├── .gitignore
├── LICENCE
├── README.md
├── bin
└── .gitignore
├── cgalib
└── .gitignore
├── doc
└── ossuary.txt
├── inc
├── bitmap.h
├── cgalib.h
├── display.h
├── errors.h
├── font.h
├── game.h
├── scores.h
└── screen.h
├── makefile
├── obj
└── .gitignore
├── ossuary
└── .gitignore
├── pic
└── ossuary.pic
└── src
├── bitmap.c
├── display.c
├── errors.c
├── font.c
├── fontconv.c
├── game.c
├── makegfx.c
├── ossuary.c
├── scores.c
└── screen.c
/.gitignore:
--------------------------------------------------------------------------------
1 | *~
2 | *.o
3 | .*
4 | !.gitignore
5 |
--------------------------------------------------------------------------------
/LICENCE:
--------------------------------------------------------------------------------
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563 | 14. Revised Versions of this License.
564 |
565 | The Free Software Foundation may publish revised and/or new versions of
566 | the GNU General Public License from time to time. Such new versions will
567 | be similar in spirit to the present version, but may differ in detail to
568 | address new problems or concerns.
569 |
570 | Each version is given a distinguishing version number. If the
571 | Program specifies that a certain numbered version of the GNU General
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573 | option of following the terms and conditions either of that numbered
574 | version or of any later version published by the Free Software
575 | Foundation. If the Program does not specify a version number of the
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577 | by the Free Software Foundation.
578 |
579 | If the Program specifies that a proxy can decide which future
580 | versions of the GNU General Public License can be used, that proxy's
581 | public statement of acceptance of a version permanently authorizes you
582 | to choose that version for the Program.
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584 | Later license versions may give you additional or different
585 | permissions. However, no additional obligations are imposed on any
586 | author or copyright holder as a result of your choosing to follow a
587 | later version.
588 |
589 | 15. Disclaimer of Warranty.
590 |
591 | THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY
592 | APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT
593 | HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY
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599 |
600 | 16. Limitation of Liability.
601 |
602 | IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
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610 | SUCH DAMAGES.
611 |
612 | 17. Interpretation of Sections 15 and 16.
613 |
614 | If the disclaimer of warranty and limitation of liability provided
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620 |
621 | END OF TERMS AND CONDITIONS
622 |
623 | How to Apply These Terms to Your New Programs
624 |
625 | If you develop a new program, and you want it to be of the greatest
626 | possible use to the public, the best way to achieve this is to make it
627 | free software which everyone can redistribute and change under these terms.
628 |
629 | To do so, attach the following notices to the program. It is safest
630 | to attach them to the start of each source file to most effectively
631 | state the exclusion of warranty; and each file should have at least
632 | the "copyright" line and a pointer to where the full notice is found.
633 |
634 |
635 | Copyright (C)
636 |
637 | This program is free software: you can redistribute it and/or modify
638 | it under the terms of the GNU General Public License as published by
639 | the Free Software Foundation, either version 3 of the License, or
640 | (at your option) any later version.
641 |
642 | This program is distributed in the hope that it will be useful,
643 | but WITHOUT ANY WARRANTY; without even the implied warranty of
644 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
645 | GNU General Public License for more details.
646 |
647 | You should have received a copy of the GNU General Public License
648 | along with this program. If not, see .
649 |
650 | Also add information on how to contact you by electronic and paper mail.
651 |
652 | If the program does terminal interaction, make it output a short
653 | notice like this when it starts in an interactive mode:
654 |
655 | Copyright (C)
656 | This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
657 | This is free software, and you are welcome to redistribute it
658 | under certain conditions; type `show c' for details.
659 |
660 | The hypothetical commands `show w' and `show c' should show the appropriate
661 | parts of the General Public License. Of course, your program's commands
662 | might be different; for a GUI interface, you would use an "about box".
663 |
664 | You should also get your employer (if you work as a programmer) or school,
665 | if any, to sign a "copyright disclaimer" for the program, if necessary.
666 | For more information on this, and how to apply and follow the GNU GPL, see
667 | .
668 |
669 | The GNU General Public License does not permit incorporating your program
670 | into proprietary programs. If your program is a subroutine library, you
671 | may consider it more useful to permit linking proprietary applications with
672 | the library. If this is what you want to do, use the GNU Lesser General
673 | Public License instead of this License. But first, please read
674 | .
675 |
--------------------------------------------------------------------------------
/README.md:
--------------------------------------------------------------------------------
1 | # Ossuary
2 |
3 | Ossuary is a very simplistic Roguelike for DOS, designed to run on any PC with an 8088 or better processor, and CGA or compatible graphics. DOS binaries with packaged documentation are available on [Itch](https://cyningstan.itch.io/ossuary) and at the game's [home page](http://damian.cyningstan.org.uk/download/176/ossuary-for-dos).
4 |
5 | The gameplay is extremely simplistic and was originally designed for a 16K ZX Spectrum computer. If you want a deep, detailed roguelike experience then this is probably not the game for you. If you are happy with a half-hour dungeon crawl involving just a handful of different monsters and weapons then this might be your cup of tea.
6 |
7 | ## Getting Started
8 |
9 | If you just want to play the game, then I recommend downloading the binary package from one of the sources above. This repo is for those who want to examine the source code, and perhaps to modify it or fork their own version of the game.
10 |
11 | The source files are developed for OpenWatcom C 2.0. Compilation has been tested both under Linux and DOS. It may work under Windows too, but if your system cannot compile the source natively then it should work under DOSBox.
12 |
13 | The game uses a modified version of the CGALIB library, the original of which may or may not be available on GitHub by the time you read this (at the time of writing, it isn't). But since this is a modified version of the library, it is included with this repo.
14 |
15 | ## Building on Linux
16 |
17 | To build for Linux, you need OpenWatcom 2.0 to be set up properly for compilation, with its environment variables and path set as per the compiler's documentation. You will also need DOSBox to be set up and accessible as it is called as part of the build process.
18 |
19 | In case you're new to git or github, the first thing you need to do (after installing git and getting a github account) is to clone the repo:
20 |
21 | ```
22 | $ git clone https://github.com/cyningstan/ossuary
23 | $ cd ossuary
24 | ```
25 |
26 | Then, assuming that you have your OpenWatcom set up for compilation under Linux, you can just run OpenWatcom's make utility:
27 |
28 | ```
29 | $ wmake
30 | ```
31 |
32 | The program that generates the game's asset file is a DOS program; you will briefly see DOSBox appear when that program is run. After successful building, there will be a second `ossuary` directory within the first one; this inner directory is the DOS distribution and can be zipped for distribution, moved to your DOSBox's C drive or transferred to whatever other environment you want to run the game on.
33 |
34 | ## Building for DOS
35 |
36 | First you need to clone the repo using whatever facility your host operating system offers. For the sake of this guide I'll assume that you're using Linux and you're going to clone ossuary into /home/me/ossuary. That done, launch DOSBox. Choose a free drive letter; I'll assume D, and mount the repo into a DOS drive:
37 |
38 | ```
39 | Z:\> mount d /home/me/ossuary
40 | Z:\> d:
41 | ```
42 |
43 | From here, run the wmake utility as per the Linux example:
44 |
45 | ```
46 | D:\> wmake
47 | ```
48 |
49 | The program that generates the assets briefly puts them on the screen, so you may see a graphical display pop up for a fraction of a second. Once the compilation is done, the `D:\OSSUARY` directory will contain the compiled, installed game for you to run or to transfer elsewhere.
50 |
51 | ## Licence
52 |
53 | CGALIB is public domain. If you'd like to use it, I'd recommend grabbing the original distribution from [here](http://damian.cyningstan.org.uk/download/163/cgalib-a-graphics-library-for-cga-games) instead of working with the customised version used by Ossuary. I intend to give it its own GitHub repo eventually.
54 |
55 | The rest of the game is released under the GPL. If you'd like to make a port, or use Ossuary's code in your own project, the LICENSE file tells you what you have to do (basically distribute your own modifications under the GPL too).
56 |
--------------------------------------------------------------------------------
/bin/.gitignore:
--------------------------------------------------------------------------------
1 | # Ignore everything in this directory
2 | *
3 | # Except this file
4 | !.gitignore
5 |
--------------------------------------------------------------------------------
/cgalib/.gitignore:
--------------------------------------------------------------------------------
1 | *.lib
2 | *.exe
3 |
--------------------------------------------------------------------------------
/doc/ossuary.txt:
--------------------------------------------------------------------------------
1 | OSSUARY
2 | A Simple Roguelike Dungeon Crawl
3 | Copyright (C) Damian Gareth Walker 2013, 2020.
4 |
5 | Contents:
6 |
7 | The Story
8 | The Game
9 | Running the Game
10 | How to Play
11 | Using the Menu
12 | Your Inventory
13 | Understanding Your Hero
14 | Items and Their Effects
15 | The Enemies
16 | Licence
17 | Acknowledgements
18 |
19 | The Story
20 |
21 | The villagers were quite proud of their ossuary. Centuries of
22 | custom and practice dictated that at the end of their lives, the
23 | people of this village, like all the other villages and towns in
24 | the land, would inter their dead in grand, uderground vaults
25 | built for the purpose. At special times, like birthdays and
26 | holidays, the living would descend into the ossuary to visit and
27 | make offerings to their ancestors.
28 |
29 | But things have been a bit different recently. Every age has its
30 | social ills, and today was no different. Though magic had often
31 | been used in medicine, religion and war, a new breed of
32 | sorcerors made it less welcome. A craze for necromancy took hold
33 | in the towns, and many young sorcerors developed an addiction
34 | for communicating with, and even raising, the dead. Senior
35 | practitioners of the magic arts needed a good reason to disturb
36 | the sleep of the dead, but their younger colleagues were often
37 | caught doing it for the sheer fun of it.
38 |
39 | This had to stop, and in a short time the more irresponsible
40 | students of magic were banished from the towns and the colleges
41 | in disgrace. Did this stop them? Of course not. Off they went
42 | into the country to find other places to practice their dark
43 | arts, and what better place to raise the dead than in the vast
44 | burial chambers built across the land?
45 |
46 | And so, periodically, along with the wolves, the goblins and the
47 | occasional dragon, villagers now have necromancers to put up
48 | with too. While the necromancers are happy to confine their
49 | activities to the underground chambers, making pets out of wild
50 | creatures and friends out of the dead, the intrusion of spirits
51 | and animated corpses adds nothing to the dignity of the funerals
52 | and other ceremonies the villagers are still trying to hold in
53 | their grand, centuries-old cemeteries. They want it stopped. The
54 | villagers want their Ossuary back.
55 |
56 | The Game
57 |
58 | Ossuary is an adventure game for the IBM PC and compatibles. You
59 | play the hero who has agreed to rid the ossuary of its unwanted
60 | visitor, the necromancer. You must fight your way through the
61 | twenty-four levels of enchanted creatures, animated bodies and
62 | summoned spirits with which the necromancer has filled his
63 | adopted domain. And on reaching the final level, you must defeat
64 | the necromancer himself. Your prize is all the gold you can
65 | carry. And being an adventurer, you can carry a lot.
66 |
67 | Every game is different. The layout of the dungeon is generated
68 | each time you play. While things get more difficult the further
69 | down you go, the manner in which this happens varies from one
70 | game to another. In some games you encounter spirits early on,
71 | while in other games it may take longer, but the very animals
72 | themselves become more vicious. Sometimes you will encounter a
73 | great variety of creatures on a single level, while at other
74 | times the enemies seem to come in waves, one kind succeeding
75 | another.
76 |
77 | Your character will also be different each time you play. Attack
78 | strength, defensive skill and intelligence are all randomly set
79 | at the beginning of the game, though every hero whose role you
80 | take on will be of a similar overall ability. In some games you
81 | might have a strong character suited to physical attacks; in
82 | others a physically weaker character might be better suited to
83 | magic; in some games the abilities are finely balanced and you
84 | need to see how your character develops in order to decide how
85 | best to deal with the various enemies.
86 |
87 | In the manner of dungeon hack games everywhere, there are
88 | objects to be found on the way which will help you in your
89 | quest. Some things sustain your health, there are weapons and
90 | shields to be found, magic wands and amulets may come in useful
91 | if you have the ability to use them, and there are incantation
92 | scrolls to keep evil spirits at bay. But with all this, your
93 | chances are still slim: all these things were left by previous,
94 | failed adventurers, who now add to the numbers of the wandering
95 | dead.
96 |
97 | Running the Game
98 |
99 | The minimum specification to run Ossuary is an IBM PC with an
100 | 8088 processor and CGA graphics, running PC-DOS or MS-DOS. The
101 | game will run at an acceptable speed on faster machines, and its
102 | graphics will display correctly on any CGA-compatible card with
103 | an RGB colour monitor. Clarity and legibility are not guaranteed
104 | on monochrome or colour composite monitors, but the game will
105 | run.
106 |
107 | The game can be run from a floppy disk or from a hard disk. The
108 | following instructions assume that you have the game installed
109 | to hard disk C: in the directory OSSUARY. To run the game, type
110 | the following commands:
111 |
112 | c:
113 | cd \ossuary
114 | ossuary
115 |
116 | The first thing you will see is the high score table. This lists
117 | the players who have made it back after ridding the Ossuary of
118 | its necromancer, and shows how much gold they collected. You
119 | will be asked under what name you want to play. Note that if you
120 | omit to type in a name, you will not be entered on the high
121 | score table even if you collect enough gold and beat the
122 | necromancer. Once you have entered your name, you will start
123 | your first game.
124 |
125 | How to Play
126 |
127 | The interface for Ossuary is very simple to pick up. You see the
128 | dungeon from the top down, in the form of a level plan. The four
129 | cursor keys move your hero around the map. You only see part of
130 | the current dungeon level at a time; the view is kept centred on
131 | your hero as you move around. You might notice that enemies move
132 | only when you do. Ossuary is a turn based game, in which careful
133 | thought is more important than fast reactions.
134 |
135 | To attack creatures, simply move so as to push into them. There
136 | is no specific attack command, nor is there ranged combat in the
137 | game. This much exploration and attacking can be done with the
138 | direction keys only, but the menu system and its shortcut keys
139 | give access to more of the game's features. To start playing the
140 | game properly, let's look at the screen in a bit more detail.
141 |
142 | The screen is split into four parts. The least important part is
143 | the bottom: this is purely there for decoration. The part you
144 | will be looking at most is in the middle: this is the map view
145 | on which you move around. The cyan bar underneath the map is the
146 | message bar. It is used to show brief messages, and to show the
147 | menu.
148 |
149 | To the left are your hero's statistics. These are his strengths,
150 | and the additions to his natural abilities which are affected by
151 | the things he is currently holding. At the bottom of this panel
152 | is the amount of gold collected, which functions as a score in
153 | the game. It will be listed on the high score screen if you beat
154 | the necromancer.
155 |
156 | On the right is the inventory, the items your hero has collected
157 | and holds in his hands or in his bag. You'll need to understand
158 | this and the statistics panel to play the game effectively, but
159 | first let's look at the menu.
160 |
161 | Using the Menu
162 |
163 | The SPACE bar activates the menu. The current option will appear
164 | on the menu bar, and pressing SPACE again will select
165 | it. Pressing LEFT and RIGHT will allow you to select the other
166 | options that are available to you. The game will normally try to
167 | select the most appropriate option when you first press SPACE,
168 | so for instance, when standing at an item you can pick up, PICK
169 | UP ITEM is the default option. This means that much of the time
170 | you can take the most appropriate action at any given time just
171 | by pressing SPACE twice. The menu options are:
172 |
173 | SHOW GAME KEYS
174 | WAIT A MOMENT...
175 | VIEW INVENTORY
176 | PICK UP ITEM
177 | DESCEND STAIRS
178 | EAT A NICE APPLE
179 | QUAFF A POTION
180 | START NEW GAME
181 | EXIT THIS GAME
182 | CANCEL MENU
183 |
184 | If no appropriate action suggests itself, the default option
185 | will be VIEW INVENTORY. From this you can see how to pick up
186 | items, and to descend the stairs to the next level. You can, by
187 | the way, go downstairs leaving monsters and objects behind, but
188 | trying to rush headlong down to the last level without fighting
189 | or collecting anything is a recipe for failure.
190 |
191 | All of these options have shortcut keys which can be used to
192 | activate them with or without bringing up the menu first; those
193 | shortcut keys are given as each option is discussed.
194 |
195 | SHOW GAME KEYS brings up a list of in-game shortcut keys. Space
196 | is cramped, so where alternative keys exist for a function they
197 | will not be listed. ESC returns to gameplay when viewing that
198 | list.
199 |
200 | The WAIT A MOMENT... option makes the hero stand still while
201 | allowing the other creatures to move; useful if you want to wait
202 | for an enemy to come to you or move out of the way. The shortcut
203 | key for this is the dot (full-stop, or period, depending on
204 | where you come from).
205 |
206 | VIEW INVENTORY enters the inventory subsystem, which is
207 | explained in detail later. The shortcut key for this is I.
208 |
209 | PICK UP ITEM picks up any item in the square where the hero is
210 | standing, and puts it in the hero's bag. The shortcut key is T
211 | (for "take").
212 |
213 | DESCEND STAIRS will take the hero down the stairs to the next
214 | level. The shortcut key is S, but players of other roguelike
215 | games will be pleased to know the > key also works.
216 |
217 | EAT A NICE APPLE selects an apple from the hero's hands or bag,
218 | and eats it, restoring four health points. the shortcut key is
219 | E.
220 |
221 | QUAFF A POTION selects a health potion from the hero's hands or
222 | bag, and quaffs it, restoring the hero to full health. The
223 | shortcut key is Q.
224 |
225 | START NEW GAME abandons the current game and starts afresh with
226 | a new hero in a new Ossuary. You are asked for confirmation,
227 | then given an opportunity to choose another name for your hero,
228 | before the new game begins. The shortcut key is N.
229 |
230 | EXIT THIS GAME abandons the game and returns to DOS. The
231 | shortcut keys are X and ESC. As with starting a new game, you
232 | are asked for confirmation in case you pressed the key by
233 | mistake.
234 |
235 | CANCEL MENU lets you exit the menu without choosing an option,
236 | in case you entered it by mistake. Its shortcut key, while
237 | viewing the menu only, is ESC.
238 |
239 | As promised, it is time to look more closely at the VIEW
240 | INVENTORY option.
241 |
242 | Your Inventory
243 |
244 | The panel on the right of the screen shows the items you are
245 | currently carrying with you. The top two items are separate;
246 | these are the things you are holding in your hands, or wielding
247 | as the game puts it. The other items are in your bag, not
248 | currently being used but available for you at any time you need
249 | them. Usually you would wield a weapon and a shield or a
250 | protective amulet.
251 |
252 | When you select the option VIEW INVENTORY from the main menu, a
253 | cursor appears in this panel. The action in the game is
254 | suspended, and your movement controls instead move the cursor
255 | around your inventory. The message bar identifies the currently
256 | selected item. Pressing SPACE when viewing the inventory brings
257 | up another menu:
258 |
259 | WIELD ITEM
260 | PUT ITEM AWAY
261 | CONSUME ITEM
262 | DISCARD ITEM
263 | CLOSE INVENTORY
264 |
265 | The CLOSE INVENTORY option returns you to the game without any
266 | other effect, allowing you to move around again. The shortcut
267 | key is ESC.
268 |
269 | All the other options, when used successfully, cause time to
270 | pass as with the WAIT A MOMENT... option on the main menu. The
271 | relevant shortcut keys are available while moving around the
272 | inventory or while browsing this menu. They are not available
273 | from the main menu or while moving your hero; you need to enter
274 | VIEW INVENTORY first.
275 |
276 | WIELD ITEM will put the currently selected item into your
277 | hand. The cursor needs to be on an item in your bag, and one
278 | hand needs to be empty. Ossuary doesn't care whether your hero
279 | is left- or right-handed, so it doesn't matter which hand your
280 | weapon is in. The shortcut key is W.
281 |
282 | PUT ITEM AWAY will return a wielded item to your bag, and is
283 | only useful when selecting an item in your hand. The shortcut
284 | key is P.
285 |
286 | CONSUME ITEM, useful only for apples and potions, causes you to
287 | eat or drink the currently selected item. You can do this
288 | directly from the bag; you do not need to be wielding the
289 | item. This differs from the EAT/DRINK options available from
290 | outside the inventory; here you choose the apple or potion, and
291 | it allows you to be fussy about the layout of your
292 | inventory. The shortcut key is C, but if you are pointing at an
293 | apple you can use E, and if you are pointing at a potion you can
294 | use Q.
295 |
296 | DISCARD ITEM drops the currently selected item on the
297 | ground. This cannot be done where there is already an item on
298 | the ground where the hero stands, and you cannot drop items down
299 | the stairs! The shortcut key is D.
300 |
301 | Understanding Your Hero
302 |
303 | Your hero is described by the statistics panel on the left of
304 | the screen. The four statistics are Attack Strength, identified
305 | by the fist, Defence Skill shown by the raised hand,
306 | Intelligence shown by the quill, and Health shown by the heart.
307 |
308 | The first three statistics are generated randomly at the start
309 | of the game. Under each is a modifier, preceded by a +
310 | sign. This shows how much that statistic has been augmented by
311 | objects the hero is wielding. Weapons modify the attack
312 | strength, shields modify defence skill, and magical items modify
313 | intelligence.
314 |
315 | The fourth statistic, health, is calculated by adding together
316 | the other three. This calculates a maximum; health is depleted
317 | by enemy attacks, but can be restored to this maximum. The
318 | current health level is above the bar, the maximum is below.
319 |
320 | Items and their Effects
321 |
322 | The following items are available at various points in the game:
323 |
324 | Gold. The purse of gold contains 20 gold pieces. The casket of
325 | gold contains 50 gold pieces. These are added straight to your
326 | gold total when you pick them up; they don't take up any space
327 | in your inventory and have no other use apart from score.
328 |
329 | A nice apple. These refreshing snacks restore four hit points to
330 | your health when you eat them. They will not increase your
331 | health beyond its maximum limit. They are more common than
332 | potions.
333 |
334 | A magic potion. Potions restore your health to its maximum. If
335 | you have only slight injuries, it is better to eat an apple than
336 | to waste a potion which could be used to restore a greater
337 | amount of health.
338 |
339 | Weapons. These add to your attack strength when you wield
340 | them. The dagger adds +2 points, the broadsword adds +4, and the
341 | battle axe adds +6. It is possible to wield two weapons for
342 | added effect, like the sword and the axe for +10, but it is only
343 | advisable if you have a high natural defence skill.
344 |
345 | Shields. When wielded, a shield will add to your hero's natural
346 | defence skill. The wooden shield adds +2, and the iron shield
347 | adds +4. It is possible to wield them both, but is not
348 | recommended as your hero is more effective when carrying a
349 | weapon.
350 |
351 | A magic wand. This has two effects when wielded. Firstly, a +2
352 | modifier is added to intelligence. Secondly, all attacks are
353 | magical, and use the modified intelligence rather than physical
354 | attack strength.
355 |
356 | A magic amulet. This needs to be wielded to be useful. Wielding
357 | it has two effects. Firstly, a +2 modifier is added to
358 | intelligence. Secondly, all defence is magical, and uses the
359 | modified intelligence rather than physical defence skill. The
360 | amulet is often combined with the wand to give a +4 intelligence
361 | modifier, as this combined modifier affects both attack and
362 | defence.
363 |
364 | A banish spell. When wielded in place of a weapon, this spell
365 | can banish a spectre or daemon. Chances of success are a little
366 | under 50%. There is a small chance that the spell will crumble
367 | to dust on failure, so it is advisable to carry a few spells. As
368 | spectres and daemons are immune to physical attacks, the banish
369 | spell is the most effective way to deal with them for heroes
370 | without good magical abilities.
371 |
372 | The Enemies
373 |
374 | Bats. These giant bats have little attack power but their
375 | agility gives them good defence skill. They are also the only
376 | non-humanoid enemies that can pick up and carry objects. Still,
377 | they are the easiest creatures in the game to beat.
378 |
379 | Other creatures. Other enemies from the animal kingdom become
380 | progressively more difficult to beat: the vermin are giant rats,
381 | arachnids are giant spiders with a nasty bite, and serpents have
382 | a scaly hide which gives them great defensive ability. These
383 | creatures cannot carry items, but are often found guarding them.
384 |
385 | Corpses. There are two kinds: cadavers, whose decomposing forms
386 | are still dangerous foes, and skeletons whose bleached bones are
387 | all that remains of these centuries-old warriors. Both of these
388 | enemies can carry items with them.
389 |
390 | Spirits. These are also of two kinds: spectres and
391 | daemons. Neither can be hurt with physical weapons, though
392 | shields might be useful against their attacks. Spectres are
393 | often found guarding valuable items, while daemons are able to
394 | pick things up and carry them.
395 |
396 | The Necromancer. This is the ultimate enemy, as strong as any
397 | daemon, he sits in his lair awaiting your arrival. Only the
398 | stoutest hero will make it to face him, let alone defeat him.
399 |
400 | Licence
401 |
402 | You are welcome to copy Ossuary and share it with your
403 | friends. The source code is also available for inspection,
404 | modification and distribution under the GNU General Public
405 | Licence, a full copy of which is included in the source code
406 | distribution.
407 |
408 | Acknowledgements
409 |
410 | Thanks must go to Phil Cooper, Ricky Walker, and discord users
411 | bananaboy, Epona142, DethroTull and Kimdol for their help in
412 | testing the DOS release of this game.
413 |
414 | DGW, July 2020.
415 |
--------------------------------------------------------------------------------
/inc/bitmap.h:
--------------------------------------------------------------------------------
1 | /*======================================================================
2 | * CGALib - Watcom C Version.
3 | * Bitmap Module Header.
4 | *
5 | * Definitions for the bitmap functions. Also includes the bitmap
6 | * structure for internal use only.
7 | *
8 | * Copyright (C) Damian Walker 2020.
9 | * Created 29-Jun-2020.
10 | */
11 |
12 | #ifndef __BITMAP_H__
13 | #define __BITMAP_H__
14 |
15 | /*----------------------------------------------------------------------
16 | * Internal Structures.
17 | */
18 |
19 | /** @struct bitmap holds the information for a bitmap */
20 | #ifdef __CGALIB__
21 | struct bitmap {
22 |
23 | /** @var width is the width of the bitmap in pixels */
24 | int width;
25 |
26 | /** @var height is the height of the bitmap in pixels */
27 | int height;
28 |
29 | /** @var ink is the ink colour used in the bitmap */
30 | int ink;
31 |
32 | /** @var paper is the paper colour used in the bitmap */
33 | int paper;
34 |
35 | /** @ar font is the font used for bit_print() operations */
36 | Font *font;
37 |
38 | /** @var pixels is a pointer to the pixel data */
39 | char *pixels;
40 |
41 | };
42 | #endif
43 |
44 | /*----------------------------------------------------------------------
45 | * Public Level Function Prototypes.
46 | */
47 |
48 | /**
49 | * Create a bitmap.
50 | * @param w is the width of the bitmap.
51 | * @param h is the height of the bitmap.
52 | * @returns a new Bitmap.
53 | */
54 | Bitmap *bit_create (int w, int h);
55 |
56 | /**
57 | * Create a bitmap by copying another.
58 | * @param src is the bitmap to copy.
59 | * @returns a new Bitmap.
60 | */
61 | Bitmap *bit_copy (Bitmap *src);
62 |
63 | /**
64 | * Read a bitmap from an already-open file.
65 | * @param input is the input file handle.
66 | * @returns a new Bitmap.
67 | */
68 | Bitmap *bit_read (FILE *input);
69 |
70 | /**
71 | * Write a bitmap to an already-open file.
72 | * @param bitmap is the bitmap to write.
73 | * @param output is the file handle to write to.
74 | */
75 | void bit_write (Bitmap *bitmap, FILE *output);
76 |
77 | /**
78 | * Put one bitmap onto another, with clipping.
79 | * @param dst is the destination bitmap.
80 | * @param src is the source bitmap.
81 | * @param x is the y coordinate on the destination bitmap.
82 | * @param y is the x coordinate on the destination bitmap.
83 | * @param d is the drawing mode to use.
84 | */
85 | void bit_put (Bitmap *dst, Bitmap *src, int x, int y, DrawMode draw);
86 |
87 | /**
88 | * Get one bitmap from another.
89 | * @param src is the source bitmap.
90 | * @param dst is the destination bitmap.
91 | * @param x is the x coordinate on the source bitmap.
92 | * @param y is the y coordinate on the source bitmap.
93 | */
94 | void bit_get (Bitmap *src, Bitmap *dst, int x, int y);
95 |
96 | /**
97 | * Draw a box onto a Bitmap, filled in the current ink colour.
98 | * @param bitmap is the destination bitmap.
99 | * @param x is the x coordinate of the top left of the box.
100 | * @param y is the y coordinate of the top left of the box.
101 | * @param width is the width of the box.
102 | * @param height is the height of the box.
103 | * The draw mode is always DRAW_PUT. For anything more sophisticated,
104 | * the scr_put() function should be used.
105 | */
106 | void bit_box (Bitmap *bitmap, int x, int y, int width, int height);
107 |
108 | /**
109 | * Print some text onto a bitmap in the current ink colour.
110 | * @param bitmap is the destination bitmap.
111 | * @param x is the x coordinate where the text should appear.
112 | * @param y is the y coordinate where the text should appear.
113 | * @param message is the message to print.
114 | * The text is printed in a box of the paper colour.
115 | */
116 | void bit_print (Bitmap *bitmap, int x, int y, char *message);
117 |
118 | /**
119 | * Set the ink colour for scr_box and scr_print operations.
120 | * @param bitmap is the bitmap to set the colour for.
121 | * @param ink is the colour to use, 0..3.
122 | */
123 | void bit_ink (Bitmap *bitmap, int ink);
124 |
125 | /**
126 | * Set the paper colour for scr_print operations.
127 | * @param bitmap is the bitmap to set the colour for.
128 | * @param paper is the colour to use, 0..3.
129 | */
130 | void bit_paper (Bitmap *bitmap, int paper);
131 |
132 | /**
133 | * Set the font for scr_print operations.
134 | * @param bitmap is the bitmap to set the font for.
135 | * @param font is the font to use.
136 | */
137 | void bit_font (Bitmap *bitmap, Font *font);
138 |
139 | /**
140 | * Destroy a bitmap.
141 | * @param bitmap is the bitmap to destroy.
142 | */
143 | void bit_destroy (Bitmap *bitmap);
144 |
145 | #endif
146 |
--------------------------------------------------------------------------------
/inc/cgalib.h:
--------------------------------------------------------------------------------
1 | /*======================================================================
2 | * CGALib - Watcom C Version.
3 | * Main Header File.
4 | *
5 | * Provides a central header file for programs using CGALib.
6 | * Includes the other headers for all functionality.
7 | *
8 | * Copyright (C) Damian Walker 2020.
9 | * Created 29-Jun-2020.
10 | */
11 |
12 | #ifndef __CGALIB_H__
13 | #define __CGALIB_H__
14 |
15 | #include
16 |
17 | /* Structure Type Definitions */
18 | typedef struct screen Screen;
19 | typedef struct bitmap Bitmap;
20 | typedef struct font Font;
21 |
22 | /* Enum Type Definitions */
23 | typedef enum {
24 | DRAW_PSET,
25 | DRAW_PRESET,
26 | DRAW_AND,
27 | DRAW_OR,
28 | DRAW_XOR
29 | } DrawMode;
30 |
31 | /* included headers */
32 | #include "screen.h"
33 | #include "bitmap.h"
34 | #include "font.h"
35 |
36 | #endif
37 |
--------------------------------------------------------------------------------
/inc/display.h:
--------------------------------------------------------------------------------
1 | /*----------------------------------------------------------------------
2 | * Ossuary:
3 | * A DOS port of the ZX Spectrum rogue-like.
4 | * Screen handling header.
5 | *
6 | * Copyright (C) Damian Gareth Walker 2013, 2020.
7 | * Created: 22-Jun-2020.
8 | */
9 |
10 | #ifndef __SCREEN_H__
11 | #define __SCREEN_H__
12 |
13 | /*----------------------------------------------------------------------
14 | * Type definitions
15 | */
16 |
17 | /* Bitmaps */
18 | typedef struct bitmap Bitmap;
19 |
20 | /*----------------------------------------------------------------------
21 | * Public Level Routine Prototypes.
22 | */
23 |
24 | /**
25 | * Initialise the screen.
26 | * @param mono is 1 for monochrome graphics, 0 for colour.
27 | * @param palette is 1 for ugly palette, 0 for custom palette.
28 | */
29 | int init_screen (int mono, int palette);
30 |
31 | /**
32 | * Load the game graphics.
33 | */
34 | int load_graphics (void);
35 |
36 | /**
37 | * Display the updates to the text window.
38 | */
39 | void display_text (void);
40 |
41 | /**
42 | * Display a number in the gold statistic box.
43 | * @param gold is the amount of gold.
44 | */
45 | void display_gold (int gold);
46 |
47 | /**
48 | * Display one of the three hero stats.
49 | * @param stat_no is the stat number, 0..2.
50 | * @param stat_val is the value of the stat.
51 | * @param stat_mod is the modifier.
52 | */
53 | void display_stat (int stat_no, int stat_val, int stat_mod);
54 |
55 | /**
56 | * Display the hero's health.
57 | * @param health_val is the current health value.
58 | * @param health_max is the maximum health value.
59 | */
60 | void display_health (int health_val, int health_max);
61 |
62 | /**
63 | * Display an inventory slot.
64 | * @param slot is the slot number.
65 | * @param item is the item number.
66 | */
67 | void display_inventory (int slot, int item);
68 |
69 | /**
70 | * Highlight an inventory slot with the cursor.
71 | * @param slot is the slot number.
72 | */
73 | void highlight_inventory (int slot);
74 |
75 | /**
76 | * Display a message in the bottom text area
77 | * @param message is the message to print
78 | */
79 | void display_message (char *message);
80 |
81 | /*
82 | * Blank out the previous message.
83 | */
84 | void blank_message (void);
85 |
86 | /**
87 | * Display some text in the top text area.
88 | * @param message is the message to print
89 | */
90 | void display_heading (char *message);
91 |
92 | /**
93 | * Alter a tile on the drawn map
94 | * @param x is the X location to alter.
95 | * @param y is the Y location to alter.
96 | * @param value is the map square value.
97 | */
98 | void update_map_tile (int x, int y, int value);
99 |
100 | /**
101 | * Build and display the visible portion of the game map.
102 | * @param map is the whole map.
103 | * @param hero_x is the hero's X location.
104 | * @param hero_y is the hero's Y locaation.
105 | */
106 | void display_map (int hero_x, int hero_y);
107 |
108 | /**
109 | * Display a blank square in the map area.
110 | */
111 | void blank_map (void);
112 |
113 | /**
114 | * Get a keypress, adding 0x8000 for extended codes, and converting
115 | * upper case letters to lower case.
116 | * @returns the keypress
117 | */
118 | int get_keypress (void);
119 |
120 | /**
121 | * Clean up the display.
122 | */
123 | void clean_up_display (void);
124 |
125 | /**
126 | * Display a game over message and wait for a key.
127 | * @param line_1 is the first line of the message.
128 | * @param line_2 is the second line of the message.
129 | * The lines are assumed to be exactly 8 characters long.
130 | */
131 | void display_game_over (char *line_1, char *line_2);
132 |
133 | /**
134 | * Print a debug message at the bottom of the screen.
135 | * @param message is the message.
136 | */
137 | void debug_message (char *message);
138 |
139 | /**
140 | * Display a row of the high score table.
141 | * @param row is the row number.
142 | * @param name is the name.
143 | * @param gold is the gold.
144 | */
145 | void display_score (int row, char *name, int gold, int highlight);
146 |
147 | /**
148 | * Display the game keys.
149 | */
150 | void display_keys (void);
151 |
152 | /**
153 | * Noise for a hit in combat.
154 | */
155 | void hit_noise (void);
156 |
157 | /**
158 | * Noise for a kill in combat.
159 | */
160 | void kill_noise (void);
161 |
162 | /**
163 | * Noise for some inventory action.
164 | */
165 | void inventory_noise (void);
166 |
167 | /**
168 | * Noise for the clink of gold.
169 | */
170 | void gold_noise (void);
171 |
172 | /**
173 | * Noise for descending the stairs.
174 | */
175 | void stairs_noise (void);
176 |
177 |
178 | #endif
179 |
--------------------------------------------------------------------------------
/inc/errors.h:
--------------------------------------------------------------------------------
1 | /*----------------------------------------------------------------------
2 | * Ossuary:
3 | * A DOS port of the ZX Spectrum rogue-like.
4 | * Error handling header.
5 | *
6 | * Copyright (C) Damian Gareth Walker 2013, 2020.
7 | * Created: 22-Jun-2020.
8 | */
9 |
10 | #ifndef __ERRORS_H__
11 | #define __ERRORS_H__
12 |
13 | /*----------------------------------------------------------------------
14 | * Public Level Function Prototypes.
15 | */
16 |
17 | /**
18 | * Exit the program on an error condition, showing the error.
19 | * @param exit_code is the code that determines what the error was.
20 | */
21 | void exit_game (int exit_code);
22 |
23 | #endif
24 |
--------------------------------------------------------------------------------
/inc/font.h:
--------------------------------------------------------------------------------
1 | /*======================================================================
2 | * CGALib - Watcom C Version.
3 | * Font Module Header.
4 | *
5 | * Definitions for the bitmap functions. Also includes the bitmap
6 | * structure for internal use only.
7 | *
8 | * Copyright (C) Damian Walker 2020.
9 | * Created 29-Jun-2020.
10 | */
11 |
12 | #ifndef __FONT_H__
13 | #define __FONT_H__
14 |
15 | /*----------------------------------------------------------------------
16 | * Internal Structures.
17 | */
18 |
19 | /** @struct font holds the data for a single font. */
20 | #ifdef __CGALIB__
21 | struct font {
22 |
23 | /** @var first is the first character in a font */
24 | int first;
25 |
26 | /** @var lst is the last character in a font */
27 | int last;
28 |
29 | /** @var pixels is the pixel data for each character */
30 | char *pixels;
31 | };
32 | #endif
33 |
34 | /*----------------------------------------------------------------------
35 | * Public Level Function Prototypes.
36 | */
37 |
38 | /**
39 | * Create a new font.
40 | * @param first is the first character in the font.
41 | * @param last is the last character in the font.
42 | * @returns the new font.
43 | */
44 | Font *fnt_create (int first, int last);
45 |
46 | /**
47 | * Copy a font.
48 | * @param font is the font to copy.
49 | * @returns a new font copied from the old.
50 | */
51 | Font *fnt_copy (Font *src);
52 |
53 | /**
54 | * Read a font from an already open file.
55 | * @param input is the input file handle.
56 | * @returns the new font.
57 | */
58 | Font *fnt_read (FILE *input);
59 |
60 | /**
61 | * Write a font to an already open file.
62 | * @param font is the font to write.
63 | * @param output is the output file handle.
64 | */
65 | void fnt_write (Font *font, FILE *output);
66 |
67 | /**
68 | * Put a bitmap into a font character.
69 | * @param dst is the destination font.
70 | * @param src is the source bitmap.
71 | * @param ch is the character to set.
72 | */
73 | void fnt_put (Font *dst, Bitmap *src, int ch);
74 |
75 | /**
76 | * Get a bitmap from a font character.
77 | * @param src is the source font.
78 | * @param dst is the destination bitmap.
79 | * @param ch is the character to get.
80 | */
81 | void fnt_get (Font *src, Bitmap *dst, int ch);
82 |
83 | /**
84 | * Set the font colours permanently.
85 | * @param font is the font to modify.
86 | * @param i is the ink colour.
87 | * @param p is the paper colour.
88 | * This function offers a quicker alternative to colouring text as it is
89 | * printed, and may be used if ALL text is going to be a certain colour.
90 | * It can be used in conjunction with the fnt_copy() function to quickly
91 | * output text in multiple colours (fnt_copy then apply fnt_colours).
92 | * Note that this assumes that the colours are already ink 3, paper 0.
93 | * After changing the font colours, this will no longer be the case
94 | * and further colour changes will have unpredictable results.
95 | */
96 | void fnt_colours (Font *font, int i, int p);
97 |
98 | /**
99 | * Destroy a font.
100 | * @param font is the font to destroy.
101 | */
102 | void fnt_destroy (Font *font);
103 |
104 | #endif
105 |
--------------------------------------------------------------------------------
/inc/game.h:
--------------------------------------------------------------------------------
1 | /*----------------------------------------------------------------------
2 | * Ossuary:
3 | * A DOS port of the ZX Spectrum rogue-like.
4 | * Game handling header.
5 | *
6 | * Copyright (C) Damian Gareth Walker 2013, 2020.
7 | * Created: 22-Jun-2020.
8 | */
9 |
10 | #ifndef __GAME_H__
11 | #define __GAME_H__
12 |
13 | /*----------------------------------------------------------------------
14 | * Defined Constants.
15 | */
16 |
17 | /* key code constants */
18 | #define KEY_UP 0x8048
19 | #define KEY_KEYPAD_UP 0x38
20 | #define KEY_DOWN 0x8050
21 | #define KEY_KEYPAD_DOWN 0x32
22 | #define KEY_LEFT 0x804b
23 | #define KEY_KEYPAD_LEFT 0x34
24 | #define KEY_RIGHT 0x804d
25 | #define KEY_KEYPAD_RIGHT 0x36
26 | #define KEY_FIRE 0x0020
27 |
28 | /*----------------------------------------------------------------------
29 | * Public Level Function Declarations.
30 | */
31 |
32 | /**
33 | * Initialise some game variables.
34 | */
35 | void init_game (void);
36 |
37 | /**
38 | * Generate the hero.
39 | */
40 | void generate_hero (void);
41 |
42 | /**
43 | * Initialise the inventory.
44 | */
45 | void init_inventory (void);
46 |
47 | /**
48 | * Show the player stats.
49 | */
50 | void show_stats (void);
51 |
52 | /**
53 | * Show the gold counter.
54 | */
55 | void show_gold (void);
56 |
57 | /**
58 | * Show the inventory.
59 | */
60 | void show_inventory (void);
61 |
62 | /**
63 | * Ask the player for their name.
64 | */
65 | void ask_name (void);
66 |
67 | /**
68 | * Initialise the map for a level
69 | */
70 | void generate_map (void);
71 |
72 | /**
73 | * Place the hero on the current level
74 | */
75 | void place_hero (void);
76 |
77 | /**
78 | * Place the level's objective (staircase or necromancer)
79 | */
80 | void place_objective (void);
81 |
82 | /**
83 | * Place the level's eight enemies
84 | */
85 | void place_enemies (void);
86 |
87 | /**
88 | * Place the level's items
89 | */
90 | void place_items (void);
91 |
92 | /**
93 | * Generate the drawn map from a new level.
94 | */
95 | void generate_drawn_map (void);
96 |
97 | /**
98 | * Show the level number
99 | */
100 | void show_level (void);
101 |
102 | /**
103 | * Show the map window
104 | */
105 | void show_map (void);
106 |
107 | /**
108 | * Get and process player action.
109 | * @returns 1 if the player successfully performed an action.
110 | * May return 0 if, for example, the player tried to walk into a wall
111 | * or selected some menu option that does not constitute an action.
112 | */
113 | int player_action (void);
114 |
115 | /**
116 | * Generate and process enemy action
117 | */
118 | void enemy_action (void);
119 |
120 | /**
121 | * Generate and process the necromancer's action.
122 | */
123 | void necro_action (void);
124 |
125 | /**
126 | * See if the level is over.
127 | * @returns 1 if the level is over, 0 if not.
128 | */
129 | int level_is_over (void);
130 |
131 | /**
132 | * See if the game is over.
133 | * @returns 1 if the game is over, 0 if not.
134 | */
135 | int game_is_over (void);
136 |
137 | /**
138 | * Return a code to say who won the game, if anyone.
139 | * @returns +1 if the hero won, -1 if the hero lost, 0 otherwise.
140 | */
141 | int who_won (void);
142 |
143 | /**
144 | * See if user wants to quit.
145 | * @returns 1 if the player wants to quit, 0 if not.
146 | */
147 | int player_quit (void);
148 |
149 | /**
150 | * Return the player name.
151 | * @returns pointer to player name.
152 | */
153 | char *get_name (void);
154 |
155 | /**
156 | * Return the player's gold
157 | * @returns the gold
158 | */
159 | int get_gold (void);
160 |
161 | /**
162 | * Return the level number.
163 | * @returns the current level number.
164 | */
165 | int get_level (void);
166 |
167 | #endif
168 |
--------------------------------------------------------------------------------
/inc/scores.h:
--------------------------------------------------------------------------------
1 | /*----------------------------------------------------------------------
2 | * Ossuary:
3 | * A DOS port of the ZX Spectrum rogue-like.
4 | * Score handling header.
5 | *
6 | * Copyright (C) Damian Gareth Walker 2013, 2020.
7 | * Created: 16-Jul-2020.
8 | */
9 |
10 | #ifndef __SCORES_H__
11 | #define __SCORES_H__
12 |
13 | /*----------------------------------------------------------------------
14 | * Public Level Function Declarations.
15 | */
16 |
17 | /**
18 | * Load or generate the high score table.
19 | */
20 | void load_scores (void);
21 |
22 | /**
23 | * Show the high score table.
24 | */
25 | void show_scores (void);
26 |
27 | /**
28 | * Save the scores at the end of the game (if changed)
29 | */
30 | void save_scores (void);
31 |
32 | /**
33 | * Consider adding a score to the high score table.
34 | * @param name is the player name.
35 | * @param gold is the amount of gold.
36 | */
37 | void add_score (char *name, int gold);
38 |
39 | #endif
40 |
--------------------------------------------------------------------------------
/inc/screen.h:
--------------------------------------------------------------------------------
1 | /*======================================================================
2 | * CGALib - Watcom C Version.
3 | * Screen Header File.
4 | *
5 | * Definitions for the hardware screen functions.
6 | *
7 | * Copyright (C) Damian Walker 2020.
8 | * Created 29-Jun-2020.
9 | */
10 |
11 | #ifndef __SCREEN_H__
12 | #define __SCREEN_H__
13 |
14 | /*----------------------------------------------------------------------
15 | * Internal structures.
16 | */
17 |
18 | /** @struct screen holds screen information */
19 | #ifdef __CGALIB__
20 | struct screen {
21 |
22 | /** @var mode is the video mode */
23 | int mode;
24 |
25 | /** @var palette is the palette number */
26 | int palette;
27 |
28 | /** @var colour is the palette background colour */
29 | int colour;
30 |
31 | /** @var ink is the ink colour */
32 | int ink;
33 |
34 | /** @var paper is the paper colour */
35 | int paper;
36 |
37 | /** @var font is the current font */
38 | Font *font;
39 | };
40 | #endif
41 |
42 | /*----------------------------------------------------------------------
43 | * Public Level Function Prototypes.
44 | */
45 |
46 | /**
47 | * Initialise the screen, and set its initial screen mode.
48 | * @param m is the screen mode: 4, 5 or 6.
49 | * @returns the new screen.
50 | */
51 | Screen *scr_create (int mode);
52 |
53 | /**
54 | * Set the screen palette.
55 | * @param screen is the screen to affect.
56 | * @param p is the palette number, 0..5.
57 | * @param c is the background colour, 0..15.
58 | */
59 | void scr_palette (Screen *screen, int palette, int colour);
60 |
61 | /**
62 | * Put a bitmap onto the screen.
63 | * @param dst is the screen to affect.
64 | * @param src is the source bitmap.
65 | * @param x is the x coordinate at which the bitmap is to be placed.
66 | * @param y is the y coordinate at which the bitmap is to be placed.
67 | * @param d is the draw mode.
68 | */
69 | void scr_put (Screen *dst, Bitmap *src, int x, int y, DrawMode draw);
70 |
71 | /**
72 | * Get a bitmap from the screen.
73 | * @param src is the screen from which the bitmap comes.
74 | * @param dst is the destination bitmap, whose size is already set.
75 | * @param x is the x coordinate where the desired pattern lies.
76 | * @param y is the y coordinate where the desired pattern lies.
77 | */
78 | void scr_get (Screen *src, Bitmap *dst, int x, int y);
79 |
80 | /**
81 | * Draw a box on the screen, filled in the current ink colour.
82 | * @param screen is the screen to affect.
83 | * @param x is the x coordinate of the top left of the box.
84 | * @param y is the y coordinate of the top left of the box.
85 | * @param w is the width of the box.
86 | * @param h is the height of the box.
87 | * The draw mode is always DRAW_PUT. For anything more sophisticated,
88 | * the scr_put() function should be used.
89 | */
90 | void scr_box (Screen *screen, int x, int y, int width, int height);
91 |
92 | /**
93 | * Print some text on the screen in the current ink colour.
94 | * @param screen is the screen to affect.
95 | * @param x is the x coordinate where the text should appear.
96 | * @param y is the y coordinate where the text should appear.
97 | * @param message is the message to print.
98 | * The text is printed in a box of the paper colour.
99 | */
100 | void scr_print (Screen *screen, int x, int y, char *message);
101 |
102 | /**
103 | * Set the ink colour for scr_box and scr_print operations.
104 | * @param screen is the screen to affect.
105 | * @param ink is the colour to use, 0..3.
106 | */
107 | void scr_ink (Screen *screen, int ink);
108 |
109 | /**
110 | * Set the paper colour for scr_print operations.
111 | * @param screen is the screen to affect.
112 | * @param paper is the colour to use, 0..3.
113 | */
114 | void scr_paper (Screen *screen, int paper);
115 |
116 | /**
117 | * Set the font for scr_print operations.
118 | * @param screen is the screen to affect.
119 | * @param font is the font to use.
120 | */
121 | void scr_font (Screen *screen, Font *font);
122 |
123 | /**
124 | * Reset the screen back to text mode which graphic output is finished.
125 | * @param screen is the screen to affect.
126 | */
127 | void scr_destroy (Screen *screen);
128 |
129 | #endif
130 |
--------------------------------------------------------------------------------
/makefile:
--------------------------------------------------------------------------------
1 | # ----------------------------------------------------------------
2 | # Ossuary
3 | # A DOS port of the ZX Spectrum rogue-like.
4 | # Main game source file.
5 | #
6 | # Copyright (C) Damian Gareth Walker 2020.
7 | # Created: 22-Jun-2020.
8 | #
9 |
10 | # Directories
11 | SRCDIR = src
12 | INCDIR = inc
13 | DOCDIR = doc
14 | PICDIR = pic
15 | FONDIR = fon
16 | OBJDIR = obj
17 | BINDIR = bin
18 | LIBCGA = cgalib
19 | TGTDIR = ossuary
20 |
21 | # Tool commands and their options
22 | CC = wcc
23 | LD = wcl
24 | LIB = wlib
25 | COPTS = -q -0 -W4 -ml -I=$(INCDIR)
26 | LOPTS = -q
27 |
28 | # Host specific build tools
29 | !ifdef __LINUX__
30 | CP = cp
31 | MAKEGFX = dosbox -c "mount y $(%cwd)" &
32 | -c "y:" &
33 | -c "$(BINDIR)\\makegfx $[@ $@" &
34 | -c "exit"
35 | RM = rm
36 | !else
37 | CP = copy
38 | MAKEGFX = $(BINDIR)\\makegfx $[@ $@
39 | RM = del
40 | !endif
41 |
42 | GAME : $(TGTDIR)/ossuary.exe &
43 | $(TGTDIR)/OSSUARY.GFX &
44 | $(TGTDIR)/ossuary.txt
45 |
46 | # Game executables
47 | $(TGTDIR)/ossuary.exe : $(OBJDIR)/ossuary.obj &
48 | $(OBJDIR)/display.obj &
49 | $(OBJDIR)/game.obj &
50 | $(OBJDIR)/scores.obj &
51 | $(OBJDIR)/errors.obj &
52 | $(LIBCGA)/cga-ml.lib
53 | $(LD) $(LOPTS) -fe=$@ $<
54 | $(BINDIR)/makegfx.exe : $(OBJDIR)/makegfx.obj $(LIBCGA)/cga-ml.lib
55 | $(LD) $(LOPTS) -fe=$@ $<
56 |
57 | # Game data files
58 | $(TGTDIR)/OSSUARY.GFX : $(PICDIR)/ossuary.pic $(BINDIR)/makegfx.exe
59 | $(MAKEGFX)
60 | $(TGTDIR)/ossuary.txt : $(DOCDIR)/ossuary.txt
61 | $(CP) $< $@
62 |
63 | # Object files (Ossuary)
64 | $(OBJDIR)/ossuary.obj : $(SRCDIR)/ossuary.c
65 | $(CC) $(COPTS) -fo=$@ $<
66 | $(OBJDIR)/game.obj : $(SRCDIR)/game.c
67 | $(CC) $(COPTS) -fo=$@ $<
68 | $(OBJDIR)/display.obj : $(SRCDIR)/display.c
69 | $(CC) $(COPTS) -fo=$@ $<
70 | $(OBJDIR)/scores.obj : $(SRCDIR)/scores.c
71 | $(CC) $(COPTS) -fo=$@ $<
72 | $(OBJDIR)/errors.obj : $(SRCDIR)/errors.c
73 | $(CC) $(COPTS) -fo=$@ $<
74 | $(OBJDIR)/makegfx.obj : $(SRCDIR)/makegfx.c
75 | $(CC) $(COPTS) -fo=$@ $<
76 |
77 | # CGALIB Wide Font Variant
78 | $(LIBCGA)/cga-ml.lib : &
79 | $(OBJDIR)/screen.obj &
80 | $(OBJDIR)/bitmap.obj &
81 | $(OBJDIR)/font.obj
82 | $(LIB) $(LIBOPTS) $@ &
83 | +-$(OBJDIR)/screen.obj &
84 | +-$(OBJDIR)/bitmap.obj &
85 | +-$(OBJDIR)/font.obj
86 | $(OBJDIR)/screen.obj : $(SRCDIR)/screen.c
87 | $(CC) $(COPTS) -fo=$@ $<
88 | $(OBJDIR)/bitmap.obj : $(SRCDIR)/bitmap.c
89 | $(CC) $(COPTS) -fo=$@ $<
90 | $(OBJDIR)/font.obj : $(SRCDIR)/font.c
91 | $(CC) $(COPTS) -fo=$@ $<
92 |
93 | # Clean the repo
94 | CLEAN :
95 | $(RM) $(TGTDIR)/ossuary.exe
96 | $(RM) $(TGTDIR)/OSSUARY.GFX
97 | $(RM) $(TGTDIR)/ossuary.txt
98 | $(RM) $(LIBCGA)/cga-ml.lib
99 | $(RM) $(BINDIR)/makegfx.exe
100 |
--------------------------------------------------------------------------------
/obj/.gitignore:
--------------------------------------------------------------------------------
1 | # Ignore everything in this directory
2 | *
3 | # Except this file
4 | !.gitignore
5 |
--------------------------------------------------------------------------------
/ossuary/.gitignore:
--------------------------------------------------------------------------------
1 | # Ignore everything in this directory
2 | *
3 | # Except this file
4 | !.gitignore
5 |
--------------------------------------------------------------------------------
/pic/ossuary.pic:
--------------------------------------------------------------------------------
https://raw.githubusercontent.com/cyningstan/ossuary/3a274a8cec4c3f32ecb20f5e1acdc77f828bf1ed/pic/ossuary.pic
--------------------------------------------------------------------------------
/src/bitmap.c:
--------------------------------------------------------------------------------
1 | /*======================================================================
2 | * CGALib - Watcom C Version.
3 | * Bitmap Module.
4 | *
5 | * Definitions for the bitmap functions. Also includes the bitmap
6 | * structure for internal use only.
7 | *
8 | * Copyright (C) Damian Walker 2020.
9 | * Created 30-Jun-2020.
10 | */
11 |
12 | /* default CGALIB macro for access to internal structures */
13 | #define __CGALIB__
14 |
15 | /* included headers */
16 | #include
17 | #include
18 | #include
19 | #include "cgalib.h"
20 |
21 | /*----------------------------------------------------------------------
22 | * Public Level Functions.
23 | */
24 |
25 | /**
26 | * Create a bitmap.
27 | * @param width is the width of the bitmap.
28 | * @param height is the height of the bitmap.
29 | * @returns a new Bitmap.
30 | */
31 | Bitmap *bit_create (int width, int height)
32 | {
33 | /* local variables */
34 | Bitmap *bitmap;
35 |
36 | /* reserve memory */
37 | if (! (bitmap = malloc (sizeof (Bitmap))))
38 | return NULL;
39 | if (! (bitmap->pixels = malloc (width / 4 * height))) {
40 | free (bitmap);
41 | return NULL;
42 | }
43 |
44 | /* initialise the data */
45 | bitmap->width = width;
46 | bitmap->height = height;
47 | bitmap->ink = 3;
48 | bitmap->paper = 0;
49 | bitmap->font = NULL;
50 |
51 | /* return the bitmap */
52 | return bitmap;
53 | }
54 |
55 | /**
56 | * Create a bitmap by copying another.
57 | * @param src is the bitmap to copy.
58 | * @returns a new Bitmap.
59 | */
60 | Bitmap *bit_copy (Bitmap *src)
61 | {
62 | /* local variables */
63 | Bitmap *dst;
64 |
65 | /* reserve memory */
66 | if (! (dst = malloc (sizeof (Bitmap))))
67 | return NULL;
68 | if (! (dst->pixels = malloc (src->width / 4 * src->height))) {
69 | free (dst);
70 | return NULL;
71 | }
72 |
73 | /* initialise the data */
74 | dst->width = src->width;
75 | dst->height = src->height;
76 | dst->ink = src->ink;
77 | dst->paper = src->paper;
78 | dst->font = src->font;
79 | memcpy (dst->pixels, src->pixels, src->width / 4 * src->height);
80 |
81 | /* return the bitmap */
82 | return dst;
83 |
84 | }
85 |
86 | /**
87 | * Read a bitmap from an already-open file.
88 | * @param input is the input file handle.
89 | * @returns a new Bitmap.
90 | */
91 | Bitmap *bit_read (FILE *input)
92 | {
93 | /* local variables */
94 | Bitmap *bitmap; /* the bitmap to return */
95 | int w; /* the width read from a file */
96 | int h; /* the height read from a file */
97 |
98 | /* attempt to read the width and height */
99 | if (! fread (&w, 2, 1, input))
100 | return NULL;
101 | if (! fread (&h, 2, 1, input))
102 | return NULL;
103 |
104 | /* reserve memory for bitmap and its pixels */
105 | if (! (bitmap = malloc (sizeof (Bitmap))))
106 | return NULL;
107 | if (! (bitmap->pixels = malloc (w / 4 * h))) {
108 | free (bitmap);
109 | return NULL;
110 | }
111 |
112 | /* attempt to read the pixels */
113 | if (! fread (bitmap->pixels, w / 4 * h, 1, input)) {
114 | free (bitmap->pixels);
115 | free (bitmap);
116 | return NULL;
117 | }
118 |
119 | /* set the rest of the variables in the bitmap */
120 | bitmap->width = w;
121 | bitmap->height = h;
122 | bitmap->ink = 3;
123 | bitmap->paper = 0;
124 | bitmap->font = NULL;
125 |
126 | /* return the bitmap */
127 | return bitmap;
128 | }
129 |
130 | /**
131 | * Write a bitmap to an already-open file.
132 | * @param bitmap is the bitmap to write.
133 | * @param output is the file handle to write to.
134 | */
135 | void bit_write (Bitmap *bitmap, FILE *output)
136 | {
137 | if (! fwrite (&bitmap->width, 2, 1, output))
138 | return;
139 | if (! fwrite (&bitmap->height, 2, 1, output))
140 | return;
141 | if (! fwrite (bitmap->pixels, bitmap->width / 4 * bitmap->height, 1,
142 | output))
143 | return;
144 | }
145 |
146 | /**
147 | * Put one bitmap onto another, with clipping.
148 | * @param dst is the destination bitmap.
149 | * @param src is the source bitmap.
150 | * @param x is the y coordinate on the destination bitmap.
151 | * @param y is the x coordinate on the destination bitmap.
152 | * @param draw is the drawing mode to use.
153 | */
154 | void bit_put (Bitmap *dst, Bitmap *src, int x, int y, DrawMode draw)
155 | {
156 | /* local variables */
157 | char *d; /* address to copy data to */
158 | char *s; /* address to copy data from */
159 | int r; /* row counter */
160 | int b; /* byte counter */
161 |
162 | /* copy the pixels */
163 | for (r = 0; r < src->height; ++r)
164 |
165 | /* DRAW_PSET can be copied by a quicker method */
166 | if (draw == DRAW_PSET) {
167 | d = dst->pixels + x / 4 + (y + r) * (dst->width / 4);
168 | s = src->pixels + src->width / 4 * r;
169 | _fmemcpy (d, s, src->width / 4);
170 | }
171 |
172 | /* the other draw operations need doing byte by byte */
173 | else
174 | for (b = 0; b < src->width / 4; ++b) {
175 | d = dst->pixels + b + x / 4
176 | + (y + r) * (dst->width / 4);
177 | s = b + src->pixels + src->width / 4 * r;
178 | switch (draw) {
179 | case DRAW_PRESET:
180 | *d = ~*s;
181 | break;
182 | case DRAW_AND:
183 | *d &= *s;
184 | break;
185 | case DRAW_OR:
186 | *d |= *s;
187 | break;
188 | case DRAW_XOR:
189 | *d ^= *s;
190 | break;
191 | }
192 | }
193 | }
194 |
195 | /**
196 | * Get one bitmap from another.
197 | * @param src is the source bitmap.
198 | * @param dst is the destination bitmap.
199 | * @param x is the x coordinate on the source bitmap.
200 | * @param y is the y coordinate on the source bitmap.
201 | */
202 | void bit_get (Bitmap *src, Bitmap *dst, int x, int y)
203 | {
204 | /* local variables */
205 | char *s; /* address to copy data from */
206 | char *d; /* address to copy data to */
207 | int r; /* row counter */
208 |
209 | /* copy the pixels */
210 | for (r = 0; r < dst->height; ++r) {
211 | s = src->pixels + x / 4 + (y + r) * (src->width / 4);
212 | d = dst->pixels + dst->width / 4 * r;
213 | _fmemcpy (d, s, dst->width / 4);
214 | }
215 | }
216 |
217 | /**
218 | * Draw a box onto a Bitmap, filled in the current ink colour.
219 | * @param bitmap is the destination bitmap.
220 | * @param x is the x coordinate of the top left of the box.
221 | * @param y is the y coordinate of the top left of the box.
222 | * @param width is the width of the box.
223 | * @param height is the height of the box.
224 | * The draw mode is always DRAW_PUT. For anything more sophisticated,
225 | * the scr_put() function should be used.
226 | */
227 | void bit_box (Bitmap *bitmap, int x, int y, int width, int height)
228 | {
229 | /* local variables */
230 | char v; /* value to write to the screen */
231 | int r; /* row counter */
232 | char *d; /* address to write to */
233 |
234 | /* determine the byte value that will fill the box */
235 | v = bitmap->ink * 0x55;
236 |
237 | /* fill each individual row */
238 | for (r = 0; r < height; ++r) {
239 | d = bitmap->pixels + x / 4 + (y + r) * (bitmap->width / 4);
240 | _fmemset (d, v, width / 4);
241 | }
242 | }
243 |
244 | /**
245 | * Print some text onto a bitmap in the current ink colour.
246 | * @param bitmap is the destination bitmap.
247 | * @param x is the x coordinate where the text should appear.
248 | * @param y is the y coordinate where the text should appear.
249 | * @param message is the message to print.
250 | * The text is printed in a box of the paper colour.
251 | */
252 | void bit_print (Bitmap *bitmap, int x, int y, char *message)
253 | {
254 | /* local variables */
255 | int b; /* character pointer */
256 | int r; /* row of character */
257 | int v; /* value of byte in character */
258 | int *d; /* pointer to destination byte on screen */
259 |
260 | /* only try to print if a font is selected */
261 | if (! bitmap->font) return;
262 |
263 | /* print each character */
264 | for (b = 0; message[b]; ++b)
265 | for (r = 0; r < 8; ++r) {
266 | d = (int *) (bitmap->pixels + 2 * b + x / 4 +
267 | (y + r) * (bitmap->width / 4));
268 | v = bitmap->font->pixels[2 * r + 16 * (message[b] -
269 | bitmap->font->first)] + 0x100 * bitmap->font->pixels[1 +
270 | 2 * r + 16 * (message[b] - bitmap->font->first)];
271 | if (bitmap->ink != 3 || bitmap->paper != 0)
272 | v = (v & 0x5555 * bitmap->ink)
273 | | ((0xffff ^ v) & 0x5555 * bitmap->paper);
274 | *d = v;
275 | }
276 | }
277 |
278 | /**
279 | * Set the ink colour for scr_box and scr_print operations.
280 | * @param bitmap is the bitmap to set the colour for.
281 | * @param ink is the colour to use, 0..3.
282 | */
283 | void bit_ink (Bitmap *bitmap, int ink)
284 | {
285 | bitmap->ink = ink;
286 | }
287 |
288 | /**
289 | * Set the paper colour for scr_print operations.
290 | * @param bitmap is the bitmap to set the colour for.
291 | * @param paper is the colour to use, 0..3.
292 | */
293 | void bit_paper (Bitmap *bitmap, int paper)
294 | {
295 | bitmap->paper = paper;
296 | }
297 |
298 | /**
299 | * Set the font for scr_print operations.
300 | * @param bitmap is the bitmap to set the font for.
301 | * @param font is the font to use.
302 | */
303 | void bit_font (Bitmap *bitmap, Font *font)
304 | {
305 | bitmap->font = font;
306 | }
307 |
308 | /**
309 | * Destroy a bitmap.
310 | * @param bitmap is the bitmap to destroy.
311 | */
312 | void bit_destroy (Bitmap *bitmap)
313 | {
314 | if (bitmap) {
315 | if (bitmap->pixels)
316 | free (bitmap->pixels);
317 | free (bitmap);
318 | }
319 | }
320 |
--------------------------------------------------------------------------------
/src/display.c:
--------------------------------------------------------------------------------
1 | /*----------------------------------------------------------------------
2 | * Ossuary:
3 | * A DOS port of the ZX Spectrum rogue-like.
4 | * Screen handling module.
5 | *
6 | * Copyright (C) Damian Gareth Walker 2013, 2020.
7 | * Created: 22-Jun-2020.
8 | */
9 |
10 | /* compiler includes */
11 | #include
12 | #include
13 | #include
14 | #include
15 | #include
16 | #include
17 | #include
18 | #include
19 |
20 | /* project includes */
21 | #include "cgalib.h"
22 | #include "display.h"
23 |
24 | /*----------------------------------------------------------------------
25 | * File level variables.
26 | */
27 |
28 | /** @var screen is the CGALIB screen structure */
29 | static Screen *screen;
30 |
31 | /** @var mapimg is the bitmap that holds the drawn map */
32 | static Bitmap *mapimg = NULL;
33 |
34 | /** @var mapwin is the bitmap that holds the visible map section */
35 | static Bitmap *mapwin = NULL;
36 |
37 | /** @var txtwin is the bitmap that holds text screens */
38 | static Bitmap *txtwin = NULL;
39 |
40 | /** @var logo is the Cyningstan logo briefly displayed on the screen */
41 | static Bitmap *logo;
42 |
43 | /** @var bitmaps is the collection of bitmaps used in the game. */
44 | static Bitmap *bitmaps[30];
45 |
46 | /** @var font is the font used in the game */
47 | static Font *font;
48 |
49 | /** @var item_bitmaps links item numbers to the appropriate bitmap */
50 | static int item_bitmaps[16] = {
51 | 22, 12, 13, 10, 11, 14, 15, 16, 17, 18, 21, 20, 19, 22, 22, 23
52 | };
53 |
54 | /** @var last_message is the last message printed. */
55 | static char last_message[17];
56 |
57 | /*----------------------------------------------------------------------
58 | * Public Level Routines.
59 | */
60 |
61 | /**
62 | * Initialise the screen.
63 | */
64 | int init_screen (int mono, int palette)
65 | {
66 | /* initialise the screen using CGALIB */
67 | screen = scr_create (mono ? 6 : 4);
68 | if (! palette)
69 | scr_palette (screen, 2, 14);
70 | scr_ink (screen, 2);
71 | scr_box (screen, 0, 0, 320, 200);
72 |
73 | /* return success */
74 | return 1;
75 | }
76 |
77 | /**
78 | * Clean up the display.
79 | */
80 | void clean_up_display (void)
81 | {
82 | scr_destroy (screen);
83 | }
84 |
85 | /**
86 | * Load the game graphics.
87 | */
88 | int load_graphics (void)
89 | {
90 | /* local variables */
91 | FILE *input; /* input file handle */
92 | int count; /* graphics counter */
93 | char header[8]; /* header buffer */
94 |
95 | /* open the file and read and check the header */
96 | if (! (input = fopen ("ossuary.gfx", "rb"))) return 0;
97 | if (! (fread (header, 8, 1, input))) return 0;
98 | if (header[7] != '\0') return 0;
99 | if (strcmp (header, "OSS100D")) return 0;
100 |
101 | /* load and display the logo */
102 | if (! (logo = bit_read (input)))
103 | return 0;
104 | scr_put (screen, logo, 96, 92, DRAW_PSET);
105 | bit_destroy (logo);
106 |
107 | /* load each of the graphic images */
108 | for (count = 0; count < 30; ++count)
109 | if (! (bitmaps[count] = bit_read (input)))
110 | return 0;
111 |
112 | /* load the font */
113 | if (! (font = fnt_read (input)))
114 | return 0;
115 | scr_font (screen, font);
116 |
117 | /* create the map bitmaps */
118 | if (! (mapimg = bit_create (256, 256)))
119 | return 0;
120 | if (! (mapwin = bit_create (144, 144)))
121 | return 0;
122 | if (! (txtwin = bit_create (144, 144)))
123 | return 0;
124 |
125 | /* initialise the text window */
126 | bit_ink (txtwin, 2);
127 | bit_box (txtwin, 0, 0, 144, 144);
128 | bit_font (txtwin, font);
129 |
130 | /* put the image on the screen and return success */
131 | sleep (3);
132 | scr_put (screen, bitmaps[0], 0, 0, DRAW_PSET);
133 | return 1;
134 | }
135 |
136 | /**
137 | * Display the updates to the text window.
138 | */
139 | void display_text (void)
140 | {
141 | scr_put (screen, txtwin, 88, 12, DRAW_PSET);
142 | }
143 |
144 | /**
145 | * Display a number in the gold statistic box.
146 | * @param gold is the amount of gold.
147 | */
148 | void display_gold (int gold)
149 | {
150 | char gold_string[5];
151 | sprintf (gold_string, "%04d", gold);
152 | scr_paper (screen, 2);
153 | scr_ink (screen, 3);
154 | scr_print (screen, 40, 84, gold_string);
155 | }
156 |
157 | /**
158 | * Display one of the three hero stats.
159 | * @param stat_no is the stat number, 0..2.
160 | * @param stat_val is the value of the stat.
161 | * @param stat_mod is the modifier.
162 | */
163 | void display_stat (int stat_no, int stat_val, int stat_mod)
164 | {
165 | /* local variables */
166 | char val_string[3];
167 | char mod_string[3];
168 |
169 | /* build the strings */
170 | sprintf (val_string, "%02d", stat_val);
171 | sprintf (mod_string, "+%c", '0' + stat_mod);
172 |
173 | /* print the value */
174 | scr_paper (screen, 2);
175 | scr_ink (screen, 3);
176 | scr_print (screen, 56, 12 + 16 * stat_no, val_string);
177 |
178 | /* print the modifier */
179 | scr_ink (screen, 1);
180 | scr_print (screen, 56, 20 + 16 * stat_no, mod_string);
181 | }
182 |
183 | /**
184 | * Display the hero's health.
185 | * @param health_val is the current health value.
186 | * @param health_max is the maximum health value.
187 | */
188 | void display_health (int health_val, int health_max)
189 | {
190 | /* local variables */
191 | char val_string[3];
192 | char max_string[3];
193 | unsigned long int far *overline;
194 |
195 | /* build the strings */
196 | sprintf (val_string, "%02d", health_val);
197 | sprintf (max_string, "%02d", health_max);
198 |
199 | /* print the value */
200 | scr_paper (screen, 2);
201 | scr_ink (screen, health_val < 10 ? 0 : 3);
202 | scr_print (screen, 56, 60, val_string);
203 |
204 | /* print the max value */
205 | scr_ink (screen, 1);
206 | scr_print (screen, 56, 68, max_string);
207 |
208 | /* superimpose a line over the max value */
209 | overline = (unsigned long int far *) 0xb8000aae;
210 | *overline = 0x56555595;
211 |
212 | }
213 |
214 | /**
215 | * Display an inventory slot.
216 | * @param slot is the slot number.
217 | * @param item is the item number.
218 | */
219 | void display_inventory (int slot, int item)
220 | {
221 | /* local variables */
222 | int x, y;
223 | int b;
224 |
225 | /* ascertain screen position and bitmap number */
226 | x = 248 + 16 * (slot % 2);
227 | y = 12 + 16 * (int) (slot / 2) + 8 * (slot > 1);
228 | b = item_bitmaps[item];
229 |
230 | /* put the bitmap on the screen */
231 | scr_put (screen, bitmaps[b], x, y, DRAW_PSET);
232 | }
233 |
234 | /**
235 | * Highlight an inventory slot with the cursor.
236 | * @param slot is the slot number.
237 | */
238 | void highlight_inventory (int slot)
239 | {
240 | /* local variables */
241 | int x, y;
242 |
243 | /* ascertain screen position */
244 | x = 248 + 16 * (slot % 2);
245 | y = 12 + 16 * (int) (slot / 2) + 8 * (slot > 1);
246 |
247 | /* show the cursor in the right position */
248 | scr_put (screen, bitmaps[28], x, y, DRAW_AND);
249 | }
250 |
251 | /**
252 | * Display a prompt in the bottom text area
253 | * @param message is the message to print
254 | */
255 | void display_message (char *message)
256 | {
257 | /* if a message was just printed, delay */
258 | if (*last_message) {
259 | scr_paper (screen, 1);
260 | scr_ink (screen, 2);
261 | scr_print (screen, 96, 156, last_message);
262 | sleep (1);
263 | }
264 |
265 | /* print the text */
266 | scr_paper (screen, 1);
267 | scr_ink (screen, 0);
268 | scr_print (screen, 96, 156, message);
269 |
270 | /* remember the message */
271 | strcpy (last_message, message);
272 | }
273 |
274 | /*
275 | * Blank out the previous message.
276 | */
277 | void blank_message (void)
278 | {
279 | scr_ink (screen, 1);
280 | scr_box (screen, 96, 156, 128, 8);
281 | *last_message = 0;
282 | }
283 |
284 | /**
285 | * Display some text in the top text area.
286 | * @param message is the message to print
287 | */
288 | void display_heading (char *message)
289 | {
290 | /* print the text */
291 | scr_paper (screen, 1);
292 | scr_ink (screen, 0);
293 | scr_print (screen, 128, 4, message);
294 | }
295 |
296 | /**
297 | * Alter a tile on the drawn map
298 | * @param x is the X location to alter.
299 | * @param y is the Y location to alter.
300 | * @param value is the map square value.
301 | */
302 | void update_map_tile (int x, int y, int value)
303 | {
304 | /* local variables */
305 | int bm_index; /* which bitmap to show */
306 |
307 | /* work out the tile to display */
308 | if ((value & 0xf0) == 0x20) /* hero */
309 | bm_index = 1;
310 | else if (value < 4) /* wall */
311 | bm_index = 24 + value;
312 | else if ((value & 0xf0) == 0x10) /* floor, item, stairs */
313 | bm_index = item_bitmaps[value & 0xf];
314 | else if (value & 0x80) /* enemy */
315 | bm_index = (value & 0x70) / 0x10 + 2;
316 | else if (value == 0x30) /* necromancer */
317 | bm_index = 29;
318 | else /* whoops! */
319 | bm_index = 22;
320 |
321 | /* copy the bitmap */
322 | bit_put (mapimg, bitmaps[bm_index], 16 * x, 16 * y, DRAW_PSET);
323 | }
324 |
325 | /**
326 | * Build and display the visible portion of the game map.
327 | * @param map is the whole map.
328 | * @param hero_x is the hero's X location.
329 | * @param hero_y is the hero's Y locaation.
330 | */
331 | void display_map (int hero_x, int hero_y)
332 | {
333 | /* local variables */
334 | int top, /* map y coordinate at the top of the window */
335 | left; /* map x coordinate at the left of the window */
336 |
337 | /* work out the top left of the map */
338 | if (hero_x < 4) left = 0;
339 | else if (hero_x < 11) left = hero_x - 4;
340 | else left = 7;
341 | if (hero_y < 4) top = 0;
342 | else if (hero_y < 11) top = hero_y - 4;
343 | else top = 7;
344 |
345 | /* put the map on the screen */
346 | bit_get (mapimg, mapwin, 16 * left, 16 * top);
347 | scr_put (screen, mapwin, 88, 12, DRAW_PSET);
348 | }
349 |
350 | /**
351 | * Display a blank square in the map area.
352 | */
353 | void blank_map (void)
354 | {
355 | scr_ink (screen, 2);
356 | scr_box (screen, 88, 12, 144, 144);
357 | }
358 |
359 | /**
360 | * Get a keypress, adding 0x8000 for extended codes, and converting
361 | * upper case letters to lower case.
362 | * @returns the keypress
363 | * Keys are as follows:
364 | * SPC Enter the menu.
365 | * Esc Leave the game.
366 | * I Inventory.
367 | * Q Quaff a potion.
368 | * E Eat an apple.
369 | * P Pick up item.
370 | */
371 | int get_keypress (void)
372 | {
373 | /* local variables */
374 | int key;
375 |
376 | /* clear the keyboard buffer */
377 | while (kbhit ()) getch ();
378 |
379 | /* get the key */
380 | key = getch ();
381 | if (key == 0)
382 | key = getch () + 0x8000;
383 | if (key >= 'A' && key <= 'Z')
384 | key += 32;
385 |
386 | /* once a key is pressed, we don't need to delay last message */
387 | *last_message = 0;
388 |
389 | /* return the key */
390 | return key;
391 | }
392 |
393 | /**
394 | * Display a game over message and wait for a key.
395 | * @param line_1 is the first line of the message.
396 | * @param line_2 is the second line of the message.
397 | * The lines are assumed to be exactly 8 characters long.
398 | */
399 | void display_game_over (char *line_1, char *line_2)
400 | {
401 | display_message (" ESC TO RESTART ");
402 | scr_ink (screen, 0);
403 | scr_paper (screen, 2);
404 | scr_print (screen, 128, 76, line_1);
405 | scr_print (screen, 128, 84, line_2);
406 | while (getch () != 27);
407 | blank_message ();
408 | }
409 |
410 | /**
411 | * Print a debug message at the bottom of the screen.
412 | * @param message is the message.
413 | */
414 | void debug_message (char *message)
415 | {
416 | char buffer[41],
417 | *ch;
418 | sprintf (buffer, "%-40s", message);
419 | for (ch = buffer; *ch; ++ch)
420 | *ch = toupper (*ch);
421 | scr_ink (screen, 0);
422 | scr_paper (screen, 2);
423 | scr_print (screen, 0, 192, buffer);
424 | if (! getch ()) getch ();
425 | scr_ink (screen, 2);
426 | scr_box (screen, 0, 192, 320, 8);
427 | }
428 |
429 | /**
430 | * Display a row of the high score table.
431 | * @param row is the row number.
432 | * @param name is the name.
433 | * @param gold is the gold.
434 | */
435 | void display_score (int row, char *name, int gold, int highlight)
436 | {
437 | /* local variables */
438 | char text[19]; /* the text of this row */
439 |
440 | /* prepare the text and print it */
441 | sprintf (text, " %-10s %04d ", name, gold);
442 | bit_paper (txtwin, 2);
443 | bit_ink (txtwin, highlight ? 0 : 3);
444 | bit_print (txtwin, 0, 8 * row, text);
445 | }
446 |
447 | /**
448 | * Display the game keys.
449 | */
450 | void display_keys (void)
451 | {
452 | /* display heading */
453 | display_heading (" KEYS ");
454 | display_message ("ESC BACK TO GAME");
455 |
456 | /* display subheadings */
457 | bit_paper (txtwin, 2);
458 | bit_ink (txtwin, 3);
459 | bit_print (txtwin, 0, 0, "WHILE MOVING HERO ");
460 | bit_print (txtwin, 0, 88, "WHILE IN INVENTORY");
461 |
462 | /* display the keys */
463 | bit_ink (txtwin, 0);
464 | bit_print (txtwin, 0, 8, ". ");
465 | bit_print (txtwin, 0, 16, "I ");
466 | bit_print (txtwin, 0, 24, "T ");
467 | bit_print (txtwin, 0, 32, "S ");
468 | bit_print (txtwin, 0, 40, "E ");
469 | bit_print (txtwin, 0, 48, "Q ");
470 | bit_print (txtwin, 0, 56, "N ");
471 | bit_print (txtwin, 0, 64, "X ");
472 | bit_print (txtwin, 0, 96, "W ");
473 | bit_print (txtwin, 0, 104, "P ");
474 | bit_print (txtwin, 0, 112, "C ");
475 | bit_print (txtwin, 0, 120, "D ");
476 |
477 | /* display descriptions */
478 | bit_ink (txtwin, 1);
479 | bit_print (txtwin, 16, 8, "WAIT A MOMENT...");
480 | bit_print (txtwin, 16, 16, "VIEW INVENTORY ");
481 | bit_print (txtwin, 16, 24, "PICK UP ITEM ");
482 | bit_print (txtwin, 16, 32, "DESCEND STAIRS ");
483 | bit_print (txtwin, 16, 40, "EAT A NICE APPLE");
484 | bit_print (txtwin, 16, 48, "QUAFF A POTION ");
485 | bit_print (txtwin, 16, 56, "START A NEW GAME");
486 | bit_print (txtwin, 16, 64, "EXIT TO DOS ");
487 | bit_print (txtwin, 0, 72, " ARROWS MOVE HERO");
488 | bit_print (txtwin, 0, 80, " SPACE FOR MENU ");
489 | bit_print (txtwin, 16, 96, "WIELD AN ITEM ");
490 | bit_print (txtwin, 16, 104, "PUT AN ITEM AWAY");
491 | bit_print (txtwin, 16, 112, "CONSUME AN ITEM ");
492 | bit_print (txtwin, 16, 120, "DISCARD AN ITEM ");
493 | bit_print (txtwin, 0, 128, " ARROWS SELECT ");
494 | bit_print (txtwin, 0, 136, " SPACE FOR MENU ");
495 |
496 | /* wait for the ESC key */
497 | display_text ();
498 | while (getch () != 27);
499 | blank_message ();
500 | }
501 |
502 | /**
503 | * Noise for a hit in combat.
504 | */
505 | void hit_noise (void)
506 | {
507 | /* local variables */
508 | struct timeb start, /* start time for noise */
509 | now; /* current time */
510 |
511 | /* make the noise */
512 | ftime (&start);
513 | do {
514 | sound (128 + rand () % 64);
515 | ftime (&now);
516 | } while (now.millitm == start.millitm);
517 | nosound ();
518 | }
519 |
520 | /**
521 | * Noise for a kill in combat.
522 | */
523 | void kill_noise (void)
524 | {
525 | /* local variables */
526 | struct timeb start, /* start time for noise */
527 | now; /* current time */
528 | int pitch;
529 |
530 | /* make the noise */
531 | pitch = 128 + rand () % 64;
532 | ftime (&start);
533 | do {
534 | sound (pitch);
535 | pitch -= (rand () % pitch) / 32;
536 | ftime (&now);
537 | } while (now.millitm == start.millitm);
538 | nosound ();
539 | }
540 |
541 | /**
542 | * Noise for some inventory action.
543 | */
544 | void inventory_noise (void)
545 | {
546 | sound (256 + rand () % 128);
547 | delay (1);
548 | nosound ();
549 | }
550 |
551 | /**
552 | * Noise for the clink of gold.
553 | */
554 | void gold_noise (void)
555 | {
556 | /* local variables */
557 | struct timeb start, /* start time for noise */
558 | now; /* current time */
559 |
560 | /* make the noise */
561 | ftime (&start);
562 | do {
563 | sound (768 + rand () % 256);
564 | ftime (&now);
565 | } while (now.millitm == start.millitm);
566 | nosound ();
567 | }
568 |
569 | /**
570 | * Noise for descending the stairs.
571 | */
572 | void stairs_noise (void)
573 | {
574 | /* local variables */
575 | int pitch, /* descending pitch value */
576 | count; /* count the number of steps */
577 |
578 | /* make the noise */
579 | pitch = 128 + rand () % 64;
580 | for (count = 0; count < 4; ++count) {
581 | sound (pitch);
582 | delay (1);
583 | nosound ();
584 | delay (250);
585 | pitch -= (rand () % pitch) / 4;
586 | }
587 | }
588 |
--------------------------------------------------------------------------------
/src/errors.c:
--------------------------------------------------------------------------------
1 | /*----------------------------------------------------------------------
2 | * Ossuary:
3 | * A DOS port of the ZX Spectrum rogue-like.
4 | * Error handling module.
5 | *
6 | * Copyright (C) Damian Gareth Walker 2020.
7 | * Created: 22-Jun-2020.
8 | */
9 |
10 | #include
11 | #include
12 | #include
13 |
14 | /*----------------------------------------------------------------------
15 | * Public Level Functions.
16 | */
17 |
18 | /**
19 | * Exit the program on an error condition, showing the error.
20 | * @param exit_code is the code that determines what the error was.
21 | */
22 | void exit_game (int exit_code)
23 | {
24 | /* @var message is a pointer to the output message */
25 | char *message;
26 |
27 | /* determine what message to print */
28 | switch (exit_code) {
29 | case 0:
30 | message = "Goodbye!";
31 | break;
32 | case 1:
33 | message = "Cannot initialise screen!";
34 | break;
35 | case 2:
36 | message = "Cannot load font!";
37 | break;
38 | case 3:
39 | message = "Cannot load graphics!";
40 | break;
41 | case 4:
42 | message = "Invalid option!";
43 | break;
44 | case 5:
45 | message = "This beta has expired! Contact Cyningstan.";
46 | break;
47 | default:
48 | message = "Unknown error!";
49 | }
50 |
51 | /* make sure we're in text mode and print the message */
52 | _setvideomode (_DEFAULTMODE);
53 | puts (message);
54 | exit (exit_code);
55 | }
56 |
--------------------------------------------------------------------------------
/src/font.c:
--------------------------------------------------------------------------------
1 | /*======================================================================
2 | * CGALib - Watcom C Version.
3 | * Font Module.
4 | *
5 | * Copyright (C) Damian Walker 2020.
6 | * Created 29-Jun-2020.
7 | */
8 |
9 | /* define CGALIB macro for access to internal structures */
10 | #define __CGALIB__
11 |
12 | /* included headers */
13 | #include
14 | #include
15 | #include
16 | #include "cgalib.h"
17 |
18 | /*----------------------------------------------------------------------
19 | * Public Level Functions.
20 | */
21 |
22 | /**
23 | * Create a new font.
24 | * @param first is the first character in the font.
25 | * @param last is the last character in the font.
26 | * @returns the new font.
27 | */
28 | Font *fnt_create (int first, int last)
29 | {
30 | /* local variables */
31 | Font *font; /* the font to return */
32 |
33 | /* attempt to allocate memory */
34 | if (! (font = malloc (sizeof (Font))))
35 | return NULL;
36 | if (! (font->pixels = malloc (16 * (last - first + 1)))) {
37 | free (font);
38 | return NULL;
39 | }
40 |
41 | /* set the font information */
42 | font->first = first;
43 | font->last = last;
44 |
45 | /* return the font */
46 | return font;
47 | }
48 |
49 | /**
50 | * Copy a font.
51 | * @param font is the font to copy.
52 | * @returns a new font copied from the old.
53 | */
54 | Font *fnt_copy (Font *src)
55 | {
56 | /* local variables */
57 | Font *dst; /* destination font */
58 |
59 | /* attempt to reserve memory */
60 | if (! (dst = malloc (sizeof (Font))))
61 | return NULL;
62 | if (! (dst->pixels = malloc (16 * (src->last - src->first + 1)))) {
63 | free (dst);
64 | return NULL;
65 | }
66 |
67 | /* set the font information */
68 | dst->first = src->first;
69 | dst->last = src->last;
70 | memcpy (dst->pixels, src->pixels, 16 * (src->last - src->first + 1));
71 |
72 | /* return the font */
73 | return dst;
74 | }
75 |
76 | /**
77 | * Read a font from an already open file.
78 | * @param input is the input file handle.
79 | * @returns the new font.
80 | */
81 | Font *fnt_read (FILE *input)
82 | {
83 | /* local variables */
84 | Font *font; /* the font to return */
85 | char f; /* first character code read from file */
86 | char l; /* last character code read from file */
87 |
88 | /* read first and last character codes */
89 | if (! fread (&f, 1, 1, input))
90 | return NULL;
91 | if (! fread (&l, 1, 1, input))
92 | return NULL;
93 |
94 | /* attempt to allocate memory */
95 | if (! (font = malloc (sizeof (Font))))
96 | return NULL;
97 | if (! (font->pixels = malloc (16 * (l - f + 1)))) {
98 | free (font);
99 | return NULL;
100 | }
101 |
102 | /* attempt to read the pixel data */
103 | if (! fread (font->pixels, 16 * (l - f + 1), 1, input)) {
104 | free (font->pixels);
105 | free (font);
106 | return NULL;
107 | }
108 |
109 | /* set the other font information */
110 | font->first = f;
111 | font->last = l;
112 |
113 | /* return the font */
114 | return font;
115 | }
116 |
117 | /**
118 | * Write a font to an already open file.
119 | * @param font is the font to write.
120 | * @param output is the output file handle.
121 | */
122 | void fnt_write (Font *font, FILE *output)
123 | {
124 | if (! fwrite (&font->first, 1, 1, output))
125 | return;
126 | if (! fwrite (&font->last, 1, 1, output))
127 | return;
128 | if (! fwrite (font->pixels, 16 * (font->last - font->first + 1), 1,
129 | output))
130 | return;
131 | }
132 |
133 | /**
134 | * Put a bitmap into a font character.
135 | * @param dst is the destination font.
136 | * @param src is the source bitmap.
137 | * @param ch is the character to set.
138 | */
139 | void fnt_put (Font *dst, Bitmap *src, int ch)
140 | {
141 | memcpy (dst->pixels + 16 * (ch - dst->first), src->pixels, 16);
142 | }
143 |
144 | /**
145 | * Get a bitmap from a font character.
146 | * @param src is the source font.
147 | * @param dst is the destination bitmap.
148 | * @param ch is the character to get.
149 | */
150 | void fnt_get (Font *src, Bitmap *dst, int ch)
151 | {
152 | memcpy (dst->pixels, src->pixels + 16 * (ch - src->first), 16);
153 | }
154 |
155 | /**
156 | * Set the font colours permanently.
157 | * @param font is the font to modify.
158 | * @param ink is the ink colour.
159 | * @param paper is the paper colour.
160 | * This function offers a quicker alternative to colouring text as it is
161 | * printed, and may be used if ALL text is going to be a certain colour.
162 | * It can be used in conjunction with the fnt_copy() function to quickly
163 | * output text in multiple colours (fnt_copy then apply fnt_colours).
164 | * Note that this assumes that the colours are already ink 3, paper 0.
165 | * After changing the font colours, this will no longer be the case
166 | * and further colour changes will have unpredictable results.
167 | */
168 | void fnt_colours (Font *font, int ink, int paper)
169 | {
170 | /* local variables */
171 | int ch; /* character count */
172 | int r; /* byte count */
173 | int p; /* paper mask */
174 | int i; /* ink mask */
175 | int b; /* background of recoloured character */
176 | int f; /* foreground of recoloured character */
177 |
178 | /* work out the ink and paper masks */
179 | i = ink * 0x55;
180 | p = paper * 0x55;
181 |
182 | /* loop through all the characters */
183 | for (ch = 0; ch < font->last - font->first; ++ch)
184 | for (r = 0; r < 15; ++r) {
185 | f = font->pixels[16 * ch + r] & i;
186 | b = 0xff ^ font->pixels[16 * ch + r] & p;
187 | font->pixels[16 * ch + r] = i | p;
188 | }
189 | }
190 |
191 | /**
192 | * Destroy a font.
193 | * @param font is the font to destroy.
194 | */
195 | void fnt_destroy (Font *font)
196 | {
197 | if (font) {
198 | if (font->pixels)
199 | free (font->pixels);
200 | free (font);
201 | }
202 | }
203 |
--------------------------------------------------------------------------------
/src/fontconv.c:
--------------------------------------------------------------------------------
1 | /* temporary font conversion utility */
2 |
3 | #include
4 | #include
5 | #include
6 | #include
7 | #include "conio.h"
8 | #include "cgalib.h"
9 |
10 | /**
11 | * Main Program
12 | */
13 | void main (void)
14 | {
15 | Screen *screen;
16 | Bitmap *bitmap;
17 | Font *font;
18 | FILE *fp;
19 | int ch, r, c;
20 |
21 | /* initialise the screen */
22 | _setvideomode (4);
23 | screen = scr_create (4);
24 |
25 | /* show the font */
26 | if (! _registerfonts ("ossuary.fon")) {
27 | printf ("Cannot load font.\n");
28 | exit (0);
29 | }
30 | _setfont ("n1");
31 | _moveto (0, 0);
32 | _outgtext (" !\"#$%&'()*+,-./");
33 | _moveto (0, 8);
34 | _outgtext ("0123456789:;<=>?");
35 | _moveto (0, 16);
36 | _outgtext ("@ABCDEFGHIJKLMNO");
37 | _moveto (0, 24);
38 | _outgtext ("PQRSTUVWXYZ[\\]^_");
39 |
40 | getch ();
41 |
42 | /* extract all the characters into a font */
43 | if (! (font = fnt_create (32, 95))) {
44 | printf ("Cannot create font.\n");
45 | exit (1);
46 | }
47 | if (! (bitmap = bit_create (8, 8))) {
48 | printf ("Cannot create bitmap.\n");
49 | exit (1);
50 | }
51 | if (! (fp = fopen ("ossuary.fnt", "wb"))) {
52 | printf ("Cannot create font file ossuary.fnt.\n");
53 | exit (1);
54 | }
55 | if (! fwrite ("CGA100F", 8, 1, fp)) {
56 | printf ("Cannot write header to font file.\n");
57 | exit (1);
58 | }
59 | for (ch = 32; ch <= 95; ++ch) {
60 | r = (ch - 32) / 16;
61 | c = (ch - 32) % 16;
62 | scr_get (screen, bitmap, 8 * c, 8 * r);
63 | fnt_put (font, bitmap, ch);
64 | }
65 | fnt_write (font, fp);
66 | fclose (fp);
67 |
68 | /* clean up at the end */
69 | bit_destroy (bitmap);
70 | fnt_destroy (font);
71 | scr_destroy (screen);
72 | }
73 |
--------------------------------------------------------------------------------
/src/game.c:
--------------------------------------------------------------------------------
1 | /*----------------------------------------------------------------------
2 | * Ossuary:
3 | * A DOS port of the ZX Spectrum rogue-like.
4 | * Game handling module.
5 | *
6 | * Copyright (C) Damian Gareth Walker 2013, 2020.
7 | * Created: 22-Jun-2020.
8 | */
9 |
10 | /* compiler headers */
11 | #include
12 | #include
13 | #include
14 | #include
15 | #include
16 | #include
17 |
18 | /* project headers */
19 | #include "game.h"
20 | #include "display.h"
21 |
22 | /*----------------------------------------------------------------------
23 | * Constant definitions.
24 | */
25 |
26 | /* 3x3 cell map bitmasks */
27 | #define CELL_EAST 0x01
28 | #define CELL_SOUTH 0x02
29 | #define CELL_WEST 0x04
30 | #define CELL_NORTH 0x08
31 | #define CELL_CHAMBER 0x80
32 |
33 | /* bits in the quick inventory */
34 | #define QI_WAND 0x01
35 | #define QI_AMULET 0x02
36 | #define QI_WOODEN_SHIELD 0x04
37 | #define QI_IRON_SHIELD 0x08
38 | #define QI_DAGGER 0x10
39 | #define QI_SWORD 0x20
40 | #define QI_AXE 0x40
41 | #define QI_POTION 0x80
42 |
43 | /* composite bit patterns for easy searches in the quick inventory */
44 | #define QI_ANY_SHIELD 0x0c
45 | #define QI_BIG_WEAPON 0x60
46 | #define QI_ANY_WEAPON 0x70
47 |
48 | /*----------------------------------------------------------------------
49 | * Type definitions
50 | */
51 |
52 | /** @enum Behaviour is a list of enemy behaviours */
53 | typedef enum {
54 | BEHAVIOUR_GUARD,
55 | BEHAVIOUR_WANDER,
56 | BEHAVIOUR_CHASE
57 | } Behaviour;
58 |
59 | /** @enum EnemyType is a list of enemy types */
60 | typedef enum {
61 | ENEMY_BAT,
62 | ENEMY_VERMIN,
63 | ENEMY_ARACHNID,
64 | ENEMY_SERPENT,
65 | ENEMY_CADAVER,
66 | ENEMY_SKELETON,
67 | ENEMY_SPECTRE,
68 | ENEMY_DAEMON
69 | } EnemyType;
70 |
71 | /** @enum ItemType is a list of item types */
72 | typedef enum {
73 | ITEM_NONE,
74 | ITEM_PURSE,
75 | ITEM_CASKET,
76 | ITEM_APPLE,
77 | ITEM_POTION,
78 | ITEM_DAGGER,
79 | ITEM_SWORD,
80 | ITEM_AXE,
81 | ITEM_WOODEN_SHIELD,
82 | ITEM_IRON_SHIELD,
83 | ITEM_SCROLL,
84 | ITEM_AMULET,
85 | ITEM_WAND
86 | } ItemType;
87 |
88 | /** @enum Direction is a list of directions of movement */
89 | typedef enum {
90 | DIR_NONE,
91 | DIR_UP,
92 | DIR_DOWN,
93 | DIR_LEFT,
94 | DIR_RIGHT
95 | } Direction;
96 |
97 | /** @enum MenuOptions is a list of main menu options */
98 | typedef enum {
99 | MENU_HELP,
100 | MENU_WAIT,
101 | MENU_INVENTORY,
102 | MENU_PICK_UP,
103 | MENU_DESCEND,
104 | MENU_EAT,
105 | MENU_QUAFF,
106 | MENU_NEW_GAME,
107 | MENU_EXIT,
108 | MENU_CANCEL,
109 | MENU_INV_HELP,
110 | MENU_INV_WIELD,
111 | MENU_INV_PUT_AWAY,
112 | MENU_INV_CONSUME,
113 | MENU_INV_DISCARD,
114 | MENU_INV_CLOSE
115 | } MenuOptions;
116 |
117 | /** @struct enemy is an enemy record */
118 | typedef struct enemy Enemy;
119 | struct enemy {
120 |
121 | /** @var x is the x location of the enemy */
122 | int x;
123 |
124 | /** @var y is the y location of the enemy */
125 | int y;
126 |
127 | /** @var type is the type of enemy */
128 | int type;
129 |
130 | /** @var health is the enemy's health */
131 | int health;
132 |
133 | /** @var aggression is the aggression level of the enemy */
134 | int aggression;
135 |
136 | /** @var behaviour indicates what the enemy is doing */
137 | Behaviour behaviour;
138 |
139 | /** @var dest_x is the X coordinate the monster is heading for */
140 | int dest_x;
141 |
142 | /** @var dest_y is the Y coordinate the monster is heading for */
143 | int dest_y;
144 | };
145 |
146 | /** @struct enemy_stats are the stats of each enemy type */
147 | typedef struct enemy_stats EnemyStats;
148 | struct enemy_stats {
149 |
150 | /** @var strength is the enemy strength */
151 | int strength;
152 |
153 | /** @var agility is the enemy agility */
154 | int agility;
155 | };
156 |
157 | /*----------------------------------------------------------------------
158 | * File level variables.
159 | */
160 |
161 | /** @var name is the player's name */
162 | static char name[11];
163 |
164 | /** @var level is the current dungeon level. */
165 | static int level;
166 |
167 | /** @var gold is the gold that the hero has collected. */
168 | static int gold;
169 |
170 | /** @var enemy_min is the weakest enemy for the current level. */
171 | static int enemy_min;
172 |
173 | /** @var enemy_max is the strongest enemy for the current level. */
174 | static int enemy_max;
175 |
176 | /** @var enemy_anger is the average enemy aggression level. */
177 | static int enemy_anger;
178 |
179 | /** @var experience is the number of XP points the player has. */
180 | static int experience = 0;
181 |
182 | /** @var necro_health is the necromancer's hit points. */
183 | static int necro_health;
184 |
185 | /** @var necro_x is the necromancer's X position */
186 | static int necro_x;
187 |
188 | /** @var necro_y is the necromancer's Y position */
189 | static int necro_y;
190 |
191 | /** @var hero_strength is the primary attack stat. */
192 | static int hero_strength;
193 |
194 | /** @var hero_agility is the primary defence stat. */
195 | static int hero_agility;
196 |
197 | /** @var hero_intelligence is the magical attack/defence stat. */
198 | static int hero_intelligence;
199 |
200 | /** @var hero_x is the hero's X position on the map */
201 | static int hero_x;
202 |
203 | /** @var hero_y is the hero's Y position on the map */
204 | static int hero_y;
205 |
206 | /** @var hero_health is the hero's hit points. */
207 | static int hero_health;
208 |
209 | /** @var inventory is the player's inventory */
210 | static int inventory[12];
211 |
212 | /** @var inventory_slot is the last inventory slot accessed. */
213 | static int inventory_slot;
214 |
215 | /** @var strength_mod is the attack modifier */
216 | static int strength_modifier;
217 |
218 | /** @var agility_mod is the defence modifier */
219 | static int agility_modifier;
220 |
221 | /** @var intelligence_mod is the intelligence modifier */
222 | static int intelligence_modifier;
223 |
224 | /** @var map is the map */
225 | static char map[16][16];
226 |
227 | /** @var enemies is the array of enemies */
228 | static Enemy enemies[8];
229 |
230 | /** @var level_over signifies that the level is over */
231 | static int level_over;
232 |
233 | /** @var game_over signifies that the user wants to restart */
234 | static int game_over;
235 |
236 | /** @var game_quit signifies that the user has quit */
237 | static int game_quit;
238 |
239 | /** @var enemy_stats is an array of stats per enemy type */
240 | static EnemyStats enemy_stats[8] = {
241 | {2, 6},
242 | {6, 4},
243 | {6, 6},
244 | {8, 6},
245 | {8, 8},
246 | {8, 10},
247 | {10, 10},
248 | {10, 12}
249 | };
250 |
251 | /** @var item_message are shown when standing by each item */
252 | static char item_message[16][17] = {
253 | " FOUND A BUG! ",
254 | "A PURSE OF GOLD ",
255 | "A CASKET OF GOLD",
256 | " A NICE APPLE ",
257 | "A HEALING POTION",
258 | " A SMALL DAGGER ",
259 | " A BROADSWORD ",
260 | " A BATTLE AXE ",
261 | "A WOODEN SHIELD ",
262 | " AN IRON SHIELD ",
263 | " A BANISH SPELL ",
264 | " A MAGIC AMULET ",
265 | " A MAGIC WAND ",
266 | " FOUND A BUG! ",
267 | " FOUND A BUG! ",
268 | "THE STAIRS DOWN "
269 | };
270 |
271 | /** @var enemy_names are the names of the enemy types */
272 | static char enemy_names[8][9] = {
273 | "BAT",
274 | "VERMIN",
275 | "ARACHNID",
276 | "SERPENT",
277 | "CADAVER",
278 | "SKELETON",
279 | "SPECTRE",
280 | "DAEMON"
281 | };
282 |
283 | /** @var menu_option_text is the text to print for main menu options */
284 | static char menu_option_text[16][17] = {
285 | " SHOW GAME KEYS ",
286 | "WAIT A MOMENT...",
287 | " VIEW INVENTORY ",
288 | " PICK UP ITEM ",
289 | " DESCEND STAIRS ",
290 | "EAT A NICE APPLE",
291 | " QUAFF A POTION ",
292 | " START NEW GAME ",
293 | " EXIT THIS GAME ",
294 | " CANCEL MENU ",
295 | " SHOW GAME KEYS ",
296 | " WIELD ITEM ",
297 | " PUT ITEM AWAY ",
298 | " CONSUME ITEM ",
299 | " DISCARD ITEM ",
300 | "CLOSE INVENTORY "
301 | };
302 |
303 | /*----------------------------------------------------------------------
304 | * Service Routines.
305 | */
306 |
307 | /**
308 | * Roll a number of six-sided dice.
309 | * @param count is the number of dice to roll.
310 | * @returns the total of the dice.
311 | */
312 | static int dice (int count)
313 | {
314 | int total = 0;
315 | while (count--)
316 | total += 1 + rand() % 6;
317 | return total;
318 | }
319 |
320 | /*----------------------------------------------------------------------
321 | * Level 4 Routines.
322 | */
323 |
324 | /**
325 | * Make one of the enemies attack the hero.
326 | * @param enemy_no is the enemy who's attacking the hero.
327 | * @returns 1 if the hero is killed, 0 if not.
328 | */
329 | static int attack_hero (int enemy_no)
330 | {
331 | /* local variables */
332 | int attack, /* enemy's attack value */
333 | defence, /* hero's defence value */
334 | damage, /* damage caused */
335 | update; /* 1 if the screen needs updating */
336 | char message[17]; /* battle round message */
337 | Enemy *enemy; /* enemy the hero is attacking */
338 |
339 | /* determine which enemy and make it more aggressive */
340 | enemy = &enemies[enemy_no];
341 |
342 | /* determine the enemy's attack value */
343 | attack = enemy_stats[enemy->type].strength;
344 |
345 | /* determine hero's defence value */
346 | if (inventory[0] == ITEM_AMULET || inventory[1] == ITEM_AMULET)
347 | defence = hero_intelligence + intelligence_modifier;
348 | else
349 | defence = hero_agility + agility_modifier;
350 |
351 | /* otherwise conduct an ordinary attack */
352 | damage = (1 + attack + dice (2)) - (defence + dice (2));
353 | if (damage < 0)
354 | damage = 0;
355 |
356 | /* register the damage */
357 | hero_health -= damage;
358 | if (hero_health < 0)
359 | hero_health = 0;
360 | update = 0;
361 |
362 | /* process a miss */
363 | if (! damage) {
364 | sprintf (message, "%-8s MISSES ", enemy_names[enemy->type]);
365 | display_message (message);
366 | }
367 |
368 | /* process a non-fatal hit */
369 | else if (hero_health) {
370 | sprintf (message, "%-8s HIT YOU", enemy_names[enemy->type]);
371 | display_message (message);
372 | display_health (hero_health, hero_strength + hero_agility
373 | + hero_intelligence);
374 | hit_noise ();
375 | }
376 |
377 | /* process a fatal hit */
378 | else {
379 | sprintf (message, "%-8s HIT YOU", enemy_names[enemy->type]);
380 | display_message (message);
381 | display_health (hero_health, hero_strength + hero_agility
382 | + hero_intelligence);
383 | kill_noise ();
384 | map[hero_x][hero_y] = (map[hero_x][hero_y] & 0xf) | 0x10;
385 | update_map_tile (hero_x, hero_y, map[hero_x][hero_y]);
386 | update = 1;
387 | game_over = 1;
388 | }
389 |
390 | /* return 1 if screen update required */
391 | return update;
392 | }
393 |
394 | /**
395 | * Kill an enemy.
396 | * Remove it from the map.
397 | * Process any experience level advancements.
398 | * @param enemy is a pointer to the enemy killed.
399 | * @param xp_award is the xp awarded.
400 | */
401 | static void kill_enemy (Enemy *enemy, int xp_award)
402 | {
403 | /* local variables */
404 | int stat_no; /* random player stat to increase */
405 |
406 | /* remove the enemy from the map */
407 | map[enemy->x][enemy->y] = (map[enemy->x][enemy->y] & 0xf) | 0x10;
408 | update_map_tile (enemy->x, enemy->y, map[enemy->x][enemy->y]);
409 | if (! xp_award) return;
410 |
411 | /* process advancement */
412 | experience += xp_award;
413 | while (experience >= 24) {
414 | stat_no = rand () % 3;
415 | if (stat_no == 0 && hero_strength < 12) {
416 | ++hero_strength;
417 | display_stat (0, hero_strength, strength_modifier);
418 | experience = 0;
419 | } else if (stat_no == 1 && hero_agility < 12) {
420 | ++hero_agility;
421 | display_stat (1, hero_agility, agility_modifier);
422 | experience = 0;
423 | } else if (stat_no == 2 && hero_intelligence < 12) {
424 | ++hero_intelligence;
425 | display_stat (2, hero_intelligence,
426 | intelligence_modifier);
427 | experience -= 24;
428 | }
429 | }
430 | if (experience == 0) {
431 | ++hero_health;
432 | display_health (hero_health, hero_strength + hero_agility
433 | + hero_intelligence);
434 | }
435 | }
436 |
437 | /*----------------------------------------------------------------------
438 | * Level 3 Routines.
439 | */
440 |
441 | /**
442 | * Attempt to use a banish spell.
443 | * @param enemy_x is the X coordinate of the enemy.
444 | * @param enemy_y is the Y coordinate of the enemy.
445 | * @returns 1 if the screen needs updating.
446 | */
447 | static int banish_spell (int enemy_x, int enemy_y)
448 | {
449 | /* local variables */
450 | int roll, /* the roll of two dice */
451 | update = 0, /* 1 if the screen map needs updating */
452 | scroll_slot, /* which inventory slot the scroll is in */
453 | e; /* enemy counter */
454 |
455 | /* the effect is decided by a roll of 2D6 */
456 | roll = dice (2);
457 |
458 | /* on 8+, banish the monster */
459 | if (roll >= 8) {
460 | for (e = 0; e < 8; ++e)
461 | if (enemies[e].x == enemy_x && enemies[e].y == enemy_y) {
462 | enemies[e].health = 0;
463 | kill_enemy (&enemies[e], 0);
464 | }
465 | display_message ("BANISH SUCCEEDED");
466 | update = 1;
467 | kill_noise ();
468 | }
469 |
470 | /* otherwise on 4+, the spell simply fails */
471 | else if (roll >= 4)
472 | display_message (" BANISH FAILED ");
473 |
474 | /* finally on a roll of 3-, the spell disappears! */
475 | else {
476 | scroll_slot = (inventory[1] == ITEM_SCROLL);
477 | inventory[scroll_slot] = 0;
478 | display_inventory (scroll_slot, 0);
479 | display_message ("SCROLL HAS GONE!");
480 | }
481 |
482 | /* tell the calling process whether the map needs updating */
483 | return update;
484 | }
485 |
486 | /**
487 | * Recalculate and display modifiers.
488 | */
489 | static void recalc_modifiers (void)
490 | {
491 | /* local variables */
492 | int c; /* inventory counter */
493 |
494 | /* initialise modifiers */
495 | strength_modifier = agility_modifier = intelligence_modifier = 0;
496 |
497 | /* look at wielded items */
498 | for (c = 0; c < 2; ++c)
499 | switch (inventory[c]) {
500 | case ITEM_DAGGER: strength_modifier += 2; break;
501 | case ITEM_SWORD: strength_modifier += 4; break;
502 | case ITEM_AXE: strength_modifier += 6; break;
503 | case ITEM_WOODEN_SHIELD: agility_modifier += 2; break;
504 | case ITEM_IRON_SHIELD: agility_modifier += 4; break;
505 | case ITEM_WAND: intelligence_modifier += 2; break;
506 | case ITEM_AMULET: intelligence_modifier += 2; break;
507 | }
508 |
509 | /* display the stats and modifiers */
510 | display_stat (0, hero_strength, strength_modifier);
511 | display_stat (1, hero_agility, agility_modifier);
512 | display_stat (2, hero_intelligence, intelligence_modifier);
513 | }
514 |
515 | /**
516 | * Attempt to move an enemy.
517 | * @param enemy_no is the enemy number.
518 | * @param x is the X coordinate to move to.
519 | * @param y is the Y coorddinate to move to.
520 | * @returns 1 if successful, 0 if blocked.
521 | */
522 | static int move_enemy (int enemy_no, int x, int y)
523 | {
524 | /* local variables */
525 | int moved = 0, /* set to 1 if moved */
526 | cx, /* enemy's current X position */
527 | cy, /* enemy's current Y position */
528 | item; /* item the enemy is carrying or guarding */
529 |
530 | /* the hero is here - attack! */
531 | if ((map[x][y] & 0xf0) == 0x20) {
532 | attack_hero (enemy_no);
533 | moved = 1;
534 | }
535 |
536 | /* the square is empty - move there */
537 | else if ((map[x][y] & 0xf0) == 0x10) {
538 |
539 | /* record enemy's current position in convenience variables */
540 | cx = enemies[enemy_no].x;
541 | cy = enemies[enemy_no].y;
542 | item = map[cx][cy] & 0xf;
543 |
544 | /* first move the enemy on the map */
545 | map[x][y] = map[x][y]
546 | & 0x0f
547 | | 0x80
548 | | (enemies[enemy_no].type << 4);
549 | map[cx][cy] = map[cx][cy] & 0x0f | 0x10;
550 |
551 | /* then bring any item with it, if appropriate */
552 | if ((map[x][y] & 0xf) == 0
553 | && item > 0
554 | && item < 0xf
555 | && (enemies[enemy_no].type == ENEMY_BAT
556 | || (enemies[enemy_no].type >= ENEMY_CADAVER
557 | && enemies[enemy_no].type != ENEMY_SPECTRE))) {
558 | map[x][y] |= item;
559 | map[cx][cy] &= 0xf0;
560 | }
561 |
562 | /* update the map and enemy data */
563 | update_map_tile (x, y, map[x][y]);
564 | update_map_tile (cx, cy, map[cx][cy]);
565 | enemies[enemy_no].x = x;
566 | enemies[enemy_no].y = y;
567 | moved = 1;
568 | }
569 |
570 | /* tell the calling function if the move was successful */
571 | return moved;
572 | }
573 |
574 | /*----------------------------------------------------------------------
575 | * Level 2 Routines.
576 | */
577 |
578 | /**
579 | * Attack an enemy on a particular square
580 | * @param enemy_x is the X coordinate to attack.
581 | * @param enemy_y is the Y coordinate to attack.
582 | * @returns 1 if the enemy is killed, 0 if not.
583 | */
584 | static int attack_enemy (int enemy_x, int enemy_y)
585 | {
586 | /* local variables */
587 | int c, /* enemy counter */
588 | attack, /* hero's attack value */
589 | defence, /* enemy's defence value */
590 | damage, /* damage caused */
591 | update; /* 1 if the screen needs updating */
592 | char message[17]; /* battle round message */
593 | Enemy *enemy; /* enemy the hero is attacking */
594 |
595 | /* determine which enemy and make it more aggressive */
596 | enemy = NULL;
597 | for (c = 0; c < 8; ++c)
598 | if (enemies[c].x == enemy_x
599 | && enemies[c].y == enemy_y
600 | && enemies[c].health > 0)
601 | enemy = &enemies[c];
602 | enemy->aggression += (enemy->aggression < 0xff);
603 |
604 | /* determine hero's attack value */
605 | if (inventory[0] == ITEM_WAND || inventory[1] == ITEM_WAND)
606 | attack = hero_intelligence + intelligence_modifier;
607 | else if (enemy->type <= ENEMY_SKELETON)
608 | attack = hero_strength + strength_modifier;
609 | else
610 | attack = 0;
611 |
612 | /* use banish spell where appropriate */
613 | if (enemy->type >= ENEMY_SPECTRE
614 | && (inventory[0] == ITEM_SCROLL
615 | || inventory[1] == ITEM_SCROLL)) {
616 | return banish_spell (enemy_x, enemy_y);
617 | }
618 |
619 | /* otherwise conduct an ordinary attack */
620 | else if (attack > 0) {
621 | defence = enemy_stats[enemy->type].agility;
622 | damage = (1 + attack + dice (2)) - (defence + dice (2));
623 | if (damage < 0)
624 | damage = 0;
625 | }
626 |
627 | /* if the enemy can't be attacked, register a miss */
628 | else
629 | damage = 0;
630 |
631 | /* register the damage */
632 | enemy->health -= damage;
633 | if (enemy->health < 0)
634 | enemy->health = 0;
635 | update = 0;
636 |
637 | /* process a miss */
638 | if (! damage) {
639 | sprintf (message, " MISSED %-8s", enemy_names[enemy->type]);
640 | display_message (message);
641 | }
642 |
643 | /* process a non-fatal hit */
644 | else if (enemy->health) {
645 | sprintf (message, "YOU HIT %-8s", enemy_names[enemy->type]);
646 | display_message (message);
647 | hit_noise ();
648 | }
649 |
650 | /* process a fatal hit */
651 | else {
652 | kill_enemy (enemy, 1);
653 | sprintf (message, " KILLED %-8s", enemy_names[enemy->type]);
654 | display_message (message);
655 | update = 1;
656 | kill_noise ();
657 | }
658 |
659 | /* return 1 if screen update required */
660 | return update;
661 | }
662 |
663 | /**
664 | * Attack the necromancer.
665 | * @returns 1 if the enemy is killed, 0 if not.
666 | */
667 | static int attack_necromancer (void)
668 | {
669 | /* local variables */
670 | int attack, /* hero's attack value */
671 | defence, /* enemy's defence value */
672 | damage, /* damage caused */
673 | update; /* 1 if the screen needs updating */
674 |
675 | /* determine hero's attack value */
676 | if (inventory[0] == ITEM_WAND || inventory[1] == ITEM_WAND)
677 | attack = hero_intelligence + intelligence_modifier;
678 | else
679 | attack = hero_strength + strength_modifier;
680 |
681 | /* conduct the attack */
682 | defence = 12;
683 | damage = (1 + attack + dice (2)) - (defence + dice (2));
684 | if (damage < 0)
685 | damage = 0;
686 |
687 | /* register the damage */
688 | necro_health -= damage;
689 | if (necro_health < 0)
690 | necro_health = 0;
691 | update = 0;
692 |
693 | /* process a miss */
694 | if (! damage)
695 | display_message (" MISSED SORCEROR");
696 |
697 | /* process a non-fatal hit */
698 | else if (necro_health) {
699 | display_message ("YOU HIT SORCEROR");
700 | hit_noise ();
701 | }
702 |
703 | /* process a fatal hit */
704 | else {
705 | update_map_tile (necro_x, necro_y, 0x10);
706 | display_map (hero_x, hero_y);
707 | display_message ("SORCEROR IS GONE");
708 | kill_noise ();
709 | update = 1;
710 | }
711 |
712 | /* return 1 if screen update required */
713 | return update;
714 | }
715 |
716 | /**
717 | * Show the inventory menu and get an option.
718 | * @return the option chosen.
719 | */
720 | static int inventory_menu (void)
721 | {
722 | /* local variables */
723 | int option, /* option currently selected */
724 | finished, /* finished selecting option */
725 | key; /* key press */
726 |
727 | /* decide on the default option */
728 | if (inventory[inventory_slot] == 0)
729 | option = MENU_INV_CLOSE;
730 | else if (inventory[inventory_slot] == ITEM_APPLE
731 | || inventory[inventory_slot] == ITEM_POTION)
732 | option = MENU_INV_CONSUME;
733 | else if (inventory_slot < 2)
734 | option = MENU_INV_PUT_AWAY;
735 | else
736 | option = MENU_INV_WIELD;
737 |
738 | /* main menu loop */
739 | finished = 0;
740 | while (! finished) {
741 |
742 | /* display the current option and await a keypress */
743 | display_message (menu_option_text[option]);
744 | key = get_keypress ();
745 |
746 | /* see if the user has finished */
747 | if (key == 13 || key == 32 || key == 27)
748 | finished = 1;
749 |
750 | /* cycle through the menu options */
751 | else if (key == KEY_UP || key == KEY_KEYPAD_UP
752 | || key == KEY_LEFT || key == KEY_KEYPAD_LEFT)
753 | --option;
754 | else if (key == KEY_DOWN || key == KEY_KEYPAD_DOWN
755 | || key == KEY_RIGHT || key == KEY_KEYPAD_RIGHT)
756 | ++option;
757 |
758 | /* choose a menu option based on a shortcut */
759 | else if (key == '?' || key == 'h') {
760 | option = MENU_INV_HELP;
761 | finished = 1;
762 | } else if (key == 'w') {
763 | option = MENU_INV_WIELD;
764 | finished = 1;
765 | } else if (key == 'p') {
766 | option = MENU_INV_PUT_AWAY;
767 | finished = 1;
768 | } else if (key == 'c') {
769 | option = MENU_INV_CONSUME;
770 | finished = 1;
771 | } else if (key == 'e' && inventory[inventory_slot] == ITEM_APPLE) {
772 | option = MENU_INV_CONSUME;
773 | finished = 1;
774 | } else if (key == 'q'
775 | && inventory[inventory_slot] == ITEM_POTION) {
776 | option = MENU_INV_CONSUME;
777 | finished = 1;
778 | } else if (key == 'd') {
779 | option = MENU_INV_DISCARD;
780 | finished = 1;
781 | }
782 |
783 | /* make sure we're pointing at a valid menu option */
784 | if (option < MENU_INV_HELP)
785 | option = MENU_INV_CLOSE;
786 | else if (option > MENU_INV_CLOSE)
787 | option = MENU_INV_HELP;
788 | }
789 | blank_message ();
790 |
791 | /* return the option chosen */
792 | return (key == 27) ? MENU_INV_CLOSE : option;
793 | }
794 |
795 | /**
796 | * Show a list of keys
797 | */
798 | static void show_keys (void)
799 | {
800 | display_keys ();
801 | show_level ();
802 | display_map (hero_x, hero_y);
803 | }
804 |
805 | /**
806 | * Wield the item highlighted by the inventory cursor.
807 | * @returns 1 on success.
808 | */
809 | static int wield_item (void)
810 | {
811 | /* local variables */
812 | int empty_slot, /* empty slot identified in hand */
813 | success; /* 1 if an item was wielded */
814 |
815 | /* validation */
816 | success = 0;
817 | if (inventory_slot < 2)
818 | display_message ("ALREADY WIELDED!");
819 | else if (inventory[0] && inventory[1])
820 | display_message (" HANDS ARE FULL ");
821 | else if (inventory[inventory_slot] == 0)
822 | display_message ("NOTHING TO WIELD");
823 |
824 | /* wield the item */
825 | else {
826 | display_message ("ITEM NOW WIELDED");
827 | empty_slot = (inventory[0] != 0);
828 | inventory[empty_slot] = inventory[inventory_slot];
829 | inventory[inventory_slot] = 0;
830 | display_inventory (empty_slot, inventory[empty_slot]);
831 | display_inventory (inventory_slot, inventory[inventory_slot]);
832 | inventory_slot = empty_slot;
833 | recalc_modifiers ();
834 | success = 1;
835 | }
836 |
837 | /* return a success code */
838 | return success;
839 | }
840 |
841 | /**
842 | * Put the highlighted wielded item in the bag.
843 | * @returns 1 on success.
844 | */
845 | static int put_item_away (void)
846 | {
847 | /* local variables */
848 | int empty_slot, /* empty slot identified in hand */
849 | success, /* 1 if an item was wielded */
850 | c; /* inventory slot counter */
851 |
852 | /* validation */
853 | success = 0;
854 | if (inventory_slot > 1)
855 | display_message ("ITEM NOT IN HAND");
856 | else if (inventory[inventory_slot] == 0)
857 | display_message ("ITEM NOT IN HAND");
858 |
859 | /* wield the item */
860 | else {
861 | empty_slot = -1;
862 | for (c = 2; c < 12; ++c)
863 | if (inventory[c] == 0)
864 | empty_slot = c;
865 | if (empty_slot == -1)
866 | display_message ("YOUR BAG IS FULL");
867 | else {
868 | display_message ("ITEM IS PUT AWAY");
869 | inventory[empty_slot] = inventory[inventory_slot];
870 | inventory[inventory_slot] = 0;
871 | display_inventory (empty_slot, inventory[empty_slot]);
872 | display_inventory (inventory_slot, inventory[inventory_slot]);
873 | inventory_slot = empty_slot;
874 | recalc_modifiers ();
875 | success = 1;
876 | }
877 | }
878 |
879 | /* return a success code */
880 | return success;
881 | }
882 |
883 | /**
884 | * Consume the highlighted item.
885 | * @returns 1 on success.
886 | */
887 | static int consume_item (void)
888 | {
889 | /* local variables */
890 | int success, /* 1 if item successfully consumed */
891 | max_health; /* convenience variable */
892 |
893 | /* initialise */
894 | success = 0;
895 | max_health = hero_strength + hero_agility + hero_intelligence;
896 |
897 | /* don't waste food if already healthy */
898 | if (hero_health == max_health)
899 | display_message ("ALREADY HEALTHY ");
900 |
901 | /* eat the delicious apple */
902 | else if (inventory[inventory_slot] == 3) {
903 | hero_health += 4;
904 | if (hero_health > max_health)
905 | hero_health = max_health;
906 | display_message (" ATE THE APPLE ");
907 | display_health (hero_health, max_health);
908 | inventory[inventory_slot] = 0;
909 | display_inventory (inventory_slot, 0);
910 | success = 1;
911 | }
912 |
913 | /* drink (potion) and be merry */
914 | else if (inventory[inventory_slot] == 4) {
915 | hero_health = max_health;
916 | display_message (" QUAFFED POTION ");
917 | display_health (hero_health, max_health);
918 | inventory[inventory_slot] = 0;
919 | display_inventory (inventory_slot, 0);
920 | success = 1;
921 | }
922 |
923 | /* reject inedible items */
924 | else
925 | display_message (" NO EDIBLE ITEM ");
926 |
927 | /* return a success code */
928 | return success;
929 | }
930 |
931 | /**
932 | * Discard the item highlighted by the inventory cursor.
933 | * @returns 1 on success.
934 | */
935 | static int discard_item ()
936 | {
937 | /* local variables */
938 | int success; /* 1 if item successfully dropped */
939 |
940 | /* make sure there's somewhere to drop the item */
941 | success = 0;
942 | if (! inventory[inventory_slot])
943 | display_message ("NOTHING TO DROP ");
944 | else if ((map[hero_x][hero_y] & 0xf) != 0)
945 | display_message ("CANNOT DROP HERE");
946 |
947 | /* discard the item */
948 | else {
949 | display_message (" ITEM DISCARDED ");
950 | map[hero_x][hero_y] |= inventory[inventory_slot];
951 | inventory[inventory_slot] = 0;
952 | display_inventory (inventory_slot, 0);
953 | if (inventory_slot < 2)
954 | recalc_modifiers ();
955 | success = 1;
956 | }
957 |
958 | /* return success */
959 | return success;
960 | }
961 |
962 | /**
963 | * Pathfind for an enemy.
964 | * @param enemy_no is the enemy number.
965 | * @param x is the X coordinate to pathfind to.
966 | * @param y is the Y coordinate to pathfind to.
967 | * @param chasing is 1 if the enemy is chasing the hero.
968 | */
969 | static void enemy_pathfind (int enemy_no, int x, int y, int chasing)
970 | {
971 | /* local variables */
972 | int xd, /* X direction */
973 | yd, /* Y direction */
974 | block_x, /* X coordinate of adjacent block */
975 | block_y, /* Y coordinate of adjacent block */
976 | order, /* randomised order to consider directions */
977 | axis; /* axis under consideration */
978 |
979 | /* ascertain directions to head for and order of axes */
980 | xd = (x > enemies[enemy_no].x) - (x < enemies[enemy_no].x);
981 | yd = (y > enemies[enemy_no].y) - (y < enemies[enemy_no].y);
982 | order = rand () % 2;
983 |
984 | /* attempt to move in each direction */
985 | for (axis = 0; axis <= 1; ++axis) {
986 |
987 | /* look at an adjacent block */
988 | block_x = enemies[enemy_no].x;
989 | block_y = enemies[enemy_no].y;
990 | if (axis ^ order)
991 | block_y += yd;
992 | else
993 | block_x += xd;
994 |
995 | /* attempt to move the enemy in this direction */
996 | if ((block_x != enemies[enemy_no].x
997 | || block_y != enemies[enemy_no].y)
998 | && move_enemy (enemy_no, block_x, block_y))
999 | return;
1000 | }
1001 |
1002 | /* we didn't manage to move... what to do? */
1003 | if (! chasing) {
1004 | enemies[enemy_no].dest_x = rand () % 16;
1005 | enemies[enemy_no].dest_y = rand () % 16;
1006 | }
1007 | }
1008 |
1009 | /*----------------------------------------------------------------------
1010 | * Level 1 Routines.
1011 | */
1012 |
1013 | /**
1014 | * Scramble the cell numbers.
1015 | * This provides an easy way to link up all the cells randomly.
1016 | * @param cell_order is a scrambled index to the cells.
1017 | */
1018 | static void scramble_cells (int *cell_order)
1019 | {
1020 | /* local variables */
1021 | int cell_count, /* cell counter */
1022 | cell_swap; /* cell to swap with */
1023 |
1024 | /* loop through the cell index swapping at random */
1025 | for (cell_count = 0; cell_count < 9; ++cell_count) {
1026 | do {
1027 | cell_swap = rand () % 9;
1028 | } while (cell_swap == cell_count);
1029 | cell_order[cell_swap] ^= cell_order[cell_count];
1030 | cell_order[cell_count] ^= cell_order[cell_swap];
1031 | cell_order[cell_swap] ^= cell_order[cell_count];
1032 | }
1033 | }
1034 |
1035 | /**
1036 | * Generate a network of paths between the 3x cells.
1037 | * Since there's a randomised cell index, beating a path from 0->1,
1038 | * 1->2 .. 7->8 in the cardinal directions generates a nice 3x3 dungeon.
1039 | * @param cell_order is a scrambled index to the cells.
1040 | * @param cell_map is the 3x3 cell map.
1041 | */
1042 | static void generate_paths (int *cell_order, int *cell_map)
1043 | {
1044 | /* local variables */
1045 | int cell_count, /* cell counter */
1046 | curr_cell, /* cell to dig a path from */
1047 | dest_cell; /* cell to dig a path towards */
1048 |
1049 | /* block off any paths from the previous level */
1050 | for (cell_count = 0; cell_count < 9; ++cell_count)
1051 | cell_map[cell_count] = 0;
1052 |
1053 | /* create the 8 paths between the 9 randomised cells */
1054 | for (cell_count = 0; cell_count < 8; ++cell_count) {
1055 |
1056 | /* ascertain the two cells we're connecting */
1057 | curr_cell = cell_order[cell_count];
1058 | dest_cell = cell_order[cell_count + 1];
1059 |
1060 | /* dig a vertical path */
1061 | while (curr_cell / 3 != dest_cell / 3) {
1062 | if (curr_cell < dest_cell) {
1063 | cell_map[curr_cell] |= CELL_SOUTH;
1064 | cell_map[curr_cell + 3] |= CELL_NORTH;
1065 | curr_cell += 3;
1066 | } else {
1067 | cell_map[curr_cell] |= CELL_NORTH;
1068 | cell_map[curr_cell - 3] |= CELL_SOUTH;
1069 | curr_cell -= 3;
1070 | }
1071 | }
1072 |
1073 | /* dig a horizontal path */
1074 | while (curr_cell != dest_cell) {
1075 | if (curr_cell < dest_cell) {
1076 | cell_map[curr_cell] |= CELL_EAST;
1077 | cell_map[++curr_cell] |= CELL_WEST;
1078 | } else {
1079 | cell_map[curr_cell] |= CELL_WEST;
1080 | cell_map[--curr_cell] |= CELL_EAST;
1081 | }
1082 | }
1083 | }
1084 | }
1085 |
1086 | /**
1087 | * Generate the chambers.
1088 | * There's a 50% chance that each of the cells on the 3x3 grid will be
1089 | * a chamber, otherwise it will remain a corridor. Dead ends are also
1090 | * turned into chambers, so the proportion of chambers to corridors will
1091 | * be more than 50:50.
1092 | * @params cell_map is the cell map to modify.
1093 | */
1094 | static void generate_chambers (int *cell_map)
1095 | {
1096 | /* local variables */
1097 | int cell_count; /* counter for looping through cells */
1098 |
1099 | /* loop through the cells */
1100 | for (cell_count = 0; cell_count < 9; ++cell_count) {
1101 |
1102 | /* dead ends are always chambers */
1103 | if (cell_map[cell_count] == CELL_EAST ||
1104 | cell_map[cell_count] == CELL_SOUTH ||
1105 | cell_map[cell_count] == CELL_WEST ||
1106 | cell_map[cell_count] == CELL_NORTH)
1107 | cell_map[cell_count] |= CELL_CHAMBER;
1108 |
1109 | /* the rest are a 50/50 chance */
1110 | else if (rand () % 2)
1111 | cell_map[cell_count] |= CELL_CHAMBER;
1112 | }
1113 | }
1114 |
1115 | /**
1116 | * fill the 16x16 map with wall.
1117 | */
1118 | static void fill_map ()
1119 | {
1120 | memset (map, 0, 256);
1121 | }
1122 |
1123 | /**
1124 | * Dig out the room and corridor cells on the 16x16 map.
1125 | * @params cell_map is the 3x3 map of cells.
1126 | */
1127 | static void open_cells (int *cell_map)
1128 | {
1129 | /* local variables */
1130 | int cell_count; /* counter for looping through cells */
1131 | int x, y; /* map square pointer */
1132 | int offset; /* offset count for digging corridors */
1133 |
1134 | /* loop through the cells */
1135 | for (cell_count = 0; cell_count < 9; ++cell_count) {
1136 |
1137 | /* calculate x and y coordinates of the top left corner wall */
1138 | x = 5 * (cell_count % 3);
1139 | y = 5 * (cell_count / 3);
1140 |
1141 | /* open out a chamber */
1142 | if (cell_map[cell_count] & CELL_CHAMBER) {
1143 |
1144 | /* open up chamber exits */
1145 | if (cell_map[cell_count] & CELL_SOUTH)
1146 | map[x + 2][y + 5] = 0x10;
1147 | if (cell_map[cell_count] & CELL_EAST)
1148 | map[x + 5][y + 2] = 0x10;
1149 |
1150 | /* dig out chamber */
1151 | for (x = 1 + 5 * (cell_count % 3);
1152 | x < 5 + 5 * (cell_count % 3);
1153 | ++x)
1154 | for (y = 1 + 5 * (cell_count / 3);
1155 | y < 5 + 5 * (cell_count / 3);
1156 | ++y)
1157 | map[x][y] = 0x10;
1158 | }
1159 |
1160 | /* open up a corridor */
1161 | else {
1162 | for (offset = 0; offset <= 5; ++offset) {
1163 | if (offset <= 2 && (cell_map[cell_count] & CELL_NORTH))
1164 | map[x + 2][y + offset] = 0x10;
1165 | if (offset >= 2 && (cell_map[cell_count] & CELL_SOUTH))
1166 | map[x + 2][y + offset] = 0x10;
1167 | if (offset <= 2 && (cell_map[cell_count] & CELL_WEST))
1168 | map[x + offset][y + 2] = 0x10;
1169 | if (offset >= 2 && (cell_map[cell_count] & CELL_EAST))
1170 | map[x + offset][y + 2] = 0x10;
1171 | }
1172 | }
1173 | }
1174 | }
1175 |
1176 | /**
1177 | * Decorate some exposed walls with gargoyles, niches and torches.
1178 | */
1179 | static void decorate_walls ()
1180 | {
1181 | /* local variables */
1182 | int x, y; /* coordinate counters */
1183 |
1184 | /* loop through all map squares looking for exposed walls */
1185 | for (x = 0; x < 15; ++x)
1186 | for (y = 0; y < 15; ++y)
1187 | if (map[x][y] == 0
1188 | && (x > 0 && map[x - 1][y] == 0x10
1189 | || x < 15 && map[x + 1][y] == 0x10
1190 | || y > 0 && map[x][y - 1] == 0x10
1191 | || y < 15 && map[x][y + 1] == 0x10)
1192 | && rand () % 2)
1193 | map[x][y] = rand () & 3;
1194 | }
1195 |
1196 | /**
1197 | * Build a quick list of key items in the player's inventory.
1198 | * @returns a bit-field collection of flags for various items.
1199 | */
1200 | static int get_quick_inventory (void)
1201 | {
1202 | /* local variables */
1203 | int quick_inventory, /* the inventory to return */
1204 | i_count; /* a counter to loop through items */
1205 |
1206 | /* see what the player has */
1207 | quick_inventory = 0;
1208 | for (i_count = 0; i_count < 12; ++i_count)
1209 | switch (inventory[i_count]) {
1210 | case 12: quick_inventory |= QI_WAND; break;
1211 | case 11: quick_inventory |= QI_AMULET; break;
1212 | case 9: quick_inventory |= QI_IRON_SHIELD; break;
1213 | case 8: quick_inventory |= QI_WOODEN_SHIELD; break;
1214 | case 7: quick_inventory |= QI_AXE; break;
1215 | case 6: quick_inventory |= QI_SWORD; break;
1216 | case 5: quick_inventory |= QI_DAGGER; break;
1217 | case 4: quick_inventory |= QI_POTION; break;
1218 | }
1219 |
1220 | /* return the quick inventory */
1221 | return quick_inventory;
1222 | }
1223 |
1224 | /**
1225 | * Build up a list of items to place on the current level.
1226 | * @param items_list is the array of items to build.
1227 | * @param quick_inventory is a bit-encoded list of what the player has.
1228 | * The quick_inventory parameter is also abused to mark off items as we
1229 | * add them to item_list.
1230 | */
1231 | static void build_items_list (int *items_list, int quick_inventory)
1232 | {
1233 | /* local variables */
1234 | int i_count, /* count of items */
1235 | added_potions, /* number of potions added */
1236 | added_scroll, /* 1 if a scroll already added */
1237 | apples_to_add; /* random number of apples for the level */
1238 |
1239 | /* initialise counters */
1240 | added_potions = added_scroll = 0;
1241 | apples_to_add = rand () % 4;
1242 |
1243 | /* build the six non-gold items on the level*/
1244 | for (i_count = 0; i_count < 6; ++i_count)
1245 |
1246 | /* consider adding a wand */
1247 | if (! (quick_inventory & QI_WAND)) {
1248 | items_list[i_count] = ITEM_WAND;
1249 | quick_inventory |= QI_WAND;
1250 | }
1251 |
1252 | /* consider adding an amulet */
1253 | else if (enemy_max >= ENEMY_CADAVER
1254 | && ! (quick_inventory & QI_AMULET)) {
1255 | items_list[i_count] = ITEM_AMULET;
1256 | quick_inventory |= QI_AMULET;
1257 | }
1258 |
1259 | /* consider adding a scroll */
1260 | else if (enemy_max >= ENEMY_SKELETON && ! added_scroll) {
1261 | items_list[i_count] = ITEM_SCROLL;
1262 | ++added_scroll;
1263 | }
1264 |
1265 | /* consider adding an iron shield */
1266 | else if (enemy_max >= ENEMY_CADAVER
1267 | && (! (quick_inventory & QI_IRON_SHIELD))) {
1268 | items_list[i_count] = ITEM_IRON_SHIELD;
1269 | quick_inventory |= QI_IRON_SHIELD;
1270 | }
1271 |
1272 | /* consider adding a wooden shield */
1273 | else if (enemy_max >= ENEMY_ARACHNID
1274 | && ! (quick_inventory & QI_ANY_SHIELD)) {
1275 | items_list[i_count] = ITEM_WOODEN_SHIELD;
1276 | quick_inventory |= QI_WOODEN_SHIELD;
1277 | }
1278 |
1279 | /* consider adding an axe */
1280 | else if (enemy_max >= ENEMY_SKELETON
1281 | && ! (quick_inventory & QI_AXE)) {
1282 | items_list[i_count] = ITEM_AXE;
1283 | quick_inventory |= QI_AXE;
1284 | }
1285 |
1286 | /* consider adding a sword */
1287 | else if (enemy_max >= ENEMY_SERPENT
1288 | && ! (quick_inventory & QI_BIG_WEAPON)) {
1289 | items_list[i_count] = ITEM_SWORD;
1290 | quick_inventory |= QI_SWORD;
1291 | }
1292 |
1293 | /* consider adding a dagger */
1294 | else if (! (quick_inventory & QI_ANY_WEAPON)) {
1295 | items_list[i_count] = ITEM_DAGGER;
1296 | quick_inventory |= QI_DAGGER;
1297 | }
1298 |
1299 | /* add the first potion */
1300 | else if (! added_potions) {
1301 | items_list[i_count] = ITEM_POTION;
1302 | ++added_potions;
1303 | }
1304 |
1305 | /* consider adding a second potion */
1306 | else if (enemy_max == ENEMY_DAEMON && added_potions < 2) {
1307 | items_list[i_count] = ITEM_POTION;
1308 | ++added_potions;
1309 | }
1310 |
1311 | /* add the appropriate number of apples */
1312 | else if (apples_to_add-- > 0)
1313 | items_list[i_count] = ITEM_APPLE;
1314 |
1315 | /* fill the rest of the slots with gold */
1316 | else
1317 | items_list[i_count]
1318 | = 1 + (rand () % 24) >= level
1319 | ? ITEM_PURSE
1320 | : ITEM_CASKET;
1321 | }
1322 |
1323 | /**
1324 | * Place onto the map the items chosen.
1325 | * @param items_list is the list of items chosen by build_items_list().
1326 | */
1327 | static void place_listed_items (int *items_list)
1328 | {
1329 | /* local variables */
1330 | int i_count, /* a counter of the items */
1331 | x, y; /* temporary holders for location */
1332 |
1333 | /* loop through the items */
1334 | for (i_count = 0; i_count < 6; ++i_count) {
1335 |
1336 | /* the first four items are guarded */
1337 | if (i_count < 4) {
1338 | x = enemies[i_count].x;
1339 | y = enemies[i_count].y;
1340 | if ((enemies[i_count].type >= ENEMY_VERMIN
1341 | && enemies[i_count].type <= ENEMY_SERPENT)
1342 | || enemies[i_count].type == ENEMY_SPECTRE)
1343 | enemies[i_count].behaviour = BEHAVIOUR_GUARD;
1344 | }
1345 |
1346 | /* the last two items are out in the open */
1347 | else
1348 | do {
1349 | x = rand () % 16;
1350 | y = rand () % 16;
1351 | } while (map[x][y] != 0x10);
1352 |
1353 | /* place the item at the chosen map location */
1354 | map[x][y] |= items_list[i_count];
1355 | }
1356 | }
1357 |
1358 | /**
1359 | * Ascertain player direction from a keypress.
1360 | * @param key is the value of the key pressed
1361 | * @returns an integer corresponding to the direction keys.
1362 | */
1363 | static int get_direction (int key)
1364 | {
1365 | /* local variables */
1366 | int direction = DIR_NONE;
1367 |
1368 | /* set the direction if exactly one direction key is pressed */
1369 | if (key == KEY_UP || key == KEY_KEYPAD_UP)
1370 | direction = DIR_UP;
1371 | else if (key == KEY_DOWN || key == KEY_KEYPAD_DOWN)
1372 | direction = DIR_DOWN;
1373 | else if (key == KEY_LEFT || key == KEY_KEYPAD_LEFT)
1374 | direction = DIR_LEFT;
1375 | else if (key == KEY_RIGHT || key == KEY_KEYPAD_RIGHT)
1376 | direction = DIR_RIGHT;
1377 |
1378 | /* return the direction, using DIR_NONE to signify none */
1379 | return direction;
1380 | }
1381 |
1382 | /**
1383 | * Move the hero in a given direction.
1384 | * @param direction is the direction to move in.
1385 | * @returns 1 if the hero successfully moves.
1386 | */
1387 | static int move_hero (int direction)
1388 | {
1389 | /* local variables */
1390 | int xd, yd; /* X and Y direction offsets */
1391 | int dest; /* contents of destination square */
1392 |
1393 | /* determine X and Y direction offsets and see what's there */
1394 | switch (direction) {
1395 | case DIR_UP: xd = 0; yd = -1; break;
1396 | case DIR_DOWN: xd = 0; yd = 1; break;
1397 | case DIR_LEFT: xd = -1; yd = 0; break;
1398 | case DIR_RIGHT: xd = 1; yd = 0; break;
1399 | }
1400 | dest = map[hero_x + xd][hero_y + yd];
1401 |
1402 | /* if it's a wall, we can't go there */
1403 | if (dest < 4)
1404 | return 0;
1405 |
1406 | /* if destination square is clear, move there */
1407 | else if ((dest & 0xf0) == 0x10) {
1408 |
1409 | /* move the hero */
1410 | map[hero_x + xd][hero_y + yd] ^= 0x30;
1411 | map[hero_x][hero_y] ^= 0x30;
1412 | update_map_tile (hero_x + xd, hero_y + yd,
1413 | map[hero_x + xd][hero_y + yd]);
1414 | update_map_tile (hero_x, hero_y, map[hero_x][hero_y]);
1415 | hero_x += xd;
1416 | hero_y += yd;
1417 | display_map (hero_x, hero_y);
1418 |
1419 | /* update the message */
1420 | if (map[hero_x][hero_y] & 0xf)
1421 | display_message (item_message[map[hero_x][hero_y] & 0xf]);
1422 | else
1423 | blank_message ();
1424 | }
1425 |
1426 | /* if the destination square is an enemy, attack it */
1427 | else if (dest & 0x80)
1428 | attack_enemy (hero_x + xd, hero_y + yd);
1429 |
1430 | /* if the destination square is the necromancer, attack him */
1431 | else if (dest == 0x30)
1432 | attack_necromancer ();
1433 |
1434 | /* we performed an action! */
1435 | return 1;
1436 | }
1437 |
1438 | /**
1439 | * Bring up the main menu and perform the selected option.
1440 | * @returns 1 if the level should be finished.
1441 | */
1442 | static int main_menu (void)
1443 | {
1444 | /* local variables */
1445 | int option, /* option currently selected */
1446 | finished, /* finished selecting option */
1447 | key; /* key press */
1448 |
1449 | /* decide on the default option */
1450 | if ((map[hero_x][hero_y] & 0xf) == 0)
1451 | option = MENU_INVENTORY;
1452 | else if ((map[hero_x][hero_y] & 0xf) == 0xf)
1453 | option = MENU_DESCEND;
1454 | else
1455 | option = MENU_PICK_UP;
1456 |
1457 | /* main menu loop */
1458 | finished = 0;
1459 | while (! finished) {
1460 |
1461 | /* display the current option and await a keypress */
1462 | display_message (menu_option_text[option]);
1463 | key = get_keypress ();
1464 |
1465 | /* see if the user has finished */
1466 | if (key == 32 || key == 27)
1467 | finished = 1;
1468 |
1469 | /* cycle through the menu options */
1470 | else if (key == KEY_UP || key == KEY_KEYPAD_UP
1471 | || key == KEY_LEFT || key == KEY_KEYPAD_LEFT)
1472 | --option;
1473 | else if (key == KEY_DOWN || key == KEY_KEYPAD_DOWN
1474 | || key == KEY_RIGHT || key == KEY_KEYPAD_RIGHT)
1475 | ++option;
1476 |
1477 | /* choose a menu option based on a shortcut */
1478 | else if (key == '?' || key == 'h') {
1479 | option = MENU_HELP;
1480 | finished = 1;
1481 | } else if (key == '.') {
1482 | option = MENU_WAIT;
1483 | finished = 1;
1484 | } else if (key == 'i') {
1485 | option = MENU_INVENTORY;
1486 | finished = 1;
1487 | } else if (key == 't') {
1488 | option = MENU_PICK_UP;
1489 | finished = 1;
1490 | } else if (key == 'e') {
1491 | option = MENU_EAT;
1492 | finished = 1;
1493 | } else if (key == 'q') {
1494 | option = MENU_QUAFF;
1495 | finished = 1;
1496 | } else if (key == 's' || key == '>') {
1497 | option = MENU_DESCEND;
1498 | finished = 1;
1499 | } else if (key == 'x') {
1500 | option = MENU_EXIT;
1501 | finished = 1;
1502 | }
1503 |
1504 |
1505 | /* make sure we're pointing at a valid menu option */
1506 | if (option < MENU_HELP)
1507 | option = MENU_CANCEL;
1508 | else if (option > MENU_CANCEL)
1509 | option = MENU_HELP;
1510 | }
1511 | blank_message ();
1512 |
1513 | /* return the option chosen */
1514 | return (key == 27) ? MENU_CANCEL : option;
1515 | }
1516 |
1517 | /**
1518 | * Pick up an item.
1519 | * Returns 1 if hero managed to pick something up.
1520 | */
1521 | static int pick_up_item (void)
1522 | {
1523 | /* local variables */
1524 | int item, /* what are we trying to pick up? */
1525 | i; /* inventory slot counter */
1526 |
1527 | /* make sure there is something to pick up */
1528 | item = map[hero_x][hero_y] & 0xf;
1529 | if (item == 0 || item == 0xf) {
1530 | display_message ("NOTHING TO TAKE!");
1531 | return 0;
1532 | }
1533 |
1534 | /* if this is gold, just add it to the total */
1535 | if (item <= 2) {
1536 | gold += (item == 1) ? 20 : 50;
1537 | display_gold (gold);
1538 | gold_noise ();
1539 | }
1540 |
1541 | /* otherwise put it in the inventory */
1542 | else {
1543 |
1544 | /* find a free inventory slot */
1545 | for (i = 0; i < 12; ++i)
1546 | if (inventory[i] == 0)
1547 | inventory_slot = i;
1548 | if (inventory[inventory_slot]) {
1549 | display_message ("YOUR BAG IS FULL");
1550 | return 0;
1551 | }
1552 |
1553 | /* put the item there */
1554 | inventory[inventory_slot] = item;
1555 | display_inventory (inventory_slot, item);
1556 | if (inventory_slot < 2)
1557 | recalc_modifiers ();
1558 | inventory_noise ();
1559 | }
1560 |
1561 | /* remove item from map and show message */
1562 | map[hero_x][hero_y] &= 0xf0;
1563 | display_message (" PICKED UP ITEM ");
1564 | return 1;
1565 | }
1566 |
1567 | /**
1568 | * Find an apple in the inventory and eat it.
1569 | * @returns 1 if hero managed to eat.
1570 | */
1571 | static int eat_something (void)
1572 | {
1573 | /* local variables */
1574 | int i, /* item counter */
1575 | success; /* 1 if item eaten */
1576 |
1577 | /* search for an apple */
1578 | for (i = 11; i >= 0; --i)
1579 | if (inventory[i] == ITEM_APPLE)
1580 | inventory_slot = i;
1581 |
1582 | /* did we find an apple? */
1583 | if (inventory[inventory_slot] == ITEM_APPLE) {
1584 | success = consume_item ();
1585 | if (success)
1586 | inventory_noise ();
1587 | return success;
1588 | }
1589 |
1590 | /* complain that we didn't find an apple */
1591 | display_message (" NOTHING TO EAT ");
1592 | return 0;
1593 | }
1594 |
1595 | /**
1596 | * Find a potion in the inventory and drink it.
1597 | * @returns 1 if the hero managed to drink.
1598 | */
1599 | static int quaff_something (void)
1600 | {
1601 | /* local variables */
1602 | int i, /* item counter */
1603 | success; /* 1 if potion quaffed */
1604 |
1605 | /* search for a ption */
1606 | for (i = 11; i >= 0; --i)
1607 | if (inventory[i] == ITEM_POTION)
1608 | inventory_slot = i;
1609 |
1610 | /* did we find a potion? */
1611 | if (inventory[inventory_slot] == ITEM_POTION) {
1612 | success = consume_item ();
1613 | if (success)
1614 | inventory_noise ();
1615 | return success;
1616 | }
1617 |
1618 | /* complain that we didn't find a potion */
1619 | display_message ("NOTHING TO QUAFF");
1620 | return 0;
1621 | }
1622 |
1623 | /**
1624 | * Descend the stairs.
1625 | * @returns 1 if successful.
1626 | */
1627 | static int descend_stairs (void)
1628 | {
1629 | /* local variables */
1630 | int success = 0; /* 1 when hero descends */
1631 | int difficulty; /* difficulty to increase */
1632 |
1633 | /* are we at the stairs? */
1634 | if (map[hero_x][hero_y] == 0x2f) {
1635 |
1636 | /* increase level and mark this level done */
1637 | ++level;
1638 | level_over = 1;
1639 |
1640 | /* increase some difficulty */
1641 | if (level < 24)
1642 | do {
1643 | difficulty = 1 + rand () % 3;
1644 | if (difficulty == 1 && enemy_min < enemy_max)
1645 | ++enemy_min;
1646 | else if (difficulty == 2 && enemy_max < ENEMY_DAEMON)
1647 | ++enemy_max;
1648 | else if (difficulty == 3 && enemy_anger < 8)
1649 | ++enemy_anger;
1650 | else
1651 | difficulty = 0;
1652 | } while (! difficulty);
1653 |
1654 | /* set message and mark success */
1655 | display_message ("DESCENDING STEPS");
1656 | update_map_tile (hero_x, hero_y, 0x1f);
1657 | display_map (hero_x, hero_y);
1658 | stairs_noise ();
1659 | success = 1;
1660 | }
1661 |
1662 | /* we're not at the stairs, give an error message */
1663 | else
1664 | display_message (" NO STAIRS HERE ");
1665 |
1666 | /* return a success code */
1667 | return success;
1668 | }
1669 |
1670 | /**
1671 | * Perform the "wait a minute" action.
1672 | * @returns 1 - this action never failes.
1673 | */
1674 | static int wait_action (void)
1675 | {
1676 | display_message (" TIME PASSES... ");
1677 | return 1;
1678 | }
1679 |
1680 | /**
1681 | * Do some inventory action.
1682 | * @returns 1 if an action was successfully performed.
1683 | */
1684 | static int inventory_action (void)
1685 | {
1686 | /* local variables */
1687 | int key, /* key pressed */
1688 | option, /* option returned */
1689 | action; /* 1 if an action was successfully performed */
1690 |
1691 | /* main inventory loop */
1692 | action = 0;
1693 | option = MENU_CANCEL;
1694 | while (option == MENU_CANCEL) {
1695 |
1696 | /* highlight inventory and get a keypress */
1697 | highlight_inventory (inventory_slot);
1698 | if (inventory[inventory_slot])
1699 | display_message (item_message[inventory[inventory_slot]]);
1700 | else
1701 | blank_message ();
1702 | key = get_keypress ();
1703 | display_inventory (inventory_slot, inventory[inventory_slot]);
1704 | if (inventory[inventory_slot])
1705 | blank_message ();
1706 |
1707 | /* move around the inventory */
1708 | if ((key == KEY_UP || key == KEY_KEYPAD_UP)
1709 | && inventory_slot > 1)
1710 | inventory_slot -= 2;
1711 | else if ((key == KEY_DOWN || key == KEY_KEYPAD_DOWN)
1712 | && inventory_slot < 10)
1713 | inventory_slot += 2;
1714 | else if ((key == KEY_LEFT || key == KEY_KEYPAD_LEFT)
1715 | && (inventory_slot % 2))
1716 | --inventory_slot;
1717 | else if ((key == KEY_RIGHT || key == KEY_KEYPAD_RIGHT)
1718 | && ! (inventory_slot % 2))
1719 | ++inventory_slot;
1720 |
1721 | /* process menu key and shortcuts */
1722 | else if (key == 32 || key == 13)
1723 | option = inventory_menu ();
1724 | else if (key == '?' || key == 'h')
1725 | option = MENU_INV_HELP;
1726 | else if (key == 'w')
1727 | option = MENU_INV_WIELD;
1728 | else if (key == 'p')
1729 | option = MENU_INV_PUT_AWAY;
1730 | else if (key == 'c')
1731 | option = MENU_INV_CONSUME;
1732 | else if (key == 'e' && inventory[inventory_slot] == ITEM_APPLE)
1733 | option = MENU_INV_CONSUME;
1734 | else if (key == 'q' && inventory[inventory_slot] == ITEM_POTION)
1735 | option = MENU_INV_CONSUME;
1736 | else if (key == 'd')
1737 | option = MENU_INV_DISCARD;
1738 | else if (key == 27)
1739 | option = MENU_INV_CLOSE;
1740 | }
1741 |
1742 | /* process the option chosen */
1743 | switch (option) {
1744 | case MENU_INV_CLOSE: break;
1745 | case MENU_INV_HELP: show_keys (); break;
1746 | case MENU_INV_WIELD: action = wield_item (); break;
1747 | case MENU_INV_PUT_AWAY: action = put_item_away (); break;
1748 | case MENU_INV_CONSUME: action = consume_item (); break;
1749 | case MENU_INV_DISCARD: action = discard_item (); break;
1750 | }
1751 |
1752 | /* return true if an action was performed */
1753 | if (action)
1754 | inventory_noise ();
1755 | return action;
1756 | }
1757 |
1758 | /**
1759 | * Confirm that the player wishes to restart the game.
1760 | */
1761 | static void confirm_new_game (void)
1762 | {
1763 | int key; /* key press Y or N */
1764 | display_message ("START NEW GAME? ");
1765 | do {
1766 | key = get_keypress ();
1767 | } while (key != 'y' && key != 'n');
1768 | blank_message ();
1769 | game_over = (key == 'y');
1770 | }
1771 |
1772 | /**
1773 | * Confirm that the player wishes to exit the game.
1774 | */
1775 | static void confirm_exit (void)
1776 | {
1777 | int key; /* key press Y or N */
1778 | display_message ("REALLY EXIT? Y/N");
1779 | do {
1780 | key = get_keypress ();
1781 | } while (key != 'y' && key != 'n');
1782 | blank_message ();
1783 | game_quit = (key == 'y');
1784 | }
1785 |
1786 | /**
1787 | * Work out and perform an action for an individual enemy.
1788 | * @param enemy_no is the enemy number.
1789 | */
1790 | static void individual_enemy_action (int enemy_no)
1791 | {
1792 | /* local variables */
1793 | int distance; /* distance between enemy and hero */
1794 |
1795 | /* work out if we should be chasing */
1796 | distance = abs (enemies[enemy_no].x - hero_x)
1797 | + abs (enemies[enemy_no].y - hero_y);
1798 |
1799 | /* chase the player if close enough */
1800 | if (distance <= enemies[enemy_no].aggression)
1801 | enemy_pathfind (enemy_no, hero_x, hero_y, 1);
1802 |
1803 | /* if wandering, continue wandering */
1804 | else if (enemies[enemy_no].behaviour == BEHAVIOUR_WANDER)
1805 | enemy_pathfind (enemy_no, enemies[enemy_no].dest_x,
1806 | enemies[enemy_no].dest_y, 0);
1807 | }
1808 |
1809 | /*----------------------------------------------------------------------
1810 | * Public Level Functions.
1811 | */
1812 |
1813 | /**
1814 | * Initialise some game variables.
1815 | */
1816 | void init_game (void)
1817 | {
1818 | level = 1;
1819 | gold = 0;
1820 | enemy_min = ENEMY_BAT;
1821 | enemy_max = ENEMY_BAT;
1822 | enemy_anger = 0;
1823 | experience = 0;
1824 | necro_health = 24;
1825 | game_over = 0;
1826 | game_quit = 0;
1827 | }
1828 |
1829 | /**
1830 | * Generate the hero.
1831 | */
1832 | void generate_hero (void)
1833 | {
1834 | /* local variables */
1835 | int stat_increases = 15;
1836 | int *stat_ptr;
1837 |
1838 | /* start with minimum stats */
1839 | hero_strength = 2;
1840 | hero_agility = 2;
1841 | hero_intelligence = 2;
1842 |
1843 | /* increase stats to a sensible level */
1844 | while (stat_increases) {
1845 | switch (rand () % 3) {
1846 | case 0: stat_ptr = &hero_strength; break;
1847 | case 1: stat_ptr = &hero_agility; break;
1848 | case 2: stat_ptr = &hero_intelligence; break;
1849 | }
1850 | if (*stat_ptr == 12) continue;
1851 | ++*stat_ptr;
1852 | --stat_increases;
1853 | }
1854 |
1855 | /* set the modifiers */
1856 | strength_modifier = 0;
1857 | agility_modifier = 0;
1858 | intelligence_modifier = 0;
1859 |
1860 | /* set health to 21 */
1861 | hero_health = 21;
1862 | }
1863 |
1864 | /**
1865 | * Initialise the inventory.
1866 | */
1867 | void init_inventory (void)
1868 | {
1869 | /* local variables */
1870 | static int start_items[12] = {
1871 | 0, 0,
1872 | 0, 0, 0, 0, 0, 0, 0, 4, 3, 3
1873 | };
1874 | int count;
1875 |
1876 | /* copy the starting items into the inventory */
1877 | for (count = 0; count < 12; ++count)
1878 | inventory[count] = start_items[count];
1879 | inventory_slot = 0;
1880 | }
1881 |
1882 | /**
1883 | * Show the player stats.
1884 | */
1885 | void show_stats (void)
1886 | {
1887 | display_stat (0, hero_strength, strength_modifier);
1888 | display_stat (1, hero_agility, agility_modifier);
1889 | display_stat (2, hero_intelligence, intelligence_modifier);
1890 | display_health (hero_health,
1891 | hero_strength + hero_agility + hero_intelligence);
1892 | }
1893 |
1894 | /**
1895 | * Show the gold counter.
1896 | */
1897 | void show_gold (void)
1898 | {
1899 | display_gold (gold);
1900 | }
1901 |
1902 | /**
1903 | * Show the inventory.
1904 | */
1905 | void show_inventory (void)
1906 | {
1907 | int i;
1908 | for (i = 0; i < 12; ++i)
1909 | display_inventory (i, inventory[i]);
1910 | }
1911 |
1912 | /**
1913 | * Ask the player for their name.
1914 | */
1915 | void ask_name (void)
1916 | {
1917 | /* local variables */
1918 | char prompt[17];
1919 | int ch;
1920 |
1921 | /* editing loop */
1922 | do {
1923 |
1924 | /* prompt */
1925 | sprintf (prompt, "NAME? %-10s", name);
1926 | display_message (prompt);
1927 |
1928 | /* get a key. Discard special keys */
1929 | ch = toupper (get_keypress ());
1930 |
1931 | /* if it's a printable character, add it to the name */
1932 | if (ch >= ' ' && ch <= '_' && ch != ':' && strlen (name) < 10) {
1933 | name[strlen (name) + 1] = '\0';
1934 | name[strlen (name)] = ch;
1935 | }
1936 |
1937 | /* if it's backspace, delete the last character */
1938 | else if (ch == 8 && *name != '\0')
1939 | name[strlen (name) - 1] = '\0';
1940 |
1941 | } while (ch != 13);
1942 |
1943 | /* greet the player */
1944 | display_message (" PLEASE WAIT... ");
1945 | }
1946 |
1947 | /**
1948 | * Initialise the map for a level
1949 | */
1950 | void generate_map (void)
1951 | {
1952 | /* local variables */
1953 | static int cell_order[9] = {0, 1, 2, 3, 4, 5, 6, 7, 8};
1954 | int cell_map[9];
1955 |
1956 | /* build up the 3x3 cell network */
1957 | scramble_cells (cell_order);
1958 | generate_paths (cell_order, cell_map);
1959 | generate_chambers (cell_map);
1960 |
1961 | /* turn the cell network into a 16x16 map */
1962 | fill_map ();
1963 | open_cells (cell_map);
1964 | decorate_walls ();
1965 | }
1966 |
1967 | /**
1968 | * Place the hero on the current level
1969 | */
1970 | void place_hero (void)
1971 | {
1972 | do {
1973 | hero_x = rand () % 16;
1974 | hero_y = rand () % 16;
1975 | } while (map[hero_x][hero_y] != 0x10);
1976 | map[hero_x][hero_y] = 0x20;
1977 | level_over = 0;
1978 | }
1979 |
1980 | /**
1981 | * Place the level's objective (staircase or necromancer)
1982 | */
1983 | void place_objective (void)
1984 | {
1985 | /* local variables */
1986 | int x, y; /* location choice */
1987 |
1988 | /* choose a suitable location */
1989 | do {
1990 | x = rand () % 16;
1991 | y = rand () % 16;
1992 | } while (map[x][y] != 0x10
1993 | || abs (x - hero_x) + abs (y - hero_y) < 10);
1994 |
1995 | /* if we're on level 24, place the necromancer */
1996 | if (level == 24) {
1997 | necro_x = x;
1998 | necro_y = y;
1999 | map[x][y] = 0x30;
2000 | }
2001 |
2002 | /* otherwise place the stairs down */
2003 | else
2004 | map[x][y] = 0x1f;
2005 | }
2006 |
2007 | /**
2008 | * Place the level's eight enemies
2009 | */
2010 | void place_enemies (void)
2011 | {
2012 | int e_count; /* enemy count */
2013 | int x, y; /* temporary variables to look at map */
2014 |
2015 | /* loop through eight enemies */
2016 | for (e_count = 0; e_count < 8; ++e_count) {
2017 |
2018 | /* find a suitable place for this enemy */
2019 | do {
2020 | x = rand () % 16;
2021 | y = rand () % 16;
2022 | } while (map[x][y] != 0x10
2023 | || abs (x - hero_x) + abs (y - hero_y) < 7);
2024 |
2025 | /* set the enemy details */
2026 | enemies[e_count].x = x;
2027 | enemies[e_count].y = y;
2028 | enemies[e_count].type = enemy_min
2029 | + rand () % (enemy_max - enemy_min + 1);
2030 | enemies[e_count].health
2031 | = enemy_stats[enemies[e_count].type].strength
2032 | + enemy_stats[enemies[e_count].type].agility;
2033 | enemies[e_count].behaviour = rand () % 2;
2034 | if (enemies[e_count].behaviour == BEHAVIOUR_WANDER) {
2035 | enemies[e_count].dest_x = rand () % 16;
2036 | enemies[e_count].dest_y = rand () % 16;
2037 | }
2038 | enemies[e_count].aggression = enemy_anger + rand () % 3;
2039 |
2040 | /* put the enemy on the map */
2041 | map[x][y] = 0x80 | ((enemies[e_count].type) * 0x10);
2042 | }
2043 | }
2044 |
2045 | /**
2046 | * Place the level's items
2047 | */
2048 | void place_items (void)
2049 | {
2050 | int quick_inventory, /* a bit-encoded list of what the player has */
2051 | items_list[6]; /* a list of items to place on this level */
2052 | quick_inventory = get_quick_inventory ();
2053 | build_items_list (items_list, quick_inventory);
2054 | place_listed_items (items_list);
2055 | }
2056 |
2057 | /**
2058 | * Generate the drawn map from a new level.
2059 | */
2060 | void generate_drawn_map (void)
2061 | {
2062 | int x, y;
2063 | for (x = 0; x < 16; ++x)
2064 | for (y = 0; y < 16; ++y)
2065 | update_map_tile (x, y, map[x][y]);
2066 | }
2067 |
2068 | /**
2069 | * Show the level number
2070 | */
2071 | void show_level (void)
2072 | {
2073 | char level_text[9];
2074 | sprintf (level_text, "LEVEL %02d", level);
2075 | display_heading (level_text);
2076 | }
2077 |
2078 | /**
2079 | * Show the map window
2080 | */
2081 | void show_map (void)
2082 | {
2083 | display_map (hero_x, hero_y);
2084 | }
2085 |
2086 | /**
2087 | * Get and process player action
2088 | * @returns 1 if an action was successfully performed.
2089 | */
2090 | int player_action (void)
2091 | {
2092 | /* local variables */
2093 | int direction,
2094 | key,
2095 | option,
2096 | action = 0; /* changed to 1 if hero does something */
2097 |
2098 | /* continue this loop till the player does something */
2099 | do {
2100 |
2101 | /* see what the player wants to do */
2102 | option = MENU_CANCEL;
2103 | key = get_keypress ();
2104 |
2105 | /* if this is a movement key, then move */
2106 | direction = get_direction (key);
2107 | if (direction != DIR_NONE)
2108 | action = move_hero (direction);
2109 |
2110 | /* if this is a menu key, call up the menu */
2111 | else if (key == 13 || key == 32)
2112 | option = main_menu ();
2113 |
2114 | /* respond to the various shortcut keys */
2115 | else if (key == '?' || key == 'h')
2116 | option = MENU_HELP;
2117 | else if (key == '.')
2118 | option = MENU_WAIT;
2119 | else if (key == 'i')
2120 | option = MENU_INVENTORY;
2121 | else if (key == 't')
2122 | option = MENU_PICK_UP;
2123 | else if (key == 'e')
2124 | option = MENU_EAT;
2125 | else if (key == 'q')
2126 | option = MENU_QUAFF;
2127 | else if (key == 's' || key == '>')
2128 | option = MENU_DESCEND;
2129 | else if (key == 'n')
2130 | option = MENU_NEW_GAME;
2131 | else if (key == 'x' || key == 27)
2132 | option = MENU_EXIT;
2133 |
2134 | /* process a menu option */
2135 | switch (option) {
2136 | case MENU_CANCEL: break;
2137 | case MENU_HELP: show_keys (); break;
2138 | case MENU_WAIT: action = wait_action (); break;
2139 | case MENU_INVENTORY: action = inventory_action (); break;
2140 | case MENU_PICK_UP: action = pick_up_item (); break;
2141 | case MENU_EAT: action = eat_something (); break;
2142 | case MENU_QUAFF: action = quaff_something (); break;
2143 | case MENU_DESCEND: action = descend_stairs (); break;
2144 | case MENU_NEW_GAME: confirm_new_game (); break;
2145 | case MENU_EXIT: confirm_exit (); break;
2146 | }
2147 | } while (! (action || level_over || game_over || game_quit));
2148 |
2149 | /* return 1 if the screen needs updating after this action */
2150 | return action;
2151 | }
2152 |
2153 | /**
2154 | * Generate and process enemy action
2155 | */
2156 | void enemy_action (void)
2157 | {
2158 | /* local variables */
2159 | int e; /* enemy counter */
2160 |
2161 | /* loop through all the enemies */
2162 | for (e = 0; e < 8; ++e)
2163 | if (enemies[e].health > 0)
2164 | individual_enemy_action (e);
2165 | }
2166 |
2167 | /**
2168 | * Generate and process the necromancer's action.
2169 | */
2170 | void necro_action (void)
2171 | {
2172 | /* local variables */
2173 | int attack, /* enemy's attack value */
2174 | defence, /* hero's defence value */
2175 | damage, /* damage caused */
2176 | update; /* 1 if the screen needs updating */
2177 |
2178 | /* if the player is not adjacent, do nothing */
2179 | if (level < 24)
2180 | return;
2181 | if (abs (hero_x - necro_x) + abs (hero_y - necro_y) > 1)
2182 | return;
2183 |
2184 | /* determine attack and defence */
2185 | attack = 20;
2186 | if (inventory[0] == ITEM_AMULET || inventory[1] == ITEM_AMULET)
2187 | defence = hero_intelligence + intelligence_modifier;
2188 | else
2189 | defence = hero_agility + agility_modifier;
2190 |
2191 | /* conduct the attack */
2192 | damage = (1 + attack + dice (2)) - (defence + dice (2));
2193 | if (damage < 0)
2194 | damage = 0;
2195 |
2196 | /* register the damage */
2197 | hero_health -= damage;
2198 | if (hero_health < 0)
2199 | hero_health = 0;
2200 | update = 0;
2201 |
2202 | /* process a miss */
2203 | if (! damage)
2204 | display_message ("SORCEROR MISSES ");
2205 |
2206 | /* process a non-fatal hit */
2207 | else if (hero_health) {
2208 | display_message ("SORCEROR HIT YOU");
2209 | display_health (hero_health, hero_strength + hero_agility
2210 | + hero_intelligence);
2211 | hit_noise ();
2212 | }
2213 |
2214 | /* process a fatal hit */
2215 | else {
2216 | display_message ("SORCEROR HIT YOU");
2217 | display_health (hero_health, hero_strength + hero_agility
2218 | + hero_intelligence);
2219 | map[hero_x][hero_y] = (map[hero_x][hero_y] & 0xf) | 0x10;
2220 | update_map_tile (hero_x, hero_y, map[hero_x][hero_y]);
2221 | game_over = 1;
2222 | }
2223 | }
2224 |
2225 | /**
2226 | * See if the level is over.
2227 | * @returns 1 if the level is over, 0 if not.
2228 | */
2229 | int level_is_over (void)
2230 | {
2231 | return level_over
2232 | || game_quit
2233 | || game_over
2234 | || (hero_health == 0)
2235 | || (necro_health == 0);
2236 | }
2237 |
2238 | /**
2239 | * See if the game is over.
2240 | * @returns 1 if the game is over, 0 if not.
2241 | */
2242 | int game_is_over (void)
2243 | {
2244 | return game_quit
2245 | || game_over
2246 | || (hero_health == 0)
2247 | || (necro_health == 0);
2248 | }
2249 |
2250 | /**
2251 | * Return a code to say who won the game, if anyone.
2252 | * @returns +1 if the hero won, -1 if the hero lost, 0 otherwise.
2253 | */
2254 | int who_won (void)
2255 | {
2256 | return
2257 | (necro_health == 0)
2258 | - (hero_health == 0);
2259 | }
2260 |
2261 | /**
2262 | * See if user wants to quit.
2263 | * @returns 1 if the player wants to quit, 0 if not.
2264 | */
2265 | int player_quit (void)
2266 | {
2267 | return game_quit;
2268 | }
2269 |
2270 | /**
2271 | * Return the player name.
2272 | * @returns pointer to player name.
2273 | */
2274 | char *get_name (void)
2275 | {
2276 | return name;
2277 | }
2278 |
2279 | /**
2280 | * Return the player's gold
2281 | * @returns the gold
2282 | */
2283 | int get_gold (void)
2284 | {
2285 | return gold;
2286 | }
2287 |
2288 | /**
2289 | * Return the level number.
2290 | * @returns the current level number.
2291 | */
2292 | int get_level (void)
2293 | {
2294 | return level;
2295 | }
2296 |
--------------------------------------------------------------------------------
/src/makegfx.c:
--------------------------------------------------------------------------------
1 | /*----------------------------------------------------------------------
2 | * Ossuary:
3 | * A DOS port of the ZX Spectrum rogue-like.
4 | * Graphics file generation.
5 | *
6 | * Copyright (C) Damian Gareth Walker 2013, 2020.
7 | * Created: 22-Jun-2020.
8 | */
9 |
10 | /* included headers */
11 | #include
12 | #include
13 | #include
14 | #include
15 | #include "cgalib.h"
16 |
17 | /*----------------------------------------------------------------------
18 | * File Level Variables.
19 | */
20 |
21 | /** @var logo is the Cyningstan logo bitmap */
22 | static Bitmap *logo;
23 |
24 | /** @var bitmap is the collection of bitmaps for the graphics file. */
25 | static Bitmap *bitmap [30];
26 |
27 | /** @var font is the font */
28 | static Font *font;
29 |
30 | /** @var infile is the input file name */
31 | static char *infile;
32 |
33 | /** @var outfile is the output file name */
34 | static char *outfile;
35 |
36 | /** @var pic is the pixel data from the pic file */
37 | static char *pic;
38 |
39 | /*----------------------------------------------------------------------
40 | * Level 1 Routines.
41 | */
42 |
43 | /**
44 | * Look for an input and an output file on the command line.
45 | * @param argc is the number of command line arguments.
46 | * @param argv is the command line arguments.
47 | */
48 | static void parse_args (int argc, char **argv)
49 | {
50 | /* check for the correct number of arguments */
51 | if (argc != 3) {
52 | printf ("Usage: %s INFILE OUTFILE\n", argv [0]);
53 | exit (0);
54 | }
55 |
56 | /* extract the filenames */
57 | infile = argv [1];
58 | outfile = argv [2];
59 | }
60 |
61 | /**
62 | * Load the input file, which will be in PIC format.
63 | */
64 | static void load_image (void)
65 | {
66 | FILE *input;
67 | char buffer[7];
68 | if (! (input = fopen (infile, "rb"))) exit (1);
69 | if (! (fread (buffer, 7, 1, input))) exit (2);
70 | if (! (pic = malloc (16192))) exit (3);
71 | if (! (fread (pic, 16192, 1, input))) exit (4);
72 | fclose (input);
73 | }
74 |
75 | /**
76 | * Extract the graphics from the input file.
77 | */
78 | static void extract_graphics (void)
79 | {
80 | int row, col, x, y, bit_no;
81 | Screen *screen;
82 | Bitmap *charbit;
83 |
84 | /* show screen */
85 | screen = scr_create (5);
86 | scr_palette (screen, 2, 14);
87 | _fmemcpy ((void far *) 0xb8000000, pic, 16192);
88 |
89 | /* extract the tiles */
90 | bit_no = 1;
91 | for (row = 0; row < 5; ++row)
92 | for (col = (row == 3 || row == 4) ? 8 : 0; col < 9; ++col) {
93 | x = 88 + 16 * col;
94 | y = 12 + 16 * row;
95 | if (! (bitmap[bit_no] = bit_create (16, 16))) {
96 | scr_destroy (screen);
97 | printf ("Cannot reserve memory for bitmap.\n");
98 | exit (1);
99 | }
100 | scr_get (screen, bitmap[bit_no], x, y);
101 | ++bit_no;
102 | }
103 |
104 | /* extract the font */
105 | if (! (font = fnt_create (32, 95))) {
106 | scr_destroy (screen);
107 | printf ("Out of memory creating font.\n");
108 | exit (1);
109 | }
110 | if (! (charbit = bit_create (8, 8))) {
111 | scr_destroy (screen);
112 | printf ("Out of memory creating bitmap for character.\n");
113 | exit (1);
114 | }
115 | for (row = 0; row < 4; ++row)
116 | for (col = 0; col < 16; ++col) {
117 | scr_get (screen, charbit, 88 + 8 * col, 60 + 8 * row);
118 | fnt_put (font, charbit, 32 + col + 16 * row);
119 | }
120 | bit_destroy (charbit);
121 |
122 | /* extract the logo */
123 | if (! (logo = bit_create (128, 16))) {
124 | scr_destroy (screen);
125 | printf ("Cannot reserve memory for logo.\n");
126 | exit (1);
127 | }
128 | scr_get (screen, logo, 88, 92);
129 |
130 | /* extract the background screen */
131 | scr_ink (screen, 2);
132 | scr_box (screen, 88, 12, 144, 144);
133 | if (! (bitmap[0] = bit_create (320, 200))) {
134 | scr_destroy (screen);
135 | exit (6);
136 | }
137 | scr_get (screen, bitmap[0], 0, 0);
138 |
139 | /* return to text mode */
140 | scr_destroy (screen);
141 | }
142 |
143 | /**
144 | * Save the graphics to the output file
145 | */
146 | static void save_graphics (void)
147 | {
148 | FILE *output;
149 | int c;
150 | if (! (output = fopen (outfile, "wb"))) exit (7);
151 | fwrite ("OSS100D", 8, 1, output);
152 | bit_write (logo, output);
153 | for (c = 0; c < 30; ++c)
154 | bit_write (bitmap[c], output);
155 | fnt_write (font, output);
156 | fclose (output);
157 | }
158 |
159 | /*----------------------------------------------------------------------
160 | * Level 0 Routines.
161 | */
162 |
163 | /**
164 | * Main Program.
165 | * @param argc is the number of command line arguments.
166 | * @param argv is the command line arguments.
167 | */
168 | void main (int argc, char **argv)
169 | {
170 | parse_args (argc, argv);
171 | load_image ();
172 | extract_graphics ();
173 | save_graphics ();
174 | }
175 |
--------------------------------------------------------------------------------
/src/ossuary.c:
--------------------------------------------------------------------------------
1 | /*----------------------------------------------------------------------
2 | * Ossuary:
3 | * A DOS port of the ZX Spectrum rogue-like.
4 | * Main game source file.
5 | *
6 | * Copyright (C) Damian Gareth Walker 2013, 2020.
7 | * Created: 22-Jun-2020.
8 | */
9 |
10 | /* included compiler headers */
11 | #include
12 | #include
13 | #include
14 | #include
15 | #include
16 | #include
17 | #include
18 |
19 | /* included project headers */
20 | #include "display.h"
21 | #include "game.h"
22 | #include "scores.h"
23 | #include "errors.h"
24 |
25 | /*----------------------------------------------------------------------
26 | * File-level variables.
27 | */
28 |
29 | /** @var mono is 1 if monochrome graphics were requested. */
30 | static int mono;
31 |
32 | /** @var palette is 1 if standard palette was requested */
33 | static int palette;
34 |
35 | /*----------------------------------------------------------------------
36 | * Level 2 Routines
37 | */
38 |
39 | /**
40 | * Check that the beta test version is not expired.
41 | * @param expiry is the expiry date, YYYYMMDD format.
42 | * @returns 1 if the beta is not expired.
43 | */
44 | static int beta_time_check (char *expiry)
45 | {
46 | time_t time_of_day;
47 | struct tm *full_time;
48 | char time_text[9];
49 | time_of_day = time (NULL);
50 | full_time = gmtime (&time_of_day);
51 | sprintf (time_text, "%04d%02d%02d", 1900 + full_time->tm_year,
52 | 1 + full_time->tm_mon, full_time->tm_mday);
53 | return (strcmp (time_text, expiry) < 0);
54 | }
55 |
56 | /**
57 | * Initialise options on according to the command line.
58 | */
59 | static int init_options (int argc, char **argv)
60 | {
61 | /* local variables */
62 | int a; /* argument counter */
63 |
64 | /* check the arguments */
65 | for (a = 1; a < argc; ++a)
66 | if (! strcmp (argv[a], "-m"))
67 | mono = 1;
68 | else if (! strcmp (argv[a], "-p"))
69 | palette = 1;
70 | else
71 | return 0;
72 |
73 | /* all successful */
74 | return 1;
75 | }
76 |
77 | /*----------------------------------------------------------------------
78 | * Level 1 Routines
79 | */
80 |
81 | /**
82 | * Initialise the program.
83 | * @returns 1 if successful, 0 if not.
84 | */
85 | static int initialise (int argc, char **argv)
86 | {
87 | if (! (beta_time_check ("99999999"))) exit_game (5);
88 | if (! (init_options (argc, argv))) exit_game (4);
89 | if (! (init_screen (mono, palette))) exit_game (1);
90 | if (! (load_graphics ())) exit_game (3);
91 | load_scores ();
92 | srand (time (NULL));
93 | return 1;
94 | }
95 |
96 | /**
97 | * Create a new game.
98 | */
99 | static void new_game (void)
100 | {
101 | init_game ();
102 | generate_hero ();
103 | init_inventory ();
104 | show_stats ();
105 | show_gold ();
106 | show_inventory ();
107 | show_scores ();
108 | ask_name ();
109 | }
110 |
111 | /**
112 | * Create a new level.
113 | */
114 | static void new_level (void)
115 | {
116 | generate_map ();
117 | place_hero ();
118 | place_objective ();
119 | place_enemies ();
120 | place_items ();
121 | generate_drawn_map ();
122 | show_level ();
123 | show_map ();
124 | blank_message ();
125 | if (get_level () == 1)
126 | display_message ("PRESS ? FOR KEYS");
127 | }
128 |
129 | /**
130 | * Play through a single level.
131 | * @returns 1 if the game is over, 0 if not.
132 | */
133 | static int play_level (void)
134 | {
135 | /* Continue moving player and enemies until the level is over */
136 | do {
137 | player_action ();
138 | if (! level_is_over ()) {
139 | enemy_action ();
140 | necro_action ();
141 | }
142 | show_map ();
143 | } while (! level_is_over ());
144 |
145 | /* reset the keyboard and return */
146 | return game_is_over ();
147 | }
148 |
149 | /**
150 | * Do the End Game things: high score table and play again query.
151 | * returns 1 if the player wants to finish, 0 if not.
152 | */
153 | static int end_game (void)
154 | {
155 | switch (who_won ()) {
156 | case -1:
157 | display_game_over ("YOU HAVE", " DIED ");
158 | break;
159 | case +1:
160 | display_game_over ("YOU HAVE", " WON! ");
161 | add_score (get_name (), get_gold ());
162 | break;
163 | }
164 | return player_quit ();
165 | }
166 |
167 | /**
168 | * Clean up when the program is finished.
169 | */
170 | static void clean_up (void)
171 | {
172 | save_scores ();
173 | clean_up_display ();
174 | }
175 |
176 | /*----------------------------------------------------------------------
177 | * Level 0 Routines
178 | */
179 |
180 | /**
181 | * Main Program.
182 | * @param argc is the number of command line arguments.
183 | * @param argv is the command line arguments.
184 | */
185 | void main (int argc, char **argv)
186 | {
187 | /* local variables */
188 | int game_finished, /* 1 if user quits, wins or loses the game */
189 | program_finished; /* 1 if user quits the program */
190 |
191 | /* main program control */
192 | initialise (argc, argv);
193 | do {
194 | new_game ();
195 | do {
196 | new_level ();
197 | game_finished = play_level ();
198 | } while (! game_finished);
199 | program_finished = end_game ();
200 | } while (! program_finished);
201 | clean_up ();
202 | }
203 |
--------------------------------------------------------------------------------
/src/scores.c:
--------------------------------------------------------------------------------
1 | /*----------------------------------------------------------------------
2 | * Ossuary:
3 | * A DOS port of the ZX Spectrum rogue-like.
4 | * Score handling module.
5 | *
6 | * Copyright (C) Damian Gareth Walker 2013, 2020.
7 | * Created: 16-Jul-2020.
8 | */
9 |
10 | /* includes */
11 | #include
12 | #include
13 | #include
14 | #include "display.h"
15 | #include "scores.h"
16 |
17 | /*----------------------------------------------------------------------
18 | * Data Definitions.
19 | */
20 |
21 | /** @struct score is a single high score. */
22 | typedef struct score Score;
23 | struct score {
24 | char name[11]; /* player name */
25 | int gold; /* gold collected */
26 | };
27 |
28 | /*----------------------------------------------------------------------
29 | * File Level Variables.
30 | */
31 |
32 | /** @var scores is the high score table. */
33 | static Score scores[18];
34 |
35 | /** @var last_score is the row of the last score inserted */
36 | static int last_score = -1;
37 |
38 | /** @var scores_changed is 1 if the scores have changed */
39 | static int scores_changed = 0;
40 |
41 | /*----------------------------------------------------------------------
42 | * Level 1 Private Functions.
43 | */
44 |
45 | /**
46 | * Load scores from the high score file.
47 | * Returns 0 on success.
48 | */
49 | static int read_scores (void)
50 | {
51 | /* local variables */
52 | FILE *input; /* input file handle */
53 | char name[11], /* name read from input file */
54 | header[8], /* header read from input file */
55 | len; /* name length read from input file */
56 | int gold, /* gold read from input file */
57 | c; /* score counter */
58 |
59 | /* attempt to open file */
60 | if (! (input = fopen ("ossuary.sco", "rb")))
61 | return 0;
62 |
63 | /* attempt to read header */
64 | if (! fread (header, 8, 1, input)) {
65 | fclose (input);
66 | return 0;
67 | }
68 |
69 | /* verify header */
70 | if (strcmp (header, "OSS100S")) {
71 | fclose (input);
72 | return 0;
73 | }
74 |
75 | /* read the scores */
76 | for (c = 0; c < 18; ++c) {
77 | if (! fread (&len, 1, 1, input)) {
78 | fclose (input);
79 | return 0;
80 | }
81 | if (! fread (name, len, 1, input)) {
82 | fclose (input);
83 | return 0;
84 | }
85 | name[(int) len] = '\0';
86 | if (! fread (&gold, 2, 1, input)) {
87 | fclose (input);
88 | return 0;
89 | }
90 | strcpy (scores[c].name, name);
91 | scores[c].gold = gold;
92 | }
93 |
94 | /* successful! */
95 | fclose (input);
96 | return 1;
97 | }
98 |
99 | /**
100 | * Generate new high score table.
101 | */
102 | static void create_scores (void)
103 | {
104 | /* local variables */
105 | int c; /* score counter */
106 |
107 | /* fill score table with Cyningstan */
108 | for (c = 0; c < 18; ++c) {
109 | strcpy (scores[c].name, "CYNINGSTAN");
110 | scores[c].gold = 0;
111 | }
112 |
113 | /* these scores want saving */
114 | scores_changed = 1;
115 | }
116 |
117 | /*----------------------------------------------------------------------
118 | * Public Level Functions.
119 | */
120 |
121 | /**
122 | * Load or generate the high score table.
123 | */
124 | void load_scores (void)
125 | {
126 | if (! read_scores ())
127 | create_scores ();
128 | }
129 |
130 | /**
131 | * Show the high score table.
132 | */
133 | void show_scores (void)
134 | {
135 | /* local variables */
136 | int c; /* score counter */
137 |
138 | /* show the display */
139 | display_heading (" SCORES ");
140 | for (c = 0; c < 18; ++c)
141 | display_score (c, scores[c].name, scores[c].gold,
142 | c == last_score);
143 | display_text ();
144 | }
145 |
146 | /**
147 | * Save the scores at the end of the game (if changed)
148 | */
149 | void save_scores (void)
150 | {
151 | /* local variables */
152 | FILE *output; /* output file handle */
153 | char len; /* name length to write to file */
154 | int c; /* score counter */
155 |
156 | /* if the scores haven't changed, don't save them */
157 | if (! scores_changed)
158 | return;
159 |
160 | /* create the file and write the header */
161 | if (! (output = fopen ("OSSUARY.SCO", "wb")))
162 | return;
163 | fwrite ("OSS100S", 8, 1, output);
164 |
165 | /* loop through the scores */
166 | for (c = 0; c < 18; ++c) {
167 | len = strlen (scores[c].name);
168 | fwrite (&len, 1, 1, output);
169 | fwrite (scores[c].name, len, 1, output);
170 | fwrite (&scores[c].gold, 2, 1, output);
171 | }
172 |
173 | /* close the file */
174 | fclose (output);
175 | }
176 |
177 | /**
178 | * Consider adding a score to the high score table.
179 | * @param name is the player name.
180 | * @param gold is the amount of gold.
181 | */
182 | void add_score (char *name, int gold)
183 | {
184 | /* local variables */
185 | int c; /* score counter */
186 |
187 | /* don't insert a score if they have no name */
188 | if (! *name)
189 | return;
190 |
191 | /* look for a slot to insert the score */
192 | for (c = 0; c < 18; ++c)
193 | if (gold > scores[c].gold)
194 | break;
195 |
196 | /* return now if score was not high enough */
197 | if (c == 18)
198 | return;
199 |
200 | /* shuffle lower scores down the table */
201 | last_score = c;
202 | for (c = 17; c > last_score; --c)
203 | scores[c] = scores[c - 1];
204 |
205 | /* insert this score */
206 | strcpy (scores[last_score].name, name);
207 | scores[last_score].gold = gold;
208 | scores_changed = 1;
209 | }
210 |
--------------------------------------------------------------------------------
/src/screen.c:
--------------------------------------------------------------------------------
1 | /*======================================================================
2 | * CGALib - Watcom C Version.
3 | * Screen Handling Module.
4 | *
5 | * Copyright (C) Damian Walker 2020.
6 | * Created 29-Jun-2020.
7 | */
8 |
9 | /* define CGALIB for access to internal structures */
10 | #define __CGALIB__
11 |
12 | /* headers required for references to data types */
13 | #include
14 | #include
15 | #include
16 | #include
17 | #include "cgalib.h"
18 |
19 | /*----------------------------------------------------------------------
20 | * Level 1 Functions.
21 | */
22 |
23 | /**
24 | * Set the display mode.
25 | * @params mode is the mode to select.
26 | */
27 | static void set_mode (Screen *screen)
28 | {
29 | /* local variables */
30 | union REGS regs;
31 |
32 | /* use the BIOS to set the mode. */
33 | regs.h.ah = 0;
34 | regs.h.al = screen->mode;
35 | int86 (0x10, ®s, ®s);
36 | }
37 |
38 | /**
39 | * Sets the desired screen colours using the CGA palette register.
40 | * This works only on actual CGA cards. These palette registers are
41 | * ignored by EGA and VGA cards, which have independent control of the
42 | * two or four screen colours.
43 | */
44 | static void palette_cga (Screen *screen)
45 | {
46 | /* registers */
47 | char mode_control;
48 | char colour_control;
49 |
50 | /* don't do any of this if we're in monochrome mode */
51 | if (screen->mode == 6) return;
52 |
53 | /* set the mode according to the palette chosen */
54 | screen->mode = ((screen->palette % 3) == 2) ? 5 : 4;
55 |
56 | /* initialise the registers */
57 | mode_control = 0;
58 | colour_control = 0;
59 |
60 | /* set the mode control register */
61 | mode_control |= 0x8; /* show display */
62 | mode_control |= (screen->mode == 5) ? 0x4 : 0; /* greyscale? */
63 | mode_control |= 0x2; /* graphics mode */
64 |
65 | /* set the colour control register */
66 | colour_control |= (screen->palette % 3) ? 0x20 : 0; /* palette */
67 | colour_control |= (screen->palette / 3) ? 0x10 : 0; /* intensity */
68 | colour_control |= screen->colour; /* colour choice */
69 |
70 | /* set the CGA registers */
71 | outp (0x3d8, mode_control);
72 | outp (0x3d9, colour_control);
73 | }
74 |
75 | /**
76 | * Sets the screen colours using the EGA palette registers.
77 | * Because EGA and VGA cards ignore the CGA palette registers, we need
78 | * to address these cards directly if we want to see the same colour
79 | * palette on these cards as we do on a CGA display. This function just
80 | * simulates the available CGA palettes, it does not support the actual
81 | * flexibility of a 4-colour EGA/VGA palette.
82 | */
83 | static void palette_ega (Screen *screen)
84 | {
85 | union REGS regs;
86 | static int background[16] = { /* background colours */
87 | 0x00, 0x01, 0x02, 0x03, 0x04, 0x05, 0x06, 0x07,
88 | 0x38, 0x39, 0x3a, 0x3b, 0x3c, 0x3d, 0x3e, 0x3f
89 | };
90 | static int foreground[6][3] = { /* table of 320x200 mode colours */
91 | {0x02, 0x04, 0x06}, /* mode 4 palette 0 bright 0 */
92 | {0x03, 0x05, 0x07}, /* mode 4 palette 1 bright 0 */
93 | {0x03, 0x04, 0x07}, /* mode 5 palette 2 bright 0 */
94 | {0x3a, 0x3c, 0x3e}, /* mode 4 palette 0 bright 1 */
95 | {0x3b, 0x3d, 0x3f}, /* mode 4 palette 1 bright 1 */
96 | {0x3b, 0x3c, 0x3f}, /* mode 5 palette 2 bright 1 */
97 | };
98 | int fgcount; /* count of foreground colours */
99 |
100 | /* background colour */
101 | regs.w.ax = 0x1000;
102 | regs.w.bx = 0x100 * background[screen->colour];
103 | int86 (0x10, ®s, ®s);
104 |
105 | /* foreground colours */
106 | for (fgcount = 0; fgcount <= 2; ++fgcount) {
107 | regs.w.ax = 0x1000;
108 | regs.w.bx = 0x100 * foreground[screen->palette][fgcount]
109 | + fgcount + 1;
110 | int86 (0x10, ®s, ®s);
111 | }
112 | }
113 |
114 | /*----------------------------------------------------------------------
115 | * Public Level Functions.
116 | */
117 |
118 | /**
119 | * Initialise the screen, and set its initial screen mode.
120 | * @param mode is the screen mode: 4, 5 or 6.
121 | * @returns the new screen.
122 | */
123 | Screen *scr_create (int mode)
124 | {
125 | /* local variables */
126 | Screen *screen;
127 |
128 | /* initialise the screen parameters */
129 | if (! (screen = malloc (sizeof (Screen))))
130 | return NULL;
131 | screen->mode = mode;
132 | screen->palette = (mode == 5) ? 5 : 4;
133 | screen->colour = 0;
134 | screen->ink = 3;
135 | screen->paper = 0;
136 | screen->font = NULL;
137 |
138 | /* Set the screen mode and palette */
139 | set_mode (screen);
140 | palette_cga (screen);
141 | palette_ega (screen);
142 |
143 | /* return the new screen */
144 | return screen;
145 | }
146 |
147 | /**
148 | * Set the screen palette.
149 | * @param screen is the screen to affect.
150 | * @param p is the palette number, 0..5.
151 | * @param c is the background colour, 0..15.
152 | */
153 | void scr_palette (Screen *screen, int palette, int colour)
154 | {
155 | /* update the palette and colour in the screen data */
156 | screen->palette = palette;
157 | screen->colour = colour;
158 |
159 | /* update the palette and colour on the screen */
160 | palette_cga (screen);
161 | palette_ega (screen);
162 | }
163 |
164 | /**
165 | * Put a bitmap onto the screen.
166 | * @param dst is the screen to affect.
167 | * @param src is the source bitmap.
168 | * @param x is the x coordinate at which the bitmap is to be placed.
169 | * @param y is the y coordinate at which the bitmap is to be placed.
170 | * @param d is the draw mode.
171 | */
172 | void scr_put (Screen *dst, Bitmap *src, int x, int y, DrawMode draw)
173 | {
174 | /* local variables */
175 | char far *d; /* address to copy data to */
176 | char *s; /* address to copy data from */
177 | int r; /* row counter */
178 | int b; /* byte counter */
179 |
180 | /* copy the pixels */
181 | for (r = 0; r < src->height; ++r)
182 |
183 | /* DRAW_PSET can be copied by a quicker method */
184 | if (draw == DRAW_PSET) {
185 | d = (r % 2)
186 | ? x / 4 + (y + r - 1) * 40 + (char far *) 0xb8002000
187 | : x / 4 + (y + r) * 40 + (char far *) 0xb8000000;
188 | s = src->pixels + src->width / 4 * r;
189 | _fmemcpy (d, s, src->width / 4);
190 | }
191 |
192 | /* the other draw operations need doing byte by byte */
193 | else
194 | for (b = 0; b < src->width / 4; ++b) {
195 | d = b + ((r % 2)
196 | ? x / 4 + (y + r - 1) * 40 + (char far *) 0xb8002000
197 | : x / 4 + (y + r) * 40 + (char far *) 0xb8000000);
198 | s = b + src->pixels + src->width / 4 * r;
199 | switch (draw) {
200 | case DRAW_PRESET:
201 | *d = ~*s;
202 | break;
203 | case DRAW_AND:
204 | *d &= *s;
205 | break;
206 | case DRAW_OR:
207 | *d |= *s;
208 | break;
209 | case DRAW_XOR:
210 | *d ^= *s;
211 | break;
212 | }
213 | }
214 | }
215 |
216 | /**
217 | * Get a bitmap from the screen.
218 | * @param src is the screen from which to take the bitmap.
219 | * @param dst is the destination bitmap, whose size is already set.
220 | * @param x is the x coordinate where the desired pattern lies.
221 | * @param y is the y coordinate where the desired pattern lies.
222 | */
223 | void scr_get (Screen *src, Bitmap *dst, int x, int y)
224 | {
225 | /* local variables */
226 | char far *s; /* address to copy data from */
227 | char *d; /* address to copy data to */
228 | int r; /* row counter */
229 |
230 | /* copy the pixels */
231 | for (r = 0; r < dst->height; ++r) {
232 | s = (r % 2)
233 | ? x / 4 + (y + r - 1) * 40 + (char far *) 0xb8002000
234 | : x / 4 + (y + r) * 40 + (char far *) 0xb8000000;
235 | d = dst->pixels + dst->width / 4 * r;
236 | _fmemcpy (d, s, dst->width / 4);
237 | }
238 | }
239 |
240 | /**
241 | * Draw a box on the screen, filled in the current ink colour.
242 | * @param screen is the screen to affect.
243 | * @param x is the x coordinate of the top left of the box.
244 | * @param y is the y coordinate of the top left of the box.
245 | * @param width is the width of the box.
246 | * @param height is the height of the box.
247 | * The draw mode is always DRAW_PUT. For anything more sophisticated,
248 | * the scr_put() function should be used.
249 | */
250 | void scr_box (Screen *screen, int x, int y, int width, int height)
251 | {
252 | /* local variables */
253 | char v; /* value to write to the screen */
254 | int r; /* row counter */
255 | char far *d; /* address to write to */
256 |
257 | /* determine the byte value that will fill the box */
258 | v = screen->ink * 0x55;
259 |
260 | /* fill each individual row */
261 | for (r = 0; r < height; ++r) {
262 | d = (r % 2)
263 | ? x / 4 + (y + r - 1) * 40 + (char far *) 0xb8002000
264 | : x / 4 + (y + r) * 40 + (char far *) 0xb8000000;
265 | _fmemset (d, v, width / 4);
266 | }
267 | }
268 |
269 | /**
270 | * Print some text on the screen in the current ink colour.
271 | * @param screen is the screen to affect.
272 | * @param x is the x coordinate where the text should appear.
273 | * @param y is the y coordinate where the text should appear.
274 | * @param message is the message to print.
275 | * The text is printed in a box of the paper colour.
276 | */
277 | void scr_print (Screen *screen, int x, int y, char *message)
278 | {
279 | /* local variables */
280 | int b; /* character pointer */
281 | int r; /* row of character */
282 | int v; /* value of byte in character */
283 | int far *d; /* pointer to destination byte on screen */
284 |
285 | /* only try to print if a font is selected */
286 | if (! screen->font) return;
287 |
288 | /* print each character */
289 | for (b = 0; message[b]; ++b)
290 | for (r = 0; r < 8; ++r) {
291 | d = (int far *) (2 * b + ((r % 2)
292 | ? x / 4 + (y + r - 1) * 40 + (char far *) 0xb8002000
293 | : x / 4 + (y + r) * 40 + (char far *) 0xb8000000));
294 | v = screen->font->pixels[2 * r + 16 * (message[b] -
295 | screen->font->first)] + 0x100 * screen->font->pixels[1
296 | + 2 * r + 16 * (message[b] - screen->font->first)];
297 | if (screen->ink != 3 || screen->paper != 0)
298 | v = (v & 0x5555 * screen->ink)
299 | | ((0xffff ^ v) & 0x5555 * screen->paper);
300 | *d = v;
301 | }
302 | }
303 |
304 | /**
305 | * Set the ink colour for scr_box and scr_print operations.
306 | * @param screen is the screen to affect.
307 | * @param ink is the colour to use, 0..3.
308 | */
309 | void scr_ink (Screen *screen, int ink)
310 | {
311 | screen->ink = ink;
312 | }
313 |
314 | /**
315 | * Set the paper colour for scr_print operations.
316 | * @param screen is the screen to affect.
317 | * @param paper is the colour to use, 0..3.
318 | */
319 | void scr_paper (Screen *screen, int paper)
320 | {
321 | screen->paper = paper;
322 | }
323 |
324 | /**
325 | * Set the font for scr_print operations.
326 | * @param screen is the screen to affect.
327 | * @param font is the font to use.
328 | */
329 | void scr_font (Screen *screen, Font *font)
330 | {
331 | screen->font = font;
332 | }
333 |
334 | /**
335 | * Reset the screen back to text mode which graphic output is finished.
336 | * @param screen is the screen to affect.
337 | */
338 | void scr_destroy (Screen *screen)
339 | {
340 | screen->mode = 3;
341 | set_mode (screen);
342 | free (screen);
343 | }
344 |
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