/* 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); } } } }
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(); }
void l_hedge(void) { if (Player.patron == DRUID) print1("You move through the hedges freely."); else { print1("You struggle in the brambly hedge... "); switch(random_range(6)) { case 0: print2("You are stabbed by thorns!"); p_damage(random_range(6),NORMAL_DAMAGE,"a hedge"); print3("The thorns were poisonous!"); p_poison(random_range(12)); break; case 1: print2("You are stabbed by thorns!"); p_damage(random_range(12),NORMAL_DAMAGE,"a hedge"); break; case 2: print2("You seem to have gotten stuck in the hedge."); Player.status[IMMOBILE]+=random_range(5)+1; break; case 3: if (Player.possessions[O_CLOAK] != NULL) { print2("Your cloak was torn on the brambles!"); dispose_lost_objects(1,Player.possessions[O_CLOAK]); } else print2("Ouch! These thorns are scratchy!"); break; default: print2("You make your way through unscathed."); break; } } }
void i_desecrate(pob o) { if (o->known < 1) o->known = 2; if (o->blessing > 0) { mprint("How weird, a blessed desecrator... "); mprint("The structure of reality cannot permit such a thing...."); dispose_lost_objects(1,o); } else if (Level->site[Player.x][Player.y].locchar == ALTAR) sanctify(-1); }
void i_trap(pob o) { Objects[o->id].known = 1; if ((Level->site[Player.x][Player.y].locchar != FLOOR) || (Level->site[Player.x][Player.y].p_locf != L_NO_OP)) mprint("Your attempt fails."); else if (! o->known) { mprint("Fiddling with the thing, you have a small accident...."); p_movefunction(o->aux); } else { mprint("You successfully set a trap at your location."); Level->site[Player.x][Player.y].p_locf = o->aux; lset(Player.x, Player.y, CHANGED); } dispose_lost_objects(1,o); }
void quaff() { int index; struct object *obj; clearmsg(); print1("Quaff --"); index = getitem(POTION); if (index == ABORT) setgamestatus(SKIP_MONSTERS); else { obj = Player.possessions[index]; if (obj->objchar != POTION) { print3("You can't drink "); nprint3(itemid(obj)); } else { print1("You drink it down.... "); item_use(obj); morewait(); dispose_lost_objects(1,obj); } } }
/* enchant */ void enchant(int delta) { int i,used = false; long change_cash; if (delta < 0) { i = random_item(); if (i == ABORT || Player.possessions[i]->usef == I_NOTHING || Player.possessions[i]->usef == I_NO_OP || Player.possessions[i]->usef == I_NORMAL_ARMOR || Player.possessions[i]->usef == I_NORMAL_WEAPON || Player.possessions[i]->usef == I_NORMAL_SHIELD || Player.possessions[i]->objchar == FOOD || Player.possessions[i]->objchar == MISSILEWEAPON) { print1("You feel fortunate."); morewait(); } else if (Player.possessions[i]->blessing < 0 || (Player.possessions[i]->objchar == ARTIFACT && random_range(3))) { if (Player.possessions[i]->uniqueness == COMMON) print1("Your "); nprint1(itemid(Player.possessions[i])); nprint1(" glows, but the glow flickers out..."); morewait(); } else { used = (Player.possessions[i]->used); if (used) { Player.possessions[i]->used = false; item_use(Player.possessions[i]); } if (Player.possessions[i]->uniqueness == COMMON) print1("Your "); nprint1(itemid(Player.possessions[i])); nprint1(" radiates an aura of mundanity!"); morewait(); Player.possessions[i]->plus = 0; Player.possessions[i]->charge = -1; Player.possessions[i]->usef = I_NOTHING; if (used) { Player.possessions[i]->used = true; item_use(Player.possessions[i]); } } } else { i = getitem(CASH); if (i == ABORT) { print1("You feel unlucky."); morewait(); } else if (i == CASHVALUE) { print1("You enchant your money.... What a concept!"); change_cash = Player.cash*(random_range(7) - 3)/6; if (change_cash > 0) print2("Seems to have been a good idea!"); else print2("Maybe it wasn't such a good idea...."); Player.cash += change_cash; morewait(); } else if (Player.possessions[i]->objchar == ARTIFACT) { if (Player.possessions[i]->usef != Objects[Player.possessions[i]->id].usef) { print1("It re-acquires its magical aura!"); Player.possessions[i]->usef = Objects[Player.possessions[i]->id].usef; } else { print1("The enchantment spell enfolds the "); nprint1(itemid(Player.possessions[i])); print2("and the potent enchantment of the Artifact causes a backlash!"); morewait(); clearmsg(); manastorm(Player.x,Player.y,Player.possessions[i]->level*5); } } else { if (Player.possessions[i]->plus > random_range(20)+1) { print1("Uh-oh, the force of the enchantment was too much!"); print2("There is a loud explosion!"); morewait(); manastorm(Player.x,Player.y,Player.possessions[i]->plus*5); dispose_lost_objects(1,Player.possessions[i]); } else { used = (Player.possessions[i]->used); if (used) { State.setSuppressPrinting( true ); Player.possessions[i]->used = false; item_use(Player.possessions[i]); State.setSuppressPrinting( false ); } print1("The item shines!"); morewait(); Player.possessions[i]->plus += delta+1; if (Player.possessions[i]->charge > -1) Player.possessions[i]->charge += ((delta+1) * (random_range(10) + 1)); if (used) { State.setSuppressPrinting( true ); Player.possessions[i]->used = true; item_use(Player.possessions[i]); State.setSuppressPrinting( false ); } } } calc_melee(); } }
/* bless */ void bless(int blessing) { int index,used; if (blessing < 0) { index = random_item(); if (index == ABORT) { print1("You feel fortunate."); morewait(); } else { print1("A foul odor arises from "); if (Player.possessions[index]->uniqueness == COMMON) nprint1("your "); nprint1(itemid(Player.possessions[index])); morewait(); used = (Player.possessions[index]->used); if (used) { State.setSuppressPrinting( true ); Player.possessions[index]->used = false; item_use(Player.possessions[index]); State.setSuppressPrinting( false ); } Player.possessions[index]->blessing -= 2; if (Player.possessions[index]->blessing < 0) Player.possessions[index]->plus = abs(Player.possessions[index]->plus) - 1; if (used) { State.setSuppressPrinting( true ); Player.possessions[index]->used = true; item_use(Player.possessions[index]); State.setSuppressPrinting( false ); } } } else { index = getitem(NULL_ITEM); if (index == CASHVALUE) { print1("Blessing your money has no effect."); morewait(); } else if (index != ABORT) { used = Player.possessions[index]->isUsed(); if (used) { State.setSuppressPrinting( true ); Player.possessions[index]->used = false; item_use(Player.possessions[index]); State.setSuppressPrinting( false ); } print1("A pure white light surrounds the item... "); if (Player.possessions[index]->blessing < 0-(blessing+1)) { print2("which is evil enough to resist the effect of the blessing!"); morewait(); } else if (Player.possessions[index]->blessing < -1) { print2("which disintegrates under the influence of the holy aura!"); morewait(); Player.itemweight -= Player.possessions[index]->weight; dispose_lost_objects(1,Player.possessions[index]); } else if (Player.possessions[index]->blessing < blessing+1) { print2("which now seems affected by afflatus!"); morewait(); Player.possessions[index]->blessing++; Player.possessions[index]->plus = abs(Player.possessions[index]->plus)+1; } else { print2("The hierolux fades without any appreciable effect...."); morewait(); } if (used && (Player.possessions[index] != NULL)) { State.setSuppressPrinting( true ); Player.possessions[index]->used = true; item_use(Player.possessions[index]); State.setSuppressPrinting( false ); } } } calc_melee(); }
/* Attempt to break an object o */ int damage_item(Object* o) { /* special case -- break star gem */ if (o->id == OB_STARGEM) { print1("The Star Gem shatters into a million glistening shards...."); if (Current_Environment == E_STARPEAK) { if (!State.getKilledLawbringer()) print2("You hear an agonizing scream of anguish and despair."); morewait(); print1("A raging torrent of energy escapes in an explosion of magic!"); print2("The energy flows to the apex of Star Peak where there is"); morewait(); clearmsg(); print1("an enormous explosion!"); morewait(); annihilate(1); print3("You seem to gain strength in the chaotic glare of magic!"); Player.str = max(Player.str, Player.maxstr + 5); /* FIXED! 12/25/98 */ Player.pow = max(Player.pow, Player.maxpow + 5); /* ditto */ Player.alignment -= 200; dispose_lost_objects(1,o); } else { morewait(); print1("The shards coalesce back together again, and vanish"); print2("with a muted giggle."); dispose_lost_objects(1,o); Objects[o->id].uniqueness = UNIQUE_UNMADE; /* FIXED! 12/30/98 */ } return 1; } else { if (o->fragility < random_range(30)) { if (o->objchar == STICK && o->charge > 0) { strcpy(Str1,"Your "); strcat(Str1,(o->blessing >= 0 ? o->truename : o->cursestr)); strcat(Str1," explodes!"); print1(Str1); morewait(); nprint1(" Ka-Blamm!!!"); /* general case. Some sticks will eventually do special things */ morewait(); manastorm(Player.x, Player.y, o->charge*o->level*10); dispose_lost_objects(1,o); return 1; } else if ((o->blessing > 0) && (o->level > random_range(10))) { strcpy(Str1,"Your "); strcat(Str1,itemid(o)); strcat(Str1," glows strongly."); print1(Str1); return 0; } else if ((o->blessing < -1) && (o->level > random_range(10))) { strcpy(Str1,"You hear an evil giggle from your "); strcat(Str1,itemid(o)); print1(Str1); return 0; } else if (o->plus > 0) { strcpy(Str1,"Your "); strcat(Str1,itemid(o)); strcat(Str1," glows and then fades."); print1(Str1); o->plus--; return 0; } else { if (o->blessing > 0) print1("You hear a faint despairing cry!"); else if (o->blessing < 0) print1("You hear an agonized scream!"); strcpy(Str1,"Your "); strcat(Str1,itemid(o)); strcat(Str1," shatters in a thousand lost fragments!"); print2(Str1); morewait(); dispose_lost_objects(1,o); return 1; } } return 0; } }
/* Prayer occurs at altars, hence the name of the function */ void l_altar() { int i; int deity; char response; if(Current_Environment == E_COUNTRYSIDE) { deity = DRUID; } else { deity = Level->site[Player.x][Player.y].aux; } switch(deity) { case ODIN: print1("This granite altar is graven with a gallows."); break; case SET: print1("This sandstone altar has a black hand drawn on it."); break; case HECATE: print1("This silver altar is inlaid with a black cresent moon."); break; case ATHENA: print1("This golden altar is inscribed with an owl."); break; case DESTINY: print1("This crystal altar is in the form of an omega."); break; case DRUID: print1("This oaken altar is ornately engraved with leaves."); break; default: print1("This rude altar has no markings."); break; } print2("Worship at this altar? [yn] "); if(ynq2() == 'y') { if(Player.rank[PRIESTHOOD] == 0) { increase_priest_rank(deity); } else if(!check_sacrilege(deity)) { if(Blessing) { print1("You have a sense of immanence."); } print2("Request a Blessing, Sacrifice an item, or just Pray [b,s,p] "); response = mcigetc(); while((response != 'b') && (response != 's') && (response != 'p') && (response != ESCAPE)) { response = mcigetc(); } if(response == 'b') { print1("You beg a heavenly benefice."); print2("You hear a gong resonating throughout eternity..."); morewait(); if(Blessing) { print1("A shaft of lecent radiance lances dwon from the heavens!"); print2("You feel uplifted..."); morewait(); gain_experience(Player.rank[PRIESTHOOD] * Player.rank[PRIESTHOOD] * 50); cleanse(1); heal(10); bless(1); Blessing = FALSE; increase_priest_rank(deity); } else { print1("Your ardent plea is ignored."); print2("You feel ashamed."); Player.xp -= (Player.xp / 4); } calc_melee(); } else if(response == 's') { print1("Which item to Sacrifice?"); i = getitem('\0'); if(i == ABORT) { i = 0; } if(Player.possessions[i] == NULL) { print1("You have insulted your deity!"); print2("Not a good idea, as it turns out..."); dispel(-1); p_damage(Player.hp - 1, UNSTOPPABLE, "a god's pique"); } else if(true_item_value(Player.possessions[i]) > (Player.rank[PRIESTHOOD] * Player.rank[PRIESTHOOD] * Player.rank[PRIESTHOOD] * 50)) { print1("With a burst of blue flame, your offering vanishes!"); dispose_lost_objects(1, Player.possessions[i]); print2("A violet nimbus settles around your head and slowly fades."); morewait(); Blessing = TRUE; } else { print1("A darkling glow envelopes your offering!"); print2("The glow slowly fades..."); morewait(); setgamestatus(SUPPRESS_PRINTING); if(Player.possessions[i]->used) { Player.possessions[i]->used = FALSE; item_use(Player.possessions[i]); Player.possessions[i]->blessing = -1 - abs(Player.possessions[i]->blessing); Player.possessions[i]->used = TRUE; item_use(Player.possessions[i]); } else { Player.possessions[i]->blessing = -1 - abs(Player.possessions[i]->blessing); } resetgamestatus(SUPPRESS_PRINTING); } } else if(response == 'p') { if(deity != Player.patron) { print1("Nothing seems to happen."); } else { increase_priest_rank(deity); } } } } }
/* 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_magic_pool(void) { int possibilities=random_range(100); print1("This pool seems to be enchanted...."); if (gamestatusp(MOUNTED)) { if (random_range(2)) { print2("Your horse is polymorphed into a fig newton."); resetgamestatus(MOUNTED); } else print2("Whatever it was, your horse enjoyed it...."); } else if (possibilities == 0) { print1("Oh no! You encounter the DREADED AQUAE MORTIS..."); if (random_range(1000) < Player.level*Player.level*Player.level) { print2("The DREADED AQUAE MORTIS throttles you within inches...."); print3("but for some reason chooses to let you escape."); gain_experience(500); Player.hp = 1; } else p_death("the DREADED AQUAE MORTIS!"); } else if (possibilities < 25) augment(0); else if (possibilities < 30) augment(1); else if (possibilities < 60) augment(-1); else if (possibilities < 65) cleanse(1); else if (possibilities < 80) { if (Player.possessions[O_WEAPON_HAND] != NULL) { print1("You drop your weapon in the pool! It's gone forever!"); dispose_lost_objects(1,Player.possessions[O_WEAPON_HAND]); } else print1("You feel fortunate."); } else if (possibilities < 90) { if (Player.possessions[O_WEAPON_HAND] != NULL) { print1("Your weapon leaves the pool with a new edge...."); Player.possessions[O_WEAPON_HAND]->plus += random_range(10)+1; calc_melee(); } else print1("You feel unfortunate."); } else if (possibilities < 95) { Player.hp += 10; print1("You feel healthier after the dip..."); } else if (possibilities < 99) { print1("Oooh, a tainted pool..."); p_poison(10); } else if (possibilities == 99) { print1("Wow! A pool of azoth!"); heal(10); cleanse(1); Player.mana = calcmana()*3; Player.str = (Player.maxstr++)*3; } print2("The pool seems to have dried up."); Level->site[Player.x][Player.y].locchar = TRAP; Level->site[Player.x][Player.y].p_locf = L_TRAP_PIT; lset(Player.x, Player.y, CHANGED); }