Exemple #1
0
void activate()
{
  int index;
  char response;

  clearmsg();

  print1("Activate -- item [i] or artifact [a] or quit [ESCAPE]?");
  do response = (char) mcigetc();
  while ((response != 'i') && (response != 'a') && (response != ESCAPE));
  if (response != ESCAPE) {
    if (response == 'i')
      index = getitem(THING);
    else if (response == 'a')
      index = getitem(ARTIFACT);
    if (index != ABORT) {
      clearmsg();
      print1("You activate it.... ");
      morewait();
      item_use(Player.possessions[index]);
    }
    else setgamestatus(SKIP_MONSTERS);
  }
  else setgamestatus(SKIP_MONSTERS);
}
Exemple #2
0
int initstats(void)
{
    char response;
    char savedg[80];
    print1("Do you want to run a character [c], load a game [l], or ");
    print2("play yourself [p]?"); /* RM 04-19-2000 loading patch */
    do
        response = (char) mcigetc();
    while ((response!='c')&&(response != 'p')&&(response !='l'));
    if (response == 'c') omegan_character_stats();
    else if (response == 'l')
    {
        /* RM 04-19-2000: loading patch - a blatant hack */
        clearmsg();
        print1("Enter saved game name: ");
        strcpy(savedg,msgscanstring());

        game_restore(savedg);
        return true;
    }
    else {
        clearmsg(); /* RM 04-19-2000 loading patch - fix the display */
        user_character_stats();
        user_intro();
        print1("Do you want to save this set-up to .omegarc in your home directory? [yn] ");
        if (ynq1()=='y')
            save_omegarc();
    }
    xredraw();
    return false;
}
Exemple #3
0
void bufferprint(void)
{
  int i = bufferpos - 1, c, finished = 0;
  clearmsg();
#ifndef MSDOS_SUPPORTED_ANTIQUE
  wprintw(Msg1w,"^p for previous message, ^n for next, anything else to quit.");
#else
  wprintw(Msg1w,"^o for last message, ^n for next, anything else to quit.");
#endif
  wrefresh(Msg1w);
  do {
    if (i >= STRING_BUFFER_SIZE) i = 0;
    if (i < 0) i = STRING_BUFFER_SIZE - 1;
    wclear(Msg2w);
    wprintw(Msg2w,Stringbuffer[i]);
    wrefresh(Msg2w);
    c = mgetc();
#ifndef MSDOS_SUPPORTED_ANTIQUE
    if (c == 16)	/* ^p */
#else
    if (c == 15)	/* ^o */
#endif
      i--;
    else if (c == 14)	/* ^n */
      i++;
    else
      finished = 1;
  } while (!finished);
  clearmsg();
  omshowcursor(Player.x,Player.y);
}
Exemple #4
0
void stationcheck(void) 
{
  int stationsleft=FALSE;
  int i,j;
  morewait();
  clearmsg();
  print1("You feel regenerated.");
  Player.hp = Player.maxhp;
  dataprint();
  for(j=0;j<Level->level_length;j++)
    for(i=0;i<Level->level_width;i++)
      if ((Level->site[i][j].locchar == WATER) ||
	  (Level->site[i][j].locchar == HEDGE) ||
	  (Level->site[i][j].locchar == WHIRLWIND) ||
	  (Level->site[i][j].locchar == FIRE))
	stationsleft=TRUE;
  if (! stationsleft) {
    print1("There is a noise like a wild horse's neigh.");
    print2("You spin around, and don't see anyone around at all");
    print3("except for a spurred black cloaked figure carrying a scythe.");
    morewait();clearmsg();
    print1("Death coughs apologetically. He seems a little embarrassed.");
    print2("A voice peals out:");
    print3("'An Adept must be able to conquer Death himself....");
    make_site_monster(32,4,DEATH);
  }
}
Exemple #5
0
void l_void_station(void)
{
  int i,something=FALSE;
  if (cinema_confirm("You're about to Peter Pan into an endless void.")=='y') {
    if (Level->mlist == NULL) {
      print2("You fall forever. Eventually you die of starvation.");
      morewait();
      while(Player.hp>0) {
	Time+=60;
	hourly_check();
	usleep(250000);
      }
    }
    else {
      print1("You enter the void.");
      print2("You feel a sudden surge of power from five directions.");
      morewait();
      something = (Player.packptr > 0);
      if (! something)
	for(i=0;((i<MAXITEMS)&&(!something));i++)
	  if (Player.possessions[i] != NULL)
	    something = TRUE;
      if (something) {
	print1("The flow of power is disrupted by something!");
	print2("The power is unbalanced! You lose control!");
	morewait();
	print1("Each of your cells explodes with a little scream of pain.");
	print2("Your disrupted essence merges with the megaflow.");
	p_death("the Power of the Void");
      }
      else if (! gamestatusp(PREPARED_VOID)){
	print1("The hungry void swallows you whole!");
	print2("Your being dissipates with a pathetic little sigh....");
	p_death("the Emptyness of the Void");
      }
      else {
	print1("The flow of power rages through your body,");
	print2("but you manage to master the surge!");
	print3("You feel adept....");
	morewait();clearmsg();
	print1("With a thought, you soar up through the void to the");
	print2("place from whence you came.");
	print3("As the platform of the Challenge dwindles beneath you");
	morewait();
	clearmsg();
	print1("You see Death raise his scythe to you in a salute.");
	Player.rank[ADEPT] = 1;
	setgamestatus(COMPLETED_CHALLENGE);
	FixedPoints = calc_points();
	/* set so change_environment puts player in correct temple! */
	Player.x = 49;
	Player.y = 59;
	print2("You find yourself back in the Temple of Destiny.");
	morewait();
	change_environment(E_TEMPLE);
      }
    }
  }
  else print2("You back away from the edge....");
}
Exemple #6
0
void l_void(void)
{
  clearmsg();
  print1("Geronimo!");
  morewait();
  clearmsg();
  print1("You leap into the void.");
  if (Level->mlist) {
    print2("Death peers over the edge and gazes quizzically at you....");
    morewait();
    print3("'Bye-bye,' he says... 'We'll meet again.'");
  }
  morewait();
  while(Player.hp>0) {
    Time+=60;
    hourly_check();
    /* WDT: GCC doesn't like usleep being included from unistd.h when it's
     * checking for ANSI compliance.  That's the stupidest thing I've seen,
     * but I wasn't offered a choice -- the man pages don't document any other
     * options.
     * Fortunately, this is a bad use of usleep, so commenting it out won't
     * hurt the game, and might even help it. */
/*    usleep(250000);*/
  }
}
Exemple #7
0
void l_vault(void)
{
    print1("You come to a thick vault door with a complex time lock.");
    if ((hour()==23)) {
        print2("The door is open.");
        Level->site[12][56].locchar = FLOOR;
    }
    else {
        print2("The door is closed.");
        Level->site[12][56].locchar = WALL;
        morewait();
        clearmsg();
        if (cinema_confirm("You're about to try to crack the safe.")=='y') {
            if (random_range(100) < Player.rank[THIEVES]*Player.rank[THIEVES]) {
                print2("The lock clicks open!!!");
                gain_experience(5000);
                Level->site[12][56].locchar = FLOOR;
            }
            else {
                print2("Uh, oh, set off the alarm.... The castle guard arrives....");
                morewait();
                if (Player.rank[NOBILITY] == DUKE) {
                    clearmsg();
                    print1("\"Ah, just testing us, your Grace?  I hope we're up to scratch.\"");
                    morewait();
                }
                else
                    send_to_jail();
            }
        }
        else print2("Good move.");
    }
}
Exemple #8
0
/* move the cursor around, like for firing a wand, sets x and y to target */
void setspot(int *x, int *y)
{
    char c = ' ';
    mprint("Targeting.... ? for help");
    omshowcursor(*x,*y);
    while ((c != '.') && (c != ESCAPE)) {
        c = lgetc();
        switch(c) {
        case 'h':
        case '4':
            movecursor(x,y,-1,0);
            break;
        case 'j':
        case '2':
            movecursor(x,y,0,1);
            break;
        case 'k':
        case '8':
            movecursor(x,y,0,-1);
            break;
        case 'l':
        case '6':
            movecursor(x,y,1,0);
            break;
        case 'b':
        case '1':
            movecursor(x,y,-1,1);
            break;
        case 'n':
        case '3':
            movecursor(x,y,1,1);
            break;
        case 'y':
        case '7':
            movecursor(x,y,-1,-1);
            break;
        case 'u':
        case '9':
            movecursor(x,y,1,-1);
            break;
        case '?':
            clearmsg();
            mprint("Use vi keys or numeric keypad to move cursor to target.");
            mprint("Hit the '.' key when done, or ESCAPE to abort.");
            break;
        }
    }
    if (c==ESCAPE) {
        *x = *y = ABORT;
        clearmsg();
    }
    screencheck(Player.x,Player.y);
}
Exemple #9
0
void eat()
{
  int index;
  struct object *obj;

  clearmsg();

  print1("Eat --");
  index = getitem(FOOD);
  if (index == ABORT)
    setgamestatus(SKIP_MONSTERS);
  else {
    obj = Player.possessions[index];
    if ((obj->objchar != FOOD)&&(obj->objchar != CORPSE)) {
      print3("You can't eat ");
      nprint3(itemid(obj));
    }
    else {
      if (obj->usef == I_FOOD) Player.food = max(0,Player.food+obj->aux);
      item_use(obj);
      dispose_lost_objects(1,obj);
      if (Current_Dungeon == E_COUNTRYSIDE) {
	Time += 100;
	hourly_check();
      }
    }
  }
  foodcheck();
}
Exemple #10
0
void l_voidstone(void)
{
  int i;
  print1("This is a grey and uninteresting stone.");
  print2("A feeling of nihility emanates from it.");
  morewait();
  clearmsg();
  if (cinema_confirm("You're about to touch it.")=='y') {
    print1("You feel negated.");
    morewait();
    Player.mana = 0;
    toggle_item_use(TRUE);
    for(i=0;i<NUMSTATI;i++)
      Player.status[i] = 0;
    for(i=0;i<MAXITEMS;i++) 
      if (Player.possessions[i] != NULL) {
	Player.possessions[i]->blessing = 0;
	Player.possessions[i]->plus = 0;
	Player.possessions[i]->usef = I_NOTHING;
      }
    toggle_item_use(FALSE);
    calc_melee();
  }
  else print1("You back away from the strange rock.");
}
Exemple #11
0
/* Increase in level at appropriate experience gain */
void gain_level(void)
{
  int gained=FALSE;
  int hp_gain; /* FIXED! 12/30/98 */
  
  if (gamestatusp(SUPPRESS_PRINTING))
    return;
  while (expval(Player.level+1) <= Player.xp) {
    if (!gained)
      morewait();
    gained = TRUE;
    Player.level++;
    print1("You have attained a new experience level!");
    print2("You are now ");
    nprint2(getarticle(levelname(Player.level)));
    nprint2(levelname(Player.level));
    hp_gain = random_range(Player.con)+1; /* start fix 12/30/98 */
    if (Player.hp < Player.maxhp )
      Player.hp += hp_gain*Player.hp/Player.maxhp;
    else if (Player.hp < Player.maxhp + hp_gain)
      Player.hp = Player.maxhp + hp_gain;
    /* else leave current hp alone */
    Player.maxhp += hp_gain;
    Player.maxmana = calcmana();
    /* If the character was given a bonus, let him keep it.  Otherwise
     * recharge him. */
    Player.mana = max(Player.mana, Player.maxmana); /* end fix 12/30/98 */
    morewait();
  }
  if (gained) clearmsg();
  calc_melee();
}
Exemple #12
0
void l_charity(void)
{
    long donation;
    print2("'Greetings, friend. Do you wish to make a donation?' [yn] ");
    if (ynq2()!='y')
        print3("'Pinchpurse!'");
    else {
        clearmsg();
        //    print1("How much can you give? ");
        donation = parsenum("How much can you give?");
        if (donation < 1)
            print2("'Go stick your head in a pig.'");
        else if (donation > Player.cash)
            print2("'I'm afraid you're charity is bigger than your purse!'");
        else if (donation < max(100,Player.level*Player.level*100)) {
            print2("'Oh, can't you do better than that?'");
            print3("'Well, I guess we'll take it....'");
            if (Player.alignment < 10) Player.alignment++;
            Player.cash -= donation;
        }
        else {
            print2("'Oh thank you kindly, friend, and bless you!'");
            Player.cash -= donation;
            Player.alignment += 5;
        }
    }
    dataprint();
}
Exemple #13
0
/* read a scroll, book, tome, etc. */
void peruse()
{
  int index;
  struct object *obj;

  clearmsg();

  if (Player.status[BLINDED] > 0)
    print3("You're blind -- you can't read!!!");
  else if (Player.status[AFRAID] > 0)
    print3("You are too afraid to stop to read a scroll!");
  else {
    print1("Read -- ");
    index = getitem(SCROLL);
    if (index == ABORT)
      setgamestatus(SKIP_MONSTERS);
    else {
      obj = Player.possessions[index];
      if (obj->objchar != SCROLL) {
	print3("There's nothing written on ");
	nprint3(itemid(obj));
      }
      else {
	nprint1("You carefully unfurl the scroll....");
	morewait();
	item_use(obj);
	dispose_lost_objects(1,obj);
      }
    }
  }
}
Exemple #14
0
void l_adept(void)
{
    print1("You see a giant shimmering gate in the form of an omega.");
    if (! gamestatusp(ATTACKED_ORACLE)) {
        if (Player.str+Player.con+Player.iq+Player.pow < 100)
            print2("A familiar female voice says: I would not advise this now....");
        else print2("A familiar female voice says: Go for it!");
    }
    morewait();
    clearmsg();
    if (cinema_confirm("You're about to step into the mystic portal.")!='y') {
        if (Player.level > 100) {
            print1("The Lords of Destiny spurn your cowardice and indecision...");
            Player.xp = 0;
            Player.level = 0;
            Player.hp = Player.maxhp = Player.con;
            Player.mana = calcmana();
            print2("You suddenly feel very inexperienced.");
            dataprint();
            morewait();
            clearmsg();
        }
        print1("You edge away from the challenge.");
    }
    else {
        clearmsg();
        print1("You pass through the portal.");
        morewait();
        drawomega();
        print1("Like wow man! Colors! ");
        if (Player.patron != DESTINY) {
            print2("Strange forces try to tear you apart!");
            p_damage(random_range(200),UNSTOPPABLE,"a vortex of chaos");
        }
        else print2("Some strange force shields you from a chaos vortex!");
        morewait();
        print1("Your head spins for a moment....");
        print2("and clears....");
        morewait();
        Player.hp = Player.maxhp;
        Player.mana = calcmana();
        change_environment(E_ABYSS);
    }
}
Exemple #15
0
/* hooray */
void p_win(void)
{
  morewait();
  clearmsg();
  print1("You won!");
  morewait();
  display_win();
  endgraf();
  exit(0);
}
Exemple #16
0
void signalexit(int ignored)
{
    clearmsg();
    mprint("Yikes!");
    morewait();
    mprint("Sorry, caught a core-dump signal.");
    signalsave(0);
    endgraf();
    printf("Bye!\n");
    exit(0);
}
Exemple #17
0
/* WDT HACK!  This should use the interaction code, and should allow
 * direct input. */
int getnumber(int range)
{
  int done=FALSE,value=1;
  int atom;

  if (range==1) return(1);
  else while (! done) {
    clearmsg();
    wprintw(Msg1w,"How many? Change with < or >, ESCAPE to select:");
    mnumprint(value);
#ifndef MSDOS
    do atom=mcigetc();
    while ((atom != '<')&&(atom != '>')&&(atom!=ESCAPE));
    if ((atom=='>') && (value < range)) value++;
    else if ((atom=='<') && (value > 1)) value--;
    else if (atom==ESCAPE) done = TRUE;
#else
    atom=mcigetc();
    switch (atom)
      {
      case '>':
      case 'k':
#ifdef KEY_UP
      case KEY_UP:
#endif
        if (value < range)
          value++;
        break;
      case '<':
      case 'j':
#ifdef KEY_DOWN
      case KEY_DOWN:
#endif
        if (value > 1)
          value--;
        break;
#ifdef KEY_HOME
      case KEY_HOME:
#endif
        value = 1;
        break;
#ifdef KEY_LL
      case KEY_LL:
#endif
        value = range;
        break;
      case ESCAPE:
      	done = TRUE;
        break;
      }
#endif
  }
  return(value);
}
Exemple #18
0
/* select a spell to cast */
int getspell(void)
{
    int spell= ABORT - 1;

    do {
        mprint("Cast Spell: [type spell abbrev, ?, or ESCAPE]: ");
        spell = spellparse();
    } while (spell < ABORT);
    clearmsg();
    return(spell);
}
Exemple #19
0
void identify(int blessing)
{
    int index;

    clearmsg();

    if (blessing == 0) {
        index = getitem_prompt("Identify: ", NULL_ITEM);
        if (index == CASHVALUE) print3("Your money is really money.");
        else if (index == ABORT)
            State.setSkipMonsters();
        else {
            if (Player.possessions[index]->objchar == FOOD)
                Player.possessions[index]->known = 1;
            else {
                Player.possessions[index]->known = 2;
                Objects[Player.possessions[index]->id].known = 1;
            }
            print1("Identified: ");
            mprint(itemid(Player.possessions[index]));
        }
    }
    else if (blessing < 0) {
        print2("You feel forgetful.");
        for (index=0; index<MAXITEMS; index++)
            if (Player.possessions[index] != NULL) {
                Player.possessions[index]->known = 0;
                Objects[Player.possessions[index]->id].known = 0;
            }
    }
    else {
        print2("You feel encyclopaedic.");
        for (index=0; index<MAXITEMS; index++)
            if (Player.possessions[index] != NULL) {
                if (Player.possessions[index]->objchar == FOOD)
                    Player.possessions[index]->known = 1;
                else {
                    Player.possessions[index]->known = 2;
                    Objects[Player.possessions[index]->id].known = 1;
                }
            }
        for (index=0; index<Player.packptr; index++)
            if (Player.pack[index] != NULL) {
                if (Player.pack[index]->objchar == FOOD)
                    Player.pack[index]->known = 1;
                else {
                    Player.pack[index]->known = 2;
                    Objects[Player.pack[index]->id].known = 1;
                }
            }
    }
    calc_melee();
}
Exemple #20
0
void Interface::moreprompt() {
    int attrs = COLOR_PAIR((COLOR_WHITE ^ 7) + (COLOR_CYAN << 3));

    move(0, 73);
    attron(attrs);
    addstr(" More ");
    attroff(attrs);

    getkey();
    
    clearmsg();
}
Exemple #21
0
void l_house_exit(void)
{
  if (optionp(CONFIRM)) {
    clearmsg();
    if (cinema_confirm("You're about to step out of this abode.") != 'y')
      return;
  }
#ifndef MSDOS_SUPPORTED_ANTIQUE
  free_level(Level);
#endif
  Level = NULL;
  change_environment(Last_Environment);
}
Exemple #22
0
/*
 * Exit from window mode
 */
void
to_exit(int last)
{
    if (in_screen) {
	if (last) {
	    clearmsg();
	    refresh();
	}
	cookterm();
	endwin();
	restore_terminal();	/* some curses are buggy */
    }
}
Exemple #23
0
/* VARARGS */
void
postmsg(char *msg) 
{
	if (linemode == YES || incurses == NO) {
		(void) printf("%s\n", msg);
		fflush(stdout);
	}
	else {
		clearmsg();
		addstr(msg);
		refresh();
	}
	(void) strncpy(lastmsg, msg, sizeof(lastmsg) - 1);
}
Exemple #24
0
void l_balancestone(void)
{
  print1("This is a massive granite slab teetering dangerously on a corner.");
  print2("You feel a sense of balance as you regard it.");
  morewait();
  clearmsg();
  if (cinema_confirm("Your hand naturally drifts forward to touch it.")=='y') {
    print1("A vortex of mana spins about you!");
    if (abs(Player.alignment) > random_range(50)) {
      print2("The cyclone whirls you off to a strange place!");
      morewait();
      change_environment(E_COUNTRYSIDE);
      do {
	  setPlayerXY( random_range(COUNTRY_WIDTH), random_range(COUNTRY_LENGTH));
      } while (Country[Player.x][Player.y].current_terrain_type == CHAOS_SEA);
      screencheck(Player.x,Player.y);
      drawvision(Player.x,Player.y);
    }
    else {
      print2("You are being drained of experience! Step back? [yn] ");
      if (ynq2()=='y') {
	clearmsg();
	print1("The vortex calms down, dimishes, and then disappears.");
      }
      else {
	Player.xp -= Player.xp/4;
	dataprint();
	print2("The vortex vanishes. Suddenly, there is a clap of thunder!");
	morewait();
	Player.alignment = 0;
	strategic_teleport(1);
      }
    }
  }
  else print1("You step back from the unlikely boulder.");
}
Exemple #25
0
FILE *omegarc_check(void)
{
    FILE *fd;

    getOmegaRCPath();

    if ((fd = fopen(Str1,"r")) != NULL) {
        print2("Use .omegarc in home directory? [yn] ");
        if (ynq2()!='y') {
            fclose(fd);
            fd = NULL;
        }
    }
    clearmsg();
    return(fd);
}
Exemple #26
0
/* get a direction: return index into Dirs array corresponding to direction */
int getdir(void)
{
    while (1) {
        mprint("Select direction [hjklyubn, ESCAPE to quit]: ");
        switch (mgetc()) {
        case '4':
        case 'h':
        case 'H':
            return(5);
        case '2':
        case 'j':
        case 'J':
            return(6);
        case '8':
        case 'k':
        case 'K':
            return(7);
        case '6':
        case 'l':
        case 'L':
            return(4);
        case '7':
        case 'y':
        case 'Y':
            return(3);
        case '9':
        case 'u':
        case 'U':
            return(1);
        case '1':
        case 'b':
        case 'B':
            return(2);
        case '3':
        case 'n':
        case 'N':
            return(0);
        case ESCAPE:
            clearmsg();
            return(ABORT);
        default:
            print3("That's not a direction! ");
        }
    }
}
Exemple #27
0
void l_water_station(void)
{
  print1("The fluid seems murky and unknowably deep.");
  print2("It bubbles and hisses threateningly.");
  morewait();
  if (Player.status[BREATHING]) {
    print1("You don't feel sanguine about trying to breathe that stuff!");
    morewait();
  }
  if (Player.immunity[ACID]) {
    print2("The vapor burns despite your immunity to acid!");
    morewait();
  }
  print1("Enter the fluid? [yn] ");
  if (ynq1()=='y') {
    if (Player.hp == 1) p_death("drowning in acid (ick, what a way to go)");
    else Player.hp = 1;
    dataprint();
    print2("You choke....");
    morewait();
    nprint2("Your lungs burn....");
    morewait();
    print2("Your body begins to disintegrate.... Leave the pool? [yn] ");
    if (ynq2()=='y')
      print2("Phew! That was close!");
    else {
      clearmsg();
      Player.con -= (15+random_range(15));
      if (Player.con > 0) {
	print1("That's odd, the fluid seems to have been neutralized....");
	print2("A moist miasma wafts above the void nearby.");
	Level->site[Player.x][Player.y].locchar = FLOOR;
	Level->site[Player.x][Player.y].p_locf = L_NO_OP;
	stationcheck();
      }
      else {
	print2("The bubbling fluid has destroyed your constitution!");
	p_death("the Essence of Water");
      }
    }
    
  }
  else print2("You step back from the pool of acid.");
}
Exemple #28
0
void l_lawstone(void)
{
  print1("This is a stele carved of blueish-green feldspar.");
  print2("You feel an aura of serenity rising from it, and your gaze");
  morewait();
  print1("is attracted to the bulk of Star Peak to the North-East.");
  if (Player.alignment > 0) 
    print2("You feel a subtle attraction to the stone.");
  else print2("You find the stone extremely distasteful to contemplate.");
  morewait();
  clearmsg();
  if (cinema_confirm("Your arm moves as though compelled to grasp it.")=='y') {
    print1("A matrix of power flows about you!");
    morewait();
    if (stonecheck(1)) {
      print2("You feel more vigorous!");
      Player.maxcon = min(Player.maxcon+10,max(Player.maxcon,30));
      dataprint();
    }
  }
  else print1("You step back from the strange obelisk.");
}
Exemple #29
0
void l_chaostone(void)
{
  print1("This is a menhir carved of black marble with veins of gold.");
  print2("It emanates an aura of raw chaos, which is not terribly");
  morewait();
  print1("surprising, considering its location.");
  if (Player.alignment < 0) 
    print2("You feel an almost unbearable attraction to the stone.");
  else print2("You find it extremely difficult to approach the stone.");
  morewait();
  clearmsg();
  if (cinema_confirm("You reach out your fist to strike it.")=='y') {
    print1("A sudden flux of energy surrounds you!");
    morewait();
    if (stonecheck(-1)) {
      print2("You feel stronger!");
      Player.maxstr = min(Player.maxstr+10,max(30,Player.maxstr));
      dataprint();
    }
  }
  else print1("You step back from the ominous dolmech.");
}
Exemple #30
0
void signalexit(int ignored)
{
  clearmsg();
  mprint("Yikes!");
  morewait();
  mprint("Sorry, caught a core-dump signal.");
#if 0 
  /* DAG used to prompt... space-bar holding through messages could cause
   * failure to save.  Now always just force through with signalsave() */
  mprint("Want to try and save the game?");
  reply = ynq();
  if (reply=='y')
    save(FALSE, TRUE); /* don't compress, force save */
  else if (reply == EOF)
    signalsave(0);
#else
  signalsave(0);
#endif 
  endgraf();
  printf("Bye!\n");
  exit(0);
}