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/*
* File: decks.cc
* Summary: Functions with decks of cards.
*
* Change History (most recent first):
*
* <1> -/--/-- LRH Created
*/
#include "AppHdr.h"
#include "decks.h"
#include <string.h>
#include "externs.h"
#include "effects.h"
#include "food.h"
#include "it_use2.h"
#include "items.h"
#include "misc.h"
#include "monplace.h"
#include "mutation.h"
#include "ouch.h"
#include "player.h"
#include "religion.h"
#include "spells1.h"
#include "spells3.h"
#include "spl-cast.h"
#include "stuff.h"
// array sizes -- see notes below {dlb}
#define DECK_WONDERS_SIZE 27
#define DECK_SUMMONING_SIZE 11
#define DECK_TRICKS_SIZE 11
#define DECK_POWER_SIZE 17
#define DECK_PUNISHMENT_SIZE 23
enum CARDS // (unsigned char) deck_of_foo[]
{
CARD_BLANK = 0, // 0
CARD_BUTTERFLY,
CARD_WRAITH,
CARD_EXPERIENCE,
CARD_WEALTH,
CARD_INTELLIGENCE, // 5
CARD_STRENGTH,
CARD_QUICKSILVER,
CARD_STUPIDITY,
CARD_WEAKNESS,
CARD_SLOTH, // 10
CARD_SHUFFLE,
CARD_FREAK,
CARD_DEATH,
CARD_NORMALITY,
CARD_SHADOW, // 15
CARD_GATE,
CARD_STATUE,
CARD_ACQUISITION,
CARD_HASTEN,
CARD_DEMON_LESSER, // 20
CARD_DEMON_COMMON,
CARD_DEMON_GREATER,
CARD_DEMON_SWARM,
CARD_YAK,
CARD_FIEND, // 25
CARD_DRAGON,
CARD_GOLEM,
CARD_THING_FUGLY,
CARD_LICH,
CARD_HORROR_UNSEEN, // 30
CARD_BLINK,
CARD_TELEPORT,
CARD_TELEPORT_NOW,
CARD_RAGE,
CARD_LEVITY, // 35
CARD_VENOM,
CARD_XOM,
CARD_SLOW,
CARD_DECAY,
CARD_HEALING, // 40
CARD_HEAL_WOUNDS,
CARD_TORMENT,
CARD_FOUNTAIN,
CARD_ALTAR,
CARD_FAMINE, // 45
CARD_FEAST,
CARD_WILD_MAGIC,
CARD_VIOLENCE,
CARD_PROTECTION,
CARD_KNOWLEDGE, // 50
CARD_MAZE,
CARD_PANDEMONIUM,
CARD_IMPRISONMENT,
CARD_RULES_FOR_BRIDGE, // 54
NUM_CARDS, // must remain last regular member {dlb}
CARD_RANDOM = 255 // must remain final member {dlb}
};
static unsigned char deck_of_wonders[] =
{
CARD_BLANK,
CARD_BUTTERFLY,
CARD_WRAITH,
CARD_EXPERIENCE,
CARD_WEALTH,
CARD_INTELLIGENCE,
CARD_STRENGTH,
CARD_QUICKSILVER,
CARD_STUPIDITY,
CARD_WEAKNESS,
CARD_SLOTH,
CARD_SHUFFLE,
CARD_FREAK,
CARD_DEATH,
CARD_NORMALITY,
CARD_SHADOW,
CARD_GATE,
CARD_STATUE,
CARD_ACQUISITION,
CARD_HASTEN,
CARD_LICH,
CARD_XOM,
CARD_DECAY,
CARD_ALTAR,
CARD_FOUNTAIN,
CARD_MAZE,
CARD_PANDEMONIUM
};
static unsigned char deck_of_summoning[] =
{
CARD_STATUE,
CARD_DEMON_LESSER,
CARD_DEMON_COMMON,
CARD_DEMON_GREATER,
CARD_DEMON_SWARM,
CARD_YAK,
CARD_FIEND,
CARD_DRAGON,
CARD_GOLEM,
CARD_THING_FUGLY,
CARD_HORROR_UNSEEN
};
static unsigned char deck_of_tricks[] =
{
CARD_BLANK,
CARD_BUTTERFLY,
CARD_BLINK,
CARD_TELEPORT,
CARD_TELEPORT_NOW,
CARD_RAGE,
CARD_LEVITY,
CARD_HEALING,
CARD_WILD_MAGIC,
CARD_DEMON_LESSER,
CARD_HASTEN
};
static unsigned char deck_of_power[] =
{
CARD_BLANK,
CARD_DEMON_COMMON,
CARD_DEMON_GREATER,
CARD_TELEPORT_NOW,
CARD_VENOM,
CARD_XOM,
CARD_HEAL_WOUNDS,
CARD_FAMINE,
CARD_FEAST,
CARD_WILD_MAGIC,
CARD_VIOLENCE,
CARD_PROTECTION,
CARD_KNOWLEDGE,
CARD_HASTEN,
CARD_TORMENT,
CARD_DEMON_SWARM,
CARD_SLOW
};
// Supposed to be bad, small chance of OK... Nemelex wouldn't like a game
// that didn't have some chance of "losing".
static unsigned char deck_of_punishment[] =
{
CARD_BLANK,
CARD_BUTTERFLY,
CARD_WRAITH,
CARD_WEALTH,
CARD_STUPIDITY,
CARD_WEAKNESS,
CARD_SLOTH,
CARD_SHUFFLE,
CARD_FREAK,
CARD_DEATH,
CARD_NORMALITY,
CARD_SHADOW,
CARD_GATE,
CARD_DEMON_SWARM,
CARD_RAGE,
CARD_VENOM,
CARD_SLOW,
CARD_DECAY,
CARD_TORMENT,
CARD_FAMINE,
CARD_WILD_MAGIC,
CARD_MAZE,
CARD_PANDEMONIUM
};
static void cards(unsigned char which_card);
void deck_of_cards(unsigned char which_deck)
{
// I really am not fond of how all of this works, the
// decks ought to be stored (possibly) in an array of
// pointers to int or as discrete arrays of int using
// the sizeof operator to determine upper bounds, and
// not defines, which is a bit clumsy given that you
// have to update two things presently (the array and
// the corresponding define) in order to add things to
// decks ... someone fix this, or I will {dlb}
unsigned char *card = deck_of_wonders;
unsigned char max_card = 0;
int i = 0;
int brownie_points = 0; // for passing to done_good() {dlb}
mpr("You draw a card...");
switch (which_deck)
{
case DECK_OF_WONDERS:
card = deck_of_wonders;
max_card = DECK_WONDERS_SIZE;
break;
case DECK_OF_SUMMONING:
card = deck_of_summoning;
max_card = DECK_SUMMONING_SIZE;
break;
case DECK_OF_TRICKS:
card = deck_of_tricks;
max_card = DECK_TRICKS_SIZE;
break;
case DECK_OF_POWER:
card = deck_of_power;
max_card = DECK_POWER_SIZE;
break;
case DECK_OF_PUNISHMENT:
card = deck_of_punishment;
max_card = DECK_PUNISHMENT_SIZE;
break;
}
i = (int) card[random2(max_card)];
if (one_chance_in(250))
{
mpr("This card doesn't seem to belong here.");
i = random2(NUM_CARDS);
}
if (i == CARD_BLANK && you.skills[SK_EVOCATIONS] > random2(30))
i = (int) card[random2(max_card)];
cards(i);
// Decks of punishment aren't objects in the game,
// its just Nemelex's form of punishment -- bwr
if (which_deck != DECK_OF_PUNISHMENT)
{
you.inv[you.equip[EQ_WEAPON]].plus--;
if (you.inv[you.equip[EQ_WEAPON]].plus == 0)
{
mpr("The deck of cards disappears in a puff of smoke.");
unwield_item(you.equip[EQ_WEAPON]);
dec_inv_item_quantity( you.equip[EQ_WEAPON], 1 );
// these bonuses happen only when the deck expires {dlb}:
brownie_points = (coinflip()? 2 : 1);
if (which_deck == DECK_OF_WONDERS)
brownie_points += 2;
else if (which_deck == DECK_OF_POWER)
brownie_points++;
}
// this bonus happens with every use {dlb}:
if (which_deck == DECK_OF_WONDERS || one_chance_in(3))
brownie_points++;
done_good(GOOD_CARDS, brownie_points);
}
return;
} // end deck_of_cards()
static void cards(unsigned char which_card)
{
FixedVector < int, 5 > dvar;
FixedVector < int, 5 > mvar;
int dvar1 = 0;
int loopy = 0; // general purpose loop variable {dlb}
bool success = false; // for summoning messages {dlb}
bool failMsg = true;
int summ_dur;
if (which_card == CARD_BLANK && one_chance_in(10))
which_card = CARD_RULES_FOR_BRIDGE;
switch (which_card)
{
default:
case CARD_BLANK:
mpr("It is blank.");
break;
case CARD_BUTTERFLY:
mpr("You have drawn the Butterfly.");
summ_dur = ENCH_ABJ_II + random2(3) + you.skills[SK_EVOCATIONS] / 2;
if (summ_dur > ENCH_ABJ_VI)
summ_dur = ENCH_ABJ_VI;
if (create_monster( MONS_BUTTERFLY, summ_dur, BEH_FRIENDLY,
you.x_pos, you.y_pos, MHITYOU, 250 ) != -1)
{
mpr("A brightly coloured insect flies from the card!");
}
break;
case CARD_WRAITH:
mpr("You have drawn the Wraith.");
lose_level();
drain_exp();
break;
case CARD_EXPERIENCE:
mpr( "You have drawn Experience." );
potion_effect( POT_EXPERIENCE, 0 );
break;
case CARD_WEALTH:
mpr("You have drawn Wealth.");
you.gold += roll_dice( 2, 20 * you.skills[SK_EVOCATIONS] );
you.redraw_gold = 1;
break;
case CARD_INTELLIGENCE:
mpr("You have drawn the Brain!");
you.intel += 1 + random2( you.skills[SK_EVOCATIONS] / 7 );
if (you.max_intel < you.intel)
you.max_intel = you.intel;
you.redraw_intelligence = 1;
break;
case CARD_STRENGTH:
mpr("You have drawn Strength!");
you.strength += 1 + random2( you.skills[SK_EVOCATIONS] / 7 );
if (you.max_strength < you.strength)
you.max_strength = you.strength;
you.redraw_strength = 1;
break;
case CARD_QUICKSILVER:
mpr("You have drawn the Quicksilver card.");
you.dex += 1 + random2( you.skills[SK_EVOCATIONS] / 7 );
if (you.max_dex < you.dex)
you.max_dex = you.dex;
you.redraw_dexterity = 1;
break;
case CARD_STUPIDITY:
mpr("You have drawn Stupidity!");
you.intel -= (2 + random2avg(5, 2));
if (you.intel < 4)
you.intel = 0;
you.redraw_intelligence = 1;
break;
case CARD_WEAKNESS:
mpr("You have drawn Weakness.");
you.strength -= (2 + random2avg(5, 2));
if (you.strength < 4)
you.strength = 0;
you.redraw_strength = 1;
break;
case CARD_SLOTH:
mpr("You have drawn the Slug.");
you.dex -= (2 + random2avg(5, 2));
if (you.dex < 4)
you.dex = 0;
you.redraw_dexterity = 1;
break;
case CARD_SHUFFLE: // shuffle stats
mpr("You have drawn the Shuffle card!");
dvar[STAT_STRENGTH] = you.strength;
dvar[STAT_DEXTERITY] = you.dex;
dvar[STAT_INTELLIGENCE] = you.intel;
mvar[STAT_STRENGTH] = you.max_strength;
mvar[STAT_DEXTERITY] = you.max_dex;
mvar[STAT_INTELLIGENCE] = you.max_intel;
you.strength = 101;
you.intel = 101;
you.dex = 101;
do
{
dvar1 = random2(NUM_STATS);
if (dvar[dvar1] == 101)
continue;
if (you.strength == 101)
{
you.strength = dvar[dvar1];
you.max_strength = mvar[dvar1];
}
else if (you.intel == 101)
{
you.intel = dvar[dvar1];
you.max_intel = mvar[dvar1];
}
else if (you.dex == 101)
{
you.dex = dvar[dvar1];
you.max_dex = mvar[dvar1];
}
dvar[dvar1] = 101;
}
while (dvar[STAT_STRENGTH] != 101 || dvar[STAT_DEXTERITY] != 101
|| dvar[STAT_INTELLIGENCE] != 101);
you.redraw_strength = 1;
you.redraw_intelligence = 1;
you.redraw_dexterity = 1;
burden_change();
break;
case CARD_FREAK:
mpr("You have drawn the Freak!");
for (loopy = 0; loopy < 6; loopy++)
{
if (!mutate(100, failMsg))
failMsg = false;
}
break;
case CARD_DEATH:
mpr("Oh no! You have drawn the Death card!");
if (you.duration[DUR_TELEPORT])
you_teleport();
for (loopy = 0; loopy < 5; loopy++)
{
create_monster( MONS_REAPER, 0, BEH_HOSTILE, you.x_pos, you.y_pos,
MHITYOU, 250 );
}
break;
case CARD_NORMALITY:
mpr("You have drawn Normalisation.");
for (loopy = 0; loopy < 6; loopy++)
{
delete_mutation(100);
}
break;
case CARD_SHADOW:
mpr("You have drawn the Shadow.");
create_monster( MONS_SOUL_EATER, 0, BEH_HOSTILE, you.x_pos, you.y_pos,
MHITYOU, 250 );
break;
case CARD_GATE:
mpr("You have drawn the Gate!");
more();
if (you.level_type == LEVEL_ABYSS)
banished(DNGN_EXIT_ABYSS);
else if (you.level_type == LEVEL_LABYRINTH)
canned_msg(MSG_NOTHING_HAPPENS);
else
banished(DNGN_ENTER_ABYSS);
break;
case CARD_STATUE:
mpr("You have drawn the Crystal Statue.");
create_monster( MONS_CRYSTAL_GOLEM, 0, BEH_FRIENDLY,
you.x_pos, you.y_pos, you.pet_target, 250 );
break;
case CARD_ACQUISITION:
mpr( "You have drawn Acquisition!" );
mpr( "The card unfolds to form a scroll of paper." );
acquirement( OBJ_RANDOM );
break;
case CARD_HASTEN:
mpr("You have drawn Haste.");
potion_effect( POT_SPEED, 5 * you.skills[SK_EVOCATIONS] );
break;
case CARD_DEMON_LESSER:
mpr("On the card is a picture of a little demon.");
summ_dur = ENCH_ABJ_I + random2(3) + you.skills[SK_EVOCATIONS] / 3;
if (summ_dur > ENCH_ABJ_VI)
summ_dur = ENCH_ABJ_VI;
if (create_monster( MONS_WHITE_IMP + random2(5), summ_dur, BEH_FRIENDLY,
you.x_pos, you.y_pos, MHITYOU, 250 ) != -1)
{
mpr("The picture comes to life!");
}
break;
case CARD_DEMON_COMMON:
mpr("On the card is a picture of a demon.");
summ_dur = ENCH_ABJ_I + random2(3) + you.skills[SK_EVOCATIONS] / 4;
if (summ_dur > ENCH_ABJ_VI)
summ_dur = ENCH_ABJ_VI;
if (create_monster( MONS_NEQOXEC + random2(5), summ_dur, BEH_FRIENDLY,
you.x_pos, you.y_pos, MHITYOU, 250 ) != -1)
{
mpr("The picture comes to life!");
}
break;
case CARD_DEMON_GREATER:
mpr("On the card is a picture of a huge demon.");
summ_dur = ENCH_ABJ_I + random2(3) + you.skills[SK_EVOCATIONS] / 6;
if (summ_dur > ENCH_ABJ_VI)
summ_dur = ENCH_ABJ_VI;
if (create_monster( MONS_NEQOXEC + random2(5),
ENCH_ABJ_I + random2(3), BEH_FRIENDLY,
you.x_pos, you.y_pos, MHITYOU, 250 ) != -1)
{
mpr("The picture comes to life!");
}
break;
case CARD_DEMON_SWARM:
mpr("On the card is a picture of a swarm of little demons.");
success = false;
for (loopy = 0; loopy < 7; loopy++)
{
if (create_monster( MONS_WHITE_IMP + random2(5),
ENCH_ABJ_II + random2(4), BEH_HOSTILE,
you.x_pos, you.y_pos, MHITYOU, 250 ) != -1)
{
success = true;
}
}
if (success)
mpr("The picture comes to life!");
break;
case CARD_YAK:
mpr("On the card is a picture of a huge shaggy yak.");
summ_dur = ENCH_ABJ_II + you.skills[SK_EVOCATIONS] / 2;
if (summ_dur > ENCH_ABJ_VI)
summ_dur = ENCH_ABJ_VI;
if (create_monster( MONS_DEATH_YAK, summ_dur, BEH_FRIENDLY,
you.x_pos, you.y_pos, MHITYOU, 250 ) != -1)
{
mpr("The picture comes to life!");
}
break;
case CARD_FIEND:
mpr("On the card is a picture of a huge scaly devil.");
summ_dur = ENCH_ABJ_II + you.skills[SK_EVOCATIONS] / 10;
if (summ_dur > ENCH_ABJ_VI)
summ_dur = ENCH_ABJ_VI;
if (create_monster( MONS_FIEND, summ_dur, BEH_FRIENDLY,
you.x_pos, you.y_pos, MHITYOU, 250 ) != -1)
{
mpr("The picture comes to life!");
}
break;
case CARD_DRAGON:
mpr("On the card is a picture of a huge scaly dragon.");
summ_dur = ENCH_ABJ_III + you.skills[SK_EVOCATIONS] / 10;
if (summ_dur > ENCH_ABJ_VI)
summ_dur = ENCH_ABJ_VI;
if (create_monster( (coinflip() ? MONS_DRAGON : MONS_ICE_DRAGON),
summ_dur, BEH_FRIENDLY, you.x_pos, you.y_pos,
MHITYOU, 250 ) != -1)
{
mpr("The picture comes to life!");
}
break;
case CARD_GOLEM:
mpr("On the card is a picture of a statue.");
summ_dur = ENCH_ABJ_II + you.skills[SK_EVOCATIONS] / 10;
if (summ_dur > ENCH_ABJ_VI)
summ_dur = ENCH_ABJ_VI;
if (create_monster( MONS_CLAY_GOLEM + random2(6), summ_dur,
BEH_FRIENDLY, you.x_pos, you.y_pos,
MHITYOU, 250 ) != -1)
{
mpr("The picture comes to life!");
}
break;
case CARD_THING_FUGLY:
mpr("On the card is a picture of a very ugly thing.");
summ_dur = ENCH_ABJ_II + you.skills[SK_EVOCATIONS] / 10;
if (summ_dur > ENCH_ABJ_VI)
summ_dur = ENCH_ABJ_VI;
if (create_monster( MONS_VERY_UGLY_THING, summ_dur, BEH_FRIENDLY,
you.x_pos, you.y_pos, MHITYOU, 250 ) != -1)
{
mpr("The picture comes to life!");
}
break;
case CARD_LICH:
mpr( "On the card is a picture of a very irritated-looking "
"skeletal thing." );
if (create_monster( MONS_LICH, 0, BEH_HOSTILE, you.x_pos, you.y_pos,
MHITYOU, 250) != -1)
{
mpr("The picture comes to life!");
}
break;
case CARD_HORROR_UNSEEN:
if (!player_see_invis())
mpr("It is blank!");
else
mpr("On the card is a picture of a hideous abomination.");
summ_dur = ENCH_ABJ_II + you.skills[SK_EVOCATIONS] / 10;
if (summ_dur > ENCH_ABJ_VI)
summ_dur = ENCH_ABJ_VI;
if (create_monster( MONS_UNSEEN_HORROR, summ_dur, BEH_FRIENDLY,
you.x_pos, you.y_pos, MHITYOU, 250 ) != -1)
{
if (player_see_invis())
{
mpr("The picture comes to life!");
}
}
break;
case CARD_BLINK:
mpr("You have drawn Blink.");
random_blink(true);
break;
case CARD_TELEPORT:
mpr("You have drawn the Portal of Delayed Transposition.");
you_teleport();
break;
case CARD_TELEPORT_NOW:
mpr("You have drawn the Portal of Instantaneous Transposition.");
you_teleport2(true);
break;
case CARD_RAGE:
mpr("You have drawn Rage.");
if (!go_berserk(false))
canned_msg(MSG_NOTHING_HAPPENS);
else
you.berserk_penalty = NO_BERSERK_PENALTY;
break;
case CARD_LEVITY:
mpr("You have drawn Levity.");
potion_effect( POT_LEVITATION, 5 * you.skills[SK_EVOCATIONS] );
break;
case CARD_VENOM:
mpr("You have drawn Venom.");
poison_player( 2 + random2( 7 - you.skills[SK_EVOCATIONS] / 5 ) );
break;
case CARD_XOM:
mpr("You have drawn the card of Xom!");
Xom_acts( true, 5 + random2( you.skills[SK_EVOCATIONS] ), true );
break;
case CARD_SLOW:
mpr("You have drawn Slowness.");
potion_effect( POT_SLOWING, 100 - 2 * you.skills[SK_EVOCATIONS] );
break;
case CARD_DECAY:
mpr("You have drawn Decay.");
if (you.is_undead)
mpr("You feel terrible.");
else
{
mpr("You feel your flesh start to rot away!");
you.rotting += 4 + random2( 5 - you.skills[SK_EVOCATIONS] / 7 );
}
break;
case CARD_HEALING:
mpr("You have drawn the Elixir of Health.");
potion_effect( POT_HEALING, 5 * you.skills[SK_EVOCATIONS] );
break;
case CARD_HEAL_WOUNDS:
mpr("You have drawn the Symbol of Immediate Regeneration.");
potion_effect( POT_HEAL_WOUNDS, 5 * you.skills[SK_EVOCATIONS] );
break;
case CARD_TORMENT:
mpr("You have drawn the Symbol of Torment.");
torment( you.x_pos, you.y_pos );
break;
// what about checking whether there are items there, too? {dlb}
case CARD_FOUNTAIN:
mpr("You have drawn the Fountain.");
if (grd[you.x_pos][you.y_pos] == DNGN_FLOOR)
{
strcpy( info, "A beautiful fountain of clear blue water grows "
"from the floor " );
strcat( info, (you.species == SP_NAGA || you.species == SP_CENTAUR)
? "before you!" : "at your feet!" );
mpr(info);
grd[you.x_pos][you.y_pos] = DNGN_BLUE_FOUNTAIN;
}
else
{
canned_msg(MSG_NOTHING_HAPPENS);
}
break;
case CARD_ALTAR:
mpr("You have drawn the Altar.");
if (you.religion == GOD_NO_GOD)
{
canned_msg(MSG_NOTHING_HAPPENS);
}
else
{
dvar1 = 179 + you.religion;
if (grd[you.x_pos][you.y_pos] == DNGN_FLOOR)
{
strcpy(info, "An altar grows from the floor ");
strcat(info,
(you.species == SP_NAGA || you.species == SP_CENTAUR)
? "before you!" : "at your feet!");
mpr(info);
grd[you.x_pos][you.y_pos] = dvar1;
}
else
{
do
{
dvar[0] = 10 + random2(GXM - 20);
dvar[1] = 10 + random2(GYM - 20);
}
while (grd[dvar[0]][dvar[1]] != DNGN_FLOOR);
grd[dvar[0]][dvar[1]] = dvar1;
mpr( "You sense divine power!" );
}
}
break;
case CARD_FAMINE:
mpr("You have drawn Famine.");
if (you.is_undead == US_UNDEAD)
mpr("You feel rather smug.");
else
set_hunger(500, true);
break;
case CARD_FEAST:
mpr("You have drawn the Feast.");
if (you.is_undead == US_UNDEAD)
mpr("You feel a horrible emptiness.");
else
set_hunger(12000, true);
break;
case CARD_WILD_MAGIC:
mpr("You have drawn Wild Magic.");
miscast_effect( SPTYP_RANDOM, random2(15) + 5, random2(250), 0 );
break;
case CARD_VIOLENCE:
mpr("You have drawn Violence.");
acquirement( OBJ_WEAPONS );
break;
case CARD_PROTECTION:
mpr("You have drawn Protection.");
acquirement( OBJ_ARMOUR );
break;
case CARD_KNOWLEDGE:
mpr("You have drawn Knowledge.");
acquirement( OBJ_BOOKS );
break;
case CARD_MAZE:
mpr("You have drawn the Maze!");
more();
if (you.level_type == LEVEL_DUNGEON)
banished( DNGN_ENTER_LABYRINTH );
break;
case CARD_PANDEMONIUM:
mpr("You have drawn the Pandemonium card!");
more();
if (you.level_type == LEVEL_PANDEMONIUM)
banished(DNGN_EXIT_PANDEMONIUM);
else if (you.level_type == LEVEL_LABYRINTH)
canned_msg(MSG_NOTHING_HAPPENS);
else
banished(DNGN_ENTER_PANDEMONIUM);
break;
case CARD_RULES_FOR_BRIDGE:
mpr("You have drawn the rules for contract bridge.");
mpr("How intriguing!");
break;
case CARD_IMPRISONMENT:
mpr("You have drawn the Prison!");
entomb();
break;
}
return;
} // end cards()
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