/* checks current food status of player, every hour, and when food is eaten */ void foodcheck(void) { if (Player.food > 48) { print3("You vomit up your huge meal."); Player.food = 12; } else if (Player.food == 30) print3("Time for a smackerel of something."); else if (Player.food == 20) print3("You feel hungry."); else if (Player.food == 12) print3("You are ravenously hungry."); else if (Player.food == 3) { print3("You feel weak."); if (State.getFastMove()) { drawvision(Player.x,Player.y); State.setFastMove(false); } } else if (Player.food < 0) { if (State.getFastMove()) { drawvision(Player.x,Player.y); State.setFastMove(false); } print3("You're starving!"); p_damage(-5*Player.food,UNSTOPPABLE,"starvation"); } showflags(); }
static void debug_determinestyle(int dateonly, char *date, int flags, char *month, int imonth, char *dayofmonth, int idayofmonth, char *dayofweek, int idayofweek, char *modifieroffset, char *modifierindex, char *specialday, char *year, int iyear) { if (dateonly != 0) { printf("-------\ndate: |%s|\n", date); if (dateonly == 1) return; } printf("flags: %x - %s\n", flags, showflags(flags)); if (modifieroffset[0] != '\0') printf("modifieroffset: |%s|\n", modifieroffset); if (modifierindex[0] != '\0') printf("modifierindex: |%s|\n", modifierindex); if (year[0] != '\0') printf("year: |%s| (%d)\n", year, iyear); if (month[0] != '\0') printf("month: |%s| (%d)\n", month, imonth); if (dayofmonth[0] != '\0') printf("dayofmonth: |%s| (%d)\n", dayofmonth, idayofmonth); if (dayofweek[0] != '\0') printf("dayofweek: |%s| (%d)\n", dayofweek, idayofweek); if (specialday[0] != '\0') printf("specialday: |%s|\n", specialday); }
void cureforpay(void) { if (Player.cash < 250) print2("You can't afford to be cured!"); else { Player.cash -= 250; Player.status[DISEASED] = 0; print2("Quarantine lifted...."); showflags(); } }
/* values over 1000 indicate a permanent effect */ void tenminute_status_check(void) { if ((Player.status[SHADOWFORM]>0) && (Player.status[SHADOWFORM]<1000)) { Player.status[SHADOWFORM]--; if (Player.status[SHADOWFORM] == 0) { Player.immunity[NORMAL_DAMAGE]--; Player.immunity[ACID]--; Player.immunity[THEFT]--; Player.immunity[INFECTION]--; mprint("You feel less shadowy now."); } } if ((Player.status[ILLUMINATION]>0) && (Player.status[ILLUMINATION]<1000)) { Player.status[ILLUMINATION]--; if (Player.status[ILLUMINATION] == 0) { mprint("Your light goes out!"); } } if ((Player.status[VULNERABLE]>0) && (Player.status[VULNERABLE]<1000)){ Player.status[VULNERABLE]--; if (Player.status[VULNERABLE] == 0) mprint("You feel less endangered."); } if ((Player.status[DEFLECTION]>0) && (Player.status[DEFLECTION]<1000)){ Player.status[DEFLECTION]--; if (Player.status[DEFLECTION] == 0) mprint("You feel less well defended."); } if ((Player.status[ACCURATE]>0) && (Player.status[ACCURACY]<1000)){ Player.status[ACCURATE]--; if (Player.status[ACCURATE] == 0) { calc_melee(); mprint("The bulls' eyes go away."); } } if ((Player.status[HERO]>0) && (Player.status[HERO]<1000)){ Player.status[HERO]--; if (Player.status[HERO] == 0) { calc_melee(); mprint("You feel less than super."); } } if ((Player.status[LEVITATING]>0) && (Player.status[LEVITATING]<1000)){ Player.status[LEVITATING]--; if (Player.status[LEVITATING] == 0) mprint("You're no longer walking on air."); } if (Player.status[DISEASED]>0) { Player.status[DISEASED]--; if (Player.status[DISEASED] == 0) { showflags(); mprint("You feel better now."); } } if ((Player.status[INVISIBLE] > 0) && (Player.status[INVISIBLE]<1000)){ Player.status[INVISIBLE]--; if (Player.status[INVISIBLE] == 0) mprint("You feel more opaque now."); } if ((Player.status[BLINDED]>0) && (Player.status[BLINDED]<1000)) { Player.status[BLINDED]--; if (Player.status[BLINDED] == 0) mprint("You can see again."); } if ((Player.status[TRUESIGHT]>0) && (Player.status[TRUESIGHT]<1000)) { Player.status[TRUESIGHT]--; if (Player.status[TRUESIGHT] == 0) mprint("You feel less keen now."); } if ((Player.status[BERSERK]>0) && (Player.status[BERSERK]<1000)) { Player.status[BERSERK]--; if (Player.status[BERSERK] == 0) mprint("You stop foaming at the mouth."); } if ((Player.status[ALERT]>0) && (Player.status[ALERT] < 1000)) { Player.status[ALERT]--; if (Player.status[ALERT] == 0) mprint("You feel less alert now."); } if ((Player.status[BREATHING]>0) && (Player.status[BREATHING] < 1000)) { Player.status[BREATHING]--; if (Player.status[BREATHING] == 0) mprint("You feel somewhat congested."); } if ((Player.status[DISPLACED]>0) && (Player.status[DISPLACED] < 1000)) { Player.status[DISPLACED]--; if (Player.status[DISPLACED]==0) mprint("You feel a sense of position."); } timeprint(); dataprint(); }
/* A value over 1000 indicates a permanent effect */ void minute_status_check(void) { int i; if (Player.status[HASTED]>0) { if (Player.status[HASTED] < 1000) { Player.status[HASTED]--; if (Player.status[HASTED]==0) { mprint("The world speeds up."); calc_melee(); } } } if (Player.status[POISONED]>0) { Player.status[POISONED]--; p_damage(3,POISON,"poison"); if (Player.status[POISONED] == 0) { showflags(); mprint("You feel better now."); } } if (Player.immunity[UNSTOPPABLE]>0) { for(i=0;i<NUMIMMUNITIES;i++) Player.immunity[i]--; if (Player.immunity[UNSTOPPABLE]==1) mprint("You feel vincible again."); } if (Player.status[IMMOBILE]>0) { Player.status[IMMOBILE]--; if (Player.status[IMMOBILE] == 0) mprint("You can move again."); } if (Player.status[SLEPT]>0) { Player.status[SLEPT]--; if (Player.status[SLEPT] == 0) { mprint("You woke up."); } } if (Player.status[REGENERATING]>0) { if ((Player.hp < Player.maxhp) && (Player.mana > 0)){ Player.hp++; Player.mana--; dataprint(); } if (Player.status[REGENERATING] < 1000) { Player.status[REGENERATING]--; if (Player.status[REGENERATING] == 0) { mprint("You feel less homeostatic."); } } } if (Player.status[SLOWED]>0) { if (Player.status[SLOWED] < 1000) { Player.status[SLOWED]--; if (Player.status[SLOWED] == 0) { mprint("You feel quicker now."); calc_melee(); } } } if (Player.status[RETURNING]>0) { Player.status[RETURNING]--; if (Player.status[RETURNING] == 10) mprint("Your return spell slowly hums towards activation..."); else if (Player.status[RETURNING] == 8) mprint("There is an electric tension in the air!"); else if (Player.status[RETURNING] == 5) mprint("A vortex of mana begins to form around you!"); else if (Player.status[RETURNING] == 1) mprint("Your surroundings start to warp and fade!"); if (Player.status[RETURNING] == 0) level_return(); } if (Player.status[AFRAID]>0) { if (Player.status[AFRAID] < 1000) { Player.status[AFRAID]--; if (Player.status[AFRAID] == 0) { mprint("You feel bolder now."); } } } }
/* This is to be called whenever anything might change player performance in melee, such as changing weapon, statistics, etc. */ void calc_melee(void) { calc_weight(); Player.maxweight = (Player.str * Player.agi * 10); Player.absorption = Player.status[PROTECTION]; Player.defense = 2 * statmod(Player.agi)+(Player.level/2); Player.hit = Player.level + statmod(Player.dex)+1; Player.dmg = statmod(Player.str)+3; Player.speed = 5 - min(4,(statmod(Player.agi)/2)); if (Player.status[HASTED] > 0) Player.speed = Player.speed / 2; if (Player.status[SLOWED] > 0) Player.speed = Player.speed * 2; if (Player.itemweight > 0) switch(Player.maxweight / Player.itemweight) { case 0: Player.speed+=6; break; case 1: Player.speed+=3; break; case 2: Player.speed+=2; break; case 3: Player.speed+=1; break; } if (Player.status[ACCURATE]) Player.hit+=20; if (Player.status[HERO]) Player.hit+=Player.dex; if (Player.status[HERO]) Player.dmg+=Player.str; if (Player.status[HERO]) Player.defense+=Player.agi; if (Player.status[HERO]) Player.speed=Player.speed / 2; Player.speed = max(1,min(25,Player.speed)); if (State.getMounted()) { Player.speed = 3; Player.hit += 10; Player.dmg += 10; } else if (Player.rank[MONKS] > 0) { /* monks are faster when not in armor or on horseback */ if (Player.possessions[O_ARMOR] == NULL) { Player.speed += (min(0,(Player.rank[MONKS] -1))); } } /* weapon */ /* have to check for used since it could be a 2h weapon just carried in one hand */ if (Player.possessions[O_WEAPON_HAND] != NULL) if (Player.possessions[O_WEAPON_HAND]->used && ((Player.possessions[O_WEAPON_HAND]->objchar==WEAPON)|| (Player.possessions[O_WEAPON_HAND]->objchar==MISSILEWEAPON))) { Player.hit += Player.possessions[O_WEAPON_HAND]->hit + Player.possessions[O_WEAPON_HAND]->plus; Player.dmg += Player.possessions[O_WEAPON_HAND]->dmg + Player.possessions[O_WEAPON_HAND]->plus; } if (Player.rank[MONKS] > 0) { /* monks */ /* aren't monks just obscene? PGM */ if (Player.possessions[O_WEAPON_HAND] == NULL) /*barehanded*/ { /* all monks get a bonus in unarmed combat */ Player.hit += ( Player.rank[MONKS] * Player.level ); Player.dmg += ( Player.rank[MONKS] * Player.level ); Player.defense += ( Player.rank[MONKS] * Player.level ); if (Player.rank[MONKS] == MONK_GRANDMASTER) { /* Grandmaster does 3x damage in unarmed combat. */ Player.dmg *= 3; } } } /* shield or defensive weapon */ if (Player.possessions[O_SHIELD] != NULL) { Player.defense += Player.possessions[O_SHIELD]->aux + Player.possessions[O_SHIELD]->plus; } /* armor */ if (Player.possessions[O_ARMOR] != NULL) { Player.absorption += Player.possessions[O_ARMOR]->dmg; Player.defense += Player.possessions[O_ARMOR]->plus - Player.possessions[O_ARMOR]->aux; } if (strlen(Player.combatManeuvers) > 2*maneuvers()) default_maneuvers(); comwinprint(); showflags(); dataprint(); }
/* various kinds of wishes */ void wish(int blessing) { int i; char wishstr[80]; clearmsg(); print1("What do you wish for? "); if (blessing < 0) deathprint(); else strcpy(wishstr,msgscanstring()); if (blessing < 0 || strcmp(wishstr,"Death")==0) { print2("As you wish, so shall it be."); p_death("a deathwish"); } if (strcmp(wishstr,"Power")==0) { print2("You feel a sudden surge of energy"); Player.mana=calcmana()*10; } else if (strcmp(wishstr,"Skill")==0) { print2("You feel more competent."); if (gamestatusp(CHEATED)) gain_experience(10000); else gain_experience(min(10000,Player.xp)); } else if (strcmp(wishstr,"Wealth")==0) { print2("You are submerged in shower of gold pieces!"); Player.cash += 10000; } else if (strcmp(wishstr,"Balance")==0) { print2("You feel neutral."); Player.alignment = 0; } else if (strcmp(wishstr,"Chaos")==0) { print2("You feel chaotic."); Player.alignment -= 25; } else if (strcmp(wishstr,"Law")==0) { print2("You feel lawful."); Player.alignment += 25; } else if (strcmp(wishstr,"Location")==0) strategic_teleport(1); else if (strcmp(wishstr,"Knowledge")==0) { print2("You feel more knowledgeable."); i = random_range(NUMSPELLS); if (Spells[i].known) Spells[i].powerdrain = (max(1,Spells[i].powerdrain/2)); else Spells[i].known = TRUE; } else if (strcmp(wishstr,"Health")==0) { print2("You feel vigorous"); Player.hp = max( Player.hp, Player.maxhp); Player.status[DISEASED] = 0; Player.status[POISONED] = 0; Player.food = 43; /* Wish for Health when starving does some good. PGM */ } else if (strcmp(wishstr,"Destruction")==0) annihilate(gamestatusp(CHEATED)); else if (strcmp(wishstr,"Acquisition")==0) acquire(gamestatusp(CHEATED)); else if (strcmp(wishstr,"Summoning")==0) summon(gamestatusp(CHEATED),-1); else if (strcmp(wishstr,"Stats") == 0 && gamestatusp(CHEATED)) { Player.str = Player.maxstr = Player.con = Player.maxcon = Player.agi = Player.maxagi = Player.dex = Player.maxdex = Player.iq = Player.maxiq = Player.pow = Player.maxpow = 200; calc_melee(); } else print2("You feel stupid."); dataprint(); showflags(); }
void l_order(void) { pob newitem; pml ml; print1("The Headquarters of the Order of Paladins."); morewait(); if ((Player.rank[ORDER]==PALADIN) && (Player.level > Justiciarlevel) && gamestatusp(GAVE_STARGEM) && Player.alignment > 300) { print1("You have succeeded in your quest!"); morewait(); print1("The previous Justiciar steps down in your favor."); print2("You are now the Justiciar of Rampart and the Order!"); strcpy(Justiciar,Player.name); for (ml = Level->mlist; ml && (ml->m->id != HISCORE_NPC || ml->m->aux2 != 15); ml = ml->next) /* just scan for current Justicar */; if (ml) { m_remove(ml->m); /* signals "death" -- no credit to player, though */ } Justiciarlevel = Player.level; morewait(); Justiciarbehavior = fixnpc(4); save_hiscore_npc(15); clearmsg(); print1("You are awarded a blessed shield of deflection!"); morewait(); newitem = ((pob) checkmalloc(sizeof(objtype))); *newitem = Objects[OB_DEFLECT]; /* shield of deflection */ newitem->blessing = 9; gain_item(newitem); morewait(); Player.rank[ORDER] = JUSTICIAR; Player.maxstr += 5; Player.str += 5; Player.maxpow += 5; Player.pow += 5; } if (Player.alignment < 1) { if (Player.rank[ORDER] > 0) { print1("You have been tainted by chaos!"); print2("You are stripped of your rank in the Order!"); morewait(); Player.rank[ORDER]= -1; send_to_jail(); } else print1("Get thee hence, minion of chaos!"); } else if (Player.rank[ORDER] == -1) print1("Thou again? Get thee hence, minion of chaos!"); else if (Player.rank[ORDER] == 0) { if (Player.rank[ARENA] != 0) print1("We do not accept bloodstained gladiators into our Order."); else if (Player.rank[LEGION] != 0) print1("Go back to your barracks, mercenary!"); else { print1("Dost thou wish to join our Order? [yn] "); if (ynq1()=='y') { print1("Justiciar "); nprint1(Justiciar); nprint1(" welcomes you to the Order."); print2("'Mayest thou always follow the sublime path of Law.'"); morewait(); print1("You are now a Gallant in the Order."); print2("You are given a horse and a blessed spear."); morewait(); Player.rank[ORDER] = GALLANT; Player.guildxp[ORDER] = 1; setgamestatus(MOUNTED); newitem = ((pob) checkmalloc(sizeof(objtype))); *newitem = Objects[OB_SPEAR]; /* spear */ newitem->blessing = 9; newitem->plus = 1; newitem->known = 2; gain_item(newitem); } } } else { print1("'Welcome back, Paladin.'"); if (!gamestatusp(MOUNTED)) { print2("You are given a new steed."); setgamestatus(MOUNTED); } morewait(); clearmsg(); if ((Player.hp < Player.maxhp) || (Player.status[DISEASED]) || (Player.status[POISONED])) print1("Your wounds are treated by a medic."); cleanse(0); Player.hp = Player.maxhp; if ( Player.food <= 40 ) { Player.food = 40; print2("You get a hot meal from the refectory."); } morewait(); clearmsg(); if (Player.rank[ORDER]==PALADIN) { if (Player.level <= Justiciarlevel) print2("You are not experienced enough to advance."); else if (Player.alignment < 300) print2("You are not sufficiently Lawful as yet to advance."); else print2("You must give the Star Gem to the LawBringer."); } else if (Player.rank[ORDER]==CHEVALIER) { if (Player.guildxp[ORDER] < 4000) print2("You are not experienced enough to advance."); else if (Player.alignment < 200) print2("You are not sufficiently Lawful as yet to advance."); else { print1("You are made a Paladin of the Order!"); print2("You learn the Spell of Heroism and get Mithril Plate!"); morewait(); newitem = ((pob) checkmalloc(sizeof(objtype))); *newitem = Objects[OB_MITHRIL_PLATE]; /* mithril plate armor */ newitem->blessing = 9; newitem->known = 2; gain_item(newitem); morewait(); clearmsg(); print1("To advance you must rescue the Star Gem and return it"); print2("to its owner, the LawBringer, who resides on Star Peak."); morewait(); print1("The Star Gem was stolen by the cursed Prime Sorceror,"); print2("whose headquarters may be found beyond the Astral Plane."); morewait(); print1("The Oracle will send you to the Astral Plane if you"); print2("prove yourself worthy to her."); morewait(); Spells[S_HERO].known = TRUE; Player.rank[ORDER] = PALADIN; } } else if (Player.rank[ORDER]==GUARDIAN) { if (Player.guildxp[ORDER] < 1500) print2("You are not experienced enough to advance."); else if (Player.alignment < 125) print2("You are not yet sufficiently Lawful to advance."); else { Player.rank[ORDER] = CHEVALIER; print1("You are made a Chevalier of the Order!"); print2("You are given a Mace of Disruption!"); morewait(); clearmsg(); newitem = ((pob) checkmalloc(sizeof(objtype))); *newitem = Objects[OB_MACE_DISRUPT]; /* mace of disruption */ newitem->known = 2; gain_item(newitem); } } else if (Player.rank[ORDER]==GALLANT) { if (Player.guildxp[ORDER] < 400) print2("You are not experienced enough to advance."); else if (Player.alignment < 50) print2("You are not Lawful enough to advance."); else { print1("You are made a Guardian of the Order of Paladins!"); print2("You are given a Holy Hand Grenade (of Antioch)."); morewait(); print1("You hear a nasal monotone in the distance...."); print2("'...and the number of thy counting shall be 3...'"); morewait(); clearmsg(); Player.rank[ORDER] = GUARDIAN; newitem = ((pob) checkmalloc(sizeof(objtype))); *newitem = Objects[OB_ANTIOCH]; /* holy hand grenade. */ newitem->known = 2; gain_item(newitem); } } } showflags(); }
/* * routine: * main * * purpose: * argument processing and primary dispatch * * returns: * error codes per filesync.1 (ERR_* in filesync.h) * * notes: * read filesync.1 in order to understand the argument processing * * most of the command line options just set some opt_ global * variable that is later looked at by the code that actually * implements the features. Only file names are really processed * in this routine. */ int main(int argc, char **argv) { int i; int c; errmask_t errs = ERR_OK; int do_prune = 0; char *srcname = 0; char *dstname = 0; struct base *bp; /* keep the error messages simple */ argv[0] = "filesync"; /* gather together all of the options */ while ((c = getopt(argc, argv, "AaehmnqvyD:E:r:s:d:f:o:")) != EOF) switch (c) { case 'a': /* always scan for acls */ opt_acls = TRUE; break; case 'e': /* everything agrees */ opt_everything = TRUE; break; case 'h': /* halt on error */ opt_halt = TRUE; break; case 'm': /* preserve modtimes */ opt_mtime = TRUE; break; case 'n': /* notouch */ opt_notouch = TRUE; break; case 'q': /* quiet */ opt_quiet = TRUE; break; case 'v': /* verbose */ opt_verbose = TRUE; break; case 'y': /* yes */ opt_yes = TRUE; break; case 'D': /* debug options */ if (!isdigit(optarg[0])) { dbg_usage(); exit(ERR_INVAL); } opt_debug |= strtol(optarg, (char **)NULL, 0); break; case 'E': /* error simulation */ if (dbg_set_error(optarg)) { err_usage(); exit(ERR_INVAL); } opt_errors = TRUE; break; case 'f': /* force conflict resolution */ switch (optarg[0]) { case 's': opt_force = OPT_SRC; break; case 'd': opt_force = OPT_DST; break; case 'o': opt_force = OPT_OLD; break; case 'n': opt_force = OPT_NEW; break; default: fprintf(stderr, gettext(ERR_badopt), c, optarg); errs |= ERR_INVAL; break; } break; case 'o': /* one way propagation */ switch (optarg[0]) { case 's': opt_oneway = OPT_SRC; break; case 'd': opt_oneway = OPT_DST; break; default: fprintf(stderr, gettext(ERR_badopt), c, optarg); errs |= ERR_INVAL; break; } break; case 'r': /* restricted reconciliation */ if (num_restrs < MAX_RLIST) rlist[ num_restrs++ ] = optarg; else { fprintf(stderr, gettext(ERR_tomany), MAX_RLIST); errs |= ERR_INVAL; } break; case 's': if ((srcname = qualify(optarg)) == 0) errs |= ERR_MISSING; break; case 'd': if ((dstname = qualify(optarg)) == 0) errs |= ERR_MISSING; break; default: case '?': errs |= ERR_INVAL; break; } if (opt_debug & DBG_MISC) fprintf(stderr, "MISC: DBG=%s\n", showflags(dbgmap, opt_debug)); /* if we have file names, we need a source and destination */ if (optind < argc) { if (srcname == 0) { fprintf(stderr, gettext(ERR_nosrc)); errs |= ERR_INVAL; } if (dstname == 0) { fprintf(stderr, gettext(ERR_nodst)); errs |= ERR_INVAL; } } /* check for simple usage errors */ if (errs & ERR_INVAL) { usage(); exit(errs); } /* locate our baseline and rules files */ if (c = findfiles()) exit(c); /* figure out file creation defaults */ whoami(); /* read in our initial baseline */ if (!new_baseline && (c = read_baseline(file_base))) errs |= c; /* read in the rules file if we need or have rules */ if (optind >= argc && new_rules) { fprintf(stderr, ERR_nonames); errs |= ERR_INVAL; } else if (!new_rules) errs |= read_rules(file_rules); /* if anything has failed with our setup, go no further */ if (errs) { cleanup(errs); exit(errs); } /* * figure out whether or not we are willing to do a one-sided * analysis (where we don't even look at the other side. This * is an "I'm just curious what has changed" query, and we are * only willing to do it if: * we aren't actually going to do anything * we have a baseline we can compare against * otherwise, we are going to insist on being able to access * both the source and destination. */ if (opt_notouch && !new_baseline) opt_onesided = opt_oneway; /* * there are two interested usage scenarios: * file names specified * create new rules for the specified files * evaulate and reconcile only the specified files * no file names specified * use already existing rules * consider restricting them to specified subdirs/files */ if (optind < argc) { /* figure out what base pair we're working on */ bp = add_base(srcname, dstname); /* perverse default rules to avoid trouble */ if (new_rules) { errs |= add_ignore(0, SUFX_RULES); errs |= add_ignore(0, SUFX_BASE); } /* create include rules for each file/dir arg */ while (optind < argc) errs |= add_include(bp, argv[ optind++ ]); /* * evaluate the specified base on each side, * being careful to limit evaulation to new rules */ errs |= evaluate(bp, OPT_SRC, TRUE); errs |= evaluate(bp, OPT_DST, TRUE); } else { /* note any possible evaluation restrictions */ for (i = 0; i < num_restrs; i++) errs |= add_restr(rlist[i]); /* * we can only prune the baseline file if we have done * a complete (unrestricted) analysis. */ if (i == 0) do_prune = 1; /* evaulate each base on each side */ for (bp = bases; bp; bp = bp->b_next) { errs |= evaluate(bp, OPT_SRC, FALSE); errs |= evaluate(bp, OPT_DST, FALSE); } } /* if anything serious happened, skip reconciliation */ if (errs & ERR_FATAL) { cleanup(errs); exit(errs); } /* analyze and deal with the differenecs */ errs |= analyze(); /* see if there is any dead-wood in the baseline */ if (do_prune) { c = prune(); if (c > 0 && opt_verbose) fprintf(stdout, V_prunes, c); } /* print out a final summary */ summary(); /* update the rules and baseline files (if needed) */ (void) umask(my_umask); errs |= write_baseline(file_base); errs |= write_rules(file_rules); if (opt_debug & DBG_MISC) fprintf(stderr, "MISC: EXIT=%s\n", showflags(errmap, errs)); /* just returning ERR_RESOLVABLE upsets some people */ if (errs == ERR_RESOLVABLE && !opt_notouch) errs = 0; /* all done */ cleanup(0); return (errs); }
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!'"); } } } }