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(); }
/* x y is the proposed place to move to */ int p_moveable(int x, int y) { State.setSkipMonsters(); if (! inbounds(x,y)) return (false); else if (Player.status[SHADOWFORM]) { switch(Level->site[x][y].p_locf) { case L_CHAOS: case L_ABYSS: case L_VOID: return cinema_confirm("That looks dangerous.") == 'y'; default: State.setSkipMonsters(false); return(true); } } else if (loc_statusp(x,y,SECRET)) { if (State.getFastMove() == false) print3("Ouch!"); return(false); } else if (Level->site[x][y].creature != NULL) { if (State.getFastMove() == false) { Level->site[x][y].creature->fight_monster(); State.setSkipMonsters(false); return(false); } else return(false); } else if ((Level->site[x][y].locchar == WALL) || (Level->site[x][y].locchar == STATUE) || (Level->site[x][y].locchar == PORTCULLIS) || (Level->site[x][y].locchar == CLOSED_DOOR) || (State.getFastMove() && ((Level->site[x][y].locchar == HEDGE) || (Level->site[x][y].locchar == LAVA) || (Level->site[x][y].locchar == ABYSS) || (Level->site[x][y].locchar == VOID_CHAR) || (Level->site[x][y].locchar == FIRE) || (Level->site[x][y].locchar == WHIRLWIND) || (Level->site[x][y].locchar == WATER) || (Level->site[x][y].locchar == LIFT) || (Level->site[x][y].locchar == TRAP)))) { if (State.getFastMove() == false) print3("Ouch!"); return(false); } else if (optionp(CONFIRM)) { if ((Level->site[x][y].locchar == HEDGE) || (Level->site[x][y].locchar == LAVA) || (Level->site[x][y].locchar == FIRE) || (Level->site[x][y].locchar == WHIRLWIND) || (Level->site[x][y].locchar == ABYSS) || (Level->site[x][y].locchar == VOID_CHAR) || (Level->site[x][y].locchar == WATER) || (Level->site[x][y].locchar == RUBBLE) || (Level->site[x][y].locchar == LIFT) || (Level->site[x][y].locchar == TRAP)) { /* horses WILL go into water... */ if (State.getMounted()) { if (Level->site[x][y].locchar != WATER || Level->site[x][y].p_locf != L_WATER) { print1("You can't convince your steed to continue."); State.setSkipMonsters(); return(false); } else return(true); } else if (cinema_confirm("Look where you're about to step!") == 'y') State.setSkipMonsters(false); else State.setSkipMonsters(); return(State.getSkipMonsters() == false); } else { State.setSkipMonsters(false); return(true); } } else { State.setSkipMonsters(false); return(true); } }
int spellparse(void) { int first, last, pos; char byte, prefix[80]; int found = 0; int f, l; first = 0; while (first < NUMSPELLS && !Spells[spell_ids[first]].known) first++; if (first == NUMSPELLS) { print1("You don't know any spells!"); return ABORT; } last = NUMSPELLS - 1; pos = 0; print2(""); do { byte = mgetc(); if (byte == BACKSPACE || byte == DELETE_CHAR) { if (pos > 0) { prefix[--pos] = '\0'; byte = prefix[pos - 1]; f = first; while (f >= 0 && !strncmp(prefix, spell_names[f], pos)) { if (Spells[spell_ids[f]].known) first = f; f--; } l = last; while (l < NUMSPELLS && !strncmp(prefix, spell_names[l], pos)) { if (Spells[spell_ids[l]].known) last = l; l++; } if (found) found = 0; print2(prefix); } if (pos == 0) { first = 0; last = NUMSPELLS - 1; found = 0; print2(""); } } else if (byte == ESCAPE) { xredraw(); return ABORT; } else if (byte == '?') showknownspells(first, last); else if (byte != '\n') { if (byte >= 'A' && byte <= 'Z') byte += 'a' - 'A'; if (found) continue; f = first; l = last; while (f < NUMSPELLS && (!Spells[spell_ids[f]].known || strlen(spell_names[f]) < pos || spell_names[f][pos] < byte)) f++; while (l >= 0 && (!Spells[spell_ids[l]].known || strlen(spell_names[l]) < pos || spell_names[l][pos] > byte)) l--; if (l < f) continue; prefix[pos++] = byte; prefix[pos] = '\0'; nprint2(prefix + pos - 1); first = f; last = l; if (first == last && !found) { /* unique name */ found = 1; nprint2(spell_names[first] + pos); } } } while (byte != '\n'); xredraw(); if (found) return spell_ids[first]; else { print3("That is an ambiguous abbreviation!"); return ABORT; } }
/* deal with a new player command in dungeon or city mode*/ void p_process(void) { static int searchval=0; if (Player.status[BERSERK]) if (goberserk()) { setgamestatus(SKIP_PLAYER); drawvision(Player.x,Player.y); } if (! gamestatusp(SKIP_PLAYER)) { if (searchval > 0) { searchval--; if (searchval == 0) resetgamestatus(FAST_MOVE); } drawvision(Player.x,Player.y); if (! gamestatusp(FAST_MOVE)) { searchval = 0; Cmd = mgetc(); clear_if_necessary(); } Command_Duration = 0; switch (Cmd) { case ' ': case 13: setgamestatus(SKIP_MONSTERS); break; /*no op on space or return*/ case 6: abortshadowform(); break; /* ^f */ case 7: wizard(); break; /* ^g */ case 4: player_dump(); break; /* ^d */ case 9: display_pack(); morewait(); xredraw(); break; /* ^i */ case 11: if (gamestatusp(CHEATED)) frobgamestatus(); break; case 12: xredraw(); setgamestatus(SKIP_MONSTERS); break; /* ^l */ #if !defined(WIN32) case 16: bufferprint(); setgamestatus(SKIP_MONSTERS); break; /* ^p */ #else case 15: bufferprint(); setgamestatus(SKIP_MONSTERS); break; /* ^o */ #endif case 18: redraw(); setgamestatus(SKIP_MONSTERS); break; /* ^r */ case 23: if (gamestatusp(CHEATED)) drawscreen(); break; /* ^w */ case 24: /* ^x */ if (gamestatusp(CHEATED) || Player.rank[ADEPT]) wish(1); Command_Duration = 5; break; case 'a': zapwand(); Command_Duration = Player.speed*8/5; break; case 'c': closedoor(); Command_Duration = Player.speed*2/5; break; case 'd': drop(); Command_Duration = Player.speed*5/5; break; case 'e': eat(); Command_Duration = 30; break; case 'f': fire(); Command_Duration = Player.speed*5/5; break; case 'g': pickup(); Command_Duration = Player.speed*10/5; break; case 'i': do_inventory_control(); break; case 'm': magic(); Command_Duration = 12; break; case 'o': opendoor(); Command_Duration = Player.speed*5/5; break; case 'p': pickpocket(); Command_Duration = Player.speed*20/5; break; case 'q': quaff(); Command_Duration = 10; break; case 'r': peruse(); Command_Duration = 20; break; case 's': search(&searchval); Command_Duration = 20; break; case 't': talk(); Command_Duration = 10; break; case 'v': vault(); Command_Duration = Player.speed*10/5; break; case 'x': examine(); Command_Duration = 1; break; case 'z': bash_location(); Command_Duration = Player.speed*10/5; break; case 'A': activate(); Command_Duration = 10; break; case 'C': callitem(); break; case 'D': disarm(); Command_Duration = 30; break; case 'E': dismount_steed(); Command_Duration = Player.speed*10/5; break; case 'F': tacoptions(); break; case 'G': give(); Command_Duration = 10; break; case 'I': if (! optionp(TOPINV)) top_inventory_control(); else { display_possessions(); inventory_control(); } break; case 'M': city_move(); Command_Duration = 10; break; case 'O': setoptions(); #if defined(WIN32) show_screen(); xredraw(); #endif break; case 'P': show_license(); break; /* actually show_license is in file.c */ case 'Q': quit(); break; case 'R': rename_player(); break; case 'S': save(FALSE); break; case 'T': tunnel(); Command_Duration = Player.speed*30/5; break; case 'V': version(); break; case 'Z': bash_item(); Command_Duration = Player.speed*10/5; break; case '.': rest(); Command_Duration = 10; break; case ',': Command_Duration = 10; nap(); break; case '>': downstairs(); break; case '<': upstairs(); break; case '@': p_movefunction(Level->site[Player.x][Player.y].p_locf); Command_Duration = 5; break; case '#': if (gamestatusp(CHEATED)) editstats(); break; /* RAC - char editor */ case '/': charid(); setgamestatus(SKIP_MONSTERS); break; case '?': help(); setgamestatus(SKIP_MONSTERS); break; case '4': case 'h': moveplayer(-1,0); Command_Duration = Player.speed*5/5; break; case '2': case 'j': moveplayer(0,1); Command_Duration = Player.speed*5/5; break; case '8': case 'k': moveplayer(0,-1); Command_Duration = Player.speed*5/5; break; case '6': case 'l': moveplayer(1,0); Command_Duration = Player.speed*5/5; break; case '1': case 'b': moveplayer(-1,1); Command_Duration = Player.speed*5/5; break; case '3': case 'n': moveplayer(1,1); Command_Duration = Player.speed*5/5; break; case '7': case 'y': moveplayer(-1,-1); Command_Duration = Player.speed*5/5; break; case '9': case 'u': moveplayer(1,-1); Command_Duration = Player.speed*5/5; break; case '5': setgamestatus(SKIP_MONSTERS); /* don't do anything; a dummy turn */ Cmd = mgetc(); while ((Cmd != ESCAPE) && ((Cmd < '1') || (Cmd > '9') || (Cmd=='5'))) { print3("Run in keypad direction [ESCAPE to abort]: "); Cmd = mgetc(); } if (Cmd != ESCAPE) setgamestatus(FAST_MOVE); else clearmsg3(); break; case 'H': setgamestatus(FAST_MOVE); Cmd = 'h'; moveplayer(-1,0); Command_Duration = Player.speed*4/5; break; case 'J': setgamestatus(FAST_MOVE); Cmd = 'j'; moveplayer(0,1); Command_Duration = Player.speed*4/5; break; case 'K': setgamestatus(FAST_MOVE); Cmd = 'k'; moveplayer(0,-1); Command_Duration = Player.speed*4/5; break; case 'L': setgamestatus(FAST_MOVE); Cmd = 'l'; moveplayer(1,0); Command_Duration = Player.speed*4/5; break; case 'B': setgamestatus(FAST_MOVE); Cmd = 'b'; moveplayer(-1,1); Command_Duration = Player.speed*4/5; break; case 'N': setgamestatus(FAST_MOVE); Cmd = 'n'; moveplayer(1,1); Command_Duration = Player.speed*4/5; break; case 'Y': setgamestatus(FAST_MOVE); Cmd = 'y'; moveplayer(-1,-1); Command_Duration = Player.speed*4/5; break; case 'U': setgamestatus(FAST_MOVE); Cmd = 'u'; moveplayer(1,-1); Command_Duration = Player.speed*4/5; break; default: commanderror(); setgamestatus(SKIP_MONSTERS); break; } } if (Current_Environment != E_COUNTRYSIDE) roomcheck(); screencheck(Player.x,Player.y); }
void testInsertSort() { myRDT d[N]={{49,1},{38,2},{65,3},{97,4},{76,5},{13,6},{27,7},{49,8}}; mySQLIST l1,l2,l3,l4,l5,l6,l7,l8,l9; int i ; for(i=0;i<N;++i) l1.r[i+1]=d[i]; l1.length=N; l2=l3=l1; l5=l1; l6=l1; l7=l1; l8=l1; l9=l1; printf("еепРг╟:\n"); print(l1); insertSort(l1); printf("ж╠╫с╡ЕхКеепР╨С:\n"); print(l1); BInsertSort(l2); printf("уш╟К╡ЕхКеепР╨С:\n"); print(l2); printf("2_б╥╡ЕхКеепР╨С:\n"); p2_insertSort(l3); print(l3); mySLKT sl1,sl2; int *adr; tableInsert(sl1,d,N); sl2=sl1; printf("еепРг╟:\n"); print2(sl1); arrange(sl1); printf("l1еепР╨С:\n"); print2(sl1); adr=(int *)malloc((sl2.length+1)*sizeof(int)); sort(sl2,adr); for(i=1;i<=sl2.length;++i) printf("adr[%d]=%d ",i,adr[i]); printf("\n"); rearrange(sl2,adr); printf("l2еепР╨С:\n"); print2(sl2); int dt[]={5,3,1}; for(i=0;i<N;++i) l4.r[i+1]=d[i]; l4.length=N; printf("еепРг╟: \n"); shellSort<int>(l4,dt,3,print); printf("еепР╨С: "); print(l4); int d1[N]= {1,2,4,5,6,77,88,99}; //{49,38,65,97,76,13,27,49}; printf("еепРг╟:\n"); print3(d1,N); printf("еепР╨С:\n"); bubble_sort(d1,N,print3); printf("©ЛкыеепР╨С: \n"); quickSort(l5); print(l5); printf("я║тЯеепР╨С: \n"); selectSort(l6); print(l6); printf("йВпня║тЯеепР╨С: \n"); treeSort(l7); print(l7); printf("╤яеепР╨С: \n"); heapSort(l8); print(l8); printf("╧И╡╒еепР╨С: \n"); mergeSort(l9); print(l9); myRDT d3[N+2]={{278,1},{109,2},{63,3},{930,4},{589,5},{184,6},{505,7},{269,8},{8,9},{83,10}}; mySLLIST l10; int *adr1; intiList1_(l10,d3,N+2); printf("еепРг╟(nextсР╩╧ц╩╦Ёж╣):\n"); print5(l10); radixSort<int>(l10,print4); printf("еепР╨С(╬╡л╛а╢╠М):\n"); print5(l10); adr1=(int*)malloc(l10.recnum*sizeof(int)); sSort(l10,adr1); sRearrange(l10,adr1); printf("еепР╨С(жьее╪гб╪):\n"); print5(l10); }
void change_level (char fromlevel, char tolevel, char rewrite_level) { struct level * thislevel = NULL; Player.sx = -1; Player.sy = -1; /* sanctuary effect dispelled */ thislevel = findlevel(Dungeon, tolevel); deepest[Current_Environment] = max(deepest[Current_Environment], tolevel); if (!thislevel) { thislevel = (level*) checkmalloc(sizeof(levtype)); clear_level(thislevel); Level = thislevel; Level->next = Dungeon; Dungeon = Level; } Level = thislevel; if ((!Level->generated) || rewrite_level) { initrand(Current_Environment, tolevel); Level->environment = Current_Environment; Level->depth = tolevel; Level->generated = true; switch (Current_Environment) { case E_CAVES: Level->level_width = CAVES_WIDTH; Level->level_length = CAVES_LENGTH; if ((0 == random_range(4)) && (tolevel < MaxDungeonLevels)) room_level(); else cavern_level(); break; case E_SEWERS: Level->level_width = SEWERS_WIDTH; Level->level_length = SEWERS_LENGTH; if ((0 == random_range(4)) && (tolevel < MaxDungeonLevels)) room_level(); else sewer_level(); break; case E_CASTLE: Level->level_width = CASTLE_WIDTH; Level->level_length = CASTLE_LENGTH; room_level(); break; case E_PALACE: /* PGM TODO */ Level->level_width = PALACE_WIDTH; Level->level_length = PALACE_LENGTH; room_level(); break; case E_ASTRAL: Level->level_width = ASTRAL_WIDTH; Level->level_length = ASTRAL_LENGTH; maze_level(); break; case E_VOLCANO: Level->level_width = VOLCANO_WIDTH; Level->level_length = VOLCANO_LENGTH; switch (random_range(3)) { case 0: cavern_level(); break; case 1: room_level(); break; case 2: maze_level(); break; } break; default: print3("This dungeon not implemented!"); assert(false); break; } install_traps(); install_specials(); make_stairs(fromlevel); make_stairs(fromlevel); initrand(E_RESTORE, 0); populate_level(Current_Environment); stock_level(); } find_stairs(fromlevel, tolevel); ScreenOffset = Player.y - (ScreenLength/2); show_screen(); screencheck(Player.x,Player.y); drawvision(Player.x,Player.y); /* synchronize with player on level change */ Player.click = (Tick+1)%60; roomcheck(); }
void l_temple_warning(void) { print1("A stern voice thunders in the air around you:"); print2("'No unbelievers may enter these sacred precincts;"); print3("those who defile this shrine will be destroyed!"); }
void l_throne(void) { pob o; int i; print1("You have come upon a huge ornately appointed throne!"); print2("Sit in it? [yn] "); if (ynq1()=='y') { if (! find_item(&o,OB_SCEPTRE,-1)) { print1("The throne emits an eerie violet-black radiance."); print2("You find, to your horror, that you cannot get up!"); print3("You feel an abstract sucking sensation..."); for(i=0;i<NUMSPELLS;i++) Spells[i].known = FALSE; Player.pow = 3; Player.mana = 0; Player.hp = 1; dispel(-1); morewait();clearmsg(); print1("The radiance finally ceases. You can get up now."); } else { if (HiMagicUse == Date) print3("You hear the sound of a magic kazoo played by an asthmatic."); else { HiMagicUse = Date; print1("Following some strange impulse, you raise the Sceptre...."); print2("You hear a magical fanfare, repeated three times."); switch(HiMagic++) { case 0: print3("Strength."); Player.str+=5; Player.maxstr+=5; break; case 1: print3("Constitution."); Player.con+=5; Player.maxcon+=5; break; case 2: print3("Dexterity."); Player.dex+=5; Player.maxdex+=5; break; case 3: print3("Agility."); Player.agi+=5; Player.maxagi+=5; break; case 4: print3("Intelligence."); Player.iq+=5; Player.maxiq+=5; break; case 5: print3("Power."); Player.pow+=5; Player.maxpow+=5; break; default: if (Spells[S_WISH].known) { print1("A mysterious voice mutters peevishly...."); print2("So what do you want now? A medal?"); } else { print1("Mystic runes appear in the air before you:"); print2("They appear to describe some high-powered spell."); morewait(); print1("You hear a distant voice...."); print2("'You may now tread the path of High Magic.'"); Spells[S_WISH].known = TRUE; } break; case 17: print1("Weird flickering lights play over the throne."); print2("You hear a strange droning sound, as of a magical"); morewait(); print1("artifact stressed by excessive use...."); print2("With an odd tinkling sound the throne shatters!"); Level->site[Player.x][Player.y].locchar = RUBBLE; Level->site[Player.x][Player.y].p_locf = L_RUBBLE; lset(Player.x, Player.y, CHANGED); if (find_and_remove_item(OB_SCEPTRE,-1)) { morewait(); print1("Your sceptre reverberates with the noise, and"); print2("it too explodes in a spray of shards."); } break; } calc_melee(); dataprint(); } } } }
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(); } }
void l_magic_pool(void) { int possibilities=random_range(100); print1("This pool seems to be enchanted...."); if (gamestatusp(MOUNTED)) { if (random_range(2)) { print2("Your horse is polymorphed into a fig newton."); resetgamestatus(MOUNTED); } else print2("Whatever it was, your horse enjoyed it...."); } else if (possibilities == 0) { print1("Oh no! You encounter the DREADED AQUAE MORTIS..."); if (random_range(1000) < Player.level*Player.level*Player.level) { print2("The DREADED AQUAE MORTIS throttles you within inches...."); print3("but for some reason chooses to let you escape."); gain_experience(500); Player.hp = 1; } else p_death("the DREADED AQUAE MORTIS!"); } else if (possibilities < 25) augment(0); else if (possibilities < 30) augment(1); else if (possibilities < 60) augment(-1); else if (possibilities < 65) cleanse(1); else if (possibilities < 80) { if (Player.possessions[O_WEAPON_HAND] != NULL) { print1("You drop your weapon in the pool! It's gone forever!"); dispose_lost_objects(1,Player.possessions[O_WEAPON_HAND]); } else print1("You feel fortunate."); } else if (possibilities < 90) { if (Player.possessions[O_WEAPON_HAND] != NULL) { print1("Your weapon leaves the pool with a new edge...."); Player.possessions[O_WEAPON_HAND]->plus += random_range(10)+1; calc_melee(); } else print1("You feel unfortunate."); } else if (possibilities < 95) { Player.hp += 10; print1("You feel healthier after the dip..."); } else if (possibilities < 99) { print1("Oooh, a tainted pool..."); p_poison(10); } else if (possibilities == 99) { print1("Wow! A pool of azoth!"); heal(10); cleanse(1); Player.mana = calcmana()*3; Player.str = (Player.maxstr++)*3; } print2("The pool seems to have dried up."); Level->site[Player.x][Player.y].locchar = TRAP; Level->site[Player.x][Player.y].p_locf = L_TRAP_PIT; lset(Player.x, Player.y, CHANGED); }
void l_abyss(void) { int i; if (Current_Environment != Current_Dungeon) { print1("You fall through a dimensional portal!"); morewait(); strategic_teleport(-1); } else { print1("You enter the infinite abyss!"); morewait(); if (random_range(100)==13) { print1("As you fall you see before you what seems like"); print2("an infinite congerie of iridescent bubbles."); print3("You have met Yog Sothoth!!!"); morewait(); clearmsg(); if (Player.alignment > -10) p_death("the Eater of Souls"); else { print1("The All-In-One must have taken pity on you."); print2("A transdimensional portal appears..."); morewait(); change_level(Level->depth,Level->depth+1,FALSE); gain_experience(2000); Player.alignment -= 50; } } else { i = 0; print1("You fall..."); while(random_range(3)!=2) { if (i%6 == 0) print2("and fall... "); else nprint2("and fall... "); i++; morewait(); } i++; print1("Finally,you emerge through an interdimensional interstice..."); morewait(); if (Level->depth+i>MaxDungeonLevels) { print2("You emerge high above the ground!!!!"); print3("Yaaaaaaaah........"); morewait(); change_environment(E_COUNTRYSIDE); do { setPlayerXY( random_range(COUNTRY_WIDTH), random_range(COUNTRY_LENGTH)); } while(Country[Player.x][Player.y].base_terrain_type == CHAOS_SEA); p_damage(i*50,NORMAL_DAMAGE,"a fall from a great height"); } else { print2("You built up some velocity during your fall, though...."); morewait(); p_damage(i*5,NORMAL_DAMAGE,"a fall through the abyss"); change_level(Level->depth,Level->depth+i,FALSE); gain_experience(i*i*50); } } } }
void l_safe(void) { char response; pob newitem; int attempt = 0; response = cinema_interact("pfqi", "You have discovered a safe!", "Pick the lock [p], Force the door [f], or ignore [ESCAPE]", NULL); if (response == 'p') attempt = (2*Player.dex + Player.rank[THIEVES]*10 - random_range(100))/10; else if (response == 'f') attempt = (Player.dmg - random_range(100))/10; if (attempt > 0) { Player.alignment -= 4; gain_experience(50); print2("The door springs open!"); Level->site[Player.x][Player.y].locchar = FLOOR; Level->site[Player.x][Player.y].p_locf = L_NO_OP; lset(Player.x, Player.y, CHANGED); if (random_range(2) == 1) { print1("You find:"); do { newitem = create_object(difficulty()); print2(itemid(newitem)); morewait(); gain_item(newitem); } while (random_range(3) == 1); } else print2("The safe was empty (awwwww....)"); } else { print3("Your attempt at burglary failed!"); if (attempt == -1) { print1("A siren goes off! You see flashing red lights everywhere!"); morewait(); if (Last_Environment == E_CITY) { print2("The city guard shows up! They collar you in no time flat!"); change_environment(E_CITY); morewait(); send_to_jail(); } } else if (attempt == -2) { print1("There is a sudden flash!"); p_damage(random_range(25),FLAME,"a safe"); print2("The safe has self-destructed."); Level->site[Player.x][Player.y].locchar = RUBBLE; Level->site[Player.x][Player.y].p_locf = L_RUBBLE; lset(Player.x, Player.y, CHANGED); } else if (attempt == -3) { print1("The safe jolts you with electricity!"); lball(Player.x,Player.y,Player.x,Player.y,30); } else if (attempt < -3) { print1("You are hit by an acid spray!"); if (Player.possessions[O_CLOAK] != NULL) { print2("Your cloak is destroyed!"); conform_lost_object(Player.possessions[O_CLOAK]); p_damage(10,ACID,"a safe"); } else if (Player.possessions[O_ARMOR] != NULL) { print2("Your armor corrodes!"); Player.possessions[O_ARMOR]->dmg-=3; Player.possessions[O_ARMOR]->hit-=3; Player.possessions[O_ARMOR]->aux-=3; p_damage(10,ACID,"a safe"); } else { print2("The acid hits your bare flesh!"); p_damage(random_range(100),ACID,"a safe"); } } } }
void l_oracle(void) { char response; if (gamestatusp(ATTACKED_ORACLE) && (! gamestatusp(COMPLETED_ASTRAL))) { print1("You come before a blue crystal dais. You see a broken mirror."); print2("Look in the mirror? [yn] "); if (ynq2()=='y') { print1("A strange force rips you from your place...."); Player.hp = 1; print2("You feel drained...."); dataprint(); print3("You find yourself in a weird flickery maze."); change_environment(E_ASTRAL); } } else { print1("You come before a blue crystal dais. There is a bell and a mirror."); print2("Ring the bell [b], look in the mirror [m], or leave [ESCAPE] "); do response = (char) mcigetc(); while ((response != 'b') && (response != 'm') && (response != ESCAPE)); if (response == 'b') { print1("The ringing note seems to last forever."); print2("You notice a robed figure in front of you...."); morewait(); print1("The oracle doffs her cowl. Her eyes glitter with blue fire!"); print2("Attack her? [yn] "); if (ynq2() == 'y') { setgamestatus(ATTACKED_ORACLE); print1("The oracle deftly avoids your attack."); print2("She sneers at you and vanishes."); } else { print2("She stares at you...and speaks:"); if (!gamestatusp(SPOKE_TO_DRUID)) { print3("'The ArchDruid speaks wisdom in his forest shrine.'"); } else if (!gamestatusp(COMPLETED_CAVES)) { print3("'Thou mayest find aught of interest in the caves to the South.'"); } else if (!gamestatusp(COMPLETED_SEWERS)) { print3("'Turn thy attention to the abyssal depths of the city.'"); } else if (!gamestatusp(COMPLETED_CASTLE)) { print3("'Explorest thou the depths of the Castle of the ArchMage.'"); } else if (!gamestatusp(COMPLETED_ASTRAL)) { morewait(); print1("'Journey to the Astral Plane and meet the Gods' servants.'"); print2("The oracle holds out her hand. Do you take it? [yn] "); if (ynq2()=='y') { print1("'Beware: Only the Star Gem can escape the Astral Plane.'"); print2("A magic portal opens behind the oracle. She leads you"); morewait(); print1("through a sequence of special effects that would have"); print2("IL&M technicians cursing in awe and deposits you in an"); morewait(); clearmsg(); print1("odd looking room whose walls seem strangely insubstantial."); gain_experience(5000); change_environment(E_ASTRAL); } else print3("You detect the hint of a sneer from the oracle."); } else if (!gamestatusp(COMPLETED_VOLCANO)) { print3("'The infernal maw may yield its secrets to thee now.'"); } else if (!gamestatusp(COMPLETED_CHALLENGE)) { print3("'The challenge of adepthood yet awaits thee.'"); } else { morewait(); print1("'My lord: Thou hast surpassed my tutelage forever."); print2("Fare thee well.'"); print3("The oracle replaces her hood and seems to fade away...."); } } } else if (response == 'm') { print1("You seem to see yourself. Odd...."); knowledge(1); } else print2("You leave this immanent place."); } }
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(); } }
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(); } } } }