void l_fire_station(void) { print1("The flames leap up, and the heat is incredible."); if (Player.immunity[FLAME]) { print2("You feel the terrible heat despite your immunity to fire!"); morewait(); } print2("Enter the flames? [yn] "); if (ynq2()=='y') { if (Player.hp == 1) p_death("total incineration"); else Player.hp = 1; dataprint(); print1("You feel like you are being incinerated! Jump back? [yn] "); if (ynq1()=='y') print2("Phew! That was close!"); else { Player.pow -= (15+random_range(15)); if (Player.pow > 0) { print2("That's odd, the flame seems to have cooled down now...."); print3("A flicker of fire seems to dance above the void nearby."); Level->site[Player.x][Player.y].locchar = FLOOR; Level->site[Player.x][Player.y].p_locf = L_NO_OP; stationcheck(); } else { print2("The flames seem to have leached away all your mana!"); p_death("the Essence of Fire"); } } } else print2("You flinch away from the all-consuming fire."); }
void l_earth_station(void) { pob o; print1("The tendrilled mass reaches out for you from the muddy ooze."); if (find_item(&o,OB_SALT_WATER,-1)) print2("A splash of salt water does nothing to dissuade the vines."); morewait(); print1("Enter the overgrown mire? [yn] "); if (ynq1()=='y') { if (Player.hp == 1) p_death("being eaten alive"); else Player.hp = 1; dataprint(); print1("You are being dragged into the muck. Suckers bite you...."); print2("You're about to be entangled.... Leave the mud? [yn] "); if (ynq2()=='y') print2("Phew! That was close!"); else { Player.str -= (15+random_range(15)); if (Player.str > 0) { print1("That's odd, the vine withdraws...."); print2("A spatter of dirt sprays into the void nearby."); Level->site[Player.x][Player.y].locchar = FLOOR; Level->site[Player.x][Player.y].p_locf = L_NO_OP; stationcheck(); } else { print2("The tendril has destroyed your strength!"); p_death("the Essence of Earth"); } } } else print2("You step back from the ominous vegetation."); }
void l_air_station(void) { print1("The whirlwind spins wildly and crackles with lightning."); if (Player.immunity[ELECTRICITY]) print2("You feel static cling despite your immunity to electricity!"); morewait(); print1("Enter the storm? [yn] "); if (ynq1()=='y') { if (Player.hp == 1) p_death("being torn apart and then electrocuted"); else Player.hp = 1; dataprint(); print1("You are buffeted and burnt by the storm...."); print2("You begin to lose consciousness.... Leave the storm? [yn] "); if (ynq1()=='y') print2("Phew! That was close!"); else { Player.iq -= (random_range(15)+15); if (Player.iq > 0) { print1("That's odd, the storm subsides...."); print2("A gust of wind brushes past the void nearby."); Level->site[Player.x][Player.y].locchar = FLOOR; Level->site[Player.x][Player.y].p_locf = L_NO_OP; stationcheck(); } else { print2("The swirling storm has destroyed your intelligence!"); p_death("the Essence of Air"); } } } else print2("You step back from the ominous whirlwind."); }
void l_void_station(void) { int i,something=FALSE; if (cinema_confirm("You're about to Peter Pan into an endless void.")=='y') { if (Level->mlist == NULL) { print2("You fall forever. Eventually you die of starvation."); morewait(); while(Player.hp>0) { Time+=60; hourly_check(); usleep(250000); } } else { print1("You enter the void."); print2("You feel a sudden surge of power from five directions."); morewait(); something = (Player.packptr > 0); if (! something) for(i=0;((i<MAXITEMS)&&(!something));i++) if (Player.possessions[i] != NULL) something = TRUE; if (something) { print1("The flow of power is disrupted by something!"); print2("The power is unbalanced! You lose control!"); morewait(); print1("Each of your cells explodes with a little scream of pain."); print2("Your disrupted essence merges with the megaflow."); p_death("the Power of the Void"); } else if (! gamestatusp(PREPARED_VOID)){ print1("The hungry void swallows you whole!"); print2("Your being dissipates with a pathetic little sigh...."); p_death("the Emptyness of the Void"); } else { print1("The flow of power rages through your body,"); print2("but you manage to master the surge!"); print3("You feel adept...."); morewait();clearmsg(); print1("With a thought, you soar up through the void to the"); print2("place from whence you came."); print3("As the platform of the Challenge dwindles beneath you"); morewait(); clearmsg(); print1("You see Death raise his scythe to you in a salute."); Player.rank[ADEPT] = 1; setgamestatus(COMPLETED_CHALLENGE); FixedPoints = calc_points(); /* set so change_environment puts player in correct temple! */ Player.x = 49; Player.y = 59; print2("You find yourself back in the Temple of Destiny."); morewait(); change_environment(E_TEMPLE); } } } else print2("You back away from the edge...."); }
void i_azoth(pob o) { if (o->plus < 0) { mprint("The mercury was poisonous!"); p_poison(25); } else if (o->plus == 0) { mprint("The partially enchanted azoth makes you sick!"); Player.con = ((int) (Player.con / 2)); calc_melee(); } else if (o->blessing < 1) { mprint("The unblessed azoth warps your soul!"); Player.pow = Player.maxpow = ((int) (Player.maxpow / 2)); level_drain(random_range(10),"cursed azoth"); } else { mprint("The azoth fills you with cosmic power!"); if (Player.str > Player.maxstr*2) { mprint("The power rages out of control!"); p_death("overdose of azoth"); } else { heal(10); cleanse(1); Player.mana = calcmana()*3; toggle_item_use(TRUE); Player.str = (Player.maxstr++)*3; toggle_item_use(FALSE); } } }
void l_sacrificestone(void) { int sacrifice=1; int oldmaxhp = Player.maxhp; print1("You have come on a weathered basaltic block."); print2("On the top surface is an indentation in human shape."); morewait(); print1("You see old rust colored stains in the grain of the stone."); print2("You sense something awakening. Touch the block? [yn] "); if (ynq2() == 'y') { print1("You sense great pain emanating from the ancient altar."); print2("Climb on to the block? [yn] "); if (ynq2() == 'y') { print1("You are stuck fast to the block!"); print2("You feel your life-force being sucked away!"); morewait(); print1("Hit ESCAPE to try and get up at any moment, SPACE to remain."); do { switch(random_range(4)) { case 0: print2("You feel weaker."); break; case 1: print2("You feel your life fading."); break; case 2: print2("Your energy is vanishing."); break; case 3: print2("You are being drained."); break; } Player.hp -= sacrifice; Player.maxhp -= sacrifice/2; sacrifice *= 2; dataprint(); if ((Player.hp < 1) || (Player.maxhp < 1)) p_death("self-sacrifice"); } while (stillonblock()); print1("You manage to wrench yourself off the ancient altar!"); print2("You leave some skin behind, though...."); morewait(); if ((oldmaxhp > 10) && (Player.maxhp < 3 * oldmaxhp/4)) { print1("A strange red glow arises from the altar."); print2("The glow surrounds you.... You sense gratitude."); Player.pow += sacrifice; Player.maxpow += sacrifice/10; dataprint(); } else { print1("You a have a sense of rejection."); print2("A roil of fetid vapor smokes up from the altar."); gain_experience(sacrifice); } } else { print1("You sense an emotion of pique all around you."); print2("You retreat from the strange stone."); } } else { print1("You decide discretion to be the better part of valour."); print2("The stone seems to subside sleepily."); } }
void l_water_station(void) { print1("The fluid seems murky and unknowably deep."); print2("It bubbles and hisses threateningly."); morewait(); if (Player.status[BREATHING]) { print1("You don't feel sanguine about trying to breathe that stuff!"); morewait(); } if (Player.immunity[ACID]) { print2("The vapor burns despite your immunity to acid!"); morewait(); } print1("Enter the fluid? [yn] "); if (ynq1()=='y') { if (Player.hp == 1) p_death("drowning in acid (ick, what a way to go)"); else Player.hp = 1; dataprint(); print2("You choke...."); morewait(); nprint2("Your lungs burn...."); morewait(); print2("Your body begins to disintegrate.... Leave the pool? [yn] "); if (ynq2()=='y') print2("Phew! That was close!"); else { clearmsg(); Player.con -= (15+random_range(15)); if (Player.con > 0) { print1("That's odd, the fluid seems to have been neutralized...."); print2("A moist miasma wafts above the void nearby."); Level->site[Player.x][Player.y].locchar = FLOOR; Level->site[Player.x][Player.y].p_locf = L_NO_OP; stationcheck(); } else { print2("The bubbling fluid has destroyed your constitution!"); p_death("the Essence of Water"); } } } else print2("You step back from the pool of acid."); }
void weapon_scythe(int dmgmod, pob o, pmt m) { mprint("Slice!"); m_death(m); if (! Player.rank[ADEPT]) { mprint("Ooops!"); mprint("You accidentally touch yourself on the backswing...."); p_death("the Scythe of Death"); } }
void weapon_scythe(int dmgmod, Object* o, Monster* m) { mprint("Slice!"); m->m_death(); if (! Player.rank[ADEPT]) { mprint("Ooops!"); mprint("You accidentally touch yourself on the backswing...."); p_death("the Scythe of Death"); } }
/* do dmg points of damage of type dtype, from source fromstring */ void p_damage(int dmg, int dtype, char *fromstring) { if (State.getFastMove()) { drawvision(Player.x,Player.y); State.setFastMove(false); } if (! p_immune(dtype)) { if (dtype == NORMAL_DAMAGE) Player.hp -= max(1,(dmg-Player.absorption)); else Player.hp -= dmg; if (Player.hp < 1) p_death(fromstring); } else mprint("You resist the effects!"); dataprint(); }
/* check to see if too much tunneling has been done in this level */ void tunnelcheck(void) { if ((Level->depth == 0 && Current_Environment != E_DLAIR) || Current_Environment == E_ASTRAL) return; Level->tunnelled++; if ((Level->tunnelled) > (Level->level_length)/4) mprint("Dust and stone fragments fall on you from overhead."); if ((Level->tunnelled) >(Level->level_length)/2) mprint("You hear groaning and creaking noises."); if ((Level->tunnelled) > (3*(Level->level_length))/4) mprint("The floor trembles and you hear a loud grinding screech."); if ((Level->tunnelled) > Level->level_length) { mprint("With a scream of tortured stone, the entire dungeon caves in!!!"); gain_experience(5000); if (Player.status[SHADOWFORM]) { change_environment(E_COUNTRYSIDE); switch (Country[Player.x][Player.y].base_terrain_type) { case CASTLE: case STARPEAK: case CAVES: case VOLCANO: Country[Player.x][Player.y].current_terrain_type = MOUNTAINS; break; case DRAGONLAIR: Country[Player.x][Player.y].current_terrain_type = DESERT; break; case MAGIC_ISLE: Country[Player.x][Player.y].current_terrain_type = CHAOS_SEA; break; case PALACE: Country[Player.x][Player.y].current_terrain_type = JUNGLE; break; } Country[Player.x][Player.y].base_terrain_type = Country[Player.x][Player.y].current_terrain_type; c_set(Player.x, Player.y, CHANGED); print1("In your shadowy state, you float back up to the surface."); return; } mprint("You are flattened into an unpleasant jellylike substance."); p_death("dungeon cave-in"); } }
void weapon_demonblade(int dmgmod, pob o, pmt m) { if (o->blessing > -1) { mprint("Demonblade disintegrates with a soft sigh."); mprint("You stop foaming at the mouth."); Player.status[BERSERK] = 0; conform_lost_object(o); } else if (m->specialf == M_SP_DEMON) { mprint("The demon flees in terror before your weapon!"); m_vanish(m); } else if (m->meleef != M_MELEE_SPIRIT) { if (m->level > random_range(10)) { if( Player.hp < Player.maxhp ) Player.hp = min(Player.maxhp,Player.hp+m->hp); Player.str++; if( Player.pow < Player.maxpow ) Player.pow = min(Player.maxpow,Player.pow+m->level); m_death(m); mprint("You feel a surge of raw power from Demonblade!"); } else p_hit(m,Player.dmg+dmgmod,NORMAL_DAMAGE); } else { mprint("Demonblade howls as it strikes the spirit!"); if (random_range(10) == 1) { mprint("... and shatters into a thousand lost fragments!"); morewait(); p_damage(50,UNSTOPPABLE,"Demonblade exploding"); conform_lost_object(o); } else { mprint("You feel your lifeforce draining...."); p_damage(25,UNSTOPPABLE,"a backlash of negative energies"); Player.str -= 3; Player.con -= 3; if (Player.str < 1 || Player.con < 1) p_death("a backlash of negative energies"); } } }
void heal(int amount) { if (amount > -1) { mprint("You feel better."); if (Player.hp < Player.maxhp + amount) { Player.hp += random_range(10*amount)+1; if (Player.hp > Player.maxhp) Player.hp = Player.maxhp + amount; } Player.status[BLINDED] = 0; } else { mprint("You feel unwell."); Player.hp -= random_range(10*abs(amount)+1); if (Player.hp < 0) p_death("magical disruption"); } dataprint(); }
void l_chaos(void) { if (gamestatusp(MOUNTED)) { print1("Your steed tries to swim in the raw Chaos, but seems to"); print2("be having some difficulties..."); morewait(); print1("probably because it's just turned into a chaffinch."); morewait(); resetgamestatus(MOUNTED); } if (! onewithchaos) print1("You are immersed in raw Chaos...."); if (Player.rank[ADEPT]) { if (! onewithchaos) { onewithchaos = 1; print2("You achieve oneness of Chaos...."); } Player.mana = max(Player.mana,calcmana()); Player.hp = max(Player.hp, Player.maxhp); } else if (onewithchaos) /* adept that gets amnesia from chaos storm */ { print2("The chaos sea doesn't seem to bother you at all."); } else if (Player.rank[PRIESTHOOD] && (! saved)) { print2("A mysterious force protects you from the Chaos!"); print3("Wow.... You feel a bit smug."); gain_experience(500); saved = TRUE; } else { print2("Uh oh...."); if (saved) nprint2("Nothing mysterious happens this time...."); morewait(); print1("Congratulations! You've achieved maximal entropy!"); Player.alignment -= 50; gain_experience(1000); p_death("immersion in raw Chaos"); } }
/* various kinds of wishes */ void wish(int blessing) { int i; char wishstr[80]; clearmsg(); print1("What do you wish for? "); if (blessing < 0) deathprint(); else strcpy(wishstr,msgscanstring()); if (blessing < 0 || strcmp(wishstr,"Death")==0) { print2("As you wish, so shall it be."); p_death("a deathwish"); } if (strcmp(wishstr,"Power")==0) { print2("You feel a sudden surge of energy"); Player.mana=calcmana()*10; } else if (strcmp(wishstr,"Skill")==0) { print2("You feel more competent."); if (gamestatusp(CHEATED)) gain_experience(10000); else gain_experience(min(10000,Player.xp)); } else if (strcmp(wishstr,"Wealth")==0) { print2("You are submerged in shower of gold pieces!"); Player.cash += 10000; } else if (strcmp(wishstr,"Balance")==0) { print2("You feel neutral."); Player.alignment = 0; } else if (strcmp(wishstr,"Chaos")==0) { print2("You feel chaotic."); Player.alignment -= 25; } else if (strcmp(wishstr,"Law")==0) { print2("You feel lawful."); Player.alignment += 25; } else if (strcmp(wishstr,"Location")==0) strategic_teleport(1); else if (strcmp(wishstr,"Knowledge")==0) { print2("You feel more knowledgeable."); i = random_range(NUMSPELLS); if (Spells[i].known) Spells[i].powerdrain = (max(1,Spells[i].powerdrain/2)); else Spells[i].known = TRUE; } else if (strcmp(wishstr,"Health")==0) { print2("You feel vigorous"); Player.hp = max( Player.hp, Player.maxhp); Player.status[DISEASED] = 0; Player.status[POISONED] = 0; Player.food = 43; /* Wish for Health when starving does some good. PGM */ } else if (strcmp(wishstr,"Destruction")==0) annihilate(gamestatusp(CHEATED)); else if (strcmp(wishstr,"Acquisition")==0) acquire(gamestatusp(CHEATED)); else if (strcmp(wishstr,"Summoning")==0) summon(gamestatusp(CHEATED),-1); else if (strcmp(wishstr,"Stats") == 0 && gamestatusp(CHEATED)) { Player.str = Player.maxstr = Player.con = Player.maxcon = Player.agi = Player.maxagi = Player.dex = Player.maxdex = Player.iq = Player.maxiq = Player.pow = Player.maxpow = 200; calc_melee(); } else print2("You feel stupid."); dataprint(); showflags(); }
void l_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); } } } }