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Phantasia 3.3 (part 1 of 3)

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Edward Estes

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Jul 16, 1985, 1:34:25 AM7/16/85
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Here is the source to the latest version of Phantasia.
It's an extremely mindless game, but fun nevertheless.

I've fixed all reported bugs, and incorporated many helpful
suggestions from Phantasia 3.2. I've added a few features
like timing out waiting options. Also, the game checks for
a successful open the first time it accesses a file. (It
used to assume all files existed, which caused many people
grief when they were not careful enought setting up the game.)

I'm not sure if the game will fit on a PDP-11 anymore. Try
defining SMALL and taking out OK_TO_PLAY and ENEMY in the
makefile to make it fit if you have problems.

This should run on just about any flavor of UN*X. If anyone
encounters problems specific to a particular UN*X, let me
know about it (with a fix if possible), and I will incorporate
it into the next version.

Use 'Makefile.xstr' if you have 'xstr', otherwise use 'Makefile.noxst'.

I'm open to suggestions/comments/fixes. However stick all flames
in your ear.

Ted Estes
AT&T Teletype Corporation
Skokie, IL
...!ihnp4!ttrdc!ttrda!estes

===========
: This is a shar archieve. Extract with sh, not csh.
: The rest of this file will extract:
: phant.nr func0.c
echo extracting - phant.nr
sed 's/^X//' > phant.nr << '!EOR!'
X.de sh
X.br
X.ne 5
X.PP
X\fB\\$1\fR
X.PP
X..
X.TH PHANTASIA 6 GAMES
X.UC 4
X.SH NAME
Xphantasia \- an interterminal fantasy game
X.SH SYNOPSIS
X.B phantasia
X[
X.B \-s
X] [
X.B \-m
X] [
X.B \-a
X] [
X.B \-x
X] [
X.B \-h
X] [
X.B \-H
X] [
X.B \-p
X] [
X.B \-b
X]
X.SH DESCRIPTION
X.I Phantasia
Xis a role playing game
Xwhich allows players to roll up characters of various types to fight
Xmonsters and other players.
XProgression of characters is based upon gaining experience from fighting
Xmonsters (and other players).
X.PP
XMost of the game is menu driven and self-explanatory (more or less).
XThe screen is cursor updated, so be sure to set up the
X.B TERM
Xvariable in your environment.
X.PP
XThe options provide for a variety of functions to support the game.
XThey are:
X.PP
X.TP .5i
X.B \-s
XInvokes
X.I phantasia
Xwithout header information.
X.TP .5i
X.B \-m
XGet a monster listing.
X.TP .5i
X.B \-a
XGet a listing of all character names on file.
X.TP .5i
X.B \-x
XExamine/change a particular character on file.
X.TP .5i
X.B \-h
XGet a help listing (this message).
X.TP .5i
X.B \-H
XGet header listing only.
X.TP .5i
X.B \-p
XPurge old characters.
X.TP .5i
X.B \-b
XShow scoreboard of top characters per login.
X.PP
XThe characters are saved on a common file, in order to make the game
Xinteractive between players. The characters are given a password
Xin order to retrieve them later. Only characters above
X.B level
Xzero are saved. Characters unused for more than nine days will be
Xpurged.
XCharacters are only placed on the scoreboard when they die.
X.SH AUTHOR
XEdward Estes, AT&T Teletype Corporation
X.SH PARTICULARS
X.sh "Playing in General"
XCertain of the player's more important statistics are almost always
Xdisplyed on the screen, with maximums (where applicable) in
Xparentheses.
X.PP
XThe character is placed randomly near the center of a cartesian
Xsystem.
XMost commands are selected with a single letter or digit.
XFor example, one may move by hitting
X.B E, W, N,
Xor
X.B S
X(lower case may also be used, at no time is the game case dependent).
XTo move to a particular (x,y) coordinate, use the
X.B move
X('1') command. The distance a character can move is calculated by
X1 plus 1.5 per
X.B level.
XMoving in a particular compass direction will move the player the maximum
Xallowed distance in that direction.
X.PP
XA player may at any time see who else is playing with a
X.B players
X('2') option. One may see only those who are the same distance or closer
Xto the origin as he/she.
X.B Kings,
Xand
X.B council of the wise
Xcan see and can be seen by everyone. A
X.B palantir
Xremoves these retrictions.
X.PP
XOne can talk to other players with the
X.B talk
X('3') option. In general, this is a line or so of text. To remove a current
Xmessage, just type <return> when prompted for a message.
X.PP
XThe
X.B stats
X('4') option shows additional characteristics of a player.
X.PP
XOne may leave the game either with the
X.B quit
X('5') option, or by hitting interrupt. Quitting during battle results
Xin death for obvious reasons.
X.PP
XOne may rest by default. Resting lets one regain maximum
X.B energy level,
Xand also lets one find
X.B mana
X(more is found for larger levels and further distances from the origin).
X.PP
XOne may call a monster by hitting '9'.
X.PP
XSeveral other options become available as the player progresses in
X.B level
Xand
X.B magic,
Xor to other stations in the game (
X.B valar, council of the wise, king
X).
XThese are described elsewhere.
XIn general, a control-L will force the redrawing of the screen.
X.PP
XOther things which may happen are more or less self-explanatory.
X.sh "Fighting Monsters"
XA player has several options while fighting monsters. They are as follows:
X.TP 1.5i
X.B melee
XInflicts damage on the monster, based upon
X.B strength.
XAlso decreases the monster's
X.B strength
Xsome.
X.TP 1.5i
X.B skirmish
XInflicts a little less damage than
X.B melee,
Xbut decreases the monster's
X.B quickness
Xinstead.
X.TP 1.5i
X.B evade
XAttempt to run away. Success is based upon both the player's and
Xthe monster's
X.B brains
Xand
X.B quickness.
X.TP 1.5i
X.B spell
XSeveral options for throwing spells (described elsewhere).
X.TP 1.5i
X.B nick
XHits the monster one plus the player's
X.B sword,
Xand gives the player 10% of the monster's
X.B experience.
XDecreases the monster's
X.B experience
Xan amount proportional to the amount granted.
XThis also increases the monster's quickness.
XParalyzed monsters wake up very fast when nicked.
X.TP 1.5i
X.B luckout
XThis is essentially a battle of wits with the monster. Success is based
Xupon the player's and the monster's
X.B brains.
XThe player gets credit for slaying the monster if he/she succeeds.
XOtherwise, nothing happens, and the chance to
X.B luckout
Xis lost.
X.sh "Character Statistics"
X.TP 1.5i
X.B strength
Xdetermines how much damage a character can inflict.
X.TP 1.5i
X.B quickness
Xdetermines how many chances a character gets to make decisions while
Xfighting.
X.TP 1.5i
X.B energy level
Xspecifies how much damage a character may endure before dying.
X.TP 1.5i
X.B magic level
Xdetermines which spells a character may throw, and how effective those
Xspells will be.
X.TP 1.5i
X.B brains
Xbasically, the character's intelligence; used for various fighting options
Xand spells.
X.TP 1.5i
X.B mana
Xused as a power source for throwing spells.
X.TP 1.5i
X.B experience
Xgained by fighting monsters and other characters.
X.TP 1.5i
X.B level
Xindicative of how much experience a character has accumulated; progresses
Xgeometrically as
X.B experience
Xincreases.
X.TP 1.5i
X.B poison
Xsickness which degrades a character's performance (affects
X.B energy level
Xand
X.B strength
X).
X.TP 1.5i
X.B sin
Xaccumulated as a character does certain nasty things; used only rarely
Xin normal play of the game.
X.TP 1.5i
X.B age
Xnumber of seconds of playing time for the character.
XAs
X.B age
Xincreases, many personal statistics degenerate.
X.sh "Character Types"
XCharacter statistics are rolled randomly from the above list, according
Xto character type. The types are as follows:
X.TP 1.5i
X.B magic user
Xstrong in
X.B magic level
Xand
X.B brains
X, weak in other areas. Must rely on wits and magic to survive.
X.TP 1.5i
X.B fighter
Xgood in
X.B strength
Xand
X.B energy level
X, fairly good in other areas. This adds up to a well-equipped fighter.
X.TP 1.5i
X.B elf
Xvery high
X.B quickness
Xand above average
X.B magic level
Xare
X.B elves
Xselling points.
X.TP 1.5i
X.B dwarf
Xvery high
X.B strength
Xand
X.B energy level
X, but with a tendency to be rather slow and not too bright.
X.TP 1.5i
X.B halfling
Xrather quick and smart, with high
X.B energy level
X, but poor in
X.B magic
Xand
X.B strength.
XBorn with some
X.B experience.
X.TP 1.5i
X.B experimento
Xvery mediocre in all areas. However, the
X.B experimento
Xmay be placed almost anywhere within the playing grid.
X.PP
XThe possible ranges for starting statistics are summarized in
Xthe following table.
X.PP
X.TS
Xl c c c c c c
Xl c c c c c c.
XType Strength Quick Mana Energy Brains Magic
X_
XMag. User 20-25 30-35 50-100 30-45 60-85 5-9
XFighter 40-55 30-35 30-50 45-70 25-45 3-6
XElf 35-45 28-38 45-90 30-50 40-65 4-7
XDwarf 50-70 25-30 25-45 60-100 20-40 2-5
XHalfling 20-25 34 25-45 55-90 40-75 1-4
XExperimento 25 27 100 35 25 2
X.TE
X.PP
XNot only are the starting characteristics different for the different
Xcharacter types, the characteristics progress at different rates for the
Xdifferent types as the character goes up in
X.B level. Experimentoes'
Xcharacteristics progress randomly as one of the other types.
XThe progression as characters increase in
X.B level
Xis summarized in the following table.
X.PP
X.TS
Xl c c c c c
Xl n n n n n.
XType Strength Mana Energy Brains Magic
X_
XMag. User 2.0 75 20 6 2.75
XFighter 3.0 40 30 3.0 1.5
XElf 2.5 65 25 4.0 2.0
XDwarf 5 30 35 2.5 1
XHalfling 2.0 30 30 4.5 1
X.TE
X.PP
XCharacter types are identified by certain numeric values as follows:
X.br
X1:
X.B Magic User
X2:
X.B Fighter
X3:
X.B Elf
X4:
X.B Dwarf
X5:
X.B Halfling
X6:
X.B Experimento
X.PP
XCharacters with one or more
X.B crowns
Xare designated as a negative type.
X.B Kings
Xhave ten added to their type; members of the
X.B council of the wise
Xhave twenty added to their type.
X.B Valar
Xare type 99, and
X.B ex-valar
Xare type 90.
X.sh "Spells"
XDuring the course of the game, the player may exercise his/her particular
Xmagic powers. These cases are described below.
X.TP 1.5i
X.B cloak
X.I magic level necessary:
X20 (plus level 7)
X.br
X.I mana used:
X35 plus 3 per rest period
X.br
XUsed during normal play. Prevents monsters from finding the character,
Xas well as hiding the player from other players. His/her coordinates
Xshow up as '?' in the
X.B players
Xoption. Players cannot collect
X.B mana,
Xfind trading posts, or discover the
X.B grail
Xwhile cloaked. Calling a monster uncloaks, as well as choosing
Xthis option while cloaked.
X.br
X.TP 1.5i
X.B teleport
X.I magic level necessary:
X40 (plus level 12)
X.br
X.I mana used:
X30 per 75 moved
X.br
XUsed during normal play. Allows the player too move with much more freedom
Xthan with the
X.B move
Xoption, at the price of expending mana. The maximum distance possible
Xto move is based upon
X.B level
Xand
X.B magic level.
X.TP 1.5i
X.B power blast
X.I magic level necessary:
Xnone
X.br
X.I mana used:
X5 times
X.B level
X.br
XUsed during inter-terminal battle. Damage is based upon
X.B magic level
Xand
X.B strength.
XHits much harder than a normal hit.
X.TP 1.5i
X.B all or nothing
X.I magic level necessary:
Xnone
X.br
X.I mana used:
X1
X.br
XUsed while combatting monsters.
XHas a 25% chance of working. If it works it hits the monster just enough
Xto kill it. If it fails, it doesn't hit the monster, and doubles the
Xmonster's
X.B quickness
Xand
X.B strength.
XParalyzed monsters wake up much quicker as a result of this spell.
X.TP 1.5i
X.B magic bolt
X.I magic level necessary:
X5
X.br
X.I mana used:
Xvariable
X.br
XUsed while combatting monsters. Hits the monster based upon the amount
Xof
X.B mana
Xexpended and
X.B magic level.
XGuaranteed to hit at least 10 per
X.B mana.
X.TP 1.5i
X.B force field
X.I magic level necessary:
X15
X.br
X.I mana used:
X30
X.br
XUsed during monster combat. Throws up a shield to protect from damage.
XThe shield is added to actual energy level, and is a fixed number, based
Xupon maximum energy. Normally, damage occurs first to the shield, and
Xthen to the players actual
X.B energy level.
X.TP 1.5i
X.B transform
X.I magic level necessary:
X25
X.br
X.I mana used:
X50
X.br
XUsed during monster combat. Transforms the monster randomly into one
Xof the other 100 monsters from the monster file.
X.TP 1.5i
X.B increase might
X.I magic level necessary:
X35
X.br
X.I mana used:
X75
X.br
XUsed during combat with monsters. Increases strength up to a certain maximum.
X.TP 1.5i
X.B invisibility
X.I magic level necessary:
X45
X.br
X.I mana used:
X90
X.br
XUsed while fighting monsters. Makes it harder for the monster to hit,
Xby temporarily increasing the player's
X.B quickness.
XThis spell may be thrown several times, but a maximum level will be reached.
X.TP 1.5i
X.B transport
X.I magic level necessary:
X60
X.br
X.I mana used:
X125
X.br
XUsed during monster combat. Transports the monster away from the
Xplayer. Success is base upon player's
X.B magic
Xand
X.B brains,
Xand the monster's
X.B experience.
XIf it fails the player is transported instead. 60% of the time, the monster
Xwill drop any treasure it was carrying.
X.TP 1.5i
X.B paralyze
X.I magic level necessary:
X75
X.br
X.I mana used:
X150
X.br
XUsed during monster combat. "Freezes" the monster by putting its
X.B quickness
Xslightly negative. The monster will slowly wake up. Success is based
Xupon player's
X.B magic
Xand the monster's
X.B experience.
XIf it fails, nothing happens.
X.TP 1.5i
X.B specify
X.I magic level necessary:
Xnone
X.br
X.I mana used:
X1000
X.br
XUsed during monster combat only by
X.B valar
Xor
X.B council of the wise.
XAllows the player to pick which monster to fight.
X.sh "Monsters"
XMonsters get bigger as one moves farther from the origin (0,0). Rings of
Xdistance 125 from the origin determine the size. A monster's
X.B experience, energy level,
Xand
X.B brains
Xare multiplied by the size.
X.B Strength
Xis increase 50% per size over one, and
X.B quickness
Xremains the same, regardless of size.
X.PP
XAlso, meaner monsters are to be found as one progress farther out
Xfrom the origin. Monsters also may flock. The percent chance of that
Xhappening is designated as
X.B flock%
Xin the monster listing. Monsters outside the first ring
Xmay carry treasure, as determined by their treasure type.
XFlocking monsters, and bigger monsters increase the chances of treasure.
X.PP
XCertain monsters have special abilities; they are as follows:
X.TP 1.5i
X.B Unicorn
Xcan only be subdued if the player is in possession of a
X.B virgin.
X.TP 1.5i
X.B Modnar
Xhas random characteristics, including treasure type.
X.TP 1.5i
X.B Mimic
Xwill pick another name from the list of monsters in order to
Xconfuse.
X.TP 1.5i
X.B Dark Lord
Xvery nasty person. Does not like to be hit (especially nicked),
Xand many spells do not work well against him.
XOne can always
X.B evade
Xfrom the
X.B Dark Lord.
X.TP 1.5i
X.B Leanan-Sidhe
Xalso a very nasty person. She will permanently sap
X.B strength
Xfrom someone.
X.TP 1.5i
X.B Saruman
Xwanders around with
X.B Wormtongue
X, who can steal a
X.B palantir.
XAlso,
X.B Saruman
Xmay turn a player's gems into gold pieces,
Xor scramble her/his stats.
X.TP 1.5i
X.B Thaumaturgist
Xcan transport a player.
X.TP 1.5i
X.B Balrog
Xinflicts damage by taking away
X.B experience
X, not
X.B energy.
X.TP 1.5i
X.B Vortex
Xmay take some
X.B mana.
X.TP 1.5i
X.B Nazgul
Xmay try to steal a
X.B ring
Xor neutralize part of one's
X.B brains.
X.TP 1.5i
X.B Tiamat
Xmay take half a players
X.B gold
Xand
X.B gems
Xand escape.
X.TP 1.5i
X.B Kobold
Xmay get nasty and steal one gold piece and run away.
X.TP 1.5i
X.B Shelob
Xmay bite, inflicting the equivalent of one
X.B poison.
X.TP 1.5i
X.B Assorted Faeries
XThese are killed if attacking someone carrying
X.B holy water.
XThese are
X.B Cluricaun, Fir Darrig, Fachan,
X.B Ghille Dhu, Bogle, Killmoulis,
Xand
X.B Bwca.
X.TP 1.5i
X.B Lamprey
Xmay bite, inflicting 1/2 of a
X.B poison.
X.TP 1.5i
X.B Shrieker
Xwill call one of its (much bigger) buddies if picked upon.
X.TP 1.5i
X.B Bonnacon
Xwill become bored with battle, fart, and run off.
X.TP 1.5i
X.B Smeagol
Xwill try to steal a
X.B ring
Xfrom a player, if given the chance.
X.TP 1.5i
X.B Succubus
Xmay inflict damage through a
X.B force field.
XThis subtracts from
X.B energy level
Xinstead of any shield the player may have thrown up.
XThis is a very easy way to die.
X.TP 1.5i
X.B Cerberus
Xloves metal and will steal all the metal treasures from
Xa player if able.
X.TP 1.5i
X.B Ungoliant
Xcan bite and poison. This inflicts five
X.B poisons
X, and also takes one from the player's
X.B quickness.
X.TP 1.5i
X.B Jabberwock
Xmay tire of battle, and leave after calling one of his friends
X(
X.B Jubjub Bird
Xor
X.B Bandersnatch
X).
X.TP 1.5i
X.B Morgoth
Xactually
X.B Modnar
X, but reserved for
X.B council of the wise, valar,
Xand
X.B ex-valar.
XFights with
X.B Morgoth
Xend when either he or the player dies. His characteristics
Xare calculated based upon the player's. The player is given
Xthe chance to ally with him. No magic, except
X.B force field
Xworks when battling
X.B Morgoth.
X.TP 1.5i
X.B Troll
Xmay regenerate its
X.B energy
Xand
X.B strength
Xwhile in battle.
X.TP 1.5i
X.B Wraith
Xmay make a player blind.
X.sh "Treasures"
XVarious treasure types are as follows:
X.TP 1.5i
X.B Type zero
X.I none
X.TP 1.5i
X.B Type one
X.I power booster
X\- adds mana.
X.br
X.I druid
X\- adds experience.
X.br
X.I holy orb
X\- subtracts 0.25 sin.
X.TP 1.5i
X.B Type two
X.I amulet
X\- protects from cursed treasure.
X.br
X.I holy water
X\- kills
X.B assorted faeries.
X.br
X.I hermit
X\- reduces sin by 25% and adds some mana.
X.TP 1.5i
X.B Type three
X.I shield
X\- adds to maximum
X.B energy level
X.br
X.I virgin
X\- used to subdue a
X.B unicorn
X, or to give much
X.B experience
X(and some
X.B sin
X).
X.br
X.I athelas
X\- subtracts one
X.B poison.
X.TP 1.5i
X.B Type four (scrolls)
X.I shield
X* \- throws a bigger than normal
X.B force field.
X.br
X.I invisible
X* \- puts the finder's
X.B quickness
Xto one million.
X.br
X.I ten fold strength
X* \- multiplies finder's strength by ten.
X.br
X.I pick monster
X\- allows finder to pick next monster to battle.
X.br
X.I general knowledge
X\- adds to finder's
X.B brains
Xand
X.B magic level.
X.PP
XAll the scrolls except
X.B general knowledge
Xautomatically call a monster. Those that are marked with a * preserve any
Xspells that were already in effect. Those that call monsters are only in
Xeffect while in battle.
X.TP 1.5i
X.B Type five
X.I dagger
X\- adds to
X.B strength.
X.br
X.I armour
X\- same as a
X.B shield,
Xbut bigger.
X.br
X.I tablet
X\- adds brains.
X.TP 1.5i
X.B Type six
X.I priest
X\- rests to maximum; adds
X.B mana, brains;
Xand halves
X.B sin.
X.br
X.I Robin Hood
X\- increases
X.B shield
Xand adds permanently to
X.B strength.
X.br
X.I axe
X\- like
X.B dagger,
Xbut bigger.
X.TP 1.5i
X.B Type seven
X.I charm
X\- protects from cursed treasure (used before
X.B amulet
X); used in conjunction with
X.B blessing
Xto battle
X.B Dark Lord.
X.br
X.I Merlyn
X\- adds
X.B brains, magic,
Xand
X.B mana.
X.br
X.I war hammer
X\- like an
X.B axe,
Xbut bigger.
X.TP 1.5i
X.B Type eight
X.I healing potion
X\- sets
X.B poison
Xto -2, or subtracts two from
X.B poison,
Xwhichever is better.
X.br
X.I transporter
X\- allows finder to move anywhere.
X.br
X.I sword
X\- like a
X.B war hammer
X, but bigger.
X.TP 1.5i
X.B Type nine
X.I golden crown
X\- allows the player to become
X.B king,
Xby going to (0,0).
X.br
X.I blessing
X\- cuts
X.B sin
Xto 1/3, adds
X.B mana,
Xrests to max., kills
X.B Dark Lord
Xwith a
X.B charm,
Xand gives bearer first hit on all monsters.
X.br
X.I quicksilver
X\- adds to
X.B quickness.
X.TP 1.5i
X.B Type ten
X.I elven boots
X\- adds permanently to
X.B quickness.
X.TP 1.5i
X.B Type eleven
X.I palantir
X\- allows one to see all the other players; used by
X.B council of the wise
Xto seek the
X.B grail.
X.TP 1.5i
X.B Type twelve/thirteen
X.I ring
X\- allows one to hit much harder in battle, etc.
X.PP
XAny treasure type 10-13 monsters may instead carry a type nine treasure.
X.PP
XA monster may also be carrying
X.B gold
Xor
X.B gems.
XThese are used at
X.B trading posts
Xto buy things. A
X.B gem
Xis worth 1000 gold pieces. Too much
X.B gold
Xwill slow a player down. One may carry 1000 plus 200 per
X.B level
Xof
X.B gold.
XA
X.B gem
Xweighs one half a gold piece.
XMonsters of treasure type 7 or higher may carry
X.B gems.
X.PP
XThe chance of a cursed treasure is based upon treasure type.
XThe more valuable treasures have a greater chance of being cursed.
XA cursed treasure knocks
X.B energy level
Xvery low, and adds 0.25
X.B poison.
X.sh "Rings"
X.B Rings
Xare only carried by
X.B nazguls
Xand
X.B Dark Lord.
XThey come in four different flavors.
XAll
X.B rings
Xrest the player to maximum and cause him/her to hit much harder
Xin battle with monsters (assuming one has chosen to use the
X.B ring
Xfor battle.)
X.PP
XTwo types of
X.B rings
Xare cursed and come either from
X.B nazguls
Xor
X.B Dark Lord.
XAfter a few times of using these types, the player falls
Xunder the control of the
X.B ring,
Xand strange, random things will occur.
XEventually, the player dies, and gives his/her name to a monster
Xon the file.
XDying before the
X.B ring
Xis used up also renames the monster.
X.PP
XThe two remaining types of
X.B rings
Xare much more benign.
XThe one from a
X.B nazgul
Xis good for a limited number of battle rounds, and will save
Xthe player from death if it was being used when he/she died.
XThe one from
X.B Dark Lord
Xis the same, except that it never is used up.
X.B rings
Xdisappear after saving someone from death.
XIn general, cursed
X.B rings
Xoccur much more often than normal ones.
XIt is usually not a good idea to pick one up.
XThe only way to get rid of a
X.B ring
Xis to have a monster steal it.
X.sh "King"
XA player may become
X.B king by finding a
X.I crown
Xand going to (0,0). Players must have a
X.B level
Xin the range of 10 to 1000 to be able to find a
X.I crown.
X.PP
XOnce a player is king, he/she may do certain things while in
Xthe Lord's Chamber (0,0). These fall under the
X.B decree
X('0') option.
X.TP 1.5i
X.I census
XLists all players on file, whether playing or not.
X.TP 1.5i
X.I transport
XThis is done to another player. It randomly moves the affected
Xplayer about. A
X.B charm
Xprotects from transports.
X.TP 1.5i
X.I curse
XThis is done to another player. It is analogous to cursed treasure,
Xbut worse. It inflicts two
X.B poison,
Xknocks
X.B energy level
Xvery low, and degrades the maximum energy. It also
Xremoves a
X.B cloak.
XA
X.B blessing
Xprotects from king's curses.
X.TP 1.5i
X.I energy void
XThe king may put as many of these (within reason) scattered about
Xhis/her kingdom as he/she pleases.
XIf a player hits one, he/she loses
X.B mana, energy,
Xand
X.B gold.
XThe energy void disappears after being hit.
X.TP 1.5i
X.I bestow
XThis is also done to another player. The king may
Xwish to reward one or more loyal subjects by sharing his/her
Xriches (
X.B gold
X). Or it is a convenient way to dispose of some unwanted
Xdeadweight.
X.TP 1.5i
X.I collect taxes
XEveryone pays 10% tax on all
X.B gold
Xcollected, regardless of the existence of a
X.B king.
XThe king may collect this amount with this option.
X.PP
XThe
X.B king
Xmay also
X.B teleport
Xanywhere for free by using the origin as a starting place.
X.sh "Special Places"
XCertain regions of the playing grid have different names.
XIn general, this is only to give the player some idea of
Xhis/her present location. Some special places do exist.
X.TP 1.5i
X.I Trading Posts
XThese are located at |x| == |y| == n*n*100 for n = 1, 2...1000.
XTrading posts farther out have more things for sale.
XBe careful about cheating merchants there, as they have short
Xtempers.
XMerchants are dishonest about 5% of the time.
X.TP 1.5i
X.I Lord's Chamber
XThis is located at (0,0). Only players with
X.B crowns
Xmay enter.
X.TP 1.5i
X.I Point of No Return
XThis is located beyond 1.2e+6 in any direction.
XThe only way to return from here is a
X.B transporter
Xor to have a
X.B valar
Xrelocate the player.
X.TP 1.5i
X.I Dead Marshes
XThis is a band located fairly distant from the origin. The first
Xfourteen monsters (water monsters) can normally only be found here.
X.TP 1.5i
X.I Valhala
XThis place is where the
X.B valar
Xresides. It is associated with no particular coordinate on the
Xplaying grid.
X.TP 1.5i
X.I Wormholes
XAt fixed locations on the grid are several holes to underground
Xdefects in the playing area.
XSixty-four chambers exist; sixteen of which open to the outside
Xworld.
XWhile in the wormholes, one move by going forward, backward,
Xleft, or right.
XOne can always undo a move by going in the opposite direction.
XThe wormholes are mappable.
XFor example, to move from the first wormhole {at (-400,0)} to
Xthe second wormhole, type 'LL'.
X.sh "Miscellaneous"
XThere are several bits of trivial knowledge which fall under this category.
X.PP
XOnce a player reaches
X.B level
X5, the game will start to time out waiting for input.
XThis is to try to keep the game a bit faster paced.
X.PP
XA
X.I guru
Xwill never be disgusted with your
X.B sins
Xif they are less than one.
X.PP
XA
X.I medic
Xwants half of a player's
X.B gold
Xto be happy. Offering more than one has, or a negative amount
Xwill anger the
X.I medic,
Xwho will make the player worse (add one
X.B poison
X).
X.PP
XThe
X.B Holy Grail
Xdoes little for those who are not ready to behold it.
XWhenever anyone finds it, it moves.
XIt is always located within 1e+6 in any compass direction of the origin.
X.PP
XThere is a maximum amount of
X.B mana
Xand
X.B charms
Xa player may posses, based upon
X.B level.
X.I Quicksilver
Xis always limited to to a maximum of 99.
X.PP
X.I Books
Xbought at a
X.B trading post
Xincrease
X.B brains,
Xbased upon the number bought.
XIt is unwise, however to buy more than 1/10 of one's
X.B level
Xin books at a time.
X.PP
XPlayers over level 10000 are automatically retired.
X.PP
XA
X.I blindness
Xgoes away in random time.
X.sh "Inter-terminal Battle"
XWhen two player's coordinates correspond, they may engage in battle.
XIn general, the player with the highest
X.B quickness
Xgets the first hit.
XIf the two players are severely mis-matched, the stronger player
Xis drastically handicapped for the battle.
XIn order to protect from being stuck in an infinite loop,
Xthe player waiting for response may time out. Options for battle are:
X.TP 1.5i
X.I fight
XInflicts damage upon other person.
X.TP 1.5i
X.I run away
XEscape from battle. Has a 75% chance of working.
X.TP 1.5i
X.I power blast
XBattle spell.
X.TP 1.5i
X.I luckout
XOne-time chance to try to win against the foe. Has a 10% chance of working.
X.PP
XSometimes waits for the other player may be excessive, because
Xhe/she may be battling a monster. Upon slaying a player in battle
Xthe winner gets the other's
X.B experience
Xand treasures.
X.B Rings
Xdo not work for inter-terminal battle.
X.sh "Council of the Wise, Valar"
XA player automatically becomes a member of the
X.B council of the wise
Xupon reaching level 3000. Members of the council cannot have
X.B rings.
XMembers of the council have a few extra options which they can exercise.
XThese fall under the
X.B intervention
X('8') option.
XOne is to
X.I heal
Xanother player. This is just a quick way for that player to be rested
Xto maximum and lose a little
X.B poison.
XThe main purpose in life for members of the council is to seek the
X.B Holy Grail.
XThis is done with a
X.B palantir
Xunder the
X.I seek grail
Xoption. The distance cited by the seek is accurate within 10%, in order
Xnot to make it too easy to find the grail. Seeking costs 1000
X.B mana.
XA player must have infintesimally small
X.B sin,
Xor else it's all over upon finding the grail.
XIn order to help members of the council on their quest, they
Xmay
X.I teleport
Xwith greater ease.
X.PP
XUpon finding the grail, the player advance to position of
X.B valar.
XHe/she may then exercise more and niftier options under
X.I intervention.
XThese include all of the council members' option plus the
Xability to move other players about, bless them, and throw monsters at
Xthem.
X.B Valar
Xare essentially immortal, but are actually given five lives.
XIf these are used up, the player is left to die, and becomes an
X.B ex-valar.
X.B Valar
Xcannot
X.I move, teleport,
Xor call monsters.
XAny monsters which a
X.B valar
Xencounters are based upon his/her size.
XOnly one valar may exists at a time.
XA player replaces the exiting valar upon finding the grail.
XThe valar is then bumped back to the council of the wise.
X.SH BUGS
XThe handling of incorrectly
Xexitted characters is a kludge. The screen is set up assuming a 24 by 80
Xcharacter screen; no attempt was made to provide otherwise.
XIf any of the data items get too big for the allotted space on the screen,
Xno guarantees are made about what will happen.
!EOR!
echo extracting - func0.c
sed 's/^X//' > func0.c << '!EOR!'
X/*
X * func0.c Phantasia support routines
X */
X
X#include "phant.h"
X
Xvoid treasure(stat,treastyp,size) /* select a treasure */
Xreg struct stats *stat;
Xshort treastyp;
Xreg int size;
X{
Xreg int which;
Xint ch;
Xdouble temp, temp2;
Xchar aline[35];
XFILE *fp;
X
X which = roll(1,3);
X move(4,0);
X clrtobot();
X move(6,0);
X if (rnd() > 0.65) /* gold and gems */
X if (treastyp > 7) /* gems */
X {
X temp = roll(1,(treastyp - 7)*(treastyp - 7)*(size - 1)/4);
X printw("You have discovered %.0f gems! Will you pick them up ? ",temp);
X ch = getans("NY", FALSE);
X addstr("\n\n");
X if (ch == 'Y')
X if (rnd() < treastyp/40 + 0.05) /* cursed */
X {
X addstr("They were cursed!\n");
X goto CURSE;
X }
X else
X {
X stat->gem += temp;
X goto EXIT;
X }
X else
X return;
X }
X else /* gold */
X {
X temp = roll(treastyp*10,treastyp*treastyp*10*(size - 1));
X printw("You have found %.0f gold pieces. Do you want to pick them up ? ",temp);
X ch = getans("NY", FALSE);
X addstr("\n\n");
X if (ch == 'Y')
X if (rnd() < treastyp/35 + 0.04) /* cursed */
X {
X addstr("They were cursed!\n");
X goto CURSE;
X }
X else
X {
X stat->gld += floor(0.9 * temp);
X if ((fp = fopen(goldfile,"r")) == NULL)
X {
X error(goldfile);
X /*NOTREACHED*/
X }
X fread((char *) &temp2,sizeof(double),1,fp);
X fclose(fp);
X fp = fopen(goldfile,"w");
X temp2 += floor(temp/10);
X fwrite((char *) &temp2,sizeof(double),1,fp);
X fclose(fp);
X goto EXIT;
X }
X else
X return;
X }
X else /* other treasures */
X {
X addstr("You have found some treasure. Do you want to inspect it ? ");
X ch = getans("NY", FALSE);
X addstr("\n\n");
X if (ch != 'Y')
X return;
X else
X if (rnd() < 0.08 && treastyp != 4)
X {
X addstr("It was cursed!\n");
X goto CURSE;
X }
X else
X switch(treastyp)
X {
X case 1:
X switch(which)
X {
X case 1:
X addstr("You've discovered a power booster!\n");
X stat->man += roll(size*4,size*30);
X break;
X case 2:
X addstr("You have encountered a druid.\n");
X stat->exp += roll(0,2000 + size*400);
X break;
X case 3:
X addstr("You have found a holy orb.\n");
X stat->sin = max(0,stat->sin - 0.25);
X break;
X }
X break;
X case 2:
X switch (which)
X {
X case 1:
X addstr("You have found an amulet.\n");
X ++stat->amu;
X break;
X case 2:
X addstr("You've found some holy water!\n");
X ++stat->hw;
X break;
X case 3:
X addstr("You've met a hermit!\n");
X stat->sin *= 0.75;
X stat->man += 12*size;
X break;
X }
X break;
X case 3:
X switch (which)
X {
X case 1:
X temp = roll(7,30 + size/10);
X printw("You've found a +%.0f shield!\n",temp);
X if (temp >= stat->shd)
X stat->shd = temp;
X else
X somebetter();
X break;
X case 2:
X addstr("You have rescued a virgin. Will you be honorable ? ");
X ch = getans("NY", FALSE);
X addstr("\n\n");
X if (ch == 'Y')
X stat->vrg = TRUE;
X else
X {
X stat->exp += 2000*size;
X ++stat->sin;
X }
X break;
X case 3:
X addstr("You've discovered some athelas!\n");
X --stat->psn;
X break;
X }
X break;
X case 4:
X addstr("You've found a scroll. Will you read it ? ");
X ch = getans("NY", FALSE);
X addstr("\n\n");
X if (ch == 'Y')
X switch ((int) roll(1,6))
X {
X case 1:
X addstr("It throws up a shield for you next monster.\n");
X getyx(stdscr, which, ch);
X paws(which);
X longjmp(fightenv,2);
X /*NOTREACHED*/
X case 2:
X addstr("It makes you invisible for you next monster.\n");
X getyx(stdscr, which, ch);
X paws(which);
X speed = 1e6;
X longjmp(fightenv,0);
X /*NOTREACHED*/
X case 3:
X addstr("It increases your strength ten fold to fight your next monster.\n");
X getyx(stdscr, which, ch);
X paws(which);
X strength *= 10;
X longjmp(fightenv,0);
X /*NOTREACHED*/
X case 4:
X addstr("It is a general knowledge scroll.\n");
X stat->brn += roll(2,size);
X stat->mag += roll(1,size/2);
X break;
X case 5:
X addstr("It tells you how to pick your next monster.\n");
X addstr("Which monster do you want [0-99] ? ");
X which = inflt();
X which = min(99,max(0,which));
X fight(stat,which);
X return;
X case 6:
X addstr("It was cursed!\n");
X goto CURSE;
X }
X break;
X case 5:
X switch (which)
X {
X case 1:
X temp = roll(size/4+5,size/2 + 9);
X printw("You've discovered a +%.0f dagger.\n",temp);
X if (temp >= stat->swd)
X stat->swd = temp;
X else
X somebetter();
X break;
X case 2:
X temp = roll(7.5 + size*3,size * 2 + 160);
X printw("You have found some +%.0f armour!\n",temp);
X if (temp >= stat->shd)
X stat->shd = temp;
X else
X somebetter();
X break;
X case 3:
X addstr("You've found a tablet.\n");
X stat->brn += 4.5*size;
X break;
X }
X break;
X case 6:
X switch (which)
X {
X case 1:
X addstr("You've found a priest.\n");
X stat->nrg = stat->mxn + stat->shd;
X stat->sin /= 2;
X stat->man += 24*size;
X stat->brn += size;
X break;
X case 2:
X addstr("You have come upon Robin Hood!\n");
X stat->shd += size*2;
X stat->str += size/2.5 + 1;
X break;
X case 3:
X temp = roll(2 + size/4,size/1.2 + 10);
X printw("You have found a +%.0f axe!\n",temp);
X if (temp >= stat->swd)
X stat->swd = temp;
X else
X somebetter();
X break;
X }
X break;
X case 7:
X switch (which)
X {
X case 1:
X addstr("You've discovered a charm!\n");
X ++stat->chm;
X break;
X case 2:
X addstr("You have encountered Merlyn!\n");
X stat->brn += size + 5;
X stat->mag += size/3 + 5;
X stat->man += size*10;
X break;
X case 3:
X temp = roll(5+size/3,size/1.5 + 20);
X printw("You have found a +%.0f war hammer!\n",temp);
X if (temp >= stat->swd)
X stat->swd = temp;
X else
X somebetter();
X break;
X }
X break;
X case 8:
X switch (which)
X {
X case 1:
X addstr("You have found a healing potion.\n");
X stat->psn = min(-2,stat->psn-2);
X break;
X case 2:
X addstr("You have discovered a transporter. Do you wish to go anywhere ? ");
X ch = getans("NY", FALSE);
X addstr("\n\n");
X if (ch == 'Y')
X {
X addstr("X Y Coordinates ? ");
X getstring(aline,80);
X sscanf(aline,"%F %F",&stat->x,&stat->y);
X stat->x = floor(stat->x);
X stat->y = floor(stat->y);
X }
X break;
X case 3:
X temp = roll(10 + size/1.2,size*3 + 30);
X printw("You've found a +%.0f sword!\n",temp);
X if (temp >= stat->swd)
X stat->swd = temp;
X else
X somebetter();
X break;
X }
X break;
X case 10:
X case 11:
X case 12:
X case 13:
X if (rnd() < 0.33)
X {
X if (treastyp == 10)
X {
X addstr("You've found a pair of elven boots!\n");
X stat->quk += 2;
X break;
X }
X else if (treastyp == 11 && !stat->pal)
X {
X addstr("You've acquired Saruman's palantir.\n");
X stat->pal = TRUE;
X break;
X }
X else if (!stat->rng.type && stat->typ < 20 && (treastyp == 12 || treastyp == 13))
X {
X if (treastyp == 12)
X if (rnd() < 0.8)
X {
X which = NAZREG;
X temp = 15;
X }
X else
X {
X which = NAZBAD;
X temp = 10 + rngcalc(stat->typ) + roll(0,5);
X }
X else
X if (rnd() > 0.9)
X {
X which = DLREG;
X temp = 0;
X }
X else
X {
X which = DLBAD;
X temp = 15 + rngcalc(stat->typ) + roll(0,5);
X }
X addstr("You've discovered a ring. Will you pick it up ? ");
X ch = getans("NY", FALSE);
X addstr("\n\n");
X if (ch == 'Y')
X {
X stat->rng.type = which;
X stat->rng.duration = temp;
X }
X break;
X }
X }
X case 9:
X switch (which)
X {
X case 1:
X if (!(stat->lvl > 1000 || stat->crn > floor((double) stat->lvl/100)
X || stat->lvl < 10))
X {
X addstr("You have found a golden crown!\n");
X ++stat->crn;
X break;
X }
X case 2:
X addstr("You've been blessed!\n");
X stat->bls = TRUE;
X stat->sin /=3;
X stat->nrg = stat->mxn + stat->shd;
X stat->man += 100*size;
X break;
X case 3:
X temp = roll(1,size/5+5);
X temp = min(temp,99);
X printw("You have discovered some +%.0f quicksilver!\n",temp);
X if (temp >= stat->quks)
X stat->quks = temp;
X else
X somebetter();
X break;
X }
X break;
X }
X }
X goto EXIT;
XCURSE: if (stat->chm)
X {
X addstr("But your charm saved you!\n");
X --stat->chm;
X }
X else if (stat->amu)
X {
X addstr("But your amulet saved you!\n");
X --stat->amu;
X }
X else
X {
X stat->nrg = (stat->mxn + stat->shd)/10;
X stat->psn += 0.25;
X }
XEXIT:
X getyx(stdscr, which, ch);
X paws(which);
X}
X
Xvoid callmonster(which,size,mons) /* fill a structure with monster 'which' of size 'size' */
Xreg int which, size;
Xreg struct mstats *mons;
X{
XFILE *fp;
Xchar instr[100];
X
X which = min(which,99);
X if ((fp = fopen(monsterfile,"r")) == NULL)
X {
X error(monsterfile);
X /*NOTREACHED*/
X }
X for (++which; which; --which)
X fgets(instr,100,fp);
X strncpy(mons->name,instr,24);
X mons->name[24] = '\0';
X sscanf(instr + 24,"%F%F%F%F%F%d%d%d",&mons->str,&mons->brn,&mons->spd,&mons->hit,
X &mons->exp,&mons->trs,&mons->typ,&mons->flk);
X if (mons->typ == 2) /* Modnar */
X {
X mons->str *= rnd() + 0.5;
X mons->brn *= rnd() + 0.5;
X mons->spd *= rnd() + 0.5;
X mons->hit *= rnd() + 0.5;
X mons->exp *= rnd() + 0.5;
X mons->trs *= rnd();
X }
X else if (mons->typ == 3) /* mimic */
X {
X fseek(fp,0L,0);
X for (which = roll(0,100); which; --which)
X fgets(instr,100,fp);
X strncpy(mons->name,instr,24);
X }
X trunc(mons->name);
X mons->str += (size-1)*mons->str/2;
X mons->brn *= size;
X mons->spd += size * 1.e-9;
X mons->hit *= size;
X mons->exp *= size;
X fclose(fp);
X}
X
Xstruct /* lookup table for rolling stats and making increases upon gaining levels */
X {
X struct
X {
X int base;
X int interval;
X float increase;
X } quick, strength, mana, energy, brains, magic;
X } table[7] =
X {
X/* mag. usr: */ 30, 6, 0.0, 20, 6, 2.0, 50,51,75.0, 30,16,20.0, 60,26, 6.0, 5, 5,2.75,
X/* fighter: */ 30, 6, 0.0, 40,16, 3.0, 30,21,40.0, 45,26,30.0, 25,21, 3.0, 3, 4, 1.5,
X/* elf: */ 32, 7, 0.0, 35,11, 2.5, 45,46,65.0, 30,21,25.0, 40,26, 4.0, 4, 4, 2.0,
X/* dwarf: */ 25, 6, 0.0, 45,21, 5.0, 25,21,30.0, 60,41,35.0, 20,21, 2.5, 2, 4, 1.0,
X/* halfling: */ 34, 0, 0.0, 20, 6, 2.0, 25,21,30.0, 55,36,30.0, 40,36, 4.5, 1, 4, 1.0,
X/* exprmnto: */ 27, 0, 0.0, 25, 0, 0.0, 100,0, 0.0, 35, 0, 0.0, 25, 0, 0.0, 2, 0, 0.0,
X/* super: */ 38, 0, 0.0, 65, 0, 0.0, 100,0, 0.0, 80, 0, 0.0, 85, 0, 0.0, 9, 0, 0.0
X };
X
Xvoid genchar(res,type) /* init a charac struct */
Xint type;
Xreg struct stats *res;
X{
Xregister int subscript;
X
X if (type < '1' || type > '6')
X if (type != '7' || !su)
X type = '2'; /* fighter is default */
X subscript = type - '1';
X res->quk = roll(table[subscript].quick.base,table[subscript].quick.interval);
X res->str = roll(table[subscript].strength.base,table[subscript].strength.interval);
X res->man = roll(table[subscript].mana.base,table[subscript].mana.interval);
X res->mxn = res->nrg = roll(table[subscript].energy.base,table[subscript].energy.interval);
X res->brn = roll(table[subscript].brains.base,table[subscript].brains.interval);
X res->mag = roll(table[subscript].magic.base,table[subscript].magic.interval);
X res->typ = subscript;
X if (subscript < 6)
X ++res->typ;
X if (type == '5')
X res->exp = roll(600,200); /* give halfling some exp. */
X}
X
Xvoid movelvl(stat) /* update stats for new level */
Xreg struct stats *stat;
X{
Xreg int type;
Xreg unsigned new;
Xdouble inc;
X
X changed = TRUE;
X type = abs(stat->typ);
X if (type < 6)
X ; /* normal */
X else if (type < 10)
X type = roll(1,5); /* experimento */
X else if (type < 20)
X {
X type -= 10; /* king */
X if (type > 5)
X type = roll(1,5); /* experimento */
X }
X else if (type < 26)
X type -= 20; /* council of wise */
X else
X type = roll(1,5); /* everything else */
X new = level(stat->exp);
X inc = new - stat->lvl;
X --type; /* set up for subscripting into table */
X stat->str += table[type].strength.increase * inc;
X stat->man += table[type].mana.increase * inc;
X stat->brn += table[type].brains.increase * inc;
X stat->mag += table[type].magic.increase * inc;
X stat->mxn += table[type].energy.increase * inc;
X stat->nrg = stat->mxn + stat->shd;
X if ((stat->lvl = min(10000,new)) >= 1000)
X { /* no longer able to be king */
X stat->gld += stat->crn * 5000;
X stat->crn = 0;
X stat->typ = abs(stat->typ);
X }
X if (stat->lvl >= 3000 && stat->typ < 20)
X { /* make a member of the council */
X mvaddstr(6,0,"You have made it to the Council of the Wise.\nGood Luck on your search for the Holy Grail.\n");
X stat->rng.type = 0;
X stat->rng.duration = 3;
X stat->typ = abs(stat->typ) + (stat->typ > 10 ? 10 :20);
X }
X}
X
Xchar *printloc(x,y) /* return a pointer to a string specifying location */
Xdouble x,y; /* also, set some global flags */
X{
Xreg int size, loc;
Xreg char *label;
Xstatic char res[80],
X *nametable[4][4] = /* names of places */
X {
X "Anorien", "Ithilien", "Rohan", "Lorien",
X "Gondor", "Mordor", "Dunland", "Rovanion",
X "South Gondor", "Khand", "Eriador", "The Iron Hills",
X "Far Harad", "Near Harad", "The Northern Waste", "Rhun"
X };
X
X throne = beyond = marsh = FALSE;
X if (wmhl)
X return (strcpy(res," is in the Wormholes"));
X else if (valhala)
X return (strcpy(res," is in Valhala"));
X else if ((size = circ(x,y)) >= 1000)
X {
X if (max(abs(x),abs(y)) > 1100000)
X {
X label = "The Point of No Return";
X beyond = TRUE;
X }
X else
X label = "The Ashen Mountains";
X }
X else if (size >= 55)
X label = "Morannon";
X else if (size >= 35)
X label = "Kennaquahair";
X else if (size >= 20)
X {
X label = "The Dead Marshes";
X marsh = TRUE;
X }
X else if (size >= 9)
X label = "The Outer Waste";
X else if (size >= 5)
X label = "The Moors Adventurous";
X else
X {
X if (x == 0.0 && y == 0.0)
X {
X label = "The Lord's Chamber";
X throne = TRUE;
X }
X else
X {
X loc = ((x > 0.0) ? 1 : 0) + ((y >= 0.0) ? 2 : 0);
X label = nametable[size-1][loc];
X }
X }
X sprintf(res," is in %s (%.0f,%.0f)",label,x,y);
X return (res);
X}
X
Xvoid initchar(stat) /* put in some default values */
Xreg struct stats *stat;
X{
X stat->x = roll(-125,251);
X stat->y = roll(-125,251);
X stat->exp = stat->lvl = stat->sin = 0;
X stat->crn = stat->psn = 0;
X stat->rng.type = NONE;
X stat->rng.duration = 0;
X stat->blind = stat->vrg = stat->pal = FALSE;
X stat->hw = stat->amu = stat->bls = 0;
X stat->chm = 0;
X stat->gem = 0.1;
X stat->gld = roll(25,50) + roll(0,25) + 0.1;
X stat->quks = stat->swd = stat->shd = 0;
X stat->typ = 0;
X stat->status = stat->tampered = OFF;
X stat->scratch1 = stat->scratch2 = 0.0;
X stat->wormhole = 0;
X stat->age = 0;
X stat->degen = 1;
X stat->istat = 0;
X}
X
Xvoid trade(stat) /* trading post */
Xreg struct stats *stat;
X{
Xstatic struct
X {
X char *item;
X int cost;
X } menu[] =
X {
X "Mana",1,
X "Shield",5,
X "Book",200,
X "Sword",500,
X "Charm",1000,
X "Quiksilver",2500,
X "Blessing",1000,
X "Gem",1000 /* this is only to ease changing the value of gems */
X };
Xdouble temp;
Xint ch;
Xreg int size, loop;
Xbool cheat = FALSE;
X
X changed = TRUE;
X clear();
X addstr("You are at a trading post. All purchases must be made with gold.");
X size = sqrt(abs(stat->x/100)) + 1;
X size = min(7,size);
X /* set up cost of blessing */
X menu[6].cost = 1000 * (stat->lvl + 5);
X mvprintw(4,0,"L:Leave P:Purchase S:Sell Gems ? ");
X move(6,0);
X for (loop = 0; loop < size; ++loop)
X printw("(%d) %-10s: %6d\n",loop+1,menu[loop].item,menu[loop].cost);
XPROMPT: mvprintw(1,0,"Gold: %9.0f Gems: %9.0f Level: %6u Charms: %6d\n",stat->gld,stat->gem,stat->lvl,stat->chm);
X printw("Shield:%9.0f Sword: %9.0f Quicksilver:%3d Blessed: %s",
X stat->shd,stat->swd,stat->quks,(stat->bls ? " True" : "False"));
X move(4,36);
X ch = getans("LPS", FALSE);
X move(15,0);
X clrtobot();
X switch(ch)
X {
X case 'L':
X case '\n':
X stat->x -= roll(-25, 50);
X stat->y -= roll(-25, 50);
X return;
X case 'P':
X mvaddstr(15,0,"What what would you like to buy ? ");
X ch = getans(" 1234567", FALSE);
X move(15,0);
X clrtoeol();
X if (ch - '0' > size)
X addstr("Sorry, this merchant doesn't have that.");
X else
X switch (ch)
X {
X case '1':
X printw("Mana is one per %d gold piece. How many do you want (%.0f max) ? ",menu[0].cost,floor(stat->gld/menu[0].cost));
X temp = inflt();
X if (temp * menu[0].cost > stat->gld || temp < 0)
X goto CHEAT;
X else
X {
X stat->gld -= floor(temp) * menu[0].cost;
X if (rnd() < 0.02)
X goto DISHON;
X else
X stat->man += floor(temp);
X }
X break;
X case '2':
X printw("Shields are %d per +1. How many do you want (%.0f max) ? ",menu[1].cost,floor(stat->gld/menu[1].cost));
X temp = inflt();
X if (!temp)
X break;
X if (temp * menu[1].cost > stat->gld || temp < 0)
X goto CHEAT;
X else
X {
X stat->gld -= floor(temp) * menu[1].cost;
X if (rnd() < 0.02)
X goto DISHON;
X else
X stat->shd = floor(temp);
X }
X break;
X case '3':
X printw("A book costs %d gp. How many do you want (%.0f max) ? ",menu[2].cost,floor(stat->gld/menu[2].cost));
X temp = inflt();
X if (temp * menu[2].cost > stat->gld || temp < 0)
X goto CHEAT;
X else
X {
X stat->gld -= floor(temp) * menu[2].cost;
X if (rnd() < 0.02)
X goto DISHON;
X else
X if (rnd()*temp > stat->lvl/10 && temp != 1)
X {
X printw("\nYou blew your mind!\n");
X stat->brn /= 5;
X }
X else
X stat->brn += floor(temp)*roll(20,8);
X }
X break;
X case '4':
X printw("Swords are %d gp per +1. How many + do you want (%.0f max) ? ",menu[3].cost,floor(stat->gld/menu[3].cost));
X temp = inflt();
X if (!temp)
X break;
X if (temp * menu[3].cost > stat->gld || temp < 0)
X goto CHEAT;
X else
X {
X stat->gld -= floor(temp) * menu[3].cost;
X if (rnd() < 0.02)
X goto DISHON;
X else
X stat->swd = floor(temp);
X }
X break;
X case '5':
X printw("A charm costs %d gp. How many do you want (%.0f max) ? ",menu[4].cost,floor(stat->gld/menu[4].cost));
X temp = inflt();
X if (temp * menu[4].cost > stat->gld || temp < 0)
X goto CHEAT;
X else
X {
X stat->gld -= floor(temp) * menu[4].cost;
X if (rnd() < 0.02)
X goto DISHON;
X else
X stat->chm += floor(temp);
X }
X break;
X case '6':
X printw("Quicksilver is %d gp per +1. How many + do you want (%.0f max) ? ",menu[5].cost,floor(stat->gld/menu[5].cost));
X temp = inflt();
X if (!temp)
X break;
X if (temp * menu[5].cost > stat->gld || temp < 0)
X goto CHEAT;
X else
X {
X stat->gld -= floor(temp) * menu[5].cost;
X if (rnd() < 0.02)
X goto DISHON;
X else
X stat->quks = min(99,floor(temp));
X }
X break;
X case '7':
X printw("A blessing requires a %d gp donation. Still want one ? ",menu[6].cost);
X ch = getans("NY", FALSE);
X if (ch == 'Y')
X if (stat->gld < menu[6].cost)
X goto CHEAT;
X else
X {
X stat->gld -= menu[6].cost;
X if (rnd() < 0.02)
X goto DISHON;
X else
X stat->bls = TRUE;
X }
X break;
X }
X break;
X case 'S':
X mvprintw(15,0,"A gem is worth %d gp. How many do you want to sell (%.0f max) ? ",menu[7].cost,stat->gem);
X temp = inflt();
X if (temp > stat->gem || temp < 0)
X goto CHEAT;
X else
X {
X stat->gem -= floor(temp);
X stat->gld += floor(temp) * menu[7].cost;
X }
X }
X goto PROMPT;
X
XCHEAT: move(17,0);
X if (!cheat)
X {
X addstr("Come on, merchants aren't stupid. Stop cheating.\n");
X cheat = TRUE;
X goto PROMPT;
X }
X else
X {
X addstr("You had your chance. This merchant happens to be\n");
X printw("a %.0f level magic user, and you made %s mad!\n",roll(size*10,size*20),(rnd() < 0.5) ? "him" : "her");
X stat->x += roll(-250,500)*size;
X stat->y += roll(-250,500)*size;
X stat->nrg = min(size*20,stat->mxn);
X ++stat->sin;
X paws(23);
X }
X return;
X
XDISHON: mvaddstr(17,0,"The merchant stole your money!");
X refresh();
X stat->x -= floor(stat->x/10);
X stat->y -= floor(stat->y/10);
X sleep(2);
X}
X
Xvoid printstats(stat) /* show characteristics */
Xreg struct stats *stat;
X{
X mvprintw(0,0,"%s%s\n",stat->name,printloc(stat->x,stat->y));
X mvprintw(1,0,"Level :%7u Energy :%9.0f(%9.0f) Mana :%9.0f Users:%3d\n",
X stat->lvl,stat->nrg,stat->mxn + stat->shd,stat->man,users);
X mvprintw(2,0,"Quick :%3.0f(%3d) Strength:%9.0f(%9.0f) Gold :%9.0f ",
X speed,stat->quk + stat->quks,strength,stat->str + stat->swd,stat->gld);
X switch (stat->status)
X {
X case PLAYING:
X if (stat->nrg < 0.2 * (stat->mxn + stat->shd))
X addstr("Low Energy\n");
X else if (stat->blind)
X addstr("Blind\n");
X else
X clrtoeol();
X break;
X case CLOAKED:
X addstr("Cloaked\n");
X break;
X case INBATTLE:
X addstr("In Battle\n");
X break;
X case OFF:
X addstr("Off\n");
X }
X}
X
Xvoid showall(stat) /* show special items */
Xreg struct stats *stat;
X{
Xstatic char *flags[] =
X {
X "False",
X " True"
X };
X
X mvprintw(6,0,"Type: %3d -- ",stat->typ);
X switch (abs(stat->typ))
X {
X case 1:
X case 11:
X case 21:
X addstr("Magic User");
X break;
X case 2:
X case 12:
X case 22:
X addstr("Fighter");
X break;
X case 3:
X case 13:
X case 23:
X addstr("Elf");
X break;
X case 4:
X case 14:
X case 24:
X addstr("Dwarf");
X break;
X case 5:
X case 15:
X case 25:
X addstr("Halfling");
X break;
X case 6:
X case 16:
X case 26:
X addstr("Experimento");
X break;
X case 90:
X addstr("Ex-Valar");
X break;
X case 99:
X addstr("Valar");
X }
X if (stat->typ > 10 && stat->typ < 90)
X if (stat->typ > 20)
X addstr(" (Council of Wise)");
X else
X addstr(" (King)");
X addch('\n');
X mvprintw(8,0,"Experience: %9.0f",stat->exp);
X mvprintw(9,0,"Brains : %9.0f",stat->brn);
X mvprintw(10,0,"Magic Lvl : %9.0f",stat->mag);
X mvprintw(11,0,"Sin : %9.5f",stat->sin);
X mvprintw(12,0,"Poison : %9.5f",stat->psn);
X mvprintw(13,0,"Gems : %9.0f",stat->gem);
X mvprintw(14,0,"Age : %9d",stat->age);
X mvprintw(8,40,"Holy Water: %9d",stat->hw);
X mvprintw(9,40,"Amulets : %9d",stat->amu);
X mvprintw(10,40,"Charms : %9d",stat->chm);
X mvprintw(11,40,"Crowns : %9d",stat->crn);
X mvprintw(12,40,"Shield : %9.0f",stat->shd);
X mvprintw(13,40,"Sword : %9.0f",stat->swd);
X mvprintw(14,40,"Quickslver: %9d",stat->quks);
X
X mvprintw(15,0,"Blessing: %s Ring: %s Virgin: %s Palantir: %s",
X flags[stat->bls],flags[stat->rng.type != 0],flags[stat->vrg],flags[stat->pal]);
X}
X
Xvoid neatstuff(stat) /* random things */
Xreg struct stats *stat;
X{
Xdouble temp;
Xint ch;
X
X switch ((int) roll(0,100))
X {
X case 1:
X case 2:
X if (stat->psn > 0)
X {
X mvaddstr(4,0,"You've found a medic! How much will you offer to be cured ? ");
X temp = inflt();
X if (temp < 0 || temp > stat->gld)
X {
X mvaddstr(6,0,"He was not amused, and made you worse.\n");
X ++stat->psn;
X }
X else if (rnd()/2.0 > (temp + 1)/max(stat->gld,1))
X mvaddstr(5,0,"Sorry, he wasn't interested.\n");
X else
X {
X mvaddstr(5,0,"He accepted.");
X stat->psn = max(0,stat->psn-1);
X stat->gld -= floor(temp);
X }
X }
X break;
X case 3:
X mvaddstr(4,0,"You've been caught raping and pillaging!\n");
X stat->exp += 4000;
X stat->sin += 0.5;
X break;
X case 4:
X temp = roll(6,50);
X mvprintw(4,0,"You've found %.0f gold pieces, want them ? ",temp);
X clrtoeol();
X ch = getans("NY", FALSE);
X if (ch == 'Y')
X stat->gld += temp;
X break;
X case 5:
X if (stat->sin > 1)
X {
X mvaddstr(4,0,"You've found a Holy Orb!\n");
X stat->sin -= 0.25;
X }
X break;
X case 6:
X if (stat->psn < 1)
X {
X mvaddstr(4,0,"You've been hit with a plague!\n");
X ++stat->psn;
X }
X break;
X case 7:
X mvaddstr(4,0,"You've found some holy water.\n");
X ++stat->hw;
X break;
X case 8:
X mvaddstr(4,0,"You've met a Guru. . .");
X if (rnd()*stat->sin > 1)
X addstr("You disgusted him with your sins!\n");
X else if (stat->psn > 0)
X {
X addstr("He looked kindly upon you, and cured you.\n");
X stat->psn = 0;
X }
X else
X {
X addstr("He rewarded you for your virtue.\n");
X stat->man += 50;
X stat->shd += 2;
X }
X break;
X case 9:
X mvaddstr(4,0,"You've found an amulet.\n");
X ++stat->amu;
X break;
X case 10:
X if (stat->blind)
X {
X mvaddstr(4,0,"You've regained your sight!\n");
X stat->blind = FALSE;
X }
X break;
X default:
X if (stat->psn > 0)
X stat->nrg -= min(stat->psn*stat->mxn/45,0.9*stat->mxn);
X stat->nrg = max(stat->nrg,floor(stat->mxn/11));
X }
X}
!EOR!

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