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Length: 30481 (0x7711) Types: TextFile Names: »oeffect3.c«
└─⟦b20c6495f⟧ Bits:30007238 EUUGD18: Wien-båndet, efterår 1987 └─⟦this⟧ »EUUGD18/General/Omega/oeffect3.c«
/* omega copyright (C) by Laurence Raphael Brothers, 1987,1988 */ /* oeffect3.c */ #include "oglob.h" /* if know id, then summon that monster; else (if < 0) get one. */ void summon(blessing,id) int blessing,id; { int i,looking=TRUE,x,y; pml tml; if (id < 0) { if (blessing > 0) { id = monsterlist(); xredraw(); } /* for (id ==0) case, see below -- get a "fair" monster */ else if (blessing < 0) id = random_range(NUMMONSTERS); } for(i=0;((i<8) && looking);i++) { x = Player.x+Dirs[0][i]; y = Player.y+Dirs[1][i]; looking = ((! inbounds(x,y)) || (Level->site[x][y].locchar != FLOOR) || (Level->site[x][y].creature != NULL)); } if (! looking) { if ((blessing == 0) && (id < 0)) Level->site[x][y].creature = m_create(x,y,WANDERING,difficulty()); else Level->site[x][y].creature = make_creature(id); Level->site[x][y].creature->x = x; Level->site[x][y].creature->y = y; tml = ((pml) malloc(sizeof(mltype))); tml->m = Level->site[x][y].creature; if (blessing > 0) m_status_reset(tml->m,HOSTILE); else if (blessing < 0) m_status_set(tml->m,HOSTILE); tml->next = Level->mlist; Level->mlist = tml; } } int itemlist(itemindex,num) int itemindex,num; { int i,itemno; menuclear(); for(i=0;i<num;i++) { menunumprint(i+1); menuprint(":"); menuprint(Objects[i+itemindex].truename); menuprint("\n"); } itemno = parsenum()-1; if ((itemno > num)||(itemno<0)) itemno = ABORT; return(itemno); } int monsterlist() { int i,itemno; do { clearmsg(); print1("Summon monster: "); menuclear(); for(i=0;i<NUMMONSTERS;i++) { menunumprint(i+1); menuprint(":"); menuprint(Monsters[i].monstring); menuprint("\n"); } itemno = parsenum()-1; if ((itemno < 0) || (itemno > NUMMONSTERS-1)) { print3("How about trying a real monster?"); morewait(); } } while ((itemno < 0) || (itemno > NUMMONSTERS-1)); return(itemno); } /* uncurse all items, cure diseases, and neutralize poison */ void cleanse(blessing) { int i; if (blessing > -1) { if (blessing > 0) for(i=0;i<MAXITEMS;i++) if (Player.possessions[i] != NULL) { if ((Player.possessions[i]->used) && (Player.possessions[i]->blessing < 0)) { Player.possessions[i]->used = FALSE; item_use(Player.possessions[i]); Player.possessions[i]->blessing = 0; Player.possessions[i]->used = TRUE; item_use(Player.possessions[i]); } } if (Player.status[POISONED] > 0) { Player.status[POISONED] = 0; } if (Player.status[DISEASED] > 0) { Player.status[DISEASED] = 0; } showflags(); mprint("You feel radiant!"); } else { Player.status[POISONED] += 10; Player.status[DISEASED] += 10; mprint("You feel besmirched!"); showflags(); } } void annihilate(blessing) int blessing; { pml ml; int i; if (blessing == 0) { mprint("Lightning strikes flash all around you!!!"); for(i=0;i<9;i++) if (Level->site[Player.x+Dirs[0][i]][Player.y+Dirs[1][i]].creature != NULL) m_death(Level->site[Player.x+Dirs[0][i]][Player.y+Dirs[1][i]].creature); } if (blessing > 0) { mprint("A thousand bolts of lightning flash throughout the level!!!"); for(ml=Level->mlist;ml!=NULL;ml=ml->next) if (ml->m != NULL) m_death(ml->m); } else { mprint("You are hit by a bolt of mystic lightning!"); p_death("self-annihilation"); } } void sleep_monster(blessing) int blessing; { pml ml; int x=Player.x,y=Player.y; struct monster *target; if (blessing == 0) setspot(&x,&y); if (blessing < 0) sleep_player(abs(blessing)+2); else if (blessing > 0) { mprint("A silence pervades the area."); for (ml=Level->mlist;ml!=NULL;ml=ml->next) { m_status_reset(ml->m,AWAKE); ml->m->wakeup = 0; } } else { target = Level->site[x][y].creature; if (target != NULL) { if (target->uniqueness == COMMON) { strcpy(Str1,"The "); strcat(Str1,target->monstring); } else strcpy(Str1,target->monstring); if (! m_immunityp(target,SLEEP)) { strcat(Str1," seems to have fallen asleep."); m_status_reset(target,AWAKE); target->wakeup = 0; } else strcat(Str1," is bright eyed, and bushy tailed!"); mprint(Str1); } else mprint("Nothing to sleep there!"); } } void sleep_player(amount) int amount; { if (Player.status[SLEPT] == 0) { /* prevent player from sleeping forever */ mprint("You feel sleepy..."); if (! p_immune(SLEEP)) { Player.status[SLEPT] += random_range(amount*2)+2; } else mprint("but you shrug off the momentary lassitude."); } } void hide(x,y) int x,y; { if (inbounds(x,y)) { lset(x,y,SECRET); mprint("You feel knowledgeable."); } } void clairvoyance(vision) int vision; { int i,j; int x = Player.x, y = Player.y; mprint("Clairvoyance... "); setspot(&x,&y); for(i=x-vision;i<x+vision+1;i++) for(j=y-vision;j<y+vision+1;j++) { if (inbounds(i,j)) { Level->site[i][j].showchar = ' '; lreset(i,j,SECRET); dodrawspot(i,j); } } levelrefresh(); } void aggravate() { pml tm; for (tm=Level->mlist;tm!=NULL;tm=tm->next){ m_status_set(tm->m,AWAKE); m_status_set(tm->m,HOSTILE); } } void learnspell(blessing) int blessing; { int i,spell,done=FALSE; if (blessing < 0) { for(i=NUMSPELLS;((i>-1) && (! done));i--) if (Spells[i].known) { done = TRUE; Objects[SCROLLID+1].known = TRUE; mprint("You feel forgetful."); Spells[i].known = FALSE; } if (i == ABORT) mprint("You feel fortunate."); } else { Objects[SCROLLID+1].known = TRUE; spell = random_range(NUMSPELLS); print1("Spell Research"); if ((random_range(4*Spells[spell].powerdrain)+ Spells[spell].powerdrain) < (4*Player.iq+8*Player.level)) { nprint1(" -- Research successful: "); nprint1(spellid(spell)); if (Spells[spell].known) { print2("...is now easier to cast."); Spells[spell].powerdrain = ((int) ((Spells[spell].powerdrain+1)/2)); } else { print2("...is added to your repertoire"); Spells[spell].known = TRUE; gain_experience(Spells[spell].powerdrain*10); } } else nprint1(" -- Research unsuccessful."); } } void amnesia() { int i,j; for (j=0;j<LENGTH;j++) for (i=0;i<WIDTH;i++) lreset(i,j,SEEN); erase_level(); drawvision(Player.x,Player.y); } /*affects player only */ void level_drain(levels,source) int levels; char *source; { int decrement = ((int) (Player.maxhp / (Player.level+1))); Player.level -= levels; Player.maxhp -= (levels * decrement); Player.hp -= (levels * decrement); if ((Player.hp < 1) || (Player.level < 0)) p_death(source); } void disrupt(x,y,amount) int x,y,amount; { struct monster *target; if ((x ==Player.x) && (y==Player.y)) { mprint("You feel disrupted!"); p_damage(amount,NORMAL_DAMAGE,"magical disruption"); } else { target = Level->site[x][y].creature; if (target != NULL) { if (target->uniqueness == COMMON) { strcpy(Str1,"The "); strcat(Str1,target->monstring); } else strcpy(Str1,target->monstring); if (! m_immunityp(target,NORMAL_DAMAGE)) { strcat(Str1," was blasted!"); mprint(Str1); m_damage(target,amount,NORMAL_DAMAGE); target->wakeup = 0; } else { strcat(Str1," does not seem affected."); mprint(Str1); } } } } void disintegrate(x,y) int x,y; { struct monster *target; if (! inbounds(x,y)) mprint("You feel a sense of wastage."); else if ((x==Player.x)&&(y==Player.y)) { if (Player.possessions[O_CLOAK] != NULL) { mprint("Your cloak disintegrates!"); dispose_lost_objects(1,Player.possessions[O_CLOAK]); } else if (Player.possessions[O_ARMOR] != NULL) { mprint("Your armor disintegrates!"); dispose_lost_objects(1,Player.possessions[O_ARMOR]); } else { mprint("Uh, oh...."); mprint("Zzzap! You've been disintegrated!"); p_damage(250,UNSTOPPABLE,"disintegration"); } } else if ((target = Level->site[x][y].creature) != NULL) { if (target->uniqueness == COMMON) { strcpy(Str1,"The "); strcat(Str1,target->monstring); } else strcpy(Str1,target->monstring); strcat(Str1," disintegrates!"); mprint(Str1); m_damage(target,100,UNSTOPPABLE); if (target->hp > 0) mprint("It was partially protected by its armor."); } else if (Level->site[x][y].locchar == ALTAR) { mprint("Zzzzap! the altar seems unaffected..."); mprint("But an angry deity retaliates...."); disintegrate(Player.x,Player.y); } else if (Level->site[x][y].p_locf == L_TRAP_PIT) { if (Current_Environment == Current_Dungeon) { mprint("A hole is blasted in the base of the pit!"); Level->site[x][y].locchar = '^'; Level->site[x][y].p_locf = L_TRAP_DOOR; Level->site[x][y].aux = S_DISINTEGRATE; } else mprint("The hole just gets deeper...."); } else if (Level->site[x][y].locchar == FLOOR) { mprint("You zap a hole in the floor!"); Level->site[x][y].locchar = '^'; Level->site[x][y].p_locf = L_TRAP_PIT; } else if ((Level->site[x][y].locchar == WALL) || (Level->site[x][y].locchar == OPEN_DOOR) || (Level->site[x][y].locchar == CLOSED_DOOR) || (Level->site[x][y].locchar == PORTCULLIS) || (Level->site[x][y].locchar == STATUE)) { mprint("The site is reduced to rubble!"); if (Level->site[x][y].locchar == WALL) tunnelcheck(); Level->site[x][y].p_locf = L_RUBBLE; Level->site[x][y].locchar = RUBBLE; lreset(x,y,SECRET); } else if ((Level->site[x][y].locchar == RUBBLE) || (Level->site[x][y].locchar == TRAP)) { mprint("The site is blasted clear!"); Level->site[x][y].p_locf = L_NO_OP; Level->site[x][y].locchar = FLOOR; lreset(x,y,SECRET); } else if (Level->site[x][y].locchar == HEDGE) { if (Level->site[x][y].p_locf == L_TRIFID) { mprint("The trifid screams as it disintgrates!"); gain_experience(50); Level->site[x][y].p_locf = L_NO_OP; Level->site[x][y].locchar = FLOOR; lreset(x,y,SECRET); } else if (Level->site[x][y].p_locf == L_HEDGE) { mprint("The hedge is blasted away!"); Level->site[x][y].p_locf = L_NO_OP; Level->site[x][y].locchar = FLOOR; lreset(x,y,SECRET); } else mprint("The blast has no effect."); } else mprint("The blast has no effect."); } void acid_cloud() { mprint("You are caught in an acid cloud!"); if (Player.possessions[O_CLOAK] != NULL) { damage_item(Player.possessions[O_CLOAK]); mprint("You are burned by acid."); p_damage(3,ACID,"an acid cloud"); } else if (Player.possessions[O_ARMOR] != NULL) { mprint("You are burned by acid."); p_damage(3,ACID,"an acid cloud"); damage_item(Player.possessions[O_ARMOR]); } else { mprint("The acid eats away at your bare skin!"); p_damage(25,ACID,"an acid cloud"); } } /* teleport player */ void p_teleport(type) int type; { int x=Player.x,y=Player.y; drawspot(x,y); if (type < 0) { x = random_range(WIDTH); y = random_range(LENGTH); if ((Level->site[x][y].locchar != FLOOR) && (Level->site[x][y].locchar != OPEN_DOOR)) { mprint("You teleported into a solid object...."); mprint("You are dead!"); p_death("teleportation into a solid object"); } else { Player.x = x; Player.y = y; } } else if (type == 0) findspace(&(Player.x),&(Player.y),-1); else { setspot(&Player.x,&Player.y); if ((Level->site[Player.x][Player.y].locchar != FLOOR) || (Level->site[Player.x][Player.y].creature != NULL)) { mprint("You feel deflected."); p_teleport(0); } } screencheck(Player.y); roomcheck(); } void p_poison(toxicity) int toxicity; { mprint("You feel sick."); if (! p_immune(POISON)) Player.status[POISONED]+=toxicity; else mprint("The sickness fades!"); showflags(); } void apport(blessing) int blessing; { int i,index,x=Player.x,y=Player.y; if (blessing > -1) { mprint("Apport from:"); setspot(&x,&y); if (Level->site[x][y].things != NULL) pickup_at(x,y); else mprint("There's nothing there to apport!"); } else { mprint("You have a sense of loss."); for(i=0;i<abs(blessing);i++) { index = random_item(); if (index != ABORT) { conform_unused_object(Player.possessions[index]); drop_at(x,y,Player.possessions[index]); } } } } void strategic_teleport(blessing) int blessing; { mprint("Magic portals open up all around you!"); if (blessing < 0) { mprint("You are dragged into one!"); change_environment(E_COUNTRYSIDE); do { Player.x = random_range(WIDTH); Player.y = random_range(LENGTH); } while(Country[Player.x][Player.y].base_terrain_type == CHAOS_SEA); } else { mprint("Below each portal is a caption. Enter which one:"); menuclear(); menuprint("a: Rampart\n"); menuprint("b: Village of Star View\n"); menuprint("c: Village of Woodmere\n"); menuprint("d: Village of Stormwatch\n"); menuprint("e: Village of Thaumaris\n"); menuprint("f: Village of Skorch\n"); menuprint("g: Village of Whorfen\n"); menuprint("h: Temple of the Noose\n"); menuprint("i: The Parthenon\n"); menuprint("j: Temple of the Black Hand\n"); menuprint("k: Temple of the Hidden Moon\n"); menuprint("l: WoodHenge\n"); menuprint("m: Temple of Destiny\n"); menuprint("n: HellWell Volcano\n"); menuprint("ANYTHING ELSE: Avoid entering a portal."); switch(mcigetc()) { case 'a': change_environment(E_COUNTRYSIDE); locprint("City of Rampart."); Player.x = 27; Player.y = 19; break; case 'b': change_environment(E_COUNTRYSIDE); locprint("The Village of Star View."); Player.x = 56; Player.y = 5; break; case 'c': change_environment(E_COUNTRYSIDE); locprint("The Village of Woodmere."); Player.x = 35; Player.y = 11; break; case 'd': change_environment(E_COUNTRYSIDE); locprint("The village of Stormwatch."); Player.x = 10; Player.y = 40; break; case 'e': change_environment(E_COUNTRYSIDE); locprint("The Village of Thaumaris."); Player.x = 7; Player.y = 6; break; case 'f': change_environment(E_COUNTRYSIDE); locprint("The village of Skorch."); Player.x = 41; Player.y = 43; break; case 'g': change_environment(E_COUNTRYSIDE); locprint("The village of Whorfen."); Player.x = 20; Player.y = 41; break; case 'h': change_environment(E_COUNTRYSIDE); locprint("The Temple of the Noose."); Player.x = 22; Player.y = 30; break; case 'i': change_environment(E_COUNTRYSIDE); locprint("The Parthenon."); Player.x = 51; Player.y = 11; break; case 'j': change_environment(E_COUNTRYSIDE); locprint("The Temple of the Black Hand."); Player.x = 45; Player.y = 45; break; case 'k': change_environment(E_COUNTRYSIDE); locprint("The Temple of the Hidden Moon."); Player.x = 19; Player.y = 46; break; case 'l': change_environment(E_COUNTRYSIDE); locprint("WoodHenge."); Player.x = 32; Player.y = 5; break; case 'm': change_environment(E_COUNTRYSIDE); locprint("The Temple of Destiny."); Player.x = 49; Player.y = 59; break; case 'n': change_environment(E_COUNTRYSIDE); locprint("HellWell Volcano."); Player.x = 30; Player.y = 58; break; } xredraw(); if (gamestatusp(LOST)) { print1("You know where you are now."); resetgamestatus(LOST); Precipitation = 0; } } screencheck(Player.y); drawvision(Player.x,Player.y); } void hero(blessing) int blessing; { if (blessing > -1) { mprint("You feel super!"); Player.status[HERO] += random_range(5)+1+blessing; calc_melee(); } else { Player.status[HERO]=0; calc_melee(); mprint("You feel cowardly."); level_drain(abs(blessing),"a potion of cowardice"); } } void levitate(blessing) int blessing; { if (blessing > -1) { if (gamestatusp(MOUNTED)) mprint("You have a strange feeling of lightness in your saddle."); else { mprint("You start to float a few inches above the floor."); mprint("You discover you can easily control your altitude..."); mprint("(Note use of '@' command may be useful while levitating)"); Player.status[LEVITATING] += random_range(5)+1+blessing; } } else mprint("Nothing much happens."); } /* has effect of switching between 1st level and deepest level attained */ void level_return() { if (Current_Environment == Current_Dungeon) { if (Level->depth > 1) change_level(Level->depth,1,FALSE); else change_level(Level->depth,Dungeon->deepest,FALSE); } else if (Current_Environment == E_COUNTRYSIDE) { mprint("A mysterious force wafts you back home!"); Player.x = 27; Player.y = 19; screencheck(Player.y); drawvision(Player.x,Player.y); locprint("Back Outside Rampart."); } else mprint("A feeble vortex of magic swirls by and has no further effect."); } void cure(blessing) int blessing; { int happened = FALSE; if (blessing > -1) { if (Player.status[DISEASED]) { Player.status[DISEASED]=0; mprint("You feel hygienic!"); happened = TRUE; } if (Player.status[POISONED]) { Player.status[POISONED] -= 5+blessing*10; if (Player.status[POISONED] > 0) mprint("The effect of the poison has been reduced."); else { Player.status[POISONED] = 0; mprint("The poison has been purged from your system."); } happened = TRUE; } if (Player.status[BLINDED]) { Player.status[BLINDED]=0; happened = TRUE; mprint("Cobwebs clear from before your eyes."); } if (! happened) mprint("Nothing much happens."); } else disease(12); showflags(); } void disease(amount) int amount; { mprint("You feel ill."); if (! Player.immunity[INFECTION]) { mprint("You begin to shiver with ague."); Player.status[DISEASED]+=random_range(amount*2)+1; } else mprint("The illness fades."); } void truesight(blessing) int blessing; { if (blessing > -1) { Player.status[TRUESIGHT]+=random_range(10)+1; mprint("You feel sharp."); } else { Player.status[BLINDED]+=random_range(10)+1; mprint("You've been blinded!"); } } void dispel(blessing) int blessing; { int i,x=Player.x,y=Player.y; if (blessing > -1) { setspot(&x,&y); if ((x==Player.x)&&(y==Player.y)) { for(i=0;i<MAXITEMS;i++) { if (Player.possessions[i]!=NULL) if ((Player.possessions[i]->used) && (Player.possessions[i]->blessing < 0)) { if (blessing+1 + Player.possessions[i]->blessing >=0) { mprint("You hear a sighing sound from"); mprint(itemid(Player.possessions[i])); Player.possessions[i]->blessing = 0; } else { mprint("You hear dark laughter from"); mprint(itemid(Player.possessions[i])); } } } } else if (Level->site[x][y].creature != NULL) { if (Level->site[x][y].creature->level < blessing * 3) { Level->site[x][y].creature->specialf = M_NO_OP; if (Level->site[x][y].creature->meleef != M_NO_OP) Level->site[x][y].creature->meleef = M_MELEE_NORMAL; Level->site[x][y].creature->strikef = M_NO_OP; Level->site[x][y].creature->immunity=0; m_status_reset(Level->site[x][y].creature,M_INVISIBLE); m_status_reset(Level->site[x][y].creature,INTANGIBLE); } else mprint("The monster ignores the effect!"); } else if ((Level->site[x][y].p_locf == L_TRAP_FIRE) || (Level->site[x][y].p_locf == L_STATUE_WAKE) || (Level->site[x][y].p_locf == L_TRAP_TELEPORT) || (Level->site[x][y].p_locf == L_TRAP_DISINTEGRATE)) { Level->site[x][y].p_locf = L_NO_OP; if (Level->site[x][y].locchar == TRAP) Level->site[x][y].locchar = FLOOR; } else if (Level->site[x][y].p_locf == L_MAGIC_POOL) Level->site[x][y].p_locf = L_WATER; else mprint("Nothing much seems to happen."); } else { mprint("A smell of ozone and positive ions fills the air.."); if (Player.status[ACCURACY] && (Player.status[ACCURACY] < 1000)) Player.status[ACCURACY]=1; if (Player.status[DISPLACED]&&(Player.status[DISPLACED] < 1000)) Player.status[DISPLACED]=1; if (Player.status[HASTED]&&(Player.status[HASTED] < 1000)) Player.status[HASTED]=1; if (Player.status[BREATHING]&&(Player.status[BREATHING] < 1000)) Player.status[BREATHING]=1; if (Player.status[INVISIBLE]&&(Player.status[INVISIBLE] < 1000)) Player.status[INVISIBLE]=1; if (Player.status[REGENERATING]&&(Player.status[REGENERATING] < 1000)) Player.status[REGENERATING]=1; if (Player.status[ALERT]&&(Player.status[ALERT] < 1000)) Player.status[ALERT]=1; if (Player.status[HERO]&&(Player.status[HERO] < 1000)) Player.status[HERO]=1; if (Player.status[LEVITATING]&&(Player.status[LEVITATING] < 1000)) Player.status[LEVITATING]=1; if (Player.status[ACCURATE]&&(Player.status[ACCURATE] < 1000)) Player.status[ACCURATE]=1; if (Player.status[TRUESIGHT]&&(Player.status[TRUESIGHT] < 1000)) Player.status[TRUESIGHT]=1; tenminute_status_check(); } } void polymorph(blessing) int blessing; { int x=Player.x,y=Player.y,newmonster; struct monster *m; setspot(&x,&y); if ((x==Player.x)&&(y==Player.y)) { mprint("You enjoy your new life as a"); mprint(Monsters[random_range(NUMMONSTERS)].monstring); mprint("But your game is over...."); p_death("polymorphing oneself"); } else if ((m=Level->site[x][y].creature) == NULL) mprint("Nothing happens."); else { if (m_immunityp(m,OTHER_MAGIC) || (m->level > random_range(12))) { strcpy(Str1,"The "); strcat(Str1,m->monstring); strcat(Str1," resists the change!"); m_status_set(m,HOSTILE); } else { if (blessing < 0) { do newmonster = random_range(NUMMONSTERS); while ((newmonster == ML0+4) || (newmonster == ML7+3) || (Monsters[newmonster].level <= m->level) || (Monsters[newmonster].uniqueness != COMMON)); } else { do newmonster = random_range(NUMMONSTERS); while ((newmonster == ML0+4) || (newmonster == ML7+3) || (Monsters[newmonster].uniqueness != COMMON)); } m->id = Monsters[newmonster].id; m->hp = max(m->hp,Monsters[newmonster].id); m->speed = Monsters[newmonster].speed; m->hit = Monsters[newmonster].hit; m->ac = Monsters[newmonster].ac; m->dmg = Monsters[newmonster].dmg; m->sense = Monsters[newmonster].sense; m->wakeup = Monsters[newmonster].wakeup; m->level = max(m->level,Monsters[newmonster].level); m->status = Monsters[newmonster].status; m->immunity = (m->immunity | Monsters[newmonster].immunity); m->xpv = max(m->xpv,Monsters[newmonster].wakeup); m->transformid = Monsters[newmonster].transformid; m->corpsevalue = Monsters[newmonster].corpsevalue; m->corpseweight = Monsters[newmonster].corpseweight; m->monchar = Monsters[newmonster].monchar; m->meleestr = Monsters[newmonster].meleestr; m->monstring = Monsters[newmonster].monstring; m->corpsestr = Monsters[newmonster].corpsestr; m->talkf = Monsters[newmonster].talkf; m->movef = Monsters[newmonster].movef; m->meleef = Monsters[newmonster].meleef; m->strikef = Monsters[newmonster].strikef; m->specialf = Monsters[newmonster].specialf; m_status_set(m,HOSTILE); } } } void hellfire(x,y,blessing) int x,y,blessing; { struct monster *m; if ((x==Player.x)&&(y==Player.y)) { mprint("You have been completely annihilated. Congratulations."); p_death("hellfire"); } else if ((m=Level->site[x][y].creature) == NULL) { mprint("The gods are angry over your waste of power..."); level_drain(5,"indiscriminate use of hellfire"); } else { mprint("The monster writhes in the flames..."); if (blessing < 0) { mprint("...and appears stronger."); morewait(); mprint("Much stronger."); m->hp += 1000; m->hit +=20; m->dmg += 100; m_status_set(m,HOSTILE); } else { if (m->uniqueness == COMMON) { mprint("and is utterly annihilated. Only a greasy spot remains..."); m->corpsestr = salloc("a greasy spot"); m->id = 0; if (m->possessions != NULL) free((char *) m->possessions); m->possessions = NULL; /* it happens that that transformid is -1 */ } else mprint("and dies, cursing your name and the uncaring gods...."); m_death(m); } } } void drain(blessing) int blessing; { int x=Player.x,y=Player.y; struct monster *m; setspot(&x,&y); mprint("You begin to drain energy..."); if ((x==Player.x)&&(y==Player.y)) { mprint("You drain your own energy...."); mprint("Uh, oh, positive feedback...."); level_drain(Player.level,"self-vampirism"); } else if ((m=Level->site[x][y].creature) != NULL) { if ((blessing > -1) && (! m_immunityp(m,NEGENERGY))) { mprint("The monster seems weaker..."); m_damage(m,m->level*m->level,NEGENERGY); m->hit -= m->level; m->dmg -= m->level*m->level; m->ac -= m->level; m->level = (max(0,m->level-1)); mprint("You feel stronger..."); gain_experience(m->level*5); Player.hp+=(m->level*m->level / 2); } else { mprint("The effect reverses itself!"); mprint("The monster seems stronger..."); m->hp+=Player.level*Player.level; m->hit += Player.level; m->dmg += Player.level*Player.level; m->ac += Player.level; m->level++; mprint("You feel weaker..."); Player.mana = min(0,Player.level*Player.level); level_drain(m->level,"negative energy conflict."); } } else if (blessing < 0) { mprint("You seem to lose energy, instead of gaining it!"); level_drain(3,"reversed energy drain"); } else if (Level->site[x][y].locchar == ALTAR) { mprint("The altar collapses in on itself...."); Level->site[x][y].locchar = ABYSS; Level->site[x][y].p_locf = L_ABYSS; if (! Player.patron) { mprint("You drain some theurgic energy from the altar...."); gain_experience(40); Player.hp += 20; Player.pow+=2; } if (Level->site[x][y].aux == Player.patron) { mprint("Your deity is enraged."); mprint("You are struck by godsfire."); p_damage(Player.hp-1,UNSTOPPABLE,"godsfire"); mprint("You feel atheistic."); Player.patron = -1; Player.rank[PRIESTHOOD] = 0; } else { mprint("You feel the wrath of a god...."); p_damage(random_range(Player.level*10),UNSTOPPABLE,"divine wrath"); mprint("Your deity doesn't seem to mind your action, though."); gain_experience(100); } } else { mprint("You drain some energy from the ambient megaflow."); Player.hp++; } } void sanctuary() { if (Level->environment == E_TEMPLE) mprint("Odd, the spell has no effect. I wonder why."); else { mprint("You're standing on sacred ground!"); Player.sx = Player.x; Player.sy = Player.y; } } void shadowform() { mprint("You feel like a shadow."); Player.immunity[NORMAL_DAMAGE]++; Player.immunity[ACID]++; Player.immunity[THEFT]++; Player.immunity[INFECTION]++; Player.status[SHADOWFORM]+=Player.level; } void illuminate(blessing) int blessing; { int r=Level->site[Player.x][Player.y].roomnumber; if (blessing > -1) { if (r > ROOMBASE) { if (loc_statusp(Player.x,Player.y,LIT)) mprint("A glow surrounds you."); else { mprint("The room lights up!"); Player.status[ILLUMINATION]+=blessing+3; spreadroomlight(Player.x, Player.y, Level->site[Player.x][Player.y].roomnumber); } } else mprint("You see a faint glimmer of light which quickly fades."); } else { if (r > ROOMBASE) { if (! loc_statusp(Player.x,Player.y,LIT)) mprint("Nothing much happens."); else { mprint("The room darkens!"); spreadroomdark(Player.x, Player.y, Level->site[Player.x][Player.y].roomnumber); } } else mprint("The gloom thickens for a moment."); } } void drain_life(amount) int amount; { amount = abs(amount); mprint("You feel cold!"); if (p_immune(NEGENERGY)) mprint("... but the feeling quickly fades."); else { if (random_range(2)) { mprint("The coldness spreads throughout your body..."); Player.str-=amount; Player.con-=amount; if ((Player.str < 3) || (Player.con < 3)) { mprint("You suffer a fatal heart attack!!!"); Player.hp = 0; strcpy(Str2,"a coronary"); p_death(Str2); } } else { mprint("The coldness saps your very soul..."); strcpy(Str2,"soul destruction"); level_drain(amount,Str2); } } } void inflict_fear(x,y) int x,y; { struct monster *m; if ((Player.x == x) && (Player.y == y)) { mprint("You shudder with otherworldly dread."); if (Player.immunity[FEAR] > 0) mprint("You brace up and face your fear like a hero!"); else { mprint("You panic!"); Player.status[AFRAID]+=10; } } else if ((m = Level->site[x][y].creature) != NULL) { if (m->uniqueness == COMMON) { strcpy(Str2,"The "); strcat(Str2,m->monstring); } else strcpy(Str2,m->monstring); m->speed = max(2,m->speed-1); if (m_immunityp(m,FEAR)) strcat(Str2,"seems enraged!"); else { strcat(Str2,"is terrorized!"); m_dropstuff(m); if (m_statusp(m,MOBILE)) m->movef = M_MOVE_SCAREDY; } } else mprint("A thrill of fear tickles your spine ... and passes."); } /*Turns on deflection status for the player */ void deflection(blessing) int blessing; { if (blessing > -1) { mprint("You feel buffered."); Player.status[DEFLECTION] = blessing + random_range(6); } else { mprint("You feel vulnerable"); Player.status[VULNERABLE] += random_range(6) - blessing; } }