omega-rpg/aux1.c

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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(void)
{
if ((Level->depth == 0 && Current_Environment != E_DLAIR) ||
Current_Environment == E_ASTRAL)
return;
Level->tunnelled++;
if ((Level->tunnelled) > (Level->level_length)/4)
mprint("Dust and stone fragments fall on you from overhead.");
if ((Level->tunnelled) >(Level->level_length)/2)
mprint("You hear groaning and creaking noises.");
if ((Level->tunnelled) > (3*(Level->level_length))/4)
mprint("The floor trembles and you hear a loud grinding screech.");
if ((Level->tunnelled) > Level->level_length) {
mprint("With a scream of tortured stone, the entire dungeon caves in!!!");
gain_experience(5000);
if (Player.status[SHADOWFORM]) {
change_environment(E_COUNTRYSIDE);
switch (Country[Player.x][Player.y].base_terrain_type)
{
case CASTLE:
case STARPEAK:
case CAVES:
case VOLCANO:
Country[Player.x][Player.y].current_terrain_type = MOUNTAINS;
break;
case DRAGONLAIR:
Country[Player.x][Player.y].current_terrain_type = DESERT;
break;
case MAGIC_ISLE:
Country[Player.x][Player.y].current_terrain_type = CHAOS_SEA;
break;
case PALACE:
Country[Player.x][Player.y].current_terrain_type = JUNGLE;
break;
}
Country[Player.x][Player.y].base_terrain_type =
Country[Player.x][Player.y].current_terrain_type;
c_set(Player.x, Player.y, CHANGED);
print1("In your shadowy state, you float back up to the surface.");
return;
}
mprint("You are flattened into an unpleasant jellylike substance.");
p_death("dungeon cave-in");
}
}
/* displays a room's name */
void showroom(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_PALACE:
strcpy(Str2,"The Palace Dungeons: ");
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(void)
{
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(int x, int 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 cinema_confirm("That looks dangerous.") == 'y';
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 (cinema_confirm("Look where you're about to step!") == 'y') 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(int x, int 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(cinema_confirm("That's dangerous terrain, and slow going.")=='y');
else return(TRUE);
}
else return(TRUE);
}
/* search once particular spot */
void searchat(int x, int 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++) { /* FIXED! 12/25/98 */
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(void)
{
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;
}
#ifdef INCLUDE_MONKS
else if (Player.rank[MONKS] > 0)
{
/* monks are faster when not in armor or on horseback */
if (Player.possessions[O_ARMOR] == NULL) {
Player.speed += (min(0,(Player.rank[MONKS] -1)));
}
}
#endif
/* 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;
}
#ifdef INCLUDE_MONKS
if (Player.rank[MONKS] > 0)
{
/* monks */
/* aren't monks just obscene? PGM */
if (Player.possessions[O_WEAPON_HAND] == NULL) /*barehanded*/
{
/* all monks get a bonus in unarmed combat */
Player.hit += ( Player.rank[MONKS] * Player.level );
Player.dmg += ( Player.rank[MONKS] * Player.level );
Player.defense += ( Player.rank[MONKS] * Player.level );
if (Player.rank[MONKS] == MONK_GRANDMASTER)
{
/* Grandmaster does 3x damage in unarmed combat. */
Player.dmg *= 3;
}
}
}
#endif
/* 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(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 = 'y'==cinema_confirm("You're attacking without provokation.");
}
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(pob o)
{
/* special case -- break star gem */
if (o->id == OB_STARGEM) {
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 = max(Player.str, Player.maxstr + 5); /* FIXED! 12/25/98 */
Player.pow = max(Player.pow, Player.maxpow + 5); /* ditto */
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);
Objects[o->id].uniqueness = UNIQUE_UNMADE; /* FIXED! 12/30/98 */
}
return 1;
}
else {
if (o->fragility < random_range(30)) {
if (o->objchar == STICK && o->charge > 0) {
strcpy(Str1,"Your ");
strcat(Str1,(o->blessing >= 0 ? o->truename : o->cursestr));
strcat(Str1," explodes!");
print1(Str1);
morewait();
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(int dmg, int dtype, char *fromstring)
{
if (gamestatusp(FAST_MOVE)) {
drawvision(Player.x,Player.y);
resetgamestatus(FAST_MOVE);
}
if (! p_immune(dtype)) {
if (dtype == NORMAL_DAMAGE) Player.hp -= max(1,(dmg-Player.absorption));
else Player.hp -= dmg;
if (Player.hp < 1) p_death(fromstring);
}
else mprint("You resist the effects!");
dataprint();
}
/* game over, you lose! */
void p_death(char *fromstring)
{
Player.hp = -1;
print3("You died!");
morewait();
display_death(fromstring);
player_dump();
#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(int *x, int *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.x,Player.y);
}
/* get a direction: return index into Dirs array corresponding to direction */
int getdir(void)
{
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(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(void)
{
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(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(void)
{
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(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(void)
{
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(void)
{
static int oldroomno = -1;
#ifdef MSDOS_SUPPORTED_ANTIQUE
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_SUPPORTED_ANTIQUE
(oldlevel != Level->depth)) {
#else
(oldlevel != Level)) {
#endif
showroom(roomno);
oldroomno = roomno;
#ifdef MSDOS_SUPPORTED_ANTIQUE
oldlevel = Level->depth;
#else
oldlevel = Level;
#endif
}
}
/* ask for mercy */
void surrender(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 == GUARD) {
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 == HORNET || m->id == GUARD)
print1("It continues to attack you. ");
else {
print1("The monster leaves, chuckling to itself....");
m_teleport(m);
}
}
dataprint();
}
/* threaten a monster */
void threaten(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;
}
morewait(); /* FIXED! 12/25/98 */
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_remove( m );
}
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_remove( m );
}
}
}
/* name of the player's experience level */
char *levelname(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);
}