void total_winner(void) { struct linked_list *item; struct object *obj; int worth, oldpurse; char c; struct linked_list *bag = NULL; clear(); standout(); addstr(" \n"); addstr(" @ @ @ @ @ @@@ @ @ \n"); addstr(" @ @ @@ @@ @ @ @ @ \n"); addstr(" @ @ @@@ @ @ @ @ @ @@@ @@@@ @@@ @ @@@ @ \n"); addstr(" @@@@ @ @ @ @ @ @ @ @ @ @ @ @ @ @ \n"); addstr(" @ @ @ @ @ @ @ @@@@ @ @ @@@@@ @ @ @ \n"); addstr(" @ @ @ @ @ @@ @ @ @ @ @ @ @ @ @ @ \n"); addstr(" @@@ @@@ @@ @ @ @ @@@@ @@@@ @@@ @@@ @@ @ \n"); addstr(" \n"); addstr(" Congratulations, you have made it to the light of day! \n"); standend(); addstr("\nYou have joined the elite ranks of those who have \n"); addstr("escaped the Dungeons of Doom alive. You journey home \n"); addstr("and sell all your loot at a great profit.\n"); addstr("The White Council approves the recommendation of\n"); if (player.t_ctype == C_FIGHTER) addstr("the fighters guild and appoints you Lord Protector\n"); else if (player.t_ctype == C_ASSASIN) addstr("the assassins guild and appoints you Master Murderer\n"); else if (player.t_ctype == C_NINJA) addstr("the ninja guild and appoints you Master of the Wind\n"); else if (player.t_ctype == C_ILLUSION) addstr("the illusionists guild and appoints you Master Wizard\n"); else if (player.t_ctype == C_MAGICIAN) addstr("the magicians guild and appoints you Master Wizard\n"); else if (player.t_ctype == C_CLERIC) addstr("the temple priests and appoints you Master of the Flowers\n"); else if (player.t_ctype == C_DRUID) addstr("the temple priests and appoints you Master of the Flowers\n"); else if (player.t_ctype == C_RANGER) addstr("the rangers guild and appoints you Master Ranger\n"); else if (player.t_ctype == C_PALADIN) addstr("the paladins guild and appoints you Master Paladin\n"); else if (player.t_ctype == C_THIEF) { addstr("the thieves guild under protest and appoints you\n"); addstr("Master of the Highways\n"); } addstr("of the Land Between the Mountains.\n"); mvaddstr(LINES - 1, 0, spacemsg); refresh(); wait_for(' '); clear(); idenpack(); oldpurse = purse; mvaddstr(0, 0, " Worth Item"); for (c = 'a', item = pack; item != NULL; c++, item = next(item)) { obj = OBJPTR(item); worth = get_worth(obj); purse += worth; if (obj->o_type == ARTIFACT && obj->o_which == TR_PURSE) bag = obj->o_bag; mvprintw(c - 'a' + 1, 0, "%c) %8d %s", c, worth, inv_name(obj, UPPERCASE)); } if (bag != NULL) { mvaddstr(LINES - 1, 0, morestr); refresh(); wait_for(' '); clear(); mvprintw(0, 0, "Contents of the Magic Purse of Yendor:\n"); for (c = 'a', item = bag; item != NULL; c++, item = next(item)) { obj = OBJPTR(item); worth = get_worth(obj); whatis(item); purse += worth; mvprintw(c - 'a' + 1, 0, "%c) %8d %s\n", c, worth, inv_name(obj, UPPERCASE)); } } mvprintw(c - 'a' + 1, 0, " %6d Gold Pieces ", oldpurse); refresh(); if (has_artifact == 255) score(pstats.s_exp, pstats.s_lvl, TOTAL, 0); else score(pstats.s_exp, pstats.s_lvl, WINNER, 0); byebye(); }
void death(int monst) { char **dp = (char **) rip, *killer; struct tm *lt; time_t date; char buf[80]; int c; if (is_wearing(R_RESURRECT) || rnd(wizard ? 3 : 67) == 0) { int die = TRUE; if (resurrect-- == 0) msg("You've run out of lives."); else if (!save_resurrect(ring_value(R_RESURRECT))) msg("Your attempt to return from the grave fails."); else { struct linked_list *item; struct linked_list *next_item; struct object *obj; int rm, flags; coord pos; die = FALSE; msg("You feel a sudden warmth and then nothingness."); teleport(); if (ring_value(R_RESURRECT) > 1 && rnd(10)) { pstats.s_hpt = 2 * pstats.s_const; pstats.s_const = max(pstats.s_const - 1, 3); } else { for (item = pack; item != NULL; item = next_item) { obj = OBJPTR(item); if (obj->o_flags & ISOWNED || obj->o_flags & ISPROT) { next_item = next(item); continue; } flags = obj->o_flags; obj->o_flags &= ~ISCURSED; dropcheck(obj); obj->o_flags = flags; next_item = next(item); rem_pack(obj); if (obj->o_type == ARTIFACT) has_artifact &= ~(1 << obj->o_which); do { rm = rnd_room(); rnd_pos(&rooms[rm], &pos); } while(winat(pos.y, pos.x) != FLOOR); obj->o_pos = pos; add_obj(item, obj->o_pos.y, obj->o_pos.x); } pstats.s_hpt = pstats.s_const; pstats.s_const = max(pstats.s_const - roll(2, 2), 3); } chg_str(roll(1, 4), TRUE, FALSE); pstats.s_lvl = max(pstats.s_lvl, 1); no_command += 2 + rnd(4); if (on(player, ISHUH)) lengthen_fuse(FUSE_UNCONFUSE, rnd(8) + HUHDURATION); else light_fuse(FUSE_UNCONFUSE, 0, rnd(8) + HUHDURATION, AFTER); turn_on(player, ISHUH); light(&hero); } if (die) { wmove(cw, mpos, 0); waddstr(cw, morestr); wrefresh(cw); wait_for(' '); } else return; } time(&date); lt = localtime(&date); clear(); wclear(cw); move(8, 0); while (*dp) printw("%s\n", *dp++); mvaddstr(14, 28 - ((int)(strlen(whoami) + 1) / 2), whoami); sprintf(buf, "%d+%ld Points", pstats.s_lvl, pstats.s_exp); mvaddstr(15, 28 - ((int)(strlen(buf) + 1) / 2), buf); killer = killname(monst,buf); mvaddstr(17, 28 - ((int)(strlen(killer) + 1) / 2), killer); mvaddstr(18, 28, (sprintf(prbuf, "%2d", lt->tm_year), prbuf)); move(LINES - 1, 0); mvaddstr(LINES - 1, 0, retstr); while ((c = readcharw(stdscr)) != '\n' && c != '\r') continue; idenpack(); wrefresh(cw); refresh(); score(pstats.s_exp, pstats.s_lvl, KILLED, monst); byebye(); }
/* * read_scroll: * Let the hero read a scroll */ int read_scroll() { struct object *obj; struct linked_list *item; int i, j, wh; unsigned long ch, nch; struct room *rp; struct linked_list *titem; char buf[LINLEN]; bool bless, curse; if ((item = get_item("read", SCROLL)) == NULL) return 0; obj = OBJPTR(item); if (obj->o_type != SCROLL) { msg("Nothing to read."); after = FALSE; return 0; } msg("As you read the scroll, it vanishes."); wh = obj->o_which; bless = o_on(obj, ISBLESS); curse = o_on(obj, ISCURSED); del_pack(item); /* Get rid of the thing */ /* * Calculate the effect it has on the hero */ switch(wh) { case S_KNOWALL: if (!curse) { idenpack(); /* identify all the pack */ msg("You feel more knowledgable."); chg_abil(WIS,1,TRUE); s_know[S_KNOWALL] = TRUE; } when S_CONFUSE: if (!curse) { /* * Scroll of monster confusion. Give him that power. */ msg("Your hands begin to glow red."); player.t_flags |= CANHUH; s_know[S_CONFUSE] = TRUE; } when S_LIGHT: rp = player.t_room; if (!curse) { if (rp == NULL) { s_know[S_LIGHT] = TRUE; msg("The corridor glows and then fades."); } else { if (rf_on(rp,ISDARK)) { s_know[S_LIGHT] = TRUE; msg("The room is lit."); rp->r_flags &= ~ISDARK; } light(&hero); mvwaddch(cw, hero.y, hero.x, PLAYER); } } when S_ARMOR: if (!curse) { if (cur_armor != NULL && o_off(cur_armor,ISPROT)) { s_know[S_ARMOR] = TRUE; msg("Your armor glows faintly for a moment."); if (o_on(cur_armor,ISCURSED)) cur_armor->o_ac = armors[cur_armor->o_which].a_class; else cur_armor->o_ac--; resoflg(cur_armor,ISCURSED); } } when S_HOLD: if (!curse) { /* * Hold monster scroll. Stop all monsters within 3 spaces * from chasing after the hero. */ int x,y; struct linked_list *mon; for (x = hero.x - 3; x <= hero.x + 3; x++) { for (y = hero.y - 3; y <= hero.y + 3; y++) { if (y > 0 && x > 0 && isalpha(mvwinch(mw, y, x))) { if ((mon = find_mons(y, x)) != NULL) { struct thing *th; th = THINGPTR(mon); th->t_flags &= ~ISRUN; th->t_flags |= ISHELD; th->t_flags |= ISSTUCK; } } } } } when S_SLEEP: /* * Scroll which makes you fall asleep */ if (!bless) { s_know[S_SLEEP] = TRUE; msg("You fall asleep."); player.t_nocmd += 4 + rnd(SLEEPTIME); } when S_CREATE: if (!bless) { if (makemons(mtlev[rnd(levcount)]->m_show)) s_know[S_CREATE] = TRUE; else msg("You hear a faint cry of anguish in the distance."); } when S_IDENT: if (!curse) { msg("This scroll is an identify scroll"); s_know[S_IDENT] = TRUE; whatis(NULL); } when S_MAP: if (curse) break; s_know[S_MAP] = TRUE; addmsg("Oh, now this scroll has a "); if (rnd(100) < 10 || bless) { addmsg("very detailed map on it."); endmsg(); displevl(); } else { addmsg("map on it."); endmsg(); overwrite(stdscr, hw); for (i = 1; i < LINES - 2; i++) { for (j = 0; j < COLS; j++) { switch (nch = ch = mvwinch(hw, i, j)) { case SECRETDOOR: nch = DOOR; mvaddch(i, j, nch); case '-': case '|': case DOOR: case PASSAGE: case ' ': case STAIRS: if (mvwinch(mw, i, j) != ' ') { struct thing *it; struct linked_list *blah; blah = find_mons(i, j); if (blah != NULL) { it = THINGPTR(blah); if (it->t_oldch == ' ') it->t_oldch = nch; } } break; default: nch = ' '; } if (nch != ch) waddch(hw, nch); } } overlay(cw, hw); overwrite(hw, cw); } when S_GFIND: if (!curse) { int gtotal = 0; struct room *rp; wclear(hw); for (rp = rooms; rp < &rooms[MAXROOMS]; rp++) { gtotal += rp->r_goldval; if (rp->r_goldval != 0 && mvinch(rp->r_gold.y,rp->r_gold.x) == GOLD) mvwaddch(hw,rp->r_gold.y,rp->r_gold.x,GOLD); } if (gtotal) { s_know[S_GFIND] = TRUE; msg("You begin to feel greedy and sense gold."); overlay(hw,cw); } else msg("You begin to feel a pull downward."); } when S_TELEP: if (!curse) { int rm; struct room *cur_room; cur_room = player.t_room; rm = teleport(rndspot, &player); if (cur_room != &rooms[rm]) s_know[S_TELEP] = TRUE; } when S_ENCH: if (!curse) { if (cur_weapon == NULL || (cur_weapon != NULL && (o_on(cur_weapon,ISPROT) || cur_weapon->o_type != WEAPON))) msg("You feel a strange sense of loss."); else { s_know[S_ENCH] = TRUE; if (o_on(cur_weapon,ISCURSED)) { resoflg(cur_weapon,ISCURSED); cur_weapon->o_hplus = rnd(2); cur_weapon->o_dplus = rnd(2); } else { /* weapon was not cursed here */ if (rnd(100) < 50) cur_weapon->o_hplus += 1; else cur_weapon->o_dplus += 1; } setoflg(cur_weapon, ISKNOW); msg("Your %s glows blue for a moment.", w_magic[cur_weapon->o_which].mi_name); } } when S_SCARE: /* * A monster will refuse to step on a scare monster scroll * if it is dropped. Thus reading it is a mistake and produces * laughter at the poor rogue's boo boo. */ msg("You hear maniacal laughter in the distance."); when S_REMOVE: if (!curse) { if (cur_armor != NULL && o_off(cur_armor,ISPROT)) resoflg(cur_armor,ISCURSED); if (cur_weapon != NULL && o_off(cur_weapon,ISPROT)) resoflg(cur_weapon,ISCURSED); if (cur_ring[LEFT]!=NULL && o_off(cur_ring[LEFT],ISPROT)) resoflg(cur_ring[LEFT],ISCURSED); if (cur_ring[RIGHT]!=NULL && o_off(cur_ring[RIGHT],ISPROT)) resoflg(cur_ring[RIGHT],ISCURSED); msg("You feel as if somebody is watching over you."); s_know[S_REMOVE] = TRUE; } when S_AGGR: if (!bless) { if (mlist != NULL) { aggravate(); msg("You hear a high pitched humming noise."); s_know[S_AGGR] = TRUE; } } when S_NOP: msg("This scroll seems to be blank."); when S_GENOCIDE: if (!curse) { msg("You have been granted the boon of genocide."); genocide(); s_know[S_GENOCIDE] = TRUE; } when S_DCURSE: if (!bless) { struct linked_list *ll; struct object *lb; msg("Your pack shudders."); for (ll = pack ; ll != NULL ; ll = next(ll)) { lb = OBJPTR(ll); if (o_off(lb,ISPROT)) { resoflg(lb, ISBLESS); setoflg(lb, ISCURSED); } } } when S_DLEVEL: if (!bless) { int much = rnd(9) - 4; if (much != 0) { level += much; if (level < 1) level = 1; mpos = 0; new_level(NORMLEV); /* change levels */ msg("You are whisked away to another region."); s_know[S_DLEVEL] = TRUE; } } when S_PROTECT: if (!curse) { struct linked_list *ll; struct object *lb; msg("You are granted the power of protection."); if ((ll = get_item("protect",0)) != NULL) { lb = OBJPTR(ll); setoflg(lb,ISPROT); mpos = 0; msg("Protected %s.",inv_name(lb,TRUE)); } s_know[S_PROTECT] = TRUE; } when S_ALLENCH: if (!curse) { struct linked_list *ll; struct object *lb; int howmuch, ac, good; msg("You are granted the power of enchantment."); good = TRUE; if ((ll = get_item("enchant",0)) != NULL) { lb = OBJPTR(ll); resoflg(lb,ISCURSED); resoflg(lb,ISPROT); howmuch = rnd(3) + 1; switch(lb->o_type) { case RING: if (lb->o_ac < 0) lb->o_ac = 0; lb->o_ac += howmuch; when ARMOR: ac = armors[lb->o_which].a_class; if (lb->o_ac > ac) lb->o_ac = ac; lb->o_ac -= howmuch; when STICK: lb->o_charges += howmuch + 10; when WEAPON: if (lb->o_dplus < 0) lb->o_dplus = 0; if (lb->o_hplus < 0) lb->o_hplus = 0; lb->o_hplus += howmuch; lb->o_dplus += howmuch; otherwise: msg("You are injured as the scroll flashes & bursts into flames !!!"); chg_hpt(-roll(6,6),FALSE,K_SCROLL); good = FALSE; } if (good) { mpos = 0; msg("Enchanted %s.",inv_name(lb,TRUE)); } } s_know[S_ALLENCH] = TRUE; } when S_BLESS: if (!curse) { struct linked_list *ll; struct object *lb; msg("Your pack glistens brightly."); for (ll = pack ; ll != NULL ; ll = next(ll)) { whatis(ll); lb = OBJPTR(ll); resoflg(lb,ISCURSED); setoflg(lb,ISBLESS); } } when S_MAKEIT: if (!curse) { msg("You have been endowed with the power of creation."); s_know[S_MAKEIT] = TRUE; create_obj(TRUE); } when S_BAN: { int howdeep; char *ptr; if (bless) { if (level > 6) { howdeep = 1 + rnd(5); ptr = "elevated to the upper"; } else { howdeep = -1; bless = FALSE; } } else { howdeep = level + 10 + rnd(20) + (curse * 20); ptr = "banished to the lower"; } if ((!bless && level < howdeep) || bless) { level = howdeep; new_level(NORMLEV); mpos = 0; msg("You are %s regions.", ptr); s_know[S_BAN] = TRUE; } } when S_CWAND: if (!curse) { struct linked_list *ll; struct object *lb; bool wands = FALSE; for (ll = pack ; ll != NULL ; ll = next(ll)) { lb = OBJPTR(ll); if (lb->o_type == STICK) { whatis(ll); setoflg(lb, ISKNOW); resoflg(lb, ISCURSED); lb->o_charges += rnd(11) + 5; wands = TRUE; } } if (wands) { msg("Your sticks gleam."); s_know[wh] = TRUE; } } when S_LOCTRAP: { struct trap *trp; if (ntraps > 0) { for (trp = &traps[0]; trp < &traps[ntraps]; trp++) trp->tr_flags |= ISFOUND; look(FALSE); msg("You now recognize pitfalls."); s_know[S_LOCTRAP] = TRUE; } } otherwise: msg("What a puzzling scroll!"); return 0; }