// called to check for random encounters public static void encounter(Map map, int x, int y) { if (Rand.d(20) > 1) return; Thing h = Game.hero(); // don't have encounters on location squares Thing[] ts = map.getPortals(x, y); if (ts.length > 0) return; int tile = map.getTile(x, y); if (tile == Tile.SEA) { return; } switch (Rand.d(8)) { case 1: { Game.message("You see somebody in the distance"); break; } case 2: { Thing c = Lib.createType("IsHostile", Game.hero().getStat(RPG.ST_LEVEL) + Rand.r(6)); Game.message("You see " + c.getAName() + " waiting to ambush travellers"); Game.message("Do you want to attack? (y/n)"); if (Game.getOption("yn") == 'y') { Game.message(""); // create location map Map nm = createArea(map, x, y); nm.addThing(Game.hero(), 32, 32); nm.addThing(c, 32, 25); // companions if (Rand.d(2) == 1) { for (int i = Rand.d(6); i > 0; i--) { int gx = 28 + Rand.r(9); int gy = 18 + Rand.r(7); if (!nm.isBlocked(gx, gy)) { nm.addThing(c.cloneType(), gx, gy); } } if ((Rand.d(2) == 1) && (!nm.isBlocked(32, 20))) { nm.addThing(Lib.createFoe(Game.hero().getStat(RPG.ST_LEVEL) + 1), 32, 20); } } } else { Game.message("You avoid the encounter"); } break; } case 3: { Thing c = Lib.createFoe(Game.hero().getStat(RPG.ST_LEVEL) + 2); Game.message("You see some villagers being attacked by " + c.getPluralName()); Game.message("Do you want to aid them? (y/n)"); if (Game.getOption("yn") == 'y') { // create location map Map nm = createArea(map, x, y); nm.addThing(Game.hero(), 32, 32); // villages for (int i = Rand.d(2, 3); i > 0; i--) { int gx = 29 + Rand.r(7); int gy = 28 + Rand.r(7); if (!nm.isBlocked(gx, gy)) switch (Rand.d(3)) { case 1: nm.addThing(Lib.create("farmer"), gx, gy); break; case 2: nm.addThing(Lib.create("village girl"), gx, gy); break; case 3: nm.addThing(Lib.create("townswoman"), gx, gy); break; } } // critters for (int i = Rand.d(2, 6); i > 0; i--) { int gx = 28 + Rand.r(9); int gy = 21 + Rand.r(7); if (!nm.isBlocked(gx, gy)) { nm.addThing(c.cloneType(), gx, gy); } } // boss critter nm.addThing(Lib.createFoe(Game.hero().getStat(RPG.ST_LEVEL) + 4), 32, 20); } else { Game.message("You leave them to their fate"); } break; } case 4: { Game.message("You are slowed by bad weather conditions."); h.incStat("APS", -1000); break; } case 5: { int level = h.getLevel(); if (level <= 2) break; Game.message("You are ambushed by a horde of fearsome monsters!"); Game.message("[Press space to continue]"); Game.getOption(" "); Map nm = createArea(map, x, y); nm.set("IsHostile", 1); nm.addThing(Game.hero(), 32, 32); for (int i = 0; i < 40 + 3 * level; i++) { nm.addThing(Lib.createType("IsMonster", level)); } break; } case 6: { Thing[] its = h.getItems(); Thing it = (its.length > 0) ? its[Rand.r(its.length)] : null; if ((it != null) && !it.getFlag("IsCursed") && (Item.value(it) > 0)) { Game.message("You encounter a band of nasty goblinoids!"); Game.message("They demand " + it.getYourName() + " as 'tax'"); Game.message("Do you want to fight them? (y/n)"); char c = Game.getOption("yn"); while (!((c == 'y') || (c == 'n'))) c = Game.getOption("yn"); if (c == 'n') { it.remove(); if (Rand.d(50) <= h.getLevel()) { Game.message("They decide to attack you anyway!"); c = 'y'; } else { Game.message("They take " + it.getYourName() + " and run away gleefully"); } } else { // don't lose an item it = null; } if (c == 'y') { Map nm = createArea(map, x, y); nm.set("IsHostile", 1); nm.addThing(Game.hero(), 32, 32); nm.addThing(it, 32, 36); int level = h.getLevel(); for (int i = 0; i < (2 + level); i++) { nm.addThing( Lib.createType("IsGoblinoid", level), h.x - 3, h.y + 1, h.x + 3, h.y + 4); } } } break; } } }
public void gameOver() { Wish.makeWish("identification", 100); Game.message(""); Thing h = Game.hero(); String outcome = getDeathString(h); String story = null; getScreen().getMappanel().repaint(); String hresult = "No high score available in debug mode"; int sc = h.getStat("Score"); String score = Integer.toString(sc); String level = Integer.toString(h.getLevel()); String seed = Integer.toString(h.getStat("Seed")); String name = h.getString("HeroName"); String profession = h.getString("Profession"); String race = h.getString("Race"); try { String urldeath = URLEncoder.encode(outcome, fileEncoding); String urlname = URLEncoder.encode(name, fileEncoding); String check = Integer.toString((sc + name.length() * profession.length() * race.length()) ^ 12345678); String st = "&name=" + urlname + "&race=" + race + "&profession=" + profession + "&level=" + level + "&score=" + score + "&check=" + check + "&version=" + Game.VERSION + "&seed=" + seed + "&death=" + urldeath; String url = "http://tyrant.sourceforge.net/logscore.php?client=tyrant" + st; Game.warn((Game.isDebug() ? "NOT " : "") + "Sending data:"); Game.warn(st); if (!Game.isDebug()) { URL u = new URL(url); InputStream s = u.openStream(); String returnstring = ""; int b = s.read(); while (b >= 0) { returnstring = returnstring + (char) b; b = s.read(); } int ok = returnstring.indexOf("OK:"); if (ok >= 0) { hresult = "High score logged.\n"; hresult += "You are in position " + returnstring.substring(ok + 3).trim(); } else { hresult = "Failed to log high score"; Game.warn(returnstring); } } } catch (Exception e) { Game.warn(e.getMessage()); hresult = "High score feature not available"; } if ((!h.isDead())) { story = "You have defeated The Tyrant!\n" + "\n" + "Having saved the world from such malevolent evil, you are crowned as the new Emperor of Daedor, greatly beloved by all the people of the Earth.\n" + "\n" + "You rule an Empire of peace and prosperity, and enjoy a long and happy life.\n" + "\n" + "Hurrah for Emperor " + h.getString("HeroName") + "!!\n"; if (Game.isDebug()) { story = "You have defeated The Tyrant in Debug Mode.\n" + "\n" + "Now go and do it the hard way....\n"; } } else { story = "\n" + "It's all over...... " + outcome + "\n" + "\n" + "You have failed in your adventures and died a hideous death.\n" + "\n" + "You reached level " + level + "\n" + "Your score is " + score + "\n" + "\n" + hresult + "\n"; } Game.message("GAME OVER - " + outcome); Game.message("Would you like to see your final posessions? (y/n)"); char c = Game.getOption("yn"); if (c == 'y') { Game.selectItem("Your final posessions:", h); } // display the final story Game.scrollTextScreen(story); // display the final story String killData = Hero.reportKillData(); Game.scrollTextScreen(killData); Game.over = true; Lib.clear(); // recreate lib in background Game.asynchronousCreateLib(); }