/* 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); } } } } }
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(); }
/* 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 ); } } }
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(); }
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(); }
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; } }
void l_safe(void) { char response; pob newitem; int attempt = 0; response = cinema_interact("pfqi", "You have discovered a safe!", "Pick the lock [p], Force the door [f], or ignore [ESCAPE]", NULL); if (response == 'p') attempt = (2*Player.dex + Player.rank[THIEVES]*10 - random_range(100))/10; else if (response == 'f') attempt = (Player.dmg - random_range(100))/10; if (attempt > 0) { Player.alignment -= 4; gain_experience(50); print2("The door springs open!"); Level->site[Player.x][Player.y].locchar = FLOOR; Level->site[Player.x][Player.y].p_locf = L_NO_OP; lset(Player.x, Player.y, CHANGED); if (random_range(2) == 1) { print1("You find:"); do { newitem = create_object(difficulty()); print2(itemid(newitem)); morewait(); gain_item(newitem); } while (random_range(3) == 1); } else print2("The safe was empty (awwwww....)"); } else { print3("Your attempt at burglary failed!"); if (attempt == -1) { print1("A siren goes off! You see flashing red lights everywhere!"); morewait(); if (Last_Environment == E_CITY) { print2("The city guard shows up! They collar you in no time flat!"); change_environment(E_CITY); morewait(); send_to_jail(); } } else if (attempt == -2) { print1("There is a sudden flash!"); p_damage(random_range(25),FLAME,"a safe"); print2("The safe has self-destructed."); Level->site[Player.x][Player.y].locchar = RUBBLE; Level->site[Player.x][Player.y].p_locf = L_RUBBLE; lset(Player.x, Player.y, CHANGED); } else if (attempt == -3) { print1("The safe jolts you with electricity!"); lball(Player.x,Player.y,Player.x,Player.y,30); } else if (attempt < -3) { print1("You are hit by an acid spray!"); if (Player.possessions[O_CLOAK] != NULL) { print2("Your cloak is destroyed!"); conform_lost_object(Player.possessions[O_CLOAK]); p_damage(10,ACID,"a safe"); } else if (Player.possessions[O_ARMOR] != NULL) { print2("Your armor corrodes!"); Player.possessions[O_ARMOR]->dmg-=3; Player.possessions[O_ARMOR]->hit-=3; Player.possessions[O_ARMOR]->aux-=3; p_damage(10,ACID,"a safe"); } else { print2("The acid hits your bare flesh!"); p_damage(random_range(100),ACID,"a safe"); } } } }
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(); } }