/* moreobj.c Larn is copyrighted 1986 by Noah Morgan.
* subroutine to process an altar object
lprcat("\nDo you (p) pray (d) desecrate"); iopts();
while (1) switch(getchar())
case 'p': lprcat(" pray\nDo you (m) give money or (j) just pray? ");
while (1) switch(getchar())
case 'j': if (rnd(100)<75)
lprcat("\nnothing happens");
else if (rnd(13)<4) ohear();
if (c
[WEAR
]) lprcat("\nYou feel your armor vibrate for a moment");
if (c
[WIELD
]) lprcat("\nYou feel your weapon vibrate for a moment");
else createmonster(makemonst(level
+1));
case 'm': lprcat("\n\n"); cursor(1,24); cltoeoln();
cursor(1,23); cltoeoln();
lprcat("how much do you donate? ");
k
= readnum((long)c
[GOLD
]);
lprcat("\nYou don't have that much!");
if (k
< c
[GOLD
]/10 || k
<rnd(50))
{ createmonster(makemonst(level
+1)); c
[AGGRAVATE
] += 200; }
else if (rnd(101) > 50) { ohear(); return; }
if (c
[WEAR
]) lprcat("\nYou feel your armor vibrate for a moment");
if (c
[WIELD
]) lprcat("\nYou feel your weapon vibrate for a moment");
else lprcat("\nThank You.");
case 'd': lprcat(" desecrate");
{ createmonster(makemonst(level
+2)+8); c
[AGGRAVATE
] += 2500; }
lprcat("\nThe altar crumbles into a pile of dust before your eyes");
forget(); /* remember to destroy the altar */
lprcat("\nnothing happens");
if (rnd(100)<30) { createmonster(makemonst(level
+1)); c
[AGGRAVATE
] += rnd(450); }
else lprcat("\nnothing happens");
function to cast a +3 protection on the player
lprcat("\nYou have been heard!");
if (c
[ALTPRO
]==0) c
[MOREDEFENSES
]+=3;
c
[ALTPRO
] += 500; /* protection field */
subroutine to process a throne object
lprcat("\nDo you (p) pry off jewels, (s) sit down"); iopts();
while (1) switch(getchar())
case 'p': lprcat(" pry off"); k
=rnd(101);
for (i
=0; i
<rnd(4); i
++) creategem(); /* gems pop off the throne */
item
[playerx
][playery
]=ODEADTHRONE
;
know
[playerx
][playery
]=0;
createmonster(GNOMEKING
);
item
[playerx
][playery
]=OTHRONE2
;
know
[playerx
][playery
]=0;
else lprcat("\nnothing happens");
case 's': lprcat(" sit down"); k
=rnd(101);
createmonster(GNOMEKING
);
item
[playerx
][playery
]=OTHRONE2
;
know
[playerx
][playery
]=0;
else if (k
<35) { lprcat("\nZaaaappp! You've been teleported!\n"); beep(); oteleport(0); }
else lprcat("\nnothing happens");
case '\33': ignore(); return;
lprcat("\nDo you (s) sit down"); iopts();
while (1) switch(getchar())
case 's': lprcat(" sit down"); k
=rnd(101);
if (k
<35) { lprcat("\nZaaaappp! You've been teleported!\n"); beep(); oteleport(0); }
else lprcat("\nnothing happens");
case '\33': ignore(); return;
subroutine to process a throne object
lprcat("\nDo you (t) take it, (o) try to open it"); iopts();
while (1) switch(getchar())
case 'o': lprcat(" open it"); k
=rnd(101);
lprcat("\nThe chest explodes as you open it"); beep();
i
= rnd(10); lastnum
=281; /* in case he dies */
lprintf("\nYou suffer %d hit points damage!",(long)i
);
switch(rnd(10)) /* see if he gets a curse */
case 1: c
[ITCHING
]+= rnd(1000)+100;
lprcat("\nYou feel an irritation spread over your skin!");
case 2: c
[CLUMSINESS
]+= rnd(1600)+200;
lprcat("\nYou begin to lose hand to eye coordination!");
case 3: c
[HALFDAM
]+= rnd(1600)+200;
lprcat("\nA sickness engulfs you!"); break;
item
[playerx
][playery
]=know
[playerx
][playery
]=0;
if (rnd(100)<69) creategem(); /* gems from the chest */
dropgold(rnd(110*iarg
[playerx
][playery
]+200));
for (i
=0; i
<rnd(4); i
++) something(iarg
[playerx
][playery
]+2);
else lprcat("\nnothing happens");
case 't': lprcat(" take");
if (take(OCHEST
,iarg
[playerx
][playery
])==0)
item
[playerx
][playery
]=know
[playerx
][playery
]=0;
case '\33': ignore(); return;
lprcat("\nDo you (d) drink, (w) wash yourself"); iopts();
while (1) switch(getchar())
case 'd': lprcat("drink");
lprcat("\nOops! You seem to have caught the dreadful sleep!");
beep(); lflush(); sleep(3); died(280); return;
c
[HALFDAM
] += 200+rnd(200);
lprcat("\nYou feel a sickness coming on");
else if (x
<13) quaffpotion(23); /* see invisible */
lprcat("\nnothing seems to have happened");
fntchange(1); /* change char levels upward */
fntchange(-1); /* change char levels downward */
lprcat("\nThe fountains bubbling slowly quiets");
item
[playerx
][playery
]=ODEADFOUNTAIN
; /* dead fountain */
know
[playerx
][playery
]=0;
case 'i': ignore(); return;
case 'w': lprcat("wash yourself");
lprintf("\nOh no! The water was foul! You suffer %d hit points!",(long)x
);
lastnum
=273; losehp(x
); bottomline(); cursors();
lprcat("\nYou got the dirt off!");
lprcat("\nThis water seems to be hard water! The dirt didn't come off!");
createmonster(WATERLORD
); /* make water lord */
lprcat("\nnothing seems to have happened");
subroutine to process an up/down of a character attribute for ofountain
if (how
< 0) { lprcat(" went down by one!"); --(*x
); }
else { lprcat(" went up by one!"); (*x
)++; }
a subroutine to raise or lower character levels
if x > 0 they are raised if x < 0 they are lowered
case 1: lprcat("Your strength"); fch(how
,&c
[0]); break;
case 2: lprcat("Your intelligence"); fch(how
,&c
[1]); break;
case 3: lprcat("Your wisdom"); fch(how
,&c
[2]); break;
case 4: lprcat("Your constitution"); fch(how
,&c
[3]); break;
case 5: lprcat("Your dexterity"); fch(how
,&c
[4]); break;
case 6: lprcat("Your charm"); fch(how
,&c
[5]); break;
{ lprintf("You lose %d hit point",(long)j
); if (j
>1) lprcat("s!"); else lprc('!'); losemhp((int)j
); }
{ lprintf("You gain %d hit point",(long)j
); if (j
>1) lprcat("s!"); else lprc('!'); raisemhp((int)j
); }
lprintf("You just gained %d spell",(long)j
); raisemspells((int)j
);
if (j
>1) lprcat("s!"); else lprc('!');
lprintf("You just lost %d spell",(long)j
); losemspells((int)j
);
if (j
>1) lprcat("s!"); else lprc('!');
case 9: j
= 5*rnd((level
+1)*(level
+1));
lprintf("You just lost %d experience point",(long)j
);
if (j
>1) lprcat("s!"); else lprc('!'); loseexperience((long)j
);
lprintf("You just gained %d experience point",(long)j
);
if (j
>1) lprcat("s!"); else lprc('!'); raiseexperience((long)j
);