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- /* omega copyright (C) by Laurence Raphael Brothers, 1987,1988,1989 */
- /* aux1.c */
- /* auxiliary functions for those in com.c, also see aux2.c and aux3.c */
-
- #include "glob.h"
-
-
-
- /* check to see if too much tunneling has been done in this level */
- void tunnelcheck()
- {
- if ((Level->depth == 0 && Current_Environment != E_DLAIR) ||
- Current_Environment == E_ASTRAL)
- return;
- Level->tunnelled++;
- if ((Level->tunnelled) > LENGTH/4)
- mprint("Dust and stone fragments fall on you from overhead.");
- if ((Level->tunnelled) > LENGTH/2)
- mprint("You hear groaning and creaking noises.");
- if ((Level->tunnelled) > 3*LENGTH/4)
- mprint("The floor trembles and you hear a loud grinding screech.");
- if ((Level->tunnelled) > 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;
- }
- 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");
- }
- }
-
- /* displays a room's name */
- void showroom(i)
- int i;
- {
- strcpy(Str1,"");
- strcpy(Str2,"");
- switch(Current_Environment) {
- case E_MANSION:
- strcpy(Str2,"A luxurious mansion: ");
- break;
- case E_HOUSE:
- strcpy(Str2,"A house: ");
- break;
- case E_HOVEL:
- strcpy(Str2,"A hovel: ");
- break;
- case E_CITY:
- strcpy(Str2,"The City of Rampart");
- break;
- case E_VILLAGE:
- switch(Villagenum) {
- case 1: strcpy(Str2,"The Village of Star View"); break;
- case 2: strcpy(Str2,"The Village of Woodmere"); break;
- case 3: strcpy(Str2,"The Village of Stormwatch"); break;
- case 4: strcpy(Str2,"The Village of Thaumaris"); break;
- case 5: strcpy(Str2,"The Village of Skorch"); break;
- case 6: strcpy(Str2,"The Village of Whorfen"); break;
- }
- break;
- case E_CAVES:
- strcpy(Str2,"The Goblin Caves: ");
- break;
- case E_CASTLE:
- strcpy(Str2,"The Archmage's Castle: ");
- break;
- case E_ASTRAL:
- strcpy(Str2,"The Astral Plane: ");
- break;
- case E_VOLCANO:
- strcpy(Str2,"The Volcano: ");
- break;
- case E_SEWERS:
- strcpy(Str2,"The Sewers: ");
- break;
- case E_TACTICAL_MAP:
- strcpy(Str2,"The Tactical Map ");
- break;
- default:
- strcpy(Str2,"");
- break;
- }
- if (Current_Environment == Current_Dungeon) {
- strcpy(Str1,"Level ");
- if (Level->depth < 10) {
- Str1[6] = Level->depth + '0';
- Str1[7] = 0;
- }
- else {
- Str1[6] = (Level->depth / 10) + '0';
- Str1[7] = (Level->depth % 10) + '0';
- Str1[8] = 0;
- }
- strcat(Str1," (");
- strcat(Str1,roomname(i));
- strcat(Str1,")");
- }
- else if (strlen(Str2) == 0 || Current_Environment == E_MANSION ||
- Current_Environment == E_HOUSE || Current_Environment == E_HOVEL)
- strcpy(Str1,roomname(i));
- strcat(Str2,Str1);
- locprint(Str2);
- }
-
-
- int player_on_sanctuary()
- {
- if ((Player.x==Player.sx) &&
- (Player.y==Player.sy))
- return(TRUE);
- else {
- if (Player.patron) {
- if ((Level->site[Player.x][Player.y].locchar == ALTAR) &&
- (Level->site[Player.x][Player.y].aux == Player.patron))
- return(TRUE);
- else return(FALSE);
- }
- else return(FALSE);
- }
- }
-
-
- /* check a move attempt, maybe attack something, return TRUE if ok to move. */
- /* x y is the proposed place to move to */
- int p_moveable(x,y)
- int x,y;
- {
- setgamestatus(SKIP_MONSTERS);
- 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 confirmation();
- default:
- resetgamestatus(SKIP_MONSTERS);
- return(TRUE);
- }
- }
- else if (loc_statusp(x,y,SECRET)) {
- if (!gamestatusp(FAST_MOVE)) print3("Ouch!");
- return(FALSE);
- }
- else if (Level->site[x][y].creature != NULL) {
- if (! gamestatusp(FAST_MOVE)) {
- fight_monster(Level->site[x][y].creature);
- resetgamestatus(SKIP_MONSTERS);
- 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) ||
- (gamestatusp(FAST_MOVE) &&
- ((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 (! gamestatusp(FAST_MOVE)) 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 (gamestatusp(MOUNTED)) {
- if (Level->site[x][y].locchar != WATER ||
- Level->site[x][y].p_locf != L_WATER) {
- print1("You can't convince your steed to continue.");
- setgamestatus(SKIP_MONSTERS);
- return(FALSE);
- }
- else return(TRUE);
- }
- else if (confirmation()) resetgamestatus(SKIP_MONSTERS);
- else setgamestatus(SKIP_MONSTERS);
- return(!gamestatusp(SKIP_MONSTERS));
- }
- else {
- resetgamestatus(SKIP_MONSTERS);
- return(TRUE);
- }
- }
- else {
- resetgamestatus(SKIP_MONSTERS);
- return(TRUE);
- }
- }
-
-
-
- /* check a move attempt in the countryside */
- int p_country_moveable(x,y)
- int x,y;
- {
- if (! inbounds(x,y)) return (FALSE);
- else if (optionp(CONFIRM)) {
- if ((Country[x][y].current_terrain_type == CHAOS_SEA) ||
- (Country[x][y].current_terrain_type == MOUNTAINS))
- return(confirmation());
- else return(TRUE);
- }
- else return(TRUE);
- }
-
-
-
-
-
- /* search once particular spot */
- void searchat(x,y)
- int x,y;
- {
- int i;
- if (inbounds(x,y) && (random_range(3) || Player.status[ALERT])) {
- if (loc_statusp(x,y,SECRET)) {
- lreset(x,y,SECRET);
- lset(x, y, CHANGED);
- if ((Level->site[x][y].locchar==OPEN_DOOR) ||
- (Level->site[x][y].locchar==CLOSED_DOOR)) {
- mprint("You find a secret door!");
- for(i=0;i<8;i++) {
- lset(x+Dirs[0][i],y+Dirs[1][i],STOPS);
- lset(x+Dirs[0][i], y+Dirs[1][i], CHANGED);
- }
- }
- else mprint("You find a secret passage!");
- drawvision(Player.x,Player.y);
- }
- if ((Level->site[x][y].p_locf >= TRAP_BASE) &&
- (Level->site[x][y].locchar != TRAP) &&
- (Level->site[x][y].p_locf <= TRAP_BASE+NUMTRAPS)) {
- Level->site[x][y].locchar = TRAP;
- lset(x, y, CHANGED);
- mprint("You find a trap!");
- drawvision(Player.x,Player.y);
- resetgamestatus(FAST_MOVE);
- }
- }
- }
-
-
-
- /* This is to be called whenever anything might change player performance in
- melee, such as changing weapon, statistics, etc. */
- void calc_melee()
- {
- calc_weight();
-
- Player.maxweight = (Player.str * Player.agi * 10);
- Player.absorption = Player.status[PROTECTION];
- Player.defense = 2 * statmod(Player.agi)+(Player.level/2);
- Player.hit = Player.level + statmod(Player.dex)+1;
- Player.dmg = statmod(Player.str)+3;
- Player.speed = 5 - min(4,(statmod(Player.agi)/2));
- if (Player.status[HASTED] > 0) Player.speed = Player.speed / 2;
- if (Player.status[SLOWED] > 0) Player.speed = Player.speed * 2;
- if (Player.itemweight > 0)
- switch(Player.maxweight / Player.itemweight) {
- case 0: Player.speed+=6; break;
- case 1: Player.speed+=3; break;
- case 2: Player.speed+=2; break;
- case 3: Player.speed+=1; break;
- }
-
- if (Player.status[ACCURATE]) Player.hit+=20;
- if (Player.status[HERO]) Player.hit+=Player.dex;
- if (Player.status[HERO]) Player.dmg+=Player.str;
- if (Player.status[HERO]) Player.defense+=Player.agi;
- if (Player.status[HERO]) Player.speed=Player.speed / 2;
-
- Player.speed = max(1,min(25,Player.speed));
-
- if (gamestatusp(MOUNTED)) {
- Player.speed = 3;
- Player.hit += 10;
- Player.dmg += 10;
- }
-
- /* weapon */
- /* have to check for used since it could be a 2h weapon just carried
- in one hand */
- if (Player.possessions[O_WEAPON_HAND] != NULL)
- if (Player.possessions[O_WEAPON_HAND]->used &&
- ((Player.possessions[O_WEAPON_HAND]->objchar==WEAPON)||
- (Player.possessions[O_WEAPON_HAND]->objchar==MISSILEWEAPON))) {
- Player.hit +=
- Player.possessions[O_WEAPON_HAND]->hit +
- Player.possessions[O_WEAPON_HAND]->plus;
- Player.dmg +=
- Player.possessions[O_WEAPON_HAND]->dmg +
- Player.possessions[O_WEAPON_HAND]->plus;
- }
-
- /* shield or defensive weapon */
- if (Player.possessions[O_SHIELD] != NULL) {
- Player.defense +=
- Player.possessions[O_SHIELD]->aux +
- Player.possessions[O_SHIELD]->plus;
- }
-
- /* armor */
- if (Player.possessions[O_ARMOR] != NULL) {
- Player.absorption += Player.possessions[O_ARMOR]->dmg;
- Player.defense +=
- Player.possessions[O_ARMOR]->plus -
- Player.possessions[O_ARMOR]->aux;
- }
-
- if (strlen(Player.meleestr) > 2*maneuvers())
- default_maneuvers();
- comwinprint();
- showflags();
- dataprint();
- }
-
-
- /* player attacks monster m */
- void fight_monster(m)
- struct monster *m;
- {
- int hitmod = 0;
- int reallyfight = TRUE;
-
- if (Player.status[AFRAID]) {
- print3("You are much too afraid to fight!");
- reallyfight = FALSE;
- }
- else if (player_on_sanctuary()) {
- print3("You restrain yourself from desecrating this holy place.");
- reallyfight = FALSE;
- }
- else if (Player.status[SHADOWFORM]) {
- print3("Your attack has no effect in your shadowy state.");
- reallyfight = FALSE;
- }
- else if ((Player.status[BERSERK]<1) && (! m_statusp(m,HOSTILE))) {
- if (optionp(BELLICOSE)) reallyfight = TRUE;
- else reallyfight = confirmation();
- }
- else reallyfight = TRUE;
-
- if (reallyfight) {
-
- if (Lunarity == 1) hitmod += Player.level;
- else if (Lunarity == -1) hitmod -= (Player.level / 2);
-
- if (! m->attacked) Player.alignment -= 2; /* chaotic action */
- m_status_set(m,AWAKE);
- m_status_set(m,HOSTILE);
- m->attacked = TRUE;
- Player.hit += hitmod;
- tacplayer(m);
- Player.hit -= hitmod;
- }
- }
-
-
-
-
- /* Attempt to break an object o */
- int damage_item(o)
- pob o;
- {
- int i;
- /* special case -- break star gem */
- if (o->id == ARTIFACTID+21) {
- print1("The Star Gem shatters into a million glistening shards....");
- if (Current_Environment == E_STARPEAK) {
- if (! gamestatusp(KILLED_LAWBRINGER))
- print2("You hear an agonizing scream of anguish and despair.");
- morewait();
- print1("A raging torrent of energy escapes in an explosion of magic!");
- print2("The energy flows to the apex of Star Peak where there is");
- morewait();
- clearmsg();
- print1("an enormous explosion!");
- morewait();
- annihilate(1);
- print3("You seem to gain strength in the chaotic glare of magic!");
- Player.str = Player.maxstr + 5;
- Player.pow = Player.maxpow + 5;
- Player.alignment -= 200;
- dispose_lost_objects(1,o);
- }
- else {
- morewait();
- print1("The shards coalesce back together again, and vanish");
- print2("with a muted giggle.");
- dispose_lost_objects(1,o);
- }
- return 1;
- }
- else {
- if (o->fragility < random_range(30)) {
- if (o->objchar == STICK) {
- strcpy(Str1,"Your ");
- strcat(Str1,(o->blessing >= 0 ? o->truename : o->cursestr));
- strcat(Str1," explodes!");
- print1(Str1);
- morewait();
- if (o->charge < 1)
- nprint1(" Fzzz... Out of Power... Oh well...");
- else {
- nprint1(" Ka-Blamm!!!");
- /* general case. Some sticks will eventually do special things */
- morewait();
- manastorm(Player.x, Player.y, o->charge*o->level*10);
- dispose_lost_objects(1,o);
- }
- return 1;
- }
- else if ((o->blessing > 0) && (o->level > random_range(10))) {
- strcpy(Str1,"Your ");
- strcat(Str1,itemid(o));
- strcat(Str1," glows strongly.");
- print1(Str1);
- return 0;
- }
- else if ((o->blessing < -1) && (o->level > random_range(10))) {
- strcpy(Str1,"You hear an evil giggle from your ");
- strcat(Str1,itemid(o));
- print1(Str1);
- return 0;
- }
- else if (o->plus > 0) {
- strcpy(Str1,"Your ");
- strcat(Str1,itemid(o));
- strcat(Str1," glows and then fades.");
- print1(Str1);
- o->plus--;
- return 0;
- }
- else {
- if (o->blessing > 0) print1("You hear a faint despairing cry!");
- else if (o->blessing < 0) print1("You hear an agonized scream!");
- strcpy(Str1,"Your ");
- strcat(Str1,itemid(o));
- strcat(Str1," shatters in a thousand lost fragments!");
- print2(Str1);
- morewait();
- dispose_lost_objects(1,o);
- return 1;
- }
- }
- return 0;
- }
- }
-
-
-
-
-
-
-
- /* do dmg points of damage of type dtype, from source fromstring */
- void p_damage(dmg,dtype,fromstring)
- int dmg,dtype;
- char *fromstring;
- {
- if (! p_immune(dtype)) {
- if (gamestatusp(FAST_MOVE)) {
- drawvision(Player.x,Player.y);
- resetgamestatus(FAST_MOVE);
- }
- 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();
- }
-
- /* game over, you lose! */
- void p_death(fromstring)
- char *fromstring;
- {
- Player.hp = -1;
- print3("You died!");
- morewait();
- display_death(fromstring);
- #ifdef SAVE_LEVELS
- kill_all_levels();
- #endif
- endgraf();
- exit(0);
- }
-
-
- /* move the cursor around, like for firing a wand, sets x and y to target */
- void setspot(x,y)
- int *x,*y;
- {
- char c = ' ';
- mprint("Targeting.... ? for help");
- omshowcursor(*x,*y);
- while ((c != '.') && (c != ESCAPE)) {
- c = lgetc();
- switch(c) {
- case 'h':case '4': movecursor(x,y,-1,0); break;
- case 'j':case '2': movecursor(x,y,0,1); break;
- case 'k':case '8': movecursor(x,y,0,-1); break;
- case 'l':case '6': movecursor(x,y,1,0); break;
- case 'b':case '1': movecursor(x,y,-1,1); break;
- case 'n':case '3': movecursor(x,y,1,1); break;
- case 'y':case '7': movecursor(x,y,-1,-1); break;
- case 'u':case '9': movecursor(x,y,1,-1); break;
- case '?':
- clearmsg();
- mprint("Use vi keys or numeric keypad to move cursor to target.");
- mprint("Hit the '.' key when done, or ESCAPE to abort.");
- break;
- }
- }
- if (c==ESCAPE) *x = *y= ABORT;
- screencheck(Player.y);
- }
-
-
- /* get a direction: return index into Dirs array corresponding to direction */
- int getdir()
- {
- while (1) {
- mprint("Select direction [hjklyubn, ESCAPE to quit]: ");
- switch (mgetc()) {
- case '4':
- case 'h':
- case 'H': return(5);
- case '2':
- case 'j':
- case 'J': return(6);
- case '8':
- case 'k':
- case 'K': return(7);
- case '6':
- case 'l':
- case 'L': return(4);
- case '7':
- case 'y':
- case 'Y': return(3);
- case '9':
- case 'u':
- case 'U': return(1);
- case '1':
- case 'b':
- case 'B': return(2);
- case '3':
- case 'n':
- case 'N': return(0);
- case ESCAPE: return(ABORT);
- default: print3("That's not a direction! ");
- }
- }
- }
-
-
-
- /* functions describes monster m's state for examine function */
- char *mstatus_string(m)
- struct monster *m;
- {
- if (m_statusp(m, M_INVISIBLE) && !Player.status[TRUESIGHT])
- strcpy(Str2, "Some invisible creature");
- else if (m->uniqueness == COMMON) {
- if (m->hp < Monsters[m->id].hp / 3)
- strcpy(Str2,"a grievously injured ");
- else if (m->hp < Monsters[m->id].hp / 2)
- strcpy(Str2,"a severely injured ");
- else if (m->hp < Monsters[m->id].hp)
- strcpy(Str2,"an injured ");
- else strcpy(Str2,getarticle(m->monstring));
- if (m->level > Monsters[m->id].level) {
- strcat(Str2," (level ");
- strcat(Str2,wordnum(m->level+1-Monsters[m->id].level));
- strcat(Str2,") ");
- }
- strcat(Str2,m->monstring);
- }
- else {
- strcpy(Str2,m->monstring);
- if (m->hp < Monsters[m->id].hp / 3)
- strcat(Str2," who is grievously injured ");
- else if (m->hp < Monsters[m->id].hp / 2)
- strcat(Str2," who is severely injured ");
- else if (m->hp < Monsters[m->id].hp)
- strcat(Str2," who is injured ");
- }
- return(Str2);
- }
-
-
-
-
- /* for the examine function */
- void describe_player()
- {
- if (Player.hp < (Player.maxhp /5))
- print1("A grievously injured ");
- else if (Player.hp < (Player.maxhp /2))
- print1("A seriously wounded ");
- else if (Player.hp < Player.maxhp)
- print1("A somewhat bruised ");
- else print1("A fit ");
-
- if (Player.status[SHADOWFORM])
- nprint1("shadow");
- else
- nprint1(levelname(Player.level));
- nprint1(" named ");
- nprint1(Player.name);
- if (gamestatusp(MOUNTED))
- nprint1(" (riding a horse.)");
- }
-
-
- /* access to player experience... */
- /* share out experience among guild memberships */
- void gain_experience(amount)
- int amount;
- {
- int i,count=0,share;
- Player.xp += (long) amount;
- gain_level(); /* actually, check to see if should gain level */
- for(i=0;i<NUMRANKS;i++)
- if (Player.guildxp[i] > 0) count++;
- share = amount/(max(count,1));
- for(i=0;i<NUMRANKS;i++)
- if (Player.guildxp[i] > 0) Player.guildxp[i]+=share;
- }
-
- /* try to hit a monster in an adjacent space. If there are none
- return FALSE. Note if you're berserk you get to attack ALL
- adjacent monsters! */
- int goberserk()
- {
- int wentberserk=FALSE,i;
- char meleestr[80];
- strcpy(meleestr,Player.meleestr);
- strcpy(Player.meleestr,"lLlClH");
- for(i=0;i<8;i++)
- if (Level->site[Player.x+Dirs[0][i]][Player.y+Dirs[1][i]].creature
- != NULL) {
- wentberserk=TRUE;
- fight_monster(Level->site[Player.x+Dirs[0][i]][Player.y+Dirs[1][i]].creature);
- morewait();
- }
- strcpy(Player.meleestr,meleestr);
- return(wentberserk);
- }
-
- /* identifies a trap for examine() by its aux value */
- char *trapid(trapno)
- int trapno;
- {
- switch (trapno) {
- case L_TRAP_SIREN:return("A siren trap");
- case L_TRAP_DART:return("A dart trap");
- case L_TRAP_PIT:return("A pit");
- case L_TRAP_SNARE:return("A snare");
- case L_TRAP_BLADE:return("A blade trap");
- case L_TRAP_FIRE:return("A fire trap");
- case L_TRAP_TELEPORT:return("A teleport trap");
- case L_TRAP_DISINTEGRATE:return("A disintegration trap");
- case L_TRAP_DOOR:return("A trap door");
- case L_TRAP_MANADRAIN:return("A manadrain trap");
- case L_TRAP_ACID:return("An acid shower trap");
- case L_TRAP_SLEEP_GAS:return("A sleep gas trap");
- case L_TRAP_ABYSS:return("A concealed entrance to the abyss");
- default: return("A completely inoperative trap.");
- }
- }
-
-
- /* checks current food status of player, every hour, and when food is eaten */
- void foodcheck()
- {
- if (Player.food > 48) {
- print3("You vomit up your huge meal.");
- Player.food = 12;
- }
- else if (Player.food == 30)
- print3("Time for a smackerel of something.");
- else if (Player.food == 20)
- print3("You feel hungry.");
- else if (Player.food == 12)
- print3("You are ravenously hungry.");
- else if (Player.food == 3) {
- print3("You feel weak.");
- if (gamestatusp(FAST_MOVE)) {
- drawvision(Player.x,Player.y);
- resetgamestatus(FAST_MOVE);
- }
- }
- else if (Player.food < 0) {
- if (gamestatusp(FAST_MOVE)) {
- drawvision(Player.x,Player.y);
- resetgamestatus(FAST_MOVE);
- }
- print3("You're starving!");
- p_damage(-5*Player.food,UNSTOPPABLE,"starvation");
- }
- showflags();
- }
-
-
-
-
- /* see whether room should be illuminated */
- void roomcheck()
- {
- static int oldroomno = -1;
- #ifdef MSDOS
- static int oldlevel = -1;
- #else
- static plv oldlevel = NULL;
- #endif
- int roomno = Level->site[Player.x][Player.y].roomnumber;
-
- if ((roomno == RS_CAVERN) ||
- (roomno == RS_SEWER_DUCT) ||
- (roomno == RS_KITCHEN) ||
- (roomno == RS_BATHROOM) ||
- (roomno == RS_BEDROOM) ||
- (roomno == RS_DININGROOM) ||
- (roomno == RS_CLOSET) ||
- (roomno > ROOMBASE))
- if ((! loc_statusp(Player.x,Player.y,LIT)) &&
- (! Player.status[BLINDED]) &&
- (Player.status[ILLUMINATION] || (difficulty() < 6))) {
- showroom(Level->site[Player.x][Player.y].roomnumber);
- spreadroomlight(Player.x,Player.y,roomno);
- levelrefresh();
- }
- if ((oldroomno != roomno) ||
- #ifdef MSDOS
- (oldlevel != Level->depth)) {
- #else
- (oldlevel != Level)) {
- #endif
- showroom(roomno);
- oldroomno = roomno;
- #ifdef MSDOS
- oldlevel = Level->depth;
- #else
- oldlevel = Level;
- #endif
- }
- }
-
-
-
-
-
- /* ask for mercy */
- void surrender(m)
- struct monster *m;
- {
- int i;
- long bestitem,bestvalue;
-
- switch(random_range(4)) {
- case 0: print1("You grovel at the monster's feet..."); break;
- case 1: print1("You cry 'uncle'!"); break;
- case 2: print1("You beg for mercy."); break;
- case 3: print1("You yield to the monster."); break;
- }
- if (m->id == ML0+3) {
- if (m_statusp(m,HOSTILE))
- monster_talk(m);
- else {
- print2("The guard (bored): Have you broken a law? [yn] ");
- if (ynq2() == 'y') {
- print2("The guard grabs you, and drags you to court.");
- morewait();
- send_to_jail();
- }
- else print2("Then don't bother me. Scat!");
- }
- }
- else if ((m->talkf==M_NO_OP) ||
- (m->talkf==M_TALK_STUPID))
- print3("Your plea is ignored.");
- else {
- morewait();
- print1("Your surrender is accepted.");
- if (Player.cash > 0) nprint1(" All your gold is taken....");
- Player.cash = 0;
- bestvalue = 0;
- bestitem = ABORT;
- for (i=1;i<MAXITEMS;i++)
- if (Player.possessions[i] != NULL)
- if (bestvalue < true_item_value(Player.possessions[i])) {
- bestitem = i;
- bestvalue = true_item_value(Player.possessions[i]);
- }
- if (bestitem != ABORT) {
- print2("You also give away your best item... ");
- nprint2(itemid(Player.possessions[bestitem]));
- nprint2(".");
- morewait();
- givemonster(m,Player.possessions[bestitem]);
- morewait(); /* msgs come from givemonster */
- conform_unused_object(Player.possessions[bestitem]);
- Player.possessions[bestitem] = NULL;
- }
- print2("You feel less experienced... ");
- Player.xp = max(0,Player.xp - m->xpv);
- nprint2("The monster seems more experienced!");
- m->level = (min(10,m->level+1));
- m->hp += m->level*20;
- m->hit += m->level;
- m->dmg += m->level;
- m->ac += m->level;
- m->xpv += m->level*10;
- morewait();
- clearmsg();
- if ((m->talkf == M_TALK_EVIL) && random_range(10)) {
- print1("It continues to attack you, laughing evilly!");
- m_status_set(m,HOSTILE);
- m_status_reset(m,GREEDY);
- }
- else if (m->id == ML0+0 || m->id == ML0+3)
- print1("It continues to attack you. ");
- else {
- print1("The monster leaves, chuckling to itself....");
- m_teleport(m);
- }
- }
- dataprint();
- }
-
-
- /* threaten a monster */
- void threaten(m)
- struct monster *m;
- {
- char response;
- switch(random_range(4)) {
- case 0:mprint("You demand that your opponent surrender!"); break;
- case 1:mprint("You threaten to do bodily harm to it."); break;
- case 2:mprint("You attempt to bluster it into submission."); break;
- case 3:mprint("You try to cow it with your awesome presence."); break;
- }
- if (! m_statusp(m,HOSTILE)) {
- print3("You only annoy it with your futile demand.");
- m_status_set(m,HOSTILE);
- }
- else if (((m->level*2 > Player.level) && (m->hp > Player.dmg)) ||
- (m->uniqueness != COMMON))
- print1("It sneers contemptuously at you.");
- else if ((m->talkf != M_TALK_GREEDY) &&
- (m->talkf != M_TALK_HUNGRY) &&
- (m->talkf != M_TALK_EVIL) &&
- (m->talkf != M_TALK_MAN) &&
- (m->talkf != M_TALK_BEG) &&
- (m->talkf != M_TALK_THIEF) &&
- (m->talkf != M_TALK_MERCHANT) &&
- (m->talkf != M_TALK_IM))
- print1("Your demand is ignored");
- else {
- print1("It yields to your mercy.");
- Player.alignment+=3;
- print2("Kill it, rob it, or free it? [krf] ");
- do response = (char) mcigetc();
- while ((response != 'k')&&(response != 'r')&&(response !='f'));
- if (response == 'k') {
- m_death(m);
- print2("You treacherous rogue!");
- Player.alignment -= 13;
- }
- else if (response == 'r') {
- Player.alignment-=2;
- print2("It drops its treasure and flees.");
- m_dropstuff(m);
- m->hp = -1;
- Level->site[m->x][m->y].creature = NULL;
- putspot(m->x,m->y,getspot(m->x,m->y,FALSE));
- }
- else {
- Player.alignment+=2;
- print2("'If you love something set it free ... '");
- if (random_range(100)==13) {
- morewait();
- print2("'...If it doesn't come back, hunt it down and kill it.'");
- }
- print3("It departs with a renewed sense of its own mortality.");
- m->hp = -1;
- Level->site[m->x][m->y].creature = NULL;
- putspot(m->x,m->y,getspot(m->x,m->y,FALSE));
- }
- }
- }
-
- /* name of the player's experience level */
- char *levelname(level)
- int level;
- {
- switch(level) {
- case 0:strcpy(Str3,"neophyte");break;
- case 1:strcpy(Str3,"beginner");break;
- case 2:strcpy(Str3,"tourist");break;
- case 3:strcpy(Str3,"traveller");break;
- case 4:strcpy(Str3,"wayfarer");break;
- case 5:strcpy(Str3,"peregrinator");break;
- case 6:strcpy(Str3,"wanderer");break;
- case 7:strcpy(Str3,"hunter");break;
- case 8:strcpy(Str3,"scout");break;
- case 9:strcpy(Str3,"trailblazer");break;
- case 10:strcpy(Str3,"discoverer");break;
- case 11:strcpy(Str3,"explorer");break;
- case 12:strcpy(Str3,"senior explorer");break;
- case 13:strcpy(Str3,"ranger");break;
- case 14:strcpy(Str3,"ranger captain");break;
- case 15:strcpy(Str3,"ranger knight");break;
- case 16:strcpy(Str3,"adventurer");break;
- case 17:strcpy(Str3,"experienced adventurer");break;
- case 18:strcpy(Str3,"skilled adventurer");break;
- case 19:strcpy(Str3,"master adventurer");break;
- case 20:strcpy(Str3,"hero");break;
- case 21:strcpy(Str3,"superhero");break;
- case 22:strcpy(Str3,"demigod");break;
- default:
- if (level < 100) {
- strcpy(Str3,"Order ");
- Str3[6] = ((level/10)-2) + '0';
- Str3[7] = 0;
- strcat(Str3," Master of Omega");
- }
- else strcpy(Str3,"Ultimate Master of Omega");
- break;
- }
- return(Str3);
- }
-