1220 lines
31 KiB
C
1220 lines
31 KiB
C
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/* omega copyright (C) by Laurence Raphael Brothers, 1987,1988,1989 */
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/* command2.c */
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/* This file contains toplevel commands called from command1.c */
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#ifndef MSDOS_SUPPORTED_ANTIQUE
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#include <unistd.h>
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#include <ctype.h>
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#endif
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#include "glob.h"
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/* no op a turn.... */
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void rest(void)
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{
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if (random_range(20) == 1) {
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switch(random_range(10)) {
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case 0: print3(" Time passes slowly.... "); break;
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case 1: print3(" Tick. Tock. Tick. Tock. "); break;
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case 2: print3(" Ho Hum. "); break;
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case 3: print3(" Beauty Sleep. Well, in your case, Ugly Sleep. "); break;
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case 4: print3(" And with Strange Aeons, even Death may die. "); break;
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case 5: print3(" La Di Da. "); break;
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case 6: print3(" Time keeps on tickin' tickin' -- into the future.... ");
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break;
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case 7: print3(" Boooring! "); break;
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case 8: print3(" You think I like watching you sleep? "); break;
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case 9: print3(" You sure have an early bedtime! "); break;
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}
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morewait();
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}
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}
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/* read a scroll, book, tome, etc. */
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void peruse(void)
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{
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int index;
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struct object *obj;
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clearmsg();
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if (Player.status[BLINDED] > 0)
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print3("You're blind -- you can't read!!!");
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else if (Player.status[AFRAID] > 0)
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print3("You are too afraid to stop to read a scroll!");
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else {
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index = getitem_prompt("Read -- ", SCROLL);
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if (index == ABORT)
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setgamestatus(SKIP_MONSTERS);
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else {
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obj = Player.possessions[index];
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if (obj->objchar != SCROLL) {
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print3("There's nothing written on ");
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nprint3(itemid(obj));
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}
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else {
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nprint1("You carefully unfurl the scroll....");
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morewait();
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item_use(obj);
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dispose_lost_objects(1,obj);
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}
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}
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}
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}
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void quaff(void)
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{
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int index;
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struct object *obj;
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clearmsg();
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index = getitem_prompt("Quaff -- ", POTION);
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if (index == ABORT)
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setgamestatus(SKIP_MONSTERS);
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else {
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obj = Player.possessions[index];
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if (obj->objchar != POTION) {
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print3("You can't drink ");
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nprint3(itemid(obj));
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}
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else {
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print1("You drink it down.... ");
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item_use(obj);
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morewait();
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dispose_lost_objects(1,obj);
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}
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}
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}
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void activate(void)
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{
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int index = ABORT;
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char response;
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clearmsg();
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print1("Activate -- item [i] or artifact [a] or quit [ESCAPE]?");
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do response = (char) mcigetc();
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while ((response != 'i') && (response != 'a') && (response != ESCAPE));
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if (response != ESCAPE) {
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if (response == 'i')
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index = getitem_prompt("Activate -- ", THING);
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else if (response == 'a')
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index = getitem_prompt("Activate -- ", ARTIFACT);
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if (index != ABORT) {
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clearmsg();
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print1("You activate it.... ");
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morewait();
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item_use(Player.possessions[index]);
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}
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else setgamestatus(SKIP_MONSTERS);
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}
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else setgamestatus(SKIP_MONSTERS);
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}
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void eat (void)
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{
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int index;
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struct object *obj;
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clearmsg();
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index = getitem_prompt("Eat -- ", FOOD);
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if (index == ABORT)
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{
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setgamestatus(SKIP_MONSTERS);
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}
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else
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{
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obj = Player.possessions[index];
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if ((obj->objchar != FOOD) && (obj->objchar != CORPSE))
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{
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print3("You can't eat ");
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nprint3(itemid(obj));
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}
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else
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{
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if (obj->usef == I_FOOD) Player.food = max(0, Player.food+obj->aux);
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item_use(obj);
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dispose_lost_objects(1,obj);
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if (Current_Dungeon == E_COUNTRYSIDE)
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{
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Time += 100;
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hourly_check();
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}
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}
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}
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foodcheck();
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}
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/* search all adjacent spots for secrecy */
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void search(int *searchval)
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{
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int i;
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if (Player.status[AFRAID] > 0)
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print3("You are too terror-stricken to stop to search for anything.");
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else {
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if (!gamestatusp(FAST_MOVE)) {
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setgamestatus(FAST_MOVE);
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*searchval = Searchnum;
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}
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for (i=0;i<9;i++)
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searchat(Player.x+Dirs[0][i],Player.y+Dirs[1][i]);
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drawvision(Player.x,Player.y);
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}
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}
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/* pick up a thing where the player is */
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void pickup(void)
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{
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if (Level->site[Player.x][Player.y].things == NULL)
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print3("There's nothing there!");
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else if (Player.status[SHADOWFORM])
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print3("You can't really interact with the real world in your shadowy state.");
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else
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pickup_at(Player.x,Player.y);
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}
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#ifndef MSDOS_SUPPORTED_ANTIQUE
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/* floor inventory */
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void floor_inv(void)
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{
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pol ol = Level->site[Player.x][Player.y].things;
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setgamestatus(SKIP_MONSTERS);
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menuclear();
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while (ol != NULL) {
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if (ol->thing == NULL) print3("***Error; null thing on things list***");
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else {
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menuprint(itemid(ol->thing));
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menuprint("\n");
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}
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ol = ol->next;
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}
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showmenu();
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morewait();
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xredraw();
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}
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#endif
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void drop(void)
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{
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int index,n;
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clearmsg();
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index = getitem_prompt("Drop -- ", CASH);
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if (index == ABORT)
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setgamestatus(SKIP_MONSTERS);
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else {
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if (index == CASHVALUE) drop_money();
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else if ((! Player.possessions[index]->used) ||
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(! cursed(Player.possessions[index]))) {
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if (Player.possessions[index]->number == 1) {
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p_drop_at(Player.x,Player.y,1,Player.possessions[index]);
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conform_lost_objects(1,Player.possessions[index]);
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}
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else {
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n = getnumber(Player.possessions[index]->number);
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p_drop_at(Player.x,Player.y,n,Player.possessions[index]);
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conform_lost_objects(n,Player.possessions[index]);
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}
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}
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else {
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print3("You can't seem to get rid of: ");
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nprint3(itemid(Player.possessions[index]));
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}
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}
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calc_melee();
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}
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/* talk to the animals -- learn their languages.... */
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void talk(void)
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{
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int dx,dy,index=0;
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char response;
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struct monster *m;
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clearmsg();
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print1("Talk --");
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index = getdir();
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if (index == ABORT)
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setgamestatus(SKIP_MONSTERS);
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else {
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dx = Dirs[0][index];
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dy = Dirs[1][index];
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if ((! inbounds(Player.x+dx, Player.y+dy)) ||
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(Level->site[Player.x+dx][Player.y+dy].creature == NULL)) {
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print3("There's nothing there to talk to!!!");
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setgamestatus(SKIP_MONSTERS);
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}
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else {
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m = Level->site[Player.x+dx][Player.y+dy].creature;
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menuclear();
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strcpy(Str1," Talk to ");
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strcat(Str1,m->monstring);
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strcat(Str1,":");
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menuprint(Str1);
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menuprint("\na: Greet.");
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menuprint("\nb: Threaten.");
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menuprint("\nc: Surrender.");
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menuprint("\nESCAPE: Clam up.");
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showmenu();
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do response = menugetc();
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while ((response != 'a') &&
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(response != 'b') &&
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(response != 'c') &&
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(response != ESCAPE));
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switch(response) {
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case 'a': monster_talk(m); break;
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case 'b': threaten(m); break;
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case 'c': surrender(m); break;
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default: setgamestatus(SKIP_MONSTERS); break;
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}
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}
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}
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xredraw();
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}
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/* try to deactivate a trap */
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void disarm(void)
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{
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int x,y,index=0;
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pob o;
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clearmsg();
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print1("Disarm -- ");
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index = getdir();
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if (index == ABORT)
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setgamestatus(SKIP_MONSTERS);
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else {
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x = Dirs[0][index]+Player.x;
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y = Dirs[1][index]+Player.y;
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if (! inbounds(x,y))
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print3("Whoa, off the map...");
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else if (Level->site[x][y].locchar != TRAP)
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print3("You can't see a trap there!");
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else {
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if (random_range(50+difficulty()*5) <
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Player.dex*2+Player.level*3+Player.rank[THIEVES]*10) {
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print1("You disarmed the trap!");
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if (random_range(100) < Player.dex+Player.rank[THIEVES]*10) {
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o = ((pob) checkmalloc(sizeof(objtype)));
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switch(Level->site[x][y].p_locf) {
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case L_TRAP_DART:
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*o=Objects[OB_TRAP_DART];
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break;
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case L_TRAP_DISINTEGRATE:
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*o=Objects[OB_TRAP_DISINTEGRATE];
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break;
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case L_TRAP_SLEEP_GAS:
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*o=Objects[OB_TRAP_SLEEP];
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break;
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case L_TRAP_TELEPORT:
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*o=Objects[OB_TRAP_TELEPORT];
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break;
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case L_TRAP_ABYSS:
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*o=Objects[OB_TRAP_ABYSS];
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break;
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case L_TRAP_FIRE:
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*o=Objects[OB_TRAP_FIRE];
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break;
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case L_TRAP_SNARE:
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*o=Objects[OB_TRAP_SNARE];
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break;
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case L_TRAP_ACID:
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*o=Objects[OB_TRAP_ACID];
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break;
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case L_TRAP_MANADRAIN:
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*o=Objects[OB_TRAP_MANADRAIN];
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break;
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default:
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/* DAG can't use free_obj() as object not initialized */
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free(o);
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o = NULL;
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break;
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}
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if (o != NULL) {
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print2("You manage to retrieve the trap components!");
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morewait();
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Objects[o->id].known = 1;
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o->known = 1;
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gain_item(o);
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gain_experience(25);
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}
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}
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Level->site[x][y].p_locf = L_NO_OP;
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Level->site[x][y].locchar = FLOOR;
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lset(x, y, CHANGED);
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gain_experience(5);
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}
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else if (random_range(10+difficulty()*2) > Player.dex) {
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print1("You accidentally set off the trap!");
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Player.x = x; Player.y = y;
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p_movefunction(Level->site[x][y].p_locf);
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}
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else print1("You failed to disarm the trap.");
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}
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}
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}
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/* is it more blessed to give, or receive? */
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void give(void)
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{
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int index;
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int dx,dy,dindex=0;
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struct monster *m;
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pob obj;
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clearmsg();
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print1("Give to monster --");
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dindex = getdir();
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if (dindex == ABORT)
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setgamestatus(SKIP_MONSTERS);
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else {
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dx = Dirs[0][dindex];
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dy = Dirs[1][dindex];
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if (! inbounds(Player.x+dx, Player.y+dy))
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print3("Whoa, off the map...");
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else if (Level->site[Player.x+dx][Player.y+dy].creature == NULL) {
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print3("There's nothing there to give something to!!!");
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setgamestatus(SKIP_MONSTERS);
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}
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else {
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m = Level->site[Player.x+dx][Player.y+dy].creature;
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clearmsg();
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index = getitem_prompt("Give what? ", CASH);
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if (index == ABORT)
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setgamestatus(SKIP_MONSTERS);
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else if (index == CASHVALUE) give_money(m);
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else if (! cursed(Player.possessions[index])) {
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obj = copy_obj( Player.possessions[index] );
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obj->used = FALSE;
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conform_lost_objects(1,Player.possessions[index]);
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obj->number = 1;
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print2("Given: ");
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nprint2(itemid(obj));
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morewait();
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/* WDT bug fix: I moved the print above the givemonster
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* call. If that turns out looking ugly, I should change it to
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* a sprintf or strcat. At any rate, it was wrong before because
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* it was accessing an object which had already been freed as part
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* of givemonster. */
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givemonster(m,obj);
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calc_melee();
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}
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else {
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print3("You can't even give away: ");
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nprint3(itemid(Player.possessions[index]));
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}
|
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}
|
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}
|
||
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}
|
||
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|
||
|
|
||
|
/* zap a wand, of course */
|
||
|
void zapwand(void)
|
||
|
{
|
||
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int index;
|
||
|
struct object *obj;
|
||
|
|
||
|
clearmsg();
|
||
|
|
||
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if (Player.status[AFRAID] > 0)
|
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print3("You are so terror-stricken you can't hold a wand straight!");
|
||
|
else {
|
||
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index = getitem_prompt("Zap -- ", STICK);
|
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if (index == ABORT)
|
||
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setgamestatus(SKIP_MONSTERS);
|
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|
else {
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obj = Player.possessions[index];
|
||
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if (obj->objchar != STICK) {
|
||
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print3("You can't zap: ");
|
||
|
nprint3(itemid(obj));
|
||
|
}
|
||
|
else
|
||
|
if (obj->charge < 1)
|
||
|
print3("Fizz.... Pflpt. Out of charges. ");
|
||
|
else {
|
||
|
obj->charge--;
|
||
|
item_use(obj);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/* cast a spell */
|
||
|
void magic(void)
|
||
|
{
|
||
|
int index,drain;
|
||
|
clearmsg();
|
||
|
if (Player.status[AFRAID] > 0)
|
||
|
print3("You are too afraid to concentrate on a spell!");
|
||
|
else {
|
||
|
index = getspell();
|
||
|
xredraw();
|
||
|
if (index == ABORT)
|
||
|
setgamestatus(SKIP_MONSTERS);
|
||
|
else {
|
||
|
drain = Spells[index].powerdrain;
|
||
|
if (Lunarity == 1) drain = drain / 2;
|
||
|
else if (Lunarity == -1) drain = drain *2;
|
||
|
if (drain > Player.mana)
|
||
|
if (Lunarity == -1 && Player.mana >= drain/2)
|
||
|
print3("The contrary moon has made that spell too draining! ");
|
||
|
else
|
||
|
print3("You lack the power for that spell! ");
|
||
|
else {
|
||
|
Player.mana -= drain;
|
||
|
cast_spell(index);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
dataprint();
|
||
|
}
|
||
|
|
||
|
|
||
|
/* go upstairs ('<' command) */
|
||
|
void upstairs(void)
|
||
|
{
|
||
|
if (Level->site[Player.x][Player.y].locchar != STAIRS_UP)
|
||
|
print3("Not here!");
|
||
|
else if (Level->site[Player.x][Player.y].p_locf == L_ESCALATOR)
|
||
|
p_movefunction(Level->site[Player.x][Player.y].p_locf);
|
||
|
else {
|
||
|
if (gamestatusp(MOUNTED))
|
||
|
print2("You manage to get your horse upstairs.");
|
||
|
print1("You ascend a level.");
|
||
|
if (Level->depth <= 1) {
|
||
|
if (Level->environment == E_SEWERS)
|
||
|
change_environment(E_CITY);
|
||
|
else change_environment(E_COUNTRYSIDE);
|
||
|
}
|
||
|
else change_level(Level->depth,Level->depth-1,FALSE);
|
||
|
roomcheck();
|
||
|
}
|
||
|
setgamestatus(SKIP_MONSTERS);
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
/* go downstairs ('>' command) */
|
||
|
void downstairs(void)
|
||
|
{
|
||
|
if (Level->site[Player.x][Player.y].locchar != STAIRS_DOWN)
|
||
|
print3("Not here!");
|
||
|
else if (Level->site[Player.x][Player.y].p_locf == L_ENTER_CIRCLE ||
|
||
|
Level->site[Player.x][Player.y].p_locf == L_ENTER_COURT)
|
||
|
p_movefunction(Level->site[Player.x][Player.y].p_locf);
|
||
|
else {
|
||
|
if (gamestatusp(MOUNTED))
|
||
|
print2("You manage to get your horse downstairs.");
|
||
|
if (Current_Environment == Current_Dungeon) {
|
||
|
print1("You descend a level.");
|
||
|
change_level(Level->depth,Level->depth+1,FALSE);
|
||
|
roomcheck();
|
||
|
}
|
||
|
else if ((Current_Environment == E_CITY) ||
|
||
|
(Last_Environment == E_CITY))
|
||
|
change_environment(E_SEWERS);
|
||
|
else if (Current_Environment != Current_Dungeon)
|
||
|
print3("This stairway is deviant. You can't use it.");
|
||
|
}
|
||
|
setgamestatus(SKIP_MONSTERS);
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
/* set various player options */
|
||
|
/* have to redefine in odefs for next full recompile */
|
||
|
void setoptions(void)
|
||
|
{
|
||
|
int slot = 1,to,done = FALSE;
|
||
|
int response;
|
||
|
|
||
|
clearmsg();
|
||
|
menuclear();
|
||
|
|
||
|
display_options();
|
||
|
|
||
|
move_slot(1,1,NUMOPTIONS);
|
||
|
clearmsg();
|
||
|
print1("Currently selected option is preceded by highlit >>");
|
||
|
print2("Move selected option with '>' and '<', ESCAPE to quit.");
|
||
|
do {
|
||
|
response = mcigetc();
|
||
|
switch(response) {
|
||
|
case 'j':
|
||
|
case '>':
|
||
|
#ifdef KEY_DOWN
|
||
|
case KEY_DOWN:
|
||
|
#endif
|
||
|
to = slot + 1;
|
||
|
#ifndef COMPRESS_SAVE_FILES
|
||
|
if (to == 8) /* COMPRESS_OPTION */
|
||
|
to = 9;
|
||
|
#endif
|
||
|
slot = move_slot(slot,to,NUMOPTIONS+1);
|
||
|
break;
|
||
|
case 'k':
|
||
|
case '<':
|
||
|
#ifdef KEY_UP
|
||
|
case KEY_UP:
|
||
|
#endif
|
||
|
to = slot - 1;
|
||
|
#ifndef COMPRESS_SAVE_FILES
|
||
|
if (to == 8) /* COMPRESS_OPTION */
|
||
|
to = 7;
|
||
|
#endif
|
||
|
if (to > 0)
|
||
|
slot = move_slot(slot,to,NUMOPTIONS+1);
|
||
|
break;
|
||
|
#ifdef KEY_HOME
|
||
|
case KEY_HOME:
|
||
|
slot = move_slot(slot,1,NUMOPTIONS+1);
|
||
|
break;
|
||
|
#endif
|
||
|
#ifdef KEY_LL
|
||
|
case KEY_LL:
|
||
|
slot = move_slot(slot,NUMOPTIONS,NUMOPTIONS+1);
|
||
|
break;
|
||
|
#endif
|
||
|
case 't':
|
||
|
if (slot <= NUMTFOPTIONS)
|
||
|
optionset(pow2(slot-1));
|
||
|
else if (slot == VERBOSITY_LEVEL)
|
||
|
Verbosity = TERSE;
|
||
|
else print3("'T' is meaningless for this option.");
|
||
|
break;
|
||
|
case 'f':
|
||
|
if (slot <= NUMTFOPTIONS)
|
||
|
optionreset(pow2(slot-1));
|
||
|
else print3("'F' is meaningless for this option.");
|
||
|
break;
|
||
|
case 'm':
|
||
|
if (slot == VERBOSITY_LEVEL)
|
||
|
Verbosity = MEDIUM;
|
||
|
else print3("'M' is meaningless for this option.");
|
||
|
break;
|
||
|
case 'v':
|
||
|
if (slot == VERBOSITY_LEVEL)
|
||
|
Verbosity = VERBOSE;
|
||
|
else print3("'V' is meaningless for this option.");
|
||
|
break;
|
||
|
case '1':case '2':case '3':case '4':case '5':
|
||
|
case '6':case '7':case '8':case'9':
|
||
|
if (slot == SEARCH_DURATION)
|
||
|
Searchnum = response - '0';
|
||
|
else print3("A number is meaningless for this option.");
|
||
|
break;
|
||
|
case ESCAPE:
|
||
|
done = TRUE;
|
||
|
break;
|
||
|
default: print3("That response is meaningless for this option."); break;
|
||
|
}
|
||
|
display_option_slot(slot);
|
||
|
move_slot(slot,slot,NUMOPTIONS+1);
|
||
|
} while (! done);
|
||
|
if (optionp(SHOW_COLOUR))
|
||
|
colour_on();
|
||
|
else
|
||
|
colour_off();
|
||
|
#if !defined(MSDOS_SUPPORTED_ANTIQUE) && !defined(AMIGA)
|
||
|
xredraw();
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
/* name an item */
|
||
|
void callitem(void)
|
||
|
{
|
||
|
int index;
|
||
|
pob obj;
|
||
|
|
||
|
clearmsg();
|
||
|
setgamestatus(SKIP_MONSTERS);
|
||
|
index = getitem_prompt("Call -- ", NULL_ITEM);
|
||
|
if (index == CASHVALUE) print3("Can't rename cash!");
|
||
|
else if (index != ABORT) {
|
||
|
obj = Player.possessions[index];
|
||
|
if (obj->known)
|
||
|
print3("That item is already identified!");
|
||
|
else {
|
||
|
print1("Call it:");
|
||
|
obj->objstr = salloc(msgscanstring());
|
||
|
clearmsg();
|
||
|
print2("Also call all similar items by that name? [yn] ");
|
||
|
if (ynq2() == 'y') {
|
||
|
Objects[obj->id].objstr = obj->objstr;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
/* open a door */
|
||
|
void opendoor(void)
|
||
|
{
|
||
|
int dir;
|
||
|
int ox,oy;
|
||
|
|
||
|
clearmsg();
|
||
|
print1("Open --");
|
||
|
dir = getdir();
|
||
|
if (dir == ABORT)
|
||
|
setgamestatus(SKIP_MONSTERS);
|
||
|
else {
|
||
|
ox = Player.x + Dirs[0][dir];
|
||
|
oy = Player.y + Dirs[1][dir];
|
||
|
if (Level->site[ox][oy].locchar == OPEN_DOOR) {
|
||
|
print3("That door is already open!");
|
||
|
setgamestatus(SKIP_MONSTERS);
|
||
|
}
|
||
|
else if (Level->site[ox][oy].locchar == PORTCULLIS) {
|
||
|
print1("You try to lift the massive steel portcullis....");
|
||
|
if (random_range(100) < Player.str) {
|
||
|
print2("Incredible. You bust a gut and lift the portcullis.");
|
||
|
Level->site[ox][oy].locchar = FLOOR;
|
||
|
lset(ox, oy, CHANGED);
|
||
|
}
|
||
|
else {
|
||
|
print2("Argh. You ruptured yourself.");
|
||
|
p_damage(Player.str,UNSTOPPABLE,"a portcullis");
|
||
|
}
|
||
|
}
|
||
|
else if ((Level->site[ox][oy].locchar != CLOSED_DOOR) ||
|
||
|
loc_statusp(ox,oy,SECRET)) {
|
||
|
print3("You can't open that!");
|
||
|
setgamestatus(SKIP_MONSTERS);
|
||
|
}
|
||
|
else if (Level->site[ox][oy].aux == LOCKED)
|
||
|
print3("That door seems to be locked.");
|
||
|
else {
|
||
|
Level->site[ox][oy].locchar = OPEN_DOOR;
|
||
|
lset(ox, oy, CHANGED);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
/* Try to destroy some location */
|
||
|
void bash_location(void)
|
||
|
{
|
||
|
int dir;
|
||
|
int ox,oy;
|
||
|
|
||
|
clearmsg();
|
||
|
print1("Bashing --");
|
||
|
dir = getdir();
|
||
|
if (dir == ABORT)
|
||
|
setgamestatus(SKIP_MONSTERS);
|
||
|
else {
|
||
|
ox = Player.x + Dirs[0][dir];
|
||
|
oy = Player.y + Dirs[1][dir];
|
||
|
if ((Current_Environment == E_CITY) &&
|
||
|
(ox == 0) &&
|
||
|
(oy == 0)) {
|
||
|
print1("Back Door WIZARD Mode!");
|
||
|
print2("You will invalidate your score if you proceed.");
|
||
|
morewait();
|
||
|
if (cinema_confirm("You are about to enable WIZARD Mode.")=='y') {
|
||
|
print2("You feel like a cheater.");
|
||
|
setgamestatus(CHEATED);
|
||
|
}
|
||
|
else print2("A sudden tension goes out of the air....");
|
||
|
}
|
||
|
else {
|
||
|
if (Level->site[ox][oy].locchar == WALL) {
|
||
|
print1("You hurl yourself at the wall!");
|
||
|
p_damage(Player.str,NORMAL_DAMAGE,"a suicidal urge");
|
||
|
}
|
||
|
else if (Level->site[ox][oy].locchar == OPEN_DOOR) {
|
||
|
print1("You hurl yourself through the open door!");
|
||
|
print2("Yaaaaah! ... thud.");
|
||
|
morewait();
|
||
|
Player.x = ox;
|
||
|
Player.y = oy;
|
||
|
p_damage(3,UNSTOPPABLE,"silliness");
|
||
|
p_movefunction(Level->site[Player.x][Player.y].p_locf);
|
||
|
setgamestatus(SKIP_MONSTERS); /* monsters are surprised... */
|
||
|
}
|
||
|
else if (Level->site[ox][oy].locchar == CLOSED_DOOR) {
|
||
|
if (loc_statusp(ox,oy,SECRET)) {
|
||
|
print1("You found a secret door!");
|
||
|
lreset(ox,oy,SECRET);
|
||
|
lset(ox, oy, CHANGED);
|
||
|
}
|
||
|
if (Level->site[ox][oy].aux == LOCKED) {
|
||
|
if (random_range(50+difficulty()*10) < Player.str) {
|
||
|
Player.x = ox;
|
||
|
Player.y = oy;
|
||
|
print2("You blast the door off its hinges!");
|
||
|
Level->site[ox][oy].locchar = FLOOR;
|
||
|
lset(ox, oy, CHANGED);
|
||
|
p_movefunction(Level->site[Player.x][Player.y].p_locf);
|
||
|
setgamestatus(SKIP_MONSTERS); /* monsters are surprised... */
|
||
|
}
|
||
|
else {
|
||
|
print1("Crash! The door holds.");
|
||
|
if (random_range(30) > Player.str)
|
||
|
p_damage(max(1,statmod(Player.str)),UNSTOPPABLE,"a door");
|
||
|
}
|
||
|
}
|
||
|
else {
|
||
|
Player.x = ox;
|
||
|
Player.y = oy;
|
||
|
print2("You bash open the door!");
|
||
|
if (random_range(30) > Player.str)
|
||
|
p_damage(1,UNSTOPPABLE,"a door");
|
||
|
Level->site[ox][oy].locchar = OPEN_DOOR;
|
||
|
lset(ox, oy, CHANGED);
|
||
|
p_movefunction(Level->site[Player.x][Player.y].p_locf);
|
||
|
setgamestatus(SKIP_MONSTERS); /* monsters are surprised... */
|
||
|
}
|
||
|
}
|
||
|
else if (Level->site[ox][oy].locchar == STATUE) {
|
||
|
statue_random(ox,oy);
|
||
|
}
|
||
|
else if (Level->site[ox][oy].locchar == PORTCULLIS) {
|
||
|
print1("Really, you don't have a prayer.");
|
||
|
if (random_range(1000) < Player.str) {
|
||
|
print2("The portcullis flies backwards into a thousand fragments.");
|
||
|
print3("Wow. What a stud.");
|
||
|
gain_experience(100);
|
||
|
Level->site[ox][oy].locchar = FLOOR;
|
||
|
Level->site[ox][oy].p_locf = L_NO_OP;
|
||
|
lset(ox, oy, CHANGED);
|
||
|
}
|
||
|
else {
|
||
|
print2("You only hurt yourself on the 3'' thick steel bars.");
|
||
|
p_damage(Player.str,UNSTOPPABLE,"a portcullis");
|
||
|
}
|
||
|
}
|
||
|
else if (Level->site[ox][oy].locchar == ALTAR) {
|
||
|
if ((Player.patron > 0)&&(Level->site[ox][oy].aux == Player.patron)) {
|
||
|
print1("You have a vision! An awesome angel hovers over the altar.");
|
||
|
print2("The angel says: 'You twit, don't bash your own altar!'");
|
||
|
print3("The angel slaps you upside the head for your presumption.");
|
||
|
p_damage(Player.hp-1,UNSTOPPABLE,"an annoyed angel");
|
||
|
}
|
||
|
else if (Level->site[ox][oy].aux == 0) {
|
||
|
print1("The feeble powers of the minor godling are not enough to");
|
||
|
print2("protect his altar! The altar crumbles away to dust.");
|
||
|
print3("You feel almost unbearably smug.");
|
||
|
Level->site[ox][oy].locchar = RUBBLE;
|
||
|
Level->site[ox][oy].p_locf = L_RUBBLE;
|
||
|
lset(ox, oy, CHANGED);
|
||
|
gain_experience(5);
|
||
|
}
|
||
|
else {
|
||
|
print1("You have successfully annoyed a major deity. Good job.");
|
||
|
print2("Zzzzap! A bolt of godsfire strikes!");
|
||
|
if (Player.rank[PRIESTHOOD] > 0)
|
||
|
print3("Your own deity's aegis defends you from the bolt!");
|
||
|
p_damage(max(0,random_range(100)-Player.rank[PRIESTHOOD]*20),
|
||
|
UNSTOPPABLE,
|
||
|
"a bolt of godsfire");
|
||
|
if (Player.rank[PRIESTHOOD]*20+Player.pow+Player.level >
|
||
|
random_range(200)) {
|
||
|
morewait();
|
||
|
print1("The altar crumbles...");
|
||
|
Level->site[ox][oy].locchar = RUBBLE;
|
||
|
Level->site[ox][oy].p_locf = L_RUBBLE;
|
||
|
lset(ox, oy, CHANGED);
|
||
|
morewait();
|
||
|
if (Player.rank[PRIESTHOOD]) {
|
||
|
print2("You sense your deity's pleasure with you.");
|
||
|
morewait();
|
||
|
print3("You are surrounded by a golden glow.");
|
||
|
cleanse(1);
|
||
|
heal(10);
|
||
|
}
|
||
|
gain_experience(500);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
else {
|
||
|
print3("You restrain yourself from total silliness.");
|
||
|
setgamestatus(SKIP_MONSTERS);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
/* attempt destroy an item */
|
||
|
void bash_item(void)
|
||
|
{
|
||
|
int item;
|
||
|
pob obj;
|
||
|
|
||
|
clearmsg();
|
||
|
item = getitem_prompt("Destroy an item -- ", NULL_ITEM);
|
||
|
if (item == ABORT)
|
||
|
setgamestatus(SKIP_MONSTERS);
|
||
|
else if (item == CASHVALUE)
|
||
|
{
|
||
|
print3("You can't destroy cash!");
|
||
|
setgamestatus(SKIP_MONSTERS);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
obj = Player.possessions[item];
|
||
|
if (Player.str+random_range(20) > obj->fragility+random_range(20)) {
|
||
|
/* damage_item() can free object, but need these after... */
|
||
|
int oid;
|
||
|
unsigned char olevel;
|
||
|
olevel = obj->level;
|
||
|
oid = obj->id;
|
||
|
if ( damage_item(obj) )
|
||
|
{
|
||
|
if ( OB_POTION_CHAOS == oid )
|
||
|
{
|
||
|
Player.alignment += random_range(10);
|
||
|
if ( Player.alignment < 0 )
|
||
|
{
|
||
|
print2("You feel a sense of inner constraint!");
|
||
|
gain_experience(olevel * olevel * 5);
|
||
|
}
|
||
|
else
|
||
|
print2("You feel wonderfully lawful!");
|
||
|
|
||
|
/* In either case, chaotic or lawful, destroying a PoCh is
|
||
|
* lawful. */
|
||
|
Player.alignment += random_range(10);
|
||
|
}
|
||
|
else if ( OB_SCROLL_LAW == oid )
|
||
|
{
|
||
|
Player.alignment -= random_range(10);
|
||
|
if ( Player.alignment < 0 )
|
||
|
{
|
||
|
print2("You feel deliciously chaotic!");
|
||
|
gain_experience(olevel * olevel * 5);
|
||
|
}
|
||
|
else
|
||
|
print2("You feel a sense of inner turmoil!");
|
||
|
Player.alignment -= random_range(10);
|
||
|
}
|
||
|
else if (Player.alignment < 0)
|
||
|
{
|
||
|
print2("That was fun....");
|
||
|
gain_experience(olevel * olevel * 5);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
else {
|
||
|
if (obj->objchar == WEAPON) {
|
||
|
print2("The weapon turned in your hand -- you hit yourself!");
|
||
|
p_damage(random_range(obj->dmg+abs(obj->plus)),
|
||
|
NORMAL_DAMAGE,
|
||
|
"a failure at vandalism");
|
||
|
}
|
||
|
else if (obj->objchar == ARTIFACT) {
|
||
|
print2("Uh Oh -- Now you've gotten it angry....");
|
||
|
p_damage(obj->level*10,
|
||
|
UNSTOPPABLE,
|
||
|
"an enraged artifact");
|
||
|
}
|
||
|
else {
|
||
|
print2("Ouch! Damn thing refuses to break...");
|
||
|
p_damage(1,UNSTOPPABLE,"a failure at vandalism");
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
/* guess what this does */
|
||
|
/* if force is true, exiting due to some problem - don't bomb out */
|
||
|
void save(int compress, int force)
|
||
|
{
|
||
|
char fname[100];
|
||
|
int pos, ok = TRUE;
|
||
|
|
||
|
clearmsg();
|
||
|
if (gamestatusp(ARENA_MODE)) {
|
||
|
if (force) {
|
||
|
resetgamestatus(ARENA_MODE);
|
||
|
change_environment(E_CITY);
|
||
|
}
|
||
|
else {
|
||
|
print3("Can't save the game in the arena!");
|
||
|
setgamestatus(SKIP_MONSTERS);
|
||
|
ok = FALSE;
|
||
|
}
|
||
|
}
|
||
|
else if (Current_Environment == E_ABYSS) {
|
||
|
if (force)
|
||
|
change_environment(E_COUNTRYSIDE);
|
||
|
else {
|
||
|
print3("Can't save the game in the Adept's Challenge!");
|
||
|
setgamestatus(SKIP_MONSTERS);
|
||
|
ok = FALSE;
|
||
|
}
|
||
|
}
|
||
|
else if (Current_Environment == E_TACTICAL_MAP) {
|
||
|
if (force)
|
||
|
change_environment(E_COUNTRYSIDE);
|
||
|
else {
|
||
|
/* WDT MARK! I understand this, but it's wrong. */
|
||
|
print3("Can't save the game in the tactical map!");
|
||
|
setgamestatus(SKIP_MONSTERS);
|
||
|
ok = FALSE;
|
||
|
}
|
||
|
}
|
||
|
if (!force && ok) {
|
||
|
ok = (cinema_confirm("You're about to save and exit.") == 'y');
|
||
|
}
|
||
|
if (force || ok) {
|
||
|
sprintf(Str1, "Enter savefile name [default %s]: ", SaveFileName );
|
||
|
print1(Str1);
|
||
|
strcpy(fname,msgscanstring());
|
||
|
if (fname[0] == '\0') {
|
||
|
/* no file name entered, use default. DAG */
|
||
|
strcpy( fname, SaveFileName );
|
||
|
}
|
||
|
#ifdef MSDOS
|
||
|
for (pos = 0; fname[pos] && isalnum(fname[pos]); pos++)
|
||
|
;
|
||
|
#else
|
||
|
for (pos = 0; fname[pos] && isprint(fname[pos]) && !isspace(fname[pos]);
|
||
|
pos++)
|
||
|
;
|
||
|
#endif
|
||
|
if (fname[pos]) {
|
||
|
sprintf(Str1, "Illegal character '%c' in filename - Save aborted.", fname[pos]);
|
||
|
print1(Str1);
|
||
|
ok = FALSE;
|
||
|
}
|
||
|
#ifdef MSDOS
|
||
|
if (strlen(fname) > FNAME_MAX_LEN)
|
||
|
{
|
||
|
/* WDT -- copied from SYSV block below. */
|
||
|
sprintf(Str1, "Save name longer than %d characters - Save aborted.",
|
||
|
FNAME_MAX_LEN);
|
||
|
print1(Str1);
|
||
|
ok = FALSE;
|
||
|
}
|
||
|
#else
|
||
|
# ifdef SYSV
|
||
|
if (strlen(fname) > FNAME_MAX_LEN - EXT_LENGTH - 1)
|
||
|
{
|
||
|
sprintf(Str1, "Save name longer than %d characters - Save aborted.",
|
||
|
FNAME_MAX_LEN - EXT_LENGTH - 1);
|
||
|
print1(Str1);
|
||
|
ok = FALSE;
|
||
|
}
|
||
|
# endif
|
||
|
#endif
|
||
|
if (ok) {
|
||
|
if (save_game(compress,fname)) {
|
||
|
endgraf();
|
||
|
printf("Bye!\n");
|
||
|
exit(0);
|
||
|
}
|
||
|
else
|
||
|
print1("Internal error -- unable to save.");
|
||
|
}
|
||
|
}
|
||
|
if (force) {
|
||
|
morewait();
|
||
|
clearmsg();
|
||
|
print1("The game is quitting - you will lose your character.");
|
||
|
print2("Try to save again? ");
|
||
|
if (ynq2() == 'y')
|
||
|
save(compress, force);
|
||
|
}
|
||
|
setgamestatus(SKIP_MONSTERS); /* if we get here, we failed to save */
|
||
|
}
|
||
|
|
||
|
/* close a door */
|
||
|
void closedoor(void)
|
||
|
{
|
||
|
int dir;
|
||
|
int ox,oy;
|
||
|
|
||
|
clearmsg();
|
||
|
|
||
|
print1("Close --");
|
||
|
dir = getdir();
|
||
|
if (dir == ABORT)
|
||
|
setgamestatus(SKIP_MONSTERS);
|
||
|
else {
|
||
|
ox = Player.x + Dirs[0][dir];
|
||
|
oy = Player.y + Dirs[1][dir];
|
||
|
if (Level->site[ox][oy].locchar == CLOSED_DOOR) {
|
||
|
print3("That door is already closed!");
|
||
|
setgamestatus(SKIP_MONSTERS);
|
||
|
}
|
||
|
else if (Level->site[ox][oy].locchar != OPEN_DOOR) {
|
||
|
print3("You can't close that!");
|
||
|
setgamestatus(SKIP_MONSTERS);
|
||
|
}
|
||
|
else Level->site[ox][oy].locchar = CLOSED_DOOR;
|
||
|
lset(ox, oy, CHANGED);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/* handle a h,j,k,l, etc. */
|
||
|
void moveplayer(int dx, int dy)
|
||
|
{
|
||
|
if (p_moveable(Player.x+dx,Player.y+dy)) {
|
||
|
|
||
|
if (Player.status[IMMOBILE] > 0) {
|
||
|
resetgamestatus(FAST_MOVE);
|
||
|
print3("You are unable to move");
|
||
|
}
|
||
|
else if ((Player.maxweight < Player.itemweight) &&
|
||
|
random_range(2) &&
|
||
|
(! Player.status[LEVITATING])) {
|
||
|
if (gamestatusp(MOUNTED)) {
|
||
|
print1("Your horse refuses to carry you and your pack another step!");
|
||
|
print2("Your steed bucks wildly and throws you off!");
|
||
|
p_damage(10,UNSTOPPABLE,"a cruelly abused horse");
|
||
|
resetgamestatus(MOUNTED);
|
||
|
summon(-1,HORSE);
|
||
|
}
|
||
|
else {
|
||
|
p_damage(1,UNSTOPPABLE,"a rupture");
|
||
|
print3("The weight of your pack drags you down. You can't move.");
|
||
|
}
|
||
|
}
|
||
|
else {
|
||
|
Player.x += dx;
|
||
|
Player.y += dy;
|
||
|
p_movefunction(Level->site[Player.x][Player.y].p_locf);
|
||
|
|
||
|
/* causes moves to take effectively 30 seconds in town without
|
||
|
monsters being sped up compared to player */
|
||
|
if ((Current_Environment == E_CITY) ||
|
||
|
(Current_Environment == E_VILLAGE)) {
|
||
|
twiddle = ! twiddle;
|
||
|
if (twiddle) {
|
||
|
Time++;
|
||
|
if (Time % 10 == 0) tenminute_check();
|
||
|
else minute_status_check();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/* this test protects against player entering countryside and still
|
||
|
having effects from being on the Level, a kluge, but hey,... */
|
||
|
|
||
|
if (Current_Environment != E_COUNTRYSIDE) {
|
||
|
if (gamestatusp(FAST_MOVE))
|
||
|
if ((Level->site[Player.x][Player.y].things != NULL) ||
|
||
|
(optionp(RUNSTOP) &&
|
||
|
loc_statusp(Player.x,Player.y,STOPS)))
|
||
|
resetgamestatus(FAST_MOVE);
|
||
|
if ((Level->site[Player.x][Player.y].things != NULL) &&
|
||
|
(optionp(PICKUP)))
|
||
|
pickup();
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
else if (gamestatusp(FAST_MOVE)) {
|
||
|
drawvision(Player.x,Player.y);
|
||
|
resetgamestatus(FAST_MOVE);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
/* handle a h,j,k,l, etc. */
|
||
|
void movepincountry(int dx, int dy)
|
||
|
{
|
||
|
int i,takestime = TRUE;
|
||
|
if ((Player.maxweight < Player.itemweight) &&
|
||
|
random_range(2) &&
|
||
|
(! Player.status[LEVITATING])) {
|
||
|
if (gamestatusp(MOUNTED)) {
|
||
|
print1("Your horse refuses to carry you and your pack another step!");
|
||
|
print2("Your steed bucks wildly and throws you off!");
|
||
|
p_damage(10,UNSTOPPABLE,"a cruelly abused horse");
|
||
|
resetgamestatus(MOUNTED);
|
||
|
morewait();
|
||
|
print1("With a shrill neigh of defiance, your former steed gallops");
|
||
|
print2("off into the middle distance....");
|
||
|
if (Player.packptr != 0) {
|
||
|
morewait();
|
||
|
print1("You remember (too late) that the contents of your pack");
|
||
|
print2("were kept in your steed's saddlebags!");
|
||
|
for(i=0;i<MAXPACK;i++) {
|
||
|
if (Player.pack[i] != NULL)
|
||
|
free_obj( Player.pack[i], TRUE );
|
||
|
Player.pack[i] = NULL;
|
||
|
}
|
||
|
Player.packptr = 0;
|
||
|
calc_melee();
|
||
|
}
|
||
|
}
|
||
|
else {
|
||
|
p_damage(1,UNSTOPPABLE,"a rupture");
|
||
|
print3("The weight of your pack drags you down. You can't move.");
|
||
|
}
|
||
|
}
|
||
|
else {
|
||
|
if (gamestatusp(LOST)) {
|
||
|
print3("Being lost, you strike out randomly....");
|
||
|
morewait();
|
||
|
dx = random_range(3)-1;
|
||
|
dy = random_range(3)-1;
|
||
|
}
|
||
|
if (p_country_moveable(Player.x+dx,Player.y+dy)) {
|
||
|
if (Player.status[IMMOBILE] > 0)
|
||
|
print3("You are unable to move");
|
||
|
else {
|
||
|
Player.x += dx;
|
||
|
Player.y += dy;
|
||
|
if ((! gamestatusp(MOUNTED))&&(Player.possessions[O_BOOTS] != NULL)) {
|
||
|
if (Player.possessions[O_BOOTS]->usef == I_BOOTS_7LEAGUE) {
|
||
|
takestime = FALSE;
|
||
|
if (Player.possessions[O_BOOTS]->blessing < 0) {
|
||
|
print1("Whooah! -- Your boots launch you into the sky....");
|
||
|
print2("You come down in a strange location....");
|
||
|
setPlayerXY( random_range(COUNTRY_WIDTH), random_range(COUNTRY_LENGTH));
|
||
|
morewait();
|
||
|
clearmsg();
|
||
|
print1("Your boots disintegrate with a malicious giggle...");
|
||
|
dispose_lost_objects(1,Player.possessions[O_BOOTS]);
|
||
|
}
|
||
|
else if (Player.possessions[O_BOOTS]->known != 2) {
|
||
|
print1("Wow! Your boots take you 7 leagues in a single stride!");
|
||
|
Player.possessions[O_BOOTS]->known = 2;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
if (gamestatusp(LOST) && (Precipitation < 1) &&
|
||
|
c_statusp(Player.x, Player.y, SEEN)) {
|
||
|
print3("Ah! Now you know where you are!");
|
||
|
morewait();
|
||
|
resetgamestatus(LOST);
|
||
|
}
|
||
|
else if (gamestatusp(LOST)) {
|
||
|
print3("You're still lost.");
|
||
|
morewait();
|
||
|
}
|
||
|
if (Precipitation > 0) Precipitation--;
|
||
|
c_set(Player.x, Player.y, SEEN);
|
||
|
terrain_check(takestime);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|