[comp.sources.games] v05i022: omega2 - rogue like dungeon exploration

games@tekred.TEK.COM (07/26/88)

Submitted by: "Laurence R. Brothers" <brothers@paul.rutgers.edu>
Comp.sources.games: Volume 5, Issue 22
Archive-name: omega2/Part12



#! /bin/sh
# This is a shell archive.  Remove anything before this line, then unpack
# it by saving it into a file and typing "sh file".  To overwrite existing
# files, type "sh file -c".  You can also feed this as standard input via
# unshar, or by typing "sh <file", e.g..  If this archive is complete, you
# will see the following message at the end:
#		"End of archive 12 (of 19)."
# Contents:  o.c oaux1.c oeffect2.c
# Wrapped by billr@saab on Wed Jul 13 10:46:52 1988
PATH=/bin:/usr/bin:/usr/ucb ; export PATH
if test -f 'o.c' -a "${1}" != "-c" ; then 
  echo shar: Will not clobber existing file \"'o.c'\"
else
echo shar: Extracting \"'o.c'\" \(9065 characters\)
sed "s/^X//" >'o.c' <<'END_OF_FILE'
X/* omega copyright (c) 1987,1988 by Laurence Raphael Brothers */
X
X/* this file includes main() and some top-level functions */
X/* o.c */
X
X#include <signal.h>
X
X#include "odefs.h"
X
X#include "oextern.h"
X
X#include "ominit.h"
X
X#include "oiinit.h"
X
X/* most globals originate in o.c */
X
X/* one of each spell */
Xstruct spell Spells[NUMSPELLS+1];
X
X/* locations of city sites [0] - found, [1] - x, [2] - y */
Xint CitySiteList[NUMCITYSITES][3];
X
X/* Currently defined in caps since it is now a variable, was a constant */
Xint LENGTH=MAXLENGTH; 
Xint WIDTH=MAXWIDTH;
X
Xint GameStatus=0L;                    /* Game Status bit vector */
Xint ScreenLength;                     /* How large is level window */
Xstruct player Player;                 /* the player */
Xstruct terrain Country[MAXWIDTH][MAXLENGTH];/* The countryside */
Xstruct level *City=NULL;              /* The city of Rampart */
Xstruct level *TempLevel=NULL;         /* Place holder */
Xstruct level *Level=NULL;             /* Pointer to current Level */
Xstruct level *Dungeon=NULL;           /* Pointer to current Dungeon */
Xint Villagenum;                       /* Current Village number */ 
Xint ScreenOffset;                     /* Offset of displayed screen to level */
Xint MaxDungeonLevels;                 /* Deepest level allowed in dungeon */
Xint Current_Dungeon= -1;              /* What is Dungeon now */
Xint Current_Environment= E_CITY;      /* Which environment are we in */
Xint Last_Environment= E_COUNTRYSIDE;  /* Which environment were we in */
Xint Dirs[2][9];                       /* 9 xy directions */
Xchar Cmd='s';                         /* last player command */
Xint Command_Duration = 0;             /* how long does current command take */
Xstruct monster *Arena_Monster=NULL;   /* Opponent in arena */
Xint Arena_Opponent=0;                 /* case label of opponent in l_arena()*/
Xint Arena_Victory;                    /* did player win in arena? */
Xint Imprisonment=0;                   /* amount of time spent in jail */
Xint Precipitation=0;                  /* Hours of rain, snow, etc */
Xint Lunarity=0;                       /* Effect of the moon on character */
Xint Phase;                            /* Phase of the moon */
Xint Date;                             /* Starting date */
Xint Pawndate;                         /* Pawn Shop item generation date */
Xpob Pawnitems[PAWNITEMS] = {NULL,NULL,NULL,NULL,NULL,NULL,NULL,NULL,NULL,NULL};
X/* items in pawn shop */
Xint SymbolUseHour= -1;                /* holy symbol use marker */
Xint ViewHour= -1;                     /* crystal ball use marker */
Xint ZapHour= -1;                      /* staff of enchantment use marker */
Xint HelmHour= -1;                     /* helm of teleportation use marker*/
Xint Constriction=0;                   /* Dragonlord Attack State */
Xint Blessing=FALSE;                   /* Altar Blessing State */
Xint LastDay= -1;                      /* DPW date of dole */
Xint RitualHour= -1;                   /* last use of ritual magic */
Xint RitualRoom= -1;                   /* last room of ritual magic */
Xint Lawstone=0;                       /* magic stone counter */
Xint Chaostone=0;                      /* magic stone counter */
Xint Mindstone=0;                      /* magic stone counter */
Xint Searchnum = 1;                    /* number of times to search on 's' */
Xint Verbosity = VERBOSE;              /* verbosity level */
Xchar Seed;                            /* random seed */
Xint Time = 0;                         /* turn number */
Xint Tick = 0;                         /* 10 a turn; action coordinator */
Xchar Stringbuffer[10][80] = {
X  "First String",  "First String",  "First String",  "First String",  
X  "First String",  "First String",  "First String",  "First String",
X  "First String",  "First String"}; /* last 10 strings */
Xint Gymcredit = 0;                    /* credit at rampart gym */
Xint Spellsleft = 0;                   /* research allowance at college */
Xint StarGemUse = 0;                   /* last date of star gem use */
Xint HiMagicUse = 0;                   /* last date of high magic use */
Xint HiMagic = 0;                      /* current level for l_throne */ 
Xint Balance = 0;                      /* bank account */
Xint FixedPoints = 0;                  /* points are frozen after adepthood*/
Xint LastTownLocX=0;            /* previous position in village or city */
Xint LastTownLocY=0;            /* previous position in village or city */
Xint LastCountryLocX=0;            /* previous position in countryside */
Xint LastCountryLocY=0;            /* previous position in countryside */
Xchar Password[64];                    /* autoteller password */
Xchar Str1[100],Str2[100],Str3[100],Str4[100];
X   /* Some string space, random uses */
X
Xpol Condoitems=NULL;                        /* Items in condo */
X
X/* high score names, levels, behavior */
Xint Shadowlordbehavior,Archmagebehavior,Primebehavior,Commandantbehavior;
Xint Championbehavior,Priestbehavior[7],Hibehavior,Dukebehavior;
Xint Chaoslordbehavior,Lawlordbehavior,Justiciarbehavior;
Xchar Shadowlord[80],Archmage[80],Prime[80],Commandant[80],Duke[80];
Xchar Champion[80],Priest[7][80],Hiscorer[80],Hidescrip[80];
Xchar Chaoslord[80],Lawlord[80],Justiciar[80];
Xint Shadowlordlevel,Archmagelevel,Primelevel,Commandantlevel,Dukelevel;
Xint Championlevel,Priestlevel[7],Hiscore,Hilevel,Justiciarlevel;
Xint Chaoslordlevel,Lawlordlevel,Chaos,Law;
X
X/* This may be implementation dependent */
X/* SRANDFUNCTION is defined in odefs.h */
Xvoid initrand()
X{
X  SRANDFUNCTION;
X}
X
X
Xint game_restore(argc,argv)
Xint argc;
Xchar *argv[];
X{
X  char savestr[80];
X  int ok;
X  if (argc==2) {
X    strcpy(savestr,argv[1]);
X    ok = restore_game(savestr);
X    unlink(savestr);
X    if (! ok) {
X      endgraf();
X      printf("Try again with the right save file, luser!\n");
X      exit(0);
X    }
X    return(TRUE);
X  }
X  else return(FALSE);
X}
X
X
Xmain(argc,argv)
Xint argc;
Xchar *argv[];
X{
X  int continuing;
X
X
X  /* always catch ^c and hang-up signals */
X
X  signal(SIGINT,quit);
X  signal(SIGHUP,signalsave);
X
X  if (CATCH_SIGNALS) {
X    signal(SIGQUIT,signalexit);
X    signal(SIGILL,signalexit);
X    signal(SIGTRAP,signalexit);
X    signal(SIGIOT,signalexit);
X    signal(SIGEMT,signalexit);
X    signal(SIGFPE,signalexit);
X    signal(SIGBUS,signalexit);
X    signal(SIGSEGV,signalexit);
X    signal(SIGSYS,signalexit);
X    }
X
X
X
X  /* if filecheck is 0, some necessary data files are missing */
X  if (filecheck() == 0) exit(0);
X
X  /* all kinds of initialization */
X  initgraf();
X  initdirs();
X  initrand();
X  inititem();
X  initspells();
X
X  strcpy(Stringbuffer[0],"First String");
X  strcpy(Stringbuffer[1],"First String");
X  strcpy(Stringbuffer[2],"First String");
X  strcpy(Stringbuffer[3],"First String");
X  strcpy(Stringbuffer[4],"First String");
X  strcpy(Stringbuffer[5],"First String");
X  strcpy(Stringbuffer[6],"First String");
X  strcpy(Stringbuffer[7],"First String");
X  strcpy(Stringbuffer[8],"First String");
X  strcpy(Stringbuffer[9],"First String");
X
X
X  /* game restore attempts to restore game if there is an argument */
X  continuing = game_restore(argc,argv);
X
X
X  /* monsters initialized in game_restore if game is being restored */  
X  if (! continuing) {
X    initplayer();
X    
X    Date = random_range(360);
X    Phase = random_range(24);
X    moon_check();
X    strcpy(Password,"");
X
X    init_world();
X    
X    mprint("'?' for help or commandlist, 'Q' to quit.");
X  }
X  else mprint("Your adventure continues....");
X
X  dataprint();
X  timeprint();
X  showflags();
X
X  screencheck(Player.y);
X
X /* game cycle */
X  time_clock(TRUE);
X  while (TRUE) {
X    if (Current_Environment == E_COUNTRYSIDE)
X      p_country_process();
X    else time_clock(FALSE);
X  }
X}
X
Xint signalexit()
X{
X  mprint("Yikes!");
X  morewait();
X  mprint("Sorry, caught a core-dump signal.");
X  mprint("Want to try and save the game?");
X  if (ynq()=='y')
X    save(FALSE); /* don't compress */
X  mprint("Bye!");
X  endgraf();
X  exit(0);
X}
X
X
X
X
X/* Start up game with new dungeons; start with player in city */
Xvoid init_world()
X{
X  if (Level != NULL) free((char *) Level);
X  if (City != NULL) free((char *) City);
X  if (TempLevel != NULL) free((char *) TempLevel);
X  if (Dungeon != NULL) free_dungeon();
X  City = Level = TempLevel = Dungeon = NULL;
X  load_country();
X  load_city();
X  change_environment(E_CITY);
X  locprint("The City of Rampart.");
X}
X
X/* set variable item names */
Xvoid inititem()
X{
X  int i;
X  scrollname(TRUE,0);
X  for(i=0;i<NUMSCROLLS;i++) {
X    Objects[SCROLLID+i].objstr = salloc(scrollname(FALSE,i));
X  }
X  potionname(TRUE,0);
X  for(i=0;i<NUMPOTIONS;i++) {
X    Objects[POTIONID+i].objstr = salloc(potionname(FALSE,i));
X  }
X  stickname(TRUE,0);
X  for(i=0;i<NUMSTICKS;i++) {
X    Objects[STICKID+i].objstr = salloc(stickname(FALSE,i));
X  }
X  bootname(TRUE,0);
X  for(i=0;i<NUMBOOTS;i++) {
X    Objects[BOOTID+i].objstr = salloc(bootname(FALSE,i));
X  }
X  cloakname(TRUE,0);
X  for(i=0;i<NUMCLOAKS;i++) {
X    Objects[CLOAKID+i].objstr = salloc(cloakname(FALSE,i));
X  }
X  ringname(TRUE,0);
X  for(i=0;i<NUMRINGS;i++) {
X    Objects[RINGID+i].objstr = salloc(ringname(FALSE,i));
X  }
X}
X
END_OF_FILE
if test 9065 -ne `wc -c <'o.c'`; then
    echo shar: \"'o.c'\" unpacked with wrong size!
fi
# end of 'o.c'
fi
if test -f 'oaux1.c' -a "${1}" != "-c" ; then 
  echo shar: Will not clobber existing file \"'oaux1.c'\"
else
echo shar: Extracting \"'oaux1.c'\" \(25383 characters\)
sed "s/^X//" >'oaux1.c' <<'END_OF_FILE'
X/* omega copyright (C) by Laurence Raphael Brothers, 1987,1988 */
X
X/* oaux1.c */
X
X/* auxiliary functions for those in ocom.c, also see oaux2.c 
X   and oaux3.c */ 
X
X#include "oglob.h"
X
X
X
X/* check to see if too much tunneling has been done in this level */
Xvoid tunnelcheck()
X{
X  Level->tunnelled++;
X  if ((Level->tunnelled) > LENGTH/4)
X    mprint("Dust and stone fragments fall on you from overhead.");
X  if ((Level->tunnelled) > LENGTH/2)
X    mprint("You hear groaning and creaking noises.");
X  if ((Level->tunnelled) > 3*LENGTH/4) 
X    mprint("The floor trembles and you hear a loud grinding screech.");
X  if ((Level->tunnelled) > LENGTH) {
X    mprint("With a scream of tortured stone, the entire level caves in!!!");
X    gain_experience(5000);
X    mprint("You are flattened into an unpleasant jellylike substance.");
X    p_death("dungeon cave-in");
X  }
X}
X
X/* displays a room's name */
Xvoid showroom(i)
Xint i;
X{
X  strcpy(Str1,"");
X  strcpy(Str2,"");
X  switch(Current_Environment) {
X  case E_MANSION:
X    strcpy(Str2,"A luxurious mansion: ");
X    break;
X  case E_HOUSE:
X    strcpy(Str2,"A house:");
X    break;
X  case E_HOVEL:
X    strcpy(Str2,"A hovel:");
X    break;
X  case E_CITY:
X    strcpy(Str2,"The City of Rampart");
X    break;
X  case E_VILLAGE:
X    switch(Villagenum) {
X    case 1: strcpy(Str2,"The Village of Star View"); break;
X    case 2: strcpy(Str2,"The Village of Woodmere"); break;
X    case 3: strcpy(Str2,"The Village of Stormwatch"); break;
X    case 4: strcpy(Str2,"The Village of Thaumaris"); break;
X    case 5: strcpy(Str2,"The Village of Skorch"); break;
X    case 6: strcpy(Str2,"The Village of Whorfen"); break;
X    }
X    break;
X  case E_CAVES:
X    strcpy(Str2,"The Goblin Caves: ");
X    break;
X  case E_CASTLE:
X    strcpy(Str2,"The Archmage's Castle: ");
X    break;
X  case E_ASTRAL:
X    strcpy(Str2,"The Astral Plane: ");
X    break;
X  case E_VOLCANO:
X    strcpy(Str2,"The Volcano: ");
X    break;
X  case E_SEWERS:
X    strcpy(Str2,"The Sewers: ");
X    break;
X  case E_TACTICAL_MAP:
X    strcpy(Str2,"The Tactical Map ");
X    break;
X  }
X  if ((Current_Environment == E_MANSION) ||
X      (Current_Environment == E_HOUSE)) 
X    strcpy(Str1,roomname(i));
X  else if (Current_Environment == Current_Dungeon) {
X    strcpy(Str1,"Level ");
X    if (Level->depth < 10) {
X      Str1[6] = Level->depth + '0';
X      Str1[7] = 0;
X    }
X    else {
X      Str1[6] = (Level->depth / 10) + '0';
X      Str1[7] = (Level->depth % 10) + '0';
X      Str1[8] = 0;
X    }
X    strcat(Str1," (");
X    strcat(Str1,roomname(i));
X    strcat(Str1,")");
X  }
X  strcat(Str2,Str1);
X  locprint(Str2);
X}
X
X
Xint player_on_sanctuary()
X{
X  if ((Player.x==Player.sx) &&
X      (Player.y==Player.sy))
X    return(TRUE);
X  else {
X    if (Player.patron) {
X      if ((Level->site[Player.x][Player.y].locchar == ALTAR) &&
X	  (Level->site[Player.x][Player.y].aux == Player.patron))
X	return(TRUE);
X      else return(FALSE);
X    }
X    else return(FALSE);
X  }
X}
X
X
X/* check a move attempt, maybe attack something, return TRUE if ok to move. */
X/* x y is the proposed place to move to */
Xint p_moveable(x,y)
Xint x,y;
X{
X  setgamestatus(SKIP_MONSTERS);
X  if (! inbounds(x,y)) return (FALSE);
X  else if (Player.status[SHADOWFORM]) {
X    resetgamestatus(SKIP_MONSTERS);
X    return(TRUE);
X  }
X  else if (loc_statusp(x,y,SECRET)) {
X    if (!gamestatusp(FAST_MOVE)) print3("Ouch!");
X    return(FALSE);
X  }
X  else if (Level->site[x][y].creature != NULL) {
X    if (! gamestatusp(FAST_MOVE)) {
X      fight_monster(Level->site[x][y].creature);
X      resetgamestatus(SKIP_MONSTERS);
X      return(FALSE);
X    }
X    else return(FALSE);
X  }
X  else if ((Level->site[x][y].locchar == WALL) ||
X	   (Level->site[x][y].locchar == STATUE) ||
X	   (Level->site[x][y].locchar == PORTCULLIS) ||
X	   (Level->site[x][y].locchar == CLOSED_DOOR) ||
X	   (gamestatusp(FAST_MOVE) &&
X	    ((Level->site[x][y].locchar == HEDGE) ||
X	     (Level->site[x][y].locchar == LAVA) ||
X	     (Level->site[x][y].locchar == ABYSS) ||
X	     (Level->site[x][y].locchar == FIRE) ||
X	     (Level->site[x][y].locchar == WATER) ||
X	     (Level->site[x][y].locchar == LIFT) ||
X	     (Level->site[x][y].locchar == TRAP)))) {
X    if (! gamestatusp(FAST_MOVE)) print3("Ouch!");
X    return(FALSE);
X  }
X  else if (optionp(CONFIRM)) {
X    if ((Level->site[x][y].locchar == HEDGE) ||
X	(Level->site[x][y].locchar == LAVA) ||
X	(Level->site[x][y].locchar == FIRE) ||
X	(Level->site[x][y].locchar == ABYSS) ||
X	(Level->site[x][y].locchar == WATER) ||
X	(Level->site[x][y].locchar == RUBBLE) ||
X	(Level->site[x][y].locchar == LIFT) ||
X	(Level->site[x][y].locchar == TRAP)) {
X      /* horses WILL go into water... */
X      if (gamestatusp(MOUNTED)) {
X	if (Level->site[x][y].locchar != WATER) {
X	  print1("You can't convince your steed to continue.");
X	  setgamestatus(SKIP_MONSTERS);
X	  return(FALSE);
X	}
X	else return(TRUE);
X      }
X      else if (confirmation()) resetgamestatus(SKIP_MONSTERS);
X      else setgamestatus(SKIP_MONSTERS);
X      return(!gamestatusp(SKIP_MONSTERS));
X    }
X    else {
X      resetgamestatus(SKIP_MONSTERS);
X      return(TRUE);
X    }
X  }
X  else {
X    resetgamestatus(SKIP_MONSTERS);
X    return(TRUE);
X  }
X}
X
X
X
X/* check a move attempt in the countryside */
Xint p_country_moveable(x,y)
Xint x,y;
X{
X  if (! inbounds(x,y)) return (FALSE);
X  else if (optionp(CONFIRM)) {
X    if ((Country[x][y].current_terrain_type == CHAOS_SEA) ||
X	(Country[x][y].current_terrain_type == MOUNTAINS))
X      return(confirmation());
X    else return(TRUE);
X  }
X  else return(TRUE);
X}
X
X
X
X
X
X/* search once particular spot */
Xvoid searchat(x,y)
Xint x,y;
X{
X  int i;
X  if (inbounds(x,y) && (random_range(3) || Player.status[ALERT])) {
X    if (loc_statusp(x,y,SECRET)) {
X      lreset(x,y,SECRET);
X      if ((Level->site[x][y].locchar==OPEN_DOOR) ||
X	  (Level->site[x][y].locchar==CLOSED_DOOR))
X	mprint("You find a secret door!");
X      else mprint("You find a secret passage!");
X      for(i=0;i<8;i++)
X	lset(x+Dirs[0][i],y+Dirs[1][i],STOPS);
X      drawvision(Player.x,Player.y);
X    }
X    if ((Level->site[x][y].p_locf >= TRAP_BASE) &&
X	(Level->site[x][y].locchar != TRAP) &&
X	(Level->site[x][y].p_locf <= TRAP_BASE+NUMTRAPS)) {
X      Level->site[x][y].locchar = TRAP;
X      mprint("You find a trap!");
X      drawvision(Player.x,Player.y);
X      resetgamestatus(FAST_MOVE);
X    }
X  }
X}
X
X
X
X/* This is to be called whenever anything might change player performance in
X   melee, such as changing weapon, statistics, etc. */
Xvoid calc_melee()
X{
X  calc_weight();
X
X  Player.maxweight = (Player.str * Player.agi * 10);
X  Player.absorption = Player.status[PROTECTION];
X  Player.defense = 2 * statmod(Player.agi)+(Player.level/2);
X  Player.hit = Player.level + statmod(Player.dex)+1;
X  Player.dmg = statmod(Player.str)+3;
X  Player.speed = 5 - min(4,(statmod(Player.agi)/2));
X  if (Player.status[HASTED] > 0) Player.speed = Player.speed / 2;
X  if (Player.status[SLOWED] > 0) Player.speed = Player.speed * 2;
X  if (Player.itemweight > 0)
X    switch(Player.maxweight / Player.itemweight) {
X    case 0: Player.speed+=6; break;
X    case 1: Player.speed+=3; break;
X    case 2: Player.speed+=2; break;
X    case 3: Player.speed+=1; break;
X    }
X  
X  if (Player.status[ACCURATE]) Player.hit+=20;
X  if (Player.status[HERO]) Player.hit+=Player.dex;
X  if (Player.status[HERO]) Player.dmg+=Player.str;
X  if (Player.status[HERO]) Player.defense+=Player.agi;
X  if (Player.status[HERO]) Player.speed=Player.speed / 2;
X
X  Player.speed = max(1,min(25,Player.speed));
X
X  if (gamestatusp(MOUNTED)) {
X    Player.speed = 3;
X    Player.hit += 10;
X    Player.dmg += 10;
X  }
X
X  /* weapon */
X  /* have to check for used since it could be a 2h weapon just carried
X     in one hand */
X  if (Player.possessions[O_WEAPON_HAND] != NULL) 
X    if (Player.possessions[O_WEAPON_HAND]->used &&
X	((Player.possessions[O_WEAPON_HAND]->objchar==WEAPON)||
X	 (Player.possessions[O_WEAPON_HAND]->objchar==MISSILEWEAPON))) {
X      Player.hit += 
X	Player.possessions[O_WEAPON_HAND]->hit + 
X	  Player.possessions[O_WEAPON_HAND]->plus;
X      Player.dmg += 
X	Player.possessions[O_WEAPON_HAND]->dmg + 
X	  Player.possessions[O_WEAPON_HAND]->plus;
X    }
X  
X  /* shield or defensive weapon */
X  if (Player.possessions[O_SHIELD] != NULL) {
X    Player.defense += 
X      Player.possessions[O_SHIELD]->aux + 
X	Player.possessions[O_SHIELD]->plus;
X  }
X  
X  /* armor */
X  if (Player.possessions[O_ARMOR] != NULL) {
X    Player.absorption += Player.possessions[O_ARMOR]->dmg;
X    Player.defense += 
X      Player.possessions[O_ARMOR]->plus - 
X	Player.possessions[O_ARMOR]->aux;
X  }
X
X  if (strlen(Player.meleestr) > 2*maneuvers())
X    default_maneuvers();
X  comwinprint();
X  showflags();
X  dataprint();
X}
X
X
X/* player attacks monster m */
Xvoid fight_monster(m)
Xstruct monster *m;
X{
X  int hitmod = 0;
X  int reallyfight = TRUE;
X
X  if (Player.status[AFRAID]) {
X    print3("You are much too afraid to fight!");
X    reallyfight = FALSE;
X  }
X  else if (player_on_sanctuary()) {
X    print3("You restrain yourself from desecrating this holy place.");
X    reallyfight = FALSE;
X  }
X  else if (Player.status[SHADOWFORM]) {
X    print3("Your attack has no effect in your shadowy state.");
X    reallyfight = FALSE;
X  }
X  else if ((Player.status[BERSERK]<1) && (! m_statusp(m,HOSTILE))) {
X    if (optionp(BELLICOSE)) reallyfight = TRUE;
X    else reallyfight = confirmation();
X  }
X  else reallyfight = TRUE;
X  
X  if (reallyfight) {
X
X    if (Lunarity == 1) hitmod += Player.level;
X    else if (Lunarity == -1) hitmod -= (Player.level / 2);
X
X    if (! m->attacked) Player.alignment -= 2; /* chaotic action */
X    m_status_set(m,AWAKE);
X    m_status_set(m,HOSTILE);
X    m->attacked = TRUE;
X    Player.hit += hitmod;
X    tacplayer(m);
X    Player.hit -= hitmod;
X  }
X}
X
X
X
X
X/* Attempt to break an object o */
Xvoid damage_item(o)
Xpob o;     
X{
X  int i;
X  /* special case -- break star gem */
X  if (o->id == ARTIFACTID+21) {
X    print1("The Star Gem shatters into a million glistening shards....");
X    if (Current_Environment == E_STARPEAK) {
X      if (! gamestatusp(KILLED_LAWBRINGER))
X	print2("You hear an agonizing scream of anguish and despair.");
X      morewait();
X      print1("A raging torrent of energy escapes in an explosion of magic!");
X      print2("The energy flows to the apex of Star Peak where there is");
X      morewait();
X      clearmsg();
X      print1("an enormous explosion!");
X      morewait();
X      annihilate(1);
X      print3("You seem to gain strength in the chaotic glare of magic!");
X      Player.str = Player.maxstr + 5;
X      Player.pow = Player.maxpow + 5;
X      Player.alignment -= 200;
X      dispose_lost_objects(1,o);
X    }
X    else {
X      morewait();
X      print1("The shards coalesce back together again, and vanish");
X      print2("with a muted giggle.");
X      dispose_lost_objects(1,o);
X    }
X  }
X  else {
X    if (o->fragility < random_range(30)) {
X      if (o->objchar == STICK) {
X	strcpy(Str1,"Your ");
X	strcat(Str1,(o->blessing >= 0 ? o->truename : o->cursestr));
X	strcat(Str1," explodes!");
X	print1(Str1);
X	morewait();
X	if (o->charge < 1)
X	  nprint1(" Fzzz... Out of Power... Oh well...");
X	else {
X	  nprint1(" Ka-Blamm!!!");
X	  /* general case. Some sticks will eventually do special things */
X	  morewait();
X	for(i=0;i<9;i++)
X	  manastorm(Player.x+Dirs[0][i],
X		    Player.y+Dirs[1][i],
X		    o->charge*o->level*10);
X	  dispose_lost_objects(1,o);
X	}
X      }
X      else if ((o->blessing > 0) && (o->level >= random_range(10))) {
X	strcpy(Str1,"Your ");
X	strcat(Str1,itemid(o));
X	strcat(Str1," glows strongly.");
X	print1(Str1);
X      }
X      else if ((o->blessing < -1) && (o->level >= random_range(10))) {
X	strcpy(Str1,"You hear an evil giggle from your ");
X	strcat(Str1,itemid(o));
X	print1(Str1);
X      }
X      else if (o->plus > 0) {
X	strcpy(Str1,"Your ");
X	strcat(Str1,itemid(o));
X	strcat(Str1," glows and then fades.");
X	print1(Str1);
X	o->plus--;
X      }
X      else {
X	if (o->blessing > 0) print1("You hear a faint despairing cry!");
X	else if (o->blessing < 0) print1("You hear an agonized scream!");
X	strcpy(Str1,"Your ");
X	strcat(Str1,itemid(o));
X	strcat(Str1," shatters in a thousand lost fragments!");
X	print2(Str1);
X	dispose_lost_objects(1,o);
X      }
X    }
X  }
X}
X      
X      
X
X
X
X
X
X/* do dmg points of damage of type dtype, from source fromstring */
Xvoid p_damage(dmg,dtype,fromstring)
Xint dmg,dtype;
Xchar *fromstring;
X{
X  if (! p_immune(dtype)) {
X    if (gamestatusp(FAST_MOVE)) {
X      drawvision(Player.x,Player.y);
X      resetgamestatus(FAST_MOVE);
X    }
X    if (dtype == NORMAL_DAMAGE) Player.hp -= max(1,(dmg-Player.absorption));
X    else Player.hp -= dmg;
X    if (Player.hp < 1) p_death(fromstring);
X  }
X  else mprint("You resist the effects!");
X  dataprint();
X}
X
X/* game over, you lose! */
Xvoid p_death(fromstring)
Xchar *fromstring;
X{
X  Player.hp = -1;
X  print3("You died!");
X  morewait();
X  display_death(fromstring);
X  endgraf();
X  exit(0);
X}
X
X
X/* move the cursor around, like for firing a wand, sets x and y to target */
Xvoid setspot(x,y)
Xint *x,*y;
X{
X  char c = ' ';
X  mprint("Targeting.... ? for help");
X  showcursor(*x,*y);
X  while ((c != '.') && (c != ESCAPE)) {
X    c = lgetc();
X    switch(c) {
X      case 'h':case '4': movecursor(x,y,-1,0);  break;
X      case 'j':case '2': movecursor(x,y,0,1);  break;
X      case 'k':case '8': movecursor(x,y,0,-1);  break;
X      case 'l':case '6': movecursor(x,y,1,0);  break;
X      case 'b':case '1': movecursor(x,y,-1,1);  break;
X      case 'n':case '3': movecursor(x,y,1,1);  break;
X      case 'y':case '7': movecursor(x,y,-1,-1);  break;
X      case 'u':case '9': movecursor(x,y,1,-1);  break;
X      case '?':
X	clearmsg();
X	mprint("Use vi keys or numeric keypad to move cursor to target.");
X	mprint("Hit the '.' key when done, or ESCAPE to abort.");
X	break;
X    }
X  }
X  if (c==ESCAPE) *x = *y= ABORT;
X  screencheck(Player.y);
X}
X
X
X/* get a direction: return index into Dirs array corresponding to direction */
Xint getdir()
X{
X  int ok = TRUE;
X  do {
X    mprint("Select direction [hjklyubn, ESCAPE to quit]: ");
X    switch (mgetc()) {
X    case '4':
X    case 'h':
X    case 'H': return(5); break;
X    case '2':
X    case 'j':
X    case 'J': return(6); break;
X    case '8':
X    case 'k':
X    case 'K': return(7); break;
X    case '6':
X    case 'l':
X    case 'L': return(4); break;
X    case '7':
X    case 'y':
X    case 'Y': return(3); break;
X    case '9':
X    case 'u':
X    case 'U': return(1); break;
X    case '1':
X    case 'b':
X    case 'B': return(2); break;
X    case '3':
X    case 'n':
X    case 'N': return(0); break;
X    case ESCAPE: return(ABORT); break;
X    default: print3("That's not a direction! "); ok = FALSE; break;
X    }
X  } while (! ok);
X}
X
X
X
X
X/* bitwise access functions to Player.options */
X
Xint optionp(o)
Xint o;
X{
X  return(Player.options&o);
X}
X
Xvoid optionset(o)
Xint o;
X{
X  Player.options |= o;
X}
X
Xvoid optionreset(o)
Xint o;
X{
X  Player.options &= ~o;
X}
X
X
X
X/* functions describes monster m's state for examine function */      
Xchar *mstatus_string(m)
Xstruct monster *m;
X{
X  if (m->uniqueness == COMMON) {
X    if (m->hp < Monsters[m->id].hp / 3)
X      strcpy(Str2,"a grievously injured ");
X    else if (m->hp < Monsters[m->id].hp / 2)
X      strcpy(Str2,"a severely injured ");
X    else if (m->hp < Monsters[m->id].hp)
X      strcpy(Str2,"an injured ");
X    else strcpy(Str2,getarticle(m->monstring));
X    if (m->level > Monsters[m->id].level) {
X      strcat(Str2," (level ");
X      strcat(Str2,wordnum(m->level+1-Monsters[m->id].level));
X      strcat(Str2,") ");
X    }
X    strcat(Str2,m->monstring);
X  }
X  else {
X    strcpy(Str2,m->monstring);
X    if (m->hp < Monsters[m->id].hp / 3)
X      strcat(Str2," who is grievously injured ");
X    else if (m->hp < Monsters[m->id].hp / 2)
X      strcat(Str2," who is severely injured ");
X    else if (m->hp < Monsters[m->id].hp)
X      strcat(Str2," who is injured ");
X  }
X  return(Str2);
X}
X
X
X
X
X/* for the examine function */
Xvoid describe_player()
X{
X  if (Player.hp < (Player.maxhp /5))
X    print1("A grievously injured ");
X  else if (Player.hp < (Player.maxhp /2))
X    print1("A seriously wounded ");
X  else if (Player.hp < Player.maxhp)
X    print1("A somewhat bruised ");
X  else print1("A fit ");
X
X  nprint1(levelname(Player.level));
X  nprint1(" named ");
X  nprint1(Player.name);
X}
X
X
X/* access to player experience... */
X/* share out experience among guild memberships */
Xvoid gain_experience(amount)
Xint amount;
X{
X  int i,count=0,share;
X  Player.xp += amount;
X  gain_level(); /* actually, check to see if should gain level */
X  for(i=0;i<NUMRANKS;i++)
X    if (Player.guildxp[i] > 0) count++;
X  share = amount/(max(count,1));
X  for(i=0;i<NUMRANKS;i++)
X    if (Player.guildxp[i] > 0) Player.guildxp[i]+=share;
X}
X
X
X/* try to hit a monster in an adjacent space. If there are none
X   return FALSE. Note if you're berserk you get to attack ALL
X   adjacent monsters! */
Xint goberserk()
X{
X  int wentberserk=FALSE,i;
X  char meleestr[80];
X  strcpy(meleestr,Player.meleestr);
X  strcpy(Player.meleestr,"ALACAH");
X  for(i=0;i<8;i++)
X    if (Level->site
X	[Player.x+Dirs[0][i]]
X	[Player.y+Dirs[1][i]]
X	.creature
X	!= NULL) {
X      wentberserk=TRUE;
X      fight_monster(Level->site
X		    [Player.x+Dirs[0][i]]
X		    [Player.y+Dirs[1][i]]
X		    .creature);
X      morewait();
X    }
X  strcpy(Player.meleestr,meleestr);
X  return(wentberserk);
X}
X
X/* identifies a trap for examine() by its aux value */
Xchar *trapid(trapno)
Xint trapno;
X{
X  switch (trapno) {
X  case L_TRAP_SIREN:return("A siren trap");break;
X  case L_TRAP_DART:return("A dart trap");break;
X  case L_TRAP_PIT:return("A pit");break;
X  case L_TRAP_SNARE:return("A snare");break;
X  case L_TRAP_BLADE:return("A blade trap");break;
X  case L_TRAP_FIRE:return("A fire trap");break;
X  case L_TRAP_TELEPORT:return("A teleport trap");break;
X  case L_TRAP_DISINTEGRATE:return("A disintegration trap");break;
X  case L_TRAP_DOOR:return("A trap door");break;
X  case L_TRAP_MANADRAIN:return("A manadrain trap");break;
X  case L_TRAP_ACID:return("An acid shower trap");break;
X  case L_TRAP_SLEEP_GAS:return("A sleep gas trap");break;
X  case L_TRAP_ABYSS:return("A concealed entrance to the abyss");break;
X  default: return("A completely inoperative trap.");break;
X  }
X}
X
X
X/* checks current food status of player, every hour, and when food is eaten */
Xvoid foodcheck()
X{
X  if (Player.food > 48) {
X    print3("You vomit up your huge meal.");
X    Player.food = 12;
X  }
X  else if (Player.food == 30) 
X    print3("Time for a smackerel of something.");
X  else if (Player.food == 20) 
X    print3("You feel hungry.");
X  else if (Player.food == 12) 
X    print3("You are ravenously hungry.");
X  else if (Player.food == 3) {
X    print3("You feel weak.");
X    if (gamestatusp(FAST_MOVE)) {
X      drawvision(Player.x,Player.y);
X      resetgamestatus(FAST_MOVE);
X    }
X  }
X  else if (Player.food < 0) {
X    if (gamestatusp(FAST_MOVE)) {
X      drawvision(Player.x,Player.y);
X      resetgamestatus(FAST_MOVE);
X    }
X    print3("You're starving!");
X    p_damage(-5*Player.food,UNSTOPPABLE,"starvation");
X  }
X  showflags();
X}
X
X
X
X
X/* see whether room should be illuminated */
Xvoid roomcheck()
X{
X  static int oldroomno = -1;
X  static plv oldlevel = NULL;
X  int roomno = Level->site[Player.x][Player.y].roomnumber;
X
X  if ((roomno == RS_CAVERN) ||
X      (roomno == RS_SEWER_DUCT) || 
X      (roomno == RS_KITCHEN) ||
X      (roomno == RS_BATHROOM) ||
X      (roomno == RS_BEDROOM) ||
X      (roomno == RS_DININGROOM) ||
X      (roomno == RS_CLOSET) ||
X      (roomno > ROOMBASE))
X    if ((! loc_statusp(Player.x,Player.y,LIT)) && 
X	(! Player.status[BLINDED]) &&
X	(Player.status[ILLUMINATION] || (difficulty() < 6))) {
X      showroom(Level->site[Player.x][Player.y].roomnumber);
X      spreadroomlight(Player.x,Player.y,roomno);
X      levelrefresh();
X    }
X  if ((oldroomno != roomno) || (oldlevel != Level)) {
X    showroom(roomno);
X    oldroomno = roomno;
X    oldlevel = Level;
X  }
X}
X
X
X
X
X
X/* ask for mercy */
Xvoid surrender(m)
Xstruct monster *m;
X{
X  int i,bestitem,bestvalue;
X  pml ml;
X  switch(random_range(4)) {
X  case 0: print1("You grovel at the monster's feet..."); break;
X  case 1: print1("You cry 'uncle'!"); break;
X  case 2: print1("You beg for mercy."); break;
X  case 3: print1("You yield to the monster."); break;
X  }
X  if ((m->id == ML0+3) && (! m_statusp(m,HOSTILE))) {
X    print2("The guard (bored): Have you broken a law? [yn] ");
X    if (ynq2() == 'y') {
X      print2("The guard grabs you, and drags you to court.");
X      for(ml=Level->mlist;ml!=NULL;ml=ml->next)
X	if (ml->m->id == ML0+3)
X	  m_status_reset(ml->m,HOSTILE);
X      morewait();
X      send_to_jail();
X    }
X    else print2("Then don't bother me. Scat!");
X  }
X  else if ((m->talkf==M_NO_OP) ||
X	   (m->talkf==M_TALK_STUPID))
X    print3("Your plea is ignored.");
X  else  {
X    morewait();
X    print1("Your surrender is accepted.");
X    if (Player.cash > 0) nprint1(" All your gold is taken....");
X    Player.cash = 0;
X    bestvalue = 0;
X    bestitem = ABORT;
X    for (i=1;i<MAXITEMS;i++)
X      if (Player.possessions[i] != NULL)
X	if (bestvalue < true_item_value(Player.possessions[i])) {
X          bestitem = i;
X          bestvalue = true_item_value(Player.possessions[i]);
X        }
X    if (bestitem != ABORT) {
X      print2("You also give away your best item... ");
X      nprint2(itemid(Player.possessions[bestitem]));
X      nprint2(".");
X      morewait();
X      givemonster(m,Player.possessions[bestitem]);
X      morewait(); /* msgs come from givemonster */
X      conform_lost_object(Player.possessions[bestitem]);
X    }
X    print2("You feel less experienced... ");
X    Player.xp = max(0,Player.xp - m->xpv);
X    nprint2("The monster seems more experienced!");
X    m->level = (min(10,m->level+1));
X    m->hp += m->level*20;
X    m->hit += m->level;
X    m->dmg += m->level;
X    m->ac += m->level;
X    m->xpv += m->level*10;
X    morewait();
X    clearmsg();
X    if ((m->talkf == M_TALK_EVIL) && random_range(10)) {
X      print1("It continues to attack you, laughing evilly!");
X      m_status_set(m,HOSTILE);
X      m_status_reset(m,GREEDY);
X    }
X    else if (m->id == ML0+0 || m->id == ML0+3)
X      print1("It continues to attack you. ");
X    else {
X      print1("The monster leaves, chuckling to itself....");
X      m_teleport(m);
X    }
X  }
X  dataprint();
X}
X
X
X/* threaten a monster */
Xvoid threaten(m)
Xstruct monster *m;
X{
X  char response;
X  switch(random_range(4)) {
X  case 0:mprint("You demand that your opponent surrender!"); break;
X  case 1:mprint("You threaten to do bodily harm to it."); break;
X  case 2:mprint("You attempt to bluster it into submission."); break;
X  case 3:mprint("You try to cow it with your awesome presence."); break;
X  }
X  if (! m_statusp(m,HOSTILE)) {
X    print3("You only annoy it with your futile demand.");
X    m_status_set(m,HOSTILE);
X  }
X  else if (((m->level*2 > Player.level) && (m->hp > Player.dmg)) || 
X	   (m->uniqueness != COMMON))
X    print1("It sneers contemptuously at you.");
X  else if ((m->talkf != M_TALK_GREEDY) &&
X	   (m->talkf != M_TALK_HUNGRY) &&
X	   (m->talkf != M_TALK_EVIL) &&
X	   (m->talkf != M_TALK_MAN) &&
X	   (m->talkf != M_TALK_BEG) &&
X	   (m->talkf != M_TALK_THIEF) &&
X	   (m->talkf != M_TALK_MERCHANT) &&
X	   (m->talkf != M_TALK_IM)) 
X    print1("Your demand is ignored");
X  else {
X    print1("It yields to your mercy.");
X    Player.alignment+=3;
X    print2("Kill it, rob it, or free it? [krf] ");
X    do response = mcigetc();
X    while ((response != 'k')&&(response != 'r')&&(response !='f'));
X    if (response == 'k') {
X      m_death(m);
X      print2("You treacherous rogue!");
X      Player.alignment -= 13;
X    }
X    else if (response == 'r') {
X      Player.alignment-=2;
X      print2("It drops its treasure and flees.");
X      m_dropstuff(m);
X      m->hp = -1;
X      Level->site[m->x][m->y].creature = NULL;
X      putspot(m->x,m->y,getspot(m->x,m->y,FALSE));
X    }
X    else {
X      Player.alignment+=2;
X      print2("'If you love something set it free ... '");
X      if (random_range(100)==13) {
X	morewait();
X	print2("'...If it doesn't come back, hunt it down and kill it.'");
X      }
X      print3("It departs with a renewed sense of its own mortality.");
X      m->hp = -1;
X      Level->site[m->x][m->y].creature = NULL;
X      putspot(m->x,m->y,getspot(m->x,m->y,FALSE));
X    }
X  }
X}
X
X/* name of the player's experience level */
Xchar *levelname(level)
X{
X  switch(level) {
X  case 0:strcpy(Str3,"neophyte");break;
X  case 1:strcpy(Str3,"beginner");break;
X  case 2:strcpy(Str3,"tourist");break;
X  case 3:strcpy(Str3,"traveller");break;
X  case 4:strcpy(Str3,"wayfarer");break;
X  case 5:strcpy(Str3,"peregrinator");break;
X  case 6:strcpy(Str3,"wanderer");break;
X  case 7:strcpy(Str3,"hunter");break;
X  case 8:strcpy(Str3,"scout");break;
X  case 9:strcpy(Str3,"trailblazer");break;
X  case 10:strcpy(Str3,"discoverer");break;
X  case 11:strcpy(Str3,"explorer");break;
X  case 12:strcpy(Str3,"senior explorer");break;
X  case 13:strcpy(Str3,"ranger");break;
X  case 14:strcpy(Str3,"ranger captain");break;
X  case 15:strcpy(Str3,"ranger knight");break;
X  case 16:strcpy(Str3,"adventurer");break;
X  case 17:strcpy(Str3,"experienced adventurer");break;
X  case 18:strcpy(Str3,"skilled adventurer");break;
X  case 19:strcpy(Str3,"master adventurer");break;
X  case 20:strcpy(Str3,"hero");break;
X  case 21:strcpy(Str3,"superhero");break;
X  case 22:strcpy(Str3,"demigod");break;
X  default:
X    if (level < 100) {
X      strcpy(Str3,"Order ");
X      Str3[6] = ((level/10)-2) + '0';
X      Str3[7] = 0;
X      strcat(Str3," Master of Omega");
X    }
X    else strcpy(Str3,"Ultimate Master of Omega");
X    break;
X  }
X  return(Str3);
X}
END_OF_FILE
if test 25383 -ne `wc -c <'oaux1.c'`; then
    echo shar: \"'oaux1.c'\" unpacked with wrong size!
fi
# end of 'oaux1.c'
fi
if test -f 'oeffect2.c' -a "${1}" != "-c" ; then 
  echo shar: Will not clobber existing file \"'oeffect2.c'\"
else
echo shar: Extracting \"'oeffect2.c'\" \(16784 characters\)
sed "s/^X//" >'oeffect2.c' <<'END_OF_FILE'
X/* omega copyright (C) by Laurence Raphael Brothers, 1987,1988 */
X/* oeffect2.c */
X
X#include "oglob.h"
X
X
X
Xvoid knowledge(blessing)
Xint blessing;
X{
X  if (blessing < 0)
X    mprint("You feel ignorant.");
X  else {
X    mprint("You feel knowledgeable!");
X    menuclear();
X    menuprint("Current Point Total: ");
X    menunumprint(calc_points());
X    menuprint("\nAlignment:");
X    if (Player.alignment == 0)
X      menuprint("Neutral, embodying the Cosmic Balance");
X    else if (abs(Player.alignment) < 10)
X      menuprint("Neutral, tending toward ");
X    else if (abs(Player.alignment) < 50)
X      menuprint("Neutral-");
X    else if (abs(Player.alignment) < 100) ;
X    else if (abs(Player.alignment) < 200)
X      menuprint("Servant of ");
X    else if (abs(Player.alignment) < 400)
X      menuprint("Master of ");
X    else if (abs(Player.alignment) < 800)
X      menuprint("The Essence of ");
X    else menuprint("The Ultimate Avatar of ");
X    if (Player.alignment < 0) menuprint("Chaos\n");
X    else if (Player.alignment > 0) menuprint("Law\n");
X    morewait();
X    menuclear();
X    menuprint("Current stati:\n");
X    if (Player.status[BLINDED])
X      menuprint("Blinded\n");
X    if (Player.status[SLOWED])
X      menuprint("Slowed\n");
X    if (Player.status[HASTED])
X      menuprint("Hasted\n");
X    if (Player.status[DISPLACED])
X      menuprint("Displaced\n");
X    if (Player.status[SLEPT])
X      menuprint("Slept\n");
X    if (Player.status[DISEASED])
X      menuprint("Diseased\n");
X    if (Player.status[POISONED])
X      menuprint("Poisoned\n");
X    if (Player.status[BREATHING])
X      menuprint("Breathing\n");
X    if (Player.status[INVISIBLE])
X      menuprint("Invisible\n");
X    if (Player.status[REGENERATING])
X      menuprint("Regenerating\n");
X    if (Player.status[VULNERABLE])
X      menuprint("Vulnerable\n");
X    if (Player.status[BERSERK])
X      menuprint("Berserk\n");
X    if (Player.status[IMMOBILE])
X      menuprint("Immobile\n");
X    if (Player.status[ALERT])
X      menuprint("Alert\n");
X    if (Player.status[AFRAID])
X      menuprint("Afraid\n");
X    if (Player.status[ACCURATE])
X      menuprint("Accurate\n");
X    if (Player.status[HERO])
X      menuprint("Heroic\n");
X    if (Player.status[LEVITATING])
X      menuprint("Levitating\n");
X    morewait();
X    menuclear();
X    menuprint("Immunities:\n");
X    if (p_immune(NORMAL_DAMAGE))
X      menuprint("Normal Damage\n");
X    if (p_immune(FLAME))
X      menuprint("Flame\n");
X    if (p_immune(ELECTRICITY))
X      menuprint("Electricity\n");
X    if (p_immune(COLD))
X      menuprint("Cold\n");
X    if (p_immune(POISON))
X      menuprint("Poison\n");
X    if (p_immune(ACID))
X      menuprint("Acid\n");
X    if (p_immune(FEAR))
X      menuprint("Fear\n");
X    if (p_immune(SLEEP))
X      menuprint("Sleep\n");
X    if (p_immune(NEGENERGY))
X      menuprint("Negative Energies\n");
X    if (p_immune(THEFT))
X      menuprint("Theft\n");
X    if (p_immune(GAZE))
X      menuprint("Gaze\n");
X    if (p_immune(INFECTION))
X      menuprint("Infection\n");
X    morewait();
X    menuclear();
X    menuprint("Ranks:\n");
X    switch(Player.rank[LEGION]) {
X    case COMMANDANT:
X      menuprint("Commandant of the Legion"); 
X      break;
X    case COLONEL:    
X      menuprint("Colonel of the Legion");
X      break;
X    case FORCE_LEADER:
X      menuprint("Force Leader of the Legion");
X      break;
X    case CENTURION:
X      menuprint("Centurion of the Legion");
X      break;
X    case LEGIONAIRE:
X      menuprint("Legionaire");
X      break;
X    }
X    if (Player.rank[LEGION] > 0) {
X      menuprint(" (");
X      menunumprint(Player.guildxp[LEGION]);
X      menuprint(" XP).\n");
X    }
X    switch(Player.rank[ARENA]) {
X    case -1:
X      menuprint("Ex-gladiator\n");
X      break;
X    case CHAMPION:
X      menuprint("Gladiator Champion");
X      break;
X    case GLADIATOR:    
X      menuprint("Gladiator of the Arena");
X      break;
X    case RETIARIUS:
X      menuprint("Retiarius of the Arena");
X      break;
X    case BESTIARIUS:
X      menuprint("Bestiarius of the Arena");
X      break;
X    case TRAINEE:
X      menuprint("Gladiator Trainee of the Arena");
X      break;
X    }
X    if (Player.rank[ARENA] > 0) {
X      menuprint(" (Opponent ");
X      menunumprint(Arena_Opponent);
X      menuprint(")\n");
X    }
X    switch(Player.rank[COLLEGE]) {
X    case ARCHMAGE:
X      menuprint("Archmage of the Collegium Magii");
X      break;
X    case MAGE:
X      menuprint("Collegium Magii: Mage");
X      break;
X    case PRECEPTOR:
X      menuprint("Collegium Magii: Preceptor");
X      break;
X    case STUDENT:
X      menuprint("Collegium Magii: Student");
X      break;
X    case NOVICE:
X      menuprint("Collegium Magii: Novice");
X      break;
X    }
X    if (Player.rank[COLLEGE] > 0) {
X      menuprint(" (");
X      menunumprint(Player.guildxp[COLLEGE]);
X      menuprint(" XP).\n");
X    }
X    switch(Player.rank[NOBILITY]) {
X    case DUKE:
X      menuprint("Duke of Rampart");
X      break;
X    case LORD:
X      menuprint("Peer of the Realm");
X      break;
X    case KNIGHT:
X      menuprint("Order of the Knights of Rampart");
X      break;
X    case ESQUIRE:
X      menuprint("Squire of Rampart");
X      break;
X    case COMMONER:
X      menuprint("Commoner");
X      break;
X    default:
X      menuprint("Lowly Commoner\n");
X      break;
X    }
X    if (Player.rank[NOBILITY] > 0) {
X      menuprint(" (");
X      menunumprint(Player.rank[NOBILITY]);
X      menuprint(ordinal(Player.rank[NOBILITY]));
X      menuprint(" Quest Completed)\n");
X    }
X    switch(Player.rank[CIRCLE]) {
X    case -1:
X      menuprint("Former member of the Circle.\n");
X      break;
X    case PRIME:
X      menuprint("Prime Sorceror of the Inner Circle");
X      break;
X    case HIGHSORCEROR:
X      menuprint("High Sorceror of the Inner Circle");
X      break;
X    case SORCEROR:
X      menuprint("Member of the Circle of Sorcerors");
X      break;
X    case ENCHANTER:
X      menuprint("Member of the Circle of Enchanters");
X      break;
X    case INITIATE:
X      menuprint("Member of the Circle of Initiates");
X      break;
X    }
X    if (Player.rank[CIRCLE] > 0) {
X      menuprint(" (");
X      menunumprint(Player.guildxp[CIRCLE]);
X      menuprint(" XP).\n");
X    }
X    switch(Player.rank[ORDER]) {
X    case -1:
X      menuprint("Washout from the Order of Paladins\n");
X    case JUSTICIAR:
X      menuprint("Justiciar of the Order of Paladins");
X      break;
X    case PALADIN:
X      menuprint("Paladin of the Order");
X      break;
X    case CHEVALIER:
X      menuprint("Chevalier of the Order");
X      break;
X    case GUARDIAN:
X      menuprint("Guardian of the Order");
X      break;
X    case GALLANT:
X      menuprint("Gallant of the Order");
X      break;
X    }
X    if (Player.rank[ORDER] > 0) {
X      menuprint(" (");
X      menunumprint(Player.guildxp[ORDER]);
X      menuprint(" XP).\n");
X    }
X    switch(Player.rank[THIEVES]) {
X    case SHADOWLORD:
X      menuprint("Guild of Thieves: Shadowlord");
X      break;
X    case TMASTER:
X      menuprint("Guild of Thieves: Master Thief");
X      break;
X    case THIEF:
X      menuprint("Guild of Thieves: Thief");
X      break;
X    case ATHIEF:
X      menuprint("Guild of Thieves: Apprentice Thief");
X      break;
X    case TMEMBER:
X      menuprint("Guild of Thieves: Candidate Member");
X      break;
X    }
X    if (Player.rank[THIEVES] > 0) {
X      menuprint(" (");
X      menunumprint(Player.guildxp[THIEVES]);
X      menuprint(" XP).\n");
X    }
X    switch(Player.rank[PRIESTHOOD]) {
X      case LAY:
X        menuprint("A lay devotee of ");
X	break;
X      case ACOLYTE:
X        menuprint("An Acolyte of ");
X	break;
X      case PRIEST:
X        menuprint("A Priest of ");
X	break;
X      case SPRIEST:
X        menuprint("A Senior Priest of ");
X	break;
X      case HIGHPRIEST:
X        menuprint("The High Priest of ");
X	break;
X      }
X    switch(Player.patron) {
X      case ODIN:
X        menuprint("Odin");
X	break;
X      case SET:
X        menuprint("Set");
X	break;
X      case ATHENA:
X        menuprint("Athena");
X	break;
X      case HECATE:
X        menuprint("Hecate");
X	break;
X      case DRUID:
X        menuprint("Druidism");
X	break;
X      case DESTINY:
X        menuprint("the Lords of Destiny");
X	break;
X    }
X    if (Player.rank[PRIESTHOOD] > 0) {
X      menuprint(" (");
X      menunumprint(Player.guildxp[PRIESTHOOD]);
X      menuprint(" XP).\n");
X    }
X    if (Player.rank[ADEPT] > 0) 
X      menuprint("**************\n*Omegan Adept*\n**************\n");
X    morewait();
X    xredraw();
X  }
X}
X
X
X/* Recreates the current level */
Xvoid flux(blessing)
Xint blessing;
X{
X  mprint("The universe warps around you!");
X  if (Current_Environment == E_CITY) {
X    mprint("Sensing dangerous high order magic, the Collegium Magii");
X    mprint("and the Circle of Sorcerors join forces to negate the spell.");
X    mprint("You are zapped by an antimagic ray!!!");
X    dispel(-1);
X    mprint("The universe unwarps itself....");
X  }
X  else if (Current_Environment != Current_Dungeon)
X    mprint("Odd.... No effect!");
X  else {
X    mprint("You stagger as the very nature of reality warps!");
X    erase_level();
X    Level->generated = FALSE;
X    mprint("The fabric of spacetime reknits....");
X    change_level(Level->depth-1,Level->depth,TRUE);
X  }
X}
X
X/*Turns on displacement status for the player */
Xvoid displace(blessing)
Xint blessing;
X{
X  if (blessing > -1) {
X      mprint("You feel a sense of dislocation.");
X      Player.status[DISPLACED] = blessing + random_range(6);
X    }
X  else {
X    mprint("You feel vulnerable");
X    Player.status[VULNERABLE] += random_range(6) - blessing;
X  }
X}
X
X  
X	
Xvoid invisible(blessing)
Xint blessing;
X{  
X  if (blessing > -1) {
X    mprint("You feel transparent!");
X    Player.status[INVISIBLE]+= 2+5*blessing;
X  }
X  else {
X    mprint("You feel dangerous!");
X    Player.status[VULNERABLE] +=
X      random_range(10)+1;
X  }
X}
X
X
Xvoid warp(blessing)
Xint blessing;
X{
X  int newlevel;
X  if (Current_Environment != Current_Dungeon) 
X    mprint("How strange! No effect....");
X  else {
X    if (blessing > -1) {
X      mprint("Warp to which level? ");
X      newlevel = parsenum();
X    }
X    if (newlevel >= MaxDungeonLevels) {
X      mprint("You have been deflected!");
X      newlevel=random_range(MaxDungeonLevels);
X    }
X    mprint("You dematerialize...");
X    change_level(Level->depth,newlevel,FALSE);
X  }
X  roomcheck();
X}
X
Xvoid alert(blessing)
X int blessing;
X{
X  if (blessing > -1) {
X    mprint("You feel a sense of insomnia.");
X    Player.status[ALERT]+= 4+(5*blessing);
X  }
X  else sleep_player(abs(blessing)+3);
X}
X
Xvoid regenerate(blessing)
Xint blessing;
X{
X  if (blessing < 0)
X    heal(blessing * 10);
X  else {
X    mprint("You feel abnormally healthy.");
X    Player.status[REGENERATING] += (blessing+1)*50;
X  }
X}
X
Xvoid haste(blessing)
Xint blessing;
X{
X  if (blessing > -1) {
X    if (! Player.status[HASTED]) 
X      mprint("The world slows down!"); 
X    else mprint("Nothing much happens.");
X    if (Player.status[SLOWED]) 
X      Player.status[SLOWED] = 0;
X    Player.status[HASTED] += (blessing*100)+random_range(250);
X  }
X  else {
X    mprint("You feel slower.");
X    if (Player.status[HASTED] > 0) mprint("...but the feeling quickly fades.");
X    else Player.status[SLOWED] += random_range(250)+250;
X  }
X}
X
X
Xvoid recover_stat(blessing)
Xint blessing;
X{
X  if (blessing < 0) {
X    mprint("You feel a cold surge!");
X    switch(random_range(6)) {
X      case 0: Player.str = min(Player.str-1,Player.maxstr-1); break;
X      case 1: Player.con = min(Player.con-1,Player.maxcon-1); break;
X      case 2: Player.dex = min(Player.dex-1,Player.maxdex-1); break;
X      case 3: Player.agi = min(Player.agi-1,Player.maxagi-1); break;
X      case 4: Player.iq = min(Player.iq-1,Player.maxiq-1); break;
X      case 5: Player.pow = min(Player.pow-1,Player.maxpow-1); break;
X    }
X  }
X  else {
X    mprint("You feel a warm tingle!");
X    Player.str = max(Player.str,Player.maxstr);
X    Player.con = max(Player.con,Player.maxcon);
X    Player.dex = max(Player.dex,Player.maxdex);
X    Player.agi = max(Player.agi,Player.maxagi);
X    Player.iq = max(Player.iq,Player.maxiq);
X    Player.pow = max(Player.pow,Player.maxpow);
X    }
X  calc_melee();
X}
X
Xvoid augment(blessing)
Xint blessing;
X{
X  if (blessing < 0) {
X    mprint("You feel a cold surge!");
X    switch(random_range(6)) {
X      case 0: Player.str = min(Player.str-1,Player.maxstr-1); break;
X      case 1: Player.con = min(Player.con-1,Player.maxcon-1); break;
X      case 2: Player.dex = min(Player.dex-1,Player.maxdex-1); break;
X      case 3: Player.agi = min(Player.agi-1,Player.maxagi-1); break;
X      case 4: Player.iq = min(Player.iq-1,Player.maxiq-1); break;
X      case 5: Player.pow = min(Player.pow-1,Player.maxpow-1); break;
X    }
X  }
X  else if (blessing == 0) {
X    mprint("You feel a warm tingle!");
X    switch(random_range(6)) {
X      case 0: Player.str = max(Player.str+1,Player.maxstr+1); break;
X      case 1: Player.con = max(Player.con+1,Player.maxcon+1); break;
X      case 2: Player.dex = max(Player.dex+1,Player.maxdex+1); break;
X      case 3: Player.agi = max(Player.agi+1,Player.maxagi+1); break;
X      case 4: Player.iq = max(Player.iq+1,Player.maxiq+1); break;
X      case 5: Player.pow = max(Player.pow+1,Player.maxpow+1); break;
X    }
X  }
X  else {
X    mprint("You feel a hot flash!");
X    Player.str = max(Player.str+1,Player.maxstr+1);
X    Player.con = max(Player.con+1,Player.maxcon+1);
X    Player.dex = max(Player.dex+1,Player.maxdex+1);
X    Player.agi = max(Player.agi+1,Player.maxagi+1);
X    Player.iq = max(Player.iq+1,Player.maxiq+1);
X    Player.pow = max(Player.pow+1,Player.maxpow+1);
X  }
X  calc_melee();
X}
X
Xvoid breathe(blessing)
Xint blessing;
X{
X  if (blessing > -1) {
X      mprint("Your breath is energized!");
X      Player.status[BREATHING] += 6+blessing;
X    }
X  else {
X    mprint("You choke as your lungs fill with water!");
X    p_damage(50,UNSTOPPABLE,"drowning");
X  }
X}
X
X
Xvoid i_chaos(o)
Xpob o;
X{
X  if (Player.alignment < 0) {
X    Player.alignment -= random_range(20);
X    mprint("You feel deliciously chaotic!");
X    gain_experience(abs(Player.alignment)*10);
X  }
X  else {
X    mprint("You feel a sense of inner turmoil!");
X    Player.alignment -= random_range(20);
X  }
X}
X
Xvoid i_law(o)
Xpob o;
X{
X  if (Player.alignment > 0) {
X    Player.alignment += random_range(20);
X    mprint("You feel wonderfully lawful!");
X    gain_experience(Player.alignment*10);
X  }
X  else {
X    mprint("You feel a sense of inner constraint!");
X    Player.alignment += random_range(20);
X  }
X}
X
Xvoid sanctify(blessing)
Xint blessing;
X{
X  if (blessing > -1) {
X    if (Level->environment == E_TEMPLE) 
X      mprint("Odd, the spell has no effect. I wonder why.");
X    else if (Level->site[Player.x][Player.y].locchar == ALTAR) 
X      mprint("This site can't get any holier!");
X    else if (Player.patron == 0) {
X      mprint("The gods are angered!");
X      Level->site[Player.x][Player.y].locchar = LAVA;
X      Level->site[Player.x][Player.y].p_locf = L_LAVA;
X      p_movefunction(L_LAVA);
X    }
X    else {
X      Level->site[Player.x][Player.y].locchar = ALTAR;
X      Level->site[Player.x][Player.y].aux = Player.patron;
X      Level->site[Player.x][Player.y].p_locf = L_ALTAR;
X      mprint("You are standing on sacred ground!");
X    }
X  }
X  else {
X    if (Level->site[Player.x][Player.y].locchar == ALTAR) {
X      mprint("The altar crumbles before your unholy blast....");
X      Level->site[Player.x][Player.y].locchar = FLOOR;
X      Level->site[Player.x][Player.y].p_locf = L_NO_OP;
X      if (Level->site[Player.x][Player.y].aux == Player.patron) {
X	mprint("Your deity is not amused....");
X	p_damage(Player.hp-1,UNSTOPPABLE,"Divine Wrath");
X      }
X      else if ((Player.patron == ATHENA) || (Player.patron == ODIN)) {
X	if ((Level->site[Player.x][Player.y].aux == SET) ||
X	    (Level->site[Player.x][Player.y].aux == HECATE)) {
X	  mprint("Your deity applauds the eradication of Chaos' taint");
X	  gain_experience(1000);
X	}
X	else {
X	  mprint("Your deity approves of your action.");
X	  gain_experience(100);
X	}
X      }
X      if ((Player.patron == SET) || (Player.patron == HECATE)) {
X	if ((Level->site[Player.x][Player.y].aux == ODIN) ||
X	    (Level->site[Player.x][Player.y].aux == ATHENA)) {
X	  mprint("Your deity applauds the obliteration of Law");
X	  gain_experience(1000);
X	}
X	else {
X	  mprint("Your deity approves of your action.");
X	  gain_experience(100);
X	}
X      }
X      else if (Player.patron == DRUID) {
X	mprint("Your attempt to maintain the Balance is applauded....");
X	gain_experience(250);
X      }
X      else mprint("Nothing much happens");
X    }
X    else mprint("You feel an aura of unholiness arising from this spot....");
X  }
X}
X
Xvoid accuracy(blessing)
Xint blessing;
X{
X  if (blessing > -1) {
X      mprint("Everything seems covered in bullseyes!");
X      Player.status[ACCURACY] += random_range(5)+1+blessing*5;
X      calc_melee();
X    }
X  else {
X    Player.status[ACCURACY]=0;
X    calc_melee();
X    mprint("Your vision blurs...");
X  }
X}
END_OF_FILE
if test 16784 -ne `wc -c <'oeffect2.c'`; then
    echo shar: \"'oeffect2.c'\" unpacked with wrong size!
fi
# end of 'oeffect2.c'
fi
echo shar: End of archive 12 \(of 19\).
cp /dev/null ark12isdone
MISSING=""
for I in 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 ; do
    if test ! -f ark${I}isdone ; then
	MISSING="${MISSING} ${I}"
    fi
done
if test "${MISSING}" = "" ; then
    echo You have unpacked all 19 archives.
    rm -f ark[1-9]isdone ark[1-9][0-9]isdone
else
    echo You still need to unpack the following archives:
    echo "        " ${MISSING}
fi
##  End of shell archive.
exit 0