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⟦357d667aa⟧ TextFile

    Length: 18566 (0x4886)
    Types: TextFile
    Names: »omtalk.c«

Derivation

└─⟦b20c6495f⟧ Bits:30007238 EUUGD18: Wien-båndet, efterår 1987
    └─⟦this⟧ »EUUGD18/General/Omega/omtalk.c« 

TextFile

/* omega copyright (c) 1987,1988 by Laurence Raphael Brothers */
/* omonf.c */
/* monster talk functions */

#include "oglob.h"


/* The druid's altar is in the northern forest */
void m_talk_druid(m)
struct monster *m;
{
  int i;
  if (! m_statusp(m,HOSTILE)) {
    print1("The Archdruid raises a hand in greeting.");
    if (! gamestatusp(SPOKE_TO_DRUID)) {
      setgamestatus(SPOKE_TO_DRUID);
      morewait();
      print1("The Archdruid congratulates you on reaching his sanctum.");
      print2("You feel competent.");
      morewait();
      gain_experience(300);
      if (Player.patron == DRUID) {
	print1("The Archdruid conveys to you the wisdom of nature....");
	print2("You feel like a sage.");
	for(i=0;i<NUMRANKS;i++) {
	  if (Player.guildxp[i] > 0)
	    Player.guildxp[i] += 300;
	}
      }
    }
    mprint("Do you wish to request a ritual of neutralization? [yn] ");
    if (ynq() == 'y') {
      mprint("The ArchDruid conducts a sacred rite of balance....");
      Player.alignment = 0;
      Player.mana = calcmana();
      dataprint();
    }
  }
  else {
    mprint("The ArchDruid looks at you and cries: 'Unclean! Unclean!'");
    disrupt(Player.x,Player.y,100);
    mprint("This seems to have satiated his desire for vengeance.");
    mprint("'Have you learned your lesson?' The ArchDruid asks. [yn] ");
    if (ynq()) {
      m_status_reset(m,HOSTILE);
      mprint("'I certainly hope so!' says the ArchDruid.");
      m_vanish(m);
    }
    else {
      mprint("'Idiot.' mutters the ArchDruid.");
      p_damage(500,UNSTOPPABLE,"the ArchDruid's Vengeance");
    }
  }
}      


void m_talk_silent(m)
struct monster *m;
{

  int reply = random_range(4);
  
  if (m->uniqueness == COMMON) {
    strcpy(Str2,"The ");
    strcat(Str2,m->monstring);
  }
  else strcpy(Str2,m->monstring);
  switch (reply) {
    case 0:strcat(Str2," does not reply. "); break;
    case 1:strcat(Str2," shrugs silently. "); break;
    case 2:strcat(Str2," hold a finger to his mouth. "); break;
    case 3:strcat(Str2," glares at you but says nothing. "); break;
  }      
  mprint(Str2);
}

void m_talk_stupid(m)
struct monster *m;
{

  int reply = random_range(4);
  if (m->uniqueness == COMMON) {
    strcpy(Str2,"The ");
    strcat(Str2,m->monstring);
  }
  else strcpy(Str2,m->monstring);
  switch (reply) {
    case 0:strcat(Str2," looks at you with mute incomprehension."); break;
    case 1:strcat(Str2," growls menacingly and ignores you."); break;
    case 2:strcat(Str2," does not seem to have heard you."); break;
    case 3:strcat(Str2," tries to pretend it didn't hear you."); break;
  }      
  mprint(Str2);
}

void m_talk_greedy(m)
struct monster *m;
{

  int reply = random_range(4);
  if (m->uniqueness == COMMON) {
    strcpy(Str2,"The ");
    strcat(Str2,m->monstring);
  }
  else strcpy(Str2,m->monstring);
  switch (reply) {
    case 0:strcat(Str2," says: Give me a treasure.... ");break;
    case 1:strcat(Str2," says: Stand and deliver, knave! "); break;
    case 2:strcat(Str2," says: Your money or your life! "); break;
    case 3:strcat(Str2," says: Yield or Die! "); break;
  }      
  mprint(Str2);
}

void m_talk_hungry(m)
struct monster *m;
{

  int reply = random_range(4);
  if (m->uniqueness == COMMON) {
    strcpy(Str2,"The ");
    strcat(Str2,m->monstring);
  }
  else strcpy(Str2,m->monstring);
  switch (reply) {
    case 0:strcat(Str2," says: I hunger, foolish adventurer! "); break;
    case 1:strcat(Str2," drools menacingly at you. "); break;
    case 2:strcat(Str2," says: You're invited to be lunch! "); break;
    case 3:strcat(Str2," says: Feeed Meee! "); break;
  }      
  mprint(Str2);
}


void m_talk_guard(m)
struct monster *m;
{
  pml ml;
  if (m_statusp(m,HOSTILE)) {
    print1("'Surrender in the name of the Law!'");
    print2("Do it? [yn] ");
    if (ynq2()=='y') {
      Player.alignment++;
      for(ml=Level->mlist;ml!=NULL;ml=ml->next)
	if ((ml->m->id == ML0+3) || /*guard*/
	    ((ml->m->id == ML0+8) && (ml->m->aux2 == 15))) /* justiciar */
	  m_status_reset(ml->m,HOSTILE);
      m_status_reset(m,HOSTILE);
      if (Current_Environment == E_CITY) {
	print1("Go directly to jail. Do not pass go, do not collect 200Au.");
	print2("You are taken to the city gaol.");
	morewait();
	send_to_jail();
	drawvision(Player.x,Player.y);
      }
      else {
	clearmsg();
	print1("Mollified, the guard disarms you and sends you away.");
	dispose_lost_objects(1,Player.possessions[O_WEAPON_HAND]);
      }
    }
    else {
      clearmsg();
      print1("All right, you criminal scum, you asked for it!");
    }
  }
  else if (Player.rank[ORDER]>0) 
    print1("'Greetings comrade! May you always tread the paths of Law.'");
  else print1("Move it right along, stranger!");
}


void m_talk_mp(m)
struct monster *m;
{
  mprint("The mendicant priest asks you to spare some treasure for the needy");
}


void m_talk_titter(m)
struct monster *m;
{

  if (m->uniqueness == COMMON) {
    strcpy(Str2,"The ");
    strcat(Str2,m->monstring);
  }
  else strcpy(Str2,m->monstring);
  strcat(Str2," titters obscenely at you.");
  mprint(Str2);
}


void m_talk_ninja(m)
struct monster *m;
{
  mprint("The black-garbed figure says apologetically:");
  mprint("'Situree simasita, wakarimasen.'");
}




void m_talk_thief(m)
struct monster *m;
{
  if (Player.rank[THIEVES]) {
    if (m->level == 2) 
      m->monstring = salloc("sneak thief");
    else m->monstring = salloc("master thief");
    print1("The cloaked figure makes a gesture which you recognize...");
    print2("...the thieves' guild recognition signal!");
    print3("'Sorry, mate, thought you were a mark....'");
    morewait();
    m_vanish(m);
  }
  else m_talk_man(m);

}



void m_talk_assassin(m)
struct monster *m;
{
  m->monstring = salloc("master assassin");
  print1("The ominous figure does not reply, but hands you an embossed card:");
  print2("'Guild of Assassins Ops are forbidden to converse with targets.'");
}
    

void m_talk_im(m)
struct monster *m;
{
  if (strcmp(m->monstring,"itinerant merchant") != 0) {
    m->monstring = salloc("itinerant merchant");
  }
  if (m->possessions == NULL)
    mprint("The merchant says: Alas! I have nothing to sell!");
  else {
    m->possessions->thing->known = 2;
    mprint("I have a fine");
    mprint(itemid(m->possessions->thing));
    mprint("for only");
    mnumprint(max(10,4*true_item_value(m->possessions->thing)));
    mprint("Au.");
    mprint("Want it? [yn] ");
    if (ynq()=='y') {
      if (Player.cash < (max(10,4*true_item_value(m->possessions->thing)))) {
	if (Player.alignment > 10) {
	  mprint("Well, I'll let you have it for what you've got.");
	  Player.cash = 0;
	  gain_item(m->possessions->thing);
	  m->possessions = NULL;
	}
	else mprint("Beat it, you deadbeat!");
      }
      else {
	mprint("Here you are. Have a good day.");
	Player.cash -= max(10,(4*item_value(m->possessions->thing)));
	gain_item(m->possessions->thing);
	m->possessions = NULL;
      }
    }
    else mprint("Well then, I must be off. Good day.");
    m_vanish(m);
  }
}


void m_talk_man(m)
struct monster *m;
{

  if (m->uniqueness == COMMON) {
    strcpy(Str2,"The ");
    strcat(Str2,m->monstring);
  }
  else strcpy(Str2,m->monstring);
  switch (random_range(5)) {
    case 0:strcat(Str2," asks you for the way home."); break;
    case 1:strcat(Str2," wishes you a pleasant day."); break;
    case 2:strcat(Str2," sneers at you contemptuously."); break;
    case 3:strcat(Str2," smiles and nods."); break;
    case 4:strcat(Str2," tells you a joke."); break;
  }
  mprint(Str2);
}


void m_talk_evil(m)
struct monster *m;
{

  if (m->uniqueness == COMMON) {
    strcpy(Str2,"The ");
    strcat(Str2,m->monstring);
  }
  else strcpy(Str2,m->monstring);
  switch (random_range(14)) {
    case 0:strcat(Str2," says: 'THERE CAN BE ONLY ONE!'"); break;
    case 1:strcat(Str2," says: 'Prepare to die, Buckwheat!'"); break;
    case 2:strcat(Str2," says: 'Time to die!'"); break;
    case 3:strcat(Str2," says: 'There will be no mercy.'"); break;
    case 4:strcat(Str2," insults your mother-in-law."); break;
    case 5:strcat(Str2," says: 'Kurav tu ando mul!'");
    case 6:strcat(Str2," says: '!va al infierno!'"); break;
    case 7:strcat(Str2," says: 'dame desu, nee.'"); break;
    case 8:strcat(Str2," spits on your rug and calls your cat a bastard."); 
      break;
    case 9:strcat(Str2," snickers malevolently and draws a weapon."); break;
    case 10:strcat(Str2," sends 'rm -r *' to your shell!"); break;
    case 11:strcat(Str2," tweaks your nose and cackles evilly."); break;
    case 12:strcat(Str2," thumbs you in the eyes."); break;
    case 13:strcat(Str2," kicks you in the groin."); break;
  }
  mprint(Str2);
}


void m_talk_robot(m)
struct monster *m;
{
  if (m->uniqueness == COMMON) {
    strcpy(Str2,"The ");
    strcat(Str2,m->monstring);
  }
  else strcpy(Str2,m->monstring);
  switch (random_range(4)) {
    case 0:strcat(Str2," says: 'exterminate...Exterminate...EXTERMINATE!!!'");
      break;
    case 1:strcat(Str2," says: 'Kill ... Crush ... Destroy'"); break;
      break;
    case 2:strcat(Str2," says: 'Danger -- Danger'"); break;
      break;
    case 3:strcat(Str2," says: 'Yo Mama -- core dumped.'"); break;
      break;
  }
  mprint(Str2);
}

void m_talk_slithy(m)
struct monster *m;
{
  mprint("It can't talk -- it's too slithy!");
}


void m_talk_mimsy(m)
struct monster *m;
{
  mprint("It can't talk -- it's too mimsy!");
}



void m_talk_burble(m)
struct monster *m;
{

  if (m->uniqueness == COMMON) {
    strcpy(Str2,"The ");
    strcat(Str2,m->monstring);
  }
  else strcpy(Str2,m->monstring);
  strcat(Str2," burbles hatefully at you.");
  mprint(Str2);
}




void m_talk_beg(m)
struct monster *m;
{
  if (m->uniqueness == COMMON) {
    strcpy(Str2,"The ");
    strcat(Str2,m->monstring);
  }
  else strcpy(Str2,m->monstring);
  strcat(Str2," asks you for alms.");
  mprint(Str2);
}


void m_talk_hint(m)
struct monster *m;
{
  if (m->uniqueness == COMMON) {
    strcpy(Str2,"The ");
    strcat(Str2,m->monstring);
  }
  else strcpy(Str2,m->monstring);
  if (m_statusp(m,HOSTILE)) {
    strcat(Str2," only sneers at you. ");
    mprint(Str2);
  }
  else {
    strcat(Str2," whispers in your ear: ");
    mprint(Str2);
    hint();
    m->talkf = M_TALK_SILENT;
  }
}

void m_talk_gf(m)
struct monster *m;
{
  mprint("The good fairy glints: Would you like a wish?");
  if (ynq()=='y') {
    mprint("The good fairy glows: Are you sure?");
    if (ynq()=='y') {
      mprint("The good fairy radiates: Really really sure?");
      if (ynq()=='y') {
	mprint("The good fairy beams: I mean, like, sure as sure can be?");
	if (ynq()=='y') {
	  mprint("The good fairy dazzles: You don't want a wish, right?");
	  if (ynq()=='y') mprint("The good fairy laughs: I thought not.");
	  else wish(0);
	}
      }
    }
  }
  mprint("In a flash of sweet-smelling light, the fairy vanishes....");
  Player.hp = max(Player.hp,Player.maxhp);
  Player.mana = max(Player.mana,calcmana());
  mprint("You feel mellow.");
  m_vanish(m);
}

void m_talk_ef(m)
struct monster *m;
{
  mprint("The evil fairy roils: Eat my pixie dust!");
  mprint("She waves her black-glowing wand, which screams thinly....");
  m->movef=M_MOVE_SMART;
  m->meleef=M_MELEE_POISON;
  m->specialf=M_SP_THIEF;
  acquire(-1);
  bless(-1);
  sleep_player(m->level/2);
  summon(-1,-1);
  summon(-1,-1);
  summon(-1,-1);
  summon(-1,-1);
}


void m_talk_seductor(m)
struct monster *m;
{
  if (m->uniqueness == COMMON) {
    strcpy(Str2,"The ");
    strcat(Str2,m->monstring);
  }
  else strcpy(Str2,m->monstring);
  strcat(Str2," beckons seductively...");
  mprint(Str2);
  mprint("Flee? [yn] ");
  if (ynq()=='y') {
    mprint("You feel stupid.");
  }
  else {
    strcpy(Str2,"The ");
    strcat(Str2,m->monstring);
    strcat(Str2," shows you a good time....");
    mprint(Str2);
    gain_experience(500);
    Player.con++;
  }
  m_vanish(m);
}


void m_talk_demonlover(m)
struct monster *m;
{
  if (m->uniqueness == COMMON) {
    strcpy(Str2,"The ");
    strcat(Str2,m->monstring);
  }
  else strcpy(Str2,m->monstring);
  strcat(Str2," beckons seductively...");
  mprint(Str2);
  mprint("Flee? [yn] ");
  if (ynq()=='y') 
    mprint("You feel fortunate....");
  else {
    if (m->uniqueness == COMMON) {
      strcpy(Str2,"The ");
      strcat(Str2,m->monstring);
    }
    else strcpy(Str2,m->monstring);
    strcat(Str2," shows you a good time....");
    mprint(Str2);
    mprint("You feel your life energies draining...");
    level_drain(random_range(3)+1,"a demon's kiss");
  }
  m->talkf = M_TALK_EVIL;
  m->meleef = M_MELEE_SPIRIT;
  m->specialf = M_SP_DEMON;

  if (m->monchar == 's') {
    m->monchar = 'I';
    m->monstring = salloc("incubus");
  }
  else {
    m->monchar = 'S';
    m->monstring = salloc("succubus");
  }
  if (m->uniqueness == COMMON) {
    strcpy(Str2,"The ");
    strcat(Str2,m->monstring);
  }
  else strcpy(Str2,m->monstring);
  strcat(Str2," laughs insanely.");
  mprint(Str2);
  mprint("You now notice the fangs, claws, batwings...");
}


void m_talk_horse(m)
struct monster *m;
{
  if (m_statusp(m,HOSTILE)) 
    mprint("The horse neighs angrily at you.");
  else if (m_statusp(m,HUNGRY))
    mprint("The horse noses curiously at your pack.");
  else if (gamestatusp(MOUNTED))
    mprint("The horse and your steed don't seem to get along.");
  else if (Current_Environment == Current_Dungeon)
    mprint("The horse shies; maybe he doesn't like the dungeon air....");
  else {
    mprint("The horse lets you pat his nose. Want to ride him? [yn] ");
    if (ynq()=='y') {
      m->hp = -1;
      Level->site[m->x][m->y].creature = NULL;
      putspot(m->x,m->y,getspot(m->x,m->y,FALSE));
      setgamestatus(MOUNTED);
      calc_melee();
      mprint("You are now equitating!");
    }
  }
}

void m_talk_hyena(m)
struct monster *m;
{
  mprint("The hyena only laughs at you...");
}

void m_talk_parrot(m)
struct monster *m;
{
  mprint("Polly wanna cracker?");
}


void m_talk_servant(m)
struct monster *m;
{
  int target,x=Player.x,y=Player.y;
  if (m->id == ML4+12) {
    target = ML4+13;
    mprint("The servant of law pauses in thought for a moment.");
    mprint("You are asked: Are there any servants of chaos hereabouts? [yn] ");
  }
  else {
    target = ML4+12;
    mprint("The servant of chaos pauses in thought for a moment.");
    mprint("You are asked: Are there any servants of law hereabouts? [yn] ");
  }
  if (ynq()=='y') {
    mprint("Show me.");
    setspot(&x,&y);
    if (Level->site[x][y].creature != NULL) {
      if (Level->site[x][y].creature->id == target) {
	mprint("The servant launches itself towards the target you selected.");
	mprint("In a blaze of combat, the servants annihilate each other!");
	gain_experience(m->xpv);
	m_death(Level->site[x][y].creature);
	m->x = x;
	m->y = y;
	Level->site[x][y].creature = m;
	m_death(Level->site[x][y].creature);
      }
      else mprint("Right. Tell me about it. Idiot!");
    }
    else mprint("Right. Tell me about it. Idiot!");
  }
  else mprint("The servant shrugs and turns away.");
}


void m_talk_animal(m)
struct monster *m;
{
  if (m->uniqueness == COMMON) {
    strcpy(Str2,"The ");
    strcat(Str2,m->monstring);
  }
  else strcpy(Str2,m->monstring);
  mprint(Str2);
  mprint("shows you a scholarly paper by Dolittle, D. Vet.");
  mprint("which demonstrates that animals don't have speech centers");
  mprint("complex enough to communicate in higher languages.");
  mprint("It giggles softly to itself and takes back the paper.");
}


void m_talk_scream(m)
struct monster *m;
{
  mprint("A thinly echoing scream reaches your ears....");
  morewait();
  mprint("You feel doomed....");
  morewait();
  mprint("A bird appears and flies three times widdershins around your head.");
  summon(-1,QUAIL);
  m->talkf = M_TALK_EVIL;
}


void m_talk_archmage(m)
struct monster *m;
{
  if (m_statusp(m,HOSTILE)) {
    mprint("The Archmage ignores your attempt at conversation");
    mprint("and concentrates on his spellcasting....");
  }
  else if (Current_Environment == E_COURT) {
    mprint("The Archmage congratulates you on getting this far.");
    mprint("He invites you to attempt the Throne of High Magic");
    mprint("but warns you that it is important to wield the Sceptre");
    mprint("before sitting on the throne.");
    if (Level->site[m->x][m->y].p_locf == L_THRONE) {
      mprint("The Archmage smiles and makes an arcane gesture....");
      m_vanish(m);
    }
  }
  else {
    mprint("The Archmage tells you to find him again in his");
    mprint("Magical Court at the base of his castle in the mountains");
    mprint("of the far North-East; if you do he will give you some");
    mprint("important information.");
  }
}


void m_talk_merchant(m)
struct monster *m;
{
  if (! m_statusp(m,HOSTILE)) {
    if (Current_Environment == E_VILLAGE) {
      mprint("The merchant asks you if you want to buy a horse for 250GP.");
      mprint("Pay the merchant? [yn] ");
      if (ynq()=='y') {
	if (Player.cash < 250) 
	  mprint("The merchant says: 'Come back when you've got the cash!'");
	else {
	  Player.cash -= 250;
	  mprint("The merchant takes your money and tells you to select");
	  mprint("any horse you want in the stables.");
	  mprint("He says: 'You'll want to get to know him before trying to");
	  mprint("ride him. By the way, food for the horse is not included.'");
	  mprint("The merchant runs off toward the bank, cackling gleefully.");
	  m_vanish(m);
	}
      }
      else mprint("The merchant tells you to stop wasting his time.");
    }
    else {
      mprint("The merchant tells you to visit his stables at his village");
      mprint("for a great deal on a horse.");
    }
  }
  else {
    mprint("The merchant ignores you and screams:");
    mprint("'Help! Help! I'm being oppressed!'");
  }
}
  

void m_talk_prime(m)
struct monster *m;
{
  if (!m_statusp(m,HOSTILE)) {
    if (Current_Environment == E_CIRCLE) {
      print1("The Prime nods brusquely at you, removes a gem from his");
      print2("sleeve, places it on the floor, and vanishes wordlessly.");
      morewait();
      m_vanish(m);
    }
    else {
      print1("The Prime makes an intricate gesture, which leaves behind");
      print2("glowing blue sparks... He winks mischievously at you....");
      if (Player.rank[CIRCLE] > 0) {
	morewait();
	print1("The blue sparks strike you! You feel enhanced!");
	print2("You feel more experienced....");
	Player.pow+=Player.rank[CIRCLE];
	Player.mana += calcmana();
	gain_experience(1000);
	m_vanish(m);
      }
    }
  }
  else m_talk_evil(m);
}