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Precision Software Appli…tions Silver Collection 1
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Precision Software Applications Silver Collection Volume One (PSM) (1993).iso
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dcg303xa.arj
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CASTING.SCR
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1993-06-27
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13KB
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455 lines
!
! CASTING.SCR - Spell Casting script
!
! This script implements spell casting for wizards and elves.
!
! (c) DC Software, 1992
!
! Pending Enhancements
!
! - This script has no voices. For an example of voices, look at
! MERCHANT.SCR and HEALER.SCR. Also, look at the OBJECT.SCR for
! the sounds that are used for type 1 magic (heal,cure,resurect,
! etc). The same kind of sound applies here.
!
! - This entire set of code is currently duplicated in the OBJECT.SCR
! file, since type 2 magic can be invoked by both a magic user (casting
! a spell) or by using an object (Scrolls and Staffs). I need a
! method for writing the script once and including it in two other
! places.
!
:@CAST
if player.hp = 0 then
writeln( player.name, " is dead!" );
STOP;
endif;
if player.class <> WIZARD and player.class <> ELF then
writeln( player.name, " does not have magical abilities." );
STOP;
endif;
if player.pwr <= 0 then
writeln( player.name, " has no power left.." );
STOP;
endif;
if fighting then
L0 = select( "Kill", 20, "Confuse", 1, "Scare", 2, "Damage", 5, "Paralyze", 5 );
on L0 goto X_KILL, X_CONFUSE, X_SCARE, X_DAMAGE, X_PARALYZE;
else
L0 = select( "Destroy", 5,
"Duplicate", 40,
"Leave", 5,
"Resurrect", 50,
"Inform", 5,
"Locate Doors", 10,
"Recharge", 25,
"Float", 10,
"Analyze", 10,
"View", 10 );
on L0 goto X_DESTROY, X_DUPLICATE, X_LEAVE, X_RESURRECT, X_INFORM,
X_LOCATE, X_RECHARGE, X_FLOAT, X_ANALYZE, X_ZOOM;
endif;
writeln( "Ok." );
STOP;
:X_DESTROY
L0 = DESTROY; L1 = 5; L2 = 10;
gosub X_TARGET; goto X_DOIT;
:X_DUPLICATE
L0 = DUPLICATE; L1 = 40; L2 = 1;
gosub X_TARGET; goto X_DOIT;
:X_LEAVE
L0 = LEAVE; L1 = 5;
goto X_DOIT;
:X_RESURRECT
L0 = RESURRECT; L1 = 50;
goto X_DOIT;
:X_INFORM
L0 = INFORM; L1 = 5;
goto X_DOIT;
:X_LOCATE
L0 = DOORS; L1 = 10;
goto X_DOIT;
:X_KILL
L0 = KILL; L1 = 20; L2 = 6;
gosub X_TARGET; goto X_DOIT;
:X_CONFUSE
L0 = CONFUSE; L1 = 1;
goto X_DOIT;
:X_SCARE
L0 = SCARE; L1 = 2;
goto X_DOIT;
:X_DAMAGE
L0 = DAMAGE; L1 = 5;
goto X_DOIT;
:X_PARALYZE
L0 = PARALYZE; L1 = 5;
goto X_DOIT;
:X_RECHARGE
L0 = RECHARGE; L1 = 25; L2 = 1;
gosub X_TARGET; goto X_DOIT;
:X_FLOAT
L0 = FLOAT; L1 = 10; L2 = 1;
gosub X_TARGET; goto X_DOIT;
:X_ANALYZE
L0 = ANALYZE; L1 = 10; L2 = 1;
gosub X_TARGET; goto X_DOIT;
:X_ZOOM
L0 = ZOOM; L1= 10;
goto X_DOIT;
:X_DOIT
if player.pwr < L1 then
writeln( player.name, " doesn't have enough power.." );
STOP;
endif;
dec( player.pwr, L1 );
if L0 = DAMAGE or L0 = CONFUSE or L0 = SCARE or L0 = PARALYZE then
!
! These spells operate on EVERY monster
!
! L5 will contain the TOTAL experience points gained when done..
! L6 is the maximum damage that will be done to a single monster..
! L8 is the maximum total damage that can be done to a group of monsters..
! L9 is the number of monsters affected..
!
L5 = 0;
L6 = player.level + adjustments(player.pwr) / 2 + 1;
if L6 <= 0 then
writeln( "The spell failed.." );
STOP;
endif;
L8 = player.iq;
L9 = 0;
endif;
on L0 goto
M2_NONE, M2_DESTROY, M2_DUPLICATE, M2_LEAVE,
M2_RESURRECT,M2_INFORM, M2_LOCATE, M2_KILL,
M2_CONFUSE, M2_SCARE, M2_DAMAGE, M2_PARALYZE,
M2_RECHARGE, M2_FLOAT, M2_ANALYZE, M2_ZOOM;
:M2_NONE ! No spell
writeln( "Nothing happens.." );
STOP;
:M2_DESTROY ! Destroy an object
writeln( "The ", object.type, " is destroyed.." );
vanish( object );
STOP;
:M2_DUPLICATE ! Duplicates an object
writeln( "The ", object.type, " has been duplicated.. " );
inc( object.count, 1 ); ! Creates an identical copy !
STOP;
:M2_LEAVE ! Exit through the 'exit' door from anywhere...
if world.type <> DUNGEON then
writeln( "This spell only work's in dungeons.." );
STOP;
endif;
enter( world.edgedoor );
writeln( "You leave this level of the dungeon.." );
STOP;
:M2_RESURRECT ! Revive a DEAD person
write( "Resurrect: " );
L3 = select( group );
if player.hp > 0 then
writeln( player.name, " is not dead! The spell fails." );
else
writeln( player.name );
player.hp = 2;
writeln( player.name, " is alive, but weak.." );
endif;
STOP;
:M2_INFORM ! Displays some text
loadhint;
writeln( "The wind seems to carry a random phrase to your ears.." );
writeln( s0 );
STOP;
:M2_LOCATE ! Locate doors
for L5 = 0 to 15 do
if world.doorx(L5) > 0 and world.doory(L5) > 0 then
frame( world.doorx(L5), world.doory(L5), SYS_FRAME );
endif;
endfor;
STOP;
:M2_KILL ! Kill 1 enemy during battle
writeln( npc.name, " killed. +", npc.hp, " exp." );
inc( player.exp, npc.hp );
npc.hp = 0;
STOP;
:M2_DAMAGE ! Causes damage to monsters
S0 = "hit";
foreach npc do
L7 = min( npc.hp, random(L6) ); ! How much damage to this one monster?
if L7 > 0 then
frame(npc.x, npc.y, SYS_SPLAT); wait(1); frame(npc.x, npc.y, SYS_SPLAT);
write( npc.name );
if L7 < npc.hp then
write( " hit." );
dec( npc.hp, L7 ); ! Hit the monster..
else
write( " killed!" );
npc.hp = 0;
endif;
writeln( " +", L7, " exp." );
inc(L9); ! Count of affected npcs
inc( L5, L7 ); ! Accumulate experience..
if L5 > L8 goto DCSPEXIT; ! Stop when total of L8 points used
endif;
endfor;
goto DCSPEXIT;
:M2_CONFUSE ! Makes monsters shoot at other monsters
S0 = "confused";
foreach npc do
L7 = min( npc.hp, random(L6) ); ! How much confusion to this one monster?
if L7 > 0 and npc.confused = 0 then
frame(npc.x, npc.y, SYS_SPLAT); wait(1); frame(npc.x, npc.y, SYS_SPLAT);
inc(L9); ! Count of affected npcs
npc.confused = L7; ! Confuse for 'n' units
inc( L5, L7 ); ! Accumulate experience..
if L5 > L8 goto DCSPEXIT; ! Stop when total of L8 points used
endif;
endfor;
goto DCSPEXIT;
:M2_SCARE ! Scares monsters
S0 = "scared";
foreach npc do
L7 = min( npc.hp, random(L6) ); ! How much 'fright' to this one monster?
if L7 > 0 and npc.scared = 0 then
frame(npc.x, npc.y, SYS_SPLAT); wait(1); frame(npc.x, npc.y, SYS_SPLAT);
inc(L9);
npc.scared = L7; ! Frighten for 'n' units
inc( L5, L7 ); ! Accumulate experience..
if L5 > L8 goto DCSPEXIT; ! Stop when total of L8 points used
endif;
endfor;
goto DCSPEXIT;
:M2_PARALYZE ! Monster can't move
S0 = "paralyzed";
foreach npc do
L7 = min( npc.hp, random(L6) ); ! How much paralysis to this one monster?
if L7 > 0 and npc.paralyzed = 0 then
frame(npc.x, npc.y, SYS_SPLAT); wait(1); frame(npc.x, npc.y, SYS_SPLAT);
inc(L9);
npc.paralyzed = L7; ! Paralyze for 'n' units
inc( L5, L7 ); ! Accumulate experience..
if L5 > L8 goto DCSPEXIT; ! Stop when total of L8 points used
endif;
endfor;
goto DCSPEXIT;
:M2_RECHARGE ! Recharge an ITEM pwr = 25, rng=1
if object.type = RING or object.type = AMULET or object.type = STAFF then
inc( object.charges, random(player.level)+1 );
writeln( "The ", object.type, " now has ", object.charges, " charges." );
else
writeln( "The smell of rotten eggs fills the air.." );
endif;
STOP;
:M2_FLOAT ! Remove an object's weight pwr = 10, rng=1
if object.weight < 255 then
object.weight = object.weight / 2 + 1;
writeln( "The ", object.type, " is now much lighter.." );
else
writeln( "It's didn't work. The ", object.type, " is too heavy." );
endif;
STOP;
:M2_ANALYZE ! Discover object's properties pwr = 10, rng=1
if npc.count then ! It's a character we cast this thing on..
writeln( npc.name, ", ", npc.class, ", Lvl ", npc.level,
", AC ", npc.ac, ", HP ", npc.hp );
else
gosub ODETAIL;
endif;
STOP;
:M2_ZOOM ! View the world..
viewpcx( world );
if success then
pause;
endif;
paint( screen );
STOP;
!
! Award experience points (if any)
!
:DCSPEXIT
if L9 then
write( L9, " foes were ", S0 );
if L5 then
writeln( " for a total of +", L5, " experience!" );
inc( player.exp, L5 ); ! Grant experience..
else
writeln( " With no effect" );
endif;
else
writeln( "No effect.." );
endif;
STOP;
!
! SUBROUTINE: X_TARGET
!
! Selects a target to cast the spell on
!
:X_TARGET
write( s0, " what:" );
L3 = locate; ! Identify an object or character to cast on !
if failure then
writeln( "nothing.." );
STOP;
endif;
if L3 > L2 then
writeln( "You must get closer.." );
STOP;
endif;
if npc.count then ! It's a character, not an object..
if npc.type = HOSTILE then
writeln( npc.name ); ! Monster's class is type of terrain mobility !
else
writeln( npc.class ); ! Human, elf, dwarf, etc.. !
endif;
if L0 = DESTROY or L0 = DUPLICATE or
L0 = RECHARGE or L0 = FLOAT then
writeln( "This spell only work's on objects!" );
STOP;
endif;
else
writeln( object.type ); ! Food, weapon, ring, etc.. !
endif;
return;
!
! SUBROUTINE: ODETAIL
!
! Display an object's detailed analysis
!
:ODETAIL
write( "Name: ", object.name );
write( ", Type: ", object.type );
if object.type = FOOD or object.type = POTION then
if object.class then
write( ", Class: ", object.class );
if object.class <> CURE then
write( ", Units: ", object.units );
endif;
endif;
elsif object.type = WEAPON then
write( "Class: ", object.class,
", Hands: ", object.hands,
", Range: ", object.range,
", Damage: ", object.damage );
if object.ammoneeded then
write( ", Needs ammo type: ", object.ammo_type );
endif;
elsif object.type = AMMO then
write( "Ammo Type: ", object.ammotype );
if object.traptype then
write( ", Poisoned" );
endif;
if object.damage then
write( ", Extra Damage: ", object.damage );
endif;
elsif object.type = ARMOR or object.type = SHIELD then
write( "Armor Class: ", object.ac );
if object.cursed then
write( " Cursed!" );
endif;
elsif object.type = AMULET or object.type = RING or object.type = GEMS then
if object.class then
write( "Class: ", object.class );
write( ", Charges: ", object.charges );
if object.class <> CURE then
write( ", Units: ", object.units );
if object.permanent then
write( ", Permanent!" );
else
write( ", Temporary" );
endif;
endif;
if object.cursed then
write( ", Cursed!" );
endif;
endif;
elsif object.type = SCROLL then
write( "Class: ", object.class );
elsif object.type = STAFF then
write( "Class: ", object.class, ", Charges: ", object.charges );
elsif object.type = CHEST then
if object.locktype then
write( "Locked!" );
if object.traptype = 0 then
write( ", no traps" );
elsif object.traptype = 1 then
write( ", poison trap" );
else
write( ", bomb damage: ", object.traptype );
endif;
endif;
! elsif object.type = KEYS then
! nothing special about it
! elsif object.type = BOOK then
! nothing special about it
! elsif object.type = GOLDSACK then
! nothing special about it
! elsif object.type = TORCH then
! nothing special about it
! elsif object.type = LANTERN then
! nothing special about it
! elsif object.type = ROPE then
! nothing special about it
! elsif object.type = HOOKS then
! nothing special about it
! elsif object.type = MIRROR then
! nothing special about it
! elsif object.type = SIGN then
! nothing special about it
elsif object.type = VEHICLE then
write( "Class: ", object.class );
! else
! user defined type?
endif;
if object.weight > 1 and object.weight < 256 then
write( ", Weight: ", object.weight );
endif;
if object.count > 1 then
write( ", Count: ", object.count );
endif;
return;