Exemplo n.º 1
0
/* 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);
      }
    }
  }
}
Exemplo n.º 2
0
/* for the examine function */
void describe_player(void)
{
    if (Player.hp < (Player.maxhp /5))
        print1("A grievously injured ");
    else if (Player.hp < (Player.maxhp /2))
        print1("A seriously wounded ");
    else if (Player.hp < Player.maxhp)
        print1("A somewhat bruised ");
    else print1("A fit ");

    if (Player.status[SHADOWFORM])
        nprint1("shadow");
    else
        nprint1(levelname(Player.level));
    nprint1(" named ");
    nprint1(Player.name);
    if (State.getMounted())
        nprint1(" (riding a horse.)");
}
Exemplo n.º 3
0
void hp_req_print()
{
    morewait();
    print1("To advance further, you must obtain the Holy Symbol of ");

    switch(Player.patron) {
    case ODIN:
        nprint1(Priest[SET]);
        print2("who may be found in the main Temple of Set.");

        break;
    case SET:
        nprint1(Priest[ODIN]);
        print2("who may be found in the main Temple of Odin.");

        break;
    case ATHENA:
        nprint1(Priest[HECATE]);
        print2("who may be found in the main Temple of Hecate.");

        break;
    case HECATE:
        nprint1(Priest[ATHENA]);
        print2("who may be found in the main Temple of Athena.");

        break;
    case DRUID:
        print2("any of the aligned priests");
        nprint2(" who may be found in their main temples.");

        break;
    case DESTINY:
        nprint1(Priest[DESTINY]);
        print2("who may be found in the main Temple of Destiny.");

        break;
    }
}
Exemplo n.º 4
0
/* 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;
    }
}
Exemplo n.º 5
0
void increase_priest_rank(int deity)
{
    if(Player.rank[PRIESTHOOD] == 0) {
        switch(deity) {
        case ODIN:
            if(Player.alignment > 0) {
                print1("Odin hears your prayer!");
                print2(Priest[ODIN]);
                nprint2(" personally blesses you.");
                nprint2(" You are now a lay devotee of Odin.");
                Player.patron = ODIN;
                Player.rank[PRIESTHOOD] = LAY;
                Player.guildxp[PRIESTHOOD] = 1;
                morewait();
                learnclericalspells(ODIN, LAY);
            }
            else {
                print1("Odin ignores you.");
            }

            break;
        case SET:
            if(Player.alignment < 0) {
                print1("Set hears your prayer!");
                print2(Priest[SET]);
                nprint2(" personally blesses you.");
                nprint2(" You are now a lay devotee of Set.");
                Player.patron = SET;
                Player.rank[PRIESTHOOD] = LAY;
                Player.guildxp[PRIESTHOOD] = 1;
                morewait();
                learnclericalspells(SET, LAY);
            }
            else {
                print1("Set ignores you.");
            }

            break;
        case ATHENA:
            if(Player.alignment > 0) {
                print1("Athena hears your prayer!");
                print2(Priest[ATHENA]);
                nprint2(" personally blesses you.");
                nprint2(" You are now a lay devotee of Athena.");
                Player.patron = ATHENA;
                Player.rank[PRIESTHOOD] = LAY;
                Player.guildxp[PRIESTHOOD] = 1;
                morewait();
                learnclericalspells(ATHENA, LAY);
            }
            else {
                print1("Athena ignores you.");
            }

            break;
        case HECATE:
            if(Player.alignment < 0) {
                print1("Hecate hears your prayer!");
                print2(Priest[HECATE]);
                nprint2(" personally blesses you.");
                nprint2(" You are now a lay devotee of Hecate.");
                Player.patron = HECATE;
                Player.rank[PRIESTHOOD] = LAY;
                Player.guildxp[PRIESTHOOD] = 1;
                morewait();
                learnclericalspells(HECATE, LAY);
            }
            else {
                print1("Hecate ignores you.");
            }

            break;
        case DRUID:
            if(abs(Player.alignment) < 10) {
                print1(Priest[DRUID]);
                nprint1(" personally blesses you.");
                print2("You are now a lay devotee of the Druids.");
                Player.patron = DRUID;
                Player.rank[PRIESTHOOD] = LAY;
                Player.guildxp[PRIESTHOOD] = 1;
                morewait();
                learnclericalspells(DRUID, LAY);
            }
            else {
                print1("You hear a voice...");
                morewait();
                print2("\'Only those who embody the Balance my become Druids.\'");
            }

            break;
        case DESTINY:
            print1("The Lords of Destiny could hardly care less.");
            print2("But you can consider yourself now to be a lay devotee.");
            Player.patron = DESTINY;
            Player.rank[PRIESTHOOD] = LAY;
            Player.guildxp[PRIESTHOOD] = 1;
            
            break;
        default:
            print2("Some nameless god blesses you...");
            Player.hp = Player.maxhp;
            morewait();
            print2("The altar crumbles to dust and blows away.");
            Level->site[Player.x][Player.y].locchar = FLOOR;
            Level->site[Player.x][Player.y].p_locf = L_NO_OP;

            break;
        }
    }
    else if(deity == Player.patron) {
        if((((deity == ODIN) || (deity == ATHENA)) && (Player.alignment < 1))
           || (((deity == SET) || (deity == HECATE)) && (Player.alignment > 1))
           || ((deity == DRUID) && (abs(Player.alignment) > 10))) {
            print1("You have swerved from the One True Path!");
            print2("Your deity is greatly displeased...");
            Player.xp -= (Player.level * Player.level);
            Player.xp = max(0, Player.xp);
        }
        else if(Player.rank[PRIESTHOOD] == HIGHPRIEST) {
            answer_prayer();
        }
        else if(Player.rank[PRIESTHOOD] == SPRIEST) {
            if(Player.level > Priestlevel[deity]) {
                hp_req_test();
            }
            else {
                answer_prayer();
            }
        }
        else if(Player.rank[PRIESTHOOD] == PRIEST) {
            if(Player.guildxp[PRIESTHOOD] >= 4000) {
                print1("A heavenly fanfare surrounds you!");
                print2("Your deity raises you to the post of Senior Priest.");
                hp_req_print();
                Player.rank[PRIESTHOOD] = SPRIEST;
            }
            else {
                answer_prayer();
            }
        }
        else if(Player.rank[PRIESTHOOD] == ACOLYTE) {
            if(Player.guildxp[PRIESTHOOD] >= 1500) {
                print1("A trumpet sounds in the distance.");
                print2("Your deity rasies you to the post of Priest.");
                Player.rank[PRIESTHOOD] = PRIEST;
                morewait();
                learnclericalspells(deity, PRIEST);
            }
            else {
                answer_prayer();
            }
        }
        else if(Player.rank[PRIESTHOOD] == LAY) {
            if(Player.guildxp[PRIESTHOOD] >= 400) {
                print1("A mellifuous chime sounds from above the altar.");
                print2("Your deity raises you to the post of Acolyte.");
                Player.rank[PRIESTHOOD] = ACOLYTE;
                morewait();
                learnclericalspells(deity, ACOLYTE);
            }
            else {
                answer_prayer();
            }
        }
    }
}
Exemplo n.º 6
0
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();
}
Exemplo n.º 7
0
void l_sorcerors(void)
{
  char action;
  int done=FALSE,fee;
  long total;
  print1("The Circle of Sorcerors.");
  if (Player.rank[CIRCLE] == -1) {
    print2("Fool! Didn't we tell you to go away?");
    Player.mana = 0;
    dataprint();
  }
  else  while (! done) {
    if ((Player.rank[CIRCLE]==HIGHSORCEROR) &&
	(Player.level > Primelevel) &&
	find_and_remove_item(CORPSEID,LAWBRINGER)) {
      print2("You obtained the Crown of the Lawgiver!");
      morewait();
      print1("The Crown is ritually sacrificed to the Lords of Chaos.");
      print2("You are now the Prime Sorceror of the Inner Circle!");
      strcpy(Prime,Player.name);
      Primelevel = Player.level;
      morewait();
      Primebehavior = fixnpc(4);
      save_hiscore_npc(10);
      clearmsg();
      print1("You learn the Spell of Disintegration!");
      morewait();
      clearmsg();
      Spells[S_DISINTEGRATE].known = TRUE;
      Player.rank[CIRCLE] = PRIME;
      Player.maxpow += 10;
      Player.pow += 10;
    }
    menuclear();
    menuprint("May we help you?\n\n");
    menuprint("a: Become an Initiate of the Circle.\n");
    menuprint("b: Raise your rank in the Circle.\n");
    menuprint("c: Restore mana points\n");
    menuprint("ESCAPE: Leave these Chambers of Power.\n");
    showmenu();
    action = mgetc();
    if (action == ESCAPE) done = TRUE;
    else if (action == 'a') {
      if (Player.rank[CIRCLE] > 0)
	  print2("You are already an initiate!");
      else if (Player.alignment > 0)
	print2("You may not join -- you reek of Law!");
      else if (Player.rank[COLLEGE] > 0)
	print2("Foolish Mage!  You don't have the right attitude to Power!");
#ifdef INCLUDE_MONKS
      else if (Player.rank[MONKS] > 0)
	print2("Stupid monk. Go Meditate on this!");
#endif
      else {
        fee = 3000;
	fee += Player.alignment*100;
	fee += fee*(12 - Player.pow)/9;
	fee = max(100,fee);
	clearmsg();
	mprint("For you, there is an initiation fee of");
	mnumprint(fee);
	mprint(" Au.");
	print2("Pay it? [yn] ");
	if (ynq2() =='y') {
	  if (Player.cash < fee) 
	    print3("Try again when you have the cash!");
	  else {
	    print1("Prime Sorceror ");
	    nprint1(Prime);
	    print2("conducts your initiation into the circle of novices.");
	    morewait();
	    clearmsg();
	    print1("You learn the Spell of Magic Missiles.");
	    Spells[S_MISSILE].known = TRUE;
	    Player.cash -= fee;
	    dataprint();
	    Player.rank[CIRCLE] = INITIATE;
	    Player.guildxp[CIRCLE] = 1;
	    Player.maxpow++;
	    Player.pow++;
	  }
	}
      }
    }
    else if (action == 'b') {
      if (Player.rank[CIRCLE] == 0)
	print2("You have not even been initiated, yet!");
      else if (Player.alignment > -1) {
	print1("Ahh! You have grown too lawful!!!");
	print2("You are hereby blackballed from the Circle!");
	Player.rank[CIRCLE] = -1;
	morewait();
	clearmsg();
	print1("A pox upon thee!");
	if (! Player.immunity[INFECTION])
	  Player.status[DISEASED]+=100;
	print2("And a curse on your possessions!");
	morewait();
	clearmsg();
	acquire(-1);
	clearmsg();
	enchant(-1);
	bless(-1);
	print3("Die, false sorceror!");
	p_damage(25,UNSTOPPABLE,"a sorceror's curse");
 	done = TRUE;
      }
      else if (Player.rank[CIRCLE]==PRIME) 
	print2("You are at the pinnacle of mastery in the Circle.");
      else if (Player.rank[CIRCLE]==HIGHSORCEROR) {
	if (Player.level <= Primelevel)
	  print2("You are not experienced enough to advance.");
	else 
	  print2("You must return with the Crown of the LawBringer!");
      }
      else if (Player.rank[CIRCLE]==SORCEROR) {
	if (Player.guildxp[CIRCLE] < 4000)
	  print2("You are not experienced enough to advance.");
	else  {
	  print1("You are now a High Sorceror of the Inner Circle!");
	  print2("You learn the Spell of Disruption!");
	  morewait();
	  clearmsg();
	  print1("To advance you must return with the LawBringer's Crown!");
	  print2("The LawBringer resides on Star Peak.");
	  Spells[S_DISRUPT].known = TRUE;
	  Player.rank[CIRCLE] = HIGHSORCEROR;
	  Player.maxpow += 5;
	  Player.pow += 5;
	}
      }
      else if (Player.rank[CIRCLE]==ENCHANTER) {
	if (Player.guildxp[CIRCLE] < 1500)
	  print2("You are not experienced enough to advance.");
	else  {
	  print1("You are now a member of the Circle of Sorcerors!");
	  print2("You learn the Spell of Ball Lightning!");
	  Spells[S_LBALL].known = TRUE;
	  Player.rank[CIRCLE] = SORCEROR;
	  Player.maxpow += 2; 
	  Player.pow+=2;
	}
      }
      else if (Player.rank[CIRCLE]==INITIATE) {
	if (Player.guildxp[CIRCLE] < 400)
	  print2("You are not experienced enough to advance.");
	else  {
	  print1("You are now a member of the Circle of Enchanters!");
	  print2("You learn the Spell of Firebolts.");
	  Spells[S_FIREBOLT].known = TRUE;
	  Player.rank[CIRCLE] = ENCHANTER;
	  Player.maxpow+=2;
	  Player.pow+=2;
	}
      }
    }
    else if (action == 'c') {
      done = TRUE;
      fee = Player.level*100;
      if (Player.rank[CIRCLE]) fee = fee / 2;
      clearmsg();
      print1("That will be: ");
      mnumprint(fee);
      nprint1("Au. Pay it? [yn] ");
      if (ynq1()=='y') {
	if (Player.cash < fee) 
	  print2("Begone, deadbeat, or face the wrath of the Circle!");
	else {
	  Player.cash -= fee;
	  total = calcmana();
	  while (Player.mana < total) {
	    Player.mana++;
	    dataprint();
	  }
	  print2("Have a sorcerous day, now!");
	}
      }
      else print2("Be seeing you!");
    }
  }
  xredraw();
}
Exemplo n.º 8
0
void l_condo(void)
{
    pol ol,prev=NULL;
    int i,done=FALSE,over=FALSE,weeksleep=FALSE;
    char response;

    if (! gamestatusp(SOLD_CONDO)) {
        response = cinema_interact
                   ("rp","Rampart Arms. Weekly Condo Rentals and Purchases",
                    "Which are you interested in [r,p, or ESCAPE] ",
                    NULL);
        if (response == 'p') {
            print2("Only 50,000Au. Buy it? [yn] ");
            if (ynq2()=='y') {
                if (Player.cash < 50000)
                    print3("No mortgages, buddy.");
                else {
                    setgamestatus(SOLD_CONDO);
                    Player.cash-=50000;
                    dataprint();
                    print2("You are the proud owner of a luxurious condo penthouse.");
                    Condoitems = NULL;
                }
            }
        }
        else if (response == 'r') {
            print2("Weekly Rental, 1000Au. Pay for it? [yn] ");
            if (ynq2()=='y') {
                if (Player.cash < 1000)
                    print2("Hey, pay the rent or out you go....");
                else {
                    weeksleep = TRUE;
                    Player.cash -=1000;
                    dataprint();
                }
            }
        }
        else print2("Please keep us in mind for your housing needs.");
    }
    else {
        while (! done) {
            menuclear();
            menuprint("Home Sweet Home\n");
            menuprint("a: Leave items in your safe.\n");
            menuprint("b: Retrieve items.\n");
            menuprint("c: Take a week off to rest.\n");
            menuprint("d: Retire permanently.\n");
            menuprint("ESCAPE: Leave this place.\n");
            showmenu();
            response = (char) mcigetc();
            if (response == 'a') {
                i = getitem(NULL_ITEM);
                if (i != ABORT) {
                    if (Player.possessions[i]->blessing < 0)
                        print2("The item just doesn't want to be stored away...");
                    else {
                        ol = ((pol) checkmalloc(sizeof(oltype)));
                        ol->thing = Player.possessions[i];
                        ol->next = Condoitems;
                        Condoitems = ol;
                        conform_unused_object(Player.possessions[i]);
                        Player.possessions[i] = NULL;
                    }
                }
            }
            else if (response == 'b') {
                ol = Condoitems;
                while ((ol != NULL) && (! over)) {
                    print1("Retrieve ");
                    nprint1(itemid(ol->thing));
                    nprint1(" [ynq] ");
                    response = (char) mcigetc();
                    /* DAG -- fix memory leak where object list nodes weren't deleted */
                    if (response == 'y') {
                        gain_item(ol->thing);
                        if (ol == Condoitems)
                        {
                            ol = ol->next;
                            free( Condoitems );
                            Condoitems = ol;
                        }
                        else
                        {
                            ol=ol->next;
                            free( prev->next );
                            prev->next = ol;
                        }
                    }
                    else if (response == 'q')
                        over = TRUE;
                    else
                    {
                        prev = ol;
                        ol = ol->next;
                    }
                }
            }
            else if (response == 'c') {
                weeksleep = TRUE;
                print1("You take a week off to rest...");
                morewait();
            }
            else if (response == 'd') {
                clearmsg();
                if (cinema_confirm("You ponder settling down here for good.") == 'y') {
                    p_win();
                }
            }
            else if (response == ESCAPE) done = TRUE;
        }
        xredraw();
    }
    if (weeksleep) {
        clearmsg();
        print1("Taking a week off to rest...");
        morewait();
        toggle_item_use(TRUE);
        Player.hp = Player.maxhp;
        Player.str = Player.maxstr;
        Player.agi = Player.maxagi;
        Player.con = Player.maxcon;
        Player.dex = Player.maxdex;
        Player.iq = Player.maxiq;
        Player.pow = Player.maxpow;
        for (i=0; i<NUMSTATI; i++)
            if (Player.status[i]<1000) Player.status[i]=0;
        toggle_item_use(FALSE);
        Player.food = 36;
        print2("You're once again fit and ready to continue your adventure.");
        Time += 60*24*7;
        Date += 7;
        moon_check();
        timeprint();
    }
}
Exemplo n.º 9
0
void l_college(void)
{
  char action;
  int done=FALSE,enrolled = FALSE;
  print1("The Collegium Magii. Founded 16937, AOF.");
  if (nighttime())
    print2("The Registration desk is closed at night....");
  else {
    while (! done) {
      if ((Player.rank[COLLEGE]==MAGE) &&
	  (Player.level > Archmagelevel) &&
	  find_and_remove_item(CORPSEID,EATER)) {
	print1("You brought back the heart of the Eater of Magic!");
	morewait();
	print1("The Heart is sent to the labs for analysis.");
	print2("The Board of Trustees appoints you Archmage!");
	morewait();
	clearmsg();
	strcpy(Archmage,Player.name);
	Archmagelevel = Player.level;
	Player.rank[COLLEGE] = ARCHMAGE;
	Player.maxiq += 5;
	Player.iq += 5;
	Player.maxpow += 5;
	Player.pow += 5;
	morewait();
	Archmagebehavior = fixnpc(4);
	save_hiscore_npc(9);
      }
      menuclear();
      menuprint("May we help you?\n\n");
      menuprint("a: Enroll in the College.\n");
      menuprint("b: Raise your College rank.\n");
      menuprint("c: Do spell research.\n");
      menuprint("ESCAPE: Leave these hallowed halls.\n");
      showmenu();
      action = mgetc();
      if (action == ESCAPE) done = TRUE;
      else if (action == 'a') {
	if (Player.rank[COLLEGE] > 0)
	  print2("You are already enrolled!");
	else if (Player.iq < 13) 
	  print2("Your low IQ renders you incapable of being educated.");
	else if (Player.rank[CIRCLE] > 0)
	  print2("Sorcery and our Magic are rather incompatible, no?");
#ifdef INCLUDE_MONKS
	else if (Player.rank[MONKS] > 0)
	  print2("Meditation will not leave you enough time for studies.");
#endif
	else {
	  if (Player.iq > 17) {
	    print2("You are given a scholarship!");
	    morewait();
	    enrolled=TRUE;
	  }
	  else {
	    print1("Tuition is 1000Au. ");
	    nprint1("Pay it? [yn] ");
	    if (ynq1() =='y') {
	      if (Player.cash < 1000)
		print2("You don't have the funds!");
	      else {
		Player.cash -= 1000;
		enrolled = TRUE;
		dataprint();
	      }		
	    }
	  }
	  if (enrolled) {
	    print1("Archmage ");
	    nprint1(Archmage);
	    nprint1(" greets you and congratulates you on your acceptance.");
	    print2("You are now enrolled in the Collegium Magii!");
	    morewait();
	    print1("You are now a Novice.");
	    print2("You may research 1 spell, for your intro class.");
	    Spellsleft = 1;
	    Player.rank[COLLEGE] = INITIATE;
	    Player.guildxp[COLLEGE] = 1;
	    Player.maxiq += 1;
	    Player.iq += 1;
	    Player.maxpow += 1;
	    Player.pow += 1;
	  }
	}
      }
      else if (action == 'b') {
	if (Player.rank[COLLEGE] == 0)
	  print2("You have not even been initiated, yet!");
	else if (Player.rank[COLLEGE]==ARCHMAGE) 
	  print2("You are at the pinnacle of mastery in the Collegium.");
	else if (Player.rank[COLLEGE]==MAGE) {
	  if (Player.level <= Archmagelevel)
	    print2("You are not experienced enough to advance.");
	  else
	    print2("You must return with the heart of the Eater of Magic!");
	}
	else if (Player.rank[COLLEGE]==PRECEPTOR) {
	  if (Player.guildxp[COLLEGE] < 4000)
	    print2("You are not experienced enough to advance.");
	  else  {
	    print1("You are now a Mage of the Collegium Magii!");
	    print2("You may research 6 spells for postdoctoral research.");
	    Spellsleft += 6;
	    morewait();
	    print1("To become Archmage, you must return with the");
	    print2("heart of the Eater of Magic");
	    morewait();
	    clearmsg();
	    print1("The Eater may be found on a desert isle somewhere.");
	    Player.rank[COLLEGE] = MAGE;
	    Player.maxiq += 2;
	    Player.iq += 2;
	    Player.maxpow += 2;
	    Player.pow += 2;
	  }
	}
	else if (Player.rank[COLLEGE]==STUDENT) {
	  if (Player.guildxp[COLLEGE] < 1500)
	    print2("You are not experienced enough to advance.");
	  else  {
	    print1("You are now a Preceptor of the Collegium Magii!");
	    print2("You are taught the basics of ritual magic.");
	    morewait();
	    clearmsg();
	    print1("Your position allows you to research 4 spells.");
	    Spellsleft +=4;
	    Spells[S_RITUAL].known = TRUE;
	    Player.rank[COLLEGE] = PRECEPTOR;
	    Player.maxiq += 1;
	    Player.iq += 1;
	    Player.maxpow += 1;
	    Player.pow += 1;
	  }
	}
	else if (Player.rank[COLLEGE]==NOVICE) {
	  if (Player.guildxp[COLLEGE] < 400)
	    print2("You are not experienced enough to advance.");
	  else  {
	    print1("You are now a Student at the Collegium Magii!");
	    print2("You are taught the spell of identification.");
	    morewait();
	    clearmsg();
	    print1("Thesis research credit is 2 spells.");
	    Spellsleft+=2;
	    Spells[S_IDENTIFY].known = TRUE;
	    Player.rank[COLLEGE] = STUDENT;
	    Player.maxiq += 1;
	    Player.iq += 1;
	    Player.maxpow += 1;
	    Player.pow += 1;
	  }
	}
      }
      else if (action == 'c') {
	clearmsg();
	if (Spellsleft > 0) {
	  print1("Research permitted: ");
	  mnumprint(Spellsleft);
	  nprint1(" Spells.");
	  morewait();
	}
	if (Spellsleft < 1) {
	  print1("Extracurricular Lab fee: 2000 Au. ");
	  nprint1("Pay it? [yn] ");
	  if (ynq1()=='y') {
	    if (Player.cash < 2000) 
	      print1("Try again when you have the cash.");
	    else {
	      Player.cash -= 2000;
	      dataprint();
	      Spellsleft = 1;
	    }
	  }
	}
	if (Spellsleft > 0) {
	  learnspell(0);
	  Spellsleft--;
	}
      }
    }
  }
  xredraw();
}
Exemplo n.º 10
0
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();
}
Exemplo n.º 11
0
void i_jane_t (pob o)
{
    int volume;
    int range_idx;
    int range_beg;
    int range_end;
    char first_letter;

    Objects[o->id].known = 1;

    print1("Jane's Guide to the World's Treasures: ");

    volume = random_range(6);
    switch (volume)
    {
    case 0:
        nprint1("SCROLLS");
        range_beg = SCROLLID;
        range_end = POTIONID;
        break;

    case 1:
        nprint1("POTIONS");
        range_beg = POTIONID;
        range_end = WEAPONID;
        break;

    case 2:
        nprint1("CLOAKS");
        range_beg = CLOAKID;
        range_end = BOOTID;
        break;

    case 3:
        nprint1("BOOTS");
        range_beg = BOOTID;
        range_end = RINGID;
        break;

    case 4:
        nprint1("RINGS");
        range_beg = RINGID;
        range_end = STICKID;
        break;

    case 5:
        nprint1("STICKS");
        range_beg = STICKID;
        range_end = ARTIFACTID;
        break;

    default:
        /* bomb on error */
        range_beg = range_end = 0;
        assert(FALSE);
    }

    menuclear();
    menuprint("You could probably now recognise:\n");

    for(range_idx = range_beg; range_idx < range_end; ++range_idx)
    {
        Objects[range_idx].known = 1;
        first_letter = Objects[range_idx].truename[0];

        if (is_capital_letter(first_letter) || volume == 3)
            sprintf(Str1, "   %s\n", Objects[range_idx].truename);
        else if (is_vowel(first_letter))
            sprintf(Str1, "   an %s\n", Objects[range_idx].truename);
        else
            sprintf(Str1, "   a %s\n", Objects[range_idx].truename);

        menuprint(Str1);
    }

    showmenu();
    morewait();
    xredraw();
}
Exemplo n.º 12
0
void l_arena(void)
{
    char response;
    Object* newitem;
    int i,prize,monsterlevel;
    char *melee = NULL;

    print1("Rampart Coliseum");
    if (Player.rank[ARENA] == 0) {
        print2("Enter the games, or Register as a Gladiator? [e,r,ESCAPE] ");
        do response = (char) mcigetc();
        while ((response != 'e') && (response != 'r') && (response != ESCAPE));
    }
    else {
        print2("Enter the games? [yn] ");
        response = ynq2();
        if (response == 'y') response = 'e';
        else response = ESCAPE;
    }
    if (response == 'r') {
        if (Player.rank[ARENA]>0)
            print2("You're already a gladiator....");
        else if (Player.rank[ORDER]>0)
            print2("We don't let Paladins into our Guild.");
        else if (Player.rank[LEGION]>0)
            print2("We don't train no stinkin' mercs!");
        else if (Player.str < 13)
            print2("Yer too weak to train!");
        else if (Player.agi < 12)
            print2("Too clumsy to be a gladiator!");
        else {
            print1("Ok, yer now an Arena Trainee.");
            print2("Here's a wooden sword, and a shield");
            morewait();
            clearmsg();
            newitem = ((Object*) checkmalloc(sizeof(Object)));
            *newitem = Objects[OB_CLUB]; /* club */
            gain_item(newitem);
            newitem = ((Object*) checkmalloc(sizeof(Object)));
            *newitem = Objects[OB_LRG_RND_SHIELD]; /* shield */
            gain_item(newitem);
            Player.rank[ARENA] = TRAINEE;
            Arena_Opponent = 3;
            morewait();
            clearmsg();
            print1("You've got 5000Au credit at the Gym.");
            Gymcredit+=5000;
        }
    }
    else if (response == 'e') {
        print1("OK, we're arranging a match....");
        morewait();
        Arena_Monster = ((Monster*) checkmalloc(sizeof(Monster)));
        Arena_Victory = false;
        switch(Arena_Opponent) {
        case 0:
            *Arena_Monster = Monsters[GEEK];
            break;
        case 1:
            *Arena_Monster = Monsters[HORNET];
            break;
        case 2:
            *Arena_Monster = Monsters[HYENA];
            break;
        case 3:
            *Arena_Monster = Monsters[GOBLIN];
            break;
        case 4:
            *Arena_Monster = Monsters[GRUNT];
            break;
        case 5:
            *Arena_Monster = Monsters[TOVE];
            break;
        case 6:
            *Arena_Monster = Monsters[APPR_NINJA];
            break;
        case 7:
            *Arena_Monster = Monsters[SALAMANDER];
            break;
        case 8:
            *Arena_Monster = Monsters[ANT];
            break;
        case 9:
            *Arena_Monster = Monsters[MANTICORE];
            break;
        case 10:
            *Arena_Monster = Monsters[SPECTRE];
            break;
        case 11:
            *Arena_Monster = Monsters[BANDERSNATCH];
            break;
        case 12:
            *Arena_Monster = Monsters[LICHE];
            break;
        case 13:
            *Arena_Monster = Monsters[AUTO_MAJOR];
            break;
        case 14:
            *Arena_Monster = Monsters[JABBERWOCK];
            break;
        case 15:
            *Arena_Monster = Monsters[JOTUN];
            break;
        default:
            if ((Player.rank[ARENA] < 5) && (Player.rank[ARENA] > 0)) {
                strcpy(Str1,Champion);
                strcat(Str1,", the arena champion");
                *Arena_Monster = Monsters[HISCORE_NPC];
                Arena_Monster->name = salloc(Str1);
                strcpy(Str2,"The corpse of ");
                strcat(Str2,Str1);
                Arena_Monster->corpseString = salloc(Str2);
                m_status_set( Arena_Monster, ALLOC );
                Arena_Monster->level = 20;
                Arena_Monster->hp = Championlevel*Championlevel*5;
                Arena_Monster->hit = Championlevel*4;
                Arena_Monster->ac = Championlevel*3;
                Arena_Monster->dmg = 100+Championlevel*2;
                Arena_Monster->xpv = Championlevel*Championlevel*5;
                Arena_Monster->speed = 3;
                melee = Arena_Monster->combatManeuvers = (char *) checkmalloc(30*sizeof(char));
                strcpy(Arena_Monster->combatManeuvers,"");
                for(i=0; i<Championlevel/5; i++)
                    strcat(Arena_Monster->combatManeuvers,"L?R?");
                m_status_set(Arena_Monster, MOBILE);
                m_status_set(Arena_Monster, HOSTILE);
            }
            else {
                do
                    i = random_range(ML9 - ML0) + ML0;
                while (i == NPC || i == HISCORE_NPC || i == ZERO_NPC ||
                        (Monsters[i].uniqueness != COMMON) ||
                        (Monsters[i].dmg == 0));
                *Arena_Monster = Monsters[i];
            }
            break;
        }
        monsterlevel = Arena_Monster->level;
        if (Arena_Monster->level != 20) {
            strcpy(Str1,nameprint());
            strcat(Str1," the ");
            strcat(Str1,Arena_Monster->name);
            Arena_Monster->name = salloc(Str1);
            strcpy(Str2,"The corpse of ");
            strcat(Str2,Str1);
            Arena_Monster->corpseString = salloc(Str2);
            m_status_set( Arena_Monster, ALLOC );
        }
        Arena_Monster->uniqueness = UNIQUE_MADE;
        print1("You have a challenger: ");
        print2(Arena_Monster->name);
        Arena_Monster->wasAttackedByPlayer = true;
        m_status_set(Arena_Monster,HOSTILE);
        /* DAG  pump up the stats of the arena monster; from env.c */
        /* DAG should we even do this for the champion? */
        Arena_Monster->hp += Arena_Monster->level*10;
        Arena_Monster->hit += Arena_Monster->hit;
        Arena_Monster->dmg += Arena_Monster->dmg/2;

        morewait();
        clearmsg();
        change_environment(E_ARENA);
        print1("Let the battle begin....");

        time_clock(true);
        while (Current_Environment == E_ARENA)
            time_clock(false);

        /* DAG all this nasty mess cleaned up...  */
        /* one process with m_status_set( Arena_Monster, ALLOC) */

        /* free(name); */
        /* free(corpse); */

        if (melee)
            free(melee);
        if (! Arena_Victory) {
            print1("The crowd boos your craven behavior!!!");
            if (Player.rank[ARENA] > 0) {
                print2("You are thrown out of the Gladiator's Guild!");
                morewait();
                clearmsg();
                if (Gymcredit > 0) print1("Your credit at the gym is cut off!");
                Gymcredit = 0;
                Player.rank[ARENA] = -1;
            }
        }
        else {
            Arena_Opponent++;
            if (monsterlevel == 20) {
                print1("The crowd roars its approval!");
                if (Player.rank[ARENA]) {
                    print2("You are the new Arena Champion!");
                    Championlevel = Player.level;
                    strcpy(Champion,Player.name);
                    Player.rank[ARENA] = 5;
                    morewait();
                    Championbehavior = fixnpc(4);
                    save_hiscore_npc(11);
                    print1("You are awarded the Champion's Spear: Victrix!");
                    morewait();
                    newitem = ((Object*) checkmalloc(sizeof(Object)));
                    *newitem = Objects[OB_VICTRIX];
                    gain_item(newitem);

                }
                else {
                    print1("As you are not an official gladiator,");
                    nprint1("you are not made Champion.");
                    morewait();
                }
            }
            morewait();
            clearmsg();
            print1("Good fight! ");
            nprint1("Your prize is: ");
            prize = max(25,monsterlevel * 50);
            if (Player.rank[ARENA] > 0) prize *= 2;
            mnumprint(prize);
            nprint1("Au.");
            Player.cash+=prize;
            if ((Player.rank[ARENA]<4) &&
                    (Arena_Opponent>5) &&
                    (Arena_Opponent % 3 == 0)) {
                if (Player.rank[ARENA]>0) {
                    Player.rank[ARENA]++;
                    morewait();
                    print1("You've been promoted to a stronger class!");
                    print2("You are also entitled to additional training.");
                    Gymcredit+=Arena_Opponent*1000;
                }
            }
        }
        xredraw();
    }
    else clearmsg();
}
Exemplo n.º 13
0
void l_merc_guild(void)
{
    print1("Legion of Destiny, Mercenary Guild, Inc.");

    if (nighttime())
    {
        print2("The barracks are under curfew right now.");
        return;
    }

    print2("You enter Legion HQ, ");
    if (Player.rank[LEGION] == COMMANDANT)
    {
        nprint2("Your aide follows you to the staff room.");
        morewait();
        clearmsg();
    }
    else if (Player.rank[LEGION] > 0)
    {
        nprint2("and report to your commander.");
        morewait();
    }

    switch (Player.rank[LEGION])
    {
    case 0:
        nprint2("and see the Recruiting Centurion.");
        morewait();
        print2("Do you wish to join the Legion? [yn] ");

        if ('y' == ynq2())
        {
            clearmsg();
            if (Player.rank[ARENA] > 0)
            {
                print1("The Centurion checks your record, and gets angry:");
                print2("'The legion don't need any Arena Jocks. Git!'");
            }
            else if (Player.rank[ORDER] > 0)
            {
                print1("The Centurion checks your record, and is amused:");
                print2("'A paladin in the ranks? You must be joking.'");
            }
            else if (Player.con < 12)
            {
                print1("The Centurion looks you over, sadly.");
                print2("You are too fragile to join the legion.");
            }
            else if (Player.str < 10)
            {
                print1("The Centurion looks at you contemptuously.");
                print2("Your strength is too low to pass the physical!");
            }
            else
            {
                Object* newitem;
                bank_account * account;

                print1("You are tested for strength and stamina...");
                morewait();
                nprint1(" and you pass!");

                print2("Commandant ");
                nprint2(Commandant);
                nprint2(" shakes your hand.");
                morewait();

                print1("You are also issued a shortsword and leather.");
                print2("You are now a Legionaire.");
                morewait();
                clearmsg();

                /* gain shortsword */
                newitem = (Object*) checkmalloc(sizeof(Object));
                *newitem = Objects[OB_SHORT_SWORD];
                gain_item(newitem);

                /* gain leather armor */
                newitem = (Object*) checkmalloc(sizeof(Object));
                *newitem = Objects[OB_LEATHER];
                gain_item(newitem);

                cinema_scene("Your starting salary will be 500 AU per month paid into an account the",
                             "legion has set up for you. The password is \"loyalty\". Don't lose your card!", 0);

                /* gain bank card for salary account */
                account = bank_create_account(true, 0, "loyalty");
                account->balance = 500;

                Objects[OB_DEBIT_CARD].known = 1;
                newitem = bank_create_card(account->number, OB_DEBIT_CARD);
                gain_item(newitem);

                clearmsg();

                SalaryAmount = 500;
                SalaryAccount = account->number;

                Player.rank[LEGION] = LEGIONAIRE;
                Player.guildxp[LEGION] = 1;
                Player.str++;
                Player.con++;
                Player.maxstr++;
                Player.maxcon++;
            }
        }
        break;

    case COMMANDANT:
        print1("You find the disposition of your forces satisfactory.");
        break;

    case COLONEL:
        if ((Player.level > Commandantlevel)
                && find_and_remove_item(CORPSEID, DEMON_EMP))
        {
            print1("You liberated the Demon Emperor's Regalia!");
            morewait();
            clearmsg();

            print1("The Legion is assembled in salute to you!");
            print2("The Regalia is held high for all to see and admire.");
            morewait();
            clearmsg();

            print1("Commandant ");
            nprint1(Commandant);
            nprint1(" promotes you to replace him,");
            print2("and announces his own overdue retirement.");
            morewait();
            clearmsg();

            print1("You are the new Commandant of the Legion!");
            print2("The Emperor's Regalia is sold for a ridiculous sum.");
            morewait();
            clearmsg();

            print1("You now know the Spell of Regeneration.");
            print2("Your training is complete. You get top salary.");

            strcpy(Commandant, Player.name);
            Commandantlevel = Player.level;
            Commandantbehavior = fixnpc(4);
            save_hiscore_npc(8);

            Spells[S_REGENERATE].known = true;
            Player.rank[LEGION] = COMMANDANT;
            Player.str += 2;
            Player.con += 2;
            Player.maxstr += 2;
            Player.maxcon += 2;

            SalaryAmount = 10000;
        }
        else if (Player.level <= Commandantlevel)
        {
            clearmsg();
            print1("Your CO expresses satisfaction with your progress.");
            print2("But your service record does not yet permit promotion.");
        }
        else
        {
            clearmsg();
            print1("Why do you come empty handed?");
            print2("You must return with the Regalia of the Demon Emperor!");
        }
        break;

    case FORCE_LEADER:
        clearmsg();
        print1("Your CO expresses satisfaction with your progress.");

        if (Player.guildxp[LEGION] < merc_xps[Player.rank[LEGION]])
        {
            print2("But your service record does not yet permit promotion.");
        }
        else
        {
            print2("You have been promoted to Legion Colonel!");
            morewait();

            print1("Your next promotion is contingent on the return of");
            print2("the Regalia of the Demon Emperor.");
            morewait();

            print1("The Demon Emperor holds court at the base of a volcano");
            print2("to the far south, in the heart of a swamp.");
            morewait();
            clearmsg();

            print1("You have been taught the spell of heroism!");
            print2("You are given advanced training, and a raise.");

            Spells[S_HERO].known = true;
            Player.rank[LEGION]=COLONEL;
            Player.str++;
            Player.con++;
            Player.maxstr++;
            Player.maxcon++;

            SalaryAmount = 5000;
        }
        break;

    case CENTURION:
        clearmsg();
        print1("Your CO expresses satisfaction with your progress.");

        if (Player.guildxp[LEGION] < merc_xps[Player.rank[LEGION]])
        {
            print2("But your service record does not yet permit promotion.");
        }
        else
        {
            print2("You are now a Legion Force-Leader!");
            morewait();
            clearmsg();

            print1("You receive more training, and another raise.");

            Player.rank[LEGION]=FORCE_LEADER;
            Player.maxstr++;
            Player.str++;

            SalaryAmount = 2000;
        }
        break;

    case LEGIONAIRE:
        clearmsg();
        print1("Your CO expresses satisfaction with your progress.");

        if (Player.guildxp[LEGION] < merc_xps[Player.rank[LEGION]])
        {
            print2("But your service record does not yet permit promotion.");
        }
        else
        {
            print2("You are promoted to Legion Centurion!");
            morewait();
            clearmsg();

            print1("You get advanced training, and a higher salary.");

            Player.rank[LEGION] = CENTURION;
            Player.maxcon++;
            Player.con++;

            SalaryAmount = 1000;
        }
        break;
    }
}
Exemplo n.º 14
0
void l_lift(void)
{
  char response;
  int levelnum;
  int distance;
  int too_far = 0;

  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);
  print1("You walk onto a shimmering disk....");
  print2("The disk vanishes, and a glow surrounds you.");
  print3("You feel weightless.... You feel ghostly....");
  morewait();
  clearmsg();
  print1("Go up, down, or neither [u,d,ESCAPE] ");
  do response = (char) mcigetc();
  while ((response != 'u') && 
	 (response != 'd') &&
	 (response != ESCAPE));
  if (response != ESCAPE) {
    print1("How many levels?");
    levelnum = (int) parsenum("");
    if (levelnum > 6) {
      too_far = 1;
      levelnum = 6;
    }
    if (response == 'u' && Level->depth - levelnum < 1) {
      distance = levelnum - Level->depth;
      change_environment(E_COUNTRYSIDE); /* "you return to the countryside." */
      if (distance > 0) {
	nprint1("..");
	print2("...and keep going up!  You hang in mid air...");
	morewait();
	print3("\"What goes up...\"");
	morewait();
	print3("Yaaaaaaaah........");
	p_damage(distance*10,NORMAL_DAMAGE,"a fall from a great height");
      }
      return;
    }
    else if (response == 'd' && Level->depth + levelnum > MaxDungeonLevels) {
      too_far = 1;
      levelnum = MaxDungeonLevels - Level->depth;
    }
    if (levelnum == 0) {
      print1("Nothing happens.");
      return;
    }
    if (too_far) {
      print1("The lift gives out partway...");
      print2("You rematerialize.....");
    }
    else
      print1("You rematerialize.....");
    change_level(Level->depth,
		(response=='d' ? 
		 Level->depth+levelnum : 
		 Level->depth-levelnum),
		FALSE);
    roomcheck();
  }
}
Exemplo n.º 15
0
/* 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();
}
Exemplo n.º 16
0
void l_monastery(void)
{
  char action;
  int done=FALSE,enrolled = FALSE;
  print1("Tholian Monastery of Rampart. Founded 12031, AOF.");
  print2("Welcome to our humble hovel.");
  if (nighttime())
    print2("The monastery doors are sealed until dawn.");
  else {
    while (! done) {
      menuclear();
      menuprint("Find your True Course:\n\n");
      menuprint("a: Discover the Way.\n");
      menuprint("b: Meditate on the Path.\n");
      menuprint("c: Meditate on Knowledge.\n");
      menuprint("d: Take an extended Meditation.\n");
      menuprint("ESCAPE: Re-enter the World.\n");
      showmenu();
      action = mgetc();
      if (action == ESCAPE) {
	done = TRUE;
	calc_melee();
      }
      else if (action == 'a') {
	if (Player.rank[MONKS] > 0)
	  print2("You are already initiated, Brother.");
	else if (Player.con < 13) 
	  print2("Your body is too fragile to walk the Path, child.");
	else if (Player.pow < 13) 
	  print2("Your mind is too fragile to follow the Path, child.");
	else if (Player.rank[COLLEGE] > 0)
	  print2("The Collegium has corruputed your spirit, child.");
	else if (Player.rank[CIRCLE] > 0)
	  print2("The Circle has corruputed your spirit, child.");
	else {
	  if (Player.pow > 17) {
	    print2("Your spirit is strong. You may study the Path with us.");
	    morewait();
	    enrolled=TRUE;
	  }
	  else {
	    print1("A substantial cash sacrifice will cleanse your spirit.. ");
	    print2("Donate your worldly goods? [yn] ");
	    if (ynq1() =='y') {
	      if (Player.cash < 1000)
		{
                  /* WDT HACK! I'd rather the monks have some other
		   * criteria for joining. */
		  print2("You have not much to give.");
		}
	      else {
		Player.cash = 0;
		enrolled = TRUE;
		dataprint();
	      }		
	    }
	  }
	  if (enrolled) {
	    print1("Grandmaster ");
	    nprint1(Grandmaster);
	    nprint1(" welcomes you to the Brotherhood.");
	    print2("You are now a Tholian Monk trainee!");
	    morewait();
	    print2("You may study the Way with us.");
	    Studiesleft = 1;
	    Player.rank[MONKS] = MONK_TRAINEE;
	    Player.guildxp[MONKS] = 1;
	    Player.maxpow += 1;
	    Player.pow += 1;
	  }
	}
      }
      else if (action == 'b') {
	if (Player.rank[MONKS] == 0)
	  print2("You are not yet initiated, child.");
	else if (Player.rank[MONKS]==MONK_GRANDMASTER) 
	  print2("Your advancement lies within, Grandmaster.");
	else if (Player.rank[MONKS]==MONK_MASTER_TEARS) {
	  if (Player.level <= Grandmasterlevel)
	    print2("Seek more experience, Master.");
	  else if ((Player.rank[MONKS]==MONK_MASTER_TEARS) &&
		   (Player.level > Grandmasterlevel) &&
		   find_and_remove_item(CORPSEID,EATER))
	    {
	      print1("You brought back the heart of the Eater of Magic!");
	      morewait();
	      print1("The Heart is sent to the placed in the kitchen cauldron.");
	      print2("The Grandmaster steps down. You are the new Grandmaster.");
	      morewait();
	      clearmsg();
	      strcpy(Grandmaster,Player.name);
	      Grandmasterlevel = Player.level;
	      Player.rank[MONKS] = MONK_GRANDMASTER;
	      Player.maxhp += (Player.maxpow * 3);
	      Player.maxiq += 5;
	      Player.iq+= 5;
	      Player.maxpow += 3;
	      Player.pow += 3;
	      Player.maxstr += 3;
	      Player.str += 3;
	      morewait();
	      Grandmasterbehavior = fixnpc(4);
	      save_hiscore_npc(16);
	    }
	  else
	    print2("You must return with the heart of the Eater of Magic!");

	}
	else if (Player.rank[MONKS]==MONK_MASTER_PAINS) {
	  if (Player.guildxp[MONKS] < 40000)
	    print2("Seek more experience, Master.");
	  else  {
	    print1("You have travelled far, Master.");
	    print2("You are now Master of Tears.");
	    Studiesleft += 6;
	    morewait();
	    print1("To become Grandmaster, you must return with the");
	    print2("heart of the Eater of Magic");
	    morewait();
	    clearmsg();
	    print1("The Eater may be found on a desert isle somewhere.");
	    Spells[S_REGENERATE].known = TRUE;
	    Player.rank[MONKS] = MONK_MASTER_TEARS;
	    Player.maxhp += (Player.maxpow * 2);
	    Player.maxpow += 2;
	    Player.pow += 2;
	    Player.maxstr += 2;
	    Player.str += 2;
	    Player.maxagi += 2;
	    Player.agi += 2;
	  }
	}
	else if (Player.rank[MONKS]==MONK_MASTER_SIGHS) {
	  if (Player.guildxp[MONKS] < 15000)
	    print2("Seek more experience, Master.");
	  else  {
	    print1("The Path is long, Master.");
	    print2("You are now Master of Pain.");
	    morewait();
	    print1("You feel enlightened.");
	    morewait();
	    clearmsg();
	    Studiesleft +=4;
	    Spells[S_RITUAL].known = TRUE;
	    Spells[S_RESTORE].known = TRUE;
	    Player.status[ILLUMINATION] = 1500;  /* enlightened */
	    Player.rank[MONKS] = MONK_MASTER_PAINS;
	    Player.maxhp += Player.maxpow;
	    Player.maxcon += 1;
	    Player.con += 1;
	    Player.maxdex += 2;
	    Player.dex += 2;
	  }
	}
	else if (Player.rank[MONKS]==MONK_MASTER) {
	  if (Player.guildxp[MONKS] < 9000)
	    print2("Seek more experience, Master.");
	  else  {
	    print1("Drink, weary Master.");
	    print2("You are now Master of Sighs.");
	    morewait();
	    clearmsg();
	    Studiesleft +=2;
	    Spells[S_HASTE].known = TRUE;
	    Player.rank[MONKS] = MONK_MASTER_SIGHS;
	    Player.maxhp += Player.maxpow;
	    Player.maxcon += 1;
	    Player.con += 1;
	    Player.maxiq += 2;
	    Player.iq += 2;
	  }
	}
	else if (Player.rank[MONKS]==MONK_MONK) {
	  if (Player.guildxp[MONKS] < 3000)
	    print2("Seek more experience, Brother.");
	  else  {
	    print1("A thousand steps on the path, Brother.");
	    print2("You are now a Master.");
	    morewait();
	    clearmsg();
	    Studiesleft +=2;
	    Spells[S_HEAL].known = TRUE;
	    Player.rank[MONKS] = MONK_MASTER;
	    Player.maxhp += Player.maxpow;
	    Player.maxcon += 1;
	    Player.con += 1;
	    Player.maxpow += 2;
	    Player.pow += 5; /* [sic] */
	  }
	}
	else if (Player.rank[MONKS]==MONK_TRAINEE) {
	  if (Player.guildxp[MONKS] < 1500)
	    print2("Seek more experience, Brother.");
	  else  {
	    print1("You have sought wisdom, Brother.");
	    print2("You are now a Tholian Monk.");
	    morewait();
	    clearmsg();
	    Studiesleft +=2;
	    Spells[S_CURE].known = TRUE;
	    Player.rank[MONKS] = MONK_MONK;
	    Player.maxhp += Player.maxpow;
	    Player.maxcon += 1;
	    Player.con += 1;
	    Player.maxpow += 1;
	    Player.pow += 1; 
	  }
	}
      }
      else if (action == 'c') {
	clearmsg();
	if (Studiesleft > 0) {
	  print1("Studies permitted: ");
	  mnumprint(Studiesleft);
	  nprint1(" Studies.");
	  morewait();
	}
	if (Studiesleft < 1) {
	  print1("Sacrifice clears a cluttered heart. ");
	  nprint1("Donate your worldly cash? [yn] ");
	  if (ynq1()=='y') {
	    if (Player.cash < 2000)
	      {
		if ( Player.rank[MONKS] >= MONK_GRANDMASTER )
		  print2("You have not much to give, Grandmaster.");
		else if ( Player.rank[MONKS] >= MONK_MASTER )
		  print2("You have not much to give, Master.");
		else
		  print2("You have not much to give, Brother.");
	      }
	    else {
	      Player.cash = 0;
	      dataprint();
	      Studiesleft = 1;
	    }
	  }
	}
	if (Studiesleft > 0) {
	  learnspell(0);
	  Studiesleft--;
	}
      }
      else if (action == 'd') {
	if (Player.rank[MONKS] < MONK_MASTER) {
	  clearmsg();
	  print1("Only Masters can achieve extended meditation, child.");
	  print2(" ");
	}
	else {
	  int i = 0;
	  clearmsg();
	  print1("Seeking inner truth...");
	  morewait();
	  clearmsg();
	  morewait();
	  toggle_item_use(TRUE);
	  Player.cash = 0;
	  Player.hp = Player.maxhp;
	  Player.str = Player.maxstr;
	  Player.agi = Player.maxagi;
	  Player.con = Player.maxcon;
	  Player.dex = Player.maxdex;
	  Player.iq = Player.maxiq;
	  Player.pow = Player.maxpow;
	  for (i=0;i<NUMSTATI;i++)
	    if (Player.status[i]<1000) Player.status[i]=0;
	  toggle_item_use(FALSE);
	  Player.food = 43;
	  print2("Your body and mind are whole.");
	  if (random_range(2) == 1) {
	    morewait();
	    print1("Extra whole!");
	    Player.maxhp += 1;
	  }
	}
	Time += 60*24*7;
	Date += 7;
	moon_check();
	timeprint();
      }

    }
  }
  xredraw();
}
Exemplo n.º 17
0
/* 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();
    }
}
Exemplo n.º 18
0
void send_to_jail(void)
{
    if (Player.rank[ORDER] > 0) {
        print1("A member of the Order of Paladins sent to jail!");
        print2("It cannot be!");
        morewait();
        print1("You are immediately expelled permanently from the Order!");
        print2("Your name is expunged from the records....");
        Player.rank[ORDER] = -1;
    }
    else if (gamestatusp(DESTROYED_ORDER))
        print1("The destruction of the Order of Paladins has negated the law!");
    else if ((Current_Environment != E_CITY) &&
             (Last_Environment != E_CITY))
        print1("Fortunately, there is no jail around here, so you are freed!");
    else {
        pacify_guards();
        if (((Current_Environment == E_HOUSE) ||
                (Current_Environment == E_MANSION) ||
                (Current_Environment == E_HOVEL)) &&
                (Last_Environment == E_CITY))
        {
            setgamestatus(SUPPRESS_PRINTING);
            change_environment(E_CITY);
            resetgamestatus(SUPPRESS_PRINTING);
        }
        if (Current_Environment == E_CITY) {
            if (gamestatusp(UNDEAD_GUARDS)) {
                print1("You are taken to a weirdly deserted chamber where an undead");
                print2("Magistrate presides over a court of ghosts and haunts.");
                morewait();
                print1("'Mr. Foreman, what is the verdict?'");
                print2("'Guilty as charged, your lordship.'");
                morewait();
                clearmsg();
                print1("'Guilty...");
                morewait();
                nprint1("Guilty...");
                morewait();
                nprint1("Guilty...");
                morewait();
                nprint1("Guilty...'");
                clearmsg();
                print1("The members of the court close in around, fingers pointing.");
                print2("You feel insubstantial hands closing around your throat....");
                print3("You feel your life draining away!");
                while(Player.level > 0) {
                    Player.level--;
                    Player.xp /= 2;
                    Player.hp /= 2;
                    dataprint();
                }
                Player.maxhp = Player.maxcon;
                morewait();
                print1("You are finally released, a husk of your former self....");
                Player.x = 58;
                Player.y = 40;
                screencheck(Player.x,Player.y);
            }
            /* Hmm...  The sorcerors ought to be able to get you free, too,
             * although of course they should have their *own* price. */
            else if (Player.alignment + random_range(200) < 0) {
                print1("Luckily for you, a smooth-tongued advocate from the");
                print2("Rampart Chaotic Liberties Union gets you off!");
                Player.x = 58;
                Player.y = 40;
                screencheck(Player.x,Player.y);
            }
            else switch(Imprisonment++) {
                case 0:
                    print1("The Magistrate sternly reprimands you.");
                    print2("As a first-time offender, you are given probation.");
                    Player.y = 58;
                    Player.x = 40;
                    screencheck(Player.x,Player.y);
                    break;
                case 1:
                    print1("The Magistrate expresses shame for your conduct.");
                    print2("You are thrown in jail!");
                    morewait();
                    repair_jail();
                    Player.y = 54;
                    Player.x = 37 + (2*random_range(4));
                    screencheck(Player.x,Player.y);
                    l_portcullis_trap();
                    break;
                default:
                    print1("The Magistrate renders summary judgement.");
                    print2("You are sentenced to prison!");
                    morewait();
                    print1("The guards recognize you as a 'three-time-loser'");
                    print2("...and beat you up a little to teach you a lesson.");
                    p_damage(random_range(Imprisonment * 10),
                             UNSTOPPABLE,
                             "police brutality");
                    morewait();
                    repair_jail();
                    Player.y = 54;
                    Player.x = 37 + (2*random_range(4));
                    screencheck(Player.x,Player.y);
                    l_portcullis_trap();
                }
        }
    }
}