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effect3.c
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effect3.c
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/* omega copyright (C) by Laurence Raphael Brothers, 1987,1988,1989 */
/* effect3.c */
#include "glob.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) checkmalloc(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;
print2("Show ID list? ");
if (ynq2() == 'y') {
menuclear();
for(i=0;i<num;i++) {
menunumprint(i+1);
menuprint(":");
menuprint(Objects[i+itemindex].truename);
menuprint("\n");
}
showmenu();
}
mprint("Item ID? ");
itemno = (int) parsenum()-1;
if ((itemno >= num)||(itemno<0)) itemno = ABORT;
return(itemno);
}
int monsterlist()
{
int i,itemno;
print2("Show ID list? ");
if (ynq2() == 'y')
do {
clearmsg();
print1("Summon monster: ");
menuclear();
for(i=0;i<NUMMONSTERS;i++) {
menunumprint(i+1);
menuprint(":");
menuprint(Monsters[i].monstring);
menuprint("\n");
}
showmenu();
itemno = (int) parsenum()-1;
if ((itemno < 0) || (itemno > NUMMONSTERS-1)) {
print3("How about trying a real monster?");
morewait();
}
} while ((itemno < 0) || (itemno > NUMMONSTERS-1));
else
do {
print1("Summon monster: ");
itemno = (int) parsenum()-1;
} while ((itemno < 0) || (itemno > NUMMONSTERS-1));
return(itemno);
}
/* uncurse all items, cure diseases, and neutralize poison */
void cleanse(blessing)
int 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) {
if (Current_Environment == E_COUNTRYSIDE) {
clearmsg();
print1("Bolts of lightning flash down for as far as you can see!!!");
morewait();
print1("There is a rain of small birds and insects from the sky, and you");
print2("notice that you can't hear any animal noises around here any more...");
Player.alignment -= 3;
}
else {
mprint("Thousands of bolts of lightning flash throughout the level!!!");
for(ml=Level->mlist;ml!=NULL;ml=ml->next)
if (ml->m != NULL && ml->m->hp > 0)
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);
lset(x, y, CHANGED);
putspot(x, y, WALL);
mprint("You feel sneaky.");
}
}
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 = SPACE;
lreset(i,j,SECRET);
lset(i, j, CHANGED);
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 (!view_los_p(Player.x, Player.y, x, y))
setgamestatus(SUPPRESS_PRINTING);
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 = TRAP;
Level->site[x][y].p_locf = L_TRAP_DOOR;
Level->site[x][y].aux = S_DISINTEGRATE;
lset(x, y, CHANGED);
}
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 = TRAP;
Level->site[x][y].p_locf = L_TRAP_PIT;
lset(x, y, CHANGED);
}
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);
lset(x, y, CHANGED);
}
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);
lset(x, y, CHANGED);
}
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);
lset(x, y, CHANGED);
}
else {
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);
lset(x, y, CHANGED);
}
}
else mprint("The blast has no effect.");
if (!view_los_p(Player.x, Player.y, x, y))
resetgamestatus(SUPPRESS_PRINTING);
else
plotspot(x, y, TRUE);
}
}
void acid_cloud()
{
mprint("You are caught in an acid cloud! ");
if (Player.possessions[O_CLOAK] != NULL) {
(void) 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");
(void) damage_item(Player.possessions[O_ARMOR]);
}
else if (p_immune(ACID))
{
mprint("You resist the effects!");
return;
}
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);
plotspot(x, y, TRUE);
}
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) {
drop_at(x,y,Player.possessions[index]);
dispose_lost_objects(Player.possessions[index]->number,
Player.possessions[index]);
}
}
}
}
void strategic_teleport(blessing)
int blessing;
{
int new_env;
/* WDT HACK: Game balance issue: the star gem is supposed to be the only
* way out of the astral plane (including the Circle of Sorcerors). However,
* Hy Magic offers the Location wish, and some artifacts grant this
* as well. Seems to me that Hy Magic ought to allow it, and nothing
* else (aside from the Star Gem, of course). */
if ((Current_Environment == E_CIRCLE || Current_Environment == E_ASTRAL) &&
!gamestatusp(CHEATED))
{
mprint("Some property of this eerie place interferes with the magic!\n");
return;
}
mprint("Magic portals open up all around you!");
if (blessing < 0) {
morewait();
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");
if (gamestatusp(CHEATED))
menuprint("z: Anywhere\n");
menuprint("ANYTHING ELSE: Avoid entering a portal.");
showmenu();
switch((char) mcigetc()) {
case 'a':
change_environment(E_COUNTRYSIDE);
Player.x = 27;
Player.y = 19;
break;
case 'b':
change_environment(E_COUNTRYSIDE);
Player.x = 56;
Player.y = 5;
break;
case 'c':
change_environment(E_COUNTRYSIDE);
Player.x = 35;
Player.y = 11;
break;
case 'd':
change_environment(E_COUNTRYSIDE);
Player.x = 10;
Player.y = 40;
break;
case 'e':
change_environment(E_COUNTRYSIDE);
Player.x = 7;
Player.y = 6;
break;
case 'f':
change_environment(E_COUNTRYSIDE);
Player.x = 41;
Player.y = 43;
break;
case 'g':
change_environment(E_COUNTRYSIDE);
Player.x = 20;
Player.y = 41;
break;
case 'h':
change_environment(E_COUNTRYSIDE);
Player.x = 22;
Player.y = 30;
break;
case 'i':
change_environment(E_COUNTRYSIDE);
Player.x = 51;
Player.y = 11;
break;
case 'j':
change_environment(E_COUNTRYSIDE);
Player.x = 45;
Player.y = 45;
break;
case 'k':
change_environment(E_COUNTRYSIDE);
Player.x = 19;
Player.y = 46;
break;
case 'l':
change_environment(E_COUNTRYSIDE);
Player.x = 32;
Player.y = 5;
break;
case 'm':
change_environment(E_COUNTRYSIDE);
Player.x = 49;
Player.y = 59;
break;
case 'n':
change_environment(E_COUNTRYSIDE);
Player.x = 30;
Player.y = 58;
break;
default:
if (gamestatusp(CHEATED)) {
mprint("Enter environment number: ");
new_env = (int) parsenum();
change_environment(new_env);
}
}
xredraw();
if (gamestatusp(LOST)) {
print1("You know where you are now.");
resetgamestatus(LOST);
Precipitation = 0;
}
}
setlastxy(Player.x, Player.y);
screencheck(Player.y);
drawvision(Player.x,Player.y);
if (Current_Environment == E_COUNTRYSIDE)
terrain_check(FALSE);
}
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) {
mprint("The vortex of mana carries you off!");
if (Level->depth > 1)
change_level(Level->depth,1,FALSE);
else change_level(Level->depth,deepest[Current_Environment],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;
pob o;
if (blessing > -1) {
setspot(&x,&y);
if ((x==Player.x)&&(y==Player.y)) {
for(i=0;i<MAXITEMS;i++) {
o = Player.possessions[i];
if (o != NULL)
if ((o->used) && (o->blessing < 0)) {
if (blessing+1 + o->blessing >=0) {
o->used = FALSE;
setgamestatus(SUPPRESS_PRINTING);
item_use(o);
resetgamestatus(SUPPRESS_PRINTING);
mprint("You hear a sighing sound from");
mprint(itemid(o));
o->blessing = 0;
o->used = TRUE;
setgamestatus(SUPPRESS_PRINTING);
item_use(o);
resetgamestatus(SUPPRESS_PRINTING);
}
else {
mprint("You hear dark laughter from");
mprint(itemid(o));
}
}
}
}
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;
lset(x, y, CHANGED);
}
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);
clearmsg();
if ((x==Player.x)&&(y==Player.y)) {
/* WDT HACK: shouldn't this use one of the 'getarticle' functions
* to prevent things like "a elder grue" (should be "an elder grue")?
*/
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 == NPC) ||
(newmonster == MAST_THIEF) ||
(Monsters[newmonster].level <= m->level) ||
(Monsters[newmonster].uniqueness != COMMON));
}
else {
do newmonster = random_range(NUMMONSTERS);
while ((newmonster == NPC) ||
(newmonster == MAST_THIEF) ||
(Monsters[newmonster].uniqueness != COMMON));
}
/* WDT HACK: most of this could (and should) be implemented by
* the following line: "*m = Monsters[newmonster];". The exception,
* of course, are the parts where the new monster inherits the old
* one's abilities. This would be better because it would be robust
* even in the face of additions to the monster structure. */
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");
}