示例#1
0
文件: move.c 项目: anylonen/omega
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.");
  }
}
示例#2
0
文件: move.c 项目: anylonen/omega
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.");
}
示例#3
0
void l_charity(void)
{
    long donation;
    print2("'Greetings, friend. Do you wish to make a donation?' [yn] ");
    if (ynq2()!='y')
        print3("'Pinchpurse!'");
    else {
        clearmsg();
        //    print1("How much can you give? ");
        donation = parsenum("How much can you give?");
        if (donation < 1)
            print2("'Go stick your head in a pig.'");
        else if (donation > Player.cash)
            print2("'I'm afraid you're charity is bigger than your purse!'");
        else if (donation < max(100,Player.level*Player.level*100)) {
            print2("'Oh, can't you do better than that?'");
            print3("'Well, I guess we'll take it....'");
            if (Player.alignment < 10) Player.alignment++;
            Player.cash -= donation;
        }
        else {
            print2("'Oh thank you kindly, friend, and bless you!'");
            Player.cash -= donation;
            Player.alignment += 5;
        }
    }
    dataprint();
}
示例#4
0
文件: move.c 项目: anylonen/omega
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.");
}
示例#5
0
void l_cartographer(void)
{
    int i,j,x,y;
    print1("Ye Olde Mappe Shoppe.");
    print2("Map of the local area: 500Au. Buy it? [yn] ");
    if (ynq2()=='y') {
        if (Player.cash < 500)
            print3("Cursed be cheapskates! May you never find an aid station....");
        else {
            print3("You now have the local area mapped.");
            Player.cash -= 500;
            dataprint();
            switch(Villagenum) {
            case 1:
                x = 56;
                y = 5;
                break;
            default:
            case 2:
                x = 35;
                y = 11;
                break;
            case 3:
                x = 10;
                y = 40;
                break;
            case 4:
                x = 7;
                y = 6;
                break;
            case 5:
                x = 40;
                y = 43;
                break;
            case 6:
                x = 20;
                y = 41;
                break;
            }
            for(i=x-15; i<=x+15; i++)
                for(j=y-15; j<=y+15; j++)
                    if ((i>=0)&&(i<64)&&(j>=0)&&(j<64)) {
                        if (Country[i][j].current_terrain_type !=
                                Country[i][j].base_terrain_type) {
                            c_set(i, j, CHANGED);
                            Country[i][j].current_terrain_type =
                                Country[i][j].base_terrain_type;
                        }
                        c_set(i, j, SEEN);
                    }
        }
    }
    else print3("Don't blame me if you get lost....");
}
示例#6
0
文件: char.cpp 项目: cwc/OmegaRPG
FILE *omegarc_check(void)
{
    FILE *fd;

    getOmegaRCPath();

    if ((fd = fopen(Str1,"r")) != NULL) {
        print2("Use .omegarc in home directory? [yn] ");
        if (ynq2()!='y') {
            fclose(fd);
            fd = NULL;
        }
    }
    clearmsg();
    return(fd);
}
示例#7
0
文件: move.c 项目: anylonen/omega
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.");
}
示例#8
0
文件: char.c 项目: DavidKinder/Omega
FILE *omegarc_check()
{
  FILE *fd;
#if defined(MSDOS) || defined(AMIGA) || defined(_WIN32)
  if ((fd = fopen("omega.rc","rb")) != NULL) {
    print2("Use omega.rc in current directory? [yn] ");
#else
  sprintf(Str1, "%s/.omegarc", getenv("HOME"));
  if ((fd = fopen(Str1,"r")) != NULL) {
    print2("Use .omegarc in home directory? [yn] ");
#endif
    if (ynq2()!='y') {
      fclose(fd);
      fd = NULL;
    }
  }
  clearmsg();
  return(fd);
}

void initstats()
{
  char response;
  print1("Do you want to run a character [c] or play yourself [p]?");
  do response = (char) mcigetc(); while ((response!='c')&&(response != 'p'));
  if (response == 'c') omegan_character_stats();
  else {
    user_character_stats();
    user_intro();
#if defined(MSDOS) || defined(AMIGA) || defined(_WIN32)
    print1("Do you want to save this set-up to omega.rc in this directory? [yn] ");
#else
    print1("Do you want to save this set-up to .omegarc in your home directory? [yn] ");
#endif
    if (ynq1()=='y')
      save_omegarc();
  }
  xredraw();
}
示例#9
0
文件: move.c 项目: anylonen/omega
void l_mindstone(void)
{
  print1("You approach a giant crystal of some opaline material.");
  print2("Flashes of irridescent light glint from the object.");
  morewait();
  print1("You feel your attention being drawn by the intricate crystal.");
  print2("Look away from the interesting phenomenon? [yn] ");
  if (ynq2()=='n') {
    print1("Your gaze focuses deeply on the gem....");
    print2("The crystal seems to open up and surround you!");
    morewait();
    if (stonecheck(0)) {
      print1("Your mind has been enhanced by the experience!");
      Player.maxiq = min(Player.maxiq+10,max(Player.maxiq,30));
      dataprint();
    }
  }
  else {
    print1("You manage to wrench your gaze from the odd jewel.");
    print2("The light flashes from the crystal diminish in frequency.");
  }
}
示例#10
0
文件: move.c 项目: anylonen/omega
void l_balancestone(void)
{
  print1("This is a massive granite slab teetering dangerously on a corner.");
  print2("You feel a sense of balance as you regard it.");
  morewait();
  clearmsg();
  if (cinema_confirm("Your hand naturally drifts forward to touch it.")=='y') {
    print1("A vortex of mana spins about you!");
    if (abs(Player.alignment) > random_range(50)) {
      print2("The cyclone whirls you off to a strange place!");
      morewait();
      change_environment(E_COUNTRYSIDE);
      do {
	  setPlayerXY( random_range(COUNTRY_WIDTH), random_range(COUNTRY_LENGTH));
      } while (Country[Player.x][Player.y].current_terrain_type == CHAOS_SEA);
      screencheck(Player.x,Player.y);
      drawvision(Player.x,Player.y);
    }
    else {
      print2("You are being drained of experience! Step back? [yn] ");
      if (ynq2()=='y') {
	clearmsg();
	print1("The vortex calms down, dimishes, and then disappears.");
      }
      else {
	Player.xp -= Player.xp/4;
	dataprint();
	print2("The vortex vanishes. Suddenly, there is a clap of thunder!");
	morewait();
	Player.alignment = 0;
	strategic_teleport(1);
      }
    }
  }
  else print1("You step back from the unlikely boulder.");
}
示例#11
0
/* Prayer occurs at altars, hence the name of the function */
void l_altar()
{
    int i;
    int deity;
    char response;

    if(Current_Environment == E_COUNTRYSIDE) {
        deity = DRUID;
    }
    else {
        deity = Level->site[Player.x][Player.y].aux;
    }

    switch(deity) {
    case ODIN:
        print1("This granite altar is graven with a gallows.");

        break;
    case SET:
        print1("This sandstone altar has a black hand drawn on it.");

        break;
    case HECATE:
        print1("This silver altar is inlaid with a black cresent moon.");

        break;
    case ATHENA:
        print1("This golden altar is inscribed with an owl.");

        break;
    case DESTINY:
        print1("This crystal altar is in the form of an omega.");

        break;
    case DRUID:
        print1("This oaken altar is ornately engraved with leaves.");

        break;
    default:
        print1("This rude altar has no markings.");

        break;
    }

    print2("Worship at this altar? [yn] ");

    if(ynq2() == 'y') {
        if(Player.rank[PRIESTHOOD] == 0) {
            increase_priest_rank(deity);
        }
        else if(!check_sacrilege(deity)) {
            if(Blessing) {
                print1("You have a sense of immanence.");
            }

            print2("Request a Blessing, Sacrifice an item, or just Pray [b,s,p] ");
            response = mcigetc();

            while((response != 'b')
                  && (response != 's')
                  && (response != 'p')
                  && (response != ESCAPE)) {
                response = mcigetc();
            }

            if(response == 'b') {
                print1("You beg a heavenly benefice.");
                print2("You hear a gong resonating throughout eternity...");
                morewait();

                if(Blessing) {
                    print1("A shaft of lecent radiance lances dwon from the heavens!");
                    print2("You feel uplifted...");
                    morewait();
                    gain_experience(Player.rank[PRIESTHOOD] * Player.rank[PRIESTHOOD] * 50);
                    cleanse(1);
                    heal(10);
                    bless(1);
                    Blessing = FALSE;
                    increase_priest_rank(deity);
                }
                else {
                    print1("Your ardent plea is ignored.");
                    print2("You feel ashamed.");
                    Player.xp -= (Player.xp / 4);
                }

                calc_melee();
            }
            else if(response == 's') {
                print1("Which item to Sacrifice?");
                i = getitem('\0');

                if(i == ABORT) {
                    i = 0;
                }

                if(Player.possessions[i] == NULL) {
                    print1("You have insulted your deity!");
                    print2("Not a good idea, as it turns out...");
                    dispel(-1);
                    p_damage(Player.hp - 1, UNSTOPPABLE, "a god's pique");
                }
                else if(true_item_value(Player.possessions[i]) > (Player.rank[PRIESTHOOD] * Player.rank[PRIESTHOOD] * Player.rank[PRIESTHOOD] * 50)) {
                    print1("With a burst of blue flame, your offering vanishes!");
                    dispose_lost_objects(1, Player.possessions[i]);
                    print2("A violet nimbus settles around your head and slowly fades.");
                    morewait();
                    Blessing = TRUE;
                }
                else {
                    print1("A darkling glow envelopes your offering!");
                    print2("The glow slowly fades...");
                    morewait();
                    setgamestatus(SUPPRESS_PRINTING);

                    if(Player.possessions[i]->used) {
                        Player.possessions[i]->used = FALSE;
                        item_use(Player.possessions[i]);
                        Player.possessions[i]->blessing = -1 - abs(Player.possessions[i]->blessing);
                        Player.possessions[i]->used = TRUE;
                        item_use(Player.possessions[i]);
                    }
                    else {
                        Player.possessions[i]->blessing = -1 - abs(Player.possessions[i]->blessing);
                    }

                    resetgamestatus(SUPPRESS_PRINTING);
                }
            }
            else if(response == 'p') {
                if(deity != Player.patron) {
                    print1("Nothing seems to happen.");
                }
                else {
                    increase_priest_rank(deity);
                }
            }
        }
    }
}
示例#12
0
文件: guild2.c 项目: anylonen/omega
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();
}
示例#13
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();
}
示例#14
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;
    }
}
示例#15
0
void l_tourist(void)
{
    print1("Greetings and welcome to Rampart.");
    print2("Would you like the tourist guide to the city? [yn]");
    if( ynq2() == 'y' )
    {
        menuclear();
        menuprint("You now know how to find:\n\n");
        if (! CitySiteList[L_ARMORER-CITYSITEBASE][0])
            menuprint("Julie's Armor of Proof and Weapons of Quality\n");
        CitySiteList[L_ARMORER-CITYSITEBASE][0] = TRUE;

        if (! CitySiteList[L_CLUB-CITYSITEBASE][0])
            menuprint("Rampart Explorers' Club\n");
        CitySiteList[L_CLUB-CITYSITEBASE][0] = TRUE;

        if (! CitySiteList[L_GYM-CITYSITEBASE][0])
            menuprint("The Rampart Gymnasium\n");
        CitySiteList[L_GYM-CITYSITEBASE][0] = TRUE;

        if (! CitySiteList[L_HEALER-CITYSITEBASE][0])
            menuprint("Rampart Healers\n");
        CitySiteList[L_HEALER-CITYSITEBASE][0] = TRUE;

        if (! CitySiteList[L_CASINO-CITYSITEBASE][0])
            menuprint("Rampart Mithril Nugget Casino\n");
        CitySiteList[L_CASINO-CITYSITEBASE][0] = TRUE;

        if (! CitySiteList[L_DINER-CITYSITEBASE][0])
            menuprint("The Rampart Diner\n");
        CitySiteList[L_DINER-CITYSITEBASE][0] = TRUE;

        if (! CitySiteList[L_CRAP-CITYSITEBASE][0])
            menuprint("Les Crapeuleaux, fine dining\n");
        CitySiteList[L_CRAP-CITYSITEBASE][0] = TRUE;

        if (! CitySiteList[L_COMMANDANT-CITYSITEBASE][0])
            menuprint("Commandant Sonder's Rampart-fried Lyzzard partes\n");
        CitySiteList[L_COMMANDANT-CITYSITEBASE][0] = TRUE;

        if (! CitySiteList[L_TAVERN-CITYSITEBASE][0])
            menuprint("The Centaur and Nymph tavern\n");
        CitySiteList[L_TAVERN-CITYSITEBASE][0] = TRUE;

        if (! CitySiteList[L_ALCHEMIST-CITYSITEBASE][0])
            menuprint("Ambrosias' Potions et cie\n");
        CitySiteList[L_ALCHEMIST-CITYSITEBASE][0] = TRUE;

        if (! CitySiteList[L_DPW-CITYSITEBASE][0])
            menuprint("Rampart Department of Public Works\n");
        CitySiteList[L_DPW-CITYSITEBASE][0] = TRUE;

        if (! CitySiteList[L_LIBRARY-CITYSITEBASE][0])
            menuprint("Rampart Public Library\n");
        CitySiteList[L_LIBRARY-CITYSITEBASE][0] = TRUE;

        if (! CitySiteList[L_PAWN_SHOP-CITYSITEBASE][0])
            menuprint("Knight's Pawn Shop\n");
        CitySiteList[L_PAWN_SHOP-CITYSITEBASE][0] = TRUE;

        if (! CitySiteList[L_CONDO-CITYSITEBASE][0])
            menuprint("Luxury Condominiums\n");
        CitySiteList[L_CONDO-CITYSITEBASE][0] = TRUE;

        showmenu();
        morewait();
        clearmsg();
        xredraw();
        print1("Have a nice day.");
    } else
    {
        clearmsg();
        print1("Have a nice day then.");
    }
}
示例#16
0
void l_brothel(void)
{
    char response;
    print1("You come to a heavily reinforced inner door.");
    print2("A sign reads `The House of the Eclipse'");
    morewait();
    clearmsg();
    if (cinema_confirm("You are about to open the door.")=='y') {
        menuclear();
        menuprint("a:knock on the door.\n");
        menuprint("b:try to pick the lock.\n");
        menuprint("c:bash down the door.\n");
        menuprint("ESCAPE: Leave this house of ill repute.\n");
        showmenu();
        do
            response = menugetc();
        while ((response != 'a') &&
                (response != 'b') &&
                (response != 'c') &&
                (response != ESCAPE));
        xredraw();
        if (response == 'a') {
            if (!nighttime())
                print2("There is no reponse.");
            else {
                print1("A window opens in the door.");
                print2("`500Au, buddy. For the night.' pay it? [yn] ");
                if (ynq2()=='y') {
                    if (Player.cash < 500) {
                        print1("`What, no roll?!'");
                        print2("The bouncer bounces you a little and lets you go.");
                        p_damage(25,UNSTOPPABLE,"da bouncer");
                    }
                    else {
                        Player.cash -= 500;
                        print1("You are ushered into an opulently appointed hall.");
                        print2("After an expensive dinner (takeout from Les Crapuleux)");
                        morewait();
                        if (Player.preference == 'n') {
                            switch(random_range(4)) {
                            case 0:
                                print1("you spend the evening playing German Whist with");
                                break;
                            case 1:
                                print1("you spend the evening discussing philosophy with");
                                break;
                            case 2:
                                print1("you spend the evening playing chess against");
                                break;
                            case 3:
                                print1("you spend the evening telling your adventures to");
                            }
                            print2("various employees of the House of the Eclipse.");
                        }
                        else {
                            print1("you spend an enjoyable and educational evening with");
                            if (Player.preference == 'm' ||
                                    (Player.preference == 'y' && random_range(2)))
                                switch(random_range(4)) {
                                case 0:
                                    print2("Skarn the Insatiable, a satyr.");
                                    break;
                                case 1:
                                    print2("Dryden the Defanged, an incubus.");
                                    break;
                                case 2:
                                    print2("Gorgar the Equipped, a centaur.");
                                    break;
                                case 3:
                                    print2("Hieronymus, the mendicant priest of Eros.");
                                    break;
                                }
                            else switch(random_range(4)) {
                                case 0:
                                    print2("Noreen the Nymph (omaniac)");
                                    break;
                                case 1:
                                    print2("Angelface, a recanted succubus.");
                                    break;
                                case 2:
                                    print2("Corporal Sue of the City Guard (moonlighting).");
                                    break;
                                case 3:
                                    print2("Sheena the Queena the Jungle, a wereleopard.");
                                    break;
                                }
                        }
                        morewait();
                        if (hour() > 12) Time += ((24-hour())+8) * 60;
                        else {
                            Time += ((9-hour())*60);
                            Date++;
                        }
                        Player.food = 40;
                        Player.status[DISEASED] = 0;
                        Player.status[POISONED] = 0;
                        Player.hp = Player.maxhp;
                        /* reduce temporary stat gains to max stat levels */
                        toggle_item_use(TRUE);
                        Player.str = min(Player.str,Player.maxstr);
                        Player.con = min(Player.con,Player.maxcon);
                        Player.agi = min(Player.agi,Player.maxagi);
                        Player.dex = min(Player.dex,Player.maxdex);
                        Player.iq = min(Player.iq,Player.maxiq);
                        Player.pow = min(Player.pow,Player.maxpow);
                        toggle_item_use(FALSE);
                        if (Player.preference == 'n')
                            Player.iq++; /* whatever :-) */
                        else
                            Player.con++;
                        gain_experience(100);
                        timeprint();
                        dataprint();
                        showflags();
                        morewait();
                        clearmsg();
                        if (Player.preference == 'n')
                            print1("You arise refreshed the next morning...");
                        else
                            print1("You arise, tired but happy, the next morning...");
                    }
                }
                else print2("What are you, some kinda prude?");
            }
        }
        else if (response == 'b') {
            if (nighttime()) {
                print1("As you fumble at the lock, the door opens....");
                print2("The bouncer tosses you into the street.");
            }
            else print1("The door appears to be bolted and barred from behind.");
        }
        else if (response == 'c') {
            if (nighttime()) {
                print1("As you charge toward the door it opens....");
                print2("Yaaaaah! Thud!");
                morewait();
                print1("You run past the startled bouncer into a wall.");
                p_damage(20,UNSTOPPABLE,"a move worthy of Clouseau");
                print2("The bouncer tosses you into the street.");
            }
            else {
                print1("Ouch! The door resists your efforts.");
                p_damage(1,UNSTOPPABLE,"a sturdy door");
                morewait();
                print1("You hear an irritated voice from inside:");
                print2("'Keep it down out there! Some of us are trying to sleep!'");
            }
        }
    }
}
示例#17
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();
    }
}
示例#18
0
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.");
    }
}