|
DataMuseum.dkPresents historical artifacts from the history of: DKUUG/EUUG Conference tapes |
This is an automatic "excavation" of a thematic subset of
See our Wiki for more about DKUUG/EUUG Conference tapes Excavated with: AutoArchaeologist - Free & Open Source Software. |
top - metrics - downloadIndex: T o
Length: 5543 (0x15a7) Types: TextFile Names: »omovef.c«
└─⟦b20c6495f⟧ Bits:30007238 EUUGD18: Wien-båndet, efterår 1987 └─⟦this⟧ »EUUGD18/General/Omega/omovef.c«
/* omega copyright (C) by Laurence Raphael Brothers, 1987,1988 */ /* omovef.c */ /* the movefunctions switch functions, for player and monster*/ #include "oglob.h" void p_movefunction(movef) int movef; { /* loc functs above traps should be activated whether levitating or not */ if (movef != L_NO_OP) clearmsg(); sign_print(Player.x,Player.y,FALSE); if ((! Player.status[LEVITATING]) || gamestatusp(MOUNTED) || (Cmd == '@') || /* @ command activates all effects under player */ (movef < LEVITATION_AVOIDANCE)) { 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_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; 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_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; } if (movef != L_NO_OP) { resetgamestatus(FAST_MOVE); dataprint(); } } } /* execute some move function for a monster */ void m_movefunction(m,movef) struct monster *m; int movef; { /* loc functs above traps should be activated whether levitating or not */ if (! m_statusp(m,FLYING)) 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; } }