/* omega copyright (C) by Laurence Raphael Brothers, 1987,1988,1989 */ /* movef.c */ /* the movefunctions switch functions, for player and monster*/ #include "glob.h" void p_movefunction(int movef) { /* loc functs above traps should be activated whether levitating or not */ drawvision(Player.x,Player.y); sign_print(Player.x,Player.y,FALSE); if (Player.status[SHADOWFORM]) switch(movef) { /* player in shadow form is unable to do most things */ case L_CHAOS:l_chaos(); break; case L_ABYSS:l_abyss(); break; case L_ARENA_EXIT:l_arena_exit(); break; case L_ENTER_COURT:l_enter_court(); break; case L_ESCALATOR:l_escalator(); break; case L_COLLEGE:l_college(); break; case L_SORCERORS:l_sorcerors(); break; case L_ALTAR:l_altar(); break; case L_TACTICAL_EXIT:l_tactical_exit(); break; case L_HOUSE_EXIT:l_house_exit(); break; case L_HOUSE: l_house(); break; case L_HOVEL: l_hovel(); break; case L_MANSION: l_mansion(); break; case L_COUNTRYSIDE:l_countryside(); break; case L_ORACLE:l_oracle(); break; case L_TEMPLE_WARNING:l_temple_warning(); break; case L_ENTER_CIRCLE:l_enter_circle(); break; case L_CIRCLE_LIBRARY:l_circle_library(); break; case L_TOME1: l_tome1(); break; case L_TOME2: l_tome2(); break; case L_ADEPT:l_adept(); break; case L_VOICE1:l_voice1();break; case L_VOICE2:l_voice2();break; case L_VOICE3:l_voice3();break; case L_VOID:l_void();break; case L_FIRE_STATION:l_fire_station();break; case L_EARTH_STATION:l_earth_station();break; case L_WATER_STATION:l_water_station();break; case L_AIR_STATION:l_air_station();break; case L_VOID_STATION:l_void_station();break; } else if ((! Player.status[LEVITATING]) || gamestatusp(MOUNTED) || (Cmd == '@') || /* @ command activates all effects under player */ (movef < LEVITATION_AVOIDANCE)) { if (movef != L_NO_OP) { resetgamestatus(FAST_MOVE); dataprint(); } switch(movef) { /* miscellaneous */ case L_NO_OP:l_no_op(); break; case L_HEDGE:l_hedge(); break; case L_WATER:l_water(); break; case L_LIFT:l_lift(); break; case L_LAVA:l_lava(); break; case L_FIRE:l_fire(); break; case L_WHIRLWIND:l_whirlwind(); break; case L_RUBBLE:l_rubble(); break; case L_MAGIC_POOL:l_magic_pool(); break; case L_CHAOS:l_chaos(); break; case L_ABYSS:l_abyss(); break; case L_PORTCULLIS_TRAP:l_portcullis_trap(); break; case L_RAISE_PORTCULLIS:l_raise_portcullis(); break; case L_DROP_EVERY_PORTCULLIS:l_drop_every_portcullis(); break; case L_ARENA_EXIT:l_arena_exit(); break; case L_TRIFID:l_trifid(); break; case L_ENTER_COURT:l_enter_court(); break; case L_ESCALATOR:l_escalator(); break; case L_THRONE:l_throne(); break; case L_TRAP_DART:l_trap_dart(); break; case L_TRAP_SIREN:l_trap_siren(); break; case L_TRAP_PIT:l_trap_pit(); break; case L_TRAP_DOOR:l_trap_door(); break; case L_TRAP_SNARE:l_trap_snare(); break; case L_TRAP_BLADE:l_trap_blade(); break; case L_TRAP_FIRE:l_trap_fire(); break; case L_TRAP_TELEPORT:l_trap_teleport(); break; case L_TRAP_DISINTEGRATE:l_trap_disintegrate(); break; case L_TRAP_SLEEP_GAS:l_trap_sleepgas(); break; case L_TRAP_MANADRAIN:l_trap_manadrain(); break; case L_TRAP_ACID:l_trap_acid(); break; case L_TRAP_ABYSS:l_trap_abyss(); break; /*door functions */ case L_BANK:l_bank(); break; case L_ARMORER:l_armorer(); break; case L_CLUB:l_club(); break; case L_GYM:l_gym(); break; case L_BROTHEL:l_brothel(); break; case L_THIEVES_GUILD:l_thieves_guild(); break; case L_COLLEGE:l_college(); break; case L_HEALER:l_healer(); break; case L_STATUE_WAKE:l_statue_wake(); break; case L_CASINO:l_casino(); break; case L_COMMANDANT:l_commandant(); break; case L_DINER:l_diner(); break; case L_CRAP:l_crap(); break; case L_TAVERN:l_tavern(); break; case L_MERC_GUILD:l_merc_guild(); break; #ifdef INCLUDE_MONKS case L_MONASTERY:l_monastery(); break; #endif case L_ALCHEMIST:l_alchemist(); break; case L_SORCERORS:l_sorcerors(); break; case L_CASTLE:l_castle(); break; case L_ARENA:l_arena(); break; case L_VAULT:l_vault(); break; case L_DPW:l_dpw(); break; case L_LIBRARY:l_library(); break; case L_PAWN_SHOP:l_pawn_shop(); break; case L_CONDO:l_condo(); break; case L_TOURIST:l_tourist(); break; case L_ALTAR:l_altar(); break; case L_TACTICAL_EXIT:l_tactical_exit(); break; case L_HOUSE_EXIT:l_house_exit(); break; case L_SAFE: l_safe(); break; case L_HOUSE: l_house(); break; case L_HOVEL: l_hovel(); break; case L_MANSION: l_mansion(); break; case L_COUNTRYSIDE:l_countryside(); break; case L_ORACLE:l_oracle(); break; case L_ORDER:l_order(); break; case L_CARTOGRAPHER:l_cartographer(); break; case L_TEMPLE_WARNING:l_temple_warning(); break; case L_ENTER_CIRCLE:l_enter_circle(); break; case L_CIRCLE_LIBRARY:l_circle_library(); break; case L_TOME1: l_tome1(); break; case L_TOME2: l_tome2(); break; case L_CHARITY: l_charity(); break; case L_CHAOSTONE:l_chaostone();break; case L_VOIDSTONE:l_voidstone();break; case L_BALANCESTONE:l_balancestone();break; case L_LAWSTONE:l_lawstone();break; case L_SACRIFICESTONE:l_sacrificestone(); break; case L_MINDSTONE:l_mindstone(); break; /* challenge functions */ case L_ADEPT:l_adept(); break; case L_VOICE1:l_voice1();break; case L_VOICE2:l_voice2();break; case L_VOICE3:l_voice3();break; case L_VOID:l_void();break; case L_FIRE_STATION:l_fire_station();break; case L_EARTH_STATION:l_earth_station();break; case L_WATER_STATION:l_water_station();break; case L_AIR_STATION:l_air_station();break; case L_VOID_STATION:l_void_station();break; } } } /* execute some move function for a monster */ void m_movefunction(pmt m, int movef) { /* loc functs above traps should be activated whether levitating or not */ if (! m_statusp(m,FLYING) && ! m_statusp(m, INTANGIBLE)) switch(movef) { /* miscellaneous */ case L_NO_OP:m_no_op(m); break; case L_WATER:m_water(m); break; case L_LAVA:m_lava(m); break; case L_FIRE:m_fire(m); break; case L_MAGIC_POOL:m_water(m); break; case L_ABYSS: m_abyss(m); break; case L_TRAP_DART:m_trap_dart(m); break; case L_TRAP_PIT:m_trap_pit(m); break; case L_TRAP_DOOR:m_trap_door(m); break; case L_TRAP_SNARE:m_trap_snare(m); break; case L_TRAP_BLADE:m_trap_blade(m); break; case L_TRAP_FIRE:m_trap_fire(m); break; case L_TRAP_TELEPORT:m_trap_teleport(m); break; case L_TRAP_DISINTEGRATE:m_trap_disintegrate(m); break; case L_TRAP_MANADRAIN:m_trap_manadrain(m); break; case L_TRAP_SLEEP_GAS:m_trap_sleepgas(m); break; case L_TRAP_ACID:m_trap_acid(m); break; case L_TRAP_ABYSS:m_trap_abyss(m);break; case L_ALTAR:m_altar(m); break; } } #ifdef MSDOS_SUPPORTED_ANTIQUE /* ****Moved here from another file**** */ /* if signp is true, always print message, otherwise do so only sometimes */ void sign_print(int x, int y, int signp) { if ((Level->site[x][y].p_locf >= CITYSITEBASE) && (Level->site[x][y].p_locf < CITYSITEBASE+NUMCITYSITES)) CitySiteList[Level->site[x][y].p_locf - CITYSITEBASE][0] = TRUE; switch(Level->site[x][y].p_locf) { case L_CHARITY: print1("You notice a sign: The Rampart Orphanage And Hospice For The Needy."); break; case L_MANSION: print1("You notice a sign:"); print2("This edifice protected by DeathWatch Devices, Ltd."); morewait(); break; case L_GRANARY: print1("You notice a sign:"); print2("Public Granary: Entrance Strictly Forbidden."); break; case L_PORTCULLIS: if (Level->site[x][y].locchar == FLOOR) print1("You see a groove in the floor and slots above you."); break; case L_STABLES: print1("You notice a sign:"); print2("Village Stables"); break; case L_COMMONS: print1("You notice a sign:"); print2("Village Commons: No wolves allowed."); break; case L_MAZE: print1("You notice a sign:"); print2("Hedge maze closed for trifid extermination."); break; case L_BANK: if (signp) { print1("You notice a sign:"); print2("First Bank of Omega: Autoteller Carrel."); } break; case L_TEMPLE: print1("You see the ornate portico of the Rampart Pantheon"); break; case L_ARMORER: if (signp) { print1("You notice a sign:"); print2("Julie's Armor of Proof and Weapons of Quality"); } break; case L_CLUB: if (signp) { print1("You notice a sign:"); print2("Rampart Explorers' Club."); } break; case L_GYM: if (signp) { print1("You notice a sign:"); print2("The Rampart Gymnasium, (affil. Rampart Coliseum)."); } break; case L_HEALER: if (signp) { print1("You notice a sign:"); print2("Rampart Healers. Member RMA."); } break; case L_CASINO: if (signp) { print1("You notice a sign:"); print2("Rampart Mithril Nugget Casino."); } break; case L_SEWER: print1("A sewer entrance. You don't want to go down THERE, do you?"); break; case L_COMMANDANT: if (signp) { print1("You notice a sign:"); print2("Commandant Sonder's Rampart-fried Lyzzard partes. Open 24 hrs."); } break; case L_DINER: if (signp) { print1("You notice a sign:"); print2("The Rampart Diner. All you can eat, 25Au."); } break; case L_CRAP: if (signp) { print1("You notice a sign:"); print2("Les Crapeuleaux. (****)"); } break; case L_TAVERN: if (signp) { print1("You notice a sign:"); print2("The Centaur and Nymph -- J. Riley, prop."); } break; case L_ALCHEMIST: if (signp) { print1("You notice a sign:"); print2("Ambrosias' Potions et cie."); } break; case L_DPW: if (signp) { print1("You notice a sign:"); print2("Rampart Department of Public Works."); } break; case L_LIBRARY: if (signp) { print1("You notice a sign:"); print2("Rampart Public Library."); } break; case L_CONDO: if (signp) { print1("You notice a sign:"); if (gamestatusp(SOLD_CONDO)) print2("Home Sweet Home"); else print2("Luxury Condominium For Sale; Inquire Within"); } break; case L_PAWN_SHOP: if (signp) { print1("You notice a sign:"); print2("Knight's Pawn Shop."); } break; case L_CEMETARY: print1("You notice a sign:"); print2("Rampart City Cemetary. Closed -- Full."); break; case L_GARDEN: print1("You notice a sign:"); print2("Rampart Botanical Gardens---Do not deface statues."); break; case L_JAIL: print1("You notice a sign:"); print2("Rampart City Gaol -- always room for more."); break; #ifdef INCLUDE_MONKS case L_MONASTERY: print1("You notice a sign:"); print2("Tholian Monastery. Truthseekers Welcome."); break; #endif case L_ORACLE: print1("You notice a sign:"); print2("The Oracle of the Cyan Flames"); morewait(); break; case L_PAWN_SHOP: if (signp) { print1("You notice a sign:"); print2("Knight's Pawn Shop."); } break; } } #endif