void warp(int blessing) { int newlevel; if (Current_Environment != Current_Dungeon) mprint("How strange! No effect...."); else { newlevel = (int) parsenum("Warp to which level? "); if (newlevel >= MaxDungeonLevels || blessing < 0 || newlevel < 1) { mprint("You have been deflected!"); newlevel=random_range(MaxDungeonLevels - 1) + 1; } mprint("You dematerialize..."); change_level(Level->depth,newlevel,FALSE); } roomcheck(); }
/* deal with a new player command in dungeon or city mode*/ void p_process(void) { static int searchval=0; if (Player.status[BERSERK]) if (goberserk()) { setgamestatus(SKIP_PLAYER); drawvision(Player.x,Player.y); } if (! gamestatusp(SKIP_PLAYER)) { if (searchval > 0) { searchval--; if (searchval == 0) resetgamestatus(FAST_MOVE); } drawvision(Player.x,Player.y); if (! gamestatusp(FAST_MOVE)) { searchval = 0; Cmd = mgetc(); clear_if_necessary(); } Command_Duration = 0; switch (Cmd) { case ' ': case 13: setgamestatus(SKIP_MONSTERS); break; /*no op on space or return*/ case 6: abortshadowform(); break; /* ^f */ case 7: wizard(); break; /* ^g */ case 4: player_dump(); break; /* ^d */ case 9: display_pack(); morewait(); xredraw(); break; /* ^i */ case 11: if (gamestatusp(CHEATED)) frobgamestatus(); break; case 12: xredraw(); setgamestatus(SKIP_MONSTERS); break; /* ^l */ #if !defined(WIN32) case 16: bufferprint(); setgamestatus(SKIP_MONSTERS); break; /* ^p */ #else case 15: bufferprint(); setgamestatus(SKIP_MONSTERS); break; /* ^o */ #endif case 18: redraw(); setgamestatus(SKIP_MONSTERS); break; /* ^r */ case 23: if (gamestatusp(CHEATED)) drawscreen(); break; /* ^w */ case 24: /* ^x */ if (gamestatusp(CHEATED) || Player.rank[ADEPT]) wish(1); Command_Duration = 5; break; case 'a': zapwand(); Command_Duration = Player.speed*8/5; break; case 'c': closedoor(); Command_Duration = Player.speed*2/5; break; case 'd': drop(); Command_Duration = Player.speed*5/5; break; case 'e': eat(); Command_Duration = 30; break; case 'f': fire(); Command_Duration = Player.speed*5/5; break; case 'g': pickup(); Command_Duration = Player.speed*10/5; break; case 'i': do_inventory_control(); break; case 'm': magic(); Command_Duration = 12; break; case 'o': opendoor(); Command_Duration = Player.speed*5/5; break; case 'p': pickpocket(); Command_Duration = Player.speed*20/5; break; case 'q': quaff(); Command_Duration = 10; break; case 'r': peruse(); Command_Duration = 20; break; case 's': search(&searchval); Command_Duration = 20; break; case 't': talk(); Command_Duration = 10; break; case 'v': vault(); Command_Duration = Player.speed*10/5; break; case 'x': examine(); Command_Duration = 1; break; case 'z': bash_location(); Command_Duration = Player.speed*10/5; break; case 'A': activate(); Command_Duration = 10; break; case 'C': callitem(); break; case 'D': disarm(); Command_Duration = 30; break; case 'E': dismount_steed(); Command_Duration = Player.speed*10/5; break; case 'F': tacoptions(); break; case 'G': give(); Command_Duration = 10; break; case 'I': if (! optionp(TOPINV)) top_inventory_control(); else { display_possessions(); inventory_control(); } break; case 'M': city_move(); Command_Duration = 10; break; case 'O': setoptions(); #if defined(WIN32) show_screen(); xredraw(); #endif break; case 'P': show_license(); break; /* actually show_license is in file.c */ case 'Q': quit(); break; case 'R': rename_player(); break; case 'S': save(FALSE); break; case 'T': tunnel(); Command_Duration = Player.speed*30/5; break; case 'V': version(); break; case 'Z': bash_item(); Command_Duration = Player.speed*10/5; break; case '.': rest(); Command_Duration = 10; break; case ',': Command_Duration = 10; nap(); break; case '>': downstairs(); break; case '<': upstairs(); break; case '@': p_movefunction(Level->site[Player.x][Player.y].p_locf); Command_Duration = 5; break; case '#': if (gamestatusp(CHEATED)) editstats(); break; /* RAC - char editor */ case '/': charid(); setgamestatus(SKIP_MONSTERS); break; case '?': help(); setgamestatus(SKIP_MONSTERS); break; case '4': case 'h': moveplayer(-1,0); Command_Duration = Player.speed*5/5; break; case '2': case 'j': moveplayer(0,1); Command_Duration = Player.speed*5/5; break; case '8': case 'k': moveplayer(0,-1); Command_Duration = Player.speed*5/5; break; case '6': case 'l': moveplayer(1,0); Command_Duration = Player.speed*5/5; break; case '1': case 'b': moveplayer(-1,1); Command_Duration = Player.speed*5/5; break; case '3': case 'n': moveplayer(1,1); Command_Duration = Player.speed*5/5; break; case '7': case 'y': moveplayer(-1,-1); Command_Duration = Player.speed*5/5; break; case '9': case 'u': moveplayer(1,-1); Command_Duration = Player.speed*5/5; break; case '5': setgamestatus(SKIP_MONSTERS); /* don't do anything; a dummy turn */ Cmd = mgetc(); while ((Cmd != ESCAPE) && ((Cmd < '1') || (Cmd > '9') || (Cmd=='5'))) { print3("Run in keypad direction [ESCAPE to abort]: "); Cmd = mgetc(); } if (Cmd != ESCAPE) setgamestatus(FAST_MOVE); else clearmsg3(); break; case 'H': setgamestatus(FAST_MOVE); Cmd = 'h'; moveplayer(-1,0); Command_Duration = Player.speed*4/5; break; case 'J': setgamestatus(FAST_MOVE); Cmd = 'j'; moveplayer(0,1); Command_Duration = Player.speed*4/5; break; case 'K': setgamestatus(FAST_MOVE); Cmd = 'k'; moveplayer(0,-1); Command_Duration = Player.speed*4/5; break; case 'L': setgamestatus(FAST_MOVE); Cmd = 'l'; moveplayer(1,0); Command_Duration = Player.speed*4/5; break; case 'B': setgamestatus(FAST_MOVE); Cmd = 'b'; moveplayer(-1,1); Command_Duration = Player.speed*4/5; break; case 'N': setgamestatus(FAST_MOVE); Cmd = 'n'; moveplayer(1,1); Command_Duration = Player.speed*4/5; break; case 'Y': setgamestatus(FAST_MOVE); Cmd = 'y'; moveplayer(-1,-1); Command_Duration = Player.speed*4/5; break; case 'U': setgamestatus(FAST_MOVE); Cmd = 'u'; moveplayer(1,-1); Command_Duration = Player.speed*4/5; break; default: commanderror(); setgamestatus(SKIP_MONSTERS); break; } } if (Current_Environment != E_COUNTRYSIDE) roomcheck(); screencheck(Player.x,Player.y); }
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(); }
void l_lift(void) { char response; int levelnum; int distance; int too_far = 0; 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); print1("You walk onto a shimmering disk...."); print2("The disk vanishes, and a glow surrounds you."); print3("You feel weightless.... You feel ghostly...."); morewait(); clearmsg(); print1("Go up, down, or neither [u,d,ESCAPE] "); do response = (char) mcigetc(); while ((response != 'u') && (response != 'd') && (response != ESCAPE)); if (response != ESCAPE) { print1("How many levels?"); levelnum = (int) parsenum(""); if (levelnum > 6) { too_far = 1; levelnum = 6; } if (response == 'u' && Level->depth - levelnum < 1) { distance = levelnum - Level->depth; change_environment(E_COUNTRYSIDE); /* "you return to the countryside." */ if (distance > 0) { nprint1(".."); print2("...and keep going up! You hang in mid air..."); morewait(); print3("\"What goes up...\""); morewait(); print3("Yaaaaaaaah........"); p_damage(distance*10,NORMAL_DAMAGE,"a fall from a great height"); } return; } else if (response == 'd' && Level->depth + levelnum > MaxDungeonLevels) { too_far = 1; levelnum = MaxDungeonLevels - Level->depth; } if (levelnum == 0) { print1("Nothing happens."); return; } if (too_far) { print1("The lift gives out partway..."); print2("You rematerialize....."); } else print1("You rematerialize....."); change_level(Level->depth, (response=='d' ? Level->depth+levelnum : Level->depth-levelnum), FALSE); roomcheck(); } }