Example #1
0
void l_brothel(void)
{
    char response;
    print1("You come to a heavily reinforced inner door.");
    print2("A sign reads `The House of the Eclipse'");
    morewait();
    clearmsg();
    if (cinema_confirm("You are about to open the door.")=='y') {
        menuclear();
        menuprint("a:knock on the door.\n");
        menuprint("b:try to pick the lock.\n");
        menuprint("c:bash down the door.\n");
        menuprint("ESCAPE: Leave this house of ill repute.\n");
        showmenu();
        do
            response = menugetc();
        while ((response != 'a') &&
                (response != 'b') &&
                (response != 'c') &&
                (response != ESCAPE));
        xredraw();
        if (response == 'a') {
            if (!nighttime())
                print2("There is no reponse.");
            else {
                print1("A window opens in the door.");
                print2("`500Au, buddy. For the night.' pay it? [yn] ");
                if (ynq2()=='y') {
                    if (Player.cash < 500) {
                        print1("`What, no roll?!'");
                        print2("The bouncer bounces you a little and lets you go.");
                        p_damage(25,UNSTOPPABLE,"da bouncer");
                    }
                    else {
                        Player.cash -= 500;
                        print1("You are ushered into an opulently appointed hall.");
                        print2("After an expensive dinner (takeout from Les Crapuleux)");
                        morewait();
                        if (Player.preference == 'n') {
                            switch(random_range(4)) {
                            case 0:
                                print1("you spend the evening playing German Whist with");
                                break;
                            case 1:
                                print1("you spend the evening discussing philosophy with");
                                break;
                            case 2:
                                print1("you spend the evening playing chess against");
                                break;
                            case 3:
                                print1("you spend the evening telling your adventures to");
                            }
                            print2("various employees of the House of the Eclipse.");
                        }
                        else {
                            print1("you spend an enjoyable and educational evening with");
                            if (Player.preference == 'm' ||
                                    (Player.preference == 'y' && random_range(2)))
                                switch(random_range(4)) {
                                case 0:
                                    print2("Skarn the Insatiable, a satyr.");
                                    break;
                                case 1:
                                    print2("Dryden the Defanged, an incubus.");
                                    break;
                                case 2:
                                    print2("Gorgar the Equipped, a centaur.");
                                    break;
                                case 3:
                                    print2("Hieronymus, the mendicant priest of Eros.");
                                    break;
                                }
                            else switch(random_range(4)) {
                                case 0:
                                    print2("Noreen the Nymph (omaniac)");
                                    break;
                                case 1:
                                    print2("Angelface, a recanted succubus.");
                                    break;
                                case 2:
                                    print2("Corporal Sue of the City Guard (moonlighting).");
                                    break;
                                case 3:
                                    print2("Sheena the Queena the Jungle, a wereleopard.");
                                    break;
                                }
                        }
                        morewait();
                        if (hour() > 12) Time += ((24-hour())+8) * 60;
                        else {
                            Time += ((9-hour())*60);
                            Date++;
                        }
                        Player.food = 40;
                        Player.status[DISEASED] = 0;
                        Player.status[POISONED] = 0;
                        Player.hp = Player.maxhp;
                        /* reduce temporary stat gains to max stat levels */
                        toggle_item_use(TRUE);
                        Player.str = min(Player.str,Player.maxstr);
                        Player.con = min(Player.con,Player.maxcon);
                        Player.agi = min(Player.agi,Player.maxagi);
                        Player.dex = min(Player.dex,Player.maxdex);
                        Player.iq = min(Player.iq,Player.maxiq);
                        Player.pow = min(Player.pow,Player.maxpow);
                        toggle_item_use(FALSE);
                        if (Player.preference == 'n')
                            Player.iq++; /* whatever :-) */
                        else
                            Player.con++;
                        gain_experience(100);
                        timeprint();
                        dataprint();
                        showflags();
                        morewait();
                        clearmsg();
                        if (Player.preference == 'n')
                            print1("You arise refreshed the next morning...");
                        else
                            print1("You arise, tired but happy, the next morning...");
                    }
                }
                else print2("What are you, some kinda prude?");
            }
        }
        else if (response == 'b') {
            if (nighttime()) {
                print1("As you fumble at the lock, the door opens....");
                print2("The bouncer tosses you into the street.");
            }
            else print1("The door appears to be bolted and barred from behind.");
        }
        else if (response == 'c') {
            if (nighttime()) {
                print1("As you charge toward the door it opens....");
                print2("Yaaaaah! Thud!");
                morewait();
                print1("You run past the startled bouncer into a wall.");
                p_damage(20,UNSTOPPABLE,"a move worthy of Clouseau");
                print2("The bouncer tosses you into the street.");
            }
            else {
                print1("Ouch! The door resists your efforts.");
                p_damage(1,UNSTOPPABLE,"a sturdy door");
                morewait();
                print1("You hear an irritated voice from inside:");
                print2("'Keep it down out there! Some of us are trying to sleep!'");
            }
        }
    }
}
Example #2
0
/*  npcbehavior digits 1234

4 : alignment (LAWFUL,CHAOTIC, or NEUTRAL)
3 : primary combat action (melee,missile,spell,thief,flight,1..5)
2 : competence at 4 (0..9, 0 = incompetent, 9 = masterful)
1 : conversation mode

status : 1 = dead, 2 = saved, 3 = retired, 4 = still playing
*/
int fixnpc(int status)
{
    int npcbehavior=0;
    char response;
    if (status == 1) { /* player is dead, all undead are chaotic */
        npcbehavior+=CHAOTIC;
        npcbehavior+=10; /* melee */
        npcbehavior+=100*min(9,((int) (Player.level/3)));
        npcbehavior+=1000; /* threaten */
    }
    else if (Behavior >= 0)
        npcbehavior = Behavior;
    else {
        menuclear();
        menuprint("NPC Behavior Determination Module\n\n");
        menuprint("Your overall NPC behavior is:");
        if (Player.alignment < -10) {
            npcbehavior += CHAOTIC;
            menuprint("\n\n CHAOTIC");
        }
        else if (Player.alignment > 10) {
            npcbehavior += LAWFUL;
            menuprint("\n\n LAWFUL");
        }
        else {
            npcbehavior += NEUTRAL;
            menuprint("\n\n NEUTRAL");
        }
        menuprint("\n\n1: hand-to-hand combat");
        menuprint("\n2: missile combat");
        menuprint("\n3: spellcasting");
        menuprint("\n4: thieving");
        menuprint("\n5: escape");
        menuprint("\n\nEnter NPC response to combat: ");
        showmenu();
        response = '0';
        while ((response != '1') &&
                (response != '2') &&
                (response != '3') &&
                (response != '4') &&
                (response != '5'))
            response = menugetc();
        menuaddch(response);
        npcbehavior+=10*(response - '0');
        npcbehavior+=100*competence_check(response-'0');
        response = '0';
        menuclear();
        menuprint("1: threaten");
        menuprint("\n2: greet");
        menuprint("\n3: aid");
        menuprint("\n4: beg");
        menuprint("\n5: silence");
        menuprint("\n\nEnter NPC response to conversation: ");
        showmenu();
        while ((response != '1') &&
                (response != '2') &&
                (response != '3') &&
                (response != '4') &&
                (response != '5'))
            response = menugetc();
        menuaddch(response);
        npcbehavior+=1000*(response - '0');
        xredraw();
    }
    Behavior = npcbehavior;
    return(npcbehavior);
}
Example #3
0
void l_trifid(void)
{
    int damage=0,stuck=TRUE;
    print1("The hedge comes alive with a surge of alien growth!");
    while (stuck) {
        dataprint();
        damage += Level->depth/2+1;
        print2("Razor-edged vines covered in suckers attach themselves to you.");
        morewait();
        if (find_and_remove_item(OB_SALT_WATER,-1)) {
            print1("Thinking fast, you toss salt water on the trifid...");
            print2("The trifid disintegrates with a frustrated sigh.");
            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);
            gain_experience(1000);
            stuck = FALSE;
        }
        else {
            p_damage(damage,UNSTOPPABLE,"a trifid");
            morewait();
            print1("You are entangled in tendrils...");
            menuclear();
            menuprint("a: Try to break free.\n");
            menuprint("b: Hang limp and hope the tendrils uncoil.\n");
            menuprint("c: Pray for assistance.\n");
            menuprint("d: Attempt to bargain with the hedge.\n");
            menuprint("e: Click your heels together and wish for escape.\n");
            menuprint("ANYTHING ELSE: writhe and scream hopelessly.\n");
            showmenu();
            switch(menugetc()) {
            case 'a':
                if (Player.str > random_range(200)) {
                    print1("Amazing! You're now free.");
                    print2("The trifid writhes hungrily at you.");
                    stuck = FALSE;
                }
                else print1("Well, THAT didn't work.");
                break;
            case 'b':
                print1("Well, at least you're facing your fate with dignity.");
                break;
            case 'c':
                if ((Player.patron == DRUID) &&
                        (Player.rank[PRIESTHOOD] > random_range(5))) {
                    print1("A shaft of golden light bathes the alien plant");
                    print2("which grudginly lets you go....");
                    stuck = FALSE;
                }
                else print1("You receive no divine aid as yet.");
                break;
            case 'd':
                print1("The hedge doesn't answer your entreaties.");
                break;
            case 'e':
                print1("You forgot your ruby slippers, stupid.");
                break;
            default:
                print1("The hedge enjoys your camp play-acting....");
                break;
            }
        }
    }
    xredraw();
}