxpow += 1;
	    Player.pow += 1;
	  }
	}
	else if (Player.rank[COLLEGE]==NOVICE) {
	  if (Player.guildxp[COLLEGE] < 400)
	    print2("You are not experienced enough to advance.");
	  else  {
	    print1("You are now a Student at the Collegium Magii!");
	    print2("You are taught the spell of identification.");
	    morewait();
	    clearmsg();
	    print1("Thesis research credit is 2 spells.");
	    Spellsleft+=2;
	    Spells[S_IDENTIFY].known = TRUE;
	    Player.rank[COLLEGE] = STUDENT;
	    Player.maxiq += 1;
	    Player.iq += 1;
	    Player.maxpow += 1;
	    Player.pow += 1;
	  }
	}
      }
      else if (action == 'c') {
	clearmsg();
	if (Spellsleft > 0) {
	  print1("Research permitted: ");
	  mnumprint(Spellsleft);
	  nprint1(" Spells.");
	  morewait();
	}
	if (Spellsleft < 1) {
	  print1("Extracurricular Lab fee: 2000 Au. ");
	  nprint1("Pay it? [yn] ");
	  if (ynq1()=='y') {
	    if (Player.cash < 2000) 
	      print1("Try again when you have the cash.");
	    else {
	      Player.cash -= 2000;
	      dataprint();
	      Spellsleft = 1;
	    }
	  }
	}
	if (Spellsleft > 0) {
	  learnspell(0);
	  Spellsleft--;
	}
      }
    }
  }
  xredraw();
}
Beispiel #12
0
/* deal with a new player command in countryside mode */
void p_country_process(void)
{
    int no_op;

    drawvision(Player.x,Player.y);
    do {
        no_op = FALSE;
        Cmd = mgetc();
        clear_if_necessary();
        switch (Cmd) {
        case ' ':
        case 13:
            no_op = TRUE;
            break;
        case 7:
            wizard();
            break; /* ^g */
        case 12:
            xredraw();
            no_op = TRUE;
            break; /* ^l */
#if !defined(WIN32)
        case 16:
            bufferprint();
            no_op = TRUE;
            break; /* ^p */
#else
        case 15:
            bufferprint();
            no_op = TRUE;
            break; /* ^o */
#endif
        case 18:
            redraw();
            no_op = TRUE;
            break; /* ^r */
        case 23:
            if (gamestatusp(CHEATED)) drawscreen();
            break; /* ^w */
        case 24:
            if (gamestatusp(CHEATED) ||
                    Player.rank[ADEPT]) wish(1);
            break; /* ^x */
        case 'd':
            drop();
            break;
        case 'e':
            eat();
            break;
        case 'i':
            do_inventory_control();
            break;
        case 's':
            countrysearch();
            break;
        case 'x':
            examine();
            break;
        case 'E':
            dismount_steed();
            break;
        case 'H':
            hunt(Country[Player.x][Player.y].current_terrain_type);
            break;
        case 'I':
            if (! optionp(TOPINV)) top_inventory_control();
            else {
                menuclear();
                display_possessions();
                inventory_control();
            }
            break;
        case 'O':
            setoptions();
            break;
        case 'P':
            show_license();
            break; /* actually show_license is in file.c */
        case 'Q':
            quit();
            break;
        case 'R':
            rename_player();
            break;
        case 'S':
            save(FALSE);
            break;
        case 'V':
            version();
            break;
        case '>':
            enter_site(Country[Player.x][Player.y].base_terrain_type);
            break;
        case '#':
            if (gamestatusp(CHEATED)) editstats();
            break; /* RAC - char editor */
        case '/':
            charid();
            no_op = TRUE;
            break;
        case '?':
            help();
            no_op = TRUE;
            break;
        case '4':
        case 'h':
            movepincountry(-1,0);
            break;
        case '2':
        case 'j':
            movepincountry(0,1);
            break;
        case '8':
        case 'k':
            movepincountry(0,-1);
            break;
        case '6':
        case 'l':
            movepincountry(1,0);
            break;
        case '1':
        case 'b':
            movepincountry(-1,1);
            break;
        case '3':
        case 'n':
            movepincountry(1,1);
            break;
        case '7':
        case 'y':
            movepincountry(-1,-1);
            break;
        case '9':
        case 'u':
            movepincountry(1,-1);
            break;
        default:
            commanderror();
            no_op = TRUE;
            break;
        }
    } while (no_op);
    screencheck(Player.x,Player.y);
}
Beispiel #13
0
/* deal with a new player command in dungeon or city mode*/
void p_process(void)
{
    static int searchval=0;

    if (Player.status[BERSERK])
        if (goberserk()) {
            setgamestatus(SKIP_PLAYER);
            drawvision(Player.x,Player.y);
        }
    if (! gamestatusp(SKIP_PLAYER)) {
        if (searchval > 0) {
            searchval--;
            if (searchval == 0) resetgamestatus(FAST_MOVE);
        }
        drawvision(Player.x,Player.y);
        if (! gamestatusp(FAST_MOVE)) {
            searchval = 0;
            Cmd = mgetc();
            clear_if_necessary();
        }
        Command_Duration = 0;
        switch (Cmd) {
        case ' ':
        case 13:
            setgamestatus(SKIP_MONSTERS);
            break; /*no op on space or return*/
        case 6:
            abortshadowform();
            break; /* ^f */
        case 7:
            wizard();
            break; /* ^g */
        case 4:
            player_dump();
            break; /* ^d */
        case 9:
            display_pack();
            morewait();
            xredraw();
            break; /* ^i */
        case 11:
            if (gamestatusp(CHEATED)) frobgamestatus();
            break;
        case 12:
            xredraw();
            setgamestatus(SKIP_MONSTERS);
            break; /* ^l */
#if !defined(WIN32)
        case 16:
            bufferprint();
            setgamestatus(SKIP_MONSTERS);
            break; /* ^p */
#else
        case 15:
            bufferprint();
            setgamestatus(SKIP_MONSTERS);
            break; /* ^o */
#endif
        case 18:
            redraw();
            setgamestatus(SKIP_MONSTERS);
            break; /* ^r */
        case 23:
            if (gamestatusp(CHEATED)) drawscreen();
            break; /* ^w */
        case 24: /* ^x */
            if (gamestatusp(CHEATED) ||
                    Player.rank[ADEPT])
                wish(1);
            Command_Duration = 5;
            break;
        case 'a':
            zapwand();
            Command_Duration = Player.speed*8/5;
            break;
        case 'c':
            closedoor();
            Command_Duration = Player.speed*2/5;
            break;
        case 'd':
            drop();
            Command_Duration = Player.speed*5/5;
            break;
        case 'e':
            eat();
            Command_Duration = 30;
            break;
        case 'f':
            fire();
            Command_Duration = Player.speed*5/5;
            break;
        case 'g':
            pickup();
            Command_Duration = Player.speed*10/5;
            break;
        case 'i':
            do_inventory_control();
            break;
        case 'm':
            magic();
            Command_Duration = 12;
            break;
        case 'o':
            opendoor();
            Command_Duration = Player.speed*5/5;
            break;
        case 'p':
            pickpocket();
            Command_Duration = Player.speed*20/5;
            break;
        case 'q':
            quaff();
            Command_Duration = 10;
            break;
        case 'r':
            peruse();
            Command_Duration = 20;
            break;
        case 's':
            search(&searchval);
            Command_Duration = 20;
            break;
        case 't':
            talk();
            Command_Duration = 10;
            break;
        case 'v':
            vault();
            Command_Duration = Player.speed*10/5;
            break;
        case 'x':
            examine();
            Command_Duration = 1;
            break;
        case 'z':
            bash_location();
            Command_Duration = Player.speed*10/5;
            break;
        case 'A':
            activate();
            Command_Duration = 10;
            break;
        case 'C':
            callitem();
            break;
        case 'D':
            disarm();
            Command_Duration = 30;
            break;
        case 'E':
            dismount_steed();
            Command_Duration = Player.speed*10/5;
            break;
        case 'F':
            tacoptions();
            break;
        case 'G':
            give();
            Command_Duration = 10;
            break;
        case 'I':
            if (! optionp(TOPINV)) top_inventory_control();
            else {
                display_possessions();
                inventory_control();
            }
            break;
        case 'M':
            city_move();
            Command_Duration = 10;
            break;
        case 'O':
            setoptions();
#if defined(WIN32)
            show_screen();
            xredraw();
#endif
            break;
        case 'P':
            show_license();
            break; /* actually show_license is in file.c */
        case 'Q':
            quit();
            break;
        case 'R':
            rename_player();
            break;
        case 'S':
            save(FALSE);
            break;
        case 'T':
            tunnel();
            Command_Duration =  Player.speed*30/5;
            break;
        case 'V':
            version();
            break;
        case 'Z':
            bash_item();
            Command_Duration = Player.speed*10/5;
            break;
        case '.':
            rest();
            Command_Duration = 10;
            break;
        case ',':
            Command_Duration = 10;
            nap();
            break;
        case '>':
            downstairs();
            break;
        case '<':
            upstairs();
            break;
        case '@':
            p_movefunction(Level->site[Player.x][Player.y].p_locf);
            Command_Duration = 5;
            break;
        case '#':
            if (gamestatusp(CHEATED)) editstats();
            break; /* RAC - char editor */
        case '/':
            charid();
            setgamestatus(SKIP_MONSTERS);
            break;
        case '?':
            help();
            setgamestatus(SKIP_MONSTERS);
            break;
        case '4':
        case 'h':
            moveplayer(-1,0);
            Command_Duration = Player.speed*5/5;
            break;
        case '2':
        case 'j':
            moveplayer(0,1);
            Command_Duration = Player.speed*5/5;
            break;
        case '8':
        case 'k':
            moveplayer(0,-1);
            Command_Duration = Player.speed*5/5;
            break;
        case '6':
        case 'l':
            moveplayer(1,0);
            Command_Duration = Player.speed*5/5;
            break;
        case '1':
        case 'b':
            moveplayer(-1,1);
            Command_Duration = Player.speed*5/5;
            break;
        case '3':
        case 'n':
            moveplayer(1,1);
            Command_Duration = Player.speed*5/5;
            break;
        case '7':
        case 'y':
            moveplayer(-1,-1);
            Command_Duration = Player.speed*5/5;
            break;
        case '9':
        case 'u':
            moveplayer(1,-1);
            Command_Duration = Player.speed*5/5;
            break;
        case '5':
            setgamestatus(SKIP_MONSTERS); /* don't do anything; a dummy turn */
            Cmd = mgetc();
            while ((Cmd != ESCAPE) &&
                    ((Cmd < '1') || (Cmd > '9') || (Cmd=='5'))) {
                print3("Run in keypad direction [ESCAPE to abort]: ");
                Cmd = mgetc();
            }
            if (Cmd != ESCAPE) 
                setgamestatus(FAST_MOVE);
            else
                clearmsg3();
            break;
        case 'H':
            setgamestatus(FAST_MOVE);
            Cmd = 'h';
            moveplayer(-1,0);
            Command_Duration = Player.speed*4/5;
            break;
        case 'J':
            setgamestatus(FAST_MOVE);
            Cmd = 'j';
            moveplayer(0,1);
            Command_Duration = Player.speed*4/5;
            break;
        case 'K':
            setgamestatus(FAST_MOVE);
            Cmd = 'k';
            moveplayer(0,-1);
            Command_Duration = Player.speed*4/5;
            break;
        case 'L':
            setgamestatus(FAST_MOVE);
            Cmd = 'l';
            moveplayer(1,0);
            Command_Duration = Player.speed*4/5;
            break;
        case 'B':
            setgamestatus(FAST_MOVE);
            Cmd = 'b';
            moveplayer(-1,1);
            Command_Duration = Player.speed*4/5;
            break;
        case 'N':
            setgamestatus(FAST_MOVE);
            Cmd = 'n';
            moveplayer(1,1);
            Command_Duration = Player.speed*4/5;
            break;
        case 'Y':
            setgamestatus(FAST_MOVE);
            Cmd = 'y';
            moveplayer(-1,-1);
            Command_Duration = Player.speed*4/5;
            break;
        case 'U':
            setgamestatus(FAST_MOVE);
            Cmd = 'u';
            moveplayer(1,-1);
            Command_Duration = Player.speed*4/5;
            break;
        default:
            commanderror();
            setgamestatus(SKIP_MONSTERS);
            break;
        }
    }
    if (Current_Environment != E_COUNTRYSIDE) roomcheck();
    screencheck(Player.x,Player.y);
}
Beispiel #14
0
char org_load(int songno)
{
static const char *magic = "Org-02";
char buf[8];
char *f;
char **fp;
int i, j;

	f = org_data[songno];
   fp = &f;
	if (!fp) {
      NX_WARN("org_load: no such file: '%d'\n", songno);
      return 1;
   }
	
	for(i=0;i<6;i++) { buf[i] = mgetc(fp); } buf[i] = 0;
	if (strcmp(buf, magic)) {
      NX_WARN("org-load: not an org file (got '%s')\n", buf);
      //fclose(fp);
      return 1;
   }
	NX_LOG("%d: %s detected\n", songno, magic);
	
	//fseek(fp, 0x06, SEEK_SET);
	
	song.ms_per_beat = mgeti(fp);
	song.steps_per_bar = mgetc(fp);
	song.beats_per_step = mgetc(fp);
	song.loop_start = mgetl(fp);
	song.loop_end = mgetl(fp);
	
	//song.ms_per_beat = 500;
	//song.loop_start = 64;
	
	if (song.loop_end < song.loop_start)
	{
		visible_warning("org_load: loop end is before loop start");
		//fclose(fp);
		return 1;
	}
	
	// compute how long the last beat of a note should be (it should not use up the whole beat)
	song.ms_of_last_beat_of_note = song.ms_per_beat - (int)((double)song.ms_per_beat * 0.1);
	
	// not actually used in this module, but the larger program might want to know this
	song.beats_per_bar = (song.beats_per_step * song.steps_per_bar);
	
	/*lprintf("tempo: %d ms/beat\n", song.ms_per_beat);
	lprintf("beats_per_step: %d\n", song.beats_per_step);
	lprintf("steps_per_bar: %d\n", song.steps_per_bar);
	lprintf("loop begins on beat %d\n", song.loop_start);
	lprintf("loop ends on beat %d\n", song.loop_end);*/
	
	for(i=0;i<16;i++)
	{
		song.instrument[i].pitch = mgeti(fp);
		song.instrument[i].wave = mgetc(fp);
		song.instrument[i].pi = mgetc(fp);
		song.instrument[i].nnotes = mgeti(fp);
		
		if (song.instrument[i].nnotes >= MAX_SONG_LENGTH)
		{
			visible_warning(" * org_load: instrument %d has too many notes! (has %d, max %d)", i, song.instrument[i].nnotes, MAX_SONG_LENGTH);
			//fclose(fp);
			return 1;
		}
		
		/*if (song.instrument[i].nnotes)
		{
			lprintf("Instrument %d: ", i);
			lprintf(" Pitch: %d, ", song.instrument[i].pitch);
			lprintf(" Wave: %d, ", song.instrument[i].wave);
			lprintf(" Pi: %d, ", song.instrument[i].pi);
			lprintf(" Nnotes: %d\n", song.instrument[i].nnotes);
		}*/
		
		// substitute unavailable drums
		// credits track for one, has Per02 set which CS didn't actually have, I don't think
		if (i >= 8)
		{
			switch(song.instrument[i].wave)
			{
				case 9: song.instrument[i].wave = 8; break;
			}
		}
	}
	
	for(i=0;i<16;i++)
	{
		for(j=0;j<song.instrument[i].nnotes;j++) song.instrument[i].note[j].beat = mgetl(fp);
		for(j=0;j<song.instrument[i].nnotes;j++) song.instrument[i].note[j].note = mgetc(fp);
		for(j=0;j<song.instrument[i].nnotes;j++) song.instrument[i].note[j].length = mgetc(fp);
		for(j=0;j<song.instrument[i].nnotes;j++) song.instrument[i].note[j].volume = mgetc(fp);
		for(j=0;j<song.instrument[i].nnotes;j++) song.instrument[i].note[j].panning = mgetc(fp);
	}
	
	//fclose(fp);
	return init_buffers();
}
Beispiel #15
0
// Adjust configuration parameters before initialisation
// sequence.
void PreMemInit(
    MRCParams_t *mrc_params)
{
  const DRAMParams_t *dram_params;

  uint8_t dram_width;
  uint32_t dram_cfg_index;
  uint32_t channel_i;

  ENTERFN();

#ifdef MRC_SV
  {
    uint8_t ch;

    myloop:

    DPF(D_INFO, "- c - continue\n");
    DPF(D_INFO, "- f - boot mode [%d]\n", mrc_params->boot_mode);
    DPF(D_INFO, "- r - rank enable [%d]\n", mrc_params->rank_enables);
    DPF(D_INFO, "- e - ecc switch [%d]\n", mrc_params->ecc_enables);
    DPF(D_INFO, "- b - scrambling switch [%d]\n", mrc_params->scrambling_enables);
    DPF(D_INFO, "- a - adr mode [%d]\n", mrc_params->address_mode);
    DPF(D_INFO, "- m - menu after mrc [%d]\n", mrc_params->menu_after_mrc);
    DPF(D_INFO, "- t - tune to rcvn [%d]\n", mrc_params->tune_rcvn);
    DPF(D_INFO, "- o - odt switch [%d]\n", mrc_params->rd_odt_value);
    DPF(D_INFO, "- d - dram density [%d]\n", mrc_params->params.DENSITY);
    DPF(D_INFO, "- p - power down disable [%d]\n", mrc_params->power_down_disable);
    DPF(D_INFO, "- l - log switch 0x%x\n", DpfPrintMask);
    ch = mgetc();

    switch (ch)
    {
    case 'f':
      mrc_params->boot_mode >>= 1;
      if(mrc_params->boot_mode == bmUnknown)
      {
         mrc_params->boot_mode = bmWarm;
      }
      DPF(D_INFO, "Boot mode %d\n", mrc_params->boot_mode);
      break;

    case 'p':
      mrc_params->power_down_disable ^= 1;
      DPF(D_INFO, "Power down disable %d\n", mrc_params->power_down_disable);
      break;

    case 'r':
      mrc_params->rank_enables ^= 2;
      DPF(D_INFO, "Rank enable %d\n", mrc_params->rank_enables);
      break;

    case 'e':
      mrc_params->ecc_enables ^= 1;
      DPF(D_INFO, "Ecc enable %d\n", mrc_params->ecc_enables);
      break;

    case 'b':
      mrc_params->scrambling_enables ^= 1;
      DPF(D_INFO, "Scrambler enable %d\n", mrc_params->scrambling_enables);
      break;

    case 'a':
      mrc_params->address_mode = (mrc_params->address_mode + 1) % 3;
      DPF(D_INFO, "Adr mode %d\n", mrc_params->address_mode);
      break;

    case 'm':
       mrc_params->menu_after_mrc ^= 1;
      DPF(D_INFO, "Menu after mrc %d\n", mrc_params->menu_after_mrc);
      break;

    case 't':
      mrc_params->tune_rcvn ^= 1;
      DPF(D_INFO, "Tune to rcvn %d\n", mrc_params->tune_rcvn);
      break;

    case 'o':
      mrc_params->rd_odt_value = (mrc_params->rd_odt_value + 1) % 4;
      DPF(D_INFO, "Rd_odt_value %d\n", mrc_params->rd_odt_value);
      break;

    case 'd':
      mrc_params->params.DENSITY = (mrc_params->params.DENSITY + 1) % 4;
      DPF(D_INFO, "Dram density %d\n", mrc_params->params.DENSITY);
      break;

    case 'l':
      DpfPrintMask ^= 0x30;
      DPF(D_INFO, "Log mask %x\n", DpfPrintMask);
      break;

    default:
      break;
    }

    if (ch != 'c')
      goto myloop;

  }
#endif

  // initially expect success
  mrc_params->status = MRC_SUCCESS;

  // todo!!! Setup board layout (must be reviewed as is selecting static timings)
  // 0 == R0 (DDR3 x16), 1 == R1 (DDR3 x16), 2 == DV (DDR3 x8), 3 == SV (DDR3 x8)
  if (mrc_params->dram_width == x8)
  {
    mrc_params->board_id = 2;  // select x8 layout
  }
  else
  {
    mrc_params->board_id = 0;  // select x16 layout
  }

  // initially no memory
  mrc_params->mem_size = 0;
  channel_i = 0;

  // begin of channel settings
  dram_width = mrc_params->dram_width;
  dram_params = &mrc_params->params;
  dram_cfg_index = 0;

  // Determine Column & Row Bits:
  // Column:
  // 11 for 8Gbx8, else 10
  mrc_params->column_bits[channel_i] = ((dram_params[dram_cfg_index].DENSITY == 4) && (dram_width == x8)) ? (11) : (10);

  // Row:
  // 512Mbx16=12 512Mbx8=13
  //   1Gbx16=13   1Gbx8=14
  //   2Gbx16=14   2Gbx8=15
  //   4Gbx16=15   4Gbx8=16
  //   8Gbx16=16   8Gbx8=16
  mrc_params->row_bits[channel_i] = 12 + (dram_params[dram_cfg_index].DENSITY)
      + (((dram_params[dram_cfg_index].DENSITY < 4) && (dram_width == x8)) ? (1) : (0));

  // Determine Per Channel Memory Size:
  // (For 2 RANKs, multiply by 2)
  // (For 16 bit data bus, divide by 2)
  // DENSITY  WIDTH   MEM_AVAILABLE
  // 512Mb    x16     0x008000000 ( 128MB)
  // 512Mb    x8      0x010000000 ( 256MB)
  // 1Gb      x16     0x010000000 ( 256MB)
  // 1Gb      x8      0x020000000 ( 512MB)
  // 2Gb      x16     0x020000000 ( 512MB)
  // 2Gb      x8      0x040000000 (1024MB)
  // 4Gb      x16     0x040000000 (1024MB)
  // 4Gb      x8      0x080000000 (2048MB)
  mrc_params->channel_size[channel_i] = (1 << dram_params[dram_cfg_index].DENSITY);
  mrc_params->channel_size[channel_i] *= ((dram_width == x8) ? (2) : (1));
  mrc_params->channel_size[channel_i] *= (mrc_params->rank_enables == 0x3) ? (2) : (1);
  mrc_params->channel_size[channel_i] *= (mrc_params->channel_width == x16) ? (1) : (2);

  // Determine memory size (convert number of 64MB/512Mb units)
  mrc_params->mem_size += mrc_params->channel_size[channel_i] << 26;

  // end of channel settings

  LEAVEFN();
  return;
}
Beispiel #16
0
int spellparse(void)
{
    int first, last, pos;
    char byte, prefix[80];
    int found = 0;
    int f, l;

    first = 0;
    while (first < NUMSPELLS && !Spells[spell_ids[first]].known)
        first++;
    if (first == NUMSPELLS) {
        print1("You don't know any spells!");
        return ABORT;
    }
    last = NUMSPELLS - 1;
    pos = 0;
    print2("");
    do {
        byte = mgetc();
        if (byte == BACKSPACE || byte == DELETE_CHAR) {
            if (pos > 0) {
                prefix[--pos] = '\0';
                byte = prefix[pos - 1];
                f = first;
                while (f >= 0 && !strncmp(prefix, spell_names[f], pos)) {
                    if (Spells[spell_ids[f]].known)
                        first = f;
                    f--;
                }
                l = last;
                while (l < NUMSPELLS && !strncmp(prefix, spell_names[l], pos)) {
                    if (Spells[spell_ids[l]].known)
                        last = l;
                    l++;
                }
                if (found)
                    found = 0;
                print2(prefix);
            }
            if (pos == 0) {
                first = 0;
                last = NUMSPELLS - 1;
                found = 0;
                print2("");
            }
        }
        else if (byte == ESCAPE) {
            xredraw();
            return ABORT;
        }
        else if (byte == '?')
            showknownspells(first, last);
        else if (byte != '\n') {
            if (byte >= 'A' && byte <= 'Z')
                byte += 'a' - 'A';
            if (found)
                continue;
            f = first;
            l = last;
            while (f < NUMSPELLS &&
                    (!Spells[spell_ids[f]].known ||
                     strlen(spell_names[f]) < pos || spell_names[f][pos] < byte))
                f++;
            while (l >= 0 && (!Spells[spell_ids[l]].known ||
                              strlen(spell_names[l]) < pos || spell_names[l][pos] > byte))
                l--;
            if (l < f)
                continue;
            prefix[pos++] = byte;
            prefix[pos] = '\0';
            nprint2(prefix + pos - 1);
            first = f;
            last = l;
            if (first == last && !found) {	/* unique name */
                found = 1;
                nprint2(spell_names[first] + pos);
            }
        }
    } while (byte != '\n');
    xredraw();
    if (found)
        return spell_ids[first];
    else {
        print3("That is an ambiguous abbreviation!");
        return ABORT;
    }
}
Beispiel #17
0
void l_thieves_guild(void)
{
  int fee,count,i,number,done=FALSE,dues=1000;
  char c,action;
  pob lockpick;
  print1("You have penetrated to the Lair of the Thieves' Guild.");
  if (! nighttime()) 
    print2("There aren't any thieves around in the daytime.");
  else {
    if ((Player.rank[THIEVES]==TMASTER) &&
	(Player.level > Shadowlordlevel) &&
	find_and_remove_item(OB_JUSTICIAR_BADGE,-1)) {
      print2("You nicked the Justiciar's Badge!");
      morewait();
      print1("The Badge is put in a place of honor in the Guild Hall.");
      print2("You are now the Shadowlord of the Thieves' Guild!");
      morewait();
      print1("Who says there's no honor among thieves?");
      strcpy(Shadowlord,Player.name);
      Shadowlordlevel = Player.level;
      morewait();
      Shadowlordbehavior = fixnpc(4);
      save_hiscore_npc(7);
      clearmsg();
      print1("You learn the Spell of Shadowform.");
      Spells[S_SHADOWFORM].known = TRUE;
      morewait();
      clearmsg();
      Player.rank[THIEVES]=SHADOWLORD;
      Player.maxagi += 2;
      Player.maxdex += 2;
      Player.agi += 2;
      Player.dex += 2;
    }
    while (! done) {
      menuclear();
      if (Player.rank[THIEVES] == 0)
	menuprint("a: Join the Thieves' Guild.\n");
      else
	menuprint("b: Raise your Guild rank.\n");
      menuprint("c: Get an item identified.\n");
      if (Player.rank[THIEVES] > 0)
	menuprint("d: Fence an item.\n");
      menuprint("ESCAPE: Leave this Den of Iniquity.");
      showmenu();
      action = mgetc();
      if (action == ESCAPE) done = TRUE;
      else if (action == 'a') {
	done = TRUE;
	if (Player.rank[THIEVES]> 0)
	  print2("You are already a member!");
	else if (Player.alignment > 10) 
	  print2("You are too lawful to be a thief!");
	else {
	  dues += dues*(12-Player.dex)/9;
	  dues += Player.alignment*5;
	  dues = max(100,dues);
	  clearmsg();
	  mprint("Dues are");
	  mnumprint(dues);
	  mprint(" Au. Pay it? [yn] ");
	  if (ynq1() =='y') {
	    if (Player.cash < dues) {
	      print1("You can't cheat the Thieves' Guild!");
	      print2("... but the Thieves' Guild can cheat you....");
	      Player.cash = 0;
	    }
	    else {
	      print1("Shadowlord ");
	      nprint1(Shadowlord);
	      print2("enters your name into the roll of the Guild."); 
	      morewait();
	      clearmsg();
	      print1("As a special bonus, you get a free lockpick.");
	      print2("You are taught the spell of Object Detection.");
	      morewait();
	      Spells[S_OBJ_DET].known = TRUE; 
	      lockpick = ((pob) checkmalloc(sizeof(objtype)));
	      *lockpick = Objects[OB_LOCK_PICK]; /* lock pick */
	      gain_item(lockpick);
	      Player.cash -= dues;
	      dataprint();
	      Player.guildxp[THIEVES]=1;
	      Player.rank[THIEVES]=TMEMBER;
	      Player.maxdex++;Player.dex++;Player.agi++;Player.maxagi++;
	    }
	  }
	}
      }
      else if (action == 'b') {
	if (Player.rank[THIEVES]==0)
	  print2("You are not even a member!");
	else if (Player.rank[THIEVES]==SHADOWLORD) 
	  print2("You can't get any higher than this!");
	else if (Player.rank[THIEVES]==TMASTER) {
	  if (Player.level <= Shadowlordlevel)
	    print2("You are not experienced enough to advance.");
	  else print2("You must bring back the Justiciar's Badge!");
	}
	else if (Player.rank[THIEVES]==THIEF) {
	  if (Player.guildxp[THIEVES] < 4000)
	    print2("You are not experienced enough to advance.");
	  else  {
	    print1("You are now a Master Thief of the Guild!");
	    print2("You are taught the Spell of Apportation.");
	    morewait();
	    print1("To advance to the next level you must return with");
	    print2("the badge of the Justiciar (cursed be his name).");
	    morewait();
	    clearmsg();
	    print1("The Justiciar's office is just south of the gaol.");
	    Spells[S_APPORT].known = TRUE;
	    Player.rank[THIEVES]=TMASTER;
	    Player.maxagi++;
	    Player.maxdex++;
	    Player.agi++;
	    Player.dex++;
	  }
	}
	else if (Player.rank[THIEVES]==ATHIEF) {	
	  if (Player.guildxp[THIEVES] < 1500)
	    print2("You are not experienced enough to advance.");
	  else  {
	    print1("You are now a ranking Thief of the Guild!");
	    print2("You learn the Spell of Invisibility.");
	    Spells[S_INVISIBLE].known = TRUE;
	    Player.rank[THIEVES]=THIEF;
	    Player.agi++;
	    Player.maxagi++;
	  }
	}
	else if (Player.rank[THIEVES]==TMEMBER) {
	  if (Player.guildxp[THIEVES] < 400)
	    print2("You are not experienced enough to advance.");
	  else {
	    print1("You are now an Apprentice Thief!");
	    print2("You are taught the Spell of Levitation.");
	    Spells[S_LEVITATE].known = TRUE;
	    Player.rank[THIEVES]=ATHIEF;
	    Player.dex++;
	    Player.maxdex++;
	  }
	}
      }
      else if (action == 'c') {
	if (Player.rank[THIEVES]==0) {
	  print1("RTG, Inc, Appraisers. Identification Fee: 50Au/item.");
	  fee = 50;
	}
	else {
	  fee = 5;
	  print1("The fee is 5Au per item.");
	}
	print2("Identify one item, or all possessions? [ip] ");
	if ((char) mcigetc()=='i') {
	  if (Player.cash < fee)
	    print2("Try again when you have the cash.");
	  else {
	    Player.cash -= fee;
	    dataprint();
	    identify(0);
	  }
	}
	else {
	  count = 0;
	  for(i=1;i<MAXITEMS;i++)
	    if (Player.possessions[i] != NULL)
	      if (Player.possessions[i]->known < 2)
		count++;
	  for(i=0;i<Player.packptr;i++)
	    if (Player.pack[i] != NULL)
	      if (Player.pack[i]->known < 2)
		count++;
	  clearmsg();
	  print1("The fee will be: ");
	  mnumprint(max(count*fee,fee));
	  nprint1("Au. Pay it? [yn] ");
	  if (ynq1()=='y')
	  {
	    if (Player.cash < max(count*fee,fee))
	      print2("Try again when you have the cash.");
	    else {
	      Player.cash -= max(count*fee,fee);
	      dataprint();
	      identify(1);
	    }
	  }
	}
      }
      else if (action == 'd') {
	if (Player.rank[THIEVES]==0)
	  print2("Fence? Who said anything about a fence?");
	else {
	  print1("Fence one item or go through pack? [ip] ");
	  if ((char) mcigetc()=='i') {
	    i = getitem(NULL_ITEM);
	    if ((i==ABORT) || (Player.possessions[i] == NULL))
	      print2("Huh, Is this some kind of set-up?");
	    else if (Player.possessions[i]->blessing < 0) 
	      print2("I don't want to buy a cursed item!");
	    else {
	      clearmsg();
	      print1("I'll give you ");
	      mlongprint(2 * item_value(Player.possessions[i]) / 3);
	      nprint1("Au each. OK? [yn] ");
	      if (ynq1() == 'y') {
		number = getnumber(Player.possessions[i]->number);
		if ((number >= Player.possessions[i]->number) &&
		    Player.possessions[i]->used) {
		  Player.possessions[i]->used = FALSE;
		  item_use(Player.possessions[i]);
		}
		Player.cash += number*2*item_value(Player.possessions[i])/3;
		/* Fenced artifacts could turn up anywhere, really... */
		if (Objects[Player.possessions[i]->id].uniqueness >
		    UNIQUE_UNMADE)
		  Objects[Player.possessions[i]->id].uniqueness = UNIQUE_UNMADE;
		dispose_lost_objects(number,Player.possessions[i]);
		dataprint();
	      }
	      else print2("Hey, gimme a break, it was a fair price!");
	    }
	  }
	  else {
	    for(i=0;i<Player.packptr;i++) {
	      if (Player.pack[i]->blessing > -1) {
		clearmsg();
		print1("Sell ");
		nprint1(itemid(Player.pack[i]));
		nprint1(" for ");
		mlongprint(2*item_value(Player.pack[i])/3);
		nprint1("Au each? [ynq] ");
		if ((c=ynq1())=='y') {
		  number = getnumber(Player.pack[i]->number);
		  Player.cash += 2*number * item_value(Player.pack[i]) / 3;
		  Player.pack[i]->number -= number;
		  if (Player.pack[i]->number < 1) {
                    /* Fenced an artifact?  You just might see it again. */
 		    if (Objects[Player.pack[i]->id].uniqueness > UNIQUE_UNMADE)
 		      Objects[Player.pack[i]->id].uniqueness = UNIQUE_UNMADE;
		    free((char *)Player.pack[i]);
		    Player.pack[i] = NULL;
		  }
		  dataprint();
		}
		else if (c=='q') break;
	      }
	    }
	    fixpack();
	  }
	}
      }
    }
  }
  xredraw();
}