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); }
/* 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 normalDown(unsigned char key, int x, int y) { if (key == 'a') keysDown |= aKey; if (key == 'd') keysDown |= dKey; if (key == 'm') keysDown |= mKey; if (key == 32) { if (controlled->items->elem->anim == NULL) { item_use(controlled, controlled->items->elem); } } }
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(); }
/* 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); } } } } }
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(); }