Ejemplo n.º 1
0
void rawwriteimage(
		FILE *raw,
		psd_file_t psd,
		struct layer_info *li,
		struct channel_info *chan,
		int chancount,
		struct psd_header *h)
{
	psd_pixels_t j;
	unsigned char *inrow, *rlebuf;
	int i;

	rlebuf = checkmalloc(chan->rowbytes*2);
	inrow  = checkmalloc(chan->rowbytes);

	// write channels in a series of planes, not interleaved
	for(i = 0; i < chancount; ++i){
		UNQUIET("## rawwriteimage: channel %d\n", i);
		for(j = 0; j < chan[i].rows; ++j){
			/* get row data */
			readunpackrow(psd, chan, j, inrow, rlebuf);
			if((psd_pixels_t)fwrite(inrow, 1, chan[i].rowbytes, raw) != chan->rowbytes){
				alwayswarn("# error writing raw data, aborting\n");
				goto err;
			}
		}
	}

err:
	fclose(raw);
	free(rlebuf);
	free(inrow);
}
Ejemplo n.º 2
0
/* makes a log npc for houses and hovels */
void make_house_npc(int i, int j)
{
  pml ml = ((pml) checkmalloc(sizeof(mltype)));
  pob ob;
  ml->m = ((pmt) checkmalloc(sizeof(montype)));
  *(ml->m) = Monsters[NPC];
  make_log_npc(ml->m);
  if (ml->m->id == NPC) mprint("You detect signs of life in this house.");
  else mprint("An eerie shiver runs down your spine as you enter....");
  /* if not == NPC, then we got a ghost off the npc list */
  ml->m->x = i;
  ml->m->y = j;
  Level->site[i][j].creature = ml->m;
  ml->m->click = (Tick + 1) % 50;
  ml->next = Level->mlist;
  Level->mlist = ml;
  m_status_set(ml->m,HOSTILE);
  if (nighttime())
    m_status_reset(ml->m,AWAKE);
  else m_status_set(ml->m,AWAKE);
  if (ml->m->startthing > -1) {
    ob = ((pob) checkmalloc(sizeof(objtype)));    
    *ob = Objects[ml->m->startthing];
    m_pickup(ml->m,ob);
  }
}
Ejemplo n.º 3
0
void cavern_level(void)
{
    int i,fx,fy,tx,ty,t,l,e;
    char rsi;

    Level->numrooms = 1;

    if ((Current_Dungeon == E_CAVES) && (Level->depth == CAVELEVELS))
        rsi = RS_GOBLINKING;
    else rsi = RS_CAVERN;
    t = random_range((Level->level_length)/2);
    l = random_range((Level->level_width)/2);
    e = random_range((Level->level_width)/8)+(Level->level_width)/8;
    build_square_room(t,l,e,rsi,0);

    for (i=0; i<16; i++) {
        findspace(&tx,&ty,-1);
        fx = random_range((Level->level_width)-2)+1;
        fy = random_range((Level->level_length)-2)+1;
        straggle_corridor(fx,fy,tx,ty,FLOOR,RS_CORRIDOR);
    }
    while (random_range(3)==1) {
        findspace(&tx,&ty,-1);
        fx = random_range((Level->level_width)-2)+1;
        fy = random_range((Level->level_length)-2)+1;
        straggle_corridor(fx,fy,tx,ty,WATER,RS_PONDS);
    }
    if (Current_Dungeon == E_CAVES) {
        if ((Level->depth == CAVELEVELS) && (State.getCompletedCaves() == false)) {
            findspace(&tx,&ty,-1);
            Level->mlist = ((MonsterList*) checkmalloc(sizeof(MonsterList)));
            Level->mlist->next = NULL;
            Level->mlist->monster =
                Level->site[tx][ty].creature =
                    ((Monster*) make_creature(GOBLIN_KING)); /* goblin king */
            Level->mlist->monster->x = tx;
            Level->mlist->monster->y = ty;
        }
    }
    else if (Current_Environment == E_VOLCANO) {
        if (Level->depth == VOLCANOLEVELS) {
            findspace(&tx,&ty,-1);
            Level->mlist = ((MonsterList*) checkmalloc(sizeof(MonsterList)));
            Level->mlist->next = NULL;
            Level->mlist->monster =
                Level->site[tx][ty].creature =
                    ((Monster*) make_creature(DEMON_EMP)); /* The demon emp */
            Level->mlist->monster->x = tx;
            Level->mlist->monster->y = ty;
        }
    }
}
Ejemplo n.º 4
0
/* makes a hiscore npc for mansions */
void make_justiciar(int i, int j)
{
    pml ml = ((pml) checkmalloc(sizeof(mltype)));
    ml->m = ((pmt) checkmalloc(sizeof(montype)));
    *(ml->m) = Monsters[NPC];
    make_hiscore_npc(ml->m,15);
    ml->m->x = i;
    ml->m->y = j;
    Level->site[i][j].creature = ml->m;
    ml->m->click = (Tick + 1) % 60;
    ml->next = Level->mlist;
    Level->mlist = ml;
    m_status_reset(ml->m,AWAKE);
}
Ejemplo n.º 5
0
/* make a random new object, returning pointer */
Object* create_object(int itemlevel)
{
    Object* newObject;
    int  r;
    int ok = false;

    while (! ok) {
        newObject = ((Object*) checkmalloc(sizeof(Object)));
        r= random_range(135);
        if (r < 20) make_thing(newObject,-1);
        else if (r < 40) make_food(newObject,-1);
        else if (r < 50) make_scroll(newObject,-1);
        else if (r < 60) make_potion(newObject,-1);
        else if (r < 70) make_weapon(newObject,-1);
        else if (r < 80) make_armor(newObject,-1);
        else if (r < 90) make_shield(newObject,-1);
        else if (r < 100) make_stick(newObject,-1);
        else if (r < 110) make_boots(newObject,-1);
        else if (r < 120) make_cloak(newObject,-1);
        else if (r < 130) make_ring(newObject,-1);
        else make_artifact(newObject,-1);
        /* not ok if object is too good for level, or if unique and already made */
        /* 1/100 chance of finding object if too good for level */
        ok = ((newObject->uniqueness < UNIQUE_MADE) &&
              ((newObject->level < itemlevel+random_range(3))
               || (random_range(100)==23)));
        if (!ok)
        {
            free_obj( newObject, true );
        }
    }
    if (newObject->uniqueness == UNIQUE_UNMADE)
        Objects[newObject->id].uniqueness=UNIQUE_MADE;
    return(newObject);
}
Ejemplo n.º 6
0
static long doirb(psd_file_t f){
	static struct dictentry resource = {0, NULL, "RESOURCE", "dummy", NULL};
	char type[4], name[0x100];
	int id, namelen;
	long size;
	size_t padded_size;
	struct dictentry *d;

	fread(type, 1, 4, f);
	id = get2B(f);
	namelen = fgetc(f);
	fread(name, 1, PAD2(1+namelen)-1, f);
	name[namelen] = 0;
	size = get4B(f);
	padded_size = PAD2(size);

	d = findbyid(id);
	if((verbose || print_rsrc || resdump) && !xmlout){
		printf("  resource '%c%c%c%c' (%5d,\"%s\"):%5ld bytes",
			   type[0],type[1],type[2],type[3], id, name, size);
		if(d)
			printf(" [%s]", d->desc);
		putchar('\n');
	}

	if(d && d->tag){
		if(xml){
			fprintf(xml, "\t<RESOURCE TYPE='%c%c%c%c' ID='%d'",
					type[0],type[1],type[2],type[3], id);
			if(namelen)
				fprintf(xml, " NAME='%s'", name);
		}
		if(d->func){
			if(xml) fputs(">\n", xml);

			entertag(f, 2, size, &resource, d, 1);

			if(xml) fputs("\t</RESOURCE>\n\n", xml);
		}
		else if(xml){
			fputs(" /> <!-- not parsed -->\n", xml);
		}
	}

	if(resdump){
		char *temp_buf = checkmalloc(padded_size);
		if(fread(temp_buf, 1, padded_size, f) < padded_size)
			fatal("did not read expected bytes in image resource\n");
		dumphex((unsigned char*)temp_buf, size);
		putchar('\n');
		free(temp_buf);
	}
	else
		fseeko(f, padded_size, SEEK_CUR); // skip resource block data

	return 4+2+PAD2(1+namelen)+4+padded_size; /* returns total bytes in block */
}
Ejemplo n.º 7
0
/* makes a hiscore npc for mansions */
void make_mansion_npc(int i, int j)
{
  pml ml = ((pml) checkmalloc(sizeof(mltype)));
  ml->m = ((pmt) checkmalloc(sizeof(montype)));
  *(ml->m) = Monsters[NPC];
  make_hiscore_npc(ml->m,random_range(14) + 1);
  mprint("You detect signs of life in this house.");
  ml->m->x = i;
  ml->m->y = j;
  Level->site[i][j].creature = ml->m;
  ml->m->click = (Tick + 1) % 50;
  ml->next = Level->mlist;
  Level->mlist = ml;
  m_status_set(ml->m,HOSTILE);
  if (nighttime())
    m_status_reset(ml->m,AWAKE);
  else m_status_set(ml->m,AWAKE);
}
Ejemplo n.º 8
0
void sewer_level(void)
{
    int i,tx,ty,t,l,e;
    char rsi;
    Symbol lchar;

    Level->numrooms = random_range(3)+3;
    rsi = RS_DRAINED_SEWER;
    for (i=0; i<Level->numrooms; i++) {
        do {
            t = random_range((Level->level_length)-10)+1;
            l = random_range((Level->level_width)-10)+1;
            e = 4;
        } while ((Level->site[l][t].roomnumber == rsi) ||
                 (Level->site[l+e][t].roomnumber == rsi) ||
                 (Level->site[l][t+e].roomnumber == rsi) ||
                 (Level->site[l+e][t+e].roomnumber == rsi));
        if (random_range(5)) {
            lchar = FLOOR;
            rsi = RS_DRAINED_SEWER;
        }
        else {
            lchar = WATER;
            rsi = RS_DROWNED_SEWER;
        }
        build_room(l,t,e,rsi,i);
        sewer_corridor(l,t,-1,-1,lchar);
        sewer_corridor(l+e,t,1,-1,lchar);
        sewer_corridor(l,t+e,-1,1,lchar);
        sewer_corridor(l+e,t+e,1,1,lchar);
    }
    if (Current_Dungeon == E_SEWERS) {
        if ((Level->depth == SEWERLEVELS) && (State.getCompletedSewers() == false)) {
            findspace(&tx,&ty,-1);
            Level->mlist = ((MonsterList*) checkmalloc(sizeof(MonsterList)));
            Level->mlist->next = NULL;
            Level->mlist->monster =
                Level->site[tx][ty].creature =
                    ((Monster*) make_creature(GREAT_WYRM)); /* The Great Wyrm */
            Level->mlist->monster->x = tx;
            Level->mlist->monster->y = ty;
        }
    }
}
Ejemplo n.º 9
0
void dolayerinfo(psd_file_t f, struct psd_header *h){
	int i;

	// layers structure
	h->nlayers = get2B(f);
	h->mergedalpha = h->nlayers < 0;
	if(h->mergedalpha){
		h->nlayers = - h->nlayers;
		VERBOSE("  (first alpha is transparency for merged image)\n");
	}
	UNQUIET("\n%d layers:\n", h->nlayers);

	//if( h->nlayers*(18+6*h->channels) > layerlen ){ // sanity check
	//	alwayswarn("### unlikely number of layers, giving up.\n");
	//	return;
	//}

	h->linfo = checkmalloc(h->nlayers*sizeof(struct layer_info));

	// load linfo[] array with each layer's info

	for(i = 0; i < h->nlayers; ++i)
		readlayerinfo(f, h, i);
}
Ejemplo n.º 10
0
/* Has all kinds of effects in different circumstances.
   Eventually will be more interesting */
void s_ritual(void)
{
    pob symbol;
    int i,roomno;
    int x,y;

    mprint("You begin your ritual....");
    mprint("You enter a deep trance. Time Passes...");
    setgamestatus(SKIP_PLAYER);
    time_clock(FALSE);
    setgamestatus(SKIP_PLAYER);
    time_clock(FALSE);
    setgamestatus(SKIP_PLAYER);
    time_clock(FALSE);
    setgamestatus(SKIP_PLAYER);
    time_clock(FALSE);
    setgamestatus(SKIP_PLAYER);
    time_clock(FALSE);
    if (RitualHour == hour())
        mprint("Your mental fatigue prevents from completing the ritual!");
    else if (random_range(100) > Player.iq+Player.pow+Player.level)
        mprint("Your concentration was broken -- the ritual fails!");
    else {
        mprint("You charge the ritual with magical energy and focus your will.");
        mprint("Time Passes...");
        setgamestatus(SKIP_PLAYER);
        time_clock(FALSE);
        setgamestatus(SKIP_PLAYER);
        time_clock(FALSE);
        setgamestatus(SKIP_PLAYER);
        time_clock(FALSE);
        setgamestatus(SKIP_PLAYER);
        time_clock(FALSE);
        setgamestatus(SKIP_PLAYER);
        time_clock(FALSE);
        RitualHour = hour();
        /* set of random conditions for different ritual effects */
        if (Current_Environment == E_CITY) {
            mprint("Flowing waves of mystical light congeal all around you.");
            mprint("'Like wow, man! Colors!'");
            mprint("Appreciative citizens throw you spare change.");
            Player.cash +=random_range(50);
        }
        else if ( (roomno=Level->site[Player.x][Player.y].roomnumber) >= ROOMBASE )
        {
            if (RitualRoom == roomno)
                mprint("For some reason the ritual doesn't work this time...");
            else {
                RitualRoom = roomno;
                switch (RitualRoom) {
                case RS_TREASURE: /* ransacked treasure chamber */
                    mprint("Your spell sets off frenetic growth all around you!");
                    for(i=0; i<8; i++) {
                        Level->site[Player.x+Dirs[0][i]][Player.y+Dirs[1][i]].locchar =
                            HEDGE;
                        Level->site[Player.x+Dirs[0][i]][Player.y+Dirs[1][i]].p_locf =
                            L_TRIFID;
                        lset(Player.x+Dirs[0][i], Player.y+Dirs[1][i], CHANGED);
                    }
                    break;
                case RS_HAREM: /* harem */
                case RS_BOUDOIR: /* boudoir */
                    mprint("A secret panel opens next to the bed....");
                    if (random_range(2))
                        summon(0,INCUBUS); /* succubus/incubus */
                    else summon(0,SATYR); /* satyr/nymph */
                    break;
                case RS_SHRINE: /*shrine to high magic */
                    mprint("A storm of mana coaelesces around you.");
                    mprint("You are buffeted by bursts of random magic.");
                    p_damage(random_range(Player.pow),UNSTOPPABLE,"high magic");
                    mprint("Continue ritual? Could be dangerous.... [yn] ");
                    if (ynq()=='y') s_wish();
                    else mprint("The mana fades away to nothingness.");
                    x = Player.x;
                    y = Player.y;
                    while (x >= 0 && Level->site[x - 1][y].roomnumber == RS_SHRINE)
                        x--;
                    while (y >= 0 && Level->site[x][y - 1].roomnumber == RS_SHRINE)
                        y--;
                    for (i = 0; Level->site[x][y].roomnumber == RS_SHRINE;) {
                        Level->site[x][y].roomnumber = RS_ZORCH;
                        lset(x, y, CHANGED);
                        x++;
                        i++;
                        if (Level->site[x][y].roomnumber != RS_SHRINE) {
                            x -= i;
                            i = 0;
                            y++;
                        }
                    }
                    break;
                case RS_MAGIC_LAB: /* magician's lab */
                    mprint("Your magical activity sets off a latent spell in the lab!");
                    cast_spell(random_range(NUMSPELLS));
                    break;
                case RS_PENTAGRAM: /* pentagram room */
                    mprint("A smoky form begins to coalesce....");
                    summon(-1,-1);
                    mprint("Fortunately, it seems confined to the pentagram.");
                    m_status_reset(Level->mlist->m,MOBILE);
                    break;
                case RS_OMEGA_DAIS: /* blue omega room */
                    mprint("The Lords of Destiny look upon you....");
                    if (Player.level > 10) {
                        mprint("A curtain of blue flames leaps up from the omega.");
                        morewait();
                        l_adept();
                    }
                    else {
                        if (Player.patron == DESTINY) {
                            mprint("Your patrons take pity on you.");
                            if ((Player.rank[PRIESTHOOD]<SPRIEST) &&
                                    (! find_item(&symbol,OB_SYMBOL_DESTINY,-1))) {
                                symbol = ((pob) checkmalloc(sizeof(objtype)));
                                *symbol = Objects[OB_SYMBOL_DESTINY];
                                symbol->known = 2;
                                symbol->charge = 17;
                                gain_item(symbol);
                                mprint("You feel uplifted.");
                            }
                            else gain_experience(min(1000,Player.xp));
                        }
                        else if (random_range(3)==1) {
                            mprint("You feel Fated.");
                            gain_experience(Player.level*Player.level*10);
                            Player.hp = max(Player.hp, Player.maxhp);
                        }
                        else if (random_range(2)) {
                            mprint("You feel Doomed.");
                            Player.hp = 1;
                            Player.mana = 0;
                            Player.xp = 0;
                        }
                        else mprint("The Lords of Destiny laugh at you!");
                    }
                    break;
                default:
                    mprint("Well, not much effect. Chalk it up to experience.");
                    gain_experience(Player.level*5);
                    break;
                }
            }
        }
        else {
            if (RitualRoom == Level->site[Player.x][Player.y].roomnumber)
                mprint("The ritual fails for some unexplainable reason.");
            else {
                mprint("The ritual seems to be generating some spell effect.");
                RitualRoom = Level->site[Player.x][Player.y].roomnumber;
                switch (RitualRoom) {
                case RS_WALLSPACE:
                    shadowform();
                    break;
                case RS_CORRIDOR:
                    haste(0);
                    break;
                case RS_PONDS:
                    breathe(0);
                    break;
                case RS_ADEPT:
                    hero(1);
                    break;
                default:
                    mprint("The ritual doesn't seem to produce any tangible results...");
                    gain_experience(Player.level*6);
                }
            }
        }
    }
}
Ejemplo n.º 11
0
/* loads the house level into Level*/
void load_house(int kind, int populate)
{
  map *home;
  int i,j;
  char site;
  int stops;
  
  TempLevel = Level;
  initrand(Current_Environment, Player.x + Player.y + hour()*10);
  if (ok_to_free(TempLevel)) {
#ifndef SAVE_LEVELS
    free_level(TempLevel);
#endif
    TempLevel = NULL;
  }
#ifndef SAVE_LEVELS
  Level = ((plv) checkmalloc(sizeof(levtype)));
#else
  msdos_changelevel(TempLevel,0,-1);
  Level = &TheLevel;
#endif
  clear_level(Level);
  switch(kind) {
  case E_HOUSE:
    home = map_open(MAP_house);
    break;
  case E_MANSION:
    home = map_open(MAP_mansion);
    break;
  default:
  case E_HOVEL:
    home = map_open(MAP_hovel);
    break;
  }
  Level->level_width=map_getWidth(home);
  Level->level_length=map_getLength(home);
  map_setLevel(home, 0);
  
  stops = 0;
  for(j=0;j<Level->level_length;j++) {
    for(i=0;i<Level->level_width;i++) {
      if (kind == E_HOVEL) Level->site[i][j].lstatus = SEEN;
      else Level->site[i][j].lstatus = 0;
      Level->site[i][j].roomnumber = RS_CORRIDOR;
      Level->site[i][j].p_locf = L_NO_OP;
      site = map_getSiteChar(home,i,j);
      switch(site) {
      case 'N':
	Level->site[i][j].locchar = FLOOR;
	Level->site[i][j].roomnumber = RS_BEDROOM;
	if (random_range(2) && populate) make_house_npc(i,j);
	break;
      case 'H':
	Level->site[i][j].locchar = FLOOR;
	Level->site[i][j].roomnumber = RS_BEDROOM;
	if (random_range(2) && populate) make_mansion_npc(i,j);
	break;
      case 'D':
	Level->site[i][j].locchar = FLOOR;
	Level->site[i][j].roomnumber = RS_DININGROOM;
	break;
      case '.':
	Level->site[i][j].locchar = FLOOR;
	if (stops) {
	  lset(i,j,STOPS);
	  stops = 0;
	}
	break;
      case 'c':
	Level->site[i][j].locchar = FLOOR;
	Level->site[i][j].roomnumber = RS_CLOSET;
	break;
      case 'G':
	Level->site[i][j].locchar = FLOOR;
	Level->site[i][j].roomnumber = RS_BATHROOM;
	break;
      case 'B':
	Level->site[i][j].locchar = FLOOR;
	Level->site[i][j].roomnumber = RS_BEDROOM;
	break;
      case 'K':
	Level->site[i][j].locchar = FLOOR;
	Level->site[i][j].roomnumber = RS_KITCHEN;
	break;
      case 'S':
	Level->site[i][j].locchar = FLOOR;
	Level->site[i][j].showchar = WALL;
	lset(i,j,SECRET);
	Level->site[i][j].roomnumber = RS_SECRETPASSAGE;
	break;
      case '3':
	Level->site[i][j].locchar = SAFE;
	Level->site[i][j].showchar = WALL;
	lset(i,j,SECRET);
	Level->site[i][j].p_locf = L_SAFE;
	break;
      case '^':
	Level->site[i][j].locchar = FLOOR;
	Level->site[i][j].p_locf = TRAP_BASE+random_range(NUMTRAPS);
	break;
      case 'P':
	Level->site[i][j].locchar = PORTCULLIS;
	Level->site[i][j].p_locf = L_PORTCULLIS;
	break;
      case 'R':
	Level->site[i][j].locchar = FLOOR;
	Level->site[i][j].p_locf = L_RAISE_PORTCULLIS;
	break;
      case 'p':
	Level->site[i][j].locchar = FLOOR;
	Level->site[i][j].p_locf = L_PORTCULLIS;
	break;
      case 'T':
	Level->site[i][j].locchar = FLOOR;
	Level->site[i][j].p_locf = L_PORTCULLIS_TRAP;
	break;
      case 'X':
	Level->site[i][j].locchar = FLOOR;
	Level->site[i][j].p_locf = L_HOUSE_EXIT;
	stops = 1;
	break;
      case '#':
	Level->site[i][j].locchar = WALL;
	switch (kind) {
	  case E_HOVEL: Level->site[i][j].aux = 10; break;
	  case E_HOUSE: Level->site[i][j].aux = 50; break;
	  case E_MANSION: Level->site[i][j].aux = 150; break;
	}
	break;
      case '|':
	Level->site[i][j].locchar = OPEN_DOOR;
	Level->site[i][j].roomnumber = RS_CORRIDOR;
	lset(i,j,STOPS);
	break;
      case '+':
	Level->site[i][j].locchar = CLOSED_DOOR;
	Level->site[i][j].roomnumber = RS_CORRIDOR;
	Level->site[i][j].aux = LOCKED;
	lset(i,j,STOPS);
	break;
      case 'd':
	Level->site[i][j].locchar = FLOOR;
	Level->site[i][j].roomnumber = RS_CORRIDOR;
	if (populate)
	  make_site_monster(i,j,DOBERMAN);
	break;
      case 'a':
	Level->site[i][j].locchar = FLOOR;
	Level->site[i][j].roomnumber = RS_CORRIDOR;
	Level->site[i][j].p_locf = L_TRAP_SIREN;
	break;
      case 'A':
	Level->site[i][j].locchar = FLOOR;
	Level->site[i][j].roomnumber = RS_CORRIDOR;
	if (populate)
	  make_site_monster(i,j,AUTO_MINOR); /* automaton */
	break;
      }
      Level->site[i][j].showchar = ' ';
    }
  }
  map_close(home);
  initrand(E_RESTORE, 0);
}
Ejemplo n.º 12
0
/* loads the city level */
void load_city(int populate)
{
    int i,j;
    pml ml;
    char site;
    map *city;
    map *maze;

    initrand(E_CITY, 0);

    /* Get the hedge maze (which is in the city). */
    maze = map_open(MAP_hedges);
    /* Choose a random level from it. */
    map_setLevel(maze, random_range(map_getDepth(maze)));

    /* Get the city. */
    city = map_open(MAP_city);
    map_setLevel(city,0);

    TempLevel = Level;
    if (ok_to_free(TempLevel)) {
#ifndef SAVE_LEVELS
        free_level(TempLevel);
#endif
        TempLevel = NULL;
    }
#ifndef SAVE_LEVELS
    Level = ((plv) checkmalloc(sizeof(levtype)));
#else
    msdos_changelevel(TempLevel,0,-1);
    Level = &TheLevel;
#endif
    clear_level(Level);
    Level->depth = 0;
    Level->environment = E_CITY;

    /* WDT: Rampart, as a special case, has its width stored in a
    * global variable. */
    WIDTH = Level->level_width = map_getWidth(city);
    LENGTH = Level->level_length = map_getLength(city);

    for(j=0; j<Level->level_length; j++) {
        for(i=0; i<Level->level_width; i++) {
            lset(i,j,SEEN);
            site = map_getSiteChar(city,i,j);
            switch(site) {
                /*
                case '@':
                Player.x = i; Player.y = j;
                Level->site[i][j].locchar = FLOOR;
                break;
                */
            case 'g':
                Level->site[i][j].locchar = FLOOR;
                Level->site[i][j].p_locf = L_GARDEN;
                break;
            case 'y':
                Level->site[i][j].locchar = FLOOR;
                Level->site[i][j].p_locf = L_CEMETARY;
                break;
            case 'p': /* WDT: each of these places needs to be assigned
					  * a function (or replaced with an 'x' in the map)
					  */
            case '!':
            case 'I':
            case 'E':
            case 'e':
            case 'x':
                assign_city_function(i,j);
                break;
            case 't':
                Level->site[i][j].locchar = FLOOR;
                Level->site[i][j].p_locf = L_TEMPLE;
                CitySiteList[L_TEMPLE-CITYSITEBASE][0] = TRUE;
                CitySiteList[L_TEMPLE-CITYSITEBASE][1] = i;
                CitySiteList[L_TEMPLE-CITYSITEBASE][2] = j;
                break;
#if 0 /* WDT: HACK!  The new city doesn't use portcullis traps, but has other
                * uses for 'T'.  Um...  I'd rather have a use for them (that's what
                * the jail is supposed to be), so this will stay only for now; with
                    * any luck we'll have things fixed up before the next release. */
                    case 'T':
                    Level->site[i][j].locchar = FLOOR;
                    Level->site[i][j].p_locf = L_PORTCULLIS_TRAP;
                    Level->site[i][j].aux = NOCITYMOVE;
                    break;
#endif /* end of hack */
                    case 'R':
                    Level->site[i][j].locchar = FLOOR;
                    Level->site[i][j].p_locf = L_RAISE_PORTCULLIS;
                    Level->site[i][j].aux = NOCITYMOVE;
                    break;
                    case '7':
                    Level->site[i][j].locchar = FLOOR;
                    Level->site[i][j].p_locf = L_PORTCULLIS;
                    Level->site[i][j].aux = NOCITYMOVE;
                    break;
                    case 'C':
                    Level->site[i][j].locchar = OPEN_DOOR;
                    Level->site[i][j].p_locf = L_COLLEGE;
                    CitySiteList[L_COLLEGE-CITYSITEBASE][0] = TRUE;
                    CitySiteList[L_COLLEGE-CITYSITEBASE][1] = i;
                    CitySiteList[L_COLLEGE-CITYSITEBASE][2] = j;
                    break;
                    case 's':
                    Level->site[i][j].locchar = OPEN_DOOR;
                    Level->site[i][j].p_locf = L_SORCERORS;
                    CitySiteList[L_SORCERORS-CITYSITEBASE][0] = TRUE;
                    CitySiteList[L_SORCERORS-CITYSITEBASE][1] = i;
                    CitySiteList[L_SORCERORS-CITYSITEBASE][2] = j;
                    break;
                    case 'M':
                    Level->site[i][j].locchar = OPEN_DOOR;
                    Level->site[i][j].p_locf = L_MERC_GUILD;
                    CitySiteList[L_MERC_GUILD-CITYSITEBASE][0] = TRUE;
                    CitySiteList[L_MERC_GUILD-CITYSITEBASE][1] = i;
                    CitySiteList[L_MERC_GUILD-CITYSITEBASE][2] = j;
                    break;
                    case 'K':
                    Level->site[i][j].locchar = OPEN_DOOR;
                    Level->site[i][j].p_locf = L_MONASTERY;
                    CitySiteList[L_MONASTERY-CITYSITEBASE][0] = TRUE;
                    CitySiteList[L_MONASTERY-CITYSITEBASE][1] = i;
                    CitySiteList[L_MONASTERY-CITYSITEBASE][2] = j;
                    break;
                    case 'c':
                    Level->site[i][j].locchar = OPEN_DOOR;
                    Level->site[i][j].p_locf = L_CASTLE;
                    CitySiteList[L_CASTLE-CITYSITEBASE][0] = TRUE;
                    CitySiteList[L_CASTLE-CITYSITEBASE][1] = i;
                    CitySiteList[L_CASTLE-CITYSITEBASE][2] = j;
                    break;
                    case '?':
            {
                static int myI = -1, myJ;
                char site;
                if ( myI == -1 )
            {
                /* If this is the first time we've seen the hedge maze,
                * set this as its corner. */
                myI = i;
                myJ = j;
            }
    site = map_getSiteChar(maze, i - myI, j - myJ);
        mazesite(site,i,j,populate);
    }
    break;
    case 'P':
        Level->site[i][j].locchar = OPEN_DOOR;
        Level->site[i][j].p_locf = L_ORDER;
        CitySiteList[L_ORDER-CITYSITEBASE][0] = TRUE;
        CitySiteList[L_ORDER-CITYSITEBASE][1] = i;
        CitySiteList[L_ORDER-CITYSITEBASE][2] = j;
        break;
    case 'H':
        Level->site[i][j].locchar = OPEN_DOOR;
        Level->site[i][j].p_locf = L_CHARITY;
        CitySiteList[L_CHARITY-CITYSITEBASE][0] = TRUE;
        CitySiteList[L_CHARITY-CITYSITEBASE][1] = i;
        CitySiteList[L_CHARITY-CITYSITEBASE][2] = j;
        break;
    case 'h':
        Level->site[i][j].locchar = FLOOR;
        if (populate)
            make_horse(i,j); /* from village.c */
        break;
    case 'j':
        Level->site[i][j].locchar = FLOOR;
        if (populate)
            make_justiciar(i,j);
        break;
    case 'J':
        Level->site[i][j].locchar = CLOSED_DOOR;
        Level->site[i][j].p_locf = L_JAIL;
        break;
    case 'A':
        Level->site[i][j].locchar = OPEN_DOOR;
        Level->site[i][j].p_locf = L_ARENA;
        CitySiteList[L_ARENA-CITYSITEBASE][0] = TRUE;
        CitySiteList[L_ARENA-CITYSITEBASE][1] = i;
        CitySiteList[L_ARENA-CITYSITEBASE][2] = j;
        break;
    case 'B':
        Level->site[i][j].locchar = OPEN_DOOR;
        Level->site[i][j].p_locf = L_BANK;
        CitySiteList[L_BANK-CITYSITEBASE][0] = TRUE;
        CitySiteList[L_BANK-CITYSITEBASE][1] = i;
        CitySiteList[L_BANK-CITYSITEBASE][2] = j;
        lset(i,j,STOPS);
        lset(i,j+1,STOPS);
        lset(i+1,j,STOPS);
        lset(i-1,j,STOPS);
        lset(i,j-1,STOPS);
        break;
    case 'i':
        Level->site[i][j].locchar = OPEN_DOOR;
        Level->site[i][j].p_locf = L_TOURIST;
        CitySiteList[L_TOURIST-CITYSITEBASE][1] = i;
        CitySiteList[L_TOURIST-CITYSITEBASE][2] = j;
        lset(i,j,STOPS);
        lset(i,j+1,STOPS);
        lset(i+1,j,STOPS);
        lset(i-1,j,STOPS);
        lset(i,j-1,STOPS);
        break;
    case 'X':
        Level->site[i][j].locchar = FLOOR;
        Level->site[i][j].p_locf = L_COUNTRYSIDE;
        CitySiteList[L_COUNTRYSIDE-CITYSITEBASE][0] = TRUE;
        CitySiteList[L_COUNTRYSIDE-CITYSITEBASE][1] = i;
        CitySiteList[L_COUNTRYSIDE-CITYSITEBASE][2] = j;
        break;
    case 'v':
        Level->site[i][j].locchar = FLOOR;
        Level->site[i][j].p_locf = L_VAULT;
        Level->site[i][j].aux = NOCITYMOVE;
        lset(i,j,SECRET);
        break;
    case 'S':
        Level->site[i][j].locchar = FLOOR;
        Level->site[i][j].aux = NOCITYMOVE;
        lset(i,j,SECRET);
        break;
    case 'G':
        Level->site[i][j].locchar = FLOOR;
        if (populate) {
            make_site_monster(i,j,GUARD);
            Level->site[i][j].creature->aux1 = i;
            Level->site[i][j].creature->aux2 = j;
        }
        break;
    case 'u':
        Level->site[i][j].locchar = FLOOR;
        if (populate)
            make_minor_undead(i,j);
        break;
    case 'U':
        Level->site[i][j].locchar = FLOOR;
        if (populate)
            make_major_undead(i,j);
        break;
    case 'V':
        Level->site[i][j].showchar = WALL;
        Level->site[i][j].locchar = FLOOR;
        Level->site[i][j].p_locf = L_VAULT;
        if (populate)
            make_site_treasure(i,j,5);
        Level->site[i][j].aux = NOCITYMOVE;
        lset(i,j,SECRET);
        break;
    case '%':
        Level->site[i][j].showchar = WALL;
        Level->site[i][j].locchar = FLOOR;
        Level->site[i][j].p_locf = L_TRAP_SIREN;
        if (populate)
            make_site_treasure(i,j,5);
        Level->site[i][j].aux = NOCITYMOVE;
        lset(i,j,SECRET);
        break;
    case '$':
        Level->site[i][j].locchar = FLOOR;
        if (populate)
            make_site_treasure(i,j,5);
        break;
    case '2':
        Level->site[i][j].locchar = ALTAR;
        Level->site[i][j].p_locf = L_ALTAR;
        Level->site[i][j].aux = ODIN;
        break;
    case '3':
        Level->site[i][j].locchar = ALTAR;
        Level->site[i][j].p_locf = L_ALTAR;
        Level->site[i][j].aux = SET;
        break;
    case '4':
        Level->site[i][j].locchar = ALTAR;
        Level->site[i][j].p_locf = L_ALTAR;
        Level->site[i][j].aux = ATHENA;
        break;
    case '5':
        Level->site[i][j].locchar = ALTAR;
        Level->site[i][j].p_locf = L_ALTAR;
        Level->site[i][j].aux = HECATE;
        break;
    case '6':
        Level->site[i][j].locchar = ALTAR;
        Level->site[i][j].p_locf = L_ALTAR;
        Level->site[i][j].aux = DESTINY;
        break;
    case '^':
        Level->site[i][j].showchar = WALL;
        Level->site[i][j].locchar = FLOOR;
        Level->site[i][j].p_locf = TRAP_BASE+random_range(NUMTRAPS);
        lset(i,j,SECRET);
        break;
    case '"':
        Level->site[i][j].locchar = HEDGE;
        break;
    case '~':
        Level->site[i][j].locchar = WATER;
        Level->site[i][j].p_locf = L_WATER;
        break;
    case '=':
        Level->site[i][j].locchar = WATER;
        Level->site[i][j].p_locf = L_MAGIC_POOL;
        break;
    case '*':
        Level->site[i][j].locchar = WALL;
        Level->site[i][j].aux = 10;
        break;
    case '#':
        Level->site[i][j].locchar = WALL;
        Level->site[i][j].aux = 500;
        break;
    case 'T':/* currently meaningless in large city map. */
    case '>':  /* currently meaningless outside of maze.*/
    case '.':
        Level->site[i][j].locchar = FLOOR;
        break;
    case ',':
        Level->site[i][j].showchar = WALL;
        Level->site[i][j].locchar = FLOOR;
        Level->site[i][j].aux = NOCITYMOVE;
        lset(i,j,SECRET);
        break;
    case '-':
    case 'D': /* WDT: should all Ds be changed to -, or should D be given
					  * special treatment? */
        Level->site[i][j].locchar = CLOSED_DOOR;
        break;
    case '1':
        Level->site[i][j].locchar = STATUE;
        break;
    default:
        printf("\nOops... missed a case [%d,%d]: '%c' (%d)\n", i,j,site,site);
        morewait();
    }

    if (loc_statusp(i,j,SEEN)) {
        if (loc_statusp(i,j,SECRET))
            Level->site[i][j].showchar = WALL;
        else Level->site[i][j].showchar = Level->site[i][j].locchar;
    }
}
}
map_close(maze);
map_close(city);
City = Level;

       /* make all city monsters asleep, and shorten their wakeup range to 2 */
       /* to prevent players from being molested by vicious monsters on */
       /* the streets */
for(ml=Level->mlist; ml!=NULL; ml=ml->next) {
    m_status_reset(ml->m,AWAKE);
    ml->m->wakeup = 2;
}
initrand(E_RESTORE, 0);
}
Ejemplo n.º 13
0
/* [SS] 2013-04-10 */
void
read_custom_stress_file (char *filename)
{
  FILE *inhandle;
  char name[32];
  char meter[6];
  char str[4];
  int index;
  int nseg, nval;
  int gain;
  float expand;
  char **p;
  int i, j;
  init_stresspat ();
  inhandle = fopen (filename, "r");
  if (inhandle == NULL)
    {
      printf ("Failed to open file %s\n", filename);
      exit (1);
    }
  if (verbose > 0) printf("reading %s\n",filename);
  while (!feof (inhandle))
    {
      if (feof (inhandle))
	break;
      j = fscanf (inhandle, "%s", &name);
      if (j == -1)
	break;
      j = fscanf (inhandle, "%s", &meter);
      index = stress_locator (&name[0], &meter[0]);
      if (verbose > 1) printf ("%s %s index = %d\n",name,meter,index);

      j = fscanf (inhandle, "%d %d", &nseg, &nval);
      if (verbose > 2) printf ("j = %d nseg = %d nval = %d\n", j, nseg, nval);
      if (j != 2) exit(-1);
     
      if (nval > 16) {
        printf("stresspat.c: nval = %d is too large for structure %s\n",nval,name);
        exit(-1);
        }

/* copy model to stresspat[] */
      if (index <0) {
        /*creating new model, must include name and meter */
        index = nmodels;
        if (index > 47)
  	  {
	  printf ("used up all available space for stress models\n");
	  return;
	  }
       nmodels++;
       stresspat[index].name =
	(char *) checkmalloc ((strlen (name) + 1) * sizeof (char));
       stresspat[index].meter =
	(char *) checkmalloc ((strlen (meter) + 1) * sizeof (char));
       stresspat[index].name = name;
       stresspat[index].meter = meter;
       }

      stresspat[index].nseg = nseg;
      stresspat[index].nval = nval;
      for (i = 0; i < nval; i++)
	{
	  j = fscanf (inhandle, "%d %f", &gain, &expand);
	  if(verbose > 2) printf ("%d %f\n", gain, expand);
          if (j != 2) exit(1);
	  if (feof (inhandle))
	    break;
	}
      fgets (str, 3, inhandle);
    }
}
Ejemplo n.º 14
0
/* gain for an item */
void acquire(int blessing)
{
    char otype;
    int index,id = ABORT;
    pob newthing;

    if (blessing < 0) {
        index = random_item();
        if (index == ABORT)
            mprint("You feel fortunate.");
        else {
            print1("Smoke drifts out of your pack.... ");
            print2("Destroyed: ");
            nprint2(itemid(Player.possessions[index]));
            morewait();
            dispose_lost_objects(1,Player.possessions[index]);
        }
    }
    else {
        newthing = ((pob) checkmalloc(sizeof(objtype)));
        /* DAG this assignment looks unneccessary */
        newthing->id = -1;
        if (gamestatusp(CHEATED))
            print1("Acquire which kind of item: !?][}{)/=%%\\& ");
        else
            print1("Acquire which kind of item: !?][}{)/=%%\\ ");
        otype = mgetc();
        switch (otype) {
        case (POTION&0xff):
            if (blessing > 0)
                id = itemlist(POTIONID,NUMPOTIONS);
            else
                id = random_range(NUMPOTIONS);
            if (id < 0) print2("You feel stupid.");
            else make_potion(newthing,id);
            break;
        case (SCROLL&0xff):
            if (blessing > 0)
                id = itemlist(SCROLLID,NUMSCROLLS);
            else
                id = random_range(NUMSCROLLS);
            if (id < 0) print2("You feel stupid.");
            else make_scroll(newthing,id);
            break;
        case (RING&0xff):
            if (blessing > 0)
                id = itemlist(RINGID,NUMRINGS);
            else
                id = random_range(NUMRINGS);
            if (id < 0) print2("You feel stupid.");
            else make_ring(newthing,id);
            break;
        case (STICK&0xff):
            if (blessing > 0)
                id = itemlist(STICKID,NUMSTICKS);
            else
                id = random_range(NUMSTICKS);
            if (id < 0) print2("You feel stupid.");
            else make_stick(newthing,id);
            break;
        case (ARMOR&0xff):
            if (blessing > 0)
                id = itemlist(ARMORID,NUMARMOR);
            else
                id = random_range(NUMARMOR);
            if (id < 0) print2("You feel stupid.");
            else make_armor(newthing,id);
            break;
        case (SHIELD&0xff):
            if (blessing > 0)
                id = itemlist(SHIELDID,NUMSHIELDS);
            else
                id = random_range(NUMSHIELDS);
            if (id < 0) print2("You feel stupid.");
            else make_shield(newthing,id);
            break;
        case (WEAPON&0xff):
            if (blessing > 0)
                id = itemlist(WEAPONID,NUMWEAPONS);
            else
                id = random_range(NUMWEAPONS);
            if (id < 0) print2("You feel stupid.");
            else make_weapon(newthing,id);
            break;
        case (BOOTS&0xff):
            if (blessing > 0)
                id = itemlist(BOOTID,NUMBOOTS);
            else
                id = random_range(NUMBOOTS);
            if (id < 0) print2("You feel stupid.");
            else make_boots(newthing,id);
            break;
        case (CLOAK&0xff):
            if (blessing > 0)
                id = itemlist(CLOAKID,NUMCLOAKS);
            else
                id = random_range(NUMCLOAKS);
            if (id < 0) print2("You feel stupid.");
            else make_cloak(newthing,id);
            break;
        case (FOOD&0xff):
            if (blessing > 0)
                id = itemlist(FOODID,NUMFOODS);
            else
                id = random_range(NUMFOODS);
            if (id < 0) print2("You feel stupid.");
            else make_food(newthing,id);
            break;
        case (THING&0xff):
            if (blessing > 0)
                id = itemlist(THINGID,NUMTHINGS);
            else
                id = random_range(NUMTHINGS);
            if (id < 0) print2("You feel stupid.");
            else make_thing(newthing,id);
            break;
        case (ARTIFACT&0xff):
            if (gamestatusp(CHEATED))
                id = itemlist(ARTIFACTID,NUMARTIFACTS);
            else
                id = -1;
            if (id < 0) print2("You feel stupid.");
            else make_artifact(newthing,id);
            break;
        default:
            print2("You feel stupid.");
        }
        xredraw();
        if (id != ABORT) {
            if (blessing > 0) {
                newthing->known = 2;
                Objects[id].known = 1;
            }
            newthing->used = FALSE;
            gain_item(newthing);
        }
        else
        {
            /* DAG newthing allocated but was not freed... was YA memory leak */
            /* use free() rather than free_obj() since newthing not initialized */
            free( (char *) newthing );
        }
    }
}
Ejemplo n.º 15
0
void l_order(void)
{
  pob newitem;
  pml ml;
  print1("The Headquarters of the Order of Paladins.");
  morewait();
  if ((Player.rank[ORDER]==PALADIN) &&
      (Player.level > Justiciarlevel) &&
      gamestatusp(GAVE_STARGEM) &&
      Player.alignment > 300) {
    print1("You have succeeded in your quest!");
    morewait();
    print1("The previous Justiciar steps down in your favor.");
    print2("You are now the Justiciar of Rampart and the Order!");
    strcpy(Justiciar,Player.name);
    for (ml = Level->mlist; ml && (ml->m->id != HISCORE_NPC ||
	ml->m->aux2 != 15); ml = ml->next)
      /* just scan for current Justicar */;
    if (ml) {
      m_remove(ml->m); /* signals "death" -- no credit to player, though */
    }
    Justiciarlevel = Player.level;
    morewait();
    Justiciarbehavior = fixnpc(4);
    save_hiscore_npc(15);
    clearmsg();
    print1("You are awarded a blessed shield of deflection!");
    morewait();
    newitem = ((pob) checkmalloc(sizeof(objtype)));
    *newitem = Objects[OB_DEFLECT]; /* shield of deflection */
    newitem->blessing = 9;
    gain_item(newitem);
    morewait();
    Player.rank[ORDER] = JUSTICIAR;
    Player.maxstr += 5;
    Player.str += 5;
    Player.maxpow += 5;
    Player.pow += 5;
  }
  if (Player.alignment < 1) {
    if (Player.rank[ORDER] > 0) {
      print1("You have been tainted by chaos!");
      print2("You are stripped of your rank in the Order!");
      morewait();
      Player.rank[ORDER]= -1;
      send_to_jail();
    }
    else
      print1("Get thee hence, minion of chaos!");
  }
  else if (Player.rank[ORDER] == -1)
    print1("Thou again?  Get thee hence, minion of chaos!");
  else if (Player.rank[ORDER] == 0) {
    if (Player.rank[ARENA] != 0) 
      print1("We do not accept bloodstained gladiators into our Order.");
    else if (Player.rank[LEGION] != 0) 
      print1("Go back to your barracks, mercenary!");
    else {
      print1("Dost thou wish to join our Order? [yn] ");
      if (ynq1()=='y') {
	print1("Justiciar ");
	nprint1(Justiciar);
	nprint1(" welcomes you to the Order.");
	print2("'Mayest thou always follow the sublime path of Law.'");
	morewait();
	print1("You are now a Gallant in the Order.");
	print2("You are given a horse and a blessed spear.");
	morewait();
	Player.rank[ORDER] = GALLANT;
	Player.guildxp[ORDER] = 1;
	setgamestatus(MOUNTED);
	newitem = ((pob) checkmalloc(sizeof(objtype)));
	*newitem = Objects[OB_SPEAR]; /* spear */
	newitem->blessing = 9;
	newitem->plus = 1;
	newitem->known = 2;
	gain_item(newitem);
      }
    }
  } else {
      print1("'Welcome back, Paladin.'");
      if (!gamestatusp(MOUNTED)) {
	print2("You are given a new steed.");
	setgamestatus(MOUNTED);
      }
      morewait();
      clearmsg();
      if ((Player.hp < Player.maxhp) || (Player.status[DISEASED]) ||
	(Player.status[POISONED]))
	print1("Your wounds are treated by a medic.");
      cleanse(0);
      Player.hp = Player.maxhp;
      if ( Player.food <= 40 )
      {
        Player.food = 40;
        print2("You get a hot meal from the refectory.");
      }
      morewait();
      clearmsg();
      if (Player.rank[ORDER]==PALADIN) {
	if (Player.level <= Justiciarlevel)
	  print2("You are not experienced enough to advance.");
	else if (Player.alignment < 300)
	  print2("You are not sufficiently Lawful as yet to advance.");
	else print2("You must give the Star Gem to the LawBringer.");
      }
      else if (Player.rank[ORDER]==CHEVALIER) {
	if (Player.guildxp[ORDER] < 4000)
	  print2("You are not experienced enough to advance.");
	else if (Player.alignment < 200)
	  print2("You are not sufficiently Lawful as yet to advance.");
	else {
	  print1("You are made a Paladin of the Order!");
	  print2("You learn the Spell of Heroism and get Mithril Plate!");
	  morewait();
	  newitem = ((pob) checkmalloc(sizeof(objtype)));
	  *newitem = Objects[OB_MITHRIL_PLATE]; /* mithril plate armor */
	  newitem->blessing = 9;
	  newitem->known = 2;
	  gain_item(newitem);
	  morewait();
	  clearmsg();
	  print1("To advance you must rescue the Star Gem and return it");
	  print2("to its owner, the LawBringer, who resides on Star Peak.");
	  morewait();
	  print1("The Star Gem was stolen by the cursed Prime Sorceror,");
	  print2("whose headquarters may be found beyond the Astral Plane.");
	  morewait();
	  print1("The Oracle will send you to the Astral Plane if you");
	  print2("prove yourself worthy to her.");
	  morewait();
	  Spells[S_HERO].known = TRUE;
	  Player.rank[ORDER] = PALADIN;
	}
      }
      else if (Player.rank[ORDER]==GUARDIAN) {
	if (Player.guildxp[ORDER] < 1500)
	  print2("You are not experienced enough to advance.");
	else if (Player.alignment < 125)
	  print2("You are not yet sufficiently Lawful to advance.");
	else {
	  Player.rank[ORDER] = CHEVALIER;
	  print1("You are made a Chevalier of the Order!");
	  print2("You are given a Mace of Disruption!");
	  morewait();
	  clearmsg();
	  newitem = ((pob) checkmalloc(sizeof(objtype)));
	  *newitem = Objects[OB_MACE_DISRUPT]; /* mace of disruption */
	  newitem->known = 2;
	  gain_item(newitem);
	}
      }
      else if (Player.rank[ORDER]==GALLANT) {
	if (Player.guildxp[ORDER] < 400)
	  print2("You are not experienced enough to advance.");
	else if (Player.alignment < 50)
	  print2("You are not Lawful enough to advance.");
	else  {
	  print1("You are made a Guardian of the Order of Paladins!");
	  print2("You are given a Holy Hand Grenade (of Antioch).");
	  morewait();
	  print1("You hear a nasal monotone in the distance....");
	  print2("'...and the number of thy counting shall be 3...'");
	  morewait();
	  clearmsg();
	  Player.rank[ORDER] = GUARDIAN;
	  newitem = ((pob) checkmalloc(sizeof(objtype)));
	  *newitem = Objects[OB_ANTIOCH]; /* holy hand grenade. */
	  newitem->known = 2;
	  gain_item(newitem);
	}
      }
  }
  showflags();
}
Ejemplo n.º 16
0
void l_thieves_guild(void)
{
  int fee,count,i,number,done=FALSE,dues=1000;
  char c,action;
  pob lockpick;
  print1("You have penetrated to the Lair of the Thieves' Guild.");
  if (! nighttime()) 
    print2("There aren't any thieves around in the daytime.");
  else {
    if ((Player.rank[THIEVES]==TMASTER) &&
	(Player.level > Shadowlordlevel) &&
	find_and_remove_item(OB_JUSTICIAR_BADGE,-1)) {
      print2("You nicked the Justiciar's Badge!");
      morewait();
      print1("The Badge is put in a place of honor in the Guild Hall.");
      print2("You are now the Shadowlord of the Thieves' Guild!");
      morewait();
      print1("Who says there's no honor among thieves?");
      strcpy(Shadowlord,Player.name);
      Shadowlordlevel = Player.level;
      morewait();
      Shadowlordbehavior = fixnpc(4);
      save_hiscore_npc(7);
      clearmsg();
      print1("You learn the Spell of Shadowform.");
      Spells[S_SHADOWFORM].known = TRUE;
      morewait();
      clearmsg();
      Player.rank[THIEVES]=SHADOWLORD;
      Player.maxagi += 2;
      Player.maxdex += 2;
      Player.agi += 2;
      Player.dex += 2;
    }
    while (! done) {
      menuclear();
      if (Player.rank[THIEVES] == 0)
	menuprint("a: Join the Thieves' Guild.\n");
      else
	menuprint("b: Raise your Guild rank.\n");
      menuprint("c: Get an item identified.\n");
      if (Player.rank[THIEVES] > 0)
	menuprint("d: Fence an item.\n");
      menuprint("ESCAPE: Leave this Den of Iniquity.");
      showmenu();
      action = mgetc();
      if (action == ESCAPE) done = TRUE;
      else if (action == 'a') {
	done = TRUE;
	if (Player.rank[THIEVES]> 0)
	  print2("You are already a member!");
	else if (Player.alignment > 10) 
	  print2("You are too lawful to be a thief!");
	else {
	  dues += dues*(12-Player.dex)/9;
	  dues += Player.alignment*5;
	  dues = max(100,dues);
	  clearmsg();
	  mprint("Dues are");
	  mnumprint(dues);
	  mprint(" Au. Pay it? [yn] ");
	  if (ynq1() =='y') {
	    if (Player.cash < dues) {
	      print1("You can't cheat the Thieves' Guild!");
	      print2("... but the Thieves' Guild can cheat you....");
	      Player.cash = 0;
	    }
	    else {
	      print1("Shadowlord ");
	      nprint1(Shadowlord);
	      print2("enters your name into the roll of the Guild."); 
	      morewait();
	      clearmsg();
	      print1("As a special bonus, you get a free lockpick.");
	      print2("You are taught the spell of Object Detection.");
	      morewait();
	      Spells[S_OBJ_DET].known = TRUE; 
	      lockpick = ((pob) checkmalloc(sizeof(objtype)));
	      *lockpick = Objects[OB_LOCK_PICK]; /* lock pick */
	      gain_item(lockpick);
	      Player.cash -= dues;
	      dataprint();
	      Player.guildxp[THIEVES]=1;
	      Player.rank[THIEVES]=TMEMBER;
	      Player.maxdex++;Player.dex++;Player.agi++;Player.maxagi++;
	    }
	  }
	}
      }
      else if (action == 'b') {
	if (Player.rank[THIEVES]==0)
	  print2("You are not even a member!");
	else if (Player.rank[THIEVES]==SHADOWLORD) 
	  print2("You can't get any higher than this!");
	else if (Player.rank[THIEVES]==TMASTER) {
	  if (Player.level <= Shadowlordlevel)
	    print2("You are not experienced enough to advance.");
	  else print2("You must bring back the Justiciar's Badge!");
	}
	else if (Player.rank[THIEVES]==THIEF) {
	  if (Player.guildxp[THIEVES] < 4000)
	    print2("You are not experienced enough to advance.");
	  else  {
	    print1("You are now a Master Thief of the Guild!");
	    print2("You are taught the Spell of Apportation.");
	    morewait();
	    print1("To advance to the next level you must return with");
	    print2("the badge of the Justiciar (cursed be his name).");
	    morewait();
	    clearmsg();
	    print1("The Justiciar's office is just south of the gaol.");
	    Spells[S_APPORT].known = TRUE;
	    Player.rank[THIEVES]=TMASTER;
	    Player.maxagi++;
	    Player.maxdex++;
	    Player.agi++;
	    Player.dex++;
	  }
	}
	else if (Player.rank[THIEVES]==ATHIEF) {	
	  if (Player.guildxp[THIEVES] < 1500)
	    print2("You are not experienced enough to advance.");
	  else  {
	    print1("You are now a ranking Thief of the Guild!");
	    print2("You learn the Spell of Invisibility.");
	    Spells[S_INVISIBLE].known = TRUE;
	    Player.rank[THIEVES]=THIEF;
	    Player.agi++;
	    Player.maxagi++;
	  }
	}
	else if (Player.rank[THIEVES]==TMEMBER) {
	  if (Player.guildxp[THIEVES] < 400)
	    print2("You are not experienced enough to advance.");
	  else {
	    print1("You are now an Apprentice Thief!");
	    print2("You are taught the Spell of Levitation.");
	    Spells[S_LEVITATE].known = TRUE;
	    Player.rank[THIEVES]=ATHIEF;
	    Player.dex++;
	    Player.maxdex++;
	  }
	}
      }
      else if (action == 'c') {
	if (Player.rank[THIEVES]==0) {
	  print1("RTG, Inc, Appraisers. Identification Fee: 50Au/item.");
	  fee = 50;
	}
	else {
	  fee = 5;
	  print1("The fee is 5Au per item.");
	}
	print2("Identify one item, or all possessions? [ip] ");
	if ((char) mcigetc()=='i') {
	  if (Player.cash < fee)
	    print2("Try again when you have the cash.");
	  else {
	    Player.cash -= fee;
	    dataprint();
	    identify(0);
	  }
	}
	else {
	  count = 0;
	  for(i=1;i<MAXITEMS;i++)
	    if (Player.possessions[i] != NULL)
	      if (Player.possessions[i]->known < 2)
		count++;
	  for(i=0;i<Player.packptr;i++)
	    if (Player.pack[i] != NULL)
	      if (Player.pack[i]->known < 2)
		count++;
	  clearmsg();
	  print1("The fee will be: ");
	  mnumprint(max(count*fee,fee));
	  nprint1("Au. Pay it? [yn] ");
	  if (ynq1()=='y')
	  {
	    if (Player.cash < max(count*fee,fee))
	      print2("Try again when you have the cash.");
	    else {
	      Player.cash -= max(count*fee,fee);
	      dataprint();
	      identify(1);
	    }
	  }
	}
      }
      else if (action == 'd') {
	if (Player.rank[THIEVES]==0)
	  print2("Fence? Who said anything about a fence?");
	else {
	  print1("Fence one item or go through pack? [ip] ");
	  if ((char) mcigetc()=='i') {
	    i = getitem(NULL_ITEM);
	    if ((i==ABORT) || (Player.possessions[i] == NULL))
	      print2("Huh, Is this some kind of set-up?");
	    else if (Player.possessions[i]->blessing < 0) 
	      print2("I don't want to buy a cursed item!");
	    else {
	      clearmsg();
	      print1("I'll give you ");
	      mlongprint(2 * item_value(Player.possessions[i]) / 3);
	      nprint1("Au each. OK? [yn] ");
	      if (ynq1() == 'y') {
		number = getnumber(Player.possessions[i]->number);
		if ((number >= Player.possessions[i]->number) &&
		    Player.possessions[i]->used) {
		  Player.possessions[i]->used = FALSE;
		  item_use(Player.possessions[i]);
		}
		Player.cash += number*2*item_value(Player.possessions[i])/3;
		/* Fenced artifacts could turn up anywhere, really... */
		if (Objects[Player.possessions[i]->id].uniqueness >
		    UNIQUE_UNMADE)
		  Objects[Player.possessions[i]->id].uniqueness = UNIQUE_UNMADE;
		dispose_lost_objects(number,Player.possessions[i]);
		dataprint();
	      }
	      else print2("Hey, gimme a break, it was a fair price!");
	    }
	  }
	  else {
	    for(i=0;i<Player.packptr;i++) {
	      if (Player.pack[i]->blessing > -1) {
		clearmsg();
		print1("Sell ");
		nprint1(itemid(Player.pack[i]));
		nprint1(" for ");
		mlongprint(2*item_value(Player.pack[i])/3);
		nprint1("Au each? [ynq] ");
		if ((c=ynq1())=='y') {
		  number = getnumber(Player.pack[i]->number);
		  Player.cash += 2*number * item_value(Player.pack[i]) / 3;
		  Player.pack[i]->number -= number;
		  if (Player.pack[i]->number < 1) {
                    /* Fenced an artifact?  You just might see it again. */
 		    if (Objects[Player.pack[i]->id].uniqueness > UNIQUE_UNMADE)
 		      Objects[Player.pack[i]->id].uniqueness = UNIQUE_UNMADE;
		    free((char *)Player.pack[i]);
		    Player.pack[i] = NULL;
		  }
		  dataprint();
		}
		else if (c=='q') break;
	      }
	    }
	    fixpack();
	  }
	}
      }
    }
  }
  xredraw();
}
Ejemplo n.º 17
0
void readlayerinfo(psd_file_t f, struct psd_header *h, int i)
{
	psd_bytes_t extralen, extrastart;
	int j, chid, namelen;
	char *chidstr, tmp[10];
	struct layer_info *li = h->linfo + i;

	// process layer record
	li->top = get4B(f);
	li->left = get4B(f);
	li->bottom = get4B(f);
	li->right = get4B(f);
	li->channels = get2Bu(f);

	VERBOSE("\n");
	UNQUIET("  layer %d: (%4d,%4d,%4d,%4d), %d channels (%4d rows x %4d cols)\n",
			i, li->top, li->left, li->bottom, li->right, li->channels,
			li->bottom-li->top, li->right-li->left);

	if( li->bottom < li->top || li->right < li->left
	 || li->channels > 64 ) // sanity check
	{
		alwayswarn("### something's not right about that, trying to skip layer.\n");
		fseeko(f, 6*li->channels+12, SEEK_CUR);
		skipblock(f, "layer info: extra data");
		li->chan = NULL;
		li->chindex = NULL;
		li->nameno = li->name = li->unicode_name = NULL;
	}
	else
	{
		li->chan = checkmalloc(li->channels*sizeof(struct channel_info));
		li->chindex = checkmalloc((li->channels+3)*sizeof(int));
		li->chindex += 3; // so we can index array from [-3] (hackish)

		for(j = -3; j < li->channels; ++j)
			li->chindex[j] = -1;

		// fetch info on each of the layer's channels

		for(j = 0; j < li->channels; ++j){
			li->chan[j].id = chid = get2B(f);
			li->chan[j].length = GETPSDBYTES(f);
			li->chan[j].rawpos = 0;
			li->chan[j].rowpos = NULL;
			li->chan[j].unzipdata = NULL;

			if(chid >= -3 && chid < li->channels)
				li->chindex[chid] = j;
			else
				warn_msg("unexpected channel id %d", chid);

			switch(chid){
			case UMASK_CHAN_ID: chidstr = " (user layer mask)"; break;
			case LMASK_CHAN_ID: chidstr = " (layer mask)"; break;
			case TRANS_CHAN_ID: chidstr = " (transparency mask)"; break;
			default:
				if(h->mode != SCAVENGE_MODE && chid < (int)strlen(channelsuffixes[h->mode]))
					sprintf(chidstr = tmp, " (%c)", channelsuffixes[h->mode][chid]); // it's a mode-ish channel
				else
					chidstr = ""; // don't know
			}
			VERBOSE("    channel %2d: " LL_L("%7lld","%7ld") " bytes, id=%2d %s\n",
					j, li->chan[j].length, chid, chidstr);
		}

		fread(li->blend.sig, 1, 4, f);
		fread(li->blend.key, 1, 4, f);
		li->blend.opacity = fgetc(f);
		li->blend.clipping = fgetc(f);
		li->blend.flags = fgetc(f);
		fgetc(f); // padding

		// process layer's 'extra data' section

		extralen = get4B(f);
		extrastart = ftello(f);
		VERBOSE("  (extra data: " LL_L("%lld","%ld") " bytes @ "
				LL_L("%lld","%ld") ")\n", extralen, extrastart);

		// fetch layer mask data
		li->mask.size = get4B(f);
		if(li->mask.size >= 20){
			off_t skip = li->mask.size;
			VERBOSE("  (has layer mask)\n");
			li->mask.top = get4B(f);
			li->mask.left = get4B(f);
			li->mask.bottom = get4B(f);
			li->mask.right = get4B(f);
			li->mask.default_colour = fgetc(f);
			li->mask.flags = fgetc(f);
			skip -= 18;
			if(li->mask.size >= 36){
				VERBOSE("  (has user layer mask)\n");
				li->mask.real_flags = fgetc(f);
				li->mask.real_default_colour = fgetc(f);
				li->mask.real_top = get4B(f);
				li->mask.real_left = get4B(f);
				li->mask.real_bottom = get4B(f);
				li->mask.real_right = get4B(f);
				skip -= 18;
			}
			fseeko(f, skip, SEEK_CUR); // skip remainder
		}else
			VERBOSE("  (no layer mask)\n");

		skipblock(f, "layer blending ranges");

		// layer name
		li->nameno = checkmalloc(16);
		sprintf(li->nameno, "layer%d", i+1);
		namelen = fgetc(f);
		li->name = checkmalloc(PAD4(namelen+1));
		fread(li->name, 1, PAD4(namelen+1)-1, f);
		li->name[namelen] = 0;
		if(namelen)
			UNQUIET("    name: \"%s\"\n", li->name);

		// process layer's 'additional info'

		li->additionalpos = ftello(f);
		li->additionallen = extrastart + extralen - li->additionalpos;

		// leave file positioned after extra data
		fseeko(f, extrastart + extralen, SEEK_SET);
	}
}
Ejemplo n.º 18
0
void l_condo(void)
{
    pol ol,prev=NULL;
    int i,done=FALSE,over=FALSE,weeksleep=FALSE;
    char response;

    if (! gamestatusp(SOLD_CONDO)) {
        response = cinema_interact
                   ("rp","Rampart Arms. Weekly Condo Rentals and Purchases",
                    "Which are you interested in [r,p, or ESCAPE] ",
                    NULL);
        if (response == 'p') {
            print2("Only 50,000Au. Buy it? [yn] ");
            if (ynq2()=='y') {
                if (Player.cash < 50000)
                    print3("No mortgages, buddy.");
                else {
                    setgamestatus(SOLD_CONDO);
                    Player.cash-=50000;
                    dataprint();
                    print2("You are the proud owner of a luxurious condo penthouse.");
                    Condoitems = NULL;
                }
            }
        }
        else if (response == 'r') {
            print2("Weekly Rental, 1000Au. Pay for it? [yn] ");
            if (ynq2()=='y') {
                if (Player.cash < 1000)
                    print2("Hey, pay the rent or out you go....");
                else {
                    weeksleep = TRUE;
                    Player.cash -=1000;
                    dataprint();
                }
            }
        }
        else print2("Please keep us in mind for your housing needs.");
    }
    else {
        while (! done) {
            menuclear();
            menuprint("Home Sweet Home\n");
            menuprint("a: Leave items in your safe.\n");
            menuprint("b: Retrieve items.\n");
            menuprint("c: Take a week off to rest.\n");
            menuprint("d: Retire permanently.\n");
            menuprint("ESCAPE: Leave this place.\n");
            showmenu();
            response = (char) mcigetc();
            if (response == 'a') {
                i = getitem(NULL_ITEM);
                if (i != ABORT) {
                    if (Player.possessions[i]->blessing < 0)
                        print2("The item just doesn't want to be stored away...");
                    else {
                        ol = ((pol) checkmalloc(sizeof(oltype)));
                        ol->thing = Player.possessions[i];
                        ol->next = Condoitems;
                        Condoitems = ol;
                        conform_unused_object(Player.possessions[i]);
                        Player.possessions[i] = NULL;
                    }
                }
            }
            else if (response == 'b') {
                ol = Condoitems;
                while ((ol != NULL) && (! over)) {
                    print1("Retrieve ");
                    nprint1(itemid(ol->thing));
                    nprint1(" [ynq] ");
                    response = (char) mcigetc();
                    /* DAG -- fix memory leak where object list nodes weren't deleted */
                    if (response == 'y') {
                        gain_item(ol->thing);
                        if (ol == Condoitems)
                        {
                            ol = ol->next;
                            free( Condoitems );
                            Condoitems = ol;
                        }
                        else
                        {
                            ol=ol->next;
                            free( prev->next );
                            prev->next = ol;
                        }
                    }
                    else if (response == 'q')
                        over = TRUE;
                    else
                    {
                        prev = ol;
                        ol = ol->next;
                    }
                }
            }
            else if (response == 'c') {
                weeksleep = TRUE;
                print1("You take a week off to rest...");
                morewait();
            }
            else if (response == 'd') {
                clearmsg();
                if (cinema_confirm("You ponder settling down here for good.") == 'y') {
                    p_win();
                }
            }
            else if (response == ESCAPE) done = TRUE;
        }
        xredraw();
    }
    if (weeksleep) {
        clearmsg();
        print1("Taking a week off to rest...");
        morewait();
        toggle_item_use(TRUE);
        Player.hp = Player.maxhp;
        Player.str = Player.maxstr;
        Player.agi = Player.maxagi;
        Player.con = Player.maxcon;
        Player.dex = Player.maxdex;
        Player.iq = Player.maxiq;
        Player.pow = Player.maxpow;
        for (i=0; i<NUMSTATI; i++)
            if (Player.status[i]<1000) Player.status[i]=0;
        toggle_item_use(FALSE);
        Player.food = 36;
        print2("You're once again fit and ready to continue your adventure.");
        Time += 60*24*7;
        Date += 7;
        moon_check();
        timeprint();
    }
}
Ejemplo n.º 19
0
void l_merc_guild(void)
{
    print1("Legion of Destiny, Mercenary Guild, Inc.");

    if (nighttime())
    {
        print2("The barracks are under curfew right now.");
        return;
    }

    print2("You enter Legion HQ, ");
    if (Player.rank[LEGION] == COMMANDANT)
    {
        nprint2("Your aide follows you to the staff room.");
        morewait();
        clearmsg();
    }
    else if (Player.rank[LEGION] > 0)
    {
        nprint2("and report to your commander.");
        morewait();
    }

    switch (Player.rank[LEGION])
    {
    case 0:
        nprint2("and see the Recruiting Centurion.");
        morewait();
        print2("Do you wish to join the Legion? [yn] ");

        if ('y' == ynq2())
        {
            clearmsg();
            if (Player.rank[ARENA] > 0)
            {
                print1("The Centurion checks your record, and gets angry:");
                print2("'The legion don't need any Arena Jocks. Git!'");
            }
            else if (Player.rank[ORDER] > 0)
            {
                print1("The Centurion checks your record, and is amused:");
                print2("'A paladin in the ranks? You must be joking.'");
            }
            else if (Player.con < 12)
            {
                print1("The Centurion looks you over, sadly.");
                print2("You are too fragile to join the legion.");
            }
            else if (Player.str < 10)
            {
                print1("The Centurion looks at you contemptuously.");
                print2("Your strength is too low to pass the physical!");
            }
            else
            {
                Object* newitem;
                bank_account * account;

                print1("You are tested for strength and stamina...");
                morewait();
                nprint1(" and you pass!");

                print2("Commandant ");
                nprint2(Commandant);
                nprint2(" shakes your hand.");
                morewait();

                print1("You are also issued a shortsword and leather.");
                print2("You are now a Legionaire.");
                morewait();
                clearmsg();

                /* gain shortsword */
                newitem = (Object*) checkmalloc(sizeof(Object));
                *newitem = Objects[OB_SHORT_SWORD];
                gain_item(newitem);

                /* gain leather armor */
                newitem = (Object*) checkmalloc(sizeof(Object));
                *newitem = Objects[OB_LEATHER];
                gain_item(newitem);

                cinema_scene("Your starting salary will be 500 AU per month paid into an account the",
                             "legion has set up for you. The password is \"loyalty\". Don't lose your card!", 0);

                /* gain bank card for salary account */
                account = bank_create_account(true, 0, "loyalty");
                account->balance = 500;

                Objects[OB_DEBIT_CARD].known = 1;
                newitem = bank_create_card(account->number, OB_DEBIT_CARD);
                gain_item(newitem);

                clearmsg();

                SalaryAmount = 500;
                SalaryAccount = account->number;

                Player.rank[LEGION] = LEGIONAIRE;
                Player.guildxp[LEGION] = 1;
                Player.str++;
                Player.con++;
                Player.maxstr++;
                Player.maxcon++;
            }
        }
        break;

    case COMMANDANT:
        print1("You find the disposition of your forces satisfactory.");
        break;

    case COLONEL:
        if ((Player.level > Commandantlevel)
                && find_and_remove_item(CORPSEID, DEMON_EMP))
        {
            print1("You liberated the Demon Emperor's Regalia!");
            morewait();
            clearmsg();

            print1("The Legion is assembled in salute to you!");
            print2("The Regalia is held high for all to see and admire.");
            morewait();
            clearmsg();

            print1("Commandant ");
            nprint1(Commandant);
            nprint1(" promotes you to replace him,");
            print2("and announces his own overdue retirement.");
            morewait();
            clearmsg();

            print1("You are the new Commandant of the Legion!");
            print2("The Emperor's Regalia is sold for a ridiculous sum.");
            morewait();
            clearmsg();

            print1("You now know the Spell of Regeneration.");
            print2("Your training is complete. You get top salary.");

            strcpy(Commandant, Player.name);
            Commandantlevel = Player.level;
            Commandantbehavior = fixnpc(4);
            save_hiscore_npc(8);

            Spells[S_REGENERATE].known = true;
            Player.rank[LEGION] = COMMANDANT;
            Player.str += 2;
            Player.con += 2;
            Player.maxstr += 2;
            Player.maxcon += 2;

            SalaryAmount = 10000;
        }
        else if (Player.level <= Commandantlevel)
        {
            clearmsg();
            print1("Your CO expresses satisfaction with your progress.");
            print2("But your service record does not yet permit promotion.");
        }
        else
        {
            clearmsg();
            print1("Why do you come empty handed?");
            print2("You must return with the Regalia of the Demon Emperor!");
        }
        break;

    case FORCE_LEADER:
        clearmsg();
        print1("Your CO expresses satisfaction with your progress.");

        if (Player.guildxp[LEGION] < merc_xps[Player.rank[LEGION]])
        {
            print2("But your service record does not yet permit promotion.");
        }
        else
        {
            print2("You have been promoted to Legion Colonel!");
            morewait();

            print1("Your next promotion is contingent on the return of");
            print2("the Regalia of the Demon Emperor.");
            morewait();

            print1("The Demon Emperor holds court at the base of a volcano");
            print2("to the far south, in the heart of a swamp.");
            morewait();
            clearmsg();

            print1("You have been taught the spell of heroism!");
            print2("You are given advanced training, and a raise.");

            Spells[S_HERO].known = true;
            Player.rank[LEGION]=COLONEL;
            Player.str++;
            Player.con++;
            Player.maxstr++;
            Player.maxcon++;

            SalaryAmount = 5000;
        }
        break;

    case CENTURION:
        clearmsg();
        print1("Your CO expresses satisfaction with your progress.");

        if (Player.guildxp[LEGION] < merc_xps[Player.rank[LEGION]])
        {
            print2("But your service record does not yet permit promotion.");
        }
        else
        {
            print2("You are now a Legion Force-Leader!");
            morewait();
            clearmsg();

            print1("You receive more training, and another raise.");

            Player.rank[LEGION]=FORCE_LEADER;
            Player.maxstr++;
            Player.str++;

            SalaryAmount = 2000;
        }
        break;

    case LEGIONAIRE:
        clearmsg();
        print1("Your CO expresses satisfaction with your progress.");

        if (Player.guildxp[LEGION] < merc_xps[Player.rank[LEGION]])
        {
            print2("But your service record does not yet permit promotion.");
        }
        else
        {
            print2("You are promoted to Legion Centurion!");
            morewait();
            clearmsg();

            print1("You get advanced training, and a higher salary.");

            Player.rank[LEGION] = CENTURION;
            Player.maxcon++;
            Player.con++;

            SalaryAmount = 1000;
        }
        break;
    }
}
Ejemplo n.º 20
0
void change_level (char fromlevel, char tolevel, char rewrite_level)
{
    struct level * thislevel = NULL;
    Player.sx = -1;
    Player.sy = -1; /* sanctuary effect dispelled */

    thislevel = findlevel(Dungeon, tolevel);
    deepest[Current_Environment] = max(deepest[Current_Environment], tolevel);
    if (!thislevel)
    {
        thislevel = (level*) checkmalloc(sizeof(levtype));
        clear_level(thislevel);
        Level = thislevel;
        Level->next = Dungeon;
        Dungeon = Level;
    }

    Level = thislevel;
    if ((!Level->generated) || rewrite_level)
    {
        initrand(Current_Environment, tolevel);
        Level->environment = Current_Environment;
        Level->depth = tolevel;
        Level->generated = true;

        switch (Current_Environment)
        {
        case E_CAVES:
            Level->level_width = CAVES_WIDTH;
            Level->level_length = CAVES_LENGTH;
            if ((0 == random_range(4)) && (tolevel < MaxDungeonLevels))
                room_level();
            else
                cavern_level();
            break;

        case E_SEWERS:
            Level->level_width = SEWERS_WIDTH;
            Level->level_length = SEWERS_LENGTH;
            if ((0 == random_range(4)) && (tolevel < MaxDungeonLevels))
                room_level();
            else
                sewer_level();
            break;

        case E_CASTLE:
            Level->level_width = CASTLE_WIDTH;
            Level->level_length = CASTLE_LENGTH;
            room_level();
            break;

        case E_PALACE: /* PGM TODO */
            Level->level_width = PALACE_WIDTH;
            Level->level_length = PALACE_LENGTH;
            room_level();
            break;

        case E_ASTRAL:
            Level->level_width = ASTRAL_WIDTH;
            Level->level_length = ASTRAL_LENGTH;
            maze_level();
            break;

        case E_VOLCANO:
            Level->level_width = VOLCANO_WIDTH;
            Level->level_length = VOLCANO_LENGTH;
            switch (random_range(3))
            {
            case 0:
                cavern_level();
                break;
            case 1:
                room_level();
                break;
            case 2:
                maze_level();
                break;
            }
            break;

        default:
            print3("This dungeon not implemented!");
            assert(false);
            break;
        }

        install_traps();
        install_specials();
        make_stairs(fromlevel);
        make_stairs(fromlevel);
        initrand(E_RESTORE, 0);
        populate_level(Current_Environment);
        stock_level();
    }

    find_stairs(fromlevel, tolevel);
    ScreenOffset = Player.y - (ScreenLength/2);
    show_screen();
    screencheck(Player.x,Player.y);
    drawvision(Player.x,Player.y);

    /* synchronize with player on level change */
    Player.click = (Tick+1)%60;
    roomcheck();
}
Ejemplo n.º 21
0
void l_arena(void)
{
    char response;
    Object* newitem;
    int i,prize,monsterlevel;
    char *melee = NULL;

    print1("Rampart Coliseum");
    if (Player.rank[ARENA] == 0) {
        print2("Enter the games, or Register as a Gladiator? [e,r,ESCAPE] ");
        do response = (char) mcigetc();
        while ((response != 'e') && (response != 'r') && (response != ESCAPE));
    }
    else {
        print2("Enter the games? [yn] ");
        response = ynq2();
        if (response == 'y') response = 'e';
        else response = ESCAPE;
    }
    if (response == 'r') {
        if (Player.rank[ARENA]>0)
            print2("You're already a gladiator....");
        else if (Player.rank[ORDER]>0)
            print2("We don't let Paladins into our Guild.");
        else if (Player.rank[LEGION]>0)
            print2("We don't train no stinkin' mercs!");
        else if (Player.str < 13)
            print2("Yer too weak to train!");
        else if (Player.agi < 12)
            print2("Too clumsy to be a gladiator!");
        else {
            print1("Ok, yer now an Arena Trainee.");
            print2("Here's a wooden sword, and a shield");
            morewait();
            clearmsg();
            newitem = ((Object*) checkmalloc(sizeof(Object)));
            *newitem = Objects[OB_CLUB]; /* club */
            gain_item(newitem);
            newitem = ((Object*) checkmalloc(sizeof(Object)));
            *newitem = Objects[OB_LRG_RND_SHIELD]; /* shield */
            gain_item(newitem);
            Player.rank[ARENA] = TRAINEE;
            Arena_Opponent = 3;
            morewait();
            clearmsg();
            print1("You've got 5000Au credit at the Gym.");
            Gymcredit+=5000;
        }
    }
    else if (response == 'e') {
        print1("OK, we're arranging a match....");
        morewait();
        Arena_Monster = ((Monster*) checkmalloc(sizeof(Monster)));
        Arena_Victory = false;
        switch(Arena_Opponent) {
        case 0:
            *Arena_Monster = Monsters[GEEK];
            break;
        case 1:
            *Arena_Monster = Monsters[HORNET];
            break;
        case 2:
            *Arena_Monster = Monsters[HYENA];
            break;
        case 3:
            *Arena_Monster = Monsters[GOBLIN];
            break;
        case 4:
            *Arena_Monster = Monsters[GRUNT];
            break;
        case 5:
            *Arena_Monster = Monsters[TOVE];
            break;
        case 6:
            *Arena_Monster = Monsters[APPR_NINJA];
            break;
        case 7:
            *Arena_Monster = Monsters[SALAMANDER];
            break;
        case 8:
            *Arena_Monster = Monsters[ANT];
            break;
        case 9:
            *Arena_Monster = Monsters[MANTICORE];
            break;
        case 10:
            *Arena_Monster = Monsters[SPECTRE];
            break;
        case 11:
            *Arena_Monster = Monsters[BANDERSNATCH];
            break;
        case 12:
            *Arena_Monster = Monsters[LICHE];
            break;
        case 13:
            *Arena_Monster = Monsters[AUTO_MAJOR];
            break;
        case 14:
            *Arena_Monster = Monsters[JABBERWOCK];
            break;
        case 15:
            *Arena_Monster = Monsters[JOTUN];
            break;
        default:
            if ((Player.rank[ARENA] < 5) && (Player.rank[ARENA] > 0)) {
                strcpy(Str1,Champion);
                strcat(Str1,", the arena champion");
                *Arena_Monster = Monsters[HISCORE_NPC];
                Arena_Monster->name = salloc(Str1);
                strcpy(Str2,"The corpse of ");
                strcat(Str2,Str1);
                Arena_Monster->corpseString = salloc(Str2);
                m_status_set( Arena_Monster, ALLOC );
                Arena_Monster->level = 20;
                Arena_Monster->hp = Championlevel*Championlevel*5;
                Arena_Monster->hit = Championlevel*4;
                Arena_Monster->ac = Championlevel*3;
                Arena_Monster->dmg = 100+Championlevel*2;
                Arena_Monster->xpv = Championlevel*Championlevel*5;
                Arena_Monster->speed = 3;
                melee = Arena_Monster->combatManeuvers = (char *) checkmalloc(30*sizeof(char));
                strcpy(Arena_Monster->combatManeuvers,"");
                for(i=0; i<Championlevel/5; i++)
                    strcat(Arena_Monster->combatManeuvers,"L?R?");
                m_status_set(Arena_Monster, MOBILE);
                m_status_set(Arena_Monster, HOSTILE);
            }
            else {
                do
                    i = random_range(ML9 - ML0) + ML0;
                while (i == NPC || i == HISCORE_NPC || i == ZERO_NPC ||
                        (Monsters[i].uniqueness != COMMON) ||
                        (Monsters[i].dmg == 0));
                *Arena_Monster = Monsters[i];
            }
            break;
        }
        monsterlevel = Arena_Monster->level;
        if (Arena_Monster->level != 20) {
            strcpy(Str1,nameprint());
            strcat(Str1," the ");
            strcat(Str1,Arena_Monster->name);
            Arena_Monster->name = salloc(Str1);
            strcpy(Str2,"The corpse of ");
            strcat(Str2,Str1);
            Arena_Monster->corpseString = salloc(Str2);
            m_status_set( Arena_Monster, ALLOC );
        }
        Arena_Monster->uniqueness = UNIQUE_MADE;
        print1("You have a challenger: ");
        print2(Arena_Monster->name);
        Arena_Monster->wasAttackedByPlayer = true;
        m_status_set(Arena_Monster,HOSTILE);
        /* DAG  pump up the stats of the arena monster; from env.c */
        /* DAG should we even do this for the champion? */
        Arena_Monster->hp += Arena_Monster->level*10;
        Arena_Monster->hit += Arena_Monster->hit;
        Arena_Monster->dmg += Arena_Monster->dmg/2;

        morewait();
        clearmsg();
        change_environment(E_ARENA);
        print1("Let the battle begin....");

        time_clock(true);
        while (Current_Environment == E_ARENA)
            time_clock(false);

        /* DAG all this nasty mess cleaned up...  */
        /* one process with m_status_set( Arena_Monster, ALLOC) */

        /* free(name); */
        /* free(corpse); */

        if (melee)
            free(melee);
        if (! Arena_Victory) {
            print1("The crowd boos your craven behavior!!!");
            if (Player.rank[ARENA] > 0) {
                print2("You are thrown out of the Gladiator's Guild!");
                morewait();
                clearmsg();
                if (Gymcredit > 0) print1("Your credit at the gym is cut off!");
                Gymcredit = 0;
                Player.rank[ARENA] = -1;
            }
        }
        else {
            Arena_Opponent++;
            if (monsterlevel == 20) {
                print1("The crowd roars its approval!");
                if (Player.rank[ARENA]) {
                    print2("You are the new Arena Champion!");
                    Championlevel = Player.level;
                    strcpy(Champion,Player.name);
                    Player.rank[ARENA] = 5;
                    morewait();
                    Championbehavior = fixnpc(4);
                    save_hiscore_npc(11);
                    print1("You are awarded the Champion's Spear: Victrix!");
                    morewait();
                    newitem = ((Object*) checkmalloc(sizeof(Object)));
                    *newitem = Objects[OB_VICTRIX];
                    gain_item(newitem);

                }
                else {
                    print1("As you are not an official gladiator,");
                    nprint1("you are not made Champion.");
                    morewait();
                }
            }
            morewait();
            clearmsg();
            print1("Good fight! ");
            nprint1("Your prize is: ");
            prize = max(25,monsterlevel * 50);
            if (Player.rank[ARENA] > 0) prize *= 2;
            mnumprint(prize);
            nprint1("Au.");
            Player.cash+=prize;
            if ((Player.rank[ARENA]<4) &&
                    (Arena_Opponent>5) &&
                    (Arena_Opponent % 3 == 0)) {
                if (Player.rank[ARENA]>0) {
                    Player.rank[ARENA]++;
                    morewait();
                    print1("You've been promoted to a stronger class!");
                    print2("You are also entitled to additional training.");
                    Gymcredit+=Arena_Opponent*1000;
                }
            }
        }
        xredraw();
    }
    else clearmsg();
}