Exemple #1
0
/* lball spell */
void s_lball(void)
{
    int x=Player.x,y=Player.y;
    setspot(&x,&y);
    lball(Player.x,Player.y,x,y,Player.level*10+10);
}
Exemple #2
0
void Monster::m_lball()
{
    lball(this->x,this->y,Player.x,Player.y,this->dmg);
}
Exemple #3
0
void m_lball(pmt m)
{
  lball(m->x,m->y,Player.x,Player.y,m->dmg);
}
Exemple #4
0
void l_safe(void)
{
    char response;
    pob newitem;
    int attempt = 0;
    response = cinema_interact("pfqi",
                               "You have discovered a safe!",
                               "Pick the lock [p], Force the door [f], or ignore [ESCAPE]",
                               NULL);

    if (response == 'p')
        attempt = (2*Player.dex + Player.rank[THIEVES]*10 - random_range(100))/10;
    else if (response == 'f')
        attempt = (Player.dmg - random_range(100))/10;
    if (attempt > 0) {
        Player.alignment -= 4;
        gain_experience(50);
        print2("The door springs open!");
        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);
        if (random_range(2) == 1) {
            print1("You find:");
            do {
                newitem = create_object(difficulty());
                print2(itemid(newitem));
                morewait();
                gain_item(newitem);
            } while (random_range(3) == 1);
        }
        else print2("The safe was empty (awwwww....)");
    }
    else {
        print3("Your attempt at burglary failed!");
        if (attempt == -1) {
            print1("A siren goes off! You see flashing red lights everywhere!");
            morewait();
            if (Last_Environment == E_CITY) {
                print2("The city guard shows up! They collar you in no time flat!");
                change_environment(E_CITY);
                morewait();
                send_to_jail();
            }
        }
        else if (attempt == -2) {
            print1("There is a sudden flash!");
            p_damage(random_range(25),FLAME,"a safe");
            print2("The safe has self-destructed.");
            Level->site[Player.x][Player.y].locchar = RUBBLE;
            Level->site[Player.x][Player.y].p_locf = L_RUBBLE;
            lset(Player.x, Player.y, CHANGED);
        }
        else if (attempt == -3) {
            print1("The safe jolts you with electricity!");
            lball(Player.x,Player.y,Player.x,Player.y,30);
        }
        else if (attempt < -3) {
            print1("You are hit by an acid spray!");
            if (Player.possessions[O_CLOAK] != NULL) {
                print2("Your cloak is destroyed!");
                conform_lost_object(Player.possessions[O_CLOAK]);
                p_damage(10,ACID,"a safe");
            }
            else if (Player.possessions[O_ARMOR] != NULL) {
                print2("Your armor corrodes!");
                Player.possessions[O_ARMOR]->dmg-=3;
                Player.possessions[O_ARMOR]->hit-=3;
                Player.possessions[O_ARMOR]->aux-=3;
                p_damage(10,ACID,"a safe");
            }
            else {
                print2("The acid hits your bare flesh!");
                p_damage(random_range(100),ACID,"a safe");
            }
        }
    }
}