Relay-Version: version B 2.10 5/3/83; site utzoo.UUCP Posting-Version: version B 2.10.1 6/24/83; site ttrda.UUCP Path: utzoo!watmath!clyde!burl!ulysses!mhuxr!mhuxj!mhuxn!ihnp4!nwuxg!cuuxc!cuuxb!ltuxa!ttrdc!ttrda!estes From: estes@ttrda.UUCP (Edward Estes ) Newsgroups: net.sources.games Subject: Phantasia 3.3 (part 1 of 3) Message-ID: <125@ttrda.UUCP> Date: Tue, 16-Jul-85 01:34:25 EDT Article-I.D.: ttrda.125 Posted: Tue Jul 16 01:34:25 1985 Date-Received: Thu, 11-Jul-85 08:13:25 EDT Organization: AT&T Teletype Corp., Skokie, IL Lines: 2263 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 typewhen 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!