void makedoor(int x, int y) { if (random_range(20) <= Level->depth/10) { Level->site[x][y].locchar = FLOOR; lset(x,y,SECRET); } else if (random_range(20)<=Level->depth/2) { Level->site[x][y].locchar = CLOSED_DOOR; if (random_range(20) <= Level->depth/10) lset(x,y,SECRET); if (random_range(40) <= Level->depth) Level->site[x][y].aux = LOCKED; else Level->site[x][y].aux = UNLOCKED; } else { Level->site[x][y].locchar = OPEN_DOOR; Level->site[x][y].aux = UNLOCKED; } if (! loc_statusp(x,y,SECRET)) { lset(x,y+1,STOPS); lset(x+1,y,STOPS); lset(x-1,y,STOPS); lset(x,y-1,STOPS); lset(x,y,STOPS); } Level->site[x][y].p_locf = L_NO_OP; /* prevents water corridors from being instant death in sewers */ }
/* search once particular spot */ void searchat(int x, int y) { int i; if (inbounds(x,y) && (random_range(3) || Player.status[ALERT])) { if (loc_statusp(x,y,SECRET)) { lreset(x,y,SECRET); lset(x, y, CHANGED); if ((Level->site[x][y].locchar==OPEN_DOOR) || (Level->site[x][y].locchar==CLOSED_DOOR)) { mprint("You find a secret door!"); for(i=0; i<=8; i++) { /* FIXED! 12/25/98 */ lset(x+Dirs[0][i],y+Dirs[1][i],STOPS); lset(x+Dirs[0][i], y+Dirs[1][i], CHANGED); } } else mprint("You find a secret passage!"); drawvision(Player.x,Player.y); } if ((Level->site[x][y].p_locf >= TRAP_BASE) && (Level->site[x][y].locchar != TRAP) && (Level->site[x][y].p_locf <= TRAP_BASE+NUMTRAPS)) { Level->site[x][y].locchar = TRAP; lset(x, y, CHANGED); mprint("You find a trap!"); drawvision(Player.x,Player.y); State.setFastMove(false); } } }
/* for displaying activity specifically at some point */ void plotspot(int x, int y, int showmonster) { if (loc_statusp(x,y,SEEN)) putspot(x,y,getspot(x,y,showmonster)); else putspot(x,y,SPACE); }
static void show_screen_level (int top, int left, int bottom, int right) { int j; int last_attr = 0; for (j = top; j < bottom; ++j) { int i; wmove(Levelw, screenmody(j), 0); for (i = left; i < right; ++i) { int c; if (loc_statusp(i, j, SEEN)) c = getspot(i, j, FALSE); else c = SPACE; if (optionp(SHOW_COLOUR) && CHARATTR(c) != last_attr) { last_attr = CHARATTR(c); wattrset(Levelw, last_attr); } waddch(Levelw, c & 0xff); } } }
/* use a magic key*/ void i_key(pob o) { int dir; int ox,oy; o->used = FALSE; mprint("Unlock door: "); dir = getdir(); if (dir == ABORT) resetgamestatus(SKIP_MONSTERS); else { ox = Player.x + Dirs[0][dir]; oy = Player.y + Dirs[1][dir]; if ((Level->site[ox][oy].locchar != CLOSED_DOOR) || loc_statusp(ox,oy,SECRET)) { mprint("You can't unlock that!"); resetgamestatus(SKIP_MONSTERS); } else if (Level->site[ox][oy].aux == LOCKED) { mprint("The lock clicks open!"); Level->site[ox][oy].aux = UNLOCKED; lset(ox, oy, CHANGED); o->blessing--; if ((o->blessing<0)||(Level->depth == MaxDungeonLevels-1)) { mprint("The key disintegrates!"); conform_lost_objects(1,o); } else mprint("Your key glows faintly."); } else mprint("That door is already unlocked!"); } }
/* find apt char to display at some location */ Symbol getspot(int x, int y, int showmonster) { #ifdef CENTER_ON_PLAYER /* funny scrolling may cause this. PGM */ if (!inbounds(x,y ) ) { return SPACE; } #endif if (loc_statusp(x,y,SECRET)) { if ( Level->site[x][y].roomnumber == RS_DRUID ) return(HEDGE); /* secret doors in druid temple are brambles -DAG */ else return(WALL); } else switch (Level->site[x][y].locchar) { case WATER: if (Level->site[x][y].creature == NULL) return(WATER); else if (m_statusp(Level->site[x][y].creature,SWIMMING)) return(WATER); else if (showmonster) return(Level->site[x][y].creature->monchar); else return(WATER); /* these sites never show anything but their location char's */ case CLOSED_DOOR: case LAVA: case FIRE: case ABYSS: return(Level->site[x][y].locchar); /* rubble and hedge don't show items on their location */ case RUBBLE: case HEDGE: if (showmonster && (Level->site[x][y].creature != NULL)) { if ((m_statusp(Level->site[x][y].creature,M_INVISIBLE)) && (! Player.status[TRUESIGHT])) return(getspot(x,y,FALSE)); else return (Level->site[x][y].creature->monchar); } else return(Level->site[x][y].locchar); /* everywhere else, first try to show monster, next show items, next show location char */ default: if (showmonster && (Level->site[x][y].creature != NULL)) { if ((m_statusp(Level->site[x][y].creature,M_INVISIBLE)) && (! Player.status[TRUESIGHT])) return(getspot(x,y,FALSE)); else return (Level->site[x][y].creature->monchar); } else if (Level->site[x][y].things != NULL) { if (Level->site[x][y].things->next != NULL) return(PILE); else return(Level->site[x][y].things->thing->objchar); } else return(Level->site[x][y].locchar); } }
void spreadroomdark(int x, int y, int roomno) { if (inbounds(x,y)) if (loc_statusp(x,y,LIT) && (Level->site[x][y].roomnumber == roomno)) { blankoutspot(x,y); spreadroomdark(x+1,y,roomno); spreadroomdark(x,y+1,roomno); spreadroomdark(x-1,y,roomno); spreadroomdark(x,y-1,roomno); } }
void spreadroomlight(int x, int y, int roomno) { if (inbounds(x,y) && !loc_statusp(x,y,LIT) && Level->site[x][y].roomnumber == roomno) { lightspot(x,y); spreadroomlight(x+1,y,roomno); spreadroomlight(x,y+1,roomno); spreadroomlight(x-1,y,roomno); spreadroomlight(x,y-1,roomno); } }
/* see whether room should be illuminated */ void roomcheck(void) { static int oldroomno = -1; #if defined(WIN32) static int oldlevel = -1; #else static plv oldlevel = NULL; #endif int roomno = Level->site[Player.x][Player.y].roomnumber; if ((roomno == RS_CAVERN) || (roomno == RS_SEWER_DUCT) || (roomno == RS_KITCHEN) || (roomno == RS_BATHROOM) || (roomno == RS_BEDROOM) || (roomno == RS_DININGROOM) || (roomno == RS_CLOSET) || (roomno > ROOMBASE)) if ((! loc_statusp(Player.x,Player.y,LIT)) && (! Player.status[BLINDED]) && (Player.status[ILLUMINATION] || (difficulty() < 6))) { showroom(Level->site[Player.x][Player.y].roomnumber); spreadroomlight(Player.x,Player.y,roomno); levelrefresh(); } if ((oldroomno != roomno) || #if defined(WIN32) (oldlevel != Level->depth)) { #else (oldlevel != Level)) { #endif showroom(roomno); oldroomno = roomno; #if defined(WIN32) oldlevel = Level->depth; #else oldlevel = Level; #endif } }
/* use a thieves pick */ void i_pick(pob o) { int dir; int ox,oy; o->used = FALSE; if ((! o->known) && (! Player.rank[THIEVES])) mprint("You have no idea what do with a piece of twisted metal."); else { if (o->known < 1) o->known = 1; Objects[o->id].known = 1; mprint("Pick lock:"); dir = getdir(); if (dir == ABORT) resetgamestatus(SKIP_MONSTERS); else { ox = Player.x + Dirs[0][dir]; oy = Player.y + Dirs[1][dir]; if ((Level->site[ox][oy].locchar != CLOSED_DOOR) || loc_statusp(ox,oy,SECRET)) { mprint("You can't unlock that!"); resetgamestatus(SKIP_MONSTERS); } else if (Level->site[ox][oy].aux == LOCKED) { if (Level->depth == MaxDungeonLevels-1) mprint("The lock is too complicated for you!!!"); else if (Level->depth*2 + random_range(50) < Player.dex+Player.level+Player.rank[THIEVES]*10) { mprint("You picked the lock!"); Level->site[ox][oy].aux = UNLOCKED; lset(ox, oy, CHANGED); gain_experience(max(3,Level->depth)); } else mprint("You failed to pick the lock."); } else mprint("That door is already unlocked!"); } } }
/* 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); }
/* x y is the proposed place to move to */ int p_moveable(int x, int y) { State.setSkipMonsters(); if (! inbounds(x,y)) return (false); else if (Player.status[SHADOWFORM]) { switch(Level->site[x][y].p_locf) { case L_CHAOS: case L_ABYSS: case L_VOID: return cinema_confirm("That looks dangerous.") == 'y'; default: State.setSkipMonsters(false); return(true); } } else if (loc_statusp(x,y,SECRET)) { if (State.getFastMove() == false) print3("Ouch!"); return(false); } else if (Level->site[x][y].creature != NULL) { if (State.getFastMove() == false) { Level->site[x][y].creature->fight_monster(); State.setSkipMonsters(false); return(false); } else return(false); } else if (Level->site[x][y].locchar == CLOSED_DOOR) // Zop: move into door -> opens doors { if (Level->site[x][y].aux == LOCKED) { print3("That door seems to be locked."); return(false); } else { Level->site[x][y].locchar = OPEN_DOOR; lset(x, y, CHANGED); State.setSkipMonsters(false); return(false); } } else if ((Level->site[x][y].locchar == WALL) || (Level->site[x][y].locchar == STATUE) || (Level->site[x][y].locchar == PORTCULLIS) || (State.getFastMove() && ((Level->site[x][y].locchar == HEDGE) || (Level->site[x][y].locchar == LAVA) || (Level->site[x][y].locchar == ABYSS) || (Level->site[x][y].locchar == VOID_CHAR) || (Level->site[x][y].locchar == FIRE) || (Level->site[x][y].locchar == WHIRLWIND) || (Level->site[x][y].locchar == WATER) || (Level->site[x][y].locchar == LIFT) || (Level->site[x][y].locchar == TRAP)))) { if (State.getFastMove() == false) print3("Ouch!"); return(false); } else if (optionp(CONFIRM)) { if ((Level->site[x][y].locchar == HEDGE) || (Level->site[x][y].locchar == LAVA) || (Level->site[x][y].locchar == FIRE) || (Level->site[x][y].locchar == WHIRLWIND) || (Level->site[x][y].locchar == ABYSS) || (Level->site[x][y].locchar == VOID_CHAR) || (Level->site[x][y].locchar == WATER) || (Level->site[x][y].locchar == RUBBLE) || (Level->site[x][y].locchar == LIFT) || (Level->site[x][y].locchar == TRAP)) { /* horses WILL go into water... */ if (State.getMounted()) { if (Level->site[x][y].locchar != WATER || Level->site[x][y].p_locf != L_WATER) { print1("You can't convince your steed to continue."); State.setSkipMonsters(); return(false); } else return(true); } else if (cinema_confirm("Look where you're about to step!") == 'y') State.setSkipMonsters(false); else State.setSkipMonsters(); return(State.getSkipMonsters() == false); } else { State.setSkipMonsters(false); return(true); } } else { State.setSkipMonsters(false); return(true); } }
int litroom(int x, int y) { if (Level->site[x][y].roomnumber < ROOMBASE) return(FALSE); else return(loc_statusp(x,y,LIT) || Player.status[ILLUMINATION]); }
/* replace monster with what would be displayed if monster weren't there */ void erase_monster(pmt m) { if (loc_statusp(m->x,m->y,SEEN)) putspot(m->x,m->y,getspot(m->x,m->y,FALSE)); else blotspot(m->x,m->y); }
void l_castle(void) { Object* o; int x, y; if (Player.level < 3) { print1("You can't possibly enter the castle, you nobody!"); print2("Come back when you are famous."); } else { print1("You are ushered into the castle."); if (Player.rank[NOBILITY]<DUKE) { print2("His Grace, "); nprint2(Duke); nprint2("-- Duke of Rampart! <fanfare>"); morewait(); clearmsg(); } if (Player.rank[NOBILITY]==0) { print1("Well, sirrah, wouldst embark on a quest? [yn] "); if (ynq1() == 'y') { print2("Splendid. Bring me the head of the Goblin King."); Player.rank[NOBILITY]=COMMONER; } else { print1("You scoundrel! Guards! Take this blackguard away!"); morewait(); p_damage(Player.maxhp / 2, UNSTOPPABLE, "castle guards for lese majeste"); send_to_jail(); } } else if (Player.rank[NOBILITY]==COMMONER) { if (find_and_remove_item(CORPSEID,GOBLIN_KING)) { print1("Good job, sirrah! I promote you to the rank of esquire."); Player.rank[NOBILITY]=ESQUIRE; gain_experience(100); print2("Now that you have proved yourself true, another quest!"); morewait(); print1("Bring to me a Holy Defender!"); print2("One is said to be in the possession of the Great Wyrm"); morewait(); clearmsg(); print1("in the depths of the sewers below the city."); } else print2("Do not return until you achieve the quest, caitiff!"); } else if (Player.rank[NOBILITY]==ESQUIRE) { if (find_and_remove_item(OB_DEFENDER,-1)) { print1("My thanks, squire. In return, I dub thee knight!"); Player.rank[NOBILITY]=KNIGHT; gain_experience(1000); print2("If thou wouldst please me further..."); morewait(); print1("Bring me a suit of dragonscale armor."); print2("You might have to kill a dragon to get one...."); } else print2("Greetings, squire. My sword? What, you don't have it?"); } else if (Player.rank[NOBILITY]==KNIGHT) { if (find_and_remove_item(OB_DRAGONSCALE,-1)) { print1("Thanks, good sir knight."); print2("Here are letters patent to a peerage!"); Player.rank[NOBILITY]=LORD; gain_experience(10000); morewait(); print1("If you would do me a final service..."); print2("I require the Orb of Mastery. If you would be so kind..."); morewait(); print1("By the way, you might find the Orb in the possession"); print2("Of the Elemental Master on the Astral Plane"); } else print2("Your quest is not yet complete, sir knight."); } else if (Player.rank[NOBILITY]==LORD) { if (find_item(&o,OB_ORB_MASTERY,-1)) { print1("My sincerest thanks, my lord."); print2("You have proved yourself a true paragon of chivalry"); morewait(); print1("I abdicate the Duchy in your favor...."); print2("Oh, you can keep the Orb, by the way...."); Player.rank[NOBILITY]=DUKE; gain_experience(10000); strcpy(Duke,Player.name); morewait(); Dukebehavior = fixnpc(4); save_hiscore_npc(12); for (y = 52; y < 63; y++) for (x = 2; x < 52; x++) { if (Level->site[x][y].p_locf == L_TRAP_SIREN) { Level->site[x][y].p_locf = L_NO_OP; lset(x, y, CHANGED); } if (x >= 12 && loc_statusp(x, y, SECRET)) { lreset(x, y, SECRET); lset(x, y, CHANGED); } if (x >= 20 && x <= 23 && y == 56) { Level->site[x][y].locchar = FLOOR; lset(x, y, CHANGED); } } } else print2("I didn't really think you were up to the task...."); } } }